TEXT: 1
  The Dragon Twins’ Lair
  Introduction
  The Dragon Twins’ Lair is an adventure designed for five 
  8th-level player characters (PCs), and is part of the D&D 
  Delve Night kit. Please review the instructions for use of 
  the D&D Delve Night kit before using this adventure. The 
  adventure uses the Fane of the Forgotten Gods dungeon tile 
  set and takes place in an abandoned temple to Tiamat 
  some distance away from any city.
  Once the players are ready to begin play, read the following:
  After hours of travel, you’ve reached the old temple to Tiamat. 
  Its weathered stone and overgrown exterior make it look 
  unused, but every clue you’ve discovered leads you to believe 
  that a ritual will raise two cruel dragons from the dead here, 
  tonight. They ruled over this land a generation ago, and 
  townsfold fear to even speak their names. The witching hour 
  approaches – surely you must act now to stop the ritual.
  Setup
  Almost a decade ago, a pair of dragons ruled this region, 
  wringing tribute from helpless townsfolk and forcing 
  worship of their mistress, Tiamat. When a hero slew the 
  twin siblings in their temple to the goddess, the people 
  believed they were free of danger.
   
  Tiamat rewards loyalty, and the twins’ devotion to her was 
  such that her will is to revive them from the dead. Her servants 
  have joined devotees of the dead dragons’, hidden since their 
  masters’ defeat, to perform the ritual that will allow these drag-
  ons to again bring terror to the peaceful people of this region.
  Dragonkin Sentry (S) 
  Level 5 Skirmisher
  small natural humanoid (reptile) 
  XP 200
  Initiative +6 
  Senses Perception +6; darkvision
  HP 63; Bloodied 31; see also telepathic warning
  AC 19; Fortitude 16, Reflex 15, Will 16; see also trap sense
  Resist 5 fire
  Speed 5
  m Spear (standard; at-will) ✦ Weapon
   
  +10 vs. aC; 1d8 + 3 damage.
  M Mighty Dragon Strike (standard; encounter) ✦ Fire, Weapon
   
  requires spear; +10 vs. aC; 1d8 + 3 damage, and ongoing 5 
  fire damage (save ends).
  Telepathic Warning (standard; encounter)
   
  The sentry sends a warning to its dragon master, which 
  cannot be more than 1 mile away. The sentry automatically 
  sends out its warning when it is reduced to 0 hit points, 
  whether or not it has previously used this power.
  Shifty (minor; at-will)
   
  The sentry shifts 1 square.
  Trap Sense
   
  The sentry gains a +2 bonus to all defenses against traps.
  Alignment evil 
  Languages Common, Draconic
  Skills stealth +11, Thievery +6
  Str 16 (+5) 
  Dex 14 (+4) 
  Wis 18 (+6)
  Con 15 (+4) 
  Int 11 (+2) 
  Cha 10 (+2)
  Equipment scale armor, spear
  Dragonkin Defender (D) 
  Level 6 Soldier
  small natural humanoid (reptile) 
  XP 250
  Initiative +6 
  Senses Perception +4; darkvision
  HP 70; Bloodied 35
  AC 22; Fortitude 18, Reflex 16, Will 19
  Resist 5 fire
  Speed 5
  m Longsword (standard; at-will) ✦ Weapon
   
  +13 vs. aC; 1d8 + 3 damage, and the target is marked until 
  the end of the defender’s next turn.
  M None Shall Pass (standard; recharge ⚄ ⚅) ✦ Weapon
   
  requires longsword; +13 vs. aC; 2d8 + 3 damage, and the 
  target is immobilized and takes a –2 penalty to all defenses 
  (save ends both).
  For the Master
   
  The defender gains a +1 bonus to attack rolls while it is 
  within 5 squares of a dragon.
  Shifty (minor; at-will)
   
  The defender shifts 1 square.
  Trap Sense
   
  The defender gains a +2 bonus to all defenses against traps.
  Alignment evil 
  Languages Common, Draconic
  Skills stealth +6, Thievery +6
  Str 17 (+6) 
  Dex 12 (+4) 
  Wis 13 (+4)
  Con 14 (+5) 
  Int 11 (+3) 
  Cha 16 (+6)
  Equipment scale armor, longsword
  Pact-Bound Adept (A) 
  Level 6 Artillery (Leader)
  small natural humanoid (reptile) 
  XP 250
  Initiative +6 
  Senses Perception +3; darkvision
  HP 58; Bloodied 29
  AC 18; Fortitude 17, Reflex 18, Will 20; see also trap sense
  Resist 5 fire
  Speed 6, fly 4 (clumsy)
  m Quarterstaff (standard; at-will) ✦ Weapon
   
