Great Wyrms of Drakha
Great Wyrms of Drakha
                     Whenever a player attacks a Great Wyrm, they should              SPECIAL PLAYER ACTIONS
                 choose the specific part they want to target. It could
                                                                                      The system also allows for some new actions that player
                 make sense to assume that some attacks automatically
                                                                                      characters may perform during combat to gain an
                 target one specific body part, if you decide. For example
                                                                                      advantage against the Great Wyrm.
                 a halfling’s sneak attack could be required to target one
                 of the legs, one of the claws, or the tail, or psychic attacks
                                                                                      Mount
                 have to target the head.
                                                                                        On their turn, any character may use the Mount action
                      Area of effect attacks and spells damage all the body
                                                                                        to attempt to climb a Great Wyrm in an effort to deal
                 parts that are caught in the area effect, as if they were
                                                                                        direct melee damage to a body part that’s higher or out
                 separate targets. However, the azhurma is allowed only
                                                                                        of reach.
                 one collective saving throw per attack, spell, or effect for
                 all targeted body parts. Additionally, spells and effects that             The character must start on a low body part (legs,
                 may kill or destroy a target outright, may only destroy or             arms, or tail) and use their movement to get to other
                 affect an azhurma’s individually targeted body part, rather            body parts by using a Strength (Athletics), Dexterity
                 than the entire creature.                                              (Acrobatics), Wisdom (Animal Handling), or Wisdom
                                                                                        (Survival) check against that body part’s shake DC.
                 Scores and Statistics                                                  While mounting the dragon, characters cannot be
                                                                                        targeted by its melee attacks, but they are still subject to
                     Great Wyrms use a normal 5e creature stat block but
                                                                                        effects that target an area.
                     with a different action structure and increased hit points
                     divided among separate body parts with varying ACs.                    Shake DC. A body part’s shake DC is the DC
                     Some body parts have specific saving throw bonuses                 of the Strength (Athletics), Dexterity (Acrobatics),
                     stated; if not, they use the saving throw bonus listed in          Wisdom (Animal Handling), or Wisdom (Survival)
                     the dragon’s main stat block. Additionally, some may               check required to climb the corresponding body part via
                     have special rules that override those in this section.            the Mount action. If the dragon uses the Shake action
                                                                                        described in their list of actions, or certain other actions
                         Hit Points. Each of the azhurma’s body parts has
                                                                                        available to them as defined there, this is also the DC of
                     a set amount of hit points. The hit point maximum
                                                                                        the Strength or Dexterity save the character must make
                     for each of their body parts is expressed as N × a base
                                                                                        to avoid falling.
                     hit point value for the body part, which helps scale the
                     encounter according to the group’s size.
                                                                                      Examine
                         Breaking Body Parts. When a body part reaches
                                                                                        If you allow it, a player character may use the Examine
                     zero hit points, it is considered broken. Either the
                                                                                        action to make a DC 25 Intelligence (Arcana),
                     dragon can’t use it in combat anymore, or it otherwise
                                                                                        Intelligence (History), Intelligence (Investigation),
                     becomes heavily impaired. When a body part is broken,
                                                                                        Intelligence (Nature), or Intelligence (Religion)
                     the text listed under that part’s broken condition
                                                                                        check to obtain information on the Great Wyrm. If the
                     provides a short, flavorful description in italics to read
                                                                                        check succeeds, the character learns the details of one
                     aloud to the players and establishes the effects of that
                                                                                        of the Great Wyrm’s actions or abilities and their rough
                     body part being so severely injured.
                                                                                        action pool percentage at the moment (e.g., the dragon
                         Armor Class. AC works exactly the same as it does              has “almost all”, “about 50%” or “almost none” of its
                     in traditional 5e systems. It is the number required to            action pool still available).
                     get a successful hit on the body part.
                        Damage Reduction. Each dragon has a damage
                     reduction (DR) trait equal to its Constitution modifier.
                     After applying resistances and vulnerabilities, any
                     damage from an individual source, whether physical or
                     magical, is reduced by the dragon’s DR. For example, a
                     dragon with 8 DR who is resistant to fire and who takes
                     5 bludgeoning damage and 10 fire damage from a single
                     source will only receive 2 damage total.
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                     The city’s layout is perfectly circular and divided into             Of one mind over their ultimate goal, but not on how
                 three concentric rings. The Outer Ring is where most of              best to achieve it, there are several splinter groups with
                 the dragonkin and Valernian populations take residence,              particular ideas regarding the Charred Claw’s mission.
                 toil away, trade, train, and tend to their needs. Thus,              Still, all of these cells are working from the shadows to
                 this is where the adventurers will find houses, inns,                bring victory forth, requiring them to be engaged in
                 warehouses, and other places of economic activities.                 myriad activities vital to the Golden City’s daily life. This
                 Dragons present in this area usually are on patrol or                is how they spread their insidious presence, and none will
                 visiting with a specific purpose in mind.                            rest until Aureus Fulgen is brought low and his dream of
                                                                                      coexistence with lessers goes up in flames.
                     The Middle Ring and Center Ring are where most
                 dragons live and train. These sections house the six most
                 notorious locations in the city: the Scriptorium, the
                 Academy, the Gardens of Healing, the Court of Trials, the
                                                                                      Adventure Background
                 Repository, and the Gilt Library. Only Valernians provided
                 with special dispensations are allowed inside either of these        A plot to overthrow Aureus is being devised by a group of
                 two rings, and they’ll be closely watched upon entering. At          influential Valernians and their dragonkin allies. If they
                 the heart of the Center Ring stands the Golden Palace, the           succeed at their goals, they will have enough resources
                 highest landmark in the city, visible from many miles away.          and muscle to stage their uprising. However, should their
                 That is where Azhurma Aureus Fulgen watches over his                 plans fail or be discovered, the authorities in the Golden
                 mighty and breathtaking creation.                                    City will swiftly round up all those found to be involved
                                                                                      in planning or helping to further sedition in any capacity.
                    This adventure includes the Golden City map
                                                                                      Needless to say, they will be arrested and sentenced to
                 indicating the areas the players are most likely to visit.
                                                                                      death after a trial by Aureus.
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                   Adventure Hooks
                   This adventure assumes that the party is made up of
                   Valernian residents of the Golden City, brought to Drakha
                   as prisoners but now respected because of their skills.
                       If the characters have specific variant backgrounds,
                   assume they were in fact summoned to Drakha, or to the
                   Golden City, by one of the interested parties—Dhu’Myr
                   and Solimarnex both have contacts and artifacts with the
                   power to summon help from other worlds—to aid them
                   in their plans to destabilize Aureus’ rule:
                       During their normal adventures, the adventurers have
                   noticed a strange red moon, an unusual event in the sky
                   of their world. Shortly after the rise of this red moon, the
                   characters encounter a scroll, a letter inviting them to be
                   part of an event that will change an entire world, for a
                   glorious cause, and reap exorbitant rewards.
                        The letter is actually a magical scroll, intended to spirit
                   the adventurers away to Drakha upon reading. It was, of
                   course, planted on their world by Dhu’Myr, Solimarnex,
                   or one of the Charred Claw leaders, hoping to snatch an
                   adventurer that is skilled enough and unfamiliar enough
                   with Drakha to serve as a tool, and patsy, for their scheme.
                   You may make the scroll’s power obvious, or you may hide
                   it to trick the player characters into reading it.
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                   T
                           he player characters begin their adventure taking             Also, the adventurers notice that the population
                           a stroll around the Golden City. Describe the             is preparing for a major event coming in a few days:
                           city briefly to them, pointing out the strange            the Founding Festival, a citywide commemoration of
                   differences in time from the adventurers’ homeworld.              Aureus' grandest creation—the Golden City itself. It
                   Daylight on Drakha lasts for roughly ten Rhaavan days,            is the only festivity in the city that non-dragons may
                   and currently the city is in the last days of its night cycle.    attend, and Aureus uses it to mark the time when he
                                                                                     inscribed the Golden Codex, which serves as the city’s
                                                                                     written law book, and commanded his brood to begin
                                                                                     the construction of his city.
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Prasimun
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                 T
                         he adventurers are free to decide who they want             RANDOM ENCOUNTERS DURING ACT 1
                         to visit first between Azarax, Xinlei, and Luuthara,
                                                                                     While the adventurers are still virtual unknowns at this
                         so we suggest you read this section beforehand
                                                                                     point, it is possible for their activities to draw the wrong
                 to prepare for any decision by the player characters.
                                                                                     kind of attention. When the text calls for it, or when you
                 Should anything unexpected happen, a couple of random
                                                                                     consider the player characters to have been too careless,
                 encounters (see the “Random Encounters During Act
                                                                                     roll once on the Golden City Encounters table and run
                 1” sidebar) can be easily accommodated here to get the
                                                                                     the indicated encounter. The stats for all listed creatures
                 player characters back on track.
                                                                                     can be found in appendix A.
                 Timekeeping
                 Many of the missions during Act 1 indicate the number
                 of hours they take to carry out. Keep a tally of these
                 hours, adding any hours spent in short or long rests, and
                 make a record of the total when the party finishes Act 1.
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                     4-6             Fulgen Guards           A common dragonkin patrol, looking for anyone acting suspicious around the city;
                                                             the adventurers may convince them they are not “acting suspicious” with a
                                                             DC 21 Charisma (Intimidation or Persuasion) check
                     7-8             Fulgen Goldclaws        An elite patrol, warned about a “group of dangerous radicals” that match the
                                                             adventurers’ description
                     9               Charred Claw Assassin   An elite agent of the Charred Claw, sent to kill one of the adventurers and escape;
                                                             she flees if forced to face more than one adventurer at the same time
                     10              Adult Fulgen Dragon     A dragon passes overhead, ignoring the adventurers unless provoked
                   3. Luuthara & Meerynna’s                                                   “So, what can we do for you?” A woman’s voice
                   Mechanicism Workshop                                                   comes from behind a pile of planks. A second voice,
                                                                                          the one you heard cursing as you entered, chimes
                                                                                          in, “And better be quick ‘bout it! We’re ‘bout to test our
                   If the party has already visited both locations 4 and 5,               latest prot’type!”
                   they have drawn some attention to their activities. Roll                    “So…?” the human woman, presumably
                   for a random encounter on the Golden City Encounters                   Luuthara, asks as she slides around the piled planks
                   table while the adventurers travel to this location.                   and stops before your eyes. She’s sitting on a… chair
                      Luuthara and Meerynna’s workshop is in one of the                   that’s set atop treads. She has short auburn hair
                   busy warehouse and industry districts of the Golden City.              and muscular arms. Next to her, you see a pepper-
                                                                                          blonde pint halfling, smiling coyly while caressing
                   Take note of the time the players spend reaching this point,           the back of Luuthara’s chair, filled with pride. This
                   and read the following as they approach the location:                  must be Meerynna.
                                                                                             “Yeh, so geddit out already! What can we do for
                         You arrive at a busy part of the City’s main                     youse, huh?” The pint says.
                         trading square. At the end of a tidy cobbled
                         street, you spy several parked carts of unusual
                         design, with porters flexing their muscles or                     These are Luuthara (female N human commoner),
                         relaxing nearby. They are in front of the open                the neighborhood’s only mechanicist, and her partner
                         gates of a square building from which you hear                Meerynna (female NG halfling commoner). The party
                         hammering, sawing, creaking, and mild yet                     is to try and convince them to aid the uprising by
                         heartfelt cursing in a sweet, feminine voice.                 lending whatever equipment they can. Try to nudge the
                                                                                       adventurers into using real arguments and deploying their
                                                                                       own diplomacy instead of resorting to die rolls to gain the
                                                                                       mechanicists’ help
                        The place is a midsized warehouse outfitted with
                   several workstations where saws, workbenches, and                       If convinced, the couple take the adventurers to the
                   strange-looking contraptions are placed. Many assistants            end of their shop to show them their latest innovation:
                   come and go carrying wooden planks, rods, or sections               the treadcart. This is a gloriously awkward contraption,
                   of insect shells or pushing unattached wheels. Others               made of wood and shells, like most Fulgen-made carts,
                   busily tend to boiling cauldrons in which they place a              but furnished with two sets of treads. One is a triangular
                   gelatinous, three-inch-thick membrane given to them by              treadmill that replaces the usual two-wheel axis, and the
                   still other shop hands who scrape it from the inside of             other is a powered treadmill at the front, which allows for
                   the chitinous insect shells. The air in this section of the         an operator to carry three times the load at three times
                   workshop is thick with a pungent cinnamon-like smell.               the usual speed.
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                      Luuthara has four prototype treadcarts that she may                As her mechanicist skills developed, Luuthara came
                 sell to the uprising, but the adventurers must pay 500 gp           up with a system of pulleys which allowed for lifting and
                 for each of them with their own gold, since Prasimun gave           moving bigger loads onto and off of the carts used to
                 them no advance. The player characters may halve the                transport grain sacks around the city. That was around the
                 amount with a successful DC 16 Charisma (Persuasion)                time when she met Meerynna, a lithe, enthusiastic, and
                 check, or pay only 50 gp per cart if they sign a voucher and        skilled pint who entered her workshop as an apprentice
                 promise to return the prototypes later.                             and, over the years, chose “Chief Mechanician Luuty” as
                                                                                     her partner and lifelong companion. It was between them
                     Regardless of the deal struck, the adventurers need to
                                                                                     that they came up with the idea of the tread cart, allowing
                 “steal” the carts out of the workshop, so that Meerynna
                                                                                     even a pint to move heavy loads at speeds faster than the
                 and Luuthara have plausible deniability if they are caught
                                                                                     fastest courier could on foot.
                 with the carts. They let the party break in and steal the
                 prototypes later that day while the workshop is closed.
                 The player characters must wait 1 hour before the shop is
                 closed, after which it remains closed for eight more hours.         4. Commerce Court
                     Sneaking into the closed workshop requires a
                 successful DC 16 Dexterity (Stealth) check. If it fails, the        Possibly the busiest part of the Outer Ring, Commerce
                 party makes enough noise for the GM to roll once on the             Court is where Valernians, dragonkin, and dragons all
                 Golden City Encounters table. If the check succeeds, the            meet to swap, trade, and offer almost all manner of legal
                 adventurers need do nothing else, as Meerynna leaves the            goods and regulated services.
                 workshop open for them. If the PCs try to rob anything
                 else, or actually steal the prototypes without dealing with            As the adventurers approach Commerce Court, read
                 Luuthara first, they do raise an alarm, calling 6 Fulgen            them the following:
                 guards to the scene.
                     With or without the treadcarts, once the adventurers
                 leave this area having tried to arrange a deal with Luuthara           Commerce Court is an enormous decagon
                 and Meerynna, the player characters’ task is complete. If              surrounded by buildings of all sizes and dotted
                 the party has already visited both locations 4 and 5, you              with tents on all its ten sides—a few of the
                 can proceed to the “Rewards” section at the end of this act            bigger ones are closer to its center—and teeming
                 before moving on to Act 2.                                             with Valernians, dragonkin, and dragons, all
                                                                                        peddling, haggling, or looking for all kinds of
                                                                                        goods and services. Torches illuminate the stalls
                 Roleplaying Meerynna and                                               and the walkways between them, leaving few
                                                                                        places in shadow.
                 Luuthara                                                                  An enormous statue of Aureus, made of the
                 Meerynna and Luuthara are a couple of sympathetic and                  same rock as the city’s walls, stands majestically
                 supportive women, but not quite willing to risk their lives            amid the busy plaza, lording over the court. Its
                 or livelihood by getting directly involved in the uprising.            base has all of its ten sides inscribed with the
                 Meerynna is particularly adamant about not doing                       dictum that rules every transaction held here:
                 anything that might put Luuthara in danger.                            “For honest trade, forge a fair deal.”
                     Luuthara lost the use of her legs during the raid that                 You also notice several units of Steelclaws,
                 brought her to Drakha. However, Rivo Saego, a gnomish                  Valernian city guards, patrolling the place, and
                 warehouse worker, took in the crippled child and helped                a couple of dragonkin watchers sporadically
                 her survive her injuries. He made sure to teach his craft              interacting with them. All seem very relaxed and
                 to Luuthara and that she never forget “the power of her                unsuspecting, used to the busy yet uncomplicated
                 willing mind applied to tools.” Once Luuthara was strong               and cordial environment of Commerce Court.
                 enough to work, Rivo designed a couple of crutches and
                 a skid she could use to move around their small hovel and
                                                                                         If the party has already visited both locations 3 and 5,
                 inside the grain warehouse where they worked.                       they have drawn some attention to their activities. Roll
                     As she grew older, she began modifying her skid to              for a random encounter on the Golden City Encounters
                 have it become a bench first, and then, after much trial            table as the adventurers walk across Commerce Court.
                 and error, the ubiquitous trademark treadchair everybody               The party’s mission is to find Azarax, gather his hidden
                 associates her with nowadays.                                       weapons and gear, and transport them to secret stashes
                                                                                     around the city. While they look for Azarax, this is a good
                                                                                     opportunity for them to buy some equipment.
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Azarax
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                     The stash is not too big, but it will arm at least 300
                 rebels with masterwork axes, scythes, and spears in good
                 condition; about a dozen elite warriors with dragon slayer
                 swords; and several hundred more with common weapons.
                 The area is dotted with caves of usually small size, yet most
                 have enough room to accommodate hidden caches… or
                 several living creatures.
                    Prasimun and his allies don’t dare dream that a
                 thousand armed people, even with dragon slayer
                 weapons, will be enough to challenge draconic rule, but
                 perhaps it will be enough to incite a good portion of the
                 Valernian population to join the uprising as it spreads
                 along the Outer Ring. In fact, the plan depends on that.
                 7. The Warehouses
                 These are three nondescript warehouses at the edge of
                 the middle wall, chosen specifically for their unassuming
                 appearance and location.
                     Bringing the weapons cache or Xinlei’s explosives back
                 to this area should be pretty straightforward, unless the
                 players used faster means of transportation than simply
                 carrying Azarax’s carts.
                     If the party used only the carts rented from Azarax,
                 they draw little attention to themselves. However, the
                 sight of Luuthara’s strange carts, or more outlandish
                 means, draws far more attention, requiring two rolls on
                 the Golden City Encounters table as the adventurers
                 deliver the load between warehouses.
                     Once the adventurers have delivered the load, their
                 task is complete. If the party has already visited both
                 locations 4 and 5, you can proceed to the “Rewards”
                 section at the end of this act before moving on to Act 2.
                 Rewards
                 For the successful completion of this portion of
                 the journey, award all player characters a milestone
                 advancement to bring them to their next level, which is
                 typically 18th level, unless they skipped some portion of
                 this adventure.
Lawbreaker Weapons
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                    A
                              ct 2 begins when the player characters report their          • If it took the adventurers more than 36 hours to
                              success, or failure, to Prasimun and leads to an               finish Act 1, dawn surprised them halfway through
                              unexpected, and potentially dangerous, side quest.             their missions, and Act 2 begins in broad daylight.
                                                                                             It won’t be night again for nearly 10 Rhaavan days.
                   Timekeeping
                   As Act 2 begins, tally the total number of hours the party
                                                                                         Payment
                   has spent performing the tasks in Act 1.                              When the characters head back to Prasimun, he gives
                                                                                         them 1,000 gp if they successfully fulfilled at least one
                      • If it took the adventurers 24 hours or less to finish
                                                                                         of the three tasks.
                        Act 1, it is still deep in the night when Act 2 begins.
                        The streets remain dark and lit by torches.                          If the party fulfilled all three tasks successfully, Prasimun
                                                                                         also presents them with one dragonslayer sword, set
                      • If it took the adventurers between 24 and 36 hours
                                                                                         aside from Azarax’s special delivery. The characters can
                        to finish Act 1, the sky gradually cleared without them
                                                                                         request any sword type, as the cache contains different
                        noticing, and Act 2 begins in a clear, sunless twilight.
                                                                                         weapons, and he will graciously offer whichever sword
                                                                                         style they ask for.
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Dhu' Myr
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E B
                                                                                                                                Start
                                                                                                                                Here
                                                          C
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                   C. Ledge Access
                   If the adventurers want to instead reach the Scriptorium
                   and the dome across the rooftops, they must succeed at
                   one DC 14 Strength (Athletics) or Dexterity (Acrobatics)
                   check, plus one DC 16 Dexterity (Stealth) check (made
                   with disadvantage during daylight) to avoid detection.
                     Should a character fail the Strength (Athletics) or
                   Dexterity (Acrobatics) check, they can make a DC 16
                   Dexterity saving throw to keep their hold.
                       An adventurer that fails both the check and the
                   saving throw takes 8d6 bludgeoning damage from
                   the fall and must make a successful DC 16 Dexterity
                   (Stealth) check to avoid making too much noise and
                   attracting the guards.
                   D. Sentry Post
                   If the player characters fail any of the Dexterity (Stealth)
                   checks, the two sentries warn the patrol of 3 Fulgen
                   guards, who arrive within 1 round. The patrolling
                   Fulgen dragon arrives within 1 minute. Make it clear
                   to the party that they have a very short window to flee,            Fulgen Guard
                   unless they want to stay and fight. If the adventurers
                   win the battle, the sentries sound the alarm, and the
                   Scriptorium is now on alert. In that case, all Dexterity
                   (Stealth) checks made while inside the Scriptorium will                If the players arrived undetected, and it was still
                   be made with disadvantage.                                          night or predawn at the end of Act 1, the adventurers
                                                                                       may move around freely without incident.
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                              The Scriptorium
                                     1 square = 5 feet                                  J
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                     There seem to be no traps, but a successful DC 28                       If the adventurers have a legendary item in their
                 Intelligence (Arcana), Intelligence (Investigation), or                  possession, including the scarab of protection or the
                 Wisdom (Perception) check reveals that there is a magical                cursed armor of vulnerability, the rune starts glowing
                 alarm that will go off if any intruder remains in the room               with an intense purplish light and emits a low hum
                 for more than 1 minute. A detect magic spell points to                   that gradually increases in volume until it becomes a
                 many objects inside the room as being magical, including                 dissonant, loud screech that alerts every guard inside
                                                                                          the Scriptorium to the party’s presence. This effect only
                 the rune. It also reveals divination magic on the threshold              ends if the rune remains at least ten feet away from
                 to the room and transmutation magic on all of the                        any legendary item or someone succeeds on a DC 28
                 containers in the room.                                                  Intelligence (Arcana) check to deactivate it.
                     If the adventurers remove the trinket from the case, it
                 ceases to shine, but it glows again as soon as it is moved               LEAVING THE SCRIPTORIUM
                 near a very rare or legendary magical item, including
                 the adventurers’ own gear and some of the other items on                 If the adventurers caused any alarm while in the
                 display. A successful DC 22 Intelligence (Arcana) check                  Scriptorium, they must succeed on a DC 16 Dexterity
                 reveals that the rune attunes itself to strong magic and is in           (Stealth) check made with a disadvantage to return to Area
                                                                                          E. If the check fails, they must face 4 Fulgen Goldclaws
                 fact a powerful artifact itself. If the character that succeeds          and, if it has not yet been defeated, the Adult Fulgen
                 on the check also knows the Draconic language, they                      dragon as they leave the building. If they did not
                 realize it is a Rune of Truth belonging to the Magnifex                  activate the alarm or if they succeed on the save, they
                 dragon brood.                                                            exit with no trouble.
                     If the party remains for more than 1 minute in the                       Once back outside at Area E, the player characters
                 storage room, the magical alarms go off, and all remaining               must succeed on a DC 16 Strength (Athletics) or
                 guards in the complex rush to the scene. The player                      Dexterity (Acrobatics) check to leave across the rooftops,
                 characters have 1 minute before two Fulgen Goldclaws                     taking 8d6 bludgeoning damage from the fall if they
                 and three Fulgen guards, plus three more Fulgen                          fail. The adventurers must also succeed on a DC 16
                 Goldclaws if the party has not yet encountered any guards                Dexterity (Stealth) check, made with disadvantage if the
                 inside the Scriptorium, arrive.                                          alarm was sounded, or be pursued by the same 4 Fulgen
                                                                                          Goldclaws and Adult Fulgen dragon mentioned above
                     If the adventurers try to snatch any of the other                    as they try to leave.
                 items in the storage room, consult the Storage Room
                 Items table to determine what they find. Forcing boxes
                 or display cases open to acquire these requires a DC 28
                                                                                          BACK IN DHU'MYR'S EMPORIUM
                 Strength, Dexterity, or Intelligence (Arcana) check to                   Take note of the time the players take to return from the
                 break them open, pick their locks with thieves’ tools, or                Scriptorium to Dhu’Myr’s store, remembering that using
                 get around the magic sealing them, respectively. If the                  the Forlorn Lanes path halves the time required.
                 adventurers trigger the magic alarm, however, it seals all                   If the adventurers return to Dhu'Myr with the stolen
                 the cases, boxes and crates, increasing the DC to open any               items, she receives the party in her private offices and leads
                 of the containers to 40. Any item the player characters                  them to her sanctum, where she asks for the Codex, first
                 have already secured remains in their possession, however.               and foremost, and then for the rune.
                                                                                              If the characters' hand her both of the items, read them
                 Storage Room Items                                                       the following:
                     d12             ITEM FOUND
                      1-3            Jewelled tiara or necklace (20,000 gp value)                 “I see you got the deal done,” Dhu'Myr
                      4-6            Animated shield
                                                                                              tells you and proceeds to place the tablet on
                                                                                              a pedestal and caress the rune with a fixated
                      7-8            Marvelous pigments                                       glance. “Thus, we savor the small victories,” she
                      9-10           Carpet of flying                                         murmurs as she handles the rune.
                      11             Scarab of protection
                      12             Roll Again                                               In return for the Golden Codex, Dhu’Myr rewards
                                                                                          the adventurers with 20,000 gp in exquisite jewelry, a
                    *Should the roll be yet another result of 12, the object              fraction of her commission. For the rune, she gives them
                 found is a cursed armor of vulnerability, providing resistance to        a lawbreaker short sword (see appendix B) and some very
                 bludgeoning damage but vulnerability to piercing and slashing            valuable information. Read the following if the adventurers
                 damage, made from the scales of a dragon that once challenged            give the rune to Dhu’Myr, allowing them to interrupt with
                 Aureus and failed.                                                       questions or comments as needed:
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Zunrüs
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                  T
                          his act involves the adventurers dealing with the               Idannlor or Prasimun can let the party know how
                          trap against Sulakkos, where their intervention             much time they have left. It is likely that they have a few
                          could decide the fate of the Valernian uprising, and        hours to rest and prepare before the meeting. However, it
                  then leads into the uprising, which pits the party directly         is entirely possible they have blundered enough to spend
                  against the master of the Golden City, Aureus himself.              more than 60 hours in the first two acts, thus missing the
                                                                                      meeting entirely.
                  Time Keeping
                  As Act 3 begins, it is already full daylight and the Founding       Preparing for the Meeting
                  Festival looms near. It is time to make the final tally of          The player characters may choose to do several things
                  hours passed since the beginning of the adventure, as the           if they still have time before the scheduled meeting
                  Founding Festival begins at hour 64, and the meeting with           with Sulakkos.
                  Sulakkos takes place at hour 60 at the Silver Wing in the              If they head to an inn to take a long rest, allow it if they
                  Middle Ring (Area 11 in the Golden City Map).                       have time. Prasimun will see their lodging expenses covered.
                                                                                      This takes at least 8 hours.
39
40
                     If the adventurers follow these dragonkin into the              They all believe that they are under Zunrüs’ direct orders,
                 stairwell, they can hear bits and pieces of the conversation        and he only admits his association with Solimarnex if the
                 between them, each speaking about their ideas regarding             player characters specifically mention him by name.
                 social order and station. The player characters must succeed
                 on a DC 16 Dexterity (Stealth) check and understand                      If questioned, Sulakkos tells them he only knew Zunrüs
                                                                                     from his days as a member of the Goldclaws, who lost his
                 Draconic to eavesdrop on the whole conversation:                    position due to his prejudice against and indiscriminate
                                                                                     killing of Valernian workers. He adds that Zunrüs appeared
                                                                                     and told him “something urgent” had come up regarding
                           “So, this vision, which we both so readily                the Valernians he expected but little else. He also gives the
                       defend as Aureus' greatest achievement, is truly              adventurers the plans Prasimun was waiting for, with secret
                       worth living for,” a soft voice says in Draconic, his         routes and patrol schedules for the Festival.
                       tone emphatic and to the point. “Nevertheless,                   Sulakkos leaves quickly to apprise Aureus of what
                       it was your… vehemence in defending our great                 happened, and the adventurers may now leave the Silver
                       ideals that caused your loss of station, and for that         Wing. If the party asked openly about Sulakkos, they
                       I'm truly sorry.”                                             drew attention to themselves, which requires a roll on the
                           After a pause, a sharper, deeper, more jagged             Golden City Encounters table as soon as they leave the inn.
                       and raspy voice replies, “That is what I both                    Now, the adventurers have completed this task, and they
                       contend and resent, Councilor. To be elevated                 have barely 4 hours to rejoin Prasimun at the Broken Fang
                       in this regimented charade entails increasing                 before the Founding Festival begins. You can proceed to the
                       submission to the azhurma’s deluded whims and…
                       tolerance of these… animals which you are so keen             “Rewards” section below before moving on to Act 4.
                       to support, even over your own kind.”
                           Then, the unmistakable noise of steel leaving             Rewards
                       the sheath, more than once. “What is this?” says
                       the gentler voice, trembling. “So, tell me Sulakkos,”
                       replies the raspier voice. “Is this vision you claim          For the successful completion of this portion of the journey,
                       to… vehemently serve, even when we have proof of              award all player characters a milestone advancement to bring
                       your crimes, also worth dying for?”                           them to their next level, which is typically 20th level, unless
                                                                                     they skipped some portion of this adventure.
                   T
                           he final act begins at hour 64, as the adventurers              The Middle Ring’s streets are packed as thousands of
                           return to Prasimun for the last preparations of the        citizens flock to terraces and balconies to witness Aureus'
                           uprising, right as the Founding Festival begins.           inaugural act and the commencement of the celebration.
                   There is a tense atmosphere as time passes more slowly             It’s likely the adventurers have never seen so many people
                   the closer the hour gets.                                          gathered within sight. There are unsuspecting, happy
                                                                                      onlookers mixed with detached passersby and stern-faced
                      Prasimun is in an intense, active mood, dispatching
                                                                                      workers. There is no way to know who is preparing to act
                   some more orders to his allies and a handful of threats
                                                                                      as the uprising is called for, or whether the population
                   to other merchants and groups by way of calling in
                                                                                      will actually join the first skirmishes.
                   their substantial debts with the intention of making
                   them join in the revolt.                                              As the party approaches the Inner Ring gate, where
                                                                                      the crowds make it gradually harder to advance, they
                      The festival inauguration will take place in a specially
                                                                                      can see some dragons circling over various sections of
                   prepared terrace near the East Inner Ring gate. Prasimun
                                                                                      the city before perching atop buildings along the Inner
                   heads there in a rust-and-gold carriage, and offers the
                                                                                      Wall, while many others pass in front of it as they
                   adventurers transportation on one of the many carts
                                                                                      land in the Middle Ring’s numerous plazas. It is both
                   headed to the Inner Ring for the main event.
                                                                                      inspiring and threatening.
42
                 12. The Court of Trials                                              Someone detonated explosives earlier and closer than
                                                                                   Prasimun called for, throwing the expectant rebels off and
                                                                                   threatening to ruin the plan. Let the player characters tell
                                                                                   you their actions and move to any area of the city they
                 This huge plaza is where Aureus dispenses justice on the          wish to. Then, they see Prasimun’s cart on its side, burning.
                 worst offenders against the Golden City’s “continued              The clashing crowds prevent access, but if the party finds
                 peace and prosperity.” This is the place from where Aureus        some way to circumvent the mob and examine the wreck,
                 proclaims his newest dicta for all inhabitants to hear and        they can confirm Prasimun was killed, presumably by
                 so follow. Of course, most Valernians can only hear the           an explosion.
                 proceedings from far away atop the public ramparts built
                 in the Outer Ring specifically for this purpose.                  A dragon strafes overhead, bathing the street just behind
                                                                                   the party in a rain of fire.
                     Due to its significance, the leaders of the uprising
                 want to reach the Court, invoke their collective right to             Then, the adventurers witness Aureus hovering over the
                 duel, and publicly challenge Aureus, thus forcing him to          Middle Wall and roaring commands over more explosions
                 listen to the demands of the Valernians.                          and a growing number of smoke clouds. He is flanked
                                                                                   by several elder Fulgen dragons, whose metallic glint is
                    When the adventurers approach a suitable vantage               blinding in the sunlight yet seems dull in comparison to
                 point over the Court, read the following:                         that of the Golden One. Stern and commanding, Aureus
                                                                                   demands humanoid citizens subdue and submit their
                                                                                   armed kin to the Steelclaws or otherwise sit on the floor to
                        Suddenly, the crowds’ murmuring begins to                  evidence that they are not taking part in the fighting. He
                        turn into a cheer, and your attention is pulled            also orders every dragon around to stop using their breath
                        toward a bright flash coming from the Golden               weapons against the Valernian population at large and
                        Palace as the majestic Aureus appears on the               focus only on the armed groups.
                        balustrade, his scales reflecting the early sun’s             Neither the frightened crowds nor the dragons will
                        light.                                                     be as cooperative and obedient now that there is a sort of
                           Then, His Grand Majesty spreads his wings               open season on Valernians and obtaining their lifeforce
                                                                                   would mostly go unnoticed in the chaos.
                        and takes flight, circling around the palace and
                        then slowly flying down toward the Court of                   As the fighting gets worse, it becomes evident that
                        Trials as the crowd’s cheers turn into a droning           the uprising failed before it began, even though several
                        sound. “Aureus, lawmaker,” the crowd repeats               hundred citizens spontaneously joined in in response to
                        over and over, in a reverberating choir of                 the dragons’ wanton killing, and the widespread chaos
                        Valernian, dragonkin, and draconic voices.                 has caused Aureus' control over the situation to fade.
                                                                                   But if His Radiant Majesty feels it, he doesn’t let it show.
                            You all then feel the impact of rushing,
                        hot wind before hearing a loud boom that                       The party comes across Azarax, wounded and limping,
                        drowns out the multitudinous choir’s litany as             who informs them that all rebel cells have lost contact
                        an explosion rocks a nearby building. Quickly              among themselves. The uprising is unraveling. It falls
                        enough, the nearby chanting turns into cries               on them, the adventurers, to seek and challenge Aureus
                                                                                   as originally intended, at the Court of Trials beyond the
                        of terror and rising confusion, and you barely
                                                                                   Inner Wall.
                        recover from the shock when a second and
                        then a third explosion sound somewhere in the
                        distance.                                                         “The rebellion’s done for. It depends on you now,
                           From among the desperate voices, your                      all of it. If anyone can take on the Dragon Lord of
                        mildly ringing ears are able to pick out a sound              Drakha, it’s you people. And the time is now, for it is
                        you all know too well: clashing weapons, angry                said that disorder distracts him. The more chaos, the
                        roars, and open combat.                                       weaker he will be…” he chuckles, as if he just said
                                                                                      something silly.
                                                                                           “Well, if anyone can cause more chaos than this,
                                                                                      it’s also you, I guess.” Then, Azarax runs down the
                                                                                      street and disappears from sight.
43
                            “There, my lord!” the silver-colored dragon               After the dragons confer and his lesser aides pull back
                        roars. “Those are the ringleaders of this uprising…           to handle the rest of the rebellion, you barely have
                        the ones who stormed the Scriptorium and directed             time to register their retreat as Aureus lands before
                        the rebellion from the start!”                                you with a smash that shakes the earth and shatters
                           The dragon prepares to rush you, but Aureus                crystals. His majestic form stands proud and furious
                        stops him. “No, Solimarnex. This is mine to deal              amidst the rising dust clouds as he challenges you, as
                        with. You quell this revolt. Keep casualties to a             he places the blame of this on you.
                        minimum.” “Yes, my liege!” hisses Solimarnex, and
                        with a triumphant roar flies away with the rest of
                        the Fulgen cadre.                                              The party now must fight Aureus, His Radiant Majesty,
                                                                                   the great dragon lord of the Red Moon.
44
                                                             Palace Coutyard
                                                                1 square = 5 feet
                         The city is busy, with citizens roaming, fighting,                   There are no more than 11 (2d10) noncombatant
                         or fleeing all about the place.                                  citizens in the city square, trying to get as far away as
                                                                                          they can.
                        For this phase, use map 1.4: City Square provided                    Any surviving guards leave the area, understanding the
                    in this module. If the player characters wish to move                 battle is above their pay grade. The adventurers may still
                    between city squares, causing more disturbances, use the              cause disturbances during this phase of the fight.
                    same map for other areas they enter.
                       There are still 22 (4d10) noncombatant citizens in                    Aureus' Actions
                    the city square, perhaps incited to riot or perhaps just                 Actions per Round: N + 4
                    curious to see the party arrested. The party may still
                    cause disturbances during the fight, as described in the
                    “Aureus Exploits” section.                                            PHASE CHANGE
                        Six Fulgen Goldclaws appear to help their master,                     The encounter continues in this phase until either one
                    acting on their own initiative and attacking the party to             of these conditions is met:
                    the best of their ability.                                              • Three of Aureus’ body parts are broken.
                                                                                            • Two of Aureus’ body parts are broken, and the
                                                                                                characters have caused four or more disturbances.
                        Aureus' Actions
                                                                                              When one of the above conditions is met, Aureus
                        Actions per Round: N + 2                                          retreats to his palace to end the battle there.
