
GM Harker |

To move more quickly for those who are currently stone, I'm going to take Ophelia's action.
Having a general sense of the location of the basilisk from her averted vision, Ophelia reloads her crossbow, closes her eyes, and fires blindly at the dangerous creature. The bolt unfortunately misses.
Miss chance: 1d100 ⇒ 1
The creature returns to its attempt to break out of the cell, now that many of the direct threats are gone. Once again, its efforts are in vain.
Having easily forgotten about the flaming wand of death, the creature is caught unaware by another gout of fire from Melufiuos' wand. With the substantial injuries it's sustained, another burst of flame or well placed arrow will probably down it.
Str check: 1d20 + 1 ⇒ (14) + 1 = 15
Reflex Save: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Initiative
Basilisk
Melufiuos
Ophelia <= Up
Valik [Stone]
Halkale <= Up
Quiella [Stone]
Moadis [Stone]
Halkale and Ophelia are up.

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Keeping his eyes closed as he hears more of his friends turn to stone, Halkale fires an arrow at the creature.
Attack, PBS: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Damage, if hits, PBS: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Miss Chance: 1d100 ⇒ 51

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crossing fingers
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Miss chance: 1d100 ⇒ 30
Ophelia reloads and takes another blind shot, but only hears the bolt clang against the metal bars.

GM Harker |

Both blind shots from Halkale and Ophelia miss the injured basilisk.
With eyes closed, the remaining Pathfinders hear movement behind the cage and the snapping of jaws. Melufiuos quickly identifies that last noise as the sound of something biting into him. Mel takes 7 damage as the creature bites him through the bars.
Bite: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Mel, Halkale, and Ophelia are up.

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Keeping his eyes closed Halkale fires another arrow.
Attack, PBS: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Damage, if hits, PBS: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Miss: 1d100 ⇒ 37

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Blind shot: 1d20 - 3 ⇒ (16) - 3 = 13
Damage: 1d8 ⇒ 4
Miss chance: 1d100 ⇒ 42

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Mel howls and then releases more flaming death.
wand: 3d4 ⇒ (2, 1, 2) = 5
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I hope that does it. I think that was my last charge.
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GM Harker |

It had exactly 5 hp left, and I rolled a 1 on the saving throw.
Halkale and Ophelia continue to have a difficult time hitting the basilisk from range with their eyes closed.
Fortunately, the foul creature takes the last charge of Melufiuos' Burning Hands wand straight to its face.
Burnt almost beyond recognition except for those hateful eyes, the basilisk attempts to bite Meluifiuos through the cell bars one more time. It takes out a small hunk of the elf, but collapses immediately afterward, with its 6 legs spread out underneath it. 4 additional damage to Meluifiuos.
Combat Over
Ref Save: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Bite: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d6 + 1 ⇒ (3) + 1 = 4

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Mel is so freaked out at loosing more adventure buddies (yes, I know we can smear them with lizzy blood, but that hasn't registered with him yet) that he continues to stand there howling and repeatedly shouting the wand's command word until Ophelia or Halkale shake him out of it.
As his mind creeps toward the new reality, he numbly helps to spread the creature's blood on his stony friends. At one point, though, the corner of his mouth turns up in a quick grin as he imagines how Aurelia would have reacted if she were to change back into flesh while he was smearing blood all over her. He asks absently, "Hey, can devils be turned to stone?"
He also offers up his wand of cure light wounds and asks to be healed.

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Ophelia joins the others in spreading the creature's blood on their teammates, grimly noting that the gore appears to spread just far enough to revive everyone.

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Halkale searches the Basilisk when he opens it up to gather the blood. He also looks for a way in the cage and then searches the cage.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
wasn't sure how we were getting to the basilisk in the cage.

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Quiella regains consciousness and looks at her companions. Thank you for bringing me back. I am indebted to you. Looking at the remains of the Basilisk, she says I am glad this thing will trouble no one else. Does anyone have needs before we continue with our mission?

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Valik takes a deep breathe, like he had been deprived oxygen. After he stretches a bit after regaining function of his limbs he turns to the others, Thank you as well. Teamwork can do wonders, remember that whoever you travel

GM Harker |

The cage door would need to be removed with a strength check or opened with a disable device check in order to get enough access to the basilisk corpse to remove all the blood, although if any of non-petrified PC's take 20 on Strength, it can be removed.
The door to the cells is removed and those who haven't turned to stone start the grim task of draining the burnt lizard corpse of its blood and spreading it on their petrified teammates. Evidently the process requires the entire statue be coated in the stuff, and there is only barely enough for the two paladins and monk.
The disgusting task does do the trick, however, and those turn to stone quickly return to flesh shortly after their last inch is coated in blood.
Although he thoroughly searches the area, Halkale finds nothing useful or valuable in the immediate area.
Once the group is ready to move forward, they find the tunnel makes an L shape to head east, but the way is blocked by yet another locked jail door. Strength check or Disable Device check necessary to open.

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check for traps: 1d20 + 8 ⇒ (16) + 8 = 24
disable device: 1d20 + 7 ⇒ (7) + 7 = 14
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Quiella stands by, ready to help break the door down if Mel is unable to do so.

