TSR 01073 The Dragon's Den - 1 The Wild Dragon's Den
TSR 01073 The Dragon's Den - 1 The Wild Dragon's Den
Table of Contents
Credits
ISBN 1-56076-380-9
Wild Ctaaqon 6en
A young black dragon and two hatchling dragons live in just like the sandstone bedrock. They cannot be locked
an excavated sandstone burrow in the swamp west of and must be held open; they will not stay in an open posi¬
Knacker Knob. Connected to the dragon lair is a complex tion like a normal door. In other respects the hide-skin
of sandstone tunnels and chambers inhabited by lizard door works just like a norma! door.
men. Some sandstone tunnels and chambers are partially • Sandstone walls: The entire underground complex
flooded, and others are filled with nasty things such as is carved from sandstone, a relatively soft reddish-brown
slimes, oozes, and gelatinous cubes. rock. Causing more than 10 points of damage to a wall in
The lizard men revere the dragons as magical spirit this dungeon will cause the roof to cave in—the ceiling
guardians. In small groups the lizard men are easily de¬ over the square closest to the damaged wall will collapse
feated, but if allowed to prepare a common defense, the and fill the square with sand.
lizard man tribe with its spellcasters may present a serious A creature standing in such a square when the ceiling
threat to the player characters (PCs). collapses will be buried by sand and hunks of sandstone.
This is the easiest of the dragons’ dens to conquer. We He must roll his Strength score or lower on ld20 to free
strongly recommend that beginning adventurers attempt himself of the debris. While buried, he can take no other
this lair first before going on to Wyrmhaven and the League action other than trying to free himself. For each compan¬
of the Red Serpent. ion in a square next to the victim who assists the buried
character, subtract two points from the die roll check
Adventure Overview against Strength.
This adventure is designed for three to four characters of A square buried by a collapsed ceiling is blocked. It
1st to 3rd levels. If there are more than four players or if takes one character two turns to clear a blocked square if
the characters are of higher levels, the Dungeon Master he has a shovel; without a shovel, it takes four turns.
(DM) should make some of the encounters more difficult. • Oil lamps: Unless stated otherwise in the room de¬
He or she can do this by increasing the number of mon¬ scription, most rooms are dimly lit by crude oil lamps.
sters encountered; by increasing a monster’s hit dice, hit The oil from Location #2 is collected and burned in sand¬
points, and/or the amount of damage inflicted by its at¬ stone bowls to illuminate all rooms except Locations #1,
tack; or by decreasing a monster’s armor class, which will 2, 8, 9, 10, and 24.
make the monster harder to hit. • Shallow pools and partially flooded passages and
chambers: Water in these places is 1' to \'h' deep, re¬
What’s Needed to Play? stricting movement to Vz normal. Anything below the
Dragon’s Den is the first in a series of adventure packs for surface of the water cannot be seen, even with magical
the new DUNGEONS & DRAGONS® Game. The DM light. Hand-to-hand attacks are at a - 2 penalty and mis¬
will need to have the black basic D&D® Game so that he sile attacks are at the same. Lizard men and other aquatic
or she has the rules and additional stand-ups. Otherwise, creatures, however, suffer no to-hit penalty.
the only things needed to play this adventure are a few • Deep pools and flooded passages and chambers:
friends, some paper and pencils, and the desire to rid the Water in these places is over a character’s head. PCs in
swamps west of Knacker Knob of a terrible black dragon! any kind of armor at all sink to the bottom and can only
move a maximum of one square per round. Unarmored
PCs can move three squares per round. Characters trav¬
DM Notes
Here are some notes for the DM to keep in mind when eling underwater must roll their Constitution score or
lower on ld20 each round or take 1 point of drowning
running this adventure.