                        Any breath weapon attacks by Aureus affect his own
                    soldiers if they are caught in the area. Aureus tries to avoid
                    hitting his people.                                                   Final Phase
                                                                                             Aureus is enraged by the chaos brought to his
                                                                                          beloved city.
46
47
48
                                       AUREUS FULGEN
                                     HIS RADIANT MAJESTY
49
                                                                                         50
Alejandro Maroto (Order #37771216)
                                                                                                                                                           Shake DC 24 (grounded)
                                                                                                 Wings          HP N × 40      AC 22 (natural armor)
                                                                                                                                                           or 26 (flying)
                                                                                                 Broken. Aureus tries to flap his wings once, then twice, slumping to the ground
                                                                                                 with a painful roar of frustration.
               AUREUS' BODY PARTS                                                                     If Aureus' wings become broken, he loses his flying speed and cannot use
                                                                                                 his Wing Flap any longer.
                                                                                                      If airborne, Aureus immediately falls to the ground, suffering 14 (4d6)
                                                                                                 bludgeoning damage on a random lower body part. Any creature mounted on
                                                                                                 Aureus' body must succeed on a DC 20 Dexterity saving throw to jump away
                                                                                                 or suffer the same fall damage plus 66 (12d10) bludgeoning damage from being
                                                                                                 crushed under Aureus. If the save is successful, the creature only takes 7 (2d6)
                                                                                                 bludgeoning damage from the fall and no additional damage.
                                                                                                 Broken. Aureus looks upon you with indignation. “How dare you?!” he screams,
                                                                                                 half his face gone.
           Broken. Aureus coughs, dramatically clutching his chest. “My subjects… my              Left Claw                HP N × 35      AC 23 (natural armor)       Shake DC 26
           heart is failing, but my loyalty to you never will…”
                                                                                                  Broken. “This was the hand that smote down the Agazhanti rebellion with
                 If Aureus' upper torso becomes broken, all of his claw attack rolls are made     one sweep! I shall mourn it after I punish you.”
           with disadvantage, and all of his special actions have their action costs increased
           by 1.                                                                                       If Aureus' left claw becomes broken, he can no longer use it for combat.
                                                                                                  Aureus can no longer make more than one claw attack per round. If both of his
                                                                                                  claws become broken, he cannot perform claw attacks.
         Broken. Aureus tries to move his leg, then looks at you with disdain. “A limp is
         the mark of a fine bloodline.”
             If Aureus' left leg becomes broken, his speed is halved. If both legs
         become broken, his speed is reduced to 5 feet.
                If Aureus' lower torso becomes broken, all saving throws to remain mounted
           on Aureus are made with advantage, and no ability check is required to mount this
           body part anymore.
          Broken. “This was the hand that wrote the Golden Codex! What a glorious
          legacy you have defiled!”
              If Aureus' right claw becomes broken, he can no longer use it for combat.
          Aureus can no longer make more than one claw attack for round. If both his claws
          become broken, he cannot perform claw attacks.
Tail Hit Points N × 40 AC 25 (natural armor) Shake DC 26 Right Leg HP N × 25 AC 25 (natural armor) Shake DC 24
              Broken. Aureus drags his tail like a dead weight. “Ah! And for this I shall have               Broken. “I’ll wear this wound with pride, acquired in the defense of my land
              you quartered in the city square!”                                                             and the service of my people.”
                  If Aureus' tail becomes broken, he can no longer use his tail sweep attack,                    If Aureus' right leg becomes broken, his speed is halved. If both legs
              and mounting this body part no longer requires an ability check.                               become broken, his speed is reduced to 5 feet.
                                                             T
                 “Everything is inferior.                           here are rumors of an ancient
                 The only company worth keeping is myself.          artifact found near the lair of one
                                                                    of Drakha’s most feared dragons.
                 The rest fear my fury and power.”           It could hold the secret to giving
                                                             Azhurma Aureus the upper hand in the
                                            —Baastherox      Red Moon’s power struggle. Will a party
                                                             of adventurers be able to retrieve the
                                                             artifact, securing their position inside the
                                                             Golden City, and prove that Valernians
                                                             are worthy, even among dragons?
                   W
                                     elcome to “The Primordial Shard,” a
                                     Dragonbond adventure and part of the
                                     Great Wyrms of Drakha adventure series.
                                                                                              Before Playing at the Table
                                                                                              Before you start to play, consider the following
                   Aureus Fulgen, the azhurma of the Golden City, has                         and let the players adjust accordingly:
                   heard a rumor of an artifact that could provide a clue
                   to unlocking the secret of travel between Drakha and                          • Read through the adventure, taking notes
                   Valerna. However, this artifact is thought to lie deep                          of anything you want to highlight or even
                   within the territory of Baastherox, the strongest and                           change to better fit your narrative style. Read
                   least sociable of all dragons. Not wanting to anger the                         through the nonplayer characters to know
                   Mightiest, Aureus plans on sending a group of Valernians                        how they would act and react off script if
                   to investigate and, if the rumor holds true, retrieve the                       your players do something different. Prepare
                   artifact.                                                                       any handouts you want to include and read
                                                                                                   through the encounters and the creatures’
                       While this adventure assumes the characters are                             stat blocks.
                   from the many realms of Valerna, this can be changed
                   to fit any other universe if it is being adapted into an                      • If your players are making new characters for
                   ongoing campaign.                                                               this adventure, ask them to provide you
                                                                                                   with their character details, making sure to
                                                                                                   provide them the necessary information
                                                                                                   for their characters to fit the adventure with
                   Running the Adventure                                                           an appropriate backstory and motivation for
                                                                                                   the setting.
                   “The Primordial Shard” is an epic adventure meant for
                   three to five characters that will start at 17th level. During
                   the course of the adventure, the characters will advance to
                   20th level through the use of milestones before entering
                   the final battle against Baastherox, the Mightiest. For
                   additional information on the Red Moon and other notes
                   in general refer to the “Getting Started” section at the              Adventure Background
                   beginning of this book.
                       If you need some specific details on how time and                 Long have the azhurma dragon lords of Drakha, especially
                   some magic work in this setting, the “Drakha, the Red                 Aureus and Kuxcoatl, been in search of a way to end the
                   Moon” section near the start of this book provides valuable           Curse of Kadmos and gain the power to travel between
                   information. The “Adventure Background”, next section                 Drakha and Valerna at will. Aureus has finally heard tell
                   tells you everything you need to know to understand this              of a clue that could lead to a solution to this conundrum
                   adventure’s immediate setting. The “Adventure Overview”               and is now searching for the information necessary to
                   section describes how the adventure is expected to run,               locate it. He has been plotting how best to approach
                   giving you a broad sense of the events involved and how               this situation, since the clue is believed to lie deep inside
                   they will unfold throughout the adventure.                            another azhurma’s territory, one he knows it’s not smart
                                                                                         to meddle with.
54
                     Aureus’s plan, meticulous and convoluted, involves                  reach their goal in the best shape they can. When they get
                 using the Valernians he keeps in a military unit to collect             there, they find that, unlike the previous cave, this one is
                 everything needed to test a dragonkin’s theory. By using                inhabited. There is a cult of Fulgen dragonkin here, exiles
                 the Valernians, he has plausible deniability. In the event              from the Golden City who have found a new azhurma
                 that they fail, he can simply declare that they escaped from            to worship: Baastherox. As he only values strength, these
                 his city and deny any further involvement. The Fulgen                   dragonkin constantly fight to prove themselves worthy
                 azhurma has summoned a secret meeting in his palace to                  of the great wyrm, and eventually the strongest go on
                 bestow this quest on a specific group of worthy Valernians.             to challenge Baastherox in the hopes of gaining his
                                                                                         favor. None have ever returned. After the party fights the
                                                                                         leader of this cult, they are allowed to enter the shrine,
                 Adventure Overview                                                      where they find another hint for their coming battle with
                                                                                         Baastherox. This hint reveals how he views challenges and
                 “The Primordial Shard” consists of five parts. The prologue,            the worthiness of opponents.
                 “The Audience,” serves as an introduction to the adventure,                 Finally, “The Great Death” sees the characters finding
                 wherein the party will have an audience with Aureus                     their way out of the canyon and discovering the massive
                 Fulgen and will be given the quest to recover a piece of                skull that serves as Baastherox’s lair in the distance. They
                 parchment and follow any directions it contains. They                   will traverse the worst environmental dangers here;
                 promptly receive equipment to aid in their quest and                    constant storms and brimstone explosions can be quite
                 leave the Golden City by night unnoticed. This prologue is              dangerous. Finally, they will arrive at the great skull
                 intended to set the mood and theme for the adventure; the               where the final piece of information about the upcoming
                 adventurers should be guided through it to understand why               fight is carved on a plinth at the entrance. After this,
                 they are here and the task at hand. Characters’ interactions            with their knowledge of Azhurma Baastherox and his
                 with the city and its elements will be limited since they will          weaknesses, they will have a chance to succeed and recover
                 be required to depart hastily.                                          a shard of Kadmos’ claw.
                      In the first segment, “The Inkling,” the adventurers try to            After the fight is over, the adventurers will find the
                 track a caravan and recover the coveted parchment. They do              missing piece of the parchment, which contains clear
                 not know what sort of caravan they are following and have               directions to a location in the desert and instructions
                 little information, other than that the piece of parchment              for a ritual that, using the shard, can open a portal there
                 will hold directions to what they are truly seeking.                    to Valerna. It will be up to the characters to decide if
                     They are led by Palan Ethen, their squad captain and                they will return to Aureus or use the shard themselves to
                 long-time friend. Once they retrieve the torn parchment,                return home.
                 they will be betrayed by Fannax, a fanatical Fulgen
                 dragonkin whose hatred for all Valernians is outdone only
                 by her envy for the favor Aureus promised if they prove to
                                                                                         Adventure Hooks
                 be successful. After this encounter, it’s likely that Palan will
                 die, leaving some hints about an alternate way to return                This adventure assumes that the player characters belong
                 to Valerna and abandoning the adventurers to ponder the                 to the Steelclaws, a Valernian squad loyal to the Golden
                 possibilities presented by this quest.                                  Dragon Aureus Fulgen, returning victorious from a quest.
                                                                                         Captain Palan Ethen is praised by the dragons of the
                     In “The Cave of Defeat,” the characters will have to
                                                                                         Golden City; many were unsure that a squad of Valernians
                 traverse a very inhospitable Drakhan desert, searching
                                                                                         would be able to carry out the task. Shortly after the
                 for the first clue in a cave marked on the map drawn on
                                                                                         characters return, a dragonkin general approaches Palan
                 the parchment. Here they will fight against a great desert
                                                                                         directly to inform them that they will be awarded the great
                 wurm, one of the few creatures to inhabit the desert; they
                                                                                         honor of meeting Azhurma Aureus Fulgen personally.
                 will also have to fight their thirst, the oppressive heat,
                 and various environmental hazards. Once they arrive at                      Alternatively, if the characters have specific backgrounds
                 the cave, the characters will find the first hint of how to             other than belonging to the Steelclaws, simply assume
                 eventually fight the Great Wyrm Baastherox in their final               the party has done something impressive to gain Aureus’s
                 encounter and also learn a bit about his weak spots if they             attention, for humanoids of such power are not common
                 pay close attention. After getting some rest, they will have            in Drakha. The Golden Dragon has requested that they
                 to make their way to the next cave.                                     attend an audience with him. He has an important offer
                                                                                         for them to consider, and they know that his favor and
                     “Mandate of Strength” leads the adventurers to a crevice
                                                                                         whatever he has to give will likely be well worth it.
                 at the bottom of a canyon, where they again have to battle
                 the harshness of the environment and other challenges to                   If your player characters have formed a party that
                                                                                         comes from another setting and wish to run this adventure,
55
                                                                                        SECOND GENERATION
                   Character Backgrounds                                                Born on the Red Moon, these characters are well aware of
                                                                                        the power structure in which they are allowed to continue
                   The player characters can have a diverse range of                    living. Maintaining one’s current existence or striving for
                   backgrounds and stories, but for the sake of immersiveness           a better station are both quite dangerous endeavors here,
                   in this adventure’s plot, each player should choose a reason         however, forcing one to find a motivation above survival
                   that they are part of the Steelclaws in the Golden City from         and let it fuel them, whether with rage or aspiration, to be
                   the options below. Player characters are, of course, allowed         greater than those who came before.
                   to have their own reason for having joined the Steelclaws,
                   as long as their DM approves it. Also, when going through            Revenge
                   this process, you can ask the players to what extent their
                                                                                          Born with diminished Vaala, you are mostly worthless
                   characters know each other and should make note of any
                                                                                          to the dragons. You grew up hearing stories of Valerna
                   relationships between them.
                                                                                          and your parents’ home. Your hatred of dragons led you
                                                                                          to enlist in the Steelclaws after discovering that, on rare
                   FRESH CAPTURE                                                          occasions, they actually get to fight and kill dragons
                                                                                          from other broods. You despise these creatures but
                   Characters from these backgrounds are quite new to
                                                                                          begrudgingly respect the Fulgen dragons who allow you
                   Drakha, having been captured fairly recently. Still adjusting
                                                                                          to at least try to fight back.
                   to this new world and their place in it, they are driven to
                   survive in this harsh place by any means necessary, eager            Honor
                   for any chance to secure a better position.
                                                                                          Your parents have achieved high standing as aides to
                   Combat-Tested                                                          one of Aureus’s researchers and have been accepted as
                                                                                          citizens because of their knowledge of Valernian history.
                       You were captured during the last Eye of Kadmos and
                                                                                          However, citizenship is not inherited; it must be earned.
                       were lucky enough to be brought to the Golden City,
                                                                                          So you chose to join the Steelclaws in an effort to earn
                       where Valernians can stand a chance of surviving.
                                                                                          your citizenship in the Golden City, as your parents did.
                       After fighting in the pits, your dragon captor saw
                       your fighting prowess and recommended you join the
                       Steelclaws voluntarily. You have been a member of the
                       Steelclaws for some time now, and earned a high rank
                       inside the organization.
                   Worthy
                       Your dragon captor chose not to devour you, giving you
                       a second chance once it saw the potential in your mind
                       and body. You took the chance to help it in whatever
                       way it needed, always aiming for anything that could
                       win you your freedom. Eventually, they offered to
                       let you join the Steelclaws, the only official Valernian
                       organization on the Red Moon. You accepted, seeing
                       the opportunity to further prove the worth of Valernians
                       in the hope that more dragons, at least those of the
                       Fulgen brood, would allow them to live.
56
                 T
                          he Golden City, Azhurma Aureus Fulgen’s                   Palace, visible from anywhere in the city, a constant
                          utopia, was founded on ideas and concepts                 reminder of the residents’ standing before and under
                          intended to transcend dragonkind and bring                the gaze of The Lawgiver.
                 order to all civilizations. As it stands, it is the largest
                                                                                        The adventure begins as the party wakes up in their
                 city in both Valerna and Drakha, with incredible
                                                                                    barracks. They are members of a military organization
                 buildings and organized trade, the closest thing to
                                                                                    made up of Valernians called the Steelclaws. Palan Ethen
                 what Valernians would consider a “civilized” place
                                                                                    (see appendix A), their captain, is going to relay news
                 on the Red Moon. The circular city is divided into
                                                                                    of their impending audience with Aureus.
                 a series of rising rings. At the center is the Golden
57
58
                                                                                                                                Palan Ethen
                     When Aureus finishes speaking, he gestures at Palan
                 and asks him if he or any of the Steelclaws have any                 Aureus underlines the fact that they are on their own.
                 questions. The azhurma will be direct and blunt, his             Any imprudent question will be met by a paralyzing gaze
                 answers concise and to the point. He avoids saying what          and a chilling “Anything else?” by Aureus. When the dragon
                 the object is or where the search for it shall take them, but    feels he has answered enough, he will signal them to leave.
                 he believes that they can complete the mission. If pressed,
                 he gives the party some hints of where they are headed:
59
60
61
                   T
                             he adventurers leave the Golden City behind             From this point on, you should take note of what day it is.
                             and climb down to where the mountains stop              Since day and night work differently on Drakha (see the
                             and the desert starts. It takes them four days          “Day/Night Cycle” section presented near the start of this
                   to cross the mountains and enter the Titan Wastes. It             book), you should keep track of what stage of the Drakhan
                   is still dark, as night on Drakha lasts for 10 Rhaavan            month it is to manage time-related events and tasks.
                   days. Read the following text to the adventurers:
                                                                                         The party spends the first day traveling. Any character
                                                                                     with a passive Wisdom (Perception) score of 16 or above
                        The way down the mountains is harsh. From                    finds the caravan trail of the expedition they should be
                        time to time you see Fulgen dragonkin at a distance          following and can inform Palan about it. Failing that, allow
                        guarding you or checking your progress. Palan                them a DC 21 Wisdom (Survival) check instead. If no
                        keeps reminding you that this is the easy part of the        character finds the trail, Palan manages to do it, but it’s at
                        journey.                                                     the cost of an extra day of travel.
                            You arrive at the foot of the mountains, the                 After finding the trail, Palan will insist on pushing
                        natural border between Aureus’s territory and                forward until they find the caravan. If the adventurers
                        that of one of his most fearsome neighbors,                  choose to follow his orders and march day and night
                        Baastherox, the Mightiest. All have heard rumors             in pursuit, it only takes two days to get close to the
                        of his legendary strength.                                   expedition, but every character (including Palan) must roll
                             The air dries your mouth and throat; the                a DC 19 Constitution saving throw for each day spent
                        change in temperature and humidity is evident. It is         tracking the expedition caravan. For each failed save, the
                        still night as you march into the Titan Wastes.              adventurers increase their exhaustion level by 1.
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                                                                                                                                3
                                                           2
                                                                                      3
                                               1
Campsite
64
                     If the adventurers managed to defeat the entire                     If a character steps in any space in the gap between two
                 previous scouting party and are assaulting the caravan              adjacent palisades, they must roll a DC 22 Dexterity saving
                 without resting, then there are five Magnifex dragonkin             throw. Failing that save results in the character taking
                 in this area guarding the perimeter and the remainder               2d6 bludgeoning damage from the fall and 1d8 piercing
                 of the creatures in the camp are all resting, distributed           damage from the stakes at the bottom as they plummet
                 amongst the tents as described in the sections below.               20 feet into the pit. A success means that they manage to
                                                                                     jump across the gap to the other side. After a trap has been
                      If that is the case, read the following out loud:              triggered, that trap is open for everyone to see.
                     If the party can take out the five guards in the first 2            The tents of bone and sewn skin make the
                 rounds of combat, they can make their way into the camp                 camp look imposing. The tent at the center
                 unnoticed. If they take longer or make any loud noises,                 is quite large, and there are four smaller tents
                 the rest of the dragonkin in the camp are roused and will               scattered inside the campsite.
                 join the fight 2 rounds after that.
                    If the party failed to defeat all of the scouts in the              This area is the camp proper. If the camp has
                 previous encounter, however, and the camp is aware of               been warned about the attack, this area holds all of
                 their impending attack, read the following boxed text to            the camp’s dragonkin together, ready to defend from
                 the players instead:                                                behind the palisades.
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66
                 all her might. She is blinded by rage against him because,               If they decide to fight the five Fulgen guards, the fight
                 in Aureus’ eyes, this Valernian is worth something more              happens in an open area. Fannax will not join in as she is
                 than the Vaala he contains.                                          bound in chains. The dragonkin will fight in perfect order.
                     During this encounter Palan keeps his vow to uphold              They will focus all attacks on one character, and strike even
                 the challenge and reminds the characters that it’s his honor         after the character falls unconscious, until they are dead.
                 that is on the line, so he is unwilling to be teleported,            Then, they will move on to the next adventurer using the
                 moved or have any other effects targeting him that would             same strategy. If the party is victorious, they can do with
                 otherwise remove him from battle.                                    Fannax as they please.
                     If the party somehow manages to save Palan—                          They can choose to go to Palan instead, retrieving the
                 which should be highly unlikely for them—play him as                 piece of parchment and watching as their captain’s essence
                 permanently weakened from the Va’ra wounds, perhaps                  fades into the crystal on Fannax’s spear. The dragonkin
                 inflicting a couple of levels of exhaustion that don’t seem          leave with their prisoner in haste.
                 to go away, so that his presence on the party’s side doesn’t             Now that they have the parchment, the characters
                 disrupt the rest of the adventure. For the remainder of the          can see a clear route on it with three numbered, distinct
                 adventure, he will be unable to have his hit points restored         locations marked. However, the parchment is incomplete,
                 above 40 or to recover to less than 2 levels of exhaustion.          with what appears to be a route to a fourth location torn
                     If the adventurers stand by and let the fight continue,          from it.
                 or if Palan dies, read them the following:
67
                   S
                           how the players the parchment handout                            The map has three marked locations. The closest one
                           or an image of it and explain the various                    depicts two simple hills with a cave entrance and is marked
                           annotations on it.                                           with the Draconic word for “scar.” The second location
                                                                                        is a deep canyon; on it is the word for “worship.” Finally,
                         The piece of parchment is old and torn, and it                 the third location is one even Valernians have heard of, the
                         depicts a rough map of the Ashen Fractures. The                Titan Skull, marked with the word for “death.” This is said
                         map focuses on the several regions in Baastherox’s             to be the place where one of the strongest dragons ever to
                         domain, all the way to the borders with Aureus’s               exist waits for any challengers.
                         Gilded Lands to the north and Rawraxxa’s Shrilling                 The closest point on the map, “scar,” is four to five
                         Sands to the south.                                            Rhaavan days away. The party could choose to travel to the
                            There is a muddy and halting inscription written            mapped locations in any order they want, and they can even
                         in Draconic at the bottom: “Clear-- with this --end            decide to go directly to the final encounter from this point.
                         --Curse of Kad--os-- if Baastherox can be per--uaded--”        If the party chooses to travel to the “worship” location, skip
                         The rest of the sentence has been erased, or torn              to the “Mandate of Strength” section. It takes eight days
                         from the parchment.                                            of travel to get there. If they choose to move toward the
                                                                                        “death” location, skip to the “The Great Death” section. It
68
                 takes twelve days of travel. Otherwise, continue with this             Ashen Fractures Combat Encounters
                 section to bring the adventurers to the “scar” location.                 1D12        ENCOUNTER
                      When the party begins their trip, read them the following:          1–8         Nothing
                                                                                          9           A raid of 1d6 Magnifex dragonkin on the
                       As you prepare to leave, you notice the sky getting                            party’s camp
                       darker, and from time to time, claps of thunder
                       rattle the air and pierce your ears.                               10          A raid of 1d8 Magnifex dragonkin and 1
                                                                                                      Magnifex acidbrewer on the road
                           You notice that unlike other storms, this one                  11          1 sandbeetle swarm
                       has no precipitation, only darkness, and the only
                       light it brings is that of brief flashes breaking                  12          2 stormwurm larvae
                       through the darkness from lighting as it strikes
                       across the red desert.
                                                                                    Ashen Fractures Survival Encounters
                                                                                          1D12        ENCOUNTER
                 Navigation                                                               1–2         Cave oasis; the party may rest and lose 1
                                                                                                      exhaustion level
                                                                                          3–5         Extreme heat
                 Make note of the time required for the party to reach
                                                                                          6–7         Quicksand
                 their destination, halving it if the adventurers travel
                 more hours than normal and exert themselves.                             8           Sulphur explosions
                                                                                          9           Sandstorm
                    Traveling through the desert is hard. At the start of
                 each new travel day in the Ashen Fractures, the party must               10          Earthquake
                 succeed on a DC 18 Wisdom (Survival) check to avoid                      11          Lightning storm
                 becoming lost. Failure on this check means that they add                 12          Roll or choose twice
                 one additional day to their travel time.
                     The party can gain advantage on this check if they move
                 deliberately slowly, adding half a day to their travel time. By
                 the same token, the party has disadvantage on this check if
                                                                                        Exhaustion
                 they move too fast or for longer than normal in a day.                 At the end of each day spent travelling, each character
                                                                                        must succeed on a DC 18 Constitution saving throw or
                    Count only full days of travel when rolling for combat              suffer one level of exhaustion.
                 and survival encounters below.
                                                                                           A character has disadvantage on this saving throw if
                                                                                        they are wearing medium or heavy armor. Also, if the
                 Random Encounters                                                      party is traveling at a fast pace, they all have disadvantage
                                                                                        on this save. If the party is traveling at a deliberately
                 At the start of every day of travel, except for the day before         slower pace, they all have advantage on this save. You can
                 the party arrives at their destination, roll once on both the          award advantage or disadvantage to individual saving
                 Ashen Fractures Combat Encounters and Ashen Fractures                  throws if the party is creative in the ways they chose to
                 Survival Encounters tables, then run the appropriate                   brave the desert.
                 encounter(s) as dictated by the results, allowing a short rest
                 between them if required. You may reroll if the result is an              Characters who fail this saving throw by 10 or more
                 encounter the party has already faced.                                 gain two levels of exhaustion. Should an adventurer reach
                                                                                        level 6 exhaustion because of this, they stay at level 5
                     All of the creatures in the combat encounter table can             exhaustion instead.
                 be found in appendix A, and a detailed description of
                 each survival encounter is listed in the Ashen Fractures
                 Hazards section at the end of this adventure.                          Terror from Beneath
                    The encounters can take place during either Drakhan                 When the adventurers are on their last day of travel,
                 daytime or nighttime, depending on which time of day the               they get attacked by a stormwurm. Read the following
                 party decided to leave the Golden City, in whatever order              description when you are ready to run the encounter
                 you determine.                                                         as the party either declares they are leaving or they are
                                                                                        calling it a day.
69
1 square = 5 feet
Stormwurm Pool
71
                                                                     Treasure
                                                                     The metal inside the cracks of the mural is platinum
                                                                     worth a total of 7,000 gp. It is soft, so it can be remove
                                                                     with any sharp object.
                                                                     Rewards
                                                                     For the successful completion of this portion of the journey,
                                                                     award all player characters a milestone advancement to bring
                                                                     them to their next level, which is typically 19th level, unless
                                                                     they skipped some portion of this adventure.
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                  A
                         fter the party presumably rests at the cave, they will         the same token, the party has disadvantage on this check if
                         be ready to travel to the second location on the               they move too fast or for longer than normal in a day.
                         parchment map, marked “worship.” This one is even
                 deeper into the desert, four days’ travel from the Cave of                Count only full days of travel when rolling for combat
                 Defeat. The farther they go, the harsher the conditions are.           and survival encounters below.
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                            Baastherox keeps this Shard beneath his                                        Mzeebal was taken prisoner by
                         bone plinth. It is a monument to those who                                     mercenaries hired by Kuxcoatl,
                         challenged him.                                                                who were taking him back to the
                                                                                                        azhurma, but he escaped from them
                             Many suns ago, Mzeebal, a Coatl kin,                                       and sought refuge in this crevice
                         set out to try and retrieve the Shard.                                         where he discovered the “Shrine
                         I suspect he failed at this. But he                                            to the Mightiest.” As he made his
                         made maps and clues.                                                          way to Baastherox’s lair, he built a
                             He came through here                                                     shelter to continue his research and
                         and passed my test, so I                                                     repeatedly requested that the dragon
                         listened. He told of                                                          yield Kadmos’s Shard to prove his
                         a cave where runes                                                             theory was correct.
                         could empower the                                                                   Baastehrox grew weary of
                         Shard, of a sacrifice.                                                        this and put an end to Mzeebal’s
                         I know no more of                                                                life during his last attempt at
                         this. He was vague,                                                                  convincing him.The dragonkin
                         as all his kind are.                                                                   sage died inside the Titan
                                                                                                                   Skull, leaving only the
                                                                                                                    map and a few clues of
                                                                                                                      his final journey. How
                                                                                                                            the map ever
                                                                                                                               made it out
                                                                                                                               of Baastherox’s
                                                                                                                               domain remains
                                                                                                                               a mystery.
Ryellus
76
                 9. The Chamber of Reflection                                            There is also a hidden chest mostly buried in the room,
                                                                                     inside of which are some shavings from the Shard. It can be
                                                                                     found with a DC 27 Intelligence (Investigation) check.
                       This chamber is formed by natural stone arcs.
                       The red rock walls have tracts written on them                    Alternatively, if Ryellus brings the characters here
                       filled with platinum, which make the cave look                after losing to them, he digs up the chest and gives
                       like a giant diary.                                           them the shavings, telling them that, while they do not
                                                                                     contain the powers of the shard itself, they can be used
                                                                                     to enhance a weapon or a few spells. He had thought
                    This chamber was the temporary resting place of                  of using them himself in his eventual encounter with
                 Baastherox millennia ago, where he pondered his life after
                                                                                     Baastherox, but the party’s fight with him proved to him
                 surviving his encounter with Kadmos. If any character
                                                                                     that he still needs further training.
                 inspects the walls, they find many quotes similar in tone
                 and subject matter, indicating that this part of the cave is            As they are saying their farewells, a great roar is heard
                 actually a shrine to a particular school of thought.                at a distance, followed by thunder echoing in the chamber.
                    If the party shows interest in reading the carvings              One repeated word from the cultists resounds above the
                 on the walls, read them the following quotes:                       din in the cavern: “ivjakut,” or “worthy.”
                                                                                     TREASURE
                        • “I will search for a worthy challenge, one
                          that reminds me of that fateful day when my                The treasure contains shavings of the Shard. A DC
                          strength was found lacking.”                               24 Intelligence (Arcana) check reveals that a weapon
                                                                                     or a spellcasting focus can fuse with the bone shavings,
                        • “Respect the challenge. Never take advantage.              and it would be strengthened against any creature that
                          Take defeat with honor.”
                                                                                     was created by Kadmos. See the “Ossified Shard Artifacts”
                        • “Combat is pure, and those who fight will be               section under “Baastherox Exploits” for the effects of this
                          cleansed through it.”                                      on later fighting Baastherox.
                        • “The valiant weak should be protected so they                  There are enough shavings to treat up to two weapons
                          can become stronger braves.”                               or spellcasting focus in this manner. Each treatment takes
                        • “Honor the dead.”                                          one hour.
                        • “Strike at your enemies with nothing but honor.”              If the player characters pry the platinum filling inside
                                                                                     the engraving of the runes carved in the walls out, it is
                        • “Those who slay the weak deserve to be taught              worth 10,000 gp and weighs 20 pounds.
                          the meaning of real strength.”
77
                   T
                           he group arrives at the bottom of a canyon with                    It will take two days for the adventurers to traverse
                           walls 500 feet high. They can march along the                  the canyon. After exiting or passing the end of the
                           canyon bottom or choose to climb its walls.                    canyon, they arrive in the tract of desert surrounding
                   Make it clear for the party that it looks safer to stay                the Titan Skull. It will take the party another two days
                   inside the canyon, as it seems to somewhat protect them                to reach the Titan Skull.
                   from the environmental dangers. It will also lead them
                   in the general direction they need to go, as they can tell                  This stretch of desert is filled with skeletons and
                                                                                          carcasses scattered all over. It is the battlefield where, for
                   from the map on the parchment.
                                                                                          more than two millennia, Baastherox has defended his
                       If the party decides to climb out of the canyon, it is easy        title as the Mightiest. Countless dragons, dragonkin, and
                   to ascend, requiring no ability check. However, you should             other creatures native to Drakha have fallen here, and the
                   roll once on the Great Death Survival Encounters table                 landscape is a testament to that.
                   in the next section as they crest the top of the canyon. As
                   wind passes over the canyon it creates a roaring sound.
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12
10
11
Titan’s Skull
                 10. Bone Stairs                                                          The treasure inside the hidden compartment includes
                                                                                      a Va’ra crystal, three greater restoration potions, and three
                                                                                      potions of supreme healing.
                        The Titan Skull is atop a leveled hill. On
                        the side of each level, cut into the hill, are
                        staircases made of bones, varying in size; some               12. The Titan Skull
                        look very old and some quite recent. On the
                        first level, you see a cave dug into the hillside
                        to the west of the second set of stairs.                           The being this skull belonged to was probably as
                                                                                           big as the city of Ysval. Its remains hint at what
                                                                                           the Red Moon was like before Kadmos, a time
                    As the party reaches the hill, lighting strikes near them,             long forgotten. Inside, some steps take you into
                 but never hits them unless they descend or retreat.                       a circular arena, with a hard floor covered by a
                                                                                           layer of sand.
                     If any character that goes up the Titan Skull turns back,
                 they are struck by lightning. They must make a DC 20                          Baastherox has crafted his lair to be a perfect
                 Constitution check, taking 21 (6d6) lightning damage                      fighting pit. At its center is a bone plinth, and on
                 on a failed save, or half as much on a successful one. This               top of it is Baastherox, looking directly at you.
                 lightning strikes them again each round in which they                         As you approach the lair’s core, Baastherox
                 retreat away from the Titan Skull over the next minute.                   rises in his colossal glory. This is no ordinary
                 This effect ends if Baastherox is slain.                                  dragon, not even an ordinary great wyrm. This is
                                                                                           an ancestral, nearly immortal entity, one that has
                                                                                           been annoyed by your kind countless times and
                 11. Mzeebal’s Cave                                                        not challenged once.
                                                                                               Thunder cracks outside the lair. Baastherox
                        You enter a small cave in the side of the                          steps toward you, silently accepting your challenge.
                        mountain. There is a makeshift cot and a small
                        table with parchment inkwells, and some
                        empty vials and bottles. The cave walls have
                        Draconic writing on them.                                         This room is a perfect combat environment, completely
                                                                                      flat so that movement is not impeded. The room
                                                                                      is well lit if it is daytime, and remains lightly
                 On the table is a torn piece of parchment. There is also a           obscured during the night.
                 hidden compartment behind a loose stone near the north                  The Primordial Shard is the centerpiece of
                 wall. The party can find it by making a DC 18 Intelligence           the bone plinth in the middle of the arena.
                 (Investigation) check.                                               After the fight, it will be clear to see, since it
                    Most of the runes carved on the inside of Mzeebals’               has a different tone and texture from all
                 cave are protection runes that can be activated to hide              the surrounding bones.
                 the cave by succeeding on a DC 20 Intelligence (Arcana)
                                                                                          Once the players are ready
                 check. If the runes are activated, the party may rest here,
                 with no harm coming to them for two days. After that,                to face Baastherox, proceed
                 Baastherox will strike the cave with lightning, disabling the        with the fight as detailed
                 protective effect, and command them to enter his lair.               below, using the
                                                                                      additional combat
                                                                                      rules detailed at the
                 TREASURE                                                             beginning of this
                 The parchment on the desk completes the one the party                book.
                 found at the Magnifex campsite. This piece has the rest
                 of the map, leading to a fourth cave, marked as “essence.”
                 Near the cave are some notes of where to place the Shard
                 inside a pool and how to make the appropriate sacrifice
                 to activate it. Next to the indication, the word “Vaala” is
                 circled, the energy that all living beings from Valerna have.
                                                                                            Va'ra Crystals
81
                         The area is well lit with natural light. Small drakes             Under the new lighting conditions, all ranged attack
                         flutter in the distance, indifferent to the battle.           rolls and spell attack rolls with a target beyond 90 feet from
                                                                                       the attacker or caster are made with disadvantage.
                      7 (1d10 + 2) small drakes (12 AC; hp 10) scurry                      5 (2d4) small drakes (12 AC; hp 10) remain in the area,
                   around the area. The drakes do not attack the player                as per the previous phase of combat.
                   characters; they are either hidden or moving around the
                                                                                          During Baastherox’s upkeep, lightning strikes a random
                   perimeter close to the walls.
                                                                                       character for 11 (2d10) lightning damage. A successful DC
                                                                                       20 Dexterity saving throw halves the damage.
                   Baastherox’s Actions
                        Actions per Round: N + 2                                       Baastherox’s Actions
                      During this phase, Baastherox refrains from using his               Actions per Round: N + 4
                   special actions and only uses his breath weapons if the
                                                                                          During this phase, Baastherox refrains from using his
                   player characters make him mad or prove themselves a
                                                                                       special actions.
                   challenge.
82
                        The top of the Titan Skull shatters, completely                     Baastherox finally lies shattered and defeated, his
                        opening the arena to the storm outside, joining                     body torn and destroyed. There should be no way
                        it with clouds inside. Baastherox’s eyes turn pure                  that he is able to move, yet he does. The massive
                        white. Where once there was a sharp-minded                          dragon stands up and approaches you.
                        dragon, now only a being of pure rage and primal
                        power remains.                                                          As you prepare to face him again, he speaks,
                                                                                            “I have found one, at long last, one as mighty as
                           The steam emerging from the wounds is                            Kadmos. You shall now carry on the title of the
                        now venting with force, and you can feel the                        Mightiest, and it is now up to you to endure the
                        heat from the dragon throughout the area.                           weight of what it represents. You will be hunted,
                            His movements seem more erratic but mightier                    but as long as you remain the Mightiest, you
                        than before. The sky turns completely dark. When                    shall prevail.”
                        lightning strikes it is blinding and powerful.                         With his dying breath, he names a
                                                                                            Draconic rune. The rune engraves itself on
                                                                                            your chest, burning the flesh and leaving a
                     The arena is now completely dark, and absent other                     mark, one which seems impossible to remove.
                 sources of light, everything becomes heavily obscured. All                     Baastherox collapses, all life abandoning his
                 of the small drakes have fled.                                             body, leaving a massive carcass inside his lair to
                    During Baastherox’s upkeep, lightning strikes two                       forever rest along the countless others that died
                 random characters for 11 (2d10) lightning damage. A                        here during his millenary rule as the Mightiest.
                 successful DC 20 Dexterity saving throw halves the damage.