  +11 vs. aC; 1d8 damage.
  r Flaming Staff (standard; at-will) ✦ Fire, Weapon
   
  requires quarterstaff; ranged 10; +13 vs. reflex; 1d6 + 5 fire 
  damage, and the target takes ongoing 5 fire damage (save ends).
  M Fierce Rebuke (immediate reaction, when an enemy moves adja-
  cent to the pact-bound adept; recharge ⚄ ⚅) ✦ Fear
   
  The adept attacks the triggering enemy; +13 vs. will; the 
  target is pushed 3 squares and weakened (save ends).
  R Dragon’s Grace (minor; recharge ⚄ ⚅)
   
  ranged 10; one ally gains resist 10 against a damage type of 
  the adept’s choice until the end of the encounter.
  A Healing Burst (standard; recharge ⚄ ⚅) ✦ Healing
   
  area burst 2 within 10; allies in the area regain 20 hit points.
  Shifty (minor; at-will)
   
  The adept shifts 1 square.
  Trap Sense
   
  The adept gains a +2 bonus to all defenses against traps.
  Alignment evil 
  Languages Common, Draconic
  Skills arcana +10, stealth +8, Thievery +8
  Str 11 (+3)  
  Dex 17 (+6) 
  Wis 10 (+3)
  Con 16 (+6) 
  Int 14 (+5) 
  Cha 21 (+8)
  Equipment quarterstaff
  The Dragon Twins’ Lair
  
  2
  The Dragon Twins’ Lair
  E n c o u n t e r  L e ve l  8  ( 1 8 0 0  X P )
  Setup
  2 Pact-Bound Adepts (A) 
  2 Dragonkin Defenders (D) 
  4 Dragonkin Sentries (S) 
  The PCs enter the temple to Tiamat to find and stop the 
  ritual. Both triangular tiles are openings to the outside, 
  as worshippers would enter one way and leave the other. 
  Have the PCs place their miniatures at either entrance. 
  As the PCs enter the area, read:
  The gray stone of the temple is lit by flickering torches lining 
  the walls and one hanging candelabra above the center of the 
  room. Almost directly beneath it is a statue of a multi-headed 
  dragon wreathed in magical blue mist. This chamber once 
  contained the traffic of hundreds of forced worshippers, giving 
  them space to come and lay their tributes before bowing their 
  ways out. A single passage leads back to the officiator’s cham-
  bers. The sibilant words of Draconic alarm you as several 
  kobolds walk from that passage, their scales heavier and their 
  jaws larger than those you’ve fought in the past. In Draconic, 
  one intones “Soon, all will worship our fathers and our god-
  dess here again. Until that time, interlopers must die!”
  Tactics
  The pact-bound adepts stay in the passage to the room 
  beyond as long as it remains safe, and the defenders stay 
  between threatening PCs and the adepts. While the 
  defenders lock down PCs, the sentries stay in clumps to do 
  as much damage as possible while maximizing the benefit 
  of the adepts’ healing burst.
  Features of the Area 
   
  Illumination: Bright light. 
   
  Candelabra: Hanging above space C, an attack that 
  reaches the rope and hits 20 or higher sends the cande-
  labra crashing to the ground for 2d8 + 4 damage to each 
  creature beneath it.
   
  Statue: The heads on the statue move when non-
  draconic creatures come too close, snapping at them or 
  breathing faint traces of fire or acid, but they are designed 
  to intimidate and are harmless.
  Treasure
  One of the pact-bound adepts carries a +2 symbol of power 
  (PH 237) to Tiamat. A PC can use it and later shift the 
  enchantment to a holy symbol of his or her own god.
  encounTer 1: DefenDing Dragonkin
  
