We’ve had another session of my incredibly maze-focused Dungeons and Dragons campaign, The Rotten Labyrinth and this one was a bit of a doozy. Well, from a certain perspective. Most of which I can’t actually post about because it features stuff that my players have yet to discover, chief amongst them being the ramifications of what they did in this last session. Sure, we all started with fun and games as we slowly reassembled where negotions with Steve the Goblong had been before all the sirens and the fire alarm had forced all thoughts of tabletop gaming from my mind. He safely led them through the maze, carefully pointing out that they should just follow him and not poke around other hallways that much since those paths weren’t definitely safe like his were, Which was immediately punctuated by the party finding a trap and then failing to disarm it by enough that they set it off instead, which triggered not just a normal trap, but a new secondary trap that was right next to it. They all survived thanks to some healing, but they stopped exploring other hallways after that, obediently followed Steve to the place he said there was a problem his community of Goblongs needed solved, and then wound up performing a religious ritual at an alter to a representative of the god of mazes and pathways and whatnot that this whole labyrnith had been built to worship. Once that was done and the strange tinnitus-like ringing noise had faded, Steven revealed his true movement speed as he quickly left the party behind. Which is fine for most of the party because the ones who performed the ritual can’t get lost in the labyrinth any more now that they have been magically connected to it. Like I said: it was a bit of a doozy.
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