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GM Section -Unless you are the Game Master running this Adventure, do not read any further! The following adventure is a part of several adventures set in the vale for a Game Master to run for his/her gaming party and to read further if not a Game Master will ruin the fun for you and your fellow players as well as your Game Master!

Vail Adventure: The Dragon's Lair

A young red dragon lives in the mountains of the Vale, north of Newhaven. It sometimes snags cattle from the neighboring farms, and on extremely rare occasions it has been known to attack human settlements in the area. Until now, it has never made a foray into Newhaven itself.

This adventure begins as the heroes head out in search of the dragon's lair. Make sure that all of the characters have had a chance to heal since confronting Restad, to train, to purchase supplies and equipment, and to prepare to set out. Once all of that occurs, the heroes discover that something terrible happened while Newhaven slept. The read-aloud section below to start the adventure.

    The town has a somber feel today. It, seems that sometime during the night, the young red dragon that is sometimes seen flying out of the mountains to the north took the great holy symbol from the top of the temple. The symbol, emblazoned on a massive gold shield that once adorned the arch above the front door, is sacred to the entire community. "You must recover the holy symbol, my children," the High Priest beseeches you, "or a terrible curse will blacken the whole Vale".

With horses and a massive wagon in which to cart back the great shield, the heroes have departed Newhaven in search of the dragon's lair. Two members of the town watch will accompany them. They won't go into the lair, but they will guard the horses and the wagon while the heroes ascend into the mountains.

Into the Vale

Encounters that take place en route to the dragon's lair

A

The Ruined Tower:
The first site of interest the adventurers reach is a ruined tower.
    Read: The trail passes through the rolling farmland and into the forest. After a time, you come upon a small glade. Here, a squat stone tower rises from the side of a hill. Most of the tower lies in ruins, its upper levels shattered long ago. Just beyond the tower, you see a beautiful pure white Stag in the middle of the path. Four Wargs crouch to each side of the animal. It looks like they are about to pounce upon their prey.

If the Heroes Ignore the Stag they can leave the path and stay clear of the bloody carnage to come. The sounds of the kill follow them for many minutes as they leave the area. Go on to encounter "B."

If however, the Heroes Assist the Stag roll for initiative. If the wargs go first, they attack the Stag and inflict massive damage. If the heroes go first and attack the wargs, the wargs turn on them instead. If the adventurers defeat the worgs, the Stag demonstrates some amazing behavior.

    Read: The Stag turns to look at you, a somber intelligence filling its eyes. You notice that the symbol of the Seldarine glows on the animal's rear flank. It runs a few yards to the north, stops, looks back at you, then dashes along the path that follows alongside the river.
The characters can follow the Stag. It travels north along the path, leading them toward the dragon's lair. It never allows them to catch it, but it maintains a modest distance.

Wargs

  1. Warg
    • A.R.: 6
    • H.P.: 66
    • S.D.C.: 40
    • Attacks: 3
    • Damage Per Attack: Bite: 3D6 , Claw: 5D6
    • Horror Factor: 14
    • Bonuses: +2 to strike, +6 to damage, +2 to dodge
  2. Warg
    • A.R.: 6
    • H.P.: 68
    • S.D.C.: 36
    • Attacks: 3
    • Damage Per Attack: Bite: 3D6 , Claw: 5D6
    • Horror Factor: 14
    • Bonuses: +2 to strike, +6 to damage, +2 to dodge
  3. Warg
    • A.R.: 6
    • H.P.: 65
    • S.D.C.: 38
    • Attacks: 3
    • Damage Per Attack: Bite: 3D6, Claw: 5D6
    • Horror Factor: 14
    • Bonuses: +2 to strike, +6 to damage, +2 to dodge
  4. Warg
    • A.R.: 6
    • H.P.: 70
    • S.D.C.: 38
    • Attacks: 3
    • Damage Per Attack: Bite: 3D6, Claw: 5D6
    • Horror Factor: 14
    • Bonuses: +2 to strike, +6 to damage, +2 to dodge

B

Ambush:
As the adventurers travel on, they eventually lose sight of the amazing Stag. That's when the ambush occurs. The sun grows warmer as the day progresses. You travel on, the river to your right, the forest on your left. Suddenly, large shapes emerge from a thick cluster of trees.
    "Take their heads, boys, but leave their eyes for me!"
growls the largest of the monsters a huge bugbear armed with a double bladed axe! There are eight bugbear raiders. Like all bugbears, they attack first in the first round of combat. If the heroes defeat the bugbears and then search the area, they find a small wagon hidden among the trees. The wagon contains dead animals (squirrels, rabbits, geese, etc.), 674 sp, a scroll case, and a large sack. The scroll case contains a rolled-up piece of parchment. The crude writing says,
    "Brother, send as many warriors as possible and we'll take over Haven without a problem. If I don't hear from you by the full moon, the war is off." It's signed "Trush, the Bugbear King."
Fulgur Stormwind's dog, Sparky, is sealed in the sack. The mutt gratefully licks the face of the hero who opens the sack and obediently follows that hero around until it is returned to town.

  • Name: Sparky the dog (Sheperd/Wolf Mix)
    • A.R.: 6
    • H.P.: 30
    • S.D.C.: 20
    • Attacks: 3
    • Damage Per Attack:
      • Bite: 3D6
      • Claw: 5D6
    • Horror Factor: 10
    • Bonuses:
      • +2 to strike
      • +6 to damage
      • +2 to dodge
  • Bugbears

