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Weekly Gaming Summary Part 21 for (08/30/20)

Thank You For Playing today's game 08/30/2020 - From 8:15pm EDT, until 10:05 pm EDT, and our 260th Gaming Session, goes out to:   Barbarian – Human Female – Zhora & Cleric – Human Female - Sheila - Chris M.   Bard (Jester) – Human - Balen & Cleric / Magic-User – Half Elf - Quintolos -  Roxxifarius     Guardian (Paladin) – Halfling - Rowan Root & Warlock – Hermaphrodite - Dona Phicenta Thragiella De Thrul  –  Buddy-D   Magic-User - Elf - Xilicien -  Devin M.   Paladin – Human – Lord Tendlore (Deceased) & Various characters without players -  cromth     Whom Could Not Make It Today!   Played various characters - Ryan M.   Guardian (Paladin) – Halfling - Rowan  Root  –  Nick R.     Ranger – Half Elf - Camlin -  The Hermit Legend  / Freeman3294 (Arriving after getting a computer or may not return due to finding a real tabletop game)   Ranger - Human - Coal Blackburn -  Jack J.  (Arriving sometime after the COVID-19 Vaccine is out and working?)       Game Summary for Sunday Evening (08/30/2020):   Opening Scene: It is now 33 days into the adventure (since setting off in the Belle Venture), and August 25th, 8:15 am on day 27 on the isle.   The adventurers are currently exploring an underground maze that they are currently trapped in and the session starts as another pebble is tossed through a corridor just 20 ft south and east in the long south corridor and they proceed to enter it.   Sheila casts one of her Find Traps spells (which will last 14 minutes), and follows the passage.   It goes another 40 ft south where it turns east and then another 20 ft east, where it turns south 20 ft, then west 20 ft, then south 20 ft, then east 20 ft, then south 20 ft, then east 10 ft, then south 10 ft where Sheila’s Find Traps spell then glows in the passage to the south, (1 minute of the spell used up).   However the passage is open and safe as it turns to the west from there for 20 ft then turns north for 10 more feet, then west 10 ft, then south 20 ft, then east 20 ft, then turns south 10 ft, then goes west 20 ft, then south 30 ft, when the Find Traps spell, once again glows, where the passage turns west, (13 minutes left on the spell).   At this point they have to backtrack, (hurriedly), all the way back to the area of the second octagonal room where the two golden bells were set upon the floor, (of which Balen had taken the magical aura glowing one). Another minute on the spell is used up (12 minutes left).   The party goes into a south passage on the south west side of the Octagonal room, which goes 20 ft, then turns east 10 ft, then north 10 ft, then east for 20 ft, of which there are now two south going passages on the south wall.   The adventurers chose the first one which goes south 10 ft, turns west for 60 ft, then south for 10 ft, then east for 30 ft, of which there are 2 south branching passages on it’s south side. The closest passage goes south 10 ft, then west 10 ft, then south 10 ft to a door, while the other south passage goes 10 ft to a door. At this point there is 10 minutes left on the Find Traps spell.   As with all of the other doors in the maze complex so far, these two doors, slide downwards and into the floor when touched, until it’s top is flush with the stone, leaving a flat surface.   Sheila’s Find Trap spell light’s up both doorways, indicating possibly two more Zap Traps. The party now has to back track near to the second Octagonal room area but just south of it in the passage with the 2 south passages on it’s south side and this time goes down the 2 nd passage. Eight minutes left on the spell.   The passage goes south for 40 ft with two east branching passages off it’s south end.   Sheila, casts a Cure Serious Wounds to heal 8 hit points back for Balen and then a Cure Light Wounds spell upon Phicenta, healing back 1 hit point.   Note: [Technically, this would have meant a pause in the maze exploring as the CSW takes 42 seconds to cast and the CLW spell takes 30 seconds, (in this game a segment = 6 seconds), and thus would have taken a minute and 12 seconds off the Find Traps spell].   The party tries the furthest down east going passage first which goes 30 ft then turns south for 10 ft, then west for 20 ft to a door, which is touched and lowered, to reveal a trap in it’s doorway.  The group backtracks to the other east going passage, which goes 60 ft east and turns south for 70 ft where Sheila can see her Find Traps spell glows at the 40 ft mark where a passage turns west.   