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I’m trying, I really am. This is incredibly frustrating to deal with for so long. I really hope if we beat the riddle thing it contributes to the special. Do we need to stand outside it and someone inside it lock it and then that changes the room over to 8a from the outside then we can go in? Is that what Prilla is hinting? If so, Dexter tries it.

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Prilla locks the door from the inside but Dexter is able to open it. There is an identical room in there but no sign of Prilla. Also the mirror surface seems to be shimmering.
That is the right answer. You guys nearly had it.
After stepping through the mirror ...
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 full length mirror is bolted to northwest wall.

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Dexter sighs, ”Sorry I got so frustrated, it’s been a long night and the coffee wore off. Alright, prepare yourselves and let’s do this. Someone check that door.”
He pulls a scroll out, activates it and touches Sal. Then does the same with a wand.
Scroll of Feather Step (10m duration), wand of Magic Fang, 1m duration.

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Syllyn finally exits room 7 after a frutless and frustrating search, totally unaware of the tricks the others have been trying.
"Where is everyone else?" he asks to noone in particular.

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Exiting after Syllen, Bob looks around. "Hmmm, where'd they go?
Perception: 1d20 + 10 ⇒ (5) + 10 = 15

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Perc: 1d20 + 15 ⇒ (5) + 15 = 20
Dexter checks for dangers and if safe, opens the south door of the tower room.
If he is the only one actually there this will be a short encounter.

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It was fortunate that Prilla looked back through the window before flying off.
Oh for goodness sake she says as she clambers back into Room 8. The others found the Lost Room. Stay in the corridor wait for a minute then come in here.
She shoos Syllyn and Bob back out into the corridor, before closing and locking the door. When Syllyn opens the door, the room looks the same but there is no sign of Prilla, The surface of the wall mirror is shimmering which it wasn't earlier.
Let's get the party back together

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Meanwhile Dexter finds that the door won't budge - something seems to be jamming it.
A Strength check is required to get the door open. Also, since the wall is broken, you could always try flying, swinging, levitating or climbing out, bypassing the door. This will require a successful Acrobatics or Climb check.

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Correction - the tilting of the tower has rolled the obstacle out of the way. Dexter can open the door into area G2.
G2. Siege Floor
This floor is clear except where the walls are crumbled away. The north and west windows feature gargoyles just below them. Both gargoyles have a reservoir built into their backs so oil or other chemicals can be poured and sprayed down on would-be attackers. Numerous arrow slits are built into the walls.
Map Updated - which door do you wish to check?

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Dexter steps in and peeks around the corner to make sure the immediate area is safe.
Perc Room: 1d20 + 15 ⇒ (14) + 15 = 29
Then moves to the closest door and inspects it.
Perc Door: 1d20 + 15 ⇒ (12) + 15 = 27
If all appears safe and no noises of activity from anywhere he can hear, he opens the door.

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Syllyn tries the mirror again, to see if it will transport him somewhere.

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Syllyn finds himself in the room with Dexter and the others.

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"Nice. Gotta love magic."

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With a shrug, Bob confirms his musket is loaded and follows syllen through the mirror.

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Syllyn finds himself in a packed room staring out at nothingness where a wall is supposed to be. "Let's get out of this room. It looks dangerous with half of the wall gone."
And out he goes, heading towards a more central location in the tower. Spotting Dexter and the boar over by another door he asks, "Find anything over there, Dexter?"

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”I don’t know. It’s really fuzzy. Like I need glasses for my ears.”
Just waiting on the GM. Good to have you all back!

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Dexter discovers that this room contains ancient siege supplies stored here when Skyreach was considered a fortress in the traditional sense. Barrels of oil and a decrepit wheelbarrow are here, as well as several crates of serviceable arrows.
You can find mundane versions of any weapon or ammunition that is in the Core Rulebook

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Wymarc looks over the arrows…if any are cold iron or blunt, he’ll take a few of each, otherwise he’ll leave ‘em be…

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”Oh cool a +5 Vorpal Greatsword! Oh wait no, just a stick painted silver.”
”Basic weapons and such. I’ll check the next room.”
He moves and checks the next door/listens. Then opens it if it seems safe.
Perc: 1d20 + 15 ⇒ (18) + 15 = 33

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Dexter opens the door. Old cots and moth-eaten blankets smothered in a thick layer of dust confirm that no one has been posted atop this tower in years. The cots are nevertheless are sturdy and the door is functional.

