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57-22 from revised bleeding = 35 +20 from Astrid is 55/116. It looks like we're spending 10 minutes, which I think makes sense with trying to repair the shield etc. If not I'll battle medicine myself.
self wound treating(Assurance): 2d8 + 10 ⇒ (6, 6) + 10 = 22 - 77/116

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DC 26 Deception, Diplomacy, or Performance check or a DC 28 Religion or Society check to calm Narcela.
@Ukh- Gotcha. With all of the healing we can take each of you to full burning consumables and spells before using the key to rest for the night and reset.
Bremix cowers a bit, thought he still seems angry about the whole situation as he mutters to himself. "She is going to kill us all..."
Grabbing Bremix and geting the rest of the scholars in line Narcela calms down and leads you towards the Vault. "There isn't much we can do from here I'm afraid." You can see her hands shaking as she is scared. "I am fighting it as much as I can but I don't know if it will be enough in time."
Lumna glows brightly as you feel refreshed as if sleeping the night away. The energy of the key drains as it slowly flows into each of you simultaneously.
She quiets down, placing a finger to her lips as you hear guards nearby. "They are guarding the Vault. We will need to get past or convince them to open the door."
You must trick guards in the vault into opening the door (using Deception to Impersonate another guard, Diplomacy to Make an Impression, Intimidation to Coerce them, or Performance to lure them)

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performance DC 26 to calm Narcela: 1d20 + 19 ⇒ (19) + 19 = 38

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Astrid boldly strides up to the guards, glaring at them the entire time. "Outta my way. I have work to do and trust me, you don't want to disturb me." As she reaches the vault door she turns to them expectantly. "Well? What are you waiting for? Open it!"
intimidate-coerce: 1d20 + 21 ⇒ (13) + 21 = 34
Astrid has quick coercion, group coercion, and intimidating prowess. Intimidating prowess might be particulary effective and add +2 if she can physically threaten the guards.

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Society: 1d20 + 16 ⇒ (13) + 16 = 29
Diplomacy: 1d20 + 12 ⇒ (14) + 12 = 26

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Patrick, Ukh and Astrid help console Narcela on the way and this seems to help keep the transformation at bay for the moment.
The guards quickly begin to question Arrus as a squite, but these are quickly queeled as Ukh and Astrid begin to assert their rand and authority. The guards turn and quickly open the doors for you.
25 minutes with a failure from Arrus to travel here and get through the Vault doors.
Healing after Trap = 20 minutes
Traveling to the Cells = 25 minutes
Traveling to Oneirium = 20 Minutes
Traveling to the Workshop = 20 minutes
Travel to the Vault - 25 minutes
Total Time: 110 minutes
An array of items sits on plinths in this chamber. Among them are a crystalline, eight-spoked wheel; a ledger with the name “Thurl” written on the demonhide cover; a frayed scrap of tapestry; a leather bracelet with a number too faded to read; a tropical lotus flower; and several Stasian items.
Aslynn keeps her trophies in this room. Some of them have connections to past Pathfinder encounters with Aslynn: the ledger contains now out-of-date information (written in Abyssal) about the Pathfinder Society provided by a renegade Venture-Captain named Thurl; the scrap of cloth was once a part of the Hao Jin Tapestry; the leather bracelet belonged to a former elf ally of Aslynn; and the sacred flower was taken from the land surrounding the village of Onhae in the Hao Jin Tapestry.
The crystalline wheel is the aeromantic wheel needed to fly the Gale’s Claw.
There are several devices here and it is difficult to tell which item was portrayed in the mystery of the Ardis Scholar’s notes.
• A grandfather clock, with one dial tracing the path of the sun from dusk to dawn, and the other following the phases of the moon
• A black metal bowl with a silvery interior, in which a spiraling wooden top wrapped in wire spins in perpetual motion
• A fist-sized glass globe containing a spinning golden ring with a coil glittering with black opal dust.
• A sphere of beaten brass with numerous white pearl-capped keys, each inscribed with a letter in the Skald alphabet; a multi-hued wooden tray holds a piece of parchment

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Astrid looks everything over. "Okay let's pack it all up. I should have plenty of space in my bag." She pulls out a bag and begins to stuff the items inside, stopping to frown at the grandfather clock. "This might prove troublesome though. Will it fit through the opening?"
Astrid has at least 20 bulk available in her bag of holding and at least 5 more in regular carrying capacity. Not sure if the grandfather clock will fit through the opening of the bag though. It's tall and slender so maybe? Also is that last item a piece of an ulfen typewriter?

