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I provoke an AoO from the northern xill. AC should be 24 from the shield of faith and Phalanx bonus. Protection from evil should make natural attacks fail.
A dagger tries to bury itself in alien flesh.
Dagger @ South Xill: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Damage: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8

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Jan calls out for the help of Desna, draws Gamin, five foot steps up next to Thrash and attacks the thing in front of Thrash
Swift to Fervor (Divine Favor), Move to draw Gamin, 5ft step, attack
Attack: 1d20 + 12 ⇒ (1) + 12 = 13DMG: 1d8 + 8 ⇒ (5) + 8 = 13
Hey guys I got a nat 1 is that good?

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Zirt moves up behind the others, beginning an inspiring tale of courage and valor in the face of monstrous giant termites. There's a moral in there somewhere about... something or other... probably. Move(d) up and inspire courage!

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Protection from evil should make natural attacks fail.
Protection from evil only protects you from the natural attacks of summoned evil outsiders. If these are called, or simply phased into the material on their own, it won't work. Also, attacking a creature negates that aspect of prot evil. In this situation, prot evil increases your saves by +1 (as it is a resistance bonus, which won't stack with the cloak you're wearing) but nothing else.
Zirt, I found the moral lesson you were looking for.
Jan, a nat 1? Awesome! I think that's a critical of some kind.

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Protection from evil only protects you from the natural attacks of summoned evil outsiders.
Who's to say that Odd knows they aren't summoned? :P I suppose what I should have said is "could" cause them to fail. I've only attacked the southern one, so the effect (would) still be in place for the AoO.

GM Tektite |

Thrash steps forward and smashes the northern xill twice, dropping it!
Star Chaser casts a spell of shielding on Odd!
Odd then casts a spell, protecting herself from evil as she steps up and stabs the remaining xill!
Jan moves in swinging wildly, missing both the xill, and luckily his companions!
Zirt moves up and begins inspiring her companions with tales of giant social insects!
Farg! Don't forget you Fort Save!

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OOpps sorry...
Farg employs his powerful claws to rake his puny insectoid foe.
Claw PA 1d20 + 10 ⇒ (7) + 10 = 17 Damage 1d4 + 1 + 4 + 5 ⇒ (3) + 1 + 4 + 5 = 13
Claw PA 1d20 + 10 ⇒ (7) + 10 = 17 Damage 1d4 + 1 + 4 + 5 ⇒ (3) + 1 + 4 + 5 = 13

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Would you mind 5' stepping? It would allow Odd to set up a flank, and me to full attack.

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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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Thanks. Hopefully we can get Ant-Man over here downed before the next phase.

GM Tektite |

Farg attacks the Xill twice, but misses with both claws!
Attack vs Farg: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Attack vs Farg: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Attack vs Farg: 1d20 + 13 ⇒ (3) + 13 = 16
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Grab: 1d20 + 16 ⇒ (6) + 16 = 22
Attack vs Farg: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d3 + 1 ⇒ (3) + 1 = 4 And Fort Save
Confirm vs Farg: 1d20 + 13 ⇒ (4) + 13 = 17
Extra Damage: 1d6 + 3 ⇒ (3) + 3 = 6
The remaining xill goes after Farg as if its life depended on it!
Party up!

Our Mysterious Benefactor |

Suddenly a young pathfinder agent appears, looking flushed with excitement. "Venture Captain Von Maur said I should give this to you guys, thought you might need a hand!"
Aid Token, courtesy of Table 226! Enjoy!

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Star Chaser takes advantage of the opening and moves just past Thrash, trying to set up to be in position to help the formation, and also to extend a hand, firing a Moonbeam at the creature's eyes!
Ranged Touch Attack: 1d20 + 6 + 1 - 4 ⇒ (6) + 6 + 1 - 4 = 9
Untyped Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6 (and DC 19 Fortitude save or Blind for 1 round if that is a hit)

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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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Thrash steps forward, hoping to crush this bug under his shovel, like when he gardens.
Heroic Inspired Power Attack Flurry: 1d20 + 12 ⇒ (20) + 12 = 32
damage+inspire: 1d6 + 14 ⇒ (1) + 14 = 15
Heroic Inspired Power Attack Flurry: 1d20 + 12 ⇒ (17) + 12 = 29
damage+inspire: 1d6 + 14 ⇒ (5) + 14 = 19
Heroic Inspired Power Attack Flurry Iterative: 1d20 + 7 ⇒ (11) + 7 = 18
damage+inspire: 1d6 + 14 ⇒ (5) + 14 = 19
Heroic Inspired Power Attack Flurry Crit Confirmation: 1d20 + 12 ⇒ (14) + 12 = 26
damage+inspire: 1d6 + 14 ⇒ (6) + 14 = 20
Well, that'll work. Apparently the dice don't hate me any more.

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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.

GM Tektite |

Thrah steps forward and bludgeons the xill, knocking it closer to the ground with each succesive hit. After the final blow, The creature lays on the ground, a bloody mess.
Out of Combat!
Searching the room turns up nothing of interest, other than noting the Sky Key is missing.
Do you guys want to try and sneak in the last room, or move on to the next stage?

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Thrah steps forward and bludgeons the xill, knocking it closer to the ground with each succesive hit. After the final blow, The creature lays on the ground, a bloody mess.
Out of Combat!
Searching the room turns up nothing of interest, other than noting the Sky Key is missing.
Do you guys want to try and sneak in the last room, or move on to the next stage?
I'd prefer to move on. It would be a shame if we didn't get through the final act. Plus it's green already.

