
GM Zoomba |

Roaring from getting stuck by a nodachi, the ankylosaurus swings its tail at Midri,
attack: 1d20 + 14 ⇒ (4) + 14 = 18 for damage: 3d6 + 12 ⇒ (4, 4, 6) + 12 = 26
Midri needs a DC 23 Fort save or is dazed this round.
Initiative
Battle Cry: everyone gets +1 to attack, +4 vs fear effect
Jane 14/38 hp
Odo
serpentfolk -28 hp
Kuwabara 29/31 hp, need Fort save (delaying)
Xander
Ankylosaurus -13 hp
Wadi
Midri 7/33hp, need Fort save
Due to the timing of AoOs and status effects, Jane's fort save from last round is irrelevent as it would go away at right before her intiative aka now

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Wadi cries out, "Fall back Midri!" He then prepares another spell to help out the beleaguered half-elf.
Round 3:
Standard: Cast Scorching Ray at the Ankylosaurus.
Ranged Touch: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10
Fire Damage: 4d6 ⇒ (2, 2, 1, 1) = 6
Wow...the definition of glancing blow there.

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Well that hurt also thanks for moving the eidolon just checked cause i saw you posted that you corrected the position
Fortitude: 1d20 + 2 ⇒ (11) + 2 = 13
Midri's vision swims and blurs as the ringing hin her ear from the blow causes all the shapes and colors to blur together and its all she can do to not simply fall to the ground and pass out.

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Looks like a good time for the burst of healing effect from our aid token
Odo shuffles another step to keep the serpent man flanked and lashes out with his scimitar, keenly aware that his companions fighting the massive dinosaur are in grave trouble.
enchanted scimitar: 1d20 + 9 + 1 + 2 ⇒ (4) + 9 + 1 + 2 = 16
damage (if it hits): 1d4 + 3 ⇒ (4) + 3 = 7

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Sorry for the delay. Busy day. I agree that we could use the aid token for healing.
Fort: 1d20 + 5 ⇒ (6) + 5 = 11 Ouch!
Seeing that the serpentfolk is flanked by his two allies, Kasei decides to attack the anklyosaur instead.
"Ne! Ne! Watashi o kōgeki shi, kyōryū!" he shouts as he charges the dinosaur. He also summons a protective field that will hopefully stun the beast if it attacks him. Fervor to swift-cast Stunning Barrier. (The DC of the Will save would be 14.)
attack with divine favor, sacred weapon bonus, charge, battle cry, and power attack: 1d20 + 9 + 2 + 1 + 2 + 1 - 1 ⇒ (18) + 9 + 2 + 1 + 2 + 1 - 1 = 32
confirmation: 1d20 + 9 + 2 + 1 + 2 + 1 - 1 ⇒ (10) + 9 + 2 + 1 + 2 + 1 - 1 = 24
regular damage: 1d8 + 7 + 1 + 2 + 3 ⇒ (1) + 7 + 1 + 2 + 3 = 14
crit damage: 1d8 + 7 + 1 + 2 + 3 ⇒ (1) + 7 + 1 + 2 + 3 = 14
Minimum damage on a crit... oh well, it's the static bonuses that really matter anyway.

GM Zoomba |

Odo's strikes is dodged by the nimble serpentfolk, but Wadi's beam of fire hits the massive dinosaur, scorching it.
As Kuwabara approaches, the ankylosaurus swings out at him too., but misses. The fumble proves costly, as Kuwabara's strike cuts deep into its hide. The beast roars in pain, but the serpentfolk hisses back at it and the whimpers subside.
attack: 1d20 + 14 ⇒ (2) + 14 = 16 for damage: 3d6 + 12 ⇒ (4, 4, 3) + 12 = 23
Finally, from the tunnel behind you, a bruised and panting Kyra passes by. The cleric loks towards you, eyes wide, and raises her dented holy symbol high. A wave of curative divine power washes over you, healing damage: 3d6 ⇒ (3, 1, 2) = 6 damage. May the Dawnflower guide you. she whispers before limping off.
Kuwabara, I need another Fort save, and will need more at the beginning of each of your turns as the serpentfolk's poison continues to move through you.
Initiative
Battle Cry: everyone gets +1 to attack, +4 vs fear effect
Jane 20/38 hp
Odo
serpentfolk -28 hp
Kuwabara 1 Strength damage, need Fort save
Xander
Ankylosaurus -47 hp
Wadi
Midri 13/33hp

