
GM Super Zero |

"Might help," says Gloma weakly when Cadssandra offers healing, "Can't hurt. I can't take much more... yes, the bears." Trying not to move more than a single finger, she points at a nasty claw mark on her side. "We were no match... I don't know. It made a clicking sound."
Manny Perc: 1d20 + 12 ⇒ (6) + 12 = 18
Neither Cassandra or Manny see any evidence of other trigger plates. Gloma is helpfully serving as a landmark to locate the one, however, so disabling it is a potential solution...

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Cassandra offers the poor woman her mug, Here, drink this, it should help in case...
She can drain my Chalice for 21HP.

GM Super Zero |

Moving as little as possible, Gloms drinks from the offered mug. "Thank you," she says in a slightly less strained tone, "It does."
26/37

GM Super Zero |

Kamil doesn't find any other plates either. Finding the one Gloma is standing on is easy enough, but does require standing next to her and presumably in the center of the danger zone.

GM Super Zero |

Okay, a few people posted Thievery bonuses. I'm going to make the assumption that means you want to give disarming it a try. Kamil has the higher bonus, so Manny Aids?
Manny Thievery: 1d20 + 11 ⇒ (3) + 11 = 14 Failure to Aid...
Kamil Thievery: 1d20 + 12 ⇒ (15) + 12 = 27 but Success to Disarm anyway!
Emmanuel analyzes the pressure plate under the dwarven foot while Kamil attempts to jam it. Manny's analysis isn't particularly helpful this time, but it certainly doesn't hurt.
Kamil successfully jams the plate, and Gloma sinks to her knees in relief.
Before too long, the party and their new exhausted wizard run into Janira Gavix. The Head Initiate is surprised to see Gloma. "She's been missing for a while now! That was one of the cases that alerted us to the issue with the Maze. It's too bad about Aldrek, but it's good that you rescued one of them!"
Gavix promises to take care of (and feed) Gloma, and suggests that the party take a breather before pressing on.
Now I report one "Rescue Success." And you have time to Treat Wounds, Refocus, and Repair equipment before your next encounter.
I believe "Library" was the other popular choice.

GM Super Zero |

When you're ready...
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.

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Cassandra can heal 21HP per 10 minutes with her Chalice. She is also trained in Medicine if we need it but she doesnt have Continual Recovery or Assurance so would be rolling with a high chance of success at DC15. Let e know if you need more than the free 21. GM, how much time do we have between sections?

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"Can anyone help Camil?" Manny looks about. "I can ask Shylye for some magical assistance."
If Medicine healing doesn't happen, Manny will cast >Soothe<.
Manny looks at the library and whistles in appreciation. "Nice! A bit of action, a bit of wonder, and a bit of titillation..." He scans the library. "While I'd love to read some articles here, what else are we looking for?"
Manny will search for anything unusual using Perception +12.

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"Hmp. Kamil, hold still." Itka's hands are significantly gentler than her voice, thank the gods.
Treat Wounds (T) on Kamil, DC 15: 1d20 + 11 ⇒ (10) + 11 = 21
Kamil's healing: 2d8 ⇒ (4, 7) = 11
That should get him to -23 HP.
--------
Entering the Library, Itka immediately looks for the Occult section, in the hopes of coming back at a more leisurely time. "Hmp. I was busy with Kamil's wounds when they gave us this assignment. What are we supposed to be doing here?"
Perception +11

