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Return [To Madness]: Act 1, Scene 2

A classic 2e Puzzle dungeon for High Level characters
Beware, this one is substantially longer and (IMHO) even harder than the legendary Tomb of Horrors!
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Lord Torath
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Re: Return [To Madness]: Act 1, Scene 2

Post by Lord Torath »

Yes. That was rather the point. It can check to see if there's even anything we really need to see in here. Also, could you have it go under the floor to look for traps?
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TristenC
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

Alrius does his best to fire arrows, but finds himself without a bow.


====
It looks like the Psionicists have bows...
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Re: Return [To Madness]: Act 1, Scene 2

Post by Styrius »

"If someone has some oil we could have one of Ke$ha's servants carry it up to the top and then burn the plants. They must be protecting something. Once the oil is spread around light the oil with a torch. It might take a minute to clear out the smoke and such." Axid states.
You are talkin' to the holy symbol wearing,
Ruby ring wearing, kiss stealing; Woo!
Praying/healing, beholder riding, griffin flying
Son of a blowgun, and I'm having a hard time holding these Aboleth shoes down! WOO!
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Re: Return [To Madness]: Act 1, Scene 2

Post by Lord Torath »

Perhaps as a last resort. I'd just as soon not fill the air in an enclosed space like this with smoke. Not that we can't easily escape if need be, but I'd still prefer to avoid it when we have other options. After all, if they can carry oil, they can carry a knife, and you graciously ensured we are all equipped with at least 1 dagger. And it's already been established that at least some of Ke'Sha's minions can completely ignore the thorns.
=========================
Stephen will approach to just before the point where the plants unleashed their fusillade of thorns at the zombie, paying close attention to the ceiling and the temperature of his talisman.
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

Stephen advances down the hall and stops a couple of feet shy of entering the room. The talisman remains at a nominal temperature, indicating it has not sensed a trap.

===
the juju zombies are armed with +1 magical short swords. They could easily use those to attack the plants. It would take a few rounds, but still... Any other sword the party wishes to allow them to use* would be effective as well, because machete + plant = win.
*aside from Landro's giant-sized 2-hander
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Re: Return [To Madness]: Act 1, Scene 2

Post by Lord Torath »

<Ke'sha, there're no traps to the stairs up. It should be safe for your minions at least that far. Care to send some in to clean up?>
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Re: Return [To Madness]: Act 1, Scene 2

Post by Styrius »

“I agree smoke is bad but it was an idea and the zombies are proving their usefulness as much as I hate the idea of undead.” Axid remarks. He purposefully doesn’t look at Ke$ha. Dwarves are stubborn like that.
You are talkin' to the holy symbol wearing,
Ruby ring wearing, kiss stealing; Woo!
Praying/healing, beholder riding, griffin flying
Son of a blowgun, and I'm having a hard time holding these Aboleth shoes down! WOO!
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Re: Return [To Madness]: Act 1, Scene 2

Post by BishGada »

"Sure. Thanks for verifying the ground is clear. Not sure how safe is the platform. Maybe you can lend Alrius and Nidrith bows, and if that proves ineffective they will cut the plants down with their swords."
=====================================
(OOC: Assuming bows were given to the jujus, let's try artilery first, BTW... why bother with oil when you can summon a fire elemental? :) )
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Re: Return [To Madness]: Act 1, Scene 2

Post by Lord Torath »

"Did not that one demonstrate that it is immune to the thorns? Just send them up. If you're really worried, you could cast an augury first, but I think you're making a huge deal out of nothing."
===========================================
I have no reason to expect that arrows will be effective against vines. What you really need is a machete - or a sword+1. You can always send your spectre to scout out the platform to see if there's anything more threatening than the thorn-throwers.
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Re: Return [To Madness]: Act 1, Scene 2

Post by Nocturno »

"I doubt arrows will do much. I would think we need to rip these things out of the soil to bother."
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Re: Return [To Madness]: Act 1, Scene 2

Post by BishGada »

Ke'Sha rolls his eyes. "Do you refuse to lend our immune to thorns friends the bows and arrows? So be it..." Ke'Sha instructs Alrius to go slowly towards the platform, cut the veins, scale the steps stopping after each one and cut down the plants. If the platform is not steady or some creature besides the plants attacks him, Ke'Sha will instruct Alrius to fully defend against the new creature while returning back to the group.

======================================================================
(OOC: This module is called "The labyrinth of Madness" for a reason. :crazy:
In practice Ke'Sha will divide the instructions to simple ones to the level that fits juju which I understand is higher than zombie. Go to the platform. Cut the viens. Climb one step. watch. etc...
)
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Re: Return [To Madness]: Act 1, Scene 2

Post by Nocturno »

"Well, it is easy to refuse to lend one, when I don't have one."
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Re: Return [To Madness]: Act 1, Scene 2

Post by Styrius »

Axid watches as the conversation takes place. He readies in case this plan goes sideways.
You are talkin' to the holy symbol wearing,
Ruby ring wearing, kiss stealing; Woo!
Praying/healing, beholder riding, griffin flying
Son of a blowgun, and I'm having a hard time holding these Aboleth shoes down! WOO!
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TristenC
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

Ke'sha reluctantly gives the order for Alrius to approach and attack the plants. The undrad draws his magical sword and proceeds, unhurriedly, towards the chamber. Stephen, near the end of the hallway, has a front row view of the results. The instant the zombie crosses the threshold into the oval chamber, the vines begin to whip and fling dozens upon dozens of thorns at Alrius. Unbothered by the assault the undead hacks and chops for several minutes at the lower hanging vines, pruning away those he can reach with his short sword.

Proceeding up the stairs the Juju moves in a halting fashion, pausing after each step to gage for any changes. Meanwhile the thorns continue to fly such that, by the time he reaches the top the zombie more closely resembles a dire-bipedal porcupine on a bad hair day than anything else. Finally in range, Alrius strikes with his weapon, hewing away stalks and vines from which a viscous sap flows. He strikes again but the weapon tangles in the vines and slips from his grip, clattering to the ground below the platform. Still posessed of a directive to attack, the Juju bashes with his fists at the thornslinger; powerful blows cracking the stalk of the plant and tearing vines asunder. Thick sap coating the bole of the plant, and more pouring from the obvious damage, coats the undead's arms. Alrius struggles to free his limbs from the sticky fluid to continue his attack, but seems unable to easily do so...

From Stephen's vantage point it appears there are three individual plants all intertwined.

======
The above took about 6 or 7 minutes total.
Alrius is stuck to the plant and seemingly unable to easily free himself. It may be possible for him but it will take a few rounds.

Alrius attacks thornslingers with +1 short sword
Thac0 15 vs AC 8 (+1): Need 6+ (7+ if weaponless)

Alrius vs thornslinger 3 rnds [1d20]=14, [1d6+1]=4+1=5, [1d20]=1, [1d6+1]=1+1=2, [1d20]=15, [1d6+1]=1+1=2

round 1 [1d20] = 14, Hit for 5 dmg,
round 2 [1d20] =1, Fumble! drops sword! (To his Left, off platform)

Alrius bash round 3 [2d4]=6, [1d20]=20, [2d4]=5
Alrius crit dmg r3 [2d4]=3

round 3 (fists, 2 attacks) [1d20] = 15, Hit for 6 damage
Thornslinger1 is Hurt!
Alrius' Right fist is stuck!
[1d20] = 20, Crit! For (5+3) = 8 damage!
Thornslinger1 is Hurt Critically!
Alrius' Left fist is stuck!
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