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Star Chaser immediately recognizes Thrash's gesture and follows the big man.
Acrobatics: 1d20 + 5 ⇒ (9) + 5 = 14
Once arriving, he grips his quarterstaff tightly, moving his other hand in a complex pattern, gesturing at the elf! (after confirming what he looks like with the GM, heh)
Star Chaser casts Lipstitch at the Elf, requiring him to make a DC 19 Fortitude Save (see spell link for more).
Damage: 1d6 ⇒ 6 (On a failed save, plus other effects)

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Farg move into his assigned position and attempts to skewer the pesky blue halfling.
Attack PA1d20 + 10 ⇒ (13) + 10 = 23 Damage1d8 + 13 ⇒ (8) + 13 = 21

GM Tektite |

Thrash strides up the nearest halfling and smacks him hard with his spade!
1d20 ⇒ 16
Star Chaser follows after Thrash, then casts a spell! Tiny ethereal threads begin swirling around the elf's mouth, but he bats them away!
Farg moves up next to Star Chaser, then skewers the halfing like a kabob!
Punch vs Thrash: 1d20 + 7 ⇒ (1) + 7 = 8
Daamge: 1d6 + 2 ⇒ (1) + 2 = 3 And Fort Save DC 15 vs stunned for a round.
Punch vs Thrash: 1d20 + 7 ⇒ (5) + 7 = 12
Daamge: 1d6 + 2 ⇒ (2) + 2 = 4
Punch vs Thrash: 1d20 + 2 ⇒ (16) + 2 = 18
Daamge: 1d6 + 2 ⇒ (1) + 2 = 3
The blue robed monk launches a series of punches at Thrash, but misses! He then takes a step backward.
Shuriken vs Farg: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18
Damage: 1d1 + 2 ⇒ (1) + 2 = 3
Shuriken vs Farg: 1d20 + 9 - 4 ⇒ (2) + 9 - 4 = 7
Damage: 1d1 + 2 ⇒ (1) + 2 = 3
Shuriken vs Farg: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
Damage: 1d1 + 2 ⇒ (1) + 2 = 3
The other halfling throws a fistful of metal stars at Farg, then steps away.
Initiative:
Thrash
Farg
Starchaser
Halfling (blue) -36
Halfling (red)
Idgethun
Jan
Elf
Zirt
Idgethun and Jan are up!

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Jan sees both monks slip backwards away from the group and a caster in the back. He decides the caster is more important than the formation and breaks ranks to double move beside the caster. Along the way he will draw his sword, deciding it unlikely he will be casting this fight.
Double move provokes due to movement from Red Halfling. Also Jan has both step up and disruptive. If the caster 5 ft. steps away from Jan, he will follow to increase the DC of any concentration checks by 4.
Maybe flank not block Thrash?
Jan prefers to bodyguard over attack, so if those are possible they take priority - otherwise if attacks are available he'll take those.
Bodyguard 1: 1d20 + 9 ⇒ (6) + 9 = 15 +2 AC to adjacent ally whose attacker I threaten
Bodyguard 2: 1d20 + 9 ⇒ (17) + 9 = 26 +2 AC to adjacent ally whose attacker I threaten
or
Attack 1: 1d20 + 9 ⇒ (18) + 9 = 27DMG: 1d8 + 5 ⇒ (7) + 5 = 12
Attack 2: 1d20 + 9 ⇒ (3) + 9 = 12DMG: 1d8 + 5 ⇒ (5) + 5 = 10

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Odd decides to leave the caster to Jan and moves to flank. "Phalanx forward!"
Pharasma, give me strength! Fervor for bull's strength as a swift.
Dagger @ Red: 1d20 + 7 + 2 + 2 ⇒ (14) + 7 + 2 + 2 = 25
Damage: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7

GM Tektite |

AoO vs Jan: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Jan easily slides by the halfling, then gets in the face of the elf!
Odd steps over and stabs the red rerobed halfling!
The elf tries to step away, but curses as Jan follows him.
Concentration DC 21: 1d20 + 9 ⇒ (18) + 9 = 27
MTA vs Jan: 1d20 + 5 ⇒ (14) + 5 = 19
Electricity Damage: 5d6 ⇒ (2, 3, 6, 1, 6) = 18
Concentration deeply on not getting attacked, the elf casts a spell, chargin his hand with electricity, then reaches out and touches Jan, giving him a jolt!
Initiative:
Thrash
Farg
Starchaser
Halfling (blue) -36
Halfling (red) -7
Idgethun
Jan
Elf
Zirt
Zirt, Thrash, Farg, and Starchaser are up!