GM Super Zero |

That's not really specified in the text. It was discussed in the GM chat, and word of House GM is that an hour of rest between encounters is reasonable by eight hours is too many.
So with Cassandra's Chalice and only one damaged PC, you have more than enough time not to worry about it now.
And you don't really have any particular assigned task here beyond exploring and dealing with anything dangerous--the captains/leaders didn't know what they expected to find here either, so the instructions were "Fan out, Pathfinders! Secure the area!"
As the Pathfinders begin to move into the library, Ikta keeps an eye out for interesting books. The books are actually quite interesting; she can understand all of the titles, but some of them seem to... ripple. There's some kind of distortion.
As they move, all of them find their eyes repeatedly drawn to one statue in particular, a woman made of glass. It's a striking work, but what's actually attracting their attention is movement. This shifting becomes more obvious after a few seconds, when it suddenly turns its head towards them. And takes a step. And raises a sharpening arm; quite a striking work indeed.
Emmanuel: 1d20 + 12 ⇒ (6) + 12 = 18
Ikta: 1d20 + 13 ⇒ (15) + 13 = 28
Gruntarr: 1d20 + 13 ⇒ (12) + 13 = 25
Cassandra: 1d20 + 13 ⇒ (11) + 13 = 24
Kamil: 1d20 + 11 ⇒ (13) + 11 = 24
The glass statue is already moving before the Pathfinders realize what it is. It turns and steps off of its dais, glass scraping on stone. It descends the stairs quickly (though a little clumsily, on feet far larger than the stairs were built for) and slashes Gruntarr rather brutally.
* Stride, * Strike Bladed Limb: 1d20 + 20 ⇒ (9) + 20 = 29 for slashing damage: 2d6 + 8 ⇒ (6, 5) + 8 = 19 pus 1d6 bleed, * Strike Bladed Limb (Agile MAP): 1d20 + 16 ⇒ (18) + 16 = 34 for slashing damage: 2d6 + 8 ⇒ (6, 6) + 8 = 20 plus 1d6 bleed (although that's redundant)
All PCs' turns.
Glass Golem
Ikta
Gruntarr (53/92, 1d6 persistent bleed)
Cassandra
Kamil
Emmanuel

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"Do my eyes deceive me?" Manny keeps his eyes on the beautiful statue. "Or is she looking at me? Maybe you, Gruntarr. Is she your type?"
Manny is surprised as the golem comes to life and digs into Gruntarr. He grimaces. "Yeah, that's not my style. Stay strong, buddy!"
Manny tries to figure out what's the deal with golems made of glass...
Recall Knowledge: Bardic Lore +10, Occultism +10, Religion +12
Then he calls a Courageous Anthem before casting Guidance on Gruntarr.
◆ Recall Knowledge: >Bardic Lore< +10, Occultism +10, Religion +12
◆ >Courageous Anthem<
◆ >Guidance< on Gruntarr

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If possible Cassandra would react to the first strike, reducing the damage by 9. Its not much but at least its something.
Retributive Strike 1: 1d20 + 16 ⇒ (18) + 16 = 34
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 ⇒ (5, 2) + 4 + 4 + 2 = 17
A critical hit forces a DC21 Fortitude save or the target is knocked prone
Cassandra examines the creature carefully, trying to identify any weaknesses it might have. Taking the +2 to a skill check
Exploit Vulnerability
Esoteric Lore: 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25
Also counts as a recall knowledge
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.
She then strikes at it twice!
Strike 1: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 + 1 ⇒ (5, 3) + 4 + 4 + 2 + 1 = 19
Strike 2: 1d20 + 16 - 5 + 1 ⇒ (11) + 16 - 5 + 1 = 23
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 + 1 ⇒ (4, 4) + 4 + 4 + 2 + 1 = 19
Mortal Weakness adds the Weakness value to each damage roll. Personal Antithesis adds +5 damage to each damage roll.
A critical hit forces a DC21 Fortitude save or the target is knocked prone
Retributive Strike: My ally gain Resist 9 All against the triggering attack.
Strike 1: 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 21
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 + 1 ⇒ (4, 5) + 4 + 4 + 2 + 1 = 20
⟳ Reaction on Golems turn
◆ Exploit Vulnerability
◆ Strike
◆ Strike

GM Super Zero |

Cassandra smacks the construct with her made as it strikes at Gruntarr. Blunt force seems to work fine.
Not a weakness, but bludgeoning ignored its resistance. Which for you is better anyway.
Manny knows that golems in general are often resistant to both magic and physical attacks, but doesn't recall anything in particular about those made of glass.
Cassandra discerns that it doesn't have any particular weakness, and isn't sure of much else, either. Although she does spot an angle she can exploit. Perhaps something to do with the large blocky feet--a weakness of the artist, perhaps.
She isn't able to connect this time.
Successful Exploit. Not a success against the RK DC, which is higher due to rarity. No weakness. And both attacks miss.
Itka, Gruntarr, and Kamil's turns.
Initiative:
Glass Golem (-17, Personal Antithesis)
Ikta
Gruntarr (62/92, 1d6 persistent bleed)
Cassandra
Kamil
Emmanuel

