TEXT: Dragotha’s Lair 
                                                                                              ©1999, 2001 Wizards of the Coast, Inc. 
   
  Page 1 
   
  Dragotha’s Lair 
   
   
  An RPGA® Adventurer’s Guild Tournament 
  for the AD&D® game 
   
   
  Based on White Plume Mountain by Lawrence Schick, Return to White Plume Mountain by 
  Bruce R. Cordell, and the Dungeons & Dragons® game created by Gary Gygax and Dave Arneson. 
   
   
  Table of Contents 
   
  Introduction & Synopsis 
  Page 1 
  Preparation 
  Page 1 
  And So It Begins 
  Page 1 
  Lair Overland Map, Keyed 
  Page 2 
  Dragotha’s Lair Map, Keyed 
  Page 4 
  Conclusion 
  Page 10 
  Pregenerated Characters 
  Page 11 
  Dragotha’s Lair Map 
  Page 15 
  Lair Overland Map 
  Page 16 
   
  CREDITS: 
  Design: Bruce R. Cordell 
  Editing: Penny Williams, John D. Rateliff 
   
  Cartography: AD&D Core Rules 2.0 CD-ROM 
   
  Visit our website at www.wizards.com 
   
  D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned by Wizards of the Coast, Inc. All Wizards characters, character names, and 
  the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. 
  This material is protected under the copyright law of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is 
  prohibited without the express written permission of Wizards of the Coast, Inc. 
  This product is a work of fiction. Any similarity to actual people, organizations, places, or events  is purely  coincidental. 
  ©1999, 2001 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A. 
   
  
  Dragotha’s Lair 
                                                                                              ©1999, 2001 Wizards of the Coast, Inc. 
   
  Page 2 
  INTRODUCTION & SYNOPSIS 
   
  wenty years ago, newly discovered map fragments 
  revealed the lair of Dragotha, the Undead Dragon. 
  Those same fragments also revealed the location of 
  White Plume Mountain, and with it the renewed threat of 
  Keraptis, an ancient wizard of evil repute. Thus, Keraptis 
  and White Plume Mountain received all the attention, 
  while Dragotha’s lair, whatever it really represented, 
  remained a mystery. 
  The fabled undead hunter, Tardalus the 
  Inquisitor, hates mysteries. So he has gathered a team of 
  adventurers (the player characters) to investigate this one. 
  Tardalus is a devoted servant of Heironeous, god of 
  justice and valor. A self-avowed undead hunter, 
  Tardalus’s eye has turned to the original Undead Dragon. 
  It doesn’t bother Tardalus in the least that Dragotha, if he 
  exists at all, has remained quiescent these last several 
  centuries. Sleeping undead evil is still evil and must be 
  vanquished. 
  Relying on Tardalus’s special knowledge, the 
  party of undead hunters finds and descends into 
  Dragotha’s lair. The lair is an overly large tomb, complete 
  with lesser undead and terrible traps. Particularly lucky 
  and brave parties press all the way to the innermost 
  chamber and find Dragotha himself. As legends foretold, 
  Dragotha is indeed an undead dragon, or dracolich. 
  Luckily for the heroes, Dragotha doesn’t have the “heart” 
  to truly devastate the heroes. Unfortunately, it takes the 
  willing sacrifice of a hero most noble to send the 
  awakened Dragotha back into his undead slumber of ages. 
  Should a hero be unwilling to make this ultimate sacrifice, 
  Tardalus is hero enough to accept this fate. 
   
  PREPARATION 
   
  Dragotha’s Lair is an AD&D game adventure designed to 
  supplement and showcase the adventure Return to White 
  Plume Mountain. It is not necessary to have Return To 
  White Plume Mountain to run this adventure, but the 
  Dungeon Master (DM) should keep a copy of the Player’s 
  Handbook and Dungeon Master’s Guide on hand during 
  play. 
  The DM should understand the AD&D game 
  system and be able to explain the basics of the game 
  mechanics and the most important aspects of a character 
  sheet to new players before the game begins. This is a 
  mid-level adventure (for five to six characters of 6th to 
  8th level) that can be played in one four-hour session. 
  Seven pregenerated 7th-level characters are enclosed for 
  use with the adventure, but any character within the 
  requisite range will do. Print out or photocopy the 
  pregenerated characters ahead of time so that passing 
  them out is an easy task when play begins. 
  Text presented in unshaded boxes is information 
  that the DM can read aloud or paraphrase to the players. 
  Refer to the maps printed at the end of this adventure as 
  necessary, and follow any directions given. 
   
  AND SO IT BEGINS 
   
  Pass out the pregenerated characters. Read or paraphrase 
  the boxed text immediately below as an introduction to 
  the players of Dragotha’s Lair. 
   
  You are a bold campaigner, a veteran of many adventures. 
  Recently, you met Tardalus the Inquisitor, an undead 
  hunter of great renown. Intrigued by his stories of a 
  mysterious undead dragon located to the north, you joined 
  his quest to discover the truth. In return for your aid in 
  dangerous situations, Tardalus agreed to give you and the 
  others equal shares of any and all treasure found in the 
  lair. Tardalus is interested only in one thing: discovering 
  and dispatching Dragotha the Undead Dragon. 
   
  Allow the player characters (PCs) to briefly introduce 
  themselves to the other players. When introductions are 
  complete, inform the players that the expedition is already 
  underway. After a few weeks of overland travel through 
  lonely lands, the party, led by Tardalus, is fast 
  approaching the location of Dragotha’s lair. Tardalus 
  shows the PCs the map he is using to navigate (show the 
  players the Lair Overland Map). Play begins at the point 
  marked “You Are Here” on the Lair Overland Map. 
  At this point Tardalus willingly answers some of 
  the PCs’ questions, if he has not done so already. Tardalus 
  knows the following: 
   
  • 
  Dragotha. “The legend of Dragotha is an old one, so 
  old in fact that, until now, no one has known for sure 
  where to find the lair of the Undead Dragon. 
  However, I recently secured a map and runestone 
  key from an old barrow, long undisturbed. Being an 
  undead hunter of great renown, I immediately swore 
  my next quest: to find and destroy Dragotha!” 
  • 
  Dragotha’s Lair. “According to what I learned in 
  the barrow, it seems that a group of dragon cultists 
  have associated themselves with Dragotha. 
  Apparently the cultists created a mausoleum temple 
  to Dragotha before sealing themselves up inside 
  when Dragotha lapsed into quiescence. I don’t know 
  why Dragotha isn’t active, but I know that as long as 
  he exists, he is an affront to all that is good.” 
  • 
  White Plume Mountain. “We’ve steered wide of 
  that peak. Rumor has it that the evil wizard, Keraptis, 
  has returned yet again. However, that doesn’t 
  concern our current quest.” 
  • 
  Other Locations on the Overland Map. “I don’t 
  think we need concern ourselves with places like 
  Mukos or Thingizzard’s Hut. Actually, I’d prefer to 
  go directly to the lair, but I suppose it’s possible that 
  some of the other sites on the overland map could 
  prove interesting. I really don’t know anything about 
  them or their significance, except for the two ruins.” 
  • 
  Ruins. “The ruins of Caherdalen and Lossathan are 
  hundreds of years dead. Once, they were thriving 
  cities. According to legend, both communities were 
  destroyed by Dragotha.” 
  T 
  
  Dragotha’s Lair 
                                                                                              ©1999, 2001 Wizards of the Coast, Inc. 
   
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  • 
  The Great Swamp. “A nasty fen, inhabited by all 
  sorts of terrible creatures. We’d best stay on our toes, 
  lest we become a meal for some hungry swamp 
  monster.” 
   
  Tardalus, human male, 12th-level Cleric: AC 2 
  (chainmail +2 & shield); MV 12; hp 44; THAC0 12 
  (mace +2); #AT 1; Dmg 1d6+3 (mace +2); SA Spells, 
  turn undead; SZ M (5 ft. 11 in. tall); ML elite (13); AL 
  NG; XP 7,000. 
  Str 13; Dex 12; Con 13; Int 14; Wis 9; Cha 14 
  Special Equipment: mace +2 “Requiter” 
  (always inflicts x2 damage vs. undead, x3 damage vs. evil 
  foes on natural attack roll of 20), chainmail +2, decanter 
  of endless water, runestone dragon key. 
  Spells: (8/7/6/4/2/2) 1st—command, cure light 
  wounds (x3), protection from evil, remove fear, sanctuary 
  (x2); 2nd—hold person (x2), know alignment, messenger, 
  silence 15-ft. radius, withdraw, wyvern watch; 3rd—call 
  lightning; cure blindness, cure disease, remove curse, 
  speak with dead, stone shape; 4th—cure serious wounds 
  (x2); neutralize poison; spell immunity; 5th—cure 
  critical wounds, flame strike; 6th—find the path, heal. 
  Quote “If I had a sovereign for every wight I’ve 
  sent howling back into the Darkness, I could tile a 
  cemetery in shining gold!” 
   
