| GM ShieldBug |
Just an FYI, as soon as you open that door, the game will be officially paused until next weekend. So no update tonight ;)
Dus Grassbrow
|
A deep breath is the first sign that Dus is waking up from the paralysis the fell beast induced onto him. Then he starts shivering uncontrollably and it's only when his eidolon growls at him he gets a hold of himself.
"I ... hope that I never have to hear such a scream again."
Sry that I had fallen silent during the last fight. Week was a bit stressful, so I fell out of tune with my posting behavior.
| GM ShieldBug |
No worries, Dus, glad you're alright!
These public restrooms seem to be for the use of visiting clientele. Several stalls are here, and a huge cesspool below collects the offal. The stench of sewage battles the cold of the mist, but through the haze can be seen smears of blood across the floor, walls, and ceiling, as well as the doors of several stalls. The source of the mad laughter is also clearly evident, for standing over one of the stalls you see another ape-man green. This one is much chunkier than the others, and he is almost completely hairless, but the pronounced brow and tattered cothes are clear indicators that this is another victim of the mists. He seems to be having the time of his life as he repeatedly pokes an annoyed looking snake red with a greyish finger that had presumably once belonged to the half-orc whos head now lies at his feet.
Enraged at your interruption, the ape-man throws the finger at Sidi and beats his own chest loudly to display his dominance.
Trying something new for identifying enemies, although this isn’t a particularly interesting creature. Hopefully it gives a nice compromise between quick identification and the more detailed information that can be found with high rolls.
For each 5 you beat the DC, you may ask an additional question from this list.
Okay, so we are now officially paused! To build suspense, I'll save the initiative rolls for when we come back :)
Untir Jonrot
|
The party decides to wait for Untir to provide all of them some divine protection, so he activates his wand on each of them in turn.
Will activate on everyone in this order, with the number of rounds left once combat starts in parantheses, assuming one round to actually open the door: Untir (3), Dus (4), Selmy (5), Dus' eidolon (6), Black Crow (7), Patros (8), Sidi (9). Please read spoiler at this post for the effects of protection from evil.
---
Untir steps into the room after Patros, quickly taking in the bizarre sight in front of him.
knowledge(nature): 1d20 + 6 ⇒ (15) + 6 = 21 Like to know AC and saves
Selmy Brukdnslagdam
|
K, Nature: 1d20 + 0 ⇒ (16) + 0 = 16
Despite his intelligence suffering greatly under the mist-tainted transformation Never thought I'd pass a knowledge roll with a 6 int! Selmy seems to understand the foe that lies in wait for them.
Special Attacks?
"Viper. Bite has poison. Can kill!" He says as the excitement that precedes battle starts to take over and the air begins to coalesce in his palms.
| GM ShieldBug |
Welcome back to our night at the museum! I have a full internet connection once again, so we can get right back to it :)
init, Sidi: 1d20 + 1 ⇒ (8) + 1 = 9
init, The Black Crow: 1d20 + 3 ⇒ (10) + 3 = 13
init, Selmy : 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
init, Untir; Heightened Awareness: 1d20 + 6 + 4 ⇒ (1) + 6 + 4 = 11
init, Patros: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
init, Dus: 1d20 + 2 ⇒ (15) + 2 = 17
init, Eidolon: 1d20 + 2 ⇒ (19) + 2 = 21
init, Baddies: 1d20 + 6 ⇒ (17) + 6 = 23
The half-orc's finger bounces off of Sidi's chest, and the gruesome projectile distracts just long enough for the bald ape-man to catch him off guard. It closes the distance in an instant, leaping across the small room and pouncing on the big Bas'o warrior in a feral rage, fists pounding against his shoulders. Despite several layers of magical protection, the sudden blows land with a sickening thud that echos around the tiny room.
Atk. Slam; Charge: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Dmg. Bludgeoning: 1d4 + 1 ⇒ (3) + 1 = 4
Free from it's tormentor, the speckled viper makes a dash for the door. Unfortunately for it, the door is blocked by six heavily armed Pathfinders and an eidolon. Driven mad by either the situation or the mists, the snake attempts to take its frustration out on the closest warm body, Patros. However, its teeth are unable to puncture Patros' toughened skin, and the snake is no more satisfied with the situation than it was moments ago.
