
Thecla |
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Thecla's face is hidden behind a four-eyed mask, and her hair is tucked under a lacy escoffion that's shaped like tall devil horns. From head to toe, she's draped in soft black velvet.
The eerie grace with which she moves is enhanced by extra joints in both arms and legs, as well as an extra pair of hips. She carries an elegant steel shield shaped like the sock and buskin in her gloved hand.
Thecla speaks with the fussy diction of an older actress, dropping the "R's" and softening the vowels:
"Daaarlings! Your wayfaring thespian has returned! She is here to perform in the flesh, as they say."

Pirate GM |

The shaded gardens outside the Sandswept Hall provide a welcome respite from the sweltering midday sun. Venture-Captain Norden Balentiir reaches up to one of the date palms overhead, pulling down a bunch of ripe fruit to share with the table.
“They’re good for much more than shade, my friends. But I did not call you here to enjoy my garden. A few months ago, I finally received confirmation that we would be able to execute one of the last excavation permits issued by the Osiriani government."
Pausing to snack on another date, they then continue.
The site is a desert location where the dunes have shifted, revealing the beginnings of a staircase leading down beneath the sands. The Osiriani government is protective of its cultural history, and with recent changes in their stance on allowing foreign archaeologists to work inside their borders, I wasn’t sure this permit would even stand. The bureaucracy was rather slow this time around, but it turns out we were approved before they stopped issuing permits."
"I’ve already secured your provisions, including camels, tents, food, water, tools to perform the excavation, and a map to the site. As you know, it may take many weeks to clear the site of debris. The desert can be unforgiving, so don’t hesitate to return here to rest as needed."
“The government has already sent guards to oversee the site and protect against any potential thieves. Remember—keeping up a good reputation in Osirion is vital to the Pathfinder Society’s continued presence here. Don’t antagonize the guards.”
Feel free to introduce yourselves (if you haven't already) and ask the Vanture Captain any questions you might have etc.

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An orange catfolk has removed her green flannel shirt and covered her head with it, revealing her hide armor beneath. She nibbles on a date carefully, then shoves several in her mouth at once.
With her mouth full, she exclaims, "Theeshe would be very good on pancakesh."
She listens carefully to the assignment. "Ah, cleanup. Yeah, we're good at that. You have to clean up lumber sites a lot of the time before you can work there. I'll bring a good shovel."

Thecla |

"As a professional vocalist I shall to put every effort into overseeing the drudgery with clarity and precision. I am thrilled you understand the value of being well-rested. It cannot be understated."
No questions.

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A white and gray catfolk removes his leather jacket and rolls up the sleeves on his orange and black flannel shirt. "Sure is hot here" he says, examining a date with a skeptical eye before shrugging and popping it into his mouth. He turns to everyone else, and says "I'm Benji. My friend here isn't great at introductions, apparently, but she's Neely. Anyway, job sounds easy enough."

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A young tall Ulfen woman slowly steps out from behind one the palm trees, she seems reluctant to leave the shade, but eventually finally reveals her broad form. Her skin seems reflective and metallic in the hot desert sun, which only barely distracts from the heavy breastplate she wears, covered in gears and cables and even a couple of cylindrical explosives attached to the bottom.
"Hello all. I'm Salka Frisk, I'm here representing the Frisk Family Blacksmithing company which has been partners with the Pathfinder Society since my brother joined them seven years ago. And while he has had some success, you could say I'm the real genius of the family business. But I am still well studied in my history and architecture and the quicker we can get out of this sun here, the better. Ready whenever you all are, then."
No questions here, either.

Pirate GM |

With plentiful supplies provided by Venture-Captain Norden Balentiir other than it's far too hot to travel in the middle of the day you don't have any trouble traveling overland to the dig site.
Arriving at the ruin you find that the entrance has already been excavated. A canvas fence secured around the staircase keeps most of the sand away from the opening. A single guard stands up as you approach while several other guards nap in the shade near a set of 4 camels.
The standing guard introduces herself. "Officer Elrekah, are you more Pathfinders?" she then giggles slightly "Just late enough to avoid all the hard digging huh?"

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"Greetings, Officer Elrekah" Benji says, holding out his wayfinder. "We are indeed Pathfinders, but...what do you mean by more?"

Pirate GM |

She scratches her head. "Ya'll get the month wrong? Head Pathfinder Nefram has been here for almost 30 days excavating. His team just finished up and headed off a couple days ago. He's still down there... muttered something about Corroborating..."
She pauses for a moment. "Wait, how do I know you are who you say you are?"
Included among your supplies is the permit.

