| Basil Kettering |
Heh. So, they hide the janitor's closet behind a secret door? What a classy establishment ;-)
Chivalrously motioning for Valda to take the lead, Basil follows her into the big open area to the NE of the current exhibition area.
| GM Mort |
This enormous gallery stretches beneath a high arched ceiling.
A grand staircase rises to the north and a pair of mahogany doors stand to the south carved in a relief of one of Absalom’s countless sieges. At the room’s center, a gleaming collection of glass and metal—like some sort of abstract bird—rises upon a single steel support toward the ceiling. A number of glass cases lining the walls have been shattered, scattering strange devices and clockwork limbs amid the broken glass.
Seven bodies litter the floor; four in black robes and three dressed in respectable local fashions. A smoky haze still fills the air.
As Basil and Valda approach, from the abstract bird a hatch pops open and a human female with short cropped brown hair and frightened eyes in leather armor stands up from it, fires from her pistol a shot next to you. “You get the hell out of here, you freak!”She yells.
| Valda Aslougsdottir |
'Is that a pistol? I've heard of them, never seen one, better not take any chancesShe quietly breaths another prayer for guidance and grace for diplomacy. As she shrink she rest the axe on the butt of its handle, leaning on the head, she slowly takes off her spangelhelm and looks at the woman with the gun. "I am Valda Aslougsdottir sometimes called "bearkiller" Then, without taking her eyes off of the woman, nods at Basil "And this is Basil Kettering, the archer of Brigh, we have been sent here by Venture Captain Drandle Dreng, at the request of one Nigel Aldain. If you are a friend to Nigel you are friend to us."
guidance and enhanced dipolamacy, attempting to influence attitude
diplomacy: 1d20 + 11 + 2 + 1 ⇒ (9) + 11 + 2 + 1 = 23 not great, I hope it will do
sorry about the delay went to breakfast after work with a friend
| GM Mort |
"No! You're one of them! The silver slime that slithered into the poor kid's body has gotten into you as well!" She screams, her face pale and expression panicked, then lobs a grenade next to Valda."Get away from me, you freaks!" The grenade lands on the floor and blows.
Human Female init: 1d20 + 3 ⇒ (18) + 3 = 21
Valda init: 1d20 + 4 ⇒ (16) + 4 = 20
Basil Init: 1d20 + 9 ⇒ (11) + 9 = 20
Sorry, the DC was kinda high :( X marks the grenade spot. Surprise round(she lobbed grenade), she gets a turn, then yours.
| GM Mort |
20 ft radius from the X on the ground, catches Valda and Basil. Both of you give me a fort save.
You're staggered for 1 round, deafened for Rounds: 1d4 ⇒ 4
She takes up her laser pistol and aims it at Valda, then fires, catching a vulnerable spot.
laser pistol(touch ac): 1d20 + 7 ⇒ (16) + 7 = 23
dmg: 1d8 + 3d6 ⇒ (8) + (3, 1, 6) = 18
Her secure position in the escape pod grants her cover (+4 AC) and she is on a perch is 20 feet above the museum floor, and requires a DC 25 Climb check to reach, thanks to its smooth exterior and the thin pole holding it up.Destroying the escape pod itself or the support rod (both are AC 12, hardness 12, 90 hp) would dump her on the ground. Or Valda could just hit her through cover, since Valda is currently 10 ft high due to enlarge and has another 10 ft reach, that makes 20 feet.
| Valda Aslougsdottir |
what is the fort save?
fort: 1d20 + 9 ⇒ (15) + 9 = 24
Edit: let’s assume the 24 passes
’Blast, Wow, so that’s what that feels like’ Feeling the concussion of the grenade her ears ringing, Valda throws up her hand to protect her face, just as she is shot by the laser pistol in the meaty parts under her arm. ” Ow, Stop that I said we were friends! moving forward, Valda keeping her axe raised high rushes the woman in her funny container. Using the beard of the axe Valda attempts to rake the weapon from the woman’s grasp.
20 ft move action: Attack: combat maneuver: disarm, CMB +12 Large +1, she is apparently giving up an AOO
disarm: 20 + 13 = 33
if successful
"I told you we were friends, now stop this foolishness"
| Basil Kettering |
Fort: 1d20 + 11 ⇒ (6) + 11 = 17.
