
GM Hmm |

Red's Fort Save: 1d20 + 16 ⇒ (17) + 16 = 33
"Ewwww!" Covered in creeping slime, and with only five hit points left, Red has hit his limit. He screams, "I surrender! You won! You won!'
However, instead of staying in place to find out if you accept surrenders, he strides three times and flees into the time smoke of the next room. He's clearly intending to full out run out of here.
- Combat Over! -
Meanwhile, to the East of the party, you hear a muffled voice calling, "Paxle! Paxle! Are you there?"
As you push through the fog, you find Uby bound to a pedestal at the lab's center by three straps. She looks battered and hurt. "Are you... Pathfinders?"
Unlatching and removing one of the intricate straps requires two Interact actions, which I will totally handwaive since you are out of combat.
HERO POINT TO GREEZGUX, because the GM also blames the goblin!
And since I forgot to give a hero point in the last encounter, ONE TO GRUM as well!

GM Hmm |

It's Pathfinders to the rescue! You unstrap her, make your way back through the time fog to the glowing sigil on the floor. The room spins crazily as you all return back to your own time, with some convenient loot from the reckless scientists.
You found six lesser healing elixirs and a few assorted bombs on the dead scientists. If a certain mischievous poppet doll or someone else in the party wants them, you also have 2 moderate acid flasks, 2 moderate alchemist's fires, 2 lesser bomber's eye elixir, 4 moderate frost vials.
"Uby!' Paxle hugs his friend, and then each of you in turn. "Pathfinders are the best! Thank you so much!"
TEMPORAL SUCCESS!
As you are walking back through the hallways, a small yellow rabbit hops into sight, gesturing frantically at the hallway it emerged from. Once spotted, it bounds away, back the way it came. This is one of the routes you have not explored yet.
Chulyin's Nature (M): 1d20 + 17 ⇒ (17) + 17 = 34
Patrick's Arcana (M): 1d20 + 18 ⇒ (12) + 18 = 30
Sideon's Occultism (T): 1d20 + 14 ⇒ (12) + 14 = 26
Grum's Nature (T): 1d20 + 10 ⇒ (9) + 10 = 19
Greezgux's Religion (T): 1d20 + 10 ⇒ (20) + 10 = 30
Do you follow the bouncing rabbit? If so, we're off to SLIDE 11.

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"That is a familiar," Chulyin says. "It might belong to a lost Pathfinder."

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"Careless to let your familiar wander off like that, but that's wizards for you. We should probably follow it, see what happens."

GM Hmm |

The bouncing rabbit is traveling swiftly down the halls ahead of you. Thumpity-thump-thump. You quickly lose sight of him, but Grum manages to spot bits of shed yellow fur at key moments to keep you following the rabbit.
Chulyin's Survival (T): 1d20 + 13 ⇒ (9) + 13 = 22
Grum's Survival (T): 1d20 + 12 ⇒ (16) + 12 = 28
Patrick's Survival (U): 1d20 + 6 ⇒ (4) + 6 = 10
Sideon's Survival (T): 1d20 + 11 ⇒ (9) + 11 = 20
As you are following the rabbit's trail, you catch sight of the errant familiar. Suddenly, the rabbit's ears perk up and it stops, eyes wide and body frozen in place.
Chulyin's Nature (M): 1d20 + 17 ⇒ (3) + 17 = 20
Patrick's Nature (T): 1d20 + 12 ⇒ (17) + 12 = 29
Sideon's Nature (T): 1d20 + 11 ⇒ (13) + 11 = 24
Grum's Nature (T): 1d20 + 10 ⇒ (6) + 10 = 16
Chulyin's Perception (E): 1d20 + 15 ⇒ (20) + 15 = 35
Patrick's Perception (T): 1d20 + 12 ⇒ (20) + 12 = 32
Sideon's Perception (M): 1d20 + 19 ⇒ (6) + 19 = 25
Greezgux's Perception (T): 1d20 + 13 ⇒ (16) + 13 = 29
Grum's Perception (E): 1d20 + 12 ⇒ (3) + 12 = 15
Chulyin, Patrick and Sideon realize immediately that the rabbit has tracked a dangerous predator. Sure enough, you all hear the sounds of tearing meat and a couple of low growls, then more tearing meat. Then everyone but Grum spots a family of three bears up ahead, gnawing on the body of a dead Pathfinder. You all take turns peeking down the hallway to confirm this.
★ --- ★ --- ★ --- ★
It is possible for all of you to sneak past the bears, rather than fighting them. But perhaps our druid could use Wild Empathy if he wishes? The bears have not seen you yet, so I am giving you your chance to bypass this little encounter if you can. Or you can fight!
- SLIDE 11-

