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Reflex: 1d20 + 26 ⇒ (15) + 26 = 41.
Pin-cushioned with arrows, it is Jean-Pierre's electrical discharge that finally stops the man's heart.
Combat over!
Searching the bodies:
+2 striking composite shortbow x2, good manacles x2, moderate healing potion x2, +1 striking sap x2, +2 greater striking scimitar x2, +2 resilient studded leather x2.
Jean-Pierre (-248)
Archibald (-329)

Jean-Pierre de Suis |

Pinching the bridge of his nose, Jean-Pierre moves over, and gives Archibald a comforting pat.
He then moves to explore beyond the secret door.
Stealth (Jean-Pierre): 1d20 + 33 ⇒ (10) + 33 = 43.

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This hallway ends at a large stone door, its face decorated with a ring of skulls wearing ornate head dresses.
Jean-Pierre: 1d20 + 32 ⇒ (17) + 32 = 49.
Jean-Pierre: 1d20 + 32 ⇒ (13) + 32 = 45.
Jean-Pierre realises that the *obvious* door is *very* much trapped...
...and that there is another secret door directly opposite it!

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Jean-Pierre easily disables the trap!
He also discovers that the obvious door is, in fact, a 'false' one.
Through the 'secret' door, on the other hand...
The vault contains four decayed bags from which spill 33 pp, 780 gp, and 1,911 sp. Atop a fragile frame rests a platinum-and-lapis recorder shaped like a serpent (a greater maestro’s instrument). Among the treasures are also a broad golden necklace depicting a vulture in flight (worth 650 gp), a pectoral of green faience beads threaded with delicate mithral wire (worth 800 gp), nine silver ushabti figurines (worth 100 gp each), a 2-foot-tall crystal ewer shaped like a flamingo (worth 700 gp), a cut ruby (worth 1,000 gp), a carved jade tablet depicting Urgathoa beheading Pharasma (worth 350 gp—or twice that to either faith depicted for reasons of pride or destruction), a clay perfume bottle shaped like a hedgehog that contains a major healing potion, and a steel flask containing a true elixir of life!

Jean-Pierre de Suis |

Jean-Pierre moves back to the portcullis, then then Dimension Doors to the other side, before picking the lock.
Thievery: 1d20 + 34 ⇒ (5) + 34 = 39.
Thievery: 1d20 + 34 ⇒ (2) + 34 = 36.
Thievery: 1d20 + 34 ⇒ (10) + 34 = 44.
He then eases it open, and peers inside!
Stealth: 1d20 + 33 ⇒ (13) + 33 = 46.

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An immense octagonal pillar of stone looms in the center of this room, while glittering golden coins lie scattered along the floor to the south beyond the pillar.
Jean-Pierre: 1d20 + 32 ⇒ (10) + 32 = 42.
Jean-Pierre *also* notices that there is a rather nasty trap in the ceiling... which requires master proficiency in occultism or religion to disable!

Jean-Pierre de Suis |

Wisely deciding that he can't handle the trap, Jean-Pierre Dimension Doors back outside, and heads downstairs.
Stealth (Jean-Pierre): 1d20 + 33 ⇒ (6) + 33 = 39.
Stealth (Archibald): 1d20 + 27 ⇒ (1) + 27 = 28.

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C16:
Numerous chairs, rugs, and knee-high tables decorate this comfortable room for sitting and chatting. A rectangular alcove to the east has strangely warped and rippled walls.
There are also two large, sinuous, and scaly fiends leaning casually against the wall...
1d20 + 27 ⇒ (13) + 27 = 40.
1d20 + 27 ⇒ (20) + 27 = 47.
1d20 + 27 ⇒ (12) + 27 = 39.
1d20 + 27 ⇒ (13) + 27 = 40.
Neither spots Jean-Pierre, but they look straight at Archibald!
A: 1d20 + 28 ⇒ (10) + 28 = 38.
Jean-Pierre: 1d20 + 34 ⇒ (6) + 34 = 40.
Bored Customers, Round 1:
Jean-Pierre (-248)
Archibald (-329)
A (-, -)

