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Weekly Gaming Session Summary Part #22: (09/06/20):

Thank You For Playing today's game 9/06/2020 - From 9:00 EDT, until 11:05 pm EDT, and our 261st 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     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 & Warlock – Hermaphrodite - Dona Phicenta Thragiella De Thrul  –  Buddy-D   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 (09/06/2020):   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 trapped in. They last left off after they had been trying to retrieve a ring from a cylinder inside the pedestal but were unsuccessful. So the chalice was placed back on the base. Then they left the room and returned, thinking the trap would reset and they can try for the ring again.   As it turns out, Balen makes an attempt to grab at the ring as the chalice is again removed from the base however his attempt was rather clumsy. To get the ring a roll to hit an Armor class of -2 (a 16 roll), was needed. Balen rolled a 1 instead hitting an AC of 13).   This time the fireball trap goes off as well, dealing 22 full fire damage but Balen makes his saving throw vs spell, rolling 16 Needing ≥ 12,   for half damage of 11!   Balen, rolls on the floor to put out the flames then, places the chalice back onto the pedestal.   Another attempt is made by jamming Camlin’s sword in the space between the pedestal’s outer wall and the cylinder. However, when the chalice is lifted the cylinder remains in the base.   Sheila, says, “Lord? Tell us what to do!””   Sheila, calls out to Ra, but a roll of 27%, indicates, he doesn’t respond, (Need a 1%)!   So, now the party decides to explore some more of the maze passages. They head out of the octagonal room and turn south west out the door then 10 ft west, then 15 ft north west and Sheila’s, Find Traps spell lights up in the passage that starts going west from there. It is noted that sunlight streams in, through parts of the clear ceiling 20 ft away down the trap blocked west passage.   So now they turn back and go south for 30 ft, where the Find Traps spell illuminates in the passage to the east. So they turn west and see that 60 ft up ahead the passage is blocked by a trap. So they just go west 10 ft then north 10 ft then west 10 ft, then north east for 10 ft then north 10 ft, then south west for 10 ft, west 10 ft then south 10 ft then west for 10 ft. North 10 ft, then west 10 ft then south 10 ft.   They continue west 10 ft then north 20 ft, then east for 40 ft then north east for 10 ft then north west 10 ft, then west 60 ft. Just 15 ft down this passage they see more sunlight stream in through the clear ceiling above them for 10 ft of the passage.   Just to the north at the end of the passage another zap trap spot glows from Sheila’s, Find Traps spell. So they turn south and go 40 ft down. To the east a zap trap glows from the spell so they turn west. There is a passage that goes north from here but they continue to west to the passage’s end 30 ft away and turn north for 10 ft then east for 20 ft, then north for 20 ft, then turn west for 10 ft, then south for 10 ft, then west for 20 ft where there is a door to the north. Sheila touches the door which opens, sliding down into the floor, however her spell, alights the doorway, so they backtrack to the one passage that went north.   From there they go up 40 ft then turn west, going another 20 ft to another door. Sheila touches the door and it descends into the floor with no trap in the door way so the party enters a room with another 6 ft tall, holographic head, with the bushy eyebrows, short hair and hooked nose. It faces the east entrance they came through and it’s eyes are closed!   Sheila, immediately tries to open the remaining 5 doors of the room. The 2 south doors open but turn out to be trapped. The one west door is also trapped. The north west door is trapped and the north east door will not open!   Balen, rings the non-magical bell and the holographic head’s eyes open! However, the north east door does not open!   Sheila, casts a Cure Serious Wounds spell upon Balen to heal his burns, healing 15 hit points back!   Balen, tries to find another passage to go down but it turns out, the party needs to get the door open to proceed farther, it seems.   Balen, rings the non-magical bell before re-entering the holographic head room but nothing happens.   Balen, tries to ring both bells next so of course the magical one drops a 1,000 gold piece value ruby, from it’s cup and everyone runs away and 3 minutes later… BOOOOM!   On return to the room Balen rings the non-magical bell 3 times, to no effect, other than thinking he just came up with a new tune to play!   Next up, Balen tries showing the head the golden bust, and placing it within the head but nothing happens!   Now, Balen goes back to retrieve the chalice, then shows the head the chalice, then rings the non-magical bell and nothing happens.
Next up, the adventurers aside of Balen, leaves the holographic head room so that Balen then rings the magical bell and the red ruby falls into the chalice, while in front of the head so that it sees this.   Suddenly, Balen does not feel so good and needs to make a Saving Throw Vs Death Magic, a fail means he drops to the ground with 0 hit points, a save will mean he only winches in pain taking 10 hit points of damage, then runs out of the room, leaving the chalice and magical ruby behind.   Three minutes later … BOOOOM!, the magical ruby’s Fireball blast goes off!   It is now: 08:45 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: Nothing new found this session:   What was acquired so far: Golden Bust ~ 5 lbs, of male with short hair, hooked nose and bushy eyebrows 2 golden bells, one of which is magical and drops exploding fireball rubies when rung 1 golden 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:   41st Session for I1: Dwellers of the Forbidden City 09/06/2020   122 Sessions for “Isle of the Dread: Parts 1-4”: 10/11/2017 – 09/06/2020