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Opening the door you see a mostly barren level.
The top floor of the tower is an open, undivided by interior walls but for the small space partitioning the stairwell. Windows large enough to step through line the exterior walls. Immense magical circles are permanently etched into the floor, their lines and curves inscribed and filled with several types of metallic powder. Faint, multi-colored mist roils within the southern circle.
Two strange contraptions stand near the northwest and southwest windows. Each device is a large, red-tinted crystalline lens mounted in a frame so that they may be angled in all directions.
The southern circle seems to hold a colorful mist in place. It seems to flow and move despite a noted lack of wind in the room.
Additionally, three Aspis agents are there. They notice the door open (or possibly the conversation happening behind it) and call out for whoever is behind it to come out. Their weapons are drawn but are otherwise unprepared for an assault.
2d20 ⇒ (10, 12) = 22
1d20 ⇒ 13
For ease of movement and to prevent a trickle in, I'll go ahead and allow everyone in the room before initiative. Only buffs recorded at time of this post are in effect (i.e. Therisah's shield and Ozak's blend).
Aldaris: 1d20 + 2 ⇒ (6) + 2 = 8
Celie: 1d20 + 6 ⇒ (10) + 6 = 16
Devanandra: 1d20 + 10 ⇒ (10) + 10 = 20
Owyn: 1d20 + 1 ⇒ (8) + 1 = 9
Ozak: 1d20 + 8 ⇒ (18) + 8 = 26
Therisah: 1d20 + 7 ⇒ (9) + 7 = 16
Blue/Red: 1d20 + 5 ⇒ (7) + 5 = 12
Green: 1d20 ⇒ 16
Order:
Ozak, Devanadra, Therisah, Celie
Green
Aelurus
Blue/Red
Owyn, Aldaris

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I don't know what the northern one is for because it doesn't say, but...
The southern circle seems to be used for holding. It seems almost as though the mist is trying to break free, but is restrained. Still, probably best to NOT go near it...

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Celie looks around. "Not a bad view She turns towards the one in red and moves up in the sky 10 feet. We are here from the society. Isn't it about time you surrender, we don't want nothing bad to happen to you." she says as she gives him an evil eye Aiming at Saving Throws. DC 18 Will.

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Therisah races up to the nearest foe and sweeps to trip
with meditative maneuver as a swift
trip: 1d20 + 19 + 3 ⇒ (9) + 19 + 3 = 31
if it succeeds, vicious stomp with stunning fist DC 17
kick: 1d20 + 13 ⇒ (14) + 13 = 27 damage: 1d8 + 1 ⇒ (2) + 1 = 3
Also, if it succeeds, I would like to position him with ki throw to the square to my southeast, marked in blue

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The man, monk by the looks of him, barely manages to avoid being placed under Celie's hex!
Will: 1d20 + 10 ⇒ (8) + 10 = 18
Therisah moves in and, in a blur of motion, knock the man prone ten feet away from where he was standing before stomping down on him! Despite it all, he is still fully coherent!
Fortitude: 1d20 + 9 ⇒ (11) + 9 = 20
Ozak moves in and slashes at the armoured priest!
The man, in response, steps back from you and casts a spell which constricts at all non-chaotic adventurers! As such, Aelurus and Celie are unaffected!
Damage: 4d8 ⇒ (5, 3, 1, 5) = 14 to Aldaris, Devanandra, Owyn, and Therisah and Slowed: 1d6 ⇒ 6 rounds, DC 16 Will save for half damage and no slow.
7 damage to Ozak, DC 16 Will save for half.
Aelurus up!

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Dev charges forward and slashes at the man in armor with her scimitar (charge).
Attack, damage: 1d20 + 12 ⇒ (8) + 12 = 201d6 + 6 ⇒ (3) + 6 = 9

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Sorry, didn't realize I skipped you Devanandra!
Davanadra rushes forward to meet the armoured man, barely able to graze his flesh!

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Will save: 1d20 + 7 ⇒ (20) + 7 = 27
"I'm getting pretty sick of all these effects today" Grumbles Aldaris
He turns towards the iron priest and attacks him, Aelurus doing the same
Halberd (Vital strike): 1d20 + 14 ⇒ (15) + 14 = 29
damage: 1d10 + 1d10 + 11 ⇒ (6) + (3) + 11 = 20
Crossbow: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 1d8 ⇒ 8