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Well, since I'd rather not break my anathema...
"Be ready to fight or run if this goes poorly," Chulyin tells the others before turning to his jaguar friend and making a lowering motion with his hand. He turns back to the halls and moves around the corner to confront the bears. He adopts a confident posture and begins with grunts and a back-throated growl.
Don't kill me!
Diplomacy (T): 1d20 + 9 ⇒ (20) + 9 = 29 +1 more to Make an Impression

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Greezgux continues to stare at the one true threat, not the bears but the deadly, murderous rabbit. He once saw one of the bloodthirsty beasts take down a squad of knights like it was nothing. He waits while Chulyin calms down the nice bears, hoping he gets the chance to try some rabbit.

GM Hmm |
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A perfectly timed critical success! Nice!
The bears initially growl and grumble a bit, but something about Chulyin's confident posture makes them realize that not only do you pose no threat to them or their meal, but also that you would become a threat if they were stupid enough to attack. Instead, they warily watch you as you pass, then return to their meal as you walk by!
The rabbit leaves with you, and continues taking you through the tunnels to a brand new map!
- SLIDE 12 -
You see a dwarven female Pathfinder, swaying in exhaustion and dripping blood from obvious bear wounds. She stands in a square not moving her feet at all. "Stop!" she calls, holding out the palm of her hand for emphasis. "My name be Gloma, and I be a right idiot. I've likely killed myself, and I do not want it be on my conscious you die too. My partner and I, we ran smack into a trio of cave bears. They killed him, and nearly got me, but I ran here..."
She points down at her feet. "That be the pressure plate I stepped on like a damn fool. If I step off, it will set off a nasty, nasty flensing trap. I be barely alive now..." She points at the rabbit. "I sent Topaz to find help. If you can disable the trap, wonderful. If you cannot... Could you take my will and testament?"
This trap can only be disabled by Expert level Thievery, so this is Sideon's show, but the rest of you are free to aid her in other ways.

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How close can we approach? Because I can help improve her odds of survival.
"I will take your testament," Chulyin says, "But I can heal you if I can approach close enough. Then, at least, you might endure with your dwarven fortitude."

GM Hmm |

"Dwarven fortitude!" She smiles but shakes her head. "I can only hope to be a proud example to my clan. If you be ballsy, you can approach right up and touch me," Gloma says. Then she points out the area shown in the map by a red square. "But it be dangerous if I fall or twitch... Rotating blades extend from the walls, floors, and ceiling of the surrounding halls when weight be removed from this trapped floor tile. It will eviscerate everyone in this area if it goes wrong."

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"Now, now. I'm sure the trap is nothing I haven't seen before. Did I tell you I once founded a thieves' guild in Merab? Sleepy little town, from what I remember. Not much to steal, really."
Sideon keeps absent-mindedly talking about how he was "the best second-story elf in Thuvia." You get the sense that, if this happened at all, it was a very long time ago.
Thievery (Master): 1d20 + 18 ⇒ (17) + 18 = 35

GM Hmm |

Sideon gets out his lockpicks and disarms the trap in a masterly way! Gloma collapses with relief -- or was that blood loss? Her familiar bounds up to her with a happy leap.
"Yes, thank you Topaz." The dwarf scratches her little rabbit behind the ears. "And thank you too," she says, locking gazes with all of you. "You have certainly saved me! Gloma of the Crystalkin Clan will remember you!"
One Rescue Success!

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When the Supply Cart comes by, Zendel offers to take the wounded Gloma back to medical on his wagon. "I'm delivering bandages to them next, so I'd be happy to take a fellow wounded Pathfinder."

