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.
Chadderlay will follow Angus and warn everyone that without badges traveling through the Embassy will be precarious as each threshold has a magic mouth that will be set off without a badge.
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.”
From the hall leading north. You hear something. It's not instantly recognizable. It sounds like someone shuffling some objects, light clattering noises accompany some flickering of the candle light from the north end kf the corridor.
Chadderlay: make a check of your choice, either investogsrion or insight as you try to puzzle out what it could be.
Anyone can venture a guess, at any rate, without the need for a check.
I thought we already passed that from Angus' post 868. It's possible I misunderstood. I am counting her among the group now, so you can all move through passages as one. Without setting iff alaems. You can still go back to the library if you want to.
For now, notice there's something in this hall, past the VIP stables and rhe bunk room.
My phone is dying, so I'm just going to tell you so we can move along: it's a skeleton. He's replacing rhe candles on the wall sconce. There are 50 of these things doing menial chores around here at all hours, but most are just standing around somewhere.
It sees you, but you're not a candle or a lantern, so it doesn't care.
"Let's head up to the guard captain's quarters. Chadderlay, can you think of a way that the skeletons can scout the room for us, or take a message to whomever is in the captain's room sending them elsewhere?"
<check the map. The spiral staircase on the northwest corner is a small chapel on the second floor. Thsts the knight-commander's quarters (correct name, I'm sure I've called him a guard captain or some other bastardized misnomer). At the bottom of the spiral stairs are rhe knights' quarters. There are 8 Knights plus the commander. Most are probably there, asleep, as it is night at the moment.
There are also 2 dozen guards, who are local Mulman, but sleep in the guards' quarters due to the nature of their work, rather than out in town as most other non-Thayans do. If your force of numbers is off-site in an emergent situation, they're value is decimated- hence they sleep in shifts there by the storage area and dining hall.
Anyhow, the spiral staircases might be tough to access, is all I'm saying. That and the skeleton would probably have to wake the Knight commander to get him to leave the room.
These are all things Chadderlay would know. I'm just assuming he'd tell you all this information. Of course, people are unpredictable at times, so not everyone will always be where they're expected to be.
Last clarification: the incriminating planar rift research is still up there on the second floor of the library- Akame had seen it, but only via arcane eye. They do have it tattooed on them, however.
Feom the other direction, where you entered by three staff entrance, you hear the sound kf approaching footsteps. The bolt of the door rattles as the footsteps stop. A moment later, the sound if their approach continues, drawing ever nearer.
Group hide check, (or just opt not to hide if you prefer)
Sam
Tetrevess
Angus
Akame
Chadderly
Make a stealth check, state whether you hide or not and if you'll be moving toward the skeleton, northbound, falling back into the meeting room behind you, or heading west toward the approaching footsteps. The VIP stables and other things are north, so if you want to get to those, just state as such.
You do still have one staff badge, and it csn be used to command any undead (seems they're all skeletons - still dressed in funerary garb) on this level or upstairs. That one going around lighting the candles is headed yiir way, but (as a reminder) really doesn't seem to care rhat you're there, unless you're standing in front of a candle, but even then he'll just stare through you with hollow eyes till you get out if hus way
You're all in the general area of the orange circle. The skeleton is the teal(?) / Blue 'S' and the footsteps are following the path of the purple arrow / dashed line. Light is dim from candles except if you cross into the central courtyard, where it is magically daylight.
<I know that it should light the hallways as well, but I think it's by design that it doesn't. If you're walking around at night, maybe you don't want to pass through a hallway flooded with daylight before stumbling out into the street or down a flight of stairs. It's practical magic.>
"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.
Chadderlay will follow Angus and warn everyone that without badges traveling through the Embassy will be precarious as each threshold has a magic mouth that will be set off without a badge.
From the hall leading north. You hear something. It's not instantly recognizable. It sounds like someone shuffling some objects, light clattering noises accompany some flickering of the candle light from the north end kf the corridor.
Chadderlay: make a check of your choice, either investogsrion or insight as you try to puzzle out what it could be.
Anyone can venture a guess, at any rate, without the need for a check.
(Are we now in the room with Akame?)
I thought we already passed that from Angus' post 868. It's possible I misunderstood. I am counting her among the group now, so you can all move through passages as one. Without setting iff alaems. You can still go back to the library if you want to.
For now, notice there's something in this hall, past the VIP stables and rhe bunk room.
My phone is dying, so I'm just going to tell you so we can move along: it's a skeleton. He's replacing rhe candles on the wall sconce. There are 50 of these things doing menial chores around here at all hours, but most are just standing around somewhere.
It sees you, but you're not a candle or a lantern, so it doesn't care.
"Let's head up to the guard captain's quarters. Chadderlay, can you think of a way that the skeletons can scout the room for us, or take a message to whomever is in the captain's room sending them elsewhere?"
<check the map. The spiral staircase on the northwest corner is a small chapel on the second floor. Thsts the knight-commander's quarters (correct name, I'm sure I've called him a guard captain or some other bastardized misnomer). At the bottom of the spiral stairs are rhe knights' quarters. There are 8 Knights plus the commander. Most are probably there, asleep, as it is night at the moment.
There are also 2 dozen guards, who are local Mulman, but sleep in the guards' quarters due to the nature of their work, rather than out in town as most other non-Thayans do. If your force of numbers is off-site in an emergent situation, they're value is decimated- hence they sleep in shifts there by the storage area and dining hall.
Anyhow, the spiral staircases might be tough to access, is all I'm saying. That and the skeleton would probably have to wake the Knight commander to get him to leave the room.
These are all things Chadderlay would know. I'm just assuming he'd tell you all this information. Of course, people are unpredictable at times, so not everyone will always be where they're expected to be.
Last clarification: the incriminating planar rift research is still up there on the second floor of the library- Akame had seen it, but only via arcane eye. They do have it tattooed on them, however.
>Bump<
Feom the other direction, where you entered by three staff entrance, you hear the sound kf approaching footsteps. The bolt of the door rattles as the footsteps stop. A moment later, the sound if their approach continues, drawing ever nearer.
Group hide check, (or just opt not to hide if you prefer)
Sam
Tetrevess
Angus
Akame
Chadderly
Make a stealth check, state whether you hide or not and if you'll be moving toward the skeleton, northbound, falling back into the meeting room behind you, or heading west toward the approaching footsteps. The VIP stables and other things are north, so if you want to get to those, just state as such.
You do still have one staff badge, and it csn be used to command any undead (seems they're all skeletons - still dressed in funerary garb) on this level or upstairs. That one going around lighting the candles is headed yiir way, but (as a reminder) really doesn't seem to care rhat you're there, unless you're standing in front of a candle, but even then he'll just stare through you with hollow eyes till you get out if hus way
You're all in the general area of the orange circle. The skeleton is the teal(?) / Blue 'S' and the footsteps are following the path of the purple arrow / dashed line. Light is dim from candles except if you cross into the central courtyard, where it is magically daylight.
<I know that it should light the hallways as well, but I think it's by design that it doesn't. If you're walking around at night, maybe you don't want to pass through a hallway flooded with daylight before stumbling out into the street or down a flight of stairs. It's practical magic.>
Tetrevess tries to step into the shadows (15 stealth in roller)
Stealth 5 +10 due to pass
(Angus has it as well)