Pop Goes the Weasel – Wrath of the Minotaur Session 5

The fun and games continued this session, as the party dived right in and continued to explore Alaxus’ Tomb. Their first surprise was a real doozie – the corridor leading further into the tomb caved in behind them. Once the dust had settled, several feet of rock had settled in their path to freedom. Not that this bothered the party much, as there surely had to be another way out. Not even I, as a notorious “Murder GM” would be THAT mean…

So, with little choice, the party pressed on, and they discovered the fallen body of a warrior from the Church of the Holy Defender – at least, that’s what was hinted at by the plate armour and the sunburst design on the shield nearby. No weapon was to be found though.

Elanna decided to don the plate armour, turning her Armour Class into a formidable 21. That means that for the majority of the opponents in the dungeon, I was looking at natural 20s to hit. Michifer opted to take the shield, boosting the cleric’s AC to 21 as well, simply because Thordar wanted to keep using his Greataxe in combat.

Body looted, the party picked a door – south was as good a direction as any. Alas, this led straight to the encounter with the kobold leader. This was supposed to be a tough fight, as the kobold leader had gotten hold of the fallen warrior’s magical broadsword. Aside the kobold leader stood eight other kobolds, and the most fearsome of the combatants – two giant weasels. The kobold leader saw the PCs and yelled “Kill them!”

With that, battle was joined. With the highest armour classes, both Elanna and Michifer waded into battle. They stood just inside the doorway. Apparently, they had misheard the kobold leader, because they decided that what he had cried was “Kill me!” They duly obliged, ignoring all the other opponents in the room.

As all the other combatants in the room, including the weasels, required natural 20s to hit, the party were confident that none of the creatures could hit them. Turn after turn, they attacked and failed to hit, “chewing on Elanna’s boot” as Sian began to say, as her armour seemed impenetrable. Michifer was not so lucky, as a weasel scored a nat 20 and found the chink in the armour, dealing enough damage to take Michifer down in one go.

The party was concerned, because with their cleric down, their healing potential was essentially wiped out. They had no other form of healing, and would have to rely on what they could find as they sought a way out of Alaxus’ Tomb.

Luckily for them, the combat was mostly over, and the party mopped up the remaining creatures, including the two weasels, which the party discovered weren’t the one-hit wimps the kobolds were. Michifer was barely holding on, and the party searched the room for their salvation. They found it in the form of a potion of healing that contained TWO doses. Enough to get Michifer back on his feet.

The party decided to rest, despite Ouro’s objections. Ouro was concerned about the party resting after ever encounter, but I assured him that as long it was only after every significant encounter, they would be okay. After all, wasn’t Michifer nearly dying a significant encounter? With this, and it being the end of the session, Ouro agreed to rest, and had Michifer heal Thordar with his cure light wounds spell. Thordar had been at half health since the kobold archers had nearly killed him, so Ouro breathed a sigh of relief – the party was almost fully healed and ready to continue trying to find a way out. Or deal with Alaxus, whom the party clearly decided was a lich…

(Spoiler: I played the encounter by the book, but when Michifer went down, the party saw my benevolent side. The kobold leader had a potion of healing in his treasures. I decided that it would seem kind of pointless for the party to go through the fight, only to have to use their only alternative source of healing to restore Michifer. So, to avoid the sense of crushing despair, I elected to give the potion an additional dose. That way, they could restore Michifer, who had gone down primarily due to bad luck, and still have a dose remaining, which they would no doubt probably end up using in the final combat…)

Lesson Learned? Wrath of the Minotaur – Session 4

Following the pointed lesson with the kobold archers in the last session, we kicked off this session in the middle of combat. The door to the room had been closed, giving the party time to reconsider their options.

Sian favoured running in and engaging the archers with Elanna, whilst using Thaddeus to provide some fire support, with actual fire from flaming oil.

