Difference between revisions of "Hall of Relics"
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Beyond the second portal, lies the second level of the Shadowkeep. This small three tiered challenge is commonly known as the Hall of Relics. The hall lies directly below the castle, and used to be connected to the castle by the now collapsed spiral staircase in Room 4. In times of great need, the king and his advisors could flee down the staircase and into the safety of Rooms 10-15. The upper level was designed to hold the king's booty. As each king came into his own power, a new room was added onto the structure. Thus, Room 1 belonged to the newest king and Room 3 to his grandfather. These rooms are guarded by the strange tar creatures that were discovered during the hall's construction known as the Quat. A number of traps have been set here to guard against high level fighters and mages, since those were the only beings that could truely threaten the king. A small shrine in Room 10 will teleport the adventurer to the underground Temple of War, the king's diety. The earthquake that destroyed this connection to the lower levels also killed all above who might know of its existence. Or did it? | Beyond the second portal, lies the second level of the Shadowkeep. This small three tiered challenge is commonly known as the Hall of Relics. The hall lies directly below the castle, and used to be connected to the castle by the now collapsed spiral staircase in Room 4. In times of great need, the king and his advisors could flee down the staircase and into the safety of Rooms 10-15. The upper level was designed to hold the king's booty. As each king came into his own power, a new room was added onto the structure. Thus, Room 1 belonged to the newest king and Room 3 to his grandfather. These rooms are guarded by the strange tar creatures that were discovered during the hall's construction known as the Quat. A number of traps have been set here to guard against high level fighters and mages, since those were the only beings that could truely threaten the king. A small shrine in Room 10 will teleport the adventurer to the underground Temple of War, the king's diety. The earthquake that destroyed this connection to the lower levels also killed all above who might know of its existence. Or did it? | ||
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'''Canto Two: Relics'''<BR> | '''Canto Two: Relics'''<BR> | ||
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A simple prayer and nothing more,<BR> | A simple prayer and nothing more,<BR> | ||
To the third and the God of War.<BR> | To the third and the God of War.<BR> | ||
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== Hall of Relics: Portal 2, Level 1 == | == Hall of Relics: Portal 2, Level 1 == | ||
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NOTE: A successful solution means that the character come out with the appropriate key (no treasure) and experience. Failure means that the character comes out without the appropriate key, and he has taken a constitution death (not really dead). | NOTE: A successful solution means that the character come out with the appropriate key (no treasure) and experience. Failure means that the character comes out without the appropriate key, and he has taken a constitution death (not really dead). | ||
− | [[File:hallofrelics04.jpg]] | + | [[File:hallofrelics04.jpg|center|500px]] |
'''Room 5: Spiral Deathtrap (Brass)''' | '''Room 5: Spiral Deathtrap (Brass)''' |
Latest revision as of 16:56, 30 December 2015
Type | Dungeon |
---|---|
Status | Explored March 883 TA |
Location | Shadowkeep (now Dwarrowdelf) |
Hex | 2313 |
Campaign | Shadowkeep Campaign #2 |
Adventure # | 66 |
Introduction
Beyond the second portal, lies the second level of the Shadowkeep. This small three tiered challenge is commonly known as the Hall of Relics. The hall lies directly below the castle, and used to be connected to the castle by the now collapsed spiral staircase in Room 4. In times of great need, the king and his advisors could flee down the staircase and into the safety of Rooms 10-15. The upper level was designed to hold the king's booty. As each king came into his own power, a new room was added onto the structure. Thus, Room 1 belonged to the newest king and Room 3 to his grandfather. These rooms are guarded by the strange tar creatures that were discovered during the hall's construction known as the Quat. A number of traps have been set here to guard against high level fighters and mages, since those were the only beings that could truely threaten the king. A small shrine in Room 10 will teleport the adventurer to the underground Temple of War, the king's diety. The earthquake that destroyed this connection to the lower levels also killed all above who might know of its existence. Or did it?
Canto Two: Relics
Three kings lie here from ancient past,
These tests have held them long and fast.
The ancient hallway carved of stone,
Is empty yet is not alone,
Creatures black as hell's own pit,
From down below will loyally sit.
Defilers die, all others pass,
Into eight tests and down to mass,
A simple prayer and nothing more,
To the third and the God of War.
Hall of Relics: Portal 2, Level 1
Room 1: New Treasure Vault
This room has no monsters. However, any character attempting to leave the room will find themselves faced with the following creatures.
The monkey-like creatures are the Protectors or Quat (meaning short person). They were discovered when building the hall, and they are protectors of the king's treasure. If the party returns the booty, then they will allow unhindered passage.
The treasure is: Robe of Scintillating Colors, Mirror of Teleportation, Plate Mail +3 (dwarven), Large Chests (14): 14,000 copper pieces, Large Chests (8): 8,000 silver pieces, Small Chest: 500 gold pieces, very small topaz (8), Amulet of Masking, Wand of Magic Detection, Hand Hammer +1, Potion of Invulnerability
Room 2: Middle Treasure Vault
This room is guarded by three elementals who were set here to guard the second king's treasure. They will animate and attack if any of "their" objects are touched. They cannot leave the room, but there are always the Quat.
