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The ancestors move Bedisa's arms to attack. Her eyes glow with blue light.
Longsword, Power Attack, Flank: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 10 ⇒ (2) + 10 = 12

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The Rouge Rogue moves up and attempts to aid Bedisa.
Aid Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Edit: Rouge Rogue should have found some way to squeeze in! >:(

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As the group closes on the serpentfolk he curses. Only to have Voices crush one of his images.
Miss Chance (High Hits): 1d2 ⇒ 2
Derkhan strikes true, his blade digging deep as his second one dissipates the remaining mirror image. The others rush in for their own attacks but aren't able to strike the writhing monster.
---
It desperately strikes out at Derkhan trying to lessen the amount of threats surrounding it.
Dagger: 1d20 + 11 ⇒ (1) + 11 = 12
Damage: 1d4 - 1 ⇒ (4) - 1 = 3
Bite: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 - 1 ⇒ (5) - 1 = 4
Whether by fear or desperation, it struggles to connect.
---
Combat Round 3: Bold may act.
Blue Serpentfolk (-22)
Derkhan (-3)
The Rouge Rogue
Dexter
Sal
Voices and his Cat
Bedisa (-7)
---
Active Conditions:
Sal: Barkskin.
Voices: Shield & Enlarge Person

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The ancestors use Bedisa's belly to laugh. "Ahah. Die slaver!"
Longsword, Power Attack, Flank: 1d20 + 8 ⇒ (20) + 8 = 28
Crit?: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Crit?: 1d8 + 10 ⇒ (3) + 10 = 13

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Combat Over.
Derkhan (-3)
Bedisa (-7)
---
Bedisa quickly dispatches the serpentfolk before it can get the change to ply more tricks or strike out at Derkhan. It crumples to the ground with a final weak hiss.
With the current threat abated the team can take a more focused look at the altars and ritual fires within the room, as well as the tattoos and brands on the creatures.
The group may make on of the following skill checks: Appraise, Craft (Armor, Clothing, Jewelry), Disguise, Knowledge (Nobility/Religion), Perception, Profession (Clerk, Merchant, or Scribe). The highest will be the primary and the other rolls will be aids.

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Bedisa comes to her senses and sees the dead body on the floor in front of her. "Where did that guy come from, eh?" She half-smiles and brushes the sweat off of her brow.
Craft(Jewelry): 1d20 + 7 ⇒ (15) + 7 = 22
Bedisa moves over to the altars and examines the trinkets. She finds a few rings. "Rings! Falayna would love this stuff!". She holds up some and examines how finely crafted they are.

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Voices looks around at the pretty pictures.
perception: 1d20 + 4 ⇒ (19) + 4 = 23 Ha!
Ohh... Ssself likesss ssstatue. Can Ssself take ssstatue of goddesss home?

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Dexter inspects the tattoos, looking for some inspiration for a new one.
Perception + Boon: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29

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The group quickly takes excellent notes and notices some distinct designs. Bedisa finds some fantastic snake eye rings that the Pathfinder Society would love to recreate, Voices starts to think about dragging a statue back home but remembers everything from this time period will disappear when they leave. Dexter however makes excellent notes for his own Serpent tattoos.
Definitely got this Victory Point.
Words of a Dead God (Research).
Heading out of the ritual chamber you traverse chaotically twisting tunnels and chambers shooting 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.
It appears this tablet is a portion of the larger text of Ydersius’s church. With the little information remaining in the present, finding the rest of the text and taking a rubbing could prove extremely useful. They could be hidden in the various alcoves as the serpentfolk prefer to hide away their treasures.
The PCs can find one of these alcoves with a Perception check or by using divination such as Detect Object, an attempt will take a few minutes for mundane means and a bit quicker using magic.

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Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Bedisa notices some fantastic snake eye rings and examines how they are made. 'Look at this design! I think I can recreate this back at home.'
She gets lost in thought about the design process, she doesn't seem to search the alcoves all that thoroughly.

