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Noz steps around the corner, sees one of the agents. He then activates his dragon style stance and steps under the eagle and makes a flurry of attacks.
Kick: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Kick Damage: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Bite: 1d20 - 1 + 1 ⇒ (6) - 1 + 1 = 6
Bite Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Claw1: 1d20 - 1 + 1 ⇒ (2) - 1 + 1 = 2
Claw1 Damage: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Claw2: 1d20 - 1 + 1 ⇒ (18) - 1 + 1 = 18
Claw2 Damage: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Sorry for the delay, busy day at work! I'm assuming I can walk under the eagle here with 60' of movement. I also remember reading that we can use a boon-like thing to have some NPC Pathfinder give us a bonus, I'd like to activate the bardic performance +1 to hit and damage! The targets of the attacks will start with Aspis agent to the right and if he drops the others will target the other one on the left. Ok, so just attacking the one to the east of Noz. Oops, included sling on accident, please ignore!

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Correct, I am not raging yet. I'll always include in flavor text and my attack rolls if I'm raging.
Seeing that he is surrounded, Hangust attempts better positioning, using his small stature to roll between his enemies legs.
Acrobatice: 1d20 + 8 ⇒ (11) + 8 = 19
DC is the right enemies CMD+5+2, otherwise both enemies get an AoO.
Once on the other side Hangust brings the full weight of his weapon onto the agent.
Kukri: 1d20 + 6 ⇒ (7) + 6 = 131d3 + 2 ⇒ (3) + 2 = 5 If Hangust takes damage from AoO's he'll rage before attacking, which will be +3 to hit and +2 to the damage

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@Noz - the boon is available if the table has an aid token. However, our table hasn't received one yet.
During rnd 2
Noz hearing the sounds of combat moves to where Hangust and the eagle fight, taking his place under the eagle.
Eldak seeing a crowd area where the fight is occurring decides to cut of the Aspis agents escape, as he turns the corner an Aspis agent (4) steps from the shadows and attacks.
Eldak Perception vs. Stealth DC24: 1d20 + 7 ⇒ (7) + 7 = 14
Aspis short sword: 1d20 + 3 ⇒ (6) + 3 = 9
damage + sneak attack: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (4) = 9
Eldak doesn't see the agent leaving him vulnerable, but the overzealous Aspis man's blade misses the tengu!
Phythor loads his crossbow and moves into position.
During rnd 3
@Hangust - the spot you acrobatics to is actually through a wall. You can actually just take a 5ft step back to your right, then you don't take any AAOs. I'll assume you would do that. If not let me know.
Hangust steps away from the flanking danger and attacks the agent (1), he brings his Kukri down hard, but the quick Aspis goon side steps the blow.
@Noz - we probably should have discussed more in discussion, but my understanding is the claws can only be used as a primary attack, the bite may be a primary or secondary. So you can do claw/claw/bite or unarmed + bite for a full round but not unarmed + claw/claw/bite. I'll assume you will go with claw/claw/bite.
Noz goes wild and assaults the enemy agent (1) with claw, claw, bite.
Based on what you rolled.
Bite = 6 (roll) + 4 (str) = 10 miss
Bite damage = 6 + 6 (Dragon + Str) = 12
Claw 1 = 2 + 4 = 6 miss
Claw 1 damage = 2 + 4 = 6
Claw 2 = 18 + 4 = 22 HIT
Claw 2 damage = 2 + 4 = 6
The bite and first claw miss, but the 2nd claw hits. The claw seems to stagger the agent (1).
Daveak steps behind the frontline fighters and launches a acid splash at the already staggered agent.
Acid Splash Ranged touch: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
damge: 1d3 ⇒ 2
But the acid missile hits the nearby wall instead.
Meanwhile the eagle flies forward and harries the other agent (2).
talon: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d4 + 2 ⇒ (4) + 2 = 6
talon: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d4 + 2 ⇒ (1) + 2 = 3
bite: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d4 + 2 ⇒ (3) + 2 = 5
The second talon hits.
The staggered agent (1), teetering reaches in his pouch leaving his guard down to Hangust.
Hangust AAO: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d3 + 2 ⇒ (3) + 2 = 5
Hangust drops him.
The next agent (2) attacks the eagle.
short sword: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d6 + 2 ⇒ (5) + 2 = 7
The man in the middle of the hall, moves to Eldak and throws a dagger at the rogue.
Thrown dagger agent (3): 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5
damage: 1d4 + 2 ⇒ (2) + 2 = 4
As the other agent takes another swing at Eldak.
short sword Agent (4): 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d6 + 2 ⇒ (6) + 2 = 8
But these poorly trained agents are clearly nervous and miss miserably.
Round 2 Serpents_2
Butharn
Round 3
Butharn
Eldak
Phythor
Round 4
Hangust
Noz
Daveak
Aspis 1 15 dmg - down
Aspis 2 3 dmg
Aspis 3
Aspis 4
Pathfinders are up, Butharn may post twice (rnd 2 and 3).

