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DotMM Companion 6: The Lost LevelClick to magnify
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DotMM Companion 6: The Lost Level

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"I always felt this level lacked… Pizazz. But after a few brief experiments in conjuration, I'm confident that this arc of the season will impress," – the Mad Mage on the Lost Level

The Dungeon of the Mad Mage Companion returns to flesh out the disappointment that is the Lost Level. With 48 rooms and a third of them empty, we invoke the themes of terror to trap the adventurers into a desperate search for the lost tomb of King Melair before unseen entities cut them down.

  • DM Notes. Quick notes for the DM so as to not flip through the chapter.
  • Halaster's Game. Par the course, the Mad Mage has been written as a deranged gameshow host whose program is—apparently—broadcasted across the multiverse. On this level, he has sealed off all exits and trapped the mortals (both players and duergar) in his game. As invisible stalkers murder targets one by one and sew terror in their wake, the remaining dwarves and adventurers must find the tomb of King Melair to open the Heart of the Mountain.
  • Areas of Note. Notes, scenes, and scripts for various areas of the dungeon.
  • Additional Loot. One magical item has been added to the tomb of King Melair: a belt of dwarvenkind cursed by Dumathoin, dwarvish god of secrets.
  • Magic Item Descriptions. Save yourself the time of digging through the Dungeon Master's Guide to determine how the few magic items on this floor work. The appendix also lists the area the item is found.
  • Monster Stats. Statblocks have been prepared for all the unique NPCs used in on this level.

    The Companion

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    Curse of Strahd

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    February 8th, 2019
    Some interesting mechanical ideas to bring this layer to life, it might have benefitted from a bit more detail on how to make it work. Then again, I am a resolutely lazy DM - this is still a lot of bang for your less-than-two-bucks! [...]
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