QUICK RECAP
The group discussed their Dungeons & Dragons game, exploring a magical castle with various rooms and encounters. They investigated different floors, finding magical items, traps, and unusual creatures while debating their next moves and potential risks. The team also encountered a control room with mysterious levers and buttons, and the session ended with the suggestion that the castle's master had returned, prompting plans for their next meeting in three weeks.
NEXT STEPS
β’ Team: Investigate the upper level of the castle where the pseudo dragon is located, accessed via the dual staircase
β’ Team: Decide whether to confront and potentially fight the pseudo-dragon that the monster wants them to kill
β’ Team: Investigate the transmutation magic in the middle room and determine how to bypass the sealed steel doors
β’ Team: Maintain the portal in the storage room as a potential escape route
β’ Team: Explore the remaining floors of the three-story castle, including the crystal courtyard area
β’ Team: Exercise caution when opening doors due to potential magical traps
β’ Team: Investigate the portal connection to Level 9 of the castle
β’ Jitters: Learn the spell to open the magically sealed door in the middle room when taking a longer rest
β’ Gimbal: Continue using the wand of spying to scout ahead and gather information
β’ Gimbal: Keep track of remaining charges on the wand of secrets
β’ Jitters: Continue using detect magic to scan remaining unexplored areas while active
β’ Team: Return to investigate the sleeping figure's room after exploring other areas
β’ Ceol: Test the effectiveness of the mind flayer costume using Charisma deception check
β’ Mira: Check for traps on the door with the platinum coin
β’ Team: Check the remaining corner rooms on the current floor before proceeding upstairs
β’ Ceol: Return to provide more food and water to Zartim after exploring
β’ Gimbal: Create character named Bertie Barclay for the upcoming campaign
β’ Mira: Choose a character class that complements the existing party composition
β’ Corbett: Finalize character selection from narrowed down options
β’ Jitters: Send out the work schedule, including Fernando's Sunday and Monday shifts
β’ All Players: Reconvene for next D&D session on April 14th
β’ Jitters: Inform mom about the April 14th meeting and arrangements for watching Rach
β’ DM: Prepare next session content for when the party encounters the castle's master
β’ Jitters: Cook dinner while continuing to play
SUMMARY
Dungeons & Dragons Game Discussion
The group discusses Morgan's illness and work schedules before realizing that Corbett is missing from the meeting. They speculate about his absence and discuss their upcoming Dungeons & Dragons game, including character choices. Gimbal eventually contacts Corbett, who confirms he thought the meeting was canceled due to Morgan's inability to play.
Exploring Castle, Avoiding Alarm
The group discusses their current situation in a castle, where they previously set off an alarm. They explore the area cautiously, with Gimbal investigating the alarm and finding no visible mechanism. The party debates summoning a ghost for reconnaissance and recalls that Aaron is invisible. They note that their purpose in the castle is mainly curiosity, as they have already found the gate they were seeking. The group observes barred windows and a door to the southwest, while also being mindful of a petrifying ray that previously affected one of their members.
Exploring Castle Rooms and Magic
The group explores various rooms in the castle, finding most doors magically sealed or trapped. They discover a room full of empty chests and trunks, and another with a magical portal activated by solving a riddle. Jitters uses detect magic to scan the area, revealing different types of magic emanating from various rooms. They find coins wedged in some door frames, possibly as a way to monitor entry. The team debates which rooms to enter, considering the types of magic detected and the potential risks. Eventually, they open a door to find a room in shambles, with ankle-deep rubbish covering the floor and a creature inside that reacts to their presence.
Magical Study Room and Pseudo-Dragon
The group explores a study room containing various magical items and unusual furniture. Jitters examines a magical mirror but finds no immediate effect. Gimbal checks a chest for traps and finds it empty. Ceol investigates a desk and chair made entirely of lacquered spell books, but they cannot be easily separated without damaging them. The room also contains decorative arcane foci embedded in the walls. Meanwhile, a large creature outside continues to search for something, having earlier shown the group an image of a pseudo-dragon it wants them to kill.
Exploring Castle Bathroom and Loot
The group explores a bathroom in the castle, finding various valuable items including perfumes, a gold chamber pot, and a silver comb set. Ceol takes these items, along with some books found in the room. The party discusses how to proceed upstairs, as previously indicated by the creature they encountered. They also briefly reflect on their loot and make a joke about raising a toast to the fallen creature whose hide was used to make one of the book covers.
Exploring the Magical Floating Castle
The group explores the second floor of the magical floating castle. They discover a room containing piles of interlocking magical bricks resembling Lego, along with an old kiln and molds for making the bricks. Using a wand of spying, they observe a central courtyard with a statue and crystal gardens. The team decides to investigate the upper floors and access the courtyard from above, bypassing locked doors on the ground level.
Exploring the Wizard Castle Lounge
The group explores the second level of a castle-like structure, which appears to be a faculty lounge for wizards. They discover plush purple carpets, portraits of wizards, and a 12-foot tall octobass instrument. Gimbal uses a wand of spying to investigate a nearby room, revealing a convincing mind flayer costume which Ceol takes. The team discusses the layout of the castle, including windows overlooking a courtyard and a statue of a plump wizard in the center. They consider their next steps, debating whether to open doors, continue upwards, or investigate the statue further.
Exploring Castle Rooms and Traps
The group explores various rooms in the castle, including a bedroom with sandstone furniture and a room filled with dossiers on wizards. They encounter a magical trap that deals thunder damage when opening a door, but Jitters successfully counterspells it. Gimbal uses his Wand of Secrets to check for hidden doors but finds none. The team continues to search rooms, finding platinum coins wedged in door frames and discussing their motivations for exploring the castle.
Exploring the Control Room Interface
In the meeting, the team discussed a control room with levers and buttons, comparing it to a Star Trek interface. They debated the function of each lever and button, with some suggesting they might control the castle's courtyard, heat, light, music, and other features. They decided to experiment with the levers, starting with the courtyard lever, which resulted in an audible click but no visible changes. They also discussed the potential consequences of activating certain features, such as the "do not press" button. The team agreed to further explore the control room and its functions.
Exploring Magdoth's Castle Upper Level
The group explores several rooms on the upper level of Magdoth's Castle. They find a sleeping figure in one room and decide not to disturb them. In another room, they discover a large ship in a bottle with a portrait of Hollister that seems to follow their movements. Ceol takes the bottle. They also find a room with a charred skeleton wearing a necklace inscribed with "Aggrock dark sworn," which Jitters takes. In the final room, they encounter someone trapped inside a large musical instrument, appearing to be a creepy old human.
Character Trapped in Musical Instrument
In the meeting, the group discussed a situation involving a character named Zartim who was trapped inside a musical instrument for three weeks. The character claimed to be starving and pleaded for help. The group debated whether to let him out or keep him trapped, with some members expressing concerns about potential traps or alarms. They decided to return later with food and reassess the situation. The group also encountered a pseudo dragon and a mind flayer, with some members experiencing technical difficulties with their game controls.
Exploring Alchemist's Laboratory and Castle
The group explores an alchemist's laboratory, finding various magical items including an invisibility potion and a ship in a bottle that can become a real ship. They also discover alchemist supplies and a convincing mind flayer costume. Jitters uses detect magic to identify magical objects in the room and through the window. The team then investigates a scorched room with remnants of wizards. As they open a door to a room with an iron throne and a rug resembling a gaping mouth, the castle shudders and they hear conversation downstairs, suggesting the master has returned. The session ends with the group planning to meet again in three weeks.