Treasure Hoard in the Peaks

The lure of ancient treasure, long abandoned, is hard to resist. Scar Flow was once home to beautiful valleys and rolling flood plains – but now it sits under a mix of salt and fresh water – part of the mighty Dwindor Swamp. A rough map has you going to one of the tallest peaks – still sticking far above the waterline. Supposedly, a hoard of treasure, abandoned by a chieftain and his peoples long dead, lays waiting for someone to grab it!

Credits | TYPE: An Incarna™ ASIDE scenario; Set in Westmarch/Scar Flow, off the shores of The Barony of Crestwold (set in the larger Duchy of Dunstrand) of the [Fantasy] Steel Realms, and integrated into the Living World story of Dunstrand Rising Living World

System: i20™ – Approximate character level 3 – 5; designed for 22 Total Levels.

Specific Challenges: Emphasis on Story over Combat
Mental Physical Social
Horror Weather/Environment Traps
Beasts Monsters Spirits Undead

Follow using the Incarna Adventure Template 2a.


ADVENTURE PRINCIPAL: EASY TO SCALE

Do not let strict campaign or challenge level dictate your use of adventures. Both the story and play and PC capability should be able to be modified to support most measures of adventure requirements. A good Game Master can generally use the Incarna principles, system & tools to support them in telling their story with whatever characters and circumstances the Players have.


SPOILER
Do not read beyond this point if you intend to participate in this scenario as a PLAYER!

GM Background Information

Who: No motivating connection to any external forces.

Where: Dormu’s Peak in Westmarch/Scar Flow, off the shores of The Barony of Crestwold (set in the larger Duchy of Dunstrand

When: Whenever the PC’s manage to stumble across the information leading to the way to the treasure hoard.

What: Information on the location of an ancient, lost treasure hoard of long dead Storm Lord (Storm Giant) – one of the last of the Colossi of Helca – is gained. The PCs, in need of money, will follow the map or clues; This leads them through dangerous waters, high peaks, and an eerie and forgotten place of undying Cyclopean guardians, lost culture, knowledge, and treasure.

Why: Mostly the outcome is the PCs gain valuable financial means of continuing their story, but CLUEs too to additional powerful knowledge and places.

Fitting into an Existing Campaign

This adventure is not part of any currently existing adventure series. The GM will have to figure out best means of integrating into an existing adventure or campaign.

Timeline of Scenario Events

  • XX Days ago Storm Lord claims the Dormu’s Peak as his home
  • CY 5000 The Sundering: The tribe is decimated. The trophy hall is wrecked.
  • CY 9168: The PCs start their trek.

Setup/Introduction/Getting There

Getting There – Discovery

Option 1: Map

The lure of ancient treasure, long abandoned, is hard to resist. Scar Flow was once home to beautiful valleys and rolling flood plains – but now it sits under a mix of salt and fresh water – part of the mighty Dwindor Swamp. A rough map has you going to one of the tallest peaks – still sticking far above the waterline. Supposedly, a hoard of treasure, abandoned by a chieftain and his peoples long dead, lays waiting for someone to grab it!

[[Any notes about the current weather, terrain or other factors which will affect the party’s movements.]]

Option 2: Sense

[[Any notes about the current weather, terrain or other factors which will affect the party’s movements.]]

What the Characters Would Know

What might the characters know about the background, if anything?

Guards of the Great Hall

The 6 Undying Cyclopean Children will guard the hall/hoard. These are weak after thousands of years of service (half HP). Six are all that is left of a dozen that were bound millennium ago. Two are out foraging at any given time. The cyclops never go into the wings of the complex except to look and listen down the halls. The warriors’ barracks are at the top of steps carved into the mountainside.

TACTICS: Use difficult terrain to slow the party and kill them at range.

Approach Options

  • Approach by the Ridge: Can only throw javelins, get only partial cover; Starting at 40m, the cyclops, hidden in the cliffs above
  • Climbing the Peak: Can roll or throw boulders .5km through the mist (can actively dodge in mist) out of mist boulders at 50m, get full cover vs. partial as party approaches

Hall of the Mountain King

The great hall is a well-looted Storm Lord king’s hall.

