Dokumen - Tips Dragothas-Lair
Dokumen - Tips Dragothas-Lair
Dokumen - Tips Dragothas-Lair
Dragotha’s Lair
An RPGA® Adventurer’s Guild Tournament
for the AD&D® game
Table of Contents
CREDITS:
Design: Bruce R. Cordell
Editing: Penny Williams, John D. Rateliff
Cartography: AD&D Core Rules 2.0 CD-ROM
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned by Wizards of the Coast, Inc. All Wizards characters, character names, and
the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc.
This material is protected under the copyright law of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast, Inc.
This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
©1999, 2001 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
T
wenty years ago, newly discovered map fragments Pass out the pregenerated characters. Read or paraphrase
revealed the lair of Dragotha, the Undead Dragon. the boxed text immediately below as an introduction to
Those same fragments also revealed the location of the players of Dragotha’s Lair.
White Plume Mountain, and with it the renewed threat of
Keraptis, an ancient wizard of evil repute. Thus, Keraptis You are a bold campaigner, a veteran of many adventures.
and White Plume Mountain received all the attention, Recently, you met Tardalus the Inquisitor, an undead
while Dragotha’s lair, whatever it really represented, hunter of great renown. Intrigued by his stories of a
remained a mystery. mysterious undead dragon located to the north, you joined
The fabled undead hunter, Tardalus the his quest to discover the truth. In return for your aid in
Inquisitor, hates mysteries. So he has gathered a team of dangerous situations, Tardalus agreed to give you and the
adventurers (the player characters) to investigate this one. others equal shares of any and all treasure found in the
Tardalus is a devoted servant of Heironeous, god of lair. Tardalus is interested only in one thing: discovering
justice and valor. A self-avowed undead hunter, and dispatching Dragotha the Undead Dragon.
Tardalus’s eye has turned to the original Undead Dragon.
It doesn’t bother Tardalus in the least that Dragotha, if he Allow the player characters (PCs) to briefly introduce
exists at all, has remained quiescent these last several themselves to the other players. When introductions are
centuries. Sleeping undead evil is still evil and must be complete, inform the players that the expedition is already
vanquished. underway. After a few weeks of overland travel through
Relying on Tardalus’s special knowledge, the lonely lands, the party, led by Tardalus, is fast
party of undead hunters finds and descends into approaching the location of Dragotha’s lair. Tardalus
Dragotha’s lair. The lair is an overly large tomb, complete shows the PCs the map he is using to navigate (show the
with lesser undead and terrible traps. Particularly lucky players the Lair Overland Map). Play begins at the point
and brave parties press all the way to the innermost marked “You Are Here” on the Lair Overland Map.
chamber and find Dragotha himself. As legends foretold, At this point Tardalus willingly answers some of
Dragotha is indeed an undead dragon, or dracolich. the PCs’ questions, if he has not done so already. Tardalus
Luckily for the heroes, Dragotha doesn’t have the “heart” knows the following:
to truly devastate the heroes. Unfortunately, it takes the
willing sacrifice of a hero most noble to send the • Dragotha. “The legend of Dragotha is an old one, so
awakened Dragotha back into his undead slumber of ages. old in fact that, until now, no one has known for sure
Should a hero be unwilling to make this ultimate sacrifice, where to find the lair of the Undead Dragon.
Tardalus is hero enough to accept this fate. However, I recently secured a map and runestone
key from an old barrow, long undisturbed. Being an
PREPARATION undead hunter of great renown, I immediately swore
my next quest: to find and destroy Dragotha!”
Dragotha’s Lair is an AD&D game adventure designed to • Dragotha’s Lair. “According to what I learned in
supplement and showcase the adventure Return to White the barrow, it seems that a group of dragon cultists
Plume Mountain. It is not necessary to have Return To have associated themselves with Dragotha.
White Plume Mountain to run this adventure, but the Apparently the cultists created a mausoleum temple
Dungeon Master (DM) should keep a copy of the Player’s to Dragotha before sealing themselves up inside
Handbook and Dungeon Master’s Guide on hand during when Dragotha lapsed into quiescence. I don’t know
play. why Dragotha isn’t active, but I know that as long as
The DM should understand the AD&D game he exists, he is an affront to all that is good.”
system and be able to explain the basics of the game • White Plume Mountain. “We’ve steered wide of
mechanics and the most important aspects of a character that peak. Rumor has it that the evil wizard, Keraptis,
sheet to new players before the game begins. This is a has returned yet again. However, that doesn’t
mid-level adventure (for five to six characters of 6th to concern our current quest.”
