- Troublesome panel
- Expert Video
- Cat Daddy Rescue Video
- Chocolate Chip Cookies!
- The hideout is a run down farm house with a fireplace the girls can't use if they want to stay hidden.
- There are some musty smelling blankets strewn around, and a few faded, childish drawings tacked to the walls.
- FST rest.
- There is more arguing from Sharai about her not wanting to sneak into the city to poke around.
- She is overruled.
- SKILLZ CHALLENGE: Infiltrate and Investigate the Remains of the Palace
- As they head toward the city, there's a wall of rubble the refugees had piled out of their way. Felosyal jumps and leaps and to the top and lowers her rope for her companions (Acrobatics - 22 - Success!)
- At the top of the rubble pile, FST find themselves on the NEC of the city. S has a sudden thought that she should have cast this back in the safe house, but better late than never and she casts Rary's Telepathic Bond so the party can communicate without speaking out loud (Arcana - 23 - Success!)
- There's a noise, so the girls jump into an open basement door, and T casts Silence to cover every sound they could possibly make (Prayer (made up skill for applied religion) - 23 - Success!)
- Outside a drow patrol goes by, two of them are riding their insect mounts. She tries to decide what route they would take on a patrol in this part of town, but she can't take all the destruction into account. We end up face to face with the 4-person patrol (Insight - 17 - Failure)
- S grabs F & T's sleeves and drags them down a nearby ally (Perception - 20 - Success!) A signal of red sparks goes up into the sky from where they are running.
- Thessalie starts asking F questions about her childhood here in the city, specific questions about the few incidents she heard stories about to help jog her memories (Insight - 28 - Success!)
- F leads her team in sneaking to the outer wall of the palace where they find a broken spot by which they make their way into the building (Stealth - 29 - Rousing success!)
- FST find themselves in a corner where a pitch black, long corridor meets another such that there is a path south or a path west. The only light comes from Thessalie's Eternal Flame Holy Symbol.
- FST heads south.
- The building slowly becomes more intact until FST get to an area lit with torches. It's the palace's entry hall, and there are two drow guards flanking the door leading further into the building.
- FST back away slowly and quietly from the entry hall, and as soon as they get far enough away that they can no longer see the light from the torches they start opening doors
- The first door they open leads to a cleaning supply with another door on the far side. It opens to another hallway running parallel to the first like an inner ring. There are more doors on the opposite side of this hallway as well, and two of the doors are open with flickering lights beyond.
- F sneaks to one of the doors and sees three Drow seated around the table having a drink and complaining all the patrols since there's nobody around. Apparently, the queen's advisor is jumpy, and he maybe is the reason they are on the surface in the first place.
- She then sneaks to the other door and sees an empty barracks room.
- Rary's Telepathic Bond cuts off while F is transmitting this description.
- F sneaks back to her friends and the wizard renews the spell. They head more towards the center of the building
- In the very center of the palace, there's a rotunda with four large sets of doors, one set of doors is open and leads to a banquet hall, another door clearly has some of the roof missing, and there's some pretty intense magic coming from that room. The other door is flanked by Drow guards and probably leads the former reception room, now probably the throne room, though the doors are closed so FST can't be sure.
- FST back down the corridor out of sight and immediate hearing of the guards and S casts Unseen Servant. She directs the Servant to "Open the red door when it is closed."
- F sneaks closer again to listen to the guards. The door opens several times and the guards keep trying to close it. A human man comes out and says to the guard in Elven "What the hell are you doing? We're having important discussions in here, keep it closed whatever it takes." The guard has to stand there holding the door closed, but the servant is pulling on it and he has to fight to keep it closed. The door does pop open the first time they go to switch who's holding the door closed before they get a system down for the hand off.
- One guard asks if the place is haunted, but the other says that they have control of all the ghosts and they're all outside.
- S creates a second Unseen Servant to try to open the door hiding the magicky feeling, but it's locked.
- One guard finally goes to get help holding the doors closed (they open in).
- He comes back with two more guards to help keep the doors closed, but one of them is clearly a higher rank, and he says that they should let the queen know what is going on.
- A few minutes later, three people come out of the room: a Drow woman wearing black and purple glittery robes, the human, and the officer.
- The human immediately checks the locked doors. They are still sealed.
- The queen orders a search of the palace.
- The queen and the human go down separate hallways to go rest.
- 6,000 XP ea for 131,060 XP total ea.
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