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arrals_lair_karelia [2009/05/25 19:13] – created jimsarrals_lair_karelia [2017/05/27 18:56] (current) – external edit 127.0.0.1
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 +(<- [[return_of_the_bandit_king|The Return of the Bandit King]]) ([[adventures|Back to Adventures Index]]) ([[Drow Attack]] ->)
 +
 ==== Arral's Llair ==== ==== Arral's Llair ====
  
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 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 sid+Finally, the ledge ends and set into the mountain side
 are huge double doors: are huge double doors:
  
-{{:arrals_lair1.jpg|Arral's Lair Map 1}}+{{:arrals_lair1.jpg?400|Arral's Lair Map 1}}
  
 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.  Also, the latches will all re-latch. 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__ -- 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)
 +
 +          2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18
 +          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__ -- 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.
 +
 +{{:arrals_lair2.jpg?400|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.
  
-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.  ^
  
-{{:arrals_lair2.jpg|Arral's Lair Map 2}}+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]] ->)
  
arrals_lair_karelia.1243296814.txt.gz · Last modified: 2017/05/27 18:40 (external edit)