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After the Ascendence Day/Grace’s Day parade and festivities, the very next night you are summoned to the offices of another high ranking Pathfinder with little warning. The call to adventure beckons once more. . .
Venture-Captain Drandle Drang looks tired as he calls an emergency meeting in the middle of night at his chambers in the Grand Lodge. “I’m sorry to call you in on such short notice and on such a dark night, but a friend of the Society needs your help immediately.” From an adjoining chamber, an elegantly dressed woman of middle age with olive skin and long, straight black hair and piercing eyes steps into the room. “Allow me to introduce to you Hamaria Blakros, of the esteemed Blakros family, whose name I’m sure you all know.”
Hamaria sits at Dreng’s side, smooths her satin dress over her knees, and speaks in a clear though pained voice. “I’m afraid my forebears made a terrible mistake, and I need you to help remedy the situation. When the Blakroses were first gaining a financial and social foothold centuries ago, my ancestors made a pact called the Penumbral Accords with a strange organization on the Shadow Plane called the Onyx Alliance, which granted us trade routes through its dark realm to avoid unpleasant searches, tariffs, and questions among the many parties with whom we traded. At the time, this was an invaluable service, but as our wealth and influence grew, the benefits became less pronounced. Now, almost five centuries later, we no longer want to pay the ongoing price of this agreement. Since that time, we’ve been providing a steady stream of slaves to the Onyx Alliance... including the eldest of our daughters each generation. This year we have two eldest daughters—my twins Eleanir and Michellia - and I refuse to let them be taken!”
“But we can’t actively break the Penumbral Accords ourselves. We don’t know all the details other than our end of the bargain, which requires us to deliver slaves to our very own Blakros Museum on the night of each new moon—and to deliver the eldest Blackros daughter of each generation on the new moon after her 21st birthday. We are told to stay away until dawn, and have honored this command thus far. In every instance for generations, we’ve returned to find no sign of the slaves or our own heirs left in the building. They’ve got some device that lets them take our daughters to their plane, something that only functions one night a month, and only until dawn. That night is tonight, and my Eleanir and Michellia are already there! I need you to get in before the sun rises and deactivate or destroy whatever allows them to keep stealing our people. If that prevents them from ever threatening us and holding the Penumbral Accords over our heads again, even better.”
Dreng leans forward. “You understand, I’m sure, how valuable our relationship with the Blakros family is to the Decemvirate. Their assets at the museum are immense, and assisting the Lady Hamaria tonight will go along way to ensuring that both her family and our organization can form a long-lasting alliance that will benefit all parties. I also understand that you are the Society’s foremost experts on the oddities of the Blakros Museum, and have only recently just returned. Not only that, but your acts of valor and outstanding service records, particularly for ones so new to the Society, and the fact that you have earned the respect of one of their own, one who had until recently held a grudge for the Society, makes me extremely confident that I have hand-picked the right crew for this job.” He glances at Hamaria, who nods once in agreement. “Hurry to Blakros Museum, friends. There isn’t much time!”
money selling valuable antiquities across the border between Taldor and Qadira. Their daughters are known far and wide for their beauty, and marrying a Blakros woman is a sure path to power and riches.
The immediacy of the new call to glory leave you little time to prepare. Thankfully you remember well the way to the Museum, and if there is any last minute shopping you need, there are a few places along the way that might still be open.

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"Shadow planar shenanigans? In the Blakros museum? At night? All to cut off a slaving operation and save a couple young ladies of the Blakros family?" Virgil mutters a curse under his breath.
The dwarf adds, "Before we go in, I need about half an hour to prepare some alchemical ingredients. Because I was helping out with Grace's parade I didn't have an opportunity to mix them up this morning."

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"I-it's in a good c-cause." The lanky archer glances quickly around the room at the others. "Grace, c-can you read scrolls? Good idea to get a daylight scroll for you, if we're fighting things from the Shadow P-plane."

