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Bun Bun finds scrapes on the ground indicating that the statues were probably pushed around to accommodate different layouts of the area by the staff. These scrapes are smooth and easy to slide on; thus, the statues moved under their own weight, likely aided by ergonomic construction, internal counterweights, and clockwork.
Jozan's detect magic indicates some latent energy though... could there be another explanation for the statue mystery?
Need one last Crafting or Perception check from Jozan

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Jozan helps the professor search the ground, trusting more in his eye for the uncommon, than looking at devices.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24

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Jozan notices that the statues’ shoulders have jagged claw marks in them. A creature that can reach the statues’ shoulders has been moving them regularly. It took just a spark of this latent magical energy to send them across the schoolyard.
Mystery #1 examined. It seems like the library is the next goal...
The key provided by J. allows access to the interior of the Academy. The main hallway is quiet. Bright lights shine in sconces on the wall. Double doors lead to the outside to the north and south, while large windows reveal the grounds of the school to the east and west. Thin wood doors provide access to the interior rooms. Each has a sign indicating its use.
Moving quickly to the library, the door opens to scores of books and the smell of paper. The expanse is furnished with comfortable furniture and a plush carpet - quite the inviting atmosphere. Rolling stools provide a step up for those too short to reach the top shelves. A table is divided into workstations with chalkboard nameplates and stacked books.
What do you wish to do here?

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Zenobia, expecting the worst after the experience with the statues, snaps open her fans and carefully walks around the library. She tries to see anything that seems out of place.

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The library’s collection seems to span a wide range of topics, though the texts look to be introductions to various fields instead of primary research.
The two currently occupied workstations are labeled “Ayen” and “Zet”.
Zet’s workstation has a pile of books, with one book propped up, sitting on its edge.

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Jozan pulls out a stick of chalk and moves from shelf to shelf, quickly writing out a few titles before moving on to the next one. Not trusting the books or the shelves, he keeps a wary eye out while doing so. Looking for any traps, specifically about books or shelves falling on his head

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"Oooohh! Tho many bookth!"
Professor Bun Bun gets a bit carried away perusing the bookshelves and forgets the purpose of the visit.
PBB is intently examining the books, looking for interesting titles.

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The library remains eerily quiet through your explorations. The book sitting on edge has the only curious title - "A Scholar’s Guide to Unexplained Arcane Mysteries".

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"That is a very strange title, how can you guide to something that's unexplained? The guidance is, in a sense, explanation?" Zenobia complains about the title.
She walks over to see the book, opening it with one hand, the other holding a fan ready.

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Peering inside, she finds the interior of the book is blank... every page.
Each of you can make a Society, Library Lore, Arcana or Occultism check to consider this mystery.

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"Blank pageth? That'th not quite right."
occultism: 1d20 + 8 ⇒ (11) + 8 = 19
PBB has dubious knowledge if applicable

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All the same bonus: 1d20 + 1 ⇒ (1) + 1 = 2
Jozan is a bit too distracted making sure nothing else will attack the group to truly consider the mystery posed by the blank pages.

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As Jozan goes to investigate the blank book, he clumsily knocks it from its perch on the workstation and it tumbles to the floor. Almost instantly, a mysterious force lifts it from the ground and whisks it to an empty nook several shelves away.
It seems clear to Zenobia and the Professor that one of the former librarians set up an unseen servant summoning rune decades ago. Over time, the rune must have degraded, making the servant overly enthusiastic with its cleaning duties.
Perhaps Red Roy can figure out another truth? Society, Library Lore, Arcana or Occultism check.

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Red Roy stumbles back and lets out a high pitched whine when the book whisks itself away. He looks back and forth at the other Pathfinders, and realizes that they expect him to help even though it is quite scary. Almost abashed, he tracks down the book, and looks it over, trying to apply some of the theoretical lessons he was given by Kreighton Shane.
Occultism: 1d20 + 7 ⇒ (9) + 7 = 16

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It must be hard to find out something from a book that is blank.
As the rogue ponders the nothingness, you can see from the doorway behind you that the lights in the hallway have gone off.
Mystery #2 examined. What to do next?
Reminder that Jozan And Red Roy still have a bit of injury.

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Hearing the whine, Jozan notices some of the injuries on his companion. "Red Roy, here let me help with those wounds."
Treat Wounds: 1d20 + 7 ⇒ (3) + 7 = 10
Not thrilled with his handiwork, but wanting to observe nonetheless, Jozan simply says, "We'll see how those bandages are holding up in an hour or so..."

