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Not wanting to put himself between the two creatures, Dekion stays where he is at and swings his sword again. This time he connects.
Attack: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6

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Durothil looks at the fight around him, relishing in the combat. This is where he is meant to be. He strikes out with his bardiche, hoping to decapitate the strange humanoids and get back in the thick of battle. Rising his ploearm above his shoulder, he swipes at the thing's head.
bardiche attack on blue: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
bardiche damage: 1d10 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Why is the Lady hugging that thing?
"Hey Drusilla, we aren't at a Taladan Ball here."

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Dekion, please call out which targets you are attacking! I can often infer from the map, but safest to just be specific like Durothil was.
Dekion strikes the wyvaran with his blade, though Durothil misses, deflecting off the bookshelves.
Waiting on Drusilla, Rravn, and Pip. Once done, I will bot BroKhan
Universal Adjustments:
Universal Conditions:
- => Drusilla (inspire)
- => Rravn (shield of faith)
- x Dekion (attacked Red)
- => BroKhan (failed to sunder?)
- => Pip (smash!)
- Wyvaran
- Durothil (bookshelf striking!)
Conditions:
Dekion: 33/33
Durothil:
BroKhan:
Drusilla: Mage Armor (30 mins)
Pip:
Rravn: 15/33
Blue: -29
Red:: -12
CLW Wand charges:
BroKhan: 3

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Pip stares wide-eyed at the woman next to her arm-wrestling the wyvaran. Huh?!
Trying not to waste the opportunity, Pip strikes again at the creature with the intent to disable it.
Melee attack on blue. Non-lethal against a grappled enemy
Attack -nonlethal +advice: 1d20 - 4 + 1 ⇒ (8) - 4 + 1 = 5
Nonlethal damage +advice: 1d8 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Pip gives a growl at having missed again, but tries to not late that faze her. "Look, no one has to die. Lay down your arms and we'll let you walk -or fly- out of here."
Active conditions: Archeologist's luck. This is the last round due to Lingering Performance.

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"Dear Durothil, you'd be amazed much battlefield agility one learns on late night Oppara dance floors."
Maintain grapple, studied target: 1d20 + 12 + 5 ⇒ (13) + 12 + 5 = 30
And just as she said, in very dance-like motion Drusilla uses her opponent's weight against him, and throws him against the floor. Arm still painfully locked behind his back, there is very little the wyvaran can do, except seek escape from the situation.
"Perhaps, in different times you'd be my partner in the said Taldan ballrooms?" Of course, from his position, the wyvaran cannot see the smirk on Drusilla's wrinkled face.
Move action: change studied target to blue wyvaran. Standard: grapple. Wyvaran is now pinned
EDIT: Advice is no longer on

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"Curse. Swear. Unforeseen."
Rravn, despite being injured, keeps on fighting. He takes a sidestep to allow Dekion to flank later on, and swings his sword against the wyvaran.
+1 falcata at red: 1d20 + 8 ⇒ (18) + 8 = 26
Damage (magic, slashing): 1d8 + 4 ⇒ (4) + 4 = 8

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Lady BroKhan just shakes her head, and sunders the weapon again. This time the weapon was destroyed!
SUNDER PA: 1d20 + 15 - 1 ⇒ (19) + 15 - 1 = 33 damage vs falchion: 1d12 + 11 ⇒ (10) + 11 = 21
Then, the wyvaran (who, of course, has no backup weapons, stupid authors), pulls his javelin and attacks with it like a melee weapon.
javelin thrust at Rravn: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6. This was not effective.
"Help us find the treasure. We were promised treasure."
The pinned wyvaran tries to escape.
grapple: 1d20 + 7 ⇒ (18) + 7 = 25
It gets out, but can only move closer to its ally.
Party is up!
Universal Adjustments:
Universal Conditions:
- => Drusilla (was a pin!)
- => Rravn (falcata smash)
- => Dekion (attacked Red)
- => BroKhan (failed to sunder?)
- => Pip (smash!)
- x Wyvaran
- => Durothil (bookshelf striking!)
Conditions:
Dekion: 33/33
Durothil:
BroKhan:
Drusilla: Mage Armor (30 mins)
Pip:
Rravn: 15/33
Blue: -29
Red:: -20
CLW Wand charges:
BroKhan: 3