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Ha! What's with the stutter, k-kat g-got y-your t-tongue! Ha!. Laughs a short spell. Yeah sure, save the damsel, damsels, twins.... Mur's face changes and he pauses, it is evident he is having a distasteful thought of the twins. Save your daughters, and break some overly fancy shadowy planey traveley machiney thingy.
Mur sits quietly with a mischievous grin, it seems he is still thinking of the twins, this is the quietest you have ever seen him.
hmm... Twins
Sorry Mur is still a prick, feel free to lay the hate back. Also if anyone gets annoyed I will lay off, trying to have fun but do not wan to ruin anyone else's, just let me know.

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I probably wouldnt worry about a scroll of Daylight, though Sunrods/EBT are always good to have.
-Posted with Wayfinder

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Sure. The Society's shops have some. Ill update when I get home.
-Posted with Wayfinder

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Kurvast picked up his own wand of CLW, either Morvius or Virgil want to hold on to it and pop him when he needs the healing?
Kurvast, aghast, looks back and forth between Drang and the Blackros woman.
"Selling your daughters to devils for their cursed gold," he rants, "and only today do they say, 'enough'? And why have the girls gone to the museum, if their family fathers have finally broken from
this insanity?"
...
On the way to the museum...
Know (history) untrained: 1d20 - 1 ⇒ (17) - 1 = 16
Diplomacy (gather info): 1d20 - 2 ⇒ (6) - 2 = 4
The monk remembers well that his own recent adventure was only the latest in a series of crises centered around the museum. He stops at a few houses along the way to ask about the area's recent events, but the few that do open their door to the massive Shoanti warrior slam it immediately after.

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She didnt specifically, it was a pact made generations ago.
She speaks up, her countenance sad, "Say what you will. Think of me whatever you please. We are all flawed. Human. Just, please, save them."
-Posted with Wayfinder

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Laughs at Virgil's comment.
I am gonna go get your twins.. Mischievous grin.
Gets up and eyes everyone else to get moving. There is a sense of urgency in his actions that crys "twins- 21 years old- twins".

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With a moderate rush, you reach your destination fairly quickly. The Blakros Museum is a large and well-furnished gothic building that rises out of the night like a great looming shadow. Within are three exhibit halls showcasing the Blakros family’s impressive collection of relics and oddities. Wightir House is identical in construction and layout, but serves a decidedly different purpose. Sadly, no one is there to meet you this time, but you find the doors unlocked. As soon as you step inside, you feel an oddness about the place, like walking in two worlds. The shadow is more prevalent. Menacing. Your light sources seem to flicker, but do not go out, as if struggling.
Great pillars of hewn black stone support the vaulted ceiling of the Blakros Museum’s grand entryway, visible through its wide, double doors. Braziers mounted on the pillars cast white radiance from balls of continual light. A fossilized dinosaur skeleton occupies the northwest corner of the room. Upon crossing the threshold, the air ripples and all visible surfaces shimmer as if they were momentarily composed of still, reflective liquid. As soon as the effect manifests, the strange sensation ends, leaving thick shadows covering all surfaces. The white light of the braziers glows an arcane shade of blue, illuminating the shadowy form of a different skeleton that overlays the more solid dinosaur from moments ago. As you look about, the shadows see, to leap out at you. You think you see movement over there, but nothing. A sound there, some unknown beasty skitting about ready to pounce, . . .
Working on the map.

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Ok, I have the map up. It's both in my avatar as well as at the top of the page, for your convenience. Let me now if you have any issues. (look familiar. . .)
Let me know if there's any issues. And Darvan?

