The Legs/Constitution - Grawk - Pandimonium (C.E.N.)

The legs were hidden originally on an uninhabited island thousands of miles away from anything else in the center of the sea. This island was an incredably high mountain that rises abruptly from the sea. The mountain was impossible to climb, and the item was at the very summit. There it lay for a thousand years from ragnarox until some 750 years ago.

The lesser god Ralishaz seeking the most remote place on the globe to establish a colony of priests found the item. Attracted by the strong magical and psysic emination from the top of the mountain, he found it's hiding place and took it. Its magical property (acting like boots of speed) did not attract him, but he was intregued.

He kept it for 120 years until he happened to mention it to Bobicob during a feast of the gods of chaos. Bobicob of course knew what it was. Bobicob told Ralishaz to hide it the best way he could, but also said that it would be a good thing if there were a chance that someday it could be recovered. He said it in such a way that Ralishaz decided to use it as a lure to adventurers. Ralishaz watches what the partys do and has a way to talk to them and see them, although he doesn't do this often prefering not to interfear and let them muddle along their way.

When the god Ralishaz was thinking of a place to store the Legs, he knew he wanted to place it underground for the security of such a place provided. But there were many underground places known to him. Then he remembered something that a Earth Elemental had told him about several centuries ago. Once he inspected it he knew this was the right place to store the legs.

The Elemental had told him of an enormous geode; the largest ever. The geode was about 1/2 mile in diameter and lay about 100' below the surface. Upon inspecting this geode, the god found that it had a "rind" of hard stone around it like a rind. Then, there was a thick area made of an unusually clear (though not transparent) quartz with veins of Mythral running through it. And in the center was a stony wonderland. As with most geodes, there is an open space inside the rock. In a geode this big, the open area is about 1/5 mile (400') high and about 1/3 mile wide (about 700') around. This open area had been worked by the Dwarfs who were mining the mythral into dazzeling shapes and fanciful buildings.

Ralishaz created an entire undergound dungeon to house the item. He made it one that was impossible to get out of once you were in (a wish spell "I wish this door would only open from the outside no matter what happens to the door") and where your only hope was to try to survive the nasty creatures he placed there long enought to figure out his puzzles, traps to find the legs. Then, he started rourmors about the place giving little or no details, but telling of a great artifact that was burried there that was beyound price and could only be had by the bravest and most fearless warriors.

Ralishaz is a playful god and will become aware of the parties presence as soon as the door opens. The god has scattered clues to the whereabouts of the legs throughout the dungeon with each level having more potent clues. Some of the clues bear on the location of the legs, and some bear on how to get down to the next level which is always well hidden.

This has served Ralishaz well over the years, providing the occasional entertainment of the type he likes the most; life and death struggles where chance and wits are involved. There has been some group that has entered the dungeion at least every 20 years since he began to tell of its existance (about 600 years ago). In all, 2100 adventurers have met there death in the the place that has become known as The Puzzle of Ralishaz. Many of the spirits of these adventurers lingers on as undead where they met their fate. Adventurers today regard the Puzzle as the Ultimate challenge for an adventurer that is begining to lose his edge and is unwilling to go down slowly. Many a party has tried it as a do-or-die last grasp for fame and maybe (according to the legends about the Legs) a chance for immortality.

The dungeon is located about 150 miles due north from the Castle Maure in the deepest part of the unhibited area of the Cairn Hills outside of the City of Greyhawk.

Event Outline

Although the presence of the Legs is known to perhaps a dozen people in the Greyhawk area, the most detailed information about the place is held by Timitrios Spartako (see PG 48 in GH hardbound). He has a map of how to get too the dungeon. The rest know only that is is "in the Cairn Hills but NOT a cairn and not near a habitied area".