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Kamil moves to attack the Golem and once next to it, with one fluid movement he draws his sword and strike.
KIAIIII
Katana (two handed): 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16
Damages, S: 2d10 + 4 + 1 ⇒ (5, 1) + 4 + 1 = 11
Then he strikes a second time.
Katana (two handed): 1d20 + 14 + 1 - 5 ⇒ (20) + 14 + 1 - 5 = 30
Damages, S: 2d10 + 4 + 1 ⇒ (7, 6) + 4 + 1 = 18
Deadly: 1d10 ⇒ 2
◆ Stride
◆ Quick Draw
◆ Strike

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cast shield
refresh arcane cascade
strike
+1 striking halberd attack: 1d20 + 15 + 1 ⇒ (11) + 15 + 1 = 27
damage: 2d10 + 4 + 2 ⇒ (5, 10) + 4 + 2 = 21

GM Super Zero |

Kamil's first attempt scrapes harmlessly along the statue's surface. His next swing hits like a hammer; that's normally not great for katanas but seems to the an effective strategy here as it puts a decent crack where it hits.
Smashing this thing is likely more effective than cutting it.
As I'm sure you guessed, that's a critical failure and then a critical success. It is resistant to slashing (unless you're using an adamantine weapon you didn't mention).
Gruntarr also manages to take a chip out of it, though stabbing isn't the most effective either.
That hits. It is also resistant to piercing (unless you're using an adamantine weapon you didn't mention), though the force isn't resisted.
Itka's turn.
Initiative:
Glass Golem (-56, Personal Antithesis)
Itka
Gruntarr (62/92, 1d6 persistent bleed)
Cassandra
Kamil
Emmanuel

GM Super Zero |

I'm a little hesitant to bot for a full caster against a golem. I already know what might work, after all.
But let's pre-resolve this. If Itka tries to Recall Knowledge about the golem, then...

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Goodness! Looks like Paizo ate my post! Apologies for the inadvertent delay.
Itka narrows her eyes suspiciously at the gorgeous glass golem, trying to recall what she knows about them. "Hmp." Then she conjures frosty, inky tendrils to grasp one of her least favorite books (the pompous, ignorant author can go sit on a wasp's nest for all she cares), flinging it at the golem with vehemence while spouting what little she knows about them.
Contents of Itka's spoiler: Itka believes this is a type of golem, which are often nearly immune to magic. There's usually some type of spell that heals them, some type that hurts them, and some type that slows them, but she's not sure what the types are for glass golems.
Telekinetic Projectile: 1d20 + 15 ⇒ (13) + 15 = 28
Bludgeoning damage: 5d6 ⇒ (5, 5, 5, 3, 6) = 24
◆ Recall Knowledge (Arcana +13, Occultism +15), ◆◆ Cast a spell

GM Super Zero |

Hey, I goofed. I rolled Crafting for you, but your Arcana is better. The point actually makes a difference!
Itka thinks that sonic magic, and the shatter spell in particular, should be most effective. Fire magic would be bad, as it could use the energy to partially melt itself and heal any cracks.
The golem's reflective glass surface shines like a mirror, and the book bounces right off as the magical energy propelling it is also reflected.
Reaction: Spell Reflection. Acrobatics: 1d20 + 16 ⇒ (5) + 16 = 21 Failure, no counteraction. Though it is immune to the spell.
It shines brighter and brighter, until the brightness hurts the Pathfinders' eyes. The light then recedes, but the statue is again slashing with its sword-like arms.
Cassandra is able to prevent some of the damage, but the light in her eyes prevents her from landing a hit.
◆◆ Dazzling Brilliance. Everyone without 60 feet (so everyone) must make a DC 23 Will save. On a failure they're Dazzled for one round, and on a critical failure they're blinded for one round and then Dazzled for an additional four rounds. They're unaffected on a success. On the plus side, the golem glows with bright light to a 60-foot radius and dim light for an additional 60 feet for one round. cooldown: 1d4 ⇒ 2. ◆ Strike Kamil/Gruntarr: 1d2 ⇒ 1 Bladed Limb: 1d20 + 20 ⇒ (10) + 20 = 30 for slashing damage: 2d6 + 8 ⇒ (4, 6) + 8 = 18 and 1d6 persistent bleed
Cassandra's reaction strike misses.
Speaking of, we still need Gruntarr's bleed damage: 1d6 ⇒ 5 and Flat Check: 1d20 ⇒ 8
All PCs' turns.
Initiative:
Glass Golem (-56, Personal Antithesis, can't use Dazzling Brilliance for 2 rounds)
Itka (DC 23 Will vs Dazzling Brilliance)
Gruntarr (57/92, 1d6 persistent bleed, DC 23 Will vs Dazzling Brilliance)
Cassandra (DC 23 Will vs Dazzling Brilliance)
Kamil (55/64, 1d6 persistent bleed, DC 23 Will vs Dazzling Brilliance)
Emmanuel (DC 23 Will vs Dazzling Brilliance)

