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![]() "Well I am grateful to the Society for its assistance in this, ah, unfortunate matter. I'm afraid the museum does not offer monetary rewards but, please, follow me to my office; I might have something in my personal collection that will be of interest." Nigel is incredibly grateful for his rescue and you an ancient Mwangi spear that Chelish explorers found near the colony of Sargava during the reign of the expansionist Chelish prince, Haliad I. It is a bejeweled masterwork spear with brittle, white bird feathers tied with crumbling leather straps beneath the still-sharp spearhead and is a piece that the Pathfinder Society will be sure to treasure. With the curse of the Tik Taan ended, the Blakros Museum returns to business as usual (after some clean up). More importantly, all of the Blakros Museum’s vast collection is now available to the Society for study. The end…I'll get chronicle sheets out shortly! ![]()
![]() Ledt enlarges a different companion this time and, stepping into the room, unleashes hell upon the ape. Radagast sets his eyes on the more hidden target, a small, floating wooden idol. Upon meeting his scythe the tiny wooden mask breaks into pieces…stunning for one round not only the giant ape but the entire simian assembly, giving Murdoch and Abaal time to finish off the gorilla. The mist dissipates and the primates are flee the museum in sudden confusion. "A little help, please?" A voice begs your attention from the top of the ziggurat. ![]()
![]() After finishing up in the employee restroom (which is really a place you don't want to spend too much time...) the group explores the storage room to the north. This simple room of unadorned stone is piled floor to ceiling with boxes and crates, allowing room for only a few small corridors between these towers of dusty, mothballed exhibits. There is otherwise nothing of interest here. Moving on to the easternmost museum room (and since this is clearly the end of our journey feel free to retcon any preparations before entering the room…) A long hallway leads to this grand hall, wherein the Blakros Museum shows off its 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 center of this sprawling chamber, a miniature replica of a traditional Mwangi ziggurat rises out of the mist to a height of nearly twenty feet. At the top of the ziggurat, a rail-thin elven gentleman is strapped to an altar, his bare chest painted with strange sigils and monkey paw-shaped blots of paint. The Tik Taan hold court here, served by a band of savage primates (escaped from all over Absalom) snarling, spitting, and cavorting madly about the ziggurat. Nearly 20 apes, baboons, and other monkeys revel here, but a terrifying howl shatters the revelry shortly after you enter the room and the primates scatter into the mists, making way for their champion, a large ape named Da’Tunga. Perception DC12:
Perception DC12: A small wooden idol appears to be moving around the room. Initiative Order
Everybody but Abaal may act before the bad guys. Initiative Rolls: R: 1d20 + 3 ⇒ (17) + 3 = 20 M: 1d20 + 4 ⇒ (13) + 4 = 17 L: 1d20 + 4 ⇒ (18) + 4 = 22 A: 1d20 + 4 ⇒ (5) + 4 = 9 Da'Tunga: 1d20 + 2 ⇒ (13) + 2 = 15 ???: 1d20 ⇒ 15 ![]()
![]() As the museum worker leaves the building he tells you that the last thing he remembers is Nigel being carried further into the museum by a group of mad slavering apes and monkeys. Returning to the restroom you see a glittering keyring amongst body parts and...other substances down the lavatory hole. ![]()
![]() As Ledt finishes reading the parchment the ape gains a look of confusion and begins coughing and sputtering as if his body is rallying against the effects of the mist. The ape like features begin to melt away until all that stands before you is a pudgy, bald human who squints in an effort to see the party. (A smashed pair of eyeglasses in the corner clearly once belonged to him.) He breaks into sobs when he sees the decapitated head of a half Orc nearby. "Sheg! What have I done?!?" ![]()
![]() Public Restrooms These public restrooms seem to be for the use of visiting clientele. Several stalls are here and a huge cesspool below collects the offal. Mad laughter echoes in this cramped stone chamber. 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. An ape dressed in the tattered and torn uniform of a night watchman wallows here taunting a tiny snake with human body parts. ![]()
