Eberron - Dragons of Eberron - Flip eBook Pages 51-100 (2025)

DRAGONS OF ARGONNESSEN 50 180-foot radius is subject to a frightful presence effect as if it were in the presence of a charging dragon. Creatures with 20 HD or fewer must make a DC 23 Will save or become shaken for 4d6 rounds. Creatures with 4 HD or fewer who fail their saves become panicked for 4d6 rounds. A successful save renders a creature immune to this ability for the next 24 hours. The Totem Guardians who protect this area have developed an immunity to this ability over time. 2. Watchtower: The Guardians use this crude wooden tower to keep watch over the beach. It also serves as a mooring point for longboats. Stacked firewood sits atop the watchtower. If a scout sees strangers on the beach or horizon, he lights the firewood to alert his comrades. Since all Serens, including Totem Guardians, thirst for glorious battle, the watchers sometimes forget to extinguish the signal fi re and return only after the threat is neutralized. In such cases, they might fi nd the watchtower has burned to cinders. Fortunately, lumber is abundant, and the guardians don’t mind rebuilding the watchtower time and time again. 3. Settlement: The nearest island to this stretch of beach, a mere 50 feet offshore, measures a mile across and hosts a handful of wooden huts. Stacked head-sized stones form a defensive northern wall. This settlement houses several Totem Guardians and their families. Thirty-two barbarians live on this island, and they patrol the surrounding areas in teams of six. This settlement is the home of the barbarian queen Una Wyrmguard (page 66). 4. Totems: This sand-covered, easily traveled section is where the Totem Guardians are often found. The wild stretches of rocky terrain to the east and west are kept watch over, but few spend long periods of time in such inhospitable terrain. Dragons sometimes visit Totem Beach settlements, hunt and explore this section of the coast, or gather followers at various places along Totem Beach. The hostile nature of the rocky terrain poses no harm to dragons. 5. Dragon Monoliths: No one knows who created the giant stone dragon heads that watch the beach. A DC 20 Knowledge (architecture and engineering) reveals that they are at least ten thousand years old and solid granite. A DC 25 Knowledge (architecture and engineering) check allows a character to identify distinctive sculpting techniques also utilized in several ruins on Xen’drik. 6. Calendar: To the untrained eye, the collection of rocks, dried seaweed, and bent logs at one end of the beach seems a jumble of worthless fl otsam. In reality, the Totem Guardians chose each rock and stick to represent an important event in their lives. The largest rocks signify visits from, or sightings of, dragons, while smaller items indicate births, deaths, marriages, and important rituals. A character can make a DC 30 Decipher Script check to glean the signifi cance of the calendar and discern that the large rocks represent the important encounters. She can fi t those encounters into the standard Khorvairian calendar with a few hours’ work. A character on friendly terms with the Totem Guardians need make only a DC 25 Decipher Script check to unlock the calendar’s secrets. Or the Seren might indicate which items represent which events. TOTEM BEACH ENCOUNTERS (Check 1/hour, 8% chance) d% Encounter EL 01–15 1d4 chuuls (MM 35) 7–11 16–30 2 10th-level Totem Guardian scouts (DMG 122) 12 31–45 Mature adult brass dragon (MM 79) 15 46–60 Dragon eel (MM3 44) 11 61–75 Adult green dragon (MM 74) 13 76–90 1 orc war howler plus 2d4 orc berserkers (MM4 114) 7–10 91–100 Totem Guardian strike force (3 10th-level barbarians, 1 10th-level sorcerer, and 1 10th-level cleric, DMG 112, 115, 125), led by Una Wyrmguard (page 66) 16 Vale of the Fallen Rajah Both sides suffered innumerable casualties in the ancient war against the rakshasa overlords. In one epic battle, a colossal two-headed tiger-fiend named YadRaghesh was laid low south of the Dragon Spine. The rajah assaulted Argonnessen on a seemingly pointless rampage, leaving a swath of destruction in his wake. It took an entire battalion of the Light to fell him. YadRaghesh was the fi rst rajah slain in the great war, and his destruction was hailed as a grand victory. But elder Eyes of Chronepsis pondered the rajah’s suicidal attack uneasily, and their momentary surprise at his death was followed with wary concern. Their fears came home to roost centuries later when the land where Yad-Raghesh fell rotted away and a host of fi ends spawned from the desolate stretch of corrupted earth. Since then, the Vale of the Fallen Rajah has been a thorn in the dragons’ side, where malignancy grows from foul roots and taints the earth and sky with evil. At present, the Vale is lair to the Talons of Tiamat and the countless fi ends huddling in their fallen rajah’s dark shadow. The Light of Siberys patrols the perimeter incessantly doing their best to curb the spread of the Vale’s seeping rot. Still the darkness encroaches, gaining inches every year. Unless powerful magic is developed to contain it, it will eventually cover the face of Argonnessen. APPROACH Desolate but natural desert suddenly gives way to a bloodsoaked landscape of dark, corrupted earth. The fi rst obstacle to braving the Vale is the Light of Siberys. The Light allows no entry, because most who venture within return twisted and possessed by fi ends. The soldiers patrolling the no-man’s-land around the Vale are under orders to annihilate any living being that crosses their path, fi end or otherwise. The rajah’s fall shook the earth, and now a bleak wasteland riddled with dark canyons and sulfur-spewing caves lies where his blood desecrated the soil. The scarred ribs of Yad-Raghesh, twisted spires of pure evil, reach high into the black-clouded sky above. 620_95729_Ch1.indd 50 7/20/07 11:17:10 AM

51 Features The land here seeps hate. Those who trespass within the Vale fi nd themselves fi lled with rage over the slightest affront and must make a DC 25 Will save to resist the urge to attack anyone who baits, insults, or otherwise offends them, even if the offense was offered in jest. In addition, the corrupting power of Yad-Raghesh erodes the morals of any who stay among his remains. Every day spent in the Vale adjusts a creature’s alignment one step toward chaotic evil (Will DC 30 negates). Also, the canyons betray travelers, shifting to befuddle attempts to navigate them. All Survival checks attempted in the Vale take a –10 penalty. By far the most insidious threat of the Vale, and the primary concern of the Light of Siberys, is the place’s strange power over memory. Every day, a creature that has seen the Vale must make a DC 30 Will save or forget everything it knows of the place, even the location’s very existence. This curse allows bands of fiends to wander out of the Vale uncontested as patrols of the Light simply forget their mission and find themselves faced with a sprawling, unfamiliar wasteland. Patrols are constantly rotated to avoid lapses in containment, but fiends invariably escape, and the Vale continues to encroach upon the surrounding countryside. KEYED LOCATIONS The following features correspond to numbered areas on the map. 1. Chronicle of the Damned: On the edge of the Vale, the Light of Siberys erected a mournful monument of standing stones as a testament to the dire threat posed by this tainted wasteland. A single scale from each dragon corrupted by the Vale (and summarily executed) is embedded in the face of one of these stones. The Chronicle began as a single standing stone, but now encompasses a henge of over fi fty menhirs covered top to bottom with scales of every hue. 2. Canyon of Entrails: These constantly writhing canyons are slick with bile and mucus and the reek of rot. Stealthy patrols of babau demons led by naztharune rakshasas (MM3 136) beset anyone who enters here. Random sinkholes of acidic bile claim many travelers as well. A DC 30 Search or Survival check allows a creature to detect these hazards. A DC 25 Refl ex save is necessary to avoid an undetected pit. If a creature falls into a sinkhole, a DC 25 Climb check extricates it from the slick bile (an ally can haul it out with a DC 20 Strength check, but if the attempt fails, the ally plunges in as well). Anyone who spills into these caustic pits takes 5d6 points of acid damage in the fi rst round and is submerged in the second round (taking 20d6 points of acid damage). 3. Womb of Yad-Raghesh: This foul crevice, ever shrouded in supernatural darkness, is where the fallen rajah’s sinister energies pulse strongest. Here the Talons of Tiamat place eggs (their own, or those stolen from other dragons) to be tainted with Yad-Raghesh’s unholy power. Eggs hatched in this womb nearly always yield spawn of Tiamat (MM4 128) or abishai (FC2 108). On occasion these eggs receive a particularly dark blessing and spawn a half-fiend dragon. A rakshasa who grovels especially well before the Talons of Tiamat is honored in a dark rite during which it feeds upon a ripe dragon’s egg in the depths of the Womb. If its dark soul proves worthy, it is immediately transformed into a half-dragon (apply the template normally) and becomes a great emissary between the fiends and the Talons. If it proves too weak, a spawn of Tiamat tears itself out from the unlucky fiend’s gizzard. 4. Ribs of the Rajah: Burned black, these spars of bone rise high into the dark clouds above. They twist and shift, the sound of their grinding echoing as far away as Seren on still nights. Legions of fi ends crouch in the shadow of the ribs, paying homage to their fallen rajah as they train to avenge his demise. Flights of vrocks patrol the skies above, and Gargantuan bebiliths crawl the carrion fl oor culling weaker fi ends to galvanize YadRaghesh’s demon army. 5. Tiger’s Spine: This mile-long line of bonewhite rock is riddled with tiny caverns. The Spine is infested with thousands of imps and quasits that constantly feud for dominance. Those that prove more sinister graduate to higher fi endish forms and join the baleful legions at the Ribs. Currently a scheming imp sorcerer named Grazzdalt reigns supreme in the Spine—he giddily dreams of someday becoming a cruel bone devil enforcer. 6. Festering Heart: At the heart of the Vale lies the Talons’ redoubt. Here gather titanic evil dragons who have turned their backs on their own kind to slavishly bow to the Lords of Dust. Schemes to bring Argonnessen down into Khyber and corrupt the 620_95729_Ch1.indd 51 7/20/07 11:17:12 AM

52 mightiest Eyes of Chronepsis are hatched in this dark place. The fallen rajah’s foul spirit places dread wards against scrying here. Any creature that attempts to remote view Festering Heart must immediately make a DC 40 Will save or instantly have its alignment warped to chaotic evil. 7. Motes of Dust: Only recently the scouts of the Light discerned these dire threats. Hovering out of sight, several strange extraplanar pockets conceal squadrons of rakshasa troops and demon support fighters. These motes are nearly undetectable demiplanar phenomena, and the Light does not even know how many exist (the ones marked on the map are the only motes known of). Worse yet, many dragons fear that, as the Vale’s dark power grows, these extradimensional motes could gain the ability to move, secreting elite units of fiends to any vulnerable strike point on Eberron. 8. Demon Cysts: These giant craters are fi lled with sloshing hell-scum and the putrescent soul-stuff serving as a base for lesser demonspawn. A sea of a thousand half-formed lemures and larval dretches churns here. Bearded and chain devils tirelessly cultivate the fl edgling fi ends under the cruel watch of a barbed devil taskmaster named Haath-Krueg. Surgical strikes by Soldiers of the Light occasionally obliterate these cesspools of evil, but they quickly regrow. VALE OF THE FALLEN RAJAH ENCOUNTERS (Check 1/hour, 5% chance) d% Encounter EL 01–15 Evil adult gold dragon (MM 85) 16 16–30 Hellfi re engine (FCII 119) 19 31–45 1d4 blackstone gigants (FF 21) 18–22 46–60 Pit fi end and 4d6 rakshasas (MM 57, 211) 20–22 61–75 Hellfi re wyrm (MM2 125) 26 76–90 1d4 balors and 3d8 vrocks (MM 40, 48) 20–24 91–100 2d6 very old red dragons (MM 77) 23–28 Vorel’arux The center of the Tapestry is Vorel’arux, the Valley of Beauty. In this haven of intelligence and free thought, dragons of all colors intermix to share their opinions and knowledge. Vorel’arux is aesthetically pleasing, but its true beauty comes from its community of cooperation and tolerance. APPROACH Traveling to the Valley of Beauty requires a long trip through dragon lands. Approaching strangers are ordered to retreat immediately, and receive only one warning. Tapestry members aren’t bloodthirsty creatures, but they recognize the importance of protecting their sanctuary. A 60-foot-tall white stone wall circles Vorel’arux. Dragons fl y over the wall with ease, but landbound creatures fi nd it contains no doors or openings of any kind. The structure is 8 feet thick, has hardness 8; each 10-by10-foot section has 1,440 hit points. Dragons of all colors fl it about; the sun refl ects off their scales, bouncing multicolored patches onto the wall and buildings of Vorel’arux. FEATURES Vorel’arux is almost always inhabited by at least a dozen dragons, and security concerns sometimes seem pointless. Still, its inhabitants realize that danger often comes in a manner and at a time least expected. One or two dragons are assigned to patrol the city and keep watch for any threats. Spellcasting dragons laid powerful wards on Vorel’arux, protecting it from divination attempts. All areas in Vorel’arux fall under the protection of a missing chamber lair ward (Dr 85). A spellcaster attempting to use divination or detection spells or magic items on anyone or anything inside Vorel’arux must make a DC 16 caster level check, or the attempt fails. Many sections are also warded with secure cavern (no one can use spells that detect, influence, or read emotions or thoughts, including wish and miracle, and any scry attempt that scans the area does not work) and inscriptions of privacy (anyone scanning the area causes it to glow softly; anyone scried upon in the area can attempt an opposed caster level check to receive an immediate mental image of the scrier, along with a sense of his direction and distance, accurate to within 1/10 of the distance). 620_95729_Ch1.indd 52 7/20/07 11:17:16 AM

DRAGONS OF ARGONNESSEN 53 KEYED LOCATIONS The following features correspond to numbered areas on the map. 1. Entresol: Dragons on their way to an event in Vorel’arux sometimes arrive early to socialize with neighbors or start informal debates. The entresol surrounding Vorel’arux proper functions as a meeting place and lounge. This sloped area is covered in grass. Black dragons cultivate several strains of sorrel and clover amid the grass, and a pleasant scent always wafts in the air. Hollows in the grass form comfortable nests in which dragons can recline. Crushed gravel lines a few of these nests for dragons who prefer the texture— not identical to that of a bed of coins, but enjoyable nonetheless. At intervals around the walls, large silk awnings hang from wooden frameworks, providing shade for members on particularly warm days. 2. The Stadium: The Valley of Beauty takes its name not only from its aesthetics, but its conical shape. Circular rows of roosts surround the main floor of Vorel’arux. Amid flowering bushes and exotic trees, smooth hollows and carved wooden perches await draconic inhabitants. A dragon anticipating a long evening might bring an assortment of gems and coins in a bag of holding to spread out in one of the hollows and form a comfortable seat. A Tapestry member would never think of stealing from another member, and it’s considered poor manners to evaluate another’s hoard during these events. Some dragons prefer to sit or stand, making it easier to gesture and emphasize their comments. For these individuals, wooden platforms contain deep, curving ridges suitable for sinking claws into. 3. The Forum: Vorel’arux’s floor holds three raised stages, each carved from imported densewood. The northern stage is called the Forum, and dragons use it to argue their points in debate or deliver lectures on theology, philosophy, politics, and many other subjects. When a particularly important issue arises, members of the Tapestry shut down the other two stages and open the Forum to all. Each Tapestry member takes a turn delivering his opinion on the stage, if he wishes to, and the audience asks questions to clarify the issue. A secure cavern ward (Dr 85) cloaks the Forum stage. Tapestry members consider it important that every member be allowed to speak his mind without fear of magical interference. 4. The Auditorium: Dragons possessed of talent in the performing arts practice their craft here. Singers, dancers, orators, and actors have all performed in the Auditorium to the delight of their draconic audience. By custom, only the most talented dragons perform in the Auditorium, but if an amateur does perform, or a performance goes badly, the audience reacts with polite applause. Catcalling and booing is considered extremely rude and unbefitting of Tapestry members. An auditory enhancement allows the sound of performances in the Auditorium to clearly reach nearby spectators without interfering in Forum debates. 5. The Gallery: The third stage in Vorel’arux is a platform for silent creation. Dragon sculptors, painters, and writers can reserve the gallery to create in public. Some Tapestry members find it soothing and intriguing to watch others create. Some bring their own projects and work from the Stadium while they watch. The Gallery is a silent area, but one filled with great effort and achievement. 6. Fountain: In the center of Vorel’arux, positioned between the three stages, stands a magnificent fountain. Crafted of rose marble and yellow glass, the fountain rises almost twelve feet tall and spreads out forty feet in diameter. Water cascades down in multiple layers, over engravings of dragons, stars, and arcane runes, and spills into a large pool on the lowest level. The water functions as a greater pool of scrying (Dr 85). Members of the Tapestry use the pool to gather information for discussions and to monitor their allies (such as Chamber agents) on missions elsewhere in the world. The user can scry on others using this pool just like the standard scrying spell. Spellcasters can cast certain spells through the pool at objects or creatures they are scrying upon, as the greater scrying spell. 7. Archives: Hidden beneath the Forum stage is a preservation chamber. Countless scrolls, tomes, and records fi ll the shelf-covered walls. Here, members of the Tapestry store their collective knowledge and keep records of their activities. Tapestry members trust each other to borrow materials only for a short time, and to replace borrowed items promptly. However, by mutual agreement, powerful spellcasters laid a dweomer on the hidden door that requires two people to open the door simultaneously; otherwise, it remains closed. A Tapestry member who comes across valuable knowledge is expected to store it here for the betterment of all instead of adding it to her lair. VOREL’ARUX ENCOUNTERS Most dragons come to Vorel’arux for a specifi c reason, so they aren’t eager to interact with visitors. But some younger dragons visiting the Valley of Beauty are more curious and will challenge those they feel don’t belong within the Tapestry. The table below refl ects interactions with those younger dragons. Any combat (or threat of same) will soon draw the attention of the older dragons assigned to patrol Vorel’arux. (Check 1/hour, 12% chance) d% Encounter EL 01–15 Vultsubai, young brass dragon (Dr 216) 6 16–30 Young adult black dragon (MM 72) 9 31–45 Young white dragon (MM 78) 4 46–60 Rhindani, very young copper dragon (Dr 233) 5 61–75 Juvenile bronze dragon (MM 82) 9 76–90 Karaglen, very young silver dragon (Dr 262) 5 91–100 Kalryni, young blue dragon bard 8 (page 63) 12 620_95729_Ch1.indd 53 7/20/07 11:17:21 AM

54 Vortex A maelstrom of awesome power rages eternal in the center of the Dragonreach Sea, north of Argonnessen. Most sea captains call her the Dragon’s Mistress, but a few know the truth about this mighty tempest. Far below her turbulent waters, poised between Seren and the hostile shores of Aerenal, lies the dragons’ underwater stronghold—the Vortex. The Eyes of Chronepsis see all, know all. They watch every corner of Eberron, including the murky depths of the ocean fl oor. Aboleths and other allies of the Lords of Dust lurk in the lightless depths, hatching insidious schemes to restore their dark masters. In the Vortex, the Eyes remain vigilant against these fi endish aquatic threats. Also, within this sheltered stronghold Soldiers of the Light prepare to stage their fi rst strike on the Undying Court, if old hostilities commence anew. Surrounded by a magical ring of violently spinning currents and bastions of jagged coral, the dragons watch and wait. APPROACH Even the most seaworthy of vessels is splintered by the mighty storm raging above the Vortex. Once sundered of their transport, visitors must be able to withstand crushing pressure and frigid cold, not to mention the absence of air. These natural obstacles aside, encroachers must also contend with the violent whirl of frothing water circling the stronghold. Swimmers must make a DC 30 Swim check or be dragged down and dashed across walls of razor coral, taking 10d6 points of slashing damage and running the risk of drowning as they are held fast in the whirlpool’s crushing grasp (a DC 30 Reflex save can be made every round to escape). Once travelers are through the storm, the silence of the deep is broken by the rush of mighty currents. A frothing wall of bubbles and twisting eddies roils. Beyond, a vast forest of kelp and rolling honeycombs of iridescent purple and white coral spreads before the visitor. Farther on, titanic ramparts of dragon turtle shells jut from the ocean floor like something from a naiad’s dream. Dragons, like great leviathans, flit between majestic towers of coral surrounding a yawning crevice descending deep into the heart of the ocean floor. FEATURES The coral in the fields and structures of the Vortex sheds a hypnotic purple glow that causes lesser creatures to fall into a trance and sink to the ocean floor. A DC 25 Will save negates the effect; dragons and dragonblood creatures are immune. Navigating the coral tunnels and valleys is dangerous as sudden shifts in current buffet Medium or smaller swimmers against jagged walls (DC 20 Swim check every round or take 5d6 points of slashing damage). The crushing pressure of the sea at the depth of this stronghold forces Large or smaller nonaquatic creatures to make a DC 25 Fortitude save every 10 minutes or take 2d6 points of nonlethal damage. KEYED LOCATIONS The following features correspond to numbered areas on the map. 1. Turtleback Palisade: A circle of over twenty gargantuan dragon turtle shells, each studded with dragonshards, creates a massive defensive wall around the inner enclave of the Vortex. Elder water elementals reside in these hollowed shells under orders to attack any nondragons who approach. Additionally, these elementals can bind to the turtle shells, transforming them into roving sea carriers capable of housing hundreds of minions such as subjugated merfolk, locathahs, or sahuagin. 2. Coral Watchtowers: Dragons keep watch over the inner reach of the Vortex from these structures. The towers are infused with powerful transmutation magic and shift position at the command of the watchers within. 3. Den of Sea’s Shadows: This sprawling complex of dark purple coral is the lair of the Sea’s Shadows, an elite unit of the Light of Siberys. Black dragons to the last, the Shadows stealthily roam the ocean fl oor when not resting here, vigilant for any sign of fi endish threat, Xoriat invasion, or other hostile force. Many of the Shadows are children of Eberron and have druid levels, allowing them to prowl the ocean depths in the innocuous form of a school of fi sh, giant squids, or sharks. The Shadows are currently commanded by 620_95729_Ch1.indd 54 7/20/07 11:17:23 AM

DRAGONS OF ARGONNESSEN 55 Radiance Avodrast, a great wyrm black dragon druid 12/rogue 11. 4. Well of Mirrors: This cavern of alabaster coral contains a magical, air-fi lled hexagonal chamber with towering walls of shimmering water on all six sides. Each wavering facet of the room shows the viewer a different underwater locale. The walls continuously scry on these remote oceanic vistas, some as far away as the Bitter Sea, the White Sea, or the Sea of Lost Souls. Here the Eyes of Chronepsis keep their vigil, prepared to strike down any threat that emerges from the deep. An enormous opaque dragonshard in the center of the room controls the six scrying surfaces. Any speaker of Draconic can command the shard to transform one of the six walls into a two-way portal (though no air or water passes through). The portal remains open for 1 hour once activated. The current Watcher here is Lovarasinth, a great wyrm gold dragon dispassionate watcher of ChronepsisDr 8. 5. Feeding Grounds: Locathah thralls of the dragons tend massive schools of fish and dolphins here among sprawling forests of kelp. The animals serve as provisions in case the Vortex should ever fall under siege. Powerful magic is used in the breeding of these sea creatures and, when eaten, different types grant curing, restoration, or other benefits (as potions of various levels). Culinary masters the world over seek these ensorcelled fish for their masterpiece dishes, and will pay any adventurer dearly to make off with some. 6. Bronze Brigade’s Training Ground: This large flat shelf of coral is where an elite unit of bronze dragon Soldiers of the Light engages in constant wargames. Their eventual mission is to launch a devastating first strike against the Undying Court. The current leader, Radiant Flame Kelrozenatheen (wyrm bronze dragon paladin 14), trains the Brigade day and night with only the occasional break to feast on the speckled dolphins of the feeding grounds. The coral shelf where they fight their mock battles is surrounded by a great crystal dome several feet thick. The dome oscillates, and when open, the crystal is housed in large slits dug into the coral below. When closed, the dome magically converts the water inside it to fresh air allowing the Brigade to train as if on land. In addition, potent illusionary spells generate myriad scenarios including terrain, legions of Undying soldiers, and other variables involved in a full scale assault on Aerenal. 7. Krakenheart Council: This large circular chamber features walls woven of webbed crimson coral. Here, dragons entreat with other mighty denizens of the sea. Kraken kings, leviathans (MM2 139), sea drake lords (FF 147) and other mighty ocean dwellers convene with the Eyes here to settle disputes, trade information on the ever-changing ocean floor, and hold war councils to deal with common threats. The unfathomable intrigue of unearthly intelligences that transpires here leaves most mortals utterly befuddled. Curbing the subtle machinations of these alien rulers of the deep is a central part of the dragons’ mission to safeguard the world beneath the waves. 8. Darkreach Crevice: This gaping wound in the ocean fl oor reaches deep into the festering heart of Khyber. Under-ocean tunnels connect to innumerable strongholds of the Lords of Dust, and the Soldiers of the Light use this crevice to stage daring underground assaults against these enclaves of evil. A contingent of gold dragons stands guard around the crevice at all times, lest the agents of Khyber retaliate. VORTEX ENCOUNTERS (Check 1/hour, 8% chance) d% Encounter EL 01–15 1d4 kraken ambassadors (MM 162) 12–16 16–30 4d6 juvenile bronze dragon recruits (MM 82) 13–18 31–45 1d6 aboleth mage invaders (MM 8) 17–22 46–60 1d6 colossal monstrous crabs (Sto 142) 13–18 61–75 Great wyrm black dragon (MM 70) 22 76–90 2d6 adult gold dragons (MM 84) 18–23 91–100 2d4 sea drakes (FF 147) 17–21 620_95729_Ch1.indd 55 7/20/07 11:17:28 AM