  LAIR OVERLAND MAP, KEYED 
   
  Play begins at the point marked “You Are Here” on the 
  Lair Overland Map at dawn (6 a.m.). Tardalus has lead 
  the party to this point without prior mishap. Till now they 
  have avoided the worst of the swamp, but now a trek 
  through the swamp is necessary. From this point on, it 
  takes an average party on foot about 30 minutes to 
  traverse each 1000-ft. hex. 
   
  Traversing the Swamp 
  Read or paraphrase the following to the heroes as they 
  press through the swamp: 
   
  The saturated air mats your clothing to your body. Every 
  step in the sinking, omnipresent mud releases the stench 
  of fungus, rot, and sulfur. Swamp grass grows from the 
  unending pools of stagnant water, sometimes so thickly 
  that vision is reduced to a dozen yards. Gnarled trees poke 
  up here and there but are all half-smothered by moss and 
  lichen. The whine of insects is constant, and a swarm of 
  stinging gnats is a second shadow difficult to escape. 
   
  Though dangerous creatures definitely lurk in the swamp, 
  following Tardalus’s lead avoids the necessity of rolling 
  for random encounters. Running into patches of 
  quicksand is still possible, though, and at some point 
  during the journey (chosen by the DM), the PCs stumble 
  into some. 
   
  Quicksand 
  Quicksand patches are 20 feet in diameter. PCs who 
  stumble into quicksand may move 3d4 feet into it before 
  realizing that the mud beneath their feet is any different 
  than normal swamp muck. At this point, PCs begin to sink 
  at a rate of 1 foot per round. Once a character begins 
  sinking, her movement rate drops by 2 for every 1 foot she 
  has sunk, automatically dropping to 0 when the character is 
  chest deep (an average PC has a movement rate of 9). For 
  purposes of this quicksand patch, treat a character’s Move 
  total as the actual number of feet moved per round. Each 
  round the character may make a saving throw vs. 
  paralyzation to avoid sinking 1 foot for that round, if she 
  takes no other actions (such as trying to slog for the edge). 
  Characters on the edge of the quicksand can extend objects 
  or throw ropes to sinking allies. Each successful Rope Use 
  proficiency check (or Strength check at a –4 penalty) pulls 
  a sinking character 1 feet up from the mud. Characters who 
  sink below the surface continue descending for about 20 
  feet and perish through drowning 4 rounds later, if not 
  rescued. 
   
  Summoning Ring 
  White stone shafts, decayed and broken, reach upward 
  from the swamp. Some columns in the 30-foot-diameter 
  circle are cracked or broken. Others lean against their 
  companion stones, while many have fallen completely 
  over and sunk into the morass. 
   
  A Wisdom check, for PCs who specifically observe the 
  scene, reveals that the water in the center of the ring 
  slowly swirls for no obvious reason. 
  Should any PC enter the ring, or if the PCs can 
  generate a significant disturbance on the water, four bog-
  mummies rise to the attack! PCs who triggered the attack 
  by walking into the ring without first noticing the swirling 
  water lose 1 round of attacks to the bog mummies before 
  rolling initiative normally. 
  Bog mummies are humanoids smothered in mud-
  saturated wrappings. Swamp vegetation and bugs thickly 
  infest every bog mummy. 
  A search of the shallow water reveals a rusted-
  out iron chest, in which many completely ruined 
  parchments are cached (impossible to say what they once 
  represented), plus a petrified hand. The sapphire ring on 
  the hand is a ring of protection +2. 
   
  Bog Mummies (4): AC 3; MV 9, swim 9 (move normally 
  through swampland and quicksand); HD 8; hp 36 
  (average); THAC0 13; #AT 1; Dmg 1d12 (undead claw); 
  SA Disease (see below); SD +1 or better weapon to hit, 
  spell immunities (see below); SW Cold attacks, holy 
  water, turning (see below); SZ Medium (6 ft. tall); ML 
  champion (16); AL CE; XP 4,000. 
  SA—Disease. Wounds inflicted by a bog 
  mummy cause bog rot except on a successful saving 
  throw vs. death magic (roll only once for each wounded 
  character at the end of the encounter). The flesh of PCs 
  with bog rot stiffens and darkens. If not treated with cure 
  disease, bog rot proves fatal in 24 hours. For each hour 
  the disease goes untreated, the victim must save vs. death 
  magic or lose 1 point of Str, Cha, Dex, or Con (roll 1d4 to 
  determine which). If the disease is treated by a cure 
  disease spell, lost ability points automatically return. 
  
  Dragotha’s Lair 
                                                                                              ©1999, 2001 Wizards of the Coast, Inc. 
   
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  SD—Bog mummies are immune to normal fire 
  attacks, sleep, charm, hold, and other mind-affecting 
  spells. Bog mummies take half-damage from magical fire. 
  SW—Cold-based attacks inflict double normal 
  damage. Bog mummies can be turned as Special creatures 
  on the turning table. A vial of holy water inflicts 2d4 
  points of damage to a bog mummy. 
   
  Cave of Bones 
  Meager downs poke grassy tops from the edge of the 
  swamp. The hills mark a transition between the edge of 
  the swamp and dryer, rocky terrain. A dark cave beckons, 
  leading directly into the side of one of the downs. 
   
  The aperture leads into a cramped (5-ft.-high by 3-ft.-
  wide) cave that runs only 30 feet under the hillside, 
  finally opening into a roughly 10-ft. by 10-ft. by 10-ft. 
  subterranean chamber. The cave is empty but for faded 
  cave paintings and graffiti on the wall. The cave paintings 
  depict various animals, including bear, buffalo, and deer, 
  though all are completely skeletal. The ceiling holds one 
  final painting: a skeletal dragon. 
  The graffiti is obviously written by various hands 
  over a long period of time and is mostly indecipherable. A 
  few lines of interest remain: 
   
  • 
  “Keraptis stole the heart of Dragotha, and so earned 
  the dragon’s eternal hate.” 
  • 
  “A hero most noble ensures the Dragon’s continuing 
  slumber.” 
  • 
  “Dragotha’s hoard surpasses that of any other 
  dragon.” 
   
  The heroes may or may not draw conclusions from the 
  pictures and graffiti, but nothing else of value can be 
  found here. 
   
  Ruins 
  Tumbled walls and ruination peek from beneath grass, 
  shrubs, and trees that have mostly reclaimed what was 
  once a small community. 
   
  Both sets of ruins (Caherdalen & Lossathan) are less than 
  ghost towns. Any secret vaults or treasuries that either 
  city may once have had were looted long ago. Even a 
  cursory walk through the town makes it clear that nothing 
  of value remains. However, a walk-through does disclose 
  an interesting feature: strange discolorations on some 
  half-walls. The discolorations are darkened silhouettes of 
  humans in various poses of flight and extreme terror. 
  Closer examination reveals the silhouettes to be 
  composed of compacted ash. These silhouettes are all that 
  remain of the villagers on the wrong end of Dragotha’s 
  terrible breath. 
   
  DRAGOTHA’S LAIR MAP, KEYED 
   
  The Undead Dragon lairs beneath a lonely crag, the 
  much-weathered remnant of a mountain range long since 
  lost to erosion. Dragotha has not used his personal 
  entrance for centuries, and in any case it is completely 
  covered in tons of stone from a landslide deliberately 
  caused by the dracolich. 
  One other entrance exists—an entrance made by 
  human hands, and Tardalus has the key. Furthermore, the 
  undead hunter knows exactly where to find the human-
  sized entrance on the large crag, which saves several days 
  of searching. 
  All is dark within the Lair, unless noted 
  otherwise. All the following descriptions are given with 
  the assumption that PCs are carrying lanterns. 
   
  D0. Maw of Doom 
  The back wall of a shallow cliff is entirely covered by a 
  much weathered relief sculpture. Once you have noticed 
  it, it is easy to see the form of a 30-foot-high skeletal 
  dragon skillfully carved from the stone. 
   
  Notice that the keyed map begins with D1; this area lies 
  immediately outside it. To access D1, the heroes must 
  make a successful Find Secret Doors roll (multiple 
  attempts are allowed). On a successful check, a portion of 
  the carving is revealed that exactly matches the runestone 
  dragon key in Tardalus’s possession. When the runestone 
  key is applied to this spot, it snaps into place with an 
  audible click. Then a section of the carving dramatically 
  falls back and slides aside, revealing the bubble-shaped 
  chamber keyed as D1. 
   
  D1. Choices 
  In addition to the recently opened secret entry, two 
  roughly hewn tunnels give off this bubble-shaped 
  chamber—one to the northeast, the other to the southeast. 
  Darkness and silence fill both corridors. 
   
  A search of this chamber reveals that the dust here has not 
  been disturbed for many, many years, save by the drip and 
  flow of natural cavern processes. The northern passage 
  leads deeper into the complex, while the southern leads to 
  a series of traps. 
   
  D2. Trapped Approach 
  The rough cavern widens into a small chamber whose 
  southern wall is actual masonry. A large oaken door 
  stands closed in the center of the wall. 
   
