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If Red had visible ears, they would perk up at the sound of bone devils, but nonetheless understand the current limitations of challenging not one, but six of them! He too finds himself disheartened, but perhaps not for the same reasons as Andor.
The werecrocodilekin "RRRRRed want to see Fantasmorum himself! Rrr..What demon clerics do?! We check!"
Perhaps sending Blosodriette as a scout would be prudent, but from a RP perspective, Red would prefer to go himself.

GM PDK |

"Well done Red. Here. Take the mithral key, and go check this place out!" says Rexus, handing the precious key to the werecrocodilekin. "Please find my mother. I have faith in you all!"

GM PDK |

After you get ready for the visit to the Fantasmagorium, you finally arrive at the structure- battle map and city map updated. You see the following:
This sprawling, single-story structure has certainly seen
better days. The building’s stone facade stands out amid the
brick-lined walls of its neighboring structures, and numerous
windows to the left and right are boarded up. Signs advertise
rates and incredible exhibits within, and above everything a
crimson sign announces “Hocum’s Fantasmagorium!” A large
lock hangs from the front door.

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Perception, door: 1d20 + 10 ⇒ (2) + 10 = 12 Rolling the 'DM Called' roll first
Perception, Streets: 1d20 + 10 ⇒ (4) + 10 = 14
Edmund is cautious to draw too much attention to himself, focused primarily on those on the streets around him. He glances down at Kissan, who trails at his heel- eyes and nose alert to threats on the street.

Kissan the Jag |

Not caged. Free! Strange humans around. Follow master
Perception, Street: 1d20 + 6 ⇒ (12) + 6 = 18 +8 if scent, Kissan can't perception the door
Command: Heel

GM PDK |

Andor and Edmund inspect the door for traps, and nod to Red, who turns the mithral key into the lock and the pushes the door in smoothly.
Inside, you see an entry hall with a box office window to the west; beside that window is a door with a 'staff only' sign. Through the box office window you can see that the room has various theatrical costumes, ropes, posts, blank signs and banners, paints, and some well-worn musical instruments, as well as an open cashbox for the daily ticket receipts.
To the north, an archway opens up into what seems like a large room full of exhibits, but you don't have clear view of its content from your position.
What do you do?

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stealth: 1d20 + 7 ⇒ (8) + 7 = 15
Edmund slips into the hall, and ensures the door closes behind them once everyone has entered.

Kissan the Jag |

stealth: 1d20 + 7 ⇒ (3) + 7 = 10

GM PDK |

[Dice=Stealth ]d20+ 8
Andor sneaks in and opens the door to the left.
The door is locked. Red approaches, then uses the mithral key. The lock slides smoothly and Red pushes the door open.

GM PDK |

No traps inside the box office.
In the next room (E3), three sets of double doors are visible, and Roldala notes that the ones to the northwest have already been opened.

GM PDK |

Stealth Roldala, Dex +1, ACP -3 (MW breastplate): 1d20 + 1 - 3 ⇒ (18) + 1 - 3 = 16
Stealth Red: 1d20 + 8 ⇒ (2) + 8 = 10

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Team, I would propose a standard procedure in every room that could be that the two with the highest perception modifier search for traps (Edmund +10, Roldala +8). If they detect traps Andor tries to disable (incl. magic traps) +10 and SK2 aids +9. After that Red, I and SK2 check for enemies and Edmund and Roldala search the room. What do you think?

GM PDK |

If you're searching every door and every room, due to the nature of PbP, I will mass roll your Perceptions via the spoiler tag already defined in the Handouts/CityMaps slide deck for every room to speed things up. Please keep in mind that searching a smallish room will take about 2min, a mediumish room will take 5min, and large room like E3 will take 10min, unless you focus your search to specific items or pieces of furniture listed in the room description. Moreover, you cannot use stealth while searching a room.
Now that you're inside the building:
The museum features strong wooden doors with
sturdy locks (hardness 5, hp 20, break DC 25, Disable
Device DC 30), but the mithral key provided by Rexus
opens all of these. The interior of the upper floor is
unlit, and the dusty, boarded-up windows provide
only dim lighting during the day (and none at all at
night).
Currently: dim lighting in effect

