Adventure: The Dragon of Krom Frykt – The Dragon’s Lair

Here is the third and final part of the Pathfinder-compatible adventure The Dragon of Krom Frykt. See the introduction here and the wilderness encounters here.

The Dragon’s Cave

Once the players reach the entrance read or paraphrase the following:

The rocky hillside, cracked and smoking from various vents, descends to the valley floor here where a wide, low cavern lies. A natural stone awning canopies an open space of small scattered rocks. WIthin, a dark passage emits heat and haze.

One goblin hides among the rocks in at the entrance (DC 20 perception to spot) and watches the approach (perception +0). If he sees the party approaching the cave he will alert the goblins in area 1 (see below).

An alternate entrance can be discovered through investigating the vents on the hillside above and succeeding on a DC 20 nature, survival or dungeoneering skill check. Success means they discover a fissure on the hillside above the cave, which leads to a corridor behind the entrance guards (area 2 on map).

Dragon’s Lair Areas

When the players enter the lair, run the following encounters as the players progress through the areas.

1) Guards and Wards – CR 4 – XP 1300

Within, more goblins with cover and bows and magical traps pass the time by playing at dice inside the entrance.

Trap – At the apex of the entrance, a mark has been made on the stone with grayish paint. Any who cross the threshold or touch the rune trigger this glyph of warding, which summons a poison frog swarm that will attack whoever triggered it.

Creatures – 5 goblins – one on watch among the rocks at the entrance, the rest wary. The goblins will attempt to use cover from the large rock in the center of the chamber and fire their shortbows at attackers.

2) Savage Riders – CR 5 – XP 2000

A natural stone passage splits in an area with several interconnecting chambers. Here, a couple of goblin worg-riders and their mounts stand guard.

Creatures – 2 x Goblin commandos (http://www.d20pfsrd.com/bestiary/unique-monsters/cr-1/goblin-commando) and 2 worg. They will attack the players with shortbows, charges, and halberds on their mounts. The goblins will try to keep moving and flank single opponents.

3) A Fallen Champion – CR 3 – XP 800

Among the corpses of many goblins, the party finds the temple champion’s corpse, which has been partially eaten, and his ceremonial trappings -a helm, shield, and necklace.

Creatures – 2 zombies and 3 skeletons, animated corpses of the goblins that the champion killed, rise up and attack the party as they prepare to leave the area.

Treasure – The necklace is an amulet of health +2. If returned to the Temple further rewards will be bestowed upon them in the form of honors – they will be named Champions of Krom and a feast will be held.

4) The Chamber of Earthfire – CR 6 – 2400 XP

In the chamber of earthfire, a large cavern with lava pools and a natural stone bridge, the party must rescue the dragon’s eggs from the goblin wizard who ejected her. His intention is to hatch them himself and train them.

Hazard – the chamber is extremely hot and each round inhabitants who are not immune to extremes of heat must make a DC 10 Fortitude check or become Fatigued.

Hazard – the area around the nest is even hotter due to closer proximity to the lava, and creatures take 1d3 points of fire damage while past the stone bridge.

Hazard – anyone falling into the pool of molten rock in this chamber will take 5d6 points of damage per round.

Creatures – Goblin Wizard (see below) and 2 Bugbear Bodyguards, one of whom wields the Beastblade (see below) will confront the party. Both are wearing hide armor and are AC 19 (http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/bugbear). The goblin’s wizardry protests all three from the sweltering heat hazards of the chamber except the lava, and he will fight the battle flying around the chamber casting spells.

Treasure – The goblin wizard and the bugbears carry 10 platinum and 30 gold coins each. The dragon’s hoard consists of ore and globs of lead, copper, silver, iron, and gold that are melted together into a nest which weighs 500 pounds and is worth 1000 gold.

Within the lumpy metallic nest rest three egg-shaped stones, very hard, scaly, and hot to the touch. A DC 20 Knowledge Arcana skill check will reveal that these are the dragon’s eggs and require a constant temperature in order to hatch. A DC 25 Knowledge Arcana skill check combined with a DC 25 Knowledge Nature skill check will reveal that these three will hatch in 5d12 days if undisturbed. A DC 25 appraise check will reveal they could fetch up to 500 gold apiece.

Developments – If the eggs are harmed or removed the dragon will wreak her wrath upon the valley. The eggs will only hatch if their temperature is properly maintained.

Concluding the Adventure

Return to the temple and complete a skill challenge where the PCs must give an accounting of their deeds before the dragon is convinced that her treasure is safe and will leave. As she does she will sniff all of the PCs to check if they smell like her eggs, or, more direly, dragon blood. If she notices the Beastblade which the bugbear took from her hoard she will mention that a fool carried it last and that they may keep it as “the memory is sour”. If flattered she will tell the story of a group of thieves who came into her lair. She killed two  and two more escaped, but the one carrying the Beastblade fought to the death with the smell of fear strong upon him.

