
GM Mort |

“It is truly a pleasure to be back.” Venture Captain Drandle Dreng takes a seat at the head of the table and leafs through the papers set before him. “Some of you might have worked with me before my… furlough. And I look forward to reminiscing, but first it seems we need to spend the next few hours tidying up the paperwork you’ve accumulated overt the course of your adventures.” He wets his cracked lips. “First, we have all this these forms to fill in for the last time we got permission to enter the Tri-Towers Yard…Oh my. Well, I’m sure the Society can—“
A blue-grey shape crashes through the window and lands on the oak table with a metallic schwak! The tangle of wings and claws eventually stands, a gleaming silver raven, and opens its mouth.
“G—gods help me, Dreng, I’m dying,” a distant male voice sputters from the bird. “Men in black—came for… Numeria exhibits. It’s Nigel... I’ve been shot! You owe me, you old bastard!”
Dreng’s lips crack and pop as they tighten. “Well… Sounds like you lot need to head to the Wise District. That sounds like Nigel Aldain, so go to the Blakros Museum. If he lives through the night, I might be able to make something of this—” he waves a hand over the mound of parchment,“disappear.”
The Blakros Museum was originally constructed by the powerful wizard Ralzeros the Overwatched and some people say he cursed the building upon his death. Apparently, Nigel Aldain found the artifact Ralzeros originally used to shape the building and his “renovations” supposedly include making the museum less prone to catastrophe.
Numeria is a large wasteland to the north. It’s more of a wilderness of barbarian tribes than a real nation.
Stars fell on Numeria long ago, full of strange poisons and monsters. Its ruled by some barbarian king and his army of creepy mages.
The Black Sovereign Kevoth-Kul rules over Numeria’s small cities and wandering tribes, aided by a cult of magic-users known as the Technic League. The Technic League bases their magic off the technology that fell to Golarion thousands of years ago.
The Technic League jealously guards their technology. The strange things across Numeria they covet fell to Golarion in the remains of an enormous metal ship that supposedly sailed between worlds.

Valda Aslougsdottir |
'Well at least Dreng did get a third chair, now that I have a new partner.' Valda, wearing her recently acquired bronze armor, nods at Dreng as she sits in the chair furthest from the door, leaving the nearest for her partner Basil Kettering. Settling in the comfortable leather armchair she smiles as the venture-captain begins.
'Paper work, I hate paper work, I'm more hands on, I'm glad the pathfinders have paper pushers like Dreng to deal with the red tape.'Valda, listens to the Venture-Captain drone on, as she resist the urge to roll her eyes and nods her head politely instead.
'what the blazes.'Covered in glass shards from the broken window, Valda, half jumping out of her seat as she reaches for her axe, restrains herself from splitting the silver raven in twain as it begins to speak.
'Men in black...Numeria exhibit... Nigels shot... who is Nigel? Well he must know Dreng, since...actually, he is an old bastard.' Valda settles back down in her seat watching Dreng as he begins to explain.
The wise district, at least Alamo showed me the place, now I just need to remember where the Blakros Museum is and what they do there.' Not being the museum type Valda looks at her new partner and asks "Basil tell me you know something about this place."

Basil Kettering |

Basil tips back his broad-brimmed hat, and shakes some of the dust of the road from his leather coat, as morosely eyes the pile of paperwork.
I didn't sign-on to be a clerk!
When Nigel's message comes through, however, he is quite relieved.
Knowledge(Engineering): 1d20 + 11 ⇒ (19) + 11 = 30.
"I don't rightly know anything about the Blakros Museum, but I spent me some time in the wilds of Numeria. 'Tis a frightful place. Numeria is a large wasteland to the north. It’s more of a wilderness of barbarian tribes than a real nation. Stars fell on Numeria long ago, full of strange poisons and monsters. The Black Sovereign Kevoth-Kul rules over Numeria’s small cities and wandering tribes, aided by a cult of magic-users known as the Technic League. The Technic League bases their magic off the technology that fell to Golarion thousands of years ago. The Technic League jealously guards their technology. The strange things across Numeria they covet fell to Golarion in the remains of an enormous metal ship that supposedly sailed between worlds."
He then gives Valda an eager grin.
"Are you up for a little late-night exploring?"