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Pip follows after the Wyvaran. "Treasure?" she scoffs. "We promise you your life, and you're still claiming you want to steal treasure? You're talking about Society property, you realize? Well, you're fate is out of my hands now. Have it your way." Letting the weapon fall where it may, Pip takes her sword in both hands and makes a mighty overhand swing.
5 ft step to follow the blue wyvaran, swift action to reactivate Archeologist's Luck, then a two-handed attack with Power Attack.
Attack +Luck -PA -Buckler: 1d20 + 9 + 2 - 1 - 1 ⇒ (1) + 9 + 2 - 1 - 1 = 10
Damage +Luck +2handed +PA: 1d8 + 5 + 2 + 2 + 3 ⇒ (2) + 5 + 2 + 2 + 3 = 14
"Hah! Fate favored your life, it seems. Take your fortune when you still can. Abandon this quest for treasure!"
Active conditions: Archeologist's Luck. AC 17 this turn because I've used Buckler arm for attacking.

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"Aspis lies. Pathfinders lies. We were promised treasure, we want our treasure. If not, we take"

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"Treasure. What are? Gold? Diamonds? Books? Shoes?"
Rravn begins to think the wyvaran might not look for conventional treasure. No one thought about that.

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Lady Brokahn laughs at the cute spear, and moves to smash the other falchion. Google slides won't load for me, please move as needed.
Sunder: 1d20 + 15 ⇒ (14) + 15 = 29
damage: 1d12 + 11 ⇒ (12) + 11 = 23

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"Oh, darling. Do you not want to dance with me?"
Grapple, studied target: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
Drusilla tries to catch the fleeing wyvaran, but the creature is too slippery for her.

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Thought it wasn't my turn, ugh.
Rravn takes a flanking position with Dekion and strikes the red wyvaran, again.
+1 falcata: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Damage (magic, slashing): 1d8 + 4 ⇒ (6) + 4 = 10

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Changing tactics, Durothil steps back and around. Understanding the ebb and flow of a battle, he made sure that each and every blow struck was one that counted, that mattered.
Moving the bradiche from a ready position near his left knee, Durothil swings it up past hie right shoulder before chopping straight down on the the creatures shoulder.
Bardiche, flank ,IC: 1d20 + 9 + 2 + 1 ⇒ (6) + 9 + 2 + 1 = 18
Bardiche: 1d10 + 5 + 1 ⇒ (1) + 5 + 1 = 7 Sigh
Careful not to hit any of his friends, Durothil's swing goes wide.
"Why do you insist on perpetuating this farce. Eventually we will kill you. Won't we?"

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@Durothil - Lady BroKhan could not sunder from that position, so I have moved her back. This means you did not have a flank.
With both of their weapons in pieces, the wyvaran finally surrender. "Betrayed by the Aspis, defeated by the Pathfinders. We will leave, if you let us. Vengeance against the Aspis will be ours, when we can replace our swords."
I assume the rest of you stay your hands.
Success!
Moving on to the next area in the northwest sector, the group moves to the Mausoleum. This again takes 20 minutes, during which time Lady Drusilla's mage armor spell runs out. Please let me know if you re-up this
see slide #7 for display of the mausoleum.
This enormous, columned stone structure is both temple and fortress. Two wings flank an open courtyard. The imposing structure is adjacent to a thick copse of trees. The Mausoleum serves many functions from temple to museum to research laboratory, all dedicated to the greatest mystery of all: death. The left side of the building houses the more academic areas, while the western side is used for more spiritual purposes.
You make your way into the Mausoleum’s main entrance. It was a scene of destruction a few years ago, and Aspis agents have smashed what the Society rebuilt. Shattered statues and religious sculptures pertaining to death and the afterlife are strewn about the courtyard. The eastern stone doors are barred shut from the other side. The bodies of two caretakers are slumped to the sides of the western doors.

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Rravn rushes over to the two slumped caretakers, casting stabilize on them when he gets close.
"Emergency. Save all. Rescue." He doesn't seem distressed, quite the opposite actually. Then again Rravn hasn't displayed a variety of emotions apart from shifting eye color.

