okey doke, back with more dungeon crawl classics! check out part one of this adventure if you want to know the deets so far!
Judge Claire: Everybody divvy up the loot from last sesh?
MSG: Yep.
Sasha: A hundred percent.
Elle: What loot?
Hettie: Elle and I were rather conspicuously denied a chance at the armor.
Akane: Still, though, there are two spears that did not impale Snover Dumountain or Growler Greene, correct?
Judge Claire: I thought about asking if anyone picked up the two that missed ... then I remembered which game we're playing and kept my mouth shut. No taking it easy on the zero levs!
Elle: Considering my best character has a quill for a weapon, I'll definitely grab a loose spear.
Hettie: Hm. If I give Lune LeFortune a spear, she'll be able to throw her dagger with +3 to damage from the Hawkeye birth sign and not render herself unarmed. Taken.
Judge Claire: All right, you find yourselves alone in the room with the now-motionless statues. What do you do?
MSG: I didn't already say so, but I would've put this heavy door down as soon as combat ended.
Sasha: I'm searching around the bases of the statues to see if there are any hidden compartments or anything. Plowed Henna is doing that, I mean. My other two gals are hanging out watching for danger.
Akane: Limp Snakish deposits the door also. Quickly Tightrope searches walls for hidden things. Tuff Cheese searches the flooring.
Ariel: Sounds like everybody's got the searching covered, so my squad'll chill.
Judge Claire: All right. Everyone searching make an intelligence check.
Sasha: A big 7.
Akane: Quickly rolls 13. It's 12 for Tuff.
Judge Claire: Sorry, nobody finds anything.
MSG: Okay, next door then, right? Klutz says somebody else ought to open it. He got seared up the ass last time.
Sasha: Plowed Henna will give it a try. Is this one locked too?
Judge Claire: No. When you pull on its handle, it definitely moves.
Sasha: All the way open, then!
Akane: Possibly we should have picked up the door for shielding again, but I remembered this tardily.
Judge Claire: Beyond the door, by the light of Phill's torch, you see a room large enough that the walls are shadowy and indistinct to either side, and the far side of the chamber is in complete darkness. Just beyond the torch's reach, a little left of center, an enormous figure looms in the barest hint of light.
MSG: Is it moving?
Judge Claire: The flickering of the torch makes everything seem a little shifty and unsteady, so you can't be certain.
Elle: Lune takes out her spare torch and says we should light it and toss it to the middle of the room to see what that figure is.
Sasha: Plowed takes out one of her torches and gives it to Zilda to carry. Zilda asks Phill if she can light it off hers.
Ariel: Sure!
Elle: I'm sure there's a chance throwing a torch will make it go out. Would my Hawkeye ability give me a better chance of landing it without extinguishing it? Or would it be better for someone with a high agility to make the throw?
Akane: Quickly is agile and willing, if needed.
Judge Claire: I'll let either one use their bonus on the roll.
Elle: I'll toss the torch from just outside the room, then.
Judge Claire: Roll to hit, then roll percentile dice for the chance of the torch going out.
Elle: 17 to hit. 56 on the percentiles.
Judge Claire: You land the torch right in the middle of the room, then, and it doesn't go out. In its light, you can see that the figure is an enormous statue, and that the room is a good 40 feet across. The statue is granite and 30 feet tall, depicting a man dressed in savage hides but with an intelligent cast to his eyes. His arm is outstretched, and the index finger is pointing directly at the doorway. Around his neck you can see carvings of necklaces and amulets. From his belt hang a broadsword and a grimoire. You think that there may be doors in each of the shadow-haunted walls, but they lie just beyond the full reach of the torchlight.
MSG: Let's get that door again. I don't like the way he's pointing at us.
Akane: This idea has my agreement.
MSG: Does the same basic crew want to go in first behind the door? Indy Biceps will move up where Growler Greene was.
Ariel: Phill is okay going again.
MSG: So I'm thinking last time we went left and lost two people, and this time the statue is a little to the left, so let's head toward the right-hand wall and check for that door. We'll be keeping the door-shield between us and the statue.
Sasha: My guys are going to head in and truck it to the left door.
Elle: Living dangerously again, hum?
Sasha: Kinda how I roll in these games!
Hettie: I just roll below the statistical mean.