  A covered pit trap lies immediately inside this chamber—
  PCs who make directly for the door must save vs. 
  paralyzation or fall into the 30-foot-deep pit for 3d6 
  points of damage. Cautious characters still require a 
  successful find traps roll to avoid the trap, unless they 
  stick close to the walls while entering the chamber. 
  The door to D3 is trapped (see below). 
   
  D3. More Traps 
  The door to this room is trapped. If the party opens it 
  without first detecting and removing the trap, a tinkling of 
  glass heralds the spray of poison gas that fills both D2 and 
  D3. Heroes who fail a saving throw vs. poison take 1d6+6 
  
  Dragotha’s Lair 
                                                                                              ©1999, 2001 Wizards of the Coast, Inc. 
   
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  points of damage, while those who succeed at their saving 
  throw still take 1d4 points of damage. 
   
  Other than dust, this chamber appears vacant. A faded 
  wrap-around mural on the walls depicts an emaciated 
  dragon of ebony scales flying amidst lighting-lit clouds. 
  Small cracks mar the mural, appearing to be more 
  concentrated near the center of the southern wall. 
   
  A covered pit trap of the same depth and statistics as the 
  pit trap described under D2 lies in wait in front of the 
  center of the southern wall. 
   
  D4. Breathing Altar 
  An elaborately carved altar stands near the center of the 
  eastern wall of this rough cavern. The design on the 
  altar’s front is reminiscent of a dragon. In fact, small 
  wisps of smoke emerge at regular intervals from its 
  nostrils. A large golden offering bowl is attached to the 
  cavern’s floor immediately in front of the altar, directly 
  below the carved dragon’s open maw. 
   
  The altar and bowl are nothing more than a trap. The 
  golden bowl (worth about 200 gp) is firmly attached to 
  the floor with a rusted iron bolt. If anything is placed in 
  the bowl, or if someone attempts to remove the bowl 
  (requiring a successful bend bars/lift gates roll), the 
  dragon mouth breathes a roaring conflagration of black 
  fire. The black flame fills the room, doing 4d6 points of 
  damage to all who fail a saving throw vs. breath weapon 
  and 2d6 points of damage to those who make their saving 
  throw. 
  The altar can breathe up to three times per day. 
  Significant damage to the altar (about 100 points) 
  destroys it and the trap, granting 400 XP to every member 
  of the party. 
   
  D5. Writing on the Wall 
  Strange runes are carved on the wall of this rough tunnel. 
   
  Those who can read the Draconic tongues, or those with 
  access to translation magic, can read the following 
  message inscribed in Draconic: “To pass beyond this spot 
  is to consign your body and soul to Dragotha, the Undead 
  Dragon.” 
   
  D6. First Hall 
  The obsidian door leading to this chamber is double-
  valved, but even after centuries of inactivity it opens 
  silently with but a gentle shove. 
   
  A patina of dust cloaks the massive stone blocks that tile 
  this chamber. Piles of rotting plaster slump before every 
  wall, apparently having once covered the naked stone. To 
  the east, the room opens into a larger hall lost in darkness. 
  Inscribed above the entry in the Common Tongue are the 
  words: “Temple of Dragotha.” 
   
  The designs that once decorated the plastered walls are 
  long lost to time’s cruel hand. It doesn’t appear that 
  anything has moved here for uncounted years. The open 
  archway to the east opens directly into D8. 
   
  D7. Rubble Choked. 
  The worked corridor gives way to a rough tunnel, which 
  in turn peters out in a dead-end filled with rubble. 
   
  Hard work clearing away this rubble doesn’t lead to 
  anything but solid rock. 
   
  D8. Columned Hall 
  The ceiling is lost in darkness above, but massive pillars 
  march the length of the hall, supporting the unseen 
  heights. Each column is carved in the form of a tightly 
  coiled serpent. The visible walls and floor of the hall are 
  composed of simple undressed stone. 
   
  The ceiling rises 200 feet, should any hero possess means 
  or sufficiently strong light to investigate the heights. 
  Strangely, the columns carved as coiled serpents possess 
  no head or tail. Those who specifically think to look note 
  that there is not a single speck of dust in the room, though 
  no reason is immediately apparent. In fact, the creatures 
  in D10 keep this columned hall tidy. 
   
  D9.  Sculpture 
  A 10-foot-high sculpture of a rearing dragon skeleton 
  faces the opening to the columned hall. Though cracked 
  and somewhat pitted, the statue is essentially intact. The 
  skeletal dragon possesses a single horn on its skull, 
  pointed to the west. 
   
  Like D8, this room is utterly free of dust. 
  If the horn of the stone dragon is rotated to the 
  right, the secret door on the south wall opens (nothing 
  else triggers the secret door open). If the horn is rotated to 
  the left, the concealed door on the east wall opens (but it 
  can also be opened normally) and dark gas streams from 
  the stone dragon's open mouth. All those within this 
  chamber must make a saving throw vs. spell or be slowed 
  for 10 rounds. Those who fail their save by 5 or more fall 
  into a deep sleep from which they can only be woken by 
  the application of physical damage. 
  If the trap is sprung and the eastern door opens, 
  the Well Watchers are roused in D10 and enter D9 to 
  “tidy things up.” 
   
  D10. Well Watchers 
  The 5-foot-wide, 2-foot-tall circular stone lip of a well 
  occupies the eastern portion of the rough cavern, though 
  no pulley or bucket is immediately apparent. 
   
  A few of the crazed dragon cultists sealed within 
  Dragotha’s Lair long ago made the transition to undeath 
  (as many others have also accomplished) and now reside 
  in the neck of the well. Periodically the creatures, now 
  five wights, squirm free of the well to clean the dust from 
  the columned hall and the adjacent room (D8 and D9). If 
  the trap in D9 is triggered, they emerge and attack any PC 
  in the lair, even if they must track the heroes to another 
  
  Dragotha’s Lair 
                                                                                              ©1999, 2001 Wizards of the Coast, Inc. 
   
  Page 6 
  location. The wights also attack any PC who peers over 
  the edge of the well, dramatically lunging at the 
  investigating character and attempting to pull him or her 
  down into the well. 
  Wights appear as animate corpses, though they 
  move more quickly than any zombie should. Their eyes 
  burn with black fire. 
   
  Wights (5): AC 5; MV 12; HD 4+3; hp 19 each; THAC0 
  15; #AT 1; Dmg 1d4 + special (bite or touch); SA energy 
  drain (touch or bite drains one level); SD harmed only by 
  silver or +1 or better magical weapons, undead 
  immunities (unaffected by sleep, charm, hold, cold, 
  poison, and death magic); SW holy water (2d4 points of 
  damage per splash), can be turned; SZ M (6 ft. tall); ML 
  elite (14); Int average (9); AL LE; XP 1,400 each. 
   
  D11. Empty 
  This rectangular stone chamber is empty of all save dust.  
   
  D12. Blasted Area  
  The rusted iron door to this chamber is crumpled and 
  hangs half off its hinges. Inside, the room is blackened 
  and cracked as if subject to some great explosion that 
  occurred long ago. Despite the great heat damage, a 
  strange circle filled with blurred and broken runes is 
  partially visible as an inscription over the entire floor. 
   
  The original inhabitants used this chamber as an 
  experimental summoning chamber. Unfortunately, the last 
  experiment apparently got out of hand. Nothing remains 
  in this room to tell inquisitive investigators more, unless 
  they find the concealed door on the east wall. 
  In fact, dragon cultists in service to Dragotha attempted 
  to summon a replacement for Dragotha’s stolen heart (see 
  D21). Something went wrong, and the ensuing blast 
  ended that particular line of research, but the thing that 
  was summoned slinked through the eastern secret door 
  into area D13. 
   
  D13. Spawn of Evil 
  The lowest portions of this rocky cavern are half-flooded 
  with a greenish, stagnant-looking liquid. The odor of 
  malodorous rot inhabits the chamber like a living thing. 
   
  The thing brought into the lair in D12 paused briefly here, 
  depositing a clutch of eggs before it departed. A closer 
  look at the liquid reveals a sticky mass of green-tinged 
  eggs such as a fish might lay, though each egg approaches 
  1 inch in diameter. Though translucent, within each is 
  visible a surging blot of darkness. They never hatch, but 
  the mass is dangerous nonetheless for its ability to 
  dissolve flesh. For purposes of interaction with the PCs, 
  treat the entire egg mass as one creature. 
   
  Gelatinous Eggmass (1): AC 9; MV 0; HD 30; hp 300 
  (see SD); THAC0 Nil; #AT 6 (pseudopods); Dmg 1d4 
  (dissolving enzyme, see Notes); SA Dissolution (see 
  Notes); SD Immune to weapons and most spells; SW 
  Each cure disease spell inflicts 2d10 points of damage, 
  sunlight kills it after 1 hour exposure, fire burns it for 1d4 
  points of damage per application; SZ H (30 ft. diameter); 
  ML fearless (20); Int non- (0); AL N; XP 65 
  Notes: SA—Dissolution. The egg mass eats 
  through 1 inch of wood per hour but dissolves metal much 
  faster: it eats through plate armor in only 3 melee rounds. 
  The horrid egg mass can be scraped off quickly, cut away, 
  frozen, or burned. Otherwise, when in contact with a 
  living target it dissolves flesh at a rate of 1d4 points of 
  damage per round. If a living target is killed by the egg 
  mass, that target is completely absorbed into it, becoming 
  food for the mysterious gestating amoebas. 
   
