| Evander Forrell |
Knowledge (local): 1d20 + 9 ⇒ (4) + 9 = 13
Evander: 1d20 + 9 + 2 + 5 + 1d6 ⇒ (2) + 9 + 2 + 5 + (2) = 20
Time Evander: 1d3 ⇒ 1
Didiana: 1d20 + 9 + 2 + 5 + 1d6 ⇒ (14) + 9 + 2 + 5 + (2) = 32 (-5 if changing her hair color doesn't count as minor details)
Time Didiana: 1d3 ⇒ 1
Gregor: 1d20 + 9 + 2 + 5 + 1d6 ⇒ (8) + 9 + 2 + 5 + (4) = 28
Time Gregor: 1d3 ⇒ 2
Gilda: 1d20 + 9 + 2 + 5 + 1d6 ⇒ (9) + 9 + 2 + 5 + (2) = 27
Time Gilda: 1d3 ⇒ 2
Matiscio: 1d20 + 9 + 2 + 5 + 1d6 ⇒ (15) + 9 + 2 + 5 + (6) = 37
Time Matiscio: 1d3 ⇒ 1
Before they head out, Evander takes the time to disguise everyone - that way, should they encounter anyone who could recognize them, they wouldn’t be recognized.
Once outside the Phantasmagorium, Evander stands with the others before taking out the key and saying, ”Shall we?”
| Didiana Drost |
As an addendum to Zek's note on PCs interactions and skill uses, I just used that Sense Motive check as a jokey opener leading from Matiscio's final paragraph. Truthfully I think players should generally avoid using checks 'against' each other and just let interactions play out without any mechanics.
"She is Jaya. And Jaya wrote me that she found the whereabouts of Master Jalpur and the other Masters. And that she's going to get them out of Thrune's grasp. And that I shouldn't worry. Because, after all we've seen together, what's there to worry about right?"
"That's stupid. You should be worried."
Willfully ignoring the man's sarcasm, the words came with all the tact of a sack of bricks, and the armiger's grey eyes were rather stone-like themselves in delivering the verdict.
"If she intends to jailbreak your master, then she places herself in grave danger. It was difficult enough for us to rescue Crissali, even with our resources. The odds of a lone woman doing the same are slim. I won't lie to you and say otherwise."
The hellknights' philosophy of 'no mercy' extended beyond crime and punishment. Brutal honesty was also considered a virtue; carefully choosing one's words so as not to upset or offend another weakened both parties. Better to let the truth be the truth, no matter how painful; better to be hurt by the truth than comforted by lies. Truth elevated the strong and exposed the weak. 'Reason's flame consumes the shadow of corruption.' Didiana could recall the maxims of the Measure and the Chain by heart.
"But you must realize that she chose not to get you involved because she wanted to protect you. Because she knew it would be dangerous. Just as you clearly want her safe," (the sorcerer's eyes roamed over the brawler fidgeting form) "she no doubt wants the same for you. Scouring the city for her now would be doing her a disservice. I don't know this woman, but all she's asking of you right now is to wait. Perhaps that's a foolish choice but it is hers to make. Be honest; if the situation was reversed, would you not do the same if it meant protecting her? And don't lie to me because I think I know you well enough by now."
Truth be told, Didiana was speaking from a somewhat personal place now, although she only realized it halfway through her spiel. The lictor of the Torrent, her leader, had been missing for weeks now. She had no idea if he'd been imprisoned by Barzillai, like Matiscio's master, or if he was conducting some clandestine investigation into Kintargo's many disappearances, much like this Jaya. Abductions were the Torrent's specialty, after all. But in either case, she had resigned herself to the fact that she couldn't and shouldn't, respectively, do anything about it. If her leader needed her, she was already helping him in the best way she knew how. And if he didn't want her help, then she would leave him to his own devices. No matter how much that pained her.
"Just... just extend her the same courtesy you would want of her. Your options are either to focus on your own solution to your common problem, or tearing yourself apart in anxiety. And we need you right here and now."
Hell's below, what is with me lately...? I've never given so many pep-talks in my life before joining the Ravens...
----------
At the so-called phantasmagorium, the armiger nodded to Evander and readied herself to enter by pulling out her mace. Somehow she expected trouble...
Perception: 1d20 + 1 ⇒ (15) + 1 = 16
General perception check to see if there's anything funky about the building. Are we taking the front or side door? I'm up for either, but if I have to cast a vote I say we just take the front doors.
| GM Zek |
As a general rule, I agree, Didiana. On the other hand, if Matiscio had decided he wanted to try and keep the Jaya situation a secret, a Bluff check opposed by your Sense Motive roll would have been the simplest and most objective way to determine how successful he was. Thankfully, it didn’t matter in this case.
Also, Evander, I don’t know if I mentioned it before, but for future reference changing Didiana’s hair color does count as a minor detail.
Gilda and/or Gregor, feel free to still try to make that knowledge check in your next posts.
Didiana doesn’t notice anything funky about the building other than its general lack of upkeep.
Evander and the rest of you walk up to the Fantasmagorium’s entrance. The mithral key from Rexus easily opens the large lock on the front doors.
Upon opening it, you find yourselves in the Fantasmagorium’s main entryway. To your left, a large room holds 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. This appears to have been the Fantasmagorium’s box office.
Directly ahead, 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.
You’ll need to make two separate perception checks. One's for the box office area and the other's for the hallway ahead.
| Matiscio Tartaluna |
Matiscio touts his lips and exhales. The mountainous shoulders slump down and, with the help of this simple technique, some of the stress ebbs away and out of his system. "You're right. The path is clear and all that is left for us to do is to traverse it. One can only set the road he or she takes. Jaya chose hers."