So, the party just goes 10 ft south, turns west for 20 ft, then south 10 ft, then east 10 ft, then south 10 ft, then west 40 ft, then come to a passage that turns east on it’s east side and west on it’s west side, 10 ft farther down.   They go east first, for 30 ft, to have Sheila’s Find Trap spell light up right where it then turns south, so they backtrack to go down and west for 20 ft then north for 10 ft then east for 10 ft, then north for 10 ft to a door on the west wall. (4 minutes left on the spell).   Area Description: This door opens into a rectangular room which contains, the six feet tall head of the familiar human with the hooked nose, bushy eyebrows and short hair. The head is facing the entrance, (south door in the east wall). For this one, it’s eyes are currently closed. (In the first Head room, it’s eyes were open).   The head remains stationary and does not follow the party inside of the room. When trying to open the only door on the south wall, it would not slide down!   So, the second west door on it’s south west part is also tried which opens to reveal a trap for Sheila. It is now known that the two west doors, the single north door and the north east doors are all trapped.   The party comtemplates on what to do in order for the south door to open, so the Find Trap spell expires. Balen, takes off his backpack to retrieve the magical golden bell, and rings the bell, which then has a small red gem fall from the cup. A gem that looks to fetch 1,000 gold pieces if sold.   Balen holds the gem out to show the head now that it’s eyes are open, but nothing happens. In the previous head room, the golden bust statue had to be shown to the head which initially had it’s eyes opened and which closed upon seeing the bust. Which then opened a door.   Sheila tries to twist the head around with his hands but they simply pass right through it.   It’s decided that balen stays to ring the bell again while the rest of the party leaves the room, moving at least 30, 10 ft squares away in case there is a fireball blast.   Balen, rings the bell and once again, another small red gem falls from the cup! However, the Head’s eyes do not close! So the bell is rung again and a 3 rd gem tumbles from the cup onto the floor!, both the eyes and the door remain closed!   Balen calls the others back to the room and as they make their way back… BOOOOM! A Fireball blast, originating from a pocket of Balen’s, erupts forth! Thanksfully it is just a minor blast that will deal 16 hit points of full damage if a saving throw vs spells fails, otherwise only 8 damage is had.   [Note: Since the blast originated right upon Balen, he could not have been able to dodge the blast so there should have been no saving throw for him! That said he fails the save anyways taking full damage!]   Coal, Sheila, and Xilicien made their saves for only 8 damage while, Rowan and Phicenta took the full 16 damge!   After Balen had rolled around to put out the flames upon him, he pats out where the gems are and finds out that only one of the 3 gems has exploded! He tossed one of the remaining gems at the head but it simply passes through and bounces off the far wall!   Balen says, “Fuck this maze! I have a meeting to go to and need decent clothes!”   At this point, Balen drops the other gem and leaves them both where they lay on the floor telling the others to get the hell back, in case the other two go off.   And sure enough they do, each one going off approximately 1 minute after the other. The adventurers hear the Boom! followed by a breeze a bit later then another Boom!, and it’s after shock but are safely out of the range of any flames.   At this point the party decides to rest over a period of 4 days, now only having their back pack rations to go on as any meats from hunting or killing attacking monsters had been zapped when Grax’s magical bag of holding got zapped away, along with him, as well as the magical provisions box which would have fed the entire party one meal per day. With there being no place to go to the bathroom in the maze they just went off the do their business in various spots away from where they rested.   Everyone had full water or whine skins, which hold 4 pounds / 4 pints of water or whine, coming into the maze, which now has been used for 5 whole days at least. It is said that characters need 8 pints (1 gallon) per day. I will say a full waterskin will last you 2 days in the jungle climate. Conserving the water you should live for well over a week, possibly two. 
