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Kiyomi barks to warn any who haven't seen them yet of the snakes, then readies to run at them.
Of course, we would fight something that can't be tripped, when her whole trick is tripping things. :-P

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You and me both, sister!
Wit runs forward, drawing a javelin as he moves. He plants his foot suddenly and hurls the weapon toward one of the snakes.
38/38, HD 5; AC 20, Touch 19, FF 15, CMD 21 (24 v. trip); Fort +6, Ref +9, Will +7
Move Action: Move forward
Standard Action: Throw javelin at blue snake (2nd range increment)
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

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Hidden Wit is the fastest and catches the blue snake flat-footed, but the snake's skin is too hard and deflects the javelin.
The other snake red moves to reach the other side of the room. double move, they are large but have only a speed of 20ft
Round 1
Wit
Ambhisbaena red
Kiyomi
Ambhisbaena blue
Haemish
Cressyk
Herman
Ober

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Round 1
Herman advances toward Blue snake and casts Ear-Piercing Scream unleashing a sonic attack on the creature that seems silent to all the observers.
Dmg: 2d6 ⇒ (3, 6) = 9
Move forward as Move Action, cast EPS as Standard Action. DC 15 Fort Save negates daze effect and halves the damage to 4. Hope its okay if I post out of sequence since its possible I will have limited access to PC tomorrow.

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Haemish comes riding up from the entrance to the temple, having had a devil of a time getting his wolf, Lady, down the well. Spying the creatures and remembering the stories the group heard about the poisonous snakes, the halfling cries out to his companions. "Beware of snakes and their poison, ladies and gentlemen, best not to get bitten! Also, keep a charge lane open for me and my hairy companion, and you will find no better friend around."
Move action while drawing lance and swift action to draw quickdraw shield; standard action to use his Danger Ward ability on everyone in the group: everyone can reroll 1 failed Fortitude save with a +4 competence bonus in the next minute.

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Ober calls upon the inheritor to bless him in his task with the skill off a warrior.
Standard action minor blessing of war, I'll take speed for the first round.
Invigorated by his goddess he rushes forward 30 feet drawing his +1l consecrated longsword as he goes.

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Cressyk decides to get in close, dropping his longspear and charging the nearest snake as he draws his falchion.
Free action: Drop longspear
Move action: As indicated on map, drawing falchion
Standard action: Attack snake
Attack (Falchion, Power Attack): 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22
Damage (Falchion, Power Attack): 2d4 + 6 + 3 ⇒ (1, 4) + 6 + 3 = 14

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Haemish enters the chamber and warns his companions about the real danger of the snakes. +4 to Fort Saves in the next minute Cressyk attacks the snake with his falchion and cuts out a big piece of one of it's heads. Herman casts a silent scream at the blue snake, but the ears of the snake seem not to be the best any more. Ober rushes into the room drawing his sword.
Round 2
Wit
Ambhisbaena red
Kiyomi
Ambhisbaena blue -18HP
Haemish
Cressyk
Herman
Ober
Fort Snake blue DC15: 1d20 + 6 ⇒ (20) + 6 = 26

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Kiyomi moves forward and attacks the other Amphisbaena, trying to knock it out so that it can be dealt with leisurely.
Knockout with tri-bladed katar: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 1d4 - 1 ⇒ (2) - 1 = 1
crit confirm?!: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 3d4 - 3 ⇒ (4, 2, 1) - 3 = 4
The amphisbaena will need to make a Fort save, DC 16, or fall unconscious for up to rounds: 1d6 ⇒ 3. It will get a new save each round on its turn.
Note to self: If it falls unconscious, next round Kiyomi will use Martial Flexibility to pick up Piranha Strike and coup-de-grace it.