• Boxed text: Boxed text should be read aloud to give damage. Hand-to-hand attacks are at a -4 penalty and
players a basic description of the scenes, events, mon¬ missile attacks are impossible to perform. Lizard men
sters, and characters they encounter at that point of the and other aquatic creatures suffer a - 2 to-hit penalty.
adventure. If preferred, the DM can use his or her own • Lizardspeak: The PCs cannot understand lizard
words instead as long as the important information in the man talk, but the DM can make the lizard men seem
more real to the players by making lizard man noises
boxed text is given.
• Hide-skin doors: The doors in the black dragon’s when there are scenes of lizard men speaking to one an¬
lair are made of heavy flaps of animal hides coated with a other. The DM can click teeth; hiss; make wet, smacking
mixture of sand and slime. These hide-skin doors look noises with his or her tongue and lips; and whisper non-
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Wild CiRApon Oen
Wandering Monsters
Roll ld6 every other turn to see if a wandering monster
enters the room or passage. Wandering monsters are nev¬
er encountered in Locations #13, 20, 23, or 24. The DM
should feel free to use whatever monsters he or she thinks
are appropriate for the scenario, or the DM can use the
following table for generating wandering monsters.
3
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5
the Adventupe
When the player characters arc ready to begin, the DM Location #1. Crocodile Watchdogs
should read the following aloud.
This cavern is dark as pitch, and any light you bring
Your party has received a map clearly marking the into this area is reflected off the black surface of the wa¬
location of the black dragon’s lair. You know what ter that fills this room. Ripples from your disturbance
landmarks to look for. The map indicates the location of the water cause gentle slapping sounds against the
of the four entrances, showing Entrance A as partially far chamber walls. The walls and ceiling are damp with
underwater, Entrance B as brush-covered with signs of condensation. Part of the chamber extends out of sight
infrequent passage, Entrance C as blocked by a boul¬ around a corner.
der, and Entrance D as well traveled and probably the
main entrance to the lizard man colony. A pair of crocodile watchdogs rest on the dry bank near
Your party makes the two-day wilderness trek to the the door to Location #2. When the first character enters
Wild Dragon Den without incident. Once there, you the room, he or she hears a double splash as the crocodiles
must decide which entrance you will enter and whether propel themselves into the water. The crocodiles attack.
you want to enter immediately or camp outside and Roll for surprise and go to combat.
enter later after dark.
What is your decision? Crocodiles (2): AC 5; HD 2; hp 12, 13; MV 90'
(30'), Swim 90' (30'); #AT 1 bite; THAC0 18;
If the PCs choose Entrance A, they will find it is a waist- Dmg ld8; Save as FI; ML 7; AL N; XP 20; Trea¬
deep pool of muddy water. sure nil.
If the PCs choose Entrance B, a search will reveal signs
of occasional passage through the brush covering the door Location #2. The Tar Pools
flap.
If the PCs choose Entrance C, they will find that the A foul, biting odor reminiscent of old lamp oil pours
large boulder wedged into the opening is immovable from from this room. Like the crocodile den, this room is
the outside. Although a faint trace of moving air is detect¬ unlit. Three pools bubble and slurp noisily in the back
able around the edges of the boulder, the massive boulder of the chamber.
is held in place by ten heavy wedges from the inside. The
boulder simply cannot be moved from the outside. Note Because the gases that continually bubble up from the
that if each of the ten wedges inside are removed (by caus¬ black tar pools are flammable, any lighted torch brought
ing 10 points of damage with a weapon or by rolling into this room causes an immediate explosion. Each char¬
Strength scores or lower on ld20 at -6 penalties), the acter in Location #2 takes 2 points of damage as the gas¬
boulder will roll three squares from the opening, permit¬ laden air bursts into flame.
ting easy exit from the lair. The oil on the surface of the pools is impure and thus
If the PCs choose Entrance D, they’ll find that though cannot be used like flasks of oil; it will, however, bum fee¬
the footprints there are obscured by the soggy ground, the bly as a light source. (This is the oil in the sandstone
swamp growth reveals frequent travel through this en¬ lamps found throughout the complex.)
trance. The hide-skin door doesn’t quite close tightly. A
rank odor similar to day-old fish rises with the faint pas¬ Location #3. Pool and Leech Trap
sage of air from within.
