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Here a dot, there a dot, SET IT ALL ON FIRE

GM Iff |

You find yourself in the Grand Lodge in Absalom. The weather outside is gray and windy. Drandle Dreng’s entrance is as understated as always at the meeting with him this morning. He carries stacks of papers and tomes, and shedding stray pages as he makes his way toward a large, cushioned chair; once seated, he greets you warmly. "Welcome, welcome, glad to see you’ve made yourself at home. No point in beating around the bush, since I’m sure you’re all very curious why I called you here today, hm?"
"As you may or may not know, the Society has been bolstering its influence with the esteemed Blakros family for some time now, and have assisted them and their famous museum with various incidents over the past few years—discovering several new levels of catacombs in the process. Just recently, the Blakros Museum’s curator, Nigel Aldain, informed us that he’d discovered a mysterious portal within the building’s vast catacombs, and sought information regarding how to open it. We sent one of our agents, a man by the name of Anumet Akrostera, to help research the matter further, which involved delving into the various attics and crawlspaces of the Blakros Museum in search of clues that might lead to the whereabouts of the portal’s key."
"Earlier today, Nigel showed up here, claiming that something was wrong with Anumet. It seems that the Pathfinder set off some sort of curse or trap while poking around in the place’s attics and was acting strangely, and now he can’t be found at all. I need you to head to Blakros Museum and get to the bottom of this. Find Anumet, and if he has gotten himself into irreparable trouble, you’ll also need to take up where he left off and find that key."
--
Some of you may know some relevant background information:
Knowledge (history)
Diplomacy or Knowledge (local)

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" I need you to head to Blakros Museum and get to the bottom of this."
"Fear not, Mister Dung, we shall get to Anumutt's stinky bottom and kick any other bottom that gets in our way!" Aeleth proclaims cheerfully.
"Err...but tell me... what eactly is a museum?"

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knowledge history untrained: 1d20 + 4 ⇒ (19) + 4 = 23
diplomacy: 1d20 + 2 ⇒ (3) + 2 = 5
Dusklord sniffs after they receive their assignment, looking proud to be selected.
"In the early days of Absalom, the Blakros Museum was the stronghold of an eccentric wizard. After being abandoned for centuries, it was bought by the Blakros family, who turned it into a museum for their vast collection of curios. Perhaps these portals were left by this wizard. But since wizards wield the most powerful magic possible to harness, we should take care," he says, the comment clearly directed at Serak.
Turning to Aeleth, the wizard adds "A museum is a building in which objects of historical, scientific, artistic, or cultural interest are stored and exhibited. Trust me when I say you will find nothing to interest you there."

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Diplomacy: 1d20 + 9 ⇒ (10) + 9 = 19
"Aeleth, surely you have been to the museum before. The Blakros women draw much attention, perhaps even more than the amazing artifacts that they acquire. We will do our best, Master Dreng, as I am sure this will help in our continued efforts to form an alliance with the Blakros family."

GM Iff |

Drendle Dreng looks at Stephani in approvingly. "Yes, I am glad you appreciate what's at stake here, even besides getting one of our own out of trouble."
He blinks at Aeleth's questions and looks unsure at the interaction between him and Dusklord, before suddenly coming to an understanding. "I see, Aeleth. Very smart. I myself have found on many occasions how much advantage it can bring for others to underestimate you." He smiles and winks.

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Serak scoffs at Dusklord.
Suuuuure. This, coming from a guy who couldn't even set a druid on fire properly... Your magic tricks and math are match for the ancient draconic power in my veins. Once I figure out how to harness it properly, you'll see.
When the mission briefing is given, Serak sits forward in his seat and grins, his overly large maw nearly stretching from ear to ear.
Now this sounds fun... Dusklord, how well do you think they have all that stuff catalogued?

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"A museum is a building in which objects of historical...."
"Did you say there were hysterical artifacts stored there? Then there will be much to interest me there! We must go at once! Who knows that nasty pranks those artifacts will be used to pull if allowed to fall in the wrong hands!"
Aeleth seems momentarily puzzled by Stephanie's explanation, then seems to come to a conclusion. "I do not go to gawk at women because they are ugly, Stephanie. A woman is as beautiful as the butt-kicking she gives to the bottoms of evil men! I am sure those women all have the potential to be beautiful, whether they are black-roses or white-roses. All they need is a good sword and firm bootheel!"
Finally, to Drendle Dreng, Aeleth replies "You have lost me with your many words, but never fear that Aeleth is very smart. No man should underestimate me, but they sometimes do because there is so much of me to estimate!"