Valda Aslougsdottir |
'technic league, I've heard of them, blasted wizards from what I hear' Listening to Basils information, hearing the Technic League mentioned she spits in disgust. Standing from the comfortable chair she grabs her axe in one hand and her pack in the other she answers "Absolutely, A pleasant walk to the Wise District is exactly what we need on such a beautiful night." Smiling she turns and asks Dreng. "I know where the Wise district is, Where in particular is this museum?" Hefting her pack on her shoulders, she readies to leave. 'Well, at least were not doing paperwork.'

GM Mort |

"From the statue of Irori, head north, 3 houses, then turn east 2 houses, then just head north again. You can't miss it." Drandle Dreng replies. "It’s the ugly building in the Wise Quarter that holds all sorts of dangerous oddities the Society borrows from time to time. Last I heard, Nigel shut the place down a few weeks ago for some renovations and to bring in some new exhibit.” Drandle Dreng gives a disgruntled snort.

Valda Aslougsdottir |
'From the shape that birds in we should probably get moving.' pointing toward the bird with the haft of her axe Valda observed, "From the look of things we should get moving, Doesn't sound like Aldain's gonna last too long." turning to her companion, "Basil, shall we take a stroll?"
Unless the venture captain has something else or Basil needs anything; we head that way.
At the Museum
'big place' As they approach the Museum Valda, smiling asks as she wiggles her axe. "Basil, do you want to poke around a little bit outside to see what we can see, or do you want me to use my key on the door?"

GM Mort |

Drendle Dreng is perfectly happy to let you go on your way.
LOL pathfinders and paperwork. When will we get pathfinders who like paperwork?
Time of the day is night.
The dark, blocky architecture of the Blakros Museum squats stubbornly between the more impressive government buildings of the Wise Quarter. One of the older buildings in Absalom, it remains unchanged and lacks the ornamentation of its newer neighbors. Imposing statues of armored men flank the entrance ahead, one partially obscured by a half-fallen banner reading “Grand New Exhibition!” A blue flicker intermittently tints the dark windows, casting long, dull shadows over the groomed gardens and fountain. A crumpled figure in bloodstained robes lies against the fountain’s edge.

Valda Aslougsdottir |
'What happened here?' Seeing the crumpled figure near the fountain, Valda looses her smile and lifting her axe off her shoulder brings it to bear. Keeping her eye out as she approaches the figure, kneeling she breaths a quick prayer for the person, then rolling them over she inspects the injuries.
quick pray is stabilize, now that I have heal skill points I should probably get a healing kit
heal check: 1d20 + 4 ⇒ (8) + 4 = 12

GM Mort |

As you approach, he calls out weakly to you."Are you Pathfinders? Did Dreng send you?"
"It was... it was... it was in no way my fault! We took every precaution! Tomorrow was going to be such an event, unveiling the new museum, and absolutely nothing could go wrong! I personally inspected every artifact that came in, as both a scholar and a wizard. Everything was harmless as a newborn lamb! And anything the least bit suspicious went right into the lockbox! We even made sure those bizarre “robots” of theirs were neutralized!" Nigel gasps out, before fainting from the exertion.
Your emergency first aid attempts bring him round and he groans."It was those vile cultists! They struck in the night like cowards! Oh, Abadar preserve my poor staff! None of us know how to fight. I went to find help and those Numerian monsters shot me in the back! I blacked out. Thought I’d gone on to the Boneyard, but when I awoke I called for assistance. I don’t know how many of my workers are still alive! Pendleton was in there! You have to do something. They could destroy the entire museum! Half of that exhibit belongs to you people!” He stammers, frantic. He seems pale from bloodloss, and you notice he has a cauterized hip wound.

