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Special Abilities.
Detect Thoughts (Su) A dark naga can continuously use detect thoughts as per the spell (caster level 9th; Will DC 18 negates). The save DC is Charisma-based.
Guarded Thoughts (Ex) Dark nagas are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.
Poison (Ex) Sting—injury; save Fort DC 19; frequency 1 round; effect sleep for 2d4 minutes; cure 1 save.
Spells: Dark nagas cast spells as 7th-level sorcerers.

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"Excuse me. Mr or Mrs Dark Naga. Do you speak common?" Quartz asks the beast. If it doesn't he will try the greeting again in Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Ignan, Infernal, Kelish, Osiriani, Sylvan, and Tien until it responds.

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"Harrow not care about more treasure...all this place treasure, and Harrow only want out," the half-orc agrees.

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"We just want to get across cavern like Quartz say we no bother you. Goat and I just want to walk like others. He don't eat gold anyways."
aid to Dip: 1d20 - 1 ⇒ (17) - 1 = 16

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"Let us go now, friends. And bother this noble naga no more. We do not want or need its treasure. It wishes us to leave, so let us leave. Now," says Mareq, knowing the naga can read his logic and honest intent.
Diplomacy Again: 1d20 + 13 ⇒ (10) + 13 = 23
Mareq marches away from the naga, across the bridge.

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"Ok everyone. Tie some ropes to me and I'm going to drink this monkey fish extract. Then climb over the ceiling and come down over there. Then secure the ropes and you can get across. Sound good?" Quartz says.
... A rope stretches across the pit, secured by pitons to the walls next to the doors in the north and south walls. ...

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Quartz Fizzlebang wrote:"Ok everyone. Tie some ropes to me and I'm going to drink this monkey fish extract. Then climb over the ceiling and come down over there. Then secure the ropes and you can get across. Sound good?" Quartz says.GM Engleaktig wrote:... A rope stretches across the pit, secured by pitons to the walls next to the doors in the north and south walls. ...
Well, if you insist. :)

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"Let us go now, friends. And bother this noble naga no more. We do not want or need its treasure. It wishes us to leave, so let us leave. Now," says Mareq, knowing the naga can read his logic and honest intent.
[dice=Diplomacy Again]1d20+13
"Let's go, Quartz! Swing over and let us go."

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As you swing over ...
Auntie: 1d20 + 2 ⇒ (13) + 2 = 15
Berosius: 1d20 + 2 ⇒ (4) + 2 = 6
Harrow: 1d20 + 11 ⇒ (5) + 11 = 16
Mareck: 1d20 + 0 ⇒ (13) + 0 = 13
Quartz: 1d20 + 12 ⇒ (3) + 12 = 15
Tan'ia: 1d20 + 6 ⇒ (14) + 6 = 20
Well, crap! Sorry Quartz. :(
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Nobody notices the tiny hole in the door at the other side of the pit.
Nobody notices the eye blink behind the tiny hole in the door at the other side of the pit.
Move Action: Just as Quartz is on the rope, a Razmiran cultist opens the door.
Standard Action: The cultist severs the rope.
Quartz Reflex Save: 1d20 + 7 ⇒ (5) + 7 = 12
Pausing here to see if Quartz as a reroll boon (t-shirt, folio, etc.) that he'd like to use.

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Quartz isn't going across. He's trying to make friends with a naga. Mareck was. I do have a folio reroll at gm +1 but will save it.
My mistake. I thought you said you'd drink a fish extract, tie some ropes to yourself, then climb over.

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"Mr Dark Naga sire, when did the other group pass by here? How many were there? Did they try to steal from you? They are rather rude, so they might have." Quartz asks the Naga
Diplo: 1d20 + 8 ⇒ (18) + 8 = 26
Forgot my knowledge roll
Know: 1d20 ⇒ 10 (arcana) +12, (local) +7, +10, (planes) +7, (religion) +7

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Everyone caught up?
Quartz knows that the dark naga will jealously guard her treasure. Might not be a great idea to push her too hard about diplomacy. She won't play well with others.
You can all see that she has spent 3 rounds "waking up". Better hurry and do what you want to do before she's fully awake!