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Full Natural Attacks
Bite: 1d20 + 4 ⇒ (18) + 4 = 22
Bite Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Claw1: 1d20 + 4 ⇒ (2) + 4 = 6
Claw1 Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Claw2: 1d20 + 4 ⇒ (7) + 4 = 11
Claw2 Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Noz bites and claws at the agent still standing that is adjacent. He then backs up to stand over the downed agent to allow others to step in.

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Butharn Rnd 2: Double moves to get closer to the combat.
Butharn Rnd 3: moves again next to Eldak and strikes around the corner at the nearby oponent:
waraxe (cover): 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12 in case that hits damage: 1d10 + 6 ⇒ (8) + 6 = 14

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Eldak looses his nerve for a minute seeing two assassins in front of him but quickly regains his composure when joined with Butharn. He strikes back with his blade (Aspis Agent #4).
Elven Curved Blade: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d10 + 1 ⇒ (4) + 1 = 5

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Kukri, MH: 1d20 + 4 ⇒ (19) + 4 = 231d3 + 2 ⇒ (3) + 2 = 5
Kukri, OH: 1d20 + 4 ⇒ (9) + 4 = 131d3 + 1 ⇒ (3) + 1 = 4
Crit Confirm: 1d20 + 4 ⇒ (8) + 4 = 121d3 + 2 ⇒ (2) + 2 = 4 Probably not
Hangust takes a step forward and attempts to take down the opponent in the hallway. If the wall provides a cover bonus, just take the attack rolls without the modifier

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@Phythor yep stone walls
Butharn rushes forward to assist Eldak, the dwarf swings his waraxe around the corner missing the agent. Eldak emboldened by the Butharn's arrival slices the man with his elven blade, the blade cuts deeply into the man's arm, he lets out a pained cry.
Hangust, despite the tough angle manages to connect with his kukri.
Phythor squeezes past Hangust looking for a clean shot. He finds an angle.
Crossbow: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16
damage: 1d6 ⇒ 1
The bolt lodges in the Aspis agent's (2) knee, the man looks ready to flee. But he doesn't get a chance as Noz bites down on his neck, blood flies from his mouth as the man falls. Tossing the Aspis agent aside Noz races around the corner toward the other agents.
I figure you would advance with the Agent down.
Deveak's eagle follows the monk, swooping over his head and attacking the agent (3) with a talon.
talon: 1d20 + 3 ⇒ (20) + 3 = 23
damage: 1d4 + 2 ⇒ (4) + 2 = 6
threaten: 1d20 + 3 ⇒ (6) + 3 = 9
damage: 1d4 + 2 ⇒ (3) + 2 = 5
Daveak also join the pursuit, as the hallway fills with Aspis and Pathfinders. He attempts to lob an Acid Splash between Noz and his eagle.
Acid Splash: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
damage: 1d3 ⇒ 3
The talon rips into the man's flesh and the acid finds the same spot. Agony on his face, he desperately swats at Noz in retaliation from the onslaught.
Agent 3 short sword: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d6 + 2 ⇒ (1) + 2 = 3
Now trapped and in a hopeless fight, the agent in front of Eldak tries to cut down the tengu in hopes of finding an escape route.
Agent 4 short sword: 1d20 + 3 ⇒ (5) + 3 = 8
damage: 1d6 + 2 ⇒ (4) + 2 = 6
The panic clearly is getting the better of them and they swing feebly.
Round 4 Serpents_2
Butharn
Eldak
Phythor
Round 5
Hangust
Noz
Daveak
Aspis 1 15 dmg - down
Aspis 2 17 dmg - down
Aspis 3 9 dmg
Aspis 4 5 dmg
You're up!

