Enhancing "Dungeon of the Mad Mage"
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  1. #1
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    Enhancing "Dungeon of the Mad Mage"

    With Dungeon of the Mad Mage due for its official release very soon, it's time for the traditional "Enhancing" wiki thread!

    This post contains shortcuts to particular posts* that offer suggestions and answer questions raised by the adventure. It is broken down by chapter:

    Dungeon Key
    Undermountain Overview
    • Resource Management: #10
    • Reviews/Impressions: #8


    Level 1: Dungeon Level


    Level 2: Arcane Chambers
    Level 3: Sargauth Level

    Level 4: Twisted Caverns
    Level 5: Wyllowwood
    Level 6: Lost Level
    Level 7: Maddgoth's Castle
    • Wandering Monsters: #6
    • Stone Giants: #7


    Level 8: Slitherswamp
    Level 9: Dweomercore
    Level 10: Muiral's Gauntlet
    Level 11: Troglodyte Warrens
    Level 12: Maze Level
    Level 13: Trobriand's Graveyard
    Level 14: Arcturiadoom
    Level 15: Obstacle Course
    Level 16: Crystal Labyrinth
    Level 17: Seadeeps
    Level 18: Vanrakdoom
    Level 19: Caverns of Ooze
    Level 20: Runestone Caverns
    Level 21: Terminus Level
    Level 22: Shadowdusk Hold
    Level 23: Mad Wizard's Lair
    Skullport
    App. A: Dungeons Denizens
    App. B: Elder Runes Deck
    App. C: Secrets Deck

    [Most recent indexed post:
    #10]


    *These posts typically start discussions so don't forget to read relevant following posts!
    Last edited by robus; Tuesday, 20th November, 2018 at 03:45 PM.
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  2. #2
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    @jayoungr - kindly hit the wiki button on the first post, if you please
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  3. #3
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    Quote Originally Posted by robus View Post
    @jayoungr - kindly hit the wiki button on the first post, if you please
    Oops! Can't believe I forgot that. Thanks!

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    Quote Originally Posted by jayoungr View Post
    Oops! Can't believe I forgot that. Thanks!
    No worries. Have you got your hands on a copy yet?

    (And added to the pinned "best of" thread as I'm sure valuable posts will soon be forthcoming )

  5. #5
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    Quote Originally Posted by robus View Post
    No worries. Have you got your hands on a copy yet?
    Nope, not yet. But usually when I wait to make these threads, people who have advance copies start a review thread where all the interesting discussion happens, so I wanted to be ahead of the curve if possible.

    (And added to the pinned "best of" thread as I'm sure valuable posts will soon be forthcoming )
    Thanks!

  6. #6
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    First thing's first, Wandering Monster tables.
    I've only done level 7, since that's what I ran last night. It's a mix of what might be encountered on the level and adjacent levels.
    1 Umber Hulk (1-6)
    2 Cave Bear (1-6)
    3 Stone Giants (1-4)
    4 Grey Slaad, disguised as a duergar, looking for its mate(1)
    5 Duergar Patrol, Clan Iron Eye (3d4)
    6 Xorn (1)
    7 Bullette (1)
    8 Cloakers (1-6)
    9 Giant Frogs (2-12)
    10 Grimlocks (2-16)
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  7. #7
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    Also for Level 7 I decided that the Stone Giants lost their memory because they are eating a "Memory Moss" that trips them out and ruins their long terms recall. Not that the players discovered this but it gave me peace of mind.
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  8. #8
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    First Impressions Thread

    It includes some discussion that could be relevant to running the game.

  9. #9
    I have a question, how would you manage the instakill trap in the first floor. It seems to be taylor made to make a character fall on it, disguise it as an magic item, put it in a box protected by a trap... Reads like it's a reward, but the item when attuned just.. instakills the PC. I was thinking of giving a hint in the form of an Illusion on the empty room near the heart where the book tells you to put a regional effect.
    Empty Room is the room #13 and the trap is #14.

  10. #10
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    Crossposted from first impressions thread:
    This dungeon would benefit from a instituting some resource management rules, as 5e elides much of that. Encumbrance, strict time keeping (turns exploring), rations, light, etc
    In my non-5e game I've been using a "Doom Die" to combine most of these together.
    I roll d6 each turn
    1 Encounter: Roll encounter & distance: melee 1, short 2-3, medium 4-5, long 6 & Surprise (2 in 6)
    2 Weariness & Stress: Rest & eat one ration or lose 1 HP
    3 Environment: Development or occurrence: noise, temperature, denizens move etc
    4 Expiration:Torch burns out; lantern oil burned, spell and potion effects end
    5 Discovery: A clue, secret or hint of nearby danger
    6 Luck: Free turn of exploration
    I'm using a simple, "1 item slot per point of Strength" encumbrance system.
    I'm going to make it gold for XP as well, which should encourage more exploration at the expense of fighting, though it mean we have to start adding in treasure.
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