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Eldak slowly opens the door and looks for any potential problems. He also is concerned for the current state of the hostages, the trap hanging above their heads, and what he would need to do to disarm it.
perception: 1d20 + 7 ⇒ (19) + 7 = 26

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OK. Then just tell me how you all got in here and who is in charge and I will personally escort you to the gates of the Compound and you can skedaddle from there.

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do we have anyone with high charisma that can try influencing the aspis agent?
Hangust will move silently into the next room and take stock of his new surroundings.
stealth: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Can't move my token, on phone

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Hangust creeps into the other room, seeing nothing of particular interested he moves to the door, noting it is locked.
-----
Eldak slowly opens the door. He sees the hostages, they are bound and gagged but look otherwise unharmed. The trap seems to be a simple wine glass, suspend on a wire.
With the door open Noz moves into a hiding place in the room.
@Noz go ahead and position yourself on the map.
------
The hostage taker responds, I don't know!
Butharn go ahead and give me a bluff or diplomacy check.
Eldak Stealth: 1d20 + 10 ⇒ (18) + 10 = 28
HT Perception: 1d20 + 5 ⇒ (1) + 5 = 6

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

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Can Eldak see where he needs to move to disarm the trap? For example, is it a dead man's switch? Will it go off if he tries to move the hostages? That was what I was trying to determine with my last perception check.
Eldak moves towards the hostages.
stealth: 1d20 + 10 ⇒ (3) + 10 = 13

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Finding the door locked, Hangust will turn back to where he left his companions and draw his bow as he moves, hoping that he can buy them some time if the agent decides to stop talking anytime soon and starts to head their way.

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Eldak intent on finding a way to disarm the trap is dismayed, to see the trap will be very difficult to disarm. A wire is tied to the ceiling, connected to the wine glass which contains a strange bead of some sort. As it is suspended 10 feet above the floor, you would have to be able to get up to the glass.
Eldak moves in toward the hostages.
While Hangust moves back to the now unlocked and open door.
perception: 1d20 + 5 ⇒ (13) + 5 = 18
The hostage taker suddenly turns his head spotting Eldak as he moves to the stage.
What the what! Treacherous pathfinders move away from that stage or I'll blow them all to the Lower Planes!!! The man shouts!
No pressure, but we have a little over 24 hours until we transition. I'll try to update frequently as you post. I will be away most of this evening. But otherwise will be around.

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Think it makes sense to put us in Initiative. I positioned Noz behind a pillar he was able to sneak behind. And move Phythor into the room in case he drops by. You can still try diplomacy if you want, but things will move fast now.
Initiative
Butharn: 1d20 + 1 ⇒ (18) + 1 = 19
Daveak: 1d20 + 6 ⇒ (9) + 6 = 15
Eldak: 1d20 + 4 ⇒ (12) + 4 = 16
Hangust: 1d20 + 2 ⇒ (5) + 2 = 7
Noz: 1d20 + 8 ⇒ (10) + 8 = 18
Phythor: 1d20 + 4 ⇒ (8) + 4 = 12
Hostage Taker: 1d20 + 2 ⇒ (14) + 2 = 16
Round 1 Serpents_4
Butharn
Noz
Eldak
Hostage Taker
Daveak
Phythor
Hangust
Butharn, Noz, and Eldak are up.

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Stunning Fist attempt - DC12 Fort Save
Charge Unarmed Strike: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Noz leaps into action, charges behind the pillars and punches the agent right in the kidney.

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Butharn takes a power attack on the door to try to hack out the locking mechanism and then tries to open the door with a move action.
waraxe, power attack: 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d10 + 9 ⇒ (9) + 9 = 18
Str check to open door: 1d20 + 4 ⇒ (9) + 4 = 13

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Butharn takes a mighty hack at he lock, while he damages it quite a bit it's a quality lock and holds, be bangs into the door and while it starts to give, it keeps him out for now.
Noz rushes forward clearly catching the man off guard, with a kidney punch.
Fort Save v. Dc12: 1d20 + 1 ⇒ (4) + 1 = 5
He stuns the man who drops a dagger and strange necklace that looks like a hand.
Eldak begins to free the initiates. He frees the first 2.
A move action to free each one.
Coughing and choking from the kidney punch the man waves his arms.
Sur-rr-ender!
Round 1
Butharn
Noz
Eldak
Hostage Taker
Daveak
Phythor
Hostages
Hangust
He surrenders, you can choose to accept or not. Bolds are up.