GM Hmm |

You wave farewell to Gloma and Topaz. With the Pathfinder rescued, it's time for your group to start exploring again. So far, you have found killer clockwork soldiers, pits full of bones, strange bat creatures in need of rescue, reckless mad scientists, killer cave bears and a dwarven Pathfinder caught in a deadly flensing trap. What could be next?
You travel down the twisting passages of the complex until suddenly one of the passages opens up into a huge open space with arched ceilings. The walls of this grand entry chamber are carved with faded images, from tentacled monsters and ritual ceremonies to flying wagons and other strange machines. Beyond the chamber is a grand library filled with books and beautiful statuary.
What do you do?
- SLIDE 14 -

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Chulyin has a sudden sense of de ja vu as they enter the library--another life, another timeline, or another dimension. "We should look through this library to see if it holds clues to what is happening with the Maze."

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Greezgux slowly walks through the chamber looking over the faded carvings and images. "It all routes are leading here that makes sense." His bone staff thuds loudly among the silent room.
Academia Lore?: 1d20 + 10 ⇒ (18) + 10 = 28

GM Hmm |

Ah! The library! Can any place be more wonderful for adventurers than a library? You wander in, charmed by the quaint tentacled monsters carved in the walls, taking in the comforting smell of old books, remembering the wonderful gnomish head librarian who welcomed you all into the Pathfinder Society library,
Because... aren't all gnomish librarians wonderful? Of course they are.
Greezgux reaches out to the shelves and finds a first edition copy of Naughty in New Thassilon, which must be a book about grappling techniques based on what the two humans on the front cover are doing.
More seriously, I will save your roll for a bit later. I promise.
Too bad there is no obvious card catalogue, or friendly gnomish librarian here to guide you. Oh... wait. Look, there is some movement behind that golden orrery with all the stars and the planets. Is that a stylish glass statue moving towards you off that pedestal? How it sparkles in the light! Maybe it is the wonderful librarian that you were waiting for. It glides towards you, tinkling like crystal, ready to welcome you into the library as it manifests sharp, blade-like glass swords out of its arms.
Wait... Blade-like glass swords out of its arms? Maybe this is one of those libraries that is not so welcoming to newcomers!
Chulyin, Search: 1d20 + 15 ⇒ (17) + 15 = 32
Patrick, Detect Magic: 1d20 + 12 ⇒ (10) + 12 = 22
Sideon, Avoid Notice: 1d20 + 19 ⇒ (3) + 19 = 22
Greezgux, Avoid Notice: 1d20 + 13 ⇒ (17) + 13 = 30
Grum, Search: 1d20 + 12 ⇒ (10) + 12 = 22
Glass Statue: 1d20 + 16 ⇒ (20) + 16 = 36
★ --- ★ --- ★ --- ★
Nothing is faster than a librarian! The glass statue triple-moves towards the goblin with the book in its hand, with an ultra sharp blade pointing at the goblin's throat.
★ --- ★ --- ★ --- ★
The whole party is up!
Arcana or Crafting to identify the Glass Greeter you have found. Let me know if you plan to use an action to identify, and I will roll it for you.
Glass Greeter
Chulyin
Chulyin's Jaguar
Greezgux
Grum
Patrick
Sideon
- SLIDE 14 -

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"Golem!" Chulyin says in a way that makes it sound like a curse.
Recall Knowledge: Arcana +13

GM Hmm |

Alas, because this is an uncommon creature, Chulyin might recognize that it's a golem, but knows nothing else about this glittering glass statue.
★ --- ★ --- ★ --- ★
The whole party is up!
Arcana or Crafting to identify the Glass Greeter you have found. Let me know if you plan to use an action to identify, and I will roll it for you.
Glass Greeter
Chulyin (2 actions left!)
Chulyin's Jaguar
Greezgux
Grum
Patrick
Sideon
- SLIDE 14 -

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Grum places his second hand on his weapon and charges the creature.
He did run by it, if it has AOO
attack: 1d20 + 16 ⇒ (19) + 16 = 35
magical, slashing damage: 2d12 + 6 ⇒ (10, 2) + 6 = 18
one action-interact, 2 actions-sudden charge

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Looking at pictures makes Greezgux hungry. His body snaps and enlarges to even greater heights as his head nearly touches the ceiling. Licking his lips he bets the glass creatures snaps like those wonderful pop rocks.
◆◆ Cast Enlarge (Signature Spell 4th level)
◆ Cast Glutton's Jaw
HP 82/82 (Vital Beacon Active)
AC 26 (27 w/ Shield; Clumsy 1)
Resistances (Resist Fire 5 | Self and Adjacent Allies Resist Evil 3)
Spells (1) 4/4
Spells (2) 3/4
Spells (3) 4/4
Spells (4) 2/4
Focus 1/2
Hero Point 3/3
Mosquito Witch Doll
HP 40/40
AC 26
Items: Necklace of Fireballs II
Decanter of Endless Water

