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We searched everything already I think. How many rooms and how many perception checks? We should have dealt with any opponents so we should do this quickly (but not by taking 10 or 20 due to time limit I'd say)

Grandmaster TOZ |

Taking 20 will take about a minute per room. Taking 10 is a move action. Let me know how you want to proceed and I will describe what you find. When you are ready to deal with the golem room, we can start that up. I will be away at the Las Vegas Open Thursday through Sunday, but I should be able to find time for updates here and there.

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Then we should check every room, taking 20 is 4 minutes total, we have 10 minutes before the golem breaks the door so we should be able to find anything worth finding and be there for the final confrontation

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If there are no disagreements or additional actions you would like to take, I'll describe what you find and move you to the monolith room.
Go for it! :P

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"As soon as the golem bashes the soors down I'll try to keep that thing occupied while you retrieve the disks. If everything goes well we should be able to get them out... and figure out what to do with them".
So saying Rogar moves towards the fountain and takes a sip of the water:"Since it didn't kill Spenglere I suppose it's not poisoned or anything... It's not wine but at least I won't die thirsty..." he chuckles.

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Chak chak casts shield of faith on himself I think the other one ended
"Can you use the wand on me again please?
wand of mage armor

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"Same for me and everyone else who needs it if possible..." says Rogar handing out his wand of protection from evil

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Wait, you had a wand of protection from evil the whole time I was under an enchantment?!?
Spengler takes the wand and hits himself and anyone else who desires it.
Mmmh... yes? XD

Grandmaster TOZ |

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. More immediately interesting is the massive monolith before the southern doors, the source of the racket. Tirelessly, it raises its fists to slam them against the doors, thin cracks spreading slowly over the stone surfaces and archways. The construct is worn and tarnished, but this in no way diminishes the awesome force of its blows.
On the north side, the murals are different than those in the hall. The first shows a large doorway, open, and three snakes or maybe tentacles slithering out. In the second, four cyclopes place round discs in the wall. The third and final mosaic shows beams emanating from the discs, pushing the snakes back as the doors close.
Spengler was able to translate the text as "The MOON set within the VOID reflects the SUN but does not obscure the STARS"
The remaining minutes pass, tense and quiet amid the thunderous crashes of the golem's fists. Rolling to see how long your buffs remain when combat starts, as I believe they are all 1 minute from the wand and Chak's CL.
Spell Durations Remaining: 1d10 ⇒ 9
With a final blow, the enormous iron golem smashes through the stone doors. Framed in the doorway is a gargantuan black-and-red serpent with three tails and six eyes. A gloating telepathic cry exudes from the creature, Foolish, mindless machine! Now you are the prisoner, and I am finally free! With a dazzling flash, the two creatures change places: the golem in the smaller room and the serpentine fiend outside of it. As the serpent begins to uncoil, the golem lunges forward and grasps the fiend by its head. The two titans are in a temporary stalemate; the golem cannot release its hold or the fiend will escape, and the fiend cannot break the golem’s grip.
Vim Init: 1d20 + 2 ⇒ (3) + 2 = 5
Chak Init: 1d20 + 2 ⇒ (12) + 2 = 14
Spengler Init: 1d20 + 2 ⇒ (4) + 2 = 6
BBEG: 1d20 + 9 ⇒ (11) + 9 = 20
Tail on Rogar: 1d20 + 10 ⇒ (10) + 10 = 20
Tail on Spengler: 1d20 + 10 ⇒ (16) + 10 = 26
Tail on Chak: 1d20 + 10 ⇒ (10) + 10 = 20
Grab on Spengler: 1d20 + 35 ⇒ (16) + 35 = 51
Grab on Chak: 1d20 + 35 ⇒ (2) + 35 = 37
Tail/Constrict Damage on Spengler: 2d8 + 4 ⇒ (2, 1) + 4 = 7
Tail/Constrict damage on Chak: 2d8 + 4 ⇒ (8, 7) + 4 = 19
20.9 BBEG
20.6 Rogar - Prot/Evil 8 Rounds
14 Chak (19 Damage, Grappled) - Shield of Faith 6 rounds, Prot/Evil 7 Rounds
6 Spengler (7 Damage, Grappled) - Prot/Evil 6 rounds
5 Vim - Prot/Evil 9 rounds
You lucked out on your buffs lasting quite well. Please note that the 9 rounds is for the last buffs cast, so the first Prot vs Evil will have a few rounds less due to the intervening casting times. (I've added buff durations for how I think the spells would be cast, let me know if I got anything wrong.) Rogar, let me know if your flat-footed AC is higher than 20 due to the buffs, as you will be struck and grabbed if not.
The thrashing tails manage to lash out at the attendant Pathfinders, coiling around and snatching them up in a flash. Break thy bonds, o noble warrior, that you may smite the fiend! Chak Chak hears Slitherbane in his mind as an imperious command. You can spend your swift action to make an Escape Artist check at +16 from Liberating Command. Rogar is up!