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"Pip, would you be so kind? " Drusilla says, passing her wand of Mage Armour to the bard.
Hoping Pip could UMD the wand into working.
Drusilla walks around the smashed statues, shaking her mournfully. "Such waste... I wonder what drives the Aspis into such vandalism. We must reach them and prevent them of doing any more damage. East is blocked, so perhaps we ought to move to West first. " And as she talks, she moves to investigate the bodies by the door - would they give any clue what manner of enemies they'll be facing.

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Note: Rravn has carrion sense.
Rravn has UMD as well.
UMD: 1d20 + 9 ⇒ (8) + 9 = 17
UMD: 1d20 + 9 ⇒ (10) + 9 = 19
UMD: 1d20 + 9 ⇒ (8) + 9 = 17
UMD: 1d20 + 9 ⇒ (5) + 9 = 14
UMD: 1d20 + 9 ⇒ (17) + 9 = 26 Success, eventually.

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Pip is glad that Rravn takes the wand this time. "Last time didn't go so well, I think." Seeing that Rravn has an equal amount of trouble getting the wand to operate lifts her spirits a bit. "I'm glad those creatures surrendered eventually. Although we never did figure out what kind of treasure they were after... Shoes?" She snickers.
As they reach the Mausoleum, Pip rushes over to help the two caretakers.
Heal, untrained: 1d20 - 1 ⇒ (19) - 1 = 18
"I think we might be too late, Rravn... We'd better hurry, indeed, to prevent the Aspis from doing more damage."
--
When the caretakers have been taken care of (Doh!), Pip moves up to the last door on the left, sword in hand. "Ready?" she asks of her companions.

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Pip realizes that the Pathfinders are not dead, but are in very bad shape. They are very near death, but are now stable thanks to Rravn. Something terrible has happened to them, for sure... What could it be?

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"weapons out. On your guard. Lady BroKhan quickly takes the lead if no other obvious strong minded character leads.

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Rravn pulls out his healing wand and uses as many charges it takes to get them both up and alive again.
"Alive. Portent. Knowledge inbound. Aspis? Ambush. They know."
GM is free to roll healing as he sees right.

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Sorry about the day, we'll be moving fast again!
Rravn uses a total of four charges to bring the two caretakers back up to consciousness. They cannot tell you much about what happened, save that they were attacked by a group of Aspis agents... mostly from surprise. However, they are grateful for your reviving them, and tell you about where supplies are cached in the Mausoleum for emergencies. The first cache has a pair of potions of lesser restoration.
Having secured the caretakers, who make their way to safety after this, the team moves through the Mausoleum in search of the attackers. (weapons may be out if you so desire, but remember that this could end up with a circumstance penalty on any diplomacy checks!)
They first go through the Dissection Room, where local Pathfinders conduct autopsies. It is equipped with steel tables, lab equipment (medical and alchemical), and barrels of wash water. The light here is dim from the windows along the east wall.
Please let me know if you are using additional light.
You then proceed to the Ossuarium. Skeletons are cleaned in this workshop
with the use of live beetles held in glass enclosures and kilns. This workroom also has the tools required to reassemble and study skeletal remains for study. The natural light here is dim.
You have a choice at this point... to go into the left or right door...

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Lady BroKhan walks side by side with Dekion, weapons drawn. She moves to the left door and opens it.

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Rravn moves with bare hands, save his buckler, and without additional light. He occassionally lets out a random word or two.

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Pip follows Brokahn to the left door. She has cast Light on her sword, but has it sheathed for the moment.
"Well done, Rravn. It is good to be reminded that we are doing this to save the Society and its members, not to wipe out the Aspis at all cost."
-Posted with Wayfinder

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"I wonder what needs to happen for you to make more sense, dear. You know, eyes changing color and suddenly speaking full sentences. I heard some oracles speak in languages, maybe this is the same - you just speak a proper language. "
Drusilla follows Lady BroKhan, walking unarmed as always.

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Durothil follows the rest of the Pathfinders, bradiche strapped on his back. Veteran of battle states that I can draw a weapon as free action in the surprise round.
Turning to Lady Dursilla, "You may not recognize it, but we are at war, and this" he sweeps his hand, "this is a battle. One that is already lost. The only question remains as to how badly we will be defeated."

