QUICK RECAP

The team explored a miniature castle, encountering various challenges and discovering an alchemist lab and a bed chamber. They also met Mad Goth, the owner of the castle, and his companions, discussing magic and the castle's history. The group eventually encountered a serial killer targeting wizards, Magdoc, and defeated him in a battle.

NEXT STEPS

β€’ Team: Continue combat against the gargoyle creatures while utilizing tactical advantages
β€’ Jitters: Maintain concentration on the resilient sphere containing one of the gargoyle creatures
β€’ Mira: Continue maintaining concentration on the Bless spell affecting Mira, Jitters, and herself
β€’ Gimbal: Take healing potion to treat the fiendish wound received during combat
β€’ Team: Find alternative escape routes since the stairs are blocked by portcullis
β€’ Team: Deal with the poisoning effects from Mad Goth's food and drinks
β€’ Jitters: Follow up with Mad Goth regarding information about Dwemer Corps on level 9 and the bursar Worm Riddle
β€’ Team: Verify Mad Goth's claims about castle ownership and his relationship with the trapped musician
β€’ Team: Investigate and locate the fairy dragon in the castle to understand its side of the story
β€’ Team: Explore the upper floors of the castle that haven't been investigated yet
β€’ All party members: Accept Mad Goth's invitation to stay overnight in the castle's restful beds to rejuvenate spell slots and get a full long rest
β€’ Jitters: Continue the magical duel with Mad Goth as the primary spellcaster
β€’ Mira: Command and coordinate the summoned blink dogs in combat against Mad Goth's minions
β€’ Gimbal: Use invisibility ring strategically to reposition and support the team

SUMMARY

Exploring Miniature Castle and Challenges
The team discussed their recent exploration of a miniature castle, including rooms full of junk, an arch gate to level 9, a courtyard with magical trees, and a room with a mirror. They also explored bedrooms, a control panel, and found a mind flayer costume. The team encountered various challenges, including damage from a room with books and a room with burnt wizard bits. They also discovered an alchemist lab and a bed chamber. The game ended abruptly with a sudden surge of electricity.

Exploring Castle, Searching for Dragon
The group discusses their next steps after observing four colorful characters in the courtyard below. They decide to continue exploring the upper levels of the castle while remaining stealthy, aided by Mira's "Pass Without Trace" spell. Gimbal suggests investigating a new area, with Ceol offering to guard him. The party is still searching for a pseudo dragon they need to kill and is unsure about the identity of a sleeping figure they previously encountered.

Giant Bats Attack Gimbal
The group encounters two giant bats in a room on the top floor of the building they are exploring. Gimbal attacks one bat with an arrow, dealing piercing and fire damage, but notices the fire damage is ineffective. Mira attempts to cast Guiding Bolt but misses. One of the bats attacks Gimbal, causing a fiendish wound that will deal damage at the start of each of Gimbal's turns. Mira successfully hits the bat attacking Gimbal with a Starry Wisp spell, dealing radiant damage.

Combat Encounter With Limited Visibility
During the combat encounter, Jitters traps one enemy in a resilient sphere while another casts darkness, limiting visibility. Gimbal activates his ring of invisibility and moves away, while Arin casts Bless on herself, Jitters, and Mira. Mira attempts to give Gimbal a healing potion, and Jitters manages to hit the enemy in darkness with Chill Touch. Ceol, using his sword's truesight ability, successfully attacks the enemy in darkness. The enemy then attacks Jitters, dealing damage.

Ongoing Battle With a Creature
In the meeting, the group discussed their ongoing battle with a creature. Gimbal used a potion of healing and attacked the creature next to Jitters, dealing 27 points of piercing damage. Mira then used a thunder wave spell, dealing 5 points of thunder damage to the creature. The creature retaliated, dealing 11 points of damage to Kale and requiring a DC 16 Constitution saving throw. Jitters summoned a giant hand to punch the creature, but it missed. Ceol then attacked the creature, dealing 28 points of damage and chopping off a limb. The creature returned the favor, dealing 11 points of damage to Jitters and requiring a DC 16 Constitution saving throw. The group continues to strategize and attack the creature.

Mad Goth's Castle Encounter
The group encounters Mad Goth and his companions in the castle. Mad Goth invites them downstairs to a dining room, where they are served food and drinks by unseen servants. He introduces his friends Gristra, Emerald, and Polymorph, each with distinct personalities. Mad Goth asks the group why they have come to his castle, setting the stage for a discussion about their presence there.

Mad Goth's Castle and Companions
The group meets Mad Goth, the owner of a shrunken castle in Undermountain. He introduces his companions and discusses magic, criticizing the Dwemer Corps' approach to teaching. Mad Goth offers the group food, drinks, and a place to stay for the night, claiming his beds provide a full long rest in just one hour. He reveals some information about the castle's history and mentions a pest problem with a fairy dragon that his homunculus fights. The group learns that Mad Goth has been in the castle for about a dozen years and that he met his companions in Baldur's Gate.

Resting in Reggie's Magical Castle
The group decides to rest in one of the bedrooms, taking turns sleeping for an hour each, which equates to a full rest. They discover that the room magically provides any food or drink they request. Ceol suggests turning the place into "Reggie's castle," but Gimbal advises against it, reminding them to be gracious guests. The group enjoys the amenities, with Mira trying the hookah and Gimbal having a root beer float. Jitters takes a nap while the others keep watch.

Magouth's True Intentions and the Scream
The group discusses their suspicions about Magouth's true intentions and decides to investigate the "pest problem" he mentioned. As they prepare to explore the upper floors, they hear a blood-curdling scream and a record scratch from Magouth's bedroom. Gimbal uses a magical wand to peek inside, discovering that Magouth has killed the three performers. As the group prepares to confront the situation, Magouth approaches the door, and a portcullis suddenly blocks the nearby stairs. Arin casts Spirit Guardians, and Magouth emerges, forcing those who ate his food to make a Constitution saving throw.

Ceol Attacks Mad Goth
Ceol attacks Mad Goth, using a feint to gain advantage. He hits with Tyruli for 14 damage, then attempts to strike again. The group continues to battle Mad Goth and his minions, with Mira casting destructive wave to deal significant damage to multiple enemies. Jitters counters Mad Goth's attempt to banish Ceol. Gimbal kills one of the remaining creatures. The fight against Mad Goth is ongoing, with the party making progress in defeating his allies.

Wizards Battle Serial Killer Magdoc
The group continues their battle against Magdoc, a serial killer targeting wizards. Mira casts Shatter and Spirit Guardians, dealing some damage. Magdoc teleports himself and Jitters to the roof, using Cone of Cold on Jitters. The rest of the party tries to find a way up to the roof. Ceol uses Fly to reach the rooftop, while Mira transforms into a giant ice spider to climb up. Jitters manages to defeat Magdoc with a final Cone of Cold spell, ending the encounter. The group learns that Magdoc was jealous of Hallister and had been killing wizards.