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DDAL Jasper DMs Dungeon of the Mad Mage Spoilers

jasper

Rotten DM
Dungeon of Mad Mage Level 1 Dungeon Level Session 1
AP 4 TP 4 Downtime 10 Renown 1
Wand of Secrets and Driftglobe unlocked. Players take note. If you want to sell spell books or magic items to Obaya Uday, you either have to owe them currently. OR pay for the magic items with treasure points and then sell them. This should be done before or after the session. Tell me to consult page 7 and 8 for prices.
Very strong party after everyone set down. Yes it was Black Friday and I was the only table. I did not make many adjustments to the encounters.
PC Killed 0 Monsters Killed 56 Villains Captured 0 Villains Escaped 0 Obaya Uday Cash left on hand 7,495 pp.
Ouch hit kill count. I explain to the group what spells will not work and will work with adjustments. See page 10 and 11 of DMM. I also pass out one secret card to each player and let them note that on their character sheet. I also just recommend a dm scan/photocopy the maps instead buying the add on map pack which being sold. The group had 1 fighter, 1 thief, and the rest were spell casters.
Nox and Rick sneak back into Waterdeep while hiding from the law. They and the rest of group are hired by Obaya Uday to recover magic items and spell books. The group hit up their buddies and faction for healing potions and other stuff. (Adventure League lets your borrow stuff for a session. What you get depends on your renown total.)
The group rips the secret door off in the first room and sweeps North West killing bandits left and right. (After the first battle I did not run the bandit fights, just call them dead.) They murder the manticores in one and half rounds. Drew takes out the basilisk himself only to become chocolate pudding nearly. Ok the party split and it party theatre of mind to kill the pudding. The barbarian Blank eats the Manticore dinner served by the troll and then kills the troll.
The group backtracks into the bugbear and goblin territory. Blank becomes scared after he kills a bugbear and an Intellect Devourer tries to snack on his smarts. Drew tries to help but in the end his horse upstairs is smarter than him. (PC is currently at INT 4). I buffed the shadow fight using the PC hit points and plus to hit. The group enjoyed the fight.
The group will start after a long rest at Room 28 A.
As always feel free to comment or add your pc’s viewpoint to the thread.
***
edit to add link to the waterdeep heist part of season 8
http://www.enworld.org/forum/showthread.php?653401-Jasper-Dms-Season-8-spoilers&highlight=waterdeep+heist
 
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jasper

Rotten DM
Dungeon of Mad Mage Session 2 Dungeon level and Arcana Chambers (Level 1 and 2)
Days in 2. Next session starts day 3.
AP 4 TP 4 Renown 1 Downtime days 10
PC Killed 0 Monsters Killed 126 Villains Captured 0 Villains Escaped 0 Obaya Uday Cash left on hand Obaya Uday Cash 6,995
I had six players so it was a strong or very strong group but I made no adjustments. Barbarian, Rogue, and the rest arcane casters.
The group found the map room and started pressing buttons. Lucky none of them work. Rick made friends with Halleth the Revenant. Halleth agree to show the players the way through the dungeon until he gets his revenge.
The group blew up, burned, and sliced and diced the bugbears, Ettin, goblins in the lower east side of the map. Well a small matter of Blanaka the tenth level goblin barbarian had his Int drop from 8 to negative 6 or just 0. This cause the group to retreat from the dungeon and call for spell casting services. With gold on hand plus what the group kicked in, Blanaka was up the next day. He sold off a ring he did not need and reward his buds with about 500 gp each. After a mimic tried to eat Jado, the group entered the second level aka Arcana Chambers.
Hearing the market place calls they investigated. Halleth points out his enemy Copper Stormforge who is chained to the south wall of the vast market barn. Blanaka distracts the crowd and Yek the Tall with a 500 gp challenge. His bare fists against any armed and armored goblin. (Not a fair fight since the goblin has a Storm Giant belt on). The crowd watches the fight as Rick cast Crown of Madness on Copper causing him to attach the guard who is watching him. The two fight end. Copper is killed which gets a thumbs up from the revenant. Tek the Tall is impressed and makes a deal with Blanaka. No attacking any goblins who give the pass word unless they attack first.
Ok, this was smart play. The group is now allied with goblins. However they cannot loot any goblin area. (Which means I skip the room unless it down). So I then had to figure out on the fly which rooms can be explored. The group agreed I would just start at beginning of the chapter and we work thru the rooms in order.
The group explores the North Upper West Side. Kel is thinking of stealing Halaster’s puppet. Jado lays down some haunting tunes on the harpsichord and gets a raise dead scroll as a reward.
Trenzia’s lab and other rooms are no trouble for the group. The Gibbering dwarves are not a problem either.
The group will start day 3 after a long rest in room 13 E. 13 G and 13 F need to be checked out. Rooms 9 and 10 I need to review to see if the group is now allies with the people inside.
 

jasper

Rotten DM
Dungeon of Mad Mage Session 3 Arcana Chambers (Level2)
Days in 3. Next session starts day 4.
AP 2 TP 2 Downtime days 5
PC Killed 1 Monsters Killed 135 Villains Captured 0 Villains Escaped 0 Obaya Uday Cash left on hand 6,995
Two Room in Two Hours with lots of interesting table talk. 4 PCs APL AVG.
Again, I was DMing this with under 40 hours of no sleep and under the influence of Triple Mocha Frappuccino.
The group wakes from a long rest. The open the door into a corridor. Should they explore the door across the hall, the construction to the north or the stairwell to the south. They choose what is behind door number 14. It is dark. A voice speaks from the darkness, “You are interested in my map? Well I let you copy it if you help destroy Xanathar’s outposts on this level,” Rizzerryl. Jade had taken a blood oath to destroy Xanathar’s operation.
The group decides to attack the south post which had a Beholder Zombie. The group decided to use the turn in the tunnel before the room as cover. John C opened up combat with a fireball. (okay except for the bugbears, the monsters went last). Perry the Paladin, and Bradick the other Paladin dashed in and out of combat slicing and dicing the minions. The spell casters laid down covering fire or hit the zombie. The group had killed all the minions. Bradick was slowly standing up after drinking his last potion of healing.
The beholder shot an eye ray. Perry the Paladin ducked. Bradick looked into the eye of the beholder and turned to dust. Jade scooped up some dust. The party retreated.
 

