Chucksdragonspf
Chucksdragonspf
CREDITS
Authors Layout and Production
Bill Webb and Matt Finch Zach Glazar
Editor Interior Art
Bill Webb Lloyd Metcalf and Blake Wilkie
Pathfinder Conversion Cartography
Skeeter Green Cover Zach Glazar
Charles Wright and deepart.io
©2016 Bill Webb (text), Matt Finch (text) and Frog God Games, LLC. All rights reserved. Reproduction
without the written permission of the publisher is expressly forbidden. Frog God Games and the Frog God
Games logo are trademarks of Frog God Games. All characters, names, places, items, art and text herein
are copyrighted by Frog God Games, Inc. The mention of or reference to any company or product in these
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Frog God Games
INTRODUCTION
Thank you all for supporting our wounded Frog Chuck The vast outpouring of support from our friends
Wright with his rehabilitation and recovery. All of us at Frog in the RPG industry has been overwhelmingly posi-
God Games thank you, our loyal fans and philanthropists for tive, and it just goes to show that when one member of
doing what you can to make the world a better place through the RPG family is down, we all rally around to protect
charity and by helping us get our beloved and talented lay- our own. That being said, enough with the “I love you
out and design artist back to work as soon as possible. man” rhetoric, and on with the adventure!
BW 25 APR 16
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Chuck’s Dragons
The Lairs
I. The Scorched Woods (CR 19)
Short description and background setting: This is Long description: A burned wasteland surrounds a
the lair of the great fire wyrm, Archonodrous. The surround- heavily wooded hill four hundred feet tall. Numerous small
ing area (50 miles) should be populated, but lack major cit- caves and rock outcroppings dot its sides. Most of the caves
ies with armies powerful enough to destroy a large dragon. lead in only a few yards. Nothing of value is in these smaller
There should be farmland and small settlements within the caves, although a few contain bird’s nests or the remains of
vicinity. The climate should be temperate or warm, and some small animal. The trees along the one side of the hill’s
forests and hills should be present. This encounter should base are now nothing but toothpicks, and all greenery within
occur in any temperate or subtropical location. Fire dragons a hundred yards is gone. The whole area smells foul, as if
do not love the cold, so artic locations could be used, but some giant cat or other predator had marked it.
do not really make sense. Specific terrain types that make
Investigation of the vicinity reveals a large cave entrance
sense include any except desert or ocean. Hills and forested
on the hillside about two hundred yards from the burn
areas, as well as mountains, all make sense for this encoun-
site, partially hidden behind a grove of oak trees (DC 20
ter. Population density for this encounter can be anything
Perception check to notice). Bones litter the entrance: deer,
except dense (e.g. not a city) or non-existent. Dragons like
elk, bear and even human bones. The cave entrance is sixty
Archonodrous need prey and treasure—that means they
feet across, with moss hanging from the roof edges and tree
need people to steal from and eat.
roots protruding through the soil and rock several yards
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Chuck’s Dragons
in. It presents the image of a large, toothy maw, ready to
devour all who enter. While the cave is made of limestone,
no stalactites or stalagmites are present except as broken
off and shattered nubs that litter the ground. This litter of
broken rock bits is interspersed with hundreds of bones,
ranging from dry to fresh and bloody. Between the gore
and the smell, nothing willingly enters this place.
There is a 25% chance per day anyone wandering here
is noticed by the dragon, who comes outside to investigate
trespassers on his hill. Without a guide locating the secret
entrance or the ceiling hole described below requires a DC
30 Perception check.
The entrance leads back 120 feet into a large cavern,
fully four hundred feet in diameter and 120 feet high.
Bats flitter about, and the occasional rat can be spotted
scurrying past, often carrying a bone with some meat left
attached. The floor of the cavern is relatively flat, except
at the center, where a thirty-foot diameter pool of water
bubbles and flows from some unseen underground spring.
The area around the pool is clear of the bones and foul
dragon emissions that befoul the rest of the place.
Light can be seen shining through the cavern ceiling,
and a forty by thirty foot hole is present three hundred feet
into the cavern. Consider the entire area to be dim light
(see the Pathfinder Roleplaying Game Core Rulebook,
Additional Rules, “Vision and Light). Careful inspection
(DC 25 by a flying character or someone entering from
above, DC 35 otherwise) reveals that the hole has been
scratched and torn from the native rock by something with
very large claws.
If Archonodrous is asleep, he can be surprised by stealthy Beside the chest is a short stand with three drawers (200
individuals and attacked to his disadvantage (Archonodrous’ gp). The stand itself is beautiful and probably belonged to a
Perception score is considered only +23 when asleep). He noblewoman if not a queen. The pale wood has been stained
will not breathe fire on his treasure unless the battle is going white and then polished and carved with a pattern of roses.
poorly for him. The top drawer holds a necklace of matching black pearls
(900 gp) and an elaborate gold signet ring with the same
If it comes to battle, the dragon attempts to slay any that crest as most of the older coins (50 gp). The second drawer
are present. He typically leads his attack with a breath of contains a ring in the shape of a rose in full bloom made
fire, then flies up and to grab a piece of ceiling to survey what entirely of a pinkish-tinted ruby (1,500 gp), and also con-
is left after the first fire blast. He then uses a second breath tains three vials. The first is a swirling blue substance that
attack before closing for close combat. glows slightly in the dark. This liquid heals anyone drink-
Archonodrous only retreats (through the ceiling hole or ing it of diseases, poisons and wounds (effectively a restor-
the cave mouth) if he is wounded over 75% of his health ative ointment). It can be used 3 times before its contents
(roughly at 90 hp or less). He then flies off to heal, keeping a are exhausted. The second vial contains a reddish-brown
close watch from on high as to the location of his assailants, substance that bolsters a warrior (a potion of heroism). The
then attacking the locals as described above. vial contains five such doses. The third vial contains a smoky
substance. If unstoppered, the vial creates a nonmagical,
alchemical reaction that emits a smoky haze, completely
Archonodrous’ Hoard filling an area 100 feet in diameter within one minute. The
The dragon’s hoard is breathtaking, a mountain of cop- smoke is non-toxic, but obscures vision completely (nothing
per and silver coins tipped with platinum and gold (736 pp; can be seen from 5 feet away within the smoke cloud). The
6,943 gp; 28,407 sp; 29,650 cp). Although some coins show third drawer is empty.
their age, stamped with the crests of families long since
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Chuck’s Dragons
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Chuck’s Dragons
Holgrax is a long, thin dragon (70 feet head to tail-tip) use another breath weapon attack). If both are reduced to
with green skin and a yellow underbelly. Helegrax is shorter 40 hp or less, they take to the air and flee, seeking revenge
(50 feet) and more powerfully built, with an unusual crest later. Should either be slain, the other remains and fights to
of long scales sweeping out from the back of her head like the death to avenge its fallen mate.
feathers. The most feared ability of these green dragons is
their vomiting forth a cloud of caustic chlorine gas eighty The Hoard
feet across.
