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A female tiefling walks into the room, trying out her new cape and making sure it doesn't interfere with her stubby wings. She tugs on it a bit with her tail..
"Hi everyone, I'm Swayaah.And this is Ilvan." She motions to...nothing in particular. She turns, realizes nothing is following her and shouts, "Ilvan! Get over here! Embarrassing me like that."
A young owlbear runs into the room, with a turkey leg in its mouth and an angry patron behind him. He clasps Swayaah's leg and munches on the turkey leg.
"Dammit Ilvan..." She mutters while counting off some pieces of copper as compensation.

DM DoctorEvil |

"There’s trouble at the Blakros Museum again," Venture-Captain Adril Hestram growled when you first entered the meeting room in the Grand Lodge earlier this afternoon. "The museum’s curator, Nigel Aldain, came to me this morning asking for help. Apparently, a wayward daughter of his illustrious patrons, the powerful Blakros family, has disappeared, along with a few of the museum’s watchmen who went looking for her. The Society has helped him in the past, and he wants us to find her, before he loses his job, or worse. Now Nigel’s an old friend, and a former Pathfinder, but this kind of missing person case isn't really our bailiwick. Normally I’d tell him to find the district guard and leave the Society out of it."
"But then he made me an offer that was too good to pass up. Not only will he allow the Society access to the Blakros Museum's extensive and very private library, but apparently this same missing daughter just returned to Absalom with a pack full of ancient relics collected throughout Osirion and northern Garund. And Nigel promised the Society first pick of any of those pieces that catch our fancy. I don’t need to tell you what those kinds of things might be worth, so it looks like you’re heading to the Blakros Museum tonight."
"The missing daughter is named Imrizade Blakros—half-Osirian herself and a pretty successful adventurer and fortune hunter by all accounts. She just arrived in Absalom out of the blue a few days ago, after a couple of years’ worth of tomb-raiding in the Osirian deserts, and carrying an odd metal cylinder covered in hieroglyphs, like nothing Nigel has ever seen before. Nigel says she went straight to the basement of the museum to do some research in the family’s library, muttering something about ‘whispers in the dark’ and ‘old tapestries,’ or something. He didn't hear from her for a couple of days, which isn't unusual when someone is deep into their research in the archives, but he got worried when strange noises started coming from the basement. He sent a watchman down there to investigate, and when he didn't return, Nigel sent a few more. That was last night, and they haven’t come back up either."
"Go to the museum and find out what happened to Imrizade Blakros and the watchmen. Nigel would prefer them alive, of course, especially the Blakros woman, but the Society is more interested in what she brought back with her. I've got a hunch it wasn't just grave goods and pretty jewelry. Whatever she found, the Society wants it, or at the very least some information about it."
YOu may have some background about the Blakros Muesum and the Blakros family. Please make Know History, Know Local or Diplomacy (gather information) checks to see what you may know or find out.

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A bearded Halfling raises a curious eyebrow when Saweeh and her owlbear enter the room. Garbed in military style clothing, he takes a long pull of a short cigar before saying, ”Well met, Sawheeh. Thadeus Underfoot at your service. But you can call me Tad.”
Tad is clothed in military style with a bandolier of vials and containers and a pistol on his hip. On his shoulder is patch with the words HALF and an image of a flame. Picture
”I’m here on behalf of the Halfling Alchemical Liberation Force to serve as a liaison with the Pathfinders. We’re hoping this intel on the artifacts in the Blakros museum will prove useful to our cause.”

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"Hi Tad. Good to see ya." Swayaah carefully eyes his weaponry. "More of these weird weapons. I met a tiefling once who could shoot people with a...um... musket. Much bigger than this, though." She notes Tad's pistols.
Swayaah scratches her horns, deep in thought. Ilvan keeps munching on the turkey leg she bought. "Man, this museum just keeps on giving. Hopefully they are alright, and we can get them out of there."
Knowledge(Local): 1d20 + 7 ⇒ (20) + 7 = 27
Swayaah decides to ask around the town for information on Imrizade Blakros and rumors about the museum's latest happenings. She actually stays on point for once!

