
Elise of the Red Hill |

Round 5
Assuming there is something left after Dreyyn's onslaught Elise charges the elemental!
To Hit: 1d20 + 14 - 2 + 2 ⇒ (8) + 14 - 2 + 2 = 22
Damage?: 1d8 + 12 ⇒ (5) + 12 = 17
Full Round to charge, AC at -2

Nethan Ryon Akerman |

No sweat GM Radiance, real life first ... :-)

GM_Radiance |

Round 5
Alþórel sets up a flank for Dreyyn then Dreyyn leaps over the creature to a flanking position as Elise comes in, they both score strong hits on the creature though it does not go down.
focus: 1d20 + 10 ⇒ (3) + 10 = 13
Nethan attempts to harness the ambient energy in the room but only manages to splash what he assumes is paint on the pillar nearby.
Amelia chases the spider trying to avoid the webs that she knows will be there.
reflex: 1d20 + 12 ⇒ (1) + 12 = 13
As she though there was some webs, she jumps over them before long she realises she is not falling down. She got caught on one a little above her. She curses her disregard.
The spider comes down and begins wrapping her quite swiftly.
At the moment you just count as grappled.
The last elemental attacks wildly trying to take out his aggressors.
attack (Elise): 1d20 + 13 ⇒ (2) + 13 = 15
attack (Dreyyn): 1d20 + 8 ⇒ (10) + 8 = 18
Though his attacks are in vain.
Back to the top. I expect this will be the last round unless there is a series of misses or you ignore poor Amelia's plight!

Dreyyn |

Dreyyn assaults the elemental before him.
attack: 1d20 + 16 ⇒ (8) + 16 = 24
dmg: 1d8 + 6 + 3 ⇒ (5) + 6 + 3 = 14
sneak attack: 2d6 ⇒ (5, 5) = 10
if that kills him, Dreyyn will move on towards the spider, getting about halfway towards it with a move action. otherwise he will finish off this elemental with more attacks.

Elise of the Red Hill |

Round 6
Elise too slashes at the elemental between her and Dreyyn aiming to finish it off quickly!
To Hit: 1d20 + 14 - 2 + 2 ⇒ (4) + 14 - 2 + 2 = 18
To Hit: 1d20 + 14 - 2 + 2 ⇒ (17) + 14 - 2 + 2 = 31
Damage?: 1d8 + 12 ⇒ (4) + 12 = 16
Damage!: 1d8 + 12 ⇒ (3) + 12 = 15
Full round attack at the elemental.
Suspecting that Dreyyn can get to the spider much quicker then Elise anyhow :P

Amelia Lightfoot |
Round 5
Though caught in some webbing, Amelia is certainly not out. She begins to twist and turn, using her limberness to try and slip away (with mythic style!)
Escape Artist with Feat of Dexterity, spending a mythic point. Escape Artist: 1d20 + 27 ⇒ (18) + 27 = 45
She then slips back toward her allies, deciding that her original decision to charge forward was probably ill-advised.
Greater Invisibility ends on Round 8, but is she already visible because she has webbing on her?

Nethan Ryon Akerman |

ROUND 6
Seeing that Amelia cleared, Nethan casts Bull Strength, "DASTUDR DAVOFRHYVOS!" on himself and moves towards Amelia.
(+4 to STR, -1 2nd Lvl Spell)

GM_Radiance |

It appears the polls were right! This will be an interesting few weeks, or October revote if there is too much bickering for a coalition.
Anyway, more fun things:
Round 6
Elise and Dreyyn with some aid from Alþórel quickly dispatch the last elemental creature before Dreyyn bounds off to help Amelia. Amelia in the meantime breaks free of her bonds before darting back the way she came for more support. Nethan runs behind as up as well while enhancing his own muscles ready for more fighting.
The spider does not come out of its hiding place opting to go stay behind the pillar.
Round over, Round 7 to go!
Looks like the spider still has his last legs!
@Amelia: I don't think being in the web would stop your greater invisbility but you'd still be drapped in some form of web that is visible.