                                                                                            Those honorable characters who gain this rune should
                 Baastherox’s Actions                                                   feel empowered in subtle yet undeniable ways. There’s
                      Actions per Round: N + 5                                          now great power surging through them, and this will have
                                                                                        future repercussions.
                     During this phase, Baastherox uses all of his attacks and
                 abilities. Any creature that starts their turn mounted on                  Otherwise, if none of the characters followed all of the
                 one of Baastherox’s body parts takes 9 (2d8) fire damage,              honorable practices above, then read this to the players as
                 with no saving throw available.                                        the dragon is killed:
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                                                     BAASTHEROX
                                                    THE MIGHTIEST
85
                                                                                              86
Alejandro Maroto (Order #37771216)
                                                                                                                                                             Shake DC 21 (grounded)
           BAASTHEROX’S BODY PARTS                                                                Wings           HP N × 45       AC 21 (natural armor)
                                                                                                                                                             or 27 (flying)
                                                                                                  Broken. Baastherox painfully folds his wings, but even this goes wrong, as
           Baastherox has many hidden scars from his prior battle with the Primordial             one of his wings refuses to bend and droops to one side. He looks at you
           dragon Kadmos. Finding and damaging these scars can make Baastherox                    with cold fury.
           more vulnerable, as specified under “Scars from Kadmos” in the “Baastherox                  If Baastherox’s wings become broken, he loses his flying speed, and
           Exploits” section above.                                                               he cannot use his Wing Flap any longer.
                                                                                                       If airborne, Baastherox immediately falls to the ground, suffering 14 (4d6)
                                                                                                  bludgeoning damage on a random lower body part. Any creature mounted
                                                                                                  on Baastherox’s body must succeed on a DC 21 Dexterity saving throw to
                                                                                                  jump away or suffer the same fall damage plus 77 (14d10) bludgeoning
                                                                                                  damage from being crushed under Baastherox. If the save is successful, the
                                                                                                  creature only takes 7 (2d6) falling damage and no additional damage.
                                                                                                  Broken. Baastherox coils his left claw inward, close to his body.
                                                                                                  Somehow the limp makes him look more menacing, not less.
                                                                                                  Broken. Baastherox drags his left leg around, like a limping dog. He looks
                                                                                                  at you, making sure you know this dog can still bite.
                Broken. Baastherox winces when he steps with his right leg. He snarls at
                you to distract you from the wound.
                     If Baastherox’s right leg becomes broken, his speed is halved. If both       Tail         Hit Points N × 55        AC 27 (natural armor)           Shake DC 27
                legs become broken, his speed is reduced to 10 feet.
                                                                                                  Broken. Baastherox smashes his broken tail on the ground, as if wanting
                                               Scars 1 minor (find DC 21)
                                                                                                  you to know he cares not about the pain..
                                                                  A
                   ‘The Forge’s core? I’ll show you the Forge’s         huge volcano stands at the center
                   core. It is here!’                                   of the Obsidian Plains, site of the
                   And Dehrilya bared her right claw, which             Flawless Forge where Dehrilya,
                                                                  the Mastersmith azhurma, toils at and
                   glowed by the kiln’s flames.                   perfects her craft.
                   ‘And here!’ she roared as she stabbed her
                   own chest, tearing a smoldering gash with        But in the Great Vault at the core of
                                                                  Dehrilya’s volcano lies a dark resource,
                   the clang of metal on metal.”                  a mineral used to create Va’ra weapons,
                                                                  deadly to Valernians and other non-
                           —Excerpt from the Records of Khazza    dragons. The adventurers must embark
                                             Lagawi, Book XIII    on a high-stakes mission with a single
                                                                  purpose: find the Va’ra motherlode and
                                                                  destroy it.
                   T
                           he Scalebreakers, a nomadic group of Valernian
                           humans and others that escaped their dragon
                           captors on Drakha, seek to cripple the rulers                   Before Playing at the Table
                   of the Red Moon by denying them Va’ra, the life-                        Before you start to play, consider the following
                   depleting mineral they use to arm their dragonkin                       and let the players adjust accordingly:
                   subjects. However, their source of Va’ra has been found
                                                                                              • Read through the adventure, taking notes
                   to be none other than Nurazhirme, the great volcano
                                                                                                of anything you want to highlight or even
                   that houses Dehrilya’s Flawless Forge, the power center
                                                                                                change to better fit your narrative style. Read
                   of Brood Ehrlya.
                                                                                                through the nonplayer characters to know
                       Storming a volcano and infiltrating an azhurma’s                         how they would act and react off script if
                   lair is a suicide mission by any standard. But the                           your players do something different. Prepare
                   Scalebreakers are desperate, and the player characters                       any handouts you want to include and read
                   have a strong reputation…                                                    through the encounters and the creatures’
                      Welcome to “Secrets of the Forge’s Core,” a                               stat blocks.
                   Dragonbond adventure and part of the Great Wyrms of                        • If your players are making new characters for
                   Drakha adventure series. While this adventure assumes                        this adventure, ask them to provide you
                   the characters are captured Valernians on the Red Moon                       with their character details, making sure to
                   of Drakha, the background can be altered to adapt the                        provide them the necessary information
                   story into an ongoing campaign.                                              for their characters to fit the adventure with
                                                                                                an appropriate backstory and motivation for
                                                                                                the setting.
                   Running the Adventure
                   “Secrets of the Forge’s Core” is an epic adventure meant
                   for three to five player characters that will start at 17th
                   level. During the course of the adventure, the player              The Obsidian Plains
                   characters will advance to 20th level with the use of              Dehrilya’s barren domain, the Obsidian Plains, persists in a
                   milestones before engaging in the final battle against             state of desolation with red, green, black, and gold vitreous
                   the dragon azhurma Dehrilya. The adventure is set on               regions, some of them with patches of their surface—
                   Drakha, the Red Moon, a world ruled by dragons and                 thousands of square miles-wide—highly polished and
                   their kin. For more details on this setting, consult the           eroded by the hot winds caused by the exhalations of
                   “Drakha, the Red Moon’’ section at the start of this book.         the immense volcano standing in the middle of this
                   The “Adventure Background” section below tells                     territory: Nurazhirme.
                   you everything you need to know to understand this                     The plains, particularly the area surrounding Dehrilya’s
                   adventure’s immediate setting. The “Adventure Overview”            volcano, have no plants or living beings other than distant,
                   section describes how the adventure is expected to run,            silent caravans of Ehrlya dragonkin and their aloof dragon
                   giving you a broad sense of the events involved and how            masters flying just above the horizon.
                   they should unfold throughout the adventure.
92
                 Yet frequent gusts of warm wind across the expanse whistle           • Protection from energy (fire) and any other magic
                 and chime as they rush through the cracks in the glass-like            or effect that grants resistance to or protection from
                 ground, which displays the faceted, darker image of the                fire or heat work in the usual way… until they do
                 firmament above, making the Obsidian Planes one of the                 not. The Flawless Forge has an enchantment used
                 most beautiful, if barren, landscapes on all of Drakha.                to “tame” or “sublimate” fire-resistant materials
                                                                                        so that they can be bent into whatever shape the
                                                                                        Ehrlya smith, glassworker, or jeweler is looking for.
                 Nurazhirme                                                             Any fire protection effect ends after 1 minute inside
                 Dehrilya’s volcano Nurazhirme is one of the most                       the volcano. If a spell providing such an effect
                 forbidding formations in an already inhospitable world.                is cast on a target within the volcano, the caster
                 Besides the unbearable heat, it is plagued with deadly                 cannot maintain concentration for more than 1
                 magma pools, sudden vapor sprays, and the constant                     minute, regardless of the original spell’s duration.
                 tremors caused by the work at Dehrilya’s Flawless Forge.             • Transmutation spells are aided by Dehrilya’s magic.
                 The entire volcano is bent to Dehrilya’s power, and only               Any transmutation spell cast inside Nurazhirme is
                 those that can match such power will reach, let alone                  treated as though it was cast using a spell slot one
                 survive, her presence.                                                 level higher. Also, transmutation spells that change
                                                                                        inanimate matter, such as stone shape and move
                                                                                        earth, require no verbal or material components to cast.
                 Special Rules
                 Inside Nurazhirme, all cold damage is halved before any
                 resistances are applied, without exception. A source of            Adventure Background
                 cold damage that allows for a saving throw to lessen or
                 avoid the damage has its damage fully negated upon
                                                                                    Ultimate craftsmanship is the stuff of legends. When
                 success on the save.
                                                                                    highly skilled artists put their talent to the test, their efforts
                                                                                    beget great wonders. Even in a world of alien, brutal beauty
                 TRUEFIRE                                                           like Drakha, there are singular treasures, and incredible
                                                                                    masterpieces, for its inhabitants to behold and marvel at.
                 The mightiest of Ehrlya dragons can use truefire attacks.
                                                                                    And what dragons find most elating is raw, unmitigated
                 Truefire damage is a more powerful form of fire damage.
                                                                                    power contained in objects of legendary beauty.
                 When being dealt truefire damage, a creature’s fire
                 immunity is treated as truefire resistance, and fire                   Of all the mastercrafters among dragonkind, none can
                 resistance offers no protection against truefire damage.           even begin to rival the unparalleled skills of the Ehrlya
                                                                                    brood artists, impelled to excellence by the example
                                                                                    and constant work of their azhurma Dehrilya, the Forge
                 MAGIC
                                                                                    Queen. And of all the products of the dragons’ crafting,
                 Additionally, magic on Drakha works in mysterious                  nothing is deadlier to Valernians than Va’ra crystals. With
                 ways. While not completely unpredictable, most of                  them, dragons create terrible weapons that can suck the
                 its effects undergo major alterations or don’t work at             lifeforce of a Valernian straight out of their wounds.
                 all. Within the Ehrlya’s Kiln found inside the volcano,
                 certain spells may have unanticipated complications
                 when cast.                                                         The Scalebreakers
                    • Fly, levitation, and other spells allowing the caster         Thus named for bringing down a single dragon, the
                      to travel off or over the ground, are useless inside          Scalebreakers are a nomadic group of Valernians that
                      Nurazhirme. No creature without wings or other                managed to slip their dragon captors and take refuge
                      means of natural flight can lift off the ground other         in Drakha’s open wastes. Currently a refugee caravan
                      than by simply jumping or climbing. However, a                two score strong, the Scalebreakers welcome anyone
                      resourceful individual might attempt to either glide          that has managed to escape the dragons and is willing
                      or swoop, using something that allows them to take            to fight to remain free.
                      advantage of the thermal drafts inside the volcano,
                                                                                       The Scalebreakers learned of a massive Va’ra yield
                      hoping they make it to the area that they intended
                                                                                    inside Nurazhirme, the great volcano of the Ehrlya
                      to reach in the first place.
                                                                                    brood and, perhaps, the source of all Va’ra crystals on
                                                                                    the Red Moon.
93
94
                 W
                            hether the adventurers arrived to Drakha
                            or the Obsidian Plains on their own, were             After welcoming you and offering you lukewarm
                            summoned by the Scalebreakers, or are a part          water and some chewy meat the source of which
                 of the Scalebreaker party returning from exploration,            you’d rather not ask, the Scalebreakers summon
                 the adventure begins as the party arrives at the hidden          you to Marksman’s Vantage, the spot where their
                 camp of the Scalebreaker nomads.                                 leaders have set up camp and oversee both their
                                                                                  followers and any potential threats or targets as
                    The player characters find the Scalebreakers camping
                                                                                  they approach.
                 along the outskirts of a low, lonely mountain overlooking
                 the breathtaking expanse known as the Obsidian Plains,              From there, you can see not only the
                 with a high column of smoke and ash rising beyond it             improvised camp on the rocky rise, but also the
                 from the mouth of Nurazhirme, the colossal volcano at            vast, breathtaking Obsidian plains extending
                 the center of the vitreous landscape.                            beyond. As you take in the sights, a muscular,
                                                                                  amber-skinned orc and a smiling, shaggy pint
                                                                                  halfling approach to greet you.
95
Ignatz
96
97
98
Zaadren
99
                                                                                                         3
                                                                   2
                                                5                              2
                                                     Down to                                1
                                                     Area 6
                                                4                                                2
                                                               2
                                                                               2
                                                                                                                                    3
                                 1 square = 5 feet
                                                                                                                     3
100
101
8 7
                                                     8
                                                                                                                                              7
                                     7
                                                                                6
                                           7                                             9
                                                                           10
                                                                                                                                 8
                                                         8                10
10 10
                                     1 square = 5 feet                          10       10       10
                                                                                                       10
                                                                                                             The Kiln: Level 2
                   the passage, widening and stretching with mechanical                      small landslide of burning chunks. A creature caught in its path
                   rhythm as it waits for the rock to pass through.                          is subject to the effects described above but suffering only 33
                                                                                             (6d10) bludgeoning damage, subject to the same saving throw
                       The adventurers need to succeed on a DC 18 Dexterity                  which halves the damage on a failed save. After the second
                   saving throw to run or leap through the cutting grid, taking              grid, the rock is a harmless wave of hot gravel, which deals no
                   35 (10d6) slashing damage on a failure. Resistance to slashing            damage, but can still force a character to succeed on the above
                   damage does not work against such sharp and well-crafted blades.          saving throw or fall prone.
                       There are two more cutting grids after the first one, waiting              Once the party has reached the bottom of the chute, they
                   for the stone to cross them and be diced into ever-smaller                see the hole on the ground also has strange-looking rails leading
                   chunks. The player characters must successfully save against all          straight down to a glowing-red furnace on the level below. If the
                   three cutting grids in a row to outrace the rolling fireball above        adventurers climb down the rails, they reach area 11 on the third
                   them.                                                                     level.
                       The rock can enter and move through occupied spaces.
                   Any creature that does not run through the cutting grid is
                   instead crushed by the burning ball of rock, taking 55 (10d10)            Rewards
                   bludgeoning damage plus 5 (1d10) fire damage and falling
                   prone. A successful DC 22 Dexterity saving throw negates the
                   prone condition and halves the bludgeoning damage.                        After leaving the second level, award all player characters a
                        When the rock crosses the first cutting grid, it becomes a           milestone advancement to their next level.
102
                 T      he party has passed the first two levels of the             Dragonkin are everywhere, busily mining and
                        Nurazhirme volcano and have now managed to              dislodging huge chunks of rock, or retrieving them from
                        infiltrate past the outskirts of the Kiln, stretching   the thick rivers of magma, fishing them out as the constant
                 into the fiery walls of the volcano’s crater proper.           flow carries them along the canals and higher vents. At
                                                                                certain points, there are huge sieves, much like the ones
                                                                                separating the various levels inside the Forge, but these
                                                                                only serve to thin out the magma, making its streams
                 The Kiln: Level 3                                              flow faster and smoother until it reaches a point where it
                                                                                runs much like water, exiting the volcano through several
                                                                                ducts carved into the walls. Most automatons here are
                 Many busy dragonkin and constructs come and go down            designed to serve as forge assistants, while the dragonkin
                                                                                work hard at separating any loads of useful, precious
                 the corridors and into the forge rooms, and the piping         materials from the dross in the smelters.
                 system is far more elaborate in this region, as there are
                 magma pourers that feed the smelters underneath, water-
                 refrigeration conduits that cool down the magma tubes,
                 and steam collectors which direct the scalding vapors into
                                                                                11. Main Hallway
                 a huge, barrel-like container where it condenses and turns     This mammoth chamber, the seemingly endless cavern
                 into cold water. All of these pipes are wide enough to         that connects all tunnels and passages in the volcano’s
                                                                                third level, is where Ehrlya wyrmlings and young roam
                 allow humanoid creatures to either move along or climb         around during the brief breaks in their daily toil to become
                 into two abreast.                                              renowned artisans, looking for a distraction from their
                                                                                incessant tasks and chores.
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                   Ehrlya Dragonkin
                                                                                104
                                                                                                                12
                                           12
13
                                                                                                               12
                                                12
                                                                                                                        13
                                     13
                                                                           11
                                                     12
                                      13                                                                12
                                                                                                                        13
                                                12
                                                                                                                             13
                                     13                                                                       12
1 square = 5 feet
                     Also, a DC 22 Intelligence (Arcana) or Wisdom                  Once the party reaches the chute, they can simply
                 (Perception) check reveals that the gel is highly              slide or climb down to the next level, reaching area 14.
                 conductive, granting metallic objects their electrical
                 charges. A sudden electrical blast can overload the charge.
                 If any target inside the sludge takes any lightning damage
                 from a source other than the charged metal scraps, the
                                                                                The Kiln: Level 4
                 slime causes all other living creatures in contact with it
                 to take the same damage. However, after that, all of the       This level is where the more serious work is done by
                 metal scraps dislodge from all creatures’ bodies and drift     the Ehrlya dragons who have come out of adolescence
                 away, no longer attaching to a creature that touches them.     and are now considered nkaurth, or young adults, with
105
                      This pit connects to all chambers on the volcano’s           16. Magma Processing
                   fourth level. The adventurers need no ability checks to
                   descend through the piping, which has abundant ladders,          Chamber
                   walkways, and handholds, but their only progress can be
                   downward.
                       If a character falls from the walls for any reason, they        This is a monstrous cavern, with several pipes
                   plummet to certain death, unless they are somehow                   and chutes coming from openings on the walls
                   rescued by their companions, as the bottom of the pit is a          to gutters in the ground where magma flows
                   magma furnace hundreds of feet below.                               slowly but endlessly. A many limbed monstrosity,
                                                                                       apparently made of animated piping, toils among
                      As the party climbs down, they encounter a group of              the tubes, making it look like the chamber itself is
                   wandering dragons flying around the chute, looking for              a living thing.
                   some fun and a bit of muscle-flexing outside of the forging
                   chambers. A party of climbing intruders is just what they               There is a single exit: a large metal door on the
                   need.                                                               far wall.
                        The player characters must face five young Ehrlya
                   dragons. All party members are considered restrained as             Each of the three doors from 15 leads to one of these
                   the fight begins, as they are grabbing a ledge or a handhold    vast chambers. Tending to the endless canals of magma
                   for dear life, but they can attempt a DC 21 Strength            is a huge, specialized automaton with what seem to be
                   (Athletics) check as an action to lose the restrained           ten metal arms, designed to crush the harder materials
                   condition by climbing, skidding, or leaping onto a ledge,       in the magma down to more manageable pieces before
                   rail, or small walkway, which gives them sure footing. Their    they reach the gutters below.
                   movement is still restricted to being along the wall, as
                   there is nothing on which a creature can move beyond the           This decapod construct can detect moving objects
                   wall. The dragons try to remain airborne during the entire      and attacks as soon as the adventurers make their
                   encounter, but they can climb if prevented from flying.         presence known.
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Decapod
107
16
16
16
15
14
                                     RIFFLE RESPLENDENCE,
                                      DWIMMER DARKNESS
109
110
                          20
                                                 19                                                              19
                                                                                                                                     20
                          20                                                    18                               19
                                                 19                                                                                  20
                           20                                                                                    19
                                                                                                                                     20
                                                 19
                 The Kiln: Level 6                                                      The ramp leads you to a gloomy passage, with
                                                                                        walls on one side and a railing on the other.
                 This is the lowest level of the Kiln, where the                        From the railing, you peer over an abyss leading
                 Mastersmith dragon artificers live and work with their                 straight down into the volcano’s molten core.
                 dragonkin teams, along with fit, crafty, and resilient
                 Valernians. There are a few drones throughout this level,               Small groups of unsupervised Valernian captives
                 but they are purely utilitarian and do not present any              travel up and down this walkway at all times. The
                 threat to intruders.                                                adventurers need no Dexterity (Stealth) check to hide,
                                                                                     and the Valernians don’t attack or flee if confronted.
                                                                                     The prisoners don’t want to be freed, however. Most
                 22. Main Causeway                                                   of them have become loyal to the Ehrlya or, at least,
                 The ramp down from area 21 leads the party here,                    content with their lot. It certainly beats being eaten or
                 which is a relatively small tunnel compared to the main             burned to a crisp trying to escape. They will not reveal
                 passages from the other levels. In fact, this tunnel is used        the party’s presence or raise an alarm either.
                 only for prisoner transport.
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112
                 25. Junk Deposit                                                The constant sound of faint clicking and whirring comes
                                                                                 from somewhere beyond the chamber, but it’s impossible
                                                                                 to pinpoint its source.
                       You come to a large, unattended room, filled with            Read the following if the adventurers advance further
                      a veritable mountain of metal junk, rusted tools,          into the room.
                      and discarded trinkets.
113
25
26
23 27
22
24
                                                                                                                       28
                                                                                                24A
                                            TO BRING A
                                          MOUNTAIN DOWN
115
116
                 hold the cave ceiling and floor together. These columns are
                 the only thing preventing the whole vein from collapsing,
                                                                                 30. The Exhibit Hall
                 after millennia of extraction has weakened the bedrock. This    This is where the best creations by the Ehrlya
                 is how one would destroy the Va’ra lode.                        Mastersmiths are kept and displayed, including many of
                                                                                 Dehrilya’s most notable pieces and several of her earlier
                 THE VA’RA DRAKES                                                body enhancements and prostheses—gigantic metallic
                                                                                 dragon arms and wings set in imposing displays.
                      Without warning, three metallic dragons swoop                 A mix of museum and armory, the contents of this
                      into view, roaring and spewing clouds of crackling,        huge exhibition hall, which spirals to the center of the
                      dark, reddish energy.                                      volcano’s floor, both defies logic and exalts the creative
                                                                                 genius of the draconic race and its most skilled artisans.
117
29
28
30
118
Lower Level
                         The workshop is well lit with the red glow                  PHASE CHANGE
                         of hundreds of forges. All around you, you                  The encounter continues in this phase until one of these
                         can see hanging chains, half-finished metal                 conditions is met:
                         contraptions, and gigantic tools, larger than                 • Three of Dehrilya’s body parts are broken, and at
                         you, with unfathomable uses.                                     least two other body parts are below their hit point
                                                                                          maximum.
                                                                                       • Two of Dehrilya’s body parts are broken, and
                        Dehrilya’s Actions                                                the player characters have triggered at least three
                        Actions per Round: N + 2                                          workshop mishaps.
                        Dehrilya’s initial attacks are intended more to scare the       When one of the above conditions is met, Dehrilya
                   player characters off than killing them outright, but she has     pulls a huge chain, and toxic gas begins to fill the area.
                   little notion of restraint and no time for niceties. She likely
                   opens the fight by unleashing her breath weapons on them.
                                                                                     Final Phase
                   PHASE CHANGE                                                      The Forge is now filled with toxic, ashen gas. Magma
                                                                                     continues to flood the workshop’s pits and inlets.
                   The encounter continues in this phase until one of
                   these conditions is met:
                     • The player characters have caused two or more                 LAIR CONDITIONS
                         mishaps in the workshop (see the “Dehrilya
                         Exploits” section).                                            The forge is now filled with black smoke, with only
                     • One of Dehrilya’s body parts is broken.                          the streams of magma and Dehrilya’s glowing red eyes
                                                                                        lighting the dusk. Even your lungs feel enveloped in
                      When one of the above conditions is met, Dehrilya                 darkness.
                   pulls a lever, and magma begins overflowing the forge.
                                                                                         At the start of the phase, the heat and poisonous ash
                                                                                     force every adventurer to make a DC 20 Constitution
                   Second Phase                                                      saving throw. Any characters that fail the save gain two
                   Magma begins to flood the workshop’s pits and inlets,             levels of exhaustion and become poisoned for as long as
                   and several slits and outlets open threateningly, ready to        they remain inside the Flawless Forge.
                   pour molten metal and magma onto trespassers.                         Additionally, the entire lair becomes lightly obscured for
                                                                                     the remainder of the fight.
120
                      Dehrilya’s Actions                                               The party is amidst yet another cataclysm inside the
                                                                                    volcano and are about to be consumed by an inferno of
                      Actions per Round: N + 6                                      roaring magma and falling rocks.
                 During this phase, at the start of each of Dehrilya’s upkeeps,
                 three random player characters must succeed on a DC 23                A successful DC 14 Wisdom (Perception) check
                 Dexterity saving throw or take 22 (4d10) fire damage.
                                                                                    reveals a couple of enchanted cages, just like the ones
                                                                                    in area 26, speeding by among the flotsam. The party
                                                                                    may jump into one of these to have a safe exit.
                 PHASE END
                                                                                        Otherwise, the party’s only way out is to use the
                 The encounter ends when Dehrilya is defeated. This requires        debris—a large rock or piece of metal—as a barge
                 fulfilling one of the following conditions:                        to navigate the magma torrent as it leads them out
                    • Four or more of Dehrilya’s body parts are broken,             of the volcano. In this case, each character needs to
                         and the player characters have triggered at least five     succeed on a DC 18 Constitution saving throw or
                         workshop mishaps.                                          gain one level of exhaustion and take 10 (3d6) fire
                    • The player characters have triggered more than eight          damage from the heat.
                         workshop mishaps.
                                                                                       Regardless of their method of escape, a few grueling
                    • Five or more of Dehrilya’s body parts are broken,
                         and all of her remaining body parts are below their        hours later, the surviving adventurers lie down, battered
                                                                                    but safe, in the Obsidian Plains, as a party of Scalebreaker
                         maximum hit points.
                                                                                    scouts approaches them among the volcanic vapors.
Conclusion
                        Suddenly, the
                        forge shakes.
                        No, the whole
                        mountain
                        shakes, and huge
                        torrents of magma
                        begin flooding the
                        workshop as massive
                        chunks of rock fall
                        on the forge walkways,
                        crushing machinery and
                        burying tools.
                           Dehrilya stumbles and falls,
                        bellowing in fury and frustration, as a
                        deluge of molten magma buries her flailing
                        form. You have to run, NOW.
121
                   Dehrilya is a tough opponent, even by dragon standards.      Alternatively, a character can fly or levitate the 60 feet
                   She is used to living in the impossible conditions of the    between the levels or jump down from the Upper to the
                   forge’s core, and she had to rebuild her own body when it    Lower Level, taking 21 (6d6) bludgeoning damage from
                   failed her. No kind of pain makes her flinch; however, her   the fall. A successful DC 15 Dexterity saving throw halves
                   creations are much more fragile, and smart adventurers
                                                                                that damage.
                   may target them to break Dehrilya’s cool.
122
                 Not All Gold Glitters                                             A character may spend an action to mess with
                                                                                Dehrilya’s workshop by causing cave-ins of unstable
                 Dehrilya’s lair is strewn with tools, pieces of metal, and     structures, bringing down gargantuan piles of tools or
                 other such objects that may look of little value but are       junk, activating magical wards, overturning magma
                 important to Dehrilya, and their arrangement matters           cauldrons, overflowing magma shafts, and the like.
                 to her. If a character uses an action to move one of
                 these objects around, Dehrilya focuses her attacks on             The character must succeed on a DC 15 Strength,
                 that character for the remainder of that round.                Dexterity, or Intelligence check to cause a mishap,
                                                                                or make a DC 23 Charisma (any skill) check to lure
                                                                                Dehrilya into causing it herself.
                 Workshop Mishaps                                                  If the check succeeds, Dehrilya takes 18 (4d8)
                 Dehrilya’s lair is a work in progress, constantly evolving     bludgeoning damage to one body part of the player
                 and changing at the whims of the Forge Queen. Savvy            character’s choice, but the character takes 18 (4d8)
                 player characters can use this to their advantage by           bludgeoning damage plus 18 (4d8) fire damage.
                 manipulating some of Dehrilya’s projects in progress.          However, the adventurer (only) may attempt a DC
                                                                                23 Dexterity saving throw to negate the damage
                                                                                they receive. Any creature that takes damage from a
                                                                                workshop mishap, Dehrilya included, is restrained
                                                                                until Dehrilya’s next upkeep.
123
                                                                                                 124
Alejandro Maroto (Order #37771216)
                                                                                                                                                              Shake DC 20 (grounded)
                                                                                                    Wings          HP N × 50      AC 28 (natural armor)
                                                                                                                                                              or 26 (flying)
           DEHRILYA’S BODY PARTS                                                                    Broken. Dehrilya’s majestic wings are now charred and mangled, and all of her
                                                                                                    attempts to move them result only in a halting screech. “Gives… me a chance… to
                                                                                                    improve them… then,” she spits, barely containing her fury.
                                                                                                         If Dehrilya’s wings become broken, she loses her fly speed and cannot
                                                                                                    use her Blazing Wings any longer.
                                                                                                         If airborne, Dehrilya immediately falls to the ground, suffering 14 (4d6)
                Head             Hit Points N × 50      AC 28 (natural armor)       Shake DC 26     bludgeoning damage on a random lower body part. Any creature mounted
                                                                                                    on Dehrilya’s body must succeed on a DC 20 Dexterity saving throw to jump
                Broken. Dehrilya scoffs as half of her face sags with dead flesh. “Been through     away or suffer the same fall damage plus 38 (7d10) fire damage and 38
                worse,” she spits as she presses the attack.                                        (7d10) bludgeoning damage from being crushed under Dehrilya. If the save is
                                                                                                    successful, the character only takes 7 (2d6) bludgeoning damage from the fall
                     If Dehrilya’s head becomes broken, she has disadvantage on Wisdom              and no additional damage.
                (Perception) checks, and her bite attack damage is halved. Truefire damage
                from her bite attack remains unaffected.
                                                                                                    Broken. Dehrilya’s armored chest looks like a mangled ruin of charred flesh
                                                                                                    and blackened bronze. She rasps and wheezes but keeps on fighting as if
                                                                                                    her body wasn’t irreparably maimed.
                                                                                                               Broken. Dehrilya’s body seems to crack with every step, her back making
                                                                                                               unnatural noises as she tries to walk. But she grits her teeth and charges on,
                                                                                                               scowling at you as if you had broken one of her things and not her spine.
                                                                                                                    If Dehrilya’s lower torso becomes broken, her speed and climb speed are both
                                                                                                               halved, and mounting this body part no longer requires an ability check.
           Broken. Dehrilya’s injured claw hangs limply to the side. She nods grimly.
           “For centuries I’ve considered making a prosthesis for that one.”
                 If Dehrilya’s right claw becomes broken, she can no longer use it for combat.
           She can no longer make more than two claw attacks in a single turn. If both claws                    Right Leg               HP N × 25         AC 26 (natural armor)      Shake DC 26
           are broken, she cannot perform claw attacks.
                                                                                                                Broken. “ARGH! I keep forgetting to reinforce the scales there…”
                                                                                                                     If Dehrilya’s right leg becomes broken, her speed is halved. If both of her
                                                                                                                legs become broken, her speed is reduced to 10 feet.
Broken. Dehrilya limps to get back at you, seemingly more annoyed than hurt.
                                                                                                                    If Dehrilya’s left leg becomes broken, her speed is halved. If both of her
                                                                                                               legs become broken, her speed is reduced to 10 feet.
               Broken. Dehrilya’s mauled metallic left claw reveals softer, much paler scales
               below, as if the previous claw had been some kind of covering or artificial
               prosthesis. The dragon hisses in rage, “I’ll build me another!”
                     If Dehrilya’s left claw becomes broken, she can no longer use it for combat.                 Tail         Hit Points N × 35       AC 26 (natural armor)         Shake DC 26
               She can no longer make more than one claw attack in a single turn. If both claws
               are broken, she cannot perform claw attacks.                                                       Broken. The spikes on Dehrilya’s tail sag and bend, and it drags like a dead
                                                                                                                  weight. She sighs and turns to you, shaking her head in disapproval.
                                                                                                                       If Dehrilya’s tail becomes broken, she cannot use her Tail Smash any
                                                                                                                  longer, and mounting this body part no longer requires an ability check.
                                                                 D
                 “Kuxcoatl’s mastery of magic is supreme                eep in the Arcanum Wilds, the only
                                                                        jungle on Drakha, lies the Grand
                 amongst the azhurma. He sends out dragons              Laboratory, the lair of Kuxcoatl, He
                 and minions to gather scrolls, items,           Who Ascended, the One Who Mastered
                 ingredients… even test subjects. All this       Change… or as he prefers it, the Arcane of
                 continuous effort, solely made to satisfy       Power. In his Grand Laboratory, he carries
                                                                 out his many experiments and continues
                 his own curiosity, for curiosity’s sake? I      on his quest for knowledge… and power.
                 don’t buy that. Why gather all that power
                 and not use it? He must have an agenda, a       The adventurers awake in a strange chamber,
                 secret plan, something! I know the feathered    remembering nothing of how they got there or
                 dragons are an odd bunch, but there must        what they ever did to be abducted in the first
                                                                 place. A strange rune glows with many colors
                 be a method to their madness.”                  over a rundown archway, the room’s only exit.
                                            —Tezl, the Drifter   …Will they be able to escape?
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                     Most Coatl dragons build their own arcane studies and       the party was all transported from wherever they were to
                 libraries where they pool knowledge and secrets. The greatest   Drakha, even if your player characters come from a different
                 among these, of course, belongs to Kuxcoatl.                    universe or setting. They awake with foggy memories, which
                                                                                 will become clearer throughout the adventure. If they are a
                 Coatl Dragonkin                                                 party who has adventured together before, they don’t quite
                                                                                 remember their time together but retain a strong feeling of
                 Coatl dragonkin have the greatest autonomy when                 knowing each other.
                 compared to the other dragonkin, as their masters
                 are primarily focused on their own research. These
                 dragonkin work mostly as assistants in their masters’           Adventure Overview
                 experiments or as hunters searching for new specimens,
                 ingredients, and prized information with which to
                 impress their dragon masters.                                   “The Hearts of Permutation” is divided into four parts.
                                                                                 “Strangers in a Room” serves as a prologue to the adventure.
                 The Arcanum Wilds                                               The player characters wake up in a room with no recent
                                                                                 memories.
                 This is the Coatl brood’s domain and the Red Moon’s                  They remember their own names, classes, professions,
                 only known green region. Its trees are hybrids, brought         and their skills, but their past before this moment is a
                 from Valerna and bred until they adapted to the very            jumble. No one in the party has any idea they’re part of
                 deep water reserves on Drakha.                                  an experiment carried out by the Azhurma Kuxcoatl, who
                    Numerous pyramid-like structures stand amid lush             is intrigued by their psychology and wants to observe how
                 jungles and streams, but none are as magnificent as the         they will behave under duress and extreme conditions.
                 Grand Laboratory, Kuxcoatl’s imposing lair. It’s a place            The adventurers have to move through a series of
                 that emanates magic and is filled with unknown dangers.         chambers where they are expected to battle creatures,
                                                                                 solve puzzles, and avoid traps. Tonati has placed clues
                                                                                 and weapons to help the adventurers beat the gauntlet
                 Adventure Background                                            and defeat the Arcane of Power, but unbeknownst to
                                                                                 Tonati, Kuxcoatl is well aware of her schemes and eagerly
                                                                                 awaiting to observe even the altered experiment’s results.
                 The player characters are being held captive and have               In “Stepping through the Endless Stars” is where the
                 become subjects in the Coatl brood’s most recent                party’s tests begin, intended to assess their tactical skill and
                 scientific experiments. Considering them interesting            reaction to stress. The first is a trip through a portal where
                 and unusual specimens, Kuxcoatl himself has selected            the portal itself is a test, pitting the adventurers against
                 the party for a particular test. The Great Wyrm                 deadly illusions and cosmic temptation in a voidscape of
                 has partially erased the adventurers’ memories and              floating staircases.
                 plans to observe them as they go through a series of
                 “highly transformative” trials devised to test both their          Then, the portal leads them to the actual Arcanum
                 established and developing abilities.                           Wilds, where they must defeat more guardians before
                                                                                 entering a specially built pyramid, where Kuxcoatl has set
                     But a mighty Coatl dragon named Tonati, who                 up the main test.
                 has been scheming to bring about Kuxcoatl’s downfall
                 for many centuries, has decided that this is the perfect            “The Pyramid of Enlightenment” sees the player
                                                                                 characters attempting a large, complex trial. It’s made of six
                 opportunity to defeat her azhurma. To this end, she
                                                                                 lesser trials which all have some tactical relationship both
                 plans to alter the experiment, allowing the test subjects
                                                                                 to each other and to the larger trial.
                 to rediscover themselves, remember their captor, and
                 ultimately pit them against him, in the hopes that they            Stumbling in blindly could lead the characters to die
                 can destroy him on her behalf, with the promise of              not once but many times in an endless loop of deaths
                 freedom if they succeed.                                        and rebirths. Conversely, a keen mind may discover
                                                                                 the secret to making the ritual work for them. As the
                     To this end, Tonati has left clues and items that           characters complete some of the trials, more of their
                 inevitably lead the adventurers to confront the azhurma         memories will return.
                 in his laboratory and, hopefully, defeat him, or at least
                 severely weaken him. It will be at that precise moment              After all trials are completed, “Illusion Unveiled” reveals
                 that she plans to make her move, dispose of whoever             Kuxcoatl as the mastermind that put the adventurers
                 survives, and take over the brood. What Tonati doesn’t          through these tests, and he also reveals Tonati, the rebellious
                 know is that she’s also become an important piece in            dragon who tried to help them through the trials. In the
                 Kuxcoatl’s larger experiment.                                   end, thanks to Tonati, the characters are able to confront
                                                                                 the Coatl azhurma and pay him back for erasing their
                    In terms of adventure hooks and character backgrounds,       memories and putting them through the gauntlet.
                 you can simply begin the adventure by explaining that
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                 and to protect her secret against Wisdom (Insight) checks          characters, including Esha, receive a mark on their neck
                 or spells such as detect thoughts or zone of truth.                with a number ranging from 1 to N +1 and one of the
                                                                                    following symbols:
                    The adventurers wake up without weapons or
                 equipment, wearing simple one-piece garments. They
                 aren’t quite sure what gear they used to own, but they                 < >          <<       >>       <<<          >>>
                 remember enough to recognize the tools and weapons
                 they may use if they see them.                                         Choose or assign randomly which number and
                                                                                    symbol are painted on which player character and
                     You should allow the player characters to make short           Esha. Anyone with a passive Perception of 17 or higher
                 introductions based on their limited recollections—their           will spot the marks automatically. Any Search action
                 names, profession, and vague notions of where they were            also automatically finds the marks on another’s necks
                 born—and have some fun roleplaying their mild amnesia as           without an ability check.
                 they see fit.