Jean-Pierre de Suis |

Cursing, Jean-Pirre fires a volley of cold iron into the closest one...
Hunted Shot: 1d20 + 31 ⇒ (5) + 31 = 36, for 3d8 + 6 ⇒ (7, 5, 2) + 6 = 20 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 6 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (13) + 29 = 42, for 3d8 + 6 ⇒ (1, 8, 6) + 6 = 21 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 2 Good damage.
Iterative: 1d20 + 27 ⇒ (13) + 27 = 40, for 3d8 + 6 ⇒ (2, 8, 1) + 6 = 17 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 27 ⇒ (14) + 27 = 41, for 3d8 + 6 ⇒ (1, 3, 4) + 6 = 14 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 5 Good damage.
...following it up with a force missile chaser!
Magic Missile: 12d4 + 19 ⇒ (4, 2, 3, 4, 3, 4, 1, 3, 3, 2, 3, 4) + 19 = 55 Force damage.

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3d20 ⇒ (5, 14, 9) = 28
Jean-Pierre fires a volley of arrows, three of which hit the surprised fiend! His follow-up force missile volley then does a number on it as well, but it remains standing, although it is obviously quite furious.
Both then glance around, looking for the source of this sudden attack...
Perception: 1d20 + 28 ⇒ (19) + 28 = 47.
Perception: 1d20 + 28 ⇒ (8) + 28 = 36.
Spotting him, they both speak a word, sending crackling black energy his way...
Finger of Death: 80 Negative damage. DC 37 Fort negates.
1d20 ⇒ 20
Finger of Death: 80 Negative damage. DC 37 Fort negates.
1d20 ⇒ 6
...but only one targets the right spot.
Bored Customers, Round 2:
Jean-Pierre (-248)
Archibald (-329)
A (-177, -)

Jean-Pierre de Suis |

Fort: 1d20 + 29 ⇒ (16) + 29 = 45.
"Scheisse!"
Jean-Pierre frantically volley-fires!
Hunted Shot: 1d20 + 31 ⇒ (9) + 31 = 40, for 3d8 + 6 ⇒ (7, 4, 5) + 6 = 22 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 5 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (17) + 29 = 46, for 3d8 + 6 ⇒ (2, 5, 2) + 6 = 15 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 27 ⇒ (17) + 27 = 44, for 3d8 + 6 ⇒ (3, 1, 8) + 6 = 18 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 27 ⇒ (2) + 27 = 29, for 3d8 + 6 ⇒ (6, 8, 8) + 6 = 28 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 5 Good damage.
Magic Missile: 12d4 + 19 ⇒ (4, 2, 4, 4, 1, 2, 1, 4, 2, 4, 1, 2) + 19 = 50 Force damage.

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3d20 ⇒ (19, 20, 6) = 45
Jean-Pierre's first two arrows destroy the first fiend, whilst his third injures the other one, before it is rocked back by the force missile volley.
The remaining fiend, tail lashing, moves forward, and tries to bite Jean-Pierre!
Jaws: 1d20 + 32 ⇒ (17) + 32 = 49, for 3d8 + 9 ⇒ (1, 4, 8) + 9 = 22 damage, +1d6 ⇒ 4 Evil damage.
1d20 ⇒ 2
Jaws: 1d20 + 27 ⇒ (20) + 27 = 47, for 3d8 + 9 ⇒ (8, 2, 6) + 9 = 25 damage, +1d6 ⇒ 5 Evil damage.
1d20 ⇒ 7
Luckily for Jean-Pierre, it targets the wrong spot, twice.
Bored Customers, Round 3:
Jean-Pierre (-248)
Archibald (-329)
A (-89)