Atop a heap of smashed chests and coins stands a life-
Holgrax and Helegrax are a mated pair known as the sized lion made of brass. Maneuvering the lion down from
“castle-breakers.” They are not particularly large, nor are the top of the pile is no mean feat, as it weighs 500 pounds.
they particularly strong. But what they lack in physical abili- The beast is masterfully carved, every detail breathing life
ties, they make up for with an aggressive way of dealing with into the figure. Its mane is swept back as if the lion were in
their prey. Whenever they move to a new location - and they mid-stride, its eyes glint menacingly, and the countless indi-
are still young enough to move frequently - they capture a vidual strands of hair in its coat can be made out. A small
peasant to send a message to the local lords. If lords keep the iron spike is embedded in the lion’s left front paw. Should
dragons supplied with cattle, the dragons will leave the local this spike be removed, the lion animates.
population alone, preferring a temporary truce while they
wait for their eggs to hatch. This lion is a magical statue. It serves whoever removes
the spike from its paw, protecting its master to the death if
If on the other hand the nobles send knights and heroes needed. It is immune to mind affecting magic, and is totally
after them, Holgrax and Helegrax will not settle for a cat and fearless as it is a statue, not a lion. The lion-statue can fol-
mouse game of raiding farms and dodging knights in shin- low simple commands given by its master. Should the lion
ing armor. Rather, they will attack the nobles in their homes, be slain, it reforms into a statue and shatters into a million
winging in by the dead of night to breathe searing gas into brass fragments, losing its magical properties forever. The
the castles before bleary-eyed sentries can even draw breath lion can return to statue form by inserting the iron spike
to scream. The strategy has resulted in two castles massa- back into its paw, after which it will not reanimate for a day
cred by surprise attack. The dragons have now settled in to but will be restored to full vitality and health when it is.
hatch some eggs, however, due to their evil nature, it is only
a matter of time before they decide to attack the human set- ANIMATED OBJECT (LARGE) CR 5
tlements in the vicinity. XP 1,600
Animated Object (Large) (Pathfinder Roleplaying Game Bestiary
They feel quite secure in their lodgings, and thus leave “Animated Object”)
the area around their nest unguarded. There is only a 25% N Large construct
chance that the dragons notice anything quietly entering the Init –1; Senses darkvision 60 ft., low-light vision; Perception –5
place, as long as the Great Hall is undisturbed. At any given AC 14, touch 8, flat-footed 14 (–1 Dex, +6 natural, –1 size)
time, there is a 65% chance that either dragon is asleep, and hp 52 (4d10+30)
a further 20% chance that either dragon is away hunting, Fort +1; Ref +0; Will –4
which they do separately. Defensive Abilities hardness 5; Immune construct traits
Speed 30 ft.
That being said, these dragons know it is only a matter Melee slam +9 (1d8+9)
of time before the local’s tire of their tax. In response, they Space 10 ft.; Reach 10 ft.
have retained a half dozen young lambs that they keep tied
up and in a constant state of hunger in the courtyard of the Str 22, Dex 8, Con —, Int —, Wis 1, Cha 1
castle. These animals bleat and squeal if they see any non- Base Atk +4; CMB +11; CMD 20
dragon intruders (assume line of sight at less than 60 feet), SQ repair damage
seeking to be fed. This makes quite a lot of noise. Repair Damage (Ex) This magical statue has the ability to heal
If alerted by noise (DC 5 Perception check to hear the itself completely, once every 24 hours, by replacing the iron
spike in its paw.
bleating), the dragons are likely to attack intruders by flying
from the huge openings in the roof of the Great Hall rather
than being caught inside. If they are surprised inside, their Spilling from smashed remnants of at least six large
first response to an attack will be to take to the air. Once air- chests, which look as though they were chopped apart with
borne, they each use their corrosive breath immediately. If axes, are mounds of mixed coins (6,500 gp, 24,540 sp,
encountered inside the hall, they only do so if they can avoid 18,000 cp). Buried among them are a dozen silver candle-
hitting their hoard. sticks shaped like slender castle towers (20 gp each), two
marble goblets with translucent quartz stems (35 gp each),
If the ballista has been armed and can fire, the dragons three silver combs (40 gp each), a wooden statue of a grace-
are completely exposed during the first two rounds after ful fawn, with one of its legs broken off (7 gp), a large bronze
they take flight. After one breath each, they both engage in bowl, the rim of which is studded with lapis lazuli (300 gp),
close combat, with Holgrax seeking armored opponents and a gold-decorated hunting horn carved from a single large
Helegrax attacking softer foes. If one dragon is damaged piece of bone (200 gp), a bejeweled longsword, and a marble
over half their hp, it shrieks, grabs the dragon eggs and flies sphere the size of a small barrel of ale.
up, a cue to the other that “more gas is needed” (meaning to
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Chuck’s Dragons
Three large gems of an unidentifiable make can be found
in the bowl. They are whitish-blue, and somewhat translu-
III. The Desert Oasis (CR 13)
cent. Their surface is completely smooth. They are unlike any Short description and background setting: A des-
gems most have encountered before, and are in fact dragon ert oasis is the abode of the blue dragon “Smiling Juaraz.”
eggs. If removed from the lair, there is a 25% chance that Juaraz is a fan of the arts, and can make a powerful ally to
each will hatch a baby dragon within sixty days. Unhatched the clever, while the foolish likely perish here. He is highly
dragon eggs sell for up to 2,000 gp in a large city. A baby intelligent, and not particularly evil. This encounter should
dragon is almost without price. occur in a warm or temperate remote area. Deserts or other
waterless wastelands are the best areas to place this encoun-
The longsword is finely made, with a tapered point and a ter. It should be no closer than 100 miles from any large set-
long groove down the center of the blade. Its handle is made tlement. The climate should be warm and any terrain will
of horn covered in tiny brass studs, while its crosspiece is a work, but desert or warm mountains or hills are best The
thick wedge of steel; the pommel stone is an irregular chunk population density should be low to non-existent.
of red-veined marble. Just at the point where the hilt joins
the crosspiece, it is set with two blazing fire opals. When Long Description: A large expanse of hot green space
drawn from its sheath, the opals glow with an unearthly lies near this oasis in the desert. The area is covered with
fire in a 30 foot radius. This is a +2 longsword and is worth palm, date, and olive trees, as well as a mixture of large
2600 gp in precious materials alone. grasses around its edge. In the center of the oasis is a quar-
ter mile long, 300 foot wide pool of fresh flowing water. It
Equally interesting is the large marble sphere, which is is clean and clear, and quite safe, containing small inverte-
covered with carvings of demonic heads leering from flam- brates, insects and fish. The lake is spring-fed, and the water
ing doorways, devils dragging pegasi from the sky with is cool (60 degrees Fahrenheit) even in the desert heat.
long, barbed chains and fiends with forked tongues impal- Camels and other desert creatures use this place to drink.
ing elves on wooden stakes. It is worth 5000 gp and weighs
900 pounds. Approaching the oasis, one first notes a few wild drome-
daries. At night, faint music and singing can be heard in the
distance, although the echo effects of the sandstone wall and
the water makes it difficult to pinpoint.
