Igor Ivantoe |
Igor nods at the people and tells them to leave the museum immediately. He points to the exit.
"It is not safe in here. Leave now."
The Wizard draws forth a pearl of power and uses it to recover a spell.
Assuming that the former Monkey men leave peacefully he proceeds into the small room to look for items of interest.
Search room - Take 10 on Perception is 30.
Mysterious Stranger... |
Some human warns you to get away from the door.
?!? Anyone we know? One of the monkey men? Was that me?
perception: 1d20 + 4 ⇒ (5) + 4 = 9
Igor nods at the people and tells them to leave the museum immediately. He points to the exit.
What are the monkey men wearing? Do they seem like museum staff or outsiders? Do they seem rational now that they have been knocked senseless and fallen 10-20 feet to the floor? Was the front entrance hall still full of mist last time we looked less than a minute ago? Inquiring minds all.
Jurmo Zanti |
Jurmo pulls back his sleeve again, another set of stars leap from the tattoo there and this time they form into a vaguely humanoid shape, this shape moves into the room.
Jurmo waits to follow Igor.
GM Redelia |
The men who fell from the ceiling appear to be museum employees of a scholarly type. They follow Igor's pointing finger and leave the room and the museum. You also hear hoarse screaming coming from a cabinet.
When the men fell to the ground, a puff of mist left their mouths and noses.
Igor Ivantoe |
Expecting trouble Igor approaches the cabinet and carefully opens it.
"We might as well get this over with."
Drelluandast |
”Maybe we should have picked up a few extra scarves,” Drelluandast adds. ”Hopefully we can find wherever this fog is coming from before it makes monkeys of all of us.”
Igor Ivantoe |
Igor nods at the Gnome and rolls his eyes at the other two companions before responding in a dry tone.
"Yes, that would have been wise."
Mysterious Stranger... |
The men who fell from the ceiling appear to be museum employees of a scholarly type.
"Tear the hems of your robes and hold them to your faces on your way out." says the ghost to the scholars. "And 'Boo!'"
Expecting trouble Igor approaches the cabinet and carefully opens it.
The unseen figure vocalizes a drumroll.
Igor Ivantoe |
Igor will attempt to take the door off its hinges if possible with his thieves tools (Disable Device 20 on a take 10). If this is not possible he can try to force the door open.
Strength check if DD is not allowed: 1d20 ⇒ 4
Drelluandast |
Strength to Aid: 1d20 - 2 ⇒ (12) - 2 = 10
”Oh, let me help!” Drelluandast jumps in eagerly, lifting the stuck door from the bottom. ”Perhaps it was just too much pressure on the hinge - try it now!”
Jurmo Zanti |
"Stand aside, let me try."
Strength Check: 1d20 + 2 ⇒ (9) + 2 = 11
Mysterious Stranger... |
"Maybe we should just whack it with something big." says the voice aiming most of her words at the contents of the cabinet. "Hey! There's this big priceless looking urn thing in the next room. I'll go get it."
When strength fails, use psychology.
Igor Ivantoe |
Igor shakes his head and points again to the exit.
"Time for you to leave. We have cleared the way for you.
Unless you think you have something important to tell us."
@GM Redella - Have we cleared both of the northern rooms completely?
Drelluandast |
”Oh, but you’ll want to cover your nose and mouth with something,” Drelluandast adds helpfully. ”Maybe a scarf, or just breathing through your sleeve until you’re out of the museum. What do you do here, anyways?”
GM Redelia |
Saldak tells you how the offices suddenly flooded with a strange mist early this morning, and that tendrils of it seemed to pour down Kadarnik’s
and Yannis’ throats moments before they went stark mad and beat Milgen to a pulp. Nigel was taking stock of the pieces in storage in the East Exhibit storage room at the time. Saldak is fairly certain the Tik Taan idols are responsible for the museum’s current predicament, claiming "I smelled something wrong with those hideous monkey-faced things as soon as Lugizar brought them out of his pack. I’ve a nose for trouble, I do! No one listens!" He then flees without answering any further questions.
You can roll a perception check if you want to look around the rooms carefully.
Igor Ivantoe |
Igor looks around the room
Take 10 on Perception for 30.