Common Features

All the ‘electric torches’ are dead by default, the cyclops have taken all the curtains, banners, clothes, rugs, and tapestries – of tremendous value – and used them for torches. The outlines of these can be seen on the walls and floors.

Writing: The writing everywhere in the location is written in 2 languages: [ancient] Gladnorean (for visitors) and Jotun.

[ D ] Spinning Doors: These are 15m tall multi-ton stone doors. They all are balanced on a vertical metal rod and plates and when normally operating took only 10 Strength to move. They have no handle or latch – though they have a metal plate about 2m and 5m up. They are grating and dilapidated now, requiring a total of 33 Strength. If Shocking Grasp is applied to the plates, the door will grate and grind but open itself, closing 30 seconds later. On a 1 on d10, the door will crack and break, becoming 20 feet of difficult terrain.

[ L ] = Light Box: It is some sort of metal rod with drawn spiral wires. It is unknown what function it might have served, though it is very faintly still warm to the touch. In general, each Light Box can be lit with a Shocking Grasp cantrip individually, or by manipulating the front altar. They shed bright white light in a 30m radius, and dim light in another 30m.

Shocking Ward = An area or object said to have Shocking Ward will inflict Shocking Grasp upon those violating its space.

Receiving Chamber (outside)

This is a circular broken columned chamber that is nothing more than ruins. It looks like a broken megalith. The rubble has been cleared of a passageway that leads into the mountain.

Ascending Steps

Between the mouth of a giant cave entrance and the circular ruins leading into the mountain are steps for large humanoid carved into the side of the mountain going up. They are weathered both from use and the elements, and are clear of any debris or rubble.

Guard Barracks

A massive barracks for 18 of the cyclopean guards is cut into the mountain side. It looks organized and well-used. Of all the raised platforms, only 6 have beds – most of the others have the skull of its previous occupant; Dirty banners drape the walls, small stone statues of humanoids are placed in what can only be some sort of mock battle at one end. There are basins with water, a pipe with running water and overflow and a cracked but working drain in an alcove -probably a shower of sort. There is a sharpening wheel and a repair station.

10 skulls are present. On the base of each bed, etched into the raised stone base is a kill count for each guard – some as high as 60. They have 300-600sc of goods each; 3 cyclops sized game sets (25sc each); Calligraphy of cyclops (200sc as novelty with artwork). The cyclops have gathered as much as they can. The repair station has 8 daggers and 5 other broken blades; hide strips, 11 rough wood pieces for shaft (2 are diamond willow from moorswood; Quarterstaff with +2 resilience). There are 18 built cyclops sized javelins.

> Recent wall paintings show winged elves bringing supplies to the cyclops – oils, food, etc.

Descending Steps

To the left of the circular ruins leading into the mountain are steps for large humanoid carved into the side of the mountain going down. They are weathered both from use and the elements, and are clear of any debris or rubble. Looking down, you can see they lead to a terraced area with rock pools that have reeds and moss growing all around.

Eel Nursery

King’s Hall

This is a simple yet impressive hall 100m deep, 50m wide, and 20m high. It is a mix of rough and fine carving work, and looks like it was excavated directly into the rock. The giants of peaks and storms do not stand on a lot of administrative work and bureaucracy. The frescoes and relief are a lot of cultural and familial scenes, scenes of storm, wind, sun and snow. The giants played games – seriously and to win, but were free spirits, easily distracted by whim and fancy. Down each side are weathered pillars that create a gallery behind them. On the north side is an altar right inside the overhang. It is dark, and nothing seems to move inside.
> [ L ] Lighting x 8

[ i ] > DC 20 Wisdom (Perception):
Above the entrance is a cut into the rock that is almost as wide as the mouth of the entrance and .3m high.
[ i ] > DC 22 Wisdom (Perception):
Embedded in the ceiling, going from side to side halfway through the hall are three electrum bands measuring 10cm wide, 3cm thick and 6m long. Each has a value of 3 Electrum Trade Bars.