Ouro, however, suggested a somewhat sneakier option: that the party noisily withdraw back to the previous room, as if they were running away, and then hide, so as to try and lure the kobolds out and maybe even trick them into splitting up by trying to encircle them.

Ouro’s plan seemed to be based on tactical knowledge he assumed the kobolds would follow, based on the limited knowledge that they had of the dungeon. Ouro didn’t know that the passage to the west, which they assumed led to the first chamber, was actually blocked off by a cave in – the party hadn’t bothered to check that route before heading south and encountering the gelatinous cube.

Sian once again deferred to Ouro’s somewhat flawed judgement, and so the party fled back to the previous room, put out their light. Elanna took the option to use her potion of healing to restore some of her health, as she felt that she needed it if the plan was to end up failing.

The kobolds fired at the door once again. this time eleven arrows hit the closed door. But then there was some yipping (kobold language that nobody in the party understands), as the kobolds debated among themselves about what to do next. They weren’t going to split up, as Ouro anticipated, as there was nowhere else for them to go – they knew the corridor to the first chamber was blocked by a cave in. But neither did they want to give up their tactical advantage just yet. So, they argued among themselves before sending one of their remaining number to go open the door and check things out.

Alas, several members of their party totally botched their stealth rolls, meaning that the kobold sent to look out the door had spotted them. Unfortunately for the kobolds, by hiding behind the door, the party had almost total cover and thus the kobolds couldn’t get a line of sight to attack them with ranged attacks without entering the corridor and approaching the room.

Thus, this is what the kobolds did, as they all rushed down the corridor to get a better shot at the party. Once they were confined in the tight space of the corridor, Thaddeus took the opportunity to step out from his hiding place and hurl a flask of flaming oil right into the middle of the kobolds. Two were killed outright by the flames, and another two took damage, although they managed not to be set alight. Most importantly though, the fire filled the centre of the corridor, dividing the kobolds in two.

Those at the rear fled back into the room, and readied their bows for any incoming onslaught, unable to fire through the flames, and unwilling to risk death charging through it. For now, they were out of the combat until the fire died out.

Those at the front had little choice but to move forwards and try to fight their way through the party in front of them. Two held the front line, dropping their shortbows for shortswords, whilst the two behind the readied their ranged weapons, willing to fire through their comrades, if neccessary. All four were slaughtered in a few rounds, with Elanna easily cleaving the kobolds up with copious overkill from her greatsword.

The party used the time whilst the fire in the corridor burnt itself out, to loot the bodies of the kobolds they had slain previously in the narrow tunnel, hoping to recover some form of healing, Alas, all they found was some gold coins, and a dead scorpion.

When the flames had died down, the party returned to the room where they first encountered the kobolds. They had three more of the creatures to face off against. Two held their shortbows ready to fire, whilst the third watched the doorway for the party’s approach.

This time, there was no hesitation, as Elanna moved down the corridor and attacked the kobold with a fury that saw him slain with a certain sense of grace and brutality. With the numbers now in their favour, Thordar took the opportunity to charge down the corridor and attack one of the kobold archers, dispatching the creature just as swiftly, with the kobold’s arrows missing the oncoming dwarf. It was all but over the following round, when Elanna moved up and finished the final kobold.

Exhausted, the party recovered and looted the bodies looking for more healing. Unfortunately, there was no healing to be found, as all these kobolds seemed to hold what amounted to 100 gold pieces, and a metal ring on a chain that one kobold at the back wore around his neck. The crude scribbling inside of it added to the sense of mystery it possessed, so the party pocketed it with the rest of their loot.

The party wanted to rest, but this room didin’t seem like a suitably safe place to do so, and their curiousity was peaked. Thordar checked the room, and the doors, and opened the west door first. Ouro had wondered why his plan to split the party hadn’t worked as he had hoped, but upon finding that the corridor was caved in, was satisifed that the kobolds had nowhere else to go. Time for another door, and this time they chose north, sensing a certain amount of symmetry to this tomb.

