GM Beman |
The Blakros Museum rises into the night sky, its single black spire severing the full moon in twain. The black iron gates surrounding the exhibition hall grind in protest against the wind. Beyond, the museum’s large oaken doors stand wide open, a silver-gray mist belching forth from the cavernous darkness within. You wonder how you ended up here, standing at the precipice of unknown terrors, and instantly Venture- Captain Adril Hestram’s wide looming face is conjured into your minds’ eye. His booming words ring out from memory as clearly as he spoke them only one hour ago:
“The Blakros Museum is cursed. Some darkness has descended upon the place and those who enter are blasted with evil and left raving through its halls, more beast than men. The curator, Nigel Aldain, is an old associate of the Society, though he chose to leave our organization some years back after a disagreement.” Adril looked sheepish then, as if remembering some distasteful incident from his youth.
“Nigel has long denied the Society access to the Blakros Museum’s considerable collection of relics and scrolls, using his extensive contacts to nab several excellent finds right out from under us... he always had a nose for the hunt. Whatever is past between Nigel and the Society, he needs our help now. Perhaps if we can come to his aid, he may think on rejoining the Pathfinder Society, or at least offering to share his discoveries with us.”
“Apparently the trouble at Blakros Museum began this morning, shortly after a wayward Pathfinder named Lugizar Trantos returned to Absalom after months spent in the Mwangi Expanse. Supposedly, instead of coming straight to the Lodge to report in, he went to Blakros, sold his finds to Nigel, and then disappeared with a hefty sum of gold. The few who glimpsed Lugizar claimed he was much changed by his time in the Mwangi... gaunt, his eyes yellowed and unfocused, a strange rasping cough that seemed to wrack his now wasted frame. Whatever he brought back with him, we believe it is the cause of the Blakros Museum’s ills. Root it out.”
Amarthecthel |
"It sounds as though Lugizar had caught some jungle disease," says Amarthecthel (whose name most Pathfinders abbreviated to 'Amarth'). "Does the Society have any resources we might use that could protect us from such? Also, does Nigel Aldain know we are coming to the museum?"
"Ka" |
The assimar remembers all too well asking VC Adril:
"So,"- says Kashliwandertan (who is called 'Ka' since young)- "the findings Lugizar brought are now inside the museum, causing some kind of curse. I suppose that if Nigel needs help, but cannot tell us what he has bought, he is also Ill inside the museum, right?"
"And when we find the damned thing, may we destroy it?"
Ajyka Ntombi |
"There are many secrets that lie dormant in the dark depths of the Mwangi Expanse," the ebony skinned woman says haughtily.
"Whatever this object is that this person recovered from that wilderness, we would be wise to exercise caution. Still, I am very intrigued to be able to explore this famed museum, and see what wisdom it holds." She speaks in a thick accent, yet her words are well articulated.
GM Beman |
"We haven't heard from Nigel...but we can only assume he's in the museum somewhere and, given the state of things there, is in need of our help. Without knowing what to expect your training as Pathfinders is the only resource we'll be sending with you.
...and yes if you manage to find the cause of the problem smash it to bits!"
As those last minute instructions bring your mind back to the present you find a very impatient Halfling tapping his foot in front of the door.
Darvan Moll |
Assuming there are no traps...
"I'm not sure I'd want to see who, or what, would come to answer." Darvan steps up to the iron gates and gives them a mighty push, the hinges squealing in protest. He pauses and looks around at the grounds between the gate and the door, confirming that nothing was lying in wait to come in behind them.
"Ka" |
I would like to have asked Adril for some descrition of Nigel, so we can recognize him on sight. You don't need to describe it, but i would like to know that if it's not a problem.
Ka moves slowly, detecting magic around as they move foward.
Ajyka Ntombi |
"Perhaps it would be prudent to walk the perimeter first? I see numerous windows, we might learn something about the strange goings-on inside," Ajyka offers as the group slowly approaches the building itself.
Isoke, the small feathered dinosaur following her at her heels, sniffs the air curiously.
Elun Avoran |
Elun grimaces at the loud squealing noise that shoving the gates open. He looks over at Darvan.
"Let me guess...you're the if a tree falls in the forest, lets make a big noise, just in case no one heard it type of druid..."
