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Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The pathfinders, frozen in indecision, have the choice taken from their grubby little hands as...

B12 Room Description

Warm colors and skillful paintings of scenes and landscapes lend an inviting charm to this salon. A few small tables and chairs have been up-ended and scattered around the floor. Double-doors to the north are labeled “Hall of Incantation,” while open passageways lead east and west.

But MORE importantly

...two strange, vibrant plants emerge from a side room and slowly but dangerously whip about their trio of tendrils. These creatures have spiked heads and look to be ready to attack!

Initiative
Jack: 1d20 + 4 ⇒ (16) + 4 = 20
Paloma: 1d20 + 2 ⇒ (20) + 2 = 22
Paul: 1d20 + 3 ⇒ (17) + 3 = 20
Cashel: 1d20 + 2 ⇒ (11) + 2 = 13
Cortina: 1d20 + 4 ⇒ (15) + 4 = 19
Sobek: 1d20 + 4 ⇒ (13) + 4 = 17

Enemy Red: 1d20 + 7 ⇒ (12) + 7 = 19
Enemy Blue: 1d20 + 7 ⇒ (3) + 7 = 10

Round 1: Get out the Weed-Whacker!
Buffs: NA
Paloma/Cheeper
Jack
Paul

Red Plant
Cortina
Sobek
Cashel
Blue Plant

Bold are up!

Trained Knowledge: Nature to ID


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The pathfinders follow the trail up the stairs and onto the second floor. They quickly determine where the bathrooms (B15) are. After relieving themselves, they have a decision to make. Up the hallway Sobek is guarding or out into the main area (B12).

Cheeper is overwhelmed with the scent at first, but eventually points that the strongest scent (most recent) is towards the open area (B12).


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Plenty of votes to head upstairs next, but which stairs? Paloma says B2, Cashel says B5. Anyone else?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Jack almost cleaves a small cellar spider in half when it startles him, but otherwise nothing else jumps out at him.

The group finds a set of stairs heading down into the basement, there is no evidence of any recent activity heading down though.

They also find another cache of emergency supplies, identical to the one found in the Aroden statue in the entry room.

Inside the unlocked box is a collection of magical and mundane items that are easily identified. A healer’s kit, three doses of bloodblock, two doses of antitoxin, two doses of antiplague, a potion of cure moderate wounds, and a wand of remove disease (14 charges).

Where next?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Everyone failed the Perception DC in B7 to know about that one and the one by the stairs in B2 has a locked door.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The two employees accept Jack’s generous offer and leave the museum.

They don’t have anything else to add to the scenario. Where next?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Both of them shriek when the weapon is leveled at them, ”Oh god, don’t kill us! We just want to leave. Please, let us go. Take whatever you want, we just work here!”

GM Screen:
No bluffs here, shame on you for looking behind the screen! :P

They SEEEEM to be telling the truth, but you never know!

The other one adds, ”We were working in here and then heard shouting, a bunch of electrical explosions, then more screaming then… silence. We dove inside here and have been hiding since.”


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Cashel whips the door open and sees two huddled humans snap around to look at him with fear in their eyes. They throw their hands in the air and shout, ”Don’t shoot, we surrender!”

They appear to be dressed in museum employee garb. I suspect dopplegangers though. And the wall is probably a mimic.

This secret hallway allows discreet access to the restoration room and main gallery. Stairs to the north lead up.


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Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The group cautiously moves into the room. When nothing jumps out at them as expected, they spread out and look things over.

Cashel and Paul quickly notice a hidden door on the east wall, it doesn’t appear to be locked or trapped.

Cortina and Sobek are adamant that there is more to be found, following Cashel around like lost puppies and pointing at everything, ”Have you checked there yet? How bout there? Over there? Behind that? Under that?”

Cashel is about to tell them to shut up when he notices a very well hidden door on the north wall. It doesn’t appear to be trapped but is locked.

Nothing else of interest found other than the two hidden doors. What next?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The group decides that Paul and Cashel are on the right track and head over to join them.