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Chuck’s Dragons
A large sandstone cliff rises over 200 feet above the lake. What comes next depends on the intruders. If they imme-
It is pockmarked with ten cave entrances. Most of these lead diately run away, he pursues and attacks unless they literally
nowhere, although three are quite large. The right and center leap off the cliff without ever having seen him, in which case
large cave entrances are accessible from two of the smaller they are left alone to run away. If, on the other hand, they
caves entrances as well as the main entrance. Each of the respond with flattery about the lovely music they heard, or
large caves is trapped with a pile of loose rock at the top (DC something equally brave, Juaraz steps forth and demands
23 Perception check to notice). The right side cave is sixty they drop all their weapons. If they comply, he is willing to
feet above the lake, the center cave twenty feet higher still. converse with them.
Climbing into either main cave entrance creates a rock fall,
Unless the intruders are musical, poetic or particularly
doing bludgeoning damage and making a very loud series
good storytellers, Juaraz decides rather rapidly that they are
of splashes as the climber and rocks fall into the lake below.
just greedy treasure seekers and have too much information
to let live. Should they impress him with poetry, prose or
ROCK DEADFALL CR 2
verse, it is possible they gain a powerful friend—assuming
XP 600
they can convince him they are more interested in the arts
Type mechanical; Perception DC 23; Disable Device DC 25 and not in gold (he tests this by offering bribe to keep his
Trigger touch (tripwire); Reset repair lair secret, attacking if they accept the bribe and especially if
they try to raise the price).
Effect Atk deadfall (3d6 damage; DC 16 Reflex save or knocked
down the cliff,taking an additional 3d6 damage from “falling”
down the face of the cliff); multiple targets (all targets in a 5 ft. JUARAZ, ADULT BLUE DRAGON CR 13
by 10 ft. area) XP 25,600
hp 184 (Pathfinder Roleplaying Game Bestiary “Chromatic
Juaraz’s lair is an almost-circular cave chamber in the Dragon, Blue”)
left side of a sandstone cliff wall, accessible by 2 of 10 cave
entrances in the sheer cliff side. The chamber has a diam- “Smiling Juaraz” is a fully-grown adult blue dragon
eter of 160feet, and is supported by natural pillars of rock. stretching fifty feet long, and is covered with unusually pale
The ceiling is dome-like, with a height at the top of 30feet blue scales that shimmer in sunlight. His greatest power is
and a height of only 10 feet closer to the edges. Of the two to his ability to blast lighting in a line 120 feet long, doing
entrances, one is Juaraz’s normal entrance, and the other great damage to anything and anyone in its path.
is his escape tunnel. The escape tunnel is blocked by two
Juaraz’ odd nickname is due to his lopsided “smile,” actu-
sandstone boulders that can be shifted sideways into dug-
ally a scar that pulls up the left side of his mouth to reveal
out holes, if one happens to have the strength of a dragon.
dagger-sharp teeth. Not many people have seen the smile
The normal entrance is not blocked, but the tunnel descends
and lived to tell of it, but the minstrel Brail the Troubadour
20feet in an almost sheer drop before leveling out into the
claims to have traded a magical cloak for the story of how
lair. It is not possible to simply charge in. Getting to either
Juaraz got the scar. As a young dragon, his parents’ lair
of the cave entrances requires either climbing (DC 15 Climb
was invaded by adventurers in quest of gold. They killed his
check) or flying.
entire family and left him with a nasty cut along his mouth,
Juaraz has a 35% chance of being asleep at any given time, leaving him for dead.
but is always awake and active should the rock fall traps be
Unlike many of his kind, this dragon is not particularly
sprung, or if a large amount of noise is made. Otherwise, he
evil. He still views mankind as we view a cow or sheep, but it
is hunting (35% chance, returning in 1d8-1 hours, or 1d6x10
is possible that he views them as a particularly “cute” sheep
minutes if 0 is indicated) or reading/playing music (30%
and does not attack. He always attacks if he feels his security
chance). Unless the rock falls are disturbed, Juaraz tends
is threatened or if a trespasser is a treasure hunter.
to cautiously ignore intruders stopping at the lake to obtain
water. He only bothers those that bother him, desiring to Juaraz is incredibly intelligent, smarter than nearly all of
keep a low profile. the people he meets, and despite his quirks he is a survivor
first and foremost. Unlike many dragons, Juaraz takes great
Intruders who enter his cave are greeted by a booming,
pains to remain hidden. He does not mark his territory with
musical and melodic voice out of the darkness if Juaraz
musk, and even the desert animals feel safe watering here,
is awake. Any theft while he is away, of course, incurs his
as he only hunts far afield so as to convey that his lair and
hatred and immediate retribution as he hunts down the
the surrounding area are “safe”. Nothing could be further
thieves. If attacked in his sleep, he flies out of the cave and
from the truth.
uses his breath weapon from the air in an attempt to trap the
invaders in a cave (and wall them in). His tactics are always to kill as rapidly as possible, and
he takes great pains to leave no survivors. Juaraz always
If Juaraz meets intruders who are not immediately hos-
breathes lightning twice before closing for melee, and will
tile, he begins the interaction in a friendly fashion. “You
trap and starve any invaders inside a cave, even placing huge
should not have found me, for I cannot abide by men know-
rocks over entrances to wall them in, rather than pursue foes
ing where I live, your kind are far too dangerous and avari-
into closed spaces. He prefers to fight from the air using his
cious to let live with this knowledge”.
breath weapon. If a battle goes poorly for him, he’ll quickly
retreat and plan on revenge later.
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Chuck’s Dragons
Juaraz has an unusual weakness. He is fond of music and actually a variant ioun stone, and provides the bearer with a
poetry, and it is possible that a well-played riddler or musi- +2 deflection bonus to AC.
cian could be spared or could even trick him into lowering
Moving the chest reveals a hole in the dais. Inside the
his guard. He is also charismatic and egotistical, and this
hole is a pile of gold and silver coins (2359 gp; 17,800 sp)
could be used against him. A DC 20 Perform check makes
and a life-sized marble statue of an Elven wizard leaning
Juaraz pause in his attacks, and a check of 25+ actually
against a low shelf of books (4200 gp). The front half of the
intrigues him enough to converse with the performer.
shelf is clearly hinged, and is slightly ajar. Both the wizard
and shelf are hollow. The books are mundane, but worth 20
Juaraz’s Hoard gp each nonetheless (there are 10 books).
A large golden chest rests on a raised platform against the The statue is life-like to the last detail, and has been
wall (the chest weighs 50 pounds empty and is worth 2800 carved out of a single massive piece of red and dark green
gp). It is filled with coins (9,800 gp and 4,500 sp), but what veined marble. Every fold of the wizard’s voluminous robe
catches one’s eye is what rests on the top. A goblet made of drapes as if it were real, and his expression is one of deep
pure platinum lies on its side, resting atop the coins (850 gp). thought mixed with mild surprise. One hand is raised to cup
Inside the goblet is a small crystal sphere. It is bright his chin, and the other hand sports two rings, both made of
green in color, and fairly transparent, with subtle swirls of platinum, each bearing the device of a different Elven family.
green running through it (made of bright green emerald; The wizard’s eyes glint with a mix of tiny sparkling emeralds
10,000 gp). If the gem is dropped from one’s hand, it begins and deep red star rubies (7 of each). If the platinum rings,
to orbit around the character’s head. This magical gem is emeralds or star rubies are removed from the statue, each
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Chuck’s Dragons
could be sold for 200 gp. However, the value of the statue waits, like a vast python in the giant branches of the trees,
would be reduced to 100 gp. The platinum rings are also draped and coiled, and waiting to spit acid on anyone who
magical. Each ring grants resistance 10 to electrical effects. dares intrude upon him.
