
Thom Merrilin |

Following Timur's lead, Thom etches the sigil onto one of his many daggers. "Well hopefully we can find more of these sigils while we are wandering around. Everyone take an etching if you want to. Otherwise I think it's time to head through that door back in the upper chamber and continue exploring."
I'm assuming we have explored/gathered as much info as we can in all of the rooms we have been in so far so I suggest we go through those doors Artur said he could open and explore a new room

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Can we assume I bought more daggers? I want them now.
Shall we go through the door or to the left? I'm up for anything as long as we move forward. Is any last healing or sleep in order just in case we stumble into another battle? (Sleep = healing and full count of spells for the day)
...Let's just say we slept, prayed, etc. and go.

GM Espri |

To clarify, once you put the sigil on the blade, then as a free action you can make it dragon's bane. The mark itself does nothing—it has to be activated. So you can put it on now, and the when you come up against a dragon, you can activate it for 1d6+1 rounds.
Also, do people want to sleep or explore more before that?

Thom Merrilin |

Lets say we slept for the night in that cozy dusty room. That way we can assume between channeling energy and me having two 1st level spells to spare as cure light wounds that everyone should be back to full health and then after sleeping we have spells/channel energy restored. We can each have taken a two hour watch just to make sure nothing jumps us. And ya lets move on then.

Patrissa Vrakes |

Fine by me.
You make your way upstairs and back through the trap door. The dungeon seems quiet. Hawkwing walks over to the south door.
"Everyone ready?" he asks just before he puts his shoulder into the door, trying to force it open.
One good push is all it takes, and the door swings open.

GM Espri |

Dim light fills this odd-shaped chamber. In the middle of it, floating over a dark pit, you see a gray-brown creature of unique and bizarre appearance. Spherical, it sports a massive central eye, with a number of eyes on long stalks on top, and long tendrils dangling from beneath it. The whole being stretches approximately five feet across. It glares at you as you peer in.
Those who would like to make a Knowledge (dungeoneering) check (has to be trained) may. And out of game, for those of you who think you know what this is, you're right. Be afraid.
Th Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Ny Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Al Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Hw Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Ti Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Ma Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Beholder Initiative: 1d20 + 8 ⇒ (18) + 8 = 26

GM Espri |

Suddenly, from each of its eye stalks, a magical beam of light shoots towards you.
But before it can come anywhere close, it reflects off of an unseen barrier. The creature, though you cannot hear it, looks to be laughing, as it shoots off a few more beams that reflect away harmlessly.
You now see that the floating creature is inside a massive glass cylinder which surrounds the edges of the pit.
Ny Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Al Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Hw Perception: 1d20 ⇒ 18
Ti Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Ma Perception: 1d20 + 1 ⇒ (20) + 1 = 21
The door directly to the south bears a strange rune on it.
Listening at the southeastern door, you hear the sound of a strong wind blowing.
Both door are currently locked.

GM Espri |

I will make all Perception checks. Don't worry, I won't let a trap spring on you since I know you're checking religiously.
The south door proves to be quite the challenge for you, and you aren't even sure that if you spent a good deal of time on it, you would even be able to get it then. You think that the lock might be beyond your current abilities.
The southeast door, however, clicks open without much work. You notice that the door itself is very cold to the touch.
Would you like to head this way? I'm not assuming you've opened the door yet. There are no traps on it.

GM Espri |

A blast of cold air greets you here, as, impossible as it seems, a blizzard engulfs this chamber. You can’t see at all through the storm, the howling wind is deafening, and you suspect that entering the room will be a frigid experience.
Ny Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Al Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Hw Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Ti Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Ma Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
We're gonna do this in initiative order, since it's a rather challenging place to get through.
Round 1
>>Aleithea
Nya
Maqej
Thom
Hawkwing
Timur

GM Espri |

A blast of cold air greets you here, as, impossible as it seems, a blizzard engulfs this chamber. You can’t see at all through the storm, the howling wind is deafening, and you suspect that entering the room will be a frigid experience.
*Stares back at you*
Aleithea turns to her companions, looking for some direction from those far smarter than she.
I'm going to be running Aleithea for a while, but she will delay to see what others want to do.
Round 1
Aleithea (delayed)
>>Nya
Maqej
Thom
Hawkwing
Timur

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"I have rope." Nya says as she pulls the rope out of her bag and passes it on.
Shall we pretend Aleithea is at the front and Hawkwing is at the back, so we've got some strength on either end?
Nya pushes Aleithea out the door and suggests, "Let's follow the wall on the west. If we want to see more of this god-forsaken room, we can spread out across the width of it - keeping someone against the wall and having each person always within view of the next."

Timur Lenk |

Instead of spending the next half hour or so writing out my character's reaction to this strange bit of climate tomfoolery, I think I'll just leave this link here.

