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Ch. 35: The Adventurers Continue to Explore the Maze

Dungeon Master (GM): Don't forget today is the day that you are to meet with Horan in his compound at 1:30 pm it's early morning right now   Dungeon Master (GM): 7:00 when you started to explore the maze more.   George: what time is it in game now?   Dungeon Master (GM): say about 10 after 7 am   Dungeon Master (GM): Ok, so the party can either go east and up or west then south from current position   cromth: what character can I use since I dont have one   Sheila: Is detect magic and traps still working   Dungeon Master (GM): yes 11 more minutes on each one   Sheila: the green x are what on the map   Fenwe: We can go East and up or west then south   Dungeon Master (GM): The triple green X’s, is where the Zap! Trap is!   Sheila: lets go up   Dungeon Master (GM): ok you see it goes south then turns a corner to go north. every 120 ft you move i take 1 minute off the spells   Fenwe: Should I scout ahead?   Sheila: yeah   Fenwe: Can I use move silently?   Dungeon Master (GM): sheila and I thing Xil should basically be in the lead with their spells you can yes   Balen: Its not safe to go ahead unless you can detect traps, you may get zapped   Fenwe: Lead on then   Sheila: detect trap spell is still on   Balen: Once the spell is gone I guess we can try tossing copper pieces or weapons hehe   Fenwe: Just want to point out that all the zapping traps appear to block our way to the center of this room   Dungeon Master (GM): at least something you don't mind disappearing of course   Balen: Hoping the maze is just a long way round to the center   Fenwe: Should I be moving my own character?   Balen: yep   Dungeon Master (GM): you should be able to of course Keep going?   Balen: yeah   Dungeon Master (GM): keep going?   Sheila: are we on 2 different places on the mao map   Dungeon Master (GM): the small group of 3 are new characters Not In the Maze   Fenwe: Go ahead Xii   Dungeon Master (GM): the rest is the party   Xilicien: Go ahead and what?   Fenwe: lead on   Sheila: did i drop my self in the wrong spot   Dungeon Master (GM): ok up to where i revealed is another minute go by so 10 minutes left on the spells   Sheila: I was use sheila last week after lord t died   Balen: your fine   Dungeon Master (GM): Keep on going now?   Balen: yeah   Dungeon Master (GM): you turn north now and see a door up ahead   Fenwe: I move silently to approach the door and see if there are any signs of life/put my ear up top the door to listen   Xilicien: AFK for a moment.   Balen the Human Troubador, strains his/her ears in an attempt to HEAR what he/she should not! Result Whispered to DM   (From Balen):  HEAR NOISE Roll:  83 % Needs ≤  25 %   Dungeon Master (GM): ok nothing is to be heard beyond the door   Balen: Is it locked?   Dungeon Master (GM): no it is not   Balen: Balen opens the door   Dungeon Master (GM): In the center of this rectangular room is the six-foot-tall head of a man, the same man as that portrayed by the gold bust from Room 1: hooked nose, short hair, and so forth. It appears fleshy, alive, and very real, as if a giant were imprisoned below the floor. The head's eyes are open, staring at the door through which you have entered.   Xilicien: BTK   Balen: Balen moves to the other door do the eyes move to him?   Dungeon Master (GM): no they do not balen   Fenwe: I attempt to carefully poke the head to see if it's real flesh/alive away from it's mouth region   Dungeon Master (GM): Fenwe's hand goes right through the head!