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Voices wails, But Ssself alwaysss want ssstatue of Ydersssiusss. Ssso beautiful!
Can friend Frossst Wind pleassse make pretty picture of goddesss ssstatue?
.
.
.
Voices and Cat begin searching for all the hidden spots.
Voices perception: 1d20 + 4 ⇒ (18) + 4 = 22
Cat perception: 1d20 + 15 ⇒ (17) + 15 = 32
Dang! The digital dice are hot now.

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Dexter also keeps looking, they are researchers after all.
Perception + Boon: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14

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Minutes: 1d6 + 4 ⇒ (5) + 4 = 9
Bedisa gets distracted while the groups searches alcoves for the tablet pieces, however Voices finds one alcove one that may be of use. As he reaches out for the tablet pieces...
Trigger: 1d100 ⇒ 28
Damage: 4d6 ⇒ (6, 2, 1, 6) = 15 Reflex DC 20 for half-damage.
...a burst of lightning shoots out from behind the artifact, shattering it and shocking Voices.
---
Cat finds another intact tablet but also notices a similar trap is situated in the next alcove.
Disable Device DC 20.
---
Dexter and The Rouge Rogue find their alcoves empty of anything of use but also absent of traps.
Derkhan spies another piece of the tablet...but with the previous traps he doesn't grab it immediately. You can assume there is likely a trap in this alcove too, since the previous two were trapped. Those silly predictable snakemen.
The group can attempt to Disable the traps in the two alcoves so they can retrieve a tablet. Or just snatch it, hoping the trap doesn't destroy it.

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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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Derkhan attempts to disable the trap on the alcove he discovered.
Disable Device: 1d20 + 9 ⇒ (9) + 9 = 18
Well, didn't set it off at least. Trying again.
Disable Device: 1d20 + 9 ⇒ (4) + 9 = 13
Shirt re-roll, 4-star GM.
Disable Device: 1d20 + 9 + 4 ⇒ (6) + 9 + 4 = 19
Let's give it another go.
Disable Device: 1d20 + 9 ⇒ (13) + 9 = 22

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Brzzt!
reflex: 1d20 + 3 ⇒ (11) + 3 = 14
HP: 23 of 38, will use 2 charges from wand of infernal healing to fix that over the next 15 rounds.
Ouch! Dang that ssstingsss! Oopsss. Uhmm... Sssorry. Ssself broked thisss one.
.
.
.
Cat sssaysss sssomething here but Ssself not touch.

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Do we know if these are magical traps? If so I can't disarm them due to my archetype. (Despite being more intrinsically magical than a normal rogue)

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They are mechanical traps tied to the tablets, likely by pressure plate. However, Derkhan was able to tackle it.
Derkhan has a few close calls as he works to disable the pressure plates but eventually succeeds. Feeling safe to pull the tablet free, the group is able to study the tablet for their notes.
Only needed to get one tablet intact for this victory point.
The next new area doesn't open for a couple of days. The group can continue on fighting monsters in this area to accrue more victory points for the House if you want.

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Bedisa avoids the tablets. "Me? I'm no good with traps. I'm a lumbering oaf. I'd walk right in to one without even knowing."
"I hear more slavers down the hall. Let's continue fighting them?"

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Dexter has no love for slavers, the battle is still on!

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Dekhan has 3 damage and Bedisa has 7, if you want to heal that before the encounter, just let me know. Remember, you each have a potion of CMW from the Pools.
Roughly 10 minutes have passed since your last combat, so Barkskin (Sal) should still be up but the other buffs will have passed.
Encounter: 1d3 ⇒ 2
Having cleared out this hallway of tablets, the group rushes back to the entrance to the Temple Interior to find another route. However, a patrol of lizardfolk and their serpentfolk leader have reached the room.
Voices: 1d20 + 2 ⇒ (19) + 2 = 21
Dexter & Sal: 1d20 + 3 ⇒ (11) + 3 = 14
Derkhan: 1d20 + 4 ⇒ (18) + 4 = 22
Bedisa: 1d20 + 2 ⇒ (6) + 2 = 8
Rouge Rogue: 1d20 + 4 ⇒ (5) + 4 = 9
Serpentfolk: 1d20 + 5 ⇒ (7) + 5 = 12
Lizardfolk 1: 1d20 ⇒ 14
Lizardfolk 2: 1d20 ⇒ 11
But the trio of Derkhan, Dexter, and Voices were raring for a fight and get to outpace the scaled foes.
---
Combat Round 1: Bold may act.
Voices and his Cat
Derkhan (-3)
Dexter
Sal
Blue Serpentfolk
Green Lizardfolk
Orange Lizardfolk
The Rouge Rogue
Bedisa (-7)
---
Active Conditions:
Sal: Barkskin.

