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Jasper DMs Dungeon of the Mad Mage Spoilers Completed
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<blockquote data-quote="jasper" data-source="post: 7610510" data-attributes="member: 277"><p>DDAL08-18 Session</p><p>AP 6 TP 12 Downtime 10 Renown 1</p><p>PC Killed 6 Monster Killed 562 Villains Captured 13 Villains Escaped 28</p><p>Magic Item unlocked Rod of resurrection Table I</p><p>This was supposed to be a combat only module but I made some encounters social encounters because I was bored. I had a very strong group of six so I gave all the monsters max hp and add a few. Tuk’n Rol wizard sorcerer with simulacrum, Alice wizard with simulacrum, Bobo Ranger Rogue, Salairan Rhintae Paladin of the ancients, Detric Champion Fighter, Candessa Cleric of Mystra. Due to various auras, hero feast, and other spells most spell damage was automatically half. So sometimes the spell damage was as low as seven hit points on a successful save. </p><p>The Baron of Blood was talking about how the weave the was broken and hurting the arcana spell casters. He quietly ignored Salairan mumbles about slaying the thirty or so vampires and their spawn in the room. Detric agree to be the pack mule and carry Artor in lead line coffin to Shadowdusk realm. They all agree to perform the ceremony to attune Artor to the weave.</p><p>As they teleport into foyer, they are jumped by a star spawn larva mage and a few hulks, making short work of them. The group opens the door to hallway of Berlain wing. (Ok I really hate one solution things at tier 4.) One room has dozens of frozen hearts encased in thick ice. Chisel in the ice are love poems. Salairan rips off a quick love poem and a silver key appears in his hand. In the next room, the floor is cover about an inch thick in sand. A waltz starts for the four-foot speakers imbed in the walls, two figures appear and start to dance. Tuk’n Rol cuts in and is rewarded a gold key. Using the keys, the group opens the door to the shine of Berlain. The Demilich Andras is singing off key love songs about her when the group interrupts. Andras is not happy but the group are here to worship Berlain too. In fact, the paladin lays down a sob story and talks Andras out of locket they need for the ritual. (Ok this was to be a combat encounter but I allowed a DC 30 persuasion to bypass combat).</p><p>Returning to the foyer the walk down the hallway of headaches. (At this time, I passed out runes clue and set up the four rooms. This gave them extra time to figure out the clue.) The hall of headaches wimps out as due the various precast spells and paladin’s aura everyone passed their saves. Tuk’n was the first to figure out the pass code. (I gave the group about three minutes on the clock before the next save. After that I was just going to pass them on. The first four people chose their room. The last two just rolled a d4). </p><p>A far realm entity had placed them in four rooms. Something was missing from each room. The players had to guest what was missing. I did have fun giving the clues, and doing a few lines of crazy talk. Alice was the big loser as she got the room of pain. I think this was most damage dealt to a pc. Once the pc gave the entity a good answer, it transports them to the Mad Queen Berlain.</p><p>In the interest of time I skipped the Mad Queen Berlain encounter. This is ONLY social encounter written in the module. </p><p>Leaving the mad queen, they enter the maze of madness. Inky ribbons of the far realm are floating in this room making the group trying to squeeze through the room to exit. (This were the entrance to the Demilich was suppose to be. I changed the rules to room. DEX save DC 17 to avoid the first two walls. Then for wisdom saves which increase. Detric missed one. I dropped the short-term madness on the first failure. And only used the three-strike rule. I don’t think the short-term madness would made a difference in the upcoming fight.)</p><p>(What do you mean my monsters go first? It was the first time in five weeks the most of monsters went first.) The boss fight was over quickly Alice was smart and upcasted Banishment taking out all the Boneclaws. The Death Knight was dominated for eight rounds. Between the ready actions going off, and three tanks tanking the death knight it was only able to get off the hellfire orb before being put down. </p><p>Detric tossing the coffin into the ritual circle ignoring the muffled complaints from Baron. They gather in a line and speak the ritual below.</p><p>In the Darkest night, On the brightness beach, so the ice cream never melts, we summon COOKIE MONSTER, COOKIE MONSTER, COOKIE MONSTER to seal the breach. </p><p>With the weave fix, the group is transported back to Skullport and into the Tempted Paladin. Edward Entity has snuck a ride on Alice’s boot. Edward is very happy, and in a burst of joy , joy, oh did that hurt, you hurt the ones you love, destroy destroy break main ah shucks. The Tempted Paladin explodes as Edward Entity jumps into the nearby river. The tide wave destroys most of Skullport. </p><p>The group drawn down on Edward Entity. The Entity was able to swallow Alice and her simulacrum, which took them out of combat. Edward was the last in the initiative. Even with his legendary actions he did not last but a round and a quarter. </p><p>Things I would do differently. Bump some the environmental saves up. Give advantage to some of the monsters on initiative</p></blockquote><p></p>
