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Syllyn remembers that the Grand Lodge was founded in the Foreign Quarter for a reason - as it has some of the privileges of an embassy.

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Dexter looks frustrated, then calm as a plan pops into his head.
He steps up to the gate, ”Sergeant, what we need from you is simple. Help making sure all the civilians have a safe place out here while we deal with the chaos inside. Can you do that for us? Please?”
Diplomacy: 1d20 + 10 ⇒ (20) + 10 = 30

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Wymarc starts to say something but then sees Dexter seems to have things in hand…instead, he looks over the beefy guard to see if he is who he says he is…
Perception: 1d20 + 17 ⇒ (15) + 17 = 32

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Staying out of the gnomes way, Bob hopes the guard gives in. 'Hate ta shoot em if dun hafta'

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Between Dexter and Wymarc, the situation is defused and the sergeant leads the other guards away while grumbling. Meesha is very relieved to see them gone. The beefy guard is indeed a Watch Master Sergeant by the name of Windsor Davies - sometimes known as Sergeant Major 'Shut up' Davies
On the way back, you approach the Repository, where you meet up with Dara Immlin (female aasimar) and her team who are supposed to be guarding it. Instead, it sounds like they are intending on leaving their post and go find some action, deciding that is a far better use of their 'considerable' talents.
Why don’t you guard the stone building with no doors and windows? We’ll capture that giant two-headed vulture! she argues back at your group.
Diplomacy or Intimidate.

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You have orders to follow, do you not? I don't think freelancing in a time of chaos is a good idea...especially if something were to happen. If you aren't here, they might think you are in danger...and might waste time and resources looking for you...diplo: 1d20 + 14 ⇒ (20) + 14 = 34

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Carlin is so convincing that the other aasimar agrees to do their assigned job. She also asks Carlin if she wants to have a drink with her later.
Reporting a success
Near the Repository is Baphory’s Walk and you notice automatically that the crude stone heads have all uniformly turned to face southwest at some time during today. Each bears an expression or combination of anger, grief, shock, and/or outrage.
Raphory's Walk leads to the Quadrangle and the ivy-covered buildings of the Quadrangle predate the establishment of the Pathfinder Society. They once housed an academy and boarding school for the children of Absalom’s nobility. The buildings contain sleeping areas for Pathfinder initiates, a small stable, training yard, study chambers and lecture halls.
The solitary figure of Ambrus Valsin himself jogs out of the Quadrangle’s courtyard. You lot, we have a crisis here that can’t wait. He turns and gestures to the Quadrangle. When the banquet started, I dismissed the first-year initiates back here to continue their studies for a few more hours. The damned Aspis were waiting inside two of the dormitories, the venture-captain says, pointing to two ivy-covered stone buildings. I think their plan is to leverage the initiates as hostages if they have no other escape route.
Venture-Captain Valsin regards you with an inscrutable look. This situation can only become more desperate. The safety of our initiates can’t wait another minute. Consider yourself drafted, because you’re all I’ve got. I’m heading to the southern dormitory. You head to the northern dormitory. Talk them down, or hit them hard and fast.
You soon discover the following from the outside: The eastern main doors and the southern side door (area D1c) are strong wooden doors. These doors are both locked (Disable Device to open). All of the rooms except the main hall have small windows whose curtains are drawn, leaving the rooms in darkness. Breaking a window can allow someone to squeeze in with an Escape Artist check. (Small or smaller creatures don't need to made a check) The main hall has 20-foot-tall ceilings. A large window 10 feet off the ground on the western wall allows the afternoon sun to illuminate the hall. The ivy on the western wall is particularly thick, and it is possible to scale the wall to the large window with a Climb check.

DM Carbide |

***OVERSEER ANNOUNCEMENT***
A dull hum emanates from Skyreach as the ground trembles, trees sway, and glass shatters. A moment later, most of Skyreach’s northwest tower tears free from the keep; however, rather than crash to the ground, a visible aura holds the structure aloft and causes it to float above the Grand Lodge. Even the shower of stone blocks floats, swirling around the airborne tower in a nimbus of speeding debris.

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I know just the spot for some good wine...Carlin sats with a grin. Upon hearing the situation with the recruits, she gets serious. Taking kids hostage? even though the recruits are only a few years younger than she is.
We need a layout...can angone get in there and check it out?

