Area 1: The Winding PathQuite a few small footpaths wind their way throughthe graveyard. Only the main path, however, is specificallymaintained; all others are overgrown.When the PCs first spot or step on the path, read:An abnormally wide path stretches through the cemetery,leading toward various large blocks of graves, as well as tothe steps that climb the great hill. The path is sporadicallyscattered with pebbles—not enough to qualify as cobbling,but enough to keep the grass from reclaiming the route.Rows of weeds and thorny stems border the path, like a lineof flowers planted by a demented groundskeeper.Area 2: Gray WatersThe water here is slow, frigid, and potentiallydangerous.When a PC examines the stream, read:The water is oddly gray, not dirty as much as simply darkerthan normal water. However, you can see the bottom, about10 feet down in the river’s center. The current is languidand slow.If a PC touches the water, read:tentacles attempt to hold victims under the water,causing them to drown.Area 3: The Marshy IsleTiny islets stand in the river throughout the cemetery,but only one is near enough the hill to appear on themap.When the PCs first approach the isle, read:A narrow islet protrudes from the slow current. It barelybreaches the surface, and its waterlogged surface is moreswamp than soil.Perception CheckDC 23: Several tombstones lie on their sides, all but sunkeninto the marsh. Presumably whatever graves once stood herehave been washed out by the flow of water and time.Features of the AreaMarshy Ground: The ground here is treated asdifficult terrain.Optional: Gaping GravesLevel 9 Encounter (XP 2,100)✦ 9 horde ghouls (level 13 minion)✦ 3 open graves (false-floor pits) (level 1 warder trap)WHERE SHADOWS FALLThe water is as cold as ice and vaguely oily to the touch.Perception CheckDC 26: As the water rushes around the rocks and rootsthat cover the streambed, it briefly forms the suggestion ofgasping, screaming faces.Features of the AreaSlow-Flowing Water: The PCs can swim the riverwith a DC 15 Athletics check. The water is slow andthe current is weak, but the chill and the oily texturemake swimming a bit more difficult than normal.Optional: Last GaspLevel 13 Encounter (XP 1,600)✦ 3 elite spectral tendrils (level 13 elite obstacletrap). Use the spectral tendrils trap (Dungeon Master’sGuide, page 91) with the following changes:Increase the Perception and Arcana checks forperceiving the trap by 2.The tendrils make two opportunity attackswhen the trap is triggered. If both hit, the targetis immobilized and dazed until the end of the target’snext turn.Increase the Acrobatics and Thievery checks inthe countermeasures by 2.If the PCs enter the water, the river erupts in an arrayof liquid tendrils that seek to grab all nearby. TheThe fallen gravestones no longer mark the graves,which have become all but invisible beneath themurky water. A few open graves—basically, primitivepit traps—aren’t much of a challenge, but the ghoulslurking within are another story. The undead emergeif a single PC falls into a grave, or if the party spendsmore than a few moments on the islet.Area 4: The Covered Bridge(Level 17)This bridge is home to the region’s most deadly inhabitants(other than Tzevokalas, of course).When the PCs approach the bridge, read:A covered bridge spans the river here, allowing easy crossingfrom one side to the other.When a PC sets foot on the bridge, read:The dark wood rafters above you are dripping with condensation,but they seem sturdy enough. The water flowingbeneath the bridge echoes strangely in the enclosed passage.The tactical encounter begins when half the PCs haveentered the bridge or when one PC reaches the farside, whichever comes first.Tactical Encounter: “The Bridge,” page 122.CHAPTER 3 | Dragon Lairs119
120Area 5: The Rising StairOnly one portion of the hill is sloped; the other sidesare veritable cliffs.When the PCs approach the stairs, read:A great stone stair leads up the slope of the hill. The stepsare wide but shallow, and the stone is worn down by theelements. It shouldn’t be too hard a climb, but you wouldn’twant to have to run up or down the stairs.Features of the AreaStair: The stairs are difficult terrain.Steep Slope: The slope is steep enough to requirean Athletics check to traverse. A DC 10 Athleticscheck allows the climber to move up or down, butthe slope is treated as difficult terrain. With a DC 15check, a PC can climb at full speed.Area 6: MausoleumEach of these locations is more or less identical. Themausoleums, which provide cover, are 25 feet highand require a DC 24 Athletics check to climb. You canuse a similar description—modified for size, and withoutthe tactical encounter or the hidden passages—forany of the smaller aboveground tombs in the cemetery.When the PCs approach a mausoleum, read:This structure is among the largest and most ornate of thehouses of the dead in this cemetery. The granite might havebeen whitewashed once, but now it is a sickly gray, pockmarkedby years of exposure and wrapped in strands of ivy.When the PCs first enter a mausoleum, read:Other than being abnormally spacious, this tomb seems likeany other rich person’s final resting place. A granite bierstands before you, bearing atop it an old, worn sarcophagus.These mausoleums are not truly resting places for thehonored dead, but disguised entrances to Tzevokalas’sunderground lair.Perception CheckDC 31: The bier and sarcophagus seem . . . odd.Features of the AreaDoors: The mausoleum’s doors are made of heavystone but are not locked or barred in any way.Illusory Terrain: The bier, the sarcophagus,and the surrounding floor are illusions hiding anentrance to the underground lair; see area 7.Optional: Long Way DownLevel 5 Encounter (XP 1,200)✦ Illusory floor (false-floor pit) (level 15 warder trap)CHAPTER 3 | Dragon LairsConsider running the illusory floor as a pit trap,given how easy it would be for a PC to fall into it accidentally.Use statistics for the basic level 1 false-floorpit (Dungeon Master’s Guide, page 87), but with a DC31 Perception check to detect the trap initially (asabove), no means of disabling it, and a 50-foot drop(for 5d10 damage).Area 7: A Hole in the EarthWithin each mausoleum, the illusory terrain hidesa tunnel that drops straight down into the ground.Each passage is more or less identical.When the PCs enter or look down into the passage,read:A wide tunnel winds its way deep into the earth. You seeno convenient means of descending other than climbing orsliding down.The walls here require a DC 20 Athletics check toclimb; though plenty of handholds are available,the earth is soft and crumbles easily. The passage isroughly 30 feet long, opening up into the ceiling ofarea 8, which is 20 feet above the floor.Area 8: Below theSleeping Dead (Level 17)This chamber is Tzevokalas’s inner sanctum, aswell as his means of accessing multiple areas of thecemetery. If you want to make the players nervous,subtly guide them toward wondering: If so much ofthe graveyard is a reflection of the village they thinkthey know so well, what is the underground complexa reflection of?When the PCs enter through one of the passages,read:A series of open caverns fills this area. Roots and bits ofbroken coffins protrude from the ceiling, and small falls ofsoil drop like miniature waterfalls. Several caskets, mostlybroken, lie on the floor, having fallen from the outer walls.The undead that serve Tzevokalas dwell in severalof the exposed coffins. One of the broken coffins is afake, hiding the vampire’s possessions.The PCs trigger the tactical encounter when theyenter area 8.Tactical Encounter: “The Dead Travel Fast,” page124.Treasure: The PCs can locate the hidden compartmentin the fake coffin with a DC 31 Perceptioncheck. The treasure includes a shield of defiance (level18), an orb of indisputable gravity +4, a small diamond,glowing with an inner light, set in a ring of sculptedshadow worth 7,600 gp, and 900 gp.JASON A. ENGLE