Clue Coins
The Clue Coins are magical items specially created by Ralishaz to lead the intruders entering the dungeon deeper down. They have 3 magical properties.
If a coin has been carried to a level below the one where the coin was found, they will begin to go back to the level where they came from. They can teleport out of any non-magical enclosure to land on the ground within the line of sight of the person carrying them. Once on the ground, it will begin to roll toward the nearest potty shrine. It will roll into the hands of the statue and will be teleported to a random spot within 50' of a shrine on the level they came from. There, they will be found by the creatures of that level and hidden again.
Carrying Clue Coins is a dangerous proposition. If a coin is taken and carried by a character, it will begin sucking HP from that character at the rate of 1 HP per hour. This will continue without the carrier begin aware of it until 0 is reached and the character falls unconcious or something else happens to cause damage. It uses this life energy to store up an electrical charge. This charge will be released at a time based on where the coin is being carried. The closer to the body it is stored, the quicker it will discharge and the less damage it does.
Carried in Pocket - In 4 hours, the discharge will occur doing 1d4 of damage (plus the 4HP that were sucked)
In a Pouch - Discharge will occur in 8 hours. It will shock for 1d8 HP of damage +8 HP sucked
In a Backpack - Discharge in 12 hours. It shocks for 1d12 HP of damage +12 HP sucked
In a Metal Container - Discharge in 24 hours. 2d12HP dam. + 24 HP sucked
Of course, if more than 1 coin is carried, the effects above are per coin carried.

The clues are stamped on small Mythral pieces (1/4 of normal weight worth about 250 gold). The creatures that reside are ruled by creatures that come up from the lower levels to get food and boss the lesser races around. The bosses (given the order by the god) have told the rest that they should kill anyone that they see on sight. They have also decreed that the bodies of the dead be searched and if any clue pieces is found that belong on a different level, that they be re-hidden on that level. (This will enshure the clues will be less confusing and accurate for the specific level and NA on other levels.
Riddle Coins
The coins are similar in appearance. They are made of Mythrel and as big around as a gold piece by 1/4 the thickness. Each has an inscription on the side holding the first part of the verse which is a number of marks in a set of three. The first marks number the level, the second the riddle number and the third the part of the riddle. Around the circumference in a spiral is the text of the riddle. The secton after the slash is the text on the tailes side.
These coins are hidden all over the level by creatures sent by Ralishaz for that purpose. Although the party may guess what the answer of the riddle is without having all the coins to complete it, the entire riddle must be repeated as the party seeks to open the portal to the next level down. The riddle must be one of the first 3 that point to the way down. It won't work repeating one of the riddles that pointed to a clue.
The clue pieces are grouped by a symbol and a number. Each number is the order the line of the clue represents. Each group forms a single clue usually in the form of a riddle. There are 3 kinds of riddles

  1. A pointer to a more important stationary clue
  2. A clue to the location of the way down to the lower level

  3. A clue about the legs, either where they are or how to overcome the obsticles of the last level to get to the legs.


Even the layout of the dungeon rooms is a clue. On each level a clue is hidden in the map. For instance on the second level, each room has a number in the lintel. There is a series of 20' wide hallways (the only ones on the level) and the hallways spell out the room number. On the fifth level, there is a maze. if the maze is correctly mapped, it will spell out "Under Fountain". There are only 3 foundtains on the level, and the way to the 6th level is found under one of them.

Mythral runs in veins of quartz, so most of the dungeon is of this white to clear stone. The mythrel that still remains in the quartz in small amounts is sufficient to stop all spells from passing through it, but is not sufficient to make it profitable to mine in most of the areas. There is one exception on the 3nd level where the creatures mine this stuff to make their own armor. In general, the stone is clear enough that light is visible through it when the stuff is less than 4' deep. A inch thick and it is similar to a shower curtain (outlines and some details visible).

Dungeon
There are 6 levels. A different race lives on each level. Ecah race on a level is more intellegent thatn the ones on the level above.

