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320 posts. Alias of Nevynxxx.


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As you move out of the room, the T-rex shadow suddenly snaps at Boram's shadow.

Feel free to move onto the steps, and if you are being quiet, could you please let me know your stealth bonus please.

'Wit' wrote:
[dice=Society] d20 +5

Your assessment is accurate, but it's also worth remembering that the reason Tavvar likely picked this place for her research, is it's affinity for the shadow realm.

I've moved everyone forward a bit. Anything you would like to stick around in this room for?

Please continue moving yourselves forward, try to keep it to 1 round's worth of actions though.

As you move on into the museum, the shadows continue to ignore your presence. The scene repeating and repeating in the corner.

A gigantic reptilian beast is on display in the center of this expansive gallery, ferociously leering over the collection of taxidermy animals and monsters. Shadows flit between the displays, meandering and shuffling shapes reminiscent of museum patrons. Then a distant shriek echoes off the walls, as the shadow of a stuffed owlbear lashes out at one of the shadow-visitors with its talons. The shadow of the tyrannosaur in the room’s center departs from its source and snaps at the misty image of another patron, tossing its head back and seeming to swallow its meal nearly whole. Other shadows snarl and hiss, scuffling amongst themselves as shadow-guests panic and run toward the exit.

Kra'a wrote:

"More punch?" Kra'a perks up and while his bow remains lowered he is looking around for potential attackers.

[dice=Perception]1d20 + 6

Kra'a's hopes are dashed as he peers more closely. The shadows don't seem to be responding to your presence at all. In fact, it would seem that this was the scene played out at the Party just the other night. Playing out again, in shadow here like some sort of phantom show.

Titus, you don't have anything like the movement in a round to make it that far. I've pulled you back to with the others.

As I alluded to above, as much as your characters may be rushing through here, you probably want/need to know what they would notice as you pass and I can't do that if you just jump to the end.

Roumatha's quick scan of the room shows that there is a lot of traffic to all parts of this area (as you'd expect in a museum. But most of the recent traffic has gone the way Boram is heading.

To your left appear to be a series of offices, as Boram moves forward the room opens up to a large area. Carefully framed spellbook pages hang along this room’s walls, while eldritch relics stand in small display cases in the room’s center. In the far corner, shadows hang thicker than the rest of the room, and it seems a boisterous half-orc woman stands there, surrounded by vague figures, as she welcomes newcomers. Her voice is thin and reedy, but eerily familiar. "Congratulations! Let me spice up that punch a bit for you—to celebrate, of course!"

The shadows emanate magical auras.

Boram Keenbranch wrote:
Boram hurries on ahead, but hesitates when he gets to the hall of animals. Not quite three move actions.

To make my life a little easier, I've just marked out the areas of the map. You may want to reconsider (i.e. slow down a little bit) that move in light of those. I'll wait for everyone else's action though before I post.

Boram Keenbranch wrote:

Boram is not waiting for the completion of niceties. He is following the cleaner’s directions and watching for unpleasant surprises in their path.

Too easy. They either want us there for some reason or they want to catch us off-guard.


You move through the ground floor of the museum without any issues, and up the stairs.

At this point, you should be able to see a Google Slides Documnet in the google drive, which is the map. You each have a little icon you can move around. Please do so when you need to. It's a little difficult to see the stairs, your icons are covering them.

I'm not going to ask for initiative, but please try not to take more than three actions at a time so we can keep a little track.

What will you do?

"Know her? Well, that would be a tad strong. But she's been coming here with three or four others these last few days. Mebbee a week. Don't know that what they are doing is dangerous. But I suppose this is the place to be if it is. It wouldn't be the first time the end of the world started here." While he talks he goes back to his sweeping, not seeming to notice Roumatha's intimidating presence.

The man smiles and opens the door at Titus' explanation. As he steps back to let you in you see that he's dressed in simple clothes, and leaning partially on a long handled brush. You appear to have interrupted the man's cleaning routine.

"Ahh, you are after Miss Hamavsi. I was told to let any Pathfinder's right up." he paints towards one of the back corners of the building. "Quickest way is the staircase over yonder. It'll take you up to the next floor, and then you want to find your way to the spiral staircase at the other end of the building, that will take you to the top. They are up there."

