
Grandmaster TOZ |

The serpentfolk manages to avoid the rest of the assault, although Imago once again strikes true as the priest attempts another spell. Reaching out to touch the tengu to the side, they fail to make contact.
Concentration: 1d20 + 12 ⇒ (14) + 12 = 26
Spell Failure Over 20: 1d100 ⇒ 99
Concentration: 1d20 + 12 ⇒ (13) + 12 = 25
Melee Touch on Garmit: 1d20 + 11 ⇒ (4) + 11 = 15
29 Amestra
28 Daisley
26 Helgar
24 Brethi
19 Red (Damage: 79)
14 G'Look
13 Imago
10 Garmit

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Keep going with what works, though Imago will move into point blank range before readying.
Power Attack Slam: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 2d6 + 15 ⇒ (2, 4) + 15 = 21
Power Attack Slam: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 2d6 + 15 ⇒ (1, 1) + 15 = 17
Power Attack Slam: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 2d6 + 15 ⇒ (1, 4) + 15 = 20
Readied +1 Seeking Composite Longbow: 1d20 + 11 ⇒ (1) + 11 = 12
Readied Damage: 1d8 + 1 ⇒ (3) + 1 = 4

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Helgar watches on as the party deals with the nearly helpless Serpent Folk.

Magical Mercenaries |

The Kytons continue their dance of death. They twirl their chains around with much glee menacing the trapped spell caster.
Kyton 1 - "Elsa" AC 21 CMD 25 HP 76 DR 5/Good or Silver
Attack, Flank if possible +2: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10
Attack, Flank if possible +2: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
Attack, Flank if possible +2: 1d20 + 13 ⇒ (11) + 13 = 24
Damage: 2d4 + 4 ⇒ (3, 4) + 4 = 11
Attack, Flank if possible +2: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9
Kyton 2 - "Betsy" AC 21 CMD 25 HP 76 DR 5/Good or Silver
Attack, Flank if possible +2: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10
Attack, Flank if possible +2: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 2d4 + 4 ⇒ (3, 1) + 4 = 8
Attack, Flank if possible +2: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11
Attack, Flank if possible +2: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 2d4 + 4 ⇒ (3, 4) + 4 = 11
Possible crit confirm for Elsa attack 4
Attack, Flank if possible +2: 1d20 + 13 ⇒ (3) + 13 = 16
Damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6
@GM Grandmaster TOZ - I am not sure if Elsa can 5' step around the pillar to Flank. If so please add flanking bonuses to all attacks.

Grandmaster TOZ |

The Pathfinders swarm over the lone defender, cutting them down and leaving the temple entrance unguarded. As you survey the damage, you notice that the priest bears significant, if now bloody, regalia.
The party may make a single Appraise, Craft (armor, clothing, or jewelry), Disguise, Knowledge (nobility or religion), Perception, Profession (clerk, merchant, or scribe). One primary, but aid another is allowed.

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Imago's perception is +26. Anyone got a better primary skill to use?

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Amestra's Perception is +30+d6. That's her highest skill bonus.

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Garmit helps check out the priests garments.
Perception (aid): 1d20 + 17 ⇒ (10) + 17 = 27

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Imago aids automatically. Brethi will try as well, if that's allowed.
Tree Search: 1d20 + 8 ⇒ (18) + 8 = 26

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Helgar can auto-aid with his +25 to Perception. His familiar Tom can try to aid as well.
Perception for Tom, Aid DC 10: 1d20 + 4 ⇒ (19) + 4 = 23

Grandmaster TOZ |

Imago is easily able to pick out the important details of the vestment for the party to note down before moving on. Further inside, Chaotically twisting tunnels and chambers shoot throughout the temple’s interior, some ending abruptly and others opening into smoke-choked studies, scriptoria, and meditation chambers. Countless alcoves are cut into the walls—almost entirely hidden within the elaborate mosaics. A single clay tablet inscribed with pictograms lies on a nearby table. It appears to be only part of a much larger set.
You believe that the tablet is of significant archeological value, but only with others for context. The party may make Perception checks to attempt to track down a second tablet or move on instead.