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Now furious at the dinosaur, Jane steps back, unleashing a torrent of fragmented memories into its primitive brain.
Mind Thrust I: 5d6 ⇒ (3, 5, 1, 3, 6) = 18 Will DC 15 Half

GM Zoomba |

Kuwabara Strength damage: 1d2 ⇒ 1
Jane focus an unleashes a furious assault on the dinosaur's will, causing it to bleed out its nostrils.
A Will: 1d20 + 4 ⇒ (9) + 4 = 13
Meanwhile the seprentfolk shifts right and stabs and bites at Odo once more.
dagger: 1d20 + 11 ⇒ (18) + 11 = 29 for damage: 1d4 - 1 ⇒ (2) - 1 = 1
bite: 1d20 + 5 ⇒ (16) + 5 = 21 for damage: 1d6 - 1 ⇒ (3) - 1 = 2
Odo need a Fort save or takes Strength damage: 1d2 ⇒ 2
Initiative
Battle Cry: everyone gets +1 to attack, +4 vs fear effect
Jane 20/38 hp
Odo 36/39 hp, need Fort save (poisoned, 1st round)
serpentfolk -28 hp
Kuwabara 2 Strength damage, need Fort save (poisoned, 3rd round)
Xander
Ankylosaurus -65 hp
Wadi
Midri 13/33hp

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Fort: 1d20 + 5 ⇒ (13) + 5 = 18
Sheesh, that's at least done with. Going to let my sacred weapon end to save rounds.
attack with divine favor, battle cry, power attack, str damage: 1d20 + 9 + 2 + 1 - 1 - 1 ⇒ (15) + 9 + 2 + 1 - 1 - 1 = 25
damage with divine favor, power attack, str damage: 1d8 + 7 + 2 + 3 - 2 ⇒ (4) + 7 + 2 + 3 - 2 = 14

GM Zoomba |

...it's a 2 save cure poison :(
However...
With one more might swing, Kuwabara cleaves into the dinosaur, causing the beast to finally crumble bleeding onto the cavern floor.
Initiative
Battle Cry: everyone gets +1 to attack, +4 vs fear effect
Jane 20/38 hp
Odo 36/39 hp, need Fort save (poisoned, 1st round)
serpentfolk -28 hp
Kuwabara 2 Strength damage, need Fort save (poisoned, 4th round)
Xander
Ankylosaurus
Wadi
Midri 13/33hp

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Fort: 1d20 + 5 ⇒ (14) + 5 = 19
-Posted with Wayfinder

GM Zoomba |

Kuwabara, the poison is now clear from your system. The effects still linger on for now however.
Also realize that with the Ankylosaurus down, all of you (except for Kuwabara who just went) are up, to speed things along.
Initiative
Battle Cry: everyone gets +1 to attack, +4 vs fear effect
Jane 20/38 hp
Odo 36/39 hp, need Fort save (poisoned, 1st round)
serpentfolk -28 hp
Kuwabara 2 Strength damage
Xander
Ankylosaurus
Wadi
Midri 13/33hp

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Wadi decides to save his spells here and instead sends a fiery ray into the serpent's back.
Round 4:
Standard: Use Elemental Ray at the Serpentfolk.
Ranged Touch: 1d20 + 3 - 4 + 1 ⇒ (11) + 3 - 4 + 1 = 11
Fire Damage: 1d6 + 3 ⇒ (3) + 3 = 6
CL check: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26

