TEXT: 1
  SVENTSORGGVIRESH’S
  VOLCANO LAIR
  A Web Enhancement 
  for the Draconomicon
  CREDITS
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  Skip Williams
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  Based on the original DUNGEONS & DRAGONS® game by E.
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  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
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  The Draconomicon is the ultimate D&D® game accessory
  about the legendary creatures that are literally the
  name of the game. Packed into the pages of this book
  are new dragon prestige classes, spells, feats, dragonlike
  monsters, and full statistics for 120 sample dragons—
  all ten of the chromatic and metallic dragons at all 12
  age categories. This article presents one of the sample
  dragons from The Draconomicon along with her fully
  detailed lair. Sventsorggviresh, an old red dragon, is a
  suitable opponent for a 20th-level party.
  SVENTSORGGVIRESH’S
  VOLCANO LAIR
  Because Sventsorggviresh spends most of her time at
  home, player characters are most likely to encounter
  her in her lair. They might discover its location from a
  metallic dragon or by following Sventsorggviresh there
  after one of her hunting excursions.
  The lair is located in an area of widespread geother-
  mal activity. Numerous geysers, steam vents, and vol-
  canic calderas dot the land around her home. Parties
  searching for the dragon’s lair may have to explore sev-
  eral small volcanoes before locating the correct one.
  LAIR FEATURES
  Unless noted otherwise in the text, the features inside
  Sventsorggviresh’s lair are as follows.
  Alarms
  Sventsorggviresh has placed alarm effects throughout
  the lair to warn her of intruders. Every entrance to and
  exit from any chamber (including sinkholes and chim-
  neys) is protected by an alarm spell. Any opening too
  large to be covered by a single spell has enough addi-
  tional alarms to completely cover the area. Each spell
  warns Sventsorggviresh with a mental alarm when trig-
  gered. All the spells can be bypassed with the same
  password (“Hey, I belong here!” spoken in Ignan).
  In addition, each chamber and natural staircase has
  a magic mouth spell set to go off whenever anyone other
  than Sventsorggviresh or a mephit passes. The magic
  mouth says, “Where do you think you’re going?” in
  Common.
  Ceilings
  The ceilings in the chambers are 50 feet high, and
  those in the corridors are 25 feet high.
  Chamber Openings
  Each major chamber in the lair has an opening leading to
  the volcano’s central crater. Outside each of these
  
  2
  openings is a lip of volcanic stone about 20 feet lower than
  the chamber floor that forms a sort of open terrace. These
  drop-offs are shown on the map as raised ledges (the
  chamber floors) above cliff edges (the terraces). The cham-
  ber openings themselves are about 20 feet high, measur-
  ing from the top of the opening to the chamber floor.
  Floors
  The floors are made of natural volcanic rock. Like all
  natural floors, they are extremely uneven and feature
  many bumps and cracks. Entering any square on the
  floor costs two squares of movement, and running or
  charging across these floors is impossible.
  Light
  During the day, sunlight reaches the chambers through
  the volcano’s crater. Unless otherwise noted, however,
  only a little daylight reaches the corridors. Characters
  can see normally in the chambers and about 30 feet in
  the corridors (or 60 feet if they have low-light vision).
  At night, the glow of the lava pool (area 8) lights the
  lair’s chambers, allowing characters to see about 30 feet
  (or 60 feet if they have low-light vision). The corridors
  are pitch-black at night.
  Temperature
  All areas within the lair are hot. The areas farthest
  from the lava pool are at least 80° F. Those closer to the
  lava pool are hotter still, as given in the various area
  descriptions.
  Sinkholes/Natural Chimneys
  These openings lead to small lava tubes. Unless other-
  wise noted, a sinkhole has a funnel-shaped mouth
  about 5 feet wide at floor level, which narrows to about
  2 feet at the bottom. A chimney is just an inverted sink-
  hole located in a ceiling.
  Each sinkhole or chimney connects with a tube
  about 2 feet wide. Medium or larger creatures cannot
  fit through the tubes, but smaller creatures can wiggle
  through. The tubes corkscrew throughout the vol-
  cano’s interior, connecting with other sinkholes and
  chimneys here and there. Each sinkhole or chimney on
  the map bears a label noting where it leads.