DM Carbide |

***OVERSEER ANNOUNCEMENT***
As the sounds of combat finally begin to die down, Marcos Farabellus makes rounds on the grounds and gathers all Pathfinder teams to him, calling for silence while he relays new information.
“Pathfinders, we have determined the nature of the threat which confronts us! As many of you have already ascertained, a number of Aspis Consortium agents remained trapped in the Hao Jin Tapestry after we captured their back door into it. To our surprise and regret, there remained a means to communicate with the outside world and the serpents have been conspiring. This raid consists of two different Consortium groups coordinating in a two-pronged attack. They are aided by creatures from within the tapestry, whom they have deceived about our goals and intentions.
“At this time, we’re still unsure about what is making Skyreach’s tower hover, but we know for certain that someone has activated the Hao Jin Tapestry. Normally the Master of Spells, Aram Zey, would be the one to troubleshoot this kind of problem, but he is nowhere to be found. We don’t have time to wait for him, and he may be in danger. I’m sending you in as search parties and giving you temporary clearance to travel into the restricted sections of lower and middle Skyreach. Check on the Sky Key and the archives while you’re there. Zey may have left notes around that could tell us how to shut down the tapestry.
“We must act with the utmost haste. I believe the Consortium’s plan has backfired on them, but there’s no telling how long before they regroup or somehow make the situation worse.”
Table GMs, please begin Part 3!

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Does this mean the recruits are on their own?

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It's then you notice Prilla, on her dire bat, peering in the big window.
The hostage taker just left she exclaims. I've got this. You guys get to Skyreach.
She then casts a spell and the vines twist and squirm to make an entry through the window.

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Following Prilla's instructions you head for Skyreach. Where do you wish to go first? The Restricted Library (E1)? The Chamber of the Sky Key (E2)? Or the Tapestry Chamber (E3)?

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Turning to the others, Syllyn makes his preferences known.
"Let's visit the library. I have fond memories of the place and I shudder to think what the Aspice fellows might be doing to it."

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Dexter agrees, ”I concur, quickly now.”
He dives through the vine opened window.

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An aid token is dropped on you from above.
Once per encounter, any character at a table can use an Aid Token to assist the group in one of five ways. Once a table uses an Aid Token, the token grants no further benefit until the end of the encounter, at which point one of the players can pass the Aid Token to a neighboring table for them to use.
1. Aid Another - A Pathfinder agent helps you solve a puzzle, disable a trap, or accomplish some other task as if performing the aid another action with a +1 bonus
2. Allied Offensive A Pathfinder agent strikes a creature at the same time as you, increasing the damage dealt by one attack by 2d8 points. In addition, after the attack, the target is considered to be flanked until the beginning of the attacker’s next turn.
3. Burst of Healing[/i] A Pathfinder agent heals all of you of 3d6 points of damage. Alternatively, the agent can instead cast neutralize poison, remove curse, or remove disease with a caster level equal to the table’s APL
4. Spellcasting Synergy A Pathfinder agent casts a spell at the same time, increasing the save DC and caster level of your spell by 1.
5. Timely Inspiration A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds. The bonus is +2

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Twelve bookcases line the walls of this cozy lounge room. Their shelves are crammed with books, scroll tubes, and tablets. Comfortable furnishings are arrayed so that scholars may examine the works without needing to remove them from the room. It may be here that Aram Zey hid his notes about the Hao Jin Tapestry.
A team of Aspis agents is already in this library searching for Aram Zey’s notes and other treasures.
Initiatives
Azalmak: 1d20 + 2 ⇒ (20) + 2 = 22
Bob: 1d20 + 3 ⇒ (11) + 3 = 14
Carlin: 1d20 + 6 ⇒ (9) + 6 = 15
Dexter: 1d20 + 3 ⇒ (10) + 3 = 13
Syllyn: 1d20 + 1 ⇒ (1) + 1 = 2
Wymarc: 1d20 + 7 ⇒ (11) + 7 = 18
red: 1d20 + 8 ⇒ (10) + 8 = 18
blue: 1d20 + 8 ⇒ (9) + 8 = 17
green: 1d20 + 8 ⇒ (4) + 8 = 12
magenta: 1d20 + 2 ⇒ (15) + 2 = 17
Alzamak is up before Red

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And here I thought the library would be a skill check encounter!
Syllyn stares around in awe at the books and totally misses the fact that the other folks in the room are not Pathfinders.

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I suggest we use the Aid Token right away for three rounds of Inspire Courage.

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I suggest we use the Aid Token right away for three rounds of Inspire Courage.
Sounds good to me.

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Inspire Courage sounds great
Azalmak rushes over to cut Red off, striking out at them with both blades.
Scimitar +1: 1d20 + 10 - 2 + 1 ⇒ (11) + 10 - 2 + 1 = 20 for slashing: 1d6 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Katar +1: 1d20 + 10 - 2 + 1 ⇒ (11) + 10 - 2 + 1 = 20 for piercing: 1d4 + 5 + 1 ⇒ (1) + 5 + 1 = 7

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A reminder about Aid Tokens at Red Alert - When the PCs attempt to use an Aid Token, there is a 50% chance that no Pathfinders are available to provide assistance. The Aid Token is not expended, but the PCs cannot try to use it again until the start of the next round.
does it work?(01-50 = yes): 1d100 ⇒ 56
Azalmak hits Red twice (-16)
Red stabs with a short sword before taking a five foot step away.
ss: 1d20 + 9 ⇒ (9) + 9 = 18 stabbing: 1d4 + 1 ⇒ (4) + 1 = 5. He also calls out. Pathfinders! - Time to leave. It's not sure if he means you or them.
Wymarc is up before Blue and Magenta.