Drelluandast |
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Knowing that the tall folk often have the stuff above their heads figured out, Drelluandast concentrates on the parts of the room that are at his own eye-level. "Sounds like we should check out the east exhibit next? Or do we want to check the door across the hallway first?"
Igor Ivantoe |
Igor nods at the Gnome.
"Sure. Let us see what we can find here and then we will move to the east exhibit."
GM Redelia |
Igor finds scraps of Mwangi cloth inscribed with strange writing. The cloth (made from beaten bark) is quite ancient, and its original inventory tag states that it was cataloged along with “Tik Taan Idols, courtesy of Lugizar Trantos”. linguistics check to try to read it; it's possible other ways of investigating may also turn up interesting info.
Igor Ivantoe |
Igor tries to decipher the ancient writing.
Linguistics: 1d20 + 9 ⇒ (11) + 9 = 20
Drelluandast |
”Ooo! Do you think this could be part of where this mist is coming from?” Drelluandast eagerly studies the cloth for traces of magic as Igor works on deciphering the meaning. ”I’ve got a wand that might help with that,” he offers. ”Jurmo, Floaty Voice, what do you make of this?”
Casting detect magic, and have wand of comprehend language available if need be.
Drelluandast |
"Ooo! This could be handy if we find more people who've been addled by the mist," Drelluandast suggests. "Should we check on Nigel in the east wing, or see what's on the other side of that door to the south first? I'm a bit worried about Nigel's safety, but we might find more folks in danger to the south too - and maybe something else useful like this!"
Mysterious Stranger... |
"He'll probably give his rescuer something if he's not too mangled already!" says the excited voice as it rushes out of the room.
Drelluandast Remember, the map is laying on it's side. The museum entrance is to the south.
perception (she does look inside though): 1d20 + 4 ⇒ (17) + 4 = 21
Jurmo Zanti |
"I think we need to clear the rest of this place, no time to look back."
Igor Ivantoe |
"Ok. Let us check out Nigel to the East."
Igor nods to Jurmo.
"You are right. There is no time for delay."
GM Valen |
I was able to add to the Slides a copy of the map that the PCs received from Venture-Captain Adril Hestram
at the mission briefing along with a few surprises (don't peek!).
There are two "wings", each accessible by a door from the main hallway, that the party has yet to explore, both of which are marked on the map (which is oriented with the north end lying on the right edge of the map).
The wing to the east is marked "Beasts of Legend Exhibit".
The wing to the north is "Grand Hall Exhibit".
Please indicate which one, "Beasts" or "Grand Hall", the party enters first? (I ask because the posts suggest "east", the "Beasts" wing, but the token of Igor on the map suggests "north", the "Grand Hall" wing.)
I will follow the rule of 2 (i.e., once 2 party members agree on a course of action, I will assume that the entire party follows).
Igor Ivantoe |
I think that the party wanted to see if Nigel was alright in the Grand Exhibit Hall.
Drelluandast |
Nigel was said to be in the east room, which I guess is the Beasts room. Sideways maps, man - they’re nothing but trouble. :-D
”Igor, this door!” Drelluandast calls as the taller figure walks down the hallway through the mists.
Igor Ivantoe |
Igor agrees with Drelluandast rushing to examine and then open the appropriate door if it is not trapped.
"Why did we not bring a ranger? These maps are confusing."
Perception 30 on the door (Take 10) to look for traps.
GM Valen |
Heading to the eastern door off the corridor, the half-elf notices no traps on the door, but readily spots a large placard above the entryway to this hall reads “Hunting the Beasts of Legend” in great block letters.
This gigantic chamber is relatively free of mist, and darkness is held at bay by braziers of radiant light.
A map of the Beasts of Legends Exhibit Room on now revealed on Slides.
Behemoths occupy these halls, great taxidermy nightmares such as:
A two-headed bear easily taller than an ogre;
A great desiccated beetle, its carapace larger than the face of the clock tower of Absalom’s Clockwork Cathedral;
A massive specimen of chimera, its jaws open in a mock roar; and
An assembled skeleton of a tyrant lizard.
Further, the walls here are studded with strange masks, staves, spears, and other implements of long forgotten cultures, most likely used in ritual hunts of the beasts preserved here.
The ceiling of this large exhibit hall is 50’ in height.