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Aelurus moves forward and strikes the man with the edge of her halberd!
With Therisah so close at hand, the grappled monk goes into a flurry with fists and foot! Only hit on a nat 20...
Flurry + Stunning Fist: 1d20 + 10 ⇒ (12) + 10 = 22 for 1d10 + 4 ⇒ (7) + 4 = 11 and DC 17 Fort save
Flurry: 1d20 + 10 ⇒ (13) + 10 = 23 for 1d10 + 4 ⇒ (10) + 4 = 14
Flurry: 1d20 + 5 ⇒ (4) + 5 = 9 for 1d10 + 4 ⇒ (3) + 4 = 7
Flurry: 1d20 + 5 ⇒ (5) + 5 = 10 for 1d10 + 4 ⇒ (6) + 4 = 10
The other steps toward Aelurus and does the same!
Flurry + Stunning Fist: 1d20 + 10 ⇒ (18) + 10 = 28 for 1d10 + 4 ⇒ (9) + 4 = 13 and DC 17 Fort save HIT
Flurry: 1d20 + 10 ⇒ (12) + 10 = 22 for 1d10 + 4 ⇒ (4) + 4 = 8 HIT
Flurry: 1d20 + 5 ⇒ (14) + 5 = 19 for 1d10 + 4 ⇒ (2) + 4 = 6 MISS
Flurry: 1d20 + 5 ⇒ (19) + 5 = 24 for 1d10 + 4 ⇒ (1) + 4 = 5 HIT
In response, Aldaris looses a crossbow bolt, but it flies off through one of the windows.
Order:
Ozak, Devanadra, Therisah, Celie
Green
Aelurus
Blue/Red
Owyn, Aldaris

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Celie looks at Red, as he was slightly successful in negating most of the Evil Eye. "Go to sleep Mr Red." she says as she hexes him with slumber. DC 18 will, or nightly night. Then she cackles to extend the evil eye for another round.

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Dev attempts the tumble past the monk and the armored man, through the armored man's square...
Acrobatics: 1d20 + 15 ⇒ (19) + 15 = 34
She activates Bane and slashes...
Scimitar: 1d20 + 14 ⇒ (20) + 14 = 341d6 + 2d6 + 1d6 + 6 ⇒ (5) + (4, 1) + (4) + 6 = 20

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actually that should be 22 damage - forgot the +2 enhancement bonus for damage
Rolling to confirm crit...
Confirm, additional damage: 1d20 + 14 ⇒ (6) + 14 = 201d6 + 8 ⇒ (4) + 8 = 12

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Despite being slowed, Therisah will engage the prone foe.
swift meditative maneuver to grapple
grapple: 1d20 + 20 - 1 + 3 ⇒ (11) + 20 - 1 + 3 = 33

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Owyn winces as the chaotic energy washes over him, but only slightly. He turns to the cleric and says with a wicked grin "Was that it? If so, yours must be a minor deity indeed. Here, let me show you the power of a true Goddess!"
He then rushes forward and stabs at the cleric with his longsword.
Power Attack: 1d20 + 13 - 3 ⇒ (18) + 13 - 3 = 28
Damage: 1d8 + 1d6 + 11 ⇒ (2) + (6) + 11 = 19
Also, I'm curious to know who his deity is. Does he have any religious symbols on him that are recognizable?
Knowledge (religion): 1d20 + 10 ⇒ (10) + 10 = 20

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Owyn stabs at the priest, putting him down as he bleeds out on the ground! Judging by his attire and the symbols adorning it, you reckon he was a priest of Rovagug.
Celie goes for another hex, hopefully one which would take hold this time. But he resists it as well and remains standing!
Will: 1d20 + 10 ⇒ (8) + 10 = 18
Therisah meanwhile grabs the prone monk in front of her as swiftly as she is able!
Ozak, Devanadra, the target is down. If you'd like to redirect the attacks and keep the rolls, that'd be swell. Just let me know what you opt to do.

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Devanandra strikes at the red man and will just port Ozak's over, too, for convenience with Ozak's help, puts the monk down!
Aelurus is stunned and cannot act! With the stunned condition, all attack would hit for total of 32 damage
The prone grappled monk tries his best to break free! He almost does, but fails!
CMB: 1d20 + 16 ⇒ (15) + 16 = 31
Party up!

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Pin him, slowly! Meditative maneuver as a swift again
grapple to pin: 1d20 + 20 + 5 - 1 + 3 ⇒ (17) + 20 + 5 - 1 + 3 = 44

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Owyn offers his spider-silk rope to bind the pinned man. Once he's properly dealt with, Owyn says "We should bring him along for delivery to the Master of Swords. I'm sure they'll have questions for him. Now, I suggest we find a way out of here before the building comes down on our heads."

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D'oh! I keep thinking evil eye is save negates, not save partial.
Aelurus is no longer stunned for this round and may act.
Owyn and Ozak slowly make their way toward the pinned monk to offer their help and rope.
Aelurus, Devanandra, Celie up!

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Dev begins scanning the room using her Detect Alignment ability, searching for Evil. If she finds none, she'll begin Detect Magic and see what pings.

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All of your foes are (or were...) evil, Devanandra!
Aelurus moves to aid the party!
Celie!

