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"Valsin did give us two Elixirs of Hiding, and two scrolls of Disguise Self, so we could lead with stealth or disguise. Could impersonate a guard, the clerk, or even Anstrella Trelax--though we might run into her (of course if we do run into her, we might have serious problems regardless...). Can anyone else use Disguise Self scroll? And which way do you think we should go, stealth or disguise?"
Wish i would've remembered the goodies before my last post...lol

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"Sadly scrolls of that nature aren't exactly in my repertoire. But my small stature should make it somewhat easy to sneak around with one of those potions to help me out." The Gnome offers
"If anyone is capable of using the scroll we could go that route instead, or if someone feels more inclined to leading our subtle advance?"

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Anaduno shakes his head at the scrolls and whispers, "Unfortunately I cannot yet use the scrolls, but like these other two - though perhaps less skillfully - I can move quietly enough at need."
He nods at Bo'alo, "I am willing to trust that the Society has faith in this one's abilities, and he may even appear to be a very lost partygoer if he is found."

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The Elixirs should last most of the mission, while the scrolls only last ten minutes. I can use the scrolls, but I think Anaduno has the right idea--I'm all for letting Bo'alo scout ahead, perhaps with Janalun trailing slightly behind. The rest of us can hang back until given the all clear," Lila says. "Bo'alo, if a person confronts you and there's no way to easily and quietly handle it, try and bluff as long and as well as you can. If Janalun can slip back and let us know, I can use the scroll to make myself look like Anstrella or a guard, and come get you."
Then Lila adds with a smile. "And remember, Bo'alo, first complete the mission, then drinks are on me. As for the rest of us, I can keep an eye on one door, using Detect Evil for a potential early warning. Mella, you want to do the same at the other door, make sure our flank is protected?"
Lila will scan first the room they're in, then the area beyond the unlocked door with Detect Magic, then Detect Evil.

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Alright, the module tells me to be as transparent as possible with how the mechanics of this works, so here goes...
Essentially, we are entering into a form of 'skill challenge'. Each room / corridor in the building has a set skill, or skills, that can be used to bypass it. Some rooms only need one person to make the check (and will be flagged accordingly); others require everyone to make the check.
Attempting to pass through a room takes time (away from the 60 minutes you have). Failures can also accrue 'strikes', and when five in total have been acquired (for whatever reason), the guards will be summoned, and the scenario will effectively be over.
I have also posted a link to the current map at the top of the page.
The big room to the West is the 'Spy's Entrance' that you came in by; the room with the four chairs and the carpet is where you now are.
The room to the East is the room the door just opened into.
@Lila: You do detect the presence of neither magic, nor evil, in this room; be aware for future reference, though, that when you use your shining wayfinder to Detect Evil, you are holding it, which in and of itself is fairly distinctive; so you may not want to use it at times.
Moving through the newly-opened door, the party finds itself in a short, somewhat musty corridor; the only other exits are a door to the east, and a rich, crimson curtain which blocks the southern terminus of the corridor.

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If the mechanic is supposed to be transparent, can we ask if it'll be possible for someone to choose to not continue if going forward means a check on a skill they'd rather avoid (e.g. STR skills are _not_ Lila's cuppa--willing to try one or two, but if the strike count's 2 or more, might not want to try another), or is it situational and the only way to find out is to go forward and see? Are we allowed to send a smaller team to infiltrate, and if they succeed, the whole team is considered successful/earns XP & PP? Not saying we should, just trying to figure out what options the game mechanics allow. And thanks for the reminder about the Wayfinder. Once they're on the move, Lila'll keep it out of sight and stick to using Detect Magic when she scans, leaving Det Evil to Mella.

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Well, you need to complete at least three encounters in order to get the XP, so you can choose not to progress, but if you do so, you are no longer participating in any of the future encounters, and will effectively be out of the module.
Sometimes, scenarios are combat heavy; sometimes, they are skill heavy...

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Bo'alo gives a loose salute before starting to stagger off, he turns to Lila Those dirnks you promised betta not be da cheap s%&$, eadder.
stealth: 1d20 + 7 ⇒ (15) + 7 = 22

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Lila will Detect Magic toward the door first, then the curtain. If she detects any auras, she'll whisper to get the group's attention and nod toward the direction she detects stuff (E or S) while maintaining focus for the extra rounds to determine number of auras, strength of strongest, and location of auras--realizing that without being able to see beyond the barrier, it'll just be something like an aura, roughly in this square XX feet away, which could easily be beyond another wall or door or whatever. And she'll maintain concentration beyond three rounds (or start new Det Mag if nec) to determine if any auras are moving, i.e. auras are in different spot than previous round, or no longer there, or whatever--won't know which aura's which or what kind of aura, or if they're different auras, but might at least give us an idea if someone or something is moving about, and/or detect magic traps or alarms. Unless, of course, this place has some serious construction materials:
Det Magic: The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. 60' cone. Let's assume Lila is standing in square in front of the door to waiting room, first casting due East, then due South from that square.
(While it sounds like a lot of time, it should only take 24-36 seconds to fully scan in a direction if there's magic, 6 seconds if there's nothing. The rest of the group can do their own thing while she's concentrating.)

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Opening the door to the East reveals reveals a bustling kitchen, teetering on the edge of chaos; chefs prepare exquisite dishes of bite-sized morsels, whilst waiters and waitresses rush around with trays.
As the door opens, one of the closer chefs looks up with annoyance and frustration clear on his features.
"You are not part of my staff; get out!"
Map updated. I will need a *single* bluff check if you wish to stay in the kitchen, or nothing if you simply back out.

