Saturday, August 8, 2026

Eleventh Dungeon! People and Pit and Plateau!

Readers! After some months of Dragonbaning, now it's a return to Dungeon and Dragoning. If you don't remember the happenings from before, you can find links here: Girlfriend Claire's Linking Page of Kindness!

Dungeon Master: A new challenge for your Dungeon Master! Hopefully with Dungeon Mastering experience points gained from earlier gamings, I can succeed.
Plummet: I have confidence in this success!
Rouge: The same. But what challenge is our Dungeon Master concerning about?
Dungeon Master: Never before have I returned to Dungeon Mastering a campaign after a break. Will I remember how? Will I remember where characters were?
Pilchard: There are notes.
Grolka: Also players to help you.
Rouge: It's especially easy to help if there are experience bonuses for such activities ...
Dungeon Master: Only for necessary and appropriate help! But it's probable if a Dungeon Master asks.
Luce: I re-read some of the notes. Many villagers and adventurers have exited a pit that is basemented in the creepy black tower.
Dungeon Master: Yes! Players helped name some of them. This part I perused again also. Let's remember them together: Matavor!
Pilchard: Sister of the plesiosaured adventurer that Rouge grave-robbed.
Dungeon Master: Correct! 10 experience points. Manglor of Mage-Mashing!
Rouge: I think I named that one, but additional memories have escaped.
Dungeon Master: Failure! No experience. He is a powerful adventurer unhappy with mages. Very troublesome for them, it was said. 
Pilchard: I'm remembering this now.
Dungeon Master: Matavor and Manglor are first at climbing out of a pit. "Thank you for the help of your rope!" says Matavor. "Have you seen a brother of mine, Rovatam?
Rouge: No, definitely not.
Bingly: We read he was plesiosaured.
Dungeon Master: "Oh no! Poor Rovatam! Also, he owed me some money. What disappointments of brotherly death and never paid debtings! Are you sure?"
Plummet: A sad skeleton wrote it.
Dungeon Master: "Was this skeleton named Glomulus?" This is a newly climbed-up voice. It is Arngo, companion to Matavor.
Pilchard: He had provisions, right? I'm thinking this is a memory.
Dungeon Master: Yes, 10 more experience points.
Pilchard: I will increase in levels any moment.
Grolka: I say that we don't know a name for this sad starved skeleton. We never heard one, right?
Helsa: Contrary to usual journal-writing norms, for a journaller to write in third person. How often do any journallers in this house do by-name referencing of themselves?
Bingly: I did, only two or three days ago.
Plummet: I know I do it some.
Rouge: Pretty sure it's yes for me also.
Dungeon Master: Appropriate evidencing! 10 experience points each. Your Dungeon Master has also done this. So probably this sad starved skeleton wrote something like, "I'm so starvational and hungry. If I could just warn myself of a month ago, don't go ruin-visiting on that plateau, Glomulus!" So you do know the name of our skeleton.
Pilchard: I tell this to Arngo and Matavor, then.
Dungeon Master: This news dis-spirits them. Manglor says, "Was he mageful? If so, it's not such a big loss." Matavor indicates Glomulus had a monkish class. After some bowing of his head, Arngo asks, "Well, did you find his Ring of Jumping? I mean, my Ring of Jumping, that I loaned to him?"
Pilchard: No. He was a pauperish skeleton.
Rouge: Do I sense a sound of deceiving in Arngo's speech? Do I roll something?
Dungeon Master: No rolling required. Matavor gives a disapproving glance when Arngo says this. Unless you have a very poor number for Intelligence, it's easy to conclude the ring is not Arngo's.
Rouge: Then I say, "No, we did not find your ring. That's definite."
Dungeon Master: Climbing up soon after Manglor is Ardman Pardonbeggar, Manglor's companion. He looks around for any mangled mages and sighs. This is a sigh of relief. Then he notices some magely looking members in your party and moves toward you with subtle steps to whisper that if you are mages, don't tell Manglor.
Pilchard: I whisper back, "Who is Manglor?"
Plummet: Ooh, yes, there was no description of Manglor introducing himself! So we don't know.
Dungeon Master: Ardman makes a noise of shush, but Manglor does not hear your conversing, because he is near the rope into the pit. As more individuals climb up, he asks each, "Are you a mage?" After they say no, he helps them exit their imprisonment. With these increasing persons, the basement begins to crowd!
Grolka: I say, "Look, stairs! Discontinue crowding us."
Dungeon Master: Many obey, despite confusedness. Stairs out of a creepy tower basement appeal more than remaining in a creepy basement.
Rouge: Wait! Which is Mayor Moneybags? I wish to discuss the rewarding before she goes.
Dungeon Master: So unfortunate. Players named some NPCs, but only the first few have done introductions, so the others ... who are they? Mystery. Once pointed toward stairs, most go that direction instead of waiting around for name exchanging.
Pilchard: Yes, our characters don't even know there is such a mayor.
Plummet: This is why I named Mayor Moneybags to know about the town treasury and said it includes a purpose of rewarding heroic types for heroisms.
Helsa: Possibly there's trouble, though. Did we check the door of exiting this tower after our golem destruction? What if its lockage remains?
Luce: As long as creepy dark energies are gone, ropes can be used to climb down from the top of the tower.
Dungeon Master: Do you go with the exiters, or stay helping the out-from-pit climbers? Or, a better question: do players care about discovering the story of how to exit dozens and dozens of people from a creepy tower?
Pilchard: I am unexcited about this story.
Plummet: I am partly excited! I can Feather Fall many townpeople to the ground from the tower top!
Grolka: Seems like wasting spells when there is rope they can climb. And a front door, possibly unlocked.
Luce: Also, I read that spell because I have it. You can only cast when you observe people begin falling. So to Feather Fall townpeople to the ground, first you must convince them, "Townpeople! Jump off the tower! I will cast a spell and stop you from dying. It's a promise!" Probably not many takers.
Plummet: Oh. Then I am less excited.
Helsa: Seems less like Dungeons and Dragons, more like Logistics and Lethargies.
Rouge: Also, Rouge probably has more interest for dividing treasure than being a stair-guide.
Luce: Luce also.
Dungeon Master: Excellent. Did all players read about the available items?
Pilchard: Yes.
Plummet: The first couple. Then, kind of tiring.
Grolka: Most sounded boring to an orc of barbarism. I did read Rings of Jumping and of Swimming.
Helsa: Yes. I may have read about some additional items with alphabetical proximity also, just because reading is an enjoyment.
Rouge: I read the ones with names of enticing.
Bingly: Bingly is interested only in spellbooks. The other listings didn't sound cool.
Luce: I read about items over the shoulder of Helsa's player.
Dungeon Master: Good. Each player write down your character's top three choices in order. Spellbooks don't count, by the way. One is cursed and the other could be shared among mages.
Pilchard: Done.
Plummet: Me too!
Grolka: Here.
Helsa: Enumerated.
Rouge: This was pretty easy.
Bingly: I'm done.
Luce: Yes as well.
Dungeon Master: All right. First choices that only one individual picked: Grolka, Ring of Jumping, Rouge, Cloak of Elvenkind, Bingly, Robe of Useful Items ... here is the list of robe patches.
Bingly: Cool!
Dungeon Master: I randomly determine the winner of the item everyone else chose first: Pearl of Power goes to Luce.
Pilchard: Boo. She's not even really a mage.
Luce: Rude, but my Arcane Tricksterism needs extra spells more than your magedom.
Dungeon Master: Now second choices make it easy to award remaining items. Pilchard, Bag of Holding, Plummet, Ring of Swimming, Helsa, +1 Dagger. 
Pilchard: I'm good with that.
Plummet: Now if I Feather Fall into water, I can swim there.
Grolka: Satisfied.
Helsa: "Is this a dagger I see before me?"
Rouge: The Dungeon Master said so, didn't she? Rouge is pleased with new Elvenly sneakiness.
Bingly: I won't let her read this list of patches, then. She might be less pleased.
Rouge: What? Why? Now I must read them!
Bingly: Should have picked it, then. It's even cooler than I expected!
Luce: I am happy with my Pearl.
Dungeon Master: Now it's back to tower exit results. The door -- unlocked! So all pit prisoners arrive outside before you. Matavor and Arngo have asked directions to the remains of their sad starved skeleton friend, Glomulus.
Pilchard: I think we can provide those.
Rouge: No directions to the plundered grave of Rovatam, though. I warn them to avoid heaps of rock and dirt and grass. "Dangerous poisonous snakes! They're trouble!"
Dungeon Master: Town citizens have attempted different actions: some, off to the ruins to explore for their homes. Others, following Mayor Moneybags to retrieve the treasury in case it remains. They don't announce this, though, so you don't know it. A few others loiter with nervousness around the tower. It's creepy, so they don't like being near it. Yet the ruins also creepify them -- possibly they could find signs of events very tragic that occurred during their imprisonment. Also, they're discussing the absence of food. Manglor and Ardman the adventurers find commonality with Matavor and Arngo and accompany them. Possibly they'll form a new party.
Helsa: Hm. A commonality I notice is, each pair has a "Ma-" name and an "Ar-" name. Is this also what they found similar?
Dungeon Master: Unplanned, but yes! 50 experience points! Manglor especially is full of superstition. These similar names suggest interferings of a deity to him. Meanwhile! Some townpeople wish to depart their ruined village and therefore speak to Guendry Guidestar. She is a guide of legendary knowledge and says she will lead them south.
Plummet: Should we join this journey?
Grolka: Seems indirect. Braddlebrick Bay is our goal, yes? Isn't it west, not south?
Helsa: It is, but remember our location on a giant plateau. Maybe there's no climbing down its steep sides to the west.
Luce: If only someone of legendary guiding knowledge could advice us about that.
Bingly: I will ask this Guendry Guidestar about it, then. As a merchant, I probably experienced travels with guides before. What does she look like?
Dungeon Master: A gnome, her hair in four purple poof-balls around her head's top. Dice say ... an 11 out of 18 in attractiveness. Her clothing and accessories suggest she's outdoorsy in type.
Bingly: I ask if she would like to see my bat. Even if only an 11, her gnomishness means, she's in my size category.
Dungeon Master: Make a roll of Persuading to entice her. It's with disadvantage because your question interrupts discussions with townspeople and seems very detour-ish.
Bingly: My roll is 14.
Dungeon Master: She rejects your offer of bat-viewing, but not in a tone of malicious. "Anything else?" she asks.
Bingly: I tell her our destination is Braddlebrick Bay. "It's west, right? Can we just go that way?"
Dungeon Master: She takes out a map and shows the plateau on it. Here's a closeup.


