Shayna Therinor |
Let's look around here, first...might be something we can use to help us. Shayna says, looking about.
perception: 1d20 + 7 ⇒ (18) + 7 = 25
Any idea how many assailants there were? Anything noticable? she asks Gerva
Gru'Gar |
"I agree Shayna, if electricity is what harms them then that is what we need to find."
And he starts to look around for something to aid the group in fighting the monsters.
Perception: 1d20 + 15 ⇒ (15) + 15 = 30
GM Watery Soup |
The four fallen Technic League comrades each carried an adamantine amulet (worth 100 gp each) to identify one another while disguised, as well as a single tracker chip (but no chipfinder is found).
Shayna and Gru'Gar discover a secret door! It's behind an exhibit shelf but seems to lead into a secret corridor just behind it. (magenta arrow)
Taariik |
I do not know if you saw my question to Nigel earlier but Taariik returns to him.
Taariik stomps back to Nigel after hearing this story.
“You did not answer any of our questions earlier Nigel! We have returned with more information and know that you have something in common with a young boy that is now obviously in danger! Tell us why you fled and left him alone and who this person is ... and what the gooey silvery stuff was that obviously escaped!“
Sindelle Lifewater |
Sindelle will also stay with Gerva, asking if she has any ideas on dealing with the silver goo or if any other "robots" are around or if the museum had any other equipment her teammates could make use of? She's also curious what a tracker chip is.
GM Watery Soup |
I do not know if you saw my question to Nigel earlier but Taariik returns to him.
Taariik stomps back to Nigel after hearing this story.“You did not answer any of our questions earlier Nigel! We have returned with more information and know that you have something in common with a young boy that is now obviously in danger! Tell us why you fled and left him alone and who this person is ... and what the gooey silvery stuff was that obviously escaped!“
Sorry about that. The answers aren't straightforward because it's not clear when Nigel fled. Based on his personality, I've decided he fled early in the fight.
"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. Please save him!”
Nigel doesn't know about the silver goo - that came out mid-fight, after Nigel fled.
“We were attacked, out of the blue. 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.”
GM Watery Soup |
Sindelle will also stay with Gerva, asking if she has any ideas on dealing with the silver goo or if any other "robots" are around or if the museum had any other equipment her teammates could make use of? She's also curious what a tracker chip is.
Gerva doesn't know what the silver goo is either.
She explains that the tracker chip can be implanted under someone's skin so they can be tracked with the chipfinder.
She doesn't know about what else is in the museum, but she offers to let you use her +1 shock arrows (10) and timeworn laser pistol (4 charges).
Hskoro Tailfeather |
"Oh... a secret door. Those are interesting."
GM Watery Soup |
The secret door leads to a service passage with a set of stairs leading upstairs. There is a second door (secret from the other side, obvious from the corridor side) which leads into the orange area.
Two terrified researchers cower in the corner. Vencen Quil and Zenel Karvoos, two of Aldain’s staff, took cover in the passageway once the hazard crate exploded. Both watched some of the disaster unfold through a hidden slit, but have been too afraid to venture out.
"You guys are good guys, right? Did you find the stash?"
They tell you about a secret panel in the Arodan statue’s base in the main foyer. Inside a secret compartment is 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).
I'll just assume one of you goes to retrieve it, but decide amongst yourselves who's carrying what (including the shock arrows and pew pew laser gun) before moving on.
Taariik |
“I am truly glad that you are alive! Can you tell us anything else that could be of use when we investigate this place?“
diplo : 0 + 1d20 + 8 ⇒ 0 + (6) + 8 = 14
GM Watery Soup |
They tell you about the rest of the layout of the first floor - there's a restoration room and a staircase. You can go to the second floor via the secret staircase (northeast) or the public staircase (northwest).
Fifi Vanaash |
Fifi thanks the Everlight Sindelle was able to resolve the encounter peacefully. She assures Gerva they will do their best to contain the goo.
Fifi does not take any of the items, but suggests-"Let's go to the second floor via the secret staircase. That sounds fun, and might catch any aggressors unawares."-she says approaching the secret door.
GM Watery Soup |
Moving you onto Slide 3. I'll represent the group with a smiley face until you get someplace where individual placement matters.