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Xander 5ft's into flanking postion determined to rip this serpent creature to shreds as his frustration continues to build at not being to kill this creature
Xander Lunges forward determined to gore the serpent creature straight thru the heart
Gore: 1d20 + 6 + 1 + 2 ⇒ (9) + 6 + 1 + 2 = 18 if it hits for Gore Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Xander then rears up throwing both claws out attempting to reave chunks of serpent scales from the body
Claw1: 1d20 + 9 ⇒ (13) + 9 = 22 if it hits for claw1 Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Claw2: 1d20 + 9 ⇒ (14) + 9 = 23 if it hits for claw2 Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Finally Xander descended downward and reaches out with a bite attack looking to take another chunk out of the serpents neck.
Bite: 1d20 + 9 ⇒ (13) + 9 = 22 if it hits for Bite Damage: 1d6 + 8 ⇒ (1) + 8 = 9

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Midri vision begins to focus and with a final headshake Midri's vision snaps back into focus as she looks around seeing the massive dinosaur she was attacking now dead at her feet.
Midri quickly sends a calming mental message to her Eidolon both to reassure Xander of her survival and to request a status update.
Midri spends the round recovering from her daze condition from the hit before

GM Zoomba |

The serpent folk finally falls under a barrage of attacks from Xander.
[oocCOMBAT OVER!!![/ooc]
As you catch your breath after the fierce fighting, you now have a moment to look at the creatures before you. As noticed before, their physiology seems familiar but different from what you are used to.
You can make a Craft Painting, Handle Animal, Heal, Knowledge Nature, Profession Clerk/farmer/scribe/Shepard, or Survivial check to take detailed notes on the creatures' anatomy. Also, heal up.
Also, Odo needs to make a Fort save against poison or take that 2 Strength damage. If he fails and is poisoned, you'll need to keep making Fort saves for five more rounds or until you hit a DC 15 twice in a row, taking another 1d2 strength every time you fail. Note that anyone who can hit a DC 15 Heal check can provide a +4 bonus for you on that round.

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After a little while longer, Jane reverts to her "normal" form. Fascination with the creatures overwhelms thoughts of healing. She rushes to the creatures, looking for extinct species and other uncommon varieties.
Nature: 1d20 + 11 ⇒ (12) + 11 = 23

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Wadi suddenly remembers he is supposed to take notes here but hasn't the foggiest idea what to do here. He slowly approaches the serpentfolk corpse and tries to figure out which organ does what.
Survival: 1d20 + 1 ⇒ (13) + 1 = 14

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Knowledge Nature: 1d20 + 6 ⇒ (10) + 6 = 16
I'm assuming we can only use one check if I'm wrong feel free to tell me.
Midri will also attempt to provide Odo aid via a potion of anti toxin and offers to make a heal check if no else has any training for she has none.
Antitoxin: This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Finally Midri will pull out her wand of Infernal healing and tap herself twice in the next 2 minutes to get her missing 20hp back over the next two minutes.

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Xander's nearly roars in triumph over the slain serpent folk before Midri's mental commands are heard and begins a quick but rather untrained study
survival: 1d20 + 0 ⇒ (1) + 0 = 1
Afterward Xander begins looking over the others to check them for wounds before looking over at Jane and quickly trotting over to her and muttering low and Ignan.

GM Zoomba |

One check each is correct Midri. However,
While Xander looks confusedly at the fallen foes and Wadi scribbles down only a vague sketch, Midri and Jane manage to record certain odd irregularities. The ankylosaurus' plating is significantly thicker than those found in the present-day creatures of the Mwangi expanse. This would presumably give them better protection in battle, but would restrict both their flexibility and ability to regulate their own temperature.
The serpentfolk is an even sharper distinction. The creature's elongated neck is not quite stretched enough to reach out to bit distant foes, but the muscles and tendons seem to reinforce the jaw, potentially giving its bite a stronger grip. The mouth and tongue are likewise altered from what you've seen in books, perhaps giving it a broader range of vocalization options.
As you hear the sounds of Pathfinders echo throughout the gardens beyond and above, you finish your recordings. These notes may not seem much at the moment, but combined with the Society's other research who know where they could lead?
After you finish healing up, you have choices as to where to go. You are currently in the Zoological Gardens, and while much of the combat seem to have died down here there are doubtlessly other findings on this level to explore. Up above, it sounds like some Pathfinders have also broken through into the Slave Pits, and the clash of swords and spells thrums through the stone.
I'll await a plurality on whether to stay exploring the Zoological Gardens or move to the Slave Pits

