
GM_CariMac |

First Let's Deal with the Chests.
Fuzzzy finds that the chests are warded with Fire Trap. They will explode of opened by anyone that's not the person who it's attuned to.
He also finds that the wand is a wand of purify food and drink with 34 charges remaining.
Sok doesn't find any traps on the door, but he almost trips over a letter wrapped around a wand.
into the Hao Jin Tapestry.

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"Ah, now isn't this interesting? A back door into the tapestry? One suspects master Zey might be interested to hear of such a thing."
Sok withdraws his own wand, tapping himself before staring at the wand contained within the note. Casting identify, then trying to identify the wand.
Spellcraft, identify: 1d20 + 8 + 1d6 + 10 ⇒ (3) + 8 + (1) + 10 = 22 Oof, what an awful roll.

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Now that the other half of the party is done with the chests, Syllyn leads the way into the corridor and the room beyond.

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Are they done with the chests? They discovered the trap, but haven't disabled them.
"Do we want to take the time to get those chests open? Or push forward?" Sok is willing to take a crack at them, if you'd like.

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Fuzzzy grins. "Why, all of these chests will explode if not opened by the proper person. I wonder if any of them say Fuzzzy or Bobby on them..."
Fuzzzy checks. "Nope! None are mine!"
Seeing the strange man with the scarf leave, Fuzzzy smiles. "Oh, are we leaving? Come along, Bobby!" Fuzzzy follows Ruslo.
If you can disable magic traps then we can try, but maybe last if we have time? I think it will take a long time to open all of them and we might have something more important to do first. But if you think you can we should. They will be mad if we rob them all! But what if someone comes in here to look inside while we're still here and we get caught cause of it?

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I am happy either way.

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Ruslo shakes his head at Sok and whispers, "Leave the chests for now. Syllyn found a person just down that hall. They could be here any second. We need to check it out first. We'll come back if we have time."
Ruslo continues to follow Syllyn, considering it a high priority.

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Sok follows along as well. "Another time, then." Sok and Ruslo (at least) both have Trapfinding, so we can disarm magical traps. I'm happy to let them wait for later, though.

GM_CariMac |

The group moves to the other door where the sounds could be heard from. I moved you all closer.
Sok opens the door and peeks around the corner to see a blue colored woman covered in chains standing over a man who is lying on the bed making no noise, but clearly alive.
This room appears at first glance to be an operating theater, as it contains cots draped in clean sheets and tables neatly stacked with surgical implements and dressings, but mixed among the surgical implements are whips, scourges, and other tools of torture.

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Deciding we should leave these people alone and find someone else to talk to, Lady Naysha backs up down the hallway.
Chests and then try the other way?

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Ruslo steps into the room. "Hey there. Sorry to interrupt. We're looking for the person in charge. We're from the Aspis Consortium. We're here with a delivery and a message. Should be expecting us."

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Syllyn is caught flat-footed, trying to watch in all directions at the same time, with some of the party opening chests, Ruslo slipping past Sok to talk with someone in the room, and Naysha heading into new regions. Remembering to use her assumed name he calls out,
"Jenk, you should get in here!"

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Sok contemplates for a moment, trying to remember what he knows of the blue woman.
Knowledge (any): 1d20 + 8 + 1d6 ⇒ (6) + 8 + (5) = 19 <-- +2 if it's Knowledge (local).

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Aglynn remains quiet, but joins her friends. Ugh, flashbacks to that time in Nidal.

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Fuzzzy stands in between the groups, curious what's going on.

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Well, if Ruslo's talking goes bad and we have to fight or we need me to lie I will go in there, but only then. I am not comfortable going into that room or learning what's going on in there. I am just little, but I am pretty sure I don't want to know.

GM_CariMac |

Sok realizes that this is a Kyton. She's a Chaotic Evil outsider. She turns to Ruslo and screams. "How dare you disturb my work. Leave now!" She moves toward the door to attack or maybe slam the door in his face you aren't sure.
You can either fight or try to leave.

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"Okay, BYE!" Fuzzzy calls out to the angry lady. [ooc]Yeah, chests then the curtain I guess.

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"Okay, Lady. We'll talk later," Ruslo replies as he shuts the door.
Outside the room he twirls his grappling hook around. "Where to, Boss Man?" he asks Jenk.
I'm fine with the chests next or the curtain. If we do the chests someone should keep watch.

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"We were worried about someone walking in while we fiddled with the chests, and that's just as true with the curtain as it was with the door. I vote curtain."

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Syllyn is done with his wandering ways and decides to just stick with the group and go where they go.

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"Aye, let's see what's behind the curtain. It's the biggest unknown left."

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Jenk leads the way to the curtain and then lets his minions check it for traps.

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Fuzzzy follows. "Where are we going?" he asks the man in front of him.