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Hang on a bit .... Aslynn ... elf ... could that faded number be Six Three Three?
PFS Lore: 1d20 + 18 ⇒ (12) + 18 = 30
He then consults the notes that they were given at the beginning of their mission.
I think these are referring to the to that fist sized glass globe. Still not quite sure what it is for though. Some sort of indicator to tell you which Plane you're in I suspect.

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"Ha! Doesn't matter. Take everything. I figure if Aslynn wants it I don't want her to have it. If necessary we can have some of the eggheads we're rescuing make themselves useful and carry some stuff. We'll burn anything we have to leave behind."
From the description it sounds like the vault is not super full and we can completely clean it out with the possible exception of the grandfather clock. If we do need to leave some items behind I'd like to destroy it. Smash it, set it on fire, whatever. Just as long as it doesn't take too long since we're on a timer.'

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Jiki will make sure everyone is as healthy as he can before Lumna gives them their night's rest.
Looking at the globe, he says, "This looks like the coil described. No surprise that it's indicating the Shadow Plane right now." He then examines the parchment.
Jiki does speak Skald, if that helps.

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Well that's a weird pile of items. They are quite different from each other. So we pack everything ?
The goblin tries to understand the purpose of the items.
Crafting +19/+21 alchemy

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That does appear to sound like a Skald typewriter. The scenario doesn't quite go into the purpose of the items. Some like the typewriter are for funa nd obvious interest if taken back as well like you are doing utilizing your space.
Being careful Astrid begins to slowly slide each item into her extradimensional space. Cetezar helps load the equipment. "This is the stuff. Let's get out of here!"
You quicky explain the situation and you have a couple more stops first and head off towards the Seneschal's Study to try and figure out how your trip was intercepted.
As you draw close Narcela looks to you and whispers. "I'll try and draw the Seneschal away for a few minutes for you to look around."
You can search through his scattered notes for clues (using Society, Perception, or one of the following Lores: Academia, Accounting, Library, Mercantile, or Scribing). If you have the Eye for Numbers feat or Glean Contents feat gains a +2 circumstance bonus to their check.
Locations
Workshop (Cetezar)
Oneirium (Dinetrie)
Seneschal's Study (Understand how your trip was intercepted)
Lightning Tower (Recharge the Hallajin Key)
Sky Dock (Possible secondary means of escape)
Bell Tower (Disable the Alarm Bells and Planar Netting)
Vault (Gather the rest of the Inventions)

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Accounting lore:1d20 + 15 ⇒ (1) + 15 = 16
The goblin searches through the notes for clues.
Accounting lore, reroll:1d20 + 15 ⇒ (5) + 15 = 20

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As the group leaves the vault Astrid turns and looks at the emptied room and smiles in satisfaction. "Now that's how you loot a vault. I just hope Aslynn actually values the stuff we took and we're not just cleaning out her attic for her."
Later at the Seneschal's Study Astrid digs through some important-looking papers.
perception: 1d20 + 18 ⇒ (13) + 18 = 31

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The cleric tries to search through his scattered notes for the Lightning Tower.
Perception:1d20 + 17 ⇒ (16) + 17 = 33

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30 minutes spent getting in and looking around so far.
As Narcella calls the Seneschal away she does a really great job at giving you plenty of time as you quickly sort through all of the papers.
Astrid and Dranald find a few things that seem to stand out from the rest.
This might have been more useful information if found earlier as you have dealt with most of the immediate threats in your own manner.
Aslynn created an hourglass for her seneschal, so he would know where she was and be ready for her arrival. It’s ticking up the time until she gets back to the palace. 1 hour 40 minutes remaining.

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For a third time, Narcela groans in pain, this time falling to her knees. Face hidden against the ground, she speaks in a horrible voice, like rocks scraping against each other. “Mother has been watching you, spying on your little dreams. They’re going to become such good nightmares,” she grates. A moment later, Narcela’s true voice emerges again: “No! I... I won’t! Won’t... let you have me!” she says, clearly talking not to anyone present now but to her mother. She stands up, a grim look on her face, and wipes away a trickle of blood flowing from her nose. “I will fight her as long as I can, I promise you,” she says. “For Revecka.”
Though pale with fear, Bremix swaggers forward, fists raised. “If you won’t do anything about this, I will!” he says. “You’re supposed to be here to help us get out, not bring a monster back home!”

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For a moment, Patrick contemplates turning the hourglass over to 'mess things up' but thinks better of it.
I believe it would be logical at this point to recharge the Key he suggests quietly.
I presume since that was an instantaneous full rest, there is no chance to change prepared spells?