He then nods as if the matter has been dealt with and is ready to move on. After all, every step he takes forward is one step closer to finding out how Jaya is doing. "Let's do this."
-----
Whatever mix of stoicism and despondence washed over Matiscio's features during their trip to the Fantasmagorium disappears upon entry. Clear disgust and bewilderment replace it in the blink of an eye. Whoever thought a place like this was a good idea?! Ugh, it gives me the creeps. Perhaps the man's fascination with this revolting place makes his eye catch every hidden detail: from the forgotten trinkets and coins to the .. WAIT A SECOND!
"Those skeletons will soon be upon us, to arms!" comes the call to battle from the Chelish brawler as he digs his heel into the ground.
Perception vs DC 20: 1d20 + 11 ⇒ (11) + 11 = 22
Perception vs DC 12: 1d20 + 11 ⇒ (13) + 11 = 24
Martial Flexibility: acquire the Dodge feat (+1 AC/CMD)
Current AC 18 & CMD 19 (20 vs Grapple)
| Gregor Ward |
Knowledge History 1d20 + 5 ⇒ (4) + 5 = 9
Knowledge Local 1d20 + 8 ⇒ (15) + 8 = 23
Gregor looks pensive, before offering, "I know of this 'Fantasmagorium' it was the passion of a struggling stage magician and salesman named Braedan “Hocum” Azperex. The man had the building constructed a year after the Chelish Civil War ended, with the goal of “bringing whimsy and joy back to Kintargo.” His plan was to have the Fantasmagorium serve as a museum of fantastic oddities and “authentic” magical phenomena. His charm and showmanship transformed the bizarre concept into a minor success for many years, but when the exhibits (many of which were either grossly exaggerated or utter hoaxes) began to lose some of their novelty, the Fantasmagorium struggled to make ends meet. It finally went out of business 20 years ago, and Hocum died not long thereafter. The building has remained closed ever since."
He shakes his head disdain. "Whimsy cannot fix the issues facing Kintargo, but be wary, as what lies within may be tricks and sideshow shenanigans. Remember, this is an investigation of something possibly hidden away, let us not bring too much attention to ourselves."
As soon as they arrive at the doors to the building, he adopts the posture of the skulk, slinking about low under his cloak's donned hood.
He would have opted for the side door, but I was lax in posting, so get that I missed my chance to suggest.
Stealth 1d20 + 7 ⇒ (15) + 7 = 22
In response to Matiscio's dislike of the place, he offers, "Fools like to distract themselves with flights of fancy, of things strange and from places beyond, because they lack the sight to truly see the very city within which they live."
Perception DC 20 1d20 + 10 ⇒ (18) + 10 = 28
Perception DC 12 1d20 + 10 ⇒ (10) + 10 = 20
He looks over the place with a keen eye as he speaks, and spots them as well, but rolls his eyes at Matiscio's shout. "They are only two skeletons, and should be little problem for us. We have been training and have grown in functioning as a working tactical team."
Standard, Inspire Courage for 3 rounds (with Lingering Performance) +1 morale bonus to atk/dmg and saves vs fear.
Knowledge Religion 1d20 + 3 ⇒ (17) + 3 = 20 he summarizes whatever he knows to the others.
AC: 18 (13/15)
Effects: +2 to Atk/Dmg vs. FE Humans
Inspire Courage +1 atk/dmg and save vs. fear
| Didiana Drost |
Perception: 1d20 + 1 ⇒ (3) + 1 = 4
Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Di ain't seeing sh*t.
Didiana's critical gaze wandered from the group's tacky surroundings to the copper ring the others had found among the Fantasmagorium’s misplaced earnings. Her opinion of the 'museum' war largely the same as Gregor's; while the artistic and liberal side of Kintargo wasn't something she indulged in, the armiger at least found something to appreciate in the arts every now and then, albeit from a distance. This, however, was just silly. And Didiana didn't do silly.
What she did do was Detect Magic. The sorcerer intoned the cantrip over the ring resting on her palm as they all entered the circular display chamber. It seemed a bit paranoid, even to her, but the group had already come across a fair few innocuous items that had turned out to be enchanted. No harm in checking. Except when it distracted you from noticing rampaging skeletal monkeys, of course. Didiana looked up with a start at Matiscio's warning.
What?! Where?!
She cursed her own carelessness, even as she wondered at what kind of Iroran scholars kept the undead as guardians? No Irorans she wanted to associate with. Or was this something left behind by the late Hocum?
| Evander Forrell |
Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Evander is distracted by Didiana's study of the ring and shifting the coins into a pocket for distribution later, so he also misses the skeletal creatures approach before fumbling for a weapon at Matiscio's cry of alarm.
"What skeletons? Where?"
| Gilda Grabapple |
Perception DC20: 1d20 + 12 ⇒ (4) + 12 = 16
Perception DC12: 1d20 + 12 ⇒ (13) + 12 = 25
Know Religion: 1d20 + 4 ⇒ (11) + 4 = 15
Gilda seems to be practicing a cooing sound as she fiddles with her oversized pockets, presumably seeking to soothe Sprinkles, but strangely pigeon-like.
Her attention is restored she gazes about the foyer of the Fantasmagorium.
"Hey, lookie at that thing, ya think..."
She's cut off mid-sentence as Matiscio charges ahead.
"... GIANT MONKEYS!?"
Leaping backwards, she glares at the nearest such, hoping that Kintargo itself will work ill luck into any strike it should make.
Evil Eye Hex at GM's choice. -2 attack rolls. DC15 Will.
Character to player reminder: Cast Detect Magic when out of combat.
| GM Zek |
I added a picture of one of the creatures you’re fighting to the info slides. Side note: that smallpdf site is amazing, Didiana.
