
DM Kludde |

I moved Analisa back a bit. She cannot move through stone. Also, flanking only applies is there's an ally on the opposite side.
Analisa stabs the snake with her rapier as the rest of the party moves into position. The snakes hiss and lunge, but they've got more attitude than bite
Attack, Annalisa: 1d20 + 2 ⇒ (4) + 2 = 6
Attack, Insidion: 1d20 + 2 ⇒ (5) + 2 = 7
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Annalisa
Dekion
Race
Reinor
Swayaah
Insidion
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Snake (4)
Snake
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Sorry for the misunderstanding!
If Annalísa is currently flanking the right snake - I think she is but not sure:
Encouraged by previously hitting the snake, Annalísa continues fighting, trying to stab her rapier into the slithering scaly beast but finds it much harder to do so.
Rapier Attack + Flanking: 1d20 + 6 ⇒ (7) + 6 = 13
Damage+Sneak Attack: 1d6 + 1d6 + 1 ⇒ (1) + (2) + 1 = 4
If she is not flanking at the moment, she will move to the other side of the left snake and wait for someone else to flank it before attacking.
Acrobatics: 1d20 + 8 ⇒ (19) + 8 = 27
The attack and damage rolls above should be the same.

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Swayaah takes a five foot step then snarls at one of the snakes.
Claw, Power Attack: 1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 6 Damage: 1d4 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Claw, Power Attack: 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5 Damage: 1d4 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Lookit dem rolls
Unfortunately, Swayaah barks louder than she bites. Or, howls louder than she claws. Whatever metaphor works.

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Reinor swings his sword in an intricate pattern and delivers a blow on the snake, that he is flanking with Insidion.
Attack: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
dmg+sneak: 1d10 + 1 + 1d6 ⇒ (7) + 1 + (5) = 13
Crit confirm: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
dmg: 1d10 + 1 ⇒ (4) + 1 = 5

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Insidion, snarling and circling the snakes like a predator, lashes out with deadly teeth and claws.
Maw attack: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 for damage: 1d6 + 6 ⇒ (3) + 6 = 9
Claw attack1: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 for damage: 1d4 + 4 ⇒ (4) + 4 = 8
Claw attack2: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 for damage: 1d4 + 4 ⇒ (3) + 4 = 7
shocking grasp: 2d6 ⇒ (6, 3) = 9
Shocking grasp should discharge with the first hit...if it's dead, I'll attack the other snake with 2nd attack.

DM Kludde |

Annalisa stabs at the snake, only barely missing it. In comes Reinor, who slashes the intricate pattern of 'two halves' into the snake, killing it outright. Insidious also lives up to his name, sinking his claws into the snake, and killing it with a jolt of lightning.
Combat over!

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Insidion snarls again as he rips one of the snakes in two with his claws.
The sizzling of electricity sends one last cackling burst down his arm as he throws it to the ground.
"Overkill, perhaps..." he manages when he realizes the others are looking at him.
He begins looking through the room. "What we are looking for should be in here somewhere," he says.
perception: 1d20 + 3 ⇒ (18) + 3 = 21

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Swayaah is in mid-howl when the snakes fall. She pauses for a moment before relaizing the snakes are dead. She then stands up, deeply exhales and calms down.
"Haha! Wish I had caught some of that action. Oh well. You alright, Reinor?"
Perception: 1d20 + 6 ⇒ (13) + 6 = 19 Swayaah keeps her eyes peeled for the secret stash (or any traps).

DM Kludde |

There's a secret compartment in the intact statues base. The compartment contains several items, including a burial mask carved from lapis lazuli, three clay tablets describing funerary practices, and a rod carved from a single piece of petrified wood to look like a fanged serpent.

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"So I guess that's the rod Torch wants. Any ideas on how we're getting this back into the city?"

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"Well. I've been worse, for sure. But if someone could zap me with this stick a couple of times, I'd be grateful" Reinor takes out the wand(CLW).
"As for the artifacts...well, probably we should do some smuggling. We can try to hide it under our clothes or mask it as some gear or something. By the way, Torch said that he wants only the rod. Maybe we should keep the rest for the Society? Mmm?"

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Annalísa raises her rapier to try again only to discover both snakes are already dead. She breaths heavily, leaning on one of the walls as her heart's pace slows down. That wasn't so bad I guess, although I could definitely do better. Some of my friends here are... let's just say I wouldn't want to get on their bad side as things are now.
As the group finds the items, she points out "Well, we don't really need to get the other artifacts into the city, and trying to smuggle too many of those in and then out might cause unnecessary problems. I say we hide the mask and the tablets somewhere outside the walls, then pick them up once we leave Eto and return to Osirion. As for the rod - it's probably best to use the wall for it. Swayaah or me I hope could climb from outside, or someone else might enter the city and lower a rope or something. We should wait for dark in both cases however, we probably would want to get in trouble while we still have much business to do in the city".