  The tubes are shot through with vents that periodi-
  cally spurt magma or superheated vapor. Visibility
  inside a tube is 0 feet because of the thick vapor and the
  lack of light. Contact with the hot rock and vapor inside
  the tubes deals 2d6 points of heat damage per round.
  Vision
  Several areas within the lair allow only restricted
  vision. Creatures have partial concealment (10% miss
  chance) at the indicated distance and total concealment
  (50% miss chance and opponents cannot use sight to
  locate) beyond that.
  Walls
  Like the floors, the walls are made of unworked vol-
  canic stone. They are not only very uneven, but also
  damp with condensation and often covered with fungi.
  Because of all these conditions, the walls have a Climb
  DC of 20 unless otherwise noted.
  SVENTSORGGVIRESH’S TACTICS
  Sventsorggviresh normally sleeps atop her hoard in
  area 6, though you can choose to place her anywhere
  you wish within the lair when the PCs arrive. She most
  likely knows intruders are within her lair long before
  they have any idea where she is, thanks to her keen
  senses, her mephit allies, and her magical defenses. 
  The dragon relishes melee combat, especially with
  creatures weaker and smaller than herself. Before set-
  ting out to search for prey or confront creatures invad-
  ing her lair, she usually casts cat’s grace on herself. Then
  she uses invisibility, followed by haste and protection from
  energy (cold). Once so prepared, she moves in for a
  closer look.
  If possible, she attacks intruders when they reach
  area 4, hoping to drive them toward the sinkhole in
  area 5. Most of area 4 is protected by a forbiddance spell
  that leaves only a single passage leading from the
  entrance to area 5 open. A few well-placed walls of force
  may help her force the party that direction if they
  manage to bypass the forbiddance.
  Sventsorggviresh begins her attack by casting true
  strike. Then she charges and delivers a bite augmented
  with Power Attack. She usually selects an unarmored
  opponent in midst of an opposing group for this attack,
  so as to have as many foes as possible within reach for
  use of the Cleave feat.
  Should the foes withstand her initial attack,
  Sventsorggviresh defensively casts deeper darkness, then
  maneuvers so that she can either deliver her breath
  weapon the next round or get as many foes within
  melee reach as possible. She tries to eliminate any foes
  that seem particularly troublesome with hold monster or
  phantasmal killer. The dragon also likes to use confusion
  to break up organized groups of foes. If subjected to
  cold attacks, she uses fire shield (hot flames) to help
  counter them and renews her protection from energy spell
  as necessary.
  If need be, Sventsorggviresh attacks invaders else-
  where in her lair. For such battles, she prefers to use
  
  3
  hit-and-run tactics. She typically swoops into a cham-
  ber to deliver a breath weapon or spell, them withdraws
  toward area 4 before returning for another pass.
  Even the main chambers in her lair offer
  Sventsorggviresh little room to maneuver while she is
  in flight, so she usually flies out over the lava pool (area
  8) when she needs to turn. To reverse direction in the
  chambers, she either uses her Wingover feat or simply
  lands and turns around.
  ENTRANCES
  Physical entrances to the lair include the top of the vol-
  canic crater (area 1), a twisting passage leading to area 2,
  and a magma-filled vent under the lava pool (area 8).
  1. CRATER RIM (EL 10 OR 20)
  This area is shown only in the side view of the lair, as
  given on the map. The rim rises about 800 feet above
  the surrounding terrain and 325 feet above the lava
  pool in area 8. Thanks to the glow from the lava pool,
  characters can see the crater’s interior from here at any
  time of the day or night.
  The characters can linger here for as long as they wish,
  but any visible character at the crater rim brings a
  swarm of mephits to investigate.
  Creatures: A dozen mephits from areas 3 and 8
  come to greet any characters they see here. If you wish
  to have the characters encounter Sventsorggviresh
  early, she too is close enough to catch sight of the char-
  acters when they reach the rim.
  D Fire Mephits (6): hp 15, 14, 14, 13, 12, 12; see
  the mephit entry in the Monster Manual.
  D Magma Mephits (2): hp 16, 14; see the
  mephit entry in the Monster Manual.
  D Steam Mephits (4): hp 15, 14, 13, 12; see the
  mephit entry in the Monster Manual.