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Medicine, treat wounds vs Jozan: 1d20 + 7 ⇒ (9) + 7 = 16
healing: 2d8 ⇒ (4, 6) = 10
soothe lvl1 vs Red Roy: 1d10 + 4 ⇒ (3) + 4 = 7

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After the round of healing, only Red Roy is still a little sore.
Red Roy (2 damage)
Where to next, Pathfinders?

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Jozan groans as he realizes he still has injuries when the Professor takes time healing his wounds. "Thank you, Professor." Turning to the rest of the team, he says, "Let's go listen for a ghost in the north east lavatory, it is the closest thing in the building. Should be a quick check."

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A few steps down the hall and you seek at the door the red one to the northeast lavatory. Both Bun Bun and Zenobia sense something is obviously wrong - the door seems to be straining against itself, barely contained by its ordinary latch and creaking wood frame.
You think it can be "disabled" with either a DC 20 Athletics (trained) to hold the door shut against the force, or DC 21 Thievery (trained) to deftly relieve pressure from the door.

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Jozan looks to his companions, knowing his skills in this area are not as trained as theirs, but willing to help all the same.
Aid reaction for any Athletics attempts at the door. But considering everyone is better at thievery, may not be applicable.

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"It lookth ath though thome thubtlty ith called for here. I can help. I'm very good at helping." The rabbit unpacks a set of thieves tools and begins to carefully lay out several picks, and wrenches.
thievery-aid: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
PBB will aid whichever one of our rogues uses thievery on the door. He has Helpful Poppet

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Zenobia goes to see the door. "That looks troubling. Let me see... something sharp? Ibis?" she says and pulls a sharp golden tool from a hieroglyph in her dress, then tries it to relieve some pressure.
Thievery: 1d20 + 12 ⇒ (13) + 12 = 25 Aid not included, I don't know what the Aid DC here is.

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With the door pressure relieved, you can safely open the door.
Peering inside, the chamber seems tidy and well kept. It only contains a washbasin, a polished silver mirror, and a commode chair.
There is, however, a faint wailing still echoing lightly in the chamber.
Each of you can attempt a Crafting check to study the basin and mirror, or an Occultism or Religion check to identify the faint noise.

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"Hmm...What'th that noithe? A ghotht, or perhapth thomthing more mundane?"
occultism: 1d20 + 8 ⇒ (1) + 8 = 9

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Religion: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Jozan recalls his training in the monastery, trying to place the sound.

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While the others try to listen the noise, Zenobia checks the basin and mirror.
Crafting: 1d20 + 7 ⇒ (9) + 7 = 16

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Only Jozan seems to find a reason for the subtle wails. The washbasin’s enchantment to create water is faulty. If it isn’t deactivated fully, it drips water in such a way that the room’s acoustics make it sound like the wailing you hear. Is it really that mundane?
I am hopefully expressing who is suceeding at the checks through the narrative descriptions. Let me know if anyone would like to use a hero point to reroll any failure (or critical failure). Not to meta-game too hard but success at investigating all these mysteries will be the basis of getting your prestige on this mission.
While investigating the basin, the team discovers a loose wall panel. Hidden behind the panel is a bracelet made of carved calcite beads. You notice a prismatic resonance shimmers beneath the material's surface.
A Religion check can be used to discern the resonance in the beads.

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"Ah, a simple trick of the room. If we take a note to have this enchantment fixed, it should fix the problem."
Seeing Zenobia take the bracelet out of the panel, Jozan leans over to look while it plays through her hands. "This is a rather fascinating trinket."
Religion: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

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The cleric surmises that this bracelet serves as a planar focus for the chaotic Maelstrom - vast swathes of uncharted, unclaimed space that surrounds each of the planes on the Outer Sphere.

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Mystery #3 investigated.
With the lavatory potentially explained, you all notice now the style of the floor changes in this hallway, with the flooring noticeably newer. The walls in this area are bright and newly white-washed. A heavy wood door sits at the south end of the hall.
Where to next?

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Jozan recalls the list of rumors given to the group. "I say now is as good a time as any to see if a door mysteriously appears while travelling alone to the laboratory. Who wants to try it?"

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"I can do that, I have trained precisely to be able to adapt to a wide variety of situations. Just be close enough so that you hear if I call for reinforcements, Zenobia offers.

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The rest of the group clears out of the hall (but not too far) and Zenobia carefully steps, creeping ever closer to the lab door at the end of the hall... she stops as she focuses on the only other object in the hall. A banner.
Behind the championship banner (won by the fencing team), she finds the thinnest of seams indicating a secret door to the Teacher's lounge. shown in red
Each of you can examine the enchantments on the door with an Arcana or Occultism check. Alternatively, you can examine the mechanisms that hide the door with a Thievery or Crafting check.