Initiative (Didiana): 1d20 + 1 ⇒ (1) + 1 = 2
Initiative (Evander): 1d20 + 3 ⇒ (2) + 3 = 5
Initiative (Gilda): 1d20 + 1 ⇒ (3) + 1 = 4
Initiative (Gregor): 1d20 + 4 ⇒ (17) + 4 = 21
Initiative (Matiscio): 1d20 + 2 ⇒ (2) + 2 = 4
Initiative (Skunk Ape Skeletons): 1d20 + 7 ⇒ (11) + 7 = 18
Gilda and Gregor both know that the two creatures poised to attack are skunk ape skeletons.
They have standard undead traits and are also immune to cold. They also possess DR 5/bludgeoning and have darkvision.
Gilda, you can choose a different action for your surprise round, if you’d like, since you’d know your hex wouldn’t work on them.
Surprise Round
Gregor looks over the place with a keen eye as he speaks, and spots the skeletons, but rolls his eyes. "They are only two skeletons, and should be little problem for us. We have been training and have grown in functioning as a working tactical team." Inspire Courage +1 morale bonus to atk/damage and saves vs fear
Matiscio says, "Those skeletons will soon be upon us, to arms!" The call to battle sounds from the Chelish brawler as he digs his heel into the ground. Martial Flexibility: Dodge feat
Gilda (TBD)
To keep everyone on the same page, I’m going to go ahead and have the skeletons act. If Gregor happens to kill one, we’ll just retcon any damage that one does. Gregor, don’t worry about counting soft cover for your round 1 action(s).
Round 1
Blue Skunk Ape approaches Evander and attacks before the investigator has a chance to react. It lands a solid blow on the man. Blue Attack: 1d20 + 8 ⇒ (10) + 8 = 18 Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Red Skunk Ape nears Matiscio and attacks him. It barely manages to hit the brawler and also lands a solid blow. Red Attack: 1d20 + 8 ⇒ (11) + 8 = 19 Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Gregor (Inspire Courage, +1, 3 rounds)
Blue Skunk Ape Skeleton
Red Skunk Ape Skeleton
Evander (-10 hp)
Matiscio (Dodge Feat, AC 18, -11 hp)
Gilda
Didiana
Everyone can act for round 1! Map updated. Gregor, go ahead and post your actions for round 1 and round 2 to get us back in order. The skeletons moved in from the center of the room, so you can get around the sides of the circular room on your first turn, if you want to, without them getting an AoO.
| Gregor Ward |
Okay, tough call. Since I go before them and made the knowledge I would have moved to melee range to be able to attack with my morningstar, but that would potentially modify where they moved or who they attacked. I would accept both attacks in that instance for the sake of a better position, if I could have move to and fit without penalty in the square up and left of Evander?
| Gregor Ward |
So, round 1, I moved there, and ready my attack for after they get in range (as they weren't in range). Then, for their round 1, they would have attacked me after my readied happened? I'm still okay with taking the hits, but it would change their positions for the end of Round 1? If so, to what?
| Matiscio Tartaluna |
Matiscio gasps as he finds himself connecting with the ground after that terrible blow. "Irori fend! Focus the left one!" A hop, a vicious kick forward; in a split second the brawler is standing once again and mixes a web of offensive and defensive styles, confounding both himself and the enemy.
Full-round action: Flurry (+1 attack, -2 to hit)(Power Attack -1 to hit, +2 to damage)(Fight Defensively -2 to hit, +3 to AC)(Bard song +1 to hit, +1 to damage)
Attack 1 vs blue: 1d20 + 3 ⇒ (18) + 3 = 21
Damage 1: 1d6 + 6 ⇒ (4) + 6 = 10
Attack 2 vs blue: 1d20 + 3 ⇒ (2) + 3 = 5
Damage 2: 1d6 + 6 ⇒ (2) + 6 = 8
Current AC 21 & CMD 22 (23 vs Grapple)
| GM Zek |
Basically just the blue one would be one square north of its current one. You'd only take one hit if you just ready for when they approach. The blue one would hit you, using my rolls above, instead of Evander in that case.
Edit: Sorry, this is getting a bit confusing. But what I said still applies. It just means Matiscio 5 ft stepped up and Evander won't be able to get at the blue one this round. I went ahead and moved your tokens to where they'd be under that assumption. Feel free to adjust if that's not what you had in mind. Again, sorry for the confusion. Didn't think bumping up the apes' attacks would cause so much trouble.
| Gregor Ward |
Okay, cool, sorry for being such a bother with this.
Round 1
After offering words of encouragement, Gregor steps forward and puts his back to the wall at Evander front left flank. Drawing the oft unused morningstar as he moves, he waits until at least one of the things gets close enough. When it does, he swings with the still unwieldy weapon, with its heavy spiked head.
Move, to up and left of Evander, drawing morningstar while moving
Standard, ready to attack the first in range, 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 (Inspire), damage? 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Then he gets hit...
Sorry again, I just know that he would have exposed himself to be able to melee with them, and that it would potentially take all the damage off the other two (not altruistically).
AC: 18 (13/15)
Effects: +2 to Atk/Dmg vs. FE Humans
Morningstar in right hand
| Didiana Drost |
"Take your stinking paws off him, you damn dirty ape!"
Seeing the brutal onslaught the skeletons brought to her compatriots, Didiana responded in kind, unleashing her most powerful magic missiles yet.