    1. Bugbear Leader - Throg
      • A.R.: 15
      • H.P.: 64
      • S.D.C.: 50
      • Attacks: 4
      • Damage Per Attack: By Weapon (Axe)1D10+3
      • Horror Factor: 10
      • Bonuses: +1 damage
      • Stats:
        • I.Q.: 13
        • M.E.: 10
        • M.A.: 10
        • P.S.: 23
        • P.P.: 14
        • P.E.: 14
        • P.B.: 9
        • SPD: 15
        • PER: 12
        • LUCK: 11
      • Treasure: Silver: 20, +3 Battle Axe
    2. Bugbear Sergent - Maul
      • A.R.: 12
      • H.P.: 52
      • S.D.C.: 30
      • Attacks: 3
      • Damage Per Attack: By Weapon (sword) 1D6
      • Horror Factor: 8
      • Bonuses: +1 damage
      • Stats:
        • I.Q.: 10
        • M.E.: 8
        • M.A.: 7
        • P.S.: 18
        • P.P.: 11
        • P.E.: 16
        • P.B.: 8
        • SPD: 14
        • PER: 11
        • LUCK: 9
      • Treasure: Copper: 300
    3. Bugbear - Klag
      • A.R.: 8
      • H.P.: 49
      • S.D.C.: 20
      • Attacks: 2
      • Damage Per Attack: By Weapon (blunt)1D6
      • Horror Factor: 8
      • Bonuses: +1 damage
      • Stats:
        • I.Q.: 11
        • M.E.: 9
        • M.A.: 6
        • P.S.: 21
        • P.P.: 15
        • P.E.: 17
        • P.B.: 8
        • SPD: 16
        • PER: 13
        • LUCK: 7
      • Treasure: Copper: 30
    4. Bugbear- Grolf
      • A.R.: 8
      • H.P.: 38
      • S.D.C.: 20
      • Attacks: 2
      • Damage Per Attack: By Weapon (mace)1D8
      • Horror Factor: 8
      • Bonuses: +1 damage
      • Stats:
        • I.Q.: 8
        • M.E.: 12
        • M.A.: 9
        • P.S.: 20
        • P.P.: 12
        • P.E.: 15
        • P.B.: 7
        • SPD: 10
        • PER: 14
        • LUCK: 10
      • Treasure: Copper: 30
    5. Bugbear- Krudts
      • A.R.: 8
      • H.P.: 56
      • S.D.C.: 20
      • Attacks:2
      • Damage Per Attack: By Weapon (hammer)1D10
      • Horror Factor: 8
      • Bonuses: +1 damage
      • Stats:
        • I.Q.: 9
        • M.E.: 7
        • M.A.: 8
        • P.S.: 25
        • P.P.: 13
        • P.E.: 19
        • P.B.: 9
        • SPD: 12
        • PER: 10
        • LUCK: 6
      • Treasure: Copper: 30
    6. Bugbear Kluld
      • A.R.: 8
      • H.P.: 47
      • S.D.C.: 20
      • Attacks: 2
      • Damage Per Attack: By Weapon (sword)1D6
      • Horror Factor: 8
      • Bonuses: +1 damage
      • Stats:
        • I.Q.: 14
        • M.E.: 8
        • M.A.: 7
        • P.S.: 22
        • P.P.: 12
        • P.E.: 17
        • P.B.: 6
        • SPD: 11
        • PER: 12
        • LUCK: 9
      • Treasure: Copper: 30
    7. Bugbear - Drox
      • A.R.: 8
      • H.P.: 44
      • S.D.C.: 20
      • Attacks: 2
      • Damage Per Attack: By Weapon (sword)1D6
      • Horror Factor: 8
      • Bonuses: +1 damage
      • Stats:
        • I.Q.: 13
        • M.E.: 10
        • M.A.: 10
        • P.S.: 23
        • P.P.: 13
        • P.E.: 14
        • P.B.: 9
        • SPD: 15
        • PER: 12
        • LUCK: 11
      • Treasure: Copper: 40, +1 sword
    8. Bugbear - Timith
      • A.R.: 8
      • H.P.: 50
      • S.D.C.: 20
      • Attacks: 2
      • Damage Per Attack: By Weapon (Axe)1D8
      • Horror Factor: 8
      • Bonuses: +1 damage
      • Stats:
        • I.Q.: 10
        • M.E.: 9
        • M.A.: 6
        • P.S.: 23
        • P.P.: 12
        • P.E.: 15
        • P.B.: 8
        • SPD: 13
        • PER: 10
        • LUCK: 11
      • Treasure: Copper: 30

      C

      Fire Ahead:
      You see smoke rising from the vicinity of the bridge that spans the river to the north. As you draw closer, you see that a merchant's wagon is burning. Three people watch the fire, ignoring you as you approach. The burning wagon belongs to merchants from Wyvern Falls. They were on their way to Haven with goods to trade when disaster befell them. The lead merchant, a striking matron named Seraphina, explains:
        "It swooped out of the sky, a red monster that was all wings and fire. It belched a great stream of fire and smoke, igniting the wagon. Then it snatched our oxen in its claws and flew into the mountains'
      She points toward the mountains to the north, across the river. If the heroes look in that direction, they see the Stag they helped earlier. It seems to confirm the path they must take, then runs ahead so they can follow.

      1. Human Merchant: Seraphina Truemark
        • A.R.: 10
        • H.P.: 17
        • S.D.C.: 49
        • Attacks: 2
        • Weapon: Short Sword (1D6 damage)
        • Bonuses: +1 to strike, +2 to dodge
        • Treasure: 100 sp worth Assorted gemstones, a finely crafted compass, and a map of trade routes
        • Stats:
          • I.Q.: 14
          • M.E.: 13
          • M.A.: 16
          • P.S.: 12
          • P.P.: 12
          • P.E.: 14
          • P.B.: 13
          • SPD: 11
          • PER: 13
          • LUCK: 12

      2. Human Merchant: Edwin Blackwood
        • A.R.: 10
        • H.P.: 18
        • S.D.C.: 50
        • Attacks: 2
        • Weapon: Dagger (1D6 damage)
        • Horror Factor: 6
        • Bonuses: +1 to parry, +1 to dodge
        • Treasure: Small pouch of 100 sp, a ledger, and a collection of rare spices
        • Stats:
          • I.Q.: 15
          • M.E.: 12
          • M.A.: 14
          • P.S.: 10
          • P.P.: 11
          • P.E.: 13
          • P.B.: 12
          • SPD: 10
          • PER: 14
          • LUCK: 11

      3. Human Merchant: Marcus Dartham
        • A.R.: 10
        • H.P.: 16
        • S.D.C.: 48
        • Attacks: 2
        • Weapon: Short Sword (1D8 damage)
        • Horror Factor: 6
        • Bonuses: +1 to strike, +2 to dodge
        • Treasure: 100 sp worth Assorted gemstones, a finely crafted compass, and a map of trade routes
        • Stats:
          • I.Q.: 14
          • M.E.: 13
          • M.A.: 16
          • P.S.: 12
          • P.P.: 12
          • P.E.: 14
          • P.B.: 13
          • SPD: 11
          • PER: 13
          • LUCK: 12

      D

      Fire in the Night
      The Stag leads them to the foot of the mountain where a traveler's Safe House has been constructed. There is a path to the summit visible, before it disappears into the brush. This is a good place for the heroes to make camp, resting and recovering spells before trekking to the dragon's lair in the morning. During the night, roll twice for wandering monsters.