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Wow. Flurry of posts. Is there a monk in the house?
1st Fort save: 1d20 + 9 ⇒ (11) + 9 = 20
2nd Fort save: 1d20 + 9 ⇒ (12) + 9 = 21
"I thank you for your willingness to assist me, Midri, but it seems that providence has already seen to my needs. The venom of the serpent man has taken no hold of me."
"I was starting to come under the impression he was controlling the dinosaur - or at least ordering it about. Do you think that's nature or could he have trained that beast?" Odo puts out the question for his companions to mull over.
He also takes out his wand of cure light wounds to nearly completely heal his own injuries.
"If anyone else has need of curative magic, I can provide it," he offers.

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"My blade and I will serve faithfully whichever way we go, but I feel my greatest calling is toward the slave pits. We may do much good there, if that is our next destination."

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Kasei uses a single charge from his wand to heal himself, and pulls out one of his scrolls. Using lesser restoration scroll to heal strength damage. 1d4 ⇒ 2
"Freeing slaves sounds worth doing -- I don't think we can bring them back with us though. Pity."

GM Zoomba |

Slave Pens it is.
Making your way through the caverns upwards, the tunnels seem to narrow slightly as the slopes ascend. Along the way you pass signs of other struggles between the Pathfinder and the locals,
After a few minutes' travel, your take a turn down a well-maintained passage and see a stone hallway branching off to the left. Spilling out from the hallway is a surprisingly bright bit of light breaking through the general dimmness of the caverns. A foul stench hangs in the air as you cautiously approach, and you hear anguished cries and harsh words echoing out in a sharp tongue.
New map added

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Wadi holds up his hand for silence as he listens to the words spoken. He will quietly provide a translation for the words spoken, so you may all peek at the spoiler.
"OK it sounds like someone needs our help. I say we go in there and free whoever is being held captive."

GM Zoomba |

T2: 1d20 + 8 ⇒ (19) + 8 = 27
S: 1d20 + 1 ⇒ (7) + 1 = 8
T1: 1d20 + 5 ⇒ (11) + 5 = 16
T2: 1d20 + 5 ⇒ (8) + 5 = 13
S: 1d20 + 1 ⇒ (6) + 1 = 7
Odo Init: 1d20 + 3 ⇒ (3) + 3 = 6
Wadi Init: 1d20 + 1 ⇒ (7) + 1 = 8
Jane Doe Init: 1d20 + 3 ⇒ (9) + 3 = 12
Midri Init: 1d20 + 1 ⇒ (18) + 1 = 19
Xander Init: 1d20 + 3 ⇒ (1) + 3 = 4
Kuwabara Init: 1d20 + 6 ⇒ (9) + 6 = 15
Creeping up to the hallway's edge, you look down to see an long hallway extending down into a larger room, with another passage branching off its left side. Claustrophobic cells line the walls here, many crowded with three or four miserable-looking humans each. The chamber beyond is made of hewn stone and lit with braziers that choke the air with herb-scented smoke that doesn't quite cover up a larger stench.
In the chamber ahead of you, a dull-white scaled humanoid resmebling a cave lizard stands beating a whimpering man tied to a table. Behind them stands a larger, hulking create whose torso bristles with twitching vestigial limbs, milk-white eyes, and drooling half-formed mouths. The larger monster's oversized maw is filled with curved teeth reminiscent of sickle blades. Neither of the pair appear to have noticed your approach however, intent as they are on the captive before them.
You have a surprise round to act before they notice your intrusion. It is a simple Knowledge Local to identify the medium-sized creatures, and a Knowledge Planes for the larger thing.
Initiative (Surprise Round)
Midri
T1
Kuwabara
T2
Jane
Wadi
S
Odo
Xander

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Knowledge (Planes): 1d20 + 6 ⇒ (4) + 6 = 10
"By the Hell's I am not sure what that big thing is, other than trouble!"
Since it is a free action to attempt a Knowledge check, Wadi will wait for the others to act here.

GM Zoomba |

Wadi does not recognize the creature. It looks somewhat akin to the smaller figures but seems significantly warped and mutated, displaying traits commonly found in creatures of the lower planes.