Pilchard: It's labeled this way?
Dungeon Master: No. You conclude those things as she tells you, "Take the wreckaged road west, then turn left at the next wreckaged road, then follow a river to go westerly again. You'll end up here." She points at the spot that is question marked in my picture.
Plummet: Since it's question marked, I ask what that spot is.
Dungeon Master: 20 experience points! This sort of asking is why it is marked. Guendry Guidestar explains that a fortress and stairway are there where the river flows off the plateau. "It has dangers, though, so be careful!"
Pilchard: This map ... it's very small and my eyes are old. Can we receive a closer-up?
Dungeon Master: It's allowable.


Pilchard: I ask Guendry Guidestar, "What is this grey splotch where the roads and river meet? Possibly a town?"
Plummet: Or a parking lot of large size!
Rouge: For parking what?
Plummet: I said "lot," not "what."
Rouge: No, I meant --
Dungeon Master: Guendry Guidestar explains it is a town. Quick! What is this town's name and why did she not say, "At so-and-so town, find the river"?
Grolka: It is called, "Town of Bih'chen and Monen." Those are the road names that meet there. She did not mention this town due to recommending we avoid it.
Bingly: So why did she tell us to turn left at "a" road instead of at "Bih'chen Road"?
Grolka: Because it is wreckaged, obviously. So, no sign naming it.
Luce: Also, if she called it Bih'chen Road, probably our expectations would be too high for its quality.
Dungeon Master: Excellent reasons! 30 experience points each, Grolka and Luce.
Bingly: No experience for asking Grolka's player a set-up question?
Dungeon Master: This question -- it sounded dubious about Guendry Guidestar's choice to description it the way she did. With legendary skills, her directions must have been appropriate.
Bingly: True.
Dungeon Master: But! Still there remains the mystery of why she recommends its avoidance. Who can say?
Grolka: The townspeople complain about everything. Also, they aspire to make others complain. So if you go there, they will give bad directions about the river.
Dungeon Master: Exceptional! But no extra experience, because you explained a mystery created by your previous explanation. A Dungeon Master of suspicion might think the first explanation intended more opportunities for bonus experiencing.
Grolka: This mistrust is woundful to me.
Dungeon Master: Sorry. A Dungeon Master must be careful of crafty players. Soon, everyone adopts a strategy of, "Here's my explaining for the situation ... oh! There is a hole in it shaped just like another opportunity for explaining! How did this happen?"
Grolka: Then can I at least have experience for inventing this strategy?
Dungeon Master: 5 experience. But I will deduct them if you use it again!
Helsa: With explanations complete, is it time for exiting the town of ruination?
Rouge: Since I don't know the mayor went to retrieve town funds, I vote yes.
Bingly: Same. My bat has been spurned, so no more need to discuss things with Guendry Guidestar.
Luce: Before we leave, though -- where is Milvicent Ox-Reiner? With us or elsewhere?
Dungeon Master: 100 experience points for finally remembering a wagon-driver's accompanying!
Pilchard: Sweet. I'm going to make sure to remember her next time.
Plummet: That's backwardish, though. It's only worth so much experiencing because we forget so much. 
Rouge: Yes! We must remember to forget her many times, then remember to remember her just when it deserves so much experience in bonus!
Bingly: As long as we don't end up in battles over who gets to remember and receive bonuses.
Dungeon Master: Don't worry, the Dungeon Master has solved it. Milvicent Ox-Reiner is going south with Guendry Guidestar and the others.
Plummet: What! Why?
Helsa: Would you choose a party of such failure to notice you so many times?
Luce: I'd have nerves over it. What if the wrong moment of forgetting me meant, it's curtains for Milvicent Ox-Reiner?
Plummet: I'm going to miss her.
Bingly: Me too. Probably around ten sessions from now.
Dungeon Master: 20 experience points to Helsa for diagnosing the choice of Milvicent. Now, you can exit the town of a slightly less creepy black tower and resume journeying to Braddlebrick Bay.
Pilchard: Seems like we've been in this town for so long. In a fun way! But still ...
Plummet: Only a few sessions, right?
Dungeon Master: It's a true accusation though, because a dashboard of blogging says the first session of this ruined town exceeded a year in the past. 
Pilchard: I hope the Town of Bih-chen and Monen does not occupy us so long.
Plummet: I thought we weren't going there, though?
Helsa: Such advicing came from legendary directioner Guendry Guidestar. But it's questionable whether adventurers of our sort are good at taking directions.
Dungeon Master: Following the westward wreckaged road is a direction so simple, though, so the journey renewal begins quickly. Now, I must roll for encounters of the random sort. None. Time to camp, then!
Pilchard: Have we reached a Bih'chen road yet?
Dungeon Master: Not today. Who is watching for each shift of nighttime?
Grolka: A barbaric orc can watch first.
Helsa: A ranger next. Remember, I am elvishly able to manage two watches, not just one.
Dungeon Master: The dice indicate encounterage at the first watch of a ranger. Who will name a page number from the Manual of --
Bingly: Wait! Here's a note!
Dungeon Master: Hmm. Okay, the Dungeon Master agrees with this. Helsa, roll Perceiving.
Helsa: I feel suspicion at this note. 16 is my total.
Dungeon Master: You hear sounds of large boundings, and also, ribbitting. Three giant toads appear near your camp! Roll to initiate with them!
Helsa: 18.
Dungeon Master: Giant toads are 8. What does Helsa do?
Helsa: By Bonus Actioning, I cast Hunter's Mark. Also, I yell for others to awaken. Then, I shoot my bow with a twang! 17 should hit a giant toad, I hope. Ugh. Might as well not be a hit -- 3 points from arrow damage, 1 from Force.
Dungeon Master: Bound! Bound! Toads leap into camp! The arrowed one bites at Helsa -- 16 is the total.
Helsa: I am bitten.
Dungeon Master: 8 points of Piercing damage! 6 points of Poison damage! Also, you are grappled by toad jaws. The next toad bites at Luce. Also a hit! The damage of biting is 7 this time. Poison -- 6 again! Plus, grappling toad teeth!
Luce: Ow. I subtract most from my Temporary Hit Points.
Dungeon Master: The last victim is -- Rouge Hornytail the Black! This toad is clumsy, though. Only 11 on its attack.
Rouge: Even asleep, I can evade a toad.
Dungeon Master: Initiate!
Pilchard: 1.
Plummet: Eek! 4!
Grolka: 21. I am barbarically quick.
Helsa: 5.
Rouge: 20.
Bingly: Ooh, Bingly gets 18!
Luce: Luce also.
Dungeon Master: Toads are poor -- still on 8.
Pilchard: That's better than most of us.
Grolka: I am enraged by toads as a Bonus Action. I leap up and Battleaxe at the toad swallowing Luce. Only an 11.
Dungeon Master: Toads are warty but have weakling skin. You hit.
Grolka: 15 damage of the Slashing type. Also, a Battleaxe has the property of Topple. It's a Constitution save of 13 to avoid being proned.
Rouge: Rouge attacks the same creature. I will Shortsword it and then Bonus Action to Dagger it. Both hit!
Luce: In my studies of rules, though, the Dagger's Nick property means you can add it to your Attack Action and not waste a Bonus Action.
Rouge: So studious -- thank you! My damage is 13 total for the two attacks.
Dungeon Master: Luce or Bingly may act next, then.
Bingly: I will let Luce go first, since a toad is gnawing her.
Luce: My action is the same as Rouge's ... my damage totals 17.
Dungeon Master: The toad is slain.
Bingly: I will Firebolt the toad that chews our ranger. I hit ... only 2 damage.
Dungeon Master: Toads may act! The one gnawing Helsa swallows her! She is now Blinded and Restrained, and at the end of the toad's turn, she receives 11 points of Acid damage. Digest!
Helsa: I request the rulebook to discover how Blinding and Restraining impair me.
Rouge: Here.
Dungeon Master: Last toad! It has 6 options for attacking a character ... Bingly!
Bingly: Yikes!
Dungeon Master: You are bitten. 3 points of toad toothing, 7 points of poisonousness. Plus grappled!
Bingly: Help!
Helsa: My turn? I have poor chances of hitting, but still I draw my Shortsword and attack. Ah, fortune! I hit, and the damage is 11.
Plummet: I don't like our ranger getting swallowed! I will cast Magic Missile with an extra missile for extra-helpfulness. Damage is 15 points!
Pilchard: That leaves me. I attempt Witch Bolting the ranger-swallower. Success! So poor in damage, though. Only 4.
Dungeon Master: Time to initiate again.
Pilchard: 18!
Plummet: 3.
Grolka: 17.
Helsa: 20. Our average exceeds the norm so far.
Rouge: No jinxing! Ugh. I have been jinxed. Only an 8. I am slow as toads.
Bingly: 19.
Luce: 7.
Dungeon Master: Toads ... 21!
Helsa: The fickleness of fate! I almost said, "With my usual luck, my 20 means toads will get 21." Then I said, "No jinxing, Helsa!"
Rouge: That was double jinxing!
Dungeon Master: Toads! One gulps Bingly! Digestion of 7 points! It hops away to enjoy its meal! 30 feet of distance. Helsa, you receive Digestion of 11 added points. And your toad Dashes away -- 60 feet distant!
Helsa: I feel danger from this choice, but I attack instead of curing myself. I hit! Maximum damage also!
Dungeon Master: The toad expires. You can crawl from its gaping mouth.
Helsa: I do so!
Bingly: On my turn, I cast Dragon's Breath and breathe fire on the toad from inside.
Plummet: Don't cook yourself!
Bingly: The spell does not say the breath is reflectable.
Dungeon Master: True. But it also does not say being Dragon-Breathed from inside prevents a Saving Throw. Inexperienced Dungeon Master moment! Do we apply sense of the common type, or ignore it because the rules don't say so? In the first case, no Saving Throw for a toad, but Bingly risks cookery. In the second case, the toad can roll, but Bingly is safe.
Bingly: As safe as being digested by a toad allows.
Pilchard: I recommend -- both! Bingly can point his head back out the toad's throat. The toad thinks, "Uh-oh!" and opens its mouth to try letting some of the Dragon Breath out. No worries for Bingly, Saving Throw for a toad. Or Bingly can breathe right at the guts of his gulper. No chance for it to avoid damage, but he takes some also.
Dungeon Master: Genius! 50 experience points.
Pilchard: Thank you.
Bingly: I am half digested already. I point my breath toward the throat. Damage of 10 points, or 5 if it saves.
Dungeon Master: I think it is Disadvantaged at this save ... and it fails.
Pilchard: I move nearer the toad and Witch Bolt it. Better damage this time! 12.
Grolka: Can I reach the toad this round?
Dungeon Master: Maybe. Roll Athletics to achieve it.
Grolka: 21. Good? Chop! Natural 20! 24 damage.
Dungeon Master: Very dead. Probably, it's good to end the session here.
Bingly: Wait! First, Bingly says, "So surprised I am to see these creatures here! I would not expect them before reaching the Bih'chen Road."
Plummet: Really???
Bingly: Like, Toadally!
Luce: I take Psychic damage.
Pilchard: Me too.
Plummet: Boo!
Grolka: Seconded.
Helsa: Thirded.
Rouge: The next time a note is passed by Bingly, I will grab and eat it.
Dungeon Master: Oh! Toad experience! 600 total points, so 100 for each character.
Pilchard: Thanks for math so generous! Divided by 7 it would only be 80-something.
Dungeon Master: It's only divided 6 times. None for Bingly. A Dungeon Master should not be made into a punster's accomplice!
Bingly: It was worth it.

