arrals_lair_karelia
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| + | (<- [[return_of_the_bandit_king|The Return of the Bandit King]]) ([[adventures|Back to Adventures Index]]) ([[Drow Attack]] ->) | ||
| + | |||
| ==== Arral' | ==== Arral' | ||
| Line 24: | Line 26: | ||
| The trip to the lair is long, and ends with a 3,000' | The trip to the lair is long, and ends with a 3,000' | ||
| ascent up a 10-30' wide ledge pathway around the mountain. | ascent up a 10-30' wide ledge pathway around the mountain. | ||
| - | Finally, the ledge ends and set into the mountain | + | Finally, the ledge ends and set into the mountain |
| are huge double doors: | are huge double doors: | ||
| - | {{: | + | {{: |
| 1) The doors here are 15' wide each and almost 30' tall. | 1) The doors here are 15' wide each and almost 30' tall. | ||
| Line 65: | Line 67: | ||
| bottom. | bottom. | ||
| + | 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. | ||
| + | cannot be opened until all 13 have been tripped. | ||
| + | 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. | ||
| + | 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__ -- | 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. | ||
| + | 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) | ||
| + | |||
| + | | ||
| + | | ||
| + | |||
| + | 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. | ||
| + | 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. | ||
| + | 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__ -- | 6) __The third test: Wisdom__ -- | ||
| + | Here in this room, the character(s) are faced with their worst fear: | ||
| + | a sealed room full of undead. | ||
| + | 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. | ||
| + | on 3d6 at the following penalties. | ||
| + | dispersed. | ||
| + | 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. | ||
| + | |||
| + | 7) Here, the hallway degenerates into a rough-hewn cave and | ||
| + | abruptly ends in a sheer cliff overlooking a 100' wide and | ||
| + | " | ||
| + | then peaks at 60' near the chasm. | ||
| + | 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. | ||
| + | behind) and will not himself be surprised. | ||
| + | use his surprise time to speak: **" | ||
| + | your last test. And this, I guarantee, you will fail!" | ||
| + | point, he will attack (always fighting with his spear). | ||
| + | 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/ | ||
| + | full hit points. | ||
| + | Go now and seek your reward." | ||
| + | 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]], | ||
| + | in any way influenced by the real GRUUMSH. | ||
| + | physical and mental illusion that is, for all practical | ||
| + | purposes, real and cannot be disbelieved. | ||
| + | |||
| + | {{: | ||
| + | |||
| + | 8) __The Chasm__ -- | ||
| + | The chasm presents no great danger to cross. | ||
| + | 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! | ||
| + | this but is in many ways very different. | ||
| + | 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. | ||
| + | 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. | ||
| - | 7) | + | 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 | ||
| + | \\ (<- [[return_of_the_bandit_king|The Return of the Bandit King]]) ([[adventures|Back to Adventures Index]]) ([[Drow Attack]] ->) | ||
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