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On Therisah's turn, a swift meditative maneuver to tie up.
grapple to tie up: 1d20 + 20 + 5 - 1 + 3 ⇒ (8) + 20 + 5 - 1 + 3 = 35

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Will: 1d20 + 10 ⇒ (7) + 10 = 17
The man tries desperately to get out after being hexed but can't get out! Instead, all he ends up doing is getting tied and trussed like a pheasant!
CMB: 1d20 + 16 ⇒ (14) + 16 = 30
Wave 1 done!
Almost immediately, the energy binding the mist starts to spark and bristle with energy before finally exploding outward! Where once was mist, there are now three elementals, bristling with electricity! The captives are free!
Party up!

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Ozak steps up to the elemental.
Attack 1: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Attack 1b: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Attack 2: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Attack 2b: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

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knowledge(planes): 1d20 + 7 ⇒ (1) + 7 = 8
Aldaris attempts to reason with the elementals,Figuring he can attempt to do some damage control
"Oh spirits of lightning, why do we earn your ire? Were not both you and I born from the fire? I ask thee, forgive our trespasses and leave us be."
diplomacy (destined diplomat): 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28

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Ozak steps into the first elemental, saddened that his strikes do little to no damage!
Aldaris tries to talk to the beings! It is clear they either have no interest in what is being said or do not understand what is being said...
Aelurus, Owyn, Therisah, Devanadra, Celie!

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"So much for diplomacy.." Owyn mumbles as he steps forward to engage the (red) elemental, striking at it twice.
Power Attack: 1d20 + 13 - 3 ⇒ (16) + 13 - 3 = 26
Damage: 1d8 + 1d6 + 11 ⇒ (8) + (5) + 11 = 24
Power Attack: 1d20 + 8 - 3 ⇒ (11) + 8 - 3 = 16
Damage: 1d8 + 1d6 + 11 ⇒ (4) + (2) + 11 = 17

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Owyn steps in and swipes at the elemental! It meets more resistance to his strikes that he'd have thought, but still he deals some decent damage!
Aelurus, Celie, Devanandra, Therisah!

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***********************************
**Overseer Announcement**
***********************************
THE END: Siege of Serpents
***********************************

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With a gentle tremble of the tower, the elementals turn tail and fly out the windows. In the immediate peace, you find the Sky Key in a pouch on the warpriest's still form!
The floating tower grows quiet as Pathfinders incapacitate the last of the Aspis Consortium operatives. Down hundreds of feet below, for the first time in living memory, the Grand Lodge’s gates are closed beneath the arch that bears the Glyph of the Open Road. Just outside the gates stands a crowd of hundreds pressed up together to look up and watch the spectacle. Behind them, a force of district guards pushes toward the front, calling for someone to open the gates. From the wall, Venture-Captain Ambrus Valsin stares down and barks a firm “No.”
“Not your problem,” notes a deep voice. Marcos Farabellus and a half-dozen other Pathfinders approach from the stairwell while sheathing their weapons. The Master of Swords gives a reassuring smile and remarks, “Just be thankful for once you’re not in charge down there.” His smile fades as he surveys the damaged tower and picks up the Sky Key in both hands. “It’s clear that the tower isn’t stable, and I don’t think tinkering with the Sky Key up here is going to make it conveniently set back down where it was. It’s past time we get out of here—before whatever magic is keeping us afloat decides to stop working.”
One-by-one, Pathfinders emerge from Arliss Hall, with Marcos Farabellus emerging last. A trio of Pathfinders is waiting for him with a thick chest, and he lightly places the Sky Key within, closes the lid, and motions for the agents to carry the strange Numerian device back to Skyreach, where several dozen armed operatives quickly surround them to ensure no more ill befalls the Society’s prize. The Master of Swords strides toward the pedestal where the towering statue of Durvin Gest once stood but now lies shattered. Within minutes, hundreds of Pathfinders and their venture-captains solemnly gather in a wide circle around the monument, and the blood-spattered Master of Swords addresses alumni of this year’s Grand Convocation.
“We were tested today, my friends,” he confidently states as he hefts a sheathed sword in one hand, “But we were not found wanting!” Following a ragged cheer, his expression sobers. “We also lost people today: good agents and one of the great men who taught them – the Master of Spells Aram Zey. But I tell you we saved something far greater. Not some ancient relics from a bygone era! No! We kept our wits! We kept our courage! We kept our faith in one another, and we stood, shoulder-to-shoulder, UNITED!”
Another cheer rises up and after it subsides, the Master of Swords quietly observes, “And the damned snakes in the Aspis Consortium still don’t have an answer for that.” He clambers down the fallen stones and waves, “Tend to your wounds. Get yourself a good meal and some rest. We have a lot of work to do this year. Dismissed!” With that, he walks side-by-side with other venture-captains towards Skyreach.
Unable to achieve more than a handful of minor objectives, the Aspis Consortium and their dupes have turned tail and fled. Renovation of Skyreach’s towers has already begun, and the venture-captains already have sound theories on how to rescue Aram Zey. All signs point to this escapade having completely backfired for the Aspis Consortium thanks to the Pathfinders’ overwhelming victory!
Congratulations on your victory! Chronicles are incoming!