In the depths of their latest adventure, the party braved the oppressive heat of a Magma Room, seeking refuge in a cooler area to regroup before facing the looming threats ahead. They steeled themselves to confront a formidable Stone Golem guarding a tight chamber just beyond a doorway. With tactical discussions swirling around them, they plotted to lure the golem into a chokepoint for a flanking maneuver. Lightwing astutely noted the golem’s anti-magic properties, warning that acid would be its weapon of choice, while earth effects would hinder its movement.
With stealth and precision, Adam’andiél, the agile monk, opened a nearby door, revealing an alternate entrance and setting the stage to bait the Stone Golem. As combat erupted, Shadow Bell unleashed her earth magic, casting Crushing Ground to successfully slow the golem’s advance. Rhys braced himself in the doorway, determined to hold back the relentless creature as it surged forward. He issued a duelist’s challenge and struck, only to find that the golem shrugged off physical blows and resisted spirit and bleed damage.
Lightwing attempted to cast Noise Blast, but the golem’s anti-magic nullified the spell entirely. Slych dashed through the fray, flanking the golem and landing a punch that ignited with fire damage. Adam’andiél entered Whirlwind Stance, launching a Flurry of Maneuvers to trip the golem, but his efforts were thwarted. Shadow Bell’s attempt to cast Ignition also fell flat against the golem’s defenses. The golem retaliated, striking Rhys and inflicting paralysis, yet even in his incapacitated state, Rhys managed to assess the golem’s weaknesses.
Lightwing stepped in to provide crucial support, healing Rhys and granting him temporary hit points. Slych landed a critical hit on the golem, inflicting persistent fire damage, while Adam’andiél attempted to grapple the golem but was thrown off. Shadow Bell transformed into a more bestial form, delivering minor damage with her bite. As the golem tried to reposition, Adam’andiél and Slych used Stand Still to halt its movement. Lightwing bravely blocked a damaging blow aimed at Rhys with a magical shield, but the golem renewed its paralysis on Rhys.
After a series of tactical maneuvers, including Shadow Bell casting Frostbite to deal heavy damage, the party finally gained the upper hand. Rhys seized the moment, delivering the finishing blow that decapitated the golem and sent its head crashing against the wall. With the threat neutralized, the party quickly traversed back through the scorching area to take a short rest, clearing lingering conditions.
Upon reaching a set of double stone doors, Slych listened intently, catching metallic scraping sounds beyond. Cracking the doors revealed an Irregular Hallway filled with alcoves housing racks of crystals and levers resembling torture devices. The group identified the crystal-bodied constructs as golems, noting their anti-magic properties and the effectiveness of cold magic against them. As they kicked in the doors to engage, Slych’s initial electric attack fizzled against the constructs, prompting Shadow Bell to cast Frostbite, successfully slowing one down.
The battle escalated as Adam’andiél struck a crystal golem with a critical hit, tripping it with finesse. Rhys tumbled through to engage another golem, issuing a duelist’s challenge and landing hits despite the constructs’ resistance. As the constructs retaliated, Lightwing cast Frostbite on a nearby golem, further slowing its advance. The party coordinated their attacks, with Slych and Adam’andiél using their abilities to keep the constructs at bay.
As the fight raged on, the constructs emitted dazzling visual effects, forcing the party to steel themselves against the blinding light. Shadow Bell and Adam’andiél executed a series of strikes, while Rhys wielded his flaming dagger to devastating effect. Lightwing provided healing and protection to his allies, ensuring they remained in the fight. Ultimately, their combined efforts led to the destruction of the last crystal golem, revealing three glowing green crystal orbs embedded in the walls.
Identifying the orbs as Soul Orbs containing trapped souls, the party debated their fate—should they sell them or attempt to free the souls? They chose the latter, leading them to a new room where Three Glowing Skulls requested the orbs be brought to them. Lightwing smashed the orbs one by one, releasing the souls and earning the gratitude of the skulls.
As they continued, the party heard distant movement and encountered a skeletal figure that guided them onward. They entered a stark white hallway that manifested personal pleasant visions for each member, yet they chose to resist its influence by taking a secret passage. However, they soon found themselves in a second white corridor that revealed visions of the heroes’ defeats, often at the hands of Belcorra, inflicting mental anguish on the party. Despite the horrors, they pressed on, with Slych using his abilities to help reposition his allies.
After enduring the mental trials, the party learned the rules governing the white halls and confirmed they had completed the second trial. With their safety beyond the horror hall secured, the group paused their exploration, ready for whatever lay ahead.