Fenwe: "an illusion"   Balen The Human Bard Says, "Thats a good thing thats a big giant dont want to have to fight it"   Dungeon Master (GM): any more actions here?   Fenwe: is detect magic still active?   Dungeon Master (GM): yes just under 10 minutes left on both spells are the others still out in the hall or in the room ?   Fenwe: Still silence in the room?   Dungeon Master (GM): yes fenwe   Fenwe: can we attempt to put our ear up to the next room? Balen go ahead   Dungeon Master (GM): yes there are doors   Balen the Human Troubador, strains his/her ears in an attempt to HEAR what he/she should not! Result Whispered to DM   (From Balen):  HEAR NOISE Roll:  25 % Needs ≤  25 %   Dungeon Master (GM): Nothing to be heard beyond the eastern south door   Balen the Human Troubador, strains his/her ears in an attempt to HEAR what he/she should not! Result Whispered to DM   (From Balen):  HEAR NOISE Roll:  67 % Needs ≤  25 %   Dungeon Master (GM): this will eat up time on the detect spells less Xil and Sheila are moving along without waiting for Balen's results nothing to be heard beyond the east door 8 1/2 minutes left on the spells   Fenwe: Can we get down below this floor where the giant head illusion is, since my hand went right though it? We still have a piece of rope we can toss down there?   George: forgive me, guys, idk how to do official actions if that's what I'm supposed to be doing   Dungeon Master (GM): from what you can tell the floor is solid around the neck just tell us what you want to have the character do or just move the token until i tell you to halt/stop right now Xil and Sheila should be 'leading' due to their spells.   Fenwe: Go ahead guys   Sheila: I am stuck on the other side of the mao   George: There's two Shiela's on the map one is with the party   Sheila: oh didnt see that one   Dungeon Master (GM): just use the one with the main party   Fenwe: perhaps we should spread out to cover more ground there's 4 doors to take   Sheila: that would be unwise with trap detection on   Balen The Human Bard Says, "No sounds from the doors so far"   Dungeon Master (GM): 5 doors actually   Fenwe: Indeed, 5 new doors   Sheila The Human Cleric Says, "Lets go south first"   Dungeon Master (GM): ok as sheila opens the eastern south door her spell glows up the door opening!   Balen The Human Bard Says, "Alright, so next choice?"   Sheila The Human Cleric Says, "We better be careful going that way there is a trap" open east door   Fenwe: I attempt to identify the trap   Dungeon Master (GM): ok, and Sheila sees that the doorway glows!   Fenwe: use my keen senses to find a trace of the trap Sheila detected   Sheila: open north door   Dungeon Master (GM): Fenwe can not discern any part of the trap opening the eastern north door reveals a Trap to Sheila!   Sheila: try the west   Fenwe: I attempt to save her from fallin in the trap   Dungeon Master (GM): ok when Sheila opens that door the doorway does not glow!!!   Fenwe: Try the West, just to know   Dungeon Master (GM): say 8 minutes left on the spells   Sheila: lets go west   Dungeon Master (GM): opening the west door reveals a trap to Sheila!   Sheila: nw door   Fenwe: Guess there's only one way to go, unless we can disarm these traps, but we don't even know what they are, exactly   Dungeon Master (GM): and boy did i make an opps the Western North door does not actually open! in fact sheila could not open it!  
