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"glad to see we all made it! Always hated that building... now unless you all want to take a flying leap..."
She steps up to the door...

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That solution seems like the one Pip was going after, so I only imagine PbP environment made it too slow for us.
"Windows." Rravn's eyes have shifted back to the ordinary blue/orange combo. His voice is back to the androgyneous, calm voice. "Windows. While. Violet. Violence." He then draws his sword.
Rravn draws his falcata.

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So, of note... the tower is tilting approximately 30 degrees to the east. This causes any movement to the west difficult terrain unless the PC also succeeds at a DC 10 Acrobatics check. A creature that can fly or is under the effects of spider climb ignores these effects. Lady BroKhan would have been able to open the door, regardless, but she notices that the column that was wedging it closed has fallen off.

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Lady BroKhan whispers "that was easier than expected... eyes ears open."
She draws her hammer and a potion and steps out cautiously looking around.
perception: 1d20 + 5 ⇒ (5) + 5 = 10
take 10 acrobatics: 10 + 0 = 10

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This floor is clear except where the walls are crumbled away. The north and west windows feature gargoyles just below them. Both gargoyles have a reservoir built into their backs so oil or other chemicals can be poured and sprayed down on would-be attackers. Numerous arrow slits are built into the walls.

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Pip tries a few careful paces to keep her footing on the sloping floor, then makes her way to the highest point. "Any of the doors seem as good as the others. Shall we try this one?"
Taking 10 on Acrobatics. I've put my token next to the door I'd like to try first. I'm off for today, so please continue, botting me as necessary.

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So that we can catch up a bit, I am going to take some liberties and push
The door that Pip looks at is unlocked, and contains stairs going up.

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Rravn tries to get to the door.
Acrobatics: 1d20 + 3 - 5 ⇒ (6) + 3 - 5 = 4
And fails wonderfully. Don't say I somehow drop down. That'd be silly.

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Dekion opens his eyes after stepping through the mirror, he has to stop himself from instinctively stepping backwards as he sees the edge of the floor and the outside where the wall should be. "I'm not going to pretend to understand how we got here or why this tower is leaning, but I have definitely had my fill of magic today," he says as he carefully exits the room. Watching Pip nimbly move up the sloped floor, he works his way around the south side of the center pillar with his sword and shield ready.
Perception: 1d20 + 2 ⇒ (6) + 2 = 8
As he is making his way around the pillar, Pip indicates that he has found a set of stairs. "Should we check these other doors before moving on? I don't want any Aspis agents sneaking up behind us?"

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You just fall. FYI - you can take 10 currently on the check. Also, you don't fall... just is difficult terrain.
You check the other rooms quickly.
3: This room contains ancient siege supplies stored here when Skyreach was considered a fortress in the traditional sense. Barrels of oil and a decrepit wheelbarrow are here, as well as several crates of serviceable arrows. You can find mundane versions of just about any weapon or ammunition. Any in the Pathfinder RPG Core Rulebook. Just state what you want, if anything.
4: Old cots and moth-eaten blankets smothered in a thick layer of dust confirm that no one has been posted atop this tower in years. The cots are nevertheless are sturdy and the door is functional.

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Lady BroKahn will follow the party lead - drinking her potion of invisibility right before heading upstairs.
no gear required

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Magic mirrors and sloping stairways? What have I got myself into?
Durothil quickly follows Lady BroKhan, hand itching on his bardiche handle, itching to swing at some Aspis agents.
Acrobatics, +2 dex based skill: 1d20 - 1 + 2 ⇒ (9) - 1 + 2 = 10
Running awkwardly, Durothil manages to make it to the staircase and beings to ascend.

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"Dekion, can you go first? If there are any surprises, that shield of yours should protect you."
Pip doesn't need any supplies. She keeps one scroll with Ray of Exhaustion in her hand along with the buckler, and Longsword in the other.
May I suggest the following order: Dekion, Pip, Brokhan, Rravn, Durothil, Drusilla. Dekion and Pip both have good flat-footed AC's, Rravn is invisible when going up and should be up-front to make good use out of it.

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May I suggest the following order: Dekion, Pip, Brokhan, Rravn, Durothil, Drusilla.
Works for me

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Drusilla marches into the storage room, and immediately spots what she needs. Abandoned to a rack in the far corner, lies a venerable but well-crafted repeating crossbow. Drusilla takes the ancient weapon to her hands and blows away the layer of dust on it. Then she loads a new case of bolts to the crossbow, and pulls the reloading lever to see if it is still working. Satisfied with the performance, she puts the weapon into her purse to wait for the times it's needed.
Then she joins the others to climb the stairs.
Fine with the order.

