Sunday, 16 July 2017

ep 54 18/5 to 3/6/4713: Seven Swords of Sin #6, Victory Over Tirana, Rest & Train.

*Week Long Rest Rule Now in Effect*

PCs defeat Tirana at the cost of their fire giant friend (blasted by Disintegrate then drowned in the stream) and gain the Alar'ahai, the Seven Swords of Sin. Asheia Sword of Lust returned to Wen Histani in Ilsurian for 10,000gp as agreed. Party returns to Magnimar for well-deserved rest.

Two weeks later Sheila Heidmarch asks them to investigate disturbing reports from Windsong Abbey...

Continuing PCs
Quillax - Druid 15
Irizati - Warlock 13
Sephiria - Rogue-1/Wizard 13
Claw Barbarian-14

Sunday, 9 July 2017

ep 53 18/5/4713 Seven Swords of Sin #5

Party progress through level 3 of the Council of Truth dungeon, defeating monsters and gaining a powerful fire giant ally.

Quillax Account

Journal [9-July]
- Sepheria did some post-revival shopping
- Neril disappears for a while; Sepheria gets a magical boost to clear death related issues
- Defeat Ochre Jellies, disable some traps
- Defeat some cultists and close planar vortex
- Befriend Fire Giant (via Irizati's suggestion spell) and free him. He leads us towards Tyrannah
- Defeat 2 cockatrice.
- Defeat a Dragon, an Efreet, a kobold and 3 earth elementals in a magic-draining room.
- Ritual still in progress but nearly done. Need to turn off generator to get through to next room.
Whilst waiting for the others, Neril wandered off, leaving Irizati and I to wait for Sepheria and Claw. After encountering the same spectral ram's head on the stairway that had attacked me, the pair made it down the staircase without too much damage. I cast Greater Restoration on Sepheria to clear away the post-revival health issues and she revealed the quick shopping she had done in case we had another sudden emergency.
We proceeded through the fire elemental trap room into the next room, which Neril had pointed out the 2 inch gap above the door and had spiked open. I found an electrical trap on the floor and managed to avoid getting shocked but couldn't disable it. Claw clomped into the room and set off another trap; this one bringing four ochre jellies up on an old elevator/lift. Sepheria cast fireball, catching the jellies in the burst but the four jellies became five when Claw hit one with his long sword and it split in two. He decided to stomp on it instead. I dropped a flaming sphere on the jellies and Irizati shot and managed to kill two of the jellies. Sepheria killed another with scorching ray and Claw killed the last two with his Earth-Breaker.
Sepheria spent a little time disabling the floor traps in the room in case we had to hurry back at any point. We opened the next door and spiked it open because it also had the gap above the door. Having done that, we looked up at a group of cultists chanting around a planar vortex summoning a shadowy demon, which became a Vrock demon that was being powered by the cultists. Sepheria cast fireball and killed five of the six cultists, which also broke the links to the demon from those cultists. Irizati cast banish and sent both the demon and cultist from our plane. The demon stayed away permanently but when the cultist returned, Claw and I killed him. We took a short time to help Irizati cast the ritual Banishment to close the vortex. I grabbed the spikes from the last door and we moved on to the next room.
There was a Fire Giant - Grunar - chained in between two pillars. Claw messed up his attempt at persuasion and the Giant started to struggle and pull down the pillars on himself and us. Sepheria cast Tasha's Hideous Laughter and only Claw and I took any damage from the falling ceiling before Irizati cast mass suggestion and calmed the Giant, getting him to agree to help us against Tyrannah. We freed him from the chains and helped him get out of the room. Grunar told us of the dangers ahead as he smashed through a wall, revealing a room that must have belonged to Tyrannah. We collected the most useful items from her room and hurried after the Giant who was striding through the room where the ochre jellies had been. He set off a trap we missed but Sepheria was able to disable it and we headed into the next room where a swirling vortex glowed in the centre of the room and four statues of Zil stood in each corner.
Note: Zil are the scourge of the ethereal plane. They look vaguely like enormous ants/beetles creatures
I dropped a Wall of Stone around the vortex and we hurried towards the next room. Claw paused to grab some loot laying on the floor. Beyond the next door was a hallway. To our right were two cockatrice and their resulting statues as well as two angelic whirlwinds, who tried to warn us off. To our left, red glowing light and warmth. Irizati banished one of the whirlwinds and Sepheria banished the other. Grunar attached and killed one of the cockatrices while we attacked the other and I killed it.
Additional note: cockatrices are good for alchemy ingredients if you can harvest them carefully and not accidentally turn yourself to stone.
In the next room, there were two dragons and a lot of lava/heat. I cast Wall of Stone and we tried to hurry past them while they attacked the wall. A kobold stepped into sight in the next room and summoned 3 earth elementals. Sepheria tried to banish them but the glowing stones in the room absorbed her spell. Behind us, the dragons were still working on breathing through the wall. Trapped between two sets of enemies, we decided to try to take out the elementals as quickly as possible to reduce the number of enemies surrounding us, killing one. Without magic, it was hard work and the dragons broke through the wall and it turned out it was not two dragons but a dragon and an Efreet.
We struggled against the number of enemies but Irizati was able to misty step back down the hall and banished the dragon, giving us one fewer enemy to fight at the same time. With a combined effort, Grunar killed the Efreet, then the other two earth elementals. I killed the kobold, then we retreated down the hall to where Irizati was holding the dragon banishment and when the dragon returned, we surged forward and eventually killed it.
Looking at the next room, we could see Tyrannah working on her ritual but we could not get through to her without turning off the generator. I cast some healing spells on the party and we took a moment to plan.
[9037xp each]

