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TSR 01073 The Dragon's Den - 1 The Wild Dragon's Den

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0% found this document useful (0 votes)
61 views16 pages

TSR 01073 The Dragon's Den - 1 The Wild Dragon's Den

Uploaded by

John Hickey
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Official Game Adventure

Table of Contents

Wild Dragon Den


The Briefing . . . .
The Adventure . .
The Journey Back

Credits

Design . .Ken Rolston


Editing . Dori “The Barbarian” Watry
Product Manager . .Bruce A. Heard
Cover Art . .Jeff Easley
Poster Map Art & Counter Art .Robin Raab
Stand-up Character An . .John Statema
Interior Art . .Terry Dykstra
Art Coordinator. .Peggy Cooper
Cartography . .Dennis Kauth
Typography . .Tracey Zamagne
Production . .Sarah Feggestad
Graphic Design. .Stephanie Tabat

*1992 TSR. Inc. All Right* Reserved. Printed in the U.S.A.


DUNGEONS & DRAGONS and l)&D are registered trademark* owned by TSR, Inc.
The TSR logo is a trademark owned by TSR. Inc
Random House and its affiliate companies have worldwide distribution rights in the book trade for English
language products of TSR. Inc Distributed to the book and bobby trade in the United Kingdom by TSR Ltd.
Distributed to the toy and hobby trade by regional distributors.
This module is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
of the material or artwork presented herein is prohibited without the express written permission of TSR. Inc.

TSR, Inc. TSR Ltd.


POB 756 120 Church End, Cherry Hinton
Lake Geneva Cambridge CB1 3LB
VVI 53147 USA United Kingdom
I073XXXI90I

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-

2
Wild CiRApon Oen

sense syllables through clenched teeth to suggest lizard


man speech.
Wild Dragon Den Wandering Monster Table
• Lizard man face stones: Wealthy members of the
Great Dragon lizard man tribe wear their treasure on 1(120 No.
their faces. Using a glue made from parts of gelatinous Roll Monster Appearing
cube and green slime, the Great Dragon Tribe members 1-4 Lesser lizard man
cement colorful bits of quartz and rough precious and and lizard man slave 2
semiprecious stones to the thick, leathery skin around 5-8 Lesser lizard men ld6
their jaws and eyes and in lines along the top of their 9-13 Lizard man warriors ld4
skulls. Females and whelps wear fewer and less valuable 14-16 Lizard man chieftain* 1
stones; warriors, chieftains, and clerics may wear stones 17-19 Dragonscale cleric* 1
worth several hundred gold pieces. The PCs, if they so 20 Dragonscale high cleric* 1
desire, may pry these stones from dead lizard men to
gather as treasure. * If this creature has been killed, ld4 lizard man war¬
riors appear instead.
Monsters
Throughout the course of this adventure, the characters
will confront dangerous monsters. When such encounters DM Reference Map
occur, information about each monster is presented in the In addition to the large poster map, which the DM will
following format. use with the players so that they can position their stand-
ups, a copy of the Wild Dragon Den map is included on
Name of Monster (number encountered): AC the following page. This map, for the DM’s use only,
(armor class); HD (hit dice); hp (hit points); MV shows positions of monsters and other important features.
(movement rate); #AT (number of attacks); The DM will want to place the large poster map on the
THACO (see below); Dmg (damage inflicted per table for all the players to see, but he or she will want to
attack); Save as (what the monster’s saving throw refer to the reference map for his or her own use.
is based on); ML (morale rating); AL (align¬
ment); XP (experience reward for defeating the
monster); Treasure (how much treasure the mon¬
ster has).

One of the entries, THACO, may be new to beginning


players and DMs. It stands for “To Hit Armor Class 0.”
To determine the roll a monster needs to hit a character
with a specific armor class, simply subtract the target’s
AC from the monster’s THACO number. Thus, if a mon¬
ster’s THACO is 19 and its target is AC 3, the monster
needs to roll a 16 or better to hit the character.