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Mel looks at the little paladin and smiles,"momma always told me not to under estimate the little people." He bows and make way for Quel.
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I actually meant to do an Aid Another check for one of the others, but I'm only barely weaker than Moadis, so this works.
Quiella hurls her shoulder into the door.
Strength check: 1d20 + 3 ⇒ (18) + 3 = 21

GM Harker |

Despite her small size, Quiella easily knocks the jail door off its hinges, which clatters noisily on the floor.
Luckily, the sound doesn't appear to attract any attention from who/whatever lives down here. The tunnel continues east, although there is a small hallway branching off to the south.
Feel free to consult the map and let me know what direction you wish to go in. In case of disagreement, we'll go with whatever gets the most votes or you can nominate someone as dungeon leader to pick where you go.

GM Harker |

Following Halkale's advice, the group turns down the hallway branching south. You find another passage immediately to the west, obscured with a black curtain emblazoned with a white, seven-pointed Sihedron rune 3 feet in diameter. The curtain hangs within inches of the floor.
Beyond the western side passage, there is an eastern side passage 20 feet away from your current position that is not obscured by a curtain.
Furthermore, 40 feet straight ahead along the length of this south tunnel is another long black curtain with a Sihedron painted on it.
Please consult the map for reference.

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I think we should go through the first curtain on the right. Although I'm a little uncertain what our exact objective is here. Do we have a plan other than to vaguely sow chaos?

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Go west and quietly peek through the curtain.
stealth: 1d20 + 5 ⇒ (14) + 5 = 19
Relay what I see to the party.
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GM Harker |

Melufiuos quietly makes his way past the two curtains and peaks around the corner.
He sees that this room appears at first glance to be an operating theater, as it contains cots draped in clean sheets and tables neatly stacked with surgical implements and dressings, but mixed among the surgical implements are whips, scourges, and other tools of torture.
In each of the three cots that fill this room there is a body stripped to the waist and lying face down. Two red-hued humanoid figures with horns and tails make their way between the bodies carefully cutting and shaping the flesh of facedown figures. Quietly watching nearby is some sort of man-sized serpent.
Knowledge (planes) to identify the figures, the DC is low enough you can make it untrained. Knowledge (nature) on the snake.
"It sounds like someone's coming down the hall. I do hope they don't interrupt us." One of the flesh sculptors says to the other.
Perception Tief 1: 1d20 + 5 ⇒ (17) + 5 = 22
Perception Tief 2: 1d20 + 5 ⇒ (1) + 5 = 6
Perception Snake: 1d20 + 9 ⇒ (7) + 9 = 16

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Hearing the voice Moadis decides to try talking with the people inside. He enters the room and address them. Hello.
We bring goodwill gifts to the temple of Lissala in the name of the Aspis Consortium. Who should we talk to to conclude that piece of business? As the paladin speaks the scene in front of him sinks in. By the heavens!
Wh...wha...what are you people doing?

GM Harker |

Once Valik gets a better look, he can definitely tell that they are tieflings. The have some resistances, but not to acid, and possess the ability to create magical darkness. He's not sure what the snake is, exactly.
"Leave us alone you fool, this scarification ritual is very exact." The other tiefling says dismissively, flicking his wrist in Moadis' general direction. At that gesture, the snake begins to uncoil itself, flicking it's tongue hungrily at the paladin.
From his closer vantage point, Moadis can see that the bodies probably are alive and having Sihedron runes carved into directly into their backs.

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Do I know anything about scarification rituals? Can I run any knowledge to find out?
Ok, ok, ok... But where can I find a priest of Lissala? I am on the clock y'know... And I have better things to do than hang around in this filthy dump, y'know... Moadis says stepping forward.

GM Harker |

We'll go with Knowledge (religion) to know more about the scarification ritual.
"Enough of this, you'll pay for interrupting the ritual!" The first tiefling exclaims with annoyance as both flayers pull out their short swords. Once armed, the other tiefling snaps at the snake and points to Moadis.
The snake wastes no time slithering up to the Paladin and trying to bite him. Luckily for Moadis, its teeth are unable to penetrate his armor.
Player Initiative Rolls
Halkale's Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Melufiuos' Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Moadis' Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Ophelia's Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Quiella's Initiative: 1d20 ⇒ 12
Valik's Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Tiefling Init: 1d20 + 3 ⇒ (6) + 3 = 9
Snake Init: 1d20 + 5 ⇒ (20) + 5 = 25
Snake bite: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative (Round 1)
Snake
Halkale <= Up
Valik <= Up
Quiella <= Up
Melufiuos <= Up
Ophelia <= Up
Tieflings
Moadis
Halkale, Valik, Quiella, Melufiuos, and Ophelia are up!

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Valik, moves up and attacks the snake, while protecting his vital spots.
AC is 23: 1d20 + 3 ⇒ (17) + 3 = 201d10 + 1 ⇒ (4) + 1 = 5

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Moving to the square indicated will provoke an AoO from the snake, Valik. Would you still like to move there?
Why can't I be one square left and Attack from the diagonal?

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Is there something preventing me from standing behind Moadis. I began my turn in front of Mel. I would than move 2 spaces forward and Attack the snake? What am I missing?