Stetrix |
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 wangi... 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 Blakros Museum’s ills. Root it out.”
Stetrix |
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:
Stetrix |
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 wangi... 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 Blakros Museum’s ills. Root it out.”
"Any questions?
Stetrix |
Adril shuffles through some papers on his desk. "Ohh...I almost forgot. Where is that blasted paper? Ahh here you go. You should find this quite useful. No idea where he ran off to. I would think the best course would be to speak with the curator, Nigel. I'm sure he'll be a font of knowledge. As always Pathfinders, Explore, Report and Cooperate!"
See Player Handout #1 above the Gameplay Tab
If you have it trained anyone can try a Knowledge (history) roll or
Knowledge (local) or Diplomacy to learn some more about the museum, Mwangi and Lugizar Trantos.
Stetrix |
Not wasting any time, you rush over to the Museum looking for Nigel. Not finding him on the grounds, you go to the only entrance.
Fernleaf spends time looking for traps near the entrance on the main door, but finds none and the door unlocked.
The party gathers together near the entrance as Anaba, sporting her new shiny armor, steps up and pulls the right double door open.
An unnatural cold permeates this chamber and the tendrils of silver-gray mist flowing out the front archway into the courtyard beyond seem to effortlessly pierce the flesh and gently caress the bone in a cold embrace. The grand entranceway’s vaulted ceiling is supported by six great pillars of hewn black stone. Braziers mounted on the pillars
cast white radiance from balls of continual light. The light glimmers eerily in the silvery haze that fills the atrium, giving the impression of something alien watching from the glowing fog.
Party up! - See Blackros Museum Map Link above - You can go ahead and move your character on the map (please move only your PC and only as much as their move - 6 squares = 30' 4 squares =20') Cela you also have your lioness
Stetrix |
Anaba moves forward through the eerie lights and mist and looks about the room.
roll perception check plz (you have no modifier for that so D20 +0)
See the format on How to format your text below
The mists that roll about the room and hallway make you a bit lightheaded make a Will save (roll D20 -1)
Stetrix |
Anaba you will need to roll both the perception and will save using the virtal dice roller. Look under the reply window "How to format your text " It looks like
"[dice=Perception]1d20 + 3; 1d6 + 2[/....."
you will make it [dice=Perception]1d20 + 0[/...
and [dice=Will Save]1d20 - 1[/...
All in game dice rolls are made this way.
Buchart starts detecting magic and sees the swirling mists throughout the museum are slightly magical.
Stetrix |
Anaba looks about the room and down the hallway, but finds no foes only swirling mists which she breathes in. The mist seems to permeate her mind. The party watches in horror from the doorway as she quickly transforms into an into an ape-like proto-creature, little more than a brutish animal.
The creature also gains a slam attack (1d4 damage for Medium creatures). You still wear your armor, but won't be using your gear, sword or shield while the effect persists. You are stronger and tougher and will liberally punch anything that threatens you (moves within 5' of you) including party members (1d4 + 5 hit and damage -ouch!)
On the good side you don't have any particular animosity (for now) toward the rest of the party, but you feel very "apey" enjoy and have some fun role playing that. Oh..And did I mention climbing around the place and punching something. Grape Ape!
Stetrix |
Buchart covers his mouth with a cloth and cautiously steps into the swirling mists and watches the transformed Anaba climbing about the room. Taking a breath the cloth seems to prevent the mists effects from taking hold. Cela moves in behind and finds the cloth also sufficient to protect her from the mists effects as she attempts to calm her beastly and dangerous companion.
Cela please roll a handel animal check 1d20 + your bonus.
Yes the map was the paper you were given