The way north led to another corridor ending in a wooden door, with the only difference to previous non-collapsed corridors is that someone or something had scrawled a red cross on the door in dried blood.

Wary, the party opened the door and found the room contained four treasure chests. Three were unopened, but the fourth was opened and a big scorch mark surrounded the chest. Thordar examined the chest and noted that whilst it seemed empty, a sliding panel in the lid concealed a small ring. Thordar pocketed it, and moved on to the other chests.

All three of the remaining chests were closed with latches, but unlocked. Somewhat curious, Thordar looked for traps, but Thaddeus stopped the dwarf as he was about to lift the latch, pointing out that their was some sort of sticky residue underneath them all. Thaddeus realised this could be a sort of flammable material, like that of alchemists fire, which could combust explosively when the latch was opened.

Warily, the party stepped back. If the scorch marks on the floor surrounding the open chest was anything to go by, the party would be caught in the blast if any such explosives went off whilst they were next to the chest, but they would be safely out of reach if they were further away. With that Thordar reached for his trusty trap-finding stick, preparing to try and flip the latches from afar.

Unfortunately, the dwarf wasn’t suited to such work, and Elanna took the stick and proceeded to deftly flip each latch open. In quick succession, the material under each of the latches combusted and exploded into a flaming ball before dissipating just as quickly, leaving the contents of each chest intact. Thordar examined all the chests thoroughly, and found that each chest contained 200 gold coins, but were otherwise empty.

With only one door into the room, the party realised that this was an ideal place to rest and recover. Michifer and Thaddeus refreshed their spells, and the party recovered a little health, ready for further adventures on the morrow…

A Pointed Lesson: Wrath of the Minotaur – Session 3

Sometimes it can be hard to be a good GM. To be torn between providing a challenge, being fair with the rules, and not punishing the players for doing dumb things. Last session was one of those sessions.

In the previous session, Thaddeus experimented with pyrotechnics by using flaming oil on a gelatinous cube. It was fairly successful, if by successful, you meant creating a bonfire at the end of a narrow tunnel leading into the darkness, and needing to wait for it to burn out before you continue.

Unknown to the party, at the other end of said tunnel, there are four kobolds. Kobolds can see in the dark, so it’s unlikely that they would miss the massive signal flare the party decided to use to forewarn anyone they were coming. As such, given that they know someone is coming, and that they have a tactical advantage, the kobolds surround the tunnel entrance.

This is only a slight deviation from the encounter script, as it is essentially the same as giving the kobolds a surprise turn. After all, their first action was to rush up to the tunnel and try and block the party from entering the room. So we now have a narrow tunnel blocked by kobolds.

The party enter the tunnel blithely unaware of what awaits them. The tunnel is narrow, what with it being a narrow tunnel and all, so the party need to go in single file, with anyone taller than a dwarf having to crawl. So naturally, Thordar leads the way bravely as the only hero in the party not crawling.

Thordar is a fighter. Fighters are stubborn. Thordar is a dwarf. Dwarves are stubborn (and Scottish).  Thordar leads the party. Thordar encounters the kobolds at the end of the tunnel. Thordar decides to stand and fight. Thordar misses repeatedly whilst blocking the tunnel exit.

It took several turns of this before the party decided to retreat back down the tunnel. Thordar was hesitant to retreat, but eventually relented and slowly withdrew step by step, whilst attacking and missing the kobolds that entered into the tunnel after him.

Finally, the party turned the tables on the kobolds, as the kobolds reached the end of the tunnel, where the rest of the party could join in with the fight. It should have been a slaughter, but it wasn’t. One of the kobolds managed to flee back up the tunnel and escape the room, in order to go and warn the kobolds in a nearby room of the party’s approach.

