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"Use your lawfully-aligned weapons against him! This is an entropic creature, they live in planes were chaos is paramount, so the planar rift created by the Sky Key's disappearance must have dragged it here from such a location." Pandora barely ascertains to shout before the caustic ball hits around her.
Ref+HR DC 20: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34
The woman, just at the edge of the effect, attempts to move forward, just enough to avoid most of the damage.
59/70 hp
She then starts inspiring courage in her companions in an attempt to help overcome the damage defenses of the creature, and begins the song stepping to the side and shooting an arrow to the creature over Merisiel's head.
Composite longbow shocking+PB+IC-DA-RS+HR+PS: 1d20 + 12 + 1 + 2 - 2 - 2 + 2 ⇒ (16) + 12 + 1 + 2 - 2 - 2 + 2 = 29
Piercing/Magical damage+PB+IC+AS+DA+electrical: 1d8 + 3 + 1 + 2 + 2 + 4 + 1d6 ⇒ (6) + 3 + 1 + 2 + 2 + 4 + (3) = 21
+2 competence to hit/damage, +2 morale vs charm and fear

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Reflex: 1d20 + 9 ⇒ (8) + 9 = 17
Roary gets hit full on and is slowed..
"A little help with the slow down would be nice!!"
Which in layman's terms means, please cast haste so i can move lol..

GM thunderspirit |

Pandora and Kalendir dive out of the way of the acid ball, but Roary turns around at just the wrong moment and is blasted by it!
Kalendir recovers quickly, using his lay on hands ability to heal up a bit. The acid still burns at his hands, though, and it stings enough to distract him from being able to hit the beast!
Pandora begins to sing again, and fires a single shot, which manages to strike the drake!
Sareth double moves!
Roary looks about — slowly — to see if someone can dispel the slowing effect on him!
Round 2
Merisiel — draw and drink
drake — breath weapon
Kalendir — LoH, pew pew pew
Artian — up
Pandora — sing & shoot
Roary — up (slowed)
Sareth — dbl move
Artian and Roary!

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Roary will fly into flanking with Meri, provoking from the Drake..

GM thunderspirit |

Worth mentioning, Roary: the drake is 15 ft up, so Merisiel does not threaten presently. You are welcome to change your action if desired.

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He'll do the same hoping that someone relieves him on his slow before next round..

GM thunderspirit |

Gotcha.
Roary moves alongside the drake, who takes the opportunity to attack!
bite: 1d20 + 18 ⇒ (17) + 18 = 35
dmg: 2d8 + 10 ⇒ (3, 6) + 10 = 19 plus bleed
Artian!

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Artian picks his own potion of fly and moves to a better position.
No haste for my part, only blessing of fervor and it doesn´t cancel slow

GM thunderspirit |

Artian draws a potion and moves!
Round 2 recap
Merisiel — draw and drink
drake — breath weapon
Kalendir — LoH, pew pew pew
Artian — draw potion, move
Pandora — sing & shoot
Roary — fly (slowed), eat AoO
Sareth — dbl move
Round 3
Merisiel — up
drake — TBD
Kalendir — TBD
Artian — TBD
Pandora — TBD
Roary — TBD
Sareth — TBD
Merisiel is up!

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********************
Overseer Announcement
********************
Table GMs - The Hidden Library [Area E1] and Tapestry Chamber [Area E3] are now CODE GREEN. The Sky Key Chamber [Area E2] is still CODE YELLOW
E2 = Yellow
E3 = Green
ACT III Ends, and ACT IV Begins, Tomorrow at 3 PM EST US [UTC-5]

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finishing this could be tough by Act iv. Can we bot Meri?
-Posted with Wayfinder

GM thunderspirit |

I'll put her on delay.
Since Roary was so kind as to come up to her, she will full attack him!
bite w/higher ground: 1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25
bite dmg: 2d8 + 10 ⇒ (6, 8) + 10 = 24 and the wound really hurts (bleed)
tail slap w/higher ground: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
tail dmg: 1d10 + 3 ⇒ (5) + 3 = 8
The beast then activates a special ability as a Swift action and moves away from Roary (provokes AoO), and flies to the other side of the room! (Hover automatic)
Round 3
drake — smack Roary about, fly away
Merisiel — DELAY (may come in at any time)
Kalendir — up
Artian — up
Pandora — up
Roary — up
Sareth — up
Party up!