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Ouchie

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Thrash sees Jan's perfect positioning, and nods agreement to his suggestion. "Flanking formation it is!", he shouts as he swiftly changes the nature of his Battlefield Presence to grant Outflank. He then steps into melee with the halflings and unleashes his shoveling fury.
He will aim his attacks at Blue until Blue drops, and any remaining attacks will go for Red.
Outflanking Power Attack Flurry: 1d20 + 9 + 4 ⇒ (3) + 9 + 4 = 16
damage: 1d6 + 13 ⇒ (1) + 13 = 14
Outflanking Power Attack Flurry: 1d20 + 9 + 4 ⇒ (16) + 9 + 4 = 29
damage: 1d6 + 13 ⇒ (4) + 13 = 17
Outflanking Power Attack Flurry Iterative: 1d20 + 4 + 4 ⇒ (14) + 4 + 4 = 22
damage: 1d6 + 13 ⇒ (1) + 13 = 14

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Star Chaser assesses the situation and the fact that the elf resisted his first spell. Noticing Thrash yelling...something...and the party moving into flanking formations, the snowborn makes a decision. Furrowing his brow, Star Chaser grips his quarterstaff tightly and advances to try and help Jan flank the caster.
Acrobatics: 1d20 + 5 ⇒ (2) + 5 = 7 (Movement) (Even with difficult terrain, Star Chaser can reach the indicated square)
Acrobatics: 1d20 + 5 ⇒ (17) + 5 = 22 (Avoid AoO from elf, if he's armed)
Once in position, Star Chaser readies an action to use his quarterstaff to shoot Magic Missiles at the elf, should the elf begin to cast a spell.
MM Damage: 2d4 + 2 ⇒ (1, 4) + 2 = 7 (if needed)

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Thrash attacks with vigor, landing two blows, dropping the blu-robed halfling with his second blow, then striking the other halfling with his final blow!
Thrash could five foot step south too, if wanted.
I 5' stepped to where I am. I'm happy whenever I've used the entirety of my action economy.

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Move to flank red with Thrash PA.
Farg moves in and thrusts with his spear at the red clad halfling.
Tough little bugger...
Attack 1d20 + 14 ⇒ (6) + 14 = 20 Damage 1d8 + 13 ⇒ (8) + 13 = 21

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By my count that puts up Jan and Odd so I'll go ahead and post my turn.
Jan scans the battlefield and seeing only the caster remaining ask Gamin for a bit of help. Gamin is us, no? Desna?
Swift action to call upon sacred weapon (for a +1)
Yes sir, right away sir
Guidance and allying from Gamin to Jan
Attack: 1d20 + 9 + 1 + 1 + 4 + 1 ⇒ (14) + 9 + 1 + 1 + 4 + 1 = 30DMG: 1d8 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12
Jan will continue to 5ft step with the caster if he tries to move to take advantage of Disruptive
Bodyguard 1: 1d20 + 11 ⇒ (4) + 11 = 15 +2 AC (adjacent ally, threatened enemy)
Bodyguard 2: 1d20 + 11 ⇒ (3) + 11 = 14 +2 AC (adjacent ally, threatened enemy)

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Odd steps forward to stand side-by-side with Jan, hoping to bring down the last Aspis before her.
Dagger @ Elf: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 THREAT Confirm: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Damage: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Crit Damage: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Dagger @ Elf: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

GM Tektite |

As Zirt heals Jan, Jan and Odd combine attacks to bring down the elf!
You have one round of actions. Staying in initiative.
Halflings (x2) potions of cure light wounds (2), potion of invisibility masterwork shuriken (20), belt of incredible dexterity +2, 130 gp
Seconds after catching you breath, two vaguely humanoid shaped balls of lightining appear and move menacingly toward the party!
Initiative:
Thrash
Farg
Starchaser
Idgethun
Jan
Zirt
Elementals
Party up!

