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Survival: 1d20 + 10 ⇒ (16) + 10 = 26
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Berix stops Ezekial.
There were people here. Which is not surprising. And there is a hidden door and a trap. Do we have experts in disable? I suggest going there.

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"Show me what you are talking about and I will give it a try." "But stand back. Occupational hazards are real."
disable device: 1d20 + 10 ⇒ (19) + 10 = 29
"This could get it ... "

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@party: Kaervek definitely shared the information he got about the magic items before going back. Anyone want to put on Besmara's bicorne before descending down the trap door?
By the way: Still waiting for the @GM to confirm it's a trapped trap door... ;-)

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The trap door is NOT trapped. You are entering from south, place tokens on E1 It leads to a series of stone tunnels beneath Riddleport. The entry hall is a littleused section of the underground storerooms and beast pens for Zincher’s Arena separated by a wall of iron bars.
DC 28 Perception in hallway and if you succeed DC 28 Disable device.
New map on slide 4!

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Guys, I'm so sorry. English is not my native language and I understood these words literally .)
> DC 28 Perception in hallway and if you succeed DC 28 Disable device.
@GM, would you mind if I asked you to use the amazing Tanbu roll above that he spent on disabling of a non-existent trap?
Perception: 1d20 + 10 ⇒ (18) + 10 = 28

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I'm here and I'll try to follow along, but I might not be posting much for a bit. Real life.
"This hat gives a boost to climbing things, right?" Mizzie inspects the bicorn. "Probably meant for ship's rigging, but if it'll work wherever, Tanbu I think you should put it on before we continue. Just in case."

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"If you say so. I can wear the hat. Anyway, Beryx, I will give it another go in this hall way if you point up what you are seeing."
Tanbu again waits for others to prepare; then he attempts to disable the problem at hand.
disable device: 1d20 + 10 ⇒ (9) + 10 = 19
"Ahh, could be this ... "

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@Beryx: Don't worry - if a simple misunderstanding the only "problem" we have here, we'll be fine. ;-)
"Wait. Let me first check if there is anything magical down here. Better safe than sorry, right?"
Kaervek casts detect magic again and scans for magical auras in the room and in the corridor afterwards.
He will retreat around a corner before any disable attempt is started.

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Guys, I'm so sorry. English is not my native language and I understood these words literally .)
> DC 28 Perception in hallway and if you succeed DC 28 Disable device.
@GM, would you mind if I asked you to use the amazing Tanbu roll above that he spent on disabling of a non-existent trap?
Thats okay, neither am I English native. And yes, we can take that first roll to disarm trap, which was glyph of warding. Tanbu made short work of it.
When first one steps into the corridor, the wall on the left side simply disappears and you see a green lizard green shape on the map on holding pen on other side.
Beryx: 1d20 + 2 ⇒ (16) + 2 = 18
Ezekial: 1d20 + 3 ⇒ (10) + 3 = 13
Kaervek: 1d20 + 5 ⇒ (19) + 5 = 24
Mizzie Mysken: 1d20 + 4 ⇒ (12) + 4 = 16
Tanbu Yull: 1d20 + 6 ⇒ (19) + 6 = 25
Young basilisk: 1d20 + 1 ⇒ (15) + 1 = 16
Tanbu, Kaervek and Beryx go first

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Knowledge: Dungeoneering/Nature: 1d20 + 9 ⇒ (19) + 9 = 28 +1 if arcana

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Kaervek recognizes its a young basilisk.
Gaze (Ex) Turn to stone permanently (as flesh to stone), range 30 feet, Fortitude DC 13 negates. A creature petrified in this matter that is then
coated (not just splashed) with fresh basilisk blood (taken from a basilisk no more than 1 hour dead) is instantly restored to flesh.

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So have we surprised the thing? Is it unaware of our presents?
Tanbu will attempt to sneak back to the group and let them know about the Basilisk. Taking 10 on stealth for a 24 or if I must roll let me know.
"Kaervek has seen a lizard ahead, a basilisk. If you gaze into its eyes, it can turn you to stone. Blind fold yourself or avert your eyes." "But we have to get by it." Tanbu whispers to the group once back and around the corner.

Plague Hunter |

Stealth: 1d20 + 9 ⇒ (4) + 9 = 13
Despite all its feline grace, the presence and smell of such a strange creature seems to unnerve and distract the Plajie.

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"Oh gosh, this is... not my strong suit."
Will use Vision of Madness to give myself a +1 on skill checks and -1 on attacks and saves for 3 rounds.
Stealth: 1d20 + 2 - 1 + 1 ⇒ (15) + 2 - 1 + 1 = 17

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Ezekiel looks at Mizzie, and agrees, Yes, I'm in the same boat. Let's see how we do... Dawnflower protect us. as he tries to stealth his way past the basilisk without looking at it.
Stealth, -armor: 1d20 + 3 - 1 ⇒ (2) + 3 - 1 = 4
While not looking at it, he trips over his own feet, half spilling to the ground.

