Difference between revisions of "World of Food and Wine"
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− | The entrance into this level of the dungeon is via a large pyramid chamber. See | + | The entrance into this level of the dungeon is via a large pyramid chamber. See below for details. The following canto will be found between Rooms 1 and 2 in this level. The previous party could not remove the stones of passage, so they left them behind and took the poem with them. They fell subject to the Begnt trap but managed to escape, only to be caught again here. The Begnt took their heads, but left the rest of the bodies here. |
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The correct answer is "LOLTH" formed by the third letter in each line. If incorrectly answered or broken open, the chest will fill the room with a poison gas at 12th level (if saved, the character is sick for 1d6 rounds - no spells, fight at -6/-6. if no save, sickness and die in 1d6 rounds). | The correct answer is "LOLTH" formed by the third letter in each line. If incorrectly answered or broken open, the chest will fill the room with a poison gas at 12th level (if saved, the character is sick for 1d6 rounds - no spells, fight at -6/-6. if no save, sickness and die in 1d6 rounds). | ||
− | The chest contains | + | The chest contains five identical stone blocks. Each of the blocks has the following numbers on them: "1", "3", "4", "5", "7", "8" |
'''Room 14: Master Distiller's Office''' | '''Room 14: Master Distiller's Office''' | ||
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The third large chest is actually a mimic. | The third large chest is actually a mimic. | ||
− | The treasure is: Chain Mail +2, Mace +4, Red Cloak (100 gp), Throne (5000 gp), Crystal Sphere (1000 gp), 60,000 silver pieces, 100,000 copper pieces. Large Chest: 600 gold pieces, 4 medium topaz gems, Scarab of Enraging, Jewel of Continual Light; Long Bow +4. Large Chest: 800 gold pieces, | + | The treasure is: Chain Mail +2, Mace +4, Red Cloak (100 gp), Throne (5000 gp), Crystal Sphere (1000 gp), 60,000 silver pieces, 100,000 copper pieces. Large Chest: 600 gold pieces, 4 medium topaz gems, Scarab of Enraging, Jewel of Continual Light; Long Bow +4. Large Chest: 800 gold pieces, 3 medium sapphire gems, Short Sword +1, Periapt of Wound Closure, Potion of Water Breathing, "I" Rune Stone. |
'''Room 41: The Second Portal''' | '''Room 41: The Second Portal''' | ||
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+ | |||
+ | == Entrance to the Shadowkeep == | ||
+ | |||
+ | The entrance to the Shadowkeep was through a strange underground street lined with curio, antique, and shops operating on the edge of society. An entrance in the Underearth Bazaar led down into the Sewers below the city - ending at the first level of the Shadowkeep - the World of Food and Wine. While only a single DM's map remains from this adventure, the party log of the Underearth Bazaar and Sewers is presented in its entirety. | ||
+ | |||
+ | === Adventures in the Underearth Bazaar === | ||
+ | |||
+ | [[File:underearth_01.jpg|center|600px]] | ||
+ | [[File:underearth_02.jpg|center|600px]] | ||
+ | |||
+ | === Adventures in the Sewers === | ||
+ | |||
+ | [[File:underearth_03.jpg|center|600px]] | ||
+ | [[File:underearth_04.jpg|center|600px]] | ||
+ | [[File:underearth_05.jpg|center|600px]] | ||
+ | [[File:underearth_06.jpg|center|600px]] | ||
+ | [[File:underearth_07.jpg|center|600px]] | ||
+ | [[File:underearth_08.jpg|center|600px]] | ||
+ | [[File:underearth_09.jpg|center|600px]] | ||
+ | [[File:underearth_10.jpg|center|600px]] |
Latest revision as of 08:07, 27 February 2017
Type | Dungeon |
---|---|
Status | Explored March 883 TA |
Location | Shadowkeep (now Dwarrowdelf) |
Hex | 2313 |
Campaign | Shadowkeep Campaign #1 |
Adventure # | 65 |
Introduction
Beyond the first portal, lies the first level of the Shadowkeep. This level is affectionately known as the World of Food and Wine. There are two distinct parts to this dungeon.