DRAGONS OF ARGONNESSEN 56 ARGONNESSEN ENCOUNTERS Arstyvrax (EL 25) The practice of necromancy is forbidden among the dragons of Argonnessen, but Arstyvrax is one of this land’s foremost practitioners of the dark art. He is a member of the Shadowmasters—a cabal of a dozen necromancer dragons who share lore and maintain secret libraries scattered across the Vast. Like most Argonnessen dragons, the Shadowmasters share a steadfast enmity for the Undying Court of Aerenal. Unlike their so-called elders in the Conclave, however, these dragon necromancers believe that understanding the power of the Shadow is the only way to ultimately prevail against the Aereni and their undying lords. What not even the other Shadowmasters suspect is that Arstyvrax has a very different purpose to his studies. He is secretly a vampiric dragon (Dr 195) who has ties to the Blood of Vol. Arstyvrax joined the ranks of the undead some two hundred years past. Already an initiate into the necromantic arts, he was doing fieldwork in Xen’drik when he fell to a vampiric wyrm’s assault. That foul undead was the servant of a Blood of Vol high priest operating secretly out of Stormreach. In his tortured mental state, Arstyvrax quickly latched onto the teachings of the cult as a means to accept and justify his horrid transformation. ARSTYVRAX CR 25 Male vampiric old black dragon necromancer 14 LE Huge undead Init +7; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +33, Spot +33 Aura frightful presence (240 ft., DC 33) Languages Common, Draconic, Elven, Giant, Mabran, Undercommon AC 41, touch 11, fl at-footed 38; Dodge (2 size, +3 Dex, +4 armor, +26 natural) hp 353 (39 HD); fast healing 5; DR 10/magic Immune acid, paralysis, sleep; undead immunities Resist cold 20, electricity 20, +4 turn resistance; SR 22 Fort +21, Ref +26, Will +24 Weakness vampiric weaknesses Speed 60 ft., fl y 150 ft. (poor), swim 60 ft.; Flyby Attack, Wingover Melee bite +41 (2d8+11) and 2 claws +40 each (2d6+5) and 2 wings +39 each (1d8+5) and tail slap +39 (2d6+16) Space 15 ft.; Reach 10 ft. (15 ft. with bite) Base Atk +32; Grp +51 Atk Options Blind-Fight, Combat Reflexes, Improved Snatch, Power Attack, Tail Constrict, energy drain, magic strike Special Actions blood drain, breath weapon, charm, corrupt water, crush 2d8+16 (DC 29), darkness, dominating gaze Sorcerer Spells Known (CL 7th): 3rd (5/day)—dispel mag ic, protection from energ y 2nd (7/day)—arcane lock, invisibility, shatter (DC 16) 1st (7/day)—alarm, mage armor†, magic missile, protection from good, shield 0 (6/day)—arcane mark, daze (DC 14), dancing lights, detect magic, mage hand, ray of frost (+31 ranged touch), resistance † Already cast Necromancer Spells Prepared (CL 14th): 7th—fi nger of death (2, DC 21), greater arcane sight 6th—aura of terrorDr (DC 23), circle of death (DC 20), globe of invulnerability, eyebite (DC 20) 5th—feeblemind (DC 19), superior magic fangDr, magic jar (DC 19), teleport 4th—bestow curse (3, DC 18), confusion, dispelling breathDr, rebuking breathDr 3rd—blinding breathDr, dispel magic (3), hold person, ray of exhaustion (+31 ranged touch, DC 17) 2nd—false life (2), blindness/deafness (2, DC 17), razorfangsDr, touch of idiocy (+41 melee touch) 1st—chill touch (2, +41 melee touch, DC 15), ray of enfeeblement (2, +31 ranged touch), true strike (2) 0—message (2), read magic, touch of fatigue (2, +42 melee touch, DC 14) Note: If you don’t have Draconomicon, give Arstyvrax one more circle of death at 6th level, another feeblemind at 5th, two enervations at 4th, another ray of exhaustion at 3rd, and another touch of idiocy at 2nd. Spell-Like Abilities (CL 8th): 3/day—darkness (80 ft. radius) 1/day—plant growth Abilities Str 33, Dex 16, Con —, Int 19, Wis 17, Cha 18 SQ create spawn, undead traits, water breathing Feats AlertnessB, Alternate Form*, Blind-Fight, Combat Refl exesB, Craft ConstructB, Craft RodB, DodgeB, Flyby Attack, Hidden Strength*, Improved InitiativeB, Improved SnatchDr, Lightning Refl exesB, Multiattack, Power Attack, Quicken BreathDr, Scribe ScrollB, Shape BreathDr, Snatch, Tail ConstrictDr, Wingover, Weapon Focus (claw) Skills Bluff +33, Concentration +30, Disguise +4 (+6 acting), Diplomacy +29, Hide +23, Intimidate +25, Jump +23, Knowledge (arcana) +25, Knowledge (religion) +25, Listen + 33, Move Silently +11, Search +12, Sense Motive +31, Spellcraft +26, Spot +33, Swim +19 Spellbook spells prepared plus 0, 1st, 2nd, 3rd, 4th—all except evocation and illusion; 5th—blight, break enchantment, dominate person, hold monster, major creation, passwall, permanency, symbol of sleep, symbol of pain, teleport, telepathic bond, wall of stone; 6th—antimagic fi eld, create undead, greater dispel magic, globe of invulnerability, symbol of fear, symbol of persuasion; 7th—greater arcane sight, control undead, instant summons, sequester, spell turning, symbol of weakness Magic Strike (Ex) Arstyvrax’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. Blood Drain Large or larger living opponents, pin deals 1d4 points of Constitution damage per round. Breath Weapon (Su) 100-ft. line, once every 1d4 rounds, damage 16d4 acid, Reflex DC 29 half; or 50-ft. cone, once every 1d4+1 rounds, damage 16d4 acid, Refl ex DC 29 half. Charm (Su) As charm monster, full-round action, creatures within 240 ft., Will DC 33 negates. 620_95729_Ch1.indd 56 7/20/07 11:17:29 AM

DRAGONS OF ARGONNESSEN 57 Corrupt Water (Sp) 1/day—spoil up to 10 cubic ft. of water or liquids containing water; range 240 ft.; Will DC 31 negates. Create Spawn Humanoids or monstrous humanoids slain by Arstyvrax’s energy drain rise as vampire spawn (MM 253) 1d4 days after death. Dragons slain by Arstyvrax’s energy drain, or young adult or younger dragons slain by Arstyvrax’s blood drain, rise as zombie dragons (Dr 197). Other creatures slain by Arstyvrax’s blood drain return as vampire spawn (if they had 4 or fewer HD), or as vampires (if they had 5 or more HD). All vampires or spawn are under Arstyvrax’s command until his death. Dominating Gaze (Su) As dominate person, range 110 feet, Will DC 19 negates, caster level 18th. The save DC is Charismabased. Unlike other supernatural abilities, Arstyvrax’s dominating gaze can be dispelled with dispel magic, break enchantment, or a similar effect. Energy Drain A living creature hit by Arstyvrax’s claw attack gains one negative level. Fast Healing In addition to gaining the normal effect of fast healing, Arstyvrax automatically assumes gaseous form if reduced to 0 hit points or lower. Improved Snatch Against Medium or smaller creatures, bite for 2d8+11 per round or claw for 2d6+5 per round. Quicken Breath Arstyvrax can use his breath weapon as a free action, but doing so adds 4 to the number of rounds he must wait before using his breath weapon again. Shape Breath Arstyvrax can shape his breath weapon into a cone, but doing so adds 1 to the number of rounds he must wait before using his breath weapon again. Tail Constrict (Ex) If Arstyvrax hits with a tail slap attack, he can attempt to grapple a Large or smaller creature as if he had the improved grab special attack. If he succeeds at his grab, he constricts and deals 2d6+16 bludgeoning immediately and each subsequent round that he maintains his hold. Arstyvrax cannot make tail slap attacks while constricting an opponent with his tail. Vampiric Weaknesses Arstyvrax shares the typical vampire’s vulnerability to stakes and sunlight, except that he can survive 8 consecutive rounds in direct sunlight before being destroyed. He cannot enter a home unless invited, but that does not stop him from destroying it. Unlike other vampires, Arstyvrax is not injured by immersion in water or repelled by garlic or mirrors, and can freely cross running water. Athis the Scorned (EL 16) Most of the dragons of the Vast see the lesser races as insects at worst, playthings at best. One silver dragon, however, amused herself by mating with a lost half-elf. For a time, the silver dragon doted on the spawn, a halfdragon she named Athis, but soon she grew bored and tossed the child out. In his dozen years with his mother (his father was left to die in the Vast), Athis developed a healthy contempt of dragons. He considers them spoiled, arrogant, and cruel. When his mother evicted him, Athis’s contempt turned to rage. He swore vengeance and dedicated his skills to becoming a champion dragonstalker (Dr 128). Now, almost a decade later, Athis the Scorned is one of the most fearsome creatures in the Vast. He stalks dragons with cunning and premeditation and has killed more than one. So far his mother still lives; Athis continues to hone his skills so that one day he will be able to bring her down without fear of failure. Athis is a loner and cares nothing for the company of nondragons. He is just as likely to target dragon allies as he is dragons themselves; anything to weaken their defenses. As bitter as he is, Athis might even target creatures he sees associating with dragons, without establishing their motives fi rst. A dire bat (MM 62) accompanies Athis on his travels, but poses no threat to an actual dragon. Athis uses the bat to draw dragons into an ambush in chase of what seems like easy prey. ATHIS THE SCORNED CR 16 Male half-silver dragon ranger 10/dragonstalkerDr 4 LE Medium dragon (augmented humanoid [elf]) Init +9; Senses darkvision 60 ft., low-light vision; Listen +17, Spot +17 Languages Common, Draconic, Elven AC 27, touch 17, fl at-footed 22 (+5 Dex, +6 armor, +4 natural, +2 defl ection) hp 91 (14 HD) Immune cold, paralysis, sleep Resist acid 5 (armor), evasion Fort +10, Ref +16, Will +8; +2 against enchantments Speed 20 ft. (4 squares) in hide; base speed 30 ft. Dragon names tend to the long and unpronounceable (at least for the lesser races). When interacting with other creatures, dragons either use a diminutive, creates a descriptive nickname, or insist that the creature attempt to use its full name. 25 DRAGON NAMES 1. Zoeyris 2. O’athgha 3. Qualorem 4. Ingos 5. Moonscale 6. Schiroddra 7. Erosh 8. Baoldeneth 9. Kalari 10. Silverclaw 11. Quisulum 12. Grieves-at-Dusk 13. Xoslor 14. Kalkalenth 15. Sin’beldar 16. Aegariss 17. Needletooth 18. Tiachondan 19. Omat 20. Keeper-of-Thought 21. Dragharoth 22. Essirise 23. Zyigetheld 24. Rey’orishi 25. Sliorithal 620_95729_Ch1.indd 57 7/20/07 11:17:31 AM

DRAGONS OF ARGONNESSEN 58 Melee mwk short sword +22 (1d6+7/19–20) or Melee 2 claws +21 each (1d4+7) and bite +16 (1d6+3) Ranged +3 dragonbone composite longbow +25/+20/+15 (1d8+10/×3) or Ranged +3 dragonbone composite longbow +21 (2d8+20/×3) with Manyshot or Ranged+3 dragonbone composite longbow +23/+23/+18/+13 (1d8+10/×3) with Rapid Shot Base Atk +14; Grp +21 Atk Options Blind-Fight, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, favored enemy dragons +6, favored enemy aberrations +2, favored enemy animals +2, ignore natural armor 1/day, sudden strike (dragon) +4d6 Special Actions breath weapon Ranger Spells Prepared (CL 5th): 2nd—protection from energ y 1st—delay poison, pass without trace Abilities Str 24, Dex 20, Con 15, Int 13, Wis 12, Cha 10 SQ animal companion, elf blood, swift tracker, wild empathy +10 (+6 magical beast), woodland stride Feats Blind-Fight, EnduranceB, Improved Initiative, ManyshotB, Point Blank Shot, Precise Shot, Rapid ShotB, TrackB, Weapon Focus (longbow) Skills Bluff +1*, Diplomacy +2, Gather Information +8, Hide +19, Jump +0, Knowledge (arcana) +7 , Knowledge (nature) +10, Listen +17*, Move Silently +19, Search +17*, Sense Motive +1*, Spot +17*, Survival +13* (+15 following tracks) *Hunting Bonus (Ex) Athis gains an additional bonus equal to his dragonstalker level on Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills against dragons. Possessions masterwork short sword, +3 dragonboneDr composite longbow (+7 Str bonus, range 130 ft.), +3 black dragoncraftDr hide armor, ring of protection +2, necklace of dragon teeth Breath Weapon (Su) 30-ft. cone, 1/day, damage 6d8 cold, Refl ex DC 12 half. Ignore Natural Armor (Ex) Once per day, Athis can ignore a target’s natural armor bonus (including any enhancements to that natural armor) for one attack (melee or ranged). Sudden Strike (Dragon) Athis deals this sneak attack damage whenever a dragon target is denied its Dexterity bonus to AC. This otherwise functions as the rogue special ability. Covert Operative (EL 20) Enalde Shatterson (NE male eldritch giant confessorMM3) despises dragons with a passion, but studies them intensely. After many years of research, Enalde decided that, since the dragons were responsible for the downfall of giant civilization, they might also hold the key to its renaissance. Enalde joined forces with a giant faction known as the Dominion of Purity (SX 60) whose goal is to reclaim the lost glory of the giant empire. Enalde spent some time studying the Dominion of Purity’s records and observations, and came to the conclusion that he needed more information. Enalde used a permanent reduce person and a combination of illusion spells to secure passage to Argonnessen. Once on the dragon continent, he shed his disguise and went into hiding. Through his stash of nondetection and invisibility scrolls, he has managed to elude the dragons. Enalde investigates rakshasa ruins and tests for draconic magic residue; he watches dragons from afar and steals into their lairs when possible to snoop around. Enalde hasn’t entered Io’lokar yet, but soon he’ll discover the city and start working to unlock whatever secrets it contains. Enalde worships the Mockery, and he has access to the Evil and Trickery domains. Draconic Undead (EL VARIES) The lure of dark knowledge and power, as represented by the Shadow, is anathema to draconic tradition. As a result, necromancy is a forbidden art among the dragons of Argonnessen. Its practice in Aerenal is the foundation of the confl ict between those lands. However, the frequency with which undead creatures appear in Argonnessen hints that not all dragons are as intolerant of the necromantic traditions as the Conclave would have it. A reluctance to practice the dark art on true dragons makes wyvern zombies (MM 267) common creations of low-level necromancers. Dragon skeletons (MM 227) are sometimes found wandering the Vast and the fringes of the Thousand, but more fearsome by far are the skeletal dragons (Dr 192) and zombie dragons (Dr 197) that retain some of their draconic might and majesty even after death. Such creatures are commonly created by the powerful necromancers of the secret Shadowcasters cabal as personal bodyguards and the defenders of their secret lairs. SKELETAL BLACK DRAGON CR 7 Skeletal mature adult black dragon N Huge undead Init +4; Senses blindsense 60 ft., keen senses; Listen +0, Spot +0 Aura frightful presence (210 ft., DC 23) AC 12, touch 8, fl at-footed 12 (–2 size, +4 natural) hp 165 (22 HD); DR 5/bludgeoning Immune acid, cold; undead immunities SR 21 Fort +13, Ref +13, Will +13 Speed 60 ft. (12 squares) Melee bite +28 (2d8+8) and 2 claws +23 each (2d6+4) and 2 wings +23 each (1d8+4) and tail slap +23 (2d6+12) Space 15 ft.; Reach 10 ft. (15 ft. with bite) Base Atk +22; Grp +38 Abilities Str 27, Dex 10, Con —, Int —, Wis 10, Cha 14 SQ undead traits Feats Improved InitiativeB Skills Hide –8, Jump +20, Listen +0, Spot +0 620_95729_Ch1.indd 58 7/20/07 11:17:33 AM

DRAGONS OF ARGONNESSEN 59 Dragon Golems (EL VARIES) The dragons’ devotion to the arcane arts has seen Argonnessen produce a world’s worth of miraculous magic devices. From planar observatories, to lost artifacts of the Age of Demons, to golems and other constructs, dragon magic produces wonders that are far beyond those produced by the humanoid races. Some sages speculate that dragon golems (Dr 163) could have been the first magic creatures of their kind, and that these constructs are the paradigm for every construct created since. The quori that invaded Xen’drik were known to have experimented with a dizzying number of construct designs. Some suspect that their initial knowledge in this field might have amounted to forbidden dragon magic first stolen by the giants. The example creatures in Draconomicon—the dragon bone golem, drakestone golem, and ironwyrm golem—are typical of the golems created by Argonnessen’s dragon wizards and sorcerers. However, many forgotten ruins and magical locations in Argonnessen are guarded by ancient constructs of even more advanced power. DRAGONBONE GOLEM CR 15 N Huge construct Init +0; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0 Aura fear (60 ft., DC 27) AC 20, touch 8, fl at-footed 20 (–2 size, +12 natural) hp 232 (35 HD); DR 5/magic and adamantine Immune magic; construct immunities Fort +11, Ref +11, Will +11 Speed 40 ft. (8 squares) Melee bite +32 (2d8+8) and 2 claws +27 each (2d6+4) and 2 wings +27 each (1d8+4) and tail slap +27 (2d6+12) Atk Options magic strike Space 15 ft.; Reach 10 ft. (15 ft. with bite) Base Atk +26; Grp +42 Abilities Str 27, Dex 10, Con —, Int —, Wis 11, Cha 10 SQ construct traits Feats — Skills Hide –8, Jump +12, Listen +0, Spot +0 Fear Aura (Su) At the end of each of a dragonbone golem’s turns, creatures within 60 feet of it must succeed on DC 27 Will saves or be panicked for 10 rounds. The save DC is Charisma-based. A creature that successfully saves cannot be affected again by that same dragonbone golem’s aura for 24 hours. Magic Immunity (Ex) A dragonbone golem has immunity to all spells, spell-like abilities, and supernatural effects and abilities. Magic Strike (Ex) A dragonbone golem’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. Gnoll Fugitives (EL 13) Yerod Toothdiver gained his sobriquet when he dove off a ship into Shargon’s Teeth to battle sahuagin, buying his crew enough time to sail safely through the strait. His men mourned him as lost, but six days later Yerod washed up on the shore of Stormreach, battered and waterlogged but alive. From that day forth, Yerod’s reputation as a thunder guide was sealed. Over the next few years, he traveled through many continents. Eleven months ago, he declared he would explore Argonnessen. Despite his preparations, Yerod and his men found the dangers of the dragon continent overwhelming. Only a few weeks after they set foot on Argonnessen, a nasty bronze dragon enslaved the gnolls. For several months, Yerod and his companions played the part of mindless minions, all the while plotting their escape. Finally the day came, and the gnolls fl ed. Now they race across the Vast, desperate to fi nd the coastline and somehow escape Argonnessen before their former master fi nds them. Yerod’s band consists of Athbel, a worshiper of the Traveler (female fi endish gnoll cleric 3; MM4 67) and four 5th-level gnoll rangers of various alignments and affi liations (DMG 121). One of the gnolls possesses a wolf animal companion. Yerod is not evil at heart, but he is willing to do anything and everything to get his crew out of Argonnessen. YEROD TOOTHDIVER CR 11 Male fl indMM3 rogue 4/thunder guideEH 5 CN Medium humanoid (gnoll) Init +3; Senses darkvision 60 ft.; Listen +8, Spot +8 Languages Common, Gnoll, Draconic, Drow, Sahuagin AC 21, touch 13, fl at-footed 18; uncanny dodge (+3 Dex, +6 armor, +2 natural) hp 91 (11 HD) Resist evasion Fort +14, Ref +9, Will +2 Speed 30 ft. (6 squares) Melee fl indbar +16 (2d4+11/19–20) Base Atk +7; Grp +13 Atk Options pandin temn, sneak attack +2d6 Abilities Str 23, Dex 16, Con 17, Int 12, Wis 8, Cha 10 SQ breath of Shargon, lionized in the press, native ties (drow of Xen’drik), trapfi nding, trap sense +1 Feats Endurance, Great Fortitude, Toughness, Weapon Focus (fl indbar) Skills Balance +5, Climb +11, Decipher Script +9, Diplomacy +7 (+9 with gnolls), Jump +13, Knowledge (geography) +9, Knowledge (local) +8, Listen +7, Search +9, Speak Language (Drow), Spot +7, Survival +2 (+4 to keep from getting lost, to avoid hazards, and when following tracks), Tumble +12 Possessions +3 studded leather armor, +2 fl indbar, cloak of resistance +1, Heward’s handy haversack Breath of Shargon (Ex) Yerod can hold his breath for 1 minute per point of Constitution. After this period of time, he must make Constitution checks normally to continue holding his breath. 620_95729_Ch1.indd 59 7/20/07 11:17:34 AM

DRAGONS OF ARGONNESSEN 60 Flindbar Yerod gains a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). If Yerod threatens a critical hit, he can make a free disarm attempt, without provoking an attack of opportunity, against that opponent before confi rming the critical hit. Lionized in the Press Yerod gains a +2 circumstance bonus on Diplomacy checks when dealing with members of the press, nobility, and dragonmarked houses in Khorvaire (or their agents on Argonnessen, if he ever encounters any). Native Ties Yerod gains a +2 competence bonus on Diplomacy, Gather Information, and Sense Motive checks made with a family of drow within 50 miles of the Thunder Sea coast of Xen’drik. The family could provide items and spells (EH 65). Pandin Temn (Ex) Yerod gains a +1 dodge bonus to Armor Class and a +1 bonus on attack rolls when fi ghting any creature that is Large or larger. Griffon Pride (EL 12) Dragons are not the only creatures to inhabit the skies of Argonnessen. On the border of the Thousand, a pride of griffons nests on a high mountain peak. Though the Thousand dragons prefer not to keep minions or allow nondragons to live in their demesnes, the griffons technically live just outside the border. The griffons sometimes hunt in Thousand skies, but they offer a measure of protection from their position on the border; the griffons don’t bother the dragons, but attack smaller threats that come too close to the pride. For the time being, the Thousand dragons leave the griffons alone. The leader of the pride of ten griffons is an exceptionally large and beautiful griffon named Brightfeather. Dragons from the Vast sometimes conspire to capture Brightfeather and release him in their lands, because the griffon would make fi ne prey for a hunt. So far, none of these plans have come to fruition. BRIGHTFEATHER CR 9 N Huge magical beast Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +13 Languages understands Common AC 18, touch 9, fl at-footed 17 (–2 size, +1 Dex, +9 natural) hp 210 (20 HD) Fort +19, Ref +13, Will +9 Speed 30 ft. (6 squares), fl y 80 ft. (average); Flyby Attack Melee bite +27 (3d6+8) and 2 claws +25 each (1d6+4) Space 15 ft.; Reach 10 ft. Base Atk +20; Grp +36 Atk Options Power Attack, pounce, rake Abilities Str 26, Dex 13, Con 20, Int 5, Wis 13, Cha 8 Feats Flyby Attack, Great Fortitude, Iron Will, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw) Skills Hide –7, Jump +19, Listen +9, Spot +13 Pounce (Ex) If Brightfeather dives or charges a foe, he can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +24 melee, damage 2d6+4. Half-Dragon Rakshasa (EL VARIES) Not all half-dragons are the scions of the illicit pairings between dragons and the lesser races. The outsider minions of the Daughter of Khyber have their debased natures twisted even farther by the collusion of draconic and fiendish blood—a dark legacy of the Dragon Below. Half-dragon rakshasas such as the one described below are living embodiments of the bond between dragon and fi end. As emissaries and liaisons between the Talons of Tiamat and the Lords of Dust, these fi ends are in a unique position of power, and they are not afraid to play both sides. While the rajahs in their chains are eternally patient, the Daughter of Khyber grows ever more desperate to escape her prison in the Pit of Five Sorrows. By speeding up her release, the half-dragons hope to further the plots of the Lords of Dust. Tiamat’s eventual freedom will shake the world to its foundations and inspire war among the dragons—weakening that race in advance of the rajahs’ eventual return. HALF-DRAGON RAKSHASA CR 18 Rakshasa half-green dragon rogue 10 LE Medium dragon (augmented outsider, native) Init +7; Senses darkvision 60 ft., low-light vision; Listen +21, Spot +21 Languages Abyssal, Argon, Draconic, Infernal AC 37, touch 18, fl at-footed 32; Dodge, Mobility, improved uncanny dodge (+5 Dex, +6 armor, +13 natural, +3 defl ection) hp 141 (17 HD); DR 15/good and piercing Immune acid, paralysis, sleep Resist improved evasion; SR 37 Fort +15, Ref +20, Will +12 Speed 40 ft. (8 squares); Spring Attack Melee 2 claws +19 each (1d4+5) and bite +14 (1d6+2) or Melee +1 unholy dagger +20 (1d4+5/19–20) Base Atk +14; Grp +19 Atk Options Blind-Fight Special Actions breath weapon, detect thoughts, sneak attack +5d6 Combat Gear potion of fl y, 2 potions of cure critical wounds Sorcerer Spells Known (CL 7th): 3rd (5/day)—dispel magic, summon monster III 2nd (7/day)—cat’s grace†, darkness, see invisibility 1st (7/day)—comprehend languages, expeditious retreat, hypnotism (DC 15), Nystul’s magic aura, protection from evil 0 (6/day)—arcane mark, fl are (DC 14), message, open/close, prestidigitation, ray of frost (+19 ranged touch), touch of fatigue (+19 melee touch, DC 14) † Already cast Abilities Str 20, Dex 20, Con 18, Int 15, Wis 13, Cha 19 SQ change shape, trapfi nding, trap sense +3 Feats Blind-Fight, Dodge, Improved Initiative, Maximize BreathDr, Mobility, Spring Attack Skills Bluff +26, Concentration +13, Diplomacy +26, Disguise +26 (+28 acting), Escape Artist +11, Intimidate +24, Jump +9, Listen +19, Move Silently +23, Open Lock +9, Sense Motive +19, Spellcraft +11, Spot +19 620_95729_Ch1.indd 60 7/20/07 11:17:36 AM

