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I don’t understand what’s going on. Was there something I was supposed to see in 8?

GM Fuzzfoot |

It looks like we are going to speed past this, so I will summarize based on what I thought might happen.
Thaddeus enters room 8, and just as he is about to close the door, Blanmieux joins him. The others wait, and wonder what is going on in there. Evenrtually, Mors tries the knob, and when he opens the door, he finds an empty room - but he also sees a full length mirror! This must be room 8A.
He calls everyone in, and you are examining the mirror, wondering where Thaddeus and Blanmieux have gone.
Meanwhile, Thaddeus and Blanmieux search room 8. They eventually find a secret passage into room 7. Following it, they come back out to the hall, and find everyone missing. They circle around and see that the door to room 8 is open, and they see everyone staring at a mirror that Thaddeus was certain was not there before.
OK, please continue...

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Hanzo gestures to the mirror.
Now what? Isn't Kreighton going to join us, or should we forge ahead without him?

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Extract vial in hand, Thaddeus shakes his horned head. “Kreighton couldn’t come here with us. Likely, we must meet on the other side. Ready?”
Stepping lightly, the tiefling moves through the mirror.
Perception: 1d20 + 9 + 1d6 ⇒ (11) + 9 + (3) = 23 +1 vs traps
Stealth: 1d20 + 11 ⇒ (3) + 11 = 14
Let’s do this.

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Hanzo follows, his fists trailing small tendrils of smoke.

GM Fuzzfoot |

Congratulations, you are now in the tower. It is floating, and not that you have entered, you also find it is severely tilting up in the west, down in the east.
The southeast corner of this room has broken off along with part of the floor. Rubble, loose bricks, and masonry litter the edges. Beyond the opening, blue sky and the Absalom’s city skyline are plainly visible. A solitary door is closed to the south and a fulllength mirror is bolted to northwest wall.

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“Wait – rope...” Thad says, pulling a hemp cord from Mors’ pack.
It sounds like we have to move toward the gaping hole in the wall; better safe than sorry.

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Mors helps his silver-horned friend pull the rope out and begin securing it to people. "Go for it, bub," he responds to Blanmieux. "Thadd, you go second, in case the door's locked or somethin'."
Once the team is tied off and ready, Mors waits his turn to proceed carefully towards the door.

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Rope in hand, Thaddeus moves forward carefully to the door.
Perception: 1d20 + 9 + 1d6 ⇒ (19) + 9 + (5) = 33 +1 vs traps
Disable Device (if necessary): 1d20 + 10 ⇒ (16) + 10 = 26

GM Fuzzfoot |

The door is jammed. Maybe you can bash it open, but it feels like something is blocking it.

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Hanzo keeps watch, the ball of his kusari gama whirling above his head.

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Strength - Aid Another: 1d20 + 2 ⇒ (2) + 2 = 4
Thaddeus attempt to help Blanmieux, but it makes for an awkward pair squeezing in front of the door.

GM Fuzzfoot |

Blanmieux does push the door open, despite the fallen column on the other side that was blocking the door.

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I'll check out that room to our south, if it's clear.
Perception: 1d20 + 9 + 1d6 ⇒ (10) + 9 + (3) = 22 +1 vs traps
Stealth: 1d20 + 11 ⇒ (17) + 11 = 28
Disable Device (if necessary): 1d20 + 10 ⇒ (16) + 10 = 26

GM Fuzzfoot |

Due to the crazy busy holiday season, I am not getting to post as often as I would like, so I am going to speed a few minor points along in the interest of time.
This floor is clear except where the walls are crumbled away. The north and west windows feature gargoyles just below them. Both gargoyles have a reservoir built into their backs so oil or other chemicals can be poured and sprayed down on would-be attackers. Numerous arrow slits are built into the walls.
The doors to these rooms are unlocked and easy to open. The one south of you contains ancient siege supplies - barrels of oil and a decrepit wheelbarrow are here, as well as several crates of serviceable arrows. You can find mundane versions of any weapon or ammunition in the Pathfinder RPG Core Rulebook here.
In the southwest room, old cots and moth-eaten blankets smothered in a thick layer of dust confirm that no one has been here in years.
Finally, the northwest room is a set of stairs winding upward past tight corners.
The top floor of the tower is an open, undivided by interior walls but for the small space partitioning the stairwell. Windows large enough to step through line the exterior walls. Immense magical circles are permanently etched into the floor, their lines and curves inscribed and filled with several types of metallic powder. Faint, multi-colored mist roils within the southern circle. Two strange contraptions stand near the northwest and southwest windows. Each device is a large, red-tinted crystalline lens mounted in a frame so that they may be angled in all directions.
There are 3 Aspis agents here, currently unaware of you coming up the stairs (assuming you are continuing to be stealthy).

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Hanzo uses the message spell from his wayfinder to alert everyone to the Aspis agents without having to take eyes off of them.
Three Aspis here. We can take them by surprise if we are quiet enough.

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

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Three Aspis here. We can take them by surprise if we are quiet enough.
Blanmieux goes first and attack the closest one. "Rawr!"
Well, so much for the element of surprise... Thaddeus downs the contents of his Shield extract, and moves into the room, circling around the rear of the stairwell to make room for the more... direct members of their cadre.
Stealth: 1d20 + 11 ⇒ (20) + 11 = 31
Do we know what those magic circles/dust do?
Kn(Arcana): 1d20 + 7 + 1d6 ⇒ (18) + 7 + (4) = 29
AC is now 22

GM Fuzzfoot |

Another sudden shift in the tower position knocks all three agents over the edge, where they fall to their death.
The fight and the battle for the Sky Key is over.
Congrats all! Sorry we didn't get more combat in that last part, but the puzzle slowed things down too much. Still, an overwhelming victory!
I will be working on getting chronicles out soon.

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Huzzah! We win!