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There are three handouts from the Wilderness Survival Guide detailing going without water and foraging for food, in the Adventure party handouts folder.   During this 4 days of resting period, Sheila had cast her Cure Serious and Cure Light Wounds spell, daily upon various party members to get them healed up.   Still puzzling over the way that the south door in the second Head room opens, Balen tells Xilicien whom has the golden bust statue to show it to the head and this time the eyes close and the south door slides down into the floor now open!   Sheila casts the Find Traps spell and the doorway does not light up so the party proceeds to go through the door.   Looking west they see the passage turns north to the south west trapped door, so they head south  10 ft, turn west for 20 ft, turn south for 10 ft, then turn west for 20 ft, then south for 20 ft, go east for 10 ft, then north for 10 ft, then east for 10 ft, (13 minutes left on the Find Traps spell).   Next, they go 10 ft south to where the passage splits to go north east or west or south a bit more then west. The adventurers turn north east, going north for 30 ft, then turning east into a passage that goes 50 more ft.   Thirty ft from the south passage’s turn to the east is a passage that goes south so that is where the party heads. 30 ft south and Sheila’s Find Traps spell lights up a passage that runs north west and one that heads east. Now there is 12 minutes left on the Find Traps spell.   The party continues down to where the passage turns east, just past the two traps, going 30 ft east, then 30 ft south when Sheila’s Find Traps spell, lights up an east going  passage   So, they turn west and go south 10 ft and again a trap is spotted to the east, so the turn west 10 ft, the south 10 ft, then east 10 ft, then south 10 ft. Now 11 minutes left on the Find Traps spell.   Turning west Sheila sees the passage lights up from the Find Traps spell just 30 ft ahead so they back track a bit, just north of the previous trap to then go west 10 ft, then south west 10 ft, then south 20 ft, then turn north for 20 ft, then north east for 20 ft, then east for 20 ft, then turn north for 10 ft, then west for 20 ft, when the reach another Octagonal room area. Now there is 10 minutes left on the Find Traps spell.   Just to the south west is a door of which Sheila touches and it opens, lowering into the floor. Her Find Traps spell does not light up the door way so the party enters the room.   Room Description: Inside the Octagonal room (3 rd one now), is another pedestal identical to the first one that the golden bust sat up in the first Octagonal room, (It’s 4 ft tall and 1 foot across). Resting upon this pedestal is a golden chalice.   Balen looks over the chalice and inside of it, there is nothing inside of the 8 inch tall chalice with a 5 inch cup and 3 inch long stem and base. However for Sheila a dim glow comes from within a cylindrical space in the pedestal.   Sheila, can see a thin circular gap between the outer part of the pedestal and a stem like part that glows in it’s center…this is where the chalice is fully resting upon. Balen drops a couple pebbles into the chalice. Nothing happens however.   The party was told by Lord Tendlore, before he got zapped, that a center stem rose up about a foot out of the pedestal when he grabbed for the ring and when it reached full height, that’s when a fireball went off on him.   A dexterity check was made in this case to determine whom in the party was capable of realizing how to deal with the trap, but no one rolls a successful check.   So, the Chalice is lifted off the pedestal by Rowan and it is Camlin whom tries for anything that may be in the compartment, of which is seen to be another Ring. However, a To Hit Roll on an armor class of -2 was needed, and hitting armor class 7 was rolled instead! So Camlin could not snatch up the ring in time   For whatever reason, the trap did not go off here so there was no fireball blast coming out of a pedestal this time.   For now the Chalice is placed back upon the pedestal.   It is now: 8:15 am on August 25 (Day 27 on the Isle of Dread).   And that Ends today's Adventure Gaming Session!   Experience Points Awarded this Session: None this session   Loot Found: 1 Gold Chalice   Total Session XP: None this session   Player Character | Current Level | Experience Points | Need for Next Level   Bard Jester – Balen:  LVL: 7  |    XP: 46,240.254  |  (Need: 70,000 for Level 8)   Cleric – Sheila:  Level: 7  |  XP:  61,241.254  |  (Need: 110,001 for level 8)    Guardian (Paladin) – Rowan Root:  Level:  7  |   XP: 76,241.254  |  (Need: 140,001 for level 8)    Magic-User – Quintolos:  Level: 7 / 7 XP: 62,922.325 cleric  /  62,922.325 Magic-User  |  (Need: 110,001 cleric for level 8 / 90,001 MU for level 8)   Magic-User – Xilicien:  Level: 7  | XP:  69,477.504  |  (Need: 90,001 for level 8) Ranger – Camlin:  Level: 7  |  XP: 96,240.254  |  (Need: 150,001 for level 8)   Ranger - Coal Blackburn:  Level: 8  |  XP:  =  161,197.004|  (Need: 225,001 for level 9)   Warlock - Doña Phicenta Thragiella De Thrul:  Level: 7  |  XP: 102,240.254  |  (Need: 192,000 for level 8)       Character XP totals are now all up to date. Character Sheets need Updated with this information.   Grand Total XP for Adventure Module So Far: 32,777.4 XP + 23,100 Loot + 470.77 Gold = 56,348.17 / 10 = 5,634.817 XP   Number of Sessions for current Adventure Module:   40th Session for I1: Dwellers of the Forbidden City 08/30/2020   122 Sessions for “Isle of the Dread: Parts 1-4”: 10/11/2017 – 08/30/2020