Main entrance, VIP entrance, dining hall, stables, and staff entrance.
Spiral staircases to the second d floor are suppressed by guard (yellow) and ambassadoroal (red) badges.
Stairway down to catacombs alarm suppressed by red badge only.
Formally, thee doors aren't locked, they just trigger alarms or in the case of stairs, there's a web spell with a pass word
Looking for the artifact, notes on same, rift research (e.g. the planar (elemental) rifts open in the city during princes of the apocalypse) and, for the theives guild, blackmail material on the guard captain. In order of priorities, this last one seems low, but note that you owe them a debt, and they will come to collect, without warning, so there's that for motivation.
Realistically, Chadderlay would know a bunch of stuff, so I'll put it in the spoiler, but it kind of detracts from the 'game' part of the adventure, (which was never designed to have a red wizard in the party), but it won't really help that much. Things are probably about where you'd expect them to be. There have been clues for these things throughout.
<Above the table: one of you is in the library and if you move 5ft, he'll definitely see you, (unless you're all invisible, I suppose). So, let's just say he sees you there and for expediency sake, he recognizes that you don't belong. he might even guess the theives' guild sent you.>
@Ikarbano: you see them sneak in via you're arcane eye, but you didn't see hiw they got in, juat rhat they came from the hallway, through which lies only the service door.
The guard captain has his quarters on the second floor. If you hope to incriminate him, the evidence is probably in his quarters.
Research on the rifts might be in the vast libraries you've already heard were in the Monastery before the Thayan occupation. Or, it might be down in the catacombs where the Ambassador spends most of his time. He's probably been down there since the courier arrived with little exception. That would explain the recent long lines of petitioners waiting to meet him.
This post has potentially manipulated dice roll results.
Seeing others in the embassy, his first instinct was to hide and observe them. As they advanced, he would follow - there were lots of corners to stay behind and the eye would always keep in contact with them anyway - and try to stay hidden.
<A not on following; without a badge (we csn retcon in PM still, for now) crossing the threshold of the library unacompanied will sound an alarm. Thsts why I said you were stuck in there, without saying explicitly why. Beavaue you joined late and we are backfilling story, I was waiting for you to get one somehow, like Angus did, or in a totally different way, or just cross thresholds wirh them, which would also work. If you just do it anyway, it will raise the alarm. Its a magic mouth spell on the doors. >
<A not on following; without a badge (we csn retcon in PM still, for now) crossing the threshold of the library unacompanied will sound an alarm. Thsts why I said you were stuck in there, without saying explicitly why. Beavaue you joined late and we are backfilling story, I was waiting for you to get one somehow, like Angus did, or in a totally different way, or just cross thresholds wirh them, which would also work. If you just do it anyway, it will raise the alarm. Its a magic mouth spell on the doors. >
Is it dark in there Dm or is they some form of lightning
This seems like info he would have been told, so he could prep and get a badge.
I am beyond certain I've mentioned security badges a few times. Thieves' guild doesn't know what they do, though. They're your PCs only contacts. I've even offered to retroactively fill in the how. For Angus I woukd have asked for one to hit to knock out a commoner, but it seemed like the conclusion is inevitable. He wants to take out a commoner, the 11th level paladin succeeds. By waiting until the evening of the heist, it ensures the porter won't be missed. No roll there either.
<A not on following; without a badge (we csn retcon in PM still, for now) crossing the threshold of the library unacompanied will sound an alarm. Thsts why I said you were stuck in there, without saying explicitly why. Beavaue you joined late and we are backfilling story, I was waiting for you to get one somehow, like Angus did, or in a totally different way, or just cross thresholds wirh them, which would also work. If you just do it anyway, it will raise the alarm. Its a magic mouth spell on the doors. >
Is it dark in there Dm or is they some form of lightning
Light in halls and common areas is better than in servant only areas. All oil lamps and candles. The central courtyard is magical daylight.
Rhe maps on the campaign page. If you want to call out a direction or a room number or name, maybe do something before the guards just find you and a deadly encounter enues, that would be my recommendation.
At this point I really feel compelled to tell you, if you just went to see Morwena at the tailor, she'd have given you three guard uniforms and a guard badge plus two visitor badges, which also suppress the magic mouth effects. 6 hours for the uniforms, 24 hours for the badges.
