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Healing: 1d6 ⇒ 1
Healing: 1d6 ⇒ 2
Healing: 1d6 ⇒ 3 Holy crap. . .
Healing: 1d6 ⇒ 4
That's 10 HP (and Nonlethal) healed to everyone. I only have 1 Channel left, though.

Venture Teller Play b'Post |

Wow! next one should be a five though... :)
The old man sits up when the healing burst hits him. He looks around squinting then touches his face, pats his bald head and begins patting his pockets as if looking for something. He stops then, squinting at something next to him and then breaks into sobs.
"Ahh.... Ahh...! Ah? Sheg? Ah Sheg! Sheg what happened? The object of his panic is none other than the head of the half-orc Sheg.
Toren sits up in a similar manner, more confused by the ropes binding him than the carnage around him.

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"We where hoping that thee might tell us, sir. Thou art safe, for the moment. We are members of the Pathfinder Society, called in to break some curse befallen this place and to aid those caught within. What is the nature of this mist? Do you recall anything since being affected?"

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"Toren - are you back with us? You're with friends, and all is well. Take a moment and collect yourself." Angruf watches his companion for a moment."Talk to us - let us know you are yourself and I'll let you loose."

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"Eh..who'sy...whatsit...Ughh. What in Torag's undergarment hell was happenin'? Did I get 'em?" Toren's eyes flutter and flicker for a few moments. He notices his bonds and struggles for a few seconds before giving up. Memories flood back to his recollection, "Erm...there weren't...rabbid pink bunnies...were there?"
As he gets confirmation that there were indeed no fluffy, rabbid, and pink bunnies, a shamed look crosses his face. "I didn't...hurt anybody...did I? I've got a toothpick of a wand in me pack if'n someone would be needin' to heal up from whatever I caused. Erg...feel like I could use a little more ministerin' from that too."
He looks around with tears shining from his eyes, "I'm sorry everyone...I let yer down and worse...I attacked me own allies. I'll understand if yeh're wantin' ter leave me here 'till the authorities can collect me...and if yer needin' to report me to the Society."
I have a wand of CLW in my backpack if anyone needs more (I could use a tap or two from anyone with UMD). I was at 10 hp and 13 non-lethal after the fight, plus 10 hp from the channels (THANKS!!!) Does the channel heal non-lethal AND lethal at the same time or is it one or the other?

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[b]"All is well Toren - we've seen what this mist can do, and we know you were not responsible for what the mist did. I can help you out with your 'toothpick' a bit."[b]
I'm not sure on the level bonus for the wand - is it CL 5 because you can't make a wand at lower level, or is it CL 1? I'll assume 1...
BTW, occasionally it's good to have CLW on your spell list ;)
CLW wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW wand: 1d8 + 1 ⇒ (3) + 1 = 4
As Toren demonstrates that he's not a deranged babbling maniac anymore, Angruf will heal, then untie him. Angruf will also help Toren restore some circulation to stiffened joints.

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Minimum CL is 3 I believe...it was purchased with PP at minimum.
EDIT
I was thinking wondrous items. But minimum CL for Craft Wands is CL 5th. So wouldn't the wand be at CL5?

Venture Teller Play b'Post |

wands are at lowest spell level (CL 1 :)
"No. No!. I blacked out just...The man answers between sobs over his friends demise. "I blacked out just after... Sacred Blue!... The monkeys came. Screaming and hollering and, slavering. They... carried N... the mad monkeys... they carried Nigel out and then... then the mists... the mists... came and then... No! Sheg! Then is when... I... blacked....". Maldroog's word disappear in the sobs. The watchman screams and tries to flee the room.

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Jak reaches up and takes the watchman's arm. "Come on, big fellow. It's over now. Let's get you outside where it's safe and then we'll find Nigel."
Not fighting him, just trying to slow him down and guide him out. Maybe calm him down a little.

Venture Teller Play b'Post |

Probably.... Which knowledge rolls?
Maldroog answers any other* questions between his sobs & it becomes clear he has no recollection of Sheb's death. Nethys was working in the storage room when the city's simians arrived. Then Jak leads the sobbing man outside. The fresh air helps his mood a little, but he still audibly distraught as he leaves the museum grounds.
*set up for a ret-con, so please ask your questions. Moving on? to...

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knowledge roles about background, from post 21 on page 1.
Just in case the quote jogs some memory... knowledge(history): 1d20 + 1 ⇒ (13) + 1 = 14
BTW, I'd done very well on the gather information check earlier, so Angruf's got the background on the Trantos exhibition.
"Maldroog, have you seen any carved monkey statues - small ones, dark wood? A Mwangi exhibition, possibly associated with the name 'Lugizar Trantos'?"