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Voices moves forward summoning an ally from the ether, Shasithran! A giant frog appears behind the foe.
Meanwhile, Cat starts sneaking around the outside edge of the room.
stealth: 1d20 + 15 ⇒ (15) + 15 = 30

Summoned Creature |

Init +1; Senses darkvision 60 ft., low-light vision, scent;Perception +3
DEFENSE
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 15 (2d8+6)
Fort +6, Ref +6, Will -1
SR 6
Fiendish - Resist Cold and Fire 5
OFFENSE
Speed 30 ft., swim 30 ft.
Melee bite +3 (1d6+2 plus grab) or tongue +3 touch (grab)
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
Special Attacks pull (tongue, 5 feet), swallow whole (1d4 bludgeoning damage, AC 10, 1 hp), tongue, Smite evil/good
STATISTICS
Str 15, Dex 13, Con 16 [20], Int 1, Wis 8, Cha 6
Base Atk +1; CMB +3 (+7 grapple); CMD 14 (18 vs trip)
Feats Lightning Reflexes
Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5,Swim +1; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth
SPECIAL ABILITIES
Tongue (Ex) A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
It attempts to bite the one in the center (blue).
bite vs flatfooted: 1d20 + 3 ⇒ (16) + 3 = 19, if hits, bite dam: 1d6 + 2 ⇒ (1) + 2 = 3 and grab CMB: 1d20 + 7 ⇒ (10) + 7 = 17

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Dexter pulls a wand and uses it on each of the injured allies.
2 charges of CLW wand used, 23 remain
Derkhan CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Bedisa CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Slipping it back into his belt he waves the rest forward, "Let's go, more slaves to be freed!"
_____________________________
He adopts a defensive posture and moves up, shield ready then sees a spot for Sal to go and motions the boar to attack!
Total Defense, AC 23 and Touch 22, Move, can't fail to command Sal to attack Blue.

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The boar darts into combat, tusks swinging wildly at the targeted enemy between him and his new bestest frog friend.
Move, Attack Blue
Gore - Power Attack + Flank: 1d20 + 7 - 1 + 2 ⇒ (5) + 7 - 1 + 2 = 13 for Piercing + P.A.: 1d8 + 6 + 3 ⇒ (1) + 6 + 3 = 10

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"Thanks, Dex!" You can use my wand on me, I'll deduct the charge.
Derkhan moves up to the mass of serpentfolk. Double move.

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The giant frog clamps its mouth around the serpentfolk but can't maintain a grip. Sal has more trouble striking the leader of the patrol.
---
Greatsword: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 2d6 + 7 ⇒ (6, 4) + 7 = 17
In retaliation it heaves up a greatsword and brings it down on the giant frog, sending it back to whence it came with a loud squelch.
Bite: 1d20 + 6 ⇒ (10) + 6 = 16
With one foe dispatched it turns to Sal, but the boar thrashes away from the fangs.
"Intruderssss...even one with sssscales. Sstop them!" the leader calls out point at the group.
The two lizardfolk begin moving at the command, orange turning to Derkhan and green stepping up to Sal.
Morningstar vs Derkhan: 1d20 + 2 ⇒ (8) + 2 = 10
Bite: 1d20 ⇒ 9
Morningstar vs Sal: 1d20 + 2 ⇒ (5) + 2 = 7
Bite: 1d20 ⇒ 16
However, the two lackeys lack the skill of their leader...struggling to even score one hit.
---
Combat Round 1/2: Bold may act.
Voices and his Cat
Derkhan
Dexter
Sal
Blue Serpentfolk (-3)
Green Lizardfolk
Orange Lizardfolk
The Rouge Rogue
Bedisa (-3)
---
Active Conditions:
Sal: Barkskin.

