TEXT: 1
  WAR OF
  DRAGONS
  A Short Adventure for Four 
  18th-Level Player Characters
  CREDITS
  Design:
  Robert Wiese
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Rob Lazzaretti, Todd Gamble
  Web Production
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS¤ game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
  by Wizards of the Coast, Inc. The d20 logo is a trademark 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 laws 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.
  ©2004 Wizards of the Coast, Inc. 
  All rights reserved. 
  Made in the U.S.A. 
  This product is a work of fiction. 
  Any similarity to actual people, organizations, places, 
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  This Wizards of the Coast game product contains no Open Game Content. 
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  please visit www.wizards.com/d20.
  For more DUNGEONS & DRAGONS articles, adventures, and information, 
  visit www.wizards.com/dnd
  War of Dragons is a short D&D adventure for four 18th-
  level player characters (PCs). The story is set in and
  around a town called Silversands that serves the needs
  of a powerful gold dragon. You can place the action on
  the coast of either a small inland sea or a large river.
  The area you select should feature a marshy area and a
  mountain range as well. As always, feel free to adapt the
  material presented here as you see fit to make it work
  with your campaign.
  PREPARATION
  You (the DM) need the D&D core rulebooks, including
  the Player’s Handbook, the Dungeon Master’s Guide, and
  the Monster Manual. This adventure utilizes the v.3.5
  rules, but it can easily be used with the 3.0 rules as well.
  To get started, print out this adventure (including
  the maps). The maps all come from the Map-a-Week
  web column at www.wizards.com/dnd. The Frontier
  Landscape set provides maps of the town and the sur-
  rounding area. Only maps 2—4 and the bonus map 3 are
  required for the adventure, though you can use all five.
  The maps have been included with this adventure, but
  you may want the two-page composite of the Frontier
  Landscape rather than the one-page composite
  included with this adventure. The dragon lair map is
  the Flooded Sanctum map.
  Read through the scenario at least once to familiar-
  ize yourself with the situation, threats, and major NPCs
  (particularly their motivations). In addition, you might
  want to peruse Draconomicon: The Book of Dragons (if you
  have it) for additional dragon tactics.
  Text that appears in shaded boxes is player informa-
  tion that you can read aloud or paraphrase for the
  players at the proper times. Any unshaded boxes con-
  tain important information for you.
  ADVENTURE
  BACKGROUND
  Some hundreds of years ago, a group of grateful
  humans pledged themselves to the service of the gold
  dragon Miraxacalas in return for her aid in saving their
  city from an extraplanar threat. Though she graciously
  declined their offer, they would not be deterred and
  moved their whole community to a spot closer to her
  home. There they established the town of Silversands
  along the banks of a wide river near the mountains
  where Miraxacalas laired. Named for the silvery color
  of the sandy riverbank, Silversands grew and pros-
  pered. The people provided the dragon with whatever
  
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  she requested, and she protected the town from the
  predations of large creatures and bands of giants.
  Though Miraxacalas is quite powerful, she has
  gotten a bit lax in her defenses of late. No real dangers
  have plagued her servants for decades, so she spends
  most of her time sunning herself near her lair, hunting
  the cattle that her people have raised for her, or sleep-
  ing. She also likes visiting people in human form, and
  she communicates regularly with a small circle of sages
  and knowledge-seeking wizards in Silversands.
  As the beneficent ruler of Silversands, Miraxa-
  calas graciously accepts the service of her people, but
  she leaves them to their own devices as far as how
  they perform that service. She is grateful to them for
  what they do, and she never makes excessive
  demands. The gold dragon s hoard has swelled with
  the gifts that the townspeople have rendered up
  every year, but she considers the town itself, with its
  population of loyal friends, to be the most valuable
  treasure of all. 
  But such a prize could not remain uncontested for
  long. An ambitious black dragon named Vrinthralix
  Venrakkanax wants to expand his hoard by wresting
  treasure from other dragons, and he possesses the per-
  fect weapon for doing so.
  Vrinthralix has always had a strong interest in dis-
  eases, and he has spent many centuries researching
  them, to the extreme detriment of many nearby
  humanoids and other creatures. Eventually, he discov-
  ered a disease nearly unknown in the rest of the
  world one that affects only dragons. The high fever
  resulting from this disease, known as wyrm fever,
  causes the infected dragon to hallucinate and behave as
  if insane until death finally comes. With visions of
  establishing an empire of his own, Vrinthralix carefully
  bottled samples of the disease-causing agent from his
  home swamp and set off to increase his fortune. He
  hoped to usurp other dragons  hoards without fighting
  to the death by engaging in brief skirmishes, then wait-
  ing for his opponents to die from the fisease delivered
  by his claw attacks.
  When Vrinthralix discovered the town of Silver-
  sands serving a gold dragon, he decided the setup was
  perfect for his needs. Not only would such a dragon
  have a hoard worth appropriating, but a ready supply of
  townsfolk already accustomed to meeting the needs of
  a dragon would be an added bonus.
  The black dragon established a temporary lair in
  the marshes to the east of the town and made an
  agreement with the local stone giants for aid. Then,
  coating his claws with the infectious material he had
  brought, he mounted a surprise attack on Miraxa-
  calas from his new base. Meanwhile, a band of stone
  giants entered the gold dragon s lair and raided her
  hoard while she fought the black dragon in the skies.
  The giants made off with the items of magical heal-
  ing that she kept in her lair for emergencies, then
  hid to await her return. Gravely wounded, the gold
  dragon retreated to her lair in the mountains to heal
  herself, only to discover that the healing ointments
  and scrolls that she usually kept there were missing
  and, worse still, intruders had invaded her lair. The
  giants staged hit-and-run attacks on the wounded
  gold dragon, denying her rest and dealing her
  enough damage to negate any natural healing. Their
  orders are to stay there and keep her pinned down in
  her lair until she finally succumbs to death from
  wyrm fever.
  Meanwhile, Vrinthralix claimed the town of Silver-
  sands and its people for his own. When they resisted,
  he destroyed ships in the harbor, then homes by the
  dozen. Still the people refused his overlordship. So the
  black dragon simply began eating residents until the
  townsfolk finally submitted to his will. 
  Vrinthralix demanded all items of magic that that
  the residents possessed, both to increase his treasure
  hoard and to keep the townsfolk from using such items
  against him. Now the people unwillingly serve
  Vrinthralix, fearing the consequences if they disobey.
  They don t have the skills or magic to best the old black
  wyrm, and Miraxacalas hasn t been seen in weeks. Her
  followers fear that she is dead and they are doomed.
  ADVENTURE SYNOPSIS
  The PCs  goal in this adventure is to resolve the situa-
  tion in any way they can. First, they must find the gold
  dragon s lair, defeat the band of stone giants harassing
  her, and figure out what has happened to her. At that
  point, they can decide whether to get rid of both
  dragons, side with Miraxacalas, or make a deal with
  Vrinthralix. If they choose to help the gold dragon,
  they must recognize that she is ill and heal her before
  they can gain her aid. Whatever their decision, the PCs
  must eventually find the black dragon s lair and either
  put a proposition to him or defeat him.
  ADVENTURE HOOKS
  As the DM, it is your job to decide how best to involve
  the characters in the adventure. You can use the follow-
  ing hooks to spur your imagination, modifying them as
  necessary to fit your campaign or the characters.
  
