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Rumble takes a 5' step diagonally so that he is just to the east of the blue enemy so that Kon Kon can flank again this round.
He only swings once, trying to hit the enemy through its improved defenses.
Attack 1d20 + 4 ⇒ (4) + 4 = 8
Damage 1d6 + 4 ⇒ (2) + 4 = 6

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Grateful for Rumble's flank, Kon Kon steps up and presses the attack.
Dagger1 + flank: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
dmg: 1d4 + 1d6 ⇒ (1) + (3) = 4
Dagger2+flank: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
dmg: 1d4 + 1d6 ⇒ (1) + (5) = 6
bite+flank: 1d20 + 5 - 5 + 2 ⇒ (11) + 5 - 5 + 2 = 13
dmg: 1d4 + 1d6 ⇒ (1) + (2) = 3

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Then I'll keep putting out fires! lol
CMB 1d20 + 1 ⇒ (9) + 1 = 10

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Giggles rushes on to the next enemy, snapping at his ankles
Bite: 1d20 + 5 ⇒ (14) + 5 = 19
Damage?: 1d4 ⇒ 3
Jazmine rushes to Kon Kon's side, hoping to bring this one down quickly.
Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Damage?: 1d10 ⇒ 3

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*********************
Overseer Announcement
*********************
Table GMs - The Sky Key Chamber [Area E2] is now CODE YELLOW
E2: Yellow
E3: Yellow

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While all of the party's blows hit only the thick armor of the mercernaries, Saleem doesn't manage to put out the fire but at least contains it for this round. Nerfwin tries once again to daze his enemy but the man shakes the spell off once again! "You's petty magic won't work, little one!"
The two brutes strike at their opponent and while yellow doesn't manage to hit anything but air, blue drops Rumble. Please make a stab check.
Y save: 1d20 + 3 ⇒ (13) + 3 = 16
B vs Rumble, PA: 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19 for 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Y vs Nerfwin, PA: 1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 6
Fiya: 1d8 ⇒ 3
The Restricted Library - Round 6 - Fight!
Kon Kon [4/13], Jazmine [12/14] + Giggles [25/27], Rumble Rock [-4/13] (needs a Stab check), Saleem [12/14], Nerfwin [3/9], Jones [-1/20] (stabilized)
SM (Yellow @9 ; Blue @8)

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Giggles keep up the pressure and moves for the next man in line, snapping and biting but not doing any harm.. other than distracting the man long enough for Jazmine to get her sword into a chink in his armor as she steps up behind him. As her sword slides home, she calls out to Nerfwin "As soon as we can!! We are working on it!"
Bite: 1d20 + 5 ⇒ (13) + 5 = 18
Attack: 1d20 + 5 + 4 ⇒ (13) + 5 + 4 = 22
Damage: 1d10 ⇒ 8

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Saleem continues putting out the fires.
CMB 1d20 + 1 ⇒ (19) + 1 = 20

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Jazmine mighty strike takes care of the last mercenary who drops to the ground, cursing. Meanwhile Saleem puts out more flames.
Kon Kon, Rumble (stab check) and Nerfwin are still up!
The Restricted Library - Round 6 - Fight!
Kon Kon [4/13], Jazmine [12/14] + Giggles [25/27], Rumble Rock [-4/13] (needs a Stab check), Saleem [12/14], Nerfwin [3/9], Jones [-1/20] (stabilized)
Superstitious Mercenary (Yellow @9)

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Are we doing Tier 1 or 2? This seems like a nasty hard fight for Tier 1.
Nerfwin backs away and again tries his spell.
Daze, DC 13 WS
Do we have any aid tokens? We need one badly. And sorry I'm so useless, guys--this is my first game with this character. I will definitely be buying some scrolls and wands and whatnot after this mission, if I survive. :-)

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It *is* a nasty hard fight for a T1. Almost killed a character at a different T1 table. This encounter needs a strong magic approach, not a melee one..
"Saleem! Stop playing with your cousin and light these vermin on fire!"
We can put the fire out, *if* we survive.

