
![]() |

Perc: 1d20 + 7 ⇒ (13) + 7 = 20
Kennald helps drag the bodies out to the corridor so that they can search more efficiently, passing several of the CLW potions to Dagki. As he does so he looks down at the papers that the Agent he was dragging was looking at.
"Ah! What have we here?"
He looks over the documents for a moment before offering them around.
"Are these the ones we're looking for?"
Is there another event here? or should we briefly check in on the Sky Key before heading to the Tapestry?

![]() |

"Nice, we got dumb papers! Now we go do real job!"
When everyone else is ready, Bjarke heads toward the Tapestry.

GM Hills |

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.
Within the chamber are four more of the Owl Men. They are definitely different ones that those before...and they are laughing as they prod the dead body...that appears to be Aram Zey.
Sago: 1d20 + 4 ⇒ (19) + 4 = 23
Kennald: 1d20 + 1 ⇒ (8) + 1 = 9
Ciro: 1d20 + 6 ⇒ (9) + 6 = 15
Bjarke: 1d20 + 3 ⇒ (7) + 3 = 10
Dagki: 1d20 + 2 ⇒ (11) + 2 = 13
1d20 ⇒ 7
Pathfinders up Apparently I am not supposed to win init...

![]() |

Dagki enters the room and yells.
"Moredinner!"
His axe in hand he focuses on one of the owlmen and pounces around the table. When behind him he strikes.
Atk roll: 1d20 + 5 ⇒ (13) + 5 = 18
Dmg roll: 1d8 + 4 ⇒ (2) + 4 = 6

![]() |

Bjarke frowns at the sight of the dead master of spells. "Society members can just use prestige for raise dead, yes?"
He moves up to one of the owls and swings his axe at it.
Battleaxe: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d8 + 4 ⇒ (8) + 4 = 12

GM Hills |

Dagki rushes in and able to land a very telling blow. The axe shredding through feathers and flesh alike.
Bjarke is lucky to have caught the creature he strikes offguard...as he thinks it's poor reaction time allowed the axe to strike true. And true it did. The owl-man dropped in a pile of blood and feathers.

![]() |

Sago moves after Dagki, throwing a punch at the nearest creature,
Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Crit Confirm: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Crit Damage: 1d6 + 4 ⇒ (4) + 4 = 8

GM Hills |

Usually...an owl can twist their heads much further than expected...this was not one of those cases as the creature's head spun on it's neck and a brutal crack was heard as it slumped...very, very dead.
Crit confirmed...21 damage when he was at 2. Good stuff ;)

![]() |

Apologies. Really need my colleague to finish getting fired and replaced.
Whiff: 1d20 + 5 ⇒ (3) + 5 = 8
Kennald moves up to stand protectively over Aram Zey's body and takes a swipe at one of the remaining birdmen, however he appears distracted by the fall of the Master beneath his feet.
"Several of your countrymen had the opportunity to discuss things peacefully earlier tonight, they were sent off with well wishes and maps. Fortunate for them that we didn't find you first, murdering a respected Scholar. While we are not the Dishonarable Ones you were told, we find murder and disrespect of the dead to be Dishonorable in turn. Especially when the dead is one that has earned Great Honor."
He continues to glower angrily at the Owlmen, and looks for another window to strike.

![]() |

"These too weak to kill one with great honor!" Bjarke yells.
"I think just other enemies!"

GM Hills |

"This is the Great Jailor. Master of the Tapestry. We did not kill him...but are none too upset he is dead...just as you will be!"
With that, the purple owl-man takes to the air and flies back over the table only to seem to concentrate on something...and double! Now two owl-men seem to blur together, in and out of one another.
The other takes to the air and gives Ciro a swat with his quarterstaff.
1d20 + 2 ⇒ (11) + 2 = 13
1d6 + 1 ⇒ (5) + 1 = 6
But the feathered menace comes up short with his strike.
PATHFINDERS!