When the players have decided which entrance they The sandstone ceiling hangs very low in this cham¬
wish to enter, have them place their stand-up counters in ber, only 2' from the surface of the black, oily water
the appropriate entrance spaces on the map, one counter that fills the room. The film on the surface of the water
to a square. reflects rainbow colors, like oil in a puddle or water in a
The adventure of the Wild Dragon Den can now begin! stagnant pond.
Depending on the PCs’ entrance choice, the DM may have
to flip through to the correct room location—locations are There are three pools, each with a trap at the bottom.
presented sequentially below. The DM should refer to the (The traps are marked on the DM reference map, found
DM’s reference map on page 4 as needed. on page 4.) The traps are 10-foot-deep holes. Cautious
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PCs who feel the bottom as they move automatically dis¬ The lizard man warriors in this location wear ld6 x 50
cover the holes without falling in. However, the giant gps’ worth of rough gems cemented to their face, should
leeches sitting in the bottom of two of these holes gain au¬ the PCs collect them.
tomatic surprise.
Location #6. Eel and Turtle Family Nests
Young giant leeches (2): AC 7; HD 2; hp 8, 12;
MV 90' (30'); #AT 1 bite; THACO 18; Dmg ld6; This lizard man den is dimly lit by flickering flames
Save as FI; ML 10; AL N; XP 20; Treasure nil. rising from a tarry substance poured into a number of
crude sandstone bowls around the room. Lines of odd
Location #4. A Flooded Passage piles of cobblestones divide the room into two territo¬
ries. You see two groups of lizard men—one in the
A deep pool fills this entire passage. A hide-skin door is northeast territory, the other in the southwest territory.
just visible across the still, black surface of the water. Fortunately, you seem to have caught the reptile people
off guard, for they are scrambling about grabbing their
Lizard men leaving the Mud Room (Location #5) wash crude clubs.
the mud off in this deep pool. If the PCs try to climb out
of the pool and pass through the hide-skin door while Two nests of lizard men share this chamber. Only whelps
dressed in armor, they must roll their Dexterity scores or and females are here at present; the warriors are gathered
less on ld20 with a - 10 penalty. Failed saving throws in¬ in Location #21. The PCs receive a + 2 bonus to surprise.
dicate that they have slipped back into the pool. The lines of stones mark the boundaries of family nests. If
On the floor of the pool a “half-clever” lizard man war¬ the PCs stand inside a nest, only those lizard men in that
rior has hidden an elven cloak under a large stone. Another nest can attack because lizard men may not enter the nest
lizard man would never think to search this pool, but any of another family.
diver automatically finds the large stone and the cloak un¬
der it. The cloak is tattered and torn, but it still bears its Lesser lizard men (2 groups of 3): AC 5; HD
enchantment, and an elven brooch worth 200 gp is still 1+1; hp 4-7 each; MV 60' (20'), Swim 120'
fastened to it. (40’); #AT 1 club; THACO 18; Dmg ld4; Save as
FI; ML 12; AL N; XP 15; Treasure (see below).
Location #5. The Mud Room
Each lesser lizard man wears ld6x 10 gps’ worth of
Iwo light-brown lizard man-sized figures are thrash¬ rough gems cemented to its face.
ing about in deep mud. They don’t notice you when An investigation of their nests reveal two strange arti¬
you open the hide-skin door to this room. facts. The first is a carved stick with thongs of hide tied in
odd patterns. The artifact is of unknown purpose, but a
These two lizard man warriors are engaged in a half- sage will pay 25 gp for it. The other is a very rusty dagger
serious, half-jesting test of each other’s wrestling skills. If blade missing its handle. Detect magic reveals the blade to
the PCs simply leave, the lizard men never know they be a + 1 dagger; for the cost of a normal dagger, a weapon-
were in the room. maker can replace the missing handle and clean and
If the PCs attack, they automatically gain surprise. Be¬ sharpen the blade.