MM damage: 2d4 + 4 ⇒ (4, 4) + 4 = 12
Just a little move action to the side and then old faithful at whatever ape is standing come Di's turn. She feels equally strongly about both men attacked anyway. Took me a few reads to make sure I was following this fight right, but the numbers seem in order now, if anyone was worried. Gregor took 10 points of damage from Blue while Matiscio took 11 from Red. Gregor, do remember that you have another round of actions available before the skeletons act, due to your initiative. And glad to hear the site worked out for you, Zek.
| Evander Forrell |
So, if I'm following right, this means I don't take damage? Cause otherwise, ow.
Round 1
Caught completely off-guard by the skeletal attack, Evander is quite slow to react. Finally, he fumbles free his light mace and takes a step to the side, striking at one of them from a defensive posture.
Light mace vs red, inspire courage, fight defensively: 1d20 + 5 + 1 - 4 ⇒ (16) + 5 + 1 - 4 = 18
Damage, inspire courage: 1d6 + 1 ⇒ (6) + 1 = 7
AC is 19.
| Gilda Grabapple |
Can we move the evil eye -2 attacks to misfortune? Which we'll do again on round 1 on the other ape.
Gilda briefly has an image flash through her mind the one time she tried her "mind tricks" of doubt and self-worth on the recently deceased Thorny Thea. No matter how many times she insulted the woman's life choices, they seemed to no longer illicit the same reactions they did in life.
Sighing, Gilda instead implores Kintargo to curse the first of the ape beasts with ill luck before turning that same ire towards the second.
Misfortune, GM choice of which was surprise round vs round 1. DC15 Will.
| Didiana Drost |
You know, I keep forgetting that it's an option, but I could hit both of the apes with Magic Missile. If the two of them are still standing come Di's turn, I'd like to change my action to that. That's 6 damage to each, assuming you're alright with that, Zek. Totally understand if you're not though. It's slightly justified by Di being last in the initiative? Maybe?
| GM Zek |
We can say you split them up, since you would have had a chance to observe their injuries before attacking. Since you're dividing them, it's actually the blue skeletal ape that's destroyed now. The red one is still standing, but looks quite hurt. Gregor has a chance to finish the red one off before it attacks again.
| Gregor Ward |
Top of Round 2:
Gregor takes a roundabout path to get on the other side of the skeletal ape facing Evander. Using it to his advantage, he swings hard at the thing from behind, aiming for the bony spine of the creature.
Move, around where blue stood to avoid an AoO
Standard, attack red with morningstar 1d20 + 4 + 2 + 1 ⇒ (10) + 4 + 2 + 1 = 17 (Flank, Inspire), damage 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Last round of Inspire
AC: 18 (13/15)
Effects: +2 to Atk/Dmg vs. FE Humans
Morningstar in right hand
| GM Zek |
Round 1
Gregor, after offering words of encouragement, steps forward and puts his back to the wall at Evander front left flank. Drawing the oft unused morningstar as he moves, he waits until at least one of the things gets close enough. When it does, he swings with the still unwieldy weapon, with its heavy spiked head. The skeleton dodges out of the way of Gregor’s blow.
Evander, caught completely off-guard by the skeletal attack, is quite slow to react. Finally, he fumbles free his light mace and takes a step to the side, striking at one of them from a defensive posture. His strike connects, injuring the skeletal ape.
Matiscio gasps as he finds himself connecting with the ground after that terrible blow. "Irori fend! Focus the left one!" A hop, a vicious kick forward; in a split second the brawler is standing once again and mixes a web of offensive and defensive styles, confounding both himself and the enemy. Matiscio’s first blow connects, but his momentum throws his other attack off at the skeleton ape easily dodges out of the way.
Gilda, sighing, implores Kintargo to curse the first of the ape beasts with ill luck before turning that same ire towards the second. Both skunk ape skeletons succumb to Gilda’s ire. Blue Will Save: 1d20 + 3 ⇒ (1) + 3 = 4 Red Will Save: 1d20 + 3 ⇒ (5) + 3 = 8
Didiana, seeing the brutal onslaught the skeletons brought to her compatriots, responded in kind, unleashing her most powerful magic missiles yet. She sent them in both directions and one managed to destroy the blue skeleton ape.
Round 2
Gregor takes a roundabout path to get on the other side of the skeletal ape facing Evander. Using it to his advantage, he swings hard at the thing from behind, aiming for the bony spine of the creature. His blow strikes true and the skeletal ape crumbles to the ground.
Gregor (-10 hp)
Blue Skunk Ape Skeleton (destroyed)
Red Skunk Ape Skeleton (destroyed)
Evander
Matiscio (-11 hp)
Gilda
Didiana
This is normally the part where I would say to make sure you update your quick stats lines as needed, but it looks like you already have. Thank you! : )
-----
With the skunk ape skeletons’ destruction, the Fantasmagorium once more falls into silence. Three ways forward still exist: open doors to the northwest and closed doors to the northeast and southeast.
For anyone who’s ever been to the ocean, you notice that the room beyond the open doors to the northwest smells faintly of salt water. You can’t see enough from where you’re currently located to know more than the fact that there’s another hallway beyond the open doors.
Where to?
| Matiscio Tartaluna |
"I need a breather," groans Matiscio as he feels up his ribs. The soft connective tissue was going to hurt like Asmodeus' kiss come tomorrow, but perhaps some magical healing could help prevent that. "And perhaps some divine assistance in the form of healing. Are you ok, Gregor? I fear what else we might stumble upon if this is just the welcoming party."
Survival: 1d20 + 2 ⇒ (7) + 2 = 9
With the NW doors being open, I figure it might be best to have a gander there before moving on to the other pair of doors? Matiscio will follow regardless of what door we (or an initiative individual) pick.
| Evander Forrell |
Survival: 1d20 + 0 ⇒ (11) + 0 = 11
"And, perhaps, some healing for the two of you?" Evander glances at Gilda. "You both look to be in rough shape at the moment. Once you feel up to it, I think we should check out the open doors - unless you think it best to clear the other rooms first?"
| Didiana Drost |
Don't have Survival trained, so I can't follow tracks with a DC higher than 10. Which sucks 'cause...
