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"Ahh.. [/]" sighs the scholar.
"[b]I recall... there is an allusion to the riddle in some ancient texts. But they were elvish and referenced only translated dwarven runes. I'm afraid we will be unable to answer this unless our spirit guide returns."
He looks around hopefully.
"I think we must prepare ourselves for a hostile reception. The wounds inflicted by these guardians resist normal magical healing. Perhaps if the Stela were nearby we could keep them at bay?"
He polishes his glasses.
"Can anyone see it?"

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Sylvester proposes to take the initiative.
"If we know that we need to fight then we should strike first. Perhaps we can blind or trip these clay monsters and get the upper hand in the upcoming battle."

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"If we could summon or entice rust monsters into this area... it would help in the battle I think." admits the scholar.
"But the damage to other artefacts may mean it is not worth the risk."

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Sylvester nails both of the golems with a glitterdust spell before riding Shaggy to the back of the party.
Will DC 19 or be blinded.

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Just a reminder that Grog is now LARGE.
The cleric looks over at Stormy, "Would you care to be so enhanced? I understand the experience is quite empowering."

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Seeing the golems start up, Khellek suggests the team "Hurry up!"
Then adds in "Remember, they can hasten themselves as well. Solid tactics would be to try and take them out one at a time if possible."
Haste on the team, followed by inspire courage for +2 to hit and damage. Remember haste gives +1 to ac, and +1 to hit, as well as the extra attack if you full attack.

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Grog calls out.
"I'm moving!" He moves up and swings at the one near him.
haste and inspire courage power attack vital strike magic cold iron: 1d20 + 17 ⇒ (12) + 17 = 29
damage: 3d6 + 22 + 3d6 ⇒ (2, 4, 5) + 22 + (1, 5, 6) = 45

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Just a reminder that Grog is now LARGE.
The cleric looks over at Stormy, "Would you care to be so enhanced? I understand the experience is quite empowering."
** spoiler omitted **
** spoiler omitted **
Stormy nods yes and states If there is room.. Shade is likely not gonna help much in this fight as he cannot really get past DR. He can aid another though...ormy
Note that 1) Stormy goes before Grog, and Grog is large. So I am gonna make him large and move him back 5' so Stormy can get to the same enemy... Cool?

GM Aldizog |

Will, Damaged: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5
Will, Damaged: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15
Both golems are blinded.
Back when they had actual Magic Immunity, as in 3.0, their low saves generally didn't matter. I guess 3.5 decided that wizards were too weak and needed a boost.
Stormy and Grog both hit a golem. 35 and 11 damage after DR, so it is at 46 damage taken.
The golem retaliates at Stormy.
If an invisible creature strikes a character, the character struck knows the location of the creature that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location.
This is how I will run its ability to target the right squares.
Slam, Damaged: 1d20 + 19 - 2 ⇒ (7) + 19 - 2 = 24
01-50 Miss: 1d100 ⇒ 3
Missed on the miss chance.
Slam, Damaged: 1d20 + 19 - 2 ⇒ (1) + 19 - 2 = 18
Missed on the AC.
The golem flails at Stormy, but she dodges twice.
The other golem knows where you all were, but not where you are.
Perception DC 20 as move action: 1d20 ⇒ 7
It lumbers forward, bumping into Grog.
Both Golems attempt to shake off the Glitterdust.
Will, Damaged: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15
Will, Damaged: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18
Both fail.
Round 2 - active buffs Bless, Inspire Courage, and Haste
Fethril
Sylvester
Doodle
Khellek
Stormy
Grog
Golems (1 at -46)

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Sylvester rides in, casts the Grease spell and then rides out for good measure.
Both golems will need to pass a Reflex DC 18 save or fall prone.
Concentration and riding checks are both automatically successful
@GM Aldizog - These golems are terrifying but a bit of conjuration magic will take them down hard. :)

GM Aldizog |

@Sylvester - golems used to have near-immunity to all magic, even including no-SR spells and (Su) abilities, and then WotC nerfed that hard in the 3.5 change. So with their whopping +3 Reflex and +4 Will (which pretty much weren't needed back when they were actually immune to magic), it is now trivial to neutralize them. Makes using them rather pointless. (Unless the author feels that Glitterdust isn't used enough in PFS and needs a chance to shine.)
Reflex: 1d20 + 3 - 1 ⇒ (11) + 3 - 1 = 13
Reflex: 1d20 + 3 - 1 ⇒ (6) + 3 - 1 = 8
Both fall prone.

