
Uktar |

Psst...Hey Buddy. Can I interest you in an Aid Token? This one's with Table 15's compliments...
Unfortunately, that would violate the rules; we're not allowed to bounce an Aid Token back to the table that gave it to us. My apologies. Hopefully some other generous souls will pass one along.

GM Fuzzfoot |

Sorry - major computer meltdown Thursday night, so just getting back online.
As you start to engage the space worms, a few dozen Pathfinders pass behind you, hooting and hollering that the way up is clear.
You have the option to stay and fight in this cloud, or withdraw and follow the others up to the temple.
No action yet from Garn, but I will tell you that you have failed to do any lasting damage to these creatures in round 1, so it may take a while to resolve. I am happy to play it out, but this was just an extra encounter to keep you entertained, so it is your call.

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Pau calls out for the others to press forward to the temple. "Don't forget our mission!". He tactically withdraws from the pink creature.

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Graff grumbles but he follows suit.

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Back in action. I vote for pressing forward, too.
Whistling to Snowball to follow at his heel, Garn follows along with the Pathfinders further down the temple.

GM Fuzzfoot |

You jump into the crowd, and get whisked away, up to the temple plaza and fresh air.
Wide flagstones cover the plaza leading to a stepped pyramid. Larger-than-life statues of serpentfolk and snakes line the plaza, alongside pictograph-covered pillars and small cages filled with all manner of furry, chattering creatures.
There were encounters here, if you like, but the way into the temple has already been cleared, so I assume we shall we move on.
This massive stone plaza stretches out before a stepped pyramid at its far end. Buildings and stalls line either side, and heavily inscribed stone columns stand throughout the area, forming a spiral pattern. Banners and tarps hang between the columns, creating distinct areas of light and darkness. Smoldering coals surround the bases of large, heated ceramic cylinders, which glow softly. They’re warm enough to be felt from a distance, but not hot enough to ignite the blankets draped over them or the banners dangling around and above.
Skipping on...
You enter into the temple interior.
Glowing coals warm this shrine and cast an eerie under-lighting on the towering, snake-headed statue behind the altar. The reek of ammonia and rotting flesh fills the air and burns the eyes.

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"Watch out for the statue. Evil Mages love to animate those things," Pau calls out as he leads the group into the temple.
Perception 1d20 + 8 ⇒ (8) + 8 = 16

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Would Garn's barkskin have expired yet? 30 min since the start? If so, he'll recast it. Ditto for longstrider, 1 hr from the start.
Garn walks forward together with Pau, wary of his surroundings.
perception: 1d20 + 8 ⇒ (15) + 8 = 23
He touches his club hanging by his side and summons his divine magic to strengthen it. casting shillelagh

GM Fuzzfoot |

Garn - I would say that it has been about 45 minutes so far.
Garn casts his spells, alerting someone to your presence. You notice a serpentfolk priest coming towards you, followed by a large python.
Pau: 1d20 + 2 ⇒ (5) + 2 = 7
Graf: 1d20 - 1 ⇒ (12) - 1 = 11
Lantorth: 1d20 + 3 ⇒ (12) + 3 = 15
Jayori: 1d20 + 1 ⇒ (8) + 1 = 9
Radagast: 1d20 + 3 ⇒ (16) + 3 = 19
Garn: 1d20 + 4 ⇒ (10) + 4 = 14
Serpentfolk: 1d20 + 9 ⇒ (1) + 9 = 10
Snake: 1d20 + 3 ⇒ (2) + 3 = 5
Round 1: (Bold may act)
Radagast, Lantorth, Garn & Snowball, Graf
Serpentfolk (red)
Jayori, Pau
Snake (green)

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The Pathfinders have allied with a group of Azlanti Rebels! They're joining up with Pathfinders as they make their way into the Serpentfolk Temple!
Each table now counts as one subtier higher for the purpose of calculating what benefits they get from Aid Tokens. Subtier 10-11 tables increase the Aid Another bonus to +5, the Allied Offensive option deals 4d8 points of damage, and Burst of Healing heals 6d6 points of damage.

