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Autopass the Knowledge, Local check
"Sewer Dragons tribe? Hey, those are allies of the Society. We're Pathfinders. We've come to find some stolen property. How did you get here?" He glances at the hats that are on Hat's tentacles. "Hey, we're looking for a neme too. And a painting, but definitely a neme. Can we see it?"

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Hmm...I remember my sister Shayna ran into some kobolds a while back...that must be them. She said they were nice to deal with...helpful as well. If you could give us a...hand, that would be greatly appreciated.
diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15

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"Hey, we're looking for a neme too. And a painting, but definitely a neme. Can we see it?"
Hats proudly presents the Nemes of the Cerulean Pharoah to the party. But when Aiden reaches for it, he pulls it away, saying, "Look with your eyes, not with your hands!"
Hmm...I remember my sister Shayna ran into some kobolds a while back...that must be them. She said they were nice to deal with...helpful as well. If you could give us a...hand, that would be greatly appreciated.
"I am very helpful, but, as they say in the sewers of Absalom, 'Finders keepers, losers get to be mad jelly while the finder wears his beautiful neme.'"
Hats makes a big show of putting on the neme, twirling around so that all the Pathfinders can see it.

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Well, since you are a friend of the Society...another friend of the Society is looking for that. It was stolen from his museum. If you help with its return, I'm sure the powers that be would appreciate it. Might even be a reward...but don't quote me on the last part...

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Nali stays quietly in the back as the others try to negotiate with the creature. Creatures like this are not in her purview, so outside watching for cues of aggression, she can't do much else.
Just Studying Target, I can't make the knowledge check on an Otyugh.

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Yes, but you're talking about one hat. The society can provide you with many. Imagine the puppet show you can put on with more! The little gnome drones plainly from the back.
Diplomacy (aid?): 1d20 + 5 ⇒ (19) + 5 = 24

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"That is very tempting. I've always wanted to be part of the Pathfinder Society! I accept - on the condition that I get to join you so that I can bring the neme back myself! I've always wanted to meet Lady Blakros. I hear she's so rich that she has a room full of hats!"

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Arin hesitates for a moment.
O.. okay. But when we get there please let us precede you to make a peaceable introduction. We wouldn't want the Lady getting a scare and doing something rash to... the hand-puppets.

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"Of course, of course. I know that my kind has not always peacefully co-existed with the surface dwellers."
Hats starts packing up his things. There are still hundreds of vials of
various chemicals scattered around the room. Some of these chemicals have industrial applications, and others are useful tools for combat and adventuring.
The PCs can gather up to 10 of each alchemical item from the Core Rulebook: Acid (flask), Alchemist’s fire (flask), Antitoxin (vial), Holy water (flask), Smokestick, Sunrod, Tanglefoot bag, Thunderstone, Tindertwig

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"Perfect. You can bring Lady Blackros the neme yourself and I'm sure she would be happy to show you other hats in her collection. She will be so happy to meet you. Now, have you seen any paintings since you've been here?" Aiden grabs several of the tanglefoot bags, knowing how useful they are to impede enemies, as well as a couple flasks of acid, and one each of the other items. He shuts down his wayfinder and activates the sunrod instead.

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"Always nice to have another member of the Society," Djorn says, thinking that Hats probably isn't even the strangest one.
As they pick up the various chemicals in the room, he grabs a couple of the acid flasks, a couple of the alchemist's fires, a couple holy waters and one each of all the rest (and will pick up anything that others don't claim if the rest of the party isn't interested.)
He takes a moment to unlimber his shield and opens up the mechanism on the front before slipping one of the alchemist's fire into his breakaway boss then locking it in place.
"Across the hall?" he suggests, heading toward yellow.

