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She looks around and checks for magic.
perception: 1d20 + 1 ⇒ (1) + 1 = 2
If she finds nothing, then she moves to the next door and repeats.

Dungeon Master S |

Auri detects no magic in the room. Her and Dupine move to the next door:
Auri: 1d20 + 1 ⇒ (4) + 1 = 5
Dupine: 1d20 + 14 ⇒ (4) + 14 = 18
Durpine can here a LOT of hissing, as if from a handful of large snakes.

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"Snakes. Always snakes. Let's let them come to us."
Dupine pulls out an alchemist's fire, and when everyone is ready, he will open the door and step back.

Dungeon Master S |

I'll allow a retroactive round of prep based on August's words.
This wide room has two alcoves to the west and east. The western alcove bears mosaics of a burly cyclops with a flail and shield. In one image, a human with a conical hat hands the cyclops the flail; in each other image, the large cyclops is smashing fiends or serpent-headed humanoids with it. A large slab in this alcove is empty, but a shelf above it contains a fine looking heavy flail and a steel shield. The smaller alcove to the east contains two slabs; above them are depictions of a pair of cyclopes servants tending to the burly cyclops’s needs. Inside are a pair of strange creatures, each the size of a horse. They are large snakes with two heads, one at each end of their long, coiling bodies. Both display large sets of fangs and both display hints of fiendish blood.
They seem to be attacking a woman who cowers towards the back, she's nearly in a fetal position, her hood pulled tightly to her face as if it added protection.
Baddies: 1d20 + 2 ⇒ (5) + 2 = 7
Amiri: 1d20 + 2 ⇒ (12) + 2 = 14
Auri: 1d20 + 1 ⇒ (5) + 1 = 6
Dupine: 1d20 + 2 ⇒ (9) + 2 = 11
Piper: 1d20 + 8 ⇒ (13) + 8 = 21
Merisiel: 1d20 + 9 ⇒ (2) + 9 = 11
Kyra: 1d20 + 0 ⇒ (15) + 0 = 15

Dungeon Master S |

Round 1:
Piper: Go
Kyra: Go
Amiri: Go
Merisiel: Go
Dupine: Go
Baddies: TBD
Auri: TBD

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Dupine changes tactics, stepping in 5' to pummel one of the snakes. (Use a Ki point to add an attack, since they are flatfooted)
Flurry, Sneak Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d8 + 5 + 1d6 ⇒ (8) + 5 + (1) = 14
Flurry, Sneak Attack: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d8 + 5 + 1d6 ⇒ (3) + 5 + (2) = 10
Flurry, Sneak Attack: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 5 + 1d6 ⇒ (4) + 5 + (5) = 14

Dungeon Master S |

Dupine wastes no time, but his first two blows fail to damage the beast. The third one hits right on target, doing considerable damage.
Round 1:
Piper: Go
Kyra: Go
Amiri: Go
Merisiel: Go
Dupine: Hit
Baddies: TBD
Auri: TBD
Red: 14

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Merisiel rushes in, tumbling at full speed to get into position. Acrobatics: 1d20 + 20 ⇒ (17) + 20 = 37
She then stabs at the snake Dupine attacked, working to make her rapier count against the flat-footed creature. Attack w/Rapier: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Sneak Damage: 4d6 ⇒ (5, 1, 2, 5) = 13

Dungeon Master S |

Merisiel too seeks to get the jump on the strange snakes. He blade sinks deep into the body.
Round 1:
Piper: Go
Kyra: Go
Amiri: Go
Merisiel: Hit
Dupine: Hit
Baddies: TBD
Auri: TBD
Red: 33

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Over the course of her time in the Mwangi Expanse, Amiri has come to realize she hates snakes; and the only thing she hates more than snakes, she has just learned, are snakes attacking someone defenseless.
Rage (Free action), activate powerful blow rage power (Swift), charge Black, drawing her greatsword along the way.
Large greatsword, charge, Power Attack: 1d20 + 15 + 2 - 2 ⇒ (20) + 15 + 2 - 2 = 35
confirm?: 1d20 + 15 + 2 - 2 ⇒ (2) + 15 + 2 - 2 = 17
dmg, Power Attack, powerful blow: 2d8 + 18 + 2 ⇒ (4, 8) + 18 + 2 = 32
plus 2d8 + 18 + 2 ⇒ (2, 5) + 18 + 2 = 27 if confirmed (it's flat footed but I'm not thinking so...)