jasper

Rotten DM
Dungeon of Mad Mage Session 4 Arcana Chambers level 2.
AP 4 TP 4 Downtime 10 Renown 1 Days 4 and 5. Will start next game on Day 6.
PC Killed 1 Monsters Killed 164 Villains Captured 1 Villains Escaped 1 Obaya Uday Cash left on hand 6,995
I had a strong group of 6 pcs but made no adjustments. Due time passing since Friday, this will be a short update.
The group wandered around Level 2. I dropped the revenant due not having it in my notes. The group has not visited the Rooms 18, 19, 23 b, 24, 26, and most of 25. They will start at 25 a.
Most combat was a walk over most of the time except for the beholder bar room fight. They forgot to check the vats in the brewer’s room and the undead beholder pinned in the corridor. The Trollskull Manor owners did add “Undermountain Ale” to their beer list and gain 40 GP to the bar’s income.
John C a sorcerer tried to woo Midna cleric of Shar but the goblin barbarian was a pill and started a fight before John C could ask her out on a date.
Shunn Shurreth surrendered quickly after the party wiped out his troops. He gave them his word not to fight or harm the party. He also gave the directions from level two to Skullport. The group has the story award Known in Skullport.
Just for the fun and due Marine sad puppy eyes the goblin barbarian is dragging a ballista from room 21 with him. +6 to hit. 20 shots. 10 by 10 feet wide. (medium story to this).
 

jasper

Rotten DM
DDAL 08-07 INTO THE DARK Session
AP 3 TP 3 Downtime days 5
PC Killed 1 Monsters Killed 179 Villains Captured 1 Villains Escaped 1 Obaya Uday Cash left on hand 6,995 mace of smiting Unlocked table G
I had a very strong group of six.
The Baron of Blood and Durnan invited John C the sorcerer and the other five to a meeting. The baron offers the group a contract to eliminate any know and unknown vampires, vampire spawn, and vampire minions in the Dungeon of the Mad Mage. Durnan also wanted the party to contact the druid Limn to find out why the supply of Blue Lichen had not been delivered.
The group found the hovel of Limn. The hovel was so bad it made trailer park trash look like a fine five-star hotel. Salazar Soothsayer engaged Limn. After chocking back down his last three breakfasts due to Limn’s bad breath, Salazar recovers 2 vials of Blue Lichen and 8 empties. Limn did give the group directions to the bone garden.
The mine was formerly own by the Clan McCloud dwarves 200 years ago. Importunely the clan was over ran by a drow raid. Salazar and Dexter carefully gather the lichen while the group looked on. But Dexter chipped the kneecap of Reizzlerum McCloud. She was not happy with being woken up. She ordered Dexter to recover the history of Clan McCloud and deliver it to the nearest McCloud or nearest dwarf church. Also, she mentioned her Mace of Smiting was in the hands of evil. The group gather the rest of the lichen and went to the elevator.
The elevator room was an ambush six Stonebone Skeletons charged the group after pressed the up button. The skeletons and their farts lasted three rounds. The group all took damage from a small fall as the failed to engage the safety break twice. They should read the safety instructions.
After leaving the elevator, they followed a ramp to their doom. Well, not really. Salazar and Pausha fell into a big pit of filled with spikes and Stonebone Skeletons. This combat took longer due to the oil which pour out the walls and tunnels which lead to everyone being in the pit. Pausha did grab a skeleton and body slam it onto a spike killing it.
The group found the lair of the vampires. Only to discover John C and his other party had wiped them out a week ago. On the way back to the surface they caused two cave-ins and got lost. Ok this was just a lot of group skill checks.
They discover a trail of notes written by the mad mage vampire Tev Zevia. The mage was using the journal of Clan McCloud to write his notes on. This ticked off the group and they proceeded to strike this mad writer from the scrolls of Waterdeep. The only problem they had was his editor was stone golem which liked hitting the group with the stick end of the mace of smiting. The group was able to survive with very little damage.

Ok due to the holidays my table did not make for a couple of weeks. Or I had to run tier 1 modules.
 

jasper

Rotten DM
Dungeon of Mad Mage Session 5 Arcana Chambers level 2 and Sargauth level.
AP 4 TP 4 Downtime 10 Renown 1 Gp 250 APL 9
Magic item unlocks Dust of disappearance, Elemental gem water, Pot of Awakening.
Morning of day 6.
PC Killed 1 Monsters Killed 201 Villains Captured 1 Villains Escaped 2
Obaya Uday Cash left on hand 6,895
John C, Joseph, and Aukan return with two new friends Kyen, and Nym. The group was very strong for the levels. I was not asking what next but pushing the group to the next rooms.
The group found Halaster’s creature storage area. They destroyed everything except for the badger and freed the wererat. Until they found Halaster’s stone statue, just as Aukan was raising his axe to smash, “I wouldn’t do that “in an epic voice echoed down the hall behind them. The group did a Scooby Doo and fled the hallway. Aukan and Kyen were so scared they crashed into the Owlbear elf tomb. Making quick work of the monsters, they finished exploring the rest of the Arcana Chambers. The pot of awakening, some magic dust and an arcana focus was the treasure.
They only explore three rooms in the Sargauth level. Ancient Stormkuhldur which they found a whip. The Chimera lair where combat last 8 seconds. Downtown Drow Town. They did not know the drow could heard them. They knock on the kitchen door asking where John C could find a lady to date. But not in a nice way. OOPS!
This combat took over an hour to set up and run. John C did find love comes with whip, and demon lovers leave you.
Not much seem to happen but this group of folks love roleplaying off each other. So, a lot of in character table talk happens which is fun to watch.
 