Who mentioned cultists?!? :o

While technically the Blackros Museum is private property, it is open ti the paying public. This fine detail though is moot, as it takes only a few moments for the door to be opened a crack. A man's head peers through the opening, from what you can see he's human, in his late middle age, with white hair starting to bald.

"Hello? What do you want at this time of night? We are closed you know."

Titus Au Parthicus wrote:
[dice=Knowledge Occult]1d20+3

What does that relate to?

The notorious Blackros Museum is not so much easy to find, as it is difficult (as a pathfinder) to avoid! Arriving at the museum a little after nightfall, and once the doors have been closed for the night, you find it eerily quiet. Lights glow at all of the windows, presumably lit by continual flames scattered around the place. The main doors stand in front of you.

What will you do? How stealthy are you thinking of being? Any prep before you enter?

Roumatha Esthor wrote:

Boram's assumption is correct. A participant getting hurt could prove quite dangerous in an occult ritual, and dangerous energies could be released.

Boram Keenbranch wrote:
As Boram jogs to keep up, he asks, ”Um, how exactly does one disrupt a ritual? I have to admit, my first instinct is to go the other direction, so I’m already going against that. I’m guessing we should try to not hurt those involved unless we have to, right?”

Do you have knowledge Religion, Arcane or Occult? If so, give me a roll.

You heard similar to the others, but you heard that the issue was a “publish or perish” culture at the College of Mystery leading to Tavvar cutting corners in the ritual’s execution, so some runes aren’t drawn quite right...

Titus and Boram:
You hear tell that Tavvar has been working on the ritual for several days at the Blakros museum after its normal hours of operation, with some assistants aiding her. You also hear rumour that Tavvar’s own hesitation and self-doubt has led to the ritual slipping out of her control.

Please also remember you have Hero Points and can use them to stave off death, or to re-roll D20's

Speaking of which, I'm giving Kra'a another hero-point for that stoic action in taking all the damage ;)

You have plenty of time to sleep, prep and heal up. Everyone is back to full HP, and Full uses of anything that has uses etc etc

Following up on Eando Kline's leads takes you to the Petals Quarter, but once there you need to ask around to find out where the ritual may be taking place.

Please could I have a Diplomacy check to gather information.

Yeah, that's something I think it's worth keeping in mind.

Having dwelled on this a little, it also occurs to me that Calisro gave you a minor healing potion (1d8HP), I don't know who had that, but don't forget about it!

At this point though I'm just going to move it along. There are no more hazards to stop you getting out of the house, and once out, you have plenty of time to heal up by whatever means. Roumatha's aid check works for me to stem the flow of blood loss.

With Roumatha's help, and some stoic Kellid resolve Kra'a finally stems the bleeding from the phantasmal attack. Boram leads the way out of the building, but whatever haunt's it, doesn't seem to strike again.

You have no issue removing the pharasman's body to a safe location, and putting her soul to rest.

Mission 1 accomplished. What's next?

Half a minute goes by whilst Kra'a tries to stem the bleeding from his wounds. The loss of blood making him sway more than once.

Ok, just to move things along a bit:

Flat Check: 1d20 ⇒ 2 dmg: 2d6 ⇒ (4, 1) = 5
Flat Check: 1d20 ⇒ 5 dmg: 2d6 ⇒ (6, 6) = 12
Flat Check: 1d20 ⇒ 4 dmg: 2d6 ⇒ (6, 5) = 11
Flat Check: 1d20 ⇒ 18

Kra'a will go down again after that third round unless someone can do *something* to heal him (I think 10HP should do it....)

1d20 + 7 ⇒ (18) + 7 = 25 1d20 + 8 ⇒ (18) + 8 = 261d20 + 5 ⇒ (1) + 5 = 61d20 + 6 ⇒ (15) + 6 = 21

Boram and Roumatha:
You hear a faint scratching beneath the floorboards, but it's receding.

Something from your training clicks as Boram and Roumatha talk about Kra'a's wounds. You've heard of hauntings that could have physical effects such as this. Perhaps the houses past has caused such an effect? As you begin to think back through the ritual to exorcise such a spirit, you realise that the threat is gone for now. These spirits will not rise again until Midnight.

You could make a religion DC16 check to complete the exorcism, which will take around 10 minutes. But the threat seems to have abated for now.

So far I have Kra'a and Titus' actions. What's everyone else up to?

