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Overseer Announcement
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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.

Hakon the Also Not Slain |

Will Save, Superstition: 1d20 + 6 + 3 ⇒ (14) + 6 + 3 = 23
Will Save, Superstition: 1d20 + 6 + 3 ⇒ (4) + 6 + 3 = 13
Hakon swings at the yeti with both axes.
Handaxe, Rage: 1d20 + 9 ⇒ (3) + 9 = 12
for: 1d6 + 4 ⇒ (2) + 4 = 6
Handaxe, Rage: 1d20 + 9 ⇒ (19) + 9 = 28
for: 1d6 + 4 ⇒ (3) + 4 = 7

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Will: 1d20 + 9 ⇒ (20) + 9 = 29
Will: 1d20 + 9 ⇒ (15) + 9 = 24
Mors ignores the channels, but his throw is pretty stinking bad.
target the damaged cleric
javelin: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
damage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8

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Until Fuzzfoot returns, we can't really do much else
will1: 1d20 + 10 ⇒ (16) + 10 = 26
will2: 1d20 + 10 ⇒ (3) + 10 = 13
spritual weapon attack on cleric: 1d20 + 8 ⇒ (8) + 8 = 16 and since he is flying he cannot be knocked prone. damage: 1d8 + 1 ⇒ (7) + 1 = 8
Sereniti will drop long spear, pull out crossbow and load it

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Thaddeus shrugs off the negative energy and takes advantage of his size, stabbing at the northern cleric with his longspear.
Will: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Will: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Longspear, Inspired Rage, Enlarge Person: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 2d6 + 6 ⇒ (1, 5) + 6 = 12

GM Fuzzfoot |

The clerics, while having the advantage of flying, find that many of this group are able to get at them anyway. Thaddeus skewers one with his spear, taking him down. Sereniti's attack is enough to cause the other to lose consciousness and drop from his height.
Fall Damage: 1d6 ⇒ 4
Fall Damage: 1d6 ⇒ 3
Between the wounds and the falls, they are both dead.
Hakon, meanwhile, continues to hack apart the fallen yeti.
Combat over.
Each cleric had a potion of cure light wounds on his person.
You quickly work to close the portal using the notes you found from Aram Zey. While he lies dead on the table, he still has provided to be useful!
It takes about 10 minutes, at the end of which you hear the voice of the Master of Scrolls Kreighton Shaine travels down the halls, carried by a magical breeze. “Pathfinders, we have determined that objectives in Skyreach are now secure and most Aspis Consortium forces within have been neutralized. There have been further developments of which you may or may not already be aware. Aspis agents have made off with the Sky Key and seem to be holding out in the tower floating above our lodge. Our early experiments with teleporting in or flying to it have met with no success, so I am gathering our forces to enter through Arliss Hall, which has a permanent gateway to one of the tower’s rooms.
“The gateway is finicky, though. Our Master of Spells Aram Zey would be better able to explain it than I, but he is currently—”
The elf trails off as though searching for the right word before continuing, “—indisposed due to the Consortium’s attack. Finish your business and gather outside Arliss Hall for the final assault. I shall guide you from there.”
I suggest healing up if you can, and then proceed to Arliss hall.

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Hanzo leaps onto the chair next to him, using the extra height to strike at the cleric with his kusari gama, and try to bring it down to his level.
Get over here!
Acrobatics: 1d20 + 10 ⇒ (11) + 10 = 21
Trip or Grapple, whichever will bring it to the ground: 1d20 + 7 ⇒ (5) + 7 = 12
Flurry of Blows Second Trip/Grapple Attempt: 1d20 + 7 ⇒ (12) + 7 = 19
Move action to five foot step onto the chair, full attack to flurry with kusari gama.

GM Fuzzfoot |

Hanzo! Good to ahve you back. As it turns out, I ninja'd the ninja, and the combat is at an end. But we are ready to move into the next part!

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"but he is currently—”
"That answers that," grunts Mors with a look at the body on the table. "Never met the man, but I hate to see the Society lose someone important."
He nods thanks to Sereniti, "Ready to roll when you all are."
I'm good to move on.

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Hanzo nods.
They would be fools not to. The man is the Master of Spells, after all. Let's move on. They may need our help.

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"If they wanted him not raised they would have made him less whole. So either they wanted him out of the way, but not done - or they have done something to him that prevents him from being raised, that we cannot see Sereniti says.

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Now back to his normal size, Thaddeus Wipes his spearpoint on one of the fallen cleric’s robes. “We should go to the tower, then. Of course, the Aspis will defend that gateway heavily. We should be prepared for a bloodbath.” Poking around his bandolier, he identifies a particular vial, and withdraws it.
Pulling an extract to drink right before we go through the gateway.