Atk. Bite: 1d20 + 5 ⇒ (2) + 5 = 7
Since Selmy is away hopefully enjoying one of the happiest days of their life, I'll bot them straight away and let you know what they found out.
Though his brain is still foggy, Selmy recollects that the poison of speckled vipers is quick acting and will drain your stamina and can lead to death within seconds "Don't get bit! Death quick if not tough like me." He moves to the other side of the room and lets loose the air that has been coalescing in his hand. With the ape-man's significant girth, Selmy is able to blast the creature without fear of hitting his ally, who is completely shielded by the creature's back.
Atk. Kinetic Blast; PBS, Firing into melee: 1d20 + 3 + 1 - 4 ⇒ (14) + 3 + 1 - 4 = 14
Dmg. Bludgeoning: 1d6 + 5 ⇒ (2) + 5 = 7
____
COMBAT TRACKER - Round 1 - Bold may post - Map
------------------------------------------------------------
Knowlege (Nature) to identify creatures
Red ( )
Green (-7hp, charged)
Selmy (protection from evil 5/10)
Eidolon (protection from evil 6/10)
Dus (mage armor, protection from evil 4/10)
Patros (barkskin, protection from evil 8/10)
Black Crow (protection from evil 7/10)
Untir (longstrider, protection from evil 3/10)
Sidi (-4hp, barkskin, false life, protection from evil 9/10)
ONGOING EFFECTS / ENVIRONMENT
None
PENDING
The snake is tiny and has to move into Patros' square, which provokes an AoO from him.
Untir Jonrot
|
Untir whips out another wand and lays magical blessing on his whole party.
activate wand of bless
Patros Therinor
|
Patros sees the snake and lashes out with his blade.
AoO: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 201d8 + 5 ⇒ (4) + 5 = 9
next attack roll is dependent on if tge snake if dead...if still up Patros attacks it, if down he focuses on the other
Patdos swings his sword again.
attack: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 301d8 + 5 ⇒ (3) + 5 = 8
crit: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 172d8 + 10 ⇒ (5, 4) + 10 = 19
| GM ShieldBug |
Patros dismissively cuts the head off the snake at it slithers near, and then in one fluid motion, strikes at the ape-man with incredible accuracy. It falls to the ground with a thump, cracking one of the tiles as its head bounces off the floor. Now unconscious, you can clearly see mist escaping from it's lungs and, just like in the offices, its bestial features quickly recede, revealing a pudgy, bald human.
Apart from the half-orc head and finger, and a broken pair of spectacles, the room is empty.
Wow, that was anti-climatic... I feel bad about all those wand charges used, Untir, sorry about that.
Nice hit Patros! I'm sorry I couldn't embellish the hit a bit more, but given the nature of this place, I'm guessing lobbing his head off wouldn't have gone down well ;)
COMBAT OVER!!!
Final damage counts: Sidi (-4hp)
The man is alive for the moment, but will need attention soon if he is going to survive the night.
Sidi Yawgu
|
It's possible to keep the PfE up with a few rounds remaining. I can get to the last door in 4.5 rounds (9 move actions), but I'm going to spend at least one action trying to stabilize the curator.
Sidi kneels down, his body looking no worse for taking the hit thanks to the necromantic energies infused in his flesh earlier by Untir, and examines the fallen curator. "Poor man."
He tries his best to staunch the bleeding from Patros' fearsome blow.
Heal: 1d20 ⇒ 18 Aiming for a 15...
| GM ShieldBug |
You certainly can keep your buffs if you want. We didn't even use a full round of combat here, so let me know if y'all want to run to the final room. Selmy is the furthest away and, by my calculations, can still make the door 165' away, 40' per round in just over 4 rounds. Can't Sidi move 80' per round? If so, I'm sure it'll only take 2 rounds for him to get to the door (well three, taking account of the standard action needed to stabilise the man).