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"Oooh, shiny!"
Will Save: 1d20 + 12 ⇒ (15) + 12 = 27
Manny listens to Itka's explanation, and checks his equipment. "Well, I can't hurt it."
Athletics, Trip trait, Courageous Anthem: 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 35
Critical Success deals 1d6 Bludgeoning damage!
"But maaaaaybe I can knock it down!" He curls the corner of his whip around the golem's leg before yanking away.
"Alright, smash it to bits!" Manny gives another >Courageous Anthem<
He offers some >Guidance< to Kamil. "Try a bludgeoning weapon if you have one."
◆ >Trip< the Golem
◆ >Courageous Anthem<
◆ Cast >Guidance< on Kamil. Gruntarr still has Guidance.
↺ >Reflexive Courage< as a reaction if the golem, say, stands up!
Silver Whip, Courageous Anthem: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
Nonlethal Slashing, Courageous Anthem: 2d4 + 3 + 1 ⇒ (2, 1) + 3 + 1 = 7
If this hits, my Courageous Anthem is automatically extended thanks to >Martial Performance<

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DC 23 Will save: 1d20 + 13 ⇒ (3) + 13 = 16
Failure = Dazzled
"Hmp." Seeing spots, Itka takes a moment to cast Mage Armor on herself as she tries to think of what she can do to help her allies. Noting Gruntarr's wounds, she grabs a healing potion so she can pour it down his throat next round, if that still makes sense.
◆◆ Cast a spell, ◆ Interact

GM Super Zero |

The statue crashes to the floor.
So close to critical success.
Gruntarr, Cassandra, and Kamil's turns.
Initiative:
Glass Golem (-56, Prone, Personal Antithesis, can't use Dazzling Brilliance for 2 rounds)
Itka (71/71)
Gruntarr (57/92, 1d6 persistent bleed, DC 23 Will vs Dazzling Brilliance, guidance)
Cassandra (78/78, DC 23 Will vs Dazzling Brilliance)
Kamil (55/64, 1d6 persistent bleed, DC 23 Will vs Dazzling Brilliance, guidance)
Emmanuel (96/96)

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Will DC23: 1d20 + 11 ⇒ (1) + 11 = 12
Will DC23 (Reroll HP): 1d20 + 11 ⇒ (17) + 11 = 28
After being hit, Kamil is almost blinded by the ligth pulse of the golem but heroically manages to find the ressources to fight it off!
Having no backup weapon, he continues to strike with his katana.
Katana: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17
Damages, S: 2d10 + 4 + 1 ⇒ (6, 6) + 4 + 1 = 17
Katana: 1d20 + 14 + 1 - 5 ⇒ (3) + 14 + 1 - 5 = 13
Damages, S: 2d10 + 4 + 1 ⇒ (10, 6) + 4 + 1 = 21
Then casts shield.
Stop Bleeding DC15: 1d20 ⇒ 12
(◆) Strike
(◆) Strike
(◆) Cast a spell: Shield