To the south side of the corridor is a long, narrow presentation space for visiting academics, adventurers, and pathfinders to share their knowledge. The stage at the east end is raised 2 feet higher than the seating area, but is otherwise unremarkable.
Another long-awaited benefit of the renovation, the offices to the north are separate staff offices that provide space for paperwork and research in relative peace. Nigel Aldain naturally set aside the largest office (in the building’s northeastern corner) for himself. All the office doors bear shiny new nameplates.
Sindelle Lifewater |
Sindelle will wink to Fifi and then ask Gerva to look at this "chip" while leaning down to whisper into her ear privately with a grin on her face...
She'll also try to seduce Gerva as well as recruit her to the dark archive if I can find my faction card...
If I'm way off here let me know. Sindelle is thinking maybe "kissing" Nigel's "wounds" better and using her tongue to slip the chip into his mouth or something since she doesn't have sleight of hand...
When the issue of the gear comes up, Sindelle will offer to take the wand since it is something she can easily use if needed. She can also get the most mileage out of the potion or someone can force-feed it to her if she is knocked unconscious in combat perhaps?
GM Watery Soup |
Sindelle Lifewater |
Sindelle will sigh a bit and ask if Gerva will be willing to come down to talk to her more and maybe see if they can help each other?
Diplomacy: 1d20 + 16 ⇒ (13) + 16 = 29
"Pretty please?"
GM Watery Soup |
Gerva starts hyperventilating.
"I can't ... I can't come down until they're all gone."
Sindelle Lifewater |
She holds up a hand, hoping to calm Gerva down. "Shh it's okay...until who are gone? The museum staff?"
Sindelle will try to shoo anyone causing Gerva anxiety away from the area so the woman can safely come down. If not she'll ask for Taarik's help climbing up there to talk to Gerva more (as above)
GM Watery Soup |
Gerva means the people possessed by silver goo, not you guys.
Climbing the pole will be a DC 20 Climb check. You can be aided and of course use magical means.
Shayna Therinor |
I can getup there with a boost.ok..question. I don't have climb, but do have acrobatics. If possible, could i get up there with a running start and a toss from the stronger types? like they assist? just asking...sounds kinda outside the box...
GM Watery Soup |
I'm fine with any sort of help, but I think Sindelle specifically wanted to talk to Gerva herself. Not 100% sure.
Sindelle Lifewater |
Sindelle sighs looking up knowing that even with help she's unlikely to be able to climb up. "Wait a second dear, I'm coming up on feathered wing." then to her party "...hopefully there'll be an easier way down or one of you will have to catch me."
She'll use her last remaining feather token: floating feather giving her a fly speed for 1 minute and will go up into the metal bird with Gerva (and then proceed as the spoiler from above).
GM Watery Soup |
Sindelle flies up and whispers to Gerva.
A tracker chip appears to be a bit of metal the size of a small fingernail. Before a tracker chip activates, it must be implanted in a living creature just under the skin. This procedure takes 1 minute to perform. As part of the installation process, the installer attempts a Heal check, the result of which is the DC of noticing the implant. Once a chip is implanted, its ingenious bioelectric circuits are powered by nerve impulses in the implanted creature’s body.
Noticing an implanted tracker chip requires a full- round action to search the target creature and a successful Perception check equal to 10 + the result of the Heal check used to implant the chip. Extracting an installed tracker chip is a standard action that requires a slashing weapon or tool and deals 1 point of damage. Once installed, the tracker chip emits a signal that can be detected by any chipfinder in range. If removed from a body or its host dies, an activated tracked chip retains enough of a charge to continue to be detected by a chipfinder for 1 week.
Gerva just watched her friends get murdered. She's not in a mood to be seduced, but after the scenario is over (assuming you clear the museum) I'll let you make a free check for recruitment.
Hskoro Tailfeather |
Hskoro moves into a position to make it easier to catch Sindelle if that is needed.
Sindelle Lifewater |
Sindelle thanks Gerva for her help and promises to try to get her out of here safely. She exits the metal bird, sighing and muttering to Calistria that sometimes she wishes she didn't get bright ideas like this as she begins to climb back down, her new "toy" tucked safely away. "Well...here I come."
Climb: 1d20 - 3 ⇒ (15) - 3 = 12
Wheeeeeeee................ *thud*
GM Watery Soup |
Sindelle doesn't need help coming down but she lands in Hskoro and Gru'Gar's arms anyway.
