Recaps

Session 0 03/14/2026 - Nickelodeon Slime Dungeon Game 07  
Game 02 03/28/2026 - Game 08  
Gaem 03   game 09  
Game 04   Game 10  
Game 05   Game 11  
Game 06   Game 12  

 

SESSION 0

Some of us picked a character from our starting four, others (I think Alan and I) randomized our selection.  Mark wins the most characters lost award, losing one mid-game and one in the last scene.  I come in second place, losing mine in the last scene.

We have heard word of villagers disappearing and are enlisted to go find out about it.  So a large mob of us are on the robe when we are struck by lighting and everyone falls unconscious.

All characters will awaken in the dark, underground, with only their clothes, unless otherwise noted:  First to awaken is the Chandler, who discovers all she has her flint.  Next is the Grave Bell Ringer who has his rusty iron dagger.  Then the Rat Catcher, followed by the Hedge Witch and the Sailor.  Calling out and feeling around we manage to find one another.  Once the Chandler and Grave Bell Ringer find each other they use their iron and flint to start a fire, however there is already a rat there which attacks and misses the Chandler.  It is dispatched, but it’s worth noting it was covered in slime and had glowing eyes.  According to the rat catcher this is a thing that happens, he’s heard tales.

We take the only exit, find a a door in the hallway, and on the other side is a room full of junk.  Attempts to loot it result in a few basic items of scavenge and a save-or-die for the Chandler as a spider attacks (she lives).  We note that another creature lives in here, small and humanoid from the footprints and a nesting spot.
We head down the hall and Rat Catcher spots secret door but we can’t figure out a way to open it.  Next room we find a door we can’t open and some cryptic scrawling on the ground, likely some clue about a password that we can’t figure out.  There’s a symbol above the door.  The hedge witch recognizes some lore about the “slime witch”, a woman who was at odds with our city and was driven away.  She was his/her mentor’s mentor.

Unable to open the door we find a hallway that ends in a 40’ drop into a room next to some bodies and a backpack.  So, goods down there but we have no rope to get them.  We backtrack and check a side passage, finding a room with three statues that give us information.  Seems to exit we need three sacrifices: One flesh, one bone, and one “all”.  The room is flooded 2ft deep, the water coming from a side passage. During the exploration that way, the Chandler is carrying the torch and gets clobbered by some kind of water elemental, taking out the light.  She is fished out and healed by the hedge witch.  We escape back the way we came.  So now we need to rest and as we go back up the first hallway something decides to taunt us Smegol-style from the darkness.  Based on what it says it is apparently the thing from the earlier room that was nesting there.  It does some damage and drops one of us, who is brought up by the hedge with (one of the things found earlier was uses of a healing potion, which has now been used twice.).  The thing takes enough damage that it retreats.

We go explore another passage, finding a cavernous room with a pool at the end with a large insectoid creature in it.  We loot a body and retreat since there are no other exits.

As we encounter bodies and loot them we are finding some components we need later to unlock something.

We decide to go to the 40’ drop, craft a tope out of our clothes AND the bodies we encounter, and climb down that way.  It’s working, but as we climb down a gelatinous cube shows up porting skeletons within it.  It tries repeatedly to consume PCs and succeeds a few times though they get out.  Since we are In a smaller corridor it stops but the skeleton continues in and manages to drop a few PCs but only one of those sticks:  It takes down the Hedge witch.  On the last round of life, running out of near impossible death stabilization saves, Mark opts for the “blaze of glory” option and springs back up to perform one final move to intercept an attack being made on the Grave Bell Ringer, saving his life.  When the skeleton finally drops, we all get down the rope and explore.  We find a room where it seems the earlier mentioned sacrifices should take place.  Mark’s replacement character is a Chimney Sweep.

So again we backtrack.  Now that wer’re in this room for the hundredth time we notices two plates in the floor that are raised.  Two of us stand on them and a secret door opens.  We go down there and find another component, and some dripping acid from the ceiling which must be avoided (and which does some damage).
I completely skipped the part where we went back to the initial room that had the junk and the little guy’s nest and fight him, which we did successfully (we needed the wood from the drop to make torches).  And since I can’t remember which step this was at, I”m not going to figure out where to insert this comment, I’m going to leave it here.
We fight rats again, this time smaller but in a group of 4.  These go down pretty well since we’ve actually got weapons now to some degree.  Along the way we’ve been collecting clues to the “exit phrase” to trigger the door out.

