You successfully evade the Dragon's lightning breath by diving deeper into tbe catacombs. From the hallway you hear tbe screams feom a pair of Guarda that followed Sam and Akame down the stairs. (They're dead)
You hear a dog barking feom within the catacombs (north of you). The voice replying next is familiar to you, it's the knight commander. "What is it, boy? WhY have you found?!" he calls.
<funny story: hes actually supposed to be here. Ita scripted, but when I rolled to see where plane shift tool him within the embassy, it was the lowest of three floors, 1, and the center of a clock face, 13. So, he's here either way!>
The former VIP burial chamber, presumed eternal home of the remains if Abbotsf and saints of the Ilmateri order, is now the ce ter of arcsn experimentation of Thayan Ambassador Anuzhor Cherthemiud. The walls and floor are worked some, with graceful arches reaching 15ft in height. Enchanted lanterns hanging feom iron wall hooks bathe the area in bright light. Barely noticeable in the Knight Commander's voice, sounds have a subtle hazy afterbuzz, lending them a slightly unnerving quality.
This post has potentially manipulated dice roll results.
Hearing the lightning from the hall, Tetrevess catches up with the others. If the golem is still around her shoots a firebolt at it 17 to hit and 16 fire damage, then he looks at the gathered group. His voice is calm, it is hard to read his expression with the thick brown beard and his hooded cloak.
. “Sam- good to see you. Everyone- We’ve still got to find the Ambassador and get the artifact from him. I gave the Cloaks the alarm, so this place should be swarming with Blades and Cloaks soon, with any luck. Let’s stick together and get this done”.
Complete catacombs map with all active NPC and PCs
(I didn't miss anybody did I?)
Acting under initiative, Chadderlay, Angus, Akame and Dam are up. Given that, I'm guessing you'll all be moving together- not required - so I'm just saying all PCs go, actions will unfold in initiative order as you're not really engaged with anyone at the moment. It seems like a dog is aware of you though. You hear it, but don't see it.
Not even bothering to hide the fact there are a necromancer and deathlock in the relquary. They're there, they'll join in if they need to.
Well zoom in on things once we engage, but since the writing is oretty small, the Knight commander is on the right. The ambassador is in the purple circle, the thing beside him has no label.
(Tetrevess is still a little hurt, could use the aura of vitality). “Who’s going to lead the charge? We need a hero!” (He can cast heroism on Angus or Sam , if they want to go charging into the room. Maybe should soften things up with a fireball or something first?)
I gave the Cloaks the alarm, so this place should be swarming with Blades and Cloaks soon, with any luck. Let’s stick together and get this done”.
I wouldn't count on it. Thay is occupying Mulmaster. This could be a tipping point. It is shocking, but the risk to the Blades (and Cloaks) is being completely removed by Szazz Tam. Now, if the bomb was still there, maybe they would find it reasonable to run an insurrection (because it is an occupation) of the embassy tonight. No city left to fight over, nothing left to lose. But I don't think they're there yet with the destruction on removed.
<I don't have any plans for the embassy after this, so you could be right, this is just how I see the environment. >
You do get your ranks in the Cloaks, assuming you survive.
<they might even reward you with something from the vault>
"thank you Angus, I am well now . are you ready to forge ahead? I suspect the ambassador is in the room in the center of these halls, just around the corner. "Tetrevess says
"Also, in a pinch I can fight even in total darkness, if you think that would even out the battlefield at all," says the paladin. "I'm ready to charge in right after your spell. Chad? Sam? New guy? You all ready for a big wizardy battle?"
(Have we been noticed by the knight commander and ambassador yet?)
Definitely would see the Ambassador. I k ow Akame has magic seeing something or other.
The text if the adventure describes u der 'Guards and Wards': Radiates magic - the whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only the specific effect.
Combined with the earlier and still applicable entry "Corridors: forg fills all corridors except on the first floor, making them heavily obscured..." also 50% chsnce at any intersection you'll go the wrong way.
So, while in the hallway you're still in MAGICAL heavily obscuring fog. If you peek around d the corner the fog abates and you csn see into the room.
The Knight commander is actively searching for you, or whatever the dig is barking at, so despite the fog, I think you'd see him coming.
Spoiler
I'm running him straight by the book. He's going to be invisible and have some more spells up. The whole point if the faithful ho8nd was to alert him. He had plenty of time to cast the defensive buffs because he knows time stop, and got 3 rou ds of casting in.
On the plus side, if you do start combat with him, the hound disappears.
Also, I considered using disguise self instead, especially when Tet said maybe the calvary is coming, but decided that duplicity was implausible and not very fun.
