![]() Taraz the Fair: This room has a fire genie in it. The party debated more: Should we shatter the hourglasses? They didn't. ![]() These are really cool consumables that let you teleport 30 feet. Using Hazirawn's detect magic ability, the fighter saw that there were magic diamonds in the hourglasses. She got a little upset about it and this is where the group started to unravel a bit. They start to suspect it's a fake and begin debating what to do about it.ĭark really wanted to wear the mask but another PC had claimed it. The heroes take the mask and try using it. Also in this room are two giant hourglasses. Time Chamber: The come upon Iskander's dead body. Storage Closet: Old, moldy spell components. The heroes would come back here a few times, to throw green goo into the cosmos and for Dark, with a rope tied to her, to float out into space for a minute. A tiny meteor swarm came out of nowhere and she almost got knocked over the side, but she made her saving throw. ![]() Then they tied a rope to Dark and she crossed. The adventurers decided to leave it alone.Ĭosmic Hallway: I love this area! Basically they have to cross a bridge that passes through the cosmos! The heroes did a lot of testing and throwing things into space. Laboratory: This is an awesome room with a whirlwind that has 8 elemental gems floating in it. The adventure seems scaled way too low for my PCs. They had no problem taking out these enemies. Invisibility, I guess, but not many people sneak in, grab the loot, sneak out, then kill the monsters. I'm not really swure how the PCs could get them without battling the elementals. The deal here is that there's a locked box that has scrolls of protection against these elementals. Their defector, Iskandar, had killed them and fled further in.Įlemental Checkpoint: This is an area guarded by 2 earth elementals and a fire elemental. They used the key to go right to the dungeon.ĭungeon Teleporter: The room they appeared in had three dead bodies. Jorgen managed to get off a fireball, but most of the PCs have some way to mitigate or negate the damage completely. The heroes ended up pressing the star, and going right to the bad guy with the hourglass key. Pressing the hourglass is locked - you need to touch it with the hourglass key. Most people get lost in the details, but she is very sharp. She just sees right through the game a lot of times. The adventurers all stared at it (I made a handout), and Dark immediately pointed out that the bad guy was waving an hourglass key, so they should probably press the hourglass button. When you press one, the teleport circle glows and teleports you to a room in the tower. Each panel has a different symbol: rectangle, a chair, fire, an hourglass, etc. The heroes come before a room with a teleport circle and a metal wall panel adorned with 9 symbols. They had spotted him on the tower balcony, who told them he'd wait for them in the dungeon and waved an hourglass key that they'd need. They are trying to find a cult defector who apparently has the blue dragon mask. This week, our heroes had to make their way through Xonthal's tower, a weird and magic place. Last week we went through the hedge maze. Mezzoloth: Played by the fighter's dad, who played old D&D and is new to 5e. ![]()
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