The Lost Key
|Status||Explored November 907 TA|
|Location||The Lost Key|
|Campaign||Voyage of the Wanton Wench|
DC 25: A small set of steps wind up the side of the cone from the northwest. The stairs look old. It looks like they might end at a stone landing near the peak of the volcano.
DC 28: A small natural path - more of a slashing scar - winds up the east side of the volcano entering into a natural crevice in the mount.
Lost Village of the Dragonrider
DC 25: Further examination uncovers some long-rotted food refuge and several empty bottles of gnomish wine dated 905 TA. It has been lying here undisturbed for months.
NOTE: This was the archeological camp of an unfortunate gnome from the Land of Bogs and the Little People. The archaeologist, Gradbell, is still in the mountain. Gradbell's wife, Gertie, is in the Land of Bogs trying to get an expedition to rescue her husband. The dragon swapped the wife for several tinkerers to put the wings on her son.
This is described in Henry Hyde's Log Book.
Secrets of the Lost Key Dungeon
There have been three civilizations on the Lost Key over the ages.
- First Age - a race of fire-based Dragonriders made this ancient temple; the western entrance is theirs; only the brass men remain
- 7th Century, Second Age - a race of goblins inhabited the area - digging out Rooms 1-7. This was their burial ground, as most lived in the village at the base of the volcano; the eastern entrance is theirs; Bledsow is their last priest
- 907 TA - a gnome archaeologist and his wife came here to dig; they were following in the footsteps of another adventurers (see Room 1). They picked a bad time since a brass dragon mother brought her son here (as his wings were malformed and his father would have killed him); when the Wanton Wench arrived flying - a plan was hatched; swap the wife for a couple of tinkerers and attach the dragon's wings!
The Lost Key Environs Map
The Lost Key Dungeon
Room 1: The Goblin Door
DC 25: The back of the empty eye socket is actually a hold bored through the statue. Scratches on the floor show that the statue can rotate.
DC 28: A small door in the back of the statue opens to a small fire place. Ashes are at the bottom. Several small holes are in the top of the fire place.
When the light of fire comes from the master's eyes, then path to salvation will be revealed.
DC 20: The fire remains are years old. A small, partially charred gnomish pipe can be found in the ashes. Also a small red ruby (eye) can be found here.
Starting the fire will cause the statue to rotate. Placing the rubies into the eye sockets will cause the light to fall on the ornate door - lighting two rubies to open the door which slides into the ceiling with a slow, grinding sound. This will alert the guards in Room 9 who will come and "reset" the door and look for intruders.
The door will stay up until the fire is extinguished, at which point it rotates back into place and the door shuts.
Room 2: Tomb of the Three Priests
Behind the door is a burial crypt with three stone sarcophagi. These are made of black basalt, fitted with silver hinges and handles. Again, the quality is fair to good. They appear to be undisturbed for hundreds of years. The figures appear to be of different goblins, although their raiments are identical.
Room 3: Chamber of Animation
Two stone coffins flank a central basalt table. On the table are a silver dagger. A book bound in silver has disintegrated into a pile of paper shreds. A silver chalice is crusted with what looks like dried blood.
There is a musty smell of death lingering here.
Room 4: Bledsow's Tomb
If Bledsow detects approaching humans, he will cast silence.
If a living creature approaches, a small wizened creature approaches - a goblin of sorts. He is dressed in robes with a pointed hat and staff.
Bledsow will use his Staff of Invisibility to disappear and follow the group. If they have descrated the tombs - especially if they have stolen something, then he will attempt to get it back.
Room 5: Bat Lair
This door to this room is sealed and must be broken down.
If done with noise, it will alert the fire bats - who will make bat noises as they leave the room through the passage to the crater. Most of this room has fallen off and forms a rough room. The smell of dung and sulfur are overpowering here. From the ceiling hang hundreds of bats. The bats live off food given to them by the guards. On occasion, they will fly around the dragon to provide it with a cloak of protection of sorts. The bats may come out to protect the dragon, if needed.
Bat Swarms - Hundreds of high-pitched squeaks fill the air as a mass of small, carnivorous bats surges forth, all of them hungry for blood.
Fire Bat - A fire bat looks like a flesh-and-blood bat, two feet long with a wingspan of over four feet, totally engulfed in flames. Indeed it appears to be made entirely of living fire until killed, when its flames extinguish and its charcoal-like true body is revealed. Unlike true bats, fire bats do not usually flap their wings; they are propelled by jets of heated gasses expelled from tiny tubes along its wingtips.
Room 6: Goblin Temple
DC 25: Show that there is ancient goblin script west wall of this room. It is a story telling of a temple to a "fire beast" of terrible power who demanded sacrifices from the goblins of the forests to the west (Dreadwood, Goblins of the Bloody Claw).
Room 7: Lava Weird's Lair
DC 20: A path of fresh footprints lead between the hallway (G) across Room 7 and into Room 8. (Presumably to gather water).
If the party lingers here at all, the lava weird from Area C will attack. It snakes through the room like a rope of lava. It will not approach anyone soaked in water. But it is hungry for those that venture off the path.
The lava weird will retreat to its pool if outmatched (and to regenerate).