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Grace nods slowly, "A scroll of Daylight would definitely sound useful, but I don't think I'd be able to find anywhere that sells them."
Out of Grace's Fame spending limit, and it's not an always available spell level scroll since it's a 3rd level spell.
She then speaks with Morvius, "Don't let him get to you. He's a sociopath and we will likely be sent one day to track him down after he kills a village for some slight or another."
Grace lays a hand on Kurvast's shoulder, comforting him, "Take solace in that they did finally see the error of their ways. Even if it doesn't seem to be for the right reasons."
She smiles at Virgil's comment, nodding slightly, "Indeed, but I don't think she meant it like that."
Gently, she reassures Mur, "I'm sure that after being on the Shadow Plane for any length of time might make someone a little desperate for aid. It's even possible they might even give you a second thought!", she smiles as she tries to cheer him up.
Knowledge (History): 1d20 + 6 ⇒ (19) + 6 = 25
Diplomacy: 1d20 + 6 ⇒ (3) + 6 = 9
On the way to the museum, Grace regales her companions with tales of the museum, "As I'm sure you guys already know, in recent years, the Blakros Museum has been the site of a number of strange occurrences, many of which were handled quietly in the dead of night by agents of the Pathfinder Society, including ourselves just recently!", she reminds Mur.
"But did you know, that in the early days of Absalom, the Blakros Museum was originally the stronghold of an eccentric wizard? He abandoned it and it sat silent for centuries, later bought by House Blakros, who turned it into a museum for their impressive collection of curiosities from across Golarion. Just more history to the place, right?"
"But here's the odd part... That eccentric wizard was the mad astrologer Ralzeros the Overwatched, and he built what is now the Blakros Museum thousands of years ago as an observatory to study distant worlds and even other planes of existence!" Her voice drops to a whisper, "And some say, to be studied by them..." She then finishes in a dramatically low voice, "He later disappeared following a mage-duel with another of Absalom’s early wizards. Never to be seen again. Scary, huh?"

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Clearly misunderstanding and not hearing anything else about wizards going mad.
Thanks! I hope they give me a third thought too. You are all right, if you almost die again this time I got a potion with your name on it.

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The half-elf tosses his newly-acquired ioun torch into the air and advances into the entrance hall towards the corridor, eyes darting from side to side.
Perception check: 1d20 + 11 ⇒ (7) + 11 = 18

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Grace moves up with Kurvast, glancing into the shadows, wondering what new horrors await this time as she summons a spectral Mage Armor about herself to protect from said unknown horrors.

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You notice as you enter, that there seems to be a ghostly set of doors barring your exit (good thing Kurvast is here. . .). Ahead of you, you see three different doors along a hallway. One on each side of the beginning of the hallway, just beyond that odd dinosaur skeleton, and the last at the far end of the hall.

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Twins
Right O. Lets go. Mur tramples by everyone, giving Grace a small smile on the way by. It looks evident he is hell bent on being the first impression the twins get of their heroic rescue. He keeps licking his hand then rubbing his hair trying to get it to look groomed.
(Unless someone says something to him he will casually walk to the door at the far end of the hall.)

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As Mur proceeds, the twins no doubt consuming his thoughts, skeleton springs to life, (well sort of), reaching out to bite.
Attack vs 16: 1d20 + 5 ⇒ (3) + 5 = 8 <MISS>
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Seeing a real threat, and that due to the weirdness of the two planes joining, overlapping, your not sure what sense you can fully trust, the party of heroes, (one of them even had a parade), springs into action.
Darvan: 1d20 + 4 ⇒ (14) + 4 = 18
Grace: 1d20 + 9 ⇒ (19) + 9 = 28
Kurvast: 1d20 + 3 ⇒ (16) + 3 = 19
Morvius: 1d20 + 6 ⇒ (19) + 6 = 25
Mur: 1d20 + 2 ⇒ (20) + 2 = 22
Virgil: 1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 7 ⇒ (4) + 7 = 11
Group 1
Grace
Morvius
Mur
Kurvast
Darvan
Group 2
Skeleton
Group 3
Virgil

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Mur looks very upset, this skeleton is holding up time between him and his prizes.
He takes a 5 foot shift, swings his pole arm around in an attempt to trip the skeleton.
CMB trip attempt: 1d20 + 6 ⇒ (4) + 6 = 10
But apparently the thought of twins is distracting him.

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The monk whirls about as the skeletal dinosaur assaults him, dodging the blow as he sweeps his weapon towards the creature's bony leg... bones.
Flurry of Maneuvers! Trip then attack.
Trip with weapon: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
>Vicious Stomp if successful: 1d20 + 4 ⇒ (13) + 4 = 17
>Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Earth breaker attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15

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Darvan orders Sahba to attack, then moves in and flanks the creature across from Mur.
Darvan
Swift action: Order Sahba to attack
Move action: As indicated on map
Standard action: Attack skeleton
Attack (Club, Flanking): 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage (Club): 1d6 + 4 ⇒ (2) + 4 = 6
Sahba
Move action: As indicated on map
Standard action: Attack skeleton
Attack (Bite, Flanking): 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Damage (Bite): 1d6 + 2 ⇒ (6) + 2 = 8

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Just waiting on the others to jump in.