Now, you're un thr embassy, it's night. Most likely Akame, who sees rhe party via arcane eye is about to set off the magic mouth at the door of the library, where she knows there us a skeleton burning books on the second floor. If I csn get the gang to meta for just a second, simply choosing ro bear eight snd tske rhe first door just a few feet away will put you all in one room. Roleplay it if you like kr just skip it. Up to you. Fact js, Ayame knows the thing rhe Cloaks and Harpers (and giant court) want is in a book on the second floor (the library is open between floors, but no ladder, books are being sorted and burned if not useful).
Chadderlay knows the group can command the skeleton with the bagge they have thanks to Angus.
In 20 minutes or less a guard will be along here sweeping the place and checking doors and windows. You know this feom Smas observations and or intel provided by the theives' guild.
Either donsomething in the library or continue on as a group and pick a place to venture to. If it's a place you haven't seen on a map, such as anyone thebsecond floor, Chadderlay probably knows how to get there.
Actually, I've added the second floor map to the campaign page too, either Gravity got it and presumably shared it from the vendor who sold her a cupcake or Tetrevess would have received it. In wither case, it's now party property and you have all three maps representing each level of the embassy.
(Dm check pm and also are we looking for the sword or a book getting a bit lost here)
Party is looking for:
Artifact and accompanying notes brought by courier, plus notes from the doomvault brought by same. All en route to Thay. Relates to Thayan activity in the north involving Tenebrous Creed cult.
Theives' guild wants to incriminate the guard captain. I'd call this optional with consequences. Materials are likely in his quarters, which are upstairs. Chadderlsy knows he's stationed there.
Political intrigue motivates the Harpers, Tymorans, Cloaks and locals like Ussa to seek evidence of the Red Wizards' ignoble intentions involving the planar rifts, which they claim they are trying to close. They'd rather the Thayans leave, but since the Blades won't refuse their 'help' in the wake of the crisis, the locals have to deal with them, for now.
<Akame already found that evidence in the library, second floor, by the skeleton.>
Leaving the library by the first floor east door, the next room on the right is the meeting room, where Nobles and wealthy merchants visit with embassador Anuzohr Cherthemiud. Clusters of high-backed upholstered chairs and low tables fill the room. The floor is lined with thick carpets and heavy drapes line the walls to.deaden sounds and keep conversations private.
(we are searching for artifacts, and evidence that something is fishy with the rift research, right? Are we looking for a specific person?)
(Can Chadderlay tell Angus which doors will open with his blue badge?)
Main entrance, VIP entrance, dining hall, stables, and staff entrance.
Spiral staircases to the second d floor are suppressed by guard (yellow) and ambassadoroal (red) badges.
Stairway down to catacombs alarm suppressed by red badge only.
Formally, thee doors aren't locked, they just trigger alarms or in the case of stairs, there's a web spell with a pass word
Looking for the artifact, notes on same, rift research (e.g. the planar (elemental) rifts open in the city during princes of the apocalypse) and, for the theives guild, blackmail material on the guard captain. In order of priorities, this last one seems low, but note that you owe them a debt, and they will come to collect, without warning, so there's that for motivation.
“Welll, lead on” tetrevess whispers. “Any idea where we should start?”
There's a map on the campaign page.
Realistically, Chadderlay would know a bunch of stuff, so I'll put it in the spoiler, but it kind of detracts from the 'game' part of the adventure, (which was never designed to have a red wizard in the party), but it won't really help that much. Things are probably about where you'd expect them to be. There have been clues for these things throughout.
<Above the table: one of you is in the library and if you move 5ft, he'll definitely see you, (unless you're all invisible, I suppose). So, let's just say he sees you there and for expediency sake, he recognizes that you don't belong. he might even guess the theives' guild sent you.>
@Ikarbano: you see them sneak in via you're arcane eye, but you didn't see hiw they got in, juat rhat they came from the hallway, through which lies only the service door.
The guard captain has his quarters on the second floor. If you hope to incriminate him, the evidence is probably in his quarters.
Research on the rifts might be in the vast libraries you've already heard were in the Monastery before the Thayan occupation. Or, it might be down in the catacombs where the Ambassador spends most of his time. He's probably been down there since the courier arrived with little exception. That would explain the recent long lines of petitioners waiting to meet him.
