Xin-Grafar and the Jewel of Everlasting Gold

When you entered the Chamber of the Jewel to encounter Iramine, you discover her enthralled with the artefact you have come to know as the Jewel of Everlasting Gold.

Iramine intends to find a way to remove the artifact from Xin-Grafar and brooks no interference from the PCs. She does not know that Tar-Baphon made such a feat impossible and that she could spend the rest of her life in the city trying to remove the jewel. Iramine is aware of the trap that will flood the city but believes the jewel will protect her. 1

You also notice she wears the key to the city which you had been alluded to. According to a story that Reginar shares with you when you return to shore, Iramine was a part of a trio of brave adventurers who had acquired a map to the city of Xin-Grafar. After combining three parts of an amulet they retrieved over many adventures, they formed the key to Xin-Grafar and fought to its centre to stumble upon its unique artefact. Believing its wealth to be more than any one man should have, they split the key apart, took a small portion of the treasure, and went off to different parts of the world. However, so corrupted by the thought of wealth, Iramine, many years later, killed off her two companions in order to recreate the key to the city. It is at this time she met the Living God and pledged allegiance to him in exchange for the promise of unlimited life and wealth as his right-hand servant.

After searching Iramine’s corpse, retrieving her key and the artefact, your party makes their way back to the shore. When you return to the bridge leading to the Third Ring, you are surprised to see the female constructs fighting to try and prevent you from leaving the Ring with the Jewel. After a few more minor encounters, you finally best your way to the front of the cavern and make your way back to the surface. You realize that the gates to the city are no loner a hindrance to you since you now possess the key.

Once leaving the city, you notice that any of the gold that was created by the Jewel disappears, along with the Jewel itself. However, much of the treasure you have acquired from the cultists and from some of the encounters remain. If any of you attempt to return to the city after it has flooded, which you learn has happened several hours after your leave, you will realize that the door no longer opens when you use the key. Investigation of markings on the door make you realize that it only opens once every 10 years to the holder of the key.

When you return to the shore, you find your ship dislodged and the men camped there packing up their belongings. Reginar welcomes you fondly and thanks you for your bravery and ability to resist the temptation of the wealth of the city, or so he believes. If you give him the key to the city, he will promise to take good care of it and to place it in the confines of the safe of his home city.

You have acquired a new adventurer during this adventure: an unnamed human barbarian that was an islandman from the island of Everfrost.

The following is what you acquire in terms of experience and loot from this adventure, and a brief recap of its encounters:

  • Ghost: 3200 XP, no items.
  • Terror Wolves: 1600 XP, no items.
  • Whisperscale Chief (Lizardfolk Chief): 1200 XP, bracers of armor +1 (1000gp), javelins (3; 1gp ea), masterwork morningstars (2; 308gp ea), 31gp.
  • Whisperscale Hunters: 1200 XP, heavy wooden shield (7gp), morningstar (8gp), javelins (3; 1gp ea). In the surrounding area is also: two suits of +1 studded leather armor (1025gp), light wooden shield (9; 3gp ea), a light crossbow with 12 bolts, masterwork rapier (2; 320gp), potion of cure light wounds (3), a potion of cure moderate wounds, 150 gp.
  • Golden Guardian Statue: 2400 XP, no items.
  • Large Fire Elemental: 2400 XP, no items.
  • Golden Skeletons: 1600 XP, broken scimtars.
  • Babau Demon: 2400 XP, no items.
  • Aglanda and Acolytes: 2400 XP, potion of cure moderate wounds, potion of invisibility, +1 studded leather armor (1025gp), +1 light steel shield (1009gp), masterwork light crossbow (335gp) with 20 bolts, masterwork rapier (320gp), sunrods (2), 134 gp.
  • Sentinel Statues: No XP (was not part of adventure), masterwork falchion (2; 375gp ea).
  • Tar-Baphon’s Dragon: 3200 XP, 1265 gp, gold-plated adamantine battle axe (3030gp), gold-plated brooch of shielding (1530gp), gold-plated horn of fog (2030gp).
  • Iramine: 3200 XP, wand of false life (CL 3rd; 6 charges; 4500gp), +2 mithral chain shirt (5100gp), +1 elven curved blade (2080gp), cloak of resistance +1 (1000gp), spellbook (alarmdispel magichold personinvisibilitylevitatetrue strikeice stormfireballblurlightning boltscorching raywebchill touchmagic missileshielddancing lightsdetect magiclight, read magic).

The entire adventure rewarded 6200 XP to each party member. This should advance every party member to Level 5. In terms of gold, the adventure rewarded 1600 gp. Raginar also rewards 3000 gp to the entire party. This means each party member gains 1150 gp. Collectively, all items in the adventure are worth 25663 gp. At a 50% return from applicable merchants, this results in about a profit of 12832 gp if all items are sold.

Most of the island has been relatively unexplored. The region to the north, typically referred to as The Void, is adjacent to the Wizard-King’s Pit, the source of the negative energy storms and the conduit to the negative energy plane. Further exploration of the island is possible; however, you know of two more islands where aid is being requested. The first of those two islands is somewhere south of the island.

Notes:

  1. City of Golden Death (2010) by Joshua Frost, page 25.
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