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It is Imago's turn to keep watch.
Ranged Attack: 1d20 + 10 ⇒ (4) + 10 = 14

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Garmit continues to keep watch with some of the others.
Perception: 1d20 + 17 ⇒ (4) + 17 = 21

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Amestra compares what she knows of the historical record of this era with what she's seeing here.
Kn(History), Insp, guidance: 1d20 + 9 + 1d6 + 1 ⇒ (15) + 9 + (5) + 1 = 30
Then moves on to the plant and animal life.
Kn(Nature), Insp, guidance: 1d20 + 13 + 1d6 + 1 ⇒ (5) + 13 + (4) + 1 = 23
She's already done nobility and engineering in that order.

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**HOUSE GM ANNOUNCEMENT**
Senior agents at the top of the strange formation have secured the plaza and are ready to venture inside.
GMs, Area D is now accessible, Area C is now controlled.

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I'm down to untrained craft rolls.
Craft: Painting: 1d20 + 1 ⇒ (19) + 1 = 20

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It seems that we can enter Area D now. In the case that we are not quite finished here I will proceed with another skill challenge.
Helgar and Tom work together to decipher the principles of engineering used by the serpentfolk in times past.
K-Engineering: 1d20 + 10 ⇒ (13) + 10 = 23

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Imago has no way to continue helping, so is happy to move on.

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If the folks on guard can repeat, Daisley will continue using Perception.
Perception: 1d20 + 17 ⇒ (4) + 17 = 21
If not, she is out of skills she can try.

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Helgar looks at the others. Clearly they have reached the point of diminishing returns with this research.
"Perhaps we should move on. I think that we have learned as much as we can from this site."

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"In that case, it sounds like we should continue."
Before leaving, Daisley does a one minute reminder on how to fight together.

Grandmaster TOZ |

Amestra init: 1d20 + 9 ⇒ (20) + 9 = 29
Helgar init: 1d20 + 11 ⇒ (15) + 11 = 26
G’look init: 1d20 + 7 ⇒ (7) + 7 = 14
Imago init: 1d20 + 3 ⇒ (10) + 3 = 13
Brethí init: 1d20 + 5 ⇒ (19) + 5 = 24
Daisley init: 1d20 + 9 ⇒ (19) + 9 = 28
Garmit init: 1d20 + 8 ⇒ (2) + 8 = 10
Red init: 1d20 + 8 ⇒ (11) + 8 = 19
Green init: 1d20 + 6 ⇒ (2) + 6 = 8
As Brethi leads the way into the temple, the party finds glowing coals warm this shrine and cast an eerie under-lighting on the towering, snake-headed statue behind the altar. The reek of ammonia and rotting flesh fills the air and burns the eyes.
Stood next to the altar, an armored serpentfolk gestures towards the Pathfinders, a massive serpentine form rising to hiss threateningly at the intrusion.
29 Amestra
28 Daisley
26 Helgar
24 Brethi
19 Red
14 G'Look
13 Imago
10 Garmit
8 Green
Bolded are up! Party is still outside the temple, but have room to be next to the entrance behind Brethi.

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Amestra quickly weaves her way up the line, peeks at the threats, and then moves back to where she was. "I'm gonna let you guys go in first, but here's what I know about what's in there...."
Kn(Local), Insp, Hat*: 1d20 + 13 + 2 + 1d6 ⇒ (14) + 13 + 2 + (4) = 33
Kn(TBD), Insp, Hat*: 1d20 + 13 + 2 + 1d6 ⇒ (10) + 13 + 2 + (3) = 28
Hat* is a Lepidstadt Investigator's Hat. Grants a +2 bonus to Knowledge checks "to identify monsters."
I put Kn(TBD) cause I didn't know what skill for the giant green thing. It doesn't matter mechanically as Arcana, Dungeoneering, Local, Nature, Planes, and Religion are all +13 for her.