  3
  • Rumors abound of a black dragon terrorizing a town.
  Besides helping their fellow humans, the PCs can add
  choice items from a dragon s hoard to their wealth by
  removing the threat.
  • Miraxacalas s hoard contains a piece of an artifact that
  the PCs need. They come seeking the friendly gold
  dragon but instead find a black dragon terrorizing
  the town.
  • The PCs are nobles in the Silversands area. When
  trouble breaks out, the local ruler sends them to
  investigate the black dragon situation and resolve it
  for the good of the crown.
  • Silversands is home to one of the PCs. When
  Vrinthralix arrives, frantic relatives put out a call for
  help from their powerful kin.
  BEGINNING THE
  ADVENTURE
  War of Dragons is a site-based adventure with two
  detailed encounter areas and a town that has been left
  for you to develop yourself. Except for the placed
  encounters within those locations, the encounters may
  be used in any order and placed as desired.
  The adventure begins when the PCs get to the town
  of Silversands. The black dragon is not in evidence
  when they arrive.
  A. THE TOWN 
  OF SILVERSANDS
  Refer to the maps of the frontier town area for Silver-
  sands. Thanks to its riverside location and its proxim-
  ity to several land and sea trade routes, Silversands is a
  thriving trade center for the area. Because of its vigor-
  ous commercial activity, the town has more build-
  ings and larger ones than would be typical for a
  town of its size. On a normal day, Silversands has
  many visitors, so it usually seems more populous than
  it really is. Silversands is not fully detailed here, so
  feel free to develop the town as appropriate for your
  campaign.
  c Silversands (large town): Conventional
  and monstrous; AL LG; 4,000 gp limit; Assets 840,000
  gp; Population 4,200; Mixed (human 79%, halfling 5%,
  elf 5%, dwarf 5%, half-elf 5%, half-orc 1%).
  Authority Figures: Miraxacalas, female mature adult
  gold dragon, Lord Mayor Kiv Svolson, male human
  fighter 8.
  Important Characters: Rivilas Fendenspoon, female
  halfling cleric 7 (Yondalla); Yirdpol Yis, male human
  expert 6 (merchant); Drithina Tirine, female human
  fighter 7 (captain of the militia); Tinis Ango, male elf
  ranger 6 (militia second-in-command); Ren, Oesti, and
  Fiall, male and female human warrior 3 (scouts);
  Gihvih Morass, male human aristocrat 5 (deputy
  mayor); Kotor Night, male human cleric 6 (Pelor);
  Tetinkim Kilald, male elf wizard 11 (sage); Cazurn Lit-
  ight, female human wizard 8 (sage); Nollem Deltorine,
  male human wizard 9 (sage); Biseress, female human
  bard 5 (entertainer/prostitute); Tiphan Waleine, male
  human commoner 3 (logger/bar regular).
  REGULAR ACTIVITIES
  The residents of Silversands subsist on logging, some
  agriculture, fishing, and trade with other coastal towns.
  Local artisans produce exotic woodcrafts that are sold
  around the world. 
  The map shows the main town center, plus a second-
  ary grouping of buildings across from the harbor. This
  rambling complex consists of a monastery and a set of
  warehouses owned by the church. The monks operate
  the warehouse to generate income for the monastery.
  Fishing boats use the docks daily, and other towns
  along the coast send their trading vessels here. As
  many as eight ships may be docked here at any time.
  The dockside part of the town is rougher than the rest,
  but not by much.
  The militia and the Lord Mayor uphold the law in
  Silversands. These officials consider the written laws to
  be guidelines for dispensing justice, not cut-and-dried
  rules. In a truly practical spirit, the officials work
  toward safety and general harmony for the people and
  use the laws as means to those ends.
  pqqqqrs
  pqqqqrs
  WYRM FEVER
  A disease originating in dank swamps, this malady
  affects only dragons. It is delivered by injury, and
  the DC for the Fortitude save to resist it is 30. After
  an incubation period of 1d4 days, it deals 1d8 Str,
  1d8 Int, and 1d8 Con every day that the save is
  failed. The wounds by which the dragon acquired
  the disease become infected and ooze a sickly
  green pus. The high fever resulting from the malady
  causes the affected dragon to hallucinate, seeing
  enemies everywhere, mistaking friends for foes, and
  the like.
  
  Silversands also has a sages  guild, or club, where
  learned people come to discuss esoteric matters. Mirax-
  acalas started this organization because she wanted to
  broaden her horizons by talking with others. The
  group has not met in two weeks, but it can convene at
  any time it is convenient.
  THE PRESENT SITUATION
  At present, Silversands has the feel of a town under
  siege. The black dragon Vrinthralix often attacks with-
  out warning, so everyone is a bit jumpy. There is not
  much activity on the streets right now because every-
  one wants to be able to get under cover quickly and not
  worry about losing possessions. 
  The local militia is on constant patrol within the
  town. Additional patrols range as far as the mountains
  where Miraxacalas lives, and they relay information on
  the current state of affairs to their captain. The PCs can
  easily track down the captain and get the latest report.
  The people of Silversands do not know anything
  about fighting dragons they re used to a benevolent
  dragon, not a terrible one. They can be of only minimal
  help to the PCs in actual combat situations.
  A1. CHARACTER INQUIRIES
  Since the PCs are 18th level, they re both powerful
  enough and famous enough to get all the information
  they want from the townsfolk just by asking. If an NPC
  that the PCs choose to question doesn t have the infor-
  mation they need, he readily directs them to someone
  who does have it.
  Everyone in town knows the general state of affairs,
  and the PCs can learn the following information by
  questioning anyone they meet.
  • A big black dragon appeared one day and drove off
  Miraxacalas, the gold dragon that until then had
  protected the town.
  • The black dragon has been plaguing the town ever
  since (for two weeks, to be exact, though most people
  don t remember exactly how long).
  • The black dragon, who calls himself Vrinthralix, has
  already attacked the town several times and destroyed
  one building. Several other structures also bear the
  marks of his wrath (and his breath weapon). The
  logging mill has been damaged, and several of the
  surrounding farms have also fallen prey to his depre-
  dations. Since he knows he is the master here now, he
  just takes what he wants whenever he wants it.
  • Miraxacalas has not been seen since Vrinthralix
  arrived. She is feared dead, but perhaps she is lying
  gravely wounded or incapacitated somewhere.
  Nobody who has attempted to visit her lair has
  returned to the town thus far, so it s likely that the
  black dragon is keeping watch over the area and
  devouring any who try to win through to her lair.
  • Miraxacalas is a magnificent creature, at least 30 feet
  long from nose to tail tip. The horrid Vrinthralix is at
  least twice that size.
  The guard captain and officials in town can tell the PCs
  everything the townsfolk know, as well as the follow-
  ing tidbits.
  • Vrinthralix lives somewhere in the nearby marshes.
  Two patrols sent out to look for his lair never
  returned, so the townspeople stopped looking.
  • No less than four groups of townsfolk have attempted
  to visit Miraxacalas s lair, and all four have disappeared.
  • Divinations indicate that Miraxacalas is alive but
  somehow trapped or confined in her lair.
  The sages  guild can reveal the following information.
  • Miraxacalas is a brilliant creature with a depth of
  insight no human has ever achieved.
  • She knows a great deal of magic, but she isn t much
  given to combat. Her spells tend toward gathering
  information rather than either fighting or healing.
  • The gold dragon is middle aged, but far older than the
  town itself. She won t say how long she has been alive.
  • Miraxacalas has healing magic in her treasure hoard,
  as well as numerous unique nonmagical items that the
  townsfolk have fashioned for her.
  • The gold dragon is the kindest-hearted creature the
  sages have ever met. She has a sparkling sense of
  humor and wouldn t hurt a fly if she could help it
  except to save her people.
  The sages can also provide the PCs with a great deal of
  information about dragons in general, though none of
  them has ever actually fought one.
  The PCs can easily get directions to Miraxacalas s
  lair, since nearly everyone in town knows where it is.
  The marshes that hide Vrinthralix s lair are equally easy
  to find, though his lair is not. Still, the locals know of
  several places where a dragon as big as Vrinthralix
  might feel at home.
  B. THE MOUNTAINS
  While traversing the mountains, the characters may
  encounter either monsters or humanoids. 
  4
  
