Star Forge Loot Room — Fire King's Hoard
Encounter Draft Hightaeria Nemesis Untold! 850 words
#star-forge #session-35 #loot #lyra #speed-run

Star Forge Loot Room — Fire King's Hoard

by archivist

Star Forge Loot Room — Fire King’s Hoard

The material room at the base of the giant king faces. “Remnants of old magical weapons, some destroyed, but others that aren’t.” Guts and Lyra both gasped “Loot!” in session 34 but haven’t touched it.

Location

Off the direct escape path. Not between the forge and the exit. Getting there requires a detour — approximately 120 ft. from the forge island (across a narrow lava bridge or a jump).

Lyra’s speed run: 40 ft. speed + Cunning Action Dash = 80 ft./round (or 120 ft. with Action Dash + Cunning Action Dash). She can reach the room in 1 round, grab items for 1 round, and return in 1 round = 3 rounds off the forge floor. That’s 3 rounds without her on the Cooling Vents. Someone covers or it goes unmanned.

What’s Inside

The room is a vault carved into the volcanic rock beneath the giant king carvings. Shelves of stone. A few weapon racks sized for giants. Dust, heat, the smell of sulphur and old metal. Some items are melted slag. Others gleam.

The Grab List (What Lyra Can Carry)

Lyra has time to grab 3-4 items before she has to run. She doesn’t get to browse — she grabs what catches her eye. Roll or choose:

1. Belt of Fire Giant Strength (Very Rare, requires attunement)

  • STR becomes 25 while worn
  • A massive duergar-forged belt with Durrak’s clan symbol (Dergeddin) stamped into the buckle
  • Sized for a fire giant but magically adjusts — the leather creaks and tightens to fit
  • The trophy item. Whoever wears this becomes a monster in melee.

2. Adamantine Half Plate (Very Rare)

  • AC 15 + DEX (max 2) = AC 17
  • Critical hits against the wearer become normal hits
  • Duergar-forged, dark metal with silver runes. Noticeably lighter than standard half plate.
  • Useful for any medium armour wearer (Arawn? Alora? Guts?)

3. Three Potions of Fire Giant Strength (Rare)

  • STR becomes 25 for 1 hour. No attunement required.
  • Stored in stone flasks sealed with wax. Giant-sized but drinkable.
  • Perfect for a clutch moment in a future session.

4. Scorched Journal (Plot Item)

  • Written in Dwarvish. Durrak’s handwriting.
  • Contains his notes on the Star Forge: what it can make, what it has made, what went wrong.
  • Mentions “the seven forgings” — the Rod of Seven Parts was forged here originally, broken into seven pieces after the first forging went wrong.
  • References “the smith who became the metal” — Durrak isn’t the first to sacrifice himself into the forge. This has happened before.
  • Potential lead for Parts 2-7 of the weapon.

5. Volcanic Gems (Treasure)

  • A stone chest containing fire opals, star rubies, and raw diamonds formed under volcanic pressure
  • Total value: 8,000 GP
  • Heavy. Lyra can scoop a handful (2,000 GP) on the run, or someone with a bag of holding gets the lot.

6. Staff of Power (Very Rare, requires attunement by Sorcerer, Warlock, or Wizard)

  • +2 to AC, spell attacks, and saving throws while held
  • 20 charges. Regains 2d8+4 daily at dawn.
  • Can cast: Cone of Cold (5), Fireball (5), Globe of Invulnerability (6), Hold Monster (5), Levitate (2), Lightning Bolt (5), Magic Missile (1), Ray of Enfeeblement (1), Wall of Force (5)
  • Retributive Strike: Break the staff as an action — 8× remaining charges force damage in 30 ft. sphere. 50% chance of plane shift instead of taking damage.
  • Locked in a duergar-forged iron case with dwarvish runes. Thieves’ Tools DC 18 or STR DC 22 to open. Detect Magic lights it up like a beacon.
  • This is Lux’s endgame weapon for the Vecna campaign.

7. Broken Star Fragment (Curiosity)

  • A fist-sized piece of meteorite embedded in the wall — from a previous Star Forge strike, centuries ago
  • Warm to the touch. Faintly magical (evocation).
  • Not immediately useful, but a fragment of Allabar’s debris. Could be significant in the Vecna campaign.
  • Requires a DC 14 STR check to pry from the wall.

What’s Destroyed (Flavour)

  • A giant-sized warhammer, melted into slag — the head fused to the rack
  • Shattered shield fragments with duergar runes — unreadable, too damaged
  • A breastplate that looks intact but crumbles when touched — Far Realm corruption ate it from inside
  • Weapon moulds for the Rod of Seven Parts — empty. The Rod was the last thing forged here.

DM Notes

  • Don’t list the items for the player. Describe the room. Let Lyra’s player say what she grabs. “You see a belt with dwarf runes, dark metal armour, stone flasks, a journal, a chest of gems, and something glowing in the wall. You have one round. What do you take?”
  • The Belt is the headliner. If Lyra grabs it, that’s the loot run justified.
  • The journal is the plot hook. If she grabs it, it feeds into Parts 2-7 of the weapon quest.
  • If the party has a Bag of Holding, they can send someone with Lyra to grab more.
  • The meteor timer is real. If Lyra takes too long, the room starts shaking. Rocks fall. The lava bridge cracks.