DM Beckett
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Scene 1 - Voice in the Void
“There’s trouble at the Blakros Museum again,” Venture-Captain Adril Hestram growled when you first entered the meeting room in the Grand Lodge earlier this afternoon. “The museum’s curator, Nigel Aldain, came to me this morning asking for help.”
“Apparennnttttllllyy, a wayward daughter of his illustrious patrons, the powerful Blakros family, has disappeared, along with a few of the museum’s watchmen who went looking for her. The Society has helped him in the past, and he wants us to find her, before he loses his job, or worse. Now Nigel’s an old friend, and a former Pathfinder, but this kind of missing person case isn’t really our bailiwick. Normally I’d tell him to find the district guard and leave the Society out of it.”
“But then he made me an offer that was too good to pass up. Not only will he allow the Society access to the Blakros Museum’s extensive and very private library, but apparently this same missing daughter just returned to Absalom with a pack full of ancient relics collected throughout Osirion and northern Garund. And Nigel promised the Society first pick of any of those pieces that catch our fancy. I don’t need to tell you what those kinds of things might be worth, so it looks like you’re heading to the Blakros Museum tonight. . .”
“The missing daughter is named Imrizade Blakros—half-Osirian herself and a pretty successful adventurer and fortune-hunter by all accounts. She just arrived in Absalom out of the blue a few days ago, after a couple of years’ worth of tomb-raiding in the Osirian deserts, and carrying an odd metal cylinder covered in hieroglyphs, like nothing Nigel has ever seen before. Nigel says she went straight to the basement of the museum to do some research in the family’s library, muttering something about ‘whispers in the dark’ and ‘old tapestries,’ or something. He didn’t hear from her for a couple of days, which isn’t unusual when someone is deep into their research in the archives, but he got worried when strange noises started coming from the basement. He sent a watchman down there to investigate, and when he didn’t return, Nigel sent a few more. That was last night, and they haven’t come back up either.”
“Go to the museum and find out what happened to Imrizade Blakros and the watchmen. Nigel would prefer them alive, of course, especially the Blakros woman, but the Society is more interested in what she brought back with her. I’ve got a hunch it wasn’t just grave goods and pretty jewelry. Whatever she found, the Society wants it, or at the very least some information about it.”
Please refrain from posting in this Game Thread until the 5th, when the game actually begins. Also, for the above spoilers, when I do this, please roll the appropriate checks, if your character is able, and then read the one that your check beats. It will speed things up, but relies on the honor system.
DM Beckett
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Game is open. Jump in and lets kick it off.
Virgil "Firecask" Anvilsinger
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"It sounds like Imrizade Blakros would make a decent Pathfinder... if she weren't lost and feared dead in the man-eating basement of a creepy museum." Virgil takes a small sip from his hip flask and then puts it away.
"Does anything about these relics or those phrases she muttered make sense to anyone? I can brew a pretty good ale from ancient Osirian recipes, but I don't really know anything about their culture."
Darvan Moll
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Knowledge (History), Untrained: 1d20 ⇒ 12
Diplomacy: 1d20 - 1 ⇒ (12) - 1 = 11
Darvan shakes his head. "It sounds like nonsense to me, but perhaps we'll have a better idea when we get down there."
Grace Tannyth
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Diplomacy: 1d20 + 6 ⇒ (11) + 6 = 17
Tapping her chin thoughtfully, Grace asks, "Was miss Imrizade married or engaged to be married? Perhaps there is a jealous husband or fiancee' that would wish her harm."
Morvius Eruthiel
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The Museum again? "Last time you sent me there, the rest of the team turned into apes, or something. That halfling still has a taste for bananas."
Untrained Knowledge (History) check: 1d20 + 1 ⇒ (12) + 1 = 13
Untrained Knowledge (Local) check: 1d20 + 1 ⇒ (19) + 1 = 20
DM Beckett
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Venture-Captain Adril Hestram responds, "I've not heard of it, and usually the Blakros matrimonial affairs tend to be big news and sport. I would think that Imrizade would be a bit too free spirited for that sort of thing. Nigel says that she would often go on explorations by herself that would rival our own members, and indicated that she had just returned from the field, presumably after a long campaign."
"I also want to point out that the Society has . . . an interest in cultivating favor with the Blakroses, and specifically the Museum. It's important that you do not do anything that might ruin our relationship, and I should also reiterate, you are being sent out to find out about what she brought back. Help out if you can, but that is not your mission. . ."
"I would suggest you make your last minute preparations, keeping in mind that the Blakros Museum is only a few blocks away, and meet Nigel once the Museum closes sometime after dark (approx. 2 hours or so). And of course, set your personal affairs in order."
Any other questions? Has anyone played one of the "Blakros Museum" Scenarios before. Mists of Mwangi -> The Penumbral Accords -> Voice in the Void -> Echoes of the Overwatched. IF so, you should find some things familiar, but don't think you know what's coming, ha ha ha. Also going to give everyone a chance to post before we move on.
Kurvast
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I've only done Mists, on another character.
