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Hangust's swings are blocked by sword and shield.
Butharn charges into the fray the Aspis man (blue) unable to evade the hungry waraxe, it drives deep into the man's chest and he collapse in a heap.
Deveak x2, Noz, Eldak, and Phythor are all up.

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Eldak draws his curved blade,Two versus one and the best you can do is throw fire at me? Caw! Well, here I come!
Elven Curved Blade: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d10 + 1 ⇒ (2) + 1 = 3

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Kick: 1d20 + 4 + 2 + 2 ⇒ (15) + 4 + 2 + 2 = 23
Kick Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Watching the nearest agent fall, Noz gives a quick nod to the dwarf before charging past his allies using his dragon style to deliver a painful jump kick to the flanked agent.

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As Eldak arrives the Aspis man proves he is ready for him, launching a swing from his longsword before the rogue can react.
longsword: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d8 + 3 ⇒ (4) + 3 = 7
Eldak deftly dodges and quickly assaults the agent with his Elven Curved Blade. Noz joins the him and delivers a painful jump kick. The agent teeters and almost goes over, barely keeping his feet and looking punch drunk.
Daveak x 2 and Phythor.

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sorry for delay busy work... Will update tonight
-Posted with Wayfinder

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Daveak will move up to fire on left and attempt to put the fire out. eidolon will move up to other side and try and put the other fire out.
Daveak applicable roll: 1d20 ⇒ 6
Eidolon applicable roll: 1d20 ⇒ 5
round 2
if fire out then daveak will acid splash closest target and eidolon will move to put out next fire. if fire not out then rolls will continue to put out fire
daveak roll: 1d20 + 2 ⇒ (2) + 2 = 4
dmg: 1d4 ⇒ 3
eidolon roll: 1d20 ⇒ 11
and fail at life lol

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Daveak and his Eidolon attempt to put out the flames. While Daveak struggles against the flames, his Eidolon is able to make head way against the fire.
CMB check or throw on water.
Fire spead(left): 1d8 ⇒ 7
Fire spead(right): 1d8 ⇒ 3
One fire spreads to a nearby chair, while the other burns along the floor.
The agent with a red cloak attempts to hold his ground while attacking Eldak.
Longsword: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d8 + 3 ⇒ (3) + 3 = 6
Eldak's too quick for him.
While the agent (green) next to him steps behind him and draws a vial from his pouch.
The final agent (purple) draw his longsword, step forward attacking the eidolon.
Longsword: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d8 + 3 ⇒ (7) + 3 = 10
The blow drops the eidolon.
Round 2
Phyhtor
Round 3 Serpent Library
Aspis Agent (red)
Aspis Agent (green) 14 dmg
Aspis Agent (blue) 20 dmg - down
Aspis Agent (purple)
Noz
Eldak 1 dmg
Phythor 3 dmg
Daveak
Eidolon 10dmg
Butharn 3 dmg
Hangust
Pathfinders are up -- Phythor can act twice.

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Bite: 1d20 + 4 ⇒ (18) + 4 = 22
Bite Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Claw1: 1d20 + 4 ⇒ (10) + 4 = 14
Claw1 Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Claw2: 1d20 + 4 ⇒ (1) + 4 = 5
Claw2 Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Noz shifts up next to the agents and makes a deadly bite and two feeble claw attacks.

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I hope I do this right.
Eldak moves 5 feet into a flanking position thereby not provoking an attack of opportunity and strikes with his elven blade hoping for a sneak attack.
Elven Curved Blade: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d10 + 3 + 1d6 ⇒ (1) + 3 + (5) = 9

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When it is Butharn's turn he steps over to the pair of Agents and swings at the Red one.
Waraxe: 1d20 + 5 ⇒ (20) + 5 = 25 Holy Moly confirmation: 1d20 + 5 ⇒ (18) + 5 = 23 damage: 3d10 + 18 ⇒ (7, 6, 10) + 18 = 41
Fear my Axe of Doom!

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Noz makes a vicious bite attack against the agent ripping a large chuck from the man's neck, he recoils avoiding the tieflings claws, and Eldak's Elven blade as well. But then there is Butharn, the red wound is like a beacon to the dwarven strongman and his finally honed waraxe finds the perfect mark once again, freeing the head from the rest of the body. The disable agent behind him stares in horror as the body of his comrade collapses in a heap.
Deveak feverously fight the growing flames finally gaining some ground against them.
Hangust and Phythor are up we have about 30 hours till the shift to part 4. I'll try to move quickly now. I think we can complete this!

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See discussion - retconing just a bit.
Noz's bite drops the teetering Aspis man (green) and then Butharn's axe still decapitates the other agent (red). Only one Aspis agent (purple) and the fires remain.