Jean-Pierre de Suis |

Smiling grimly, Jean-Pierre keeps firing!
Hunted Shot: 1d20 + 31 ⇒ (12) + 31 = 43, for 3d8 + 6 ⇒ (1, 1, 4) + 6 = 12 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (3) + 29 = 32, for 3d8 + 6 ⇒ (7, 5, 7) + 6 = 25 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 27 ⇒ (14) + 27 = 41, for 3d8 + 6 ⇒ (7, 5, 8) + 6 = 26 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 27 ⇒ (4) + 27 = 31, for 3d8 + 6 ⇒ (7, 8, 3) + 6 = 24 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 2 Good damage.
Magic Missile: 12d4 + 19 ⇒ (1, 1, 4, 3, 2, 4, 3, 2, 2, 1, 1, 3) + 19 = 46 Force damage.

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2d20 ⇒ (14, 14) = 28
Two of Jean-Pierre's arrows strike true, as does his force missile volley!
The fiend is, by this point, getting quite annoyed...
Jaws: 1d20 + 32 ⇒ (18) + 32 = 50, for 3d8 + 9 ⇒ (3, 6, 2) + 9 = 20 damage, +1d6 ⇒ 6 Evil damage.
1d20 ⇒ 3
Jaws: 1d20 + 27 ⇒ (20) + 27 = 47, for 3d8 + 9 ⇒ (7, 7, 4) + 9 = 27 damage, +1d6 ⇒ 2 Evil damage.
1d20 ⇒ 1
Jaws: 1d20 + 22 ⇒ (3) + 22 = 25, for 3d8 + 9 ⇒ (5, 2, 3) + 9 = 19 damage, +1d6 ⇒ 5 Evil damage.
1d20 ⇒ 3
...especially when it just can't land a blow!
Bored Customers, Round 4:
Jean-Pierre (-248)
Archibald (-329)
A (-218)

Jean-Pierre de Suis |

Cursing, Jean-Pierre keeps firing...
Hunted Shot: 1d20 + 31 ⇒ (9) + 31 = 40, for 3d8 + 6 ⇒ (2, 6, 2) + 6 = 16 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 2 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (12) + 29 = 41, for 3d8 + 6 ⇒ (6, 1, 3) + 6 = 16 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 27 ⇒ (9) + 27 = 36, for 3d8 + 6 ⇒ (2, 3, 7) + 6 = 18 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 27 ⇒ (1) + 27 = 28, for 3d8 + 6 ⇒ (6, 4, 2) + 6 = 18 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 3 Good damage.
He then tries to Hide.
1d20 + 33 ⇒ (1) + 33 = 34

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2d20 ⇒ (1, 18) = 19
Jean-Pierre's first arrow misses, as reality warps around the fiend...
...but his second strikes it through its right eye, and it collapses to the ground, dead.
Combat over.
Searching the bodies...
A Type I Bag of Holding that contains onyx gems of varying quality worth a total of 1,600 gp.

Jean-Pierre de Suis |

Breathing a sigh of relief, Jean-Pierre goes through the door to the left.
Stealth (Jean-Pierre): 1d20 + 33 ⇒ (1) + 33 = 34.
Stealth (Archibald): 1d20 + 27 ⇒ (12) + 27 = 39.

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Going through the door, Jean-Pierre finds himself in a wide, central corridor, that is really more of a promenade.
There is a single door (locked) to the East, a corridor to the South-West, from which Jean-Pierre can hear the noise of two people talking; a locked door to the West, that looks like a jail; a door to the North-West; a continuation of the corridor to the north, leading to a curtained area...
Jean-Pierre: 1d20 + 32 ⇒ (10) + 32 = 42.
...and a central chamber to the promenade, with a sign on the door that says: 'Danger! Do Not Open!'

