Sutekh Amun
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Greetings
Bonifacius
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A stocky dwarf, proudly wearing the holy symbol of Desna around his neck, with a battleaxe on his hip, enters the room and bows to all.
"Well met, lads and laddies!"
Urktar
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A burly half-orc smiles at y'all, and it's slightly offputting.
"Me Urktar. This is Bert," he says, patting his greatsword. "He's da brains of my operation...solves all my problems."
applied GM credits, so he's 2nd lvl now
GM Baerlie
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"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. Apparently, 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 fortunehunter 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."
Siddhārtha Gautama
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Siddhārtha Gautama rattles off what he knows...
Knowledge(History): 1d20 + 1 ⇒ (9) + 1 = 10.
"In the early days of Absalom, the Blakros Museum was originally the stronghold of an eccentric wizard. Abandoned for centuries, it was later bought by the Blakros family, who turned it into a museum for their impressive collection of curiosities from across Golarion."
Diplomacy(Gather Information): 1d20 + 12 ⇒ (20) + 12 = 32.
"The wealthy and prominent Blakros family is a large, extended clan of eccentrics with trade contacts rivaling those of the Aspis Consortium who make most of their money selling valuable antiquities across the Taldor-Qadira border. Their daughters are known far and wide for their beauty, and marrying a Blakros woman is a sure path to power and riches.
Rumored to be originally Taldan by blood, the Blakros have since intermingled with bloodlines from all over Golarion, by marrying daughters to a succession of Qadiran trade princes, Vudran rajahs, and even the occasional Tian noble and Mwangi chief. Gifts from these foreign potentates (and the sale of illicitly gained secrets) provide the foundation for the Blakros fortune and their famous collections.
In reality, it is the many daughters who bear the Blakros name that are responsible for the family’s wealth. Although beautiful and amazingly fertile, wedding a Blakros daughter has significant conditions — the daughters always keep their maiden name, all children must be raised as Blakroses, and the husband’s family must offer a considerable dowry for the privilege of marriage. Once married, the Blakros daughters join an unparalleled spy network that keeps the family well supplied in secrets and priceless artifacts."
Kevin Sumfinorther
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Know History: 1d20 + 1 ⇒ (5) + 1 = 6
"Hi, I'm Kevin," a sandy haired young man says as the other Pathfinders are introducing themselves. "I've only been on a few missions so far so I'm still a relatively new Pathfinder." Kevin is dressed in simple clothing with a rapier at his hip and a short bow on his back.
Urktar
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"Hey Kevin, if you want something to use other than that toothpick, let me know." Urktar motions to the array of weapons sprouting from his back, including a heavy flail and longspear, the latter of which has a tendency to scrape against ceilings under 10' high. You do believe he's quite sincere in his offer.
Urktar leans in conspiratorially, and whispers rather loudly to the rest of the group. "He did say bring people back alive if we can, but he didn't say we couldn't trash the place, right? Sometimes Bert gets out of hand..."
Urktar cocks an ear, as if listening to an unseen voice. After a moment, he snorts derisively. "Okay, maybe it was Clobber who did the real damage to that apothecary" then he pauses to pat his heavy flail affectionately; clearly it's the aforementioned Clobber. "But we did smash those skeletons...eventually. And they burned right up, along with the rest of the shop. So, when do we start?"
Kevin Sumfinorther
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Kevin looks up at Urktar. "Appreciate the offer, but I'm not really a front line fighter. I am hoping to one day be a chronicler. I'll do my best to stay out of your way, but still be there to heal you up or aid you with my magic if I can."
Hikaru Matsumoto
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"Shouldn't our priority be getting the missing people safely out of the museum," Hikaru asks. "Not retrieving whatever nasty thing Miss Imrizade brought home from Osiria? Or do you know something about the object that you haven't told us yet?"
Urktar
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Alas, have we been forsaken?
Urktar
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Thanks for letting us know. I'll keep checking this thread at least through next week. Cheers.
GM Baerlie
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yes, sorry :(
"I don't know anything about that object, but if the Blakros daughter retreats to study it for days it must be a very rare or very powerful item. Get out that Blakros woman, the guards AND the item!" Hestram answers.
Once you are finished with Hestram, you proceed to the Blakros Museum where you are greeted by a clearly flustered Nigel Aldain, the curator of the museum. He ushers you straight away to the North Exhibit Hall and opens a secret door in the ziggurat there to reveal a ramp down into the library below. The basement’s walls are hewn stone, carved from basalt, and mirror the gothic architecture found in the rest of the museum, though of a simpler design.
"Welcome! I'm glad Hestram could find a group of Pathfinders so fast. Please follow me down into the basement." Aldain says and moves down the ramp.
The 50-foot-long stone ramp concealed beneath the miniature ziggurat in the museum’s North Exhibit Hall descends 25 feet to the basement. Wide enough to accommodate a draft horse moving large exhibits to and from the basement storerooms, the ramp ends at two sets of double doors, facing each other to the east and west. Wooden placards on the doors are marked “Storeroom 1” and “Storeroom 2.”
