
DM NomadSage |

As the sphinx's tail strikes, the hound archon disappears in a puff of scintillating motes. Melianthe heals Absinthe again as the fiend rears to pounce again. Jarha launches another stone, hitting the sphinx in the head with a loud *crack* and embedding itself deep in her skull. With a heavy death rattle, the dark sphinx collapses to the ground.
End of Combat!

Absinthe Mooneyes |

Chest heaving, Absinthe moves over to the darksphinx -- and brutally drives her rapier into its eyes, each in turn, turning her blade inside the creature's brain to make sure of its demise.
"Good shot," she rasps when she finally turns to the others. "Excellent. Your magics saved the day."
One of the tiefling's hocks wobbles, and she slowly sinks to one knee, blessed rapier held before her like a cane.
"Speaking of which," Abby continues, "if you have any more healing magic left, I... could use it. You both did splendidly."
Go, Jarha! Go, Mel! ^_^ I mean it, this fight would have impossible without the both of you.
Currently holding at 18/74 hp.

Jarha Madu |

Woo hoo! Yes, it's good to know we can manage without the big guy in a pinch!
"Very well done, Absinthe. That was some impressive swordplay. Of course, we will heal you. Let me just take a quick look to make sure there are no other immediate threats."
Jarha will search the rest of the room to look for further threats or traps.
Perception: 1d20 + 12 ⇒ (14) + 12 = 26

Jarha Madu |

Then he will turn to healing Absinthe:
Wand CMW: 2d8 + 3 ⇒ (4, 1) + 3 = 8
Wand CMW: 2d8 + 3 ⇒ (2, 4) + 3 = 9
Wand CMW: 2d8 + 3 ⇒ (3, 6) + 3 = 12
Wand CMW: 2d8 + 3 ⇒ (4, 2) + 3 = 9
Wand CMW: 2d8 + 3 ⇒ (6, 6) + 3 = 15
That takes Absinthe to 71. 26 charges left. Should I use the CLW wand too?
Before we move on, Jarha will also make sure we have searched the body for useful or valuable items. Are the swords magical?

Absinthe Mooneyes |

Kukri are martial weapons, so I think that means only the sleepy barbarian could use them.
Save the CLW charge; never know when we'll need it. ;)

Melianthe Ssulissien |

Melianthe examines Segang and the darksphinx.
Spellcraft: 1d20 + 16 ⇒ (13) + 16 = 29
Spellcraft: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38
Spellcraft: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34
"Let me see what it takes to awaken Segang, or if he'll just awaken on his own," says Melianthe. "We should try to get Seren back with us as well."

Melianthe Ssulissien |

CLW potion: 1d8 + 1 ⇒ (5) + 1 = 6
CLW potion: 1d8 + 1 ⇒ (2) + 1 = 3
CLW potion: 1d8 + 1 ⇒ (2) + 1 = 3
"May as well use up these potions as well", says Melianthe, uncorking a few vials. "Whew, not the most wonderful taste." .

Jarha Madu |

Any other potions lying around before I use a wand to heal myself? I agree CLW potions are too puny now for any melee fighters to use in combat.

Jarha Madu |

"And, Melianthe, that was a great call summoning that Hound to fight with Absinthe. That was quite a distraction for the darksphinx."
Jarha will go ahead and heal himself with the wand:
Wand CMW: 2d8 + 3 ⇒ (1, 5) + 3 = 9
Once Jarha is satisfied they have taken everything of value from the sphinx and checked for danger, he will sit in quiet meditation until Segang wakes up.
And how long until Segang wakes up? I don't think there's anything we can do to wake him. Jarha's 7 temporary HP recover automatically at the rate of one per minute.

DM NomadSage |

Segang remains comatose for several minutes after the combat ends, with no sign of waking up.
You search the dark sphinx's gear, finding several magical pieces: two wands, her leather armor, and both kukris.
Jarha does not see anything notable in this room, which is primarily bare stone. Peering through the open door (from which the sphinx emerged), he sees a similar room beyond, leading to a dark opening on the far side.