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Star Chaser moves over to Odd and places a hand on her shoulder while muttering an incantation.
".נצמד לכאשרתריסי סופת היד"
He grants her a Shield of Faith (+3 deflection bonus to AC for 6 minutes), before moving wherever he's directed to by Thrash.

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Jan will quaff one of the potions of cure light wounds
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
And charge one of the balls of lightning.
Gamin? For Desna!
Gamin will provide allying and guidance
Charge!: 1d20 + 9 + 2 + 1 + 1 ⇒ (5) + 9 + 2 + 1 + 1 = 18DMG: 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Current AC 23
Bodyguard 1: 1d20 + 10 ⇒ (4) + 10 = 14 +2 AC
Bodyguard 2: 1d20 + 10 ⇒ (2) + 10 = 12 +2 AC

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Thrash uses Lay on Hands on Jan during the lull in combat...
LoH: 1d6 ⇒ 3
...and follows his lead in a charge against the elementals.
Power Attack Charge: 1d20 + 13 ⇒ (1) + 13 = 14
damage: 1d6 + 13 ⇒ (2) + 13 = 15
He'll then shout, Phalanx!, and switch back to Lastwall Phalanx as a swift.
Out of game, I know that elementals are Neutral, but Thrash doesn't really have knowledge (planes). My current AC is 21 after charging.

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Odd sees the glint of an expensive belt and puts it on. Using the lull to steal a belt of incredible dexterity +2.
Lady of Bones, let me strike true!Swift to activate Sacred Weapon on my primary.
Odd moves forward quickly to stand next to Jan, striking out at the same creature.
Dagger @ South: 1d20 + 8 + 2 + 1 ⇒ (2) + 8 + 2 + 1 = 13
Damage: 1d6 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9

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Zirt hurries up behind the others, reminiscing about the time she and her cousin-twice-removed's half-sister's dog were stuck outside in a lightning storm, and how they overcame the odds and finally came home safely... and then continuing with what they learned from the ordeal, and how you should never take whistling lessons from Old Mister Gnalrzhidnitz. Move & inspire.

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Apparently I missed that we had *two* turns to do stuff, so Star Chaser would also have put up another spell...
Knowledge Planes: 1d20 + 6 ⇒ (1) + 6 = 7
Assuming he or someone else (who he can understand) identifies the enemies (floating balls of lightning should be obvious as to what to cast, but not to ID anything about them - is that okay, GM?), he will cast Resist Energy, Communal (vs Electricity) - Resistance 10 for 10 minutes each for Star Chaser, Odd, Farg, Jan, Thrash, and Zirt (sorry for Zirt's animal - not enough to go around until I hit another level).

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Far strides forward boldly and thrusts his longspear once more with feeling.
Attack PA1d20 + 10 ⇒ (15) + 10 = 25 Damage 1d8 + 13 ⇒ (1) + 13 = 14

GM Tektite |

Sorry, more holiday events this entire weekend.
Starchaser contiues to protect the party!
Zirt moves in and begins to inspire the party!
Odd attacks, but misses narrowly!
Farg stabs one of the lightning creatures!
Attack vs Thrash: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Electricity: 1d4 ⇒ 2
Attack vs Jan: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Electricity: 1d4 ⇒ 3
The creatures attack Jan and Thrash!
Party up!

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Jan will take another swing at the Elemental in front of him. Calling for Desna's blessing and help from Gamin.
Sacred Weapon, Guidance, and Allying.
Attack: 1d20 + 9 + 1 + 1 + 1 + 1 ⇒ (1) + 9 + 1 + 1 + 1 + 1 = 14DMG: 1d8 + 5 + 1 + 1 + 1 ⇒ (8) + 5 + 1 + 1 + 1 = 16
Bodyguard 1: 1d20 + 11 ⇒ (12) + 11 = 23 +2 AC (adjacent ally from creature I threaten)
Bodyguard 2: 1d20 + 11 ⇒ (14) + 11 = 25 +2 AC (adjacent ally from creature I threaten)

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Odd moves forward, providing an opportunity to flank for one of her teammates. Both daggers flash toward the enemy.
Dagger @ South: 1d20 + 5 + 2 + 1 + 1 ⇒ (17) + 5 + 2 + 1 + 1 = 26
Damage: 1d6 + 2 + 2 + 1 + 1 ⇒ (3) + 2 + 2 + 1 + 1 = 9
Dagger @ South: 1d20 + 5 + 2 + 1 ⇒ (18) + 5 + 2 + 1 = 26
Damage: 1d6 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7