Note that the benefits of wearing both rings enhance each
There is a good chance that Ghendris will attack if he per-
other— if both are worn, the wearer gains a resistance 30.
ceives intruders to be vulnerable when they first approach
The statue wears a midnight blue silk and ermine cloak the ring of trees. If he allows anyone to enter his lair, it is not
draped over its back. This magical cloak makes the wearer to talk to them (he doesn’t speak), it is to ambush them. The
completely immune to non-magical cold, and grants a resis- young dragon is an instinctive hunter, and very few people
tance 30 even to magical cold attacks. A trio of intricate sun- look up when they are trying not to slip.
burst designs is emblazoned on the cloak in gold thread.
GHENDRIS, YOUNG BLACK DRAGON CR 7
Beneath the cloak is a quiver and bow hung around the
XP 3,200
statue’s neck, hidden from view. The magical composite hp 76 (Pathfinder Roleplaying Game Bestiary “Chromatic
shortbow is made of many layers of horn and wood, and is Dragon, Black”)
a +1 distance composite shortbow. A red leather quiver that
holds twenty arrows is tied to the bow by the leather thongs Ghendris’ is a fairly young black dragon. His body is ten
that would attach it to an archer’s waist. The quiver is etched feet long; his neck and tail add another ten feet to what is not
with delicate leaf designs, and the fletching on the arrows a particularly large specimen of black dragon. His coloring
is bright blue. The magical blue arrows are +1 undead bane is pale, and his scales are rippled with old scars running the
arrows. They each break on a successful hit on a target. entire length of his body. His left rear foot is misshapen.
Elsewhere in the lair there are also over 300 books of Ghendris has spent most of his life in captivity. He was
poetry and musical writings (worth 3d6 gp each), as well as bought as an egg by a traveling alchemist, who kept him as a
a lacquered harp engraved with images of golden fish and source of potion ingredients, clipping away claws and other
stars and strung with blonde hair (500 gp). pieces when needed. Once the small dragon was able to
break from the cage he had weakened with acid spittle and
kill his former owner, he began a campaign of vengeance
against the weak little beings that had dared to enslave him.
IV. Ghendris Mangrove Trees (CR 7) He is not just a greedy predator; he is filled with hate and
purposefully wreaks as much destruction as he can manage.
Short description and background setting: Several
villagers and numerous livestock have disappeared lately.
They have been eaten by a foul and vicious beast—Ghendris Ghendris’ Hoard
the black dragon. This encounter should occur in a forested Three chests are sunk into the pool in the center of the tree
or swamp area. The area should be populated, even densely grove, identical in size and construction. They are unusual in
so, within a few miles of the encounter area. The climate that the bands which hold the water-warped wood together
should be warm or temperate, and the terrain a swamp or are forged gold (75 gp each).
forest. The population density is any, as his lair is isolated
but can be near even a large population center. Inside the chest to the far left is a stack of scroll tubes.
There are a total of twenty empty tubes suitable for holding
Long Description: Large mangrove trees spread their scrolls or maps. Each tube is carved out of ivory, and they all
branches overhead, turning the sunlight green and giving seem to be in good condition (35 gp each). The chest in the
the surface of the swamp water a strangely golden hue. Long middle is filled with silver (6,399 sp).
fronds of grass and fern arch upward from scattered patches
of dry land, and the smell of rotting leaves makes the air The chest on the right contains an alchemist’s lab, com-
heavy. In the distance birds cry, but this area is deadly quiet. plete with everything one would need to perform alchemical
No birds twitter, no frogs croak. Several trees are grown experiments (200 gp). Also in the chest are rare ingredients,
close together, their massive trunks several feet in diame- which could be used with the lab. A vial marked “dragon’s
ter, enough to make what almost looks like a fortress rising blood”, a small container marked “demon brain sample”, a
from the swamp water. The branches above hang heavy with glass bottle that looks empty with a label reading “essence
moss, a curtain that blocks the sun entirely and wraps the of ghost”, a tiny box marked “sprite wings”, and a bottle
cluster of giant trees in an impenetrable cloak. marked “fire giant heart” (120 gp). The vials of components
are Valuable alchemical reagents, and can be sold in a large
Ghendris’ lair is in this circle of vast trees, the gaps town for 1d4 x 100 gp each.
between them obscured and overgrown by weeds and tall
grass, with a pool in its center thirty feet across and ten feet Finally in the corner of the last chest is a heavy plati-
deep. It is difficult to climb the knotted roots and slimy mud num flask (960 gp) containing a potion of water breathing
that leads up to the gap in the trees. The beast sleeps, and (6 doses).
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Chuck’s Dragons
Special Attacks breath weapon (50-ft cone, DC 24, 16d4
V. The Cracked Cliff (CR 13) cold), crush (Small creatures, DC 24, 2d8+13), freezing fog (DC
18, 3/day)
Short description and background setting: Raised Spell-Like Abilities (CL 17th):
from an egg by men, Weskinar the white dragon is relatively At will—fog cloud, gust of wind (DC 14)
peaceful, only slaying those who threaten him or steal from Spells Known (CL 5th):
him. Great knowledge can be found here by the wise. 2nd (5/day)—invisibility, resist energy
1st (7/day)—grease, magic aura, shield, true strike
The climate can be anywhere it snows in winter. The 0 (at will)—dancing lights, detect magic, light, mage hand,
population density can be any, as long as its near a barony mending, ray of frost
or castle.
Str 29, Dex 10, Con 23, Int 14, Wis 17, Cha 14
Long Description: A wide, vertical rift cuts through the Base Atk +17; CMB +28; CMD 38 (42 vs. trip)
side of a rocky cliff, creating a cave entrance at the bottom Feats Alertness, Flyby Attack, Improved Critical (bite), Improved
Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack,
and also a wide opening near the top of the fissure. The cave Vital Strike, Weapon Focus (bite)
entrance at the bottom offers a strange sight, for it is covered Skills Acrobatics +0 (+12 to jump), Fly +12, Intimidate +22,
by a strong-looking set of wooden double doors, barred from Knowledge (arcana) +22, Perception +27, Sense Motive +27,
the inside. Should the door be knocked on, Weskinar flies up Spellcraft +22, Stealth +12, Swim +37
and addresses the visitors from the cliff top. Languages Common, Draconic
SQ ice shape, icewalking
Locked Wooden Doors: 2 in. thick; hardness 5; hp
40; Break DC 25; Disable Device DC 30. Cold Aura (Su) An adult white dragon radiates an aura of cold.
All creatures within 5 feet of the dragon take 1d6 points of cold
Weskinar’s lair is mostly vertical. Whatever cracked this damage at the beginning of the dragon’s turn. An old drag-
hill open in the distant past created a cavern that stretches on’s aura extends to 10 feet. An ancient dragon’s damage
from the top of the hill all the way down to the base, a dis- increases to 2d6.
tance of 300 feet. There are 3 ledges of dragon size at various Freezing Fog (Sp) An old white dragon can use this ability three
times per day. It is similar to an acid fog spell but deals cold
heights (50 feet, 100 feet, and 250 feet), and the cavern floor damage instead of acid damage. It also causes a rime of
is roughly 80 feet by 100 feet. Weskinar has had massive slippery ice to form on any surface the fog touches, creating
wooden shutters installed to block the top of his lair from the effect of a grease spell. The dragon is immune to the
bats and rainfall; they can be unbarred from the inside by grease effect because of its icewalking ability. This ability is the
a dragon’s strength, and opened to allow for a hasty exit by equivalent of a 6th-level spell.