  D14. Wondrous Hall 
  Immense columns support a vasty hall illuminated by dim 
  lamps, one to a column. Each column is carved in the 
  form of a draconic leg, rising into unguessed heights 
  above. In addition to each leg-column, four exceptionally 
  large white-marble statues stand near each corner of the 
  chamber. The statues model completely skeletal dragons. 
  The visible walls and floor of the hall are sculpted in high 
  reliefs showing leering faces, horns, bones, and dragons. 
  A shrouded, cloaked figure stands at the very center of the 
  hall, in the confluence of the sickly lamplight. Six 
  shrouded humanoid figures surround the central figure. 
   
  The chamber rises 200 ft. high, though the light of the 
  yellowish lantern light only reaches about 60 ft. up. Five 
  exits are visible in this chamber, and one secret door 
  provides the sixth exit to the south. A special enchantment 
  in this room prevents all clerical turning from functioning 
  within it. 
  The shrouded figure at the center of the hall was (and 
  is) the high wizard-priest of Dragotha’s Cult, called 
  Angdol. The other figures are lesser cultists, who have 
  stats similar to ghouls, but more powerful. Though dead, 
  Angdol remains dangerous, and doesn’t take kindly to any 
  who interrupt his dark séance. If PCs attempt to talk with 
  Angdol, the figure turns and addresses the party and may 
  take the time for some simple conversation before 
  attacking: 
   
  • 
  “I am Angdol, high priest-wizard of Dragotha. It was 
  by my hand that Dragotha’s Lair was sealed against 
  the outer world. By entering here, your life is forfeit.” 
  • 
  “Dragotha is near. The Undead Dragon rests, 
  gathering power for his next glorious rampage.” 
  • 
  “Without his undead heart, Dragotha tires quickly. 
  However, with your arrival, Dragotha even now 
  draws vitality from your living hearts, and begins to 
  stir!” 
   
  Angdol is tough—he can’t be turned, and he has the 
  physical stats of a flesh golem. When hostilities occur, 
  Angdol attacks with his spells, while his six fellow 
  cultists attempt to prevent the party members from 
  physically attacking Angdol by their own ferocious 
  attacks. 
   
  
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  Page 7 
  Angdol, flesh golem, 12th level Wizard: AC 4 (bracers 
  of AC 4); MV 8; HD 9; hp 40; THAC0 11 (4 with +4 staff 
  & Str bonus); #AT 1; Dmg 1d6+11 (+4 staff & Str 
  bonus); SA Cast spells; SD Immune to nonmagical 
  weapons, immune to all spells save the following: fire- 
  and cold-based spells slow a flesh golem for 2d6 rounds, 
  electrical spells heal a flesh golem for 1 hit point per 
  damage die; SZ L (8 ft. tall); ML fearless (19); Int genius 
  (18); Str 19; AL NE; XP 4,000. 
  Spells: (4/4/4/4/4/1) 1st—magic missile (x3), 
  shield; 2nd— knock, levitate, mirror image, rope trick; 
  3rd—fireball, lightning bolt(x2), slow; 4th—Evard’s 
  black tentacles, polymorph other, stoneskin, wind wall; 
  5th—cloudkill, cone of cold (x2), true seeing; 6th—death 
  spell. 
  Special Equipment: staff +4, bracers of AC 4, 
  ring of spell storing (fireball, lightning bolt, (x2), teleport 
  (x2)). 
   
  Ghouls (6): AC 3; MV 9; HD 5; hp 30; THAC0 15; #AT 
  3; Dmg 1d3/1d3/1d6 (claw/claw/bite); SA Paralyzation; 
  SD Spell immunities (see Notes); SW Protection from 
  evil, turning (see Notes); SZ M (6 ft. tall); ML fearless 
  (20); AL NE; XP 1,400. 
  Notes: SA: Paralyzation. A ghoul’s touch inflicts 
  paralysis upon humans and demihumans (excluding elves) 
  unless a saving throw vs. paralyzation is successful. 
  Paralysis lasts for 1d6+2 rounds. Any human or 
  demihuman (except elves) killed by a ghoul becomes a 
  ghoul in 3 days time unless the body is blessed. Of 
  course, ghoul victims are usually eaten before such a 
  thing could occur. 
  SD—Ghouls are immune to cold-based attacks, 
  sleep, charm, hold, and other mind-affecting spells. 
  SW—Priests of the appropriate deities can turn 
  ghouls. A protection from evil spell keeps ghouls 
  completely at bay unless they are attacked. 
   
  D15. In the Earth 
  Loose soil covers the floor of this hallway, and steep 
  mounds of moist earth block most of the walls. Only the 
  ceiling remains completely bare of earth. 
   
  A dozen cultists lie in the earth, but anyone’s passage 
  through the hall serves to rouse them. Though once they 
  cared passionately about Dragotha, their long interment 
  has stripped them of all reason, and now they care only 
  about eating living flesh. The PCs will do nicely in this 
  case, and the ghouls boil up out of the soil after the PCs 
  are halfway into the room (or if the PCs become aware of 
  them through investigation). 
   
  Ghouls (12): AC 6; MV 9; HD 2; hp 8 (average); THAC0 
  19; #AT 3; Dmg 1d3/1d3/1d6 (claw/claw/bite); SA 
  Paralyzation; SD Spell immunities (see Notes); SW 
  Protection from evil, turning (see Notes); SZ M (6 ft. tall); 
  ML fearless (20); AL N; XP 175. 
  Notes: See Notes section for ghouls in D14. 
   
  D16. Altar of Initiation 
  The chamber is tiled with alternating obsidian and 
  redstone slabs. Relief sculpture on each slab details blank 
  faces with open, howling mouths. A pitted globe hangs 
  from the ceiling, from which drizzles a wan, faded light. 
  An altar carved of black marble sits directly across from 
  the main entrance, and subtle runes are inscribed upon its 
  smooth surface. 
   
  A continual light spell still provides some light in the 
  chamber, though it was cast so long ago that the globe 
  upon which it is hung is beginning to disintegrate. Not so 
  the altar, however, which is still partially invigorated with 
  enchantment. The altar is dedicated to Dragotha, and all 
  cultists who wished to swear allegiance to the undead 
  dragon eventually made a pilgrimage to this point. 
  Readers of the Draconic language or a comprehend 
  languages spell can reveal the following rune message on 
  the altar. Whosoever reads or hears the message (should 
  someone read it aloud) becomes enmeshed in the rune’s 
  magic. The runes read: 
   
  What surpasses Heaven, 
  Is more despicable than Hell;  
  The poor have it,  
  The rich need it;  
  If eaten, death follows?  
   
  [Answer: Nothing] 
   
  Once asked, the riddle demands an answer. It is assumed 
  that actual initiates of Dragotha know the answer. Heroes 
  who attempt to leave the chamber after having become 
  enmeshed in the runes’ magic are subject to a negative-
  energy bolt from the altar’s face for 8d6 points of damage 
  (save for half-damage). If they survive, they are free to 
  depart without further attack. Actually, this is the 
  preferred method of leaving. 
  Those who answer “Nothing” are assumed to be 
  pledging their allegiance to Dragotha. A bone-yellow 
  beam lances from the altar and strikes each who swear 
  “Nothing.” This requires an immediate saving throw vs. 
  death (at a +3 bonus). Those who succeed take 1d12 
  points of damage and feel queasy. Those who fail become 
  true initiates of the cult and in a flash of sickly light are 
  transformed into ghouls! The new ghouls possess the stats 
  of the ghouls described in D15. They attack former 
  compatriots mindlessly and mercilessly. 
   
  D17. History on the Wall 
  Though much of the plaster that once covered the walls 
  and ceiling has flaked away, a section of yellowing and 
  sagging plaster remains on the eastern wall of this room. 
  The damage is almost total; however, a faded design 
  remains visible on the plaster: A skeletal dragon lies 
  prone before a shining figure who wears a glowing crown. 
  The light rays from the crown seem to keep the dragon 
  quiescent.  
   
  Heroes may remember this painted scene should they ever 
  breach D21. The scene is a hint that may serve the heroes 
  well in their quest to destroy Dragotha. 
  
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  Page 8 
   
  D18. Dragon Sculpture 
  Blocks of stone of all types and sizes occupy this 
  chamber. Some of the blocks are completely square, but 
  many of them show evidence of the sculptor’s chisel: 
  rough dragon heads, claws, teeth, and other draconic 
  forms are half-carved into many of the blocks. Besides the 
  unfinished sculptures, a stone work bench sits against the 
  north wall of the chamber, upon which many stone-
  working implements are visible. 
   