  5
  B1. RANDOM MONSTER
  ENCOUNTERS
  The mountains near Silversands are home to numerous
  monstrous creatures. Miraxacalas usually kept them in
  line and away from the town, but now that she lies lan-
  guishing in her lair, the monsters are showing more
  boldness. If you wish, the PCs can encounter any or all
  of the following groups on their way to the gold
  dragon s lair.
  • Three fire giant rangers (see below). If desired, you
  can give them each a couple of dire wolves as animal
  companions without affecting the EL of the
  encounter.
  D Fire Giant Rangers (3): Male fire giant ranger
  5; CR 15; Large giant (fire); HD 15d8+75 plus 5d8+25; hp
  190; Init —1; Spd 40 ft.; AC 22, touch 9, flat-footed 22;
  Base Atk +16; Grp +31; Atk +26 melee (1d4+16, slam) or
  +27 melee (2d6+13/19—20, +2 longsword) or +15 ranged
  (1d6+11, rock); Full Atk +26 melee (1d4+16, slam) or
  +27/+22/+17/+12 melee (2d6+13/19—20, +2 longsword)
  and +24 melee (1d8+5/19—20, short sword) or +15
  ranged (1d6+11, rock); Space/Reach 10 ft./10 ft.; SA rock
  throwing; SQ combat style (two-weapon fighting),
  favored enemies (humans +4, elves +2), low-light vision,
  rock catching, vulnerability to cold, wild empathy +5; AL
  LE; SV Fort +18, Ref +8, Will +10; Str 33, Dex 9, Con 21,
  Int 10, Wis 14, Cha 11. 
  Skills and Feats: Climb +17, Craft (weaponsmithing)
  +6, Hide +5, Intimidate +6, Jump +21, Knowledge
  (nature) +7, Move Silently +9, Spot +14, Survival +7;
  Cleave, Endurance, Great Cleave, Improved Overrun,
  Improved Sunder, Iron Will, Power Attack, Track,
  [Two-Weapon Fighting], Weapon Focus (longsword).
  Rock Throwing (Ex): The fire giant ranger
  receives a +1 racial bonus on attack rolls when throw-
  ing rocks (already included in the statistics above). He
  can hurl rocks weighing 40 to 50 pounds each (Small
  objects) up to five range increments (120 feet per range
  increment). 
  Favored Enemy: The fire giant ranger has chosen
  humans and elves as his favored enemies. He gains a +4
  or +2 bonus, respectively, on his Bluff, Listen, Sense
  Motive, Spot, and Survival checks when using these
  skills against these kinds of creature. He gets the same
  bonus on weapon damage rolls against them.
  Rock Catching (Ex): The fire giant ranger can
  catch Small, Medium, or Large rocks or projectiles of
  similar shape. Once per round, if he would normally be
  hit by a rock, he can make a Reflex save at a +4 bonus to
  catch it as a free action. The DC is 15 for a Small rock,
  20 for a Medium one, and 25 for a Large one. (If the
  projectile provides a magical bonus on attack rolls, the
  DC increases by that amount.) The fire giant ranger
  must be ready for and aware of the attack in order to
  make a rock catching attempt.
  Wild Empathy (Ex): The fire giant ranger can
  use body language, vocalizations, and demeanor to
  improve the attitude of an animal (such as a bear or a
  monitor lizard). This ability functions just like a Diplo-
  macy check to improve the attitude of a person. His
  bonus on the check is +5. The typical domestic animal
  has a starting attitude of indifferent, while wild animals
  are usually unfriendly. The ranger and the animal must
  study each other for 1 minute. This ability can also be
  used to influence a magical beast with an Intelligence
  score of 1 or 2, but the ranger takes a —4 penalty on the
  check.
  Ranger Spells Prepared: (1; save DC 12 + spell
  level): 1st pass without trace. 
  Possessions: +2 studded leather armor, +2 longsword, ring
  of protection +1, potion of barkskin +5, 6 rocks.
  • A pack of six hill giant dire wereboars (see the Monster
  Manual).
  • A group of six to eight harpy archers (as described in
  the Monster Manual) from the nearby marshes who
  have come here to hunt. (If you don t want to use that
  many harpies, cut the number in half and give each
  harpy two more fighter levels.)
  B2. RANDOM CHARACTER
  ENCOUNTERS
  Character encounters should be with solitary rangers,
  migrating humanoids, or patrols from the town. These
  characters are not interested in fighting the PCs, but
  they can serve as sources of information. The PCs can
  glean the following from anyone they meet.
  • The giants and other monsters that the gold dragon
  always kept at bay have been acting up lately. Those
  that had retreated beyond the mountains are now
  beginning to return.
  • Most of the giants in this area are stone giants who
  keep dire wolves and other monsters as pets. Some
  ogres have also been seen, as well as a few hill giants
  and fire giants, though the fire giants are not native to
  this area.
  • A lot of giants have been hanging around near the
  dragon s lair of late. They could be thinking of taking
  her hoard for themselves.
  
  6
  SILVER
  
  7
  RSANDS
  
  8
  • No one has seen Miraxacalas in a few weeks. She may
  very well be dead.
  All the humanoids the characters meet here know
  the general direction to Miraxacalas s lair and can
  point it out to the PCs. They have not been there,
  however, so they don t know any precise landmarks
  or terrain.
  B3. GIANTS IN THE WAY (EL 18)
  Vrinthralix has hired a group consisting of five stone
  giants and an ogre mage, all with class levels, to keep
  Miraxacalas confined to her lair and prevent aid from
  reaching her. Thus far, their frequent attacks have kept
  her injured and cowering while the wyrm fever does its
  work. The giants have also managed to prevent anyone
  from reaching her lair to render aid; in fact, they are the
  ones who intercepted and defeated the delegations
  sent from Silversands.
  When the PCs arrive, the giants are lurking just out-
  side the gold dragon s lair, staying out of sight and
  watching for anyone approaching. The stone giants use
  their Hide skills and do their best to stay motionless
  while on watch. The fighters and the cleric stick close
  to the lair entrance, while the rogue watches from far-
  ther out. The ogre mage uses her flight and invisibility
  powers to sweep a wide arc around the lair. She also
  uses her medallion of thoughts to detect any unseen but
  sentient creatures nearby.
  D Stone Giant Fighters (3): Male and female
  stone giant fighter 5; CR 13; Large giant (earth); HD
  14d8+84 plus 5d10+30; hp 204; Init +8; Spd 30 ft.; AC
  30, touch 14, flat-footed 26; Base Atk +15; Grp +29; Atk
  +24 melee (1d4+15, slam) or +26 melee (2d8+19, +2
  greatclub) or +19 ranged (2d8+10, rock); Full Atk +24
  melee (1d4+15, slam) or +26/+21/+16 melee (2d8+19,
  +2 greatclub) or +19 ranged (2d8+10, rock); Space/Reach
  10 ft./10 ft.; SA rock throwing; SQ darkvision 60 ft.,
  low-light vision, rock catching; AL NE; SV Fort +19,
  Ref +9, Will +9; Str 31, Dex 18, Con 22, Int 10, Wis 14,
  Cha 8. Height 12 ft., weight 1,500 lbs.
  Skills and Feats: Climb +16, Hide +9, Jump +16,
  Listen +3, Spot +15; Cleave, Combat Reflexes, Great
  Cleave, Improved Bull Rush, Improved Initiative, Iron
  Will, Point Blank Shot, Power Attack, Precise Shot,
  Weapon Specialization (greatclub).
  Rock Throwing (Ex): The stone giant fighter
  receives a +1 racial bonus on attack rolls when throw-
  ing rocks. He can hurl rocks weighing 40 to 50 pounds
  each (Small objects) up to five range increments (180
  feet per range increment). 
  Rock Catching (Ex): A stone giant fighter can
  catch Small, Medium, or Large rocks or projectiles of
  similar shape. Once per round, if he would normally be
  hit by a rock, he can make a Reflex save at a +4 bonus to
  catch it as a free action. The DC is 15 for a Small rock,
  20 for a Medium one, and 25 for a Large one. (If the
  projectile provides a magical bonus on attack rolls, the
  DC increases by that amount.) The giant must be ready
  for and aware of the attack in order to make a rock
  catching attempt.
  Possessions: +2 hide armor, ring of protection +1, +2 great-
  club, potion of barkskin +5, dust of appearance, 6 rocks.
  D Glunnock: Male stone giant cleric 5; CR 13;
  Large giant (earth); HD 14d8+84 plus 5d8+30; hp 199;
  Init +7; Spd 30 ft.; AC 29, touch 13, flat-footed 26; Base
  Atk +13; Grp +26; Atk +21 melee (1d4+13, slam) or +23
  melee (2d8+15, +2 greatclub) or +16 ranged (2d8+9,
  rock); Full Atk +21 melee (1d4+13, slam) or
  +23/+18/+13 melee (2d8+15, +2 greatclub) or +16 ranged
  (2d8+9, rock); Space/Reach 10 ft./10 ft.; SA rebuke
  undead 2/day, rock throwing; SQ darkvision 60 ft., low-
  light vision, rock catching; AL NE; SV Fort +19, Ref +8,
  Will +14; Str 29, Dex 16, Con 22, Int 10, Wis 18, Cha 8.
  Height 12 ft., weight 1,500 lbs.
  Skills and Feats: Climb +10, Concentration +11, Heal
  +9, Hide +5, Jump +13, Listen +7, Spot +15; Combat
  Reflexes, Far Shot, Improved Initiative, Iron Will,
  Point Blank Shot, Power Attack, Precise Shot. 
  Rock Throwing (Ex): Glunnock receives a +1
  racial bonus on attack rolls when throwing rocks. He
  can hurl rocks weighing 40 to 50 pounds each (Small
  objects) up to five range increments (180 feet per range
  increment, or 360 feet using Far Shot). 
  Rock Catching (Ex): Glunnock can catch Small,
  Medium, or Large rocks or projectiles of similar shape.
  Once per round, if he would normally be hit by a rock,
  he can make a Reflex save at a +4 bonus to catch it as a
  free action. The DC is 15 for a Small rock, 20 for a
  Medium one, and 25 for a Large one. (If the projectile
  provides a magical bonus on attack rolls, the DC
  increases by that amount.) Glunnock must be ready for
  and aware of the attack in order to make a rock catch-
  ing attempt.
  Cleric Spells Prepared (5/5/4/3; save DC 14 + spell
  level): 0 cure minor wounds (4), detect magic; 1 s t cure light
  wounds (3), protection from good*, shield of faith; 2 n d bull’s
  strength*, cure moderate wounds (2), spiritual weapon; 3 r d
  cure serious wounds, dispel magic, magic vestment*. 
  *Domain spell. Deity: None. Domains: Evil (cast evil
  spells at +1 caster level), Strength (feat of strength
  1/day).
  