The room opens up into a large area, but nothing attacks, yet!

It appears to be a dedicated workspace to repair and restore age worn wonders. Exhibits, from paintings to skeletons to taxidermy monsters, sit around, waiting to be cleaned, examined or reassembled.

Perception Checks may be beneficial here, if players want to come inside and search the room.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Paul unlocks the door!

This secret storage room (B8) is always locked (Disable Device DC 20) and requires a DC 15 Perception check to spot behind a colorful but otherwise mundane Taldan tapestry. The museum staff uses it to store cleaning supplies and tools used to mend and maintain the historical gallery’s exhibits, as well as replacement plumes for military helms, which go missing with distressing regularity.

There is nothing else in the storage room.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The double doors seem fine.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Sobek finds an empty sarcophagus when he looks. This would normally be a major concern, but the sign on the display indicates the body is back safe, properly interred, in Osirion.

Cashel very quietly hopes that the group will search the whole first floor first before going upstairs. Several locked doors, an unlocked set of double doors and a stairway upstairs wait patiently for action.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Paul and Cashel notice a hidden door behind a tapestry in the exhibit hall (B7, surrounded by a red square now). It is locked.

The group does not notice anything else odd in B7 or B6, aka the perception checks failed. Missing this will not affect prestige or loot outcomes.

There are also double doors behind the bathrooms that are not locked and do not appear to be trapped.

What doors next? If they need unlocked, roll for them please. Or head upstairs where Cheeper is trying to drag Paloma? FYI, there isn't really a wrong answer here so don't stress too much.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Cheeper has no issues picking up the trail when directed to it, she points up the stairs.

The three pathfinders find the exhibit hall (B6) is dedicated to historical curiosities, with the western half currently dedicated to Taldan military history and the eastern half displaying Osirian mummies and grave goods. The drag marks begin in the eastern gallery, where the gold-plated lid of a small sarcophagus has been taken.

Any other perception checks in B6?

——————

The closest analog I can come up with for the adamantine amulets would be an improvised shuriken, so -4 to hit, d2+str damage, range 10ft. But they would at least bypass any hardness less than 20.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Cortina absorbs some of the weight from all the remaining loot, leaving the wizard to take the remainder. He looks pretty strong though.

Cashel discovers that the two side by side doors in the hallway lead into restrooms. There is nothing of note except a lot of air fresheners. The door at the end of the hall is made of very thick wood and is secured with a very sturdy lock.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The pathfinders grab two swords and a few arrows, but leave the rest behind. They can always grab it all on the way out.

Gerva looks confused, ”I already gave my name and told you I was unconscious, so I don’t know where you should go. Hopefully whatever it is didn’t leave.”

So… where too next?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The mechanical engineering involved is unfortunately beyond Cashel's comprehension, being built from such an advanced concept.

Jack doesn't even recognize that it is an advanced technology, he is more focused on how they built such a fancy metal box. A wood one he could easily do, but how do they get the corners to connect without nails?!? Maybe a really strong glue?

Cashel does, however, find some other clues. He sees scuffs and marks on the floor that reveal a human sized person moved from this room (B6) into the historical gallery (B7) and dragged something heavy back through the grand exhibit hall (B6) and then up the stairs (B2).

The three museum guards (dead) have mundane weapons and armor. The four technic league agents (also dead) EACH have a wand of memory lapse (13 charges), a mwk short sword, a mwk shortbow, a timeworn laser pistol (4 charges), 5 shock arrows, and 1 bang grenade. They also have adamantine amulets (non-magical) that appear to be for identification purposes.

Gerva answers Cashel, "The young man wore a fancy coat of arms symbol that matches the necklace worn by the guy who fled out the front when the fighting started."

She looks at Jack, "Yes, I am from Numeria. All technological items from Numeria are legally owned by the Numerian government. Any items not on loan with a legitimate agreement from the government are considered stolen. That said... if you all are able to stop whatever silver goo escaped and return it to us, I'm sure my government would be more than willing to work out some sort of loan to your organization. And on that vein, if you all wish to use my fallen companion's gear to help you on this mission, I think that would be a reasonable temporary loan."

