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Nigel Aldain has had a long and turbulent history with the Pathfinder Society, largely tied to his role as the curator of the Blakros Museum. Recent events have led the Blakros family to begin to doubt Nigel's fitness for the role, and the Pathfinders have been hired as an independent consultant to investigate Nigel directly. As the tangled threads of hidden plots begin to unravel, the PCs will have to determine who is truly a friend, and who is a foe in friendly guise.
A Pathfinder Society Scenario designed for levels 5-8.

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You each receive a letter summoning you to meet with Venture-Captain Ambrus Valsin at the Grand Lodge in Absalom.
Please feel free to describe your characters.
Just a reminder, everyone starts with 1 Hero Point. Don't you feel heroic just for showing up?!!

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Jorgen is a dwarf with long red hair, parts of it in braids some not. His beard is in multiple long braids. He is wearing hide armor and you don't see any weapon on him besides his clan dagger that looks like it has not come out of it's sheath in quite a long time.
Next to Jorgen you see a medium sized Albino Ape. The ape looks to be very obediently standing next to Jorgen, the ape also has barding on it.

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Fortiva is a young elven woman with a charming, crooked smile (for the people she likes) and a blade casually sheathed at her waist (for those she doesn't). She has a habit of tossing her long, honey-colored hair over her shoulder at times, and does so as she greets the others.
Her pale skin and the brightness of her blue eyes speak of a youth spent living in places deep underground, although her patched and well-worn armor, athletic build, and ease with the blade speak more of years spent as a mercenary.

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Zanu the half-orc walks in. He looks like a woman at first, and also like a half-elf, but as soon as he speaks everyone takes a second look at him and realizes he is a man, and he voice also sounds orcy. Now, let us get this party started. He is not disguised as a woman or a half-elf, so if there is anything mechanical involved to see his gender of race, you need not to roll. Only for roleplay and flavor does he look like a half-elf woman.

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Shahbaz is a man in has late twenties, though thanks to the years spent in the unforgiving sun of Qadira he looks rather middle-aged, which goes along quite nicely with his grandfatherly attitude. Very unusual for folks hailing from the south is his red hair that has been blessing and curse in the past. Touched by fire, it ushered him right into Sarenrae's arms.
That Shahbaz is a devout follower of the Dawnflower is apparent quickly, since he isn't trying to hide the angelic ankh around his neck. On top of his at time almost zealous devotion, Shahbaz is a skilled healer and battle-proven medic, as indicated by the various bits and pieces of tools and equipment he's carrying to treat the wounds of his allies.
He does so with a constant warm smile on his bearded face and some encouraging words for his patients.

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Venture-Captain Ambrus Valsin stands behind an oak desk and addresses the agents with a dour look on his face. The Pathfinder Society has allies in many parts of Golarion, he begins, and we do our best to honor our alliances. Today we need reliable agents who can do our allies justice. The Blakros family has helped us immensely over the years. Without their aid, we likely would have lost many Taldoran relics during the Grand Campaign. Recently, they’ve had issues with one of their major holdings, the Blakros Museum here in Absalom.
He opens a drawer and shuffles through some papers inside. Between thefts, disappearances, and worse, the museum has suffered numerous setbacks these past few years. Now its stakeholders want a neutral party to investigate the curator, Nigel Aldain, for incompetence. Of course, nothing is ever easy. Nigel and his wife Dhrami Blakros are longtime friends of the Society as well. With two valuable allies at odds with each
other, we need to ensure we make the right judgment.
Ambrus produces a letter bearing a red wax seal from the desk drawer. The Blakros family has provided us with an official missive, giving me the right to appoint you as investigators in this matter. First, stop at Dhrami’s townhouse in Westgate, where you can interview her and review her records. Compare what you find there with a search of the Blakros Museum. Tour the museum with Nigel, check his records, and make sure everything that should be in the museum’s vault is still present. Then return to me with your recommendation.
Ambrus clears his throat before handing over the letter. Dhrami and Nigel don’t know you’re coming, and they’ll be understandably tense about finding themselves under investigation. If you put them at ease and show your objectivity, you might learn more details from them as their trust grows. In the end, be objective, be fair, and be honest. Understood?
You can also give DC20 Society or DC18 Geneology Lore to know more about the Blakros family and DC20 Society or DC18 Absalom Lore to know more about the museum.

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DC20 Society or DC18 Geneology Lore to know more about the Blakros Family
DC20 Society or DC18 Absalom Lore to know more about the Museum

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society: 1d20 + 10 ⇒ (8) + 10 = 18 Blakros Family Sorry drawing a blank here.
society: 1d20 + 10 ⇒ (13) + 10 = 23 Museum, and he shares the info What a nice guy that Curator Nigel Aldain is.

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Society on Family: 1d20 + 10 ⇒ (4) + 10 = 14
Society on Museum: 1d20 + 10 ⇒ (5) + 10 = 15
Recall anything juicy about either via Underworld lore, by chance?

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"Oh, yes, don't worry - we'll be very discreet. Is there any reason to wonder whether Nigel is responsible for the thefts and disappearances? Perhaps using his altruistic behavior to cover them up? ... Or is that exactly what and why we're being sent to investigate?"

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Recall anything juicy about either via Underworld lore, by chance?
You can read the Success for Blakros family.

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"I believe it is the former... multi-generational, each one led by the women in the family. But excellent smugglers, all."

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Let me know if there are any other preparations you want to make, otherwise we'll move on to Dhrami's townhouse in Westgate later today.