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Bob moves to the door across from Dex and listens at it. If it seems safe, he opens it.
Perception: 1d20 + 10 ⇒ (9) + 10 = 19

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Bob finds the stairs going up. The stairs wind upward past tight corners until they reach the top of the tower.

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You can find mundane versions of any weapon or ammunition that is in the Core Rulebook
Syllyn snags a mace so that he has a blunt weapon. (Cold iron if possible, though I doubt that is what you meant by mundane).
"Ah, I see you found the stairs. I guess we need to go up."
Syylyn leads the charge up the stairs.

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Dexter and Sal follow Syllyn, keeping wary of dangers.
Perc: 1d20 + 15 ⇒ (2) + 15 = 17
The gnome refreshes Sal’s sharpened tusk spell (another charge used on magic fang).

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hey...im back...sorry took a day off of the web...just needed a decompress...
Carlin follows the others..clearly annoyed at the weird circumstances the group finds itself in.
I would hate to try to find this place if i was drunk...or maybe it would be easier? she muses.

DM Carbide |

***OVERSEER ANNOUNCEMENT***
Once again, the voice of the Master of Scrolls drifts through the tower, borne on a magical breeze. ”Well done, Pathfinders! The tower is stabilizing…only a little bit more to do.”
Table GMs, the Floating Tower Threat Level is now Yellow.

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Up the stairs and through the door...
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.
Aspis Consortium agents carried the Sky Key here in preparation for another part of the assault on the Grand Lodge, but they became trapped here when the tower broke free from Skyreach.
As you enter, Blue says menancingly The age of the Pathfinder is over. NOW IT IS TIME FOR THE SERPENT TO RISE! - HAIL ASPIS!
The other two respond
HAIL ASPIS!
And that's when the fight started Your Honour
Initiatives
Azalmak: 1d20 + 2 ⇒ (20) + 2 = 22
Bob: 1d20 + 3 ⇒ (8) + 3 = 11
Carlin: 1d20 + 6 ⇒ (19) + 6 = 25
Dexter: 1d20 + 3 ⇒ (12) + 3 = 15
Syllyn: 1d20 + 1 ⇒ (18) + 1 = 19
Wymarc: 1d20 + 7 ⇒ (19) + 7 = 26
red: 1d20 + 3 ⇒ (1) + 3 = 4
blue: 1d20 + 6 ⇒ (15) + 6 = 21
green: 1d20 + 3 ⇒ (15) + 3 = 18
Wymarc, Carlin, and Azalmak are up before Blue.

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Wymarc 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
Magic Longbow vs FFAC: 1d20 + 10 + 1 + 2 + 1 - 2 - 2 + 1 ⇒ (11) + 10 + 1 + 2 + 1 - 2 - 2 + 1 = 22
Magic/Cold Iron/Sneak Damage: 1d6 + 1 + 1 + 1 + 4 + 1 + 2d6 ⇒ (3) + 1 + 1 + 1 + 4 + 1 + (5, 1) = 17
Magic Longbow (Rapid Shot) vs FFAC: 1d20 + 10 + 1 + 2 + 1 - 2 - 2 + 1 ⇒ (8) + 10 + 1 + 2 + 1 - 2 - 2 + 1 = 19
Magic/Cold Iron/ SneakDamage: 1d6 + 1 + 1 + 1 + 4 + 1 + 2d6 ⇒ (3) + 1 + 1 + 1 + 4 + 1 + (6, 2) = 19
…and moves back 5’…

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Carlin sees Wymarc fire at the one Aspis agent and joins in to try to drop him. She sends a trio of mystic bolts at him. She then steps out a few paces.
Spread out a bit..if they have magic it can get all of us...trust me...
MM blue: 3d4 + 3 + 1 ⇒ (4, 4, 2) + 3 + 1 = 14

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Carlin sees Wymarc fire at the one Aspis agent and joins in to try to drop him. She sends a trio of mystic bolts at him. She then steps out a few paces.
Spread out a bit..if they have magic it can get all of us...trust me...
MM blue: 3d4 + 3 + 1 ⇒ (4, 3, 4) + 3 + 1 = 15
1-xxx
2-x
3-
clw-x
mage armour-x

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With so much focus on Blue, Azalmak winds behind the stairs to meet Green from behind.
Scimitar +1: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21 for slashing: 1d6 + 5 ⇒ (1) + 5 = 6
Katar +1: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23 for piercing: 1d4 + 5 ⇒ (2) + 5 = 7

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Wymarc drops Blue with two well placed arrows. With Blue down, Carlin redirects her missiles to Green (-14), Azalmak also attacks Green (-27)
With Blue down, Syllyn is up before Green

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Syllyn begins his usual performance and engages green.