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"That sounds like something we could try...or perhaps we could leave the artifact with one of Torch's agents outside of town," Insidion suggests.

DM Kludde |

The walls surrounding the sunrise gate are sixty feet high, and smooth. They are scaleable, but only by someone with significant skill.
Tell me what you want to do.

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"Hmm. I don't think climbing is possible. Did you see that wall? I say we drop this off with one of Torch's agents outside the gate. That inspector has keen eyes, and none of us are good at smuggling."
Swayaah shrugs and checks her claws for grime. "That's my two copper, anyway."

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"Do we know of any Torches agents outside the city? Either way, I think if Torch had a way to smuggle it into town, he would have done it himself...and seriously, can someone please hit my with this wand?"
Rangers can use wand of CLW on any level ;)
Kn.Local: 1d20 + 6 ⇒ (15) + 6 = 21 Is there an alternative entrance to the city to avoid inspection?

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"Is that a wand in your hand or are you happy to-" Epiphany! "Oh right. I can help with those wounds."
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
"There we go. I suppose if we can't find any of Torch's agents outside town, we'll have to hope the inspector doesn't find the wand. Be ready with a good lie or excuse if we get caught."
Knowledge Local: 1d20 + 5 ⇒ (7) + 5 = 12 There's gotta be a smuggler working for the Torch around here somewhere...

DM Kludde |

Swayaah knows none of the agents of Torch, but Reinor knows he doesn't have any around here at all. There is, however, plenty of caravan traffic into town at this time of day. Chances are, some of them will be willing to smuggle something across the gate...

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"Hmm. I guess the Torch's influence doesn't extend beyond the city. Anyone has ideas?"
Assuming someone mentions bribing a caravan to bring it in.
"Sounds like a plan. I'll let you guys do the talking. Still working on that."

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Race grabs Swayaah's arm before she can heal Reinor. "Or we can hide it on Reinor and get to the gate in a rush telling the inspector that our friend was just bitten by a cobra and we need to get him to a temple fast or he'll die."

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"Hmm... Might be a good idea. Anyone good at lying here?"

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I can try to do it, let's just hope the guard will buy it. I mean, he found that small rock last time so we should do this better this time. We might also try to stage a fight among two or three of us during the inspection, and have someone smuggle in while the inspector's attention is elsewhere.
How large is the rod, anyway? Annalísa will try to think of some creative place to hide it.

DM Kludde |

There are other gates, but the treatment won't be much different there.
The rod is about the size of a sceptre, about two feet long.

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"So I think we have two ways of entry. Either bribe a merchant to smuggle the rod in for us, or we hide it in Reinor's stuff and try to fast talk him past the inspector, claiming we need to heal him. It relies on either being diplomatic or lying. I'm not great with either, so let's just pick whichever we're better at and get moving."
Sounds like we should go with Annalísa's Diplomacy or Bluff check, whichever is higher.

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Alright, let's try to fast talk the inspector to let Reinor in without an inspection.
"Since Reinor's looking a little green around the gills, let's get him through the gate. Annalísa, you can talk your way past the inspector to letting you and him get to a healer without an inspection. If we can, let's find a Human guard. I'm a little...better with them.
Swayaah has Humans as her favored enemy, granting a +2 Bluff bonus against them. Putting her check at a whopping total of 2.

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"Perhaps honesty might be the best policy, for once," Insidion sneers.
"He well and truly was bitten by a snake, and could use some attention for that poison. We should let the wound speak for itself," he says.
I have a +3 on diplo for an aid...

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"Hmpf, Honesty. Now you sound like my dad."
Swayaah always has +1 Diplomacy, and +2 Bluff against humans. She probably won't be able to aid in either case.

DM Kludde |

Sounds like you have a plan. Let's see the rolls!
Reinor is indeed not feeling very well. He feels his body weaken under the poison
Damage to Con: 1d2 ⇒ 1 And I'll need another save. Thanks for the reminder, I appreciate that.

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Fort: 1d20 + 5 ⇒ (10) + 5 = 15
"Aagh! I think, the snake was indeed poisonous, so there is no need in a lot of bluffing. It's not that I feel terrible, but it is quite painful"
Do I need to recalculate my HP with -con now?

