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Riddle Reveal: Lair of the Sea-Lich
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TOPIC: Riddle Reveal: Lair of the Sea-Lich

Riddle Reveal: Lair of the Sea-Lich 1 year, 9 months ago #1

Here is what I recall from my experience of running Lair of the Sea-Lich and what what shown at the riddle reveal this afternoon. Please understand that I only ran the Puzzle version of this scenario, so my knowledge of what happened in the two combat-only rooms a somewhat limited.

Room 1: Temple of Orbs
Starting the adventure underwater was awesome. This puzzle was fun an interesting; made even more so that in a lot of cases, most if not all of the party couldn't talk underwater.

Upon entering the room there was a giant slab in the middle of the room, the ruins of a temple. On the slab were 4 pillars, each labeled with the name an domain of a different god (e.x. Azure, God of the Sea). The 4 god domains were Air, Sea, Land, and Mountain. The party is unable to step on the temple to move the orbs, but there is a dead nearby squid/jellyfish (an elastic ring with 10 ropes attached to it), that can be used to grab and move the orbs.

Which orb goes to which pillar has nothing to do with the actual color of the orb, but what was IN the orbs. Using the squid device, the party could move the orbs off the slab. You could then shake them to get an idea what was in them (Sand, Rocks, Water, or nothing), which would then identify to you which god each orb belonged. Then, once again using the squid device the party could place the orbs on the appropriate pillars.

Once all 4 orbs were in place, the puzzle was complete.

As a twist, there was a giant Pearl in the corner of the room which, while touched, allowed anyone touching it to speak underwater. The party is allowed to carry the pearl with them to additional rooms.

Room 2: The Sirens
Upon entering the room, a (very awesome and well done) video of two Sirens singing would start playing. If the party members did nothing to indicate to the DM that they were averting their gaze or covering their ears, they would have to make a Save vs being charmed. Additionally having a Bard play or sing to counter the Siren's Song was also acceptable.

After this, the Sirens would attempt to kill the party. One a fighter, the other a Mage.

No really tricks to this room. Kill the Sirens to proceed.

Room 3 (Combat): The Mermaid
In this version of the room, the players are greeted by a Mermaid who offers to help the party find the sunken castle if they'll help her get a treasure chest open. Upon trying to open the chest, the party is ambushed by a Dire Eel.

Room is resolved by killing the Eel. (What, its combat side, what did you expect?)

Room 3 (Puzzle): The Mermaid
The puzzle version of this room opens again with the players being greeted by a Mermaid, this time there is a peg board in the middle of the room and piece of rope. The Mermaid offers to help the party if they'll recreate a rune that fishermen used to use as a symbol of good fortune for her using the board and rope.

The clue to the room should lead the party to the following conclusions: They have to start and end on the same peg, the starting peg will be different from the others somehow, the distance between all the correct pegs will be 2 feet, the rope must be wound counter-clockwise around each correct peg.

Upon closer inspection of the peg board, it's revealed to be the side of the hull of a ship complete with high water markings ever foot. There is also one peg that is golden colored. Following the rules above, things get simple, there are two pegs that are two feed from the gold peg picking either one is correct, after that, there is only 1 peg that is 2 feet apart from each of the other correct pegs.

The "Rune" ended up looking like a simply drawn fish.

Room 4: The Castle Entrance
Entering the room the party sees they have found the entrance to the castle. There is a sign above the entrance inviting someone to dinner. Before the party can enter the castle they are attacked by a giant squid. There are two possible outcomes:

Through a combination of Bardic knowledge and The Druid's speak with animals ability, it can be determined that Squid are actually very shy creatures that are protective of their young and that the Squid wants an egg. It turns out that the "Pearl" that the party found back in the first room (and should still have with them) is actually the Squid's egg. Returning the egg to the squid completes the encounter.

Alternately, the party can just kill the Squid. Upon killing the Squid, it will lash out and smash the "Pearl" as a dying action.

Either way, the party can now proceed into the castle.

Room 5: The Cellar
This room is magically shielded from the water; as such the party is no longer underwater for the rest of the adventure.
On the far wall of this room are 9 barrels of various alcoholic beverages, each labeled. The clue in the room indicates that 8 of the barrels are poisoned, 1 is not, and that drinking the correct drink will allow them to pass. The clue also indicates that there is a significance of the number 4 in the solution.