      Wandering Monsters

      Roll ld8 + ld12 to determine the type of Wandering monster encountered
      2-31d6+1 Bats
      41d6+ 1 Bugbears
      5ld4 Gnolls
      6-72d4 Giant Rats
      8-91d4+ 1 Goblins
      10-111d4+ 1 Kobolds
      121d4 Brigands
      131d6 Undead
      14-151d6 Fae
      16-171 Gelatinous Cube
      18-191d4-1 Giant Spiders
      201d4 Wargs

      Before morning, read:

        A great roar from the sky above wakes you, and you can barely discern a large, dark shape gliding through the night sky. Another roar shatters the stillness of the night, and a fountain of fire erupts in the darkness overhead. In the glow of the firelight, you see a red dragon. It flaps its powerful wings and diappears into the side of the mountaintop just as the last of the flames die away.

      There are no other events this evening. In the morning, the rested heroes are breaking camp, the Stag with the symbol of the Seldarine on its side appears at the head of the path into the mountains. It waits for the adventurers to follow, then disappears around a bend. The path appears to blasted through the rocks by Dragon's Fire and leads up to a Massive Cavern some 400 ft above leading into the Mountain. The town watchmen wait with the horses and wagon, and the heroes begin to climb. A few hours later, they reach the ledge that opens into locations enter the dragon's lair. Use the map with the encounters that follow.

      E

      Red Dragon's Lair

      1. Stirges' Cave


        A nest of stirges inhabits this cave. When the heroes enter, read:
          The opening in the side of the mountain leads into a chamber about20. f eet long and 30 feet wide, with a rocky floor and a smooth stone ceiling about 15 feet overhead. A passage near the rear of the cave leads deeper into the mountaip. Before you take more than a few steps, some kind of birds or bats swoop from high ledges right toward you!

        The batlike, birdlike, buglike stirges swarm the character wearing the least amount of armor. There are eight of the blood-drinking creatures. What's in this Chamber? Just the eight stirges and their nests. If someone climbs up to check, one nest contains three eggs.Aljerirk pays 50 gp for each egg brought back to Newhaven.

        Stirges

        1. Stirge
          • A.R.: 5
          • H.P.: 15
          • S.D.C.: 5
          • Attacks: 2
          • Damage Per Attack: 1D4+1 blood drain
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
        2. Stirge
          • A.R.: 5
          • H.P.: 13
          • S.D.C.: 5
          • Attacks: 2
          • Damage Per Attack: 1D4+1 blood drain
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
        3. Stirge
          • A.R.: 5
          • H.P.: 11
          • S.D.C.: 5
          • Attacks: 2
          • Damage Per Attack: 1D4+1 blood drain
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
        4. Stirge
          • A.R.: 5
          • H.P.: 12
          • S.D.C.: 5
          • Attacks: 2
          • Damage Per Attack: 1D4+1 blood drain
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
        5. Stirge
          • A.R.: 5
          • H.P.: 12
          • S.D.C.: 5
          • Attacks: 2
          • Damage Per Attack: 1D4+1 blood drain
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
        6. Stirge
          • A.R.: 5
          • H.P.: 14
          • S.D.C.: 5
          • Attacks: 2
          • Damage Per Attack: 1D4+1 blood drain
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
        7. Stirge
          • A.R.: 5
          • H.P.: 16
          • S.D.C.: 5
          • Attacks: 2
          • Damage Per Attack: 1D4+1 blood drain
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
        8. Stirge
          • A.R.: 5
          • H.P.: 17
          • S.D.C.: 5
          • Attacks: 2
          • Damage Per Attack: 1D4+1 blood drain
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge

        Should You Roll for Wandering Monsters?
        Yes. Check every round during the battle. If the check indicates a monster wanders by (to investigate the noise), use one of these creatures:

        • (roll ld8):
          • 1-4 Ogres (1D4)
          • 4-7 More Stirges (2d4)
          • 8 Hobgoblin (1)

      2. Trapped Cave


        This square chamber seems empty on first inspection, but then you notice a large green gem hovering about 5 feet above the ground at the very center of the cave. The green gem is suspended between crossed wires. If the heroes disturb the gem in any way, the cave floor right beneath it (center 10 feet of the cave) swings open and drops anyone standing there into a 20-foot-deep pit (2d6 damage). The gem is worth 75 gp. If the heroes walk through the chamber, they disturb the crossed wires. When this happens, darts explode from all the walls, filling the cave with flying death. Everyone in the cave suffers 4d4 points of damage; a successful saving throw reduces this to half damage (2d4). If Niles successfully checks, he can spot the traps and attempt to disarm them before anyone crosses the chamber. Also, the wires can be crawled under or jumped over instead (Wisdom check +6 to spot). The ogres that serve Moltenclaw the Dragon live in these connected chambers.

      3. Ogre Male's Caves


        28 males ores may be encountered as wandering monsters (see encounter 1), or the heroes might simply walk into their den. Some ores attack; others run to warn the hobgoblin boss or the dragon. If the heroes want, they can try to sneak past the ore den and into the chambers beyond. This requires successful PP check (orProwl). If anyone fails, the ores get a chance to hear them (1-2 on 1D10). If the heroes are spotted, the ogres attack.