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Kaervek imnediately puts a hand over his eyes and retreats before the basilisk uses his gaze attack.
@GM: Is the basilisk in some kind of cage? On the map it certainly looks that way. And if yes, is the door of the cage closed?

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perception: 1d20 + 10 ⇒ (13) + 10 = 23
It is aggressive. Map is bit unclear but it can move freely out of its cage onto hallway. The thin wall was actually just illusion of a wall (its gone by now).
Basilisk has noticed all except Tanbu, so he was only one to act on surprise round and we can proceed to regular round.

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@GM: Okay, that's new information. Kaervek would like to retcon his action in round 1, then, if possible:
Kaervek imnediately puts a hand over his eyes and casts color spray. (will DC 16 negates, see colored clouds on the map)
Then he retreats before the basilisk can use his gaze attack.
"It's a basilisk, dangerous and aggressive! I tried to blind and stun it. We need to kill it - NOW!"

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will save: 1d20 + 5 ⇒ (18) + 5 = 23
The monster is not affected. It slithers onto hallway and bites Tanbu.
Bite: 1d20 + 9 ⇒ (10) + 9 = 19
damage: 1d6 + 1 ⇒ (6) + 1 = 7

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That hits Tanbu. I will roll for averting eyes to try and avoid the gaze effect.
low is good averting eyes: 1d100 ⇒ 22
He will then strike out with both short swords.
sword 1: 1d20 + 7 ⇒ (16) + 7 = 23; miss chance low misses: 1d100 ⇒ 78; damage piercing: 1d4 + 4 ⇒ (3) + 4 = 7
sword 2: 1d20 + 7 ⇒ (19) + 7 = 26; miss chance low misses: 1d100 ⇒ 69; damage piercing: 1d4 + 4 ⇒ (1) + 4 = 5
"A little help here!" "The thing is in the hall."
He will then take a 5' step back.
crit confirm on second sword: 1d20 + 7 ⇒ (20) + 7 = 27; dmg p: 1d4 + 4 ⇒ (4) + 4 = 8
Oops, I don't have double slice so the second sword crit would be a total of 4 less or 9.

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Ezekiel, also averting his eyes, will slash out with his scimitar's blunt backside, knowing this creature isn't really doing anything against its nature, he attempts to beat it down rather than kill it.
Scimitar, Merciful Scimitar: 1d20 + 4 ⇒ (7) + 4 = 11miss chance, low misses: 1d100 ⇒ 53Non lethal damage: 1d6 + 2 ⇒ (1) + 2 = 3
If that hits:
Enforcer free intimidate: 1d20 + 7 ⇒ (17) + 7 = 24 for 3 rounds demoralized

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Tanbu strikes the lizard twice, second hit wounding it grievously. Ezekiel tries to beat softly, but misses.
Round 2, Tanbu, Kaervek and Beryx

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Kaervek draws his Wand of Magic Missile and steps back while looking at the ground. He keeps his other hand above his eyes, like protecting them from the sun. The wizard slowly raises his head until he has the monster's feet in his line of sight, then he activates the wand.
magic missile: 1d4 + 1 ⇒ (3) + 1 = 4

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Realizing that Plajie does not know how to cover its eyes, Berix decides to go all in. Polymorph Plague!
Fort: 1d20 + 6 ⇒ (18) + 6 = 24 vs gaze
After that, he approaches the creature and cuts it down.
+1 Falshion (Power Attack): 1d20 + 8 + 4 ⇒ (17) + 8 + 4 = 292d4 + 10 ⇒ (2, 3) + 10 = 15
Crit Confirm: 1d20 + 8 + 4 ⇒ (3) + 8 + 4 = 152d4 + 10 ⇒ (4, 2) + 10 = 16

Plague Hunter |

Fort: 1d20 + 7 ⇒ (10) + 7 = 17 vs gaze
Acrobatics vs AoO: 1d20 + 20 ⇒ (9) + 20 = 29
On its newly grown tentacles, the cat moves almost along the wall and ceiling behind the basilisk's back.
Bite (Power Attack): 1d20 + 7 + 4 ⇒ (3) + 7 + 4 = 141d6 + 4 ⇒ (1) + 4 = 5 (P/B/S)
+ AoO IF Beryx confirmed (outflank)
Bite (Power Attack): 1d20 + 7 + 4 ⇒ (11) + 7 + 4 = 221d6 + 4 ⇒ (2) + 4 = 6 (P/B/S)

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The Plague hunter brings down the creature. Combat concluded The room where its cage is doesn't have anything interesting. Hallway turns to right.

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With all this talk, I completely forgot what it is, the real Riddleport. There's always violence.
He casts several spells, touching each time a wooden symbol in the form of a moon on the background of a crown. (barskin self and Plajie, longstrider self)
Now I'm ready. Go.