Wednesday, 5 July 2017

ep 52 18/5/4713 Seven Swords of Sin #4

Journal [2-July]


- Neril rejoins group
- decide not to take on a guy in a room which is raining swords
- Fight a dragon and water elemental + find dragon's hoard
- Fight 3 chuuls.
- Sepheria has a short-lived case of death and is resurrected in exchange for money and magical items
- Neril scouts ahead + find traps
- Partial group fights 3 fire-elementals then waits for others.


Neril caught up to us while we were resting in the scrying pool room. As we were all together and going to approach a room full of water, I cast water breathing and water walk on the group. Neril cast pass without a trace and scouted slightly ahead of us as we walked towards the water and he spotted an obscured side room. He heard something dip below the water and upon further investigation, realised it was a large black dragon which was trying to swim and sneak beneath the surface. He also spotted a rising water vortex that he recognised as a water elemental. Upon his reporting back, we decided to check out the side room before working out how to get around the dragon.

Moving towards the reddish glow, we peered into the room. There were hundreds of swords falling from slots in the ceiling into slots in the floor creating a never-ending loop of raining swords. In the middle of the room, a man knelt with a sword grasped in his hands. We decided to quietly back away as we were running out of time.

As we moved back to the cavern, the dragon rises out of the water with the water elemental. Sepheria banished the latter and the former breathed acid on the group then ducked under the water. I cancelled the water walk and took water elemental form and we headed after the dragon. it was a fierce battle with all of us engaging with the beast under the water but eventually we wore it down and Claw landed the killing blow. Sepheria was able to maintain the banish and the water elemental was also vanquished.

We were able to find the dragon's treasure hoard and amongst the coins, we also found a runecarved +1 keen longsword. Most of the group took a short rest to regain their strength.

[xp 2660 each]

After crossing the lake, we crossed into a room which was split by a waterfall poisoned by alchemical run off from the generator room. Neril teleported to the opposite side and started to investigate the doors there. Sepheria drifted across the room on her broom to join him but as she crossed over the water, three chuuls popped out and lashed at her. She misty stepped over towards Neril but the Chuuls followed, striking her with a poison that caused paralysis. We started to charge across the room towards her but it was a great distance. Neril attacked the Chuuls to try to defend Sepheria but was unable to stun them. Irizati cast banish on two but the third struck Sepheria hard and Neril shouted to us that she was dead.