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Wymarc steps 5’ south and fires at blue…
To hit: Base/Dex, Magic, Weapon Focus, PBS, Deadly Aim, Deadeye Bowman, Rapid Shot, IC, Aspis Hunter
Damage: Magic, Strength, PBS, Deadly Aim, IC, Aspis Hunter, Sneak
Magic Longbow: 1d20 + 10 + 1 + 2 + 1 - 2 - 2 + 2 + 1 ⇒ (12) + 10 + 1 + 2 + 1 - 2 - 2 + 2 + 1 = 25
Magic/Cold Iron/Sneak Damage: 1d8 + 1 + 1 + 1 + 4 + 2 + 1 + 2d5 ⇒ (1) + 1 + 1 + 1 + 4 + 2 + 1 + (5, 4) = 20
Magic Longbow (Rapid Shot): 1d20 + 10 + 1 + 2 + 1 - 2 - 2 + 2 + 1 ⇒ (14) + 10 + 1 + 2 + 1 - 2 - 2 + 2 + 1 = 27
Magic/Cold Iron Damage: 1d8 + 1 + 1 + 1 + 4 + 2 + 1 + 2d5 ⇒ (7) + 1 + 1 + 1 + 4 + 2 + 1 + (4, 1) = 22

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Blue falls down. At the same time, Magenta throws an alchemical fire to set a rug on fire before moving.
Bob, Carlin, and Dexter are up before Green.

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Dexter jumps into action to save the library, waving his hand to cause a downpour of water into the center of the burning rug, ”We will have none of that.”
Create water onto the burning area, 12 gallons.
He points at the one in the back and tells Sal, ”Get Em!”
Can’t fail Handle Animal check.

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The boar, happy to be goring evil humanoids again and not animals, rushes forward and swings his tusks!
Gore - Power Attack + IC: 1d20 + 9 - 2 + 2 ⇒ (6) + 9 - 2 + 2 = 15 for Piercing + P.A. + IC: 1d8 + 6 + 6 + 2 ⇒ (2) + 6 + 6 + 2 = 16

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Twelve gallons of water is enough to put the fire out, soak the rug - and the rest of the carpet.
Magenta is agile enough to dodge those tusks.
AHHHHH! Wild Boar! Wild Boar! A'm a ged don outta here.
Bob and Carlin are up before Green.

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Taking aim at Green, Bob's gun seems to swell with heat as a ray of flames fly out of the musket towards the opponent.
Scorching Ray vs green Touch: 1d20 + 7 ⇒ (10) + 7 = 17 for fire damage: 4d6 ⇒ (6, 2, 3, 5) = 16

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fort(magenta): 1d20 + 3 ⇒ (14) + 3 = 17
Green takes the hit.
((Magenta: -4, Green: -16, Red, -16)
Green attempts to tumble past Azalmak ((if he gets past, he'll land on the round mat))
acrobatics: 1d20 + 14 ⇒ (4) + 14 = 18
before stabbing.
ss: 1d20 + 9 ⇒ (16) + 9 = 25 stabbing: 1d4 + 1 ⇒ (2) + 1 = 3
Syllyn and Azalmak are up before Red.

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Syllyn launches into a performance before moving forward to engage.
.

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Azalmak steps up to Red again, humming Syllyn's song as he swings with the scimitar and thrusts with the katar.
Scimitar +1: 1d20 + 10 - 2 + 1 ⇒ (10) + 10 - 2 + 1 = 19 for slashing: 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Katar +1: 1d20 + 10 - 2 + 1 ⇒ (14) + 10 - 2 + 1 = 23 for piercing: 1d4 + 5 + 1 ⇒ (3) + 5 + 1 = 9

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Both strikes hit Red (-33). Red strikes back then takes a guarded step back.
ss: 1d20 + 9 ⇒ (11) + 9 = 20 stabbing: 1d4 + 1 ⇒ (4) + 1 = 5
Wymarc is up before Magenta.