Judge Claire: So if nobody else goes in, the door brigade moves at 15 feet per action toward the right wall, and Sash's characters at 30 feet per action unless any of them took the scale mail, in which case it weighs them down to 25 feet per action. As soon as the characters with the door enter and start moving through the room, a deep groaning sound comes from the base of the statue, and it swivels so that its index finger tracks the group. Limp and Klutz only have enough movement to make it to the door on the right, and they have to use an action on top of their movement allowance to get there, because it's 25 feet. Indy and Phill still have 5 feet of movement after they get to the door, and you can open a door as part of movement.
MSG: Indy will definitely do that then, because the huge dude's pointy finger creeps her out.
Ariel: Phill would too, but both her hands are full.
Judge Claire: As soon as the door opens, a blast of raging flame bursts from the statue's finger aimed right at the door-bearers. Indy triggered the blast, so it's targeting her. She gets +2 to her AC for the partial cover. I'm betting an 18 still hits, though.
MSG: Crazy easily. How toasted am I?
Judge Claire: 5 points of toasting, and if you're still alive, you're on fire.
MSG: How could I still be alive? Oof.
Ariel: If Phill's got the door open, he's going in wherever it goes to!
Judge Claire: It opens into a musty room that looks like some sort of burial chamber. Seven Shrouded alcoves line the walls -- three to each side and one on the far wall. Rusty arms and armor adorn the walls beside each alcove.
Ariel: Um ... I think I'll just move to one side of the door where the statue can't see or blast me.
Judge Claire: All right. Sash, your characters make it to the left door, which is 25 feet from the entrance. But you had to use some movement to move up and enter this room, so by the time you've reached the door, you've used more like 30 or 35 feet of movement
Sasha: Then Ouichre opens the door at the end of his 30 feet and uses his action to go through, and Zilda follows him, and then Plowed goes in too and Zilda says to close the door behind them, quick. So she does. Where are we?
Judge Claire: In a corridor that goes straight west for 25 feet and then curves to your left. It's now round two.
MSG: Yeah, Klutz is pulling the door-shield up close to the door Phill went through so it will mostly block the opening. Once it's propped there, I'm moving in and to the opposite side of the doorway from Phill.
Akane: Limp Snakish follows Klutz.
Ariel: I'm just holding my nose this round so I don't have to smell Indy cooking.
Judge Claire: How about everyone still in the spear-statue room?
MSG: Canterby saw that the statue blasted Indy in the middle of her turn, so he's going to run in, hope he can dodge it, and then get behind it and stay where it can't point at him.
Hettie: Bold.
Judge Claire: That's one word for it. 17 to hit.
MSG: Damn it.
Judge Claire: Two points of damage.
MSG: I'm steak.
Ariel: My 3 guys are hurrying over where Phill went. If there's room to squeeze past that propped up door we'll go in. Does it blast us on the way?
Judge Claire: It swivels to follow you with its fire finger, but doesn't let loose again. Maybe it can only attack once a round.I'll say there's room to get through the door where it's leaning. But you have to squeeze, so it takes your whole turn. Others?
Elle: Argyr is a dwarf, so she can only move 40 feet in a round going all out. She's going to follow the pack into the burial chamber. My remaining three, Ferze, Foxie, and Likely, do what Sasha's group did, and hope that they're not holding the door closed against us.
Judge Claire: There are only six squares' worth of hallway beyond the door, so that means the area is full unless someone opens the next door and goes through.
Sasha: Sure, once we see there's backup, Plowed will open the door and head in -- assuming it doesn't look insanely dangerous wherever it leads.
Judge Claire: There's a wide stone throne in the middle of this 25 by 25 foot room. The walls are hung with primitive clay tablets bearing some kind of strange symbols. Each one is a few feet wide and there are dozens of them. But you don't have time to check them out, because a big-ass snake crawls from behind the throne. It has rings of hellfire-red scales patterning its body and a vicious-looking horn in the center of its head. As soon as it sees you, it says, "I am Ssisssuraaaaggg, and you intrude on my guardianship." Roll initiative as it slithers toward you.
Sasha: Nice! 18 + 2 is 20.
Judge Claire: It goes on 3.
Sasha: Plowed Henna says, "Snake!" and rushes in to jab it with her pitchfork. She rolls a 2. Ouichre isn't too happy about fighting a demon snake -- she's only got a dagger. So she'll throw that at the snake and move back and ask if anybody's got a spare weapon. Natural 20!
Judge Claire: That's a crit! Roll d4 and add your luck modifier.
Sasha: Don't have one. I get a 2.
Judge Claire: Foe jabbed in the eye! Ugly bruising and roll an extra d4 damage.