Know (History) untrained: 1d20 - 1 ⇒ (7) - 1 = 6
Know (Local) untrained: 1d20 - 1 ⇒ (15) - 1 = 14
Kurvast sniffs and scratches an armpit.
"Trouble for pillagers who gorge on sacred ground. Not new."
Grace Tannyth
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Hands clasped to her chest, Grace seems excited, and grins wildly. "The sooner we begin, the better! I wonder what marvels lay beyond... oh, I just can't wait!"
Haven't played any of them.
Darvan Moll
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Darvan also just finished Mists of Mwangi. Went ahead and switched out his spear for a scimitar.
Odd that there are so many issues with that museum. Darvan calls Sahba to him. "Come on, then."
DM Beckett
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With your preparations made, you leave the Grand Lodge and make your way to the Museum, more than a few blocks, but it take you only half an hour's walk to make it. At the outer gate, an elderly man stands his vigil, awaiting you near a small carriage. Nodding his head in respect, and happy to see that the Society sent true experts to help this time, "Mr. Eruthiel. Good, good. And Mr. Moll, I do apologize that your break is so short. Please, please this way, will be quicker." motioning you to take a seat.
With everyone inside and comfortable, he joins you inside and knocks on the roof to indicate the driver may go. Following the path up to the museum, you see a variety of signs some indicating the various attractions, mysteries, and myth within. Other indicating that the feint of heart or unresolved of will proceed no further. Finally reaching the museum, the entrances is both barred and chained shut from the outside. And yet a strange mist billows through the cracks, wafting up in small tendrils, as if alive. . .
Kurvast
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The monk hops down from the carriage, the motion shaking a feather loose from the ruff of his lizard-scale shirt. He nods to the elder.
"I am Kurvast of Shriikirri-Quah. Be received, stranger." He points to the chains wrapping the gate. "Do you have the key?"
Darvan Moll
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Mist again? "Careful breathing the mist. In my last mission here, similar mist turned a halfling into some sort of monkey. I doubt any of us would like to suffer a similar fate."
DM Beckett
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Mist again?
Nigel looks at you and then it hits him and he facepalms himself. "No, no, not this time. I apologize. I simply forgot to turn it off." ha haUnlocking the door to the museum, you see in the small antechamber a strange contraption producing a sort of cold mist, and being so close to it, you feel it is very cold. It must work with some sort of frost or ice.
"Please, come in. The museum is closed now, so only us and the night guards are still here. They will not be interfering with you though, as they do not go into the lower levels."
Escorting you through the museums entry level, Nigel walks you past all sorts of oddities and relics from all over the globe. Most are fake, replicas, but Nigel assures you that if it is laid out, than the Blakros family indeed has the real thing here within the museum, and only the newest items brought in are the authentic ones. After a time on display, they are taken down and replaced so that the staff can truly study them or sold off. "As I told Mr. Hestram, I am worried about the prodigal Imrizade. She returned from her adventures in old Osirion, carrying some sort of odd metallic vase. It radiated a sort of energy. I don't know how to describe it any other way. I've never seen the like. It also was covered in strange markings. If I would have know what might happen, I would have paid more attention, but as it is I can not recall anything about them.", as he takes you to the North Exhibit Hall to a towering Obelisk (that should be familiar to some of you), and deftly opens a secret compartment which causes a section of the floor to open, a walkway descending down into utter darkness.
"Here is, I'm afraid, where I leave you to it. Below is the Blakros's personal library, as well as a variety of storage rooms, a scriptorium, and the museum's records. Mr. Hestram assured me that you would be professional in this, um um, and that we could trust you to not take advantage of the situation. Somewhere down there, dear Imrizade is alone, and probably in trouble. I've known her since she was a child. . . I, did you have any questions?"
Below the obelisk is a large ramp heading downwards. There is no light, but it extends down about 50ft at a steady decline, ending in small room with two opposing doors (the map). Those of you that do not have Darkvision will need some form of light, and feel free to switch around your position as desired. I just kind of threw people there in what I thought would be a good order.
DM Beckett
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I had considered giving them out. Season 5 got rid of them and with the new Secondary Conditions doc out, I didn't want to confuse people. Lt me know if you really want them, and keep in mind that this is an old one with only the 5 Factions, so they might not even make sense.
Darvan Moll
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I'm curious about what the faction missions were, but I won't go to any great lengths to complete mine, since we're guaranteed the 2PP.
Darvan mutters a short incantation and his shield begins to glow. That done, he draws his scimitar and nods to those ahead of him that he is ready to proceed.
Kurvast
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I don't think it's guaranteed--since October 1st, all new games must use the secondary objectives to award the 2nd PP.
Kurvast unslings his earth breaker from across his back. A pair of spiked hammer faces set atop a thick wooden shaft of several feet, the weapon look appear no more like an oversized meat tenderizer.
The tribalist monk rests the earth breaker on one shoulder, and approaches the closest door.
Kurvast is ready to open a door and proceed with the group. If no one has a preference, he will start with the top/right door.
Darvan Moll
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Ah, my mistake. I wasn't aware of the secondary conditions doc. Is that something we'd download, or does the GM let us know what's expected of us?
Also, no preference as to which door. Following the right hand wall has worked well for me in the past. Then again, so has the left hand wall.