        Male Ogres 28


        1. Ogre Male:
          • A.R.: 5
          • H.P.: 28
          • S.D.C.: 58
          • Attacks: 2
          • Weapon: Large Sword (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 90 Copper pieces, rough gemstones
        2. Ogre Male:
          • A.R.: 5
          • H.P.: 32
          • S.D.C.: 62
          • Attacks: 2
          • Weapon: Battle Axe (3D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 10 Silver pieces, jewelry
        3. Ogre Male:
          • A.R.: 5
          • H.P.: 29
          • S.D.C.: 59
          • Attacks: 2
          • Weapon: Morning Star (2D6+4 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 2 Gold pieces, ornate weapon
        4. Ogre Male:
          • A.R.: 5
          • H.P.: 31
          • S.D.C.: 61
          • Attacks: 2
          • Weapon: Great Club (2D8+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Bronze pieces, rare potion
        5. Ogre Male:
          • A.R.: 5
          • H.P.: 30
          • S.D.C.: 60
          • Attacks: 2
          • Weapon: Large Spear (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 30 Electrum pieces, magical scroll
        6. Ogre Male:
          • A.R.: 5
          • H.P.: 30
          • S.D.C.: 60
          • Attacks: 2
          • Weapon: Large Hammer (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 96 Copper pieces, rough gemstones
        7. Ogre Male:
          • A.R.: 5
          • H.P.: 29
          • S.D.C.: 59
          • Attacks: 2
          • Weapon: Spiked Club (2D6+4 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 12 Silver pieces, jewelry
        8. Ogre Male:
          • A.R.: 5
          • H.P.: 32
          • S.D.C.: 62
          • Attacks: 2
          • Weapon: Great Axe (3D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 12 Gold pieces, ornate weapon
        9. Ogre Male:
          • A.R.:
          • 5
          • H.P.: 31
          • S.D.C.: 61
          • Attacks: 2
          • Weapon: Giant Club (2D8+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 45 Bronze pieces, rare potion
        10. Ogre Male:
          • A.R.: 15 ChainMail
          • H.P.: 28
          • S.D.C.: 58
          • Attacks: 2
          • Weapon: Two-handed Sword (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 78 Electrum pieces, magical scroll
        11. Ogre Male:
          • A.R.: 5
          • H.P.: 30
          • S.D.C.: 60
          • Attacks: 2
          • Weapon: Iron Mace (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 58 Silver pieces, small vial of oil
        12. Ogre Male:
          • A.R.: 5
          • H.P.: 28
          • S.D.C.: 58
          • Attacks: 2
          • Weapon: Battle Axe (3D6 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 97 Copper pieces, pouch of dried herbs
        13. Ogre Male:
          • A.R.: 5
          • H.P.: 31
          • S.D.C.: 61
          • Attacks: 2
          • Weapon: Spiked Flail (2D6+4 damage)
          • Horror Factor: 9
          • Bonus
          • es: +1 to attack, +2 to dodge
          • Treasure: 65 Gold pieces, small statue
        14. Ogre Male:
          • A.R.: 5
          • H.P.: 29
          • S.D.C.: 59
          • Attacks: 2
          • Weapon: Large Club (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 23 Electrum pieces, polished bone necklace
        15. Ogre Male:
          • A.R.: 5
          • H.P.: 32
          • S.D.C.: 62
          • Attacks: 2
          • Weapon: Morning Star (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 47 Bronze pieces, small gemstone
        16. Ogre Male:
          • A.R.: 5
          • H.P.: 30
          • S.D.C.: 60
          • Attacks: 2
          • Weapon: Great Club (2D8+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 40 Silver pieces, old map
        17. Ogre Male:
          • A.R.: 5
          • H.P.: 31
          • S.D.C.: 61
          • Attacks: 2
          • Weapon: Battle Hammer (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 61 Gold pieces, mysterious pendant
        18. Ogre Male:
          • A.R.: 5
          • H.P.: 28
          • S.D.C.: 58
          • Attacks: 2
          • Weapon: Greataxe (3D6 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 142 Copper pieces, enchanted ring
        19. Ogre Male:
          • A.R.: 5
          • H.P.: 29
          • S.D.C.: 59
          • Attacks: 2
          • Weapon: Giant Sword (2D8 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 73 Electrum pieces, ancient scroll
        20. Ogre Male:
          • A.R.: 5
          • H.P.: 32
          • S.D.C.: 62
          • Attacks: 2
          • Weapon: Two-handed Club (2D8+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 41 Gold pieces, magical potion
        21. Ogre Male:
          • A.R.: 5
          • H.P.: 34
          • S.D.C.: 64
          • Attacks: 2
          • Weapon: Large Battle Axe (2D6+4 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 66 Silver pieces, small gemstone
        22. Ogre Male:
          • A.R.: 5
          • H.P.: 36
          • S.D.C.: 66
          • Attacks: 2
          • Weapon: Massive Flail (2D8+2 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 200 Copper pieces, vial of mysterious liquid
        23. Ogre Male:
          • A.R.: 5
          • H.P.: 33
          • S.D.C.: 63
          • Attac
          • ks: 1
          • Weapon: Iron Mace (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 51 Gold pieces, old scroll
        24. Ogre Male:
          • A.R.: 5
          • H.P.: 35
          • S.D.C.: 65
          • Attacks: 2
          • Weapon: Rusty Halberd (2D8 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 38 Silver pieces, small jeweled pendant
        25. Ogre Male:
          • A.R.: 5
          • H.P.: 31
          • S.D.C.: 61
          • Attacks: 2
          • Weapon: Stone Warhammer (2D6 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 76 Copper pieces, carved bone figurine
        26. Ogre Male:
          • A.R.: 5
          • H.P.: 32
          • S.D.C.: 62
          • Attacks: 2
          • Weapon: Wooden Spear (1D8+2 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 20 Gold pieces, small pouch of herbs
        27. Ogre Male:
          • A.R.: 5
          • H.P.: 30
          • S.D.C.: 60
          • Attacks: 2
          • Weapon: Crude Bow (1D6+1 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 64 Silver pieces, simple wooden flute
        28. Ogre Male:
          • A.R.: 5
          • H.P.: 34
          • S.D.C.: 64
          • Attacks: 2
          • Weapon: Bone Club (2D6 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: 15 Copper pieces, small pouch of alchemical ingredients

      4. Ogre Female's Cave


        20 female ogres and 12 children that may be encountered as wandering monsters (see encounter 1), or the heroes might simply walk into their den. The children will not fight unless they are cornered, attacked or all the adults are slain. Some some of the female ogres attack; others run to warn the hobgoblin boss or the dragon. If the heroes want, they can try to sneak past the ore den and into the chambers beyond. This requires successful PP check (orProwl). If anyone fails, the ores get a chance to hear them (1-2 on 1D10). If the heroes are spotted, the ogres attack.