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Ruslo examines the curtained doorway for traps.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24 +1 higher vs. traps

GM_CariMac |

The centerpiece of this stark stone chamber is a low stone dais designed to display a statue. A black sheet painted with a seven-pointed rune hangs before the southern exit. The western exit is a set of doors consisting of iron bars an inch in diameter and six inches apart, like those of a cage.
The statue appears to be an elaborate rune-carved statue of a creature with a serpent’s body, a woman’s torso, six wings, and a Sihedron rune in place of a head. Ruslo notices that the statue could move if activated.
There are barred doors to the east (Left)

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Sok looks over the statue and surrounding area, trying to determine what would trigger it to move.
Perception: 1d20 + 11 + 1d6 ⇒ (20) + 11 + (6) = 37 <--+2 for traps.

GM_CariMac |

Knowledge Acarana check please.
The golem looks very dangerous, but will move slowly.

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"Is that going to attack us?" Jenk asks Fuzzzy and Sok quietly. "If it is, why don't we just leave, rob this place blind, and put a giant note on the wall that says the Aspis is angry they weren't here to talk to us. We can even keep the gifts, too."
I think if we were really the Aspis we would have turned back in anger by now. Why don't we just rob their chests, burn their dolls, put angry graffiti on stuff and leave?

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"I don't know that we have sabotage their safehouse well enough yet. I like all of your suggestions, but I think we should burn this place to the ground too. Assuming this is indeed their safehouse, which I believe it is. I for one don't like the looks of that statue or what might be behind those bars. It would be refreshing not to charge into a situation with swords waving for once."

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We can't burn the whole place down because we have undercover spies here. We're not supposed to fight anyone or do something that could hurt them by accident.
Knowledge Arcana: 1d20 + 10 ⇒ (11) + 10 = 21

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"We're not supposed to fight anyone or hurt anyone. We definitely can't burn the place down. And I think if we head in that room the statue will fight us." Ruslo thinks. "I think the Boss Man's right."
I get if we want to see whats in that last room from a player standpoint, but character-wise I think we should steal what we can, leave some choice calling cards from the Aspis, burn the dolls, and leave. As a character I don't think we have to fight a golem to enter that last room. Ruslo's voting with Jenk, but I understand if majority of people want to press on.

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"Let's see," Aglynn says quietly. "Our mission is to sabotage the joint, make it look like the Aspis did it, and not hurt our informant. If we don't have to fight a golem to do that, I'm not going to object."

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Knowledge (arcana): 1d20 + 8 + 1d6 ⇒ (5) + 8 + (6) = 19
Sok ponders as his fingers absenmindedly fold a square of paper into a simplified version of the statue.

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"Well, then. I guess we will have to settle with for something more subtle like, uh, Naysha suggested. I've fought animated statues before. It's not fun. If we can complete our mission without fighting our way through and challenging whatever or whoever is in that last room, I'm all for it."

GM_CariMac |

Fuzzzy and Sok realize that this is a Ebon Acolytus. It has two slam attacks. You think that attacking it or damaging whatever it's guarding will activate it.
I'm hearing not go into the room to the West past the bars, yes?

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That's correct, at least for now.

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Attacking it or damaging whatever it's guarding... So it sounds like we could pick the lock on the bars if it's a barred door? Can we see if it is a locked door of bars like in jail, or if it is just bars that are permanent?

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I'm confused. I thought we decided we were going to leave without trying to get past the statue. Or are you talking about the bars the basilisks are behind? Can't say I like that idea at all.

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I think Naysha is suggesting getting into the room past the golem just to see what's in there. We think that the golem will only activate if we attack whatever it's guarding, but perhaps we can accomplish mischief without provoking the golem.

GM_CariMac |

The golem is guarding the the temple there may be areas that could cause issues.
As a reminder: The western exit is a set of doors consisting of iron bars an inch in diameter and six inches apart, like those of a cage.

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GM, can you clarify where the golem is? I'm having trouble following.

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"Well, let's at least see what we're dealing with."
Aglynn moves in cautiously to where she can see in to the cage-like door.
I'm not clear where the golem is, but she is staying as far away from it as possible while she inches in.

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Syllyn waits nervously on the sidelines with his weapon ready for any abrupt movement from the statue.

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Lady Naysha waits to see what happens. If the golem moves even a bit she is ready to run away!

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Ruslo is also ready to bolt if the golem moves.

GM_CariMac |

The golem is near the center of the room. I should have had it on the map. I'm sorry. It's there now.
Aglynn can see light through the door and faintly hear chanting. The golem does not move. It appears just entering this room isn't enough to activate the creature.

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Continuing to keep a careful eye on the golem, Aglynn gets closer to the door for a better look/listen.
Perception: 1d20 + 8 ⇒ (20) + 8 = 28

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Sok follows along, examining the bars for traps or mechanisms that might trigger the golem.
Perception: 1d20 + 11 + 1d6 ⇒ (15) + 11 + (5) = 31 <--+2 for traps