The party duly approached and found themselves facing off against thirteen kobolds, all but one armed with shortbows aimed at the door they entered by, thanks to the escaping kobold. Thordar decides to close the door, and whilst the party deliberate, they hear the thunk thunk thunk of twelve arrows hitting the far side of the door, followed by the sound of bows being readied once again.

Thordar decides that they need cover to enter the room, and promptly goes to the other end of the corridor to try and dismantle the door and turn it into a makeshift tower shield. Okay, I say, but it’ll take a few rounds. Elanna asks why they don’t just rush in, after all, they can reach the kobolds in one turn. Ultimately, she opts to do nothing, not even hold the door closed.

What’s a GM to do in this situation? The party is vulnerable, and a lack of communication and coordination in combat is a weakness that really should be exploited, especially by cunning kobolds.

So, the thirteenth kobold goes and opens the door. The other kobolds are already aiming at the door, so as soon as it opens, twelve arrows fire. Elanna is standing by the door, but I take pity on her, and rule that half the arrows are fired at her, whilst the remaining six are split between Thordar, Michifer, and Thaddeus. A few hits are scored and damage is dealt.

With a rumble of irritation, Thordar abandons his plan and returns to the doorway, where he and Elanna fight and defeat the kobold that now blocks their way.

But behind him, another twelve arrows are readied and released by what is essentially a firing squad. The doorway and the hallway behind it are a killing zone, and I rule that this time, all twelve arrows are split between Elanna and Thordar.

Thordar goes down, dying, and Elanna isn’t much better. Player dismay sets in, and they are ready to give up. Ouro is ready to let Thordar die and have the rest of the party flee the Tomb of Alaxus. Sian is despairing at why they didn’t just rush the kobolds in the first place. Before player bickering and despondency fully takes over, I urge the players to close the door and regroup. Elanna has a potion of healing to get Thordar back on his feet, but is only on two hit points herself.

That’s where I called the session. It’s unusual to stop in the middle of combat, but I think that the players needed to gather their thoughts and think about what they can do. They have resources. Encounters like this challenge the players because they aren’t just simple melee combats. The party can’t always just get away with standing and swinging. Sometimes they need a plan, and to stick to it.

But most of all, the players need to communicate. I know Ouro assumed the Sian would have Elanna hold the door shut whilst Thordar spent however long dismantling the other door. But he didn’t communicate this to Sian, and it never occurred to Sian that Elanna should hold the door shut. It’s easy to see where the issues with communication are, and hopefully, my players will learn from this and play a little bit better.

It’s easy to blame such things on Roll20, and it can be hard to get to grips with a new party every few sessions, where the players get to play multiple characters each. But the key to every encounter, every session, and every adventure is communication. Perhaps after this weeks pointed lesson, they will take this onboard going forward.

More Toys For The Boys

I didn’t really do much that was noteworthy in terms of planning last session, because sometimes, the party just go slower than expected, or the adventure is designed to take place over multiple sessions. It’s quite interesting to see the difference between a one-shot “five-room” dungeon adventure, and a normal multi-session adventure in terms of scale of planning. God forbid that I create a mega-dungeon for my players!

That said, having covered the party’s preparations to explore the Tomb of Alaxus in the previous session, I did spend some time updating the Weapons and Armour tables with prices, so that my players could consider upgrading their equipment between adventures. After all, they might decide that the need something a bit more beefy for their encounters in due course.

Both the Weapons and Armour lists hadn’t been updated since the tutorial part of Escape From Zanzer’s Dungeon saw the party of escapees find their first equipment after defeating Jerj. This was just after the players chose the classes of each character, which was needed to define their starting proficiencies, and therefore what weapons and armour they could actually use. This would see Fighters end up as absolute tanks, whilst demonstrating just how weak early Mages were.