  1. Oozes, slimes and Jellies - They will be able to sense the party and converge on their location unless a spell is used to hide the parties scent.
  2. Owlbears - Hunt in packs and attack without surrender or quarter
  3. Durigar - Know all the traps and hiding places and they use them to ambush the party whenever possible.
  4. Minators
  5. Giants
  6. Illithids
They were given what they wished for when members of the race were recruted for living here.

The Randomizer
To prevent the dungeon levels from staying too much the same, the god has set up what he calls a "randomizer". At first it was just intended to simulate weather underground, but he kept adding to its variety of effects, though he has not do so in a long time. This is a strong magical item that affects the level it is placed on. Every hour of every day, one of the randomizers effects begins. Roll 2d6 and consult the chart below to determine the effect of the randomizer. Subtract one if it is already light, add one if it is dark.

  1. Light becomes blinding
  2. Fog
  3. Rain
  4. Light
  5. Temp up 20 deg (roll 2d6 either plus (even) or minus (odd) to determine current deviation from 60 degrees)
  6. Temp down 20 deg
  7. Darkness
  8. Nothing Happens
  9. Food bins fill
  10. level fills with laughing gas
  11. level fills with helium
  12. random spell goes off. Roll off list below (2d6 +/-1 at DM discression)
    1. feeble mind
    2. weakness (reverse of strength)
    3. infravision
    4. ultravision
    5. Alphas ball Lightning
    6. Dispelling Bolts
    7. Mass Morph into creature of the level the party is on
    8. Age Creature
    9. Contagion
    10. Fog Warrior
    11. Liquid Orb
    12. Mordienkainens Immediate Discharge
  13. level fills with marsh gas (don't light that match!)


Level 1
This place is the garbage dump for all the refuse for the other levels. Ralishaz has created a Meta-magical spell that uses the mythral in the rock as a medium for transporting solids through the dungeon. For the most part, this spell is cast on a spot in levels 2 - 6. These perminante spells move solids to a random spot on the first level . The refuse become food for the slimes and jellies; they need nothing more. Like everything however, the 1st level monsters crave the flesh of living creatures and have been taught to attack any intruders. The creatures on this level have no way to expand their caves beyond what was originally constructed.

Level 2
The owlbears make war against themselves in a constant round of tribal combat that they regard as their reason for living. There are territories that they guard jelously and they always seek to gain power over the other tribes. They will willingly use the party to this end if they can control their bloodlust long enough to realize the potential. They have done nothing to the original structure.

Level 3
The Durigar have made extensive new tunnels rooms and other areas as their population is increasing and they are mining what is left of the mythra.l. They are devious and will look for a sure fire plan to capture the party and or kill them with as little risk to themselves as possible. They have even created false clues to lure partys to places of ambush (the counterfit coins are of lower quality than the real ones, but are made of the mythral). Although there are different clans among the duregar, they do not wage physical war. Instead they compeate for resources; the best veins of mythral, access to the food and water, live in the largest rooms etc. It is a form of economic warfare.

Level 4
Minators are very tribal. Although they make war between the tribes, it is mostly ceremonial and takes place under controled circumstances and with strict rules of conduct. The tribes will instantly unite against intruders however. They have made some additions to their area, but are not discipled diggers. They regard digging as the lowest of occupations, so the progress is slow and the worksmanship shoddy.

Level 5
This level is occupied by stone giants. It is the inside open area of the geode. Dwarven cliff dwellings (now occupied by the human slaves) line the sides. The giants have made their own crude houses out of the debris of intentionally demolished cliff dwellings. There is only one tribe and they rule everything on this level. The lesser creatures here (a genetcally superior form of human) they use as slaves and keep in them in horrendous conditions. If the characters are seen entering this level, the giants will force the humans to attack first to determine the parties capabilities and then once they understand what the party can do, will attack by surprise.

Level 6
The mindflayers (Illitihds) are singular and fairly insualr. Each is an individual and will act independantly at first to eliminate the party for the glory and influence they will receive. But if this is not enough, they will band together to kill all intruders if they must. They are not interested in expanding their area, and rue the agreement they made with Ralishaz that put them here forever. One might be talked into helping the party if they promice to take him away, but they will never agree to it as a group.