Venture Teller Play b'Post |

Ahhh... not really, but if I grant the conversation with Maldroog as an aid...
In his sobbing voice Malddroog says Lugizar spoke of a lucrative find at one point, three idols of dark wood carved in the shape of bearded monkeys. But no he has not seen them.
Nigel was so excited he set up a Mwangi Exhibit when he heard about them. Maldroog's speaking clears up a little as he mentions reading a plaque while on night watch a month go.
The... Gorilla King’s dread city was founded... Hundreds? of years past by folks who bowed to the Gorilla king. It is said the cultist captured the souls of monkeys in the wood-grains of strange idols called... uhm. Teektawn? ...Tikton? ...Tik Taan. The monkeys’ tormented spirits became the slaves and playthings of murderous king. It drove the monkey souls mad. These Tik Taan are rumored to shred the... shred the... sanity of... anyone.... Sacred Blue what have I done? The sobs return in full force and he can get no further.

Venture Teller Play b'Post |

"We should be wary of things related to apes. Apparently the bearer of these scrolls also encountered, and possibly retrieved, three dark wooden statues of bearded monkeys. His letters bore strange marks of monkeys' paws, and the insanity he bore with him apparently also infected the monkeys of the Absolom zoo. I can't say I'm partial to monkeys overall.""I have to admit, though there is a madding mist, I look forward to touring the famous Blakros museum. I hope none of the breakable bits, nor too many of the learned scholars, have been broken irretrievably."
the party think back on Angruf other revelations.
If we were at the table this info would have been shared an hour ago. As it has been weeks I am reposting it.
Venture Teller Play b'Post |

oops I was reading an article on Nethys when I wrote that. I should have said "Nigel.".
No No, just me and Sheb. One of the scribes might have be in the office? Nigel was in the storage room. Then the monkeys came....

Venture Teller Play b'Post |

The storage room has stacks of crates each labeled with various exhibits. One stack has been knocked over and a pile of inventory sheets lays scattered under it. Anything listed as "Mwangi" has a tic in the "In exhibit rotation" column.
no mention of monkeys or statues to be specific :)
updated map

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Toren sheepishly follows everyone into the storage room after he stops to pick up his tower shield, and with some reluctance, his Bec de Corbin.
He walks over to the papers and looks at a few of them. "Hmm...wonder if anythin' in here that'll give us a hint..."

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Angruf will take a few moments to riffle through the (irresistable, fascinating) crates, to see what interesting things might be in them.
"Pardon - just a moment. Going to check and see if anything's mislabeled. Oh - can anyone sense intrinsically evil things?"
perception(search): 1d20 + 2 ⇒ (7) + 2 = 9

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"I can not, I fear, though it would seem they might easily be able to sense me."
I'm ready when others are. I'll try to help search, but it is not my specialty.
Perception (search): 1d20 + 4 ⇒ (17) + 4 = 21 (Guidance + a quick scan with Detect Magic).

Venture Teller Play b'Post |

Some of the boxes have been in storage for a very long time and the stacks are high and fill more of the room than the space left to walk between them. Angruf searches the room and with Beckett and a little spiritual help covers the area quickly, but nothing of value is turned up.
Toren takes his time examining the inventory sheets which mention where a piece came from, and where it went (mostly into these boxes). There is a reference to acquisition forms such as 'BR4713*QST 1.55.1o' and to box number 'CH324.1117x' and other 'secret' curator codes.

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"Mine god-eyes see nothing of value, we should move along from here and exploreth further into the belly of the beast."
Moving with the others, WHEN they are ready I'll make my way back to the hallway and ready to enter the TPK that inevitably awaits beyond the door whose code reads "Honored Dead".

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"Hmmph. Blasted museum-y types. Can't unnerstan' a thing written here. Course...ain't really the best reader when it comes down to it anyways."
Away! To our TPK!

Venture Teller Play b'Post |

The mists here congeal into a thick and silvery fog that cools the lungs. 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 ago.
Mwuhahaha!

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Perception: 1d20 + 5 ⇒ (1) + 5 = 6
I assume the giant warrior is an exhibit and not actually moving?
If so, after a moment's startlement at the even larger than normal giant, Jak starts to look around, checking for the new Mwangi exhibit and checking names on the sarcophagi and other cases.

Venture Teller Play b'Post |

Jak strides up to the giant and notices it is only the size and wired position of the body giving it that looming appearance.
moving closer you can discern more with a knowledge local (Mwangi expanse) or knowledge (history)

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Perception: 1d20 + 1 ⇒ (6) + 1 = 7
Notice Unusual Stonework (traps and the like): 1d20 + 3 ⇒ (10) + 3 = 13
Toren shivers in the mist, and whispers "Maybe I should be in front with Tessa...much as this place gives me the creepin' willies."

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perception: 1d20 + 2 ⇒ (20) + 2 = 22
knowledge(history): 1d20 + 1 ⇒ (16) + 1 = 17
Angruf follows the rest of the party into the hall, and is immediately taken by the Mwangi native plastered to the wall, wielding an extremely unusual blade.
"This must be an amazing exhibit - it appears that gentleman," indicating the Mwangi warrior, "can't tear himself away from the exhibit."

