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Spellcraft 1d20 + 7 ⇒ (2) + 7 = 9
"So anyone else have ideas? I can't figure the orb out," she asks of her companions.

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Well, I guess fun time is over.
The wolf whimpers, and then stands upright before forming back into a human. Meredith stretches a bit. "Man, that was incredible! I'm going to miss that. The orb smells musty."
Spellcraft, Guidance: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Meredith puts her hands on it.
"I've got nothing."

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Doodle calls the group together and whispers what she detected with Juliet. "Something has her under its control. She's enchanted all right. I suppose we need to look around here to see what could have done such a thing."

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"Alright, let's take a look." Meredith approaches Juliet. "Do you mind if we take a look around this place? There may be more insights or clues to what this orb actually does."
Sense Motive: 1d20 + 5 ⇒ (14) + 5 = 19
It doesn't really matter what Juliet answers, but Meredith wants to see how she reacts.

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"What's the big deal about cleaning it?"
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
"Hmm, you hear that?"

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"A snake and hydra came this way to fight us. Very odd for the snake, as we weren't nearby its nest. I mean I could talk about its habitats but we have more important issues right now. Any reason in particular you were hiding from us?"
Sense Motive: 1d20 + 5 ⇒ (9) + 5 = 14
Perception: 1d20 + 9 ⇒ (17) + 9 = 26

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Doodle didn't trust this newcomer. "Tell us what's been going on around here. Why were you hiding? What do you know about the glowing orb?

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Okay, okay. Act calm.
Diplomacy, AId: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
"So...do you know what's going on with the snakes and the orb here? Or maybe you know why Juliet enjoys cleaning this place so much?"
Huh. I managed to keep my cool for once.

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A young girl skips into the room with a huge smile on her face. She wears a shiny, new mithril shirt that was definitely not made for her small frame and some woolen breeches. Her hair is disheveled as if she just rolled out of bed, with even a twig or two caught in the knots. Despite the fact that she probably hasn't bathed in several days, she has a caring face with warm inviting eyes. "Hi there, name's Amelie! I was out hunting for boar in the area and hear some commotion here. I can lend a hand if you'd like!"

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"We certainly could use a hand around here. Something strange is going on. There's a weird magical orb over there, and I think this Arletta has been spying on us."

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"Hmm, spying you say? She doesn't look much like spy to me." Amelie walks up to Arletta and extends her hand. "Hi, I'm Amelie. My new friends here seem to think you're a spy or something and also would like to know about this big weird orb. What can you tell us?"
Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15

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15 is enough
Arletta looks around.
"Well you know I think the others are somehow, controlled. I was too, but when I touched the sphere, it became so clear to me. To hide and protect me, I said I was sick. You know, the monolith came in and since then I hear that bashing noise. Something terrible will happen, I know it!"

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"Yes, I see. " Meredith thinks out loud. "We need to find out what that monolith is bashing and why. Just tell us where we need to go next. "
"Amelie, we could use your help. We are Pathfinders, sent to – " Meredith shows her Wayfinder. "Yeah, looks like you came just in time. "

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Stormy adds Come on. Let just all work together here to solve problem
[dice=Diplomacy]1d2011 Hey. I did it.
Sigh, I guess I did not do it. Somehow screwed up the roll. I had initially rolled a d20+1 and when I tried to change it to -1 I got 11 instead. Sorry. The roll WAS an 18 total.
Story asks Wait, that means we need to get the others to touch the sphere?

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"If these people are being controlled, I doubt we'll get them to touch the sphere on their own. Probably best to go explore the rest pf this place, I'm sure we'll figure out more that way."

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Doodle nods in agreement and finishes introductions to the newcomer. She introduces everyone by name and fills her in on the details so far. "I believe exploring the rest of this place would be the best idea. We seem to have hit a wall here."

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"Alright, sounds like we should head in and take a look." Meredith looks to the rest of the party. "You guys are ready?" Meredith readies her shield and opens the door.

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Doodle detects magic as she enters the alcove. She doesn't touch the water until registering whether it was magical or not n

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perception: 1d20 + 9 ⇒ (17) + 9 = 26
"Keep your eyes peeled for danger. You don't know what's in here. " Meredith keeps her shield at the ready.
If she does not see anything dangerous, Meredith prepares to enter the door right next to her.

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Stormy watches the brave barbarian drink from the fountain. She chooses not to question his wisdom and instead focuses on the relief carvings. That seems to be a cyclops breaking free of clutching tentacles.

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Amelie tries to grab the arm of the barbarian but is too slow. "Normally I would advise against drinking from weird magical fountains you find in an old temple place full of mind controlled people. So how do you feel?"

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Meredith scans each room for traps, treasure and clues.
Perception, Southern Room: 1d20 + 9 ⇒ (7) + 9 = 16
Perception, Northern Room: 1d20 + 9 ⇒ (8) + 9 = 17

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After watching Bartholimu for a bit and how he reacts, Amelie decides to take a drink of the water as well before they continue on., checking the other rooms in the hallway.
Perception: 1d20 + 2 ⇒ (5) + 2 = 7