Sasha: Sweet! Man, though, this die. My first crit of the game and it's only good for 3 points. Zilda drops a club for Ouichre and heads in to spear the snake. 12 to hit ... only I'm scared of this thing and I feel like that may not be good enough to get through its hellfire scales, so I'm spending 2 luck points.
Elle: Wow. Luck to spare, huh?
Sasha: Nope. But if it takes more than a 14 to hit this thing, I'm snake chow anyhow and I won't be spending those points later.
Judge Claire: 14 is good enough to hit.
Sasha: Yes! Argh -- I roll a 2 on the d8. So I spent two points of luck to do 2 damage? So weak.
Elle: The damage roll is technically another roll, though, so you could spend more luck and do damage point for point.
Sasha: If I spend any more my modifier goes negative, so I'll pass.
Judge Claire: The snake attacks. Odd, it goes for Ouichre. Even, for Zilda. I roll an 8, followed by an attack roll of 9.
Sasha: That wouldn't even have hit Ouichre, and Zilda's got the scale mail. Oh, plus, Ouichre dodged back out of sight after throwing her dagger, remember?
Judge Claire: Right, sorry! Okay, next ... Akane and Hettie still have characters in the first room.
Hettie: Feralia is in the same boat as Argyr was -- halflings only move 20 feet per action. So she heads for the burial chamber too. Maudine, Lune, and Cozened do the same thing Sasha and Elle's characters did.
Akane: Seems like both of those doors are becoming crowded. Can my characters reach the far door, go through, and close it behind us?
Judge Claire: If you've got at least 50 feet of movement in 2 actions, my reading of the rules says yes.
Akane: This exactly equals the movement of Tuff.
Judge Claire: Then on the far side of that door, you find the largest room yet. There's light here, diffusing up from a long, rectangular pool of water that runs the length of the room, which is over 50 feet. To each side of the pool, which is 15 feet wide, 5 pillars stand illuminated by the weak light. You see that you're not alone here -- shuffling, man-shaped things of crystal move slowly amongst the columns, sparkling whenever light from the pool glints off their crystalline forms. At the far right end of the room is a door.
MSG: Creepy.
Ariel: Yeah, creep-tastic.
Judge Claire: No one remains in the central chamber for the statue to fire at, so let's finish off the snake battle before dealing with the other rooms. Elle and Hettie, roll initiative for round 3.
Elle: 5 for me.
Hettie: 13 for me.
Judge Claire: Sash is first, then.
Sasha: Zilda spear! 7. Plowed pitchfork! 19, which I know is a hit, so 5 points of damage on it. Ouichre picks up the club but isn't quite brave enough to run back in with it because her strength's only 5.
Judge Claire: Hettie's turn.
Hettie: We're farthest from the snake, so I don't know that we can all reach it this turn ... but on the other hand, I don't know that there's a snake at all, do I? My group entered the hallway after the combat last round. We'll just wait to see what Elle does. Can we drop after her group in the initiative order?
Judge Claire: Yes, although that might also be after the snake; you don't know what its initiative was.
Hettie: Again, I don't know that there's a snake at all. We'll wait.
Judge Claire: Well, it's Elle's turn then, because the snake rolled a 3 last round.
Elle: Ferze moves to where he has a clear shot at the snake and readies his sling but -- well, I was going to say he'll hold his fire for fear of hitting someone in melee, but he's got a pretty good agility and I know a 14 hits. I'll take the shot. No, that's a 3. There's a 50% chance I hit one of my own side, right?
Judge Claire: That's right. And I roll a 15 on the percentile dice, so reroll your attack and see if you hit -- odd is Zilda, even is Plowed -- the die says Zilda.
Elle: My total is 10.
Sasha: Whew! Would have hit Plowed, but it bounces off Zilda's scale mail.
Elle: Foxie moves in with her handaxe and rolls an 11, which my strength makes a 12. I don't want to spend 2 points of luck because that will remove my +1 luck modifier. But I'm nervous about hitting with a 12, same as Sash was. I'll spend one point to make it 13.
Judge Claire: 13 hits.
Elle: 3 points of damage, then. If it's still alive, Likely tries to spear it.
Judge Claire: It's still alive.
Elle: I wish you'd said it wasn't, because that's a natural 1 I just rolled. Thank god Likely didn't get any of the scale mail. What die do I roll on the fumble table with no armor?
Judge Claire: d4 and subtract your Luck modifier.
Elle: That's a very relieving zero, then.
Judge Claire: You miss wildly but suffer no ill effects.
Hettie: Now that I grasp the presence of combat within the room, my characters will move in and attack, if possible.
