
Cladissa d'Lavigne Velorryan |

Cladissa clears her throat softly as they begin to ready the airship for the trip back. "Should we make haste back? I have a teleport prepared. If you do as well, Argor, we could all return swiftly and perhaps catch him unawares, if the real Hestram is still lurking around." She doesn't sound as though she holds much hope for that being the case. "Just once I'd like to get out ahead of him."

Argor Constantine |

”I would theorize that he is not here himself. Had he been present, I would believe he would have taken the opportunity to confront us here, where he had command of an entire nation of soldiers at his command to attempt to eliminate the threat we pose to his plans. He likely has long returned to Golarion, perhaps even well before we met with him at the Galtan Lodge. Your Highness, can you tell me how long you me people have been held captive by this man?” Argor asks in an attempt to confirm his theory.

DM Jelani |

Using the airship, it is a simple journey back to Arl. When the group arrives back in the city with the rescued princess, Arl turns out to welcome them as heroes. They are cheered as they travel to the palace by throngs of red skinned Akitonians.
Princess Verrish fulfills her brother’s longtime goal of uniting Arl beneath an Akitonian ruler by assuming the throne as Thurok. She immediately puts a new cabinet and council in place.
In a public gesture, she relinquishes the Starsword to the Pathfinders from her palace balcony and declares to the people of Arl that the time has come for them to shrug off the coarse mantle of their superstitious barbarian ways and become a civilized people. Many in Arl grumble about this change and things are neither perfect nor peaceful as the Pathfinders prepare for their return to Golarion, though they are better than the city’s short time under the Beast.
As the Pathfinders are being celebrated near the pyramid, they see someone come through the portal at the top. The person sprints down the stairs until she comes into view. It is none other than Eliza Petrulengo.
"Thank the gods I found you! We found Hestram! He's in the Grand Lodge! His assault is already underway. Come with me at once, we must hurry to Lodge or the future of the Society may very well be no future at all." Assuming they will follow, she turns on a heel and runs back into the portal.
Everyone gets 11,892 GP. The Starsword is a +1 mighty cleaving shock longsword (18,315 gp). Someone can buy it for half price if they want it, otherwise it will go to Society. It was Decemvirate Member Odrian's sword before, and is made of red-tinged Akitonian steel.
You don't gain any fame for this one, since it didn't happen on Golarion. However, if you ever want to come back to Akiton you'll be essentially royalty.

Argor Constantine |

”No rest for the weary,” Argor sighs before turning to the new Queen. ”Thank you for your kindness and understanding in this matter, Your Highness. I do hope to return and speak with you in better circumstances and perhaps bridge the diplomatic gap between our people.”
He then turns to his associates and says ”Let us go. Hestram is in his endgame now. Time to remove him from the board.”
He then flies off to the portal.

Cladissa d'Lavigne Velorryan |

When Eliza bursts in, she summons her broom which leaps to her hand. She sits on it, Cole taking his place on the bunch of bristles, and flies off after Argor.

DM Jelani |

This is the one case where there isn't going to be time to purchase. It's hard enough challenging you guys with what these modules give me already. You'll have time before going to rescue Imrizade though.
The glowing red portal from Akiton to the Maze of the Open Road on distant Golarion rises from the pinnacle of the towering pyramid ahead, as howling, icy winds tear across the red sands, whipping them into an angry, biting torrent. Venture-Captain Eliza Petulengro rushes up the structure, turning back only briefly to ensure that she’s being followed.
Reaching the top of the massive structure, she turns to speak, but pauses for a moment to think. Her voice wavers with a twinge of desperation and fear. "“I… we… We will never catch up to Adril if we take the Maze back. He’s already in Skyreach.”
Slowly, her pained expression surrenders to resolve. “I’m going to rift the portal. It’s the only way…”

Cladissa d'Lavigne Velorryan |

"What are you talking about? Argor and I can teleport. We step through, then we jump straight to the Lodge. What's the problem with that?"