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Seeing that his brawnier friends have taken the agent down Hangust puts down his weapon and starts helping Eldak free the hostages.
1 action to move, 1 action to free hostage

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When Butharn's turn rolls around:
Ah, I hear you have met my friends. Glad to hear this has turned out so well for everyone. Play nice and everyone will live through this, even you.
Oi, you all in there, why don't you open this door so I can meet my new friend...

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Daveaks eidolon will help free hostages while daveak ties up the agent
-Posted with Wayfinder

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You make quick work of freeing the hostages and bringing them out of the building to safety. They praise you for freeing them, Hailing you as heroes! Many of them talk excitedly about one day we might be as awesome as these guys!
Tying up the Aspis Agent, he actually seems revealed that he didn't have to carry out his orders. There may be hope for him yet.
You discover the man was holding a 'Hand of the Mage'. A magical device that let you use Mage Hand. Apparently, his plan was to tip over the wine glass, which you learn contained a bead from a Necklace of Fireballs! Simple but deadly.
After a couple minutes Venture Captain Valsin rushes in.
You saved everyone! I knew you could do it. Well Met Pathfinders, Thank you so much!
He tells you to gather up some supplies lying around and taking them to the Center House. He knows just the pathfinder to take care of the trap and send you on your way.
Congrats another Supply Point and Success!
At this point we aren't going to get another section in before move to the next Act, that should be up in just a few hours. So stay tuned for that!
Also, as we enter the next Act, don't forget we have an aid token, I've post it at the top. Find a use for it and pass it along quickly!

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Hangust breathes a sigh of relief as they get the hostages out and he sits on the grounds to take a quick moment of respite. Looking up at the floating tower, he knows there's likely a lot more to happen before this day is done.
"Glad to help Captain Valsin, you always send me on the good missions after all, it's the least we could do!"
Looking forward to the next act, this has been an interesting scenario so far.

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

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You head for Skyreach Tower at Marcos Farabellus's urging.
You have 3 options:
1) Head for the Restricted Library and look for Aram Zey’s notes.
2) Check on the Hao Jin Tapestry
3) Or, Check on the Sky Key chamber.
Give me votes!

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Given the choice between moldy old books, a tapestry, and a world shattering artifact, Butharn strongly votes for the Sky Key.

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I hear ya Butharn. However, those musty old books may contain information that could give us an advantage, I vote for the library.
I'm confused. Which location is at the bottom of the citadel? The library right?

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i say we go sky key
-Posted with Wayfinder

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Sky key is my vote as well

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Sorry feel asleep super early last night. We are off and running now, most voted for the Sky key so we will go for that. Library is lowest on the map.
Chamber of the Sky Key
This tall library is ringed by a walkway around its perimeter, which provides access to a second level of towering bookshelves. A broad Qadiran rug leads to a short pedestal within a tall glass case that itself sits within an inscribed circle—all cordoned off by a velvet rope suspended by brass poles. Several plush chairs and a few low tables bearing curios line the lower floor, and two decorative suits of armor stand at attention, each with a crossbow resting against its shoulder. Heatless torches blaze with remarkably even light in sconces throughout the room, and a tall pendulum clock against the eastern wall ticks each passing second as its hands move erratically.
As you enter the room:
A ghostly image of a Pathfinder appears in the center of the room, where his likeness eerily begins to slide through the display case. His voice echoes as he speaks to an unseen party. “Oh no, they’ve stolen the Sky Key. It also appears they disrupted the auxiliary stabilizer, too.”
He pauses before continuing. “Do you feel that? I feel kind of sick all of a sudden. I hope they didn’t try to disassemble it—or worse, bring it too close to the tapestry. Wasn’t that why Zey kept them so far—” The figure’s words go unfinished as he begins to scream and dissolve, fading from view in a matter of seconds.
Several green ghostly creatures appear near the display case as the image of the Pathfinder fades. They are slimy, shifting masses in the shape of a humanoids, but made out of what appears to be some form of sticky rope or cloth. They seem confused and angry they seem ready to attack.
Fort DC 16
Green: 1d20 + 5 ⇒ (8) + 5 = 13
Blue: 1d20 + 5 ⇒ (9) + 5 = 14
Pink: 1d20 + 5 ⇒ (9) + 5 = 14
Orange: 1d20 + 5 ⇒ (12) + 5 = 17
Several of the creatures seem to sway uncomfortably, as if effect by some strange effect.
Initiative
Butharn: 1d20 + 1 ⇒ (19) + 1 = 20
Daveak: 1d20 + 6 ⇒ (16) + 6 = 22
Eldak: 1d20 + 4 ⇒ (18) + 4 = 22
Hangust: 1d20 + 2 ⇒ (4) + 2 = 6
Noz: 1d20 + 8 ⇒ (18) + 8 = 26
Phythor: 1d20 + 4 ⇒ (1) + 4 = 5
Green Slimes: 1d20 ⇒ 12
Round 1 Serpents Sky Key
Noz
Daveak
Eldak
Butharn
Hangust
Phythor
Bolds are up!