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Stepping behind the line of protection she has been given by those brave enough to defend her, Grace chants the words of conjuration to bring about a layer of Grease below their bony opponent, and also unfortunately (maybe?) below Mur.
Move 20' to the north behind everyone
Standard to cast Grease (Reflex DC 15)

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reflex: 1d20 + 2 ⇒ (12) + 2 = 14
Argh! Forget you witch! I thought you were my friend! Think I fell on that potion I was keeping for you!
:-) lol that is funny, running with it
Mur looks fairly embarrassed flopping around on the floor, and his first human emotion seemed to of blossomed, he is sad that Grace, his friend, made a fool of him.

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Morvius grabs the light mace on his belt and swings at the skeletal saurian, but misses cleanly.
Morvius, in the entrance hall, with a light mace (including flanking): 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12

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As the skeleton attacks, Graces casts a spell causing it to slip and fall, while everyone else steps in to pound it to a fine dust. Mur is caught as well, falling on his butt, but otherwise unharmed.
Combat over.

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Kurvast pauses to catch his breath, keeping a wary eye on the crumbled remains of their foe. If the Shoanti tribesman was ever wont to visit a museum of his own volition, such desire has been thoroughly extinguished.
"The Quah gathers our bones," he declares disapprovingly. "We do not mock them into these these puppet displays."

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Venturing further, you begin to notice that some of the objects and decorations of the Shadow Plane's version of the house are becoming more "real". You can easily tell them apart, but as the night grows, the two planes are becoming one. Making your way to the hallway, begin to see the specters of movement, realizing that you are seeing the denizens from the other plane, but can not interact with them. You are not sure if they can see you, but if so, they seem completely uncaring of your presence. One walks through you at one point, carrying an ornate and odd tray holding vials of some sort of liquid.
Just before leaving the entry room, you notice a plaque that reads “Wightir House, Experimental Laboratory of Onyx Alliance, Authorized by Order of Argrinyxia, the Shifting Lady of Ebony Scales.”
The door to your left (top), has a sign that reads “Treasures of Distant Goka,”, while a shadowy sign occupying the same space reads in dark, block letters “Cold Storage — Perishable Specimens Only.” On the other side of the hallway opposite it (bottum), the other door has a large placard above the entryway to this hall reads "The Evolution of Dragonkind” in bright, elaborate script while a shadowy sign next to the door describes the room as “Pain Laboratory—Tests in Progress.” At the end of the hallway, the sign above this high door reads “Biological Oddities” in clear lettering, while a dark reflection of the same sign warns that the room beyond contains a “Ritual Chamber.”

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Grace, being an Outsider, even one native to Golarion's material plane, you are starting to feel rather odd. no mechanical effects In one sense, you feel a bit more at home than you ever had, caught at this unique place literally between two planes, two realities. On the other hand, you feel odd. Sort of truly like an outsider. It's silly, but being here sort of makes you feel dirty. Sort of unwelcome.

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Virgil curses, "Vivisectionists... I hate vivisectionists. They're too damned hard to pronounced when you're drinking and they cut on people while they're alive for some sort of sick pleasure."
Pulling a flask from his hip, he takes a drink to steady his nerves.

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Cold storage, I want to kill me some cold storage items.
Mur looks angry struggling with the grease patch below him, he extends his pole arm to catch a lip in the stone work of the floor and slides off the slipper patch. He stands up defensive to any remarks the party may make.