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See Slide 8.
Perception (Djorn): 1d20 + 10 ⇒ (13) + 10 = 23
Perception (Aiden): 1d20 + 9 ⇒ (13) + 9 = 22
Perception (Arin): 1d20 + 9 ⇒ (6) + 9 = 15
Perception (Dru): 1d20 + 9 ⇒ (5) + 9 = 14
Perception (Nali): 1d20 + 13 ⇒ (6) + 13 = 19
Perception (Patros): 1d20 + 9 ⇒ (10) + 9 = 19
This larger chamber looks like it once contained a variety of goods, but has since been cleared out. There are two doors, one to the north, and one to the south, on the east wall.

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Now holding the sunrod in one hand and a requisitioned tanglefoot bag in the other, Aiden does a quick circuit of the room, looking for anything that might have been left behind.
"Eeny Meany Miney Mo." He points to the left door. "Mo."
Perception: 1d20 + 9 ⇒ (15) + 9 = 24

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The Onyx Alliance converted this room into a makeshift meeting room with empty boxes and barrels used as makeshift tables and chairs.
Perception (Aiden): 1d20 + 9 ⇒ (9) + 9 = 18
Perception (Arin): 1d20 + 9 ⇒ (3) + 9 = 12
Perception (Dru): 1d20 + 9 ⇒ (15) + 9 = 24
Perception (Nali): 1d20 + 13 ⇒ (6) + 13 = 19
Perception (Patros): 1d20 + 9 ⇒ (4) + 9 = 13
Nobody notices anything other than makeshift tables and chairs.

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Arin nods but remains cautious.
Yes... but it's too quiet here. Be on your guard.

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Hats perks up. "Oh, in the old Blakros Museum, the southern door led to the dining hall!"
Why yes, I did have you go through this section room by room just so Hats could make that joke.
Hats is disappointed. The southern door leads to a room that contains several stalls with upright beds for agents staying here.
Please let me know when you're ready to enter the final room. You may pre-buff if you want.

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"Hats, have you been inside this room?" Aiden points to the last door. "Do you know if anyone is in there?"
Before they enter, Aiden uses his wand of Shield on himself, then stows it away again.
UMD: 1d20 + 13 ⇒ (8) + 13 = 21

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Djorn did Mists, too. Being Monkeyfied wasn't so bad. It might have saved his life, actually.
Djorn also remembers this room from a previous visit. His mind breaks for a moment then he winces and gags a bit as he realizes the miscommunication.
Though he has no particular skill with traps, he'll check the door for any obvious signs of danger.
Check that door for heat: 1d20 + 10 ⇒ (11) + 10 = 21

GM Watery Soup |

Perception (Djorn): 1d20 + 10 ⇒ (16) + 10 = 26
Perception (Aiden): 1d20 + 9 ⇒ (2) + 9 = 11
Perception (Arin): 1d20 + 9 ⇒ (12) + 9 = 21
Perception (Dru): 1d20 + 9 ⇒ (16) + 9 = 25
Perception (Nali): 1d20 + 13 ⇒ (5) + 13 = 18
Perception (Patros): 1d20 + 9 ⇒ (11) + 9 = 20
The door appears untrapped.
See Slide 9.
Harsh, cold blue illumination fills this space, coming from braziers hoisted up on the ceiling some thirty feet above. A cracked-wide ebony pyramid rises ten feet off the ground in the chamber’s center, covered by a thick layer of dust. Small cases line the joins between wall and floor along the northern edge of the room. A series of paintings hang from the northern wall, each depicting a somber scene in muted colors.
Of the three pictures mounted on the wall, the Yamada Osa painting rests at the center. As Nigel Aldain’s inventory list indicated, the image portrays the somber view of a Tian Xia village situated between a mountain and a forest.
Two ice golems stand on either side of the pyramid. They attack as soon as the Pathfinders enter the room.
Initiative (Djorn): 1d20 + 4 ⇒ (12) + 4 = 16
Initiative (Aiden): 1d20 + 1 ⇒ (7) + 1 = 8
Initiative (Arin): 1d20 + 2 ⇒ (2) + 2 = 4
Initiative (Dru): 1d20 + 2 ⇒ (17) + 2 = 19
Initiative (Nali): 1d20 + 7 ⇒ (18) + 7 = 25
Initiative (Patros): 1d20 + 8 ⇒ (19) + 8 = 27
Initiative (Golems): 1d20 - 1 ⇒ (5) - 1 = 4
Initiative (Chalos): 1d20 + 3 ⇒ (6) + 3 = 9
Round 1! Golems be slow ...
Patros
Nali
Dru
Djorn
Aiden
Arin
Green Golem
Blue Golem

