
DM Kludde |

With that last snowball, the statue crumbles down and stops moving.
Combat over
Three piles of rubble mark the defeat of the three garrisons. A single key-light hovers in the middle of the room, ready to be snatched. The trap has already been sprung, so the item is ripe for the taking.
That's four, where to next?

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Amsheagar grabs the key from the smoking rubble of the the statues. "How about we head to The hall of seeing next?"

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"I'm ready!" Glau flaps her wings and leads the way!

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Pad is lagging behind the group's accelerated movement. Sweat begins to accumulate on his brow while his chubby, short legs pound the cobblestone road. He asks a question before he needs to shout or gasp from being out of breath.
"The first two trials were easier than I anticipated. Shall I tone it down a bit? I want to share in the fun and glory."

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"I'm sure things will not go as easily in some of the other trials. We were well-prepared for things so far. Keep on your guard." As she says this, she turns back, riding on Narshala, and allows Pad to join her on Narshala's back.

DM Kludde |

The group enters the hall of seeing, and quite quickly finds the room that holds the key-light. Again, a contestant is here before the pathfinders are: Maganrad rushes out of the room, key-light in hand, and greets the adventurers as he passes Good luck to you, I have my light, and I will enter the hall of wards soon!
This light has been taken, but others still remain. Where to?.

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What are our options? :-P
The hall of summoning
The hall of induction
The hall of lies
The hall of charms
The hall of whispers

DM Kludde |

The hall of induction is the building dedicated to raw magic: evocation. Locating the room in which the key-light is hidden is again no trouble for the adventurers and their keen senses. Tickling those sense is a strong, eye-watering, acrid smell.
The source is a large brazier of burning incense in the corner and a curious set of glass pipes connecting two vats of bubbling liquid (one green, one red). The key-light in this room is traveling back and forth inside of the glass tube—although the light itself is yellow in color, it appears variously green or red as it swims through the fluid, looking yellow in the middle.

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Pad examines it for magical traps and will attempt to disable it if he finds any. He will accept any offered assistance.
Trapfinding, T10: 10 + 29 = 39
Disable Device, T10: 10 + 31 = 41

DM Kludde |

The contraption is a sort of magical bomb. Smashing it would surely make it explode in a most violent manner. Fortunately, Pad knows exactly how to deal with such dangerous constructions, and manage to disable it, extracting the key from it.
Five keys, one more to go

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"Oh lookie here...I've got a key! Although, it would have been the most wonderful explosion. Perhaps we will see fireworks after our victory. To the Hall of Lies then? Nalshene, I believe that is your specialty. Ummm...illusions not lies. How rude of me to infer such a remark."

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"Well done Pad! This was the right choice I guess. I didn't know you had such nimble fingers, perhaps you can show me what you can do later."
She winks at the fellow sorcerer and nods in agreement. "To the Hall of Lies then!"

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Shin watches Pad disable the explosive contraption, obviously impressed.
"To the hall of lies, then..."
The hall of summoning
The hall of seeing
The hall of induction
The hall of lies
The hall of shaping
The hall of charms
The hall of whispers

DM Kludde |

The party passes from the hall of induction to the hall of lies. From the corner of his eye, Shinkeer sees Illia Ean running toward the hall of wards, something bright and shiny in her hand. It look like the adventurers will be dead last.
Several minutes of searching later, the adventurers find the key light at the end of a dead-end hall in the middle of the building. The green key-light dances and weaves about at the end of the dead-end hallway.

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Glau slowly and cautiously moves towards the key, wondering if it is indeed real.

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"I'm sure it's not. Let's see what happens when I send one of my own illusions down there."
Nalshene casts silent image and makes a perfect likeness of herself, then sends it down the hallway.

DM Kludde |

Glaring approaches the key, but every step she moves forward, the hallway just seems to lengthen, keeping the distance to the key the same. Nalshene sends in her silent image, which just walks down the hallway.

DM Kludde |

The party sees Jedediah step into the hallway, and not make any progress while he moves. Jedediah himself steps on, an suddenly knocks his head against the back wall of the hall. When he open his eyes, he sees the key behind him.
Can I have a will save for Jedediah and Glaurung?

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Amsheagar looks at the room K.Arcana: 1d20 + 9 ⇒ (3) + 9 = 12

DM Kludde |

Jedediah sees through the illusion, and notices that the key is much closer than it actually seems, floating in the air just a few feet away. Amsheagar discerns very little that he recognises.

DM Kludde |

The subconscious of Jedediah conjures up an image that is an amalgamation of the most horrible, dreadful monsters of Jebediahs nightmares. It emerges from the key and lunges for Jedediah.
DC 20 Will save, please. Should you fail (unlikely), then please make a DC 20 Fort save

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Will: 1d20 + 18 ⇒ (10) + 18 = 28.
For a split-second, Jebediah rocks back on his hind-claws, but then with a snarl, he launches himself forwards, attempting to rip the heart out of the nightmare that rose up in front of him, which causes it to dissipate into nothingness.
I am guessing Phantasmal Killer, or Weird. Based on the DC, probably the former.
He then forcefully grabs the key in his jaws.

DM Kludde |

Jebediah grab the key in his paws, making him the last of the six adventurers to obtain a key light. The way into the hall of wards is free now!

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"Sounds like a plan."

DM Kludde |

With the key lights in hand, the party can approach the eastern entrance to the hall of wards without any problems. The door creaks open and reveals a roiling darkness. Nothing, not the slightest thing can be seen.
Also: yes, that previous thing was a phantasmal killer

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Shin glances at his more arcane oriented companions. "Any ideas as to the nature of the darkness?"

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"Well done Pad! This was the right choice I guess. I didn't know you had such nimble fingers, perhaps you can show me what you can do later."
She winks at the fellow sorcerer and nods in agreement. "To the Hall of Lies then!"
Pad blushes and turns bright red matching his blazing robe. "Your flattery will get you...everywhere. I've never met a gnome with so much in common. Perhaps when this trial is over we could spend a few quiet evenings together sharing campfire stories, chocolates and roasted marshmallows."

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"Your flattery will get you...everywhere. I've never met a gnome with so much in common. Perhaps when this trial is over we could spend a few quiet evenings together sharing campfire stories, chocolates and roasted marshmallows."[/b]
She coos at him, "That sounds lovely, but I assure you they won't be quiet...."
---
At the Hall of Wards, Glaurung says, "Everyone should be able to see in the dark." (She cast Communal Darkvision back at the beginning. "So if we can't see, then this is obviously a supernaturally dark phenomenon. There is one way to test it: does anyone know how to make magical daylight? I usually keep an oil for such purposes but I used it and forgot to replace it."

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Amsheagar rolls his eyes at the gnomes flirting with each other. He looks at the darkness If he can't see through it with the darkvision "Who turned out the lights?"

DM Kludde |

Nalshene inspects the darkness, and it is quite unlike anything she has ever seen. It seems like the interior side of the door is just completely disconnected from the outside world. No light, sound, smell, or even the evening heat, nothing comes through the veil. True seeing reveals nothing, simply because there isn't anything to see
Think 'black hole event horizon'

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Amsheagar looks around the group. "Do we have a throwable fighter?"