fore making an attack in this room, a PC must roll his or
her Dexterity score or lower on ld20. Failure means slip¬ Location #7. The Chieftain’s Chamber
ping and falling into the mud. A successful check means
the PC attacks normally. To rise from the mud, a charac¬ A dim but unwavering light illuminates the rear
ter must roll his or her Dexterity or lower on ld20. wall, which is covered with rude paintings of colored
The lizard men suffer no penalty in the mud. clays. A large nest area is surrounded by a ring of
heaped stones. The light illuminating the room ema¬
Lizard man warriors (2): AC 5; HD 3; hp 15, nates from inside four lizard man skulls set on posts
20; MV 60' (20'), Swim 120' (40'); #AT 1 claw; across the front of the nest. From the door it is impos¬
THACO 17; Dmg ld4 + l; Save as F3; ML 12; sible to see if anyone is hidden behind the ring of rocks.
AL N; XP 35; Treasure (see below).
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the A&ventupe
The lizard man chieftain lives here with his harem. If the that the player thinks his or her character is about to drop
alarm has been sounded in Locations #14 or 17, this room dead of poison at any minute. It’s a dirty trick, but cer¬
will be empty—the chieftain and his harem will have tainly less nasty than killing a PC with poison—and it
moved to Location #19 to mount a defense. provides for some great gaming.
If no alarm has sounded, the chieftain is in this cham¬
ber, attended to by his harem. A successful listen attempt Giant racer snakes (2): AC 7; HD 2; hp 13, 15;
reveals lizard man conversation from the ring of stones. MV 120' (40'); #AT 1 bite; THAC0 18; Dmg
ld6; Save as FI; ML 7; AL N; XP 20; Treasure
Lizard man chieftain (1): AC 5; HD 4; hp 30; nil.
MV 60' (20'), Swim 120' (40'); #AT 1 sacred war
club; THAC0 15; Dmg ld6 + 2; Save as F4; ML Location #9. Dump and Compost
12; AL N; XP 75; Treasure (see below).
Mounds of rank, steamy refuse are heaped against
Lesser lizard men (3): AC 5; HD 1 + 1; hp 4, 5, the north and south walls. A huge glistening cube of
7; MV 60' (20'), Swim 120' (40’); #AT 1 club; translucent jelly reaches to the ceiling in the southeast
THAC0 18; Dmg ld4; Save as FI; ML 12; AL comer.
N; XP 15; Treasure (see below). Rotting vegetation, clumps of filth, bones, and the
odd bit of metal and stone are visible within its semi¬
The sacred war club ( + 1 to hit and to damage) is carved transparent bulk. With a rubbery “whubba-whubba-
with arcane symbols and ornamented with colored whubba” noise, the cube begins to squoosh toward your
stones, feathers, and bones cemented to its surface. The direction.
chieftain wears 2d6 x 100 gps’ worth of stones on his face.
In the center of the chieftain’s nest is a large mound of The gelatinous cube rids the lizard man lair of refuse.
assorted metal bits—pieces of armor, cookware, a steel The lizard men take advantage of the cube’s presence by
hoop 2' in diameter, and other rubbish. Amidst the slicing hunks from the gelatinous cube’s bulk, which are
worthless materials are a pewter mug worth 50 gp, a dia¬ mixed with green slime to produce a cementlike sub¬
mond pin worth 1,000 gp, and a metal-shod chestnut stance.
walking staff that is actually a staff of magic detection. The lizard men use the glue to bond the unstable sand¬
Each lesser lizard man wears ld6 x 10 gps’ worth of stone of the lair’s walls and ceilings and in the lizard
rough gems cemented to its face. men’s primitive crafts.