  3
  The Dragon Twins’ Lair
  E n c o u n t e r  L e ve l  8  ( 1 6 0 0  X P )
  Setup
  3 Ambush Drakes (A) 
  1 Ambush Drake Packleader (D) 
  1 Portal Drake (P) 
  With the death or escape of the final kobold, an alarm 
  bell clangs from deeper within the temple. The guard-
  ians there trigger one of the twin dragons’ measures 
  of defense and terror against the oppressed populace, 
  opening chambers that look out onto the tribute cham-
  ber and have been restocked with hungry wild drakes.  
  The PCs have enough time for a short rest before the 
  chambers containing the drakes open fully and the 
  encounter begins in earnest.
  After the PCs finish the last encounter, read:
  A ringing bell from deeper in the temple assures you 
  that you have been noticed, and bars shriek into place 
  with the cry of machinery unused for at least a decade, 
  blocking your path. Stone portals, blended with the 
  walls five feet off the ground, begin sliding downward 
  and you hear an impatient snarling from behind them. 
  You have just enough time to catch your 
  breath before the wild drakes leap from 
  their prisons and attack.
  Perception DC 21:
  •	
   You see 
  a small draconic creature flit 
  between the bars coming from 
  the next chamber.
  If the PCs do not see the portal drake, 
  it is hidden until it attacks.
  Tactics
  The packleader leads from the front, 
  confident that its many hit points will 
  keep it up long enough. It opens with its 
  breath weapon, catching as many PCs as pos-
  sible to give the ambush drakes the advantage 
  of combining scent of prey with 
  ravenous, letting them reach 
  strikers and controllers 
  behind the front lines. 
  The packleader fol-
  lows with vicious 
  assault to ensure it 
  can use it twice in 
  the encounter. The 
  portal drake uses portal 
  burst as often as possible to rearrange the battlefield to 
  its allies’ advantage, and uses slip through space to keep 
  its allies alive or, as a last resort, to escape safely. If the 
  portal drake’s death seems certain, it does its best to 
  escape out the front door.
  Features of the Area 
   
  Illumination: Bright light. 
   
  Candelabra: If it is still there, it hangs above space 
  C, an attack that reaches the rope and hits 20 or higher 
  sends the candelabra crashing to the ground for 2d8 + 4 
  damage to each creature beneath it.
   
  Statue: The heads on the statue move when non-
  draconic creatures come too close, snapping at them 
  or breathing faint traces of fire or acid, but they are 
  designed to intimidate and are harmless.
  Treasure
  There is no treasure worth noting.
  encounTer 2: summoneD Backup
  James Zhang
  
  4
  The Dragon Twins’ Lair
  Ambush Drake Packleader (D) 
  Level 8 Brute (Leader)
  Large natural beast (reptile) 
  XP 350
  Initiative +6 
  Senses Perception +5
  HP 107; Bloodied 53; see also vicious assault
  AC 20; Fortitude 21, Reflex 19, Will 18
  Resist 5 poison
  Speed 8, fly 4 (clumsy)
  m Bite (standard; at-will) ✦ Poison
   
  +11 vs. aC; 2d6 + 4 damage, and the target takes ongoing 5 
  poison damage (save ends).
  M Vicious Assault (standard; encounter; recharges when first 
  bloodied)
   
  The ambush drake makes two bite attacks against the same 
  target, each with a –2 penalty to the attack roll.
  C Breath Weapon (standard; encounter) ✦ Poison
   
  Close blast 3; +9 vs. Fortitude; 2d8 + 3 poison damage, and 
  the target takes ongoing 5 poison damage (save ends).
  Scent of Prey
   
  a creature that is taking ongoing poison damage from the 
  packleader’s attacks is treated as bloodied by ambush drakes.
  Alignment evil 
  Languages Draconic
  Skills stealth +11
  Str 18 (+8) 
  Dex 14 (+6) 
  Wis 13 (+5)
  Con 17 (+7) 
  Int 4 (+1) 
  Cha 8 (+3)
  Portal Drake (P) 
  Level 10 Controller
  small natural beast (reptile) 
  XP 500
  Initiative +11 
  Senses Perception +13
  HP 104; Bloodied 52
  AC 26; Fortitude 19, Reflex 25, Will 24
  Resist 5 poison
  Speed 8, fly 6 (hover), teleport 6
  m Bite (standard; at-will)
   
  +15 vs. aC; 2d4 + 6 damage.
  R Slip through Space (standard; at-will) ✦ Teleportation
   
  ranged 10; targets two allies within range, or the portal 
  drake and one ally within range; the targets swap places.
  C Portal Burst (standard; recharge ⚄ ⚅) ✦ Teleportation
   