        Female Ogres 20


        1. Ogre Female 1:
          • A.R.: 5
          • H.P.: 28
          • S.D.C.: 58
          • Attacks: 2
          • Weapon: Large Sword (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Copper pieces, rough gemstones
        2. Ogre Female:
          • A.R.: 5
          • H.P.: 32
          • S.D.C.: 62
          • Attacks: 2
          • Weapon: Battle Axe (3D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Silver pieces, jewelry
        3. Ogre Female:
          • A.R.: 5
          • H.P.: 29
          • S.D.C.: 59
          • Attacks: 2
          • Weapon: Morning Star (2D6+4 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Gold pieces, ornate weapon
        4. Ogre Female:
          • A.R.: 5
          • H.P.: 31
          • S.D.C.: 61
          • Attacks: 2
          • Weapon: Great Club (2D8+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Bronze pieces, rare potion
        5. Ogre Female:
          • A.R.: 5
          • H.P.: 30
          • S.D.C.: 60
          • Attacks: 2
          • Weapon: Large Spear (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Electrum pieces, magical scroll
        6. Ogre Female:
          • A.R.: 5
          • H.P.: 30
          • S.D.C.: 60
          • Attacks: 2
          • Weapon: Large Hammer (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Copper pieces, rough gemstones
        7. Ogre Female:
          • A.R.: 5
          • H.P.: 29
          • S.D.C.: 59
          • Attacks: 2
          • Weapon: Spiked Club (2D6+4 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Silver pieces, jewelry
        8. Ogre Female:
          • A.R.: 5
          • H.P.: 32
          • S.D.C.: 62
          • Attacks: 2
          • Weapon: Great Axe (3D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Gold pieces, ornate weapon
        9. Ogre Female:
          • A.R.: 5
          • H.P.: 31
          • S.D.C.: 61
          • Attacks: 2
          • Weapon: Giant Club (2D8+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Bronze pieces, rare potion
        10. Ogre Female:
          • A.R.: 5
          • H.P.: 28
          • S.D.C.: 58
          • Attacks: 2
          • Weapon: Two-handed Sword (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Electrum pieces, magical scroll
        11. Ogre Female:
          • A.R.: 5
          • H.P.: 30
          • S.D.C.: 60
          • Attacks: 2
          • Weapon: Iron Mace (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Silver pieces, small vial of oil
        12. Ogre Female:
          • A.R.: 5
          • H.P.: 28
          • S.D.C.: 58
          • Attacks: 2
          • Weapon: Battle Axe (3D6 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Copper pieces, pouch of dried herbs
        13. Ogre Female:
          • A.R.: 5
          • H.P.: 31
          • S.D.C.: 61
          • Attacks: 2
          • Weapon: Spiked Flail (2D6+4 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Gold pieces, small statue
        14. Ogre Female:
          • A.R.: 5
          • H.P.: 29
          • S.D.C.: 59
          • Attacks: 2
          • Weapon: Large Club (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Electrum pieces, polished bone necklace
        15. Ogre Female:
          • A.R.: 5
          • H.P.: 32
          • S.D.C.: 62
          • Attacks: 2
          • Weapon: Morning Star (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Bronze pieces, small gemstone
        16. Ogre Female:
          • A.R.: 5
          • H.P.: 30
          • S.D.C.: 60
          • Attacks: 2
          • Weapon: Great Club (2D8+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Silver pieces, old map
        17. Ogre Female:
          • A.R.: 5
          • H.P.: 31
          • S.D.C.: 61
          • Attacks: 2
          • Weapon: Battle Hammer (2D6+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Gold pieces, mysterious pendant
        18. Ogre Female:
          • A.R.: 5
          • H.P.: 28
          • S.D.C.: 58
          • Attacks: 2
          • Weapon: Greataxe (3D6 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Copper pieces, enchanted ring
        19. Ogre Female:
          • A.R.: 5
          • H.P.: 29
          • S.D.C.: 59
          • Attacks: 2
          • Weapon: Giant Sword (2D8 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Electrum pieces, ancient scroll
        20. Ogre Female:
          • A.R.: 5
          • H.P.: 32
          • S.D.C.: 62
          • Attacks: 2
          • Weapon: Two-handed Club (2D8+3 damage)
          • Horror Factor: 9
          • Bonuses: +1 to attack, +2 to dodge
          • Treasure: Gold pieces, magical potion

