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Jasper DMs Dungeon of the Mad Mage Spoilers Completed
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<blockquote data-quote="jasper" data-source="post: 7585420" data-attributes="member: 277"><p>DDAL08-14 Session</p><p>Rescue from Vanrakdoom</p><p>AP 4 TP 8 Downtime 10 Renown 1 Obaya Uday Cash left on hand 6,895 PP</p><p>Pc Killed 5 Monsters Killed 385 Villains Captured 13 Villains Escaped 23</p><p>I had a four-person average group. Terra Ranger Rogue, Candossa cleric, Linnora sorcerer, and Darwin paladin. </p><p>Ok I think this is a tier two module with one tier three monster. I don’t think I took down anyone down half their hit points.</p><p>The group arrives at Austra Trumaine hovel. She is unkept, unshaven, her hair is a mess. She is a mess from where she was last week, kicking PCS and putting the fear of death into the characters. She pleas with the group to send the Baron Blood a good report. “Last week I was CR 15. I could cast spells. I made people flee to sunny Waterdeep. I could drain an adventurer in 5 rounds. Today. CR 5. VAMPIRE SPAWN. PLEASE DON’T KILL ME! “The group let her cry and moan for a bit. Then demanded to shown the teleportation circle to Vanrakdoom.</p><p>The teleportation was easy. But it was dark. Hey vampires don’t need no light. Darwin flame tongue and Candossa light spell sheds some light on the back of Terra. She looks down at her shadow. She is casting one, no two, no three, no four, no five, yes six shadows. After a two and half round fight, Candossa deciphers dwarven frieze. (I gave the group this checkpoint as the Bonus Objective A is unreadable even if you view on screen). </p><p>The combat has awoken the vampire spawn in the next room, while they are brushing their teeth; Terra charges into the tower and rips open one of twelve coffins. After a four-round battle, the group steal the pendants from the dust of spawn. They enjoy themselves destroying the coffins.</p><p>Leaving coffin central, the enter Seabordt’s office. All but the cleric are amused at the scrying painting. They get glimpses of a machine with a huge purple gem being fed by the blood of Waterdeep, and Skullport captives. The machine spawns vampire spawn. </p><p>Suddenly a wall disintegrates, a Beholder Zombie, and two vampire spawn attack the group. The group laughs at Terra. Terra had tried to do a dive behind the desk to hide. But slid across the desk getting a bill of lading stapled to her forehead. The poor Beholder did not get an attack off. </p><p>The group spies the prison cell, Terra rushes forward and opens the lock. Terra, “there are twelve prisoners, they get them out”. She tosses the weakest one over her shoulder in a fireman carry. Darwin ties to wake another. Candossa cast Mass healing on six of the prisoners. they all ignore the black fog to east of the cell.</p><p>Linnora, “Did you say twelve prisoners Terra?”</p><p>Terra, “Yes I counted twelve.”</p><p>Linnora, “The Baron Blood said ten prisoners.”</p><p>Terra, “He must be mistaken! There are twelve prisoners!”</p><p>Vampire Spawn whispers into Terra’s ear, “Actually ten prisoners. And two spawns.!” And bites Terra in the neck. (yes, I cheated. I said Terra was grappled, and the first hit was a bite. So, sue me.) </p><p>Four swarms of bats burst from the black fog. Followed by eight giant centipedes And a few rounds later they had taken down the vampire who was hiding in the fog.</p><p>Ok. I have major problems with this module. The area is supposed to drain a hit point per hour. Why are the prisoners still alive? A raiding party is not really going to spend an hour in the area unless the are checking everything out. And sweeping up after themselves. A shadow dragon is supposed to appear in and out of the frog but it is just window dressing. And the final battle assumes the group is going to enter the fog for bonus objective B. I would suggest if you run this, you add one vampire/ 8 centipedes per each odd number of players. And no short rests allowed.</p></blockquote><p></p>
[QUOTE="jasper, post: 7585420, member: 277"] DDAL08-14 Session Rescue from Vanrakdoom AP 4 TP 8 Downtime 10 Renown 1 Obaya Uday Cash left on hand 6,895 PP Pc Killed 5 Monsters Killed 385 Villains Captured 13 Villains Escaped 23 I had a four-person average group. Terra Ranger Rogue, Candossa cleric, Linnora sorcerer, and Darwin paladin. Ok I think this is a tier two module with one tier three monster. I don’t think I took down anyone down half their hit points. The group arrives at Austra Trumaine hovel. She is unkept, unshaven, her hair is a mess. She is a mess from where she was last week, kicking PCS and putting the fear of death into the characters. She pleas with the group to send the Baron Blood a good report. “Last week I was CR 15. I could cast spells. I made people flee to sunny Waterdeep. I could drain an adventurer in 5 rounds. Today. CR 5. VAMPIRE SPAWN. PLEASE DON’T KILL ME! “The group let her cry and moan for a bit. Then demanded to shown the teleportation circle to Vanrakdoom. The teleportation was easy. But it was dark. Hey vampires don’t need no light. Darwin flame tongue and Candossa light spell sheds some light on the back of Terra. She looks down at her shadow. She is casting one, no two, no three, no four, no five, yes six shadows. After a two and half round fight, Candossa deciphers dwarven frieze. (I gave the group this checkpoint as the Bonus Objective A is unreadable even if you view on screen). The combat has awoken the vampire spawn in the next room, while they are brushing their teeth; Terra charges into the tower and rips open one of twelve coffins. After a four-round battle, the group steal the pendants from the dust of spawn. They enjoy themselves destroying the coffins. Leaving coffin central, the enter Seabordt’s office. All but the cleric are amused at the scrying painting. They get glimpses of a machine with a huge purple gem being fed by the blood of Waterdeep, and Skullport captives. The machine spawns vampire spawn. Suddenly a wall disintegrates, a Beholder Zombie, and two vampire spawn attack the group. The group laughs at Terra. Terra had tried to do a dive behind the desk to hide. But slid across the desk getting a bill of lading stapled to her forehead. The poor Beholder did not get an attack off. The group spies the prison cell, Terra rushes forward and opens the lock. Terra, “there are twelve prisoners, they get them out”. She tosses the weakest one over her shoulder in a fireman carry. Darwin ties to wake another. Candossa cast Mass healing on six of the prisoners. they all ignore the black fog to east of the cell. Linnora, “Did you say twelve prisoners Terra?” Terra, “Yes I counted twelve.” Linnora, “The Baron Blood said ten prisoners.” Terra, “He must be mistaken! There are twelve prisoners!” Vampire Spawn whispers into Terra’s ear, “Actually ten prisoners. And two spawns.!” And bites Terra in the neck. (yes, I cheated. I said Terra was grappled, and the first hit was a bite. So, sue me.) Four swarms of bats burst from the black fog. Followed by eight giant centipedes And a few rounds later they had taken down the vampire who was hiding in the fog. Ok. I have major problems with this module. The area is supposed to drain a hit point per hour. Why are the prisoners still alive? A raiding party is not really going to spend an hour in the area unless the are checking everything out. And sweeping up after themselves. A shadow dragon is supposed to appear in and out of the frog but it is just window dressing. And the final battle assumes the group is going to enter the fog for bonus objective B. I would suggest if you run this, you add one vampire/ 8 centipedes per each odd number of players. And no short rests allowed. [/QUOTE]
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