The Great Walls

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The Great Walls
Type Dungeon
Status Explored January 919 TA
Location Old Kingdom
Hex 2829
Campaign The Old Kingdom Campaign
Adventure # 158
Map-celestial.jpg

The Great Walls

The tapestry depicts the Great Walls, built in the early First Age to keep marauding elves from Elothian from raiding the countryside of the Kingdom. The Walls appear in many works of art, although no physical traces of them have been found. Some scholars believe them to be metaphorical.

NOTE: The tapestry is signed. The artist's initials, HiH, are drawn in the shape of a chess rook. Placing the black chess piece on the tapestry fires off the Great Walls dungeon.

The Great Walls - needlepoint tapestry on cloth, c. 5th century First Age

Encounter 1: The Black Rook

Once stolen (see the Masquerade), the party can use the black rook to move into the tapestry.

Depending on the activity of the Masquerade, there might be a physical guard here. In all cases, the Overlord watches access to the tapestry very carefully. So, any passage in will trigger a "welcoming" committee when the party leaves.

Encounter 2: The Village of Kinfold

The Village of Kinfold and the Tower

You appear in center of a small village, a ring of twenty or so low buildings - made of mud bricks but whitewashed to present a clean, inviting vista. At eastern end of town, stands an ancient chapel - also modest and made of the same whitewashed cob (mud brick). The streets are deserted.

To the north, towering peaks of a mountain range can be seen. The west is forested hills, and plains stretch off to the south and east. A road approaching from the east is the main thoroughfare. The road is dirt but appears to be in good repair, although it is also deserted.

The sky overhead is monotone - a grey blanket of featureless clouds. The air is neither warm, nor cold. No wind blows, and there is a feeling of colors being muted.

Upon examination, the homes here are empty and the furnishings antique - although sturdy and in good repair. Furniture and textiles are also of an ancient design, although they look as if they have been used recently.

In addition to the chapel, the town has basic buildings: a blacksmith, carpenter, leatherworker, baker, weaver, tinkerer, mercantile, and pub with an inn and stables. The only shop with a sign is the pub, "The Kinfold Inn".

NOTE: There are signs of movement of horses and soldiers recently heading northwest down a narrow path towards the forest.

The Dragon's Chapel

As you approach the chapel, you realize that it is not a simple whitewashed building, but it is silver in color - made of thousands of silver coins pressed into the mud brick. The chapel's exterior, from a distance looks to be silver, scale hide. As you approach, you notice that the bell tower has been stoned-in around the bell chamber. Additionally, the doors and windows have likewise been sealed. These have been done without the gilding of the silver coins.

The sides and back of the chapel are surrounded by a simple graveyard - with headstones made of the same mud-bricks. These are without adornment. Each marker has a single silver coin pressed into cob. There is a small cow pen just behind the chapel.

The path to the church is well-worn and in good repair.

The church can be entered by cutting out the mud-bricks from around a door or window.

The inside of the small chapel is a single room. The main nave consists of a couple dozen wooden benches. The eight stained glass windows are crude by modern standards. Each has a representation of a dragon: green, red, blue, and black on one side; silver, gold, bronze and brass on the other. The altar is a simple marble block uncarved with a rudimentary silver dragon painted on the front. In place of a cross, a simple silver rod sits on the altar. A man dressed in brown robes with a silver belt stands to the side of the altar.

In the pews, sit over a hundred human men, women, and children. They are dressed in work clothes - the blacksmith still wears his apron and several children are dressed for bed. There is a certain air of frenzy in the tableau. Against the back wall (near the front door) are piled belongings, food and odd items: a blacksmith hammer, a load of freshly-laundered clothes, and the like. The people sit facing forward, but there is fear in their eyes.

At the front of the chapel, the apse is filled with a large silver dragon - certainly not to scale, but intricately carved. He is curled against the wall rising his head almost to the ceiling.

The people are the villagers of Kinfold. The dragon is their protector, Arianwyn (welsh for silver-white). His wife is Hopea (latin for silver).

Solving the dragon's riddle will bring him back to life .

Great walls puzzle 1.jpg Great walls puzzle 1a.jpg

This puzzle is filled with rocks (fists), scissors (two fingers) and papers (palms). Start on a rock and visit each hex exactly once by jumping to a hex in the same row or sloping diagonal as the current hex. Each jump must follow the pattern rock → scissors → paper → rock, until you end on a rock. The jumps must never reverse direction, though you may jump over a hex multiple times.

