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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 »

Stephen will hand off his flint and steel and step a good 15 feet back from the assembled braziers.
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Re: Return [To Madness]: Act 1, Scene 2

Post by BishGada »

======================================
Ke'Sha will be run the ceremony. Create the circles. Chant and give weird speeches. Send email. Whatever it takes.
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Re: Return [To Madness]: Act 1, Scene 2

Post by Styrius »

"Don't ye going crowing streams and what not. We got no fire patrol down here." If all the prep work and jazz dancing doesn't make the fire large enough, Axid will aide in the goings on against his better judgement. "I got a bad feeling about this" he gravely whispers.
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 »

"A bad feeling about this, opposed to coming here to fight a powerful creature presuamly a god, that designed this whole multi-dimentional spagetti, butchered a dragon, sacrificed tribes and designed those green automatons we fought in this room?" Ke'Sha asks the dwarf rethorically. "Well, I can assure you that the power of the Lord over the summoned creature is absolute."
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

Stephen passes his flint and steel off to Alrius, who approaches the braziers as the others take their respective places. The juju lights each in turn, and the green flames begin to rise in the iron bowls. As the last grows to its full height the crystals hanging above all four begin to glow and dozens of rays of verdant light streak out from the stands; two of which strike the undamaged mirrors.

The image of the green central statue appears in the Northern and Eastern mirrors, then each steps completely out of the mirror and into the room!


[Actions and Initiative!]
=====
Two Green Crystal Golems appear!

Good thing two of the mirrors were already smashed :)

I tried to put everyone roughly where their last actions would have them. The mindless undead are just standing near the sigil, the others and Drommacus have wandered.

The 4 green circles together are the braziers
The green circle on the Left side of the image is just the 3rd sigil so I don't lose track of it.
One square is 5 feet
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Re: Return [To Madness]: Act 1, Scene 2

Post by Styrius »

"Cold forge bastard! Those damnable green things again!" Axid looks at the halfling to see if the smirk on his face is replaced with something else. Axid then activates Inertial Barrier [1d20]=6CON -3 Needs 13 or less, Success! "It will take them a round to get through." Anyone within 3 yards of Axid will be affected.
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 »

Wow! I, uh... I don't think I've got anything that will be terribly useful against those. Master Ke'Sha, how much time do you need for your summoning? If we hold the golems off, can you complete the elemental summoning?
===============================================================================
Stephen will step back behind Axid, and ask Sharpe (his armband) to get ready to initiate a Dimensional Screen if the golems get past Axid's Inertial Barrier.

Are the crystal golems the same size as the ones we fought before? Do they look the same as well?

Also, what time are we?
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

[ooc]
They look identical to the ones before.

Ke'sha's spell takes 6 rounds to cast, but the fire isn't currently large enough without Control Flames in use.

Time is approximately 6:30 PM, Waterday the 5th of Reaping [day 3]
[/ooc]
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Re: Return [To Madness]: Act 1, Scene 2

Post by BishGada »

"They will have time to swing several blows! And we need to increase the fire size!" Ke'Sha says irritated. He then mentally commands hisa minions: Nirdith and Alrius to stand in the automatons path and slash them with their magical swords, Mourkol and Thellana to use their negative plan powers, and the three trolls, William, Tom and Bert to try to hold and restrain the creatures with their immense strength. "Drommacus, if you can use any spell to hold those creatures in place until the elemental can join our effort it will be most beneficial." Ke'Sha readies himself for the summoning ritual.
=============================================================================================
(OOC:
Initiative: Initiative [1d10]=10 OMG, best luck ever... :/
Drommacus will cast web on the creatures mainly blocking their path and try to catch them in.

Does anyone remember what affects them and what not? I remember you need magical weapon and that they couldn't hit the undead. I don't remember if they had spell immunity or if the drain of our undead affected them.