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"victory and defeat are a matter of perspective. I would expect a bookworm like you to know that.
I know in my heart we are not defeated this day, despite this cowardly attack. The Grand Lodge will answer this call with all her might!"
She looks as angry and motivated as any have seen her today. Her final words seemed to almost rollout with a growl.

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"Oh I know the difference and one as seasoned as you I would expect the same. Seems you might be confused on what constitutes a battle and what constitutes a war. For this is but a battle in the war versus the Aspis, one that we lost. I am confident that we will win this war, and it is right to fight it, least I don the serpents this minute. But to think that we will emerge victorious this day is folly.
We will do well to mitigate the damage, but that is the most we can hope for. Enough banter, you and I share a common goal today, and I believe that you are currently outstripping me in victories this day. A fact that I hope to soon rectify."

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As you move about you notice a shiny war whistle on the ground, not unlike the ones you have seen commanders in battle use to direct troops. You reason it's possible that nearby Pathfinders would come to your aid should you choose to blow it.

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Seems overseer and I are on the same posting schedule. Have you ever seen us in the same room together?

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As you move about you notice a shiny war whistle on the ground, not unlike the ones you have seen commanders in battle use to direct troops. You reason it's possible that nearby Pathfinders would come to your aid should you choose to blow it.
** spoiler omitted **
See slide #2 for what Aid Tokens do (note, the Mausoleum is now slide #8)
Lady BroKhan steps into The Slabs, which is a dreary chamber that is kept magincally cold to safely preserve bodies from decay. The floors are covered with gray flagstones. The walls are lined with stone cubicles with iron doors and bronze nameplates. The room is dark, as only a minute amount of light enters from three tiny windows near the ceiling.
Finding nothing there, the group continues on into the Incinerators. This room is used as a crematorium and for Pathfinder researchers to safely rid themselves of necromantic specimens upon completion of their experiments. A single hooded lantern has been left on the floor and is still lit. The incinerators have not been lit today, due to the festivities.
Next, they move into the Library. Large stacks of esoteric volumes dedicated to the topic of necromancy are stored here. A single hooded lantern has been left on the floor and is still lit.
They then move up into the next room. This room houses a strange metal cage filled with dancing ethereal mists. This dangerous artifact is infamously known as the Cage of Soul Echoes. Rravn then notices something peculiar... it appears there is a man crouching behind the cage, bow drawn. He only has time to squawk before the doors at the north end of the room fly open, and another man with a bow drawn, and a haf-elf (who is hovering a tiny bit off of the floor) with a wand and a light mace, can be seen.
Dekion perception: 1d20 + 2 ⇒ (2) + 2 = 4
Durothil perception: 1d20 + 7 ⇒ (5) + 7 = 12
BroKhan perception: 1d20 + 4 ⇒ (1) + 4 = 5
Drusilla perception: 1d20 + 14 ⇒ (4) + 14 = 18
Pip perception: 1d20 + 2 ⇒ (1) + 2 = 3
Rravn perception: 1d20 + 9 ⇒ (20) + 9 = 29
Dekion init: 1d20 + 4 ⇒ (1) + 4 = 5 8
Durothil init: 1d20 + 6 ⇒ (17) + 6 = 23 2
BroKhan init: 1d20 + 1 ⇒ (9) + 1 = 10 5
Drusilla init: 1d20 + 9 ⇒ (13) + 9 = 22 3
Pip init: 1d20 + 2 ⇒ (14) + 2 = 16 4
Rravn init 1: 1d20 + 5 ⇒ (20) + 5 = 25Rravn init 2: 1d20 + 5 ⇒ (5) + 5 = 10 1
Amriel Thask init: 1d20 + 2 ⇒ (4) + 2 = 6 7
snipers init: 1d20 + 3 ⇒ (4) + 3 = 7 6
Rravn may act in the surprise round! (Partial action only)
Universal Adjustments:
Universal Conditions:
- Rravn ()
- x Durothil ()
- x Drusilla ()
- x Pip ()
- x BroKhan ()
- Thask
- Sniper
- x Dekion ()
Conditions:
Dekion: 33/33
Durothil:
BroKhan:
Drusilla: Mage Armor (50 mins)
Pip:
Rravn: 33/33
Blue:
Red::
Thask::
CLW Wand charges:
BroKhan: 3
Rravn: 4
Mage Armor charges:
Drusilla: 2

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"Sneaky!" Rravn exclaims, and at the same time the tengu begins to shift and displace, his whole image starting to shake and distort. It is as if Rravn warps in time.
Active time flicker. Works as blur.