                                                                                       The symbols indicate how many clicks left or right the
                                                                                    tumbler with the corresponding number (counting from
                                                                                    top to bottom) must be moved. Thus, for example, if a
                 Roleplaying Esha                                                   player character has the mark “4 >>,” it means the fourth
                                                                                    tumbler must be moved two clicks to the right.
                 Esha is both calculating and charismatic. She is cultured,            If the characters move all of the tumblers as indicated
                 shrewd, and agreeable in her interactions with the                 by the instructions painted on them, the tumblers align,
                 adventurers. She is a capable and well-trained healer, using       the mechanism opens, and the door slides down into
                 her skills on the rest of the party, but she will always focus     the ground, opening the way to a
                 on keeping herself alive and well first. While she is not          new room. Once everyone in
                 malevolent, she will not hesitate to put herself before the        the party enters the next
                 rest of the party.                                                 room, the door closes
                                                                                    behind them.
                     Before being placed in the experiment, Esha was
                 promised freedom if she led the party through it, and
                 she will try her best to make sure they complete all of
                 its tests and trials. After the party starts regaining their
                 memories, she remembers how Tonati tampered with every
                 experiment, but she will try to hide all of her dealings with
                 the traitor dragon and will not provide any hints as to how
                 to overcome the challenges unless both the party becomes
                 stuck and she can make it seem as though the idea came to
                 her naturally.
                    Esha presents herself as smart, caring, and understanding.
                 She can act as either a discrete yet stern guide or a complicit
                 companion, as the occasion demands.
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Entrance Chambers
                   2. Chamber of Preparation                                        This room is larger and darker than the first one. Both
                                                                                doors are closed; however, the door to the right is not
                                                                                locked. The door to the left will only unlock after the
                                                                                lever in Area 3 is activated.
                         You enter a chamber similar to the previous
                         one, with the same blue-grey stone walls and               The remains at the center of the room are that of a
                         floors. The room has two doors, one to your            male human. A successful DC 22 Wisdom (Perception)
                         left and one to your right. At the center of the       or Intelligence (Investigation) check reveals a note inside
                         room lies a body with simple clothing, its hand        the hand pointing to the door on the left. The note reads:
                         pointing to the door on the left. The door to
                         the right, while made with the same stone as the           Time passes, seasons fly / My skin once fresh
                                                                                    and moist / Lies now cracked and dry / What
                         rest of the impeccable masonry, looks rough and            you are we were / You future lies here not there /
                         unfinished, as if it was made faster and sloppier.         Only here can it set you free / For as you see me
                                                                                    so shall you be.
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                        In the distance, amid the storm clouds, you                  You are pulled from your feet and out the
                        can also make out a shadowy figure standing                  window into the middle of the tempest, with
                        unaffected by the gusts, but you cannot pick out             the ground several hundred feet below you. But
                        any details as to who or what it is.                         somehow, the winds carry your weight, keeping you
                                                                                     from immediately plummeting to your deaths.
                     There is no other exit from the room. The glass in all              The raging winds and incessant lightning
                 of the windows can easily be broken (AC 10; hp 10) or               ravage the jungle, striking the trees and soil
                 dislodged by succeeding on a DC 22 Strength check.                  below. Somewhere, a river overflows, and the
                                                                                     rampaging water lifts rocks and fallen trees as
                     If the adventurers break or remove any of the six side          it crashes, coiling away from your sight. Several
                 windows, they see and feel nothing but thick, magical               wildfires sprout where the lightning has struck,
                 darkness beyond it. If they break or remove the window              and from the thick smoke choking the torn
                 showing the hurricane, proceed to the “Developments”                skies you hear rumbling sounds and a pained
                 section below.                                                      shriek as an indistinguishable structure comes
                     If at least one of the six side windows remains unbroken        crashing down.
                 after the party spends one minute inside the room, one                  Then, a shadowy figure looming along the
                 random side window among those still intact breaks on its           horizon seems to approach and hover over you.
                 own, and a shatterling emerges from it, a magical entity            A deep, phantasmal voice admonishes you
                 created by the Coatl’s experiments. The creature attacks the        inside your heads: “Atune! Think! Prevail!”
                 player characters immediately.
                                                                                         As suddenly as you were sucked out into the
                     At the start of every round after the first shatterling         raging storm, everything ceases, and you find
                 appears, another window that is still intact breaks, bringing       yourselves lying on what seems to be a stone
                 another shatterling into the fight. The central window,             floor. But all around you is a night sky.
                 showing the hurricane, will not break on its own unless
                 all six of the other windows have been broken and any
                 remaining shatterlings have been defeated.
                                                                                 Rewards
                 DEVELOPMENT
                 As soon as the central window showing the tempest is            For the successful completion of this portion of
                 broken or removed, or as soon as all shatterlings have          the journey, award all player characters a milestone
                 been defeated, read the following aloud:                        advancement to bring them to their next level, which
                                                                                 is typically 18th level, unless they skipped some
                                                                                 portion of this adventure.
                        The window breaks, and an incredible force
                        sucks the air and all of the room’s contents
                        through the window. The force seems
                        unrelenting.
Shatterling
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                   T
                          he adventurers regain their bearings in a new             The area resembles a night sky, where the only solid
                          “room,” an interdimensional space that links          ground is represented by floating, winding staircases; each
                          various portals. This area is not in the physical     staircase leads from a specific portal in the physical world to
                   world, but a dreamscape players must traverse to cross       another. The path the party is on will lead them to a portal
                   the portal from one physical location to the next.           to the pyramids in the Arcanum Wilds.
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                 The Portal Space                                                     If at least one of the party members succeeds at the
                                                                                  save, read the following aloud:
                       You are met with the night sky. All around you is
                       a beautiful display of gem-like tiny dots of light,            Facing the overwhelming nothingness around
                       scintillating over a velvety darkness. The star-lit            you, you realize that there is no portal back.
                       space surrounds the foot of a stone stairway where             You have been placed here by magic, and there
                       you are all now standing. The steps are made                   seems to be no way out save for climbing these
                       of the same blue-gray stone as the rooms and                   stairs suspended in the abyss.
                       chambers that brought you here.                                   “Focus…” That spectral voice now rings
                           It looks barely wide enough for you to                     loudly in your ears. “Fearing… is falling…
                       ascend single file. At certain points along the                Look for the mark… of infinity…”
                       climb, it branches out in many directions. Similar
                       stairways, branching out upward or downward                   As soon as the party starts climbing the stairs, they
                       from your stairs, seem to extend to infinity.              should declare their marching formation, as the stairs are
                       Others lead to shining portals.                            only 10 feet wide. Esha will politely and calmly insist to
                                                                                  take a place in the middle of the group, using her status as
                                                                                  a healer to justify this position.
                 This sight of an endless expanse is enough to drive lesser
                 beings to madness. Upon realizing they are in an endlessly           After a couple minutes of climbing, it becomes hard
                 ascending staircase in the void, each adventurer must            for the party to determine whether they are climbing up
                 succeed on a DC 22 Wisdom saving throw or all of their           or down, or advancing at all. If any adventurer jumps,
                 saving throws against enchantment, illusion, or fear effects     steps off the stairs, or uses magic that allows leaving
                 will be made with disadvantage until their next short rest.
Cuicatl dragon
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138
13
11
12
10
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                                          THE PYRAMID OF
                                          ENLIGHTENMENT
                 T
                          he players have entered the Pyramid of                 Thus begins the true test of this adventure, where
                          Enlightenment, Kuxcoatl’s impressive magical        Kuxcoatl himself will watch the heroes as they walk
                          lair, at whose center lies the Great Library of     the magical traps, riddles, and deadly encounters of his
                  Drakha - Kuxcoatl’s repository of knowledge, spells,        abode... And the prize for the survivors shall be death by
                  and illusions.                                              Kuxcoatl’s hand.
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142
                 The check also reveals that when two stone slabs hit            room. The air rune has disappeared from the third dial,
                 each other, they both stop moving and lock in place             and the number and color matching the neck markings
                 momentarily; then they both shake and fall away,                of the character who turned the dial to the air rune
                 quickly getting lost in the inky darkness below. Some           disappear from the first and second dials. It’s time for
                 stones also seem to fall from the void above, falling           the player characters to try another dial combination to
                 quickly and then stabilizing and floating in the space          leave the room.
                 between the balcony and the door.
                     As they enter the room, the character that turned
                 the third dial to the air rune notices that some floating
                                                                                 9. Dark Room
                 slabs have a faintly glowing white rune. Whoever has            Read the following aloud if the player characters leave
                 the orange-colored marking may also notice these runes          the cylinder room after having marked the dark rune on
                 by succeeding on a DC 22 Wisdom (Perception) check.             the third dial.
                     The player characters must reach the door opposite
                 the balcony, using the erratic floating stone slabs as an           Contrary to other rooms you have seen, the
                 impromptu bridge to reach the other side. There is no               construction work in this square chamber has
                 actual ceiling or floor, just a void of empty space. Magic          apparently been abandoned, and the whole
                 does not work in this area; any attempt to cast a spell or          room seems unfinished and even forgotten. In
                 activate a magic item automatically fails.                          the center of the room is a large pit filled with
                     Each player character needs three successful DC 20              a viscous liquid.
                 Strength (Athletics) or Dexterity (Acrobatics) checks                   The walls are lined with finely crafted
                 to reach the opposite door jumping from one rock                    shelves carved into the rock, laden with tomes,
                 to the next. Both the character who turned the third                trinkets, and jars filled with various liquids
                 dial and the character with an orange-colored neck                  and, in some cases, biological samples. They
                 marking gain advantage on their ability checks to jump              look somewhat out of place in an otherwise
                 from one slab to the next. Any alternative approaches               unfinished chamber. The stench in the room is
                 using equipment or creative solutions to cross the gap,             overwhelming.
                 however, also gain advantage on the ability checks
                 made by anyone attempting them. No more than one                       You notice three gigantic piles of flesh inside
                 character can stand on the same slab at the same time.              three crystal containers, each placed in one of
                                                                                     the room’s corners. The irregular lumps seem to
                     If a character fails any one of these checks or stands on       be moving, suspended in a viscous liquid.
                 the same stone slab for more than 1 round, the stone
                 drops, and they fall. A falling character may grab a
                 hold of another slab and return to safety by succeeding
                                                                                    This is an old neglected Coatl lab, which Kuxcoatl
                 on a DC 18 Dexterity saving throw. If they fail the save,
                                                                                 saw fit to use as part of the test for his new subjects.
                 the character falls to their death in the void, appearing
                 alive and well in the cylinder room when their                      The pit at the center has an extremely corrosive
                 teammates return to it.                                         acid, which enables the merging of organic compounds.
                                                                                 Any creature that enters the liquid takes 45 (10d8) acid
                     If a character can see the glowing runes on some
                                                                                 damage every round and is considered grappled (escape
                 slabs and jumps specifically to those stones, a successful
                                                                                 DC 25) by the extremely viscous liquid.
                 Strength (Athletics) or Dexterity (Acrobatics) check
                 permanently locks the slab in place with a loud                     The three crystal containers, each one standing
                 and distinct crack. These slabs will not move again,            at one of the three corners opposite to the one the
                 allowing each of the other characters to make their             adventurers use to enter this room, each hold a giant
                 next Strength (Athletics) or Dexterity (Acrobatics)             wriggling blob of flesh. These are failed experiments, a
                 check with an advantage. Also, a character may stand on         testament to Kuxcoatl’s attempts to find a way to cross
                 these locked slabs indefinitely, allowing them to help          from Drakha to Valerna without waiting for the Eye of
                 their companions in their attempts to jump onto or              Kadmos to open.
                 from the same stones.                                              The piles of flesh attempt to communicate
                     When all the party has either crossed to the far door       with all of the adventurers but do so through
                 or fallen to the void, the survivors may now open the           confusing images, seemingly coming from various
                 door, which predictably leads them back to the cylinder         minds, and an unrelenting pain. A successful DC 16
143
                       If the player characters ignore the blobs’ pleading,             16         Jade dust, silver rod, or umber hulk
                   the bottled creatures try to take over their minds. Each                        blood
                   such character must succeed on a DC 18 Wisdom                        17         1,500 gp powdered ruby or a preserved
                   saving throw or dive into the acid pit. The character with                      feather of Kuxcoatl
                   the purple neck markings has advantage on this save.                 18         A random potion of resistance
                      Any character that dies inside the acid pit is horribly           19–21      Potion of superior healing
                   submerged in the deadly sludge, only to appear alive and             22         Potion of clairvoyance
                   well back at the cylinder room with one exhaustion level.
                                                                                        23         Potion of gaseous form
                       If all the abominations are destroyed, the player
                                                                                        24         Potion of longevity
                   characters realize their psychic screams were somehow
                   blocking awareness of the exit door, and it now stands               25         Potion of invisibility
                   revealed. The party may now exit the chamber to reenter              26         Manual of golems
                   the cylinder room. The dark rune has disappeared from                27         Robe of scintillating colors
                   the third dial, and the number and color matching
                                                                                        28         Ioun stone of absorption
                   the neck marks of the character who turned the dial
                   to the dark rune disappear from the first and second                 29         Mirror of life trapping
                   dials. It’s time for the adventurers to try another dial             30 or      Tome of clear thought
                   combination to leave the room.                                       higher
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                 10. Earth Room                                                       If the quartz menhir is pushed into the depression
                                                                                   square, an archway forms on the room’s far wall, allowing
                 Read the following aloud if the player characters leave           the characters to return to the cylinder room. The earth
                 the cylinder room after having marked the earth rune on           rune has disappeared from the third dial, and the number
                 the third dial.                                                   and color matching the neck marks of the character who
                                                                                   turned the dial to the Earth rune disappear from the first
                       You enter what seems to be a megalith                       and second dials. It’s time for the player characters to try
                       arrangement around the stone floor. There are               another dial combination to leave the room.
                       several menhirs of different heights crowding
                       the chamber, aligned to a grid on the ground.
                       All of the menhirs are made of dark stone save              11. Fire Room
                       one, which is made from a translucent, quartz-              Read the following aloud if the player characters leave
                       like mineral. At the center of the room, there              the cylinder room after having marked the fire rune on
                       is a small depression in the ground, roughly                the third dial.
                       matching the shape of the menhirs.
Dragonkin Warrior
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Coatl dragonkin
146
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ILLUSION UNVEILED
                 W
                           hen the player characters have entered
                           all six rooms or when all characters have               Darkness surrounds you. You shiver. It’s hard to
                           turned the third dial once, all runes                   breathe. You don’t know where you are. Then you
                 disappear from the three dials on the cylinder, and               see your home world again.
                 the room exit opens on its own.                                      You see a town. It is nighttime. Quiet and
                                                                                   peaceful. Without warning, the skies are aflame
                    Now, when the player characters exit the room, they are
                                                                                   and dragons swoop roaring, crashing, burning.
                 consumed by darkness.                                             People run for cover; soldiers grab their weapons
                     If they have the obsidian sphere, they experience one         and take their positions.
                 final flashback:                                                     Resistance is useless. Whole towns are
                                                                                   razed. You see yourselves fighting? running?
                                                                                   And then the dragons overwhelm you. They
                                                                                   carry you away to Drakha, their home - the
                                                                                   Red Moon where dragons reign.
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                     Immediately after any creature other than Kuxcoatl                 During Kuxcoatl’s upkeep, one of the player characters,
                 casts a spell, they must roll a d20. On a result of 1 or 20,        chosen randomly, is struck by a magic spark, taking 21
                 the spell fizzles with no effect and the spell slot is spent.       (6d6) force damage, without any saving throw allowed, and
                                                                                     being pushed to last in initiative order for that round.
                      Kuxcoatl’s Actions                                                When any creature other than Kuxcoatl casts a spell,
                      Actions per Round: N + 4                                       they must roll a d20. On a result of 1 or 20, they take 21
                                                                                     (6d6) force damage and their spell fizzles, the spell slot spent
                     As soon as possible, Kuxcoatl uses a mislead spell to slip      with no effect.
                 away from the character’s attention. While the characters
                 are distracted with his illusory double, he casts as many buff         Kuxcoatl’s Actions
                 spells on himself as his actions allow, as he can concentrate
                 on as many spells as needed at the same time.                          Actions per Round: N + 5
                     If the player characters don’t interrupt him first, he casts        Programmed Illusion: Having predicted the possibility
                 blink, then globe of invulnerability, then haste, then protection   of defeat in his own lair centuries ago, Kuxcoatl prepared a
                 from energy, then greater invisibility, then false life (which      programmed illusion to one day avoid this exact situation.
                 grants the temporary hit points to each of his body parts),
                 then stoneskin, or any other spells the GM determines would
                 serve him in preparing for battle against the adventuring               Kuxcoatl roars at the center of his magic
                 group. If allowed to cast all of the above spells, Kuxcoatl             maelstrom, floating like a rag doll among the
                 then pounces upon the player characters by surprise, using              arcane swirls. Suddenly, all of the runes remaining
                 his strongest attack available at the moment.                           unmarred on his body glow in unison with the
                                                                                         symbols on the walls, and crackling energy leaps
                                                                                         from Kuxcoatl to every point in the lair. There’s an
                 PHASE CHANGE                                                            horrendous cracking sound, and the magic vortex
                                                                                         is replaced with an explosive wave that sends you
                 The encounter continues in this phase until one of these
                                                                                         flying and darkens everything around.
                 conditions is met:
                   • Three or more of Kuxcoatl’s body parts are broken.                      When you come to, everything is quiet. The
                                                                                         lights are out. The books, formulas, and artifacts
                   • Five or more active experiments have been triggered.                have been reduced to half-burned rubbish, and no
                   • Two of Kuxcoatl’s body parts are broken, and three or               visible trace remains of the Great Wyrm.
                      more active experiments have been triggered.
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                                     KUXCOATL,
                                THE ARCANE OF POWER
                 M
                           ysterious Kuxcoatl, the Wise Recluse of                  Kuxcoatl makes liberal use of his fly speed in
                           the Arcanum Wilds, is the great librarian             combination with this shaft, forcing the players to climb
                           and researcher among the Azhurma, with                up or down, or hide beneath the pit’s edge, to fight him
                 a hunger for discovery and knowledge. The lair of               and his spells.
                 Kuxcoatl is hidden in the depths of a thick jungle amid             Jumping down the shaft allows a character to land
                 the most dangerous lands of the Red Moon. Getting               in the water that has filled the bottom floor by spending
                 here must have been an epic adventure by itself.                only their base movement speed, but the fall inflicts
                                                                                 10 (3d6) bludgeoning damage per 60-foot drop, or
                     Kuxcoatl is one of the smartest dragons alive and a         full floor, that they must fall to reach the surface of the
                 force to be reckoned with. His magical prowess proves           water. A character may instead use the same amount of
                 a challenge to spellcasters, as he is able to counter and       movement and attempt either a DC 20 Dexterity saving
                 repel spells launched at him. Kuxcoatl’s lair is full of        throw or a DC 20 Strength (Athletics) or Dexterity
                 opportunities to meddle in his plans. The characters            (Acrobatics) check to either fall to the floor immediately
                 must work in tandem to distract him while preparing             below them, taking 21 (6d6) bludgeoning damage
                 different sections of the lair to fight him.                    from the fall as per usual, or to dive into the water at
                                                                                 the bottom gracefully, avoiding all fall damage. Failure
                                                                                 on this saving throw or check results in the character
                 Kuxcoatl’s Lair                                                 falling into the water at the bottom and taking 10 (3d6)
                                                                                 bludgeoning damage.
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1 square = 5 feet
16 18
15 14
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Alejandro Maroto (Order #37771216)
                                                                                                                                                               Shake DC 20 (grounded)
           KUXCOATL’S BODY PARTS                                                                    Wings           HP N × 30       AC 23 (natural armor)
                                                                                                                                                               or 24 (flying)
                                                                                                    Broken. Kuxcoatl stands. “It’s foolish of you to believe that the only way I can
           Kuxcoatl’s body is covered with runes that empower his spells. A creature                get to you is through flight. I’ve thought of everything.”
           may target the set of runes on one of Kuxcoatl’s body parts instead of the                   If Kuxcoatl’s wings become broken, he loses his flying speed and
           body part itself by making their attack roll with disadvantage. If such an               cannot use his Wing Flap any longer.
           attack deals damage, the runes on that body part are disrupted as described                     If airborne, Kuxcoatl immediately falls to the ground, suffering 14
           in the “Kuxcoatl Exploits” section above.                                                (4d6) bludgeoning damage on a random lower body part. Any creature
                                                                                                    mounted on Kuxcoatl’s body must succeed on a DC 20 Dexterity saving
                                                                                                    throw to jump away or suffer the same fall damage plus 55 (10d10)
                                                                                                    bludgeoning damage from being crushed under Kuxcoatl. If the save is
                                                                                                    successful, the creature only takes 7 (2d6) bludgeoning damage from the
                Head             Hit Points N × 50      AC 26 (natural armor)       Shake DC 24     fall and no additional damage.
                Broken. Kuxcoatl winces and shakes, his face half-paralyzed in pain and
                incredulity. His eyes, however, reflect even more curiosity than pain.
Broken. “My laboratory will find a way to wound you. I need not move.”
                                                                                                    Broken. Kuxcoatl sneers. “I have no need for a claw. I’ll scratch you
                                                                                                           with my wit.”
                                                                                                          If his left claw becomes broken, Kuxcoatl can no longer use it for
                                                                                                    combat, and he cannot perform more than one claw attack on a single turn.
                                                                                                    If both of Kuxcoatl’s claws become broken, he cannot perform claw attacks.
                      If his right claw becomes broken, Kuxcoatl can no longer use it for
                combat, and he cannot perform more than one claw attack on a single turn.
                If both of Kuxcoatl’s claws become broken, he cannot perform claw attacks.
                                                                                                    Broken. Kuxcoatl flinches under his own weight. His leg is torn, but his
                                                                                                    drive remains.
Broken. “I will exact punishment for this on your own limbs, you insects.”
                                                                                                    Broken. Hairs and feathers burst off of the tail. “Good. A chance to
                                                                                                    recalculate.”
                                                                                                         Kuxcoatl’s beautiful tail feathers break and wilt. The tail just dangles,
                                                                                                    and he can no longer use his tail lasso attack. Mounting this body part no
                                                                                                    longer requires an ability check.
                   T
                            he most ominous of all fortifications on Drakha,              The adventure is set on Drakha, The Red Moon, a
                            the Great Mausoleum stands inside Ossarium, a             world ruled by dragons and their servitor kin. For more
                            massive open grave left after a cataclysmic battle        details in this setting consult the “Drakha, the Red Moon”
                   that took place untold ages ago. Such were the death and           section at the start of this book.
                   magic unleashed that day that they forever tainted the area            The “Adventure Background” section below tells
                   and turned the whole region into the Catacomb Reaches,             you everything you need to know to understand this
                   a territory forsaken by most other creatures on Drakha…            adventure’s immediate setting. The “Adventure Overview”
                   living creatures, that is.                                         section describes how the adventure is expected to run,
                       Even the colossal, all-powerful azhurmas prefer not to         giving you a broad sense of the events involved and how
                   ponder on its existence long, for what lies in there defies        they should unfold throughout the adventure.
                   their logic and reminds them of the long-delayed, yet
                   decidedly unavoidable end of their own mighty existences.
                   It also brings to mind the underlying, unspoken fear
                   that their final moments may indeed be brought about
                   by Nixis, the Mausoleum’s sole ruler, and her devious,                  Before Playing at the Table
                   unfathomable plotting, executed through her countless
                   hidden, relentless, and often unsuspecting agents.                      Before you start to play, consider the following
                                                                                           and let the players adjust accordingly:
                       One of her latest plots leads a group of adventurers
                   into what they expect to be a rewarding journey, but then                  • Read through the adventure, taking notes
                   they slowly realize, hopefully, it is leading them further and               of anything you want to highlight or even
                   further toward their preordained, unavoidable doom.                          change to better fit your narrative style. Read
                                                                                                through the nonplayer characters to know
                       “To Be in All Shadows” is a horror-themed adventure,                     how they would act and react off script if
                   subtly so but horror nonetheless, and a prevailing aspect                    your players do something different. Prepare
                   of all great horror stories is the mounting dread as the                     any handouts you want to include and read
                   protagonists’ every action seems to bring them one step
                                                                                                through the encounters and the creatures’
                   closer to their untimely end. However, this is also a heroic
                   adventure, where your player characters are meant to                         stat blocks.
                   prevail and finally confront—and hopefully defeat—the                      • If your players are making new characters for
                   puppet master at the very end, fighting her in her very                      this adventure, ask them to provide you
                   lair and escaping the damnable conditions bestowed upon                      with their character details, making sure to
                   them by the actions of those they sought to help. Thus,                      provide them the necessary information
                   it falls to you as the GM to establish a balance between                     for their characters to fit the adventure with
                   impending doom and ultimate hope.                                            an appropriate backstory and motivation for
                                                                                                the setting.
                   Running the Adventure                                                      • This adventure handles some terror themes.
                                                                                                Talk with your players regarding consent
                   “To Be in All Shadows” is an epic adventure meant for                        and safe environments before running the
                   three to five player characters that will start at 17th level.               adventure.
                   During the course of the adventure, the player characters
                   will advance to 20th level using the milestones system
                   before engaging in the final battle against Azhurma Nixis.
160
                 Special Rules
                 Use the following special rules when running any                 Adventure Background
                 adventure in the Catacomb Reaches. These are intended
                 to complement the special rules detailed in the “Magic           The Amberskins are a semi-nomadic tribe of non-dragons,
                 on Drakha” section at the start of this book.                    whose members are either Valernian in origin or from
                    • All spells and effects of the Necromancy school are         Valernian parents. Most of them escaped or were freed
                      cast as if spending a spell slot 1 level higher. Whenever   from dragon captivity and have managed to eke out a
                      a player uses a necromancy spell or effect, they gain       precarious existence in the Drakhan wastelands.
                      taint (see the “Taint” section).                                The Amberskins maintain a partially occupied
                    • The Catacomb Reaches is the only known place                settlement at U’drutz, or the Cleave, the terraced precipice
                      on Drakha where revivify, raise dead, resurrection,         that marks the natural border of the Catacomb Reaches.
                      true resurrection, and similar spells work normally.        There, protected by the fear of other dragon broods who
                      However, the caster of such a spell gains taint (see        dare not cross Nixis or her borders, the Amberskins have
                      the “Taint” section). Furthermore, the caster and the       managed to survive and remain independent, though they
                      target of the spell gain a necrotic tether. This means      are always under the shadow of the undead azhurma. And
                      that, for as long as both creatures remain inside the       despite their life at, quite literally, the edge of a cliff, they
                      Catacomb Reaches, each time the target of the effect        maintain a close community and stable leadership.
                      takes radiant, psychic, or necrotic damage, the caster
                      also takes the same amount of the same type of
                      damage. A tether only ends if one of the tethered           The Edge of a Cliff
                      characters dies or leaves the Catacomb Reaches.             Lately, however, the Amberskins' leadership has been
                                                                                  teetering on the razor-thin edge of generational conflict.
                                                                                  Their chieftain and founder, Vodgo, has fallen deathly
                                                                                  ill, and already tensions run sharp regarding succession.
                                                                                     First in line is Atyan, a Drakha-born human, who
                                                                                  would be too young to claim the leader’s mantle but
                                                                                  has enough followers and determination to take it by
                                                                                  force if necessary.
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162
                    In “It That Waits Beyond,” the party wakes up and          Believing that they are in some kind of afterlife, or perhaps
                 must face the Amberskins tribe, as they have now been         realizing this is actually another world, the player characters
                 turned into an undead horde. Afterward, they face the         spent some time on the Red Moon, acquainting themselves
                 master of the Catacomb Reaches, Nixis herself, who was        with its strange day–night cycle and its stern dragon rulers.
                 watching all of this and remains patiently waiting for and    In time, the player characters joined the League,
                 gently beckoning the party.                                   who, based on the party’s great skill and power, gave
                                                                               them the dangerous mission to find and contact the
                                                                               Amberskins at the Cleave.
                 Adventure Hooks
                 Should the adventurers come from a previous campaign
                 outside of the Dragonbond setting, assume that they
                 have died. However, instead of going to another plane
                 (or to “the light,” or an eternal void), they appeared on
                 Drakha as part of Nixis' ultimate plan, drawn by her
                 necromantic power.
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164
                    Eventually, the heroes find enough signs to point                   If the player characters bring proof of the Nix’udjar
                 them to a cave under a ledge.                                       patrol stalking nearby, the Amberskins are alarmed. The
                                                                                     Nix “have not crossed their border” in decades...
                       In a dark spot under an overhanging rock                         If the adventurers fail to gain entrance to the camp,
                       formation, you discover the entrance to a cave,               they are simply told that the tribe is mourning the grave
                       thanks to the slow-moving, half-hidden Valernian              health of their leader and are ordered to wait outside until
                       sentries guarding it. It’s hard to tell at this distance,
                       but the sentries seem to be watching the base of              the matter is resolved. Proceed straight to the section
                       the cliff and the foggy expanse beyond.                       labeled “The Surprise Attack.”
                           Getting down to the cave will take you a while               If the adventurers are allowed inside the cave, they
                       if you decide to follow the paths among the rocks             meet the Amberskins and their principal figures up close
                       along the side of the cliff, or you can decide to             and personal. Read the following aloud as the party enters
                       reach the ledge and then rappel down with your                the cave:
                       ropes into the hidden cave below.
                                                                                         The cavern is much larger than the side entrance
                     As the player characters decide how their characters                would have suggested, extending inward with
                 will approach the Amberskins’ camp, describe the stretch                several caves and chambers, their pits and hollows
                 of wasteland extending at the foot of the cliff, covered                creating a play of quivering shadows from the
                 by what seems to be a curtain of fog obscuring the land.                torch flames.
                 Along the cliffside are several points that could be easily                 Occupying this complex are hundreds of
                 turned into defensible positions, if other Valernian groups             humans, elves, dwarves, halflings and other
                 sent more workers and everyone applied their collective                 Valernian peoples of all ages and genders, living
                 resources to defend the area. All that is left for the party            in shelters that seem too well built and cozy to
                 to do is to be at their best and convince the Amberskins                be an encampment and too flimsy and practical
                 to share the region with the rest of the incipient League.              to be a permanent home. The tribe looks large,
                    If the adventurers decide to take the long path to                   active, and accustomed to mountain life.
                 reach the cave, they climb down crags and trails for
                 half an hour, and they come across a patrol of seven                   Let the party conduct their interactions with the
                 Nix’udjar dragonkin lying in ambush. The dragonkin                  Amberskins as they wish, using “The Amberskins” section
                 were sent to spy on the camp and are not expecting the              below for guidance. The adventurers may take a short rest
                 players, so either group is equally likely to surprise the          during this encounter if they so wish.
                 other. If the adventurers survive the encounter, they
                 reach the Amberskins’ cave without further incident.
                     If the player characters wish to rappel down the cliff
                 face to save time, they need to use ropes and succeed on
                                                                                     The Amberskins
                 a DC 15 Strength (Athletics) check, taking 35 (10d6)
                 bludgeoning damage on a failure from the fall. Whether              A tribe of second-generation Valernians, born on Drakha,
                 the check succeeds or fails, the sentries are startled because      and their parents, the Amberskins are a successful and
                 of the party’s abrupt arrival, which imposes disadvantage           prosperous group, despite their precarious location at the
                 on the first Charisma check an adventurer makes that                border of the Catacomb Reaches near Drakha’s Farside.
                 targets an Amberskin.
                                                                                         They are united and cooperative, but there has been
                     Regardless of the method or path used, a band                   a growing schism between the old generation and their
                 of several young Valernians is already waiting at the               Drakha-born descendants, who wish for more ruthless
                 cave entrance. Allow the party members to make a                    leadership to stand up to the dragons and other dangers
                 DC 21 Wisdom (Persuasion) or Charisma (Deception or                 of the Red Moon.
                 Intimidation) check to be allowed passage into the cave.
                 If successful, they are led inside. If not, Nukkos (see “The            More recently, the Amberskins have been preoccupied
                 Amberskins” below), an Amberskin speaker, addresses                 with the rapidly declining health of Vodgo, their chieftain,
                 them outside of the cave.                                           and a sizable portion of the younger members have been
                                                                                     drawn in by the discourse of recognition and “ascendancy”
                     Let the player characters explain their presence and            from Atyan, the de facto leader of the tribe’s Drakha-born
                 intentions with their own arguments, requiring a DC 16 (or          faction, who seeks the opportunity to replace the old
                 higher) Charisma check where necessary. In general terms,           patriarch as a new, fresh leader.
                 the Amberskins are tied up right now, and any decision as
                 important as an alliance with the League must be postponed
                 until the matter of leadership succession is resolved.
165
                              Tulemo
                                                                                                                                Rysamora
Vodgo
166
                 ROLEPLAYING NUKKOS
                 Nukkos listens attentively as the player characters
                 introduce themselves but is not willing to listen
                 to their diplomatic mission. In his head, this is
                 elder business, with which he has no grounds
                 to involve himself. He points the adventurers
                 to Rysamora or Tulemo, the tribe’s acting elders
                 while Vodgo is mostly incapacitated.
                 Linji
                 CG Ellari elf male mage (Drakhani)
                 An Ellari alchemist and dabbler in
                 Dreamshaping, Linji believes he has found a
                 way to cure Vodgo’s malady, but it requires…
                 unusual methods. Still, Linji is more than
                 willing to try it—or anything else, really—
                 to postpone his chieftain’s demise and the
                 struggle for power that is brewing among the
                 Amberskins.
Nix’udjar dragonkin
167
1 2
168
                       As you turn to the source of the screams, you                     If the party has not yet discovered the Nix’udjar weakness,
                       see a torrent of Nix dragonkin coming out of                  the destruction of their runes as described in their stat block,
                       the night on all sides. As the Amberskin warriors             read them the following:
                       scramble to defend their tribe, a couple of the
                       fallen dragonkin rise again, the rune on their
                       forehead glowing with a faint, sickly green haze,                 Two of the closest dragonkin pursuers fall suddenly,
                       and impale an unsuspecting Amberskin from                         and you witness Nukkos, fierce determination on
                       behind with their spears, raking at her falling                   his face, signaling to those of his fellows closer to
                       body with their free hands.                                       him and loading his sling for another shot.
                                                                                            Rysamora screams something at Nukkos,
                     Another warband, larger than the previous one, has                  and the slingers stop their attack. But as they
                 stealthily climbed the cliff walls above the camp and is now            run to keep pace with you, Nukkos yells at you,
                 pouring into the cave entrance to slaughter everyone inside.            “You see that? You see that?!”
                     If the party is inside the cave, they must fight an onslaught
                 of eight Nix’udjar dragonkin while the Amberskins fight off            Have the adventurers make a DC 26 Wisdom
                 the rest of the attackers. If the party is outside the cave, they   (Perception) or Intelligence (Arcana) check. A success
                 identify the leader of this attack, one Nix’udjar corpsemancer      reveals that Nukkos hit the dragonkin’s runes and that
                 protected by three Nix’udjar dragonkin, and may attack              those dragonkin whose runes were destroyed no longer rise.
                 them if they wish.
                                                                                         In any event, Vodgo screams for everyone to escape into
                    If the adventurers did not encounter the Nix’udjar patrol        the mist, and the Amberskins obey.
                 before reaching the Amberskin camp, then right after this
                 encounter ends, they must fight another group of seven
                 Nix’udjar dragonkin as that patrol joins the charge.                Rewards
                     If the adventurers survive the battle, their victory gives
                 time for the surviving defenders of the tribe to form a
                 circle around Vodgo and the elders to help them break the           As the party enters the unwelcoming fog, award all player
                 onslaught and escape the cave.                                      characters a milestone advancement to their next level.
169
170
                      After the fight, it becomes clear that the tribe lost        A successful DC 17 Wisdom (Perception or Survival)
                 another group to the Nix’udjar, but the survivors resolutely      check reveals that the tunnels were made by Valernian
                 push through and start running in a very specific direction.      tools, suggesting it was the Amberskins themselves who
                 It is obvious they know something they have not shared            dug these tunnels to reach the mounds unseen. Further
                 with the party.                                                   down the passages, the party encounters some Amberskin
                                                                                   stragglers who confirm it was Rysamora’s idea to leave
                     After the tribe clears the line of remaining dragonkin,
                                                                                   the adventurers behind. After a short underground walk,
                 have the adventurers make a DC 17 Wisdom (Insight)
                                                                                   the party emerges from the tunnels much nearer to the
                 check. On a success, the group notices that Rysamora
                                                                                   mounds than they would have suspected. But something
                 is looking over her shoulder and speaking with Tulemo.
                                                                                   is happening there: Proceed to “Death from Above.”
