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arrals_lair_karelia

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Arral's Llair

The notes for this adventure are sparse (as are many from this era). They are presented here essentially as stored in my notebook – without much explanation or context.

Deep within the great desert is a small mountain group with one great peak rising up to 10,000'. This peak, known as the mountain of Arral was named by a peoples who have since died out. However, as they were a powerfully magic-oriented society, they had sensed their death and were able to prepare for it. Across a mystical chasm whose bottom was unmeasured, they dug a great lair and set up the rooms leading to it. In the lair, their magic summoned a great dragon, still in hatchling form. The priest, the king, and the mage of the kindgom then fed their wealth and knowledge to the dragon and instructed it to impart these only on truly worthy visitors.

Since then, many centuries have passed and many people have travelled to the lair but only a few leave with more than they entered. Most don't even leave at all.

The trip to the lair is long, and ends with a 3,000' ascent up a 10-30' wide ledge pathway around the mountain. Finally, the ledge ends and set into the mountain side are huge double doors:

Arral's Lair Map 1

1) The doors here are 15' wide each and almost 30' tall. Flanking either side of the doors are 2 weathermarked stone statues of humans standing 30' tall. Carved on the door in a language commonly used by the party is the following message:

Beyond these doors lie truths and treasures
greater than any alive can conceive.
Only the worthiest souls deserve a chance
to enter. Declare your need and the
gods will decide your fate here.

If the character verbally states why he/she wants to enter, the doors will slowly open and remain so for 5 minutes, assuming the reason is worthwhile and true.

If any unauthorized attempt to open the doors is attempted, both statues will animate as double strength STONE GOLEMS (AC 5, MV 6“, HD 16+, hp 120 ea., D 6d8, +2 weapon to hit). XP each: 20,000!

2) This huge room is bare. After the doors close, they will only open again if someone within is actively wanting to get out. Until then, they will not open to any magic or strength.

3) Up the wide stairs from (2) is a huge hallway ending in a pair of 8'x15' doors. Intricately carved and in a language as on the main doors is the following message:

To gain what you seek, there are four tests
you must pass. Two of the mind and
two of the body. Open these doors only
if you are willing to face these tests.

The door opens easily by hand.

4) The first test: Dexterity – This room is sunken 20' and there are 13 raised stepping stones to cross from one platform to another. The stones are small (~2' in diameter) and at a difficult distance. To succeed, the character(s) must roll 3d6 and score less than or equal to their dexterity. If they fail then they have missed the pillar and must save again to grab on and pull themselves up on top. If a character falls, they will take 3d6 from the fall and an additional 2d6 from th spikes at the bottom. Also, the latches will all re-latch.

When a stepping stone is jumped onto, it will glow and a latch on the door across the room will unlatch as will a latch on the chest in the corner. Each has 13 latches and cannot be opened until all 13 have been tripped. However, if one is opened, the other will complete re-latch!

If the chest is opened first, a huge ANIMATED SKELETON will rise up and attack. It is AC 0, HD 8, #AT 1, D 2d6, hp 40, MR 30%, 1/2 damage from edged weapons.

As soon as the door is opened, the room will become solid and bare (No chest, No stepping stones).

5) The second test: Intelligence – This room is blocked by a fire-chasm and a heavy iron gate. The chasm is about 12' wide and searing blue energy rises from it totally obscuring anything beyond it. Any direct exposure to the energy causes 2d6 fire damage + 2d6 buffeting damage + 2d6 lightning damage. A single jump could clear it (with a successful save vs. dex on a 3d6 – failure means falling into the chasm and taking 3d6 from a 20' plunge and 6d6 damage per round from the energy).

Lining one side of the chasm are 18 crystals of various colors. They are evenly spaced 1' apart and are in the following order: (R = Red, B = Blue, G = Green)

       1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18
       R  B  G  R  B  G  B  R  G  B  G  R  G  R  B  G  B  R

Note that this is the 6 sets of 3 elements taken three at a time, with the mistake that #5 and #6 have been swapped. If these are moved to their proper locations, the energy will completely stop. Also, swapping #3 & #2 will work.