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Digging his feet into the ground, Kalendir's shifts his bow to follow the drake as it glides to the opposite side and fires arrow after arrow in it's path.
Arrow 1 Many Shot: 1d20 + 14 + 1 - 2 - 3 ⇒ (1) + 14 + 1 - 2 - 3 = 11
Damage 2 arrows: 2d8 + 8 + 2 + 12 ⇒ (2, 7) + 8 + 2 + 12 = 31
Arrow 2: 1d20 + 9 + 1 - 2 - 3 ⇒ (20) + 9 + 1 - 2 - 3 = 25
Confirm Crit: 1d20 + 9 + 1 - 2 - 3 ⇒ (14) + 9 + 1 - 2 - 3 = 19
Damage: 1d8 + 4 + 1 + 6 ⇒ (7) + 4 + 1 + 6 = 18
Crit Damage: 2d8 + 8 + 2 + 12 ⇒ (6, 8) + 8 + 2 + 12 = 36
Rapid Fire Arrow: 1d20 + 14 + 1 - 2 - 3 ⇒ (14) + 14 + 1 - 2 - 3 = 24
Damage: 1d8 + 4 + 1 + 6 ⇒ (8) + 4 + 1 + 6 = 19
+1 Attack / Damage from point Blank Shot
Precise shot to eliminate -4 modifier for shooting into melee; Shared Precision- All allies in 10 feet get precise shot
-2 modifier for rapid shot to fire an extra arrow
Weapon Focus, Manyshot and Deadly Aim -3/+6

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Sorry Roary, I think in this case it is better I help Kalendir to bring this down rather than spend a level 3 spell :/
Pandora keeps singing while shooting arrows as the drake relocates in the room. She makes her arrows full of arcane magic as she goes.
Composite longbow shocking+PB+IC-DA-RS+HR+PS: 1d20 + 12 + 1 + 2 - 2 - 2 + 2 ⇒ (15) + 12 + 1 + 2 - 2 - 2 + 2 = 28
Piercing/Magical damage+PB+IC+AS+DA+electrical: 1d8 + 3 + 1 + 2 + 2 + 4 + 1d6 ⇒ (8) + 3 + 1 + 2 + 2 + 4 + (2) = 22
Composite longbow shocking+PB+IC-DA-RS+HR+PS: 1d20 + 7 + 1 + 2 - 2 - 2 + 2 ⇒ (9) + 7 + 1 + 2 - 2 - 2 + 2 = 17
Piercing/Magical damage+PB+IC+AS+DA+electrical: 1d8 + 3 + 1 + 2 + 2 + 4 + 1d6 ⇒ (5) + 3 + 1 + 2 + 2 + 4 + (1) = 18
Composite longbow shocking+PB+IC-DA-RS+HR+PS: 1d20 + 12 + 1 + 2 - 2 - 2 + 2 ⇒ (4) + 12 + 1 + 2 - 2 - 2 + 2 = 17
Piercing/Magical damage+PB+IC+AS+DA+electrical: 1d8 + 3 + 1 + 2 + 2 + 4 + 1d6 ⇒ (2) + 3 + 1 + 2 + 2 + 4 + (2) = 16
Well, that was not lucky after all :/

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Roary will take his AoO..
attack: 1d20 + 21 ⇒ (3) + 21 = 24
dam: 2d4 + 32 ⇒ (3, 1) + 32 = 36
Shirt Reroll: 1d20 + 21 ⇒ (6) + 21 = 27
How much bleed?