        Ogre Children 12


        1. Ogre Child:
        2. A.R.: 5
        3. H.P.: 15
        4. S.D.C.: 25
        5. Attacks: 2
        6. Weapon: Wooden Club (1D6+1 damage)
        7. Horror Factor: 7
        8. Bonuses: None
        9. Treasure: None (carries a small toy)
        10. Ogre Child:
          • A.R.: 5
          • H.P.: 16
          • S.D.C.: 26
          • Attacks: 2
          • Weapon: Small Stone (1D4 damage)
          • Horror Factor: 7
          • Bonuses: None
          • Treasure: None (carries a handful of marbles)
        11. Ogre Child:
          • A.R.: 5
          • H.P.: 14
          • S.D.C.: 24
          • Attacks: 2
          • Weapon: Broken Wooden Sword (1D6 damage)
          • Horror Factor: 7
          • Bonuses: None
          • Treasure: None (carries a small doll)
        12. Ogre Child:
          • A.R.: 5
          • H.P.: 15
          • S.D.C.: 25
          • Attacks: 2
          • Weapon: Rusty Dagger (1D4 damage)
          • Horror Factor: 7
          • Bonuses: None
          • Treasure: None (carries a shiny stone)
        13. Ogre Child:
          • A.R.: 5
          • H.P.: 16
          • S.D.C.: 26
          • Attacks: 2
          • Weapon: Wooden Spear (1D6 damage)
          • Horror Factor: 7
          • Bonuses: None
          • Treasure: None (carries a knotted rope)
        14. Ogre Child:
          • A.R.: 5
          • H.P.: 14
          • S.D.C.: 24
          • Attacks: 2
          • Weapon: Slingshot (1D4 damage)
          • Horror Factor: 7
          • Bonuses: None
          • Treasure: None (carries a broken mirror)
        15. Ogre Child:
          • A.R.: 5
          • H.P.: 15
          • S.D.C.: 25
          • Attacks: 2
          • Weapon: Small Wooden Bow (1D6 damage)
          • Horror Factor: 7
          • Bonuses: None
          • Treasure: None (carries a bird's feather)
        16. Ogre Child:
          • A.R.: 5
          • H.P.: 16
          • S.D.C.: 26
          • Attacks: 2
          • Weapon: Sharp Rock (1D4 damage)
          • Horror Factor: 7
          • Bonuses: None
          • Treasure: None (carries a piece of colored glass)
        17. Ogre Child:
          • A.R.: 5
          • H.P.: 14
          • S.D.C.: 24
          • Attacks: 2
          • Weapon: Tree Branch (1D6 damage)
          • Horror Factor: 7
          • Bonuses: None
          • Treasure: None (carries a handful of acorns)
        18. Ogre Child:
          • A.R.: 5
          • H.P.: 15
          • S.D.C.: 25
          • Attacks: 2
          • Weapon: Broken Stone Axe (1D6 damage)
          • Horror Factor: 7
          • Bonuses: None
          • Treasure: None (carries a wooden whistle)
        19. Ogre Child:
          • A.R.: 5
          • H.P.: 16
          • S.D.C.: 26
          • Attacks: 2
          • Weapon: Sling (1D4 damage)
          • Horror Factor: 7
          • Bonuses: None
          • Treasure: None (carries a small pouch of berries)
        20. Ogre Child:
          • A.R.: 5
          • H.P.: 14
          • S.D.C.: 24
          • Attacks: 2
          • Weapon: Pointy Stick (1D6 damage)
          • Horror Factor: 7
          • Bonuses: None
          • Treasure: None (carries a shiny beetle)

      5. Hoard Chamber


        This large cave has a 30-foot-high ceiling. Part of the dragon's treasure hoard is stored here. When the heroes arrive, read:
          The wall on the far side of this large cavern opens to the sky and mountaintops beyond. A large section of the western half of the ch.amber contains a mound of treasure 'gold, jewels, weapons, armor, and other beautiful and expensive items. A large humanoid stands atop the treasure examining various items and occasionally dropping something into its pockets.

        The hobgoblin is one of six who oversee the work of the ores and help guard the dragon's lair. This one likes to skim off the top, as it were, but she charges to kill the heroes the moment she spots them. Every round during the battle, check for wandering monsters.

        Hoard Contents

        1. Coins:
          • Copper: 3,600
          • Silver: 14,000
          • Gold: 22,000
          • Platinum: 5,600
        2. Gems:
          • Quantity: 25
          • Types: Diamonds, Emeralds, Rubies, Sapphires, Topazes
        3. Art Objects:
          • Quantity: 12
          • Types: Golden statues, jeweled chalices, ancient tapestries, ornate weapons
        4. Magic Items:
          • Quantity: 5
          • Types:
            1. Sword of Sharpness
            2. Ring of Invisibility
            3. Wand of Fireballs
            4. Armor of Resistance
            5. Boots of Speed

        Hobgoblin

          Female Hobgoblin:
            Stats:
            • I.Q.: 11
            • M.E.: 9
            • M.A.: 13
            • P.S.: 17
            • P.P.: 14
            • P.E.: 15
            • P.B.: 10
            • SPD: 12
            • PER: 11
            • LUCK: 11
          • A.R.: Scale armor (A.R. 12)
          • H.P.: 41
          • S.D.C.: 70
          • Attacks: 3
          • Weapon: +3 Morningstar (2D6+3 damage)
          • Horror Factor: 8
          • Bonuses: +2 to strike, +2 to damage
          • Treasure: 600 Gold pieces, a potion of healing

      6. Gelatinous Cave


        A gelatinous cube wanders the lair, cleaning up after the ogres and hobgoblins. The cube is in this cave when the heroes reach it. It attacks the moment they start to explore the cave. If the heroes kill the cube, they can extract the treasure it has absorbed: 80 gp, a dagger, a long sword, and a gem worth 500 gp.

        Gelantinous

        • A.R.: 8
        • H.P.: 21
        • S.D.C.: 40
        • Attacks: 1
        • Damage: Acid Attack: On a successful engulfing attack, the Gelatinous Cube deals damage directly to the victim's Hit Points (typically 3D6 S.D.C./M.D.C. per melee round while engulfed). The victim must break free or risk being dissolved over time.
        • Engulf: The Gelatinous Cube can engulf a Medium or smaller creature on a successful hit. The victim is trapped inside the cube's body, taking acid damage each round until they escape.
        • Note: successful attack causes paralyzation; paralyzed target is absorbed and suffers 2d4 damage per round

      7. Hobgoblin Lair


        The other five hobgoblins use this large cave as a lair. If they haven't encountered the heroes yet, they are here when the heroes arrive.