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Ready to rock; sorry for the delay.
Knowledge (History): 1d20 + 5 ⇒ (2) + 5 = 7
Diplomacy (Gather Info): 1d20 + 2 ⇒ (6) + 2 = 8
Yeah ... I know nothing!

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"Hey Dvalin! We meet again." Swayaah waves to Dvalin. "Hopefully we'll have better luck this time- no more getting shredded by a plant monster, know what I mean?" She winks, then shudders slightly at the thought.

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"No kidding ... I'd rather not pay the ferryman until it's time to stay on the other side."

DM DoctorEvil |

of Qadiran trade princes, Vudran rajahs, and even the occasional Tian noble and Mwangi chief. Gifts from these foreign potentates (and the sale of illicitly gained secrets) provide the foundation for the Blakros fortune and their famous collections.

DM DoctorEvil |

Just in case one of the late-comers has Know History:

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Oh man, that lines up with the Swayaah's mother's side of the family...
"I heard that the Blakros daughters are pretty much raised as spies. Too many lustful Qadiran trade princes, Vudran rajahs, Tian noble and Mwangi chiefs out there. They of course provide a huge dowry to the Blakros family (and wind up giving their secrets away to the family.)" Swayaah chuckles.
"Man, mom got out of that kind of mess when she met my dad." She shakes her head. "It gets much too complicated."
Feel free to read the Know Local spoilers.

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knowledge(History): 1d20 + 6 ⇒ (18) + 6 = 24
knowledge(Local): 1d20 + 6 ⇒ (14) + 6 = 20
"Greetings. I heard the last bit as I came in. Apparently we're going into the Blakros Museum? I read that they bought it after probably knowing that it was Ralzeros the Overwatched's before he disappeared without a trace," came a voice from the doorway. "And by what kind of network are we able to get our information about for this mission, of the maiden Blakros?"
A tall elf with long black hair walks in on the group, with a large dark bow slung over his shoulder. At his side was a dark grey morningstar that didn't seem to have been used much. He seemed to be somewhat reserved, but his eyes sparked with knowledge that came with age and study.
I'm gonna do less cheese with this character than the one I was planning on bringing. Feel free to read History for 10 and 15 spoilers.

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A muscular half-orc nods in understanding. He is shorter than others of his kind, being a few inches under six feet in height, but also more compact and agile.
He bears the arms and armor of Tien.
Politely, he responds to the Venture-Captain. "Rest assured that we will complete this task to your satisfaction," he nods.
He shares with the others the things he has been able to discover about the Blakros family. read the DC 10 spoiler
gather information: 1d20 + 6 ⇒ (4) + 6 = 10

DM DoctorEvil |

Once you have made your knowledge checks, we will be ready to get started. Is everyone geared appropriately, or do you need a few moments to buy/sell/trade items? If so, we will do that out of chronological order. Moving you the museum to keep the story rolling.
Once finished with Hestram's briefing the Pathfinders make for the infamous Blakros Museum. At the entrance you are met by the nervous and highly agitated curator Nigel Aldain. "Thank goodness you've come. I knew I could count on Hestram to send us a solution. I've no idea what is going on down there, but I can't spare any more men to find out. Follow me, and I'll show you the way."
He leads you to the North Exhibit Hall, and to the impressive Garundi ziggurat (some of you may have seen it before, like in 00-05 Mists of Mwangi), and to a secret door in the base, which reveals stairs descending into darkness.
"Imrizade's library is down there. This is how my guard went in, but he never came back again. Be careful and for the God's sake, stop whatever is happening down there."
Map for the basement is linked here as well as at top margin. Please place yourselves in whatever order you plan to use for explorations. You should be able to move your tokens yourselves.

