Our paladins pick up where they left off last episode, with the Queen poisoned. The paladins are tasked with finding an antidote to the queen's symptoms: seizing of the throat, unwakeable slumber, quickened breath blue lips, a fluttering heart, paled skin, large pupils, stiffened body, and skin like ice. The antidote: wolf hair, bat teeth, banshee blood and dragon tears. They venture into the forest to meet the Hag of Purgwal, AKA The Collector, who has a cauldron that's never stopped boiling for a thousand years. The ingredients are behind sealed doors (the hag apparently set these up in her spare time) which the paladins have to breach.
The first door is peeled open by tearing off layers of gunk on a lock, and the second is removed by sawing through a rope with an ogre's tooth. The next door requires tunneling under it. The last door requires bashing right through it. Andrew gets all the ingredients and mixes them together. Then, after running back to the castle, he personally administers it to the Queen. He is awarded the medal of wisdom from the Kingdom of Sanare.
Jim, Christian, and Bonnie have to meet the Fates. They must assemble the ingredients of a potion that causes the arms of a scale to float and not touch a golden ring. The first paladin to achieve this task is safe from banishment, with the remaining two voted on by the their fellow paladins. The three different ingredients are red, white and yellow. They're ground on a stone and then the powder is poured into the corresponding colored bowl, balanced so that the scale doesn't touch the golden ring. Bonnie finished first and is safe.
This leaves the vote down to Christian and Jim. Jim is voted off. The episode concludes with the castle under attack!
- Medium humanoid (human), lawful good
- Armor Class 13 (padded)
- Hit Points 28 (3d8)
- Speed 30 ft.
- STR DEX CON INT WIS CHA
- 9 (-1) 12 (+1) 11 (+0) 17 (+3) 14 (+2) 12 (+1)
- Saving Throws Dex +1, Con +2, Int +3, Wis +2, Cha +2
- Senses passive Perception 12
- Languages Common
- Challenge 1/2 (100 XP)
- Longsword. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8-1) slashing damage.
- Dagger. Ranged Weapon Attack: +3 to hit, ranged 20/60 ft., one target. Hit: 1 (1d4-1) piercing damage.
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