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The gala inside the Chelish embassy appears to be in full swing, and as the faint light from the building falls upon the alleyway outside, Venture-Captain Ambrus Valsin's mission briefing is hard to forget.
"Pathfinders," Valsin boomed out hours earlier in the briefing chamber within the Grand Lodge, "Zarta Dralneen no longer exists. She never existed. She's never worked for the Chelish embassy here in Absalom, and she's never been in charge of the Chelish Pathfinders. At least that's what I was told, repeatedly, to my face, through three layers of Chelish bureaucrats. I know those people, and the all knew Zarta. They didn't just forget about her. She's been 'disappeared'."
After a short break he continues. "I don't know where she went and I don't know who took her. What I need you to do for me is to go into the Chelish embassy and find out as much as you can by snooping around for a bit. I want to know where Zarta is, I want to know who took her, and I want to know why she was taken. We can't afford to offend Cheliax, so you'll have to infiltrate their embassy quietly. I've devised a cover story that should get you in the side door with orders to see the new Chelish ambassador. An ongoing diplomatic gala scheduled for the same time and a clever ruse by Venture-Captain Amara Li - who is also attending the gala - will keep the ambassador busy, but you'll have to act quickly if you want to secure the information we need before he arrives to meet you. You must get into the embassy, get what we need and get back out of the embassy without the Chelaxians ever catching on that we've been rooting around."
Valsin hands you packet. "Here is a packet of information that bears on Chelish interests in Sargava. It's legitimate intelligence that we probably would have passed on to Zarta eventually anyway and that we're willing to give up for free as our ticket into the building. You'll enter the embassy through the north entrance of the residential wing, where Chelish imperial security receives all of their informants. Even if you have a good cover story you might have difficulty getting past the guards there - if necessary, you'll have to resort to bribing your way through. Once you're in, the guards will likely make you wait for the ambassador when you tell them you have important information for him. Don't give it to anyone else, since once they have the information there will be no reason for them not to show you the door. Amara Li will keep the ambassador pinned down at the gala while you break out of the waiting room and snoop around. She will also meet you just before you enter the gala to cast a message spell on you, just in case you need to keep in touch during your mission. You just need to make your way to Zarta's chambers - tey're in the southwest corner of the residental wing, but you'll have to find a route that doesn't intersect with the gala's attendees or residents of the embassy. Try to get in and out in less than an hour. That's my best estimate at how long the gala and Li can keep the ambassador preoccupied. Once you've got the information and made it back to the waiting area, you just have to wait for the ambassador to find time to see you."
"My informants tell me that Ailenia Hospar, one of the clerks you'll likely run into at the embassy, is addicted to shiver. I've procured some of the drug for you to slip her if she initially proves less than accommodating. You may also have to deal with Anstrella Trelax, the pompous night-duty officer. Beyond that, what you'll face is beyond my knowledge. I've ordered for you to receive several tools that might help you in your mission. Good luck, Pathfinders."
Before you exid the Lodge you are given two scrolls of disguise self and two elixiers of hiding from the Pathfinder Society.
The Chelish embassy to Absalom is in the Ascendant Court, a part of the city better known for temples and cathedrals than for diplomatic and government buildings . The embassy is housed in what was once a large cathedral to Aroden, but which has been repurposed incompletely. The religious decorations and iconography in the grand chambers that the Chelaxians use to entertain visitors have been taken down and replaced with imperial symbols, Egorian school architectural flourishes , and Asmodean religious statuary. Much of the rest of the building, on the other hand, is devoted to private quarters, office space, interrogation rooms, and the like, and the s e areas have been modified in a sometimes slapdash fashion, with the original artwork merely painted over, ceilings lowered to more human dimensions, and walls added or removed as necessary. Thus, much of the embassy has a messy, disorganized appearance, somewhat at odds with the usual Chelish stereotypes of rigid structure and order. Eventually the whole cathedral will be done over in the traditions of Asmodeus and Thrune, but for now redecorating remains low on the priority list.
You are just outside the side-entrance to the Chelish embassy. The so-called "spy's entrance" is a nondes cript entrance in an alley that runs along the north side of the Chelish embassy.

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Securing the information and drugs in his pack, a quite and unasuming man sighs as he shakes his head and mumbles to himself "Did I really pass a job in the Verduran Forest for this?" Looking closer, you see that he is dressed in very plain traveling clothes and that most of his equipment looks quite weathered and worn. In fact, the only high-quality equipment that he appears to have is his breastplate and a supurbly-crafted darkwood bow hanging from his pack.