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Grrr... Sareth's confidence in getting a spell through the drake's defenses isn't very high. Seeing his friends start to suffer serious wounds, the cleric abandons offense and moves to channel energy:
Selective Channel: 5d6 ⇒ (3, 5, 6, 5, 4) = 23

GM thunderspirit |

Sorry about that, Roary — it's an additonal 1d6 ⇒ 1 bleed on your turn.
Roary takes his AoO and (thanks to his reroll) hits the drake as it flies away!
Kalendir fires but only hits once (crit does not confirm)!
And Pandora's first shot just manages to finish the job!
Out of combat!
You rush back downstairs to Skyreach's main hall to report the Sky Key's disappearance. Master of Scrolls Kreighton Shaine is quite dismayed at this development and hastily moves toward his office; Master of Swords Marcos Farabellus watches the elf retreat for a moment before realizing you are all standing there. Oh! Yes, yes, thank you for the report, Pathfinders. I'm, uh...I'm sure Master Shaine is looking into it. And he, too, turns and moves away, leaving you alone with your thoughts in the main hall.
Take this time to heal up, etc.

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oops. I forgot to add inspire courage to my above rolls.

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I'm guessing Roary needs more so I'll start with Empowered CLW: 1d8 + 5 ⇒ (7) + 5 = 12 (Cures 15 DMG). Sareth strides up quickly to Roary, but eyes the other agents, looking for injuries.
Speak up now, Sareth has ...preparations to make.

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Roary lands and thanks Sareth for the heals.. He drinks some cure light potions as they move to the next area..
4d8 + 4 ⇒ (8, 2, 8, 7) + 4 = 29

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********************
Overseer Announcement
********************
The Sky Key Chamber [Area E2] is now CODE GREEN – All Three ACT III Areas are now CODE GREEN (WELL DONE!)

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Pandora fully heals up thanks to Sareth's energy channel.
Later at the hall the woman approaches to Roary "I hope you are feeling better now. You are a real hero" and the woman touches the man casting heroism on him.
+2 morale with weapon attacks, saves and skills

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********************
Overseer Announcement
********************
Overseer Note: ACT IV – The Floating Tower is now open and Code Red. Table GMs Please begin ACT IV. You have until December 20th, 2015 at 3:00 PM EST [UTC-5] to finish this act.

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I accidentally ninja'd the overseer. This is AFTER the next section. Sorry for jumping the gun.

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Oops, I believe we have a help token we have not spend. Perhaps we should move it as fast as we can.

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Agreed. The instant we see activity in the tower I say we fire the bard version and pass it on.
-Posted with Wayfinder

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Yes, use the token as soon as we can
Arian looks a little disappointed with himself for his contribution in this fight and he mutters blaming the gods for his problems, present and past.
Roary, please take this, says lending to him his potion of fly to him, you can use more quickly than I if we find another flying monster. Then he continues to his blaming as low and far from Sareth as posible.
Due to the haunted curse I have serious problems using potions, scrolls, etc in combat. Also if Sareth or anyone want one if my scrolls just in case, pick it
We should rush to the tower, to see who´s making it to float and why.

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Sareth checks each of his partymates for wounds. His obsession with making sure people are hale before advance is a bit neurotic, like it's born of a failure in his past. If only they saw the horrors of Bonekeep like I did the cleric thinks to himself.
"To Arliss Hall!"

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Kalendir gathers himself and takes off at a run. We need to end this now!