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"Let's be careful out there."
Daisley activates her squad commander ability, giving everyone Escape Route, and moves carefully along the wall, her sword drawn.

Grandmaster TOZ |

Amestra easily recognizes a giant anaconda, an enormous animal known for latching onto prey and squeezing the life from them. Animal type and grab/constrict. The serpentfolk is clearly a spell caster of some kind, but common racial features include immunity to mental effects and paralysis, as well as more general resistance to magic. They also tend to have inherent magical abilities. Immunity to mind-affecting and paralysis, SLAs, and SR.

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Assuming that Brethí can move past the pillars without difficulty, she can move and strike the creature once.
Slam: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 2d6 + 9 ⇒ (2, 6) + 9 = 17

Tom, Dick or Harry |

Tom has a peek at both the giant snake and the snake man. He gives a quick update to Helgar before retreating to the safety of his protective satchel.
K-nature for the giant anaconda: 1d20 + 22 ⇒ (17) + 22 = 39
k-local for Serpent Folk: 1d20 + 10 ⇒ (3) + 10 = 13
(If possible Tom would like to know about the snake's reach and any possible feats the snake might have)

Grandmaster TOZ |

Tom knows that such massive foes have expansive reach, able to strike out further than most giants. 20ft. The anaconda's bite is especially deadly. 19-20 crit. Although the lighting is strong enough not to matter, the serpent would have no issue in a darker lair. Low-light.
Brethi strides into the room and deals a heavy blow to the creature before it can react!
29 Amestra
28 Daisley
26 Helgar
24 Brethi
19 Red
14 G'Look
13 Imago
10 Garmit
8 Green (Damage: 17)

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Helgar steps up behind the cover of the wall. Despite himself he is gobsmacked by the sight of such an enormous serpent.
"My what magnificent beast. I have never seen the like."
He calls forth infernal aid summoning Kytons to help him in battle.
SM VI,Superior Summoning, Sacred Summoning, Augmented Summoning: 1d3 + 1 ⇒ (1) + 1 = 2
He gestures and creates a copy of himself.
Brethi's starting position is unclear as the Treant moved this turn. I am assuming that my character was able to 5' step. If not there is no time for a mirror image to pop up.

Magical Mercenaries |

One of chained women appears in-front of the Paladin trying to protect her from the mighty snake. The other one appears to be trying to sneak behind the massive snake (if that is even possible). They both attack and the sneakier of them steps behind a pillar.
Kyton 1 - "Elsa" AC 21 CMD 25 HP 76 DR 5/Good or Silver
Attack Chains: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8
Attack Chains: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10
Attack Chains: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10
Attack Chains: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 2d4 + 4 ⇒ (3, 1) + 4 = 8
Kyton 2 - "Betsy" AC 21 CMD 25 HP 76 DR 5/Good or Silver
Attack Chains: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7
Attack Chains: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7
Attack Chains: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11
Attack Chains: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8

Grandmaster TOZ |

Both kytons carve painful gashes into the enormous serpent, blood flowing across the stones of the temple.
The serpentfolk speaks words of power and Brethi feels an assault on her mind.
29 Amestra
28 Daisley
26 Helgar
24 Brethi
19 Red
14 G'Look
13 Imago
10 Garmit
8 Green (Damage: 61)
Bolded are up!

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Helgar tries to see what is being cast.
Spellcraft: 1d20 + 17 ⇒ (3) + 17 = 20

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Brethí is immune to mind-affecting effects (among other things), but just in case this isn't one, here is a die roll:
Will Save: 1d20 + 6 ⇒ (14) + 6 = 20
Imago will move into the room and also try to learn about the giant snake and the spell just cast.
Knowledge: Nature: 1d20 + 13 ⇒ (9) + 13 = 22
Spellcraft: 1d20 + 10 ⇒ (16) + 10 = 26
The best thing for spellcasters is to put sharp things into them when they try to use magic, so they will ready an arrow for the next time the serpentfolk incants.
+1 Seeking Composite Longbow: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d8 ⇒ 1