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Ooo I wish I'd brought my tiefling to this module, he's Cheliax Dark Archives...
Stealth and discretion? Sounds like this is the job for me. Covered head-to-talon in black feathers and sporting a large beak, Calchas's appearance is almost comical-- except for the large assortment of weapons he carries openly. Several daggers are fastened to his belt, and across his back he carries a few javelins, a shortbow, a quiver of arrows, and a long curved blade of elvish design. He laughs at Thorleif's comment. "Come on, sneaking into the Chelish embassy? And being paid for it? When will you get that opportunity again?" In reality, this job was no laughing matter-- he'd heard the reputation of Chelish people. Most places, if you're caught sneaking in, the worst they'll do is kill you. These people, though... they're far more creative.

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A very comely young woman of obvious Chelish heritage enters into the roo even though her tattoos bear Varisian markings. Her dress leaves little to the imagination but are in the typical Chelaxian read and black. Ohh, a ball. An excuse for me to buy new clothes. Then thinks for a moment. Don't worry about the Paracountess. We will uncover what is behind all this. Now let's go shopping!

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Sorry, didn't realize this was up!
Rod seems slightly uncomfortable with sneaking into the Chelish branch of the Pathfinders... but at the same time, his mind was abuzz with situations. At its core, this sounded like a missing person being snuffed out... but why was all knowledge of her being erased? If it was something she knew, just having her killed was easy enough. So why go through the trouble of removing all traces of her existence? It had to be something more...
"Let's see if my old man's religious regimen stuck with me..." Rod mused at observing the temples and churches of the Chelish side of Absalom. Rod has opted to leave his scythe back in his room; no need to draw attention to himself... yet. "Leave Ms. Hospar and Ms. Trelax to me. I should be able to put on the Benteft charm and provide a suitable distraction to get us past." he stated, smirking. Truth was, he had an issue with slipping an addict some shiver, so if he could avoid that, he would. Whether his dad's strictures stuck with him or not, the morals certainly did.

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Awesome! Thanx for running this. XD
A tall skinny human, looking more like a farmer than a Pathfinder, Kenri looks a little lost as the Venture Captain describes the mission.
Wow. Espionage. Think I'm a little out of my depth here...
Never-the-less, as they leave, he straps on a belt and baldric. Two shortswords over his shoulder and a hammer on his hip. He tucks a wand in his belt, and ties a sling around his waist. He is dressed in dusty leathers and at the mention of shopping for clothes looks absolutely terrified.
" At least it's not sewers again. Uhhh Harlynne. Errmm. What do people wear to this sort of thing?"

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Sorry for the delay, but now it's starting :)
While you are waiting at the spy entrance several people in fine cloths are passing and heading for the main entrance.
My name is Amara Li and I just casted a message spell on you. We are now able to communicate if you need help. Use the package of information Venture-Captain Valsin gave you to get into the embassy. Insist on meeting the embassador, don't hand it to somebody else, this is the only way you have enough time to search the embassy while I keep the embassador busy.
At the spy entrance you see one guard on duty.

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With all members of the ream accounted for, Thorleif whispers to the group "Alright then, let's get this party started." and walks over to the entrance.
Addressing the guard, Thorleif quietly says "Greetings, sir. We request access to the embassy in order to gain an audience with the ambassador. We have sensitive information regarding Chelish interests in Sargava and have been instructed to place it in her hands only."
Diplomacy: 1d20 + 5 ⇒ (11) + 5 = 16
If that's not enough, then Thorleif will add... "And sir, if you could, we'd like to conduct our business with her sooner rather than later." as he slips the guard 10 gp.

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Harlynne saunters up. The sway in her hips becomes a mesmerizing dance balanced with the contours of her tattoos. She breathily whispers Excuse me sir and the rashness of my bodyguard. He speaks without consent. I am Lady Quinn. I seem to have gotten lost with my entourage and my feet are killing me. It would be most kind of you to let us pass.
diplomacy: 1d20 + 11 ⇒ (11) + 11 = 22

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Rod seems to blink a bit, surprised by something and looking around, before seemingly staring quietly into a wall. For a moment, he pauses, before smirking a bit and straightening up.
How did I end up with our mission's Navi? XD

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The guard takes the 10 gp and puts it in his pocket. "So you think you have important Information for the embassador. Well, I don't care. Take the door over there." the guard says and points to a dark side door in the building. "And if I were you, Miss, I would go for new shoes."
Map online in a few minutes, link is below the campaign tabs.