Please place your PC tokens on the Map wherever you wish. Each PC should then make a Perception check.
Any PCs who would like to know more about some of the contents of the room may also make a Knowledge (arcana) check, a Knowledge (planes) check, or both.
Drelluandast |
”Ooooooooooooo!” Drelluandast is enthralled by the creatures on display, gazing upward with wide-eyed wonder.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Knowledge (arcana): 1d20 + 7 ⇒ (4) + 7 = 11
Knowledge (planes): 1d20 + 7 ⇒ (8) + 7 = 15
Jurmo Zanti |
Knowledge (Planes): 1d20 + 8 ⇒ (6) + 8 = 14
Knowledge (Arcana): 1d20 + 8 ⇒ (1) + 8 = 9
Perception: 1d20 + 2 ⇒ (8) + 2 = 10
Jurmo looks into the room over the head of Drelluandast, is well-earned caution keeping him from entering the room.
Igor Ivantoe |
Igor will walk into the room to look around.
Perception: 1d20 + 20 ⇒ (20) + 20 = 40
Arcana: 1d20 + 9 ⇒ (16) + 9 = 25
Planes: 1d20 + 11 ⇒ (13) + 11 = 24
Mysterious Stranger... |
”Ooooooooooooo!”
”Aaaaaaaaaaaah!” says the unseen voice.
perception: 1d20 + 4 ⇒ (9) + 4 = 13 or see above.
"Wow, I hope I get this sort of treatment when I die. You know, something tasteful like me reclining on a sofa being fed grapes and being fanned by some swole slave guys in short togas."
GM Valen |
Igor notices a pair of helm-like, stone masks on the northern wall, along which the two doors are located. He notes, however, that the stone on the masks is beginning to crack and slough off, revealing from beneath the stony outer layer a blackened, bat-winged fiend's head. Tentacles dangle from its chin and scalp.
Well-versed in the nature of outsiders, Igor recognizes the two creatures as vargouilles!
Locations of vargouilles now indicated on tactical map. The are on northern wall, 30 feet above the floor.
The half-elf quickly concludes that the creatures most likely were transformed into a petrified state long ago by a power curse, but that the silvery mists that permeate the building must somehow have responded to their tormented cries, perhaps even granting them freedom in exchange for service. Within moments, the vargouilles will almost certainly burst free in a shower of dust and stone shards and attack!
@ Igor - We are now in Surprise Round. You may take a standard or move action prior to first full round of combat.
Vargouilles attack by swooping in on their opponents, shrieking them into paralysis, and then biting them with rows of razor-sharp teeth. Their hideous method of reproduction makes them a considerable threat.
Kiss (Su) A vargouille can kiss a helpless target by making a successful melee touch attack (this provokes attacks of opportunity). A kissed opponent must succeed on a DC 16 Fortitude save or begin a terrible transformation that changes the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation). First, over a period of 1d6 hours, all the victim's hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours thereafter, when the victim's head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation's progress is paused by sunlight or any light spell of 3rd level or higher, but stopping the transformation requires remove disease or a similar effect. The transformation is a disease effect. The save DC is Constitution-based and includes a +4 racial bonus.
Poison (Su) Bite—injury; save Fort DC 12; frequency once; effect damage caused by bite can only be healed with magic if the spellcaster succeeds on a DC 20 caster level check; cure 1 save. The save DC is Constitution-based.
Shriek (Su) Instead of biting, a vargouille can open its distended mouth to shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A creature that successfully saves cannot be affected again by the same vargouille's shriek for 24 hours. The save DC is Constitution-based.
@ Drelluandast & Jurmo - Once alerted to the presence of the vargouilles, you may each ask one question about the vargouilles.
Igor init: 1d20 + 9 ⇒ (6) + 9 = 15
Solemnia init: 1d20 + 5 ⇒ (19) + 5 = 24
Drelluandast init: 1d20 + 4 ⇒ (2) + 4 = 6
Jurmo init: 1d20 + 1 ⇒ (11) + 1 = 12
Vargouille, blue: 1d20 + 1 ⇒ (13) + 1 = 14
Vargouille, red: 1d20 + 1 ⇒ (2) + 1 = 3
COMBAT BEGINS
First Round of Combat Begins
PCs in bold may take a full round of actions
Solemnia
Igor (also has Surprise Round action to take)
Vargouille (blue)
Jurmo
Drelluandast
Vargouille (red)
Igor Ivantoe |
Would it be possible to anchor a Web spell between the ceiling and the back wall? Technically the walls would have to be diametrically opposed but cobwebs could definitely be anchored between a wall and a ceiling. Also how high are the tops of the crates or boxes in the room if I wanted to use them as anchor points?