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Knowledge Planes: 1d20 + 6 ⇒ (9) + 6 = 15
Knowledge Local: 1d20 + 6 ⇒ (3) + 6 = 9
I'll wait to see what we end up getting from the knowledge checks, before jumping in...and like a scrub i totally forgot to mage armor Xader in between fights...again

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Earlier
Jane requests that someone use her wand.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5'
Once they hear the creatures in the Slave Pens, Jane advances, longspear in hand, and tries to get a better look at the creature. She shares what she knows with the group.
Local: 1d20 + 11 ⇒ (9) + 11 = 20
Planes: 1d20 + 16 ⇒ (18) + 16 = 34

GM Zoomba |

like a scrub i totally forgot to mage armor Xander in between fights...again
You are a bright and experienced Pathfinder. I would assume Midri would have remembered to do so even if Alexander did not :)
As Kuwabara and Jane advance, both recognize the creatures in front of them. The smaller lizard-man is a troglodyte: an ancient species of savage cave-dwellers. Cruel and feral humanoids, their most distinguishing feature is the foul stench each of them emit, threatening to sicken anyone who gets to close to them. (within 30 feet, you'll need a DC 14 Fort save or be sickened)
Jane's eyes widen a bit more as she realizes the larger monster is a Slaugrak. The result of a once-in-a-generation Abyss-tainted mutation within a troglodyte clutch, slaugraks are beings of unending, ravenous hunger. Their hides resist attacks from non-cold iron or good weaponry, they are immune to acid and posion, and resist electricity, cold, and fire assaults. Slaugraks are however powerless in true daylight...unfortunately there is several hundred feet of rock between it and the sun at the moment.
Most threatening however is the slaugrak's dripping jaws. Jane realizes that she'd really rather not be bitten by those: the caustic saliva is infested with abyssal taint that can threaten to deal Constitution bleed to those who can't shake off their internal organs boiling.
Initiative (Surprise Round)
Midri
Troglodyte 1
Kuwabara
Troglodyte 2
Jane
Wadi
Slaugrak
Odo
Xander

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Wadi on hearing the bad news mutters, "I can concentrate on the troglodytes here, if you can keep that Slaugrak off me!"
Surprise Round: Cast Shield on himself. Current AC is 19.

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Midri will nod at Wadi before replying ”None of my weapons minus my Cestus and crossbow here are cold iron or good. That said I will try to rain my cold iron bolts into the creature with my crossbow.”
Surprise Round: Cast Shield on Xander bringing his AC to 27
I could try a create pit spell but if it doesnt work it might box us in rather then the other way around.

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Odo moves into the corridor as well, drawing his wand of bless weapon from his belt along the way.
"His unnatural protection will not dull the cuts of my blade nor the power of my faith."

GM Zoomba |

The ceilings in the pens are around 10 feet high.
As you cast spells and advance, the troglodyte menacing the human turns towards you and lets out a gravelly curse as he drops the man. The battered slave runs to a corner and cowers.
Initiative, Round 1
Midri
Troglodyte 1
Kuwabara
Troglodyte 2
Jane
Wadi
Slaugrak
Odo
Xander

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Midri relays the serpents threat in common before taking aim with her light crossbow.
Move Action - move to map location, Standard - fire crossbow
Crossbow: 1d20 + 5 ⇒ (11) + 5 = 16 if it hits it does for cold Iron Bolt damage: 1d8 ⇒ 3

GM Zoomba |

Midri nocks and fires an arrow and launches it out at the closest troglodte. It just manages to strike the surprised creature, who pulls out the bolt with a snarl and charges towards Midri club in hand.
Attack: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 for damage: 1d6 + 3 ⇒ (4) + 3 = 7
Everyone except Wadi (for the moment), needs to make a DC 14 Fort save or be sickened by the stench.
Initiative, Round 1
Midri 26/33 hp, need stench Fort save
Troglodyte 1 -2 hp, charged
Kuwabara, need stench Fort save
Troglodyte 2
Jane, need stench Fort save
Wadi
Slaugrak
Odo, need stench Fort save
Xander, need stench Fort save

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Fort: 1d20 + 5 ⇒ (20) + 5 = 25
Kasei touches his katana, murmuring a prayer to his goddess, and it begins to glow with a golden light. He steps forward, holding his sword threateningly towards the foe.
Standard action to activate Good blessing.