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Rod nods, leading the way inside as he squinted.
Rod pointed a finger at the guard, smirking with a wink. "We don't think; we know. You don't think we'd come so far and intrude without good reason, do you?" he replied coolly, before heading on through the door he was directed to.

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As they turn into the dark alley, Calchas becomes difficult to see with an untrained eye-- his black feathers blend into the shadows seemingly all on their own. He pulls out a wand from his pack and holds it along the length of his forearm, keeping it handy as he follows Rod in through the door.

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The red paint that covers the walls of this high-ceilinged chamber does little to hide the raised outlines of ancient religious mosaics that once decorated this former temple. Behind the chamber's large and imposing desk sits a woman in clerk's clothing. The woman Looks at you and says. "Well, you are obviously no gala guests. Why are you here?"

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In a swift move, Rod slide alongside the desk and bent down to lean on it, eyes locked on the clerk and smiling. "Well, until I met you, we were here to deliver some critically important information to the Chelish ambassador. However, after seeing you, my one and sole mission to learn more about how an angel like you managed to avoid my sights until now~" Rod said with a smirk. He had a suspicion this was their shiver-dependent bookkeeper, but Rod intended to slide his group past without resorting to such unseemly methods.
Whether she'd fall for this assertive charm was up to debate, however...
Not sure if this will require a Bluff or a Diplomacy check (I'm technically lying to her, but it's not exactly to fool her... kinda?) I'll just give both and hope for the best.
Bluff: 1d20 + 7 ⇒ (9) + 7 = 16
Diplomacy: 1d20 + 2 ⇒ (1) + 2 = 3
And now I'm really hoping it's the Bluff I want. That was terrible diplomacy.

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Sense Motive: 1d20 + 1 ⇒ (6) + 1 = 7
How cute he is.
"I'm not in the position to summon the ambassador myself, but I will call the night officer on duty. She will deal with that." the clerk says. She stands up and leaves to a room next door. After a minute she comes back with a tall woman.
Anstrella Trelax is dressed much more finely than the lower functionaries, and wears an imperial dress uniform. She is striking in red and black and looks down her nose at you. "Ailena says you have important information for the ambassador. He's not available at the moment, hand it to me and I will pass it on." The lady in red and black says.

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Thorleif politely replies to Anstrella "I apologize m'lady, but I simply cannot do that. My orders were to place the intel in the ambassador's hands and the ambassador's hands alone. You will have sumon him on our behalf. If that is going to take some time, then so be it. We will wait as long as necassary."
Diplomacy: 1d20 + 5 ⇒ (8) + 5 = 13

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Rod leaned out from behind Harlynne, smirking as he bowed slightly. "We'd be more than happy to wait until he has a free moment... gives us the opportunity to learn a bit more about this lovely lady in uniform." Rod offered, along with a quick wink to the night guard.
Diplomacy Aid: 1d20 + 2 ⇒ (15) + 2 = 17
Aiding Harlynne in her diplomacy attempt.

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While his companions try to smooth-talk their way into being allowed to proceed, he looks around the room for exits. He hopes things won't escalate that badly, but one should always know one's options. Besides the main doors and side door they'd just come in that both lead back outside, he wonders where the others go.
Perception (in case of secret doors): 1d20 + 6 ⇒ (4) + 6 = 10

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"I'm not in the position to summon the ambassador, but I can call the night officer on duty, she will decide." She leaves the room through the door in the south wall and returns after a minute with another woman.
Anstrella Trelax is dressed much more finely than the lower functionaries, and wears an imperial dress uniform. She is striking in red and black and looks down her nose at you. "So you have some important information I heard? If you don't have an apointment with the ambassador I'm afraid you can't meet him today. But you can hand it to me and I will pass it on."
Calchas does not find any secret doors. He can see two doors to the north and south in the hallway and a door to the east at the end of the hallway. Around the corner is a double door to the east and a simple door to the south.
I revealed the area on the map

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Uh, Deja Vu?
Thorleif politely replies to Anstrella "I apologize m'lady, but I simply cannot do that. My orders were to place the intel in the ambassador's hands and the ambassador's hands alone. You will have summon him on our behalf. If that is going to take some time, then so be it. We will wait as long as necessary."
Diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21

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"If the information is really important that it can't until tomorrow then please follow me." The night officer guides you to a small room next door. The room is sparsely furnished with only a few old chairs and a couch. Two doors - one to the east and another one to the west - lead elsewhere within the embassy.
After being led here by the duty guard, you are locked in and left alone. The only other door out of the room is locked as well, but shortly after you are placed in the room, you can hear the interior door unlock and open a crack.