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Knowledge, Geography: 1d20 + 8 ⇒ (2) + 8 = 10
Aiden barely gives the paintings a glance as he hones in on the golems standing guard. Before they can attack the group, the Chelaxian hurls the tanglefoot bag at one of them. He also drops the sunrod on the ground, drawing one of his knives.
Ranged Touch (range): 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
Blue is entangled and needs a DC15 Reflex save or be stuck in place

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Patros glides forward and slashes at the golem with his gleaming sword.
attack: 1d20 + 12 ⇒ (1) + 12 = 131d8 + 5 + 5 ⇒ (5) + 5 + 5 = 15
He readies to fend off any attack and strike back.
p/r: 1d20 + 12 ⇒ (16) + 12 = 281d20 + 12 ⇒ (1) + 12 = 131d8 + 5 + 5 ⇒ (8) + 5 + 5 = 18
if they are immune to precision, disregard the second +5 to damage...weapon is adamantine
fml...1's on both attack rolls?...stupid RNG-bot

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Okay, since I wasn't able to post buffs, Nali would have cast Weapon of Awe on her bow before we entered. Then,..
Nali looks over the golem on the northern side of the room, as she begins her hunting chant yet again.
Move action - Study Green
Identify Golem - Knowledge(Arcana)(ML,ST): 1d20 + 9 + 2 + 2 ⇒ (1) + 9 + 2 + 2 = 14
Standard action - cast Divine Favor

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Aiden throws a net over Blue.
Reflex, DC 15: 1d20 + 1 ⇒ (8) + 1 = 9
Blue is immobilized.
Dru runs up to Green and swings. Her morningstar smashes into the golem, but it doesn't do as much damage as she thinks it should have.
Patros slides over to Blue and swings, but misses.
Nali tries to recall what she learned about the ice golems from before, but can't quite recall. She casts a spell.
Round 1! Golems be slow ...
Patros
Nali
Dru
Djorn
Aiden
Arin
Green Golem (-14 hp + 1*DR)
Blue Golem (immobilized)

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The little gnome glides up behind Dru, who hears a low, but deep and insistent muttering of harsh abyssal. A little hand touches the small of her back as a spell seems to complete.
[move] 20'
[standard] cast shield of faith on Dru, +3 AC (deflection), Duration 6m/60 rounds

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Here are the rules for a tanglefoot bag. The golem can break out with a str check or dealing damage. It also only lasts a certain number of rounds.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

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"Giant men made out of ice?! If only we had recently found something that would be particularly effective against creatures made of ice...oh wait..."
Djorn steps up and then 2 flasks of alchemist's fire go flying toward each of the ice golems.
Alchemists Fire (Ranged Touch Against Green) PBS, 3rd Range Increment: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
Fire: 1d6 ⇒ 1
Alchemists Fire (Ranged Touch Against Green) PBS, 3rd Range Increment: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
Fire: 1d6 ⇒ 5
Alchemists Fire (Ranged Touch Against Blue) PBS, 3rd Range Increment: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14
Fire: 1d6 ⇒ 5
Alchemists Fire (Ranged Touch Against Blue) PBS, 3rd Range Increment: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17
Fire: 1d6 ⇒ 3
Targeting the creature's square diagonal from my allies in each case to avoid splash and here are the scatter checks if either of the ones against Green go astray.
Scatter 1: 1d8 ⇒ 4
Scatter 2: 1d8 ⇒ 6

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Djorn, targeting a corner rather than a creature will make the AC 5, but won't do direct damage - the golem would only take 1 splash fire on a hit. (Alchemists get away with it because their splash is high.)