![]() Floating high above your heads, one of the creatures meets the business end of a crossbow bolt courtesy of Ledt; after which each of the grotesque creatures emits a high pitched shriek. Abaal and Murdoch stand parlayed by the effect! Initiative Order Abaal - Paralyzed 4 rounds
Fort saves: R: 1d20 + 4 ⇒ (19) + 4 = 23, R: 1d20 + 4 ⇒ (8) + 4 = 12 L: 1d20 + 3 ⇒ (9) + 3 = 12, L: 1d20 + 3 ⇒ (20) + 3 = 23 M: 1d20 + 5 ⇒ (1) + 5 = 6, 2d4 ⇒ (1, 3) = 4 A: 1d20 + 4 ⇒ (19) + 4 = 23, A: 1d20 + 4 ⇒ (1) + 4 = 5, 2d4 ⇒ (1, 3) = 4 ![]()
![]() As Murdoch contemplates larceny and Abaal considers life as an ape, two of the stone faced helms hanging on the far wall begin to crackle loudly as shards of stone begin breaking away from what appears to be flesh underneath. Knowledge: Planes DC12:
These creatures appear to be Vargouilles. Surprise Round
Initiative Order Abaal
Radagast may take a surprise round action after which the two creatures will fly toward the ceiling, which is about 50 feet high in this room. After that everyone post their first round actions. Perception Rolls:
R: 1d20 + 11 ⇒ (10) + 11 = 21 L: 1d20 + 0 ⇒ (2) + 0 = 2 A: 1d20 + 0 ⇒ (5) + 0 = 5 M: 1d20 + 6 ⇒ (6) + 6 = 12 Initiative Rolls: R: 1d20 + 3 ⇒ (10) + 3 = 13 L: 1d20 + 4 ⇒ (2) + 4 = 6 A: 1d20 + 2 ⇒ (17) + 2 = 19 M: 1d20 + 4 ⇒ (14) + 4 = 18 V: 1d20 + 1 ⇒ (4) + 1 = 5 V: 1d20 + 1 ⇒ (2) + 1 = 3 ![]()
![]() After regaining consciousness the museum employees wish you well as they timidly leave the building in search of a physicker who keeps late hours. Feel free to retcon any last minute actions before leaving this room. The makeshift scroll can used by anyone who has Break Enchantment as an available spell and it will remove the curse from one person. East Exhibit Hall The party moves across to the East Exhibit Hall. 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. 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. 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 quivering man names his two coworkers currently lying on the floor as Yannis and Kadarnik. Saldak is a scribe, his jowls quaver and shake with terror as he recounts his tale. "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!" Nigel was examining some artifacts in another area of the museum and Saldak is certain that these Tik Taan idols are responsible for the museum’s current predicament. “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!” Saldak rummages through one of the desks and produces some scraps of Mwangi cloth inscribed with strange writing. He interprets the script on the cloth which reveals not only a warning against the idols’ corrupting powers, but also a powerful chant that dispels their influence over men. (Treat as a scroll of break enchantment.) He looks down at his companions. "Will they be alright?" ![]()
![]() Radagast knocks out the standing ape...and the group quickly subdues the grappled mankey and renders it unconscious as well. After a few moments the ape-like features melt away and you are left with the sight of two men laying on the ground. "What's going on? Is it safe to come out?" A voice screams from a nearby filing cabinet. ![]()
![]() Reflex: 1d20 + 5 ⇒ (8) + 5 = 13
Both man-keys slip to the floor...unfortunately Murdoch's swipe lands where one of them used to be. Abaal gets down and dirty with one of them and holds him down. AoO: 1d20 + 3 ⇒ (2) + 3 = 5 Radagast is up. Initiative Order Abaal (grappled)
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![]() I'll put Abaal on delay for now... The apes pounce from the ceiling...the first is met by the flat of Radagast's blade which apparently packs quite a whallop. The apes slam their bodies into Radagast and Murdoch but, aside from their feelings, the Pathfinders aren't hurt by the attack. Slam vs. Radagast: 1d20 + 3 ⇒ (10) + 3 = 13
Everyone is up! Initiative Order Abaal
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![]() The Offices The door to this chamber was once a pane of expensive frosted glass, which now lies in broken shards on the floor. Within, several desks lie overturned, papers in disarray, and chairs smashed to kindling. A sturdy steel cabinet sits against the back wall, its doors much battered and dented. The mist here roils near the floor and ceiling, creating a strange patch of visibility stretching from knee-height to a few feet overhead. The smoky tendrils flow up and down the walls unnaturally and savage visages swirl to life, fanged mouths agape, before dissolving into mist once more. As you enter the room Radagast notices two ape-men scurrying toward the party. The apes will spend the surprise round moving toward you…remember they're on the ceiling. Suprise Round