                 She looks suspicious, and her glances at the party make
                 it evident that she is making quick assessments of the                If the party follows the strange semi-hidden tracks
                 adventurers and not liking what she sees.                         they found, they catch up with Linji and two other
                                                                                   Amberskins who are carrying a semi-conscious Vodgo
                     If the party runs after the Amberskins, ask them to
                                                                                   and dragging the tied corpse of a dragonkin covered with
                 succeed on a DC 17 Strength (Athletics) or Wisdom
                                                                                   a rag. Linji is frantically adding a foul concoction to the
                 (Perception or Survival) check. If the check fails, or if
                                                                                   chieftain’s medicine. Before the adventurers can react to
                 the adventurers wish to stay behind or run in another
                                                                                   this, they and Linji’s party hear a horrible screech from
                 direction, they are left behind as the party loses track of the
                                                                                   the sky, and a shadow flaps overhead toward the mounds.
                 Amberskins as the rest of the dragonkin creep about in the
                 distance. The party must face four Nix’udjar dragonkin            Proceed to “Death from Above.”
                 before attempting to rejoin the Amberskins’ flight. If they
                 insist on not joining the Amberskins, throw ever-tougher
                 Nix’udjar encounters at them, or two Nix dragons if               Death from Above
                 required, until they die or escape.
                     If the adventurers successfully follow the Amberskins,
                 they begin noticing the broken silhouettes of several low         Read the following as the party looks up to the source of
                 mounds amid the fog. This is where the Amberskins are             the noise they heard.
                 heading, but soon they scatter into smaller groups, fading
                 into the mist. One of the Amberskin groups seems to have              The screeching sound above you is the wind
                 slowed down, as they are carrying several of their wounded.           passing through the frayed, leathery skin of rotten
                                                                                       wings, followed by the rhythmic, coarse rattling
                     Ask the party for a DC 20 Intelligence (Investigation)            of huge bones. Before you have time to react, two
                 or Wisdom (Perception or Survival) checks. If the                     large shadows cross the sky above you and blast a
                 check succeeds, they see faint traces on the ground,                  thick liquid that leaves a greenish haze as it flies
                 as if something tried to cover its tracks, heading in                 toward the ground and one of the mounds. Soon
                 a different direction from the Amberskins. If the                     you hear gurgling and retching from the vicinity
                 party scores more than two successes, they also spot a                of the Husks mixed with screams of pain and fear.
                 small den in the distance leading into what seem to be
                 underground tunnels.                                                      As the two shadows turn and swoop down, you
                                                                                       see the gaunt shapes of Nix dragons with frayed
                     If the party wishes to catch up with the slowed                   wings and rotting flesh as they land between the
                 refugees, they encounter Atyan, who seems happy to                    mounds and the Amberskin refugees.
                 see the adventurers and even tells them she confronted
                 Rysamora over the decision to leave them and the badly
                 wounded behind. She quickly adds that the older woman                One of the Nix dragons focuses on slaughtering
                 is planning to use the Husks, a set of mounds nearby, as a        the Amberskins to prevent them from reaching the
                 temporary base, as the dragonkin always keep away from            outcroppings, while the other one turns toward the party.
                 them. She doesn’t know why. Before the conversation               Run an encounter against a Nix Dragon. During the
                 continues, however, everyone hears a shrill sound from            battle, any character with the ability to cast necromantic
                 the dark sky. Proceed to “Death from Above.”                      spells suddenly has the idea to raise some Amberskin
                                                                                   corpses to help them, as if someone had suggested it.
                    If the party instead wishes to head to the mounds
                 on their own, a strange sound stops them in their tracks          The character is free to act on the suggestion or not, but
                 100 yards from their destination. Proceed to “Death               if they do, they gain Taint as described in the “Special
                 from Above.”                                                      Rules” section.
                    If the party would rather explore the tunnels they                 If the adventurers win the battle, the second Nix
                 spotted, then as they approach, they notice the passages          dragon flies away, leaving a few Amberskin survivors to
                                                                                   cheer for the adventurers’ intervention. The party and
                 have been excavated in stages over a long period of time          their Amberskin allies have, at last, earned a respite.
                 and using crude implements.
171
172
                                                                                                       The Husks
                                                                                                        1 square = 5 feet
173
                                                                                  Rewards
                                                                                            As the warsled speeds away from the adventurers’
                                                                                             pursuers, award all player characters a milestone
                                                                                                 advancement to their next level.
Arbalest
174
                 T
                         he heroes have successfully commandeered an               They can’t use their breath weapons or melee attacks, as
                         ancestral draconic ship, allowing them and their          they remain roughly 100 feet away from the ship, but the
                         Amberskin allies to escape the undead army on             party may attack them with weapons, abilities, and spells
                 their heels. This part of the adventure is a race against the     that can cover this range, including the ship’s arbalests.
                 undead dragons in pursuit of the party and their magical
                                                                                      After 1 minute of pursuit, the dragons finally overtake
                 floating ship. Let the adventurers take a short rest as the
                                                                                   the ship. Have the party fight one Nix dragon while
                 chapter begins.
                                                                                   Atyan, Nukkos, and their few surviving warriors keep the
                     The first enemies to reach the ship, the lightest units,      other one occupied. However, this time there aren’t enough
                 are the few mounted dragonkin that survived the previous          Amberskins to really threaten the second dragon, so if the
                 chapter. The player characters must face two Nix'udjar            adventurers defeat the first one, they’ll again have to fight
                 dragonkin mounted on two Nix drakes.                              one Nix dragon. During the battle, both dragons alternate
                                                                                   between flying alongside the warsled and landing on the
                     After this encounter, two larger Nix dragons, closely
                                                                                   deck to strike at the party. Atyan and Nukkos, while feisty,
                 followed by the dracolich, maintain pursuit, not overtaking
                 the warsled but very slowly, minute by minute, gaining on it.     can do little against these undead monstrosities.
175
                        If the adventurers
                   go below deck to check
                   on the noise with Nukkos,
                   they encounter an unexpectedly
                   nightmarish scene. The lower deck
                   is littered with corpses, including
                   many of the tribe’s children, sprawled
                   on the floor, their skin raked and torn
                   as if mauled by a rabid animal. Amid the
                   carnage, Rysamora scolds Linji, shocked
                   and disgusted, as she points a vicious-
                   looking dagger at him. Vodgo lies on a
                   mat in the corner, bleeding. If Tulemo
                   is still alive, he is desperately trying to
                   bleed Vodgo and cleanse his stomach.
                   Nukkos looks on helplessly, his gaze
                   fixed on his dead relatives.
Nix Drake
176
                     As the adventurers face Rysamora, many of the                   Then, the runic-sled crashes into yet another pile of
                 wounded scream as the corpses on the floor begin to             bones, this one hiding a rocky formation underneath.
                 stir and jerk. Vodgo begins to convulse and spits black         The jarring impact causes the speeding ship to go vertical,
                 blood. Then, the ship bounces and shakes. Something’s           catapulting everyone out before flipping over to one side
                 happening outside.                                              and rolling several times before coming to a stop with
                                                                                 an agonizing squeal of bent metals, crushed bones, and
                     Any party members remaining on or returning to the
                 upper deck see the ship ram through a low bone mound            cracking boards. Everything turns black.
                 and down a rolling hill, leading to a valley full of bones of
                 all kinds of dragon broods, their dragonkin armies, and
                 even Valernian soldiers. At the center of the grisly, silent    Rewards
                 battlefield lies a huge, monolithic mausoleum, a massive
                 rune glowing above its entrance—the same rune the player
                 characters saw on all of the Nix dragons and dragonkin, the     As the darkness washes over them, award all player
                 rune of Nixis.                                                  characters a milestone advancement to their next level.
177
178
Runecorpse swarm
179
                                                                                                              Ossarium
                                                                                                               1 square = 5 feet
                 It seems to physically pull at living beings with some magic        • All healing effects from abilities, spells, and similar
                 force, making venturing across it an even more dangerous              sources are halved unless the target is in an area
                 endeavor. To cross it, a creature will likely need to use             affected by protective magic, such as death ward,
                 magic or other effects that provide them the capabilities of          globe of invulnerability, hallow, holy aura, or magic
                 flight or teleporting.                                                circle.
                     A creature can also attempt to cross the chasm and              • Nixis' undead horde (see the sidebar in her stat
                 escape its pull by making a DC 23 Strength (Athletics)                block at the end of this adventure) is now active and
                 or Dexterity (Acrobatics) check as an action. The check               attacks.
                 gains an advantage if the character uses their full move            • All attack rolls against egg clutches are made with
                 as part of the jump. If the check succeeds, the creature              disadvantage.
                 reaches the other side of the chasm safely. If the check            • Any creature with Taint must succeed on a DC 20
                 fails, the creature must succeed on a DC 23 Strength or               Wisdom saving throw at the start of each of their
                 Dexterity saving throw to grab the edge of the chasm or               turns or take 22 (4d10) necrotic damage and become
                 fall to certain death.                                                Paralyzed until the start of their next turn.
                                                                                 LAIR CONDITIONS
                      Second Phase
                 The battlefield starts filling up with Nixis' undead                More and more of the bones in Ossarium shift,
                 horde, and the air becomes thick with an evil sensation.            stirred from their rest, until the massive horde
                                                                                     threatens to overwhelm you. With mounting dread
                                                                                     and growing weariness, you close ranks and prepare
                 LAIR CONDITIONS                                                     for an onslaught as a new wave of undead charges
                                                                                     against you.
                       The bones across Ossarium shift, shaken from
                       their rest. Then, the dead rise to fight you.                  During this phase, the following conditions are active:
                                                                                     • All healing effects from abilities, spells, and similar
                     Nixis strengthens the necromantic aura pervading                  sources are halved, even within the areas of effect of
                 Ossarium. During this phase, the following conditions                 protective magic, and restoration spells no longer
                 are active:                                                           work on egg clutches.
181
                        Nixis' Actions                                              With Nixis' dark power finally defeated, the party
                        Actions per Round: N + 4                                 may now reactivate the warsled and use it to return to the
                                                                                 League and warn them that the Cleave, or the Catacomb
                      Nixis' undead horde becomes so numerous and thick          Reaches in general, is not a good place for mortals to settle.
                   that the entire battlefield counts as difficult terrain.      Or perhaps, now that Nixis has fallen, it is.
                   Phase End
                   The encounter ends when Nixis is destroyed. This requires
                   fulfilling one of the following conditions:
                     • All egg clutches have been destroyed.
                     • Five or more of Nixis' body parts are broken.
182
                                              NIXIS,
                                         THE VEILBREAKER
                 The darkest denizen of the Red Moon, the undead dragon             If an egg clutch is destroyed, Nixis immediately takes
                 Nixis oversees her own domain of bones and death, well          21 (6d6) force damage to each of her body parts, and
                 away from the territory of the other azhurma. There,            the runes on one randomly determined body part are
                 she plots and prepares the rituals necessary to breed her       disrupted until Nixis restores them.
                 unnatural offspring: dragon hatchlings, undead from birth.
                     The fight with Nixis can be the hardest or the easiest in
                 this collection, depending on how well prepared against the     Runes of Power
                 undead and necromancy your adventurers are.                     The body of Nixis is marked with runes that amplify her
                                                                                 magical power and sustain her unlife. Each of Nixis'
                                                                                 body parts has a specific set of runes protecting it.
                 Nixis Exploits                                                     If the runes on one of Nixis' body parts are disrupted
                                                                                 through the erasure or destruction of a part of the writing,
                                                                                 Nixis suffers disadvantage on her spell attack rolls until the
                 The following exploits can be used to take advantage of         end of her next turn, all saving throws against her spells
                 Nixis during the battle if the characters discover them.        gain advantage until the end of her next turn, and that
                                                                                 body part loses its damage reduction until Nixis restores it.
                                                                                     A creature may specifically target a body part’s runes
                 Control of the Horde                                            by making their attack roll with disadvantage. If the
                 Targeting Nixis' undead horde, once she has summoned            attack deals any damage after overcoming Nixis' damage
                 it, may distract her temporarily. If Nixis' undead horde is     reduction, the runes on that body part have been disrupted
                 destroyed, or a creature affects the horde with a harmful       until Nixis restores them.
                 condition, Nixis immediately loses 2 actions from her               A creature that is within 5 feet of one of Nixis' body
                 current action pool.                                            parts may also disrupt the runes on that body part as an
                                                                                 action by succeeding on a DC 26 Intelligence (Arcana or
                                                                                 Religion) check. If the check succeeds, the runes on the
                 Eggs of Power                                                   targeted body part are disrupted as above.
                 Nixis' lair is littered with the eggs she has stolen from           If the runes on four or more of Nixis' body parts are
                 other dragons to perform her necromantic rituals. Nixis'        disrupted, all necrotic damage from Nixis' attacks and
                 egg clutches (AC 18; hp N × 20) are marked by large             abilities, including her undead horde, is halved. If five or
                 circles on map 5.4: Ossarium. Any creatures that                more of Nixis' body parts have their runes disrupted, all
                 begin their turn within five feet of the eggs take 7 (2d6)      the costs of Nixis' special actions increase by one. These
                 necrotic damage.                                                two effects persist until Nixis restores enough runes so that
                                                                                 the conditions listed above are no longer met.
                     Destroying these eggs severely weakens Nixis.
                 A character may target one of the clutches with their
                 attacks or spells. Any character that attacks or threatens
                 an egg clutch becomes the target of Nixis' next attack.         Weak Living Beings
                     The egg clutches have already become undead, but            Nixis' certainty that she is superior to living beings can
                 powerful restoring magic such as greater restoration,           be used to goad her into attacking a specific creature. Any
                 resurrection, or heal spells can reverse their state. If a      creature may attempt a DC 22 Charisma (Deception or
                 character successfully targets an egg clutch with such          Persuasion) check to draw Nixis' attention. If the check
                 an effect, the dragon eggs are restored to their pristine       succeeds, Nixis will focus all of her attacks on that creature
                 living condition. For the purposes of the battle against        until her next upkeep.
                 Nixis, this counts as destroying the egg clutch.
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                                                                                                                    184
Alejandro Maroto (Order #37771216)
                                                                                                                                                               Shake DC 20 (grounded)
                                                                                                     Wings           HP N × 35      AC 25 (natural armor)
                                                                                                                                                               or 24 (flying)
           NIXIS' BODY PARTS                                                                         Broken. Nixis emits an eerie howl as her wings fall to pieces. The bones of her
                                                                                                     fallen wings start gathering and stirring on their own even as she turns to punish
           Nixis' body is filled with runes that keep her essence contained in her                   you.
           current physical form. A creature may target the runes on one of Nixis'                       If Nixis' wings become broken, she loses her fly speed and can no longer
           body parts instead of the body part itself by making their attack roll with               make Wing Skewer attacks.
           disadvantage. If the attack deals damage, the runes on that body part are                       If airborne, Nixis immediately falls to the ground, suffering 14 (4d6)
                                                                                                     bludgeoning damage on a random lower body part. Any creature mounted on
           disrupted as described in the “Nixis Exploits” section above.                             Nixis's body must succeed on a DC 20 Dexterity saving throw to jump away or
                                                                                                     suffer the same fall damage plus 44 (8d10) bludgeoning damage from being
                                                                                                     crushed under Nixis. If the save is successful, the character only takes 7 (2d6)
                                                                                                     bludgeoning damage from the fall, with no additional damage.
                                                                                                     Broken. Nixis' lower jaw falls off, but she seems undaunted, stepping over and
                                                                                                     crushing her lost bone as if it weren’t there.
           Broken. Half of Nixis' ribcage falls to the ground with a clattering noise,                Left Claw                  HP N × 30     AC 22 (natural armor)       Shake DC 24
           revealing a mass of darkness that occasionally pulses with a sickly purple.
                                                                                                      Broken. Nixis' left claw dangles at her side like a dead weight, or a deader
                 If Nixis' upper torso becomes broken, she suffers disadvantage on all of her         one. She doesn’t seem to mind.
           Draining Claw and Wing Skewer attack rolls.
                                                                                                           If Nixis' left claw becomes broken, she cannot use it for combat. She can no
                                                                                                      longer make more than one claw attack in a single turn. If both claws are broken,
                                                                                                      she cannot make any more claw attacks.
               Broken. You’re sure you severed Nixis' spine, yet her crushed vertebrae
               remain in place by some dark arcana. She seems to be moving more slowly,
               so you’ve somehow hurt her—if that is even possible.
                    If Nixis' lower torso becomes broken, her speed and climb speed are both
               reduced by 5 feet, and mounting this body part no longer requires an ability check.
              Broken. Nixis' left tibia falls off her thigh, but she keeps walking as if nothing
              happened.
                    If Nixis' left leg becomes broken, her speed is reduced by 5 feet. If she
              loses both legs, her speed is reduced to 10 feet.
          Broken. Nixis' right arm falls off at the elbow. Both Nixis and her undead
          minions greet the event with a thunderous, disturbing cackle.
               If Nixis' right claw becomes broken, she cannot use it for combat. She can
          no longer make more than one claw attack in a single turn. If both claws are
          broken, she cannot make any more claw attacks.
            Right Leg               HP N × 30        AC 25 (natural armor)       Shake DC 24         Broken. Nixis' tail shatters into a hundred pieces. She barely seems to notice,
                                                                                                     even though her whole center of balance has changed.
            Broken. You demolish the bones of Nixis' right leg. She seems to teeter for a
                                                                                                          If Nixis' tail becomes broken, she can no longer make Tail Lasso attacks,
            second but regains her balance as if sustained by an invisible force.                    and creatures can no longer mount her tail.
                  If Nixis' right leg becomes broken, her speed is reduced by 5 feet. If she
            loses both legs, her speed is reduced to 10 feet.
                   T
                            he Scent of Creeping Death” is a gauntlet, plain
                            and simple. It’s intended as a taxing journey to
                            reach what a group of escaped Valernians hope is a           Before Playing at the Table
                   refuge from the grueling environment of Drakha and the                Before you start to play, consider the following
                   merciless oppression of the dragons ruling over it.                   and let the players adjust accordingly:
                       As such, the adventure’s tone is that of a frantic race             • Read through the adventure, taking notes
                   across the desert dunes and low rocky hills, trying to lose               of anything you want to highlight or even
                   both a dragonkin warband that is making every effort                      change to better fit your narrative style. Read
                   to capture as many Valernians as possible and an unseen                   through the nonplayer characters to know
                   enemy that continues to thin their own and their pursuers’                how they would act and react off script if
                   numbers with each lightning fast strike.                                  your players do something different. Prepare
                      While this adventure assumes the characters are                        any handouts you want to include and read
                   captured Valernians on the Red Moon of Drakha, the                        through the encounters and the creatures’
                   background can be altered to adapt the story into an                      stat blocks.
                   ongoing campaign.                                                       • If your players are making new characters for
                                                                                             this adventure, ask them to provide you
                                                                                             with their character details, making sure to
                   Running the Adventure                                                     provide them the necessary information
                                                                                             for their characters to fit the adventure with
                                                                                             an appropriate backstory and motivation for
                   “The Scent of Creeping Death” is an epic adventure                        the setting.
                   meant for three to five player characters that will start at
                   17th level. During the course of the adventure, the player
                   characters will advance to 20th level using milestones
                   before engaging in the final battle against Rawraxxa, the
                   azhurma dragon Lady of the hunt.
                   This adventure is set on Drakha, also known as the Red
                                                                                    The Shrilling Sands
                   Moon, a world ruled by dragons and their kin. For more           This hostile desert expanse is Rawraxxa’s undisputed
                   details on this setting, consult the “Drakha, the Red Moon”      domain and the Red Moon’s largest sea of dunes,
                   section at the start of this book.                               extending for millions of square leagues. The sands are
                                                                                    broken up by rocky outcroppings, deep crevices, and low,
                   The “Adventure Background” section below tells                   jutting stone hills, which provide the only shade from the
                   you everything you need to know to understand this               unyielding rays of the sun and shelter from the sudden
                   adventure’s immediate setting. The “Adventure Overview”          sandstorms. Water is almost nonexistent in the Shrilling
                   section describes how the adventure is expected to run,          Sands, save for a few pools inside abandoned, wurm-dug
                   giving you a broad sense of the events involved and how          tunnels underground.
                   they should unfold throughout the adventure.
188
189
190
                 T
                         he adventurers are part of a prisoners’ caravan,              The dry waste stretches beyond your sight on either
                         trudging through the desert near the Shrilling                side, as if death had no end, as if everything under
                         Sands, the most desolate region of the Red Moon.              the sun was bleached and lifeless. For hours, all you
                 Their captors, a group of dragonkin of the Exor brood,                have heard has been dragging steps, yours and those
                 intend to sell some or all of their prisoners to the dragons          of two dozen other captives, forced to march across
                 living on the rocky hills around the desert.                          the hard, searing sand.
                      After being captured during a dragon raid on their                   The dragonkin leading the caravan—bipedal,
                 homeworld, the adventurers were brought to the Red                    humanoid-size dragons—don’t torture you or treat
                 Moon of Drakha, stripped of their possessions and marked              you poorly; they just don’t seem to regard you at all.
                 as livestock for dragons to trade among themselves.                   Even as they lead you across the desert to reach one
                                                                                       dragon domain or another, they barely look at you or
                     The party was part of a group of captured humanoids               register you as sentient beings.
                 given to a caravan of dragonkin, who intend to sell them
                 at the Exor mountain lairs on the other side of a wide                    Without warning, the caravan stops at the signal
                 desert expanse.                                                       of the scarred dragonkin you have come to identify as
                                                                                       the caravan master. You still haven’t gotten used to the
                    The trip has been only a couple of days, but it feels like         crazy cycles of this moon, where daylight and darkness
                 months, walking the blistering sands under the scorching              each seem to go on for a fortnight. These lizards just
                 sun and the whip of dragonkin taskmasters.                            seemed to know it was time to rest; there was never
                                                                                       any clear indication at all.
191
192
                    Then, Kirkos produces a map he and the healer Orlga           You may describe the NPCs fighting their own separate
                 found among the trunks and bags of the dragonkin. It             battle a few feet away or just cheering the adventurers on,
                 details the area surrounding the camp with a clear note          conveniently outside of the party’s and their opponents’
                 over the empty space representing the desert to the west,        ranges and areas of effect, while not having to keep a
                 which reads “Claimed by She Who Stalks,” and a circle            record of their actions, hit points, or other such data. In
                 denoted as “Rock of the Motherless” in a spot that should        every encounter, it is assumed that, if the player characters
                 be six to eight days into the western desert, according to       survive their encounter, the NPCs also survive theirs.
                 the dragonkin’s notes on their current position.
                                                                                      After each battle, describe how the NPCs only
                    The “Rock of the Motherless” reference, considering           survived thanks to the party’s intervention. Choose two
                 the group’s current dire straits, is enough to hope that the     or three NPCs to display grievous wounds from the
                 map can actually lead them to the Orphan’s Crags.                battle, having lost 11 (2d10) hit points each, so that they
                                                                                  feel like vulnerable companions, who need the party’s
                     If the party searches the caravan remains on their           protection to remain alive.
                 own, a successful DC 20 Intelligence (Investigation) or
                 Wisdom (Perception) check reveals coded accounts of                  If this approach is too simplifying or unbelievable for
                 the dragonkin’s prisoner train, indicating the location          you, and you would rather handle the NPCs as part of
                 of dragon lairs in the vicinity—which the other captives         the party during encounters, simply have them act by the
                 agree to avoid—with some notes in Draconic referring to          player characters’ side on the same combat grid but impose
                 hopes of “finding somewhere to unload the cargo before           disadvantage on their attack rolls so that they don’t create
                 the culling takes place.”                                        an imbalance in the adventurers’ favor.
                     The other survivors have decided to brave the
                 desert and search for the Orphan’s Crags, rather than
                 returning to marked dragon territories.
                 If the adventurers have doubts, Byrtan
                 and Ymareen directly ask them to join
                 the expedition. They are the best and
                 most skillful in the group: “We honestly
                 can’t dream of succeeding without you.” If
                 necessary, Byrtan offers the party members
                 power and leadership, as they cannot offer
                 material rewards, once the group arrives
                 safely at the Crags.
                     Once the player characters are, hopefully,
                 convinced to travel with the survivors, the
                 actual adventure begins. Keep track of each
                 day the adventurers spend traveling. They
                 should reach the “Rock of the Motherless”
                 within the week, that is, before nightfall in
                 Drakhan time. Refer to the “Special Rules”
                 section at the beginning of this adventure for
                 guidelines regarding travel and survival across the
                 Shrilling Sands.
193
                                                                                      YMAREEN
                                                                                   A feisty Ysvalian woman reputed to be the best bare
                                                                                   knuckle fighter of her fjord, Ymareen is mostly cool headed
                                                                                   but will take no abuse from anyone, and she is nothing if
                                                                                   not determined.
                                                                                   YMAREEN
                                                                                   N female human (Ysvalian)
                                                                                   Armor Class 12
                                                                                   Hit Points 27
                                                                                   Attack +5 to hit, 1d6 + 2 bludgeoning damage
                                                                                      KIRKOS
                                                                                   Kirkos is a Primalian nationalist, categorizing his loyalties as
                                                                                   “Primalian first, Tyverian only if vampyri are within earshot.”
                                                                                   He is selfish and opportunistic, a “weasel of an individual”
                                                                                   according to his fellow escapees, but as one of the mountain
                                                                                   folk, he’s quite adept at finding caves and safe passage through
                                                                                   rocky heights. “I’ll lead, and you may follow… if you can.”
                                                                                   KIRKOS
                                                                                   CN male human (Primalian)
                                                                                   Armor Class 14
                                                                                   Hit Points 27
                                                                                   Attack +5 to hit, 1d8 + 2 piercing damage
194
                      VYRIS
                 The oldest member of the band, Vyris is neither man nor
                 woman but both at once, and they used this to become the
                 most reputed Skol performer across the Ysvalian southern
                 borders, as well as in more than a few of the “uncouth
                 Primaliani homesteads.”
                 VYRIS
                 N nonbinary human (Ysvalian)
                 Armor Class 12
                 Hit Points 22
                 Attack +5 to hit, 1d8 + 2 slashing damage
                   Day 1                                                               If the party survives the fight, they notice the sandstorm
                                                                                   increases its intensity. Read the following aloud:
                   The adventure proper begins as the expedition enters
                   the desolate wastes to the west, unsure of their success
                   but steeled and gritty. After a few hours’ march, the              Without warning, a massive, undefined form
                   scouts, either the twins or any player character that has          appears nearby, shadowed amidst the scorching
                   volunteered for the task, notice a rocky outcropping ahead,        winds. You can hear the muffled crunch of bones
                   which should provide shelter or, at least, a bit of shade.         and then… silence.
                       A half-mile before reaching the outcropping, however,
                   the party notices a distant rumbling, a mix of wind                  But, when the storm lifts, there’s nothing there, except
                   ululating as it cuts through the rocks and the hissing of       for the remaining maimed bodies of the dead. Some are
                   sand in the distance. A DC 15 Intelligence (Nature) or          gone, however, as if vanished into thin air, and some show
                   Wisdom (Survival) check recognizes these as the signs of        marks that something large and vicious ripped them to
                   a coming sandstorm. Byrtan and the others make a run            shreds quickly and ruthlessly. There are no other marks or
                   for the outcropping, yelling for the party to do the same.      tracks to follow or identify whatever did this.
                       As the ululating wind grows louder, the adventurers         If the party searches the remaining dragonkin’s bodies, they
                   finally reach the rock formation, which features a natural      find only three flint blades. Everything else was smashed
                   path between two irregular stone walls, ideal to hide in.       to bits by the mysterious, colossal thing in the dust storm.
                   The problem is that there is already someone there: a band      The dragonkin’s bodies shared a mark, a rune inscribed on
                   of nine Exor dragonkin scouts who were also trying to           each their left shoulders with the Draconic word Tavixxlud,
                   hide from the sandstorm. Although they belong to the            meaning “culling.”
                   same brood, they have no association with the party’s           Vyris, the old performer, mentions that they once heard the
                   former captors, but they attack anyway, for unsupervised        other prisoners talk about how the Exor dragonkin formed
                   Valernians must be subdued or killed on sight.                  hunting bands and tested their skill against each other, with
                       If the fight goes on for 1 minute or more, the              the best hunters and stalkers earning their dragons’ favor.
                   sandstorm hits. Every combatant, dragonkin and player           This mark must have been the one distinguishing this
                   character alike, must spend their next action to find shelter   “hunting band.”
                   behind a rock wall, or else take 9 (2d8) fire damage plus            The adventurers may take a long rest by the shade of
                   9 (2d8) piercing damage at the start of their turn for          the great rocks, or advance for a few more hours and take
                   each round that they remain in the open.Furthermore,            it later on the open. Regardless, the rest of the day passes
                   any non-dragon creature that takes damage from                  without incident.
                   the Drakhan sandstorm must succeed on a DC 19
                   Constitution saving throw or become Blinded for 1 round.
196
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G E
                                                                                                            D
                                                                                            D
                                                                                                        C
                                                   H
200
                 DEVELOPMENT                                                    F. Underlake
                 If the party manage to escape with the prisoners, the
                 dragonkin will not join their expedition beyond area E, as         You come to a ledge from which you can see an
                 joining forces with prey breaks Rawraxxa’s law, but they           underground lake, some 30 feet below. The climb
                 will reward their saviors with the following information:          down looks easy enough.
Exor dragonkin
201
Salt Stalker
202
                 As soon as the adventurers approach the bridge, the                  The underground canyon is about 160 feet deep and
                 witch summons the Root for aid, causing it to pierce the         50 feet wide. The wall is irregular enough that climbing
                 walls and ground of the cave, reaching out for intruders         presents no challenge, but it’s slow and arduous work,
                 everywhere inside and filling up the chasm under the             requiring about 10 minutes to climb down one canyon
                 bridge with a writhing mass of coiling stalks and thorns.        face and 20 to climb up the other. A character may climb
                                                                                  at a faster pace (half their normal speed) by succeeding on
                     The party must fight the mydru witch, plus six               a DC 15 Strength (Athletics) check for each chasm wall,
                 weedwraiths. In addition, at the start of each of their          but if the check fails, the character falls mid-climb from a
                 turns, every party member must succeed on a DC 17                height of eighty feet, taking 28 (8d6) bludgeoning damage.
                 Dexterity saving throw or take 10 (3d6) piercing damage
                 from the Root’s vines and thorns writhing everywhere.                If the party revealed themselves to the mydru back
                 These vines stop, receding back into the rock walls again,       at area E or killed the mydru witch, there’s a band of
                 if the witch is defeated or if the clump of vines on the far     vengeful mydru on their heels; if the adventurers don’t
                 platform is destroyed (AC 22; hp 135; lightning immunity,        climb down and out the Chasm quickly, the mydru
                 bludgeoning resistance, fire vulnerability).                     catch up with them. When the party is halfway down
                                                                                  the first canyon wall, twelve mydru raiders arrive.
                    If the party left area E unnoticed, they find this            Immediately, four begin making ranged attacks at the
                 cave empty, and the Root is dormant. The adventurers may         adventurers from above while four climb down the
                 even destroy the root clump on the platform without the          canyon face, attempting to converge on the party from
                 Root resisting.                                                  all directions as they climb, and the remaining four
                      If the adventurers cut the dying dragonkin down             climb all the way down the wall at top speed and wait
                 from the vines, it feebly gives this warning: “Valernians…       for the party at the bottom of the chasm.
                 don’t return… to the surface… Hide… Hide deep… The                  While climbing, a character has disadvantage on all
                 culling has been ordained… It’s a trap… It’s all a traaap…”      weapon attack rolls and Strength and Dexterity checks and
                 At which point the prisoner dies or, if the adventurers heal     cannot use two-handed tools or weapons. They may climb
                 it, falls unconscious. If saved and questioned further, the      a maximum of 10 feet up, down, or sideways during their
                 dragonkin knows only the following:                              move, and they may not Dash or Disengage. A character
                    • Rawraxxa set the Tavixxlud dragonkin after the party.       may attempt a DC 19 Strength (Athletics) or Dexterity
                                                                                  (Acrobatics) check to move their full speed during their
                    • She has sent one of her dragonkin tribes after every        turn, falling off the chasm wall on a failed check.
                      party and individual that sets out west toward the
                      Orphan’s Crags.                                                 A character that uses any spell or effect that allows them
                                                                                  to cross the chasm through the air risks coming across
                    • None have survived. Rawraxxa gets every last one            underground gas pockets from cracks in the cave ceiling,
                      in the end.                                                 roughly at the height of the chasm’s ledges. A successful
                    • Rawraxxa does this for sport. She uses the dragonkin        DC 21 Intelligence (Nature) or Wisdom (Perception or
                      harriers to rattle the prey, to test her victims and        Survival) check allows a character to notice the gas pockets
                      determine whether they are worthy of her.                   before crossing.
                    • Nobody has been proven worthy of Rawraxxa before.                A character that wants to fly or otherwise travel
                      They all die at the hands of dragonkin hunters, or the      through the air across the chasm and doesn’t specifically
                      desert itself, before reaching the Crags.                   declare that they are flying low must succeed on a DC 21
                                                                                  Constitution saving throw against the poisonous gas or
                    • But if Rawraxxa deems prey worthy, if she joins the         fall unconscious mid-flight, potentially ending their flying
                      hunt, then whoever tries to reach the Rock of the Lost      effect and causing them to plummet the entire 160 feet
                      Mothers will have to face the Apex Predator herself.        down to the chasm floor.
                     If asked their thoughts on this, the NPCs                       Any player character that successfully crosses the chasm
                 accompanying the party, especially Byrtan and Ymareen,           by climbing down one side and up the other must succeed
                 remain steadfast in their goal to reach the Orphan’s Crags       on a DC 20 Constitution saving throw or gain one level of
                 or die trying, for what other hope is there for Valernians on    exhaustion for the grueling effort.
                 this forsaken moon?
                 I. Chasm                                                         J. Stream
                                                                                  This small underground creek comes down from the lake
                 This chasm is the only place where it is possible to cross the   in area F, which in turn is sourced from the springs at the
                 great underground canyon that cuts through the tunnels.          top of these mountains.
203
                                                                                     Rewards
                                                                                     Returning to the Shrilling Sands marks a milestone in the
                                                                                     adventure. Award all player characters an advancement to
                                                                                     their next level.
Vyris
204
RANCOR
205
206
                                                 Mountain Pass
                                                   Tunnels
208
209
                       As soon as you spy it in the distance, you realize                   As the party approaches the entrance to the Orphan’s
                       why this area was marked as “The Crystal Rise” on                Crags, they come across Byrtan, fighting madly against
                       the map. Its low elevation is covered in protruding              the last two surviving Tavixxlud dragonkin. The Ysvalian
                       crystal clusters, which dazzle the eyes with sharp               has become the picture of brutal, predatory efficiency as
                       spotlight reflections. You’ll have to travel over these          he twists and turns, skewering one of the dragonkin while
                       to continue westward.                                            kicking the other to the ground.
                                                                                            As the fisherman jumps to finish off his enemy, he looks
                       As the party crosses the Crystal Rise, a sycalid swarm           up at you. “Wha? This is survival. This. Survival. This!” But
                   comes out of the crystal formations to attack and devour             he manages to say nothing else. A deep growl and the hiss
                   the adventurers. Distracted by the light reflections all             of sand, quickly pushed up and aside, precede the dusty
                   around, the adventurers must succeed on a DC 24                      explosion as a gargantuan figure erupts from below the
                   Wisdom (Perception) check made with disadvantage to                  desert floor and releases its triumphant roar as it devours
                   notice the approaching sycalids, or else be surprised at the         Byrtan’s mangled form.
                   start of combat.                                                         Rawraxxa, the Apex Huntress, has finally revealed
                       After the battle, the adventurers are splattered with a          itself, pleased with the quarry that has made its way
                                                                                        into her lair in the middle of the Shrilling Sands and
                   viscous, bluish, sap-like substance that carries a faint, sickly     at the foot of the Rock of the Motherless. She was the
                   sweet odor. Characters with Inspiration notice that not              Motherless. This was always her lair.
                   only is the musk bearable, but it even excites them a bit,
                   makes them hungry.                                                       If the party fought the sycalid swarm, the Great
                                                                                        Wyrm seems eager to strike but starts circling around
                       If consumed, the sycalids taste like salted honey, with          the party. Have the adventurers make a DC 21 Wisdom
                   notes of mushroom or shrimp. Any character that partakes             (Insight or Survival) check. A success reveals that the
                   of sycalid meat gains Inspiration if they didn’t have it already.    Apex Huntress finds the sycalid musk clinging to their
                                                                                        bodies deeply revolting. A failed check simply assumes
                                                                                        that it is still toying with them for its twisted pleasure.
                   Rewards                                                              Then, Rawraxxa burrows into the sand again, waiting for
                                                                                        the party to lower their guard before striking from below.
                                                                                            And thus, the final battle begins.
                   As the party leaves the Crystal Rise and approaches
                   the Crag’s Gate below, it marks a milestone in the
                   adventure. Award all player characters an advancement
                   to their next level.
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                                              RAWRAXXA,
                                            APEX HUNTRESS
215
                                                                                                        Special Actions
           ACTIONS                                                                                      Burrow (1 Action). If Rawraxxa isn’t already burrowing, she may immediately
                                                                                                        burrow underground, moving freely through the ground up to her full burrow
                                                                                                        speed.
           Upkeep Actions                                                                               Sand Wall (2 Actions). Rawraxxa raises a dust cloud around her. Any attack
           During Rawraxxa’s upkeep, she replenishes her action pool up to its maximum for the          rolls made against Rawraxxa suffer disadvantage until her next upkeep.
           current phase, and she may take any of the following actions.                                Heatwave (3 Actions). All creatures within 20 feet of Rawraxxa must succeed
                                                                                                        on a DC 23 Constitution saving throw or take 21 (6d6) fire damage.