Pirate GM |

perpceptions: 4d20 ⇒ (3, 2, 10, 5) = 20
Officer Elrekah nods as she takes your permit and looks over it. She puzzles slightly as she pulls out a nearly identical looking permit.
Benji happens to be at a good angle to see the pair of permits and they are virtually identical. The other one is also listed as requested by Norden Balentiir and carries the same official Osirani government seals. They only difference appears to be the date of approval, almost a year prior, almost immediately after the initial request.
"Both look legit, maybe y'all accidently send two groups, why don't you head down and talk to the 'Head Pathfinder'"

Thecla |

Thecla seems relieved when she hears "Just late enough to avoid all the hard digging huh?"
She ponders whether she has heard of a "Head Pathfinder" Nefram.

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"Certainly. After all, we already came all the way out here. May as well see what we can do while we're here, regardless." Salka steps forward to lead the way down into the ruins.

Pirate GM |

A 10-foot-wide staircase leads from the surface into the ruin. Sandy dust covers the floors of the underground complex. Unless otherwise mentioned the rooms are dimly lit by braziers and the ceilings are 10 feet high.
The once-grand entryway has numerous collapsed pillars. The statues around its edges depict scarab beetles, a common set of iconography that is commonplace in tombs and other places associated with death in Osirion.
There is a wide passageway straight ahead that opens up into a slightly larger chamber and a pair of double doors, while a smaller passageway curls off to the right with several doors. To the left there should be a passage but it appears to be blocked off by a rather large granite block.
None of the passageways appear trapped, and other than the lit braziers, there's no immediate signs of Head Pathfinder Nefram.

Thecla |
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On the way down Thecla warms up her voices with vocal exercises. "In Halana, Hongal, and Hwanggot hurricanes hardly happen. Cup cup cup cup of of of of. In Halama, Hongal…"
---
I'll maganamously share the limelight!, darlings! Thecla casts a Light spell, the color of soft white stagelight, on Salka's shield (or someone else's equipment, whatever works). When they get deeper in she raises her sock and buskin shield. Sometimes she's in the front but in this group, probably second row.

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Benji rolls his eyes. "You always want to go left first, and look where it got us. There's a nice wide passageway right in front of us, let's just take that."

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"Oh come now, Benji. No one ever found true innovation by going about things the obvious way. If we always did that, nothing new would ever be discovered! I say we go down the smaller passageway to the right, instead."
Salka smiles confidently, as if what she was saying was some of cosmic divine truth. Then she heads off towards the right passage without much further forethought.

Pirate GM |

The stone passage goes about 30 feet before winding to the left. Peeking down that passage is a long hall with a several doors and a couple passages to the left along with a set of double doors to the right.
More immediately there is a stone door to your right.
Unlike the large slab on the other side these passages seem to have been traveled recently.

Pirate GM |

Neely pushes the door open revealing a sizable chamber who's floor is covered in carvings of a powerful necromancer leading an army of undead against a city. Thecia and Salka recognize the city as Sothis and think the carvings are not representative of a historical event.
As before there is a dimly glowing brazier providing some dim light, as well as some charcola dn paper scraps as though someone has taken rubbings.
Another door exits on the same wall you came in.

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"Well, more importantly at least it looks like someone has been here recently. Hopefully that means we're close to finding our fellow Pathfinder here." Salka steps into line behind Thecla as well.

Pirate GM |

Opening the door reveals a long room with 3 large stone vats built into the floor.
Each vat is lined with a bright colored powder, as though once long ago there was some sort of liquid in them.
Perhaps some sort of dye? It's hard to tell. A set of double doors presumably lines up with a pair you saw from the hallway.

Pirate GM |

The remaining dusty pigments in the bottom of the vats are suprizingly vibrant but are not otherwise interesting.
Heading out into the hall you see the long wide hallway extend with 2 large double doors, one on the right and one at the end of the hall.
Opening the closer door reveals a room that is clearly being used as a camp. There's a bedroll and numerous crates being used as tables and chairs that look like they once held many supplies for a bigger expedition.
Looking around most of the gear is mundane Osirani made gear, like what you might find in an adventurer's kit.
There is a satchel filled with various objects that have most certainty come from here, including an ominous curved dagger with a small onyx gem in its hilt and a mirror decorated with a serpent motif.
No major finds but likely worth a few gold and of some interest to archaeologists.