GM Iff |

With no more questions to ask, Drendle Dreng waves you out of his office. "Hurry, while the trail is still warm."
By the time you get to the museum, Nigel Aldain is standing outside waiting to meet you. He has a disturbed expression, but looks slightly relieved now that help is at hand. "You are the Pathfinders that were sent to help? Thank the gods you’re finally here. It would appear something quite bizarre has happened to my new Pathfinder-turned-assistant, Anumet Akrostera, while we were researching the key to the newly discovered portal beneath the museum. I had warned Anumet that many corners of the museum hold mysteries that, as of yet, have never been looked into, but I’m afraid something got to him all the same, as the last time yesterday I saw him he was acting quite strangely, and he failed to return today. I fear something evil in the attics of the museum may have cursed him."
None of your characters have met Nigel Aldain yet, have they?

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Dusklord runs a bony hand through his hair as he listens to Nigel, who he has not yet met before, though heard much about.
"What do you mean he was acting strangely?" Dusklord asks. "Please describe his behavior in detail. Also, where did you last see him?" the wizard asks.

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Serak looks the outside of the museum over before speaking.
More importantly, what exactly was he messing with? I don't want to get messed up by the same thing while I'm looking for him.

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Sorry for not posting earlier, had a *very* busy week at work. Things should be back to normal now.
Starling comes up running just as the others leave the venture-captain's room, her hair disheveled - she apparently has not fully recovered from her short stint as a half-wolf. She joins the others with a small sigh,"What did I miss?". After the group reaches the museum, she listens to Nigel carefully. "So you're saying that the museum isn't completely safe, and that there are still a lot of things in it which are not understood yet and hold mysteries. Why is such a place even open to the public? Surely public safety is more important than having people gawk at some baubles!"

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Aeleth points to Stephani and Dusklord as he explains the situation to Starling.
"Stephani said there were funny-looking women there, and Duskie said there were hysterical artichokes. Obviously this means that the museum is open for people to go for amuse- umm... amuseum-ment! And that also means children will be there! Well, any man who makes unsafe a place where children go to have fun deserves a right-kicking in the morals, and I have just the bootheel for the job!"
"Shall we go?"

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"Pardon my colleagues, Mister Aldain. You might not suspect by looking and listening to us, but we are quite good at taking care of things like this. By the way, my name is Stephani du Boules. We have never met, but my father speaks highly of you."
She looks around, and says "So, to the attic to have a look around, then?"

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Just out of curiosity, what is the interior of the museum mostly made out of? Wood?

Iff |

The thin curator of the museum seems to wither a bit under the onslaught of questions. He returns Stephani's greeting, brushes his arms on his clothes and recomposes himself.
"Well, his behavior... Anumet was exploring the museum’s attics and towers looking for clues about the key to a newly discovered portal in the museum’s catacombs. Yesterday afternoon, he went up to the attic for a long time, and when he came down, he acted strangely, as if he didn’t recognize anyone. His voice was hoarse and the words he used were bizarre and archaic. He kept rambling about Ralzeros the Overwatched, but nothing he said made sense. He made for the catacombs and stared at the portal we’ve been trying to unlock for some time. I don’t think he realized I was still there, and I followed him around the other areas in the catacombs, where he seemed to be desperately searching for something. When he couldn’t find it, he was furious. Anumet avoided me after that, but I saw him look something up in our copy of Jackdaw’s History of the True Art, a book about famous wizards and astrologers. He took the book with him and ran out of the museum. I didn’t dare follow him, and haven’t seen him since."
“The attics are too rickety and awkward for any practical use these days, but they’ve been there since the Blakros family bought the place. Tales say that Ralzeros the Overwatched put machines there that he used to observe the stars and heavens above. Judging by how strangely everything up there is laid out, I suspect that the stories are right when they say he was insane. Don't worry, though," he hastens to add with a slightly annoyed look to Starling, "the attics are closed off from the visiting public, as are the catacombs. Everything that is on display is perfectly safe."
He gives Serak a quizzical look. "The structure is made out of black basalt from the island here. The upper structure are wooden. Why do you ask?"

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"Nevermind his question... Serak, control yourself please!"
Stephani the asks, "So, he left the museum by normal means? He didn't activate a portal?"
"I would like to look around at what he was looking at, perhaps it would give us some clues as to his current whereabouts. Do you mind showing us?"

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Dusklord nods as the man speaks while he thinks of whether he knows any additional details about the original occupant of the place--Ralzeros the Overwatched.
"We have several leads we might pursue," he suggests. "The portal itself, of course, to see if he managed to open it. Perhaps we might consult with a library and find this tome about wizardry--the True Art!" he adds with a sidelong glance at Serak.
"Perhaps his personal quarters might turn something up, as well. It might be wise to start with the portal itself, to see if he managed to open it."
knowledge planes: 1d20 + 8 ⇒ (1) + 8 = 9
knowledge arcana: 1d20 + 8 ⇒ (12) + 8 = 20
knowledge nature: 1d20 + 8 ⇒ (4) + 8 = 12
knowledgereligion: 1d20 + 8 ⇒ (15) + 8 = 23