Jean-Pierre de Suis |

Jean-Pierre goes to town on the mage!
Disintegrate: 1d20 + 27 ⇒ (19) + 27 = 46, for 24d10 + 12 ⇒ (5, 5, 8, 3, 5, 1, 9, 7, 10, 1, 6, 10, 4, 9, 10, 7, 1, 3, 4, 9, 1, 6, 5, 7) + 12 = 148 damage. DC 37 Fort save.
Hunted Shot: 1d20 + 31 ⇒ (7) + 31 = 38, for 3d8 + 6 ⇒ (3, 7, 8) + 6 = 24 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 3 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (11) + 29 = 40, for 3d8 + 6 ⇒ (8, 2, 8) + 6 = 24 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 27 ⇒ (6) + 27 = 33, for 3d8 + 6 ⇒ (4, 6, 6) + 6 = 22 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 27 ⇒ (6) + 27 = 33, for 3d8 + 6 ⇒ (4, 8, 5) + 6 = 23 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 6 Good damage.

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Fort: 1d20 + 23 ⇒ (1) + 23 = 24.
Woah.
Jean-Pierre's attack reduces the Mage to a fine grey powder, spilling out of his clothing and other gear.
Two of his subsequent arrows slam into the remaining thug, who turns around, his face draining of color!
STB: 1d20 + 30 ⇒ (3) + 30 = 33.
Jean-Pierre: 1d20 + 34 ⇒ (3) + 34 = 37.
They Never Stood A Chance, Round 1:
Jean-Pierre (-248)
Archibald (-329)
STB (-60)

Jean-Pierre de Suis |

Even Jean-Pierre was not expecting his spell to be that effective.
Damn, son!
Not one to rest upon his laurels, he gives it another shot...
Disintegrate: 1d20 + 27 ⇒ (15) + 27 = 42, for 12d10 + 6 ⇒ (10, 8, 1, 5, 2, 2, 6, 5, 2, 4, 10, 4) + 6 = 65 damage. DC 37 Fort save.
Hunted Shot: 1d20 + 31 ⇒ (7) + 31 = 38, for 3d8 + 6 ⇒ (8, 8, 3) + 6 = 25 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 6 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (7) + 29 = 36, for 3d8 + 6 ⇒ (7, 4, 5) + 6 = 22 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 27 ⇒ (14) + 27 = 41, for 3d8 + 6 ⇒ (6, 8, 8) + 6 = 28 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 27 ⇒ (7) + 27 = 34, for 3d8 + 6 ⇒ (1, 7, 7) + 6 = 21 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 5 Good damage.

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Fort: 1d20 + 27 ⇒ (1) + 27 = 28.
This time, Jean-Pierre's ray of ultimate entropy is not quite as effective, but it still grievously wounds the man!
Two subsequent arrow strikes simply add insult to injury.
Gritting his teeth in rage and fear, the man looks for Jean-Pierre...
Perception: 1d20 + 30 ⇒ (20) + 30 = 50.
...and after spotting him, draws his bow, and fires!
Shortbow: 1d20 + 34 ⇒ (2) + 34 = 36, for 3d6 + 9 ⇒ (5, 1, 3) + 9 = 18 damage.
1d20 ⇒ 10
Unfortunately for him, his arrow goes wide...
They Never Stood A Chance, Round 2:
Jean-Pierre (-248)
Archibald (-329)
STB (-260)

Jean-Pierre de Suis |

Jean-Pierre decides to conserve his spells, and simply tries tried and true methods of Triad annihilation...
Hunted Shot: 1d20 + 31 ⇒ (2) + 31 = 33, for 3d8 + 6 ⇒ (5, 1, 5) + 6 = 17 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 2 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (13) + 29 = 42, for 3d8 + 6 ⇒ (5, 4, 2) + 6 = 17 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 27 ⇒ (13) + 27 = 40, for 3d8 + 6 ⇒ (7, 5, 6) + 6 = 24 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 27 ⇒ (4) + 27 = 31, for 3d8 + 6 ⇒ (5, 6, 7) + 6 = 24 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 6 Good damage.
He then tosses an Electric Arc...
Electric Arc: 9d4 + 13 ⇒ (3, 1, 4, 2, 1, 2, 3, 2, 1) + 13 = 32 Electricity damage, DC 37 Reflex for half.
...before casting Shield, which causes a tracery of golden scales to glow across his skin.

