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Only the second shot hits, but it hits the real one.
image, 1=real: 1d2 ⇒ 1
((Magenta -19))
Syllyn still to go.

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Syllyn moves into a flank with the big pig, not even trying to avoid an attack.
With a quick rhythm to boost his performance, he strikes out erratically.
- Scimitar to hit, flank: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
- Scimitar damage, adamantine: 1d6 + 10 ⇒ (5) + 10 = 15
As he ends his turn next to the villain, the spirit wisps around him harass him.
- Spirit Wisp to hit: 1d20 + 7 ⇒ (13) + 7 = 20
- Spirit Wisp damage: 1d4 + 3 ⇒ (1) + 3 = 4
If the pig accepted the rage, they also attack from that source too...
- Spirit Wisp to hit: 1d20 + 7 ⇒ (3) + 7 = 10
- Spirit Wisp damage: 1d4 + 3 ⇒ (1) + 3 = 4

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((Magenta: -23 - 1 image))
No no .... leave me alone you murderhobos. I just wanna leave
He takes a five foot step out of flank, then books it while fumbling for keys.
Everyone is up. AOOs if you have them.

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Dexter looks peeved, "YOU COME INTO OUR HOUSE, KILL OUR PEOPLE, TRY TO BURN DOWN OUR LIBRARY, STEAL ALL THE EVIL CRAP WE ARE TRYING TO PROTECT AND... AND THEN HAVE THE GALL TO CALL US BAD?!?"
Apparently the gnome has finally had enough. He doesn't stop Sal's attack. Mainly because it probably already happened as a reaction to the movement.
And then finally realizes his patient needs more healing, probably.
Move then CLW Wand on Azelmak: 1d8 + 1 ⇒ (6) + 1 = 7

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Sal's Spirit whisps did attack last round, they missed with a 12. I think this is the last round of IC?
Sal attacks the fleeing non-flanked foe, then follows him to attack some more. Because why not! He's just a simple animal. Morality is way beyond him. And honestly, the dude isn't even surrendering, just running away like a coward.
But again, animal. Not worried about these things. Maybe his master should have done something. Too late now!
AoO Gore - Power Attack + IC/Song: 1d20 + 9 - 2 + 3 ⇒ (3) + 9 - 2 + 3 = 13 for Piercing + P.A. + IC/Song: 1d8 + 6 + 6 + 3 ⇒ (3) + 6 + 6 + 3 = 18
Gore - Power Attack + IC/Song: 1d20 + 9 - 2 + 3 ⇒ (12) + 9 - 2 + 3 = 22 for Piercing + P.A. + IC/Song: 1d8 + 6 + 6 + 3 ⇒ (6) + 6 + 6 + 3 = 21
Spirit Wisps vs Magenta: 1d20 + 6 ⇒ (12) + 6 = 18 for Neg En: 1d4 + 3 ⇒ (2) + 3 = 5

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Wymarc moves 10’ SW and fires again at magenta, murmuring, ”Should’ve thought about that before you ambushed us…”
To hit: Base/Dex, Magic, Weapon Focus, PBS, Deadly Aim, Precise Shot, Deadeye Bowman, IC, Aspis Hunter
Damage: Magic, Strength, PBS, Deadly Aim, IC, Aspis Hunter
Magic Longbow: 1d20 + 10 + 1 + 2 + 1 - 2 + 2 + 1 ⇒ (9) + 10 + 1 + 2 + 1 - 2 + 2 + 1 = 24
Magic/Cold Iron/Sneak Damage: 1d8 + 1 + 1 + 1 + 4 + 2 + 1 ⇒ (3) + 1 + 1 + 1 + 4 + 2 + 1 = 13

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And that's Magenta finished off. It's not sure who laid the killing blow this time.
Everyone make perception checks.

