Mad mage has some errors that need to be corrected still. Mostly Dynamic Lighting and/or mistakes with illusionary walls: Level 6 (Lost Level) is missing a LOT of light, in many rooms - It's actually kind of difficult to go over, since I manually added the light myself, but there needs to be another pass on the Dynamic Light here, specifically paying attention to the text about Quartz Pillars at the start of the floor: "Quartz pillars found throughout the Lost Level shed bright light in a 20-foot radius and dim light for an additional 20 feet. ". Meaning, whenever a Quartz pillar is described as present in the room, it needs lighting from that pillar. Level 8 (Slitherswamp) should have Area 19's exterior illuminated via multiple 'torch' sized lights: "Flickering torches on the sides of the temple illuminate the structure." The entirety of Area 2 should be dimly lit due to fireflies, currently it isn't. The creatures on 17b should be invisible until/unless somebody steps foot on the island in question, as the scene will not play out without characters doing so. Level 9 (Dweomercore) lacks a proper Illusionary Wall between 47a and 47b, allowing characters to see past it if one is not manually added by the DM. On both this level and level 7 (Maddgoth's Castle), all Living Unseen Servants should be invisible. I THINK area 42's secret wall isn't properly in place on the Dynamic Lighting layer, but it's actually been a while since I would have had to correct that. An archmage token is improperly present in area 1a instead of Manshoon's Limb.