The Obelisks of Taggoth
|Status||Explored March 883 TA|
|Location||Shadowkeep (now Dwarrowdelf)|
|Campaign||Shadowkeep Campaign #11|
All rooms in this campaign are pitch black. All light sources will dim with time. Fireballs will become less firebally, etc. The light is absorbed by the obelisks (in all their forms) and channeled to Taggoth in the main temple. All light will make him tougher and tougher.
The party has encountered the obelisks before. They were in an upper level of the dungeon being controlled by the priests of Hastur. Those obelisks were stolen from this realm and taken to the sewers to become slaves. This is where the obelisks live, in worship to Taggoth, a great octopus-like creature of alien nature. They channel their energy, drawn from light, into Taggoth. The obelisks are immune to most magical weapon attacks. The black-bladed implements found scattered through the upper levels, however, are very effective, doing quadruple damage.
This dungeon is basically divided into three parts. They begin by being trapped in a corner tower of the obelisk city of Garone-Ugh. After escaping from there, they must make their way through the streets of the city to the Temple of Taggoth. There, they must defeat Taggoth to finish this level.
Obelisks of Taggoth: Portal 11, Level 1
Room 1: The Upper Chamber
The panthers will attack when the party creates any sort of light. They are actually beasts made out of the same stone as the walls making their armor class lower than their furry counterparts (AC -6). They cannot be charmed, since they are mindless creations.
Room 2: Room of Unknown Origin
This room is meant to "introduce" the party to the obelisks and their powers. The obelisks fight as 30th level spellcasters, although they are fairly low on beans (unless light is introduced). They have the standard AC -6 for creatures in this part of the dungeon.
Room 3: Empty Room
Room 3a: The Obsidian Golem
A closer examination shows that there is a shimmering wall just inside the last row of teeth. When the party approaches, a sense of fear suddenly overcomes them.
Save at 30th level secular magic or flee.
When a character gets within a few feet of the opening, the following poem starts running through their head:
By whispering the words, I am a leg, the party can pass through the teeth. Otherwise, they will be hit with snapping jaws for 100d4 of damage, save to half.
Inside the room is a black stone golem standing in front of a small chest.
Room 3b: Karelia's Chamber
Around the dias five magical levers have the following words carved into them.
By pulling the lever labeled FURLONG, the door opens up. The first letter of the first word is A, the second letter of the second word is B, and so on. The only word whose seventh letter is G is "furlong". Otherwise, the floor opens up to reveal a pit and a block of the ceiling falls down to crush the adventurer in the pit.
The Ring of Karelia.
Room 4: Empty Room
This room is empty.
Room 5: The Heart of the Tower
Obelisks of Taggoth: Portal 11, Level 2
Room 6: The Entrance Hall
Speaking the words will open up the door to the outside. Otherwise, cutting the wall will cause it both to heal and summon more obelisks to the room.
Room 7: The Roots
Careful examination shows that the skeletons are those of dwarves, their armor and axes long rusted from disuse. One of the skeletons has a small leather pouch with the following message written in dwarvish.
An extra-dimensional gate should bring us to a place of darkness. My research shows that the quest lies with a temple of some sort....
My research shows that this second verse is tied to finding the temple. I have long sought the golden chalise of sunshine, and I hope that this will be the key.
Obelisks of Taggoth: Portal 11, Level 3
The City of Garone-Ugh
Closer examination show that these "lights" are actually phosphorescent rock outcroppings. Close to each outcropping is a black obelisk, roughly four feet in height.
The streets are constantly patrolled by a number of the black stone panthers.
Several dark dragons may be encountered in the air. Their breath weapons are an inky black cloud which makes it impossible to see (and do any ranged attacks).
The Temple of the Sun
Speaking the magical word "riddle" will open the doors and let sunshine flood the area. This will be bad, of course, since it will let in the light that will allow the obelisks to become powerful. It was actually covered up to hide it from the obelisks in the first place.
Obelisks of Taggoth: Portal 11, Level 4
The Obelisk Magnificent
- A = Treasure Room (air)
- E = The Rift Room (earth)
- F = Balin's Prison (fire)
- W = Taggoth's Chamber (water)
Room 8: Treasure Room (A)
This mist is actually an acidic rain that melts any flesh that it comes in contact with (over time). It will do 2d8 points of damage per round + 1d8 residual acid damage cumulative.
The treasure includes: Potion of Water Breathing, Potion of Treasure Finding, Ioun Stone (clear), Wand of Paralyzation, Ring of Protection from Lightning, Potion of Deadly Healing, Heavy Bolts +3 (6), Wand of Illusion, Girdle of Stone Giant Strength, Broad Sword +3, 3000 gold pieces, 500 platinum pieces.
Obelisks of Taggoth: Portal 11, Level 5
Room 9: The Rift Room (E)
Careful search of the room reveals a book written in an alien tongue.
The book speaks of the creatures from the Void. Undoubtedly, it will get zapped back to Sarth for future adventures.
This room is the center of this dungeon. In the long distant past, a rift was opened up between the world of Taggoth and that of the Realm in this room. In order to seal the rift, this area was put into the bubble the Elder Gods. Once the bubble is destroyed, this rift will cease to exist.
Obelisks of Taggoth: Portal 11, Level 6
Room 10: Balin's Prison (F)
Balin, Master Armorer to the Dwarven King, will tell that how in the days of old the dwarven king had many smiths, each a master. Balin served in the role of an armorer, making the finest sets of dwarven plate for the king and his retainers. One day while searching for a vein of mithril deep in the caves below the Shadowyarn Mountains, he came across a strange black obelisk standing on the far side of a small underground stream. Thinking that it might be some sort of new crystal or mineral, Balin lit a torch and crossed the river to examine the obelisk. He remembers feeling a sense of peace and serenity come over him, and then remembers watching his body from above as it returned to his workshop in the castle; packed up his magical furnace, anvil, and hammer; and then returned to the obelisk. There his memory stops. The next thing that he remembers is burning his hand and waking up in this strange room. It was obvious that he had been standing at the furnace a very long time feeling compelled to keep the furnace glowing. He tried to escape by jumping on the "W" on the teleport pad, but he appeared in water (describe room). So, he jumped on the "F" and came back here where he was charmed again. About three years ago, he burned himself again and has "played charmed" since then waiting for rescue.
The obelisks will attack if any move to help Balin are made.
Balin fights like a 30th level fighter
Room 11: Taggoth's Chamber (W)
This is the chamber of Taggoth which resides in the middle section of the great obelisk. Here, the real intelligence behind the obelisks floats, feeding on light and waiting for its chance to break free.
Taggoth: AC -6, Taggoth has the same powers as the rest of the obelisks plus he can conjure water elementals, do mass charms, etc. Lamprey Fish: AC 0, These fish can give off an electric shock (which makes them stop glowing) and does 8d8 to all inhabitants in the water.
Potion of Water Breathing