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There's movement in Red Roy's pants, as his tail wags. He likes trying to figure out this type of stuff. Hidden doors are excellent places to hide.
Thievery: 1d20 + 13 ⇒ (5) + 13 = 18
Well, guldarnit, that's probably a fail.

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Zenobia examines the seams, and wonders: "If they didn't see it when there were more eyes, maybe that magic aura hides it. That sounds like an illusion, so if I know it's there I can just ignore it, I have to just mark the seams with something thin... papyrus?". She pulls yet again a tool from her hieroglyphs and slides it in the seam, then starts to feel the mechanism with it.
"I found it, come and look, she calls the team.
Thievery: 1d20 + 12 ⇒ (5) + 12 = 17

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@Red Roy It actualy is not a failure, so hold onto your hero point.
Red Roy cracks the secret door open for a more thorough examination. Seeing the teacher’s lounge on the other side makes it clear that the door serves as a secret entrance to a staff-only area and is simply enchanted so that it appears when there are no students around.
Speculating further, while the door is set to appear and disappear depending on who's around, traces of magic have warped parts of the door. This magic is unlike anything you would have seen the academy use, and Bun Bun is starting to believe that it is instead the work of a being tied to another plane of existence.
Mystery #6 solved. What next, Pathfinders?
Compared to the rest of the academy, the lounge seems informal and relaxed. A tufted sofa and armchairs provide comfortable seating, while a few tables offer space to spread out work. Letters and notes are pinned to the wall by the door.

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Jozan watches as his more well rounded companions find the secret door. "Looks like there's one last thing in this building, the whispering questions in the lab. Let's finish there, then head to the shack out back."

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Jozan watches as his more well rounded companions find the secret door. "Looks like there's one last thing in this building, the whispering questions in the lab. Let's finish there, then head to the shack out back."
Professor Bun Bun spends some time searching the room before agreeing with Jozan.
"A motht cunning plan, my dear Jozan. Why you could almotht thtick a tail on it and call it a weathel."

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Zenobia glances at Bun Bun and sighs.
"As we need to go through them all anyway, we can do that", she agrees with Jozan.

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Before exiting the room, Bun Bun's careful search reveals a book that has slid behind the couch and is now covered in a thin layer of dust. It is nicely leather-bound, strapped with red and gold cords and decorated with a stylized Tian Xia symbol. Much of the writing in it seems unfamiliar, but it seems to function as a guide or translation.
It is an advanced book of translation (Mahwek)
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Gathering next at the lab door, the group opens it. Laboratory tables, flasks, vials, and alchemical equipment make the purpose of this room obvious, though the white plaster walls and stained tiles make it look both newer and cheaper than the rest of the building. Cases sit in neat rows on open shelves, each bearing a detailed label listing its contents. A large window at the back of the room looks over the rest of the grounds. A poster in a corner of the room provides a handy reference of alchemical formulas and a humanoid anatomical model stands beside the laboratory tables - aimed so that it peers out the window. The left side of the model show the musculoskeletal system, while the right side shows major organs.

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"So, let's stage this and see if the rumours are true", Zenobia states and goes to look at the formula reference and the bottles. "Now, what could I make here?" she says as she examines her choices.
Crafting +7 to find a doable formula

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Zanobia slides across the room to the poster. After studying it briefly she comes to the conclusion that many of the formulas have been changed in minor ways that will result in foul-smelling fumes or disorienting flashes - kind of the opposite of "doable".

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Professor Bun Bun moves to examine the anatomical model. After some careful study he whispers. "Which bit is the pancreas?"

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As the Profesor moves closer to the model, it abruptly jerks and pivots from the window, mouth agape. Guts spew from its orifice - blanketing poor Bun Bun. Ambling forward upon its square base, it headbutts the curious poppet.
Bun Bun Init: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Red Roy Init: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Zenobia Init: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Jozan Init: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Yellow Init: 1d20 + 16 ⇒ (19) + 16 = 35
yellow slimy guts vs Bun Bun: 1d20 + 14 ⇒ (19) + 14 = 33
yellow slam (bludgeoning) vs Bun Bun: 1d20 + 16 ⇒ (3) + 16 = 192d6 + 7 ⇒ (4, 2) + 7 = 13
Round 1 - Bold can act
Yellow Body
Bun Bun -13 damage <off-guard, grabbed>
Red Roy
Zenobia
Jozan
@Bun Bun Escape DC is 24. You are also off-guard just from the guts until you take an action to remove them.