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G'look scrambles into the room and fires a single arrow at the big animal snake.
adaptive holy comp longbow (deadly aim, point blank): 1d20 + 17 - 3 + 1 ⇒ (4) + 17 - 3 + 1 = 19
arrow damage (deadly aim, point blank): 1d6 + 2 + 6 + 1 ⇒ (1) + 2 + 6 + 1 = 10 and holy if evil: 2d6 ⇒ (2, 3) = 5

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Garmit moves into the room, taking up a position beside a pillar, ready to charge in and attack if he gets the chance.

Grandmaster TOZ |

G’look’s arrow scrapes off armored scales as the beast lashes out at Brethi, failing to find purchase with its powerful jaws!
Bite on Brethi: 1d20 + 19 - 3 ⇒ (3) + 19 - 3 = 19
29 Amestra
28 Daisley
26 Helgar
24 Brethi
19 Red
14 G'Look
13 Imago
10 Garmit
8 Green (Damage: 61)
Bolded are up!

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Such power attack. Very damage.
Slam: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 2d6 + 15 ⇒ (4, 6) + 15 = 25
Slam: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 2d6 + 15 ⇒ (4, 5) + 15 = 24
Slam: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 2d6 + 15 ⇒ (4, 3) + 15 = 22

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Amestra calls upon some of that luck she's known for, and sprints into the room, drawing a fist-sized ball of iron bands and hinges from her bandoleer as she does.
She waits for the big guns to put the snake down, then throws the ball at the feet of the serpentfolk.
Thrown vs AC5, 4 range incr's: 1d20 + 13 - 8 ⇒ (13) + 13 - 8 = 18
Use panache to boost speed +20, move to run in and draw a weapon-like object, Readied Standard to throw it when Snake drops.
The object is an Instant Muzzle. It she hits the square (which she did) it attaches to the serpentfolk's face (no save). It "has a 20% spell failure chance for any spell it attempts to cast with verbal components, and a 20% chance to incorrectly use a command word when activating a magic item. The muzzled creature cannot make bite attacks"

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Daisley takes advantage of Escape Route to move next to the big snake.
+1 merciful adamantine greatsword: 1d20 + 14 ⇒ (12) + 14 = 26
ouch!: 2d6 + 19 ⇒ (3, 3) + 19 = 25
The merciful is still turned off.

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Helgar taps Imago on the back for good luck (Guidance). He moves back out of any line of fire before commanding his summons to attack the Serpent Folk.
"Go get him girls."
I think that it will be over this round but I might as well avoid any collateral spell damage. :)

Magical Mercenaries |

"You heard the master. Elsa. Attack!"
The pair of chain devils dance their way to their new victim. Elsa is closer and is able to attack while Betsy tries to intimidate the Serpent Folk with her chains.
Kyton 1 - "Elsa" AC 21 CMD 25 HP 76 DR 5/Good or Silver
Attack: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9
Kyton 2 - "Betsy" AC 21 CMD 25 HP 76 DR 5/Good or Silver
Intimidate: 1d20 + 12 ⇒ (7) + 12 = 19

Grandmaster TOZ |

The outsiders slash in close, cutting a shallow wound, but the priest does not seem as bothered by them as the muzzle around its face.
Spell Failure, Over 20 Succeeds: 1d100 ⇒ 58
Concentration: 1d20 + 12 ⇒ (9) + 12 = 21
Overcoming the restriction of the muzzle, they summon a floating chain of force that lashes out, attempting to upend the nearest kyton.
Trip on Elsa: 1d20 + 12 ⇒ (7) + 12 = 19
29 Amestra
28 Daisley
26 Helgar
24 Brethi
19 Red (Damage: 9)
14 G'Look
13 Imago
10 Garmit
Party is up! Finish them!