Ice Shape (Su) A young white dragon can shape ice and snow
air, if need be. Anyone trying to get into the lair from the at will. This ability functions as stone shape, but only targeting
top would need to break through the shutters, and they are ice and snow, not stone. A white dragon’s caster level for this
every bit as sturdy as a locked door. Hammering and chop- effect is equal to its Hit Dice.
ping at them will certainly alert Weskinar that his lair is Icewalking (Ex) This ability works like the spider climb spell, but
under attack. the surfaces the dragon climbs must be icy. The dragon can
move across icy surfaces without penalty and does not need to
On the floor of the crevasse is an old stone building. This make Acrobatics checks to run or charge on ice.
building is an ancient library. Snow Vision (Ex) A very young white dragon learns to see per-
fectly well in snowy conditions. A white dragon does not suffer
Unless attacked, Weskinar simply tries to frighten off any any penalties to Perception checks while in snow.
intruders. His breath weapon strangely “misses” the invad- Spell-Like Abilities (Sp) A white dragon gains the following
spell-like abilities usable at will upon reaching the listed age
ers, and he roars and screams, but does not land and attack. category. Juvenile—fog cloud; Young adult—gust of wind.
If hailed with weapons sheathed, Weskinar converses with
visitors rather than attacking them. Weskinar is an old, white-scaled dragon, seventy feet
from nose to tail. Light gray scales along his back make
WESKINAR, OLD WHITE DRAGON CR 13 diamond patterns in the predominant white color, which
XP 25,600 resemble the shadows caused by drifts of snow. His white
Male old white dragon (Pathfinder Roleplaying Game Bestiary wings are also mottled with grey.
“Chromatic Dragon, White”)
CE Huge dragon (cold) Weskinar is a friend of humankind, although he is
Init +4; Senses dragon senses, snow vision; Perception +27 extremely haughty and considers himself quite superior to
Aura cold (10 ft, 1d6 cold), frightful presence (240 ft., DC 20) the “little ones.” He was raised from an egg in the castle of a
baron, eventually treated almost as a member of the family,
AC 31, touch 8, flat-footed 31 (+23 natural, –2 size)
hp 212 (17d12+102) to be a bodyguard and ally of the baron’s daughter. With a
Fort +16; Ref +12; Will +13 certain reluctance, Weskinar accepted the tenets of nobil-
DR 10/magic; Immune cold, paralysis, sleep; SR 24 ity, not eating people, and other responsibilities. After the
Weaknesses vulnerable to fire baron’s daughter eventually died at a ripe old age, Weskinar
decided not to stay with the children and grandchildren,
Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
whom he considered annoying and uncultured. Although he
Melee bite +25 (2d8+13/19–20), 2 claws +24 (2d6+9), tail slap +19
(2d6+13), 2 wings +19 (1d8+4) remains in occasional contact with the baronial family, he
Space 15 ft.; Reach 10 ft. (15 ft. with bite) maintains his home in the wilds, where he is less likely to
have peasants asking him for help finding lost cows.
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Chuck’s Dragons
If he is approached for a favor, his sense of nobility is flat band of gold is joined into a bracelet by a fine gold chain
likely to force him to undertake work in a good cause, but (250 gp) which has four charms on it—a silver tree, a piece
only with extreme reluctance, considerable grumbling, and of amber etched with a falcon, and a silver disk bearing a “T”
an intolerably superior attitude. If approached with hostil- rune and a gold disk bearing a lion (charms, 25 gp each).
ity, he is highly capable of defending himself with mighty
There are three plain gold rings, and two matching
claws and bite, but his greatest weapon is a devastating
gold bands which appear to be a set for a male and female
cone of frost.
(5 rings, 50 gp each). There is also a ring in this pouch with
a black onyx stone in it supported by a swirling gold wire
Weskinar’s Hoard design (1,200 gp), and 24 gold coins. The other pouch is of a
Weskinar’s treasure is concealed on one of the large fine green-dyed calf hide and is well-oiled (2 gp). It appears
ledges in his lair, in a hidden room behind what looks like to be a type of pouch which lies flat to have items placed in
part of the cave wall (requires a DC 25 Perception check it and is then rolled up and bound with a cord. When the
to locate; dwarves may add their stonecunning bonus to pouch is unrolled it is found to contain a set of well-made
the check). The door’s handle is ten feet high in the rock:
convenient for a dragon’s use, not so much for a human’s.
Turning the handle moves the false wall sideways, and
reveals the forty foot square treasure room beyond. The
room contains four iron-bound wooden treasure chests and
a painting. The painting is a picture of the former baron’s V. Cracked Cliff
daughter, Weskinar’s lifelong companion. It is worth 500gp,
but any attempt to sell it in this area will immediately bring
attention from the authorities (this is an exquisitely-painted
picture of the current baron’s beloved late aunt, not the sort Shutters
of thing one finds on the open market).
In the first chest is a pile of gold coins (6,640 gp) and Shelf 3
on the huge mass of coins lie a gold and jet bracer with a 250’
falcon design (3,060 gp), a belt and various leather items. Hoard
The belt is made of oval brass links, hung across the front
with a chain of faceted beads of glass in a variety of colors,
sizes and shapes, interspersed with decorative metal beads,
and further hung with dangling metal disks in various sizes
of silver, copper and brass (150 gp). Near it are three strips
of leather with silver studs (50 gp each), long enough to
stretch from the wrist to fingertips, which seem to have been
cut from horse bridles of black, red, and green leather. Five
gleaming, sharp daggers in leather scabbards (three red, one
black, and one green), also sit upon the pile of coins. The
black dagger is a Nyarlathotep.
In addition there are three pairs of gloves. One is a pair
of worn green gloves while another is a fine black pair with
a red leather falcon upon the broad cuffs. An exquisite pair
of small red gloves is the last set. The Magical Red Gloves
allow the wearer to manipulate fine objects very easily. For Shelf 2 100’
example threading a needle becomes very easy. The gloves
are considered +2 gauntlets of Incredible Dexterity (similar
to a belt of the same name), although very thin and form-fit-
ting. The gloves were created for a surgeon, who dyed them
red to hide blood stains.
