Session Twenty-Seven Recap
The Carnival Midway
The session began with the party on a mysterious island shrouded in a shimmering magical fog and absolute darkness. They found themselves in a deserted carnival midway populated by strange creatures manning stands. In an attempt to clear the area and draw out enemies, Mickle and Grundel attempted to set hay bales on fire using fire bolts. However, the extreme humidity and cold air prevented a major blaze, resulting only in a large amount of thick, smoldering smoke.
A disembodied, cackling voice invited the party to play a macabre game. Following the sound, the group navigated a labyrinthine queue of velvet ropes for half an hour until they reached a large track-mounted clown cart. The cart featured a giant smiling clown face on one end and a frowning face on the other. Despite some internal debate and Mickle having to use a Wand of Web to prevent an enraged Grundel from smashing the vehicle, the party voted to face the frowny direction. The cart then rocketed through the fog at incredible speed, reminiscent of a tunnel ride.
The Spinning Disc and the Great Split
The cart stopped at a 30-foot-wide, ancient wooden spinning platform pivoting over a void. The party attempted to transition from the cart to the disc, with varying degrees of success:
- Drathus (Draftus): Failed his acrobatics check, tumbled off the side, and disappeared into a void.
- Toots Bagoots: Successfully jumped onto the disc but eventually chose to leap off into the fog while playing her flute.
- Grundel: Performed a “Street Fighter” style uppercut lunge into the air and vanished into the fog.
- Bludarious (Blue): Attempted to repel down the side with a rope, but the line went slack as he was pulled into a different plane.
- Mickle: Utilized a potion of flying to hover before eventually following the others into the void.
Individual Trials: Drathus and Toots Bagoots
The party was scattered into numbered “rooms,” facing individual challenges:
The Trial of Drathus
- Room 2 (The Bell): Drathus landed in a small room containing a lever-activated bell. He successfully rang the bell with a massive strike (Nat 27), found a potion of healing, and was flushed into the next area.
- Room 6 (The Poison Cavern): He arrived in a cavern filled with noxious sulfurous gas. Using his potion of flying, he held his breath and crossed a 100-foot gap to reach a T-intersection.
- Room 14 (The Liar's Riddle): Drathus encountered two guard statues and a clown visage that presented the classic “one always lies, one always tells the truth” riddle. He guessed a path and moved to Room 25.
- Room 25 (The Anti-Gravity Arch): Entering a cone-shaped cavity, Drathus ran through a stone archway. The room's anti-gravity enchantment sent him falling upward into the dome, dealing damage before he was plunged into darkness and imprisoned in a cage.
The Trial of Toots Bagoots
- Room 3 (The Hall of Mirrors): Toots landed in a perfect hall of mirrors. She successfully shattered a mirror (Nat 20) and moved to Room 8.
- Room 8 (The Key Room): She found a room filled with hundreds of clinking keys and an iron door. She successfully located the correct key (Nat 20), recovered a potion of water breathing, and moved to Room 18.
- Room 18 (The Maze of Overthinking): Toots navigated a T-intersection maze featuring the word “Overthinking” on the walls. After several turns, she reached Room 27.
- Room 27 (The Teeter-Totter Ladder): She entered a room with a ladder leading to a trapdoor, but the floor was a precariously balanced disc. She slipped off the edge and fell into a void, ending up in a cage near Drathus.
Team Trials: Blu, Mickle, and Grundel
The remaining members, often referring to themselves as “Team Foreskin,” faced a series of collaborative puzzles:
- Room 4 (The Teeter-Totter Board): The group attempted to cross a 40-foot teetering board over a pool. After multiple failed balance checks, everyone fell into the water.
- Room 9 (The Teardrop Room): They landed in a teardrop-shaped room containing a hideous clown statue. The statue manifested as Grundel's worst fear (thousands of children), leaving him magically frightened. Mickle used Lesser Restoration by smashing a beaker on Grundel’s knee to snap him out of the trance.
- Room 20 (The Lever Gauntlet): The party pulled eight levers in an Abyssal numerical order (1, 8, 5, 2, 4, 6, 7, 3) provided by Blu. Despite the floor dropping out in sections, they used flight to bypass the danger and found a potion of flying.
- Room 28 (The Fountain of Blood): They found an oval room with a fountain of “clown tears”. Mickle was sucked down a drain when the water turned to blood. Grundel attempted to smash a mysterious wooden cube with his massive crescent wrench, but the tool shattered against the “odd wood”. Blu eventually used a mithril gauntlet to punch the box open, revealing a mithril key and a magical pearl.
- Room 30 (The Ring of Keys): The group faced a massive ring of thousands of “squishy” keys that were all too small for the locks. Grundel solved the puzzle by squishing the entire ring into a single large ball, which opened both a stone chest (containing magic makeup) and the exit door.
The Grand Finale: The Ringmaster's Arena
The final challenge took place in Room 32, a massive chamber where five large D6 dice fell from the sky, covered by illusory hands. The party had to guess the values of the dice to proceed. Grundel acted as a “meat shield,” repeatedly attacking the hands to reveal the dice while sustaining heavy bludgeoning damage from the hands' retaliatory swats. They successfully identified the dice as 5, 5, 3, 2, and 3.
Upon guessing correctly, the floor dropped one final time. The entire party—including those previously caged—landed in a heap in a large cavernous arena. Spotlights revealed three cages hanging over fire and a wicked Ringmaster with purple skin, curled horns, and flaming eyes. The session ended with the party facing the Ringmaster in his domain as a battle was about to begin.