Round 1
Radagast is up in the surprise round…then Abaal to start Round 1. GM Rolls:
1: 1d20 + 23 ⇒ (17) + 23 = 40 2: 1d20 + 23 ⇒ (6) + 23 = 29 M: 1d20 + 6 ⇒ (14) + 6 = 20 L: 1d20 ⇒ 4 A: 1d20 ⇒ 14 R: 1d20 ⇒ 11 Initiative Rolls: 1: 1d20 + 6 ⇒ (15) + 6 = 21 2: 1d20 + 6 ⇒ (10) + 6 = 16 M: 1d20 + 4 ⇒ (4) + 4 = 8 L: 1d20 + 4 ⇒ (1) + 4 = 5 A: 1d20 + 4 ⇒ (19) + 4 = 23 R: 1d20 + 3 ⇒ (10) + 3 = 13 ![]()
![]() Now that the undead are dead once again you discover another corpse; a Mwangi warrior, his body preserved in hot mud, stands against the wall of the exhibit hall. In his hands he clutches a bone-handled kukri with a jade carved blade. (Treat as as Masterwork Kurki.) The ghoul wears a scarab that acts as a feather token (bird), meant to deliver his last will and testament to his ancestors. One of the skeletons carries a masterwork greatclub, the other an masterwork alchemical silver scimitar. While examining and dividing up the spoils of your victory, you hear hoarse screams for help coming from the next room. (Area 3). ![]()
![]() Alright…let's see here. Murdoch attacks the legionnaire…utterly decimating it before it has a chance to lumber from its slumber. Not to be outdone, Ledt turns one of the skeletons into a pile of bones. The slightly larger Abaal cuts into the ghoul who is unluckily not prepared for the attack. Suddenly alone, the remaining skeleton raises his scimitar and slashes at the oversized ape-man and misses by a wide margin. 1d20 + 3 ⇒ (8) + 3 = 11, 1d6 + 3 ⇒ (3) + 3 = 6 Everybody is up before the skeleton acts again. ![]()
![]() As you move into the room you are greeted by the sight of several corpses rising from their undead slumber. One is a withered, mummified creature bearing a jeweled scarab on its chest among its spiced wrappings. Another is a hulking skeleton who wields a great club fashioned from a mammoth’s ivory tusk. The third is a shrunken, emaciated corpse wrapped in rotten silks holding a silvered scimitar in its bony fists. Finally there is an armored warrior clad in heavy discolored bronze plates and helm. Initiative Order Ledt
Ledt, Murdoch & Abaal may act in any order. Initiative Rolls: Ghoul: 1d20 + 2 ⇒ (6) + 2 = 8 Skeleton: 1d20 + 6 ⇒ (12) + 6 = 18 Skeleton: 1d20 + 6 ⇒ (12) + 6 = 18 Legionnaire Undead: 1d20 + 0 ⇒ (1) + 0 = 1 Abaal: 1d20 + 2 ⇒ (16) + 2 = 18 Ledt: 1d20 + 4 ⇒ (15) + 4 = 19 Murdoch: 1d20 + 4 ⇒ (15) + 4 = 19 Radagast: 1d20 + 3 ⇒ (7) + 3 = 10 ![]()
![]() Ledt and the newly ape-like Abaal come across a door above which a placard reads “The Honored Dead” in blood-red calligraphy. West Exhibit Hall The mists here congeal into a thick and silvery fog that cools the lungs. Arranged throughout this large hall are exhibits on the funerary traditions of several civilizations, along with preserved corpses arrayed in grim stillness. 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 past. ![]()
![]() Spoiler:
a: 1d20 ⇒ 2
r: 1d20 + 4 ⇒ (20) + 4 = 24 As the final two Pathfinders enter the museum...something odd happens to Abaal. Hair begins to sprout in some unnatural places and he begins to hunch over. Abaal: You have gained the Mist-Tainted Template. In a nutshell: -Your Intelligence and Charisma scores are both reduced to 6,
Don't worry...if your mission is successful you'll be back to normal by the end; in the meantime its a great role playing opportunity. Have fun with it! ![]()
![]() The Blakros Museum rises into the night sky, its single black spire severing the full moon in twain. The black iron gates surrounding the exhibition hall grind in protest against the wind. Beyond, the museum’s large oaken doors stand wide open, a silver-gray mist belching forth from the cavernous darkness within. You wonder how you ended up here, standing at the precipice of unknown terrors, and instantly Venture- Captain Adril Hestram’s wide looming face is conjured into your minds’ eye. His booming words ring out from memory as clearly as he spoke them only one hour ago: “The Blakros Museum is cursed. Some darkness has descended upon the place and those who enter are blasted with evil and left raving through its halls, more beast than men. The curator, Nigel Aldain, is an old associate of the Society, though he chose to leave our organization