Judge Claire: Whoever's first in your marching order can reach the snake. The other two can't, unless they have missile weapons.
Hettie: Cozened moves in with her dagger, then, and strikes with a ... natural 20! I'm shocked.
Judge Claire: d4 on the crit table, modified by luck.
Hettie: My total is 2, so it's the same as Plowed's critical, correct? An extra d4. 5 points total. Any chance we've blinded it by hitting both eyes?
Judge Claire: Blinding requires a higher crit roll. So it can still see, and it's still alive.
Hettie: Hmm. The question becomes, should Lune throw her dagger? She gets +3 damage from her birthsign, so I could theoretically bring our total damage to 25. On the other hand, a miss could easily kill one of my comrades. Lune is lawful, so I think she'll wait until next turn to move into melee.
Sasha: So your alignment is lawful pussy, huh?
Hettie: I refrain from comment.
Judge Claire: Snake's turn! I'm counting 5 characters it can reach, and this game comes with a d5, so I'm rolling it. 5 means it goes for the last one to get into melee, which is Cozened.
Hettie: And now the triumph of my crit becomes short-lived.
Judge Claire: With its modifier, that's well over 20. 7 points of --
Hettie: You needn't have rolled the damage; Cozened has only one hit point.
Judge Claire: Sorry about that. Sash, the order has come round to you again.
Sasha: Zilda spears it with a 19! 6 points of damage!
Judge Claire: It gives a thrashing spasm and dies.
Sasha: Whew!
Judge Claire: Before your very eyes, as soon as the snake goes still, its body disintegrates into ash, leaving only the wicked horn from its head.
Elle: Likely Bi-tit will have a look around the room ... probably check out those tablets first.
Hettie: Lune will examine the throne.
Sasha: Zilda's going to look at that horn -- but not touch it yet.
Judge Claire: The tablets show a combination of illustrations and ideograms --
Ariel: Is that like a grandma who's an idiot? I feel like that's a pretty insulting word.
Hettie: It's "ideo" as in "idea," Ariel dear. The "gram" refers to something written or drawn.
Ariel: I guess that's not so insulting then.
Judge Claire: It takes a bit of study, but you get the impression the tablets tell a story -- a tale of creatures who came from the stars and gave powerful gifts to a savage tribe. One tablet seems to imply that the creatures will return when the stars are right.
Elle: Do the tablets look like they're worth anything? Maybe I'm hoping not, since they sound heavy.
Judge Claire: They're pretty much just clay with stuff carved in them. You don't think they'd bring much at market. Lune, you don't get much out of looking at the throne. It's very large -- could have been made for someone of unusual proportions. It's oriented to face the door.
Hettie: Hm. That gives me a thought, but Lune is not especially bright, so I don't think it occurs to her.
Judge Claire: Lastly is the horn, then. Examining it doesn't tell Zilda much, Sash. It's wicked and demonic in shape, obviously not from any mortal creature. But you don't know if it has any special properties.
Sasha: If I wasn't chaotic and pretty eh in the smarts department, maybe I'd try to figure out if it has mystic powers or something. But that sounds boring to Zilda even if she thinks of it. I guess Ouichre is a sage, though. He'll pick it up and ... I don't know. Can you do that attunement thing in this game like in D&D. Definitely help figure it out if we can pull in that rule.
Judge Claire: In this game, you can try to get a sense of something's magic with a Spell Check.
Sasha: Great. Ouichre tries that.
Judge Claire: Roll the d20 and add your intelligence or personality modifier.
Sasha: They're the same. El zippo. Heya, though, the die comes up 15!
Judge Claire: After about 10 minutes of meditating on it, a fearful presence comes into your mind -- a sense of demonic attention. You feel like you could call upon it to aid you.
Sasha: Ouichre is pretty "Dude, no way!" about that, I'm guessing, since she's lawful.
Elle: You decided to play a lawful character? Not your usual style.
Sasha: I mean, she's got a 5 strength. I didn't expect her to live through the adventure or anything. She asks if anybody wants a horn that lets them ask a demon for favors.
Elle: Likely will take it if no one else wants to.
Judge Claire: Anything else for the crew in this room?
Sasha: I'm good.
Elle: Done.
Hettie: I think you can move on to someone else.
Judge Claire: All right. So room 4 spent a couple of rounds fighting and about 10 minutes poking around. Let's move on to room 5. Checking my notes here ... looks like a total of 8 of you made it in here, so it's pretty cozy.
MSG: Other than the whole "burial chamber" vibe you said it was giving off.