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Hangust charges at purple, Kukri raised, eyes wide with rage.
Charge: 1d20 + 11 ⇒ (20) + 11 = 311d3 + 4 ⇒ (2) + 4 = 6
Crit confirm: 1d20 + 11 ⇒ (12) + 11 = 231d3 + 4 ⇒ (2) + 4 = 6
On phone can't move token. AC -2 1 round.

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Hangust rushes the last agent cutting him deeply with his kukri.
The fire again leaps forward.
Fire spead(left): 1d8 ⇒ 2
Fire spead(right): 1d8 ⇒ 5
The one fire begins to surrounding Hangust and the embattled agent.
Badly hurt, escape mostly cut off, and fellow snakes laying dead in bloody heaps, the last man fights desperately against Hangust in an attempt to find freedom or die trying.
Longsword: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d8 + 3 ⇒ (1) + 3 = 4
His feeble attempt is almost laughable. He stumbles backward.
Round 3
Phythor
Round 4 Serpent Library
Aspis Agent (red) dead 41 dmg
Aspis Agent (green) dead 26 dmg
Aspis Agent (blue) 20 dmg - down
Aspis Agent (purple) 12 dmg
Noz
Eldak 1 dmg
Phythor 3 dmg
Daveak
Eidolon 10dmg
Butharn 3 dmg
Hangust
All Pathfinders up -- Phythor may act twice

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When charging, Noz gets +10 speed, so +4 acrobatics skill, planning to jump over 5 feet of fire before attacking the remaining agent.
Acrobatics: 1d20 + 10 ⇒ (10) + 10 = 20
Kick: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Noz charges, jumps through the flame, and tries to land a jump kick on the remaining agent. Unfortunately, the smoke obscured his vision and he is unable to land the kick properly.

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Hangust leans into his remaining for, swinging both weapons with fervor, roaring his tiny little halfling lungs out.
Kukri, MH (Raged): 1d20 + 7 ⇒ (19) + 7 = 261d3 + 4 ⇒ (3) + 4 = 7
Kukri, OH (Raged): 1d20 + 7 ⇒ (10) + 7 = 171d3 + 3 ⇒ (3) + 3 = 6
Kukri, MH Crit Confirm: 1d20 + 7 ⇒ (16) + 7 = 231d3 + 4 ⇒ (3) + 4 = 7

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Noz leaps through the flames with a flying kick, it misses, but opens the man's defenses and soon a major artery is sliced by wide open by Hangust deadly Kukri strike, the man falls over bleeding out, dead.
Daveak tends the fire and with the Aspis Agents dead the others join in and soon extinguish the rest of the flames. The room is the worse for wear but the damage is mostly to furnishings and almost all the books have been spared.
Combat over - that was some good dice rolling!

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********************
Overseer Announcement
********************
Table GMs - The Hidden Library [Area E1] and Tapestry Chamber [Area E3] are now CODE GREEN. The Sky Key Chamber [Area E2] is still CODE YELLOW
E2 = Yellow
E3 = Green
ACT III Ends, and ACT IV Begins, Tomorrow at 3 PM EST US [UTC-5]

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@Phythor - no worries join in when you can.
Noz searches the enemy agents. You find 4 potion of cure light wounds,
2 alchemist’s fire, 4 holy water, 8 flasks of oil, 4 healer’s kit (2 uses remaining ea), 4 breastplates, 4 heavy wooden shield, 4 cold iron daggers, 4 heavy crossbows with 70 bolts total, 4 longswords, 4 bedrolls, 8 tindertwigs, 4 whetstones, and a total of 12 gp.
You have a bit of trouble, but eventually you find the notes. Aram Zey had hidden them in a hollowed out book set high in one of the southern bookshelves.
Rushing back to the Hao Jin Tapestry, you use the procedures described in Zey’s notes to close the portal. Ensuring no more unwanted visitors enter the Grand Lodge.
Well done!! That's it for Part 3. Part 4 starts later today. Hope you are all having fun.

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Butharn once again restocks with a potion of CLW from the fallen Aspis agents. And just because he fears he may have to engage at distance he picks up one of the heavy crossbows and some bolts.

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********************
Overseer Announcement
********************
The Sky Key Chamber [Area E2] is now CODE GREEN – All Three ACT III Areas are now CODE GREEN (WELL DONE!)

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********************
Overseer Announcement
********************
Overseer Note: ACT IV – The Floating Tower is now open and Code Red. Table GMs Please begin ACT IV. You have until December 20th, 2015 at 3:00 PM EST [UTC-5] to finish this act.