Fenwe: I attempt to shoot the lock off the door with an arrow or break the lock   Dungeon Master (GM): There is no visible lock to really shoot at   Fenwe: Can anyone try to speak with the head?   Dungeon Master (GM): Just a handle I guess   Xilicien: I believe I prepared knock.   Dungeon Master (GM): the Head has remained stationary with open eyes looking towards the west south door. you can try knock then Xilicien   Xilicien: It's a clue!   Balen: Try Knock on the door   Xilicien: Which door was it?   Fenwe: NW   Dungeon Master (GM): the one you can't open is the NW door as someone pinged   Xilicien the Enchanter, cast the KNOCK Spell! Level 2 Magic-User * Alteration Components V Casting Time 1  Segments Range 60 ft Duration Special Area of Effect 10 square ft / level:  70 ft square Saving Throw None Effects:  The spell will open stuck or held or wizard-locked doors. It will also open barred or otherwise locked doors. It causes secret doors to open. The knock spell will also open locked or trick opening boxes or chests. It will loosen welds, shackles or chains as well. ​ ​ If it is used to open a wizard-locked door, the knock does not remove the former spell, but it simply suspends its functioning for 1 turn . ​ ​ In all other cases, the knock will permanently open locks or welds - although the former could be close d and locked again thereafter. It will not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. ​ Note that the effect is limited by the area; a 3rd-level wizard can cast a knock spell on a door of 30 square feet or less (for example, a standard 4-ft. × 7-ft. door). Each spell can undo up to two means (two functions), of preventing egress through a portal. Thus if a door is locked, barred, and held, or triple locked, opening it requires two knock spells. In all cases, the location of the door or item must be known—the spell cannot be used against a wall in hopes of discovering a secret door.   Dungeon Master (GM): To Xilicien's amazement the Knock spell does not pop open the door!!!   Xilicien: Someone try turning the pedestal under the head.   Sheila: can I see into the room west   Fenwe: wow, hoep you didn't waste too many regents on that, Xil I attempt to turn the pedestal toward teh NW door   Dungeon Master (GM): yes you can see beyond the doorways   Fenwe: so that the giants eyes are facing it   Dungeon Master (GM): I so Fenwe goes back to the Octagonal room and attempts to turn the pedestal let me check on it   Balen: Ahem DM I think he means the illusory head in the current room   Fenwe: yes, I did mean the head in our current room I attempt to turn it so the eyes are facing teh NW door   Dungeon Master (GM): ok Fenwe sees that the Pedestal will not move   Balen: So we try to break down the door?   Fenwe: who's strongest?   Dungeon Master (GM): you can of course   Balen: I think Coal is   Dungeon Master (GM): ok by now the spells have depleted   Fenwe: Go ahead, Coal, unless you have a better idea   Balen:   Dungeon Master (GM): roll an open doors check   OPEN A MAGIC OR LOCKED DOOR For Coal Blackstone the Human Ranger Rolls:  9  Needs ≤  8   Dungeon Master (GM): ok, Coal could not budge the door open!   Fenwe: I try to break down the door with a kick   Dungeon Master (GM): i still need the roll fenwe   OPEN A NORMAL DOOR For Xilicien the Elven Magic-User Rolls:  12  Needs ≤  5   Xilicien: Perhaps if we rotated the one at the entrance...   Dungeon Master (GM): ok Xilicien could not open the door   OPEN A NORMAL DOOR For Balen the Human Bard Rolls:  20  Needs ≤  10   Dungeon Master (GM): Balen also could not open the door!   Fenwe: I run back to the octagon room and turn the pedestal can i run fast?   Dungeon Master (GM): should be 3x your base speed 270 ft   Balen:   Sheila: let me try to open the door
