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"An alchemist lab?"
[Memory of a tiefling grenadier comes to mind]
"Basilisk blood..you say it can reverse perification? That is certainly something to keep in mind. I'd hate to end up like that fountain."

GM BPC |

@Shasta: While the bodies have been alchemically preserved, it appears that they died from a large amount of blunt force trauma that covered their bodies.
Only one way to find out about the woman statue near the entrance

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Sorry about being so quiet lately, the O/T situation's sucked up way more time than I'd expected. I'm closer to the end of it than the beginning now, though.
Heal: 1d20 + 4 ⇒ (17) + 4 = 21
Cr: Alchemy: 1d20 + 3 ⇒ (15) + 3 = 18
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Cr: Alchemy: 1d20 + 3 ⇒ (9) + 3 = 12
Wyeth tips the flask given to him from side to side, watching the contents flow. "I'll have to take your word for it, my alchemical studies haven't advanced that far yet. I suppose the odds of that woman getting stoned within the last hour are pretty slim."
He suddenly looks around nervously. "Or at least I hope they are..."
-Posted with Wayfinder

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"While it is a good idea, I'd hate to waste this stuff on a maybe when one of us could end up going without." Gob says as he takes one of the offered jars. "Though I do like our odds a lot better now that we have this stuff."

GM BPC |

I guess the immediate question is: go back and try the stuff on the woman statue or explore more? And if so, where to Pathfinders? :)

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Aspex takes a jar of the alchemical concoction as she frowns at the dead kobolds. "What do they hope to accomplish here without the key from the gripplis? Why come here and fight kobolds if they don't have a way to use this artifact?"
Or am I confused about the maguffin? Didn't we need the thingamabob from the gripplis to use this dealie held by the kobolds?

GM BPC |

The maguffin is to be used against the "Golden Guardian". The kobolds here, oddly, appear to have begun worshipping the guardian as a "Golden God".
Again, try to use a dose of the stuff on the woman statue or continue on?

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"We could do a white glove test on her... if there's any real accumulation of dust, I'd say she's been this way too long for that to be effective... if not, then maybe there's a chance anyway."

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"I'd hate to waste the stuff on an Aspis agent who probably got what she deserved, but she might have information we could use. Maybe we check for evidence of how long it's been there, as Hakime suggested or go back to the kobolds and see if they want to brag about how she got stoned. Might give us an idea of how long ago it was and whether she had any useful intelligence to share," Shasta muses. "But it's worth a try. I'll vote to try to revive her. Might come back to bite us, but opportunities to save lives should not be passed over lightly, even if the lives don't seem worth saving. Folklore is full of stories that have happy endings when people do good things for others, even if, sometimes especially if, they don't seem to deserve it."

GM BPC |

Most response to a plan yet, so let's do it!
Hakime goes to the statue and carefully wipes it, finding no trace of dust on the statue.
Any other checking or apply the blood gel?

GM BPC |

Alas with many things, it's all or nothing; gotta use a whole dose for the effect to work. :)

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"Weapons drawn," Shasta suggests, drawing her longsword. "Marduk, you don't need a weapon in your hands to be dangerous, so why don't you do the honors?" Shasta hands a jar of the goo to the monk.

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If we can't unpetrify ourselves later, Marduk's spirit will haunt you :)
Marduk sheathes his temple sword, before taking the jar.
He opens it....the smell coming from it...."This smell, if all basilisk blood smells this way...."
Marduk proceeds to smear the goo on the statue, then steps back and draws his temple sword again, waiting for the effect.

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As Marduk works, Shasta muses, "At least this way, we'll know what to expect if, Sinashaki forbid, we need to use it on one of us."

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"किसी भी अन्य गंध के साथ एक गुलाब किसी अन्य भाषा में विदेशी के रूप में ध्वनिहोगा।"

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Marduk pinches his nose bridge.
[Orc blood boiling]
"Yes.....i've not had the privilege of learning fancy Vudrani speech.
'That is not meant for filthy half-orcs.'....i wonder how if his nose ever grew right again."