  D Sventsorggviresh: Female old red dragon;
  CR 20; Gargantuan dragon (fire); HD 28d12+196; hp
  378; Init +0; Spd 40 ft., fly 200 ft. (clumsy); AC 33,
  touch 6, flat-footed 33; Base Atk +28; Grp +52; Atk +36
  melee (4d6+12, bite); Full Atk +36 melee (4d6+12, bite)
  and +32 melee (2d8+6/19-20/+1d6, 2 claws) and +31
  melee (2d6+6, 2 wings) and +31 melee (2d8+18, tail
  slap); Space/Reach 20 ft./15 ft. (20 ft. with bite); SA
  breath weapon (60-ft. cone of fire), crush 4d6+18,
  frightful presence, spell-like abilities, spells, tail sweep
  2d6+18; SQ blindsense 60 ft., damage reduction
  10/magic, darkvision 120 ft., immunities (fire, paraly-
  sis, sleep), keen senses, low-light vision, spell resist-
  ance 24, vulnerability to cold; AL CE; SV Fort +23, Ref
  +16, Will +21; Str 35, Dex 10, Con 25, Int 20, Wis 21,
  Cha 20.  
  Skills and Feats: Appraise +33, Bluff +25, Concentra-
  tion +27, Diplomacy +37, Hide –12, Intimidate +35,
  Jump +44, Knowledge (arcana) +29, Knowledge (geog-
  raphy) +29, Knowledge (religion) +29, Listen +33,
  Search +33, Sense Motive +19, Spellcraft +20, Spot +26;
  Cleave, Flyby Attack, Great Cleave, Hover, Improved
  A steaming crater gapes wide at the volcano’s
  summit. The opening is a good bowshot wide and
  several hundred feet deep. A lake of orange-white
  magma fills the crater bottom, and tendrils of
  yellow smoke and white vapor rise from its sur-
  face, tainting the air with a whiff of brimstone.
  Numerous vents in the crater walls emit similar
  fumes. Even here, the heat from the lava is like a
  physical presence. It rises in faintly visible waves,
  like heat from a hot stove on a winter day. 
  Six very large openings, each 40 feet wide or
  more, are arranged along the interior of the shaft
  like steps in spiral staircase. A lip of black, hard-
  ened lava lies below each opening.
  pqqqqrs
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  SVENTSORGGVIRESH’S POWER-UP
  If Sventsorggviresh has a chance to use all her
  preparatory spells (cat’s grace, haste, invisibility, and
  protection from energy [cold]), her statistics change as
  follows: Init +2; Spd 70 ft., fly 230 ft. (clumsy); AC
  36, touch 9, flat-footed 33; Atk +37 melee (4d6+12,
  bite); Full Atk +37 melee (4d6+12, 2 bites) and +33
  melee (2d8+6/19-20/+1d6, 2 claws) and +32 melee
  (2d6+6, 2 wings) and +32 melee (2d8+18, tail slap);
  SV Ref +19; Dex 14; Hide –10.
  In addition, her true strike spell gives her an extra
  +20 insight bonus on her first attack roll, and that
  attack ignores any miss chances that would nor-
  mally apply. 
  The hot fire shield effect reduces any cold damage
  that Sventsorggviresh would take by half, and if the
  cold attack allows a Reflex save for half damage, she
  takes no damage at all on a successful save. Her pro-
  tection from energy spell absorbs any cold damage
  remaining after the effects of the fire shield have been
  applied (up to a maximum of 120 points). The fire
  shield also deals 1d6+7 points of damage to anyone
  striking Sventsorggviresh with a natural weapon or a
  melee weapon (unless the latter has reach).
  
  4
  
  5
  Critical (claw), Overwhelming Critical (claw), Power
  Attack, Snatch, Weapon Focus (claw), Wingover.
  Breath Weapon (Su): Once every 1d4 rounds,
  Sventsorggviresh can breathe a 60-foot cone of fire.
  Each creature in the area takes 16d10 points of fire
  damage (Reflex DC 31 half).
  Crush (Ex): Whenever Sventsorggviresh flies or
  jumps, she can land on opponents as a standard action,
  using her whole body to crush them. Her crush attack
  affects Medium or smaller opponents within a 20-foot-
  by-20-foot area. Each potentially affected creature must
  succeed on a DC 31 Reflex save or be pinned, automati-
  cally taking 4d6+18 points of bludgeoning damage
  during the next round unless the dragon moves off. If
  Sventsorggviresh 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
  Sventsorggviresh attacks, charges, or flies overhead,
  each creature in a 240-foot radius that has 27 or fewer
  HD must make a DC 29 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: 8/day—locate object;
  3/day—suggestion (DC 18). Caster level 11th.