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the A&ventupe
Lizard men cultivate mushrooms here to supplement Lesser lizard men (2 groups of 3): AC 5; HD
their diet. If the characters are in need of rest, this would 1 + 1; hp 4-7 each; MV 60' (20’), Swim 120’
be a safe place for them to recover lost hit points and (40'); #AT 1 club; THACO 18; Dmg ld4; Save as
spells. FI; ML 12; AL N; XP 15; Treasure (see below).
Location #11. Smoke Room Each lesser lizard man wears ld6x 10 gps’ worth of
rough gems cemented to its face. Searching the nests re¬
As you lift the door flap, a cloud of black, biting veals two snake-skin pouches filled with coins and odd
smoke puffs through the opening. The room smells of bits of metal—the total worth 100 gp.
curing meat. A fire smolders in a pit in the center of the
room. Location #13. Vault of Ancestors
If it is daytime, a tiny column of light illuminates the Read the following if the PCs examine the door to this
smoky chamber from a small chimney opening high room. They may have encountered these symbols before
overhead. if they have ventured to Location #20, or they may know
From the walls hang the dressed carcasses and cuts what the symbols indicate if they have rescued the slaves
of meat from a number of large mammals. In one cor¬ in Location #18.
ner are two headless carcasses—carcasses that may
have once been lizard men. The hide-skin door is marked with dozens of red cir¬
cles, each circle surrounding a different red snake-
Warn the players that if their characters enter this room, squiggle symbol.
the PCs will risk injury from smoke inhalation. (Lizard
men, adept at sealing their nostrils and eyelids under¬ If they choose to enter, read the following.
water, are not affected.) For each round spent in this
room, PCs must roll their Constitution scores or lower or The high-vaulted ceiling of this chamber rises 20'
take 1 point of smoke inhalation damage. above you. Arrayed around the walls and up to the
A description of this room is evidence of lizard man roof of the chamber are many niches carved in the
cannibalism and would be worth 25 gp to a sage. sandstone, each containing a package wrapped in ani¬
mal or reptile skin.
Location #12. Salamander and Kingfisher
Family Nests The symbols on the door flap indicate that this room is
taboo to all but dragonscale clerics. Any creature—
You see two nests of lizard men along the northern including PCs—not wearing a cleric’s amulet that enters
wall in this high-ceilinged chamber. Hesitating only this room is attacked by a shadow, a magical embodiment
momentarily, the two groups of creatures snatch up of the ancestral spirits guarding this sacred site.
club and spear and attack.
Shadow (1): AC 7; HD 2 + 2*; hp 14; MV 90'
Two nests of lizard men share this chamber, but only (30'); #AT 1 spectral claw; THACO 17; Dmg ld4
whelps and females are here at present. Because the war¬ + drain one Strength point; Save as F2; ML 12;
riors are away (they are in Location #21), the PCs receive AL C; XP 35; Treasure nil.
a + 2 bonus to surprise.
Like the Eel and Turtle family nests in Location #6, the Note: A shadow is a spirit guardian and not an un-
Salamander and Kingfisher families here will not attack dcad; it cannot be turned by clerics and can be injured
the PCs if they stand in the others’ nest. In other words, if only by magical or silver weapons or by magical attacks.
the PCs stand inside a nest, only one group of lizard men
will attack since lizard men may not enter the nest of an¬ Location #14. Guard Room
other family.
Depending upon the direction that the characters entered The room is dimly lit by flickering flames rising
the chamber, the lizard man farthest from the PCs leaves from shallow stone bowls resting in carved niches along
immediately to go to the Outer Temple (Location #22) or the sandstone walls of this chamber. A sharp, musty
the Smoke Room (Location #11) to spread the alarm. odor like an overripe cheese assails your nostrils.