8th level) that can be played in one four-hour session. • Other Locations on the Overland Map. “I don’t
Seven pregenerated 7th-level characters are enclosed for think we need concern ourselves with places like
use with the adventure, but any character within the Mukos or Thingizzard’s Hut. Actually, I’d prefer to
requisite range will do. Print out or photocopy the go directly to the lair, but I suppose it’s possible that
pregenerated characters ahead of time so that passing some of the other sites on the overland map could
them out is an easy task when play begins. prove interesting. I really don’t know anything about
Text presented in unshaded boxes is information them or their significance, except for the two ruins.”
that the DM can read aloud or paraphrase to the players. • Ruins. “The ruins of Caherdalen and Lossathan are
Refer to the maps printed at the end of this adventure as hundreds of years dead. Once, they were thriving
necessary, and follow any directions given. cities. According to legend, both communities were
destroyed by Dragotha.”
• The Great Swamp. “A nasty fen, inhabited by all realizing that the mud beneath their feet is any different
sorts of terrible creatures. We’d best stay on our toes, than normal swamp muck. At this point, PCs begin to sink
lest we become a meal for some hungry swamp at a rate of 1 foot per round. Once a character begins
monster.” sinking, her movement rate drops by 2 for every 1 foot she
has sunk, automatically dropping to 0 when the character is
Tardalus, human male, 12th-level Cleric: AC 2 chest deep (an average PC has a movement rate of 9). For
(chainmail +2 & shield); MV 12; hp 44; THAC0 12 purposes of this quicksand patch, treat a character’s Move
(mace +2); #AT 1; Dmg 1d6+3 (mace +2); SA Spells, total as the actual number of feet moved per round. Each
turn undead; SZ M (5 ft. 11 in. tall); ML elite (13); AL round the character may make a saving throw vs.
NG; XP 7,000. paralyzation to avoid sinking 1 foot for that round, if she
Str 13; Dex 12; Con 13; Int 14; Wis 9; Cha 14 takes no other actions (such as trying to slog for the edge).
Special Equipment: mace +2 “Requiter” Characters on the edge of the quicksand can extend objects
(always inflicts x2 damage vs. undead, x3 damage vs. evil or throw ropes to sinking allies. Each successful Rope Use
foes on natural attack roll of 20) , chainmail +2, decanter proficiency check (or Strength check at a –4 penalty) pulls
of endless water, runestone dragon key. a sinking character 1 feet up from the mud. Characters who
Spells: (8/7/6/4/2/2) 1st — command, cure light sink below the surface continue descending for about 20
wounds (x3) , protection from evil, remove fear, sanctuary feet and perish through drowning 4 rounds later, if not
(x2); 2nd — hold person (x2), know alignment, messenger, rescued.
silence 15-ft. radius, withdraw, wyvern watch; 3rd — call
lightning; cure blindness, cure disease, remove curse, Summoning Ring
speak with dead, stone shape; 4th — cure serious wounds White stone shafts, decayed and broken, reach upward
(x2); neutralize poison; spell immunity; 5th — cure from the swamp. Some columns in the 30-foot-diameter
critical wounds, flame strike; 6th — find the path, heal. circle are cracked or broken. Others lean against their
Quote “If I had a sovereign for every wight I’ve companion stones, while many have fallen completely
sent howling back into the Darkness, I could tile a over and sunk into the morass.
cemetery in shining gold!”
A Wisdom check, for PCs who specifically observe the
LAIR OVERLAND MAP, KEYED scene, reveals that the water in the center of the ring
slowly swirls for no obvious reason.
Play begins at the point marked “You Are Here” on the Should any PC enter the ring, or if the PCs can
Lair Overland Map at dawn (6 a.m.). Tardalus has lead generate a significant disturbance on the water, four bog-
the party to this point without prior mishap. Till now they mummies rise to the attack! PCs who triggered the attack
have avoided the worst of the swamp, but now a trek by walking into the ring without first noticing the swirling
through the swamp is necessary. From this point on, it water lose 1 round of attacks to the bog mummies before
takes an average party on foot about 30 minutes to rolling initiative normally.
traverse each 1000-ft. hex. Bog mummies are humanoids smothered in mud-
saturated wrappings. Swamp vegetation and bugs thickly
Traversing the Swamp infest every bog mummy.
Read or paraphrase the following to the heroes as they A search of the shallow water reveals a rusted-
press through the swamp: out iron chest, in which many completely ruined
parchments are cached (impossible to say what they once
The saturated air mats your clothing to your body. Every represented), plus a petrified hand. The sapphire ring on
step in the sinking, omnipresent mud releases the stench the hand is a ring of protection +2.
of fungus, rot, and sulfur. Swamp grass grows from the
unending pools of stagnant water, sometimes so thickly Bog Mummies (4): AC 3; MV 9, swim 9 (move normally
that vision is reduced to a dozen yards. Gnarled trees poke through swampland and quicksand); HD 8; hp 36
up here and there but are all half-smothered by moss and (average); THAC0 13; #AT 1; Dmg 1d12 (undead claw);
lichen. The whine of insects is constant, and a swarm of SA Disease (see below); SD +1 or better weapon to hit,
stinging gnats is a second shadow difficult to escape. spell immunities (see below); SW Cold attacks, holy
water, turning (see below); SZ Medium (6 ft. tall); ML
Though dangerous creatures definitely lurk in the swamp, champion (16); AL CE; XP 4,000.