GM thunderspirit |

Yes, To Arliss Hall!
Kreighton Shaine turns to greet you outside of Arliss Hall. Ah, you received my message? he asks eagerly while pulling out a small notepad and making a single tally mark. Excellent, I was uncertain whether recent events might block communication as well. We have a theory that the northwest tower's new floating status may be the result of the Sky Key and Hao Jin Tapestry coming too close to one another, much like two extradimensional spaces placed inside one another. he stops himself and looks off in the distance a moment. Er, except no explosion. I hope. His own interjection over, he continues. Anyway. Thus far, all of our more conventional attempts to reach the tower have been repelled, and admittedly the whole thing could just rocket into the Irorium any minute. He squints to the north before adding, Now, that...that would be unfortunate, as there's a rather big match over there today. Probably best we take control of the tower before it misbehaves further, hmm?
The good news is that we have a permanent portal to that section of the tower. Since the link is between two objects — a pair of full-length mirrors — it should be stable and safe to use. The only catch is that one of the mirrors is inside Arliss Hall. The hall has several extradimensional properties, and with so many visitors, it's been changing its internal layout constantly. Rather than waste time sending you to figure out a puzzle, I'll lead you to the portal myself. We venture-captains are fairly used to it.
As Pathfinders, you are all aware that the passageways of Arliss Hall are known to shift in strange ways, and it often seems larger inside that it should from the outside. The majority of the rooms inside are modest but tasteful apartments that venture-captains (and maybe even the Decemvirate) use as personal apartments.
Kreighton Shaine opens the door for you. Please, please! Go on in; I'll shut the door behind us. However, when you turn around inside Arliss Hall, the elf has disappeared.
Oh, bother. Of all the luck, the Master of Scrolls voice echoes from thin air. We appear to have exceeded some capacity limit for this version of the hall and it moved me over to another, er, iteration of itself. I'll try to find my way over to you, but look for the mirror! It is in a private room that is reserved. We call it the Lost Room. The chamber will be hidden in plain sight but there's always some sort of trick to find it. Hurry and I'll try to join you soon! Oh, oOne last thing — rarely can anyone find the Lost Room alone, so work together! You know...that whole "cooperate" thing.

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"Flashing Sarenrae, can nothing go right this day?!"
Looking about for a mirror or clues of any variety, Perception: 1d20 + 10 ⇒ (13) + 10 = 23

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"For all gods, is there anything going to work as expected today?" Pandora frustrated looks around the Arliss Hall.
"Perhaps we should look for any room named the 'Lost Room'. Kreighton says it is reserved" the woman looks around for the keeper "Who is in charge of this place? Where is the 'Lost Room' and who has it reserved?"
Perception+HR: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16

GM thunderspirit |

On the top of each page is written, in a delicate hand with red ink:
Arliss Hall values your privacy. Simply lock your door and we will see to it that you are not disturbed.
1) Hilton, P.
2)
3)
4) Zelda, P.
5) Trump, D.
6)
7)
8) Osprey
8a) Reserved — do not use

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Man, the Society will invite ANYONE these days!
"Everyone check this out! Look!" Sareth points out the ledger. "Find room 8a!"

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"I'll go right.. Yall split up so we can find it faster.. Yell out if you find it or run into trouble.."
Roary heads off right looking for 8A..
Perc: 1d20 + 13 ⇒ (9) + 13 = 22

GM thunderspirit |

No initiative here; this is a puzzle encounter.
Roary opens the door to find a nicely appointed room, with a sizable bed and a side table. A trunk sits in the corner; within, only a pillow with the impression of a tiara can be found.

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Are the doors numbered? Is it Platform 9 3/4?

GM thunderspirit |

I checked the scenario to be sure — no, they are not.

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Seeing Roary head up stairs Kalendir takes off after the man. Deciding to make this search quickly Kalendir splits off from Roary and heads to the opposite side to search those rooms.
Everyone take a room!

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"got it!" sareth follows suit
-Posted with Wayfinder

GM thunderspirit |

Gameday today. Will try to update this evening.

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Pandora takes the room next to Kalendir and opens the door looking for any signal of this being the 8A room.
Perception+HR: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30

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Let´s look for the "trick". Says Artian picking his own room to search.
Perception: 1d20 + 12 ⇒ (9) + 12 = 21

GM thunderspirit |


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Move on to the next one unless someone shouts to come to them.
-Posted with Wayfinder