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Wit moves forward with a jumping kick, following it with a swift punch to the snake.
38/38, HD 5; AC 20, Touch 19, FF 15, CMD 21 (24 v. trip); Fort +6, Ref +9, Will +7
Free Action: 5-foot step northeast
Standard Action: Flurry of Blows
Attack 1: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d8 + 1 ⇒ (3) + 1 = 4 plus 1d6 ⇒ 3 electricity damage
Attack 2: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 1 ⇒ (7) + 1 = 8 plus 1d6 ⇒ 2 electricity damage

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Wit attacks the Snake in front of him with flurry of blows. The first attack does not do any damage, but the second hits the snake right at one of the heads.
The red snake attacks Kiyomi with both heads.
Bite Head 1: 1d20 + 8 ⇒ (15) + 8 = 23 Damage: 1d8 + 2 ⇒ (4) + 2 = 6 + poison DC14 Fort save to avoid
Bite Head 2: 1d20 + 8 ⇒ (4) + 8 = 12 Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Fort DC16: 1d20 + 6 ⇒ (10) + 6 = 16
The snake does not fall unconscious.
The blue snake attacks Wit and Cressyk with her heads.
Bite Head 1 vs. Wit: 1d20 + 8 ⇒ (17) + 8 = 25 Damage: 1d8 + 2 ⇒ (7) + 2 = 9 + poison DC14 Fort save to avoid
Bite Head 2 vs. Cressyk: 1d20 + 8 ⇒ (7) + 8 = 15 Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Round 2
Wit
Amphisbaena red
Kiyomi
Amphisbaena blue -28HP
Haemish
Cressyk
Herman
Ober

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Cressyk swings his falchion once more at the snake, hoping to end the threat once and for all.
Standard action: Attack snake
Attack (Falchion, Power Attack): 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19
Damage (Falchion, Power Attack): 2d4 + 6 + 3 ⇒ (4, 1) + 6 + 3 = 14

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With a "Hiyup!", Haemish lowers his lance and charges the snake currently tangling with Kiyomi. (Using ride-by attack to get to the double-headed snake's far side, if possible. Lance attack: 1d20 + 11 ⇒ (16) + 11 = 27, damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15)

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Fort: 1d20 + 6 ⇒ (13) + 6 = 19
Kiyomi shakes of the effects of the snakes poison.
-Posted with Wayfinder

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Ober switches his blessing to AC and moves in.
Swift Action, Divine Favor +3 Luck Bonus to Attack and Damage (Caster level +Fate's Favored).
He grips his longsword two-handed.
Bonuses to attack: +2 BAB, +4 STR, +1 Enhancement, +3 Luck, -1 Power Attack, +1 Weapon Focus.
Power Attack: 1d20 + 10 ⇒ (14) + 10 = 24
Bonuses to damage: +4 STR, +2 for two-handed, +1 Enhancement, +3 Luck Bonus, +3 Power Attack
1d8 + 13 ⇒ (3) + 13 = 16

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Herman advances towards the Red Snake, playing a note on his lute, and magically sending a Sound Burst out at the two-headed creature. The burst is targeted at the back wall of the crypt, so no allies will be affected.
Creature takes 1d8 sonic dmg. Failing DC 16 Fort save makes it stunned for 1 round also. If it can't hear, it still takes the damage, but doesn't need the save.
Sonic Burst Dmg: 1d8 ⇒ 8

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Haemish pushes his lance into the snake deeply. Also Cressyk manages to hurt the snake in front of him badly. Herman creates another sound burst at the snake, but the snake is able to resist. Kiyomi and Wit avoid the poison.
Fort red snake: 1d20 + 6 ⇒ (20) + 6 = 26
Round 3
Wit
Amphisbaena red -39 HP
Kiyomi
Amphisbaena blue -42 HP
Haemish
Cressyk
Herman
Ober

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A bit frustrated about his spells functionality, Herman advances one more step and casts one more spell, hitting a magical note on the lute, the chord actually becomes like glass-shattering in the pieces and damaging the snake creature.
5' step forward and cast Chord of Shards which should not catch any allies if I drew my 15' cone correctly. DC 15 Reflex negates any damage otherwise as rolled below
Chord of Shard dmg: 2d6 ⇒ (4, 3) = 7

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Kiyomi attempts to dance around the snake to avoid its bites, then attacks it from behind, this time using her fist.
acrobatics: 1d20 + 13 ⇒ (19) + 13 = 32
unarmed strike: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d6 - 1 ⇒ (5) - 1 = 4