following Tardalus’s lead avoids the necessity of rolling SA—Disease. Wounds inflicted by a bog
for random encounters. Running into patches of mummy cause bog rot except on a successful saving
quicksand is still possible, though, and at some point throw vs. death magic (roll only once for each wounded
during the journey (chosen by the DM), the PCs stumble character at the end of the encounter). The flesh of PCs
into some. with bog rot stiffens and darkens. If not treated with cure
disease, bog rot proves fatal in 24 hours. For each hour
Quicksand the disease goes untreated, the victim must save vs. death
Quicksand patches are 20 feet in diameter. PCs who magic or lose 1 point of Str, Cha, Dex, or Con (roll 1d4 to
stumble into quicksand may move 3d4 feet into it before determine which). If the disease is treated by a cure
disease spell, lost ability points automatically return.
Dragotha’s Lair ©1999, 2001 Wizards of the Coast, Inc. Page 3
SD—Bog mummies are immune to normal fire entrance for centuries, and in any case it is completely
attacks, sleep, charm, hold, and other mind-affecting covered in tons of stone from a landslide deliberately
spells. Bog mummies take half-damage from magical fire. caused by the dracolich.
SW—Cold-based attacks inflict double normal One other entrance exists—an entrance made by
damage. Bog mummies can be turned as Special creatures human hands, and Tardalus has the key. Furthermore, the
on the turning table. A vial of holy water inflicts 2d4 undead hunter knows exactly where to find the human-
points of damage to a bog mummy. sized entrance on the large crag, which saves several days
of searching.
Cave of Bones All is dark within the Lair, unless noted
Meager downs poke grassy tops from the edge of the otherwise. All the following descriptions are given with
swamp. The hills mark a transition between the edge of the assumption that PCs are carrying lanterns.
the swamp and dryer, rocky terrain. A dark cave beckons,
leading directly into the side of one of the downs. D0. Maw of Doom
The back wall of a shallow cliff is entirely covered by a
The aperture leads into a cramped (5-ft.-high by 3-ft.- much weathered relief sculpture. Once you have noticed
wide) cave that runs only 30 feet under the hillside, it, it is easy to see the form of a 30-foot-high skeletal
finally opening into a roughly 10-ft. by 10-ft. by 10-ft. dragon skillfully carved from the stone.
subterranean chamber. The cave is empty but for faded
cave paintings and graffiti on the wall. The cave paintings Notice that the keyed map begins with D1; this area lies
depict various animals, including bear, buffalo, and deer, immediately outside it. To access D1, the heroes must
though all are completely skeletal. The ceiling holds one make a successful Find Secret Doors roll (multiple
final painting: a skeletal dragon. attempts are allowed). On a successful check, a portion of
The graffiti is obviously written by various hands the carving is revealed that exactly matches the runestone
over a long period of time and is mostly indecipherable. A dragon key in Tardalus’s possession. When the runestone
few lines of interest remain: key is applied to this spot, it snaps into place with an
audible click. Then a section of the carving dramatically
• “Keraptis stole the heart of Dragotha, and so earned falls back and slides aside, revealing the bubble-shaped
the dragon’s eternal hate.” chamber keyed as D1.
• “A hero most noble ensures the Dragon’s continuing
slumber.” D1. Choices
• “Dragotha’s hoard surpasses that of any other In addition to the recently opened secret entry, two
dragon.” roughly hewn tunnels give off this bubble-shaped
chamber—one to the northeast, the other to the southeast.
The heroes may or may not draw conclusions from the Darkness and silence fill both corridors.
pictures and graffiti, but nothing else of value can be
found here. A search of this chamber reveals that the dust here has not
been disturbed for many, many years, save by the drip and
Ruins flow of natural cavern processes. The northern passage
Tumbled walls and ruination peek from beneath grass, leads deeper into the complex, while the southern leads to
shrubs, and trees that have mostly reclaimed what was a series of traps.
once a small community.
D2. Trapped Approach
Both sets of ruins (Caherdalen & Lossathan) are less than The rough cavern widens into a small chamber whose
ghost towns. Any secret vaults or treasuries that either southern wall is actual masonry. A large oaken door
city may once have had were looted long ago. Even a stands closed in the center of the wall.
cursory walk through the town makes it clear that nothing
of value remains. However, a walk-through does disclose A covered pit trap lies immediately inside this chamber—
an interesting feature: strange discolorations on some PCs who make directly for the door must save vs.
half-walls. The discolorations are darkened silhouettes of paralyzation or fall into the 30-foot-deep pit for 3d6
humans in various poses of flight and extreme terror. points of damage. Cautious characters still require a
Closer examination reveals the silhouettes to be successful find traps roll to avoid the trap, unless they
composed of compacted ash. These silhouettes are all that stick close to the walls while entering the chamber.
remain of the villagers on the wrong end of Dragotha’s The door to D3 is trapped (see below).
terrible breath.