Amelia Lightfoot |
I don't really have a great way to get the jump on that spider.
But I suspect Dreyyn does.
Having found some cover, Amelia will Galvanize herself, giving her some protection should she engage the spider again. She'll then start sneaking forward again, trying not to give away her actions.
Galvanize and Move. Heal 10 HP from Galvanize.
Stealth: 1d20 + 15 ⇒ (18) + 15 = 33

Dreyyn |

Dreyyn takes a tiny few steps up (at least, a tiny amount of movement for him), and blasts sand at the spider!
blast of sand. duration maximized due to breath. does this sand hit some web and make it not sticky? also does extra sand fall on the ground in the area (enough to do my shield of sand later?

Nethan Ryon Akerman |

ROUND 7
Hoping to knock the spider out of hiding and at least destroy the web holding it in place or surrounding it, Nethan points his finger at any of the the spider that is visible, "GARMTH IXEN!" and launches a standard fireball at the spider.
Magical Fire Damage: 6d6 ⇒ (3, 4, 6, 5, 5, 1) = 24

Elise of the Red Hill |

Round 7
Elise too does her best to quickly head over to the side with the spider!
Actions: Double Move

GM_Radiance |

Round 7
Dreyyn moves up and blasts some sand to bring down the webbing, as Nethan creeps round the corner and lances a fireball at the creature. Burning it, Nethan can hear the creature writhing around. Amelia moves up and steels herself with galvanizing purple colour magic as the fireball goes over her head. She then sees the creature trying to set up some more web as it's defenses have been blasted form both sides. It clambers a little further up the pillar while doing so.
Elise moves up closer trying to join up with the rest of the group Did you move your token Elise? Forgot where you were standing before.
Round over
The spider appears to be preparing something while being 30ft up as far as Amelia can tell.
Back to the top!

Dreyyn |

to be clear, i also intended to hit the spider as well so that it would suffer the damage and count as flanked.

Elise of the Red Hill |

I moved my token : )
And how should we handle the Al-ride? Elise just readies an action to jump onboard?

Amelia Lightfoot |
Amelia comes out of hiding to pounce on the spider! The spider was farther than she would've liked, but Amelia tries her best despite the distance. Fleet charge then full attack. I'm assuming between 40 and 60 feet range, so 2 range increment penalty.
Fleet Charge: 1d20 + 16 + 3 - 4d6 ⇒ (9) + 16 + 3 - (4, 4, 6, 5) = 91d1d4 + 11 ⇒ (4) + 11 = 15
Rapid Shot: 1d20 + 14 - 4 ⇒ (3) + 14 - 4 = 13; Damage: 1d4 + 11 ⇒ (1) + 11 = 12
Rapid Shot: 1d20 + 14 - 4 ⇒ (5) + 14 - 4 = 15; Damage: 1d4 + 11 ⇒ (4) + 11 = 15
Rapid Shot: 1d20 + 14 - 4 ⇒ (11) + 14 - 4 = 21; Damage: 1d4 + 11 ⇒ (4) + 11 = 15
Rapid Shot: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21; Damage: 1d4 + 11 ⇒ (4) + 11 = 15

Alþórel |

I didn't move my token yet as I wasn't sure if you'd moved yours. I've moved him now - I figure he's flying directly above and cawing. Dimorphodon only has a 30ft fly, so he's not faster than Elise - it's all about the lifting. Double Move encumbered = 40ft. Run = 80ft (or 60ft, if 154-230 lbs). Ascending at 45 degrees halves speed. Therefore it'll be a full round, and go across 30ft and up 30ft. Given you'll be running at full speed, you might want to kick off with a running jump - every extra height helps.

Dreyyn |

Dreyyn will use the temporary yellow point generated by his sand blast to pull the sand scattered on the ground to coalesce around him, bolstering his defenses.