The final sequence of activities goes like this:

During that fight, the Chandler does minor damage but goes down from a hit from the cube and one from the skeleton.  The Chimney sweep goes down.  The sailor is missing the gel cube on every swing.  An item gathered during all this was a holy symbol that can turn under once per day if successfully used… The two PCs who try to use it each fail, so skels persist.  An attempt is made to drag the Chimney sweep to the exit but it’s bleeding to death before they can get to the exit so Mark does a blaze-of-glory for his second time, taking out a skeleton with a final hit.  There’s little chance to rescue the Chandler, who is on the other side of the cube from the door, having moved there to lend flanking.  The door is open now and the three living characters run to freedom.  A round later the Chandler dies in the dark, all alone.

 


 

GAME 02

Jurk (Mark), Ringo (Paul), Leth//“Pickler” (Alan), Urland (Darren).

I think Alan’s character was named Leth.  He still lives, but another took over halfway (we’ll get into that below).
Over the past few weeks there has been as strange swing in the tides.  When they’re in, they’re really in, and when they’re out they’re extremely out, and when it’s time to switch it happens real fast.  So we are in town when the alarm sounds.  This indicates some kind of occasion that requires “to arms!” assembly in the square.  We show up and it turns out that a structure is visible at low tide today, made of stone, and that crab men have abducted some fishermen.  While we are there some kids run up complaining that one of them was assaulted, another got grabbed by crab men, and the others are just afraid.  They were going to the temple for treasure, as idiots do.  And since we are such idiots it’s upon us to go in and rescue people.

We are the returning Sailer played by Alan, now a fighter, and the Ringo, the bell-ringer-turned Priest played by Paul.  Added other the mix are Jurk, the local criminal pressed into service for such duties because he was caught thieving and would like to keep his hands, and Urland, a Bard who is hanging around them to author epic poems based on their adventures (Don’t ask him about his previous teams; those are stories of defeat, so he’s looking to turn that around).

The Final Four Fearsome Foursome head into the low tide sand and encounter two crabs.  While we crack them crabs, we also find the body of the one victim, or what’s left of it.

The building is a temple with big stone doors and a sentence written on the front of it and a pair of hands held out.  The sentence is such that we believe we have to pour fresh water into it, and we do, and it opens.  Inside is an altar, pews, the smell of mildew, and some doors.  No one takes the treasure on the altar because who wants to piss off a god, particularly the sea god whose house this is/was.

First encounter is with skeletons.  Turn undead castings fail, but they get trounced.  Next room Mark predicts will have a higher ranking undead because it’s a nicer room, since the previous one was the cloisters of the priests.  Sure enough, it is the home of the bigger scarier priestess who is somewhat incorporeal.  We fail at a lot of stuff, including heal, fascinate buys us no progress, but because the priestess fails two castings we survive to take her down.

A pause now to discuss “Kel the Silent”.  When we were back in town, Paul looked for a place to sell or trade his helm for some Mithril.  He makes the acquaintance of a mute hermit named Kel the Silent, who trades him some Mithril Chain (and because of a good roll by Paul) a scroll of Knock for the helm.  This was before the alarm.  When the alarm happened, Kel showed up but didn’t volunteer, instead offering Ringo money if he should come across some specific items (From memory:  Slime from a Purple slug, The horn from a Devilfish, and the eggs from a spiral shark).

Now back to the inside of the place:  There’s a hatch in the priestess’s room which leads to caverns.  We fight a purple slug, as predicted somehow by hermit-boy, and Paul collects the slime from it for a couple doses.

There’s a right turn and also a pool that blocks our path.  We go to the pool and find a glow happening below.  We suspect the glow is a lure (because we’re meta gamers) and are sort of right, as when at Jurk’s suggestion we use a grappling line and rope to pull the boat up, a devilfish comes up from underneath it, its horn glowing.  So we fight a devilfish, which tries to area affect smash people on the shoreline, to minimal effect.  When it’s dead Ringo saws off item #2.  We use the boat we retrieved to cross the pond.  We could go right to a beach or across to a passage.  We do the passage.  Having trouble remembering what we fought here if anything…possibly nothing.  We carried the boat through the passage so we could cross, and we do.

We go down the tunnel on this side and find more crab men.  We win but most of the party is badly injured and the one sho isn’t just naturally doesn’t have a lot of hit points, so we have to retreat knowing going any further is a death wish, then we just have 8 captives and 4 adventurers down there.