GM PDK |

Perc.Andor: 1d20 + 4 ⇒ (13) + 4 = 17
Perc.Red: 1d20 + 1 ⇒ (10) + 1 = 11
Perc.Roldala: 1d20 + 8 ⇒ (3) + 8 = 11
Perc.SK2: 1d20 + 7 ⇒ (12) + 7 = 19
Perc.Edmund: 1d20 + 8 ⇒ (2) + 8 = 10
The party finds a few treasures that have fallen down along the back side of the office's desk. In all, there are 1 pp, 4 gp, 2 sp, and a tarnished copper ring to be found here.

Blosodriette |

"That ring is magical. Let me see!" says Blosodriette, invisible, as she lands on Andor's shoulder to inspect it.
Spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29
The ring appears suspended in mid-air for a few moments as the invisible tiny she-devil inspects it, until you hear, "Ah! that's a ring of swimming!"
The ring falls back in Andor's opened palm.

GM PDK |

As you enter the large room to the northeast (E3), you that macabre taxidermy and menacing skeletons line the walls of this fifty-foot circular chamber. A middling-quality fresco of terrifying and fantastic beasts lines the domed ceiling overhead. Large double doors lie to the northeast, southeast, and northwest; the northwest doors hang wide open.
Two of the skeletal exhibits labeled as “Arcadian Skunk Apes” animate upon the group's arrival into this room.
Init.Andor: 1d20 + 4 ⇒ (7) + 4 = 11
Init.Red: 1d20 + 2 ⇒ (1) + 2 = 3
Init.Roldala: 1d20 + 1 ⇒ (19) + 1 = 20
Init.SK2: 1d20 + 4 ⇒ (18) + 4 = 22
Init.Edmund: 1d20 + 8 ⇒ (8) + 8 = 16
Init.Skunk Ape Skeletons: 1d20 + 7 ⇒ (4) + 7 = 11
Round 1 [Bold may go]
SK2
Roldala
Edmund
Skunk Ape Skeletons
Andor
Red

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”Kissan! Guard!”
Edmund yells out to the cat to move forward and take a defensive position.
HA,link: 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24
He then draws a blunt arrow and looses it towards the red skeleton
MST Bow, PBS, against flat: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Crit?: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Blunt, PBS, MC +2: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Crit damage?: 2d8 + 3 + 3 ⇒ (1, 1) + 3 + 3 = 8

Kissan the Jag |

Protect my human!
The cat slides in front of Edmund, back arched and teeth barred.
10 ft move

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"I know, I know - Break them!"
Hammer (Raging, PA): 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21
Magic Adamantine Bludgeoning: 1d12 + 13 + 6 ⇒ (4) + 13 + 6 = 23

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Red sulks as the fight is over before he even knew it began. Stay more alert! And he heads over to the door on the right, giving it a tug once the group has searched the bodies.

GM PDK |

Nothing on the Skunk Ape Skeletons. Red's key opens the closed double doors to the on your right. After going through the door, passages go to the north or south (see map - I'm deciding that top of the map is 'north' for sanity's sake)

GM PDK |

E7.
Wax replicas of various politicians, folk heroes, deities, and
creatures fill this room, some laughably fake and others
eerily lifelike. One in particular stands out—a depiction of
a man dressed in bloodstained professor’s robes. This figure
wields a bloody surgeon’s knife in one hand, but its face has
been melted away into an unrecognizable waxen mess save
for a single glaring eye. This gallery displays a variety of local celebrities and myths alongside plaques describing their legacies.
The defaced statue bears a plaque inscribed as follows:
“Professor Mangvhune—Temple Hill Slasher.”
Its single remaining eye—carved out of alabaster and serpentine in appearance—is worth 150 gp.

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Edmund reaches for a second arrow, before he realizes that the room is now clear of threats. He glances over the damage inflicted in Roldala's rage. Holy smokes! Remind me not to upset her.
"Well done Kissan!" He praises the cat. Squatting down, he ruffles the fur behind her ears as she leans into the scratching. "Next time I promise I'll let ya get a bite in... Of course I didn't mean to take all of the Glory! What are you talking about? That's just outrageous!"
He stands up, shaking his head. Seeing Red head into a different room, he takes a hurried step to catch up with the Croc.