Seeing others in the embassy, his first instinct was to hide and observe them. As they advanced, he would follow - there were lots of corners to stay behind and the eye would always keep in contact with them anyway - and try to stay hidden.
Stealth 19
<A not on following; without a badge (we csn retcon in PM still, for now) crossing the threshold of the library unacompanied will sound an alarm. Thsts why I said you were stuck in there, without saying explicitly why. Beavaue you joined late and we are backfilling story, I was waiting for you to get one somehow, like Angus did, or in a totally different way, or just cross thresholds wirh them, which would also work. If you just do it anyway, it will raise the alarm. Its a magic mouth spell on the doors. >
Is it dark in there Dm or is they some form of lightning
This seems like info he would have been told, so he could prep and get a badge.
Fine I will just sneak up to them using the above roll
Badges also allow the bearer to command any of the 50 skeletons in the embassy, as long as they are above ground (so not in the catacombs).
I am beyond certain I've mentioned security badges a few times. Thieves' guild doesn't know what they do, though. They're your PCs only contacts. I've even offered to retroactively fill in the how. For Angus I woukd have asked for one to hit to knock out a commoner, but it seemed like the conclusion is inevitable. He wants to take out a commoner, the 11th level paladin succeeds. By waiting until the evening of the heist, it ensures the porter won't be missed. No roll there either.
Light in halls and common areas is better than in servant only areas. All oil lamps and candles. The central courtyard is magical daylight.
Edit: spelling (oil)
"Well, Chadderlay, it seems as if we need a better badge. let's go find a guard."
Rhe maps on the campaign page. If you want to call out a direction or a room number or name, maybe do something before the guards just find you and a deadly encounter enues, that would be my recommendation.
At this point I really feel compelled to tell you, if you just went to see Morwena at the tailor, she'd have given you three guard uniforms and a guard badge plus two visitor badges, which also suppress the magic mouth effects. 6 hours for the uniforms, 24 hours for the badges.
Now, you're un thr embassy, it's night. Most likely Akame, who sees rhe party via arcane eye is about to set off the magic mouth at the door of the library, where she knows there us a skeleton burning books on the second floor. If I csn get the gang to meta for just a second, simply choosing ro bear eight snd tske rhe first door just a few feet away will put you all in one room. Roleplay it if you like kr just skip it. Up to you. Fact js, Ayame knows the thing rhe Cloaks and Harpers (and giant court) want is in a book on the second floor (the library is open between floors, but no ladder, books are being sorted and burned if not useful).
Chadderlay knows the group can command the skeleton with the bagge they have thanks to Angus.
In 20 minutes or less a guard will be along here sweeping the place and checking doors and windows. You know this feom Smas observations and or intel provided by the theives' guild.
Either donsomething in the library or continue on as a group and pick a place to venture to. If it's a place you haven't seen on a map, such as anyone thebsecond floor, Chadderlay probably knows how to get there.
Actually, I've added the second floor map to the campaign page too, either Gravity got it and presumably shared it from the vendor who sold her a cupcake or Tetrevess would have received it. In wither case, it's now party property and you have all three maps representing each level of the embassy.
Angus will lead out, bearing to the right taking the first door.
Sam will follow Angus
(Dm check pm and also are we looking for the sword or a book getting a bit lost here)
Party is looking for:
Artifact and accompanying notes brought by courier, plus notes from the doomvault brought by same. All en route to Thay. Relates to Thayan activity in the north involving Tenebrous Creed cult.
Theives' guild wants to incriminate the guard captain. I'd call this optional with consequences. Materials are likely in his quarters, which are upstairs. Chadderlsy knows he's stationed there.
Political intrigue motivates the Harpers, Tymorans, Cloaks and locals like Ussa to seek evidence of the Red Wizards' ignoble intentions involving the planar rifts, which they claim they are trying to close. They'd rather the Thayans leave, but since the Blades won't refuse their 'help' in the wake of the crisis, the locals have to deal with them, for now.
<Akame already found that evidence in the library, second floor, by the skeleton.>
Leaving the library by the first floor east door, the next room on the right is the meeting room, where Nobles and wealthy merchants visit with embassador Anuzohr Cherthemiud. Clusters of high-backed upholstered chairs and low tables fill the room. The floor is lined with thick carpets and heavy drapes line the walls to.deaden sounds and keep conversations private.