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You find the top door unlocked, so Dekion opens it, and moves in.
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.
I assumed you moved in a single move, and spread out.
Dekion init: 1d20 + 4 ⇒ (16) + 4 = 20 3
Durothil init: 1d20 + 6 ⇒ (15) + 6 = 21 1
BroKhan init: 1d20 + 1 ⇒ (19) + 1 = 20 4
Drusilla init: 1d20 + 13 ⇒ (1) + 13 = 14 6
Pip init: 1d20 + 2 ⇒ (16) + 2 = 18 5
Rravn init 1: 1d20 + 5 ⇒ (2) + 5 = 7Rravn init 2: 1d20 + 5 ⇒ (5) + 5 = 10 7
aspis init: 1d20 + 7 ⇒ (14) + 7 = 21 2
You see three Aspis agents, with weapons drawn. Two are being the odd devices, and the one to the SW yells out, "Pathfinders! Stop them! We must finish this!"
Durothil is up!
Universal Adjustments:
Universal Conditions:
Aid Token available: No.
- => Durothil
- Aspis
- Dekion
- BroKhan
- Pip
- Drusilla
- Rravn
Conditions:
Dekion: 30/36
Durothil: 38/38
BroKhan: 33/35 [Invisible]
Drusilla: 37/37 Mage Armor (45 mins)
Pip: 26/31
Rravn: 33/33
CLW Wand charges:
BroKhan: 6
Rravn: 17
Dekion: 9
Pip: 6
Drusilla: 3
Durothil: 3
Mage Armor charges:
Drusilla: 3

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One thing you do note, in the larger summoning circle... there is some sort of energy barrier, and inside is something gaseous, but coherent at the same time, seemingly trying to get out. (knowledge planes to identify)

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Stepping to the northwest, Durothil relishes the opportunity to eliminate a foe before anyone else. Token not moved
Rather than swing with his patented over head chop, this time Durothil sweeps low, hoping to chop his enemy off at the knee.
Bardiche vs FF AC: 1d20 + 9 ⇒ (10) + 9 = 19
Bardiche: 1d10 + 5 ⇒ (5) + 5 = 10

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Rravn looks upon the sky, utters a few words, and a shield appears around him. Cast shield of faith.
He does this from a safe distance, of course, not right next to a baddy.

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Durothil hits the brute hard, but he does not fall. He does however step up closer to Durothil and attack. Durothil takes even a greater wound in return!
greataxe: 1d20 + 6 ⇒ (11) + 6 = 17 Axe wound: 1d12 + 5 ⇒ (11) + 5 = 16
The half-elf behind the device does something, with the device, and a ray of fire shoots out at Rravn. It hits Rravn, causing the area to fill with the awful smell of burnt feathers.
fire ray vs FF touch: 1d20 + 5 ⇒ (7) + 5 = 12 fire damage: 4d6 ⇒ (5, 4, 5, 1) = 15
Blue then moves up to attack Rravn with his ax, but luckily for Rravn, his swing goes wide, possibly because he was trying to avoid the fire blast, possibly because the smell of burnt crow.
greataxe: 1d20 + 6 ⇒ (6) + 6 = 12 Axe wound: 1d12 + 5 ⇒ (3) + 5 = 8
Dekion, BroKhan, and Pip are up!
Universal Adjustments:
Universal Conditions:
Aid Token available: No.
- x Durothil (chop chop)
- x Aspis
- => Dekion
- => BroKhan
- => Pip
- Drusilla
- Rravn
Conditions:
Dekion: 30/36
Durothil: 22/38
BroKhan: 33/35 [invisible]
Drusilla: 37/37 Mage Armor (45 mins)
Pip: 26/31
Rravn: 18/33
CLW Wand charges:
BroKhan: 6
Rravn: 17
Dekion: 9
Pip: 6
Drusilla: 3
Durothil: 3
Mage Armor charges:
Drusilla: 3

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acro: 1d20 ⇒ 17
Lady BroKhan makes her way towards Durothil, nimbly making it to the west... and double moves to a point with striking distance of the halfelf.
trip, invis, vs cmd-dex: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14

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"Oh, no you don't! We've faced many challenges to stop you here, and fate is on our side." Keeping the scroll on his shield arm, Pip makes her way up the sloping ground to one of the brutes, and slices his with her sword.
Activate Archeologist's Luck, move, 1-handed attack with Power Attack.
Knowledge Planes +Luck: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Acrobatics: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Attack -PA +Luck: 1d20 + 8 - 1 + 2 ⇒ (4) + 8 - 1 + 2 = 13
Damage +PA +Luck: 1d8 + 5 + 2 + 2 ⇒ (6) + 5 + 2 + 2 = 15
Horrible dice rolls all around. :/ For any of the others, don't forget that I have one use of Gallant Inspiration left. Please ask for it, if you think it'll make the difference.