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"I can take point. Dvalin, want to back me up? Or should you keep the rear guarded?" She slinks ahead before looking around for any suspicious tricks or traps nearby.
Swayaah has trapfinding, so she can look for traps. Should I add my Animal Companion to the map? I don't plan to let him participate in any battles 'cause he's a squishy, precious level 1 AC.
Perception: 1d20 + 9 ⇒ (19) + 9 = 28 Please Add +2 vs traps
Ilvan's Aid Perception: 1d20 + 1 ⇒ (10) + 1 = 11

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Helm nods in agreement with Swayaah, and cedes the front line to his more experienced Pathfinder companions.
"We should take great care down here. Whatever happened to the guards, it is not likely to be good."
I'd suggest Swayaah and Dvalin at the front, maybe Thadeus rear, and the level 2 warrior-types as 2nd line? I think Thadeus can take care of himself at the back, but if we feel we need a warrior on the back line, I could switch from 2nd line and go there.

DM DoctorEvil |

"I can take point. Dvalin, want to back me up? Or should you keep the rear guarded?" She slinks ahead before looking around for any suspicious tricks or traps nearby.
Swayaah has trapfinding, so she can look for traps. Should I add my Animal Companion to the map? I don't plan to let him participate in any battles 'cause he's a squishy, precious level 1 AC.
[dice=Perception]1d20+9 Please Add +2 vs traps
[dice=Ilvan's Aid Perception]1d20+1
Add your animal companions if they are an integral part of combat/skills.

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Taking a last long draw on his stubby cigar Tad stubs its cinder out on his boot sole and says, "Don't worry buddy, we'll get your people back and sort this mess out."
Turning to his fellow pathfinders he lights another cigar and says, "Aye, I'll keep an eye on our rear. No creepy-crawly will get past me."

DM DoctorEvil |

Sorry if I said stairs before, the descending passageway is really a ramp
The 50'long stone ramp concealed beneath the ziggurat descends to the basement. Wide enough to accommodate a draft horse moving large exhibits to and from the storerooms below, the ramp ends at two sets of double doors, facing each other to the east and west. Wooden placards on the doors are marked "Storeroom 1"(east) and "Storeroom 2"(west).
The basement walls are hewn stone, carved from basalt, and mirror the rest of the museum's gothic architecture, though of a much simpler design in these non-public areas.
Swayaah's search for traps in the ramp area and on the doors reveals none. The doors appear to be unlocked. Nothing is heard from beyond either set of doors.
Unless otherwise noted, basement ceilings are 15' high and doors are of strong wood. The basement is unlit unless otherwise noted, so light sources will be required for those without darkvision. What is your light source? And which set of doors do you choose?

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Swayaah has Darkvision, but Ilvan only has low-light
"Unsurprisingly, the entrance isn't trapped." She shrugs. "How do we handle light? Dvalin, can you supply a light source magically?"
Once the party figures out illumination, Swayaah nods. "How about east, then?"
Perception: 1d20 + 9 ⇒ (6) + 9 = 15 Add +2 for traps
Ilvan's Perception Aid: 1d20 + 1 ⇒ (8) + 1 = 9

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"I can take point. Dvalin, want to back me up? Or should you keep the rear guarded?"
"Be happy to ..."
Dvalin follows close behind Swayaah as surveys the way ahead for traps ...
When asked to provide light, Dvalin begins casting "Light" as needed for the party ...
"East it is ..."

DM DoctorEvil |

The doors open with a grinding creak, revealing a large room filled with monsters of all shapes and sizes. Giant skeletons and stuffed taxidermic monstrosities are frozen in poses of snarling ferocity, while mummified corpses lie in sedate repose in ornately carved sarcophagi. As silent as a tomb, the air in the hall is stale and musty.
This chamber has a 20' high ceiling and contains a variety of assembled skeletons and taxidermic specimens of beasts, dinosaurs, and other monsters. Two large wooden signs lean against one wall, inscribed with the captions "Hunting the Beasts of Legend" and "The Honored Dead".
A door in the southern wall holds a sign labeled "Storeroom 3.
Standing in the center of the room, poised to attack any who enter, is the skeletal remains of a chimera, with the head of a goat and a blue dragon, now animated to defend the room. As you start to shuffle into the odd warehouse, it begins its assault.
Dvalin: 1d20 + 6 ⇒ (13) + 6 = 19
Swayaah: 1d20 + 1 ⇒ (16) + 1 = 17
Tad: 1d20 + 2 ⇒ (7) + 2 = 9
Helm: 1d20 + 2 ⇒ (16) + 2 = 18
Elris: 1d20 + 6 ⇒ (12) + 6 = 18
Skeletal Chimera: 1d20 + 6 ⇒ (12) + 6 = 18