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"Buail grian shìorraidh ar nàimhdean!" Chulyin intones as he draws an eldritch sign in the air with the tip of his snake-headed staff. A point of light appears before the Sarkorian and then stretches out in a ray toward the glass construct.
◆◆ Searing Light: 1d20 + 15 ⇒ (13) + 15 = 28
Fire: 5d6 ⇒ (1, 6, 4, 5, 1) = 17
Probably not this. + Good vs. Fiend or Undead: 5d6 ⇒ (1, 2, 3, 5, 5) = 16

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No worries, I have Gang Up.
Sideon will see if he remembers anything of note about the unusual golem (Arcana +16), then he runs up to it and attempts to find a weak point with his dagger.
Flat-footed due to Gang Up
dagger: 1d20 + 14 ⇒ (1) + 14 = 15 for piercing: 2d4 + 6 + 2d6 ⇒ (2, 4) + 6 + (1, 3) = 16

GM Hmm |

Grum runs up to the strange glass statue and slashes at it. It resists over half the damage that was dealt by his attack. Then Greezgux prepares to crunch glass like pop rocks by enlarging both himself and his jaw! Chulyin casts searing light upon the golem. The light sparkles outward with rainbow light as the fire damage magically heals all the damage that the statue had taken from Grum. Well, you have discovered at least one interesting magical interaction for the glass statue! Chulyin's jaguar strides around the glass statue.
Then Sideon tries his hand at what he can recall about the glass golem...
Sideon's Arcana (T): 1d20 + 14 ⇒ (4) + 14 = 18
...but really, he can't think of anything he knows about the creature. This surprises Sideon, who completely misses the Golem with his next attack!
★ --- ★ --- ★ --- ★
Arcana or Crafting to identify the Glass Golem you have found. Let me know if you plan to use an action to identify, and I will roll it for you.
Glass Golem
Chulyin
Chulyin's Jaguar
Greezgux
Grum
Patrick
Sideon
- SLIDE 14 -

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Patrick also uses Arcana to see what he knows about glass golems
Arcana +18
Also, observing that fire seems to heal it, he attempts to use cold (Ray of Frost)
sa: 1d20 + 15 ⇒ (14) + 15 = 29 cold: 4d4 + 4 ⇒ (2, 1, 1, 4) + 4 = 12

GM Hmm |

Ah, it is good to be a master of Arcana! Patrick does remember some useful details about glass golems, and might be able to remember more by making another successful Arcana check. He then tosses a cold spell at the Golem, which the Golem absolutely does not want! It attempts to leap and spin, hoping to evade the magic and reflect it back...
Acrobatics to Counteract and Reflect: 1d20 + 18 ⇒ (5) + 18 = 23
...but it steps a tad too late and Patrick's cold spell hits its target!
★ --- ★ --- ★ --- ★
The glass golem is slowed this round! It attacks first the big target with the scary jaws, who is still holding the library book!
Crystal Cutlass (aka Bladed Limb): 1d20 + 22 ⇒ (8) + 22 = 30
Slashing Damage: 2d6 + 2 + 8 ⇒ (4, 4) + 2 + 8 = 18
Then it attacks Grum, the only person to hurt it last turn.
Crystal Cutlass (aka Bladed Limb): 1d20 + 22 - 4 ⇒ (6) + 22 - 4 = 24
Slashing Damage: 2d6 + 2 + 8 ⇒ (4, 2) + 2 + 8 = 16
Because Grum is not raging, it misses!
★ --- ★ --- ★ --- ★
Glass Golem
Chulyin
Chulyin's Jaguar
Greezgux (-18)
Grum
Patrick
Sideon
- SLIDE 14 -

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Seeing that slashing did barely anything to it, he shifts his weapon into a war flail.
he then brings the heavy metal head down with some extra muscle.
attack: 1d20 + 16 ⇒ (16) + 16 = 32
power attack, magical and bludgeoning: 3d10 + 6 ⇒ (2, 8, 7) + 6 = 23
one action-interact with shifting weapon, two actions-power attack

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Sonic hurts it and Cold slows it. Must have some sort of crystalline structure after all
He then does another search through his memory.
(Arcane +18)
before tossing more cold at it.
sa: 1d20 + 15 ⇒ (14) + 15 = 29 cold: 4d4 + 4 ⇒ (3, 1, 4, 3) + 4 = 15
Looks like he'll have to get some sonic type spells in the future. Besides - crystals are cool. So is geometry.