DRAGONS OF ARGONNESSEN 61 Possessions combat gear plus bracers of armor +6, +2 unholy dagger, ring of protection +3, cloak of resistance +3, vest of escape Breath Weapon (Su) 30-ft. cone, 1/day, 6d8 acid, Refl ex DC 17 half. Change Shape (Su) A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks but uses its dagger. A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form. Detect Thoughts (Su) As the detect thoughts spell; continuous; DC 22; caster level 18th. A rakshasa can suppress or resume this ability as a free action. Maximize Breath A rakshasa can use its breath weapon as a full-round action to deal maximum damage (48 points), but doing so adds 3 to the number of rounds he must wait before using its breath weapon again. Half-Fiend Dragon (EL VARIES) Evil dragons are hardly in short supply in Argonnessen, but the fi endish dragon lords of the Talons of Tiamat exceed their mundane kin in power and their rapacious dedication to evil. Many of these are dragons drawn to Tiamat’s call at a young age, then twisted by fi endish power as they grow to maturity. Others are dragons corrupted by the dark energies of artifacts and magical locations hidden from sight since the Age of Demons. All share an undying dedication to the Daughter of Khyber, as well as a ruthless and deadly contempt for those in the Talons whose faith is found wanting. HALF-FIEND OLD GOLD DRAGON CR 24 NE Gargantuan outsider (augmented dragon, fi re, native) Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +36, Spot +32 Languages Abyssal, Argon, Draconic, Infernal, Mabran Aura frightful presence (240 ft., DC 33) AC 44, touch 14, fl at-footed 40; Dodge (–4 size, +4 Dex, +29 natural, +5 defl ection) hp 420 (29 HD); DR 10/magic Immune fi re, paralysis, poison, sleep Resist acid 10, cold 10, electricity 10; SR 35 Fort +24, Ref +20, Will +23 Weakness vulnerability to cold Speed 60 ft. (12 squares), fl y 250 ft. (average), swim 60 ft. Melee bite +41 (4d6+16/19–20) and 2 claws +41 each (2d8+8) and 2 wings +41 each (2d6+8) and tail slap +41 (2d8+24) Space 20 ft.; Reach 15 ft. (20 ft. with bite) Base Atk +29; Grp +57 Attack Options Power Attack, Silent Spell, magic strike, smite good 1/day (+20 damage) Special Actions breath weapon, crush 4d6+24 (DC 31), luck bonus Sorcerer Spells Known (CL 11th): 5th (5/day)—cone of cold (DC 23), true seeing 4th (8/day)—break enchantment, ice storm, greater invisibility 3rd (8/day)—dispel magic, protection from energ y, searing light (+29 ranged touch), suggestion (DC 21) 2nd (8/day)—augury, cat’s grace?, cure moderate wounds, Melf’s acid arrow (+29 ranged touch), whispering wind 1st (8/day)—alarm, charm person (DC 19), magic missile, protection from good, true strike 0 (6/day)—arcane mark, detect magic, fl are (DC 18), guidance, light, mage hand, mending, prestidigitation, read magic † Already cast Spell-Like Abilities (CL 29th): 1/day—blasphemy (DC 25), contagion (DC 21), desecrate, destruction (DC 25), geas/quest (CL 11th), horrid wilting (DC 26), summon monster IX (fi ends only), unhallow (DC 23), unholy blight (DC 22) 3/day—bless (CL 11th), darkness, poison (DC 20), unholy aura (DC 26) Abilities Str 43, Dex 18, Con 27, Int 28, Wis 25, Cha 26 SQ alternate form, detect gems, water breathing Feats Dodge, Heighten BreathDr, Improved Critical (bite), Improved MultiattackDr, Improved ManeuverabilityDr (2), Maximize BreathDr, Multiattack, Power Attack, Silent Spell Skills Appraise +17, Bluff +13, Concentration +40, Decipher Script +20, Diplomacy +44, Disguise +37 (+39 acting), Gather Information +10, Hide –8, Intimidate +40*, Jump +42, Knowledge (arcana) +29, Knowledge (geography) +29, Knowledge (local) +29, Knowledge (nature) +29, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +39, Search +43, Sense Motive +36, Spellcraft +24, Spot +39, Swim +24 Possessions ring of protection +5 Magic Strike (Ex) The dragon’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su) 60-ft. cone, once every 1d4 rounds, 16d10 fi re, Refl ex DC 31 half; or 60-ft. cone, once every 1d4 rounds, weakening gas, 8 Str, Fortitude DC 31. Heighten Breath The dragon can increase the save DC of either of its breath weapons by up to +8. For each point by which it increases the save DC, add 1 to the number of rounds the dragon must wait to use its breath weapon again. Detect Gems (Sp) As the detect magic spell; three/day; CL 11th. By concentrating for 1 round, the dragon notes the presence of gems; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. Improved Multiattack No penalty is applied to the dragon’s secondary attacks. Only half Strength bonus is applied to damage, however. Improved Maneuverability By taking this feat twice, the dragon improves his fl ight maneuverability from clumsy to average. Luck Bonus (Sp) Once per day, a gold dragon can touch a gem (usually one embedded in its hide) and enspell it to bring good luck. As long as the dragon carries the gem, it and every creature in a 80-foot radius receive a +1 luck bonus on all saving throws and similar rolls. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts for 1d3+24 hours but ends if the gem is destroyed. 620_95729_Ch1.indd 61 7/20/07 11:17:38 AM

DRAGONS OF ARGONNESSEN 62 Maximize Breath The dragon can use its cone of fi re breath weapon as a full-round action to deal maximum damage (160 points), but doing so adds 3 to the number of rounds the dragon must wait before using its breath weapon again. High Cultists (EL Varies) Io’lokar is the City of Knowledge, but knowledge sometimes carries a dark price. Some years ago, at the behest of the diviner Elabenna, a scholarly expedition from that city’s College of Arcane Sciences pushed deep into the southern tundra in search of a legendary site known as the Black Well. Great lore from the earliest dragons was said to be preserved there, but only tantalizing fragments of it had been brought back by previous expeditions. Led by three veteran fi ghter/sorcerer surveyors of the college, the expedition and its wyvern mounts departed the city by greater teleport, taking to the air once they reached the hinterland. They were never seen again. Years later, the disastrous mission to the neverfound Black Well is little more than a memory—even in the minds of the three Io’lokari explorers who survived it. What they found at that site and how it inspired them to savagely slay their retainers remains a secret known only to them. Since then, their names and pasts have been forgotten in the name of their service to the Talons of Tiamat. Drawing on the training and expertise granted them by their lives in the city, these former Io’lokari are among the most powerful humanoids in the cult. HIGH CULTIST CR 22 Human half-white dragon fi ghter 10/sorcerer 10 CE Medium dragon (augmented humanoid [human]) Init +6; Senses darkvision 60 ft., low-light vision; Listen +4, Spot +5 Languages Argon, Draconic, Abyssal Aura frightful presence (30 ft., DC 23) AC 27, touch 16, fl at-footed 25 (+2 Dex, +7 armor, +4 natural, +4 defl ection) hp 147 (20 HD); DR 5/evil (mantle) Immune cold, paralysis, sleep Fort +15, Ref +8, Will +10; +4 against frightful presence of evil dragons, –2 against enchantment effects cast by dragons Speed 30 ft. (6 squares) Melee +5 longspear +29/+24/+19 (1d8+17/×3) or Melee 2 claws +27 each (1d6+12) and bite +20 (1d6+3) Base Atk +15; Grp +22 Atk Options Blind-Fight, Combat Expertise Special Actions breath weapon Combat Gear 4 potions of greater magic fang +5† † 1 potion already taken, 3 remaining Sorcerer Spells Known (CL 10th): 5th (3/day)—hold monster (DC 18) 4th (5/day)—bestow curse (DC 17), greater invisibility 3rd (7/day)—arcane sight, fireball (DC 16), lightning bolt (DC 16) 2nd (7/day)—magic mouth, Melf’s acid arrow (+17 ranged touch), scorching ray (+17 ranged touch), spider climb 1st (7/day)—alarm, Nystul’s magic aura, ray of enfeeblement (+17 ranged touch), reduce person (DC 14), ventriloquism (DC 14) 0 (6/day)—acid splash (+17 ranged touch), detect magic, flare (DC 13), light, mage hand, mending, prestidigitation, ray of frost (+17 ranged touch), touch of fatigue (+22 melee touch, DC 13) Abilities Str 24, Dex 15, Con 16, Int 14, Wis 10, Cha 16 SQ familiar (none) Feats Blind-FightB, Clinging BreathDr (2), DragonthrallDr, Combat ExpertiseB, Frightful PresenceDr, Great Fortitude, Greater Weapon Focus (spear)B, Improved InitiativeB, Improved Natural Attack (claw), Multiattack, ToughnessB, Weapon Focus (spear)B, Weapon Specialization (spear)B Skills Concentration +14, Bluff +3 (+7 against dragons), Gather Information +8, Handle Animal +11, Intimidate +15, Jump +22, Knowledge (arcana) +19, Knowledge (local) +4, Listen +2, Ride +16 (+18 on dragons), Search +12, Spot +3 Possessions combat gear plus bracers of armor +7, ring of protection +4, +5 longspear, cloak of charisma +4, ring of counterspells (fi reball), ring of jumping, mantle of faith Breath Weapon (Su) 30-ft. cone, 1/day, 6d8 cold, Reflex DC 13 half. Clinging Breath At the cultist’s option,creatures affected by its breath weapon take half the original damage dealt to them in each of the following 2 rounds. Doing so adds 1 to the number of rounds the cultist must wait before using its breath weapon gain. As a full-round action, affected creatures can make a DC 13 Refl ex save to scrape off the clinging breath before taking damage. Horrid Guardians (EL VARIES) The Gatekeepers were the fi rst to breed horrid animals, but they used techniques learned from the black dragon Vvaraak. Similar breeding practices allow the dragons of Argonnessen to create horrid guardians for their lairs. A copper dragon was supposedly the fi rst to breed horrid lions; now several packs of these guardians roam free across Argonnessen or stand watch over hoards. Most guardian packs consist of one advanced horrid leader and four ordinary dire lions. ADVANCED HORRID LION CR 9 NE Huge Animal Init +5; Senses low-light vision, scent; Listen +9, Spot +8 AC 21, touch 9, fl at-footed 20 (–2 size, +1 Dex, +12 natural) hp 210 (18 HD) Immune acid Fort +18, Ref +12, Will +12 Speed 40 ft. (8 squares) Melee 2 claws +23 each (2d6+11 plus 4d6 acid) and bite +16 (3d6+5) Space 15 ft.; Reach 10 ft. Base Atk +13; Grp +32 Atk Options acidic attack, improved grab, pounce, rake Abilities Str 33, Dex 13, Con 25, Int 2, Wis 12, Cha 10 SQ ill-tempered, improved natural healing 620_95729_Ch1.indd 62 7/20/07 11:17:39 AM

DRAGONS OF ARGONNESSEN 63 Feats Alertness, Endurance, Improved Initiative, Improved Natural Attack (bite)B, Improved Natural Attack (claw)B, Improved Natural Attack (rake)B, Power Attack, Run, Toughness, Weapon Focus (claw) Skills Hide +2 (+6 in tall grass or heavy undergrowth), Jump +15, Listen +9, Move Silently +10 (+14 in tall grass or heavy undergrowth), Spot +8 Acidic Attack (Ex) A horrid lion’s primary attack deals an additional 4d6 points of acid damage. Ill-Tempered (Ex) Handle animal checks involving an advanced horrid lion take a –4 penalty. Improved Natural Healing (Ex) A horrid lion heals naturally at three times the normal rate, recovering 54 hit points with a full night’s rest. Pounce (Ex) If an advanced horrid lion charges, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +22 melee, damage 2d6+5. Inquisitive Investigator (EL 12) Kalryni, a young blue dragon, recently left her family in the Thousand to join the meeting of colors and minds in Vorel’arux. Kalryni’s color is fresh and lovely, a pale blue azure like the sky at dawn; her mind is less developed. Innocent almost to the point of naivete, Kalryni annoyed her contemporaries, who soon found her endless drone of questions and tangential remarks grating. Patient Tapestry members are helping Kalryni develop her natural intelligence, but the process is tedious. To expedite her learning (and give the Tapestry a break from her chatter), Kalryni was sent to study an ancient rakshasa ruin. What exactly she is supposed to study, Kalryni’s not sure, but she takes great pride in her comprehensive sketches of the ruin and her preservation of several pretty rocks found among the debris. Kalryni has never seen humanoids before, and she finds any encounters with them fascinating. She asks every question that pops into her head, from dietary requirements to mating rituals, and seems delighted at any response. Her attention is both fl attering and dangerous, however; the curious dragon sees nothing wrong with slicing open a nondragon for dissection purposes if his comments intrigue her. At best, she might snatch up one “experimental subject” to bring back to Vorel’arux, certain that such a unique fi nd will garner great respect from the Tapestry. KALRYNI CR 12 Female juvenile blue dragon bard 8 N Large dragon (earth) Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +28, Spot +17 Languages Common, Draconic AC 23, touch 9, fl at-footed 23 (–1 size, +14 natural) hp 194 (23 HD) Immune electricity, paralysis, sleep Fort +14, Ref +17, Will +17 Speed 40 ft. (8 squares), burrow 20 ft., fl y 150 ft. (poor); Flyby Attack, Wingover Melee bite +24 (2d6+4) and 2 claws +22 each (1d8+2) and 2 wings +22 each (1d6+2) and tail slap +22 (1d8+6) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Base Atk +21; Grp +29 Argonnessen is a land of mystery, excitement, and great power. Many secrets hide here, guarded by the ever-vigilant dragons. Characters traveling across the vast continent encounter much more than combat and roleplaying challenges. The setting itself provides insight into the nature of the dragons, the ancient confl icts that abound here, and the wonder of Argonnessen. Use the following events to create atmosphere in your campaign, or to inspire your own events. 1. On the horizon, a pair of dragons fl y fi gure-eights before a rising sun. 2. A trickle of crystal-clear water bubbles up from the center of an enormous draconic footprint. 3. Thick green vines, native to Argonnessen, twine around a dragon’s skull. Purple fl owers as large as a human’s head bloom along the vine and in each eyesocket. 4. A 50-foot-tall marble pillar rises in the center of an otherwise empty plain. Draconic runes on the pillar spell the names of deceased dragons who gave their lives to preserve Eberron and the Prophecy. 5. In a low valley, mushrooms grow to the size of huts, and giant, nonaggressive insects bumble about. 6. On an ancient battlefi eld, the ghostly roars of dragons rise and fall on the wind. 7. Anyone who falls asleep on a certain plateau has dreams of soaring through the air above Argonnessen. 8. A bubbling brook contains pure, fresh water, but anyone who drinks gets terrible heartburn and belches a gout of fi re in the next few minutes. 9. A giant stone claw sits atop a cliff, the only remaining piece of a crumbled statue. 10. A lake in the center of a small crater remains solidly frozen year-round. 11. In a certain area, curative magic heals over open wounds with scales. The scales slough off and reveal ordinary skin after a few days. 12. Three humanoid skulls sit on a ruined stone wall, telling nonsensical stories and singing ancient tunes in off-key voices. The skulls don’t recall anything of their mortal lives and possess no useful information. 13. A trickle of magma continually oozes from a volcano; channels funnel the magma into giant molds dug in the ground. Several cooled and hardened magmastatues stand nearby. 13 ENCOUNTERS IN ARGONNESSEN 620_95729_Ch1.indd 63 7/20/07 11:17:41 AM

64 Atk Options Power Attack Special Actions bardic music 8/day (countersong, fascinate 3 creatures, inspire competence, inspire courage +2, suggestion [DC 18]) Bard Spells Known (CL 8th): 3rd (2/day)—cure serious wounds, good hope, sculpt sound 2nd (4/day)—blindness/deafness (DC 16), cure moderate wounds, eagle’s splendor, glitterdust (DC 16) 1st (4/day)—cause fear (DC 15), comprehend languages, expeditious retreat, lesser confusion (DC 15) 0 (3/day)—dancing lights, ghost sound, lullaby (DC 14), message, open/close, prestidigitation Sorcerer Spells Known (CL 1st): 1st (4/day)—magic missile, shocking grasp 0 (5/day)—detect magic, mage hand, mending, resistance Spell-Like Abilities (CL 4th): 3/day—create/destroy water Abilities Str 19, Dex 10, Con 17, Int 9, Wis 15, Cha 18 SQ bardic knowledge +7, sound imitation (DC 26) Feats Flyby Attack, Improved Initiative, Lightning Refl exes, Magical Aptitude, Multiattack, Power Attack, Skill Focus (Perform), Wingover Skills Concentration +28, Hide –4, Jump +8, Listen +28, Perform (singing) +18, Speak Language (Common), Spellcraft +27, Spot +17, Use Magic Device +32 (+34 to activate scrolls) Possessions silver and sapphire armbands (600 gp each), research kit (containing parchments, a dragon-sized quill pen, sketches of ruins, and some pretty rocks in glass jars) Memory of the Prophecy (EL 20) When the Chamber was still in its infancy almost six hundred years ago, a gifted red dragon proved adept at reading the Prophecy and recommending the best ways to manipulate its strings. Called Iluvira, the red dragon focused all her efforts on comprehending the Prophecy to achieve its purpose. What that purpose was, even Iluvira did not know, but she believed it to be magnifi cent and desirable. When a young Chamber agent uncovered four stone tablets etched with cryptic Prophecy fragments, he sent them directly to Iluvira. For almost two years, the mature adult red dragon studied the tablets, each day coming a fraction closer to comprehension. One day she excitedly announced that she was on the verge of a breakthrough; the next day, she was dead, and the tablets missing. Iluvira’s murder was never solved, but the dragon herself is not gone. Her ghostly spirit (Dr 161) lingers, distressed over the loss of the tablets and desperately trying to recall what fragmented information she had learned. Iluvira beseeches travelers to seek out the tablets and return them to her; only then can she rest. Living dragons sometimes seek out her spirit to partake of her still-great wisdom. Over the centuries, her name has faded from history, and now the dragons call her Memory of the Prophecy. MEMORY OF THE PROPHECY CR 20 GhostlyDr mature red dragon LN Huge undead (incorporeal) Init +0; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +34, Spot +34 Aura frightful presence (210 ft., DC 28) Languages Common, Draconic, Auran, Elven, Giant, Terran AC 14, touch 8, fl at-footed 14 when manifesting (–2 size, +6 defl ection) or AC 32, touch 8, fl at-footed 32 for ethereal encounters (–2 size, +24 natural) hp 212 (25 HD); DR 10/magic for ethereal encounters Immune fi re, paralysis, sleep SR 23 Fort +14, Ref +14, Will +18 Weakness vulnerability to cold Speed fl y 150 ft. (perfect); Hover, Wingover Melee incorporeal touch +23 (withering 1d4 Str + 1d4 Con plus energy drain) when manifesting or Melee bite +34 (2d8+11) and 2 claws +32 each (2d6+5) and 2 wings +32 each (1d8+5) and tail slap +32 (2d6+16) for ethereal encounters Space 15 ft.; Reach 10 ft. (15 ft. with bite) Base Atk +25; Grp +44 Atk Options Blind-Fight, Cleave, Power Attack, magic strike (for ethereal encounters), manifestation Special Actions breath weapon, crush 2d8+16 (DC 28) for ethereal encounters Spell-Like Abilities (CL 9th): 7/day—locate object Kalryni inspects a new specimen 620_95729_Ch1.indd 64 7/20/07 11:17:43 AM

DRAGONS OF ARGONNESSEN 65 Sorcerer Spells Known (CL 9th): 4th (5/day)—dimensional anchor, wall of fi re (DC 20) 3rd (7/day)—clairaudience/clairvoyance, hold person (DC 19), fi reball (DC 19) 2nd (8/day)—web, scorching ray (+23 ranged touch), fl aming sphere (DC 18), fox’s cunning 1st (8/day)—alarm, burning hands (DC 17), magic missile, shield, true strike 0 (6/day)—acid splash (DC 16), detect magic, fl are (DC 16), ghost sound, mage hand, message, prestidigitation, read magic Abilities Str 33, Dex 10, Con —, Int 20, Wis 19, Cha 22 SQ rejuvenation, turn resistance +4, undead traits Feats Alertness, Blind-Fight, Cleave, Hover, Multiattack, Power Attack, Skill Focus (Knowledge [arcana]), Skill Focus (Knowledge [history]), Wingover Skills Appraise +33, Concentration +28, Diplomacy +36, Intimidate +34, Hide +0, Knowledge (arcana) +36, Knowledge (history) +36, Listen +42, Search +39, Sense Motive +32, Spot +40, Survival +4 (+6 following tracks), Use Magic Device +34 Magic Strike (Ex) Memory of the Prophecy’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su) 50-ft. cone, once every 1d4 rounds, 14d10 fi re, Refl ex DC 28 half for ethereal encounters; or 50-ft. cone, once every 1d4 rounds (max. 3/day), 7 points of Strength, Dexterity, and Constitution drain, Fortitude DC 28 negates. Energy Drain (Su) With a successful touch attack, Memory of the Prophecy bestows two negative levels on her target. Manifestation (Su) As an ethereal creature, Memory of the Prophecy cannot affect or be affected by anything in the material world. When Memory of the Prophecy manifests, she partially enters the Material Plane and becomes incorporeal. At all times, she can use her physical attacks, spells, and special abilities against ethereal opponents and be affected by them. Rejuvenation (Su) Memory of the Prophecy restores in 2d4 days if destroyed. She can fi nd permanent rest only if the four tablets of the Prophecy are returned to her, and she successfully deciphers them and passes on their contents to another dragon. Withering (Su) Memory of the Prophecy deals 1d4 points of Strength damage and 1d4 points of Constitution damage with a successful touch attack (Fort DC 28 negates). If she scores a critical hit, the damage is ability drain instead. Omnimental (EL 15) One might suspect a creature as wanton and destructive as this to have spawned in the Vast. However, its inception actually began in Vorel’arux, the center hold of the Tapestry. A group of four dragons—gold, white, blue, and green—performed an unorthodox experiment to try to combine their breath weapons into an animated servant. The experiment went awry and created the omnimental (MM3 118). Possessed of intelligence but no experience or selfcontrol, the omnimental burst forth from Vorel’arux and cut a wide swath of destruction across Argonnessen. It hasn’t returned to Vorel’arux thus far, and the Tapestry members hope it never does. Overland Caravan (EL 9) Members of the Tinkers Guild of House Cannith travel far and wide to peddle their goods and offer repairs. Some travel more widely than others. Morspeth d’Cannith is both a master artisan and a crafty salesman. Two years ago, Morspeth came across mention of a “bastion of civilization in the midst of the harsh dragon continent.” Intrigued, Morspeth conducted further research. Though he found little information beyond vague descriptions, he did eventually glean a name: Io’lokar. The desire to visit Io’lokar flared up inside Morspeth. He envisions the city as an oasis of humanoid culture, sheltered from the outside world, and potentially full of riches unlike any on Khorvaire. Secretly he also hopes the citizens of Io’lokar might not recognize the worth of their riches, allowing Morspeth to secure a fortune in trade. After hiring the best guards he could fi nd, Morspeth packed his fi nest wares in a portable hole and set out for Argonnessen. He lost half his expedition to Seren barbarian attacks, and now travels across the continent proper. The rest of his team, terrifi ed and homesick, simply wants to return to Khorvaire, but Morspeth eggs them on with tales of the unimaginable riches waiting in Io’lokar. Morspeth and his team, two magewrights of House Cannith (ECS 232) and two hired House Tharashk bounty hunters (ECS 238), have survived mostly by luck so far. Should they encounter a team of competent adventurers, Morspeth offers a share of the trade for an escort to Io’lokar—though when he arrives, Morspeth fi nds the city completely unlike the one in his imagination. If Morspeth doesn’t encounter aid, he and his team meet a grisly death long before reaching Io’lokar. MORSPETH D’CANNITH CR 7 Male human expert 4/artifi cer 4 N Medium humanoid Init +0; Senses Listen +2, Spot +2 Languages Common, Draconic, Dwarven, Gnome AC 16, touch 11, fl at-footed 16 (+6 armor, +1 defl ection) hp 38 (8 HD) Fort +3, Ref +2, Will +10 Speed 30 ft. (6 squares) Melee mwk alchemical silvered dagger +6 (1d4–2/19–20) Ranged mwk alchemical silvered dagger +7 (1d4–2/19–20) Base Atk +6; Grp +5 Artifi cer Infusions Available (CL 4th): 2nd (3/day) 1st (4/day) Abilities Str 9, Dex 11, Con 13, Int 16, Wis 15, Cha 11 SQ artifi cer knowledge +7, artisan bonus, craft homunculus, craft reserve 80, disable trap, item creation Feats Brew PotionB, Combat Expertise, Craft Wondrous ItemB, Extraordinary ArtisanB, Legendary Artisan, Research, Scribe ScrollB, Skill Focus (Craft [metalworking]) Skills Appraise +14 (+16 metalworked items), Concentration +12, Craft (metalworking) +17, Disable Device +9, Knowledge (arcana) +14, Knowledge (architecture and engineering) +14, Listen +2, Profession (trader) +13, 620_95729_Ch1.indd 65 7/20/07 11:17:48 AM

66 Search +14 (+16 secret doors or similar compartments), Spellcraft +16 (+18 to decipher spells on scrolls), Spot +2, Survival +2 (+4 following tracks), Use Magic Device +8 (+12 to activate scrolls and wondrous items) Possessions +2 mithral chain shirt, masterwork alchemical silvered dagger, ring of protection +1, masterwork artisan’s tools, identifi cation papers with portrait, magnifying glass, merchant’s scale, portable hole fi lled with trade goods Seren DragonWORSHIPERS (EL 18) Una Wyrmguard, a barbarian queen, is one of the toughest and most dedicated Totem Guardians of the Dragonsreach. When Una was a child, a dragon visited her in her dreams. “You have a great destiny,” the dragon proclaimed. “On this beach you shall defend us Dragon Gods from interlopers; we rely on you and place our lives in your hands.” Overwhelmed by the experience, Una swore she would defend the dragons forever. The great beast who infi ltrated her dreams didn’t spare another thought for the child. The seed had been placed, and another group of barbarians would now take up the cause of defense, acting as a living shield between Argonnessen and the rest of the world. Over the years, Una rose in stature among the Seren barbarians. She leads an elite team of warriors (four male and female human 10th-level barbarians; see DMG 112) on patrols along various sections of the beach, watching for any potential threats. If Una spies a trespasser from shore, she warns them off with shouts and threats. If the trespasser sets foot on the beach, his life is forfeit. UNA WYRMGUARD CR 14 Female human barbarian 8/frenzied berserkerCW 6 CE Medium humanoid Init +1; Senses Listen +1, Spot +1 Languages Common AC 13, touch 5, fl at-footed 12; improved uncanny dodge, uncanny dodge (+1 Dex, +8 armor, –4 frenzy, –2 rage) hp 166 (14 HD); DR 1/— Fort +16, Ref +5, Will +7 Speed 40 ft. (8 squares) Melee +2 greatclub +28/+28/+23/+18 (1d10+18) Base Atk +14; Grp +25 Atk Options Cleave, Destructive Rage, Intimidating Rage, Power Attack (improved, each –1 attack grants +3 damage up to maximum –14 attack/+42 damage), frenzy 3/day, inspire frenzy 1/day, rage 3/day (8 rounds), supreme cleave Abilities Str 33, Dex 13, Con 21, Int 10, Wis 13, Cha 10 SQ deathless frenzy, fast movement, illiteracy, trap sense +2 Feats Cleave, Destructive RageCW, DiehardB, Intimidating RageCW, Great Cleave, Power Attack, Weapon Focus (greatclub) Skills Climb +25, Intimidate +11, Jump +29, Knowledge (nature) +2, Listen +1, Swim +22, Spot +1, Survival +12 Possessions +3 mithral breastplate, +2 greatclub, belt of giant strength +2 Deathless Frenzy (Ex) When frenzied, Una isn’t considered disabled if she has 0 hit points or is incapacitated below –1 hit point. Even if she’s below –9 hit points, she doesn’t die until the frenzy is over, if she receives no healing. Destructive Rage When in a rage or frenzy, Una gains a +8 bonus on any Strength checks she makes to break down doors or break inanimate, immobile objects. Frenzy (Ex) As a free action during her turn, Una can frenzy. She also frenzies at the start of her next action if she takes damage from any source (assuming she has frenzy usages left that day) and does not succeed on a Will save (DC equal to 10 + the points of damage she has taken since her last action). When frenzied, Una gains a +6 bonus to Strength, and she gains a single extra attack at her highest attack bonus if she makes a full attack action. She takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage every round. The frenzy lasts for 6 rounds (8 rounds if she is also raging). Una can voluntarily end her frenzy with a DC 20 Will save 1/round as a free action. When a frenzy ends, she is fatigued for the duration of the encounter. If she is still under the effect of rage, the fatigue does not apply but she is exhausted when the rage ends. When in a frenzy, Una cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Intimidate), or any abilities that require concentration. She cannot cast spells, drink potions, activate magic items, or read scrolls. Una must attack foes, or a random creature if no foes remain. Una Wyrmguard defends Totem Beach 620_95729_Ch1.indd 66 7/20/07 11:17:49 AM

