The Very Bottom of the Bottom: Behind the Screen

Well, I guess my players have the Demonomicon now. If anything bad happens, I have no one to blame but myself. For now, they’re already regretting taking it, and I’m going to enjoy that good feeling while it lasts. I don’t know what practical uses it’ll serve in the campaign. While Kiaransalee erased all knowledge of Orcus from the multiverse, an artefact of the Demonomicon's level should be able to retain the facts of what happened, and that’s why the Demon Prince wanted to keep it hidden. There are few other ways in-game to relay this adventure’s considerable backstory.

The illusion of the corridor/forcefield to the void bamboozled the players very well – perhaps too well, because even with two hints from Vlaakith they nearly missed it. I gave 12-Bar inspiration for guessing the “opposite of belief”, and if I hadn’t done that, the party would probably have given up. The slog was not exactly fun. I'd probably just go for a neverending corridor next time, rather than something obviously dangerous.

The Black Diamond: If a player handles this for 10 minutes or longer, there’s a 50% chance (I like coin tosses) Orcus looks through it and attempts to summon both diamond and character to his side. DC 10 DEX save to drop it in time and not get teleported to Orcus. Otherwise, Orcus just watches and bides his time.

Prison Battle

I used 4 Visages (3 from the Balor room) and a Bone Golem from the Creature Codex to challenge the players. Given that this was the last room and encounter in the dungeon for the players, and just finding it had been a source of mild frustration, this wasn’t the best choice. If your players are in the same boat, I'd recommend fewer visages and some more obvious “boss” creature, or something the players can fight with different tactics. After so long in the dungeon, the way visages slow down combat had become very frustrating. I’d cut it to 1-2 visages. Sample illusions:

  • A bone golem breaks through the door to battle the heroes while the visages hide
  • The visages enable gravity in the room – upwards (run like the spell reverse gravity)
  • Ghosts swarm in and attack
  • A wall breach floods the chamber with negative energy
  • The prison guard releases the drow and tells him to flee, which he does at great speed. The visage stays to fight – but his illusory form is not in the same position as the visage’s true location.

The last one bought the visage who used it another 24 seconds of life. Well, unlife.

 

Overall this was a good dungeon. One thing not immediately obvious from reading it is that it features a surprising number of tricks that tempt players, before then inflicting death or some other deeply undesirable affect. The clone machine, the phylactery tank, the big diamond. It's very AD&D in that way, where a player's curiosity is punished if it goes beyond a certain ineffable level. Don't trouble the water. If your players find them all, don't be surprised if they end up traumatised and even more risk averse.


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