After their escape from "The Grinding Gear", the party continued on their way to where (according to the map given them by Skullface) they hoped to find "Xylarthen's Tower". But instead, they've come across "Mordenkaine Manor"... Where two sessions have elapsed, seeing the party fight such creatures as bears, centipedes, a leopard, giant frogs, bugbears, and bandits...
Thursday, July 22, 2010
Quick update
Obviously the four of us involved in the campaign know this, but for anyone else stumbling upon this blog, just a quick note to say that yes we're still playing... we're up to session umpteen something, just haven't been posting here with session summaries, sorry. Heather, c'mon, get those notes together!
Wednesday, March 17, 2010
Unlucky 13... aka, "Should we smash the skull?"
Bolin, Ronson and Stonk are still in Richrom's dungeon, exploring three rooms linked by doors, a monster-occupied pit in the middle of each (one with ghouls, one with bubbling black ooze, one with a troll). Ronson briefly banters with the troll (in trollish), but the party learns little from him. Moving to the ghouls' room, Bolin turns them from above, and in their unholy panic they scrabble at the algae-covered pit wall, revealing a door through which they escape.
Unready to enter the ghoul pit right away, our heroes decide to attack the black pudding with fire, with the advice of Oozes of Many Hues (and How To Survive Them), stolen from Count Zynyrd's library. With only one major backfire, they slay the poor trapped pudding, who commences to stink up the place, bubbling away and leaving a smooth crystalline pit (specialized to hold the monster... revealing the architect's attention to detail).
The party venture now through a door in the ghoul room, to a hall containing a "Private Chapel" locked with a showy lock that accepts the wooden key-shaped Les Paul statuette we found above, in the abandoned Loamville chapel...
Within, they find signs of aggressive search, and in the center of the carpeted room the decapitated skeleton of a small misshapen man, armed and wearing a backpack. In the backpack is his missing skull, and an annotated treasure-hunters' map of this dungeon. (Further foolishness involving tying up the little skeleton and replacing his skull results simply in his looking grateful.)
Back they head into the ghoul room and down into the pit (scraps of paper on the ground are painstakingly matched up, and revealed to be the notes for a "Perfectly Coiffed Hair" spell). The passage ahead is through a 2' high, 3' long tunnel opening onto a larger space. Nervous of this bottleneck, the party hustle forward, but Bolin (first into the room) is swiftly fallen upon by a green slime! The back of his armor is eaten away but he strips it off in time to avoid its attaching to him, and burns it away. Stonk shoots a flaming crossbow bolt into the room, failing to tempt a slime to drop down and be battled, but revealing a wheelbarrow in the center of the algae-slick room. They use a rope & grappling hook to retrieve the cart, kill the final slime that drops into it when it reaches the passageway, and retrieve the small stone Les Paul statue within.
Entering the now slime-free room, the three try its only other door, which requires an extra shove from Stonk to open. He enters the hallway first and is swarmed by a giant spider, who kills him right away with poison! Bolin and Ronson (and hirelings Lert and Danth) slam the door shut on this horror, and flee the dungeon with sickening sounds of their friend's consumption resounding in their ears! In their hasty exit the map is lost...
The party camp, and the players discuss whether Heather (who has now lost two characters to spider poisonings) should be allowed to play as the troll...
Unready to enter the ghoul pit right away, our heroes decide to attack the black pudding with fire, with the advice of Oozes of Many Hues (and How To Survive Them), stolen from Count Zynyrd's library. With only one major backfire, they slay the poor trapped pudding, who commences to stink up the place, bubbling away and leaving a smooth crystalline pit (specialized to hold the monster... revealing the architect's attention to detail).
The party venture now through a door in the ghoul room, to a hall containing a "Private Chapel" locked with a showy lock that accepts the wooden key-shaped Les Paul statuette we found above, in the abandoned Loamville chapel...
Within, they find signs of aggressive search, and in the center of the carpeted room the decapitated skeleton of a small misshapen man, armed and wearing a backpack. In the backpack is his missing skull, and an annotated treasure-hunters' map of this dungeon. (Further foolishness involving tying up the little skeleton and replacing his skull results simply in his looking grateful.)