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If you don't move towards the west, you will not need to make an acrobatics roll. It is needed ONLY if you wish to avoid it being difficult terrain to move west. Note: Top is North.
Pip swings at the thug, but misses.

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Dekion, Drussila, and Rravn are up!
Universal Adjustments:
Universal Conditions:
Aid Token available: No.
- x Durothil (chop chop)
- x Aspis
- => Dekion
- x BroKhan
- x Pip
- => Drusilla
- => Rravn
Conditions:
Dekion: 30/36
Durothil: 22/38
BroKhan: 33/35 [invisible]
Drusilla: 37/37 Mage Armor (45 mins)
Pip: 26/31
Rravn: 18/33
CLW Wand charges:
BroKhan: 6
Rravn: 17
Dekion: 9
Pip: 6
Drusilla: 3
Durothil: 3
Mage Armor charges:
Drusilla: 3
FYI - Dekion is currently effectively in delay

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"I hope this works. I have to take out that agent," Dekion thinks to himself after seeing one blast Rravn. He then trys to move up the slope to attack the agent to the northwest. Moving easier than he expected, he attacks the agent with his longsword. Unfortunately, his weak swing is easily blocked.
Acrobatics (DC10): 1d20 - 5 ⇒ (20) - 5 = 15
Attack (red): 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

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Dekion moves up, but unfortunately misses.
Drussila, Rravn, and Durothil are up!
Remember, all, the timer is on! Push this hard!

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Seeing an enemy next to him, Rravn again shifts into a red-eyed monster. "Blood! Blood will be spilled! It will be yours!" he bellows, and instead of casting a defensive spell, he strikes blue.
+1 falcata: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 4 ⇒ (5) + 4 = 9
After a potentially wounding strike, Rravn takes a step north.

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Kn. Planes for the thing in summoning circle, HA: 1d20 + 12 + 2 + 6 ⇒ (17) + 12 + 2 + 6 = 37
"What are you doing? Stop trying to hit them and hit them! I'll keep this one tied up" Drusilla shouts, and grabs the nearest Aspis agent into her firm grasp.
Grapple, ST: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
She is not quite sure yet what to make of the misty form in the summoning circle, but for the time being she trusts Pip's analysis.
Snake style, Studied target, grapple
Snake style: 1d20 + 21 ⇒ (1) + 21 = 22

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Blood running down his side form the wound he took the round before, Durothil has stopped talking. This was it, kill or be killed. Today was not a day he wished to die.
Again his polearm swished through the air slicing into the Aspis agent.
Bardiche, flank? vs red: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Bardiche: 1d10 + 5 ⇒ (2) + 5 = 7

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You believe it is a tiny outsider (chaotic, extraplanar, protean, shapechanger) known as a voidworm. Proteans are creatures of pure chaos. They typically have blindsense, are immune to acid, resistent to electrical and sonic damage, usually have constrict and grab as special atttacks. They fly, have continuous freedom of movement, are Amorphous and are natural shapechifters. These have a variety of spell-like abilities, including blur, obscuring mists, and commune. The also cause confusion with their tail slap, and have fast healing. Finally, it does not appear that it can get out of the circle. You think there may be two in there.
Durothil hits red, who he still stands, though Rravn misses blue. Drusilla grapples blue.
Red moves up to hit Durothil again. Apparently he doesn't like the elf. Another large ugly is opened up on the fighter.
axe axe baby: 1d20 + 6 ⇒ (19) + 6 = 25 axe damage: 1d12 + 6 ⇒ (8) + 6 = 14
Blue tries to get out of the grapple, but fails.
grapple: 1d20 + 4 ⇒ (12) + 4 = 16
perception: 1d20 + 7 ⇒ (2) + 7 = 9
concentration: 1d20 + 9 ⇒ (11) + 9 = 20
The sorcerer starts to cast a spell, and is tripped by the now not invisible BroKhan. He succeeds at casting the spell, and 1d4 + 1 ⇒ (1) + 1 = 2 images of himself now appear. He then stands up again, and steps around the device.
Dekion, BroKhan, and Pip are up!
Universal Adjustments:
Universal Conditions:
Aid Token available: No.
- x Durothil (chop chop)
- x Aspis
- => Dekion
- => BroKhan
- => Pip
- Drusilla (grappled)
- Rravn
Conditions:
Dekion: 30/36
Durothil: 8/38
BroKhan: 33/35 [invisible]
Drusilla: 37/37 Mage Armor (45 mins)
Pip: 26/31
Rravn: 18/33
Red: -17hp
Blue: Grappled
Sorc: 2 images (+ himself)
CLW Wand charges:
BroKhan: 6
Rravn: 17
Dekion: 9
Pip: 6
Drusilla: 3
Durothil: 3
Mage Armor charges:
Drusilla: 3

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Pip swings at the brute again.
Attack on blue
Attack - PA +Luck: 1d20 + 8 - 2 + 2 ⇒ (2) + 8 - 2 + 2 = 10
Damage +PA +Luck: 1d8 + 5 + 2 + 2 ⇒ (8) + 5 + 2 + 2 = 17
-Posted with Wayfinder

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Grunting... Lady BroKhan will step for a clear shot.
hammertime: 1d20 + 8 ⇒ (5) + 8 = 13
damage: 1d12 + 11 ⇒ (11) + 11 = 22
1: 1d3 ⇒ 1
did pip need to use inspiration for me to succeed before?