Dungeon Master S |

17 DOES confirm flatfooted! Amiri's blow slices the snake creature into two living, fighting snakes... but only for a second. The blow was too devastating, and the halves collapse in a bloody heap. the helpless woman screams at the violence.
Round 1:
Piper: Go
Kyra: Go
Amiri: Crit
Merisiel: Hit
Dupine: Hit
Baddies: TBD
Auri: TBD
Red: 33

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Kyra, seeing that her friends seem to be handling the snakes with ease, tries to get close to the woman on the floor, in case the snakes try to finish the job they started.
Seeing the way is blocked, Kyra takes a swing at the snake in front of her.
attack: 1d20 + 8 ⇒ (1) + 8 = 9

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Weird, the board ate my last post.
Piper tries to trip up the reddish foe with some magical grease.
Grease, DC 16
-Posted with Wayfinder

Dungeon Master S |

Kyra's swing is quite off balance, and Piper's attempt to knock the amphisbaena off balance doesn't seem to work as the snake's "footing" is too solid.
The remaining heads split their attention on Amiri and Merisiel:
ATK v. Amiri: 1d20 + 8 ⇒ (11) + 8 = 19 for DMG: 1d8 + 2 ⇒ (8) + 2 = 10 and a FORT save
ATK v. Merisiel: 1d20 + 8 ⇒ (13) + 8 = 21 MISS
Amiri is still working on recovering from the charge when the snake bites her!
The woman, no longer cowering, gives a scream that's angry, not scared. She stands up and takes a step forward, revealing a serpentine face and snakes for hair! EVERYONE (except Auri and Piper need to make a FORT DC 16 save or be petrified!)
Round 1:
Piper: Grease
Kyra: Miss
Amiri: Crit
Merisiel: Hit
Dupine: Hit
Baddies: ATK
Auri: Go
Red: 33

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Aware at last of the real threat in the room, Auri hurries forward, striking out at the snake headed woman.
power attack: 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 23
NL dmaage: 2d6 + 11 + 6 + 1d6 ⇒ (5, 4) + 11 + 6 + (1) = 27
"How could you? We were trying to save you!" she says in horror.
-=-=-=-=-=-=
In the preparation round before the door was opened, Auri would have used Shield. So AC is 24.

Dungeon Master S |

A quick rules issue before Auri gets to go:
You can 100% look and HAVE to take a save when you get within 30'.
Averting Eyes: The opponent avoids looking at the creature's face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.
Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment against the opponent.

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Well, Auri has no blindfold. And even averting eyes, that is only a 50% chance of not having to make a save. Still, concealment is only a 20% miss, right?
averts eyes, high is good: 1d100 ⇒ 50 <-darn
fort: 1d20 + 8 ⇒ (4) + 8 = 12
fort reroll with GM star bonus: 1d20 + 8 + 3 ⇒ (7) + 8 + 3 = 18
Phew

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And miss chance on her normal attack... high is good, 20% and below is not good. Assuming it is 20% miss from concealment
miss: 1d100 ⇒ 92]

Dungeon Master S |

With the luck of the gods, Auri keeps her from and closes enough to deliver a telling blow to the medusa! She's clearly injured, but there's plenty of fight left in her.
Round 2:
Piper: Go
Kyra: Go
Amiri: Go
Merisiel: Go
Dupine: Go
Baddies: TBD
Auri: TBD
Red: 33
Medusa: 27

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Fort save vs. poison: 1d20 + 9 ⇒ (14) + 9 = 23
DC 16 Fort save vs. petrification: 1d20 + 9 ⇒ (11) + 9 = 20
second DC 16 Fort save vs. petrification cos Amiri is pissed and tryna teach Medusa a lesson: 1d20 + 9 ⇒ (16) + 9 = 25
Amiri turns her attention to Snakehead Lady in short order, continuing her rage and also continuing the arc of her sword swing.
Large greatsword, Power Attack: 1d20 + 15 - 2 ⇒ (19) + 15 - 2 = 32
confirm?: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
dmg, Power Attack: 2d8 + 12 + 6 ⇒ (4, 4) + 12 + 6 = 26
plus
dmg, Power Attack: 2d8 + 12 + 6 ⇒ (1, 5) + 12 + 6 = 24

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Fort Save: 1d20 + 5 ⇒ (17) + 5 = 22
"What is going on here?"
August avert his eyes from the woman, and concentrates on finishing the snake.
Flurry, Flank, Sneak Attack: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Damage: 1d8 + 5 + 1d6 ⇒ (1) + 5 + (5) = 11
Flurry, Flank, Sneak Attack: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Damage: 1d8 + 5 + 1d6 ⇒ (1) + 5 + (5) = 11

Dungeon Master S |

Amiri's rage is pretoection enough as she goes right after the medusa without feeling the effects of her gaze. With a single swing of the sword too big for most, she knocks the medusa out!
A short second later, August smashes the skulls of the amphisbaena!
Out of combat!

Dungeon Master S |

Looking around this room, the party finds far more than in the last. Stepping around the knocked out medusa you spy a couple interesting items.
The shelf above the slab to the west holds a heavy flail imbued with magic. Slitherbane is a Medium heavy flail, but the cyclops wielded it in one hand. The shelf also contains a large hero’s steel shield. This too is magical.

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Auri investigates the two items to see if she can work out what they do.
Detect maic, and arcana
spellcraft on flail: 1d20 + 8 ⇒ (12) + 8 = 20
spellcraft on shield: 1d20 + 8 ⇒ (16) + 8 = 24
"I wonder if that golem can use the shield?"

Dungeon Master S |

This +1 axiomatic monstrous humanoid bane heavy flail has a heavy ball etched with images of stylized eagles and sunbursts. The weapon can cast liberating command three times per day, but generally uses this power only on its wielder. It has the special purpose to slay serpentine creatures, and can use neutralize poison at will when its wielder is in combat with such creatures. Slitherbane communicates rarely, primarily in archaic aphorisms about fighting monsters or distrusting serpents.
+1 bashing heavy steel shield sized for a Large creature.