GM Zoomba |

As Kuwabara moves forward, so does a second troglodyte from the southern hallway, this one with a javelin in hand.
Initiative, Round 1
Midri 26/33 hp, need stench Fort save
Troglodyte 1 -2 hp, charged
Kuwabara
Troglodyte 2
Jane, need stench Fort save
Wadi
Slaugrak
Odo, need stench Fort save
Xander, need stench Fort save

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Wadi advances towards the intersection, only stepping back to avoid the creature's stench. Silently hoping no one was behind him, he lets loose several fiery missiles at the troglodyte in melee with the others.
Round 1:
Move: Move to position on map.
Cast Magic Missile at Troglodyte 1.
Damage: 3d4 + 3 ⇒ (3, 4, 1) + 3 = 11

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Fort: 1d20 + 6 ⇒ (5) + 6 = 11
While the wretched scent of the troglodyte makes her gag, Jane is deeply unnerved by what she knows of the Slaugrak, so she retrieves a crystal rod. Raising it to her forehead, she channels fragments of memories, of pain, fear, and desperation, using the crystal as a conduit to bore into the fiendish lizard's brain.
Using my 1/day ability to boost the caster level by 1, and my lesser versatile metamagic rod as Reach Spell to make it medium range.
Mind Thrust III: 7d8 ⇒ (5, 7, 4, 2, 5, 5, 7) = 35 Will DC 18 Half

GM Zoomba |

Slaugrak Will: 1d20 + 5 ⇒ (4) + 5 = 9
With a roar of pain, the slaugrak clutches its head with three of its mis-shapen vestigal arms. It stomps down the corridor towards you and lets out a foul curse, as a cold cold vile greasy darkness springs up around you and clutches at your souls.
He's thrown an Unholy Blight at you. Ever 'Good' one of you will tak3damage: 4d8 ⇒ (2, 1, 8, 8) = 19 damage and are sickened, if you're 'Neutral' take half of that are are not sickeneed either way. A DC 16 Will save reduces the damage by half and negates being sickened (so neutrals who save would take 1/4 of the rolled damage)
Initiative, Round 1
Midri 26/33 hp, need stench Fort save, need Blight Will save
Troglodyte 1 -13 hp, charged
Kuwabara, need Blight Will save
Troglodyte 2
Jane, sickened, need Blight Will save
Wadi, need Blight Will save
Slaugrak -35 hp
]Odo, need stench Fort save, need Blight Will save
Xander, need stench Fort save, need Blight Will save

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Fort save: 1d20 + 9 ⇒ (5) + 9 = 14
Will save: 1d20 + 9 ⇒ (15) + 9 = 24 looks like I take only 9
Odo fights back his revulsion at the troglodyte's foul odor and grits his teeth under the assault of the unclean and unholy blight. With a wave and word, he casts the bless weapon spell from his wand upon his scimitar. Then he steps forward into danger, hoping his armor will protect him as he puts himself into position to matter in this fight.
But his main attention he devotes to the slaugrak. "You are an abomination and so long as the Dawnflower gives me strength, I will fight you."
Giving up AoO to troglodyte - willing to risk it, smite directed at the slaugrak - AC to him rises to 23

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Will Save: 1d20 + 3 ⇒ (5) + 3 = 8
The cold darkness climbs up toward Midri and she isnt able to shake it off before it seeps into her.
Midri's Neutral Nature negates the sickended and halves the damage (so 10 taken?)
Fort Save: 1d20 + 2 ⇒ (8) + 2 = 10
Midri already on the back foot from the darkness clinging to her is forced to inhale and the stench immediately over powers her control leaving her sickened
so Sickened anyway great
Midri backpedal's furiously the troglodyte gets another AoO, if it can take one and reloads her crossbow waiting to use her spells when she can get more then one of the serpent creatures with them.