
GM Andrew |

Golsan hits the snake again hard. That's all it takes, and it slumps to the ground. He positions himself next to the caster.
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Garam tries to get rid of the images, but they are too tenacious!
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Hassari tries to hit the Serpentfolk. There are many of him and he seems resistant to spells.
Spell Resistance: 1d20 + 9 ⇒ (7) + 9 = 16
He seems unaffected. SLAs are subject to SR.
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Blue's Turn
He first steps back from Golsan. Golsan steps up to him, and the Serpentfolk flashes a look at him.
Cast Defensively: 1d20 + 12 ⇒ (3) + 12 = 15
He tries to cast a spell and fails to do so.
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Garam (-1) - Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Hassari (-18) - Mage Armor
Golsan (-1) - Freedom of Movement
Blue (-0) - Mirror Image (3 images), Other Mystery Spells?
Aru (-18)
Lightfoot Raven (-18) - Hype, Mage Armor
Group Buffs: HASTE

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Andrew, can you post a description of this guy? Is he carrying things? Does he have a spell component pouch?
Also, just as a heads-up, I do NOT, as a general rule, take attacks of opportunity when known casters retrieve items or when they move but stay in my threatened space. When they use an item, yes, or when they move out of my threatened area, I'll try to hit them every time (if I haven't already spent the op attack). But as long as they're in my threatened area, I'm usually going to save that attack for the working of magic.

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Aru shoots at the caster, hoping he doesn't see her.
"I. Hate. Snakes...."
ranged attack roll: 1d20 + 17 + 1 ⇒ (16) + 17 + 1 = 34
regular damage: 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9
sneak attack: 5d6 ⇒ (2, 5, 2, 1, 3) = 13
acid damage: 1d6 ⇒ 6
mirror image: 1d3 ⇒ 3
"Damn snake.. Too close!!!" She runs and attempts to hide behind another pillar, since the caster decided to move closer to her.
stealth: 1d20 + 40 - 20 ⇒ (17) + 40 - 20 = 37
Golsan has him, he HAS to. I hope he doesn't go for me..

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What are you up to snakeman!
Spellcraft: 1d20 + 19 ⇒ (7) + 19 = 26
Just to check, is he casting a spell or using an SLA?

GM Andrew |

Aru shoots at the Serpentfolk. Rerolling the miss chance, as there's him as well...
Mirror Image: 1d4 ⇒ 3 - Same result anyway.
She chose the wrong version of the Serpentfolk, but rehides.
Perception: 1d20 + 19 ⇒ (9) + 19 = 28
It doesn't notice her.
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Garam (-1) - Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Hassari (-18) - Mage Armor
Golsan (-1) - Freedom of Movement
Blue (-0) - Mirror Image (2 images), Other Mystery Spells?
Aru (-18)
Lightfoot Raven (-18) - Hype, Mage Armor
Group Buffs: HASTE

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Seeing that the group probably has this creature well in hand Garam simply flies forward and glares at it, your fate is sealed snake, you dance to my tune now!
Moves forward, flying about 5' up, uses Misfortune Hex, DC24 will save

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"'I don't know what you just tried to do, snake man, but 'let's be sure you don't try it again!"
To Sunder with +1 Keen Adamantine Greatsword (PA, FF): 1d20 + 29 ⇒ (16) + 29 = 45 <-- Sunder Target is Unholy Symbol
Damage: 2d6 + 21 ⇒ (2, 4) + 21 = 27
Mirror Image: 1d3 ⇒ 1
I have greater sunder, so any excess HP damage, please apply to the bad guy.
+1 Keen Adamantine Greatsword (Haste, PA, BS): 1d20 + 19 ⇒ (17) + 19 = 36
Damage: 2d6 + 24 ⇒ (4, 6) + 24 = 34
Mirror Image: 1d3 ⇒ 2
Crit Confirm: 1d20 + 19 ⇒ (1) + 19 = 20
Damage: 2d6 + 24 ⇒ (6, 4) + 24 = 34
+1 Keen Adamantine Greatsword: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 2d6 + 24 ⇒ (4, 3) + 24 = 31
Mirror Image: 1d2 ⇒ 2
+1 Keen Adamantine Greatsword: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 2d6 + 24 ⇒ (6, 3) + 24 = 33
Crit Confirm: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 2d6 + 24 ⇒ (5, 4) + 24 = 33

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If it manages to survive that onslaught...
Raven rushes across the room, hopping the large snakes body and moving behind the caster. After he moves, he makes one quick swipe with the blades of his spear.
Attack, +1 Ada Branched, Flank: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
Damage: 1d8 + 10 + 4d6 ⇒ (2) + 10 + (5, 5, 5, 2) = 29
Applying Debilitate: Hampered, enemy moves at half speed and can't 5ft
7 AOO ready at +17 (+2 more for flank)

