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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.