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DragonsCruelandCunningThe evil and
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CREDITSDesignBruce R. Cordell (lead
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ORIGINSOnly the most arrogant enthu
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describe every ingredient of a stew
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In truth, “breath weapon” is a
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Elder dragons lay eggs less often t
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Also at this age, dragons begin to
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OUTLOOK AND PSYCHOLOGYThe true secr
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20As to where this drive might come
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these prideful, territorial creatur
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series of novels, the armies of Tak
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NamingDragons have a long history o
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28MeloraMelora is the deity of the
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observer of the world. When dragons
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Blue DragonsBlue dragons, also know
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combat, all for a chance to bite a
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thrill or challenge for the chase.
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part with their wealth as any other
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might lay their eggs in places wher
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42backgrounds—with the possible e
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CHAPTER 2DM’s Guide to Dragons2Th
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Tactics: The brown dragon opens wit
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challenge takes a -2 penalty until
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Countermeasures✦ An adjacent char
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within the ranks step forward to ta
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of thieves. Between the thieves’
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The final challenge of the campaign
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a dragon can have acquired treasure
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of 500 casks of dwarven ale doesn
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Defining Art Objects: When designin
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- Page 132 and 133: JASON A. ENGLEOrukurtz (O)Level 19
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- Page 148 and 149: Hellish HalberdLevel 25 Elite Obsta
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- Page 154 and 155: ABYSSAL LAIRCHAPTER 3 | Dragon Lair
- Page 156 and 157: TacticsAn attack shocks Anthraxin,
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- Page 162 and 163: REGNANT FANECHAPTER 3 | Dragon Lair
- Page 164 and 165: REGNANT FANETacticsThe guardians fi
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space for seasonings, including sea
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172GRAY DRAGONGRAY DRAGONS ARE THE
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Adult Gray DragonLevel 12 Solo Sold
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176
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Ancient Purple Dragon Level 28 Solo
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180Level 2 Encounter (XP 650)✦ 1
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Gray Dragon WyrmlingLIKE THEIR ELDE
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Purple DragonWyrmlingPURPLE DRAGON
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Red Dragon WyrmlingTacticsA red wyr
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Planar Dragons188Sometimes chromati
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190scales tipped in bronze, red, or
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A blazewyrm values its own life les
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Pyroclastic DragonNO DRAGON BETTER
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Faerie Dragon FlitterwingTacticsA f
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SHADOWFELL DRAGONSThe dragons of th
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Undead DragonsLong-lived as they ar
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Icewrought Dracolich Level 16 Solo
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204to create draconic wraiths, but
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Deathless HungerA DRAGON’S BODY B
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SiegewyrmTHE LARGEST OF THE DRACONI
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Other CreaturesThis section present
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DRACONIC PARASITEEven dragons are n
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DRAGONBORNSOME DRAGONBORN FIND TIAM
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(preferably dealing extra damage wi
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DRAGONSPAWNDragonspawn are savage m
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screams with well-placed turns of r
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DRAKETheir reptilian appearance cau
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KOBOLDKobolds are devious creatures
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Dragonkin KoboldsTHESE KOBOLDS TURN
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LIVING BREATHA POWERFUL DRAGON CAN
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SQUAMOUS THINGSQUAMOUS THINGS ARE A
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Dragon Hall of FameOver the history
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CYAN BLOODBANEOF ALL THE GREEN DRAG
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DRAGOTHAIN THE SHADOW OF FABLED WHI
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GULGOLDEEP IN THE SWAMPS OF A MARSH
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NEFERMANDIASDRY WINDS AND HOT SAND
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RIMEINHABITANTS OF THE FAR-FLUNG NO
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TIAMATTIAMAT IS THE EVIL GOD OF WEA
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246Aspect of TiamatTiamat is able t
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ZEBUKIELIN THE FINAL DAYS OF THE WA
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TemplatesAs described in the Dungeo
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C Acid Spray (immediate reaction, w
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In place of frightful presence, the
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The high-stakes game of chance pref