The small volcano on Giant Island known as "Prison of Fire" serves as the prison for the heir of the previous
Fire Giant leader. The previous leader, who had attempted to launch a conquest of the mainland alongside the other giants, was killed in the failed invasion. The new fire giant leader, Duke
Zalto, is responsible for the imprisonment of the heir in order to prevent any potential challenges to his rule. The volcano prison serves as a reminder of the failed attempt at conquest and a warning to any who would try to challenge Duke Zalto's rule.
The volcano is constantly active, with lava flowing down its slopes and ash raining down upon the surrounding. The heat is unbearable for most creatures, and the ash and smoke make it nearly impossible to see or breathe. The prison is guarded by a small number of fire giants, who ensure that the heir remains trapped within the volcano and is unable to escape.
Description
1 - Troglodyte Tunnels
A clan of troglodyte, originating from deep below the lava-filled tunnels, made the shallowest tunnels of this chasm their home. Local
Firbolg attempted to make peace with these creatures, but were met only with hostility.
More recently, the troglodytes are being hunted to near extinction. When Duke Zalto reused the volcano and tunred it into a prison, the fiery guards unleashed within the volcnao had a lethal effect on the troglodyte.
1A - Staging Point
Only minutes into the tunnels, the adventurers going into the prison of fire will see a pack of 1d4+1 hell hounds fighting 2d6+2 firbolgs. Once the hounds are dispatched, the firbolg will explain the following:
Their expedition has hit some difficulties and they are currently doing all they can to keep the growing packs of Hell Hounds from spreading into the giant island.
1B - Main Passage
Through the center of the lava tunnel is an elevated path of dark igneous rock. Glossy black shards of obsidian line the edges the walkway, forming a razor-edged barrier between the adventurers and the bubbling magma below. A pack of 1d4+1 Hell Hounds stalk this section of the passageway, feasting on the charred and smoking corpses of troglodytes.
Roughly halfway up the tunnel, a stream of lava spills over the pathway the party is using. The adventurers can make a DC 12 Athletics check to jump over the molten stream. If the characters investigate the lava flow with a DC 12 Investigation check, they will notice that it is not constant in rate and width. The party can wait for when the lava stream wanes and cross then. If they do, they have advantage on the athletic check.
The pathway continues south, deeper into prison of fire. More troglodyte, their lifeless bodies covered in blackened bitemarks, are strewn about the tunnel.
Looking across the roiling magma below, narrow walkways can be seen lining the tunnel walls on both sides of the party. Solitary Hell Hounds can be seen wading in the magma and dining on troglodyte flesh.
Another pack of 1d4+1 Hell Hounds roams the upper pathway.
1C - Oggleflint's Throne
The comparatively cramped tunnels open up into a more open chamber. The temperature of this cave is noticeably lower as no longer are the adventurers standing directly above a river of magma.
From this chamber the late Oggleflint, ruled over the troglodytes. More recently he has been demoted from his lofty role as chieftain down to the lowly position of hound food. His usurper, Adarogg, stands over his broken body, greedily consuming its flesh.
Ramps to the east and west slope down into the side passages of the Troglodyte Tunnels. A smooth corridor of lava rock leads southwest to the Obsidian Climb. At this intersection is a large boulder behind which is a firbolg corpse.
Adarogg
troglodyte population has rapidly declined in recent months for one reason: Adarogg. This ravenous Hell hound was among the first of his kind ripped from the
Seven Hells by Duke Zalto. the unruly beast was feed over twice his weight in troglodyte flesh per day to keep him appeased.
Adarogg (marked by a red skull on the map) is a massive hell hound glowing with otherworldly fire. As the largest and most fearsome of the hounds in the prison fo fire, he prefers to hunt alone. He will prioritize any creature that has troglodyte flesh on their person, as he as developed an appetite for it since being summoned into this place.