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Wymarc steps 5’ west and fires at red; if red drops after the first arrow, he’ll target green with the second…
To hit: Base/Dex, Magic, Weapon Focus, PBS, Deadly Aim, Deadeye Bowman, Rapid Shot, IC, Aspis Hunter
Damage: Magic, Strength, PBS, Deadly Aim, IC, Aspis Hunter, Sneak
Magic Longbow: 1d20 + 10 + 1 + 2 + 1 - 2 - 2 + 2 + 1 ⇒ (15) + 10 + 1 + 2 + 1 - 2 - 2 + 2 + 1 = 28
Magic/Cold Iron/Sneak Damage: 1d8 + 1 + 1 + 1 + 4 + 2 + 1 ⇒ (2) + 1 + 1 + 1 + 4 + 2 + 1 = 12
Magic Longbow (Rapid Shot): 1d20 + 10 + 1 + 2 + 1 - 2 - 2 + 2 + 1 ⇒ (10) + 10 + 1 + 2 + 1 - 2 - 2 + 2 + 1 = 23
Magic/Cold Iron Damage: 1d8 + 1 + 1 + 1 + 4 + 2 + 1 ⇒ (6) + 1 + 1 + 1 + 4 + 2 + 1 = 16

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Red goes down, Green takes damage (-32)
Magenta cast Mirror Image and keeps moving
images: 1d4 + 1 ⇒ (2) + 1 = 3
Bob, Carlin, and Dexter are up before Green.

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Give up...the only way out of here if you don't is feet first...your choice... Carlin tries to demoralize the magenta hued foe.
intimidate: 1d20 + 10 ⇒ (14) + 10 = 24most of my spells are fiery and blast-ish...not ideal in a library...

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Dexter sends Sal after the many imaged target before moving up and heading Azelmak with a wand he draws, ”We got this, easy peasy.”
Wand CLW: 1d8 + 1 ⇒ (7) + 1 = 8

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The boar tromps on over, clippety clop, clippety clop, GORE!
Move, Attack Magenta.
Gore - Power Attack + IC/Song: 1d20 + 9 - 2 + 3 ⇒ (10) + 9 - 2 + 3 = 20 for Piercing + P.A. + IC/Song: 1d8 + 6 + 6 + 3 ⇒ (2) + 6 + 6 + 3 = 17
Spirit Wisps vs Magenta: 1d20 + 6 ⇒ (6) + 6 = 12 for Neg En: 1d4 + 3 ⇒ (4) + 3 = 7

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image? 1=real: 1d4 ⇒ 4
image? 1=real: 1d3 ⇒ 2
The boar pops two images.
Bob still to go.

DM Carbide |

***OVERSEER ANNOUNCEMENT***
From the open windows of the tower, Venture-Captain Ambrus Valsin’s voice once again echoes over the Grand Lodge grounds. ”Pathfinders have defeated many of the enemies in Skyreach! We’re getting there!”
Table GMs, Skyreach Threat Level is now Yellow.

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Moving deeper into the room, Bob fires a round at the man in green cloak.
+1 Musket vs touch: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 for B Damage: 1d12 + 1 + 1 ⇒ (3) + 1 + 1 = 5

DM Carbide |

***OVERSEER ANNOUNCEMENT***
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.”
Table GMs, please conclude remaining encounters in Part 3 and begin Part 4.

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Green takes more damage (-37) before disengaging and heading for the south door.
Syllyn, Azalmak and Wymarc are up before Magenta.

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Azalmak follows Green, hoping to prevent their escape.
Scimitar +1: 1d20 + 10 - 2 + 1 ⇒ (9) + 10 - 2 + 1 = 18 for slashing: 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Katar +1: 1d20 + 10 - 2 + 1 ⇒ (3) + 10 - 2 + 1 = 12 for piercing: 1d4 + 5 + 1 ⇒ (4) + 5 + 1 = 10

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Only the first one hits but that is enough. Green topples over - bleeding.

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Wymarc moves 5’ SW and fires twice at magenta…
To hit: Base/Dex, Magic, Weapon Focus, PBS, Deadly Aim, Deadeye Bowman, Rapid Shot, IC, Aspis Hunter
Damage: Magic, Strength, PBS, Deadly Aim, IC, Aspis Hunter
Magic Longbow: 1d20 + 10 + 1 + 2 + 1 - 2 - 2 + 2 + 1 ⇒ (3) + 10 + 1 + 2 + 1 - 2 - 2 + 2 + 1 = 16
Magic/Cold Iron/Sneak Damage: 1d8 + 1 + 1 + 1 + 4 + 2 + 1 ⇒ (6) + 1 + 1 + 1 + 4 + 2 + 1 = 16
Magic Longbow (Rapid Shot): 1d20 + 10 + 1 + 2 + 1 - 2 - 2 + 2 + 1 ⇒ (16) + 10 + 1 + 2 + 1 - 2 - 2 + 2 + 1 = 29
Magic/Cold Iron Damage: 1d8 + 1 + 1 + 1 + 4 + 2 + 1 ⇒ (5) + 1 + 1 + 1 + 4 + 2 + 1 = 15