Deadly Dungeon: Episode 02

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==Recap==
=== Session 2 (Back to the Dungeon) ===
=== Characters ===
* Boff Tannen - Level 6 Paladin (Oath of Devotion)
* Emmett Brown - Level 6 Artificer (Artillerist)
* George Octobeard - Level 5 Druid (Circle of Stars), Level 1 Cleric (Peace)
* Marty McFireball - Level 6 Bard (College of Lore)
=== Episode Synopsis ===
The party finds itself in the Dungeon on the second floor, in a room with a staircase and four bookshelves. All of their time based abilities and spells have stopped working. The party once again sees a door with three concentric circles to their north. There are two sconces on the wall that give off a continual red light. The party investigates several things, including looking at the bookshelves for useful information and the workings of the scroll of the Melf'f Acid Arrow scroll obtained on the previous floor. Boff discovers that the jerseys he grabbed have disappeared. Doc focuses on the scroll and fires a Melf's Acid Arrow, and the runes on the scroll disappear. George heals himself with a few healing potions and some Goodberries. Boff starts knocking over bookshelves while Marty scans the room, looking for a book that matches the color of the sconces. He finds one, titled The Steam Monks, which contains tales of the harnessing of steam for power, the creation of traps, and for the growth of a flower. The party gathers by the door, George buffs Boff with Longstrider and the party with Emboldening Bond, and the party moves through.
On the other side of the door, the party finds two large steam turbines that are generating electricity that are zapping two containers. Out of the containers pop two Flesh Golems. As the fight starts, electricity starts zapping all around the room. George summons the octupi Einstein and Copernicus to the battle as the Golems start smacking things. The turbines discharge electricity in the room, hitting things at random, and healing the Golems when they are struck by electricity. The battle lasts for a few rounds before the party dispatches of the Golems and destroys the turbines. Doc uses his Healer's Kit to heal up Einstein and Copernicus. The party opens the two doors that do not have runes on it, finding two treasure chests. One has two Healing Potions in it, and the other is a Mimic. After a quick scuffle, the Mimic is defeated. The party chooses to move through the left side door with runes on it, and advance forward.
The party finds a small room with a long hallway beyond it. Every 5 feet down the hallway, there are statues that represent various different deities or gods of a pantheon. Boff studies one and identifies it to represent the god of suffering. The party tests the floor in front of the statue with a hunting trap, and when the trap hits the floor a jet of sound energy shoots out into the hallway. Marty uses a rope and grappling hook to drag the trap back to him and tests the next two squares, also finding traps. The party looks back and tries to head back the way they came, but finds the door doesn't have any runes on it. The party enters a long discussion on the best method to pass the traps, and eventually settles on sending Boff through the trap gauntlet to look for a lever to shut the traps off. Boff takes damage from many traps before he gets through, and cannot find a lever. The party leaves the Octupi behind and braves the traps, leapfrogging forward and taking a small amount of damage, but eventually making it through. They gather in front of a door leading to the east, and move through.
The party moves into a room with five pillars that is layered in a thin red mist. There is a door to the north and one to the east. The room also contains many Orcs and an Orc War Chief. As the party enters, Marty breathes in the mist and is enraged, going into an offensive frenzy. The Orcs close on the party and start raining blows down on George. Several Orcs go down as the Orc War Chief grabs Buff and pulls him away from the team, only to have Boff rain multiple blows down on him with his bat. George goes very low, but is able to escape and scramble around the room as all of the Orcs eventually go down. The party finds two treasure chests in the room, opening them to find a Scroll of Ice Knife and a Scroll of Resistance. George and Marty heal up with potions and Doc's Healer's Kit as the group moves to the north door and head through.
