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Curious, Kegan inspects the fighting dummies.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22 What sort of weapons were used against them? Just fists, or signs of other weapons?
Then he goes over to the obvious door and checks it out.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23 Traps? Locked?

GM Irish202 |

What sort of weapons were used against them? Just fists, or signs of other weapons?
It appears that the dummies were broken by blunt force, leading you to assume fists or another bludgeoning weapon.
Then he goes over to the obvious door and checks it out.
The door does not appear trapped, nor locked after subtly trying the handle softly. The handle does appear relatively untarnished and clean, giving the door the appearance that it has been used with semi-recent past.

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Kegan, are you sure there's nothing more behind the secret door? I do so love discovering secrets. They are so often juicy and interesting.

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Turning, Kegan asks “What secret door?” Gesturing to the one he is in front of, he admits “This door is in plain sight.”

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I do so love discovering secrets. They are so often juicy and interesting
Ah?
"Try your hand at alchemy. Especially the alteration of the self.
Though be sure to be very specific to the supplier of reagents. I went for bird wings, but the man turned to have misunderstand my description and gave a different one."
Turning back to the topic of the door,
"Not locked. Though, it might be safest to stand aside when opening it. No knowing what is behind it."
I'm thinking like opening the door towards yourself, with the one doing so standing away from the doorway.

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Yes, what door are you talking about? Ze door is quite plain.

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Melisande opens the secret door in the northwest wall. This secret door.
Three fifteen-foot-diameter platforms lie in this room, each rising three feet high. In the center of each platform, a globe-shaped container of murky liquid sits in the embrace of an octopus-shaped brass cradle. Each globe is about two feet across—the two westernmost globes are intact, and a dark, indistinct mass floats in the center of each. The eastern globe has been shattered, and a large stain has spread out around it on the floor. Along the wall near the eastern door sits a tiny wooden cabinet with a message scribbled on its front. A similar one sits beside the western door.
STOP HERE AND ROLL INITIATIVE.
Initiative: 1d20 + 9 ⇒ (13) + 9 = 22

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Sensing that he will soon find himself in combat again, Kegan draws his adamantine rapier.
Initiative: 1d20 + 5 ⇒ (10) + 5 = 15 Swashbuckler allows him to draw a weapon as part of initiative.

GM Irish202 |

Tereze Init: 1d20 + 1 ⇒ (10) + 1 = 11
Testudo Init: 1d20 + 1 ⇒ (18) + 1 = 19
Secret Init: 1d20 + 6 ⇒ (17) + 6 = 23
Secret Roll: 1d20 + 7 ⇒ (6) + 7 = 13
As the group tenses briefly in anticipation of something bad happening, the room sits still and silent before them. The chamber awaits their actions...
Initiative Order:
Round 1:
Something Secret
Melisande
Testudo
Locke
Kegan
Tereze
Round 2:
Something Secret
Battle Map updated with discovered secret room.

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Melisande pulls out her wand of heightened awareness from her haversack, and taps herself with it. I feel like I'm being watched. Normally I don't mind that, but seeing their reactions is half the fun. Anyone see anything in this room?
Perception + heightened awareness: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27

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Kegan strides into the room and readies an attack for any foes he detects in melee range.
+1 adamantine rapier: 1d20 + 11 ⇒ (3) + 11 = 14 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (4) + 3 + 6 = 13 6 is precision damage
No parry/riposte because I only have one panache left
Testudo might want to get in here as well to make sure he isn’t blocked at the door
Note that Kegan has Blind Fighting in case there is someone invisible in here.

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Tereze just holds her spells waiting to see what happens.
Be careful!

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Chuckling, Kegan says "Not very good at that, but I'll try!"