Mur Durer
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Mur tightens his gauntlets and readies his pole arm. Right and ready, I would like to be second in line. Incase it gets cramped I can poke over someone's shoulder.. Smirks
Mur waits for some one to pick a door already, he is impatient, and has that look of out for blood before even making contact with the enemy.
Kurvast
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Ah, my mistake. I wasn't aware of the secondary conditions doc. Is that something we'd download, or does the GM let us know what's expected of us?
The list is free to download, but according to the blog post, only the GM should be aware of their precise nature. The players, I believe, don't find out until the end of the scenario whether or not they've earned the extra PP. In exchange, the objectives are more intuitive than faction missions.
Between the blog's examples and peeking at scenarios I've already played, the seem to be the kind of thing you'd usually try to do anyway: save who can be saved, help out when asked, don't fall for tricks and traps. More about going above and beyond in the main objective, than about taking 20 to search every room for the arbitrary magical goo-gog du jour.
Virgil "Firecask" Anvilsinger
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Virgil pulls a small vial from his jacket and examines it in the light with a look of concerned contemplation. He tucks the vial away and readies his crossbow by notching a bolt from the small quiver dangling at his hip. "I think I'm ready. Shall we descend into the devouring darkness?"
DM Beckett
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I cant alter the map just yet from my phone, but if someone can feel free to remove the first two black squares in the room you go in.
-Posted with Wayfinder
Grace Tannyth
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Better safe than not
Grace casts a Mage Armor upon herself, and then peeks around those in front of her to the large room beyond the northern door.
"That looks like a lot of statues. I'm guessing these would be the real deal, so we should probably be careful around them."
DM Beckett
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The doors open onto a vast hall draped in shadowy cobwebs and filled with haphazardly placed statues. The air is heavy with dust. Any noise echoes hollowly among the figures, some swathed in thick coverings like misshapen beasts, others bare and uncovered, all coated in a thick layer of dust. Leering visages loom out of the darkness, fearsome wooden and stone faces carved in grimaces and scowls.
Darvan Moll
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Darvan sends Sahba to search the room for any creatures, and looks for anything out of the ordinary himself.
Perception (Darvan): 1d20 + 6 ⇒ (14) + 6 = 20
Perception (Sahba): 1d20 + 6 ⇒ (10) + 6 = 16
Morvius Eruthiel
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Moved you up, Mur
Morvius follows into the large room, his footsteps noiseless on the dusty floor. He pays particular attention to the statuary, having been attacked by exhibits before.
Perception check: 1d20 + 11 ⇒ (7) + 11 = 18
Kurvast
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Kurvast approaches one of the larger carvings. Drumming his fingers along the weapon haft, he glares into the statue's dull eyes.
Perception on nearest stature: 1d20 + 4 ⇒ (8) + 4 = 12
Sense Motive: 1d20 ⇒ 14
Grace Tannyth
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Grace follows her companions inside, sticking close behind them in case of trouble. As she slowly makes her way forward, she looks around with her darkvision, trying to Detect Magic in the room, and also looking for anything unusual.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
DM Beckett
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:)
All that you see suddenly spring to the background as two of the statues near the door spring t life, and the sudden sound of stone on stone shocks your ears. The two statues, some sort of Vudrani religious icons, loo at you without emotion, then spring to battle, wielding stone longswords. You notice a strange shadowy black tentacle that seems to be coming from the floor and touching the base of the statue. As soon as it springs to life, the tendril begins to shutter, wither and then die. It then begins to fade from reality, leaving you a little unsure if it was truly there or not, and if so, what could that possibly mean. . .
Darvan: 1d20 + 4 ⇒ (5) + 4 = 9
Grace: 1d20 + 9 ⇒ (8) + 9 = 17
Kurvast: 1d20 + 7 ⇒ (20) + 7 = 27
Morvius: 1d20 + 6 ⇒ (20) + 6 = 26
Mur: 1d20 + 2 ⇒ (19) + 2 = 21
Virgil: 1d20 + 2 ⇒ (16) + 2 = 18
1d20 + 1 ⇒ (13) + 1 = 14
You are all up. Basically it will be the party as Group 1, and the two statues as Group 2, but your actions will actually happen in init order (in the Init spoiler).
Mur Durer
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Move one square west (5 foot move) then do a dirty trick maneuver on statue 2
If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:
blinded, dazzled, deafened, entangled, shaken, or sickened.
This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.
Then be ready to trip statue 1 with an attack of opportunity with my reach pole arm if it advances. (+6 to trip)
Agh; really!
Mur steps up and hooks a piece of a near by drop cloth trying to entangle the footing of the statue. Foul sorcery!.
CMB dirty trick: 1d20 + 6 ⇒ (2) + 6 = 8
Morvius Eruthiel
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Knowledge (Arcana) check: 1d20 + 3 ⇒ (14) + 3 = 17
"Watch out, th-those statues can break weapons."
Morvius advances into the room and fires an arrow at the southern golem, but it glances off the thing's stony hide.
Arrow to #2, incl. PBS: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
ETA: I also moved Mur as directed.