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Salka picks up the dagger and inspects it. "Good craftsmanship, at the least. Though the placement gem on it suggests this item was likely a bit more ceremonial than practical. I'll hold on to this one, though. I do enjoy studying the smithing techniques of other cultures from time to time." She wraps the dagger and mirror in cloth and places them into her backpack.
"Well then, I guess there's nothing else for us here. Let's move on then. May as well finally go back down that larger hallway." She then moves back down south towards the double doors.

Pirate GM |

Heading down the larger hallway you find that it unsurprisingly meets back up with the large hallway you could see from the entrance.
At the end of the hall is another large immovable slab, but the closer double doors are easy enough to open.
Inside the room is a 10foot tall statue that holds a large brazier with lit coals. Examining the statue is a young man who turns to look at you as you open the door. "Who are you, and what did you do to the guards outside?"

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"You mean Officer Elrekah? Just chatted. She seemed nice, once she'd checked our permits." Benji says with a shrug. "Anyway, we're the Pathfinders permitted to explore this place. Who are you?"

Thecla |

Hello, dearie. You must have worked so hard clearing out all the sand. Would you happen to be "Head Pathfinder" Nefram?

Pirate GM |

He scratches his head, a bit nervously "Yes, I am Nefram, assigned to be the head of this expedition." He holds up the wayfinder around his neck and eyes the group of you suspiciously. "Are saying Norden Balentiir sent a second team"
He seems quite nervous but there's also the 4 heavily armed of you and the 1 he's got a boot knife that he likely uses to cut cheese of him.

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Salka looks over the wayfinder and gives a thumbs up. "Yeah, I guess he did. Oh well, I'm sure it won't be the last time the society makes a clerical error. I'm just sorry we didn't get here sooner, since it looks like your team has been doing a lot of work down here. What can we do to help them all along at this point?"

Pirate GM |

Nefram explains "I had almost 2 dozen laborers to clear out the ruins, I've been here alone for the last few days though. This statue of Set seems particularly interesting."
Beely: 1d20 + 6 ⇒ (9) + 6 = 15
Benji: 1d20 + 6 ⇒ (16) + 6 = 22
Salka: 1d20 + 5 ⇒ (5) + 5 = 10
statue of set: 1d20 + 13 ⇒ (11) + 13 = 24
As he speaks he puts his hand on the statue and suddenly all the light flicker, even the brazier provides no light. Before anyone can react the statue grabs Nefram with its stone fist, lifts him off his feat and slams him into the coal filled brazier!
As the lights come back on, the statue drops Nefram's charred and lifeless body to the floor and turns towards you, an unmistakble menace in its eyes.
Initiative:
Statue of Set
Thecia
Benji
Neely
Salka
Party is up!
I moved everybody into the room where you might have been talking with Nefram, feel free to have weapons out if desired. Also Nefram is clearly dead.

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"Oh no! Not Head Pathfinder Nefram!."
Salka sighs and starts pulling at cables on her armor then approaches the statue. Then she attempts to knock it off balance by grabbing its leg.
"Leaving it to the "grunts" to solve the problems as always, huh?"
Overdrive, move and a trip attempt on the statue
Overdrive Crafting check vs DC 18: 1d20 + 11 ⇒ (13) + 11 = 24
Athletics vs Statue's Ref DC (+2 circumstance bonus from muscular exo-skeleton armor mod): 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Also if it attacks me will use my reactive shield reaction

Thecla |

How dramatic.
Thecla does some ACTING!
Lingering Composition Perform Check (DC 19): 1d20 + 14 ⇒ (16) + 14 = 30 Inspire Courage Lingers 4 rounds
You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Critical Success The composition lasts 4 rounds.
Success The composition lasts 3 rounds.
Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
It sounds as if she is using a second throat, one that continues to make her dramatic re-enactment linger on in an odd way. She uses her mind to fling the butt of Nefram's dagger at the statue.
Telekinetic Projectile, IC: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
B, IC: 2d6 + 4 + 1 ⇒ (1, 2) + 4 + 1 = 8

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Benji grabs the fancier of his hatchets and is about to begin an inspiring rhythm when Thecla steals the moment! He sighs and sullenly gestures at the statue, causing a piece of nearby rubble to fly at its head.
Spell attack, IC: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Bludgeoning damage, IC: 2d6 + 4 + 1 ⇒ (2, 4) + 4 + 1 = 11
◆Interact to draw hatchet, ◆◆Cast telekinetic projectile

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Neely races up, axes in hand, and lashes out at the statue.
"I'm going to chop you down like a tree!"
Battleaxe: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
ouch!: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Battleaxe Double Slice: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
ouch!: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Double slice damage is combined before hardness