Ice Caves
Type | Dungeon |
---|---|
Status | Explored March 883 TA |
Location | Shadowkeep (now Dwarrowdelf) |
Hex | 2313 |
Campaign | Shadowkeep Campaign #6 |
Adventure # | 70 |
Introduction
Beyond the sixth portal, lies the sixth level of the Shadowkeep. Legend holds that three sons and their mother live in Abernix's Ice Curse which some have come to call the Hall of Crystal. Between them, they hold a crystal ball, the ball divided into four parts by their father before his death. He felt that none of them were worthy to know its secrets. Only by cooperation would the secrets of the crystal ball be known. Of course, this hasn't happened and the party must gather the four parts of the puzzle together in order to solve the mystery.
The walls, floors, and ceiling are made of ice. This is very slippery, especially in the presence of warm-blooded adventurers. This will cause a chance of falling when running and in battle. The party must make their balance throw each round while in those pursuits.
The three brothers occupy the entire top floor of this level. Their mother lives in the large room on the lower level.
In the walls of this level can be seen the visages of frozen human warriors embedded in the wall. These are actually the bodies of servants interred there until needed. They are brought back to life by melting the walls of the passages and rooms. Once they feel warmth, they will attack at the command of whomever controls the largest ice wedge nearest them. Behind the human warriors, there are ice insects (ala ice devils). They are frozen behind the servants, and can be detected one the humans are released.
The first brother (strong) is a frost giant who lives in the main complex on the upper level. The second brother (smart) lives sealed in his apartments. The walls, being clear ice, are like windows looking into his rooms at the north end of the complex. The party can move around the rooms and try to solve the puzzle of this strange oddity without impunity. Only once the room is penetrated will the trap be sprung. The third brother is actually embodied by the frost flies attracted by the honey pots that are located around the dungeon. This brother's section of the orb can be created by freezing pure holy water - that can't be frozen - into the hollow of the case where the king stored the orb. The frost flies will come to the honey if poured around the orb with the appropriate pieces of the orb already in place. The mother is the darkness, living in the black ice of the lower level. Her throne room is half ice stalactites supported by pillars of ice. Her weakness is vanity, and she may be flattered into erring.
If the rod is put together correctly, it will serve two purposes. It will lead the party to the secret door in the chapel and open it. It will work as a Rod of Cancellation.
Abernix's Ice Curse
The good lord Abernix, we're told,
Was a knight of great renown,
His sword and wit and sight were keen,
His wisdom knew no bounds.
The treasures of this knight were vast,
Beyond the king and queen,
When from this world his life did pass,
Bad fortune on his heirs did beam.
His wife, the peacock Jessica,
Showed vanity from dawn to dusk,
Her wisdom lacked the years she bore,
Her wit was not enough.
The sons who mourned their father's death,
Were strong and smart and light,
Their pettiness drove their demise,
Their wisdom lacked the sight.
And so his Orb of Lordly Might,
Broke into fours that day,
When wisdom joins his rotten heirs,
His fortunes will be gained.
And so the key stays in his home,
His sons and wife do fight,
The answer lies in strong and smart,
In darkness and in light.
Ice Caves: Portal 6, Level 1
Room 1: Entrance Hallway and Cavern
Close inspection of the walls shows that eight humans have been frozen into the walls. They are standing upright and their eyes are open. They are dressed in leather armor, for the most part, with long swords. There are no signs of life.
If the party moves to the east of the first pillar, they will be attacked by polar bears coming out of Room 2. These bears have giant silver collars on and will attack relentlessly. They will also wake the son who has been transformed into a frost giant sleeping in Room 3.
Room 2: Polar Bear Den
Close inspection shows that a large number of bones are from large creatures such as cows and small dragons.
Room 3: Frost Giant's Lair
Close examination shows that the boulder in the southeast has been moved recently. Most of the giant's treasure is in a shallow pit underneath the skins.
Close examination shows that the pot is filled with a sticky sweet substance which is dark and does not glow. Flying around the pot are a number of small fire flies. These flies give off a pale blue light and if caught will cause icy stings - one hit point each. They will follow the honey pot." Treasure: 600 gold pieces, 3 silver bars, Potion of Persuasiveness, Horseshoes of Speed, Great Axe +4, Slice of Orb.
