Cinders of The Dragon Lord
Cinders of The Dragon Lord
Hooks
All was sleepy and good in the lands of Amblemere until it fell Get Rich or Die Trying. Dragons hoard treasure, everyone knows
under the hateful gaze of Ti-Nokk, the Dragon Lord. From deep that. This Dragon Lord must have enough money to send a dozen lucky
in the bosom of the slate hills, the Dragon Lord spied on the adventurers into an early retirement.
lands of men and hated. He hated the bounty of its farmers. He Justice for a Loved One. The PCs’ grandmother—or lover, cousin,
hated the gallantry of its knights. He hated the spritely bouncing moonshiner, pen pal, etc.—happened upon the evil knight on the old
of its cheerful woodland critters. And in hate he sallied forth, road. Unfortunately, they did not give up their riches easily and met her
burning the land’s forests and looting the land’s men. blade. The PCs spilled their blood upon the church’s altar and swore
the god-binding oath to avenge their death.
A brave knight struck out to slay the Dragon Lord, buoyed by her
mother’s bold stories. But her bravery was no match for the Save the Forests. The death of so many woodland critters sends
dragon’s fire and claws and sorcery. The Dragon Lord captured ripples of psychic agony to those who care to listen. Perhaps the PCs
her and, through evil magic, stole her bravery. The brave knight are listening. Or perhaps the PCs are indebted to the bowl-bound druid
became a compliant husk and now obeys the Dragon Lord’s to the west (AREA A). He promises a mystical reward for anyone who
commands to plunder her own people. His treasure vault stops the Dragon Lord’s fires.
overflows with hard-earned wages and beloved heirlooms. Save the Tulip Knight’s Daughter. A former knight lies bedridden
in her country estate (AREA F), dying of a broken heart. She apologizes
Months have passed. Pilgrims and merchants who take the old
endlessly to her manservant, cursing the day she entertained her
road are robbed by an evil knight riding atop a wingless dragon.
daughter with bogus stories of her “dragon hunts.” She is racked with
The forests turn to ash, their birdsongs extinguished. guilt and desperate enough to cede her country manor and its gardens
Amblemere cannot bear Ti-Nokk’s tyranny one more day. The to anyone who can bring her daughter, Moira, back. Of course, Moira
Dragon Lord, and his hateful hoard, await… has been transmuted into the evil, dragon knight.
Err-Lin May-Vex. 4HD (28HP), AC 17, ML 10, NA 1
Dragon Facts Manipulate with melodious flattery
Dragons can smell treasure and crave it above all else. They do not Two Claws: +3 to-hit, 1d6/1d6 dmg
Bite: +3 to-hit, 1d8+1
wish to spend it, however. Instead, they hoard it to grow and to
Breath Weapon: 50ft cloud of frost, 1d6 dmg and slowed to a crawl or save for
deprive lesser beings.
half, twice per day
Dragons hate humanity. They regard us as we regard cockroaches—
filthy little vermin. Dragons despise how we pollute the land with our An adult, female frost dragon with an icy gaze and angular beauty. She is
patient, preferring to verbally enchant the weak-willed rather than kill them.
farms and cities. They loath our false ideals of order and pity.
She wants to see proof of Ti-Nokk’s quality as a mate, goading suckers to
Dragons are born in litters of 3d6 bony, chicken-sized reptiles called challenge him so she can observe his might, possibly outfitting these doomed
“dregs.” Dregs have 1HD and one-syllable names. Their biological challengers with a fireproof dragon skin (AREA 7). If Ti-Nokk is worthy, she
development requires wealth. As they accumulate treasure, dregs will pursue him. If he is lacking, she will attempt to usurp him.
grow—one HD and one syllable at a time—into proper dragons,
becoming larger, smarter, and fiercer. A 4HD dragon is a fully grown Gremlin. ½HD (2HP), AC 12, ML 4, NA 2d6+6
adult, but a rare few dragons reach 10 or even 20HD. Excavate and clean dungeons under the threat of master’s lash
Dragons wield elemental breath weapons and are immune to harm Bicker with each other about status and petty nonsense
from their natural element. They tire after using their breath Teeny Tiny Pickaxe: +1 to-hit, 1d2 dmg
weapons once or twice, needing to rest before using it again. One-foot tall, impish, demon people with pointy ears, clawed feet, and teeth
like tiny knives. They are manufactured by evil sorcery to build and maintain
NPCs dungeons for their dark lords. They do not need food, water, or air to survive.
They are as smart as kindergarteners but only speak the demon tongue. They
Drag. 3HD (12HP), AC 14, ML 8, NA 1d3 are liable to desert their masters if they are commanded to go above ground or
if they witness their master showing kindness or weakness. If locked in a cage
Offer tough deals under threat of force and covered with a blanket, they will fall asleep rapidly—just like a parrot.