He then looks at Ajyka and nods.
"Good idea." he slinks into the shadows beside the gate and attempts to stealthily take a look around the area between the door and the gate.
Stealth: 1d20 + 11 ⇒ (10) + 11 = 21
GM Beman |
After determining that the entry to the museum is safe you push open the doors and walk in.
1. Entrance and Atrium
An unnatural cold permeates this chamber and the tendrils of silver-gray mist flowing out the front archway into the courtyard beyond seem to effortlessly pierce the flesh and gently caress the bone in a cold embrace. The grand entryway’s vaulted ceiling is supported by six great
pillars of hewn black stone. Braziers mounted on the pillars cast white radiance from balls of continual light. The light glimmers eerily in the silvery haze that fills the atrium, giving the impression of something alien watching from the glowing fog.
Ka: 1d20 + 5 ⇒ (10) + 5 = 15
Elun: 1d20 + 2 ⇒ (5) + 2 = 7
Darvan: 1d20 + 4 ⇒ (12) + 4 = 16
Ajyka: 1d20 + 3 ⇒ (16) + 3 = 19
Amarthecthel: 1d20 + 2 ⇒ (16) + 2 = 18
Everyone feels a twinge as you breathe in the mist but most are unaffected. Elun, however appears to be taking on the features of an ape.
You have gained the Mist-Tainted Template. In a nutshell:
-Your Intelligence and Charisma scores are both reduced to 6,
-You gain a +2 bonus to Strength and Dexterity scores,
-You are immune to fear,
-You gain a +10 bonus on Climb checks and a climb speed of 20 feet,
-You gain a +5 bonus on Acrobatics and Stealth checks,
-You also gain a slam attack (1d3 damage)
Don't worry...if your mission is successful you'll be back to normal by the end; in the meantime its a great role playing opportunity. Have fun with it!
"Ka" |
And also a great bonus to a rogue! We're in Jumanji! It seems we already opened the door then. Let's move
Ka takes a moment to check if Elun is alright, then moves in slowly, detecting magic if there are any shelves or anything with objects on them.
Amarthecthel |
Amarthecthel follows, watching Elun carefully, and the looks about him with detect magic.
Is there a map?
Ajyka Ntombi |
Ajyka looks upon Elun's odd transformation. "Are you quite feeling alright?"
She then visually tenses up, and says with a concerned tone in her voice, "This bodes ill indeed. There are intelligent apes that live deep in the Mwangi jungle, led by a powerful gorilla king, but I had no idea his influence could reach this far. The mysteries of the Mwangi are vast indeed. If this is true, we must be extremely cautious."
"They are dangerous," she adds matter-of-factly, but you sense what could be a crack in her cool demeanour. The woman then rips a strip of cloth off her tunic, and ties it in front of her mouth and nose. "Do not breathe this foul mist."
"Ka" |
Ka thinks about the woman suggestion for a second before replying.
"Well, a cautious man is worth two." He draws a handkerchief and ties it in over his nose and mouth, gripping his crossbow after.
Elun Avoran |
How far gone into Ape-dom have I gone, can I still talk?
Eluns stomach knots up as he feels the transformation take hold, his face flattens out, nostrils flare wide and his skin darkens as coarse hair sprouts all over his body. His hands and shoulders widen and his arms lengthen.
"Ka" |
Seeing that the white hooded man was still in the front gate, far away from the mist, Ka moves closer, giving him some holy energy to face the danger ahead as they proceed inside.
Grants a Bit of Luck to Tromos. (1/6 day)
You may roll your Will save twice and use the better roll.
GM Beman |
2. West Exhibit Hall
The mists here congeal into a thick and silvery fog that cools the lungs. Arranged throughout this large hall are exhibits on the funerary traditions of several civilizations, along with preserved corpses arrayed in grim stillness. A giant warrior looms from the haze, his arms crossed at his chest, his helm solemn and still. Beyond lie sarcophagi of varied designs, and a few glass cases wherein withered dead are held upright by rods and string; grim exhibits of long-dead citizens whose fallen empires were erased an age past.
A placard above this hall reads “The Honored Dead” in blood-red calligraphy.