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Appropriat know check to identify creatures: 1d20 + 5 ⇒ (18) + 5 = 23
spell craft to see if i can tell what is going on with them and why they seem to be being controlled
spellcraft: 1d20 + 5 ⇒ (12) + 5 = 17
Daveak will move up to that location and then summon monster SLA Celestial Eagle
The Eidolon will move up to first using double move and the eagle will full attack with the flank and smite.
Claw1: 1d20 + 5 ⇒ (2) + 5 = 7
DMG: 1d4 + 3 ⇒ (2) + 3 = 5
Claw2: 1d20 + 5 ⇒ (4) + 5 = 9
DMG: 1d4 + 3 ⇒ (1) + 3 = 4
Bite: 1d20 + 5 ⇒ (4) + 5 = 9
DMG: 1d4 + 3 ⇒ (4) + 3 = 7
If not evil subtract 1 damage from each attack

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Does anyone know what these things are? I have heard the stories of green slime but these things are unknown to me. By chance did anyone grab the fireball pearl?
Who is the uncolored guy in the middle of the room? Is that the "ghostly image" described above?
With that Eldak draws a dagger and cautiously approaches one of these creatures. Seeing that these monsters may be under the influence of some effect he looks about the room for what may be the cause of it.
perception: 1d20 + 7 ⇒ (8) + 7 = 15
Suspecting his dagger will be of little to no effect he tosses it at one of the slimes anyways.
dagger: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d4 + 1 ⇒ (1) + 1 = 2

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Uses an AID TOKEN for bardic performance for 3 rounds
An inspiring chant can be heard as a wandering pathfinder bard enters the room. Noticing the threat, and not knowing a way to circumvent the fight, Noz takes the form of the dragon and executes a charging jump kick focusing on the one that has been attacked the most.
Kick: 1d20 + 4 + 2 + 1 ⇒ (5) + 4 + 2 + 1 = 12
Kick Damage: 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9

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@Eldak, that's Daveak's Eidolon
As you move into the room. You feel sickened as if something isn't right about the time in the room.
Fort Save Noz: 1d20 + 4 ⇒ (14) + 4 = 18
Fort Save Eldak: 1d20 + 1 ⇒ (17) + 1 = 18
Fort Save Daveak: 1d20 + 1 ⇒ (18) + 1 = 19
But the first 3 into the room manage to shake of the strange effect.
Daveak knows these to be ectoplasms, a type of undead creature that is not necessarily evil. They are hard to hit effectively with anything other than slashing weapons.
As the wandering Bard enters, Noz rushes forward kicking the ectoplasm, he hits it but not all the damage seems to go through.
Fort Eidolon: 1d20 + 3 ⇒ (14) + 3 = 17
Fort Eagle: 1d20 + 5 ⇒ (12) + 5 = 17
Neither the Eidolon nor eagle are effected by the strange effect that Daveak believes it is some kind of strange time effect.
His Eidolon moves forward and is joined by his eagle. The eagles attacks all miss.
Eldak thrown dagger cuts into an ectoplasm.
Round 1
Noz
Daveak
Eldak
Butharn
Ectoplasm, green 2 dmg
Ectoplasm, blue 4 dmg
Ectoplasm, orange
Ectoplam, pink
Hangust
Phythor
Butharn is up.