1D - Side Passages
Narrow side passages line the tunnel walls in the troglodyte Tunnels. The bodies of half eaten troglodytes line the banks of these passages, many aflame due to their proximity of the river of magma flowing throw the chamber. Solitary hell hounds patrol these passages, scavenging what they can. At the end of the western side tunnel, the path turns upwards and is capped by a hidden chamber. This was likely a troglodyte residence at some point, but has since been abandoned. The party must return to Oggleflint's Throne to safely leave these passages.
2 - Obsidian Climb
The dark stone pathway slopes upwards as it leads deeper into Prison of Fire.
2A - The Climb
Leading north out of the Troglodyte Tunnels is another elevated pathway composed of dark igneous rock. Counterintuitively, it slopes upwards as the party moves deeper into the magma-filled chasm. Much like the tunnels before it, the climb is illuminated by the flow of this magma. About halfway up the climb a dip in the path causes the lava to pool. This obstacle is wider than the one the adventurers faced below and they must succeed on a DC 14 Athletics check to safely cross. As before, the size of this pool ebbs over time and if the adventurers notice this fact, they can roll the check with advantage.
Once past this obstacle, a fiery vista off to the right of the party presents itself. Spouts of lava spray molten rock high into the air and the Troglodyte Tunnels can be seen below. If the adventurers stop to take in the sights, they might notice a Firbolg scout trapped on a ledge just beneath the climb.
At the top of the climb is the path turns west and leads into a chamber.
2B - chamber
In the center of this chamber is a series of runes carved into the ground. Necrotic energy rises from these glowing violet runes, slowly spiraling into the air. The runes are meant to be an additional security preventing the fire giant to escape his prison, and as such, only activate on the adventurers way out of the volcano. A DC 14 arcana check reveal anyone trying to escape will take 6d12 necrotic damage, but any kind of water or cold liquid will damage the rune and cause the magical ward to be broken.
Hidden in the corner is a large crate bearing Duke Zalto insignias. If the party investigates this crate, they will find 3d10 rations, and 2d4 gallons fo water.
Continuing south of this chamber leads into Slagmaw's Lair.
3 - Slagmaw's Lair
As the party makes its way deeper into Ragefire Chasm, its finds itself at the banks of a massive underground lake of fire and molten rock. Several platforms of blackened rock dot the surface of this lake all connected by a series of natural bridges. Distributed amongst the platforms around the edge of the cavern are 3 (2d2) groups of one fire elementals and three magma mephits. One of these groups is holding a firbolg prisoner and subjecting him to burning torture.
These groups keep a wide berth from the central platform. If the party moves onto the central platform, a massive salamander like creature, a Tlexolotl, rises out of the fiery lake and attacks the adventurers. Any creature still in the chamber when the Teloxotl attacks will flee in terror deeper into the cave system.
Two paths lead deeper into Prison from this chamber. From the southwestern platform, the party can tkae the main and more clearly seen passage into the fire giant's prison. A hidden path leading from the western platform will allow the adventurers to find the Overlook.
4 - Searing Cavern
4A - Prison
Entering Searing Cavern via the main passage leads to the fire giant's prison. Guarding this passage is a patrol of two fire elementals and a three magma mephits. They will defend the prison in the next chamber from any intruders.
Once through this passage, the adventurers are in a large open cavern illuminated by lava flows and magical braziers. A high cliff rings the west and south walls of the chamber and a magical wall of force rings the east and northern parts. Within the prison large runes carved into the ground glow with an otherworldly indigo. A DC 14 Arcana check reveal those runes create an antimagic zone within the prison, and greatly weaken anyone inside.
Upon seeing the adventurers, the fire giant will question them about their purpose, but will be ready to fight for his life as he fear the adventurers are sent by Duke Zalto to end him and will have a hard time trusting them.
4B - Overlook
Entering the Searing Cavern via the hidden passage leads to the Overlook. This passageway is unguarded and leads to the cliffs overlooking the Prison from the west and south. See the above section for a description of the prison below. While along the western cliffs, the adventurers have advantage on stealth checks against creatures below.
Map
The small volcano on Giant Island known as "Prison of Fire" serves as the prison for the heir of the previous fire giant leader.
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