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DC23 Will: 1d20 + 15 ⇒ (5) + 15 = 20, fail
HP reroll DC23 Will: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21, fail
Cassandra squints painfully as the light dazzles her. She strikes out at the prone monster, before stepping up to provide an extra target!
Dazzled: 1d20 ⇒ 1
Strike 1: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26, curse you dazzled!
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 + 1 ⇒ (1, 3) + 4 + 4 + 2 + 1 = 15
Dazzled: 1d20 ⇒ 9
Strike 2: 1d20 + 16 - 5 + 1 ⇒ (14) + 16 - 5 + 1 = 26
Damage, Str, IE, WS+1: 2d6 + 4 + 4 + 2 ⇒ (5, 6) + 4 + 4 + 2 = 21
Mortal Weakness adds the Weakness value to each damage roll. Personal Antithesis adds +5 damage to each damage roll.
A critical hit forces a DC21 Fortitude save or the target is knocked prone
She then waits, expecting the creature to stand!
I will save my reaction for retributive strike rather than using implement interruption if it stands up.
Retributive Strike: My ally gain Resist 9 All against the triggering attack. I believe the dazzle will end at the start of the golems turn and therefore not apply to my reaction.
Strike 1: 1d20 + 16 ⇒ (5) + 16 = 21
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 ⇒ (2, 1) + 4 + 4 + 2 = 13
Mortal Weakness adds the Weakness value to each damage roll. Personal Antithesis adds +5 damage to each damage roll.
A critical hit forces a DC21 Fortitude save or the target is knocked prone
◆ Strike
◆ Strike
◆ Step

GM Super Zero |

Trip damage: 1d6 ⇒ 6 Indeed,that close.
Bleed damage Kamil: 1d6 ⇒ 3
Small cracks appear where it hit the ground. Cassandra adds a spiderweb of cracks running through it, though Kamil isn't able to land a solid hit.
Kamil misses then critically fails. Cassandra automatically misses due to Dazzle, but her second attack hits and bloodies it.
Gruntarr's turn.
Initiative:
Glass Golem (-88, bloodied, Prone, Personal Antithesis, can't use Dazzling Brilliance for 2 rounds)
Itka (71/71)
Gruntarr (57/92, 1d6 persistent bleed, DC 23 Will vs Dazzling Brilliance, guidance)
Cassandra (78/78)
Kamil (52/64, 1d6 persistent bleed, shield)
Emmanuel (96/96)

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DC 23 Will: 1d20 + 11 ⇒ (8) + 11 = 19fail
reroll: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
◆Life boost fast healing 8
◆◆ Enlarge

GM Super Zero |

Gruntarr bleed damage: 1d6 ⇒ 6 and Flat Check: 1d20 ⇒ 10
The glass statue stands again. It begins lashing out in all directions. Is slices into Gruntarr again. Cassandra's magi helps shield him, but as she attempts a retaliatory strike it stabs at her at the same time. Her weapon clashes against its bladelike arm.
* Stand, * Strike Gruntarr/Kamil/Cassandra: 1d3 ⇒ 1 bladed limb: 1d20 + 20 ⇒ (7) + 20 = 27 for slashing damage: 2d6 + 8 ⇒ (6, 6) + 8 = 20 and 1d6 persistent bleed, * Strike Gruntarr/Kamil/Cassandra: 1d3 ⇒ 3 bladed limb (MAP): 1d20 + 15 ⇒ (5) + 15 = 20
Cassandra's reaction misses.
All PCs's turns.
Initiative:
Glass Golem (-88, bloodied, Prone, Personal Antithesis, can't use Dazzling Brilliance for 1 round)
Itka (71/71)
Gruntarr (40/92, 1d6 persistent bleed, life boost 8?, enlarged?)
Cassandra (78/78)
Kamil (52/64, 1d6 persistent bleed, shield)
Emmanuel (96/96)

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Did my >Reflexive Courage< hit?

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Kamil attacks again the golem, using magic to enhance his second attack.
Katana: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
Damages, S: 2d10 + 4 + 1 ⇒ (9, 5) + 4 + 1 = 19
Katana: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26
Katana: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
Damages, S: 2d10 + 4 + 1 ⇒ (4, 10) + 4 + 1 = 19
Bleed?: 1d20 ⇒ 1
(◆) Strike
(◆) True Strike: +1 to AC
(◆) Strike