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"Thanks Dexter! I owe you one"
Bedisa runs up into the fight. She pulls out her sword and gets ready to swing.
Double move

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Derkhan steps into flank and attacks. Orange.
Attack: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Damage: 1d4 + 5 + 2d6 ⇒ (1) + 5 + (2, 5) = 13
Attack: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Damage: 1d4 + 4 + 2d6 ⇒ (1) + 4 + (2, 1) = 8

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The gnome moves up and throws a distracting strike at his target, "This one now Sal, let's thin the ranks."
Move, Attack Green w/ Aid Another to boost Sal's next Attack. Redirect Sal to attack Green.
Mithral Spiked Gauntlet - Non-proficient Aid Another AC 10: 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12

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With a twitch, the boar sends his next swing of pointy tusks at the new target.
*SNORT*
Gore - Power Attack + Aid: 1d20 + 7 - 1 + 2 ⇒ (2) + 7 - 1 + 2 = 10 for Piercing + P.A.: 1d8 + 6 + 3 ⇒ (4) + 6 + 3 = 13

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Bedisa moves in as her group starts to assault the slavers.
Voices fails to avenge his frog with his strike, the earthbreaker instead crashes into the pillar showering debris on the combatants.
Derkhan has similar troubles with his first slice but corrects the next one, leaving a bleeding gash across the orange scaled lizardfolk.
As The Rouge Rogue attempts to slip by the lizard folk reacts just in time to get a swing in...
Mace: 1d20 + 2 ⇒ (14) + 2 = 16
...but can't strike the agile kitsune.
Even with his encouragement, Sal is getting overly excited with his swinging tusks...kicking up dirt and rubble but not doing any lasting damage to his enemies.
---
The serpentfolk turns his attention to Voices and his large earthbreaker, attempting a swing of its greatsword and a snap of its fangs...
Greatsword vs Voicesss: 1d20 + 11 ⇒ (2) + 11 = 13
Bite: 1d20 + 5 ⇒ (3) + 5 = 8
...fortunately his aim is poor. "GET HIM!" he hisses.
One of the lizardfolk attempts listens striking out at the nagaji...
Morningstar vs Voices: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Bite: 1d20 ⇒ 20 Critical
Confirm: 1d20 + 2 ⇒ (8) + 2 = 10 Failed Confirm
Damage: 1d4 ⇒ 1
...and it appears the leaders motivation spurred the lizardfolk in to a momentary burst of accuracy. The morning star slams into the ribs of Voices with a painful crack.
The other lizardfolk is more concerned with the halfling that just sliced him open...
Morningstar vs Derkhan: 1d20 + 2 ⇒ (3) + 2 = 5
Bite: 1d20 ⇒ 18
...with no such luck in returning the favor.
These poor pitiful enemies.
---
Combat Round 2/3: Bold may act.
Voices and his Cat (-4)
Derkhan
Dexter
Sal
Blue Serpentfolk (-3)
Green Lizardfolk
Orange Lizardfolk (-8)
The Rouge Rogue
Bedisa (-3)
---
Active Conditions:
Sal: Barkskin.

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The Rouge Rogue will attack Lizardfolk in front of him.
Rapier: 1d20 + 11 ⇒ (20) + 11 = 311d6 + 1d6 ⇒ (1) + (5) = 6
Bite: 1d20 + 4 ⇒ (16) + 4 = 201d4 - 1 + 1d6 ⇒ (2) - 1 + (6) = 7
Confirming Crit
Rapier: 1d20 + 12 ⇒ (10) + 12 = 22
I assume that will confirm.
Extra Crit Damage: 1d6 ⇒ 4
Also, make me a DC 12 Will save or be staggered for 1 round.
Weapons crafted from spiresteel appear hungry for the very substance of the foes they are wielded against. When the wielder confirms a critical hit with a spiresteel weapon, the target must succeed at a Will save (DC = 10 + double the weapon’s enhancement bonus), or be staggered for 1 round as a portion of its soul is carved away.