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
Xx:-i 2 Z

h S*
Is
Miili
<mUGuiu.O

lj.]j 8
ii iJilJ
the Bpiefinq

The DM should pass out each player’s appropriate char¬


“Friends, we know precious little about lizard men.
acter stand-up (or have them use the stand-ups that came
Any observations you make of them—their skills, their
with the D&D® Game black boxed set). If the players
way of life, and their methods of combat—will be of
want ready-made PCs, they can use the Dragon’s Den
interest to our sages.”
Game cards, which have PC statistics on the back; these
Sascia looks around at each of the party members
cards correspond to the stand-up counter characters.
and then nods, apparently satisfied with what she sees.
Then the DM can have the players read the “Wanted—
She continues her briefing.
Bold Adventurers!” handout (on the back of the “Read
“The dragon is a black—one of the scouts found two
Me First!” sheet loose in the box) while he or she begins
pieces of scale and the identification is positive. It’s
setting up the game.
young, a bit below mid-size, but dangerous enough.
When everything is ready, the DM should tell the play¬
The black sprays rather than breathes an acid stream
ers that Bailiff Wortley’s agent, Sascia, hands the players
at its victims.
the Wild Dragon Den map. (The DM can place the map
“We think that the fighters will have to draw the
on the table at this time.) Sascia has the following to say.
dragon into using its acid breath weapon while the
spellcasters and fleet-footed folk attack the beast’s
“Your map is based on a drawing made by an es¬
flanks—at least that’s the best advice we can give you.
caped slave. The poor creature is quite mad. We can’t
Oh, and best to catch it sleeping, of course.”
understand a word of her gibberish, but her sketches
seem detailed and therefore credible. A scout has con¬
Sascia and her scouts leave, turning the briefing back
firmed the location of the four entrances.
to Bailiff Wortley. Wortley provides your party with the
“Entrance A is partially underwater. Entrance C is
following items, explaining why as he passes them out.
sealed by a great stone rolled into a tight opening and is
• Two black dragonscale shield covers. “The devil
probably wedged from the inside. The other entrances—
to work this stuff. Very rare, very valuable. Don’t lose
B and D—arc cunningly concealed by heavy flaps of ani¬
them, or it comes out of your pay—and they’re a 1,000
mal hides coated with a mixture of sand and slime, This
gp apiece, mind you.” Black dragonscale shield covers,
stuff looks just like the sandstone bedrock, so it will take
which attach to an existing shield, provide some protec¬
your party a while to find the openings. The entrances
tion from acid breath only, they do not increase a shield’s
are surrounded by swamp growth.
power. If the bearer makes a saving throw vs. dragon
“The actual complex is tunneled below ground into
breath, he takes only '/♦ damage from the breath attack; if
the sandstone. Be careful—the rock is soft and cave-ins
he fails, he takes only V2 damage. The shield covers are
a problem. We suspect some tunnels are flooded.
usable only by classes permitted to use shields. They must
“One scout observed small parties of lizard men
be returned to Wortley at the end of the adventure.
coming and going at various hours through Entrance
• Three waterproof sacks. “These’U keep the gear
D. He refuses to guess at their numbers.
and torches dry if you must cross flooded passages or
“Our knowledge of lizard man culture is limited at
pools.”
best. These primitive tribal humanoids don’t wear ar¬
• Two continual light gems in heavy, opaque leather
mor, but their tough skin is hard to penetrate. For
pouches. “The Deacon has blessed them for your use;
weapons they use crude clubs and spears, but they are
they’ll shed light that won’t be extinguished by sudden
very strong and can strike powerful blows. In combat,
immersion in water.” These are small gems with the cleri¬
lizard man warriors fight to the death. Evidence sug¬
cal spell continual light cast upon them.
gests that death in combat is sacred to their culture,
• Three healing potions. “From the Deacon. I hope
and they apparently sacrifice captives and slaves to ap¬
you won’t need more.”
pease their tribal spirits. They use magical power
• One potion of giant strength. “This is from the Luln
gained from swamp and ancestral spirits. Lizard men
militia stores. If you use it, you’ll pay 500 gp when you
may domesticate animals; some scholars believe they
return. If you return it intact, there’s no charge.”
train crocodiles much as we train dogs. As far as we
• Six neutralize poison clerical scrolls. “Lizard men
know, they don’t understand Common, and we cannot
don’t use poisoned weapons as far as we know, but better
understand their lisping, sibilant speech, even with
safe than sorry.”
magical aid.

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

6
the A6ventuRe

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).

7
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.