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"Eh? But they're call---Never mind. Have at Thee!" The ifrit snaps his fingers so quickly that a spark flies out from his fingers lengthening out to become a ray.
Ranged Touch 1d20 + 4 ⇒ (8) + 4 = 121d6 + 1 ⇒ (6) + 1 = 7

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Indeed, it's a very hard fight. Spells like color spray can end it very very early but the yellow mercenary seems way too superstitious to fall prey to Nerfwin's spells. We don't have aid tokens. They seem to be used not that often...
Once again, the mercenary resists the gnome's attempt to daze him.
He follows his opponent to hit him hard again and drops him. He turns towards her new target with a snarl. At this very moment, a fiery ray hits him and he falls to the ground, heavily burnt and lifeless.
1d20 + 3 ⇒ (14) + 3 = 17
Y vs Nerfwin: 1d20 + 4 ⇒ (19) + 4 = 23 threat
Y vs Nerfwin, confirm: 1d20 + 4 ⇒ (19) + 4 = 23 confirmed
Damage: 2d8 + 6 ⇒ (3, 5) + 6 = 14
Out of Combat! Take your time to heal up.
Kon Kon [4/13], Jazmine [12/14] + Giggles [25/27], Rumble Rock [-5/13] (needs a Stab check), Saleem [12/14], Nerfwin [-11/9] (needs a Stab check), Jones [-1/20] (stabilized)
With ample time, you can search the room for the notes you have come looking for.
Perception check to find the notes!
Assuming you succeed in the task her, it's time to choose a new zone of fight! The chamber of the sky key or the tapestry chamber?

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Saleem goes around using his Wand of Infernal Healing on his comrades, at least to ensure they don't die from blood loss.
One for Rumble Rock, Nerfwin, Jones, Kon Kon.

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Aid Tokens? I forgot I had passed one but it didn't seem to have gone anywhere. Here Passing you one from Table 8 to Table 11. Emailed to Overseer.
A resounding crash can be heard as one of the invaders is thrown bodily into the room you just cleared. Amri a well regarded pathfinder walks in her enormous blade slick with something best unmentioned.
"Doing well? Good. Keep up the good work. Here take this Token. It should help." With that she and her band of merry wreckers stomp off, no doubt looking for the next big fight.

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Two things: 1. I'm going to use my mini boon on perception to look for the notes. Perception 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15. 2. I think we should use that token and pass it on right now. If I'm not mistaken, we can get a free channel energy out of it. Most of us are pretty beaten up so we could cash it in and get it to another table real quick. Thoughts?

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Sorry guys, I had one hell of a day today.
As the last of the enemies finally falls, Jazmine grabs a wand frrom her belt and rushes over to her fallen comrades.
Rumble: 1d8 + 1 ⇒ (8) + 1 = 9
Nerfwin: 1d8 + 1 ⇒ (7) + 1 = 8
Jones: 1d8 + 1 ⇒ (6) + 1 = 7
Finishing with that, she will tap herself and Giggles as well.
Jaz: 1d8 + 1 ⇒ (1) + 1 = 2
Giggles: 1d8 + 1 ⇒ (4) + 1 = 5
If that token is good for a channel, we can use it first, then top off. Anyone that does or does not want a tap just let me know what is needed/used, but at the moment, I am marking off 6 charges used.
That done, she helps everyone to their feet and then turns to the room. "Well, lets get looking for those notes!
Also using one of my boons for a +2
Perception: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31

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My Wand of infernal healing is good for healing up to 10 points though it takes 10 rounds to do so.
Aid Another Perception 1d20 - 1 ⇒ (2) - 1 = 1 I can't do Perception very well...so....

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Use mine. Top off what the rest need.

