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Are they bringing these bedrolls to the boneyard?

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"Doubtful. I was just thinking of preventing them from getting a good nights sleep. I don't think we will be able to clear the whole place today."

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True, I"m near ze end of my blessings for ze day.

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Do you wish to rest and come back? I'm fine to continue, though if we get into one or two more significant scrapes, I will also need to rest.

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"If we only have enough resources for one or two significant scrapes, down is the way out. We might not find any place to rest upstairs."

GM Irish202 |

Ascending up the stairwell leads to a library, with tall bookcases fill this impressive chamber. The elaborate fresco on the ceiling depicts devotees of Irori in meditation. Wisps of incense wind through the scene like a fanciful ribbon of smoke.

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No I can continue for a bit, but I would not want to face ze dragon now.

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Perception: 1d20 + 9 + 10 ⇒ (20) + 9 + 10 = 39
"Interesting!" Kegan says as he inspects one of the bookcases. He spends a moment inspecting it, then pulls it out revealing a secret hallway!
"Let's check it out!"
Kegan would go down there, but want at least one other with him. Going alone is how people die in all the horror stories! Go ahead and read all the spoiler at this point.

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Shall we? . Tereze motions for the others to head into the newly revealed secret door.

GM Irish202 |

The hallway eventually ends to face an iron door covered in complex sigils and runes painted in delicate black lacquer—a message repeated over and over in several languages, including Common: Beware! Dark Oblivion Lies Within! The complex locking mechanism has a very obvious keyhole in its midst, which matches the black key dropped by Kanjougas earlier in the hidden tomb. Inserting and turning the key begins a several minutes-long process of several mechanisms winding and clicking, resulting in the door soundlessly swinging open afterwards.
A drone, like the sound of a vast wind, fills this room beyond, yet the air is cold and still. A fifteen-foot square of arcane symbols is inscribed on the floor. Two five-foot-square areas of similar writing sit to the northeast and southeast of the larger one. Above the larger square hovers what appears to be a vertical hole in reality—a window that looks out into a night sky in which only a few tiny stars are visible. The window itself is fifteen feet square, running from the north and south points of the symbol below. It’s suspended a foot off the ground, and comes within three feet of the ceiling above.
A DC 20 Will save is needed to avoid becoming shaken for 1 minute (fear effect) by these shapes and their unnerving gaze.

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Seeing what is within, Kegan steps aside and says “I do hope one of you can figure this out. We should destroy it.”

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"Destroy what, the window?
What is special about it enough for it to be destroyed?"
Locke glances over the window.
Perception: 1d20 + 11 ⇒ (13) + 11 = 24
Will: 1d20 + 3 ⇒ (3) + 3 = 6
However, upon seeing whatever is beyond, sends the chills through Locke's spine, who backs away from it with haste, almost bumping into Kegan as they step back.
"Sorry. You are correct, this thing -has to be destroyed-"

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Melisande casts Detect Magic and scans the room.
Kn(Arcana) for the squares: 1d20 + 17 ⇒ (6) + 17 = 23
Spellcraft: 1d20 + 19 ⇒ (8) + 19 = 27
The squares look like another conjuration boosting magic device, raising the power of the caster for some spells.
Kn(Arcana) for the window: 1d20 + 17 ⇒ (17) + 17 = 34
From what I can see, the window is an artifact. I don't know whether it is something that could be removed from this space.
Melisande moves closer to the window, investigating in more detail.
Perception: 1d20 + 14 ⇒ (13) + 14 = 27
That is... Something is looking back at me. I don't think I like it. Perhaps a window to the great old ones?
Will: 1d20 + 6 ⇒ (3) + 6 = 9
If this window is an artifact as I suspect, we have nothing within our power that would destroy it. I wonder if there is some way for us to prevent others from looking into it. I would not recommend the experience to anyone else...

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Tereze goes pale when she hears that something is looking back.
With a shaking voice she asks:
If we can't destroy the window, can we shut it, or place it behind a barrier so nothing can get zrough?

