We got off to a late start because real life got in the way. But the GM’s work emergency got resolved and he managed to pull the available players back together. The first order of business was removing the curse of TerStegan’s new “lucky ring”. It took a bit to convince Shimota to actually cast the spell. That worked and TerStegan was eager to destroy it. That would take some research. Oakwood decided to bury it in the backyard in the meantime so that TerStegan (or Xeelie) would not be tempted by it. TerStegan then went to the library to eat (I mean read) some books on the subject. Vandy was proud to tell him his donation was putting shoes on orphans. A decent roll basically told him that if the ring was utterly destroyed, i.e. melted, it would be neutralized. It would take an intense fire, such as a pool of lava. We were unsure if there was any lava left after dropping a lake on it. We put that on our list of things to do. Meanwhile, Oakwood went to Wren to ask the same questions. She didn’t know how to do it but warned that if it wasn’t done properly, those things had a way of returning to the previously cursed. We spent another night in town so that Briscoe could recover his 4th level spell slot. TerStegan and Oakwood earned a few silvers “making a living” and we were off.
We went back to where we left off. No signs of the War Wraith. Unfortunately, the bodies were also gone. We probably looked for a means of how they were immune to the trap but since we didn’t say it last time, it didn’t happen. The best we could recollect was that they were all shiny. We had nothing on that front but Prestidigitation. We spent some time discussing options but none were promising. Eventually, Briscoe used a TK Hand to open the far door, cast Helpful Steps to create a horizontal ladder to avoid the floor and with a rope around him, dashed into the room. He got 5 feet, missed the save and was paralyzed. We went into initiative order. He went first. He was given the option of trying to fight off the paralysis, an option TerStegan did not get, took a bunch of mental damage but could move. After some arguing, he decided to press forward and made it into the room. He searched for a lever or button to turn it off but a proper search took 10 minutes. The rest just had to wait, hard to do once initiative was rolled.
He found no button. In a small room he did find the War Wraith. It moved toward him and he fled. The trap room did not trigger this time. We rerolled initiative and waited for the War Wraith to appear in a doorway or out of a wall. There were lots of readied actions and reset values but nothing happened. After 3 rounds, TerStegan charged through the trap room and nothing happened. He found the War Wraith in the same corner that Briscoe found it. He was suspicious but rolled a 1 on his disbelieve roll. That cost us 30 minutes of farting around. Eventually we proved it wasn’t real. We searched around and got some silvers. A rune was found in the corner that was causing the image. An attempt was made to excavate it but that was a tough roll that was missed. It was damaged but we took it so that it could be researched later. (For some reason, TerStegan and Clarisa thought it would be fun to have in our cabin. The mirror worked out so well after all.) Figuring it must be guarding something, the corner was searched and a secret door was found. That led to another small room in which was a floating misty head.
That monster could become invisible and that was a pain. The rules, targeting on the map in Foundry, flat checks and the rest. Unfortunately, Xeelie’s lantern was not in attendance. TerStegan swung at the right square but missed. It cast 3 spell-like abilities in one round. A massive Fort save that everyone at least saved for half. With some help. It then siphoned off some of Clarisa’s magic so that each time she tried to cast, she had to make a flat check or lose it. It did the same to Briscoe but he saved so the check was easier and the effect only lasted a round. But that didn’t matter much because when Oakwood hit it with some fire, it all bounced. It was another god damn Wisp. So once again, it was all up to TerStegan and with its AC and flat checks, it wasn’t easy. After 3 rounds, we were battered and impeded and it was untouched. However, TerStegan managed to hit it and Briscoe managed a lucky shot with his trident. And then blinded TerStegan crit it with a Reactive Strike on a 20 when it tried to cast, did 50+ and it was done.
The next room had a creepy altar with a basin of swampy water. Ghost expert Clarisa was sent in to investigate and missed a DC33 Will save. 33! She used a hero point and barely saved. And took half of 9d6 in mental damage. It was Belcora and she was impatient for Clarisa to get down to her. The basin was flipped with a TK Hand and holy water was used to increase the dampness. On it were 3 high level talismans. People were hesitant to try to identify them after the cursed ring. Oakwood went first, then TerStegan. The last one took multiple tries. They were 7th, 8th and 10th level and worth quite a lot. Perhaps too much for a single use? It’ll be debated. The first allowed Intimidation on two targets on a single roll. The last caused the target to be flat footed for a single attack. The second was also TerStegany but I can’t recall. There was also a trap door that went down 10 feet. From there it went 20-30 feet below the stasis chamber room, right under the Ling Spider webs. We could not accurately estimate if the exiting trap door would come up in a chamber or between. I’m betting in so that something could pretend to be captured but was really free. The War Wraith?
We stopped there. Even though we hadn’t used much, I think we agreed to go home for one last long rest so that we’d have every ability charged before facing the boss devil on the other side of the door. Hopefully we’ll be a full strength. 8th level is likely on the other side for those that survive.