Akane: I recall a description of arms and armors on the walls. Limp Snakish will examine them with curiosity.
Judge Claire: Most of it looks rusted and worthless, but you spot a handaxe, a battleaxe, and a suit of chainmail that don't look entirely dilapidated.
Akane: Chainmail! It's much better than zero armor, so I will retrieve that one and wear it.
Judge Claire: As you're taking it down from the wall, you hear a clattering, rattling sound from beyond the shroud of the alcove it's hanging beside.
Akane: Snakish is less curious about clattering sounds than about armor for protection.
Ariel: Um ... Phill's going to use her pitchfork to push aside the shroud from one of the not-rattly alcoves.
Judge Claire: Inside you see a pile of bones -- and as soon as you disturb the shroud, they begin twitching and scraping, as if trying to get at you. But they're not assembled into full skeletons, so the pile barely manages any movement toward you. The skull is snapping its jaw though.
Ariel: Yeek! Can I pitchfork it without getting close enough for it to bite at me?
Judge Claire: Pretty easily. Roll to hit.
Ariel: Boo. My strength modifier makes it a 7.
Judge Claire: A 7 actually misses.
Ariel: Clover will smack it with her shovel, then. 14!
Judge Claire: That's a hit.
Ariel: Only 1d4 damage though. 2. Poop.
Judge Claire: 2 hit points of damage crushes the skull.
Ariel: Really? Awesome! I'm going to the other curtain that rattled to smash it too.
Hettie: Feralia wonders if that's the smartest thing to do, considering it's not certain all the alcoves hold the same configuration of bones ...
Akane: Snakish suggests someone could pull aside a shroud for him and he could sling a rock at a clattering skull if there is one.
MSG: Klutz will push one aside with his shortsword. "Have at it, Snakish."
Judge Claire: Both Clover and Klutz reveal jittery piles of bones behind their shrouds, the skulls trying to creep forward by jaw movements, snapping viciously with each inch or two they gain.
Akane: My slinging attack is 15. The die is maximum -- 4 points.
Judge Claire: The skull shatters.
Ariel: Shovel to the brain-bone! Does a 9 hit?
Judge Claire: It does.
Ariel: Bam! Four points of damage for me too!
Judge Claire: Another skull destroyed.
Sasha: It's definitely going to turn out you guys need those skulls for something, you know.
Akane: My intelligence -- much too low to consider this. I shoot another skull if there is one in the next cubby.
Ariel: I'm pretty smart, but kinda too caught up in smashing undead skulls.
Judge Claire: Both of you find clattering bone-piles in the next alcoves you search.
Akane: My next slinging is only a 7.
Ariel: Oh no! I fumble!
Judge Claire: This could be bad. Roll the d12 for your fumble, modified by luck.
Ariel: I super don't want Clover to die! What? 13?!
Judge Claire: That's the d14 you rolled.
Akane: Such odd dice in this game.
Ariel: The 12 sider is better ... I guess? It's a 7.
Judge Claire: You drop your weapon. You'll have to reach into the bone pile to get it or find a different one.
Ariel: No way am I reaching in there! Can somebody crunch this skull for me? I guess Phill will try her pitchfork. Bleh, a 2.
Judge Claire: So far, there are 3 out of 5 opened shrouds with their bone piles rendered motionless by the crushing of their skulls. That leaves 2 skulls still snapping away and 2 alcoves not yet opened.
Akane: I will aim my next slinging at the shovel-guarding skull. An 18, ending in 3 points of damage.
Judge Claire: Crunch. Looks like you can get your shovel back, Aers.
Ariel: Okay, I -- wait, did you say looks like?
Judge Claire: I did, but I didn't mean anything by it.
Ariel: Whew! I grab it and head for the next alcove, then.
MSG: You know, Claire could just be saying she didn't mean anything to lull you into a false sense of security.
Ariel: She wouldn't do that! Would you?
Judge Claire: The Judge is supposed to be merciless in DCC, but that's not the same thing as being mean. So probably not.
Ariel: Okay, then -- hold it, probably not?
Judge Claire: There's always a certain amount of risk, you know?
MSG: Klutz will push aside another shroud for Snakish.
Akane: Gratitude! My total this time -- 8.
Ariel: I'm shoveling with a 9.
Judge Claire: Both hits.
Akane: Damage is 4.
Ariel: Me too!
Judge Claire: Crash and smash. Only one alcove left.
MSG: I'll hold the curtain aside for whoever wants it.
Ariel: Roll initiative, Akane!