D3. More Traps
DRAGOTHA’S LAIR MAP, KEYED The door to this room is trapped. If the party opens it
without first detecting and removing the trap, a tinkling of
The Undead Dragon lairs beneath a lonely crag, the glass heralds the spray of poison gas that fills both D2 and
much-weathered remnant of a mountain range long since D3. Heroes who fail a saving throw vs. poison take 1d6+6
lost to erosion. Dragotha has not used his personal
points of damage, while those who succeed at their saving anything has moved here for uncounted years. The open
throw still take 1d4 points of damage. archway to the east opens directly into D8.
Other than dust, this chamber appears vacant. A faded D7. Rubble Choked.
wrap-around mural on the walls depicts an emaciated The worked corridor gives way to a rough tunnel, which
dragon of ebony scales flying amidst lighting-lit clouds. in turn peters out in a dead-end filled with rubble.
Small cracks mar the mural, appearing to be more
concentrated near the center of the southern wall. Hard work clearing away this rubble doesn’t lead to
anything but solid rock.
A covered pit trap of the same depth and statistics as the
pit trap described under D2 lies in wait in front of the D8. Columned Hall
center of the southern wall. The ceiling is lost in darkness above, but massive pillars
march the length of the hall, supporting the unseen
D4. Breathing Altar heights. Each column is carved in the form of a tightly
An elaborately carved altar stands near the center of the coiled serpent. The visible walls and floor of the hall are
eastern wall of this rough cavern. The design on the composed of simple undressed stone.
altar’s front is reminiscent of a dragon. In fact, small
wisps of smoke emerge at regular intervals from its The ceiling rises 200 feet, should any hero possess means
nostrils. A large golden offering bowl is attached to the or sufficiently strong light to investigate the heights.
cavern’s floor immediately in front of the altar, directly Strangely, the columns carved as coiled serpents possess
below the carved dragon’s open maw. no head or tail. Those who specifically think to look note
that there is not a single speck of dust in the room, though
The altar and bowl are nothing more than a trap. The no reason is immediately apparent. In fact, the creatures
golden bowl (worth about 200 gp) is firmly attached to in D10 keep this columned hall tidy.
the floor with a rusted iron bolt. If anything is placed in
the bowl, or if someone attempts to remove the bowl D9. Sculpture
(requiring a successful bend bars/lift gates roll), the A 10-foot-high sculpture of a rearing dragon skeleton
dragon mouth breathes a roaring conflagration of black faces the opening to the columned hall. Though cracked
fire. The black flame fills the room, doing 4d6 points of and somewhat pitted, the statue is essentially intact. The
damage to all who fail a saving throw vs. breath weapon skeletal dragon possesses a single horn on its skull,
and 2d6 points of damage to those who make their saving pointed to the west.
throw.
The altar can breathe up to three times per day. Like D8, this room is utterly free of dust.
Significant damage to the altar (about 100 points) If the horn of the stone dragon is rotated to the
destroys it and the trap, granting 400 XP to every member right, the secret door on the south wall opens (nothing
of the party. else triggers the secret door open). If the horn is rotated to
the left, the concealed door on the east wall opens (but it
D5. Writing on the Wall can also be opened normally) and dark gas streams from
Strange runes are carved on the wall of this rough tunnel. the stone dragon's open mouth. All those within this
chamber must make a saving throw vs. spell or be slowed
Those who can read the Draconic tongues, or those with for 10 rounds. Those who fail their save by 5 or more fall
access to translation magic, can read the following into a deep sleep from which they can only be woken by
message inscribed in Draconic: “To pass beyond this spot the application of physical damage.
is to consign your body and soul to Dragotha, the Undead If the trap is sprung and the eastern door opens,
Dragon.” the Well Watchers are roused in D10 and enter D9 to
“tidy things up.”
D6. First Hall
The obsidian door leading to this chamber is double- D10. Well Watchers
valved, but even after centuries of inactivity it opens The 5-foot-wide, 2-foot-tall circular stone lip of a well
silently with but a gentle shove. occupies the eastern portion of the rough cavern, though
no pulley or bucket is immediately apparent.