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So...if I'm targeting a creature larger than Medium size does the splash affect everyone within 5 feet of the creature or within 5 feet of the center of the creature or within 5 feet of one of the squares the creature takes up?

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I decided to not be lazy and found this - If the target is Large or larger, you choose one of its squares and the splash damage affects creatures within 5 feet of that square.

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The operative word is "splash" - in the case of alchemist's fire, its direct damage is 1d6, but its splash is only 1. So if you targeted a creature and hit, it would take 1d6, and every square around the target (in case of a large creature, the chosen target square) would take 1. If you targeted a creature and missed, it would land in a random (1d8) square, and all 8 squares around that square plus the landed square would take splash. You will hit all four because it's AC 5, but each hit will only do 1 damage (since 1x1.5 rounds back down to 1). As long as you're aware of this, there's no problem from an adjudication standpoint.

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Per the information I found above, my understanding is that I target the creature's touch AC and do damage to it if I hit but, because it is larger than medium I have to pick one of its squares to determine splash damage from. The target wouldn't take any splash damage but neither would any targets not adjacent to that square. If that's the case, I pick the square furtherest away from my teammates which should keep them out of the splash zone.
If that's not the case, I'm still cool with it, it's just not going to be as effective as I thought. I would still aim so that a hit wouldn't splash onto my teammates and still keep the same actions.

GM Watery Soup |

Oh, I see - you're still targeting the creature. I thought you wanted to target the square. Yes, that's all good, then.
---
Arin casts a spell and Dru feels like the gods are looking over her.
Djorn launches a barrage of alchemist's fires. Three of them land directly on the golems, and one splashes just behind Green. There's some obvious deformations on the ice golems as they burn.
The green-tinged golem takes a deep breath, and then exhales, covering Dru and Arin (but just missing Djorn).
Cold: 3d6 ⇒ (6, 4, 4) = 14 DC 13 Reflex for half
The blue-tinged golem also breathes cold, covering Patros, Aiden, and Djorn (but not Arin).
Cold: 3d6 ⇒ (3, 1, 2) = 6 DC 13 Reflex for half
Before the Pathfinders can counterattack, a female elven voice echoes throughout the chamber, and a beam of fire streaks from the pyramid at 1d2 ⇒ 1 Dru.
Very Hot Beam: 1d20 + 8 ⇒ (4) + 8 = 12 vs flat-footed touch
Fire: 4d6 + 1 ⇒ (2, 1, 2, 5) + 1 = 11 plus Sneak: 3d6 ⇒ (4, 2, 4) = 10
If I have done the math correctly, Dru's FFTAC should be 10+3 from Shield of Faith, and the beam misses. You get a PFS2 Hero Point!
Some extremely filthy Elvish curses are muttered.
Round 1!
Patros (-6 hp, Reflex)
Nali
Dru (-14 hp, Reflex)
Djorn (-6 hp, Reflex)
Aiden (-6 hp, Reflex)
Arin (-14 hp, Reflex)
Green Golem (-8 hp + 1*DR)
Blue Golem (-11 hp, immobilized)
Unknown

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Patros presses his attack on the golem and lets out a stream of curses that would make the most seasoned sailor blush as he slashes away.
I'm gonna make ice cubes for my drink out of you...
attack: 1d20 + 12 ⇒ (15) + 12 = 271d8 + 5 + 5 ⇒ (2) + 5 + 5 = 12
p/r: 1d20 + 12 ⇒ (14) + 12 = 261d20 + 12 ⇒ (15) + 12 = 271d8 + 5 + 5 ⇒ (8) + 5 + 5 = 18adamantine weapon