Akane: Limp Snakish is probably not so competitive, but if challenged, he will roll. 15.
Ariel: Dang. You go first then.
Akane: I miss.
Ariel: Rats, I do too.
Akane: Next is a 19, for 2 points of damage.
Judge Claire: It's craniated. The skull crushers can have 1 experience point for their efforts.
MSG: What about assistant skull crushers?
Judge Claire: Sure, them too.
MSG: Cool.
Judge Claire: Aside from the two remaining axes and the busted up bones, all you find are crude funeral masks that seem to have fallen off the skulls in their ages of undeath. The features on the masks are primitive, almost ape-like.
MSG: Hey, did we get any experience for the roasting statue room?
Judge Claire: I wouldn't say you've completed that room yet.
MSG: Oh. Right.
Hettie: If it's going unclaimed, Feralia will take that rusty handaxe so she has a spare one to throw.
Akane: How effective is a battleaxe for this game?
MSG: Pretty badass. They're two-handed weapons and do 1d10 damage. But they're slow, so you have to roll the d16 for initiative instead of d20.
Akane: Hmm. But my group of characters rolls as one, making use of the highest modifier. So this seems unpenalizing.
Judge Claire: That is kind of the way the rules work out. But right now you've got only one character active, so you'd be rolling with Limp's disadvantage.
Akane: Still, I would like a battleaxe. My agility is poor, so to hit with a sling is more difficult. Also, obviously, damage is much less.
Judge Claire: Okay. Let's move on to the room with the pool and the mysterious crystal creatures. Akane's characters are all by themselves in there.
Akane: These characters have only weakling weapons. 1d4 damage each. Also, they are only a trio. Probably they'll delay to see if anyone joins them, and only act if the strange crystal creatures threaten.
Judge Claire: Do you have a light source?
Akane: Only the watery glow from the pool. My characters all failed the roll to remember they had copper to spend.
Judge Claire: In that case, you see the creatures shuffling randomly around the room, sometimes drawing a little closer to you, others wandering farther away. They don't seem to notice or express any interest in you if you're just standing there. As time passes, you count a total of 6 of them moving aimlessly about the room.
Akane: I am not encouraged to attract the attention of 6 to fight my 3. Hopefully allies will arrive soon.
Judge Claire: Well, then. The burial chamber room spent less time exploring their chamber than the demon-snake room, so that room gets to go next.
MSG: Damn it. Well, never mind, Klutz probably wasn't smart enough to think of it anyway.
Elle: And what did you think of?
MSG: They might have tried to bite us, but while the skulls were still animated, we could have rolled them out into the main room to see if they'd draw the statue's fire.
Sasha: I told you you'd need them, didn't I?
Hettie: It definitely would have been a clever idea.
MSG: Before we head out there, though, I have rope. Any chance I could lasso Canterby's body and drag it in? He's got that scale mail still and it's not doing him any good.
Judge Claire: I'd say zero chance of you lassoing him without exposing yourself to a flame blast from the statue.
MSG: Okay. Then I say we send two people with the best armor out behind our door shield to draw its fire. Then everybody else runs for that door to the north while it's reloading or whatever, and then on the next turn, the door guys run into the room too.
Elle: Argyr asks why the north door.
MSG: Does she want to run all the way across the room to the door on the west wall? That'll put her and Feralia out in the open for at least two rounds.
Elle: Excellent point.
Hettie: Feralia concurs.
Akane: Limp Snakish has chainmail now. He is willing to continue door-lugging.
MSG: Well, I've only got leather armor, so I think it would be nice if one of the scale mail characters took a turn with the other half of the door.
Ariel: Um, I'll trade you my scale mail for your leather. Clover's my best character, so I don't want her carrying that door for target practice!
MSG: I'll take that deal. But if Klutz gets cooked, you've got to give me one of your characters to play.
Ariel: Okay!
Judge Claire: Hmm. I just realized, putting on Limp's chainmail and Klutz borrowing Clover's scale mail actually takes a chunk of time. Somebody roll a d4 for the burial room guys, and somebody else roll a d10 for the snake room guys. That will determine how many minutes apart you head back into the statue room.
MSG: 4 for the boneyard bunch.
Sasha: 9 for the snake snuffers.
Judge Claire: Okay, 5 minutes apart still then. Do Limp and Klutz head out?
MSG: No sense waiting, really.
Akane: Snakish is prepared.
Judge Claire: When you re-enter the room, the statue pivots to track you, but doesn't fire.
