
Gloomspath the Contemplative |

Do you know some other way for me to learn how to make improvements to the system here? Naturally I must know what the heroes are planning to know what needs to be corrected, Gloomspath shouts out to the disembodied voice, and when you turn to see where the sound is coming from, you see the less than a lich, taking extensive notes, including drawing new sarcophagi with doors on both sides...

Gemdar |

"Could we push the sarcophaguses down the steep hallway so they get stuck fighting the spinning tops and we can continue on?", Gemdar shouts out and then looks at Gloomspath to see if he takes any notes on that, cause if he does, it must be a good idea.

Tabaaac |

Ok, let's push them over and drag them to the top spinning place and make sure they're face down
Tabaaac goes around the back of one of the brothers and starts straining to try to tip him over with his coffin.

Terquem |
Day 2, Tuesday (turn 96) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling
The group piles in around the small space between the sarcophagus and the wall and shoves with all their strength. The large box, open in the front, appears to be made of some kind of wood that has been magically transformed into a material as strong as steel, it is heavy, but not as heavy as it would be if it were actually made from metal.
The box teeters, rocks, and finally tips over to come crashing down, trapping the mummy inside.
Satisfied the plan is going perfectly the group tries to move the box along the floor, but they discover that it simply will not budge from the spot where it has fallen. The only thing they can hope, is that the mummies, if they do come to life, will be trapped under the heavy boxes, and so they tip the second one, with the hat-less brother, and both boxes are now face down.
The rod rests on the table as it did before.

Fluuk |

"Well, that takes care of that."
Fluuk hums to himself more or less, "The mummies are down, face down to the ground. Surely they frown, like a sad clown...."
Fluuk strides over to the rod and grabs it, holding it aloft, majestically, "I claim the rod on behalf of Goblins, may our quest succeed and we eat much pie!"

Terquem |
Day 2, Tuesday (turn 97) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling
Once the boxes are overturned, Fluuk rushes to the alter like table and snatches up the mysterious wand.
Suddenly the calm pool within the room begins to roil and churn, almost as if the water were being boiled, but the temperature in the room does not seem to have increased at all! The frothing water soon begins to cause the air in the chamber to become humid, and a thin fog begins to develop. The moisture in the air seeps into the overturned caskets and something begins to happen there as well.

Terquem |

Terquem |
Day 2, Tuesday (turn 98) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling
In a line that in some was resembles a shambling train of wagons being pulled by one beast in a tremendous hurry, the party exits the chamber and runs toward the central narrow passageway that slopes down to the bowl shaped room.
Tabaac is first to arrive, and Fluuk, pulling Klobber along, runs into him when Tabaac comes to a sudden stop, followed by Gemdar running into Klobber, and Gobzilla running into Gemdar, followed by Ehzmaralduh and Penny, who are quick enough to stop before they run into the others.
A quick examination reveals that the icy cold slick surface of the passageway has turned into normal stone, indicating the trap has not been reset, yet, and again, lurching forward in a stagger, the group vaults down the tunnel, through the bowl shaped room and then, making a right turn, heads down another narrow tunnel. As they hurry down this new tunnel, the group sees that it is filled with recessed pockets where the golems, now broken into pieces, wait to be repaired, and Gloomspath, standing in one of the pockets busily hammering one of the wooden golems back together, mumbles as the group races by him
mumble, mumble
Coming soon to the end of the new passageway the group now finds that they are standing in a beautiful throne room. The center of the throne room is filled with a deep round pool, about thirty feet in diameter, and at the opposite end of the room a beautiful wooden throne sits on a raised diaz like platform. The throne is empty, the pool is not…
Swirling just below the surface of the pool you can see what looks like the form of two enormous eel like creatures. Their bodies seem to be made of the water of the pool itself. The eels circle near the perimeter of the pool in a slow steady rhythm, going in a way that would be counter to the way the hands of a clock moved, if anyone knew what a clock was.

Fluuk |

Adjusting his fabulous headwear, Fluuk peers at the watery eels from a safe distance. He inspects the rod somewhat, waving it about, and looking all over it.

Fluuk |

"Ooooh! What can I do? Can i control the creatures?"
Fluuk holds aloft the scepter, "Watery minions, behold, your master is here. I command you to leave us in peace!"
He waves the scepter in a authoritative way.
"....It is a fantastic hat isn't it?"