Back they head into the ghoul room and down into the pit (scraps of paper on the ground are painstakingly matched up, and revealed to be the notes for a "Perfectly Coiffed Hair" spell). The passage ahead is through a 2' high, 3' long tunnel opening onto a larger space. Nervous of this bottleneck, the party hustle forward, but Bolin (first into the room) is swiftly fallen upon by a green slime! The back of his armor is eaten away but he strips it off in time to avoid its attaching to him, and burns it away. Stonk shoots a flaming crossbow bolt into the room, failing to tempt a slime to drop down and be battled, but revealing a wheelbarrow in the center of the algae-slick room. They use a rope & grappling hook to retrieve the cart, kill the final slime that drops into it when it reaches the passageway, and retrieve the small stone Les Paul statue within.
Entering the now slime-free room, the three try its only other door, which requires an extra shove from Stonk to open. He enters the hallway first and is swarmed by a giant spider, who kills him right away with poison! Bolin and Ronson (and hirelings Lert and Danth) slam the door shut on this horror, and flee the dungeon with sickening sounds of their friend's consumption resounding in their ears! In their hasty exit the map is lost...
The party camp, and the players discuss whether Heather (who has now lost two characters to spider poisonings) should be allowed to play as the troll...
Wednesday, March 3, 2010
Session 13 coming up!
Hey folks. We're playing tonight, it'll be lucky session 13. Haven't seen Heather's notes yet on the last two games, so maybe next week we'll get a mega-write up of sessions 11, 12 and 13. For those trying to follow along at home, suffice to say that the party spent session 11 at the yellow-fog-shrouded Swamp Castle, actually officially known as Castle Dripthorn. The occupants of which (old man Thil, old woman Mil, the burly Neg-Nock, and mangy dog Woofsie) proved to be very hospitable. The party, however, suspicious of the Dripthorn people and their absent master Count Zynrnd (who was out hunting), responded by sneaking into the library in the dead of night and stealing what they wanted: a spell book for Ronson the M-U. They also made off with another, strange book, locked shut.
During the next session, Bolin finally figured out how to open that book, though (flipping it over and opening it backwards, sort of). It was in an unknown tongue, however, and the only words in Common were notes in the margins that said something about a "Carcosan Grimoire"... also there was a diagram of what appeared to be a shining trapezoid...
After some wilderness encounters (with giant leeches in the swamp, who kill Stonk's horse, and at night with a giant eagle that nearly makes off with the sleeping Danth), the party returned to Loamville and entered into the dungeon beneath the Grinding Gear yet again, where they find the other party they'd left there some days before, tied up and sleep-ing, has apparently been eaten by giant beetles. They kill the beetles and also some giant centipedes, and finally end the session in conversation with a troll stuck in a pit (thanks to Ronson speaking trollish).
There were several good quotes from these two sessions, one of which had something to do with "the transitive property of XP ingestion".
Wednesday, February 3, 2010
Session 10: Turning undead - It's not so many ensorcellments
And two weeks ago (real time, not game time):
We start session 10 still in the tunnels under the statue in the middle of Loamville...
Flush with the victory of creaming another small human party and taking all its possessions, our party returns to a nearby secret door and heads deeper into the dungeon. They trail along through corridors and staircases until they spring a trap on one landing, a hunk of wall suddenly punching out and smacking Bolin into the rest, Bowling (Bolin-ing) them all down the stairs. Bruised, they proceed using their heavy packs to trigger the trap and crawl one by one past the stone, which retracts and doesn't re-launch as long as sufficient weight remains on the landing.
Further along Stonk sticks his head around a corridor provoking a goblin attack (?); next in line Bolin is attacked by a tattered human corpse. Ronson fucks up the goblin, but more corpses stagger forward to do some damage. Lucky for the party, Bolin's so holy he turns the whole crowd around.
Our heroes follow the fleeing monsters to an intersection, heading north as the undead go west, to a door with a flame on it. They listen at it (but take no other precautions for some reason) and, hearing nothing, open the door.
The door scratches along the ground and ignites a huge fireball, which blasts Ronson, Bolin and Stonk into unconsciousness (the land of zero hitpoints). [Amazingly, though, they all fall to exactly zero hp, so they don't die - DM]
Danth and Lert bind their wounds, and they wake up badly burnt, with much loot lost; what's worse, their own holy symbol and spellbooks are consumed too. Damaged and defenseless, the whole party makes haste to the surface, staggering out at last into the afternoon sun, and fleeing Loamville as fast as their stolen horses can carry them.
Having made camp, the party attempt some rest and recovery; but the watch (Danth) awakens them mid-night to the approach of trouble. Hurriedly dousing their fire and breaking camp, they discern an advancing party of what sound like aimless mad thugs, spoiling for a fight, rambling through the forest hacking at trees! The friends scramble away on the horses just as the thugs enter the clearing, and stagger off into a swamp to try to salvage what sleep they can.