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Normally Rogar's FF AC would be 20 (22 with shield but I forgot to mention I wanted to wield it with the warhammer), with protection from evil that AC increases to 22 I believe, so he should have avoided the grabbing effect. Expert duelist works if Rogar faces a single foe AND when he's not denied his dex bonus to AC, unfortunatelt he's flat footed but fortunately he doesn't need the extra +1 AC.
My strategy for this fight is to keep the creature distracted using total defense while the others retrieve the disks

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can I add my Dex too? USE reoll
he tries to get out.
escape artist: 1d20 + 18 ⇒ (2) + 18 = 20
escape artist: 1d20 + 23 ⇒ (10) + 23 = 33
Chak Chak also tries to attack but his swings go wide.
attack: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d8 + 1 ⇒ (4) + 1 = 5
"any aid my friends...I am severely wounded!"

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Then Rogar steps back outside the serpent's reach and takes out his shield and hammer, AC should increase to 28 against the serpent, I hope it's enough)

Grandmaster TOZ |

Arletta stares in horror at the scene in front of her, apparently frozen in place. Chak Chak finds himself unable to slip free despite Slitherbanes command. Weakling! Escape this monstrous beast and attend to its defeat! Spengler hears the voice of the cyclopean weapon as well, urging his escape.
20.9 BBEG
20.6 Rogar - Prot/Evil 8 Rounds
14 Chak (19 Damage, Grappled) - Shield of Faith 6 rounds, Prot/Evil 7 Rounds
6 Spengler (7 Damage, Grappled) - Prot/Evil 6 rounds
5 Vim - Prot/Evil 9 rounds
Spengler is up and may spend his swift to attempt an Escape Artist check the same as Chak Chak did.

Grandmaster TOZ |

With an almost supernatural swiftness, Spengler slips free of the grasping serpent! I apologize for forgetting a particular mechanic earlier. Spengler should not have been grappled while under the suggestion, as he is benefiting from a +30 circumstance bonus to his CMD vs grapple and checks to escape grapples.
20.9 BBEG
20.6 Rogar - Prot/Evil 8 Rounds
14 Chak (19 Damage, Grappled) - Shield of Faith 6 rounds, Prot/Evil 7 Rounds
6 Spengler (7 Damage, Grappled) - Prot/Evil 6 rounds
5 Vim - Prot/Evil 9 rounds
Spengler and Vim are up! Apologies for the delay, I am back from Vegas and should be good to finish this fight in good time.

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Yay for particular mechanics!
Spengler slips free, having momentarily dreamed he was trapped. He sees Rogar searching for the discs, so he tries to whack the elder evil!
Elder Evil Whacking: 1d20 + 6 ⇒ (1) + 6 = 7 for 2d6 + 4 ⇒ (6, 6) + 4 = 16 damage!
WHY HAVE YOU FORSAKEN ME, OH DICE GODS?!?