Sunday, February 15, 2026

Tenth Dungeon! Towering Conclusion!

Readers! With destruction last time of a slimy tentacle-having monster-statue-golem of slimy black stone, is the creepy tower now overcome? Let's discover together!

Dungeon Master: The black statue golem is crashed and shattered! Again, its body and limbs are only of stone -- no slime drippage anymore.What do you do?
Rouge: I look at the crashed body of this golem. Any treasure leaking from the cracks? Any treasure under the spot where it was standing on the brief platform?
Dungeon Master: It looks very broken and rock-ish. The platform has a smooth and clean spot where the statue used to be -- no treasurely signs.
Rouge: In this case, I hurry upstairs to make sure Bingly is not confiscating all loot for himself.
Luce: I proceed in that direction also.
Pilchard: Are the marbles still in the eyes of the statue?
Dungeon Master: No, seems like it absorbed them to do its goleming.
Pilchard: Upstairs for me also, then.
Plummet: I follow my sibling!
Grolka: Likewise.
Helsa: Also likewise.
Bingly: Am I still listening to a ghost describe the powers of ghostishness?
Dungeon Master: No. After telling you several things about ghosts, the wizardly spirit opens its eyes widely and says, "Ah ... it is done! Now, time for me to rest." Then it fades from view. Very soon after, you hear footsteps on stairs outside the room of the ghost.
Bingly: I will hurry into the last room of this floor and see if any cool items of wizardry are there.
Dungeon Master: It looks like this:



Dungeon Master: Inside is a bed, furnishings such as a dresser and desk, a chest, and in the ceiling, a panel long and thin. It has a dangly pulling cord.
Bingly: Like a ladder for climbing to an attic?
Dungeon Master: Yes, very like that! 20 experience points!
Pilchard: I notice in this picture an area at the north we did not observe before.
Plummet: Looks like it has pie in it! Or pizza ...
Dungeon Master: Oops! This is an error of displaying too much. You can't see inside that area; it's only wooden walls to your eyeing.
Pilchard: I will pretend I haven't seen it.
Plummet: I will pretend I don't want pie or pizza -- so much effort!
Dungeon Master: 10 experience points for these pretendings. Be careful to maintain them, or I will revoke your points!
Bingly: Do I observe treasure before companions arrive?
Dungeon Master: No. But on the desk is a book of spells.
Bingly: I look for cool ones.
Dungeon Master: Too many spells to find them quickly. But you do see a note, written hastily on the first page of the book.
Bingly: I read it!
Dungeon Master: It says, "I feel so cursed! Probably this spellbook is cursed too! It's a bad idea to read it without fixing the curse."
Bingly: Boo!
Pilchard: There is a spell for removal of curses.
Plummet: Whew! How is this spell named?
Bingly: Probably "Remove Curse."
Luce: Seems like we solved this problem speedily.
Bingly: No, it's a spell only castable at level 5. Two levels away for us! Also, it doesn't work on magical objects. Does that include spellbooks?
Dungeon Master: Uncertain. I'll have to look in rules ... but my thinking is, what object is more magical than a book that is only full of magic spells?
Plummet: Yikes, so logical! I'm disappointed there's no way for us to gain this book's spells.
Rouge: Oh well. Guess we'll have to tear out page one and sell the book to someone.
Bingly: Definitely not! Even a cursed spellbook remains cool. Maybe it's even cooler.
Pilchard: Also, a Wish spell can fix most things.
Plummet: Ooh! How soon can we cast this?
Bingly: Level 17.
Plummet: So, never.
Luce: Really? But I thought 2700 experience is enough for level 4, and we are almost this experienced. Isn't level 17 just 4 times greater? Less than 12,000, I think even without calculator-ing.
Pilchard: No, every level costs more and more experience. Bingly, how much is Level 17?
Bingly: Hmm. Here is the right page ...
Luce: 225,000? Goodness!
Plummet: No, it's badness! Like I said, that's a never available amount.
Helsa: In nine dungeonings so far, our experience is less than 3,000. Math says we will need hundreds of dungeonings for such a level.
Dungeon Master: Too much work even for a diligent Dungeon Master to create that many dungeonings!
Pilchard: It's okay, though. With more leveling, every monster is worth more experience also. Plus, there are magic items with Wishes in them. No need to wait until we are at 17 levels.
Plummet: But I don't want to wait at all!
Rouge: Solved! Should be very quick to tear out one page and sell a book.
Luce: Have the rest of us topped the stairs yet to find Bingly searching for treasures without us?
Dungeon Master: About the stairs, yes. But about the treasures, you only find him looking at a book. Sounds like his expression is a mixture of emotions.
Bingly: Yes! This wizard -- I'm assuming he was so powerful. He must have many spells in his book. Cool! But they're unusable because of a curse ... less cool. But! The curse is historical and has a story that's tragic and heroic simultaneously. Extra cool! But now here is Rouge approaching -- she'll want to sell this extra cool book for treasure money. So uncool!
Grolka: I ask Bingly, "That rude and ghostish wizard -- where is he?" I'm ready to fight if he offers more gestures of insult.
Bingly: Gone. He vanished in a spiritual fashion.
Luce: So he ghosted us?
Helsa: Literally.
Rouge: Do I see the chest mentioned earlier? I examine it immediately for traps and lockedness.
Dungeon Master: Roll Perceiving.
Rouge: 22!
Dungeon Master: No traps or lockedness.
Rouge: I open it!
Dungeon Master: Inside, you find these things: a dagger that is magically +1, a Robe of Useful Items, a Bag of Holding, a Cloak of Elvenkind, a Ring of Jumping, a Ring of Swimming, and a Pearl of Power. Also ... another spellbook! Also some normal clothes and personal goods.
Rouge: No one has remarked about overlooking my shoulder during this chest exploration. Can I attempt to sneak one or two small items before others see?
Plummet: Boo! No fair!
Rouge: Very fair! You all know this about Rouge! If you give her opportunities, she will always accept your giftings!
Dungeon Master: For actual fairness, let's Initiate to see who might enter the room near in time to Rouge. 
Pilchard: 6.
Plummet: 9.
Grolka: 12. However, I remarked about the ghost to Bingly, so I must be near, correct?
Dungeon Master: True! Roll again because you have Advantage.
Plummet: Whoa! Look at that!
Grolka: It's a 20, increased to 22 by my dexterity.
Helsa: Exceptional! I am sadly at 8.
Rouge: Sigh. I also am at 8. Unless I gain Advantage by declaring my actions first?
Dungeon Master: Hmm. I say partial Advantage. Roll again, but using the die of 12 sides.
Rouge: Grr. It's a 1.
Bingly: My Initiating is also a natural 20! No bonus for me, so that's just a 20.
Luce: 6 for Luce.
Dungeon Master: So! Rouge is before Pilchard and Luce. All others will be able to roll Perceiving to attempt discovery of Rouge's pilferage. This only applies to characters who feel a desire to monitor a Chaotic Chaotic tiefling's activities. Rouge, roll your Sleight of Hand first.
Rouge: My total is 20.
Bingly: I am looking still at the cool cursed spellbook, so no need for me to roll. Any other notes? Such as in margins or at the back?
Dungeon Master: Yes. On one page, a marginal writing says, "What a great spell!" Who else observes Rouge?
Plummet: My attempt is only 11.
Grolka: Mine is 19 + 3. 22! So a barbaric orc's eye overcomes tiefling treacherousness.
Helsa: My total exceeds 20 also ... 22.
Dungeon Master: Which item or items did you attempt sleighting of, Rouge?
Rouge: Probably just the pearl, since it looks most treasurely. My assumption is, I do not know the exact identities of these items to decide based on their magics.
Dungeon Master: This is true. So, Grolka and Helsa observe a pearl pilfered into a pocket of Rouge.
Grolka: I say, "Are you sure you want that pearl to be your treasure share, Rouge? Maybe something else would help you achieve your thieveries better."
Helsa: I say, "Truly, Rouge, in this case orcish advice gives appearance of soundness."
Rouge: Only cleaning the pearl of sticky substance in my pocket. Here, it is now unclingy. Feel for yourself.
Pilchard: Meanwhile, I am saying, "Oh! Is that another spellbook?"
Bingly: My attention is drawn. "Where?!"
Dungeon Master: Looking closer, you see the cover of this book from a chest says, "My First Spellbook."
Pilchard: Looking even closer, do I see what spells are inside?
Plummet: Or do we see a note of cursedness?
Bingly: While my character has looked for notes, I have looked at rules ... seems only if you cast Identify can you read the spells that occupy someone else's book. This makes Identify a much cooler spell than I thought! Now I wish I had it.
Pilchard: I have it.
Plummet: Same.
Helsa: Siblings who spell together, do well together. From this evidence, anyway.
Dungeon Master: 10 experience points for this clever saying!
Helsa: Excellent. Thank you.
Dungeon Master: Also: all characters roll for Perceiving.
Pilchard: 17.
Plummet: 9, foo.
Grolka: 11.
Helsa: 19.
Rouge: 8. Clearly my attention remains on treasures. Except I am also attending to whether others are looking at me. If something Perceived distracts them, I may try more Sleighting of Hands.
Bingly: 12.
Luce: 15.
Dungeon Master: All who rolled more than 14 hear some sound. It is distanty, and a little echo-ish.
Pilchard: What about dangerous? Does it sound that way too?
Dungeon Master: Hard to tell.
Helsa: I attempt to locate this sound.
Luce: Same. But first I will shush others. "Quiet, please! I hear something!"
Dungeon Master: More Perceiving rolls from your characters, then.
Helsa: 11.
Luce: 15.
Dungeon Master: Both think the sound is louder near the pipe in the laboratorical room.
Helsa: I listen closely to it. But! Not so close it will burn my ear if it's a heating pipe.
Dungeon Master: No heating. But listening so close, you think you hear faint voices. "Help!" they cry. Also, "It's dark and scary!"
Pilchard: Hmm. I remember a wizard's story of people lost in a pit.
Rouge: Yes! Hurry, we must save them! I will be right there after taking the time and care to close this chest.
Bingly: Do we know where this pit exists, though?
Luce: In the basement, yes?
Plummet: But where are stairs to this basement? I don't remember seeing any.
Rouge: Down, obviously. Everyone must search the bottom floor, immediately! I will just be one moment closing this chest before following.
Pilchard: Are you sure you want to delay, Rouge? Could be even more treasures in a basement pit, you know.
Rouge: So true! Okay, I have closed the chest. Let's stair our way down and search.
Dungeon Master: 
Plummet: Wait ... seems like so far to stair down to an area we searched before. What about searching the mystery area of just walls that we don't know has pie or pizza behind it?
Helsa: Sensible!
Rouge: I will search one of those walls.
Bingly: I will search one also.
Luce: Similarly.
Dungeon Master: Nothing is found, but the idea was good. 20 experience points for Plummet.
Plummet: Yay!
Pilchard: Hmm. My character does not know of a pie-or-pizza symbol, but my Dungeon Masterly experience makes me think of a spiraling stairs symbol. Any chance we could also say we hurry downstairs and search but find nothing?
Dungeon Master: Yes! 20 experience points for suggesting this efficiency. You search the floor with great care and find no basement.
Grolka: Could be there's a door to this basement outside in the back of the tower.
Luce: But we can't get out of the tower yet.
Pilchard: Are we sure? I try the door out.
Dungeon Master: Still locked.
Plummet: If a way to the roof is discovered, I can Feather Fall us to the ground!
Bingly: We know where a possible attic ladder is! Back upstairs, everyone!
Dungeon Master: Now you are back upstairs, then.
Rouge: I look carefully ceilingward to see if this attic ladder pulling cord is actually a trap-activating pulling cord. My Perceiving roll is 19.
Dungeon Master: Seems very attic-laddery.
Grolka: I will pull it, then.
Dungeon Master: It opens! There is a folded ladder ready to extend.
Grolka: I unfold it and climb up -- with my battle axe in one hand.
Dungeon Master: You find an additional floor! Observe it!


