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CHAPTER 5<br />

DRACONIC<br />

CAMPAIGNS<br />

154<br />

2nd (7/day)—darkvision, mirror image, scorching ray<br />

(+6 ranged touch), see invisibility<br />

1st (7/day)—mage armor C , <strong>magic</strong> missile, obscuring mist,<br />

protection from good, shield<br />

0 (6/day)—dancing lights, detect <strong>magic</strong>, detect poison,<br />

light, mending, prestidigitation, read <strong>magic</strong>, resistance<br />

C: Already cast (spell slot expended)<br />

Abilities Str 10, Dex 14, Con 16, Int 12, Wis 10, Cha 18<br />

Feats Combat Casting, Draconic Heritage (red) B †, Draconic<br />

Senses†, Draconic Vigor†, Improved Initiative, Red<br />

Dragon Lineage†<br />

Skills Concentration +15 (+19 casting defensively), Intimidate<br />

+6, Knowledge (arcana) +8, Listen +4, Spellcraft +9,<br />

Spot +6<br />

Substitution Levels <strong>dragon</strong>blood sorcerer 1st (replace<br />

familiar with Draconic Heritage feat; gain +2 insight<br />

bonus on Knowledge [arcana] checks); see Races of the<br />

Dragon 107 for details<br />

Possessions combat gear plus ring of protection +1, 750 gp<br />

diamond dust, spell component pouch<br />

Draconic Vigor Whenever Shadow or Night cast an arcane<br />

spell, the caster heals a number of points of damage<br />

equal to the spell’s level.<br />

Red Dragon Lineage As a standard action, Shadow or Night<br />

can spend an arcane spell slot to create a 15-foot coneshaped<br />

burst of fire that deals 1d8 points of damage per<br />

level of the spell. Targets can make a successful Reflex<br />

save (DC 14 + spell slot’s level) for half damage. Targets<br />

who fail the save take another 1d8 points of fire damage<br />

per spell level in the following round as the flames<br />

continue to burn. This extra damage can be avoided in<br />

the same manner as alchemist’s fire (PH 128).<br />

Hook Flashy, try to outdo each other, often refer to Lord<br />

Heldrivor<br />

Tactics: Though tough for sorcerers, Shadow and Night<br />

know that they can’t stand toe to toe against the PCs. They<br />

cast spells (as indicated in their statistics block) before any<br />

conflict and make quick hit-and-run raids. They deal as much<br />

damage as they can in the first rounds of conflict, targeting<br />

foes that can be caught in area spells. Thanks to Draconic<br />

Vigor, they can last longer than normal in a fight; however,<br />

if both spellcasters fall below 10 hit points, they flee, hoping<br />

to make another attack the next day.<br />

Treasure: The only treasure is the items carried or worn<br />

by the two sorcerers.<br />

3. Entrance to the Shrine (EL 11)<br />

Ahead are two structures with doors. One is a freestanding fortification<br />

with no visible windows, the other a doorway set into the<br />

valley wall. Four big trees, twisted into the shapes of <strong>dragon</strong>s, sit<br />

between the two buildings. As you watch, one of the trees moves,<br />

its head swinging about as if looking for something.<br />

This is the entrance to the Shrine of Dragon Fall, which is<br />

tended by four twilight guardians (see page 121)—spirits of<br />

the <strong>dragon</strong>s that spent the last days of their lives defending<br />

the shrine. They have long since forgotten that they were<br />

defending the shrine from others of their kind. Instead, they<br />

act only on the instinct that this is a place for <strong>dragon</strong>s, not<br />

other races. Thus, they leave true <strong>dragon</strong>s unmolested, but<br />

they attack any other creature that approaches the shrine.<br />

However, they do not enter the shrine, ignoring any creature<br />

that manages to get inside.<br />

Twilight Guardian (4): hp 70, 74, 78, 82; see page 121.<br />

Tactics: The twilight guardians have little in the way of<br />

tactics. They attack anything except true <strong>dragon</strong>s that comes<br />

within 100 feet of the Shrine of Dragon Fall, but they make<br />

no effort to move into any part of the shrine.<br />

4. The Shrine of Dragon Fall<br />

The walls of this place are made of stone blocks fitted tightly together.<br />

A strong smell of dust fills the air, along with the faint scent of<br />

something that has been burned. The hallways are 15 feet across<br />

and twice that in height. Runes and short phrases of wisdom are<br />

scrawled on every stone surface in Draconic, in a large script that<br />

seems carved by crude tools or talons.<br />

The shrine is empty, most of the defensive spells long since<br />

faded. It still has the same separation from the Astral and<br />

Ethereal Planes as the rest of the valley, and a few other<br />

protections remain (detailed below).<br />

Area 1: The Lore House. This large building has two big<br />

wooden doors on the west wall, smashed in and smoldering<br />

(the work of Heldrivor). The interior is one big chamber;<br />

on its walls, the history of the <strong>dragon</strong>font is written in<br />

Draconic.<br />

Area 2: Entry Hall. As with the lore house, the wooden<br />

doors here have been smashed in. Many complex gears and<br />

metal struts lie scattered and broken across the floor. A DC<br />

15 Search check identifies them as traps that once guarded<br />

the doors and floor of the entrance, but now they too are<br />

smashed and inoperative.<br />

Area 3: The Maze. This area was designed as a tribute to the<br />

many <strong>dragon</strong>s that built the shrine and worked to eliminate<br />

the threat of the <strong>dragon</strong>font. Here, <strong>dragon</strong>s of all sizes can be<br />

comfortable. Thus, while Heldrivor can move through most<br />

of its halls easily, sections designed for smaller creatures exist<br />

as well.<br />

Area 4: The Gate. At the eastern end of the maze is the<br />

entrance to the <strong>dragon</strong>font—a massive, wrought iron gate<br />

inlaid with defensive spells. It resembles adamantine (hardness<br />

20, 240 hp, 6 inches thick) and is immune to any spell<br />

of 6th level or lower. The gate opens easily at the touch of a<br />

good-aligned true <strong>dragon</strong>, but any other creature must make<br />

a DC 40 Strength check to force it open. All these <strong>magic</strong>s<br />

are ingrained into the doors as part of the shrine, and they<br />

stop functioning if the gate is successfully destroyed or<br />

removed.<br />

Area 5: Dragonfont Chamber. This rough-hewn chamber<br />

houses the <strong>dragon</strong>font, described in encounter 6 (below).<br />

Its walls are unworked, and it lacks the runes and draconic<br />

phrases common throughout the rest of the shrine. The<br />

skeletal remains of a Colossal <strong>dragon</strong> lie in the far eastern<br />

section of the chamber.

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