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After Rravn goes all blurry, the Aspis agents open fire. First, the sorcerer swears, drops his wand, and casts a spell. A greenish arrow flies out of his pointed finger towards Dekion.
Ranged Touch: 1d20 + 4 ⇒ (20) + 4 = 24Crit Confirm: 1d20 + 4 ⇒ (20) + 4 = 24 acid damage crit: 4d4 ⇒ (1, 3, 4, 1) = 9
Then, one archer fires at Lady BroKhan. She is hit... there is a burst of white light, and she falls asleep.
bow vs AC: 1d20 + 6 + 1 + 1 ⇒ (14) + 6 + 1 + 1 = 22 NL damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
BroKhan Will Save: 1d20 + 1 ⇒ (2) + 1 = 3
The other archer fires his bow at Lady Drusilla. Luckily for her, the archer misses. bow vs Drusilla FF: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Party (Except for Dekion and the sleeping BroKhan) is up!
Universal Adjustments:
Universal Conditions:
- => Rravn ()
- => Durothil ()
- => Drusilla ()
- => Pip ()
- => BroKhan (Sleeping)
- Thask
- Sniper
- Dekion ()
Conditions:
Dekion: 24/33 ongoing acid!
Durothil:
BroKhan: 3NL + sleeping.
Drusilla: Mage Armor (50 mins)
Pip:
Rravn: 33/33 Blur
Blue:
Red::
Thask::
CLW Wand charges:
BroKhan: 3
Rravn: 4
Mage Armor charges:
Drusilla: 2

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Rravn builds up his own magical abilties, his muscles enlargening and tightening. "Murder! Death! Kill!" he yells, as his eyes again turn red, "those initiates shall have their vengeance! DIE!"
Bull's Strength on self. Move closer, draw falcata.

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********************
Overseer Announcement
********************

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Durothil springs into action, drawing his bardichhe. He leaps over the sleeping Lady Brokhan and swings at the Aspis agent in a chopping motion.
Bardiche vs blue: 1d20 + 9 ⇒ (1) + 9 = 10 Oh brother
Bardiche: 1d10 + 5 ⇒ (3) + 5 = 8
Slipping slightly, his chop goes wide of the agent.
"Your time will come. Sooner rather than later."

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The perhaps over-confident Durothil Moonstep moves up, and gives a mighty swing of his bardiche. In his rush, he has swung early, and his blade swings at the cage in the middle of the room. However, it never quite reaches the cage, and is stopped by some invisible barrier around it.
Rravn calls upon his patron, whomever, or whenever, that might be, strengthening himself before he moves up into combat.
Lady BroKhan starts snoring.
Dekion is not yet up, having rolled very low on initiative.
Drusilla and Pip are up!

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Pip springs into action. In a few long strides she crosses the distance to one of the snipers, while drawing her sword which gives off a brillliant white Light. "Engage those archers! Drusilla, see if you can wake up Brokhan. "
She then swings low at the archer clad in blue. Chadali, this is a day when people's fates are determined. May you smile upon mine.
Move while drawing weapon. Activate Archeologist's Luck as swift action. Attack at blue, with Power attack.
Attack +Luck -PA: 1d20 + 9 + 2 - 1 ⇒ (12) + 9 + 2 - 1 = 22
Damage +Luck +PA: 1d8 + 5 + 2 + 2 ⇒ (2) + 5 + 2 + 2 = 11

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Is it possible to roll some knowledge about the cage of soul echoes? Not that Rravn could, but someone else might. It looks nasty.

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"Lady BroKhan! This is no time to take a nap! Justice and vengeance awaits!" Drusilla steps next to the sleeping barbarian, and firmly slaps her awake. Only then she prepares to join the fight.
5ft step, Standard action to wake up Lady BroKhan, move action to Studied combat vs. the sorcerer, swift action to activate snake style
Any ideas for the aid token? We can always take the timely inspiration for Inspire Courage...
Sense motive: 1d20 + 21 ⇒ (5) + 21 = 26 +1 vs the sorcerer