[QUOTE="jasper, post: 7610510, member: 277"] DDAL08-18 Session AP 6 TP 12 Downtime 10 Renown 1 PC Killed 6 Monster Killed 562 Villains Captured 13 Villains Escaped 28 Magic Item unlocked Rod of resurrection Table I This was supposed to be a combat only module but I made some encounters social encounters because I was bored. I had a very strong group of six so I gave all the monsters max hp and add a few. Tuk’n Rol wizard sorcerer with simulacrum, Alice wizard with simulacrum, Bobo Ranger Rogue, Salairan Rhintae Paladin of the ancients, Detric Champion Fighter, Candessa Cleric of Mystra. Due to various auras, hero feast, and other spells most spell damage was automatically half. So sometimes the spell damage was as low as seven hit points on a successful save. The Baron of Blood was talking about how the weave the was broken and hurting the arcana spell casters. He quietly ignored Salairan mumbles about slaying the thirty or so vampires and their spawn in the room. Detric agree to be the pack mule and carry Artor in lead line coffin to Shadowdusk realm. They all agree to perform the ceremony to attune Artor to the weave. As they teleport into foyer, they are jumped by a star spawn larva mage and a few hulks, making short work of them. The group opens the door to hallway of Berlain wing. (Ok I really hate one solution things at tier 4.) One room has dozens of frozen hearts encased in thick ice. Chisel in the ice are love poems. Salairan rips off a quick love poem and a silver key appears in his hand. In the next room, the floor is cover about an inch thick in sand. A waltz starts for the four-foot speakers imbed in the walls, two figures appear and start to dance. Tuk’n Rol cuts in and is rewarded a gold key. Using the keys, the group opens the door to the shine of Berlain. The Demilich Andras is singing off key love songs about her when the group interrupts. Andras is not happy but the group are here to worship Berlain too. In fact, the paladin lays down a sob story and talks Andras out of locket they need for the ritual. (Ok this was to be a combat encounter but I allowed a DC 30 persuasion to bypass combat). Returning to the foyer the walk down the hallway of headaches. (At this time, I passed out runes clue and set up the four rooms. This gave them extra time to figure out the clue.) The hall of headaches wimps out as due the various precast spells and paladin’s aura everyone passed their saves. Tuk’n was the first to figure out the pass code. (I gave the group about three minutes on the clock before the next save. After that I was just going to pass them on. The first four people chose their room. The last two just rolled a d4). A far realm entity had placed them in four rooms. Something was missing from each room. The players had to guest what was missing. I did have fun giving the clues, and doing a few lines of crazy talk. Alice was the big loser as she got the room of pain. I think this was most damage dealt to a pc. Once the pc gave the entity a good answer, it transports them to the Mad Queen Berlain. In the interest of time I skipped the Mad Queen Berlain encounter. This is ONLY social encounter written in the module. Leaving the mad queen, they enter the maze of madness. Inky ribbons of the far realm are floating in this room making the group trying to squeeze through the room to exit. (This were the entrance to the Demilich was suppose to be. I changed the rules to room. DEX save DC 17 to avoid the first two walls. Then for wisdom saves which increase. Detric missed one. I dropped the short-term madness on the first failure. And only used the three-strike rule. I don’t think the short-term madness would made a difference in the upcoming fight.) (What do you mean my monsters go first? It was the first time in five weeks the most of monsters went first.) The boss fight was over quickly Alice was smart and upcasted Banishment taking out all the Boneclaws. The Death Knight was dominated for eight rounds. Between the ready actions going off, and three tanks tanking the death knight it was only able to get off the hellfire orb before being put down. Detric tossing the coffin into the ritual circle ignoring the muffled complaints from Baron. They gather in a line and speak the ritual below. In the Darkest night, On the brightness beach, so the ice cream never melts, we summon COOKIE MONSTER, COOKIE MONSTER, COOKIE MONSTER to seal the breach. With the weave fix, the group is transported back to Skullport and into the Tempted Paladin. Edward Entity has snuck a ride on Alice’s boot. Edward is very happy, and in a burst of joy , joy, oh did that hurt, you hurt the ones you love, destroy destroy break main ah shucks. The Tempted Paladin explodes as Edward Entity jumps into the nearby river. The tide wave destroys most of Skullport. The group drawn down on Edward Entity. The Entity was able to swallow Alice and her simulacrum, which took them out of combat. Edward was the last in the initiative. Even with his legendary actions he did not last but a round and a quarter. Things I would do differently. Bump some the environmental saves up. Give advantage to some of the monsters on initiative [/QUOTE]
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