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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: Well, clearly Stephen doesn't have to see the target at the moment of creating the portal, otherwise he couldn't teleport us from he camp to the Labyrinth. My impression was that it is a place he have seen before and familiar enough with it. And my intention was that Stephen will see the room through Alrius eyes with Ke'Sha as the telegram operator :)
But if that's not possible, still, Ke'Sha will share the images and let Alrius look around so they can be prepared for the fight.
Also, there are several of us with MR and I think Drommacus has MR as well which means there is probability that the darkness and the wall of force will split around them. Drommacus can also fly and be directly above the hole.)
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TristenC
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

[Ooc] Bish: the discussion was more about Axid being able to see through an open portal to target something on the other side. There is no issue with Stephen being able to open the portal there. But with the reference from the ooc, that portion is resolved and he can indeed see through such a portal at least well enough to target an opponent through.

For the mindlink, Ke'Sha can send a still image of what he sees, which will be enough for stephen to open the portal and get a 'live view' that way [/ooc]
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Re: Return [To Madness]: Act 1, Scene 2

Post by Lord Torath »

Stephen pulls on his will and focuses on the images Ke’Sha shared with him of the room below. A portal about six feet tall and five feet wide opens before Stephen revealing a view from about 30 feet above the floor of the chamber with the moving, green-glowing statues.

Your turn, Master Axid.” Stephen says, stepping away from the portal to give the dwarf access.

====================================
Is 30’ feet too high? Consider the portal about “knee level” on the giant statue, aimed down toward the floor.
Dimensional Door (Con-1=15): [1d20]=11 PSPs: 4

Is the zombie covered in ‘blood’ from it's passage?
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TristenC
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

[Ooc] Knee level on the statue is about 10 feet up. The darkness effect is essentially spherical, centered on the statue, with the bottom of the ball at knee level on the statue. There is visible space higher than that to each side, following the arc of a sphere. The room is 70 feet long on each side, so there are areas 30 feet up that are clear outside the sphere but the sphere itself would intersect that line of sight depending on position. Here is a sketch. The radius of the sphere is mostly correct, but not perfectly to scale. Hope that helps

Also let's get initiative rolls from everyone please since other new and exciting things might happen inside the room ^_^ [ooc]
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Re: Return [To Madness]: Act 1, Scene 2

Post by Lord Torath »

Initiative [1d10]=2

Okay. Can we move the portal to a location closer to the edge of the room, looking back at the zombie/golem melee from at least 6 feet off the ground (see the blue line to the right)? From the top view and description I thought "knee-level looking down" would be sufficiently far away to give a good view of the battle. But the side view makes it clear that wouldn't be a good spot.
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TristenC
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

[Ooc] Yeah, that position works fine. And being closer to the ground helps anyone going through not have to worry about fall damage :lol: [/ooc]
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Re: Return [To Madness]: Act 1, Scene 2

Post by Styrius »

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 Nocturno »

Jag will move to the opposite side of the room of the portal.

Jack will be ready beside the portal to stab anything that comes through.
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Re: Return [To Madness]: Act 1, Scene 2

Post by Styrius »

Detonate Power activation: Con -3 Needs 13 or less. [1d20]=16 9 PSPs burnt.
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 TristenC »

Stephen concentrates on the image from Ke'Sha, reaching out with his mind to bend reality to his will. A shimmering portal forms, somewhat wider than a door, opens to the room below; before stepping aside. An eerie green glow becomes visible from the blazing braziers in the corner of the newly revealed room. A globe of blackness hangs in the center of the new space beyond, just above the melee. Ke'Sha's new creation, the juju zombie Alrius stands on raised dias before the legs of a massive crystal statue that vanishes in the dark above its knees. The juju zombie is beset on all sides by towering 8 ft tall green figures that shimmer like crystal. The fight continues disturbingly in utter silence…

Seeing a target, the cloaked bat-like figure of Drommacus chuckles with a high giggling screech as it begins to make signs of magical potence. A ray of blood-red light cuts through the air, passing within inches of those between it and the portal. The ray connects with one of the green figures but seems to have no effect! Drommacus grumbles, disappointed, in some abyssal tongue. Jag moves away from the portal opening to the far side of the room of Scaled Hands. Jack and Landro position themselves to either side of the portal and out of view, lying in wait should any enemies attempt to enter.