Magical Mercenaries |

Elsa dodges the force chain with ease and grins.
"Ha. Nice try snake-boy but get a real chain next time!"
Kyton 1 - "Elsa" AC 21 CMD 25 HP 76 DR 5/Good or Silver
Attack: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8
Attack: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
Attack: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9
Attack: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 2d4 + 4 ⇒ (3, 1) + 4 = 8
Kyton 2 - "Betsy" AC 21 CMD 25 HP 76 DR 5/Good or Silver
Attack: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7
Attack: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9
Attack: 1d20 + 13 ⇒ (11) + 13 = 24
Damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8
Attack: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 2d4 + 4 ⇒ (3, 4) + 4 = 11
Not exactly sure if Betsy can 5' step up the first step. If not only the first attack will count for her.

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Helgar watches the battle from a distance confident that the party can handle this minor threat.

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Daisley moves in to strike the serpentfolk.
+1 merciful adamantine greatsword: 1d20 + 14 ⇒ (4) + 14 = 18
ouch!: 2d6 + 19 ⇒ (1, 6) + 19 = 26

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Amestra watches the kytons flay the Serpentfolk. She feels kinda bad for him.
This is his home, and the Pathfinders just invaded it. All in the name of historical research. Maybe we should have sent an emissary in first. Oh, well, too late now. In for a copper, as they say, she considers to herself.
On that sobering thought, she steps behind the pillar just in case the muzzled caster gets an area of effect spell off. Or decides to target her out of spite.

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G'look steps and fires a volley.
adaptive holy comp longbow (rapid shot, deadly aim): 1d20 + 17 - 2 - 3 ⇒ (10) + 17 - 2 - 3 = 22
arrow damage (manyshot, deadly aim): 2d6 + 4 + 12 ⇒ (1, 1) + 4 + 12 = 18 and holy if evil: 4d6 ⇒ (3, 4, 5, 4) = 16
adaptive holy comp longbow (rapid shot, deadly aim): 1d20 + 17 - 2 - 3 ⇒ (5) + 17 - 2 - 3 = 17
arrow damage (deadly aim): 1d6 + 2 + 6 ⇒ (1) + 2 + 6 = 9 and holy if evil: 2d6 ⇒ (5, 5) = 10
adaptive holy comp longbow (rapid shot, deadly aim): 1d20 + 17 - 2 - 3 - 5 ⇒ (15) + 17 - 2 - 3 - 5 = 22
arrow damage (deadly aim): 1d6 + 2 + 6 ⇒ (2) + 2 + 6 = 10 and holy if evil: 2d6 ⇒ (5, 6) = 11

Grandmaster TOZ |

As the priest thrashes back and forth in his struggles with the muzzle, he narrowly dodged the arrows, while Daisley’s sword is blocked by the heavy chain of their armor.
29 Amestra
28 Daisley
26 Helgar
24 Brethi
19 Red (Damage: 71)
14 G'Look
13 Imago
10 Garmit
Edit: Corrected damage.

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Apologies to all the Envoys out there, but "Get 'im"
Slam, Power Attack: 1d20 + 13 ⇒ (5) + 13 = 18
Big Splinters: 2d6 + 15 ⇒ (5, 4) + 15 = 24
If that doesn't do it, Imago prepares another arrow to disrupt spellcasting.
1d6d6 + 11d20 + 10 ⇒ (3) + (11, 7, 18, 14, 11, 11, 17, 6, 2, 5, 7) + 10 = 122
Pokey Bits: 1d8 ⇒ 8
Um, that was a typo (though if you let me use a 122 to hit, great!) Let's try again.
Readied +1 Seeking Composite Longbow: 1d20 + 10 ⇒ (13) + 10 = 23

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Garmit moves in to help take down the serpent.
Skirmisher.
Sneak Attack: 1d20 + 15 ⇒ (4) + 15 = 19 Damage: 1d6 + 7 + 5d6 ⇒ (4) + 7 + (3, 6, 3, 3, 1) = 27