As you enter the room you are greeted by the sight of several corpses rising from their undead slumber. One is a withered, mummified creature bearing a jeweled scarab on its chest among its spiced wrappings. Another is a hulking skeleton who wields a greatclub fashioned from a mammoth’s ivory tusk. The third is a shrunken, emaciated corpse wrapped in rotten silks holding a silvered scimitar in its bony fists. Finally there is an armored warrior clad in heavy discolored bronze plates and helm.
Initiative Order:
Map of the West Exhibit Hall
1. Darvan
2. Ka
3. Elun
4. Legionaire Skeleton (red border on map)
5. Ajyka
6. Greatclub Skeleton (green border on map)
7. Amarthecthel
8. Scimitar Skeleton (purple border on map)
9. Ghoul
Darvan, Ka & Elun may act in any order. I'll check in midday and take an action for the first skeleton if we're ready for that to happen.
Ghoul: 1d20 + 2 ⇒ (2) + 2 = 4
Greatclub Skeleton: 1d20 + 6 ⇒ (5) + 6 = 11
Scimitar Skeleton: 1d20 + 6 ⇒ (1) + 6 = 7
Legionaire Skeleton: 1d20 + 0 ⇒ (17) + 0 = 17
Ka: 1d20 + 3 ⇒ (15) + 3 = 18
Ajyka: 1d20 + 10 ⇒ (1) + 10 = 11
Amarthecthel: 1d20 + 2 ⇒ (7) + 2 = 9
Darvan: 1d20 + 4 ⇒ (14) + 4 = 18
Elun: 1d20 + 4 ⇒ (13) + 4 = 17
Darvan Moll |
Could we also get a token on the map for Fluffy?
Darvan and Fluffy round the display cases on the left. As they pass, Darvan sends Fluffy to attack the ghoul and protect his flank. With its extended training, Fluffy leaps at the undead creature and attempts to bring it down.
Attack (Bite): 1d20 + 3 ⇒ (18) + 3 = 21
Damage (Bite): 1d6 + 2 ⇒ (5) + 2 = 7
Darvan continues on and brings his club to bear against the nearest skeleton.
Attack (Club): 1d20 + 4 ⇒ (17) + 4 = 21
Damage (Club): 1d6 + 4 ⇒ (6) + 4 = 10
"Ka" |
Tromor is not coming then?
Knowledge Religion: 1d20 + 5 ⇒ (12) + 5 = 17
"Kill the first creature before it gets its teeth on us! It's a Ghoul!"
He moves, aiming his crossbow, and fires:
L.Crossbow: 1d20 + 3 ⇒ (11) + 3 = 14 Damage: 1d8 ⇒ 4
Elun Avoran |
Am I able to use regular weapons or do I need to slam?
Elun, still a little unnerved by the transformation, and unable to close to melee range right away due to his stature, moves to a position behind Darvan. (Took more than a single move, but less than a double move so that is my whole action.)
Barham Topperbush |
Replacement-replacement checking in. Ready to get some RP going all up ins. I just need to know how (and where on the map) Beman would like Barham to enter: whether he's been there all along and no one has noticed the wolf-riding halfing mystic, or he was lagging behind the group and just now caught up.
In the meantime, I'll make his Will save and, if the GM wouldn't rather just slap him on the end of the turn order, his initiative roll. He also has the Second Chance 1/day save reroll trait as a follower of Chaldira Zuzaristan, but I'll play dumb about actual DC of the will save, and only use it if he gets a 9 or less on the first one.
Will, rerolling =<9: 1d20 + 3 ⇒ (10) + 3 = 13
Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Barham Topperbush |
Neat, thanks. Beman mentioned the DC as 12 in the Discussion thread, but since we're not supposed to know that beforehand I'll take it.
Will, if better than 13: 1d20 + 3 ⇒ (12) + 3 = 15
GM Beman |
Initiative Order New and improved...now with Oracle goodness![/ooc]
[i]1. Darvan
2. Ka
3. Elun
5. Barham
6. Ajyka
7. Greatclub Skeleton (green border on map)
8. Amarthecthel
9. Scimitar Skeleton (purple border on map)
10. Ghoul (-11hp)
Fluffy tears into the Ghoul as Darvan eliminates the one of the skeletons from the equation. Ka continues his assault on the Ghoul and makes a solid strike it its right shoulder. The monkey formerly known as Elun lumbers into the room ready for battle.