Hakon the Also Not Slain |

CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Hakon fusses with his stuff and pulls out a rather beaten up looking wand, and uses it an interminably long time. He stashes an axe and pulls out two vials.
"Well, fellow heroes, let us go see who shall be Master of the Flying Fortress," he says with a broad Ulfen grin. "The Aspis may find themselves defenestrated."

GM Fuzzfoot |

You heal up and head for Arliss Hall.
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.”

GM Fuzzfoot |

Kreighton Shaine opens the door for the you and follows you inside. After you enter, though, you notice he is no longer with you.
“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! One last thing—rarely can anyone find the Lost Room alone, so work together!”

GM Fuzzfoot |

This entrance room is very much like a hotel lobby, complete with waiting chairs, tasteful decor, and a registration desk.

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Mors gives a quick scan of the main room. "A full-length mirror ain't easy to miss, i'd think."
I'm assuming it' snot in this lobby room.
Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Assuming it's not, he eyes the strange place. "Best if we make sure we stick together." He makes sure the team is following closely, then stomps up the stairs, takes two rights, and begins methodically checking the rooms.
Let's move counter-clockwise, sticking together.

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Overseer Announcement
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The floating tower begins to shift, tilting slightly to one side. A shower of debris rains down on the lawn and buildings below.

GM Fuzzfoot |

You begin searching the rooms, one by one, and find nothing. It is taking longer than you would like, but you don't see any full length mirrors.
So, the posting over the weekend was pretty low, and I know peoples schedules are getting really busy these days, but we are close to the end. However, what you face now is a puzzle, and not necessarily an easy one to solve via PbP. If anyone is holding back because you already know the trick, don't wait too long before jumping in, because I am afraid you might miss the ending if we don't get into the tower by tomorrow...

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Thaddeus checks the pool in the courtyard, wondering if the reflections there are tied in any way to this mirror they search for.
And later...
“That pattern in the floor... does that look like a wayfinder, to you?”

GM Fuzzfoot |

The registration information doesn't show much of use, except that you notice an odd thing. There are rooms numbered 1-8, and then also an 8a.

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Hanzo mutter quietly.
We should split into two groups and search both rooms that could be room 8. If it's a mirror, then we may have to emulate something of a mirror effect.
Considering burning one of my boons that allows me to ask the GM a question. Opinions?

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The registration information doesn't show much of use, except that you notice an odd thing. There are rooms numbered 1-8, and then also an 8a.
Are the rooms themselves numbered? Could we see that on the map, please?
“Everything seems tidy, except for that one room...” (Is that #8?)

GM Fuzzfoot |

The rooms are numbered 1 thru 8 (no 8A).
Number 8 is the southwest (lower-left on the map).

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Perception: 1d20 + 9 + 1d6 ⇒ (16) + 9 + (2) = 27
Thaddeus searches room 8, focusing on the south wall. “Aren’t there two small spires out there? I see no way to enter them.”
I’m not sure if we are supposed to be able to get to those, or not. Seems as good a place to look as any.
Also, should we split up? Everyone take a room ?

GM Fuzzfoot |

The rooms are actually on the second floor (which is nearly impossible to intuit from the map). They each have an outside window. The entrance to the spires must be on the main floor - but you don't think they are part of the puzzle).
Thaddeus does notice that inside of room 8, there is a key in the lock of the door (on the in-side, so you can lock the door behind you). The other rooms do not have this.

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While Thaddeus searches Room 8, Mors does the same in room 7.
Perception: 1d20 + 2 ⇒ (12) + 2 = 14
"Hey guys! Two of you check out the other two rooms while we're in here." He thinks, "Then why don't we see what happens when Thaddeus locks the room he's in."
Basically, let's get people searching all rooms on this west side at the same time, then have two people watching from the outside as Thaddeus locks himself into Room 8.

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Hanzo goes into the room opposite room 8, and shouts for Thaddeus to lock room 8, trying to see if anything changes.

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Thadd closes the door from within room 8, turning the key in the lock.

GM Fuzzfoot |

So far, none of you notice anything different.
You are on the right track, though!

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You begin searching the rooms, one by one, and find nothing. It is taking longer than you would like, but you don't see any full length mirrors.
So, the posting over the weekend was pretty low, and I know peoples schedules are getting really busy these days, but we are close to the end. However, what you face now is a puzzle, and not necessarily an easy one to solve via PbP. If anyone is holding back because you already know the trick, don't wait too long before jumping in, because I am afraid you might miss the ending if we don't get into the tower by tomorrow...
ok time to finish this..
Blanmieux finds the secret passage that connect 8 to 7. Goes outside Find 8a. Open the door 8a witch become accesible to all now.
I will stop for the next section but it resume at Do you want to use adamantine or the portable belier?