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Kulga briefly considers smashing down the door, but decides against unnecessary destruction, Unless you're any good with lock, Veres?
"Not me I am afraid. Anyone else? If not, then smash away Kulga."

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"By all means! It's part of a day's work, collateral damage is unavoidable." Brayne nods to himself with a slight chuckle. In anticipation of anything odd, especially a living slime, Brayne gentle touches everyone on the shoulder. "May darkness not scare you."
Guidance to everyone! And the double doors are not locked, so I'm not really sure which door Kulga is referring to.

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Kulga and Veres were talking about the room in the eastern gallery, save your efforts it's a lift that goes to the basement, out of scope of this adventure.
Kulga leads the way through the double doors to the west. A restoration room lays beyond; a dedicated workspace designed to allow for the repair and restoration of the museum’s many age-worn wonders. Exhibits—from paintings to skeletons to taxidermy monsters—sit around, waiting to being cleaned, examined, or reassembled. It seems otherwise unoccupied.

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Kulga enters, scanning the room particularly for weird Numerian stuff, and mummy-children.
Perception: 1d20 + 10 ⇒ (18) + 10 = 28

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Kulga looks around and doesn't find any Numerian stuff or mummy-children. But she does spot a concealed door in the east wall.

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Kulga face breaks open into a grin when she spots the door, Ha! Nearly missed this one. Nigel must've had dwarfs in to consult on the construction, this was neatly done.
She walks over to the door, gives it a cursory examination for traps and cracks it open.
Perception: 1d20 + 10 ⇒ (2) + 10 = 12

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Kulga doesn't find any traps and easily opens the door to find, this secret hallway allows discreet access to the restoration room and main gallery. Stairs to the north lead up to staff offices. Another door leads into the main gallery.
Don't kill us! It's not our fault! Ring out from the stairs.

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"You know, there are a lot of dead bodies in the other room considering how many people keep telling us that it isn't their fault. Whose fault is it, if it isn't yours?"

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Two shocked looking men emerge from the staircase. They are older, perhaps middle aged, they have the look of museum workers.
Oh thank the gods, the first man down exclaims, We thought you were more of those Technic League invaders! Or even worse Pendleton, the poor boy!
He didn’t mean to open it I think, but whatever was inside was ready to escape, it overcame him in seconds! The second man adds. We think he went upstairs, we’ve been staying on the steps so we could run either direction if we needed too. Did NIgel send you? Did he make it our alive!

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He did; make sure to tell him how grateful you are that he has friends in the Society. The way should be clear as well.

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"Wait! What did Pendleton open - that sarcophagus? What was in it? What happened to Pendleton, and what did he do to kill those people in the exhibit hall? Are there any more members of this Technic League alive in the Museum? Or robots? Or other weird Numerian constructs or whatever that are roaming loose and are likely to try to kill us?"

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He did; make sure to tell him how grateful you are that he has friends in the Society. The way should be clear as well.
"Be careful though. There was a woman, Gerva, that just left the museum and she was not keen on Nigel or those she would see as his allies. She left peaceably, but that could change if you approach her."

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The way clear good! No not the sarcophagus, the crate, the hazard crate from Numeria. It all happen so fast, Zenel and I were back here working, we heard screaming and I looked out the spy hole into the gallery the Technic League were arguing with Nigel, things started to get ugly. I didn't really see it happen but the next thing you know Pendleton is slamming everyone around seemed to be moving fast tossing people aside and then slamming the next person, and on an on. Like some ravenous dog and friend and foe alike. The was shooting and confusion. It was then I noticed the crate was opened. Yeah I saw that woman climb up into the exhibit too, and Nigel managed to craw out of the room. It looked like Pendleton went after him at one point so I thought he got Nigel too...what a relief! He pauses tears in his eyes. We were too afraid to move, between Pendleton running amok and that woman up in the exhibit, she keep yelling 'stay away or I'll shoot'. I told Zenel if we stay on the stairs we can make a run for it in either direction. Did you say Society, like the Pathfinder Society! What a relief, did I just say that, I guess I'm repeating myself. It was just awful.