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I'll probably go to bed before Drusilla's turn comes, so here's what she'll do: If blue is still around, she keeps grappling and tries to pin him. If Rravn manages to finish him, then Drusilla will go grappling red. If something new happens (I guess there's a reason why Drusilla and Rravn do not act with the others...), please bot Drusilla appropriately.
Grapple: 1d20 + 12 ⇒ (9) + 12 = 21 27 to maintain grapple on Red
Snake style: 1d20 + 21 ⇒ (16) + 21 = 37

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Inspiration was NOT required.
Lady BroKhan just barely pops an image with her attack, so shocked that she was that the half-elf was actually a spellcaster.
Pip misses blue, even though he's grappled.
Lady Drusilla then pins blue!
Dekion, Rravn and Durothil are up.

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Rravn, murderous as ever, swings his sword wildly.
"DIE DIE DIE!"
+1 falcata vs. grappled blue: 1d20 + 8 ⇒ (4) + 8 = 121d8 + 4 ⇒ (1) + 4 = 5
These rolls!

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Dekion moves along the wall to come up behind the agent attacking Durothil, hoping he can assist his companion. He attacks with his longsword.
Attack (red): 1d120 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

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No flank for Dekion, because Durothil doesn't threaten. He still hits.
Somehow Rravn gets ahead of himself, and sees himself missing when he was sure he should have hit. Dekion just moves up and drops red.
Durothil is up!
Less than 4 days to go!

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Durothil steps to the south east and swings at red
Bardiche flank: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Bardiche: 1d10 + 5 ⇒ (10) + 5 = 15

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Since red was already down, I am assuming you meant blue. The brute takes a mighty hit from Durothil's blade, but still moves. He then tries to escape the grapple, and he does so successfully!
grapple: 1d20 + 5 ⇒ (17) + 5 = 22
The sorcerer half-elf steps back from Lady BroKhan and casts a spell. A thin grey beam comes from his fingertip, aimed at Lady BroKhan.
Ranged touch: 1d20 + 4 ⇒ (10) + 4 = 14
Fort save for 1/2: 1d20 + 5 ⇒ (7) + 5 = 12
strength penalty: 1d6 + 2 ⇒ (1) + 2 = 3 Could be a LOT worse
Party is up!
Universal Adjustments:
Universal Conditions:
Aid Token available: No.
- => Durothil (chop chop)
- x Aspis
- => Dekion
- => BroKhan
- => Pip
- => Drusilla (grappled)
- => Rravn
Conditions:
Dekion: 30/36
Durothil: 8/38
BroKhan: 33/35 [-3 STR]
Drusilla: 37/37 Mage Armor (45 mins)
Pip: 26/31
Rravn: 18/33
Red: -17hp
Blue:
Sorc: 1 images (+ himself)
CLW Wand charges:
BroKhan: 6
Rravn: 17
Dekion: 9
Pip: 6
Drusilla: 3
Durothil: 3
Mage Armor charges:
Drusilla: 3

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"getting very angry...." step up and..
hammertime: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14
damage: 1d12 + 11 - 1 ⇒ (3) + 11 - 1 = 13
1: 1d2 ⇒ 1
"no more magic, now you die!" As the last image pops.

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It is true... Lady BroKhan managed to destroy the final image.
"I will take your strength from you, you pathetic pathfinder scum!" the half-elf growls.

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Seeing the Pathfinder struggle, knowing there must be more to come, Durothil digs deep within himself to find the last bit of strength before treating his wounds.
With a heave and a grunt, he swings his pole axe.
Bardiche, flank vs blue: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Bardiche vs blue: 1d10 + 5 ⇒ (5) + 5 = 10
He then take on hand off his bardiche, and raises a spike gauntleted fist in case the blue agent moves within his reach.
GM since that is a free action, can that be SOP from now on so I still threaten and Dekion or whomever can still get the bonus to flank?

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Blue takes another blow, but with half-orc stoicism stays on his feet, even though large parts of his anatomy have been carved out.
I would like you to declare that, Durothil, since that does mean that you don't threaten at range.