3) For the octopus drains, I'm wondering just how small these drains are that a giant octopus can fit through them, but they're not on the map and PCs don't notice them.
On the same theme of "size", how the heck do 4 large phase spiders fit into D15, an octagon that's only 10' per side!
6) The elf prisoner has been there for "nearly a month" - I imagine the guards in the other cell must have changed in that time. Plus someone has to come deliver food and water.
7) Your jest filled me with audible mirth at my place of labour.
A player mentioned that it was a "funhouse dungeon" and I tried to protest that it wasn't quite that bad...until they pointed out that they were currently in a literal maze of mirrors, just like a funhouse.
8) The sliding walls in the mirror maze that shoot up when a person is on either side, separating the lead person from the rest of the party.
9) I almost didn't give them the wand of cure wounds. They didn't get the wand of healing word in chapter 1, and I want to encourage them to go deep into dungeons without long rests, so hopefully this will encourage them. They did make it all the way through without long resting, though the cleric was a bit bored with the final encounter when her only action was Sacred Flame.
12) Ironically, I I changed the wizard half to a Warlock of the Great Old One from Volo's for side-plot reasons and the PCs opened by throwing the entire necklace of missiles they had at the bad guy - 18d6 damage. If only I'd stuck with Protection from Energy!
13) I ended the session with them emerging with all the loot (Levitate on the 250lb mirror, with another 250lb of continual flame lanterns on top of that) and the mindflayer appears and attacks.
I'm worried about the logistics. If the door is open when they enter, then only the first 1-2 PCs can get hit by the mind blast, and they'll just retreat. So maybe the door opens when they're all in the room? It has a peephole? (and yet is incredibly hard to find?). Or maybe it's best to attack right after they pull the lever and they're all in the bucket? Hmm.
The PCs also didn't pay much attention to the note that hooks the next part of the plot. They were puzzled for a bit, but then the flayer shows up and as they headed out into the night one mentioned, "well, I guess we solved the mystery of who wrote the note". Now I need to entice them to chase the Flayer when he escapes.
On the same theme of "size", how the heck do 4 large phase spiders fit into D15, an octagon that's only 10' per side!
6) The elf prisoner has been there for "nearly a month" - I imagine the guards in the other cell must have changed in that time. Plus someone has to come deliver food and water.
7) Your jest filled me with audible mirth at my place of labour.
A player mentioned that it was a "funhouse dungeon" and I tried to protest that it wasn't quite that bad...until they pointed out that they were currently in a literal maze of mirrors, just like a funhouse.
8) The sliding walls in the mirror maze that shoot up when a person is on either side, separating the lead person from the rest of the party.
9) I almost didn't give them the wand of cure wounds. They didn't get the wand of healing word in chapter 1, and I want to encourage them to go deep into dungeons without long rests, so hopefully this will encourage them. They did make it all the way through without long resting, though the cleric was a bit bored with the final encounter when her only action was Sacred Flame.
12) Ironically, I I changed the wizard half to a Warlock of the Great Old One from Volo's for side-plot reasons and the PCs opened by throwing the entire necklace of missiles they had at the bad guy - 18d6 damage. If only I'd stuck with Protection from Energy!
13) I ended the session with them emerging with all the loot (Levitate on the 250lb mirror, with another 250lb of continual flame lanterns on top of that) and the mindflayer appears and attacks.
I'm worried about the logistics. If the door is open when they enter, then only the first 1-2 PCs can get hit by the mind blast, and they'll just retreat. So maybe the door opens when they're all in the room? It has a peephole? (and yet is incredibly hard to find?). Or maybe it's best to attack right after they pull the lever and they're all in the bucket? Hmm.
The PCs also didn't pay much attention to the note that hooks the next part of the plot. They were puzzled for a bit, but then the flayer shows up and as they headed out into the night one mentioned, "well, I guess we solved the mystery of who wrote the note". Now I need to entice them to chase the Flayer when he escapes.