  9
  Possessions: +2 hide armor, ring of protection +1, +2 great-
  club, wand of cure light wounds (caster level 2nd, 50
  charges), dust of appearance, 6 rocks.
  D Floggin: Female stone giant rogue 5; CR 13;
  Large giant (earth); HD 14d8+70 plus 5d6+25; hp 175;
  Init +5; Spd 30 ft.; AC 31, touch 16, flat-footed 31; Base
  Atk +13; Grp +26; Atk +21 melee (1d4+13, slam) or +21
  melee (2d8+13, greatclub) or +18 ranged (2d8+9, rock);
  Full Atk +21 melee (1d4+13, slam) or +21/+16/+11
  melee (2d8+13, greatclub) or +18 ranged (2d8+9, rock);
  Space/Reach 10 ft./10 ft.; SA rock throwing, sneak
  attack +3d6; SQ darkvision 60 ft., evasion, low-light
  vision, rock catching, trap sense +1, trapfinding,
  uncanny dodge; AL NE; SV Fort +15, Ref +13, Will +8;
  Str 28, Dex 21, Con 20, Int 14, Wis 12, Cha 8. Height 11
  ft. 6 in., weight 1,390 lbs.
  Skills and Feats: Balance +7, Climb +31, Hide +25,
  Jump +28, Listen +6, Move Silently +17, Search +7,
  Spot +23, Tumble +22; Combat Reflexes, Far Shot, Iron
  Will, Point Blank Shot, Power Attack, Precise Shot,
  Stealthy.
  Rock Throwing (Ex): Floggin receives a +1 racial
  bonus on attack rolls when throwing rocks. She can
  hurl rocks weighing 40 to 50 pounds each (Small
  objects) up to five range increments (180 feet per range
  increment, or 360 feet using Far Shot). 
  Evasion (Ex): If exposed to any effect that nor-
  mally allows a character to attempt a Reflex saving
  throw for half damage, Floggin takes no damage with a
  successful saving throw.
  Rock Catching (Ex): Floggin can catch Small,
  Medium, or Large rocks or projectiles of similar shape.
  Once per round, if she would normally be hit by a rock,
  she can make a Reflex save at a +4 bonus to catch it as a
  free action. The DC is 15 for a Small rock, 20 for a
  Medium one, and 25 for a Large one. (If the projectile
  provides a magical bonus on attack rolls, the DC
  increases by that amount.) Floggin must be ready for
  and aware of the attack in order to make a rock catch-
  ing attempt.
  Trap Sense (Ex): Floggin has a +1 bonus on
  Reflex saves to avoid traps and a +1 dodge bonus to AC
  against attacks by traps.
  Trapfinding: Floggin can use the Search skill to
  find traps with Search DCs higher than 20.
  Uncanny Dodge (Ex): Floggin can react to
  danger before her senses would normally allow her to
  even be aware of it. She retains her Dexterity bonus to
  AC regardless of being caught flat-footed or struck by
  an invisible attacker. (She still loses any Dexterity
  bonus to AC if immobilized.)
  Possessions: +2 leather armor, greatclub, ring of protec-
  tion +2, ring of counterspells (loaded with charm monster), 2
  Keoghtom’s ointment (taken from the gold dragon s lair),
  3 rocks.
  D Kin-Lin: Female ogre mage sorcerer 5; CR 13;
  Large giant; HD 5d8+15 plus 5d4+15; hp 64; Init +5;
  Spd 40 ft., fly 40 ft. (good); AC 15, touch 10, flat-footed
  14; Base Atk +5; Grp +15; Atk +10 melee (3d6+9/19—20,
  greatsword) or +5 ranged (2d6/[TS]3, longbow); Full
  Atk +10 melee (3d6+9/19—20, greatsword) or +5 ranged
  (2d6/[TS]3, longbow); Space/Reach 10 ft./10 ft.; SA
  spell-like abilities; SQ darkvision 90 ft., flight, low-light
  vision, regeneration 5, spell resistance 19; AL LE; SV
  Fort +8, Ref +5, Will +6; Str 22, Dex 13, Con 16, Int 18,
  Wis 12, Cha 22. Height 10 ft., weight 650 lbs.
  Skills and Feats: Bluff +9, Concentration +16, Hide
  —3, Knowledge (arcana) +13, Listen +11, Move Silently
  +7, Spellcraft +19, Spot +11; Combat Casting, Combat
  Expertise, Improved Initiative, Lightning Reflexes.
  Spell-Like Abilities: At will darkness, invisibil-
  ity; 1 / d a y charm person (DC 17), cone of cold (DC 21),
  gaseous form, polymorph, sleep (DC 17). Caster level 9th.
  Flight (Su): Kin-Lin can cease or resume flight as
  a free action. While using gaseous form, she can fly at her
  natural speed and has perfect maneuverability.
  Regeneration (Ex): Fire and acid deal normal
  damage to Kin-Lin. If she loses a limb or body part, she
  can reattach it by holding the severed member to the
  stump. Reattachment takes 1 minute. If the head or
  some other vital organ is severed, it must be reattached
  within 10 minutes or she dies. Kin-Lin cannot regrow
  lost body parts.
  Sorcerer Spells Known (6/8/6; save DC 16 +
  spell level): 0 acid orb, detect magic, mage hand, ray of
  frost, read magic, resistance; 1 s t mage armor, magic missile,
  shield, true strike; 2 n d bear’s endurance, bull’s strength.
  Possessions: Greatsword, medallion of thoughts, ring of
  minor spell storing (true strike, bear’s endurance), lantern of
  revealing, scroll of heal (taken from the gold dragon s lair).
  Tactics: Given their position on the mountainside,
  the giants can easily see or hear anyone attempting to
  approach the lair by scaling the mountain. Even an
  invisible group creates a visible effect while moving
  through the vegetation, and Kin-Lin can pick up the
  presence of sentient creatures with her medallion.
  When the giants see foes approaching, they throw
  rocks at maximum range.
  The giants spot any PCs who approach by air (but
  not invisibly) at a far enough distance to throw rocks
  for at least 1 round. A group approaching invisibly and
  by air can get fairly close, but the medallion of thoughts
  