DRAGONS OF ARGONNESSEN 67 Improved Power Attack Una gains a +3 bonus on her greatclub melee damage rolls for every –1 penalty she takes on the attack roll when using the Power Attack feat. Inspire Frenzy (Su) When Una uses this ability, all willing allies within 10 feet of her gain the benefi t and the disadvantage of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for 6 rounds (8 rounds if she is also raging), regardless of whether they remain within 10 feet of her. Intimidating Rage When in a rage or frenzy, Una designates a single foe within 30 feet of her that she can attempt to demoralize as a free action (PH 76). A foe she successfully demoralizes remains shaken for as long as she continues to rage or frenzy. She can use this feat against only a single foe per encounter. Supreme Cleave Una can take a 5-foot step between attacks when using the Cleave or Great Cleave feats. She is still limited to one such adjustment per round, so she cannot use this ability during a round in which she has already taken a 5-foot step. When not raging or frenzied, Una has the following changed statistics: AC 20, touch 11, fl at-footed 18 hp 138 (14 HD) Fort +14, Will +5 Melee +2 greatclub +23/+18/+13 (1d10+9) Grp +20 Abilities Str 23, Con 17 Skills Climb +20, Jump +24, Swim +17 Spellwarped Roc (CR 13) Even some evil dragons shudder at the experiments their more twisted kinfolk perform on lesser creatures. Still the experiments continue—infrequently, always in secret, but they do continue. A handful of evil dragon sorcerers enjoy manipulating lesser life forms into abominations of depraved strength; other dragons secretly encourage these experiments, and their results roam wild on the Vast, providing challenging hunts. One such worthy opponent is an enormous roc, fed with arcane power until it swelled to distended proportions and gained a number of special abilities. The spellwarped (MM3 162) experiment also awakened a dull intelligence in the roc’s mind. As evil now as the beings who created it, the roc soars through the skies of the Vast in search of prey. In combat, the roc’s cruel nature drives it to play with its food, often snapping up a small creature and then dropping it from a hundred feet up. The roc has survived this long through cunning and an instinct for self-preservation; on occasion a dragon tracks it down, then releases the roc so that the hunt can continue. SPELLWARPEDMM3 ROC CR 15 NE Gargantuan aberration (augmented animal) Init +3; Senses low-light vision; Listen +20, Spot +25 AC 21, touch 9, fl at-footed 18 (–4 size, +3 Dex, +12 natural) hp 432 (32 HD) SR 43 Fort +27, Ref +21, Will +11 Speed 20 ft. (4 squares), fl y 80 ft. (average); Flyby Attack, Hover, Wingover Melee 2 talons +35 each (2d6+14) and bite +30 (3d8+7) Space 20 ft.; Reach 15 ft. Base Atk +24; Grp +50 Atk Options Flyby Attack, Power Attack, Snatch Abilities Str 38, Dex 17, Con 28, Int 6, Wis 13, Cha 11 SQ spell absorption Feats Alertness, Flyby Attack, Hover, Improved Natural Armor, Improved Natural Attack (bite), Iron Will, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (talon), Wingover Skills Hide –9, Jump +8, Listen +18, Spot +23 Spell Absorption (Su) Whenever a spell fails to penetrate a spellwarped roc’s spell resistance, it gains one of the following benefi ts, chosen at the time the spell resolves. Might: The spellwarped roc gains a +4 enhancement bonus to Strength for 1 minute. Agility: The spellwarped roc gains a +4 enhancement bonus to Dexterity for 1 minute. Endurance: The spellwarped roc gains a +4 enhancement bonus to Constitution for 1 minute. Life: The spellwarped roc gains temporary hit points equal to 5 × the level of the failed spell. Speed: The spellwarped roc’s base speed increases by a number of feet equal to 5 × the level of the failed spell. Resistance: The spellwarped roc gains resistance 10 to one energy type (acid, cold, electricity, fi re, or sonic). DETAILED ENCOUNTERS Dawnwing “Grant me your obedience, and I shall reward you with protection. Grant me your devotion, and I shall bathe you in the magnifi cence of my presence. Turn away from my benevolent guidance, and I shall pick my teeth with your bones.” —Dawnwing of the Vast Dawnwing prefers using the name his goblin servitors invented; to the great gold dragon, the name refl ects his beauty and magnifi cence. In his lair on the Vast, Dawnwing rarely comes into contact with the elder dragons of Argonnessen, the only ones who might care about family names and offi cial titles. So Dawnwing he remains. Centuries ago, Dawnwing hatched amid fanfare and high hopes. His parents, both young gold dragons, served the Chamber and hoped their child would outdo them in devotion and accomplishment. Sadly, their hopes died only a few decades after Dawnwing’s hatching. The young dragon displayed arrogance, selfi shness, and a desire for power incompatible with the Chamber’s goals. When Dawnwing left for the Vast, his parents made one last effort to convince their errant child to rethink his priorities. Dawnwing turned a deaf ear and has not returned to the Tapestry since. For several years, Dawnwing fought to establish his place in the Vast. During construction of his lair, 620_95729_Ch1.indd 67 7/20/07 11:17:52 AM

DRAGONS OF ARGONNESSEN 68 the dragon unearthed a tribe of goblins hiding underground. He pressed the goblins into his service, and now the tribe serves him with fear-fi lled devotion. Dawnwing is by no means the strongest dragon on the Vast, but his great arrogance and unconquerable spirit makes him a dangerous up-and-comer. Dawnwing sees a great destiny in his future, and shows no compunctions about killing anyone who threatens that vision. DESCRIPTION Dawnwing takes his name from his magnifi cent coloring. The bulk of his scales shine a bright, buttery gold. His underbelly and the tips of his wings are a creamy ivory. The span of his wings and his whiskers hold the pale yellow tint of the sky just before the sun rises. Dawnwing’s orange irises glow in the molten gold of his eyes. Larger than his peers, Dawnwing measures 62 feet from snout to tail. His outstretched wings measure 70 feet from tip to tip, and his curving tail is almost 30 feet long. Dawnwing prefers to keep his hoard hidden and safe, but he does wear one item regularly: a white-gold torc set with a dozen topazes, each gem as large as a human male’s fi st. MINIONS When Dawnwing unearthed the hidden tribe of goblins, he instantly discerned how useful the tiny creatures could be. Dawnwing considers his status greater when he has minions, and his prideful nature demands lesser creatures to rule over. His frightful presence set the goblins running and screaming in fear of their lives, but Dawnwing rounded them up and bullied them into submission. At first the goblins resisted, but after years in the presence of Dawnwing’s awesome Charisma and obvious might, they now serve him with utter devotion. In tribute to their master, the goblins, self-titled the Dawn Servant Tribe, shave their body hair and paint their skin yellow. Over the years the goblins perfected an alchemical process to make the paint shine like gold, and Dawnwing grudgingly allowed them a few of his shed scales with which to make shields. When fully arrayed, the goblins shine almost as brightly as their master. The Dawn Servant Tribe currently consists of 156 adult goblins, 135 noncombatants (the elderly, children, and pregnant females), 7 sergeants (4th-level warriors), 2 shamans (6th-level adepts), and their leader, Meroe (CN female goblin rogue 3/fi ghter 4). ALLIES AND ENEMIES Dawnwing has forged several alliances in his time on the Vast. He maintains hunting pacts with his two nearest neighbors, a juvenile red and a young adult silver. Each dragon has sworn not to hunt or recruit on the others’ lands, and so far all parties have upheld the truce. Dawnwing smarts at the lack of expansion possibilities, however, and has been plotting for several years how best to conquer the red’s territory. He occasionally sends one of his goblins next door to scout the land and report on the red’s activities. Still, Dawnwing doesn’t want to tip his claw too early, and hasn’t sent a scout in several months. Within the Dawn Servant Tribe, one of Dawnwing’s minions plots his own coup. Smok (NG male goblin adept 6) is a tribal spiritual advisor. Smok possesses great intelligence and wisdom, and he believes that Dawnwing’s patronage could prove disastrous for the tribe. In time, the adept believes that Dawnwing will move on to bigger and more important conquests and either leave the tribe behind to be claimed by Dawnwing rules the Dawn Servant goblin tribe JZ 620_95729_Ch1.indd 68 7/20/07 11:17:54 AM

DRAGONS OF ARGONNESSEN 69 another dragon or, more likely, kill them and replace them with more prestigious minions. Smok wants the goblins to revolt and break free from Dawnwing one way or another. Smok’s greatest challenge, however, is not the great gold dragon. Meroe, the current leader of the Dawn Servant Tribe, is also intelligent and charismatic. She believes that Dawnwing will protect the tribe as long as it serves him faithfully, and she has many supporters. Smok’s primary goal is to overthrow Meroe’s leadership and then focus his efforts on fi nding a way out of Dawnwing’s grasp. HOOKS Entering the Vast could put the characters in direct confl ict with Dawnwing. Other possible hooks include: Expanding Territories: Dawnwing desires more territory. To ensure that the expansion effort goes smoothly, the dragon recruits nearby characters to assist in the assault. After a successful expansion, however, Dawnwing is reluctant to set his new minions free. Revolt from Within: After a successful coup, Smok becomes leader of the Dawn Servant Tribe. He encounters the PCs on their travels and convinces them to help free the goblins by slaying Dawnwing. DAWNWING CR 19 Male young adult gold dragon sorcerer 10 CN Huge dragon Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +27, Spot +27 Aura frightful presence (150 ft., DC 31) Languages Common, Draconic, Auran, Elven, Goblin AC 27, touch 8, fl at-footed 27 (–2 size, +19 natural) hp 305 (30 HD); DR 5/magic Immune fi re, paralysis, sleep SR 21 Fort +22, Ref +17, Will +21 Weakness vulnerability to cold Speed 60 ft. (12 squares), fl y 200 ft. (poor), swim 60 ft. Melee bite +33 (2d8+10) and 2 claws +28 each (2d6+5) and 2 wings +30 each (1d8+5) and tail slap +30 (2d6+15) Space 15 ft.; Reach 10 ft. (15 ft. with bite) Base Atk +25; Grp +43 Atk Options Extend Spell, Maximize Spell, Power Attack, Widen Spell, magic strike Special Actions breath weapon Sorcerer Spells Known (CL 15th; 1d20+17 to overcome SR): 7th (4/day)—hiss of sleepDr (DC 25), mass hold person (DC 25) 6th (6/day)—imperious glareDr (DC 22), mass suggestion (DC 24), permanent image (DC 23) 5th (6/day)—hold monster (DC 23), mirage arcana (DC 22), prying eyes, greater wings of airDr 4th (7/day)—charm monster (DC 22), confusion (DC 22), greater invisibility, rainbow pattern (DC 21) 3rd (7/day)—deep slumber (DC 21), dispel magic, displacement, fi reball (DC 19) 2nd (7/day)—daze monster (DC 20), eagle’s splendor, locate object, Tasha’s hideous laughter (DC 20), wings of airDr 1st (7/day)—charm person (DC 19), color spray (DC 18), expeditious retreat, hypnotism (DC 19), shield 0 (6/day)—daze (DC 18), detect magic, disrupt undead, fl are (DC 16), ghost sound (DC 17), mage hand, open/close, ray of frost (DC 16), touch of fatigue (+33 melee touch, DC 16) Note: If you don’t have Draconomicon, then give Dawnwing insanity at 7th level, eyebite at 6th, teleport at 5th, and whispering wind at 2nd. Spell-Like Abilities (CL 5th): 3/day—bless Abilities Str 31, Dex 10, Con 21, Int 18, Wis 19, Cha 22 SQ alternate form, summon familiar (none), water breathing Feats Combat Casting, Eschew Materials, Extend Spell, Greater Spell Focus (enchantment), Improved Initiative, Maximize Spell, Power Attack, Spell Focus (enchantment), Spell Focus (illusion), Spell Penetration, Widen Spell Skills Appraise +4 (+6 gems and jewelry), Bluff +21, Concentration +38 (+42 casting defensively), Craft (gemcutting) +14, Craft (jewelrymaking) +14 , Diplomacy +33, Disguise +6 (+8 acting), Hide –8, Intimidate +31, Jump +22, Knowledge (arcana) +37, Listen +27, Search +27, Sense Motive +27, Spellcraft +39 (+41 to decipher scrolls), Spot +27, Use Magic Device +29 (+31 to activate scrolls), Survival +4 (+6 following tracks) Possessions torc of persuasion (functions as circlet of persuasion) Magic Strike (Ex) Dawnwing’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su) 50-ft. cone, once every 1d4 rounds, damage 10d4 fi re, Refl ex DC 30 half; or 50-ft. cone, once every 1d4 rounds, weakening gas, 5 Str, Fortitude DC 30. PALACE OF THE SUN Dawnwing believes a dragon of his stature deserves a palatial lair to refl ect his magnifi cence. Such a lair takes much time and expense to create, however, not to mention valuable building materials that could better reside in his hoard. Dawnwing thus compromises with an ordinary lair that seems extraordinary. Keyed Locations The following features correspond to numbered areas on the map. 1. Pillars of Gold: A wide cavern mouth opens into a craggy mountainside and reveals the way to Dawnwing’s lair. Through gratuitous use of illusion spells, Dawnwing creates the appearance of a yawning archway fl anked with two pillars of gold. The pillars gleam as if continually refl ecting the rising sun; each stands 50 feet tall and is farther around than an ogre can reach. Anyone touching the pillars or otherwise interacting with them receives a Will save, because the wondrous displays of wealth are actually permanent images. A genuine fl ight of overlarge carved steps leads up to the cavern entrance. Dawnwing never uses the stairs himself, but he enjoys watching his goblin servitors struggle their way up. Each morning and dusk, Dawnwing casts mirage arcana to alter the terrain around his lair in a pleasing fashion. 620_95729_Ch1.indd 69 7/20/07 11:17:57 AM

DRAGONS OF ARGONNESSEN He fashions the terrain according to his whim—one day might see a crystal-clear waterfall tumbling down on either side of the golden pillars, and on the next, lush forest growth covers the mountainside. 2. Zenith Lounge: Dawnwing terms this room the zenith lounge, and it is one of the few rooms in which he invested actual time and money. The conical chamber rises to a narrow, peaked ceiling. At the ceiling’s apex, Dawnwing installed an oval crystal 10 feet across. From mid-morning to mid-afternoon, the sun streams down through the crystal and fi lls the cavern with dancing rainbows. When Dawnwing reclines here, the multitude of colors shimmering over his scaled hide truly makes him a sight to behold. Dawnwing also installed a safety mechanism in this room. A lever on the wall, camouflaged but not concealed, can adjust the crystal’s angle. As a standard action, Dawnwing can focus a beam of sunlight on anyone in the room, causing 15d6 points of fi re damage (Refl ex DC 22 half). 3. Parlor: Dawnwing keeps a few attractive items here to entertain guests, such as his allied dragon neighbors. Two or three goblins possess a knack for drawing, and they have covered the walls with illustrations of Dawnwing’s arrival among them. Numerous images of goblins prostrating themselves before a reclining dragon mingle with smaller images of Dawnwing hunting, Dawnwing casting spells, Dawnwing eating, and Dawnwing sleeping—all liberally embellished with gold paint. The piece de resistance of the parlor is an enormous chunk of pure mithral, almost as large as a human man. Its rough edges give it an earthy, edgy appeal, and it sits mounted on a block of red marble. Dawnwing makes light of his “paperweight” in the company of others, but greatly values the mithral showpiece. A mass hold person trap wards the item. Mass Hold Person Trap: CR 8; magic device; touch trigger; automatic reset; spell effect (mass hold person, 15thlevel sorcerer, Will DC 25 negates); multiple targets (one or more humanoid creatures, no two of which can be more than 30 ft. apart); Search DC 32; Disable Device DC 32. Cost: 52,500 gp, 4,200 XP. 4. Dawnwing’s Hold: This is Dawnwing’s private sanctum, his home, and few aside from the gold dragon ever see this room. From time to time, he grants the current goblin leader an audience here, but he generally conducts all business in the parlor. Bolts of silk cloth intercepted crossing his land (and confi scated as a tariff) line the fl oor. Atop the reams of red and purple silk, Dawnwing layers his coins. Copper goes on the bottom, of course, followed by silver, platinum, and gold. Though platinum is more valuable than gold, Dawnwing likes the color of gold and fi nds it more comfortable. This layering requires Dawnwing to rearrange his hoard each time he acquires new coins, a task the dragon relishes. Larger items such as objets d’art, paintings, and tapestries that strike Dawnwing’s fancy ring the chamber. At the rear of the room stands a large steel 620_95729_Ch1.indd 70 7/20/07 11:17:59 AM

DRAGONS OF ARGONNESSEN 71 portcullis, the first safeguard for the bulk of the hoard beyond. 5. Glorious Hoard: Before moving into his hold, Dawnwing allowed the goblins into this room to decorate the walls. The numerous displays of goblin devotion blend together in a mishmash of shining dragon images, which is just how Dawnwing likes it. The bulk of the dragon’s treasure rests safely here, guarded by the steel portcullis (Open Lock DC 30 to open, plus Strength DC 20 to lift) and by a pitch black luminary ward (Dr 84). The steel half-orb mounted in the ceiling sheds deeper darkness that fi lls the cavern. Not even creatures that can normally see in the dark can see in this darkness, and it cancels out any normal light as well as any magical light of 2nd level or lower. If a daylight spell is brought into or cast in the area, it and the pitch black luminary cancel each other out until the daylight spell expires or is removed from the area. Finding and disabling the pitch black luminary’s magical effect requires DC 28 Search and Disable Device checks (suppresses ward for 1d4 rounds, unless the DC is beaten by 10 or more, then 1d4 minutes). A shutter controls the pitch black luminary. Though Dawnwing can use his blindsense to move about this room unimpeded, he sometimes turns the darkness off so that he can better admire his treasures (and the paintings). 6. Goblin Warrens: These winding tunnels contain frightened or awestruck goblins and their families. Crude fi re pits, intriguing cave drawings, preserved foodstuffs, and rough bedrolls fi ll the area. The goblins obey Dawnwing with slavish devotion; only Smok, an adept, believes differently. A narrow passage opens out in a back door almost a mile away. SMOK CR 5 Male goblin adept 6 NG Small humanoid (goblinoid) Init +5; Senses darkvision 60 ft., Listen +9, Spot +9 Languages Common, Goblin, Draconic, Argon, Auran AC 14, touch 12, fl at-footed 13 (+1 size, +1 Dex, +2 armor) hp 23 (6 HD) Fort +2, Ref +3, Will +8 Speed 30 ft. (6 squares) Melee masterwork club +4 (1d4–1) Base Atk +3; Grp –2 Adept Spells Prepared (CL 6th): 2nd—aid, cure moderate wounds 1st—bless, command, cure light wounds 0—create water, cure minor wounds, purify food and drink Abilities Str 9, Dex 13, Con 10, Int 16, Wis 16, Cha 10 SQ summon familiar (none) Feats Alertness, Empower Spell, Improved Initiative Skills Heal +12, Hide +6, Knowledge (arcana) +12, Listen +9, Move Silently +5, Ride +5, Spellcraft +14 , Spot +9 Possessions masterwork leather armor, masterwork club, face and body paint, carved wooden dragon holy symbol Zenobaal “I was like you once—craving understanding, fruitlessly chasing every clue to the Prophecy in hopes of mastering it. I too wanted to avert disaster, bring enlightenment to the world. The Prophecy is a cruel mistress, young one. I have seen all there is to see. I know the stars. The future thunders in my heart. You should thank me for destroying you now, before it comes to pass.” —Zenobaal, Prophecy Incarnate Few dragons alive today comprehend the Prophecy as well as Zenobaal. Devoted to study as a youth, Zenobaal mastered potent magic to create a wondrous planar orrery among the clouds, so close to the sky he could almost reach out and touch those burning spheres of Prophecy above. As an adult, Zenobaal did great works. He shared his awe-inspiring insights into the Prophecy with other dragons, and he sought to use his understanding to better the world for all the races that shared it. Whether the inevitability of the Prophecy slowly rotted away his ideals, or one dread discovery suddenly broke his spirit is unknown, but as a wyrm, Zenobaal withdrew from the world. The great silver dragon sequestered himself in his remote cloud citadel, repelling all visitors. Rumors claim he even rebuked an offer to join the Eyes of Chronepsis, the fi rst to do so in ten thousand years. For a millennia no soul laid eyes on him. He remained locked within his orrery day and night. When Zenobaal fi nally emerged, he sealed the orrery with wards so potent they say even he cannot breach them. Many believed then that Zenobaal turned his back on the Prophecy, but the staggering truth of his motivations became apparent when the silver dragon began carving elaborate dragonmarks deep into his own hide. His markings are indecipherable even to experienced sages, and many would like to think of the marks as meaningless self-mutilation. Still, it is clear that they grant him tremendous power. Zenobaal’s mind bears scars of the Prophecy as well. Now in his citadel among the clouds, he obsessively watches other dragons for signs of those who seek to unravel the Prophecy’s threads as he once did. When someone comes too close for comfort to whatever fell discoveries he protects, Zenobaal sees to their swift demise. In his heart, the Prophecy can be mastered by none other than himself. Zenobaal believes he is the Prophecy’s physical incarnation on Eberron, he claims he is descended from the Progenitors, and he believes that one day the world shall end and he will see it reborn from his own fl esh. Many lesser dragons scoff at his doomsday predictions, mocking the “mad, scarred dragon whose brain fl ew to the clouds and never came back.” Other, older dragons remember the Zenobaal they knew a few thousand years ago—a peerless scholar of the Prophecy whose insights were as terrifying as they were wondrous. His contemporaries grow uneasy at Zenobaal’s mention now, half saddened by the great scholar’s descent into mad ravings of apocalypse, half afraid he sees a truth beyond their own grasp. DESCRIPTION Zenobaal is a wonder to behold. A mountain of strength, his gigantic silver-scaled form is covered neck to tail in 620_95729_Ch1.indd 71 7/20/07 11:18:02 AM

DRAGONS OF ARGONNESSEN 72 markings whose puzzling mazelike intricacies befuddle lesser beings. The marks shed a purplish glow whose obvious power can be felt thundering in any who stand too close. The rare few who have gazed upon his dragonmarks swear to have seen terrifying visions of a dread reckoning within. They say his markings show the continents plunged below boiling seas as swirling black tempests rain green fl ame down from above. Much like the inconstant clouds in which he lairs, Zenobaal’s markings swirl, shift, meld and dissipate, making them utterly impossible to study or understand. Still, the liquid dragonmarks of power are not Zenobaal’s most impressive feature. The dragon’s eyes pierce the soul, and those who dare meet his gaze see swirling clusters of distant stars and nebulas not visible in the night sky. The untold mysteries in his eyes offer the briefest glimpse into the heart of the Prophecy, just enough to teach any who see them how little they comprehend the universe. MINIONS Zenobaal cultivates a dangerou s fol low i n g of assassins and br ut a l k i l lers who never stray from his commands and their immediate fulfi llment. The sagacious great wyrm values subtlety above all in his minions. “When killing dragons, it is best to do it quietly and leave no trace. The Eyes of Chronepsis might not see as much as I do, but they are far from blind.” Mindless thuggery is not only beneath the lofty pretense of his “role in the Prophecy,” but also could draw the attention of the Eyes, whom he wishes to keep ignorant for as long as possible. Zenobaal’s most trusted servant is Jalm D’akrar, a powerful efreeti ninja trained in the shadow arts for countless centuries. Under Zenobaal’s careful (and often painful) tutelage, Jalm has become far more than a mere assassin. He is a whisper of death on the wind, a dragonslayer. Most of the dragons Jalm slays never even detect the efreeti. Jalm is a lithe, wiry-muscled efreeti whose skin is a darker crimson than others of his race. His face betrays no pain, pleasure, or any other emotion at any time. The devoted efreeti worships Zenobaal as a god on earth, and serves as if compelled by divine hand. He never questions his master’s commandments and never hesitates in carrying out even the vilest tasks. The peak below Zenobaal’s citadel of clouds is home to a clan of gynosphinxes and their harems of brutish hieracosphinxes and criosphinxes. Their matriarch is Maris-kossja, a Huge 24 HD gynosphinx. Her keen wit and acumen on occasion please Zenobaal, and she has borne him a brood of half-silver dragon gynosphinxes the dragon lovingly calls the Daughters of Prophecy. His daughters are brainwashed from a young age to worship their “divine father” above all, and each would gladly die for Zenobaal. Finally, Zenobaal keeps a herd of 101 cauchemar nightmares he calls his “Skyblazers.” Their races through the fi rmament delight the dragon to no end. He enjoys orchestrating their frolics to paint the sky in streaking dragonmarks of fl ame. ALLIES AND ENEMIES Zenobaal’s enemies might be numerous, but they are largely unaware. The Eyes of Chronepsis do their best to keep tabs on the mad Prophet, but many of them grew up with Zenobaal, or studied his brilliant theories on t he Prophec y. More than a few of the Eyes once counted Zenobaal among their closest friends, or looked up to him as a doting mentor in the years before his strangeness overtook him. Most of the Eyes hold Zenobaal in such high respect that they fi nd the idea of his descent into evil as unlikely as it is distasteful. Zenobaal is a master of manipulating his past relationships to keep the Eyes ever one step behind his evil conspiracies of murder. Few suspect he is behind the dozens of dragon deaths that occur each year, and fewer still dare accuse the mighty prophet in open forum. The Chamber is Zenobaal’s most reviled foe. He views these young idealists with a malignant mixture of sorrow and contempt. The promising among the Chamber’s members remind Zenobaal of himself in his youth before he realized the unspeakable doom that awaits the world. Some days he swears to himself it is his duty to destroy these upstarts before they see the horror that lurks in the murky shadows of the future. Other days, jealousy at the Chamber’s progress drives him to order the execution of their fi nest. Few members Zenobaal, the Prophecy Incarnate 620_95729_Ch1.indd 72 7/20/07 11:18:03 AM