  The sculptor, Kelthumiir the vampire, continues his slow 
  work to this day. If any PC enters the chamber, he steps 
  out from behind one of the stone blocks to attack those 
  who disturb his art. 
  One stone block is carved to form a rough 
  coffin—this is Kelthumiir’s bed should he require rest. 
  The stone workbench contains many tools, 
  including chisels of all sizes and head types, hammers, 
  and many patches of rough sharkhide. Three small stone 
  drawers apparently hold different grades of polishing 
  sands. PCs who completely pull out the central drawer 
  and look back into the hole see a second drawer pullring. 
  The hidden drawer is trapped with a scything 
  blade, and if this is not detected and removed then an 
  over-eager looter must make a saving throw vs. death 
  magic to avoid it. A character who fails this save loses his 
  or her hand (and permanently loses 2d4 hit points!). Fast 
  thinking on the part of the lackhand's compatriots will 
  safely tourniquet the stump to stop blood loss. Otherwise, 
  if no tourniquet is applied, the victim bleeds to death at 
  the rate of 1 hp per round. The hidden drawer contains 20 
  gems, each easily worth 200 gp, and a clay flask 
  containing 2 doses of dust of animation. When this dust is 
  sprinkled on an inanimate stone statue, that object 
  animates as per the 6th-level priest spell animate object. 
   
  Kelthumiir, Vampire: AC 1; MV 12, fly 18 (C); HD 
  8+3; hp 38; THAC0 11 (6 with +3 rockhammer & Str 
  bonus); #AT 1; Dmg 1d6+7 plus 2 life levels drained 
  (transferred through rockhammer if victim fails save vs. 
  death magic); SA Vampiric abilities (see Notes); SD 
  Vampiric defenses (see Notes); SW Turnable by cleric, 
  repelled by garlic, mirrors, and forcefully presented holy 
  symbols, suffer 1d6+1 points of damage when splashed 
  with holy water or struck by holy symbol; SZ M (6 ft. 
  tall); ML champion (16); Int exceptional (15); AL CE; XP 
  8,000 each. 
  Special Equipment: +3 rockhammer 
  “Strikeslip.” 
  Notes: SA—Vampiric abilities. Charm gaze (–2 
  penalty on victim's saving throw), energy drain (2 levels 
  with each successful attack), Strength 18/76. 
  SD—Vampiric defenses. Regeneration (3 points 
  a round), immune to nonmagical weapons, immune to 
  sleep, charm, hold, poison, paralysis, and death magic, 
  half-damage from cold or electricity, assume gaseous 
  form, shape change (to bat), spider climb, automatically 
  assumes gaseous form if reduced to 0 (zero) hit points and 
  flees to coffin. 
   
  D19. Earthen Chambers 
  The floor of this stone chamber is completely covered 
  with (or possibly composed of) loose, damp earth. Several 
  humanoid skulls litter the earth, as well as skulls of less 
  recognizable beasts. 
   
  Many of bones in this chamber are human, and all of them 
  gnawed. Heroes who have previous experience with such 
  soil-filled rooms may expect a trap. And they are correct. 
  Each chamber contains twelve dragon cultists (ghouls) 
  hungrily lying below the soil. The heroes’ entry is enough 
  to send these creatures into aggressive action. At the 
  DM’s option, ghouls from the adjacent chamber (if not 
  already dealt with) arrive to reinforce attacking ghouls 
  from the first chamber at a rate of four per round, until all 
  twelve reinforcements have arrived. 
   
  Ghouls (12): AC 6; MV 9; HD 2; hp 8 (average); THAC0 
  19; #AT 3; Dmg 1d3/1d3/1d6 (claw/claw/bite); SA 
  Paralyzation; SD Spell immunities (see Notes); SW 
  Protection from evil, turning (see Notes); SZ M (6 ft. tall); 
  ML fearless (20); AL N; XP 175. 
  Notes: See Notes section for ghouls in D14. 
   
  D20. Earthen Tomb 
  Mysterious, ghostly funeral dirges play continuously in 
  this room, though they are not audible outside. The floor 
  of the chamber is covered, or composed of, damp soil 
  littered with stray bones. A single sarcophagus occupies 
  the center of the far wall. 
   
  The sarcophagus is locked from within. If touched, the 
  music ends immediately. If opened, it sprays out 
  necromantic gas. All PCs in the chamber must save vs. 
  death magic. On a successful save, a PC takes 1d12 points 
  of damage. On a failed save, heroes take 3d12 points from 
  negative energy. 
  Worse, the negative energy gas stirs the bone-
  strewn soil, creating 4 wights, which attack the party 
  immediately. Unfortunately, the greater mummy lying 
  within the sarcophagus also rises to attack. 
  A few trinkets lie scattered in the bottom of the 
  sarcophagus, including a pair of gloves of missile snaring, 
  boots of speed, a wand of wonder (12 charges), and a hat 
  of stupidity. 
   
  Greater Mummy: AC 0; MV 12; HD 10+3; hp 53; 
  THAC0 9; #AT 1; Dmg 3d6 (pummel); SA Fear (all who 
  see must save at a –2 penalty or stand rooted in fear for 
  1d4 rounds), Normal mummies subject to greater 
  mummy’s command, mummy rot, spells; SD hit only by 
  +2 or better weapons, immune to normal fire, take half-
  damage from electricity, turned as vampire, immune to 
  sleep, charm, hold, fear, poison, paralysis, death magic, 
  and cold-based attacks; MR 10%; SZ M (6 ft. tall); Int 
  average (9); ML fearless (19); AL CE; XP 12,000. 
  Spells: (4/4/3/2/2): 1st—armor, identify (x2), 
  magic missile; 2nd—mirror image, rope trick, scare, 
  wizard lock; 3rd—dispel magic, fireball, lightning bolt; 
  
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  4th—dimension door, ice storm; 5th—cone of cold, 
  magic jar. 
   
  Wights (4): AC 5; MV 12; HD 4+3; hp 15 each; THAC0 
  15; #AT 1; Dmg 1d4 + special (bite or touch); SA energy 
  drain (touch or bite drains one level); SD harmed only by 
  silver or +1 or better magical weapons, undead 
  immunities (unaffected by sleep, charm, hold, cold, 
  poison, and death magic); SW holy water (2d4 points of 
  damage per splash), can be turned; SZ M (6 ft. tall); ML 
  elite (14); Int average (9); AL LE; XP 1,400 each. 
   
  D21. Dragotha’s Lair 
  The air is cold here, so cold that breath steams and skin 
  stings. A vast subterranean chamber opens up on all sides, 
  filled with gargantuan cave stalactites, stalagmites, 
  flowstone, and other oversized cave formations. The 
  cavern is lit by a gleaming point of light that stands 
  poised on the edge of a wide basin. Within the basin, a 
  jumble of gargantuan bones can only be one thing: the 
  skeleton of a mighty dragon. 
   
  The smartest thing the heroes can do now is turn and run. 
  But of course that’s not too likely from heroes who have 
  come this far, especially if Tardalus remains to goad them 
  forward. PCs who move into the chamber and come 
  within 25 feet of the dragon icon on the map are close 
  enough to make out the point of light. 
   
  The Light 
  The light streams from a golden crown perched upon the 
  head of an emaciated gnome, who stands half-encased in 
  a calcite stalagmite, as if he has stood in that position for 
  hundred of years. 
   
  The Real Story: The gnome is Kalsha, a servitor of 
  Keraptis, left behind by that evil wizard when Dragotha’s 
  heart was stolen. Kalsha wears the crown of mortality, a 
  device fashioned by Keraptis that exploits the dragon’s 
  missing undead heart. So long as a living creature wears 
  the crown, the skeletal dragon lies quiescent and inactive 
  in its golden rays. 
  Unfortunately, Dragotha is a great power, and 
  even under the influence of the crown of mortality he yet 
  “lives.” Should any living creature approach to within 20 
  feet of the wide pit containing his remains, the undead 
  dragon draws upon their living vitality. This has the 
  unfortunate result of destabilizing the crown of 
  mortality’s restraining effect on Dragotha’s remains. 
  Should the heroes move any closer to the crowned gnome 
  or Dragotha’s remains, the light falters. 
   
  The Light Goes Out 
  A feeling akin to vertigo, but darker, brushes your spine, 
  then seizes firmly upon your heart. As your breath labors, 
  the golden light of the crown flickers and dims. The 
  gnome crumples to dust in the fading light, but a spectral 
  voice is audible: “My vigil is done. Your hearts now 
  empower the Undead Dragon. One of you must take up 
  the vigil, the crown of mortality, in my stead, and the 
  others flee this unholy place, lest Dragotha once again 
  inflict its necromantic taint on the world.” 
   
