Tuesday, 25 November 2025

Logos Location #15: The Reliquary of Shimmering Steel

Cartography by Dyson Logos, source

 

Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara.

This is a B/X D&D adventure for characters of levels 3-5, nominally set in Rockhome but it could be placed elsewhere at the DM’s discretion. 

This reliquary and shrine was created by an ancient clan of dwarves now lost to time. The clan had access to a Forge of Power (perhaps the one described earlier in the blog) and could craft many magical weapons, particularly axes, that they could either use themselves or else trade to other clans for gold or bartering. Recently an expedition of dwarves has attempted to reclaim it, but unfortunately the reliquary was overrun by a band of gnolls. 

The PCs are asked by a dwarf chief to investigate what has happened to the dwarven expedition and to rescue any surviving members. The PCs may keep whatever treasure is found in the reliquary. 
 

Key to Map

1) Entrance Hall. Empty but signs of a battle, and 6 dwarf and 7 gnoll corpses litter the length of the hall. 

2) 1 giant gecko lizard lurks here. The two pillars were part of a now-broken arch that used to be a magical portal to somewhere else. 
Giant Gecko: AC 5, HD 3+1, hp 20, Move 120ft/120ft climb, THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align N, XP 50 

3) The Armoury. This has 12 weapon racks but none of the weapons are usable thanks to a hungry rust monster here. It can smell the sword in room 3a separated from room 3 by a rotating door that is activated by pushing a button on the wall. 
Rust Monster: AC 2, HD 5, hp 14 Move 120ft, THAC0 15, Att 1 feeler for special (destroys metal items), Save as F3, Ml 7, Align N, XP 175 

3a) This small room opens out onto the open air with a ledge and a 20ft drop down to the ground outside. Against the east wall is a weapon rack holding a Sword +1. It is made of a bronze-like metal called Orichalcum and as such is immune to rusting and rust monster attacks. 

4) Pillared Hall. Here are 6 gnolls (see common monster stats below), camped around a makeshift fire. They will attack any dwarf and will probably attack any non-gnoll. 

5) Secret room. Here is a half-starved dwarf cleric, surrounded by foes and expecting to die. His name is Grangi Bronzebolt.  
Dwarf Cleric: AC 3, HD DwC3, hp 7 (down from 11 due to hunger), Mv 60ft, THAC0 18, Att 1 mace for 1d6, Save Dw3, Ml 8, Align N, XP 35
Spells: Cure Light Wounds, Detect Magic
Equipment: Banded Armour, Shield, Mace, Holy Symbol, 12gp + 10sp

6) 4 gnolls + 1 gnoll leader are camped here, supposedly keeping an eye on the entrance hallway to intercept dwarven reinforcements. 4 weapon racks against the north wall with 5 nonmagical battleaxes and 3 maces. There is a small tunnel linking this to 6a the corridor to the south. 
Gnoll Leader: AC 3, HD 4, hp 19, THAC0 16, Att 1 sword for 1d8, Save F4, Ml 10, Align C, XP 75
Equipment: Chain mail, Shield +1, Sword, 30gp + 1 moss agate gem worth 60gp

6a) This is a corridor with a portcullis halfway along its length. The lever to lift the portcullis is next to the tunnel entrance, though a party of strong characters might be able to lift the portcullis to get under. The weapon racks along the walls are empty. In the tunnel linking this corridor and room 6 are 10 giant rats that will attack anything that enters their tunnel. Note that the tunnel is small and cramped and any adventurers except halflings and gnomes must fight at -2 to hit.   However, midway along the tunnel there is a vial containing a blue liquid - it is a Potion of Levitation
Giant Rat: AC 7, HD 1/2, hp 2, THAC0 20, Att 1 bite for 1d3 + possible disease, Save F1, Ml 8, Align N, XP 5

7a) Empty, just a pool of drinkable water about 5ft deep.

7b) 1 gray ooze lurks in the 5ft deep water here, and will ambush anything passing by. At the bottom of the pool are 3 gems worth 30gp each ( a trio of blue quartzes)
Gray ooze: AC 8, HD 3, hp 15, Move 10ft, THAC0 18, Att 1 pseudopod for 2d8, Save F2, Ml 12, Align N. XP 50, After first hit the ooze will stick to its victom automatically destroying any armour and doing 2d8 damage per round. Immune to cold and fire. 

7c) 4 dwarf warriors (see common monster stats below) are camped here. Their morale is low but they believed they are trapped so cannot retreat.  

8) Twisting staircase, going down heading north. There is the body of a giant gecko, killed by dwarves.

