The portals of Mahir’s Rest

The party, having discovered the enigmatic library within Mahir’s estate, found themselves under attack by seemingly sentient books. As they valiantly fended off the onslaught, one of the adventurers pushed a tome detailing powerful arcane techniques into a captivating painting depicting Sindane, Suriya, Maloor, and Mahir. In response, Maloor grasped the book and began speaking poetically.

With determination, the party interacted further with the painting, presenting gifts to the depicted figures. Sindane accepted a book about Black being rescued from a horde of monsters, while Yusari gratefully received the word ‘justice’ from the newly-painted Hjorgen’s forehead. However, Mahir remained silent.

Amidst the chaos, the adventurers found themselves disoriented by the estate’s perplexing portals and waiting rooms, seemingly navigating in circles as they sought to discern a pattern to the dizzying estate layout. As luck would have it, they stumbled back into the library, this time armed with a lost chess piece.

The room quaked with instability, threatening to crumble into the void. Hjorgen was swept into the chess set, taking the place of the Sandman who was besieged by the fiend Morniel. Struggling, Hjorgen realized they were manipulated by external circumstances but the party did not manage to achieve the position of safety for Hjorgen and time after time Morniel swept the board with his forces. A crack in reality eventually shattered the chess set, releasing Hjorgen as the party made a narrow escape from the collapsing library.

Returning to review their notes on the puzzling portals and switches, the adventurers discerned several key details:

  1. The switch in waiting room D was initially set to 1 upon their arrival.
  2. There were multiple paths leading to the library.
  3. The numbering on various logbooks suggested a total of 14 rooms or more (Master).

Now, with only 10 hours remaining before an anticipated breach at the estate’s door, the party wonders who or what may be attempting to gain entry - and what consequences may lie in store.


Lobby: x o x x | RoomB: x o x
Lobby: x o x x | Void : o
Lobby: o x x x | Quarters: o
Lobby: x x o x | RoomC: x o x
Lobby: x x o x | Void: o
Lobby: o x x x | RoomA: o x x
Lobby: x x x o | Library: o
Lobby: x o x x | RoomB: o x x
Lobby: o x x x | Quarter: o
Lobby: x x x o | RoomD: x x o
Lobby: x x o x | RoomC: x x o
Lobby: x x x o | RoomD: o x x
Lobby: o x x x | Library: o
Lobby: x o x x | Dining hall (6): o
Lobby: x x o x | RoomC: o x x
Lobby: x o x x | Dining hall (6): o
Lobby: x x o x | RoomC: x o x
Lobby: x o x x | RoomB: x x x
Lobby: x x x o | Prison (12): o