Ok, taking the right roll there. You've taken 17 points of damage, then healed 6, then taken another 8 which I think leaves you on 1HP and standing at the end of your turn. You didn't make the check, so still bleeding. Your land speed is reduced by 10ft until you get fully healed.

Kra'a staggers back into the small chamber with the hole in the floor, obviously badly wounded down his legs, with cuts still running blood, despite the healing potion.

Everyone else up.

Let's keep things moving

Perception Wit: 1d20 + 6 ⇒ (19) + 6 = 25

Name: Init
Kra-a: 26
Wit: 25
Boram: 15
Roumatha: 11
Titus: 9
Rodlas: 5

Kra'a you are up, you have three actions.

Kra'a wrote:
[dice=Medicine]1d20 + 4

The scars on the hands look both medical, and utterly unnecessary....
Kra'a wrote:
[dice=Perception]1d20 + 6

The one time you wanted a low init! That nat 20 would have been far more useful on the will save.....

Core Rulebook, page 469 wrote:
If you have a persistent damage condition, you take the damage at this point. After you take the damage, you can attempt a flat check to end the persistent damage.

So, yeah, I'd say you take the 4d6 immediately, and the 2d6 at the end of your turn.

Could I have an init roll from everyone?


Phantasmal rotting hands burst out from the floor beneath you, a chemical scent overpowering the the rot. The arms seems to have precise surgical scars. Could you make a Crafting or medicine check please?

Take 4d6 ⇒ (5, 4, 2, 6) = 17 slashing damage, and 2d6 ⇒ (3, 5) = 8 persistant bleed damage (DC 17 basic will save). Also, the claws leave rending wounds on your legs, reducing your speed by 5ft.

Ouch! They were some mean rolls!

As he passes into the hallway, Kra'a stops and screams out in pain.

Perception Roumatha: 1d20 + 7 ⇒ (14) + 7 = 21
Perception Rodlas: 1d20 + 3 ⇒ (11) + 3 = 14
Perception Boram: 1d20 + 7 ⇒ (6) + 7 = 13
Perception Wit: 1d20 + 6 ⇒ (16) + 6 = 22
Perception Kra'a: 1d20 + 6 ⇒ (6) + 6 = 12
Perception Titus: 1d20 + 6 ⇒ (10) + 6 = 16

Could you let me know who is first to re-enter the hall way?

Roumatha and Wit:
As people start to move back into the hallway, you hear a sound, like hands scratching beneath the floorboards

Consensus is heading out then?

Roumatha drops the rope and with that help Titus easily makes it up to floor level.

Performing the ceremony now? Titus' religion check gives you enough to go on if you wish. It will take around 10 minutes.

Do you wish to also remove the body from the building with you?

Do you wish to explore the rest of the building?

Critical success on the athletics check, nicely done!

In short order, Roumatha brings the body up into the light. Once laid on on the Sheets Boram has found (not exactly, clean, but better than nothing). It is clear that this is the person you are looking for. In addition to her Symbol of Pharasma, she also carries some incense.

Religion DC 10:
The incense is Pharasman funerary incense, burining this, whilst offering condolences to the priest's spirit will set her soul to rest.

It's another set of climb checks for Titus to get back up, that will be easier if he uses the rope, and if someone helps.

Boram, you will be able to find something of that nature in the other room you investigated.

Could I have an athletics check from whoever is pulling up from the top please, everyone else can roll to assist if you have a good way to help. So Titus' knot timing etc.

There is only one body down there. That of a human woman, probably in her early twenties. You notice a holly symbol of pharasma on a chain around her neck.

The body seems to be a few days old, but it's not begun rotting too much yet, you could move it easily (it has bulk 6)

This is the person you have been sent to find.

Titus Au Parthicus wrote:


All set and ready I climb down.

1 success gets you 5ft down the rope.

Titus climbs carefully down the rope for a little way, then drops the rest to land comfortably on his feet.

Up close the corpse smells a little, but not horribly.

What do you do?

It's a DC 15 athletics (climb) check to get down.

Rodlas Windracer wrote:
Can he use mage hand to try and explore the corpse?

Yes. What would you be trying to achieve?

Boram Keenbranch wrote:
[dice=Crafting to consider the task]1d20 + 4
'Wit' wrote:
[dice=craft] d20 + 5

It takes a little time, but between you you manage to sore of the worst bits of the floor, and make yourselves confident that it's now safe to walk on.

