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"Bad monkey-man! Bad Charau-ka!" Molly scolds, drawing a Liquid Ice to use as a focus, and then fires a Ray of Frost at yellow.
Attack Roll VS Touch AC: 1d20 + 9 ⇒ (15) + 9 = 24
Ray of Frost Damage: 1d3 + 1 + 4 + 1 ⇒ (2) + 1 + 4 + 1 = 8
Does Bardic Performance Buff Ray of Frost? If so, the damage is 2 higher. I guess because its a Ray Weapon it would, but its also been forever since I have used this spell or seen it in use.

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Haunted Molly contemplates her alchemical item as she freezes the final charau-ka in place. Meanwhile, Cpt. Absalom steps up and batters the monkeys relentlessly until they run screeching into the jungle! Out of combat.
"Oh, this place is as dangerous as we thought!" Voltz exclaims. "It's a good thing we're leaving."

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"Did they often attack like this? On such large scales?" Molly asks inquisitively. "And did they always have small monkeys with them, or is this new?"

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"We haven't had any attacks like this since I've been here. I think they must have been emboldened by the hole in the wall that golem made as it smashed its way out the other day." Happ shakes his head, and sighs. "I'm worried what will happen to the site when we leave, but I don't think we can stay here, especially once you head off in search of Juliet and her team."
Voltz walks back to the tents, entering one and emerging with a small satchel. "Here, these were Juliet's. Would you take them to her? I'm sure she wouldn't mind if you used them as you go to rescue her. If she's still alive, that is." Inside is an unfinished report to Aya, as well as detailed notes on the direction of the light. Additionally, you find a lens, a pair of bracers, and a belt, which Voltz can explain are a lens of detection, bracers of steadiness, and a heavyload belt, respectively.

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Petrok receives the items from Voltz and says, Thank you we will return them to her when find her ...after a moment Petrok adds, alive...and well. Petrok turns to the others, I've a bit of experience tracking not much. Petrok lifts the lens of detection to show it to the others. This item may aid me if needed, however, I'm no expert if one of you happens to be better at it by all means take this item. Petrok hands over the Bracers to "Bolty" and the belt to Molly. Maybe you could use these? After helping to clear the camp of monkey bodies Petrok settles down for the night..eager to partake in Molly's Seance latter.

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"Well done, friends!" Pethwen seems genuinely impressed at the speed and efficiency of the group disposing of the simian threat. "Yes, let's get an early night. I'll be up early for prayers in the morning so can take the last shift if you like?"

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"As I mentioned before, I will take the first of second watch." says Phosdlon as he collects his Durable Arrows.

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"As I mentioned before, I will take the first or second watch." says Phosdlon as he collects his Durable Arrows.

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The Captain offers to take whichever watch is most useful.

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Molly giggles at Petrok's offer of a magical belt. "There is no need for it with me, Petrok. I have my own means of carrying extra bulk and weight."

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After the attack the remaining camp staff keep torches lit and extra watch, and the night passes uneventfully. Voltz wishes you good luck when you set out, as he regretfully finishes covering up the dig site as best he can. "This site is fascinating. I worry about what will happen to it when we leave."
Feel free to add any things you would do as you leave in the morning.
As you set out you can easily follow the Azlanti monolith’s huge, heavy footprints, which wind off through the Terwa Uplands. After a while, however, you come to a stony section when the footprints become unclear.
Please make a Knowledge (Geography) or Survival check to stay on the right course. You may either make your own check or aid another, and everyone gets a +4 bonus from Juliet's notes.

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Helpful Halfling Aid Another Knowledge Geography: 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14
Anyone who rolls Knowledge Geography gets another +4 to their roll.
Upon completion of Seance, Molly will choose to have the spells Ray of Frost, Magic Missile and Glitterdust.
The entire party will gain +2 to Spell Damage for 24 hours. Unless they actively choose not to participate.