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Sorry, work has been crazy!
"Well, that doesn't look too friendly. Hopefully we can gather samples for later so I can study them!" the elf states as he walks forward while drawing his bowstring tight with a nocked arrow.
Deadly Aim Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Weapon is a Darkwood Masterwork Composite Longbow with a Strength Rating of +2.

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Knowledge(Religion): 1d20 + 5 ⇒ (2) + 5 = 7
"Uhhh....what's that? Ilvan, stay back!" She waves off her Owlbear as the thing comes to "life".

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Knowledge (Religion): 1d20 + 7 ⇒ (20) + 7 = 27
"It is undead ... resistant to blades, immune to cold and very dangerous in melee ..."
Dvalin then prepares 10 sling bullets with a dose of his Holy Weapon Balm.

DM DoctorEvil |

Bones of the Past - Round 1 - continued
Dvalin sees the beast and recognizes it for an undead creature, passing along the info to the group. He then pulls out his Holy Weapon Balm, and starts rubbing his sling stones in the sacred unguent.
Elris steps into the room firing an arrow from his darkwood bow, but the shot, though fired with deadly precision, still misses the skeletal beast.
Enraged at the intrusion, the chimera advances to attack the party in the doorway. It shambles forward, moving swiftly for something so ungainly. It swings its ponderous head at Elris biting at him, but the lore warden sidesteps the vicious teeth.
Chimera bite: 1d20 + 6 ⇒ (7) + 6 = 13
Rest of the group is up in round 1.

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Feeling risky, Swayaah draws her Cold Iron Earthbreaker and rolls into the room, hoping to avoid the skeleton's bite.
Acrobatics to avoid AoO: 1d20 + 2 ⇒ (19) + 2 = 21
Drew weapon and moved. That's my turn.

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Tad moves a step forward, takes aim and fires his pistol at the beast.
move action apply alchemical weapon (acid flask), spend a grit for Up Close and Deadly
Pistol vs touch: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 1d6 + 1d6 ⇒ (2) + (4) + (5) = 11

DM DoctorEvil |

Bones of the Past - Round 1 - continued
Swayaah is able to just sneak past the chimera skeleton, drawing her earthbreaker as she goes.
From the hallway, Tad applies acid flask to his weapon and fires at the skeletal beast. The bullet scores a hit, bouncing off many of the bones inside the skeleton.
Helm swings his tetsubo but manages to hit nothing, as he dodges a skeletal claw.
End of round 1

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Helm tries to maneuver around the back of the creature, but it's multiple snapping jaws make it impossible from him to attack effectively.
tetsubo attack: 1d20 + 5 ⇒ (2) + 5 = 71d8 + 4 ⇒ (2) + 4 = 6

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Dropping the darkwood composite longbow, Elris draws his dull grey light flail, and attempts to hit the undead creature!
Combat Expertise: Bludgeoning: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16 for 1d8 + 2 ⇒ (8) + 2 = 10 if it hits.
AC is at 17 until next round.

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Round 2 Holy Weapon Balm
Sling: 1d20 + 5 ⇒ (11) + 5 = 16 for Bludgeon: 1d4 + 1 ⇒ (2) + 1 = 3 and Holy: 2d4 ⇒ (1, 2) = 3 with Reflex DC 10 for another Holy: 1d4 ⇒ 4 next round.