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The Spirit Wisps also hit Green (-34). Green is not too happy about this so he lays into Syllyn using Flurry of Blows.
1d20 + 7 ⇒ (10) + 7 = 17 damage: 1d6 + 2 ⇒ (5) + 2 = 7
1d20 + 7 ⇒ (10) + 7 = 17 damage: 1d6 + 2 ⇒ (1) + 2 = 3
1d20 + 2 ⇒ (12) + 2 = 14 damage: 1d6 + 2 ⇒ (1) + 2 = 3
Dexter and Bob are up before Red.

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Dexter darts towards the last unpestered foe, but stops short. ”It just sickens me the chaos you all have caused. Don’t you think you ought to give this up before you meet your friend’s fate.”
A ray springs from his hand and zips towards red cloak.
Move, Cast Ray of Sickening, Ray vs Touch: 1d20 + 5 ⇒ (16) + 5 = 21, if it hits Red has a DC 14 Fort Save or is sickened for 6 minutes.
The gnome whistles and Salazar rushes in!

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Possibly adding injury to stomach ache, the boar tries to jam his tusks into red cloak’s gut.
Gore - Power Attack + MF + Song: 1d20 + 9 - 2 + 1 + 1 ⇒ (19) + 9 - 2 + 1 + 1 = 28 for Piercing + P.A. + MF + Song: 1d8 + 6 + 6 + 1 + 1 ⇒ (2) + 6 + 6 + 1 + 1 = 16
Spirit Whisp: 1d20 + 6 ⇒ (14) + 6 = 20 for Neg En: 1d4 + 3 ⇒ (1) + 3 = 4

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Red gets attacked by ray and boar (-20)
fort: 1d20 + 7 ⇒ (13) + 7 = 20

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Following Carlins's adv, Bob scurried to the edge of the room before eyeing the agent tangling with Salazar. Taking aim, his musket begins to glow orange before a cone of fore shoots out, engulfing the red cloaked foe.
Burning Hands: 5d4 ⇒ (3, 3, 4, 2, 2) = 14
Ref DC 18 for half

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ref: 1d20 + 9 ⇒ (18) + 9 = 27
Red evades the fire attack and takes no damage from it ((Evasion))
Red then attempts to annihilate the boar with a flurry.
blow: 1d20 + 7 ⇒ (5) + 7 = 12 damage: 1d6 + 2 ⇒ (4) + 2 = 6
blow: 1d20 + 7 ⇒ (7) + 7 = 14 damage: 1d6 + 2 ⇒ (1) + 2 = 3
blow: 1d20 + 2 ⇒ (7) + 2 = 9 damage: 1d6 + 2 ⇒ (3) + 2 = 5
before tumbling away
acrobatics: 1d20 + 14 ⇒ (11) + 14 = 25
Wymarc, Carlin, Azalmak and Syllyn are up before Green. Both Green and Red look as if it will not take too much before they pay a visit to Pharasma.

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"Starting to realize that this was a very..."
"...bad..."
"...idea?"

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Figuring Syllyn and Azalmak can finish off green, Wymarc moves to get LOS on red and fires…
To hit: Base/Dex, Magic, Weapon Focus, PBS, Deadly Aim, Deadeye Bowman, Aspis Hunter
Damage: Magic, Strength, PBS, Deadly Aim, Aspis Hunter
Magic Longbow: 1d20 + 10 + 1 + 2 + 1 - 2 - 2 + 1 ⇒ (14) + 10 + 1 + 2 + 1 - 2 - 2 + 1 = 25
Magic/Cold Iron Damage: 1d6 + 1 + 1 + 1 + 4 + 1 ⇒ (6) + 1 + 1 + 1 + 4 + 1 = 14

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Azalmak takes a moment to study Green before cutting into them again.
Scimitar +1: 1d20 + 10 - 2 + 2 ⇒ (6) + 10 - 2 + 2 = 16 for slashing: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Katar +1: 1d20 + 10 - 2 + 2 ⇒ (8) + 10 - 2 + 2 = 18 for piercing: 1d4 + 5 + 2 ⇒ (4) + 5 + 2 = 11