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Butharn charges headstrong into battle (move then charge)
waraxe, charge, inspired: 1d20 + 5 + 1 + 1 ⇒ (15) + 5 + 1 + 1 = 22 damage, inspired: 1d10 + 6 + 1 ⇒ (2) + 6 + 1 = 9

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Butharn Fort: 1d20 + 4 ⇒ (7) + 4 = 11
Butharn rushes forward, the strange effect hits him he feels sickened, nevertheless he slices through an ectoplasm, the green goo collapses in a heap.
rnds: 1d4 ⇒ 4
Butharn is sickened for 4 rnds- –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
blue rnds: 1d4 ⇒ 3
pink rnds: 1d4 ⇒ 1
The ectoplasm move forward attempting to slam into those they encounter.
orange Slam v. Butharn: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d4 + 3 ⇒ (1) + 3 = 4
blue Slam v. Eidolon: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6
damage: 1d4 + 3 - 2 ⇒ (3) + 3 - 2 = 4
pink Slam v. Eagle: 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19
damage: 1d4 + 3 - 2 ⇒ (4) + 3 - 2 = 5
2 of the ectoplasms miss, but the 3rd hits the eagle, slimy goo covers the eagle.
Eagle Will: 1d20 + 1 ⇒ (17) + 1 = 18
Rnds: 1d4 ⇒ 3
The eagles wings fling it off with little trouble.
Round 1 Serpents Sky Key
Ectoplasm, green 9 dmg
Ectoplasm, blue 4 dmg
Ectoplasm, orange
Ectoplam, pink
Hangust
Phythor
Round 2
Noz
Daveak
eagle 5 damage
Eldak
Butharn
Pathfinders are up!

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Bite Damage: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Claw1: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Claw1 Damage: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Claw2: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Claw2 Damage: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Noz shifts up next to the ectoplasm and attacks with a flurry of tooth and claw.

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Cursing his small legs Hangust runs into the room swords drawn.
Double move, I won't be able to move my token for a few hours, my intent is to be flanking with Butharn.

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Daveak will cast blur on Noz
eagle will attack again
Claw1: 1d20 + 6 ⇒ (18) + 6 = 24
DMG: 1d4 + 3 ⇒ (1) + 3 = 4
Claw2: 1d20 + 6 ⇒ (17) + 6 = 23
DMG: 1d4 + 3 ⇒ (2) + 3 = 5
Bite: 1d20 + 6 ⇒ (9) + 6 = 15
DMG: 1d4 + 3 ⇒ (3) + 3 = 6
The eidolon will attack also
slam: 1d20 + 8 ⇒ (4) + 8 = 12
DMG: 1d8 + 6 ⇒ (1) + 6 = 7
Claw1: 1d20 + 8 ⇒ (5) + 8 = 13
DMG: 1d4 + 6 ⇒ (1) + 6 = 7
Claw2: 1d20 + 8 ⇒ (17) + 8 = 25
DMG: 1d4 + 6 ⇒ (4) + 6 = 10

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Hangust and Phythor rush into the room.
Hangust Fort Save: 1d20 + 5 ⇒ (9) + 5 = 14
Phythor Fort Save: 1d20 + 2 ⇒ (13) + 2 = 15
Hangust and Phythor both feel sickened.
Noz's claws rip into the next ectoplasm it only takes one to drop it.
Daveak's eagle tears into another ectoplasm, while his eidolon destroys the last one.
Save your blur.
Round 2 Serpents Sky Key
Noz
Daveak
eagle 5 damage
Eldak
Butharn sickened
Ectoplasm, green 9 dmg
Ectoplasm, blue 19 dmg
Ectoplasm, orange 19 dmg
Ectoplam, pink 15 dmg
Hangust
Phythor
Combat over.
The team makes easy work of the strange slimy creatures!
The sickening effect only lasts a few seconds and you begin to adjust to the strange effects here.
You thoroughly search the room, and find that the vision was right, the Sky Key is missing!!!
You quickly report it to a nearby Venture Captain, who pass the info along to Marcos Farabellus.
Quick work there, what next Tapestry or Notes?
Aid token passed along.

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Eldak reaches into his pack and hands Butharn one of the potions of lesser restoration.
Here drink this, it may help. I wonder what is making everyone sick in here. I suspect it could be the clock but why? I guess it doesn't matter now. I vote we go to the library.

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Yes, your best guess is removing the Sky Key caused some kind of time distortion, it seems to be fading even now, but is likely what caused the ectoplasms to appear.

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Hangust tries not to show his disappointment at missing out on two fights now by trying to consider the parties next step.
"The ghost mentioned the Tapestry, let's head there and make sure everything is okay."
It doesn't look like we need to use that potion so lets save it for now.