(This part is for readers who need refreshment of memories. These brave adventurers! They've found a city of people-less appearance -- very old and in abandonment. Near the gate, a building appeals to them, some thinking it might be bankish. Inside, though, it's a temple! They begin to explore:
There. All done with aiding in remembrance!)
Pilchard: I wish to examine that altar-top tome.
Plummet: Me too! Is it sizeable for sharing?
Dungeon Master: Yes, but an altar of this sort has elevation. See the platform drawn surrounding it?
Pilchard: Sure. But unless it is giantish, seems like it shouldn't be hard to climb.
Dungeon Master: Stairs are on the angle-y sides. Only three or four of them, but it's awkward to get up if you do not go and use them.
Pilchard: My eagerness to examine ancient scribings exceeds the off-putting of awkwardness.
Plummet: The same for me as for my brother. Is it so awkward to demand Acrobatting?
Dungeon Master: No. You clamber upon the platform with no need for rolling. What do others do?
Grolka: I guard barbarically.
Helsa: Still, I'm watching the street for any approachers.
Rouge: Since there's no box of donating, I hurry toward the goldish goblet. Really, an earlier description of that and I could have skipped the time-waste of box-seeking.
Bingly: Windows of colored glass seem cool and unusual to me. I stroll leftwardish and then along the wall, seeing what sort of glass it is and how the world outside looks in each color.
Luce: I move to this door that's neighboring the platform. I intend searching it for traps.
Dungeon Master: Plume mages! The book is open at a middling page. What do you do?
Pilchard: It's okay to start unsequentially, but first I would look at the cover for its title.
Plummet: Don't lose the opened-to place! If someone left it open there, maybe it's important.
Pilchard: I put my hand between pages and lift the front cover. What's there?
Dungeon Master: Words. They are languaged in common, but an old, old sort. Religion might help in recognizing them.
Pilchard: My roll for religion is 24.
Plummet: Wow!
Dungeon Master: It is the fourth of seven religious writings about a seven-souls deity of light. Who can name this god or goddess?
Pilchard: Prisma! And if it's the fourth, does that mean it's green?
Dungeon Master: Excellent! 100 experience points! Can someone invent a name of this holy green tome?
Plummet: Um ... Book of Green Goddess?
Rouge: Sounds like salad dressing recipes.
Dungeon Master: Hmm. Not sure it's an experience-earning book name.
Helsa: Ah, how about The Emerald Prismatechism?
Plummet: Jeepers, that's way better!
Dungeon Master: Yes, studious and religious-sounding! 100 experience points. These words make it sound intriguing and unique!
Helsa: I strove for a flavor of esoteric.
Dungeon Master: Esoteric! I am writing this word down. It's worth several Dungeon Mastering experience points, I think.
Pilchard: Upon awareness of this title, I open the tome to its original condition and see what is on the open page.
Dungeon Master: So many words in an old language! It's slow to read. While you do, Bingly strolls past windows. First this red one. Through it, the street before the temple appears only in a variety of reddishness. Next, this orange one. Through it, a side street is see-able! You haven't observed this street directly before. Seems pretty empty and ordinary, though, except for orangeness.
Bingly: I tell everyone, "Hey, there's a side street that is empty and orangenary!"
Luce: I hear what you did there.
Dungeon Master: During Bingly's stroll from red to orange, Rouge is able to travel to the platform and ascend next to the altar and goblet. Luce goes near to the desired door. No more actions for either though until next round. For Grolka and Helsa, there's just more guarding without anything special noticed. Does everyone continue as described in the new round? If so, Luce arrives at a door and must roll Perceiving, and Rouge must say what she is doing now that the goblet is close.
Pilchard: Still reading.
Plummet: Also reading. Probably the page next to Pilchard's, because it's easier than cramming together to read just one simultaneous page.
Grolka: More guarding.
Helsa: Similar, but with a bow.
Rouge: Obviously, I will grab up the goblet and look at it.
Luce: My Perceiving roll is 19.