![]() |

Reach!: 1d20 + 5 ⇒ (14) + 5 = 19 +2 Flank if appropriate
Spear: 1d8 + 6 ⇒ (3) + 6 = 9
No idea irl how long we've had the Tapestry at this point, but best guess!
"From your colleagues, you were imprisoned in there well beyond our possession of the tapestry. Sounds like your hatred is misplaced. Too bad. This won't hurt me a bit."
He walks over and reaches up with the lengthy spear in his hands and casually slams it deep into the flying Owl.

GM Hills |

Sago, that was the one that created an illusion...
1d2 ⇒ 2
Sago swings past the illusion and blood begins to flow quickly as the creature falls hard from the air to the ground.
Redirecting Kennald to the other target
Kennald moves over to the remaining owl-man and prevents him from swinging again...blood and feathers everywhere.
The combat's sounds fall into silence and the group is left in a room with many bleeding owl-men...and one seemingly very dead Master of Spells. The Tapestry, which the Society has had for almost three and a half years is in tatters, and the person best suited to repair is dead, however, the Tapestry is still opened, but with the notes the group has acquired...there is hope to shut it down.
You take ten minutes to do.
4x CLW potions are the only worthy loot
Go ahead and regroup while I fix the final map, as I assume that is where you will be heading ;)

GM Hills |

This tall library is ringed by a walkway around its perimeter, which provides access to a second level of towering bookshelves. A broad Qadiran rug leads to a short pedestal within a tall glass case that itself sits within an inscribed circle—all cordoned off by a velvet rope suspended by brass poles. Several plush chairs and a few low tables bearing curios line the lower floor, and two decorative suits of armor stand at attention, each with a crossbow resting against its
shoulder. Heatless torches blaze with remarkably even light in sconces throughout the room, and a tall pendulum clock against the eastern wall ticks each passing second as its hands move erratically.

![]() |

Dagki moves into the room and takes a look around.
"Look boring. What we doing here?"

![]() |

********************
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]

GM Hills |

Dagki: 1d20 + 4 ⇒ (17) + 4 = 21
Kennald: 1d20 + 4 ⇒ (17) + 4 = 21
Both men who enter are hit with a wave of nausea that they both fight off, but as they move into the room, there seems to be a flash and then a playback from recent past. It is clearly not solid or real, but based on knowing that the Sky Key has some temporal abilities, it is likely because of this that a ghostly image of a Pathfinder appears in the center of the room, where his likeness eerily begins to slide through the
display case. His voice echoes as he speaks to an unseen party. “Oh no, they’ve stolen the Sky Key. It also appears they disrupted the auxiliary stabilizer, too.” He pauses before continuing. “Do you feel that? I feel kind of sick all of a sudden. I hope they didn’t try to disassemble it—or worse, bring it too close to the tapestry. Wasn’t that why Zey kept them so far—” The figure’s words go unfinished as he begins to scream and dissolve, fading from view in a matter of seconds.
While the Sky Key is not here, there is clearly some residuals... and as the scene fades away, creatures seem to fade into existence and attack.
1d20 ⇒ 3
Sago: 1d20 + 4 ⇒ (20) + 4 = 24
Kennald: 1d20 + 1 ⇒ (19) + 1 = 20
Ciro: 1d20 + 6 ⇒ (20) + 6 = 26
Bjarke: 1d20 + 3 ⇒ (14) + 3 = 17
Dagki: 1d20 + 2 ⇒ (20) + 2 = 22
Pathfinders are up
These are some sort of Ectoplasmic Undead. The most important things to note about them are their ability to stay aloft and the fact that only slashing weapons seem to do full damage to them.

![]() |

K Rels: 1d20 + 2 ⇒ (12) + 2 = 14 Oof! by ONE!
Given that we're on a time crunch, and this will be my only chance to post before the next Act ... IF That 14 is enough to ID them as undead in and of itself, OR if someone is able to aid Kennald up that lousy 1 point, he will move South 15', and channel to harm undead every action he can get. DC 12, 1d6. He has 5/5 atm. OTHERWISE, he'll take a 5' step back and stab at the creature in his face.
Channel option: 1d6 ⇒ 6
Attack Option: 1d20 + 5 ⇒ (14) + 5 = 19
Spear: 1d8 + 6 ⇒ (7) + 6 = 13

GM Hills |

Sadly no one can give you the aid due to lack of training, so you just miss it.
Kennald thinks hard about what he is looking at and it is right on the edge of his understanding, so instead he just slams his spear forward. As he does, he feels like his weapon isn't quite as effective as it should be...but it is good enough and the creature drops.