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"It should be called 'medusabane', not slitherbane!" smiles Auriferous.
For the moment she puts aside her own great sword, and gives the heavy flail a couple of swings to get a feel for it.
She thinks about the image of the snake creature that she saw in the vision to see what the opinion of the flail may be of it.
"Anyone have good ideas about how to get those discs out from the room with the snake-thing? Just wait for the golem to go in and mangle it?" she asks.
"What did Juliete say about the Golem? She didn't seem that concerned which is worrying."

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"That is a good point. Should we speak with her again? I think these weapons might be well suited for fighting the creature I saw. I fear we may need to go in there and keep it busy while a few of us concentrate on the disks."

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"If so, we need a plan. Someone in the corridor who can receive the disks through the holes. " she looks around the group trying to assess who might be able to reach them.
"If the holes are too high to easily reach, I can make someone taller for a few minutes. But I am loathe to split the group, especially not knowing enough about what we face, and whether the snake thing really is an enemy.."
She thinks for a moment.
"Does anyone have protection from evil handy? If so, I could try and detect whether it is evil... that would help me understand the situation, but I would prefer not to risk falling under its charms while I do so."

Dungeon Master S |

I'll take a Knowledge (Engineering) check from anyone who has it.

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Unfortunately, I do not.
"I agree, I prefer not to split up, as I think we are generally most effective as a team. However, splitting might minimize some risk here too. I am probably the fastest one here, so if I wait for the disks, then I can get back around to you the most quickly."

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"If there is to be combat, I should go into that room, though after watching the monolith take apart that giant ape earlier... I'm not sure how much help will be required. Piper, if we are to tranport the discs, then your haste would also be very helpful."
She sighs.
"We still don't know what putting the dics into the slots will do..Or how they were removed to begin with. Or how the medusa got in here, and why the investigation team was unaware of her."
The paladin shakes her head. "I feel like I am playing cards against someone, with rules I don't know and cards that I cannot see."

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Amiri turns to Auri with some amusement. When someone did that to me once, I broke the table and made up my own rules, she says. Maybe that's what you need to do — upset the apple cart a little.
After a moment's thought, Amiri continues. You know what, you guys said that that Arletta lady, she was normal, right? Not like Juliet? Maybe we should talk to her about this. Show her the spaces here and see what she thinks.

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"Good thinking Amiri. Lets try that. We'll need to hide these other discs though, can't have Juliet trying to claim them and toss them through the wall."

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"I still have the one. I doubt anyone will be going through my bag. And if they do, they'll lose fingers." Merisiel grins. "I can get behind asking Arletta. Maybe she knows something about this. Otherwise my vote is to stick the discs in their slots. It's bound to do something, and I'm curious what that might be."

Dungeon Master S |

With a massive CRACK! You're jarred from your conversation. It sounds like the massive guardian is nearly through to whatever that is on the other side...

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"Well, let's get to it then - we are out of time!"
Dupine moves to his position near the crack.

Dungeon Master S |

August is by the crack, (looking in or no?) everyone else place themselves.
The monolith hasn't busted through YET, but it's coming.

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A double move will get Amiri alongside August. If we can get all the way to the monolith room, though, that's where Amiri would go.

Dungeon Master S |

Not in initiative, so you can go wherever at this point.

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Are the slots able to be easily reached by a normal sized person?
Auri will cast an enlarge person as required and then head through to the monolith offering it the giant shield if it wants it.

Dungeon Master S |

Piper knows that you've got about 2 minutes before the door shatters.
Auri notes that at 8' up a normal person can't really reach.

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Auri quickly looks around the group.
"Kyra, I suggest you stay here and put the dics in their slots as we pass them through the small hole. Amri, I guess it is up to you, me and the golem to take on the snake thing, while August, you grab the disks and pass them through the small hole to Kyra. How does that sound to everyone?"
Assuming Kyra agrees, the enlarge person will be on her. Auri will use shield and enlarge person on herself. I can also enlarge Amri if she would like it. I'm guessing august probably wants to stay normal sized and not have the AC hit if he is going to be doing lots of running. Can Piper time a haste to hit us as the door collapses in. If we can get one disc before the snake thing can react that would be awesome.
Side question: are we all fully healed. Maybe it won't come to a fight, but that seems.. unlikely.

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Merisiel sniffs, noting that she's been left out of the plans. "And where do I fit in to all of this? I'm quick, I'm your best bet to get past the snake inside there, and I have a disc."

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"Merisiel.." says Auriferous with a start. The quiet elf had vanished from her vision and attention, again.
"I suggest we fit your current disc into the alcoves now, along with the disc of darkness. You join Dupine in grabbing one of the two discs in the central room and pushing them through the hole."
She looks around, "How does that sound as a plan?"

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Mollified, Merisiel says, "I'm on board."
She hands the disc to the soon to be enlarged Kyra, giving the cleric of Sarenrae a kiss on the forehead. "Don't you worry. We got this."