Dungeon Master: These things happen all together, then! The Plume mages read partial pages -- seems like a prayer for a returning of some kind. After walking in front of a yellow window and seeing a yellow side-street, Bingly walks into the light of a green window. Luce finds no trap upon the searched door. And when Rouge removes the goblet, a magical voice speaks from mid-air, saying, "Place back the holy goblet, or divine punishment will be yours!" This voice has a sound of glass-break and bell-ring in one. What do you do?
Rouge: Does the goblet have the heavy of gold?
Dungeon Master: Yes. Also, I did not mention, it has seven gems of differing colors on it.
Rouge: I this case, I definitely run doorward with it.
Dungeon Master: Time to roll Initiating, then!
Pilchard: 6.
Plummet: Also 6.
Grolka: Slow mage siblings. A barbarian will do better ... 12.
Helsa: Ranger Initiating on 14.
Rouge: Watch this! A die of 18 plus 4 is 22!
Bingly: My 6 plus zero is 6. So more than just mage siblings are matchingly sluggish.
Luce: Hmm. So many sixes. Are you sure you're mages and not tieflings? My Initiating is 12.
Dungeon Master: Rouge begins this round of acting, then.
Rouge: Quick speeding for an exit! Movement of 30, then Bonus Acting to Dash another 30 out the door --
Dungeon Master: Bonk! Make a Dexterity Saving Throw or there's damage from an invisible doorway barrier. If damaged, you will also be Prone.
Rouge: 14.
Dungeon Master: This is sufficient.
Rouge: I say, "Just kidding!" Then, my Action is a Dash back as I came.
Dungeon Master: You make it partway. Now, enemies Initiate! From both windows of green glass, inside windows separate from the frame and begin motion! As they move, their outlines become humanoid-ish, though very tall. However, they continue their windowly flatness. One slashes at Bingly! 11 is the roll.
Pilchard: Obviously, it's a hit for a clumsy-ish mage.
Dungeon Master: Slash! It's 10 points of Slashiness and 7 points of Forcefulness.
Bingly: Ow! This is very bad!
Dungeon Master: Plus, it gleams green light at you! Make a Save of the Dexterity sort.
Bingly: 1.
Dungeon Master: It's going to damage you for 10 of Poison! Unless ...
Bingly: Unless?
Dungeon Master: You feel it trying to deliver divine cursing on you. If you accept this curse, no damage.
Bingly: I accept!
Dungeon Master: When you do, suddenly there's no greenishness to the green window or golem. The street outside -- all grey in appearance! It's now very hard to see a golem.
Bingly: Not good, but not as ungood as losing all hit points in one round.
Dungeon Master: The second golem of glass moves here to attack Rouge! Slash! It hits with its flat, slashy hand. Zap! Ah, probably that's a miss with its ray of Poisonous green glow: 12. Damage from Shashing and Force is 20.
Rouge: So near death!
Dungeon Master: Helsa's turn.
Helsa: I see if an arrow will go in through the barrier that bonked Rouge. Definitely I miss the golem, but does my arrow enter a temple?
Dungeon Master: Yes. However, aiming was hard! From sidewise, the golem ... so flat! You would have been Disadvantaged if it wasn't already a miss.
Helsa: If I can, I move in toward Rogue to possibly cure her of wounds next round. Also, with Bonus Actioning, I cast Hunter's Mark on that golem. Always I do that in the wrong order.
Dungeon Master: You are able to move inside. Now, Grolka.
Grolka: Hmm. I yell that weapons of the smashing sort may help against glass. Then I attack with my battle axe because I have no smashing ones. A, that is after Bonus Acting to become enRaged. Now I attack Recklessly. 18 to hit, and also 18 damage if hitting succeeds. Also, there's a Topple from being battle axed, and it must save Constitutionally against DC 13 or become Prone.
Dungeon Master: It is damaged, but saves. Luce also acts at this time!