Enraged, Claw grappled the Chuul and it responded by trying to drown him, unsuccessfully due to the water breathing spell. Claw struck it down and after checking with us, Irizati allowed the other two to return from the banishment. Neril killed one and I landed the fatal blow on the other.

[1320 xp]

We knelt around Sepheria and had a quick discussion. There were temples in the city and they would likely be able to bring her back from the dead if we moved quickly. Claw and Neril took her body and the bag of holding with all the items and cash and ran back to the city. They were able to trade money and magical items for her to be brought back.

Claw stayed with her while Neril returned to Irizati and I as we were running out of time before the ritual completed. Neril started to scout ahead, leaving Irizati and I behind but, worried about him facing danger alone, I followed him down the floating spiral staircase, getting blasted off the stairs, and found him investigating a room with three buttons. He pressed a button and the doors slammed shut, trapping him inside. I could hear him moving around and after a short while, the doors unlocked. I opened it and looked into the face of a fire elemental. Seeing Neril duck through the opposite door and close it behind him, I also closed my doors and called for Irizati.

He joined me and we opened the doors. He banished two of the fire elementals and we were able to take out the third with Neril ducking back in. Once all three were defeated, the fire wall traps ceased to flame and Neril and Irizati spiked the doors open on either side so our companions could follow and (hopefully) the trap would not reset while the doors stayed open.

Neril explained he had found some traps in the next room and we decided to wait for the others to catch up.

[ xp 2400 each - for Q,N,I + part xp for S+C for resurrection]

Sunday, 25 June 2017

The Fearless Goblin Killers ep 2, 18/5/4713 AR

A week later their Captain sends the Fearless Goblin Killers and another Black Dog squad to Thistletop, where they defeat the mighty goblin wizard Gogmurt with his firepelt cougar and Big Chief Ripnugget, ending the goblins' reign of terror over the Sandpoint Hinterlands.

XP: Party advance to level 3 with 900 XP.

Sunday, 18 June 2017

The Fearless Goblin Killers ep 1, 11/5/4713 AR

In the ruins of Sandpoint, 5 new Black Dog mercenary recruits (a human, a gnome, a wood elf, a dwarf and a dragonborn) are sent by their Captain into the tunnels under the Old Glassworks one fine morning, to root out a nest of goblins lairing there. They discover what looks like an ancient Thassilonian shrine to Lamashtu, kill 14 goblins and 4 human Lamashtu cultists including a priest, and find a Runewell and some interesting objects.  A staircase leading down further into the depths is avoided, and they all return alive to report their success.

Image result for lamashtu

Monday, 12 June 2017

ep 51 17-18/5/4713 Seven Swords of Sin #3

Vivisectionist, potion dispenser, 2 shambling mounds dunk Quillax & Sephiria in scouring bath, scarab pharaoh, clean lab with construct swarms, Scrying Pool - scry Tirana and rest overnight, then probably 6 hours to Ritual completion. Lust is in the air...

Lustful Shambling Mounds Want Our Women! For Dunking!
Tirana and the Sword of Lust