           Sandstorm (0 Actions). Once during her upkeep, Rawraxxa may raise a dust devil
           around a single creature of her choice that she can see or sense. The target must make       Mirage (3 Actions). Rawraxxa gains a non-magical effect until her next
           a DC 22 Constitution saving throw, taking 14 (4d6) slashing damage and becoming              upkeep. While this effect remains active, Rawraxxa has advantage on all melee
           Blinded until Rawraxxa’s next upkeep on a failed save. A successful save halves the          attack rolls, and hence, deals her listed sneak attack bonus damage on all melee
           damage and negates the Blinded condition.                                                    attacks, and all attack rolls made against her suffer disadvantage. Rawraxxa
                                                                                                        must spend 1 action during one of her future upkeeps in order to use this
           Sudden Sand (0 Actions). Once during her upkeep, Rawraxxa may create a column of             ability again.
           sand arising from a target point she can see within 90 feet. Any creature within 10 feet     Sand Trap (3 Actions). Rawraxxa creates a sinkhole in an area no larger than
           of the chosen point must succeed on a DC 22 Dexterity saving throw or take 7 (2d6)           a 30-foot cube, centered on a point within 90 feet of her. Any creature in the
           bludgeoning and 7 (2d6) slashing damage.                                                     targeted area must succeed on a DC 22 Strength saving throw or fall Prone
           Shake (1 Action). Rawraxxa can shake all of her body parts. Any creature mounted             and become Restrained. An affected creature remains Prone and Restrained by
           on one of Rawraxxa’s body parts must make a Strength or Dexterity saving throw               the sinkhole until they use an action to perform a DC 22 Strength (Athletics)
           (DC according to body part) to stay perched. On a failed save, the creature falls to the     check to escape its pull.
           ground, takes 10 (3d6) bludgeoning damage, and becomes prone.                                End of Life (5 Actions). The area around Rawraxxa becomes incredibly
           Regenerate (3 Actions). Once during each of her upkeeps, Rawraxxa heals one body             hot and dry. Any creature within 60 feet of Rawraxxa must make a DC 25
           part that has not been reduced to 0 hit points. The chosen body part regains half of its     Constitution saving throw, taking 31 (7d8) fire and 31 (7d8) necrotic damage
           hit point maximum.                                                                           and suffering two levels of exhaustion, or half that damage and one level of
                                                                                                        exhaustion on a successful save. Creatures that fail the save also lose all of their
                                                                                                        potions, water, and liquid items as they dry up instantly. Any plant or water-
                                                                                                        based creature suffers disadvantage on this saving throw and takes double the
                                                                                                        listed damage on a failed save, or full damage on a success. Using this ability
                                                                                                        causes Rawraxxa to suffer one level of exhaustion.
                                                                                                      216
Alejandro Maroto (Order #37771216)
           RAWRAXXA’S BODY PARTS
                                                                                     Shake DC 21 (grounded)
                         Wings            HP N × 25      AC 22 (natural armor)
                                                                                     or 25 (flying)
                         Broken. Rawraxxa’s mighty wings are punched through with holes all over and
                         hanging flaccidly in various parts. She cannot move them anymore and drags
                         them around like a broken kite.
                              If Rawraxxa’s wings become broken, she loses her fly speed and cannot use her
                         Wing Flap any longer.
                               If airborne, Rawraxxa immediately falls to the ground, suffering 14 (4d6)
                                                                                                                                    Head              Hit Points N × 45        AC 26 (natural armor)          Shake DC 25
                         bludgeoning damage on a random lower body part. Any creature mounted on
                         Rawraxxa’s body must succeed on a DC 20 Dexterity saving throw to jump away or                             Broken. Rawraxxa’s jaw seems dislocated. The fins on her head have fallen off, and
                         suffer the same fall damage plus 55 (10d10) bludgeoning damage from being crushed                          one of her eyes blinks uncontrollably. She defiantly licks the blood off her own face.
                         under Rawraxxa. If the save is successful, the creature only takes 7 (2d6) bludgeoning
                         damage from the fall and no additional damage.                                                                   If Rawraxxa’s head becomes broken, she suffers disadvantage on all
                                                                                                                                    Wisdom (Perception) checks, and her bite damage is reduced to 13 (3d8)
                                                                                                                                    slashing damage.
          Broken. Rawraxxa tries to move her tail but only manages to roar in                                                     If Rawraxxa’s upper torso becomes broken, she has disadvantage on her
          frustration as it snaps instead of swinging.                                                                       claw and Wing Flap attack rolls, and all of her breath weapons cost 1 additional
                                                                                                                             action to use.
                If Rawraxxa’s tail becomes broken, she can no longer make tail fan attacks, her
          burrow speed is eliminated, she cannot use her Burrow special action, and mounting
          this body part no longer requires an ability check.
                                                                                                                  Broken. Rawraxxa’s right claw hangs limply. She touches it with her nose,
                                                                                                                  then looks daggers at you.
                                                                                                                       If Rawraxxa’s right claw becomes broken, she cannot use it for combat. She
                                                                                                                  can no longer make more than two claw attacks in a single turn. If both claws are
                                                                                                                  broken, she can no longer make claw attacks or use her Burrow special action.
          Broken. Rawraxxa drags her lower body like a wounded dog, but she ignores
          it. She focuses on punishing the ones guilty for her indignity.
               If Rawraxxa’s lower torso becomes broken, she can no longer use her Burrow
          special action. Additionally, her speed, burrow speed, and climb speed are all reduced
          by 20 feet, and mounting this body part no longer requires an ability check.
          Broken. Rawraxxa’s left leg bends at an unhealthy angle, and she roars in
          pain as she steps on it.
                If Rawraxxa’s left leg becomes broken, she loses 10 feet from her speed,
          burrow speed, and climb speed. If both of her legs are broken, her speed is reduced
          to 10 feet, her burrow and climb speeds are eliminated, and she can no longer use
          her Burrow special action.
                                                                   I
                 “…Thus it only makes sense that there               n search of a fabled artifact—a myth,
                                                                     perhaps—a group of daring adventurers
                 would be no beauty without pain.                    must enter Paradis, the lair of Sivax, the
                 All else is dull, senseless, boring. Only sheer   Azhurma of Brood Magnifex and lord of art
                 horror is perfect ecstasy.”                       and beauty.
                   T
                          he player characters have found a map to a wondrous
                          treasure. However, this treasure is located in one
                          very specific place: a bismuth pool somewhere                 Before Playing at the Table
                   deep inside Paradis, the territory claimed by Sivax, the
                   Prince of Perfect Ecstasy and head of the Magnifex brood.            Before you start to play, consider the following
                   Finding the item will require the party to enter one of the          and let the players adjust accordingly:
                   darkest, most forbidden places of Drakha and come face to              • Read through the adventure, taking notes
                   face with the many horrors awaiting within.                              of anything you want to highlight or even
                                                                                            change to better fit your narrative style. Read
                                                                                            through the nonplayer characters to know
                   Running the Adventure                                                    how they would act and react off script if
                                                                                            your players do something different. Prepare
                                                                                            any handouts you want to include and read
                   “The Crystal Haunts” is an epic adventure meant for                      through the encounters and the creatures’
                   three to five players that will start at 17th level. During              stat blocks.
                   the course of the adventure, the adventurers will advance
                                                                                          • If your players are making new characters
                   to level 20 using the milestones system before entering
                                                                                            for this adventure, ask them to provide you
                   the final battle against the Azhurma Sivax Magnifex, the
                                                                                            with their character details, making sure to
                   Prince of Perfect Ecstasy.
                                                                                            provide them the necessary information for
                      This adventure is set on Drakha, also known as The                    their characters to fit the adventure with an
                   Red Moon, a world ruled by dragons and their kin. The                    appropriate backstory and motivation for
                   humanoid races of Valerna are scarce here, and most of                   the setting.
                   the native creatures are unfriendly—when not actively
                   hostile—to them. You don’t need to know everything                     • “The Crystal Haunts” relies on some body
                   about the Red Moon to properly run this adventure,                       horror and fantasy portrayals of mental
                   as most of the places and situations, as well as NPCs                    conditions. It is necessary that you talk with
                   and creatures, will be detailed throughout the following                 your players regarding consent and safe
                   pages.                                                                   environments before running the adventure,
                                                                                            so you can adjust to make sure everyone is
                       The “Adventure Background” section will tell you
                                                                                            having a good time. If no middle ground
                   everything you need to know to set up the adventure.
                   The “Adventure Overview” section describes how the                       can be agreed upon, do not worry. There
                   adventure is expected to run and gives you a broad                       are other adventures in this book, sure to fit
                   sense of the events and how these should unfold                          every taste.
                   throughout. The adventure proper will follow that
                   overview. Finally, the appendices will provide you with
                   all the additional information regarding NPCs and
                   magical items, and the maps provided will give you a
                   better sense of the special locations described below.          Paradis
                                                                                   The Magnifex domain, Paradis, is one of the few
                                                                                   dragon territories where most of the structures lie
                                                                                   underground, as most of the Magnifex dragons use
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                 An Item of Note
                                                                                D
                                                                                          escribe the cylinder and its contents to the party,
                                                                                          whether they are opening it for the first time
                                                                                          or have already opened it before getting to the
                        As barren and lethal as it may seem to both             Fountains. The cylinder itself has an ancestral engraved
                        Valernians and the dragons of various broods
                                                                                code, alien and archaic even to ones that understand the
                        cursed to rule over and inhabit it, Drakha also
                        hides many secrets and haunting vistas of raw,          Draconic tongue it’s written in, indicating that it is ancient
                        unadulterated beauty and coarse splendor.               even by dragon standards.
                            One such vista is that of the Fountains of              Inside the cylinder are three rolled-up parchments
                        Magnificence, a rocky hill said to be covered in        belonging to one “Mutroz, Artificer and Alchemist,”
                        stunning bismuth formations and quicksilver             charged with a most important task by the azhurma of the
                        lakes, which cover the landscape in shimmering          Magnifex, Sivax himself. The first scroll is a brief account
                        colors for many kilometers. It is the domain of         of Mutroz’s recent life and artistic endeavors, which hints
                        the vain and beautiful Magnifex dragons and             at their immense talent and magic power. The second
                        their Azhurma Sivax, the self-proclaimed Prince         document is a set of detailed instructions to process the
                        of Perfect Ecstasy.                                     various ingredients required to craft what Mutroz calls “the
                            After finding an exquisitely crafted cylinder,      Cloak of Evershifting Skins, an artifact of incredible power
                        you set out for the Fountains of Magnificence,          that will allow its wearer to move beyond time and space,
                        following the map found within, for if the words        even in the world of dragons.”
                        contained within the cylinder are to be believed,
                        deep within its tunnels awaits the final ingredient         The final parchment presents a map with the location
                        needed to build an artifact of cosmic power.            of the rarest and most important ingredient to make the
                                                                                artifact: everflux quicksilver, found only in the pools right
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                                                                                       11
                                                           8
10
                                     9
                                                       6
                                                                                                5
                                               7
                                                                    3
4 1
226
                 6. The Promenade
                 Read the following aloud when the adventurers proceed
                 into this area:
                      Every time the party travels through this tunnel, each
                                                                                             Magnifex dragonkin
                                                                                   227
Magnifex Songmaster
228
229
230
The Flux
231
                    A
                            t this point of the adventure, the party has made            Currently, the Halls are home to three schools of
                            it past the outer canals and should have realized         Magnifex visual arts: the Mindcarvers, Boneshifters,
                            that something is following them. They are now            and Fleshcrafters. All of these schools are based on the
                   inside the inner tunnels actually leading to Sivax’s inner lair,   use of living beings as tools for artistic inspiration and
                   in an area the Magnifex refer to as the Halls of Crafting.         pursuit. Sivax allows them to practice their art here,
                   These tunnels used to belong to the Architect at the height        endorsing them as he has many other artistic movements
                   of their work. They have since been variously occupied by          throughout the millennia.
                   Sivax’s dragon protegés, dragonkin aesthetic scholars and
                   Magnifex sycophants.
232
                 The Halls of Crafting                                                 This immense tunnel, wide enough for a dragon to
                                                                                   comfortably glide through, displays the most recent art
                                                                                   projects of the Mindcarver and Fleshcrafter alumni for
                 While still rough-hewn and refracting enchanting light            all visitors to see.
                 through their mercury reflections and irregular stone                Nondragons that travel the corridor must succeed on
                 walls, the Halls of Crafting show a bit more symmetry             a DC 20 Wisdom saving throw or become frightened of
                 and intentional masonry than the outer caves, with carved         the “art” until they leave the tunnel, risking madness as
                 arches, paved foyers, well-maintained doors, and the              described in the “Special Rules” section.
                 occasional crystalline lamp.
                     As the adventurers proceed through the inner tunnels,
                 they can hear muffled cries and tortured moans echoing            14. The Chamber of Skulls
                 through the walls and passages. The Entity’s unseen                    As the party approaches the door to this chamber, they
                 presence keeps haunting the party but still only lets itself      notice a slowly rippling glow coming from underneath it.
                 be known very sporadically, through occasional glimpses at        The door is closed, but unlocked. Read the following aloud
                 the edges of vision and unexpected noises, startlingly close      if the adventurers enter the chamber:
                 to the adventurers.
                      If the adventurers still have a boat at this point, the          This large cave contains little over a dozen
                 Entity waits for them to cross the second gate (area 15,              columns of different sizes, decorated with the
                 map 7.2). Then, as soon as the adventurers leave their boat           encrusted skulls of various humanoid and
                 unattended to explore a chamber, or for any other reason,             dragonkin creatures. Natural light comes down
                 it attacks the vehicle, not to actually damage it but for the         in a series of crystal beams, illuminating the
                 adventurers to find scratches and other marks on it when              columns’ interior. The light captured therein is
                 they return. Any character discovering or observing this              released as a pulse through the skulls’ sockets,
                 damage for the first time must make a DC 20 Wisdom                    nostrils, and mouths—those that still have their
                 saving throw. A character that fails the save becomes                 mandibles attached, that is—making them emit
                 frightened of the Entity’s potential presence for 1 minute            light of different colors, creating an eerie effect.
                 and risks madness as described in the “Special Rules”
                 section.
                                                                                       If the adventurers explore this room, the Entity
                    The adventurers begin their exploration of the inner           stalking them becomes more restless and makes its
                 tunnels at area 13.                                               presence more evident to the party, starting by casting
                                                                                   long shadows from different corners of the room, with
                                                                                   the gloomier and more unnerving ones seeming to
                 13. The Exhibition                                                come from somewhere above where the adventurers are
                 Read the following aloud when the party enters this area          standing. Still, despite its proximity to the intruders, the
                 (map 7.2: The Halls of Crafting):                                 stalker remains unnervingly silent.
                                                                                       Then, the adventurers hear the sound of claws
                       You approach an immense tunnel, which leaves                scraping the crystalline structures in the room, and the
                       no doubt you’re entering an area where dragons              resulting cracks in some of the columns cause the light
                       live. However, the most eye-catching feature of             to bleed out of them. Have each adventurer make a DC
                       the tunnel is not its size but the grisly display           22 Intelligence saving throw to quickly turn away or
                       along its walls. You pass before a horrible                 cover their eyes. Each character that fails is Blinded for
                       assortment of disturbing constructs, most made              1 minute.
                       of a shocking mix of the flesh and bone of dead                 Each blinded adventurer must then succeed on a DC
                       humanoids intertwined with metal shapes.                    24 Strength saving throw or be shoved by an unseen
                           These pieces greet you as if in an exhibition,          force, taking 4 (1d8) bludgeoning damage plus 4 (1d8)
                       hanging from the cave ceiling by filigreed                  slashing damage and falling prone. The unseen force
                       threads, nailed or merged into the walls through            continues to graze and shove each blinded character
                       unknown and painful-looking processes, or                   in this manner every round until they leave the room
                       standing on rock pedestals as if they were still            or are no longer blinded. If at any moment there are
                       living creatures, forever frozen in tortured                no blinded characters in the room, the Entity stops its
                       postures or encased in spiked quicksilver.                  attack altogether and disappears.
                                                                                      As before, no ability check or divination spell effects
                                                                                   can detect the creature or force it to show itself, as if
233
20
18
16
15
                                                                                      14
                                      17
19
13
                       The Halls
                       of Crafting
                       1 square = 5 feet
                   light and magic itself were afraid of the creature’s true       or become Frightened of it for 1 minute, risking madness
                   form. However, any character who isn’t blinded notices          as indicated in the “Special Rules” section.
                   a faint blur in the air, a sort of moving darkness too
                                                                                       A DC 22 Wisdom (Perception) check reveals a niche
                   indefinite to target or pinpoint with any action, attack, or
                                                                                   at the base of one of the columns with a small box within.
                   effect, but undoubtedly present. A character that notices
                                                                                   The box is of a sturdy yet light, unidentifiable metal. It has
                   this blur must succeed on a DC 19 Wisdom saving throw
234
                 a lock on top and a depression on one side the same size as            If the trap is not deactivated, the first creature
                 the cylinder’s width. If the cylinder is placed inside it, the     crawling through the tunnel is targeted with a melee
                 lid pops open. The box contains more notes by Mutroz,              attack with a +11 bonus. If they are hit, they take
                 documenting its greatest creation: a perfect, masterwork           11 (1d8 + 7) piercing damage and 11 (2d10) poison
                 golem known as Vo’okhateth, the Stonecutter.                       damage. In addition, they must succeed on a DC 24
                                                                                    Constitution saving throw or be Poisoned for one hour.
                 15. The Second Gate                                                   Read the following aloud if the adventurers enter the
                                                                                    chamber:
                 Read the following aloud as the adventurers enter this
                 area:                                                                  This small cave, unusable to dragons and clearly
                                                                                        meant for their dragonkin servants, is filled
                       You reach another grate, this one clearly newer                  with abandoned, rusty workshop tools, from
                       and better maintained than the one before. The                   the artistic to the vicious-looking. A metal lever
                       massive lock is controlled by a quarterstaff-sized               protrudes out of a stone wall to your right.
                       metal cylinder which reaches into the wall. There
                       is no keyhole, suggesting you must somehow                      The room beyond the tunnel is filled with long
                       move the cylinder to gain access.                            abandoned tools, mostly used for carving crystals. A
                                                                                    DC 17 Intelligence (Investigation) check reveals that
                                                                                       some of the parts can be fit together to create a long
                     Another grate impedes the adventurers’                               shaft, obviously designed to hold a blade or axe
                 navigation beyond this area. A not-very-well-                              head of some sort at its top.
                 hidden cavity that leads to area 16 can be
                 found through a successful DC 16 Wisdom                                          A metal lever protrudes from one of the
                 (Perception) check. Opening the lock from                                      walls. Pulling it unlocks and opens the grate
                 this area requires a DC 22 Dexterity or                                         in area 15.
                 Strength check. Otherwise, the only way                                               There is also a dusty leather satchel
                 to unlock the grate is to push the locking                                         with another heap of parchments and a
                 cylinder by pulling the lever in area 16.                                          diagram of what seems to be the shaft of
                    Beyond this area, the light starts to grow                                      some kind of poled tool or weapon. One
                 dimmer as the party goes further down the                                           of the notes in the parchments reads,
                 canals, and they perceive that the quicksilver                                      “As if blemish from close foulness could
                 current has become noticeably faster. A                                             mean more harm to the azhurma than
                 successful DC 22 Wisdom (Perception or                                               the deepest of cuts.” This is one of the
                 Survival) check reveals that the canals are                                          two parts of Um’Frêki, the Hooked
                 going deeper underground after this point.                                            Render, which the Architect intended
                                                                                                       to use against Sivax (see appendix B).
                                                                                                        If the adventurers find both parts of
                 16. The Garret                                                                         the weapon and the forging spell left
                                                                                                         behind by Mutroz, they can assemble
                 The only entrance into this room is                                                     Um’Frêki and use it during the last
                 a rectangular cavity near the floor                                                      encounter with Sivax.
                 in area 15, requiring a human-sized
                 creature to crawl through a small
                 tunnel to enter.
                                                                                                         17. The Refuse
                     The tunnel has a poisoned spear
                 trap that can be deactivated by                                                         Sluice
                 pushing a rock on the right-hand                                                        This room is found after a long
                 side. Anyone looking for traps                                                           winding tunnel to the left of the
                 can attempt a DC 18 Wisdom                                                               intersection after area 15. In this
                 (Perception) check to find the trap                                                       tunnel there is a readily apparent
                 and the mechanism that deactivates it.                                                     current coming from under one
                 Any character with a passive Wisdom                                                         of the cave walls. Any character
                 (Perception) score of 18 or higher                                                           can attempt to swim through
                 automatically finds the trap and how                                                          here against the current by
                 to deactivate it.                                                                              succeeding on a DC 22
                                             Column of Skulls
                                                                                  235
Carrionmaw wurms
236
                 18. The Miasma Crossroads                                        stairs must succeed on a DC 22 Dexterity saving throw
                                                                                  for every 10 feet of ascension or take 7 (2d6) slashing
                 Read the following aloud if the adventurers enter this area:     damage.
                                                                                      If an adventurer wants to peer over the balcony, they
                       This is a junction of three tunnels symmetrically          must succeed on a DC 23 Dexterity (Stealth) check,
                       carved into the stone: the one you came from and           made with advantage, to avoid detection. Read the
                       a stone passage of solid ground to both your left          following aloud as the character peeks at the scene on
                       and right. There is a sculpted dome in the ceiling,        the ground floor:
                       inlaid with hundreds of crystal prisms that reflect
                       the few rays of light onto the shiny, silvery, and
                       mercurial surface. The air is strangely stuffy and             You witness a true chamber of horrors, where
                       heavy here.                                                    four Magnifex dragons, assisted by hordes of
                                                                                      dragonkin dressed in gaudy robes, perform
                           If you continue this way, you’ll have to leave             hideous mutilations and modifications on the
                       the boat.                                                      bodies of captive, living creatures, and also on
                                                                                      their own bodies, in what seems to be some type
                     The mercurial vapors are strong in this area and directly        of demented aesthetic pursuit.
                 attack the minds of travelers. All characters must succeed
                 on a DC 22 Wisdom or Constitution saving throw or                    This is the main workshop of the Fleshcrafter and
                 begin suffering hallucinations related to their past failures    Boneshifter artistic schools, As their names imply, half the
                 and negative experiences. Besides each player’s tailored         “artists” in the chamber pursue extreme flesh alterations,
                 hallucination, they all see something else in their minds,       and the other half experiments with divergent repurposing
                 even those that succeed on the save. It seems to be a            of bones and osseous structures.
                 huge, fleshy figure, more like a shade than a solid creature,
                 lurking in the background and looking at the characters’             Any character witnessing this scene must make a DC
                 misadventures with a combination of joy and abject fear.         20 Wisdom saving throw or become Frightened of these
                 When the hallucinations pass, after roughly 1 minute, the        activities until they leave the chamber, risking madness as
                 creature is nowhere to be seen.                                  indicated in the “Special Rules” section.
                     To the left and right of the junction there are two              Fleshcrafter dragons wear the bloodcurdling results of
                 opposing docks, each leading to a small atrium carved with       their many projects in the form of trinkets made from skin
                 strange hieroglyphs and extending for a couple dozen feet        and muscles stitched together and, in some cases, grafted
                 before ending at a huge wall. There is a set of heavy doors      onto their own bodies, morbidly clinging to spots where
                 at the end of the atriums to the left and right, each leading    their dragonkin helpers removed some of their scales for
                 to areas 19 and 20, respectively. Vague, muffled moaning         this very purpose.
                 sounds come from both directions.                                     Boneshifters like to display their own bones, jutting out
                                                                                  of their muscles or rib cages or with the bones and limbs
                                                                                  of other creatures attached to them, with bizarre skeletal
                 19. The Soft Materials Hall                                      frames encasing their faces and shoulders. Their bodies are
                 As the party enters the short, dark corridor that leads to       filled with bone piercings, and some peel part of the flesh
                 this chamber, they are hit with the metallic smell of blood      off of their own skulls, creating works of art with their own
                 and a wall of sound, created by the nondescript wailing and      exposed bones.
                 moans of unseen creatures. Both the cacophony and rusty              There are twenty experimental stations at the ground
                 smell are unnerving yet bearable.                                level, currently occupied with both dragonkin and
                    The balcony at the end of the corridor (marked with           Valernian victims in varying stages of “development,” all
                 an A on map 7.2: The Halls of Crafting) stands 40 feet           connected to hoses and manned by dragonkin assistants. A
                 above the ground. The high ground and balustrade                 successful DC 16 Wisdom (Perception) check reveals these
                 grant advantage on the player characters’ checks to hide         hoses all connect to a central line that snakes to the back of
                 from the creatures on the floor.                                 the chamber and into a multifaceted, orb-like crystal.
                    The twin staircases leading down have narrow                      A player may reach the orb unseen by walking down
                 walls decorated with downward- pointing, beautifully             the stairs and succeeding on a DC 23 Dexterity (Stealth)
                 engraved hooks and spearheads, all capriciously aligned          check. A character with proficiency in alchemist’s supplies
                 but set in a way that they do not hurt anyone going              or tinker’s tools can take a close look at it, and if they
                 down the stairs. Anyone can descend the stairs without           succeed at a DC 20 Intelligence (Arcana) check, without
                 trouble, but a Medium or larger creature coming up the           any need for using the actual tools, they discover that
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                   T
                               his chapter begins with the party escaping or
                               making a last stand against a mob of crazed           The mercury canal ends here as the flow stops
                               dragonkin apprentices and art aficionados.            and gives way to a wide rocky chamber. The walls
                                                                                     are all heavily lined with bismuth formations.
                       If the adventurers try to escape, let them try to run
                                                                                     At the center of the ceiling, a skylight rises,
                   through the quicksilver or along the narrow ledges,
                                                                                     illuminating the room and showing how deep
                   but the dragonkin slowly gain on the adventurers
                                                                                     this chamber is.
                   unless they use magic to escape. If they choose to run
                   in the canal, keep track of the effects of quicksilver
                   poisoning. Regardless, the dragonkin eventually push             Once the party is in area 22, they must face nine
                   them toward area 22 in map 7.3: The Bismuth Vaults.           Magnifex dragonkin; the remaining dragonkin
                   Once the party arrives, read them the following:              apprentices stay behind and outside of the fight. If the
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                 players survive, the remaining dragonkin disperse and                   If the party shows Mutroz’s runed cylinder to
                 flee back through the canal. Something has scared them,             Stonecutter, the golem stops cold. It recognizes the
                 thus ending the encounter.                                          artifact. Its head comes closer to touch the cylinder; if the
                                                                                     party allows it, the golem manages to tell part of its story:
                    Then, another loud, high-pitched sound fills the
                 room, followed by a deafening crash, and a hole is
                 knocked out of the East wall, quicksilver pooling around                  “THE. ARCHITECT. BUILT. SIVAX.
                 the debris. Through the opening walks a 12-foot tall                    BETRAYED. MUTROZ. ENTOMBED.
                 crystalline construct of an alien yet immensely beautiful               FOREVER. BUT MIND. FREE. BUT. MIND.
                 shape, with a huge mining drill mounted on its tail that                TRAPPED. FREE. TRAPPED. FREE.
                 looks like the maw of a worm.                                           TRAPPED.”
                     If any dragonkin remain in the area, the construct shreds               As it says these words, the golem smashes its
                 a couple of them to pieces before turning to the party.                 own head in a futile gesture. Then, it grabs the
                    “MUST. FIND. THE. ARCHITECT.” It bellows in                          cylinder. “PATH. END. ENDLESS. SEARCH.
                 Draconic. “WHERE. IS. THE. ARCHITECT.”                                  AT. LAST. PATH. FOLLOW.”
                     This is Stonecutter, the crazed golem that has haunted
                 the Crystalline Maze for centuries, ever since Mutroz                   If the party follows Stonecutter, it leads them in a
                 built it to guard Sivax’s vault before their mysterious             straight line, smashing walls and bringing chambers
                 disappearance. For eons, its mind has been locked on a              down, to Sivax’s lair. Proceed to “The Last Stretch.”
                 single directive: find its lost creator. The adventurers have a
                 few seconds to act before it attacks them too.
                     If the party attacks, they must fight Stonecutter. If           The Last Stretch
                 they survive the encounter, they find a glowing metallic
                 rune in the golem’s remains. It is Mutroz’s rune of power.
                 Together with the cylinder, it leads whoever holds it               Read the following aloud as the party navigates the
                 to the entombed body of the Architect. With both                    Crystalline Maze and they enter area 23 (map 7.3),
                                                                                     following either Stonecutter or its glowing rune.
                 objects in their possession, the party may now follow the
                 path across the tunnels to Sivax’s lair, and the everflux
                 quicksilver pool, unhindered by pursuers or enemies.
                 Proceed to “The Last Stretch.”
                     If the adventurers try to speak with the golem,
                 it responds, surprised to find a lifeform willing to
                 communicate with it after millennia of loneliness.
                 It says nothing useful, however, simply repeating
                 variations of its mantra: “MUST. FIND. THE.
                 ARCHITECT. THE. ARCHITECT. IS.
                 LOST.”
Stonecutter
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23
22
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                        Sivax’s Actions
                        Actions per Round: N + 2
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                                        SIVAX, PRINCE
                                     OF PERFECT ECSTASY
                                                                                   The Rooms
                 Sivax Exploits                                                    Sivax is the most beautiful thing in the cosmos, but he
                                                                                   still likes other beautiful things. The eight rooms around
                 The following exploits can be used to take advantage of           his central hall, located behind the doors in map 7.3: the
                 Sivax during the battle, if the characters discover them.         Bismuth Vaults, contain his collections of artwork and
                                                                                   masterpieces from various worlds and eras, including only
                                                                                   the most precious and glorious artifacts in existence. And
                 Beauty and the Beast                                              he keeps these rooms unlocked, as he wishes to see these
                                                                                   works at his leisure.
                 If any character shows Sivax an exceedingly beautiful
                 artistic masterpiece (something created by an artist with a           As an action, a character within 5 feet of one of
                 +6 or higher proficiency bonus), or something incredibly          the doors marked around the main hall in map 7.3:
                 ugly (awful enough to require a saving throw to look at),         the Bismuth Vaults, can open the door, causing the
                 they may spend an action to attempt a DC 20 Charisma              treasures inside to be accessible and vulnerable. Sivax
                 check to distract Sivax with it. If the check succeeds, Sivax     won’t use his breath weapons or his Wing Flap in the
                 loses 2 actions from his current action pool. The same            direction of an opened door.
                 item cannot be used in this way more than once, and any               If a creature enters one of the rooms, Sivax feels
                 further attempts to use this exploit in the same round            his collection is threatened, and he will spend as many
                 have disadvantage on the Charisma check.                          actions as needed to remove that creature from the
                                                                                   area or kill them inside the room, without using his
                 The Mirrors                                                       breath weapons or Wing Flap. He will then block
                                                                                   access to the room permanently by using his Reshape
                 Sivax’s lair is full of mirrors where he can see his              Environment upkeep action.
                 reflection. Breaking one and using it to deform Sivax’s
                 reflection will temporarily disturb the dragon. As an
                 action, a character within 5 feet of a wall may break one
                 of the mirrors. Doing so causes Sivax to lose 1 action
                 from his current action pool. Sivax can lose no more than
                 1 action per round through this effect.
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Alejandro Maroto (Order #37771216)
                                                                                                                                                                     Shake DC 21 (grounded)
           SIVAX’S BODY PARTS                                                                            Wings           HP N × 40      AC 23 (natural armor)
                                                                                                                                                                     or 24 (flying)
                                                                                                         Broken. Sivax tries to rise away from danger, but his torn wings keep
           Sivax is very fond of his perfect body, and understandably horrified when                     him hindered.
           something happens to it. Breaking any of his body parts immediately                                If Sivax’s wings become broken, he loses his flying speed and cannot
           reduces Sivax’s current action pool by 2, as per the “How Dare You Break                      use his Wing Flap any longer.
           My Body” section under “Sivax Exploits” above.                                                     If airborne, Sivax immediately falls to the ground, suffering 14 (4d6)
                                                                                                         bludgeoning damage on a random lower body part. Any creature mounted
                                                                                                         on Sivax’s body must succeed on a DC 21 Dexterity saving throw to jump
                                                                                                         away or suffer the same fall damage plus 44 (8d10) bludgeoning damage
                                                                                                         from being crushed under Sivax. If the save is successful, the creature only
                                                                                                         takes 7 (2d6) bludgeoning damage from the fall and no additional damage.
                                                                                                         Broken. Scarred and weakened, Sivax slouches with pain and moral defeat.
                Tail         Hit Points N × 40        AC 23 (natural armor)         Shake DC 24
                                                                                                                If Sivax’s upper torso becomes broken, he has disadvantage on all of
                                                                                                         his claw attack rolls.
                Broken. In a fit of rage, Sivax tries to stab at you, but the tail falls limply at his
                side, making him more furious.
                    If Sivax’s tail becomes broken, he can no longer make tail stinger attacks,
                and mounting this body part no longer requires an ability check.
                                                                                                         Lower Torso                     HP N × 50      AC 23 (natural armor)       Shake DC 21
Broken. Sivax’s belly growls with pain, his scales bleeding and worn down.
                                                                                                               If Sivax’s lower torso becomes broken, his speed and climb speed are
                                                                                                         both halved. If both of his legs are also broken, his speed is reduced to 5
                                                                                                         ft. Additionally, all the action costs of his special actions increase by 1, and
                                                                                                         mounting this body part no longer requires an ability check.
                                                                                                         Broken. Sivax lets out a shriek of pain. When he sees his reflection in one of
                                                                                                         the walls, he loses his mind.
                     If Sivax’s right leg becomes broken, his speed is halved. If both of his
                legs become broken, his speed is reduced to 10 feet.
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                   Medium dragon, true neutral                                           While most dragonkin are regarded as inferior creatures
                   Armor Class 18 (breastplate + shield)                                 by their dragon masters, Ehrlya dragonkin are treated
                                                                                         with a modicum of respect and may even win a better
                   Hit Points 78 (12d8 + 24)                                             station within their assigned workshops—which the
                   Speed 30 ft.                                                          Ehrlya call “farrieries”—if they prove themselves to be
                                                                                         especially resourceful, inventive, or skilled assistants.
                       STR            DEX      CON        INT      WIS       CHA             Though naturally mute, Ehrlya dragonkin have
                      15 (+2)        16 (+3)   14 (+2)   13 (+1)   13 (+1)   12 (+1)     developed their own functional, if limited, language by
                                                                                         clicking and tapping on metal. Most Ehrlya dragonkin
                   Saving Throws Int +5, Wis +5                                          will go to great lengths to earn their dragon superiors’
                   Skills Acrobatics +7, Arcana +5, Nature +5, Stealth +7,               validation and approval of their efforts. They hope to
                   Survival +5                                                           advance to a position closer to the best Ehrlya artificers’
                   Senses passive Perception 11                                          furnaces and to become reputed, dependable assistants,
                   Languages Common, Draconic                                            thus learning from their masters’ artistry and gaining
                                                                                         access to better and more beautiful materials.
                   Challenge 4 (1,100 XP)
                                                                                            Regardless of their resources, they work to craft their
                                                                                         own basic creations, which they then proudly wear in
                   Enchantment Resistance. The Coatl warrior has                         an effort to achieve a greater station among their kind.
                   advantage on saving throws made against enchantment                   These displays serve to further increase their superiors’
                   spells and spell-like effects.                                        reputations and their farriery’s power, which then lead to
                   Magic Weapons. The Coatl warrior’s weapon attacks are                 better materials and improved crafts. Such is the way of
                   magical.                                                              the Ehrlya dragonkin.
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                   As Magnifex dragons are haughty and splendorous, so                The expert alchemists of the Magnifex brood, acidbrewers
                   are their dragonkin sniveling sycophants, accepting any            can spit acid from their mouths and carry an array of
                   command or abject humiliation that comes from their                dreadful acid bombs and poisons into battle.
                   masters. While most magnifex dragonkin walk on two legs,
                   some have no hind limbs, and move by slithering on snake-
                   like lower bodies.                                                 Magnifex Acidbrewer
                      Magnifex dragonkin fight with speed and agility,
                   maiming and weakening their opponents before finishing             Medium dragon, chaotic evil
                   them off. They are easily distracted by Charisma-based             Armor Class 17 (natural armor)
                   challenges, such as those made through deception,
                   bluffing, or intimidation, as well as by shining things.           Hit Points 104 (16d8 + 32)
                                                                                      Speed 30 ft.
                   Saving Throws Dex +8, Con +7                                       Acid Pools. Some of the Magnifex acidbrewer’s actions
                   Skills Acrobatics +8, Stealth +8, Survival +3                      create acid pools. An acid pool is a circular area of acidic
                   Damage Resistances fire, slashing                                  material with a radius of 10 feet that remains for the rest
                                                                                      of the encounter. Any creature that enters the acid pool
                   Damage Immunities acid                                             or begins its turn on it must make a DC 15 Constitution
                   Senses darkvision 60 ft., passive Perception 10                    save, taking 14 (4d6) acid damage on a failed save, or half
                   Languages Draconic                                                 as much on a success.