Pillared Galleries: Each side has galleries separating the main hall from a waiting and observation area. There are reliefs with all manner of fantastic creatures. The centerpiece of which are the giants with colored hair and skin. All manner of opulence is displayed, though seemingly with little material objects. Clouds, mist, shimmering portals, bubbles, food and drink, gold jewelry, gold toys, etc. Strange objects that levitate food and other objects, all powered by lightning and implements made by the giants. They are faded, and fine details can no longer be made out.

[ i ] > DC 20 Wisdom (Perception): On each pillar is “Rune” of some sort; They all look the similar but are not in any known language.
> They seem like “runes” but are a form denoting musical notes.

Beyond Galleries: Behind the pillared gallery on each side are still running cracked fountains and broken stone benches and tables. At the deepest end appears to be a massive stone throne, and some sort of debris pile in front of it.

Any attempt to throw anything through the air will result in a lightning arc from three arches of a gold colored band embedded in the ceiling.

The Charged Bands of Electrum

Any attempt to pry the bands of electrum loose without playing a music tune (on the pipes of meri or with their own instrument) based on the runes found on the great hall columns

[ i ] > DC 25 Intelligence (musical): To understand they are notes and decipher.
[ i ] > DC 20 [music]: To play the tune; the bands vibrate loose after 3 rounds (rock starts to break as it gets more violent), filling the great hall area with a Shatter spell effect for organic material only. After each time cracks appear around the bands, after three times they will vibrate out and fall to the ground.
100m range (the hall); 2d20 thunder + 2 d10 electrical; Each band takes 50 hp w/3 resilience and damage absorption of 3 + DC 20 strength check or pushed 5m towards the exit.

Storm Altar

A massive altar stands 7m tall, built into the floor – carved as part of the great hall itself. Covered in relief carvings of humanoids fighting and victory dancing in wild abandon, it is well-weathered. It was once painted, but now only flecks remain, there are writings on it. The floor around it is engraved with weathered and fading marks.

Next to it on the wall is a > [ L ] Light Box

[ i ] > DC 30 Intelligence (Religion): On the wall, across a walkway from it are massive relief carvings picturing ravens in the sky with the giants. These are the ravens of Mirgue, Mistress of Ravens – more recent.
[ i ] > DC 20 Intelligence (Religion): Floor marks are permutations of the symbol of Ikribu. There is a faint prayer etched by lightning onto its surface to Ikribu.


Faded Engraving on the Wall: Also, a sort of riddle chiseled into the wall next to it that is part of a faded engraving as well.
[ i ] > DC 20 Wisdom (Perception): Notice the riddle’s words amidst the engravings.
[ i ] > DC 25 Intelligence (Religion [Ikribu]: To decipher the riddle which translates to a prayer invoking Ikribu – its obtuse, but approachable.
It is how to get the lamps to light w/Shocking Grasp; there are three master switches for the complex, plus each individual.

  1. Light the entire great hall
  2. Lights the hallways of the east wing.
  3. Lights the hallways of the west wing.
[ i ] > DC 30 Intelligence (Religion [Elancil]) to decipher the riddle which translates to the prayer which invokes Elancil. It will summon clouds at the peak and rain; The waterfall in front of the great hall will cascade in a half hour from built in collection points on the peak above.
= Elancil will send guardian chimera asleep in its lair at the peak + steam/mist mephit and a Fog Cloud to cover her minions >> cover/connexion vs elancil.

The King’s Throne

A massive stone throne for sitting a giant of 15m or so in height, covered in relief carvings that were once painted though only flecks remain. On the front, at the feet of the throne is a relief carving showing the giant shaking hands with a winged elf standing on a marked area in front of the throne. In front of the throne is the body of a dead giant, and a small hoard of wealth spilled around it.
> Above it is a > [ L ] Light Box

[ i ] > DC 20 Wisdom (Perception); Under the dead giant is a metal disk. A character on it will be grounded and can pick up treasure and move the dead giant.