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Again, two arrows find their mark, leaving the man barely standing...
Reflex: 1d20 + 33 ⇒ (5) + 33 = 38.
...but even dodging partially out of the way isn't enough to save him from the subsequent electrical discharge.
Combat over.
Jean-Pierre (-248)
Archibald (-329)
Searching the bodies:
+2 greater striking composite shortbow (40 arrows), +2 striking shortsword, +2 resilient studded leather armor, infiltrator thieves’ tools, +2 striking dagger, greater healing potion, wand of crushing despair.

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This room contains a lavish bed with silk sheets, a chest of drawers, and a writing desk and chair. Several leather-bound journals sit atop the desk.
There is a bunch of well-tailored, but otherwise mundane clothing here, as well as the journals... which look important, but will take quite some time to sort through.

Jean-Pierre de Suis |

Jean-Pierre packs up the journals, then heads to the chamber in the middle, with the warning sign, but leaves Archibald outside.
Stealth (Jean-Pierre): 1d20 + 33 ⇒ (7) + 33 = 40.

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1d20 + 27 ⇒ (12) + 27 = 39
Inset shelves run along the perimeter of this room, which contains numerous tables, tools, and manuals fit for an arcane laboratory.
Jean-Pierre: 1d20 + 32 ⇒ (8) + 32 = 40.
Jean-Pierre: 1d20 + 25 ⇒ (9) + 25 = 34.
Jean-Pierre notices a bejeweled skull, with gems for teeth, and two eye-crystals of deepest blue, resting on one of the benches...
...but wait a second, is it hovering slightly...?
What do you do?

Jean-Pierre de Suis |

Jean-Pierre blanches, and gets the heck out of dodge, quietly shutting the door behind him.
Trying my luck with the corridor next.
Stealth (Jean-Pierre): 1d20 + 33 ⇒ (10) + 33 = 43.

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The hallway widens here, where two heavy fabric curtains hang on the walls to the east and west.
As Jean-Pierre moves forward, there is an audible 'click', and suddenly, lives of searing lava fire throw the area!
Seismic Lance: 1d20 + 40 ⇒ (12) + 40 = 52, for 6d10 + 20 ⇒ (6, 6, 1, 10, 5, 8) + 20 = 56 Fire damage, +6d10 + 20 ⇒ (2, 3, 2, 1, 3, 9) + 20 = 40 damage, + 'Personal Quake' (Clumsy 3 for 1 round), + Fort save (DC 39).
1d20 ⇒ 15
As soon as that happens, Jean-Pierre hears a clanking noise, and a huge construct made out of adamantine pushes one of the curtains aside!
AG: 1d20 + 26 ⇒ (9) + 26 = 35.
Jean-Pierre: 1d20 + 34 ⇒ (8) + 34 = 42.
The Ancient Wards, Round 1:
Jean-Pierre (-329)
Archibald (-329)
AG (-)

Jean-Pierre de Suis |

Fort: 1d20 + 29 + 1 ⇒ (20) + 29 + 1 = 50.
Jean-Pierre is rendered speechless!
Nevertheless, he doesn't let that stop him...
Hunted Shot: 1d20 + 31 ⇒ (11) + 31 = 42, for 3d8 + 6 ⇒ (2, 6, 5) + 6 = 19 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (12) + 29 = 41, for 3d8 + 6 ⇒ (3, 8, 7) + 6 = 24 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 27 ⇒ (12) + 27 = 39, for 3d8 + 6 ⇒ (8, 1, 2) + 6 = 17 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 27 ⇒ (2) + 27 = 29, for 3d8 + 6 ⇒ (7, 4, 3) + 6 = 20 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 4 Good damage.
Acid Splash: 1d20 + 27 ⇒ (12) + 27 = 39, for 4d6 + 13 ⇒ (4, 1, 1, 4) + 13 = 23 Acid damage, 5 Persistent Acid damage, and 4 splash damage.
He then casts Shield.

