Dungeon of the Mad Mage Session 14
Day 29-30 Dweomercore and Murial’s Gauntlet or No Class for you.
AP 4 TP 8 Downtime 10 Renown 1.
PC Killed Monsters Killed 612 Villains Captured 13 Villains escaped 28
Magic Item Unlocked Mithral Plate armour, Chest of Preserving, Oil of slipperiness, Cloak of Elvenkind drow version, +1 wand of war mage, Gauntlets of Ogre power,
Eye of the Spider side quest complete.
I had five people strong grew Rick Wizard, Drew Sorcerer, John C Sorcerer, Joseph Bard, Bankshot Warlock Fighter. This would grow by two npcs and more allies. Most of them are Drow Downtown Town Drow Killers. And with some of the magic items in play most combat was walk.
As the group approached the Dweomercore entrance, Rick with his detect magic see an Alarm spell on the floor and ties to dispel it. OOPS. The new students of Halaster Mad Mage school are not enrolled and already late for classes. Thing arm take to dorms to fill out their school loans and majors.
Halaster arrives thirty minutes later and questions each student. Some don’t even know what circle of magic they like. And a freaky Bard. They are expelled three minutes later. And shown the back door down to Murial’s level. (Okay one player was late so I did a quick walk through of level nine to kill time.)
Rick’s Detect Magic and Joseph’s passive perception made sure any magic or traps were not even a bother. As they are deciding on to take the secret door, Vlonwelv comes over the intercom ordering troops about. (I let Vlonwelv have use of intercom at any location. I allowed me to do some silly announcements.) The group now know drow are on this level. They take the door.
Exploring the northern part of the level they find a temple. And John C sees an old girlfriend. No ghoul friend. No that not right. Oh, a Girlfriend T’rissa a Banshee and two other drow banshees. All of them remember John C. T’rissa lets out a wail which drops Bankshot and combat begins. (This would be the only combat during the night where the anyone was zeroed out.) The group makes short work of the banshees. As they are getting Bankshot up, they see two recently dead bodies which had been looted. Kravous a tiefling rogue and Zundra a dwarf barbarian.
Joseph casts Raise Dead on Zundra. What?
Joseph casts Raise Dead on Zundra. You heard me.
Joseph casts Raise Dead on Zundra. He did. Talk about gaining allies the strange way. Ok, the book does cover what happens when speak with dead is used. BUT THE BARD RAISED DEAD ON AN NPC. Inspiration can only be reward once. I was able to use Zundra as information dump and gave some temporary advantages to the party.
Bankshot during his short rest tossed Kravous into his portable hole. OKAY.
The group explores all the northern section of the map finding a well-maintained series of labs. Checking out the center of the map, they raid the kitchen. (College students am I right). Finding a small cooler of what they think holds beer, Rick casts KNOCK on it.
DING DONG. I need a cheese pizza with extra spider legs. Would patrol b check out who casted the KNOCK spell. Glory to Lolth. DING DONG. (ok the knock put the Drow on alert and took away all the advantages I just gave them for having the barbarian information dump.)
Exploring the rest of the center of the map, they make short work of the stone giant drow, the madness statute. Find the eye of the spider gemstone. And still have not spotted the green drider or the drow. Entering Lolth’s palace they hear, “Oh good allies. Well maybe allies. Roll the bones to win.” This was from a hidden voice in the balcony section of the room they just entered. Three bone golems attack the party. Using various spells Drew Ping Ponged up and down the room. Rick got mad when the voice dispelled on his spells that had a golem dancing in midair. After a few rounds they defeated Murial’s golems and become somewhat allies.
(Okay I do not know how the combat would have went between Murial and Rick especially with the staff of magi in play. But between having a wall of force casted around him, and the group calming him down, we will not know.)
The group took a long rest in a safe room with Murial’s new troglodyte allies. (I like my dungeons to be active. Since the floor is setup to be Murial versus the drow, I had him clear some rooms and encounters.) During breakfast Joseph cast RAISE DEAD on Kravous. Ok now the group is 5 players. 2 players have pulled out other pc sheets to sub in as two no dead npcs. Murial and the 8 troglodytes. It is a freaking company. Or at least two platoons. I know what the next encounter will be. I have John C roll to place the new location of Vlonwelv this morning. She is in the next encounter.
Next encounter Auvryndar Hall is huge. I used the width of the battle map and three fourths of the length. I had my monsters spread out as possible. Well except for the priestess guards. They rolled a group stealth check. All but one passed it. I said they had five rounds to finish combat before reinforcements would arrive. The monsters were spread out. Surprise round. First round. Second round about a third of the way through it. No monsters left. Four halfling banjo playing bards rescued.
I just called the floor. If we played to closing, they would have cleared some more rooms. Even if I stopped at closing and got rid of the two npcs, and bards. With Murial’s help it would have been a cake walk.
Next week Day 31. Level 11 Trog Warrens.