DM Jelani |

IIRC it's farther than a single teleport from Galt to Absalom. At least two. And you're not exactly going to Absalom anyway...
“I’m going to attempt to tear a rift into the portal chamber at Skyreach. It is an extremely risky technique of tearing a hole or 'rift' in a portal, temporarily damaging it with teleportation magic such that individuals can slip in between dimensions connected to the portal and exit almost anywhere between the two connecting points. Usually it’s used to make a stop in between two portal points, but I think I might be able to use the same technique to bypass the Maze and pry our way directly into Skyreach’s famed portal room."
"The portal chamber is a sort of foyer in the tower’s upper chambers — those reserved only for the use of the Ten and their most trusted aides. It should be the easiest chamber to access, as it doesn’t actually exist in Skyreach. It’s more of an extradimensional hub connected to several dimensional corridors that run through the Grand Lodge. If and when we arrive, we shall be partially insubstantial. The Decemvirate uses this property to keep their identities obscured from one another when exiting and entering their private chambers. While the Decemvirate can enter and leave the chamber at will, we shall be visitors. In order to enter, each of us needs an envoy. Within the chamber stands a basin containing a small number of special ioun stones called eraminho. These stones act as vessels for the souls of the Society’s most trusted protectors, some even former members of the Decemvirate."
"By activating the eramhino, we can connect with the spirits to gain access to the inner chambers. Once inside, we should seek out the faction rooms first, and use them to make contact with whatever allies of the Society we each may have outside the Ten themselves. These rooms are the only neutral rooms within the upper tower, so even if Adril seizes command of Skyreach, the faction rooms will remain somewhat of a blind-spot. After that, we need to get to Shemis and protect her at all costs."
"All set?"
In case you've forgotten, Shemis is the last member of the Ten on Adril's hit list, and the only one other than Kyalla that he hasn't managed to kill yet.

Cladissa d'Lavigne Velorryan |

Er, not according to my Inner Sea World Guide. By my best estimation, at level 12 I could get almost all the way to New Stetven in Brevoy from Absalom -- further north than the upper border of Galt. Also, what was your ruling about resting and refreshing our spells?
"It still sounds recklessly dangerous. If we don't succeed in this, we could be flung even further off course -- if it's not fatal."
She looks very uncertain and turns to look at Argor's reaction to Eliza's plan.

Argor Constantine |

Knowledge Arcana: 1d20 + 25 ⇒ (11) + 25 = 36
Spellcraft: 1d20 + 33 ⇒ (3) + 33 = 36

DM Jelani |

"It is true, I can not guarantee the safety of anyone who comes with me. I won't think any of you are cowards if you refuse to follow. But I won't wait for you to decide long, the fate of the Society is at stake. If there were a safer way I'd take it, but it's not easy to get into Skyreach, much less the portal room."

Cladissa d'Lavigne Velorryan |

So, we're basically crossing the streams...
"I love this plan! I'm excited to be a part of it!" Cladissa says as she lends Fortune to Eliza and cackles madly.

DM Jelani |

Hearing no more immediate inquiries, Eliza strides up to the portal and sets to work. She casts some complex variant on a teleport spell. As soon as it finishes, her spell tears a lightless hole in the portal's undulating, glowing red surface. A bone-numbing blast of frigid energy shoots from the rift.
Str checks: 5d20 ⇒ (2, 19, 12, 19, 11) = 63
An inhuman shrieking emanates from the rift as it sucks in everything around it. Eliza tries to yell something to the Pathfinders as she goes into the rift, though her message is wholly unintelligible, overpowered by the shrieking of the void. She vanishes into the blackness, followed seconds later by the Freaks.
***
All is darkness. There is no time. There are no Pathfinders. Only the multiverse stretching and whirling away in the infinite black.
Eventually...instantly? The darkness thins only slightly, ebbing into a deep, blackish purple twilight. The surrounding space appears without clear definition or form. Distance is difficult to judge, though there appears to be some sort of a perimeter marked by darker, shadowed arches.
Everyone give me a DC 19 Fort save or be sickened for 1 hour from a wicked, pounding headache. It can be removed with a DC 25 heal or any spell that normally removes the sickened condition.
Within this strange foyer, all occupants appear as medium-sized silhouettes without distinctions of body shape, gender, voice, or even wielded equipment. The Pathfinders can not recognize each other. (If you try to speak, your voices all sound indentical, you can't tell each other apart by voice).
Since we're starting a new adventure, I'm going to say everyone is fully healed going into this. However, you still have whatever spells slots spent that you spent on Akiton, you haven't had time to rest and recover them yet.