Any harm to the eggs leads to dire repercussions the next day after the dragon finds out. She will hunt the players down if possible, likely destroying the village Sera and the temple regardless.

When the players rid the Temple of Krom Frykt of the dragon they are offered 100 gold coins each as a gesture of gratitude. Additionally, as the temple’s kennels have just had a litter, and they are offered up to two mountain hound pups.

Faoer Dornoe, The temple elder, expresses concern at the machinations of the goblin waste wizard, as the goblins have not troubled the valley since he was a boy. Their wolf and goat borne raiders had earned them a reprisal from the warriors of the temple and the men of the village. He mentions that a scouting expedition may need to be mounted and asks the players if they would consider undertaking such a task, which could lead to further adventures in the wastes to the north. Perhaps the players will meet the wizard’s two brothers.

Creatures

Deom-Adr, earth dragon, CR 10

Neutral large dragon (earth, fire)
Draconic, Common
Senses: darkvision, tremorsense

12 HD, 131 hp

AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, –1 size)

F +12 R +10 W +9
Move: 40 feet

Bite +19, 2d6+10 +1d6 fire damage, 2 x claws +17, 1d8+7 damage

Breath Weapon – 60 foot line of fire – 6d8 fire damage, DC 20 reflex save for 1/2 damage

Choking Smoke – at will the dragon can exhale a cloud of choking poisonous gas and smoke. Each round of exhalation grows the cloud by 10′ diameter. The cloud gives concealment for all within it, which the dragon ignores due to tremorsense. Living creatures in the cloud must make a DC 20 Fortitude saving throw each round or begin to suffocate and take 1d6 points of subdual damage per round in the smoke.

Stats – S 24 D 14 C 18 I 12 W 13 Ch 12

Canny and suspicious, Deom-Adr seethes with anger at the goblins who are holding her eggs hostage. She has had dealings with the men of Sera in the past and is reluctant to inform them of the true nature of her treasures and will resort to threats if the players ply her for details. She will instead insist that the players secure all of her treasure and kill or drive off the goblins.

Ixame, Wizard of the Wastes – XP 1200

NE small humanoid (goblin) Witch 5

hp 20 AC 11 F +1 R +2 W +4

Spear +2, 1d6 damage

Spells – lightning bolt, hold person, summon swarm, sleep, ray of enfeeblement, cause fear

Hexes – Evil Eye, Flight, Healing

Gear – spear, scroll of cure light wounds, resist elements, ray of enfeeblement

Stats – S 10 D 12 C 10 I 16 W 14 Ch 10


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature, Encounter and tagged , by with no comments yet.

River Dragon, Elder

These cruel river dragons crawl from their wet shells an icy blue color highlighted by tiny white spines in rows along their backs and limbs. Their long sinuous bodies are powerfully muscled making them excellent swimmers. As they age they spend long periods lying amongst the rocks and mud at the bottoms of progressively deeper rivers.  As they do their hides take on the coloration of the river they inhabit, be it mossy, muddy, or rocky as their scales become impregnated with those materials.

River dragons live in rivers; from cold mountain headwaters at young ages, to wide deltas once older. They spend their long lives hiding underwater, controlling currents, overwhelming boats and capriciously drowning people. They tend to bury their hordes in caches and caves they dig at the bottom of their rivers and in cavernous aquifers.

Occasionally, as they age and move slowly from their mountaintop springs to deeper waters, they will encounter another river dragon. When these encounters take place the two dragons will generally fight for dominance and control of the river.  Losers are slain if they cannot escape back upriver.  On the occasions when they are of opposite sexes mating may occur before or after the fight for dominance.  The victor will send the loser upriver to hide the eggs amongst the stones at the springs and headwaters of the river.

River Dragon, Elder✦ Level 16 Solo Controller
Large natural magical beast (dragon, aquatic, cold) ✦ XP 7,000
Initiative +13 ✦ Senses Perception +11; darkvision
HP 628; Bloodied 314
AC 30; Fortitude 28, Reflex 28, Will 28
Resist 10 cold
Saving Throws +5
Speed 4, Swim 9

Action Points 1

Powers
Bite (melee 2; Standard; At-Will)
The dragon lashes out in a spray of water and a flash of teeth, catching its prey and tearing at it.
+21 vs. AC; 2d8 + 7 damage, and the target is grabbed (until escape). Cannot make bite attacks while grabbing a creature this way.  A grabbed creature takes ongoing 10 damage.

Claw (melee 1; Standard; At-Will)
+21 vs. AC; 1d10 + 7 damage.

Tailslap (close blast 3; Standard; At-Will)
+19 vs. Reflex; 2d8 + 7 damage.

Claw / Claw / Bite (Standard; At-Will)
The river dragon can make two claw attacks and a bite attack.