The second chest also holds gold (7,200 gp), and two belt Shelf 3 50’
pouches. One is black leather with a buttoned flap that has
a red falcon upon it. This pouch contains a pearl necklace
(2,500 gp) and a silver necklace of twisted chain (25 gp). The
other contains a bracelet: a ruby-eyed silver fox design on a
Library
Double
Dooors
13
Chuck’s Dragons
thieves’ tools with each tool in its own pocket. Two of the Long Description: The walls of the abandoned monastery
other chests contain silver coins, and two contain copper have crumbled and broken to a height of 3 or 4 feet, and
(6,610 sp, 6,680 sp, 6,725 cp, 7,172 cp). they are covered with greenery and blooming flowers, the
legacy of the monks’ gardens. These gardens were famed for
The true treasure lies inside the library building.
the intense perfumes of the flowers, bred for centuries by
Designed as a repository by some ancient culture, the build-
the monks, and now the flowers have taken over the entire
ing is made of solid granite, with only one sealed entrance.
area. Anyone moving around in the monastery complex will
Opening the door without magic requires, well, the strength
be brushing against all kinds of plants unless extreme care is
of a dragon, as one must move a 12 ton block of stone to gain
taken. The flowers and their scents do not represent a direct
entrance, and the walls are 6 feet thick (This door requires
danger, but the dragon who makes his home here can tell
a DC 30 Strength check to open). Once opened, the library
when the plants are being disturbed by the sudden increase
contains shelves of books and clay tablets in some ancient
in fragrance in the air. Tevirax has specifically cultivated
language. The good news is that some of the works act as
these highly aromatic plants as an olfactory alarm system.
Rosetta Stones, and are written in both the ancient language
It is virtually impossible to enter the place without treading
and newer, translatable, prose. The library’s contents are
on (and thus disturbing) the plants and releasing wafts of
priceless to a sage. Consider the books to give a +2d6 com-
pollen and scent. Tevirax gains a +10 circumstance bonus
petence bonus to any Knowledge or Craft checks. The bonus
to Perception checks if PCs move through the garden. This
comes after 1d4 hours of searching for the correct book, and
can be reduced to a +5 bonus, if the PCs specifically say they
1d4 interpreting its contents..
are being careful in the garden, and make successful DC 23
Stealth checks to move carefully through. If ANY of the PCs
fail, the pollen coats them, and Tevirax gains the full bonus.
VI. Abandoned Monastery (CR 18) The underground chapel where Tevirax makes his lair has
Short description and background setting: One of the a high ceiling and a broad stairway leading to the surface.
most powerful wyrms in the land, Tevirax the dragon ap- The temple’s central chamber, where the dragon sleeps, has
pears to be something other than what he is. Avaricious and several smaller side chambers where he keeps treasure and
evil, Tevirax is a true terror, seeking to slay and devour all he the occasional prisoner. The main temple contains five large
encounters. His lair is an abandoned temple. The only set- statues of gods, carved in white stone. Tevirax considers it
ting information needed to make this encounter make sense an amusing jest to pose as the “sixth” of the large, white stat-
is that it needs to be located near a sea coast where ships ues before disposing of unwelcome intruders.
travel nearby. Tevirax says “arrghh me matey!”.
14
Chuck’s Dragons
TEVIRAX, VERY OLD RED DRAGON CR 18
XP 153,600 Str 37, Dex 8, Con 25, Int 18, Wis 19, Cha 18
Male very old red dragon (Pathfinder Roleplaying Game Bestiary Base Atk +23; CMB +40; CMD 49 (53 vs. trip)
“Chromatic Dragon, Red”) Feats Cleave, Critical Focus, Greater Vital Strike, Improved
CE Gargantuan dragon (fire) Critical (bite), Improved Initiative, Improved Iron Will, Improved
Init +3; Senses dragon senses, smoke vision; Perception +30 Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell,
Aura fire (10 ft, 1d6 fire), frightful presence (270 ft., DC 25) Vital Strike
Skills Acrobatics -1 (+3 to jump), Appraise +30, Bluff +30, Fly
AC 35, touch 5, flat-footed 35 (–1 Dex, +30 natural, –4 size) +11, Intimidate +30, Knowledge (arcana) +30, Knowledge
hp 310 (23d12+161) (history) +30, Perceptiotn +30, Sense Motive +30, Spellcraft +30,
Stealth +13
Fort +20; Ref +12; Will +19
Languages Abyssal, Common, Draconic, Dwarven, Orc
DR 15/magic; Immune fire, paralysis, sleep; SR 29
Weaknesses vulnerable to cold Fire Aura (Su) An adult red dragon is surrounded by an aura of
intense heat. All creatures within 5 feet take 1d6 points of fire
Speed 40 ft., fly 250 ft. (clumsy) damage at the beginning of the dragon’s turn. An old drag-
Melee bite +32 (4d6+19/19–20), 2 claws +32 (2d8+13), tail slap on’s aura extends to 10 feet. An ancient dragon’s damage
+30 (2d8+19), 2 wings +30 (2d6+6) increases to 2d6.
Space 20 ft.; Reach 15 ft. (20 ft. with bite) Manipulate Flames (Su) An old or older red dragon can control
Special Attacks breath weapon (60-ft cone, DC 28, 18d10 fire), any fire spell within 10 feet per age category of the dragon as
crush (Medium creatures, DC 28, 4d6+19), manipulate flames a standard action. This ability allows it to move any fire effect
(90 feet), tail sweep (30-ft., 2d6+19, DC 28) in the area, as if it were the caster. This ability also allows it to
Spell-Like Abilities (CL 23rd): reposition a stationary fire effect, although the new placement
At will—detect magic, pyrotechnics (DC 16), suggestion (DC 17), must be one allowed by the spell. Finally, for 1 round following
wall of fire the use of this ability, the dragon can control any new fire spell
Spells Known (CL 13th): cast within its area of control, as if it were the caster. It can
6th (4/day)—contingency, greater dispel magic make all decisions allowed to the caster, including canceling
5th (6/day)—polymorph, telekinesis, wall of force the spell if it so desires.
4th (7/day)—fear (DC 18), fire shield, greater invisibility, stoneskin Smoke Vision (Ex) A very young red dragon can see perfectly in
3rd (7/day)—dispel magic, displacement, haste, tongues smoky conditions (such as those created by pyrotechnics).
2nd (7/day)—alter self, detect thoughts (DC 16), invisibility, resist Spell-Like Abilities (Sp) A red dragon gains the following spell-
energy, see invisibility like abilities, usable at will upon reaching the listed age cate-
1st (7/day)—alarm, grease, magic missile, shield, true strike gory. Young—detect magic; Juvenile—pyrotechnics; Adult—
suggestion; Old—wall of fire.
0 (at will)—arcane mark, bleed (DC 14), light, mage hand,
mending, message, open/close (DC 14), prestidigitation, read
magic
15
Chuck’s Dragons
VI. Abandoned Monastery (Interior)
Tevirax the White is actually a very old red dragon, but Tevirax’s Hoard
his scales are completely devoid of color, the absolute white
of albino. His eyes are black, not the red one might expect in A bed of glittering and sparkling coins is strewn rather
a human albino. He measures 80 feet from his nose to the haphazardly across the floor in a sea of gold and silver,
tip of his tail. He carries a deep scar across his left breast, copper and platinum (148 pp, 12,317 gp, 21,042 sp, 18,914
a remnant of his fight against the warrior Rommel, who cp—all minted from the same kingdom). Tossed upon these
wounded him deeply before escaping his clutches. odd waters is a large seaman’s chest, made from strong dark
wood banded in gold and silver and sparkled with a vari-
When he moves into new hunting grounds he is gen- ety of gemstones (5 amber, 5 red garnet, and a single black
erally assumed to be a white dragon, which tends to mis- pearl; worth 1,600 gp). There are also eight barrels and a
lead his foes to prepare themselves against cold only to be sturdy sack, lying on a pile of colorful cloth.
broiled alive instead. An expert on dragons might, if given
a peaceful couple of minutes to observe this one, notice that The front of the chest has a visage carved into it, that of an
other than his color the dragon’s physical characteristics all older, serene male. (This can be any figure the GM decides
resemble those of an ancient red dragon. Tevirax has not, or just a random carving.) Within the chest is an exquisitely
so far, allowed any human a peaceful couple of minutes to crafted dinner set of six plates, knives, forks and spoons fit
observe him. for a king. Each one is covered with gold and the pieces of
cutlery are each ornamented with a deep blue gem (blue spi-
Tevirax is aggressive and considerably stronger than an nels; set 1,400 gp).
ordinary red dragon of his age and size. Whether this is the
result of whatever caused his albinism is unknown.