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Doodle takes a 5’ step to the south and slices her magical adamantine spear at the golem engaged with Grog. She actives her arcane strike ability as she does so.
Attack with Haste and IC 1d20 + 12 + 1 + 2 ⇒ (1) + 12 + 1 + 2 = 16
Damage with IC and arcane strike 1d6 + 6 + 2 + 2 ⇒ (3) + 6 + 2 + 2 = 13

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Hoping to take down one of the constructs Story full attacks the one she hit last time, power attacking.
Shilelagh: 1d20 + 12 + 2 + 1 - 2 ⇒ (7) + 12 + 2 + 1 - 2 = 202d6 + 7 + 6 ⇒ (3, 2) + 7 + 6 = 18
Shilelagh: 1d20 + 7 + 2 + 1 - 2 ⇒ (17) + 7 + 2 + 1 - 2 = 252d6 + 7 + 6 ⇒ (5, 3) + 7 + 6 = 21
Shilelagh, Hated Attack: 1d20 + 12 + 2 + 1 - 2 ⇒ (15) + 12 + 2 + 1 - 2 = 282d6 + 7 + 6 ⇒ (2, 3) + 7 + 6 = 18

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"Remember what the swordmaster taught you Ms Weathers. It's all in the wrist!" admonishes Khellek as he maintains an ongoing commentary about the teams progress.
Heroism on Stormy; maintains inspire courage
The scholar then brings up Bessie as he surveys the situation, hoping for an opening that has yet to appear.

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Note that 1) Stormy goes before Grog, and Grog is large. So I am gonna make him large and move him back 5' so Stormy can get to the same enemy... Cool?
No problem!
think my math is right.
Grog focuses on the damaged one.
if one "drops" then attack the other
"Stay down!"
haste and inspire courage power attack magic cold iron: 1d20 + 19 ⇒ (3) + 19 = 22
damage: 3d6 + 22 ⇒ (2, 3, 3) + 22 = 30
iterative
haste and inspire courage power attack magic cold iron: 1d20 + 14 ⇒ (20) + 14 = 34
damage: 3d6 + 22 ⇒ (5, 2, 4) + 22 = 33
crit confirm: 1d1d20 + 14 ⇒ (13) + 14 = 27
damage: 6d6 + 44 ⇒ (5, 2, 4, 4, 3, 2) + 44 = 64
haste
haste and inspire courage power attack magic cold iron: 1d20 + 19 ⇒ (7) + 19 = 26
damage: 3d6 + 22 ⇒ (6, 1, 3) + 22 = 32

GM Aldizog |

Putting Fethril in delay for now.
Attack vs Grog, Damaged, Prone: 1d20 + 19 - 2 - 4 ⇒ (20) + 19 - 2 - 4 = 33
01-50 Miss: 1d100 ⇒ 61
Confirm?: 1d20 + 19 - 2 - 4 ⇒ (10) + 19 - 2 - 4 = 23
The prone golem manages to strike back at Grog and hit him!
Crit Damage: 4d10 + 10 ⇒ (2, 10, 4, 3) + 10 = 29
Attack vs Grog, Damaged, Prone: 1d20 + 19 - 2 - 4 ⇒ (19) + 19 - 2 - 4 = 32
01-50 Miss: 1d100 ⇒ 73
Damage: 2d10 + 5 ⇒ (5, 1) + 5 = 11
It is determined to provide something of a challenge, or at least an inconvenience.
Round 2 - active buffs Bless, Inspire Courage, and Haste
Fethril
Sylvester
Doodle
Khellek
Stormy
Grog -40
Golem (at -22)

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Keeping up his words of advice, the scholar advances on the wounded Grog.
"Have you no respect for my time Mr Grog? I'll be handing out a bonus assignment to you if this continues. Now stop messing about and finish this."
The words are hard, but the hand that reaches out to the wounded warrior belays the words as a warm softness springs from the old mans touch.
CLW: 1d8 + 5 ⇒ (1) + 5 = 6

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Grog tries to finish the golem. He shrugs off the hit.
"Nice hit bub! But my axe hits harder!"
haste and inspire courage power attack magic cold iron: 1d20 + 19 ⇒ (3) + 19 = 22
damage: 3d6 + 22 ⇒ (6, 3, 4) + 22 = 35
haste and inspire courage power attack magic cold iron: 1d20 + 14 ⇒ (4) + 14 = 18
damage: 3d6 + 22 ⇒ (1, 5, 5) + 22 = 33
haste
haste and inspire courage power attack magic cold iron: 1d20 + 19 ⇒ (3) + 19 = 22
damage: 3d6 + 22 ⇒ (1, 5, 2) + 22 = 30
if the 18 misses I'll use my campaign coin, +5 lol the die roller doesn't like me.
attack: 1d20 + 19 ⇒ (3) + 19 = 22