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the A&ventuRe
The walls, ceiling, and floor of this chamber are cov¬ Green slimes (13): HD 2; hp 7 each; MV 3' (1);
ered with a glistening, slimy, mosslike growth that is #AT 1; THAC0 18; Dmg—victim turns to green
thick and green. Every few seconds a small clump falls slime in ld4 + 6 rounds; Save as F2; ML 12; AL
to the floor from the walls and ceiling with a wet, re¬ N; XP 30; Treasure nil.
sounding plop.
Each square of the room represents a single green slime
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• Nests: “Family make nest, border with stones, liz¬ Lizard man slave guard/warrior (1) and sleep¬
ard man no go in other family nest.” Each lizard man ing warriors (2): AC 5; HD 3; hp 15, 12, 16;
family has its own nest. Lizard men will never enter the MV 60' (20'), Swim 120' (40'); #AT 1 bite;
nest of another family for fear of suffering a curse. THAC0 17; Dmg ld6; Save as F3; ML 12; AL
• Slaves: "Lizard man catch us, other lizard man, N; XP 35; Treasure (see below).
make slave, then give to dragon to eat, make dragon
friend. Skveck! Friend Short-Whiskers taken to dragon, The lizard man slave guard wears ld6 x 50 gps’ worth
last day, maybe not dead, must save, you help, yes?” Liz¬ of rough gems cemented to his face. The green paste is
ard men raid human, elven, and otterkin settlements and made by mixing chunks of gelatinous cube with green
other lizard man tribes to capture slaves—slaves who are slime—producing an excellent glue. A sample of this
eventually sacrificed to appease the dragons in Location green paste delivered to a sage is worth 100 gp.
#23. Speckled-White-Chin’s otterkin friend, Short-
Whiskers, was taken yesterday to Location #23 to be sac¬ Location #20. Dragonscale Clerics’ Chamber
rificed. However, sometimes dragons won’t take a Read the following if the PCs examine the door to this
sacrifice for several days if they aren’t very hungry. room and enter. They may have encountered these sym¬
Sharel and the otterkin have visited Locations #9, 10, bols before if they have ventured to Location #13, or they
and 14-19 and can describe them to the PCs. In particu¬ may know what the symbols indicate if they have rescued
lar they will warn the PCs about the green slime colonies the slaves in Location #18.
in Location #16.
The hide-skin door is marked with dozens of red cir¬
Location #19. Hall of the Great Dragon Tribe cles, each circle surrounding a different red snake-
squiggle symbol.
In the southwest corner, two lizard man slaves The southeast and southwest comers are marked off
crouch at a crude table along the western wall and by lines of stones. Within the boundaries are small
slather gobs of green paste between layers of animal piles of animal hides. The walls and low ceiling of the
hide. Another lizard man, armed with a club, stands chamber are covered with thousands of small red cir¬
over the two crouching lizard men. Crude stone bowls cles, each with smaller red marks within.
full of the green paste rest on the floor next to the table.
In the north end of the room, two lizard men lie on The walls and ceilings are inscribed with marks and
their bellies, apparently asleep. symbols that tell the story of the Great Tribe and its occu¬
pancy of this cave complex. A read languages spell will yield
If the alarm has sounded in Locations #14 or 17, the cler¬ the following information.
ics from Location #20, the chieftain and harem from Lo¬
cation #7, and the warriors from Location #21 will be The Tribe came here 112 cold seasons ago, a poor
here, ready to defend the tribe’s lair. and weak tribe driven from their old cave by evil lizard
This is the tribe’s common room. The two lizard man men. They found only a small cave here, which over
slaves are laminating animal hides to make new door many seasons they excavated to create the Great Lair.
flaps. The armed lizard man is their slave guard. The re¬ Twenty-seven cold seasons ago Mouth-of-Burning-
maining lizard men are sleeping. Slime, the black dragon, came and drove the Tribe
If the PCs attack, the lizard men slaves cower in a cor¬ from the Great Lair. Gresst, spawn of clerics, pleaded
ner or attempt to escape through the south door while the with the black dragon, who felt great remorse and ten¬
slave guard attacks the PCs. The two sleeping lizard men derly promised to protect the Tribe forever. It said that
are deeply asleep and take two rounds to wake; if attacked the Tribe should ever henceforth be known as the Great
while asleep, they are automatically slain by any blow. Dragon Tribe and that the Tribe should enjoy the pro¬
tection of Mouth-of-Buming-Slime and all its line.