Gloomspath the Contemplative |

Well, I’m just trying to move things along a bit. You know it’s not like we all can just sit down at a table and get this done in a day. And as I have said in all my previous evaluations, just because we can’t sit at a table doesn’t mean there shouldn’t be snacks. Heroes will always do better when snacks are available, even when…

Sydney the Scepter |

Yes, get on with it
The scepter says rather drolly. Here, I will illuminate your mind. I used to try to explain it myself, but the last few years it seems it has become easier to simply show you a picture in your mind of something I understand is called a stat block
The Scepter of Elemental Command (Major Artifact), Slot None; Aura Strong (many); CL 20th; weight 3 lbs
This scepter (rod) gives the wielder the ability to command elementals of earth, air, fire, and water, (as per a ring of elemental command). Elementals of these four planes will not willingly attack the barer of the scepter, but can be compelled, through certain magic control or bindings, to hinder the barer without causing harm. The holder of the scepter can understand elemental languages.
Intelligent Item, Sydney the Scepter
Alignment, Chaotic Good
Intelligence, 18
Wisdom, 16
Charisma, 18
Languages Spoken, Common, Goblin, Elemental (Air, Earth, Fire, Water)
Senses, Communication: Empathy, Speech, Senses 30 feet, Read magic
Ego, 25 (will save, DC 25)
Powers
Once per day can cast control (water, air, earth, fire) as 10th level Wizard
Three times per day (as 10th level)
Obscuring Mist
Produce Flame
Cure Light Wounds (creates a healing elixir, delivered by someone named Misty?)
Pass without trace

Fluuk |

After examining the the scepter and bringing to bear all of his spellcraft and knowledge, he scratches his head and then Sydney helps him out. Fluuk suddenly understands, and holds it aloft purposefully once again. Fluuk strides over to the pool of water and says to his friends. "Don't worry they won't attack me. I am master of all elements! Sydney you are the best!"
Fluuk polishes the scepter with a soft piece of cloth to keep it shiny.

Terquem |
Day 2, Tuesday (turn 98) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling
The two swirling creatures transform themselves and rise out of the water. From eel like entities they become some strange mixture of a goblin and a fish, with very long bodies, and torsos that are sleek and almost perfect in form, but definitely goblin-like. They appear to be a male and a female, though the male is semi-sort of androgynous in appearance, while the female is only slightly less so.
As soon as they rise, the female of the pair spits a stream of water right at Fluuk’s hat
Water Spray Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Make a reflex save, DC 17, to not lose your hat
The male water-weirdo laughs and says in a strange language,
While the female giggles and says in response

Fluuk |

reflex save my hat: 1d20 + 4 ⇒ (12) + 4 = 16
Fluuk, bearing the scepter understand their discussion.
"Hey you water beings! That is quite rude! That is my favorite hat. You are causing me emotional harm! I am considering reporting you to the Board of Elemental Oversight"
Bluff: 1d20 + 2 ⇒ (13) + 2 = 15
"I invoke the power of elemental control water. Get back in your pool and stay under the surface, until I decide otherwise!"
Fluuk activates the rod whispering to Sydney "Did I do it right?"

Fluuk |

"The glorious scepter has spoken to me, and imparted to me within my mind, all the knowledge I need to master the elements. There will be songs composed about the scepter and stories told late into the night. Perhaps you Tabaac can be the one who tells these tales that will live on in goblin lore.....FOREVER!"

Sydney the Scepter |

A moment later another message is imparted telepathically to Fluuk

Terquem |
Day 2, Tuesday (turn 98) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling
EEEEKKK the female water weirdo screams and nearly leaps out of the pool.
Oh, that is so gross. Alright, alright you win, my sister and I will leave the pool for a while,hehe, haha the male begins to shrink
But you, the female glides close to Fluuk and takes his hat from the floor and places it regally on his head, before giving him a wet kisshave to get the water out of the way by yourself.

Fluuk |

I am not sure I understood what she meant. How deep is the pool? Is the throne on a dais in the pool? Why would we have to empty it? Do we need to cross the pool to get to the dais or does the pool only take up a portion of the room?
Fluuk replies (in Aquan if the scepter allows speaking just not understanding), "Wendy, why do you hate us? We are simply goblins who are on a very important quest. Aren't you tired of being stuck in this gloomy place? Wouldn't you rather be swimming in the ocean or a nice pool in a forest glade under the sun or the stars? One where birds and animals come to visit your pool?"

