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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 Mwangi... 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.”

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Vahn takes in the sight of the museum, a slight chill coursing his body, and can only wonder what great knowledge they might find inside. Thinking back on the map they were given he tries to remember the general layout before embarking inside.
Diplomacy: 1d20 - 1 ⇒ (19) - 1 = 18
Have Dex mutagen prepped and 1 of my two extracts which is CLW

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Zazu takes a couple steps towards the museum, his mouth open and his air whistling through his nose as he sniffs the air. He crouches low to the ground and with a slightly feral aspect looks into the mist ahead. "I don't like the looks of this mist. No I do not. Mist inside a building is never a good thing." he mutters, narrowing his eyes and casting a spell as he thinks.
Cast Detect Magic
Knowledge: Arcana 1d20 + 9 ⇒ (16) + 9 = 25
Knowledge: Religion 1d20 + 9 ⇒ (7) + 9 = 16
Spellcraft 1d20 + 10 ⇒ (3) + 10 = 13

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Astarton steps forward and follows the two toward the building. "Smoke sometimes is good, the heady incense in some temples makes the visit more pleasant." He tries to put on a good face, despite his trepidation. He knew that there wasn't much he could do to a curse, and he hoped that the crew he was with might have a bit more capability than he would have.
Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16

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"This mist... Bad news. Degenerates those who breathe it into ape-like creatures. I did a little research. It is some kind of curse. Did anyone dig up any information about what Lugizar might have to do with this?" the 'Gnome' says.

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Vahn replies to Zazu "From what I could gather he found something in the Mwangi Expansion, three idols of dark wood carved in the shape of bearded monkeys. It may be a coincidence that these events started happening after he visited the museum, but my bet would be it likely has something to do with his find."

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Astarton looked with trepidation at his new companions, he hadn't known them very long at all, in fact, they had met in the bar last night, and he didn't remember last night that much at all. Perhaps he might even learn their names as they referred to each other sometime in the next few minutes.
"Well, should we get some protection first? Does anyone have some loose fabric or something?"

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I imagine people have scarves or cloaks covering their mouths at this time. If this is incorrect and you breath the mists let me know.
Heading through the double doors you feel an unnatural cold permeating 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.
Down past the entrance and atrium you see a long hallway with a door at the end and a set of doors on either side. One on the left side and one on the right, as well as the one ahead of you

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Opening the door Filios is the first to see The mists here congeal into a thick and silvery fog that cools the lungs. Arranged throughout this large hall are exhibits on the funerary traditions of several civilizations, along with preserved corpses arrayed in grim stillness. A giant warrior looms from the haze, his arms crossed at his chest, his helm solemn and still. Beyond lie sarcophagi of varied designs, and a few glass cases wherein withered dead are held upright by rods and string; grim exhibits of long-dead citizens whose fallen empires were erased an age past.
A placard above this hall reads “The Honored Dead” in blood-red calligraphy.
You do notice the door at the far end of the room. From what you remember from the map the offices are behind those doors.

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Falcor was tensed up, greatsword halfway out of it's sheathe, when he came in through the mist. He still is a bit edgey, but has slightly relaxed seeing that there are no apparent enemies about. He is a soldier through and through, and so leaves looking for traps, hidden enemies, and things of that sort to those of his companions who have a better eye for such things.
Sorry I got around to posting so late. I was unaware that the campaign had actually started already until just now. I'll totally be able to do one or two posts a night, and if it slows the group down, feel free to say that I am doing so and i'll excuse myself from here. I'm running two campaigns on the site at one time, so it's hard to keep track of three things at once.

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Filios, curveblade drawn creeps into the room next to Sir Falcor to investigate the Sarcophogi as he makes his way top the back door towards the offices.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23

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Vahn enters the room but waits near the door thinking [b]Strange mist, dead bodies, this is something you read about in one of those horror novels...[/i]. He waits for Filios to get to the other door before moving forward.

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Zazu slips into the room after Vahn. His dark violet eyes are alert, but he squints often. Shuffling over to the displays, he examines them and the labels on their cases.
Knowledge: Georgraphy 1d20 + 9 ⇒ (12) + 9 = 21
Knowledge: Religion 1d20 + 9 ⇒ (3) + 9 = 12
He then turns and casts a spell, sweeping his gaze and his hand around the room.
Cast Detect Magic

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Journeying into the exhibit hall the four figures in the case seem to lurch forward almost taking our wayang friend as a desicated Osirian lashes out at him. The skeletal Kellid War Chief lurches towards Filios. A Qadiran skeleton starts walking towards Filios, and a Bronze Legionnaire starts towards the doorway attacking Vahn
Initiatives
Jakarno 1d6d20 + 6 ⇒ (1, 12) + 6 = 19
Vahn 1d20 + 5 ⇒ (3) + 5 = 8
Filios 1d20 + 6 ⇒ (20) + 6 = 26
Falcor 1d20 + 2 ⇒ (11) + 2 = 13
Astarton 1d20 + 6 ⇒ (11) + 6 = 17
Osirian Ghoul 1d20 + 2 ⇒ (8) + 2 = 10
Kellid Skeleton 1d20 + 6 ⇒ (9) + 6 = 15
Qadiran Skeleton 1d20 + 6 ⇒ (15) + 6 = 21
Legionaire Zombie 1d20 + 0 ⇒ (12) + 0 = 12
Filios your up
Qadiran, Jakarno, Astarton, Kellid, Falcor, Legionnaire, Osirian, Vahn