GM Iff |

Nigel sighs at Stephani's question. "Yes, he left the museum by normal means. He walked out. Ran out, as I said. If he had teleported himself out by magic, I would hope I would have said so. Right?" Casting aside his irritation, he motions the group into the museum. "Yes, of course. I will show you what you need to see. You would like to see the place where Anumet was searching for the key, up in the attics?"
Dusklord doesn't recall any pertinent information at this time. However, if he were to look for another copy in Absalom, the best place to start would be the Forae Logos.
At Dusklord's words, Nigel nods. "Yes, or course. The portal. It was discovered a couple days ago when the museum’s workmen were clearing the basement levels out to store more of the Blakros family’s treasures. It’s a door a bit bigger than a human, and its bizarre decorations made my stomach churn just looking at them. You’re welcome to have a look for yourself if you wish."
As you are talking, Nigel has led you into the museum, which is filled with curios from all around the Inner Sea region: Skeletons and mummified remains from various cultures, mounted animals from around the known world, and all kinds of ancient pottery and crockery. At a hallway, he turns to your group. "So, which will it be? The catacombs, or the attic?"

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"I have tasted many honey-combs and I find them much to my liking. If the cat-acombs are where we will find many kitties, then I too have a keen interest in the things that lurk there!" Aeleth adds with a grin.
I will seriously lose it if we find an undead cat in there. XD

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"Yes, we can start there. I would imagine that he already found the information in the attic that he was looking for, anyway."
Stephani waits for Nigel to lead (or point) the way.

GM Iff |

Nigel gives the rest of the group a questioning look at Aeleth's comment, but otherwise ignores him. "Very well. The catacombs it is. Follow me please. Don't stray."
He heads left, into a room that must be the museum offices. The curator opens a door to reveal stairs heading down, and he grabs a burning torch from its sconce on the wall to light his way. "This way..." He then leads you down a warren of stairs and hallways, leading past number of storage rooms, all carved from the rock below the museum. He eventually stops at what seems a plain stone wall. "Through here," Nigel points, before stepping through the wall himself, that turns out to be illusionary at this point.
The hallway beyond the illusionary wall continues for about 30 feet. At the passage’s end stands a gleaming doorway, copper in color, inlaid with malachite, and covered with intricate arabesques. No obvious handle or lock is visible. "Here we are. Please don't take too long, this place gives me the heebie jeebies." Nigel takes a demonstrative step back from the doorway.

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Dusklord smiles serenely and follows through the illusory wall.
"Powerful magics at work...I could study here for hours," the wizard says. First, however, he casts a detect magic spell and examines the illusory wall, then searches for other auras, including the gleaming doorway. He focuses on each aura until he understands everything he can.
knowledge (arcana/nature/planes/religion): 1d20 + 8 ⇒ (7) + 8 = 15
spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16
perception take 20: 20 + 4 = 24

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"Now I understand this place's secrets - it's like a maze. The walls themselves hide secrets..." Starling comments quietly. As the others seem busy in looking at the area, she tries not to get in their way and drums with her fingers on one of the empty walls around, thinking about a new tune to one of her songs.

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Serak aids Dusklord with searching out magical auras in the room, and is absolutely delighted with the portal. He doesn't seem to be at all bothered by the eerie-ness of it.
Spellcraft: 1d20 + 6 ⇒ (1) + 6 = 7
In fact, he's so delighted by it that his concentration is arguably worse than Aeleth's.

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"Here we are. Please don't take too long, this place gives me the heebie jeebies." Nigel takes a demonstrative step back from the doorway.
"Fear not, for you are in the company of stout heroes like Stephani and Duskie and even our very own cleric of Pete," Aeleth replies gesturing at Serak. "Not to mention your's truly!"
"If this place gives you unwanted heebie jeebies, we will force it to take those heebie jeebies back, lest we give it some heebie jeebies of our own!" he declares firmly, clearly making sense to himself if not to anyone else.
Meanwhile, let's see if Dusklord's investigation yields more interesting information...

GM Iff |

Dusklord finds that the illusionary wall is indeed that; the passage is cleverly concealed with magic of the illusion school. While studying the copper-coloured doorway, we has the uncomfortable sensation that its decorations are slowly moving. They might be motifs relating to the Dark Tapesty, but he is not absolutely sure.
Dusklord finds the doorway to contain quite a number of magical auras, mostly of the Abjuration school that range from faint to quite strong in power. There also seems to be quite a potent aura of Evocation, that Serak notes has been cleverly concealed behind some other auras. However, even after an hour of study, they have no more clue on how the doorway should operate.
Stephani sense out for signs of corruption, but doesn't find any. Not even in Dusklord, surprisingly...
Eventually the curator, who has been waiting impatiently while pointedly ignoring Aeleth's nonsensical talk, has had enough. "I don't want to sound rude, but you have been staring at that door for quite a while. Is this doing any good? Otherwise I'll show you to the attic. I have other business to attend to as well, you understand. Standing here as a torchbearer wasn't in my job description, last I checked..."
There's not really more to do here. I'll move you on to the attic later today.