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Eldak drives his Elven Curved Blade into the Aspis agent and he drops.
One agent left up.

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Bite: 1d20 + 4 ⇒ (10) + 4 = 14
Bite Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Claw1: 1d20 + 4 ⇒ (5) + 4 = 9
Claw1 Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Claw2: 1d20 + 4 ⇒ (5) + 4 = 9
Claw2 Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Noz lays into the final agent.

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We'll say Eldak 5 foot stepped forward, if he didn't Butharn would have. This gives Noz +2 flanking bonus.
Noz bites into the last agent dropping him with a horrible scream.
Combat over!
With the Aspis agent down you search the bodies. You find:
4 potions of cure light wounds
8 vials of acid
4 smokesticks
4 tanglefoot bags
4 masterwork studded leather armor
12 daggers
4 short swords
4 sets of thieve's tools
100 gp
You also find a couple of books with strange titles.
If you roll, the associated check you may reveal.
The books seem too related to the capture of a soul after death, and its subsequent control.
You also find the 2 potions of Lesser Restoration, the Mausoleum caretakers told you about as well as other supplies that might be useful to the fight against the Grand Lodge invaders.
You've earned a Supply Point for the overall success conditions!
You carefully search the rest of the building for more attackers. Your search includes a dreary chamber that is kept magically cold to safely preserve bodies from decay; a crematorium; and a library with large stacks of esoteric volumes dedicated to the topic of necromancy. A single hooded lantern has been left on the floor and is still lit, many books are thrown about, some damaged. You also find a room that houses a strange metal cage filled with dancing ethereal mists and an enormous chamber whose walls rise and arch to form a half-dome, 30 feet high and supported by columns carved into the walls. Shelves covered with innumerable books, scrolls, and tablets there.
The Aspis agents are still breathing. So let me know what you want to do with them.

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***********************
Overseer Announcement
***********************

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Butharn suggests stacking the Aspis agents in the Cold room and locking them in there. The necromancers can question them later.

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Do any of you more accurate types want to grab the thrown weapons (the bags and vials)? I'll hold onto one of the potions of healing.
We should probably move on to another area soon, sounds like they still need our help. I suggest the main Hall.

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It looks like they might have been trying to burn this place down! What a waste of knowledge. I agree with Butharn. Leave them tied up in cold storage for the necromancers or the rats. Whichever comes first. These suits of leather armor looks better than my own. If nobody else minds I would trade it out for the armor I am wearing right now. Also, I can toss things pretty well. I'll take three of the daggers, a tanglefoot bag, a vial of acid, and a smokestick. The gold would equal about 16 pieces each. The off piece could go to help repair damage?

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Knowledge: Arcana: 1d20 ⇒ 15
I found these potions also. I believe they are some kind of healing potion. Does anyone wish to hold onto them for the good of the group?
Eldak holds out two potions of lesser restoration for the group to see.

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"The main hall is probably where everyone is going, there might be pathfinders still struggling to find safety elsewhere on the grounds."

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Sorry slow to get this posted.
Seeing Center House is still abuzz with activity, you decide to continue north and check out Starhall.
The outside of this large keep was designed with Azlanti architecture in mind. Two wings extend from the center
structure, with a domed tower at the end of the east wing a smaller patinated bronze dome over the center hall. Starhall serves as an observatory, library, and museum for otherworldly and extraplanar objects and lore.
You enter from the south, inside the main entrance is a library with several display cases of objects recovered from Numeria, as well as a curator’s desk and a staircase to the eastern tower. The ceiling is 20 feet high and rises here and the chamber is well lit with everburning torches.
Here you find strange avian humanoids with faces like owls, dressed in robes; they hold staffs and seem to be looking at astronomical star charts spread on the desk. As you enter they take up defensive stances surprised by your sudden presence.

