The Hall of Blades
PuzzleArea O2 — The Hall of Blades
A vast circular chamber, sixty feet across. Thousands of rusted swords are buried point-down in the stone floor, forming a dense forest of steel. At the center, a raised platform holds a single pristine blade — a crusader's longsword that still gleams. The exit to the north is sealed by a wall of force.
The Puzzle: The swords are arranged in a pattern. Close inspection (Perception DC 18 or Religion DC 16) reveals they form the Spiral of Pharasma — but the spiral is broken at seven points where blades are missing or misplaced.
To open the path, the party must:
- Identify the seven broken points (Investigation/Perception).
- Replace the missing blades with swords from the surrounding field (seven correct blades; wrong blades trigger a trap).
- Turn the central crusader's blade to complete the spiral.
Trap: Each wrong blade placed triggers a Blade Storm in a 15-foot cone (attack +14, 2d8+4 slashing, DC 20 Reflex for half). The trap resets after 1 minute.
Reward: Completing the puzzle opens the northern door and reveals the crusader's blade is a +1 striking longsword with the ghost touch property.