Tamara, once a prostitute in Paddington, found a magical flail while exploring these underground passages. The flail gave her control over humans and unnaturally long life, and she formed a cult and became a local city goddess of gluttony. Tamara built a temple in the lower reaches of the level with access from above via the stairways on Level 2, and walled off the more ancient temple where she had found her artifact. Tamara's temple was sealed off during a ceremony by a magical earthquake (brought down by a poorly summoned demon) which destroyed the stairs leading to the surface. Tamara has kept her followers alive in a suspended state, waiting for the seal to be broken.
The ancient temple on the top level was made in honor of Lolth by Syliss, Son of the Serpent, when he fled the Serpent's Den in Teufeldorf. Here they lived for a short while before moving on to parts unknown. They did stash their prized possession, a Paladin slaying longsword, here before they left. The temple was sealed until Syliss and his servants returned.
There are a number of interesting things here that the party must overcome. Most notably, the trap of the Begnt (an ancient race of mind flayers) will give the party a trip to Level 4, but the key to get past that portal still lies in Level 3. The temple of the naga should prove a challenge to get the crystal key. There are a number of traps that could prove fatal for our hearty adventurers.
The entrance into this level of the dungeon is via a large pyramid chamber. See below for details. The following canto will be found between Rooms 1 and 2 in this level. The previous party could not remove the stones of passage, so they left them behind and took the poem with them. They fell subject to the Begnt trap but managed to escape, only to be caught again here. The Begnt took their heads, but left the rest of the bodies here.
Canto One: Food and Wine
Beyond the barley golden brown,
The second portal can be found,
My eyes are milky cloudy white,
I know there's danger out of sight.
Three paths lead to the promised door,
Bound in iron, gold and more,
Within the snake of largest size,
The crystal key of passage lies.
Beyond the stills and pots and vats,
An ancient temple long has sat,
A naga guards it true and good,
Her tests have many souls withstood.
But wait, my blood now runs cold,
Something's wrong, my sight's not bold,
The trick beyond my vision failing,
The naga's gold is ever paling.
And now the second arch of stone,
The secret lies with the mayor's bones,
World of Food and Wine: Portal 1, Level 1
Room 1: Entrance Hall
Dispelling the magic (18th level) will cause the alarm on Level 4 to sound. The party will hear this as a low pitched bell coming from no direction in particular. The begnt will appear within 6 turns to see what happened. Depending on the scene, they may simply reset their trap.
The niches are filled with eight medusa who will animate as soon as a warm-blooded creature enters the room. The medusa will attack immediately, and relentlessly.
On the eastern wall is a strange hole about six inches deep, six inches high, and six inches wide. The party will not notice this unless specifically looking for it.
Room 2: The Great Hall and Shrine
They can tell the tale that their party journeyed into large temple from another sewer entrance, armed with the stones of passage and the second canto of the poem. They were caught in the sticky webs of a trap, broke free and ran from tentacled demons, and found a mirror of teleportation in a room with an altar of skulls. The mirror brought them to a room with a large vat. They escaped down a long hallway, only to be killed by their pursuers here.
On the northern wall is a strange hole about six inches deep, six inches high, and six inches wide. The party will not notice this unless specifically looking for it.
The secret compartment will only open if the proper five stone blocks are placed in their respective holes:
Room 1: "8" for the eight animated medusae
Room 2: "3" for the three medusae statues
Room 5: "5" for the five medusae in the mural
Room 7: "1" for the one medusae in the warning
Room 13: "4" for the four medusae on the bedposts
If that is done, a loud scraping sound will be heard and the following treasure will be found on the ledge in Room 2: Long Sword +5 of Paladin Slaying, 500 gold pieces, Scroll of One Spell -Return From Stone, Boots of Striding, Large Helmet +2, "V" Rune Stone
Room 3: Followers Room
There is nothing of interest here.
