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Syllyn also follows though he is facing toward the statue at full alert and positions himself at the other end of the room.

GM_CariMac |

The doors don't appear to be locked or trapped. As you get closer you hear more shouting and drumming.
I realize that you want to avoid the golem if possible. So I'm going to give you a really big hint: You get the sense that going into the Lissalan's chapel without looking like a Lissalan would be bad.

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"Psst, Naysha. You're our disguise expert. How do we look like Lissalans?"

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Jenk grins. "I could do that on myself in a flash, but they'll know I'm not one the second I do go in there, even if the golem doesn't. Besides it sounds like there's lots of people in there praying and stuff. I think we should leave them to their prayers and go rob those chests before they're done in there!"
Yeah, if it sounds like there's lots of Lissalans praying in their church, I don't want to go in there. But, those dolls were also unholy symbols of Lissala, weren't they? I bet if someone grabbed one and held it up we could take a peek into the chapel without a disguise. But, like I said, I don't think that's a good idea. Haha.
Now that we know (sort of) what's in there, I vote we continue with robbing the chests.

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Yeah, I think thats a bad idea, too. If we dress like Lissalans to get past the golem, the people praying and singing and stuff on the other side will know we're not and get mad at us, I bet. I think we should leave and go do the chests.

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I am good with robbing the chests.

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OK. Let's.

GM_CariMac |

All right. Back to the chests. Give me a try to disable the magical traps. There are fifteen chests. Each with a rune on them.

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Ruslo looks at the many chests, then considers the magical traps. "Care to work together on these, Sok?" Is your modifier better than mine? If it is I'll aid you on the rolls instead of leading.
Disable Device 1: 1d20 + 7 ⇒ (17) + 7 = 24
Disable Device 2: 1d20 + 7 ⇒ (11) + 7 = 18 This one might fail so I'll wait there for now.

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Sok's modifier is +15, so he'll take the lead. He will also spend a minute to mix and consume an extract of Aram Zey's focus. It won't give him a bonus on the disable, but will allow him a reroll to avoid setting off the traps, should he fail.
Chest 1: Disable Device, Ruslo's aid: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36
Chest 2: Disable Device, Ruslo's aid: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Chest 3: Disable Device: 1d20 + 15 ⇒ (9) + 15 = 24 <-- +2 if Ruslo aids
Chest 4: Disable Device: 1d20 + 15 ⇒ (11) + 15 = 26 <-- +2 if Ruslo aids
Chest 5: Disable Device: 1d20 + 15 ⇒ (12) + 15 = 27 <-- +2 if Ruslo aids
Chest 6: Disable Device: 1d20 + 15 ⇒ (9) + 15 = 24 <-- +2 if Ruslo aids
Chest 7: Disable Device: 1d20 + 15 ⇒ (4) + 15 = 19 <-- +2 if Ruslo aids Inspiration (added to total after roll): 1d6 ⇒ 1
Chest 8: Disable Device: 1d20 + 15 ⇒ (13) + 15 = 28 <-- +2 if Ruslo aids
Chest 9: Disable Device: 1d20 + 15 ⇒ (4) + 15 = 19 <-- +2 if Ruslo aids Inspiration (added to total after roll): 1d6 ⇒ 2
Chest 10: Disable Device: 1d20 + 15 ⇒ (9) + 15 = 24 <-- +2 if Ruslo aids
Chest 11: Disable Device: 1d20 + 15 ⇒ (9) + 15 = 24 <-- +2 if Ruslo aids
Chest 12: Disable Device: 1d20 + 15 ⇒ (8) + 15 = 23 <-- +2 if Ruslo aids
Chest 13: Disable Device: 1d20 + 15 ⇒ (10) + 15 = 25 <-- +2 if Ruslo aids
Chest 14: Disable Device: 1d20 + 15 ⇒ (10) + 15 = 25 <-- +2 if Ruslo aids
Chest 15: Disable Device: 1d20 + 15 ⇒ (15) + 15 = 30 <-- +2 if Ruslo aids
If any of those (up to 4) set off a trap, Sok will re-roll to avoid setting off the trap. If the re-roll would be enough, the trap is not sprung but neither is the lock disabled, so he'll have to try again. I've spoilered a few rolls below for this purpose:
Potential re-roll 1: Disable Device: 1d20 + 15 ⇒ (5) + 15 = 20 <-- +2 if Ruslo aids
Potential re-roll 2: Disable Device: 1d20 + 15 ⇒ (11) + 15 = 26 <-- +2 if Ruslo aids
Potential re-roll 3: Disable Device: 1d20 + 15 ⇒ (19) + 15 = 34 <-- +2 if Ruslo aids
Potential re-roll 4: Disable Device: 1d20 + 15 ⇒ (10) + 15 = 25 <-- +2 if Ruslo aids

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Fuzzzy looks inside the chests once they're open and starts sticking stuff in his backpack.