Melianthe Ssulissien |

Mel auto-makes that.
"Segang could be asleep for up to three hours," says Melianthe. "I would really like to regroup with Seren, but I think that requires manipulating this room."
Mel cast Detect Magic and used Spellcraft to id the kukris...she'll do so for the others.
Spellcraft Wand 1: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34
Spellcraft Wand 2: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30
Spellcraft Armor: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

Seren thinks, Not healing nor transmutation ... can't be good for me. Don't forget dungeon rule #2
He moves out of the room into the entrance room looking wonderingly at the pool through the doorway.

Jarha Madu |

"I agree we can't afford to wait to find Seren. He'll be happy with what we found on the sphinx."
Is there another lever to pull, or is it the same we pulled before? From my read of the map, it looks like we can either pull the original lever again, or proceed through the door to see if we find another lever. Probably better to pull the original lever?

Jarha Madu |

"I suggest we pull the lever here in this room. I'm concerned if we move on and pull another lever it will take us further away from Seren. But that's just a guess!"

Jarha Madu |

I think we're all in agreement, so here goes...
Jarha arranges himself as Absinthe suggests, makes sure Segang is comfortably arranged, turns invisible, and then pulls the lever telepathically.

DM NomadSage |

Jarha pulls the lever and once again the floor jerks and grinds beneath your feet. The walls shift, hardly even slowed by the sphinx's body and scissoring it in half in horrifyingly gory fashion. After several moments of motion, the walls stop once again, but you are left facing a blank wall.
Seren watches as the murky pool disappears, only to be replaced by another room with another, nearly identical, pool at its center. The water in this one, however, is crystal clear.

Absinthe Mooneyes |

"Again," Absinthe orders. "Let us reclaim Seren as quickly as possible, then cycle through again and seek ways onward."

Jarha Madu |

"I have no idea how that would work, but you're the expert." Jarha waits, ready to follow Absinthe's instruction or awaiting Melianthe's attempt at arcane retrieval.

Segang |

I am sleeping and do not get a vote. But it seems to me you guys can figure out the level thing. Two charges of the wand is pretty pricey, resource wise. But of course I'm in favor of getting the party together without another encounter similar to the last.

Melianthe Ssulissien |

I was waiting to see if the GM was going to weigh in, like if Mel needs to roll Kn Arcana. We could just wait a few hours until Segang wakes up. Lame, I know, but then at least if we rotate and face another monster, we have our bruiser back.

DM NomadSage |

Not sure if you've been following the map changes with each rotation on Roll20, but you're just one lever pull away from Seren. So, in the interest of keeping things moving...
After considering the risks of teleportation over turning the room again, you pull the lever. Once again, the room shudders and shifts, and a few seconds later you are back at the entrance. Seren waves a greeting.

Absinthe Mooneyes |

"We hope you have not been taking your ease, sleeping by the pool," Absinthe adds with dry sarcasm, as she indicates Segang. "Like some."

DM NomadSage |

Once everyone is "on board", you activate the lever and rotate the room again. You are back at this point.
Roll20 map updated...

Jarha Madu |

Am I right that there is a door we have not explored and a lever we have not yet activated?

Jarha Madu |

Jarha will listen at the door and check for traps. If he hears nothing he will stand back and open it telepathically, while invisible.
Perception: 1d20 + 12 ⇒ (17) + 12 = 29

Jarha Madu |

Jarha will move forward invisibly, listen at the new door and check for traps. If he hears and sees nothing he will stand back and open it telepathically. This is assuming no objections from the others, and Jarha will give them a chance to position themselves as they like.
Perception: 1d20 + 12 ⇒ (16) + 12 = 28

DM NomadSage |

Jarha finds no threats and opens up the door.
Three large wooden chests, their lids decorated with carvings of cavorting tigers, sit against one wall of this room. Some sort of message seems to be carved on each lid. Colorful frescoes on the wall opposite the chests depict hundreds of tigers marching in widening circles around a single green gem the size of a fist, set in the wall and carved to resemble a tiger’s head.
Melianthe detects magic emanating from the carved gem.
Anything from Segang, Seren or Absinthe?

Jarha Madu |

The scene very much reminds Jarha of his tomb raiding days, but he didn't lead those expeditions either... "Umm... Absinthe, you'll want to have a look at this. Let me know if you want me to try any lock picking or trap disabling from a distance. And what's with all the tigers?"