GM Andrew |

Garam tries to cause the foe Misfortune.
Will Save: 1d20 + 16 ⇒ (10) + 16 = 26
The foe refuses that foretelling.
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Golsan sunders the holy symbol and continues through with the attack. 10 to holy symbol, 17 to him. Seems some necrotic energy repaired some of that damage, but not all.
He then flails at the Serpentfolk a couple times before removing all images and finally landing a hit. No critical confirm. No necrotic energy left to repair that damage. :p
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Lightfoot Raven enters in the fray and hits the Serpentfolk hard in the side, cause him to stumble.
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Initiative Order - Bolded Characters May Post Their Turn
Garam (-1) - Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Hassari (-18) - Mage Armor
Golsan (-1) - Freedom of Movement
Blue (-67) - Hampered (half speed and can't 5 ft.), Other Mystery Spells?
Aru (-18)
Lightfoot Raven (-18) - Hype, Mage Armor
Group Buffs: HASTE

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Eh, point of order. I've been reading, and it seems the damage only continues back to the target for weapon, shield, or armor. (Not holy symbol I guess.) So you can give him back those 17 HP of false life or whatever necrotic evil he's got going on.

GM Andrew |

Hassari opts to cure himself.
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@Golsan: Thanks for letting me know. I've heard of the Greater Sunder rules, but again, martials aren't my strong point. XD
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Blue's Turn
The Serpentfolk takes out a scroll (provokes) and casts defensively.
Cast Defensively: 1d20 + 12 ⇒ (14) + 12 = 26
He successfully casts defensively. He tries to actually pull it off.
Caster Level Check: 1d20 + 7 ⇒ (4) + 7 = 11
He does.
In Common, the Serpentfolk shouts "Halt!"
Need a DC 17 Will Save from Golsan and Lightfoot Raven (Enchantment, Compulsion, Spell, Language-Dependent, Mind-Affecting)
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Lightfoot Raven enters in the fray and hits the Serpentfolk hard in the side, cause him to stumble.
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Initiative Order - Bolded Characters May Post Their Turn
Garam (-1) - Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Hassari (-18) - Mage Armor
Golsan (-1) - Freedom of Movement - Can take AoO on pulling of scroll & Need DC 17 Will Save
Blue (-50) - Hampered (half speed and can't 5 ft.), Other Mystery Spells?
Aru (-18)
Lightfoot Raven (-18) - Hype, Mage Armor - Can take AoO on pulling of scroll & Need DC 17 Will Save
Group Buffs: HASTE

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Raven will happily take the AOO
AOO: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 1d8 + 10 + 4d6 ⇒ (4) + 10 + (2, 3, 4, 3) = 26
Will, +Enchantments: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
Spellcraft, if possible: 1d20 + 7 ⇒ (8) + 7 = 15
As he shakes off the spell, he goes into another flurry with his spear.
+1 Ada Branched: 1d20 + 17 ⇒ (7) + 17 = 24
Damage: 1d8 + 10 + 4d6 ⇒ (5) + 10 + (3, 5, 4, 3) = 30
+1 Ada Branched: 1d20 + 17 ⇒ (6) + 17 = 23
Damage: 1d8 + 10 + 4d6 ⇒ (1) + 10 + (4, 6, 2, 2) = 25
+1 Ada Branched: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d8 + 10 + 4d6 ⇒ (2) + 10 + (3, 5, 5, 2) = 27
Applying hampered again.

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When Golsan sees a scroll come out of the bag, he will attack, aiming his sword to sunder the scroll, rather than at the caster:
+1 Keen Adamantine Greatsword (Sunder, Power Attack): 1d20 + 26 ⇒ (8) + 26 = 34
Damage: 2d6 + 21 ⇒ (2, 4) + 21 = 27
(If that fails:)
Will Save: 1d20 + 12 ⇒ (1) + 12 = 13 <-- includes +2 vs spells.
If the sunder fails, Golsan halts.

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Aru pops out from behind another column and shoots at the caster!
+1 corrosive short bow: 1d20 + 17 ⇒ (17) + 17 = 34
regular damage: 1d6 + 6 ⇒ (1) + 6 = 7
sneak attack: 5d6 ⇒ (6, 1, 5, 1, 3) = 16
acid damage: 1d6 ⇒ 5
After she shoots, she hides again, hoping luck stays with her.
stealth: 1d20 + 40 - 20 ⇒ (16) + 40 - 20 = 36

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spellcraft ID: 1d20 + 14 ⇒ (10) + 14 = 24
spellcraft wand 1: 1d20 + 14 ⇒ (14) + 14 = 28
Hassari is ready to cast hold person isf some of his partners are affected by the spell -DC 18-, if dont, nothing. Have I a darkness wand of Aru? But it seems not neccesary ...