some years back after a disagreement.” Adril looked sheepish then, as if remembering some distasteful incident from his youth. “Nigel has long denied the Society access to the Blakros Museum’s considerable collection of relics and scrolls, using his extensive contacts to nab several excellent finds right out from under us... he always had a nose for the hunt. Whatever is past between Nigel and the Society, he needs our help now. Perhaps if we can come to his aid, he may think on rejoining the Pathfinder Society, or at least offering to share his discoveries with us.” “Apparently the trouble at Blakros Museum began this morning, shortly after a wayward Pathfinder named Lugizar Trantos returned to Absalom after months spent in the Mwangi Expanse. Supposedly, instead of coming straight to the Lodge to report in, he went to Blakros, sold his finds to Nigel, and then disappeared with a hefty sum of gold. The few who glimpsed Lugizar claimed he was much changed by his time in the Mwangi... gaunt, his eyes yellowed and unfocused, a strange rasping cough that seemed to wrack his now wasted frame. Whatever he brought back with him, we believe it is the cause of the museum's ills. Root it out.
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![]() Alright...by my count we have four that have characters ready to go: Starling the Swift
You guys are good to go and may dot in on the Discussion and Gameplay threads. For the two remaining spots I'll give priority to those who have already expressed interest; first come first served. If I don't hear from any of you within the next six hours or so the last two spots are up for grabs. ![]()
![]() Sera Dragonbane wrote: OH darn it. XD I was interested, but have a game with the character I was going to bring here on Saturday. Hm, I can't do both now... If it helps we won't start this game officially until Monday, Feb. 2nd. Also my current speed record for Mists of Mwgangi in a PbP game is just a bit under three weeks; so you won't need to worry about tying a character up for too long! ![]()
![]() Now recruiting for a run through of the Mists of Mwgangi utilizing the new Core Campaign rules. I run my games at a fairly brisk pace and typically post two updates per day; one in the early morning (EST) and another later in the day/evening. Please post your intererst below with a Core Campaign legal character. I'll keep recruitment open until January 30th. In the event that more than six players are interested I will choose the party at random. ![]()
![]() Boon Rolls Bregolas: 1d20 ⇒ 3
Krux wins a boon! Please PM me your email address and your pick of the following: Boons: Adopted Weapon Training: You have spent an extended period of time training in a culture other than your own, and as a result, you have learned that population’s weapon styles to the exclusion of all others. You gain the weapon familiarity racial trait of one of the following races: dwarf, elf, gnome, halfling, or half-orc. This specialization comes at a price, and you suffer a –1 penalty on attack rolls made with manufactured weapons other than those granted by any weapon familiarity racial traits you possess. You ignore this penalty when using a weapon that benefits from any Weapon Focus feat or weapon training class feature you may have. Ancestral Ally: Golarion’s many cultures have traditions of animal husbandry and cooperation that date back millennia, and you have embraced one of your people’s favored companion creatures. If you have the divine bond or mount class feature, instead of choosing an animal companion from the list provided in the class description, you may instead call a mount from the list below so long as you are a member of the corresponding race. If the animal companion statistics for your race’s mount are found in a source beyond the Core Assumption, the source is listed below. You must bring a copy of the listed book to all games in which you use the selected animal companion as though access to the animal companion came from the Additional Resources list. If an asterisk follows an animal companion option listed below, the animal already appears on the list provided by your class description, and you are at least 4th-level, you may spend 5 Prestige Points to strengthen your bond with that type of animal. This increases your effective druid level as one higher when determining the animal companion’s bonus HD, natural armor bonus, Strength and Dexterity bonuses, bonus tricks, and special abilities. This boon cannot increase your effective druid level more than one level above your actual character level. Dwarf: badger*, boar