Cladissa d'Lavigne Velorryan |

Fort: 1d20 + 8 ⇒ (16) + 8 = 24
Hazy and indistinct. Fuzzy thoughts. Silhouettes.
What just happened? Am I dead? Is this the Boneyard?
"Hello? Did it work?" ::Did I say that out loud? Did I just think out loud? Does it matter? Hello?::

Cladissa d'Lavigne Velorryan |

"Um, me? Cladissa? It worked, didn't it? We're in the hub? Let's find those ioun stones and get out of here."

Argor Constantine |

Fort: 1d20 + 5 ⇒ (8) + 5 = 13
Adrenia Fort: 1d20 + 5 ⇒ (12) + 5 = 17
”This...this is Argor. That was as nauseating as it was fascinating. Even so, everyone be on...ugh...on your guard.”
Another form is leaned over and clutching its abdomen, ”Oh...that...that was terrible...” it says.

Cladissa d'Lavigne Velorryan |

Forgot Cole's save.
Fort: 1d20 + 5 ⇒ (20) + 5 = 25
We're good!

Beast mode |

The beast who is Grommesson follows the crew around. Just happy to be here.
Fort DC 19: 1d20 + 17 ⇒ (15) + 17 = 32
"Where are we? I don't recognize your voices. This is Grommesson."

Cladissa d'Lavigne Velorryan |

"That's a relief." She counts the shadows, comparing it to the number that entered the rift.
"Gianluca? I hope that's you," says the shape that had previously identified itself as Cladissa.

Gianluca the Honeyed |

"Oy, yes, sorry. This is...quite disorienting...though I think seem to have shaken off the worst of it."
Fort: 1d20 + 15 ⇒ (4) + 15 = 19

DM Jelani |

As the Pathfinders get their bearings, and turn towards the northernmost point in the chamber where a small stone column supporting a basin filled with a pale translucent gas sits, the figure which identified itself as Eliza suddenly shifts. With a blur of motion its arm lashes out and stabs at Cladissa with some shrouded implement.
Begin Surprise Round
Attack on Cladissa: 1d20 + 23 + 6 ⇒ (6) + 23 + 6 = 35
Damage to Cladissa: 1d6 + 4 + 6 ⇒ (1) + 4 + 6 = 11
End Surprise Round
====================================
Begin Round 1
Initiative:
Grommeson: 1d20 + 5 ⇒ (1) + 5 = 6
Cladissa: 1d20 + 4 ⇒ (4) + 4 = 8
Argor: 1d20 + 2 ⇒ (8) + 2 = 10
Thrassk: 1d20 + 2 ⇒ (7) + 2 = 9
Gianluca: 1d20 + 2 ⇒ (12) + 2 = 14
Eliza: 1d20 + 11 ⇒ (5) + 11 = 16
Eliza 16
Party 9.5
Without hesitation the shrouded person continues their assault on the team's witch, first with one hand, then the other!
Attack on Cladissa: 1d20 + 23 + 6 ⇒ (6) + 23 + 6 = 351d20 + 18 + 6 ⇒ (20) + 18 + 6 = 441d20 + 13 + 6 ⇒ (14) + 13 + 6 = 331d20 + 21 + 6 ⇒ (3) + 21 + 6 = 301d20 + 16 + 6 ⇒ (13) + 16 + 6 = 351d20 + 11 + 6 ⇒ (13) + 11 + 6 = 30
Damage 1: 1d6 + 4 + 6 ⇒ (6) + 4 + 6 = 16
Damage 2: 1d6 + 4 + 6 ⇒ (4) + 4 + 6 = 14
Damage 3: 1d6 + 4 + 6 ⇒ (5) + 4 + 6 = 15
Damage 4: 1d4 + 2 + 6 ⇒ (2) + 2 + 6 = 10
Damage 5: 1d4 + 2 + 6 ⇒ (2) + 2 + 6 = 10
Damage 6: 1d4 + 2 + 6 ⇒ (4) + 2 + 6 = 12
The attacker stabs Cladissa seven times in the blink an eye. She crumples in on herself, her expression shrouded by the chamber's enchantment. The mysterious assailant steps back and vanishes into nothing.
I've got you at -3. So, disabled, but alive.
1d20 + 26 ⇒ (17) + 26 = 43
He's hiding in plain sight two squares below Cladissa/two squares left of Gianluca.
Party is up! I labeled the figures with who they claimed to be out loud.