It was nice to be able to add some new toys to the mix, although I believe that apart from a few more daggers for Thaddeus, the party were more interested in exploring their new recruits with further adventures. Seeing as I hadn’t done much else this week, I figured that I would show off the updated Armour and Weapons lists, as well as the new Equipment list. Don’t worry so much about the prices, D&D economy evolved over time…


The full updated Armour list is shown below:

Armour Price Proficiency AC Bonus
Padded Armour 4 gp Light Armour +1
Leather Armour 5 gp Light Armour +2
Ring Mail 100 gp Light Armour +3
Scale Mail 120 gp Medium Armour +4
Chain Mail 75 gp Medium Armour +5
Banded Mail 200 gp Heavy Armour +6
Splint Mail 80 gp Heavy Armour +6
Plate Mail 600 gp Heavy Armour +8
Shield 10 gp Shield +1

The entries that have been shown in italics are the new entries from Wrath of the Minotaur. The adventure added a range of new Armour from AD&D 2nd Edition, some of which didn’t neccessarily make it into 3.x or later editions, but I felt like including it.

Padded Armour is form of armour made from layers of padded clothing, slightly thicker than normal wear. It’s a simple and cheap armour, but has equally poor AC bonus to go with it.

I always thought that Ring Mail was a type of Chain Mail, that was made from rings of metal joined together in a much looser weave than Chain Mail. Turns out, I was wrong. Ring Mail is actually a form of Leather Armour that has rings of metal embedded into it. This makes it a variant form of Studded Leather Armour, so I used the AC for Studded Leather to represent Ring Mail.

Scale Mail is similar to Chainmail, except that rather than chain links woven together for protection, small steel plates are linked together, forming protection like the scales of a fish.

Splint Mail and Banded Mail are both forms of Chain Mail with sheets of plate metal on top, giving it better protection. However, with Banded Mail, the sheets go horizonally around the wearer in bands, whilst in Splint Mail, they go in vertical strips down over the body of the wearer from the shoulders. Unlike Plate Mail, these metal strips do not overlap in any way, so don’t provide the same degree of protection.

There are some anomalies here that I am working on. For example, with Leather Armour only costing 1 gp more than Padded Armour, why would anybody choose, let alone pay for, Padded Armour. Why is Scale Mail less protective than Chain Mail, yet of greater cost. And why would anyone choose Banded Mail over Splint Mail if they both give the same protection? I think a lot of these issues will be answered at a later time when more aspects of the game come into play.


The full updated Weapons list is shown below:

Weapon Price Type Proficiency Damage
Knife 5 sp Melee Simple 1d4 Slashing
Dagger 2 gp Melee/Thrown Simple 1d4 Piercing
Club Melee Simple 1d4 Bludgeoning
Mace 8 gp Melee Simple 1d6 Bludgeoning
Quarterstaff Melee Simple 1d6 Bludgeoning
Spear 1 gp Melee Simple 1d6 Piercing
Morningstar 10 gp Melee Simple 1d8 Bludgeoning
Shortsword 10 gp Melee Martial 1d6 Piercing
Handaxe 1 gp Melee/Thrown Martial 1d6 Slashing
Flail 15 gp Melee Martial 1d8 Bludgeoning
Warhammer 2 gp Melee Martial 1d8 Bludgeoning
Battleaxe 5 gp Melee Martial 1d8 Slashing
Broadsword 10 gp Melee Martial 1d8 Slashing
Longsword 15 gp Melee Martial 1d8 Slashing
Halberd 10 gp Melee Martial 1d10 Slashing
Greataxe 20 gp Melee Martial 1d12 Slashing
Greatsword 50 gp Melee Martial 2d6 Slashing
Sling Ranged Simple 1d4 Bludgeoning
Light Crossbow 35 gp Ranged Simple 1d6 Piercing
Shortbow 30 gp Ranged Martial 1d6 Piercing
Longbow 75 gp Ranged Martial 1d8 Piercing

As above, the entries in italics are new entries that have been added or amended from Wrath of the Minotaur. These entries help round out some of the missing gaps from the weapons list, including several from AD&D 2nd Edition which didn’t make it into later editions.

