Maybe Listen to Obo’laka Next Time?
Avoiding traps, we climb up a rope and come out the devil statue’s mouth and double back to the fiend room. When the Monk pulls the lever in the wall, gusts of wind blow through the room; as we are on the two balconies, we are not affected. The fiend’s clenched fist opens to reveal the final two crystal eyeballs needed to complete the set of ten.
Back to the mirror! The Paladin jams one crystal after another into the sockets. The reflection of the party grows more sickly appearing, but once the tenth is inserted the door grinds and rises upward. Through it is a high domed, circular room. Nine alcoves filled with treasure are arrayed around it. In the middle of the room, an enormous object hidden by a silk drape hovers twenty feet above a floor so shiny it makes walking difficult. Obo’laka, who is inhabiting the Cleric, warns that a beholder is in that room, so the Cleric hesitates to enter.
As we contemplate how to remove the drape, it is suddenly yanked off by something that appears to bite and spit it out. A massive, magnetic iron ball is revealed which attracts the Paladin’s metal armor plastering him to it and trapping him. The Monk takes the drape, jumps up to grab the Paladin and uses him as a ladder to clamber to the top to put the drape back.
Peering into the room, the Cleric sees this situation unfold and removes her metal armor before entering the room. The Druid wild shapes into a giant eagle, grabs the drape in her beak and flies it up to help the Monk and Paladin. Just then, the Cleric and the Warlock see a pink beam of light shoot from above the sphere, hit the Druid and push her back against a wall. Then a black beam of necrotic energy hits the Monk. Should have listened to Obo’laka!
We struggle with the drape while being struck with rays from the invisible beholder. To outline the creature, the Warlock casts wand of web in his direction. With the webs, we can see where the beholder is floating. This makes the beholder very unhappy and the Warlock is hit with a petrification ray. The Monk and Paladin continue to whack in melee with the beholder. The Druid drops wild shape to cast greater restoration on the Warlock to prevent him becoming a statue. The Cleric tries to banish the beholder but fails. She then moves to escape the room, but a force field locks the party inside. Guess this is to the death! Using every divine smite he has, the Paladin hits the beholder for eighty-two points of damage and the monster falls dead.
We succeed in covering the sphere and everything stuck to it falls to the ground. Loot is scanty, but the Cleric does get a +1 shield. With this portion of the tomb complete, we feel as though we have reached a milestone. The Druid casts Hearth of Moonlight and Shadow and the party takes a long rest confident that every other creature in the tomb would be smart enough to avoid this room, present company excepted of course.