  10
  reveals their presence as soon as they come within its
  range. Thereafter, the giants can use their lantern of
  revealing and dust of appearance to locate their foes. The
  giants have no way to detect ethereal creatures
  approaching the lair.
  In combat, the ogre mage prefers to turn invisible
  and cast enhancement spells on the giants before
  attacking the PCs directly. She also makes sure that she
  has mage armor and shield in place before making any
  direct attacks.
  Development: If any captured giants are interro-
  gated, they readily reveal that they were hired by the
  black dragon to keep the gold dragon bottled up in her
  lair and prevent help from reaching her. 
  C. THE LAIR OF
  MIRAXACALAS
  Near the highest peaks in the mountains is a large cave
  opening that serves as the main entrance to the gold
  dragon s lair. It is sheltered from the wind by a double
  row of trees that grow close by, though not so close that
  Miraxacalas disturbs them when entering or leaving.
  The cave opening is located beneath an overhang of
  rock, so it is shielded from view from most angles,
  though it is obvious to anyone approaching from below
  at a distance of 100 feet or less. A pile of brush and small
  trees a short distance down the mountainside gives
  mute evidence of the giants  efforts to clear the area
  around the entrance so as to gain easier access to the lair.
  Thus far, the giants have stolen only what they were
  instructed to take from the gold dragon s hoard
  namely, her items of healing. Vrinthralix has promised
  them their choice of items from the hoard in addition
  to their pay after Miraxacalas dies. 
  The giants have been repeatedly attacking Miraxa-
  calas for several days in an effort to cow her and negate
  any natural healing that she might otherwise achieve.
  The dragon is sorely injured now and very much afraid.
  Though she has managed to slay a giant or two, she is
  wearing down as the disease takes its toll on her. Fur-
  thermore, her mind is losing its grip on reality as the
  wyrm fever progresses. She has become quite paranoid
  and currently sees any creature of humanoid shape as a
  giant ready to attack her, regardless of its size or true
  appearance. At present, she is hiding in area C3, the
  cavern she is currently using as her sleeping area.
  LAYOUT
  The lair of the gold dragon consists of four intercon-
  nected caverns, each slightly more than 50 feet in
  diameter. They are connected by 30-foot-wide tunnels
  that Miraxacalas made passable some years ago and has
  maintained well ever since.
  C1. First Cave
  At the back of the entrance cavern is a tunnel mouth
  approximately 30 feet in diameter. The tunnel leads
  down 40 feet to the first cave. Miraxacalas used to use
  this cave as a sleeping chamber, but she has not wanted
  to rest this close to the surface since the black dragon
  and his giants came.
  Read or paraphrase the following when the PCs
  enter this cavern.
  Tired of the continual raids by the giants but unable to
  put a stop to them, Miraxacalas has recently made some
  magical alterations to this area. Though her prepara-
  tions won t stop the giants, she hopes they will at least
  alert her to their arrival, so that she can prepare for
  battle. She has covered the outside entrance to this
  cavern with an alarm spell that sets off a mental-only
  warning. Thus, when anyone enters, she knows about
  it and can begin her preparations (see area C3).
  Development: One exit tunnel leads to the
  second cave (C2), and the other leads to the third
  cave (C3). 
  C2. Second Cave
  Miraxacalas used this cave to meet with humans and to
  engage in research. She loved to learn, and would again
  if she were healed. Read or paraphrase the following
  when the PCs arrive.
  Development: The exit tunnel from this cavern
  leads to area C3. A brief inspection (Search DC 15)
  reveals several books on history, foreign cultures, and
  mathematics lying open on the desks and sofas.
  Numerous pieces of human-sized furniture
  including sofas, chairs, bookcases, and writing
  desks give a homey appearance to this cavern,
  though the furniture is dwarfed by the sheer size
  of the 50-foot-diameter chamber. Another tunnel
  on the opposite side from the entrance leads into
  darkness.
  This round, natural cavern is approximately 50
  feet in diameter. Other than some dried plant
  matter scattered across the floor, it is empty.
  Besides the entry passage, two other tunnels lead
  out from this cavern.
  
  11
  
  12
  C3. Third Cave (EL 17)
  Miraxacalas now makes her home in this cavern. Read
  or paraphrase the following when the PCs arrive.
  The raised portion of the floor has been made into
  dragon-sized bed, and the golden glints are scales that
  Miraxacalas has lost. A secret door at the back of this
  cavern opens onto a tunnel that leads to the fourth
  cave, where she keeps her hoard.
  Creature: Miraxacalas has made this chamber her
  sleeping area during her convalescence. Though it is
  easier to defend than the first chamber in her lair (area
  C1), she has had little luck fending off the giants in her
  weakened condition. 
  Though she has always been a formidable creature
  capable of driving off any other creatures that threatened
  her people, Miraxacalas would rather learn than fight.
  She is passionate about discovering new knowledge, and
  she studies every subject in as much depth as she can. To
  her, knowledge is a far better treasure than gold.
  D Miraxacalas (diseased): Female mature
  adult gold dragon; CR 17; Huge dragon (fire); HD
  26d12+26; hp 195; Init +4; Spd 60 ft., swim 60 ft., fly 200
  ft. (poor); AC 33, touch 8, flat-footed 33; Base Atk +26;
  Grp +40; Atk +31 melee (2d8+6, bite); Full Atk +31
  melee (2d8+6, bite) and +25 melee (2d6+3, 2 claws) and
  +25 melee (1d8+3, 2 wings) and +25 melee (2d6+9, tail
  slap); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA
  breath weapon (50-ft. cone of fire or weakening gas),
  crush 2d8+9, frightful presence, spell-like abilities,
  spells; SQ alternate form, blindsight 60 ft., damage
  reduction 10/magic, darkvision 120 ft., immunities
  (fire, paralysis, sleep), keen senses, low-light vision, luck
  bonus, spell resistance 25, vulnerability to cold, water
  breathing; AL LG; SV Fort +16, Ref +15, Will +20; Str
  23, Dex 10, Con 13, Int 8, Wis 21, Cha 20. 
  Skills and Feats: Concentration +21, Diplomacy +33,
  Gather Information +7, Hide —8, Knowledge (arcana)
  +22, Knowledge (architecture and engineering) +19,
  Knowledge (geography) +19, Knowledge (history) +22,
  Knowledge (local) +19, Knowledge (nature) +19,
  Knowledge (nobility and royalty) +19, Knowledge (reli-
  gion) +19, Knowledge (the planes) +19, Listen +33,
  Search +25, Spot +33, Swim +14, Use Magic Device +14;
  Alertness, Blind-Fight, Flyby Attack, Hover, Improved
  Initiative, Power Attack, Snatch, Weapon Focus (bite),
  Wingover.
  Breath Weapon (Su): Once every 1d4 rounds,
  Miraxacalas can breathe a 50-foot cone of fire gas or
  weakening gas. Each creature in the area of the fire
  breath takes 14d10 points of fire damage (Reflex DC 24
  half). Each creature in the area of the weakening gas
  must make a DC 24 Fortitude save or take 7 points of
  Strength damage.
  Crush (Ex): Whenever Miraxacalas flies or jumps,
  she can land on opponents as a standard action, using
  her whole body to crush them. Her crush attack affects
  Small or smaller opponents within a 15-foot-by-15-foot
  area. Each potentially affected creature must succeed
  on a DC 24 Reflex save or be pinned, automatically
  taking 2d8+9 points of bludgeoning damage during the
  next round unless the dragon moves off. If Miraxacalas
  chooses to maintain the pin, treat it as a normal grapple
  attack. Pinned opponents take damage from the crush
  each round if they don t escape. 
  Frightful Presence (Ex): Whenever Miraxa-
  calas attacks, charges, or flies overhead, each creature
  in a 300-foot radius that has 25 or fewer HD must make
  a DC 28 Will save. Failure indicates that the creature is
  panicked for 4d6 rounds (if it has 4 or fewer HD) or
  shaken for 4d6 rounds (if it has 5 or more HD).
  Spell-Like Abilities: 3 / d a y bless. Caster
  level 9th.
  Spells: Miraxacalas casts spells as a 9th-level
  sorcerer.
  Alternate Form (Su): Miraxacalas can assume
  any animal or humanoid form of Medium size or
  smaller as a standard action three times per day. This
  ability functions as a polymorph spell (caster level 9th)
  cast on herself, except that she does not regain hit
  points for changing form and can assume only the
  form of an animal or humanoid.Miraxacalas can remain
  in her assumed form until she chooses to assume a new
  one or return to her natural form.
  Blindsense (Ex): Miraxacalas can pinpoint crea-
  tures within a distance of 60 feet. Opponents she can t
  actually see still have total concealment against her.
  Keen Senses (Ex): Miraxacalas can see four times
  as well as a human in shadowy illumination and twice
  as well in normal light. She also has darkvision to a
  range of 120 feet.
  Luck Bonus (Sp): Once per day, Miraxacalas can
  touch a gem embedded in her hide and enspell it to
  bring good luck. As long as she carries the gem, she and
  every good creature in a 70-foot radius receive a +1 luck
  bonus on all saving throws and similar rolls, as for a stone
  Tapestries drape the walls of this cavern, and dec-
  orative statuary adds a welcome touch of culture
  to the cold stone interior. A few golden glints
  gleam from a large, raised piece of stone in the
  center back portion of the cavern.
  
