The Long Caverns: Dragon Lair (11)

  1. Black Lake (10)
  2. The Long Caverns
  3. Strange Lobsters (12, 13)

The bones of myriad creatures, familiar and strange, line the cavern walls and floor leading to a large wooden door. The door is banded in iron and blacked with age.

Bones and shards of bones crackle beneath your feet as you walk towards the door. A great brass ring hangs at the center, and above it three iron bars cover what may be a sliding pane.

The door opens inward; the hinges are on the inside. If they knock, Kelelmien will first open the sliding window.

The small pane slides open, revealing more iron bars behind it and a well-kept cavern beyond the bars. Coins glint from the cavern’s walls as a pale man steps in front of the window.

“Welcome, visitors!” he says. His scraggly white hair lies almost clear atop his long face. He peers at you through a monocle held in his right eye. From it hangs a brass chain.

He steps aside again, disappearing from view. The door opens slightly inward, then opens fully.

Your host is a tall, gangly man, perhaps late middle-aged, with white hair and a monocle around his neck. His green and yellow robe is luxurious, hanging in folds about his thin frame. He rubs his hands together.

“Do you come for questions?” he says, “or passage? Regardless, there is a fee. Come in, come in!”

The room is about 30 yards high. It is lit by dim eternal flames on roman-style lanterns throughout the cavern.

Kelelmien, an albino dragon, guards two exits (or entrances, depending on your point of view).

Kelelmien normally maintains the form of a tall, gangly, late-middle-aged man, pale, with scraggly white, almost clear, hair. He wears the monocle of Petar on a gold chain.

Kelelmien is a numismatist, or a collector and cataloguer of coins. One wall of the cavern is a display of one each of the type of coins he has collected. He has coins from Crosspoint, Black Stag, Great Bend, Byzantium, Ancient Rome, modern Rome, China, Venus, Europa United, and Arcade. He has almost a full collection of Astronomer zodiac coins, missing only a Pisces and a Taurus.

Kelelmien charges ten coins or ten sheets of paper for passage through his cavern, per person, whether it be from the exits to the caverns, from one exit to another, or from the caverns to an exit. He also will charge up to ten coins or sheets for information. Kelelmien keeps track of everything that passes through this cavern. He has a library filled only with his own journals, each categorized and cross-referenced so that he knows where each bit of information came from and which coins came with the person who brought that information.

Kelelmien knows, for example, that this is currently the year 2021 Anno Domini in Highland, and that the people of Highland think it is only the year 1991. He knows that the Cataclysm occurred sometime between the year 989 and 1013 A.D. Probably around 1007 A.D.

Kelelmien provides no information without payment. However, he will not accept payment for things that he does not know, and will be happy to inform them of this. He will engage any friendly party in conversation. Except for being a stickler for payments, a real obsessive-compulsive with regards to information, and having the ability to shoot shards of glass as a breath attack, he’s kind of a nice guy.

Kelelmien will accept any coin for payment, and will be willing to bargain for coins he definitely does not have. He will tend to not accept the same coins twice from the same person, however. If they pay with silver on one trip, he will require gold, copper, or some other coin the next time through. The value of the coins doesn’t matter, only how unique they are. He always accepts sheets of paper, as he always needs something to write on.

Kelelmien (lesser dragon: 7; Ordered; Move: 12/24; Attacks: claw and bite; Defense: +7; Damage: 2d6/2d4; Special Attacks: shards, command)

His shards do 6d6 points damage, or 3d6 on a successful Evasion roll, to any in their path: forty yards long, one yard at Kelelmien’s mouth and ten yards wide at the end.

Dragon Lair (11): Doors

Kelelmien has built doors to isolate him from the riff-raff throughout the long caverns. Each door is thick wood and bone, with a small window five and a half feet up which he can open to look out and see who is knocking.

Dragon Lair (11): Treasure

Kelelmien has a marvelous treasure horde, including a library of meticulous notes covering one thousand, nine hundred, and twenty-six years. The notes also carefully catalogue his coin collection and everything else he has acquired, including who he acquired it from, when he acquired it, where he thinks they are from, and, if it was acquired by killing them, where their bones are.

In an alcove away from the display area there is a huge armoire of dark, solid wood. It has six hundred and twenty five small drawers. It is worth 1,500 shillings and weighs 400 pounds on its own. It holds:

1. The Amulet of the World Snow

2. a red glass vial of potion of shrinking: decrease size, 4th level: 50% size, for 20 minutes; scratched with a Roman numeral CXXIV by Kelelmien to match it to his records (it is from the Blue Sun)

3. a blue crystal vial of poison, strength 2, action time 1 round, damage 1d8; marked with the Barcelasian symbol for poison

4. 2,676 copper coins

5. 1,531 bronze coins

6. 1,626 silver coins

7. 595 electrum coins

8. 740 gold coins

9. 60 platinum coins

10. two matching silver necklaces (1,000 shillings each) from Barcelas

11. six leaf-shaped gold brooches (500 shillings each) from Venethtlas

12. two matching electrum rings (200 shillings each) from Rome at the Crossroads

13. three matching gold-braided platinum rings (800 shillings each) from Hamokera

14. seven different turquoise bracelets (5 shillings each) from the Haikiutl

15. one thin ruby bracelet (60 shillings) from Byzantium

16. one thin emerald bracelet (130 shillings) from Rome at the Crossroads

17. one pearl-inlaid bracelet (80 shillings) from Byzantium

18. one cursed Scroll of Blindness

19. The coins are all of varying denominations.

Displayed on the walls of the cavern, there are:

1. four hundred coins, each unique, worth in total about 300 shillings

2. one golden helmet (900 shillings) from Byzantium

3. seven swords in varying styles worth about two to four times normal

4. six shields in varying styles worth two to four times normal

5. five full suits of plate armor in varying styles, worth two to four times normal

Next to the chest, and near his writing desk, he has three hundred and fifty five books, each consisting of approximately a hundred and fifty sheets of paper, detailing exactly where all this stuff came from as well as what he learned from the creatures which brought the stuff. Each book weighs about four pounds.

Dragon Lair (11): Exits

There are two exits from the pocket domain here. The northeastern one leads to Dead Rome, the southern one to the west side of the Great Barrier, and the lands of the Haikiutl. The tunnels are about four feet wide, five to seven feet tall. They aren’t straight, but they don’t wind about much. They are filled with crazy crabs.

Kelelmien is the chosen guardian of the gates, but there are small holes in the cavern beyond those doors which lead to other parts of these caverns. These small tunnels let the crazy crabs, hop lizards, and buzzflies get past Kelelmien.

There is a 20% chance per hour of encountering 1d6 crazy crabs in these tunnels.

Dragon Lair (11): Quotes

“Coin collector? Pfah! I am a numismatist, not some mere bagger of coins.”

“Out? Out is such an interesting word. It means so many different things.”

“Kaiser came looking for a shortcut to Egypt, but was unwilling to pay the price. He and his army now line the walls of these halls as a warning to other bargain-seekers.”

“Why would I want to go there when I have so much to do here?”

  1. Black Lake (10)
  2. The Long Caverns
  3. Strange Lobsters (12, 13)