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Hangust draws his weapons but makes no move to attack.
"Are you Aspis agents?"
Sense Motive: 1d20 ⇒ 1sigh

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The biggest of the owl men replies in broken common:
No we Priests, Aspis Consortium set free from Tapestry which has held our people captive for over centuries!

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Well then, welcome! I am Eldak Blackbeak and it is not our wish to harm those who could be allies. Tell us, how did you become trapped in the Tapestry?
Knowledge: Local: 1d20 ⇒ 7
Sense Motive: 1d20 + 1 ⇒ (20) + 1 = 21

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"The Aspis may have released you but they are slaughtering innocents throught the grounds. Can you help heal them?"

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Why'll Eldak does not know much about these creatures, he believes they are more interested in finding some information, rather than in engaging in violence.
Innocents? Aspis say to all in Tapestry the Pathfinders very evil. Imprison many races and culture inside of Tapestry and want to control and study them. Aspis want set free the peoples of Tapestry and let return homes. But join us first and seek revenge on captures. We just seek home? Find knowledge of way here.

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Is anyone good at Diplomacy? Or, half decent at it?
Diplomacy: 1d20 ⇒ 20
Wow! Okay, here goes nothing.
Eldak steps out and around the tapestry on the ground.
The Aspis is lying to you and using you as a weapon. They would just as see your roost burn to the ground as they are trying to do to ours. Aspis is about the coin and the Pathfinders get in the way of that. The Pathfinder Society mean you no harm. If you were trapped in that tapestry they may have been unaware. Please end this needless want for revenge and when the madness is over maybe we can work together to return you home.

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Eldak appeals to them and they respond well.
We see that now. We never truly trust them. Perhaps you can help sooner. These books have information we need. But need a sure point of reference. What part of Arcadia are in?

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Hangust nods in Eldaks direction and the Tengu steps up to be the diplomat. Glad it wasn't him doing the talking as it likely would have ended in a fight.
"You are in Absalom, if that helps."

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Once the owls lower their weapons, Noz looks for an opening in the conversation to discuss the matter at hand.
"While you research, perhaps Noz and his friends should detain the Aspis agents. Could you tell Noz where to find them and what to expect?"

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Absalom! Were this. I think, we far from Arcadia.
Main Aspis bosses in big tower, rip open tapestry let many in from there, like us. Might still be in big tower.
It's clear the Syrinx are confused about there wereabouts.
You may perform a knowledge (geography, history, or nature) skill check to assist them, if you want.

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know nature: 1d20 + 5 ⇒ (13) + 5 = 18
-Posted with Wayfinder

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K. Nature: 1d20 + 4 ⇒ (17) + 4 = 21
Hangust starts discussing various landmarks and local fauna to help the priests understand their current location.

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Kn History: 1d20 + 1 ⇒ (2) + 1 = 3
Noz scratches his head and can't remember what happened 20 minutes ago...
Kn Geography: 1d20 + 1 ⇒ (18) + 1 = 19
But he then remembers the layout of the land and tells the owls about the detailed geography of the Isles of Kortos and Erran in relative detail.
Both are untrained

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Typically looking for a trained skill when making knowledge checks. Looks like Daveak and Hangust's were, so that works, will we count the others as aid another.
You take the time to explain where the Syrinx are and they are able to relate that to the books they found, and figure out they are on the wrong continent.
We are a world away!
A disappointed look is on there faces.
We must go, so far, so far, we take books to help us.
Pointing to 2 of the star chart books they have found in Starhall.

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Eldak turns to his comrades and asks out of earshot...
Would the Society have a problem with them taking the star charts? I suppose asking them to teleport via a tapestry would be too much.

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Hangust shrugs at Eldaks question.
"Two star charts to make sure the Aspis don't receive more help with this attack seems like a small price to pay to me. Let them have them. If that's all they need we should be off to help more of our allies."

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Having agreed to let them keep the books. The Syrinx leader replies:
The Pathfinders acted far greater honor than led to expect. In exchange we give extra supplies.
With that they leave Starhall and take to the sky on there quest for home.
Looking through the supplies you think they might be helpful.
You've earned another another Supply point for the cause, well done.
Making a quick check of the rest of Starhall, all looks secure.
You can now head over to the Northeast area or head back down to the South.
Put your votes out there.

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Northeast sounds good as anything else.