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Manny reflexively whips the construct as it stands upright. He didn't expect it to hurt, but it did extend his bravado.
Athletics, Trip trait, Courageous Anthem: 1d20 + 16 + 1 + 1 ⇒ (3) + 16 + 1 + 1 = 21
If that's a Critical Failure, Manny can drop his whip due to the Trip trait. Although I don't think I can critically fail unless I roll a 1.
"She's big, she's built like a glass warehouse. She's kind of clumsy, though. Target her reflexes if you can!" He then trips the golem again.
Athletics, Trip trait, Courageous Anthem, MAP: 1d20 + 16 + 1 + 1 - 5 ⇒ (16) + 16 + 1 + 1 - 5 = 29
◇ >Martial Performance< extends my >Courageous Anthem< for this round. Kamil and Gruntarr still have >Guidance<.
◆ >Trip<
- If it Critically Failed, Manny ◇ drops his whip in response and then ◆ Interacts to pick it up.
- Otherwise he ◆ casts >Guidance< on Itka.
◆ >Trip< again
↺ >Reflexive Courage< to attack the golem again, if it provokes a Reactive Strike like standing up. This one only matters if it deals damage.
Silver Whip, Courageous Anthem: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34
Nonlethal Slashing, Courageous Anthem: 2d4 + 3 + 1 ⇒ (2, 1) + 3 + 1 = 7

GM Super Zero |

Guidance only lasts one round.
Kamil Bleed Damage: 1d6 ⇒ 5
Kamil's blade scrapes along the surface of the statue, though with a little magical assistance his next attempt takes a chip off.
Manny sends it tumbling to the ground again.
Failure and success.
Itka, Gruntarr, and Cassandra's turns.
Initiative:
Glass Golem (-97, bloodied, Prone, Personal Antithesis, can't use Dazzling Brilliance for 1 round)
Itka (71/71)
Gruntarr (40/92, 1d6 persistent bleed, life boost 8?, enlarged?)
Cassandra (78/78)
Kamil (47/64, 1d6 persistent bleed, shield)
Emmanuel (96/96, courageous anthem)

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Unfortunately, I don't think Itka can help much here, since it's immune to magic.
Itka steps forward, grabbing Gruntarr's hair so she can pour a potion down his throat. "Hmp. Chug it fast, Gruntarr!" Once the flask is empty, she shoves his head back up to face the threat and steps back out of the way.
Moderate Healing Potion (Gruntarr): 3d8 + 10 ⇒ (1, 6, 2) + 10 = 19
◆ Step, ◆ Interact, ◆ Step

0-Bot |

Gruntarr steps back so he has more room to swing his weapon, and presses the attack.
Attack: 1d20 + 16 ⇒ (6) + 16 = 22 for slashing/force damage: 2d10 + 8 ⇒ (3, 9) + 8 = 20 and Attack (MAP): 1d20 + 11 ⇒ (11) + 11 = 22 for slashing/force damage: 2d10 + 8 ⇒ (6, 3) + 8 = 17
Cassandra does similar.
Strike 1: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 + 1 ⇒ (5, 3) + 4 + 4 + 2 + 1 = 19 plus weakness
Strike 2: 1d20 + 16 - 5 + 1 ⇒ (15) + 16 - 5 + 1 = 27
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 + 1 ⇒ (6, 5) + 4 + 4 + 2 + 1 = 22 plus weakness
Strike 3: 1d20 + 16 - 10 + 1 ⇒ (8) + 16 - 10 + 1 = 15
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 + 1 ⇒ (2, 4) + 4 + 4 + 2 + 1 = 17
Bleed damage: 1d6 ⇒ 5 Bleed Flat Check: 1d20 ⇒ 1

GM Super Zero |

Gruntarr is barely able to chip the statue, but Cassandra's mace thuds into it twice, sending bits of glass away as cracks run through it. It looks like it's barely holding together now--but it's still able to slash with its blades, and lacks the ability to care to do anything else.
It stands and strikes at Cassandra--if she can't prevent it.
* Stand, * Strike Kamil/Cassandra: 1d2 ⇒ 2 Bladed Limb: 1d20 + 20 ⇒ (9) + 20 = 29 for slashing damage: 2d6 + 8 ⇒ (3, 4) + 8 = 15 plus 1d6 persistent bleed, * Strike Kamil/Cassandra: 1d2 ⇒ 1 Bladed Limb: 1d20 + 16 ⇒ (7) + 16 = 23
All PCs' turns
Initiative:
Glass Golem (-148, bloodied, Personal Antithesis)
Itka (71/71)
Gruntarr (62/92, 1d6 persistent bleed, life boost 8?, enlarged?)
Cassandra (63/78, 1d6 persistent bleed)
Kamil (47/64, 1d6 persistent bleed, shield)
Emmanuel (96/96, courageous anthem)