Bang Grenades and Laser Pistols:
A bang grenade is functionally a splash weapon that can stagger and deafen a target (fort save to resist). A laser pistol requires a weapons proficiency for exotic firearms, which I doubt anyone has. It does however target touch AC, but still only does 1d8 fire damage. It can be fire twice in a round though with a full round action and a -2 penalty to both shots.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

She pokes her head very briefly up over the top edge of the pod, "Well... you don't look infected. And you are standing by the door, so your story seems to match up. But you ain't friends of mine. My name is Gerva."

I can't see a way you all could make her anything better than the currently 'indifferent' status via the rules and DCs set by the scenario, but that at least means she won't try to stop you and is willing to share what she knows. It also means you bypassed an encounter using diplomacy.

"So you wanna know what happened? Alright, fine. We got a tip that our stolen property was going to be shown here, in a museum of all places. As is our usual, our government sent a well balanced team to reclaim the items of our country. The staff here was... resistant... to our request and well... I don't recall who shot first. But I recall there was a lot of shooting and fighting after that. Someone, probably a staff member, hit the crate over there and some sort of alien aberration slimed its way out and into one of the staff. After that infection, it took the young man over and he killed everyone still alive. I got knocked out in the fight so he must have thought I was dead. When I woke up, I climbed up here and have been hiding since."

GM Screen:
1d20 ⇒ 20

Sense Motive DC 28:
Her story has definitely bent the truth in a few places, but most of it sounds truthful.

The center display to the east contains the blasted remains of a crate that Gerva pointed at during her explanation of events. Inactive silvery goo drips from the largest piece. Examining the crate shows it to be made of metal, some sort of ceramic material and heavy coils of wire.

Trained Knowledge: Engineering on the crate for another tidbit.

There is also a Perception check that can add some information about movements in the room after the fight occurred. If anyone searches the bodies, I'll let you know what you find.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

I don’t think we need that many colors and variations, that’s a lot of different options to track and calculate. I made it to be fairly simple to understand and also push us towards scenarios no one has played. But I will admit that blocking off any scenario in red that only has one person who has played it should be adjusted to a different color (since that person may want to GM the scenario).

That said, I am also more than happy to let you take over management of the sheet. Even if you want to do all the extra work and add extra colors.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

She shouts back, ”How do I know you aren’t like him, infected with that silver goo?”

Go ahead and keep piling on aids, you can also keep asking questions.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The group splits up to cover more ground, the wisest course of action.

Paloma and Cheeper rush into the room with the bodies to see if there are any survivors. But before the druidess can cast even one stabilize spell, she is shocked when a blast of white lite zips out of the large elevated metal pod thingy in the middle of the room, drilling the floor just in front of her.

A shaky female voice shouts out from inside the contraption, "You get the hell out of here, you freaks. One more step and I'm aiming for your face!"

You can't see the owner of the voice, it appears she has very good cover.

The source of the voice and the shots is now surrounded by a red square on the map. The pod is elevated off the ground 20 ft.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

I would think Bloodblock would be used as part of the action completed.

The group divvies up the items, Paul and Cashel finish checking the doors for traps and then they open them up to see what is to be seen.

This enormous gallery stretches beneath a high arched ceiling. A grand staircase rises to the north and a pair of mahogany doors stand to the south carved in a relief of one of Absalom’s countless sieges. At the room’s center, a gleaming collection of glass and metal—like some sort of abstract bird—rises upon a single steel support toward the ceiling. A number of glass cases lining the walls have been shattered, scattering strange devices and clockwork limbs amid the broken glass. Seven bodies litter the floor; four in black robes and three dressed in respectable local fashions. A smoky haze still fills the air.