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I don't think it's letting us cross. That said, is it down below us in the pit? Can we just hit it with ranged weapons til it's dead?
Tiring of the waking creature and worried it will be aggressive once it is alert, Harrow takes matters into his own hands and throws a javelin at it.
javelin: 1d20 + 4 ⇒ (17) + 4 = 211d6 + 4 ⇒ (3) + 4 = 7

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Before you throw a javelin, if we're going there, let's roll initiative. It is aware of you, so no surprise round.
Berosius: 1d20 + 3 ⇒ (17) + 3 = 20
Harrow: 1d20 + 4 ⇒ (2) + 4 = 6
Mareck: 1d20 + 2 ⇒ (19) + 2 = 21
Quartz: 1d20 + 4 ⇒ (8) + 4 = 12
Tan'ia: 1d20 + 1 ⇒ (3) + 1 = 4
Sleepy Dark Naga: 1d20 + 5 ⇒ (18) + 5 = 23
Mareck: 1d20 + 2 ⇒ (19) + 2 = 21
Berosius: 1d20 + 3 ⇒ (17) + 3 = 20
Auntie: 1d20 + 1 ⇒ (13) + 1 = 14
Quartz: 1d20 + 4 ⇒ (8) + 4 = 12
Harrow: 1d20 + 4 ⇒ (2) + 4 = 6
Tan'ia: 1d20 + 1 ⇒ (3) + 1 = 4
Sleepy Dark Naga goes first. She is staggered, because she's just waking up. (Seriously, it's written into the module! :) LOL!) Despite her sleepiness, you've been "yapping" at her. She's sick of it, so she casts a spell.
Auntie was the last to speak, so she unleashes a barrage of Magic Missiles at the witch.
Magic Missile: 4d4 + 4 ⇒ (2, 4, 4, 3) + 4 = 17
"Shh! Be quiet!" the naga hisses.
Are the summary stats for everyone current? Remember, you healed last night and got a full 8 hours of rest!

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Berosius is up to date. The one change from the day before is that he'll be hosting a spirit of life instead of a spirit of lore. At the start of the day, he declares life links between himself and Harrow, himself and Auntie, himself and Quartz and himself and Mareck.

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"I had hoped we could have avoided this. Sorry!" Quartz says getting out his crossbow, combining a bomb to its head and firing!
Attack: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Damage: 1d6 + 1 + 3d6 + 5 ⇒ (3) + 1 + (1, 6, 5) + 5 = 21 Acid

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Seeing the dark naga shoot arcane missiles of force at Auntie, Quartz retaliates with his crossbow. Unfortunately, the gnome's attack bounces harmlessly off of his enemy's scales.
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The rest of the party is up!
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Sorted Initiative Order:
Sleepy Dark Naga: Magic Missile
Mareck: Go!
Berosius: Go!
Auntie: has taken 17 HP of damage, Go!
Quartz: Draw crossbow, fire crossbow
Harrow: Go!
Tan'ia: Go!

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Harrow had wanted to throw a javelin, but wasn't up in initiative yet: javelin: 1d20 + 4 ⇒ (17) + 4 = 211d6 + 4 ⇒ (3) + 4 = 7

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Mareck and Tan'ia delay.
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The sleepy Dark Naga, still sluggish, casts Magic Missile again:
Standard Action: MM: 4d4 + 4 ⇒ (3, 1, 4, 1) + 4 = 13
Free Action: "I said, 'Shh!'"
Auntie takes another 13 HP of damage.
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The party is up!
This is round 2.

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How exactly do we get to the naga for melee? is it down somewhere we can climb? How many rounds to reach it?
Harrow, seeing his previous javelin strike true, ventures to throw another, though this one flies errant.
He then starts looking for a way to engage the creature in melee. will move toward it if I can
javelin: 1d20 + 4 ⇒ (3) + 4 = 71d6 + 4 ⇒ (1) + 4 = 5

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Auntie casts cure light wounds on herself.
clw: 1d8 + 5 ⇒ (3) + 5 = 8
we feel a little better
I edited my hp. I think we're all full cause of channels and rest

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I edited my hp. I think we're all full cause of channels and rest
Yes, you were full up at the start of this combat. Then:
Rnd 1:
- you took 17 HP of magic missile damage
- Berosius healed 5 of that through life link
Rnd 2:
- you took 13 HP of magic missile damage
- Berosius healed 5 of that through life link
- you healed 8 of that with CLW
Net HP:
- Auntie is still down 12 HP

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Berosius, feeling the brunt of his life link with Auntie, uses his wand of cure light wounds on himself.
Wand of cure light wounds plus fey foundling trait: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9

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Quartz, realizing that his enemy's scales seem to deflect his piercing attacks, switches over to his staple: bombs! This one seems to make contact and singe the creature.
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Round 2
Sorted Initiative Order:
Sleepy Dark Naga: Magic Missile, again (18 HP damage)
Mareck: Go!
Berosius: CLW
Auntie: CLW
Quartz: Bomb
Harrow: Javelin, again
Tan'ia: CLW
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I think Mareck is back today. Pausing here to let him get his game on.

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"Thanks Berosius me feel a lot better!
Mareck and Tan'ia delay.
The sleepy dark naga doesn't seem as sleepy anyore. In fact, she seems downright upset. "I told you warm-blooded sacks of filth to be quiet!" And she targets Auntie, again.
Magic Missile: 4d4 + 4 ⇒ (2, 2, 2, 1) + 4 = 11
The party is up! This is round 3.