During the day there are local guards at the door, but at night it is simply locked.
For night entry, a Dex (sleight of hand) check if simply using the door. The guardhouse also has excellent line of sight to the door, so a Dex (stealth) is also needed.
By day, the door is staffed by two local guards, so a Cha (deception) check is needed. Rolled with advantage due to stolen uniform and badge.
Other means of dealing with the guards are left up to you.
DCs:
Sleight of Hand: DC 22,
Stealth: 9 or 11, whichever is greater.
Deception: DC 18
Is Samogri also heading this way?
<Considering its will be a week before @InkedBee rejoins the game, (as a new PC,) I have decided to lift the exhaustion from Sngus. He has 0 levels of exhasution following the long rest. Tetrevess' player PMed ne and it appears he will be active for the infiltrstion>
During the day there are local guards at the door, but at night it is simply locked.
For night entry, a Dex (sleight of hand) check if simply using the door. The guardhouse also has excellent line of sight to the door, so a Dex (stealth) is also needed.
By day, the door is staffed by two local guards, so a Cha (deception) check is needed. Rolled with advantage due to stolen uniform and badge.
Other means of dealing with the guards are left up to you.
DCs:
Sleight of Hand: DC 22,
Stealth: 9 or 11, whichever is greater.
Deception: DC 18
Is Samogri also heading this way?
<Considering its will be a week before @InkedBee rejoins the game, (as a new PC,) I have decided to lift the exhaustion from Sngus. He has 0 levels of exhasution following the long rest. Tetrevess' player PMed ne and it appears he will be active for the infiltrstion>
Yes we would move when it’s night
when we start to move sam would like to cast pass with out a trace on Angus and who else comes with
If the Sleight of Hand is to pick a lock, Angus does not have proficiency... does Sam? or anyone else? Because I would need a nat 20 to hit that DC
Yeah, it's a locked door. You can always try a different means of entry. I wouldn't necessarily recommend breaking it down, but it's not really up to me what you do.
(Out of curiosity, did you roll the deception earlier with AD? It should have had AD. We're not counting it, unless you want to. I just thought it looked surprisingly low)
I'm hoping Tetrevess has entered the chat. Could help. @Ikarbano's PC is inside, so maybe some sort of help there. We got Sam and Angus at the door. @InkedBee MIA for now.
What about Chadderlay? He's expected, though normally would use the VIP and be transported by carriage drawn by unnaturally graceful horses, not the service entrance.
Chadderlay will time his report to coincide with other members trying to gain entry for maximum chance of distraction.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
This post has potentially manipulated dice roll results.
Angus is hoping someone else will step up with a plan, because his ideas seem destined for failure. He will go ahead and try to pick the lock, just in case the winds of Fate have shifted direction.
Sleight of Hand (will roll with AD because maybe Sam is helping?) 18
If he fails, maybe Chadderlay or Sam disguised as a guard or a red wizard can escort him inside as a servant.
Chadderlay will time his report to coincide with other members trying to gain entry for maximum chance of distraction.
<I'm not sure what to do with this.
So, let me say this: the guards and servants probably mostly know eachother, and the local (non-Thayan) ones go home to wherever in Mulmaster they live by night, hence the door being locked. So, as there is a guard shack with sight lines to the door, and a Red Wizard in the troupe, this might be a good time for roleplay.>
<FYI: this module strongly encourages me to encourage you to conduct this operation at night. It's actually in the title.>
"Hi all, you must have left your keys behind" Tetrevess steps out from the shadows, whispering. His beard seems considerably fuller, and he's dressed in Red Robes, but otherwise looks much the same as the last time you saw him. He quickly walks to the door and discretely casts Knock. "After you". He smiles.
(Lol, forgot the loud noise it makes in 5e. Scratch that, I’m sure my wizard isn’t as dumb as me).
he pauses at the door and then disappears, opening the door from inside. A spectral head of a wizened man floats inside the door. (Scribes Manifest mind +misty step- I think that works and is quieter)
<that works. I'm using the stealth role from earlier instead kf a group stealth.>
Watching the guards closely, you manage to avoid their gaze you manage to time your movement to enter the building unnoticed.