There will be a ton of god like magic that is totally chaotic in nature. Drastic changes await those who touch things they shouldn't but they will soon see that withiut messing with things, they will never find the clues they need to escape.

LEVEL 1 RIDDLES
The solution to this is level is "Your Shadow". When the party is passing an area that has a perminant ligh source, they may notice their shadow falls on a wall where is appears clearly. The other walls in the room are rough and do not make a shadow. This wall hides an opening to the stairway down to the 2nd level.

1-1 Your Shadow

  1. The part / of the bird
  2. that is not / in the sky,
  3. you can swim / in the ocean
  4. and always / stay dry.
1-2 Your shadow
  1. Each morning I appear / To lie at your feet,
  2. I die in the evening/bright days are a treat
  3. All day I follow / No matter how fast you run,
  4. Yet I nearly perish / In the midday sun.


1-3 Your shadow

  1. There’s someone that I’m always near, / Yet in the dark I disappear.
  2. To this one only I am loyal, / Though in his wake I’m doomed to toil.
  3. He feels me not (we always touch); / If I were lost, he’d not lose much.
  4. And now I come to my surprise, / For you are he - but who am I ?


1-4 Stairs

  1. Upon me you can tread, / Though softly under cover.
  2. And I will take you places, / That you have yet to discover.
  3. I’m high, and I’m low, / Though flat in the middle.
  4. And though a joy to the children, / Adults think of me little.
1-5 The legs
  1. I'm what you seek / I lie below
  2. What yould do without me / I really don't know
  3. Although I don't go / down to the ground
  4. Without my help, / you could never move round


LEVEL 2 RIDDLES
The solution to this level is "Horses". This refers to a sculpture that dominates one of the rooms. Its subject is a group of wild horses in a protective stance around a Unicorn. The opening to the 3rd level is under the Unicorn statue.

2-1 A Unicorn

  1. One where none/ should be,
  2. or maybe where/ two should be,
  3. seeking out/ female purity,
  4. in the kings/lonely trees.


2-2 Horses

  1. Stomp, / stomp,
  2. Chomp, / chomp,
  3. Romp, / romp.
  4. Standing still, / all in gear.


2-3 A horse

  1. The Load-bearer, / the Warrior,
  2. The Frightened One, / the Brave,
  3. The Fleet-of-foot, / the Ironshod
  4. The Faithful One, / the Slave


2-4 The Moon

  1. Round she is, / yet flat as a board
  2. Altar of / the Lupine Lords.
  3. Jewel on black velvet, / pearl in the sea
  4. Unchanged but e’erchanging, / eternally.
The solution of this riddle leads them to a floor that has an incredably detailed mosaic of the large moon. If they look carefully they will find a single tile hidden in the pattern that is a picture of the smaller moon. Pushing this tile will open a small compartment. The compartment contains a golden Unicorn horn.

2-5 A golden coin on one side and silver on the other

  1. It has / a golden head
  2. All over / It is gaudy
  3. It has a / silver tail
  4. but it hasn’t / got a body.
This riddle referes to a large coin mounted so that it will spin vertically. When spun, this coin will stop with either heads or tails facing north. If heads faces north a magic mouth tells the party:
"Aren't you sick of being here? Don't you just wish you could get on your steeds and ride away?"

2-6 The sun

  1. What goes through the door / without pinching itself?
  2. What goes through the window / without opening it?
  3. What sits on the stove / without burning itself?
  4. What sits on the table / and is not ashamed?
There is a model of SOS that is constantly moving. The planets are whizing around with a year taking only 30 seconds. At the center is the sun which glows increadably bright. Touching any of the wires the planets travel on or any of the planets will kill. The sun screws apart and inside is the clue:
"I am large with 4 and one
Sometimes smart, sometimes dumb
Although I'm a slave, I always say "NAY"
Although I'm not water, I may be a bay."