Basil Kettering |

Basil frowns.
"Why would you think we thought it was your fault? We will certainly do our best to preserve our property, and yours. Who is Pendleton?"
Whilst he waits for a reply, Basil taps Nigel with a Wand of CLW, just to make sure he is in good enough shape to walk.
i.e. to at least 1 hp.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
Let me know how many charges I need to use.
He then turns to Valda.
"If you have any long-term preparations, I recommend doing them now."
So saying, he casts several spells of his own.
Specifically, Heroism, Keen Edge, and See Invisibility.
Basil then concentrates, using one of his Brigh-given abilities to see what is on the other side of the double doors.
Using 1 round of 'Remote Viewing' to see/hear what is on the other side of the doors.
If there are monsters, he will try to identify them, 'Mark' up to two of them, and then cast Divine Favor, before motioning for Valda to open the door.

Valda Aslougsdottir |
Standing, Valda shakes her head no, "Nothing long term, Mostly things that make combat more interesting." Watching as Basil concentrates, 'I wonder what he is up to, Basil is always prepared, I'm sure he has something up his sleeve.'
When Basil motions for valda to open the door:
Valda, axe at the ready, opens the door and looks inside.
perception: 1d20 ⇒ 1 hey look everyone! A floor!

GM Mort |

Walls and pillars of hewn black stone support the heavy ceiling overhead and a lattice of lamps burning with a steady, white flame. Dozens of paintings, both stunning and lackluster, line the walls just beyond the museum’s grand doors. Various statues stand against the walls, while a towering bronze figure, arm outstretched with waves parting beneath him, almost scrapes the fifteen-foot ceiling at the chamber’s far end. You notice 4 of the statutes, despite being badly rusted, have their eyes glowing with an ominous red light.
You can only mark one studied target at a time, no? So you can mark only one of the statues
A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
“Pendleton is my nephew—my wife’s sister’s middle son. Nice enough lad. Head in the clouds. Dhrami thought a season or two working in the museum might teach him a bit about foreign cultures before they actually let him roam the world and embarrass us all abroad.” Nigel replies, still in pain. After you use 1 charge of your CLW wand on him, he grabs your arm for support to pull himself up to his feet."I need to inform my family of the incident. They'll be frantic." He turns to Valda and pleads, "Please save Pendleton and the other staff. Also, try not to destroy too many things. I don’t have the time to track down a new museum staff or find new exhibits before the opening tomorrow!” With that he staggers off into the darkness.
An electric tang overpowers the room’s scent of polish and wax. Walls and pillars of hewn black stone support the heavy ceiling overhead and a lattice of lamps burning with a steady, white flame. Dozens of paintings, both stunning and lackluster, line the walls just beyond the museum’s grand doors. Various statues stand against the walls, while a towering bronze figure, arm outstretched with waves parting beneath him, almost scrapes the fifteen-foot ceiling at the chamber’s far end.
Doors to the west are delicately labeled “Facilities,” while a sign over the double doors across the gallery boasts “Histories of the World.” Two sets of double-doors stand at the room’s north end, barely ajar. A banner hanging overhead proclaims “Secret Sorceries of a Savage Land,” while a more subdued sign below that reads “Grand Exhibition Hall.”

Basil Kettering |

Having informed Valda that four of the (rusty) statues appear to be decidedly unfriendly, he touches her primary weapon, causing it to be suffused with a rust-like sheen.
Crafter's Wrath: For the next minute, it will bypass the DR and hardness of constructs and objects.
He then waits for the door to open, ready to start pummeling constructs!
Knowledge(statues): 1d20 + 11 + 2 + 3 ⇒ (1) + 11 + 2 + 3 = 17.
Initiative: 1d20 + 9 ⇒ (3) + 9 = 12.
Surprise Round:
Basil shoots at the SW statue.
+1 Shock Mighty [+2] Darkwood Composite Longbow: 1d20 + 10 + 4 + 2 + 1 ⇒ (8) + 10 + 4 + 2 + 1 = 25, for 1d8 + 7 + 4 + 2 + 1 + 2d6 ⇒ (2) + 7 + 4 + 2 + 1 + (5, 3) = 24 *Adamantine Piercing* damage, +1d6 ⇒ 5 *Electricity* damage.