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Aid on Knowledge Geography: 1d20 + 4 ⇒ (1) + 4 = 5
Captain Absalom tries to assist in the orienteering, but finds his advice to be less than helpful. He resigns himself to keeping an eye out for trouble as they travel, instead.
Perception: 1d20 + 10 ⇒ (3) + 10 = 13

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Phosdlon participates in the Seance, finding it a unique experience.
Survival(untrained): 1d20 + 3 ⇒ (12) + 3 = 15

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Bolty asks Petrok for the lenses and uses them to help forge a path.
survival: 1d20 + 16 + 4 ⇒ (15) + 16 + 4 = 35
Have not counted any possible aids. Also an additional +2 if the Wayfinder tool to avoid getting lost is applicable.

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Bolty asks Petrok for the lenses and uses them to help forge a path.
Petrok happily surrenders the lens to the more experienced tracker and woodsman and follows closely after his lead. Offering what little assistance he can to the obvious expert. aid another survive: 1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15

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Bolty is at home in these uplands, easily tracking the path of the monolith as it smashed through the undergrowth.
Atop a high hill choked with tough grasses stands an enormous vine-covered ruin of granite blocks. The upper levels of the ruin are collapsed, exposing a balcony upon which a shining ivory sphere is plainly visible. A narrow path between the tumbled blocks leads into the ruin. The sound of steady pounding, as of metal on stone, rings from deep within the structure.
Initiative:
Phosdlon: 1d20 + 3 ⇒ (10) + 3 = 13
Bolty: 1d20 + 9 ⇒ (10) + 9 = 19
Pethwen: 1d20 + 5 ⇒ (19) + 5 = 24
Haunted Molly: 1d20 + 5 ⇒ (6) + 5 = 11
Petrok: 1d20 + 2 ⇒ (4) + 2 = 6 +4 w/HA
Cap: 1d20 + 3 ⇒ (14) + 3 = 17
Big snake: 1d20 + 6 ⇒ (16) + 6 = 22
Bigger snake w/many heads: 1d20 + 1 ⇒ (6) + 1 = 7
As you approach up the windy path, a huge snake with six heads slithers out from behind a rock, hissing at you, accompanied by a large (but not as large) snake, rearing its head upward in an aggressive manner, its brightly colored, scaly hood flaring in an unmistakable warning.
DC 17:
For every 5 by which you beat the DC you may ask another question.
For every 5 by which you beat the DC you may ask another question.
-----
Initiative!
Pethwen may act.

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k nature: 1d20 + 5 ⇒ (10) + 5 = 15 Watch out the big one with one head has a very poisonous bite!

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Totally fair for you all to have weapons in hand as you approach, given what you have learned.

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"A hunt!" Pethwen exclaims excitedly, her voice like a single beat of a drum, as she starts to race up the path. "Ketephys will smile upon us as we engage these worthy opponents. Onward, my friends!"
Inspire Courage: +2 Attack/Damage/Saves v. Fear/charm for all!

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The big snake hisses and slithers forward, looking like Pethwen as a normal-sized snake might look at a mouse.
------
Initiative!
Bolty, Cap, Phosdlon, Haunted Molly, and Petrok may act.
A note on attacking the many-headed thing: Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, you must make a sunder attempt with a slashing weapon targeting a head.

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Halfling Adaptive Luck!+2 Knowledge Arcana: 1d20 + 2 + 8 ⇒ (17) + 2 + 8 = 27
"Ah yes, this is a Hydra. A huge magical beast, known for its ability to regrow heads as fast as you can remove them. It seems bigger and meaner than normal, though, with six heads instead of five. Fascinating!"
Molly takes her Archmage Molly(TM) glasses and wipes them clean, then refocuses on the Hydra. "This is a six-headed pyrohydra, a variant hydra with the fire subtype. It’s known for its fiery breath. Such a rare specimen! Kill it without mercy or hesitation!" Then her mouth beams a wide smile.
Special Defenses and Weaknesses.
Magic Missile 1 VS Pyrohydra: 1d4 + 1 + 4 ⇒ (1) + 1 + 4 = 6
Magic Missile 2 VS Pyrohydra: 1d4 + 1 + 4 ⇒ (2) + 1 + 4 = 7
Magic Missile 3 VS Big Snake: 1d4 + 1 + 4 ⇒ (3) + 1 + 4 = 8

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Phosdlon move 30' forward, (2 squares to the West of Pethwen), and fires an arrow at the big snake...
ranged(+Inspire Courage) vs. Yellow: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
possible Piercing damage(+Inspire Courage) vs. Yellow: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4

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@Molly: As a creature with the fire subtype, this Pyrohydra is vulnerable to cold and immune to fire.