GM Irish202 |

Secret Roll: 1d20 + 3 + 4 ⇒ (2) + 3 + 4 = 9
You feel like you just failed a will save that charmed life wouldn't make a difference on. Would you like to drop a re-roll on this? If so, roll the will save with any appropriate bonuses/abilities you wish to use and read "Secret Spoiler A" below. If not, read "Secret Spoiler C" below.
Opposed Charisma Check (Kegan): 1d20 + 4 ⇒ (5) + 4 = 9
Opposed Charisma Check (Prescence): 1d20 + 4 ⇒ (11) + 4 = 15
You feel an ominous presence touch your mind, and thrust its force of will at you with painful sharpness. The pain subsides quickly, being replace with a pleasant feeling of numbness. The sense that absolutely nothing is wrong at the moment overwhelms your previous caution, as a voice in your mind gives you a command that your psyche seems unable to ignore:
"The way to stop any harm from coming to your allies is by smashing the globe in the center of the room. Move up to it and break it open."
You are compelled to comply with this command as per charm monster for your actions this turn.
I feel like I'm being watched. Normally I don't mind that, but seeing their reactions is half the fun. Anyone see anything in this room?
Beyond the two cabinets and the two globes in the room, Melisande does not see anything else that seems to be hiding. Squinting at the western cabinet on the opposite side of the room, she is able to make out writing on the cabinet itself. Written in common is the following:
“Return what is no longer needed here, lest it weigh you down.”
She is unable to see details about the eastern cabinet well enough from her current vantage point at the door.
Botting Testudo
Testudo grimaces at the group enters the room, shaking his head slightly. He informs the group that he felt a presence of some kind attempt to touch his mind...painfully. He cautiously follows Kegan as the swashbuckler enters the room. Nothing immediately apparent happens as the pair enters.
Initiative Order:
Round 2:
Something Secret
Melisande
Testudo
Locke
Kegan
Tereze

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Will save, Steadfast Personality: 1d20 + 3 + 4 ⇒ (11) + 3 + 4 = 18
“Hold, there is a presence here trying to invade minds!” Kegan says, and then he steps out before it can attempt it again.

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Zen come back out. I have somezing that can protect the mind from evil zings trying to take it over.
Offers to cast Protection from Evil on whoever wants to explore the room.

GM Irish202 |

Botting assumption on group decision:
Kegan accepts a casting of protection versus evil, and Testudo does as well to be available to back up the swashbuckler if needed.
Temporarily pausing Initiative
The pair venture cautiously into the room, both of them feeling odd tingling sensations in their minds as Tereze's spell blocks whatever force that is attempting to influence them. Giving the two globes a wide berth, they investigate the two closets quickly before the protection expires. In the eastern cabinet, there are three small beads that glimmer with an slight iridescence sitting in a bowl. On the door to that cabinet is a plaque that reads:
Take what is needed if help is desired, but to seek assistance is to fall from the Path.
Investigation of the western cabinet reveals nothing except an empty bowl identical to the one in the eastern cabinet. The door on the western wall leads down a short hallway that dead-ends on the non-secret/visible side of a hidden door; the door opening into the already explored room with the alcoves off the hallway next to the pit chamber. The pair return back to the globe chamber to regroup with their party members and share their scouting information.
This search took about 2 minutes for duration off the protection spell. Will leave further action or decisions up to group.

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Perplexed, Kegan asks "So do you think we move the bead from one bowl to the other? I'm not sure what the stuff about falling from the path means, but it doesn't sound good."
"I would guess this is some sort of religious thing."

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Tereze racks her brain trying to see if she knows anything about this puzzle.
Religion: 1d20 + 10 ⇒ (8) + 10 = 18

GM Irish202 |


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I zink we have gotten to "The Aspirant's Focus". Ze room is going to try to distract you while you try to pass some obstacle. But I have never heard of a stage like zis that includes Cabinets or beads.
It is almost like ze monks placed this to help zose who were failing.
Maybe because zis is more dangerous zen normal....

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“I’ve never heard of this Aspirant’s Focus. Is it a good thing or not? I do know that I would be a failure as a monk!”

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Have we checked the room for magic or other effects?
Melisande casts Detect Magic and looks into the room.
What does Melisande know about the Aspirant's Focus test?
Kn(Religion): 1d20 + 14 ⇒ (20) + 14 = 34
seriously dice... couldn't have saved those for a critical will save or something :-)

GM Irish202 |

What does Melisande know about the Aspirant's Focus test?
Your check would make you aware of everything already posted in the above Religion spoiler I gave for Tereze.
Melisande casts Detect Magic and looks into the room

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Puzzled, Kegan asks “Assuming the mental intrusion is the distraction and the beads somehow were an aid, what was the test?”

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These are Beads of Force. When thrown, they explode, doing some damage, then enclosing the target within a resilient sphere. We should definitely take them regardless. What is through the door at the other end of the room?

GM Irish202 |

What is through the door at the other end of the room?
The door on the western wall leads down a short hallway that dead-ends on the non-secret/visible side of a hidden door; the door opening into the already explored room with the alcoves off the hallway next to the pit chamber. The pair return back to the globe chamber to regroup with their party members and share their scouting information.