  13
  of good luck. If she gives the enspelled gem to another
  creature, only that bearer gets the bonus. The effect lasts
  1d3 hours plus 21 hours but ends if the gem is destroyed.
  This ability is the equivalent of a 2nd-level spell.
  Water Breathing (Ex): Miraxacalas can breathe
  underwater indefinitely and can freely use her breath
  weapon, spells, and other abilities while submerged.
  Sorcerer Spells Known (6/8/7/7/5; save DC 15 +
  spell level): 0 arcane mark, detect magic, mage hand,
  mending, message, prestidigitation, read magic, touch of fatigue;
  1 s t alarm, charm person, identify, mage armor, ray of enfee-
  blement; 2 n d blindness/deafness, detect thoughts, scorching
  ray, see invisibility; 3 r d clairaudience/clairvoyance, sugges-
  tion, tongues; 4 t h arcane eye, lesser globe of invulnerability.
  Tactics: When the alarm spell in area C1 goes off,
  or when she realizes that intruders are present by some
  other means, Miraxacalas turns into a bat using her
  alternate form ability and clings to the ceiling, where
  she hopes to escape notice. When the PCs enter, she
  moves between them and the entrance as quietly as she
  can. She then resumes her own form and charges them
  breathing fire, believing them to be juvenile giants
  here to attack her. 
  Miraxacalas has not had to fight a really dangerous
  opponent for years now, so she is out of practice. If
  the PCs engage her in combat, she uses whatever abil-
  ity or attack comes to her mind first, without the
  careful planning that a seasoned fighting dragon
  would use.
  Any PC who spends a round not engaged in combat
  with Miraxacalas is entitled to a DC 20 Spot check to
  notice her unusual appearance. Her scales have lost
  much of their golden shimmer, and their edges have
  taken on a sickly greenish cast. Several gaping claw
  wounds on her body are oozing a thick, greenish pus,
  and her wide, staring eyes are lit with a maniacal gleam.
  Development: Beneath her advancing madness,
  Miraxacalas still retains her good and loving nature.
  However, the wyrm fever has her so crazed that she
  cannot accept the characters as anything other than
  enemies at the moment. The PCs can open negotia-
  tions with her in only two ways: heal her of her malady
  or throw down their arms and use their diplomatic
  skills to convince her that they are friends.
  Curing Miraxacalas of wyrm fever requires a cure dis-
  ease spell. Her lost ability score points and hit points
  can be restored in the usual ways. After she is cured of
  the disease, the light of madness immediately fades
  from her eyes, and she sees the PCs for what they are.
  At that point, she welcomes them to her lair, apologizes
  for harming them, and listens to their tale.
  Any attempt to negotiate with the gold dragon before
  curing her requires a successful DC 30 Diplomacy
  check. Success stops her attacks and gains her attention
  for 1 round; failure means she continues to attack. If the
  PCs use this time to tell her they mean her no harm, she
  warily steps back and asks them why they want to kill
  her. Thereafter, a successful Diplomacy check opposed
  by her Sense Motive check convinces her that she is safe
  for the moment, though she still sees the characters as
  young stone giants and speaks to them accordingly. She
  answers all questions truthfully and can be convinced
  with another opposed Diplomacy check that the PCs are
  not giants and truly wish to help her.
  Miraxacalas can explain the entire history of her
  relationship with the town if asked, and she inquires as
  to the health and safety of her people. She dwells on
  the intriguing intellectual discourses she has with
  sages and wizards, and marvels at how well she and the
  townspeople get along. From her conversation, it is
  clear that she values the townspeople for themselves as
  well as for what they can do for her.
  She can also describe the black dragon and relate
  everything that has happened to her since his arrival. If
  the PCs cure Miraxacalas of her illness and fully restore
  her to normal, she agrees to help them fight
  Vrinthralix if so requested.
  C4. Fourth Cave
  This cavern is accessible only via a secret door from area
  C3. The gold dragon has hidden her hoard in this cham-
  ber. The giants have already located it and taken her
  items of healing, but they have thus far left the rest of
  her hoard alone, per instructions from their employer.
  Read or paraphrase the following when the PCs find
  this chamber.
  Miraxacalas tends to trade wands, staves, magic weap-
  ons, and wondrous items with the nearby wizards for
  books of knowledge or power, so she has very few
  magic items other than tomes. 
  Treasure: Miraxacalas s hoard consists of 3 tapes-
  tries featuring herself (200 gp each), 8 peridots (380 gp
  This 50-foot-diameter cavern is filled with treasure,
  heaped in careless piles about the rear portion. Gold
  coins spill onto the floor from dozens of chests and
  sacks, and gems and jewelry decorate the walls and
  adorn several statues standing in the front section.
  Books of all sorts are shelved neatly on the book-
  shelves lining the rear wall. Tapestries depicting a
  gold dragon in flight or battle hang from the ceiling.
  
  14
  each), 3 diamonds (1,300 gp each), 12 blue topazes (25 gp
  each), 2 statues (480 gp each), 150,000 gp, cloak of resist-
  ance +3, Boccob’s blessed book, horn of goodness, ring of the ram.
  D. THE MARSHES
  The marshes near Silversands are extremely dangerous,
  so the residents avoid them for the most part. A few
  townsfolk know the area around the periphery, but no
  one has actually ventured inside. Thus, no one knows
  the nature or location of the abandoned complex that
  Vrinthralix is currently using as a lair.
  D1. RANDOM ENCOUNTERS
  The presence of a powerful dragon has caused most of
  the weaker monsters in the marshes to seek other
  homes. The following creatures still roam the area, how-
  ever, and can serve as random encounters for the PDs.
  • A green hag with 10 sorcerer levels and a focus on
  summoning. She can be accompanied by any other
  creatures that she can summon, plus up to four 8th-
  level troll barbarians.
  Green Hag Sorcerer: Female green hag sorcerer
  10; CR 15; Medium monstrous humanoid; HD 9d8+9
  plus 10d4+10; hp 84; Init +5; Spd 30 ft., swim 30 ft.; AC
  24, touch 11, flat-footed 23; Base Atk +14; Grp +18; Atk
  +18 melee (1d4+4, claw); Full Atk +18 melee (1d4+4, 2
  claws) or +20/+15/+10 melee (1d4+6/19–20, +2 dagger)
  or +15 ranged (1d8/19–20, light crossbow); SA mim-
  icry, spell-like abilities, weakness; SQ darkvision 90 ft.,
  spell resistance 18; AL N; SV Fort +10, Ref +13, Will
  +15; Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha 16. 
  Skills and Feats: Concentration +17, Hide +9, Knowl-
  edge (arcana) +11, Knowledge (nature) +7, Listen +11,
  Spellcraft +13, Spot +11, Swim +12; Alertness, Blind-
  Fight, Combat Casting, Great Fortitude, Improved Ini-
  tiative, Lightning Reflexes, Spell Focus (conjuration).
  Mimicry (Ex): The green hag sorcerer can imitate
  the sounds of almost any animal found near her lair.
  Spell-Like Abilities: At will—dancing lights, dis-
  guise self, ghost sound (DC 13), invisibility, pass without
  trace, tongues, water breathing. Caster level 9th.
  Weakness (Su): A green hag can weaken a foe by
  making a special touch attack. The opponent must suc-
  ceed on a DC 17 Fortitude save or take 2d4 points of
  Strength damage.
  Sorcerer Spells Known (6/7/7/7/5/3; save DC
  13 + spell level of 14 + spell level for conjuration spells):
  0—arcane mark, ghost sound, mage hand, mending, mes-
  sage, open/close, prestidigitation, read magic, touch of fatigue;
  1st—burning hands, expeditious retreat, hold portal,
  summon monster I, ventriloquism; 2nd—blindness/deaf-
  ness, knock, see invisibility, summon monster II; 3rd—haste,
  summon monster III, tongues; 4th—confusion, summon
  monster IV; 5th—passwall.
  Possessions: +2 dagger, light crossbow, 10 bolts, bracers
  of armor +2, cloak of resistance +1, potion of cure serious
  wounds, 50 gp.
  • Three or four werewolf lords (see the Monster Manual).
  • Four mudmaws (see Monster Manual II), each
  advanced to 24 HD.
  D Advanced Mudmaws (4): CR 9; Huge magical
  beast; HD 24d10+120; hp 252; Init +5; Spd 20 ft., swim 30
  ft.; AC 20, touch 9, flat-footed 19; Base Atk +24; Grp +40;
  Atk +31 melee (1d6+8, tentacle rake); Full Atk +31 melee
  (1d6+8, 2 tentacle rakes) and +25 melee (1d8+4, bite);
  Space/Reach 10 ft./10 ft.; SA constrict 3d8+12, improved
  grab, spell-like abilities, trample 3d6+12; SQ damage
  reduction 10/magic, darkvision 60 ft., low-light vision,
  scent, spell resistance 18; AL N; SV Fort +19, Ref +15,
  Will +11; Str 27, Dex 12, Con 21, Int 3, Wis 12, Cha 16. 
  Skills and Feats: Hide +13, Survival +8, Swim +16;
  Blind-Fight, Improved Initiative, Iron Will, Power
  Attack, Track, Weapon Focus (tentacle rake).
  Constrict (Ex): On a successful grapple check, an
  advanced mudmaw deals 3d8+12 points of damage. 
  Improved Grab (Ex): To use this ability, an
  advanced mudmaw must hit an opponent of any size
  with a tentacle rake attack. It can then attempt to start a
  grapple as a free action without provoking an attack of
  opportunity. If it wins the grapple check, it establishes a
  hold and can constrict in the same round.
  Spell-Like Abilities: At will—slow (DC 16),
  soften earth and stone, water walk. Caster level 5th.
  Trample (Ex): As a standard action during its turn
  each round, an advanced mudmaw can literally run
  over a Large or smaller opponent. The trample deals
  3d6+12 points of bludgeoning damage. A trampled
  opponent can attempt either an attack of opportunity at
  a -4 penalty or a DC 30 Reflex save for half damage. 
  E. VRINTHRALIX’S LAIR
  As noted earlier, nobody in the Silversands area knows
  exactly where Vrinthralix’s lair actually lies, though the
  townsfolk can supply the PCs with a few ideas about
  where to look for it. A legend lore spell provides a good indi-
  cation of its location, but the casting time is 1d10 days
  because the dragon is not “at hand.” During that time,
  Vrinthralix raids Silversands twice unless challenged.
  