The Knife is a cheap, single-bladed dagger. More of a tool than a weapon, it’s a cheap option for melee. It’s single blade means that it’s not balanced for throwing, and causes slashing, rather than piercing, damage.

The Quarterstaff was available in D&D, but never featured in the adventure Escape From Zanzer’s Dungeon, and therefore was omitted from the original list. It’s essentially a long, two-handed stick, which is an improvement over the single-handed Club.

The Morningstar is basically a Mace with a heftier, and spikier, head. It’s still essentially a bashing weapon, but causes greater damage than the Mace.

The Flail is essentially a Mace that has a length of sturdy chain between the head and the haft of the weapon. This allows for greater damage when used, but requires more training than a Mace or a Morningstar does.

In D&D, the Battleaxe is a two-handed axe, that does more damage than the Handaxe. In AD&D 2nd Edition and later editions, the Battleaxe becomes a sturdier one-handed axe that cannot be thrown in combat, unlike the Handaxe. The two-handed axe weapon becomes the Greataxe. This gives those who prefer axes a viable, more powerful, weapon choice that sits between the Handaxe and Greataxe.

The Broadsword is a sword with a wider blade. The removal of the Broadsword in D&D 3.x has been somewhat contentious, as the Broadsword is an iconic weapon in fantasy games. Longswords were often seen as weapons for more agile fighters, with slightly greater reach and parrying ability. From 3.x, the Broadsword was classed as a Longsword, with no differences between the two. As such, I included it again simply because I am a fan of the humble broadsword in my games…


Finally, here’s the new Equipment list to examine:

Item Price
Backpack 2 gp
Belt Pouch 1 gp
Blanket 3 sp
Bucket 5 sp
Chain, Light (per foot) 3 gp
Chest, Small 2 gp
Chest, Large 1 gp
Candle 1 cp
Chalk 1 cp
Firewood (per fire) 1 cp
Flint and Steel 5 sp
Glass Bottle 10 gp
Holy Symbol 25 gp
Holy Water (per vial) 25 gp
Ladder (10′) 5 cp
Lantern 12 gp
Map Case 8 cp
Mirror 10 gp
Mule 8 gp
Oil (per flask) 6 cp
Paper (per sheet) 2 gp
Parchment (per sheet) 1 gp
Piton 3 cp
Rations (per week) 3 gp
Rope (per 50 feet) 1 gp
Sack, Large 2 sp
Sack, Small 5 cp
Thieves’ Tools 30 gp
Shovel 5 sp
Wine Skin (per Skin) 2 sp

Not exactly mind-blowing, but this has been the mainstay of adventuring equipment since the first days of D&D. Although the 10-foot Pole got dropped to the wayside in favour of the 10-foot Ladder. Still, if you really need a 10-foot Pole or two, you can always break the Ladder in half. Of course, do it wrong and you will end up with two 5-foot Ladders…

The Legend of the Flaming Jello – Wrath of the Minotaur Session 2

Second session of the Wrath of the Minotaur, and the party are ready to finally enter the Tomb of Alaxus. Torches prepared and weapons in hand, they brave the deadly corridor of the wooden door, ready for adventure. Check the corridor – nothing special. Check the door – nothing special. I am sensing a pattern emerging…

With the corridor clear, it’s on to the next room. This is an antechamber, with a blue granite monument on a plinth marking the entrance to the tomb. Michifer decides the monument is evil, so attempts to destroy it with his mace, but barely scores enough damage to scratch it. So they check the various markings and make a decision where to go next – through the north door.