The description above covers room B6. The hallway B2 is a simple stairway to the second floor.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

I think I mainly messed stuff up on my end trying to fix it, customer service didn’t need to do anything for me.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Paul is off looking at doors for traps, but Cashel notices something off about the statue. Aroden statues are rarely on pedestals, as he was a god of the people and is always portrayed at their level. Looking carefully at the inscription for more clues, he notices a burr at the end of a word. Putting a fingernail against it, he feels it shift and realizes it’s a tiny lever. A tiny lever that opens a large panel into a cavity where a medium box rests.

The words on the box are ‘Property of Blackros Museum, for use in emergency only. Possible emergencies include dimensional invasion, exhibit animation, siege, museum transportation or transposition, and extreme cleanup.

Inside the unlocked box is a collection of magical and mundane items that are easily identified. A healer’s kit, three doses of bloodblock, two doses of antitoxin, two doses of antiplague, a potion of cure moderate wounds, and a wand of remove disease (14 charges).


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

After the rest of the group fails to finish the job, Sobek steps in and removes the bot’s head. The nanites stop churning and the museum is silent again.

The robot bodies each have a MW spear, but nothing else. However, a perception check could be useful in this room.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Paul tries to finish it off, but can’t quite do it. The robot stays down, but you can see tiny little metal creatures swarming its body, repairing damage.

It’s doing a full round self heal. Y’all have one round to finish it off before that kicks in. Everyone is up, Good Luck!


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Jack, Sobek and Cheeper strike solidly as the robot stands, though the kitty only gets a chipped tooth out of the deal.

Cashel chills outside. His tummy grumbles, maybe he should grab that half sandwich he saved from dinner.

Jack follows it with another quick strike, but no witty banter this time.

Paloma's kitty drags it to the ground though, that'll definitely help later. The druid summons a massive rolling ball of flame on top of it too, surely that will work!

Reflex DC 14: 1d20 + 2 ⇒ (9) + 2 = 11

It connects and sizzles, but doesn't finish the foe.

Cortina again helps Jack's next strike with another fancy feint.

Sobek swings wide, even with prone flanking he can't hit.

But... PAUL CAN!

Roll Damage Please Paul, including Sneak Attack.

Round 3: Whirr-Chick-Clack ATTACK!
Buffs: NA

Cashel
Jack
Paloma
Cortina (-10 HP)
Sobek
Paul (-6 HP)
Red (-37 HP, Prone)

Bold May Go!


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The robot has a vulnerability to crits, it isn’t anything Cheeper has.

But also, from what I recall, secondary effects usually only trigger if damage is enough to get through DR or hardness. At least I am pretty sure poison is treated that way so one would think everything would be treated that way?

If y’all’s find something that overrides or clarifies that interpretation let me know.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

A flurry of chops whacks smacks and slashes combine to stun and almost destroy the blue robot. Jack is safe from its retribution!

Cashel takes a long look at a rulebook and makes some comments to the deity currently watching before pulling out some pompoms and cheering on the group.

Jack then hacks a final hack, dropping one of the two attackers to the ground. It whirs one final threat, "ELECTROCUUUUUUuuuuuuu..." before going silent.

I stepped Jack up next to Red.

Paloma and Cheeper move into position, the tiger ineffectively nipping and the druid distracting.

Cortina heals herself and Paul a little bit, taking advantage of a well known deficiency robots have in not being alive in the traditional sense.

Sobek sweeps the legs right out of their foe, getting them down on the ground.

Paul isn't very effective at anything, but does step back.

The enemy, surrounded by foes and prone, wisely surrenders doesn't care, stands up and steps over to Paul, slashing wildly at the rogue, "DEFENESTRATE!"

The standing provokes from EVERYONE (except Paul). Jack gets Paloma's +2 from the Aid on his first attack, but no one has any roll twice blessings right now. I will apply the prone penalty to the robot's AC v. any AoOs.

Red v. Paul: 1d20 + 10 ⇒ (2) + 10 = 12

Round 3: Whirr-Chick-Clack ATTACK!
Buffs: NA

Cashel
Jack
Paloma
Cortina (-10 HP)
Sobek
Paul (-6 HP)

Red

Bold May Go!


