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Numair winks at Imrana.
"The trick is acting like you have every right to be there. If the people who actually belong there are busy, and you keep on moving, you can generally get by them before they decide that it is worth interrogating you..."
He then cautiously moves forward, and peers around the corner of the corridor, to see what lies beyond.

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Jair smiled back at Imrana
As Numair said, we are lucky to be here when a party is going on. The guard or the workers can't guess if we are important guest or not. If we act like the important one, without looking dangerous, they will let us pass without question in fear to importune someone important willing to report back to their superior.
For now, we have been lucky so lets continue our exploration. Our gaol is Zarta's chambers in the southwest corner of the residential wing of the Ambassy.

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Thanks, Jair, I forgot! I've updated the previous post.
Okie dokie, Numair. Personally, I don't consider it quibbling. Just wanted to make the option available. :-)
There's quite a bit of hustle and bustle beyond the door at the end of the hallway. This is mostly "servant traffic." Numair is noticed, but there don't seem to be any immediate consequences.
It it obvious that, as you are, it will be very difficult to get through this hallway unnoticed and unchallenged.

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Taking a deep breath, Numair strides down the south-western arm of the corridor, giving every impression that he is meant to be exactly where he is.
Bluff 'Take 10' = 19.

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Imrana is wearing a light silk outfit in blue and purple as appropriate for someone from Garund 4000 years ago.

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Numair pinches the bridge of his nose, and sighs.
"I am aware of what standard practice is, but I am afraid that my Mistress has required my presence here..."
Bluff: 1d20 + 9 ⇒ (10) + 9 = 19.
Before the worker has time to gather his thoughts, he then strides off purposefully down the corridor.

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ROFL! Numair has some chutzpah! :-)
Sir! I'm afraid you're not allowed there!
Numair Pereption: 1d20 + 4 ⇒ (16) + 4 = 20
Numair notices a certain "timing" of the passage of workers and servants down this hallway. I might be related to a cadence from the kitchen or the formality of the event, but he think s that there is a brief window of time when the party could dash down the hallway unnoticed. Obviously, not at the moment, since you're engaged in conversation. :-)

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Imrana closely follows behind Numair. Taking his and Jair's advice to heart, she attempts to give herself an air of confidence.
Bluff: 1d20 + 0 ⇒ (2) + 0 = 2
However, she clearly has the lying ability of a horse. She overexaggerates her posture to the point of comedy. When she notices and readjusts, she completely overcompensates, looking more like a servant than Numair. She eventually just gives up, sighing.

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Jair get closer to Imrana, playing with her.
Thank you, we will. she said to the workers.
Once the workers gone, she moved in the small corridor on her left, hoping to reach Dralneen appartement soon.
Stealth (take 10): 10 + 5 + 10 = 25
Perception: 1d20 + 4 ⇒ (11) + 4 = 15

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It proves difficult to wait and predict the movements of the staff. After a couple of tense minutes of waiting, there's a lull in the activity of the hallway and the party rushes towards their goal.
(Would any of you like to examine any of the other doors in the during the 2-minute wait?)

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Jair took note of what look like a servant outfit and asked her comrades
Do you want to assemble a servant outfit ? It could be of use for our escape, but may I remind you of the scroll of disguise self the Venture-Captain give us ?

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Imrana starts collecting a servant's outfit. As she moves to take it, she begins looking around for a place to change. Her face reddens, perhaps at the thought of not having a proper place to change.

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Realising that time is of the essence, Numair goes back to the next door to the west that the party can reach (the map is 'view only' again, so I can't move my icon), and tries to open it.

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One of the keys on the keyring does open the door, to everyone's relief! You make it into the room just as someone walks by. (1d20 ⇒ 10) And they fail to notice you. :-) Nicely done!
(You are now in A14. Sorry, I drew the locked door arrow in the wrong spot on the map. It's actually a little north of where I had it.)
The furniture in this luxurious sitting room is covered by drop-cloths, and buckets of paint sit against walls where erotic murals are in the process of being replaced by a neutral institutional taupe. An enormously tall gilt frame leans against the wall. A door to the east leads to a hallway, while to the southwest a door is propped open by a bucket and displays the half-dissolved inscription, "Where Love Comes to Die."

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Numair searches the room (after making sure the door is closed and locked behind the party).
Perception: 1d20 + 4 ⇒ (1) + 4 = 5. Nothing to see here!
He then moves on to the next room to the SW.

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(Map updated.) This was, until recently, a lavishly appointed sitting room.
Numair fails to find a crumpled and roughly folded canvass with a full-length artistic rendition of Zarta in scanty red apparel, along with several other pieces of art apparently considered too lascivious to remain. :-)
The open door leads to a bedchamber. The bucket holding open the door is full of a mixture of turpentine and varnish.
The extravagant bedchamber is dominated by a massive four-poster bed that takes up half the room. Red-varnished wardrobes and vanities complement the black silk sheets on the bed, which appears to be in the process of being dismantled. The walls of the room have been stripped of the portraits that once hung there, faint outlines of the art pieces being all that remain. The exception to this is the eastern wall, which is occupied by an elaborate woodcutting depicting but a single nymph in a seductive pose, garbed in nothing but a necklace bearing an amulet shaped like the Asmodean star.

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Where love comes to die... That has got to be a great punchline. I should figure out how to work that in to something.
Asmodeus looks to be an interesting God to follow. Rendala admires the nymph woodcutting.