A patina of dust cloaks the massive stone blocks that tile
this chamber. Piles of rotting plaster slump before every A few of the crazed dragon cultists sealed within
wall, apparently having once covered the naked stone. To Dragotha’s Lair long ago made the transition to undeath
the east, the room opens into a larger hall lost in darkness. (as many others have also accomplished) and now reside
Inscribed above the entry in the Common Tongue are the in the neck of the well. Periodically the creatures, now
words: “Temple of Dragotha.” five wights, squirm free of the well to clean the dust from
the columned hall and the adjacent room (D8 and D9). If
The designs that once decorated the plastered walls are the trap in D9 is triggered, they emerge and attack any PC
long lost to time’s cruel hand. It doesn’t appear that in the lair, even if they must track the heroes to another
Dragotha’s Lair ©1999, 2001 Wizards of the Coast, Inc. Page 5
location. The wights also attack any PC who peers over sunlight kills it after 1 hour exposure, fire burns it for 1d4
the edge of the well, dramatically lunging at the points of damage per application; SZ H (30 ft. diameter);
investigating character and attempting to pull him or her ML fearless (20); Int non- (0); AL N; XP 65
down into the well. Notes: SA—Dissolution. The egg mass eats
Wights appear as animate corpses, though they through 1 inch of wood per hour but dissolves metal much
move more quickly than any zombie should. Their eyes faster: it eats through plate armor in only 3 melee rounds.
burn with black fire. The horrid egg mass can be scraped off quickly, cut away,
frozen, or burned. Otherwise, when in contact with a
Wights (5): AC 5; MV 12; HD 4+3; hp 19 each; THAC0 living target it dissolves flesh at a rate of 1d4 points of
15; #AT 1; Dmg 1d4 + special (bite or touch); SA energy damage per round. If a living target is killed by the egg
drain (touch or bite drains one level); SD harmed only by mass, that target is completely absorbed into it, becoming
silver or +1 or better magical weapons, undead food for the mysterious gestating amoebas.
immunities (unaffected by sleep, charm, hold , cold,
poison, and death magic); SW holy water (2d4 points of D14. Wondrous Hall
damage per splash), can be turned; SZ M (6 ft. tall); ML Immense columns support a vasty hall illuminated by dim
elite (14); Int average (9); AL LE; XP 1,400 each. lamps, one to a column. Each column is carved in the
form of a draconic leg, rising into unguessed heights
D11. Empty above. In addition to each leg-column, four exceptionally
This rectangular stone chamber is empty of all save dust. large white-marble statues stand near each corner of the
chamber. The statues model completely skeletal dragons.
D12. Blasted Area The visible walls and floor of the hall are sculpted in high
The rusted iron door to this chamber is crumpled and reliefs showing leering faces, horns, bones, and dragons.
hangs half off its hinges. Inside, the room is blackened A shrouded, cloaked figure stands at the very center of the
and cracked as if subject to some great explosion that hall, in the confluence of the sickly lamplight. Six
occurred long ago. Despite the great heat damage, a shrouded humanoid figures surround the central figure.
strange circle filled with blurred and broken runes is
partially visible as an inscription over the entire floor. The chamber rises 200 ft. high, though the light of the
yellowish lantern light only reaches about 60 ft. up. Five
The original inhabitants used this chamber as an exits are visible in this chamber, and one secret door
experimental summoning chamber. Unfortunately, the last provides the sixth exit to the south. A special enchantment
experiment apparently got out of hand. Nothing remains in this room prevents all clerical turning from functioning
in this room to tell inquisitive investigators more, unless within it.
they find the concealed door on the east wall. The shrouded figure at the center of the hall was (and
In fact, dragon cultists in service to Dragotha attempted is) the high wizard-priest of Dragotha’s Cult, called
to summon a replacement for Dragotha’s stolen heart (see Angdol. The other figures are lesser cultists, who have
D21). Something went wrong, and the ensuing blast stats similar to ghouls, but more powerful. Though dead,
ended that particular line of research, but the thing that Angdol remains dangerous, and doesn’t take kindly to any
was summoned slinked through the eastern secret door who interrupt his dark séance. If PCs attempt to talk with
into area D13. Angdol, the figure turns and addresses the party and may
take the time for some simple conversation before
D13. Spawn of Evil attacking:
The lowest portions of this rocky cavern are half-flooded
• “I am Angdol, high priest-wizard of Dragotha. It was
with a greenish, stagnant-looking liquid. The odor of
by my hand that Dragotha’s Lair was sealed against
malodorous rot inhabits the chamber like a living thing.
the outer world. By entering here, your life is forfeit.”
• “Dragotha is near. The Undead Dragon rests,
The thing brought into the lair in D12 paused briefly here,
gathering power for his next glorious rampage.”
depositing a clutch of eggs before it departed. A closer
• “Without his undead heart, Dragotha tires quickly.
look at the liquid reveals a sticky mass of green-tinged
However, with your arrival, Dragotha even now
eggs such as a fish might lay, though each egg approaches
draws vitality from your living hearts, and begins to
1 inch in diameter. Though translucent, within each is
stir!”
visible a surging blot of darkness. They never hatch, but
the mass is dangerous nonetheless for its ability to
Angdol is tough—he can’t be turned, and he has the
dissolve flesh. For purposes of interaction with the PCs,
physical stats of a flesh golem. When hostilities occur,
treat the entire egg mass as one creature.
Angdol attacks with his spells, while his six fellow
cultists attempt to prevent the party members from
Gelatinous Eggmass (1): AC 9; MV 0; HD 30; hp 300
physically attacking Angdol by their own ferocious
(see SD); THAC0 Nil; #AT 6 (pseudopods); Dmg 1d4
attacks.
