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Old 04-03-2015, 10:51 PM   #127
Abe Sargent
Hall Of Famer
 
Join Date: Dec 2001
Location: Catonsville, MD
He flies down the caldera

You are in a huge cavern baking in the heat of molten lava. A dull red glow comes from the depths of the volcano and colors the many niches and passageways. The central portion of the chamber overlooks the bowels of the volcano. Swirling vapor clouds and pillars of smoke writhe above the pit. As you watch, in the center of the room, the smoke congeals with a suction-like sound. Suddenly, flames erupt and where there was once only smoke stands a giant man within a ring of supernatural fire.

This is at the bottom of the extinct, about a thousand feet below. Someone has opened up a portal to the plane of Fire, and some other fire folks are popping out. There is a large Efreet, and some hell hounds it seems like. Alzar notices some fire creatures called hellions on the side of the volcano. Three is also a gargantuan Fire Elemental on a ledge about halfway down. There are some entrances into the area from the shaft proper, and Alzar flies into one.

(#11 on your map)

Dampness and a moldy smell come from this chamber. Large boulders, crumbled stones, and what look disturbingly like human bones cover the floor.

Alzar reaches out and senses a force here. Poltergeists. Three of them. He easily controls them. But they are bound to this room and can’t go anywhere else. They tell him of treasure behind though. He checks with his Gem/Star and there is a secret door here. It opens to reveals a small corridor that ends. The poltergeists tell him there is a room past there, but there are no secret doors or anything. He uses the Scroll of Portals to cast Passwall.

This chamber, buried within the solid rock of the volcano, is the location of treasure beyond belief. However, any characters who reach the room have a few problems before they can retire rich. If the poltergeists from area 11 have been defeated, they must also be dealt with in here. The monsters fight to the death here unless forced away during a cleric's turn. Even if the haunts were dispelled (by failing a save) in area 11, they need to be turned again before they will leave. They will probably not be at full strength if they have been forced to retreat to this place. The room is piled high with treasure - coins, gems, and jewelry. Dozens of weapons lie around the room, and many bottles of clear liquids can be seen amid the other treasures. In stark contrast to the unbelievable wealth, 8 or 10 human skeletons also remain here in mute testimony to the absence of doors, windows, exits, or entrances in this room.

This is exactly what Alzar often does. Have a room with no ways in or out, and in this case, the poltergeists can get it and out all day long.

Get ready to hold onto your butts:
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