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Vim waves his hand at the snake, and holy light engulfs it.
Casting Burst of Radiance. Reflex DC 17.
blinded: 1d4 ⇒ 3
dazzled: 1d4 ⇒ 4
damage: 4d4 ⇒ (3, 4, 4, 2) = 13

Grandmaster TOZ |

Vim CL vs SR: 1d20 + 4 ⇒ (19) + 4 = 23
As Spengler's aim slips, perhaps thanks to the harrowing vision of crushing coils, Vim's spell bursts upon the serpents scales and seems to reflect off in a dazzling flash, leaving the fiend unharmed. In return, the monstrous foe lashes out again, the golem's wrenching grasp pulling its strike askew from Rogar. Spengler is not so lucky, being checked hard by the thickly muscled tail, but miraculously avoids being trapped again. Chak Chak suffers the viselike pressure of the snake's grip, losing consciousness.
Tail on Rogar: 1d20 + 10 ⇒ (11) + 10 = 21
Tail on Spengler: 1d20 + 10 ⇒ (16) + 10 = 26
Grapple on Chak: 1d20 + 35 ⇒ (20) + 35 = 55
Grab on Spengler: 1d20 + 35 ⇒ (4) + 35 = 39
Constrict damage on Spengler: 1d8 + 2 ⇒ (8) + 2 = 10
Constrict damage on Chak: 1d8 + 2 ⇒ (8) + 2 = 10
20.9 BBEG
20.6 Rogar - Prot/Evil 7 Rounds
14 Chak (29 Damage, Grappled, Unconscious) - Shield of Faith 5 rounds, Prot/Evil 6 Rounds
6 Spengler (17 Damage) - Prot/Evil 5 rounds
5 Vim - Prot/Evil 9 rounds
Rogar, things look bleak.

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Rogar tries to move inside the room to retrieve one of the disks...
Which means an attack of opportunity from the elder evil serpent... Healing chak chak could be a wise idea... Edit: I noticed things are going badly but I doubt we have what it takes to bring down such a foe, the disks should be the key to defeat it, I don't think it was put here for us to kill. Rogar has AC27 against it, he needs a 17+ to hit him I hope to get lucky and avoid most of its attacks

Grandmaster TOZ |

AoO on Rogar: 1d20 + 10 ⇒ (9) + 10 = 19
The mighty beast lashes at the warrior who dares invade its personal space, but fails to land a blow. The golem continues to ignore the party, and as Rogar enters the room between it's trunk-like legs, he spies two disks on the floor below the cracked section of wall. One shines with light as bright as day, while the other appears to have motes of light moving over its surface.
Seeing Rogar moving through the danger seems to snap Arletta from her stunned horror. Fumbling for her pack, she withdraws another stone disk, that glows with the shine of torchlight. "Here! Whatever you're doing, do it quick!" she cries, offering the item to Vim.
20.9 BBEG
20.6 Rogar - Prot/Evil 7 Rounds
14 Chak (29 Damage, Grappled, Unconscious) - Shield of Faith 5 rounds, Prot/Evil 6 Rounds
6 Spengler (17 Damage) - Prot/Evil 5 rounds
5 Vim - Prot/Evil 8 rounds
Assuming Rogar is done, Spengler and Vim are up. Chak Chak needs a stabilization check.

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Rogar double moved so he's done. I considered running but it doesn't seem such a great option. By the way I made a mistake: Rogar has AC 25 with shield, 26 when he's pitted against a single foe (which applies to this case), +2 deflection bonus due to protection from evil for a total of 28 AC. With total defense up he gets to AC32 and the serpent hits him only with a natural 20, the downside is Rogar can only take 1 move action while using total defense

Grandmaster TOZ |

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.
Spenglers attack bounces off of armor-tough scales! Vim realizes that the discs are about seven inches in diameter.
Chak Stabilization DC16: 1d20 + 1 ⇒ (1) + 1 = 2