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Perception: 1d20 + 15 ⇒ (3) + 15 = 18
Sal's Perception: 1d20 + 5 ⇒ (6) + 5 = 11

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can't beat Wymarc's roll...only tie it..i'll auto assist to make it 35...just in case...
Oh well...they started it...we finished it... Carlin looks asround to see who needs healing.
umd clw wymarc: 1d20 + 14 ⇒ (10) + 14 = 241d8 + 1 ⇒ (6) + 1 = 7

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Azalmak and Wymarc find the hollowed out book holding Aram Zey's notes, just as Prilla comes into the room.
Well done. You found Master Zey's Tapestry notes. I'll take those upstairs where they're needed while you get to Arless Hall.
She takes the notes and sprints up the stairs with them.

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When you reach Arliss Hall ...
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.
You know the following about the 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 for you 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!

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Sylln marches forward and is the first to enter the hall, then pauses to take a look.
'Hid in plain sight is it?" he mutters.
Looking back, he encourages the others to join him. "Well, if there is a trick to it, it will not be found waiting by the door."

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Dexter moves on in as well, Sal following behind.
”Odd room. But magic is odd sometimes so let’s just give it a go.”

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Syllyn does not know that spell so he starts investigating the old fashioned way, moving around the room and poking into things.

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"Looking for magic is all well and good, but we may as well help Carlin out by using our own eyes." Azalmak steps in with everyone else, and searches around for anything that may be out of the ordinary.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13

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The entire forum area radiates moderate magic. Syllyn discovers 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.”

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Dexter jumps as the druid appears again, ”Oh crap! Scared me. Thought we were the only pathfinders here. Sure help is nice. I was going to look at room eight.”
He goes to said room, steps inside, locks the door behind him (after any allies join him) and looks around, hoping his hunch was right.

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Sorry. But it seems that this building is splitting into multiple physical dimensions because of all the Pathfinders in it. I was lucky to get into this one - praise Desna
She follows Dexter up the stairs.

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Dexter notices that the inside lock already has a key inserted in it.

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Syllyn joinds the exodus into the new room and start poking around.

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It's a room with bed, chair, table, and a mirror.

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Syllyn also shows interest in the mirror, poking it with is finger to see if it is a magical gateway.

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Dexter picks with the key, trying it in the door inside locked and unlocked and then the door outside locked and unlocked to see if anything changes. Then he takes the key to the mirror and looks for a keyhole there.
Perc: 1d20 + 15 ⇒ (2) + 15 = 17

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The mirror seems solid. Dexter tries the key in the door several times but observes no changes.
There is no sign of a keyhole in the mirror frame.

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Syllyn moves on to the bed, table, then chair for an examination.

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Dexter moves out into the hall and searches for a hidden door to a bonus room.

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Prilla follows Dexter to help, but between the two of them - nothing is found. There just doesn't seem to be enough room for another hidden room.
((I take it everyone else is in the room? Please move your tokens accordingly))
((And I made an error - the key cannot be removed from the lock. Dexter - or anyone else - can either unlock or lock the door only from the inside))

DM Carbide |

***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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Once everyone else is in the room, Syllyn will lock the door just to see if anything interesting happens.

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Syllyn locks the door - there is a 'click' as the lock engages. Nothing else seems to happen.

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Dexter taps on the mirror.

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The mirror is solid. Meanwhile Prilla is looking out the window watching the tower tilt.

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Syllyn unlocks the door and exits the room.
"Can't find anything here. Shall we try the room next door?"

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”Yes, let’s keep looking. We aren’t doing well.”
Dexter checks each room, looking for mirrors that might be slanted like the tower.
Is there a check for this? I am not great at puzzles and am trying everything I can think of.

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Unfortunately you find nothing out of the ordinary. Maybe it is time to think outside the box.

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Dexter comes back into the room and collapses onto the bed with Sal, ”Well, that’s a great idea Prilla, exactly what we thought back when we first came in. But I have done everything I can think of to make the stupid room appear. Anyone else have any ideas? Otherwise we are gonna be sidelined while the enemies do their dastardly things.”

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"Well, if we search the other rooms we might find clues. I'm going to check on the next room."
Syllyn goes into room F7 to investigate.