                   Challenge 6 (2,300 XP)
                                                                                      ACTIONS
                   Voulge. Magnifex dragonkin carry vicious voulges into              Multiattack. The Magnifex acidbrewer makes two melee
                   battle, which can maim or bleed a target to death. If              or ranged attacks.
                   a Magnifex dragonkin succeeds on a voulge weapon                   Acidstaff. Melee Weapon Attack: +9 to hit, reach 10 ft., one
                   attack against any target that was already below their             target. Hit: 7 (1d6 + 4) slashing damage and the target
                   maximum hit points, the target loses 1d6 additional hit            must succeed on a DC 17 Dexterity saving throw or take
                   points after the attack.                                           an additional 10 (3d6) acid damage.
                                                                                      Acid Bomb. Ranged Weapon Attack: +9 to hit, range 40 ft.,
                                                                                      one target. Hit: 14 (4d6) acid damage. An acid pool (see
                   ACTIONS                                                            above) is created within 5 feet of the target.
                   Multiattack. The Magnifex dragonkin makes two                      Acid Explosion. The Magnifex acidbrewer regurgitates
                   voulge attacks.                                                    a glob of its acidic bile at a point within 60 feet. Every
                   Voulge. Melee Weapon Attack: +8 to hit, reach 10 ft., one          creature within 20 feet of the target point must succeed
                   target. Hit: 11 (2d6 + 4) slashing damage.                         on a DC 17 Dexterity saving throw or take 7 (2d6) acid
                                                                                      damage. An acid pool (see above) is created within 5 feet
                                                                                      of the target point.
                                                                                      Acid Spew. The Magnifex acidbrewer spits acid in a 30-
                                                                                      foot cone. Each creature in the area must make a DC 17
                                                                                      Dexterity saving throw, taking 14 (4d6) acid damage on a
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                   The champion of the cult is also the epitome of its beliefs—a      Most dragon broods on Drakha have adopted a
                   burly, fearless dragonkin that seems larger than he is due to      dragonkin species as their own. The Nix brood is not an
                   his sheer muscle mass. He is ruthless and relentless in battle,    exception, but their dragonkin are levied from corpses,
                   weakening his enemies with every hit and shrugging off             not living creatures. They are little else but drones, yet
                   blows that would kill a creature several times his size.           they are crueler than such mindless creatures would have
                                                                                      any reason to be and far more resilient than breathing
                                                                                      dragonkin. Often they are not even referred to as
                   Ryellus                                                            dragonkin but Nix’udjar (“risen in Nix”).
                                                                                          Nix dragonkin resemble corpses of legless dragonkin.
                   Medium dragon, neutral                                             Their bent spines support exceedingly large skulls, and their
                                                                                      thin arms are disproportionately long. Their foreheads sport
                   Armor Class 20 (natural armor)                                     the rune of the Nix brood, which serves as a Nix’udjar tether
                   Hit Points 210 (20d8 + 120)                                        to unlife and the source of their power. The skin on their
                   Speed 40 ft.                                                       bodies looks taut and dry, almost mummified, and reveals
                                                                                      the broad, thick-boned rib cage underneath.
                       STR            DEX      CON       INT      WIS      CHA             Nix’udjar dragonkin wield dull spears with broad,
                      15 (+2)        19 (+4)   15 (+2)   9 (-1)   9 (-1)   9 (-1)     long blades and shortened shafts, which they can use as
                                                                                      either short-ranged javelins or as swords to stab or slash.
                   Saving Throws Str +11, Con +12                                     These creatures are notorious for their mindless but brutal
                   Skills Athletics +11, Intimidation +7                              demeanor and for cruelly disposing of their opponents
                   Damage Resistances acid, fire, cold, lightning                     if given the time to do so. They often carry the rusting
                   Senses darkvision 60 ft., passive Perception 11                    remains of the armor they wore in life, but it is mostly
                                                                                      useless in combat.
                   Languages Common, Draconic
                   Challenge 13 (10,000 XP)                                               Lacking true ambition and devoid of any kind of
                                                                                      personal drive, Nix’udjar can still prove to be crafty and
                                                                                      tenacious, with a ruthlessness that often surprises and even
                   Raging Onslaught. Ryellus has advantage on all melee               horrifies other broods. Most dragons and their dragonkin
                   attack rolls, and all attack rolls against Ryellus have            regard Nix’udjar as nothing but horrors or even as simple
                   advantage.                                                         extensions of the will of Nix dragons, who are, in turn,
                                                                                      extensions of the will of Nixis herself.
                   ACTIONS                                                                Whatever it may be that gives form to their nightmarish
                   Multiattack. Ryellus makes three melee attacks.                    existence, these ghoulish creatures remain the most vicious
                   Lightning Net. Melee Weapon Attack: +11 to hit, reach              and relentless of all dragonkin, hunting down the living
                   10 ft., one target. Hit: 9 (2d8) lightning damage, and             with a zeal that, lacking a true living mind, can only be
                   the target must succeed on a DC 20 Constitution save               explained by pure, deathless hatred.
                   or become restrained and incapacitated. The target may
                   attempt a DC 20 Strength saving throw at the start of
                   each of its turns to lose the restrained and incapacitated         Nix’udjar Dragonkin
                   conditions. While the lightning net is incapacitating a
                   target, it cannot be used to attack any other target.              Medium undead, lawful evil
                   Maul. Melee Weapon Attack: +11 to hit, reach 10 ft., one
                   target. Hit: 12 (2d6 + 5) bludgeoning damage, and the              Armor Class 17 (natural armor)
                   target must succeed on a DC 19 Constitution save or be             Hit Points 85 (10d8 + 40)
                   knocked prone.                                                     Speed 20 ft., climb 20 ft.
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                 Saving Throws Con +8, Cha +1                                    over other Nix’udjar. Many corpsemancers can use
                 Damage Resistances piercing, slashing                           necromancy on their own as a reflection of the power of
                                                                                 their Nix dragons.
                 Damage Immunities cold, necrotic, poison
                 Condition Immunities charmed, exhaustion, poisoned
                 Senses darkvision 60 ft., passive Perception 12
                                                                                 Nix’udjar Corpsemancer
                 Languages understands Draconic but can’t speak
                 Challenge 6 (2,300 XP)                                          Medium undead, lawful evil
                                                                                 Armor Class 19 (natural armor)
                 Nix Rune. All Nix’udjar are branded with a Nix rune on
                                                                                 Hit Points 110 (13d8 + 52)
                 their oversized skulls, which is the source of their power.
                                                                                 Speed 20 ft., climb 20 ft.
                     A Nix rune may be dispelled with dispel magic (DC 19)
                 or antimagic field or removed with remove curse or greater
                                                                                     STR       DEX      CON        INT       WIS       CHA
                 restoration.
                                                                                    17 (+3)   16 (+3)   18 (+4)   10 (+0)   17 (+3)   11 (+0)
                     A creature may target a Nix’udjar’s rune with a
                 weapon or spell attack by making their attack roll with         Saving Throws Con +9, Cha +5
                 disadvantage. If the Nix’udjar is dealt damage by this          Skills Arcana +5, Religion +5
                 attack, its Nix rune is disabled.
                                                                                 Damage Resistances piercing, slashing
                     A Nix’udjar’s rune is also automatically disabled if its
                 body is entirely destroyed as per the disintegrate spell or     Damage Immunities cold, necrotic, poison
                 similar magic.                                                  Condition Immunities charmed, exhaustion, poisoned
                     If a Nix’udjar’s rune is dispelled or disabled, its Rise    Senses darkvision 60 ft., passive Perception 13
                 Again trait no longer functions, and its multiattack no         Languages Draconic
                 longer deals additional necrotic damage. If a Nix’udjar         Challenge 9 (5,000 XP)
                 has its rune dispelled or disabled within one hour
                 of having used its Rise Again trait, the Nix’udjar is
                 automatically destroyed.                                        Innate Spellcasting. The corpsemancer’s innate
                                                                                 spellcasting ability is Wisdom (spell save DC 16, +8 to
                                                                                 hit with spell attacks). It can innately cast the following
                 Rise Again. A destroyed Nix’udjar revives at full hit points    spells, requiring no material components:
                 if its Nix rune is empowered by placing, drawing, or casting
                 another Nix rune within 5 feet of it for 1 minute. This
                 means that a Nix’udjar rises again if one or more Nix’udjar         At will: chill touch (3d8 damage)
                 or Nix dragons with active Nix runes remain within 5 feet           2/day each: ray of enfeeblement, vampiric touch
                 of its body for 1 minute or longer. This ability doesn’t work       1/day each: bestow curse, blight
                 if the Nix’udjar’s rune has been disabled.
                                                                                 Necrotic Aura. Any creature that begins its turn within
                 ACTIONS                                                         5 feet of a Nix’udjar corpsemancer and at least one other
                 Multiattack. The Nix’udjar makes two spear attacks. If          creature with a functioning Nix rune takes 10 (3d6)
                 both attacks successfully damage the same target and if         necrotic damage.
                 the Nix’udjar’s rune is not disabled, that target takes an
                                                                                 Nix Rune. All Nix’udjar are branded with a Nix rune on
                 additional 7 (2d6) necrotic damage.
                                                                                 their oversized skulls, which is the source of their power.
                 Spear. Melee or Ranged Weapon Attack: +7 to hit, reach
                                                                                     A Nix rune may be dispelled with dispel magic (DC
                 5 ft. or range 20/40 ft., one target. Hit: 7 (1d8 + 3)
                                                                                 19) or antimagic field or removed with remove curse or
                 piercing damage.
                                                                                 greater restoration.
                                                                                     A creature may target a Nix’udjar’s rune with a
                                                                                 weapon or spell attack by making their attack roll with
                 NIX’UDJAR CORPSEMANCER                                          disadvantage. If the Nix’udjar is dealt damage by this
                                                                                 attack, its Nix rune is disabled.
                 Some exceptional Nix’udjar display a stronger bond with             A Nix’udjar’s rune is also automatically disabled if its
                 their Nix runes and a greater affinity for necromancy.          body is entirely destroyed as per the disintegrate spell or
                 These special dragonkin are known as corpsemancers, and         similar magic.
                 their dragons grant them limited control and authority
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                                                                                   Ehrlya Dragons
                 DRAGONPECKERS
                                                                                   The master crafters and artisans of Drakha, Ehrlya
                 These parasitic draconic birds often ride atop Exor               dragons prefer making treasure rather than owning it.
                 dragons, looking to share in the dragon’s kills or drink          They have an ancestral culture of dweomercraft, and the
                 the dragon’s blood if it becomes wounded. Dragons                 best weapons, machines, and magical artifacts all come
                 barely notice a dragonpecker on their tough scales,               from their forges at Nurazhirme, the volcano of the
                 attacking it if they do. This, however, doesn’t deter the         Obsidian Plains.
                 birds from their habits as the potential rewards outweigh
                 the danger.                                                          Ehrlya dragons are pragmatic, hard-working, and
                                                                                   focused. They don’t care for frivolities like vanity,
                    A dragonpecker looks like a mix between feathered              morality, or compassion. Their reality is their work,
                 dinosaur and flying reptile, with a big serrated beak and         and they dedicate themselves to it with an artist’s zeal.
                 huge bulging eyes.
                     STR             DEX   CON       INT       WIS      CHA             STR      DEX        CON       INT       WIS      CHA
                    15 (+2)      14 (+2)   15 (+2)   5 (-3)   11 (+0)   7 (-2)         24 (+7)   12 (+1)   22 (+6)   13 (+1)   15 (+2)   13 (+1)
                 Saving Throws Dex +7, Wis +5                                      Saving Throws Str +12, Con +11, Wis +7
                 Skills Perception +5, Stealth +7                                  Skills Arcana +6, Insight +7, Intimidation +6, Nature +6,
                 Senses darkvision 90 ft., passive Perception 15                   Perception +7, Survival +7
                 Languages —                                                       Damage Immunities fire
                 Challenge 5 (1,800 XP)                                            Senses blindsight 60 ft., darkvision 120 ft., passive
                                                                                   Perception 17
                                                                                   Languages Common, Draconic
                 Blood Scent. The dragonpecker gains advantage on all
                 attack rolls against targets that are not at their hit point      Challenge 13 (10,000 XP)
                 maximum.
                                                                                   Drakhan Resistance. The dragon has advantage on all
                                                                                   saving throws against spells and other magical effects
                 ACTIONS                                                           and is immune to the maze spell.
                 Swoop. The dragonpecker moves up to its fly speed and             Legendary Resistance (3/Day). If the dragon fails a
                 makes one beak attack and two wing claw attacks.                  saving throw, it can choose to succeed instead.
                 Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
                 target. Hit: 11 (2d8 + 2) piercing damage, plus an
                 additional 18 (4d8) piercing damage if the target is not at       ACTIONS
                 its hit point maximum.                                            Multiattack. The dragon uses its Frightful Presence
                 Wing Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,           and then makes two claw attacks and one bite attack.
                 one target. Hit: 6 (1d8 + 2) slashing damage.                     Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one
                                                                                   target. Hit: 18 (2d10 + 7) piercing damage.
                                                                                   Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
                                                                                   target. Hit: 14 (2d6 + 7) slashing damage.
                                                                                   Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one
                                                                                   target. Hit: 11 (1d8 + 7) bludgeoning damage plus 4
                                                                                   (1d8) slashing damage.
263
                   Ehrlya Dragon Wyrmling                                                Drakhan Resistance. The dragon has advantage on all
                   Medium dragon, true neutral                                           saving throws against spells and other magical effects
                                                                                         and is immune to the maze spell.
                   Armor Class 17 (natural armor)
                   Hit Points 39 (6d8 + 12)                                              ACTIONS
                   Speed 40 ft., climb 40 ft., fly 80 ft.                                Multiattack. The dragon makes two claw attacks and
                                                                                         one bite attack.
                       STR           DEX       CON        INT       WIS      CHA
                                                                                         Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
                      16 (+3)        13 (+1)   15 (+2)   11 (+0)   11 (+0)   13 (+1)     target. Hit: 14 (2d8 + 5) piercing damage.
                   Saving Throws Str +10, Con +9, Wis +6                                 Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
                                                                                         target. Hit: 12 (2d6 + 5) slashing damage.
                   Skills Perception +3, Survival +3
                                                                                         Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one
                   Damage Immunities fire
                                                                                         target. Hit: 8 (1d6 + 5) bludgeoning damage plus 3
                   Senses blindsight 30 ft., darkvision 120 ft., passive                 (1d6) slashing damage.
                   Perception 13
                                                                                         Magma Breath (Recharge 5–6). The dragon exhales
                   Languages Common, Draconic                                            magma in a 60-foot line that is 5 feet wide. Each
                   Challenge 3 (700 XP)                                                  creature in the area of effect must make a DC 17
                                                                                         Dexterity saving throw, taking 36 (8d8) fire damage
                                                                                         on a failed save, or half as much on a success.
                   Drakhan Resistance. The dragon has advantage on all
                   saving throws against spells and other magical effects
                   and is immune to the maze spell.
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                   ACTIONS
                                                                                    Esha
                   Slash and Run. The Entity uses its Frightful Presence,           Medium humanoid (human shapechanger), true neutral
                   makes one claw attack, Disengages, and Hides.
                   Multiattack. The Entity makes one bite attack and one            Armor Class 10
                   claw attack.                                                     Hit Points 93 (17d8 + 17)
                   Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one         Speed 30 ft.
                   target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6)
                   slashing damage.                                                      STR       DEX      CON        INT       WIS       CHA
                   Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one             10 (+0)   10 (+0)   12 (+1)   13 (+1)   21 (+5)   14 (+2)
                   target. Hit: 22 (4d6 + 8) slashing damage.
                                                                                    Saving Throws Int +7, Wis +11
                   Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
                                                                                    Skills Athletics +11, Deception +8, Nature +7, Insight
                   target. Hit: 17 (2d8 + 8) piercing damage plus 7 (2d6)
                                                                                    +11, Survival +11
                   slashing damage.
                                                                                    Senses passive Perception 15
                   Frightful Presence. Each creature of the dragon’s choice
                   that is within 120 feet of the dragon and aware of it            Languages Common, Draconic
                   must succeed on a DC 19 Wisdom saving throw made                 Challenge 9 (5,000 XP)
                   with disadvantage or become frightened until its next
                   short rest. If a creature’s saving throw is successful or the
                                                                                    Shapechanger. As a bonus action, Esha can shift into
                   effect ends for it, the creature is immune to the Entity’s
                                                                                    a partially feline Ocelinn form. While in her Ocelinn
                   Frightful Presence for the next 24 hours.
                                                                                    form, Esha loses her healing touch ability, but she gains
                   Mercurial Leak (Recharge 5–6). The Entity tries to use           advantage on Wisdom (Perception) checks, and she may
                   its breath weapon, which spills not only from its mouth,         use her claw and bite attacks.
                   but from the leaks and gashes across its body. Each
                   creature within 15 feet of the Entity must succeed on a
                   DC 24 Dexterity saving throw, taking 72 (16d8) poison            ACTIONS
                   damage on a failed save, or half as much on a success.           Multiattack (Feline Form Only). Esha makes two claw
                   A creature that fails its save becomes frightened of the         attacks and one bite attack.
                   Entity and poisoned until the end of its next turn.              Claw (Feline Form Only). Melee Weapon Attack: +11 to
                                                                                    hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
                   LEGENDARY ACTIONS                                                Bite (Feline Form Only). Melee Weapon Attack: +11 to hit,
                                                                                    reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
                   The dragon can take 3 legendary actions, choosing from
                   the options below. Only one legendary action option              Healing Touch (Human Form Only). Esha touches
                   can be used at a time and only at the end of another             another creature. The target magically regains 14 (2d8 + 5)
                   creature’s turn. The dragon regains spent legendary              hit points and may make an immediate saving throw against
                                                                                    each condition affecting it that allows a saving throw.
                   actions at the start of its turn.
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                 Exor Dragon                                                         Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
                                                                                     target. Hit: 14 (2d6 + 7) bludgeoning damage plus 7
                                                                                     (2d6) slashing damage.
                 Brood Exor are the hunters and stalkers of the Red Moon,            Burrowing Ambush. The dragon may only use this
                 the most dangerous predators on Drakha. They are dragons
                 with the color of rock or sand and the cunning of born              action if it is burrowing. The dragon surfaces at any
                 killers. They like to attack stealthily, hiding underground         point of the map and immediately makes one bite
                 and springing upon their prey, unexpected and deadly.               attack and two claw attacks, with advantage on all three
                                                                                     attack rolls. Any creature within 10 feet of the dragon
                                                                                     must succeed on a DC 22 Dexterity saving throw or be
                                                                                     knocked prone from the force of the dragon exiting its
                 Adult Exor Dragon                                                   burrow and be moved 5 feet away.
                                                                                     Sand Breath (Recharge 5–6). The dragon exhales
                 Gargantuan dragon, chaotic evil
                                                                                     scorching sand in a 60-foot cone. Each creature in the
                 Armor Class 22 (natural armor)                                      area of effect must make a DC 20 Constitution saving
                                                                                     throw, taking 38 (11d6) fire damage plus 38 (11d6)
                 Hit Points 342 (22d20 + 110)
                                                                                     slashing damage on a failed save, or half as much on a
                 Speed 60 ft., burrow 60 ft., climb 60 ft., fly 90 ft.               success.
                     STR             DEX    CON       INT       WIS      CHA
                                                                                     Frightful Presence. Each creature of the dragon’s choice
                                                                                     that is within 120 feet of the dragon and aware of it
                   25 (+7)       15 (+2)   20 (+5)   15 (+2)   17 (+3)   17 (+3)     must succeed on a DC 18 Wisdom saving throw or
                 Saving Throws Str +14, Dex +9, Wis +10                              become frightened for 1 minute. A creature can repeat
                                                                                     the saving throw at the end of each of its turns, ending
                 Skills Athletics +14, Acrobatics +9, Intimidation +10,              the effect on itself on a success. If a creature’s saving
                 Perception +10, Stealth +16, Survival +10                           throw is successful or the effect ends for it, the creature
                 Senses blindsight 60 ft., darkvision 60 ft., tremorsense 60         is immune to the dragon’s Frightful Presence for the
                 ft., passive Perception 20                                          next 24 hours.
                 Languages Common, Draconic                                          Sand Wall. The dragon may raise a dust cloud around
                 Challenge 18 (20,000 XP)                                            itself as a bonus action. Any attack rolls against the
                                                                                     dragon are made with disadvantage until the start of its
                                                                                     next turn, and all of its melee attacks have advantage
                 Burrowing. The dragon may burrow underground                        until the start of its next turn.
                 as a bonus action, moving downward or sideways at
                 its full burrow speed. While the dragon is burrowing,
                 creatures can only detect its position by magical means             LEGENDARY ACTIONS
                 or with tremorsense.                                                The dragon can take 3 legendary actions, choosing from
                 Drakhan Resistance. The dragon has advantage on all                 the options below. Only one legendary action option
                 saving throws against spells and spell-like abilities and is        can be used at a time and only at the end of another
                 immune to the maze spell.                                           creature’s turn. The dragon regains spent legendary
                                                                                     actions at the start of her turn.
                 Sneak Attack. Once per round, one of the dragon’s                   Hunter’s Sense. The dragon makes a Wisdom
                 melee attacks may deal +10 (3d6) damage of the first                    (Perception) check, and if a creature is hidden from the
                 damage type listed in the attack if it has advantage on                 dragon, it’s not hidden from it anymore.
                 the attack roll.                                                    Fast Burrowing. The dragon burrows up to its full
                 Legendary Resistance (3/Day). If the dragon fails a                     burrowing speed or, if it was already burrowing, can use
                 saving throw, it can choose to succeed instead.                         its Burrowing Ambush.
                                                                                     Frightful Presence. The dragon uses its Frightful
                 ACTIONS                                                                 Presence.
                                                                                     Tail Attack. The dragon makes a tail attack.
                 Multiattack. The dragon makes one bite attack and two
                 claw attacks.                                                       Wing Attack (Costs 2 Actions). Each creature within
                                                                                         20 feet of the dragon must succeed on a DC 22
                 Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one                Strength saving throw or be pushed back 20 feet,
                 target. Hit: 18 (2d10 + 7) piercing damage plus 11                      take 14 (4d6) slashing damage, and become blinded
                 (2d10) slashing damage.                                                 until the end of their next turn. A successful
                 Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one                save halves the damage and negates the blinded
                 target. Hit: 14 (2d6 + 7) piercing damage plus 7 (2d6)                  condition. The dragon can then burrow up to half
                 slashing damage.                                                        its burrowing speed.
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                 Saving Throws Str +10, Dex +6, Wis +7                                   A bizarre byproduct of Sivax’s magic, created by the
                 Skills Athletics +10, Acrobatics +6, Intimidation +7,                   strange forces that permeate the Crystalline Maze,
                 Perception +7, Stealth +6, Survival +7                                  the Flux is a concentration of quicksilver that achieved
                                                                                         independent life and - very limited - sentience.
                 Senses blindsight 60 ft., darkvision 90 ft., tremorsense 60
                 ft., passive Perception 17                                                  The Flux looks like a protoplasmic mass of iridescent
                 Languages Common, Draconic                                              fluid, attacking with amorphous pseudopods as its
                                                                                         smooth, crystalline skin reflects the light in a dazzling
                 Challenge 11 (7,200 XP)                                                 array of colors.
                                                                                             The dragonkin guarding the maze have allowed
                 Burrowing. The dragon may burrow underground as a                       the Flux to exist, for it helps clean the pools and filter
                 bonus action, moving downward or sideways up to its full                interesting treasure, but it remains a danger for anyone,
                 burrow speed. While the dragon is burrowing, creatures                  dragonkin or intruder, which wanders too near to its
                 can only detect its position by magical means or with                   hunting grounds.
                 tremorsense.
                 Drakhan Resistance. The dragon has advantage on all
                 saving throws against spells and spell-like abilities and is
                 immune to the maze spell.                                               The Flux
                 Sneak Attack. Once per round, one of the dragon’s melee                 Huge elemental, unaligned
                 attacks deals an additional 7 (2d6) damage of the first
                 damage type listed in the attack if it has advantage on the             Armor Class 22 (natural armor)
                 attack roll.                                                            Hit Points 253 (22d12 + 110)
                                                                                         Speed 30 ft., climb 20 ft., swim 60 ft.
                 ACTIONS
                 Multiattack. The dragon makes one bite attack and two                        STR       DEX      CON       INT      WIS       CHA
                 claw attacks.                                                               23 (+6)   19 (+4)   21 (+5)   3 (-4)   9 (-1)    5 (-3)
                 Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
                                                                                         Damage Resistances acid, bludgeoning, piercing,
                 target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6)
                                                                                         poison, slashing
                 slashing damage.
                                                                                         Damage Immunities radiant
                 Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
                 target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6)                  Condition Immunities exhaustion, grappled, paralyzed,
                 slashing damage.                                                        petrified, poisoned, prone, restrained, unconscious
                                                                                         Senses blindsight 30 ft., tremorsense 60 ft., passive
                                                                                         Perception 9
                 Burrowing Ambush. The dragon may only use this
                 action if it is burrowing. The dragon surfaces at any point             Languages —
                 on the map and immediately makes one bite attack and                    Challenge 21 (33,000 XP)
                 two claw attacks with advantage on all three attack rolls.
                 Any creature within 10 feet of the dragon must succeed                  Dense Form. All ability checks to escape the Flux’s
                 on a DC 18 Dexterity saving throw or be knocked prone                   grapple or help another creature out of the Flux’s grapple
                 and moved 5 feet away from the force of the dragon                      are made with disadvantage.
                 exiting its burrow.
                                                                                         Mercurial Form. The Flux is immune to any magic or
                 Sand Breath (Recharge 5–6). The dragon exhales                          effect that changes its shape or composition, including
                 scorching sand in a 60-foot cone. Each creature in the                  petrification and shape change.
                 area of effect must make a DC 18 Constitution saving
                 throw, taking 21 (6d6) fire damage plus 21 (6d6) slashing
                 damage on a failed save, or half as much on a success.                  ACTIONS
                                                                                         Multiattack. The Flux makes four grab attacks.
                                                                                         Grab. Melee Weapon Attack: +13 to hit, reach 15 ft.,
                                                                                         one target. Hit: 24 (4d8 + 6) bludgeoning damage, and
                                                                                         the target is grappled (escape DC 21). Until this grapple
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270
                     STR             DEX   CON       INT       WIS      CHA             STR      DEX       CON        INT       WIS        CHA
                    15 (+2)      20 (+5)   13 (+1)   1 (-5)   10 (+0)   5 (-3)         22 (+6)   15 (+2)   21 (+5)   15 (+2)   12 (+1)    24 (+7)
                 Saving Throws Dex +9, Con +5                                      Saving Throws Dex +8, Int +8, Cha +13
                 Senses blindsight 20 ft., darkvision 60 ft., passive              Skills Insight +13, Perception +7, Perform +13,
                 Perception 10                                                     Persuasion +13, Stealth +8
                 Languages —                                                       Senses blindsight 40 ft., darkvision 90 ft., passive
                 Challenge 4 (1,100 XP)                                            Perception 14
                                                                                   Languages Common, Draconic
                 Nimble Flyer. While the khar’gura is flying, all weapon           Challenge 12 (8,400 XP)
                 attacks against it suffer disadvantage.
                 Sting and Run. The khar’gura can take the Disengage               Drakhan Resistance. The dragon has advantage on all
                 action as a bonus action on each of its turns.                    saving throws against spells and spell-like abilities and is
                                                                                   immune to the maze spell.
                 ACTIONS                                                           Innate Spellcasting. The dragon’s spellcasting ability is
                                                                                   Charisma (spell save DC 20). It can innately cast the
                 Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., one
                                                                                   following spells, requiring no components:
                 target. Hit: 14 (2d8 + 5) piercing damage, and the target
                 must succeed on a DC 17 Constitution saving throw or              1/day each: detect thoughts, fear, hallucinatory terrain,
                 become poisoned until their next long or short rest.                   hideous laughter, silent image, suggestion.
                                                                                   Legendary Resistance (3/Day). If the dragon fails a
                                                                                   saving throw, it can choose to succeed instead.
                 Magnifex Dragons                                                  Magnifex Rapture. If a Magnifex dragon witnesses a work
                                                                                   of art created by a character with a +6 proficiency bonus
                                                                                   or a successful DC 24 Charisma (Performance) check, it
                 This dragon brood holds aesthetic mastery, sensual                becomes restrained until the start of its next turn.
                 pleasure, and ecstatic revelry not only as valued
                 experiences but as the ideal state of being. Unlike most          ACTIONS
                 other dragon broods on Drakha, the Magnifex are used
                 to remaining in close contact and even engage in open             Multiattack. The dragon uses its frightful presence, and
                 cooperation with each other, as they all need to flaunt           immediately makes one bite attack and two claw attacks.
                 their most recent creations and acquisitions among                Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one
                 themselves to either gain or maintain prestige and                target. Hit: 17 (2d10 + 6) piercing damage.
                 standing within the brood. What good is it to be a true           Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one
                 artist if there is no one to envy your talent? Nevertheless,      target. Hit: 13 (2d6 + 6) slashing damage.
                 reputation is just a stepping stone in the Magnifex’s             Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one
                 unending search for increasing amounts of power, as is            target. Hit: 15 (2d8 + 6) piercing damage.
                 the way of all dragons.
                                                                                   Frightful Presence. Each creature of the dragon’s choice
                    Magnifex dragons have one weakness: art. In the                that is within 120 feet of the dragon and aware of it must
                 presence of beautiful, artistic images or sounds, they            succeed on a DC 21 Wisdom saving throw or become
                 may become distracted.                                            frightened for 1 minute. A creature can repeat the saving
                                                                                   throw at the end of each of its turns, ending the effect on
                                                                                   itself on a success. If a creature’s saving throw is successful
                                                                                   or the effect ends for it, the creature is immune to the
                                                                                   dragon’s Frightful Presence for the next 24 hours.
271
                   Drakhan Resistance. The dragon has advantage on all                  Saving Throws Con +9
                   saving throws against spells and spell-like abilities and is         Skills Perception +3, Nature +1, Stealth +10, Survival +3
                   immune to the maze spell.                                            Damage Resistances acid, lightning, poison
                   Magnifex Rapture. If a Magnifex dragon witnesses a work              Condition Immunities charmed, frightened, paralyzed,
                   of art created by a character with a +6 proficiency bonus            poisoned
                   or a successful DC 24 Charisma (Performance) check, it               Senses blindsight 60 ft., passive Perception 13
                   becomes restrained until the start of its next turn.                 Languages —
                                                                                        Challenge 9 (5,000 XP)
272
                 Piercing Grapple. At the start of the mydru’s turn, any           Thorn Spray. The mydru witch shoots thorns in a 60
                 creature it currently has grappled automatically takes 7          ft. cone. All creatures in the area must make a DC 17
                 (2d6) piercing damage.                                            Dexterity saving throw, taking 14 (4d6) piercing damage
                 Thorny Body. Any creature that makes a melee attack               on a failed save, or half damage on a success.
                 against the mydru must then immediately succeed                   Spawn Weedwraith. Any creature killed by a mydru
                 on a DC 17 Dexterity saving throw or take 7 (2d6)                 witch is overtaken by a leafy, mossy growth, and its body
                 piercing damage.                                                  is destroyed within 24 hours. After this time, the creature
                                                                                   rises as a weedwraith under the mydru witch’s control,
                                                                                   with no memory of its previous existence.
                 ACTIONS
                 Multiattack. The mydru makes two slam attacks.
                 Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one
                                                                                   Nix Dragon
                 target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7
                 (2d6) piercing damage, and the target is grappled (escape         A brood apart from all other Drakhan creatures, the Nix
                 DC 16).                                                           are not true dragons but frightful dragon-shaped undead.
                 Thorn. Ranged Weapon Attack: +6 to hit, range 20/50 ft.,          They mimic the powers and abilities of dragons, but
                 one target. Hit: 6 (1d8 + 2) piercing damage.                     in truth they are not even living creatures but corpses
                                                                                   animated by the endless will and dark power of Nixis,
                                                                                   their great mother and azhurma.
                 Mydru Witch                                                           As part of their efforts to imitate their living selves,
                                                                                   Nix dragons have been gifted with terrible breath
                 Large plant, neutral                                              weapons, extensions of Nixis’ corrupt essence itself, which
                 Armor Class 17 (natural armor)			                                 are not made of actual breath but pure, concentrated
                                                                                   necromantic power. The breath weapon of a Nix dragon
                 Hit Points 147 (14d10 + 70)                                       has been described as burning and freezing at the same
                 Speed 20 ft., climb 20 ft.                                        time, for it strikes not only the target’s body but also its
                                                                                   very lifeforce.
                     STR             DEX    CON      INT       WIS      CHA
                    16 (+3)      15 (+2)   20 (+5)   9 (-1)   15 (+2)   9 (-1)
                 Piercing Grapple. At the start of the mydru witch’s turn,         Saving Throws Con +13, Int +14, Cha +9
                 any creature it currently has grappled automatically takes        Skills Arcana +14, Deception +9, History +14,
                 7 (2d6) piercing damage.                                          Intimidate +16, Persuasion +9, Religion +14
                 Thorny body. Any creature that makes a melee attack               Damage Resistances bludgeoning, piercing, slashing
                 against the mydru witch must then immediately succeed             Damage Immunities poison, necrotic
                 on a DC 17 Dexterity saving throw or take 7 (2d6)
                                                                                   Condition Immunities charmed, exhaustion, frightened,
                 piercing damage.
                                                                                   paralyzed, poisoned
                                                                                   Senses darkvision 120 ft., passive Perception 14
                 ACTIONS                                                           Languages Common, Draconic
                 Multiattack. The mydru witch makes two vine attacks.              Challenge 22 (41,000 XP)
                 Vine. Melee Weapon Attack: +7 to hit, reach 20 ft., one
                 target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6)
                                                                                   Innate Spellcasting. The Nix dracolich’s innate
                 piercing damage, and the target is grappled (escape DC 16).
                                                                                   spellcasting ability is Intelligence (spell save DC 22,
273
                   Tail. Melee Weapon Attack: +14 to hit, reach 20 ft. one              23 (+6)   15 (+2)   21 (+5)   16 (+3)   16 (+3)   14 (+2)
                   target. Hit: 16 (2d8 + 7) piercing damage, and the target          Saving Throws Con +11, Int +9, Cha +8
                   must succeed on a DC 22 Strength saving throw or be
                   thrown 30 feet away from the dracolich, taking an extra 7          Skills Arcana +9, History +9, Intimidate +14, Persuasion
                   (2d6) bludgeoning damage and landing prone.                        +8, Religion +9
                   Wing Skewer. Melee Weapon Attack: +14 to hit, reach 20             Damage Resistances bludgeoning, piercing, slashing
                   ft, one target. Hit: 18 (2d10 + 7) piercing damage, and            Damage Immunities poison, necrotic
                   the target is grappled (escape DC 22).                             Condition Immunities charmed, exhaustion, frightened,
                   Frightful Presence. Each living creature that is within            paralyzed, poisoned
                   120 feet of the dracolich and aware of it must succeed on          Senses darkvision 120 ft., passive Perception 13
                   a DC 19 Wisdom saving throw or become restrained and               Languages Common, Draconic
                   frightened for 1 minute. A creature can repeat the saving
                   throw at the end of each of its turns, ending the effect on        Challenge 17 (18,000 XP)
                   itself on a success. If a creature’s saving throw is successful
                   or the effect ends for it, the creature is immune to the           Legendary Resistance (3/Day). If the Nix dragon fails a
                   dracolich’s Frightful Presence for the next 24 hours.              saving throw, it can choose to succeed instead.
                   Risen in Nix. The dracolich targets one destroyed Nix              Nix Rune. All Nix dragons are branded with a Nix rune
                   dragon or drake within 60 feet whose rune has not been             on their skulls, which is the source of their power.
                   disabled. The target creature revives with full hit points.            A Nix rune may be dispelled with dispel magic (DC
                                                                                      19) or antimagic field or removed with remove curse or
                   Death Breath (Recharge 5–6). The dracolich breathes                greater restoration.
274
                     A creature may target a Nix dragon’s rune with a              Frightful Presence. The Nix dragon uses its Frightful
                 weapon or spell attack by making their attack roll with               Presence.
                 disadvantage. If the Nix dragon is dealt damage by this           Tail Attack. The Nix dragon makes one tail attack.
                 attack, its Nix rune is disabled.
                                                                                   Wing Skewer (Costs 2 Actions). The Nix dragon makes
                     A Nix dragon’s rune is also automatically disabled if its         two Wing Skewer attacks.
                 body is entirely destroyed as per the disintegrate spell or
                 similar magic.
                     If a Nix dragon’s rune is dispelled or disabled, its
                 Draining Bite attack and Death Breath ability no longer
                                                                                   Nix Drake
                 deal necrotic damage.                                             Large undead, lawful evil
275
                       STR           DEX       CON       INT      WIS      CHA        Saving Throws Str +11, Con +10
                      17 (+3)        11 (+0)   18 (+4)   3 (-4)   8 (-1)   1 (-5)     Skills Athletics +11, Perception +9, Persuasion +9,
                                                                                      Survival +9
                   Skills Perception +9
                                                                                      Senses passive Perception 19
                   Damage Resistances fire
                                                                                      Languages Common, Draconic
                   Damage Immunities poison, psychic
                                                                                      Challenge 9 (5,000 XP)
                   Condition Immunities charmed, exhaustion, frightened,
                   poisoned
                   Senses darkvision 120 ft., passive Perception 19                   Spellcasting. Palan is a 19th-level spellcaster, using
                                                                                      limited blessings from his Galadyan faith. His spellcasting
                   Languages understands Draconic but can’t speak                     ability is Wisdom (spell save DC 17, +9 to hit with spell
                   Challenge 9 (5,000 XP)                                             attacks). He has the following spells prepared:
                                                                                      Cantrips (at will): light, sacred flame, true strike
                   Magic Resistance. The automaton has advantage on all               1st level (4 slots): cure wounds, detect magic, healing word,
                   saving throws against spells and other magical effects.                 shield of faith
                   Many Limbed. The automaton has resistance on                       2nd level (3 slots): continual flame, prayer of healing,
                   saving throws against the prone and restrained                          warding bond
                   conditions.                                                        3rd level (3 slots): beacon of hope, glyph of warding,
                                                                                           protection from energy
                   ACTIONS                                                            4th level (1 slot): death ward
                   Multiattack. The automaton makes one bite attack
                   and one tail attack.                                               ACTIONS
                   Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one            Galadyan Onslaught. Palan makes three maul attacks
                   target. Hit: 12 (2d8 + 3) piercing damage.                         and regains 5 (1d4 + 3) hit points.