GM BPC |

Marduk reluctantly spreads the crimson goop upon the statue. It takes a good minute, but afterwards the stone exterior softens and the now-animate, dark-skinned woman finishes as scream and a gasp of air as she nearly stumbles into Marduk. She looks at her hands, then looks at the party surrounding her. "That thing was chasing me and I remember turning to...", she pauses realizing what happened to her, then as she looks over the party, she spies the blade Shasta is carrying. "You're Pathfinders... and you saved me?", the woman totally perplexed at the situation.
Only a DC 12 Diplomacy or DC 14 Intimidate check at this point to convince her to answer any questions :)

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Hakime looks her over for wounds, then does a loh if she needs healing. I'll roll the dmg healed, if nec... just let me know if I need to
"How could we not, when we had the capability. It would have been quite wrong to leave you petrified as you were... Perhaps, now that you are... a bit softer and more pliable, you might regale us with your tale, and maybe answer a few of our questions. Would you do so please?"
diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23

GM BPC |

"Th-th-thank you.", the woman still surprised by Hakime's words. "I am Vanei Thaskin; I was sent here to find out about any defenses. I got this far, but that... creature got me. I’ve had enough of this place and the Aspis Consortium!", she announces, going into her pocket and tossing a bronze badge to the ground.
Any questions for the now former Aspis agent?

GM BPC |

"I would prefer to get out of here; the man who sent me will kill me on sight if he catches me with the lot of you. I appreciate your concern, though. I don't think the Consortium would have done as you have."

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"Since you are choosing not to come with us, you mentioned you were sent down here to scout for defenses? What other defenses were you able to locate besides the obvious basalisk?" Gob asks the former aspis agent. "Also who was the man that sent you down here? If you cannot speak his name perhaps he carried a unique item? Such as a staff with a snakes head?"

GM BPC |

"I snuck past the traps near the entrance and gave the kobolds a distraction to slip by them. I didn't get much farther though after I released that... thing... and I started running.", Vanei sighing, perhaps still a bit shaken by the traumatic ordeal. "The one who sent me is Zaril Namoth, an aristocrat from Ustalav. He works for the Consortium. They say he used to hunt big game for pleasure, but a tribe of Bekyar captured him. He survived, but changed and now hunts people. He loves to impale his prey with his giant spear and take their heads with his kukri.", the former-Aspis member taking her finger across her neck. "Rumor has it that he learned these things and even some demonic magic from the Bekyar! I was the advance scout, but he is coming here, and soon, and his platoon will slaughter everyone here until they find what they want."

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"Would it be too much to ask what it is he actually wants from here? Obviously he's quite willing to risk the lives of those he sent as scouts, so it must be quite valuable, whatever it is. Are you sure you wouldn't stay with us until we leave this place, as going back alone you are at more risk than you are staying with us. We would of course welcome you to be our companion... perhaps you might even find the society an organization you can trust treat you better than the consortium ever did."

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diplo: 1d20 + 7 ⇒ (17) + 7 = 24

GM BPC |

Nice clutch roll :)
"Well, you saved my life. Keep me safe through the rest of this place, and you can always count me as an ally."
Okay, so you guys just sorta broke the scenario in that she's supposed to leave after being rescued. But you guys are just too darn convincing :P While I could use some stats for a level 1-2 adventurer from the NPC codex, I think I'll treat Vanei as something of an NPC follower in which she won't physically take place in the adventure but will offer some benefits. Vanei can auto aid any Perception check and when in combat against the Consortium, if a PC misses a target by 2, she will attempt and aid roll with a +3 bonus to make the attack a hit. I think that sounds like fair balance to reward you for perseverance, goodness, and a bit of fluff.
Answering, Hakime's question, she answers as best she can. "A Pathfinder agent who knows something about a dwarven device that would be of great value to the Consortium. There are also rumors that there is a golden statue in these ruins, and they plan on melting it for profit."
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
An eerie feeling of something lurking nearby tingles up the spine of the party. Not within in eyesight, but something lurks in the halls.

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Shasta places her smoked goggles back over her eyes and looks cautiously down each nearby hallway. Where are we on the map? Near where the statue was or did we return to near the fountain?

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Hakime, getting that creepy feeling that something is lurking nearby, uses all her senses, not just sight to try to determine where the lurking presence might be...
perception: 1d20 + 8 ⇒ (17) + 8 = 25

GM BPC |

Where the statue was, near the entrance.
Hakime can make out slow, plodding footsteps as something is moving lazily around, seemingly echoing from the west past the make-shift morgue it seems.