DRAGONS OF ARGONNESSEN 73 of the Chamber suspect Zenobaal is behind the death of their order’s best and brightest. Part of Zenobaal’s ability to avoid detection is the unfathomable randomness with which he strikes. Seemingly gigantic leaps in understanding the Prophecy often do not trouble the sage, while uncovering an obscure morsel of information provokes his immediate and lethal response. The level of secrecy Zenobaal maintains and his general disdain for all other creatures makes alliance of any kind impossible. The prophet views reliance on other beings as beneath him. As the Prophecy Incarnate, he is all things, and in Zenobaal’s mind all creatures on Eberron dance to his masterful schemes, even if they don’t know it. HOOKS The PCs might draw the interest of Zenobaal upon discovering a tidbit of the Prophecy he deems forbidden, at which point the dragon sage dispatches his Daughters, or worse, Jalm D’akrar to deal with them. More than likely, Zenobaal is not the antagonist of a single adventure but the central mastermind of a campaign—a constant nemesis just out of reach of the party. Even a group of epic-level PCs could spend a decade trying to unravel the mysteries of Zenobaal before tying him to any number of heinous crimes and mustering the power to oppose him. Some possible hooks include: Death of a Mentor: If the PCs toil in the service of the Chamber, they might suddenly arrive at their mentor’s redoubt to fi nd her vanished. Only a minuscule sliver of a clue points to any wrongdoing—an obscure reference to a “remarkable new discovery concerning the Prophecy” in her hidden chronicle of research. Doomsday’s Doom: A powerful doomsday splinter cult of the Dragon Below opposing the PCs suddenly goes silent. Their members vanish to the last, their strongholds stand vacant, and all trace of their investigations into the “oncoming apocalypse” wiped away. The cultists accidentally stumbled onto Zenobaal’s “truths” and he erased them from the face of the planet. ZENOBAAL, PROPHECY INCARNATE CR 36 Male great wyrm silver dragon monk 1/hidecarved dragonDr 9 LE Colossal dragon Init +4; Senses blindsense 60 ft., darkvision 120 ft., greater arcane sight, keen senses, true seeing; Listen +67, Spot +67 Languages Abyssal, Argon, Auran, Celestial, Common, Draconic, Dwarven, Giant, Infernal, Kythric, Elven, Sylvan, Syranian Aura frightful presence (360 ft., DC 48) AC 49, touch 8, fl at-footed 49 (–8 size, +8 armor, +43 natural, +6 defl ection) hp 825 (50 HD); DR 25/magic and chaotic Immune acid, cold, electricity, paralysis, sleep Resist sonic 10; SR 41 Fort +35 (+4 against poison), Ref +29, Will +43; +2 against enchantment effects Speed 40 ft. (8 squares), fl y 200 ft. (clumsy); Flyby Attack, Hover Melee bite +60 (4d8+23) and 2 claws +58 each (4d6+14) and 2 wings +58 each (2d8+14) and tail slap +58 (4d6+32) or Melee bite +58/58 (4d8+23) with fl urry of blows and 2 claws +56 each (4d6+14) and 2 wings +56 each (2d8+14) and tail slap +56 (4d6+32) Space 30 ft.; Reach 20 ft. (30 ft. with bite) Base Atk +45; Grp +79 Atk Options Combat Expertise, Empower Spell, Extend Spell, Improved Snatch, Improved Sunder, Power Attack, Quicken Spell, magic strike Special Actions breath weapon, crush 4d8+32 (DC 40), tail sweep (40 ft., Medium or smaller, 2d8+32, DC 40 half) Combat Gear iron fl ask (cornugon inside), pearl of power (9th), scrolls of dominate monster, globe of invulnerability, prismatic sphere, protection from spells, vision Sorcerer Spells Known (CL 19th; 1d20+23 to overcome SR): 9th (5/day)—imprisonment (DC 32), time stop 8th (8/day)—discern location, mind blank, polar ray (+37 ranged touch) 7th (8/day)—insanity (DC 30), prismatic spray, spell turning 6th (8/day)—chain lightning (DC 29), disintegrate (+37 ranged touch), greater dispel magic 5th (8/day)—baleful polymorph (DC 28), contact other plane, hold monster (DC 28), teleport 4th (9/day)—dimensional anchor, enervation (+37 ranged touch), greater invisibility, stoneskin 3rd (9/day)—displacement, fi reball (DC 26), haste, ray of exhaustion (+37 ranged touch, DC 26) 2nd (9/day)—continual fl ame, eagle’s splendor, mirror image, misdirection, whispering wind 1st (9/day)—charm person (DC 24), comprehend languages, expeditious retreat, ray of enfeeblement (+37 ranged touch), shield 0 (6/day)—arcane mark, dancing lights, detect magic, detect poison, ghost hand, light, mage hand, message, read magic Spell-Like Abilities (CL 19th): 1/day—control weather, death ward (CL 9th), reverse gravity 2/day—feather fall 3/day—fog cloud, control winds Abilities Str 46, Dex 10, Con 31, Int 35, Wis 38, Cha 36 SQ alternate form, cloudwalking, wholeness of body Feats Combat Expertise, Craft Wondrous Item, Empower Spell, Extend Spell, Flyby Attack, Forge Ring, Greater Spell Penetration, Hover, Improved Grapple, Improved Initiative, Improved SnatchDr, Improved Sunder, Iron Will, Lightning Refl exes, Multiattack, Overcome WeaknessB Dr, Power Attack, Snatch, Spell Penetration, Suppress WeaknessB Dr Skills Balance +13, Bluff +56, Climb +28, Concentration +63, Diplomacy +76, Disguise +56 (+60 acting), Escape Artist +53, Hide –6, Intimidate +65, Jump +77, Knowledge (arcana) +65, Knowledge (history) +65, Knowledge (nature) +55, Knowledge (the planes) +55, Knowledge (religion) +65, Move Silently +10, Listen +67, Search +55, Sense Motive +67, Spellcraft +39 (+43 deciphering scrolls), Spot +66, Tumble +23, Use Magic Device +56 (+58 scrolls) Possessions bracers of armor +8, amulet of mighty fists +5, ring of protection +6, staff of life (32 charges), crystal ball (true seeing and suggestion) Magic Strike (Ex) Zenobaal’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su) 70-ft. cone, once every 1d4 rounds, damage 24d8 cold, Refl ex DC 45 half; or 70-ft. cone, once 620_95729_Ch1.indd 73 7/20/07 11:18:06 AM

DRAGONS OF ARGONNESSEN 74 every 1d4 rounds, paralyzed 1d6+12 rounds, Fortitude DC 45. Death Ward (Sp) As the death ward spell; 1/day; 9th level cleric. Improved Snatch Against Huge or smaller creatures, bite for 4d8+23/round or claw for 4d6+14/round. Overcome Weakness Zenobaal is no longer vulnerable to fi re. This feat supersedes the effect of Suppress Weakness. Wholeness of Body (Su) Zenobaal can cure up to 27 hit points each day and can spread this healing out among several uses. CLOUD CITADEL OF ZENOBAAL Far above the Wyrmsfang Jungle’s highest summit sits a citadel of purple and white stone fl oating on a sea of billowy clouds. Tall spires of the citadel proper scrape the very pinnacle of the fi rmament, but the stargazing tower of Zenobaal’s orrery reaches even higher. Those not acclimated to the thinness of the air at these astronomical heights take 1 point of damage to all ability scores every 6 hours unless they succeed on a Fortitude save (DC 15, +1 per previous check). Those acclimated to high altitude receive a +4 bonus on the saving throw. Keyed Locations The following features correspond to numbered areas on the map. 1. Ring of Clouds: This perimeter of swirling white vapor circles the central cloud island of Zenobaal’s citadel. Although appearing to be an idyllic ring of milky white cloudstuff, the circle is actually composed of hundreds of Huge belkers who waste no time in dispatching anyone foolish enough to encroach on the Prophecy Incarnate’s stronghold. 2. Skyblazer Range: This large area of open cloud is where Zenobaal’s hand picked 101 cauchemar nightmares cavort, feed, and socialize when not commanded to produce a display of fi ery aerial wonder at the prophet’s whim. 3. Maze of Clouds: This cumulus cloud field is arrayed in a dizzying maze whose corridors shift and collude with the wind. When precocious intruders evade the clutches of his belker armada, Zenobaal banishes them to the maze (under a dimensional lock, CL 19th). Few escape. To make matters worse, the maze is prowled by thirteen 24 HD invisible stalkers who prey on the poor souls trapped here. 4. Forgotten Orrery: Here lies Zenobaal’s one-time obsession, now sheathed in five ongoing prismatic spheres and sealed with potent wards preventing any scrying or transportation magic. Breaching the orrery’s seal requires epic-level magic and a DC 80 Knowledge (arcana) check. The secrets within could be nothing more than the mad meanderings of a delusional mind, or they might hold the key to the end of existence. 5. Efreeti’s Crucible: This large pocket of superheated air is where Jalm D’akrar spends his few moments of leisure, basking in scalding torrents of steam. Anyone entering takes 10d6 points of fire damage per round, and Jalm’s immediate retribution for intruding on his personal demesne. JALM D’AKRAR CR 36 Male efreeti ninjaCAd 20/dragonstalkerDr 8 NE Large outsider Init +16; Senses darkvision 60 ft., ghost sight; Listen +26, Spot +46 Languages Auran, Common, Draconic, Ignan, Infernal, Argon, Abyssal, Mabran, telepathy 100 ft. AC 37, touch 26, fl at-footed 25; greater ki dodge (–1 size, +12 Dex, +5 armor, +6 natural, +5 defl ection) hp 268 (38 HD) Immune fi re Fort +22, Ref +35, Will +25 (+27 when ki uses remaining); evasion Weakness vulnerability to cold Speed 20 ft. (4 squares), fl y 40 ft. (perfect); Flyby Attack, speed climb, great leap Melee +3 vorpal scimitar +40/+35/+30/+25 (2d6+10/18–20) Ranged +4 brilliant energ y dragon bane composite shortbow +42/+37/+32/+27 (1d8+11/19–20/×3) Space 10 ft.; Reach 10 ft. Base Atk +26; Grp +38 Atk Options Blind-Fight, Combat Expertise, Far Shot, Improved Feint, Improved Precise Shot, Point Blank Shot, Precise Shot, Quicken Spell-Like Ability (scorching ray), Weapon Finesse, ghost strike, heat, ignore natural armor 2/day, improved poison use, sneak attack (dragon) +8d6, sudden strike +10d6 Special Actions ghost walk Combat Gear potion of cat’s grace, potion of cure serious wounds, ring of major spell storing (disintegrate, dimensional anchor) Spell-Like Abilities (CL 12th): 1/day—gaseous form, permanent image (DC 19), grant three wishes to nongenies 2/day—change size (DC 15) 3/day—invisibility, wall of fi re (DC 17) At will—detect magic, plane shift (CL 13th; with up to eight other creatures), produce fl ame, pyrotechnics (DC 15), scorching ray (+44 ranged touch, 1 ray only) Abilities Str 25, Dex 34, Con 16, Int 19, Wis 23, Cha 16 SQ acrobatics (+6 to Climb, Jump, and Tumble checks), change shape, ghost mind, ghost step, hide scent, hunting bonus, ki power, poison use, trapfi nding Feats Blind-Fight, Combat Expertise, Flyby Attack, Improved Critical (shortbow), Improved Feint, Improved Initiative, Improved Precise Shot, Point Blank Shot, Precise Shot, Quicken Spell-Like Ability (scorching ray), Track, Weapon Finesse, Weapon Focus (shortbow) Skills Appraise +4 (+6 calligraphy), Balance +14, Bluff +21 (+29 against dragons), Concentration +23, Climb +13, Craft (calligraphy) +14, Diplomacy +7, Disable Device +34, Disguise +38 (+40 acting), Escape Artist +45, Gather Information +13, Hide +42, Jump +9, Knowledge (arcana) +12, Listen +26 (+34 against dragons), Move Silently +52, Open Lock +42, Search +24 (+32 against dragons), Sense Motive +23 (+31 against dragons), Spellcraft +18, Spot +46 (+54 against dragons), Survival +30 (+32 following tracks), Tumble +23 Possessions bracers of armor +5, +3 vorpal scimitar, +4 brilliant energ y dragonbane composite shortbow (+7 Str bonus), 20 +5 wounding shurikens, gloves of Dexterity +8, ring of protection +5, 20 arrows, quiver 620_95729_Ch1.indd 74 7/20/07 11:18:08 AM

75 Change Size (Sp) As enlarge person or reduce person; Fortitude DC 15. Change Shape (Su) Jalm can assume the form of any Small, Medium, or Large humanoid or giant. Ghost Mind (Ex) To detect Jalm with a scrying spell, a caster must make a caster level check (DC 40). If the check fails, a scrying spell that scans an area (such as arcane eye) works but the ninja simply isn’t detected. If the spell targets Jalm specifi cally, the spell fails. Ghost Sight (Ex) Jalm can see invisible and ethereal creatures. Ghost Step (Ex) Jalm can spend 1 use of ki power to become invisible or ethereal for one round as a swift action. Ghost Strike (Ex) Jalm can spend 1 use of ki power to strike incorporeal and ethereal creatures as if they were corporeal, or he can strike opponents on the Material Plane while ethereal. Activating this power is a move action that does not provoke attacks of opportunity. It affects the next attack made as long as that attack is made before the end of his next turn. Great Leap (Ex) Jalm always makes Jump checks as if he were running and had the Run feat. This ability functions only if he is unarmored and carrying a light load. Ghost Walk (Su) Jalm can spend 2 uses of ki power to enter the Ethereal Plane as per the ethereal jaunt spell (CL 20th). Greater Ki Dodge (Ex) Jalm can expend one use of his ki power to cause one attack against him to miss when it might otherwise hit. After activating this ability, he gains total concealment for 1 round. This is a swift action that does not provoke attacks of opportunity. This ability supersedes ki dodge. Heat (Ex) Jalm’s red-hot body deals an extra 1d6 points of fi re damage whenever he hits in melee, or in each round he maintains a hold when grappling. Hide Scent (Ex) Jalm can make a special Disguise check (taking three times as long and incurring a –10 penalty) against a creature’s Wisdom check to foil its ability to detect him by scent. Hunting Bonus (Ex) Jalm gains a bonus equal to his dragonstalker level on Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills against dragons. Ignore Natural Armor (Ex) Twice per day, Jalm can ignore a target’s natural armor bonus (including any enhancements to that natural armor) for one attack (melee or ranged). Improved Poison Use (Ex) Jalm does not run the risk of poisoning himself when using poison, and applies poison to a weapon as a move action. Ki Power (Ex) Jalm can channel his ki 16 times per day but can only do so if unarmored and carrying a light load. As long his ki pool isn’t empty, he gains a +2 bonus on Will saves. Speed Climb (Ex) If unarmored, carrying a light load, and with one hand free, Jalm can climb at his speed as a move action with no penalty provided he begins and ends the round on a horizontal surface (such as the ground or a rooftop). Otherwise he falls. Sneak Attack (Dragon) Jalm deals this sneak attack damage whenever a dragon target is denied its Dexterity bonus to AC. This otherwise functions as the rogue special ability. Sudden Strike (Ex) Jalm deals extra damage whenever his opponent is denied a Dexterity bonus. The target must have a discernible anatomy, not be immune to critical hits, and not have concealment. A sudden strike cannot be used to deliver nonlethal damage. This damage stacks with sneak attack damage whenever both apply to the same target. 6. Citadel: This massive ivory tower’s surface is etched with innumerable dragonmarks that surge with a purple radiance of power. Within, Zenobaal reclines on a white throne inlaid with silver. A crystal mirror set into his throne allows Zenobaal to use greater scrying at will. 7. Eye of the Tempest: This great spire atop the citadel is composed of the purest Eberron dragonshards and contains magic of awesome power. The spire responds only to Zenobaal’s command, upon which it erects a shield of thunderheads around his entire domain. These tempests unleash storms of vengeance (caster level 20th) upon any who wander too close. Additionally, Zenobaal can command the spire to plane shift his entire cloud demesne to any plane of existence. 620_95729_Ch1.indd 75 7/20/07 11:18:10 AM

DRAGONS OF ARGONNESSEN 76 ADVENTURES IN ARGONNESSEN Argonnessen is one of the most dangerous places in Eberron. Nondragons are unwelcome across much of the continent, and those trespassing into a dragon’s dominion could be attacked without warning. Dragons aside, the continent is filled with dangerous predators, many of whom have been imported to Argonnessen specifically to pose a challenge to dragons looking for an interesting fight. A low-level character shouldn’t even be thinking about going to Argonnessen. Even a swift trip—darting on to Totem Beach to make a record of etchings on the great statues—should be a daring and deadly challenge. Venturing into the depths of Argonnessen is a risk even epic-level heroes must weigh carefully. Argonnessen is the stuff of legends. It is a place to hold out as a goal characters can aspire to achieve. When adventurers can fi nally set foot on the soil of Argonnessen, they should know that they are on their way to becoming legends themselves. Death and Dark Magic High-Level Ishamakhas, an outspoken member of the Conclave, was killed a month before while engaging in scholarly exploration at an ancient ossuary. Though he appears to have been overwhelmed by the undead guardians of the site, an anonymous message to a Conclave elder hints that the foul creatures were recent creations—undead minions of an Argonnessen necromancer bent on murder. The wilds of Argonnessen conceal untold practitioners of the dark arts; despite centuries of effort, the Conclave has had little luck in rooting them out. In the aftermath of this brazen assault, the dragon elders hope to uncover the operations of the legendary Shadow masters—a cabal of draconic necromancers operating on the fringes of arcane tradition. However, the Conclave believes that investigation by the Eyes of Chronepsis runs too great a risk of drawing the cabal’s notice. The dragons seek outside help for this important and dangerous mission. HOOKS The PCs might be known to the Conclave from their adventures in Khorvaire or beyond. Any party involved in aiding (or hindering) the work of the Chamber or putting down a rogue dragon in Khorvaire or Xen’drik might have come to the notice of the Eyes of Chronepsis. Such characters could be sought out for this sensitive operation. A lternatively, characters traveling through Argonnessen clandestinely might find themselves caught by agents of the Conclave. Sensing an opportunity, the dragons offer the PCs their freedom in exchange for service—an offer the party cannot afford to turn down. SITES The climax of this adventure can make use of any draconic observatory (Explorer’s Handbook 115). ADVENTURE 1. Dark Plots: The PCs must complete the investigation of the ruins where Ishamakhas died, dealing with the powerful undead that control the site. However, once these ancient guardians have been dispatched, the party fi nds evidence that Ishamakhas was not the fi rst to visit the place. Two months past, a humanoid party came here to claim a now-missing relic—and to investigate the dragon’s death. Suggested Encounters: Zombie dragons (Dr 197) and skeletal dragons (Dr 192 and page 58 of this book) are sometimes found at ancient sites in Argonnessen, animated by the old magic lingering in such places. 2. Assassins in Seren: As the PCs follow the trail of the mysterious party at the ossuary, they uncover a plot involving a faction of Seren barbarians selling draconic intelligence to the elves of Aerenal. Even as they break up the Seren operation, the PCs fi nd themselves targeted by assassins. Whether or not the killers are successful at taking out members of the party, clues point to their having been hired by a dragon wizard named Arstyvrax. Suggested Encounters: The Seren enclave in the service of Aerenal can be represented by the village Mesk (Explorer’s Handbook 96). The Seren tribes are typically much lower level than any PCs adventuring in Argonnessen, so this encounter will turn on the tribesfolk’s vastly superior numbers. Alternatively, the barbarian queen Una Wyrmguard (page 66) and her warriors might be used. 3. Observatory Showdown: The PCs arrive at the draconic observatory that is the lair of the dragon Arstyvrax, only to fi nd themselves caught in a trap. The assassins dogging them are agents of Aerenal working under deep cover in Argonnessen. Their goal—to expose Arstyvrax as a member of the Shadowmasters even as they frame him for Ishamakhas’s murder. Arstyvrax uses the observatory as cover for his forbidden studies, drawing planar energy from Dolurrh for necromantic research. The Aerenal elves assume that the party is in the dragon’s employ. However, whether the PCs and the elves end up enemies or allies, Arstyvrax eventually reveals his true nature as an undead minion of the Blood of Vol. In the end, the PCs face a frenzied fi nal battle with the vampiric dragon necromancer himself. Suggested Encounters: Arstyvrax is detailed on page 56. His observatory lair is protected by a force of skeletal dragons (page 58) and dragonbone golems (Dr 164 and page 59 of this book). The Aerenal assassins can be based on the vigilant sentinel of Aerenal prestige class (MoE 85), the dragonslayer prestige class (Dr 126), or both. REWARDS Whether Arstyvrax fl ees or is slain, the wealth contained in his observatory is a suitable reward for the many dangers the PCs have faced. As well, exposing the plots of 620_95729_Ch1.indd 76 7/20/07 11:18:14 AM

DRAGONS OF ARGONNESSEN 77 both the Shadowmasters and the Aereni puts the party fi rmly in the Conclave’s debt. DEVELOPMENT Arstyvrax is a canny foe, and he has not lived this long without learning how to back down from a fi ght he cannot win. The vampiric dragon cuts his losses if defeat is imminent, fl eeing to heal his wounds and plot his revenge. If this happens, Arstyvrax needs a backup hoard in a secret location (hoards take the place of coffi ns for a vampiric dragon), and the party will have gained a bitter foe. War Games High-Level As the adventurers cross Argonnessen, they unwittingly stumble into a war game simulation run by the Light of Siberys. The exercise keeps the soldiers trained and sharp, and imported monsters from the Vast add an element of randomness to the simulation while posing no real threat to the dragons. Lesser creatures, however, have more of a problem. HOOKS Two dragon generals, Schaisos (LG male ancient white dragon) and Nyssyeran (LN female ancient copper dragon) each marshal a force of dragons in the simulation. When Nyssyeran spots the PCs, she drafts them on the spot and sends them on a deadly mission across the battlefi eld. Alternatively, Schaisos could encounter the PCs fi rst and request their aid, promising safe passage across Light of Siberys territory if they comply (and demanding they leave if they refuse). SITES A rocky western stretch of Totem Beach (page 48) serves admirably for the war games, and provides an opportunity to add Seren encounters. ADVENTURE Nyssyeran instantly sizes up the characters and recognizes their value. Monsters from the Vast add a dimension of chaos to the simulation, but an unwritten rule allows each general to make use of whatever resources he or she can fi nd. Nyssyeran utilizes the characters’ relatively small stature for an infi ltration mission across the battlefi eld. 1. Capture the Shard: Nyssyeran explains that each general’s command center contains a sparkling Siberys shard, representing the heart of their defenses. A side gains a tremendous advantage in the next game if it can capture the opposing team’s shard. The shard is kept in a small stone bunker, difficult for a dragon to enter unless she uses an alternate form ability, but doing so leaves the dragon vulnerable to the monsters roaming the battlefield. Nyssyeran sends the PCs across the field to retrieve the shard and return it to her. Before they leave, Nyssyeran warns the characters not to fly, whether naturally or by magical means. Ferocious dragons caught up in their tactics can fill seemingly empty sky in a heartbeat, and flying characters are more obvious and attract the attention of the other side (and dragon blindsense detects even invisible characters). 2. Friendly Dragonfire: None of the dragons engaged in the simulation take note of the characters; nondragons possess the same status as the mindless beasts imported from the Vast. Enormous dragons wheel and spin overhead in a dazzling display of aerial acrobatics; a few engage in mock battles on the ground. Although the characters shouldn’t face direct attack from the dragons, the dragons don’t watch for innocent bystanders. Roll on the table below for random effects as the characters cross the field and engage other monsters. WAR GAMES RANDOM ENCOUNTERS (Check 1/10 minutes, 50% chance) d% Encounter 01–20 Caught in red dragon breath weapon (18d10 fi re damage, Refl ex DC 33 half) 21–40 Dragon throws boulder, misses (boulder attacks random PC, +33 ranged attack, 2d6+11 damage) 41–60 Silver dragon breath weapon ices ground; treat as diffi cult terrain for 10 rounds. 61–80 Dragon lands nearby and shakes ground. Creatures within 60 feet make DC 20 Refl ex saves or fall prone. 81–100 White dragon casts fog cloud and then moves away; fog cloud persists for 90 minutes. 3. Hostiles: Fierce creatures from the Vast add diffi culty to the simulation, but don’t threaten the ancient dragons. Characters could have a tougher time with these threats. Prowling the battlefi eld currently are three truly horrid umber hulks, two abyssal greater basilisks, a battletitan dinosaur (sans barding; MM3 38), and an elite demon war mount mivilorn (sans armor; MM3 107). Numerous smaller monsters also dot the battlefi eld, but should pose no danger to the party. 4. Rush the Bunker: An ancient green dragon circles above the bunker, which has a thick stone door sealed with a padlock (Open Lock DC 30). Combat likely proves deadly—even if the characters triumph, the other dragons on the fi eld don’t look on the murderers kindly. Clever tactics and powerful magic should allow the PCs to retrieve the shard and escape. Their best option might be to rush the bunker, grab the shard, and teleport out. REWARDS The characters’ grateful patron shows his or her thanks by not eating the characters. Possibly they also earn safe passage through this territory. DEVELOPMENT If the characters perform admirably, they gain a valuable contact. Perhaps the Light of Siberys requires the characters for another “covert ops” mission in the future. 620_95729_Ch1.indd 77 7/20/07 11:18:16 AM

“ I bear a message from the Conclave.” “ I left the Clanholds to escape their reach. I have no intention of returning.” Zoeyris recoiled in horror. The rogue was actually going to assume his true form in the middle of the city! If she didn’t take him down quickly, Zoeyris knew the Conclave would require quite an explanation. . . . FV 620_95729_Ch2.indd 78 7/20/07 10:26:43 AM

79DRAGONS OF KHORVAIRE he house on Bleak Street? Don’t go near it. Yeah, I know, it looks like a prime target. A twist of wire in the lock and we could help ourselves to all that finery you saw through the window. We might even live long enough to enjoy some of the take. Maybe. Trust me when I say leave it alone. Not everyone in this city is exactly what they appear.” —Dioban the Prudent, street thief Khorvaire is unique among the continents in that it possesses the greatest diversity of interconnected races and societies. To grasp the structure of Khorvaire requires untangling lines of political power, racial tensions, technology levels, historical grudges and alliances, and secret and public societies. The role of dragons on Khorvaire is no less important than on other continents, but it is much more subtle. Khorvaire possesses another quality that affects how its dragons interact: Rogue dragons favor it over all other continents. Whether they disagree with the Chamber’s purpose or methodology, or fl ed Argonnessen in fear of their lives, or are selfish, loners, or greedy, rogue dragons fi nd Khorvaire a hospitable land. The rise and fall of cities and the glut of races provides a shifting backdrop against which to camoufl age themselves. Minions and servitors are easy to fi nd, and the Chamber has more pressing concerns on Khorvaire than tracking down rogues. Usually. SCALES AND FACADES The Chamber focuses much of its attention on Khorvaire, and for good reason. Dragonmarked humanoids are common there, as are the power seats of many empires. These elements crop up frequently in the Prophecy. Of course, nondragonmarked beings play an important role in the Prophecy too. Khorvaire boasts the greatest concentration of the lesser races, in dynamic situations and ever-changing allegiances. A Chamber agent must be intelligent and fl exible to keep track of all the powers-that-be in even a single Khorvairian kingdom. The kingdom’s web of allies, enemies, plots, and plans stretches and is entangled with other webs, which in turn interact with other webs, until a single action in one corner of the continent affects the entire land. Chamber agents move slowly but inexorably. Little aside from death can sway a Chamber agent from her duty. She thinks nothing of setting plans in motion that take years, even decades, to come to fruition. An agent must also be on guard lest circumstances require her to move quickly. The lesser races act unpredictably, and an agent requires the ability to rapidly evaluate and react to a situation. An agent’s talents develop over many years of dedicated infi ltration, study, and observation. To preserve the secrecy of its agenda, and out of respect for the intelligence and dedication of its members, the Chamber does not maintain a rigid structure. It always keeps watch over its members, to ensure their safety and monitor them for signs of infiltration by the Lords of Dust. The Chamber generally allows its agents to work privately, although on occasion, important assignments are given to trusted agents. Members of the Chamber usually share uncovered information with the dragons of Argonnessen, who decide how best to act on it. The Chamber possesses this fl uid structure for another reason: Its members rarely agree on how best to handle the Prophecy. Different dragons have different goals, and even those who share an objective often argue over how best to accomplish it. Some do all they can to study the Prophecy without shaping it, preferring to gather all available information before making a choice. Others pursue one particular goal, such as the destruction of a rakshasa rajah, and act to shape the Prophecy to ensure their desires come about. The Chamber values subtlety. Older dragons of Argonnessen watch constantly, often disapproving, but don’t interfere with its members as long as they keep a low profi le. Agents seek to monitor and advance the Prophecy without altering it wrongly or putting themselves at risk; to that end, they work in disguise, through minions, or using magical means whenever possible. The Chamber is powerful but unreliable. Though dragon agents often disagree on means and outcomes, they all agree that the Chamber’s agenda supersedes personal goals, attachments, and even ethics. An agent might develop a working relationship with a pawn over the course of many years, then slay that pawn without a thought if she believes the Prophecy requires it. Everything is a tool or a symbol; nothing has permanence or importance but the Prophecy. CHAPTER TWO DRAGONS OF KHORVAIRE T 620_95729_Ch2.indd 79 7/20/07 10:26:45 AM