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Spellcraft: 1d20 + 15 ⇒ (15) + 15 = 30
Garam observes the proceedings, he will cast Unbreakable Heart on anyone affected by the greater command.

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Full attack!
+1 Keen Adamantine Greatsword (Primary - PA, FF): 1d20 + 21 - 3 + 3 + 1 + 2 ⇒ (9) + 21 - 3 + 3 + 1 + 2 = 33
Damage: 2d6 + 21 ⇒ (1, 5) + 21 = 27
+1 Keen Adamantine Greatsword (Haste - PA, BS): 1d20 + 21 - 3 + 1 + 2 ⇒ (9) + 21 - 3 + 1 + 2 = 30
Damage: 2d6 + 21 + 3 ⇒ (3, 2) + 21 + 3 = 29
+1 Keen Adamantine Greatsword (It. 1 - PA, BS): 1d20 + 16 - 3 + 1 + 2 ⇒ (16) + 16 - 3 + 1 + 2 = 32
Damage: 2d6 + 21 + 3 ⇒ (5, 6) + 21 + 3 = 35
+1 Keen Adamantine Greatsword (It. 2 - PA, BS): 1d20 + 11 - 3 + 1 + 2 ⇒ (6) + 11 - 3 + 1 + 2 = 17
Damage: 2d6 + 21 + 3 ⇒ (2, 5) + 21 + 3 = 31

GM Andrew |

After the first hit, the Serpentfolk is down!
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Status Wrap-Up
Garam (-1) - Mirror Image (6), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Hassari (-18) - Mage Armor
Golsan (-1) - Freedom of Movement
Aru (-18)
Lightfoot Raven (-18) - Hype, Mage Armor

GM Andrew |

Taking a couple minutes to examine the rituals and robes here (with an easy check many in the party can make), you discover that the Serpentfolk revere their deity and a prominent wizardly figure. It's unclear whether their society was a Magocracy, a Theocracy, or perhaps even both, but at this is evidence that narrows it down to those possibilities.
Loot (Serpentfolk): (Some of this magic Garam gets automatically and Hassari has Read Magic for scrolls, and I'll just list that)
- potion of cure moderate wounds (x2)
- potion of invisibility
- scroll of slay living
- wand of cure moderate wounds (10 charges)
- +1 chainmail
- +1 quarterstaff
- cloak of resistance +1
- headband
Would you like to continue exploring the Temple Interior or head elsewhere? (Slide 2 of the maps will show you the overall map right now. Still, only high levels parties can be in the two "Temple" areas)
(Took 2 minutes to explore here)
Since First Fight with Statues: 35 minutes.
Since Leaving First Temple Area: 30 minutes.
Since Starting Studying the Columns: 28 minutes.
Since Leaving the Temple Plaza: 8 minutes.
Since Battle with Snake & Serpentfolk: 2 minutes.

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Garam examines the items closely, hmm, anyone mind if I snaffle the wand of cure moderate wounds and the slay living scroll?
As the group prepares to head out he taps himself again with his wands of investigative mind and heightened awareness. He also offers Hassari a tap of the heightened awareness wand. I suggest we keep exploring this place, it's big enough that I think there is more to be found here.
Taking 10 on spellcraft auto-id's everything I think with 29. Just as a note Heightened Awareness is personal or I would be hitting everyone with it.
UMD HA: 1d20 + 18 ⇒ (14) + 18 = 32

GM Andrew |

On taking 10 on Spellcraft, it's the dumbest ruling ever, but it's a ruling. - Now with clickable link!

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Wow that is terrible.
Spellcraft on the Headband: 1d20 + 19 ⇒ (12) + 19 = 31
Anyone need a wisdom boosting headband? Garam asks eyeing Golsan.

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Raven nods at the witch.
"Maybe I could get a use of that Mod wand before you hide it away?"
He doesn't really wait for an answer as he starts poking around the room more.
"This place is interesting. Let us keep studying."