Dungeon Master (GM): ok   OPEN A NORMAL DOOR For Camlin the Half-Elf Ranger Rolls:  2  Needs ≤  8   Xilicien: Fenwe said they were going to attempt to break the door down, but it seems my Xilicien was rolled instead.   Dungeon Master (GM): ok and Camlin could not open the door either!   Fenwe: Yeah, my bad, sorry   Xilicien: The my was incidental.   Balen:   Sheila: were is the macro for open door   OPEN A NORMAL DOOR For Rowan Root the Halfling (Stout) Guardian Rolls:  6  Needs ≤  7   Fenwe: roll ability check   Dungeon Master (GM): under the ability rolls macros   Balen: under abilitychecks   Dungeon Master (GM): as fenwe noted Rowan could not open the door!   Fenwe: Sorry, aren't they passing the checks?   Dungeon Master (GM): There may be more to it if the checks are passing but you can't open the door!   OPEN A MAGIC OR LOCKED DOOR For Sheila the Human Cleric Rolls:  19  Needs ≤  10   Dungeon Master (GM): you know the knock spell couldn't work on it either Sheila could not open the door!   Fenwe: OK, I run backl to the octagon room and attempt to turn the statue   OPEN A NORMAL DOOR For Phicenta Thragiella De Thrul the Human Warlock Rolls:  18  Needs ≤  8   Dungeon Master (GM): ok how do you turn the statue? Phicenta could not open the door!   George: guys? I wasn't here last week which way should i turn it? Has turning it been attempted?   Dungeon Master (GM): only on the pedestal itself not by turning the golden statue   Balen: No idea sorry I dont think it will matter personally but I have no idea   Fenwe: Ok, I attempt to see if the statue can be turned, clockwise   Dungeon Master (GM): ok, it does turn   Fenwe: full turn clockwise   Dungeon Master (GM): ok and nothing happens in the octagonal room or the big head room   Fenwe: I attempt to pull the statue as a lever   Dungeon Master (GM): ok   Xilicien: I think if it faces the correct direction, it may affect the one in the other room.   Dungeon Master (GM): as fenwe pulls at the statue, it tilts off the base momentarily revealing to him a ring inside a cylindrical compartment which immediately begins to rise! What does Fenwe do?!   Fenwe: Grab the ring   Dungeon Master (GM): as he does so the cylinder continues to rise out of the center of the pedestal until it is about a foot in height! When suddenly a huge fireball of a blast occurs! Fenwe roll a save vs spell!   Fenwe: which one>   Dungeon Master (GM): Saving throw vs spell for half damage   SAVE VS. SPELL For Fenwe the Human Ranger Rolls:  15  Needs ≥  13     Fenwe The Human Ranger wipes sweat from brow   Dungeon Master (GM): ok oh boy Fenwe will take the full brunt of the blast which will deal out:  28  fire damage!   Fenwe: I thought I got the save because i rolled greater than 14? *13   Dungeon Master (GM): he's down to 24 hit points and smoldering but he has a ring and a golden statue opps yep so only 14 damage then! 38 hit points Fenwe has now   Fenwe: "just a singe" - laughs nervously   Dungeon Master (GM): the blast also went out both doors since they were both open   Balen: No one else was by him at the time   Dungeon Master (GM): ok how does the party react to seeing a smoldering Fenwe when he returns to the group in the Big Head room?   Balen The Human Bard Says, "What happened? Jump into a bonfire?"
Sheila: are you ok do you need some healing &nbsp; Xilicien The Elven Magic-User Says, "Are we under attack?" &nbsp; Fenwe: Yes, please &nbsp; Sheila: rolling 1d20&lt; 16 &nbsp;Healing (2 slots) Wis (-2 bonus)( 19 ) = 0 Successes &nbsp; Fenwe: I tripped a trap in the octagon room, but I grabbed teh statue and found this ring it was hovering &nbsp; Dungeon Master (GM): oh ha ha hold on you don't have that statue merely in your hands fenwe, when the blast occured it simply fell off the pedestal and when you attempt lift it up it's too heavy to just carry with you &nbsp; Fenwe: OK, i took the ring only &nbsp; Dungeon Master (GM): i should mention you really had to put all your effort into just trying to pull it like a lever [I had to read to the bottom of the description to see it's weight!] I would have told you sooner. &nbsp; Fenwe: it is only 5 inches tall, though? &nbsp; Dungeon Master (GM): on the effort it took &nbsp; Fenwe: was i able to grab the ring? &nbsp; Dungeon Master (GM): yea, i'm like wow that much weight! let me see something &nbsp; Balen: Its a super dense stone hehe &nbsp; Dungeon Master (GM): ok