The throne is protected with the Shocking Ward for anyone touching or sitting in it.

Behind the stone throne are several written names carved into it, and scenes of coronation, hunting, and sacrifice at the altar in the hall’s entrance. The wall behind the throne once had a massive arched doorway, but has now collapsed. There are scorch marks scarring it all over. It seemingly was done with violence and purpose.

The last written name is Otarchus, son of Echbenia (the previous name) – a genealogy apparently. No dates.

Before the Throne

Before you lay a massive figure, one of terrifying proportions. This king’s hall was once splendorous, but has fallen into disrepair seemingly long before its death. The king must have died on its throne of stone, and slowly tumbled out as it decayed – sprawling at its feet. Presiding over an empty court, the decaying king once stood 35 to 45 feet tall. A massive beard adorns its face with sunken eyes. Majestic silk robes and sandals are all that covered its frame. There are no rings or crowns to denote his position… it is just something you sense. A horde of treasure is scattered around the throne. The now empty hall echoes only with your own footsteps.

[ i ] > DC 20 Wisdom (Perception); Under the dead giant, but sticking out wider than the body is a metal disk. A character on it will be grounded and can pick up treasure and move the dead giant. The character must jump to it.

A body of dead storm giant; It has Shocking Ward if anyone touches the dead storm giant. Bone items of Colossi contain a tremendous amount of mystical properties related to primal sparks of Anima and the Tradition of working with them.

[ i ] > No animals appear to violate the sanctity
[ i ] > No smell except ionized air

The Spilled Hoard

50% of the DESIRE value will be in Real Goods + Archeological Value, the other in coin. There are 4 items. It has Shocking Ward.

1 XicXax Claws

The Eyezim belt

A Mizran Anvil (ring of defense)

A bronze necklace that grants immunity to deafness, resistance to thunder damage, reduces any force or air/wind push/shove effects by 3m/10′ (earth slides, wash-aways, etc. are unaffected) and 1/Long Rest can Shout in anger which will do a Shatter spell in front of the wielder followed by a Gust of Wind spell. It is giant sized. An awkward belt for size large or less; It won’t be resized – it is automatically encumbering and can only be worn over any armor other than light – exposing it to damage…

2 doses of Oil of Sharpness made by the priests of Ikribu.

East Wing

This in only accessible from the east gallery in the great hall through a Spinning Door.

The rotating massive stone door from the eastern gallery leads to a dark rubble-filled hallway. Inside are more doors, some appear broken and/or ajar.
> [ L ] Lighting !

[ i ] > DC 35 Wisdom (Perception): A faint hollow and high pitched sounds can be heard, akin to piping. It is coming from further in.

Private Reception

This chamber once had many accouterments that were part of many built in ledges, benches, and platforms cut into or part of the stone. Perhaps its nearness to the great hall east gallery indicates its importance. The roof of the chamber is covered in faded frescoes.
> [ L ] Lighting !

[ i ] > DC 35 Wisdom (Perception): A faint hollow and high pitched sounds can be heard, akin to piping.

Dining Hall

Carved into this long haul is a stone table and broken stone benches. The ceiling frescoes are obscured by soot. Something approximating a fireplace fills the middle of one wall – blackened rocks and burn marks around it and possibly a spit for meat. A smoke vent is obvious at the end of the hall where the ceiling slopes up.
> [ L ] Lighting !

[ i ] > DC 30 Wisdom (Perception): A faint hollow and high pitched sounds can be heard, akin to piping.

Dignitary Quarters – Large

This chamber is smooth cut and exact, a greater sense of order is represented and it is 20m tall. The centerpiece is a raised platform in the center, likely the base of a sleeping platform. Relief carved bins, table bases, and dividers are built in, and pieces of broken stone are scattered everywhere. Slivers of dried wood are the last organic remains that can be seen. Your footsteps echo in this massive chamber. Everything is sized for giants.
> [ L ] Lighting ! x2

[ i ] > DC 30 Wisdom (Perception): The remains of a concealed compartment can be seen in the rubble of the raised platform. There is nothing in it.
[ i ] > DC 25 Wisdom (Perception): A faint hollow and high pitched sounds can be heard, akin to piping.