Lizard men slaves (2): AC 5; HD 1 + 1; hp 5, 7; In token of its protection, the black dragon gave
MV 60' (20'), Swim 120' (40'); #AT 1 bite; Gresst one of its scales to wear as a breastplate, and it
THAC0 18; Dmg ld4; Save as FI; ML 12; AL said that henceforth Gresst and his spawn should be
N; XP 15; Treasure nil. known as Dragonscale Clerics, and that his line should
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the A&ventuRe
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the a&ventuRe
snake (a snake staff ). have not investigated the shrine looking for food. The ot¬
• Turn 5, stones and coins worth 100 gp. terkin is in shock; he can be awakened, but he cannot
• Turn 6, stones and coins worth 50 gp. speak and can barely move under his own power. He can¬
A detect magic will reveal the location of all magical not help the PCs in any way.
items, which can be swifdy gathered by a single climber
in one turn. Roll ld6 each turn the PCs search. On a roll Location #24. Dragons’ Lair
of 1, wandering monsters appear. See the Wandering Before the PCs enter the dragons’ lair, the DM should ask
Monster Table on page 3. one or more of the players to make three percentile rolls.
The DM can write down the scores without explaining
Location #22. The Outer Temple what they are for. These rolls determine whether any of
the three dragons are asleep; on a roll of 40 or less, a given
This passage is lit by a single flickering bowl lamp. dragon is asleep. Read the following when the PCs are
The walls are decorated with crude murals depicting ready.
lizard men in various activities—harvesting slime and
algae, tunneling caves, raiding other lizard man caves, This chamber is absolutely dark, but you sense a
hunting a variety of swamp creatures, and so forth. large open space. You hear a loud, rattling hissing like
Most striking are the repeated scenes of a huge black a giant snoring from the west side of the room.
dragon devouring bound lizard men, giant otters, and
humans. You notice that in several murals the large Characters who have infravision see a massive, hud¬
dragon is accompanied by two smaller dragons. dled bulk of dragonhide in the northwest corner of the
chamber; this is Hakra the elder dragon and her two
There is nothing useful in this room. hatchlings. The eyes of any awake dragon glint like a cat’s
eyes in the dark; the PCs can at least tell how many pairs
Location #23. Shrine of the Serpents of eyes are watching them.
Read the following if the PCs examine the door to this If the PCs withdraw to plan or confer, they are sur¬
room and enter. They are likely to have encountered prised by the sudden appearance and pursuit of the two
these symbols before, and they should know that this is a hatchlings, who can easily fit through the corridors of the
dangerous taboo area. lair.
If the player characters advance into the lair, the hatch¬
The hide-skin door is marked with dozens of red cir¬ lings immediately charge forward to attack while the old¬
cles, each circle surrounding a different red snake- er dragon maneuvers for a clear shot with her breath
squiggle symbol. weapon.
A 5' x 10' slab of sandstone forms an altar on the Hakra and her brood immediately attack the PC party
west wall. Upon the altar is the figure of a bound-and- as soon as they are aware of its presence. Hakra is fierce
gagged, apparently unconscious, giant otter covered in defense of her treasure, but she is most concerned
with spatters of red-pigmented clay. about her hatchlings. If a hatchling is slain or if Hakra is
reduced to 10 hp or fewer, she cries out in Common. She
The shrine room is taboo and may only be entered by a will offer to surrender on two conditions: 1) that the PCs
creature wearing a cleric’s amulet (see Location #20). In¬ promise to spare the lives of her young, and 2) that she be
truders are attacked by a guardian shadow. permitted to remove herself to exile in the Peaks of Hof-
fam. If the PCs appear to be interested, but not con¬
Shadow (1): AC 7; HD 2 + 2*; hp 14; MV 90' vinced, she also offers to reveal the secret hiding place of
(30'); #AT 1 spectra] claw; THAC0 17; Dmg ld4 her most valuable treasures.
