Chadderlay and Akame: also stealthing or will you try to engage the approaching entity?
Angus finds the former common room has been converted into an elaborate ballroom. A set of stairs leads down into the floor below, mirrored by another headed in the opposite direction.
This post has potentially manipulated dice roll results.
Chadderlay's Investigation (to see if he knows what's up north?): 19
"The badges can be used to order the skeletons about."
Chadderlay's Stealth roll (add +10 for the Pass Without Trace?): 10
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.”
The entire party successfully avoids detection by the approaching guards, who conduct thier inspections without noticing anything amiss.
At the bottom of the stairs, you find it opens to a wider area, allowing access to an adjoining perpendicular ramp, inclined upward. At the top, there is a row of carts covered with silver domes.
You are in the dining hall, behind you, open doors reveal the kitchen. Its industrial scale is suited to preparing hundreds of meals a day.
Chadderlay is aware that the kitchen is flanked by towers on either side.
<Also, you guys have a map, so even if he wasnt here, you would know this.>
The kitchen is surrounded by livestock in the walled yard outside.
(Uh... I entered the banquet hall, room `16 on the map. the kitchen is room 6. the ramps do not lead to the kitchen, but down to the crypt (6) and the brewery (1/2) in the basement.)
In truth I think I got a bit turned around between dining hall and banquet halll, especially since these rooms are labeled differently on the player and DM maps. I still think it's more useful to state that it gives you access to the kitchen than to the disused brewery.
Edit: it looks like the ramp actually goes from the dining hall to the storage are under rhe kitchen. Really seems like it would be more useful to go to the kitchen directly, as I see it. In no case do these details matter at the moment, though. You can move freely between the kitchen, dining room.and storage area.
*Text above (posts #886, #890) has been edited (slightly) to reflect the change from ramp to stairs and arrival in storage/ brewery with access ramp to dining hall and kitchen.
I also stand by the fact that this is where you end up, despite your reasonable expectations of finding the catacombs based on a correct interpretation of the map, which would suggest you need to travel south of the banquet hall to reach the catacombs. If you tried the other way, you would have seen the stairs were filled with webs, as by the web spell.
<This is actually a spoiler, but might help explain the situation and ensure you that I'm not just confused, which otherwise would be justifiable.>
At each intersection or branching passage offering a choice of direction, there us a 50 percent chsnce the creature will believe it is going in the opposite direction of the one it chooses.
(Ok, so we're actually in the Dining Hall? Well I figure we need to get down to the basement to find the artifact, and the only way down I saw was in the banquet hall... am I missing another entrance to the basement?)
Correct. The stairs from the banquet hall would have sent you there. But the most direct route might not be the most favorable. You are just turned around by the magical ward the lower level has. One of many effects, thereof. Going back again just has you meet the floor to ceiling webs you can deal.with as you see fit and you can proceed that way if you choose.
Hint:
Heading straight down the stairs through the webs will trip the alarm.
It's not too late to get a better badge.
Except for undead, everyone here is a person, not just a monster. They're all being paid and some are afraid, but few are willing to die for Szazz Tam.
Public spoiler: (game mechanic) if you engage an npc in conversation, you have 1 round to convince them not to before they raise the alarm. They will raise the alarm if attacked and csn do so a a free action on their turn, unless you can incapacitate them first.
<aside: the badges work on effects that are magical. Remallia offered some spell scrolls earlier that might be useful. Each effect is handled individually.>
Angus says, "New idea. Maybe we get the skeleton to lead a guard into a room where we can ambush him or her and take their badge. That should grant us more access."
Unless anyone objects or there is a flaw I'm missing, Angus will look out into the corridor, and if there is only a skeleton there, he will issue the command, and then move back into the kitchen and have everyone hide.
The skeleton ceases replacing candles and listens Angus' directives. As the party readies themselves to ambush a returning guard, the skeleton heads off in search of the guard. Upon finding him, some "Lassie"style communication charades ensue and the skeleton soon returns to the designated rendezvous point, with one irritated guard following.
"Blasted skeleton. When did these things turn into guards? Next thing they'll be getting rid if us and replacing us with undead."
Catching the gladiator by surprise, Angus deals 25 damage to the guard. He reaches for his sword instinctively, despite his recent training to blownthe whistle around his neck.
He carries a shield wirh himself and uses it to deflect ine kf Angus' attached but with one empty hand he fails to parry the second blow and it lands mightily on his Studded leather armor with a flash of light.
<Anyone who chose to accompany Angus is up. Initiative isn't super important this round since he is surprised and alone for now, but please roll Initiative so we can keep track of things should escalate.>
Even if you didn't explicitly state at any point you went with Angus, the whole party can be here and engage in this round of combat, so: Chadderlay, Tetrevess, Samogri, and Akame are up.
Angus will move north, towards the skeleton, and enter the double doors leading into the banquet hall on the east.
Stealth DA with bonus from Sam 18
15+18+20 / 3 = 17
So far, looking good 👍
Tetrevess, Angus, and Sam hide successfully.
Chadderlay and Akame: also stealthing or will you try to engage the approaching entity?
Angus finds the former common room has been converted into an elaborate ballroom. A set of stairs leads down into the floor below, mirrored by another headed in the opposite direction.
>Edited, again<
Chadderlay's Investigation (to see if he knows what's up north?): 19
"The badges can be used to order the skeletons about."