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Jenk also steals all the stuff from the chests once they are safely opened, quickly scooping everything into her bag.
She also takes her charcoal and writes rude messages inside of each chest. Things like 'You're a meanie!', 'Poopy pants!', 'Lissalans suck!', and 'Don't cross the Aspis again!'.

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Syllyn takes inventory as the stuff is collected, like a good reporting Pathfinder.
Sheesh. I get a little annoyed by her - can't imagine what the cultists will think. But 'poopy pants'?

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Ruslo cracks his knuckles and gets down to work, helping Sok.
Disable Device to AID 3: 1d20 + 7 ⇒ (5) + 7 = 12
Disable Device to AID 4: 1d20 + 7 ⇒ (2) + 7 = 9
Disable Device to AID 5: 1d20 + 7 ⇒ (2) + 7 = 9
Disable Device to AID 6: 1d20 + 7 ⇒ (2) + 7 = 9
Disable Device to AID 7: 1d20 + 7 ⇒ (13) + 7 = 20
Disable Device to AID 8: 1d20 + 7 ⇒ (1) + 7 = 8
Disable Device to AID 9: 1d20 + 7 ⇒ (10) + 7 = 17
Disable Device to AID 10: 1d20 + 7 ⇒ (8) + 7 = 15
Disable Device to AID 11: 1d20 + 7 ⇒ (14) + 7 = 21
Disable Device to AID 12: 1d20 + 7 ⇒ (19) + 7 = 26
Disable Device to AID 13: 1d20 + 7 ⇒ (16) + 7 = 23
Disable Device to AID 14: 1d20 + 7 ⇒ (12) + 7 = 19
Disable Device to AID 15: 1d20 + 7 ⇒ (6) + 7 = 13

GM_CariMac |

Sok makes it to the third chest before his luck runs out. It explodes in his and Ruslo's faces. There is nothing inside the two chests that were opened but a few changes of clothes, toiletries, and some basic reference works about Lissala and ancient Thassilon.
Luckily it does not seem the one explosion attracts attention.
Reflex DC 17 for half Damage: 1d4 + 7 ⇒ (3) + 7 = 10
Reminder you need to significantly sabotage the Lissalan safe house in some way while blaming the Aspis for it. While the graffiti is awesome for blaming it's not meeting your main objective which is to make safe house uninhabitable for the Lissalan's for a while. There are several things you've discovered: 1. Basilisks, 2. gas leaking into the bluilding, 3. foul water dripping into back corner of the building. You have also discovered that damaging the safe house will trigger the guardian golem. Any thoughts on how you might meet your goal without awakening the guardian?

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Dang, a 26 wasn't enough in a low tier game? That's a heck of a trap!
Reflex, trap: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Sok picks himself up from the far wall where he landed, patting out the smoldering flaps of his coat. "Ow. Ok then, maybe we just leave the rest of these alone." He draws his wand of healing and tries to activate it on himself.
UMD: 1d20 + 11 ⇒ (20) + 11 = 31
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
UMD: 1d20 + 11 ⇒ (9) + 11 = 20
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
"Sorry about that, Ruslo. Would you like some healing?"

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"You know, I can hold my breath for a pretty long time. Maybe I can go in there and try to make the gas leak even faster?"

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Jank nods. "Yeah."
Was the gas flammable?
The water was poisoned and we took the wand that cleans it. Was there anywhere else that we saw where they keep water? We could add nasty water to it, but I don't think there was anywhere else.
"After we light the dolls on fire we could try to set the basilisks free. Can you let them out on our way out, Ruslo?"
Were they kept in by cage bars?