Luce: Probably unwise-ish, but I move here and try shortswording and daggering at it. 21 with a shortsword, only 9 with a dagger. Damage from shortswording is 12.
Dungeon Master: Mages may act!
Bingly: My action is carefully fleeing because I have been pained -- two ways! With Disengage, I move here, and by Bonus Acting, I cast a spell of Expeditious Retreating and can Dash. Since Helsa entered, I hope I can exit, and I move to pass out this door, waving a hand to avoid bonkage.
Dungeon Master: You are able!
Bingly: Whew! I say, "Everyone! Looks like these golems are Rouge's problem if we are okay leaving!"
Pilchard: I move here and attempt Witch Bolting the injured golem. Bolt! Natural 20! Damage is also 20!
Plummet: I move here at cast Magic Missile for 10 points of damage.
Dungeon Master: This is Force damage, yes? It is doubled against a golem!
Plummet: Yay!
Grolka: Somewhat less yay, because our attacking has done many hit points of damage to this one golem, and still it is goleming us.
Helsa:
Rouge: Probably it's almost dead. Fight on, allies!
Dungeon Master: Initiating time again.
Pilchard: 15.
Plummet: 12.
Grolka: 3.
Helsa: 8.
Rouge: 21!
Bingly: 14.
Luce: 22! I will swap this roll with Grolka by using my Alert feat.
Grolka: Strategic! Thank you.
Dungeon Master: Golems are on 8.
Grolka: Again, I Recklessly and Savagely attack. Hit! 23 points!
Rouge: I Bonus Act to Disengage. Then I hurry to the altar and replace the goblet. "There! I've returned it! Now cease the attacking!" Then I shoot a Firebolt at the golem, but miss.
Pilchard: My Witch Bolt continues Bolting it for 4 points. Also, I cast Poison Spray at it, and hit for 10 points!
Dungeon Master: Seems like the Poisonousness does less than that.
Pilchard: Oh, right, its ray had Poisonousness too, didn't it?
Bingly: I attempt Firebolting it, and fail.
Plummet: Again, Magic Missile! 9 points!
Dungeon Master: The golem shatters into shards! Helsa and the golem are acting on 8. Helsa can go first.
Helsa: Thank you. I will Bonus Act to move my Hunter's mark to the other golem, then Shortbow it. Miss. Finally, I move back to this far wall and tell Rouge and Bingly to approach if they desire curing.
Dungeon Master: The golem moves here and attacks ... Luce! Slash! 11! Zap! 19!
Luce: I am Zapped but not Slashed. There's a Dexterity Save on being Zapped? I roll failure.
Dungeon Master: Damage is 12, or you feel you could accept a curse to avoid it.
Luce: I have Temporary Hit Points, so I am unwilling to be cursed. My switchery with Grolka means I am now last, correct? I Shortsword and Dagger the new golem. Miss with Shortsword, hit with Dagger, 13 points.
Dungeon Master: New Initiating.
Pilchard: 7.
Plummet: 5.
Grolka: 14.
Helsa: 14.
Rouge: 23!
Bingly: Holy moley, 20!
Luce: 19 for me. Again, I switch with Grolka.
Dungeon Master: Golems are at 6.
Rouge: I move and Bonus Act to Dash, arriving beside Helsa. Then, it's another Firebolt! Also another miss.
Bingly: I think I prefer Firebolting from outside above returning to a golem-infested room to compete with Rouge for curing. Hit! No, it's at Disadvantage from the side, isn't it? I miss the flat golem. What a pain!
Luce: Wait. I just realized you are making window puns, aren't you?
Bingly: Not sure it's safe to say, in case a Dungeon Master finds the puns unfunny.
Luce: I see.
Dungeon Master: Grolka is next thanks to switchery.
Grolka: I hit, for 24 points.
Helsa: I cure Rouge, but sadly for only 5 points.
Rouge: Sad-face.
Luce: Again, I miss with Shortsword, hit with Dagger, this time doing 8 points.
Dungeon Master: Pilchard may go.