It doesn't look like a simple climb to get down there, but it isn't horrible DC 15 Climb check.

Boram Keenbranch wrote:
How deep is the hole? Does he have appeared to have fallen into a basement/finished space? Or does it look like an unfinished area underneath the building?

Precisely none of that information is in the module. Which is interesting because at least some of it is vitally important to you....So I'm going to make some stuff up based off similar stuff in the core rulebook.

It looks rough and cave like, and certainly not a nice fall. Almost certainly it is a void created by the recent small earthquake.

The pit is only around 10ft deep, but the rocks and rough edges look like they would not be fun to land on.

You can't tell a lot, but there is blood, and it's no longer fresh. A holy symbol of Pharasma glints in the spell-created light.

Some time and a craft check would allow you to shore up the floor.

Boram, as you move through the room you notice the floor becoming more and more unstable. You realise that if you keep moving, it will collapse beneath you into the hole.

As you stop though, you can see down into the hole, there is the body of a person down there. They obviously didn't realise what you did, and the floor collapsed killing them in the fall.

Just for completeness. I'm being rather anal, but no one has looked in the ruddy great hole in the floor yet?

The room still appears empty, you can't see Boram now, but you can probably hear him in the next room.

Boram has left the hall and passed though a room into another. Titus is in the doorway to the first room. What is everyone else doing?

Boram Keenbranch wrote:
Leaving the option for it to be a secret chec

No problem

Boram doesn't notice anything particularly interesting from the tracks on the floor.

Moving into the next room you find it has mostly been destroyed by the collapse of the room above. A once fine dining room; What remains is sodden and mostly unidentifiable.

Boram Keenbranch wrote:

Boram will examine the floor as they enter for signs of someone's passing through the room as they enter. Unless such signs indicate a different possibility, he will move to the door leading north and listen at the door.

Would you be so kind as to put the map link in the top of the gameplay page so we don't have to scroll back through the thread to find it? Pretty please?

Yep, will do once I'm at a pc tomorrow.

Could I have a perception check please?

Left => South The first doors you come to are the double.

A large, long-cold fireplace stands in the east wall of this expansive parlor, but the furnishings are all rotted. A dank stench of mold lingers in the air. The ceiling overhead has collapsed, leaving the room open to the sky. The floor in the room’s southern end has followed suit, leaving a gaping hole into darkness.

There is a third door, leading North out of this room, and presumably into another. This door is closed.

What will you do?

It's daytime, the windows are dirty, but there is enough light to see. Even humans don't need lights, certainly not here.

Sorry, I've managed to somehow miss a slew of posts from obver the weekend! Wont let that happen again.

Boram Keenbranch wrote:

Boram signals back to the others to wait a moment before moving over quietly to listen at the North door. He will watch for structural problems with the floor to avoid falling through.

If he hears nothing at the North door, he will move to the South door, again moving quietly and watching for issues with the floor, to listen once more.

He will return to the others to report before attempting to open any closed doors.

The doors you can listen at are quiet. There are a few cris-crossing tracks around, upon close inspection they look humanoid, possibly just the workmen who will have been checking over the place before work begins.

It's not easy to make out, but on the map, from West to east, on the North side there are stairs (choked) two single doors, then a bit of corridor leading to double doors. to the south, there is only 1 door, not two, but in a similar pattern.

What do you do?

Boram Keenbranch wrote:

Is there more than one way in or has all the collapsing limited us to one way in?

A few minutes scouting around the entire building shows that there's only one way in. There are two doors at the rear, but one is choked with debris, the other barred from the inside.

As you move up the front steps, over the creaking veranda you pass through scream doors into the main hallway.

The tiled floor, ornate columns, and sweeping staircases of this once-grant hall evoke a distinctly Taldan aesthetic, though the finery has suffered greatly over the past years. The marble floor tiles are cracked and filthy, and the statuary lining the walls has been smashed. None of the three staircases climbs beyond head level before ending abruptly, debris from their fallen upper reaches scattered across the floor.

There are doors to both North and South, what will you do?

Rodlas Windracer wrote:
The wizard approaches the body and trying to be careful, will cast mage hand and use it to investigate and not touch the body with his own hands

Ha! We're not there yet matey.... if you're all done on the doorstep?

You haven't been told anything specific, but:

Society Check DC 15:
The person was a follower of Pharasma.

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