Venture Teller Play b'Post |

Toren, no unusual stonework.
Anyone else looking for anything specific? Faction missions? Update the map if you dinnae like where I have you.

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Jak moves further into the hall, still checking names on cases & sarcophagi, but also angling for a look around the corner where we can't see yet.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Definitely faction mission:).
Assuming nothing drastic happens, he'll work his way through the hall until he finds what he's looking for.
You can call it a Take 20 search unless we're interrupted.

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Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Thovar walks over to look at the Mwangi warrior and his fancy dagger. "Now that's a pretty piece... no question! I wonder how much it's worth..."
Being careful not to touch the dagger, Thovar inspects the weapon more closely.
Appraise: 1d20 + 5 ⇒ (12) + 5 = 17

Venture Teller Play b'Post |

Me fears we've lost some :) but you know what brings everyone back right?
1d20 + 6 ⇒ (11) + 6 = 17

Venture Teller Play b'Post |

Being careful not to touch the dagger, Thovar inspects the weapon more closely.
Appraise: 1d20+5
Thovar determines the bone-handled kukri with a jade-carved blade would probably sell for gps in the mid-to-high 200s.
Jak heads to one of the Osirion dead, looking carefully at names. Only then does he realize the Osirion is looking back at him.

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I'll just leave this here, so we know where we are.
Init: 1d20 + 2 ⇒ (1) + 2 = 3
If this isn't the name he's looking for, and it isn't trying to attack him, Jak will make a slight bow, "Excuse me sir, didn't mean to disturb you." and move on to the next.

Venture Teller Play b'Post |

Four of the honored dead rise up and break free of the display housing. Jak was just reading the name plate of the first one: Taltuma-Matl. Taltuma-Matl is a withered, mummified thing from beneath Osirion’s sands bearing a jeweled scarab on its chest among its spiced wrappings, a scarab seer and warrior-priest of an old pharaonic age. Another is an armored warrior of a long dead empire, clad in heavy discolored bronze plates and helm. A third is a hulking skeleton, a towering ancestor of the Kellid race who wields a greatclub fashioned from a mammoth’s ivory tusk. The fourth is a shrunken emaciated corpse wrapped in rotten silks and holding a silvered Qadiran scimitar in one bony fist.
INI
...ALPHA GROUP
Elwyn (21)
Angruf (20)
Thovar 1d20 - 1 ⇒ (19) - 1 = 18
Honored dead (17)
...TEAM OMEGA
Julien (16)
Beckett 1d20 ⇒ 12
Jak (3)

Venture Teller Play b'Post |

Elwyn's incredible speed lets him jump to the front of the crowd. He stabs at the proto-Kellid and the right half of its rib cage clatters to the floor.
alpha group is up.

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Thovar jumps back with a start as the Mwangi warrior moves! "By the gods - be gone, foul creatures!" He runs to the middle of the room and holds forth the key that is his holy symbol of Abadar, channeling energy in an attempt to harm the "honored dead."
Channel energy 1d6 ⇒ 5 damage; DC 11 Will save for half

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" The world will little note, nor long remember what we say here,
but it can never forget what they did here.
It is for us the living, rather,
to be dedicated here to the unfinished work
which they who fought here have thus far so nobly advanced.
It is rather for us to be here dedicated
to the great task remaining before us --
that from these honored dead we take
increased devotion to that cause
for which they gave the last full measure of devotion --
that we here highly resolve that these dead shall not have died in vain"
initiate inspire courage
NOTE: everyone gets +1 to hit/+1 to damage (2/6 for the day)

Venture Teller Play b'Post |

Thovar's divine aid follows Elwyn's blade and the creature falls into a pile of bones. The other creatures similarly flinch when hit by the energy of the dwarf's faith.
Will Saves
Osirion: 1d20 + 5 ⇒ (2) + 5 = 7
Kellid: 1d20 + 2 ⇒ (4) + 2 = 6
Qadiran: 1d20 + 2 ⇒ (2) + 2 = 4
Bronze Legionarre: 1d20 + 3 ⇒ (6) + 3 = 9
The legionnare closes to the dwarf and swings with a rusty longsword. The Qadiran follows and swings a beautiful silver scimitar. The Osirian steps down, and moves to Jak, large mouth gaping.
bronze legionarre: 1d20 + 2 ⇒ (13) + 2 = 15, 1d8 + 1 ⇒ (4) + 1 = 5hit
Qadiran: 1d20 + 2 ⇒ (11) + 2 = 13, 1d6 ⇒ 6
osirian: 1d20 + 3 ⇒ (19) + 3 = 22, 1d6 + 1 ⇒ (6) + 1 = 7 plus Fort save plus Fort savehit
omega team is up.