Pilchard: I move here and Witch Bolt it! A hit for 16 points
Dungeon Master: A golem dislikes being Bolted! Slash at Pilchard! 17! Zap at Pilchard! 21! 19 from a Slash, 6 from a Zap.
Pilchard: My Dexterity is insufficient for Saving, and I don't wish to be cursed, so I take all damage. Then I say, "Help!"
Plummet: I am after this golem? I move behind my brother and Cure his Wounds. 10 points.
Dungeon Master: New Initiating!
Pilchard: 19! Also, I thank my sister.
Plummet: 7. You are welcome.
Grolka: 17.
Helsa: 19.
Rouge: 20! Kapow!
Bingly: 9.
Luce: 11. I switch with Rouge because I think she will beg for more healing and try Shortbowing it this round. But because she is Chaotic Chaotic, probably she won't let me.
Dungeon Master: Golem ... 20! Whichever adventurer is at 20 now, roll again to see if you beat the golem.
Rouge: I will allow the switchery just to be unpredictable.
Luce: My tie-breaker roll is 20.
Dungeon Master: The golem concedes initiating.
Pilchard: Seems generous ... unless a Dungeon Master thinks, "Hmm, I'll lose even with a 20, so I can save that 20 for a critical hit."
Plummet: Is our Dungeon Master so sneaky?
Helsa: And so unaware how probability works?
Luce: Either way, I roll 15 on Shortsword and miss with a Dagger. Is 15 a hit?
Dungeon Master: Yes!
Luce: 14 points.
Dungeon Master: Golem! It's a miss with the Slashing and a hit with the Zapping. Zapping damage ... only 5.
Luce: Does 17 save?
Dungeon Master: Yes! Damage reduced to 3. Or accepting a curse.
Luce: No curse, please.
Dungeon Master: Pilchard and Helsa.
Pilchard: I was damaged last turn. Did I continue Concentrating? My rolls are 16 and 11, more than needed against damages of 19 and 6. Excellent! My Bolting continues for ... 2 points.
Grolka: Very worth so much rolling.
Pilchard: I attempt a Melf's Acid Arrow at it. Boo, a miss.
Plummet: Wait! Remember how I said my Diviner Mage specialty would be helpful?
Grolka: Yes. We have been waiting for evidence.
Plummet: Here it is! After each long rest, I roll 2 of the 20-sided dice. Then I can swap those rolls with another roll whenever I like! So I give Pilchard an 18.
Pilchard: Assistive, but maybe not as helpful as hoped because I roll only 7 points of Acid damage.
Plummet: Oh. My brother's spells ... so poor except for the Witch Bolting.
Helsa: I again Cure Rouge's Wounds. 11 points this time.
Rouge: Superior!
Grolka: Battle Axe. Hit for 18.
Rouge: My turn, correct? I Bonus Act to use Steady Aim. Since I do not move my Shortbow has Advantage. 16 to hit, and 14 for damage.
Dungeon Master: Destroyed! 500 experience points each!
Pilchard: Whew! But I remain somewhat slashed and zapped.
Plummet: I Cure you for 11 points.
Bingly: I remain pained and paned.
Plummet: 13 points.
Bingly: Also, I remain Cursed. Is this correct, Dungeon Master?
Dungeon Master: Yes, two curses.
Bingly: What? I only heared about one.
Dungeon Master: A new curse of everything that was green, now looks grey. But also the old curse of, cannot stop making bad puns.
Grolka: Isn't that curse on the rest of us?
Helsa: Honesty says, I find it charming. Mostly.
Bingly: But how do I become uncursed?
Dungeon Master: Does Bingly say this out loud?
Bingly: Yes. "Plummet, your Curing did not stop my cursedness of, no more green!"
Plummet: I don't think there's a spell for it, sorry.
Pilchard: There is a spell, just not available for mages with our level.
Plummet: Oh, no wonder I have not read it yet.
Dungeon Master: After these words, the voice of glass and bell says, "To remove this curse, you must do service for our Temple of Prisma!"