Custom Order: You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment. You may purchase +1 [enchantment] pieces of ammunition in sets of 10 instead of sets of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points. ![]()
![]() Durothil's well timed strike turns the tide of the battle and as the slightly insane sorceress sees the muscle in her group fall she turns tail and runs...leaving a furious and outmatched cleric behind. Once Fahd rises to his feet and tries to unsee a few things you easily subdue the woman and turn her into the authorities. Back at the Lodge Venture-Captain Ambrus Valsin commends you on a job well done and is impressed with your quick thinking in dealing with the ambush. "Your training has served you quite well...quite well indeed." ![]()
![]() Maybe I'm reading too much into the wording...but adjacent characters are described as being "within 5 feet" for the purposes of melee attacks; which by my interpretation means that they could be sitting in your lap, standing five feet away or anywhere in between. Of course logic and RAW don't always live in he same neighborhood. That aside...I'd prefer not to have a TPK in an intro scenario with four experienced players! ![]()
![]() I think I'm correct in thinking that, if you're making a melee strike, you are adjacent to your opponent and don't need to make a concealment roll. So Durothil's AoO hits and takes down Larkin. Since you can occupy the same square as a prone ally you're welcome to move forward on your turn and use your existing roll on Ledford if you'd like. But if you're wearing a kilt Fahd might see a bit more than he's bargained for... ![]()
![]() As Fahd punches upward to no avail, the halfling turns his focus to Bregolas...taking a mighty swing that thankfully misses the elf. Power Attack: 1d20 + 4 ⇒ (1) + 4 = 5, Damage: 1d10 + 6 ⇒ (8) + 6 = 14. The rogue stands up (drawing an AoO) and steps forward and also takes a wild swipe at Bregolas Attack: 1d20 + 2 ⇒ (5) + 2 = 7, Damage: 1d6 + 2 ⇒ (3) + 2 = 5. Initiative Order Bregolas
To make things flow more smoothly I'll delay Hallie until after Fahd so you're all up...and Durothil gets an AoO vs. Larkin. ![]()
![]() Krux Crushtooth wrote: Is the mist still active and is there any concealment? I'm not sure what my line of sight is. Good call. The mist is still active but, since most of you are in it, I moved it off the map. So Hallie's attack on Bregolas 1d100 ⇒ 99 still hits...and here is the info on the mist: The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). ![]()
![]() As Krux channels energy to heal his mates, he also hits the halfling and the human foes with the burst. The caster in the back continues her maniacal giggling as she lobs acid at Bregolas. Ranged Touch: 1d20 + 2 ⇒ (11) + 2 = 13, Damage: 1d6 + 1 ⇒ (5) + 1 = 6 Fahd is up in case he wants to throw punches from his prone position. Initiative Order Bregolas
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![]() Charging into the mist Fahd runs headlong into a tiny halfing with a large axe. Fahd lands a solid punch on the little fellow who answers with a blow from his weapon. Power Attack: 1d20 + 4 ⇒ (13) + 4 = 17, 1d10 + 6 ⇒ (10) + 6 = 16 Ouch...sorry. 8-( As the bald, bearded monk falls a lanky human tip toes over his fallen form to engage Durothil. He is slightly shaken at the sight of Krux hiding around the corner but is able to maintain his composure.Will: 1d20 ⇒ 15, Attack vs. Durothil: 1d20 + 2 ⇒ (19) + 2 = 21, Damage: 1d6 + 2 ⇒ (3) + 2 = 5 A sinister looking woman who appears to be the leader of the group casts a spell...a glowing shield (of faith) envelopes her body. Durothil, Bregolas and Krux are up. Initiative Order
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![]() Barring unforeseen circumstances we should finish up by the end of the week, if not sooner, so here is the chronicle sheet for our adventure. ![]()
![]() Bregolas hears a groan as his arrow hits...something. Seconds later incessant laughter from a diminutive female voice is heard through the mist as a blob of acid burns the ground in front of Begolas' feet. Fahd is up. Initiative Order
Ranged Touch vs. Bregolas: 1d20 + 2 ⇒ (19) + 2 = 21, Damage: 1d6 + 1 ⇒ (1) + 1 = 2, Concealment: 1d100 ⇒ 30
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