
GM Mazra |

When the party reaches location of the battle between Faceless Stalkers and Air Elementals, you will see four immense bronze bells hanging from timbers here. They are affixed by rusting lengths of chain and thick ropes, although one bell has only one rope holding it in place. Above the bells are massive gears and clockworks, although they seem both rusted and scavenged—many of the smaller components are missing entirely. The rickety wooden stairs wind up and around them but don’t quite reach the ceiling above, coming to an end at an opening in the wall. Here, the stairs continue up the exterior of the tower to a room that must lie just beyond the ceiling directly above the bells.
Flynn does not find anything in the belfry, not even a bat, not even a batman.

Garrath Tricks the Giants |

Garrath grunts, pulling his foot out of the broken stair, and looks back at the group, "The floor is rotted there. Careful." and continues up the stairs carefully. Once they reach the belfry, Garrath waits for the rest, nodding thanks to Stone for the healing. Once everyone catches their breath, and Garrath looks over at Brandark with a wild grin, "We'll head out and up now?"

Flynn Elric |

There has to be something here, what the importance of this location that it has to be guarded so? we should continue further up Flynn begins thinking aloud

Brandark Plainswalker |

Once he reaches the top of the stairs, Brandark puts his bow away, and pulls out his axe and with a grin of his own. Aye, let us go
With that, Brandark heads out and up the outside stairs.
Come out come out where ever you are. he half sings as he starts the climb.

Flynn Elric |

Flynn follows his bow drawn and ready Always be on your toes,

GM Mazra |

The rickety stairs lead up and over themselves out through a hole in the wall. The party climbs through the hole and along a makeshift set of stairs attached to the outside of the tower that leads to the level above. It is dark and windy. The great Irespan is not far overhead. The stairs lead back into the tower through another hole. Through the hole is a room roughly ten feet by fifteen feet in size. A timber cabinet with a mesh door sits against the southern wall of this room, while a boarded-up door stands in the wall to the east. A single Raven is perched inside the cabinet.

Garrath Tricks the Giants |

Garrath reaches into his backpack and pulls out a piece of dried meat and approaches the Raven, "Good bird, take the meat, and let me check out what you have on you." He holds the meat out for the bird cautiously, and waits for the bird to take it. After it does Garrath looks over the bird and the coop.
handle animal: 1d20 + 4 ⇒ (16) + 4 = 20
perception: 1d20 + 12 ⇒ (19) + 12 = 31

Brandark Plainswalker |

Brandark takes a moment and walks over to the boarded up door.
Shall we see what is through here?
He hefts his axe, and prepares to smash through the door.

GM Mazra |

Brandark crashes through the boarded up door. Inside he sees a large and cluttered room filled with immense gears and clockworks. Most of them appear to have rusted into place. Whereas the stairwell leading up the inner walls of the clock tower is quite rickety, the wooden floor of this chamber is solid. There is a hole in the wall and another set of stairs mounted on the outside of the tower heading up. There is nothing else in this room.

Brandark Plainswalker |

Brandark re-scabbards his axe, and proceeds up the outside stairs, keeping his hands available to catch himself if necessary.

Garrath Tricks the Giants |

Garrath follows, seeing Brandark taking care for balance, he does the same.

GM Mazra |

As Brandark leads the party up the outside stairs, he sees the smoky, filthy roofops of the Underbridge sprawling below this dizzying perch. The conical roof supports an onyx statue of an angel. Towering like a god, her weathered features are caked with grime, making her seem almost demonic in countenance. At the far end of the hollow space under the roof, in the angel’s shadow, is a nest of cushions, silk sheets, and a line of several small chests.
Out of a cloud of smoke a demonic looking creature appears. It begins flying around the top of the tower in the darkness under the great Irespan.
I have set the party at a point where everyone is on the outside stairs. Brandark and Garrath are on the top tower map (recently added). Everyone else is on the section below. Brandark is just a step or two from the top of the tower.

Brandark Plainswalker |

By Sarenrae's grace.
Brandark rushes up the last of the stairs to the widening of the roof.
Garrath, get up here fast, the rest of you wait there for a minute.