        Hobgoblins

        1. Male Hobgoblin:
          • Stats:
            • I.Q.: 10
            • M.E.: 8
            • M.A.: 12
            • P.S.: 17
            • P.P.: 14
            • P.E.: 15
            • P.B.: 10
            • SPD: 12
            • PER: 11
            • LUCK: 10
          • A.R.: Chainmail armor (A.R. 15)
          • H.P.: 40
          • S.D.C.: 70
          • Attacks: 3
          • Weapon: Battleaxe (2D8 damage)
          • Horror Factor: 8
          • Bonuses: +1 to strike, +2 to parry
          • Treasure: 40 Silver coins, a small collection of gemstones
          Male Hobgoblin:
          • Stats:
            • I.Q.: 9
            • M.E.: 7
            • M.A.: 11
            • P.S.: 16
            • P.P.: 13
            • P.E.: 14
            • P.B.: 9
            • SPD: 11
            • PER: 10
            • LUCK: 9
          • A.R.: Studded leather armor (A.R. 12)
          • H.P.: 38
          • S.D.C.: 66
          • Attacks: 3
          • Weapon: +2 Spear (1D6+2 damage)
          • Horror Factor: 7
          • Bonuses: +1 to damage, +1 to initiative
          • Treasure: 30 Gold pieces, a vial of poison
        2. Male Hobgoblin:
          • Stats:
            • I.Q.: 11
            • M.E.: 9
            • M.A.: 13
            • P.S.: 18
            • P.P.: 15
            • P.E.: 16
            • P.B.: 11
            • SPD: 13
            • PER: 12
            • LUCK: 11
          • A.R.: Scale armor (A.R. 12)
          • H.P.: 42
          • S.D.C.: 72
          • Atta
          • cks: 3
          • Weapon: +1 Longsword (1D6+1 damage)
          • Horror Factor: 9
          • Bonuses: +2 to strike, +2 to dodge
          • Treasure: 5 Platinum pieces, a magical trinket
          Female Hobgoblin:
          • Stats:
            • I.Q.: 10
            • M.E.: 8
            • M.A.: 12
            • P.S.: 16
            • P.P.: 13
            • P.E.: 14
            • P.B.: 9
            • SPD: 11
            • PER: 10
            • LUCK: 10
          • A.R.: Leather armor (A.R. 10)
          • H.P.: 36
          • S.D.C.: 62
          • Attacks: 3
          • Weapon: Shortsword (1D6 damage)
          • Horror Factor: 6
          • Bonuses: +1 to strike, +1 to initiative
          • Treasure: 100 Silver pieces, a carved wooden pendant
          Female Hobgoblin:
          • Stats:
            • I.Q.: 9
            • M.E.: 7
            • M.A.: 11
            • P.S.: 15
            • P.P.: 12
            • P.E.: 13
            • P.B.: 8
            • SPD: 10
            • PER: 9
            • LUCK: 9
          • A.R.: Chain shirt (A.R. 14)
          • H.P.: 39
          • S.D.C.: 68
          • Attacks: 3
          • Weapon: Hand axe (1D6 damage)
          • Horror Factor: 7
          • Bonuses: +1 to parry, +1 to dodge
          • Treasure: 60 Silver coins, a scroll with arcane symbols

        3. Dragon food


          This fenced off cavern contains a variety of large animals that the dragon uses as food. There are six cows, two oxen, four horses, three deer, and six sheep currently on hand.

        4. Stirge Nests


          This chamber has the same inhabitants as location 1, except there are 12 in this cave instead of eight.

          Stirges

          1. Stirge
            • A.R.: 5
            • H.P.: 15
            • S.D.C.: 5
            • Attacks: 2
            • Damage Per Attack: 1D4+1 blood drain
            • Horror Factor: 9
            • Bonuses: +1 to attack, +2 to dodge
          2. Stirge
            • A.R.: 5
            • H.P.: 13
            • S.D.C.: 5
            • Attacks: 2
            • Damage Per Attack: 1D4+1 blood drain
            • Horror Factor: 9
            • Bonuses: +1 to attack, +2 to dodge
          3. Stirge
            • A.R.: 5
            • H.P.: 11
            • S.D.C.: 5
            • Attacks: 2
            • Damage Per Attack: 1D4+1 blood drain
            • Horror Factor: 9
            • Bonuses: +1 to attack, +2 to dodge
          4. Stirge
            • A.R.: 5
            • H.P.: 12
            • S.D.C.: 5
            • Attacks: 2
            • Damage Per Attack: 1D4+1 blood drain
            • Horror Factor: 9
            • Bonuses: +1 to attack, +2 to dodge
          5. Stirge
            • A.R.: 5
            • H.P.: 12
            • S.D.C.: 5
            • Attacks: 2
            • Damage Per Attack: 1D4+1 blood drain
            • Horror Factor: 9
            • Bonuses: +1 to attack, +2 to dodge
          6. Stirge
            • A.R.: 5
            • H.P.: 14
            • S.D.C.: 5
            • Attacks: 2
            • Damage Per Attack: 1D4+1 blood drain
            • Horror Factor: 9
            • Bonuses: +1 to attack, +2 to dodge
          7. Stirge
            • A.R.: 5
            • H.P.: 16
            • S.D.C.: 5
            • Attacks: 2
            • Damage Per Attack: 1D4+1 blood drain
            • Horror Factor: 9
            • Bonuses: +1 to attack, +2 to dodge
          8. Stirge
            • A.R.: 5
            • H.P.: 17
            • S.D.C.: 5
            • Attacks: 2
            • Damage Per Attack: 1D4+1 blood drain
            • Horror Factor: 9
            • Bonuses: +1 to attack, +2 to dodge
          9. Stirge
            • A.R.: 5
            • H.P.: 13
            • S.D.C.: 5
            • Attacks: 2
            • Damage Per Attack: 1D4+1 blood drain
            • Horror Factor: 9
            • Bonuses: +1 to attack, +2 to dodge
          10. Stirge
            • A.R.: 5
            • H.P.: 11
            • S.D.C.: 5
            • Attacks: 2
            • Damage Per Attack: 1D4+1 blood drain
            • Horror Factor: 9
            • Bonuses: +1 to attack, +2 to dodge
          11. Stirge
            • A.R.: 5
            • H.P.: 12
            • S.D.C.: 5
            • Attacks: 2
            • Damage Per Attack: 1D4+1 blood drain
            • Horror Factor: 9
            • Bonuses: +1 to attack, +2 to dodge
          12. Stirge
            • A.R.: 5
            • H.P.: 12
            • S.D.C.: 5
            • Attacks: 2
            • Damage Per Attack: 1D4+1 blood drain
            • Horror Factor: 9
            • Bonuses: +1 to attack, +2 to dodge