DRAGONS OF KHORVAIRE 80 The Prophecy IN KHORVAIRE Young dragons sometimes assume Khorvaire should be the focus of all Chamber activity. After all, dragonmarks tie directly into the Prophecy, and Khorvaire is home to the dragonmarked races. Even the movements of a dragonmarked individual might unveil threads of destiny: Chamber agents have spent entire decades watching a single dragonmarked individual go about her daily life. Chamber initiates learn that great revelations do not always result from great deeds; what a the bearer of a mark has for breakfast can be as vital as whether she signs a treaty or destroys a demon. Dragonmarks reveal only aspects of the Prophecy, though. Furthermore, while dragonmarked individuals are common on Khorvaire, those without dragonmarks also have a role to play. In chess, the queen is the most valuable piece, but one cannot win without pawns. Creatures of all types on all continents have a place in the Prophecy. This is not to say that Khorvaire isn’t a vital target for the Chamber’s observations, only that other targets exist. Khorvaire does possess unique properties that pique the Chamber’s interest. Just as an astronomer sometimes studies a single star or the relative position of constellations, the movements of the lesser races as a whole affects the Prophecy and the future. The dragonmarked houses, of course, figure prominently. The structure of the continent plays a role, too: The Prophecy refers to humanoid kingdoms at times. Khorvaire also features unique landmarks that allow Chamber agents to decipher and manipulate the Prophecy. References to the Mournland crop up from time to time. A fallen tower in Sharn; the Gloaming in the Eldeen Reaches; a lake of fire in the Demon Wastes; the Madstone in Karrnath—these areas and more all appear in the many fragments of the Prophecy. Some places, such as the Seven Caves in Darguun, are rumored to hold undiscovered Prophecy writings. Such rumors, no matter how far-fetched, require Chamber attention. While monitoring their charges, conducting their missions, or following their studies, Chamber agents must also keep an eye on other secret cabals in their area of Khorvaire. Such tasks are among the most demanding of their duties. The Lords of Dust: Of all the facets of the Chamber’s agenda on Khorvaire, its dealings with the Lords of Dust are the most important and the most deadly. Dragon and fi end struggle over the Prophecy and, through it, for control over the destiny of Eberron itself. To further their ends, they clash in the shadows. Both groups possess tremendous wealth, inhuman patience, and vast support networks. Even a seemingly random mugging on the street could be part of the shadow war between these ancient enemies. Despite its loose structure, the Chamber takes steps to defend its operations against the Lords of Dust. The rakshasas have agents spread across Khorvaire, but the dragons know that the greatest strongholds of their immortal enemies are in the Demon Wastes and in Aundair. At least one Chamber agent always operates in each of these areas, monitoring them for unusual activity or ventures into Khyber. A deep-cover agent currently sits on Queen Aurala’s Arcane Congress. The agent cares little for Aurala’s plans (beyond their impact on the Prophecy, of course) but fi nds the Congress an excellent vantage point from which to watch for warning signs. The Chamber also keeps a close eye on the Church of the Silver Flame, since the two organizations possess a common enemy in the Lords of Dust. The Church of the Silver Flame poses an additional threat in that it comprises mortals, who are preferred targets of the fi ends’ corruption. Chamber agents within the Church not only seek reports on Lord of Dust activity, they also look for signs of corruption in the Church itself. The agents don’t end such corruption if they note it, but seek to trace the taint back to its source in hopes of trapping a minion or ally of the Lords of Dust. The Aurum: In a sense, the Chamber and the Aurum share a goal. Both organizations gather information so that they can manipulate events and effect change in Khorvaire. The Chamber serves the Prophecy, while the Aurum acts through fi nancial acquisition and political machinations. Over the years, Chamber agents have come to suspect that the Aurum infl uences politics and trade lines in Khorvaire, though they remain unaware of the true scope of the conspiracy. Currently, at least one Chamber agent has infi ltrated the Aurum and sits on the Platinum Concord. Occasional rumors suggest the existence of the Shadow Cabinet, and the agent is working to gain access to this inner circle. The Aurum, however, likewise suspects the existence of the Chamber or an organization like it. The Shadow Cabinet currently debates whether to allocate resources toward gathering more information about this theoretical organization of dragons. Cults of the Dragon Below: How Chamber agents interact with a cult of the Dragon Below depends on the cult’s organization and goals. Like the Chamber’s own members, different cultists have individual agendas and go about meeting their goals in a variety of ways. A Chamber agent could view one cult as a dangerous cabal of lunatics but care little for its operations, as long as the cultists do not interfere with vital work. Another agent might uncover a cult dedicated to releasing an imprisoned rajah, or taking other actions that could be destructive to the Prophecy. Rather than confronting the cultists directly, the agent likely hires minions to eradicate them. In some cases, a confrontation between a particular band of heroes and a cult of the Dragon Below features prominently in the Prophecy, and a Chamber agent takes pains to facilitate that showdown. THE CHAMBER AND CABALS 620_95729_Ch2.indd 80 7/20/07 10:26:46 AM

81 Chamber agents who operate in Khorvaire must deal with additional dangers not found on other continents. The Lords of Dust know of the Chamber’s agenda and its obsession with the Prophecy. From time to time, false fragments of the Prophecy crop up. Some of these prove merely embarrassing to the Chamber, leading them astray at critical moments and diverting their attention. At worst, these false clues lead dedicated agents to pursue investigations that result in ambush. Rogue Dragons Dragons possess a wide range of personalities and motivations. Though they display more racial solidarity than many other creatures, rebels do exist. Not every dragon cares for the Chamber or the Prophecy—or even for other dragons. These rogue dragons operate independently. Rogue dragons don’t share motivations or desires; their behavior is as varied and complex as the dragons themselves. However, several common themes crop up among the rogues who lair on Khorvaire: money, power, solitude, and independence. Khorvaire’s wealth is a great draw to rogue dragons. The Chamber monitors and guards its artifacts and relics carefully, but rogues take what they wish and share with no one. Powerful magic items and hidden treasure troves left over from the Last War dot the land, many hidden so deeply and so well that ordinary beings stand no chance of discovering them. Only creatures as powerful as dragons can fi nd and claim these treasures for themselves. Many rogues also enjoy feeling powerful and in control. On Argonnessen, greater dragons often dominate smaller, weaker dragons. When surrounded by lesser beings, though, even the lowliest dragon feels impressive. The pursuit of wealth is often combined with the lust for power. A rogue dragon might take on minions, then use them to search for greater treasures; the more wealth she possesses, the more she can expend on acquiring even greater wealth and more servitors. Achieving a position of authority within the Chamber or the Conclave can take centuries or more. On Khorvaire, a clever dragon can set up a power structure with himself at the head in under a decade, all without risking the incredible dangers of the Vast. Dragons in the Vast, wild as they are, still play by the rules of the Conclave. Rogue dragons are true rebels who flout the “sandbox” of the Vast and the draconic authorities. Rogue dragons can play several roles in a campaign. Most importantly, they serve as quintessential dragon villains. They rarely have complicated social structures, or webs of allies and enemies. They guard vast treasures, lair in remote locations, and merit no tears should brave adventurers destroy them. When the DM needs a powerful monster but doesn’t want a complicated backstory or adventure structure, a rogue dragon fi ts the bill perfectly. Rogues work well for any adventure that involves a dragon but avoids Chamber entanglements or Prophecy storylines. They can serve as patrons who hire characters to enter dangerous places and retrieve treasures. After the PCs complete their mission, the patron pays them (or betrays them), and that’s the end of the story. If the PCs become powerful enough to seek out dragon cohorts or require dragon allies, Khorvairian rogue dragons can become involved in party dynamics without the complications of Chamber politics and the Prophecy. If the players fi nd Chamber politics fascinating and enjoyable, rogue dragons work best as simple enemies and occasional NPCs. THE ROLE OF ROGUES The Prophecy reveals itself even in Khorvaire’s urban landscape 620_95729_Ch2.indd 81 7/20/07 10:26:48 AM

DRAGONS OF KHORVAIRE 82 Some rogues, though, disdain minions and intrigue. They crave solitude above all else, rejecting even the company of other dragons. These dragons could be born introverts who prefer their own company to any other. They might be criminals on the run from the authorities of Argonnessen; they could even be wrongly accused. A few dealt major damage to enemies of Argonnessen, and now lair in Khorvaire for their own safety and for the safety of the Chamber. Others nurse a secret pain, a broken heart, or shattered dreams, and cannot bear any reminder of their old life. Finally, some dragons simply don’t care for the politics of Argonnessen. They don’t understand the Prophecy and don’t want to. They can’t comprehend why their kin care so deeply for the actions of the lesser races and the fate of the world. Some of these rogue dragons are nihilists, while others are apathetic, and many are simply selfi sh. Most rogues, however, remain keenly aware that the Eyes of Chronepsis rest on them. They crave their freedom but must conduct their activities secretly or within reasonable limits, lest they incur the wrath of the Conclave. Some rogue dragons engage in destructive but subtle activities, believing they escape notice. In many cases, though, the Conclave is aware of them and is simply waiting for the proper time to take action. Sometimes the Chamber or another faction sees value in a rogue’s activities and convinces the Conclave to delay interference. Rogue dragons might live in solitude, have dragon allies or enemies, or involve themselves in the daily lives and politics of the lesser races. Each presents a unique challenge, and encountering one rogue offers no reliable information to deal with another. Rogue dragons, with their varied agendas and personalities, make excellent villains and contacts. Presented here are ten rogues suitable for use in Khorvaire. DMs should tailor their ages, Hit Dice, and class levels (if any) to suit the campaign. 1. Q’anhyrde (NE male red dragon): Q’anhyrde served well as a Chamber agent for almost a hundred years. His work deciphering the Prophecy and struggling to shape it eventually overwhelmed him; he declared nothing mattered but the present. Now he surrounds himself with minions and lives a life of hedonism. 2. Kauverra (CN female copper dragon): Kauverra loves her beautiful form. She desires nothing more than to preserve her magnificence and, when possible, improve on it. Several years ago she broke off a fang and used magic to fuse a diamond surrogate in its place. Now she seeks out perfect diamonds, planning to replace all her teeth with the glittering trove. 3. Moar’donn (LE male black dragon): Moar’donn hatched in a lizardfolk encampment in Q’barra; how the reptilians acquired his egg, the dragon doesn’t know. Unlike their more civilized cousins, these savage lizardfolk enslaved and tormented the black wyrmling. In time, Moar’donn grew powerful enough to escape from his captors. Now only bitterness and rage lives in his heart. He ruthlessly destroys all nondragons who cross his path. 4. Meretsega (CE female brass dragon): A brush with the Lords of Dust many years ago left Meretsega crippled and near death. She lives now in a paranoid state, believing the rakshasa lords will overwhelm Argonnessen any day. Having f led to Khorvaire, she set herself up in a lair surrounded by deadly traps and guarded by dominated or intimidated servants. 5. The Thunder Wyrm (LN male gold dragon): Years ago, this Chamber agent came to Khorvaire and fell in love with a human woman. He left the organization to marry his love and live with her in human form. When her days ran out, the dragon retreated to mourn in solitude, and so far has not rejoined dragon society. On stormy nights he emerges to fl y through the rain and roar with the thunder. 6. Ystravnil (NE female green dragon): Personality conflicts drove this dragon from Argonnessen. Ystravnil can’t understand why the other dragons don’t recognize her superior intelligence and grant her the respect she deserves. From her lair in Khorvaire she builds up wealth and power, determined to make a name for herself and show those fools on Argonnessen. 7. Ortak Seven-Claw (CE male silver dragon): Some say Ortak suffered a head injury in his youth, others that he came from poor stock. Whatever the cause, Ortak displays a lower level of intelligence than most of his peers, and politics annoy and frustrate him. Ortak retired to Khorvaire so that he could live out his life hunting, fi ghting, and gorging himself. 8. Shadewing (NE female bronze dragon): Necromancy, undeath, and the secrets of Khyber fascinate the dragon known as Shadewing. She lairs in secret, lest her more noble kin slay her for her despicable experiments and twisted morality. 9. Frigidus the Horrible (NG male white dragon): Frigidus compensates for his unusually small stature with delusions of grandeur (and selfappointed titles). The sole offspring of a rogue white dragon, Frigidus has never laid eyes on Argonnessen and would be shocked to learn that an entire continent of dragons has never approached him to offer him tribute. Although good-natured, Frigidus flies into a rage when not treated with what he considers proper reverence. 10. Fantaz the Merry (N male blue dragon): Fantaz believes that the purpose of life is enjoyment, and that the lesser races know the secret of merriment better than dragons. Fantaz lives permanently in humanoid form and spends every night drinking, dancing, and wooing beautiful ladies. TEN KHORVAIRIAN ROGUE DRAGONS 620_95729_Ch2.indd 82 7/20/07 10:26:51 AM

DRAGONS OF KHORVAIRE 83 Getting Around Unseen A dragon who needs to move unseen through the humanoid masses has several options. Bronze, gold, and silver dragons have the easiest time procuring disguises, because they possess an innate ability to change shape. Other dragons might possess the Alternate Form feat (page 15). Usually this talent is innate and manifests shortly after hatching. In a few rare cases, a dragon develops this power through practice and meditation. In the absence of innate ability, a magical disguise works well. Minor illusion magic such as alter self and disguise self is not much use to dragons. At most, these spells can make one appear to be a different dragon, doing little more than shunting investigations away from the Chamber in an emergency. Polymorph provides the perfect disguise, but its short duration renders it infeasible for all but the briefest of missions (and even then, only if the dragon possesses a wand or other item with which to refresh the spell). Shapechange is better suited to this purpose, but its high level and expense keep it out of the reach of all but the most powerful dragons. Once disguised, a dragon looks for a position from which to monitor the workings of the area and individuals’ comings and goings without drawing undue attention to himself. Favored choices include posing as a member of nobility, hiring on as a clerk (or rising to a supervisory role) in a House Kundarak bank, and working at a lightning rail station, airship dock, or harbor. Recently, Chamber agents have been drawn to a new industry: the news. The gnomes of Zilargo, who publish the immensely popular Korranberg Chronicle, often learn of important events days before the population at large does. A disguised dragon working as a reporter, scriber, or editor gains access to a constant stream of information, including tidbits and facts considered too unimportant to make it into print—but which could hold great significance to one familiar with the Prophecy. Some dragons take a more active role, particularly in rougher settings where niceties such as noble houses and broadsheets don’t exist. In a place such as Festering Holt in the Demon Wastes, for instance, a Chamber agent might pose as a treasure-hunter, explorer, or obsessive naturalist who uses the hamlet as a base of operations. Dragons who can use divine magic sometimes disguise themselves as wandering pilgrims or missionaries, settling in town to minister to the needy. A dragon in disguise reveals his true form only in Several draconic prestige classes from Draconomicon can serve the purposes of the Chamber and of rogue dragons in Khorvaire. Bloodscaled Fury: These barbaric dragons do poorly in urban settings but make fi ne wild denizens. Disciple of Ashardalon: The dread infl uence of the Lords of Dust makes binding demons attractive only to the most corrupt or insane dragons. Dispassionate Watcher of Chronepsis: Such observers are common on Argonnessen. On very rare occasions, one might travel to Khorvaire to witness a particularly important event’s unfolding. Elemental Master: Rogue dragons living in extreme conditions often become elemental masters. Hidecarved Dragon: Hidecarved dragons prefer solitude or the company of other hidecarved dragons. Common on Xen’drik, they sometimes lair in remote areas of Khorvaire. Sacred Warder of Bahamut: Sacred warders sometimes patrol areas of Khorvaire, particularly where rumors of a powerful and evil rogue dragon emerge. Unholy Ravager of Tiamat: Unholy ravagers of Tiamat are common in the wild areas of Khorvaire, such as the Demon Wastes and Q’barra. NONDRAGON PRESTIGE CLASSES Minions or enemies of Khorvairian dragons might also take specialized prestige classes. Dragon DescendantDM: Disguised dragons sometimes procreate with a humanoid, either unintentionally or after falling in love. A dragon descendant’s ancestor could remain on Khorvaire but likely has returned to Argonnessen or died. Dragonmark HeirECS: Most dragonmark heirs possess enough power and responsibility to make them undesirable as lieutenants or permanent minions. Dragons value them as unwitting pawns, though, and the Chamber watches the heirs closely. Dragonkith Dr: These servants work well as cohorts or lieutenants, and they sometimes serve rogue dragons. DragonslayerDr/DragonstalkerDr: Both these classes appeal to characters who target violent rogue dragons. Hand of the Winged MastersDM: These spies and informants often work for Chamber agents. Heir of SiberysECS: Siberys marks are unpredictable and rare, and dragons remain alert for the development of an heir of Siberys. Some are content to watch, while others seek to recruit them. Pact-Bound AdeptDM: Most such characters travel to far-off lands, such as Xen’drik and Argonnessen, in search of dragon masters, but a few petition Khorvairian rogues. Platinum KnightDr: Most members of this rare class serve good-aligned dragons on Argonnessen, but a few could guard Chamber agents in Khorvaire. Talon of Tiamat Dr: Many Talons of Tiamat are expendable minions and shock troops for evil rogue dragons. Wyrm WizardDM: Like pact-bound adepts, a few wyrm wizards seek dragon masters in Khorvaire. ROGUE DRAGON PRESTIGE CLASSES 620_95729_Ch2.indd 83 7/20/07 10:26:53 AM

84 life-or-death situations. Publicity poses a great threat to the Chamber, and its agents can withstand great amounts of discomfort and danger without reverting to dragon form. Hoards of Khorvaire Chamber agents must be subtle and stealthy. Possessed of quick wits and great intelligence, they are ready to move on at a moment’s notice if their cover fails or their targets switch location. A good Chamber agent can be in Sharn one day and Regalport the next. Although more independent, rogue dragons often need to be similarly discreet. How then do they manage their hoards? Though they might disguise themselves as lesser races from time to time, Chamber agents and rogues alike remain dragons at heart. The desire to hoard is as innate in them as the need to eat. Many disguised dragons keep their hoards on them at all times. Bags of holding, portable holes, and the like are invaluable tools for transporting large quantities of coins. One dragon might pour them out in a layer to make a comfortable bed. Another takes inventory regularly as a way to meditate and relax: Ensuring that her hoard still contains exactly the same number of coins soothes her and allows her to focus on the job at hand. Dragon spies and Chamber agents favor quality over quantity. A bed of copper pieces might be comforting, but eighteen perfect diamonds are more valuable, more aesthetically pleasing, and much easier to transport. Magic items also fi t these criteria. Some dragons wear most of their hoard. A magic ring on each fi nger keeps them all in plain view and very safe, even though the wearer can benefi t from only one on each hand. Some dragons prefer to keep larger magic items in a bag of holding or the like, in case they need to change shape in response to unexpected dangers. Artifacts and relics, of course, provide maximum value, usually for minimum size and weight. However, the Chamber prefers to keep these items on Argonnessen. Obedient Chamber agents send such fi nds home, where the other dragons keep them safe. On returning to Argonnessen, the agent claims the item for her permanent hoard. Rogues, of course, have no such compunctions. A few dragons maintain permanent hoards in lairs, which can range from a typical, remote cave in a wilderness area to a hideaway in an urban setting. They carry small amounts of treasure for security and comfort, leaving the rest at home. This practice is not widespread; dragons become anxious if they leave their hoards unattended for long. Some charm or pay minions to guard their hoards, but hirelings cannot always be trusted. Urban Lairs The number of large urban centers in Khorvaire forces dragons to be creative when establishing lairs. Many dragons enjoy participating in the culture of humanoid races; others need to move about in cities and towns as part of their Chamber duties. Many Khorvairian lairs have unique locations and camoufl age. The most effi cient and effective ploy is to hide in plain sight. Houses with large basements make ideal dragon lairs; the occupant knocks out downstairs walls to make a central chamber. The resulting space holds the bulk of the hoard and provides a relatively safe place to sleep. Owning a house also contributes to a humanoid cover identity. A dragon with a knack for trap making or access to traplike spells can secure her lair with little diffi culty. Other dragons might resort to hiring mage wrights and locksmiths for added security; some take the added precaution of killing the professionals once the additions are complete. More restrained dragons use mindaffecting magic to alter their servants’ memories or ensure that they won’t speak of the modifi cations they made to the house. Some dragons prefer to claim abandoned property, especially if they wish to avoid leaving a paper trail or negotiating property transactions. Many buildings that served as supply posts, barracks, or temples during A Khorvairian dragon’s hoard 620_95729_Ch2.indd 84 7/20/07 10:26:55 AM

85 the Last War now stand unused and forgotten. Some have been up for sale since the war ended, and their owners have all but forgotten about the properties. Abandoned buildings also work well for temporary lairs. Unorthodox areas in cities and towns also make acceptable lairs; a few are suggested in the sidebar. If a dragon doesn’t mind staying in humanoid form indefinitely, the options for an urban lair are nearly limitless. PLACES OF INTEREST Khorvaire offers a unique backdrop for interactions between player characters and dragons. The role of dragons, particularly those of the Chamber, means that PCs can possess dragon contacts and allies from the very start of their careers. They might believe their generous patron or knowledgeable university contact to be nothing more than what she seems; only after many adventures and much excitement can the PCs learn the true, draconic nature of their contact. Rogue dragons and competing Chamber agents provide deadly high- or even epic-level threats. Few creatures in the world are as powerful and terrifying. At the same time, dragons fit into a logical ecology and social structure; adventures can focus either on slaying a vile rogue dragon, or An urban lair in Sharn 1. An abandoned, disused cistern. 2. A famous monument’s interior, secretly hollowed and modifi ed. 3. A hidden chamber built against a vault in the city’s treasury. 4. The bottom of a artifi cial, ornamental lake. 5. Within a buried siege engine, sunk by a transmute rock to mud spell during the Last War. 6. An extradimensional space in a private storage locker of a House Kundarak bank. 7. Inside the “Hall of Monsters” wing of a museum. 8. The heart of a forge—perfect for a dragon immune to fire, but not a good choice for flammable or easily melted treasure. 9. The city dump. 10. The interior of a rusting, fallen warforged titan. 11. Beneath the stage in a dance hall. 12. The hold of a ship, permanently moored at the city dock. 13. A large cell in an abandoned prison. 14. A clearing in the heart of a seemingly impenetrable thicket in a city park. 15. A senile noble’s house; relatives dismiss the old man’s rantings of a monster in the attic. 16. Within an abattoir. 17. The topmost level of a disused observatory. 18. An underground hot spring that feeds into a bathhouse. 19. The unused prop room of a theater. 20. Rooms beneath an insane asylum, where the dragon poses as the warden. 20 EXAMPLE URBAN LAIRS JZ 620_95729_Ch2.indd 85 7/20/07 10:26:58 AM

DRAGONS OF KHORVAIRE engaging in political machinations with a wily Chamber agent. Dragon encounters in Khorvaire have a very different feel from those on other continents. The structure of the continent makes it easy to insert them into a campaign, but how they interact with the PCs can vary greatly. Characters can encounter dragons in many different places and through many different organizations. Even when they triumph over one draconic enemy, they should always feel that more encounters, plots, and combats remain. Draconic infl uence in Khorvaire never ceases, its twists and turns as complicated and infi nite as the Prophecy itself. The following entries provide opportunities for adventure and even magical locations for interesting dragon-based adventures. Frostbreath Caverns Deep below the earth, in the dark reaches of Khyber, frozen caves surround a temperate lake churned by hotair vents. The heat of the lake reacts with the cold of the air and sends wisps of freezing mist drifting through the caverns. Those who descend into the Frostbreath Caverns fear the cold, but freezing to death is the least of their worries. APPROACH Numerous tunnels crisscross through the rock, and one leads to the Frostbreath Caverns. Finding the right tunnel amid the many wrong turns requires a DC 15 Survival check. Puffs of frigid air and patches of frost on the wall assist in locating the proper tunnel. Twisted aberrations native to Khyber lurk in the tunnels leading to the Frostbreath Caverns. The cold mountains random encounter table (DMG 96) and the dungeon encounter tables (DMG 79–81) provide appropriate encounters for parties approaching the caverns. The tunnel opens into a vast cylindrical cavern. A spiral ramp descends out of view. Stalactites cluster at the edge of the ramp, like giant petrifi ed icicles. A chill mist drifts up the ramp and fi lls the cavern. FEATURES The temperature in Frostbreath Caverns hovers between –10 and 0 degrees F. Creatures within the caverns must protect themselves from the cold or risk damage (DMG 302). Expanded rules appear in the Frostburn supplement. The omnipresent mist rising from area 4 suffuses every area of the caverns. The fog obscures all sight, including darkvision, beyond 10 feet. Creatures 10 feet away gain concealment. No natural light exists in the Frostbreath Caverns. KEYED LOCATIONS The following features correspond to numbered areas on the map. 1. Spiral Ramp: Though stable, this stone ramp is steeply angled. Patches of ice form on the ramp, making 620_95729_Ch2.indd 86 7/20/07 10:27:02 AM

