Show Log Entry
Adventure Title
Dungeon of the Mad Mage floor 12-13
Dungeon of the Mad Mage floor 12-13
Session
36
36
Date Played
2025-05-24 22:52:00 UTC
2025-05-24 22:52:00 UTC
Levels Gained
1
1
GP +/-
3050
3050
Downtime +/-
10.0
10.0
Location Played
Online
Online
DM Name
Snooze
Snooze
DM DCI Number
7319085757
7319085757
Notes
Kknutzen, Cael, bard 12 Emil, Erik, dwarf barbarian 12 TaC, Ninlar, cleric paladin 12 aultsider, Becky, paladin, Simira, Lyria, cleric 11 2 castings of augury Erik 1 augury Terulai 6 charges 11th floor, house Freth. Caught Zress again, freed Troglodytes, and moved on to floor 12. Low fog over the floor. Following glow of light into hoard of minotaurs. Found drow allies house Freth. Guide to fortress. See matron. Visitor from Shadowdusk. Free escort through this floor as well as getting the matrons brother to answer questions. Some info about floor below, mechanical creatures, another failed apprentice. Some information on dragon Glister, shadowdusk may know more. Family from Waterdeep, two down here working on alliance with Freth. Where is Vanrakdoom, now part of shadowfell. Glyster, bronze dragon is probably there, possibly corrupted. Tend to avoid the floor, skipping to 19th and continue from there. 17th floor an up here to avoid the shadowfell. From here there is less problem descending. Can not travel directly. Can travel to 19th floor from this one. The gate that weeps blood. Go less direct traversing descend to the 14th floor and find the gate there. Make sure we are out of their way on their floor and they will stay out of our way. We are also looking for fragment of rune stone. Metallic spider. Iron spider. Drivvin Freth guides us to the next floor. Warning about bore worm at descent. It may ignore us if we stay out of our way. Moving through chasm, worm comes. Ninlar takes attack of opportunity and gets hurt. See some mechanical creatures, insects, rust monster. Lyria checks side tunnel, gets attacked by rust monster. Finding a heap of metal, dead hobgoblin. Big childlike people asks us to kill hobgoblins for trying to kill them. Going south, Becky, Erik and Ninlar attacked group of hobgoblins. Lyria sleet stormed the main crowd making fighting difficult. The others killed them anyway and returned. Childlike people let us pass to a tunnel leading to a “Palace”? Up, follow tunnel to the assumed palace, finding disembodied hobgoblins. Mechanical crabs coming towards us. Continue through tunnell. Finding metal castle. Ninlar broke in. Giant badger talking to Cael. Zox lives here. He is big. Lots or hair and not hair. Big ears. Sticking out. Friends with metal ones, burny ones. Safe combination: Prairie dog, wombat, badger, armadillo, wombat. Gold and a book missing the cover. 2050 gp each. Cael played the D tone on his instrument and portal opens. Erik goes in. Symbol of Anarath.
Kknutzen, Cael, bard 12 Emil, Erik, dwarf barbarian 12 TaC, Ninlar, cleric paladin 12 aultsider, Becky, paladin, Simira, Lyria, cleric 11 2 castings of augury Erik 1 augury Terulai 6 charges 11th floor, house Freth. Caught Zress again, freed Troglodytes, and moved on to floor 12. Low fog over the floor. Following glow of light into hoard of minotaurs. Found drow allies house Freth. Guide to fortress. See matron. Visitor from Shadowdusk. Free escort through this floor as well as getting the matrons brother to answer questions. Some info about floor below, mechanical creatures, another failed apprentice. Some information on dragon Glister, shadowdusk may know more. Family from Waterdeep, two down here working on alliance with Freth. Where is Vanrakdoom, now part of shadowfell. Glyster, bronze dragon is probably there, possibly corrupted. Tend to avoid the floor, skipping to 19th and continue from there. 17th floor an up here to avoid the shadowfell. From here there is less problem descending. Can not travel directly. Can travel to 19th floor from this one. The gate that weeps blood. Go less direct traversing descend to the 14th floor and find the gate there. Make sure we are out of their way on their floor and they will stay out of our way. We are also looking for fragment of rune stone. Metallic spider. Iron spider. Drivvin Freth guides us to the next floor. Warning about bore worm at descent. It may ignore us if we stay out of our way. Moving through chasm, worm comes. Ninlar takes attack of opportunity and gets hurt. See some mechanical creatures, insects, rust monster. Lyria checks side tunnel, gets attacked by rust monster. Finding a heap of metal, dead hobgoblin. Big childlike people asks us to kill hobgoblins for trying to kill them. Going south, Becky, Erik and Ninlar attacked group of hobgoblins. Lyria sleet stormed the main crowd making fighting difficult. The others killed them anyway and returned. Childlike people let us pass to a tunnel leading to a “Palace”? Up, follow tunnel to the assumed palace, finding disembodied hobgoblins. Mechanical crabs coming towards us. Continue through tunnell. Finding metal castle. Ninlar broke in. Giant badger talking to Cael. Zox lives here. He is big. Lots or hair and not hair. Big ears. Sticking out. Friends with metal ones, burny ones. Safe combination: Prairie dog, wombat, badger, armadillo, wombat. Gold and a book missing the cover. 2050 gp each. Cael played the D tone on his instrument and portal opens. Erik goes in. Symbol of Anarath.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Nolzur's Marvelous Pigments (VR) | Common | Dungeon of the Mad Mage floor 12-13 | true | ||
Nolzur's Marvelous Pigments Wondrous item, very rare Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons-that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. |