DM DoctorEvil |

Bones of the Past - Round 2 - continued
Dvalin, I believe you also need to take a -4 penalty on the attack roll for ranged attack into melee. I don't see Precise Shot among your feats, but I could be missing something else. The outcome below includes the -4 penalty.
Dvalin is done rubbing balm on his sling stones and fires the first one at the chimera. The doorway and his allies provide cover for the skeletal beast and the thrashing of melee combat cause the holy stone to miss.
Now that the chimera is on top of him, Elris discards his darkwood bow and draws out his flail. Being careful not to expose himself, the lore warden smashes the flail into the chimera doing some damage.
Now angered and injured, the chimera lets loose a horrible howl and concentrates its attacks on Elris, who just struck it. Even though a bit and the goat horns miss, the dragon bite and two claws strike the elven warrior, dropping him unconscious and bleeding.
Bite 1: 1d20 + 6 ⇒ (15) + 6 = 21
Bite 2: 1d20 + 6 ⇒ (2) + 6 = 8
Gore: 1d20 + 6 ⇒ (2) + 6 = 8
Claw 1: 1d20 + 6 ⇒ (13) + 6 = 19
Claw 2: 1d20 + 6 ⇒ (18) + 6 = 24
Bite 1 Dmg, Elris: 1d8 + 1 ⇒ (4) + 1 = 5
Claw Dmg, Elris: 2d6 + 2 ⇒ (5, 5) + 2 = 12
Total of 17 hp dmg to Elris, which is one more than his listed HP of 16. He should be at -1, unconscious and bleeding (and prone). The rest of the party is now up.

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"Hey! The tiefling goes down first!"
Swayaah takes a 5 ft step to flank the beast with Helm, then smashes the Chimera with her earthbreaker.
Earthbreaker, Power Attack, Flanking: 1d20 + 8 - 2 + 2 ⇒ (19) + 8 - 2 + 2 = 27
Damage: 2d6 + 4 + 6 ⇒ (6, 5) + 4 + 6 = 21
She pulls out her wand of Cure Light Wounds, using her tail.

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Helm again seems outmatched by the beast as he can't get past its defenses.
tetsubo atk, flank: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 111d10 + 4 ⇒ (1) + 4 = 5

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Round 3 Holy Weapon Balm 2/10; Firing into Melee
Correct ... I do not have precise shot
Sling: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20 for Bludgeon: 1d4 + 1 ⇒ (3) + 1 = 4 and Holy: 2d4 ⇒ (4, 2) = 6 with Reflex DC 10 for another Holy: 1d4 ⇒ 4

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"Smashy, smashy." She grins as she crushes the beast's rib cage. She's about to flourish with her Earthbreaker when Ilvan starts tugging her towards Elris's body. "Oh! Right!"
She uses the wand to close Elris's wounds.
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
20 charges remain...this CLW wand lasts longer than I thought it would.
"You OK, man?" Swayaah reaches out her hand to help him up. "That thing was nasty. I've been in that situation before, it ain't pretty. Did I tell you I the time I was dissected by a plant? Not pretty."

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Tad helps Elris up after the healing from Swayaah's wand. "Woah, I doubt there's much chance of finding of Nigel's men alive if there are more things like that roaming 'round."
He loads a fresh cartridge into his pistol and takes a look around the room.
perception: 1d20 + 11 ⇒ (15) + 11 = 26

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Helm frowns at his own inability to contribute to the combat.
"You did well," he says as he bows to the more experienced Pathfinders.
He begins to look around the chamber for any clues as to what is occurring here.
perception: 1d20 + 5 ⇒ (17) + 5 = 22

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Accepting the aid and help up, Elris looks at the others and smiles. "I would rather it be me than others in that situation. Besides, I got to learn something new, and maybe not have to pay some of my overdue bills." Picking up his light flail, and his bow, the elf checks them for any breakage before putting the flail away, and started to look around for clues.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12

DM DoctorEvil |

The room is full of skeletal and taxidermic representations of all kinds of beasts. There are lots of interesting things to look at including a stuffed tyrannosaurus, but there is little of value or interest to the mission.
A door on the southern wall holds a sign that says "Storeroom 3".
There are some Faction Mission items here, and the T-Rex is the tier 6-7 monster instead of the chimera, but otherwise just a combat room.

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"That was quicker than I expected. Well done Swayaah. Let's finish searching the room and try the next one."