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Probably best if all the icons are moved to the current location on the map.
Shasta drops her voice to a whisper and says, "Half of us should hide in the room while the rest of us lure it closer. Then we can ambush it and half of us can fight it from behind." She points to the room in which we found the basilisk scat and chew toy. "I could also cast unseen servant to carry the chew toy and perhaps lure the beastie into the ambush."
Shasta will use her 1/day option to take 20 on a knowledge skill check as a standard action, to remember useful facts about fighting basilisks.
Knowledge (Arcana): 20 + 8 = 28
If there is time, she will cast unseen servant and give it the chew toy to carry or dangle.

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Hakime will whisper very quietly... "I hear something moving about to the west... be wary."

GM BPC |

Moved!
@Shasta: Safest way to fight a basilisk is blindfolded; while their bites are a strong as a blade strike, their gaze is truly the most dangerous thing. They are hardy, but slow moving and not agile. If you must see, using mirrored surfaces to not look direct at the creature helps 50% chance to have the gaze miss you, but the basilisk only has concealment to you versus total concealment if wearing a blindfold/closing eyes
Oddly, you also think that given the chew toy and the room conditions, you may think you could try handling the basilisk as you would a pet using Handle Animal/wild empathy/Charisma checks to try and possible control the creature's behavior.

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"I've got an idea. You guys hide and stay out of sight of the beast. I'll lure it here with the chew toy and get it to go into its room and shut the door. If you have a mirror, use it to track it." She hands her potion of un-stoning to Vanei, saying, "Return the favor if this goes south."
Then she stands in the niche at the corner of the room, dangles the chew toy, and begins to call out to in in Draconic, "Hér drengur. Fáðu tyggja leikfang! Láttu ekki svona!"
Handle Animal: 1d20 + 4 ⇒ (18) + 4 = 22
This plan assumes we can close the door to the basiliks's room and secure it, perhaps with a spike.

GM BPC |

With a happy, playful gait, Shasta sees a lizard the size of a small pony moving towards her; spying the chew toy, it immediately follows her around the morgue and towards its room...
Shasta Fort save: 1d20 + 1 + 8 ⇒ (14) + 1 + 8 = 23
Shasta's goggles and caution prevent her from locking eyes with the beast, who is more concerned with getting to his chew toy. Tossing it into its room pen, it happily chases after it, turning to look at Shasta with a smile as she closes the door.
The basilisk has been secured!
"Whew!", Vanei wiping a few beads of sweat from her forehead. "You lot truly are resourceful. If other Pathfinders are like you, then I really should consider joining..."
Shasta spied another door far to the northwest as she was looking for the basilisk.
Map updated and where to? :)

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"Finding things for yourself forces you to be more resourceful than waiting for someone else to find something and then taking it from them," Shasta muses, setting her smoked goggles on her forehead. "That was intense."
She does what she can to secure the double doors that lead back to the area where the kobolds are. She doesn't want them slipping in and letting Spot loose again.
"I suspect these other rooms are more utility spaces, living quarters, storage, etc. Might as well check them out first. I suspect the golden whatsis is further in," Shasta says, looking toward the north. Shasta suggests we look at the room to the west, where her figure is.

GM BPC |

Since there's nothing obviously dangerous in the remaining two chambers, just exposing them!
The first room Shasta goes to has a stone pillar bearing numerous lines of runic text that stands amid pieces of stone furniture and heaps of miscellaneous junk. Crude drawings of dragons decorate the stone surfaces.
This used to be a dwarven infirmary.
Each line on the pillar reads as such:
Korthak Helmsplitter - 8 13 3145
Ingris Deepwatcher - 7 15 3156
and so on, with a name and a date. Unfortunately, the date notation doesn't match that of Absalom Reckoning dates. Oddly, halfway through the list the gaps between date ranges shrink dramatically.
Looking through the room, nothing of valuable can be found.
The last chamber is that of a resident kobold, although luckily it is empty. Many bits and pieces of metal lie on stone shelves carved into the walls. Several ornaments made from animal bones hang from the ceiling. A crude, one-foot-tall statue of a horned and winged creature stands on a stone table set next to a wall.
The pieces of metal are parts that can be used to create traps.
The statue is a depiction of a gargoyle.
Map updated!