  What Happens Next: Kalsha’s spirit is finally allowed to 
  depart. Though the light of the crown goes out, a blaze of 
  sick yellowish light emerges from the pit, as every bone 
  in Dragotha’s body lights up. Unless a PC is somehow in 
  a position to prevent it, the crown pitches forward from 
  the crumbling gnome’s remains and falls into the pit 
  among the revitalizing bones. 
  Now, while Dragotha remains active, every PC 
  permanently feels a horrible weight on his or her heart, no 
  matter how far he or she eventually separates from 
  Dragotha. This weight is Dragotha’s necromantic link . 
  The link revitalizes Dragotha and allows the undead 
  dragon to regenerate 5 points per round while any hero 
  remains alive, or until this unholy link is once again 
  severed by a newly donned crown of mortality (see 
  Conclusion). Luckily, Dragotha can’t physically touch the 
  crown of his own accord (though touching it to him has 
  no effect). Donning the crown requires a selfless act of 
  courage, since the wearer must remain for all time poised 
  at the edge of the pit, wearing the crown to quell the 
  dragon. 
  One round after the crown pitches into the basin, 
  and the bones begin to blaze with sickly light, Dragotha 
  rises. 
   
  Dragotha Rising 
  The silence shatters with a hunting scream so loud that 
  your ears feel pierced with needles. Rising up in great 
  loops like an uncoiling python, a horrible skeletal form 
  rises, brushing the ceiling with an insane length that easily 
  surpasses 100 feet. Yellow light shines from every bone, 
  though its cavernous eye sockets are black as night. Teeth 
  taller than men fill the undead dragon’s mouth, which is 
  more than large enough to swallow a man whole. 
   
  Now What? The dragon is a terrible threat. The best way 
  to deal with it is for most of the party to distract the 
  dragon while one retrieves the crown of mortality at its 
  feet and dons it. Any character who touches the crown 
  realizes that such an action has permanent consequences, 
  so donning the crown requires the strength of a real hero. 
  Donning the crown immediately severs the undead 
  dragon’s necromantic link(s). If it becomes clear that no 
  hero will don the crown, even when Tardalus explains its 
  significance, then Tardalus himself attempts to make this 
  ultimate sacrifice. If the crown is donned, Dragotha’s 
  bones fall to the earth once more, subdued. As long as the 
  other living party members retreat within 10 rounds, no 
  new necromantic links form. 
  Dragotha doesn’t make it easy. If he can actually 
  kill a living PC, the undead dragon hopes to harvest the 
  heart and temporarily (24 hours) move without need for 
  any necromantic link. Thus, he uses all his dreadful 
  powers, including his terrible breath weapon, to the 
  fullest. 
   
  If the undead dragon is quelled by a hero using 
  the crown, a quick search of the pit reveals Dragotha’s 
  hoard, though it is somewhat smaller than what an active 
  
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  Page 10 
  dragon might otherwise accumulate. It takes each PC a 
  round to descend into the pit, and another round to 
  retrieve each separate item. Those who stay in this room 
  longer than 10 rounds face the possibility of Dragotha 
  rising once more—as the 10 round time limit approaches, 
  the bones begin to shine in threat again, and whoever 
  wears the crown should yell out a desperate warning that 
  a new necromantic link is imminent. 
   
  Dragotha’s hoard includes 32 cut gemstones of 
  various types (each worth 150 gp); a 3-foot statue, carved 
  from a single ruby, depicting a rampant dragon (5,000 gp 
  value); and a fist-sized diamond whose crystal matrix 
  catches all available light in a breathtaking blaze (2,000 
  gp value). Rare gold coins of intricate, artistic, and 
  ancient mint are also scattered in the pit. The hoard 
  contains 7,433 coins. To a knowledgeable collector of 
  such items, each coin possesses up to 10 times its face 
  value, but gathering the coins takes longer than the heroes 
  probably want to remain. A few magic items can also  be 
  found: a decanter of endless water, a pouch of dust of 
  tracelessness (13 pinches), gauntlets of swimming and 
  climbing, a hat of disguise (currently shaped like a fez), 
  Heward's handy haversack, four Ioun stones 
  (incandescent blue sphere, vibrant purple prism, scarlet & 
  blue sphere, pink & green sphere, or DM’s choice of any 
  four stone that aren’t “dead”), and a pearl of power (2nd-
  level spells or DM’s choice). 
   
  Dragotha, the Undead Dragon: AC –4; MV 12; HD 16; 
  hp 126; THAC0 5; #AT 4; Dmg 3d6/3d6/4d6/3d6 
  (claw/claw/bite/tail-swipe); SA Breath weapon (See 
  Notes); SD Regenerates (see Notes) MR 45%; SZ G (120 
  ft. long); ML fearless (20); AL LE; XP 20,000 
  Note: Breath Weapon. Breaths (1/hour) dark 
  cloud of negative energy in a cone-shaped area 5 feet 
  wide at the origin, 60 feet in length, and 20 feet wide at 
  the exhalation's edge. Living creatures caught in the blast 
  take 10d6+6 hp of damage (save for half damage) as their 
  flesh sloughs away. Those killed through loss of hit points 
  are completely melted, save for clothing, possessions, 
  heart, and exposed bones. The bones rise a round later as 
  skeletons in Dragotha’s service. 
  Regenerates. Dragotha animates by 
  automatically forging necromantic links with living 
  creatures who come within 20 feet of him. While any 
  links remain active, Dragotha regenerates 5 hit points a 
  round. Should he kill a creature and have time to spare, 
  Dragotha may harvest the heart and gain autonomy for 24 
  hours, during which time the dragon also regenerates. 
  Even if brought to below 0 hit points, Dragotha continues 
  to regenerate if any necromantic links remain between 
  him and another living creature, no matter how far 
  separated. 
   
  Skeletons: AC 10; MV 6; HD 1; hp 8; THAC0 19; #AT 
  1; Dmg 1d6 (undead claw); SD Half-damage from 
  piercing and slashing weapons, immune to cold-based 
  attacks, to sleep, charm, hold, and to other mind-affecting 
  spells; SW Holy water, turning; SZ M (6 ft. tall); ML 
  fearless (20); AL N; XP 65. 
   
  CONCLUSION 
  Did one of the player characters rise to the occasion, 
  donning the crown of mortality for the sake of the others 
  and the world beyond? If so, that player has the 
  satisfaction of knowing his or her character’s selfless act 
  will live on in legend, story, and bardic ballads for years. 
  It’s possible that no PC was able to rise to the occasion, in 
  which case it is Tardalus’s name which is revered. Of 
  course, it is also a distinct possibility that the Lair of 
  Dragotha proved too much for the heroes, and that they 
  all succumbed to Dragotha’s might. 
  If Dragotha was triumphant, he has hearts 
  enough to break free of his lair (bursting through the rock 
  above) and become a major threat to the surrounding 
  lands. If this adventure is a simple one-shot, then 
  Dragotha’s subsequent actions are not important. DMs 
  who want to incorporate this adventure into an expanded 
  adventure, possibly one that includes White Plume 
  Mountain, should keep in mind that it was Keraptis who 
  originally stole Dragotha’s heart. The dragon knows this, 
  and furthermore knows where to find the mountain. 
  Keraptis (or whoever goes by that name) could soon find 
  an unwelcome visitor at his door. Should any PC ever 
  find Dragotha’s heart (which isn’t described in this 
  adventure but can be found in Return to White Plume 
  Mountain), burning it destroys Dragotha forever. Should 
  Dragotha get his heart back, he loses all vulnerability to 
  the crown of mortality, nor does he require necromantic 
  links to retain his regenerative abilities. 
  If a PC utilized the crown of mortality to render 
  the dragon inactive, award each character a 6,000 XP 
  story award. If Tardalus proved to be the hero of the 
  group, the PCs still each gain a 2,000 XP story award. 
  Heroes who entered the Lair but retreated before ever 
  facing Dragotha do not earn any bonus XP. It goes 
  without saying that a party that fell to the terrors of the 
  Lair gain no bonus XP. 
   
  Crown of Mortality 
  The crown of mortality appears as a gold band. It was 
  forged by Keraptis specifically to keep Dragotha subdued. 
  When properly utilized by a living creature within 20 feet 
  of the dragon, the crown prevents the dragon from 
  regenerating, and prevents the dragon from forming new 
  necromantic links with living creatures. Unfortunately, 
  the wearer becomes locked in time with the dragon, and 
  can nevermore move from the position where the crown 
  was donned. Furthermore, all living creatures must 
  evacuate the area when the crown is put on within 10 
  rounds, lest the sacrifice of the wearer go for naught and 
  new wearer be necessary. Once the crown is donned, the 
  wearer perishes whenever Dragotha manages to forge a 
  new necromantic link. 
  XP Value: 4,000  
   
  GP Value: 5,500 
  
  Dragotha’s Lair 
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  Page 11 
  PREGENERATED CHARACTERS 
   
  The next section contains seven AD&D character sheets. 
  Please print out or photocopy the section, and then hand 
  the sheets out to the players before play. These characters 
  were designed with Dragotha’s Lair in mind and 
  represent a good range of classes for a potential party of 
  four to six members (using all seven characters may be 
  one too many—the seventh character was included to 
  increase the number of choices available to the players). 
  Please look over the characters ahead of time so that 
  you’re familiar with their abilities and items. 
  Though characters are provided, your players 
  may wish to use their own characters, or you may wish to 
  use this adventure later in the context of an ongoing 
  campaign. In this case, any 6th- to 8th-level core AD&D 
  character may be substituted, although their power levels 
  and items should not fall too far above or below those 
  provided here, lest the adventure lose its challenge by 
  being too easy, or much too deadly. 
   
