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The last ectoplasmic human disappears, cursing in a forgotten tongue.
No need for perception checks: simple survival and report of the creatures met counts as a success!
Maybe we can do the last chamber by the end of the time?
After 10 minutes of ascending endless flights of stairs, you reach at last the room where the Hao Jin Tapestry is said to be held. The table at the center of this rectangular room is completely contained within a rune-inscribed circle set into the floor. Atop the table lies a Kelishite man’s body, spread-eagled and bloodstained. At the far end of the chamber hangs a ragged tapestry torn down its center. A peaceful wood with trampled undergrowth is visible through the tear, though the tapestry clearly hangs against a solid wall. Groans and cackles echo through the room, enhancing the despair that grasps your heart as you behold the Master of Spell's mangled and lifeless body... TADAAAAA!
Four of the same birdlike creatures you met earlier wait for you in this room and slowly turn their head in an impossible angle to stare at you!
Jazmine: 1d20 + 6 ⇒ (4) + 6 = 10
RumbleRock: 1d20 + 1 ⇒ (4) + 1 = 5
Kon Kon: 1d20 + 6 ⇒ (14) + 6 = 20
Saleem Magmum: 1d20 + 9 ⇒ (20) + 9 = 29
Qillian Jones: 1d20 + 3 ⇒ (4) + 3 = 7
Nerfwin Burgle: 1d20 + 4 ⇒ (8) + 4 = 12
SC: 1d20 ⇒ 12
The Tapestry Chamber - Round 1 - Fight!
Kon Kon, Saleem, Nerfwin
SC
Jazmine+Giggles, Rumble Rock, Jones

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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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Saleem unleashes A tiny Orb of Acid from his finger Tips.
Ranged Touch 1d20 + 4 ⇒ (2) + 4 = 61d3 ⇒ 1
[b]"We should finish this quick and close the portal......

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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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Four arrows fly in the room and kill the remaining birdlike creatures.
Pathfinders agents burst in the room and Noravia appears once again, shortbow in hand, panting and with a worried expression.
"You heard Master Shayn! Exit this room, we shall exterminate the remaining enemies! Head towards the floating tower! NOW!" when she finishes her sentence, she fires a volley of arrows through a window and you hear a shriek outside and see feathers flying.

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Please read the overseer's announcement :)
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 follows you inside. However, when you turn around, 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! One last thing, rarely can anyone find the Lost Room alone, so
work together!"
What are you doing?

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First thing, Rumble pulls a potion out and drinks it down. He shimmers briefly, as he Mage armor is renewed for the next hour.
"Rumble am never see Lost Room before. Or it not be lost then.". Rumble starts looking around the room, for anything that seems out of the ordinary.
Perception 1d20 + 6 ⇒ (3) + 6 = 9

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Well, we may as well be systematic about it.
"Shall we start on the reft, and go crockwise?
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Perception: 1d20 + 4 ⇒ (6) + 4 = 10

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Not going to lie.. I am kinda glad that we timed out on that one. I was not looking forward to fighting those things..
Jazmine and Giggles take a look around their new environs.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
So we are looking for a mirror? Inside of a lost room?

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Let's work together. Master Shaine said the room is reserved so...Ahem! We are Pathfinders looking for the passage to the floating tower. Explore, Report, Cooperate. Nerfwin says aloud before using a cantrip to draw a Glyph of the Open Road in the air.
Prestidigitation .
If no signs become evident, Nerfwin lends his eyes to aid the others' search
AA Perception: 1d20 + 4 ⇒ (2) + 4 = 6
AA Perception: 1d20 + 4 ⇒ (19) + 4 = 23
AA Perception: 1d20 + 4 ⇒ (11) + 4 = 15

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Saleem first taps himself with his wand to renew his mage armor.
"He mentioned a lost room. Is there anything in this room that could gives us a clue?" Saleem reaches deep inside and channels the fiery eergy to his eyes such that magical auras are revealed to him.
Cast Detect magic.

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As you begin to search the building, you soon notice that there is a guest registry near the entrance, identifying 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.”
When Saleem casts detect magic, he quickly sees that all of Arliss Hall radiates moderate magic, but currently only the door to the room 8 radiates strong conjuration magic.

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"The door to Room 8 is different from the rest" Saleem announces as he finishes his sweep.

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Saleem follows behind though he stays outside just in case.

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Once the entire group was in the room, Rumble turned the key in the lock behind them,,wondering if anything would happen.
lol.. Thats exactly why I was asking!

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TO avoid Meta Gaming, Saleem stays silent.

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Saleem shrugs as he explores the room now that he's inside.

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1) Perception wont help. 2) privacy is the thing.. its the key. Do any of the other rooms have a key in the lock?? 3)Rumble is "on the right track"...So lets try this...
Jazmine quickly checks the next closest rooms to see if they have keys in their locks as well. "Its unusual that they key would be on the inside of the door. Why don't we all go outside, lock the door, and try to get in again? If room 8 and room 8A are both listed as being here, maybe it has something to do with the dimensional spaces that Zey talked about.."

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

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1) Perception wont help. 2) privacy is the thing.. its the key. Do any of the other rooms have a key in the lock?? 3)Rumble is "on the right track"...So lets try this...
Jazmine quickly checks the next closest rooms to see if they have keys in their locks as well. "Its unusual that they key would be on the inside of the door. Why don't we all go outside, lock the door, and try to get in again? If room 8 and room 8A are both listed as being here, maybe it has something to do with the dimensional spaces that Zey talked about.."
I don't think we can do that--isn't the lock/key inside the room? So we can have one person lock themselves in, but we can't lock the door unless one person is in there (unless I'm not understanding the setup here.
Rumble, do you want to do the honors? Knock on the door when it locks and we'll see if we can find anything else.
So the rest of us go out in the hall and wait for him to lock it. Good?

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Saleem Waits outside.

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Let's skip an annoying part of trying and failing since you're on the good way.
Everyone exits the room, leaving Rumble alone in it. He locks himself in. Jazmine tries to open the door from the outside and, suprisingly, the door opens itself but no one is in the room. On Rumble's side, nothing changed or seemed to change.