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Jasper DMs Dungeon of the Mad Mage Spoilers Completed
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<blockquote data-quote="jasper" data-source="post: 7788433" data-attributes="member: 277"><p>Dungeon of The Mad Mage Session 21</p><p>Seadeeps</p><p>I don’t mind, you don’t matter</p><p>Day 38</p><p>AP 4 TP 8 Renown 1 Downtime 10</p><p>PC Killed 11 Monster Killed 744 Villains Captured 13 Villains Escaped 28</p><p>Magic Items unlocked Quaal’s feather token tree. Potion of acid resistance</p><p>Story award Uncovered telepathic spy</p><p>I had a very strong party Bankshot Warlock fighter, rogue, Rick Wizard, Drew sorcerer, Nathan Darkblood wizard, and Vandania Bard. Magic Items 2 staff of the magi, cloak of invisibility, robe of eyes. Two pcs had mind blank up all the time.</p><p>The group was fresh from a bath and two true resurrections when Durnan mention something on the level was spying on Waterdeep. Please be on the lookout for the creature.</p><p>They enter the level and it appeared to be a normal dungeon. Uneven floors and a little damp. Exploring more they found a pit with a statue of an adventurer who had started exploring the Mad Mage Dungeon four months earlier. (Rats I gave them a knowledge roll and they aced it.) So now they were cautioned against medusas, gorgons, basilisks, and what ever other monster which would stone them. As they traveled through one passage way they felt the vibration of rushing water beneath their feet.</p><p>Leaving the corridor, they discover a colony of Flumphs. Bankshot was able to think on them. The Flumphs let drop a lot of mind flayers were in the area. The mind flayers were fighting with the Githyanki. And occasionally stealing people from the surface to eat. </p><p>Nathan passive perception found a secret door which led to an empty guard post and a treasure room. The bard scored a great dagger which plays a guitar solo when struck or it hits a foe. (Note this was suppose to covert to cash. But AL prevents that so I just called it a trinket.) Bankshot stole the purple sunglasses from the treasure also.</p><p>They open the door and it got LOUD. They enter the pump station of some sort of machine. It was so loud they did not hear the Ettins yell at them. Nathan tried to talk with them. But he talked to Highfalutin. When an Ettin poked Nathan in the chest and told him he no belongs; Rick took it as an attack and the fireballs started falling. (Yes, Rick was looking for a fight.) Between Fire being bad, and the strong current, the Ettins were killed. And pureed by the dynamo.</p><p>The group decided to explore the west area of the dynamo and pump station. They encounter the Qualith scrip. (The investigation check resulted in Vandania recognizing you need tentacles to read it. Rick and Nathan got blinding headaches from trying to read it. Also, this was the last time I allow an investigation check on mind flayer stuff for various reasons. I just said it was too alien to understand.)</p><p>Rick casts knock to open the door. In the room is a statue of Halaster with a robe of eyes. Both Halaster and the robe were watching the gateway. Rick figured out three people holding hands would activate the gate but for some reason they decided to leave the gate alone. The sound of the dynamo was nearly gone once the door to pump station was close. But it was always in the background. Rick casts knock again on the opposite door and they leave the statue room.</p><p>The knock did alert the guard post which had some mind flayers and orogs, but the fight only lasted two rounds. The group took a short rest and smoke break.</p><p>As they came back from the short rest, Rick casted summon air elemental. He sends the elemental down the southeast hallway and it blew the door down to an alien lab. (Okay I really messed up this combat. Gave the air elemental and mind flayers a combat round to themselves. Mess up where and when some spells went off. Etc.) At the end of this fight with Drew brain nearly being eaten, and on mind flayer fled, the group could not make sense of the alien coffins. Other than someone fireball had destroyed six of them and burned the occupants alive. (Yes, one fireball did over 55 points of damage.) They leave the lab and enter the south corridor of the pump station and turn north.</p><p>On the north corridor they discover the mind flayer who fled, and a large mind flayer which they take down in one round. Killing the telepathic spy.</p><p>(Ok at this time it was 9 P.M. All over combat was going to be a cake walk, so I called the session and awarded full XP.)</p></blockquote><p></p>