Location #8. Snake Nest Gelatinous cube (1): AC 8; HD 4*; hp 24; MV


60’ (20'); #AT 1; THAC0 16; Dmg ld4 + paraly¬
If it is daytime, this chamber is partially lit by sun¬ sis; Save as F2; ML 12; AL C; XP 125; Treasure
light filtering through the ceiling. The floor is covered (see below).
with small mounds of rotting swamp vegetation. The
smell is quite fierce. The rustling in the back of the If slain, searching the creature’s bulk yields odds and
chamber is caused by any number of small creatures. ends of treasure worth 50 gp as well as a strangely carved
wand of ironwood, 6’ long and covered with unfamiliar
The colony of giant racer snakes that lives amidst the de¬ primitive symbols. (The item is a wand of water breathing
caying compost here is fed trap-caught swamp rats and created by creatures called otterkin; the wand permits its
pampered by the dragonscale cleric and the warrior lizard bearer to breath in water like a fish.)
men. Why? Lizard men think snakes are cute the same
way humans think small furry creatures are cute. Location #10. Mushroom Farm
Giant racers are not poisonous, but there’s no reason to
tell the players that until after the combat if the PCs ex¬ The room is dark, damp, and rank with the stench of
amine the dead snakes. During combat, have each PC decaying manure. Huge, white, pulpy mushrooms
bitten by a snake make a saving throw vs. poison; make a grow thickly in crude, soil-filled box shelves cemented
careful note of the round in which the PC was bitten. Also to the walls.
make a big deal of keeping track of the passing rounds so

8
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.

9
the A&ventuRe

This room is directly off Entrance D. The lizard man


guard here lurks in the southeast corner of the room and
receives a +3 to surprise. If not slain or silenced during
the first round of combat, the guard bellows out an echo¬
ing alarm that is heard in Locations #17 and 19.
If the alarm is sounded, the two clerics from Location
#20, the chieftain and his harem from Location #7, and
the warriors from Location #21 rush to join the lizard
men in Location #19. There the lizard men will prepare
the defense of their lair.

Lizard man warrior: AC 5; HD 3; hp 20; MV


60' (20'), Swim 120' (40'); #AT 1 war club;
THAC0 17; Dmg ld6+ 1; Save as F3; ML 12;
AL N; XP 35; Treasure (see below).

The lizard man warrior wears ld6 x 50 gps’ worth of


rough gems cemented to his face.

Location #15. Mold Room


Read the following if the PCs examine the eastern door to
this room.

The door appears to have been made of thin slabs of


sandstone cemented to a wood-and-laminated-hide
frame. The seams of the door have been thickly sealed
with a gray-green muck; a large jar of the strange sub¬
stance rests on the floor next to the door. A flickering
stone bowl lamp and a pile of torches—the first torches
you have seen—rest next to the jar of muck.
The lizard men harvest green slime and combine the
Read the following if the PCs enter the room. clumps with hunks of gelatinous cube to make the cement
that seals the sandstone walls and ceilings of the cave’s
The north and south walls are covered with large chambers. They also use this substance to laminate hides
yellow shelf fungi. The yellow fungi here are perfectly for hide-skins doors and simple artifacts.
harmless, but the lizard men keep the doors sealed to Green slimes move only one square every five melee
prevent spreading of the fungus spores. rounds. However, on the ceiling above each square in this
room hangs a green slime—waiting to drop.
This room is currently empty and could prove a safe
The first time each square in this room is entered, a PC
place for PCs to rest and recover lost hit points and spells. must roll his or her Dexterity score or lower on ld20; if
the roll is successful, the slime plops to the floor at the
Location #16. Slime Pits PC’s feet. If the roll is unsuccessful, the slime lands on the
Read the following if the PCs enter this room. character and attacks.

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

10
the AdventuRe

colony. The Dungeon Master should use the green slime


and thumbs much like a human’s, and the light of in¬
stand-up counter from the D&D® Game black boxed set
telligence burns in its eyes as it stares at you.
to represent each slime that attacks the characters.