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You get to make daily preparations again with the key rest. So you can certainly change up prepared spells.

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Patrick hands Narcela a clean hankie.
That's it .. think of Revecka. he says quietly. Use your ....... love to fortify your mind.
He seems rather hesitant to say 'love' though, as if it is a foreign concept.
arcana: 1d20 + 19 ⇒ (10) + 19 = 29
You hear THAT Aslynn? He says to the sky after stepping back. You've tormented my dreams for too long. No more. NO MORE! It's YOUR fault I'm such a mess. I AM coming for YOU! Narcelia STANDS!
He's nearly trembling with anger. Such an outburst is completely out of character.
And you SHUT UP Bremix. Or WHO's the monster here. You'll have to go through ME to get to HER
intimidate: 1d20 + 8 ⇒ (12) + 8 = 20
He also balls his fists.

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Astrid barely suppresses a grin as the meek wizard shows his true resolve. She steps between Patrick and Bremix and places a hand on the wizard's chest.
"Hold on there, Tiger. No need to beat up the egghead just yet. I'm sure he's just letting off some steam"
She turns to Bremix and grabs his shirt to pull him closer. Unfortunately it rips from her grasp so she leans in closer. Her voice is low and bone-chillingly cold. "Listen here you little turd. If not for Narcela defying her mother and secretly giving us information, you lot would still be rotting in your cells right now with no hope of rescue. Now I promised to rescue you all and I fully intend to do that. However if I hear one more peep out of you I'll break both of your legs and drag you back to Ardis by your hair. Now shut up and stand over there until we're ready to go." She sends him away with a shove.
athletics-grapple: 1d20 + 19 ⇒ (1) + 19 = 20
intimidate, coerce: 1d20 + 21 + 2 ⇒ (7) + 21 + 2 = 30
athletics-shove: 1d20 + 19 ⇒ (13) + 19 = 32

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Assurance medicine-expert = 24
Seeing that Narcela has been injured during the exchange with her mother the shield maiden reaches into a belt pouch and pulls out a potion. She hands it to the changeling. "Here. Drink this. It should fix you right up. We need you it top form."
Astrid hands her a moderate haling potion. 3d8+10 healing
I believe it would be logical at this point to recharge the Key he suggests quietly.
Astrid frowns. "Maybe. We have enough charge remaining to get everyone back without having to recharge though. I'm more inclined to simply head to the dock, steal Aslynn's boat and leave immediately. What do the rest of you think?"

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Arcana[: 1d20 + 17 ⇒ (20) + 17 = 37
The goblin says to Astrid: So we don't go everywhere before to leave? Is it really a totally useless destination to avoid the Lightening tower? Perhaps is there something more than only the possibility to recharge the key.

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Once Patrick manages to get his emotions back under control ...
I should point out that the Key is out of charges and it would be unwise to risk Lumna should we need to tap it's power in that state. But, if you believe we can successfully get to the docks and steal the ship without needing to then, yes I agree we should go straight for the ship. Still .... the Key is our primary get out of here mechanism.
He pauses for a bit.
I will ask Lumna. See what she thinks. After all, she has a stake in this decision and she has the right to make her opinion known
He starts communing with the Hallajin Key.

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Jiki look sat the key. "Yup, out of juice. It would be cutting it a little close to recharge it and the go for the boat, but I don't relish the idea of not having a backup plan in case our little act of piracy fails."

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"Out of juice? Really? Bah! I'm not sure why I thought it could do more. I'll have to start paying more attention in the briefings. Or maybe start attending them..."

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You have 5 charges left on the key and it costs 2 charges to return home.
Bremix backs down under Astrid's glare as Lumna sends small visions to your mind of having more than enough energy to return to the Manor. The visions seem to have a sense of urgency.

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Sorry, slide says 5 charges, and I wasn't sure if that was current or starting.

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That is current. I can put 5/10 if that helps.

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"Well I'd rather just steal the ship and leave but if you all feel that we should go to the lightning tower then let's get moving."
She turns to Narcela. "Do you think you can hold on for a shot detour to the tower?"

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Narcela's breathing is labored. "I can try."
Have 1 vote to leave immediately with the key and 1 vote to get to the lightning tower then steal the ship and leave. What do the others vote?

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"If Lumna is sure she can get us home if everything else goes wrong, then let's head for the dock."

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Just in case I was unclear. Astrid's vote is to go to the dock but I won't object if the party wishes to go to the tower.