  Close burst 2; +14 vs. reflex; the target teleports 5 squares 
  to an unoccupied space of the drake’s choosing (and in its 
  line of sight). This attack automatically hits allies, though the 
  drake can choose not to target them.
  Catch a Ride (immediate reaction, when a creature within 6 squares 
  of the portal drake teleports; at-will) ✦ Teleportation
   
  The portal drake teleports the same distance as the trigger-
  ing creature. This movement can be in any direction and can 
  exceed the drake’s normal teleport speed.
  Alignment Chaotic evil 
  Languages Draconic
  Skills arcana +13, stealth +16
  Str 10 (+5) 
  Dex 22 (+11) 
  Wis 17 (+8)
  Con 16 (+8) 
  Int 16 (+8) 
  Cha 21 (+10)
  Ambush Drake (A) 
  Level 6 Skirmisher
  Medium natural beast (reptile) 
  XP 250
  Initiative +7 
  Senses Perception +3
  HP 71; Bloodied 35
  AC 20; Fortitude 19, Reflex 18, Will 16
  Speed 6, fly 4 (clumsy); see also ravenous
  m Claws (standard; at-will)
   
  +11 vs. aC; 2d6 + 3 damage.
  M Shifting Strike (standard; at-will)
   
  +11 vs. aC; 2d6 + 3 damage. The ambush drake can shift 1 
  square before or after the attack.
  Ravenous (minor; at-will)
   
  The ambush drake shifts 2 squares toward a bloodied enemy.
  Alignment Unaligned 
  Languages —
  Skills stealth +10
  Str 16 (+6) 
  Dex 14 (+5) 
  Wis 11 (+3)
  Con 15 (+5) 
  Int 3 (–1)  
  Cha 6 (+1)
  
  5
  The Dragon Twins’ Lair
  E n c o u n t e r  L e ve l  8  ( 1 7 0 0  X P )
  Setup
  1 Dragonborn Exemplar of Tiamat (E) 
  2 Bluespawn Stormlizards (S) 
  1 Storm Abishi (A) 
  The PCs now have time to break or bend the bars prevent-
  ing them from accessing the inner chambers. Once they 
  do so, they proceed to what used to be the private audience 
  chamber with the twins. Waiting there are Tiamat’s drag-
  onborn representative in the matter, the two stormlizards 
  he has tamed and trained, and the abishi that Tiamat has 
  granted her exemplar for this quest.
  As the PCs enter the area, read:
  A great dais dominates this chamber, where the twin 
  dragons once rested side by side to grant audience to the 
  lesser creatures of its domain, who would cower 
  on the petitioner’s platform near you. Now, 
  a large dragonborn bearing a greatsword 
  stands atop it. His other hand rests 
  on the back of a large blue-scaled 
  creature, with another such beast at 
  the foot of the dais. A draconic thing 
  lounges in a corner of the room, a 
  humanoid creature with dragon-
  like wings, cloven hoofs, and a 
  barbed tail. “Here is where your 
  bravery kills you,” intones the 
  dragonborn in Common, and 
  the abishi cackles as both 
  leap to the attack.
  Tactics
  The exemplar throws him-
  self into combat, drawing as 
  much of the PCs attention as 
  he can while the stormliz-
  ards rampage, opening with 
  lightning charge and staying 
  near each other to use coun-
  terbolt, and otherwise trying 
  for the most damage they can 
  lay out. The abishi flies out of 
  reach and blasts enemies with 
  thunder. If forced to land, it 
  stays near the stormlizards 
  for safety and because it is 
  unafraid of hitting the beasts 
  with lightning discharge.
  Features of the Area 
   
  Illumination: Bright light. 
   
  Petitioner’s Platform: The smaller platform is 5 feet 
  (1 square) high and has steps up.
   
  Dais: The dragons’ dais is 5 feet (1 square) high but has 
  no steps up. It takes an extra square of movement to climb 
  or hop up to it, but none to hop down.
   