GM Irish202 |

If this window is an artifact as I suspect, we have nothing within our power that would destroy it. I wonder if there is some way for us to prevent others from looking into it.
There may be additional effects that might be gleaned from studying the runes, but that would require additional time to inspect them (e.g. at least 10 minutes).
You feel like you might be able to find a method to disable the Dark Window if you spend more time studying the squares, but I didn't want to assume you would spend the 10+ minutes without you confirming first. Let me know if you want to spend the time and I will reveal more appropriately.

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I might be able to close or disable it, but I would need to spend some additional time studying it. Do we want to take that time, or move forward and come back to this?

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"I would say do it now. There doesn't appear to be any enemies nearby at this moment."

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We're going to take the time now. Do you need a check of any kind from me to make it happen?

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"Testudo if you could watch here, I will go to the corner of the passage and watch behind us."

GM Irish202 |

We're going to take the time now. Do you need a check of any kind from me to make it happen?
Nope, with your Spellcraft bonus you default the check no problem.
Melisande begins her in-depth investigations into the runic symbols inscribed in the floor, time passing that seems to stretch almost endlessly under the incredibly heavy sensation of being watched by something (or things) through the Dark Window.
DO OR SAY NOTHING UNTIL I APPEAR, DEFEND ME FROM ALL ATTACKS
I will need you to make a DC 21 Will Save versus a mind-affecting compulsion effect. Failing so will result in your character being compelled to follow the above command as per suggestion. If you make the save, your character is aware of the hostile attempt to take over your mind and will be able to alert your party what is happening before initiative triggers.

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Tereze moves away from the window standing near the corner close behind where Kegan is watching.
She keeps shooting terrified looks back at the window.
It is going to come through and get me again. It will take me this time and there will be no ‘Nama to save me. I will be sucked in to drown in the river of souls. It will consume me and release the creature. It will
You see her actually draw her morning star as she stands trembling against the wall as far as she can get from the portal.

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Seeing that Tereze is disturbed by something, Kegan pats his rapier and tries reassuring her.
"Stay near me, should something attack I will intervene and protect you miss Tereze."

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This is most curious. The circle appears to focus conjuration magic, but also to have a magnifying effect on force magic, increasing their power and potentially allowing them to destroy the window. I have a little bit of force magic at my disposal, let me try it.
Melisande moves into the casting position of the squares and casts Magic Missile at the [i]Dark Window[/b].
I cast Magic Missile at the darkness... I just hope there are no wild gazebos running around here.
Magic Missile: 3d4 + 3 ⇒ (4, 2, 2) + 3 = 11

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I believe this is a thing of darkness. Wouldn't that make it a evil-gaze-bo?

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All fear the dread gazebo!

GM Irish202 |

1d100 ⇒ 48
Initiative Kegan: 1d20 + 5 ⇒ (1) + 5 = 6
Initiative Locke: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative Melisande: 1d20 + 14 ⇒ (7) + 14 = 21
Initiative Tereze: 1d20 + 1 ⇒ (16) + 1 = 17
Initiative Testudo: 1d20 + 0 ⇒ (4) + 0 = 4
Initiative Alien Tree: 1d20 + 4 ⇒ (19) + 4 = 23
Melisande moves into the casting position of the squares and casts Magic Missile at the Dark Window.
As Melisande casts the spell, the bolts of force shoot through the air with abruptly increased speed and light; leaving miniature sonic booms behind as they crash into the Dark Window like miniature rockets. Surprisingly, the Window lets off a cracking noise not unlike damaged glass; though the Window itself still remains intact.
After this occurs, the air pressure in the room drops sharply as a loud pop noise fills the room. Immediately after this, a large alien creature shaped like a monstrous tree appears in the chamber next to Melisande!
Initiative Order:
Alien Tree
Melisande
Locke
Tereze
Kegan
Testudo
Slipping in post before work, will have Knowledge check spoilers later this evening

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Oh Gods below, what is ZAT!?!?
Tereze doesn't even pause to think and just reaches out across the planes for HELP
Start casting Summon Monster 3

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Hearing Tereze call out, Kegan goes into the room and sees the new tentacle tree. Figuring something like that can’t be good, he rushes up to it with his Rapier and attempts to strike it.
+1 adamantine rapier: 1d20 + 11 ⇒ (9) + 11 = 20 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (5) + 3 + 6 = 14 6 is precision damage
No idea what sort of creature it is, just in case...
Knowledge (planes): 1d20 + 5 ⇒ (4) + 5 = 9