Sydney the Scepter |

These children, Wally and Wendy, are not bound to this plane, as most elementals encountered here are, well temporarily anyway, and are actually nobility of a sort, a prince and princess of a distant planar realm, and can go and come between this world and theirs at will. So, I doubt you will have much luck getting them to return until they sense a change in the pool. By using me correctly, you can lower the water in the pool until the door is accessible. However, let me be clear about one thing, I am not comfortable being taken to the Here, it is a terrible place where things become other than what they are meant to be. So, please be kind and leave me on the floor here, after you've unlocked the door, and that caretaker will put me back where I belong. Also, don't bother asking me where the door to the After is, I do not know, and I understand that it has been moved occasionally from one place in the here to another, but once you understand the nature of the here you should be able to track it down without too much difficulty.

Fluuk |

Ok got it, I was thinking control water, but did not see it in the scepter abilities. Thanks :)
Fluuk holds the scepter aloft. "We peed in the pool, and although that's not to cool, we are on a quest, because we are the best. Wendy and Wally be on your way, because the pool is draining, you don't have to stay."
Fluuk utters the command sequence, hopefully with Sydney's assistance. "Baglragsfrrtzz karbalogpamusssty Scobbeeegly Toparffinsteinmanfrengensen."

Terquem |
Day 2, Tuesday (turn 98) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling
With the elemental guardians disposed, Fluuk uses the scepter’s magic abilities to cause the water in the pool to recede until there are only a few puddles in the bottom. There, at the bottom of the pool is a round door with a large ring imbedded in it, near one side of the door, and just below this ring is an indentation in the shape of a key that lies on its side.
Hurrying, with no real idea of how much time they have, Fluuk, Gemdar, Tabaaac, and Gobzilla, followed by Ehzmaralduh and Penny, slide down the side of the pool and make for the door.
Once they reach the door, the first key, of two the group has, is placed on the door and a loud
*click*
Is heard, then the heroes all pull on the ring and the round door lifts up and opens.
Below the door in the floor of the pool is a flight of stairs going down. It is a short flight of stairs, and at the bottom you can see a small room and on one wall of the room is a large button.

Tabaaac |

Tabaaac scratches his head thoughtfully.
Ivvinne, did not have this key. She couldn't have passed this door. O Excellect Axella. Do you know where she is? We need to get the third key!

Axellexa the Excellent |

Ivvinne used a simple but old trick. She became invisible, and taunted the guardians that she had already slipped past them, when they drained the pool and opened the door to prove that she had not gotten past them, that was when she slipped by. To be honest, it was quite impressive, and I had to laugh. The guardians, powerful as they are, are not the brightest of individuals.
Oh, I do know that she has not found the door to the After, and she does not have that key either, so getting through that, well, I don't know how she will do that as even I do not know what is guarding that door these days. But if she had gotten past that door she would be in my tomb proper, and headed for the Door to the Pool of All the Right Words, and if she were there, I would now where she was for certain. Good Luck, the Here is a very Strange Place, and most of the time I do not dare try to communicate with the inhabitants of that place, but if you need me, I will try to reach you.

Tabaaac |

Tabaaac wipes the adoring face that he gets whenever he looks at the ghost of the Queen off his face and turns towards the stairs with a show of confidence that's really only skin deep.
Ok he says as she fits his cap tighter. Let's go!

Terquem |
Day 2, Tuesday (turn 98) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling
One by one, in stony silence the large group heads down the stairs into the cramped room at the bottom. The walls are made of a strange metallic material. There is a rail, on two of the walls, opposite each other, and on the wall opposite the stairs an unusual sort of indentation that goes from floor to ceiling. In the corner of the wall, next to the indentation is a single white button with an arrow pointing up, and above this a rune
*P8*
Once everyone is in the room, Penny steps forward, takes a deep breath and touches the button. The wall between the stairs and this room slides closed slowly and after a pause it feels as if the room is beginning to move.
You have a queasy feeling in the pit of your stomach, and your head swims. Something unusual is happening, but before you feel like it can get worse, a familiar voice begins signing, with a mellow Bossa Nova beat from a phantom orchestra floats into the room