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Assuming that Krant is stuffed in bag of holding then the existing items in the bag are distributed around the party so we may use them at a latter date. We might actually need these items. :)
Relgar keeps quiet as the door opens silently. He knows in his heart that his spell helped out significantly in the effort.
Once he is inside the other side of the door and partially down the staircase he rearranges his equipment and puts up a defensive spell (Mage Armor) from a scroll.

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Relgar attempts to keep his balance.
Reflex save: 1d20 + 1 ⇒ (4) + 1 = 5
But he goes for a ride ...
Acrobatics: 1d20 + 1 ⇒ (20) + 1 = 21
@GM Jhaeman - Was Relgar able to put up his buff and move around his equipment before going for a ride?

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DC 15 Reflex: 1d20 + 3 ⇒ (15) + 3 = 18
Drukpa feels the stairs shifting beneath his feet. Fortunately, he has been waiting for his chance to go surfing for days now and he takes it all in stride. As Relgar goes topsy turvy he calls out, "Catch a wave, man, catch a wave!"

GM Jhaeman |

Initiative (Round 1)
Snake
Relgar (prone)
Drukpa
Alecto (prone)
Anibal
Mallycorn (prone)
Bold should go!
Initiative (Relgar): 1d20 + 12 ⇒ (8) + 12 = 20
Initiative (Alecto): 1d20 + 5 ⇒ (8) + 5 = 13
Initiative (Anibal): 1d20 + 6 ⇒ (1) + 6 = 7
Initiative (Mallycorn): 1d20 + 0 ⇒ (6) + 0 = 6
Initiative (Drukpa): 1d20 + 3 ⇒ (10) + 3 = 13
Initiative (snake): 1d20 + 6 ⇒ (19) + 6 = 25

GM Jhaeman |

Although Drukpa and Alecto manage to leap to the top of the stairs, the other Pathfinders slide down the stairs and end up in a tangled heap at the bottom! They arrive in a tall chamber broken into two levels. Loose gravel, dirt, and bones cover the bottom level, while a walkway traverses the upper level from east to west, leading from the room.
At opposite ends of the room on the lower level stand a pair of gigantic stone statues, roughly carved in the image of Razmir, his hands held high to support the room’s ceiling. Each statue sits upon a pedestal with a large hole in its base that slopes down and out of sight.
From one of the holes in the pedestals, a massive snake slithers out!
Drukpa and Alecto make the save and stay at the top of the stairs.
Relgar slides to the bottom and takes 5 falling damage and lands prone.
Botting Mallycorn. Mallycorn slides to the bottom and takes 6 falling damage and lands prone.
Botting Alecto. Alecto slides to the bottom and takes 5 falling damage and lands prone.
Everyone, please update taglines accordingly. We will now proceed to Initiative.
Botting Mallycorn Reflex: 1d20 + 0 ⇒ (2) + 0 = 2
Botting Mallycorn Acrobatics (armor check penalty): 1d20 + 0 - 1 ⇒ (17) + 0 - 1 = 16
Botting Alecto Reflex: 1d20 + 1 ⇒ (11) + 1 = 12
Botting Alecto Acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14
falling damage (Relgar): 1d6 ⇒ 5
falling damage (Mallycorn): 1d6 ⇒ 6
falling damage (Alecto): 1d6 ⇒ 5

GM Jhaeman |

The massive snake sinks its fangs into Alecto's leg!
Alecto, you take 8 damage. Please roll a DC 13 Fort save vs. poison. If you fail, you take 2 points of Constitution damage.
For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die.Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by the Ability Damage penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed.
target (1Alecto,2Mally,3Relgar: 1d3 ⇒ 1
bite vs prone: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d6 + 3 ⇒ (5) + 3 = 8
poison: 1d2 ⇒ 2

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@GM Jhaeman - Two questions before I post my actions. Did my character's Acrobatics check of 21 (in my previous post) not prevent any of the falling damage or prevent the prone condition? How high is the ceiling in this room?