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You head back into the tunnels as Narcela leads the way. "Follow me. I'll get you to the Docks."
This strange space vaguely resembles a dock, but with metal piers jutting into the shadow beyond the castle walls. What looks like a sailing vessel is tied to one pier. Its two masts are angled backward at a steep angle, making the raised sails look more like a covering canopy than something intended to catch the wind. The ship’s name is marked in blood-red writing: the Gale’s Claw.
Aslynn’s plane-hopping airship, the Gale’s Claw, is docked here, recharging while she travels under her own power.

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All this seems too easy. I guess Aslynn won’t let us go like this. And with her ship.
The goblin is cautious and draws his crossbow.

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Over in another corner of PaizoCon, I think one of my characters is being raided as we speak...
Have we seen any Small minions yet? If so, Jiki will cast illusory disguise heightened to level 3 to appear as one of them.

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Astrid examines the ship before calling out.
"Holmgeir! Where are you? Get your sorry butt up there and get that ship ready to sail."
Holmgeir is Astrid's hireling. He is skilled in survival and sailing lore at +14 each

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You have seen and avoided guards as Narcela takes you from room to toom through the back tunnels to avoid being seen.
Jiki assumes a disguise as you head further into the dock to take the Gale's Claw for yourselves.
You begin to hear a sounding alarm ring throughout. You have one shot at this it seems. Smoke begins to fill the ceiling as a flaming horse that looks like the harbinger of death gallops through the air, landing between you and the Airship. It's flaming hooves clop against the floor as a twin pair of indistinct shadowy forms take on your worst fears and nightmares.
Patrick Barnard's Initiative: 1d20 + 13 ⇒ (16) + 13 = 29
Ukh's Initiative Using Avoid notice: 1d20 + 16 ⇒ (18) + 16 = 34
Dranald's Initiative Using search: 1d20 + 17 ⇒ (13) + 17 = 30
Astrid's Initiative: 1d20 + 19 ⇒ (14) + 19 = 33
Jiki the Flatulist's Initiative Using Avoid Notice, Incredible Initiative: 1d20 + 15 ⇒ (14) + 15 = 29
Arrus Lionius's Initiative Using Search (+1 if Sight based): 1d20 + 20 ⇒ (20) + 20 = 40
Deimostride: 1d20 + 20 ⇒ (6) + 20 = 26
Dream: 1d20 + 12 ⇒ (20) + 12 = 32
Elite Dream: 1d20 + 14 ⇒ (17) + 14 = 31
The flaming horse billows thick smoke out with each breath making it difficult to see within.
[ooc]Smoke Aura 20' around the horse causing concealment. Also if you are within the aura you need to make a DC 26 Fort save or become sickened 2.
★★★
Sky Theft! Round 1
──────────
BOLD IS UP!:
──────────
➤ Arrus (116/116 HP)
➤ Ukh (109/109 HP)
➤ Astrid (148/148 HP) │ Shield Hardness 13, HP 104/104
Dream (Green) (-0 HP)
E. Dream (Yellow) (-0 HP)
Dranald (106/106 HP)
Jiki (86/86 HP)
Patrick (64/64 HP)
Deimostride (Red) (-0 HP) │ Smoke Aura (20') Concealment

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Worried that his fire might not be efecetive against the flaming forse Arrus spends a moment analyzing the green dream.
Hunt Prey vs Green (Free RK) [ooc]Nature +18(M), if no info is gained reroll with Pathfinder Society Lore(M) +18. Arcana, Occultism & Religion all +14 if Nature not appropriate)
On a crit success we all get +1 to the first attack, save and AC vs Red.
Assuming there isn't any great reason why he shouldn't Arrus then takes a shot at green.
range 30, but ignore first range penalty vs hunted prey. Green is within 60
concealment 5: 1d20 ⇒ 4
crossbow: 1d20 + 18 ⇒ (2) + 18 = 20
piercing+precision+fire: 2d10 + 4 + 1d8 + 2d6 ⇒ (1, 10) + 4 + (7) + (3, 6) = 31
Arrus then sprints forward and to the side, trying to spread out in case of explosions or other problematic fiery bits.
Hunt Prey(Green), Strike(Green), Running Reload

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Looking at the horse, the goblin comments: Wow how do you do this? I want to be able to do the same myself.
Then he moves, marks the green one as his prey and fires a bolt.
+1 striking alchemical crossbow, range: 1d20 + 18 - 2 ⇒ (15) + 18 - 2 = 31
Concealment: 1d20 ⇒ 14
Damage, acid:2d10 + 2 + 1d6 ⇒ (7, 4) + 2 + (1) = 14