Sidi easily manages to stop the bleeding, tearing off what remains of the unconscious man's tattered shirt to form temporary bandages. Overall, the bald man doesn't seem to be in too much trouble and a couple of days bed rest would probably be enough for him to get back on his feet.
If you do rush off, the buffs will look like this (including time taken to open the door):
Sidi (barkskin, false life, protection from evil 4/10)
Patros (barkskin, protection from evil 3/10)
Black Crow (protection from evil 2/10)
Eidolon (protection from evil 1/10)
Dus (mage armor)
Untir (longstrider)
Selmy ( )
Untir Jonrot
|
Alright, let's charge through then! And the bless would still have about 5 rounds left! :)
| GM ShieldBug |
Woops! Totally forgot about bless, yes that would still have 5 rounds too. I'll make a proper update tonight ;)
Untir Jonrot
|
Oh yes, missed that. Untir takes 10.
Detecting a scent from the lavatory that is more than just ... what you usually smell coming from the lavatory, Untir braves himself to take a look. As he feared, he finds the rest of half-orc. "Sigh..."
Oh, Untir activates wand of heightened awareness of himself again. And will dismiss it when entering combat to get +4 to initiative.
| GM ShieldBug |
There should be enough time for that, Untir, I have included it in the initiative rolls below.
Sidi opens the door to reveal the room which shows off the Blakros Museums finest collections. Mock vines cling to the walls and hang from the fifty-foot-high domed ceiling, and huts of grass are strewn about the open area. At the centre of this sprawling chamber, a band of savage primates surround a miniature replica of a traditional Mwangi ziggurat. The structure rises out of the mist to a height of nearly twenty feet, and at the top lays a rail-thin elven gentleman, strapped to an altar, his bare chest painted with strange sigils and monkey paw-shaped blots of paint.
There must be nearly two dozen apes, baboons, and other monkeys revelling here, snarling, spitting, and cavorting madly. However, as soon as you step into the room, a terrifying howl shatters the revelry, and the assorted primates scatter into the mists, making way for an 8’ tall gorilla. It pounds its chest threateningly, the deep hollow sound reverberating throughout the room of chattering primates.
init, The Black Crow: 1d20 + 3 ⇒ (2) + 3 = 5
init, Selmy : 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
init, Untir; Heightened Awareness: 1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 15
init, Patros: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
init, Dus: 1d20 + 2 ⇒ (7) + 2 = 9
init, Eidolon: 1d20 + 2 ⇒ (9) + 2 = 11
init, Other: 1d20 + 3 ⇒ (13) + 3 = 16
percep, The Black Crow: 1d20 + 6 ⇒ (20) + 6 = 26
percep, Selmy: 1d20 + 5 ⇒ (10) + 5 = 15
percep, Untir: 1d20 + 13 ⇒ (15) + 13 = 28
percep, Patros: 1d20 + 6 ⇒ (11) + 6 = 17
percep, Dus: 1d20 + 2 ⇒ (11) + 2 = 13
percep, Eidolon: 1d20 + 4 ⇒ (9) + 4 = 13
You all notice that just as the gorilla finishes pounding its chest, a small wooden idol runs through the crowd of primates and touches it. You can tell that some sort of arcane energy has been passed onto the giant beast, but are somewhat distracted when it charges straight for the largest among you. A massive fist slaps the side of Sidi's head with terrible force, followed by a howl, demanding the newcomer to submit to it's dominance.
Atk. Slam; Charge: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 Not evil, I'm afraid, so it just barely hit.
Dmg. Bludgeoning: 1d6 + 2 ⇒ (4) + 2 = 6
For each 5 you beat the DC, you may ask an additional question from this list.
For each 5 you beat the DC, you may ask an additional question from this list.
____
COMBAT TRACKER - Round 1 - Bold may post - Map
------------------------------------------------------------
Red (buffed, charged)
Green ( )
Untir (longstrider)
Patros (barkskin, protection from evil 3/10)
Eidolon (protection from evil 1/10)
Dus (mage armor)
Sidi (-6hp, barkskin, false life, protection from evil 4/10)
Black Crow (protection from evil 2/10)
Selmy ( )
ONGOING EFFECTS / ENVIRONMENT
Everyone has bless 5/10 for a +1 to attack rolls. It’s a DC 12 climb check if you wish to scale the ziggurat, and it is 20' high.