  Spells: Sventsorggviresh casts spells as an 11th-
  level sorcerer.
  Tail Sweep (Ex): Sventsorggviresh can sweep
  with her tail as a standard action. The sweep affects
  Small 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 31 half).
  Keen Senses (Ex): Sventsorggviresh 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.
  Sorcerer Spells Known (6/8/7/7/7/5; save DC
  15 + spell level): 0—arcane mark, dancing lights, detect
  magic, ghost sound, guidance, mage hand, prestidigitation,
  read magic, resistance; 1st—alarm, cure light wounds, divine
  shield, shield, true strike; 2nd—cat’s grace, cure moderate
  wounds, invisibility, magic mouth, shatter; 3rd—deeper
  darkness, dispel magic, haste, protection from energy; 4th—
  arcane eye, confusion, phantasmal killer; 5th—hold monster,
  wall of force. 
  Equipment: 2 gloves of storing, necklace of adapta-
  tion, ring of swimming, wand of chaos hammer (caster level
  8th, 28 charges), wand of fire shield (22 charges).
  Tactics: Sventsorggviresh, if present, tries to
  ambush the PCs by becoming invisible and then using
  her breath weapon, as noted in the section above on
  her general tactics. After her initial attack, she flies to
  area 4 and lies in wait for the PCs.
  The mephits make a casual approach from the
  depths of the crater, doing nothing to conceal them-
  selves from the party. They simply ride the heat waves
  rising from the lava pool, turning in lazy circles. When
  they reach the crater rim, they invite the characters to
  dive right in, assuring them that the lava is fine. The
  mephits do not intend to fight the characters; they
  leave that to Sventsorggviresh.
  If Sventsorggviresh is present, the mephits arrive at
  the top after she has started her assault. They simply
  take up positions along the rim and watch the fight. 
  If the dragon is not there, the mephits are happy to
  chat with the party. If questioned, they confirm that
  this mountain is the home of a red dragon. They tell
  the characters that the dragon can be found in one of
  the chambers, and even offer to lead the party there. If
  asked for directions, the mephits point out the cave
  opening to area 4. Should the characters indicate a pref-
  erence for walking, the mephits scoff but the direct the
  party to the passage leading into area 2.
  The mephits willingly describe the whole lair if asked,
  though they claim there’s not much to tell. The lair, they
  say, has six hot, steamy chambers, including the secret
  room where the dragon dwells. In response to questions
  about where this secret chamber lies, they give directions
  to area 5. (In fact, area 5 is not a chamber at all; it’s just a
  passage with a big sinkhole in the floor. Sventsorggviresh
  actually spends most of her time in area 6.)
  The mephits claim to hate the dragon because she is
  both haughty and domineering. (Both of these adjec-
  tives describe Sventsorggviresh well, but the mephits
  expect as much and don’t really mind.) They claim that
  the dragon has disguised the entrance to her inner
  sanctum as a simple hole in the ground. (This state-
  ment isn’t true; the mephits know that the sinkhole in
  area 5 is Sventsorggviresh’s disposal chute for
  unwanted visitors.) The mephits also warn the party
  that powerful magic guards the dragon’s lair, but they
  offer a secret password (“Sventsorggviresh tri-
  umphant”) that they claim allows safe passage. These
  assertions are true, as far as they go. Area 4 is warded by
  a forbiddance spell that is keyed to that phrase (though it
  must be spoken in Ignan—a fact that the mephits con-
  veniently leave out). Sventsorggviresh’s lair in area 6 is
  also protected by forbiddance, but that ward has a differ-
  ent password (see area 6).
  
  6
  Once the party leaves the rim and enters the lair, the
  mephits quickly go to area 6 to warn Sventsorggviresh.
  (After all, it never hurts to be on a dragon’s good side,
  even if the dragon in question doesn’t really have one.)
  Unless the party seems particularly unwary, the
  mephits first go to area 2, then travel to areas 7 and 6
  through the connecting sinkholes. If the characters
  detain the mephits, other mephits from areas 2 and 3
  notice their comrades’ plight and give the warning
  instead.
