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

Post by TristenC »

[C6]
Landro comes over to check on Jack, Hmm... a little stuck I see. It must be interesting in there.

A disembodied voice of Binky chuckles in baritone. Well, well, well... having trouble, Jackie-boy? Hey biggun, he says to the Firbolg, You got any ink? We could draw on his face!

[C6 teleport area]
Once Jag is safely out of the hole, Allikhain continues her spidery climb along the walls. Long dark hair falls past her pale face as she scales the stone with practiced alacrity, transferring from wall to ceiling with a wicked grin like some prowling creature of nightmare. Tentatively she crosses the barrier. Ahh, yes there is the effect dear Jack mentioned. I suspect even flying through would be enough to trigger it. She moves to the west side of the central room, looking around. Ooh, there it is again! The trap sprung a second time... fascinating... I shouldn't dally... She skitters across the ceiling to the southern hallway, I wonder... Oop, yep. Ok, I think I have pressed my luck quite enough for now. she admits, finally crawling into the southern hallway.

[Allikhain's little experiment took about 3 rounds. The 'hold' effect triggers every round in the central room.]
=====
Allikhain save [1d20]=7. pass.
Allikhain save2 [1d20]=5. Pass (barely!)
Allikhain save3 [1d20]=5. Pass (barely!)

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There is currently no way to pass from the North hall through the center room to the South hall without passing through the central room, except by magical or psionic transportation.
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Nocturno
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Re: Return [To Madness]: Act 1, Scene 2

Post by Nocturno »

As Jag is wiping off his goop.
"I think we can explore with the minions, and if we need to get into this room we should prepare either dispel magic, of free action. I have full access to both, if I plan my day properly."

Over the link Jack lets out a worried expression. " Could you come save me from the machinations of this little devil?"
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Re: Return [To Madness]: Act 1, Scene 2

Post by BishGada »

=================================
(OOC: Alrius already checked the middle corridor. I could use spectral sense, but Gur is the one having the magic detection, so it won't help much.
As far as I'm concerned, let's continue... When we explored the thornslingers room before, did we also explored C6? or is it a different room/area?)
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

[Both the thornslinger room and the area teleported to are referred to as C6 in the module. We can call the teleport location C6a if you want. Allikhain also has Detect magic available to her. Or he can just send Gur across and hope he makes his save. What's the worst that could happen? ;) ]
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Re: Return [To Madness]: Act 1, Scene 2

Post by BishGada »

=================================================================================
(OOC: Let me see if I get it right. Allakhain (which have MR btw, which I forgot about it) saved from the paralysis and did not teleport even that she was walking all over the place, while Jack saved on the first time and didn't teleport, then froze in paralysis by just putting a finger in, and did teleport. So the teleport is not attached to a certain location, but it is conditioned on the failure of the save against the paralysis?
Anyway, if that's the case, if Allakhian mentioned her ability to detect magic, Ke'Sha will politely ask if she used it on the trapped corridor, and if she didn't mention it he will wait to see if Jack recovers from the paralysis and according to that decide if to risk entering the area together with Gur, sharing the magic detection trying to find anything hidden.
)
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

[Ooc] Basically, yes. Allikhain made 1 save every round she was in the area and passed them all. She was not affected by either the hold or teleport. She does not have magic resistance, only her saving throw, but she does have high wis and a Ring of Protection+3 that greatly improve her saves for this.

Jack stuck part of his body into the zone and passed his save. Then he moved through Axid's portal and stuck his body into the zone a second time from the opposite side, failing his check. He was magically held, and after one round was teleported away. It has been about 5 minutes, and he is still held.

Alrius entered, but is immune to being held because he is undead. He crossed to the opposite side right away in less than 1 round. Essentially, if someone just wants to walk through, they only need make the save once.

Gur and Ke'Sha have the benefit of magic resistance. So they would check for magic resistance first, if that fails they would still get a saving throw.
[/ooc]
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Re: Return [To Madness]: Act 1, Scene 2

Post by Nocturno »

Jack has teleported twice, even when he did save.