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“Is that protective spell still going?”
If he is told it is, Kegan rushes back in and grabs the beads, then rushes back out.

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Although no one said anything, guess I will assume Kegan knows.
Kegans goes back into the room and quickly scoops all the beads into his belt pouch. He then immediately returns,
“So who wants these, and what do they do?”

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Locke you are good at zrowing zings. Do you want some of ze beads? It would let you seal away some of ze enemies if you wanted to.

GM Irish202 |

When ready to open the eastern door in the previous chamber (F33):
Two grioths are stationed flanking the opening to the hole in the wall.
Perception: 2d20 + 10 ⇒ (20, 16) + 10 = 46
Map updated. If no stealthy preparations were taken, or a Stealth check was not sufficient to beat DC 30, proceed to Secret Spoiler A below.
Initiative (Kegan): 1d20 + 5 ⇒ (4) + 5 = 9
Initiative (Locke): 1d20 + 3 ⇒ (15) + 3 = 18
Initiative (Melisande): 1d20 + 9 ⇒ (7) + 9 = 16
Initiative (Tereze): 1d20 + 1 ⇒ (7) + 1 = 8
Initiative (Testudo): 1d20 + 0 ⇒ (10) + 0 = 10
Initiative (Grioth): 1d20 + 3 ⇒ (20) + 3 = 23
The two grioths look up alertly as the group opens the door. One of them lets off a screech and lifts into the air; turning and darting down the passage through the hole next to it. The remaining grioth also lifts into the air, but rises to the ceiling's height at 15 feet and advances forward 30 feet to hover above the eastern edge of the pool; the creature appearing to be waiting for the group's next action.
Initiative Order:
Round 1:
Grioth
Locke
Melisande
Testudo
Kegan
Tereze

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Tereze stands well back and lets the others open the door.

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Suddenly realizing that everyone else was evidently waiting for him, Kegan strides forward and opens the door.
“Oops,,,” the swashbuckler says as he unsheathes his rapier.

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This is going well. perhaps if you have a dance party down there.
Melisande steps into the room and to the side of the door, then casts Glitterdust. DC 19 Will or be blinded by the light. Wrapped up like a deuce, another runner in the night even.

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I know a PC who'd say someone should bring a pole for that. (Calistrian)
Going by battlemap, you'll need to be closer for spells to work.
Locke steps to a side of the door and peeks inside.
If the creatures are visible enough, an arrow flies at the one waiting.
Arrow: 1d20 + 8 ⇒ (5) + 8 = 131d8 ⇒ 2

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Going by battlemap, you'll need to be closer for spells to work.
Glitterdust is medium range, so 160 ft for Melisande

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Kegan moves to where he can protect Melisandre if either of the creatures comes for her. His weapon is ready to strike if any come near!
+1 adamantine rapier: 1d20 + 11 ⇒ (3) + 11 = 14 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (5) + 3 + 6 = 14 6 is precision damage
I really don’t expect either of them to recklessly charge like that, but might as well put it in.

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Well, what is in zere?
still holding as I said above

GM Irish202 |

Will Save: 1d20 + 11 ⇒ (6) + 11 = 17
+1 Lance Charge: 1d20 + 15 ⇒ (20) + 15 = 35
+1 Lance Charge Confirm: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 9d8 + 117 ⇒ (1, 7, 5, 4, 8, 3, 2, 1, 1) + 117 = 149
Locke's arrow flies past the grioth, striking the wall behind. Meanwhile, the creature takes a full blast of the glitterdust to the face and becomes blinded. The creature literally is unable to see the power-train plowing into the room that is Testudo and Roshi, as the turtle-knight virtually splatters the poor unsuspecting grioth into giblets that now shower down below to stain the reflecting pool beneath it red.
The room now sits barren of enemies, the splashing sound of raining gore providing an echoing cacophony that is only interrupted occasionally by increasingly distant sounds of flapping wings moving further down the tunnel opening at the other side of the room.
Out of Initiative?
We can remain in initiative if desired, but there are now no enemies within immediate vicinity. What does everyone wish to do now?

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I see no reason to stay in initiative on our side. Evidently I miscounted, I had thought there were two of the creatures.
Seeing the turtle knight destroy the opposition, Kegan puts his rapier away. “Seems it is clear now.”
He then looks around, trying to figure out why the creatures were down here.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22

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Tereze peaks in, just to make sure everyone is OK.
Well, where do you zink the hole goes?