Dragothas Lair
Dragothas Lair
Dragothas Lair
Based on White Plume Mountain by Lawrence Schick, Return to White Plume Mountain by
Bruce R. Cordell, and the Dungeons & Dragons game created by Gary Gygax and Dave Arneson.
Table of Contents
Introduction & Synopsis
Preparation
And So It Begins
Lair Overland Map, Keyed
Dragothas Lair Map, Keyed
Conclusion
Pregenerated Characters
Dragothas Lair Map
Lair Overland Map
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CREDITS:
Dragothas Lair
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AND SO IT BEGINS
PREPARATION
Dragothas Lair is an AD&D game adventure designed to
supplement and showcase the adventure Return to White
Plume Mountain. It is not necessary to have Return To
White Plume Mountain to run this adventure, but the
Dungeon Master (DM) should keep a copy of the Players
Handbook and Dungeon Masters Guide on hand during
play.
The DM should understand the AD&D game
system and be able to explain the basics of the game
mechanics and the most important aspects of a character
sheet to new players before the game begins. This is a
mid-level adventure (for five to six characters of 6th to
8th level) that can be played in one four-hour session.
Seven pregenerated 7th-level characters are enclosed for
use with the adventure, but any character within the
requisite range will do. Print out or photocopy the
pregenerated characters ahead of time so that passing
them out is an easy task when play begins.
Text presented in unshaded boxes is information
that the DM can read aloud or paraphrase to the players.
Refer to the maps printed at the end of this adventure as
necessary, and follow any directions given.
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Dragothas Lair
Dragotha Rising
The silence shatters with a hunting scream so loud that
your ears feel pierced with needles. Rising up in great
loops like an uncoiling python, a horrible skeletal form
rises, brushing the ceiling with an insane length that easily
surpasses 100 feet. Yellow light shines from every bone,
though its cavernous eye sockets are black as night. Teeth
taller than men fill the undead dragons mouth, which is
more than large enough to swallow a man whole.
Now What? The dragon is a terrible threat. The best way
to deal with it is for most of the party to distract the
dragon while one retrieves the crown of mortality at its
feet and dons it. Any character who touches the crown
realizes that such an action has permanent consequences,
so donning the crown requires the strength of a real hero.
Donning the crown immediately severs the undead
dragons necromantic link(s). If it becomes clear that no
hero will don the crown, even when Tardalus explains its
significance, then Tardalus himself attempts to make this
ultimate sacrifice. If the crown is donned, Dragothas
bones fall to the earth once more, subdued. As long as the
other living party members retreat within 10 rounds, no
new necromantic links form.
Dragotha doesnt make it easy. If he can actually
kill a living PC, the undead dragon hopes to harvest the
heart and temporarily (24 hours) move without need for
any necromantic link. Thus, he uses all his dreadful
powers, including his terrible breath weapon, to the
fullest.
If the undead dragon is quelled by a hero using
the crown, a quick search of the pit reveals Dragothas
hoard, though it is somewhat smaller than what an active
1999, 2001 Wizards of the Coast, Inc.
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Dragothas Lair
CONCLUSION
Did one of the player characters rise to the occasion,
donning the crown of mortality for the sake of the others
and the world beyond? If so, that player has the
satisfaction of knowing his or her characters selfless act
will live on in legend, story, and bardic ballads for years.
Its possible that no PC was able to rise to the occasion, in
which case it is Tardaluss name which is revered. Of
course, it is also a distinct possibility that the Lair of
Dragotha proved too much for the heroes, and that they
all succumbed to Dragothas might.
If Dragotha was triumphant, he has hearts
enough to break free of his lair (bursting through the rock
above) and become a major threat to the surrounding
lands. If this adventure is a simple one-shot, then
Dragothas subsequent actions are not important. DMs
who want to incorporate this adventure into an expanded
adventure, possibly one that includes White Plume
Mountain, should keep in mind that it was Keraptis who
originally stole Dragothas heart. The dragon knows this,
and furthermore knows where to find the mountain.
Keraptis (or whoever goes by that name) could soon find
an unwelcome visitor at his door. Should any PC ever
find Dragothas heart (which isnt described in this
adventure but can be found in Return to White Plume
Mountain), burning it destroys Dragotha forever. Should
Dragotha get his heart back, he loses all vulnerability to
the crown of mortality, nor does he require necromantic
links to retain his regenerative abilities.
If a PC utilized the crown of mortality to render
the dragon inactive, award each character a 6,000 XP
story award. If Tardalus proved to be the hero of the
group, the PCs still each gain a 2,000 XP story award.
Heroes who entered the Lair but retreated before ever
facing Dragotha do not earn any bonus XP. It goes
without saying that a party that fell to the terrors of the
Lair gain no bonus XP.
Crown of Mortality
The crown of mortality appears as a gold band. It was
forged by Keraptis specifically to keep Dragotha subdued.
When properly utilized by a living creature within 20 feet
of the dragon, the crown prevents the dragon from
regenerating, and prevents the dragon from forming new
necromantic links with living creatures. Unfortunately,
the wearer becomes locked in time with the dragon, and
can nevermore move from the position where the crown
was donned. Furthermore, all living creatures must
evacuate the area when the crown is put on within 10
rounds, lest the sacrifice of the wearer go for naught and
new wearer be necessary. Once the crown is donned, the
wearer perishes whenever Dragotha manages to forge a
new necromantic link.