Basil grunts, and then with a regretful sigh, unleashes his own brand of hell upon the woman.
Swift action: Mark.
+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 2 + 2 ⇒ (7) + 8 + 2 + 2 + 2 = 21, for 2d8 + 14 + 4 + 4 ⇒ (1, 5) + 14 + 4 + 4 = 28 damage, +2d6 ⇒ (5, 4) = 9 Electricity damage.
+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 2 + 2 ⇒ (16) + 8 + 2 + 2 + 2 = 30, for 1d8 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18 damage, +1d6 ⇒ 2 Electricity damage.
+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 2 + 2 ⇒ (1) + 8 + 2 + 2 + 2 = 15, for 1d8 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12 damage, +1d6 ⇒ 1 Electricity damage.
Thanks to Improved Precise Shot, I ignore the cover.
| GM Mort |
will save: 1d20 + 5 ⇒ (4) + 5 = 9
As Valda approaches, she freezes in fear, like a deer before the headlamps of a car, too frightened to do anything. Its just too easy to flick her the pistol out of her shaking hand. 2 of Basil's arrows thud into her with the last one missing the pod altogether, and she gives a gasp of pain. You see blood rapidly spreading on her brown leathers, staining them a dark red. A trickle of blood drips down from the side of her mouth. She seems to be barely able to keep herself on her feet.
PCs are up
| Valda Aslougsdottir |
'She will die if we do not help her, I don't think she is the enemy.' Seeing the woman near death Valda raises her axe, and tells the woman; "Surrender, we are not your enemy, let us help you. Do not force me to kill you!" Valda watches to see what the woman will do.
Valda delays to see what the woman will do, if she surrenders and combat is over they can talk. If the woman doesn't surrender and combat continues, Valda will full attack:
Enlarged three or four minutes 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 + 20 + 4 ⇒ (4, 1) + 20 + 4 = 29
attack: 1d20 + 8 + 2 - 1 ⇒ (3) + 8 + 2 - 1 = 12 for damage: 2d6 + 20 + 4 ⇒ (6, 4) + 20 + 4 = 34
those are terrible rolls, don't let the lady in the escape pod see them ;)
| Basil Kettering |
Basil likewise delays, but keeps his bow at the ready, prepared to finish-off the woman if she does not comply.
+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 2 + 2 ⇒ (16) + 8 + 2 + 2 + 2 = 30, for 2d8 + 14 + 4 + 4 ⇒ (8, 6) + 14 + 4 + 4 = 36 damage, +2d6 ⇒ (1, 3) = 4 Electricity damage.
+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 2 + 2 ⇒ (15) + 8 + 2 + 2 + 2 = 29, for 1d8 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15 damage, +1d6 ⇒ 1 Electricity damage.
+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 2 + 2 ⇒ (13) + 8 + 2 + 2 + 2 = 27, for 1d8 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16 damage, +1d6 ⇒ 1 Electricity damage.
| GM Mort |
She looks as if she wanted to do something, then whatever that was keeping her going wears out and she collapses from her wounds, bleeding profusely into the escape pod.
stabilize: 1d20 - 2 ⇒ (8) - 2 = 6
init still on, since things are happening
| Basil Kettering |
With a shrug, Basil moves forward and casts Stabilize on the woman.
"Valda? Would you be a dear and retrieve her, and her equipment? I can't quite reach at present..."
| GM Mort |
Init over
The arrow wounds stop bleeding. Valda can see from her angle that the woman is in a rather bad way, and those arrows might have punctured a lung. Her life is not in immediate danger, but it doesn't appear she will be coming around soon.
| Valda Aslougsdottir |
Valda nods, "It will take a moment to get her, hold on." Valda quickly takes of her armor so she can climb the pole, Taking out her own wand she quickly heals herself.
clw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (4) + 1 = 5
then she begins,
not using the climbing kit but still enlarged
climb: 1d20 + 8 ⇒ (5) + 8 = 13
climb: 1d20 + 8 ⇒ (6) + 8 = 14
climb: 1d20 + 8 ⇒ (9) + 8 = 17
climb: 1d20 + 8 ⇒ (6) + 8 = 14
climb: 1d20 + 8 ⇒ (11) + 8 = 19
climb: 1d20 + 8 ⇒ (20) + 8 = 28
After several attempts of trying to get up the slippery pole, Valda climbs into the pod, dropping a rope, she retrieves the lady and her gear and climbs back down to the museum floor where they can take a look at her.