9) 4 dwarf warriors + 1 dwarf leader (Dw 3) have made their base here. The majority of the dwarves want to leave but the dwarf leader, Muldir Ironstrike, is determined to carry on and considers retreating tantamount to cowardice. 
Muldir Ironstrike, Dwarf Leader: AC 2, HD Dw3, hp 20, Move 60ft, THAC0 16, Att 1 sword for 1d8+2, Save Dw3, Ml 11, Align N
Equipment: Plate mail, Shield, Sword +1, 20gp + 10pp

10) Chapel of the Forgemaster. 1 dwarf adept (Aldara Barrelbrew, DwC2) worried about her superior (in room 5). This room holds the actual relics of Saint Orothmir the Forgemaster, a dwarf patron of smiths and craftsmen who has ascended to immortality. Either side of the altar are statues, one of him as an apprentice, one of Oromthmir at the pinnacle of his skill. 
Aldara Barrelbrew, Dwarf Adept: AC 3, HD DwC2, hp 10, Move 60ft, THAC0 19, Att 1 mace for 1d6, Save Dw2, Ml 7, Align N, XP 20
Spells: Cure Light Wounds
Equipment: Banded Armour, Shield, Mace, Holy Symbol, 2 Vials of holy water, 12gp
  
11) Chamber of statues of famous dwarven smiths. Weapon racks are empty apart from a box that contains 3 silver daggers and 1 Dagger +1

12a) The southern long passage. Here are 3 gnolls and a gnoll veteran who are holding this place to keep the dwarves bottled up in the northeast before a final assault.The gnolls are in the lower central part - there are raised walkways either side and a large pillar at the north end (leading to 12b) against which there is a weapon rack with 2 normal swords, a battle axe and a bastard sword. 
Gnoll veteran: AC 4, HD 3, hp 13, Move 90ft, THAC0 17, Att 1 morning star for 2d4, Save F3, Ml 9, Align C, XP 35
Equipment: Banded Armour, Morning Star, 40gp

12b) The northern long passage. The eastern side of this large arcade is raised up by 10ft. There are a series of alcoves on the raised side, the northmost of which has what appears at first sight to be bones and coins floating in mid-air. This is actually a gelatinous cube that has recently cleared up the bodies from a battle of gnolls against dwarves, and it will surprise those approaching on 1-4 on d6. The gelatinous cube contains 10gp + 12sp + 2 gems worth 50gp (a small amethyst) and 100gp (moonstone). 
Gelatinous Cube: AC 8, HD 4, hp 20, Move 60ft, THAC0 16, Att 1 pseudopod for 2d8+  paralysis (save vs paralysis or unable to move for 2d4 turns). Save F2, Ml 12, Align N, XP 125

13) The Crypt of the faithful. This secret place holds 10 alcoves, each containing a coffin where famous dwarf smiths are laid to rest. On top of each coffin is a weapon they made (3 battle axes, 2 warhammers, 3 maces, a normal sword, a bastard sword and a shortsword). If any of these weapons are moved, a Magic Mouth will speak: “Do not open the coffins, or suffer the ire of the dead”. If the coffins are opened or damaged, two of the dwarf corpses are revealed to be 2 wights, and they will attack the offender. Just taking the weapons will not activate the wights. In one of the coffins occupied by a wight is a silk sack containing 310pp and a bejewelled silver dagger worth 500gp (also functions as silver dagger in combat). 
Wight: AC 5, HD 3, hp 15, 11, Move 90ft, THAC0 17, Att 1 touch for energy drain, Save F3, Ml 12, Align C, XP 65 

14) This room holds a broken arch, which used to form a magical portal. The vertical pillars are still standing in the centre of the room. It has been turned into a kennel by the gnolls, housing 2 dire hyenas (that use the same stats as dire wolves). 
Dire Hyenas: AC 6, HD 4+1, hp 13, 19, Move 150ft, THAC0 16, Att 1 bite for 2d4, Save F2, Ml 8, Align N, XP 125

14 a) The Acid Stepping Stones. This corridor is flooded to 2ft deep with corrosive acid. There are a series of stepping stones and it is possible to traverse the length of the corridor with a successful dexterity check. Failure to do so means 2d6 acid damage as the person slips on a wet stone into the acid. Nobody, not even the dwarves, know why this room is like this, though it is possibly a way of destroying accidentally cursed items. Halflway along there is inscribed in the walls the message 
"Blood Red, Leaf Green then Sky Blue". This is a clue to the combination puzzle found in room 22.