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Dusklord considers the ramifications if the portal leads to the Dark Tapestry.
"Madness might await therein," the wizard speculates. "Which might explain the strange behavior. Even so, I cannot discover anything else here at the moment. Let us try the attic."

GM Iff |

When you are done in the catacombs, Nigel leads you back up to the museum. Once there, he shows you to the next point of interest: the attics. In a small room used for storage, he opens a hatch in the ceiling and puts a ladder up to it. "I won't be following you up there. Anumet didn't exactly described it as a comfortable environment..."
As you ascend the ladder in the storage room, you find yourselves in an ill-conceived maze of crawlspaces, attics, and tower chambers, each connected by stairs, ladders, and cramped walkways. Reeking of vermin droppings, sagging walkways and cramped stairwells connect the museum’s winding upper levels. Stifling heat fills the sealed-off rooms and crannies, and cracked and rotten boards pop and creak at the slightest touch. Dry-rotted debris lies heaped atop broken furniture and shattered crates in the long-disused chambers. Boot prints make an uncertain and winding trail through the thick dust on the attic’s floors. The trail leads to a secret door that now stands ajar, seeming to open out of an agewhitened leaden frieze along one tower’s stone flank.
I've added a map, see the link on my alias. I've also included your tokens off to the side. Please decide on a 'marching order' and put yourself on the map where you want to be.

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"This place is huge, I have no idea how anybody can know everything they have here. I've heard stories about this place's mysteries, and although I dismissed them as rumors, now I know they were all true."
As the group climbs into the attic, she adds, "These footprints are probably Anumet's, let's see what happened to that fellow." Although her voice is light, Starling readies herself for an encounter by making sure she can quickly draw her rapier.

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I'll be toward the back. Looks like Stephani at the front, maybe along with Elvik? Rest int he middle?
Dusklord casts dancing lights and sends the illumination to assist Stephani.
Do the footprints only go in, or come out, too?

GM Iff |

Dusklord notices two sets of bootprints, both coming into and out of the secret door.
-Posted with Wayfinder

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Survival: 1d20 + 1 ⇒ (19) + 1 = 20
Wow.
Serak suddenly becomes a trained woodsman, and points out the difference in the tracks.
Look here, the tracks going in match the tracks coming out, but they were walking different on the way out, see?
For a demonstration, he steps inside the tracks going in, walking normally as he places his feet on each one of the tracks. He then does the same for the ones leading away from the secret door, but this time he is doing what can only be described as a "zombie" walk, complete with his mouth all screwey, his tongue lolling out, and one eye squinting with the other one open too wide. When he's done, he steps back and gives the secret door an appraising eye.
Wonder what's over there...

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"I see. Yes. We need to be careful for our legs when we go in there. Otherwise we may be walking oddly for the rest of our lives! Mind your ankles, my friends! Evil is afoot! Just not my foot. My feet are fine. Both pairs of them."

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Starling follows Serak's explanation. "Good eye, Serak, you're definitely right about this. Something might have happened to him in between, and that something is probably not a good thing. Let's uncover this mystery."

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survival: 1d20 - 2 ⇒ (2) - 2 = 0
Dusklord raises an eyebrow at Serak's observation, still not seeing it.
"I'm not sure you could tell this track from a band of ogres...but nevertheless, we will proceed on the assumption that something changed him inside this room. Let us see what it might have been."

GM Iff |

Stephani is about to enter the room at Dusklord's prompt, when Elvik joins at her side. There is only a slight creak in the floorboard for warning, before the section that they both occupy gives way! Only very quick reflexes will save them from plummeting down along with the rotten wood, on top of the lath and plaster ceiling of the exhibit hall, 20 feet below.
Stephani, Elvik, please both make a DC 17 Reflex save or suffer 11 damage. It's a bit unfortunate that Elvik was in the trap area, since he hadn't posted yet. However, there's been enough time to settle on the marching order. I've marked the area of the walkway that has fallen away.
Falling damage: 2d6 ⇒ (6, 5) = 11

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Ref Save: 1d20 + 4 ⇒ (16) + 4 = 20
Stephani hears the creaking just in time, and dodges to the side, narrowly escaping a nasty fall.
"Thank you, Father..."

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Reflex: 1d20 + 2 ⇒ (7) + 2 = 9
"What..." Elvik shouts before he drops down with the rotten wood. He's to slow to grab a hold and hits the floor below. "Hey, I found another room!"
Elvik starts to heal his wounds with his wand before he has a look around.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Perception: 1d20 + 2 ⇒ (5) + 2 = 7