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Locke, like Kegan, hurries into the room at the sudden cry from Tereze.
"What in the world....."
Kn. Nature?: 1d20 + 15 ⇒ (17) + 15 = 32
It is deemed time to set it on fire, because that is just evil.
Unless knowledge check is inappropriate, or reveals fire immunity.
Rt: 1d20 + 11 ⇒ (7) + 11 = 18 Fire dmg, PBS: 4d6 + 6 ⇒ (4, 2, 2, 3) + 6 = 17
It is set on fire on direct hit. DC 18 reflex to put it out.
Excluding allies from the blast.

GM Irish202 |

Figuring something like that can’t be good, he rushes up to it with his Rapier and attempts to strike it.
Kegan stabs his rapier at the creature, but his blade is unable to pierce its thick bark/hide. Miss
It is deemed time to set it on fire, because that is just evil.
Locke's bomb strikes the alien creature, exploding in an effective burst of fire that causes the monster to let off an otherworldly keening noise.
Initiative Order:
Alien Tree -17, on fire
Melisande
Locke
Tereze
Kegan
Testudo

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Well, that didn't quite go as planned.
Kn(Planes): 1d20 + 14 ⇒ (7) + 14 = 21
It's a yangethe. Resists magic, hit them with slashing or piercing, no cold or mind-affecting.
Melisande takes a 5ft step back and casts Burning Hands defensively: 1d20 + 12 ⇒ (18) + 12 = 30 sending a gout of flame at the creature.
SR: 1d20 + 6 ⇒ (5) + 6 = 11

GM Irish202 |

Grapple vs. Locke: 1d20 + 14 ⇒ (6) + 14 = 20
Concentration vs Ongoing Damage (DC 23): 1d20 + 13 ⇒ (14) + 13 = 27
Concentration Defensively (DC 25): 1d20 + 13 + 4 ⇒ (8) + 13 + 4 = 25
Psychic Damage: 10d6 ⇒ (1, 5, 6, 5, 3, 5, 5, 3, 2, 3) = 38
Testudo Will Save vs Confusion: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Melisande takes a 5ft step back and casts Burning Hands defensively
The gout of flame seem to slide right off the tree as the magic fails to pierce the creature's spell resistance.
Testudo turns to Locke as he lifts the visor on his helmet, the alchemist noting that the turtle knight's eyes have changed to an eerie black color with no pupils. "MUST DEFEND FRIEND FROM ALL ATTACKS!" he shouts as reaches over to grab hold of Locke's throat with a mailed fist!
If a 20 beats your CMD, you are now grappled, Locke.
The yangethe flails its branches (limbs?) as the flames from Locke's bomb continue to burn away at the creature. Motes of piercingly bright starlight begin to dance around its branches as a cloying miasma abruptly blasts forth to fill the chamber in front of the yangethe, filling the minds of the Pathfinders with wracking pain in their minds!
Everyone will need to make a DC 18 will save vs a mind-affecting compulsion effect. Failure will result in becoming confused as per confusion and taking 38 points of non-lethal damage. Success negates the confusion and halves the non-lethal damage.
Initiative Order:
Round 2
Alien Tree -17, on fire
Melisande (DC 18 Will needed)
Locke (DC 18 Will needed, possibly grappled)
Tereze (DC 18 Will needed)
Kegan (DC 18 Will needed)
Testudo (-19 non-lethal)

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Will, Steadfast Personality: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12
Confusion: 1d100 ⇒ 51
damage: 1d8 + 1 ⇒ (5) + 1 = 6
Kegan punches himself!

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Quick question. With the turtle knight obviously mind controlled, what will happen if he orders Roshi to attack any of us? Roshi's not mind controlled, as has thus far seen us as allies?
*HURK*
Locke grasps frantically at Testudo's firm grip.
"What has gotten into you?"
Will: 1d20 + 3 ⇒ (11) + 3 = 14
1d100 ⇒ 18
A sudden wave of uncomfortable vibe enters Locke's body. But they manage to pull through, somehow. Locke mentally activates the limited healing, to remove the nl dmg to 33.
CMB to break free?: 1d20 + 5 ⇒ (12) + 5 = 17
"Some help, please...."