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Bedisa will attempt to slash the snakefolk.
Longsword, attack, flank: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
damage: 1d8 + 4 ⇒ (8) + 4 = 12

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Now in position, The Rouge Rogue masterfully thrusts his rapier into the heart of the orange scaled lizardfolk. The creature drops immediately without a sound. TRR since your initial crit took him down, you can take a move action if you like.
Bedisa's attack grazes the headdress of the serpentfolk.
---
Combat Round 3: Bold may act.
Voices and his Cat (-4)
Derkhan
Dexter
Sal
Blue Serpentfolk (-3)
Green Lizardfolk
The Rouge Rogue
Bedisa (-3)
---
Active
Sal: Barkskin

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Dexter steps to the side and tries to help Salazar again with a flash of metal thrust at the endotherm's head, "Get it together Sal, these are bad guys that are upsetting the natural order!"
5-ft, Strike w/ Aid Another to Boost Sal's next Attack vs. Green.
Mithral Spiked Gauntlet - Non-proficient Aid Another AC 10: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20

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The boar hears the soothing chatter of his master and redoubles his efforts.
Attack Green
Gore - Power Attack + Aid: 1d20 + 7 - 1 + 2 ⇒ (4) + 7 - 1 + 2 = 12 for Piercing + P.A.: 1d8 + 6 + 3 ⇒ (3) + 6 + 3 = 12
He's saving up good rolls for uh... the big bad snake boss at the end, yeah that's it.

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Ssstand ssstill!
still raging, std attack
earth breaker att: 1d20 + 11 ⇒ (11) + 11 = 22, if hits, damage: 2d6 + 10 ⇒ (5, 4) + 10 = 19
That should give him a bump on the ol noggin.

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Derkhan moves up to attack blue.
Attack, flank, piranha strike: 1d20 + 9 + 2 - 2 ⇒ (5) + 9 + 2 - 2 = 14
Damage, piranha strike, sneak attack: 1d4 + 5 + 2 + 2d6 ⇒ (2) + 5 + 2 + (6, 1) = 16

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Perhaps it is something in the air as more combatants struggle to land any blows. Voices is the only one to be on target and nearly threatens to knock the serpents head off. With a groan of pain it swings around, starting at Voices again.
"Sssstop hitting me...and sssstay ssstill yourssself!" he hisses while swinging at the nagaji...
Greatsword: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18
Bite: 1d20 + 5 ⇒ (5) + 5 = 10
...scoring a grievous blow, the greatsword cutting into Voices' shoulder!
The remaining lizardfolk drops his mace to attempt fending off the Sal before he can dig his tusks in.
Claw: 1d20 + 2 ⇒ (18) + 2 = 20
Claw: 1d20 + 2 ⇒ (6) + 2 = 8
Bite: 1d20 + 2 ⇒ (18) + 2 = 20
However, the bark hardened skin makes even the well aimed attacks fail.
---
Combat Round 3/4: Bold may act.
Voices and his Cat (-22)
Derkhan
Dexter
Sal
Blue Serpentfolk (-22)
Green Lizardfolk
The Rouge Rogue
Bedisa (-3)
---
Active
Sal: Barkskin

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"Maybe next time, don't partake in slavery."
Bedisa will step up and swing her sword at the snake man.
Longsword, attack: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d8 + 4 ⇒ (5) + 4 = 9

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Derkhan continues to press the attack on blue. If blue is down, I'll five-foot step and hit green instead.
Attack: 1d20 + 9 + 2 - 2 ⇒ (1) + 9 + 2 - 2 = 10
Attack: 1d20 + 9 + 2 - 2 ⇒ (17) + 9 + 2 - 2 = 26
Damage: 1d4 + 4 + 2d6 ⇒ (1) + 4 + (2, 6) = 13