Dungeon Master: Mostly, it's empty. A ladder reaches up to a trap-door in the ceiling. Northward, a spiral staircase leads down!
Pilchard: Aha!
Dungeon Master: One more thing, though! Also, there is a very old skeleton lying on the floor. It's clothing, very similar to the wizardly ghost's.
Grolka: I say, "There's a wizardly body up here. Looks like it may have treasure!"
Rouge: I climb quickly up.
Bingly: I will go last climbing up.
Dungeon Master: All right, if all climb up, what next?
Rouge: Searching the body for treasure!
Dungeon Master: Sadly none.
Rouge: What! I glare at an orcish barbarian.
Grolka: Sorry. Seemed promising to me.
Helsa: I go to the spiral staircase. Any sounds coming up from it? My Perceiving roll is 15.
Dungeon Master: Yes! Similar distanty voice sounds to before, but not so echo-ish or pipe-sounding. "Please help us!" and "Is anyone there?" Those sorts of sayings.
Pilchard: We should help these imprisoned voices.
Rouge: Yes! After making sure all treasure from the bedroom is divided.
Bingly: My agreement is with our thiefling tiefling, in this case.
Luce: Yes. We should carefully search all furnishings in that room for treasure not yet found.
Dungeon Master: In this case, an extra 840 gold pieces are found inside the Bag of Holding. When you climb down the spiraling stairs, you find this completion of the first floor, with a basement pit:

Dungeon Master: Inside are many people, crying for help! Townspeople, adventurer people, ancient victims of a cult people. So many of them! The basement seen through the pit is as wide as the tower and all space there contains squeezed-together people.
Rouge: Each should pay 10 gold pieces to climb up using our ropes.
Pilchard: Maybe adventurers could. But probably that's too much for townspeople.
Rouge: I will accept IOU writings from those who are too poor.
Bingly: Some probably have no writing skills.
Rouge: I will write for them. Not my fault though if I become careless and sometimes write IOU 20 or IOU 100 gold pieces. They should have learned to write instead of forcing so much work on their rescuers.
Dungeon Master: Now ... to prepare for next time, everyone name one person rescued from this pit!
Pilchard: Looking back through notes, we know one is Matavor, an adventurer sister of Rovatam who was eaten by river monsters.
Plummet: Shouldn't we name original persons instead of some already named by the Dungeon Master?
Pilchard: It's one option. Another is to name this person whose brother Rouge dug up the grave of. Could lead to amusing results.
Rouge: Hey! In this case, I name a powerful and easy-to-anger adventurer called Manglor of Mage-Mashing, who always makes trouble when meeting mages.
Luce: Ah, then I name Ardman Pardonbeggar, a companion of Manglor so apologetic and regretful of his partner's mage-mashing. He carries a special pouch of funds just for compensating the parties of mages mangled by Manglor.
Dungeon Master: Pause while the Dungeon Master captures these in notes! Okay, continue.
Plummet: Um ... I name the mayor of this town. Mayor ... Mayor Moneybags! She knows where the town treasury is buried, to reward rescuers who free so many townspeople from a pit.
Grolka: I name Clombert, a farmer of substantial endowment who has a thing for orcish barbarians. He is ugly by human standards but appealing to an orc.
Helsa: I name Guendry Guidestar. She is very knowledgeable of this plateau and the best ways to quickly reach a way down on the western side, toward our destination land of ... what was that land again?
Pilchard: In the notes, Braddlebrick Bay. Hmm.
Plummet: What?
Pilchard: Also in the notes, I am reminded there's an ox-driver with us. Milvicent Ox-Reiner. Seems we forgot about her between earlier sessions.
Plummet: I remember her now! I hope she's all right!
Bingly: I will name Milvicent Ox-Reiner to explain her absenting. She went to pee at some point and looked too close to the mysterious dark energies of the tower, so was teleported into the pit.
Dungeon Master: Exceptional! 50 experience points. Who is left? Is that everyone? Yes, seven rescued persons named. There will be discussions with them in the next session. Also, as reward for completing a tower of mysterious and creepy darkness, all characters reach level 4 in experience!
Plummet: Woohoo!
Dungeon Master: Please advance your characters and also read about the magic items found, so all characters know which item they wish to argue for.
Rouge: I want the Bag of Holding with 840 gold pieces in it.
Dungeon Master: The gold pieces are separate. 120 for each part member.
Rouge: Boo. Then I will have to read about all items.
Bingly: Excellent Dungeon Mastering, Dungeon Master!
Luce: Yes! I approve!
Pilchard: Likewise!
Plummet: So fun!
Dungeon Master: Thank you all!

Friday, January 30, 2026

Ninth Dungeon! Finally ... Inside the Tower of Creepiness!

Readers! So much has happened for our brave adventuring party in previous episodes! If you need help with remembering, please go to girlfriend Claire's kind and generous page of all dungeons so far. It's here!

Dungeon Master: Now begins the dungeon of the creepy black tower! You have the three marbles. You have reached the tower porch. Solving of many mysteries lies before you!
Plummet: Wait ... already, we reached the tower? I don't remember getting there last time.
Helsa: Clearly, a Dungeon Master has impatience for us to adventure into this keep of creepy darkness.
Rouge: Our characters must have rushed here, I think.
Dungeon Master: Yes! So abrupt! Who can explain this speediness?
Pilchard: I can, but not from characters rushing. For our characters, the day of last session or two, there was breakfasting, and also Rouge treasure-digging near a dangerous river. Then, finding a homunculus, then following it slowly to this town's middle area because of oppositional and creepy winds, and also needing to keep eyes down to avoid seeing creepy tower happenings that the notes of a starved skeleton warned us about. Then traveling back to an ale-ery, fighting an ale-emental, meeting a new tiefling, searching for six hours through the town for gargoyle bits, lunch-resting, and fighting a sewing golem. So many happenings already for one day, and additionally, spells were used, and some characters must be pained from being golemed.
Rouge: Actually, by examining my character sheet, I find it's true -- I am so pained.
Bingly: So pained with an "o" or sew pained with an "ew"?
Grolka: A pun that requires explaining this way must be with an "ew."
Pilchard: My reason for disclosing these happenings is, how late of the afternoon is it when the golem has its defeat? My guess is three o'clock or later. Add on short resting from being so or sew golem-harmed and it's almost evening! Do we enter a creepy tower dungeon not so long before night-time, and still with many of our spells missing?
Plummet: Oh! Then a long sort of rest is superior over a short one! I am so tired just from hearing all this explaining, my character must be even more so tired.
Rouge: Or more sew tired.
Bingly: I used zero spells and suffered no goleming. However, after mourning my octopus all day and also after reading rules about familiars, a long resting equals time to cast a Ritual of Find Familiar. What is my new familiar? A bat! This could be handy inside a dismal and dim dungeon tower.
Luce: Why have you used so few spells?
Bingly: My character is unwisdomly and only picks spells he thinks are "cool."
Grolka: She showed me her character sheet. The spells there ... so weak.
Bingly: Yes, but very cool.
Luce: I will await castings of these spells to see, then. Also, I agree to the usefulness of a longish rest over a shortish one.
Dungeon Master: This explanation -- very sensible. Normally, a Dungeon Master would exclaim, "50 experience points!"
Pilchard: "Normally ...?"
Dungeon Master: It's obvious the Dungeon Master wished you to be hurrisome, tower-ward! An explanation this long, full of all these discussed happenings and spell countings and familiar plannings and long-restings ... I can't award more than 10 experience points. Especially due to it being sew pun-full. Please perform your long-resting and then your characters must hurry to the tower!
Pilchard: Yes. Sorry. But I do get 10 experience points?
Dungeon Master: No. The 10 is divided by all characters who made explaining contributions. Generously I will round up, so, 2 experience points each.
Pilchard: It's more than zero experience points, but this feels almost penalizing.
Bingly: Well, my long-resting is accomplished. I only had to erase some hit dice used for healing last time and write "familiar = bat."
Dungeon Master: 5 experience points for this speediness toward allowing the adventure to continue.
Grolka: I am done also, after erasing woundings, uses of hit dice, and one mark of raging.
Dungeon Master: 5 experience points!
Rouge: I had only damage to erase, which is now complete.
Dungeon Master: 5 experience points.
Pilchard: This awarding of experience bonuses to characters who don't need recovering of useful spells the way my character does ... I'm not sure it's unbiased.
Dungeon Master: Is Dungeons and Dragons always a game of equal and fair?
Pilchard: I concede the pointy-ness of this question.
Dungeon Master: No experience points for flatterings like that. Is everyone long-rested?
Pilchard: Now I am.
Plummet: Me too.
Helsa: Entirely.
Luce: I think. Remember, I'm new to these rest rules.
Dungeon Master: So -- now you are on a porch. The tower door has holes of marble size in it. What do you do?
Pilchard: Put our three marbles in? Seems obvious, I think.
Plummet: Agreement from your Plume mage sister!
Grolka: A barbaric orc only grunts and makes ready her battle-axe.
Helsa: Probably anyone who is not in front holding marbles only looks groundward to avoid seeing strange energies warned of by a homunculus.
Rouge: Yes, even a Chaotic Chaotic rogue is sensible enough to do that.
Dungeon Master: When marbles are put in, a clicking sound emerges! The door opens!
Pilchard: Are things visible inside?
Dungeon Master: Dim! On this ground floor, zero windows. Only light that enters the door assists your vision.
Pilchard: I cast my Light cantrip.
Dungeon Master: You think, "Much better!" Now, inside, the room is half a circle in shape. It's so tall! Two stories of room under the ceiling high above. Opposite your door, a flat wall that is stone for 10 feet, then wood above that. Stairs go up along each curving wall and reach doors that enter this wall where it is wood. Here, like this:


Dungeon Master: Also, there's a brief stone platform that faces the door, only two or three feet in height. Upon it is a statue, strange and peculiar of shape. It has many tentacles and three eyes of different sizes.
Pilchard: I observe it for signs of golemry.
Plummet: Me too!
Dungeon Master: No golemry that's obvious.
Helsa: Could be a golem of patience, though.
Rouge: I would like to enter and no longer be in this wind of creepy energy!
Bingly: Yes!
Dungeon Master: All enter, then, followed by an eager homunculus. It sniffs searchingly.
Grolka: I proceed to the platformed statue and examine it for liveliness -- especially hostile liveliness.
Helsa: I am attentive to our homunculus. I ask what it smells.
Dungeon Master: The homunculus shakes its head, frownful. Its moment of hopeful sniffing ends.
Bingly: Everyone inside? I close the door.
Dungeon Master: The clicking sound returns when you do ... then, it's shut.
Pilchard: Uh-oh. Did Bingly just imprison us with a self-locking door?
Luce: I'll determine it. Does the door open when attempted?
Dungeon Master: No.
Pilchard: No problem. We just need to exit and find three more marbles, right?
Helsa: An easy accomplishment. Already, I think, it's almost done.
Dungeon Master: Grolka, you examine the statue. In one of three eyes, there's a gleam!
Grolka: I look to see what is gleaming there.
Rouge: Could be a treasureful gem! Do I witness this gleaming?
Dungeon Master: No, only someone examining the statue with such nearness as the orc, who notices -- in this eye (it's a large and polished black stone), there's a wizardly shape! Tall and thin, in robes. Or possibly just thin. He's gleaming in a statue eye, so it's hard noticing his actual height. You see that he points upward, and raises three fingers.
Grolka: I tell him this is a gesture of severe rudeness for orcs and raise three fingers back at him.
Dungeon Master: He points at his ear and shakes his head. Possibly he cannot hear you. Now he points out, as if at the room. He raises one finger. He points and looks left, then points and looks right, as if at the two stairways of curvy. He raises two fingers. Then he points up twice, and raises three fingers again.
Grolka: I am scowling barbarically. Rude! I raise three fingers again.
Helsa: I ask our orcish barbarian, "What are you doing?"
Grolka: I tell you I am about to fight a rude little gleam of a wizard in this statue eye.
Helsa: I ask for more detailed explanation.
Grolka: I tell you to come look for yourself. Warning! He will gesture rudely at you.
Helsa: I look at the eye of gleaming wizardliness.
Dungeon Master: Inside, you see it seems like a reflection of the wizard I described before. His appearance is also what I described before, except that also he looks possibly impatient or annoyed. He repeats the series of gestures I described before.
Helsa: I'm okay in intelligence, but not ingenious. I try to understand these clues with my Investigating skill. 17. Is this enough to conclude I think he wants us to stair our way up to the third floor?
Dungeon Master: Yes, definitely. Your deducery earns 20 experience points!
Helsa: Thank you.
Rouge: I'm worried. This urging of us third-floorward could be trappery.
Bingly: Could be. Does this mean, let's avoid floor three and any treasure of that floor?
Rouge: No. Only that we should look for all possible treasure while exploring that direction.
Luce: I agree. Should we first search this room for secrets of the hidden sort?
Pilchard: Yes, but my chance is not good. Searching the wall that is northerly ... Oh! My roll is natural 20, so 22 in all.
Dungeon Master: Your searching -- it's commendable. Very thorough! But you find only firmly made wall.
Helsa: My examination moves from gleams in statue eyes to the platform beneath. Any panels of secrecy or messages written? My roll is the opposite of Pilchard's ... a 1 which is a total of 5.
Dungeon Master: Apparently, you are very distracted by the still-gleaming eye. The gleam wizard there has arms crossed and taps his foot. You find nothing.
Rouge: I search the platform as well! For me, the total is 14.
Dungeon Master: Less distracted, but with results unchanged.
Helsa: How are the stairs built? Is open space under them, or could a secret area lurk where they sit on stone-constructed support?
Dungeon Master: They attach to the wall with braces. It's just open room beneath the steps and attachments.
Pilchard: Seems like time to climb them, then.
Helsa: Almost! Possibly first our rogues should examine them for trappery.
Rouge: My examination ... so poor! Only 5 total.
Dungeon Master: Which stairway was this?
Rouge: The eastward one.
Luce: Rouge searches easterly, I will search westerly. 10.
Dungeon Master: No traps found in either direction of stairs.
Pilchard: I roll to see if I notice Rouge examining with sloppiness compared to Luce. Only a 6, though.
Dungeon Master: Any difference ... it's unobvious to you.
Pilchard: Okay with me to go either direction, then.
Grolka: I proceed upward to the west. I know more of Rouge, but so far Luce has shown more sensible behavior.
Dungeon Master: No traps prevent you from reaching the door above.
Grolka: I open it. Unless it is locked.
Dungeon Master: It opens! Here is what you see.



Dungeon Master: It's a narrow room of wood floor all the way across the tower. Or possibly it's a wide hallway. Could be either one. More stairs go up east and west. The other stair's door is seen in the east. Occupying the center of the room (or hallway) -- a strange machine! Like half a cylinder lying flat on the floor of wood, but with squarish chunks missing. From its top, a pipe goes up into a ceiling that is also of wood.
Pilchard: This machine -- I am curious! So, I examine it.
Dungeon Master: Very smooth, mostly. But on one side, there's a hole of familiar size. This hole opens above a long, thin tray. The tray has slight angling. At its bottom end, four marbles are sitting.
Rouge: I search the machine for secret chambers. So weak my searching today! Only a 10.
Luce: I imitate Rouge, except for the part of weakness, hopefully. 13?
Dungeon Master: Neither searching is searchly enough, apparently. Or else there is no chamber to find.
Pilchard: Should we take these marbles?
Plummet: Maybe another door will need unlocking!
Bingly: But ... what if these marbles have not yet used their power of golemizing? If we put them in a pocket, will we have sudden pants golem?
Luce: Are you happy to see me, or are your pants a golem?
Dungeon Master: Do you take any marbles?
Pilchard: Maybe later. If we need them.
Grolka: A strange machine is boring for an orc of barbarism. I go up the west staircase to see where it arrives.
Helsa: I follow in case it's a place dangerous for just an orc.
Rouge: I watch to see if this method finds a trap more quickly than rogues searching.
Dungeon Master: At the top, you see there is no door -- the stairway rises through the ceiling to open in a new floor. The room here has a strange shape!