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Will: 1d20 + 6 ⇒ (15) + 6 = 21
Melisande shakes off the mental effect, then steps over toward Locke, and will cast Grease on their armor. Gives a +10 to escape artist or attempts to break a grapple.

GM Irish202 |

Quick question. With the turtle knight obviously mind controlled, what will happen if he orders Roshi to attack any of us? Roshi's not mind controlled, as has thus far seen us as allies?
Good question. I would probably have to make Testudo do a Handle Animal check with some penalties to push it to do something it otherwise would not do. However, it is not the turtle's attack you should be worried about ;)
**queue evil DM laughing in background**CMB to break free?
The alchemist struggles vainly in the turtle knight's grasp, unable to break free...at least until Melisande gives him a slippery boost with her grease spell! Locke squelches out of Testudo's grasp, his freedom regained at least for now.
Waiting on Tereze until this evening before botting.
Initiative Order:
Round 2
Alien Tree -17, on fire
Melisande (-19 NL)
Locke (-33 NL, Confused)
Tereze (DC 18 Will needed)
Kegan (-38 NL, 6 Lethal, Confused)
Testudo (-19 non-lethal, Mentally-Controlled somehow)

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Will: 1d20 + 6 ⇒ (11) + 6 = 17
Oh boy.
confusion: 1d100 ⇒ 12
OK I can act normally at least
Tereze finishes her call and calls forth a small beacon of light who immediately fires lights at the tree then zips to the opisite corner of the room.
Finishes summing and calls forth a Lantern Archon HP 17 from Enhanced summoning. Single attack then fly to the far corner of the room.
LightRay (touch): 1d20 + 3 ⇒ (14) + 3 = 17
Damage (ignores DR): 1d6 ⇒ 1
Then Tereze quickly steps over and casts a spell finishing by touching Testudo.
Cast Defensibly (DC 17): 1d20 + 11 ⇒ (20) + 11 = 31
Cast Protection from evil and touch Testudo. If the Tree is evil then he should get a new Will save vs mental control with a +2 Morale bonus, but I need to touch him to get this off.
Touch: 1d20 + 6 ⇒ (14) + 6 = 20

GM Irish202 |

Tereze, you took 38 points of non-lethal damage while you were casting. You would need a DC 51 Concentration to keep your summon monster spell.
Testudo Will Part Deux (DC 21): 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Tereze attempts to suppress the mental control over Testudo, but the alien power directing his actions seems too strong for him to overcome!
"I MAKE YOU STOP PUTTING FRIEND ON FIRE!" shouts Testudo, as he thrusts his lance twice at Locke.
+1 Lance: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d8 + 13 ⇒ (4) + 13 = 17
+1 Lance: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 13 ⇒ (5) + 13 = 18
If both attacks hit, I believe Locke would fall unconscious due to his NL damage exceeding his hit point total after the attacks.
Fire Damage: 1d6 ⇒ 3
The Yangethe continues to burn with the alchemical flames engulfing it! It turns its focus to Kegan as it unleashes a flurry of claw and tentacle attacks!
Claw 1: 1d20 + 14 ⇒ (13) + 14 = 27
Claw 2: 1d20 + 14 ⇒ (5) + 14 = 19
Dmg 1: 1d6 + 7 ⇒ (6) + 7 = 13
Dmg 2: 1d6 + 7 ⇒ (1) + 7 = 8
Tentacle 1: 1d20 + 13 ⇒ (8) + 13 = 21
Tentacle 2: 1d20 + 13 ⇒ (9) + 13 = 22
Tentacle 3: 1d20 + 13 ⇒ (13) + 13 = 26
Tentacle 4: 1d20 + 13 ⇒ (9) + 13 = 22
Dmg 1: 1d6 + 7 ⇒ (1) + 7 = 8
Dmg 2: 1d6 + 7 ⇒ (4) + 7 = 11
Dmg 3: 1d6 + 7 ⇒ (2) + 7 = 9
Dmg 4: 1d6 + 7 ⇒ (6) + 7 = 13
Free Grab 1: 1d20 + 20 ⇒ (4) + 20 = 24
Free Grab 2: 1d20 + 20 ⇒ (16) + 20 = 36
Free Grab 3: 1d20 + 20 ⇒ (6) + 20 = 26
Free Grab 4: 1d20 + 20 ⇒ (15) + 20 = 35
By my calculations, Kegan falls unconscious after the 1st claw attack due to his NL damage exceeding his hit points. The yangethe would then 5-foot eastwards and continue its attack upon (1 is Tereze, 2 is Melisande: 1d2 ⇒ 1), changing targets to the other PC if that target falls unconscious. Tereze would fall unconscious after the third tentacle attack due to non-lethal exceeding hit points, ending up with Melisande potentially in a tentacle grapple but still conscious.
Will pause briefly if anyone has any boons or other actions they wish to call upon to change outcomes.