Yet another deadly corridor of the wooden door. Still, check the door and, nothing special. So they open the door, and see a room full of bones. Naturally, the characters enter, and up pops a Minotaur Skeleton. It’s a bit of a beastie, and it takes a few rounds to defeat, largely thanks to poor rolls by the fighters and Michifer the Cleric. It seems Roll20 might have a dry sense of irony, as the bad rolls seem to come after the characters try their hand at mightily epic one-liners before their swings. If there’s such thing as a look of bemusement on an expressionless, non-vocal, barely sentient, magically animated, bestial humanoid skeleton, I am pretty sure the creature would be giving it a go.

Finally, the skeleton collapses back into the bone pile, so the party decides to root around in the bones, because there might be treasure. So, guess what, as the party are busy looking, yet another Minotaur Skeleton arises, this time behind them, and the same routine begins. One-liners equal misses, and determined silence means solid blows. Not just any silence, mind you. Oh not, it has to be deliberate, according to Roll20…

Once the second skeleton drops, the party suspect that rooting through the bones for anything other than their thrown weaponry might be a bad idea, and opt to leave, closing not only the door to the room, but the door leading to the antechamber as well, once they make their way back through the deadly corridor of the wooden door.

Time to head south, and guess what? Another deadly corridor of the wooden door. I duly read out the descriptive text once again, and the party checks the door – nothing special. Is this getting routine? I certainly hope so, as we skip on to the next room…

Another room, like the last, full of bones. However, there’s a strange shimmering by the east wall. So this time, Thordar the Dwarf Fighter, who’s apparently VERY Scottish (yer bastad!) according to Ouro, steps forward to look at the shimmer, only to be attacked by a Gelatinous Cube, amongst the deadliest of desserts. Luckily, the attack misses the Dwarf, and combat begins properly.

Thaddeus has a bright idea – he’s going to light a flask of oil and throw it at the strange creature facing them. With that, suddenly the Gelatinous Cube is covered in oil and on fire. Of course, being a barely sentient Ooze, the creature doesn’t react to the flames, and is that little bit more deadly, but is slowly melting through the combat with a sickly sweet oily smell. Thordar takes a flaming slap to the face, but manages to resist the Gelatinous Cube’s paralysis, but is not so lucky with the burns to his skin, and his pride. Singed beard syndrome sets in, but not before Thaddeus finishes of the creature with a magic missile, causing it to melt into a pile of flaming goop on the floor.

Behind the creature’s flaming remains, a narrow passage heading east is revealed. Of course, between the highly combustable slime and the flask of oil, the fire is going to burn for a while. Do the party decide to put it out? Of course not – that would be too smart for them! Instead, they decide the best thing to do is show of their agility by trying to recover what treasure they can from the puddle of flames.

Thordar goes first, because Dwarves are known for their agility, and he promptly falls over face first into the flaming slime. Luckily, what remains of his facial hair doesn’t catch fire, but he still takes a point of fire damage, and an indescribable amount of dignity loss.

Elanna decides to give it a go. After all, she’s highly agile, even if she’s only a fighter, that’s got to put her in a good position for such a stunt, right? Wrong! Roll20 brings a natural one, to demonstrate that prideth does indeed cometh before a fall, as Elanna trips over a slimy Thordar, goes arse over tit, as the saying goes, and also faceplants herself in the flaming goop. Worse, she fails to prevent her hair catching fire. That’s going to leave a mark, if only on what remains of her dignity.

I have to take pity of the party as we are all in stitches at this dignity TPK – we haven’t laughed this much since Dent got green slimed back in Zanzer’s Dungeon. So, as Elanna puts her flaming hair out, I let Thordar finally recover the treasure, and then the party retreats back to the antechamber to rest up ready for next session. What did they get? In the end, it was 20 gold coins, a jewelled dagger, and a vial that they suspect is a potion of healing. Shame it’s not a potion of restore dignity…

Meanwhile, let’s hope that these shenanigans haven’t alerted any denizens in the dungeon. There’s rumours of kobolds nearby, and they would most definitely have seen the flaming jello in the dark… (Hint: It totally did, so looks like the party might be in for a few rough encounters in the near future!)