Return to The Uncalled Four D&D Sessions

Nothing on the module this time - just want to note that it ended up being a short session as only two players were able to meet, and had less than 2 hours.
00:01 to 05:00
In this session, a group is playing a tabletop role-playing game and the character they're controlling, who has a torch and certain abilities like Clairvoyance and Dispel Illusion, has been moving through a passageway filled with green gas that irritates their eyes. The character wants to find a secret door in the corner but instead finds one next to Darkhammer. They are currently at a point where they can see stairs going down into a corridor with heavier gas down lower. The group is considering searching for more secret doors.
05:01 to 10:00
In this portion of the session, a technical issue occurs while playing a tabletop role-playing game online, causing an error and possibly requiring a world reboot. The player finds that they have access to a history of their character's movements and locates a status effect called "Protection from Evil" that is affecting two other characters. They try to disable this effect but are unsure if it has been successfully turned off, as the issue persists. The player eventually finds the temporary effects section on their character page and turns off multiple effects including "Infravision," "Base Movement," "Normal Vision," and "Ranger Damage Modus." However, they are still unclear if the Protection from Evil effect has been turned off.
10:01 to 15:00
In this section of the session, the character moves into a cluttered room filled with shelves, jars, desks, clay pots, urns, linen wrappings, dried herbs, bones, skulls, and three vats filled with murky liquids. The character performs a general search of the area with a roll of 14, but doesn't find anything new except for some thin linen wrappings in rolls that could potentially be unrolled.

15:01 to 20:00
In this section of the session, the character continues moving around the room and notices that their torch circle is not being updated properly. They decide to poke a stick into one of the vats to see what happens, but nothing occurs. The group then discusses using a 10-foot or 9-foot pole to probe each of the vats across the bottom, but nothing is found. A picture of the room is taken for later reference and will be added to the write-up.
20:01 to 25:00
In this section of the session, the group discovers an ochre jelly in one of the vats and attempts to probe it with a stick. The ochre jelly is disturbed and attacks Lyle directly, leading to a combat encounter. Initiative is rolled, and Lyle and the ochre jelly are in combat mode. The rest of the group joins the combat by clicking on their characters and toggling combat mode. However, when they enter combat, they find that the previous combat with the snakes is still active, so they need to restart the encounter to only include the ochre jelly and themselves. After restarting the encounter, they roll initiative and prepare for battle against the ochre jelly.
25:01 to 30:00
In this section of the session, the group continues to prepare for battle against the ochre jelly. They ensure that all eight players are in combat mode and roll initiative. The ochre jelly rolls a 1 and attacks first. The group members discuss how to make it attack and determine that double left-clicking on its icon brings up its attack details. The ochre jelly misses its attack against Lyle, who moves away from the creature. The players then discuss the movement rules for combat and determine that a character can move up to their full speed without attacking. Shade, a cleric, moves to a defensive position, while Balador, a paladin, readies his crossbow for an attack. However, there is confusion about whether Balador's attack roll was displayed correctly on the screen.
30:01 to 35:00
In this section of the session, the group continues with their combat against the ochre jelly. Balador's crossbow attack hits the creature for six points of piercing damage. The players discuss the interface and how to cast spells, but Pippin realizes that he does not have Fairy Fire prepared as a spell. They determine that this is because they are using a basic ruleset without the Compendium enabled, which means they do not have access to additional items or spells. The players decide to reset the module to add the Compendium and continue with the combat.
35:01 to 40:00
In this section of the session, Pippin successfully casts Fairy Fire on the ochre jelly, giving it a rainbow-colored glow and granting everyone a +2 bonus to their attacks against it. The group decides to have everyone move back into defensive positions, with MZC deferring due to having no ranged weapon. Pippin moves up again, with the rest of the party positioned behind him defensively. They roll initiative for the next round.
40:01 to 45:00
In this section of the session, Pippin decides to use a linen tangle on the ochre jelly and moves back to grab a bolt of lead for future use. Turk is determined to be a fighter/illusionist with no spells currently available. Old Man casts Magic Missile, determining that he can cast up to 10 missiles as a 14th level character using multiple spell slots, but decides to stick with the lowest-level option for now. He also checks that casting Magic Missile uses a level 1 spell slot
45:01 to 50:00
In this section of the session, Old Man uses Magic Missile to kill the ochre jelly, earning 270 XP for the group. He then pokes at the dead jelly with a linen cover stick and notices a glint of gold in the water that had been ejected from the vat. Using his 10-foot pole, he is able to move the object to the side and discovers that there is about four feet of water. The water was only murky due to the presence of the jelly before.
50:01 to 55:00
In this section of the session, Old Man and another character use their 10-foot poles to carefully retrieve a half-golden key from the water. They then move to the opposite end of the room and toss one of the skulls into the far right bat to see if there is anything inside. After checking the other bats, they notice that the skull floats in the water due to decomposition gases building up inside it. The group continues their exploration of the dungeon.
55:01 to 1:00:00
In this section of the session, Old Man continues to explore the dungeon and pokes at one of the bats with his 10-foot pole. He stirs up muddy water but does not feel anything inside. After wiping his hands on a linen cloth, he rolls a die to see if there is anything else in the bat. The session ends without any significant findings or encounters.
1:00:01 to 1:05:00
In this section of the session, Old Man finds a secret door but nothing else of interest in the room. He then moves down the hallway and encounters a trap with spikes. The trap would have triggered if he had been within three feet of it, causing him to fall into a pit. However, since he found the trap with his 10-foot pole, the DM rules that Old Man would not have fallen into the pit despite the mistake in hiding the trap. There is no damage mentioned from the trap.
1:05:01 to 1:10:00
In this next session, Old Man falls into a pit with spikes, taking 5 hit points of damage and becoming impaled on two spikes. He searches the bottom of the pit for any hidden doors but finds none. The group then discusses how to get Old Man out of the pit, with the solution being that one person will climb down and open the door while another will throw a rope to allow the others to cross or drop down. There is no further action taken before the session ends.

1:10:01 to 1:15:00
In this next section, the group opens a secret door found by the Holiest and enters a room filled with various furniture items such as sofas, chairs, tables, and braziers, all jumbled together. There are also six trunks and 24 coffers in the room. The walls feature tapestries depicting undersea life, and there is a picture or drawing on one of the walls. The group then finds out that something happens to Pippin when he enters the room, but the exact nature of this event is not immediately clear. The DM asks Pippin to roll a d6 to determine the outcome, with a 1 indicating either good or bad results.

1:15:01 to 1:21:33
In this last section, the group enters a room with furniture and items scattered around, including six trunks and 24 coffers. The group decides to search the room for hidden doors or other objects of interest. As they start searching, the floor suddenly moves violently underneath them, causing everything to move around like bucking. Everyone in the group rolls a d6 to determine if they are hit by something and sustain 1 point of damage, except for MZC who does not get hurt. Pippin is asked to roll another d6 and gets a 3. After searching, the group finds that behind one tapestry is just walls, but nothing else. The floor buckles again, causing everyone to take more damage. Towards the end of the session, it is mentioned that there is a door in the upper right corner of the room, but no one investigates it since the DM is controlling the characters and they are not present. The session ends with the DM wishing everyone a good rest of their day and promising to schedule the next session soon.