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Cashel found me a blurb in bestiary 5 about hardness. Basically it doesn't change much, but is better than what I posted earlier. Essentially elemental damage isn't halved before applying hardness. It's still pretty brutal, especially with 10 hardness here, but Paloma's fire ball could have actually done some small amount of damage.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |
Cortina Hagen wrote:
But if Sobek moves in a position to flank with Cortina (a tactic we can reasonably assume will be used by a seasoned fighter as Sobek), does a 21 hit?

That sounds like a good recommendation to make to him. So far no one has moved. And Sobek isn’t the only person that could move, which could complicate or improve lots of things. And pretty much everyone in the group acted after Jack, so anyone could move (including Jack using his remaining move) if they want.

I’m stuck at worksies again, even though we are about the only place open in our state right now. I’ll definitely do a full update tomorrow.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Blue Fort to not be stunned from that crit: 1d20 + 1 ⇒ (3) + 1 = 4

I’m in the middle of the nasty US blizzard now and also stuck at work because while my company ‘says’ they care about safety, they don’t really if it means shutting down for a couple days. Anyway, I’ll do a full update hopefully tomorrow. But here is a short summary so far.

The 25 damage done in the AoO round to Blue did not kill it, but the failed Fortitude Roll means it was stunned and couldn’t hit Jack for 19, lucky! Jack’s damage on his actual turn did also finish off Blue, so I will allow the players who acted after him to adjust movement accordingly. Sobek’s 19 does not hit red if he switches targets. Cashel is also still up to act and the channel worked really well, obviously not healing the robots.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Sobek misses his surprise strike against the incoming robot, probably just got too excited about using his combat reflexes.

Cashel bides his time, waiting for an opportunity.

Jack lands a heavy blow, but his boring ole steel weapon can’t cleave as well as it should through flesh and bone.

Paul slips into the room safely, but can’t get a hit.

Sobek slides his polearm between the robot’s legs and sweeps, taking it to the ground!

Even with a 20 (per the discussion thread) works.

Paloma moves in to help Jack’s next strike.

Cortina does too, but more dangerously.

Blue v Cortina - Prone: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23 for Piercing + Electricity: 1d8 + 5 + 1d6 ⇒ (7) + 5 + (3) = 15

Very dangerously! She finds out just about how hard they hit.

The other one moves in, weapon crackling with electricity and swinging at Paul, ”EXTERMINATE!”

Red v Paul: 1d20 + 10 ⇒ (9) + 10 = 19 for Piercing + Electricity: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (1) = 11

The other one stands up and swings at Jack, ”OBLITERATE!”

Blue v Jack: 1d20 + 10 ⇒ (15) + 10 = 25 for Piercing + Electricity: 1d8 + 5 + 1d6 ⇒ (8) + 5 + (6) = 19

Paul, Jack, Paloma and Sobek get AoOs vs Blue. If they somehow kill or stun it, I will remove the damage to Jack.

Round 2: Whirr-Chick-Clack ATTACK!
Buffs: NA

Blue (-6 HP)
Cashel
Jack (-19 HP)
Paloma
Cortina (-15 HP)
Sobek
Paul (-11 HP)

Red

Bold May Go! Please roll your AoOs first if you have and take them.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

It’s definitely tough with that hardness, I have almost never liked designers using that instead of DR. Aids and flanks may be doable though, depending on what spots open up.

You two also have healing and even just basic CLW wand usage every round. It may become more important depending on how some rolls go back and forth.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

FYI regarding Hardness: Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object’s hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

Electricity would do full damage (actually more than full) but the other energy types would be much less effective. You may redo your action Paloma, if you wish.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Cashel identifies these entities as Constructs (robot). In addition to the usual *construct traits, these have a couple extra interesting abilities. They are intelligent, vulnerable to electricity (150% more damage) and vulnerable to critical hits (fort save if critted, failure = stunned 1 rd).

Jack discovers via experiential knowledge that these foes have hardness (10), but still manages to damage an arm.