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This is the alternative, counting on Testudo's missing check, due to the penalty of making a grapple attempt with 1 hand.
Locke narrowly avoids getting grabbed by Testudo.
"What has gotten into you?
His eyes, they are all black, all wrong!"
With Testudo's spear on the ground, to grab for Locke, the latter picks it up, having seen the carnage the turtle knight can do with the weapon.
In the confused state, Locke tries stabbing with it at Testudo.
Lance, not proficient: 1d20 + 5 + 1 - 4 ⇒ (4) + 5 + 1 - 4 = 6 1d8 ⇒ 2
"Snap to your senses man!", and 5ft moves diagonal back and up into the air, beating their wings.
Should ruling be Locke was grappled despite the penalty, just picking up the lance after breaking free, and same evasive movement.

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I totally forgot that the non lethal damage counts for the concentration check. Sorry about that. Just so you know, life link is going to keep going until I die. So next round, everyone who has at least 5 real damage is going to heal 5 HP and 5 non lethal. Oh and I take all the real damage that they heal until I die.

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That destroys my CMD. TBC, my only option I see at this point is to roll a nat 20 on a concentration check to cast invisibility and run away.
Concentration casting defensively: 1d20 + 12 ⇒ (3) + 12 = 15
Reroll on Concentration casting defensively with stars: 1d20 + 12 + 4 ⇒ (15) + 12 + 4 = 31
That's short of the DC32 required, so I have no way to escape the grapple and no way to do anything other than wand it with magic missile next round. Failing something from anyone else I'd say that Melisande is dead.

GM Irish202 |

**Ret-Con Actions back through November 15th**
Testudo turns to Locke as he lifts the visor on his helmet, the alchemist noting that the turtle knight's eyes have changed to an eerie black color with no pupils. "MUST DEFEND FRIEND FROM ALL ATTACKS!" he shouts asreaches over to grab hold of Locke's throat with a mailed fist!he abruptly thrusts his lance out twice at Locke, but missing both times!
Melisande shakes off the mental effect, then steps over toward Locke, and will cast Grease ontheir armor. Gives a +10 to escape artist or attempts to break a grapple.Testudo's lance in an attempt to get him to drop the weapon. Unfortunately, his grip remains firm as he yanks the weapon out of the conjured grease!
Locke grasps frantically at Testudo's firm grip.Fly over Testudo into the exit, and lob a frost bomb at him, to slow him down, hopefully buying summoned allies some time for further withdraw. All the while heartbeat going fast from anxiety.
A cold bomb strikes Testudo, exploding and dealing him damage but unable to slow down his actions!
I'd like to use my boon from the Dragon's Demand 1 chronicle, to call for the aid of Nighttail and Hak.
Suddenly, from out of the shadows appears a green-scaled kobold riding a medium-sized allosaurus! The kobold swings the butt of his spear in surprise sneak attack to clang against Testudo's helmet with a resounding clang that causes it to spin briefly as the turtle knight falls unconscious. Roshi begins to shuffle out of the room as Testudo slumps in the saddle, dragging the unconscious body of Kegan out with him. The draconian pair then rush up to the yangethe, their appearance startling the alien enough to cause it to drop Melisande from its grasp. The kobold and dinosaur distract the creature long enough for Melisande and Locke to drag Tereze from the room, as the rune-covered obsidian door to the chamber slams shut behind them with a resounding boom!. The whirring and clicking of gears fill the air as the lock begins to reset into place, mixed with the odd sounds of two loud wet thuds slamming into the other side of the door.
A brief silence lays heavy in the hallway outside the chamber after the weight of just what occur settles on the remaining Pathfinders that are conscious, as the sounds of the alien pounding repeatedly on the now-excessively-locked door begin and continue...endlessly.The confusion from the psychic blast lasts 10 rounds, needing 9 more rolls. Rolling dice in spoiler below, it may need some discussion to resolve.
Locke Confusion: 9d100 ⇒ (59, 32, 15, 58, 53, 38, 79, 34, 16) = 384
Locke hits himself for 3 rounds, babbles for 3 round, acts normal for 2 rounds, and attacks someone randomly nearby for 1 round.
Locke Hitting Self: 3d8 ⇒ (3, 2, 6) = 11
1 is Roshi, 2 is Melisande: 1d2 ⇒ 1
Locke Attacking: 1d20 + 5 ⇒ (17) + 5 = 22 *Whiff*
Roshi Confusion: 9d100 ⇒ (68, 39, 54, 37, 47, 82, 76, 88, 75) = 566
Roshi bites himself for 2 rounds, babbles for 3 round, and attacks someone randomly nearby for 4 rounds.
Roshi Biting Self: 2d8 + 14 ⇒ (1, 4) + 14 = 19
1 is Locke, 2 is Melisande: 4d2 ⇒ (1, 2, 2, 2) = 7
Roshi Attacks: 4d20 + 8 ⇒ (18, 2, 11, 19) + 8 = 58
Damage if needed: 4d8 + 7 ⇒ (4, 7, 1, 2) + 7 = 21