Jurmo Zanti |
Do Vargouille posses any special defenses?
GM Valen |
Would it be possible to anchor a Web spell between the ceiling and the back wall? Technically the walls would have to be diametrically opposed but cobwebs could definitely be anchored between a wall and a ceiling. Also how high are the tops of the crates or boxes in the room if I wanted to use them as anchor points?
Web spell anchored between wall and ceiling works. Also, the "crates" are actually "unboxed" exhibits. The owlbear is 9 feet tall (usually they are up to 8 feet, but I'll add an extra foot for the extra head) and the giant beetle is 12 feet tall. The tyrannosaur is 35 feet tall and the chimera is 6 feet.
Do Vargouille posses any special defenses?
None, but they have outsider traits, which means they don't eat or sleep.
First Round of Combat Cont'd
PCs in bold may take a full round of actions
Solemnia
Igor (also has Surprise Round action to take)
Vargouille (blue)
Jurmo
Drelluandast
Vargouille (red)
Igor Ivantoe |
Igor points out the creatures to the other wizards. He steps forward (5') and then casts a spell to trap them in a web.
Web spell cast. Reflex DC 19 using the ceiling and back wall as anchor points. The spell will be cast at 35' height so the vargouilles will not have full cover from attacks from the ground.
I would like to see the effects of the surprise round before acting in round 1.
GM Valen |
When the wizard casts his spell, the two vargouilles are still largely encased in stone.
Auto fail each on the Reflex save.
Igor Ivantoe |
Igor fires off a force missile at the closest Vargouille (Blue).
As long as a bit of the monster is exposed the missile should find its mark. He then moves away with a word of warning.
"Attack from a distance. They can scream and frighten you."
Force Missile damage: 1d4 + 1 ⇒ (4) + 1 = 5
GM Valen |
The mage's magic missile marks the mask-mimicking monster.
As the last of stone pieces slough off of one of the vargouilles (blue) the outsider finds itself enmeshed within a mass of sticky strands. It tries to wrestle free.
CMB to escape grapple: 1d20 + 2 ⇒ (6) + 2 = 8
Entangled, the creature is held fast within the magical web
First Round of Combat Cont'd
PCs in bold may take a full round of actions
Solemnia
Igor
Vargouille (blue) -5 HP (grappled)
Jurmo
Drelluandast
Vargouille (red) (grappled)
Drelluandast |
”Whoa! What are these things doing here? They don’t belong in a museum...” Drelluandast pulls out his bottle of acid and steps behind the feathery legs of the stuffed owlbear. As he flicks his wrist to send a green globule of liquid flying at the blue-skinned vargouille, he looks around worriedly. ”Wait, Igor, where are you going? Are you leaving too!?”
Ranged touch: 1d20 + 4 ⇒ (2) + 4 = 6
Acid damage: 1d3 + 1 ⇒ (1) + 1 = 2
5 ft step, pull out bottle of acid, cast acid splash using bottle as focus component for +1 damage on Blue.
GM Valen |
The acid misses the vargouille and the caustic glob merely dissolves some webbing.
First Round of Combat Cont'd
PCs in bold may take a full round of actions
Solemnia
Igor
Vargouille (blue) -5 HP (grappled)
Jurmo
Drelluandast
Vargouille (red) (grappled)
Mysterious Stranger... |
"Don't worry Straw Hat Guy, I'm still here. See? Hey! Are those the restrooms? Tell you what, I'll be right back, I just have to go powder my nose. Just scream if anything happens before I get back, okay?" the voice says over the hullabaloo.
Jurmo Zanti |
Following Igor's lead and advice Jurmo moves forward taking cover behind a Tyrant Lizard Skeleton. and launching a Magic Missle.
Magic Missle(HOS): 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5