Room 4: Followers Room
There is nothing of interest here.
Room 5: Small Altar
Any character touching the green cushion will cause it to be transformed into a large poisonous snake (surprise +90%).
Room 6: Followers Room
Four large poisonous snakes live under the center bed here.
Room 7: Entrance to the Serpent's Lair
When the door is opened, a ghostly image of a medusa will appear in the southeast corner of this room. It will speak to the party in common with a warning and then disappear.
Beware ye defilers of Lolth's domain,
The serpent god is ever watching,
His wrath awaits those who step into the chambers beyond,
Prepare to meet thy doom.
On the eastern wall is a strange hole about six inches deep, six inches high, and six inches wide. The party will not notice this unless specifically looking for it.
Rooms 8-12: The Serpent's Maze
Each turn that a character remains in the maze, the higher the drawing power of the Serpent's Eye gem. Any character rolling a 12 on a 12-sided dice will be under the serpent's spell. Each of the small tunnels contains 8 large poisonous snakes which will come out only if provoked or summoned by the gem in Room 10.
If the gem is touched (remotely or not), all of the teeth will slam shut magically in less than a round. Any character at the mouth's entrance can choose to jump forward or backwards. A small gap is left that is less than one foot in diameter (too small for most characters to get through).
The snakes will come out of their holes to attack, being small enough to pass through the closed teeth. All the rooms will start to fill with a slow poison, and all non-magically protected characters will be dead in 1d6 turns. The teeth are stone (no bend) and can take 100 hit points.
Room 13: High Priest's Chambers
Syliss, Son of the Serpent, stayed here while trying to establish Lolth's temple in Paddington.
The chest is locked. A three-headed serpent design surrounds the following verse:
KILL ALL GOOD
THOUGH THEY
WILL STRUGGLE
WITH THREE
UNHOLY HEADS
The correct answer is "LOLTH" formed by the third letter in each line. If incorrectly answered or broken open, the chest will fill the room with a poison gas at 12th level (if saved, the character is sick for 1d6 rounds - no spells, fight at -6/-6. if no save, sickness and die in 1d6 rounds).
The chest contains five identical stone blocks. Each of the blocks has the following numbers on them: "1", "3", "4", "5", "7", "8"
Room 14: Master Distiller's Office
Room 15: Master Distiller's Bedroom
The chest is unlocked and contains: 100 gold pieces and a Potion of Sweet Water
Two large boring beetles will attack from the privy if the room is entered.
Room 16: Distillery
Room 17: Distillery Safe
The doors to this room can only be opened with master's key (from Room 15). This is where the premium casks are kept.
Room 18: Priest's Common Room
Room 19: Priest's Bedrooms
The figure is a priest who will follow the rules set forth in Room 27.
Each chest contains blankets, a black robe, and a small leather pouch with 40 gold pieces in it.
Room 20: Priest's Bedrooms
Each chest contains blankets, a black robe, and a small leather pouch with 40 gold pieces in it.
Room 21: Priest's Bedrooms
Each chest contains blankets, a black robe, and a small leather pouch with 40 gold pieces in it.
Room 22: Priest's Bedrooms
The figure is a priest who will follow the rules set forth in Room 27.
Each chest contains blankets, a black robe, and a small leather pouch with 40 gold pieces in it.
Room 23: Tool Room
Room 24: Barley Kiln
Eight boring beetles will attack if this room is entered. Their lair contains no treasure.
Room 25: Mashing Room
This where the barley wort is soak in a vat (mashing). It is also home of the barley mother, a giant octopus-like monster that fights like a giant octopus. Because it can sense the slightest vibrations on the walkway, the priests and other temple worshippers use the spiral staircase in Room 18.
Room 26: Barley Storeroom
This room contains nothing of interest.
