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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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BishGada
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Re: Return [To Madness]: Act 1, Scene 2

Post by BishGada »

=============================
(OOC: OK. Thanks. I bet it is frustrating to repeat these things for me, being senile as I am :)
So, if that's the case, all my question marks are irrelevant and we can proceed either way.)
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TristenC
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

[It's all good. It can be difficult to keep track of things that are mostly text, especially over real-life months]
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Re: Return [To Madness]: Act 1, Scene 2

Post by Nocturno »

"My suggestion we start with the area that looks to be a dead end."
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Re: Return [To Madness]: Act 1, Scene 2

Post by BishGada »

Ke'Sha mentally says to Gur, 'Better go check Un-dead end.'
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Re: Return [To Madness]: Act 1, Scene 2

Post by Styrius »

[1d20]=17
Axid attempts a clairvoyance. "I must not be holding the rabbit ears just right." He waits until the next round and gives it another go.
[1d20]=10
Clairvoyance works and he views the area around the corner on the other side of the magical area from the pit trap with the gel cube. Per convo with the DM, Axid views a dead end hallway just like the one we teleported into. Axid cannot discern any magic or traps this way. "There may be something there with all of the obstacles in the way. That is just my guess but it does look like a hall to nowhere. Maybe there is another teleport in the room from another place."
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Re: Return [To Madness]: Act 1, Scene 2

Post by BishGada »

At Axid words, Ke'Sha nods in agreement and adds "Or another secret door... So it is your call, we can head east or west, but it is a bit crampy west, so if you decide to head that direction, we could use your dimension doors to divide the group between the two sides of the pit, deal with the gelly cube and then move on."
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