Cladissa d'Lavigne Velorryan |

Are our familiars with us? If so,
Cole touches his witch with his shadowy paw.
Lay on Hands: 1d6 ⇒ 2
Still unconscious, but now at -1 and stable.

Beast mode |

The beast who is Grommesson roars which sounds the same as Cladissa. "Invisible!" He steps forward and swings his furious falchion.
move
+1 Keen Adamantine Falchion with power attack: 1d20 + 21 ⇒ (5) + 21 = 26
if hit, damage: 4d6 + 25 ⇒ (4, 6, 6, 1) + 25 = 42

Cladissa d'Lavigne Velorryan |

I see nothing but a black screen.

Gianluca the Honeyed |

Per: 1d20 + 23 ⇒ (14) + 23 = 37 Do we have tears to wine active? If so, that'll succeed otherwise, I can't see or hear anything.
.
EDIT: I just noticed that Gromm pointed her out so I'm not sure my roll's pertinent. I'll try to attack her. One min and I'll keep editing...
Hit vs Conceal (low=good): 1d100 ⇒ 85
Hit vs Conceal (low=good): 1d100 ⇒ 95
Gianluca-blob blinks twice and then swings at the invisi-blob, but fails to connect.
On his blobby face are blobs of frustration.
Swft: switch to Eyes of the Crane stance (roll 2x for perception and to pierce concealment). This ends his pro evil and holy on his sword.
Stnd: swing and a miss. He burns Holy Pinions strike on the attempt. :(
.
EDIT AGAIN: I can't see anything on the map either, and have zoomed and checked all four corners. Do you need to change the light/vision settings?

DM Jelani |

I just checked all the light and other settings again. As far as I can tell, everything is set for you guys to see like normal. Since you all have darkvision the light shouldn't matter, but I added a dim light to the room anyway since its dimly lit. Maybe that changed something....let me know.
Thron, Jubal, you having this problem?

Cladissa d'Lavigne Velorryan |

Nope, still nothing. But I'm probably "Miss Not-Appearing-in-this-Fight"

Argor Constantine |

Permanent See Invisibility here. Assuming I can still see them...
Argor snaps his head towards the form that attacked Cladissa, glaring right at it despite it's attempt at hiding. He works some arcane magic and attempts to shift the creature into a slug.
Meanwhile, Adrenia uses a wand to give everyone in the team enhanced speed!
Baleful Polymorph and Haste

Thrassk |

Thrassk cries out as Cladissa falls. "No!"
He steps forward and snaps at the space indicated by Grommesson.
Miss chances: 1d100 ⇒ 631d100 ⇒ 511d100 ⇒ 431d100 ⇒ 66
Reroll miss chance: 1d100 ⇒ 80
Attacks: 1d20 + 31 ⇒ (16) + 31 = 471d20 + 31 ⇒ (12) + 31 = 431d20 + 27 ⇒ (13) + 27 = 401d20 + 27 ⇒ (7) + 27 = 34
Damage: 2d6 + 37 ⇒ (4, 3) + 37 = 442d6 + 37 ⇒ (5, 4) + 37 = 461d8 + 28 ⇒ (4) + 28 = 321d8 + 28 ⇒ (8) + 28 = 361d8 + 23 ⇒ (5) + 23 = 28
He bites twice into a shadowy form, claws it twice, and then rends it open with his powerful muscles. Blood splatters on the floor, but whatever he hit appears to still be hiding.