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Be sure to read the overseer announcement above.
Kreighton Shaine finishes giving instructions to one team before sending them into Arliss Hall and turning to greet the new arrivals. "Ah, you received my message?” he asks eagerly while pulling out a small notepad and making a single tally mark.
“Excellent, I was uncertain whether recent events might block communication as well. We have a theory that the northwest tower’s new floating status may be the result of the Sky Key and Hao Jin Tapestry coming too close to one another, much like two extradimensional spaces placed inside one another. Thus far, all of our more conventional attempts to reach the tower have been repelled, and admittedly the whole thing could just rocket into the Irorium any minute.”
He squints to the north before adding, “That would be unfortunate, as there’s a rather big match over there today. Best we take control of the tower before it misbehaves further."
“The good news is that we have a permanent portal to that section of the tower. Since the link is between two objects—a pair of full-length mirrors—it should be stable and safe to use. The only catch is that one of the mirrors is inside Arliss Hall. The hall has several extradimensional properties, and with so many visitors, it’s been changing its internal layout constantly. Rather than waste time sending you to figure out a puzzle, I’ll lead you to the portal myself. We venture-captains are fairly used to it.”
As Pathfinders, you know some basic information about Arliss Hall. Its passageways are known to shift in strange ways, and it often seems larger inside that it should from the outside. The majority of the rooms inside are modest but tasteful apartments that venture-captains (and maybe even the Decemvirate) use as personal apartments.
Kreighton Shaine opens the door and holds it open as you file in, then follows you inside; however, when you turn around to face him, the elf has disappeared.
“Of all the luck,” the Master of Scrolls voice echoes from thin air.
“We must have exceeded some capacity limit for this version of the hall and it moved me over to another… iteration of itself. I’ll try to find my way over to you, but look for the mirror! It is in a private room that is reserved. We call it the Lost Room. The chamber will be hidden in plain sight but there’s always some sort of trick to find it. Hurry and I’ll try to join you soon!"
He pauses, "One last thing—rarely can anyone find the Lost Room alone, so work together!”
Okay have at it find that room!

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Hangust stares wide eyed at the spot Kreighton's voice is coming from, but listens intently despite his awe.
"Well, we might as well start looking in this room right? As unpredictable as this place is, what we're looking for might be right in front of our faces!"
As he speaks Hangust walks toward the sofa and begins inspecting it and the fireplace. When he feels he's upturned everything he can, he moves throughout the rest of the room, checking everything he can see at eye level and climbing on top of the furniture for a better view.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16

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Hangust searches the room, searching high and low, finally he notices there is a guest registry near the entrance. It identifies which rooms are available. Currently the registry lists nine rooms, including both room 8 and “room 8A”, even though no such room appears to exist. Room 8 is currently registered to the Pathfinder agent Osprey, while Room 8A is marked “Reserved— do not use.” At the top of the page are words written in delicate penmanship and red ink. “Arliss Hall values your privacy. Simply lock your door and we will see to it that you are not disturbed.”

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Noz's search of the entry area doesn't reveal anything further. You find a door labeled 8 to the left of the entry area (see map).

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"I wonder is this bit about privacy means there is a key?" Hangust shrugs before bounding off towards room 8 to start another search.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23

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Eldak joins Hangust at room 8.
Thank the Gods it's not another library. Let's look at the clues so far. Room 8 belongs to Osprey and room 8A belongs to Reserved. Also, it says to simply lock the door. I was also considering the pool towards the back. Water has mirror like properties but that might be a little far fetched. BWAAAK!
With that Eldak begins to exam the entrance to room 8 looking for locks or traps in an effort to "work together" with Hangust.
perception: 1d20 + 7 ⇒ (15) + 7 = 22
Has anyone seen room 8A?

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No sign of any room labeled 8A. You examine the door to room 8, it's not trapped nor locked. Opening it you find it unoccupied.
Hangust and Eldak enter looking around.
The room contains a comfortable looking bed, a nightstand with a wash basin, a full length mirror, a small chest, a window that overlooks the courtyard.
Closing the door, you notice the inside lock already has a key inserted in it.

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Hangust pulls the key from the door and then walks over to the full length mirror. Tentatively he places his hand on it, to so if anything will happen.
If not he'll start inspecting the next room to the left.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23

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Hangust removes the key and walks over to touch the mirror. Placing his hand on it...nothing happens.
Hangust enters the next room, it's labeled '7' and is identical to room 8.
Eldak makes an astute observation.

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"Good point Eldak, let's try that."
Hangust returns to room 8 and gives the Tengu's plan a shot.

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Hangust reenters the room, inserts the key, locking the room, and touches the mirror...and nothing happens.

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Hangust frowns as the mirror is still just a mirror but he takes another look around the room to make sure nothing else has changed.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21

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Maybe the entrance is through the Chest? Chests usually hold something of interest. If not that lets look out the window or even open it. "Entrance in plain sight"

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Butharn enters room 8 to assist Hangust and Eldak. Opening the door which is surprising not locked. Butharn enters to find an empty room, except for a comfortable looking bed, a nightstand with a wash basin, a full length mirror, a small chest, a window that overlooks the courtyard. No sign of Hangust or Eldak.
Meanwhile, Hangust and Eldak are still in room 8, searching for clues.