The Crypt of Mind and Matter
Type | Dungeon |
---|---|
Status | Explored March 883 TA |
Location | Shadowkeep (now Dwarrowdelf) |
Hex | 2313 |
Campaign | Shadowkeep Campaign #10 |
Adventure # | 74 |
Introduction
Canto Ten: Mind and Matter
The next three portals are three keys,
Your fate is sealed, you cannot flee.
Within the bubble ancient most,
Float three tests that proudly boast,
No man nor beast nor god nor mortal,
Has passed by us and through the portal.
To where the sword is always kept,
And where the beast has always slept,
The door is closed, the keys are gone,
The way is barred, the path is long.
The swirling orb of red and white,
Boasts of magic and of might,
Defeat them both, survive the test,
Or slowly starve and then find death.
The Ancient Bubble: Entrance to Levels 10 - 12
As you approach the central orb, one of the circling orbs moves to intercept you.
Crypt of Mind and Matter: Portal 10, Level 1
Room 1: The Crypt
Careful inspection reveals that each of the coffin lids can be moved, revealing treasure underneath.
- Fighter's Crypt: Boots of Levitation, Ring of Warmth, Amulet of Projection (cursed) - looks like the Amulet of Masking, Helmet +1 (large), War Hammer +4, Potion of Deadly Healing.
- Mage's Crypt - Bracers of Defense AC 5, Robe of Blending, Bracers of Defenselessness (cursed) - looks like Bracers of Defense AC 0, Cloak of Displacement, Scroll of Six Spells: Charm Person, Cure Deadly Wounds, Sanctuary from Animals, Strengthen Steed, Winds of Morpheus, Seal of Wax, Scroll of Three Spells: Fire Storm, Gust of Wind, Plant Door.
Almost immediately, the party will be attacked by rats from above and spirits from below. These will always target the character with the most number of hit points and spell points respectively. They will attack creatures blocking their way to their primary target, if needed.
Very careful examination shows a secret door in the southeast corner of this room.
Room 2: The Crypts
In the niches are:
- Top 1 Crypt: skeletons; attacks come from below
- Upper 4 Crypts: zombies; attacks come from below
- Middle 1 Crypt: skeletons; secret door to library; attacks are rare and come from the walls
- Lower 4 Crypts: ghasts; attacks come from above
- Bottom 1: wraiths; attacks come from above
Room 3: The Library
If the door is approached, a magic mouth will appear and utter the following riddle:
Close to the words of life stay I,
But I wither, wane, and grow dry.
This is where the spellbooks and research of the twenty-five mages can be found. In addition, there is one holy book in the library. Inside is a pressed rose. The party must take the rose and put it against the door to unlock it. Otherwise, they find themselves back in Room 1. While they are searching, creatures will be coming through the door.
Crypt of Mind and Matter: Portal 10, Level 2
Room 4: The Council Chamber
Crypt of Mind and Matter: Portal 10, Level 3
Room 5: The Corridor of Rath
Soucg mind aeford sem eeaq ntherr.
Careful examination shows that each shield has a different number of lines in its design.
You must replace both the first and last letter in each word with the letter following it in the alphabet. The proverb is, Touch nine before ten fear others.. By the way, the party is getting attacked by rats throughout this process.
Room 6: The Training Rooms
These are the training rooms of the Fighters en-Kor. They will attack the party without fear. They have, through their years of training, the ability to re-direct damage inflicted on them to others of their order. All damage will be directed to one individual each round (or until he is dead). They fight as 18th level fighters.
Crypt of Mind and Matter: Portal 10, Level 4
Room 7: The Rat Maze
The Rat Maze is a jumble of small tubes and large burrows where the Rats of Rath live. They will shift extradimensionally as rats are killed and new ones conjured, so this will be a difficult maze to get through.
Room 8: The Training Chamber
The number of openings change as the number of rats increase or decrease.
Room 9: The Rat Chamber
These large chambers are connected by a large tunnel which extends to the east, ending in a tunnel that drops down into another chamber. The smell of guano is strong here, although there does not seem to be any signs of droppings. The ledges are filled with bats, with new ones appearing from down the tunnel when conjured.
Room 10: Rath's Lair
Rath. AC -4. Immune to mind attacks and the like. Two attacks. 16d8 per hit. Rath gains hit points as he fights and damages opponents. He can cast two spells: Summon Rats of Rath (3) and Summon Bats of Rath (3).
Spirits of the Night: These creatures appear as the translucent mages, their flowing robes covering bodies decayed mostly to the bone. They seek to touch their victim, their mouths always open as if wailing." AC -8. Cannot be hit by any corporeal weapons. Two attacks. They suck 2d8 spell points per hit. There are an endless supply of these, assuming that Volrath has enough spell points to cast them. Each costs three spell points to cast. Volrath starts with 72 spell points. Other than Spirits of the Night, he can cast spells only when the party is in his room.
Volrath: This creature appears as a translucent mage, identical to the one on the sarcophagus above. The wail of this creature is deafening to all that hear. It floats suspended in the center of a large room." AC -8. Cannot be hit by any corporeal weapons. Two attacks. They suck 16d8 spell points per hit. Volrath cannot be killed except by depleting his spell points to zero. He favors the following spells: Conjure Spirits of the Night (3), Acidball (4), Firestorm (7), and Ice Storm (7).
Rats of Rath: These are very large rats with very sharp teeth. AC 0. Can blink like blink dogs, appearing 20 feet from their current position, at will. Two attacks. They do 3d8 per hit. There are an endless supply of these, assuming that Rath has enough hit points to conjure them. Each costs three hit points to conjure. Rath starts with 144 hit points. Other than Rats of Rath, he can summon Bats of Rath.
Bats of Rath: These are very large bats with very sharp teeth. AC 0. Can emit a sonic blast which stuns their opponent for 1d4 rounds (save at 18th secular for no effect). Two attacks. They do 3d8 per hit. There are an endless supply of these, assuming that Rath has enough hit points to conjure them. Each costs three hit points to conjure. Rath starts with 144 hit points. Other than Bats of Rath, he can summon Rats of Rath.
Monsters
Spirits of the Night (24) |
Treasure
Boots of Levitation |