Alrius strolls, unconcerned by his assailants, to the south wall where a silver-faced mirror no less than 15 ft wide hangs. The figures follow him, swiping and striking but to no avail. Ke'Sha notes that neither the statue's legs nor the shimmering green figures reflect in the mirror's surface… He breaks visual contact to begin his own incantation, dark magic to endow the lesser undeas with a certain measure of Alacrity.

Axid approaches the opening enough to taeget one of the green Figures. He reaches out with his mind, trying to force his will to manipulate the very physical nature of the foe… Almost as if reaching out to empty air, it seems oddly impossible… unless… the figures are incorporeal? Binky dear, time to make yourself scarce. Allikhain says as she begins casting a spell. The strange little 2-dimensional-looking shadow turns sideways and vanishes from sight. The necromancer weaves her hands and Evokes an evolved version of a beginner's spell. Four fist-sized globes of bluish light streak unerringly towards the backs of two of the attacking figures. The globes slam into them, echoing with a concussive blast; but the figures seem unaffected by the attack. Tsk! Those bolts were pure force, even normal incorporeal entities are typically affected by such… And… it would seem there is some effect of 'Silence' in the center of the room that doesn't extend to the edges… curiouser and curiouser… she muses.


An svelte but armored figure emerges from behind the statue, stalking forward with a swaying serpentine grace. The decidedly feminine humanoid figure raises a deadly looking 2-hander with a sinusoidal shaped blade. The slitted eyes of a serpent glare from the human-sized head of a Viper!! She seems to sneer at the sight of the party through the portal hovering dozens of feet away. Ignoring them for now she brings her massive sword down in a powerfull strike that slices cleanly through Alrius' collarbone, cleaving unliving flesh and ribs as casually as a butcher plys his trade.

[Actions Round 2?]
====

R1 init:
Stephen (2+DD): 2
Nidrith (2+mv): 2
Drommacus (1+2 Ray of Enfeeb): 3
Jagrinder (4+ move): 4
Alrius (4+mv): 4
Gur (4+): 4
Axid (5+Det): 5
Thallena (5+): 5
VF4 (2+3 natural attk): 5
Jack (7 moving): 7
Allikhain (3+4 sp): 7
VF3 (4+3 natural attk): 7
VF1 (5+3 natural attk): 8
Mourkol (8+): 8
Landro (10+): 10
T (2+9 M2H): 11
Ke'Sha (8+4 UndAlac): 12
[3 troll zom and Skel: Init 8+ x]
VF2 (9+3 natural attk): 12


Init Allikhain, Landro, Drommacus [1d10]=3, [1d10]=10, [1d10]=1
init VF 1-4, T [1d10]=5, [1d10]=9, [1d10]=4, [1d10]=2, [1d10]=2

Stephen attempts to use
Dimensional Door (Con-1=15): [1d20]=11, Pass!
spent PSPs: 4

Drommacus casts Ray of Enfeeblement at VF 1
No Effect!!

Nidrith Holds

Jagrinder moves away from the portal opening to the other side of the room

Alrius moves South and begins searching the room. (Large silver-faced mirror on the south wall), Provokes an attack of opportunity from
VF1, VF2, VF3, VF4!
Their attacks have no effect on Alrius!