jasper

Rotten DM
DDAL 08-08 Crypt of the Dark Kiss Session
AP 4 TP 4 Downtime 10 Renown 1 Unlocked Ring of Fire Resistance Table G
PC Killed 1 Monsters Killed 220 Villains Captured 1 Villains Escaped 2 Obaya Uday Cash left on hand 6,895 PP
I started on time for a change with a very weak group of 3 which grew to a weak group of 5. PCs ranged between 5 and 10.
Ok no one in the group spoke Dwarf which slowed down some of clues and locks. Sometimes I gave them the answer. The group did trip one glyph of warding. (Note module does not give an exact number).
As they enter the main hall and try to read dwarf, a black statue spits fix at Nox. Just as the group dispels magic on the North door two more companions Dausha and Ginny arrive. The druid changes shape into an earth elemental. This tactic would be used the rest of adventure sometimes being a good thing sometimes being a bad thing. The group had a hard fight against the vampire spawn. Nox was their chew toy for most of the combat. (Hahaha the DM finally remember Insightful defense and regeneration work great together). They took a short rest and the open the forge room.
Ok, I forgot to give out the free clue here and had the fire snakes have the clue. Oops. The earth elemental stomped most of the purple dwarves flat. The fire snakes were hosed too.
The group kicked open the door to their mummy’s room. Their mummy spanked them or sent them to stand in the corner. I think about half the group were under the mummy’s curse. Since they either spend most of hit die to recover the first short rest, or could not regain hit points; they decided to open the last door.
Okay I may read this wrong but the module read two stone golems. One still active and one damage. I took it to read both were active. But the second one was at half hit points. This was hard fight. Casting darkness into the room did not help much and was later dropped. Kilthor took to spider climbing the wall to get to the golden hook. Nox bravely misty stepped back into the room to feed Dausha a potion of healing. This leaves both of them under 10 hit point. A stone golem raises in hands to smash one of them. ( Two hits would have put either at 0 plus two death fails). It chooses Dausha and misses both. (my dice hated me then). Kilthor from the ceiling rings the bells to end the session.
This could be a good module but has information missing or buried in the text. Take an highlighter or pencil and make notes.
 

jasper

Rotten DM
Obaya has 7,500 PP and will
Buy magic items for
Common 10 PP
Uncommon 50 PP
Rare 500 PP
Very Rare 5,000 PP
Spell books. Highest spell
1 5 PP
2 or 3 25 PP
4 or 5 100 PP
6 or 7 250 PP
8 or 9 500 PP
 

jasper

Rotten DM
Dungeon of Mad Mage Session 6 Sargauth Level and Skullport
AP 4 TP 4 Downtime 10 Renown 1 GP 200 APL 7 Two Bugbear bodyguards (Rick and Marty) are now companions of the group.
PC Killed 1 Monsters Killed 228 Villains Captured 1 Villains Escaped 2 Obaya Uday Cash left on hand 6,895 PP
Dagger of Blindsight unlocked Table G.
I had 2 regular players and 3 drop ins. However the regular players played out characters. One player is also dming the book so he was a follower to the group and made little input to major decisions. It was also point out since this is a classic dungeon crawl, no reason exists for the group to exploring the dungeon. To correct this I am having all side quest be active.
Side quest are Hunt for magic loot page 7. Harper’s Debt page 8 Deliver a pouch to Skullport’s Flagon and Dragon, Kressando Rosznar page 8 (completed party found the ring this session), Throne of Coronal page 8 (completed this session), Eye of Spider page 8, Runestone search page 9, Save the dragon page 9, I am thinking of a Spy page 10.
The new group passes the old group as they enter downtown drow town. They free some Troglodytes and discover some hints of a magic dagger which will allow you to rule the level. They have two choices explore Skullport by ferrying down the river or check out the hobgoblin tunnels. (Note I need to reread the level a day or two before the session). They choose the skeleton ferry. In Skullport with the lack of a slave market and no clue to the dagger (again I should read the level), they water walk back to the ferry. Talk about cheating death. A small encounter with some shadows left Smiling Jack with a Strength of 6.
The group explores Stonecarver’s Hall. After a quick battle with a Xorn due to banishment. Ooops, according to page 10 that shouldn’t have worked. The group discovers the Throne of Coronal in a false stone block. After a long rest they decide to explore the Hobgoblin tunnels.
The old lady of the group Ethel talks her way into the good graces of Skull Crusher. Crusher has Private Pyle escort the volunteers to Chief Azrok. They pass thru Goblin town noticing some interesting things, like Oscar Otyugh. Azrok tells them about the dagger of Blindsight. The group becomes “Squires of Azrok” and are send on a quest to Skullport to recover the dagger from the duergars of clan Ironeye. Ethel talks with the mind flayer Ulquess. She gets information about the Crystal Labyrinth. (Players will have advantage on initiative in rooms 1-6, and 11 of Level 16. Make a note of this). In Skullport the Ironeye clan run the Black Tankard.
So they walk back to Skullport. In the Black Tankard, the group is at a standoff. Baltus Grey Stalker offer Smiling Jack as slave to trade for the dagger. The bartender tells to come back in an hour for the swap. As they reenter the Black Tankard, Baltus notices three snipers on the roof across the road. They make the swap. SMILING JACK BECOMES A SLAVE WILLING! (Okay y’all done broke the dm again.) Again the group sold Smiling Jack into slavery for the dagger of Blindsight. They return the dagger to Chief Azrok. Smiling Jack makes his escape five days later. Skullport thinking the group were responsible puts up wanted posters for them.
Okay. After Smiling Jack went willing into slavery, I lost it. I could not get my mine back into the game. I thought they group would do a battle in the middle of the group. So I ended the session early.
“Squires of Azrok” Story Award. Allows passage thru Hobgoblin and Goblin territory if badge is shown.
“Wanted in Skullport” Story Award. You did something to tick off people in Skullport. 10 GP award if present to authorities of Skullport.
 
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jasper

Rotten DM
DDAL 08-09 Fangs and Frogs Session
AP 2 TP 2 Downtime 5 Renown 0 APL 6 with 7 players.
PC Killed 1 Monsters Killed 242 Villains Captured 1 Villains Escaped 2 Obaya Uday Cash left on hand 6,895 PP
Magic Item Unlocked Wand of Lightning Bolts Table G You forget you Bonds for 10 minutes every time you cast.

Story Award Monster Merger You decided to take a chance and touch or drink the multicolored water that spilled from a broken fountain in Arcturia’s abandoned laboratory. Doing so has changed you forever. Arcturia was a master of transmutation and she must have used this water to assist her in her unholy experiments. While you no longer carry the negative effects associated with this, it seems the physical trait you manifested still lingers. This story award can only be removed by a remove curse.