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Stormy full attacks as well but now has Heroism to add in.
Shilelagh: 1d20 + 12 + 2 + 1 + 2 - 2 ⇒ (14) + 12 + 2 + 1 + 2 - 2 = 292d6 + 7 + 6 ⇒ (3, 2) + 7 + 6 = 18
Shilelagh: 1d20 + 7 + 2 + 1 + 2 - 2 ⇒ (9) + 7 + 2 + 1 + 2 - 2 = 192d6 + 7 + 6 ⇒ (6, 1) + 7 + 6 = 20
Shilelagh, Hasted: 1d20 + 12 + 2 + 1 + 2 - 2 ⇒ (13) + 12 + 2 + 1 + 2 - 2 = 282d6 + 7 + 6 ⇒ (2, 1) + 7 + 6 = 16

GM Aldizog |

Golem Will to shake off Glitterdust: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
@Grog, wow, those are some bad rolls! Fortunately, blinded gives it -2 AC, and Prone gives it -4 AC, so it is AC 18 and all of your attacks hit.
Grog pounds on the golem. 25+23+20 = 68 damage, golem now at 90 damage taken.
It is still up.
Stormy comes in with her club, dealing enough damage to finish it off. Another 8+10+6 = 24 damage, placing it at 114 damage taken.
Combat Over

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"Good job everyone. We solved the riddle of stone the old fashioned way. Now it is time to find that hunk of rock and get out of here."
Sylvester rides Shaggy into the room and looks around. Perhaps there is some treasure for them to take for their trouble. With a flick of his wrist he dismisses his Grease spell its purpose now complete.
25 Perception on a take 10.
Sylvester wonders about Grog's wounds.
K-Arcana, Clay Golem: 1d20 + 5 ⇒ (9) + 5 = 14
"Khellek, do you know why Grog's wounds are so difficult to heal?"

GM Aldizog |

Sylvester does not know anything about the Clay Golem's abilities.
Khellek knows that its Cursed Wound ability makes the injuries that it deals particularly difficult to heal with magic.
You can try if you like Stormy, but I will need CL checks.
Among the chamber’s many statues of all sizes is a marble elephant Figurine of Wondrous Power.

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We know that the caster level check to heal Grog is very high (The GM has just told us so without using those exact words) and we also have our half-orc guide waiting for us so resting is not a good option at this point in time.
"Perhaps someone would like to take the marble elephant. He could be a worthy combatant in the next battle."
"Maybe Grog should take a rest near the back of the party and pull out his bow for now until we get his wounds tended to."

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"The after effects of the Golems rock magic. If you shatter rock, it does not heal. So are the wounds inflicted by the Golems. With time and patience I think I can overcome this, but that might have to wait until we are returned. Oh, let me try once more."
CL check: 1d20 + 8 ⇒ (2) + 8 = 10
CLW: 1d8 + 5 ⇒ (7) + 5 = 12
"No, not here, not now. Back at the lodge I can probably do this."
The old scholar suddenly looks every year of age, as the adrenalin of battle wears off him. He staggers and sits on the ground. "Sorry, just a moment of dizziness. Comes on sometimes. Here bring me that elephant to look at while I recover."
Any signs of an activation word for it?

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A fun fact that you may or may not be aware of it. A DC 30 Knowledge-Arcana or Knowledge-History check (CRB p.458) will reveal the command words of items as well. :)

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Well...I didn't know that. Finally a reason for having a stupidly high history score.
Khellek signs, and reaches into his pouch. Rumaging around for a moment or two he takes out a book with elven runes on the front.
"Ahh... let me see.... Yes... this will be interesting... I've have to tranlate this into Taldane for you, and obviously the elvish is a translation of dwarven.. "
"Here is is. In the hall of Hrethom there was rejoicing over the return of his second son. Hrekdom had journeyed far upon the surface and was full of tales of the wonders he had seen. Some were so wild as to be unbelievable. Amongst these were stories of beasts so massive they could tear open even a castles gate. Big beasts of burden that a giant could ride. Hrethom had long feuded with his cousin Yralig. To mock his sons return Yralig had a small model of the giant beast made and presented to Hrethom. Embarrassed, Grethom presented the model to his son and told him to leave the hall until he could prove his story."
The scholar grins.
"A year and a day later, Hrekdom returned with the model. Yralig was invited to the hall of Hrethom, where Hrekdom stood. The son put the model down in the middle of the hall. 'You would mock me with this toy. But now... let me show you the proof!' And then calling out the name of his cousin backward, the model grew to a full size."
He puts away the book. "Here, let us try."
Standing well back, the scholar places the elephant in the middle of the hall before calling out 'gilary"

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"Well... that worked well!" smiles the scholar.
"Let us press on. And if there is any further trouble, my friend here may be able to help out!"