Rouge: Or, we just take a goblet and go, now that golems are destroyed. It's Bingly's fault for choosing not to be damaged.
Bingly: But all salads will now look awful! And trees and grass!
Luce: Also, what if golems appear each time a goblet is grabbed?
Rouge: They weren't so tough.
Pilchard: Plus, the goblet grabber is bonked when trying to leave the temple.
Rouge: Oh. Right. Well, Bingly should ask what his service will be.
Luce: I am Neutral, so I suggest balance would be, at least Rouge helps Bingly, since Rouge was the one to start all that goleming.
Rouge: My suspicion is, there's a big goblet of goldish and gem-covered. Probably I wasn't the only one thinking, let's take that.
Luce: Valid.
Dungeon Master: With glass-breaking and bell-ringing sounds, the voice says, "The curse will lift after retrieving of the Yellow Prismatechism. Fiends from the Church of Blue Diamond thieved it from us many ages ago."
Rouge: Mentioning blue diamonds increases my interest in this service. Maybe there will be some for us to take.
Bingly: Or just almonds.
Dungeon Master: Almonds?
Pilchard: Blue Diamond -- it's a company of almond selling.
Plummet: Almonds are tasty!
Bingly: Also, there are many flavors.
Plummet: Can we snack break? I feel snackish now.
Dungeon Master: "Service first! Snacking after!" says the voice.
Bingly: I accept this quest. Will companions aid a poor mage?
Rouge: Kind of our least useful mage ... but since there might be diamonds, sure.
Helsa: Now we must search a creepy city of desertion for this additional temple.
Bingly: Already, we've seen it on the map!
Dungeon Master: Players, yes, characters, no.
Plummet: I guess we better get searching, then!
Grolka: Now a Dungeon Master's cruelty of displaying such a map of intrigue appears. Because we know where a building topped by such a blue diamond is, and we know our characters do not know, it's required to definitely go some other direction to demonstrate avoidance of cheating.
Helsa: Could roll dice at each intersection to see where we go ... might end up taking us a right direction without cheatery.
Rouge: Could send a mage's bat to do useful scouting, flying very high to look down for blue diamonds.
Bingly: Or, could ask someone who already knows. Like, "Hey, voice! Where is this Temple of Blue Diamond we seek?"
Dungeon Master: 100 experience points! The voice says, "In the corner of town that is northish and westish."
Bingly: Which mage is least useful now, Rouge?
Rouge: Still the one with a bat and no fighting or curing spells.
Bingly: I have fighting spells now! Just one I keep missing with and one I haven't used much yet.
Rouge: Even worse! Why have you not used that one?
Bingly: I did! When I Dragon Breathed the inside of that toad.
Rouge: My character didn't see you do that, though, because you did it while inside a toad.
Bingly: Well ... probably smoke came out along with Bingly after toad roasting.
Rouge: How do I know what this smoke was from? Could be Bingly killed it with second-hand cancer.
Luce: We might have known about it if Bingly explained escaping instead of immediately psychic-damaging us all with puns.
Bingly: I feel I am being gangstered. Can we just investigate north-westishly?
Grolka: A barbarian has been waiting impatiently to do this already.
Helsa: Let's go.
Dungeon Master: As said before, there are so many buildings. You pass all sorts, heading where the voice indicated. Many different signs outside them. One sign looks like this:
Pilchard: This is the sign for us to most obviously ignore. Probably no interesting scribings inside, and with such a sign, other adventurers must have searched thoroughly for moneys long ago.
Rouge: What if every adventure party previously thought this same thing, though? "Oh, no reason to bother. Someone else must have gotten rich here previously. Can't be any left for us."
Luce: Surely not all parties would have thoughts so similar. At least one would have thought with originality.
Rouge: Didn't all parties think, "Hmm, empty city, could be a place to find riches, right?" So there's evidence all parties did have similar thinkings, but no evidence yet that any parties had different thinkings.