The only good thing I can say about this adventure is the maps for each room. I dropped the two bonus objectives and changed some of encounters in the main story line. Also I had all the portals available for choosing so if they choose wisely the adventure would be over in two rooms.
The adventures are hired by the Baron Blood for either a real estate check out, or a vampire hunt depending on their connections with the Baron. The door with a huge snake consuming six snakes did not scare them. Of purple, red, blue, or black glowing stones, they choose red.
The red stone opened the portal to the hole in the weave. After defeating six shadows, and a vampire spawn they discovered a dispel magic scroll. (I added this combat.) They return to the snake door.
The blue stone got them to Taste the Pain Bow. They recover the vampire lore book. Dongar tastes the magic fountain and gets the story award.
The purple stone got them to Some Thralls be Crazy. Since the npcs appeared to be confused, and ignoring the party; Nathan used the scroll to bring the npcs back to reality. Ingemar rewards the group with a wand of lightning bolts. Both adventuring parties leave the room. Once arriving at the snake portal, the npcs thank the group and leave. The group took a short rest so the wizard could attune the wand.
The black stones open the final encounter Frogs are Biters. Rhacoph charms Ukbuk and summons some swamp wolves from nearby. Just as Rhacoph about to bite Ukbuk, the adventures wake up from their fog and attack. (Ok they was some side chatter at the table. And I wanted to set up the combat as a little bit difficult.) During the combat Ukuk and Sister Jaden Ash would bitten. Ukuk was zeroed out twice before the group defeated him and his spawn. (Note again I forgot the spawn’s Insightful Defense ability but due to “Daylight” being cast by the light cleric; it really did not matter.)
A couple of great ideas and background are buried in this module but it would be hard to develop them into an Adventure League story.
 

jasper

Rotten DM
Dungeon of the Mad Mage Session 7
Level 3 Sargauth Level
PC Killed 1 Monsters Killed 264 Villains Captured 12 Villains Escaped 13 Obaya Uday Cash left on hand 6,895 PP
I had a strong group with Aukan Barbarian owner of Trollskull Manor, Smile Jack Multiclassing, Joseph Bard Owner of Trollskull Manor, Jade Warlock/fighter, Geuxbras Druid, and Kyen Fighter. I may give up letting the player choose from my d20s at start. I let each player choose one of my d20s at the start of night. These are the dice I use for the monsters. The dice loved the group during the session. I did make the following changes. All drow rolled with advantage. All monsters rolled initiative with advantage due to the bag. I also add some extra monsters in some encounters. This did not help.
If I could smack PCs with alignment changes in Adventure League I would. Some of them have demons lining up to bid on their souls.
The “Squires of Azrok” of are tasked by Azrok to deliver a basket to the Oni merchant Krek. None of the group bat an eye as Krek opens the basket and bites off the head of the baby hobgoblin. They wander around Hotel Hobgoblin meeting some of other citizens and visit the orphanage.
They decide to go drow hunting. They were not quiet as they stuck up on the group watching the river. But were able to wipe them out quickly. Paying the ferry skeleton, they cross the river into the old lady territory. After defeating a drider, Joseph and Aukan decide body parts would give body to the beer they sell out of Trollskull Manor. So Aukan starts shoving parts into various bags. The group finds the soup kitchen. Aukan drinks from it. Getting the first boon or bane trap from Halaster. (Note I have photocopied them runes. And either highlight the boon or bane. The deck is then shuffled and the player draws). It is 24-hour boon with makes Aukan immune to almost all conditions. This help him a lot later.
The next room they release a goblin and a 13-year-old boy Delvin (who would become one of their servants at Trollskull). They release the goblin when he points out the hags’ treasure room. Joseph sets off the alarm trap which warn the hags. But he collects the loot and donates the 500 GP to the hobgoblin orphanage making him a “Knight of Azrok”. The group enters the sea hags lair which has 12 pools of scummy water. After a decent combat where the hags were swimming from pool to pool, they defeat the hags.
Exploring further Kyen discovers ten grimlocks. After Aukan defeats one in single combat, and Joseph making up a fake bill of slavery, Kyen takes the remaining nine into the group as his slaves. As they finish exploring the south side of caverns, unknown to all the group two grimlocks and Joseph are possessed by ghosts. The ghosts want to find their lost treasure. Joseph gets the group to go north up river. As the ferry can’t carry all the pcs and the slaves. Kyen tells seven of the grimlocks to remain at the dock. When the ferry makes landfall, the seven grimlocks flip off the group and flee back into the caverns. When Kyen complains about disloyalty, one the grimlocks calls him a BEEP. Kyen kills him on the spot not noticing the grimlock went from speaking broken common to good common. Kyen and Joseph (Fishbone’s ghost) starts player versus player. All the rest of group of says out except Jade. She tries to banish Kyen which does work due to the Mad Mage effect. This alerts the two demons who were guarding the treasure. After a quick combat, the ghosts leave their hosts and are laid to raise. But Slurtongue does call Kyen an BEEP as a parting shop. Aukan starts packing demon body parts into the bag. (at least I call enough. As the joke had gotten way old).
They finish up the level three by killing five drow and forcing Pellanonia and Ghirith into their employment. Taking the drow captives and the body parts the party returns to the surface and Trollskull Manor.
Day 10. In the morning Aukan and Joseph are doing the books on the manor. They are not happy; the operation has broken even. The pcs become very unhappy when they are arrested on the following charges. Two counts of slavery. Serving foul beer. Keeping of body parts. Unauthorized crypt (the changes the Blood Baron made to the basement). Unauthorized changes to a structure. Littering.
Even with Pellanonia and Ghirith being a witness for the city they get off on all the charges. Since the drow were being paid they were not slaves. Even if it was heavily hinted while they were under Waterdeep that they were to be made slaves. The owners agree not to used dead bodies to flavor their beer and dump the kegs which had the body parts. Unknown to the group the Blood Baron got them off on the crypt and structure changes. And you can not litter in your own house.
The owners are thinking of starting a second bar in Mad Mage Dungeon using the vats on the second level.
This session does show depending on who shows, and their mood how naughty or nice game play can be.
 