The group finds themself on top of a winding bridge overtop of a river of lava. The bridge and the surrounding platforms are covered with two Minotaurs and nine Hobgoblins. Boff advances and takes down a Hobgoblin, and the next one tries to shove Boff off the bridge, failing. George uses Thorn Whip to grab the first Minotaur and pulls him off the bridge into the lava. Doc takes a step along the wall, and the bridge gives out underneath him. Doc falls to his death in the lava. Boff moves back away from the Hobgoblin next to him to avoid the edge of the bridge and steps onto another crumbling bridge square. He too falls to his death in the lava. George casts Gust of Wind and starts using it to push Hobgoblins and the Minotaur around. The Minotaur and a Hobgoblin are pushed off the bridge into the lava. Marty throws his last Fireball at a group of Hobgoblin archers, killing all of them. George and Marty proceed to pick off the last few Hobgoblins with ranged attacks. Marty and George both pick up longswords from the fallen Hobgoblins and poke at the bridge, finding the weak points and avoiding them. Eventually they are able to move their way to the other side, finding a well built chest on a platform, a wooden chest and a recycling chest near the north of the room, and a door leading forward. Marty attempts to open the well built chest from a distance with Mage Hand, but the chest lid is too heavy. George opens the wooden chest and finds a Scroll of Cloud of Daggers. George then tries to put the Scroll in the recycling chest and closes the lid. It bounces around and makes noises for a while, and then falls apart, but not before the item inside changes into a Scroll of Bless. 
Marty and George gather before the door. Marty ritually casts Leomund's Tiny Hut while George ritually casts Detect Magic. As the rituals continue, the colors on everything around start to fade and diminish. George finishes Detect Magic, and immediately makes a Constitution Saving throw as his sight is overwhelmed by a wild array of color. The entire room is covered in magic. The door to the north is covered in magic of every color (school). The majority of the room is covered in Conjuration (blue) magic, and there is a permeability to everything covered in a pink hue that is not a color of any of the current schools of magic. Marty's ritual finishes as the color in the room continues to fade. About 10 minutes into the rest, the far side of the room completely fades from all color. George and Marty decide to abandon the hut and move into the next room. 
They find themselves in a room with four large steam vents about 12 feet off the ground and three fountains sitting in the middle of the room. The fountains give off steam, and the vent pulls the steam out of the room. There is a door to the north, and in front of the door is ring of runes on the floor. The party hears a high pitched voice yell out, saying "Let's play a game. Catch me, and I'll let you through the door." The party cannot see whoever is yelling. As George moves forward, it starts getting hotter. The voice says "Catch me if you can, and I'll drop my wards!", and the voice moves. Marty and George scoop up some rocks in their pouches as they try to pinpoint the location of the sound. They move around and try to pinpoint the sound, and then George throws the dirt and rocks, briefly showing the location of the creature. As it moves, Marty casts Faerie Fire to reveal a pixie. George goes to grab her and she moves away. The party tracks her to the east side of the room, and Marty takes fire damage, losing concentration on Faerie Fire. The pixie disappears again, but George manages to find her and grab hold. The pixie drops the wards in front of the door. The party heals up with a few Goodberries, and then moves through the door.
The party finds themselves in a room with 4 Githzerai Monks and a Githzeraie Zerth. There are pits all about the room, small pathways between them, and stairs leading up at the back of the room. George casts Gust of Wind and backs to a corner, while Marty shakes off the effect of a Phantasmal Killer spell from the Zerth. Marty attempts a Hold Person spell on the Zerth, but it shakes off the effect. George's spell knocks a Monk into a pit as the rest of the Monks close in on Marty. George uses Thorn Whip to pull a second Monk into a pit. Marty casts Dissonant Whispers to scare away one of the Monks and moves to block the other one from pushing George into a pit. A Monk comes up to Marty and attempt to grapple him and throw him off the ledge, but he slips through their fingers. George uses Thorn Whip to grab the Zerth and pull him into the pit. The Zerth casts Feather Fall and slows his descent, but George redirects the wind down the pit and knocks him all the way down. The Monks try to grab Marty again, but are unsuccessful. George redirects the Gust of Wind to slow the Monks as Marty pelts them with Eldritch Blast. George pulls one more into the pit with Thorn Whip as Marty finishes off the last one. George and Marty move up the stairs, passing through a heavy mist that ends their spell effects, and finds a room with books on the next floor. The concentric circles on the door seem to be broken, and the party can proceed no further.
=== Death Synopsis ===
Emmett Brown falls through a crumbling bridge and burns to death in lava
Boff Tannen falls through a crumbling bridge and burns to death in lava
Marty McFireball survives the dungeon, but cannot advance further
George Octobeard survives the dungeon, but cannot advance further
=== Post Mortem recap ===
* Gust of Wind is a good spell
* Find good balance with new parties
* Don't try to short rest unless you have a plan; maybe try in the starting room if you clear a floor.
Category:Deadly Dungeon Episodes