Treasure Hold
RoomDCC DAYA2 · p.11
Open source p.11Area 1-12 – Treasure Hold
The narrow gallery overflows with riches beyond your imagination. Demonic statutes, cast in bright gold and set with jewels for their multifarious eyes, stand on either side. Gleaming scimitars and bright helms, sundered in the throes of battle, hang upon the wall. Heavy samite tapestries, threaded with silver and platinum, hang still in the sweltering air.
At the end of the chamber is a square marble pedestal, rising some 8 feet in height. Atop sits a nest of spun gold decorated with silver sticks and twigs. And in the center of the nest rests an enormous black egg. Even from afar you can feel the pent-up heat washing off the stony shell.
The trophy hall showcases a portion of the prince’s celebrated wealth. It has laid untouched since the ifrit was summoned and pressed into service by the Theophages. Despite the overwhelming riches, very little of it is of use to the PCs.
The six statues, depicting various archdukes of Hell, are worth 10,000 gp each, but are far too heavy to be carried and must be dragged back to the portal, alerting the sentries.
Similarly, the samite tapestries (three in all) might be valued at 2,500 gp each, but silently removing them from their hangers some 20’ above the floor, and bearing them home is a feat worthy of a master thief.
The mighty scimitars offer some promise, though they were forged for ifrits and their kin; the mere act of wielding the ponderous weapons requires Strength of 17 or greater (dealing damage and fetching 150 gp or more each).
The sole exception is the phoenix egg – the goal of the Black King. If cracked, the egg immediately bursts into searing flame. Corpses placed into the flame are returned to life, and broken objects are mended. Living creatures placed into the flame are quickly rendered infants and then motes that vanish from existence – the “destruction” of aging undone in an instant. The flames flare brightly for rounds, taking the form of a flaming bird, before vanishing in a searing gout of flame and black smoke.
Finally, the egg’s nest, while unwieldy, is a marvel of craftsmanship. The finely woven gold thread, and carefully hammered silver “twigs” are worth 150 gp for their base metals alone, but ten times more valuable as objects of art. (Finding a prince or emperor wealthy enough to afford the asking price will be an adventure in itself.)
The large phoenix egg can be safely carried by three or more PCs. If two or fewer characters attempt to carry the egg, the PC with the highest Luck must attempt a Luck check or slip as they pass the guards, dropping the egg. This does not threaten the egg, but certainly alerts the ifrits.
CONCLUSION
Characters emerging from the main entrance to the Devil’s Maw discover the Black King and his men still waiting for them. The brigands have set up a rude camp, where they hold ten villagers hostage. The Black King gives a roar of delight at the sight of the characters and demands that the PCs surrender the egg. So eager to escape his own doom, he fails to demand that the PCs surrender their weapons or any other treasure gleaned from dungeons.
The conclusion of the adventure can unfold in any number of ways. Judges are encouraged to embrace the unknown and honor the players’ choices. Whether the adventure ends in an easy triumph, a total party kill, or somewhere in-between should be decided by the PCs’ actions and the dice.
Here are some guidelines to help judges game out some of the more likely conclusions:
Surrendering the egg to the Black King: Ignoring warnings from his men, the bandit chief scrambles forward, wrenching the egg from the PCs. Eyes wide with hope and fear, he smashes open the egg.
The egg’s flames engulf the brigand, undoing a life of destruction and misdeeds. The Black King roars in elation as he is transformed back into a young reaver, but his triumph turns to terror as he is reduced to a teen, then a child, before finally vanishing from sight altogether.
The brigands, horrified at what they have witnessed, break ranks and flee.
The PCs have carried the day and any brigands they encounter flee, quaking at the sight of the Heroes of the Devil’s Maw.
Attacking the Black King: In order to have any chance at success, the PCs need to trick the Black King into coming close enough for a surprise attack. Even a simple ruse, performed well, has a good chance of success. Believing his salvation is at hand, the melancholic bandit chief is giddy with delight, and prone to missteps.
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If the PCs can slay the Black King in a few quick rounds, his men’s morale is shattered. However, if the bandit-lord is able to recover, he fights with a black rage, doing his best to ensure the PCs’ demise and follows with the slaughter of their village.
Evade the Brigands: Characters slipping free of the Devil’s Maw via area 1-8 are faced with a difficult choice: Do they risk their lives to save their fellow villagers, or cruelly abandon friends and family to their doom?
If the characters do elect to flee, fate is not kind to the village or its folk. After several days, when it becomes clear that the PCs will not emerge from the Maw triumphant, the Black King follows through on his promise to slaughter the hamlet. He spares 10 villagers and sends them back into the Maw in a final attempt to recover the egg.
The Black King: Init ; Atk battleaxe melee (); AC 15; HD ; hp 16; MV 30’; Act ; SV Fort , Ref , Will ; AL C.
Chainmail armor, battleaxe, dagger, bearskin cloak, belt pouch with sp, gp and gems (worth gp each).
Shieldmen (2): Init ; Atk spear melee (); AC 14; HD ; hp 5 each; MV 30’; Act ; SV Fort , Ref , Will ; AL C.
Studded leather armor, spear, shield, handaxe, dagger, belt pouch with sp.
Brigands (18): Init ; Atk shortsword melee (); AC 13; HD ; hp 3 each; MV 30’; Act ; SV Fort , Ref , Will ; AL C.
Leather armor, shortsword, shield, axe, dagger, belt pouch with cp.
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