Valda Aslougsdottir |
since Basil "told" Valda what he saw, that 1 doesn't hurt so bad.
'four statues with glowing eyes.' Hearing Basil's description of the room and the statues, Valda breaths a prayer to be bigger, waiting a moment for the prayer to be answered. Smiling as Basil creates a rust like sheen on her axe. After she enlarges, axe in hand, she nods to Basil and opens the door.
already rolled perception :(
Init: just in case: 1d20 + 4 ⇒ (17) + 4 = 21
Edit surprise round, she moves to the NW statue

GM Mort |

I'm going to run the sequence like this. Basil tells Valda, touches Valda's weapon with crafter's wrath. Valda casts enlarge person, opens door. Also, Basil, from where you are, you can't hit the SE one. Walls blocking your way. White is door. Move yourself double west of Valda. Valda, put yourself as large size. Basil and Valda gets a surprise round, init proper.
My bad. That's for me not reading at lv 5, slayers can get 2 studied targets. Also, yeah they're constructs you've never seen before!
Monsters init: 1d20 + 1 ⇒ (17) + 1 = 18
Basil's arrow punches a large hole through the back south eastern statute. You can see the circuits inside.
NE 1: 1d4 ⇒ 4
NE 2: 1d4 ⇒ 1
SE 1: 1d4 ⇒ 3
SE 2: 1d4 ⇒ 2

GM Mort |

The closest north east one attacks Valda with a spear charged with electricity.
Spear: 1d20 + 12 ⇒ (3) + 12 = 15
It clanks off Valda's plate atrmour.
The second NE statute seems to have its gears clogged up and staggers to Valda.
The nearest South East one double moves to Basil.
The farther South East lays a metalluc hand on itself and repairs the damage done by Basil's arrow. It then moves towards Basil.
Their single move is 20ft, double 40 ft. Take any AOOs as a result of their movement.

Basil Kettering |

Okay, I am confused: I take it that 'North' on the map is not 'up' on the screen? If it is, and I move two squares to the left of Valda, won't I be even less able to see the 'lower left' construct?
Unperturbed by the construct getting up close and personal with him, Basil 5' steps back, activates Bane(construct), and unloads on the hapless creature!
+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 4 + 2 + 1 + 2 ⇒ (18) + 8 + 4 + 2 + 1 + 2 = 35, for 2d8 + 14 + 8 + 4 + 2 + 4 + 4d6 ⇒ (3, 7) + 14 + 8 + 4 + 2 + 4 + (4, 2, 6, 5) = 59 *Adamantine* damage, +2d6 ⇒ (1, 6) = 7 Electricity damage.
+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 4 + 2 + 1 + 2 ⇒ (14) + 8 + 4 + 2 + 1 + 2 = 31, for 1d8 + 7 + 4 + 2 + 1 + 2 + 2d6 ⇒ (6) + 7 + 4 + 2 + 1 + 2 + (5, 2) = 29 *Adamantine* damage, +1d6 ⇒ 6 Electricity damage.
+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 3 + 4 + 2 + 1 + 2 ⇒ (10) + 3 + 4 + 2 + 1 + 2 = 22, for 1d8 + 7 + 4 + 2 + 1 + 2 + 2d6 ⇒ (8) + 7 + 4 + 2 + 1 + 2 + (4, 3) = 31 *Adamantine* damage, +1d6 ⇒ 6 Electricity damage.
If at any point, I take down the construct threatening me, I will direct all subsequent attacks into the next closest creature.
Please note that I ignore anything less than total cover, and my allies (in this case Valda) do not provide cover.

Valda Aslougsdottir |
'Mechanical men?' Valda turns to the spear wielder, feeling the spear bounce off the armor she found at the crypt in the yard, smiling she lifts her northern axe and brings it chopping down at the construction.
Axe has bypass hardness: AC 24, Attack: Great axe, enlarged, the +2 is the strength from enlarge
attack: 1d20 + 15 + 2 - 1 ⇒ (13) + 15 + 2 - 1 = 29 for damage: 2d6 + 23 + 2 ⇒ (4, 4) + 23 + 2 = 33
on Valda's page I have a section called Combat numbers, please take a look at it and let me know if it makes sense.