sorry for the delay I had been up 30 hrs straight and slept, just woke up and still a little groggy. Hope this made sense.
| GM Mort |
She groans as Valda jostles her slightly on her way down, and when Valda and Basil frisk her over for gear, but does not stir. Thankfully the arrow wounds do not reopen, despite both of your not-so-gentle treatment.
Besides the bloodstained leather armor she is currently wearing, both of you find the following items on her: an empty potion bottle, a wand, 10 arrows that seem to cackle, a masterwork short sword, a master work shortbow, a bloodstained cloak, an iron ring with a ruby embedded in the centre, and the pistol she shot you with.
No need diplo
| GM Mort |
Both of you see her eyes moving from under her lids and her fingers twitch slightly as she stirs to consciousness. She looks confused for a moment then realizes where she is and attempts to back pedal away from you. The sudden movement jolts her wounds and she gasps in pain. She realizes that if both of you wanted her dead, there would be no way she would be able to get away and reluctantly answers your questions.
"I guess...you're not one of THEM."She says almost to herself."Or I would be dead already. Or worse."She seems despondent.
"We were here to retrieve our stolen property. The museum staff tried to stop us, a fight broke out and someone or something hit the hazard crate.Then all hell broke loose." She shudders, traumatized by the memory. "Some alien thing came came out of the hazard crate and..."She bites her lip as she struggles to stay composed."Killed all my ffr-riends."She chokes back a sob as she gestures at the four bodies. "Then it went into the body of that kid...he was screaming all the way. It was horrible."
You can start rolling diplo on interactions now. Did any of you attempt to take any of her gear earlier?
| Basil Kettering |
She would certainly have been relieved of her weapons, but they would be in a neat pile behind us. No sense leaving a (previously hostile) person with their weapon(s) within arms reach when you wake them up again...
Basil remains impassive, listening carefully to what the woman has to say.
Basil is not much of a Diplomat, I am afraid, but he can try to work out the truth of her words...
Sense Motive: 1d20 + 6 ⇒ (17) + 6 = 23.
| Valda Aslougsdottir |
Valda did not take any of her gear, she would have separated the weapons so the woman didn't attack.
'She is one of the attackers, I should have realized that due to the odd weapon. Valda frowns as the woman tells her stories, saying a quick prayer for guidance and grace for diplomacy. "So you are one of the attackers to regain "Stolen" items." Looking around the room, Valda looks back at the woman. "We were sent by the Pathfinders to investigate the attack. If something worse has been released we need to address the greater danger first. If there was truly a theft that can be handled by a court of law not a raid in the night, but that is not the most important issue now. Tell us about this 'hazard crate' and the alien thing that killed your friends." While the woman talks more, Valda prays for revelation to see what of her gear is magical.
cast guidance and enhanced diplomacy: the diplomacy roll is for "make a request: simple directions? she then cast detect magic
diplomacy: 1d20 + 11 + 2 + 1 ⇒ (15) + 11 + 2 + 1 = 29
| GM Mort |
She's telling the truth.
"Those items were ours to begin with.And we know no one here. The judges will rule in favour of your people. Even if they were the real thieves." She protests. "That alien thing went around the museum and as it went..."she gives a gulp of fear,"All those deactivated robots came to life. I was stunned by one of them, and when I recovered, I ran and hid. Now all my friends are dead...it went into them and made them kill each other. I saw everything." She starts sobbing. She takes a breath to compose herself. "We usually use hazard crates to store dangerous things. The electric current that runs through the wires keeps the things inside inert." She points to the blasted crate at the east of the centre display. "That busted up one released that THING!"
| Basil Kettering |
Basil raises an eyebrow.
"Well, she seems to be telling the truth... what manner of beast did they release in here?"
He then shakes his head sadly.
"It strikes me that all of this carnage could have been avoided, if someone had not decided to raid a museum. No matter. Let's put an end to this!"
