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Well of Brass

Room

DCC DAYA2 · p.3

Open source p.3

Area 1-2 – Well of Brass

A circular well sits in the center of the cave, circumscribed by a low wall of sooty brass. The chamber’s ceiling is scorched black. A simple iron ladder descends the side of the well, down into darkness.

THE PRISONER’S GAMBIT

Once out of sight, daring PCs might devise a ruse to lure a handful of the brigands inside the cave, hoping to surprise them and steal their gear.

Initially, the brigands are readily duped and send men into the Maw. Roll to determine the gear carried by each brigand: (1) studded leather armor, spear, dagger; (2) leather armor, short sword, dagger, torch, pouch with sp; (3) spear, pouch with cp; (4) leather armor, short sword, 3 hand axes, torch; (5) hide armor, spear, pouch with sp.

The ploy works exactly once. When the initial party of brigands doesn’t return, their former comrades roar with drunken laughter, choosing to wait the PCs out.

Brigand (): Init ; Atk as weapon melee; AC 13; HD ; hp 3 each; MV 30’; Act ; SV Fort , Ref , Will ; AL C.

As the PC consider their actions, read or paraphrase the following:

A roar erupts from the depths. A moment later the well is lit by a blistering ball of fire. Blue and orange flames shoot from the well, spilling along the blackened ceiling. The flames spin on one another, licking the chamber, and then die.

Something in the well begins to inhale, drawing cool night air into the cave.

Moments pass. The howling wind slows and dies.

The brass well is 45’ in length, ending in a 15’ drop to the floor of the chamber below. The ladder runs all 60’. The walls of the well are composed of sheets of hammered brass, black with soot. Both the ladder and the well are warm to the touch (or searing hot, following an eruption).

The Secret of the Well: A glowing blue gas seeps from the walls of the lower caverns, collecting in area 1-3, directly beneath the well. The gas quickly builds up enough to be ignited by any of the many extant flames, turning the lower level into a conflagration and belching a ball of rolling fire up the chimney. Immediately after the blast, fresh air rushes into the cave from outside, and the gasses begin to build up once more.

Every round there is a 1 in 5 chance that the gas ignites. An instant later a fireball rushes up the well, crashing against the ceiling and rolling out to the chamber walls. Any character caught in the chimney during an eruption suffers damage (Luck check to avoid) and risks falling at judge’s discretion. Unfortunate souls caught in the halls below suffer damage (Luck check to avoid). But those in area 1-2 (and not directly above the chimney) are safe – the fireball rolls out above their heads, spilling out along the ceiling.

Immediately following an explosion, a chill wind rushes into the chamber, rolling in from outside the cave. The wind

continues for rounds, and then the cycle begins anew.

While the hazard cannot be disarmed in any usual sense, it can be mitigated. A simple flame left burning on the floor of area 1-3 is sufficient to burn off the gas as it collects. These flames flare bright blue and green, and prevent the gas from growing to dangerous levels.

Oil lamps and torches accomplish this readily (burning for 3 hours or a single hour, respectively) but candles burn too hot and melt after a mere rounds. If the flame dies, the gas begins to collect once more and the cycle starts anew.

There is an excellent chance that the PCs accidentally solve the challenge by simply dropping a torch down the pit to see what they can find. The flaming brand lands amid the rubble of lamps in area 1-3, and burns brightly, spitting colored flames as it continuously consumes the gasses.

In this case, make careful note of whether or not the PCs then take the torch with them. This could potentially spell doom for the PCs if the gasses are allowed to collect, causing the explosive cycle to begin again. Characters reaching areas 1-8, 1-9, or 1-10 are safe from the flames, but all other areas are subject to the repeating flames.

Descending the Well: It is 60’ from the top of the well to the floor of area 1-3. Characters descending by rope or ladder can move 15’ per round with no risk to themselves. Attempting to move more quickly requires an Agility check; the DC increases 1:1 for every additional foot of movement.

Example: A PC attempting to climb 25’ in a single round – 10’ quicker than the base rate – must succeed on a DC 10 Agility check to descend safely.

Characters failing the check suffer a partial fall, taking damage for every 10’ to the chamber floor.