  15
  Clairaudience/clairvoyance, even cast at 18th level,
  lacks the range to reach into the lair from outside the
  marshes where it lies. However, the characters can still
  use this spell to peek inside potential locations for the
  lair without actually entering them. If they take that
  route, however, Vrinthralix is likely to find them first.
  When he isn t harassing the town, Vrinthralix spends
  his time patrolling the marshes, attacking just about
  any creature he sees.
  A scrying or greater scrying spell offers the most effi-
  cient way to locate Vrinthralix, but given the dragon s
  formidable Will save bonus, the PCs probably will have
  to try several times before getting a look at him. To
  make matters worse, Vrinthralix probably gets a bonus
  on his Will saves against the party s scrying spells (see
  the spell description in the Player’s Handbook). Even if
  they do manage to scry the dragon, he s just as likely to
  be somewhere outside his lair as he is to be in it.
  FIGHTING VRINTHRALIX (EL 20)
  Vrinthralix can be encountered either inside or outside
  his lair. He spends most of his time patrolling the
  nearby swamp, and he spots the PCs approaching
  unless they have taken special care to avoid detection.
  Vrinthralix avoids fighting in his lair if at all possible.
  He has no interest in sacrificing himself to protect the
  small amount of treasure he keeps here, and he knows
  that the close confines of this lair put him at a disadvan-
  tage in combat. Besides, he can always recover any stolen
  items from the invaders  corpses (or so he thinks).
  Should the PCs manage to loot the lair and escape with-
  out facing Vrinthralix (using teleport or planar travel, for
  example), the outraged dragon redoubles his assault on
  Silversands, hoping to draw the characters back.
  If the PCs manage to corner Vrinthralix inside his
  lair, he tries to draw them outside, where he can fight
  them more effectively. He might, for example, use his
  Snatch feat to grab a character and then carry him or
  her outside, hoping the rest of the party will follow. If
  necessary, Vrinthralix uses teleport (cast defensively) to
  move himself to a point high in the sky, a couple miles
  north of the lair. He then prepares for battle (see
  preparatory notes in Tactics, below), positioning him-
  self to hit the PCs with spells and his breath weapon as
  soon as they emerge from the lair, then retreating under
  greater invisibility until he can launch a new attack. 
  If the PCs talked Miraxacalas into fighting along-
  side them, she focuses primarily on spells that aid the
  PCs and on using her breath weapon. Vrinthralix con-
  centrates his initial attacks on the gold dragon, hoping
  to scare her off or seriously wound her in battle.
  Creature: Cruel to the tips of his claws,
  Vrinthralix never hesitates or delays once he has made
  a decision. He is crafty and powerful, and he has faced
  down scores of adventurers before now. He never
  simply slugs it out with any creature; instead he tries to
  make the best possible use of his breath weapon and
  spells before resorting to his physical abilities. If he can
  defeat his enemies through the use of guile, psychol-
  ogy, and fear, he is even more pleased. 
  D Vrinthralix: Male wyrm black dragon; CR 20;
  Gargantuan dragon (water); HD 34d12+238; hp 459;
  Init +4; Spd 60 ft., swim 60 ft., fly 200 ft. (clumsy); Base
  Atk +34; Grp +58; AC 44, touch 11, flat-footed 44; Atk
  +42 melee (4d6+12, bite); Full Atk +42 melee (4d6+12,
  bite) and +40 melee (2d8+6, 2 claws) and +40 melee
  (2d6+6, 2 wings) and +40 melee (2d8+18, tail slap);
  Space/Reach 20 ft./15 ft. (20 ft. with bite); SA breath
  weapon (120-ft. line of acid), crush 4d6+18, frightful
  presence, spell-like abilities, spells, tail sweep 2d6+18;
  SQ blindsight 60 ft., corrupt water, damage reduction
  20/magic, darkvision 120 ft., immunities (acid, paraly-
  sis, sleep), keen senses, low-light vision, spell resistance
  26, water breathing; AL NE; SV Fort +26, Ref +19, Will
  +23; Str 35, Dex 10, Con 25, Int 18, Wis 19, Cha 18. 
  Skills and Feats: Concentration +37, Diplomacy +8,
  Gather Information +6, Hide —12, Intimidate +41,
  Knowledge (arcana) +22, Knowledge (dungeoneering)
  +22, Knowledge (geography) +22, Knowledge (history)
  +16, Knowledge (local) +20, Knowledge (nature) +24,
  Listen +43, Search +41, Sense Motive +29, Spellcraft +6,
  Spot +43, Survival +20, Swim +35, Use Magic Device
  +24; Alertness, Blind-Fight, Cleave, Empower Spell,
  Flyby Attack, Hover, Improved Initiative, Multiattack,
  Power Attack, Snatch, Track, Wingover.
  Breath Weapon (Su): Once every 1d4 rounds,
  Vrinthralix can breathe a 120-foot line of acid. Each
  creature in the area takes 22d4 points of fire damage
  (Reflex DC 34 half).
  Crush (Ex): Whenever Vrinthralix flies or jumps,
  he can land on opponents as a standard action, using
  his whole body to crush them. His crush attack affects
  Large or smaller opponents within a 20-foot-by-20-foot
  area. Each potentially affected creature must succeed
  on a DC 34 Reflex save or be pinned, automatically
  taking 4d6+18 points of bludgeoning damage during
  the next round unless the dragon moves off. If
  Vrinthralix chooses to maintain the pin, treat it as a
  normal grapple attack. Pinned opponents take damage
  from the crush each round if they don t escape. 
  Frightful 
  Presence 
  (Ex): 
  Whenever
  Vrinthralix attacks, charges, or flies overhead, each
  