He then heads purposefully for the exit to the northwest (labelled B2?).
Almost as an afterthought, he calls back over his shoulder to the woman:
"I recommend getting out of here sooner rather than later. I am sure when this particular problem is laid to rest, it would not be healthy to still be around, as I am sure that someone will need to take the blame..."
| Valda Aslougsdottir |
'Your people, how odd, I didn't think I looked like is was from Absalom.' Smiling, Valda shakes her head, taking a moment to breath another prayer. "It's interesting when people begin to claim what is or isn't theirs, but that is a discussion for philosophers and lawmakers, not those like use." She looks from the thief then to Basil and back to the thief. "No matter who the items belong to, we all agree that they need preserved along with the live that remain. We need to pool our resources to destroy this thing, will you join us? If we have your word we will heal you and give you your gear to help us fight this thing. If not, we will restrain you and put you back in the pod where it is safe. Which would you prefer."
Basil, if you don't think we should invite her along, let me know and we will just tie her up and put her in the pod.
guidance and diplomacy, "suggest course of action"
diplomacy: 1d20 + 11 + 2 + 1 ⇒ (13) + 11 + 2 + 1 = 27
edit: I just read the details of "suggest course of action" and it won't work lets try "Give aid that could result in punishment" instead
| GM Mort |
"No...no.."Her hands start to tremble at the thought of tracking down the monster."Your friend is right.I don't want to be around to take the blame. And don't restrain me to the pod. That THING could be back again. The best thing for me would be to get out of here."
She pulls out the arrows with a pained grimace then staggers to her feet, leaving her pile of weapons behind. "Please put my weapons to good use, and make that thing PAY for what it has done tonight."
Wand magic, empty potion bottle magic, ring magic, cloak magic. Sorry for missing that detect magic earlier. Do you two allow her to leave the museum?
| Valda Aslougsdottir |
He then heads purposefully for the exit to the northwest (labelled B2?).
Almost as an afterthought, he calls back over his shoulder to the woman:
"I recommend getting out of here sooner rather than later. I am sure when this particular problem is laid to rest, it would not be healthy to still be around, as I am sure that someone will need to take the blame..."
sounds like Basil had a couple of good ideas earlier, so...
'I am not here to represent the city watch. Valda shrugs her shoulders, looking from Basil to the pile of weapons and then back to the woman. "I would recommend not to be seen here again." Valda watches the woman leave, and then puts the items in her pack. She returns the pack to her back, and then setting her northern axe comfortably on her shoulder ready to proceed.
She turns to Basil, "We can decide what to do with the gear later, I'm sure the pathfinders would like to put the pistol here in the museum," Giving a quick smile and a wink, "Not that we have to tell them about it if we don't want to." Pointing to the north. "I believe you were heading that direction, shall we continue?" Valda enters the doorway, nodding as she goes past Basil and begins to descend the steps.
GM Mort, I am going to assume that the discussion with laser gun girl used up the rest of the time for the enlarge spell, it was only seven minutes to start with.
Edit: I took a closer look at the map and edited my post, sorry if it causes any confusion.
Edit #2, basil if you want to go up, instead of down, or if you want to go first, just let me know. I figure she is supposed to play 'meat shield' for your ranged attacks ;)
| GM Mort |
Basil identifies scuffs on the tile floor, revealing something heavy was dragged from B6 to B7 and up the stairs. There are also tracks showing a human-sized figure passed from the grand exhibit hall into the historical gallery(B6) shortly before dragging a heavy object back.
Stairs up indicated by white arrow
On entering B2
The large room features a wide stairway leading to the second floor and two lavatories for visitors.
Lavatories are on the two east doors.
| Valda Aslougsdottir |
I guess instead of descending the stairs we are going to ascend the stairs.
'I guess it doesn't matter if we go up or down.Seeing the stairwell go up Valda turns to Basil, "Shall we check the other doors when we come back down?" asking a Rhetorical question, Valda begins to head up the stairs, taking her time, attempting to not make a lot of noise in her heavy plate armor.
stealth: just for fun: 1d20 - 3 ⇒ (19) - 3 = 16 oooohhhh, she did better than I thought she would ;)
| GM Mort |
You move up the stairs surprisingly stealthily for someone in full plate. You see the corridor leading south to the hallway beyond. The corridor also forks heading east. You can see doors to rooms on the left and right of the corridors.
| Basil Kettering |
Actually, before we go up stairs, can we check-out the last bit of the lower level?