GM Mort |

Valda swipes at a statute that is moving past her to get to Basil, opening up a deep cut in its chest.
Basil backpedals, shoots one of the statues right through the head and it collapses. He then turns to the one that Valda cut and ends its life with an arrow to the chest.
The other statue ducks out of the way of his last arrow.

Valda Aslougsdottir |
I forgot that Valda has two attacks now. So the attack above as an AOO? She will full attack, If she can still hit the one that was moving she will, if she drops it or if she can't hit it, she will start on the second one.
'Well at least they can be hit' Firmly Planting her feet Valda jerks her axe her from the chest of the construct. 'May as well try and end this one before I move on.' Swinging in a crossing pattern she chops at it again and again.
Enlarged @ 1st rd. AC 24, full Attack:+1Great axe, enlarged, the +4 is the strength from enlarge using str. x overhand chop or backswing
attack: 1d20 + 15 + 2 - 1 ⇒ (14) + 15 + 2 - 1 = 30 for damage: 2d6 + 23 + 4 ⇒ (1, 4) + 23 + 4 = 32
attack: 1d20 + 8 + 2 - 1 ⇒ (3) + 8 + 2 - 1 = 12 for damage: 2d6 + 23 + 4 ⇒ (1, 5) + 23 + 4 = 33

GM Mort |

You cut it at the hip, deeply, but it still stands and dodges your backswing. They attempt to stab you.
spear: 1d20 + 12 ⇒ (13) + 12 = 25
dmg: 1d8 + 10 ⇒ (8) + 10 = 18
Elec dmg: 1d6 ⇒ 1
spear: 1d20 + 12 ⇒ (6) + 12 = 18
One of them manages to pierce your side, but you dodge the other.
Throughout this fight, Basil, you realise they do not seem to be fully harmed by the electrical component of your arrows.
hm: 1d4 ⇒ 4
hm2: 1d4 ⇒ 3

Valda Aslougsdottir |
'blast, that cut deep' feeling the spear pierce her side, Valda shifts her feet, trying to keep the wounded area from being exposed. Jerking her axe loose she continues Swinging it in a figure eight pattern, attack when she sees an opening.
Enlarged @ 2nd rd. AC 24, Full Attack: + 1 Great axe, enlarged; the +4 damage is the strength from enlarge using str. x overhand chop or backswing
attack: 1d20 + 15 + 2 - 1 ⇒ (15) + 15 + 2 - 1 = 31 for damage: 2d6 + 23 + 4 ⇒ (3, 1) + 23 + 4 = 31
attack: 1d20 + 8 + 2 - 1 ⇒ (9) + 8 + 2 - 1 = 18 for damage: 2d6 + 23 + 4 ⇒ (5, 5) + 23 + 4 = 37
she is attacking the one she hit, if it drops she moves to the other near her.

Basil Kettering |

Basil moves forward for a better view, and takes a single pot-shot at the injured mechanical man.
+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 10 + 4 + 2 + 1 + 2 ⇒ (10) + 10 + 4 + 2 + 1 + 2 = 29, for 1d8 + 7 + 4 + 2 + 1 ⇒ (2) + 7 + 4 + 2 + 1 = 16 *Adamantine* damage +1d6 ⇒ 2 *Electricity* damage.
Once again, ignoring the cover from our giant aasimar ;-)

GM Mort |

Basil's shot hits the chest, drawing sparks from malfunctioning machinery. Valda then chops the mechanical man into two by the waist, leaving both halves to fall noisily to the floor with a large clang. Her backswing is parried by spear of the remaining mechanical man, who attempts to jab her again.
hm: 1d4 ⇒ 1
SPEAR: 1d20 + 12 ⇒ (9) + 12 = 21
The spear clangs harmlessly off Valda's armour.

