CHAPTER 5 DRACONIC CAMPAIGNS 154 2nd (7/day)—darkvision, mirror image, scorching ray (+6 ranged touch), see invisibility 1st (7/day)—mage armor C , <strong>magic</strong> missile, obscuring mist, protection from good, shield 0 (6/day)—dancing lights, detect <strong>magic</strong>, detect poison, light, mending, prestidigitation, read <strong>magic</strong>, resistance C: Already cast (spell slot expended) Abilities Str 10, Dex 14, Con 16, Int 12, Wis 10, Cha 18 Feats Combat Casting, Draconic Heritage (red) B †, Draconic Senses†, Draconic Vigor†, Improved Initiative, Red Dragon Lineage† Skills Concentration +15 (+19 casting defensively), Intimidate +6, Knowledge (arcana) +8, Listen +4, Spellcraft +9, Spot +6 Substitution Levels <strong>dragon</strong>blood sorcerer 1st (replace familiar with Draconic Heritage feat; gain +2 insight bonus on Knowledge [arcana] checks); see Races of the Dragon 107 for details Possessions combat gear plus ring of protection +1, 750 gp diamond dust, spell component pouch Draconic Vigor Whenever Shadow or Night cast an arcane spell, the caster heals a number of points of damage equal to the spell’s level. Red Dragon Lineage As a standard action, Shadow or Night can spend an arcane spell slot to create a 15-foot coneshaped burst of fire that deals 1d8 points of damage per level of the spell. Targets can make a successful Reflex save (DC 14 + spell slot’s level) for half damage. Targets who fail the save take another 1d8 points of fire damage per spell level in the following round as the flames continue to burn. This extra damage can be avoided in the same manner as alchemist’s fire (PH 128). Hook Flashy, try to outdo each other, often refer to Lord Heldrivor Tactics: Though tough for sorcerers, Shadow and Night know that they can’t stand toe to toe against the PCs. They cast spells (as indicated in their statistics block) before any conflict and make quick hit-and-run raids. They deal as much damage as they can in the first rounds of conflict, targeting foes that can be caught in area spells. Thanks to Draconic Vigor, they can last longer than normal in a fight; however, if both spellcasters fall below 10 hit points, they flee, hoping to make another attack the next day. Treasure: The only treasure is the items carried or worn by the two sorcerers. 3. Entrance to the Shrine (EL 11) Ahead are two structures with doors. One is a freestanding fortification with no visible windows, the other a doorway set into the valley wall. Four big trees, twisted into the shapes of <strong>dragon</strong>s, sit between the two buildings. As you watch, one of the trees moves, its head swinging about as if looking for something. This is the entrance to the Shrine of Dragon Fall, which is tended by four twilight guardians (see page 121)—spirits of the <strong>dragon</strong>s that spent the last days of their lives defending the shrine. They have long since forgotten that they were defending the shrine from others of their kind. Instead, they act only on the instinct that this is a place for <strong>dragon</strong>s, not other races. Thus, they leave true <strong>dragon</strong>s unmolested, but they attack any other creature that approaches the shrine. However, they do not enter the shrine, ignoring any creature that manages to get inside. Twilight Guardian (4): hp 70, 74, 78, 82; see page 121. Tactics: The twilight guardians have little in the way of tactics. They attack anything except true <strong>dragon</strong>s that comes within 100 feet of the Shrine of Dragon Fall, but they make no effort to move into any part of the shrine. 4. The Shrine of Dragon Fall The walls of this place are made of stone blocks fitted tightly together. A strong smell of dust fills the air, along with the faint scent of something that has been burned. The hallways are 15 feet across and twice that in height. Runes and short phrases of wisdom are scrawled on every stone surface in Draconic, in a large script that seems carved by crude tools or talons. The shrine is empty, most of the defensive spells long since faded. It still has the same separation from the Astral and Ethereal Planes as the rest of the valley, and a few other protections remain (detailed below). Area 1: The Lore House. This large building has two big wooden doors on the west wall, smashed in and smoldering (the work of Heldrivor). The interior is one big chamber; on its walls, the history of the <strong>dragon</strong>font is written in Draconic. Area 2: Entry Hall. As with the lore house, the wooden doors here have been smashed in. Many complex gears and metal struts lie scattered and broken across the floor. A DC 15 Search check identifies them as traps that once guarded the doors and floor of the entrance, but now they too are smashed and inoperative. Area 3: The Maze. This area was designed as a tribute to the many <strong>dragon</strong>s that built the shrine and worked to eliminate the threat of the <strong>dragon</strong>font. Here, <strong>dragon</strong>s of all sizes can be comfortable. Thus, while Heldrivor can move through most of its halls easily, sections designed for smaller creatures exist as well. Area 4: The Gate. At the eastern end of the maze is the entrance to the <strong>dragon</strong>font—a massive, wrought iron gate inlaid with defensive spells. It resembles adamantine (hardness 20, 240 hp, 6 inches thick) and is immune to any spell of 6th level or lower. The gate opens easily at the touch of a good-aligned true <strong>dragon</strong>, but any other creature must make a DC 40 Strength check to force it open. All these <strong>magic</strong>s are ingrained into the doors as part of the shrine, and they stop functioning if the gate is successfully destroyed or removed. Area 5: Dragonfont Chamber. This rough-hewn chamber houses the <strong>dragon</strong>font, described in encounter 6 (below). Its walls are unworked, and it lacks the runes and draconic phrases common throughout the rest of the shrine. The skeletal remains of a Colossal <strong>dragon</strong> lie in the far eastern section of the chamber.
5. Confrontation with Heldrivor (EL 14) You feel waves of heat rolling through the air toward you. Then a creature comes into sight, and the reason for the heat is clear. It is a <strong>dragon</strong> of bright crimson, larger than an elephant, muscles rippling under a thick hide adorned with gems, platinum, and gold. Its horned head is filled with massive fangs too long to be contained fully within its mouth. Hot air ripples around the <strong>dragon</strong>, and flickers of flame spark from every inch of its form, scorching the floor and walls near it. Once the PCs are inside the Shrine of Dragon Fall, they must deal with Heldrivor—the extremely dangerous climax of the adventure. Heldrivor is a very difficult encounter for a group of 11th-level PCs, and a major encounter even for 13th-level characters. If they haven’t taken steps to deal with a red <strong>dragon</strong> (such as gaining protection from fire attacks and bringing spells and weapons appropriate for a fight with such a foe), the PCs might well fail. Confident in his abilities, Heldrivor is unwilling to negotiate or take time for a discussion. It’s true that inside the shrine, his flight and The mighty Heldrivor Illus. by F. Vohwinkel CHAPTER 5 DRACONIC CAMPAIGNS 155