
![]() |

Syllyn fails to hit but the wisps do get in (-40)
Wymarc gets a bead on Red and shoots (-34)
Azalmak finishes Green off.
Carlin still to go, and with Green gone, Dexter and Bob are also up before Red.

![]() |

Dexter sends Sal after the foe and circles around the thingy to cut off a retreat.

![]() |

Gore gore gorety gore.
Gore - Power Attack + MF + Song: 1d20 + 9 - 2 + 1 + 1 ⇒ (15) + 9 - 2 + 1 + 1 = 24 for Piercing + P.A. + MF + Song: 1d8 + 6 + 6 + 1 + 1 ⇒ (3) + 6 + 6 + 1 + 1 = 17
Spirit Whisp: 1d20 + 6 ⇒ (15) + 6 = 21 for Neg En: 1d4 + 3 ⇒ (2) + 3 = 5

![]() |

And all that goring .... which looked pretty gory, takes out the last one.
The southern circle containing the rainbow mist begins crackling with energy, and the Sky Key, which the blue robed Aspis agent had begins to pulse as it begins gravitating toward the circle.
It looks like you only have two rounds before something happens.

![]() |

Can we make some kind of knowledge roll to figure something out?
Syllyn approaches and tries to grab the key before it merges.
Blue was to the east, right?

![]() |

Thinking back on his training Bob tries to come up with a plan.
Knowledge Arcana: 1d20 + 11 ⇒ (6) + 11 = 17

![]() |

Syllyn grabs the Sky Key but it won't budge from where it is. The Key is magical, as expected and there seems to be some sort of interaction between it and and the southern magical circle - or whatever it in it. Whatever is in there is generating some sort of magnetic field as there seems to be some sort of static charge buildup.

![]() |

Dexter grabs a scroll and activates it on himself, ”Any protections you have, get em up. Sky key, static charges, it could attract some electrically charged dragon or elemental here. Or teleport us somewhere dangerous.” He shelters in the doorway.
Draw and use scroll of resist energy, electricity resistance 10.

![]() |

Pulling out a wand, Bob taps himself with it and readies for another wave.
activate mage armor

![]() |

And that's when the circle spits out three lightning elementals, two medium and one large.
Initiatives
Azalmak: 1d20 + 2 ⇒ (15) + 2 = 17
Bob: 1d20 + 3 ⇒ (16) + 3 = 19
Carlin: 1d20 + 6 ⇒ (12) + 6 = 18
Dexter: 1d20 + 3 ⇒ (7) + 3 = 10
Syllyn: 1d20 + 1 ⇒ (16) + 1 = 17
Wymarc: 1d20 + 7 ⇒ (18) + 7 = 25
red: 1d20 + 8 ⇒ (14) + 8 = 22
green: 1d20 + 8 ⇒ (14) + 8 = 22
yellow: 1d20 + 10 ⇒ (16) + 10 = 26

![]() |

Yellow goes for the nearest Pathfinder - Dexter.
slam: 1d20 + 13 ⇒ (4) + 13 = 17 bludgeoning: 1d8 + 3 ⇒ (3) + 3 = 6 electricity: 1d6 ⇒ 2
slam: 1d20 + 13 ⇒ (4) + 13 = 17 bludgeoning: 1d8 + 3 ⇒ (1) + 3 = 4 electricity: 1d6 ⇒ 2
Wymarc is up followed by the other two elementals

DM Carbide |

***OVERSEER ANNOUNCEMENT***
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 the party 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 their greatest teachers—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.
Although it incurred losses, the Society has protected its greatest treasures and assets. The Aspis Consortium has revealed a weakness in the Grand Lodge’s security and lost the chance to exploit it—all thanks to the Pathfinders’ impressive defense.
That brings the special to a close. Thank you to the players and Table GMs!

![]() |

Wymarc fires at red…
To hit: Base/Dex, Magic, Weapon Focus, PBS, Deadly Aim, Deadeye Bowman, Aspis Hunter
Damage: Magic, Strength, PBS, Deadly Aim, Aspis Hunter
Magic Longbow vs FFAC: 1d20 + 10 + 1 + 2 + 1 - 2 + 1 ⇒ (10) + 10 + 1 + 2 + 1 - 2 + 1 = 23
Magic/Cold Iron/Sneak Damage: 1d6 + 1 + 1 + 1 + 4 + 1 ⇒ (6) + 1 + 1 + 1 + 4 + 1 = 14
…and moves 20’ north…

![]() |

That is when the protean bursts out of the rainbow mists and the magic circle that had been confining it for ... goodness knows how long. It then flies up into the air, followed by the rainbow mist and the three elementals.
A hush falls over the Grand Lodge until it is broken by Marcos Farabellus (see above). He escorts you down the stairs and out of Arliss Hall. Once out, those of you that allow it get hugged by Prilla - who even hugs the boar.

![]() |

"Well, I guess we should be thankful that the tower did not fall while we were in it. But what a mess. I think the bigger challenge will be cleaning up."

![]() |

Dayjob checks please.

![]() |

I have one to roll but I need to check my faction journal card to see if I need to skip a Dayjob to roll something else, and I have been too busy to do that. :(
Thanks for the game though!

![]() |

We also have a set of boons for our PFS1 players. Each GM and Player of a PFS1 game has a 10% chance to win one of our lovely boons at random. Have everyone at your table roll a d20 and a roll of 1 or 20 wins.
Let's roll some BOON ROLL!
1d20 ⇒ 6

![]() |

boonage?: 1d20 ⇒ 3

![]() |

boon: 1d20 ⇒ 16

![]() |

Carlin - you got a boon. Could I please have your e-mail address so I can pass it on to the organisers.
Bob still to boon roll.