
GMParty |

The mummy slams its fist into Pell and holds onto him.
Attack vs. Pell: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Pell gains the Grabbed condition (-2 AC, can't move, and DC 5 Flat Check to use a manipulate action).
Everyone is up.

GMParty |

Before, Pell can get hit, Brogag slashes the mummy in two.
Nefaram has perished.
Looking around, you find a dull gray aeon stone left in a bowl near where the statue was.

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Ulfgar gives a grunt of satisfaction as his axe cuts down the statue, though he glares at his Clan Dagger accusingly as it missed.
He turns to face the mummy but it is cut down by his kinsman.
The dwarf does not put away either of his weapons but goes about the process of searching the chamber further. He holds up the bowl and stone and offers it to the casters for identification.
perception: 1d20 + 6 ⇒ (15) + 6 = 21

GMParty |

Nothing else of import remains in the room.
To the west, a narrow room contains two statues of robed skeletons at opposite ends, each of which is pointing at the other.
The southwestern room is a mockery of a traditional burial chamber. Three stone slabs in the center of the room are slightly loose, while an extremely rusted set of armor, shield, and weapon stand in the corner of the room. Inspection of the loose slabs reveals an onyx panther talisman.

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Perception/DC 14: 1d20 + 6 ⇒ (6) + 6 = 12
Jakob closes Nefaram's eyes and finds something to cover the body, "A shame, he may not have been terribly honest but he didn't deserve to die in here. We'll have to return him to the surface when were done."
Holding the lantern in one hand and sword in the other, Jakob continues to help search the ruins.

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Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Ulfgar looks at the two skeleton statues as he passes them, then stops and squints at one. He moves closer to the other, staring intently before giving a curious grunt.
"The arms move," he says to anyone listening. He points the tip of his clan dagger at the well hidden seam.

GMParty |

The arms appear as if they can be in their current position (raised and pointed at the other statue) or lowered to the side of the statue.

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To save time, Ulfgar moves to the statue that Pell is not near. If the human has not pushed his arm down by the time he gets there, he waits until he is going to so that they both go down at the same time, just in case that matters, somehow.

GMParty |

When the statue's arm is pushed down, you hear a discernible click come from the area where you previously spotted the trap.

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In an action that almost guarantees the opposite of what he wants is going to happen, Ulfgar pulls a piece of chalk out of his pack and writes "Don't move." with an arrow pointing to the arm of the statue he moved then goes to check the trapped area.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19

GMParty |

The pressure plate that activates the trap is now locked into place, effectively disarming it.

GMParty |

Finding no additional treasures, you finish your exploration and securing of the tomb. The guards outside the tomb are relieved to hear that you dealt with the unexpected danger of the statue, though slightly disturbed that Nefaram fell prey to it. When you return to the Sandswept Halls, Venture-Captain Norden Balentiir is concerned by your report of another person feigning membership in the Pathfinder SOciety to gain access to the tomb before you arrived. He reassures you that he will work with the government to root out the source of the problem, though it may already be at rest. For now, you too have earn a rest in the gardens of the Sandswept Halls from your adventuring.

GMParty |

Downtime Checks
Ulfgar: 1d20 + 3 ⇒ (20) + 3 = 23
Brogag: 1d20 + 3 ⇒ (3) + 3 = 6
Aeinquel Crafting: 1d20 + 7 ⇒ (4) + 7 = 11
Jakob: 1d20 + 7 ⇒ (2) + 7 = 9
Pell: 1d20 + 4 ⇒ (1) + 4 = 5

GMParty |

Quest 2: Unforgiving Fire
Following your trip to Osirion, or wherever it was Milord and Ott were before, you're summoned to the Pathfinder Lodge in Niswan on the island nation of Jalmeray, off the eastern coast of Garund. Niswan is a city obviously influenced by genies summoned by the Vudrani rajahs to protect it. Lightning crackles in the eyes of a passerby, a street mural of a marid crushes battleships under massive waves, and multi-tiered pagodas custom-built for oversized creatures loom over the landscape.
Making your way into the artifact vault of the lodge, you see the heavy brass door that protected the entrance lies charred and smoking in a folded heap, as if blown from its hinges by an explosion The floor of the large, vaulted chamber is covered with debris not unlike the aftermath of an earthquake; broken and overturned shelves, daises, and display cases, as well as scattered sculptures, paintings, and talismans litter the floor. A handful of Society scribes carefully clean up the mess, sorting through relics while recording observations on scrolls of parchment. Amid them, Venture-Captain Rashmivati Melipdra, a husky, middle-aged Vudrani woman with broad shoulders (see slide 1), kneels down to pick up the shards of a shattered glass obelisk.