Additionally in the middle of the room there is a table with 20 large letters on it, 4 of each of the following A, E, G, L, R. Using each letter once, you can spell for words:
GLARE
REGAL
LAGER
LARGE

These should lead the party to drink the Sun Queen's Pilsner, which incidentally is 16 letters (4x4) long.

When someone drinks the correct drink, they are teleported to the next room.

Room 6: The Dinner party
When the party teleports into this room, they find themselves seated at a dinner table. Unfortunately they are bound to their chairs by magical chains. The clue in this room reads "Unfasten Chains", what's the larger clue is the font used on the clue sign, all the letters in the sign are created using 3 strokes.

The Party is able to move their arms, but nothing on the table except for their silverware. Also, one of the plates at the head of the table is gold, the others silver.

What the party had to do was spell the word "Disenchant" on their plates using their silverware starting with gold plate, then proceeding around the table.

Room 7 (Combat): The Sea-Lich
Upon entering the room, the party encounters a Rust Monster. Once the party is close to, or has killed the Rust Monster, a chair (really an actor in a chair suit) runs out of the room at which point it is revealed that the chair was the Sea-Lich shape shifted. She was observing the party, to determine their strengths or weaknesses.

At this point, combat resumes and the party must kill the Sea-Lich.

Room 7 (Puzzle): The Sea-Lich
In the middle of the room there is a large chest, the chest of 10 rings. There are 10 holes in the side of the chest and on the top is the upper torso arms and head of someone turned to stone, and upon entering the room all party members are compelled to place one of their arms in the one of the holes in the chest. Once this is done, the Sea-lich reveals herself and will wander around the room taunting the players while they try and solve the puzzle.

Embossed in the bottom of the chest were the words "Smallest Ring to the Top". In the chest are 9 large, metal rings. However there is also an 11th hand in the box (not a prop hand either, there was a stage hand underneath the chest who also had multiple access holes through which they would put their hand) that had a 10th ring, though this one normal sized.

Once the correct ring is found, the party can remove their arms from the box. Placing the ring on the ring finger of the figure on the top of the box solves the room and defeats the Sea-Lich.

Personal Notes:
The Dinner Party puzzle was greeted with a very large "boo" from the audience during the Riddle Reveal. I liked the puzzle in concept, however what my party (and I imagine many others as well) struggled with was figuring out that the word to use was Disenchant. Even the Rogue clue for this room was unhelpful in this regard. Perhaps if the sign had read "Enchanted Chains" it would have been subtle enough but much more solvable.
Last Edit: 1 year, 9 months ago by MorningstarZero. Reason: Fixing Room 6 Sign error. Thanks Twain18!!!
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Re: Riddle Reveal: Lair of the Sea-Lich 1 year, 9 months ago #2

  • Twain18
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Thanks for posting this. We were on the same track with the Dinner Party (although as a slight correction, the sign was "Unfasten Chains", not "Remove Chains.") in that we were trying to figure out what word(s) to spell. We tried anagrams ("Unchain Ten" could be made from Unfasten Chains--with 10 players), we even thought of maybe doing Dispel with another word before failing to come up with a 4-letter word that was fitting.

"Disenchant" is pretty rough. If it had been an anagram or, as you said, it had used some form of "Enchant" in either the sign or the rogue clue, maybe it would have been doable. Even the guy in the room when we were in there apologized for what he called the least helpful rogue clue ever.

I'd be curious to hear how many (if any) parties actually got the correct word.
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Re: Riddle Reveal: Lair of the Sea-Lich 1 year, 9 months ago #3

  • jtillots
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The clue in the box should have been an anagram of the word "DISENCHANT". Something like:

Can End This

or

An Itch Ends
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Re: Riddle Reveal: Lair of the Sea-Lich 1 year, 9 months ago #4

  • Histrion
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We did the puzzle run. I was playing the bard.