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This short hallway doesn't appear to get much use. The only other door is locked, but the hall ends at a set of crimson draperies hanging from the ceiling to the south. Whoever unlocked and opened the door 'forgot' the keys. The keys include the key to the doors in this room, another regular door key, and an odd key that ends in the shape of an Asmodean cross.

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Giving a silent pray of thanks to Erastil, Thorleif will check and see which of the keys opens the door. Once the door is opened, Thorleif will offer the keys up for to Calchas hold, thinking to himself "If we get caught, I'll be damned if I'm the one holding the intel, the drugs, and the keys."

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Feeling more confident, now that he isn't expected to talk to people, Kenri follow Thorleif out into the hall.
"Keys? That's good. Don't know how to unlock locks without them."
He whispers to Thor when he sees him hand them to Calchas.
" So. Should we try to go around the perimeter of the house? I believe the gala is held in the middle in those big ballroom thingys. Try through this door?"
He again whispers pointing to the door he is standing by.

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Thorleif nods with a smile at Kenri's question. "That's the plan; get in and get out while interacting with as few people as possible." Thorleif will then move into the next room. The one I'm standing next to on the map.

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Rod made sure to keep note of that crossed key... odds are, it ended with a special design for a reason. Keeping an eye on the main door they'd entered from, Rod waited for the all clear from the others before following after them, naturally allowing Harlynne to go first. Gentleman's prerogative and what not.

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He takes the keys from Thorleif, not entirely sure why the ranger was handing them off but accepting them nonetheless. At least I'll be able to open all the doors now. And some of them the easy way. "Should we disguise ourselves now? Wouldn't do to be wandering about in here looking like this."

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Behind the door Thorleif just opened he can see a big kitchen. Chefs are running around preparing food or stiring in pots. Servents are taking plates with canapés, cheese, fruits and sea food and leafe the room through the doors in the south wall. One of the cooks pushes Thorleif out of the room. "Guests are not allowed in the kitchen. If you want something to eat or drink, wait for a servant please."

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" Hmmp. Well we can't go that way. "
Kenri will slowly walk to the end of the short hall and very carefully peek beyond the red curtains.
stealth: 1d20 + 2 - 1 ⇒ (13) + 2 - 1 = 14

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Behind the curtains Kenri can see that this is the hallway that the embassy's servants use to move food, dishes, and other supplies between the kitchens and the ballroom and foyer where the gala is in full swing. Loud discussion and music can be heard through the curtains as the guests enjoy themselves.

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Not Kenri, he has Know arcana, know Dungeoneering and Spellcraft, plus climb if it becomes relevant. A little out of his depth in civilized society. XD
So behind the curtain leads to another hallway or to the gala itself. not too clear on that..
" I...Uh.. Maybe we need to use those 'tools' they gave us? Sneak potions and disguise scrolls...?"

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It sounds like A6 is the kitchen and A5 is a type of servant's passage leading from the kitchen to the ballroom. The curtain beyond A5 sounds like it's the ballroom itself. That said, we have a couple of options; we can bluff/stealth our way through the kitchen and avoid attention or we can disguise ourselves and use the servant's passage. I vote for trying to use the kitchen first before we use group resources just yet.
Looking to the chef, Thorleif says "Excuse me sir, but we're on orders from the Ambassador himself and we need to cut through the kitchen to save time."
Bluff: 1d20 + 1 ⇒ (2) + 1 = 3
Well, that's all I got. Anyone else want to give it a shot?

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If somebody wants to do a perception check on the long hallway, A5, you might have other options ;)
Sense Motive: 1d20 ⇒ 11
"Ok, if you are so hungry that you are telling me stories just to get into the kitchen. Please take some canapés from the table over there. But please be so kind and leave the kitchen after that, we have a lot of work to do this evening."

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Thorleif will leave his other party members to deal with the chef while he pokes his head around the corner to see if another option is available down the hallway.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22

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I think we'll have an easier time of it making a timed break for the doors as opposed to sweet-talking a chef.
Thorleif will gather the group and make a timed break for the set of double doors at the end of the servant's hall.

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He flips his wand around in his hand and flicks it toward himself.
Use Magic Device: 1d20 + 8 ⇒ (20) + 8 = 28
His beak appears to melt into his face, and his black feathers soften into pink flesh. Even his clothes change-- his weapons disappear, and his armor becomes plain servant's garb. (Disguise Self.) "I have a better idea. We were given disguises, weren't we? Might as well use them."