PENDING
None
Patros Therinor
|
Patros rushes forward, bringing his blade down in a vicious arc. He then realizes he might have to fend off an attack from this huge ape. He readies a defensive strike.
attack: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 211d8 + 5 ⇒ (2) + 5 = 7
Sidi Yawgu
|
Knowledge (Nature): 1d20 + 5 ⇒ (17) + 5 = 22
AC and special attacks, please
Sidi grunts as the ape's blow echos through the room. The power of the blow dispels the necromantic protections, but at the same time, Sidi's skin begins to become ashen, circles of exhaustion appear round his eyes, his lips look bluish, and the old scars around his wrists and neck become much more noticeable.
"Da'Tunga!" he shouts at the ape as he steps closer and levels his own blow at the great beast.
5 ft Step
Standard: Attack Da'Tunga
Great Club, Bless, BR: 1d20 + 5 + 1 + 2 ⇒ (6) + 5 + 1 + 2 = 14
B, BR: 1d10 + 6 + 3 ⇒ (7) + 6 + 3 = 16
EDIT: Bloodrage AC penalty cancels out Barkskin. False Life was consumed by that attack.
Untir Jonrot
|
spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11
knowledge(nature): 1d20 + 6 ⇒ (1) + 6 = 7
Untir looks with concern at the screaming primates in the room, but decides to focus on the giant ape and the animated wooden idol. In all his travels and studies, he has not come across creatures such as these. Nonetheless, he moves into the room quickly then calls upon the aid of his ancestral spirits. They flit from him, dive into the ground beneath the giant ape and a chain burst forth from the ground, coiling around the large animal and attempts to pull its feet from under it.
barbed chains, trip attack vs red CMD: 1d20 + 2 + 4 ⇒ (19) + 2 + 4 = 25
If succeed, will save DC15 or shaken for 1d4 ⇒ 3 rounds
| GM ShieldBug |
Patros moves swiftly, delivering a nasty slash under the gorilla's armpit causing it to howl with rage, spraying spittle over Patros's face and causing his hair to billow out behind him. However, when Sidi shouts out it's name, the gorilla stops and looks at the big man in surprise "Uuugh?" The momentary lapse of concentration was all that was needed for Sidi to slam his greatclub across the side of Da'Tunga's head! Revenge is sweet, some people might think, as teeth fly, bones crack, and Da'Tunga wobbles on his feet. Then Untir summons ancestral aid, bringing forth a chain that coils around the giant beast and drags him to the ground. Tied up and knocked senseless, the great ape is no longer a threat.
The results of your knowledge roll aren't relevant anymore, you guys are just too good! Untir, technically Da'Tunga was down before you cast your spell, so I'll allow you to keep it and make a different action this round if you want it ;)
With their champion down, the assorted primates gathered around the edge of the room, redouble their noise making efforts as they scream and pound museum objects on the floor and walls. Although most of the havoc is lost hidden by the mist, you occasionally catch a glimpse of baboon teeth and flying exhibits.
____
COMBAT TRACKER - Round 1 - Bold may post - Map
------------------------------------------------------------
Red (down, buffed, charged)
Green ( )
Untir (longstrider)
Patros (barkskin, protection from evil 3/10)
Eidolon [i](protection from evil 1/10)
Dus (mage armor)
Sidi (-6hp, barkskin, false life, protection from evil 4/10)
Black Crow (protection from evil 2/10)[/i]
Selmy ( )
ONGOING EFFECTS / ENVIRONMENT
Everyone has bless 5/10 for a +1 to attack rolls. It’s a DC 12 climb check if you wish to scale the ziggurat, and it is 20' high.
PENDING
None
Untir Jonrot
|
Ok, will re-do his actions. Thanks!
Untir looks with satisfaction as his allies take down the giant ape, and turns his attention to the last threat. Hmm, seems to be made of wood.