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”Thats incredible! I’ve never seen one of those up close before,” Doodle exclaims, looking at the monstrous elephant.

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"Excellent job Khellek. I nominate Mr. Elephant to be our new trap finder. We can give Doodle a break for a while."
"Now while our Mirror Image spells remain we should examine the room upstairs. Can your elephant simply step up there as he is much too big to take the stairs?"
@GM Aldizog - How high up is the next level?

GM Aldizog |

I recommend we close those doors and rest up before continuing.
If anyone attempts to carry out Stormy's idea, they find that the doors (the "iron" riddle doors) are stuck in the open position. Very, very firmly stuck. Plot-device stuck.
The next level is about 10' up. The elephant cannot just step up there, nor can it use the stairs.

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Despite claims on the Internet that elephants can climb trees and narrow staircases the easiest solution is just to shrink him down at this point. :)
"Alright, Doodle I am sorry but it looks like you are still our front person for now."
"Is everyone ready to do some more exploring?"
He looks at Grog.
"Perhaps stay in the back with me and pull out a bow."

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"Excellent job Khellek. I nominate Mr. Elephant to be our new trap finder. We can give Doodle a break for a while."
"Now while our Mirror Image spells remain we should examine the room upstairs. Can your elephant simply step up there as he is much too big to take the stairs?"
@GM Aldizog - How high up is the next level?
Stormy signs and shakes her head. No. We shall not use any animal to check for traps. It's an animal and it is trying to help us. Will you never learn? I'll happily go first for a while.

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Sylvester shakes his head.
"Learn what? It is a magical item, not an actual animal. Just like a summons is not a real creature and cannot be killed permanently either. I thought we were clear about this."
"But do take the lead if you want."

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Khellek eyes up the philosophical discussion between Stormy and Sylvester with interest. He looks like he is about to offer an opinion, but then decides that at times, silence is the best course of action.
"Time to shrink then. 'Yralig'"
Khellek pockets the model elephant.
"Lead on Ms Weathers." he says, weariness deep within his voice.
"I'm afraid that the excitement is taking its toll on me."
He pats Bessie reassuringly. Whether the rest of the group finds having the elderly scholar at the back with a loaded crossbow is anyone's guess.
"Bessie will still play her part if there is further trouble."

GM Aldizog |

Stormy leads the way up the stairs.
The walkway looks down onto a large chamber. The heart-shaped room.
A kingly statue overlooks this chamber from atop a balcony and extends a mighty arm that terminates in a clenched fist. Eight metallic columns, each magnificently carved with dwarven figures, support the forty-foot vaulted ceiling. Gold-plated bannisters run along either side of the stairs, and etched bronze and brass wall tiles depict the tale of Koldukar’s founding. Along the upper level sit sixteen ornate thrones, one of which bears the withered remains of a stately male dwarf.
Naturally someone casts Detect Magic. There is a magical belt on the withered dwarf corpse. Do you take it?
On the other side of the walkway the round chamber at the end you see your goal.
An ancient stele stands at the rear of this circular antechamber. The stone monument depicts a heavily stylized map of the Inner Sea Region. The map bears no visible scale, and many of its details have eroded with the passage of time. Seven distinct runes are discernible on the stele’s pockmarked surface.
Detect Magic here reveals the scenario doesn't say so I will make a guess an overwhelming aura of Divination magic.

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Sylvester scans the place for traps of any kind.
25 Perception on a take 10.
He keeps his distance but does try to identify the properties of the magical belt.
Spellcraft: 1d20 + 7 ⇒ (20) + 7 = 27
With zero knowledge of this scenario I am betting it is a belt of dwarvernkind because that is the belt I would pick for a dwarf king in a dwarf stronghold.
"Khellek, please tell us a little bit about the history of this place and its rulers. Especially the ruler with the very nice magical belt."

GM Aldizog |
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Yes. It is a dwarf with a Belt of Dwarvenkind thereby making him an extra-dwarfy dwarf.
Khellek can tell by the remnants of the dwarf's attire that this was one of the councilors of city of Koldukar. As there are sixteen thrones, Khellek can reasonably deduce that the full Council consisted of sixteen dwarves - likely clan leaders, high priests, generals, and other important figures.
No other remains are present.

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Khellek takes out his sketch pad again, putting Bessie on the floor as he tries to capture an impression of the room.
"Are there any runes around. Ones that might indicate which seat was for which clan?" he asks.
Then noticing the groups attention on the belt adds.
"If you are going to try and recover it, can I suggest the rest of us form up near the stella, so we can try for a quick trip home if things go wrong?"
He eyes up the stone tablet, wondering if he can work out how to activate it.