The chest contains 20 exploding ice spheres which can be rolled or hurled into melee. Upon impact, they send shards of ice in a 20 foot radius doing 10d6 points of damage (no saving throw). They do not affect the bears or wolves.
If killed, the frost giant will revert to the form of the first brother with dead white skin, yellow hair, and pale blue eyes.
Room 4: Winter Wolf Den
Close inspection shows that a large number of bones are from large creatures such as cows and small dragons.
Room 5: Rubble Room
There is nothing of interest here.
Rooms 6 and 7: The White Dragon Den
These dragons come here via the teleport spell that the female knows. They generally sleep, but will attack anyone coming from the north since the frost giant once slew their offspring. The female will sometimes be gone to hunt, but the male is always nearby. They will both teleport if in trouble. Only the female speaks.
Female - late adult: 3000 silver pieces, 100 gold pieces, Arrow +2 (8), Large Helmet +4.
Male - adult: 4000 silver pieces, 200 gold pieces, Quaal's Feather Token, Ring of Delusion.
Room 8: Foyer
There is nothing of interest here.
Room 9: Chapel of the Wailing Priest
If the party enters the room without using the font, a specter will appear above the altar and attack.
If the party enters the room and uses the font, the specter will appear and motion to the altar, miming that two candlesticks, a chalice, and a cross are missing. He will allow the party to remain only a short amount of time.
Replacing the missing items will cause the specter to disappear. Killing the specter is worth negative experience.
If the orb is touched to the altar, it will move aside, revealing the Seventh Portal.
Room 10: Frost Fly Room
The frost flies will follow any open container of honey from the room. If an attempt is made to cover the pool, they will attack for massive damage. They will not sting if you cover your hand with honey, merely follow.
These flies are actually the second brother - the light. The flies need to be lured to the mold in order to freeze the holy water to finish the sphere.
Room 11: Kelvin's Ice Pit
Careful examination will show that there are numbers carved in the floor. Five hallways converge at one point, and the party will have to choose one route through the numbers (unless they fly over). All will lead to a seemingly maze-like configuration of downward spiraling passages leading to the polar worm pit. If any of the wrong numbers are chosen, the party will fall into the pit. The correct number sequence is 4 (for) - 1 (won) - 2 (too) - 8 (ate).
The pit is sixty feet deep and has a polar worm at the bottom. There is no treasure in the pit.
Room 12: Kelvin's Library
A quick wit is all you need,
To solve this riddle with all speed.
Speak the word then break my door,
The captain's name and nothing more.
A mighty ship I now command,
With cargo rare from every land.
No goods have I to trade or sell;
Each wind will serve my turn as well;
To neither port nor harbor bound,
My greatest wish to run aground.
Once inside the second chamber the party will notice several things. A small glass bottle with a cork stopper in it rests against the southern wall. There is no longer an opening in the northern wall. Furry white snakes are pouring out of six holes in the east and west walls. The southern part of the room is now clear. A skeleton sits at a large desk along the southern wall. He is dressed in robes of blue. On either side of him are large bookcases. One is filled with food supplies, frozen but not eaten. The other contains two tomes and a small chest. In the far corners of the room are two stone basins filled with a dark sticky liquid and surrounded by more frost flies.
Sixty giant poisonous snakes will come out at the rate of six per round.
The books are mundane tomes. One is entitled "Minerals and Gems" and the other is entitled "Natural Poisons".
The small chest contains: 500 platinum pieces, Staff of Serpents, Ring of Warmth, Slice of Orb.
Ice Caves: Portal 6, Level 2
Room 13: Jessica's Throne Room
Close inspection will show Jessica combing her gray filthy hair with a beautiful golden comb as she watches herself in the mirror.
Jessica's Throne Room is filled with a number of traps. She is an 18th level magic user and a bit unstable. Her final resort is to earthquake or fireball the area bringing down the icicles and freeing her servants. A small chest under her throne contains: 300 platinum pieces, Potion of Levitation, a broken mirror, a golden stick (fits in box), a solid wooden box with a recess shaped like a scepter carved into it, Slice of Orb.
The pillars will attack if approached just like a roper. The mists each contain an air elemental.
Monsters
Polar Bears (12) |
Treasure
Silver Bear Collars (12) - 10 gold pieces each |