World of Food and Wine: Portal 1, Level 2
Room 27: Outer Temple
The woman is the goddess Tamara. If she is not disturbed, then all 56 denizens of the temple will continue to sway throughout the adventure. The communications pebbles allow the denizens not directly in sight to be alive. If she is disturbed, they will attack on sight.
Tamara fights as an 18th level fighter/18th level cleric. Using the best values from both classes. In addition to her skills, she wears Bracers of Defense AC0 (plus dexterity gives her an AC of -3) and wields the Three Balled Flail of Submission which causes triple damage when it hits and causes the victim to save against: Charm Person, Fear, and Weakness. The device is intelligent and calls itself "Zarrana", each turn causing the wielder to save versus divine spell or be charmed into doing it bidding.
Tamara will pursue the party at all costs. She can also communicate with any bead holders telepathically.
Priests - treat as standard 12th level clerics. They are carrying robes, one dagger, spell components, and one small brown pebble each (pebble of communication).
Guards - treat as standard 12th level fighters. They are wearing chain mail, flail, and one small amber pebble each (pebble of communication).
Servants - treat as standard second level fighters. They are carrying robes, one dagger, and one small green pebble each (pebble of communication).
Worshipers - treat as standard second level fighters. They are carrying robes and a dagger.
Room 28: The Opium Dens
If the two men are ignored, the party can pick up 50 gold pieces from among the bones scattered on the floor. It will take one full turn to find all 50 gold pieces.
Room 29: Pool Room
The pool also connects via a small tube to Room 41. A water sprite will attempt to entice the party to take off their worldly possessions and "take a dip" in the cleansing waters of Tamara's pool. If they refuse, the sprite will attack as a water elemental trying to wash them into the pool. If they enter the pool, the sprite will attempt to drown them.
If not destroyed, the water sprite from there will try to entice the party members to "take a dip".
Room 30: Linen Closet
This room contains nothing of interest.
Room 31: Bedroom
Careful examination shows that the base of the door has been scratched heavily. A careful character will detect the faint odor of dung here. The chest contains a feather pillow and two wool blankets, both badly deteriorated. This room contains four large rats under the bed who will attack if the room is entered.
Room 32: Guard's Common Room
Room 33: Guard's Bedrooms
The chests contains blankets, a set of travelling clothes, and a small leather pouch with 25 gold pieces in it.
Room 34: Guard's Bedrooms
The chests contains blankets, a set of travelling clothes, and a small leather pouch with 25 gold pieces in it.
Room 35: Guard's Bedrooms
The chests contains blankets, a set of travelling clothes, and a small leather pouch with 25 gold pieces in it.
Room 36: Guard's Bedrooms
The chests contains blankets, a set of travelling clothes, and a small leather pouch with 25 gold pieces in it.
Room 37: Inner Temple
The priests will attack if disturbed, just like the other denizens of this level. If the gold is taken from the bowls, the priests (and other denizens) will spring to life.
Careful examination will show that there are 120 gold pieces spread out among the bodies, but it will take 3 full turns to gather it all up.
If any party member descends the steps, four wisps of multi-colored vapor will start to coalesce at the bottom of each stairwell. In 1d6 rounds, these vapors will form into beautiful creatures of the same race and opposite six of the nearest character. On their final round, a saving throw must be made at -6 against divine magic, or the character will be beguiled and stand swaying as their body slowly becomes mist (1d6 rounds). Partially vaporized characters brought back to reality will suffer damage at the rate: total hit points * (number of rounds elapsed / total number of rounds to mist). A four round transformation will be 25%, 50%, 75%, 100%. Once vaporized, the character will be pulled into the pillar and re-transformed into their original form. If the pillar is broken (or dispelled), the bodies will drop to the floor, dead.
The Mists of Gluttony fight as 18th level fighters, using a poison gas (full damage if save, death if no save) as their only means of attack. The creatures fight at the same level, with any available weapon. They will follow the characters to any location. They cannot be harmed by physical weapons in mist form, but spells effect them normally.