Bingly: A bat face with large ears! My familiar will appreciate this room.
Luce: It does appear so batty, now that you say this.
Dungeon Master: Unplanned but also correct! 20 experience points. In this room are laboratorical merchandises of many sorts. Tables, and on them beakers, tubes, jars ... things of such.
Grolka: Is a gleaming wizard there?
Dungeon Master: Seems empty and quiet, so far. You notice that from the floor to ceiling, a pipe occupies the same place as the pipe from the machine below.
Pilchard: Could be the strange cylinder machine is central heating, and marbles are compressions of ashes from expired coal or wood?
Plummet: I avoid touching this pipe in case it is so hot.
Grolka: An orc calls downward, "Are others stairing upward to this third floor?
Rouge: Is there treasure?
Helsa: Possibly! A door is visible. Also, laboratorical merchandises.
Rouge: I proceed upstairs.
Bingly: I send my bat. When it arrives I can Bonus Act to see what it sees.
Luce: I follow Rouge.
Pilchard: Fighting types all seem to be abandoning the Plume Mages. I suggest we follow, sibling.
Plummet: I agree. Let's go!
Bingly: I don't wait alone for a bat report, then. Upstairs with me too.
Dungeon Master: You find the room as described before.
Bingly: Aha! So like a bat head! My bat does a flittering dance of happy.
Luce: So, these laboratorical apparatuses ... do they seem more chemical-ish or more alchemical-ish? Wait, never mind. Probably my character doesn't know these things.
Rouge: My character either. Also, she does not care. A better question: do the apparatuses look treasurely? Or boring due to inexpensiveness.
Pilchard: In the Handbook for Players, "Alchemy Supplies" have 50 gold pieces of value for 8 pounds. So a table of similar merchandise may be similarly treasureful.
Dungeon Master: Good! 25 experience points!
Rouge: Excellent! How many pounds are on the table?
Bingly: Hmm. Also in the Handbook, a flask equals 1 pound for 2 pieces of copper. So is the table more like Alchemy Supplies or more like flasks?
Dungeon Master: This question shows honesty! 25 experience points! Does any one have a skill of Alchemy? No? In this case, Medicine seems close enough to make a Disadvantaged roll for determining the treasureliness of these apparatuses.
Pilchard: My roll is 11.
Plummet: Mine is 7. Sad face.
Grolka: A barbarian is disinterested.
Helsa: Likewise a hermitly ranger.
Rouge: My roll is 19!
Dungeon Master: Looks like mostly these apparatuses are wares of glass -- flask-ish and beakerly. Maybe some other supplies are there but spoiled. 20 pounds of it has a worth of 6 gold pieces.
Pilchard: Seems like it would have been better to roll for these values before Bingly's question.
Rouge: Hard agree. It will be troublesome to carry wares of glass around for only 6 gold pieces. If someone falls or drops a bag of them ... crash! ... and, trash.
Luce: I go to the southward door to examine any traps there.
Dungeon Master: Roll to see what you Perceive!
Luce: Almost my best skill! But I roll a 1. Total is 5.
Dungeon Master: You have so much confidence it is untrapped.
Luce: Confidently, I open it, then.
Dungeon Master: Beyond, you see a small office, or living room, or combination of both. A desk, a chair, a couch and small table before it. In the middle of this room, a ghostly figure! Grolka and Helsa recognize this figure as the wizardly gleam from the statue below! The room's appearance is this:


