Just as you stuff the body in rhe pantry, the other guard bursts in from the dining hall, sword drawn, "Geoffrey! Whay happened!?" he shouts at Sam, who now resembles the guard.
<for the record, I said he had a sword, but if you want it to he a spear, (as his base stat block indicates) I'm fine with that.>
An instant later, from the watchtower, enter three more guards, two in the same uniform as the one you knocked out, the third wearing a distinctive fourragere over the shoukdet of the same uniform.
The disguise passes, no check needed. The statement is true, so no actual deception. Really, I don't see why that would need charisma check either, you're just answering their question, and they have standing orders to tell them what to do.
Unfortunately, those standing orders are to raise the alarm, which summons the rest of the response force.
Talking at once, the man with the fourregere orders one of the guards he entered with, "Sound the alarm, summon the rest kf the guard!" At which command, the guard draws his whistle and sounds two sustained blasts of the whistle worn around his neck. After a pause wherein he draws another deep breath, he whistles twice more.
While that is going on, the first guard, who was on patrol with the guard you knocked out, asks eagerly, "Which way did they go?!" The man in the fourregere stares at Sam, waiting for an answer only a second before interlocutor "How many? Arcanists, d'ya think?"
(if you don't know, didn't Google it, a fourregere is a braided rope used to decorate a uniform. In our world it means something but it's not a part of in-world lore, I'm just setting him apart from the others and hopefully establishing rhe sense thst he's venerated among the ranks, but not a designated leader as such, just displaying leadership qualities as the de facto authority at the moment. Maybe he has seniority or more likely served in a particularly honorable action of some kind. These are, you would know, guards from Mulmaster: human, all presenting as masculine so far, but by prior observation, you have seen there are observably female guards, as well, and you wouldn't be surprised that, despite working for the Red Wizards, they are especially concerned about magic users).
<Answering the question about where rhey went effectively sets the stage for an encounter, but doesn't actually put you in the encounter yet, unles you go there and are discovered, it just puts there. So, Sam: "where did they go. How many, arcanists?">
<just for clarity, the badge is visible on the guard, so Sam at least appears to have one. I don't know if he has the real one from rhe guard or not. Maybe Angus has it.>
The grizzled guard looks puzzled by this. "Right past the guardhouse, and the tower?" He considers for a moment. He begins to nod slowly, biting his lip, then growls, "Filthy Arcanists. They must be." Straightenimg, he sharply points with two fingers. "Cullens, Doberman, that way." He commands, pointing North, toward the storage room, through which lies the cold streets of Mulmaster. "You two," he points to Dam.and rhe other guard, "come with me." he adds as he marches, double-time through the dining hall, making a bee line for the maim entrance and the cold night beyond.
In moments they vacate the room, scouring the grounds for the intruders, leaving those in hiding an empty room, and Sam with a choice: flow the two guards through the dining hall and outside the embassy, or stay behind and invite suspicion.
Sam follows the guards out the main entrance, leaving the others in a now empty kitchen, save the unconcious guard in the pantry
<formally, you haven't killed him, but I'm telling you - above table- tthat he won't just wake up on his own. Knowing thus, you can quickly snd quietly kill him or not. Either way, it's a choice you're making. I'm still keeping the initiatives we rolled for later, but post at will for the time being. We aren't tracking time by rounds at the moment.>
Angus looks around at his other companions. "Well, that was... interesting. I thought he would just tell them it was a false alarm and send them away. Should we proceed without Sam? We are short on time. Hopefully he will catch up with us..."
(Are we still in the kitchen? If so, what are those two towers? do they go up and down?)
They're four-story stone towers topped with onion domes. The one to the south is a belltower. You or Sam or the thief you met with has seen guards up there. You're also aware that ringing those bells is an alarm that sends dozens of skeletons pouring into the courtyard. Based in prior observation, the night guard up there might be asleep, despite the whistling. Spiral stairs fill the interior of each and a guard is always on duty at the top of each tower. There is a second belltower, in the corner of the chapel courtyard. Sam would see it on his left as he exits the embassy.
"We have to use the time Sam bought us to search for the items we need."
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.”
(So I guess I'm really bad at reading maps, but the only way up to the second floor that I see involves passing through the knights' barracks. Is this correct?)
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(I called it a sword, but whatever)
So, Angus looks like the guard and everyone else is hiding. Is that right?
(No, I believe Sam is the one who looks like the guard.)
Angus stealth (hiding) with DA and with +10 bonus from Sam 15
Yes
(Sam looks like the guard. Got it.)
Just as you stuff the body in rhe pantry, the other guard bursts in from the dining hall, sword drawn, "Geoffrey! Whay happened!?" he shouts at Sam, who now resembles the guard.
<for the record, I said he had a sword, but if you want it to he a spear, (as his base stat block indicates) I'm fine with that.>
An instant later, from the watchtower, enter three more guards, two in the same uniform as the one you knocked out, the third wearing a distinctive fourragere over the shoukdet of the same uniform.