Untir moves into the room straight towards the wooden idol, while calling upon the fury of his ancestral spirits. They rise up from within him and burst forth from his outstretched hands as flames burning at it.
burning hands: 3d4 ⇒ (2, 4, 2) = 8 ref DC15 for half
| GM ShieldBug |
The flames surround the idol, and it raises a tiny wooden hand to shield itself. This, of course, does little to protect the diminutive figure from charring, and it turns almost completely black.
Reflex save: 1d20 + 0 ⇒ (1) + 0 = 1
____
COMBAT TRACKER - Round 1 - Bold may post - Map
------------------------------------------------------------
Red (down, buffed, charged)
Green (-8hp)
Untir (longstrider)
Patros (barkskin, protection from evil 3/10)
Eidolon (protection from evil 1/10)
Dus (mage armor)
Sidi (-6hp, barkskin, false life, protection from evil 4/10)
Black Crow (protection from evil 2/10)
Selmy ( )
ONGOING EFFECTS / ENVIRONMENT
Everyone has bless 5/10 for a +1 to attack rolls. It’s a DC 12 climb check if you wish to scale the ziggurat, and it is 20' high.
PENDING
None
| GM ShieldBug |
Since this is the last combat, and we got through the previous one without everyone getting a chance to do something, I'm going to give it a little longer than usual before I start botting. :)
| GM ShieldBug |
No worries, Sidi. When I said a little longer, I meant about 24 hours. There should hopefully be plenty of time for posts to come in, no matter the timezone ;)
Hehe, Patros, you can't help it if your enemies can't take their critical hits like monsters should :)
Selmy Brukdnslagdam
|
Selmy does what Selmy does best, partially because at the moment it's the only thing he knows how to do anyway, and he rushes in and fires an air blast at green.
Air Blast: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 181d6 + 5 ⇒ (3) + 5 = 8
| GM ShieldBug |
Welcome back, Selmy! Congratulation once more :)
The blast of air throws the tiny idol into the wall causing it to splinter and break into a dozen pieces, leaving charcoal streaks over the nicely decorated surface. As soon as the idol breaks, all the cavorting primates immediately cease their cacophonous howling and destruction, casting the room into a gloomy silence. This silence, however, only lasts a few moments before the stunned creatures regain their senses and start fleeing the premises, climbing out of windows and swinging towards the door on fake vines. Soon after, the mist dissipates, leaving you with a clear view of the severely vandalised exhibition hall for the first time. One of the most important changes, however, is that Selmy and Patros' minds begin to clear, their proportions begin to return to normal, and they are hit by a wave of tranquillity. With their minds once again their own, and the bubbling anger replaced by a feeling of peace, the two pathfinders can breath a sigh of relief.
Only moments have past since the idol was destroyed, but the museum seems like a completely different place. The howling noise and supernatural danger replaced by silence and a mundane mess. The group of Pathfinders only have a second to enjoy their success when an unsure voice calls from above the ziggurat "Umm... Hello?" followed by the sounds of struggling "Is there... Is there anybody down there?"
COMBAT OVER!!!
Final damage counts: Sidi (-6hp)
| GM ShieldBug |
"Please..." The voice continues "If there is someone there, I could use a little help." At the top of the ziggurat, the rail-thin elven gentleman lays on an altar, struggling in vain to free himself from the leather straps holding him fast against the stone. You see him lift his head slightly and glance at the strange sigils and monkey paw-prints painted on his bare chest, and he seems to give up the struggle "Oh, my head! It's my stag night all over again..."
DC12 Climb check to climb up, straps have hardness 2 and 5hp
Patros Therinor
|
Patros grunts as he recovers from his exposure to the mists. What in blazes was that all about. Anyone have a banana? I am cravibg one now for some reason... he says. Patros then sees the elf strapped up. I'll try to get him down.
climb: 1d20 ⇒ 14
Selmy Brukdnslagdam
|
Climb: 1d20 + 5 ⇒ (9) + 5 = 14
"This would have been a lot easier just a few moment ago I reckon." Selmy grumbles as he follows Patros up. Once near the straps he fires a few small bursts of air until they give way.