(dissolving enzyme, see Notes); SA Dissolution (see
Notes); SD Immune to weapons and most spells; SW
Each cure disease spell inflicts 2d10 points of damage,
Angdol, flesh golem, 12th level Wizard: AC 4 (bracers The chamber is tiled with alternating obsidian and
of AC 4); MV 8; HD 9; hp 40; THAC0 11 (4 with +4 staff redstone slabs. Relief sculpture on each slab details blank
& Str bonus); #AT 1; Dmg 1d6+11 (+4 staff & Str faces with open, howling mouths. A pitted globe hangs
bonus); SA Cast spells; SD Immune to nonmagical from the ceiling, from which drizzles a wan, faded light.
weapons, immune to all spells save the following: fire- An altar carved of black marble sits directly across from
and cold-based spells slow a flesh golem for 2d6 rounds, the main entrance, and subtle runes are inscribed upon its
electrical spells heal a flesh golem for 1 hit point per smooth surface.
damage die; SZ L (8 ft. tall); ML fearless (19); Int genius
(18); Str 19; AL NE; XP 4,000. A continual light spell still provides some light in the
Spells: (4/4/4/4/4/1) 1st — magic missile (x3) , chamber, though it was cast so long ago that the globe
shield; 2nd — knock, levitate, mirror image, rope trick; upon which it is hung is beginning to disintegrate. Not so
3rd— fireball, lightning bolt (x2) , slow; 4th—
Evard’s the altar, however, which is still partially invigorated with
black tentacles, polymorph other, stoneskin, wind wall; enchantment. The altar is dedicated to Dragotha, and all
5th — cloudkill, cone of cold (x2) , true seeing; 6th — death cultists who wished to swear allegiance to the undead
spell. dragon eventually made a pilgrimage to this point.
Special Equipment: staff +4, bracers of AC 4, Readers of the Draconic language or a comprehend
ring of spell storing (fireball, lightning bolt, (x2) , teleport languages spell can reveal the following rune message on
(x2) ). the altar. Whosoever reads or hears the message (should
someone read it aloud) becomes enmeshed in the rune’s
Ghouls (6): AC 3; MV 9; HD 5; hp 30; THAC0 15; #AT magic. The runes read:
3; Dmg 1d3/1d3/1d6 (claw/claw/bite); SA Paralyzation;
SD Spell immunities (see Notes); SW Protection from What surpasses Heaven,
evil , turning (see Notes); SZ M (6 ft. tall); ML fearless Is more despicable than Hell;
(20); AL NE; XP 1,400. The poor have it,
Notes: SA: Paralyzation. A ghoul’s touch inflicts The rich need it;
paralysis upon humans and demihumans (excluding elves) If eaten, death follows?
unless a saving throw vs. paralyzation is successful. [Answer: Nothing]
Paralysis lasts for 1d6+2 rounds. Any human or
demihuman (except elves) killed by a ghoul becomes a Once asked, the riddle demands an answer. It is assumed
ghoul in 3 days time unless the body is blessed. Of that actual initiates of Dragotha know the answer. Heroes
course, ghoul victims are usually eaten before such a who attempt to leave the chamber after having become
thing could occur. enmeshed in the runes’ magic are subject to a negative-
SD—Ghouls are immune to cold-based attacks, energy bolt from the altar’s face for 8d6 points of damage
sleep, charm, hold, and other mind-affecting spells. (save for half-damage). If they survive, they are free to
SW—Priests of the appropriate deities can turn depart without further attack. Actually, this is the
ghouls. A protection from evil spell keeps ghouls preferred method of leaving.
completely at bay unless they are attacked. Those who answer “Nothing” are assumed to be
pledging their allegiance to Dragotha. A bone-yellow
D15. In the Earth beam lances from the altar and strikes each who swear
Loose soil covers the floor of this hallway, and steep “Nothing.” This requires an immediate saving throw vs.
mounds of moist earth block most of the walls. Only the death (at a +3 bonus). Those who succeed take 1d12
ceiling remains completely bare of earth. points of damage and feel queasy. Those who fail become
true initiates of the cult and in a flash of sickly light are
A dozen cultists lie in the earth, but anyone’s passage transformed into ghouls! The new ghouls possess the stats
through the hall serves to rouse them. Though once they of the ghouls described in D15. They attack former
cared passionately about Dragotha, their long interment compatriots mindlessly and mercilessly.
has stripped them of all reason, and now they care only
about eating living flesh. The PCs will do nicely in this D17. History on the Wall
case, and the ghouls boil up out of the soil after the PCs Though much of the plaster that once covered the walls
are halfway into the room (or if the PCs become aware of and ceiling has flaked away, a section of yellowing and
them through investigation). sagging plaster remains on the eastern wall of this room.