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Sideon tries to give a bit of a push to the golem to tip it over, figuring that his dagger will be less than effective against sturdy crystalline giant.
Athletics (Trip): 1d20 + 10 ⇒ (9) + 10 = 19
Still, maybe he will find a weak point.
Flat-footed from Gang Up
dagger: 1d20 + 17 - 4 ⇒ (20) + 17 - 4 = 33 for piercing: 2d4 + 6 + 2d6 ⇒ (1, 3) + 6 + (6, 6) = 22
dagger: 1d20 + 17 - 8 ⇒ (18) + 17 - 8 = 27 for piercing: 2d4 + 6 + 2d6 ⇒ (1, 2) + 6 + (3, 2) = 14

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Chulyin frowns in consternation as his efforts heal the glass golem and make things more difficult for his allies. "Good to know!" He draws a sigil in the air with his staff. "Thig, ghaothan reòthte bho mhullach nam beann!" A blue ray of light streaks towards the golem, leaving a few floating snow flakes in its wake.
"Take out its legs!" he commands the jaguar.
Cast (V/S): ray of frost, Command
Spell Attack (primal): 1d20 + 15 ⇒ (10) + 15 = 25
Cold: 4d4 + 4 ⇒ (2, 2, 4, 4) + 4 = 16

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The jaguar shifts its position to take advantage of the distractions his companion's packmates. He waits a moment and then strikes with his fiery jaws.
Step, Strike
◆ Jaws: 1d20 + 13 ⇒ (1) + 13 = 14
Piercing: 2d6 + 3 ⇒ (1, 1) + 3 = 5 + Fire: 1 = 1 (Only the 1 point is fire damage)
+ Precision: 1d4 ⇒ 2

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Greezgux takes a small step back as he bites down into the strange golem's body.
Huge Glutton's Jaw vs FF: 1d20 + 15 ⇒ (19) + 15 = 34
Damage (Piercing): 2d8 + 4 + 4 ⇒ (5, 7) + 4 + 4 = 20
Greezgux Temp HP Gained: 2d6 ⇒ (5, 4) = 9
Huge Glutton's Jaw vs FF: 1d20 + 15 - 5 ⇒ (15) + 15 - 5 = 25
Damage (Piercing): 2d8 + 4 + 4 ⇒ (2, 1) + 4 + 4 = 11
Greezgux Temp HP Gained: 2d6 ⇒ (2, 5) = 7
◆ Step
◆ Strike
◆ Strike
HP 64/82 (Vital Beacon Active)
AC 26 (27 w/ Shield; Clumsy 1)
Resistances (Resist Fire 5 | Self and Adjacent Allies Resist Evil 3)
Spells (1) 4/4
Spells (2) 3/4
Spells (3) 4/4
Spells (4) 2/4
Focus 1/2
Hero Point 3/3
Mosquito Witch Doll
HP 40/40
AC 26
Items: Necklace of Fireballs II
Decanter of Endless Water

GM Hmm |

Grum starts smashing the pretty crystalline statue, and all of his damage goes through!
Patrick works to see it he remembers anything else about the statue.
And he does!
Then Patrick throws more cold magic at the Golem, and it tries to dance out of the way.
Acrobatics to Counteract and Reflect: 1d20 + 18 ⇒ (6) + 18 = 24 Boo!
That only reflects the damage back at you if your spell DC is 24. But from your spell attack, I am betting that Patrick's DC is a 25!
It gets hit with the cold, and gets slowed.
Rounds Slowed: 2d6 ⇒ (3, 3) = 6
Sideon attempts to trip... and does not succeed. But he crits with his first stab, and then just barely misses with the second. Not all of his damage goes through.
Chulyin throws a cold spell in case the first one got reflected. The fiery jaguar repositions, feinting a bite at the crystalline creature.
Then Greezgux bites, and starts crunching the statue with his first bite. Mmmm... pop rocks. They are kind of hard for him to chew though, and not all the damage is going through.
I missed earlier that when Golems get slowed, they get slowed for 2d6 rounds. So... It would have still been slowed from last round. Chulyin and Patrick if you wish to recon your actions this round, feel free!
★ --- ★ --- ★ --- ★
The golem's threat assessment protocols make it realize that the two people in the corner are more dangerous than those bashing and crunching on it, and it advances upon Chulyin and Patrick.
★ --- ★ --- ★ --- ★
Glass Golem (-62, slowed 1)
Chulyin
Chulyin's Jaguar
Greezgux (-18)
Grum
Patrick
Sideon
- SLIDE 14 -