[QUOTE="jasper, post: 7788433, member: 277"] Dungeon of The Mad Mage Session 21 Seadeeps I don’t mind, you don’t matter Day 38 AP 4 TP 8 Renown 1 Downtime 10 PC Killed 11 Monster Killed 744 Villains Captured 13 Villains Escaped 28 Magic Items unlocked Quaal’s feather token tree. Potion of acid resistance Story award Uncovered telepathic spy I had a very strong party Bankshot Warlock fighter, rogue, Rick Wizard, Drew sorcerer, Nathan Darkblood wizard, and Vandania Bard. Magic Items 2 staff of the magi, cloak of invisibility, robe of eyes. Two pcs had mind blank up all the time. The group was fresh from a bath and two true resurrections when Durnan mention something on the level was spying on Waterdeep. Please be on the lookout for the creature. They enter the level and it appeared to be a normal dungeon. Uneven floors and a little damp. Exploring more they found a pit with a statue of an adventurer who had started exploring the Mad Mage Dungeon four months earlier. (Rats I gave them a knowledge roll and they aced it.) So now they were cautioned against medusas, gorgons, basilisks, and what ever other monster which would stone them. As they traveled through one passage way they felt the vibration of rushing water beneath their feet. Leaving the corridor, they discover a colony of Flumphs. Bankshot was able to think on them. The Flumphs let drop a lot of mind flayers were in the area. The mind flayers were fighting with the Githyanki. And occasionally stealing people from the surface to eat. Nathan passive perception found a secret door which led to an empty guard post and a treasure room. The bard scored a great dagger which plays a guitar solo when struck or it hits a foe. (Note this was suppose to covert to cash. But AL prevents that so I just called it a trinket.) Bankshot stole the purple sunglasses from the treasure also. They open the door and it got LOUD. They enter the pump station of some sort of machine. It was so loud they did not hear the Ettins yell at them. Nathan tried to talk with them. But he talked to Highfalutin. When an Ettin poked Nathan in the chest and told him he no belongs; Rick took it as an attack and the fireballs started falling. (Yes, Rick was looking for a fight.) Between Fire being bad, and the strong current, the Ettins were killed. And pureed by the dynamo. The group decided to explore the west area of the dynamo and pump station. They encounter the Qualith scrip. (The investigation check resulted in Vandania recognizing you need tentacles to read it. Rick and Nathan got blinding headaches from trying to read it. Also, this was the last time I allow an investigation check on mind flayer stuff for various reasons. I just said it was too alien to understand.) Rick casts knock to open the door. In the room is a statue of Halaster with a robe of eyes. Both Halaster and the robe were watching the gateway. Rick figured out three people holding hands would activate the gate but for some reason they decided to leave the gate alone. The sound of the dynamo was nearly gone once the door to pump station was close. But it was always in the background. Rick casts knock again on the opposite door and they leave the statue room. The knock did alert the guard post which had some mind flayers and orogs, but the fight only lasted two rounds. The group took a short rest and smoke break. As they came back from the short rest, Rick casted summon air elemental. He sends the elemental down the southeast hallway and it blew the door down to an alien lab. (Okay I really messed up this combat. Gave the air elemental and mind flayers a combat round to themselves. Mess up where and when some spells went off. Etc.) At the end of this fight with Drew brain nearly being eaten, and on mind flayer fled, the group could not make sense of the alien coffins. Other than someone fireball had destroyed six of them and burned the occupants alive. (Yes, one fireball did over 55 points of damage.) They leave the lab and enter the south corridor of the pump station and turn north. On the north corridor they discover the mind flayer who fled, and a large mind flayer which they take down in one round. Killing the telepathic spy. (Ok at this time it was 9 P.M. All over combat was going to be a cake walk, so I called the session and awarded full XP.) [/QUOTE]
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