The rod is a piece of the Staff of Io. Which can be unscrewed from the altar if the puzzle is solved.

The dragon behind the altar begins to move, stretch as if it has been dormant for a thousand years. Bone creak as the creature's chest begins to rise and fall. As the dragon opens its eyes, he morphs into a middle-aged man with silver hair and dull silver skin. He wears silver armor and has two glowing longswords.

The dragon will assume the party attacked his patrons.

Arianwyn will explain that he and his wife live in a small cabin nestled in the forest just west of town. When they settled here, they found the local people gentle and reverent of the two silver dragons. They built a small chapel with a cow pen out back in which they would put offerings. Being the frontier of the Kingdom, the dragons provided protection - mostly from bears and wild beasts - although an occasional elf raid would be thwarted. Overall, it was an idyllic life.

One day, Hopea did not come home from a patrol of the forest's edge. Searching, Arianwyn found her injured from crashing into a large invisible wall - shielded even from a dragon eyes. Following her lead, Arianwyn soon determined that a wall some 20 feet in height stretched along the forest's edge for many miles to the east.

Shortly thereafter, a company of heavily armed knights and a cadre of a half-dozen wizards appeared. Hopea was still at the cabin resting. Arianwyn was in town at the chapel when Father Whitefold came in shepherding the entire town. Arianwyn was just about to give orders to board up the chapel when everything went grey. Until today.

Arianwyn will show the party the invisible wall, but he will insist on finding Hopea.

Kayden Wallace - blacksmith

Encounter 3: The Dragon's Cabin

Heading north across the grassy fields leading up to the foothills of the mountains beyond, you come over a hill to find a gentle slope down to a small cabin neatly tucked into a small copse of willows. A creek runs behind the cabin.

In front of the cabin, there is the body of a large silver dragon. From a distance, it lies oddly in the grass.

As you move closer, the dragon appears to have been cut into slices about one foot in thickness. The slices are neatly stacked somewhat like a sliced turkey. This is Hopea. Her eye is magical - Hopea's Eye.

Suddenly, out of the ground comes a whirring arc of a steel-bladed hoop which rotates in less than the blink of an eye. It surrounds Arianwyn who momentarily looks confused. As the device picks up speed, it appears almost like a circular whisk being twirled - just a gray blur. Suddenly, it moves and Arianwyn slumps into a freshly sliced pile of meat, his body transforming to that of a silver dragon.

The Swords and Armor of Arianwyn may be ruined.

As quickly as it arrived, the blur of blades drops into the ground. With surprising speed, you see a mound of freshly-sodden earth begin moving towards you. These devices are known as Gnot Blades.

Encounter 4: Approaching the Tower

IMPORTANT: Only the bearer of the black castle can actually see the tower. Whenever the party approaches the tower and gets into the red zone of the map, they will be subject to explosives fired from the tower.

You hear a screaming like a whistling moon traveler coming towards you.

Suddenly there is a blast nearby in a sixty foot globe. (Falstaff - green; Fuzzwort - orange; Vince - deep red; Ernie - brown; Hylax - blue; U-Gene - gray). The sky erupts with (fire, ice, electricity, force, dispel magic, time stop, etc.) - saving throw to half. Will be aimed at one character - for whom the blasts are specially designed. Can be fired once each round.

Encounter 5: The Tower

A dirt path leads up the meadow to a high point nestled into the rugged hills, a starting point for the mountains beyond. At the top of the hill stands a short squat tower made of a dull red-brown brick. The tower appears to be four stories tall with a crenulated battlement on top. A single door off-set slightly to one side appears to be the only entrance into the building.

From the building, a wall snakes down the hill like the spines of some enormous eel - laid upon the land The wall runs along the edge of the forest for as far as the eye can see to the south..

Behind you, the road leads down into valley meadow - grasslands dotted with small, rustic farms and partially-settled wilderness. It is eerily quiet here - without the sounds of wildlife or wind.

From around the tower (or out of nowhere if the tower is invisible), come a phalanx of one hundred knights on horseback. Each is carrying a strangely tipped lance as they spread out in a single file in front of the tower. The tips glow and cycle through a series of colors (green, orange, red, brown, blue, gray).

Alternating groups of five charge - each group with a similarly colored tip. The other five have light sabers coming from their lances which they use to cut paths to the party.