Room 8: Well Room
Room 9: Gnome Sleeping Quarters
The door at the end of Area G into Room 9 is locked with a well oiled lock. The lock is of an unusually clever design. DC 23 to unlock. Made by gnomes, you know.
The picture is that of Gertie, wife of Gradbell the Archaeologist. Hidden in a clever slot in the side of the picture is a small black metal key. It opens all the doors in the Dragonrider area of the dungeon.
- Gradbell Gwilliam - archaeologist
- Glynis Tew - tinkerer
- Glendower Banes - tinkerer
Room 10: Gnomish Workshop
There is a locked door in the east and two passageways (north and west) that lead from this room. From the northern hallway, a hot air blows and the sounds of large bubbling can be heard.
Room 11: Jadeling's Lair
Both chests are locked. One is a mimic, left here to guard the other chest. It will sound the alarm if anything is touched.
The other chest contains: 2000 gold pieces, a Grounding Rod, and a Piece of Boundary Chalk.
Jadeling can be found sleeping here, watching the gnomes, or ordering the brass men to work. As long as a man’s leg, lithe and scaly, the emerald lizard fans its wings, slender tail flicking. Its clawed forefeet resemble hands, one of which is wearing an intricate bracelet made of brass and steel.
Room 12: Lava Pit
Characters in this room when the lava bursts will take 2d8 points of damage.
The edges of the room are super hot and hard to traverse.
Area S: the party can jump over the lava stream to move from Area K to Area N. It takes a DC 10 Jump skill.
Room 13: West Entrance
Sweeping a bit of rubble off, the stairs appear to be ancient and in almost perfect condition. The craftsmanship is outstanding.
The entrance room is an odd mix of cut stone - this room was once a round room with a domed ceiling of perfectly spaced ribs. Now, the western edge of the room has collapsed into rubble.
Two natural passageways lead to the north and south. A carved hallway is in the northwest corner of this room leading out, although a gap of about 8-10 feet has opened up. It is possible to climb down the rubble to get to the other exits to this room.
A brass man will be located here if the party has made their presence known.
Room 14: Teleport Room
A central exit in the east of the room requires passage through the carved image of a great dragon - his gaping maw providing the passage into a hallway beyond. An orange glow and waves of heat come from the dragon's mouth.
Hallways in the northwest and southwest pass are made of carved stone.
The northwest, a large black stone door - of the same polished material as the rest of this room is sealed. It does not appear to have been opened for years. A trace of runes shows this door to be magically sealed.
NOTE: This room was the central teleport for the Dragonriders of the First Age. Dignitaries would have entered the mountain here before being escorted west to the Lava Throne. The magic no longer works.
The brass men come back here when not in use elsewhere. They are numbered 2,4,7, and 9. Orders must start with a number (i.e., 9 come and protect me).
Room 15: The Dragonrider's Throne
A riddle is required to pass into the room beyond.
This is the Dragonrider's Crop.
A secret compartment below the throne looks as if it would hold a book. The compartment is empty.
The hallway beyond the throne is filled with rubble.
Room 16: Entrance to the Control Room
The desk is solid (no drawers), and it does not appear to be magical now - although it might have been in the past. The disks can be spun. Spinning one causes the other to spin.
NOTE: The magic is gone here.
A black stone door in the north is marked with glowing runes:
Room 17: Control Room
DC 25 Mechanical (or with the help of the gnomes): There are nine levers here - all in the up position. They are numbered 1 through 9.
These control the brass men. Pull them down, and the brass men are deactivated. Nothing else on the control panel seems to work.
Room 18: Viewing Room
Room 19: Galbraith's Lair
This is Galbraith. His mother, Grixana, is out hunting for food. She will return with another cow for Galbraith. The wings don't work yet, so the dragon cannot fly. It needs its mom to help.
He will cast invisibility, alarm, and magic missile if cornered. He knows that he will be killed - rolled into the lava - if the wings don't work. So, he will not give them up for any reason. He will try to stall the party until mom gets back, however.
The gold is actually several hundred thousand brass coins - which are pretty valueless but might be a bargaining chip. He knows of this place as an outpost of the Dragonriders of the First Age, although he doesn't really know anything about them.
Galbraith is clever, but weak physically. His father Gillead has abandoned him, although Galbraith will try and trick the party into fearing his wrath.
Finale: The Storm
Ideally, the storm will appear at the Lost Key when the Wanton Wench gets there.
NOTE: Careful inspection will show weapons, armor, staves, etc. floating about inside the head.
These are the “flesh of death” - the Shantaks. These are alien creatures that devour the abilities of devoured victims. Each victim adds a new tentacle with their knowledge and power. When there are enough tentacles, the beast splits into several – which can also happen if they are done enough fire, electrical, etc. damage. Each tentacle can cast a spell or attempt to grab a victim. They cause both mental and physical paralysis before thrusting the victim into the head of the jellyfish.
They will sense new life within the storm and move quickly to absorb it. They can teleport if outflown – usually to point in front of their victim.
The Eye of the Storm
These are acid lamprey. The spew acid from glands near their hind quarters - causing the acid rain. They will continue to make a more and more toxic environment until the party is killed.
When summoned by the Shantaks, the acid lampreys will come to their aid.
Breaking Whitlock's Storm staff will destroy the stone archway.