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Annalísa first spreads more snake blood on Reinor to make him seem wounded more heavily than he really is.
Bluff: 1d20 + 5 ⇒ (2) + 5 = 7
As the group approaches the gates, she moves ahead of the others to clear the path while shouting. "Make way! Make way! Poisoned person coming through!" As soon as she sees a city official she runs to him and speaks quickly while pointing back to Reinor, her voice rising to seemingly hysterical levels. "Sir! That man over there has been bitten by snakes several times while trying to protect me. He is poisoned and must see a priest now!". She starts crying while continuing to speak: Please help us. I can't just let him die in the line after he saved me so valiantly!
Bluff: 1d20 + 5 ⇒ (5) + 5 = 10
Unfortunately however, the whole dramatic show and blood seem more artificial than believable.

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I thought we were gonna be honest here...Whatever. We got a job to do.
"His face is so pale...we don't have much time. Please let her take him to a priest!"
Aid Bluff: 1d20 ⇒ 14 Add +2 if the guard is human

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Beforehand Reinor tries to disguise himself as he was severely beaten.
Disguise: 1d20 ⇒ 13 Not sure about Disguise rules. If I change minor details, I get a +5 bonus on disguise?

DM Kludde |

Thinking the sick Reinor looks believable, the guards reply get him to the house of Uraeus immediately. This man needs treatment!
You are free to pass the gate, without further searching.

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"Thank you so much sirs!" Haha, that was fun.
Once they are inside the city again, Swayaah grabs Reinor's wand.
"How many times has an ignorant guard try to finish me off when I walked up wounded, asking for help? But a half-elf? No problem. Sorry, rambling. Gimme that stick Reinor, I can at least close the wounds."
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
"That almost did it. Should I try again or can you sleep that off?"

DM Kludde |

Forgot to answer: with con damage, the maximum amount of hit points is adjusted, which means Reinors max hp is currently 3 lower than normal

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"We should take the rod to Torch as soon as possible, I'd rather not risk entering or leaving the city with it again."
Unless anyone has any objection, Annalísa will give the rod to Torch and return to meet the others before the next task.

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Thanks, hun! I'm perfectly fine now. Reinor smiled to Swayaah.
"You are a wise woman, Annalísa. Lets get rid of it and continue with our errands"

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"No problem, Reinor. Glad to help." Swayaah's wings flutter as she smiles back.
"Let's find the leader of the Hundredfingers and get this message of his he wants to give to the Torch. Something tells me it won't be a simple 'hello'."

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"Ah yes! I've heard about those fellas. They are hanging out in the Beggars alley. Some folk say, they were avoiding the bazaar for a couple of days now. Probably something scared them off. We should be careful as they could see a threat in our friendly looking group. Hah!"

DM Kludde |

The adventurers make their way to Beggar's Alley. Two rows of decrepit wooden shacks are separated by an alley that serves more as a filthy runnel than a pathway. Broken wooden doors do little to keep the elements or vermin out, but there is little within to steal. Few of the shacks boast more than a chair or two and several threadbare bedrolls.
As the adventures take in the area a passing merchant calls out, "Salves! Ointments! Miracle cures that can restore as readily as the legendary sun orchid elixir!" Spotting the Pathfinders she wanders over. "Can I interest any of you in any salves or ointments? I do not see anyone of you bearing any scars or burns, but perhaps you know someone who does?" She holds out of of the bottles from her basket for the group to examine.

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Probably another charlatan, Annalísa thinks, looking around for suspicious movements and ignoring the bottle. Unfortunately, her attention is caught by one of the beggars in the area.
Sense Motive: 1d20 ⇒ 8
Perception: 1d20 + 4 ⇒ (3) + 4 = 7

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This is probably a con. She's here to distract us. Swayaah keeps her eyes peeled for any pickpockets.
Sense Motive: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
"It must be tough to carry all of these wares around when pickpockets are around. Have they been bothering you as of late?"
Diplomacy: 1d20 + 1 ⇒ (15) + 1 = 16
If this isn't a con, maybe she can point us in the right direction. Dad always said the greatest of help comes from the smallest of people. I think he was mocking himself.

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Hmm. What have you got there missy?
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
"What are those good for? And how much you want for those?" Reinor then looks around
"I don't think it is a best place for trade. How did you end up here? Why not trade on the bazaar?"
Diplomacy: 1d20 + 4 ⇒ (6) + 4 = 10

DM Kludde |

You notice an amber talisman hanging around the woman's neck.
This is a token of the Red Mantis assassins.
Hardly so, I haven't had any trouble with pickpockets. You should be careful about the sun. she says to Annalisa someone with your complexion will get burned easily. I heard rumours of a badly burned man being around, you didn't happen to come across him, did you?

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Knowledge (Local): 1d20 + 5 ⇒ (1) + 5 = 6 What's the deal with that pendant? Bah, I can't remember.
"Badly burned? Can't say I've heard of anyone like that. Sunburn is a danger, though."
Bluff: 1d20 ⇒ 16 +2 if she's a human.
"Beautiful pendant, by the by. You really should be careful about showing that around in a neighborhood like this."