DRAGONS OF KHORVAIRE 87 footing treacherous. Characters must succeed on a DC 14 Balance check to safely descend to area 2. A character who fails the Balance check by 5 or more falls into the cavern 20 feet below. A successful DC 14 Refl ex save lets her catch herself on one of the many turns or jutting stalactites. The ramp is stable, but some of the stalactites are not. Violent activity in the area, such as combat, can shake some a stalactites loose. A 5% chance exists in each round of combat of a stalactite falling toward a random combatant. The stalactite has a +12 melee attack bonus and deals 2d6 points of piercing damage. 2. Cavern of Mirrors: Over the centuries, stalactites and stalagmites grew together in this chamber. The chill mist condensed on the pillars and then froze again, sheathing each in a perfectly round case of brilliant ice. The four pillars in this room act like giant mirrors. Anyone bringing a light source into the room sets off a cascade of reflections that fills the room with blinding light. Every creature in the room must succeed on a DC 10 Fortitude save or become dazzled. Sightless creatures, as well as creatures already dazzled, are not affected. 3. Corridor of Ancient Jaws: This wide corridor displays an awesome relic halfway along its length: a partially preserved tyrannosaurus, frozen into the wall. Most of the giant beast’s body is encased in the ice-covered stone, but its head and one of its arms stick out into the corridor, jaws open in a death grin. The cold environment effectively mummified the exposed flesh. A past or present master of the Frostbreath Caverns cast animate dead on this fossil to create a zombie. The undead horror remains trapped in the wall, venting its hatred on any living creature that passes by. The tyrannosaurus zombie uses the statistics for the gray render zombie (MM 267) and can use its bite attack only. The zombie’s reach is indicated on the map. Anyone approaching the tyrannosaurus zombie can make a DC 20 Spot check to notice the monstrosity is animated. 4. Frostbreath Lake: This cavern boasts a vast, bubbling lake that laps against a rocky shore. The strangely warm water interacts with the frigid air to generate roiling billows of mist off the lake. Chunks of ice bob gently on the lake’s surface, giving it the appearance of a giant bowl of steaming stew. The mist forms ice on the cavern roof. Eventually it grows heavy, breaks off, and lands to fl oat in the lake, where it gradually melts and becomes mist, perpetrating the cycle. The lake’s temperature hovers at about 65 degrees F, and the water is usually calm. If combat occurs in the water, though, it becomes rough. Refer to the swim rules (PH 84) and underwater combat rules (DMG 92–93). Two of the fl oating ice chunks in the lake aren’t ice at all, but cunningly made blocks of glass and crystal. These hollow blocks measure 1 foot across and weigh 10 pounds each, and each possesses a hinged, locking lid. A successful DC 15 Search check locates the lid, and a DC 25 Open Lock check is required to unlock it. The interior of each block is an extradimensional space that acts as a type II bag of holding. (The contents are left to the DM’s discretion.) A character who investigates the blocks of ice can make a DC 20 Search check to discover these floating safes. 5. Heat Vent: A natural hot spot exists on the lake’s bottom, where hot gas vents into the water. This feature makes the lake slightly warmer than the surrounding cavern. At the bottom of the lake, the temperature warms to almost 70 degrees. Clusters of bubbles streak upward, forming 5-foot-tall jets that afford concealment to any creature fl oating behind them. 6. Underwater Cavern: A wide tunnel leads from the lake to a second water-fi lled cavern. Small, sharp stalactites and stalagmites stud the walls of this cavern. Anyone bull rushed into the spikes takes 1d6 points of piercing damage. A single large heat vent sits in the center of the fl oor and spews a swirling column of bubbles that reaches almost to the ceiling. Crystals that resemble topaz cluster around the vent. These are sulfur deposits, making the water in this chamber taste metallic and unpleasant. Khyber dragonshards have formed inside the vent, 8 inches down, but the narrow opening allows only a Small or smaller character to reach in and attempt to pull them out. Doing so requires a DC 15 Strength check. Creative players might devise alternate ways to extract the dragonshards. On the far side of the chamber, two raised shelves form a comfortable lair. The lower shelf houses stone chests and large art objects—those that don’t take damage from being submerged—while the upper shelf acts as a bed. Any dragon who lairs here likely spreads a cushion of coins and gemstones along the shelf on which to sleep. FROSTBREATH CAVERNS ENCOUNTERS (Check 1/hour, 8% chance) d% Encounter EL 01–15 Nine-headed cryohydra (MM 157) 10 16–30 Snowfl ake ooze (MM3 161) 5 31–45 Mature adult white dragon (MM 77) 12 46–60 1d6 frost salamanders (MM2 107) 7–12 61–75 1d4 winter wolves (MM 256) 5–9 76–90 2d8 whitespawn hunters (MM4 158) 6–10 91–100 Frost giant (MM 122) 9 620_95729_Ch2.indd 87 7/20/07 10:27:05 AM

DRAGONS OF KHORVAIRE 88 The Library of HIDDEN KNOWLEDGE Locals claim the library’s name refers to the innumerable texts written in obscure languages, the heaps of books with no organizational system, and the librarian who speaks in riddles. The appellation actually refers to the library’s curious ability to hide away knowledge, objects, and creatures. APPROACH A stone bridge spans an empty canal fi lled with weeds and rubble. Beyond the bridge, a narrow lane stretches half a block and ends at a building that seems ready to fall apart. Cracks and chips mar the facade, and two gray stone pillars fl ank the door. The pillars represent female humans holding up an archway, their faces worn away by wind and weather. The archway bears an inscription: “The Library of Hidden Knowledge.” The door between the pillars groans when opened. No windows afford vision within, though a glass cupola, marred with bird droppings and water spots, tops the building. FEATURES Only when the librarian leaves on a rare, brief errand does he lock the front door, and even then the lock is very simple (Open Lock DC 20). The glass cupola isn’t designed to open. The thin glass panes have a hardness 1 and 1 hp. Anyone in the library hears shattering glass if someone breaks the cupola. IMPORTANT FEATURES No detailed map is provided for this location. The placement of the following features is at the DM’s discretion. Archives: Archival rooms make up the bulk of the library. A half-dozen chambers on the main fl oor, plus three in the basement, contain stacks of parchments, piles of scroll cases and folios, cases full of dusty books, and bins of rolled maps. As a magical location, The Library of Hidden Knowledge can exist in any city setting. Locals probably avoid the place, but heroes might come upon it by chance, or when seeking out an area in which they can do research. Lore: Characters can gain the following pieces of information about the Library of Hidden Knowledge by making Knowledge (arcana) checks at the appropriate DCs, as given below. DC 10: The Library of Hidden Knowledge contains a great many ancient texts, folios, and monographs not found anywhere else in the land. DC 15: The library’s name comes from the haphazard organization of its material, as well as its eccentric and often incomprehensible librarian. DC 25: Though it contains many valuable items, the Library of Hidden Knowledge never attracts burglars. Anyone interfering with the library disappears or turns up dead. DC 30: Researchers sometimes enter the library and vanish for days or even weeks at a time. Description: See the main text. Prerequisite: To gain the benefi t of the Library of Hidden Knowledge, a creature must be literate, possess an Intelligence score of 10 or greater, and have at least one rank in at least one Knowledge skill. Location Activation: A creature that meets the library’s prerequisites must spend at least 24 hours studying within, over a period of time no longer than a week. The creature need not study continuously, but cannot leave the library or engage in any strenuous or mentally taxing activity (such as scribing scrolls or creating magic items) during this time. Recharge: A creature can benefi t from the library’s gift once for every Knowledge skill in which it has ranks. However, doing so is extremely dangerous: The creature’s will weakens, and more and more it desires to do nothing but study here. The Chamber has no wish to retain multiple Librarians, though, so it discourages researchers from spending more than a few days at a time within the building. Special Ability (Ex): A creature that fulfi ls the library’s requirements gains a special ability based on the Knowledge category studied, as described below. Each time a creature receives one of these bonuses, it must make a Will save (DC 10 + the number of times it has received a bonus within the last year). Failure means the creature takes a –2 penalty on all Charisma-based skill checks and feels an irresistible urge to remain and study in the Library. Only brute force or magic can compel it to leave the Library. This is a mind-affecting compulsion effect. Arcana: Use read magic at will as a spell-like ability; caster level equals character level. Architecture and engineering: Gain an automatic Search check to detect a secret door when passing within 5 feet of it, as if actively searching for one. Dungeoneering: Use detect poison at will, as a spell-like ability, on any vermin or plant that naturally lives in an underground environment. Caster level equals character level. Geography: When in aboveground, rural areas, gain a +1 circumstance bonus on attack rolls. History: Gain a +2 bonus on bardic knowledge checks, lore checks, and other similar abilities. Local: Gather Information checks take half the usual time (1d2+1 hours). Nature: Use pass without trace once per day as a spell-like ability; caster level equals character level. Nobility and royalty: Gain a +2 bonus on Craft or Forgery checks made to duplicate heraldic symbols or family seals, crests, or sigils. The Planes: Gain a +1 bonus on Intelligence checks made to avoid the negative effect of casting contact other plane. Religion: Use detect chaos/evil/good/law three times per day as a spell-like ability; caster level equals character level. Duration: The bonuses, penalties, and the compulsion last for 1 month. Aura: Strong abjuration. Ability Value: 2,000 gp per affected creature. MAGICAL LOCATION: THE LIBRARY OF HIDDEN KNOWLEDGE 620_95729_Ch2.indd 88 7/20/07 10:27:07 AM

89 The haphazard bookkeeping renders research in the library diffi cult. A character must spend 1d4 hours searching for the proper materials before she can begin research. With a successful DC 20 Diplomacy check, a character can coax the Librarian into assisting with the search; locating the materials takes half the usual time. Knowledge checks made with access to the appropriate research materials gain a +4 circumstance bonus. The Librarian: If the Librarian (N male human expert 7) has a name, he’s forgotten it. A thin, pale man who moves with slow deliberation, the Librarian never leaves his sanctuary unless truly desperate. His regulars bring him food and new research material whenever they think of it. When the Library of Hidden Knowledge was fi rst built, the Librarian was a young man devoted to research. He was also a player in the Prophecy, though he bore no dragonmark himself. A Chamber agent learned of the Librarian’s existence and set him up in this strange place. He serves to maintain the storehouse of knowledge, preserve documents, act as a watchdog when Chamber agents are called away, and conduct research considered too menial and tedious for the agents who lair in the library. The Librarian wants to understand the workings of existence. In his own way, he struggles to comprehend the Prophecy, though he lacks the tools to unlock even its simplest secrets. He studies relentlessly, but in vain. He speaks in fragmented sentences and makes frequent use of extended metaphors. Conversations with the Librarian last only a few minutes before he grows restless and returns to his studies. The Spined Lairs: In a back room of the library, a shelf holds four thick tomes. A draconic rune, faded into near incomprehensibility, adorns each book’s spine. The runes are command words. Anyone reciting the word while opening the book is drawn into an extradimensional space inside the book. Each is a large room that contains basic furnishings and a small research area or laboratory. Chamber agents refer to these temporary homes in the library as “spined lairs.” Huge or smaller creatures fi t comfortably inside each room. A second book sits on a shelf inside each extradimensional space; opening it and reading its command word shunts the speaker back outside the book (or to the nearest open space if the book is in an enclosed area). Anyone who opens a book without speaking the command word fi nds dull treatises on common plants and animals of Khorvaire. Each book possesses a hardness of 5 and 25 hp, due to strengthening enhancements laid upon them. If a book is destroyed, it explodes in a shower of arcane energy that deals 10d6 points of damage to anyone within 5 feet (Refl ex DC 20 half). Anyone inside the extradimensional space appears next to the destroyed book, along with any items brought into the lair (the furniture and decorations within the book are part of the dweomer and are destroyed when the book is). The Library of Hidden Knowledge keeps its secrets from all but the most dedicated researchers LIBRARY OF HIDDEN KNOWLEDGE ENCOUNTERS (Check 1/hour, 12% chance) d% Encounter EL 01–15 Typical House Sivis scribe (ECS 238) 5 16–30 Typical Chamber observer (ECS 229) 14 31–45 1d2 5th-level wizards (DMG 125) 5–7 46–60 Juvenile gold dragon in humanoid form (MM 84) 11 61–75 5th-level artifi cer (Sh 173) 5 76–90 1d4 typical Wayfarer explorers (ECS 247) 8–12 91–100 Gynosphinx in disguise (MM 233) 8 RL 620_95729_Ch2.indd 89 7/20/07 10:27:09 AM

DRAGONS OF KHORVAIRE 90 Mystic Glade Deep in an unnamed forest exists a glade rumored to hold great power. Legend tells that the dragon Vvaraak once spread druidic teachings from this glade, over sixteen thousand years ago. Although not as holy a site as Vvaraak’s Cave, which lies somewhere in the Shadow Marches, the Mystic Glade still bears the touch of the Prophecy. APPROACH Paths twist through the forest, but none lead directly to the Mystic Glade. The trails fork, branch, and double back. The thick forest canopy blocks out the stars, affording only an occasional glimpse of the sky, which makes navigation diffi cult. A pilgrim can find the way to the glade with a successful DC 25 Survival check. Creatures with the woodland stride ability fi nd the paths easy to traverse and instinctively choose the correct fork; they need only succeed on a DC 20 Survival check. Forest creatures and wild animals unerringly confront travelers with ill intentions or greedy hearts, disrupting their progress. One path, in no way discernible from the others that wind through the forest, opens up into a shadowy glade. A group of three majestic trees with metallic bark stand at the northern edge of the glade, a bubbling brook trickling from their roots. FEATURES The Mystic Glade, suffused so often with druidic magic while the Scaled Apostate conducted her lessons, bears an aura of nature’s power still. Creatures in the glade cast druid spells at +1 caster level. No matter the time of day outside, within the glade it’s always twilight. The stars, moons, and the Ring of Siberys seem twice as large No one knows the exact location of the Mystic Glade, but it likely exists in the Shadow Marshes or the Eldeen Reaches. Even those who have found the glade before can have diffi culty locating it on subsequent visits. Lore: Characters can gain the following pieces of information about the Mystic Glade by making Knowledge (religion) checks at the appropriate DCs, as given below. DC 15: The glade is one location where Vvaraak, also known as the Scaled Apostate, taught the principles of druidic magic to Gatekeeper orcs over ten thousand years ago. DC 20: Gatekeeper druids fi nd the Glade hospitable, and the waters there have healing powers. Creatures opposed to the Gatekeeper philosophy have diffi culty approaching the glade. DC 25: Three bronzewood trees grow in the glade. DC 30: The glade offers valuable insights to Chamber agents and others who seek to understand the Prophecy. Description: See the main text. Prerequisite: To gain the benefi t of the Mystic Glade, a creature must possess an Intelligence of 12 or higher and at least 10 ranks in Knowledge (arcana). Location Activation: A creature that meets the Mystic Glade’s prerequisites must spend at least 72 hours in the glade, meditating and studying the patterns that appear there. Each day the creature must make a DC 25 Knowledge (arcana) check to decipher these patterns. If any check fails, the creature misinterprets the Prophecy and leaves the glade with a false understanding of the future. If all three checks succeed, the creature draws a connection between the patterns in the glade and the patterns in the world, and a part of the Prophecy is revealed. Recharge: A creature can visit the Mystic Glade once per year to gain its unusual perspective. Special Ability (Ex): A creature that fulfi ls the glade’s requirements gains a new understanding of the Prophecy. It becomes aware of a specific role it is to play in the Prophecy; fulfilling this role advances the creature’s personal goals or the Chamber’s efforts. A cataclysm mage (EH 58) can benefi t from both a personal prophecy and a prophecy from the mystic glade at the same time. To determine a creature’s prophecy, roll on the following table. A prophecy cannot be repeated; if the roll produces a duplicate result on later visits, roll again. DMs can substitute their own ideas for the prophecies noted below as desired. MYSTIC GLADE PROPHECIES d12 Prophecy 1 Pluck the remaining eye from the one-eyed dragon. 2 Climb a mountain peak and watch the ascent of all twelve moons. 3 Sing a song of mourning at an enemy’s funeral. 4 Stand on the shore of Sarlona, where Lhazaar launched her voyage. 5 Feed a dinosaur from your hand. 6 Be struck by lightning. 7 Descend into Khyber and return with a dragonshard. 8 Compliment a hag to her face. 9 Weave a vest of nettles and wear it in the presence of a king. 10 Craft a shield out of a red dragon’s scales. 11 Pilot an airship during a storm. 12 Build a monument of pebbles, one pebble for each creature that met death at your hands. Once a creature fulfi ls its prophecy, it gains the ability to infl uence reality. It can use limited wish as a spell-like ability (caster level 13th) and can use this ability only once per prophecy fulfi lled. Duration: A creature cannot gain a new prophecy from the Mystic Glade until it has fulfilled its current prophecy. Aura: Strong abjuration. Ability Value: 4,000 gp per affected creature. MAGICAL LOCATION: THE MYSTIC GLADE 620_95729_Ch2.indd 90 7/20/07 10:27:13 AM

91 and bright when viewed from here, and the heavenly bodies constantly rearrange themselves in patterns that resemble dragonmarks. IMPORTANT FEATURES No detailed map is provided for this location. The placement of the following features is at the DM’s discretion. The Glade: The glade measures 80 feet across and is almost perfectly circular. Grass and wildfl owers cover the unusually fl at and even ground. Though verdant, the grass is rough and uneven, and the wildfl owers grow in wildly colored clumps. A constant soft breeze stirs the fl owers, shaping and reshaping their dancing heads into Prophecy marks. The Three Trees: Three immense bronzewood trees stand in the northern part of the glade, nonnative to this region but flourishing. Whatever the season, the trees’ leaves display a variety of fall colors, and some hues not seen in nature. The leaves rustle in the ever-present breeze, and whispers suffuse the glade, vague sentences that tease the edge of hearing and speak of destiny. The bronzewood trees are worth a fortune, but powerful magic guards them. Anyone who tries to harvest the towering plants faces three angry treants when the bronzewoods animate. Gatekeeper druids who serve the order well and selflessly might sometimes be allowed to take a branch from the bronzewood trees to fashion a weapon or piece of armor; such branches come easily away from the trees and regrow in 24 hours. 3. The Brook: The bubbling brook that erupts from the bronzewoods’ roots is always fresh and pure. Tiny pebbles on the brook’s bed constantly shift and rearrange in the current, forming mystic patterns. The brook dwindles and sinks into the ground shortly after it leaves the glade. Gatekeeper druids who drink from the brook gain the benefit of cure light wounds and a remove disease (caster level 5th). The water loses this property if removed from the brook. Bronzewood treants guard the Mystic Glade The Mystic Glade possesses two distinct aspects. As the site of Vvaraak’s teachings, it retains a special signifi - cance for Gatekeepers. The glade itself is one of nature’s bastions; it repels blight and disease and always seems healthy and verdant. Druids fi nd the glade a peaceful, safe haven in which to meditate or simply retreat from the civilized world. The Mystic Glade also plays an important role in the Prophecy. It refl ects Prophecy marks in every leaf and blade of grass. The Chamber values the glade for this reason, as does anyone who wishes to decipher and infl uence the Prophecy. In this role, it behaves as a magical location (see sidebar). Are these two aspects related? Some Gatekeepers theorize that Vvaraak chose the glade as a teaching place because of its magical qualities. Some wonder if Vvaraak’s actions changed the world so fundamentally that her very presence shaped the Mystic Glade, creating a visual representation of the myriad strings of the Prophecy. THE TWO ASPECTS OF THE GLADE MYSTIC GLADE ENCOUNTERS (Check 1/hour, 12% chance) d% Encounter EL 01–15 Tendriculos (MM 241) 6 16–30 Typical Chamber observer (ECS 229) 14 31–45 Shambling mound (MM 222) 6 46–60 2d4 dryads (MM 90) 5–9 61–75 1d3 typical Gatekeeper initiates (ECS 241) 4–7 76–90 Splinterwaif knave (MM3 165) 6 91–100 Dire bear (MM 63) 7 620_95729_Ch2.indd 91 7/20/07 10:27:15 AM

DRAGONS OF KHORVAIRE 92 The Sea Caves Sheer cliffs rise above a small coastal town, sheltering the townsfolk from harsh weather. Midway up the cliffs, an amazing sight meets the eye: a sailing ship lies dashed against the cliff, its shattered hull resting on a natural ledge. Below it, the debris of several rowboats and hanging nets festoon the cliff face, as if held there by an invisible hand. A terrible storm many years ago fl ung the ships onto the cliff like toys, and they remain caught on the rocky outcroppings and narrow ledges. The cliff’s inhabitant makes sure the ruined ships remain where they hang. This remote lair works best for a solitary rogue dragon. However, a Chamber agent might possess an interest in the nearby town, or some hidden Prophecy lore buried in the sea. A dragon might also have once lived here but since moved on or died, and now other creatures make their home in the sea caves. APPROACH Ages ago, some indigenous race scaled these cliffs by means of a stone switchback. Time and tide eroded the switchback to dangerous narrowness, and townsfolk use a smoother, straighter path to ascend the cliffs when they need to (which is rare). PCs can ascend the switchback by succeeding on fi ve DC 12 Balance checks. A PC might also attempt to scale the cliff; doing so requires a DC 10 Climb check. The cliff is 120 feet high, but 80 feet up the shattered sailing ship affords shelter. A jagged hole in the ship’s hull allows Medium or smaller creatures to pass through easily (Large creatures must squeeze). The ship rocks and creaks ominously when entered, but a character who succeeds on a DC 20 Spot check notices that pitons pin the ship to the cliff face; there is no danger of it falling. The cliff’s inhabitant uses the ship as a primary entrance, climbing out at night or while invisible. Nets hanging from the shattered rowboats (similarly pinned in place) hide the caves’ second entrance, a wide hole that a Huge or smaller creature can easily pass through. The switchback doesn’t afford access to this entrance—characters who wish to investigate must climb, fl y, or fi nd some other means of approach. FEATURES Waves continually pummel the base of the cliff and send booming echoes through the caverns, imposing a –2 penalty on all Listen checks. The caverns and tunnels are dim and dank, smelling of fi sh and salt. Barnacles cover the fl oor of the tunnel connecting areas 2 and 3 and the one connecting area 5 and 6. These sharp-plated crustaceans act as caltrops and potentially injure anyone walking down the tunnel. Individuals with 3 or more points of natural armor are immune to this effect. KEYED LOCATIONS The following features correspond to numbered areas on the map. 1. Shattered Ship: The Gray Nelly was sailing along the coast, hoping desperately to find a lighthouse, in one of the worst storms of the century. A monster tidal wave dashed the ship against the cliff. There were no survivors. Now the ruined, abandoned ship serves as an entry point to the caves. Anyone climbing into the hull sees another hole on the other side of the ship, leading into a large cavern in the cliff face. The ship’s floor, tilted and covered with debris, is a treacherous surface: DC 12 Balance checks are required to navigate the distance successfully. 2. Cave Entrance: Crates and barrels stand in stacks against this cave’s walls. A large trunk contains multiple outfi ts, useful for a shapeshifting denizen who requires clothing when in disguise. The crates and barrels contain ale, oil, preserved foodstuffs, and bulky objects consigned to this storage area. The inhabitant brings smaller and more valuable items down to the lair (area 7). 3. Parlor: The proprietor of the Sea Caves rarely, if ever, entertains visitors: A dragon’s safety depends on the lair’s secrecy. However, at times the inhabitant might entertain other dragons (particularly if a Chamber agent) and enjoys showing off this room, fi lled with beautiful art. A huge, plush carpet covers the floor, ensorcelled to repel water and salt. The carpet is worth 280 gp. Beautiful silver-threaded tapestries hang from the walls, each worth 100 gp, depicting scenes of sea travel and enormous sea-serpents. A crystal decanter and set of six gold-rimmed goblets, worth 450 gp altogether, sits on a small oak table. 4. Secondary Entrance: Tiny bells hang from the nets disguising this entrance. Disturbing the nets causes the bells to ring, alerting anyone in areas 3, 4, or 5. Creatures can attempt to slip silently past the nets with a DC 20 Move Silently check, or disable the bells with a DC 20 Disable Device check. 5. Trophy Room: Being so near the water, the caves offer unusual specimens of sea life that, while monetarily valueless, are impressive in their unique coloring and beauty. Preserved fish line the walls here, their scales reflecting rainbow colors whenever light falls on them. The most beautiful specimens have gems instead of eyes. A preserved shark hangs from the ceiling, its mouth open as if ready to devour whoever enters the cavern. Barnacles, abalones, seashells, giant clams, and heaps of colored sand decorate the floor. Near the entrance, a stuffed eel coils in a remarkably lifelike pose. Its open mouth displays rows of needlelike teeth, and two large black gems wink from its eyesockets. If anyone touches the eel, they receive a nasty jolt from a shocking grasp trap. Shocking Grasp Trap: CR 4; magic device; touch trigger; automatic reset; spell effect (shocking grasp, 5th-level sorcerer, 5d6 electricity damage); Search DC 26; Disable Device DC 26. Cost: 2,500 gp. 6. Glass Tunnel: Here, the tunnel descends. Once it clears the rock, its walls are manufactured from glass. The tube rests partially in the sand, so that anyone walking down it seems to walk under an archway of water. Phosphorescent algae light up the sea, giving a clear view of fish and other nearby marine creatures. 7. Lair: This large room is almost completely buried under the sand. Only an oval window remains at 620_95729_Ch2.indd 92 7/20/07 10:27:21 AM

93 the apex of the egg-shaped chamber, providing a sort of skylight that displays the ever-changing sea. Mounds of colored sand cover the fl oor, both aesthetically pleasing and affording concealment for bags, boxes, and coffers full of treasure. Piles of coins cover the sand and make it even more diffi cult to extract a larger item from its hiding place. Twelve preserved starfish lie scattered around the room and strewn throughout the treasure. The starfish are ensorcelled to act like tiny bombs; anyone who touches or otherwise disturbs a starfish triggers it. The starfish explodes, doing 1d4 points of damage to anyone in a 5-foot radius (Reflex DC 11 half). More importantly, an exploding starfish sprays coins in all directions, some of which strike the glass shell that forms this room. If at least four starfish explode, the glass shell cracks and water leaks in, filling areas 6 and 7 in four rounds. SEA CAVES ENCOUNTERS (Check 1/hour, 8% chance) d% Encounter EL 01–15 Mature adult black dragon (MM 70) 14 16–30 1d4 scrags (aquatic trolls) (MM 248) 5–9 31–45 1d4 seryulins (MM3 148) 7–11 46–60 2d6 sahuagin (MM 217) 4–9 61–75 Ochre jelly (MM 202) 5 76–90 1d6 blackspawn raiders (MM4 130) 4–9 91–100 1d3 sea hags (MM 144) 4–7 Sub-City Sprawl Beneath the city streets, tunnels and sloped shafts connect a half-dozen chambers. The master of this hidden enclave could use the area for a multitude of purposes: a guildhall for thieves or for a secret society; storage space for a hoard, smuggled valuables, or documents; or a lair. Local authorities might be unaware of these tunnels or think them abandoned, or they might know of the tunnels but lack the motivation or strength to investigate. APPROACH The Sprawl’s entrance sits 10 feet above street level, at the top of an abandoned fi re tower. The wooden tower holds a water tank aloft, and once served as a watch post and an extinguishing station. Now a lookout keeps an eye out for anyone who might show undue interest in the area. A wooden ladder grants access to the top of the tower, where a trapdoor covers a shaft that leads down into area 1. The water tank itself is the lookout’s post. It holds several quarts of oil that can be tipped down the ladder if enemies approach. Anyone on the oiled ladder must succeed on a DC 20 Reflex save or slip off and take 1d6 points of falling damage. A successful DC 10 Climb check is required thereafter to ascend. A large metal bucket filled with bottles and scrap metal sits next to the cauldron; if the lookout senses trouble, he drops the bucket down the shaft to area 1 to sound an alarm. 620_95729_Ch2.indd 93 7/20/07 10:27:23 AM