Dignitary Quarters – Medium

This chamber is smooth cut and exact, a greater sense of order is represented and it is 10m tall. The centerpiece is a raised platform in the center, likely the base of a sleeping platform. Relief carved bins, table bases, and dividers are built in, and pieces of broken stone are scattered everywhere. Slivers of dried wood are the last organic remains that can be seen. Your footsteps echo in this massive chamber. Everything is sized for for larger than humans.
> [ L ] Lighting !

[ i ] > DC 30 Wisdom (Perception): The remains of a concealed compartment can be seen in the rubble of the raised platform. Three silver engraved plates with scenes of ships sailing on something like fumes or clouds are in the compartment; 125sc value each and 3 broken and 1 potion of Superior Healing
[ i ] > DC 25 Wisdom (Perception): A faint hollow and high pitched sounds can be heard, akin to piping.

Dignitary Quarters – Small

This chamber is smooth cut and exact, a greater sense of order is represented and it is only 5m tall. The centerpiece is a raised platform in the center, likely the base of a sleeping platform. Relief carved bins, table bases, and dividers are built in, and pieces of broken stone are scattered everywhere. Slivers of dried wood are the last organic remains that can be seen. Everything is sized for humans.
> [ L ] Lighting !

[ i ] > DC 30 Wisdom (Perception): The remains of a concealed compartment can be seen in the rubble of the raised platform. There is nothing in it.
[ i ] > DC 25 Wisdom (Perception): A faint hollow and high pitched sounds can be heard, akin to piping.

The Clan Den

This door leads into a series of corridors going up, down, and around. A combination of precision cut and rough cut dwelling caves – many with open top ceilings. The relief carvings show the giant figures flying out the open tops and reveling in the wind, rain, and lightning. They obviously did not get cold. In the corridors as an obvious channel that leads water away to a central drain.

[ i ] > DC 15 Wisdom (Perception): A faint hollow and high pitched sounds can be heard, akin to piping.

Pipes of Meri

Winding through what you can only assume is some family or clan common area, you come across a series of holes at odd angles about 10m above the rough floor. You can hear faint hollow and high pitched sounds seemingly coming from the holes. Relief carvings surround the entire area, showing the giants blowing into the pipes and dancing.

Using the channels and holes, music can be made either through magic spells and abilities that move wind, or through blowing great breath into them.

Once you get to the level of the reliefs and “pipes” and channels, you can see various inscriptions which give glory to the great spirit of Meri, daughter of Phelaedea, great lady and goddess of the air.

[ i ] > DC 25 Intelligence (Religion): A prayer of Meri will invoke a Gust of Wind spell to play a specific tune on the pipes for maximum duration. If the character speaking the prayer is a Follower of the Green Church or Wyld Faith, they will gain 1 Blessing the first time they do so.

Chief’s Sleeping and Mating Quarters

This massive room is obviously the chief or king’s sleeping chamber. Relief carvings are everywhere, and the roof is open to the sky. Broken stonework, collapsed stone furniture, and a cracked fountain that is still dribbling are prominent. No organic matter is evident, but it would have surely been the most impressive room other than the great hall itself, in the complex.
> [ L ] Lighting ! x 3

[ i ] > DC 20 Wisdom (Perception): A faint hollow and high pitched sounds can be heard, akin to piping.

West Wing

West side (outside entrance)

Reception Preparation

Bath/Steam Chamber

Balls in fountains that spin and generate charge – so perfectly smooth

Cloak Room

Dc 30 per large cloak pin (230sc) in rubble

Garderobe

Rather humorous, a garderobe with multiple sized holes and troughs for giant sized creatures to humans. A broken floor of tile where water cascades down from the ceiling and a series of direction spouts for an obvious wash station. Water still runs, disappearing into the broken floor.