<can anyone remind me if you have any badges? I think you got one or more>
The hallways are decorated in Thayan style, feshky plastered walls, lit by candles and oil lamps, the hallway opens to the right vis three arches, to a ce trail corridor, flooded with daylight. Exotic plants grow in the garden and the space is magically heated and lit with daylight
What time is day is it?
During the day there are local guards at the door, but at night it is simply locked.
For night entry, a Dex (sleight of hand) check if simply using the door. The guardhouse also has excellent line of sight to the door, so a Dex (stealth) is also needed.
By day, the door is staffed by two local guards, so a Cha (deception) check is needed. Rolled with advantage due to stolen uniform and badge.
Other means of dealing with the guards are left up to you.
DCs:
Sleight of Hand: DC 22,
Stealth: 9 or 11, whichever is greater.
Deception: DC 18
Is Samogri also heading this way?
<Considering its will be a week before @InkedBee rejoins the game, (as a new PC,) I have decided to lift the exhaustion from Sngus. He has 0 levels of exhasution following the long rest. Tetrevess' player PMed ne and it appears he will be active for the infiltrstion>
Yes we would move when it’s night
when we start to move sam would like to cast pass with out a trace on Angus and who else comes with
Stealth 16 +10
Angus will attempt entry early in the morning of the day of the transfer.
Deception roll with AD 17
Oh, i didn't see the previous post. I guess Angus will go at night? That OK, DM?
Yeah, just need to open the door if it's by night. Sleight of hand
If the Sleight of Hand is to pick a lock, Angus does not have proficiency... does Sam? or anyone else? Because I would need a nat 20 to hit that DC
Yeah, it's a locked door. You can always try a different means of entry. I wouldn't necessarily recommend breaking it down, but it's not really up to me what you do.
(Out of curiosity, did you roll the deception earlier with AD? It should have had AD. We're not counting it, unless you want to. I just thought it looked surprisingly low)
(yep that was with AD sadly)
Ok.. so now what?
I'm hoping Tetrevess has entered the chat. Could help. @Ikarbano's PC is inside, so maybe some sort of help there. We got Sam and Angus at the door. @InkedBee MIA for now.
What about Chadderlay? He's expected, though normally would use the VIP and be transported by carriage drawn by unnaturally graceful horses, not the service entrance.
Chadderlay will time his report to coincide with other members trying to gain entry for maximum chance of distraction.
Angus is hoping someone else will step up with a plan, because his ideas seem destined for failure. He will go ahead and try to pick the lock, just in case the winds of Fate have shifted direction.
Sleight of Hand (will roll with AD because maybe Sam is helping?) 18
If he fails, maybe Chadderlay or Sam disguised as a guard or a red wizard can escort him inside as a servant.
(wow. The dice hate me lately)
<I'm not sure what to do with this.
So, let me say this: the guards and servants probably mostly know eachother, and the local (non-Thayan) ones go home to wherever in Mulmaster they live by night, hence the door being locked. So, as there is a guard shack with sight lines to the door, and a Red Wizard in the troupe, this might be a good time for roleplay.>
<FYI: this module strongly encourages me to encourage you to conduct this operation at night. It's actually in the title.>
"Hi all, you must have left your keys behind" Tetrevess steps out from the shadows, whispering. His beard seems considerably fuller, and he's dressed in Red Robes, but otherwise looks much the same as the last time you saw him. He quickly walks to the door and discretely casts Knock. "After you". He smiles.
<Was that the knock spell? Asking because of the very loud noise it makes, or have I misinterpreted?>
(Lol, forgot the loud noise it makes in 5e. Scratch that, I’m sure my wizard isn’t as dumb as me).
he pauses at the door and then disappears, opening the door from inside. A spectral head of a wizened man floats inside the door. (Scribes Manifest mind +misty step- I think that works and is quieter)
<that works. I'm using the stealth role from earlier instead kf a group stealth.>
Watching the guards closely, you manage to avoid their gaze you manage to time your movement to enter the building unnoticed.
<can anyone remind me if you have any badges? I think you got one or more>
The hallways are decorated in Thayan style, feshky plastered walls, lit by candles and oil lamps, the hallway opens to the right vis three arches, to a ce trail corridor, flooded with daylight. Exotic plants grow in the garden and the space is magically heated and lit with daylight
Angus has a blue badge.
Hallway
Hallways and central courtyard