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Daisley looks around for another tablet.
Perception: 1d20 + 17 ⇒ (15) + 17 = 32

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Amestra searches the other side of the room, checking inside the hidden alcoves.
Perception, Insp: 1d20 + 30 + 1d6 ⇒ (8) + 30 + (6) = 44

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Elf Perception: 1d20 + 26 ⇒ (11) + 26 = 37
Tree Perception: 1d20 + 8 ⇒ (2) + 8 = 10

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**HOUSE GM ANNOUNCEMENT**
Thanks in part to the efforts of Pathfinder agents, a slave revolt is now spreading like wildfire throughout the lower regions of the complex!
GMs, the Slave Pits (Area B) are now controlled, and the Slave Revolt condition is now in effect (see the ‘Development’ section on Page 16)

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Helgar searches for tablets as well.
Perception: 1d20 + 25 ⇒ (8) + 25 = 33

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"What are all these tablets you guys are finding around here. I want one of those!"
Perception: 1d20 + 17 ⇒ (12) + 17 = 29

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Elf Save: 1d20 + 7 ⇒ (4) + 7 = 11
Tree Save: 1d20 + 6 ⇒ (13) + 6 = 19
Imago is unconscious.

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Reflex save: 1d20 + 10 ⇒ (4) + 10 = 14
"Was that supposed to happen?"

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Should we use the aid token for burst of healing?

Tom, Dick or Harry |

Tom tries to avoid the blast of cold.
Reflex: 1d20 + 6 ⇒ (5) + 6 = 11
Sure. I am certain that my familiar can use the healing. Does it trigger automatically or do we have to use an action to do it?

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Helgar tries to avoid the cold.
Reflex: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16

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Reflex save, Trap Sense: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32
Amestra hears something pop as Imago lifts their tablet. She instinctively ducks and rolls as a wave of cold washes across the room.
Running to Imago's side, she calls out, "Man down! Medic!" hoping to summon a Pathfinder agent with a healing specialty.
Trap Sense +1 Reflex vs traps. Spending a point of panache as an immediate action to gain Evasion.
Yeah, looks like most of the party could use that 6d6 healing token

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REFLEX (evasion): 1d20 + 15 ⇒ (9) + 15 = 24
Garmit ruffles his feathers and tries to duck away from the cold blast of air.

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Imago wakes up groggily, brushes some frost of their clothes, and gets to work healing themself, asking Helgar to do the same for their companion.
Wand of Inflict Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of Inflict Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3

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wand: 1d8 + 1 ⇒ (4) + 1 = 5
wand: 1d8 + 1 ⇒ (3) + 1 = 4
wand: 1d8 + 1 ⇒ (7) + 1 = 8
wand: 1d8 + 1 ⇒ (2) + 1 = 3
wand: 1d8 + 1 ⇒ (2) + 1 = 3
wand: 1d8 + 1 ⇒ (1) + 1 = 2
wand: 1d8 + 1 ⇒ (4) + 1 = 5
7 charges
"Is this all the tablets or are there still some missing?"

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Ready to go.

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Daisley will spend one minute making a new Squad Commander plan, and then she is ready to go.

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**HOUSE GM ANNOUNCEMENT**
Veteran Pathfinders have gained control of the temple and have opened the entrance to the chamber below!
GMs, Area D is now controlled and Area E is now accessible.

Grandmaster TOZ |

Excellent timing, that.
Travel Time, Minutes: 2d6 + 8 ⇒ (4, 4) + 8 = 16
Delving into the under temple leads the party through twists and turns until you arrive in a more open space. Some heavy presence within this massive, domed chamber claws at the chest and weighs the air itself down. Strange glows emanate from the cardinal points of this massive, circular chamber. In the center of the room, an elevated, spiraling staircase entwines a column of stone, atop which sits an altar.
Spread across the altar is a human man, restrained from rising even an inch. The crumpled form of a serpentfolk priest lays on the spiral stairs to the side while another holds a dagger in supplication to whatever unseen power thrums in the chamber. Serpentfolk warriors hover at lower points of the staircase, while overhead a winged serpent flutters wings aloft, watching the proceedings with cold eyes.
All look to the intruding Pathfinders with hostility.
Amestra init: 1d20 + 9 ⇒ (12) + 9 = 21
Helgar init: 1d20 + 11 ⇒ (4) + 11 = 15
G’look init: 1d20 + 7 ⇒ (13) + 7 = 20
Imago init: 1d20 + 3 ⇒ (17) + 3 = 20
Brethí init: 1d20 + 5 ⇒ (7) + 5 = 12
Daisley init: 1d20 + 9 ⇒ (10) + 9 = 19
Garmit init: 1d20 + 8 ⇒ (9) + 8 = 17
Red init: 1d20 + 8 ⇒ (11) + 8 = 19
Yellow init: 1d20 + 10 ⇒ (20) + 10 = 30
Blue init: 1d20 + 10 ⇒ (2) + 10 = 12
Green init: 1d20 + 10 ⇒ (15) + 10 = 25
Serpent init: 1d20 + 7 ⇒ (15) + 7 = 22
The quickest warriors focus innate magic, summoning mirror images of themselves in preparation for the enemy attack. The flying serpent casts its own magic offensively, red rays streaking to strike out at Brethi.
Images: 2d4 ⇒ (2, 3) = 5
Scorching Ray on Brethi: 1d20 + 15 ⇒ (9) + 15 = 24
Scorching Ray on Brethi: 1d20 + 15 ⇒ (13) + 15 = 28
Fire Damage on Brethi: 8d6 ⇒ (6, 6, 2, 5, 4, 1, 5, 4) = 33
30 Yellow (3 Images)
25 Green (4 Images)
22 Serpent (40ft up)
21 Amestra
20 G'look
20 Imago
19 Daisley
19 Red
17 Garmit
15 Helgar
12 Blue
12 Brethi (Damage: 33)
Bolded are up! Altar is 30ft above the ground, we'll say that each 5ft step away from it drops about 10ft for ease of play.