Basil Kettering |

Scenting victory, Basil opens-up with his arrow gatling-gun on the final hapless statue.
+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 4 + 2 + 1 + 2 + 2 ⇒ (10) + 8 + 4 + 2 + 1 + 2 + 2 = 29, for 2d8 + 14 + 8 + 4 + 2 + 4 ⇒ (4, 3) + 14 + 8 + 4 + 2 + 4 = 39 *Adamantine* damage +2d6 ⇒ (4, 1) = 5 *Electricity* damage.
+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 4 + 2 + 1 + 2 + 2 ⇒ (1) + 8 + 4 + 2 + 1 + 2 + 2 = 20, for 1d8 + 7 + 4 + 2 + 1 + 2 ⇒ (7) + 7 + 4 + 2 + 1 + 2 = 23 *Adamantine* damage +1d6 ⇒ 4 *Electricity* damage.
+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 3 + 4 + 2 + 1 + 2 + 2 ⇒ (9) + 3 + 4 + 2 + 1 + 2 + 2 = 23, for 1d8 + 7 + 4 + 2 + 1 + 2 ⇒ (1) + 7 + 4 + 2 + 1 + 2 = 17 *Adamantine* damage +1d6 ⇒ 6 *Electricity* damage.
Once again, ignoring cover, and spending a swift action to 'Mark' the target.

GM Mort |

Your shots did not factor in bane damage(you factored in bane attack bonus).Also, bane is a swift action to use.
Urgh. Init. I'll need to write it down. Valda, Monsters, Basil.
Basil's first shot hits the neck of the remaining mechanical man and it staggers backwards and the other two arrows miss.

Valda Aslougsdottir |
'Tough buggers, Need to hit it while it's staggered' Seeing the last Mechanical man stagger, Valda stops her figure eight pattern, raising her axe over head, she starts to chop at the constructs chest and shoulder.
Enlarged @ 3rd rd. AC 24, Full Attack: + 1 Great axe, enlarged; the +4 damage is the strength from enlarge using str. x overhand chop or backswing
attack: 1d20 + 15 + 2 - 1 ⇒ (1) + 15 + 2 - 1 = 17 for damage: 2d6 + 23 + 4 ⇒ (1, 4) + 23 + 4 = 32
attack: 1d20 + 8 + 2 - 1 ⇒ (13) + 8 + 2 - 1 = 22 for damage: 2d6 + 23 + 4 ⇒ (3, 5) + 23 + 4 = 35

GM Mort |

It seems to regain its balance,dodges the blows and tries to stab you once more.
hm: 1d4 ⇒ 2
spear: 1d20 + 12 ⇒ (10) + 12 = 22
You manage to swat the spear away with your axe.

Basil Kettering |

@GM Mort: I did not factor in bane damage, because I did not intend to maintain it (a free action once it is declared) - I had forgotten to add in Heroism the previous round, and had added it in, but neglected to elide the bane bonus to hit.
With a frown, Basil tries to put the last one down.
+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 4 + 2 + 1 + 2 ⇒ (7) + 8 + 4 + 2 + 1 + 2 = 24, for 2d8 + 14 + 8 + 4 + 2 ⇒ (6, 2) + 14 + 8 + 4 + 2 = 36 damage, +2d6 ⇒ (1, 6) = 7 Electricity damage.
+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 4 + 2 + 1 + 2 ⇒ (20) + 8 + 4 + 2 + 1 + 2 = 37, for 1d8 + 7 + 4 + 2 + 1 ⇒ (4) + 7 + 4 + 2 + 1 = 18 damage, +1d6 ⇒ 5 Electricity damage.
+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 3 + 4 + 2 + 1 + 2 ⇒ (5) + 3 + 4 + 2 + 1 + 2 = 17, for 1d8 + 7 + 4 + 2 + 1 ⇒ (4) + 7 + 4 + 2 + 1 = 18 damage, +1d6 ⇒ 5 Electricity damage.
Current effects: Favored Enemy, Studded Target, PBS, Heroism

GM Mort |

Studded target :p yep, definitely appropriate. Studded with arrows =)
With two swift arrows, Basil puts down the last mechanical man, with it going up in a nice explosion, showering Valda with random parts.
Both of you are now alone now in the room, which is distictivelt smelling of ozone. The walls show scorch marks ftom the earlier explosion and the floor is littered with random cogs and wheels, as well as chopped up mechanical men.
Which way you guys want to go now?