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If people are still confused, Melisande will cast Invisibility on herself and get out of the way.

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It looks like Locke and Melisande have least distance to move for evacuating Tereze, over Roshi dragging Kegan away?
So, just to see how my HP goes, if previous is true.
Round 2: Injure self with current held weapon in hand.
33 NL, 3 regular.
Round 3: blabble
Round 4: Act normal.
Round 5: Injure self. 33 NL, 5 regular. Tereze's link restores 5 dmg & nl. She takes 5. > 28 nl, 0 regular.
Round 6: Injure self. 28 NL, 6 regular. Tereze's link restores 5 dmg & nl. She takes 5. > 23 NL, 1 regular.
Round 7: Blabble.
Round 8: Attacked Roshi.
Round 9: Blabble.
Round 10: Act normal.
I get hit by Roshi once for 11 dmg, which ticks twice off Tereze's health. If not attended.
On round 4, Locke would ask Melisande to heal Tereze.

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While invisible, Melisande will tap Tereze a few times with the wand of CLW.
UMD: 1d20 + 14 ⇒ (17) + 14 = 31 for CLW: 1d8 + 1 ⇒ (8) + 1 = 9
UMD: 1d20 + 14 ⇒ (12) + 14 = 26 for CLW: 1d8 + 1 ⇒ (6) + 1 = 7
UMD: 1d20 + 14 ⇒ (10) + 14 = 24 for CLW: 1d8 + 1 ⇒ (5) + 1 = 6

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Once back to full control of mental state, Locke leans against the wall near Tereze, waiting for her to wake up.
Calming down was nowhere near yet, for their heart still felt like it would nearly jump out its place.
While very very relieved to be alive, there was the feeling of regret, that an ally sacrificed their lives to save the group. Ballsy heroic though it was.

GM Irish202 |

Can you give us a combat summary at the end of the all this so that we can figure out where we are at?
As you wish!
Combat Summary (As of door locking):
Melisande (-13 L, -19 NL)
Locke (-33 NL)
Tereze (-36 L,-38 NL)
Kegan (-19 L, -38 NL)
Testudo (16 L, -19 non-lethal + -50 plot-induced NL)
Roshi (-38 NL)
If Melisande immediately heals Tereze after exiting the room with the 1st wand charge, she becomes conscious again and can choose to alter her life links if she wishes. It appears that Roshi's confusion attacks shift to Locke when Melisande disappears, which would result in 8 and 9 more points of damage to him.