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Round 1, AC: 19, HP: 17/17, Flanking?, Sneak Attack?
According to the map, Sir Falcor is not in the room with me, but I thought he was by his description. Just ignore the flanking and sneak attack rolls if I cannot gain a flanking position with Sir Falcor before my attack.
Little help in here guys!
CB ATT: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
CB DAM: 1d10 + 3 + 1d6 ⇒ (6) + 3 + (2) = 11
Crit Confirm: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Additional Crit Damage: 1d10 + 3 ⇒ (7) + 3 = 10

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Kellid (dead)
With a masterful swipe from Filios blade the skeleton is soon departed from it's head. Momentarily afterwards you here the bones crashing to the ground.
While Filios is busy with the Kellid a Qadiran skelton raises a scimitar and attempts to open the back of the Elf.
1d20 + 3 ⇒ (13) + 3 = 16 1d6 + 2 ⇒ (3) + 2 = 5
Jakarno, Astarton, and Falcor you are up.

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I don't see the Skeletons on the map...
Zazu steps away from the skeletons, whipping a wand from his belt. With a faint blue light, a matrix of force surrounds him. "I sense magic on the scarab of the Osirian skeleton." he says.
5ft away from skeletons, draw wand of Mage Armor, cast on himself. Current AC 17.

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Astarton stepped forward and swung his curveblade. He wasn't quite in the joking mood.
Move up and slash with Arcane Strike. 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d10 + 2 ⇒ (9) + 2 = 11

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Astarton moves up and makes a devestating slash to the zombie almost severing his head...almost. (Bronze Legionnaire 11 damage). Falcor closes the distance and finishes of Astarton's work (Bronze Legionnaire dead).
Falcor you need to put your sheet in your profile.
The Osirian closes the distance and attacks Falcor
bite: 1d20 + 3 ⇒ (2) + 3 = 5 1d6 + 1 ⇒ (6) + 1 = 7
claw: 1d20 + 3 ⇒ (3) + 3 = 6 1d6 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 3 ⇒ (1) + 3 = 4 1d6 + 1 ⇒ (2) + 1 = 3

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[ooc]Round 2, AC: 19, HP: 17/17, Flanking, Sneak Attack
Filios moves into a flanking position with one of his companions.
CB ATT: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
CB DAM: 1d10 + 3 + 1d6 ⇒ (9) + 3 + (3) = 15

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Waiting on Vahn
Round 2.
Without even resetting himself the dextrous elf continues his swing through one skeleton and into another cleaving the torso from the pelvis.
Jakarno, Asarton, and Sir Falcor you are up after Vahn. Please feel free to post while we wait. The only advesary left is the Osirian.

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Zazu darts around to get a clear line of sight on the undead and with two fingers pointed at it, casts a spell. A dart of acid fires at the skeleton.
Acid Splash 1d20 + 4 ⇒ (6) + 4 = 10
Damage 1d3 ⇒ 2

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Astarton will hold action.
The turns to attack sir falcor
bite: 1d20 + 3 ⇒ (14) + 3 = 17 1d6 + 1 ⇒ (6) + 1 = 7
claw: 1d20 + 3 ⇒ (12) + 3 = 15 1d6 + 1 ⇒ (6) + 1 = 7
claw: 1d20 + 3 ⇒ (17) + 3 = 20 1d6 + 1 ⇒ (4) + 1 = 5
Falcor I need 3 Fort saves, 1 vs. disease and 2 vs. paralysis
Osirian (12 damage)

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Astarton attacks the Osirian undead. "This fierce thing is no laughing matter."
Sorry guys, I thought I posted last night. It seems my post was eaten by the website. Not like it mattered much anyway.
Attack (Arcane Strike): 1d20 + 5 ⇒ (5) + 5 = 10

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Round 3, AC: 19, HP: 17/17, Flanking, Sneak Attack
Filios again moves to flank the remaining Osirian undead and brings his curveblade to bear.
Coming Falcor! Hold on!
CB ATT: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
CB DAM: 1d10 + 3 + 1d6 ⇒ (10) + 3 + (6) = 19

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Filios cleans his blade on the the leg of his pants, then turns to the office door. He checks for traps and to see if the door is locked.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
He looks up from his work momentarily,
Can we get Sir Falcor some healing?

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Astarton felt bad that he had not been able to be more accurate with his blade so that such damage might have been prevented. At least he knew one of their names now. "There you go man. Try to take it easy. This should help."
Astarton casts Cure Light Wounds on Falcor. 1d8 + 1 ⇒ (7) + 1 = 8

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The door to this chamber was once a pane of expensive frosted glass, which now lies in broken shards on the floor. Within, several desks lie overturned, papers in disarray, and chairs smashed to kindling. A sturdy steel cabinet sits against the back wall, its doors much battered and dented. The mist here roils near the floor and ceiling, creating a strange patch of visibility stretching from knee-height to a few feet overhead. The smoky tendrils flow up and down the walls unnaturally and savage visages swirl to life, fanged mouths agape, before dissolving into mist once more.

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Zazu crouches down and checks the remains of the Osiriani, giving special attention to the Scarab it wears. Casting a spell, he scrutinizes it carefully.
Cast Detect Magic, Spellcraft to identify. 1d20 + 10 ⇒ (20) + 10 = 30
"Check the others. There may at least be items of historical interest." he says.
Later when moving on to the next room...
Zazu looks into the room and eyes the mist cautiously. He casts a spell and scans the room for signs of magical auras.

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Astarton will scan the papers as he places them back in order, noting if any have bearing toward their quest. "Would you look at this mess. It's like they let apes live in here."