XP Value: 4,000
GP Value: 5,500
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PREGENERATED CHARACTERS
The next section contains seven AD&D character sheets.
Please print out or photocopy the section, and then hand
the sheets out to the players before play. These characters
were designed with Dragothas Lair in mind and
represent a good range of classes for a potential party of
four to six members (using all seven characters may be
one too manythe seventh character was included to
increase the number of choices available to the players).
Please look over the characters ahead of time so that
youre familiar with their abilities and items.
Though characters are provided, your players
may wish to use their own characters, or you may wish to
use this adventure later in the context of an ongoing
campaign. In this case, any 6th- to 8th-level core AD&D
character may be substituted, although their power levels
and items should not fall too far above or below those
provided here, lest the adventure lose its challenge by
being too easy, or much too deadly.
Volarin of Enoch
7th-level Male Human Wizard (Transmuter)
STR:
DEX:
CON:
INT:
WIS:
CHA:
9
15
10
17
13
12
Armor Class
Hit Points
18
#ATTACKS
1/round
1/round
MISSILE
Dagger
RANGE (SHORT/MEDIUM/LONG)
10/20/30
Spells/Day:
THAC0 DAMAGE
18
1d6
18
1d4
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13
9
11
13
10
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STR:
DEX:
CON:
INT:
WIS:
CHA:
17
9
15
14
8
11
Alignment:
Languages:
Jonar Crackjaw
Haliana of Everwood
STR:
DEX:
CON:
INT:
WIS:
CHA:
11
18
13
14
6
12
Lawful Good
Common, Dwarven, Trollish, Goblin
Alignment:
Languages:
Armor Class
Hit Points
Armor Class
Hit Points
43
25
WEAPON
Battle axe +2
Short sword
Crossbow
DAMAGE
1d8+6
1d6+1
1d4+3
WEAPON
Short sword 21
Dagger
Short bow
DAMAGE
1d6+2
1d4
1d6
Jonar attacks three times per two rounds with his short
sword. This means he strikes once in the first round, twice
in the second, once in the third, twice in the fourth, etc.,
etc.
MISSILE
Short bow
Dagger
RANGE (SHORT/MEDIUM/LONG)
50/100/150
10/20/30
Saving Throws:
Paralyzation, Poison, Death Magic
Rod, Staff, or Wand
Petrification or Polymorph
11
Breath Weapon
Spell
+4 bonus vs. poison and magic
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10
12
12
13
Saving Throws:
Paralyzation, Poison, Death Magic
Rod, Staff, or Wand
Petrification or Polymorph
11
Breath Weapon
Spell
+4 bonus vs. area-effect attacks
1 penalty vs. mind-affecting magic
+2 bonus vs. cold attacks from ring of warmth
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12
12
15
13
STR:
DEX:
CON:
INT:
WIS:
CHA:
17
8
15
9
15
11
Alignment:
Languages:
Sarladin Qwif
STR:
DEX:
CON:
INT:
WIS:
CHA:
18/33
10
9
7
15
17
Lawful good
Common, Goblin
Alignment:
Languages:
Armor Class
Hit Points
Armor Class
Hit Points
40
39
RANGE (SHORT/MEDIUM/LONG)
50/100/200
Saving Throws:
Paralyzation, Poison, Death Magic
Rod, Staff, or Wand
Petrification or Polymorph
10
Breath Weapon
Spell
+1 bonus vs. mind-affecting magical attacks
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7
11
13
12
WEAPON
Battle axe +3
Short sword
Dagger
MISSILE
Dagger
RANGE (SHORT/MEDIUM/LONG)
10/20/30
DAMAGE
1d8+6
1d6+3
1d4+3
Saving Throws:
Paralyzation, Poison, Death Magic
13
Rod, Staff, or Wand
9
Petrification or Polymorph
11
Breath Weapon
13
Spell
10
+3 bonus to all saving throws from class ability and ring
of protection, +1 bonus vs. mind-affecting magic
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STR:
DEX:
CON:
INT:
WIS:
CHA:
17
10
13
15
13
14
Alignment:
Languages:
Driadriel Silversword
STR:
DEX:
CON:
INT:
WIS:
CHA:
14
8
9
10
18
16
Neutral Good
Common, Elven, Goblin, Centaur
Alignment:
Languages:
Armor Class
Hit Points
Armor Class
Hit Points
25
33
WEAPON
Scimitar +2
Dagger
Long bow
MISSILE
Dagger
Long bow
RANGE (SHORT/MEDIUM/LONG)
10/20/30
70/140/210
DAMAGE
1d8+3
1d4+1
1d6
WEAPON
Staff +2
Sling +4
MISSILE
Dagger
Sling
RANGE (SHORT/MEDIUM/LONG)
10/20/30
50/100/200
st
Saving Throws:
Paralyzation, Poison, Death Magic
Rod, Staff, or Wand
Petrification or Polymorph
11
Breath Weapon
Spell
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13
9
13
10
Saving Throws:
Paralyzation, Poison, Death Magic
Rod, Staff, or Wand
Petrification or Polymorph
10
Breath Weapon
Spell
+2 bonus vs. fire and electrical attacks
+4 bonus vs. mind-affecting magical attacks
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11
13
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