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Djorn doesn't like the fact that he can't see who shot out that beam of heat. He also doesn't like the burst of cold that comes at him.
There's not much he can do about the former but he does what he can to avoid the latter.
Reflex: 1d20 + 9 ⇒ (16) + 9 = 25
He rushes at the green golem, figuring Dru needs up close back up while Patros and Aiden can handle the (very cold) wetwork needed on the blue.
His movement provokes to get him where he is.
His opening volley has left him with a gap in the icy armor for him to swing at when he gets next to the creature and he slams his shield against it, causing the alchemists fire to burst, assuming he hits.
+2 Bashing Spiked Shield plus Opening Volley: 1d20 + 11 + 4 ⇒ (16) + 11 + 4 = 31
Bashing plus Fire: 1d8 + 4 + 1d6 ⇒ (7) + 4 + (4) = 15
And the fires from the first vials of alchemical substances still burn.
Green Fire Damage: 1d6 ⇒ 3
Blue 1 Fire Damage: 1d6 ⇒ 2
Blue 2 Fire Damage: 1d6 ⇒ 6
And he preps to punish the golem if it hits one of his allies.
+2 Bashing Spiked Shield: 1d20 + 11 ⇒ (14) + 11 = 25
Bashing or Piercing: 1d8 + 4 ⇒ (2) + 4 = 6

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Reflex Save: 1d20 + 9 ⇒ (12) + 9 = 21 Evasion!
"It's stuck! Hit this one from afar!" He pulls out the alchemist's fire that he liberated recently. He watches the golem for a moment, then hurls it at the ice creature.
Studied Target on Blue. Aiming for the back corner to avoid splashing Patros.
Ranged Touch (ST, range): 1d20 + 5 + 1 - 2 ⇒ (19) + 5 + 1 - 2 = 23
Fire Damage (ST): 1d6 + 1 ⇒ (1) + 1 = 2

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Ref save DC 13: 1d20 + 5 ⇒ (13) + 5 = 18
Dru manages to dodges some of the ice, and this unexpected last second movement, put her out of harm way from a jet of fire coming out of nowhere, with only a few blonde braids singed
Don't you know I could catch some bad illness with all this hot and cold? You really have no respect for people's health!
She continues her attack on the icy construct
Power attack: 1d20 + 13 - 2 ⇒ (9) + 13 - 2 = 20
dmg: 1d8 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Power attack: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
dmg: 1d8 + 6 + 4 ⇒ (4) + 6 + 4 = 14

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Nali chuckles a little at the Elven cursing, and debates responding in kind, but decides to deal with the current problem first. She makes a step into the room, makes a quick prayer to Ketephys before firing a pair of shots at the northern golem, though the first arrow fires wide.
Swift action - Bane(Construct) on Bow(Round 4/6)
5-foot step
Full attack on Green
Attack(ST,DF,PBS,Bane,RS): 1d20 + 12 + 2 + 3 + 1 + 2 - 2 ⇒ (1) + 12 + 2 + 3 + 1 + 2 - 2 = 19For(ST,DF,PBS,WoA,Bane): 1d8 + 3 + 2 + 3 + 1 + 2 + 2 + 2d6 ⇒ (1) + 3 + 2 + 3 + 1 + 2 + 2 + (6, 6) = 26
Attack(ST,DF,PBS,Bane,RS): 1d20 + 12 + 2 + 3 + 1 + 2 - 2 ⇒ (5) + 12 + 2 + 3 + 1 + 2 - 2 = 23For(ST,DF,PBS,WoA,Bane): 1d8 + 3 + 2 + 3 + 1 + 2 + 2 + 2d6 ⇒ (8) + 3 + 2 + 3 + 1 + 2 + 2 + (3, 4) = 28