They wake up late and discuss the next move; it is decided that provisions are needed before the party head back to Loamville, and a nearby castle seems like the best bet for finding them...
We start session 10 still in the tunnels under the statue in the middle of Loamville...
Flush with the victory of creaming another small human party and taking all its possessions, our party returns to a nearby secret door and heads deeper into the dungeon. They trail along through corridors and staircases until they spring a trap on one landing, a hunk of wall suddenly punching out and smacking Bolin into the rest, Bowling (Bolin-ing) them all down the stairs. Bruised, they proceed using their heavy packs to trigger the trap and crawl one by one past the stone, which retracts and doesn't re-launch as long as sufficient weight remains on the landing.
Further along Stonk sticks his head around a corridor provoking a goblin attack (?); next in line Bolin is attacked by a tattered human corpse. Ronson fucks up the goblin, but more corpses stagger forward to do some damage. Lucky for the party, Bolin's so holy he turns the whole crowd around.
Our heroes follow the fleeing monsters to an intersection, heading north as the undead go west, to a door with a flame on it. They listen at it (but take no other precautions for some reason) and, hearing nothing, open the door.
The door scratches along the ground and ignites a huge fireball, which blasts Ronson, Bolin and Stonk into unconsciousness (the land of zero hitpoints). [Amazingly, though, they all fall to exactly zero hp, so they don't die - DM]
Danth and Lert bind their wounds, and they wake up badly burnt, with much loot lost; what's worse, their own holy symbol and spellbooks are consumed too. Damaged and defenseless, the whole party makes haste to the surface, staggering out at last into the afternoon sun, and fleeing Loamville as fast as their stolen horses can carry them.
Having made camp, the party attempt some rest and recovery; but the watch (Danth) awakens them mid-night to the approach of trouble. Hurriedly dousing their fire and breaking camp, they discern an advancing party of what sound like aimless mad thugs, spoiling for a fight, rambling through the forest hacking at trees! The friends scramble away on the horses just as the thugs enter the clearing, and stagger off into a swamp to try to salvage what sleep they can.
They wake up late and discuss the next move; it is decided that provisions are needed before the party head back to Loamville, and a nearby castle seems like the best bet for finding them...
Session 9: You make a pile of wolves; or, I really ought to write these up while they're fresher in my mind
Thanks goes to Heather (aka Stonk) for taking notes the last two sessions. Here's what happened 4 weeks ago:
The scene as we open:
An outpost that has fallen on evil times. All its inhabitants seem to be dead or evacuated after some tragedy or madness. A four-story inn (the Grinding Gear), a chapel and a stable surround an overgrown cobblestone courtyard with an impressive copper statue on a marble block in the center; the statue is surrounded by corpses for 20' in all directions. Our nervous heroes are considering splitting town on the healthy (though spooked) horses they found tethered in the stables, but find themselves compelled to try and unlock the mysteries of this place before nightfall...
The companions approach the statue as a group, picking their way over bodies as they go. They are mostly dead goblins and orcs, a few wolves, a human (or a few?); all these are unarmed and bear no signs of battle or disease, though they all seem to have needle-like bite marks on them somewhere. The plaque (marked "Garvin Richrom") on the marble base is pressed, a panel in the side opens up, and the party hear a hissing... two are felled (Stonk and Bolin??) but the other three pull them out of the 20-foot radius corpse zone just in time for a battle with six bats! After some painful struggle (and some bloodsucking), during which few bats are killed and more approach, the knocked-out companions revive and the party hightails it to the chapel to bind wounds and recover. No bats follow them inside, and through the stained glass they see the bats fly back to their home in the inn. When they come out, though, the door in the statue's base has shut again.
They scheme out a crazy plan to pile up corpses and make a fulcrum for pews (torn from the desecrated chapel) to lay atop so that they can nudge the plaque from a safe distance, jam a pew into the door as it opens, run back to the chapel and wait for the bats to leave, and look inside. It doesn't work on the first try, and our party hikes south through the forest to stay the night, before returning to run the whole rigmarole again (and again) and open the secret door at last. Down the ladder one by one they go...
From here, we switch from a write-up based on Heather's notes, to the somewhat more cryptic notes themselves:
"Mark well your passage, you would-be robber! For the clever observe closely, and only the clever will win the day."
Find secret compartment, find lever in down position and flip up.