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Zirt continues to tell her story, though she takes a moment to add in some threatening words about lightning directed at the nearest elemental!
Intimidate (smaller than target): 1d20 + 12 + 2 - 4 ⇒ (13) + 12 + 2 - 4 = 23

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***********************************
**Overseer Announcement**
***********************************
THE END: Siege of Serpents
***********************************

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I don't know about that Overseer announcement, so I'm going to continue on the assumption that we're wrapping things up still.
Thrash, seeing the Southern elemental well in hand, lays into the Northern elemental.
Inspired Power Flurry: 1d20 + 10 ⇒ (3) + 10 = 13
Inspired damage: 1d6 + 13 + 1 ⇒ (4) + 13 + 1 = 18
Inspired Power Flurry: 1d20 + 10 ⇒ (16) + 10 = 26
Inspired damage: 1d6 + 13 + 1 ⇒ (5) + 13 + 1 = 19
Inspired Power Flurry Iterative: 1d20 + 5 ⇒ (16) + 5 = 21
Inspired damage: 1d6 + 13 + 1 ⇒ (1) + 13 + 1 = 15

GM Tektite |

Jan attacks, but misses, while Thrash, Odd, and Starchaser combine effotrts to take down one of the elementals.
Moments later as the next elemental falls, a loud horn signals over the area, then all falls quiet.
The floating tower grows quiet as Pathfinders incapacitate the last of the Aspis Consortium operatives. Down hundreds of feet below, for the first time in living memory, the Grand Lodge’s gates are closed beneath the arch that bears the Glyph of the Open Road. Just outside the gates stands a crowd of hundreds pressed up together to look up and watch the spectacle. Behind them, a force of district guards pushes toward the front, calling for someone to open the gates. From the wall, Venture Captain Ambrus Valsin stares down and barks a firm “No.”
“Not your problem,” notes a deep voice. Marcos Farabellus and a half dozen other Pathfinders approach while sheathing their weapons. The Master of Swords gives a reassuring smile and remarks,“Just be thankful for once you’re not in charge down there.” His smile fades as he surveys the damaged tower and picks up the Sky Key in both hands. “It’s clear that the tower isn’t stable, and I don’t think tinkering with the Sky Key up here is going to make it conveniently set back down where it was. It’s past time we get out of here—before whatever magic is keeping us afloat decides to stop working.”
One-by-one, Pathfinders emerge from Arliss Hall, with Marcos Farabellus emerging last. A trio of Pathfinders is waiting for him with a thick chest, and he lightly places the Sky Key within, closes the lid, and motions for the agents to carry the strange Numerian device back to Skyreach, where several dozen armed operatives quickly surround them to ensure no more ill befalls the Society’s prize. The Master of Swords strides toward the pedestal where the towering statue of Durvin Gest once stood but now lies shattered. Within minutes, hundreds of Pathfinders and their venture-captains solemnly gather in a wide circle around the monument, and the blood-spattered Master of Swords addresses alumni of this year’s Grand Convocation.
“We were tested today, my friends,” he confidently states as he hefts a sheathed sword in one hand, “But we were not found wanting!” Following a ragged cheer, his expression sobers.“We also lost people today: good agents and one of the great men who taught them – the Master of Spells Aram Zey. But I tell you we saved something far greater. Not some ancient relics from a bygone era! No! We kept our wits! We kept our courage! We kept our faith in one another, and we stood, shoulder-to-shoulder, UNITED!”
Another cheer rises up and after it subsides, the Master of Swords quietly observes, “And the damned snakes in the Aspis Consortium still don’t have an answer for that.” He clambers down the fallen stones and waves, “Tend to your wounds. Get yourself a good meal and some rest. We have a lot of work to do this year. Dismissed!” With that, he walks side-by-side with other venture-captains towards Skyreach.
Unable to achieve more than a handful of minor objectives, the Aspis Consortium and their dupes have turned tail and fled. Renovation of Skyreach’s towers has already begun, and the venture-captains already have sound theories on how to rescue Aram Zey. All signs point to this escapade having completely backfired for the Aspis Consortium thanks to the Pathfinders’ overwhelming victory!
Overwhelming Victory!