He stuck his finger in, then used Axid's portal, and teleported after going to search the rest of the not magic hallway.(Maybe that triggered the teleport)

Then he went through the dirt one again, jumped the pit, and stuck his finger in again, failing his save, then teleported.

And is now being taunted by the familiar.
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Re: Return [To Madness]: Act 1, Scene 2

Post by BishGada »

Ke'Sha stride foreward. 'Gur. Join me. Apparently we are needed. Let's try to verify if there is anything magical besides the trap field. We'll move quickly and out as fast as possible.' Knowing his master usual reluctant of endangering himself, Gur obeys without the usual mockery. They quickly try to fortify their body against the trap effects, and stride forward, scanning the corridor with their magic detection trying to distinguish different magical auras, scan the walls, floor and ceiling for anything out of place, and quickly step out.

============================================
(OOC: Jack is using these teleportation gates like a rollercoaster :)
Why Allakhain doesn't get Binky's MR?
Anyway, not sure if you all share the sentiment, but I feel we as players should pace things up a bit. So against character Ke'Sha will just shove Allakhain in. ;) just kidding.
So:
MR: [1d100]=89 Fail.
Saving throw against paralysis (only 1 fails) [1d20]=4 Pass barely.
Gurs:
Gur's MR: [1d100]=1 Pass
)
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

[Good question about the MR for Allikhain, I will have to reread some of that. My only initial thought is maybe it is a difference btween priest and mage necromancers, but it has been do long since I looked it is worth double checking.]

Ke'sha strides forward into the central room with confidence, ordering his familiar along as well. The halfling's magical resistance fails, and he feels the tightening grip of magic as he body tries to sieze up. Only through tremendous force of will does he manage to keep going until he makes it out the other side. Gur flies through, a little nervous at first but the magic rolls off of him like water off a duck's back and he flies to the other side unbothered. Geeze, I dunno what all you meat-bags were whining about! That was about as tough as pissing through a spiderweb.

The quasit examines the East end of the Southern hallway from afar. Yep. Another onea them teleporty thingies just like the dirt one. It covers the last 10 feet of the hallway.
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Re: Return [To Madness]: Act 1, Scene 2

Post by Styrius »

(OOC: Question regarding teleportation areas or squares: Does the teleport affect the air above said square? As in one must step onto the square area to be teleported vs just passing over? What would be the approximate volume of said effect? Reason: if such a square were say out exposed to the atmosphere, and flying creature could/would be effected. birds, bees, dragons, griffons, rocs, etc... Thus a character that got a running start could maybe leap over the 5' square and not be snared so to speak. If someone is levitating or flying could they avoid said 'hold'?)
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 »

[According to how it looks to Gur, only the ground seems to be magical in the dirt teleport and southern hallway teleport areas]
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Re: Return [To Madness]: Act 1, Scene 2

Post by Nocturno »

Jack did not touch the floor in the "hold" area. He just stuck his finger in, if that is part of the question.
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Re: Return [To Madness]: Act 1, Scene 2

Post by BishGada »

"We didn't detect anything beside the teleportation spell. I suggest we return to the thornslinger room, search there again, collect Jack and backtrack to the areas we didn't explore yet."
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Re: Return [To Madness]: Act 1, Scene 2

Post by Lord Torath »

[Ooc]So we've got Jag and the little black circle guy on the far side of the 'Magic Floor' room. Is the black circle guy undead? It is Ke'Sha?
=======================================================================
Stephen looks at Axid. “Do you want to handle the portal to get Master Jagrinder across the paralysis floor? Or would you prefer I do it?
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

[The dark token smaller than the others is Ke'Sha]

C6
Upon hearing the teleportation is on the floor only, Allikhain crawls along the walls to the end of the corridor and begins searching the wall. There is something here... This stone in the wall... it is not sealed in place like the others.

C6
Jack finally regains control of himself to the visible disappointmemt of Binky.

====
Time is 5:25 Waterday the 5th of Reaping [Day 3]

Jack was held for 10 rounds. He teleported on round 2
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