These pathfinders are up!
Cashel
Paloma
Cortina
Sobek (AoO + Normal Action)
Paul

*Construct Traits:
Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Constructs are not subject to ability damage, ability drain, energy drain, exhaustion, fatigue, or nonlethal damage. Constructs are not at risk of death from taking massive damage.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Nigel feigns that he had any interest in staying around, "Oh no, I couldn't leave... but... you make a good argument. I should probably head out and make my report to the family. Good luck!"

And before anyone can say differently, he bolts out of the garden and into the dark streets.

Heading around the museum (there are no back entrances), the group catches up with Jack and then allow Cashel to make his observations about the enemies inside. He and Paul responsibly check the door and declare it safe.

GM Screen:
Paul & Cashel: 2d20 ⇒ (1, 14) = 15

Jack pulls open the door and the mechanical sentries activate!

Initiative
Jack: 1d20 + 4 ⇒ (13) + 4 = 17
Paloma: 1d20 + 2 ⇒ (7) + 2 = 9
Paul: 1d20 + 3 ⇒ (1) + 3 = 4
Cashel: 1d20 + 2 ⇒ (16) + 2 = 18
Cortina: 1d20 + 4 ⇒ (4) + 4 = 8
Sobek: 1d20 + 4 ⇒ (3) + 4 = 7

Red: 1d20 + 1 ⇒ (2) + 1 = 3
Blue: 1d20 + 1 ⇒ (20) + 1 = 21

With a crackle of electricity, one of the statues' weapon crackles with electricity and it rushes forwards, swinging it (POORLY) at Sobek 1 Jack 2: 1d2 ⇒ 1 the monkish looking fighter!

Blue V Sobek: 1d20 + 10 ⇒ (1) + 10 = 11

With combat reflexes and a reach weapon out, this movement provokes from Sobek.

Round 1: Whirr-Chick-Clack ATTACK!
Buffs: NA

Blue
Cashel
Jack
Paloma
Cortina
Sobek (AoO + Normal Action)
Paul

Red

Bold May Go! Normal Light Conditions.

Trained Knowledge Arcana to ID the sentries


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Cashel looks inside the entryway through a heavy thick glass window. There isn’t much to see really, torches (magical) on the walls providing steady illumination, fifteen foot high ceilings and two large statues flanking each side of the entry room.

He is about to look away when one of the statues seems to move. Did it move? His gaze watches it closely. Then it moves again, this time its weapon flashes with blue electricity for a moment before disappearing. The statue is eerily still again.

Anything done before entry?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Perception for anyone looking inside the windows.


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Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Nigel’s eyes go wide at this reminder, ”That was real?!? I’ve been working for years with my therapist to try to figure that dream out. I can’t believe it actually happened!”

He starts shivering, looking back at the museum. Finally he turns to Cashel and adds, ”Alright man, I’ll consider talking to Zarta. If you all can fix the current mess, obviously.”

Success on Cashel’s faction chronicle boon mission!

Jack has meanwhile wandered around to the other side of the building and is practicing leg sweeps at the front door.

Anything else or any prep before heading in?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

When asked about the cultists or numerian monsters, he replies, ”I believe they are called the Technic League, some secret society out of Numeria. Clearly they did not like my acquisition of their artifacts. I assure you, almost no one told me how fanatically devoted they were to keeping their technology a secret.”

When asked about robots he replies, ” It’s one of those Numerian machines, sort of a golem, but it runs on lightning and needs little nodules in its head to think and obey. So we pulled those nodules out and threw them in the hazard crate.”

When asked about a key he replies, ”It wasn’t locked at the time they attacked as we were still setting up. It’s really just another gadget from Numeria, a large metal box painted in black and yellow. Doesn’t affect most magic, but it shuts down any Numerian relics placed inside.”

When asked about Pendleton he replies, ” Pendleton is my nephew—my wife’s sister’s middle son. Nice enough lad. Head in the clouds. Dhrami thought a season or two working in the museum might teach him a bit about foreign cultures before they actually let him roam the world and embarrass us all abroad.”