Argor Constantine |

Oops. My bad. Thought I had posted this.
Argor quickly casts a spell to make such a ploy far more difficult to perform against himself, and soon multiple nondescript copies of himself appear around him.
Mirror Image: 1d4 + 4 ⇒ (3) + 4 = 7

DM Jelani |

Round 1
Without hesitation the shrouded person continues their assault on the team's witch, first with one hand, then the other! The attacker stabs Cladissa seven times in the blink an eye. She crumples in on herself, her expression shrouded by the chamber's enchantment. The mysterious assailant steps back and vanishes into nothing.
Cole touches his witch with his shadowy paw.
The beast who is Grommesson roars which sounds the same as Cladissa. "Invisible!" He steps forward and swings his furious falchion.
Gianluca-blob blinks twice and then swings at the invisi-blob, but fails to connect. On his blobby face are blobs of frustration.
Gianluca and Grommesson appear to attack the air but their blades don't connect with anything.
Argor quickly casts a spell to make such a ploy far more difficult to perform against himself, and soon multiple nondescript copies of himself appear around him. Meanwhile, Adrenia uses a wand to give everyone in the team enhanced speed!
Thrassk cries out as Cladissa falls. "No!" He steps forward and snaps at the space indicated by Grommesson. He bites twice into a shadowy form, claws it twice, and then rends it open with his powerful muscles. Blood splatters on the floor, but whatever he hit appears to still be hiding.
End of Round 1
================================
Begin Round 2
Feeling the pain of Thrassk's attacks, the veiled assailant materializes from the shadows to assault the dragon-man.
Attack on Thrassk: 1d20 + 23 ⇒ (12) + 23 = 351d20 + 18 ⇒ (10) + 18 = 281d20 + 13 ⇒ (17) + 13 = 301d20 + 21 ⇒ (6) + 21 = 271d20 + 16 ⇒ (5) + 16 = 211d20 + 11 ⇒ (20) + 11 = 31
Confirm crit: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d6 + 4 + 1d4 + 2 ⇒ (4) + 4 + (1) + 2 = 11
While he does a little damage to Thrassk, the assassin has a hard time piercing the Pathfinder's scales.
Party is up

Argor Constantine |

Argor leers at the man and quickly retrieves a lodestone and pinch of dust from his reagents. He works the incantation and points a finger at the man, saying forcefully ”Whoever you are, you’ve assaulted the wrong people!”
As he speaks, green energy begins to build at the tip of his finger. ”And for your mistake, and for attempting to murder my friend, you now face the wrath of Argor Constantine!”
The beam surges forward, a spiral of green energy wrapping around the green ray as it strikes the man directly in the heart!
Free Action: Potent Magic Increase DC by 2, then cast Disintegrate, DC 28.
Ranged Touch: 1d20 + 9 ⇒ (20) + 9 = 29
Ranged Touch: 1d20 + 9 ⇒ (1) + 9 = 10 ...do we still have those hero points that we can use to reroll a roll? If so I will do so on this confirmation check...
Ranged Touch: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 24d6 ⇒ (6, 5, 5, 6, 5, 3, 1, 6, 3, 2, 2, 6, 3, 5, 3, 5, 5, 4, 4, 3, 5, 3, 5, 1) = 96
Crit Damage: 24d6 ⇒ (3, 6, 3, 6, 5, 6, 2, 1, 3, 3, 1, 1, 4, 5, 6, 2, 4, 5, 1, 4, 5, 4, 1, 5) = 86

Beast mode |

The beast who is Grommesson swings at the hidden assassin.
FWIW the map is all black to me
full attack
miss chance: 1d100 ⇒ 20
+1 Keen Adamantine Falchion with power attack: 1d20 + 21 ⇒ (19) + 21 = 40
if hit, damage: 2d6 + 25 ⇒ (3, 5) + 25 = 33
miss chance: 1d100 ⇒ 28
+1 Keen Adamantine Falchion with power attack: 1d20 + 21 - 5 ⇒ (5) + 21 - 5 = 21
if hit, damage: 2d6 + 25 ⇒ (2, 5) + 25 = 32
+1 Keen Adamantine Falchion with power attack: 1d20 + 21 ⇒ (5) + 21 = 26
if crit, more damage: 2d6 + 25 ⇒ (2, 3) + 25 = 30