Room 38: Naga Temple
The snake is actually a live naga which will wake when the doors are opened, but will not reveal its nature unless approached.
Sitting along the front edge of the slab are three large crystal vials filled with red, yellow, and green liquids. The naga will speak the following riddle:
By the grace of Tamara, whose bounty gives us food and wine, the elixir of true sight I have guarded forever. Solve this simple riddle and drink from the vial, and the sight of the gods will give you wealth beyond measure. My statements are true only two out of three.
The red vial is filled with poison most deadly.
The red and yellow vials are the same.
One vial is poisoned, and two vials are not.
At this point, the naga will watch the party swaying back and forth. It will only attack if the party attempts to go behind the altar, summoning the snakes from Room 39. Of course, all three vials are poisoned. A saving throw at -6 must be made or death will occur in 1d6 rounds. If the saving throw is made, the character will be very sick - retching and vomiting. No spellcasting is possible, and all combat is done at -6/-6. The potion will make the drinker see the naga black scaled with crimson bands (a spirit naga) and the secret door on the eastern wall.
Room 39: Snake Room
The room is filled with giant poisonous snakes which will attack only if bothered or summoned by the naga in Room 38.
Room 40: Treasure Vault
The armored figure can be destroyed. However, if the crystal facet (symbol of the old mayor's of Paddington) is touched. The figure will animate and attack as a 12th level fighter.
This room is guarded by the water sprite in Room 41 and the naga in Room 38. It holds the treasure of the Temple of Food and Wine.
The third large chest is actually a mimic.
The treasure is: Chain Mail +2, Mace +4, Red Cloak (100 gp), Throne (5000 gp), Crystal Sphere (1000 gp), 60,000 silver pieces, 100,000 copper pieces. Large Chest: 600 gold pieces, 4 medium topaz gems, Scarab of Enraging, Jewel of Continual Light; Long Bow +4. Large Chest: 800 gold pieces, 3 medium sapphire gems, Short Sword +1, Periapt of Wound Closure, Potion of Water Breathing, "I" Rune Stone.
Room 41: The Second Portal
Closer examination reveals that the mirror has been cracked and a large shard of the mirror is missing.
The pool also connects via a small tube to Room 29. If not destroyed, the water sprite from there will try to entice the party members to "take a dip".
If the shard from Room 38 is placed in a mirror, the starting treasure room in Portal 2 - Level 1 is seen. (insert description).
Room 42: Food Pantry
Room 43: Servant Quarters
The chests contain blankets, several plain green shifts, and a small leather pouch with 5 gold pieces in it.
Room 44: Servant Quarters
The chests contain blankets, several plain green shifts, and a small leather pouch with 5 gold pieces in it.
Room 45: Servant Quarters
"This room holds two small beds pushed against the far wall, a small basin on a plain wooden table between the beds, and a chest pushed up against the foot of each bed. The walls are unadorned stone. "
The chests contain blankets, several plain green shifts, and a small leather pouch with 5 gold pieces in it.
Room 46: Servant Quarters
The chests contain blankets, several plain green shifts, and a small leather pouch with 5 gold pieces in it.
At the end of the hall is a small privy that has not seen use for many years. The smell of dung is very strong here.
Room 47: Wine Cellar
Rooms 48: Kitchen
The servants will act just like the other denizens of this dungeon.
Rooms 49: Bakery
The servants will act just like the other denizens of this dungeon.
Room 50: More Kitchen Stuff
The servants will act just like the other denizens of this dungeon.
Monsters
Medusa (8) |
Treasure
Golden Medusae Statues with Emerald Eyes (3) |
Entrance to the Shadowkeep
The entrance to the Shadowkeep was through a strange underground street lined with curio, antique, and shops operating on the edge of society. An entrance in the Underearth Bazaar led down into the Sewers below the city - ending at the first level of the Shadowkeep - the World of Food and Wine. While only a single DM's map remains from this adventure, the party log of the Underearth Bazaar and Sewers is presented in its entirety.