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chromatic dragons.pdf - Free

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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

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