Survival: 1d20 + 1 ⇒ (14) + 1 = 15
... that lucky roll would otherwise have made it.
"Seems this is where you get to test out that fancy new wand, Ms Grabapple."
Seeing the hefty bruises they'd left the two men, Didiana was glad the group had dealt with the skeletons so quickly. But that relief aside, nothing about their situation sat right with her.
"What welcoming party?" she asked in response to Matiscio. "What sort of Irorans employ the undead as door guardians? Or is haunted taxidermy just a common occurrence?"
The sorcerer wandered the room as she spoke, looking over the displays to make sure they weren't about to be ambushed by a stuffed ostrich next.
Perception: 1d20 + 1 ⇒ (16) + 1 = 17
Once satisfied she joined the others in walking through the open doors, although not before reminding herself to check that ring for magic first.
Trying Detect Magic on the copper ring for real this time.
| GM Zek |
I would suggest everyone roll to see how many charges from Gilda’s wand they need to use. I’m guessing she would prefer you to use that over her channels, if you can help it. You’ll just need to subtract the appropriate amount from the spreadsheet based on how many you use.
Also, I know the map doesn’t show double doors to the northeast and southeast, for some reason, but they’re there and are identical to the open ones, just closed.
While no one’s able to track the three sets of footprints, Didiana does spot them with her well-trained eyes. They appear to be three sets of human footprints. Nothing else in the room appears poised to jump out at you.
Didiana does detect magic on the copper ring. It has a faint transmutation aura.
From the hallway with the now-destroyed skunk ape skeletons, you travel northwest through the open doors to an aquatic-themed room.
A briny odor wafts from a dozen water-filled cases in this room, each a display of strange, colorful sea creatures. Puddles of water cover the floor alongside shattered glass and fish skeletons. A ten-foot-square tank of murky water stands to the northeast. The tank is marked with the label “Quadclaw Marauder.”
A smaller adjunct room to the southeast contains several other tanks, one of which is labeled “Arcadian Mermaids.”
To the northeast, you can see part of a room that contains a rather large display of a spider in one corner.
| Gregor Ward |
Gregor attempts to wave of the healing just yet, citing that he isn't too bad off just yet, and that they just got the jump on him.
Survival 1d20 + 4 ⇒ (17) + 4 = 21 (+2 more vs Humans)
He indicates the footprints heading the same direction they are going, "It looks like there are others here before us, we would be best to be on the lookout and move with caution, in case these others are not the ones we seek." He moves slightly hunched and in a manner that allows him to pad softly about.
Stealth 1d20 + 7 ⇒ (20) + 7 = 27
If Di can't Identify it, Gregor will try with detect magic and Spellcraft 1d20 + 7 ⇒ (7) + 7 = 14
Bardic Knowledge Religion 1d20 + 3 ⇒ (14) + 3 = 17
"Those are no mermaids, they are some manner of undead thing known as a ningyo, said to revert to life... well unlife, at night. Let's ensure nothing else looks like it will spring up from it's current state before moving on." He scans the contents of the tanks, room, and adjoining rooms as best he can before proceeding.
Perception 1d20 + 10 ⇒ (14) + 10 = 24
| Evander Forrell |
"This Hocum was clearly either evil or insane. Still, I suppose the Irorans found it a useful cover. Who would dare come here - apart form those 3 human footprints we see"
Stealth: 1d20 + 10 ⇒ (3) + 10 = 13
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Like Gregor, he will also attempt to move silently and scan the room before proceeding.
| Matiscio Tartaluna |
One charge of the CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9
Things weren't getting any better it seems. "Okay, this place is starting to creep me out more and more. Let's keep moving because whoever those footsteps belong to, they might still be around."
| Gilda Grabapple |
If we have 2 people hurt, might as well channel. The wand's a fairly expensive investment. Since one of Gilda's misfortunes went off in the surprise round before Mat or Gregor were hit, can we get another roll on that attack to see if damage was taken? If so, she'll channel. If not, we can use the wand.
Religion: 1d20 + 4 ⇒ (9) + 4 = 13
"Ugh, these... not a real mermaid but some sorta necrophiliac's fancy."
Gilda shudders.
"They might come back to life when it's dark out. Burn 'em and that ain't happenin'.."
She looks hopefully to the others, remembering that day when the temple was almost sold to new ownership with revolting taste.
| Didiana Drost |
Spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14
Someone remind me to try that check again the next day.
"There's some faint enchantment on this ring, but I can't work it out... Sigh."
Deciding to focus on the more pressing dangers of the Fantasmagorium, Didiana pocketed the copper ring. She'd give the thing another once-over later, when the group wasn't under attack from moldy museum displays. Or indeed by whoever left those foot prints, she thought darkly. She didn't like this place one bit.
"Ugh, these... not a real mermaid but some sorta necrophiliac's fancy."
"'Necromancer', Ms Gra... Pigeon. The term you're looking for is 'necromancer'. ...Or at least I hope it is. Ugh."
The sorcerer sneered looking at the dried-up fish people; the mental imagery she'd conjured was revolting. Upon hearing Gregor and Gilda explain the ecology of a ningyo, her first instinct was to alert the authorities. Seemingly dead fish-ghouls sitting in a display tank? This was a zombie jack-in-the-box! Someone was bound to get seriously hurt. Then she remembered the current state of what passed for authority in Kintargo these days and the reason why she was even in this sorry excuse for a museum. Heck, even as a lowly hellknight armiger, she herself had a more legitimate claim to authority than Barzillai's regime. But then again, the hellknights had been founded on the idea that law without the power to back it wasn't worth much at all, and the lord-mayor had certainly proven that point over the past few weeks...