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Garn dashes forward, pulling out his enhanced club as he does so, and smashes down on the giant python.
shillelagh, PA: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25 for dmg, PA: 2d6 + 4 + 2 ⇒ (2, 5) + 4 + 2 = 13
confirm crit?: 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 12 for dmg, PA: 2d6 + 4 + 2 ⇒ (6, 5) + 4 + 2 = 17
At the same time, he commands Snowball to attack the serpentfolk and with his rapid speed, he easily reaches the priest and bites at it.
bite, gmf: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21 for dmg, gmf: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4 plus trip, gmf vs CMD if bite hits: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Garn attempts to recall what he knows about the giant python, but does not seem to have encounter it during his travels.
knowledge(nature): 1d20 + 6 ⇒ (1) + 6 = 7

GM Fuzzfoot |

Garn crushes the python before it has a chance to react. Snowball pulls down the serpentfolk priest, who is now prone.
Round 1: (Bold may act)
Radagast, Lantorth, Garn & Snowball, Graf
Serpentfolk (red) [4 dmg, prone]
Jayori, Pau

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Graff moves eagarly up to the Serpent Priest wth a wide grin, his axe quivering in his hands with excitement.
Double move

GM Fuzzfoot |

A smart man would stay down and give up, but a fanatical priest to an ancient serpent god stands up.
Most of you will get an AoO, so go ahead with that first... (I don't really expect him to survive....)

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Pau takes his attack and swings at the priest.
Attack 1d20 + 6 ⇒ (12) + 6 = 18
Damage 1d6 + 4 ⇒ (6) + 4 = 10

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Don't forget the +4 to hit for attacking a prone target!
Radagast happily takes a shot...
MW Cold Iron Scythe: 1d20 + 6 + 4 + 2 ⇒ (11) + 6 + 4 + 2 = 23, for 2d4 + 6 ⇒ (1, 3) + 6 = 10 damage.
...and Fluffy tries to bite!
Bite: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21, for 1d4 + 3 ⇒ (2) + 3 = 5 damage.

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The Pathfinders have worked their way through the Temple Interior, and have discovered that the serpentfolk are performing some kind of ritual in a basement level called the Ophidian Rectory. Perhaps if you rush there you can learn all about the serpentfolk's ancient sacrificial techniques.
…
Oh, also potential save some people. That could be important too.
The Temple Interior is now claimed and the Ophidian Rectory is now discovered! Can we stop the ritual in time? The map is now updated with both the district unlock and the recent aid token transfers. Remember, you still count as one subtier higher for the purpose of your aid token benefits!

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Graff's axe raises high above his head......................and decends.
Attack 1d20 + 5 ⇒ (1) + 5 = 61d12 + 4 ⇒ (10) + 4 = 14 Way to go Graff, Way to go.....
Striking the floor as the Serpent moved with Graff unable to keep both Dismay and Shock off his features.

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Snowball takes the opportunity to bite at the snake person again.
bite, gmf: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 for dmg, gmf: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

GM Fuzzfoot |

If this were a movie, you all would have struck at the same time and the humanoid would have exploded in cheesy glory!
You quickly overwhelm the creature and put him out of his misery.
You can opt to now make notes on the priest's rituals and regalia (what wasn't destroyed). As a group, you can attempt a single DC 14 skill check using one of the following skills: Appraise, Craft (armor, clothing, or jewelry), Disguise, Knowledge (nobility or religion), Perception, Profession (clerk, merchant, or scribe). Aid is allowed - so discuss OOC how you want to approach this, and then make yoru rolls.

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Aid perception: 1d20 + 6 ⇒ (7) + 6 = 13
Lantorth helps check the area for any vital information about the serpent folk or their rituals.

GM Fuzzfoot |

Good point! Victory point earned! Shall we join the others in the next section now that it is open?

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Garn walks along Pau, similarly scanning for dangers.
perception: 1d20 + 8 ⇒ (9) + 8 = 17

GM Fuzzfoot |

You follow the path opened up by your fellow Pathfinders, and travel deep into the temple.
Some heavy presence within this massive, domed chamber claws at the chest and weighs the air itself down. Strange glows emanate from the cardinal points of this massive, circular chamber. In the center of the room, an elevated, spiraling staircase entwines a column of stone, atop which sits an altar.
Another Serpentfolk priest is here, performing a ritual.
Pau: 1d20 + 2 ⇒ (11) + 2 = 13
Graf: 1d20 - 1 ⇒ (7) - 1 = 6
Lantorth: 1d20 + 3 ⇒ (1) + 3 = 4
Jayori: 1d20 + 1 ⇒ (3) + 1 = 4
Radagast: 1d20 + 3 ⇒ (1) + 3 = 4
Garn: 1d20 + 4 ⇒ (16) + 4 = 20
Opponents: 1d20 + 10 ⇒ (2) + 10 = 12
Round 1: (Bold may act)
Garn & Snowball, Pau
Serpentfolk (red)
Graf, Jayori, Radagast, Lantorth

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To clarify are those circular stairs that surrounds the priest that we have to climb to reach him? If so, is it possible to make some climb or jump acrobatics check to cut straight through?