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Tanbu looks at his wound, "I hope this is not going to get infected. It hurt like the dickens."
He then moves forward stealthily attempting to check for traps in the hallway and around to the right.
stealth check: 1d20 + 14 ⇒ (3) + 14 = 17
trap detecting: 1d20 + 9 ⇒ (1) + 9 = 10

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"Tanbu, if you want, I can heal you with this wand..."
Kaervek draws his wand of infernal healing.
If Tanbu doesn't object, the wizard will use it on him.

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"Wha ... Yep, that would be great. Thanks!"
Tanbu pauses long enough to get a tab from Kaervak's wand.
Pausing a few rounds to let it take effect, "That is much better. It might not even scar."
Will move Tanbu up and round the corner.

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Tanbu examines the doorway for traps prior to moving through.
perc traps: 1d20 + 9 ⇒ (15) + 9 = 24
If he thinks it is clear he will move through still stealthing.
using roll above since nothing has changed. Assuming infernal healing has healed Tanbu to full.

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Tanbu is certain there isn't any traps nearby (left to the blue line in slide).
Reminder: You have two specific goals in the Lissalan safe house: to sabotage the safe house as thoroughly as possible, and to implicate the Aspis Consortium in their sabotage. Other than this, the PCs have uncharacteristically little direction from the Pathfinder Society. This means it is up to the PCs to investigate the safe house and develop creative solutions. Some groups might invade the safe house as stealthily as possible, perform a single act of sabotage, leave a single clue, and depart. Other groups might break into every room, trash the safe house with every suggested sabotage option, and then invent more. There is no correct answer here, so long as the PCs fulfill their mission parameters in the allotted time and the entire table has a good time.

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Kaervek moves forward while checking out the corridor, looking and listening for any signs of trouble.
He stops at the junction and peers around the corner. looking and listening to the south
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

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I think our goal is to find something to sabotage near by. Tanbu checks for traps the passage examined by Kaervek, then he will stealth down it. He will then check the door.
perception: 1d20 + 9 ⇒ (12) + 9 = 21
stealth: 1d20 + 14 ⇒ (10) + 14 = 24
Swords out.

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Kaervek and Tanbu hear voices of two persons talking out of room E3, but you can't make out what they are saying.

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I propose to kill all cultists except one. Yep. Let one heroically escape. And this one should understand who we are and why we came. The question is why? Are we evil Asps who just decided to rob a cult for no reason? Or, for example, in secret from our superiors? - - Berix speaks in a whisper so that later the partners do not have discrepancies in actions.

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Tanbu sneaks past the door with voices and heads to the door at the end of the hall.
perception traps on door: 1d20 + 9 ⇒ (12) + 9 = 21
If not trapped he will continue in.
"We are here to sabotage, not to kill." He reminds himself. Though his swords are in his hands. He does so as quietly as he can.
stealth: 1d20 + 14 ⇒ (15) + 14 = 29

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The door at the end of hall is untrapped and unlocked. You don't hear anything from this room.
This wide room contains several bunk beds and chests, each embossed with a different rune. A heavy iron pipe runs the length of the south wall of this room at about four feet from the ground, disappearing into the eastern and western walls. A pungent smell issues from an alcove to the east.

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Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Mizzie perceives nothing else. "This might be a good place to start. We could either ransack these chests or empty them, depending on what they contain. Either way it'll make someone mad."

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"Watch out for the chest. It is fire trapped. Tanbu whispers to the group.
"What do you think this pipe is used for?" "We could put holes in it and maybe it would soak this area. This looks like a sleeping area and not much sleeping will happen in a pool of water." Tanbu scratches his head, "But we need to do it quietly." Again he says so at a whisper.
"Do you want me to risk trying to disarm the fire trap?" "These things are always a gamble."
Tanbu will try to sabotage the pipe (quietly) by prying in the seam where a connector is.
disable devise on pipe: 1d20 + 10 ⇒ (4) + 10 = 14
That probably will not get it.

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Perception: 1d20 + 6 ⇒ (18) + 6 = 24
"There's also a letter."
Kaervek points to it. He casts detect magic and checks all the chests (without touching them).
Knowledge arcana: 1d20 + 10 ⇒ (1) + 10 = 11 :-/
"A fire trap on this one, sure, but what's with these runes?"
The old elf then looks at the letter - again, without touching.
Linguistics: 1d20 + 9 ⇒ (1) + 9 = 10 (if needed) :-(
"Wait, Tanbu. First we should check the next room where the pipe goes to."
Dicebot, we need to talk... :-[

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Good point, Kaervek." Tanbu whispers back to the wizard. Tanbu then sneaks towards the other room to check it out.
stealth: 1d20 + 14 ⇒ (10) + 14 = 24
Moving Tanbu on to look at the far room.
perception to listen at the door: 1d20 + 8 ⇒ (16) + 8 = 24
If he does not hear anything, he will attempt to stealthly open the door.
stealth to open door: 1d20 + 14 ⇒ (2) + 14 = 16