"Family Crypt: Do No Enter"
Four (dead) rats fall from ceiling!
Open door to night sky room in incredible detail. Man in the moon playing the organ; painted in moon "what is my favorite song?" Party kick themselves for not taking the sheet music on the floor of the birdcage in the inn.
Secret compartment with downward lever. Flip up.
Candle, half burnt, unlit, under glass bulb.
Another secret door, down lever, flip up.
Light candle, certain stones in the floor glow: "Richrom Dares You"... but nothing came of it.
East passage - search for secret doors, found one, but try E door
After some awkward parley, bust in on another party - 2 figures in leather armor, 1 robed figure, all human. They say "Go away" but we smashed the door down. Stonk is knocked out yet again during the early action; Bolin & Ronson vanquish 'em and put 'em to sleep. Strip & gag them and tie them up. Get a shitload of loot. Bolin realizes that adventurers are by definition hoodlums...
The scene as we open:
An outpost that has fallen on evil times. All its inhabitants seem to be dead or evacuated after some tragedy or madness. A four-story inn (the Grinding Gear), a chapel and a stable surround an overgrown cobblestone courtyard with an impressive copper statue on a marble block in the center; the statue is surrounded by corpses for 20' in all directions. Our nervous heroes are considering splitting town on the healthy (though spooked) horses they found tethered in the stables, but find themselves compelled to try and unlock the mysteries of this place before nightfall...
The companions approach the statue as a group, picking their way over bodies as they go. They are mostly dead goblins and orcs, a few wolves, a human (or a few?); all these are unarmed and bear no signs of battle or disease, though they all seem to have needle-like bite marks on them somewhere. The plaque (marked "Garvin Richrom") on the marble base is pressed, a panel in the side opens up, and the party hear a hissing... two are felled (Stonk and Bolin??) but the other three pull them out of the 20-foot radius corpse zone just in time for a battle with six bats! After some painful struggle (and some bloodsucking), during which few bats are killed and more approach, the knocked-out companions revive and the party hightails it to the chapel to bind wounds and recover. No bats follow them inside, and through the stained glass they see the bats fly back to their home in the inn. When they come out, though, the door in the statue's base has shut again.
They scheme out a crazy plan to pile up corpses and make a fulcrum for pews (torn from the desecrated chapel) to lay atop so that they can nudge the plaque from a safe distance, jam a pew into the door as it opens, run back to the chapel and wait for the bats to leave, and look inside. It doesn't work on the first try, and our party hikes south through the forest to stay the night, before returning to run the whole rigmarole again (and again) and open the secret door at last. Down the ladder one by one they go...
From here, we switch from a write-up based on Heather's notes, to the somewhat more cryptic notes themselves:
"Mark well your passage, you would-be robber! For the clever observe closely, and only the clever will win the day."
Find secret compartment, find lever in down position and flip up.
"Family Crypt: Do No Enter"
Four (dead) rats fall from ceiling!
Open door to night sky room in incredible detail. Man in the moon playing the organ; painted in moon "what is my favorite song?" Party kick themselves for not taking the sheet music on the floor of the birdcage in the inn.
Secret compartment with downward lever. Flip up.
Candle, half burnt, unlit, under glass bulb.
Another secret door, down lever, flip up.
Light candle, certain stones in the floor glow: "Richrom Dares You"... but nothing came of it.
East passage - search for secret doors, found one, but try E door
After some awkward parley, bust in on another party - 2 figures in leather armor, 1 robed figure, all human. They say "Go away" but we smashed the door down. Stonk is knocked out yet again during the early action; Bolin & Ronson vanquish 'em and put 'em to sleep. Strip & gag them and tie them up. Get a shitload of loot. Bolin realizes that adventurers are by definition hoodlums...
Sunday, January 24, 2010
Wednesday, January 6, 2010
Session 8: somewhat spooky
Tentative notes from last session by Nick:
After returning Terry safely back to his parents, the companions receive a map from Skullface showing the location of a Tower and a town, somewhere to the east. They, along with their faithful retainers Lert and Danth, set out on the four day journey to the Tower. The journey is fairly uneventful, except for the exceptional sighting of a red dragon flying overhead on their second night's camp. The dragon passed them with no breath-weapon barbequeing or claw-ripping of flesh, thanks to the quick dousing of their campfire. They arrive in the town of ????? [Loamville - DM] to find it completely deserted and somewhat spooky. There is an inn that the companions explore. I think at one point inside the inn giant rats [actually, they were bats - DM] were fought? They break open the inn's strongbox and discover a note, the contents of which I currently can't remember, but it hinted at a cache of money/treasure hidden somewhere. There is also a stable housing three horses and another building the function of which I can't remember either [it was a chapel - DM]. The companions are currently deciding whether or not to take the horses and head to the Tower or continue exploring the town. I think that's pretty much all that happened, but I'm probably forgetting a lot of stuff.