MSG: Oh yeah. It didn't fire the first time until someone opened a door. I guess it reset. So ... let's maneuver the door-shield to block the statue's line of sight to the north door. Everybody gets in a line between the shield and the north door, Then when we open that door, the statue will have time to shoot once, which hopefully our shield blocks, and then we all run through.
Elle: Argyr is willing to try that.
Hettie: Feralia too.
Akane: Limp also.
Ariel: My whole gang is for it.
Judge Claire: The problem there is that the statue is closer to that north door than to any other door. Your shield can only block a single row of squares, and the base of the statue is only one square away from the north door.
MSG: Damn. Wait ... wait ... hear me out, now ...
Sasha: Sounds like this might be good!
MSG: If it's not shooting at us until we open a door ... what if we take one of the dead bodies and tie it across the pointy finger?
Hettie: That seems deeply wrong and logistically difficult. But if the Judge allows it, I'm for giving it a try.
Judge Claire: Sure, you can try it. But it's a 30-foot statue, remember? Is someone going to climb 20 or 25 feet up to its arm, haul a body up somehow, and then climb back down? That would be multiple skill checks to pull it off without falling -- and unless you have training in your background that would let you climb well, you'd be rolling a d10 for those checks.
MSG: We don't have to climb, though. We could throw a rope over the arm and then haul somebody up there ...
Judge Claire: Even if you skip the climbing rolls, whoever it is would have to wrestle the body into place while straddling a granite arm. You can risk it if you want, but I'm still thinking you'll have an excellent chance of falling.
Elle: I'm starting to think our chances of the statue missing Klutz and Limp when they open the north door are better than the chance whoever tries getting up on that statue will have of pulling it off without falling to a skull-splitting death.
MSG: Okay, yeah, okay. I guess Akane and I can get right up to the door, open it, hope neither of us gets fried, and run through to clear the way for everybody else to dash across in the same round.
Judge Claire: You maneuver into place, then. Is everybody ready for me to say what happens when the door is opened?
MSG: Sort of.
Sasha: My characters aren't there, so this is a popcorn moment for me. Let's go!
Elle: Argyr's ready.
Hettie: Feralia as well.
Akane: Snakish definitely.
Ariel: My bunch too!
Judge Claire: All right. Odd, it blasts Klutz, even it blasts Snakish. 16.
Akane: My chainmailed armor class is 14, according to the book.
Judge Claire: Actually it's 13, because it's rusty chainmail.
Akane: Disappointing, but logical.
Judge Claire: I roll a 9, plus 6 is 15.
MSG: Nice knowing you, Snakish.
Akane: I prepare for fiery death.
Judge Claire: The door gives you plus 4, though.
MSG: Oh yeah! I was so worried about getting crisped I kind of forgot why we were carrying it.
Akane: If still alive, I will hurry through the north door.
Ariel: My guys are sprinting over there too!
Judge Claire: It's close enough for everyone to get through before the next round begins.
MSG: I prop the door-shield in place again, go inside, and close the door.
Akane: My three characters offer greetings.
Ariel: Now we just need the people from the other room to catch up!
MSG: Except that we have no idea whether any of them are still alive.
Hettie: Oh, ye of little faith.
Akane: This ignorance is accurate, though.
Judge Claire: Also, you're still several minutes ahead of the bunch in the snake room. And not long after you enter, one of the crystal creatures seems to notice you and start slowly making its way toward you.
MSG: That's weird. Is it because there are a bunch of us now and we're making more noise?
Sasha: Or maybe it's that Zilda and Phill have got torches going.
Judge Claire: Another of the things seems to notice and head your way. They don't seem to be in a hurry.
Elle: I say we test the torch idea out -- have somebody take both torches and move away from the group and see if the crystal statues change direction.
Ariel: Phill will volunteer. But somebody's got to hold her pitchfork.
Sasha: Zilda'll swap with you, torch for fork. Wait, no, Zilda's in the snake room with all the rest of my guys. Sorry.
Ariel: Okay, I guess Phill just takes our only torch and tries to move away from the group only not in a direction that gets me closer to the thingies.
Judge Claire: That's a little difficult, because it looks like the other creatures are starting to take notice too. But as soon as you move away from the other characters, the crystal beings seem to focus on you and change their paths.
Ariel: Um ... uh ...
MSG: Just put the torch on the floor and come back.
Ariel: I do that!
Judge Claire: The creatures continue to move toward the torch, ignoring your characters.
Ariel: Great! Only now we don't have a light.
Akane: Remember, there is light from this pool.
Ariel: Oh yeah.
Judge Claire: What do you do?