"They might come back to life when it's dark out. Burn 'em and that ain't happenin'.."
"Well then. Let's."
Didiana walked up to the tank whilst retrieving one flask of oil and another of alchemist's fire from an inner pocket. As a hellknight in training public safety was her concern.
Note that this last part depends entirely on the time of day. If it is in fact night now, Di obviously heeds Gilda's and Gregor's warning and stays clear of the things. But if it's still daytime Di burns them if possible. Probably a waste of 25 gp but I think that's what she'd do.
| GM Zek |
Gregor’s able to follow the tracks into the aquatic room and notices that they continue on into the room with various arachnid displays. Gregor doesn’t notice anything alive or particularly dangerous in the aquatic room, despite some menacing labels, other than possibly the ningyos.
You’re right Gilda, I forgot about that. Let’s see: Attack, Misfortune Reroll: 1d20 + 8 ⇒ (4) + 8 = 12 We’ll just go ahead and say Gregor didn’t actually take damage, since Matiscio already rolled well for his CLW charge. Gilda’s hexes strike again.
Assuming you went from your meeting with Rexus straight to the Fantasmagorium, it’s only about 10 am, so the ningyos look quite dead.
Using a flask of oil and an alchemist’s fire, Didiana’s easily able to burn the two ningyo corpses, ensuring they won’t return from the dead at night to menace the living.
Leaving the aquatic displays, you enter into a much different room. Plants, rocks, and hundreds of motionless specks fill the countless glass cases throughout this long hall. The preserved husks of giant insects and arachnids - including a ten-foot tall spider - leer over the displays. A dead man’s body, swathed in red-and-black robes and covered in welts, lies on the floor.
I placed an X on the map to indicate where the man’s corpse is. It’s slouched against the shattered glass case.
Down the hallway to the southeast, you see a stone statue of a man. It’s hard to tell more from a distance.
| Matiscio Tartaluna |
"No, no, no, no! What is this madness? Who would enjoy this?!" Matiscio hisses under his breath. "Oh, gosh, I think we found one of the intruders ... poor thing. Going by the red-and-black of his robes, I don't think it is a stretch to imagine they're Asmodeans."
What with the welts and the nature of this room, Matiscio isn't exactly feeling like checking out the man's corpse from up close.
| Evander Forrell |
Evander looks about the arachnid room and mutters, "Who would this bring joy too? Hocum was a madman."
Evander, too, keeps his distance, studying the man's corpse form afar. The shattered glass plus welts meant something may have gotten out.
Knowledge (local): 1d20 + 9 ⇒ (15) + 9 = 24
Do I know what red and black robes mean?
| Gilda Grabapple |
Nature: 1d20 + 4 ⇒ (15) + 4 = 19
Gilda groans as she sees the spider.
"Bigger than any we had back in Ol' Kintargo.. 'n we had some big ones up in the attics!"
She takes a couple steps over and peers upward.
"Looks like it was made outta beetles n' fur. Looks pretty real though, eh?"
Gilda nudges Matiscio and Evander ahead.
"Whaddya 'fraid of? Ya think he's just gonna stand up and start groaning like an ape?"
Gilda looks over to Gregor or Didiana to be practical and investigate the corpse while she "supervises".
| Evander Forrell |
"No, I just think he bumped into a glass case, shattered it, and whatever was in there climbed out and killed him."
| Didiana Drost |
Red and black are indeed the colours of Asmodeus. But also of Cheliax as a whole, unless I'm mistaken.
Didiana was inclined to agree with Evander.
"Oh, if this Hocum wasn't already dead, I'd have him tried. This place is a death trap. Should have just burned down the whole building while I had the chance..."
The sorcerer was not overly pleased with the newly discovered corpse for reasons beyond affirmation of the deadliness of the museum. Namely, why was it even here? Judging by its dress the deceased was not an Iroran. Why was a non-Iroran here? Why would anyone but the Archivists be here? Was this just some sort of looter or had the organization been found out? And if so, was this corpse an indication of a successful counter-attack? She couldn't determine if the cadaver was good or bad news for the Ravens.
Well, they weren't going to find out hanging about here. Returning Gilda's look with a annoyed glare, Didiana walked over to the corpse to get a better understanding of what transpired here.
Perception: 1d20 + 1 ⇒ (3) + 1 = 4
In terms of perception, defenses and survivability, Di really isn't the one who should be doing this. Feel free to stop her if you have another means of progression.
| Matiscio Tartaluna |
"Maybe this place is just getting to me. Okay, have my back and I'll have a look."
Matiscio slowly approaches the corpse and, if nothing jumps out to kill him, will use a stick or whatever you have to turn over the body so he can study it. If then nothing assaults him, he'll pat the man to see if there are any personal belongings left on him.
Perception: 1d20 + 11 ⇒ (10) + 11 = 21
| GM Zek |
Evander knows that red and black are the colors of Cheliax. For someone to wear red and black robes, it means they are either very patriotic, a member of the Chelaxian government, an Asmodean, or perhaps all of the above.
As Didiana is about to go inspect the body, Matiscio steps in and goes to look instead. He’s able to get a good look at the corpse and can tell that the man is well and truly dead. As Matiscio begins prodding the body with a nearby stick from the broken terrarium, two swarms of spiders rush out from behind the broken glass case and from the other side of the room. They appear to be moments away from attacking.