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"There, there. You are safe now." Veres coos. Consoling the frazzled man, she reaches out to gently pat him on the shoulder.
"Did Pendleton say anything after being overwhelmed, or was it all just incoherent grunts and violence?"
Looking to the others, she says, "Pendleton was possessed by whatever this silvery substance is, but perhaps we can save him. It might abandon him if we use this technology magic of the numerians. I have the five shock arrows, and we also have the gun if we have to resort to combat. Till then we should continue our search of the lower levels in the hopes we find something useful."

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Just incoherent grunts and violence!
The men quickly exit the building once you are doing speaking with them. And other than stairs that access the basement you’ve seen what the museum lower level has to offer.The drag marks seem to lead to the front most stairs leading up.
Assuming you go to the upper level now, do you want to use the front stairs or the ones the men where hiding on?
Quick Edit - almost forgot!
Before they depart they add. Oh did Nigel tell you about the secret cache of emergency supplies in the statue of Aroden?
You go and check and although it very hard to find, you eventually do. Within are a healer’s kit, three doses of bloodblock, two doses of antitoxin, two doses of antiplague, a potion of cure moderate wounds, and a wand of remove disease (14 charges)

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Brayne flings the potion Kulga's way and picks up the wand,"I think I can hold on to this, might come in useful. Perhaps the best way up is through this stairs here, It seems to have faired these poor souls."
Brayne tells everyone to "shush" while he takes a look up the stairs and a little further.
Stealth, guidance, kulga's bonus: 1d20 + 9 + 1 + 4 ⇒ (13) + 9 + 1 + 4 = 27
Perception: 1d20 + 1 ⇒ (15) + 1 = 16

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Veres watches for Brayne's signal to come up, not wanting to give away his quiet approach.
Once he signals to come up, she creeps up the stairs as quietly as she can.
stealth: 1d20 + 2 ⇒ (17) + 2 = 19

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Garduk follows behind Veres, as quietly as he can.
Stealth, Kulga's bonus: 1d20 + 2 + 4 ⇒ (20) + 2 + 4 = 26
If the slime came from the hazard box, then what happened to the sarcophagus lid? Do murderous Numerian slime monsters need gold?

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Kulga spends a bit too much time watching everyone else's feet, and isn't as quiet as she would like when she and the other two advance.
Stealth: 1d20 + 9 ⇒ (4) + 9 = 13

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Brayne leads the group up the back stairs and quietly into a long hallway, doors line the outside wall to your right. Shiny brass nameplates adorn the doors the first you find says 'Nigel Aldain'. It clear these are the staff offices.

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Brayne peeks through as quietly as possible each door as he makes it down the hallway on his tippy-toes. "Perhaps there might be something in one of these rooms?" Whispering.

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A cursory look into each room by Brayne finds that they are unoccupied.
Let me know if you want to make a more complete search, with some Perception checks of course.

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What about the door on the right of Hallway?
Seeing there no occupants in the room, Brayne decides to take a closer look at the furthest room. "Perhaps each of us should take a room?" He glances in search for the truth and also useful items.
Perception: 1d20 + 1 ⇒ (7) + 1 = 8

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Veres responds via the message, "We should double check each room. A second set of eyes never hurt during a search."
She then checks in each room along the path to Brayne.
perception: 1d20 + 6 ⇒ (17) + 6 = 23 The room across the hall from the other doors.
perception: 1d20 + 6 ⇒ (19) + 6 = 25 The first door along the left of the map
perception: 1d20 + 6 ⇒ (19) + 6 = 25 The second door along the left of the map
perception: 1d20 + 6 ⇒ (7) + 6 = 13 The thrid door along the left of the map
perception: 1d20 + 6 ⇒ (7) + 6 = 13 The fourth door along the left of the map, and the one Brayne is currently in.