jasper

Rotten DM
DDAL 08-10 Session
The Skull Square Murders with spoilers.
TP 4 AP 4 Renown 1 Downtime 10 APL 7
PC Killed 1 Monsters Killed 264 Villains Captured 12 Villains Escaped 13 Obaya Uday Cash left on hand 6,895 PP. No one died in this adventure. And only one hero was zeroed out. Four hour module in one hour fifty minutes due to smart play.
I had a weak group of five. Since this was in Skullport those players who had pcs with “Wanted in Skullport” did not play them. “SIGH”.
The party of five meet Volo at the Guts and Garters who mentions he needs a golden ticket um key to loot Ahghairon’s Tower and casually mentions the murders. He thinks Thimblewine Pawn shop may have it.
Scattershot the beast master tries to threaten Thimblewine with his great four feet height. Thimblewine stands on her tip toes; licks him on the nose and demands a bigger bribe. With the bribe being paid and some calming words from Jasper, she tells about Mugrub and his location at Skull Square.
Arriving at the square the party questions three of the town people. All the murder victims were evil and nasty. They were either garroted or stabbed with stiletto heels. The slum lord committed suicide by tying himself into a chair and throw himself off the roof six times. When this did not work, he drown himself in a kiddy pool. The bodies were consumed by some of town’s people and been food were the best think the victims ever did for the town. Frankie points out Mugrub’s house which is strangely darker than normal.
Silently breaking into his house they totally ignore his body for a half hour while they search for the key. They discover a note about Ms. Stillwater. Then they investigate the body. Mugrub was strangled and beheaded by who they don’t know. Asking Frankie they get the location of Ms. Stillwater.
Ms. Stillwater makes a living by selling zombie trap triggers. Ok she sells dead folks by sea side. After not making a sell but finding out that Jasper’s smooth talking ways. She reveals she was just a go between Grubbus the bookie and Mugrub.
Arriving at the back door of the Bat Roost warehouse, they back down from people in front of them and get back in line. After about a half hour they are invited inside. They see Grubbus interviewing the people who were in front of them. Grubbus is not impress with the group but let slips he knows who has the key. Since Scattershot tick Grubbus off, Grubbus agrees to give up the information if Scattershot would wear a clown outfit and be the intermission entertainment. The fight (and only combat of the day) between Scattershot and blackguard goes five rounds. With the party members throwing rotted tomatoes at either their friend or the blackguard. After Scattershot’s defeat, the bookie tells them where the mind flayer Yraxilinith lives.
Breaking into Yraxilinith’s lair was easy. Well, except for the cross bolt to Jasper’s head when she failed to disarm the trap. The group was very respectable and asked nicely about the key. (Totally forgetting the murders.) Yraxilinith tells them they was pass on to Cory a courier to be deliver to Keel Haul in Middle Skullport. He also confesses to the murders, but the adventurers didn’t care.
This is the first module of this season I could run as is without adding to or making things up to get the story to fit.
 

jasper

Rotten DM
DDAL08-11 Poisoned Words Session
Pc Killed Monsters Killed 273 Villains Captured 12 Villains Escaped 13 Obaya Uday Cash left on hand 6,895 PP.
AP 4 TP 4 Renown 1 Downtime 10
Magic Item Unlocked Glamoured Studded Leather Table G. Potion of Speed. Potion of Vitality. Potion of Heroism.
Story Award Beat Me. You were captured and tortured. One level of exhaustion and half your hit dice gone if you play 08-12. You have private and sergeant medallions of Xanathar. (note the medallions possession may go away as I have not read 08-12).
I had a four person very weak party. One with a Gambling Addiction.
The group arrived at Keel Haul looking for the courier Cory. Bosskyn is mad because the courier is two hours late and asks the group to find her.
Back tracking to the Poisoned Quill, Markov starts asking questions. He ends up paying ten GP for the answers since Tasselgyn Veldarn is an information broker. But the smooth talking daylighters get her to talk. She tells of Cory’s kidnapping by the Hired Horrors workers. On the way to Hired Horrors, a heavy set drow runs over Bankshot and his pursers knock Markov and Heskan to the ground.
The group give chase and corner them in a blind alley. The first couple rounds the group just fires at all three of members of the chase. The drow finally gets them to attack the Xanathar’s guild members. The drow is discover to be a construct. It loots the guild members. Dongar and Bankshot are given the eye medallions which note sergeant level in the guild. The construct is a member of drow Bregan D’aerthe. It awards Heskan a black whistle and gives him the code to summon reinforcements.
The Hired Horrors is getting ready for the noon auction. To get the necromancer Markov out his face he mentions some Xanathar’s Guild put the bag on Cory and took her to Skull Island. As Heskan and Markov got get lunch (ok the players need a break to order lunch or something), Bankshot gets into a three person poker game with his marked cards. Even with his marked cards it takes him eight hands to win two Xanathar’s guild private medallions.
On the way to the bridge they nearly get killed by Bregan D’aerthe because they wanted to fight first before answering the simple question on where they got the black whistle. After cooler heads calm down the group, they are given a second code for the whistle.
The group crosses the bridge to Skull Island. After a nice conversation with the gate guard they are let in. They boldly open the prison tower only to be frighten away by Commander Sundeth a blackguard who yells at them for letting in a draft. Quickly closing the door, they leave to regroup and think. They decide to turn everyone invisible. Have Markov’s skeleton open the door and keep it open while they sneak up the stairs.
This plan works (the group passed the stealth check). Burning through all their fireballs spells, all their fireball scrolls, they call for reinforcements. The group does win the fight. Release Cory who gets away. Kill the bad girl. But they don’t get away in the end. (Ok I did call the fight early. And one of players should have been on his second set of death saves but a player successfully bluffed me on the initiative order.)
 

jasper

Rotten DM
Ok I now know why the necromancer player was always asking questions about how many undead and what they could wear. His skeleton was AC 18. I was told after the fact the player running Heskan was a high function Autistic. I told the player who brought it up I didn't notice since it is his first pc, he bumped it to fifth level just before the game, and half my group are never ready on their initiative.
 