2-7 The legs

  1. Wet though am I/ once I was dry
  2. It's almost a certainty/ that you will die
  3. Trying to find out/ where I now lie
  4. A word to the wise / never seek high


LEVEL 3 RIDDLES
The solution to this puzzle referes to a "Candle of everburning" that rests on an alter to Ralashaz. This candle must be put out (they will have to use magic). When it goes out, the bottom of the alter falls away revealing the stairway down. The candle is noticably smoky as it is constantly guttering (to fit riddle 3.4).

3-1 A candle

  1. My life can be / measured in hours,
  2. I serve / by being devoured.
  3. Thin, I am quick / Fat, I am slow
  4. Wind is / my foe.


3-2 A candle

  1.  In a white/ petticoat,
  2. With a  red/ nose;
  3. The longer she/ stands
  4. The shorter she/ grows.


3-3 A candle

  1. In/ the window
  2. she/ sat weeping.
  3. And/ with each tear
  4. her life/ went seeping


3-4 Smoke

  1. In the eyes / it causes blindness,
  2. in the nose / just a sneeze;
  3. Yet some suck / me down,
  4. and act / as if pleased.


3-5 A coffin

  1. The man who made it / didn’t need it.
  2. The man who bought it / didn’t use it.
  3. The man who used it / didn’t want it.
  4. The men who hid it / never find it
There is a stone coffin in a heavily trapped room. When it is opened, an undead will pop out and attack. In what remains of the pocket of the undead is a note. It says:
"It is better to snuff it than to curse the light"

3-6 Passing Gas

  1. What is it that speaks / without any words?
  2. And can be loudly, / and distinctly heard?
  3. Will drive away friend, / and foe alike.
  4. And is enough to make / a stolid man’s face alight?
This could only refer to one place. There is a spot where methane is escaping through a hole in the floor. As it passes through the narrow opening, it makes a fart noise. Past the almost human looking lips that make the opening there is a small chamber of the same elastic material. Inside this chamber is Candle Snuffer. Although it will have no perminant effect on the candle that will get them to the next level, it will work long enough to give them the clue they are on the right track.

3-7 The legs

  1. That which you seek / has been placed in my care
  2. Come on down and find it / I don't think you dare
  3. I can hardly wait / until your're in my lair
  4. But I must be patient / you're just halfway there


LEVEL 4 RIDDLES
There is a room with a thick rope that desceds from the ceiling. This door down can only be opened by pulling on the rope using only teeth. It will take at least 3 people or 18/50% strength to pull hard enough to open the door.

4-1 A rope

  1. Spiral / at rest
  2. Round / and straight
  3. Your strength / will I test
  4. But I / carry the weight


4-2 The rope

  1. Although / I am tall
  2. I never / will stand
  3. Pull on / me strongly
  4. But don't use / your hand


4-3 Your teeth

  1. Thirty white horses / on a red hill,
  2. First / they champ,
  3. Then / they stamp,
  4. Then / they stand still.


4-4 Your Teeth

  1. Glittering / points
  2. That up / down thrust,
  3. Sparkling / spears
  4. That never / rust.
4-5 Fog
  1. It comes in / on little cat’s feet,
  2. Is neither sour / nor sweet.
  3. Hovers in / the air,
  4. And then / is not there.


4-6 A fountain

  1. I bubble / and laugh
  2. And spit / water in your face.
  3. I am / no lady
  4. Although I / wear lace.
4-7 A rainbow
  1. A part / of heaven,
  2. Though it touches / the earth.
  3. Some say / it’s valuable,
  4. Others / - no worth.
All three of the above refer to a single place. There is a room with a fountain that spurts water so high and thin that is creates fog that makes a rainbow when anyone enters with a light source. The fog always comes from the fountain and the rainbow always start from the fountain. At the bottom of the fountain is a normal looking rock. On the bottom of the rock reads
"This is one of those times you have to attack with your fangs."