Beyond the energy chasm is a very strong illusion of a heavy iron portcullis. Since it is an illusion, it cannot be passed in any way unless it is disbelieved!

Once the door beyond is opened, this room also becomes normal.

6) The third test: Wisdom – Here in this room, the character(s) are faced with their worst fear: a sealed room full of undead. The undead consist of dozens of skeletons, dozens of zombies, many shadows, and one ghost-like creature with a large silver key on a chain around his neck. No creature in this room can be turned or defeated in normal combat. Instead the character must save vs. Wisdom on 3d6 at the following penalties. If successful, the undead are dispersed. If unsuccessful, the undead will automatically strike and do whatever that form of undead does.

Random Undead Table (d20)
1-5 Skeleton No modifier to roll
6-10 Zombie +1
11-14 Shadow +2
15-17 Wight +3
18-19 Vampire +4
20 Ghost +5

If the key is used on the door, all ill-effects from the undead (including 1/2 of the damage taken) will be erased.

The door on the opposite side can only be opened with the key and this is done simply. As before, all in the room vanishes then.

7) Here, the hallway degenerates into a rough-hewn cave and abruptly ends in a sheer cliff overlooking a 100' wide and “infinitely” deep chasm. The cave ceiling rapidly rises to 30' and then peaks at 60' near the chasm. The entire area is bare and the only thing of interest is a forceful wind blowing around in the chasm.

It is now that an incarnation of GRUUMSH will appear to fight. He will always achieve surprise (appearing unseen from behind) and will not himself be surprised. He will then use his surprise time to speak: “Now, mortal, it is time for your last test. And this, I guarantee, you will fail!” At this point, he will attack (always fighting with his spear). If, at some time later, his target flees, he will make threats such as “See you, elf gods, your mightiest defender does not even care. She flees from my superior power like you all have and will!”

If GRUUMSH is defeated, the body will disappear and everything will be the same. If the character(s) are killed, then GRUUMSH will disappear and a DEVA will appear in this place and immediately restore all the wounded/slain to 1/2 of their full hit points. It will then say, “Your last test is complete. Go now and seek your reward.” At this it will gesture out into the blackness of the chasm.

Statistics for GRUUMSH
AC 1
MV 12”
hp 150
#AT 1
Dam d6+10
MR 75%
SZ 10' tall
AL Lawful Evil
Fights as a 16+ HD monster
S22 I19 W18 D23 C24 Ch8(25)

Note: This is NOT the real GRUUMSH, nor is it controlled by, or in any way influenced by the real GRUUMSH. This is a physical and mental illusion that is, for all practical purposes, real and cannot be disbelieved.

Arral's Lair Map 2

8) The Chasm – The chasm presents no great danger to cross. However, if somebody falls into the chasm, he/she will fall basically forever. As soon as the character loses consciousness (asleep or stunned), he/she will wake up on a different world! The world is similar to this but is in many ways very different. But worst of all: there is no obvious way home.

9) Here is the lair of the dragon ARRAL. He sits atop a mound of gleaming gold and silver against the far wall of the 40' tall domed cavern. He is very eloquent and polite, but is N in alignment. His physical statistics are unimportant because if any attempt to fight him is made, he will breathe on everybody (Damage is 20d6 fire + 20d6 lightning – dimensions as a Red Dragon) and then will disappear with no treasure. At this point, the ceiling will collapse (crushing anybody still in the room in 5 segments).

ARRAL is approximately 50' long without tail. His skin is a very dark shade of gold with a tinge of red. He speaks in whatever language the party is most fluent in.

These are his gifts to the party:

Go to where death took you and seek down.
Follow the path to the great crystal of Vakdra.

Also he will give them the following

  • A bag of 40 500 gp gems [violet garnets]
  • A red leather belt with a silver and gold buckle with several small blue gems inset (value 5,000 gp). It is magical and functions as Bracers of Defense AC 2.
  • Ring of Protection +3, 5' radius


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arrals_lair_karelia.txt · Last modified: 2017/05/27 18:56 by 127.0.0.1