Nethan Ryon Akerman |

ROUND 8
Nethan seeing the spider writhe in pain was a good sign for him and the party, he moves up to almost as far as he can go to his current position.
He then launches his final barrage of non-mythical magic missiles, "NIL'GNOS ARCANISS!"
Non-Mythical Magic Missile: 3d4 + 3 ⇒ (4, 1, 2) + 3 = 10

Elise of the Red Hill |

Elise in armour and all is probably quite a bit heavier then 153 lbs, so that's in the encumbered bracket at least
Round 8
Noticing that the cawing bird-thingy in the sky seem to beckon to her Elise jumps into the air towards it!
Acrobatics: High running jump: 1d20 + 7 ⇒ (18) + 7 = 25 High is check/4 so Elise manages to jump up 6' in the air. Now that plus her reach is hopefully enough for Al to swoop a bit down and get a hold of : )?

GM_Radiance |

Round 8
After the sand blast hit the spider on Dreyyn's previous cast opening up the creature to more attack. A blast of stars from Amelia and a final magic missile brings the creature off the wall as it writes around in its Death Throes.
Combat over.
The tower lies still as the slow hum of magic continues from above.
Alþórel feels a twinge of something pulling at his heart as he thinks about the fire elementals they just fought. Something is near.. that is giving him a sense of dread.

Nethan Ryon Akerman |

Nethan brushes off any blood or whatever, and asks, "Anyone need healing? Also, I hope we find a place to rest before taking on anything in the tower unless I and/or Al find some way to have untethered access to all of colour magic?"

Alþórel |

Squawking in irritation, Al touches down on the ledge and flashes back to human form. He stumbles, nearly falling, but catches himself.
"Something about those elementals..." he pants "Reminds me of something from millennia ago. Great danger is near."

Elise of the Red Hill |

"I could use something for the bruises. And other strangeness ..." Elise replies to Nethan, holding out her hands for healing. With a worried look at their elder magican she bites her lip and nods. "Would be unwise to wander into it exhausted. But also to give it - whatever it is - more time to prepare. Hmhm. But a brief respite at least!"

GM_Radiance |

The corpses are a pile of ash though they shimmer with various colours, the one that Nethan extracted yellow from is lacking that colour from the ashes. The area is lacking from monsters and there is only one way down. The way outside can be viewed from here, so as long as there is a watch the group does not think anyone can get past them. So long as whatever is on the top of the tower does not teleport away.
You can use the idea Elise had in the discussion thread though I know some of you are out of MP as well!

Dreyyn |

good with me

Nethan Ryon Akerman |

Nethan nods his head in agreement to taking first watch, "Don't get too cozy during my watch. We all know we are not in the safest of areas, and I am out of power." As he is talking, he walks over to Elise and uses the Wand of Valor on her until she is healed.
Elise1: 2d8 + 5 ⇒ (6, 2) + 5 = 13
Elise2: 2d8 + 5 ⇒ (1, 8) + 5 = 14
Elise3: 2d8 + 5 ⇒ (5, 7) + 5 = 17
(Total of 44 to Elise, 26 charges remain)
Then he turns the wand on himself to heal up his wounds;
Nethan1: 2d8 + 5 ⇒ (7, 5) + 5 = 17
(Total of 17 to Nethan, 25 charges remain)
Nethan looks to the others, "Anyone else? We have 25 charges remaining due to the deaths of the Spider, Fire Elementals, our previous foes, and after our recent healing."

Dreyyn |

"I've a small cut, if we have magic to spare." 7dmg

Alþórel |

"Before we rest, lets cut down the poor trapped souls. It would also be worth a few minutes to study the ashes of these creatures in more detail. Nethan - care to join me?" Al offers.
Planning to take 20, and hoping for Aid. Al will share the information he observed during the fight. My feeling is that someone has found a way to use colour magic to create a para-elemental. I don't think they're particularly vulnerable to colour magic, but it would be good to see if they have an 'opposing' colour somehow, as I suspect we may fight these again.

Amelia Lightfoot |
Don't forget y'all can heal yourselves, that's the beauty of the Wand of Valor.
"That's a good point, Al." With a few well aimed throws of her knife, Amelia will try to cut down some of the harder to reach bodies.
-Posted with Wayfinder

Elise of the Red Hill |

Yeah : )
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Nethan Ryon Akerman |

Yes that is true, one can heal themselves as long as the wand is within 30' of the one healing. Nethan is just being nice by offering and reminding to heal so it will be easier to rest up.
Nethan nods his head, "Sure thing Uncle, I will join you the research of the remains."
Nethan will aid Al in looking at the remains and anything else that catches his eyes.

