
Rataji PBP |

Rataji could use a shove (i.e. healing). He is at 7 HP. He should be dead right now, but a couple of very lucky ST made up for the fact that Zey pretty much ignored the dispel Rataji tried to do to him and his infallible concentration.

Rataji PBP |

"Nice! Much better thank-you. Now, lets see if we can find that sky key and lets, please, make sure Zey cannot be raised from the dead."
He heads towards Zey's body with 322 standing over it with some strange lantern thing.
And loot the body. Maybe I can get to the spell book before Gazwyr.

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Looting the body!
Aram Zey doesn't seem to have a spellbook on his person, but he does carry a flask of acid, a non-masterwork dagger, and a bunch of magical items:
As a reminder, the Sky Key is in a glass case in the middle of the room, but some of you may wish to do things before dealing with that.
If you're done what you need to do, please post a confirmation of that.

Rataji PBP |

Rataji takes 10 on all of them unless you need him to roll. That will cause him to fail with the rod though. But with the speed with which he was casting spells I can guess what it is.
You can all open the spoilers for everything except the rod.
Rataji would love the headband. What skills are in it?

3-2-2 |

Realizing the angry man still isn't stirring, 322 casts another curative spell on him.
Cure Mod: 2d8 + 7 ⇒ (8, 6) + 7 = 21
The elf then draws out a dagger and fumbles about to feel for Zey's body. "It is something that means Zey won't stop us."

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Shohiraj can tell that the glass case holding the Sky Key is a glass case, with a Sky Key inside.
The headband has Perception and Knowledge History, as well as the languages Sylvan and Undercommon.

Rataji PBP |

Shohiraj wants to examine the sky-key case. She is looking for traps and the like.
[dice=Trapfinding] 1d20+14
Wow. Just wow.
Do you have a reroll? shirt, player folio, anything?

Rataji PBP |

Rataji will don the new headpiece. He looses one of his skills (I randomely picked knowledge nature at the beginning of the scenario) and picks up heightened perception and knowledge of history.
"Let me take a look!"
Perception: 1d20 + 9 ⇒ (20) + 9 = 29

3-2-2 |

Feeling the bulk of Zey's dropped body, 322 holds the lantern in one hand while plunging the dagger down in the other.
damage: 1d4 + 2 ⇒ (1) + 2 = 3
"We aren't out with the Key yet. And any mage worth his salt has contingencies. He would track us down. And I am tired of being followed."

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It takes almost a minute after combat ends for him to become visible.
322's blade rises and falls two more times before Aram Zey breathes his last breath.
1d4 + 2 ⇒ (3) + 2 = 5
1d4 + 2 ⇒ (3) + 2 = 5
His soul visibly tears from his body and spirals into the lantern, which begins glowing faintly.
Anything else people wanted to do?

Rataji PBP |

Rataji downs his own potion of CSW (forgot I had one - a dangerous mistake in a scenario like that!) and renew his mage armor from a scroll.
CSW: 3d8 + 5 ⇒ (6, 4, 1) + 5 = 16
"Contingencies, huh?"
Rataji will cast detect secret doors from his scroll and check the area out.

Rataji PBP |

Anything else people wanted to do?
Did Rataji's 29 perception roll reveal anything about the sky key and casing?

3-2-2 |

"Sorry for that Teresa. What will you do with the lantern?"
"I'm...I'm not sure yet." the elf says feeling the weight of the light in her hands.
Absent-mindedly, she suddenly remembers an elephant in the courtyard and thinks on it. 322 imagines that she can hears the faint yells of surprise from below. "Of course it does not matter if we can't bring that back. Is the case clear? Can we not just smash it? The rest will not keep the Pathfinders busy forever!"

Aspis Agent |

"I guess your contacts higher up in the chain know what to do with the lantern. But you are right, back to business! Shohiraj and Rataji, can we take the cover off or are there traps?"

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The case seems safe to open to all inspectors. When you do, though, the clocks in the room begin malfunctioning, hands wildly swinging backwards and forwards independent of one another. This causes some discomfort and mild inconvenience, but ultimately does not prevent you from evacuating.
As you work your way through the corridors of Skyreach, you come across a group of men and women, standing over a robed corpse with several arrows jutting out of its back.
One turns and flashes a silver badge to you. "Nicely done. I figured we’d be late to the party, but it's still five fingers till Oathday."
Handing the Sky Key off to that team, you're able to make your way out of the tower and onto the grounds without further incident.
Wyvarans, yetis, extraplanar humans, and more rush about the walled campus attacking their Pathfinder oppressors, releasing more of the caged menagerie, and setting fire to structures.
Animals and magical beasts run wild, and many of the refreshment tents lie trampled in the wake of a massive bronze mammoth, its trunk replaced with a hideous, tentacled maw. A pillar of smoke rises from the dormitories on the far side of the grounds, and you pass many people wracked by intestinal pain, unable to offer significant resistance.
As you cross the grounds, you hear a deafening boom as the northwest turret of Skyreach tower tears free from the main structure, bobbing gently in the air as it slowly orbits the tower.
Despite all this, there are signs that the tide is turning. Many of those who emerged from the Tapestry are abandoning the fight, concerned more with embracing their newfound freedom than seeking revenge on their captors. Pathfinders have increasingly had time to arm themselves with spells and swords, and have begun reclaiming parts of the grounds. It is clear that they will eventually restore order, but you have little difficulty escaping in time.
The reclamation of the Grand Lodge is nonetheless a hollow victory for the Pathfinders, for the Society’s access to the Hao Jin Tapestry demiplane is crippled, the Master of Spells is forever dead, along with many invaluable field agents, allies, and promising new recruits, and the Grand Lodge that was once the pristine home for Pathfinders worldwide is scarred and scorched.
In the coming days, each of you receives word from your contacts in the Consortium, congratulating you on a job well done, ending an era of Pathfinder Society aggression and heralding a new age of Aspis Consortium dominance.
This marks the end of Serpent's Rise, unless there's any remaining RP or things you wish to do. You had about as complete a success as possible, so well done! Chronicles will be in the discussion tab.

Rataji PBP |

Yea! What was the twisty clock thing about or won't we know until a future chronicle?

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Because the Sky Key messes with time, once it's out of its case everything around it gets affected by Time Shudder every round. Because you were out of combat it doesn't really impact anything, but if you had tried to grab the Sky Key during the fight it could impact the dynamics.
If you have played the multi-table special #6-97 Siege of Serpents, you've already seen how some of the mayhem you caused plays out. If you haven't, I hope you get the chance sometime.