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Dozens of mannequins dominate this room, each decorated in the trappings of distant Tian Xia. Ceremonial armor of samurai from Minkai and the silk gowns of courtly ladies catch the eye, but the delicate tea sets in long glass display cases seems out of place next to the strange shadowy figures leaning against the fan-decorated walls. Humanoid bodies encased in ice stand scattered throughout the room, and a glaze of dark rime covers the floor.
The floor is covered in a thin layer of ice, requiring you to either move at half speed, or you can attempt an Acrobatics check to move at full speed.
Standing strongly at the far end of the room, is what appears to be an metal robotic snake (small sized), with another door just behind it.
Grace: 1d20 + 9 ⇒ (6) + 9 = 15
Kurvast: 1d20 + 3 ⇒ (17) + 3 = 20
Morvius: 1d20 + 6 ⇒ (5) + 6 = 11
Mur: 1d20 + 2 ⇒ (13) + 2 = 15
Virgil: 1d20 + 2 ⇒ (4) + 2 = 6
Cobra: 1d20 + 2 ⇒ (17) + 2 = 19
Group 1
Kurvast
Cobra
Group 2
Grace
Mur
Darvan/Sahba
Group 3
Morvius
Virgil
Group 1 is up with Kurvast. I also realize there will probably not be much posting over the weekend/holiday.

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Before moving into the hallway, Grace turns to Mur, a completely innocent look on her face, "I am SO sorry, Mur! I didn't see you there! You know how big Kurvast is, and when I stepped behind him, I thought you were out of the way, because I didn't see you anymore. And then when the grease started spreading, and I didn't see you fall, because I couldn't see you anymore, you understand, I just figured that you were out of the grease. I never would have placed it there if I knew you were in any danger of slipping into it. Here, let me help you there, you have some on your back. And don't forget that patch in your hair. I don't know what the twins would think if you were to present yourself with grease in your hair. Maybe they're into that kind of thing! I know some women who are into men with greased back hair, so you never know, right?"
She then helps Mur out by wiping the grease across his back, smudging it further, on "accident", of course. She looks down at her greasy hand in mild disgust and wipes it clean on Mur's shoulder, "Thank you so much, Mur. I just don't know what we'd do without you here!"

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If we fail the check, do we fall prone or anything?
It depends on by how much. :)
. . ."I know some women who are into men with greased back hair, so you never know, right?"
She then helps Mur out by wiping the grease across his back, smudging it further, on "accident", of course. She looks down at her greasy hand in mild disgust and wipes it clean on Mur's shoulder, "Thank you so much, Mur. I just don't know what we'd do without you here!"
Looks like there might be some competition for the twin's affections. Or maybe, just maybe, someone's a little jealous that it's these twins that are getting the attention. . . J/K :)

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Kurvast advances through the doorway, stepping slowly to maintain his footing. He removes a hand from the haft of his weapon, preparing to throw a shuriken at the snake if it moves into a clear line of sight.
Move at half speed, remove hand from earth breaker, ready action to throw shuriken at snake if it moves out of cover.

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The snake instantly begins to move at the unknown creatures entering the room.
Group 2 is up.

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Darvan orders Sahba to guard him, then moves into the room carefully, then launches a sling bullet at the snake.
Darvan
Swift action: Order Sahba
Move action: As indicated on map
Standard action: Attack Cobra
Attack (Sling): 1d20 + 3 ⇒ (17) + 3 = 20
Damage (Sling): 1d4 + 4 ⇒ (4) + 4 = 8
Sahba
Move action: As indicated on map
Ready action: Attack Cobra if it approaches

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@grace lol awesome
Mur will be taking his time walking into the room as not to slip again. He seems somewhat proud of his greasy hair. If the snake charges he will take the AOO otherwise it will have to wait until Mur moves with range to be crushed.

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Morvius steps cautiously into the room, seeking proper footing. When the snake advances to attack, he returns fire, putting an arrow into the odd creature.
Knowledge (Arcana) check: 1d20 + 3 ⇒ (10) + 3 = 13
Arrow to snake, incl. PBS: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Arrow damage, incl. PBS: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

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Acrobatics for full movement: 1d20 + 2 ⇒ (8) + 2 = 10
Virgil braves the ice like a true dwarf... headlong and trusting a stout frame with a low center of gravity to save him from falling on his arse.
When he gets a clear shot, he throws a vial at the snake and waits for the red flower to blossom at the site of impact.
Bomb to Hit + PBS (-2 for 2nd range increment): 1d20 + 3 + 1 - 2 ⇒ (15) + 3 + 1 - 2 = 17
Bomb Damage + PBS: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5