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Milord traveled from the River Kingdoms, in northeastern Avistan.
A haven for inland pirates, anarchists, exiles, and anyone who cannot seem to make it in more civilized nations... "A wonderful place!"
As he makes his way to the Pathfinder Lodge, and lightning crackles in his eyes, he shrugs, modestly thinking that: I always have lightning crackling in my eyes!
But he is quite amazed by all he is discovering, and gawks a lot at the frescoes and pagodas...
Within the artefact vault, you meet the thin and wiry, Milord.
He is a young nimble Halfling, with a sailor's sunburnt skin, long black sleeked-back hair, and a thin swashbuckler's moustache.
This Pathfinder seems like a happy-go-lucky chap.
He wears a long red coat, with brass buttons, and on his belt you see a shortsword with a basket-hilt like a rapier's, a light mace, and a wayfinder.
A pair of red silk bandoliers criss-cross his chest, one with healer's tools, the other with various picks & tools and a couple vials...
He has a shortbow and large quiver over his shoulder.
Casting a slightly frightened eye at the huge damage down here, wondering what powerful djinn might be the culprit, Milord bows deep before Rashmivati Melipdra, and, mustering a big smile:
"Milord at your service, my dearest Venture-Captain!
I had come to hopefully gather some wild tales to tell, but it seems I might help clean up and catalog the damage that was done here.
Oh, if I may, is this obelisk of some special importance, ma'am?"
He is looking at the shards of shattered glass.

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Having recently arrived from Absalom, another halfling, this one rather rotund for a creature of his size, arrives at the lodge. Upon seeing it's current state, he displays a look of dismay.
"I had rather expected that there'd at least be some lunch provided 'ere, I did," he mutters.
"The names Ott, Ott Underhand. At yer service, I am. Sent all the ways from Absalom, I was.". announces the halfling. 'Tis some way I can be of assistance 'ere?" Despite his offer and the obvious need, the portly halfling remains relatively still, making no effort to help with any cleaning or repairs.

GMParty |

Looking up from her obvious distraction assessing the damage, Rashmivati says to you, “As you can see, somebody did a number on our artifact vault. We’ve been storing several historical relics here owned by the Monastery of Unblinking Flame as part of a standing agreement that I negotiated. In exchange for curating these treasures, the monastery gave the Society access to its archives, trainers, and other resources. Unfortunately, someone burglarized our facility. Though we didn’t have any idea it happened until two days ago, we suspect the break-in occurred a few weeks ago while I was away. Several important artifacts are missing, including an ancient statue known as One-Who-Waits, which I happen to know is treasured deeply by several masters at the monastery. You’ll know the statue when you see it—a heavy basalt sculpture of a monk meditating while sitting atop a bed of flaming coals. I need you to track it down. If you don’t, I fear our arrangement may go up in smoke.”
"The obelisk is not a terrible loss. We've received a message from the captain of a ship called the Obsidian Owl claiming that a Vudrani woman exchanged a few historical relics in exchange for passage to Vedeesha, an island to the northwest of Niswan. I've already secured you passage on the ship to leave in about an hour."

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Milord discreetly passes a little snack, some sausage roll, to Ott: "Here, mate."
He looks around to his comrades, then at Rashmivati: "So, we will be on the same ship, the Obsidian Owl, as the Vudrani woman? And we can investigate her on board, during the voyage?"
Milord wonders why they were summoned here, but, hey, he can work that out after this mission.

GMParty |

"This woman escaped several weeks ago. I regret to say that I hadn't discovered this break-in until a significant time after it happened. I've been on sabbatical since the last Challenge of Sky and Heaven, living in Padiskar. The Monestary of Unblinking Flame, of which I used to be a member - well, all of the houses really - suffered... an embarrassment that has cost the support of our more prominent patrons. I'd rather not talk more about it."

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»So, we will be on the same ship though, and hopefully get information on her and how to track her, then? »

GMParty |

"Yes, it should be possible for you to get more information from the captain about the woman and her potential motives."