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"Just a bit longer! We'll melt this statue down into frosty glasses and drink in celebration!"
Manny lets out another anthem to boost his allies' courage before trying to trip the golem again.
Athletics, Trip trait, Courageous Anthem: 1d20 + 16 + 1 + 1 ⇒ (13) + 16 + 1 + 1 = 31
Manny pulls out a Moderate Healing Potion. His teammates are taking the hits but he's so busy tripping and bolstering them he doesn't have time to ask for help!
◆ >Courageous Anthem<
◆ >Trip<
◆ Interact to draw Healing Potion
↺ >Reflexive Courage< to attack the golem again, if it provokes a Reactive Strike.
Silver Whip, Courageous Anthem: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
Nonlethal Slashing, Courageous Anthem: 2d4 + 3 + 1 ⇒ (3, 1) + 3 + 1 = 8
◇ If it hits, >Martial Performance< extends my >Courageous Anthem< for another round.

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Apologies, I was away all day yesterday with work
Cassandra beats on the stpid thing, hoping to bring it down!
Strike 1: 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 21
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 + 1 ⇒ (2, 4) + 4 + 4 + 2 + 1 = 17
Strike 2: 1d20 + 16 - 5 + 1 ⇒ (9) + 16 - 5 + 1 = 21
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 + 1 ⇒ (6, 6) + 4 + 4 + 2 + 1 = 23
Mortal Weakness adds the Weakness value to each damage roll. Personal Antithesis adds +5 damage to each damage roll.
A critical hit forces a DC21 Fortitude save or the target is knocked prone.
But is rather unfortunate. She raises her shield and stands ready to protect her companions.
Retributive Strike: My ally gain Resist 9 All against the triggering attack.
Strike 1: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 + 1 ⇒ (4, 1) + 4 + 4 + 2 + 1 = 16
Mortal Weakness adds the Weakness value to each damage roll. Personal Antithesis adds +5 damage to each damage roll.
A critical hit forces a DC21 Fortitude save or the target is knocked prone

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"Hmp." Itka grunts acknowledgment of Manny's suggestion, then casts Guidance on Manny and Cassandra.
She spots the book she threw earlier on the floor, badly trampled. Hmp. <sigh> I'd better get it out of there. Casting Spirit Object on the stupid author's book, she points off to her right and commands: "Hmp. Go that way!" The book sprouts chicken legs and scuttles south 25 feet.
Looks like Guidance's one-hour immunity applies even if someone else is casting it, otherwise I'd hit up Grutarr or Kamil as well.
◆ Cast a spell, ◆ Cast a spell, ◆ Cast a spell

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life boost come from hex witch dedication
◆◆Halberd attack + gouging claw: 1d20 + 15 ⇒ (7) + 15 = 22
damage: 2d10 + 4 + 2 + 4d4 ⇒ (7, 9) + 4 + 2 + (4, 2, 1, 3) = 32
◆ refresh spellstrike

GM Super Zero |

Perhaps the statue does have some sense of how badly damaged it is. Its parrying is more successful, blocking both Cassandra and Gruntarr's attacks.
All misses, I'm afraid.
Cassandra bleed damage: 1d6 ⇒ 5 Cassandra bleed flat check: 1d20 ⇒ 19
Gruntarr bleed damage: 1d6 ⇒ 4 Gruntarr bleed flat check: 1d20 ⇒ 19
Kamil's turn.
Initiative:
Glass Golem (-148, bloodied, prone, Personal Antithesis)
Itka (71/71)
Gruntarr (65/92, life boost 8, enlarged)
Cassandra (58/78)
Kamil (47/64, 1d6 persistent bleed, shield)
Emmanuel (96/96, courageous anthem)

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Kamil continues to strike at the golem.
Katana: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34
Damages, S: 2d10 + 4 + 1 ⇒ (5, 1) + 4 + 1 = 11
Katana: 1d20 + 14 + 1 - 5 ⇒ (11) + 14 + 1 - 5 = 21
Damages, S: 2d10 + 4 + 1 ⇒ (8, 5) + 4 + 1 = 18
Then casts shield
(◆) Strike
(◆) Strike
(◆) Cast a spell (V) : Shield