The group heads upstairs through the secret staircase.
Repeating the deacription:
To the south side of the corridor is a long, narrow presentation space for visiting academics, adventurers, and pathfinders to share their knowledge. The stage at the east end is raised 2 feet higher than the seating area, but is otherwise unremarkable.
Another long-awaited benefit of the renovation, the offices to the north are separate staff offices that provide space for paperwork and research in relative peace. Nigel Aldain naturally set aside the largest office (in the building’s northeastern corner) for himself. All the office doors bear shiny new nameplates.
Hskoro Tailfeather |
"Should we check is room as they come along?"
Hskoro heads to the first northern door.
Taariik |
Taarik follows Hskoro.
”I’m right behind you!“
Can someone please move my icon. Thanks
Fifi Vanaash |
Fifi takes point and says-"Let's go one by one, yes! We might find other captives in the Museum."-she proceeds to go down the corridor, making sure to check every room along the way for any museum staff or Technic League refugees.
(Assuming nothing is on the offices or presentation room, as the descriptions have already been given to us)
Fifi will then lead the group to check the yellow room, hoping not to give her back to any ambushers.
(Moved the group token forward)
GM Watery Soup |
Please post Perception checks for areas you're searching.
Taariik |
perc : 0 + 1d20 + 2 ⇒ 0 + (11) + 2 = 13
Sindelle Lifewater |
I have some unexpected rl drama that just came up but I'll do my best to keep up with posting
Sindelle stays in the middle of the group but definitely takes an interest in checking the employee offices, especially Nigel's.
perception: 1d20 + 2 ⇒ (3) + 2 = 5
GM Watery Soup |
Offices:
Peception (Fifi): 1d20 + 0 ⇒ (20) + 0 = 20
Peception (Gru'Gar): 1d20 + 15 ⇒ (11) + 15 = 26
Peception (Hskoro): 1d20 + 2 ⇒ (9) + 2 = 11
Peception (Shayna): 1d20 + 7 ⇒ (2) + 7 = 9
Peception (Sindelle): 1d20 + 2 ⇒ (10) + 2 = 12
Peception (Taarlik): 1d20 + 2 ⇒ (18) + 2 = 20
In Nigel's office, Fifi, Gru'Gar, and Taarlik find a secret drawer in his desk. It contains a collection of letters to an anonymous contact in the elven homeland of Kyonin where he is negotiating a deal to smuggle out several historical relics. Such information, if made public, could lead to the elf’s permanent exile from his homeland, and could be used as blackmail
material.
Conference room:
Peception (Fifi): 1d20 + 0 ⇒ (8) + 0 = 8
Peception (Gru'Gar): 1d20 + 15 ⇒ (14) + 15 = 29
Peception (Hskoro): 1d20 + 2 ⇒ (10) + 2 = 12
Peception (Shayna): 1d20 + 7 ⇒ (6) + 7 = 13
Peception (Sindelle): 1d20 + 2 ⇒ (12) + 2 = 14
Peception (Taarlik): 1d20 + 2 ⇒ (15) + 2 = 17
Gru'Gar finds some naughty graffiti on the underside of one of the chairs.
Taariik |
In Nigel's office, Fifi, Gru'Gar, and Taarlik find a secret drawer in his desk. It contains a collection of letters to an anonymous contact in the elven homeland of Kyonin where he is negotiating a deal to smuggle out several historical relics. Such information, if made public, could lead to the elf’s permanent exile from his homeland, and could be used as blackmail
material.
“This is very serious! I believe that we should keep this to us for the moment and inform the leadership of the Pathfinder society so that they can decide how to proceed with this matter!“ Taariik says.
When he is shown the graffiti he raises his eyebrow.
“I was not a big fan of Nigel before even coming up here but now I have to admit that my evaluation of his character has only gotten worse!“
Hskoro Tailfeather |
"Both are interesting finds but not what we are searching for. Lets keep moving."
Shayna Therinor |
Ooh, secrets....interesting. This could be...fortuitous, I think. Shayna muses after seeing the letters. She then chuckles when she sees the graffitti. I wonder if my brother Patris wrote that during his time spent here...this seems like his sense of humour....
