Chapter 1 of The Great Genie Palace Heist
Dungeon Master Introduction
The Alabaster Palace was built in the Elemental Chaos as a genie sanctuary and neutral meeting place away from the Great Dismal Delve. Visitors arrive here using a portal key, usually a small topaz gemstone, or by the plane shift spell. The Elemental Chaos makes physical travel to the location impossible except to natives and skilled chaos shapers (“archons”).
Inhabitants: Four dao currently reside here: Kiana, Negeen, Azarakhsh, and Zarrin. Azarakhsh and Zarrin keep their personal treasury here; among their treasures is the Topaz of which Vibaxana spoke. Another dao resident, Kiana, often invites clients here to discuss plans; the last dao resident, Negeen, engages in more aesthetic pursuits, such as architecture, gardening, and sculpting.
Current visitors to the palace include a fallen deva, a mind flayer slaver and his duergar bodyguards, and a drow mage slaver and his elite warrior guard. The medusa lover of Zarrin and a corrupted copper dragon are permanent residents of the palace, as are a few sentient plants in the garden. The dao, their guests, and other residents are served by myconid slaves who live in tunnels beneath the palace.
All dao have characteristic appearances: they are around 9 feet tall, with skin like polished stone, and eyes like sparkling jewels. When they fly, their lower torso is engulfed in a whirlwind of dust. They wield massive stone mauls in combat. They usually adorn themselves with expensive gold jewelry and fine but sturdy garments.
It is a common dao tactic to summon earth elementals to assist its defense; with a casting time 1 minute, they will do this only if they have advance warning of danger. The drow mage visitor is also capable of summoning a shadow demon.
The doors and many pieces of furniture in the palace were fashioned from iron by duergar slaves in the Great Dismal Delve and imported here. Individual room descriptions detail the palace furnishings.
Experience Budget: 15000 xp total budget per PC, 8 encounters (~1875 xp per encounter), for seven 11th level characters. Completing the adventure will result in advancement to 12th level.
Resting: There is potential for a short rest if PCs only enter rooms 1, 2, 4, and 5, but once they encounter anything from 3 and beyond, it is likely that a short rest will not be possible.
For each hour the PCs linger outside the palace, there is a 10% chance that they attract the notice of a slaadi raiding party, who attack them immediately. For each hour the PCs hide among the myconids, there is a 10% chance of a purple worm attack.
- Red, Blue, Greed Slaadi raiding party (12900 xp); no treasure.
- Purple Worm (13000 xp); no treasure.