Franklin works quickly, but it seems the jellies can sense him as they start ponderously tumbling towards him. Work finished, he runs back north. The jellies have entered the oil - drop a torch?
I just found my house rules on oil OIL: Can not be lit and thrown. Must be thrown one round, lit by a fire source next round. Damage is 1d6 per round, for 1d6 rounds. Multiple flasks will add to duration or area, not damage. Assume 1 flask can cover a 10' square So what is the idea? Franklin reveals...
The party heads south, invisible Franklin a bit ahead (he has to stay close enough to the party that there is at least some light to see). Poking his head into the room, he sees at least two gelatinous dice slowly sweeping the room
Maloof opens the door to the fire room. It looks the same - intimidating and full of swirling fire. But as he studies it, he realizes that there is actually a twisting but safe path through the flames, which he or Franklin could walk, but the humans would have to crawl along
You are not accosted as you navigate the corridors. Opening the north door of the barrel room confirms what you might have expected from your map - a corridor leading left, a total of 50 feet. There is a door in the north wall, opposite you