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Once again, Cressyk swings his falchion at the snake.
Standard action: Attack snake
Attack (Falchion, Power Attack): 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25
Damage (Falchion, Power Attack): 2d4 + 6 + 3 ⇒ (1, 2) + 6 + 3 = 12
Critical Confirm (Falchion, Power Attack): 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11
Critical Damage (Falchion, Power Attack): 2d4 + 6 + 3 ⇒ (2, 1) + 6 + 3 = 12

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Will delay Wit until the end of the turn, or did I miss something?
The red Amphisbaena attacks with both heads.
1d2 ⇒ 2 1=Ober, 2=Kiyomi
1d2 ⇒ 1 1=Ober, 2=Kiyomi
H1 vs. Kiyomi: 1d20 + 8 ⇒ (3) + 8 = 11
H2 vs. Ober: 1d20 + 8 ⇒ (19) + 8 = 27 Damage: 1d8 + 2 ⇒ (8) + 2 = 10 + poison, DC 14 Fort to avoid
Kiyomi manages to get around the snake, but her fist attack is not strong enough to get through the snake's skin.
The blueAmphisbaena also attacks with both heads.
1d2 ⇒ 1 1=Wit, 2=Cressyk
1d2 ⇒ 2 1=Wit, 2=Cressyk
H1 vs. Wit: 1d20 + 8 ⇒ (3) + 8 = 11
H2 vs. Wit: 1d20 + 8 ⇒ (5) + 8 = 13
Cressyk attacks the snake and hits. The snake goes down with both heads hitting the stone floor hardly. You can see a puddle of blood growing around the snake.
DC15 Reflex: 1d20 + 7 ⇒ (5) + 7 = 12
Herman casts a chord and the snake is not fast enough to avoid damage. Herman is able to defeat the second snake with this spell.
Combat over

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After cleaning the blood from his blade and retrieving his longspear, Cressyk looks around for anything out of the ordinary, and for a magic rod, in particular.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21

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"You look high," says Herman to the large Half-Orc. "And I'll look low."
Herman looks all over the crypt for the gear that was to be dropped by Torch's contacts.
Perception: 1d20 + 11 ⇒ (20) + 11 = 31

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"Ooh, Ober you got bitten! Does anyone have some healing abilities that they could use to make sure that thing's poison doesn't stick?"

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Sorry again for the delay, but I finally got home two hours ago so everything should be running normal again.
Cressyk and Herman search the room for the desired rod. They find a secret compartment in the intact statues base. The compartment contains several items, including a burial mask carved from lapis lazuli worth 500 gp, three clay tablets describing funerary practices, and a rod carved from a single piece of petrified wood to look like a fanged serpent.
Ober can still do his Fortitude Save.

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"Haemish, if you wouldn't mind, I could use a bit of healing. Though I'm not in dire straits by any means."

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Haemish bows to the kitsune, "Of course, my Lady." He then pulls out his healing wand and hands it to Ober. "Erm, mind giving Kiyomi a bit of a touch-up?" he mutters a bit sheepishly.

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Herman intervenes using his own healing wand on the foxy lady.
CLW wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9
He then follows Cressyk out the tunnel and back into the bright Osirian sunlight.
"What task is next? The Dancing Dunes or Hundredfingers, whatever that is?"

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"Thank you, all of you, for your aid." Kiyomi smiles warmly at each of her allies who offered her healing.

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Climb (Take 10, ACP): 10 + 8 - 2 = 16
Cressyk makes his way back into the light, helping the others up as much as possible.
Once everyone is up, he peers the list. "Well, shall we head to the Dancing Dunes next, or find the leader of the Hundredfingers gang?"

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Ober pauses for a moment.
If I recall correctly, only one of these missions required us to not tip our hand as to who sent us, correct? If so, this is my action before I climb. If not, ignore everything but the climb.
Ober takes a bit of the snakes blood and scrawls on the altar Torch sends his regards.
He then walks up casts guidance and climbs the rope.
1d20 + 6 ⇒ (10) + 6 = 16

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Haemish needs the help of his companions to haul both him and his wolf to the surface (but with enough assists) the two make it back to the surface.
Haemish takes 10 to get a 17 on climb check, while Lucy needs some assistance, as taking 10 only gets her a 12. We can just assume that she eventually succeeds, yes?