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Of course you can, maybe guzzle some of those potions too?
Feel free to roll away, Hassari and Aru need some too, I suggest using found loot before we dip into our own resources

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Burning potion first - I have better options while I'm in melee for both me and Golsan than provoking twice.
CMW: 2d8 + 3 ⇒ (3, 6) + 3 = 12
My CLW to top off: 1d8 + 1 ⇒ (4) + 1 = 5
When he feels better, Raven begins stretching, then pulls out a few pearls, rolling them in his hands for a few moments.
Recharging Fallback Strategy via 1st level Pearl of Power.

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Golsan finds a scrap of cloth on the tattered remains of the reptilian magician. He then looks up at Garam and the headband. "Eh, I imagine. Can't hurt all that much. Hope it'll fit under my cap"
Golsan dons the headband, briefly modeling it for everyone before placing his buffering cap over it, picking back up his sword, and locking it into his left gauntlet.
"I agree. Let's press onward!"

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"Oy, Garam, what was that spell you cast on me earlier? I feel so...light on my feet. I like it! But," Golsan says as he points to the thin leather thong that had exploded from the wand and wrapped itself around his wrist, "why the bracelet?
"And Hassari, as usual, that speed spell you cast did the trick. Since I've been around that spell, I've started eating licorice. I like the smell. But when you cast, I don't smell it...somehow, I taste it. And it's fresh and wonderful, like the best licorice I could imagine. (Sometimes I think those bookish ones keep the same stick of licorice in their bags for their whole careers. It still smells...ok I guess...but I wouldn't want to eat it!) You must refresh your b--"
He points at Hassari's belt, where no component pouch exists (I assume you don't have an archetype that gives up eschew materials), and stops dead in his tracks.
"It seems I have a bit to learn indeed."

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Hassari smiles at Golsam.
- Magic is inside my blood. We I saw this giant snake ... I felt fear for us, but you my dwarf friend are a great warrior. And of course all of you. I think that I have to learn a lot of from you, friends.
Who wants thay invisibility potion? If nobody want it ...
I agree with Garam, and investigate this place
Meanwhile, Hassari drinks a curative potion CMW and use a wand.
CMW: 2d8 + 3 ⇒ (3, 7) + 3 = 13
UMD Wand CLW: 1d20 + 16 ⇒ (4) + 16 = 20
Wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7

GM Andrew |

Chaotically twisting tunnels and chambers shoot throughout the temple’s interior, some ending abruptly and others opening into smoke-choked studies, scriptoria, and meditation chambers. Countless alcoves are cut into the walls—almost entirely hidden within the elaborate mosaics. A single clay tablet inscribed with pictograms lies on a nearby table. It appears to be only part of a much larger set.
Would you like to try to find part the larger set? It may not be in this location so may take some time to find. Need Perceptions or some Divinations (will take more than the cantrips... more akin to Locate Object or Detect Secret Doors) to accompany that. Divination could help reduce the time to find it.
(Took 2 minutes to travel to next location)
Since First Fight with Statues: 37 minutes.
Since Leaving First Temple Area: 32 minutes.
Since Starting Studying the Columns: 30 minutes.
Since Leaving the Temple Plaza: 10 minutes.
Since Battle with Snake & Serpentfolk: 4 minutes.
Since Leaving Shrine: 2 minutes.

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"I like being underground, but these tunnels are ridiculous. Look at this clutter! And there seems to be no plan! It's just...thrown together.
"And yet, it may just be foreign to me..."
Dungeoneering (to navigate): 1d20 + 9 ⇒ (8) + 9 = 17 <-- to try to make sense of the tunnels
Golsan has "Stonecunning" for automatic perception checks for unusual stonework within 10ft, such as traps and hidden doors located in stone walls or floors. +18. No...19. (Thanks headband) I think it would apply.
Golsan will walk around in a methodical fashion, taking in the sights.
Feel free to roll the Stonecunning in secret :)

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Aru tries to smile at Hassari's "friend" comment, but can only muster a mere smirk.
"Since we're friiiiiiiends... Mind helping me with a tap of that wand we found?" She winks, pointing to the wand that he just used. "One tap should do.. Not /too/ bad off.... that damn bead got me. That's a new one."

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Heading into the tunnels Garam pauses, Golasan, you are now blessed with freedom of movement, no creature or spell can slow you or grapple you or hold you in place. You should find you can glide across the roughest surfaces too and should you fall in the water then you wont just sink to the bottom. As for the bracelet, who knows? I got this wand out of a very dodgy tomb in the desert...
Heading into the tunnels Garam tries to make sense of their progress. We are here to learn what we can in the time we have available he says peering at the tablet. We need to be quick but thorough, its an annoying contradiction...
Perception: 1d20 + 26 ⇒ (18) + 26 = 44
While travelling Garam will be alert for dangrs and traps, this place feels like it could be rife with them. He will pause every so often to scane the area with detect magic. Unfortunately I have nothing stronger to help su in our search without taking 15 minutes to fill my open level 5 slot which feels a little self defeating..