jasper

Rotten DM
Dungeon of the Mad Mage Session 8
Level 4 Twisted Caverns Day 11 A full Morning call it a day. Morning on Day 12.
PC Killed 1 Monsters Killed 295 Villains Captured 12 Villains Escaped 16 Obaya Uday Cash left on hand 6,895 PP. Group will start next to Room 13 next session.
AP 4 TP 4 Renown 1 Downtime 10 Magic Item Scroll of Gaseous Form.
Story Award Downtown Drow Town Killers (aka the drow know you).
I had four players Smile Jack, Drew, Rick, Aukan which made them an average group. Two of players have ran on this level, so Smile Jack was making the directions choices.
The party slowing enters the fourth level. They hear echoes of a river which explains the high humidity. Mushrooms, some as tall as the Goliath Aukan, grow all around them. Heavy feet approach them. They all hide. Well except Rick.
“Hmm, Handy Chief. “A loud voice grumbles as a hairy hand pull the halfling wizard up by his cloak. “You are always losing stuff Jibber,” stated a soft voice.
Jibber grumbles, “It has a booger!”
Rick screams, “I am not a booger, and this is not a handkerchief!”.
Jibber blows his nose into the cloak, “It is now talking booger!” After much laughing at Rick’s expense, the group was able to get some information on the various mushrooms. (Ok I saw some player knowledge accidently coming out and just speed up this encounter.) Jabber talks them about the nice man toward the north. Meanwhile Drew is hearing voices in her head. Talking about multiple mad wizards on this level and others, Kuo-Toa to the south of the river and Drow to north and east of the river.
The group goes toward the nice man in the north after dodging some Piercers. The nice man is an alchemist who does business with the Drow and any adventurers wandering through. Yes, Halaster the Mad Mage is evil enough to install a stop and rob in his dungeons. A deal is made to swap out mushrooms for potions. Drew gets a potion of comprehend languages, and Smile Jack gets a long rest potion.
Exploring east triggers a fight with two Ropers. This would be the best combat of the night due to the Ropers being on the ceiling and good rolls of my dice. The party learn that Ropers bounce when dead but pcs don’t bounce too high. Drew was zeroed out twice. And Aukan was nearly zeroed out. As they are crawling away from the combat a nice voice from the north welcomes them in.
Darribeth is a mad wizard. So, mad the party talks briefly with her and leaves quickly. Retreating through the Roper Room, the wander north east tripping a trap to the Driders guarding the arch gate to level 6. Activating the gate, the party jumps in. Drew and Rick are spit out on the sixth level. Jack and Aukan are thrown to the floor. Noticing the party is split, Drew and Rick return back to the fourth level. Note Rick and Aukan both got boons for passing through the gate. The gang preps some defenses and take a long rest.
The alarm bells ring as the Drow make their move. But due to great spell casting, the downtown drow town killers turn into a chase. Only Melith the mage escapes with some of her look outs. (oops why did I do two mages instead priest and mage).

Note. If I had remembered that Aukan was part of the Downtown Drow Town Killers, the drow would have reacted differently.
 
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jasper

Rotten DM
Dungeon of the Mad Mage Session 9
Level 4 Twisted Caverns Morning on Day 12 to evening Day 13
PC Killed 1 Monsters Killed 326 Villains Captured 12 Villains Escaped 17 Obaya Uday Cash left on hand 6,895 PP. Group will start next to Room 13 next session.
AP 4 TP 4 Renown 1 Downtime 10 Magic Item Left Boot of Elvenkind
NOTE. NO LONG REST BETWEEN SESSION. NO HP recovery, no spell recovery. You are frozen in room 20.
Story Award Slaves of Flint Hardy or Betrayers of Fish face
I had four players Smile Jack, Drew, Rick, Aukan with an average APL. Everyone was members of the Downtown Drow Town Killer.
The Drow Killers start out cautiously. Staying away from the crunching noises in south they discover some chopped down Zurkhwood mushrooms chopped down, and a blood trail leading south. Smile Jack decides to back out of the grove and go south. After a quick battle with some Darkmantles, they decide to go river rafting using some of the drow rafts.
They pole the raft to the island in the lake. Both Rick and Drew set off to explore the sleeping Otyugh. Drew says the magic word but the Otyugh does not wake up. Rick discovers it just stone. With lots of treasure around it, including a dead elf. Well a mostly dead elf. Ok, it was just the left leg and nice boot.
Hardy bellows in their minds, “Serve me and live. Or die.”
Rick, “Die!”
“So be it!” proclaims Hardy as a huge wave washes over the raft and island. Sending Smile Jack and Rick into the depths. Three Chuuls (lobsters) arise from the depths. One attacking Smile Jack. Two attacking Aukan. Drew hears laughing in her head. “Thanks for dinner.” Smiles Hardy.
Rick gets some tail in the face; three tail swipes leaves him K.O. Aukan is pulled under the water by a Chuul and charmed by Hardy. Aukan will spend the rest of the combat on the lake bottom thinking about why he is in time out. The Chuuls rub butter over Smile Jack while making him be a wishbone. But he is also charmed by Hardy, he spends the rest of the combat dancing around the Otyugh. As Drew is about to pulled into three pieces the party decides to cut a deal. (yes, they better cut a deal as it is only 8:10 and this will be a TPK).
The deal. Become Hardy’s assassins. Kill the drow (they already doing that.) Kill whom ever Hardy says so (they murderhobos anyway). They can keep any magic items they find. But all the treasure mush be given to Hardy (you can’t keep money in Season 8). They agree and take a long rest.
Morning of day 13 Sneaking into the Kuo-toa lair, they bypass the Troglodytes prisoners. They wipe out eight or so Hook Horrors who are protecting the Kuo-toa. As they meet the high priest, they decide to betray Hardy. Hardy is not having it. He mentally talks to the high priest. And the fireballs come out. Only three of the thirty or so Troglodytes survive by fleeing into the river.
Rick casts water breathing on the party, “we coming for you Hardy!”
This why everything is frozen.
 
