Hear are the notes taken on what was believed to be Frodrick’s Tomb, as taken by the Half-ling assassin/wizard Skylark Thistletoe. The notes and map that go with it are incomplete do to the unfortunate fact that Skylark had a falling out with two of the group members. This falling out let to the death of Skylark, and one of the other group members.
If you go near either door a disembodied head pops out and says, “Chose another path, this way leads only to death.
Shelves with toys and a bowl of beans w/ a sign that says eat me. (Note: The bowl had 3 magical beans that when eaten shrink you to half size. I ate two of them bringing my height to just under a foot.) (Note: at some point Draktar apparently got mad at this room cause he couldn’t find out what was up with it and burned it and the dolls all to hell, but I saved two of them before that happened.)
Bright red door
The room is filled with three feet of water. Bright yellow door on north side of room. There was a monster in here that I swear looked like it was a water elemental, but for some reason my ring of water elemental control had no effect, maybe I wasn’t trying hard enough. Either way, we whooped its ass.
Bright blue door. (Note: The door is false, there is a secret door to the right of it. When the false door is opened, it sprays you with acid.)
Round room with an inner wall that rotates. A lever in the corridor on the north side of the room stops the inner wall. (Note: The room is magically silenced.) (Note: I’m the one that bravely jumped through the door past the spinning wall to pull the lever and stop the spinning.)
False door. When opened it trips a ceiling mounted crossbow turret trap that drops down and fires. Trap is marked by the X. (Note: I didn’t find this trap cause I didn’t look, I was told by the cleric that there were none, shows what she knows.)
On the east side of the room there was a small wooden table with a pattern and numbers carved on it. Hanging above the table was a red glass orb. There were also small gold coins in a stack on the table that had numbers on them too. When I picked one up a voice said, “10 to 8, 8 to 10. Arrange the coins or face death again.” We couldn’t figure out the puzzle. We heard ticking coming from the glass orb, then it blew up, dropping a red key on the table.
On the north side of the room there is a strange altar. On the altar were three two foot high statues. They represented (from left to right), the Chaotic Good god of Strength, the Chaotic Evil god of Slaughter, and the Chaotic Neutral god of Thieves (see fig. 1). In front of each statue was a bowl. If the statues or bowls are moved, they move them selves back into place and try to curse you (being cursed isn’t very fun, it makes it so you’re not very good at anything). We tried dropping the coins we got from room 8 as well as a few other things into the bowls. They just disappeared and nothing happened. Not sure what they’re for.
Gelatinous cube showed up. Perhaps teleported in by some trap.
Hole with reverse gravity, at the top (going by normal gravity, not the reverse gravity, in which case it would be the bottom, but we’re not, we’re going by normal gravity, so it’s the top) there is a door. When I picked the look on the door gravity righted itself, and I fell (I told Draktar (he was flying, he does that a lot) to hold on to me cause I had a feeling that was going to happen, but he sucked and when gravity righted itself I he couldn’t keep a hold of me. Oh yeah, the cleric fell to.)
On the south wall there was a 5x5 grid with letters (see fig. 2). When we got halfway across the room a voice said, “Speak the hidden sentence or against doom there is no defense.” As it turns out the hidden sentence was, “You have found the hidden sentence.” The words are end to end (see again fig.2). When spoken the Y from “you” swung open and there was a red key. (Note: I’m the one that found the sentence, I did a back flip when the Y opened up.)
Pit trap. Sep on it and it opens up. (Note: We later learned that when the trap closes anyone inside is teleported to room one and anything magical on them is teleported to room 15.) (Note: We later learned that it’s not teleported to room 15 after all, but room 18.)
Pit trap. Same as above. (Note: We later learned that it’s not the same, this one teleports non-magical things to room 15.) (Note: As above, we learned that it’s room 18, not 15, but oddly enough when we dropped a rock and a piece of wood in it was teleported to room 15.) (Note: We learned how this trap worked by dropping the ranger down in there for safe keeping, and he suddenly fell from the ceiling in room 1.)
Room that holds things lost in teleporter trap? There is a secret door, but we can’t figure out how to open it from this side. (Note: The cleric used magic and went through the wall and saw a big bronze stature of a chick in armor that came alive and attacked her. When she came back through the wall it smashed a whole and followed through. I had it chase me to room 6 where I turned on the spinning wall, which trapped it while Draktar hacked at it.)
Has a table that has a two-foot high model of a gatehouse on it. The gatehouse has three portcullises. In front were four one-inch high figurines of ogres. They were (from left to right) green, pink, white, and yellow (see fig. 3). When we got near the table the green one stepped forward and said (they spoke quickly and I wasn’t able to get it all down quick enough so this is an abridged (I’ll bet you didn’t think a half-ling would know that word did you) version of what they said), “Yellow is not first.” Then the pink one said, “green is between pink and yellow.” Then the white one said, “Pink is between green and white.” Then the yellow one said, “Speak the order quick to avoid a fight.” The order was white, pink, green, and yellow. Once the order was spoken the roof of the gatehouse opened up and inside was a blue key. (Note: The two secret doors that needed to be passed through to get to this room were protected by what we later learned to be an alchemical trap. When we passed through the first one we got “sprayed” with a powder. When we passed through the second one we got sprayed with a chemical that had a reaction to the powered and set it ablaze.)
The secret door is about three feet tall and two feet wide, same as the hall inside. I went in and checked it out. There was nothing inside but three big clockwork rats that tried to kick my ass but who got their own asses kicked. They appear to have been waiting in the three dead ends.
Room that actually holds stuff lost in magical teleportation pits. (Note: They’re lucky they didn’t die when the walked in without letting me check for traps first. That cleric and ranger are really starting to bug me.)
Notes on the dungeon itself:
The walls appear to dampen magical means of detection
The two pit traps have been outlined with chalk as to be easily seen.
Pit trap 14 has now has a wooden bridge over it for easy crossing
The door to room 2 was chopped up so we could get in (they didn’t want to wait for me to pick it)
The east door in room 1 was chopped up to make a bridge for pit trap 14, that bridge was later discarded in favor of a more stable one made from logs
All the doors were locked, when shut, they re-lock, so we left them open to save time
My calculations appear to have been off (though I’m not sure where) as far as the hidden tunnel with the rats go, it does not actually go under, through, or over the hall but is presumed to just be next to it