Difference between revisions of "Monster Maker"
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Latest revision as of 01:08, 27 October 2021
Type | Dungeon |
---|---|
Status | Explored January 918 TA |
Location | Old Kingdom |
Hex | 2829 |
Campaign | The Old Kingdom Campaign |
Adventure # | 150 |
Alfric's Amulet, Part 3: Monster Maker
From Ginger Beddington's Research: It is rumored that one of the stones was stolen by a courtesan of the Overlord - who mistook the piece as a valuable gemstone. My research shows that a woman matching the courtesan's description was processed in the Palace Prison. Being it was never recovered and is an indestructible artifact, the stone should be in the prison somewhere.
Encounter 1: The Prison Entrance
Guards here. Nothing in Oblivion.
The two side hallways lead to the "public" viewing areas of the prison.
The metal-bound door behind the desk is highly warded - something like a vault.
Encounter 2: Flickerwasp's Room
Beyond the large-metal bound door is Flickerwasp's Room.
The door to the east leads to the workshop. The guards there will respond to any cries for help in this room.
The door to the west leads to a long hallway that runs directly below the cells above. The floors of the cells have been ensorcelled with glassee - allowing the jailers to watch what the prisoners are doing.
The ettin's wristbands will allow them to reach up through the glassee to either place new prisoners or remove old ones.
Encounter 3: The Real Cells
More four-headed ettin guards are here with glowing leather wristbands.
Periodically, a prisoner will be pulled from a cell and pushed towards another set of downward spiral stairs.
Encounter 4: The Machine
A portcullis (with no apparent way to raise the bars) halts the way further down the stairs.
Opening the door, you see what appears to be a drop of about 20 feet into a chute of metal. The chute winds out of sight. Blood is smeared on the sides of the chute, and the roar of mechanical gears is deafening.
NOTE: The portcullis requires at least one set of gloves to pass through unnoticed.
A descent of another 60' puts you at the bottom of the stairs, the room beyond is very odd. You are at the bottom of a tall shaft-like room.
Ettins with pitchforks are moving the bodies to the circle in the corner of the room.
The golems move exceedingly quickly in reaction to character movement. They tilt their pointed heads and spew out blue liquid - just a few drops, and the pile of bodies animate - shambling to stop the intruders.
The eye will summon more bottle gnomes and guards from the teleport. The party will need to solve a puzzle in order to gain control of the machine.
After some investigation, the party will come across a small access panel in the machine - basically a place where items that were not destroyed by the Machine are left. This is cleaned out periodically, and all treasure is moved on to the Monster Maker building.
Encounter 5: The Monster Makers
As you watch, a quick moving bottle gnome moves to a completed monster - lowers its head and squirts a tiny bit of blue liquid on it. The monster raises up, sitting for just a moment before lumbering towards the far end of the building to be outfitted with weapons and more armor.
This operation is clearly creating a monster army. Aside from the workers, bottle gnomes and flesh golems, there appear to be a number of human guards stationed in small groups about the perimeter of the building. In addition, the floating eyes seem to be running the operation - moving quickly as needed. If attacked, one will attempt to flee for help.
Fuzzwort will notice that the building is just outside of White Cliff.
NOTE: The floating eyes live in a "nest" at the top of the building. One will flee here to get their treasure - including the shard. These are in a medium-sized silver and gold chest bound in steel. This is locked by a puzzle:
The chest contains: Alfric's Amulet Shard #3, Arrow Magnet, Judge's Coin