Breath Weapon (close blast 5; standard; recharge 5,6) ✦ Cold
The dragon unleashes a torrent of icy water, overwhelming those caught within.
+19 vs. Reflex; 3d10 + 6 cold damage, and the target is pushed 4 squares.
Miss: half damage.

Maelstrom (area burst 4 within 10; standard; encounter) ✦ Cold
With a flick of its mighty tail, the river dragon creates a freezing whirlpool.
+19 vs Reflex; 3d10 + 6 cold damage, and all affected creatures are immobilized (save ends).
Effect: The maelstrom creates a zone of powerful, frigid eddies.  Any creature that enters or starts their turn in the eddies takes 10 cold damage.

Bloodied Breath (free, when first bloodied, encounter) ✦ Cold
The dragon’s breath weapon recharges automatically, and the dragon uses it immediately.

Frightful Presence (Close burst 10; targets enemies; standard; encounter) ✦ Fear
+19 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target takes a –2 penalty to attack rolls (save ends).

Change Shape (minor; at-will) ✦ Polymorph
A river drake can alter its physical form to take on the appearance of any small to huge humanoid, including a unique individual.

Alignment Evil ✦ Languages Draconic, Common
Skills Arcana +17, Bluff +17, Stealth +18
Str 24 (+15) Dex 21 (+13) Wis 16 (+11)
Con 21 (+13) Int 18 (+12) Cha 19 (+12)

Tactics: River dragons are rarely found out of their rivers, and use the water as cover from which to make quick strikes and then disappear.  Often they will create a Maelstrom around them so that those attacking them take ongoing damage.

River Dragon Lore: The following can be learned with an Arcana check:
Arcana DC 10: These aquatic dragons are known to attack anything on their rivers without provocation.
Arcana DC 15: Highly adapted to the cold waters in which they are hatched, these dragons have some resistance to the cold. They can also control the waters of their rivers.
Arcana DC 20: These cruel dragons have the ability to mimic the shapes of people to trick their prey.


Posted in Uncategorized and tagged , by with no comments yet.

River Dragon

These cruel river dragons crawl from their wet shells an icy blue color highlighted by tiny white spines in rows along their backs and limbs. Their long sinuous bodies are powerfully muscled making them excellent swimmers. As they age and spend long periods lying amongst the rocks and mud at the bottoms of progressively deeper rivers their hides take on the coloration of the river they inhabit, be it mossy, muddy, or rocky as they become impregnated with those materials.

River dragons live in rivers; from cold mountain headwaters at young ages to wide deltas once older. They spend their long lives hiding underwater, controlling currents, overwhelming boats and capriciously drowning people. They tend to bury their hordes in caches and caves they dig at the bottom of their rivers and in cavernous aquifers.

Occasionally they will encounter another river dragon as they age and move slowly from their mountaintop springs to deeper waters. When these encounters take place they will generally fight for dominance and control of the river. Losers are slain if they cannot escape back upriver. On the occasions when they are of opposite sexes, mating may occur before or after the fight for dominance, and the victor will send the loser upriver to hide the eggs amongst the stones at the springs and headwaters of the river.

River Dragon, Young – Level 8 Controller
Large natural magical beast (dragon) – XP 350
Initiative + 7 Senses Perception +5; darkvision
HP 89; Bloodied 44
AC 22; Fortitude 20, Reflex 20, Will 20
Resist 5 cold
Speed 4, Swim 8

Powers
Bite(melee; standard; at-will)
+13 vs. AC; 2d6 + 5 damage, and the target is grabbed (until escape). Cannot make bite attacks while grabbing a creature this way.

Breath weapon (close blast 5; standard; recharge 5,6)
+12 vs. Reflex; 3d8 + 5 cold damage, and the target is pushed 3 squares.

Maelstrom (area burst 2 within 10; standard; encounter)
+10 vs Reflex; 1d8 + 5 cold damage, and all affected creatures are immobilized (save ends) in powerful eddies. Each round they start their turn in the eddy, they take ongoing 4 cold damage.

Change Shape (minor; at-will) * Polymorph
A river drake can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual.

Alignment Evil – Languages Draconic, Common
Skills: Athletics +14, Bluff +12, Stealth +12
Str 20 (+9) Dex 17 (+7) Wis 12 (+5)
Con 17 (+7) Int 15 (+6) Cha 17 (+7)

Tactics: River dragons are rarely found out of their rivers, and use the water as cover from which to make quick strikes and then fade away.

River Dragon Lore: The following can be learned with an arcana check:
Arcana DC 10: These aquatic dragons are known to attack anything on their rivers without provocation.
Arcana DC 15: Highly adapted to the cold waters in which they are hatched, these dragons have some resistance to the cold. They can also control the waters of their rivers.
Arcana DC 20: These cruel dragons have the ability to mimic the shapes of people to trick their prey.


Posted in Uncategorized and tagged , by with no comments yet.