Air Blast Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Air Blast Damage: 1d6 + 5 ⇒ (1) + 5 = 6
"What's all them sigils about anyway? And who are you? Can barely remember how I got here, just a lot of shoutin' smash and shootin' things really."
Sidi Yawgu
|
"Well done," he compliments Selmy as he climbs the ziggurat. Take 10 for 20
He reaches down to snap the straps holding the curator to the altar. Afterwards, his skin returns to a healthier shade and sweat breaks out across his brow.
Strength: 1d20 + 6 ⇒ (17) + 6 = 23
Untir Jonrot
|
Untir waits a bottom of the ziggurat, knowing he is not one for such athletic deeds. "Quick, bring him down and let me examine him.
heal, take 10: 10 + 8 = 18
"Are you Nigel? One of the librarians we rescued earlier told us there is someone by that name still trapped here." Pointing to the remains of the wooden idol, Untir intones, "I believe that is the source of your problems. Can you tell us anything about what happened?"
| GM ShieldBug |
The look of relief on the elf's face as Patros comes into view is priceless "Oh, thank the gods!"
Selmy blasts off the straps around the elf's arms and legs with small controlled bursts of air, and Sidi easily snaps the strap holding his head down. Slowly the man sits up, rubbing his head "The sigils?" He blinks a few times and slowly looks down at his chest "Would you look at that... It seems like I was to be sacrificed in the name of the demon lord Angazhan." He looks up at Selmy again and smiles "I guess that would explain all the monkeys." With the help of the three Pathfinders, the man gingerly makes his way to the museum floor where Untir gives him a thorough examination "I am Nigel, yes. You talked to some of my staff then? Are they all safe? The last thing I remember, I was unpacking the new artefacts in the office with Maldroog and Sheg and..." His eyes go wide and follows Untir's finger to see the remains of the wooden idol "That's right! One of the artefacts was a Tik Taan idol! Terrible, terrible things. It is said that the Gorilla King's cultists, the Tik Taan, captured the souls of monkeys in the wood-grains of those idols. The monkeys' tormented spirits became the slaves and playthings of Angazhan, who murdered their playful whims and replaced them with a deep-seated hate and wild madness. My gods, if I knew Trantos had one of those things in the crates, I never would have bought them!"
Apart from being agitated by the revelation of what had just happened to his museum, and a few minor scratches, Untir gives Nigel a clean bill of health "Thank you! Thank you so much, all of you! When those monkeys swarmed into the office and carried me off, I thought I was done for sure." He goes to each of you in turn and shakes your hands enthusiastically "But who are you, and why are you here? Don't get me wrong, I am terribly grateful that you are!"
Patros Therinor
|
We are from the Society, here to offer any assistance we could, and a good thing we got here in time. I fear you were not going to have a good time had we not showed up. Patros says, looking around the room.
| GM ShieldBug |
"I think you're right! Only a few minutes more and..." Nigel trails off and makes a gesture with his finger across his throat "Well, I suppose Saldak did try to warn me about the idols, but he thinks everything is cursed and cries 'we're doomed' when I procure just about anything..." He says to himself more than anyone else "Besides, the original idol Trantos showed us was much smaller than the Tik Taan, and definitely not curs-" Something suddenly hits him, and he looks at Patros in shock "Did you say the Society, as in Pathfinders!?"
The Black Crow
|
"You should think about signing up. It might save you from future primeval compulsions and the like."
diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16
| GM ShieldBug |
Nigel suddenly laughs, the sound seems a little startling given the recent variety of screaming and howling you have been subjected to "Ha! Primeval compulsions... Yes, that's certainly one way of putting it, I mean it does have a better ring to it than any way I could explain tonight!" He slowly settles down, and starts thinking "But joining the Society? Hmm, I'm not sure..." He says as he wanders through the rubble thoughtfully "I actually was a Pathfinder once, but I had a bit of a... disagreement with a fellow agent, Adril Hestram, have you heard of him? If not I bet you have certainly have heard him, that blowhard has a voice that can make a Chelaxian opera singer seem timid."