  1. We got the orbs by a combination of luck and trial&error; the DM told us about the contents of each sphere afterwards.
  2. Didn't have too much problem with the sirens, although since this was my first time playing the bard, I'm not sure I actually countered their singing; I told the DM I was singing, but I think I accidentally referred to it as my bardsong, which wasn't quite what I meant. Anyway, people had their fingers in their ears, so all was good.
  3. We didn't get the rope puzzle. Now that I read the solution, the "man must stand on his own two feet" thing makes sense. Where exactly were the foot markings?
  4. We defeated the squid. I was holding the orb, so the squid started going after me; I figured it was trying to counter my singing. Never occurred to me it might be the object I was holding. Had I had the forethought to do Monster Lore at the start... d'oh.
  5. We nailed the alcohol room pretty easily. Someone later said that really all you needed was the word "lager" - since apparently that's what a pilsner is. I don't drink beer, so...
  6. Our party got "Disenchant!" We somehow picked up "enchant" from something - maybe the DM mentioned the word in his setup? - and then tried things like "enchanted" and "unenchant" before someone (realizing "unenchant" isn't a word ) figured it out.
  7. We figured out the ring puzzle, too, though I think we were getting down to the wire.


I have to say, all in all, we had a really sharp group this year. I think expanding the party size from 8 to 10 was actually a boon in that way; more brains. On the other hand, it was sometimes harder to make your own voice heard (and I'm pretty loud ). But the pro outweighed the con.

Really had a good time in TD this year!
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Re: Riddle Reveal: Lair of the Sea-Lich 1 year, 9 months ago #5

Other Workable solutions:

Room 5:
Immunity to poison (thank you amulet of greyhawk) Drink everything

but it is true that the Only lager on the wall was the Pilsner.. all the others either weren't beer, or were Ales

ps... did anyone try (or successfully) bribe the mermaid?
-Master Li Lou Bahn, Terror of the East, Master of Shadows, Pillager of the province of Ch'in, Mandarin of the Emporer Shou Wei, Ambassador to the foreign devils of the West, and the most dangerous ninja in all of Greyhawk.
"cause I'm the only ninja in all of Gwehawk!!!"
Last Edit: 1 year, 9 months ago by Barry Welling.
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Re: Riddle Reveal: Lair of the Sea-Lich 1 year, 9 months ago #6

Barry Welling wrote:

Immunity to poison (thank you amulet of greyhawk) Drink everything


HACKS!!

That is awesome though... wish I had one of those.

Barry Welling wrote:

but it is true that the Only lager on the wall was the Pilsner..


Not true. There was also a Bock (also a type of lager), Moon King's Bock.
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Re: Riddle Reveal: Lair of the Sea-Lich 1 year, 9 months ago #7

  • MU Skulls Rob
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We told the DM in the room that we had the Amulet of Greyhawk (one of our rookies remembered he had it on and brought it to my attention) and could drink each one. But we said we would only go that route if we got down to the wire. We wanted to try to solve the puzzle first. I don't think we got the word GLARE, but the 15 year old girl in our group figured out the correct barrel just from the other three words.

I thought the puzzle run was excellent, although we ran out of time on the "fish rune" and never did figure out the dinner room.

I did create at least three converts for future runs... And the other 4 rookies in our group really seemed to enjoy the dungeon as well.

MU Skulls Rob
You mean you wish to surrender to me? Very well, I accept. - The Dread Pirate Roberts
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Re: Riddle Reveal: Lair of the Sea-Lich 1 year, 9 months ago #8

  • Kirk Bideau
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This was my first ever TD run (and on Nightmare, no less!), and my group didn't have too much trouble. The rooms that really did us in were 2,3, and 6.

1 - This one we got by trial and error. Truth is, we weren't sure you could pick up the orbs safely (and the DM didn't give us a straight answer when we asked after one fell off). In the end we wrapped that one up with time to spare.

2 - Everyone but the Rogue made their saves against the Sirens, so we were pretty well off for the fight. The warrior siren had a special hatred for out Ranger, though, and hammered him each round, dropping him after three attacks. He was not happy. The only other issue we had was that the DM in the room was either tired or inexperienced and really didn't listen to us; the bard wanted to use her Monster Lore on the sirens, but the DM insisted that she couldn't and forced her to make an attack.

3 - The rope puzzle had us stumped. We figured out where to start the symbol and that each section was about 2 feet in length, but didn't loop the rope around the pegs. We wound up with too much rope left and had no idea what we were missing. Push damage damn near killed half the party!