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Fort: 1d20 + 2 ⇒ (8) + 2 = 10 I passed out.
A reasonable flower that has not had time to understand anything becomes prey for a snake. And as usual - oh, this is the eternal scourge of ghorans - a very tasty prey...

GM Jhaeman |

Alecto succumbs to the combined effects of the bite and the poison ravaging her body!
@Alecto: Since you failed the save against the poison when you got bit, on your turn (now) I need you to please attempt another DC 13 Fortitude save against the poison (applying a -1 penalty for your current Con damage). If you fail the save, you take 2 more Con damage.
@Relgar: The Acrobatics check to land on your feet was DC 25. The upper level hangs thirty feet above the floor you're on, and we'll say there's an additional ten feet from the upper level to the ceiling.
Everyone is up.
Con damage: 1d2 ⇒ 2

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Nice pickle we are in with the low level casters at the bottom of the pit and the higher level martials at the top. Typical. :)
@Mallycorn - A healing Channel would be great now as it would not provoke and we can all use the HP.

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Are the stairs still there or do Drukpa and Alecto have to climb down? The below post presumes that I can hurry down the stairs but if not I'll have to do something else (probably attempt Acrobatics to jump down)
Drukpa hurries down the stairs to aid his comrades. "Wait, wait, don't kill it before I git a chance to bash it!"
Drukpa's movement is only 20' so I made my best guest of how far he could move with a double move but please adjust his position if I've got it wrong.
Rounding the corner at the bottom of the stairs, Drukpa is startled to see his comrades trying to murder a lovely snake! "Now, now, I'm sure that ain't nece- nece- whatcha gotta do! Most snakes is mighty nice once ya get t' know 'em! Anybody tried givin' it somethin' t' eat?"

GM Jhaeman |

Drukpa slides down to help his allies just as Mallycorn's wave of healing energy washes over them. But as the Pharasmin tries to get to his feat, the snake darts forth!
The snake takes an AoO when Mallycorn stands. The bite hits. Mallycorn, you take 6 damage and need to please roll a DC 13 Fort save to avoid 1 point of Constitution damage.
For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die.Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by the Ability Damage penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed.
@Drukpa & Anibal: It'll be a double-move to intentionally slide down to the bottom, and since you're doing it on purpose, you'll land standing up and won't take any damage. Whee!
@Alecto: You make the save and no longer need to worry about the poison. I think, with Mallycorn's healing, you may even be conscious.
Relgar and Anibal are up, and then we'll move to Round 2.
Bite vs Mallycorn prone: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d6 + 3 ⇒ (3) + 3 = 6
Con: 1d2 ⇒ 1

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Relgar stays put on the ground and attempts to carefully put the snake on fire without drawing its immediate ire.
Casting Burning Hands Defensively, Concentration DC 17: 1d20 + 10 ⇒ (11) + 10 = 21
Burning Hands, Reflex DC 16 for half damage: 5d4 + 5 ⇒ (1, 2, 1, 1, 1) + 5 = 11
This snake may or may not have Combat Reflexes so I decided to play it safe. Con poison can be nasty. :)

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Alecto gets up with difficulty and with the last of his strength creates a new stream of colored petals from her hand.
Color Spray DC16 will

GM Jhaeman |

The snake catches the full force of Relgar's spell, and the chamber is filled with the pungent odor of charred flesh! An instant later, Alecto recovers enough to unleash a stream of colored petals that somehow send the venomous threat reeling into unconsciousness!
The snake failed the burning hands save (with a nat 1) and then fails the color spray save; it is temporarily knocked out.
We are off Initiative (though I will keep rough track of time). Good job salvaging a pretty bad situation!
Snake Reflex: 1d20 + 5 ⇒ (1) + 5 = 6
Snake Will: 1d20 + 3 ⇒ (5) + 3 = 8
blind/stun: 2d4 ⇒ (1, 1) = 2

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Drukpa looks sadly down at the charred corpse of the snake. "Bet it woulda made a fine pet..."

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Relgar quickly gets to his feet while the snake is unconscious and he moves away.
"Drukpa, Mallycorn. The snake is not dead yet would you mind finishing it off?"