The damage is almost total; however, a faded design
Ghouls (12): AC 6; MV 9; HD 2; hp 8 (average); THAC0 remains visible on the plaster: A skeletal dragon lies
19; #AT 3; Dmg 1d3/1d3/1d6 (claw/claw/bite); SA prone before a shining figure who wears a glowing crown.
Paralyzation; SD Spell immunities (see Notes); SW The light rays from the crown seem to keep the dragon
Protection from evil , turning (see Notes); SZ M (6 ft. tall); quiescent.
ML fearless (20); AL N; XP 175.
Notes: See Notes section for ghouls in D14. Heroes may remember this painted scene should they ever
breach D21. The scene is a hint that may serve the heroes
D16. Altar of Initiation well in their quest to destroy Dragotha.
4th — dimension door, ice storm; 5th — cone of cold, others flee this unholy place, lest Dragotha once again
magic jar. inflict its necromantic taint on the world.”
Wights (4): AC 5; MV 12; HD 4+3; hp 15 each; THAC0 What Happens Next: Kalsha’s spirit is finally allowed to
15; #AT 1; Dmg 1d4 + special (bite or touch); SA energy depart. Though the light of the crown goes out, a blaze of
drain (touch or bite drains one level); SD harmed only by sick yellowish light emerges from the pit, as every bone
silver or +1 or better magical weapons, undead in Dragotha’s body lights up. Unless a PC is somehow in
immunities (unaffected by sleep, charm, hold , cold, a position to prevent it, the crown pitches forward from
poison, and death magic); SW holy water (2d4 points of the crumbling gnome’s remains and falls into the pit
damage per splash), can be turned; SZ M (6 ft. tall); ML among the revitalizing bones.
elite (14); Int average (9); AL LE; XP 1,400 each. Now, while Dragotha remains active, every PC
permanently feels a horrible weight on his or her heart, no
D21. Dragotha’s Lair matter how far he or she eventually separates from
The air is cold here, so cold that breath steams and skin Dragotha. This weight is Dragotha’s necromantic link .
stings. A vast subterranean chamber opens up on all sides, The link revitalizes Dragotha and allows the undead
filled with gargantuan cave stalactites, stalagmites, dragon to regenerate 5 points per round while any hero
flowstone, and other oversized cave formations. The remains alive, or until this unholy link is once again
severed by a newly donned crown of mortality (see
cavern is lit by a gleaming point of light that stands
poised on the edge of a wide basin. Within the basin, a Conclusion). Luckily, Dragotha can’t physically touch the
crown of his own accord (though touching it to him has
jumble of gargantuan bones can only be one thing: the
no effect). Donning the crown requires a selfless act of
skeleton of a mighty dragon.
courage, since the wearer must remain for all time poised
at the edge of the pit, wearing the crown to quell the
The smartest thing the heroes can do now is turn and run.
dragon.
But of course that’s not too likely from heroes who have
One round after the crown pitches into the basin,
come this far, especially if Tardalus remains to goad them
and the bones begin to blaze with sickly light, Dragotha
forward. PCs who move into the chamber and come
rises.
within 25 feet of the dragon icon on the map are close
enough to make out the point of light.
Dragotha Rising
The silence shatters with a hunting scream so loud that
The Light
your ears feel pierced with needles. Rising up in great
The light streams from a golden crown perched upon the
loops like an uncoiling python, a horrible skeletal form
head of an emaciated gnome, who stands half-encased in
rises, brushing the ceiling with an insane length that easily
a calcite stalagmite, as if he has stood in that position for
surpasses 100 feet. Yellow light shines from every bone,
hundred of years.
though its cavernous eye sockets are black as night. Teeth
taller than men fill the undead dragon’s mouth, which is
The Real Story: The gnome is Kalsha, a servitor of more than large enough to swallow a man whole.
Keraptis, left behind by that evil wizard when Dragotha’s
heart was stolen. Kalsha wears the crown of mortality, a
Now What? The dragon is a terrible threat. The best way
device fashioned by Keraptis that exploits the dragon’s
to deal with it is for most of the party to distract the
missing undead heart. So long as a living creature wears
dragon while one retrieves the crown of mortality at its
the crown, the skeletal dragon lies quiescent and inactive
feet and dons it. Any character who touches the crown
in its golden rays.
realizes that such an action has permanent consequences,
Unfortunately, Dragotha is a great power, and
so donning the crown requires the strength of a real hero.
even under the influence of the crown of mortality he yet
Donning the crown immediately severs the undead
“lives.” Should any living creature approach to within 20
dragon’s necromantic link(s). If it becomes clear that no
feet of the wide pit containing his remains, the undead
hero will don the crown, even when Tardalus explains its
dragon draws upon their living vitality. This has the
significance, then Tardalus himself attempts to make this
unfortunate result of destabilizing the crown of
ultimate sacrifice. If the crown is donned, Dragotha’s
mortality’s restraining effect on Dragotha’s remains.
bones fall to the earth once more, subdued. As long as the
Should the heroes move any closer to the crowned gnome
other living party members retreat within 10 rounds, no
or Dragotha’s remains, the light falters.
new necromantic links form.