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jasper

Rotten DM
DDAL08-12 Session Xanathar’s Wrath
PC Killed 2 Monsters Killed 331 Villains Captured 12 Villains Escaped 19
Obaya Uday Cash left on hand 6,895 PP, 5 gold fish were also murdered.
AP 3 TP 3 Renown you will have calculate. (1 every 4 AP). Downtime 10. Story Award Xanathar’s Wrath. Disadvantage on social checks when dealing with anyone from Xanathar’s Guild. 5 CP have been offered for your heads.
I had seven pcs with only two less than the APL so a very strong group.
The party is coughing out river water. Trying to remember if they had an excellence party. But not they remembers they help rescued Cory a few days ago. They were captured, beaten, bruised, tickled, beat some more and tossed into the river. Everyone had one level of exhaustion and half they hit dice for short rest healing are gone. (This was a story award from 08-11. Was never mentioned in 08-12. Aka bad editing.)
Grumble’s minions toss the party onto stretchers and transport them to Grumble. There is no time for a short or long rest. It is going down today. What is it? The painting of Xanathar and Sylgar by Veena. (See Xanathar’s Guide to everything cover). The adventurers must find a way on to Xanathar’s Wrath, a ship hung from the ceiling of Skullport which is one of the bases of Xanathar. The group need to rescue Veena a child prodigy painter because Xanathar generally eats the painters when they are done with the job. Assassinate Sylgar an evil goldfish trying to take over the fish market in Skullport, okay its Xanathar’s pet. Find the key which unlocks the tower of the First Lord of Waterdeep, AHGHAIRON. One of these is the aberrant SHADOWDUSK FAMILY living on the twenty second level of the Mad Mage’s dungeon. (Note additional information never mentioned in other modules.)

They have three choices of getting onto the ship. Scope out the ship and make a plan. Play as delivery people delivering a magical Minotaur skull to Ahmaergo who is a collector of Minotaur items. Follow Ott Steeltoes a strange dwarf wearing a Mardi Gras Beholder hat. (Note to speed up game play I did not give the group the scope out option.) The group follows Ott.
Ott hits a pet shop on his way home and buys his usual monthly buy of a gold fish. He does not care three of the group has follow him inside. He leaves with his purchase and the sales person confronts the new customers. Some buy something others are just window shopping.
Ott hits a bar as he second stop on his way home. And staggers out drunk. Making his way to the Wrath he scratches himself and summons a Tensor’s Floating disc. (Okay I did not explain to the group about twenty feet distance was between the dock and the ship.) He disappears out of sight. Ershila peeks over and see Ott working a secret door. Ok, the group so far has been lucky with group stealth checks. Ershila jumps on the disc and the group follows. It takes her two tries to open the lock, and everyone is scared after the first attempt the disc floats back up. Lucky the guards on deck don’t notice.
Ok. People, try to imagine seven PC (35 feet) trying to sneak on a ship which is only 32 feet wide. However I made a mistake when drawing the map and just went with the bigger size. The group sleep the butler and cooking slaves. Then tie them up in their hammocks. They break in on Ott as he dropping his latest insurance policy into the tank. Milo goes to inspect the tank but triggers a trap which summons a Shambling Mound. Strangely Ott just watches, pulls out a pipe and sits himself to watch the show. Milo, Brother Leonard, and Daardendrian the sorcerer engage the monster. To finish it off Daardendrian decides to cast Chromatic Orb Lightning but decides against it. (New player with his first pc. I made him roll an Insight check to change his mind he made the roll.) With the monster dead, Daardendrian goes to smash the tanks. But Nox casts Shatter to speed the process along. This causes the whole ship to shutter and the upper decks to go on alert. (Some discussion on how loud and what were the effects of spell happen.) Ott is ticked off and throws a magic mushroom at the group in the main hall of the ship, and a smaller mushroom at the sorcerer. The mushrooms summon a Shambling Mound and two Shambling Mound arms. The group make quick work of these. Especially when Nathaniel charms monster and has the Shambling Mound jump from the ship. The population of Middle Skullport were not happy to find a raging monster dropping in from out of the sky. The rest of deck is explored but except of one room they cannot find a door too, it is empty.
The group creeps up to the middle deck. Nathaniel charms the cook. He convinces the cook he deliver the former crewman arm to the master of the ship. As he enters the rear galley, Nathaniel see a kid painting. Painting Xanathar’s portrait. Xanathar in rage that the food is early throws three rays at Nathaniel. Nathaniel replies with a spell of his own. The rest of group starts the ball rolling. (I did play the anti-magic cone wrong for one round oops).
Some of highlights of the battle. Ershila rushes tucks the kid under an arm and rushes down the stairs, yelling “we are leaving!” On the bottom deck she grabs the parachute and jumps. Brother Leonard casts a blocking spell which will trigger when someone from the deck descents to the middle level. Also Brother Leonard got knock back against a wall by an eye ray while trying to banish Xanathar, (player did not make his Insight roll to know banishment did not work). Nathaniel was the second to jump ship, literally. Nox and Daardendrian follow the rest and hoped someone had feather fall. Brother Leonard was the last to leave the ship. The group waited. Where were Milo and Dongar?
Fifteen minutes pass.
Thirty minutes pass.
Forty Five minutes pass.
Fifty nine minutes pass, Nathaniel sees Dongar holding the body of Milo. Dongar jumps for the galley window. He saved with a feather fall spell just before he splats. Dongar had been charmed by the Beholder, and watched Ahmaergo chop Milo down and keep chopping to make sure he was dead.
The party retreated into the dark of Skullport wondering where on the ship the key was.
 

jasper

Rotten DM
Okay, I had a couple of problems with this module. One Ahmaergo was never stated out, the designer did give his stats on a discussion on DM's Guild. But his stats should been in the pdf. Ahmaergo is also on page 193 of Waterdeep Heist. The lead designer mentions a story award from DDIA-XGE but does not mention the story award from 08-11. The Beholder is a large creature but all the ship has five foot doors, I don't think Xanathar would allow himself to be squeezed.
 