NOTE: These men are from the Third Age. They know the party by name. They have recently traveled here on the Overlord's command to protect the tower from invasion. They are on the watch.

  • The leader of these knights is Hendale, Knight-Commander of the Knights of Whitecliff.
  • None of these guards (Norburn, Woolhurst, Ashcaster, etc.) have ever been in the tower - protection against Speak with Dead.

The door into the tower appears to be ancient. A picture of a black rook is painted on the outside of the door. There is no handle nor lock on the door.

Encounter 6: The Chess Room

The ceiling and all the walls (except that with the door) of this 20' x 20' room appear to be of a highly polished grey metal. There are no features to the room except the edges (where the floor meets the walls, where the ceiling meets the walls, and where the walls meet each other) are made of a brown stone flecked with bits of green, red and blue stone. The floor and back wall of this room are made of the brown stone. The back wall has the form of a chess rook carved into it.

A grey stone - about the size of a marble - hovers in the air.

NOTE: Taking the marble and throwing it against a grey surface will cause the surface to become transparent for a moment - showing the occupant of the room beyond. This will deactivate the stone and destroy it 1 out of 6 (then 2 out of 6, then 3 out of 6). Touching a wall will teleport the party into the room.

NOTE: The surviving marbles will reactivate after each turn.

GOAL: Looking for the surface with the other rook carved into it (ceiling, top level). This will allow the party to move to the Control Room.

Great wall puzzle 2.jpg

RULES

  1. Party enters a room with a monster - FIGHT!
    • The room will become 80' x 80' with a 60' ceiling - they will be on the corresponding square within the puzzle.
    • Some squares will be trapped with pits, filled with whirling blades. Monsters will avoid traps. Monsters include - Reflective Horror, Elemental Shambler (taste, sound, light, smell, and touch), and a Random Warder (acid, etc.). These are cumulative with a new monster appearing with all of the previous monsters.
    • Win - get a stone
  2. Party enters a room without a number or a monster - PUZZLE!
    • Puzzle rooms will be trapped - rising water, crushing walls, fire spigots - these will be timed.
  3. Party enters a room with a number - NOTHING!
    • Will just see a grey stone floating in the air.
    • Get a stone
  4. On "my turn" I can move a monster to any un-numbered square.

Puzzles

Place any 3 white chess pieces on each board so that each square is attacked a number of times equal to the number in that square.

Great walls puzzle 2.jpg Great walls puzzle 2a.jpg
Great walls puzzle 3.jpg Great walls puzzle 3a.jpg
Great walls puzzle 4.jpg Great walls puzzle 4a.jpg
Great walls puzzle 5.jpg Great walls puzzle 5a.jpg
Great walls puzzle 6.jpg Great walls puzzle 6a.jpg
Great walls puzzle 7.jpg Great walls puzzle 7a.jpg

Encounter 7: The Control Room

This 80'x80' room appears to take up the entirety of the top level of the tower. The floor beneath you has the symbol of the black rook on it. The floor is made of the same brown stone as the rest of the dungeon. All four walls and the ceiling, however, are made of glass - filling the room with daylight - muted in grey by the overcast skies.

In the center of the room is a large table containing a map of the Kingdom of Rembia with parts of the surrounding forests, mountains and seas included. The scale of the map stretches for hundreds of miles. There appear to be figures of some sort on the map.

There are four occupants of the room - one is clearly a military commander who is dressed in modern, Third Age garb. He holds a mirror in one his hand and a sword hilt in the other. The sword blade appears to be wisps of flame - (colored, see above). The three other figures are knights that appear to be animated suits of armor. Each holds a large, complex-looking crossbow. Each bolt has a large, bulbous head that glows in a particular color (see above).

General Foxwich has the same dilated eyes as his men (cannot be charmed). He has the black chess piece in his pocket. He will attempt to beguile one member while swinging at the other. The knights will fire explosive that ONLY harm their intended victim. The mirror is an Inversion Mirror.

NOTE: Falstaff has the Javelin of the Black Knight. Which will slay the Black Knight holder, Foxwich will teleport it to someone's pocket as his first action.

NOTE: At first, the glass seems ordinary allowing you to see the forest from one window, the valley from another window, and the snaking wall from the others. If you stare at something in the distance for a few minutes, it wills start to appear closer - zooming in, if you will. This brings in more details from further away, allowing even more remote viewing. Once your gaze shifts, the image returns to normal and the process needs to be started again.