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"We were told to stop disturbing the other guests and find a place for our drunken friend," Lila gestures to Bo'alo "to sleep it off for a bit. Something about an empty room near the residential wing? I think we went the wrong way, but I know I don't want to go back into the party and face the ambassador again. Better to use the far door?"
Lila takes ten on Bluff: Result=27

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Back in the short hallway, it is possible to surreptitiously peak through the curtain.
Beyond is a long corridor, bracketed at either end by double doors. The southern 'wall', however, is a long, heavy curtain of red cloth, embalzoned with a motif in black thread, in shape of the sigil of the Infernal House of Thrune. From beyond it can clearly be heard the sounds of the gala, in full swing.
Periodically, servants move down the corridor, shuttling between the kitchen and the gala.
I will take a Perception check to try and 'time' a break to get to the next area (through the double doors to the 'spy' entrance, through the double doors at the other end, or through the curtain to the gala; please specify which is being tried). Alternately, you *may* try to bluff the servants into believing that you are supposed to be there, and brazenly walk down the corridor.

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Anaduno steps quietly up to the curtain, raises a hand for silence, and tries to gauge the steps of the servants to best approach the double doors at the east end, but waits to confirm with the group before proceeding down the corridoor.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15

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Actually, it takes a little longer than that; you are waiting for gaps, and the servants aren't moving *quite* that fast, that they clear the corridor every six seconds...
After several tense minutes, Anaduno finally identifies a gap, and the party is able to pile hurriedly down the corridor, through the double doors at the end, and then through a smaller door out into the Embassy's gardens.
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 (through which the party has just entered) and the south.
Alright, to cross this area, I need *either* Stealth checks (to slip between the bushes unnoticed), *or* Bluff checks (to stride brazenly across as if you own the place). Each PC has to make their own rolls. Stealthing takes time, but can be repeated ad nauseum until you succeed. Bluff checks can only be tried once, and take less time, but you accrue strikes for every failure.
Also, let me know if you are heading for the central room, or the southern servants door.

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Janulan already took an Elixir of Hiding, so he should be good to go. We still have one more. We've got 40 minutes left. I think Lila will be okay to bluff. The real question is Mella okay with either trying to Bluff, or trying to sneak? Don't know her personal code--I just hope the mission overrides any personal qualms one way or the other. If she wants to try sneak, we can give her the other Elixir of Hiding. Or if it's possible, let her try bluff, if she fails, she can try Elixir sneak? Sure, we'll have our second strike, but will she be able to even try to sneak if she fails bluff? If she does want to Bluff, can Lila aid her without exposing us to two strikes if only one fails? If Mella wants to bluff and it's safe for Lila to try and aid her, Lila will. If an aided potential bluff could mean two strikes, or we just can't know unless we try it, Lila won't aid.
Lila heads for the south door, knowing that she belongs in a place this nice--though she'll look into better security when she does get her own estate...
Bluff: 1d20 + 17 ⇒ (10) + 17 = 27

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Mella tries to be very, very quite...1d20 - 8 ⇒ (1) - 8 = -7
Not to be overly meta, but the elixir is going to only net me +2 where an untrained bluff is going to be +3. Since it lasts 1 hour though I guess if it comes up again stealth might be a better option. It may be in this case as well since it's a time penalty not a strike.

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Just to be clear, if you go with stealth, give me a few rolls (or in Mella's case, possibly half a dozen). If you go with Bluff, only give me one (although failure carries a 'strike' penalty).
Lila easily strides across the garden, giving every indication that this is *exactly* where she belongs; none of the guests, servants, or guards gives her a second glance.
Mella tries to hide her presence by going through the shrubbery, but there are just too many guests moving about for her to make much headway.

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Mella will use the elixir
1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (17) + 2 = 19
1d20 + 2 ⇒ (11) + 2 = 13
1d20 + 2 ⇒ (18) + 2 = 20
1d20 + 2 ⇒ (15) + 2 = 17

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Janalun does his best to get lost in the bushes
Stealth: 1d20 + 14 ⇒ (18) + 14 = 32
Stealth: 1d20 + 14 ⇒ (19) + 14 = 33
Stealth: 1d20 + 14 ⇒ (8) + 14 = 22
Stealth: 1d20 + 14 ⇒ (2) + 14 = 16
Stealth: 1d20 + 14 ⇒ (13) + 14 = 27
Stealth: 1d20 + 14 ⇒ (19) + 14 = 33
Figured I'd give half a dozen too...wasn't sure how many you'd want.

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Just waiting on Bo'alo and Anaduno.
Janalun, in part due to his small size, is easily able to move through the bushes to the other side of the garden.
Mella, remembering the Elixir of Hiding in her possession, downs it, and then bides her time, eventually recognising the perfect moment to slip silently through the bushes, weaving between clueless guests to reach her companions.

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Anaduno looks out over the garden and times his crossing...
1d20 + 4 ⇒ (12) + 4 = 16
1d20 + 4 ⇒ (1) + 4 = 5
1d20 + 4 ⇒ (6) + 4 = 10
1d20 + 4 ⇒ (2) + 4 = 6
1d20 + 4 ⇒ (1) + 4 = 5
1d20 + 4 ⇒ (14) + 4 = 18
1d20 + 4 ⇒ (20) + 4 = 24
1d20 + 4 ⇒ (10) + 4 = 14
1d20 + 4 ⇒ (15) + 4 = 19
1d20 + 4 ⇒ (8) + 4 = 12

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Anaduno easily hides amidst the bushes, whilst Bo'alo staggers between them; if anyone notices him, they simply mistake him for an inebriated guest.
Piling through the southern door, the party finds itself in what likely used to be a side chapel, but 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.
A set of double doors exit to the north-west, whilst a single, shabby-looking door exits to the south-west.
No rolls for this room. Pick a direction :-)