No surprise round this time, so…
Initiative (Didiana): 1d20 + 1 ⇒ (6) + 1 = 7
Initiative (Evander): 1d20 + 3 ⇒ (1) + 3 = 4
Initiative (Gilda): 1d20 + 1 ⇒ (10) + 1 = 11
Initiative (Gregor): 1d20 + 4 ⇒ (11) + 4 = 15
Initiative (Matiscio): 1d20 + 2 ⇒ (19) + 2 = 21
Initiative (Spider Swarms): 1d20 + 3 ⇒ (1) + 3 = 4
Everyone can act for round 1! Map updated.
For the record, I did roll-off rolls for Evander and the spiders, but the spiders won. It seemed to silly to have Evander be the only one left out, so the spiders will just go last.
| Matiscio Tartaluna |
"I HATE SPIDERS" squeels Matiscio as he starts hot-toeing about. If only there weren't so damn many of them!!! Fire, use fire! Whose voice was that? Master Jalpur's? Jaya's? No, you idiot, this is your own common sense yelling AT YOU TO USE THAT ALCHEMIST'S FIRE YOU BROUGHT WITH YOU FOR THESE SORT OF OCCASIONS.
Right. Perhaps Matiscio shouldn't have aimed at his own feet however.
5ft step away from swarm
move action: martial flexibility to acquire Quick Draw
Std action: throw alchemist's fire @red, splashing on blue
Alchemist's Fire: 1d20 + 5 ⇒ (1) + 5 = 6
Fire Damage: 1d6 ⇒ 3
No direct hit so no '1d6 burn the round after'
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.
| Gregor Ward |
Bardic Knowledge Nature (from earlier) 1d20 + 3 ⇒ (6) + 3 = 9
Bardic Knowledge Nature (current) 1d20 + 3 ⇒ (12) + 3 = 15
Gregor waits with mornigstar still in hand, as Matiscio goes to check over the body, his own attention solidly on the large spider in case it too rises up. As the swarm of spiders rush out, he looks about frantically for any signs of aid. "None of my weapons are going to be any use, need some means of dispersing them." The room they are in has nothing useful, but then he spots the big tank of murky water from the previous room.
Moving back to stand beside the back end, he calls, "Someone help me out. If we can dump this out on them or break the side facing the door, the wash and force should break up the mass of it. Scatter them maybe."
Move, to beside the back of the 10' tank
Standard, Ready my action to try and push it over if the swarm gets to the doorway.
If it looks too big and full to push/tip over, he will stop beside the front (not in front), and hit the glass to break it to achieve the same result.
Placed a circle for alternate location, and a shape for intended effect.
| Gilda Grabapple |
Gilda arches an eyebrow at Didiana's 'burn the whole building down' comment, surprised that Red would even imagine such a lawless action when Kintargo was so awful at stopping any burning blaze.
Smirking, as she has no personal qualms herself against such chaos, Gilda cracks her knuckles and wiggles her fingers at the approaching spider swarm.
"Aww, no big deal. We dealt with a bigger swarm of these last year after all them termites infested that tenement down the block!"
DC15 Reflex.
Burning Hands: 3d4 ⇒ (1, 2, 1) = 4
Moved her up, she should be able to hit both.
HP: 26/26
Spells Prepared
0th - daze, detect magic, guidance, light
1st — [X] burning hands [X] ears of the city [ ] sleep DC15 [ ] detect undead (S)
2nd - [ ] cure moderate, [ ] spiritual weapon, [ ] lesser restoration (S)
Channels (DC13; 2d6) remaining: 3/3
Hexes: Chant, Evil Eye DC15, Misfortune DC15
| Didiana Drost |
Swarms, Zek? After I've just chucked my only vial of alchemist's fire for nothing? You are as evil as I am dumb.
Didiana swore under her breath. Her feelings on the arachnids mirrored Matiscio's, albeit less so for the squick factor and more for practical reasons. How the heck did you fight a 1000-strong swarm of spiders? Well, fire was a start. The brawler and shaman had that right. Didiana started speedily rummaging around her backpack for her torches and flint & steel.
I imagine this eats up her entire round (and actually lighting a torch is yet another round...), but a lit torch at least deals some fire damage. Much as I like your idea, Gregor, predisposed as I am towards everything big and flashy, those swarms aren't moving anywhere with half the party up their faces.
Question, Zek: the bottle of oil I bought is described as containing roughly "10 mouthfuls of oil." Considering I also used another flask of alchemist's fire on the ningyo and their small size, is the oil entirely gone or can we justify a dram being left? I'm not asking if the remaining oil would be enough to cover a major area; just whether there is some left.
| GM Zek |
Didiana, I prefer the term ‘morally ambiguous,’ but if you would like me to be evil, I can always go the LE route and roleplay what Barzillai would be like as a GM.
Matiscio squeels, "I HATE SPIDERS", as he starts hot-toeing about. If only there weren't so damn many of them!!! Fire, use fire! Whose voice was that? Master Jalpur's? Jaya's? No, you idiot, this is your own common sense yelling AT YOU TO USE THAT ALCHEMIST'S FIRE YOU BROUGHT WITH YOU FOR THESE SORT OF OCCASIONS.
Right. Perhaps Matiscio shouldn't have aimed at his own feet however. The alchemist’s fire lands on the body of the man beside the shattered glass case. His clothes catch fire and start to burn. Some of the flames do lick the spider swarm and it takes a bit of damage. The flames also graze Matiscio. 1 splash damage to the blue swarm and 1 splash damage to Matiscio. Alchemist's Fire Location: 1d8 ⇒ 8
Gregor waits with morningstar still in hand, as Matiscio goes to check over the body, his own attention solidly on the large spider in case it too rises up. As the swarm of spiders rush out, he looks about frantically for any signs of aid. "None of my weapons are going to be any use, need some means of dispersing them."The room they are in has nothing useful, but then he spots the big tank of murky water from the previous room.