Meanwhile a halfling in an armored coat runs in with a wolf at his heels. He coughs a bit at the mist before announcing his arrival.
Barham and Ajyka are up...again I'll check in mid-day to see if we're ready to move forward. And proper tokens for Fluffy, Barham and Scrumpy later today...I promise!
Ajyka Ntombi |
Ajyka follows Ka, circling around the exhibit to get within visual range of the closest creature. She then raises a hand, after which a green mist appears in her open palm. The mist coalesces into a sharp spike, which she hurtles towards the undead creature.
Acid Dart ranged touch attack:: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
Acid Dart damage roll:: 1d6 + 1 ⇒ (6) + 1 = 7
Great start :P
Barham Topperbush |
The halfling gasps as the skeletons creak towards them.
A museum, a museum at night... flickering torches and spooky sounds maybe, but not the undead! Barham begins to regret placing himself in this predicament. He glances longingly towards the door--but he cannot abandon his companions now.
Not while a kinsman suffers from this foul monkey magic!
"Scrumpy," he calls to his wolf, "to me!"
DC 20 Ride check to fast mount, as a free action. Failure means it requires a move action.
Ride: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17
The halfling tries to leap with his good leg while swining his lame one across the wolf's back. For a moment he seems to have gained purchase, but before he can grab the bridle he begins to slip. Scrumpy grunts impatiently as the halfling scrambles to grab the reins arrest his fall.
A few more moments of heaving, and Barham is safely atop his mount. He presses his hairy feet into the wolfs fur, spurring them across the gallery. Nearing their pongified ally, the oracle draws his morningstar from the saddlebags. The wolf bares his fangs at the ghoul.
Barham mounts (move) and draws a morningstar (standard). Scrumpy moves 30 ft. (move) and readies an attack against the first enemy to enter range (standard).
Amarthecthel |
I'm a little unsure, but I think the creature with the axe in its head is a ghoul, right? If not, I'll move to the nearest enemy.
Amarthecthel dashes forward, lunging at the ghoul with his rapier.
Spend an arcane pool point to grant his rapier a +1 enhancement bonus.
Rapier: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Could be worse.
GM Beman |
The ghoul falls to Amarthecthel's blow as the final skeleton closes in on Ajyka and "Ka".
Round 2
1. Darvan
2. Ka
3. Elun
5. Barham
6. Ajyka
7. Greatclub Skeleton (green border on map)
8. Amarthecthel
9. Scimitar Skeleton (purple border on map)
I doubt the skeletons will survive with five party members and two animal companions to act before the next one gets a turn so, if there are no objections, I'll call it here.
Once the undead are dead once again you discover another corpse; a Mwangi warrior, his body preserved in hot mud, stands against the wall of the exhibit hall. In his hands he clutches a bone-handled kukri with a jade carved blade. (Treat as as Masterwork Kurki.)
The ghoul wears a scarab that acts as a feather token (bird), meant to deliver his last will and testament to his ancestors. One of the skeletons carries a masterwork greatclub, the other an masterwork alchemical silver scimitar.
While examining and dividing up the spoils of your victory, you hear hoarse screams for help coming from the next room. (Area 3). I'll set up the next encounter as soon as we decide on a marching order into the next room.
"Ka" |
All of that works for me.
Ka takes the magical feather token, trying to read its contents, but before long a scared scream for help warns the party something weird is taking place elsewhere, and they move with haste.
I'll take a look at the Kukri later, since it's Mwangi and may be what we're looking for, right?
Amarthecthel |
It's a bad day when the magus is your front-line guy. But yeah, I agree.
Amarthecthel will examine and then carry with him the alchemical silver masterwork scimitar.
Barham Topperbush |
Sounds good. We got your back, buddy.
Scrumpy bends down to sniff at the embalmed corpse. Barham jerks back on the wolf's reins. "Leave it alone, boy. Don't want to wake him up again." The halfling wrinkles his nose at a the putrescence oozing from the wound left by Amarthecthel's rapier.
He turns and smiles at his aasimar companion. "Hold on to that relic, friend. I think the Grand Lodge, the Lodge would very much like to have a look it."
Wolf and rider both snap their heads up as the scream bursts from the nearby room.