The lizard men keep captives and slaves here. Sharcl, a


Location #17. The Hanging Gardens
10-year-old elf child, was captured as a very young child
from an elf settlement and speaks only broken elven and
If it is daylight outside, dim light filters down from
Common. The giant otter—an otterkin—was captured
small holes in the ceiling. The room’s odor is strongly
more recently; its name is Speckled-White-Chin. Sharel
reminiscent of tons of boiled spinach. The high walls of
has taught Speckled-White-Chin to speak a little Com¬
this long chamber are covered by long, ropy strands of
mon. Sharel and the otterkin are thin and haggard be¬
thick, green, algaelike growths.
cause the stronger lizard men slaves get most of the food.
At intervals along the wall are large woven baskets
When the PCs enter this chamber, however, the ot¬
full of harvested, drying vegetation. Two unarmed liz¬
terkin and elf child rejoice at the prospect of freedom. The
ard men are harvesting vegetation from the south wall
lizard men, on the other hand, are confused. They cower
as another lizard man, armed with a club, stands
in the corner but will attempt to escape or attack and steal
nearby—apparently supervising them.
weapons (spears or clublike weapons only) if given the
chance.
If not slain or silenced during the first round of combat,
the slave guard bellows out an echoing alarm that is heard
Lizard men slaves (2): AC 5; HD 1 + 1; hp 5, 7;
in Locations #14, 20, and 21. If this alarm is sounded, the
MV 60' (20'), Swim 120’ (40'); #AT 1 bite;
two clerics from Location #20, the chieftain and his ha¬
THAC0 18; Dmg ld4; Save as FI; ML 12; AL
rem from Location #7, and the warriors from Location
N; XP 15; Treasure nil.
#21 will join the lizard men in Location #14, where the
lizard men will prepare the defense of their lair.
Share] the elf child: AC 9; HD */a; hp 4; MV
120' (40'); #AT 1; THAC0 19; Dmg ld4; Save as
Lizard men slaves (2): AC 5; HD 1 +1; hp 5, 7;
FI; ML 7; AL N; XP 5; Treasure nil.
MV 60' (20'), Swim 120' (40'); #AT 1 bite;
THAC0 18; Dmg ld4; Save as FI; ML 12; AL
Otterkin (Speckled-White-Chin): AC 8; HD 1;
N; XP 15; Treasure nil.
hp 8; MV 90' (30'), Swim 120' (40’); #AT 1 bite;
THAC0 19; Dmg ld4; Save as FI; ML 7; AL N;
Lizard man slave guard/warrior (1): AC 5; HD
XP 10; Treasure nil.
3; hp 20; MV 60' (20'), Swim 120' (40’); #AT 1
war club; THAC0 17; Dmg ld6 + 1; Save as F3;
Sharel and Speckled-White-Chin offer to join the PC
ML 12; AL N; XP 35; Treasure (see below).
party and help in any way they can. Speckled-White-
Chin is as intelligent as a 10-year-old human; the otterkin
The lizard man slave guard wears ld6 x 50 gps’ worth
speaks broken Common in a high, squeaky voice, much
of rough gems cemented to his face.
like a giant rodent.
Sharel and the otterkin volunteer information on lizard
Location #18. Slave Pit
man culture. An example of Speckled-White-Chin’s bro¬
Read the following if the PCs examine a door to this room
ken speech begins each explanation of the following
and enter.
items.
• Taboo: “Red circles, little mark inside, taboo! No
The hide-skin door to this room is reinforced with a
touch, no go! Skveek! Dragonscale cleric only, or bad
wooden framework, and it is barred from the outside—
thing!” Only a creature wearing a cleric’s amulet may
obviously to keep something inside.
touch a taboo object or enter a taboo place. Curses pro¬
Two lizard men are curled up in the southwest cor¬
tect taboo objects and places, but the captives don’t know
ner, while a naked, filthy elven child with long matted
what the curses may be. The slaves know that Locations
hair huddles in the northeast corner with a child-sized
#13, 20, and 23 are taboo and that any object belonging
giant otter. The giant otter has delicate webbed fingers
to a dragonscale cleric is also taboo.