                   Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one            Galadyan Faith. Palan makes one maul attack and uses
                   target. Hit: 10 (2d6 + 3) bludgeoning damage.                      sacred flame.
                   Fire Breath (Recharge 5–6). The automaton exhales                  Maul. Melee Weapon Attack: +11 to hit, reach 5 ft., one
                   flame in a 30-foot line that is 5 feet wide. Each                  target. Hit: 12 (2d6 + 5) bludgeoning damage plus 3
                   creature in the area of effect must make a DC 16                   radiant damage.
276
                 Sacred Flame. Targets one creature within 60 ft. range.                  If all of the runecorpse swarm’s Nix runes are disabled,
                 The target must succeed on a DC 17 Dex save or take 18               its attack rolls are no longer made with advantage, and its
                 (4d8) radiant damage.                                                attacks no longer deal necrotic damage.
                                                                                          Each runecorpse swarm is tethered to a single
                                                                                      runecorpse ruler. If the rune of its runecorpse ruler is
                 Runecorpse Swarm                                                     disabled, the runecorpse swarm’s hit point maximum is
                                                                                      halved, and it suffers damage equal to half of its hit point
                                                                                      maximum. In addition, its runes become disabled as
                 The last of the fearsome undead experiments born of                  well. If the runecorpse ruler’s rune is restored, the swarm’s
                 Nixis’s dark imagination, runecorpses are Valernians                 runes are restored as well. If the swarm’s runecorpse ruler
                 and other humanoids who have been branded with                       is destroyed, the entire swarm is destroyed as well.
                 a Nix rune, allowing them to rise again through Nix
                 necromancy. Runecorpses function with a singular
                 mind and purpose, controlled by the one will of the Nix              ACTIONS
                 dragon that created them.                                            Multiattack. The runecorpse swarm makes one Mob
                    A runecorpse looks like a mangled, animated humanoid              attack against each target within 5 feet.
                 corpse (whether human, elf, gnome, dwarf, halfling, or orc)          Mob. Melee Weapon Attack: +10 to hit, reach 5 ft., one
                 with a Nix rune on its chest or forehead. Its eyes glow with         target. Hit: 18 (4d6 + 4) bludgeoning damage and 14
                 necrotic energy the same color as its rune. It is only partially     (4d6) necrotic damage.
                 mindless, as its essence has been replaced by the Nix’s
                 deathless loathing for anything that lives.
                                                                                      RUNECORPSE RULER
                 Runecorpse Swarm
                                                                                      When there is no dragon to take control of a runecorpse
                 Gargantuan swarm of Medium beasts, neutral evil                      swarm, the mightiest of nearby runecorpses assumes
                                                                                      control, and all runecorpses obey its will like extensions
                 Armor Class 10                                                       of its body. Being free of draconic control doesn’t make
                 Hit Points 290 (20d20 + 80)                                          the runecorpse ruler any kinder or restore any of its
                 Speed 20 ft.                                                         memories. It remains twisted and single-minded in its
                                                                                      purpose of stamping out all life.
                     STR             DEX   CON       INT       WIS       CHA
                    18 (+4)      10 (+0)   19 (+4)   3 (-4)    9 (-1)    5 (-3)
277
278
                                                                                      ACTIONS
                                                                                      Charge. The scalehorn uses its Trample and then makes a
                                                                                      smash attack.
                                                                                         Smash. Melee Weapon Attack: +11 to hit, reach 15
                                                                                                ft., one target. Hit: 24 (4d8 + 6) bludgeoning
                                                                                                      damage, and, if the target is Medium or
Sandbeetle Swarm
279
Scaleshifter
280
                 Senses darkvision 60 ft., passive Perception 10                  Scintillating Shards. When a shatterling moves at least
                 Languages understands Draconic                                   half its flying speed, each creature that can see it must
                                                                                  succeed on a DC 17 Dexterity saving throw or become
                 Challenge 6 (2,300 XP)
                                                                                  blinded until the end of its next turn.
                 ACTIONS                                                          Shifting Shards. Any creature that successfully deals
                                                                                  damage to a shatterling with a melee attack takes 7
                 Multiattack. The scaleshifter makes one bite attack and          (2d6) slashing damage.
                 two tail attacks.
                 Glare. The scaleshifter chooses a point within 90 feet.
                 Each creature within 5 feet of the chosen point must             ACTIONS
                 make a DC 15 Intelligence saving throw or become                 Multiattack. The shatterling makes two shardclaw
                 blinded until the end of its next turn. The scaleshifter         attacks and two shardfeather attacks.
                 may only use this ability under direct sunlight.                 Shardclaw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
                 Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one          one target. Hit: 12 (2d6 + 5) slashing damage.
                 creature. Hit: 11 (2d6 + 4) piercing damage.                     Shardfeather. Melee Weapon Attack: +9 to hit, reach 5
                 Tail. Melee Weapon Attack: +8 to hit, reach 10 ft, one           ft., one target. Hit: 14 (2d8 + 5) slashing damage.
                 creature. Hit: 8 (1d8 + 4) piercing damage, and the              Feather Fan. The shatterling shoots sharp crystalline
                 target moves to a spot of the scaleshifter’s choice within       feathers in a 30-foot cone. Each creature in the area
                 5 feet of the scaleshifter.                                      must make a DC 17 Dexterity saving throw or take 3
                                                                                  (1d6) slashing damage plus 3 (1d6) lightning damage
                                                                                  and 3 (1d6) radiant damage.
                 Shatterling
                 Primal creatures of raw magic and crystalline matter,            Silicraw
                 shatterlings resemble six-foot long long feathered lizards
                 made of stained glass, whose bodies shift and reform with        A unique form of undead creature, a silicraw is a
                 every movement.                                                  manifestation of the spirits of hundreds of creatures who
                                                                                  have been killed by predators in the Shrilling Sands.
                 Shatterling                                                          A silicraw looks like a mass of animated pebbles,
                                                                                  grains, or splinters roughly sculpted into the shape of an
                 Medium elemental, neutral                                        indeterminate, featureless beast, with a shifting number of
                                                                                  legs or other limbs. Although the silicraw can no longer eat,
                 Armor Class 21 (natural armor)                                   it hungers for the life it lost and pretends to hunt, giving
                 Hit Points 65 (10d8 + 20)                                        itself a “body” of sorts through its supernatural ability to
                                                                                  possess and animate earth and sand.
                 Speed 10 ft., fly 90 ft.
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                 Stormwurm                                                            ACTIONS
                                                                                      Lightning Storm. The stormwurm makes one Energy
                                                                                      Release attack against each target within range. The
                 Massive creatures from the Titan Wastes, evolved over                stormwurm can only use this ability if it has swallowed
                 millennia to withstand Baastherox’s storms and Drakha’s              at least one creature during this fight.
                 frightening weather, stormwurms are building-sized grubs
                 with the ability to turn water into energy.                          Energy Release. Ranged Spell Attack: +13 to hit, reach
                                                                                      60 ft., one target. Hit: 18 (4d8) lightning damage.
                     Their bodies are so full of energy that they can summon          Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
                 lightning and evaporate nearby water sources, which lets             target. Hit: 22 (4d6 + 8) piercing damage. If the target
                 them absorb ambient moisture and, thus, generate more                is a Large or smaller creature, that creature is swallowed.
                 energy. A stormwurm can swallow human-sized creatures                While swallowed, the creature is blinded and restrained, it
                 whole, the moisture in their bodies immediately feeding              has total cover against attacks and other effects outside the
                 the monster’s body furnace.                                          stormwurm, and it takes 14 (4d6) acid damage plus 14
                                                                                      (4d6) fire damage at the start of each of the stormwurm’s
                                                                                      turns. When a swallowed creature takes damage in this
                 Stormwurm                                                            way, they lose one single nonmagical item from their gear,
                                                                                      randomly determined or chosen by you. If a swallowed
                 Gargantuan monstrosity, unaligned                                    creature dies, the stormwurm can immediately make an
                                                                                      energy release attack as a reaction.
                 Armor Class 19 (natural armor)
                                                                                           If the stormwurm takes 24 damage or more on a
                 Hit Points 315 (18d20 + 126)
                                                                                      single turn from a creature inside it, the stormwurm must
                 Speed 30 ft., burrow 30 ft.                                          succeed on a DC 22 Constitution saving throw at the end
                                                                                      of that turn or regurgitate all swallowed creatures, which
                     STR             DEX       CON      INT       WIS      CHA        fall prone in a space within 10 feet of the stormwurm. If
                   26 (+8)           9 (-1)   24 (+7)   1 (-5)   10 (+0)   7 (-2)     the stormwurm dies, a swallowed creature is no longer
                                                                                      restrained by it and can escape from the corpse by using 20
                 Saving Throws Con +13                                                feet of movement, exiting prone.
                 Senses blindsight 30 ft., tremorsense 60 ft., passive
                 Perception 10
                 Languages —
                 Challenge 18 (20,000 XP)
                 Energy Aura. Any creature that begins its turn within
                 30 feet of the stormwurm must succeed on a DC 21
                 Constitution saving throw or take 10 (3d6) fire damage
                 as it dries out, its moisture absorbed by the stormwurm.
                 If a creature fails its save, all nonmagical liquids it is
                 carrying completely evaporate, and all magical liquids
                 lose one dose each. If a creature dies from a stormwurm’s
                 energy aura, the stormwurm can immediately use its
                 Energy Release attack as a reaction.
Stormwurm
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                   Huge monstrosity, unaligned                                       The most predatory stage of the stormwurm, larvae still
                                                                                     need to eat to convert their food into energy, so they
                   Armor Class 17 (natural armor)                                    never stop hunting and eating whenever possible.
                   Hit Points 161 (14d12 + 70)
                   Speed 40 ft., burrow 30 ft.
                   ACTIONS                                                           ACTIONS
                   Energy Release. Ranged Spell Attack: +11 to hit, reach 60         Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
                   ft., one target. Hit: 18 (4d8) lightning damage.                  target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6)
                   Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one          fire damage.
                   target. Hit: 16 (3d6 + 6) piercing damage. If the target is
                   a Medium or smaller creature, that creature is swallowed.
                   While swallowed, the creature is blinded and restrained,
                   it has total cover against attacks and other effects outside
                   the young stormwurm, and it takes 10 (3d6) acid damage
                   plus 10 (3d6) fire damage at the start of each of the young
                   stormwurm’s turns. When a swallowed creature takes
                   damage in this way, they lose one single nonmagical item
                   from their gear, randomly determined or chosen by the GM.
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                 Striker Rock
                                                                                           Lightning Current. Any creature that successfully
                                                                                           damages the striker rock with a melee attack or begins
                 Frêke vo’ode, or striker rocks, are elemental creatures                   their turn grappled or restrained by the striker rock
                 native to Coatl lands, probably born from the brood’s                     takes 14 (4d6) lightning damage.
                 experiments. They are aggressive and territorial but not
                 too bright. Still, they are cunning when attacking and                    Water Vulnerability. When a striker rock touches a
                 can ensnare their prey with their lightning whips.                        large body of water or is soaked with water, they lose
                                                                                           their lightning damage immunity, and every time they
                                                                                           deal lightning damage while in such a state, they take
                                                                                           the same amount of lightning damage themselves.
                 Striker Rock
                 Large elemental, neutral                                                  ACTIONS
                                                                                           Multiattack. The striker rock makes two fulgurant whip
                 Armor Class 17 (natural armor)		                                          attacks. If both attacks hit, the target becomes grappled
                 Hit Points 161 (14d10 + 84)                                               (escape DC 19).
                 Speed 20 ft.                                                              Fulgurant Whip. Melee Weapon Attack: +11 to hit, reach
                                                                                           30 ft., one target. Hit: 20 (4d6 + 6) lightning damage,
                     STR             DEX        CON          INT      WIS       CHA        plus the target is pulled 10 feet toward the striker rock
                                                                                           and becomes restrained until the end of their next turn.
                   20 (+5)           9 (-1)    22 (+6)       5 (-3)   13 (+1)   5 (-3)
                                                                                           Fulgurant Discharge. The striker rock targets a grappled
                 Damage Resistances bludgeoning, piercing, and slashing                    or restrained creature. The creature must make a DC 19
                 from nonmagical weapons                                                   Constitution saving throw, taking 28 (8d6) lightning
                 Damage Immunities lightning, poison                                       damage on a failed save, or half as much on a success.
                 Condition Immunities charmed, exhaustion, grappled,
                 paralyzed, petrified, poisoned
                 Senses darkvision 60 ft., passive Perception 11
                 Languages —
                 Challenge 14 (11,500 XP)
Striker Rock
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                   Zaadren
                                                                                         Zunrüs
                   Zaadren, or “servitor” constructs, are the janitors and
                   technicians of the Kiln’s upper levels, designed by the Ehrlya        Medium dragon, neutral evil
                   to perform maintenance on simple mechanisms and piping.
                                                                                         Armor Class 20 (+2 scale armor)
                       A zaadren looks like a polished rock orb with a 2-foot            Hit Points 150 (20d8 + 60)
                   diameter resting on a metal cradle with five to seven insect-
                   like legs. The orb has a beak-like extension at its front and a       Speed 30 ft.
                   wider sort of snout on its rear.
                                                                                              STR       DEX      CON        INT       WIS      CHA
                                                                                             20 (+5)   18 (+4)   18 (+4)   11 (+0)   10 (+0)   15 (+2)
                   Zaadren                                                               Saving Throws Str +11, Con +10
                                                                                         Skills Acrobatics +10, Athletics +11, Intimidation +8,
                   Small construct, unaligned                                            Investigation +6, Perception +6, Stealth +10, Survival +6
                   Armor Class 18 (natural armor)                                        Damage Resistances cold, lightning
                   Hit Points 44 (8d6 + 16)                                              Damage Immunities fire
                                                                                         Senses darkvision 60 ft., passive Perception 16
                   Speed 40 ft., climb 40 ft.
                                                                                         Languages Common, Draconic
                       STR           DEX       CON        INT       WIS      CHA         Challenge 15 (2,900 XP)
                      13 (+1)        15 (+2)   15 (+2)   11 (+0)   11 (+0)   13 (+1)
                                                                                         Knife Slide. Each of Zunrüs’s weapon attacks deal an
                   Damage Resistances fire                                               additional 21 (6d6) damage of its base damage type if the
                   Damage Immunities poison, psychic                                     target is within 5 feet of a Charred Claw assassin.
                   Condition Immunities charmed, exhaustion,
                   frightened, poisoned                                                  ACTIONS
                   Senses blindsight 60 ft., passive Perception 10                       Multiattack. Zunrüs makes three weapon attacks.
                   Languages understands Draconic but can’t speak                        Va’ra Greatblade. Melee Weapon Attack: +11 to hit, reach
                   Challenge 3 (700 XP)                                                  5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus
                                                                                         10 (3d6) necrotic damage, and the target must succeed
                   Magic Resistance. The zaadren has advantage on all                    on a DC 16 Constitution saving throw or gain one level
                   saving throws against spells and other magical effects.               of exhaustion. A non-dragon creature killed by a Va’ra
                                                                                         greatblade’s damage or exhaustion effect becomes a dry
                                                                                         husk which cannot be brought back to life by any means.
                   ACTIONS                                                               Va’ra Dart. Ranged Weapon Attack: +10 to hit, range
                   Jolt. Melee Weapon Attack: +5 to hit, reach 10 ft., one               30/90 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus
                   target. Hit: 9 (2d6 + 2) lightning damage.                            3 (1d6) necrotic damage, and the target must succeed on
                                                                                         a DC 11 Constitution saving throw or gain one level of
                                                                                         exhaustion. A non-dragon creature killed by a Va’ra dart’s
                                                                                         damage or exhaustion effect becomes a dry husk which
                                                                                         cannot be brought back to life by any means.
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                                                                       Appendix B:
                                     ARTIFACTS & ITEMS
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                 DRAGONKIN SPEAR
                    Melee weapon (martial, spear)                        MAGNIFEX BLADESTAFF
                    Category: Items
                                                                             Melee weapon (martial, polearm)
                    Damage: 2d6
                                                                             Category: Items
                    Damage Type: Slashing
                                                                             Damage: 1d6
                    Item Rarity: Standard (in Drakha)
                                                                             Damage Type: Slashing
                    Properties: Range, Heavy, Reach, Thrown, Two-
                    Handed (for non-dragons)                                 Item Rarity: Standard (in Drakha)
                                                                             Properties: Finesse, Reach
                    Range: 20/60 ft.
                                                                             Weight: 3
                    Weight: 5
                                                                             Weight: 1
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Dragonkin Spear
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                 Um’Frêki
                   Weapon (pike), artifact                                         Va’ra Weapons
                   Um’Frêki, the Hooked Render is a magical weapon,
                                                                                       These deadly weapons were made by the cruelest minds
                   designed by Mutroz the Architect as a potential deterrent
                                                                                       of dragonkind so that dragonkin could harvest or
                   against Sivax, their former employer. Although Sivax did            outright destroy the magical energy of humanoids and
                   betray Mutroz, the Architect had no chance to finish                other Valernian creatures. Wounds from a Va’ra weapon
                   the weapon, and its pieces remain scattered across the              not only hurt the body, but they also sap the target’s very
                   Crystalline Maze below the Magnifex domain.                         essence, leaving them dried, drained and - in some cases -
                       If the adventurers find the spell within the lost notes         incapable of healing or resurrection.
                   stashed in area 4 and the discarded weapon pieces in areas              Property: Va’ra Weapon. Any creature damaged by
                   16 and 17, they can now assemble the weapon and use it              a va’ra weapon takes additional necrotic damage equal to
                   against Sivax - or any Magnifex dragon.                             1d6 per each die of the weapon’s base damage. A creature
                       Um’Frêki was intended as a dart by its dragon creator,          that takes necrotic damage from a va’ra weapon must
                   but in the hands of a human-sized character it counts               succeed on a Constitution saving throw or gain one level
                                                                                       of exhaustion. The DC for this save is equal to 8 + the
                   as a two-handed melee weapon. The weapon deals 3d6
                                                                                       wielder’s Charisma modifier + the wielder’s proficiency
                   piercing damage, and anyone with martial weapons                    bonus.
                   proficiency can add their proficiency bonus to the attack
                   roll. The wielder also gains a +2 bonus to attack and                                      A non-dragon creature killed
                   damage rolls made with this magical weapon, and it deals                                  by a Va’ra weapon’s damage or
                   double weapon damage against Magnifex dragons and                                           exhaustion effect becomes a dry
                   dragonkin. If used against Sivax, this weapon ignores his                                     husk which cannot be brought
                   damage reduction.                                                                             back to life by any means.
                                                                                                                   A va’ra weapon is worth
                                                                                                                 500 gp in Drakhan markets, or
                 Va’ra Crystals                                                                                  5000 gp if sold elsewhere.
Um’Frêki
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                                         TALES OF DRAKHA
                                     The adventures in this volume are all based on events that took place in
                                     Dragonbond history, and are tied to lore elements of our canon storyline. They
                                     are loosely based on some of the most relevant times that the azhurma of Drakha
                                     faced a challenge from their Valernian subjects, and the events leading up to that.
                                     This is stuff that storytellers from Drakha - and some from Valerna - speak about
                                     in the actual campaign setting.
                                         What you play is your own world, your own canon and your own storyline,
                                     of course, but we thought it could be interesting to present the aftermath of the
                                     stories, or the ‘historical endings’, as they are told in Dragonbond lore.
                                         The following sections present the aftermath of these adventures as known
                                     and retold in-universe, which may or may not be accurate in your own campaign.
                                     These are the versions of the story that we will reference in current and future
                                     products. They do not count as an actual part of the adventure, and you may or
                                     may not adopt them as the actual endings of each story. If you wish to take them
                                     into account, you may tell them after the adventure as an epilogue - or as a fake,
                                     ‘official version’ of what really happened.
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                                     Centuries later, when the Return of the Dragons was ancient history, and the razing
                                     of Valerna was only a bad memory branded in the minds of those that did not
                                     witness it except in visions and the nightmares of their people, we asked how it had
                                     happened. How did the dragons return from their exile in the Red Moon? How
                                     did they break the curse and leave the gulf between worlds open for their swarms to
                                     return in force?
                                       Many said it began with the Primordial Shard; a single claw of the First Dragon,
                                     who carried the curse of its progeny to the Red Moon at the dawn of history.
                                        Legend tells that the Greatest Warriors of Valerna, its bravest hunters and heroes,
                                     once gathered to challenge Baastherox, the Mightiest of Dragons, for the shard of
                                     Kadmos, as asked by their late companion, the knight Palan of Ysval.
                                        The heroes could not defeat Baastherox, of course - his scars only seemed to
                                     make him stronger, and the more wounded he looked, the more his power grew.
                                     He laughed hearty and roared in triumph, enjoying a challenge for the first time in
                                     ages untold, chanting battle hymns he made up on the spot as the heroes’ enchanted
                                     weapons faced down his dragonfire. When the heroes could fight no more, he spared
                                     them - those that could still be spared - and gifted them with their lives and with the
                                     shard, proud of having faced such spirit from the children of Valerna.
                                        Or so the legend tells.
                                         Perhaps Baastherox just scared the heroes away with a warning; perhaps the
                                     shard sits still in his lair and it had nothing to do with the breaking of the curse. But
                                     historians in both Drakha and Valerna maintain that the Greatest Warriors took the
                                     shard, and used the notes of Mzeebal the Madcap, the dragonkin sage who dared
                                     camp in Baastherox’s shadow, to create a road back to their world. They used the
                                     Spear of Fannax the Dragonkin, which still contained the life force of their friend
                                     Palan, to open a wound in space that allowed them to return to their world. Thus
                                     Palan’s lifelong wish of seeing Valerna again was fulfilled, in a fashion.
                                        And in every History academy it is said, in hushed yet certain tones, that this first
                                     crack, this first scratch in the curse, was what the Returned Dragonbonded used,
                                     years later, to carry the Rune of Aureus back to Valerna, and with it the Rune of
                                     Kuxcoatl, and with them the anchors of what would become the Dragon Invasion,
                                     and lay waste to the mortal world.
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                                     Today we remember the Scalebreakers as being the greatest dragon slayers in both
                                     Drakha and Valerna, having bearded even Azhurmas in their den. But once they
                                     were but a ragtag band of survivors, who had only killed a couple dragons by luck,
                                     and only because they were desperate for freedom.
                                        The history of the Scalebreakers, and of all Drakhan citizens, turned when they
                                     destroyed the Va’ra vein.
                                         Some members of the Scalebreakers—or maybe it was some legendary hero from
                                     another tale, and the Scalebreakers only took the credit and the spoils—entered
                                     the Nurazhirme Kiln, the lair of Ehrlya Dragons, and sabotaged the only vein of
                                     Va’ra crystals in the Red Moon. In those days, va’ra weapons were not as rare as
                                     they are now, and Aureus’ Ban had not been enacted against their use; dragons and
                                     dragonkin widely used these weapons to drain Vaala lifeforce out of mortals, both as
                                     a test of magic channeling, and as a way to keep Valernians in line.
                                         That ended when a group of Scalebreakers—or at least a group sent by the
                                     Scalebreakers—infiltrated the Kiln, reached the Va’ra lode and destroyed it with
                                     both magic and cunning. Trying to escape their sabotage, the agents came across
                                     Dehrilya’s Flawless Forge, and were forced to face the Azhurma Forge Queen herself.
                                     Only one of the agents managed to escape the wrath of Dehrilya; perhaps she let the
                                     survivor go, out of boredom or amusement. And perhaps the hero was just lucky to
                                     leave alive.
                                         In any case, either as a gift from Dehrilya, or stolen from her vault, the hero
                                     brought back a great sword of dragonbone, with a hilt of Ehrlya metal. He left it as a
                                     gift to the Scalebreakers as a last act before leaving them, or dying from the wounds
                                     of Dehrilya’s fire.
                                        Ignatz the halfling kept the sword, which became a symbol for the Scalebreakers,
                                     not only for the blade’s dragonslayer quality, but because it represented the ability of
                                     mortals to rise up to the dragons and snatch at least a partial victory. The Va’ra vein
                                     had been destroyed, and a prize was retrieved from the Forge Queen’s vault.
                                          This led the Scalebreakers to newfound pride and deeds, until they became the
                                     accomplished dragon hunters they are now. And it is said the fabled Ehrlyablade is
                                     still on display at one of the group’s secret hideouts in the Red Moon, as a reminder
                                     of the strength of Valernians—and the folly of challenging an azhurma.
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                                     The heroes defeated Kuxcoatl and escaped his maddening trap, remembering their
                                     real lives and identities. They broke free of the pyramid, taking one of Kuxcoatl’s
                                     artifacts and using it to return to their world.
                                        Then they woke up, having lost their memories again, having returned to a small
                                     chamber, without equipment, with unknown marks on their bodies.
                                        “Do I have to do this again, master?”
                                        “Do you feel pity for these mortals, Esha? Perhaps I gave you too much human
                                     compassion after all…”
                                        “It does get boring after a couple dozen times.”
                                        “Boredom. Another mortal concept I don’t quite grasp.”
                                        Esha sighed, looking at the prisoners through her master’s gazing pool. Kuxcoatl
                                     looked over her shoulder.
                                        “I guess they are not bored yet.”
                                        “How could they be, master? We make them forget every time.”
                                        “So it’s not only repetition which begets boredom, but repetition and memory”.
                                        Kuxcoatl took some notes in a stone slab beside him.
                                        “You may be right, Esha. I’ll take a bit more of their memories this time. See if
                                     that changes their reactions.”
                                         Esha rolled her eyes, and stepped through the gazing pool. Soon, she appeared
                                     among the adventurers, as groggy and confused as them, her memory temporarily as
                                     lost as theirs.
                                        “Good,” whispered Kuxcoatl, and began the experiment anew.
298
TO BE IN ALL SHADOWS
                                     The chasm of U’drutz, at the border of the Nix dragons’ territory in the Catacomb
                                     Reaches, used to be considered a potential safe haven for Valernians and other non-
                                     dragon refugees, as dragons rarely dared approach the region. But all attempts to
                                     settle the region ended badly—insofar as nobody knows what happened to those
                                     making the attempt.
                                         One of the few surviving accounts of a failed attempt to settle U’drutz comes
                                     from the survivors of the doomed Amberskins tribe. These people had survived
                                     in the region long enough to have sired a generation of Drakha-born tribespeople
                                     who sought to secede from their elders, who remained Valernian traditionalists.
                                     Supposedly, this conflict weakened the tribe enough that a surprise raid by Nix’udjar
                                     dragonkin took them entirely by surprise and scattered the tribe, with the largest
                                     group of survivors heading straight into the Catacomb Reaches, apparently in search
                                     of an ancient Ehrlya artifact known as the Warsled—the husk of a magical, floating
                                     ship which would help them escape the Nix’udjar’s onslaught. Nobody heard from
                                     that group of survivors again, and only a handful of Amberskins reached other
                                     settlements alive much later.
                                         In fact, even the tale of the lost Amberskins would remain unknown were it
                                     not for a group of Fulgen traders, who traveled to Ossarium, the central region of
                                     Nix lands, in search of a permit of passage in the name of the Golden City. These
                                     diplomats were not allowed to linger around the lands of Ossarium, of course, but
                                     they managed to notice two things. One, the massive husk of what could have been
                                     a crashed, metallic ship, extinguished runes carved on the slag: and second, that
                                     the undead guards at the Nix border included the animated bodies of civilians and
                                     children, who never wander into the Catacomb Reaches. A greater riddle is posed
                                     by the account of Valernian-made weapons among the same undead guards. Had
                                     the Amberskins hired Valernians to help their escape? Were they Valernians from the
                                     tribe, who had kept gear from their homeworld hidden from draconic vigilance? Was
                                     the charred husk the remains of the Ehrlya Warsled?
                                         The issue remains a mystery. And, since these dark reports all come from the
                                     vicinity of Nixis’ lair in the Great Mausoleum, it is likely that only she knows
                                     the answer.
299
                                     Much has been told of the Orphan’s Crags, the region beyond the Shrilling Sands,
                                     where dragons dare not intrude and where humans and other Valernians can live
                                     safely in a deathless paradise.
                                        Every Drakhan year, dozens of Valernian escapees and adventurers get lost in the
                                     way, forever swallowed by the sands, in their attempts to reach the fabled sanctuary.
                                     But there is no single record of a returning party. Not one.
                                         For some, this is proof that the Orphan’s Crags don’t exist; for others, it is the
                                     opposite: the fact that nobody has returned confirms that they wanted to stay there
                                     forever.
                                        For the sake of completeness, we include here the only surviving excerpt from the
                                     notes of Vyris, a self-professed “Notorious Skolla from the Ysval Region”. We know
                                     nothing else of this Vyris, save for the two and a half scraps of paper rescued from
                                     their expedition log, and transcribed here, including incomplete phrases, dubious
                                     terms and truncated sections.
                                        Day 11
                                        I can’t write yet. This is (too much)...
                                        Day 12
                                        We defeated her. Last night.
                                            We killed Rawraxxa. The dragon is (...) can scarcely believe it myself. It MUST
                                        have been dead, with that many (...) I saw the sands swallow her carcass, a fitting end
                                        for (...) “apex predator.”
                                             Last night we were too tired to (celebrate. We) just wanted peace. We didn’t even
                                        have dinner. We have to worry about food (and water now) if we want to go back to
                                        (...) the last to fall asleep, as always (...) but I swear I saw (…)
                                            Today the sands seem calm, (however,) and a great weight has been lifted from
                                        the (surroundings) (...) Orphan’s Crags (...) today we begin work, and tomorrow (...)
                                        bring more people (...) finally make it into (...)
                                        Day 13
                                        I was wrong. We were all (...)
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                 Christopher                   Daniel Jimenez Vera       Derek Fiedler         Elizabeth T                         Gareth Mark Fox
                 Christopher & Tristan         Daniel Kirkegaard         Derek Gustafson       Elka Finkenstein                    Garikoitz
                 Christopher Aaron Johnson     Daniel R Curtis           Derek Morgan          Elly Rivera                         Garrett Farmer
                 Christopher Borges            Daniel Riedler            Derek Wagner          Eloway                              Garrett Penn
                 Christopher Carr              Daniel Scheerer           Derman Jonathan       Emilio Estrada                      Gary
                 Christopher Gorzelnik         Daniel Sherier            Destine Xiong         Emma                                Gary James
                 Christopher Miller            Daniel Spaar              Desychron             Enrique M                           Gary Johnson
                 Christopher Pickens           Daniel Sword              Detestable Games      Erebus                              Gaurav Gandher
                 Christopher Schmidt           Daniel Weber              Detlef R Hallermann   Eric                                Gaxor
                 Christopher Trim              Daniel Wegner             Devin                 Eric                                Gearstorm
                 Christopher Veistrup-Vetlov   Daniel Wirth              Devin Pigman          Eric                                George
                 Christopher Wayne             Daniele Zito              Devin Reusch          Eric                                George Ramsted Doane
                 Christopher Williams          Danny Awalt Jr.           Devon Barlow          Eric Barden                         Georgina Vives
                 Chuck White                   Danny Glasscock           Diego Velázquez       Eric Canapini                       Gerard
                 Churchill                     Danny Kiregbaum Laursen   Dimitri               Eric Dreibelbis                     GhenrikG
                 Claire Rosser                 Darkerfalz                Docahbear             Eric Hendrickson                    Glenn Auvenshine
                 Claus Olesen                  Darkstand                 Dogstar               Eric Irish                          GloryWolfsbane
                 Clayton Culwell               Das Manninen              Dom Cleary            Eric Wagner                         Golden Aegis
                 Clémentine                    Dave                      Dominik Storz         Eric Zomer                          GornSpelljammer
                 Clive Stone                   Dave E                    Donald Bleeker        Erik                                Graham Quartly
                 Cody Boers                    Dave Fortin-Labrie        Donald Hallama        Erik Balcazar                       Greg Brunell
                 Cody Nill                     Dave Harris               Donald Springer       Erik Howell                         Greg Finfrock
                 Colby Deitz                   Dave Hoult                Donna Crawford        Erik Östlund                        Greg Fonseca
                 Cole                          Dave Powell               Doug Rector           Erin McKee                          Greg Lucas
                 Colin Buchanan                David A. Nolan            Douglas Hufford       Eryk Ferrere                        Greg Mahoney
                 Colin Pritchard               David Bell                Downward Viral        Ethan Jennings                      Gregory Kofsky
                 Cong Pham                     David Casey               Draco                 Eugene Loebach                      Gretvoltez
                 Conrad Coffman                David Cunkelman           DracoNomine           Evil Midnight Lurker                Grizgrin
                 Corey Fisher                  David Daniel              Dracosask             ExSheex Vanale                      Groo42
                 Corinne Romano                David Dierks              Draekalovich          Eyeofthenyte                        Gryps
                 Cory Matt                     David Emmons              Dragon Chemist        Fabio Marchetti                     Gunthar Thorksson
                 Courtney Marie Eley           David Finn                Dragoncat             Fabled Adventurers Extraordinaire   Gurthfin
                 Craig Earl                    David Gallo               Dragut Gruia Matei    Factions: Battlegrounds             Hailey
                 Craig Kirkpatrick             David Hermanson           Drew Bowers           Felipe Monell                       Hálfdan A. Henrysson
                 Crawford (K)                  David Hughes              Drew Drescher         Fernando                            Hand Of Cthulhu
                 Creed                         David Jones               Drew Frank            Filip Milinkovic                    Harold Williams II
                 Cristin Chall                 David King                Drew Williams         Florence Blea Andrews               Harper Kidder
                 Csaba Pintér                  David Knodt               Dromeos               Florence Mooney                     Harrison
                 Cullen Gilchrist              David M Pietraszewski     Dryder                Florian M. Wolf                     Harry Fox
                 Cully Smutzler                David M Rusk              Duncan                Fontslinger                         HawkvsAvril
                 Curtis Harper                 David Marshall            Dust                  Forcefields                         Hayderino
                 Dagur Logi                    David Maskell             Dustin Cook           Forrest                             HeadTrauma
                 Dakoda Darling                David McLeod              Dustin Warren         Francis Flammang                    Heath Phillips
                 Dakota Ferrero                David Pyrak               dwJoker               Francois Mersch                     HeavensRevenge
                 Damien                        David Robert Pemberton    Dylan Petterson       Frank Leinbach                      Hector Heaviside
                 Dan C                         David Ross                Dylan Simpson         Frank Roberts                       Hector ramirez hermosillo
                 Dan Gelinas                   David Stephenson          Earl McCammon         Franz B.                            Henry Higginbotham
                 Dan McMillen                  David Taylor-Escobar      Ed                    Fred Bey                            HeroDaveMore
                 Dan SRT                       David Thompson            Eddie Chew            Frederic Schaaf                     Hidaí Gómez Portugal
                 Dana Sexton                   David Varoqueaux          Edward Erdman         Frédérick Côté                      Homalox
                 Daniel                        DavidG                    Edward Gleason        Fredrik Rosberg                     House Hendoe
                 Daniel & Emma Wolfe           Davtor                    Edwin Teran           Freya Needham                       Hugo
                 Daniel Bartkowski             Day                       Elaboratesage         Fribb                               Hunter Radetsky
                 Daniel Eldridge               Debo.Obeezy               Eli Nyght             FST                                 Huy
                 Daniel Gray                   Delaney Rose              Elizabeth             Gabriel Gauthier                    Hyvä Kalsium Lich
                 Daniel J. Ferraro             Delta - Tommy             Elizabeth Carlberg    Gabriel H                           Ian
                 Daniel James Turner           Denver Lybarger           Elizabeth Legner      Gabriel Rotar                       Ian Dodd
303
304
305
306
307
311
                                                                         Hit Points
                                                                                                   UPPER TORSO                       RIGHT WING                    LEFT WING
                                                                                                   AC        HP                      AC        HP                  AC            HP
                                                                            TAIL                   DC                                DC                            DC
                                                                            AC          HP
                                                                                                   SCAR/RUNE                         SCAR/RUNE                     SCAR/RUNE
                                                                            DC
                                                                                                   BROKEN                            BROKEN                        BROKEN
                                                                            SCAR/RUNE
                                                                                                   NOTES                         NOTES                             NOTES
                                                                            BROKEN
                                                                           NOTES
                                                                                                   LOWER TORSO
                                                                                                   AC        HP
                                                                                                   DC
                                                                                                                                                                  HEAD
                                                                                                   SCAR/RUNE
                                     Notes                                                                                                                         AC            HP
                                                                            RIGHT LEG              BROKEN
                                                                                                                                                                   DC
                                                                            AC         HP          NOTES
                                                                                                                                                                   SCAR/RUNE
                                                                            DC
                                                                                                                                                                   BROKEN
                                                                            SCAR/RUNE
                                                                                                                                                                  NOTES
                                                                            BROKEN
                                                                           NOTES
DC DC DC