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Jean-Pierre is utterly shocked when Adamantine does not appear to have any significant effect upon this construct; in fact, his attacks (only two of which hit) *barely* do any damage.
The small acid bath, on the other hand, has *some* effect.
2d10 ⇒ (6, 6) = 12
The golem glances around, searching for Jean-Pierre...
Perception: 1d20 + 26 ⇒ (10) + 26 = 36.
Perception: 1d20 + 26 ⇒ (17) + 26 = 43.
...moving over to threaten him when it finally spots him!
The Ancient Wards, Round 2:
Jean-Pierre (-329)
Archibald (-329)
AG (-16)

Jean-Pierre de Suis |

"Scheisse!"
Jean-Pierre frantically fires...
Hunted Shot: 1d20 + 31 ⇒ (2) + 31 = 33, for 3d8 + 6 ⇒ (6, 3, 4) + 6 = 19 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 6 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (3) + 29 = 32, for 3d8 + 6 ⇒ (1, 1, 3) + 6 = 11 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 27 ⇒ (13) + 27 = 40, for 3d8 + 6 ⇒ (8, 3, 6) + 6 = 23 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 27 ⇒ (18) + 27 = 45, for 3d8 + 6 ⇒ (2, 3, 4) + 6 = 15 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 1 Good damage.
Acid Splash: 1d20 + 27 ⇒ (18) + 27 = 45, for 4d6 + 13 ⇒ (6, 3, 6, 5) + 13 = 33 Acid damage, 5 Persistent Acid damage, and 4 splash damage.
...before backing away, and trying to Hide.
Stealth: 1d20 + 33 ⇒ (1) + 33 = 34.
Stealth - Hero Point: 1d20 + 33 ⇒ (13) + 33 = 46.

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Jean-Pierre continues to chip away at the golem...
11d10 ⇒ (1, 8, 9, 10, 5, 5, 9, 2, 3, 6, 8) = 66.
...but it is the acid damage which is the stand-out winner!
The great construct pauses, and its outer shell turns liquid briefly, repairing almost all of its wounds...
Three actions to Heal 90 points of damage.
2d10 ⇒ (8, 9) = 17
1d20 ⇒ 17
The Ancient Wards, Round 3:
Jean-Pierre (-329)
Archibald (-329)
AG (-20)

Jean-Pierre de Suis |

Nope. Nope. NOPE!
Jean-Pierre retreats back to Archibald, then Teleports back to the floor above.
He then goes to the secret vault within the secret chamber, pulls out his Dreamstone, and rests.
I'll take another crack at the level below after that.

Jean-Pierre de Suis |

After an all-too-brief rest, Jean-Pierre finishes healing himself and Archibald, recasts See Invisibility(H), Tongues(H), and Disappearance (the last on both himself and Archibald), then heads back downstairs, *Cautiously*.
Aiming for the 'jail' to the West.

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The cell-block is *technically* locked, but it is not match for Jean-Pierre's skill.
Since you pass on a 1...
Inside, there are a total of six cells, but only one is occupied - a medium-sized, blue-skinned humanoid wearing nothing but a loincloth.
When the door opens, it looks up, and snaps:
"You will pay for this, I swear! The indignity of keeping me captive aside, forcing me to disrobe is unforgivable..."
The creature's voice trails off, as it realises that there is nobody to see.
"I see... or rather I don't. That would imply that whomever, or whatever, you are, you are not part of the Triad. I demand that you do not look at me, until you have found me some clothes! Then, get me out of here!"

