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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 makes his way back to the Statue/Mirror room once he notices the increase in light indicating the successful summoning of the elemental.

Are we ready to head back to camp now?
Last edited by Lord Torath on Mon Jun 29, 2026 6:54 am, edited 2 times in total.
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Re: Return [To Madness]: Act 1, Scene 2

Post by BishGada »

Ke'Sha thinks to himself that it is indeed amusing. But remembering his efforts with social skills he says nothing.

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(OOC: All mirrors are broken or one was behind the web? If there was one, then there are two options: 1. Break it too. 2. Keep it, find a way to control the automatons, then unleash them on the maze. :) )
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

[Ooc] Landro will pull the last mirror down now if nobody stops him, since that was the plan. Landro and Jack are planning to scout with the fire Elemental if I'm not mistaken. Is everyone else going back to camp? [/ooc]
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Re: Return [To Madness]: Act 1, Scene 2

Post by Lord Torath »

Master Axid, should we douse the remaining flames? We could re-use the flammable liquid to summon another elemental tomorrow if needed.
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Stephen's fine with destroying the last mirror. And I think the plan was most of us would return to camp while Jack, Landro, and Flamie (incidentally, is Flamie green, like the flames from the baziers?) rechecked the places we've already explored, looking for changes.

When we return, do we want to start with the portions we could explore before getting the new tattoo? Or do we want to start with the new area revealed by our tattoo?
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Re: Return [To Madness]: Act 1, Scene 2

Post by Nocturno »

Jag will return and make preparations to do the restorations to Jack and Landro for when they can.

Jack will wait till the others leave, let out a huge sigh.
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Re: Return [To Madness]: Act 1, Scene 2

Post by Styrius »

“Master Stephen, aye, suppose you are correct but I certainly am not comfortable the raging inferno walking around. Again. I hope Big Guy doesn’t fart around that thing either. Hahahaha. If’n ye are up to it, put those flames out.“
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 »

Alas, I have not trained my mind in the techniques required to manipulate fire such as you have. Your control over it is quite astounding!
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Re: Return [To Madness]: Act 1, Scene 2

Post by Nocturno »

"I could animate the flames, and get them to move off the brazier to a place with no fuel, and leave it there to burnout."(That should work with animate flame)
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Re: Return [To Madness]: Act 1, Scene 2

Post by BishGada »

=================================================================================
(OOC: Once we return, I think we should explore the dungeon from the beginning again. In fact I think that with every tatoo we should teleport to the beginning again, otherwise it's like being thrown to the maze at random point where you don't know anything about the surrounding.

TristenC: What can we count on the camp to provide? Can we get +1 weapons for the undead team? Can we get healing potions? And what about restoration and ressurection? Is it only up to us or do they offer help?

All: if someone dies, would you prefer ressurection on site or back to camp and if needed wait a day to revive? I think it is a long and tiring ritual that demand rest afterwards, so if doing on site it is not very useful.
"Casting this spell makes it impossible for the priest to cast further spells or engage in combat until he has had one day of bed rest for each experience level or Hit Die of the creature brought back to life. The caster ages three years upon casting this spell."
but I think there is possibility to cast the spell via another priest, so if they not offer the spell themselves, casting via one of them seems fair. They can rest in camp and we can resume adventuring. There is also c'combine' enabling to cast spells at higher levels...

Anyway, I'm just considering next day spells, so I'm consulting with you.
2nd level Find traps was working good, but Jack can detect traps himselves and I need the slots for curing spells for the undead, so if no one objects I'll leave the traps to Jack. Unless Allekhain has undead healing spells, or detect traps :)
)
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

BishGada wrote: Tue Jun 30, 2026 1:09 am
TristenC: What can we count on the camp to provide? Can we get +1 weapons for the undead team? Can we get healing potions? And what about restoration and ressurection? Is it only up to us or do they offer help?
It's mostly up to the party, who represents some of the most advanced adventurers in the world. The camp is not part of the original module, I included it essentially 1) to explain where replacement characters might come from, 2) to give a reason for access to some mundane stuff like gems and random mundane equipment, 3) flavor.

They will not have magical items for sale/trade/gift. The -might- offer spellcasting services for a cost (as I did with the young mage using identification). It is possible another high level cleric might be in camp to 'sell services' like raise dead or healing, but it will be costly since they too are in a dangerous environment and would be much less willing to expend their spell slots on others (this is a slippery slope). Anything that debilitates the caster for a day or more will not be offered. Anything that ages a caster will be very very expensive.
Essentially, the party should prepare as if no help is coming.
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Re: Return [To Madness]: Act 1, Scene 2

Post by BishGada »

Fair enough, but if someone dies, it neutralize Ke'Sha (or other revivers) for 15 days more or less. So don't die. :) Unless you want to be a juju or wight that is. ;)
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

[Ooc] Only if the Resurrection spell is used. The Level 6 priest spell Raise Dead doesn't have those same rammifications to the caster, but you need the body mostly intact. Resurrection is mostly for Elves or people dead for many years. Limited Wish can raise the dead as well (Your own character Yelb used it last time we played the Labyrinth of Madness to bring back Jag's brother Jarginder.)

Actually I would more readily question someone serving the lors of the Undead using either of those spells in the first place ;) Ke'Sha's diety qould MUCH rather they become undead... good thing Jag has access to Raise Dead as well ;)

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

Post by BishGada »

=======================================
(OOC: Yeah, I remember Yelb have done it, now no need for limited wish, the Efreet can grant an unlimited wish and ressurect us directly in hell! ;)
And we also discussed the Ke'Sha's motive to raise group memeber believing they will bring more death (to be animated as undead) when they are alive then as skeletons or zombies. With raise dead the raised one lose something, no? CON maybe? But anyway, if that frees me a 7th level slot, that's nice.)
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Re: Return [To Madness]: Act 1, Scene 2

Post by TristenC »

[Ooc]

-where do the scouts want to start

-is Axid suppressing the fire or just let it burn (with all the mirrors down)

-What specifically is Ke'Sha saying to the elemental going with the scouts. He can give simple instructions (low int) , but he can't say something like "do what they tell you to do"
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Re: Return [To Madness]: Act 1, Scene 2

Post by Styrius »

Axid ceased control of the flames once the elemental had been summoned so the fire is still burning. “We made the meal so Ke$ha can do clean up.” Axid sug-jests.
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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