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"Anyone know what basilisks like? Like could we leave a trail for them to follow over to the statue? Or would that defeat the whole purpose? The statue guardian thing would probably just pummel them. Just thinking out loud here."

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Reflex: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
"Yeah," Ruslo agrees. "Look what they had in these chests. I don't think it's worth the effort of going through the others. Or the pain. Ouch!" Ruslo chuckles. "A little healing sounds great. Thank you."
Ruslo thinks. "Making the gas leak faster sounds like a solid plan. I also like the idea of releasing the basilisks on the way out. Don't know if we need to lead them anywhere. Just let 'em out and go? What about that water. Do you think we can make that pipe the waters coming from pour out faster and flood the place? I'll go check."
Ruslo goes to see if he can make the water pour faster and flood the place.
Disable Device: 1d20 + 7 ⇒ (18) + 7 = 25

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Syllyn smacks his head and blurts out, "The CHESTS! We have a pile of exploding chests and a room full of exploding gas and a guardian statue that does not take kindly to things blowing up. Now Sok, I know you are pretty dang good at taking apart traps, but how good are you at making them?"
Syllyn runs his hands together with glee.
"What if you picked the locks but did not open them. Would that set the runes off? What if we were to rig up the door the to room with the gas with a few of these so that when it was opened the lids were opened?" And what if when they came out of that gated area they set off some of them so as to activate a pissed guardian?"
"And as for the moldy water, could we use it to poison their food? I'm feeling rather Aespish."

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"We do need to make sure that it isn't too deadly; our informant might be in there. But using the chests is a smart plan!"

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"I suppose, then, that letting the basilisks run around free would be a bad idea. Oh well."

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Sok tries to activate his wand on Ruslo as he muses. "It's small mischief, but what about trying to switch or disguise the runes on the chests?"
UMD: 1d20 + 11 ⇒ (14) + 11 = 25
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
UMD: 1d20 + 11 ⇒ (8) + 11 = 19
UMD: 1d20 + 11 ⇒ (11) + 11 = 22
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Ruslo, looks like you made your Reflex save for half, so only took 5 from the trap. Are you still injured after 7 points of healing?

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Fuzzzy takes the weird scaled man's suggestion, and follows his owl's directions to the poisoned water. Then he carries the water in a bucket to the food they saw earlier (we did see food, right?) and tries to get the food all poisoned with it.
Then he goes back to see what else is happening with the vandals he's hanging out with.

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@Sok: I was wounded before the trap, am slightly wounded still, but not in need of anymore healing. Thanks.
"Thanks, Sok. That did the trick nicely."
Ruslo continues fiddling with the pipes to flood the chambers.
Neither I nor my kids have any way to obscure or alter the appearance of the runes on the chests.

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Sok follows Ruslo to help flood the chamber.
Probably no practical way of switching the runes without setting them off, it was just an idle thought.

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Aglynn can take of trying to increase the gas leak, but I want to make sure there's nothing else we want to do before that, since we'll probably want to get out of there quickly once that's done.

GM_CariMac |

** spoiler omitted **
Fuzzzy manages to ruin the food stores, and the golem does not awaken. Ruslo manages to increase the amount of water flooding into the chambers. The chamber begins to fill with water, and a loud noise like grinding stone can be heard from the direction of the golem's room.
Initiative Aglynn: 1d20 + 5 ⇒ (14) + 5 = 19
Initiative Fuzzy: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Lady Naysha: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Ruslo: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative Sok Pintar: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative Syllyn: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative Golem: 1d20 + 1 ⇒ (11) + 1 = 12
Round 1
Initiative Aglynn: 19+
Initiative Lady Naysha: 19
Initiative Golem: 12
Initiative Sok Pintar: 9
Initiative Fuzzy: 6+
Initiative Syllyn: 6
Initiative Ruslo: 5
Aglynn and Lady Naysah are up. The golem is all the way to the north in his room, and you except for Fuzzy are in the sleeping room? Fuzzy was in the main chamber messing with the food I believe.

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"Maybe it will just fix the leak and leave us alone? We should avoid it if possible."

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Aglynn moves to the hallway so she can see what's happening a little better.

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"What's that?"

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"Time to go!" Lady Naysha exclaims, hurrying out to the crate of dolls. "Bobby! Get Fuzzzy over here to light these dolls on fire."
Double move to the crate. Where exactly are the dolls on the map? Did I got the right way?