normally gold weighs 3.94 pounds for 5 cubic inches oops 3.49 pounds that should be but the module says much more! doesn't make sense so let's go by the real weight the module says 100 pounds for the bust &nbsp; Balen: If its 5 inches and very heavy its gotta be gold plated hehe not too familiar with the heavier metals cesium maybe? &nbsp; Dungeon Master (GM): I went here to see the actual weight:&nbsp; <a href="https://www.aqua-calc.com/calculate/volume-to-weight" rel="nofollow">https://www.aqua-calc.com/calculate/volume-to-weight</a> if it was a solid 5 inch cube it would be 3.49 pounds ok so anyways, you have the bust and the ring what do you guys do now? &nbsp; Balen: Even 5 inches of lead wont weigh much &nbsp; Fenwe: I put the ring on and attempt to open the door &nbsp; Balen: What a guy you beat me to it :D &nbsp; Dungeon Master (GM): Fenwe donning the ring and pushing the door has no effect on opening the door for him! &nbsp; Fenwe: Hey, i lost an eyebrow for this thing &nbsp; Dungeon Master (GM): ha ha! &nbsp; Xilicien: Can you manipulate the hologram with it? Sorry, illusion. &nbsp; Balen: Both eyebrows and an uneven haircut hehe &nbsp; Fenwe: I attempt to turn the hologram again Actually nop I punch the hologram wiht teh ring hand and shout in frustration &nbsp; Dungeon Master (GM): punching the hologram with the ring hand has no effect &nbsp; Xilicien: Perhaps if you twirl your finger, or rotate the ring. &nbsp; Dungeon Master (GM): you can't turn it, it always stays in position there's the other thing too &nbsp; Balen The Human Bard Says, "What do you feel with the ring on? Feel any different?" &nbsp; Xilicien: Try putting the statue on the illusion. &nbsp; Dungeon Master (GM): he doesn't feel any different nor does the ring communicate to him in any way what it does &nbsp; Sheila: are there any ithe ringnscriptions on &nbsp; Fenwe: Here, you try...i gift the golden bust to Xil &nbsp; Dungeon Master (GM): as soon as the 'Head' Sees the bust, his eyes close! &nbsp; Xilicien: The bust wins the staring contest. &nbsp; Fenwe: try the door, quick &nbsp; Balen: Does the door open now? &nbsp; Dungeon Master (GM): as soon as fenwe touches the door it pops open! &nbsp; Fenwe: what would you guys do without me, ooo, ouch, that heal spell do anything? &nbsp; Dungeon Master (GM): that wasn't a spell but simply a bandage so just 1 hp back for doing that. &nbsp; Sheila: cast cure light wound &nbsp; Dungeon Master (GM): don't forget now that the Detect Trap and Detect Magic spells are no longer functioning! ok &nbsp; Sheila, praying to Ra, and laying a hand upon the injured Fenwe, casts a CURE LIGHT WOUNDS Spell! Level 1 Cleric * Necromatic (reversible) &nbsp; Components V,S Casting Time 5 &nbsp;Segments Range Touch Duration Permanent Area of Effect Creature Touched Saving Throw None Healing: &nbsp; 8 &nbsp;Hit Points &nbsp; Fenwe: Thank you Much better &nbsp; Dungeon Master (GM): Fenwe has 47 HP now
Sheila: dont think I cagainn cast a dont think I can cast again &nbsp; Fenwe: I cast detect trap (i have it i assume) &nbsp; Dungeon Master (GM): fenwe doesn't even have spell ability yet or you mean Xilicien? &nbsp; Dungeon Master (GM): Xilicien only has Detect Magic or Dispel Magic &nbsp; Fenwe: ok, can anyone detect trap? &nbsp; Xilicien: You've got eyes, right? That's me saying technically we all do. *can &nbsp; Fenwe: I mean can anyone cast detect trap magic spell &nbsp; Dungeon Master (GM): Sheila only had it memorized once i'll say and as a freebie since it wasn't even marked as memorized &nbsp; Fenwe: I don't think we can see any signs of the zap trap &nbsp; Dungeon Master (GM): not unless you rest long enough for sheila to pray for the Find Traps spell. &nbsp; Sheila: brb I need answer a work phone call &nbsp; Dungeon Master (GM): granted it's only been like a half an hour since you got up from the last rest