Mazra's BBEG |

Stone moves up enough to touch Brandark before the Dwarf heads on up to the top of the tower. But when the Cleric tries to speak to cast the spell no words come out. Stone is unable to cast the spell.
The demon-like creature continues to fly around the top of the tower and then begins to dissipate.
No one at the top of the tower could see this coming.
Surprise Round
Six identical large snake-like creatures appear from invisibility wielding a wicked looking longspear. The creatures are female and wearing exotic masks. They are flying about a meter off the ground and strike at Brandark with their longspear. It is obvious that the creature has a Mirror Image spell up.
Snake Lady's longspear: 1d20 + 20 ⇒ (16) + 20 = 362d6 + 9 ⇒ (1, 4) + 9 = 14
Brandark takes 14 points of damage.
Garrath's Initiative: 1d20 + 9 ⇒ (15) + 9 = 24
Elektra's Initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Flynn's Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Stone's Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Brandark's Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Devora's Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Monster's Initiative: 1d20 + 6 ⇒ (7) + 6 = 13
Round One
Elektra 27 (AC13 39/39)
Flynn 26 (AC19 43/43)
Garrath 24 (AC18 56/77)
Stone 24 (AC22 51/51)
Monster 13 (AC Ugly Really/Ugly)
Devora 10 (AC17 40/40)
Brandark 10 (AC21 55/55)
Elektra, Flynn, Garrath and Stone can act before the monster. She is truly that by all meanings of the word.

Elektra Stardancer |

Asking her familiar if she can find the source of the silence Elektra prepares her spells mentally.
The familiar has constant detect magic, if the monster has cast it on some item she can find it in ooc rounds.

Glistenwing |

Stone can only assume that he has entered a zone affected by a Silence spell.

Brandark Plainswalker |

OW!! you miserable misbegotten witch
Brandark unslings his shield, draws his axe, and then advances cautiously, and then swings at the snake lady.
attack: 1d20 + 6 + 4 + 1 - 2 + 2 ⇒ (8) + 6 + 4 + 1 - 2 + 2 = 19
critter hit: 1d6 ⇒ 3 1=critter ??
damage: 1d10 + 4 + 1 ⇒ (5) + 4 + 1 = 10
swift, draw shield. Free, draw weapon as part of movement. Move, close with snake lady. Standard, fight defensively HP 41/55, AC 24 (add 4 if giant.)
Edit, if she advances on me, I will still do that attack, but not be moving

Brandark Plainswalker |

oops, i forgot the penalty for fighting defensivly. -4 on that to hit.

Flynn Elric |

I'm assuming i can see the big monster from the bottom of the stairs if not ill move til i can. Another question, could i use my at will detect alignment (detect evil for these purposes) to tell which is the real one.
What in the nine hells is that thing? Flynn yells aiming at the thing with his bow
Bow: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 1d8 + 3 ⇒ (1) + 3 = 4

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Stone will back down the steps humming to himself till he can hear his own humming. Then he will try to dismiss the silence. Dispel Magic vs the silence : 1d20 + 7 ⇒ (18) + 7 = 25

Devora Heidmarch |

Seeing Stone dispel the Silence spell, Devora begins a tale about courageous adventurers. She knocks a magic arrow on her bow and moves up the stairs.
Everybody gets a +1 competency bonus on attacks and damage. I will wait for Garrath's full actions and Elektra's standard action before taking the Monster's actions.
@Flynn - Are you trying to determine which of the Mirror Images is the real one? Detect Evil requires observation. The first Round would give Flynn the awareness that there is something evil. Round Two would give you a general aura. By Round Three you should be able to pin point which Mirror Image is the Monster. You would need to move up the stairs to see the Monster. If you are on the map representing the top of the tower, you can see the Monster, unless, of course, she is invisible. :)

Flynn Elric |

Exactly what i'm trying to do, i figure mirro image is a pain to deal with so i was trying to come up with a way to deal with it. if we want to follow this path let me know, and i'll start doing it guys.