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Garduk follows along behind the others, giving each room a final check, in the same order as Veres.
Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Perception: 1d20 + 1 ⇒ (9) + 1 = 10
Perception: 1d20 + 1 ⇒ (3) + 1 = 4
Perception: 1d20 + 1 ⇒ (6) + 1 = 7
Perception: 1d20 + 1 ⇒ (2) + 1 = 3
Fine.
Barely avoiding walking into a wall, Garduk decides it would be a good time to pop out his wand of shield and cast it on himself again.

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We're looking for leverage over Nigel for Zarta. We should spend a bit more time on his office.
Perception First Pass on Nigel's office: 1d20 + 10 ⇒ (11) + 10 = 21

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Rolled a 1 on the first door.
That was Nigel's office? I thought the sign said "Rigel Aldabaran."
"Oh, um, right! Good catch, Kulga!"

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My bad I missed that there was a door on the opposite side.
The door opposite the offices opens onto the stage of a Lecture Hall, this is a long, narrow presentation space with comfortable looking chairs. The stage is elevated about 2 feet above the rest of the room.
Very little of use is found in the staff offices, some personal effects and loads of paperwork.
However, Kulga and Veres do notice something interesting in Nigel's office. A secret drawer in his desk, the drawer seems to contain a collection of letters.
The letters are from an anonymous contact in the elven homeland of Kyonin. It seems Nigel is negotiating a deal to smuggle out several historical relics. You think if made public, they could lead to the elf ’s permanent exile from his homeland. Dark Archive members might be able to use as blackmail material to ensure Aldain’s loyalty to the Dark Archives.

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Brayne ignores the nameplates obviously. "Ah, nothing useful here, you guys find anything good?" Brayne enquires to the rest of the team.

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Garduk scowls at the incriminating correspondence. "I suppose these might be useful leverage, and if it stops him from smuggling out the artifacts, so much the better. Once we deal with the damage caused by his smuggled Numerian trophies, it would be nice not to have to come right back and fight off a band of angry elves wielding ancient magical artifacts."
He sighs in frustration. "Not that I object to trafficking in powerful items - that would be pretty funny for the Pathfinders to complain about - but why does he think it's a good idea to advertise his possession of stolen property and put it out on public display?"

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Kulga nods, Brazenness isn't much of a disguise after the first time you're found out.

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"Excellent find!" Brayne notes, nodding along with Kulga. "with great relics, comes great show... or something like that. I think i heard that saying once."
Brayne then continues his stealthy approach around the corner leading his companions to the unknown.
stealth: 1d20 + 14 ⇒ (3) + 14 = 17
Perception: 1d20 + 1 ⇒ (16) + 1 = 17

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Warm colors and skillful paintings of scenes and landscapes lend an inviting charm to this salon. A few small tables and chairs have been up-ended and scattered around the floor. Double-doors to the north are labeled “Hall of Incantation,” while open passageways lead east and west. A strange unpleasant odor seems to reside here.
Brayne notices Among the overturned furniture a few things look out of place. Several crates seem to have been haphazardly place here. One looks busted open and seems to contain strange plants with long vines.
The paintings are romanticized depictions of historical events from around the Inner Sea as interpreted by multiple artists.

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Stealth: 1d20 + 2 ⇒ (18) + 2 = 20
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Know History: 1d20 + 7 ⇒ (6) + 7 = 13
Know Nature on the plants: 1d20 + 7 ⇒ (4) + 7 = 11
As Veres catches up with Brayne, moving quietly as she can, she listens for sounds of movement beyond her view.
She whispers to Brayne, "The art in here is quite beautiful. If I am not mistaken, the various artists all seem to be depicting historical events of the Inner Sea."
Upon seeing the plants, she adds, "Whatever do you think those are, and why is that crate broken open?"

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Knowledge (History): 1d20 + 8 ⇒ (8) + 8 = 16
Once Garduk enters the salon, he is briefly distracted by the paintings.
"Historical events. Somewhat romanticized, I think." He gestures to the double doors. "Does that say 'Hall of Incantation'? Now that looks interesting."
Garduk starts towards the double doors, but stops when he sees the vines in the broken crate.
Knowledge (nature): 1d20 + 8 ⇒ (17) + 8 = 25
Any idea what they are?