The treasure is: 12 golden animal statues (2500 gp each), 40 golden fish statues (500 gp each), 20 golden birds statues (1000 gp each).
Room 3: The Old Treasure Vault
There are no traps here, only the Quat. The treasure is: Golden Statue of the King, Tapestries (4), Golden Statue of the War God, Staff of Withering, Golden Crown, Ring of Conjuring, Hickory Cradle, Golden Candleabras (2).
Room 4: The Key Room
If any of the four active doors are touched, the first character doing so will be teleported out of the room and into a private adventure. Any other characters touching the door will have to kill the others to escape. When alone in the room, you appear as someone else. When together, you appear as yourself.
If the eight keys are inserted into their proper places, the door will open and the party will see:
NOTE: A successful solution means that the character come out with the appropriate key (no treasure) and experience. Failure means that the character comes out without the appropriate key, and he has taken a constitution death (not really dead).
Room 5: Spiral Deathtrap (Brass)
What do you do? Since you don't know where the exit is, you must be able to get to both locations. The obvious solution is to imbibe the Potion of Sinking, jump off the stairs, imbibe the Potion of Invisibility (so you aren't feathered), light the herbs on fire, float them upward, and let the smoke fill up the pit (killing everyone except for you).
Room 6: The Dead Mistress (Copper)
What do you do? Throw the scotch on the bed. Light it on fire. Open the window and throw the rope out. Come back and be beating on the flames with your shirt. When the king arrives, send the guard to get help with the fire, and offer to chase the culprit yourself.
Room 7: The Dragon's Cave
What do you do?
NORTH does not contain the TIN KEY since the TIN KEY has a true sign.
NORTH does not contain the dragon since the dragon sign is false.
Thus, NORTH is EMPTY.
Thus, EAST statement is true, so it contains the TIN KEY.
Thus, by elimination, WEST contains the dragon.
Room 8: Baldur's Trap (Bronze)
Welcome, my son. Listen to my puzzle and carve your answer into the table, do not speak it aloud, and the key shall be yours.
I have a large box, (chest)
with two lids, (eyelids)
many weathercocks, (veins)
two caps, and (knee caps)
twenty articles a carpenter can't do without. (nails)
Then I have always by me a couple of good fish, (soles)
and a number of rabbits, (hair)
two students, (pupils)
two lofty trees, and (palms)
fine flowers. (iris)
I boast also a handsome stag, (heart)
two places of worship, (temple)
weapons of warfare, (arms)
and the steps of the inn (insteps)
The man is actually Baldur, the thief partner from Room 4. He has been waiting here for someone to solve this puzzle. When they carve the answer into the table, he will attack. Baldur fights as an 18th level thief (and will try to backstab). In his pockets are the following additional items.
A note with the puzzle above PLUS the following lines.
All pronounce me a wonderful piece of Mechanism,
but few have numbered up the strange medley of things
which compose my whole. Speak my name and the
key to all life is yours.
Four keys: gold, silver, electrum, and bronze. The treasure is: 100 gold pieces, 3 small sapphire gems, Potion of Speed, "C" rune stone.
Hall of Relics: Portal 2, Level 2
Room 9: The Quat Caves
If approached in a friendly manner, the Quat will not be hostile. Normally, there are no Quat around, but the situation may dictate otherwise.
Hall of Relics: Portal 2, Level 3
Room 10: The King's Sanctuary
If the party approaches the altar without the crown from Room 3, the iron golems will animate and attack. The prayer from Room 20 is needed to get the teleport working here.
Take me to your temple strong, To test my will and right my wrongs.
Room 11: Storeroom
There is nothing else of interest here.
Room 12: Soldier's Bunkhouse
There is nothing else of interest here.
Room 13: Soldier's Bunkhouse
There is nothing else of interest here.
Room 14: Soldier's Bunkhouse
There is nothing else of interest here.
Room 15: Latrine
There is nothing else of interest here.
Rooms 16 - 19: High Council Chambers
There is nothing else of interest here.
Room 20: King's Chambers
The secret door in the southwest corner opens into a small room with a locked treasure chest. The chest glows with a magic aura, and has the following riddle upon it.
All men be it known,
I do declare my champion,
Doth protect me with,
Mighty sword that slays,
Everyone who my will defies
If the proper word is not spoken, a knight in glowing plate mail will appear to challenge the defiler. Afterwards, he will disappear. He has (80% absorption) from his magical armor. Otherwise, he fights as a 21st level fighter.
The treasure is in a small chest: 100 gold pieces, 2 small diamonds, "T" Rune Stone, The War God's Prayer - "Take me to your temple strong, To test my will and right my wrongs", The Poem about the War God's Temple.
Monsters
Water Elemental |
Treasure
Robe of Scintillating Colors |