GM Fuzzfoot |

Climbing is normally at 1/4 move, but making a climb check by 5 or more you can do 1/2 move. If you can high jump up there, though, then I expect that is normal move.

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Pau double moves to close distance with the priest.
Pau has 40' movement. He will try a climb check to go faster up the stairs. Not sure how far I can progress.
Climb 1d20 + 8 ⇒ (2) + 8 = 10

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Garn lays his hand on his club and casts shillelagh on it. He then moves into the chamber, commanding Snowball to attack the priest.
Snowball dashes up the side, going after the priest.
Snowball climb: 1d20 + 5 ⇒ (8) + 5 = 13
Snowball has 50 ft move. Not sure if he can reach the priest in one move or need a double move. Will roll the bite attack below anyway just in case.
bite, gmf: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16 for dmg, gmf: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4 plus trip, gmf vs CMD if bite hits: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16

GM Fuzzfoot |

I suppose I should have been more clear. Taking the stairs (in a round the long way fashion) is normal movement. Both Pau and the cat can reach the priest with a double move, climbing up the sides at 1/4 movement. If the cat had rolled 2 better, its climb speed would have just been enough that it could have gotten it's attack off.
As Pau reaches the top, he sees a man strapped to the altar, apparently about to be sacrificed.
Suddenly facing 2 opponents in close combat, the serpent-priest hisses and claws and bites Pau with sharp, venomous fangs.
Claw Attack: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Claw Attack: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Bite Attack: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Pau takes 14 damage, and needs to make a DC 17 Fort save.
Round 1: (Bold may act)
Garn & Snowball, Pau (14 dmg, Fort save pending)
Serpentfolk (red)
Graf, Jayori, Radagast, Lantorth

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GM Fuzzfoot |

We'll assume Graf wants to move in as well...
Pau takes 1d2 ⇒ 2 Strength damage from the poison in his veins. Make another fort save each round, please.
Round 2: (Bold may act)
Garn & Snowball, Pau (14 dmg, 2 Str dmg)
Serpentfolk (red)
Graf, Jayori, Radagast, Lantorth

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Snowball lunges at the priest with both his claws, and rounds off the attacks with a lunging bite. He then shifts to one side to allow his master to close in as well.
claw 1, gmf: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29 for dmg, gmf: 1d2 + 1 + 1 ⇒ (1) + 1 + 1 = 3
claw 2, gmf: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 for dmg, gmf: 1d2 + 1 + 1 ⇒ (1) + 1 + 1 = 3
bite, gmf: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22 for dmg, gmf: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4 plus trip, gmf vs CMD if bite hits: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Garn reaches the base and starts to climb to reach the priest. He then swings at it with his enhanced club.
climb: 1d20 + 4 ⇒ (13) + 4 = 17 I think this clears the check but if doesn't just ignore the attack below. I think it misses anyway.
shillelagh, PA: 1d20 + 6 - 1 ⇒ (3) + 6 - 1 = 8 for dmg, PA: 2d6 + 4 + 2 ⇒ (2, 3) + 4 + 2 = 11

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Fort save 1d20 + 5 ⇒ (9) + 5 = 14
Pau swings twice at the closest priest.
Attack 1d20 + 4 - 1 ⇒ (20) + 4 - 1 = 23
Damage 1d6 + 4 - 1 ⇒ (3) + 4 - 1 = 6
Attack 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 17
Damage 1d6 + 4 - 1 ⇒ (4) + 4 - 1 = 7
Possible Crit 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19
damage 1d6 + 4 - 1 ⇒ (6) + 4 - 1 = 9

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Yes. Graff wants to move inside. He has yet to make a suitable offering to his Patron.

GM Fuzzfoot |

Pau takes another 1d2 ⇒ 2 Strength damage from the poison coursing through his veins. Still, he manages to punch the priest, who practically ignores it.
Crit was not confirmed, and DR absorbed 5 of the 6 points damage.
Round 2: (Bold may act)
Garn & Snowball, Pau (14 dmg, 2 Str dmg)
Serpentfolk (red, 1 dmg)
Graf, Jayori, Radagast, Lantorth
If you haven't guessed, this is one tough dude. I had to double check twice that I had the correct encounter...

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Serpentfolk suck! Seems like we're missing alot of feedback... so all of Snowball's attacks didn't get through DR? Did the trip happen? Did Lantorth's magic missile work?
Jayori continues trying to get close enough to help out.
Double move again. (I've a -5 on climb checks dangit! What is the DC anyway?)