This post has potentially manipulated dice roll results.
immediately before the battle, Tetrevess casts Heroism on Angus "Go be hero!" and prior to Angus entering, he tosses a 4th level Fireball into the room- with the energy type swapped to radiant because why not.. (sickening radiance).
The fireball sears the air in the room, a small rug smoke with radiance, after which the dye gas faded, bit not nesrer to the sword. There is a sharp curved line deliniating the area that was effected by the radiant fire ball and the part of the rig that was not. The area surrounding a strange wood and glass as well as a small chest beside it, (a 10ft radius circle) are unaffected by the blast.
Within the case, which bears a small plaque inscribed only with '#42' there stands an object. It gives the impression of a greatsword at a glance, but it seems to strain and shift, as if confined within the case, the surface of whixh is inscribed with stasis sigils. Staring at the black blade reveals slowly drifting a flickering stars moving in different directions. The apparent guard and grip are actually three slug-like green tentacles.
For Angus:
When you get to 10ft radius of the Ambassador, whose standing beside the sword, #42, and the chest, you can see him despite invisibility due to blond fighting. You're kind of 'stuck' there though, as nothing can physically get closer to him than that at this time. You also saw the fireball just leave this 10ft radius sphere alone, the floor around it scorched from the radiance.
This post has potentially manipulated dice roll results.
"Guys,"Angus calls out, "better get in here. He's inside some sort of sphere of invulnerability, and somebody's gonna need to teleport in or dispel it."
(OOC how many temp hp do I get at beginning of each round, Tetrevess?)
The paladin will attempt a toll the deadcantrip on the Ambassador, (DC 15 WIS Save or else 12 necrotic damage)
Angus' spell seems to have no effect. At this point, the Ambassador is certain that Angus has detected him, despite the invisibility.
"You meddlesome Mulmen have seen your last sunrise. I don't know how you found you're way down here, but if you wish to dwell among the dead, sadly you'll find we've moved the bodies thst were lain here to the necromancy lab. But, worry not. I'm confident we can arrange something."
Anything from Akame, Chadderlay, Samogri? You're up. Then the ambassador and knight commander go
You successfully evade the Dragon's lightning breath by diving deeper into tbe catacombs. From the hallway you hear tbe screams feom a pair of Guarda that followed Sam and Akame down the stairs. (They're dead)
You hear a dog barking feom within the catacombs (north of you). The voice replying next is familiar to you, it's the knight commander. "What is it, boy? WhY have you found?!" he calls.
<funny story: hes actually supposed to be here. Ita scripted, but when I rolled to see where plane shift tool him within the embassy, it was the lowest of three floors, 1, and the center of a clock face, 13. So, he's here either way!>
<Almost forget>
When Sam and Akame went down the stairs, the magic mouth spell on the steps shouts "INTRUDERS!" as they pass with their yellow badge.
Reminder: if you wanted it, yoi could have grabbed that collapsible greatsowrd from the paralyzed guard, too.
The former VIP burial chamber, presumed eternal home of the remains if Abbotsf and saints of the Ilmateri order, is now the ce ter of arcsn experimentation of Thayan Ambassador Anuzhor Cherthemiud. The walls and floor are worked some, with graceful arches reaching 15ft in height. Enchanted lanterns hanging feom iron wall hooks bathe the area in bright light. Barely noticeable in the Knight Commander's voice, sounds have a subtle hazy afterbuzz, lending them a slightly unnerving quality.
Initiatives:
Chadderlay 18
Angus 13
Samogri 9
Tetrevess 6
Akame 22
Thayan Knight Cmdr 4
Ambassador / Dog 9
Hearing the lightning from the hall, Tetrevess catches up with the others. If the golem is still around her shoots a firebolt at it 17 to hit and 16 fire damage, then he looks at the gathered group. His voice is calm, it is hard to read his expression with the thick brown beard and his hooded cloak.
. “Sam- good to see you. Everyone- We’ve still got to find the Ambassador and get the artifact from him. I gave the Cloaks the alarm, so this place should be swarming with Blades and Cloaks soon, with any luck. Let’s stick together and get this done”.
(Angus still has aura of vitality up if anyone needs healing)
(Have we been noticed by the knight commander and ambassador yet?)
Complete catacombs map with all active NPC and PCs
(I didn't miss anybody did I?)
Acting under initiative, Chadderlay, Angus, Akame and Dam are up. Given that, I'm guessing you'll all be moving together- not required - so I'm just saying all PCs go, actions will unfold in initiative order as you're not really engaged with anyone at the moment. It seems like a dog is aware of you though. You hear it, but don't see it.
Not even bothering to hide the fact there are a necromancer and deathlock in the relquary. They're there, they'll join in if they need to.