GMParty |

"I try to avoid dealings with those that remain on Vedeesha. It is a haven for bandits, exiles, and monsters. Their economy was slowly destroyed by the shift of power to here in Niswan."

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A dour, silent dwarven man with long red hair and beard, the former loose, the latter well braided scowls at the wrecked door. He kneels next to it, examining it and looking to the vault beyond.
His only auditory indication of his mood is a single, angry, disgusted grunt before he turns away and heads for the ship.

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"Oh, we halfin's, as you say, are not monsters, my friend! No fun in killin' us."

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Ulfgar gives Brogag a nod and touches the hilts of his Dwarven Waraxe and his Clan Dagger in salute.
He grunts noncommittally in response to Milord's statement.

GMParty |

Docked in Niswan's port district you find the Obsidian Owl. You are welcomed aboard by the male lizardfolk captain Zazzander Scarscale, "Ahoy! It's impressive to see so many of you Pathfinders travelin' near Jalmeray again after how many of you were slain in the war against Tar-Baphon."
Despite his name, the captain doesn't have any scars, though he does have a white-furred ferret scampering about his shoulders. He glances towards it saying, "Come on Parrot, we best make sure the crew is ready to shove off."

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Any rolls to Recall on the stolen statue? The monastery or monks? The ship or destination? :) Sorry for the catch-up, weekends are tough for me.
Jakob walks through the vault examining the wreckage. "Interesting... I don't suppose there's much time to waste. To the docks!"
Parrot the ferret... Amusing. Jakob grins and greets the captain. "It was a great loss, but we honor their spirits by carrying on the work. Anything you can share about Jalmeray, I've never been there."

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"Greetings, Parrot!"
Milord takes a little piece of sausage from one of his snacks and asks Zazzander:
"May I give it to him?"

GMParty |

Any rolls to Recall on the stolen statue? The monastery or monks? The ship or destination?
Anything you can share about Jalmeray, I've never been there."
You're departing from there. Check out the map on slide 1.
Milord takes a little piece of sausage from one of his snacks
"Oh, certainly. He loves a snack. I may have misheard the crew's suggestion on what sort of pet I should get for the ship, but I'm fond of the little guy."

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Ulfgar takes a few moments of swaying to get adjusted to the rocking of the ship. He moves to the middle of the vessel, as far away from the railing (and the water beyond) as possible.
He crosses his arms over his chest, taking a wide stance and looking ahead while he waits for the vessel to get under way.

GMParty |

The journey to Vedeesha will take about 5 hours. You're free to ask any questions you may have to the captain or crew during that time.

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Milord is very happy to be on a ship, and tries to help, climbing around the ropes and such.
Acrobatics, Trained: 1d20 + 7 ⇒ (14) + 7 = 21

GMParty |

Once the ship is well on its way, Aeinquel will look for a more senior crew member who isn't terribly busy.
You find the half-orc first mate who doesn't look too busy once you make it to open sea. "I hear you're chasin' after someone we dropp'd off a while back. She look'd familiar. Think she mighta gotten beat in the last Challenge o' Sky n' Heav'n. She got beat pretty bad if'n I'm rememberin' right. By someone from that reviv'd Monestary of the Unbreaking Waves too. Had to be embarrassing for someone who train'd so long in the Monestary of Unblinking Flame."

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Jakob listens in on the first mate's conversation with Aeinquel before inserts himself, "A tournie you say? Haven't heard of this one... What's it like? Does the Unblinking Flame usually win?"

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"So," Milord tells his comrades. "our Venture-Captain Rashmivati Melipdra took part in the last Challenge of Sky and Heaven.
And she too was part of the Monastery of Unblinking Flame.
She must know the thief..."

GMParty |
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"Varies from year to year who wins, but it was less than a year since the Monastery of Unbreaking Waves resurfac'd. To lose to one of their competitors after years of trainin'...", he trails off.
"...our Venture-Captain Rashmivati Melipdra took part in the last Challenge of Sky and Heaven. And she too was part of the Monastery of Unblinking Flame."
To be clear, she said she used to be a part of the Monestary of Unblinking Flame and that what happened during the last Challenge was embarrassing for all of the monasteries. She didn't say that she participated in the last Challenge.

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Milord nods: "And this lady, this Vudrani woman, what kind of historical relics did she pay you with, if we may?
And do you know if anyone met her on the island?
Or where she might have gone to?"