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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 sid 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.

5) The second test: Intelligence

6) The third test: Wisdom

7)

Arral's Lair Map 2

arrals_lair_karelia.1243296814.txt.gz · Last modified: 2017/05/27 18:40 (external edit)