When asked about his staff he replies, ”Yes, yes. Of course! Save them too! I don’t have the time to track down a new museum staff before the opening!” He gives a basic description of what the staff wears.

I think I answered everything asked, let me know if I missed something. Any other aids for Cashel?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Cheeper notices an injured humanoid body laying by the fountain! He smells... familiar. But no other scents jump out at her.

The group warily moves up towards the person, watching but not seeing any other threats.

A voice calls out in a loud whisper, "Keep your heads down fools! They could be anywhere!"

The male voice continues as you get closer and identify him as the illustrious Nigel Aldain.

"Are you Pathfinders? Did Dreng send you? It was... it was... it was in no way my fault! We took every precaution! Tomorrow was going to be such an event, unveiling the new museum, and absolutely nothing could go wrong! I personally inspected every artifact that came in, as both a scholar and a wizard. Everything was harmless as a newborn lamb! And anything the least bit suspicious went right into the lockbox! We even made sure those bizarre “robots” of theirs were neutralized!"

After he exasperatingly spits that out, his eyes start to roll back into his head until... Cashel gets there and quickly zaps him with a healing spell. Several party members notice a now fully healed scorch mark on Nigel's side. He had been clutching there until the healing.

He blurts out without even a thank you, "It was those vile cultists! They struck in the night like cowards! Oh, Abadar preserve my poor staff! None of us know how to fight. I went to find help and those Numerian monsters shot me in the back! I blacked out. Thought I’d gone on to the Boneyard, but when I awoke I called for assistance. I don’t know how many of my workers are still alive! Pendleton was in there! You have to do something. They could destroy the entire museum! Half of that exhibit belongs to you people!"

Questions? Responses? Punches in the face just for fun?

Cashel:
I almost forgot this! As you hurried out of the lodge, a young man bumped into you, quickly apologizing for his error. It seemed innocent enough until you later discovered a small slip of paper in a pocket that you don't remember having.

Greetings, my moldable little mind,

In light of our recent reorganization, knowing the right people is quite vital. A pet of mine couldn’t help but overhear your conversation with Dreng and Nigel Aldain’s pathetic cry for help. Sad though he is, the elf controls access to a wealth of knowledge I want access to, and he would make a delightful addition to the Dark Archive’s ranks. Persuade him to join us. It shouldn’t pose much of a challenge with his ego, but he is a fickle and self-important little man. If you can find any way to ensure his true and lasting loyalty know that I will owe you a favor.

-Zarta Dralneen


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Before the always dingy Dreng can respond, the pathfinders quickly recall a few tidbits of information about Numeria. None of them know much about the museum, its curator or its history other than the consistent society rumors that 'bad stuff happens here way too often'.

Jack recalls and shares that Numeria is a large wasteland to the north. It’s more of a wilderness of barbarian tribes than a real nation.

The new guy, Sobek, recalls that Stars fell on Numeria long ago, full of strange poisons and monsters. Its ruled by some barbarian king and his army of creepy mages.

Dreng watches Jack oddly as he attempts to give a potion to the silver raven after it lands on his desk. He quirks an eye, "You know it's... not alive, right? It's just a magical item."

He turns to the group, "Well, I always say it's better to be kind than wise." His tone reflects a wistful complement instead of a sarcastic insult.

He adds, "Anyway, Nigel is a… a friend. He curates the Blakros Museum. A curious sort, but not the kind of man to claim he’s dying unless someone’s actually stuck him. He’s a former member of the Society and gives us special access to research and artifacts when it suits him. Losing him would be a setback."

He then adds with wonderment, "Is it possible you’ve been with the Society this long and never had to clean up one of the messes at the Museum? It’s an ugly building in the Wise Quarter that holds all sorts of dangerous oddities the Society borrows from time to time. Last I heard, Nigel shut the place down a few weeks ago for some renovations and to bring in some new exhibit. As to why the men in black would be after the Numerian Exhibits? I have no clue, that would be something important to find out though."

I'll move ahead here to keep this excellent momentum, Cortina can post when she gets a chance.