Moving back to stand beside the back end, he calls, "Someone help me out. If we can dump this out on them or break the side facing the door, the wash and force should break up the mass of it. Scatter them maybe." The tank does look much too large to push/tip over, so I moved you to your red marker. I don’t know that there are any rules for what would happen were the water to strike a swarm. It would likely just push them away and/or scatter them till they have a chance to reconstitute. In any case, Didiana is likely correct in that the swarms are unlikely to get into a location where they would actually be affected by water flowing from that tank.
Gilda arches an eyebrow at Didiana's 'burn the whole building down' comment, surprised that Red would even imagine such a lawless action when Kintargo was so awful at stopping any burning blaze.
Smirking, as she has no personal qualms herself against such chaos, Gilda cracks her knuckles and wiggles her fingers at the approaching spider swarm.
"Aww, no big deal. We dealt with a bigger swarm of these last year after all them termites infested that tenement down the block!" Both spider swarms seem to be minimally affected by Gilda’s spell. Red Reflex Save: 1d20 + 3 ⇒ (17) + 3 = 20Blue Reflex Save: 1d20 + 3 ⇒ (19) + 3 = 22 3 damage each, since they’re swarms. Gilda, because of the way the cones work (or at least the ones from Paizo’s charts), I think you’ll have to be one more square to the right to hit both, so I moved you over so you could hit both… one was going to attack you anyway.
Didiana swore under her breath. Her feelings on the arachnids mirrored Matiscio's, albeit less so for the squick factor and more for practical reasons. How the heck did you fight a 1000-strong swarm of spiders? Well, fire was a start. The brawler and shaman had that right. Didiana started speedily rummaging around her backpack for her torches and flint & steel. There’s at least a dram of oil left, yes. If you want to combine that with the torch, it would be an improvised weapon and would probably only deal 1d3 damage or 1d4 at the most… since the direct weapon damage wouldn’t actually do anything.
Evander, uncertain what he can do to help, remains where he is, but draws his weapon just in case.
Red Spider Swarm engulfs Gilda dealing Red Damage: 1d6 ⇒ 5 damage to the shaman.
Blue Spider Swarm engulfs Matiscio dealing Blue Damage: 1d6 ⇒ 2 damage to the brawler.
Gilda and Matiscio: you’ll need to make two separate DC 11 Fort Saves, or…
Matiscio (-3 hp)
Gregor
Gilda (-5 hp)
Didiana
Evander
Red Spider Swarm (-3 hp)
Blue Spider Swarm (-4 hp)
Everyone can act. Top of round 2. Map updated.
| Matiscio Tartaluna |
Matiscio staggers backwards and is unable to do anything as the carpet of spiders rolls over him. "Evander, catch!"
Move action: carefully throw an Alchemist's Fire at Evander, if possible. Throw as in 'to give', not explode ;)
Fort 1: 1d20 + 5 ⇒ (4) + 5 = 9 > nope
Fort 2: 1d20 + 5 ⇒ (3) + 5 = 8 > noper
3 total damage, 2 STR dmg taken, nauseated
| Evander Forrell |
Evander grabs the Alchemist's Fire out of the air and says, "Hold on, guys!" He then chucks the flask at the swarm engulfing Gilda, hoping the splash will affect the other.
Alchemist's Fire vs red: 1d20 + 5 ⇒ (5) + 5 = 10
Fire Damage: 1d6 ⇒ 4
He then pulls out his own torch and touches it to Didiana's.
| Gregor Ward |
I know they won't move past the party up front, but Gregor has absolutely nothing that will affect them, and hopes the group has sense enough to not run IN to swarms of spiders.
Ideally, using a rush of water pressure for dispersing them would work like gust of wind. "Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage." Basically doing NL via dispersement.
Gregor calls out, having no other recourse, "Stop running into the spiders, conventional weapons are no good, actually move AWAY from them. Use what little terrain we have to our advantage, like funneling them through the doorway. Basic tactical maneuvers, people." His frustration at being unequipped to directly affect them is evident in his voice, but he does not give up his position or plan.
Standard to ready to break the glass.
No inspire courage, as it affects weapon attack/damage rolls, and diminutive swarms are "immune to all weapon damage".
| Didiana Drost |
C'mon... C'mon... C'mon and light, you little... There!
The sharp sound of flint and steel striking together could be heard several times before Didiana rose from her hunched position with her hard-won prize in hand: a lit torch.
Now on how to best utilize it.
I looked up the rules and lighting a torch eats up a full-round, which I suppose is fair. But Evander could arguably still light his own with mine given that he missed out on his round 1 actions.
| Gilda Grabapple |
Fort DC11 #1: 1d20 + 5 ⇒ (12) + 5 = 17
Fort DC11 #2: 1d20 + 5 ⇒ (19) + 5 = 24
Gilda, engulfed by hundreds of spiders, opts to taunt them.
"Ahh, is that the best ya got! I got bedbugs that bite worse than you all!"
Gilda reaches around in her oversized dress, quickly pats Sprinkles Too on the head and withdraws a flask of her own.
"I broughtcha some medicine too! Ha!"
Stepping back from her own pile of spiders, she times her throw until Matiscio is free of his own pack.
5ft step out. Move action to draw flask. Ready a standard to throw the flask targeting both swarms once Matiscio is free.
EDIT: Re-read above. Looks like Matiscio is trying to use his move action to toss to Evander. Gilda will still toss her own flask, which means some splash damage for Matiscio (she'll stitch him up in a minute).
Alch Flask (touch): 1d20 + 3 ⇒ (15) + 3 = 18 for 1d6 ⇒ 5