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Molly thoroughly examines the approaching creature, recalling quite a bit of information as she absentmindedly tosses off a handful of powerful beads of force at it. Phosdlon, meanwhile, encouraged by Pethwen, buries an arrow in the approaching snake.
Bolty, Cap, and Petrok may act.

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Bolty nods as he steps forward and loads an ungodly number of bolts into his crossbow and unloads on the approaching snake, going for a soft spot with the final bolts.
If the big snake goes down follow up attacks are on the hydra, which I should have a clear shot on once the big snake goes down.
Rapid shot, deadly aim, inspire courage
Pew pew: 1d20 + 10 ⇒ (2) + 10 = 12
damage: 1d8 + 14 + 1d8 + 14 ⇒ (5) + 14 + (5) + 14 = 38
Rapid Pew: 1d20 + 10 ⇒ (14) + 10 = 24
damage: 1d8 + 14 + 1d8 + 14 ⇒ (7) + 14 + (5) + 14 = 40
ITERATIVE TOUCH ATTACK PEW: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d8 + 14 + 1d8 + 14 ⇒ (2) + 14 + (7) + 14 = 37

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The surprisingly-nimble snake manages to dodge Bolty's first volley, but has no answer for the second, which badly wounds the creature and pins its tail to the ground. It struggles to free itself as Bolty carefully lines up a third shot, striking the creature right between the eyes, killing it instantly!
The snake is down! Cap and Petrok may act.

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Cap races forward, pulling a particularly nasty, spiky looking shield off of his back, winds his arm back and sends it flying at the hydra.
Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Damage (Piercing): 3d6 + 10 ⇒ (2, 5, 4) + 10 = 21

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Cap's spiky shield sails true, smashing into the hydra and bloodying the creature before rebounding to him.
Petrok may act.

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Petrok knowing the creature is immune to fire instead, moves forward then raises his crossbow and let’s fly at the hydra’s body.heavy crossbow: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16dmg: 1d10 + 2 ⇒ (3) + 2 = 5 could someone move me 20’ forward on the path?

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Petrok steps forward and lets fly, his bolt just catching a corner of the hydra's body.Moved you. Also, what is the extra +2 damage on the crossbow coming from?
-----
Though it is badly bleeding, some of the hydras wounds seem to heal themselves up as it quickly dashes at the approaching Captain Absalom, all six heads flailing and snapping at the brawler. Yay, it lived long enough to get a turn!
Bite, pounce: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Ouch: 1d8 + 3 ⇒ (1) + 3 = 4
Bite, pounce: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Ouch: 1d8 + 3 ⇒ (2) + 3 = 5
Bite, pounce: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Ouch: 1d8 + 3 ⇒ (5) + 3 = 8
Bite, pounce: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Ouch: 1d8 + 3 ⇒ (5) + 3 = 8
Bite, pounce: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Ouch: 1d8 + 3 ⇒ (8) + 3 = 11
Bite, pounce: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Ouch: 1d8 + 3 ⇒ (2) + 3 = 5
-----
Initiative!
Whole party may act.

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Bolty rushes forward, keeping the hydra in his sights as he unleashes another volley, the bolts burying themselves in the hydra's body and causing all six heads to fall, unmoving, to the ground.Well, that was quick. Out of combat.
Before you lies some sort of structure, constructed from enormous blocks of crumbling white granite and scaled to accommodate giants. An entryway has been smashed open in what was clearly once the bottom layer of a larger structure, though none of the upper levels has survived. The nearest portion of the structure is without a roof, and a relentless crashing sound of metal on stone echoes from somewhere deeper within.

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Cap asks someone to use his wand on him.

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Bolty moves up to Captain Absalom and gives him a big pat on the shoulder.
"Glad to see that didn't turn out any worse for ya."
No wanding ability here, just ridiculous 3.5 crossbow shenanigans.