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Roldala eyes the awful statue skeptically before popping its eye out of its socket with a thick thumbnail.
"Glad they kept this around, I guess."

GM PDK |

The statue topples to the ground and smashes a small glass table.
You hear voices coming from the south.
"What was that??

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Red too keeps his eyes peeled for signs of other creatures while moving himself a little in front of Roldala so as to not miss out on any action this time round.
Perception: 1d20 + 1 ⇒ (17) + 1 = 18

GM PDK |

"Oi, I did hear that... and now I think I just heard someone talking... go check it out. Yes, bring the zombies. I'll follow shortly"
You hear the sound of chairs scraping against the wooden floor and the the sound of boots marching towards you.
Two rounds before those coming your way will be in sight.

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Hearing the voices, Edumund quickly retreats back to into the room with Red and Roldala. Finding a statue, he ducks behind it- looking for additional cover.
Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
He points at the wall next to door. "Stay there and guard. Don't let anything through!"
Guard
HA: 1d20 + 2 + 4 ⇒ (19) + 2 + 4 = 25
Once settled in his nook, Edmund pulls out a vial of Holy Weapon Balm and applies it to 10 of the arrows in his quiver.
Round 1: Move, Stealth. Round 2: Draw weapon balm, apply weapon balm

Kissan the Jag |

Human worried. Must protect, can't protect himself.
The cat stalks along side of Edmund, following his pointing finger. She crouches up against the wall, ready to pounce on any unfamiliar creature that approaches through the door.

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Red turns around the corner and hides, readying himself to pounce upon any hostiles.
Stealth: 1d20 + 12 ⇒ (6) + 12 = 18
Ready action to attack anybody that is "hostile". I.e. Asmodeon cultist, thrune like guards.

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As requested by GM:
Andor readies an attack with his Rapier.
Rapier attack roll : 1d20 + 7 ⇒ (19) + 7 = 26
Rapier potential crit confirm roll : 1d20 + 7 ⇒ (9) + 7 = 16
Damage roll : 1d6 + 4 ⇒ (3) + 4 = 7
Damage potential crit roll : 1d6 + 4 ⇒ (4) + 4 = 8
In case Andor is attacked he uses 'Opportune Parry' and parries by expending an AoO to parry and spends a panache point (so if the attack roll of the opponent is lower than Andor's parry then the opponent does not hit and Andor could potentially reposte)
Opportune Parry: 1d20 + 7 ⇒ (18) + 7 = 25
In case Andor successfully parries he uses 'Reposte' as an immediate action to attack the opponent that attacked him.
Rapier reposte attack roll: 1d20 + 7 ⇒ (7) + 7 = 14
Damage reposte roll : 1d6 + 4 ⇒ (3) + 4 = 7

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Roldala presses herself against the wall, ready to crush whatever comes her way.
Stealth: 1d20 + 1 ⇒ (12) + 1 = 13
Hammer equipped (though Armor Spikes available), not yet raging.
Magic Adamantine Bludgeoning: 1d12 + 10 + 6 ⇒ (11) + 10 + 6 = 27

Kissan the Jag |

The jet black cat crouches, hair at the neck and tail bristling and strong jaw waiting to taste blood.
Bite: 1d20 + 5 ⇒ (11) + 5 = 16
Damage, Bite: 1d6 + 1 ⇒ (6) + 1 = 7
Natural Weapon

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Edmund doesn't have another action to ready an attack, but I will post his first round rolls, if needed
Mst Bow, Precise Shot: 1d20 + 5 ⇒ (1) + 5 = 6
Damage, MC +2: 1d8 + 2 ⇒ (5) + 2 = 7
If undead
Holy Damage: 2d4 ⇒ (3, 3) = 6
Residual damage, Next round. Reflex DC 10 negates: 1d4 ⇒ 4

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Nothing held in hand, only natural weapon current is bite
bite: 1d20 + 6 ⇒ (9) + 6 = 15B/P: 1d6 + 6 ⇒ (6) + 6 = 12