  2. UPPER CAVERN (EL VARIABLE)
  Groups traveling on foot can reach this area through a
  twisting passage that leads here from the volcano’s
  western slopes.
  This chamber lies 300 feet above the lava pool. The
  temperature is about 100° F.
  The mephits refer to this cavern as “the Icehouse,”
  since it seems cold to them. The items stacked here
  constitute the mephits’ treasure hoard.
  These creatures accompany the dragon when she
  sacks any structure that might contain items of value,
  and it is they who go inside the burning buildings and
  collect the treasure. Sventsorggviresh seizes anything
  of real value that the mephits may find, but she allows
  them to keep most of the food, drink, clothing, and
  other sundries. She insists, however, that they store
  their loot here.
  Creatures: Two to four mephits (some combina-
  tion of fire, steam, and magma types) are always here
  eating, drinking, loafing, and (coincidentally) keeping
  watch over the entrance to the lair.
  D Fire Mephit: hp 13; see the mephit entry in
  the Monster Manual.
  D Magma Mephit: hp 14; see the mephit entry
  in the Monster Manual.
  D Steam Mephit: hp 12; see the mephit entry in
  the Monster Manual.
  Tactics: These mephits use the same tactics as
  their comrades in area 1, though they’re mildly inebri-
  ated and thus somewhat difficult to understand. If
  attacked, they make a halfhearted attempt to defend
  their supplies, using their spell-like abilities and breath
  weapons while they try to stay out of melee reach. If
  one mephit is killed, the survivors quickly exit through
  the chamber’s three sinkholes.
  3. MEPHIT COLONY (EL 10)
  All the three-dozen-odd mephits who dwell in
  Sventsorggviresh’s lair call this chamber home,
  though there are seldom more than a dozen here at
  any one time.
  The crevasse in this chamber is only an inch or two
  wide, but it constantly belches steam and sulfurous
  vapors. Vision in this chamber is restricted to 20 feet,
  and the temperature is 120° F (hot enough to damage
  characters after 10 minutes of exposure, as noted in the
  Dungeon Master’s Guide).
  The floor of this chamber is dotted with low
  mounds of volcanic sand that the mephits have gath-
  ered from the neighboring areas. These sandpiles serve
  as mephit bedding.
  Creatures: A swarm of twelve fire, steam, and
  magma mephits is always here sleeping, playing knuck-
  lebones, or diving off the terrace outside into the lava
  pool some 250 feet below. 
  D Fire Mephits (4): hp 15, 13, 12, 12; see the
  mephit entry in the Monster Manual.
  D Magma Mephits (4): hp 16, 15, 13, 12; see the
  mephit entry in the Monster Manual.
  D Steam Mephits (4): hp 15, 14, 13, 13; see the
  mephit entry in the Monster Manual.
  Tactics: These mephits use the same tactics as
  their comrades in area 1. If they are threatened, some of
  them flee down the natural staircase to area 4, while
  others use the chimneys and sinkholes to escape. 
  4. CAVERN OF THE WYRM (EL 20 OR 0)
  This area is protected by a forbiddance effect and con-
  tains a programmed image of an attacking dragon. In
  addition, Sventsorggviresh is lying in wait here for the
  characters if she has been warned of their approach.
  The temperature in this chamber is 150° F (hot
  enough to damage characters after 1 minute of expo-
  sure, as noted in the Dungeon Master’s Guide).
  The forbiddance effect covers the entire cavern
  except for a passage extending north and south from
  the westernmost column (the square in the northern
  portion of the cavern) the entire vertical length of the
  cavern. It also covers the entire terrace. The dragon
  wants to channel visitors toward area 5, so she has left
  the straightest path to that area open.
  This dingy cavern reeks of spoiled food, spilled
  alcohol, and burnt herbs. An untidy heap of
  crates, barrels, and other containers stands near
  one wall. Several winged creatures lounge on the
  pile, eating and drinking.
  Three gaping holes yawn in the uneven floor,
  and the wide cave mouth admits a lurid, vol-
  canic glow.
  
  7
  The forbiddance ward does not deal damage, but only
  creatures that speak the password “Sventsorggviresh
  triumphant” in Ignan can enter the warded area. The
  effect also prevents all teleportation and planar travel
  into or out of that area. The forbiddance effect was created
  by a 13th-level lawful evil cleric.