Jean-Pierre de Suis |

Jean-Pierre sighs.
I have never seen anything like *that* before; it must be the one that I was sent to rescue... I wonder what it is...
He then clears his throat.
"Very well. I will be back momentarily."
Jean-Pierre goes back to the room with the fine clothes, and systematically loots them.
He returns to the cell, and, after opening the door, hands them in.
"I am sure that you will find *something* you can use..."

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The creature is (somewhat) mollified, accepting the clothes with the most dignity that it can muster.
Once it has fully covered itself, leaving only its arms, and eyes free, it gives a relieved sigh.
"Thank-you for that. You have no idea how uncomfortable that made me feel, on so many levels!"
A hint of iron-hard anger then creeps into its tone.
"I really should retreat, but I want to see you make those bastards pay!"

Jean-Pierre de Suis |

Jean-Pierre nods (although he is aware that the action cannot be seen).
"Fair enough. If you will allow me, though, I will make you Invisible, and then I suggest that you stay *well* out of the line of fire. Some of the defenses have been reasonably challenging."
After casting the spell, he then heads for the north-western door.
Stealth (Jean-Pierre): 1d20 + 33 ⇒ (2) + 33 = 35.
Stealth (Jean-Pierre) - Hero Point: 1d20 + 33 ⇒ (2) + 33 = 35.

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This cylindrical, domed workshop is forty feet tall from floor to ceiling, with its two doors opening onto a stone walkway ten feet above the floor. At the center of the room stands a powerful forge with four hearths, each of which glow with deep red flames that pulse slowly, as if in time with the breath of an unseen beast. Metal shelves underneath the walkways support bags of coal, metal ingots of multiple materials, blacksmithing tools, crucibles, sheaves of blueprints, and molds for a variety of weapons and ornaments.
Two Triad thugs are laboring alongside two obese pig-demons in this room; the tougher thug looks up in surprise when the door opens!
1d20 + 24 ⇒ (18) + 24 = 42
1d20 + 24 ⇒ (6) + 24 = 30
STB: 1d20 + 30 ⇒ (12) + 30 = 42.
STE: 1d20 + 25 ⇒ (1) + 25 = 26.
N: 1d20 + 25 ⇒ (20) + 25 = 45.
EP: 1d20 + 29 ⇒ (3) + 29 = 32.
Jean-Pierre: 1d20 + 34 ⇒ (16) + 34 = 50.
The Reborn Forge, Round 1:
Jean-Pierre (-)
Archibald (-)
N (-, -)
STB (-)
EP (-)
STE (-)

Jean-Pierre de Suis |

"Damn."
Jean-Pierre marks the pig-demons, and starts firing (as usual, starting with Cold Iron, then shifting, as required)...
Hunted Shot: 1d20 + 31 ⇒ (4) + 31 = 35, for 3d8 + 6 ⇒ (8, 8, 2) + 6 = 24 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 6 Good damage.
Hunted Shot: 1d20 + 29 ⇒ (18) + 29 = 47, for 6d8 + 12 + 1d10 ⇒ (5, 7, 4, 3, 4, 7) + 12 + (4) = 46 damage, +2d6 ⇒ (4, 2) = 6 Sonic damage, +2d6 ⇒ (2, 1) = 3 Good damage.
Iterative: 1d20 + 27 ⇒ (19) + 27 = 46, for 6d8 + 12 + 1d10 ⇒ (2, 5, 5, 3, 1, 3) + 12 + (2) = 33 damage, +2d6 ⇒ (4, 3) = 7 Sonic damage, +2d6 ⇒ (2, 6) = 8 Good damage.
He then tosses an Electric Arc...
Electric Arc: 9d4 + 13 ⇒ (4, 4, 3, 2, 3, 3, 1, 1, 2) + 13 = 36 Electricity damage, DC 37 Reflex for half.
...before trying to Hide again.
Stealth: 1d20 + 33 ⇒ (17) + 33 = 50.