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Kn:Engineering: 1d20 + 8 ⇒ (4) + 8 = 12
Kn:Nature: 1d20 + 8 ⇒ (7) + 8 = 15 Gah.
Aspex looks on in amazement as Shasta described how she had secured the basilisk. "Excellent work." She looks around the rooms but sees nothing of note.

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Heal: 1d20 + 4 ⇒ (12) + 4 = 16
Disable Device: 1d20 + 9 ⇒ (19) + 9 = 28
Knowledge (Nature): 1d20 + 8 ⇒ (20) + 8 = 28
3 for 3.
In the first room, with the pillars and drawings of dragons:
Shasta looks around and eventually says, "I suspect in the original complex this was a dwarvish infirmary. I can't read these runes but they look Dwarvish."
If no one can read Dwarvish, Shasta will make an effort to use lingistics to get some sense of the runes:
Lingistics: 1d20 + 7 ⇒ (17) + 7 = 24
Shasta looks through the other room and says, "These look like parts of a trap. This is apparently the resident trapsmith. Seems to have a thing for gargoyles," she adds, pointing to the statue.
Once the rooms have been sufficiently ransacked for goodies, Shasta looks at the double doors to the NW. As she looks it over for traps, she sings the opening lines of a song, "Overture / Turn on the Lights / This is it / We'll hit the heights."
She interupts her song to say, "I'll wager this is where we'll find the big sneeze. Ready to fight a dragon? Who's got the dingus?"

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Did anybody else envision the basilisk going [arf arf] and rush in waggling its tail?
"Gargoyles? Are you talking about the statues on parapets?"
A dragon....erm...well.....i fought one in a module a little while ago. Suffice to say it was a very very close call for us.

GM BPC |

@Shasta: You find no traps on the door.
@Marduk: That was the image I was trying to convey, the mean Pathfinders locking up an innocent, playful, accidentally-lethal basilisk :P

GM BPC |

Moving on!
The party ready, Shasta opens the door and braces herself.
A huge block of intricately sculpted stone dominates the center of this vast temple chamber. To the east, a flight of stairs leads up to a walkway, which connects to the stone block’s surface. Six pillars lie around the edges of the room, each decorated with carved patterns of scales and dragon heads. Several large paintings of dragons adorn the floor.
The six pillars are badly corroded and a good push or some damage can cause them to topple for massive damage. DC 18 Strength check, or dealing 20 damage against hardness 6
The party sees a group of kobolds frantically praying to a massive golden statue as if they wanted it to wake up. The winged statue is standing atop a fifteen-foot-tall block of stone, its back against a wall decorated with many gold-leaf murals depicting historical scenes. Suddenly, the statue starts moving, flexing its wings, and roaring in a voice resembling a metallic hunting horn.
Hearing the sound of the large stone doors opening, several of the kobolds turn to the party and shriek out in Common, "There they are!" The golden statue turns to the party and roars out in anger. "You SHOULD NOT have come here!" and it begins to walk menacingly towards the party.
This is a rare type of gargoyle, being exceptionally large and partially made of gold. Gargoyles are naturally resistant to critical or precision strikes, fire, and require magical weapons to fully damage them.
Golden Guardian: 1d20 + 2 ⇒ (20) + 2 = 22
Aspex: 1d20 + 6 ⇒ (15) + 6 = 21
Gob: 1d20 + 2 ⇒ (13) + 2 = 15
Hakime: 1d20 + 1 ⇒ (19) + 1 = 20
Marduk: 1d20 + 4 ⇒ (19) + 4 = 23
Shasta: 1d20 + 2 ⇒ (11) + 2 = 13
Wyeth: 1d20 + 4 ⇒ (16) + 4 = 20
Init Order: Bold = up!
Marduk
Golden God
Aspex
Wyeth
Hakime
Gob
Shasta
Map updated!

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Crud...i have no magical weapons XD
If you'll allow it, Marduk would like to have prepped with the wand of mage armor, prior to opening the door. If not, it will be his first actions.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Marduk is too distracted to see the details on the pillars.
Hopefully one of you does.

GM BPC |

Sure, I'm fine with the Mage Armor Marduk!
Otherwise, you're still up Marduk :)

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Ok, 1st charge used, current AC to a more healthy 20.
Marduk walks forward, not too far ahead however, drawing his temple sword as he goes.
"We've got kobolds, and a gargoyle thing, made of gold.
Who's carrying that special thing?"
Move and total defense.