  Whenever 
  anyone 
  except 
  a 
  mephit 
  or
  Sventsorggviresh enters area 4, a programmed image
  goes into action, creating the following illusion. 
  The head appears to be that of a Colossal dragon,
  though Sventsorggviresh is only Gargantuan. Any
  character may make a Spellcraft check to determine
  that the arcane syllables were the verbal component of
  a wall of force spell.
  Creature: As noted in the section above on
  Sventsorggviresh’s tactics, the dragon prefers to defend
  her lair here.
  D Sventsorggviresh: See area 1.
  Tactics: If Sventsorggviresh can catch the party in
  this chamber, she flies in from the crater and tries to
  drive her foes toward area 5, using walls of force to
  restrict their movements as needed. In addition, she
  may use bull rush maneuvers to force opponents down
  the stairs.
  5. GROTTO OF FIRE (EL 20 OR 0)
  The natural staircase from area 4 leads down 50 feet to
  this area. The chamber is protected by the same forbid-
  dance effect that wards area 4.
  This grotto is noticeably hotter than area 4 (180° F).
  The air stinks of sulfur and rotting flesh. This smell
  emanates from the 20-foot sinkhole at the end of the cor-
  ridor. A shaft about 16 feet across drops nearly straight
  down to the lava pool in area 8, approximately 150 feet
  below. The shaft’s sides are smooth and well greased
  from the scores of carcasses that Sventsorggviresh has
  used to smear the walls over the years.
  The Climb DC is 30 for the walls in the shaft and
  the sinkhole, but this DC is reduced by 10 for a Colos-
  sal or Gargantuan climber. Any creature that falls into
  the pit takes 15d6 points of falling damage, plus 20d6
  points of fire damage per round for immersion in the
  molten lava, plus an additional 10d6 points of fire
  damage each round for 1d3 rounds after leaving the
  pool. A Colossal or Gargantuan climber can use the
  shaft to slow the fall and take only 10d6 points of
  falling damage.
  Creature: If Sventsorggviresh has attacked the
  characters in the outer chamber (area 4), she tried to
  finish the battle here.
  D Sventsorggviresh: See area 1.
  Tactics: If Sventsorggviresh can trap the party
  here, she uses bull rush to force the characters, one by
  one, into the sinkhole, starting with one who seems to
  be the worst climber. If she succeeds in eliminating
  half the group, she offers to spare the survivors in
  return for all their treasure and equipment. She
  demands that anyone who agrees to these terms
  remove all his armor and equipment. Once everyone
  has had a chance to disarm, she renews her attack.
  Sventsorggviresh does not intend to allow anyone who
  has seen the inside of her lair to escape.
  6. SVENTSORGGVIRESH’S CHAMBER
  (EL 20 OR 0)
  The temperature in this chamber exceeds 200° F (hot
  enough to damage characters after 1 minute of expo-
  sure, as noted in the Dungeon Master’s Guide).
  The crevasse in this chamber is similar to the one in
  area 3, except that it puts out even thicker vapor. Vision
  in this area is restricted to 15 feet.
  A forbiddance effect similar to the one protecting area
  4 covers this entire chamber, including the terrace. The
  password is “Clear off!” spoken in Ignan.
  Sventsorggviresh has not shared this password with
  the mephits, but she shouts it at any of them who are
  lingering nearby whenever she enters the cave. Several
  of the mephits have figured out what the password is,
  but none have tried to use it so far. When coming here
  to warn Sventsorggviresh of intruders, the mephits
  stop when they encounter the ward and simply shout
  out their information.
  Creature: Sventsorggviresh spends most of her
  time in northwest spur of this cave, resting atop what
  seems to be a mound of gems and coins at least 30 feet
  in diameter and 10 feet high. In fact, it is a pile of vol-
  canic sand with Sventsorggviresh’s hoard layered over
  it. If she has not already encountered the party else-
  where, she is here.
  D Sventsorggviresh: See area 1.
  Tactics: If forced to fight here, Sventsorggviresh
  retreats to her treasure pile and tries to hedge herself
  with walls of force, so that her foes must approach her
  along a narrow front.
  A cloud of sulfurous steam billows from the head
  of the natural staircase leading north. The head of
  an immense red dragon appears within the cloud
  and mutters a few arcane syllables, then both the
  dragon and the cloud withdraw down the stairs to
  the north. 