ok &nbsp; Fenwe: OK, I search for any traps &nbsp; Dungeon Master (GM): where at? &nbsp; Fenwe: in the hallway behind the NW door we just opened corridor &nbsp; Dungeon Master (GM): also does the whole party go through the now opened door and into the hallway now? who is in possession of the bust now? &nbsp; Fenwe: I gave it to Xil &nbsp; Dungeon Master (GM): ok &nbsp; Devin M.: I think it's time for me to go. &nbsp; Dungeon Master (GM): so fenwe is looking for a trap in the 1st ten feet of the hallway along the floor, does he have some sort of roll for that? OK Devin Thanks for playing tonight! &nbsp; Balen: Night Devin &nbsp; Devin M.: You're welcome. Goodnight. &nbsp; Fenwe: idk, sorry nick, my rolls/macros seem to have dissappearred &nbsp; Dungeon Master (GM): even after you click on a token? they should appear along the top of the screen it might be a roll20 glitch &nbsp; Fenwe: oh, that was it lemme check &nbsp; Dungeon Master (GM): the normal trap checker got Zapped! of course &nbsp; Fenwe: No, i don't think i do I would move silently forward if the party does not object &nbsp; Dungeon Master (GM): looks like you rolled something but it didn't show for me &nbsp; Balen: So far the ZAP Traps have been in doorways and intersections &nbsp; Fenwe: it was not the right thing, anyway &nbsp; Dungeon Master (GM): ok &nbsp; Fenwe the Human Ranger, silently creeps forward, trying to MOVE SILENTLY! Result whispered to DM &nbsp; (From Fenwe): &nbsp;MOVE SILENTLY Roll:&nbsp; 51 % Needs ≤&nbsp; 43 % &nbsp; Dungeon Master (GM): so fenwe moves forward alone as the rest stay in the room? ok you made some noise as you moved along you see the west going passage turns north at it's end Fenwe it then goes east and turns north at the end now you go west where it turns south at the end &nbsp; Fenwe: careful interesection there' Can we abandon this damn maze and go back to town, lol? &nbsp; Balen: (Lets send one of the NPCs forward) &nbsp; Dungeon Master (GM): you could but the obelisk is an objective of the party's &nbsp; Chris M.: lol @ Baken Balen &nbsp; Fenwe: Are any of the party members unliked by Balen? &nbsp; Balen: Originally He was a smartass to everyone hehe so more like they send him forward &nbsp; Dungeon Master (GM): no, but he's good at insulting them! as Roxxi just said &nbsp; Chris M.: Balen is obviouslly of Royal Blood LOL &nbsp; Fenwe: I'm still singed from the last time i made a risky move &nbsp; Balen: Anyone running Phicenta tonight? &nbsp; Dungeon Master (GM): looks like that one fogged over passage is your only choice to go at the moment &nbsp; Balen: Send her forward hehe &nbsp; Dungeon Master (GM): Buddy would run her if here &nbsp; Fenwe: Rowan? &nbsp; Dungeon Master (GM): that's nick's and he's supposed to be returning &nbsp; Fenwe: I will go &nbsp; Dungeon Master (GM): ok &nbsp; Balen: Coal? Lets have Coal do it hehe &nbsp; Fenwe: "let's go" what do we see at the end of the hallway?
Dungeon Master (GM): just the end of the hallway &nbsp; Fenwe: a wall? &nbsp; Dungeon Master (GM): yes a wall an an opening in the south &nbsp; Fenwe: damn I throw a pebble out into the intersection of hallways if there's on &nbsp; Dungeon Master (GM): there is and it just hits the far wall &nbsp; Balen: Coal steps forward &nbsp; Fenwe: I suggest we split up have coal go right &nbsp; Balen: bad idea we may never know if you get zapped or some other trap stay together or say screw it and leave for the meeting &nbsp; Sheila: I got to go.. they need me at work &nbsp; Dungeon Master (GM): Ok, Thanks for playing tonight! &nbsp; Fenwe: See ya &nbsp; Balen: Ok G night CYA Next Week &nbsp; Fenwe: What can be seen down the middle hallway &nbsp; Dungeon Master (GM): fewe just got Zapped!!! &nbsp; Fenwe: le sigh &nbsp; Balen: Nice knowin ya &nbsp; Fenwe: Balen must be paralyzed with fear at this point &nbsp; Dungeon Master (GM): ha ha! &nbsp; Balen The Human Bard Says, "Thats not the way to go" Does Coal get zapped? &nbsp; Dungeon Master (GM): no sir &nbsp; George: Can I control Coal now? &nbsp; Dungeon Master (GM): certainly &nbsp; George: ty &nbsp; Balen: Oh suresorry thought he was a free NPC &nbsp; Coal Blackstone: We continuing on, Balen? &nbsp; Balen: West and East Coal went West &nbsp; Dungeon Master (GM): where coal went takes him back to the Head room &nbsp; Balen: So East then &nbsp; Coal Blackstone: I throw a pebble into the intersection sorry, ignor &nbsp; Dungeon Master (GM): it drops to the floor unharmed &nbsp; Coal Blackstone: the rope was zapped, wasn't it? so if i throw a stone and it doesn &nbsp; Balen: I pick up two pebbles and toss them left and right &nbsp; Coal Blackstone: t zap we should be good, right? &nbsp; Dungeon Master (GM): coal sees a door to the south west &nbsp; Balen: Balen will listen at the door &nbsp; Dungeon Master (GM): ok &nbsp; Balen the Human Troubador, strains his/her ears in an attempt to HEAR what he/she should not! Result Whispered to DM &nbsp; (From Balen): &nbsp;HEAR NOISE Roll:&nbsp; 60 % Needs ≤&nbsp; 25 % &nbsp; Dungeon Master (GM): Balen did not hear anything beyond the door &nbsp; Balen: Check if its locked? &nbsp; Dungeon Master (GM): it is not &nbsp; Balen: open it &nbsp; Dungeon Master (GM): This octagonal room contains only two small golden bells, both sitting on the floor in the center of the room. Each one has a 3-inch- long handle and a 2-inch-tall cup. &nbsp; Balen: Its a game of some kind &nbsp; Druidic / Magic-User SPELL INITIATIVE ROLL: Coal Blackstone the Human Ranger, gets ready to cast a Spell! Spell INIT Roll:&nbsp; 9 in the rooom &nbsp; Dungeon Master (GM): what was coal trying to do there? &nbsp; Coal Blackstone: detect magic on the bells &nbsp; Dungeon Master (GM): alright and guess what one of them is glowing! &nbsp; Coal Blackstone: the ring is lost, right? zapped on fenwe &nbsp; Dungeon Master (GM): nope you still have the ring? detect upon it as well? &nbsp; Coal Blackstone: yes &nbsp; Dungeon Master (GM): oh yes if fenwe was wearing it it's gone &nbsp; Coal Blackstone: yeah he was &nbsp; Dungeon Master (GM): alright &nbsp;
Coal Blackstone: you can have the bell if you want it, Balen if you dare to take it &nbsp; Balen: The Ringbearer got zapped &nbsp; Coal Blackstone: remember what happenned to fenwe when he got his glowing object and i don't know if sheila can cast another heal spell &nbsp; Dungeon Master (GM): same pre-caution as the gold bust room? there is a door on the opposite wall you came in as well &nbsp; Balen: I think on this cliffhanger we call it until Next Week? &nbsp; Coal Blackstone: sounds good &nbsp; Dungeon Master (GM): ok we can stop here for the night! Thanks for playing guys! &nbsp; Coal Blackstone: Thanks for having m e' &nbsp; Balen: CYA Next Week &nbsp; Dungeon Master (GM): you're welcome! &nbsp; George: Nick do you have a discord you can share? &nbsp; Balen: Hey DM Pick the best for 1e/2e Monk? &nbsp; Dungeon Master (GM): the game's discord: <a href="https://discord.gg/wkjhR9" rel="nofollow">https://discord.gg/wkjhR9</a> well yea &nbsp; Balen: Along with Kungfu hehe &nbsp; Dungeon Master (GM): base it fully off the OA book one then go from there I'll need to read up on it, haven't seen it in a long while &nbsp; Balen: Me neither actually Ok CYA &nbsp; Dungeon Master (GM): Ullek was a samurai in this game it had some 3e and 5e elements to it i believe &nbsp; George: Party was a bit big anyways, i guess &nbsp; Dungeon Master (GM): Yea, we need to thin it down anyways! &nbsp; George: at least we didn't loos e PC &nbsp; Dungeon Master (GM): camlin, coal and phicenta are the remaining meat shields &nbsp; George: I wanted to know about that ring, though well, I'm off, i'll be here next week, I think &nbsp; Dungeon Master (GM): Ok bye!