After returning Terry safely back to his parents, the companions receive a map from Skullface showing the location of a Tower and a town, somewhere to the east. They, along with their faithful retainers Lert and Danth, set out on the four day journey to the Tower. The journey is fairly uneventful, except for the exceptional sighting of a red dragon flying overhead on their second night's camp. The dragon passed them with no breath-weapon barbequeing or claw-ripping of flesh, thanks to the quick dousing of their campfire. They arrive in the town of ????? [Loamville - DM] to find it completely deserted and somewhat spooky. There is an inn that the companions explore. I think at one point inside the inn giant rats [actually, they were bats - DM] were fought? They break open the inn's strongbox and discover a note, the contents of which I currently can't remember, but it hinted at a cache of money/treasure hidden somewhere. There is also a stable housing three horses and another building the function of which I can't remember either [it was a chapel - DM]. The companions are currently deciding whether or not to take the horses and head to the Tower or continue exploring the town. I think that's pretty much all that happened, but I'm probably forgetting a lot of stuff.
Sunday, January 3, 2010
Next sesh
Happy New Year fellow D&Ders!
Yes, we're gonna play this week (right?). Because of Josh's new class, we'll be switching to Wednesdays, I think this is OK with everybody. So, this Wednesday, January 6th at 7:30, my place... Josh, you took notes on the last session, I believe. Can you write up a brief synopsis asap so Heather knows what happened (and we all can refresh our memories) and either email it to me to blog, or simply post it in the comments section of this? Thanks!
Sunday, December 20, 2009
This is why we play in my kitchen
And also why we don't wear weird occult costumes...
And, yes, that's a friend of mine (Josh, you know him too...).
And, yes, he's quite insane.
And, yes, that's a friend of mine (Josh, you know him too...).
And, yes, he's quite insane.
Saturday, December 5, 2009
Monday, November 23, 2009
Session 7: "Skullface, I Don't Think We Have To Fight This Goo!"
From Ronson's notes, only very slightly edited by the DM:
After their first unsuccessful attempt at rescuing Skullface's little boy Terry from the dungeon, the adventurers return to find the town of Acornloaf apprehensive and afrighted, with the street and fields deserted, and some windows boarded up. The next day, they meet with Skullface to return to the dungeon, consoling Skullface's distraught wife, reassuring her that they will bring both Skullface and Terry back unharmed, or at least alive. Halfway to the dungeon, the adventurers encounter their friend the Pink Slime along the road, dried up and looking quite dead (apparently it had followed them that far). They elect to bring the slime back to the dungeon with them in the hopes that the damp dungeon air will resuscitate it. Upon entering the dungeon, they find flame burning in the fire-bowl held by the statue, and someone (Stonk?) thinks he hears windchimes. They open the portcullis to "room 14" by lifting it enough to crawl underneath. The pink slime is then "laid to rest" in this room. They go through the door to the north and find themselves in a room strewn about with junk, including a throne, a bed some other stuff. Oh, and 2 goblins and 4 skeletons.
After their first unsuccessful attempt at rescuing Skullface's little boy Terry from the dungeon, the adventurers return to find the town of Acornloaf apprehensive and afrighted, with the street and fields deserted, and some windows boarded up. The next day, they meet with Skullface to return to the dungeon, consoling Skullface's distraught wife, reassuring her that they will bring both Skullface and Terry back unharmed, or at least alive. Halfway to the dungeon, the adventurers encounter their friend the Pink Slime along the road, dried up and looking quite dead (apparently it had followed them that far). They elect to bring the slime back to the dungeon with them in the hopes that the damp dungeon air will resuscitate it. Upon entering the dungeon, they find flame burning in the fire-bowl held by the statue, and someone (Stonk?) thinks he hears windchimes. They open the portcullis to "room 14" by lifting it enough to crawl underneath. The pink slime is then "laid to rest" in this room. They go through the door to the north and find themselves in a room strewn about with junk, including a throne, a bed some other stuff. Oh, and 2 goblins and 4 skeletons.