"Hold on a sec..."
Before heading up the stairs, Basil checks-out the double doors to the north.
Specifically, using another round of Remote Viewing to quickly check-out what is on the side of the doors.
| GM Mort |
You catch a glimpse of exhibits—from paintings to skeletons to taxidermy monsters—sit around, waiting to being cleaned, examined, or reassembled.
| GM Mort |
Now that he's inside the room, Basil spots behind a particularly colourful banner lies an exit to the museum grounds. He sees heavy cart tracks from outside the museum leading to that exit. He also notices 2 secret doors to the south.
| GM Mort |
The doors are not trapped. Valda pulls them open to find a stairway leading up the 2nd floor, and a human and a half elf hiding in the cupboard of a room that consists of a dinning table, chairs, desks, an cupboards. They come out when they see that Valda and Basil have spotted them.
"Don't harm us. We surrender. Take whatever you want. We just want to leave peacefully." The human says as they both raise their hands, showing they are unarmed.
| Valda Aslougsdottir |
Stairways going up, looking at the stairways, Valda points out to Basil, "When it's time to go upstairs, we may want to use this hidden stairs instead of the main enterance."
As she continues on to the next door. opening it carefully she sees the two individuals hiding in the cupboard. Breathing a quick prayer for guidance and diplomacy she asks the two people, "who are you? We are Valda and Basil, sent by the pathfinders to help. We are not here to take anything. Please, help us learn what's going on before you leave through the hidden door over there."
casting diplomacy and enhanced diplomacy: influence attitude
diplomacy: 1d20 + 11 + 2 + 1 ⇒ (19) + 11 + 2 + 1 = 33
| GM Mort |
"Oh thank god you've arrived. We're saved!" Their faces light up with relief."Those Technic League guys tried to rob us of our exhibits. They killed 3 of us, and blew up one crate and unleashed some billions of nanites that possess people. Pendelton was taken. Please save him!" The half elf pleads."We ran for our lives, we didn't dare to come out after that sniper started shooting at us from the escape pod."
The human replies,"Those are our staff quarters, where we sleep in when we need to do nightly maintenance.And please, let us help you. We've got a stash of supplies in the entrance."
Its the stash at the large statue panel which Basil has already found and plundered.
| Valda Aslougsdottir |
A similar story to the woman's, not exactly the same.' Valda holds the door open, pointing to the hidden doorway that goes outside. As the two begin to exit Valda asks, "Is Pendelton the only person left in the building and is he the only one 'taken over' by the, what did you call the things? nanites?" thinking for a moment she adds: "Also the hidden stairs over there, where do they lead?" Turning to her partner, "Basil, is there anything that you want to ask these two before they leave?"
| GM Mort |
"Those stairs lead to the 2nd floor. And yes Pendelton is the only person left." The human answers."I'm Vensen and he's Zenel."He gestures to the half elf. "We're part of the museum staff."
| Basil Kettering |
"Well, good luck! The way to the entrance should be clear - I think we have dealt with all of the threats on this level..."
Once he is sure that the men are safe, he follows Valda up the hidden staircase.
| Valda Aslougsdottir |
Well at least those two are safe, now to rescue Pendelton.' Valda nods in agreement with Basil's observation. Turning to Basil "When I briefly went upstairs there was a hallway going east and south, Now lets go up this stairway." moving quickly to the hidden stairway, she attempts to go up it as quietly as possible again.
stealth: 1d20 - 3 ⇒ (7) - 3 = 4
| GM Mort |
The men make themselves scarce out of the hidden exit. This time Valda clomps all the way up the stairs, her plate boots resounding on the wooden floors. Both of you end up at the end of where the corridor forks east. You see 3 doors to the north and 1 door to the south along the corridor.
| Basil Kettering |
"You can try the doors to the north, whilst I check out the single room to the south."
Basil then uses Remote Viewing on the room to the South.
I get limited uses of the ability per day, so I only want to use it on 'large' areas.