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Assuming 10 from infernal puts Jones at +9, then 2 charges from wand should top him off.
CLW Charge: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Charge: 1d8 + 1 ⇒ (7) + 1 = 8
Anyone else in need, roll your own and point out the charges so I can deduct them.
After shaking off the near death experience, Jones gets back to business, searching for the notes.
Perception, Take 10: 10 + 5 = 15

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I suggest you use the token during the fight. An out of fight channel is pretty useless since you have several ways to heal yourselves. Feel free to retcon any healing.
With the coordinated efforts, you find easily the notes hidden in a hollowed out book set high in one of the southern bookshelves.
Let's head forward!
1: sky key chamber, 2: tapestry chamber: 1d2 ⇒ 1
Finally, you reach the hall where the Sky Key is supposedly held. 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.
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. Four ghostlike humans appear out of nowhere and seem bound to attack you.
Jazmine: 1d20 + 6 ⇒ (11) + 6 = 17
RumbleRock: 1d20 + 1 ⇒ (6) + 1 = 7
Kon Kon: 1d20 + 6 ⇒ (19) + 6 = 25
Saleem Magmum: 1d20 + 9 ⇒ (17) + 9 = 26
Qillian Jones: 1d20 + 3 ⇒ (14) + 3 = 17
Nerfwin Burgle: 1d20 + 4 ⇒ (5) + 4 = 9
EH: 1d20 ⇒ 5
Chamber of the sky key - Round 1 - Fight!
Kon Kon, Jazmine [12/14] + Giggles [25/27], Rumble Rock, Saleem [12/14], Nerfwin, Jones.
EH

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Snapping his fingers, Saleem immediately sends a single ray of flame.
Not waiting for anybody at all.
Ranged Touch 1d20 + 4 ⇒ (13) + 4 = 171d6 + 1 ⇒ (3) + 1 = 4

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I think we should use inspire courage from our aid token. We get a lot of attacks each round, so three rounds of performance would add a lot of value. If you guys agree, add one to my attack and damage roll below.
Nerfwin wastes no time, throwing a burst of light at the same spectre targeted by Saleem.
Disrupt Undead ray touch attack vs FF touch AC: 1d20 + 3 ⇒ (13) + 3 = 16
Positive Energy damage: 1d6 ⇒ 4

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Rumble charges and attempts to kick the strange creature directly in front of him.
Charging Inspired Attack 1d20 + 4 + 2 + 1 ⇒ (3) + 4 + 2 + 1 = 10
Damage 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

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At the beginning of the round, before even the quick ifrit acts, Noravia burst in the room.
"Let me aid you, friends." she says with a warm smile, winking.
After that, she begins to sing with an incredible and deep opera voice.
Inspire courage +1 for 3 rounds!

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Qillion uses his whip to distract the ghosts, trying to give Saleem some assistance on his next attack. Unfortunately, it doesn't look promising.
Aid Combat: 1d20 + 5 ⇒ (2) + 5 = 7

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You still have Jaz and Giggles down on HP. We healed up after the fight.
As the ghost things appear, Jazmine and Giggles leap into action.
Giggles moves off to the side as Jazmine goes straight in, teeth and steel flashing.
Bite: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d4 ⇒ 4
Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d1 ⇒ 1

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My bad, Jazmine. I guess you don't deal 1d1 damage ;) let me roll it for you.
@Kon Kon: you forgot your sneak as they're flatfooted. I'll roll it for you.
Jones tries to give some insight to Saleem but whips only air while Kon Kon and Jazmine and Giggles goes in melee. Kon Kon kills her ectoplasmic opponent in one slash and Jazmine as well.
The remaining ectoplasm attacks Jazmine but doesn't reach her.
SA Kon Kon: 1d6 ⇒ 4
Damage ECB Jazmine + IC: 1d10 + 1 ⇒ (6) + 1 = 7
EH vs Jazmine: 1d20 + 3 ⇒ (10) + 3 = 13
Chamber of the sky key - Round 2 - Fight!
Kon Kon, Jazmine + Giggles, Rumble Rock, Saleem [12/14], Nerfwin, Jones.
EH
Inspire Courage is still going!

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Jones moves up to the ghostly being, and slams it with his shield as he gets close.
Shield Slam: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

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Kon Kon inches forward and hesitates while waiting for a flank. When someone steps to a flanking position, she attacks.
dagger+flank+IC: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
dmg+IC: 1d4 + 1d6 + 1 ⇒ (1) + (3) + 1 = 5

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Rumble moves to the right of Kon Kon and attacks once.
Inspired Attack 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Damage 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

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Saleem Watches the last foe get shredded.