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Imrana's eyes raise at the clandestine manipulations of her allies."This embassy is very strange." She taps her index finger on her lips, her eyes glancing off to the right. "Or maybe Chelaxians are strange." She shrugs. "Or maybe both, who knows!" She smiles and begins humming again.
"Oh, if the mission has begun, I suppose I should do this." Imrana reads one of her scrolls of Mage Armor.
Imrana waits outside the door as Jair scouts outside. Imrana, in a hushed voice, thinks out loud. "I wonder if perhaps we can grab some sweetwine and bread on our way. I am most famished."

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Rendala looks at Imrana in surprise I would think after 4000 years you would have had a snack when you woke up.

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Thanks for adding the pic, Numair. :-)
I added a link to the map of the Chelish Embassy to the "Campaign Info" section so that it appears at the top of every page.
Is everyone gathering in area A4?
Imrana casts Mage Armor.
Numair discusses strategy.

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Her comrades saying nothing, Jaïr said That's a shame, but we will make it nevertheless.
Jaïr took the keys and move forward.
Zarta’s chambers are in the southwest corner of the residential wing, so move west then south to avoid - as requested - the gala
move through A5 to go at the double door.
I presume I can "take 10"
Stelth (take 10): 10 + 5 + 10 = 25
Perception (take 10): 10 + 4 = 14

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Imrana shakes her head, her mind returned from wherever it was wandering."Oh, my apologies." A touch of red colors her cheeks. "I was thinking about food."
She closes her eyes, her faced tensed in concentration. Her eyes open and it loosens instantly, her bemused smile returning as she shakes her head. "No, I have not memorized that today. It would be most useful here, I think."

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Retroactively adding this in because I think the food thing is funny. :-)
Immediately before the Duty Guards lock you in the waiting area, Anstrella brings you a small plate of apple biscuits.
Looking into Jaïr's eyes, she says: These delectables are from a baker in Eastgate. I hear they're decadent! Enjoy them. As she departs, the smell of the apple, bread, and sweet butter mingle with her perfume in a most intoxicating, delicious mélange.

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Numair reaches out and grabs Jair's shoulder as she heads west.
"Careful. I think those doors lead back out to the entrance room we just came from. It might be best to *not* go that way... Perhaps we should east instead?", he says, peering down the corridor.

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Jar moved through the "North Gallery" to the east until she managed to get at the double door.
She hoped that the party's sound will cover their movements.
can't moved my character on the map. I "take 10" on my rolls

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Jaïr moves into hallway A5 and over to the eastern door.
On the way there, she can hear "kitchen" sounds coming from the door to the north that she passed. It sounds very, very busy in the kitchen. The cook staff are very stressed out right now--they want to make everything perfect for their very important guests.
Beyond the door to the east, she cannot hear anything.

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Imrana returns, having quietly gone back into the waiting room. She has one of the biscuits. Bits of crumb are on the edges of her mouth.
She smiles, dislodging a few crumbs. "Problem solved." Noticing the mess, she wipes her mouth.
"I have a scroll of obscuring mist should we need cover. Perhaps we can pretend there was a mishap in the kitchen?"

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Rendala will follow after Jair, as close to the long curtain as possible, without touching it.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Stealth: 1d20 + 2 ⇒ (14) + 2 = 16

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OK
This leads to another hallway. You have a choice of heading either north or south. From the sounds, the door to the north also leads to the kitchen. (Map updated.)

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To the south are the ground's gardens (Area A8). These gardens shine in the moonlight, but dark shadows hug the lower reaches of the bushes, topiary, and trees. Two marble staircases wrap around a balcony where revelers are silhouetted against the light shining from the ballroom’s stained-glass windows. A tall wrought-iron fence divides the garden from the city beyond and below. Small servant’s doors enter the garden from the north and the south. (Map updated.)
The gardens have an abundance of shrubs and other hiding places, but the open stretches are well lit from the ballroom and the balcony is amply peopled with potential observers.

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Taking a deep breath, Numair carefully strides across the garden to the door on the other side, giving the impression that he has every right to be there...
Bluff 'take 10' = 19.

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Imrana watches as Numair and Jair walk across the garden with confidence. Imrana's mouth twists into a pensive expression. "Hmm...I do not think I will be so good at this, Rendala." She gives an embarassed smile. "I am not so good at acting. Do you perhaps have any magics--or even maybe just some advice--that may be able to help?"

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Rendala grabs Imrana's arm, holds it in hers as an escort would, and whispers, Stay with me, hold your head high, we'll also continue on like we belong here.
Looking around as they go, like she is giving Imrana a tour, Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Bluff take 10 => 18. Maybe you can take 10 for an assist?
If anyone comes out and appears threatening, Rendala would immediately start to cast Sleep. DC 15.

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I wasn't sure about the taking 10, that's why there was a question, and I don't have any immediate actions, that's why I said I'd start to cast. I suppose I could do Daze instead.

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Or we'll just walk along. Hopefully I will be ale to tell joke for a quick distraction, make people think I'm with the entertainmnet.

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Since we are both going across together, would it be okay if I just assisted Rendala? If so, I'll take 10 to assist.

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Rendala's second bluff check was for you. To make it look like you belong.
Since some of you haven't played with me before, it's worthwhile to say: I'll typically give you circumstance bonuses for really throwing yourself into the RP aspect of skill checks. :-) As we move forward and get to know each other, I might ask players to RP more--to give checks more "life."

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Just wanted to check first before I wrote something, so I would know how to play it
Imrana pulls out a book and focuses on reading her book while she follows Rendala with her peripheral vision, hoping that by distracting herself, she would remain calmer.

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Beyond the door at the south end of the garden is Area A9.
What likely used to be a side chapel is now in use as a staging area for the gala. Magnificent stained-glass windows and vaulted ceilings look down on the racks of platters, dishes, wine bottles, and glasses stacked neatly on long wooden tables.
This area is a hive of activity. The doors to the garden aren't seeing much use but the double doors are constantly opening and closing as platters of hors d’oeuvres and other gala necessities are shuttled through to the garden or ballroom.
The serving staff give you odd looks, but otherwise ignore you because they're way too busy to stop and confront you.

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Continuing to act as if he has every right to be there (Bluff 18), Numair calmly walks to the single door, and opens it.
After all, the road less traveled is less likely to attract attention...

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After smiling back to the workers Jaïr moved in the hallway then once they all passed the door, she said out loud. Please, my dear, close the door, we don't want to disturb the other guests.
Once the door shut, she moved silently to the end of the corridor
Stealth (take 10): 10 + 5 + 10 = 25
Taking a look at the corner.
Perception: 10 + 4 = 14

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Rendala would like to listen closely at each of the three doors along the hallway, and try the handles to see if they are locked if she doesn't hear anything inside.
Perception Door 1: 1d20 + 4 ⇒ (20) + 4 = 24
Perception Door 2: 1d20 + 4 ⇒ (9) + 4 = 13
Perception Door 3: 1d20 + 4 ⇒ (8) + 4 = 12
And also at the door where Jair is standing.
Perception Door: 1d20 + 4 ⇒ (20) + 4 = 24

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By the time the party reaches the hallway with doors, Imrana is visibly shaking. She glances back to the room they just left, then back to the party, her eyes wide. Her voice is hushed, but full of nervous energy.
"I was sure that we would be caught there!"
Her eyes still glancing about in search of hidden danger, and her body tense from adrenaline, Imrana walks on tiptoes up to Jair.
"All you have to do is walk past and say you belong here? In their embassy?! These Chelaxians must be very trusting."