We get back to the village, enlist them and the priestess only manages to heal 3 hit points (to Jurk) before failing.  So Leth is unable to go in with only 1 HP.  Alan can swap to another character but it has to be a level zero character, so note this rule:

IF YOUR CHARACTER DIES you can bring one in at the same level as the character that died, but IF YOU CHOOSE TO CHANGE OUT A LIVING CHARACTER the replacement character is automatically 0 level.  So it’s a good idea to have an extra of your current level and one at 0 level standing by just in case.

Upon return we first check another area and discover more cloisters and nothing relevant, so back in the hole!

Down there are 3 passages currently:  the first one we bypassed, the second one that was a beach and a third one at the very end where we had to turn around.

First passage has another pool with kelp and a slime hiding in it.  So we ignore it and go back to the second alternative, the beach.

We get to a room that has a funky mold which we expect to puff up, and it does when Jurk tosses a rock in there to trigger it.  It will take a while to settle so we back up to a split in this path.

Back here a slime drop on us.  The first hit splits it into two.  A second hit splits each of those into two, and when you do 3pts to either of the the tiny ones they die, so it takes us a while playing whack-a-mole to get rid of them, but we do, with the only real casualty being one of Jurk’s daggers, he has a second one to fight with for now.
Beyond this passage is another pool with a crab in it.  Now that the fungus has settled in the other chamber we go back and Jurk carefully sneaks through there, but finds the room beyond it has a pool with something shiny at the bottom and some silver fish.  He comes back.  It seems that we’re going to have to go through the pond chamber with the crab in it.

So Pickler grabs some meat from the devilfish and Jurk hooks it to a grappling hook, and we pull the crab from the water.  Once it’s out it sees us and charges so we fight it.  Takes some cries to do any actual damage but until then we plink away a point at a time.  When it’s low on HP it runs back into the pool and we use that moment to run past it and check the one passage we haven’t been down yet.

Here is the big pool with sharks (no laserbems), and our missing folks on an island.  A waterfall at the far end indicates water is filling in to the place.  The people on the island lost a swimmer to the sharks and are reticent to swim across so they have to be convinced.  Our plan:  Chum the water to get sharks next to each other.  Once they gather, we use the one scroll that might work: A scroll of sleep we found earlier when searching a cavern chamber.  It’s a wizard scroll so the bard Urland has to read it and make the roll… and he does.  It works and we give them the order to swim across.  They lose one swimmer to the one shark that wasn’t in the area of the spell.  We then try to organize a run past the crab creature which ultimately winds up with a random D8 roll to see who it is interested in.  1 (Urland), 2 through 4 are the citizens and a guy they are carrying, 5 Pickler, 6 Jurk, 7-8 it sticks with the chum that Pickler had dumped in the water.  Mark rolls a 7 and we get everyone out in one more round.

We have to ferry everyone across the last pond, which has non-swimmers and injured in the boat and swimmers (fisherman citizens) in the water.  It’s then a foot face to safety before the water gets us.  Citizens consider stealing the cash off the altar on the way out until it’s pointed out to them that it’s the temple of their sea god and that might not be a good idea.

We all live.  We are still level 1.  It will take 2 missions to hit 2nd level, so one down on to go.

Those (players) who went in got 50gp each as a result of selling the pilfered ingredients we could find to Kel the Silent. (so Alan splits his between his two characters and the rest of us have some cash.   Those willing to cough up a minimum of 30 GP can go carousing and if you carouse with a bard (me) you get an additional D6 on your carousing roll, which can be a good result on a high total or a bad roll can f-you over.  Urland and Ringo go carousing.  Urland gets a minor favor from councilman Anders (the guy who sent us on the mission), Ringo gets a full favor (same guy?).

I think Ringo has a priest spell of speak with dead (3rd level), Urland is carrying a 1st level potion, and Ringo is carrying (but it has not been assigned yet) a potion of vitality which will give one of us a permanent 1 Hit die bump in hit points!  Yep, use it and get a free HD roll to boost you for good.  Everyone wants it.  General feeling is it should be someone who takes a lot of risks (front line) or has the biggest hit die to get the biggest yield.  It’s suggested the lowest HP person maybe should have it but me (the Player who controls the lowest Hit Point PC) thinks that’s a waste, the low man behind the most expendable.

NEXT GAME:  Two weeks, 4/11.  Mark is out for that one.  

 


 

GAME 03

 


 

GAME 04

 


 

GAME 05

 


 

GAME 06

 


 

GAME 07

 


 

GAME 08

 


 

GAME 09

 


 

GAME 10

 


 

GAME 11

 


 

 

GAME 12