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Using Captain's Wand UMD: 1d20 + 14 ⇒ (9) + 14 = 23
Using Captain's Wand UMD: 1d20 + 14 ⇒ (6) + 14 = 20
Using Captain's Wand UMD: 1d20 + 14 ⇒ (3) + 14 = 17
Using Captain's Wand UMD: 1d20 + 14 ⇒ (2) + 14 = 16
Using Captain's Wand UMD: 1d20 + 14 ⇒ (6) + 14 = 20
Using Captain's Wand UMD: 1d20 + 14 ⇒ (20) + 14 = 34
Using Captain's Wand UMD: 1d20 + 14 ⇒ (17) + 14 = 31
Using Captain's Wand UMD: 1d20 + 14 ⇒ (19) + 14 = 33
Using Captain's Wand UMD: 1d20 + 14 ⇒ (8) + 14 = 22
Use Captain's Wand: 7d8 + 7 ⇒ (5, 1, 3, 1, 6, 1, 7) + 7 = 31
Molly is just so eager to be helpful that she manages to get the wand to work up to 7 times without conflict!
31 Hitpoints, 7 charges. If less needed, check spoiler

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Moved you. Also, what is the extra +2 damage on the crossbow coming from?
answer: Pethwen, did aura of courage to open combatPethwen's post
Petrok steps up...does anyone else need healing? If not let's establish a marching order...I'd like to be 2nd or 3rd in line close enough to the front to aid the main hammers of our team if need be. Petrok takes out a rod and begins to chant. He cast his second heightened awareness, Barkskin, and False life on himself just before entering the temple ( uses his lesser-extended meta magic rod to increase the length of Heightened and Barksin to 2hrs and False Life to 12hrs) [will update stats b4 next post]) When he is through he says, Has everyone prepared? Then shall we enter?
FYI Petrok will not drop the Heighted awareness for initiative bonus on the 1st combat in the temple (if there is one) rather the 2nd combat he'll do it.

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5 charges does it - thanks!
Cap thanks Molly for the help, keeps the more dangerous looking shield strapped to his arm and suggests they move forward.
I have a pretty good move speed, so I'm not terribly particular, but I'm more effective in Melee than not. That being said, looks like I've got the best AC and I don't mind taking a hit or two!

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false life HP: 1d10 + 6 ⇒ (4) + 6 = 10

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GM Dennis wrote:Moved you. Also, what is the extra +2 damage on the crossbow coming from?answer: Pethwen, did aura of courage to open combatPethwen's post
D'oh, of course. Thanks.

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Stepping inside, this room’s high walls are made of enormous blocks of crumbling, mossy granite, but its roof is entirely absent, leaving it open to the sky. Folding tables and makeshift scaffolds have been set up around the room, and the walls have been carefully cleaned and labeled, revealing a mosaic depicting sway-backed, one-eyed astronomers at the base of a tall tower.
An opening leads to the east, below a high balcony topped with a huge ivory sphere. Doors leading north into the hill have been smashed open to reveal a wide hall. In the room here with you are seven archeologists, one of which matches the description your were given of Juliet Diaz. She looks up as you enter and says ”Oh, hello! I wasn’t expecting visitors way up here. Did you come up from the other camp?”
I've added a map to the slide deck to help you visualize the situation. You've entered through the hole in the wall in the upper left corner.

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Cap quickly stows his shield. "Professor Juliet Diaz?"

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Kn. Religion: 1d20 + 3 ⇒ (4) + 3 = 7
"Professor? Juliet? Are you okay? You've been gone much longer than expected. Your colleagues...and well, all of us have become very worried. What's been happening here?" Pethwen speaks in a clear voice like a soothing melody, but she wonders whether all is as it seems.
Sense Motive: 1d20 + 6 ⇒ (16) + 6 = 22

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Knowledge(Religion): 1d20 + 10 ⇒ (16) + 10 = 26
"Is this some kind of temple and observatory combination?"
Perception: 1d20 + 5 ⇒ (6) + 5 = 11

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local: 1d20 + 7 ⇒ (9) + 7 = 16
Bolty loudly mumbles "Ghol-Gan ruins... shouldn't really 'ave been surprised."
Bolty then looks up at the professor and asks frankly/rudely "Do you even know what day it is?"

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"Yes, that's me, and of course I know what day it is! Did Happ send you? Anyway, I'm sorry we worried you, but this place is fascinating! We've only just begin our study of it, really. I may need to send for Voltz to bring the rest of the team up here as well, there's so much to do!"