Basil Kettering |

Basil quickly searches the room (collecting his arrows as he goes)...
Perception 'Take 10' = 30.
...and then...
1d4 ⇒ 4
decides to try his luck with the southern set of doors.
...and by 'his luck', I mean using Remote Viewing to see what is on the other side, 'Mark' two targets (if any), and then let Valda open the door ;-)

Valda Aslougsdottir |
at one minute per level we have just under seven minutes of enlarged Valda, left ;)
'Idon't want to waste this prayer, may as well see what there is too see while i'm the size of a giant.' Cleaning the gore off of her axe, Valda pulls her wand out of her pouch and uses it to heal herself while Basil searches the room. Seeing him head toward the southern doors, she follows him over. As Basil get a distant look to his features she grasps the doorknob and tells him. "Let me know when you are ready and I will open it."
clw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (7) + 1 = 8

GM Mort |

Basil pulls out the arrows from all those mechanical men he shot. Of those that missed their targets, he finds only 3 of them. He think the last one is somewhere buried under all the random mechanical parts strewn all over the room and unretrievable. A well-concealed panel at the base of the large staue catches his eye and he pries it apart to find the following items: a healer’s kit, three doses of bloodblock, two doses of antitoxin, two doses of antiplague, a potion and a wand.
You catch a glimpse of an exhibit hall with the western half full of books and the eastern half displaying Osirian mummies and grave goods, of which you were able to identify with your extensive religious training in the temple of Brigh.

Basil Kettering |

"The room beyond is an exhibition hall, half full of books; the other half contains Ancient Osiriani mummies, and grave goods. I don't see any hostiles."
He then nods to the door.
"After you!"

GM Mort |

This exhibit hall is dedicated to historical curiosities, with the western half currently dedicated to Taldan military history and the eastern half displaying Osirian mummies and grave goods that Basil described. As soon as Basil steps into the toom, he spots 2 secret doors, each on different sides of the room. Basil also spots drag marks from the eastern side where a gold-plated lid of a small sarcophagus has been removed, leading North East.

Basil Kettering |

Basil checks both secret doors for traps, then lets Valda open them.
Since we have a minute-per-level buff running, I won't take 20; I will instead opt for 'take 10' = 30 Perception, and hope for the best.
Starting with 'B9' (since that one is closer), and then moving on to 'B8'.

Valda Aslougsdottir |
'I need to keep a keen eye out.' While Basil quickly moves around the room and begins to reveal secrets that Valda didn't see, she rambles about her last visit to Absalom. "I will keep an eye out while you search for clues, but when this is over we should come back. I'm a big fan of history, I've even seen a mural picturing a battle of the Cheliax rebellion against Taldan."

GM Mort |

Basil realizes both doors are not trapped, but B9 is locked. DC 30 Disable device and roll the 2d4 rounds required please, should you want to open

Basil Kettering |

Isn't Disable Device to open a lock (as opposed to disabling a device) a 'Full Round Action'...?
Basil shrugs.
"History can be useful so as to not repeat the mistakes of the past in the here and now, but I must admit to always being more concerned about what might try to kill me in the present, rather than what happened a thousand years ago. That said, an outing where something isn't trying to kill me might be interesting!"
Disable Device: 1d20 + 19 + 2 ⇒ (13) + 19 + 2 = 34; 2d4 ⇒ (2, 2) = 4 rounds.
With a little bit of tinkering, Basil easily opens the locked door.

GM Mort |

Yeah, you're right, its a round. Though the last time I was trying to jam a door shut the GM made me roll 2d4 rounds?*scratch head*
Basil sees an elevator shaft leading down to the basement. Valda could get into the elevator in her enlarged state but it would be quite a squeeze, and no one would be able to use the elevator.

Basil Kettering |

Hmmm... maybe the GM was ruling that you were 'disabling' the door, not 'locking' it...?
"Alright then, let's move on; we should finish this level, before we try going downstairs."
Basil patiently waits to see what is behind the other secret door.

GM Mort |

Enlarge person has (D) on it, so you can end it as a standard action. If you want to.

GM Mort |

Valda opens B8 and sees cleaning supplies and tools used to mend and maintain the historical gallery’s exhibits, as well as replacement plumes for military helms.