Chadderlay's Stealth roll (add +10 for the Pass Without Trace?): 10
Sam would also do some looking around
investigation 14
Angus suggests heading down the ramp to the basement to search for the artifact
The entire party successfully avoids detection by the approaching guards, who conduct thier inspections without noticing anything amiss.
At the bottom of the stairs, you find it opens to a wider area, allowing access to an adjoining perpendicular ramp, inclined upward. At the top, there is a row of carts covered with silver domes.
You are in the dining hall, behind you, open doors reveal the kitchen. Its industrial scale is suited to preparing hundreds of meals a day.
Chadderlay is aware that the kitchen is flanked by towers on either side.
<Also, you guys have a map, so even if he wasnt here, you would know this.>
The kitchen is surrounded by livestock in the walled yard outside.
<edited>
(Uh... I entered the banquet hall, room `16 on the map. the kitchen is room 6. the ramps do not lead to the kitchen, but down to the crypt (6) and the brewery (1/2) in the basement.)
In truth I think I got a bit turned around between dining hall and banquet halll, especially since these rooms are labeled differently on the player and DM maps. I still think it's more useful to state that it gives you access to the kitchen than to the disused brewery.
Edit: it looks like the ramp actually goes from the dining hall to the storage are under rhe kitchen. Really seems like it would be more useful to go to the kitchen directly, as I see it. In no case do these details matter at the moment, though. You can move freely between the kitchen, dining room.and storage area.
*Text above (posts #886, #890) has been edited (slightly) to reflect the change from ramp to stairs and arrival in storage/ brewery with access ramp to dining hall and kitchen.
I also stand by the fact that this is where you end up, despite your reasonable expectations of finding the catacombs based on a correct interpretation of the map, which would suggest you need to travel south of the banquet hall to reach the catacombs. If you tried the other way, you would have seen the stairs were filled with webs, as by the web spell.
<This is actually a spoiler, but might help explain the situation and ensure you that I'm not just confused, which otherwise would be justifiable.>
At each intersection or branching passage offering a choice of direction, there us a 50 percent chsnce the creature will believe it is going in the opposite direction of the one it chooses.
That was revealed to be a skeleton some time ago. Or do you mean the rooms up north? If so, I mentioned those in #890 above.
Public spoiler: I'm doing you a favor sending you the other way.
(Ok, so we're actually in the Dining Hall? Well I figure we need to get down to the basement to find the artifact, and the only way down I saw was in the banquet hall... am I missing another entrance to the basement?)
Correct. The stairs from the banquet hall would have sent you there. But the most direct route might not be the most favorable. You are just turned around by the magical ward the lower level has. One of many effects, thereof. Going back again just has you meet the floor to ceiling webs you can deal.with as you see fit and you can proceed that way if you choose.
Hint:
Heading straight down the stairs through the webs will trip the alarm.
It's not too late to get a better badge.
Except for undead, everyone here is a person, not just a monster. They're all being paid and some are afraid, but few are willing to die for Szazz Tam.
Public spoiler: (game mechanic) if you engage an npc in conversation, you have 1 round to convince them not to before they raise the alarm. They will raise the alarm if attacked and csn do so a a free action on their turn, unless you can incapacitate them first.
<aside: the badges work on effects that are magical. Remallia offered some spell scrolls earlier that might be useful. Each effect is handled individually.>
Angus says, "New idea. Maybe we get the skeleton to lead a guard into a room where we can ambush him or her and take their badge. That should grant us more access."
Unless anyone objects or there is a flaw I'm missing, Angus will look out into the corridor, and if there is only a skeleton there, he will issue the command, and then move back into the kitchen and have everyone hide.
The skeleton ceases replacing candles and listens Angus' directives. As the party readies themselves to ambush a returning guard, the skeleton heads off in search of the guard. Upon finding him, some "Lassie"style communication charades ensue and the skeleton soon returns to the designated rendezvous point, with one irritated guard following.
"Blasted skeleton. When did these things turn into guards? Next thing they'll be getting rid if us and replacing us with undead."
<kitchen? Dining hall? >
I assume you're hiding adequately. You can surprise him. You've got him alone, though the skeleton is also there.
Angus will attack, adding a divine smite to any blow that lands.
First Longsword Attack: 19 Damage: 15 magical slashing + 2d8 radiant damage
Second Longsword Attack: 26 Damage: 10 magical slashing + 2d8 radiant damage
(whoops, hehe. the "2d8" is 3 radiant damage for the attack that hits)
Catching the gladiator by surprise, Angus deals 25 damage to the guard. He reaches for his sword instinctively, despite his recent training to blownthe whistle around his neck.
He carries a shield wirh himself and uses it to deflect ine kf Angus' attached but with one empty hand he fails to parry the second blow and it lands mightily on his Studded leather armor with a flash of light.
<Anyone who chose to accompany Angus is up. Initiative isn't super important this round since he is surprised and alone for now, but please roll Initiative so we can keep track of things should escalate.>
Even if you didn't explicitly state at any point you went with Angus, the whole party can be here and engage in this round of combat, so: Chadderlay, Tetrevess, Samogri, and Akame are up.
Initiative for tetrevess
10
tetrevess shoots a firebolt at the hapless guard.
22 to hit for 8 damage
If he’s not dead
attack 18
damage 6