11
the a&ventuRe

• 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

12
the A&ventuRe

lence 15' radius to neutralize attacking spellcasters and mis¬


grow great with wisdom and magical power. sile attackers; hold person or cause fear (reversed remove fear)
In the happy seasons that followed, the Great Drag¬
against one or two attackers; or darkness against a large
on Tribe has prospered, having extended its caves and
group to permit escape.
grown strong. Now Great Dragon Tribe is rich in trea¬ Both clerics wear all their treasure. Cemented to the
sure and captives-of-raids and is greatly feared and
skin of their heads are gems and precious stones. The
honored among the lizard men of the Great Swamp.
gemstones on the high cleric are worth 1,200 gp, and one
stone is the magical gem of protection vs. sleep and charm. The
This chamber is considered taboo and may only be en¬
other cleric wears 250 gps’ worth of gemstones.
tered by a creature wearing a cleric’s amulet (see below).
Any intruders are attacked by a guardian shadow.
Location #21. Trophy Hall of Warriors
Shadow (1): AC 7; HD 2 + 2*; hp 14; MV 90'
The high-vaulted ceiling of this chamber rises 30'
(30'); #AT 1 spectral claw; THACO 17; Dmg ld4
above you. Arrayed around the walls and up to the
+ drain one Strength point; Save as F2; ML 12;
roof of the chamber are hundreds of grim, mummified,
AL C; XP 35; Treasure nil.
lizard man heads—heads that have been painted with
vivid red, blue, and green pigmented clays. The skulls
Shadows can be injured only by magical or silver weap¬
stare down on you from niches carved in the sand¬
ons or by magical attacks.
stone. Along with a mummified head, several niches
If the alarm has sounded in Locations #14 or 17, the
hold spears, clubs, and artifacts of stone and metal,
dragonscale clerics are in Location #19 with the chieftain,
some of which are decorated with feathers, bones, and
harem, and warriors. Otherwise the clerics are here med¬
glittering stones.
itating, which gives a +2 to the PCs’ surprise roll.

If no alarm has sounded, the warriors are lounging


High dragonscale cleric: AC 4(5); HD 4***; hp
around the chamber, munching dried meats from bowls
20; MV 60' (20'), Swim 120' (40'); #AT 1 bite;
and boasting idly of battle exploits. At the appearance of
THACO 16; Dmg ld4; Save as C4; ML 12; AL
the PCs, however, they snatch up their war clubs and at¬
N; XP 200; "IVeasure (see below). Spells known:
tack. If the alarm has sounded in Locations #14 or 17, the
All 1st- and 2nd-level clerical spells; can use two
warriors have moved to Location #19 to defend their lair
1 st-level and one 2nd-levcl spell per day.
from the intruders.

Dragonscale cleric: AC 4 (5); HD 2*; hp 10;


Lizard man warriors (3): AC 5; HD 3; hp 15,
MV 60' (20'), Swim 120' (40'); #AT 1 bite;
16, 20; MV 60' (20'), Swim 120' (40'); #AT 1 war
THACO 18; Dmg ld4; Save as C2; ML 12; AL
club; THACO 17; Dmg ld6 + 1; Save as F3; ML
N; XP 25; Treasure (see below). Spells known:
12; AL N; XP 35; Treasure (see below).
All 1 st-level clerical spells; can use one 1 st-level
spell per day.
Each lizard man warrior wears ld6 x 50 gps’ worth of
rough gems cemented to his face.
The high cleric wears a dragonscale chestplatc that acts
A thorough search of the wall niches for treasure re¬
as a shield + 7; he also wears a gem of protection vs. sleep and
quires six turns for a skilled climber (a thief, a halfling, or
charm (neither sleep nor charm spells have any effect on the
a magic-user using the levitate spell). Two climbers can
wearer) and a cleric’s amulet, a stone ornament marked
complete the search in half the time. Searchers find the
with a red circle and red snake-squiggles like the mark¬
following:
ings on the door to this room. A creature wearing a cler¬
• Turn 1, a silver chain (worth 200 gp).
ic’s amulet may enter any taboo area (Locations #13, 20,
• Turn 2, a magical war club decorated with precious
and 23) without being attacked by a shadow.
stones (a mace +7; decorations worth 250 gp).
The second cleric wears a dragonscale chestplate that
• Turn 3, an amulet made from the sternum of a lizard
acts as a shield +1; he also wears a cleric’s amulet like the
man, marked with a red circle and snake squiggles (a cler¬
high cleric’s.
ic’s amulet that also acts as an amulet of protection +1).
In combat the clerics use darkness (reversed light) or si¬
• Turn 4, a staff apparently made from a petrified

13
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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the Adventupe

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 Joupney Back

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

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