Sindelle Lifewater |
"Hm, would you mind if I took a look at that for a moment, dear?" Sindelle will ask Taariik and the others placing a gentle hand on the paladin's armored wrist. "Some of the society's archivists have been looking into keeping our contacts, like Nigel, safe from this sort of thing. I might be able to get this into the hands of people who could be great friends for him, and help our field agents out at the same time!" She says cheerfully but not too loudly.
GM Watery Soup |
A gigantic reptilian beast is on display in the center of this expansive gallery, ferociously leering over the collection of taxidermied animals and monsters. Many exhibits have been smashed or torn apart, scattering limbs and sawdust across the basalt floor.
A small door at the southern end of the room is labeled “Private Events Only.”
Gru'Gar |
When finding the information
"Information like this could win many favors if used correctly. When I worked for a crime boss in Riddleport, in a life time before becoming a pathfinder, things like this was used all the time to get something out of someone."
Here and Now
"Well someone got upset in here."
And Gur'Gar picks his way through the mess to the small door.
GM Watery Soup |
The small room to the northwest leads to a set of lavatories.
Peception (Fifi): 1d20 + 0 ⇒ (11) + 0 = 11
Peception (Gru'Gar): 1d20 + 15 ⇒ (14) + 15 = 29
Peception (Hskoro): 1d20 + 2 ⇒ (6) + 2 = 8
Peception (Shayna): 1d20 + 7 ⇒ (15) + 7 = 22
Peception (Sindelle): 1d20 + 2 ⇒ (18) + 2 = 20
Peception (Taarlik): 1d20 + 2 ⇒ (12) + 2 = 14
Gru'Gar, Shayna, and Sindelle determine that an elf had corn for lunch yesterday!
Taariik |
”Let’s move on!“ Taariik says looking for the kid that Nigel described.
GM Watery Soup |
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 east are labeled “Hall of Incantation,” while an open passageway leads south.
Peception (Fifi): 1d20 + 0 ⇒ (14) + 0 = 14
Peception (Gru'Gar): 1d20 + 15 ⇒ (8) + 15 = 23
Peception (Hskoro): 1d20 + 2 ⇒ (8) + 2 = 10
Peception (Shayna): 1d20 + 7 ⇒ (6) + 7 = 13
Peception (Sindelle): 1d20 + 2 ⇒ (20) + 2 = 22
Peception (Taarlik): 1d20 + 2 ⇒ (1) + 2 = 3
Gru'Gar and Sindelle notice some of the potted plants move.
Initiative (Fifi): 1d20 + 2 ⇒ (3) + 2 = 5
Initiative (Gru'Gar): 1d20 + 3 ⇒ (8) + 3 = 11
Initiative (Hskoro): 1d20 + 2 ⇒ (10) + 2 = 12
Initiative (Shayna): 1d20 + 6 ⇒ (8) + 6 = 14
Initiative (Sindelle): 1d20 + 2 ⇒ (19) + 2 = 21
Initiative (Taarlik): 1d20 + 2 ⇒ (8) + 2 = 10
Initiative (Green): 1d20 + 7 ⇒ (19) + 7 = 26
Initiative (Blue): 1d20 + 7 ⇒ (1) + 7 = 8
Surprise Round!
Green Plant
Sindelle
Gru'Gar
The plant whips out a tentacle at Taarlik.
Tentacle vs FF: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d4 ⇒ 3 plus DC 12 Fort save
Round 1!
Green Plant
Sindelle
Shayna
Hskoro
Gru'Gar
Taarlik
Fifi
Blue Plant
Sindelle Lifewater |
When finding the information
"Information like this could win many favors if used correctly. When I worked for a crime boss in Riddleport, in a life time before becoming a pathfinder, things like this was used all the time to get something out of someone."
Sindelle puts a hand on the hollow of her throat just beneath the choker that wraps around it. "I can promise you I'd only be bringing this to archivists inside the society. We'd never blackmail friends or allies like Nigel!"
She'll speak with each of you privately about the issue if you'd prefer.
(present)
Glad she walks around with a wand in hand, Sindelle casts Bless on the party!
+1 morale bonus to attack and saves vs. fear (10 rounds)!
Gru'Gar |
"Dame salad is seeking revenge."
As Gru'Gar swing his ax it it to chop the plant down
Cold iron Greataxe attackw/ bless: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
But did not what to swing too close to Taarlik.