[11-June] journal
- Kill vivisectionist
- Find some near-dead creatures, put them out of their misery.
- Make some health potions out of recently deceased creatures
- Kill 2 shambling mounds
- Find sarcophagus, decide to leave alone
- Kill a Granule Construct and an infected Split-Street gang member
- Activate and use a scrying pool (complete with voyeuristic cherub statues)
- Start Long Rest (inside Leomund's Hut)
[700xp for exploration + 4125xp each = 4825]
- Culling Googles (HP-visibility aka death watch + death save reduction 3/day?)
- Greater Healing potion - 4d4+4
- Uzbin Parault's Spell Book
- 2 Ioun Stones - red and green (each need attunement)
- Rune-engraved Kurkiri (not enchanted but could be)
- Ingredients to make a water-walk potion or a water-breathing potion
- vials of acidic/electric water from the Green-House/Shambling Mound room.
- some boots
- the gloves from the chest
We headed downstairs from the "hedgehog's dilemma" room and found two options: South and West. We took the Southern Hall which had two doors, both marked "Recycler". We used Mage Hand to open the Southern-most door and I peered inside, then reported back what I saw, which was some sort of medical operation/torture room with a Hound of Archon dissected on the metal table. Claw charged in and caught a face full of GlitterDust, blinding him temporarily. The vivisectionist then tried to throw a fireball at us but Sepheria counterspelled it and cast Hold Person on him. It didn't take long to kill him and we found some interesting items on him, including two Ioun Stones (Red and Green) and some fascinating goggles.
Note - Deep Red Ioun Stone = Dex Increases by +2 (max 20) while it orbits the wielder's head. Green Ioun Stone = Cha increases by +2 (max 20) while orbiting the wielder's head. Stones orbit at 1-3 feet from head. Enemy can try to steal/snatch from air. Attunement required for each Stone.
We found the diary of Uzbin Parault and a spell book. It contained a recent reference to Tirana. She attempted to dominate him psychically but according to his notes to he was able to avoid this, however, his subsequent notes and actions indicate he may not have actually been completely successful.
The other half of the Recycler Room (divided by a flimsy partition wall) contained a Device which when fed with a recently deceased form (must be almost immediately after death), it will extract the remaining life-force and produce a healing potion. We tried this with the vivisectionist and the few pitiful monsters that were caged in the menagerie in the room beyond the torture room, which I put down out of pity.
While the recycling Device worked, Sepheria harvested some potion ingredients from the poor beasts that were already dead, particularly from the Dead Brass Dragon Wrymling. Sepheria was able to determine the instructions and I could work out that the Device could be moved but it would need careful handling and a constant power source such as the generators currently powering it.
We progressed through the caged corpses to the next room, labeled "Green House". We mage handed the door open and revealed a carpet of thorns on the floor and an electric blue pool of water. As we peered inside, a Shambling Mound rose out of the foliage. Claw charged in, ignoring the scratching thorns, to attack. Another rose out of the leaves across the room.
I could determine that due to their adaptations to the electric water, they were resistant to fire and cold and lightning would only make them grow. Luckily, Claw carried an ax and Irizati carried the Blight Spell and the first Shambling Mound was defeated. Rather unluckily, Sepheria and I both got dropped into the water by the second one. The water burned like acid and ate away anything non-magical. We were able to get out of the pool and we concentrated on killing the second. Eventually, Irizati landed the fatal blow.
We took a few minutes to deal with our injuries and consume some potions, while Claw jumped into the acidic water to fetch out the stone chest that we spotted. Unfortunately, it came with another wave of acidic water on both him and me, which hurt as much the second time around and required more healing.
We made use of the broom to fly to the next room, avoiding the carpet of thorns. Claw was able to jump over the thorns by using a table as a platform and so avoiding further plant-based damage.
We found a recently created room inside that room and upon opening a door, found a sarcophagus, which, despite it's attempt to compel Sepheria to open it, we decided to leave alone. A Pharaoh of Ascension and Lord of the Scarab Beetles was not something we wanted to deal with. We used the broom to get back to the Recycler room and to help Claw get back we employed some rope tied to the table so he could drag it closer) and all made it without further damage.
We collected the next healing potion and threw in another recently deceased monster then headed back to the stairs to then head West.
The first room we came to had an odd wind-tunnel entrance. There was a door and some bookshelves on the opposite side of the room and in the middle, there were two large tank/tubes - one filled with orange liquid and the other that was broken.
I tentatively stepped inside and a Granule Construct swirled up from the broken tube and tried to infect me, which I sneezed out. At the same time, a member of the Split Street Gang that had tried to attack Gadkah's stall stepped out from the bookshelves, obviously infected by the Granule Construct.
Sepheria quickly cast Banish on the Construct and we concentrated on the Gang Member. Unfortunately, he landed a blow on Claw which infected him and a rapier strike on me. Irizati shot him with a couple of bullets. Sepheria cast Shatter on Claw to try to destroy the Granules and it was extremely successful with the Granules weak to Thunder-type attacks. Claw coughed up bits of dirt and landed the killing blow. We all retreated outside of the wind tunnel air locks and Sepheria allowed the Construct to return - as hoped, it couldn't get past the air locks and between a Shatter and my Thunderwave, it was destroyed.
The next room contained a scrying pool - they key we found previously was necessary to activate it. Claw decided to try first, which nearly drowned him as it enfolds the user's head in some sort of water tentacle. With a water-breathing ritual completed, Irizati, who is trained in scrying, used the pool and told us that he could see Tirana in some sort of cavern, past steaming geysers, across a river, with six swords floating and glowing red while she wielded the sword of Lust in a ritual. He could see no one in her immediate vicinity (about 10 feet around her).
Between seeing the ritual was still in progress and Gadkah's information on the length of time the ritual would take, we decided to risk a rest to replenish our strength and deal with our injuries. We took a moment to duck back to the Device and throw in another body and I used the rest of my spells to cast healing spells on anyone who needed it and Sepheria cast a Leomund's Hut for us to rest safely within.
[4825xp total]