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Kulga scans the room, trying to piece together whatever happened to smash up the place.
Survival for tracks: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 -4 if that should've been perception

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Garduk recongnizes them as Weedwhips. These strange, vibrant plants slowly but dangerously whips about its trio of tendrils with spiked heads.
3 questions
Kulga notices the drag marks seem to continue toward the east.

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Brayne nods his head towards the interesting marvels in the room and attempts to decipher them in his head, turning to the plant though, he scratches his head, "That does not look very safe. What is it?" He asks Garduk. "It looks to be in our path, can we get rid of it?"

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Sorry - busy day.
Three questions: special attacks? Resistances/defenses? Immunities?

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Garduk knows that Whipweed attack with there tentacles which cause nausea. They can dig into the dirt making themselves difficult to hit and attack them with natural weapons makes puts you in contact with there poison. They also have plant traits (Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun.)

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Brayne groans at the Garduk's explaination of the creature. "So not only can I not touch them with my bare claws? I can't mind control them either?" And lets a heavy sigh,
"Where were those spears?"
Brayne will take a spear, should we go into initiative?

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Garduk makes sure his shield spell is still active (if not, he burns another charge from his wand before anything else), then pulls out his new wand of magic missile (CL3).
"What is this weedwhip doing in a museum exhibit dedicated to Numeria? That's much farther north than this plant should grow."

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" You said they can dig in the dirt, so they can likely move, but how fast? Do you know far can they extend those vines?" She asks Garduk, since he has the most knowledge about them. Thinking aloud she adds, "I wonder, is that little bit of spilled earth enough for them to dig into? Attacking them from range is the smart play here."
Veres raises her bow, ready to try a shot should the others indicate they approve. She will start a song, just before taking her shot.
piercing damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Are the long vines in the picture the actual reach of the plants and their "bodies" where the bases are? Looks like a 15' reach or they are really large plants.

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Medium size plants with 15 foot reach. Garduk might also no the tentacles are not very reactive (they can’t make AOOs). But the vines and plants themselves are capable of moving..
Veres readied action notes; let me know if you all want to go to initiative.

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Kulga sizes up the northern plant, Lumber may not be an appropriately glorious task, but my axe won't be blunted by such as these!
Can't edit the map right now, but Kulga would like to be in the front rank

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Brayne mutters a little prayer as each person feels a bestowing of blessing, perhaps they feel a little uncomfortable.
Brayne grips the spear tightly and walks around the corner, peering into the next corridor as he talks."Oh boy, A walking plant? That's something you don't see everyday I suppose... give us the signal!" Brayne looks to Veres as she readies her bow, assuming she will open the combat with the plant creature.
"Kulga, perhaps we could flank around it?"
Will cast Bless before going into combat. Let's go into initiative!

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Initiative
Brayne: 1d20 - 2 ⇒ (10) - 2 = 8
Garduk: 1d20 + 4 ⇒ (14) + 4 = 18
Kulga: 1d20 + 2 ⇒ (6) + 2 = 8
Veres: 1d20 + 2 ⇒ (8) + 2 = 10
Whipwills: 1d20 + 7 ⇒ (1) + 7 = 8
The group readies to deal with plants, Veres readies her bow and starts a song, while Brayne provides a blessing.
Round 1 Effects: Bless and Inpsire Courage
map
Garduk
Veres
Weedwhips
Kulga
Brayne
Garduk and Veres are up, once Garduk posts Veres readied action will go off. And we'll say Inspire courage and bless are already up.

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Garduk feels a shiver run down his spine from Brayne's Lamashtan blessing, but Veres's song restores his equilibrium. He focuses on triggering the new wand.
Let's see how this works in the field!
"Telum magicum," he murmurs. Two darts, glowing with an unnatural pale yellow light, blast from the end of his wand and slam into the south plant.
Magic Missile: 1d4 + 1d4 + 1 + 1 ⇒ (1) + (2) + 1 + 1 = 5
Oh, for...