Well zoom in on things once we engage, but since the writing is oretty small, the Knight commander is on the right. The ambassador is in the purple circle, the thing beside him has no label.
(Tetrevess is still a little hurt, could use the aura of vitality). “Who’s going to lead the charge? We need a hero!” (He can cast heroism on Angus or Sam , if they want to go charging into the room. Maybe should soften things up with a fireball or something first?)
I wouldn't count on it. Thay is occupying Mulmaster. This could be a tipping point. It is shocking, but the risk to the Blades (and Cloaks) is being completely removed by Szazz Tam. Now, if the bomb was still there, maybe they would find it reasonable to run an insurrection (because it is an occupation) of the embassy tonight. No city left to fight over, nothing left to lose. But I don't think they're there yet with the destruction on removed.
<I don't have any plans for the embassy after this, so you could be right, this is just how I see the environment. >
You do get your ranks in the Cloaks, assuming you survive.
<they might even reward you with something from the vault>
Angus heals Tetrevess for 10 hp. (how much more do you need?)
Angus smiles, "A fireball or two isn't a bad idea..."
"thank you Angus, I am well now . are you ready to forge ahead? I suspect the ambassador is in the room in the center of these halls, just around the corner. "Tetrevess says
"Also, in a pinch I can fight even in total darkness, if you think that would even out the battlefield at all," says the paladin. "I'm ready to charge in right after your spell. Chad? Sam? New guy? You all ready for a big wizardy battle?"
Definitely would see the Ambassador. I k ow Akame has magic seeing something or other.
The text if the adventure describes u der 'Guards and Wards': Radiates magic - the whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only the specific effect.
Combined with the earlier and still applicable entry "Corridors: forg fills all corridors except on the first floor, making them heavily obscured..." also 50% chsnce at any intersection you'll go the wrong way.
So, while in the hallway you're still in MAGICAL heavily obscuring fog. If you peek around d the corner the fog abates and you csn see into the room.
The Knight commander is actively searching for you, or whatever the dig is barking at, so despite the fog, I think you'd see him coming.
Spoiler
I'm running him straight by the book. He's going to be invisible and have some more spells up. The whole point if the faithful ho8nd was to alert him. He had plenty of time to cast the defensive buffs because he knows time stop, and got 3 rou ds of casting in.
On the plus side, if you do start combat with him, the hound disappears.
Also, I considered using disguise self instead, especially when Tet said maybe the calvary is coming, but decided that duplicity was implausible and not very fun.
immediately before the battle, Tetrevess casts Heroism on Angus "Go be hero!" and prior to Angus entering, he tosses a 4th level Fireball into the room- with the energy type swapped to radiant because why not.. (sickening radiance).
37 Radiant damage, DC 19 save for half.
He then steps back out of sight into the hall.
The fireball sears the air in the room, a small rug smoke with radiance, after which the dye gas faded, bit not nesrer to the sword. There is a sharp curved line deliniating the area that was effected by the radiant fire ball and the part of the rig that was not. The area surrounding a strange wood and glass as well as a small chest beside it, (a 10ft radius circle) are unaffected by the blast.
Within the case, which bears a small plaque inscribed only with '#42' there stands an object. It gives the impression of a greatsword at a glance, but it seems to strain and shift, as if confined within the case, the surface of whixh is inscribed with stasis sigils. Staring at the black blade reveals slowly drifting a flickering stars moving in different directions. The apparent guard and grip are actually three slug-like green tentacles.
For Angus:
When you get to 10ft radius of the Ambassador, whose standing beside the sword, #42, and the chest, you can see him despite invisibility due to blond fighting. You're kind of 'stuck' there though, as nothing can physically get closer to him than that at this time. You also saw the fireball just leave this 10ft radius sphere alone, the floor around it scorched from the radiance.
"Guys," Angus calls out, "better get in here. He's inside some sort of sphere of invulnerability, and somebody's gonna need to teleport in or dispel it."
(OOC how many temp hp do I get at beginning of each round, Tetrevess?)
The paladin will attempt a toll the deadcantrip on the Ambassador, (DC 15 WIS Save or else 12 necrotic damage)
(Angus gains 6 HP every round) Tetrevess arcana check to recognize what’s going on with help from the group.. 27
Angus' spell seems to have no effect. At this point, the Ambassador is certain that Angus has detected him, despite the invisibility.
"You meddlesome Mulmen have seen your last sunrise. I don't know how you found you're way down here, but if you wish to dwell among the dead, sadly you'll find we've moved the bodies thst were lain here to the necromancy lab. But, worry not. I'm confident we can arrange something."
Anything from Akame, Chadderlay, Samogri? You're up. Then the ambassador and knight commander go