| David Dodge |
I ran the mud sorceror's tomb and it was a near tpk as I remember it (a rarity with my group who was well experienced). The symbol of death near the final chamber took out the groups gnome illusionist/thief, who was the first to die. I think he rolled a 1 on his save. The final fight outside the prismatic sphere area took out the thief and cleric. The cleric and thief survived, but were both comatose and in very bad shape. After stabilizing the cleric and thief, the last conscious character, a well-played CN Fighter/Thief decided to leap through the prismatic sphere (we moved to another room to play this out). He had an item which negated one of the layers (the outermost I seem to remember). I apologize, but this was probably 10 years ago. He made 2 saving throws, survived but was unconcious for a time at exactly 0 hit points. He woke up, and having tired of the mage due to other ingame events disposed of the mages body (who had been getting on his nerves). He then cast a necromantic spell he had on a scroll to change the appearance of the mud sorceror to that of the parties mage. He then left the dungeon. Eventually the cleric woke up (who had been unconcious due to a spell effect. He restored the rest of the group, including the mud sorceror, who quickly figured out what was going on (IN 22). So In my game, the party defeated the dungeon, but the mud sorceror survived. Once the ruse was discovered, the party did not even pursue the mud sorceror mage, and she is alive in my version of the Realms to this day........
A fun module for me. Classic reminder that the most powerful opponent for the party can be one of their own.......
Dave in DC