GM Watery Soup |

Patros's adamantine weapon slashes deep into the golem, just as it would have slide through flesh. He doesn't seem to mind the cold.
Djorn also shrugs off the cold. He runs through, taking a swing from the golem.
Slam: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d6 + 3 ⇒ (6) + 3 = 9 plus Cold: 1d6 ⇒ 2
... which he easily avoids. He slams his shield into Green, releasing another fire.
Aiden avoids the icy breath entirely, and returns fire, literally.
Dru ignores the jet of flame that just shot by her, and hacks at the golem. Only one blow hits, and it doesn't seem to do as much damage as she hoped.
Two arrows zip by Dru's head, and thunk into Green's head. The golem topples over.
Suddenly, the doorway bursts open, and the Kool-Aid Man Hats rumbles through.
"OH YEAH!" she yells.
She reaches out with a tentacle and tries to slap Blue.
Tentacle: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
The neme on her head begins glowing. The magic buildup seems to react oddly with the nearby painting, causing both objects to temporarily glow with magical energy. A second later, Hats disappears in a flash of energy, leaving the nemes sitting in the space the otyugh once occupied.
Round 2!
Patros (-3 hp)
Nali
Dru (-14 hp, Reflex)
Djorn (-3 hp)
Aiden (-0 hp)
OMGHats!?
Arin (-14 hp, Reflex)
Green Golem (-95 hp + 5*DR)
Blue Golem (-43 hp + 1*DR, immobilized)
Unknown

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Reflex: 1d20 + 4 ⇒ (4) + 4 = 8
Arin then closes his eyes and spreads his arms out to radiate a healing energy.
[standard] Channel positive energy, catches the whole party
Healing: 3d6 ⇒ (1, 4, 6) = 11

GM Watery Soup |

Arin heals the whole party.
Recharge: 1d4 ⇒ 3
The golem roars with disapproval, and swings at Patros.
Slam, entangled: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16
Damage: 1d6 + 3 ⇒ (3) + 3 = 6 plus Cold: 1d6 ⇒ 4
Slam, entangled: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
Damage: 1d6 + 3 ⇒ (6) + 3 = 9 plus Cold: 1d6 ⇒ 2
The unseen caster tries again, this time at Djorn.
Scorching Ray: 1d20 + 8 ⇒ (13) + 8 = 21 vs FFT
Fire: 4d6 + 1 ⇒ (3, 4, 2, 1) + 1 = 11 plus Sneak: 3d6 ⇒ (3, 5, 2) = 10
Arcane Spell Failure, DC 16: 1d100 ⇒ 90
A giant bolt of flame appears out of nowhere and smashes the side of Djorn's head.
Round 3!
Patros (-0 hp)
Nali
Dru (-0 hp)
Djorn (-21 hp)
Aiden (-0 hp)
Arin (-3 hp)
Hats
Green Golem (-95 hp + 5*DR)
Blue Golem (-43 hp + 1*DR, immobilized)
Unknown

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Arin wanders towards Djorn and continues his Mediqwik duties.
The softly glowing white hand reaches out to Djorn, and when it leaves his left with only small bruises.
[move] 20'
[standard] Cure Serious Wounds
Healing, Djorn: 3d8 + 6 ⇒ (4, 1, 7) + 6 = 18

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did you miss my parry/riposte from my last post? i might not have indicated it clearly...sorry
Just drop already! Patros yells as he continues his attack. He then prepares to fend off any strike and return the favour.
attack: 1d20 + 12 ⇒ (19) + 12 = 311d8 + 5 + 5 ⇒ (5) + 5 + 5 = 15
p/r: 1d20 + 12 ⇒ (14) + 12 = 261d20 + 12 ⇒ (10) + 12 = 221d8 + 5 + 5 ⇒ (6) + 5 + 5 = 16
crit: 1d20 + 12 ⇒ (17) + 12 = 292d8 + 10 ⇒ (2, 7) + 10 = 19