The group heads quickly towards the section of town the Blackros Museum is located. Once near, it's easy to find as there are a bunch of signs and fliers promoting a new exhibit from Numeria.

The dark, blocky architecture of the Blakros Museum squats stubbornly between the more impressive government buildings of the Wise Quarter. One of the older buildings in Absalom, it remains unchanged and lacks the ornamentation of its newer neighbors. Imposing statues of armored men flank the entrance ahead, one partially obscured by a half fallen banner reading “Grand New Exhibition!” A blue flicker intermittently tints the dark windows, casting long, dull shadows over the groomed gardens and fountain. A crumpled figure in bloodstained robes lies against the fountain’s edge.

Map is up!


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Fixed it, should work now. It defaults slide decks to super restricted and I just copied the link instead of checking it... like a dumb-dumb. :D


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And we begin!

The group of pathfinders is issued a summons to head to the lodge... for paperwork. Drandle Dreng himself has ordered you to meet up, not for high adventure, but to settle accumulated paperwork. Ryul Dathana was given a pass as he is caught up on all of it. Dang elf wizard jerks.

“It is truly a pleasure to be back.” Venture Captain Drandle Dreng takes a seat at the head of the table and leafs through the papers set before him. “Some of you might have worked with me before my… furlough. And I look forward to reminiscing, but first it seems we need to spend the next few hours tidying up the paperwork you’ve accumulated overt the course of your adventures.” He wets his cracked lips. “First, we have this extradition order from Cheliax for... Oh my. Well, I’m sure the
Society can—“

A blue-grey shape crashes through the window and lands on the oak table with a metallic schwak! The tangle of wings and claws eventually stands, a gleaming silver raven, and opens its mouth.

“G—gods help me, Dreng, I’m dying,” a distant male voice sputters from the bird. “Men in black—came for Numeria exhibits. It’s Nigel... I’ve been shot! You owe me, you old bastard!”

Dreng’s lips crack and pop as they tighten. “Well Sounds like you lot need to head to the Wise District. That sounds like Nigel Aldain, so go to the Blakros Museum. If he lives through the night, I might be able to make something of this—” he waves a hand over the mound of parchment, “disappear.”

Any quick questions for Dreng? This is obviously an urgent mission.

And you may roll Knowledge Local OR Nobility to recall more about the Blackros Museum. You may also roll Knowledge Engineering OR Geography to recall more about Numeria.

Make sure to also do a basic description or reintroduction of your characters for Sobek's sake.


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Whelp, I learned something today. Something annoying.

Apparently the new store has a separate password system from the forums. And it apparently didn't carryover my password. So when I went to buy the scenario, I couldn't log in. So I reset my password. Then I got in. But then I had two passwords for Paizo so... I tried to update my forums one too and dealt with issues there.

Fortunately the service desk got back to me and I eventually figured everything out and have the scenario AND updated all my passwords.

The scenario is up on the slides, update your characters if anything has changed. Sobek please get your reporting and basic character info in there (slides pages 1 & 2). If you don't wish to be 4th on the marching order, make your best plea to the other PCs to have one or more of them move.

See gameplay soon for our start!


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Alright, thanks all for playing. I’ll give 24 hrs for any more requests, then bump this game to inactive. Anything after that, PM me.


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Rysam smiles and welcomes the group in, "Tea is the least I can do for saving our bacon! Let's get you all out of the cold and settled, our chef will get some food going while the other men and I put up the dogs, clean up these bodies and check out the fire damage."

The sun is starting to set, dinner and a sleep would probably be wise.


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Alright, Bella's chronicle and reporting has had a faction change. Khellek's chronicle is now in there. Should be good.

Any other update/change requests may take a little longer than those, I'm starting a two day work shift into a busy weekend with a wedding to go to and birthday party to host.

Chronicle note: There is an amulet of health listed on the sheet, I believe it was a hangover from dnd 3.5. Several things in season 0 are that way. You can't buy it, fyi, so just ignore it.