The skeletons are easily turned by Bolin, and after damage is taken on both sides, the Goblins are dispatched. But halfway through the battle, a figure rises from the throne, the evil Frog Priestess the adventurers have been hearing about! Ronson casts magic missle, and although rolling maximum damage, the preistess sighs in irritation at the attack. She fills the room with a magical darkness and Stonk is badly wounded. The only visible light in the room is Skullface's flaming sword, but it is unclear whether is is being wielded by Skullface himself or the priestess, Bolin considers attacking the wielder thinking that perhaps the evil Priestess has wrested it away from Skullface somehow, but can't decide - before he himself appears to be attacked by the bearer of the flaming sword - but not by the sword itself. Suspense builds, until the priestess gets frustrated and lifts the spell (and is revealed to indeed be brandishing the flaming sword, an unconscious Skullface found on the floor later on). Bolin and the priestess engage in combat, neither connecting. Ronson throws a snake-venom encrusted dagger at the priestess, connects, and though only doing one point of damage, the poison finds its way to the evil priestess' heart and kills her.
While searching the room and the bodies within, finding keys, gems, other treasures including a magical (?) silver dagger, the adventurers find a secret door leading to a hallway and a dungeon. Inside, Lert, their long lost hireling, is chained to the floor. They unlock and re-hire him, though he is understandably trepidatious. He also knows nothing of Terry. Further along the hallway, there is a door with no lock or handle, only a face with an elongated lower jaw. They feed the gargoyle-lock a few drops of blood and the door opens. Inside there is a beautiful room with a mysterious magical fountain in the center. Flying orbs orbit the fountain, exuding a blue light. Someone (Stonk?) tosses a few coins into the water and the surface turns opaque and mirrored. They ask the fountain where they can find Terry and the fountain shows them flashes of their future path: a cave, a tunnel, something pink, a boy's face!
On their way to the 2nd basement level, they encounter the pink slime, totally rejuvenated! They allow it to follow them downstairs, through the cave and the winding tunnel. Finally, a large chamber opens up, showing the adventurers a giant pink slime shaped into many forms including a what resembles a children's playhouse (or "bounce-house"), inside of which is a captive Terry! On second glance, however, it appears the slime is actually protecting Terry from four stirges (giant mosquito-like monsters). Skullface, upon seeing his trapped son, immediately runs toward him, flaming sword in hand, to free him from the "bounce-house". Stonk yells out to him, "Skullface, I don't think we have to fight this goo!" fearing for the health of the giant pink slime. The party dispatches the stirges and afterwards have a bit of trouble communicating with the giant slime. Difficulty that lasts, however, only as long as it takes for the adventurers' small pink slime friend to merge with the larger slime. A path forms through the slime and Skullface rushes out to grab his son. A dark pool in one corner of the cave bubbles and froths, and the adventurers decide not to face whatever lurks beneath its surface (the Frog God?). They are not hassled by anything else on their hurried way out of the dungeon. The three companions now all feel more experienced and knowledgeable.
Tuesday, November 10, 2009
Session 6: "How wide is our pink friend, and how deep?"
Last week's adventure started off with the PCs already in-dungeon. Bolin was drunk, due to the effects of a gaseous (and stinky) false-door trap the previous session. But they forged ahead anyway, continuing to explore the 2nd level of the dungeon, finding more friendly pink slime. After some slapstick antics (i.e. Bolin and Ronson trying to jump over the 2nd pink jelly and instead landing IN it, getting temporarily stuck), it joined up with the 1st pink jelly into one larger jelly which continued to follow the party through the dungeon.
The PCs eventually entered a chamber lit with candles in gold sconces on the wall. One candle was mounted upside down - and burned that way, with the flame pointing straight down, and the wax dripping upwards. Some thought was given to perhaps removing the candle or blowing it out, but they chose to be cautious and left it alone, for now. Later, they found a dead-end corridor with a mysterious spigot at the end. Again, in an excess of caution, they resisted the urge to turn the handle of the spigot and see what might come out.
Further exploration resulted in a battle with a giant snake (the PCs won, with Ronson happily adding its venom to his supply of poison: "If we kill it, I can milk it!"). And there was an encounter with a black slime.... then, a brave yet nervous Skullface showed up in the dungeon, looking for his son Terry, brandishing a flaming sword (which had belonged to his great-great-great grandfather). With the aid of the flaming sword, the black slime was killed. Later, the PCs encountered a roomful of gnolls, and murder them all. Ronson was nearly killed too, though, only surviving thanks to being force fed the rest of the magic hamburger by Danth.
Exit dungeon.
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