Ahh... and of course Ke'Sha will cast summon fire elemental as soon as the fire is large enough and he will stop straring around for 10 seconds hypnotized by the flames :)
)
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Re: Return [To Madness]: Act 1, Scene 2

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

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Ke’Sha concentrates, sending his pack of undead rushing at the crystal golems. The juju zombies with their mildly magical swords attack the verdant figure nearest their master but are unable to land a blow. Stephen urges his armband to stand ready, should Sharpe’s defenses be necessary. Axid quickly raises an inertial barrier around himself and the other Psionicist. Jag, standing nearby immediately presses into the defensive bubble to join them.

The northmost enemy steps a short distance East to swing at the spectre, but his draining powers have no effect on the undead. Likewise Mourkol and the Wight return the sentiment, but the green golem seems unperturbed. Master… Mourkol mutters the word, dripping in scorn. As before, these unliving constructs are immune to the energies of death. The trio of trolls rush towards the mirror-spawned figure as well, just as the Abyssal Drommacus completes his spell. A 20 ft wide wall of spidersilk springs to existence between the North wall and the massive statue, snaring the Wight in the webs. William, Tom and Bert proceed undaunted by the presence of the barrier, but quickly ensnared and slowed by it. Even with their prodigious strength, they are only able to push into it a couple of feet; though the crystal creature appears utterly unaffected.

To the South Allikhain finishes casting and begins to fly into the air, far above the danger. Jack rushes to the statue, hiding behind the large crystal construction; perhaps in an effort to approach their foes unnoticed. Landro, alternatively, draws his massive sword and marches right up behind the Eastern enemy. With two powerful strikes he cuts down the Creation, which splinters in spiraling shards of shining crystal that sublimate into a green mist which also quickly vanishes.


[Actions Round 2?]
====
R1 init:
Alrius (1+2 Mag ss): 3
Stephen (3+hold): 3
Skel (4 + holds): 4
VF5 (2+3 natural attk): 5
Mourkol (2+3 nat attk): 5
Jagrinder (6+move): 6
VF6 (3+3 natural attk): 6
Nidrith (4+2 Mag ss): 6
Axid (7+Inertial Barrier): 7
Jack (4+3 hide): 7
Thallena (6+3 nat attk): 9
Allikhain (7+3 fly): 10
Ke'Sha (10+hold): 10
Drommacus (9+2 web): 11
Landro (10+13 M2H): 23
3 troll zom: Last

init VF5, VF6 [1d10]=2, [1d10]=3

Allikhain, Landro, Jack init [1d10]=7, [1d10]=10, [1d10]=4

init Alrius, Nidrith, Thallena, Morkoul, Drommacus, skel [1d10]=1, [1d10]=4, [1d10]=6, [1d10]=2, [1d10]=9, [1d10]=4

init Axid [1d10]=7

init jag [1d10]=6


Alrius moves East 10 feet to engage VF6 in melee
Alrius stabs with his Magical Short sword at VF6 (?)
Thac0 14 vs AC ?
[1d20] = 9, Miss!

Skeleton holds (no orders)

VF5 moves East 5 feet to engage Mourkol in melee
VF5 swipes at Mourkol (AC 2)
Thac0 ?? Vs AC 2
[1d20]=13, Hit!
No Effect!

Mourkol swipes at VF5 (AC ?)
Thac0 13 vs AC?
[1d20]=13, Hit! (Barely)
No Effect!

VF5 vs Mourkol, Mourkol vs VF5 [1d20]=13, [1d20]=13


Jag next to the inertial barrier, pushes through the inertial barrier.


VF6 swipes at Alrius (AC 4)
Thac0 ?? Vs AC 4
[1d20]=13, Hit!
No Effect!

Alrius vs VF6, VF6 vs Alrius [1d20]=9, [1d6+1]=1+1=2, [1d20]=13


Nidrith moves NorthEast 5 feet to engage VF6 in melee
Nidrith stabs with her Magical Short sword at VF6 (AC 0) From behind (+2)
Thac0 14 vs AC 0(+2): Need 12+
[1d20] = 4, Miss!