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- Yes Aru, it seems this new curative wand is powerful ... but didnt work! I use mine
UMD: 1d20 + 16 ⇒ (1) + 16 = 172d8 + 3 ⇒ (3, 3) + 3 = 9
Perception: 1d20 + 1 ⇒ (11) + 1 = 12
UMD: 1d20 + 16 ⇒ (18) + 16 = 341d8 + 1 ⇒ (7) + 1 = 8
natural 1 with UMD ... I am very lucky. I use detect magic ... but nothing more ... (yes I know, only a cantrip)

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Aru sighs as she watches Hassari struggle to use the wand. "Well, it was worth a shot, I suppose.. Meh. Let's catch up to the others. I'm sure we can fix this later."
Aru runs up to Golsan and Garam. "Here, allow me to look for traps as well. I may not have a wand that helps me see things like you, Garam, but I'll manage."
perception: 1d20 + 13 ⇒ (10) + 13 = 23
perception for traps: 1d20 + 18 ⇒ (19) + 18 = 37

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"Oy, Garam, Hassari, Raven,
"Can one of you folks see if there's magic up here? Something's off with these rocks. There and there, see?"
Golsan points to two patches of rock that, at first glance, appear identical.
" The rocks on the left are a bit discolored. And that seam of sedimentary rock, there: see how it suddenly terminates? Looks natural enough, except that a seam like that can run for miles, and it won't just terminate. It'll thin out over a thousand feet until it fades to nothing. Something's definitely off. But rocks will tell you. Rocks always know. You just have to know where to look."

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Raven, aloof and unnoticing until he grows near the trap (Trapspotting) suddenly drops to a prone position, calmly. He fiddles with his bag until he pulls out a set of tools.
"Aru, I'll take care of this one, if everyone can stand back..." he asks calmly as he begins wiggling his way across the floor nearer the alcove.
Can't see Aru's full sheet, so I'm just going for it.
Raven says a small prayer to the lost prince before approaching the mechanisms. Fallback Strategy again.
Disable Device: 1d20 + 24 ⇒ (8) + 24 = 32
Below average... might as well use it.
Disable Device Fallback: 1d20 + 24 ⇒ (15) + 24 = 39
Better.

GM Andrew |

Lightfoot Raven start fiddling with the magical trap, and ends up disabling it, and you are free to pull the tablet out.
The general information you get from the tablet is the following:
Serpentfolk come in two castes, the "Purecaster" (noble) and the "Degenerate", (aapoph, or "Chaos made Flesh"). This is not a bloodline, as Two Purecaster parents can hatch Degenerate offspring, and vice versa. Purecaster Serpentfolk are taller, smarter, elegant, more capable of higher learning, and have brighter and colored scales, while Degenerates tend to be shorter, tougher, brutish, and mutated, sometimes have extra (or less) limbs or other such qualities. Purecaster's are also what remains of the true Serpentfolk race, with Degenerates having begun to loose much of their innate magical abilities, devolving into brutal barbaric slave creatures. Both have telepathy, are completely immune to poison, but also both have very light weight bone structures, abnormally high control of their bodies, extraordinarily keen senses, and the ability to see in the dark. Serpentfolk legends and art suggest a third caste, standing above even the Purecast, whose Serpentfolk blood is mixed with that of the immortals, and whose talents are as beyond the Purecaster's as the Purecaster's are above Degenerates.
Man, that is a fast encounter, although it becomes way more difficult if no one has trapfinding. :p
Edit: May be some time before a new area opens. To the Slave Pens (which you can just travel to) or the Lowest Levels (which would require some flying/Dimension Door again)?

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I'd vote for the slave pens. Let's smash things!
See in the dark - that probably means we should watch out for Deeper Darkness. I have blindfight, but I have to locate them first. I also have an oil of daylight in my bag somewhere (probably in the bag marked "oh crap bag"). That would work if we need it :)

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I agree, lets head to the slave pens, I would rather preserve expensive wand charges for the moment.

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Ooh, deeper darkness, I normally buy an oil of daylight or source a heightened continual flame but it looks like I haven't on Garam. Wand of Dispel Magic it is then!

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With the slave pens claimed is there any benefit to us going there? From the overseer map it looks like the current location has not yet been claimed. Can we continue to explore here? Would that be more help?

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Agreed, it would seem we'd be of more use up here. Is it possible others need success as well before we can further explore the temple? We are a wee bit ahead of the others...