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Uthred enters the room and moves along the wall to study their opponents for next turn...

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"Hi," says Berosius. "It's okay. You're safe with us now. What's your name?"
Diplomacy: 1d20 + 13 ⇒ (18) + 13 = 31
Sense Motive: 1d20 + 9 ⇒ (17) + 9 = 26

Husarq |

Husarq stares at the pitiful creature, wondering what it is thinking.
Aid Sense Motive: 1d20 + 7 ⇒ (2) + 7 = 9

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Harrow can just feel the love coming from Berosius and Mareq, and has little to add. In some ways, he wishes he were cowering in the corner, just so they would talk to him.
good rolls!

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Uthred enters the room and moves along the wall to study their opponents for next turn...
I'm pretty sure this was Uthred's action. What does the humanoid look like? What does it look like he has been doing?

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Uthred still moves into the room and hugs the wall then he studies the remaining being in the room in case it decides to not be friendly. Uthred will let the goody-two shoes in the party talk to the guy...

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As Uthred approaches, he feels like the humanoid has a distinctly feminine form. She stumbles forward, sobbing. Her hood "falls" off, and her gaze meets Cryxial:
Cryxial: 1d20 + 4 ⇒ (3) + 4 = 7
Avril, before I reveal the results and describe what happened, do you have a re-roll? If so do you want to use it?

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I'll use Indomitable Mount, though it's not a reroll, but it lets me use a ride check instead of a save. In the future, please assume I'll use it if I'm able.: 1d20 + 14 ⇒ (15) + 14 = 29

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The humanoid's hood "falls" off. Revealing a slender, attractive woman with strangely glowing eyes and a full head of hissing snakes for hair.
She gazes at Cryxial, but Avril wheels the eidolon around before the mount can truly lock eyes with her.
If you are within 30' of her at the START of your turn, you need to make a Fortitude save BEFORE you can act.
Sorted Initiative Order:
Berosius
Avril
Harrow
Mareq
Uthred!
Blue: Wait
The party may go.

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Fortitude save: 1d20 + 6 ⇒ (14) + 6 = 20
Seeing that she's hurting people, Berosius decides to stop that.
Cast fireball so it hits only her.
"Spirits of fire, save us!"
fireball (as a divine spell!) (Reflex save 17): 6d6 ⇒ (1, 4, 5, 3, 4, 2) = 19
Then he backpedals quickly.
Haste is still active, folks!

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Roll Cryxial's save first while Avril is still able to protect him: 1d20 + 14 ⇒ (6) + 14 = 20
Fortitude Avril: 1d20 + 8 ⇒ (11) + 8 = 19
Avril somehow manages to turn sideways to put her foot in front of Cryxial's eyes. There is power in her gaze, I can feel it. When she feels the effect of it herself, she is reasssured by Cryxial's presence between her legs. The deep voice in her mind replies. Steady now. I don't you to be affected either, from whatever it is.
If the saves are successful:
While she's maneuvering about to avoid the gaze of the creature, she has come closer. Damn, she moved closer so I can't charge. At least she didn't hide somewhere, so we can still clobber her. Cryxial steps closer and they repeat their
Hammer: 1d20 + 11 ⇒ (13) + 11 = 24 damage: 2d6 + 9 ⇒ (2, 4) + 9 = 15
Hammer: 1d20 + 11 ⇒ (20) + 11 = 31 damage: 2d6 + 9 ⇒ (4, 2) + 9 = 15
Bite: 1d20 + 9 ⇒ (20) + 9 = 29 damage: 1d6 + 8 ⇒ (1) + 8 = 9
Bite: 1d20 + 9 ⇒ (2) + 9 = 11 damage: 1d6 + 8 ⇒ (2) + 8 = 10
Gore: 1d20 + 9 ⇒ (3) + 9 = 12 damage: 1d6 + 8 ⇒ (3) + 8 = 11
Claw: 1d20 + 9 ⇒ (9) + 9 = 18 damage: 1d4 + 8 ⇒ (4) + 8 = 12
Claw: 1d20 + 9 ⇒ (14) + 9 = 23 damage: 1d4 + 8 ⇒ (4) + 8 = 12
Avril crit confirm: 1d20 + 11 ⇒ (1) + 11 = 12 Crit damage: 4d6 + 18 ⇒ (2, 3, 4, 2) + 18 = 29
Cryxial crit confirm: 1d20 + 9 ⇒ (12) + 9 = 21 Crit damage: 1d6 + 8 ⇒ (5) + 8 = 13

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Uthred takes a 5ft step closer and full attacks on the foe after having studied him last turn...
+1 Adm STS1+TWF+Haste+ST: 1d20 + 8 + 2 + 1 ⇒ (12) + 8 + 2 + 1 = 23
STS1 DMG: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
+1 Adm STS1+TWF+Haste+ST: 1d20 + 8 + 2 + 1 ⇒ (16) + 8 + 2 + 1 = 27
STS1 DMG: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10
edited- thanks for the reminder
FORT Save: 1d20 + 6 ⇒ (18) + 6 = 24

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You get an extra attack if you are twfing (or +2 to hit), I believe you also forgot the fortitude save.