16
Chuck’s Dragons
There are four barrels of fine red wine (200 gp each; imbedded in the body of the dragon. This magic sword has
equal to twenty bottles). Four similar barrels are packed several interesting properties. It is a +3 greatsword of speed,
with straw and contain a table setting for 24 people. Two granting a haste effect on its wielder for up to 10 rounds per
barrels hold the plates: they are gold-plated, with enameled day—causing him to move at superhuman speed while fight
pictures, each with different scenes of people and animals ing. These rounds do not need to be consecutive. Also, the
in the countryside (10 gp each), and there are three smaller sword causes an intimidation effect if strongly presented,
matching plates for each set, with the pictures related but causing fear in normal creatures (DC 20 Will negates), and
not identical (72 plates, 7 gp each). anyone fighting in hand to hand combat with its wielder
suffers a doom effect. All spell effects are at CL12.
The next barrel holds cut crystal goblets set with rings
of gold, top and bottom (24 of each; large goblet, 50 gp;
small, 20 gp). In the final barrel are 24 ebony-handled steel
eating knives, set with smoky or rose quartz (5 gp each), 24
two-tined gold forks, each with smoky quartz or star rose Adventure Hooks
quartz in the handles (5 gp each) and 24 golden soup spoons Now that I have detailed the lairs, I wish to provide you,
with small alexandrite or aquamarines in the handles (50 gp gentle reader, with 13 adventure plot hooks that you can mix
each). Also rolled up in the barrel are 24 pure white silk nap- and match to bring your players into the adventure. Certainly
kins, each elaborately embroidered in white silk (3 gp each) these plot hooks can be modified and used as you desire, but
and 24 plain gold napkin rings (3 gp each). hopefully they provide you with some clever ideas and “dirty
A woolen sack beside the barrel holds eight jeweled mas- tricks” to get your players involved with finding and hope-
terwork daggers, identical except for the gem in the hilt: two fully defeating, the beasties described in the prior section.
each of bloodstone, moonstone, onyx, and violet-blue iolite These are just ideas, and certainly the lairs section can
(50 gp each). Under the sack is a stack of woven cloth (silk, be used without them, perhaps even as random, wander-
13 various colors and patterns, 5 yards each; 10 gp per yard) ing encounters, but I hope you find some inspiration from
and a gold statue of a fertility goddess, taller than your out- these thoughts.
stretched hand, with fine golden gems for eyes (topaz; statue
2,000 gp). A heavy mace, a well-made pair of arm-length
shears for pruning trees, four horseman’s composite short- 1. The Ravaged Farm
bows and four score arrows in four quivers are in the shad- Dead bodies and ruined crops and burned out buildings
ows behind the barrels. are everywhere. Obviously something or someone wanted
There are also two large spheres of a blue-white crystal these people dead. Several partially burned bodies of men,
(blue quartz, 1,000 gp each). Each sphere could be grasped women, children and livestock lie strewn about. Nothing of
with one hand, but they are heavy enough to be awkward to value remains here.
hold in this manner. One is carved with iconic images of sea Requirements: within 20 miles of Archonodrous’ or
battles and shows a fleet of ships (corsair or pirate vessels) Terivax’s Lair
fighting. The second sphere is carved with a series of conti-
nents and land masses, and there are smaller lines that run
all over the globe. Upon closer inspection (requiring a DC 25 2. Castle
Perception check) you see the sphere even has the cardinal A castle sites atop a hill, banners of the local lord flapping
points of a compass carved into it, along with bearings and in the wind from its towers.This place is the home of a local
other nautical markings. These are trade routes that show knight or noble family. Typical castles are inhabited by 50+
safe passage through a very rocky part of the sea, includ- 1d100 peasants, 20+1d100 men at arms (LN male or
ing shallow points, sand bars and the best currents through female human warrior 1), and 1d6 knights (LN male or
the area, and the value to a merchant or sailor is infinite. female human fighter 4). There is an 80% chance that the
The sphere adds a +10 competence bonus to any Knowledge populace here is friendly if approached, and it is possible
(nature) or Profession (sailor) checks when navigating a that any visitor here would be offered positions as mercenar-
sea-going vessel. ies of offered gold to complete some mission. The mission is
Finally, lying partially submerged in the mass of coinage to slay a dragon 80% of the time, or to deliver tribute to the
outside of the chest is a two-handed, broad bladed sword dragon (the lord has cut a protection deal with the dragon)
of fine and robust construction, polished to a mirror-bright 20% of the time. The remaining 20% of the time, the lord
sheen. The centerpiece of this weapon seems to be the finely and his minions are hostile—attacking or driving off any that
detailed hilt made from gold carved in the shape of a dragon trespass on their land. In this case, the lord is looking to hire
with wings outstretched. The head’s open jaws disgorge “suckers” to send to the dragon’s lair as tribute! If the mer-
the blade, with a small amount of detail near the mouth cenaries succeed in killing the dragon, the evil knight simply
inscribed in a flame-like pattern, and two blue gemstones kills them and steals the treasure for himself.
(sapphires) for its eyes. This sword is the magical Sword Requirements: None, other than in an inhabited land.
of the Zephyr, once carried by Rommel, a scrappy, reckless
fighter who always chose action over idleness. His speed and
his wits allowed him to escape with his life, but left his sword
17
Chuck’s Dragons
FARMER CR 1/2 crow-pecked skeletal remains of what was probably the
XP 200 farmers. The main house, the barn and the grain silo all
hp 10 (Pathfinder Roleplaying Game GameMastery Guide stand in smoldering ruin, with only an outhouse standing
“Farmer”)
untouched. Hiding in the outhouse is a small boy (age 7),
MAN-AT-ARMS CR 1/3 named Ryan (NG male commoner 1), the sole survivor of
XP 135 the dragon attack. The young man immediately bursts into
hp 8 (Pathfinder Roleplaying Game GameMastery Guide tears and hugs the closest person, obviously in immense fear
“Foot Soldier”) and emotional pain. Drying his eyes, he says “I know where
KNIGHT CR 7 the beast lives that did this. He is in those hills, he is, and I
XP 3,200 know when he sleeps!” If questioned, the boy knows where
hp 61 (Pathfinder Roleplaying Game GameMastery Guide the dragon lives. In addition, he knows of a secret entrance
“Knight”) to the dragon’s lair located in a cave complex a few miles
from the farm. This entrance allows the party to gain access
3. Save us from the Dragon! to the lair and potentially surprise the dragon.
Requirement: Farmland, inhabited area, preferably
A young peasant girl (NG female commoner 1)
rural, and within 10 miles of Archonodrous’ lair.
approaches and begs for help. “Please help us kind sir, the
dragon demands my sister be fed to him, and with my mum
and dada dead, who will provide for me?” 5. Dragon Sighting!