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"This...seems like something we need to stop."
Daisley races over to the base of the stairs.

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Glook steps around the podium and launches a volley of arrows toward the serpent.
adaptive holy comp longbow (rapid shot, deadly aim): 1d20 + 17 - 2 - 3 ⇒ (4) + 17 - 2 - 3 = 16
arrow damage (manyshot, deadly aim): 2d6 + 4 + 12 ⇒ (5, 5) + 4 + 12 = 26 and holy if evil: 4d6 ⇒ (4, 4, 6, 4) = 18
adaptive holy comp longbow (rapid shot, deadly aim): 1d20 + 17 - 2 - 3 ⇒ (17) + 17 - 2 - 3 = 29
arrow damage (deadly aim): 1d6 + 2 + 6 ⇒ (2) + 2 + 6 = 10 and holy if evil: 2d6 ⇒ (6, 2) = 8
adaptive holy comp longbow (rapid shot, deadly aim): 1d20 + 17 - 2 - 3 - 5 ⇒ (6) + 17 - 2 - 3 - 5 = 13
arrow damage (deadly aim): 1d6 + 2 + 6 ⇒ (6) + 2 + 6 = 14 and holy if evil: 2d6 ⇒ (4, 2) = 6

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Well, that's no good. Attempt to identify the snake first.
Knowledge Nature: 1d20 + 13 ⇒ (3) + 13 = 16
Prefer DR and special attacks not yet seen if this works.
They then bolster their companion's defenses with an extra layer of thick bark.
Barkskin CL10

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Healing that was done after the cold tablet damage and before combat started.
CLW,wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW,wand: 1d8 + 1 ⇒ (6) + 1 = 7
CLW,wand: 1d8 + 1 ⇒ (6) + 1 = 7
CLW,wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW,wand: 1d8 + 1 ⇒ (8) + 1 = 9

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Amestra sprints to keep up with Daisley, moving in behind her as she keeps an eye on the flying beastie and fingers the scarf tied off at her wrist.
Kn, Insp, Hat: 1d20 + 13 + 1d6 + 2 ⇒ (4) + 13 + (4) + 2 = 23
Knowledge (whatever) on the flying creature, all relevant Knowledge's are the same bonus. Swift action Panache to grant Reach. Double move.

Grandmaster TOZ |

Amestra recognizes the serpent as a couatl, a native outsider that typically serves deities, but cannot recall much of its abilities in the heat of the moment. G'look lets arrows fly at it as Daisley moves in, but only one strikes true. Imago strengthens Brethi's burned bark as the serpentfolk priest casts a spell as well!
Will Save from Daisley.
30 Yellow (3 Images)
25 Green (4 Images)
22 Serpent (Damage: 18, 40ft up)
21 Amestra
20 G'look
20 Imago
19 Daisley
19 Red
17 Garmit
15 Helgar
12 Blue
12 Brethi (Damage: 33)
Bolded are up! I will bot Brethi's attacks on her turn as needed.

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Will save: 1d20 + 12 ⇒ (5) + 12 = 17
Extra +2 if an enchantment effect, immune to fear.

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I do not want to hold up the game so I will post now and you can readjust initiative if you think it is necessary.
Helgar examines the Couatyl to see if he remembers anything that Amy might have missed.
K-Planes: 1d20 + 21 ⇒ (11) + 21 = 32
His brow furrows as he wonders why this outsider is here at this ritual.
Helgar then take a step up behind a small pillar for cover (5' step) and conjures a copy of himself (Mirror Image). He then calls for some aid for the coming battle.
SM VI,Kytons: 1d3 + 1 ⇒ (3) + 1 = 4