Pilchard: This logic ... difficult to evade even if intuition feels contrary-wise.
Rouge: We are here, a bankish building is here, seems like we might as well go in.
Bingly: Fine. But if green monsters are inside as guardians, a green-blinded mage won't be very helpful.
Rouge: Isn't such a mage the same one already considered least at helping? I go to this bankish-seeming building's door.
Pilchard: Seems like we will follow.
Dungeon Master: Inside, it's a bank.
Dungeon Master: Some desks for serving customers here near the front, and also a counter for bank tellers in back. Looks like one door into a back room on the distant wall, plus one inside the teller area.
Rouge: Probably no money left in customer servicing desks. I go to the distant wall door.
Luce: I follow.
Pilchard: Desks might have scribings of contracts or book-keeping ledger, though. I'm interested in those.
Plummet: Less so for me. I go with tieflings.
Grolka: I guard barbarically at the door. Call for me when Rouge activates a curse and money golems need fighting.
Rouge: Such golems would be powerful! We should fight them.
Bingly: I am tired of being golemed so much.
Luce: Also, could be a receipt golem. Or checkbook golem.
Pilchard: Or a money golem that's made from copper pieces.
Rouge: Such remarks will seem foolish if there's a gold golem. Am I yet at the door?
Dungeon Master: Yes. In fact, you notice it is open a small amount.
Rouge: I peek through!
Dungeon Master: You are able to see this:
Plummet: I ask if there is a gold golem.
Rouge: I open the door a less small amount.
Dungeon Master: Now, there's a room. Some pillars are there, also a desk. Very large at the back of the room, a vault! But, this vault appears open.
Rouge: Grr. Now it especially needs to be a gold golem that killed everyone else who entered. Otherwise, no money left in a broken-into vault!
Plummet: Maybe someone broke in to leave money in a bank instead of taking it.
Helsa: Also, if a gold golem killed everyone else, won't it kill us?
Rouge: Already, I am almost dead from dissapointedness. So I go to an open vault door and look in.
Dungeon Master: No gold golem, sorry. Only a large hole in this vault's floor -- so deep! Rough stairs are cut into this hole's sides going down and down and down.
Pilchard: Looks like a mouth that ate everything inside.
Plummet: Not to you, though, because you're enjoying scribed bank records at a desk.
Pilchard: Ah, right! Is there scribing of interest, Dungeon Master?
Dungeon Master: Ledgers and files. Very old paper. Handwriting that's so neat and careful!
Pilchard: I enjoy all of these things! When Rouge exits the vault, I must give her congratulatings.
Rouge: I go to the hole and look down. Possible someone taking enormous amounts of gold from a vault dropped some here and there. Any bits of gleaming on the stairs?
Dungeon Master: No. Looks like someone with very large amounts of time carved this hole. Probably they were patient about carrying treasures out.
Plummet: Do you tell us about such a deep, deep hole? I will be very tempted to Feather Fall down it.
Grolka: Trouble if it's deeper than 600 feet, though.
Helsa: Also trouble if you wish to return and realize, so many stairs to climb.
Rouge: These troubles sound boring and treasureless to me, so I return and just say, "It's empty."
Luce: Really? What if these stairs lead down to a dungeon, carefully mastered by our Dungeon Master and filled with adventures awaiting adventurers?
Dungeon Master: 100 experience points for expecting a Dungeon Master so diligent! Also for emotions so sensitive about maybe wasting a Dungeon Master's effortful strivings.
Pilchard: Probably it wouldn't be wasted anyway, though. When characters pass a Dungeon Master's proud imaginings, later the Dungeon Master can just plant clues for temptation. Then it's, "Whoops! I knew we should have investigated that hole! Now we must return."
Grolka: Speaking of returns, can we return yet to our north-westwardish quest for a blue diamond temple?
Rouge: Yes. All done here.
Pilchard: Wait! What if these scribings continue to interest me?
Rouge: I will show your sister a hole and she might jump down it.
Pilchard: Fine. I guess we can go.