  High Ceiling: The ceiling is 30 ft (6 squares) high.
  Treasure
  In the hands of a hero, the exemplar’s greatsword is a +2 
  vicious greatsword 
  (PH 236).
  encounTer 3: True DevoTion
  Devon CaDDy-Lee
  
  6
  The Dragon Twins’ Lair
  Dragonborn Exemplar of Tiamat (E) 
  Level 7 Elite Soldier
  Medium natural humanoid 
  XP 600
  Initiative +8 
  Senses Perception +9
  Dread (Fear) aura 1; any enemy within the aura takes a –2 pen-
  alty to attack rolls.
  HP 166; Bloodied 83; see also dragonborn fury
  AC 25; Fortitude 21, Reflex 18, Will 21
  Resist 5 poison
  Saving Throws +2
  Speed 5
  Action Points 1
  m Greatsword (standard; at-will) ✦ Weapon
   
  +14 vs. aC (+15 while bloodied); 1d10 + 6 damage, and the 
  target is marked until the end of the exemplar’s next turn.
  M Battle Surge (standard; at-will) ✦ Weapon
   
  requires greatsword; +14 vs. aC (+15 while bloodied); 1d10 + 6 
  damage, and the exemplar makes a secondary attack against a 
  different target. Secondary Attack: The exemplar makes a basic 
  attack. it shifts 1 square before or after making this attack.
  M Vile Strike (standard; encounter) ✦ Weapon
   
  requires greatsword; +14 vs. aC (+15 while bloodied); 2d10 + 
  6 damage, and the target takes ongoing 5 damage (save ends).
  C Dragon Breath (minor; encounter) ✦ Poison
   
  Close blast 3; +12 vs. reflex (+13 while bloodied); 2d6 + 6 
  poison damage.
  Dragonborn Fury (only while bloodied)
   
  a dragonborn gains a +1 racial bonus to attack rolls.
  Alignment evil 
  Languages Common, Draconic
  Skills history +5, intimidate +14
  Str 16 (+10) 
  Dex 22 (+13) 
  Wis 17 (+10)
  Con 23 (+13) 
  Int 18 (+11) 
  Cha 14 (+19)
  Equipment scale armor, greatsword
  Bluespawn Stormlizard (S) 
  Level 9 Brute
  Large natural beast (reptile) 
  XP 400
  Initiative +8 
  Senses Perception +8; darkvision
  Lightning Within aura 5; any ally within the aura gains resist 5 
  lightning.
  HP 217; Bloodied 108
  AC 21; Fortitude 21, Reflex 19, Will 20
  Resist 5 lightning
  Speed 8
  m Gore (standard; at-will)
   
  +12 vs. aC; 2d10 + 5 damage.
  M Lightning Charge (standard; encounter) ✦ Lightning
   
  The bluespawn stormlizard makes a charge attack; +12 vs. aC; 
  3d10 + 5 lightning damage, and the target is knocked prone.
  R Counterbolt (immediate reaction, when an enemy attacks an 
  ally and this stormlizard is within 5 squares of at least one other 
  bluespawn stormlizard; recharge ⚃ ⚄ ⚅) ✦ Lightning
   
  The bluespawn stormlizard launches a lightning arc against 
  the triggering enemy; ranged 6; +10 vs. reflex; 2d8 + 3 
  lightning damage.
  Alignment Unaligned 
  Languages —
  Str 21 (+9) 
  Dex 18 (+8) 
  Wis 19 (+8)
  Con 17 (+7) 
  Int 2 (+0) 
  Cha 6 (+2)
  Storm Abishai (A) 
  Level 7 Artillery
  Medium immortal magical beast 
  XP 300
  Initiative +6 
  Senses Perception +9; low-light vision
  HP 58; Bloodied 29
  Regeneration 5
  AC 20; Fortitude 19, Reflex 18, Will 19
  Resist 5 lightning, 5 thunder
  Speed 8, fly 6, overland flight 12
  m Sting (standard; at-will) ✦ Lightning
   
  +14 vs. aC; 2d6 + 4 lightning damage.
  C Lightning Discharge (immediate reaction, when an enemy hits 
  the abishai with a melee attack; encounter) ✦ Lightning
   
  Close burst 1; +12 vs. reflex; 1d6 + 5 lightning damage, and 
  the triggering enemy is pushed 1 square and stunned until 
  the end of its next turn.
  A Thunderbolt (standard; at-will) ✦ Thunder
   
  area burst 2 within 10; +10 vs. reflex; 2d6 + 5 thunder 
  damage.
  Alignment evil 
  Languages Common, Draconic
  Str 18 (+7) 
  Dex 16 (+6) 
  Wis 13 (+4)
  Con 20 (+8) 
  Int 11 (+3) 
  Cha 21 (+8)
  