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"Sounds good, Boss!" Ruslo replies, clearly ready to leave.

GM_CariMac |

Yes Naysha you went the right way.
The golem moves up to Fuzzzy, but cannot attack right now.
Round 1/2
Initiative Aglynn: 19+
Initiative Lady Naysha: 19
Initiative Golem: 12
Initiative Sok Pintar: 9
Initiative Fuzzy: 6+
Initiative Syllyn: 6
Initiative Ruslo: 5

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Aglynn creeps further up the hallway and readies an action to blast the golem if it pursues Fuzzzy down the hallway.
blast, PBS, elemental overflow: 1d20 + 6 + 1 + 1 ⇒ (17) + 6 + 1 + 1 = 25
ouch!, PBS, elemental overflow: 2d6 + 7 + 1 + 2 ⇒ (5, 4) + 7 + 1 + 2 = 19

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Hearing the commotion from the hall, the investigator moves out to investigate. Double move.

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Syllyn dashes forward to join the others. (double move)

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Lady Naysha says something in a weird language as she takes a step to the side.
She giggles a lot!
Suddenly a creature that looks like a rabbit with the arms and face of a girl hops into sight, leaps around the golems legs and tangles it up with rope-vines!
Lady Naysha laughs some more as the rabbit-girl disappears.
I am using whimsical prank, which lets me make dirty tricks at range with my fairy friends. We are trying to entangle the golem. It doesn't get a save or anything and it works like a normal dirty trick otherwise. Its on my profile if you want to read it.
Whimsical Prank (Dirty Trick CMB): 1d20 + 9 ⇒ (6) + 9 = 15

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"Well hello there!" Fuzzzy says to the rock person. "Sorry, but that strange man over there is calling me to light something on fire. I've got to go! Bye!"
Fuzzzy turns and walks away.
Double move which will provoke.

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"Hoooo!"
Bobby's feathers glow, then the light flows down into Fuzzzy. Casting guidance.

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Hearing a commotion, Ruslo hurries off to see what's happening.
Double move.

GM_CariMac |

The Ebon Acolytus swings at Fuzzzy as he tries to move away. 7 DMG Lady Naysha's trick is very entertaining, but it fails to trip the golem. It moves in the direction the wizard went, and then tries to squeeze into the smaller hallway.
Aglynn's attack goes off and a blast of rock hits it. 19 DMG Everyone else moves into the hall.
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Round 2/3
Initiative Aglynn: 19+
Initiative Lady Naysha: 19
Initiative Golem: 12 19 DMG
Initiative Sok Pintar: 9
Initiative Fuzzy: 6+ 7 DMG
Initiative Syllyn: 6
Initiative Ruslo: 5

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Aglynn gathers power, adding a pushing infusion to her next blast. Dust and dirt puff out of her pores.
blast, PBS, elemental overflow: 1d20 + 6 + 1 + 1 ⇒ (20) + 6 + 1 + 1 = 28
ouch!, PBS, elemental overflow: 2d6 + 7 + 1 + 2 ⇒ (1, 1) + 7 + 1 + 2 = 12
blast, PBS, elemental overflow, to confirm: 1d20 + 6 + 1 + 1 ⇒ (12) + 6 + 1 + 1 = 20
ouch!, PBS, elemental overflow: 2d6 + 7 + 1 + 2 ⇒ (4, 6) + 7 + 1 + 2 = 20
CMB to bullrush the golem: 1d20 + 6 ⇒ (4) + 6 = 10

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Syllyn takes up a defensive stance and begins a raging song. He will let the golem by if it does not attack him and tries to go past, hoping it goes to the room to fix the damage.
Raging Song (Su): When the skald begins a raging song and then on each ally's turn, if the ally can hear the raging song, that ally must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects on that ally last for that ally's turn or until the song ends, whichever comes first.
Inspired Rage (Su) Affected allies gain a +2 morale bonus to Strength and Constitution and a +2 morale bonus on Will saving throws (+1, +1 per 4 levels), but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

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Sok takes a moment to carefully study the golem, see how it moves and extrapolating weak points. He then quickly ducks to the other side of the hall, ready to double around behind.
Studied Combat, single move.