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Opportune Backstab
Sorry, I try to remember to post this in my main post--I would have stabbed the guy again when he was hit. (Flat-footed from Gang Up)
dagger: 1d20 + 17 ⇒ (11) + 17 = 28 for piercing: 2d4 + 6 + 2d6 ⇒ (3, 2) + 6 + (5, 6) = 22
Sideon follows the golem into the corner and works with his dagger.
Flat-Footed from Gang Up
dagger: 1d20 + 17 ⇒ (9) + 17 = 26 for piercing: 2d4 + 6 + 2d6 ⇒ (4, 2) + 6 + (2, 6) = 20
dagger: 1d20 + 17 - 4 ⇒ (3) + 17 - 4 = 16 for piercing: 2d4 + 6 + 2d6 ⇒ (1, 2) + 6 + (3, 5) = 17
Opportune Backstab-Reaction if golem is hit with melee attack
dagger: 1d20 + 17 ⇒ (5) + 17 = 22 for piercing: 2d4 + 6 + 2d6 ⇒ (4, 4) + 6 + (2, 1) = 17

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Grum goes into a rage and charges to the exposed side of it.
attack: 1d20 + 16 ⇒ (3) + 16 = 19
magical, bludgeoning damage: 2d10 + 12 ⇒ (10, 5) + 12 = 27
hero point
attac, hero point: 1d20 + 16 ⇒ (17) + 16 = 33
While raging I get critical specialization. I always forget this. For flails, they are just knocked prone.

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Greezgux gives chase as he gets a small shard of glass embedded into his teeth.
Huge Glutton's Jaw vs FF: 1d20 + 15 ⇒ (3) + 15 = 18
Damage (Piercing): 2d8 + 4 + 4 ⇒ (2, 2) + 4 + 4 = 12
Greezgux Temp HP Gained: 2d6 ⇒ (1, 4) = 5
Huge Glutton's Jaw vs FF: 1d20 + 15 - 5 ⇒ (3) + 15 - 5 = 13
Damage (Piercing): 2d8 + 4 + 4 ⇒ (5, 5) + 4 + 4 = 18
Greezgux Temp HP Gained: 2d6 ⇒ (1, 4) = 5
◆ Stride
◆ Strike
◆ Strike
HP 64/82 | 9 Temp HP (Vital Beacon Active)
AC 26 (27 w/ Shield; Clumsy 1)
Resistances (Resist Fire 5 | Self and Adjacent Allies Resist Evil 3)
Spells (1) 4/4
Spells (2) 3/4
Spells (3) 4/4
Spells (4) 2/4
Focus 1/2
Hero Point 3/3
Mosquito Witch Doll
HP 40/40
AC 26
Items: Necklace of Fireballs II
Decanter of Endless Water

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While I did duplicate the ray of frost in case it was reflected, I will take you up on revising the turn due to the duration being longer than 1 round. Retcon: 1 staff charge 2-action heal on Greezgux.
Healing to Greezgux, Staff of Healing: 1d8 + 8 + 1 ⇒ (4) + 8 + 1 = 13
--=--
"What!?" Chulyin exclaims as the glass statue breaks away from the others and charges him and Patrick. "I'm not such easy prey as that, construct," he says as he sweeps his snake-headed staff toward the golem's legs. "I have more than magic!"
He then breaks away to force it to spend its energies if it follows. "ប្រឡោះ!" he speaks in the tongue of pure magic, summoning a disc of force in front of himself.
◆ Trip, ◆ Stride, ◆ Cast (V): shield
Reaction: Recognize Spell
AC 26
◆ Athletics (T), Trip: 1d20 + 12 ⇒ (7) + 12 = 19
Hero Point: Athletics (T), Trip, Vestments (1-Glyph): 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31