   
   
   
  Volarin of Enoch 
  7th-level Male Human Wizard (Transmuter) 
   
  STR: 9 
  Hit 0; Dmg 0;Doors 5 
  DEX: 15 
  Reaction/Msl 0; AC +1 
  CON: 10 
  System Shock 70% 
  INT: 17 
  Languages 6 
  WIS: 13 
  Magic Defense 0 
  CHA: 12 
  Reactions 0 
   
  Alignment: Lawful Good 
  Languages: Common, Elven, Goblin, Orc, Ogre, Draconic 
   
  Armor Class 
   
  Hit Points 
  6 
   
   
   
  18 
   
  Armor: Ring of protection +3 
  Base THAC0: 18 
   
  Weapons and Attacks 
  WEAPON 
  #ATTACKS 
  THAC0 DAMAGE 
  Staff 
   
  1/round  
  18 
  1d6 
  Dagger  
  1/round  
  18 
  1d4 
   
  MISSILE  
  RANGE (SHORT/MEDIUM/LONG) 
  Dagger  
  10/20/30 
   
  Spells/Day: 
  5 1st lvl, 4 2nd lvl, 3 3rd lvl, 2 4th lvl 
   
  1st: Burning hands, color spray (x2), magic missile (x2) 
  2nd: Invisibility, Melf’s acid arrow (x2), rope trick 
  3rd:: Fly, fire ball, haste 
  4th:: Otiluke’s resilient sphere, polymorph other 
   
  Normal Equipment: Robes, staff, dagger, backpack with one 
  week’s rations, 2 flasks water, 2 flasks oil, tinder kit, lantern, 6 
  iron spikes with wooden mallet, belt pouch with spell 
  components, 6 candles, chalk, scroll case with 10 pieces of 
  parchment, inkpot, shaker of fine white sand (about half a 
  pound),  50 feet of twine, bedroll. 
   
  Magical Items: Ring of protection +2 (+3 AC), scroll with 
  magic missile, levitate, and web spells, dust of dryness (5 
  pinches. Dust of dryness absorbs water. One pinch dries up 15 
  cubic feet of water (fifteen 1-foot cubes). It has no effect on 
  creatures, except water elemental or the Spawn in D13 (which 
  suffer 5d6 points of damage). 
   
  Saving Throws: 
   
  Paralyzation, Poison, Death Magic 
  13 
   
  Rod, Staff, or Wand 
   
  9 
   
  Petrification or Polymorph 
   
  11 
   
  Breath Weapon 
   
   
  13 
   
  Spell 
   
   
   
  10 
  +1 Dexterity bonus vs. area effects 
  +2 bonus to all saves from ring of protection. 
  
  Dragotha’s Lair 
                                                                                              ©1999, 2001 Wizards of the Coast, Inc. 
   
  Page 12 
  Jonar Crackjaw 
  7th-level Male Dwarf Fighter 
   
  STR: 17 
  Hit +1; Dmg +1; Doors 10 
  DEX: 9 
  Reaction/Msl 0; AC 0 
  CON: 15 
  System Shock 90% 
  INT: 14 
  Languages 4 
  WIS: 8 
  Magic Defense 0 
  CHA: 11 
  Reactions 0 
   
  Alignment: 
  Lawful Good 
  Languages: 
  Common, Dwarven, Trollish, Goblin 
   
  Armor Class 
   
  Hit Points 
  0 
   
   
   
  43 
   
  Armor: Splinted mail +3 and shield 
  Base THAC0: 13 
   
  Weapons and Attacks 
   WEAPON 
  #ATTACKS 
  THAC0 DAMAGE 
  Battle axe +2 
  2/round  
  9 
  1d8+6 
  Short sword 
  3/2 rounds 
  12 
  1d6+1 
  Crossbow 
  1/round  
  11 
  1d4+3 
   
  Jonar attacks three times per two rounds with his short 
  sword. This means he strikes once in the first round, twice 
  in the second, once in the third, twice in the fourth, etc., 
  etc. 
   
  MISSILE RANGE (SHORT/MEDIUM/LONG) 
  Crossbow60/120/180 
   
  Normal Equipment: Small shield, battle axe, short 
  sword, light crossbow with 20 bolts, backpack with one 
  week’s rations, 2 flasks water, 1 flask oil, tinder kit, 
  lantern, two large sacks (empty), block and tackle, rock 
  hammer, magnifying glass, bedroll. 
   
  Magical Items: Battle axe +2, splinted mail +3, potion of 
  levitation, 10 bolts +2 
   
  Saving Throws: 
   
  Paralyzation, Poison, Death Magic  
  10 
   
  Rod, Staff, or Wand 
   
   
  12 
   
  Petrification or Polymorph  
  11 
   
  Breath Weapon  
   
   
  12 
   
  Spell 
   
   
   
   
  13 
  +4 bonus vs. poison and magic 
   
  Haliana of Everwood 
  7th-level Female Elf Thief 
   
  STR: 11 
  Hit +0; Dmg 0 ; Doors 6 
  DEX: 18 
  Reaction/Msl +2; AC +4 
  CON: 13 
  System Shock 85% 
  INT: 14 
  Languages 4 
  WIS: 6 
  Magic Defense -1 
  CHA: 12 
  Reactions 0 
   
  Alignment: 
  Chaotic Good 
  Languages: 
  Common, Elven, Goblin, Ogre 
   
  Armor Class 
   
  Hit Points 
  2 
   
   
   
  25 
   
  Armor: Leather armor +2 
  Base THACO: 17 
   
  Weapons and Attacks 
   WEAPON 
  #ATTACKS 
  THAC0 DAMAGE 
  Short sword 21 
  1/round  
  15 
  1d6+2 
  Dagger  
  1/round  
  17 (15) 1d4 
  Short bow 
  2/round  
   15 
  1d6 
   
  Shortsword & offhand dagger attack, Dagger THAC0: 17 
   
  MISSILE  
  RANGE (SHORT/MEDIUM/LONG) 
  Short bow 
  50/100/150 
  Dagger  
  10/20/30 
  Thief Abilities: Pick Pockets: 55%; Open Locks: 35%; 
  Find/Remove Traps: 35%; Move Silently: 55%; Hide in 
  Shadows: 55%; Detect Noise: 60%; Climb Walls:10%; Read 
  Languages: 75%; Backstab: +4 bonus x3 damage to victim. 
   
  Elf Abilities: Infravision: see 60 feet in the dark; Resist Sleep 
  and Charm: 85%; Search: Notice secret doors on a roll of 6 on 
  a d6, or 3+ if actively searching for them; Surprise: Enemies 
  suffer a –4 penalty on their surprise checks if Haliana is at least 
  90 feet from companions. 
   
  Normal Equipment: Dagger, short bow with 20 arrows, 
  backpack with one week’s rations, 2 flasks water, tinder kit, 6 
  torches iron crowbar, thieves’ picks and tools, two large sacks 
  (empty), small bag of powdered chalk, 3 buds of garlic, bedroll. 
   
  Magical Items: Short sword +2, leather armor +2, potion of 
  plant control, ring of warmth, eversmoking bottle 
   
  Saving Throws: 
   
  Paralyzation, Poison, Death Magic  
  12 
   
  Rod, Staff, or Wand 
   
   
  12 
   
  Petrification or Polymorph  
  11 
   
  Breath Weapon  
   
   
  15 
   
  Spell 
   
   
   
   
  13 
  +4 bonus vs. area-effect attacks 
  –1 penalty vs. mind-affecting magic 
  +2 bonus vs. cold attacks from ring of warmth 
  
  Dragotha’s Lair 
                                                                                              ©1999, 2001 Wizards of the Coast, Inc. 
   
  Page 13 
  Sarladin Qwif 
  7th-level Male Human Cleric 
   
  STR: 17 
  Hit +1;Dmg +1; Doors 10 
  DEX: 8 
  Reaction/Msl 0; AC +2 
  CON: 15 
  System Shock 90% 
  INT: 9 
  Languages 2 
  WIS: 15 
  Magic Defense +1 
  CHA: 11 
  Reactions 0 
   
  Alignment: 
  Lawful good 
  Languages: 
  Common, Goblin 
   
  Armor Class 
   
  Hit Points 
  0 
   
   
   
  40 
   
  Armor: Plate mail +1 
  Base THACO: 16 
   
  Weapons and Attacks 
   WEAPON 
  #ATTACKS 
  THAC0 DAMAGE 
  Morningstar +2 1/round  
  13 
  2d4+3 
  Sling 
   
  1/round  
  16 
  1d4+1 
   
  MISSILE  
  RANGE (SHORT/MEDIUM/LONG) 
  Sling 
   
  50/100/200 
   
  Spells/Day: 5 1st lvl, 4 2nd lvl, 2 3rd lvl, 1 4th lvl 
   
  1st: Command, cure light wounds (x3), light 
  2nd: Augury, find traps, spiritual hammer (x2) 
  3rd: Prayer, remove paralysis 
  4th: Cure serious wounds 
   
  Turn Undead: 
  Skeleton D; Zombie D; Ghoul T; Shadow T; Wight 4; Ghast 7; 
  Wraith 10; Mummy 13; Spectre 16; Vampire 19; Ghost 20. 
   