GM Espri |

Those outside the room can feel the cold coming from inside, but those inside now know just how painful the brutal cold can be. Vision inside the room is incredibly prepared, as is hearing. Everyone inside the room is essentially blind and deaf.
Aleithea slowly moves the group forward, but slips and falls, losing hold of the rope. The wind buffets her and tries to blow her away, but she is able to fight forward and grab the rope once more.
I need Acrobatics checks from Nya and Maqej. Also, Aleithea, Nya, and Maqej each take 1 point of cold damage.
Aleithea Reflex: 1d20 + 2 ⇒ (4) + 2 = 6
Aleithea Fort: 1d20 + 4 ⇒ (16) + 4 = 20
Aleithea HP 10/11

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Acrobatics: 1d20 + 9 ⇒ (18) + 9 = 27
Assuming, Nya passes this check, she ties the rope to her belt as well.
Considering the cold damage (not to mention that we can't see or hear), do we want to persue this room at this point? If we do, I would say that after 5 points of cold damage, we should find our way out.

GM Espri |

Aleithea Acrobatics: 1d20 - 2 ⇒ (4) - 2 = 2
Aleithea Reflex Save: 1d20 + 2 ⇒ (19) + 2 = 21
Aleithea Status: 9/11
Maqej slips as well, but holds onto the rope. He stands up.
Aleithea, having recovered from her fall, leads the group forward, still very slowly. She falls again, but hangs onto the rope this time.
Aleithea, Nya, Maqej, Thom, and Timur take one point of cold damage. Each needs to make an Acrobatics check. If you don't hit DC 15, you need to make a Reflex and a Fortitude save as well. Preview your post first so you can see if you make the Acrobatics check and need to make the saves.
Nya, if you want to signal the group to go back, you will probably have to let go of the rope and grab Aleithea, since you really can't see or hear anything.

GM Espri |

Nick, how do you have 7 hit points? You get full at first level, and Alchemists get a d8. So you should have at least 8.
Thom slips as well, but holds onto the rope and is able to stand up again. Because you fell, you can't cast this round.
Nya stays on her feet, but cannot move far since she is following Aleithea.
As soon as Timur steps into the room, he falls to the ground. He tries to keep his hold on the rope, but the wind blows so strongly that it blows him backwards out of the room.
Timur takes 3 points of nonlethal damage from the fall, and is blown backwards into Y66.
Since everyone is on the rope (except for Timur), basically your turns go together, with Aleithea setting how far can be traveled. If you want to do something different, you can let go of the rope and act on your own.
Damage: 1d4 ⇒ 3

GM Espri |

You don't just get to go back. You're gonna have to turn around and get out at the same pace you were going.
With a quick tug on the rope, Nya signals for everyone to turn back.
Aleithea slips again, this time losing hold of the rope. She is thrown back towards the door.
Maqej, recovering from the fall, notices that he is right near the door.
Everyone takes another 1 point of cold damage. Acrobatics checks (and possibly Reflex and Fortitude saves) from Nya and Thom. Acrobatics check (and a Fortitude save if failed) from Maqej. Thom and Nya are the only two still on the rope.
Aleithea Reflex: 1d20 + 2 ⇒ (12) + 2 = 14
Aleithea Fortitude: 1d20 + 4 ⇒ (11) + 4 = 15
Wind Blown: 1d4 ⇒ 1
Damage: 1d4 ⇒ 4
Aleithea Status: 4/11 (4 nonlethal)
Maqej Perception: 1d20 + 1 ⇒ (9) + 1 = 10

Maqej - Kevin |

HP: 4/11
Acrobatics: 1d20 + 2 ⇒ (6) + 2 = 8
Fortitude: 1d20 + 2 ⇒ (12) + 2 = 14
If I don't make this Fort. save, I'd really like to get out of this room, whether by crawling or walking, whichever is safer and/or faster. I just don't want to die in here.

GM Espri |

The wind buffets Maqej once again, and he falls and slams into the wall, falling unconscious. Luckily, Hawkwing is standing near the door and hears him hit the wall. He reaches out and pulls him back into the room.
Maqej is now at -1 HP. When the next round comes, he'll make a Constitution check to stabilize or lose another hit point.

GM Espri |

Aleithea status: 3/11
I think you're right about that. Either way, he's out of the room.
Thom falls but keeps hold of the rope, and picks himself back up.
Nya now slips, and is flung backwards by the wind, despite the rope on her belt. I assume that Thom lets some slack so he doesn't get yanked with her. She slams into the back wall and crumples to the floor where Maqej had just been.
Nya takes 3 points of nonlethal damage and 2 points of lethal damage.
Hawkwing reaches out and grabs Nya as well, dragging her back into the room.
Aleithea and Thom each take one more point of cold damage, but are able to make their way out of the room. Everyone is safe, though a bit worse for wear.