Sunday, 21 May 2017

Revised Fighter Class

As a fighter, you gain the following Class Features.

Hit Points

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

Armor: Light ArmorMedium ArmorHeavy Armor, shields
Weapons: simple Weapons, martial Weapons
Tools: none
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Starting Equipment

You start with the following items, plus anything provided by your background.

• (a) Chain Mail or (b) leather, Longbow, and 20 Arrows
• (a) a martial weapon and a Shield or (b) two martial Weapons
• (a) a Light Crossbow and 20 bolts or (b) two handaxes
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack

Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.

Table: The Fighter
LevelProficiency BonusBonus Features
1st+2Fighting Style, Second Wind (3/LR)
2nd+2Action Surge (3/LR)
3rd+2Martial Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Ability Score Improvement
7th+3Martial Archetype feature
8th+3Ability Score Improvement or Action Surge (+1 use/LR)
9th+4Indomitable (one use)
10th+4Martial Archetype feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement or Action Surge (+1 use/LR)
13th+5Indomitable (two uses)
14th+5Ability Score Improvement or Action Surge (+1 use/LR)
15th+5Martial Archetype feature
16th+5Ability Score Improvement (max 24)
17th+6Action Surge (+3/LR), Indomitable (three uses)
18th+6Martial Archetype feature
19th+6Ability Score Improvement (max 24)
20th+6Extra Attack (3)

Fighting Style

You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.


You gain a +2 bonus to Attack rolls you make with Ranged Weapons.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Great Weapon Master

When you are wielding a non-Finesse weapon in two hands, you gain a +3 bonus to Damage Rolls with that weapon. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature 3 times you must finish a Long Rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature 3 times you must finish a Long Rest before you can use it again.  At 17th level you may use this feature an additional 3 times before finishing a Long Rest.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your Combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Action Hero: The Level 8, 12, and 14 Ability Score improvements may each be replaced by an additional use of Action Surge per Long Rest.
Unlimited Might: The level 16 & 19 Ability Score improvements may raise an Attribute above 20, but not above 24.

Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attackaction on Your Turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.


Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.


The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous Training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any StrengthDexterity, or Constitution check you make.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.


At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.

You don’t gain this benefit if you have 0 hit points.


Hit Diced10
Saving ThrowsStrength, Constitution

Monday, 15 May 2017

ep 50 17/5/4713 Seven Swords of Sin #2

Joined by Obero a female Samurai Pathfinder, the group press on into the Council of Truth's dungeon, defeating a mighty steam mephit and a stasised Gug, encounter an alchemy lab, library, waste incinerator. and spiked trap room, finally locating the stairs down to the next level, seeking the Seven Swords of Sin...

"Ancient Thassilon was not ruled by wizards and spells alone, for even the runelords had their martial champions. Also known as the Alara'hai or the Seven Blades of Conviction, the Seven Swords of Sin were the weapons of those champions, assorted blades imbued with the deadly might of the schools of magic that dominated Thassilon."