  Normal Equipment: Morningstar, backpack with one week’s 
  rations, 2 flasks water, 1 flask oil, tinder kit, lantern, iron 
  crowbar, 50 feet of rope, 6 iron spikes, mallet, sand glass (15 
  minutes), small iron frying pan, bedroll. 
   
  Magical Items: Plate mail +1, morningstar +2, scroll of 
  protection from cold, scroll with neutralize poison and flame 
  strike, potion of polymorph self 
   
  Saving Throws: 
   
  Paralyzation, Poison, Death Magic  
  7 
   
  Rod, Staff, or Wand 
   
   
  11 
   
  Petrification or Polymorph  
  10 
   
  Breath Weapon  
   
   
  13 
   
  Spell 
   
   
   
   
  12 
  +1 bonus vs. mind-affecting magical attacks 
  Nazenhoss, Purger of Gladburg 
  7th-level Male Human Paladin 
   
  STR: 18/33 Hit +1;Dmg +3; Doors 12 
  DEX: 10 
  Reaction/Msl 0; AC 0 
  CON: 9 
  System Shock 65% 
  INT: 7 
  Languages 1 
  WIS: 15 
  Magic Defense +1 
  CHA: 17 
  Reactions +6 
   
  Alignment: 
  Lawful Good 
  Languages: 
  Common 
   
  Armor Class 
   
  Hit Points 
  0 
   
   
   
  39 
   
  Armor: Plate mail , ring of protection +3 
  Base THAC0: 13 
   
  Weapons and Attacks 
   WEAPON 
  #ATTACKS 
  THAC0 DAMAGE 
  Battle axe +3 
  3/2 rounds 
  9 
  1d8+6 
  Short sword 
  3/2 rounds 
  12 
  1d6+3 
  Dagger  
  3/2 rounds 
  12 
  1d4+3 
   
  MISSILE  
  RANGE (SHORT/MEDIUM/LONG) 
  Dagger  
  10/20/30 
   
  Paladin Abilities: Detect Evil in 60-ft. radius by concentrating 
  1 round; Immune to disease; Heal 14 hp/day on another; cure 
  disease 2/week; Evil creatures suffer –1 to attack rolls within 10 
  ft. of paladin. 
  Turn Undead: 
  Skeleton T; Zombie 4; Ghoul 7; Shadow 13; Wight 13; Ghast 
  16; Wraith 19; Mummy 20. 
   
  Normal Equipment: Plate mail, short sword, dagger, backpack 
  with one week’s rations, 2 flasks water, tinder kit, 6 torches, 50 
  feet of rope, oil and whetstone, two large sacks (empty), leather 
  wash basin, vial of cologne, bedroll. 
   
  Magical Items: Battle axe +3, ring of protection +1 (+3 AC), 
  potion of healing, potion of healing 
   
  Saving Throws: 
   
  Paralyzation, Poison, Death Magic  
  13 
   
  Rod, Staff, or Wand 
   
   
  9 
   
  Petrification or Polymorph  
  11 
   
  Breath Weapon  
   
   
  13 
   
  Spell 
   
   
   
   
  10 
  +3 bonus to all saving throws from class ability and ring 
  of protection, +1 bonus vs. mind-affecting magic 
  
  Dragotha’s Lair 
                                                                                              ©1999, 2001 Wizards of the Coast, Inc. 
   
  Page 14 
  Driadriel Silversword 
  6th/6th-level Female Elf Fighter/Wizard 
   
  STR: 17 
  Hit +1; Dmg +1; Doors 10 
  DEX: 10 
  Reaction/Msl +0; AC +0 
  CON: 13 
  System Shock 85% 
  INT: 15 
  Languages 4 
  WIS: 13 
  Magic Defense +0 
  CHA: 14 
  Reactions +2 
   
  Alignment: 
  Neutral Good 
  Languages: 
  Common, Elven, Goblin, Centaur 
   
  Armor Class 
   
  Hit Points 
  4 
   
   
   
  25 
   
  Armor: Bracers of defense Armor Class 4. 
  Base THAC0: 14 
   
  Weapons and Attacks 
  WEAPON 
  #ATTACKS 
  THAC0 DAMAGE 
  Scimitar +2 
  1/round  
  11 
  1d8+3 
  Dagger  
  1/round  
  13 
  1d4+1 
  Long bow 
  2/round  
  13 
  1d6 
   
  MISSILE  
  RANGE (SHORT/MEDIUM/LONG) 
  Dagger  
  10/20/30 
  Long bow 
  70/140/210 
   
  Spells/Day: 4 1st level, 2 2nd level, 2 3rd level 
   
  1st: Magic missile (x3), protection from evil 
  2nd: Mirror image, web 
  3rd: Invisibility 10-ft. radius, lightning bolt 
   
  Elf Abilities: Infravision: see 60 feet in the dark; Resist Sleep 
  and Charm: 85%; Search: Notice secret doors on a roll of 6 on 
  a d6, or 5+ if actively searching for them; Surprise: Enemies 
  suffer a –4 penalty on their surprise checks if Driadriel is at least 
  90 feet from companions. 
   
  Normal Equipment: Dagger, long bow with 20 arrows, 
  backpack with one week’s rations, 2 flasks water, 1 flask oil, 
  tinder kit, lantern, 100 feet of rope with iron grapple, 2 extra 
  bowstrings, small feather pillow, bedroll. 
   
  Magical Items: Ring of jumping, scimitar +2, bracers of 
  defense AC 4 
   
  Saving Throws: 
   
  Paralyzation, Poison, Death Magic  
  13 
   
  Rod, Staff, or Wand 
   
   
  9 
   
  Petrification or Polymorph  
  11 
   
  Breath Weapon  
   
   
  13 
   
  Spell 
   
   
   
   
  10 
   
  Hark of Delveshire Wood 
  7th-level Male Human Druid 
   
  STR: 14 
  Hit 0; Dmg 0; Doors 8 
  DEX: 8 
  Reaction/Msl 0; AC 0 
  CON: 9 
  System Shock 65% 
  INT: 10 
  Languages 2 
  WIS: 18 
  Magic Defense +4 
  CHA: 16 
  Reactions +5 
   
  Alignment: 
  Neutral 
  Languages: 
  Common, Lizard Man, Giant 
   
  Armor Class 
   
  Hit Points 
  5 
   
   
   
  33 
   
  Armor: Leather armor +3 
  Base THAC0: 16 
   
  Weapons and Attacks 
  WEAPON 
  #ATTACKS 
  THAC0 DAMAGE 
  Staff +2  
  1/round  
  14 
  1d6+2* 
  Sling +4  
  1/round  
  12 
  1d4+1 
   
  MISSILE  
  RANGE (SHORT/MEDIUM/LONG) 
  Dagger  
  10/20/30 
  Sling 
   
  50/100/200 
   
  Spells/Day: 5 1st lvl, 5 2nd lvl, 3 3rd lvl, 2 4th lvl 
   
  1st: Cure light wounds (x2), faerie fire (x2), shillelagh. 
  2nd: Augury, charm person or mammal, find traps, heat metal 
  (x2) 
  3rd:: Cure disease, protection from fire, stone shape  
  4th:: Cure serious wounds, neutralize poison 
   
  Druidic Powers: Identify Plants, Animals, and Pure Water; Pass 
  through thick thorn bushes, tangled vines, swamp, etc., at 
  normal movement rate without leaving a trail; Assume the forms 
  of normal animals—once to reptile, once to avian, and once to 
  mammal each day. The form assumed can be no larger than a 
  black bear (about human size). Each change to an animal form 
  restores 1d6x10% of damage sustained, if any. 
   
  Normal Equipment: Leather armor, backpack with one week’s 
  rations, 1 flask water, 1 flask oil, tinder kit, lantern, 50 feet of 
  rope, belt pouch with mistletoe, bedroll, beeswax, honey. 
   
  Magical Items: Leather armor +3, sling +4, ring of featherfall, 
  staff +2, +4 vs. evil creatures. 
  Saving Throws: 
   
  Paralyzation, Poison, Death Magic  
  7 
   
  Rod, Staff, or Wand 
   
   
  11 
   
  Petrification or Polymorph  
  10 
   
  Breath Weapon  
   
   
  13 
   
  Spell 
   
   
   
   
  12 
  +2 bonus vs. fire and electrical attacks 
  +4 bonus vs. mind-affecting magical attacks 
   
  
  Dragotha’s Lair 
                                                                                              ©1999, 2001 Wizards of the Coast, Inc. 
   
  Page 15 
   
  
  Dragotha’s Lair 
                                                                                              ©1999, 2001 Wizards of the Coast, Inc. 
   
  Page 16 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 2nd Edition/Modules/RPGA - Dragothas Lair.pdf