![]() |

Dagki raises an eyebrow at the creature appearing and takes a step closer.
"Eh?"
Without thinking he tries to cut the thing in half by bringing his axe down with all the strength he has.
Atk roll: 1d20 + 5 ⇒ (20) + 5 = 25
Dmg roll: 1d8 + 4 ⇒ (8) + 4 = 12
Crit roll: 1d20 + 5 ⇒ (12) + 5 = 17
Dmg roll: 1d8 + 4 ⇒ (6) + 4 = 10

![]() |

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

![]() |

"Cut them dooown!"
Bjarke double moves up to one of the other creatures, swinging his axe in the air above him.

![]() |

********************
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.

GM Hills |

Ok...moving on!
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.”
Kreighton Shane walks to the door and opens it and waves them in. Once they step in, he follows and as they turn around to hear further instructions...he is gone.
“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!”
*Each of you has visited Arliss Hall enough to be familiar with the layout, hence the entire map is open to you.
*Private rooms are on the second floor (they are marked on the map)
*The room registry is at the front. There are 9 rooms registered...1-8 with an addition room listed as 8A. The last is marked Reserved-Do Not Use. At the top of each room's page is written: Arliss Hall values your privacy. Simply lock your door and you will see to it you are not disturbed.
*Room 8 is currently reserved by Osprey.

![]() |

Dagki moves to the room registry and looks at the layout.
"8a it is then."
He says as he moves on into the building.
"I remember only 8 rooms though..."

![]() |

"I only remember 8 rooms too.... and I DO remember there being more than 5 people in Arliss Tower at a time... I'm going to take a look!"
Kennald knocks on, and attempts to open each door in turn, peering in, looking for anyone, or any other clues as to how to find the 9th door, in an 8 door hallway.
Perc: 1d20 + 7 ⇒ (16) + 7 = 23
Starting at 1, and going in turn to 8, unless we enter combat or find someone. By the by ... any chance we can be flipped upside up? Reading upside down can be confusing!

![]() |

**********************
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.

![]() |

Which doors are locked? Anything odd about any of the rooms? Thus far I for one haven't seen much to interact with yet. Off to explore more! Need a new perception roll or OK with the one above?
"I didn't see anything out of the ordinary yet, anyone else see anything?"
Kennald wanders around the area, poking his nose into everything, and knocks on the few locked doors, going back through every inch of the tower.

![]() |

Bjarke moves over to the nearest locked door and tries to smash it open.
Strength: 1d20 + 4 ⇒ (3) + 4 = 7
Strength: 1d20 + 4 ⇒ (4) + 4 = 8
Strength: 1d20 + 4 ⇒ (20) + 4 = 24
"We smash doors and search rooms!"
Perception F7: 1d20 + 4 ⇒ (2) + 4 = 6
Kennald had F8 covered?

GM Hills |

Only two doors are locked, nothing seems odd, as both rooms were registered to venture captains that you saw earlier in the day. Upon attempted to smash the door opened, Bjarke is thrown back as if there is a magical enchantment protecting the door from tampering.
The ledger made it seem as if the ninth room was a sub-room of 8.

![]() |

Dagki moves into room 8 and takes a good look around.
"Maybe this teleporting room."
He closes the door whilst inside locks it and then opens it again, expecting a room instead of the hallway.

![]() |

Dagki looks around confused.
"I was sure!"

![]() |

Having watched the interaction from the inside, and seeing nothing happen, Kennald steps outside room 8, and turns back to Dagki, still inside.
"I don't think you are too far from the truth Dagki. Can you try locking it again from the inside? I promise to try not to take too long, I just want to see how it looks from the outside."
As soon as he locks it, I reopen the door from the outside. I think you figured it out, even if it's not the way you thought!

![]() |

Dagki grins and smashes the door into Kennalds face and locks it again.
"Go!"