15)  Empty apart from crude gnollish graffiti disparaging dwarves and their mothers

15 a & b) . These are 2 pairs of alcoves. In each alcove there is a Crystal Living Statue that normally stand to attention but will attack anyone that touches them. The living statues are shorter and stouter than most, and resemble crystalline dwarves.
Crystal Living Statue: AC 4, HD 3, hp 15 each, Move 90ft, THAC0 17, Att 2 fists for 1d6/1d6, Save F3, Ml 12, Align L, XP 35 
 
16) 5 gnolls are camped here outside the gnoll chief's place. 

17) Gnoll chief has set up his quarters here, previously the quarters for the resident cleric. He is accompanied by a pair of gnoll veterans. The gnoll chief has gathered treasure into a sack underneath his bed; it contains 1500gp, 6500sp and 4 gems worth 50gp each (a pair of Onyxes and a pair of agates). 
Gnoll Chief: AC 2, HD 5, hp 24, Move 90ft, THAC0 15, Att 1 battleaxe for 1d8 +2, Save F5, Ml 11, Align C, XP 175
Equipment: Banded Armour +1, Battleaxe +1, 2 daggers
Gnoll Veteran: AC 4, HD 3, hp 12, 15, Move 90ft, THAC0 17, Att 1 morning star for 2d4, Save F3, Ml 9, Align C, XP 35
Equipment: Banded Armour, Morning Star, 40gp

18) Chamber of the Crescent Moon. There is a huge glowing symbol of a crescent moon on the floor of this chamber, which is patrolled by a Turquoise living statue. There are 2 dead gnolls, though the turquoise living statue stays within this chamber and only attacks non-dwarf intruders while they are in here. 
Turquoise Living Statue: AC 3, HD 4+4, hp 20, Move 150ft, THAC0 15, Att 1 headbutt for 1d6+1 (+2 to hit and double damage if charging), Save F2, Ml 12, Align N, XP 200
The turquoise living statue once per day can emit an aura of lethargy instead of attacking with its headbutt: Anyone within 30ft must save vs spells or be affected by a Slow spell for 2d4 turns. Turquoise living statues are immune to Sleep, Charm and other mind-affecting magic, disease & poison. If destroyed, the Turquoise Living Statue disintegrates, leaving 2d10 pieces of turquoise worth 30gp each. 

19) The Plunging Pool is 20ft deep though there is a walkway around the north and west sides. There are also 2 statues of dwarf warriors. Anyone entering the pool will be attacked by the resident giant crab.
Giant Crab: AC2, HD 3, Move 60ft, THAC0 17, Att 2 pincers for 2d6/2d6, Save F2, Ml 7, Align N, XP 35

20) Empty apart from being 5ft deep in water. 

21) Water here is 5ft deep. Guarding a sunken chest in the middle of the room are 3 Bone Warriors (formerly dwarf warriors, so a bit shorter than usual). Inside the chest is 2300gp and 2 mithril ingots worth 1000gp each. 
Bone Warrior: AC 5, HD 3, hp 14, 10, 16, Move 120ft, THAC0 17, Att 1 weapon for 1d8+1, Save F3, Ml 12, Align C, XP 35

21a) This secret passage allows a way around the portcullis in room 22; Once on the inside of this passage the secret doors are easy to detect and open but normal difficulty applies when searching for secret doors in room 21 & 22

22) This room is divided by a portcullis. Just within reaching distance on the other side are 3 pedestals, each with a gemstone set into it, a green emerald, a blue sapphire and a red ruby respectively. This is a combination lock and the gems need to be touched in a particular order: Red, Green & Blue. If this is done, the portcullis lifts up. The gems glow slightly when touched until all three are glowing. If it is the wrong combination they then go dull again.  At the back of the room is a pedestal on which sits a War Hammer +2 +4 vs giants, the most valuable item remaining in this Reliquary. Note there is a secret door so anyone in 21a can bypass the combination puzzle. 

Common Monster Stats

Gnoll: AC 5, HD 2, hp 9, Move 90ft, THAC0 18, Att 1 morning star for 2d4, Save F2, Ml 8, Align C, XP 20
Equipment: Morning star (spikey 2-handed club), chain mail, 2d4gp (or 5gp each)

Dwarf Warrior: AC 4, HD Dw2, hp 9, Move 60ft, THAC0 19, Att 1 battle axe for 1d8, Save Dw2, Ml 5 (8 around leaders), Align N, XP 20
Equipment: banded armour, battle axe, 2d6gp (or 7gp each)

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