  Winged Putrescence (W) 
  Level 9 Elite Brute
  Large natural animate (dragon, undead) 
  XP 800
  Initiative +4 
  Senses Perception +4; darkvision
  Stench of Decay aura 2; any enemy within the aura takes a –2 
  penalty to attack rolls.
  HP 240; Bloodied 120
  AC 23; Fortitude 25, Reflex 19, Will 19
  Immune disease, poison; Resist 10 necrotic; Vulnerable 20 
  against critical hits; radiant (a winged putrescence that takes 
  radiant damage is dazed [save ends])
  Saving Throws +2
  Speed 6, fly 4 (clumsy)
  Action Points 1
  m Claw (standard; sustain standard; at-will)
   
  reach 2; +12 vs. aC; 4d4 + 6 damage, and a Large or larger 
  target is grabbed and immobilized (both until escape). when 
  the winged putrescence sustains the grab, it deals 4d4 + 6 
  damage to the target. it can’t make other attacks while grab-
  bing a target.
  C Wing Beat (standard; recharge ⚃ ⚄ ⚅)
   
  Close burst 3; +10 vs. Fortitude; 2d6 + 6 damage, and the 
  target is pushed 1 square and knocked prone.
  C Putrid Blast (minor; recharge ⚄ ⚅) ✦ Acid, Necrotic
   
  Close blast 5; +10 vs. reflex; 3d6 + 6 damage, and the target 
  is immobilized and takes ongoing 10 acid and necrotic 
  damage (save ends both).
  Alignment Unaligned 
  Languages —
  Str 22 (+10) 
  Dex 10 (+4) 
  Wis 10 (+4)
  Con 20 (+9) 
  Int 1 (–1)  
  Cha 3 (+0)
  7
  The Dragon Twins’ Lair
  E n c o u n t e r  L e ve l  8  ( 1 6 0 0  X P )
  Setup
  2 Winged Putresences (W) 
  After defeating the exemplar and his pets and ally, the PCs 
  move into the final chamber. The dragonborn perform-
  ing the ritual there are noncombatants, and the PCs  can 
  capture or kill them as they wish. The ritual is incomplete, 
  but it is not without effect. The corpses of the twin drag-
  ons rise, not alive but forbidden from death by the failed 
  magic. Knowing nothing but hunger, they attack. 
  As the PCs enter the area, read:
  Several dragonborn are wearing cloaks of dragonscale 
  and chanting under their breath in Draconic, Super-
  nal, and Infernal in turns. As you enter, they drop the 
  unguents they were spreading on two large, rotting 
  corpses and begin running for the exit, past you. The 
  smell of putrescent flesh is almost overwhelming.
  After the PCs deal with the ritualists, read:
  There seems to be nothing more to do, until you hear 
  the groan of escaping air from what were once the 
  dragons’ sleeping nooks, and you feel the wind of a 
  rotten breath against your flesh. Still painted with 
  devilish symbols of defying death, the twins rise to 
  their decaying feet, not alive, not dead, but hungry.
  Tactics
  The winged putresences retain some canniness that their 
  former souls possessed. They open with putrid blast in the 
  hopes of immobilizing a melee combatant so they can 
  maneuver around to terrorize ranged warriors. Each mon-
  ster gives the other enough room to use their close attacks 
  safely, and otherwise tries to deal damage to kill and eat 
  these delicious intruders.
  Features of the Area 
   
  Illumination: Bright light. 
   
  Recessed Pool: This pool holds something that 
  looks like water but smells like a sort of solvent. The 
  stairs are difficult terrain.
  Treasure
  There are two enormous silver pendants, of a size to fit over 
  a dragon’s neck. Each bears a unique rune in Draconic, 
  probably the personal sigil of each dragon, and is worth 500 
  gp. Another 700 gp worth of arcane divine reagents, for use 
  in the ritual, can be salvaged from the interrupted ritual.
  encounTer 4: riTuaL awry
  stephen tappin
  
  8
  The Dragon Twins’ Lair
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/4th Edition/Living Forgotten Realms/RPGA Delve Night/DDN 2008-12 The Dragon Twins' Lair.pdf