  
  8
  If she decides to leave this chamber in order to
  expel intruders, she digs one of the mirage arcana
  scrolls out of her hoard and uses it to make the whole
  chamber look like a pool of seething lava.
  Treasure: Sventsorggviresh’s hoard contains the
  following: 21,760 gp, 2,320 pp, 1 alexandrite (500 gp), 2
  aquamarines (300 gp each), 1 fire opal (1,000 gp), 2
  pieces of jade (400 gp each), 3 peridots (50 gp each), 3
  red garnets (100 gp each), 2 rubies (400 gp each), 4
  pieces of smoky quartz (25 gp each), 1 star ruby (1,000
  gp), 2 topazes (500 gp each), 6 gold altar plates (200 gp
  each), 1 gold and silver chalice with amethysts (2,500
  gp), 8 jade scroll cases (500 gp each), 1 jeweled gold
  casket, 1 platinum and black jade ring (3,500 gp), 2
  scrolls of mirage arcana (caster level 12th), scroll of pro-
  grammed image (caster level 12th), +4 spell resistance 13
  full plate armor, and a +3 heavy pick.
  The coins and gems lie atop the mound. The other
  items are buried in the sand, and a Search check (DC
  25) is needed to recover them all. The three scrolls are
  in separate jade scroll cases, which are included in the
  list of items in the hoard. All the metal items in the
  hoard are searing hot, and each deals 2d4 points of fire
  damage if touched.
  7. OLD LAIR
  The temperature in this chamber is greater than 250° F
  (hot enough to damage characters after 1 minute of expo-
  sure, as noted in the Dungeon Master’s Guide). The crevasse
  here is similar to the one in area 3, and the steam and vol-
  canic gases it emits restrict vision to 20 feet.
  The bones of the dragon that Sventsorggviresh
  defeated when she claimed this lair lie arranged in ani-
  mated skeleton fashion atop a big mound of volcanic
  sand. Despite their lifelike arrangement, however, they
  are just bones.
  Sventsorggviresh has laid a clutch of four eggs in
  the sand under the skeleton. 
  8. LAVA POOL (EL 10)
  This pool of molten lava is several hundred feet deep.
  Lava tubes lead from here to many geysers and smaller
  volcanoes in the vicinity. Sventsorggviresh has
  plumbed the depths of the pool using her ring of
  swimming and necklace of adaptation, and she has discov-
  ered several tubes large enough to admit her. If faced
  with certain defeat within the lair, she dives into the
  pool and escapes though one of these tubes.
  Creatures: A gang of ten fire, steam, and magma
  mephits are always here playing in the pool or in the air
  above it.
  D Fire Mephits (4): hp 15, 13, 12, 12; see the
  mephit entry in the Monster Manual.
  D Magma Mephits (3): hp 15, 13, 12; see the
  mephit entry in the Monster Manual.
  D Steam Mephits (3): hp 14, 13, 13; see the
  mephit entry in the Monster Manual.
  Tactics: The mephits use the same tactics as their
  comrades in area 1. If threatened, most flee toward area
  4, but a few head for area 7.
  ALTERING THE
  ADVENTURE
  Sventsorggviresh is a formidable opponent all by her-
  self. To make this adventure even more dangerous,
  however, you can give her a mate. She is most likely to
  choose a younger male. Sventsorggviresh’s mate might
  share her chamber, but he is more likely to dwell in
  area 4 or area 5. In such a case, Sventsorggviresh won’t
  bother with the programmed image in area 4, and woe to
  the party caught between the two dragons.
  Sventsorggviresh’s volcano, with its multiple cham-
  bers, also makes an ideal lair for a clutch of younger red
  dragons. Such a group of young dragons has probably
  driven off the resident mephits, or at least thinned
  their numbers considerably.
  ABOUT THE AUTHOR
  Skip Williams keeps busy with freelance projects for
  several different game companies, and he has been
  Dragon Magazine’s sage since 1986. Skip was a code-
  signer of the D&D 3rd edition game and the chief
  architect of the Monster Manual. When not devising
  swift and cruel deaths for player characters, Skip put-
  ters in his kitchen or garden. (His borscht gets rave
  reviews.)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/Web Enhancements/Sventsorggvireshs Volcano Lair.pdf