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Patrick's spell DC is indeed 25 - added to profile
Patrick passes that information on to his companions as he makes a guarded step away from the creature then skedaddles away and towards the steps. ((instead of Ray of Frost))

GM Hmm |

Sideon provides an opportune back stab and one successful stab! Grum bashes with another hard and bludgeoning hit that alas is not a crit. Greezgux chases after his pop rocks, but misses twice. Chulyin heals Greezgux from the previous encounter, then trips the statue before he leaves! The chiming sound of crystal hitting a hard surface but not breaking resonates through the library. Patrick skedaddles away.
★ --- ★ --- ★ --- ★
The glass golem creates waves of scintillating lumination that shine up to sixty feet away in the library. The burst of rainbow light is stunningly beautiful, but shockingly bright.
Failure You are dazzled for 1 round.
Critical Failure You are blinded for 1 round and then dazzled for an additional 4 rounds.
★ --- ★ --- ★ --- ★
Glass Golem (-111, prone, slowed 1)
Chulyin
Chulyin's Jaguar
Greezgux (-5)
Grum
Patrick
Sideon
- SLIDE 14 -

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DC 25 Will Save: 1d20 + 12 ⇒ (15) + 12 = 27
Greezgux grabs ahold of the prone golem and crunches down on some more of the crunchy, tasteless glass.
Huge Glutton's Jaw vs FF: 1d20 + 15 ⇒ (8) + 15 = 23
Damage (Piercing): 2d8 + 4 + 4 ⇒ (6, 2) + 4 + 4 = 16
Greezgux Temp HP Gained: 2d6 ⇒ (1, 5) = 6
Huge Glutton's Jaw vs FF: 1d20 + 15 - 5 ⇒ (10) + 15 - 5 = 20
Damage (Piercing): 2d8 + 4 + 4 ⇒ (8, 4) + 4 + 4 = 20
Greezgux Temp HP Gained: 2d6 ⇒ (6, 6) = 12
Huge Glutton's Jaw vs FF: 1d20 + 15 - 10 ⇒ (17) + 15 - 10 = 22
Damage (Piercing): 2d8 + 4 + 4 ⇒ (5, 2) + 4 + 4 = 15
Greezgux Temp HP Gained: 2d6 ⇒ (5, 2) = 7
◆ Stride
◆ Strike
◆ Strike
HP 77/82 | 9 Temp HP (Vital Beacon Active)
AC 26 (27 w/ Shield; Clumsy 1)
Resistances (Resist Fire 5 | Self and Adjacent Allies Resist Evil 3)
Spells (1) 4/4
Spells (2) 3/4
Spells (3) 4/4
Spells (4) 2/4
Focus 1/2
Hero Point 3/3
Mosquito Witch Doll
HP 40/40
AC 26
Items: Necklace of Fireballs II
Decanter of Endless Water

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will: 1d20 + 12 ⇒ (6) + 12 = 18
The shining light dazzles the barbarian.
Grum glares at the golem.
demoralize: 1d20 + 17 ⇒ (13) + 17 = 30
He shakes his head violently, trying to clear the spots, and swings again.
concealed?, DC 5: 1d20 ⇒ 7
attack: 1d20 + 16 ⇒ (2) + 16 = 18
power attack, magical and bludgeoning: 3d10 + 12 ⇒ (3, 4, 4) + 12 = 23
Sigh...one action demoralize, two actions power attack

GM Hmm |

As far as the statue is concerned, its light spell has worked great to protect it so far.
Greezgux makes its save, and then misses on all three of his bites! No tasteless pop rocks this round. Patrick makes his save... and then thinks some more about what he will do this turn. Grum fails his save, and then fails his power attack on the statue.
DC 25 Will Saves needed from Chulyin, the Jaguar, and Sideon
★ --- ★ --- ★ --- ★
Glass Golem (-111, prone, FF, slowed 1)
Chulyin
Chulyin's Jaguar
Greezgux (-5)
Grum
Patrick (save success)
Sideon
- SLIDE 14 -

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Well, that turn didn't pan out as hoped...
Will (E): 1d20 + 15 ⇒ (20) + 15 = 35
Chulyin senses the danger and raises his hand a moment before the glass golem flares with light, shielding his eyes. "Press!" he commands the jaguar and then backs further away from the golem. "ប្រឡោះ!" he intone once more, summoning the arcane shield.
Command, Stride, Cast (V): shield
AC: 26