...
"What's all the commotion, Sonny?" the decorated guard enquires, impatiently of Sam (who is, evidently, impersonating a guard named Geoffrey).
“Some human’s and that abomination from the meat grinder just sneaked their way in then beat me up with illegal magic”
The disguise passes, no check needed. The statement is true, so no actual deception. Really, I don't see why that would need charisma check either, you're just answering their question, and they have standing orders to tell them what to do.
Unfortunately, those standing orders are to raise the alarm, which summons the rest of the response force.
Talking at once, the man with the fourregere orders one of the guards he entered with, "Sound the alarm, summon the rest kf the guard!" At which command, the guard draws his whistle and sounds two sustained blasts of the whistle worn around his neck. After a pause wherein he draws another deep breath, he whistles twice more.
While that is going on, the first guard, who was on patrol with the guard you knocked out, asks eagerly, "Which way did they go?!" The man in the fourregere stares at Sam, waiting for an answer only a second before interlocutor "How many? Arcanists, d'ya think?"
(if you don't know, didn't Google it, a fourregere is a braided rope used to decorate a uniform. In our world it means something but it's not a part of in-world lore, I'm just setting him apart from the others and hopefully establishing rhe sense thst he's venerated among the ranks, but not a designated leader as such, just displaying leadership qualities as the de facto authority at the moment. Maybe he has seniority or more likely served in a particularly honorable action of some kind. These are, you would know, guards from Mulmaster: human, all presenting as masculine so far, but by prior observation, you have seen there are observably female guards, as well, and you wouldn't be surprised that, despite working for the Red Wizards, they are especially concerned about magic users).
<Answering the question about where rhey went effectively sets the stage for an encounter, but doesn't actually put you in the encounter yet, unles you go there and are discovered, it just puts there. So, Sam: "where did they go. How many, arcanists?">
(Heh, so much for a quiet infiltration. This is going to be interesting.)
Sam replies “ two with the abomination they might have used the front door to escape someone must of given them the key card”
<just for clarity, the badge is visible on the guard, so Sam at least appears to have one. I don't know if he has the real one from rhe guard or not. Maybe Angus has it.>
The grizzled guard looks puzzled by this. "Right past the guardhouse, and the tower?" He considers for a moment. He begins to nod slowly, biting his lip, then growls, "Filthy Arcanists. They must be." Straightenimg, he sharply points with two fingers. "Cullens, Doberman, that way." He commands, pointing North, toward the storage room, through which lies the cold streets of Mulmaster. "You two," he points to Dam.and rhe other guard, "come with me." he adds as he marches, double-time through the dining hall, making a bee line for the maim entrance and the cold night beyond.
In moments they vacate the room, scouring the grounds for the intruders, leaving those in hiding an empty room, and Sam with a choice: flow the two guards through the dining hall and outside the embassy, or stay behind and invite suspicion.
Sam gives a nod and follows them hoping his companions have an given them more time to search for the information
Sam follows the guards out the main entrance, leaving the others in a now empty kitchen, save the unconcious guard in the pantry
<formally, you haven't killed him, but I'm telling you - above table- tthat he won't just wake up on his own. Knowing thus, you can quickly snd quietly kill him or not. Either way, it's a choice you're making. I'm still keeping the initiatives we rolled for later, but post at will for the time being. We aren't tracking time by rounds at the moment.>
Angus looks around at his other companions. "Well, that was... interesting. I thought he would just tell them it was a false alarm and send them away. Should we proceed without Sam? We are short on time. Hopefully he will catch up with us..."
(Are we still in the kitchen? If so, what are those two towers? do they go up and down?)
They're four-story stone towers topped with onion domes. The one to the south is a belltower. You or Sam or the thief you met with has seen guards up there. You're also aware that ringing those bells is an alarm that sends dozens of skeletons pouring into the courtyard. Based in prior observation, the night guard up there might be asleep, despite the whistling. Spiral stairs fill the interior of each and a guard is always on duty at the top of each tower. There is a second belltower, in the corner of the chapel courtyard. Sam would see it on his left as he exits the embassy.
"You're right Angus we don't have much time."
Chadderlay quietly follows Angus and the others.
"We have to use the time Sam bought us to search for the items we need."
As Sam leaves with the guards, you hear the man with the fourregere shouts, "Search the perimeter. You go that way, and meet up with the others."
"This way." He barks at Sam, leading him South. Sam is for a moment, alone on the street with the guard.
...
<Which way? Where to?>
(sorry i'm having trouble pulling up the maps from work... will post in a couple hours when I get to my home)
No worries. They are on the main game page.
https://www.dndbeyond.com/campaigns/2895398
Tetrevess, Akame and Angus are present in the kitchen. Sam is alone with fourregere guard outside dashing along the west wall.
(So I guess I'm really bad at reading maps, but the only way up to the second floor that I see involves passing through the knights' barracks. Is this correct?)