4-8 The legs

  1. I am healthy / And I do alright
  2. I always spit water / with all my might
  3. You exclaim / and use my name
  4. I have a lip / but I never bite


LEVEL 5 RIDDLES
These riddles point to the well in the Temple to Ralishaz that is used by the giants for their ceremonies. The giants don't know anything about the fact that the well leads to the next level.  It is guarded by terrible tiny swimming monsters that live in the cracks of the stone lining the well and hidden behind a secret door 50 feet underwater.

5-1 Water

  1. Three lives / have I.
  2. Gentle enough / to soothe the skin,
  3. Light enough / to caress the sky
  4. Hard enough / to crack rocks


5-2 Water in a Well

  1. Runs smoother / than any rhyme,
  2. loves to fall / but cannot climb!
  3. Touch me not / it is a crime
  4. This hole is / your goal sublime


5-3 A Well

  1. Tall she is, / and round as a cup,
  2. Yet all / the king’s horses
  3. Can’t draw / her up.

  4. I am where / your course is!


LEVEL 6 Puzzles
The sixth level riddle is a fire. In the pool room of the Eldar Illithid which is the largest room on the level there is an island that lies in the center of the pool. From the center of this island, a perpetual gas fire burns. In the middle of the flame is a ring. Pulling on this ring will open the back of the fireplace and reveal the stairs down to the final level.

6-1 A fire

  1. If you / feed it,
  2. Then it / will live,
  3. If you give / it drink
  4. Then it / will die.


6-2 A fire

  1. I am / always hungry,
  2. I must / always be fed,
  3. The finger / I lick
  4. Will soon / turn red.


6-3 A lighthouse

  1. From sun up to sun down / I stare out across the sea.
  2. From sun down to sun up / I stare out across the sea.
  3. But while with sun up / I can only blink in the brightness.
  4. With the sun down / I can blink out the brightness.
The solution to this riddle points the party to a very weird room In the center of the room is a lighthouse that is constaltly spinning. When the light from the rotating light is reflected back to the source, the light will go out and a bunch of nasty monsters will pour out through the secret doors that open. Inside the room behind the secret door is a bronze plaque on the floor. It says:
"Red hot
but no flame
fire I am not
but almost the same
I have changed color
and I have changed form
Though the toungues die
I will be warm"

6-4 A bear

  1. What has a coat? / Hugs you not in sympathy?
  2. Whose smile you’d rather not see? / Whose stance is a terrible thing to see?
  3. Who is it that brave men run away from? / Whose fingers are clawed?
  4. Whose sleep lasts for months? / And who’s company we shunt?
This refers to a statue of a bear that lies in the intersection of two main corredors. It is rampant and snarling and bearing its teeth. If the big fangs are pulled, the mouth will close on the hand of the person pulling. Only by pulling the claws will it's grip be released. Under the tongue (which will be up after the claws are pulled) will be a locket. Inside the locket is the picture of a circus performer who is spinning on a rope from the top of the tent using only her teeth.

6-5 A sword.

  1. Power and treasure for a prince to hold / Hard and steep-cheeked, wrapped in red
  2. Gold and garnet, ripped from a plain / Of bright flowers, wrought - a remnant
  3. Of fire and file, bound in stark beauty / With delicate wire,
  4. my grip makes Warriors weep / my sting threatens
  5. The hand that grasps gold / Studded With a ring,
  6. I ravage heir / and heirloom.
In one of the rooms there is a shallow pit. Inside the pit is molten tar. Out of the tar sticks a sword. When the complete riddle of 5.5 is spoken, the sword will come free. On the sword (which is magical) is the insription "The handless man can still use his teeth to carry his weight".

6-6 The Legs

  1. They're on this level / You can't give up now
  2. I know how to win / but can't tell you how
  3. The legs still await you / I will allow
  4. You'll all die soon / This avow!