A terrifying dragon descended on their town two weeks A giant, flying creature is spotted overhead. The villagers
ago, demanding the sacrifice of one of their number each speak of seeing a large dragon flying with two cattle in its
month at the full moon. The dragon told them that unless it claws. Careful questioning allows one to locate the general
was fed a human once a month, it would descend on them area of the lair. The dragon has already caught its dinner,
and destroy them all. It slew the lord of the town with a and thus has no hunger for a few days.
single bite when he defied the demands, and then burned
Requirements: Near a dragon lair.
the blacksmith’s shop to the ground with a single breath to
make the threat clear. A village elder can lead the party to
the dragon’s lair, and is willing to do so. 6. The Usual Dragon Quest
The manor of the town lord lies empty. The villagers offer A local Lord requests assistance to investigate the disap-
the manor and its accompanying title to anyone who can save pearance of several of his knights.All had ridden on patrol
them. The position comes with a tithe of 10% of their annual for bandits. The Lord will pay a 100 gp reward to find these
income (approximately 200 gp/year total in free labor, trade “deserters” or, gods forbid, to find out if they were slain by
goods and livestock, not coin). The town artisans and crafts- the bandits. In the latter case he will pay 50 gp per head
men will repair and make ready the manor house should the of any bandits brought in with proof they had dispatched
party succeed in slaying or driving away the beast. his men. Assuming the mission is accepted, after a half day
travel a scorched battlefield containing the charred remains
This manor house was once owned by the noble lord who
of three knights and their horses is found. The grass and foli-
ruled over the area. The lord and all his retinue were slain
age is burned in a large area, and the knights and mounts
by a dragon, and the place abandoned. The local villagers
are all dead. Even the knight’s armor is melted, as if left in a
and farmers greatly desire a new lord and protector to move
forge fire too long. At this point, one could choose to return
into the place, if only one were to prove themselves worthy.
to the Lord with the knight’s bodies (and collect 100 gp) or
The manor consists of 30 separate rooms, including a great
continue on. Should they return with the bodies, the Lord
hall, a large kitchen, an armory, twin archer towers and a
offers 1,000 gp to locate and slay whatever killed his men.
blacksmith forge. Most of the roofs have caved in, and the
He offers 6 of his fighting men to assist.
whole is inhabited by rats, mice and insects. The entire place
is over 20,000 square feet, and is walled with a broken down Requirements: A castle and within 50 miles of
10 foot high wall encircling it. An overgrown orchard of 200 Archonodrous, Holgrax and Helegrax or Terivax’s Lair. If
fruit trees abuts the manor on one side. The place is falling Holgrax and Helegrax are used, change “charred” remains
apart, but could be restored for half the cost of building a to “corroded” and “fire” to “acid”.
similar compound.
Requirements: A village of 200-1000 people within 20
miles of Archonodrous’, Holgrax and Helegrax’s or Terivax’s 7. False Pretenses (CR 10+)
Lair, has an abandoned manor house. A young, beautiful woman named Epiphany says that
“her sister has gone missing in the forest, and that she is
4. Burned farm getting quite worried, as it has been 2 days since she has
seen her”. She begs them to help her find the lost girl, and
A few chickens and sheep wander about the burned offers her eternal thanks should they assist (though noth-
out remains of a farm. The partially devoured carcasses of ing that would impinge on her chastity). The girl (C female
several cattle and pigs lie here and there, along with the human witch 11) is much more than she seems. In fact, she
18
Chuck’s Dragons
is a powerful and completely evil witch, whose only intent is AC 11, touch 11, flat-footed 10 (+1 Dex)
to get someone to slay the dragon, and in doing so, become hp 46 (11d6)
weak enough that she can slay them in turn. Fort +3; Ref +4; Will +11
19
Chuck’s Dragons
8. The Wandering Merchant
A wandering merchant caravan in town, providing a
convenient buyer for loot.A merchant caravan consisting
of 1d6 merchants (N male or female human expert 3),
3d6 wagons and carts and 2d6 hired mercenaries
(N male or female human warrior 3) travels between towns
and cities doing business, stopping in each inhabited place
in turn. This is a great way to assist your players in disposing
of too heavy to carry loot when their mounts are killed by
dragon’s breath or their carts and wagons get destroyed.
The wandering merchant can be found throughout the land.
The merchant travels with a caravan of wagons, including
40 men at arms. The merchants can buy items worth up
to 5,000 gp, and pay 30-60% of the items true worth (1d4
x 10% +20%). Merchants typically carry normal goods,
useful to farmers and villagers. They seek exotic goods to
sell to nobility.
Requirements: Near inhabited lands.
TRAVELING MERCHANT CR 5
XP 1,600
hp 31 (Pathfinder Roleplaying Game GameMastery Guide
“Travelling Merchant”)
CARAVAN GUARD CR 1
XP 400
hp 16 (Pathfinder Roleplaying Game GameMastery Guide
“Caravan Guard”)
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Chuck’s Dragons
Requirements: An inn or tavern within
100 miles of Juaraz’s lair. Near a desert or
badlands, perhaps a last stop for travelers
entering the wasteland.
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Chuck’s Dragons
to make a warrior as fast as the wind and once wielded by
Charles the Swift, was kept by the captain of his ship. 14. Sage Advice
Investigation into these details with sailors in the region A kindly old man, dressed in robes of a scholar,
reveals the approximate location to be a real place, and that approaches and asks for assistance. Sladdybaudfaust (N
the sword was supposedly lost very near there to a pirate Male human expert 12), an ancient Sage of the local college,
ship 20 years ago. needs assistance in solving an ancient riddle written in a
long-lost tongue. He has heard that a huge trove of ancient
Requirements: A village or town near the sea coast within
writings are hidden in an ancient library on a mountain pass
100 miles of Tevirax’s lair.
a few hundred miles away. “I am a poor man” he explains,
“but I could offer the services of the college to provide infor-
mation for you, should the need arise”. The man is willing
13. Strange Disappearances to offer 1 year of sage services (sages can research legends,
Cattle, sheep and even two people have gone missing near divine magical properties of items found, and locate lost and
the forest recently. Over the past two months, dozens of live- hidden dungeons and artifacts, typically at a fee of 1,000 gp/
stock have disappeared near the local wood. Last week, two month) for anyone who would find this place and retrieve
children also went missing. The local inhabitants fear that books to allow translation of the riddle. The one catch, he
wolves, bandits, slavers or something worse has moved in to explains, is that he has heard that a dragon may guard the
their forest. The local sheriff offers a 50 gp reward to anyone old library. Sladdybaudfaust can draw a map to the ancient
who can locate the culprits and bring them to justice. Safe library’s location.
return of the children nets an additional 50 gp per child. Requirements: A city within 500 miles of Weskinar’s lair.
Requirements: A village or town within 10 miles of
Ghendris’ lair.
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Chuck’s Dragons
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Chuck’s Dragons
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