Nidrith vs VF6 [1d20]=4, [1d6+1]=4+1=5


Axid attempts to use his Inertial Barrier ability on the
Wis -4 = 12, need 12 or lower!
[1d20]=6, pass!
An inertial Barrier 3 yards (15 ft diameter) appears, centered on Axid


Stephen asks Sharpe (psionic armband item) to Hold, and use Dimensional Screen if the crystal golems pass the Inertial Barrier.


Jack moves SouthEast 25 feet to the statue and attempts to hide.

Thallena moves NorthEast 20 feet to engage VF5 in melee
Thallena claws at VF5 (AC 0) from behind (+2)
Thac0 15 vs AC 0: Need 15+


Allikhain casts Fly on herself. Allikhain flies 15 feet in the air, out of reach of the enemy.


Ke'Sha holds, prepared to perform the summoning ritual but the fire is not yet large enough.


Drommacus casts Web between the North Wall and the Statue
Thallena save vs spell (14) (web -2)
[1d20] = 10 -2 => 8, Fail!
Thallena is caught in the web!

VF5 unaffected by web


Landro moves NorthEast 25 feet behind VF6
Landro slashes with his Magical Giant 2-Handed sword (spec) at VF6 (AC 0) from behind (+2)
Thac0 0 vs AC 0 (+2): Need anything but a Nat 1
[1d20] = 15, hit!
For [3d6] = (9 x2) +11 => 29 damage!
VF6 is Badly Damaged!

Landro slashes, a second time, with his Magical Giant 2-Handed sword (spec) at VF6 (AC 0) from behind (+2)
Thac0 0 vs AC 0 (+2):
[1d20] = 14, Hit!
For [3d6] = (6 x2) +11 => 23 damage!
VF6 is Destroyed!

Landro M2-H [1d20]=15, [3d6]=9 x2+11, [1d20]=14, [3d6]=6 x2+11


Gur flies up out of range and remains invisible
Binky flies up out of range and remains invisible


ZTroll "William" moves NorthEast towards VF5 and into the web
William save vs spell (13) (web -2)
[1d20] = 6 -2 => 4, Fail!
William is caught in the web!
William (strength 18/00) moves 2 feet into the webbing

ZTroll "Tom" moves NorthEast towards VF5 and into the web
Tom save vs spell (13) (web -2)
[1d20] = 6 -2 => 4, Fail!
Tom is caught in the web!
Tom (strength 18/00) moves 2 feet into the webbing

ZTroll "Bert" moves NorthEast towards VF5 and into the web
Bert save vs spell (13) (web -2)
[1d20] = 6 -2 => 4, Fail!
Bert is caught in the web!
Bert (strength 18/00) moves 2 feet into the webbing


Save vs Spell (web at-2) Thallena, Ztroll W, T, B [1d20]=10, [1d20]=6, [1d20]=11, [1d20]=5
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Re: Return [To Madness]: Act 1, Scene 2

Post by Styrius »

[1d20]=10 (WIS-1, success)
Axid having the barrier up, controls flames and causes them to increase in size by 100%.
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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Lord Torath
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Re: Return [To Madness]: Act 1, Scene 2

Post by Lord Torath »

Stephen somewhat nervously draws Shrike (his Dagger of Throwing) from its sheath, preparing to throw it if the last green golem gets past Axid's barrier.
Initiative: 5
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Re: Return [To Madness]: Act 1, Scene 2

Post by BishGada »

Ke'Sha will conjure the Elemental, while his minions will continue the attacks.

Nidrith attack [1d20]=11 dmg [1d6+1]=6+1=7
Alrius attack [1d20+1]=5+1=6 Damage [1d6+1]=3+1=4
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Re: Return [To Madness]: Act 1, Scene 2

Post by Nocturno »

Jack remembers the sting of their touch.(I think, or was it Landro.)
"I will stay here unless needed. Landro seems to have this handled."

Jag, will stay with the bubble.
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