GM Super Zero |

Kamil's katana comes down along a crack from Cassandra's mace--and smashes right through. Already on the floor, the glass shatters and falls to pieces as cracks run through the rest of it.
While prone, that's a crit. Which is good, because with resistance 10 that wouldn't have done much otherwise.
Assuming you take a moment here, but then...
With the golem defeated, the Pathfinder can resume--or, well, start--examining the chamber’s carvings and books.
The carvings fall into two categories: centerpiece carvings depicting the large arch from the first room and surrounding depictions of different moments in time.
The Eternity Arch appears to be a magical gateway or portal.
The rest of the wall carvings depict a variety of moments in time. These include a dragon rising from a coffin; a group of people wearing strange attire and carrying even stranger firearms, led by a slender four-armed
man with an elongated cranium; an underground hedge maze connecting to the ruins; a group of people who may resemble the party fighting off strange doglike monsters; and a crowd of people bowing before the Eternity Arch. The people depicted bowing include humans, small draconic-featured people who don't quite look like kobolds, ratfolk, creatures twice as tall as the humans with four arms.
Much of the literature in this library has been damaged by time, cold temperatures, and animals.

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Assuming Cassandra will handle the healing, Itka hobbles carefully through the broken glass toward the Eternity Arch. "Hmp. I've seen my fair share of portals. What's the nature of this one?"
Occultism (Eternity Arch), DC 24: 1d20 + 15 ⇒ (16) + 15 = 31
Success; spoiler open
After gleaning what she can from the Arch and sharing it with the team, she turns to the tomes of the library for additional insight.
Society (books), DC 23: 1d20 + 13 ⇒ (13) + 13 = 26
Success; spoiler open
"Hmp. Time manipulation. It's the main topic in this library. Though why they bothered to include this author's book is beyond me. He's a pompous ignoramus." She gripes, finally getting around to re-shelving the book she threw at the golem.
I can do some low-level Treat Wounds if needed, but I'll let others try first.

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"Finally!" Manny hoots. "I had this one fan, she always knew where I was sleeping after each performance and would try to climb up to the window and just stare at me..." He mumbles off.
"Anyway, I have some magic to heal ya, but maybe you all want to do it first?"
While people take care of the magical healing, Manny rifles through the library.
Society: 1d20 + 10 ⇒ (2) + 10 = 12
Religion: 1d20 + 12 ⇒ (8) + 12 = 20
"Time... huh? I dunno. This one has a bunch of watches." Manny pulls Fashionable Wristwatches, Stopwatches and Portable Sundials from the shelves.

GM Super Zero |

To clarify: The arch was a feature of the room you first entered the complex in. The library features carvings depicting the arch, not the arch itself.
And you can take an hour or so to rest before the next encounter, so you don't need to worry too much about healing.
And you only needed to succeed at one check to claim a success here (to be fair, you do have to defeat a golem first), so Itka's already got it twice over.
I will report one "Lore" success.

GM Super Zero |

Itka gets a Hero Point.
We might not finish another, but might as well start one! And you were equally divided about your third choice... Sanctum Guardians/Time Travel: 1d2 ⇒ 2.
The Pathfinders are able to confirm that there's nothing else dangerous in the library. They spend some time investigating, and take some time to tend their injuries.
When they resume exploring, they immediately come upon someone in need of help.
A tiny bat-like humanoid paces back and forth, tugging his long ears. “Oh, no, no, no! How will I get her—Ack! You are Pathfinders, yes? The ones who use the maze? Yes! Wonderful! I am Paxle! I live in the Maze of the Open Road. Something strange has happened! My friend Uby and I sensed something off with a portal, so we left to investigate. We found this strange place and an even-stranger device. It was a ball of metal and glass with many moving parts. The device gave us fun visions! But after Uby’s last vision, she didn’t wake! Come, Pathfinders! Enter the vision and save her!”

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"Sure, we'll help ya, Paxle. The key is to not stare too hard." Manny nods to the rest of his team. "I'm ready when ya'll are."