+ drain one Strength point; Save as F2; ML 12; Hakra is absolutely untrustworthy; she will make every
AL C; XP 35; Treasure nil. attempt to cheat or betray her oath. However, if the PCs
keep a constant sword at her throat, she can be trusted to
Shadows can be injured only by magical or silver weap¬ honor any terms of surrender. The hatchlings are com¬
ons or by magical attacks. pletely bestial and unintelligent as yet and make no at¬
The otterkin Short-Whiskers has been left here as a tempt to surrender under any circumstances, though—at
sacrifice to the black dragons. Fortunately, the dragons the DM’s discretion—they may flee if injured.
14
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Hakra the black dragon: AC 2; HD 5**; hp 28; The breath weapon may be used in addition to other
MV 90' (30'); #AT 2 claws/1 bite/breath weapon; normal attacks. Damage is equal to the dragon’s current
THACO 15; Dmg ld4 + l/ld4 + l/2dl0/special; hit point score; therefore, damage done to a dragon re¬
Save as F5; ML 8; AL C; XP 425; Treasure (see duces damage caused by its breath.
below). May use breathe weapon three times a The dragon hoard is piled in the northwest comer of
day. Breath weapon is a 60' x 5' line of acid start¬ the lair and includes the following: 1,500 cp; 750 sp;
ing from the dragon’s mouth. 2,000 ep; 400 gp; 300 pp; and 15 gems. Hakra’s greatest
treasure, however, is hidden at the bottom of the pool be¬
Hatchling black dragons (2): AC 8; HD 1 **; hp neath a sandstone slab. If the PCs think to look there,
7, 8; MV 90' (30'); #AT 2 claws/1 bite/breath they will find a sword + 1, locate objects-, a ring of weakness-,
weapon; THACO 19; Dmg Id4/ld4/ld6/special; three potions of ESP, and a shield +1.
Save as FI; ML 4; AL C; XP 16; Treasure (see
below). Hatchling breath weapon is as Hakra’s,
except it may only be used once a day.
The PCs can leave the Wild Dragon Den the same way proof indeed! Wortley will then gladly pay the 1,000 gp
they entered and thus encounter little resistance. If they bonus mentioned in his “Wanted—Bold Adventurers!”
decide to explore any areas they have not visited instead, flyer.
it would be wise for them to rest in the dragon lair first If the hatchlings are slain, Wortley at first resists of¬
and regain spells and hit points. fering any additional payment, claiming that the hatch¬
If the PCs made a deal to let Hakra and her brood es¬ lings were not part of the bargain. After a short
cape to exile in the Peaks of HofTam, Wortley will initially argument, however, he will offer an additional 300 gp
refuse to pay for the mission, claiming that the promised each for the dead hatchlings. If the hatchlings are sub¬
evidence has not been presented. Eventually he will agree dued and delivered for the procession through town,
to pay if the PCs will all submit to a magical interrogation Wortley offers 500 gp apiece.
to confirm their story. The PCs and evidence of their triumph (Hakra’s sev¬
If the PCs are successful in the mission, Hakra’s sev¬ ered head, a subdued Hakra, and/or her hatchlings) are
ered head may be presented to Bailiff Wortley as proof of paraded through the streets of Yarrow. Folk of all classes
success. (The head’s encumbrance is 500 cn.) Proof of gather in the streets to goggle at the spectacle, and the
success, however, isn’t limited to Hakra’s head. If Hakra heroes are treated to many free meals at which they are
surrenders or is subdued and returned to Wortley, that is forced to recount the details of their adventures.
16