Gur Holds

Axid attempts to use Detonate on VF1
Power Score CON-3 (13): [1d20]=16, fail! (9 psps spent)

Thallena holds

VF4 follows Alrius and attacks. No Effect

Jack holds beside the portal for any foe entering

Allikhain casts
Mordenkainen's Force Missiles At VF1 and VF2 (4 missiles, evenly split)
Hit, [2d4 dmg per missile] No effect on VF1 or VF2!
17 dmg per missile in 3' rad
No Effect on VF1 or VF2!!
South Mirror is damaged

VF3 follows Alrius and attacks. No Effect
VF1 follows Alrius and attacks. No Effect

Mourkol holds

Landro moves beside the Dimension Door and holds

Tarrana moves drom behind the statue to engage Alrius in melee
Tarrana slashes (-2 vs chain) at Alrius (AC 4) with her Magical 2-Hander from behind (+2)
Thac0 ?? vs AC 4: Need ??
[1d20] = 16, Hit!
For [1d10+8]=14 damage!
Alrius is Damaged! [21/35 Hps]

Tarrana vs Alrius [1d20]=16, [1d10+8]=6+8=14


Ke'Sha casts Undead Alacrity on the 3 Monstrous Zombie Trolls and 1 skeleton
Lasts (10+2*17) = 44 minutes
+1 bonus to undead AC, MV 12, save as caster base saves, go on caster init


VF2 follows Alrius and attacks. No Effect


One blue square is 5 feet. The portal in each image is the blue line. If the map thumbnail is too low in resolution, just open the image in a new window to see the higher res version.

T
And of course the artists didn't draw the serpentine shape of the 2-hander :/
Tarrana.JPG
Room C1
Screenshot_20250821_165740_Dungeon Sketch.jpg
Room A5
Screenshot_20250821_120942_Dungeon Sketch.jpg
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Lord Torath
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Re: Return [To Madness]: Act 1, Scene 2

Post by Lord Torath »

<I want to take her alive!> Stephen sends to Ke’Sha, Jag, Jack, and Landro.

Stephen maintains the portal from the ‘Hands’ room and focuses his will on the snake-woman. He reaches out with his mind, attempting to establish a mental link.
========================================================
Contact Initiation Roll (Wis-1/-4/-7) 20/17/14: [1d20]=15
Contact's Power Score is modified by the race/species of the target. -1 for non-humanoid mammals, -4 for Reptiles, or -7 for monsters.
I’m not exactly certain which one applies here, so I’ll let Tristan decide. The +1 bonus from my Philosopher's Stone is already included.
PSP cost varies by HD:
1-5: 3 PSPs
6-10: 8 PSPs
11-15: 13 PSPs
16-20: 18 PSPs
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Re: Return [To Madness]: Act 1, Scene 2

Post by Nocturno »

Jag will stay out of sight for now.

Puzzling what could be protecting the Green things, or what they could be from the description.
==========================
Knowledge skills?
=============================

"I'll follow you big guy. Otherwise I will stay here with my weapons ready." Jack says to Landro.
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Re: Return [To Madness]: Act 1, Scene 2

Post by BishGada »

"The snake woman is slicing up Alrius. He won't survive long."
Ke'Sha commands Nidrith, Mourkol and Thallena to go through the portal and help Alrius. Their main target is the serpentine fighter. 'Weaken her but let the final blows be non-lethal.' He mentally commands them.
He himself dip few darts in his paralytic poison and shoot two of them at the woman, and commands Alrius to defend himself.
================================================================================
(OOC:
Ke'Sha attacks for the blowgun:
Attak01: [1d20+6]=19+6=25 Dmg01: [1d3+6]=2+6=8 + paralytic poison Attack02: [1d20+6]=3+6=9 Dmg: [1d3+6]=1+6=7 + paralytic poison

Alrius non lethal dmg: Alrius Fists: Attack01: [1d20]=14 Dmg: [2d4]=5 Attack02: [1d20]=4 Dmg: [2d4]=5

## Not sure if Nidrith Mourkol and Tallana can attack of this round:
Nidrith non lethal (it is really non lethal since she missed all :) ): Nidrith Attack01 [1d20]=6 Dmg: [2d4]=5 Attack02: [1d20]=5 Dmg: [2d4]=7

Thallena:
Thallena atk: [1d20]=12 Dmg [1d4]=2 + Drain

Mourkul:
Mourkul: Atk: [1d20]=19 Dmg [1d8]=5 + 2xDrain)
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