Garrath Tricks the Giants |

Garrath growls, and starts forward with a bestial growl, flying into a rage. Dodging past the creatures range up next to Brandark he swings at the creature with his greatsword. In his rage, the blow attempts to sunder the magic
acrobatics to avoid AOO: 1d20 + 11 ⇒ (2) + 11 = 13
spell sunder combat maneuver: 1d20 + 12 ⇒ (14) + 12 = 26

Mazra's BBEG |

Surprise Round
A large snake-like creature comes out of invisibility and strikes the Dwarf Cavalier.
Round One
Elektra begins by asking Glistenwing about the magic in effect. Since they were able to communicate, Elektra goes ahead and cast Haste.
Flynn moves a little further up the stairs to get a good look at the scary monster. He fires an arrow at the creature, but it deflects off what appears to be a magical field surrounding the snake woman. Flynn can tell that the creature is evil. So don't touch it! I moved Flynn's token to the top floor map.
Garrath tries to tumble his way closer to the creature, but the snake woman is too quick. She stabs at the barbarian.
Snake woman's wicked polearm: 1d20 + 20 ⇒ (3) + 20 = 232d6 + 9 ⇒ (5, 1) + 9 = 15
Garrath takes 15 points of damage.
Garrath, in a rage now attempts to sunder the creature's Mirror Image spell. It does not work. (But, I like the attempt.)
However, one of snake-like creature's Mirror Images shimmers and fades away. Now there are five.
Stone backs down the stairs silently humming, until it is no longer silent. He then dispels the zone of Silence.
The snake-like lady taunts, "The Heroes of Sandpoint cannot defeat Xanesha. Oh yes, I know who you are." As she talks she flies up and partially over the crude parapet wall at the top of the tower (5'). She then with incredible speed stabs at the big Barbarian.
Snake woman's wicked polearm 1: 1d20 + 20 ⇒ (6) + 20 = 262d6 + 9 ⇒ (2, 4) + 9 = 15
Snake woman's wicked polearm 1 hasty: 1d20 + 20 ⇒ (10) + 20 = 302d6 + 9 ⇒ (1, 4) + 9 = 14
Snake woman's wicked polearm 2: 1d20 + 15 ⇒ (10) + 15 = 252d6 + 9 ⇒ (4, 5) + 9 = 18
Snake woman's wicked polearm 3: 1d20 + 10 ⇒ (5) + 10 = 152d6 + 9 ⇒ (2, 1) + 9 = 12
Garrath takes another 47 points of damage.
Devora, with the Silence down, tells tales of the Heroes valor. She knocks an arrow and moves up the stairs.
Brandark swiftly readies his Shield. He then moves up and attacks the snake woman, but misses the heavily fortified creature. None of the Mirror Images dropped.
[ooc]Elektra 27 (AC13/14HA 39/39)
Flynn 26 (AC19/20HA 43/43)
Garrath 24 (AC18/16RA/17HA 29/91)
Stone 24 (AC22/23HA 51/51)
Xanesha 13 (AC24+Ugly Really/Ugly)
Devora 10 (AC17/18HA 40/40)
Brandark 10 (AC21/24SH/25HA 41/55)
Everybody after Elektra can take an extra action in Round One. Remember you get a +1 from the Haste and Brandark gets an additional +1 from Devora. @Garrath - Is the Sunder Spell a standard or full Round action? If standard, you also get another attack.
Round Two
Go ahead with Round Two actions. Please indicate if it is your Round One Hasted action or your Round Two actions.

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Round 1
Move back up the steps
Round 2
Stone calls out for Sarenrae Blessing
School transmutation; Level cleric 4
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