Sitting Room – Large

This room has a stone platform for bed palettes sized for giants with raised stone divans and couches cut into the walls and floor. Hints of painted frescoes cover the walls and ceilings. No organic matter is left, though it would obviously have held cushions, chairs, and tables of food and drink and the like.

Sitting Room – Medium

This room has a stone platform for bed palettes sized for larger than humans with raised stone divans and couches cut into the walls and floor. Hints of painted frescoes cover the walls and ceilings. No organic matter is left, though it would obviously have held cushions, chairs, and tables of food and drink and the like.

Sitting Room – Small

This room has a stone platform for bed palettes sized for humans with raised stone divans and couches cut into the walls and floor. Hints of painted frescoes cover the walls and ceilings. No organic matter is left, though it would obviously have held cushions, chairs, and tables of food and drink and the like.

[ i ] > DC 25 Per ruby lodged into eye of a serpent worth 400sc

Kitchen

This was obviously a kitchen or food preparation room. There is a set of carved stone stairs down into an empty cool room – some sort of cellar or larder. A broken basin leaks water from a hole above it. There is no furniture here except platforms and shelves cut into the rock. There is a chimney that has collapsed internally, rubble spilling into the chamber.

[ i ] > DC 24 Wisdom (Perception): A bone protruding shows the dead body of an adventurer that came down the chimney and caused the collapse. She died (skull caved in – died swiftly) but the magic items she was carrying are in good shape. A Band of Seeing/Clarity of Sight, 340sc in jewelry, a purse with 58sc in coins, shortsword +1 (att/dam/init/res), 2 daggers (ornate; 160sc each), metal scraps for pack/lamp/tinder/etc.
[ i ] > DC 22 Intelligence (Investigation): Amidst broken stones/collapsed stonework are 2 odd marble vases (cups for giants) worth 400sc each.

Cellar/Larder

All organic materials are long gone, but the floor is stained and there is standing water in it where it slopes to one side.

[ i ] > Intelligence (Herbalist Kit): Purgative that will cause 1 hard damage but clear any ingested poison if taken within a round of ingesting.
[ i ] > Intelligence (Poison Kit): Ingested poison

Tribute Chamber

This chamber has been violently and willfully destroyed – the reliefs literally chiseled off the wall. It is filled with broken debris that is now nothing more than unidentifiable rubble.

Outcomes

Optional: Guardian and Ancient Hoard

Complete Success

Conditions for success:

Rewards

]> REWARDS >

PC Record: Though obscure, a record of this place already exists in a few places, including its last known status as deserted except ancient guards. However, if the PCs chronicle their adventure (2 days and 50sc worth of materials), they could sell it for a DC 16 Literacy check > Failure = 100, Success: Simple = 200/Major = 400/ [adjusted] Extraordinary = 650; signed by all +100. If they managed to identify a great deal of the writings and references, add another +150sc.

Follow-up for Success

Complete Failure

Conditions for failure:

Follow-up for Failure

Notable Characters, Entities, & Creatures

Creature or Character #1

[!> This is a variant of a D20 Monster with custom powers and stats as noted.]

NPC: Name

Motivations: Motivations

Goals: Goals

Fears: Fears

!> STATS:
!> IMAGES: [[Link to image or google search for a related image.]]

TACTICS:

!> Harder to Kill / More Lethal >
!> Easier to Kill / Less Lethal >

History:

Maps

Legend…

Map 1

New Items

New World Information

Creation and Publishing Credits

This is licensed under CC BY-NC-SA 4.0

Treasure Hoard in the Peaks by Kelly Berger

Inspiration/Source: An Incarna original adventure by Kelly Berger
Idea: Kelly Berger 2022
Writing: Kelly Berger 2022
Design: Kelly Berger 2022
Published: August, 2022 (via Incarna website)
Edits:
Testing: Arabus Grenier, Alanna Grenier, Ben Persinger, Corey Cordray, Rocky Bliss, Earl Clark
(Testers and Test Resources)