  16
  creature in a 330-foot radius that has 33 or fewer HD
  must make a DC 31 Will save. Failure indicates that the
  creature is panicked for 4d6 rounds (if it has 4 or fewer
  HD) or shaken for 4d6 rounds (if it has 5 or more HD).
  Spell-Like Abilities: 3 / d a y darkness (110-ft.
  radius), insect plague; 1/day plant growth. Caster level 13th.
  Spells: Vrinthralix casts spells as a 13th-level sorcerer.
  Tail Sweep (Ex): Vrinthralix can sweep with his
  tail as a standard action. The sweep affects Medium or
  smaller creatures in a half-circle with a radius of 30 feet
  extending from an intersection on the edge of the
  dragon s space in any direction. Each potentially
  affected creature in the area takes 2d6+18 points of
  damage (Reflex DC 34 half).
  Blindsense (Ex): Vrinthralix can pinpoint crea-
  tures within a distance of 60 feet. Opponents he can t
  actually see still have total concealment against him.
  Corrupt Water (Sp): Once per day, Vrinthralix
  can stagnate 10 cubic feet of water within 330 feet,
  making it still, foul, and unable to support animal life.
  The ability spoils liquids containing water. A magic
  item (such as a potion) or an item in a creature s posses-
  sion must succeed on a DC 31 Will save or become
  fouled. This ability is the equivalent of a 1st-level spell.
  Keen Senses (Ex): Vrinthralix can see four times
  as well as a human in shadowy illumination and twice
  as well in normal light. He also has darkvision to a
  range of 120 feet.
  Water Breathing (Ex): Vrinthralix can breathe
  underwater indefinitely and can freely use his breath
  weapon, spells, and other abilities while submerged.
  Sorcerer Spells Known (6/7/7/7/7/6/4; save DC
  14 + spell level): 0 arcane mark, dancing lights, detect magic,
  detect poison, ghost sound, mage hand, mending, prestidigitation,
  read magic; 1 s t comprehend languages, mage armor, magic
  missile, shield, true strike; 2 n d bear’s endurance, cat’s grace,
  detect thoughts, mirror image, resist energy; 3 r d dispel magic,
  displacement, fireball, vampiric touch; 4 t h detect scrying,
  greater invisibility, polymorph, stoneskin; 5 t h cone of cold,
  magic jar, teleport; 6 t h true seeing, wall of iron.
  Possessions: ring of protection +5.
  Tactics: In a fight, the black wyrm prefers open
  spaces where he can remain out of reach of his oppo-
  nents and soften them up before physically engaging
  them. Given the chance to cast spells on himself before
  combat (or even during combat, when he is high above
  his foes), Vrinthralix casts true seeing, stoneskin, shield,
  mage armor, displacement, and cat’s grace. He either saves
  resist energy until he knows what kind of energy to
  resist, or casts it for fire, cold, and lightning in advance. 
  Vrinthralix often begins a battle under the effect of
  greater invisibility. This tactic is especially effective if he
  is flying at least 100 feet above his foes, since they
  cannot detect him without magic. During combat, he
  empowers fireball, magic missile, and vampiric touch.
  Empowering a spell takes a full-round action, however,
  so he can only do so while on the ground, since he
  must use a move action each round to stay aloft. One
  tactic he employs often is to swoop down and snatch a
  target with a held empowered vampiric touch, so that he
  deals both bite damage and spell damage. He also
  employs mirror image to advantage in combat.
  When in melee with his opponents, Vrinthralix
  employs true strike so that he can use Power Attack for 30
  or more points. He uses his crush attack and other melee
  abilities in full attack mode only after his other attacks
  have softened up the foes. One of his favorite tactics is to
  grab a solitary opponent, carry it high in the air while
  biting and clawing, then throw it down from a great
  height. When he realizes that the PCs are truly formida-
  ble opponents, he tries to wear them down and deplete
  their resources through repeated hit-and-run attacks.
  If Vrinthralix gets into trouble, he uses bear’s
  endurance to add to his hit points, and teleport if he really
  is in danger of dying. He does not stick around if death
  seems imminent.
  Development: The black dragon is willing to talk
  to the PCs if encountered outside, though he remains
  at a safe distance during any negotiations. The likeli-
  hood of getting him to talk depends on Diplomacy or
  Bluff checks, approach, and how much contact (or
  battle) he has already had with the PCs.
  LAYOUT OF THE LAIR
  The area where Vrinthralix has made his lair was once a
  temple to a hidden cult, but it was abandoned long before
  Silversands was established. The larger cavern areas can
  accommodate Vrinthralix in his normal form, and he
  stores wealth in the smaller areas. He can easily move
  around in human form simply by using polymorph spells.
  Vrinthralix has spent the last few weeks lining the
  interior walls of his lair with wall of iron spells to pre-
  vent entry via passwall spells. The iron walls are 3
  inches thick in most places, and behind them lies only
  earth. The only portions of the lair not so protected are
  the ceilings. The passages within the lair are about 15
  feet high. There are no light sources, since Vrinthralix
  does not need any light.
  Entryway
  An opening in the side of a hill provides entry to the lair
  via a cavern that looks to be only about 6 feet high and
  
  17
  20 feet wide. The rest of the passage lies underwater.
  The entry is partially screened by plant overgrowth, so
  it is likely to be overlooked by anyone not actively seek-
  ing it (Spot DC 25). After all, a dark spot surrounded by
  marsh plants and small trees is not that remarkable.
  E1. Vrinthralix’s Sleeping Chamber
  Vrinthralix likes sleeping in the water, and this cavern
  is filled with fetid, murky liquid. He also likes the place
  because it offers plenty of room to move around. At the
  bottom of the water are a few of Vrinthralix s scales,
  plus six 100-gp gems. If Vrinthralix is not here, this
  cavern is devoid of occupants.
  E2. Access to Water
  This small cave adjoins Vrinthralix s watery bedcham-
  ber. In olden times, the portion next to the water was
  used as a dock for people entering the complex, but the
  docks are long gone. All that remains of them is a
  single post near the shoreline.
  The cavern itself was once used as a storehouse for
  goods that the residents didn t want to carry around
  with them. Now, it is just an empty cave.
  E3. Wide Area in Passage
  This area is no more than a widening of the passage. It
  used to be wider, but a cave-in on the bottom right
  corner closed off part of it about 80 years ago. This cave
  is covered in slime and muck. A small crack in the
  upper corner lets in water, and this chamber area is
  slightly lower than the corridor, so about an inch of
  standing water has collected on the floor.
  Green slime colonies have taken hold in this cham-
  ber, just under the water and along the iron walls. See
  the Dungeon Master’s Guide for a description of green
  slime.
  E4. Empty Cavern
  This cavern can be accessed only by crossing a pit. The
  pit was once used for housing, but any traces of the
  domiciles that once occupied it are long gone.
  Vrinthralix has left a few gems lying in the far end of
  the room in hopes that any visitors may waste time
  looking for secret treasure caves here.
  E5. Columned Passageway
  This area was the entryway to the cult s main worship
  area and meeting place. The columns are carved with
  images of humanoids and various infernal beings.
  This area was once trapped to prevent nonmembers
  from accessing the cult s most private areas. The pres-
  sure-plate arrow trap no longer works, but it is still
  detectable (Search DC 22). The pressure plate covers
  the entryway, and the nonfunctioning crossbows are
  located in the first six pillars. Panels slid open when the
  trap was activated and closed again while it reloaded
  itself. The bolts currently loaded are coated with
  wyvern poison.
  E6. Treasure Cave
  Vrinthralix keeps his hoard in this area, which is really
  nothing more than a set of passages that connect and
  dead-end. Most of the treasure is piled in wider spots in
  the passages, but some is hidden behind rockpiles or
  walls of iron. Vrinthralix did not go to a lot of trouble to
  trap or hide his treasure, since he doesn t think anyone
  in Silversands could find his lair in the first place, let
  alone survive to take anything away. 
  Treasure: The entire hoard consists of 6 garnets
  (200 gp each), 8 aquamarines (380 gp each), 5 diamonds
  (1,300 gp each), 14 blue quartz (25 gp each), 1 blue dia-
  mond (6,300 gp), 3 black pearls (480 gp each), goggles of
  night, winged shield, potion of protection from arrows
  10/magic, bracers of armor +4, potion of water breathing,
  wand of invisibility (50 charges), +1 vicious icy burst greataxe,
  rod of thunder and lightning, Daern’s instant fortress.
  CONTINUING THE
  ADVENTURE
  Depending on how the PCs choose to handle the situa-
  tion, they could find many additional adventures in the
  Silversands areas. If both dragons die, the people of Sil-
  versands will need good leaders to help them transition
  to another way of life. If Vrinthralix is dead and Mirax-
  acalas is still ill or mad, then the heroes must seek her
  out and cure her. Regardless of the outcome, an item in
  either hoard could also serve as a springboard to future
  adventures.
  ABOUT THE AUTHOR
  Robert Wiese began playing D&D with the blue boxed
  set (the one after the original three small pamphlets).
  He has campaigned through three and a half editions
  of his favorite roleplaying game, and he has tried Call of
  Cthulhu and some other games as well. Throughout it
  all, he has learned that a great DM makes a great cam-
  paign, so he is happy to assist great DMs with little
  ideas such as this adventure. He led the RPGA Net-
  work through the tough times and now works at UNR
  as a biochemical researcher. Life is very full between
  studies, work, pets (three dogs, three cats, a fish, a frog,
  a toad, and two rats) and gaming, but he always puts his
  wife and his faith first.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Level 16-20/War Of Dragons.pdf