
Z..D.. Pregen |

reflex save: 1d20 + 7 ⇒ (13) + 7 = 20
"That one hurt."
322 then calls forth the power of the void surrounding Zey in the interstellar cold.
cold damage: 7d6 ⇒ (3, 6, 3, 5, 2, 5, 6) = 30 DC 17 fort halves.

The profesional |

reflex save, evasion: 1d20 + 10 ⇒ (3) + 10 = 13 want to use my character folio reroll
reflex save, 2stars, evasion: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 That's no good
Ahhhhrgg excreams Shoriraj as the electricity overwhelms her nerves. Then, feeling she needs a litle more protection she picks a potion of displacement and drinks it.
I'm relly trying to understand what she's supposed to do, besides die.

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Zey Fort: 1d20 + 9 ⇒ (13) + 9 = 22
Though Zey seems to resist the chill somewhat, it weakens him enough that two bolts of fire knock him to the ground, unconscious.
Out of Combat
The scythe crit there was a huge help for the party. Longer post to come, but in the meantime what do you want to do? Some of you may need to complete objectives.

Z..D.. Pregen |

322 noticing now is the time to make an escape chooses to activate her device she planted on the statue to make a diversion.

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Oh geez, thanks so much for noticing that! Wow, I creamed him! heh
reflex: 1d20 + 9 ⇒ (5) + 9 = 14
Marnarius takes the full impact of the blast, but he gleefully watches the cursed Pathfinder fall to the fire beams.
He uses his remaining potions to try to recover somewhat from Zey's lightning.
CMW: 2d8 + 2 ⇒ (3, 6) + 2 = 11
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Is there anything else I need to do? My diversion is waiting too but as I recall I don't have to do anything to trigger it. But I have got my weapon and opened the tapestry and killed Zey and set up the diversion with the sphinx. I don't think there is anything else?

Z..D.. Pregen |

I am glad I looked back at our objectives
Remembering the dream she had, she looks to her possessions for a lantern. If she locates one she opens it and attempts to capture Zey's essence within.

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322 does indeed find a lantern in her possessions, icy cold to the touch. As she opens it, Aram Zey's soul visibly tears away from his body, screaming as it is sucked inside. The previously unlit lantern now glows brightly, and is uncomfortably warm to the touch.
With that taken care of, you're able to snatch the Sky Key, deliver it safely to the second team, and make your escape. The grounds of the Grand Lodge are in chaos, as Aspis Agents, wild animals, and the armies from the tapestry run rampant. A pillar of smoke rises from the initiates' barracks, and a gargantuan bronze construct, a terrifying blend of mechanical parts and strangely organic metal tentacles, tramples food tents.
Still, there are signs that the battle is turning in the Society's favor, as more and more Pathfinders have the opportunity to arm themselves and join the fight. It is time to make your escape, having seized one of the Pathfinders' most valued artifacts and mone of their most senior leaders, dealing a major blow that will take some time to recover from.