Black Thrones of the Ifrit
RoomDCC DAYA2 · p.10
Open source p.10Area 1-11 – Black Thrones of the Ifrit
The portal opens to a grand, open-air balcony, atop an impossibly high tower. A pair of soot-black thrones overlook a sprawling city below. Beyond the high brass walls a ring of volcanoes claw at the sky, vomiting clouds of black ash and a pyroclastic rain of fire. Streaks of lightning fork inside the roiling clouds and a constant tempo of thunder hammers down from the night sky.
Characters venturing through the portal find themselves atop a tower in the heart of the City of Brass:
Cautiously you slip through the smoky portal to the opulent throne room. Behind the thrones, a short series of steps descend to an open doorway. Two fiery giants, each twice as tall as a human and wreathed with dancing flames, stand guard – facing inside, away from the thrones.
Just behind the giants is a slim marble doorway set with gemstones. The door stands ajar; through the gap you can spy the flash of more jewels, and the brilliant gleam of silver and gold.
The throne room was once home to an ifrit prince and his consort. However, the powerful pair are now trapped in the Theophages’ vast alchemical alembic, helping to give physical form to chaos.
An honor guard has been stationed at the entrance to the throne room to await the prince’s return. Each of the ifrits stands 12’ in height, and is armed with an enormous, blazing saber. However, the constant roll of thunder drowns out lesser noises and long as the PCs are discreet, there is little chance of being discovered.
Slipping behind the ifrits through the door leading to the treasure hold in area 1-12, is easily and safely accomplished. But prying loose the gemstones from the doorway itself risks discovery.
There are 48 stones in all, each worth gp. Each time a stone is pried free of the archway, the PC must attempt a Luck check (roll under); on a failed check, the guards spin around, their sabers blazing with fire. (Thieves can attempt a DC 15 Disable Trap check in lieu of the Luck check.)
If the PCs reveal themselves – either through foolishness or some unfortunate mishap – the ifrit immediately cut them down and cast their bodies over the lip of the tower.
Ifrit Champions (2): Init ; Atk fist melee () or saber melee (); AC 15; HD ; hp 75 each; MV 35’; Act ; SP immune to fire, critical threat range 20-24 (/crit table G); SV Fort , Ref , Will ; AL C.