The long and winding hallway has been tormenting you and your party
ever since you entered Drezilak’s Keep. Rooms after rooms have been explored by
you and your courageous allies in the hunt to defeat the dread Cyclops-Minotaur
Lich known as Drezilak. Drezilak has taunted you at every turn with minions and
cohorts that seem to not only channel the lich’s rage but also his power.
Tricks and traps have felled adventurers before you and even a few of your own.
Bruce the Rat, a self-proclaimed master of locks, failed to notice that the
massive stone double door at the entrance to the keep was booby-trapped. His
screams never really seemed to die away as the ground opened up beneath him and
swallowed him whole. Maybe you can still hear Bruce’s cries for help and
shrieks of agony, or just maybe Drezilak the Dread is finally getting to you.
The hallway finally opens up after what feels like hours of tedious
exploration. The room before you is massive; Elkhorn the Druidic-Magi has
haughtily told everyone that he believes it to be close to 50 feet squared. The
room itself would be all but empty except for the door on the far side of the
wall with some sort of grid on it and the massive golem crafted of stone and
metal seated in the center of the room.
Drezilak’s mechanization is a
large-sized Golem that stands in the middle of a 10 squares by 10 squares room.
Much like the door behind the Golem, the Golem itself has a grid on its back. The
entrance to the room stands open at 10 feet in width with no doors or barring
mechanism. The gridded heavy stone door on the opposite side of the Golem also
stands 10 feet wide and has no visible or discernible handles or opening
mechanism.
The gridded Golem’s back looks
similar to the one shown above. On the back of the Golem are 8 colored gems
with roughly etched numbers upon them. The gridded door has 8 blank settings
for the gems to fit into. Within the empty slots on the door are also roughly
etched numbers that can only be seen from directly adjacent to the door itself.
The task is simple to open the door, the players must remove the gems from the
Golem’s back and place them in their corresponding slots on the large stone
door. The trick lies in the fact that Golem isn’t going to let its gems go that
easily.
The Golem itself is a large size
creature that stands in the middle of the room. The Golem is perpetually
immobilized and cannot be subjected to forced movement. Aside from being
utterly incapable of moving, the Golem is also impervious to all types of
damage and immune to Fear, Poison, and Disease. Essentially, this is not a
Golem that you want to mess with. The gridded Golem can only be defeated once
all of the gems have been removed and placed in their corresponding door slots.
The Golem’s attacks are quite
simple. It has a single At-Will that is a Close Burst 2 that both damages the
adventurers in its reach and pushes them back 2 squares. In addition to that,
the Golem has a rechargeable Minor action attack that does massive damage to a
single foe. The Golem acts on its own Initiative roll.
In order to remove the gems
from the Golem’s gridded back, the Golem must be granting Combat Advantage by Flanking
only to the party and a Hard DC Thievery check must be successfully made. Whenever
half of the Golem’s gems are removed its single-target massive damage attack
automatically recharges and may be used as an Immediate Interrupt.
The solution for the
Golem-door puzzle is shown above, but for clarity’s sake here it is again
(albeit with slightly different colors):
Arch-Lich Drezilak the Dread’s Golem tore through your party with his
devious puzzle. Belarion the Bold and Elkhorn fell before the Golem’s mighty
fists before the solution was achieved. The door opened before the surviving
members of the Wilderness Watch to reveal dread in the highest of forms; more
hallways and more doors. Drezilak was a monotonous and deadly foe; how many
more would fall before his works?
Now would be a good time to
note that this trapped room is without mechanics. The reason for this is so
that it can be plugged into any level of play. The powers have been described
in such a way that one need but look at average damage outputs for the level of
creature being encountered or through the XP Budget (or ignore it entirely if you are wanting some more Fourthcore fun!)
------------------------
The other day, when I first wrote this challenge room up, I posted on Twitter a query about what exactly a Minotaur-Cyclops Lich would look like. Well yesterday, out of my own curiosity, I decided to go ahead and quickly sketch up Drezilak the Dread. Now to build this baddie in the Character Builder for some fun!
UPDATE: I just finished building up this baddie in the DDI Character Builder. He's got a lot of powers, but they are thematic between his two races and lich-hood calling. I took the liberty of renaming some snagged powers to be better fitting. (ex. Vampiric Touch is now The Dread Lich's Touch) I hope you enjoy, this was a blast to make despite my netbook hating Silverlight! It should also be noted that I'm still trimming power selection as, admittedly Drezilak has far too many abilities. Suggestions are very welcome!
Until next time,
-blob
Follow me on Twitter @Sorcerer_Blob or via the hash-tag #legend4ry
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