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.