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Needed to restock some alchemical stuff, but otherwise set.

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Jorgen has no other preparations since his spells are already prepped for the day.

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Who is carrying the missive?
Jorgen Perception: 1d20 + 13 ⇒ (6) + 13 = 19
Zanu: 1d20 + 9 ⇒ (16) + 9 = 25
Shahbaz Perception: 1d20 + 16 ⇒ (11) + 16 = 27
You leave the Grand Lodge, walking through the crowded streets. As you are heading toward Westgate, Fortiva, Zanu and Shahbaz all notice that you are being tailed by a female dwarf. She appears to be sticking close to crowds for cover, avoids putting her hands in her pockets and has her fingers extended and at the ready as she approaches from behind you.
What do you do?

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Fortiva nods to Zanu and the others to continue, then creates a small diversion as they pass by a market stall, disappearing into it and emerging after the dwarf passes.
Deception: 1d20 + 16 ⇒ (13) + 16 = 29
She then sneaks up behind the woman and whispers over her shoulder, "Looking for something?"
Stealth is +17 - secret check

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Shahbaz nods back to Fortiva in silent understanding, before locking eyes with Zanu trying to convey the message to be ready for anything.
Seemingly unaware of the follower Shahbaz slows his pace, so Fortiva can spring her trap.

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Jorgen and George will follow the group oblivious to the follower.

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The dwarf jumps slightly as Fortiva whispers in her ear, causing her to stumble, but it's not enough to stop her.
Zanu, Shahbaz, actions?

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The dwarf seems uninterested in Zanu's flirtation.
That is a failure, though not critical. You may use a hero point to reroll if you would like. Otherwise we will wait to see what Shahbaz would like to do.

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Shahbaz turns around and throws up a shield spell for protection.
"Easy now. We mean no harm, how can we help you?" He says and holds up his hands in a pacifying way.

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Seeing Shahbaz cast a quick spell, the dwarf smiles and her hands seem to slip into Zanu's pouch and before he realizes what has happened, the missive is gone and the dwarf is running away.
What do you do?

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Is the dwarf still within reach?
You can attack her or attempt to Grapple her or tail her or try to steal the missive back.
Everyone gets one action at this time.

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Jorgen will attempt to grapple.
Athletics: 1d20 + 13 ⇒ (7) + 13 = 20
Let's have a little chat, shall we?

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The dwarf twists quickly, and Jorgen is unable to hold on to her.

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Having been on her heels the entire time, Fortiva finds it a simple matter to swap the missive for an empty scroll tube as the dwarf scurries off.
Have pickpocket for exactly this kind of thing
Thievery: 1d20 + 15 ⇒ (13) + 15 = 28

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Fortiva snags the missive out of the dwarf's belt as she flees and even manages to snag a small pouch with some gold and gems for her trouble.
Missive secured, you continue on your way to Dhrami's Townhouse in Westgate. The property sits at the end of a trail set off from a main thoroughfare. Plum saplings lining the path, leading into a walled courtyard. The stone walls are 10ft high, with the wooden doors leading within hanging open.
The courtyard contains a lengthy stable, several immaculately trimmed hedges, and a clear pond stocked with large koi of various colors. Two granite gargoyles stare menacingly at the front gate. The double doors at the center of the building, like the entrance to the courtyard, stand ajar.
I've revealed the map in the slides and placed you within the courtyard. I think I need one more token - not sure whether that is Zanu or Shahbaz.
Let me know how you would like to proceed.

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Jorgen will take a seed out of his pocket and will look at it for a second. It will suddenly sprout into a staff that he will grab with both hands.

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Fortiva glances at her companions and queries, "Anyone else think both doors and gates being open is odd? The Lady is a friend of the Society, so I didn't expect an armed response, of course, but..."
Leaving the sentence unfinished, she moves toward the main entrance and looks about for any signs of life besides the koi. She has a shield strapped to her left arm, but neither is it raised nor her weapon drawn.
Searching rather than her normal exploration activity, if it matters

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"We should knock. I know, us agents tend to end up in hairy situations all the time...This surely isn't case here, though." Shahbaz says with - potentially - blissful arrogance.
With a broad smile and a wave to the group he marches towards the door to knock. "Oh and Zanu, put that thing away...We're here to talk, no?" He says with a smile and points at the bow, while continuing to approach the door.

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The main doors, leading into to the sitting room, are open. The servants entrance to the north is closed. From the far end of the courtyard, that is what you can see.
Are you moving in?

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Yup! Zanu moved a little on the slide.
I think myself and Shahbez are going all the way to the double doors unless impeded.

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Jorgen will move up with the rest of the group and will move in with them if they enter.

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Jorgen and George will move just inside the door and look around to see anything.

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You step inside the door. Well-upholstered sofas and finely crafted rugs show off the luxury that this room normally possesses. However, much of the rest of the area appears in a state of upheaval. Pieces of furniture are overturned, papers lie scattered haphazardly across the floor, and the spilled dirt of a potted fern covers the eastern wall. An unconscious woman slumps on one of the sofas, her hands and feet bound and a bright purple bruise on her left temple.

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Pushing past the others, Fortiva rushes to the woman's side. Her nimble fingers quickly undo the bindings, while her sharp eyes scan the area for any threats still lingering about.
Expert medicine with assurance - not as good as Shahbaz, but should be adequate for a bump on the noggin. So, rather than wait...
Applying a cold compress to the bruise, she attempts to revive the woman. "Can you here me, dear? Come back to us... it's going to be okay."