Dragotha doesn’t make it easy. If he can actually
The Light Goes Out
kill a living PC, the undead dragon hopes to harvest the
A feeling akin to vertigo, but darker, brushes your spine, heart and temporarily (24 hours) move without need for
then seizes firmly upon your heart. As your breath labors, any necromantic link. Thus, he uses all his dreadful
the golden light of the crown flickers and dims. The powers, including his terrible breath weapon, to the
gnome crumples to dust in the fading light, but a spectral fullest.
voice is audible: “My vigil is done. Your hearts now If the undead dragon is quelled by a hero using
empower the Undead Dragon. One of you must take up the crown, a quick search of the pit reveals Dragotha’s
the vigil, the crown of mortality, in my stead, and the hoard, though it is somewhat smaller than what an active
Dragotha’s Lair ©1999, 2001 Wizards of the Coast, Inc. Page 9
PREGENERATED CHARACTERS
Volarin of Enoch
The next section contains seven AD&D character sheets. 7th-level Male Human Wizard (Transmuter)
Please print out or photocopy the section, and then hand
the sheets out to the players before play. These characters STR: 9 Hit 0; Dmg 0;Doors 5
were designed with Dragotha’s Lair in mind and DEX: 15 Reaction/Msl 0; AC +1
represent a good range of classes for a potential party of
four to six members (using all seven characters may be
CON: 10 System Shock 70%
one too many—the seventh character was included to INT: 17 Languages 6
increase the number of choices available to the players). WIS: 13 Magic Defense 0
Please look over the characters ahead of time so that CHA: 12 Reactions 0
you’re familiar with their abilities and items.
Though characters are provided, your players Alignment: Lawful Good
may wish to use their own characters, or you may wish to Languages: Common, Elven, Goblin, Orc, Ogre, Draconic
use this adventure later in the context of an ongoing
campaign. In this case, any 6th- to 8th-level core AD&D
character may be substituted, although their power levels
Armor Class Hit Points
and items should not fall too far above or below those 6 18
provided here, lest the adventure lose its challenge by
being too easy, or much too deadly. Armor: Ring of protection +3
Base THAC0: 18
st
1 : Burning hands, color spray (x2) , magic missile (x2)
nd
2 : Invisibility, Melf’s acid arrow (x2) , rope trick
3rd:: Fly, fire ball, haste
4th:: Otiluke’s resilient sphere, polymorph other
Saving Throws:
Paralyzation, Poison, Death Magic 13
Rod, Staff, or Wand 9
Petrification or Polymorph 11
Breath Weapon 13
Spell 10
+1 Dexterity bonus vs. area effects
+2 bonus to all saves from ring of protection.
STR: 17 Hit +1; Dmg +1; Doors 10 STR: 11 Hit +0; Dmg 0; Doors 6
DEX: 9 Reaction/Msl 0; AC 0 DEX: 18 Reaction/Msl +2; AC +4
CON: 15 System Shock 90% CON: 13 System Shock 85%
INT: 14 Languages 4 INT: 14 Languages 4
WIS: 8 Magic Defense 0 WIS: 6 Magic Defense -1
CHA: 11 Reactions 0 CHA: 12 Reactions 0
Normal Equipment: Small shield, battle axe, short Elf Abilities: Infravision: see 60 feet in the dark; Resist Sleep
sword, light crossbow with 20 bolts, backpack with one and Charm: 85%; Search: Notice secret doors on a roll of 6 on
week’s rations, 2 flasks water, 1 flask oil, tinder kit, a d6, or 3+ if actively searching for them; Surprise: Enemies
lantern, two large sacks (empty), block and tackle, rock suffer a –4 penalty on their surprise checks if Haliana is at least
hammer, magnifying glass, bedroll. 90 feet from companions.
STR: 17 Hit +1;Dmg +1; Doors 10 STR: 18/33 Hit +1;Dmg +3; Doors 12
DEX: 8 Reaction/Msl 0; AC +2 DEX: 10 Reaction/Msl 0; AC 0
CON: 15 System Shock 90% CON: 9 System Shock 65%
INT: 9 Languages 2 INT: 7 Languages 1
WIS: 15 Magic Defense +1 WIS: 15 Magic Defense +1
CHA: 11 Reactions 0 CHA: 17 Reactions +6
STR: 17 Hit +1; Dmg +1; Doors 10 STR: 14 Hit 0; Dmg 0; Doors 8
DEX: 10 Reaction/Msl +0; AC +0 DEX: 8 Reaction/Msl 0; AC 0
CON: 13 System Shock 85% CON: 9 System Shock 65%
INT: 15 Languages 4 INT: 10 Languages 2
WIS: 13 Magic Defense +0 WIS: 18 Magic Defense +4
CHA: 14 Reactions +2 CHA: 16 Reactions +5