Garrath Tricks the Giants |

Ooooh, nice, with the +1 bonus to AC from haste, the 15 strike from the snake woman would have missed Garrath. His AC is 16 with the bump.
Garrath grunts as the snake thing pulls the spear back leaving grisly wounds. "We're not finished" and swings as she starts to retreat. just for ease of narrative I'll use that as his hasted strike
hasted strike: 1d20 + 16 ⇒ (15) + 16 = 31
damage: 2d6 + 18 ⇒ (2, 3) + 18 = 23
He then backs up, letting the rage fade for a moment while he takes in the tactical situation, fading back to his companions. He sheathes the greatsword for a moment and pulls out his Chakram(s?).
Not sure if I have any moves left after that, but for the sake of leaving rolls here, I'll make them. If they're not needed here, use them for the next round.
chakram: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 1d8 + 3 ⇒ (2) + 3 = 5
chakram hasty: 1d20 + 10 ⇒ (7) + 10 = 17
damage: 1d8 + 3 ⇒ (2) + 3 = 5
[ooc]If these are all next round then he'd get to throw three in a hasted full action[/dice]
chakram: 1d20 + 10 ⇒ (2) + 10 = 12
damage: 1d8 + 3 ⇒ (3) + 3 = 6

Elektra Stardancer |

After casting her spell Elektra moves up and weaves another incantation and casts Magic Missle.A one indicates boss itself
MM: 1d4 + 1 ⇒ (3) + 1 = 41d5 ⇒ 3
MM: 1d4 + 1 ⇒ (3) + 1 = 41d4 ⇒ 3
MM: 1d4 + 1 ⇒ (1) + 1 = 21d3 ⇒ 1
MM: 1d4 + 1 ⇒ (1) + 1 = 21d3 ⇒ 1 2 magic missles strike true, another two destroy a magic missle
Feeling that this enemy is very dangerous Glistenwing casts lesser confusion. Dc 16 Will or confused for one round

GM Mazra |

@Elektra - Just to confirm, you used the first Magic Missile to target the real Xanesha. Then two to take out Mirror Images. Then another to target the real Xanesha again. I think that would work, leaving two Mirror Images and the real Xanesha.
By the way, many in the party will recognize the name Xanesha from a letter written to Aldern Foxglove from Xanesha.

Flynn Elric |

Flynn continues firing his bow from afar
bow: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 1d8 + 3 ⇒ (8) + 3 = 11

Brandark Plainswalker |

Hasty attack
attack: 1d20 + 7 + 4 + 1 + 1 + 1 - 2 - 4 ⇒ (15) + 7 + 4 + 1 + 1 + 1 - 2 - 4 = 23
BAB,STR,Haste,Bard,Magic,power,fight defencively
damage: 1d10 + 4 + 4 + 1 ⇒ (10) + 4 + 4 + 1 = 19
AC 25, HP 41/55
Now beside her, Brandark shifts into a more offensive stance.
You overgrown little worm, lets see how you like dwarven steel
attack: 1d20 + 7 + 4 + 2 + 1 + 1 + 1 + 2 - 2 ⇒ (13) + 7 + 4 + 2 + 1 + 1 + 1 + 2 - 2 = 29
BAB,STR,Challenge,Bard,Haste,Magic,Focus,Power
damage: 1d10 + 4 + 4 + 8 + 1 ⇒ (2) + 4 + 4 + 8 + 1 = 19
Hasty attack: 1d20 + 7 + 4 + 2 + 1 + 1 + 1 - 2 ⇒ (10) + 7 + 4 + 2 + 1 + 1 + 1 - 2 = 24
BAB,STR,Challenge,Bard,Haste,Magic,Power
damage: 1d10 + 4 + 4 + 8 + 1 ⇒ (8) + 4 + 4 + 8 + 1 = 25
2nd attack: 1d20 + 2 + 4 + 2 + 1 + 1 + 1 - 2 ⇒ (16) + 2 + 4 + 2 + 1 + 1 + 1 - 2 = 25
BAB,STR,Challenge,Bard,Haste,Magic,Power
damage: 1d10 + 4 + 4 + 8 + 1 ⇒ (7) + 4 + 4 + 8 + 1 = 24
AC 22, HP 41/55

Devora Heidmarch |

Devora moves to the more stable, though barely, top of the tower. As she moves, she pulls out a pinch of fleece. Then suddenly, rising from the city below a bright and shining winged woman, like Desna herself, comes to the aid of the Heroes of Sandpoint. The winged woman is beautiful beyond description, silent and majestic.