jasper

Rotten DM
Dungeon of the Mad Mage Session 10
Twisted Caverns and Wyllowwood Evening of day 13 to morning of Day 19.
PC Killed 5 Monsters Killed 336 Villains Captured 12 Villains Escaped 19
Obaya Uday Cash left on hand 6,895 PP, 5 gold fish were also murdered.
AP 3 TP 3 Renown you will have calculate. (1 every 4 AP). Downtime 5.
Wand of Fireballs unlocked table G 20 points.
Begin mid-morning Day 19 at the door of 6C.
Ok Smile Jack, Rick, Drew, and Aukan were gearing up for the fight with Hardy the Aboleth. Guexbro a druid joined them. Ok the fight was epic even with me forgetting all the abilities of the Aboleth. Rick mouth got him a piece of tail. Lots of tail. Upside his face. With legendary actions Rick was KO in the first round and finished off in the second. Smile Jack was the second to fall and was eaten by the Chuul. Guexbro did a great shark attack but was the third to fall. Aukan go the killing blow on Hardy. With three hit points left Drew finished off the two remaining Chuul. Aukan and Drew carried out the dead.
I call a break. The battle took 9 rounds and one hour and thirty-eight minutes. We then figured up the cost of raising the dead. Smile Jack decided to remain dead. Rick had a free raise dead from the Emerald Enclave from Waterdeep 08-00. Guexbro spend cash and treasure points. I let everyone level and raise four days to recover from the battle. See I am a nice DM. (big evil grin). Mr. Crowley joins the group.
Polling a raft down to the Wyllowwod they shore themselves. They think are outside of Waterdeep due to the sun just coming up. Exploring the deep woods, they spy a gravestone. Beloved Crissann rest in peace. But Crissann is ticked off. His spirit tells them he was murdered by Wyllow. Dig up his body and take his magic wand of fireballs. Aukan starts digging with his hands when Mr. Crowley hands him an E-tool. They follow Crissann to Wyllow’s courtyard.
Wyllow is very nice and ask who they are and what are they doing her. Aukan mentions Crissann. Wyllow hopes they did not dig up the grave. Aukan says oops. And the murderhobos attack killing the awaken tree. Wyllow flees thru a secret door. Rick shatters the courtyard.
To be continued. Same Murderhobo channel. Same Murderhobo time.
 

jasper

Rotten DM
DDAL08-13 session
The Vampire of Skullport
AP 3 TP 6 Downtime 5 Renown 0
PC Killed 5 Monsters Killed 348 Villains Captured 12 Villains Escape 23
Staff of Withering Table G unlocked
Obaya Uday Cash left on hand 6,895 PP.
Over twenty felonies were committed during the course of play. Note Skullport now has a version of Waterdeep’s Code Legal. Appears a couple of adventurers left their copies behind and the flameskulls read them.
I had four players. One sixteen level Lister Simons druid multicasting. John C, Ramza, and Otleh were eleventh. So a weak group.
The adventures get a note from the Baron Blood, which states, “please read the letter I sent to my minions. Until we meat. Baron A. Morlin.”. Thankfully the messenger delivering the mail had the letter. After giving the messenger a super wedgie they got the letter. The letter told them to meet with Cal’al Claddani to get the lasted update.
Arriving at the Flagon and Dragon in lower Skullport Cal’al mentions the other minions when missing seven or eight days ago while checking out rumors of the Cult of Shar and a portal to Vanrakdoom the eighteenth level of the Mad Mage’s dungeon. Spying Fergus overhearing the conversation, Lister bribes him with two potions of healing and a promise not to let John C beat him up. Fergus tells about the trinket merchant Vyraxxan and slithers home to tell the vampire lady Austra Trumaine about the group.
Lister finds the trinket merchant and notices Brimble’s hornet nest. Talking with the hornets (note a swarm of insects are beasts, so all insects are beast. This allows a druid to talk to insects), he discovers Vyraxxan is the second new bad sugar water provider this week. Lister buys the bad mean bumble bee nest and trinket from him. The trinket has a slight quirk/curse which makes the owner covetous for three levels (note not guidance on this quirk was given). The merchant tells them Cutie a meat merchant sold to them.
Cutie is a mangy Minotaur with half a horn missing. She sells hot dogs, sausage on a stick, sausage on an onion roll, and meat pies. The meat pies are the best meat pies in London um Skullport. Cutie was upset that the slavers um meat sellers from the Worm’s Gullet. The Beast master was offered 2 GP for his baby furry raptor but refused. Cutie even said she would tan the hide. Also John C ask for drow and cutie replied it would take three or four days to obtain that meat. No one batted an eye.
John C spies two kobolds on smoke break when he arrives at the Worm’s Gullet. He picks a fight. He picked a fight with two lowly Kobolds and multiple Vampire Spawn. This fights ends with all but the druid Lister arrested by order of Flameskull patrol. Lister does take out one Flameskull with sixteen constrictor snakes but wild shapes into a brown rat and follows the spawn and party to the court room.
In court they are charged with: Illegal importation of a pet raptor. Twelve counts of assaulting a Skullport citizen. Twelve counts of murdering a citizen without justification. Twelve counts of murdering a citizen without justification. Murder of an official the Flameskull (the group argued undead cannot be murdered but this argument was thrown out by Judge Dread Flameskull.) John C pleaded guilty to all charges. Otleh got the raptor charged dropped but pleaded not guilty. Ramza the knight pleaded not guilty. The court ruled to turn them over to the cult of Shar (hey skulls like bribes too.)
Ok, the worm fight had last a bit long and I wanted to move on to the boss fight because it was close to five PM.
So the group is put to sleep and after a short rest the come to. Except for Lister, they are shackled, missing all but they armor. Their gear is being guarded by the raptor and two of the vampire spawns. Lister is listening at the door. The vampire lady Austra Trumaine has John C chained to floor of teleportation / ritual circle. She smiles and shows her fangs. John C says, “Kiss me darling!” And the fight begins. The next words out John C mouth is “You suck!” Which Austra replies “yes I am sucking the life out you!” Ok, I under estimated how difficult four vampire spawns with a vampire lady would be. (I also dropped her spellcasting abilities.) Since time was passing I gave the players an out. If their PC ran out the room and north a hundred or so feet, they would escape. John C and Otleh escaped. Lister was trying to help Ramza escape but every time he broke a grapple; he was grappled again due to attacks of opportunity. I finally had to call time and let everyone escape.
The group really only complete two of the objectives but I decide to give one more due time running out.
 

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