Selmy Brukdnslagdam
|
"Well, I don't know about all that." Selmy says, reflecting on the scant few missions he's had with the society so far. "But the Society sent us in here for you, so it might be worth settin' that disagreement aside. Won't know when you need the Society again, and they always got their nose in everyone's business anyway, right?"
Selmy chuckles as he continues feeling his forearms, making sure they're his regular old dwarven limbs still.
"Can't say I'm eager to be back here though. Spent the last few hours dumber 'an a brick and draggin' my knuckles on the floor. That ain't the kinda museum I'm lookin' for."
Sidi Yawgu
|
"I am glad that you are well," Sidi says after Untir finishes examining Nigel. "Most of your staff is safe, but a few died at the hands of other workers, cursed by Angazhan, before we arrived."
He nods as Nigel talks. "If not rejoin, then consider at least sharing information with the Society."
| GM ShieldBug |
"Ha! I think I know how you feel. I don't remember anything after that gang of primates kidnapped me, but even now, my arms feel way too long!" Nigel says to Selmy cheerfully, but on hearing the news of his staff, his tone takes a more solemn note "Oh, oh no! They worked for me precisely so that they would not have to deal with the sorts of dangers Pathfinders find themselves in..." He shakes Sidi's hand once more "Thank you for saving those that you could! Thank you all! My staff, they are all good people, I'll contact the families of those fallen personally, and let them know what happened."
He stands silently for a moment, taking in the gravity of the situation, and the suggestions of his saviours "Hmm, perhaps I've been a tad too hard on you lot these last few years. Perhaps I should re-petition for membership, maybe then we could avoid any more nights like this? Yes, it is definitely worth considering, at the very least I could share a little more with the Society from now on..." Nigel frowns and starts patting himself down "Wait a second, I think I have something around here..." He walks over to the side of the room and clears the broken pieces of ancient plates off of a cracked display case. Opening the case, he retrieves a bejewelled spear of exceptional quality with brittle, white bird feathers tied with crumbling leather straps beneath the sharp spearhead.
He returns and offers the spear to you, saying "This is an incredibly rare and ancient Mwangi spear that Chelish explorers found near the colony of Sargava during the reign of the expansionist Chelish prince, Haliad I. Please take it with my thanks! I know that your superiors would hungrily pay to have this in their own collection, I did outbid them after all..." He sighs and takes a proper look around at the destroyed hall "After what happened here today, I think I've had just enough of Mwangi artefacts for a while, and perhaps gifting it to the Society will help mend a bridge or two." He also hands you a cracked mulberry pentacle ioun stone, saying something about it being of particular significance for Pathfinders.
That's pretty much it for this game. I hope y'all had fun!
| GM ShieldBug |
-- While the Credits Roll --
I'm hoping to make it a tradition in my games to invite players to do a DVD-style Closing Credits Easter Egg for thier character. It's obviously completely optional, but since this game was a bit of a dungeon dive without much role-play, if you wish to stretch your writing muscles, now's your chance! :)
ON EASTER EGGS
I'm shamelessly stealing this idea from a game run by GM Hmm, and King of Anything summed it up nicely when he said:
<Philosophical Exploration of the Easter Egg>
The closing credits are a great place to sum up your adventure and how your character has grown throughout. You've been playing for awhile now, so take some time to look back through the adventure and think about what moments stood out as meaningful, or could be explored a little more.
Your Easter Egg can be presented as a vignette centering around your character, or as a report or letter to your superiors/family, or as a quick scene between NPCs reacting in your character's absence. There are many possibilities!
Some good questions to ask yourself and/or answer in an Easter Egg:
1. How did my character introduce themselves? Are they the same character now?
2. What relationships did my character form in this adventure? How will they end? (Or will they continue??)
3. What did my character learn about themselves or the world?
4. What does my character do between adventures?
Some more questions to consider:
5. Will Patros or Selmy ever shake the urge to check for tiny parasites inhabiting the fur of their friends?
6. Will Sidi grow nostalgic, and join an expedition back to the Mwangi Expanse.
7. What will happen with all those monkeys that are now loose on the streets of Absalom?
__________
Thank you everyone for being in my game!