Elle: Argyr suggests we move farther away from the torch to discuss any plan we want to make.
Hettie: Feralia agrees with that.
Akane: Also, my characters.
Ariel: And mine!
MSG: If Klutz spots that door at the back and there aren't any crystal guys near it, he'll head over there to investigate.
Judge Claire: Okay. The six crystal shapes surround the torch and just stand there, like they're basking in its light or heat. If nobody decides to go take a whack at them, we can switch over to the snake room while you guys poke around in this one.
Sasha: Sounds good to me. First thing we need to do is decide who's going to run out there as roast-bait.
Elle: Ferze Sniffleskins volunteers. She's sickly and only has 1 hit point, but she's light on her feet and might be able to dodge the fire blasts.
Hettie: Of course, if the statue has reset again in the ensuing 5 minutes since the last group ran through, she may not have to dodge.
Judge Claire: Yes, but you don't know about that.
Elle: Ferze gets ready to sprint.
Hettie: My characters are ready when Ferze is.
Sasha: Same here.
Elle: I open the door and take off, then.
Judge Claire: The statue swivels to track you, but doesn't fire yet.
Elle: Well, Ferze was brave enough to volunteer, but she's not brave enough to hang out and wait to get charcoaled. She'll run duck under the door-shield and open the door into the pool room.
Judge Claire: As soon as she does, the statue lets loose another jet of flame. But it only rolls an 11.
Elle: Ferze will duck to one side of the door once she's in. Then, if it happens to be the side closer to the crystal creepies and farther from the other characters, she squeaks in alarm and hurries toward the group.
Judge Claire: Okay, so here's the deal, then. That hallway is six squares long. Ferze was in the square by the door. That means the last couple of characters are still in the snake room when Ferze takes off, and they'll have to spend 65 feet of movement to get into the door.
Hettie: Hm. We didn't specify where each of our characters was, but if we follow the last-in, last-out convention, that puts my two characters as the ones lagging in the statue room for an extra round. I'll have Lune take the lead, though, so that at least she'll be right outside the door and hidden by the shield-door when the fireworks go off.
Judge Claire: All right. Then the round ends with everyone else having run across, Lune hidden by the shield-door, and -- who's your other character again?
Hettie: Maudine Aubergine.
Judge Claire: Then Maudine is the sitting duck. New round.
Hettie: Here comes my next casualty.
Judge Claire: The round begins. The statue has already swiveled to cover your two characters as they were running last round. And now ...
MSG: Good luck, Het!
Hettie: Hopefully for Lune -- her luck score is 18. But Maudine's is 8.
Judge Claire: You're both in luck, though, because the statue just makes a clicking sound instead of spewing fire. It seems like it's out of fuel.
Sasha: Lucky!
Hettie: Indeed ... especially since it means my characters are now the only ones in the room to loot the two dead bodies.
Judge Claire: They both burned until there was nothing left to burn, though, so only non-flammable loot remains. 25% chance for each non-burnable item to be too damaged for use.
MSG: Both the bodies are my characters, so I'll roll ... you end up with a crowbar, the stone scale mail, and 24 coppers off of Canterby Choosers, and an iron spike and 52 cp from Indy Biceps.
Hettie: Lune will don the scale mail. The two of them will split the copper, and Maudine will take the rest.
Judge Claire: That winds up the statue room, then. Multiple casualties there means you all get 4 experience points. That means at least some of you have gone over 10 xp, and since I think this is a good wrap-up spot for the session, those characters can level up for next time.
Sasha: Yes! Big-time payoff for all my guys going in that snake room!
Elle: But now you've got three characters you have to figure out what class you'll level up in.
Sasha: When exactly have I ever had trouble picking that kind of stuff in a snap?
Elle: Now that I think of it, never, I suppose.
Hettie: I'll probably need considerably more time to decide for my two characters than Sasha will take for her three.
Sasha: In fact, watch this -- bam! Cleric for Zilda. Bam! Ouichre's an elf, so that's automatically her class, right? And then bam! Henna's a cleric too. Personality's her only good stat, and I'm thinking we may need lots of healing at some point.
Elle: I'm counting 8 first level characters, though, which seems like quite a lot with the majority of our zero level characters still alive.
MSG: Based on prior experience, I think there's plenty of room for the scenario to end with a final boss fight that will thin us out significantly.
Sasha: Bring it!
Judge Claire: Next time, then.
Ariel: Thanks, Claire! This game is the bomb, even if my guys are still all stuck at level 0!
Judge Claire: You're very welcome!