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I'll make my double move. Preferably with Evlar still on the shoulders.
Anibal slides down the hallway. "I mean it is kind of surfing, I guess.", he smiles at Drukpa

GM Jhaeman |

Anibal makes it down the slide with an unconscious Evlar in tow.
I'll just recap the room description for everyone, since that snake was no doubt distracting!

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Drukpa looks at Relgar with genuine shock. "Execute me kin?!? Shirley Knot! He just needs a bit o' training, I'm sure. Almost sure."

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Relgar smiles at Drukpa.
"I will leave him to you then."
The gnome then partially walks up the slide behind the martial characters.
Hopefully there is someone else in the party with more common sense than Drukpa. Otherwise we will be back in combat in a few rounds. :)

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Drukpa is not going to coups de gras the snake due to shared reptilian ancestry, LG tendencies, and mostly being Int 5, but - ooc - if someone else wants to while he isn't looking that will probably be wise. :-)

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Thank you for healing, priest of the goddess of Death. Alecto approaches the snake and waits for Drukpa to move away, after which one of her hands turns into a snake-like vine that climbs into the python's mouth and strangles it. You've been hurting us. You will go on an eternal cycle and become a fertilizer for plants. She seems to be talking to the snake as an equal. It is not a fact that she makes a distinction between that young man and this animal. For her, it's not a question of reason, but of harm. And not a potential one, but only what actually happened.

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Relgar slides down and checks out the room for possible treasure. He casts Detect Magic and scans the area.
Perception: 1d20 + 3 ⇒ (9) + 3 = 12
"That slide could really put a crimp in someone's day."
"Have a look around. Perhaps there might be something helpful to our mission from a previous victim."
Relgar then chugs down a potion of cure light wounds found in the first battle and puts up Mage Armor from a scroll.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

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"Uh, yeah. We should have tied a rope at the top before coming down. My bad. Let'ss ee if we can get out of here."
Anibal will look around the room for anything of use or to find some sort of mechanism to revert the stairs back from 'slide' state.
Perception: 1d20 + 12 ⇒ (4) + 12 = 16

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Anibal kneels down to pick something up. He picks up a shiny ring looped around a piece of bone. "Hmm... Anyone knows this symbol?"
He offers the piece to others to look at. The ring is golden, with an emblem of two crossed paintbrushes on it.

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Relgar nods to Anibal.
"Sharp eyes there."
The gnome gestures at the ring and it begins to float magically (Mage Hand). He does not pick up it up but he takes a close look at it.
K-Arcana: 1d20 + 7 ⇒ (5) + 7 = 12
"I don't think I recognise this symbol."

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Relgar nods.
"Or perhaps Reginar will know. This is his town."
K-Local of 10 on a take 10 (untrained).
"We should move on and explore the rest of the complex."

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While everyone else is busy, Anibal will take out his rope and make a cross over Elvar's torso with it. To wear him like a backpack.

GM Jhaeman |

With Evlar in tow and the corpse of a venomous snake left behind, the Pathfinders make their way cautiously up the stairs, carefully ensuring they don't trigger the trap again.
It seems that only one area remains unexplored in the basement: a door leading off from the cells they were stuck in for 24 hours when they first awoke in the temple! The door is unlocked, and leads to a small room with a table and a small chest.
Just moving us along a little as indicated by previous discussion.
You're now in the room labeled T13.

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"Anibal, Why don't you check out the chest?"
Relgar cast Detect Magic and scans the room.
Assuming no items of extraordinary interest I suggest that we make our way up to T2 to finish off our sweep. Hopefully we will be able to find a staircase up that is not well guarded.

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"Sure...", Anibal removes his arms from Evlar's harness. "Hold this."
He gently drops Evlar on Relgar's shoulders, then looks aroundbthe room, and the chest on the table to see whether it is trapped or locked.
Perception: 1d20 + 12 ⇒ (13) + 12 = 25

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Drukpa isn't much help deciphering the emblem on the ring but he stands at the ready in case his comrades have anything that they need hit. He knows where his talents lie.