        5. Moltenclaw the Dragon' Chamber



          This large, 30-foot-high chamber contains the second part of Moltenclaw's hoard. A great opening looks out upon the sky and the valley below; A huge pile of treasure fills much of the chamber, and you can see the temple shield among it. Lying atop the glistening mound is a red dragon, its eyes closed, snoring softly.
          There are two ways for the heroes to approach this encounter-by sneaking or by fighting. Moltenclaw won't negotiate with the adventurers, and he's quite fond of his new treasure (the Symbol of the Seldarine from atop Haven's temple). Two characters with a total Strength of 25 or better are required to heft the stolen shield. The players may come up with other clever ways to move it, including using Thaddeus' levitate spell. Remember, the goal here isn't necessarily to kill the dragon. If the heroes escape with the shield, they've succeeded. Of course, the dragon may return to Haven at some point, but that's a tale for another adventure.
          A theif is best equipped to quietly cross the chamber and grab the huge shield. Unfortunately, it's too heavy for one person to lift on their own. If someone accompanies, the chance to move silently receives a -3 penalty to the roll. The thief must make two successful checks to reach the shield and four to carry it back. Any failure indicates that the dragon hears movement and wakes up. If the Thief is also invisible (thanks to a spell or potion), even if he fails a move silently check, the dragon may not notice him. Roll 1d10. On a 1-3, the dragon becomes aware of the thief's presence.

            Moltenclaw the Red

          This young red dragon has a fierce and aggressive demeanor, covered in bright red scales that shimmer like molten lava. Its eyes glow like embers, and its claws and teeth are razor-sharp. Though young, he has a strong desire to amass wealth and power, making it a formidable foe. His lair is nestled in the caverns, which provide both heat and security for his growing hoard of treasure, as he allows his slaves to live in the caverns peacefully as long as they serve as guardians. Fiercely territorial, he will aggressively defend his lair from any intruders an views other creatures as either potential slaves, prey or threats. He keeps the populations of other creatures in check, often scorching the land around its lair and creating a barren, desolate landscape and despite his destructive tendencies, he has managed to keep the balance of power in the vale. He is very aware that his slaves think they can steal from him and allows them their fantasies as he knows none of them will ever leave his caves alive and so his hoard remains intact. Moltenclaw will often take the form of an Elf or Human for weeks at a time and roam through the Vale and Newhaven to keep an eye on situations that could effect him and as such is seldom caught unawares.
          Stats:

          • I.Q.: 21
          • M.E.: 14
          • M.A.: 17
          • P.S.: 26
          • P.P.: 13
          • P.E.: 26
          • P.B.: 15
          • Spd: Running: 22, Flying: 160, Swimming: 80
          • Per: 11
          • Luck: 13
          Hit Points: 86
          S.D.C.: 130
          A.R.: 15
          Horror Factor: 14
          Number of Attacks: 4
          Damage per Attack: Bite: 3D6, Claws: 2D6, Tail: 2D6+4, Breath Weapon: 5D6 (fire, range 60 feet)
          Bonuses: +2 to initiative, +4 to strike, +3 to parry, +3 to dodge, +6 to damage, +4 to roll with punch/fall, +3 to pull punch
          Magic: Knows the following spells
          1. Fireball
            Level: 3
            Description: A burst of fire that explodes, dealing 1D6 damage per caster level to all creatures within a 20-foot radius.
          2. Burning Hands
            Level: 1
            Description: A cone of searing flame shoots from the dragon's fingertips, dealing 1D4 damage per caster level (maximum 5D4).
          3. Fire Shield
            Level: 4
            Description: Wreathes the dragon in flames that protect it from cold damage and deal fire damage to attackers.
          4. Scorching Ray
            Level: 2
            Description: Creates one or more rays of fire, each dealing 4D6 fire damage.
          5. Wall of Fire
            Level: 4
            Description: Creates a wall of fire that deals 2D4 damage + caster level (maximum 20) to creatures within 10 feet and 1D4 damage to those further away.
          6. Flame Strike
            Level: 5
            Description: Calls down a vertical column of divine fire, dealing 1D6 damage per caster level (half fire, half divine).
          7. Pyrotechnics
            Level: 2
            Description: Turns a fire into a blinding light or choking smoke, creating a blinding flash or obscuring fog.
          8. Heat Metal
            Level: 2
            Description: Causes metal objects to become red hot, dealing damage to those in contact with the objects.
          9. Detect Magic
            Level: 0 (Cantrip)
            Description: Detects magical auras within a 60-foot cone.
          10. Darkness
            Level: 2
            Description: Darkness creates a magical area of darkness, obscuring all light sources within its radius. The effect of this spell can be used both defensively and offensively, as it can blind enemies or provide cover for a strategic retreat. It is a 15-foot-radius sphere that spreads around corners and nonmagical light cannot illuminate it. Creatures with darkvision cannot see through this darkness, and light created by spells of 2nd level or lower does not illuminate it.

          Psionics: Standard psionic abilities (equivalent to a 6th level Mind Mage)

          Second Hoard Contents:

          • Coins:
            • Copper: 7,200
            • Silver: 26,000
            • Gold: 16,000
            • Platinum: 3,200
          • Gems:
            • Quantity: 18 (2D10, rolled: 9, 9)
            • Types: Amethysts, Opals, Garnets, Pearls, Jade
          • Art Objects:
          • Quantity: 10 (2D10, rolled: 4, 6)
          • Types: Silver goblets, rare books, sculpted ivory, enchanted mirrors
          • Magic Items:
            • Quantity: 4 (1D6, rolled: 4)
              • Types:
                • Cloak of Displacement
                • Staff of Healing
                • Amulet of Proof against Detection and Location
                • Helm of Teleportation
                • Symbol of the Seldarine

      Note: Stealing from the Dragon's Hoard: There's too much treasure for the heroes to cart it all away, but they can fill up if they choose. Each character can carry treasure worth his Strength score multiplied by 100 sp. If the heroes want to search for special treasure, they can each make a single check at each hoard area. If the check succeeds, let the character roll on Table below and follow the instructions printed there to see what kind of magical item he or she found.


      If they survive, the adventurers also receive the thanks of the High Priest and Lord Mayor and a reward of 1,200 sp to split.

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