"They are all somewhere inside. Since I already sent in two groups of guards the others refuse to enter the storerooms beyond these doors. "
Urktar
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Urktar cocks his ear toward is greatsword, then nods.
"Bert wants to know if anyone come out, say anything?"
GM Baerlie
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"I'd be happy to say nothing since there are only old exhibits and tomes stored behind these doors, but since the incident with the monkey masks a few years ago I'm really careful with any advice. I don't know what keeps the guards from coming out, really. Behind the doors are mainly stuffed animals and statues with old or exotic armor. The library behind these rooms hold only ald texts. They are rare, but I don't think they are dangerous." Nigel answers, obviously nervous.
Urktar
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"Ready?" Urktar draws Bert, walks down the ramp to door#1.
Hikaru Matsumoto
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Hikaru follows Urktar down the ramp, utters a quick prayer to Desna, and then lightly touches the half-orc's shoulder. "Ready," she says with a nod.
Hikaru cast Guidance on Urktar. Urktar gets a +1 competence bonus on a single attack roll, saving throw, or skill check. He must choose to use the bonus before making the roll to which it applies. It lasts for one minute.
Urktar
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Urktar tries to open the door the via normal methods. If that doesn't work, Urktar smash: Strength Check: 1d20 + 4 ⇒ (11) + 4 = 15
I just PMed the other 4 players to see if they're still around.
GM Baerlie
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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.
This room has a 20-foot-high ceiling and holds a dazzling collection of sculptures, effigies, and statues of different sizes, some draped in sheets, others coated with a thick layer of dust. Unlit oil lamps hang from brackets in the center of each wall. A wooden sign on a door in the southern wall reads “Scriptorium — Quiet Please.”
this room is dark, apart from the light that gets in from the museum above
Urktar
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Urktar has standard Half-Orc 60' Darkvision
Urktar holds Bert at the ready, knowing full well how dangerous scrolls and the written word can be. He checks for traps via the time-honored barbarian method...he slowly advances straight into the room, looking around.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Kevin Sumfinorther
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"It's a shame we don't have time to go through some of this stuff. Who knows what lost piece of knowledge we might find." Kevin says as he draws his rapier and casts light on it. He hangs back by the entry way to let Urktar do his thing.
Urktar
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"Want me to detect magic?" Urktar pauses, "listening" to his sword. "Bert says he doesn't like it when I detect magic. But he's so good at it. I use him to hit stuff: if it blows up, it's magic..."
Hikaru Matsumoto
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"With Desna's blessing, I can find magic without it blowing up," Hikaru says with a smile. "Tell Bert that I've got this." With those words, Hikaru calms her emotions and opens her senses for the detection of magic auras in her vicinity.
Cast Detect Magic
Kevin Sumfinorther
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"Yes given that we are in a museum it would be best to let others detect magic," Kevin says he steps into the room with Urktar. "Anything we should be worried about Hikaru?"
Hikaru Matsumoto
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"Those statues," Hikaru says quietly and points towards the western door. "I sense a magical aura coming from them." She steps into the room and continues to examine the statues' magic.
Continuing to Detect Magic to learn the second round's worth of stuff.
Urktar
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Urktar take a 5' step forward, pulls out a club and readies to throw it if either statue starts to move.
Urktar
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Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
If Readied action can go off
"Urktar smash!"
club toss at Red: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
damage: 1d6 + 4 ⇒ (4) + 4 = 8
crit confirm?: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6
crit damage: 1d6 + 4 ⇒ (5) + 4 = 9
GM Baerlie
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When Hikaru mentions that the statues are about to move Urktar immediately tosses a club at the statue with red eyes and hits.
Ini Bonifacius: 1d20 + 0 ⇒ (3) + 0 = 3
Ini Hikaru: 1d20 + 0 ⇒ (5) + 0 = 5
Ini Kevin: 1d20 + 3 ⇒ (3) + 3 = 6
Ini Siddhārtha: 1d20 + 0 ⇒ (9) + 0 = 9
Ini Urktar: 1d20 + 4 ⇒ (11) + 4 = 15
Ini Guardian red: 1d20 - 1 ⇒ (3) - 1 = 2
Ini Guardian blue: 1d20 - 1 ⇒ (19) - 1 = 18
Surprise
Urktar
Siddhārtha
Kevin
Hikaru
Bonifacius
Round 1
Guardian blue
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Urktar
Siddhārtha
Kevin
Hikaru
Bonifacius
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Guardian red -8HP
Kevin Sumfinorther
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This is a surprise round so remember it's a single move or attack action, not both.
"Wow good throw Urktar! Lets smash them up good everyone!" Kevin's youthful enthusiasm seems to inspire the group.
Inspire courage is up +1 to attack and weapon damage rolls