94 FEATURES Dragons don’t require light, and so the master of the area prefers servants and bodyguards who likewise see in the dark. Dwarves, drow, orcs, half-orcs, goblinoids, and half-dragons work best. If the residents possess darkvision, the tunnels remain unlit except for several areas, as noted in the keyed descriptions. The connecting tunnels slope at a sharp angle, requiring DC 15 Balance checks to negotiate. It’s impossible to run or charge in the sloped tunnels. A series of staggered niches in the tunnel fl oors provide stable footing for those who know where the niches are. Anyone unfamiliar with the location must succeed on a DC 20 Search check to fi nd them. Anyone using the niches can traverse the tunnels at normal speed, but still cannot run or charge. KEYED LOCATIONS The following features correspond to numbered areas on the map. 1. Barricades: A rope hangs down the shaft from the top of the fi re tower into this area. Climbers can brace against the wall, requiring only a DC 5 Climb check to use the rope. Old timbers and tables stacked in piles serve as barricades, providing cover for anyone who stands behind them. If the lookout sounds the alarm, guards rush to this area with readied crossbows to snipe at intruders. 2. Common Room: This chamber is close to the barricades, so someone within can always hear the alarm. Two square tables sit in recessed pits, deep enough so that the tabletop is level with the floor and the denizens climb down to take their seats. In case of an attack, defenders use the pits and tables as cover. A bookshelf lists against one wall; poor quality tales of “adventure” and a few sets of cards and dice gather dust on its shelves. 3. Offal Pit: A repulsive smell issues from this dank pit. The denizens of the Sprawl use this area to discard refuse and waste. The ample food supply attracts pests of all types, such as roaches and rats. They infest this area but rarely venture into the other rooms of the complex. Larger scavengers, such as an otyugh or gelatinous cube, might live at the bottom of the pit. 4. Kennel: The tunnel opens into this room, threequarters of the way up the wall. A narrow ledge runs around the edge of the room. Anyone unfamiliar with the room’s layout must succeed on a DC 20 Refl ex save on fi rst entering or fall off, taking 1d6 points of falling damage. A DC 10 Balance check is necessary to navigate the ledge. The ledge to the left (southeast) is stable, but the northwest ledge collapses at the midpoint. A creature on the ledge when it collapses must make a DC 20 Refl ex save to avoid falling off. The residents of this area often chain a dangerous animal or beast here for protection. 5. Sleeping Quarters: This large room features a number of cots and bedrolls. Some appear to hold sleeping fi gures, but a successful DC 20 Spot check reveals that cleverly made mannequins lie in the bedrolls. The mannequins’ cloth torsos contain a jumble of scrap metal, 620_95729_Ch2.indd 94 7/20/07 10:27:25 AM

DRAGONS OF KHORVAIRE 95 bells, and fragile glass baubles. Any violent action toward the mannequin (such as an attempted coup de grace) elicits a crashing din that can easily be heard in areas 2 and 3. 6. Meeting/Training Room: An oval table stands next to a stack of wooden chairs. When not used as a meeting room, the area’s residents train here. Four sandbags hang from pulleys in the ceiling; the guards lower them when needed and raise them out of the way when not. The pull-ropes attach to iron rings in the wall. As a standard action that provokes an attack of opportunity, a person can release a pull-rope and drop a sandbag. Anyone standing beneath a released sandbag must succeed on a DC 20 Refl ex save or take 1d6 points of bludgeoning damage. 7. Mess Hall: A battered wooden table surrounded by roughly carved chairs stands in the center of this room. Against the south wall, an enormous hearth dominates the room. Its chimney disappears into the ceiling and eventually opens into a sewer tunnel, to hide the telltale smoke from being seen by people on the street. 8. Hidden Lair: A secret door leads to this area (Search DC 25). Traps likely guard it as well, the strongest security measures the master of this area can afford. This room contains eight 3-foot-deep pits, arranged in a square and covered with padlocked iron grates (Open Lock DC 30). Each pit could be individually trapped, and some might contain illusions that cover deadly creatures, such as snakes, instead of treasure. In the center of the eight treasure pits is a much larger depression. Copper and silver coins cover its fl oor, and its walls hold windows that display a cross-section of the treasure pits. In this fashion, a dragon master can sleep surrounded by wealth while still keeping the more valuable items secure. Worn timbers and rusty struts shore up the vaulted ceiling of this chamber. The enclave’s master has weakened key timbers so that an exceptionally large and strong creature (such as a dragon) can burst up through the roof and into the street above. Anyone standing in the room when the roof collapses takes 5d6 points of bludgeoning damage (Refl ex DC 20 half). No one has used this lastditch getaway plan—yet. SUB-CITY SPRAWL ENCOUNTERS (Check 1/hour, 12% chance) d% Encounter EL 01–10 Otyugh (MM 204) 4 11–20 2d4 dolgrims (ECS 282) 2–7 21–30 1d2 half-orc infi ltrators (MM4 117) 2–5 31–40 1d4 howlers (MM 154) 3–7 41–50 1d2 changeling spies (MM3 24) 3–5 51–60 Ogre (MM 199) 3 61–70 1d4 warforged scouts (MM3 193) 1–2 71–80 Half-black dragon 4th-level fi ghter (MM 146) 6 81–90 Gelatinous cube (MM 201) 3 91–100 Young brass dragon (MM 79) 6 KHORVAIRE ENCOUNTERS Haze-of-Death “It came over the hill and straight at us. I can’t remember exactly how it looked, only its size, and the gray haze that came with it. We lost Drugor. I hope he died quick. I never saw anything that horrifi c before, and I don’t expect to ever again.” —Ikar the Black, Mournland salvager Perhaps a few dragons recall Haze-of-Death’s true name, but he himself forgot it on the Day of Mourning. Once a Chamber agent, Haze-of-Death left the organization to throw his lot in with the lesser races of Khorvaire. The great white dragon saw potential in humanity and admired Vvaraak’s example. He wanted to teach the lesser races and help them achieve greatness, seeing them as worthy individuals in their own right, not merely pawns in the Prophecy. The Chamber tried to discourage him, but Haze-of-Death ignored their entreaties. During his work for the Chamber, Haze-of-Death had forged a friendship with a Cyran professor. He traveled to Cyre to offer his services as a negotiator and a teacher, hoping to help end the war and usher in a new era of enlightenment. Perhaps Haze-of-Death’s age and power saved him from the cataclysm on the Day of Mourning. Perhaps it was random chance, or a cruel twist of fate. In any event, the dragon who clawed his way out of the Glowing Chasm after the devastation was very different from the one who’d come to Cyre. The rampant arcane energies crippled Haze-of-Death, then mutated him, and either the severity of his injuries or his terrible change drove him hopelessly mad. He is convinced that enemies lurk on all sides, waiting for a moment of weakness to steal his possessions. Now Haze-of-Death lurks deep within the Mournland, scouting far and wide for treasures to add to his “hoard” and devouring anyone unlucky enough to cross his path. DESCRIPTION Haze-of-Death’s body, once snow-white, now reflects the dismal gray that permeates the Mournland. Many of his scales have broken off to leave jagged, raw patches on his hide. Bony growths jut from his joints and his brow, weighing down his already massive head. Rents in his wings have healed unevenly, leaving a patchwork of scar tissue across their span and giving Haze-of-Death a drunken tilt when he fl ies. Worse still, the dead-gray mist that encloses the Mournland also surrounds Haze-of-Death. The horrid vapor seeps from bloodless wounds on his fl anks and hisses from his nostrils when he breathes. MINIONS Haze-of-Death prefers solitude, and he lacks the sanity to command minions with any coherence. However, several months ago, the dragon stumbled on a band of 620_95729_Ch2.indd 95 7/20/07 10:27:29 AM

DRAGONS OF KHORVAIRE 96 salvagers led by Ikar the Black. Haze-of-Death pounced on the closest target, a human named Drugor, who bore a passing resemblance to Haze-of-Death’s Cyran friend. To Drugor’s cautious relief, the monstrous dragon didn’t eat him outright but instead carried Drugor back to his lair. Over the ensuing months, Drugor fi gured out that Haze-of-Death had mistaken him for someone else. The crafty rogue used his gift of guile to keep the dragon believing they were old friends until he could find a chance to escape. In the meantime, his proximity to the Glowing Chasm began to warp Drugor: After a few weeks, his mind began to fragment, and his body mutated not much later. Haze-of-Death uses Drugor to investigate areas too small for the mighty dragon to enter, and to “spy” on the enemies that he imagines surround him. Drugor usually obeys the dragon out of fear, addled thoughts of escape and his old life drifting through his mind. Sometimes, though, he is convinced that he actually is a Cyran noble who somehow escaped death and has since partnered up with his old dragon friend. ALLIES AND ENEMIES In Haze-of-Death’s mind, enemies abound. He sees ghosts everywhere, and sometimes hears the voices of his Chamber associates who tried to convince him not to leave them. When the hallucinations grow too strong to bear, Haze-of-Death takes wing and fl ies as far and fast as he can, destroying any living thing he encounters. Organizations that frequently enter the Mournland, such as Ikar’s Salvage and the Khraal Lords (ECS 189), don’t always come into confl ict with Haze-of-Death. The dragon sometimes sleeps for weeks, but even when he is active, the sheer size of the Mournland makes encountering him unlikely. The more often such salvagers and pirates cross the dead-gray mist, though, the greater their chance of running into Haze-of-Death. If the dragon causes enough destruction, the survivors might hire brave adventurers to hunt down and slay the ravager. Haze-of-Death has no true allies, but he is aware of the Lord of Blades and his minions. The warforged don’t smell like prey to Haze-of-Death, and the Lord of Blades sees no reason to venture into the dragon’s territory yet. For now, the two maintain an unoffi cial truce. HOOKS Simply entering the Mournland could result in direct conflict with Haze-of-Death. Other possible hooks include the following. Drugor’s Rescue: One of Ikar the Black’s band spots the lost Drugor, alive, but the man disappears before the team can approach him. Ikar hires the PCs to track down and return his lost salvager. Research Material: A wizard in Sharn thinks he can unravel the mystery of the Glowing Chasm and possibly reverse its effect. To complete his research he needs three discarded scales from Haze-of-Death; only they contain the right properties to manufacture the cure. HAZE-OF-DEATH CR 26 Male old white dragon aristocrat 4/fi ghter 8 CE Huge dragon Init +0; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +33, Spot +33 Aura frightful presence (240 ft., DC 31) Languages Common, Draconic, Risian AC 34, touch 8, fl at-footed 34 (–2 size, +26 natural) hp 398 (36 HD); DR 10/magic Immune cold, paralysis, sleep SR 21 Fort +25, Ref +20, Will +18 Weakness vulnerability to fi re Speed 60 ft. (12 squares), burrow 30 ft., fl y 200 ft. (poor), swim 60 ft.; Flyby Attack Melee bite +39 (3d8+12/19–20) and 2 claws +39 each (2d6+5) and claw +35 (2d6+5) and 2 wings +38 each (1d8+5) and wing +35 (1d8+5) and tail slap +38 (2d6+15) Space 15 ft.; Reach 10 ft. (15 ft. with bite) Base Atk +30; Grp +48 Atk Options Cleave, Great Cleave, Living Breath, Power Attack, Snatch, magic strike Special Actions breath weapon, crush 2d8+15 (DC 33) Sorcerer Spells Known (CL 5th): 2nd (4/day)—false life, whispering wind 1st (7/day)—alarm, chill touch (DC 12), mage armor, ray of enfeeblement (+33 ranged touch) 0 (6/day)—detect magic, disrupt undead, fl are (DC 11), ghost sound, ray of frost (+33 ranged touch), touch of fatigue (+43 ranged touch, DC 11) Spell-Like Abilities (CL 8th): 3/day—freezing fog (DC 16), fog cloud, gust of wind (DC 13) 1/day—living breath Abilities Str 31, Dex 10, Con 21, Int 12, Wis 7, Cha 12 SQ cloud of mist, icewalking, water breathing Haze-of-Death roams the Mournland DR 620_95729_Ch2.indd 96 7/20/07 10:27:30 AM

97 Feats Ability Focus (frightful presence), CleaveB, Flyby Attack, Great Cleave, Improved Critical (bite), Improved Multiattack, Improved Natural Armor (3), Improved Natural Attack (bite), Multiattack, Power AttackB, Rapidstrike (claws)Dr, Rapidstrike (wings)Dr, Snatch, Weapon Focus (bite)B, Weapon Focus (claw)B, Weapon Specialization (bite)B Skills Concentration +36, Diplomacy +5, Gather Information +5, Hide –8, Intimidate +40, Jump +30, Knowledge (local) +32, Listen +29, Search +28, Spot +29 , Sense Motive +29, Swim +18 Magic Strike (Ex) Haze-of-Death’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su) 50-ft. cone, once every 1d4 rounds, damage 8d6 cold, Refl ex DC 33 half. Cloud of Mist (Su) The same dead-gray mists that surround the Mournland also seep from Haze-of-Death’s body. He always has concealment. Also, any living creature within 5 feet of Haze-of-Death must make a DC 33 Will save or become fatigued. The fatigued condition ends once the creature moves out of the area, but if the creature reenters the mist he must make another saving throw. The save DC is Constitution-based. Improved Multiattack Haze-of-Death’s secondary attacks with natural weapons have no penalty on the attack roll. Living Breath (Su) Haze-of-Death gained this mutation on the Day of Mourning. Once per day he can use his breath weapon to conjure a living cloud of life-draining cold. This functions as a living cone of cold (ECS 293). The living breath weapon persists for an hour, during which time it is under Haze-of-Death’s control. Rapidstrike (Feat) Haze-of-Death can make an extra claw and an extra wing attack each round at a –5 penalty. CAVERN OF FLESH On an ordinary battlefield, Haze-of-Death would undoubtedly make his lair in a cavern of bones. The weird properties of the Mournland, though, have instead created a horrific den of dead flesh. Out of the slick earth of the dragon’s cavern jut the corpses of soldiers, most clad in armor and some still clutching weapons. Torsos hang from the ceiling or protrude from walls, their limbs dangling to brush against creatures that move past. Keyed Locations The following features correspond to numbered areas on the map. 1. Mouth of Banners: The cavern itself is natural, a series of hollow hills possibly inhabited by another rogue dragon before the Day of Mourning. Haze-of-Death decided to decorate the entrance to his lair in a manner befi tting his imagined stature. He collected hundreds of tattered standards from the battlefi eld and hung them like banners around the cave entrance and from the ceiling within. Most have faded to gray and all are mudstained and tattered, but in the dragon’s eyes, they fl ap brightly in a nonexistent breeze. The cavern entrance measures 25 feet in height, and extends 30 feet into the hillside. From time to time, mud-slicked banners come loose and fl utter down like giant bats, possibly startling trespassers. 620_95729_Ch2.indd 97 7/20/07 10:27:33 AM

DRAGONS OF KHORVAIRE 98 Stones, refuse, and old bones have frozen into the chamber’s floor. Haze-of-Death drags in mud every time he returns, forming a slick coating over the frozen, bumpy fl oor that makes for treacherous footing. This area counts as diffi cult terrain. Characters can identify any still-visible symbols on the banners as crests of Cyran and other Five Nations’ noble houses with a successful DC 20 Knowledge (nobility and royalty) check. 2. Central Chamber: Haze-of-Death sleeps in this enormous chamber, which extends 40 feet upward, almost to the top of the hill, and 60 feet across. He has built up a giant “nest” of ice along one side of the chamber with repeated applications of his breath weapon. When Haze-of-Death goes hunting, he sometimes leaves a living breath weapon behind to guard his lair, especially if Drugor stays as well. As a result, a thin fi lm of ice covers the fl oor. A few masticated bones and other rubble lie frozen in the ground. LIVING BREATH WEAPON CR 24 N Huge ooze (cold) Init +1; Senses blind, blindsight 60 ft.; Listen +0, Spot +0 AC 15, touch 15, fl at-footed 15 (–2 size, +1 Dex, +6 defl ection) hp 204 (24 HD); DR 10/magic Immune ooze immunities (MM 313) SR 34 Fort +17, Ref +15, Will +15 Speed 40 ft. (8 squares) Melee slam +19 (1d8+4 plus spell effect) Space 15 ft.; Reach 10 ft. Base Atk +18; Grp +29 Atk Options magic strike Special Actions engulf (DC 19) Abilities Str 16, Dex 13, Con 16, Int —, Wis 13, Cha 16 SQ ooze traits (MM 313) Magic Strike (Ex) A living breath weapon’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. Engulf (Ex) A living breath weapon can fl ow around creatures that fi t within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living breath weapon merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living breath weapon, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 19 Refl ex save or be engulfed; on a success they are pushed back or aside (opponent’s choice) as the living breath weapon moves forward. Engulfed creatures are subject to the full normal effect of the breath weapon each round on the living breath weapon’s turn, and are considered to be grappled and trapped within its body. Spell Effect (Su) A creature hit by a living breath weapon’s slam attack takes 8d6 points of cold damage. A DC 27 Refl ex save halves this damage. 3. Hoard of Mourning: Haze-of-Death keeps his pitiful hoard in this side chamber. In his madness, the dragon believes priceless riches abound within; in truth, the “hoard” is little more than a junkheap. Dented helmets, rusted shields, broken weapons, smashed warforged components, and other trash lie in a massive pile—tribute to Haze-of-Death’s obsession and broken mind. A few items of value might be hidden in the trash, but if so, they reside there by chance. Haze-of-Death values his hoard of junk as much as any other dragon’s heaps of gold and silver. Were a creature to remove even the smallest tarnished buckle from the pile, Haze-of-Death would fl y into a rage and neither eat nor sleep until he had tracked down the thief and reclaimed his property. 4. Sleeping Chamber: This tiny chamber, little more than a niche in the wall, serves as Drugor’s sleeping area. Drugor suffers from horrible nightmares, though, and prefers to sleep as little as possible. He spends his waking hours serving Haze-of-Death or wandering aimlessly through the lair. Drugor poses no real threat to any heroes strong enough to challenge Haze-of-Death, but he could serve as a source of information about the dragon. Talking with the man is diffi cult, especially while he is under the impression that he is a surviving Cyran noble. A con artist and petty thief in his old life, Drugor possesses just enough talent and force of personality to make his delusions believable. DRUGOR CR 4 Male human rogue 4 NE Medium humanoid Init +7; Senses Listen +6, Spot +6 Languages Common, Orc AC 17, touch 13, fl at-footed 17; uncanny dodge (+3 Dex, +3 armor, +1 natural) hp 20 (4 HD) Resist cold 10, evasion Fort +2, Ref +7, Will +0 Speed 30 ft. (6 squares) Melee mwk short sword +7 (1d6+2/18–20) Atk Options Combat Refl exes, sneak attack +2d6 Base Atk +3; Grp +5 Abilities Str 14, Dex 17, Con 13, Int 12, Wis 8, Cha 15 SQ mutations, trapfi nding, trap sense +1 Feats Combat Reflexes, Improved Initiative, Weapon Finesse Skills Balance +5, Bluff +9, Diplomacy +11, Disguise +2 (+4 acting), Gather Information +4, Hide +10, Intimidate +4, Knowledge (local) +8, Jump +4, Listen +6, Move Silently +10, Open Lock +12, Sense Motive +6, Spot +6, Tumble +10 Possessions masterwork studded leather armor, masterwork short sword, masterwork thieves’ tools Mutations (Su) His proximity to the Glowing Chasm slowly mutated Drugor. In addition to a subtly misshapen appearance, Drugor gained resistance to cold 10 and a +1 natural armor bonus from his newly thickened skin. 5. Back Door: This winding tunnel leads out of the lair by a hidden opening. Haze-of-Death has ordered Drugor to always use the rear entrance, but the poor man hates the sight of the dangling corpses. He requires great convincing (or a direct order from Haze-of-Death) to use this passage, but also refuses to disobey his master by using the main entrance. 620_95729_Ch2.indd 98 7/20/07 10:27:36 AM

DRAGONS OF KHORVAIRE 99 Vyssilthar the SHADOW-SEER “Certainly, at fi rst examination, your interpretation appears correct. When you take into account the assassination attempt on the king eighteen years ago and the fact that the innkeeper’s daughter spilled a pail of milk this morning, though . . . surely you see the implications?” —Vyssilthar the Shadow-Seer Dragons note the passage of decades as the lesser races do days, but the last few thousand years have passed even more swiftly for the black dragon Vyssilthar the Shadow-Seer. Three thousand years ago, she looked over her shoulder for a last glimpse of her mate, Qataakhast. Then Sarlona passed from sight, and Vyssilthar turned her attention to the new continent across the Sea of Rage. Vyssilthar had known for some time that her destiny waited in Khorvaire. Interpreting the Prophecy is an art, and Vyssilthar is an artist. She gained the title “Shadow-Seer” from her uncanny ability to reveal the hidden nuances of the Prophecy and see accurately into the shadows of the future. When it came time for the expedition to leave, Vyssilthar asked Qataakhast to accompany her across the sea. Qataakhast had to refuse, for he was serving a penance that required him to remain in exile on Sarlona (see page 120). Although she knew what Qataakhast’s answer would be, Vyssilthar felt compelled to ask—possibly the only time she tried to deny the power of the Prophecy. Over the weeks of sea travel in half-elf guise, Vyssilthar forged an unexpected friendship with Lhazaar, the captain of the expedition. She found the human to be both intelligent and clever, as brave as practical. Vyssilthar read the Prophecy in the stars and the movement of the waves and decided to stay with Lhazaar—the future showed much chaos and pain if the pirate queen followed one path over another. After Lhazaar’s death, Vyssilthar discerned from her studies that she was required to be active and relatively young at a period roughly three thousand years in the future. She cultivated an isolated clan of Lhazaar’s descendants and granted them a birthright. The oldest member of this clan cast fl esh to stone on the dragon and secured the “half-elf” statue in a specially prepared chamber along with a carefully wrapped stone to fl esh scroll. According to tradition, passed down from clan elder to clan elder, the scroll was to be read only when the stars were right, “during an age when Khorvaire is bathed in blood.” Crafting such a plan required a monumental leap of faith on Vyssilthar’s part, but she was certain that Prophecy would provide. And so it did. Awakened roughly 50 years ago, Vyssilthar has remained in the area now called the Lhazaar Principalities. She soon discovered and informed a local Chamber agent of her existence and talents. Now the black dragon acts as a consultant for Chamber agents from time to time, but she is a solitary creature and is more concerned with her own destiny than the future of all reality. Vyssilthar’s main interest is interpreting the fragments of Prophecy with which she comes into direct contact. She is convinced the Prophecy guides her actions and puts her where she needs to be. She still mourns Lhazaar’s death and misses Qataakhast—their loss is still recent for her. Sometimes Vyssilthar thinks of returning to her mate, until she remembers that he might no longer be alive; even if he is, he is now far older than she and likely has no use for her. Vyssilthar has accepted that, for now, her place is in Khorvaire, but she holds out hope that she might yet speak with Qataakhast one day. DESCRIPTION In dragon form, Vyssilthar is a magnifi cent sable in color. Qataakhast often likened Vyssilthar’s hide to a sunset; violet crest, indigo body, and pitch-black claws, tail, and wings. Silver horns curve down over Vyssilthar’s face. Milky white eyes make the dragon appear blind, but she sees as well as any dragon. When in disguise, Vyssilthar favors the form of a female half-elf with black, gray, or silver hair. In either form, she always wears a bronze ring that Qataakhast gave her the ring shortly after they fi rst met. Vyssilthar had the trinket ensorcelled, and now it automatically resizes with her as she changes shape. MINIONS Except for her personal servants, who might be the last remaining descendants of Lhazaar, Vyssilthar’s minions don’t realize they work for a dragon. She maintains various guises and uses them to recruit aid when necessary. The fi rst mate of a ship in Prince Ryger’s Seadragons sells naval charts and reports of sea activity to a cartographer in Regalport. A House Thuranni spy sometimes trades information with a scribe who works for noble houses, a mutually satisfactory transaction. A House Lyrandar shipwright discusses the affairs of the day and the fi ner points of airship design with an amateur carpenter over a mug of ale in Port Verge once a week. The cartographer, scribe, and carpenter are all Vyssilthar in disguise. ALLIES AND ENEMIES Vyssilthar has centuries of experience and a great natural talent, but she is not perfect. Her House Thuranni contact grows more suspicious at every meeting with his scribe contact: The information always sounds valuable but turns out to be less important than it first appeared, while that the scribe asks for in return always seems innocuous but later turns out to be of great import. Vyssilthar doesn’t know yet, but she is the subject of a House Thuranni investigation to uncover her secrets. Of all those secrets, the greatest is the youngest of Vyssilthar’s Lhazaarite clan. Roe Farwynd bears a physical resemblance to Lhazaar, and her mannerisms evoke strong memories of Vyssilthar’s old companion. The dragon treats Roe as an ally, rather than a minion, and supports Roe’s goals as her own. Roe wants nothing more than to return the Lhazaar Principalities to a position of greatness and infl uence in the world. Like Prince Ryger, she hopes to unite the kingdom, but she doesn’t believe Ryger is the best person to do so. She wants to forge a kingdom that will stand the test of time and contribute to the greater good. 620_95729_Ch2.indd 99 7/20/07 10:27:38 AM


Eberron - Dragons of Eberron - Flip eBook Pages 51-100 (2025)

References

Top Articles
Latest Posts
Recommended Articles
Article information

Author: Dean Jakubowski Ret

Last Updated:

Views: 5539

Rating: 5 / 5 (70 voted)

Reviews: 93% of readers found this page helpful

Author information

Name: Dean Jakubowski Ret

Birthday: 1996-05-10

Address: Apt. 425 4346 Santiago Islands, Shariside, AK 38830-1874

Phone: +96313309894162

Job: Legacy Sales Designer

Hobby: Baseball, Wood carving, Candle making, Jigsaw puzzles, Lacemaking, Parkour, Drawing

Introduction: My name is Dean Jakubowski Ret, I am a enthusiastic, friendly, homely, handsome, zealous, brainy, elegant person who loves writing and wants to share my knowledge and understanding with you.