4 - I have a newfound appriciation for the Bard after this room! after the squid attacked (and it was an impressive prop!) the Bard jumps in with Monster Lore and get the hint. Most of the party thought it was pretty useless, but the lightbulb went off in my head and I started yelling, "The pearl! The PEARL! Give it the pearl!" That was my moment in the sun!

5 - We didn't get that there were four words you could make, but we did figure out "REGAL." With that we narrowed our selection down to the King and Queen barrels, then had the Druid cast Detect Poison on one of them. After that, the choice was clear.

6 - OK, so I admit that while I enjoyed the idea behind this room, I was very dissapointed by its execution. It was easy enough to figure out that we were supposed to spell something on the plates with the silverware, but there was no way to know that the answer was Disenchant. Even with the DM's hints-so-subtle-that-Jessica-Fletcher-couldn't-find-them, there was no way to determine what word to use. To quote our Bard after the reveal, "When playing D&D, if you find and enchanted lock you don't think "Disenchant," you just think that the Rogue is going to have to work harder!"

7 - This was another "lightbulb" room for us. As we were diggin for the rings our Elf Wizard found the extra hand. For some reason, no one in our party wanted to give a straight answer when asked if they were wearing a ring, so I told him to just take it (I figured if one of them yelled then it wasn't part of the puzzle). Once he got his hand out the answer just clicked and we told him to put the ring on the statue. Game over, Sea Lich!

All in all, I had a realy good time! To be honest, I am really tempted to come back next year as a volunteer! But one thing is for sure; I will be back to take down Smoak for good!
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Re: Riddle Reveal: Lair of the Sea-Lich 1 year, 9 months ago #9

  • George
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Kirk Bideau wrote:


3 - The rope puzzle had us stumped. We figured out where to start the symbol and that each section was about 2 feet in length, but didn't loop the rope around the pegs. We wound up with too much rope left and had no idea what we were missing. Push damage damn near killed half the party!



On the board there were depth marks, 12', 13' and 14'. So from 12' to 14' was two feet.

I did this room twice but the first time we didn't pull the rope tight so it was too short. We undid the correct solution to try something else.
The father of a daughter is nothing but a high-class hostage. A father turns a stony face to his sons, berates them, shakes his antlers, paws the ground, snorts, runs them off into the underbrush, but when his daughter puts her arm over his shoulder ... he is a pat of butter in a hot frying pan.
Last Edit: 1 year, 9 months ago by George.
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Re: Riddle Reveal: Lair of the Sea-Lich 1 year, 9 months ago #10

  • shastelly
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We weren't able to get the rope puzzle. We missed the clue that the lengths of rope should be two feet we were just trying to make them equal lengths. Also the room with the silverware the first group I went through missed it because we kept trying to use the letters on the sign. The second group got it because one guy kept asking the DM what kind of chains are they? And the DM replied about five times - ENCHANTED CHAINS. Finally it did occur to me to try disenchant lol.

Jennifer
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Re: Riddle Reveal: Lair of the Sea-Lich 1 year, 9 months ago #11

  • Alvis
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We didn't get the rope and peg puzzle because we interpreted the clues to mean the rope had to proceed counter clock wise all the way around-- in fact I think it went clockwise briefly around the tail. Also, at the reveal they said there's only one peg you can go to from each correct peg and still be 2', but that's not true-- the peg at the intersection of the tail and body had four pegs two feet away, so unless you had time to try all the possibilities, got lucky, or thought "fish" for some reason, this one was pretty rough.

The dinner table was also difficult. We tried every combination of the letters on the wall we could think of, and tried spelling out "Unfasten chains" in several directions around the table or on each person's plate. In the reveal we were told that there weren't physical chains, but rather a magical force-- but in the room we were told specifically that we were held with chains. "Disenchant" never crossed our minds. When everyone put their silverware on his plate that caused the chains to "shake and then tighten again", which also made us think we were just spelling in the wrong direction or something.

The tomb-box we missed, but I blame the party members we didn't meet until the coaching area. You can't only communicate with the friends you came with and expect to pass a puzzle like that.

On the whole, I thought it was a cool dungeon though.
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Re: Riddle Reveal: Lair of the Sea-Lich 1 year, 9 months ago #12

No one in our party was a beer drinker, so we had no clue about lagers and pilsners. What we DID have, however, was a Dwarven Fighter who made some great saving throws! He found the right barrel on his third try. CHUG! CHUG! CHUG!
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