Grolka: I make the rude gesture of 3 fingers at the wizard ghost.
Helsa: I do not.
Plummet: I hope it's a talkable ghost! More interpreting of gestures will be so much work.
Dungeon Master: The ghost speaks immediately, in fact!
Pilchard: I hope it's not a ghost of hauntful shrieking.
Dungeon Master: No, only a little spooky, its speaking. It begins a tale of explanation and request. 
Plummet: A long tale? I notice a comfortable couch.
Grolka: I notice it also. I will walk couchward and sit there. If the ghost occupies my path, I will walk through it.
Dungeon Master: The ghost's speaking becomes grumblesome in addition to spooky. But it continues. Its tale is a sad one of prideful and errors. Long ago, this tower was cultish! The cultly villains who owned it -- very evil! In the basement was a pit of sacrifice where the cult would throw victims to summon energies of wicked sorts from another universe.
Grolka: I ask why it is telling us this.
Dungeon Master: Did others enter the room? Or just remain in the laboratorical one while the barbaric orc went to sit?
Pilchard: I am content to let a ghost talk at me from farther away, not closer up.
Plummet: I wanted to sit, but became nervous when our orc walked through the ghost.
Helsa: I share the attitude of Pilchard.
Rouge: I share the attitude of Plummet.
Bingly: I pet my bat.
Luce: No entering rooms of ghosts for me, thank you.
Dungeon Master: In this case, the ghost ignores an orcish barbarian's question and continues its address of everyone in the laboratorical room. It says that when enough sacrifices occurred, the energies of wickedness flowed up through the pipe to a device on the roof. There, they became winds of darkness! Anyone nearby who looked became teleported to the pit below!
Pilchard: I am glad a homunculus told us not to look.
Plummet: I also am glad!
Dungeon Master: Then someone came and heroically stopped the winds of the tower. Also, heroically killed the cult and sealed the tower so no others could use it.
Pilchard: Who did all this? I am curious.
Plummet: Heroes, probably.
Dungeon Master: 50 experience points! Yes, the wizard says long-ago heroes triumphed against the cultly keep. Over time, others forgot them.
Rouge: I hope they demanded treasure for this service. Otherwise, forgetting them seems a doubling of insult.
Dungeon Master: Now comes the prideful and error-ful part. With a face of guilt, the wizard reveals he found the tower and thought, "Hmm! Could be an interesting headquarters!" So he moved in and made it one. Also, he did experiments. Some dark energy remained in the pipe! Not enough to create winds, but it moved back and forth between the pit and the machine on the roof. By trapping this energy, the wizard found he could make marbles!
Pilchard: Seems like a lot of dangerous work just to make dangerous marbles.
Dungeon Master: Do you say this out loud?
Pilchard: Yes.
Dungeon Master: You gloom the wizard's face. But he continues. The magical marbles seemed unharmful, so he gave some to villagers as keepsakes. They found these marbles would make miniature golems of their goods! At first, these were small and entertaining. Villagers who had no marbles became full of coveting. So greatly they coveted their own marbles and miniature golems! But the wizard said his marble-making experiment had very little dark energy left. Some villagers formed a plan. They gave the wizard a gift of ale mixed with a potion of sleepiness! While he snored, they snuck in and explored. Some found the pit ... sadly, they explored it also. Dark energy released! Only enough to make some marbles, though, not enough to make dark winds. Some villagers left with the marbles. Some villagers said, "Wait! Where are our friends who went to explore?" They explored after their friends and, oops, more exploring into the pit of sacrifice.
Helsa: These villagers sound unwisdomful.
Dungeon Master: Yes. And enough explored to start the winds of darkness! Folk of the town looked at the winds! Into the pit they vanished! Fearing and terrored, other folk of the village fled. The wizard awoke and struggled with the energies of darkness. He learned how to stop the energies -- three of the marbles must go into the eyes of the statue. But all his marbles were taken already.
Pilchard: Lost.
Bingly: I wasn't going to say it.
Dungeon Master: The wizard told the townfolk remaining, "Bring me the marbles!" He made the door with holes for marbles and locked it. This way, marbles could be deposited, but no more townfolk could get in and accidentally do fatal pit-exploration.
Plummet: Wait ... if a locked door was to keep villagers out, and a wizard told villagers to put marbles in the door, why did the door open from being marbled?
Dungeon Master: The wizard is too embarrassed to admit that part. Possibly it involved great foolishness from him. Or possibly the Dungeon Master struggled with this plot and just decided, "It was too embarrassing." Who can say?
Pilchard: Hmm! Possibly the energies of darkness cursed the wizard? First, confusing his magic and making the marbles able to unlock the locked door. Then, weakening him until he died.
Dungeon Master: Exceptional! 100 experience points!
Pilchard: But ... the wizard needed only three marbles, and already there were four in his machine. Why not use three of those?
Dungeon Master: This part the Dungeon Master devised, untroubledly. After the wizard's dying by cursedness and dark energies, the tower still stood. The winds still blew! Adventurer types came adventuring and saw the winds of energy, so poof into the pit of sacrifice they went. This made the four marbles you saw. Or possibly only two of them. The wizard's dying might have happened with two marbles already made, since three are needed for the eyes of the statue. Do you ask the wizard for these details?
Grolka: I will growl orcishly if anyone asks questions of that sort. Pointless! We know there are marbles; now we know what to do with these marbles. No more need to discuss with a rude wizard. I stand up to return back downstairs.
Helsa: Wait! I have a non-pointless inquiry for the ghostly wizard. We have seen golems created by these marbles ... will putting marbles in the eyes of a statue golemize it?
Luce: I approve of this inquiry. Appropriate in cautiousness!
Dungeon Master: The wizard shrugs. "There's a potential," he admits.
Grolka: We have killed three golems already. A barbarian is confident to kill another, especially one that is only potential in its golemness. I continue down the stairs.
Helsa: I will follow.
Rouge: I allow others to proceed first.
Bingly: I will also allow others to proceed.
Rouge: Bingly will be one of the others I allow to proceed before me.
Bingly: Very generous ... I am appreciative! Has all of our allowing allowed other party members to return downstairs-ward?
Luce: To be honest -- wait. I am rogueish and criminal of origin, so probably not full of honestness. Therefore, I don't explain my behavior, but I remain on floor three also, observing the contest of allowing between Rouge and Bingly.
Plummet: Already, I went downstairs.
Pilchard: I accompanied my sibling.
Rouge: I scowl at the unnecessary remaining of my two companions. "Really," I tell them, "I am allowing you to go first."
Bingly: But I want to talk to the ghost of wizardly errors and tragedy. I proceed into the room and ask him, "Do you have a spellbook? If yes, can I look within it for cool spells?"
Plummet: Hey! Very unfair! Are these three remainers going to loot a ghostly wizard's room while other party members must fight golems?
Rouge: You don't know yet if a golem will occur.
Plummet: Still ... we will be making efforts to walk downstairs. Rewards should be ours too!
Rouge: Already you are downstairs. So this arguing is not actually able to occur.
Plummet: Oh. True.
Rouge: Since we are asking the wizardly ghost with such straightforwardness, I will ask him what treasure he has, since he is not using it anyway.
Dungeon Master: The ghost is unpleased by your questions. Stopping evil winds first! Discussion of possible treasures and spellbooks later.
Rouge: Hmm. Can a ghost do anything about it if we decide to search this room?
Dungeon Master: It's a Religion roll to know.
Rouge: My roll is 17!
Dungeon Master: The task is very easy ... you think, people are scared of ghosts, so there is probably a reason for it. With such a high roll, you also know some things about ghostish abilities. Very hard to damage! Able to make a terrorizing face! Also, it might possess you.
Rouge: Okay, I proceed downstairs.
Bingly: My roll to know about ghosts is only 8, so I know less than Rouge. This means I am curious! I tell the ghost I would like to know more about what ghosts can do.
Luce: I proceed with Rouge.
Dungeon Master: It's a roll of Persuading to get a ghost to talk. Especially one already irritated by barbaric orcs and plundersome thiefly tieflings.
Bingly: Aha! I roll 19 and have a bonus of 2! 
Dungeon Master: For some reason, the ghost allows your questioning. You may read the page of "Ghost" in the Manual of Monstrousness.
Bingly: Probably, he is charmed by my cute bat.
Dungeon Master: Meanwhile! Others have proceeded to back to level 2. What do you do?
Grolka: Since I am first, I take three of the marbles and continue to the next stairs downward.
Helsa: I follow.
Pilchard: Same.
Plummet: Same.
Dungeon Master: Very speedy! It is quicker to take marbles than to ask a ghost questions and try remembering Religion facts, so this fraction of adventurers reaches ground floor, hmm, two rounds before tiefling rogues do. What do you do?
Grolka: I walk straight at the statue and push marbles into its eyes. If there is a gleam image of a rude wizard in any of them, I marble that one first and hardest.
Dungeon Master: No such gleaming. But with insertion of marble number three ... the prediction of golemry comes true! Roll for Initiating!
Pilchard: Hah! 19!
Plummet: 18 for me. Plume Mages are speedy tonight!
Grolka: An orc also. 19.
Helsa: I am rangering on initiative 5.
Rouge: 6 for Rouge.
Luce: 15 for Luce.
Dungeon Master: No need for Bingly to roll while questioning a ghost. Grolka or Pilchard Initiates first! You see the tentacles of the statue twitch and writhe. It's body of stone becomes slime-dripping and black.
Plummet: Ick!
Grolka: Axe. Sadly, my roll is poor. A certain miss.
Pilchard: I roll for Witch Bolting the statue! 20! Damage is 16 points!
Dungeon Master: Seems like the slimy drippage absorbs some of your bolting. Damage is lessened.
Pilchard: Boo.
Plummet: I will Orb it Chromatically! Foo, I miss.
Dungeon Master: Slime-dripping tentacles slap at the barbaric orc! It has 3! One roll is 16, one 13, one 12.
Grolka: My armor class exceeds those rolls.
Dungeon Master: Then Luce and Rouge move one round closer to floor one. Unless one does something else?
Rouge: No, nothing but stairing.
Luce: Luce also.
Dungeon Master: Helsa! It is your rangerly turn.
Helsa: With my shortbow, I roll 12.
Dungeon Master: Ineffective! Again it is the turn of Grolka.
Grolka: I Bonus Act to Rage barbarically. Then, axing. This time it's a 19, which I hope hits. Damage is 10 if so.
Dungeon Master: You do hit! However, despite its altered appearance, the golem's body is stone, and slashing damage is reduced.
Pilchard: What a tough golem! My Witch Bolt continues for 8 points. I also throw a dagger, but it misses.
Plummet: I am frustrated from missing. So this time, I cast Magic Missile! You know ... it's strange that it has the word "miss" in it but it can't miss. My damage is 9 points.
Dungeon Master: This spell appears to damage it fully. Now the golem! One hit with its tentacles of stoney drippage! 6 points in bludgeoning damage, 6 points in acid!
Grolka: Painful, but my Rage reduces the bludgeoning.
Dungeon Master: Tieflings arrive downstairs! But, no Actioning until next round.
Rouge: At least we're here.
Helsa: I again shoot with my bow. But first, I Bonus Act to cast a spell of Hunter's Mark. My attack is 17.
Dungeon Master: A hit!
Helsa: Excellent. My ability of Colossus Slaying grants one extra d8 of damage, and Hunter's Mark one extra d6 of Force damage. This results in 5 points of Piercing and 6 points of Force. Also, my arrow Vexes it. I can shoot with Advantage next round.
Dungeon Master: The Piercing is reduced. The Force is not. The new round begins.
Grolka: I axe with 17. Damage is only 7 before being golemly reduced.
Bingly: My Witch Bolt persists ... damage is 12!
Dungeon Master: Luce is before goleming; Rouge will be after.
Luce: I attack with shortsword and dagger. 13 for the sword, 17 for the dagger.
Dungeon Master: The sword: miss. The dagger: hit.
Luce: My ally is within 5 feet of the golem, so I apply Sneak Attack damage with my daggering. 14 points.
Dungeon Master: The golem! Luce has damaged it, so it applies one tentacle to her and two to Grolka. Grolka, it misses. But Luce, it hits. Ow! Damage is maximized! 8 of bludgeoning, 6 of acid.
Luce: So painful!
Dungeon Master: Rouge may act now.
Rouge: I do not wish to receive any tentacle-ing, so I will shortbow it. But, I miss.
Helsa: My shortbow attack this round has advantage -- I hit. 7 points of Piercing, 3 of Force.
Dungeon Master: A new round begins!
Grolka: I axe it at 16 this time.
Dungeon Master: 16 is still a hit.
Grolka: Damage, 9 points.
Pilchard: 10 electrical Witch Bolting damage on my turn!
Plummet: More missile-ling on my turn for 12 points!
Luce: I shortsword and dagger. Both miss. Then I Bonus Act to Disengage and move away from these tentacles!
Dungeon Master: You elude them. The golem returns to attacking its orc opponent! Two hits! 13 of bludgeoning, 7 of acid.
Grolka: I announce that some healing would improve my ability to continue living.
Rouge: My shortbow attack misses.
Helsa: I move up to cure the wounds of an orc, then move back to remain unreached by tentacles. 13 of healing, Grolka.
Dungeon Master: A new round again.
Grolka: A miss with my axe.
Pilchard: Only 6 points from my Witch Bolt.
Plummet: I cast a Magic Missile of second level to do an extra missile. 16 points of damaging!
Dungeon Master: The golem is destroyed! 300 experience points each! Bingly can have 100 experience points for Persuading a ghost and learning ghostly things about it.
Pilchard: Only another fight or two and I will be level 4.
Plummet: Maybe 2 or 3 fights for me.
Grolka: Probably 3 for me.
Luce: I don't know how much is needed to increase in level.
Dungeon Master: For level 4, 2700.
Luce: Oh good! That seems soon!
Dungeon Master: Also soon-seeming, I think, is bedtime. The Dungeon Master calls adjournment. Next session, probably, it's the end of this creepy tower dungeon!
Pilchard: It's been less creepy than my expectings, once we arrived inside.
Plummet: Don't jinx us!
Dungeon Master: Possibly I should imagine creepier happenings for next time. We will see!
Bingly: Thank you for such a fun game, Dungeon Master!
Luce: Yes! I'm enjoying it very much!

Eleventh Dungeon! People and Pit and Plateau!

Readers! After some months of Dragonbaning, now it's a return to Dungeon and Dragoning. If you don't remember the happenings from be...