GM_Radiance |

Alþórel takes down the bodies with Nethan's help and lies them in a burial pile. Did you want to study these too or just bury/burn them?
Alþórel also takes some time to examine the ashes of the fire elementals. After some rumination and discussion with Nethan his theories are found to be correct. Someone is using colour magic elementals. However, by the manner that they work Alþórel doubts it is someone well versed in the magic. He himself having grown adept at it notices that the spell components used were that of the pure colour he has seen before. This was used as a spark to flare up the elemental. The advantage to this is that since colour magic works by a bank of energy similar to Golarion spells, using pure magic one would not have to expend their own uses of spells to enact this summoning. Saving magic and time for another time or fight. Potentially very dangerous if brought back to Golarion and used by higher wizards.
They don't spot anything of note on the bodies or the spider.
Nethan and Alþórel take the first and last watches to be able to more easily replenish their spells. The twins each take a watch with the mages.
I am assuming take 10s on perception for the sake of ease
Nethan watches as the world does not change around him. As night usually moves on he sees the clouds or the stars light up the night sky. Here however, the myriad of colours continue to shift across the sky of bountiful hues. The first shift passes without any problems.
Elise finds herself awoken for the next shift. She is greeted by a red sky, be in her sense honing in on the colour or her relative weariness she basks in the light. She does not here much wind around the area though continues to hear the pulse of the assumed magic above her. A crackle of lightning goes by every so often. After her shift ends she pokes awake Dreyyn.
Arising Dreyyn walks out to his watch as he can hear the sound of yellow crunching at his feet. The web of the spider they just fought start to fall away from the column where the mages had taken down the bodies. Over the course of his shift he can hear something moving about on the floor above them. However whatever it is does not come down to investigate.
Amelia takes the next shift and Dreyyn notifies her about the sound. She keeps an ear out and surveys the area. She can hear the sounds of crystals in her mind. A clattering as the jagged rocks hit something. She does not spot if she is imagining the sound or if it is something nearby. She notices further up on the staircase to the next level something has been set to spring if they go up unawares. In the commotion of the fight she does not know if it was there before.
Alþórel takes the last shift, Amelia prods him awake and he is sweating bullets. A dream, of a time and place Alþórel can scarcely remember. Memories he should not forget, or should not remember he can't quite pin it down. His heart beat slows as he takes the watch. He pictures the whiteness of marbled stone and his heart hardeneds so he stays vigilant. As the last tens of minutes pass the world becomes a little whiter to him. Though it does not impair his senses. Finally he wakes the others as he makes to prepare his spells.
The group then readies for a new day, one frought with likely as much peril as the last.

Amelia Lightfoot |
"I can feel the power of crystals above us. Whatever creature awaits us has the power of purple magic in its command. The way up the staircase is also trapped, though I bet I can take care of that when we're ready to go. I don't think whatever presence that is has fled, though perhaps it has prepared itself."
Once the party is ready to continue onward, Amelia will proceed ahead of the party and attempt to disable the device.
Disable Device: 1d20 + 14 ⇒ (5) + 14 = 19
Stealth: 1d20 + 15 ⇒ (6) + 15 = 21
If that's not good enough, rolling a few more of these to get a decent number, or set of the trap trying.
Disable Device: 1d20 + 14 ⇒ (4) + 14 = 18
Disable Device: 1d20 + 14 ⇒ (10) + 14 = 24
Disable Device: 1d20 + 14 ⇒ (9) + 14 = 23
Disable Device: 1d20 + 14 ⇒ (2) + 14 = 16
Disable Device: 1d20 + 14 ⇒ (3) + 14 = 17
Disable Device: 1d20 + 14 ⇒ (11) + 14 = 25
Apparently Amelia is having a really hard time with this one.