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Teaser makes sense to me unless people want to increase posting rate to get more done.

GM Tektite |

Sounds good.
As the voice of Farabellus rings through the halls of Skyreach informing everyone the that control has been regained in essentially all levels, the party continues to rush toward the upper levels and the Tapestry room.
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.
An agent on his way out the door pauses, shaking his head sadly. "The Aspis opened the Tapestry and let loose an army of creatures." Pointing at the table, he coughs and says quietly. "They killed Aram Zey..... I always that son of a b&&*# was too onery too die....." With his head dowm, the man leaves.

GM Tektite |

After the startling revelations of what havoc the Aspis has wrought, the party returns to the corridor. 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.”

GM Tektite |

Following Shaine's directions, the party makes your way to Arliss Hall. As you arrive Kreighton Shaine finishes giving instructions to one team before sending them into Arliss Hall and turning to greet the new arrivals, your party. “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.”
Motioning for you to enter, Shaine opens the door and lets you enter, then follows after. But within moments you turn to see the venture captain 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!”
You currently stand in the entry way. A guest registry lays open on a table to the side.
As Pathfinders, you know some that Arliss Hall's 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.

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Thrash scans the room, and racks his brain for any architectural motifs that might help the party navigate this obvious Potterverse homage. I'm applying heroism for now, but I'm guessing the duration is on its last legs.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Knowledge Engineering: 1d20 + 10 ⇒ (14) + 10 = 24
He'll also flip through the registry if he doesn't get distracted by something else.
Don't know what to do really, though my guess is the guest registry has something important.

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Odd keeps a sharp lookout--there's no telling how many Aspis snakes may have crawled into this extra-dimensional labyrinth. Simultaneously, she scans the room for mirrors, just in case. Never simple with that one, is it...

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Zirt hurries over to the book, reading it eagerly in hopes that some traveler may have left a story written in one of the margins.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23

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Retcon som CLW uses. CLWx55d8 + 5 ⇒ (3, 7, 5, 1, 5) + 5 = 26 CLWx22d8 + 2 ⇒ (4, 2) + 2 = 8 used up 7 more charges of my wand
Farg's eyes are keener than anyone's and he has a look around.
Perception1d20 + 14 ⇒ (19) + 14 = 33

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Jan always happy to look. Maybe be helpful too.

GM Tektite |

Thrash and Zirt examine the registry ledger and note it 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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Makes sense ta' me. Common practice with rooms of the same number is to adjoin them. Let's see what's what with 8 and 8A.
Thrash attempts to appear impressive with his knowledge of the engineering practices of hospitality wings.

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Mebbe if we put the key in the keyhole on the outside, and close the door with us inside, something'll happen. We could try to turn it from in here through the keyhole or something. I dunno, just figuring this is some sorta trick gadget or whatnot.

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Well most pathfinders die trying! Farg exclaims with a grin as he takes the key and follows Thrash's instructions.

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Oh, right, Perception checks. That is a thing I should try to do.
Perception: 1d20 + 8 ⇒ (14) + 8 = 22

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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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"No, no, no, silly, you have to lock a door from the inside!" squeaks the gnome, taking the key and replacing it in the in-side of the door. "Now, go out there and try to open it after I've locked it, and let's see what happens."
So saying, she does just that.

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Assuming his Perception revealed no new information, Thrash will try Zirt's idea.

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Thrash looks into the watery mirror, and around the room for any notable features.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
He then leaves the room the way he came in, and turns the key in the lock back to its former position to attempt to get the room to change back to the one that contains his colleagues. If that works, he will report his findings to them.

GM Tektite |

Thrash sees nothing unusual about the mirror, but remembers Shaine mentioning a mirror portal.
Exiting the room, he is able to turn the key, exit, then reenter the normal room containing his companions.
To speed things up a bit.
After someone turning the key, exiting a window, and reentering the door, the party is able to enter the mirror portal.
Entering into a room in the tower, you find 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.
The tower leans precariously at a thirty degree angle, causing everyone to scramble to keep from sliding!
This causes any movement to the west difficult terrain unless the PC also succeeds at a DC 10 Acrobatics check. A creature that can fly or is under the effects of spider climb ignores these effects.
Exiting the door, the party finds several storerooms, devoid of anything of interest. Finding a set of stairs, you are able to ascend to the next level.
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.
In the room are three Aspis members! Two halflings and an elf! They move to attack as soon as you enter!
I: 1d20 + 2 ⇒ (14) + 2 = 16
J: 1d20 + 2 ⇒ (10) + 2 = 12
S: 1d20 + 2 ⇒ (19) + 2 = 21
T: 1d20 + 4 ⇒ (19) + 4 = 23
Z: 1d20 + 3 ⇒ (1) + 3 = 4
HM: 1d20 + 3 ⇒ (15) + 3 = 18
SC: 1d20 + 6 ⇒ (2) + 6 = 8
Initiative:
Thrash
Farg
Starchaser
Halflings
Idgethun
Jan
Elf
Zirt
Thrash, Farg, and Starchaser are up!
Don't forget about movement to the west (left)

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Acrobatics: 1d20 ⇒ 14
Thrash advances towards a Halfling (blue) to establish a forward position for the Phalanx. (Positioned in the square directly North of Blue. If someone wouldn't mind moving my 'mini' there, I'd appreciate it.)
He then attacks the little fella.
Power Attack: 1d20 + 11 ⇒ (19) + 11 = 30
damage: 1d6 + 13 ⇒ (2) + 13 = 15
Finally, Thrash gestures Star Chaser to move directly behind him relative to the enemies.