The map appears to be painted on a glass-like surface. A large wooden pin in the map has a number wooden cubes trailing off from it. The pieces look ancient and well-worn, although a thin layer of dust shows that they haven’t moved in quite some time. Above the map, floating in the air, is a 10x10 grid of boxes.

Can’t touch the map unless the grid puzzle is solved.

Shade in some of the squares in each grid so that there are two shaded squares in every row and column, and shaded squares do not touch, even at corners. The numbers on the side of the grid indicate the number of white squares between the shaded squares in that row or column.

Great walls puzzle 8.jpg

NOTE: You are frozen in time. Cows don't move.

NOTE: You can see all the walls from here. The Tower is actually in the tapestry on the island of the Celestial City. So, the vantage point is from there.

NOTE: Searching the room, the party should be able to piece together what is happening. A small ledge with two small indentations are at one corner of the room.

Coins icon.jpgTapestry icon.jpg

Pushing will take them to the vault or back to the tapestry respectively.

NOTE: The Tapestry button looks well used. The Coins button is almost pristine.

Encounter 8: The Treasure Room

You appear in an 80'x80' square room with no windows and four squat pillars holding up a ceiling. The room gives you feeling of bearing immense weight and having impossibly thick walls. The room is filled with 20 large chests which are lined up neatly along the walls. The shelves above them are empty, however. There is obvious signs of recent use.

NOTE: The chests are empty. They have been pilfered for the war effort.

A large golem-like creature is here. He is made of brown stone as well. Most noticeably, he is wearing a copper band around his left arm. The band glows filling the room with an eerie reddish light. This is a Copper Rune Band.

This band allows the golem to use rune powers from other players. Cool. Otherwise, he is crushingly powerful.

IMPORTANT NOTE: He is guarding the exit spot which allows teleport back to the CASTLE.

Castle icon.jpgTapestry icon.jpg

The Old Kingdom Campaign (Finale)

Encounter 1: Exiting the Tapestry

As you exit the tapestry, you are engulfed in flames – the telltale hint of sulfur brings the familiar smell of dragon’s breath to your nostrils.

The massive Throne Room has been cleared of most of its furniture and finery. It is filled with a number of figures. Four red dragons sit in front of the tapestry creating gorges of fire pointed at The Great Walls tapestry. The fire is precisely aimed and oddly shaped, for no flames extend outside the edges of the tapestry. Five dark elf mages, dressed in white robes stand with staves pointing towards the tapestry murmuring quietly a spell of combined great power. Anton Graves stands behind the mages, directing the action.

A Chute of Force has been put up around the tapestry to keep the rest of the room from burning as the fire is being thrown at The Great Walls. These walls are being held by the four dark elf mages. A fifth dark elf mage, wearing a golden amulet, is silent with his eyes closed – he is creating a dimensional anchor in the room. Once they are finished, they will take payment in gems (diamonds) from Antone – taken from the crown jewels. The five will leave by drawing a figure on the ground in light and stepping into it. The mercenaries are called The Ascendancy. The Master Ascendant is Dringadir (“to beat” + “male”).

Four channels of fire come from the mouths of four red dragons, precisely aimed at the tapestry which appears to have taken no damage. Once they are done channeling, they will revert to small red-skinned kobalds (from Ssruthu). They will take payment in gems (rubies) from Antone and teleport away - also from the crown jewels. Rubywrath is the lead dragon. The group is on the run from the Forbidden Lands.

Antone Graves will determine whether the dragons and mages can take down the party. If not, he will call for an immediate halt – explaining that he did not mean to harm the party, he was simply trying to destroy the tapestry. He had a vision that a great evil would be coming from it and the staff had been unable to move the tapestry.

NOTE: It can be moved by anyone who holds both black rooks.

NOTE: The stained glass now shows little Theo playing as a knight. Malloc’s gloves will be apparent to those who look hard enough.

Encounter 2: The Final Negotiations

Antone will push for a peace treaty and the return of the party to the Reaches. He will reluctantly allow them to take the tapestry – in exchange for the items that he promised as rewards to overthrowing the Overlord.

  • Antone Graves still wants the Staff of Io.
  • Little Theo has Molloc's Gloves - which he wears when pretending to be a knight. This is a future link to the Grey Councilors.