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White Wool Part 1: Monumenta Episode 23

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The episode picks up in the dungeon lobby. The party is johnfal_92 and Dash (dash10138) again, going by the nameplates, and Scoti isn't on. Before anyone goes in, one of them wonders what happens if you fall into the wrong spot in the lobby. Are you just stuck forever? Nobody wants to test it.

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Getting in

The key goes in the item frame, everyone gets on the pressure plates, and it works. It turns out the dungeon they opened was Dash's instance, so Dash had to be the one to let them in. Inside, a wall of signs tells the story. The ancient Tlaxan priests built this temple as a home for the feathered serpent, Quetzalcoatl, and hundreds of people gave their lives on its stairs to bless it. Their spirits still guard it, and they've had centuries to build traps. The last sign says to read every sign carefully before going on.

There's a teleport back to the lobby and an ender chest right inside, which matters later. A sign over a glass doorway reads Halls of Wind and Blood.

johnfal_92 beside a glass doorway with a sign reading Halls of Wind and Blood inside the white wool dungeon

Fire, blazes and a hole in the floor

The first room is huge, round, and full of fire, with blazes and spawners below. The lag is bad. They work through the spawners, open the first chests, and someone happily claims an Ironwood Bow. Someone else puts on fire protection boots, which "sounds important here." At the top of the stairs a tripwire sets off a flame trap built from dispensers and sticky pistons.

A huge round stone hall in the white wool dungeon with fire, blazes and mobs on the lower floor

Then Jaguar Warriors drop in from a ledge. johnfal_92 goes up after them, falls through a hole in the floor, and lands in a soul sand cavern full of creepers, spiders and webs. Chat reads "johnfal_92 was slain by Spider." The gear is still down there, so it's a suicide run back with empty hands, past an army of skeletons with no bows. The other two fight their way down, the spawners come out, and the stuff comes back. "You guys are awesome."

A reset, and a second run

They're about ready to call it when they find out the dungeons have reset. That means a new key and starting over. "At least it didn't reset after we spent like three hours on it." This time all three of them are standing on the plates when the button gets pressed.

The second run goes better, because now they know where some of the traps are. The flame trap still goes off, even while someone is trying to break it. One of them promises not to fall through the floor today, and doesn't. Soul sand slows everyone down and the webs still catch people, but the room gets cleared. "Awesome, we're pros, for this room."

dash10138 and johnfal_92 in a torch-lit stone chamber with a chest between red banners

Three plates

Upstairs there are platforms over lava, a chest that looks trapped, and more spawners. Arrows run low (one of them is down to five) and so do torches. In a small room they find a sign: this is the second plate to access the Cave of Winds, and standing on it and the other two plates at the same time opens the path forward. On a second read later, it's clear what that means. There are three plates, and they'll have to split up to stand on them all.

Sign over a pressure plate: the second plate to access the Cave of Winds, stand on this and the other two plates at the same time

Back for the lucky helmet

One of them left a luck helmet in the ender chest on purpose, figuring some trap would eventually kill them and take everything. Now that the room is safe, they go back to the lobby for it and for more arrows, and Basket's Jeweled Tiara comes out. Then it's chest time. Dash works out a gravel trap on one chest, and some other part of it still releases poison. Another has a spawner hidden under it. The loot includes repeaters, a bottle of enchanting, a tier three hat and tunic for someone, and a lot of coal blocks. Inventories fill up fast, so the episode ends heading out to empty them.