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Mareq sees the terrible head of hissing hair and covers his eyes as quickly as he can.
Fort Save: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
"Husarq, don't look!"
Fort Save: 1d20 + 5 + 2 + 2 ⇒ (12) + 5 + 2 + 2 = 21
As Husarq averts his eyes, looking back at Mareq, the ifrit steps forward and touches his thrall's blade.
"Take this, Shit-for-brains, and strike true," Mareq says, casting a spell into the scimitar.
Invisibility into the spell. DC17

Husarq |

Husarq turns back to the snake-haired creature and strikes!
Buffs active: Haste, Bull's Strength and Protection from Evil
Power attack: 1d20 + 12 + 2 + 1 ⇒ (16) + 12 + 2 + 1 = 31
Slashing: 2d6 + 16 + 3 ⇒ (2, 5) + 16 + 3 = 26
Fire: 1d6 ⇒ 4
Bleed: 1d6 ⇒ 4
Power attack: 1d20 + 12 + 2 + 1 ⇒ (18) + 12 + 2 + 1 = 33
Slashing: 2d6 + 16 + 3 ⇒ (1, 2) + 16 + 3 = 22
Fire: 1d6 ⇒ 6
Bleed: 1d6 ⇒ 5
Total dmg: 48 (slashing) +10 (fire) +9 (bleed)=67pts
And DC17 Will save vs. Invisibility

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Harrow successfully squints his eyes before anything can happen to him. Intuitively, he can sense that looking at it would be an awful idea.
The half-orc rushes forward, and aided by the spell, attacks quickly.
fort save: 1d20 + 10 ⇒ (18) + 10 = 28
+1 keen nodachi (haste, adamantine, power attack, furious focus, studied target, flanking, precise strike, sneak attack): 1d20 + 12 + 1 + 2 + 1 ⇒ (3) + 12 + 1 + 2 + 1 = 191d10 + 14 + 1 + 2d6 ⇒ (5) + 14 + 1 + (2, 4) = 26

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"Overkill is the best kind of kill." Avril says as she cleans her hammer. "At least that's what another companion said about a situation much like this. I'm not sure quite what he meant though."
"Shall we look around?" She says before she suddenly has to grab Cryxial races around the room, still sped up by the magic.
Is there anything to find in this room?

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Uthred cleans off his sabers and helps to look around Perception: 1d20 + 10 ⇒ (9) + 10 = 19

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Harrow looks around the room sadly, remembering a half-ling girlfriend he once had.
"I turn to stone, when you are gone
I turn to stone
Turn to stone, when you comin' home
I can't go on..."
perception: 1d20 + 13 ⇒ (3) + 13 = 16

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Avril is surprised at the words of the halfling. "She could turn people to stone? What a terrifying ability. Good thing we managed to resist it. I would not have liked to remain here as a statue."
She looks at the items. "I wonder what these do? Maybe they have some connection to the paintings on the wall?" She rides over to pick rthrm down.

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Uthred suggests going to the room with the tidy camp they saw earlier to look around there. He will make his way towards that location unless someone stops him.

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Spellcraft (heavy flail): 1d20 + 11 ⇒ (7) + 11 = 18
Spellcraft (steel shield): 1d20 + 11 ⇒ (16) + 11 = 27
Berosius examines both items, frowning in concentration as he traces the arcane lines of force that run through and emanate from each.

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"Look. There's a big construct in there trying to get to the monster beyond the cracks," reasons Berosius. "I think maybe we need to hurry. Let's see if we can't find a way to stop that construct...golem...whatever it is. Maybe there's an 'off' switch or somehting. I think we should go in there." He points to the construct's room.

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Berosius is unable to ID the flail. The shield is a +1 bashing heavy steel shield.
Berosius (and the rest of the party?) go to the golem room. The golem ignores them. It's trying to get into the room on the other side of the crack--where the thing that freaked out Husarq is.
This room: The walls of this large, vaulted room are carved with stylized astronomical symbols. The south wall contains a pair of immense doors made of stone. Smaller doors on the east wall have been battered inward. The north wall contains four large panels, each eight feet above the ground with a central gap about seven inches wide and an inch deep. Above the four panels are blocky letters, and below them, mosaics featuring sway-backed cyclopes. The chamber’s floor displays a stylized depiction of Golarion and its moon traveling around the sun.

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Harrow is nearly illiterate in his native language, let alone those spoken by other races, and has no idea what the characters mean.
"Maybe kill golem...that good 'off switch' Harrow thinks."
knowledge (arcana, dungeoneering, nature, planes, religion): 1d20 + 7 ⇒ (5) + 7 = 12 trying to ID the golem type, but looks like not happening

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"I dont speak this language..."
Linguistics: 1d20 + 2 ⇒ (13) + 2 = 15
"Dont think I know what it says either."

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"Hold on, Harrow," says Berosius. "Somebody programmed that thing to attack the monster. That means they thought it could defeat the monster single-handedly. That suggests it would hurt us very badly. I don't think we should attack it if there are any other options. Also, it's very old. Whether it was built by the Azlanti or the cyclopses, it's been quiet for a long time and only activated when our people arrived. For all we know, it's trying to protect them."
"Can anyone read these glyphs?"

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Harrow looks down at his best buddy.
"Harrow not think it supposed to defeat bad thing...Harrow think it supposed to let bad thing out!" he ponders.
"Whatever true, can't get through door..."

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If no one has comprehend languages, Berosius says "The archaologists were under some sort of mind control and wanted to put the discs into the crack. That tells me the discs are important. And they seem designed to go right here. Let's put as many as we have into these depressions. Maybe that is the off switch?"
How many discs do we have, GM?

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Harrow nods. "Put in slot."
The half-orc carefully goes forward and puts the disk in the depression.

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"Be careful... I will stand over here though..." Uthred says and moves away for safety...