The names of the Seven Swords, as listed in Tirana's notes:

Asheia, Sword of Lust
Baraket, Sword of Pride
Chellan, Sword of Greed
Garvok, Sword of Wrath
Shin-Tari, Sword of Sloth
Tannaris, Sword of Envy
Ungarato, Sword of Gluttony

Amatatsu Icy Kama:
+1 weapon, d6 slashing, 1-handed, light, finesse: legendary (requires attunement)
When you hit with an attack using this magic kama,
the target takes an extra 1d6 cold damage. In
addition, while you hold the kama, you have
resistance to fire damage.
In freezing temperatures, the blade sheds bright
light in a 10-foot radius and dim light for an
additional 10 feet.
When you draw this weapon, you can extinguish
all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Image result for GugQuillax Account

- Obero joins party
- Neril was otherwise engaged
- Fight and destroy Imp (which was actually a Mephit)
- Disabled allure/wall trap, revealing a Gug, which we killed
- Safely secure a key (inscribed "21")from an alchemical room.
- Secure some books from a library
- safely get through "Hedgehog dilemma's" room
Sepheria and Claw met a woman at the window, Obero. She stated she was looking for answers about her family and her search had led her to the Council of Truth. She asked to join our group.
Neril and Claw stayed up on street level while Sepheria led Obero down. We briefly turned the turbines off to assist them through the turbines.
After introductions, we proceeded through the console room and into the "Imp" room, which revealed itself as a Steam Mephit as we battled it. Irizati used his weapon and destroyed one of the crystals, shattering it and causing a chain reaction, which knocked Obero out and killed the Mephit. It destroyed some of the treasure, unfortunately, but the magical items survived the blast. We got Obero to her feet, collected the surviving items, and progressed down the hall.
We passed a room with a koi fish pond, which we thought was probably the proper entrance to the building. We simply passed it.
The next room was an illusionary gold pile covering a trap wall and topped with a suggestion/charm effect. As the suggestion effect could ensnare our companions if they followed, we decided to pull down the wall to protect them. I safely disabled the trap only to reveal that it hid a beast inside. With the wall down, the stasis dropped and the Gug stirred into action. With a team effort, we were able to strike it down with Irizati landing the killing blow.
[3250xp each]
We continue onward past a room filled with dead goblins, who had managed to impale themselves on their own made traps. One had a scroll of engineering schematics of traps and metal floor traps.
At the end of the hall, there was another door, which led into an acrid smelling room with 3 oil paintings, a black cauldron, and 3 pillar/podiums made of piles of bones.
- Skeleton with yellow heart, holding a red apple and a blue jay.
- Castle being hit by a huge blue tidal wave with a red rose at its centre.
- Babou Demon holding a yellow goblet and a red heart.
The pillars were topped with inverted skulls acting like cups, each bubbling with a different coloured liquid. There was also a corner with raw lead, a key trapped in amber, and 2xred, 2xblue, 2xyellow powders.
Irizati knew not to mix the powders because it would be unstable and not to mix multiple reagents.
We mixed the blue liquid and the red powder, which produced a clear alkahest acid. The key was freed from the amber by dipping it in the acid with mage hand. The key had "21" etched into it.
Leaving the room, we progressed to a room called "Hedgehog's dilemma", written in an alchemical language. Before progressing into that room, we located a library and collected some books, found the other entrance to the raptor room, found a possible garbage disposal room with a lava-esque sense about it.
Note: the books explained that the Swords (called Alara'hai) had originally been virtues and had been corrupted. Asheia is the name given to the Sword of Lust we are hunting for; a flaming blade that causes anyone it strikes to fall under control of it's wielder.
We eventually passed through the Hedgehog's Dilemma room which had squares of reverse gravity as well as little spikes on the floor. We were able to get through safely, except Obero, who needed to be polymorphed into an Owl to free her from the trap.
We stepped into the stairwell, Obero still in owl form, and proceeded downward.
[ 600 + 600 = 1200 xp ]