Two Claws: +2 to-hit, 1d6/1d6 dmg
Breath Weapon: 20ft cone of fire, 1d8 dmg or save for half, once per day Moira. 2HD (9HP), AC 18, ML 12, NA 1
Dragons the size of mastiffs, their mottled scales just beginning to harden. Wordlessly rob humans at sword point
Scheming, but in the obvious way of a used car salesman. Mother’s greatsword: +2 to-hit, 1d10+1 dmg
Drake. 3HD (12HP), AC 14, ML 11, NA 1 A silent, imposing knight in scorched plate mail, soot covering the embossed
tulip on the breastplate. Knotted hair spills out of the helmet. Vacant eyes peer
Obey their masters to avoid cruel discipline through the visor. She serves Ti-Nokk until reunited with her bravery or killed.
Bite: +2 to-hit, 1d8 dmg
Moira’s mount—a horse-sized, wingless cousin of dragons. Bestial and slow- Ti-Nokk Geck-Siks. 4HD (30HP), AC 17, ML 10, NA 1
witted, drakes act as beasts of burden for their “superior” cousins. Impose his will with gravelly commands and awe-inspiring fire
Two Claws: +4 to-hit, 1d6/1d6 dmg
Dreg. 1HD (4HP), AC 12, ML 6, NA 1d6 Bite: +4 to-hit, 1d8+2
Bark two-word threats Breath Weapon: 40ft cone of fire, 3d6 dmg or save for half, twice per day
Claw: +1 to-hit, 1d6 dmg An adult, male fire dragon—hulking muscle and glossy black scales. In the
Breath Weapon: 10ft cone of fire, 1d4 dmg or save to negate, once per day dark, one knows him by the sulfurous, wet heat of his breath and the ember
Bony, chicken-sized reptiles with claws and tiny wings. As smart and eloquent glow of his eyes. Humiliates the weak. Demands total acknowledgment of his
as a grade-school bully. superiority. Might negotiate with those who bow to him. If a fight starts to go
south, he will retreat to his vault to burn his foes from the safety of his pillar.
This adventure takes place in a once picturesque, four-hex d44 Rumors
region called “Amblemere.” Amblemere is centered on a quiet
stretch of the old road, which, in better times, carried merchants 11 The dragon knight left tracks near the old road.
and pilgrims from the capital in the west to the god stones in the The dragon knight’s armor looked just like the armor of the
east. Assume each hex is six miles across and that it takes one 12 old tulip knight. She should have a house around here.
watch (i.e., six hours) to travel to an adjacent hex, search the 13 The dragon lord was spotted with a second, female dragon.
current hex, rest, scout, or forage. The entrance to the dragon lord’s dungeon is in a massive
14 dragon’s head. A sacrifice of blood and treasure will open it.
A few months ago, the Dragon Lord, Ti-Nokk, launched his
assault on humanity. Since then, Amblemere has gone to “hell in
21 Dragons fill their dungeons with fire traps.
a handbasket.” Merchants and pilgrims avoid the old road, 22 Some dragons will negotiate with humans.
raising prices and suffocating local businesses. Poor folks, who 23 The dragon lord bathes in blood.
relied on the forest wildlife for food, go begging in the streets of The dragon lord resides in a massive treasure vault. Lots of
24 his treasure is melted and tarnished.
Brightburg. The wealthier families are migrating in droves,
packing their furniture, silverware, and tearful children into 31 The druid seeks a champion to slay the dragon lord.
wagons and leaving their eerily empty houses behind. Dragons carve extra tunnels in and out of their dungeons for
32 hunting—and quick escapes.
Overland Encounters 33 Some dragons practice alchemy and foul sorcery.
Dragons often tire after using their breath weapons once or
Moira and her drake rustling in a thicket. Moira rummages 34 twice. They might have to rest before using it again.
through a cloth sack, counting the day’s loot (wedding bands,
1-2 copper pieces, and a bloody silver goblet). The drake feeds on
41 The dragon lord loves pan flute music. (F)
a twitching hawk as it screeches. 42 Bathing in dragon’s blood will allow you to breathe fire. (F)
5 dregs and a dog. Defiant growling and the smell of burnt 43 Dragons can’t stand the smell of garlic. (F)
meat. The dregs have encircled a wounded coonhound. They Dragons are too superstitious to touch anything with a holy
3-4 jab at the dog with their claws. The dog growls in defiance, 44 symbol on it. (F)
blood dripping into its snarl. hutner’s corpse—singed tunic,
rabbit snares, 11gp—stinks from an upwind stand of pine
trees.
Ti-Nokk Geck-Siks hunting. Rhythmic “whoosh” sounds
from above. A murky shape slides in and out of the gray
5-6 clouds. Any creatures that do not immediately conceal
themselves are targeted—with Ti-Nokk hurtling to the
ground to incinerate his prey with his breath weapon.
A. Druid Shack C. Dungeon Entrance
Charred, black tree trunks give way to healthy pines and oaks A cone of smoking cinders blankets the ground in front of an
full of whistling birds. Beyond, a thatched-roof hut squats in a enormous dragon-head statue. Two bronze bowls flank the
clearing. Next to the hut, a stumpy man rubs mud on himself statue, one on either side.
while a rabbit sits with dignity atop his bald head.
Dragon Head Statue. A 20ft tall, slate statue of a dragon’s head
Druid. A serene, shirtless, legless man in a wooden “bowl”—a resting on a plinth. Its massive jaws are shut. There are holes where
repurposed whiskey barrel secured over his shoulders with the dragon’s eyes should be.
suspenders. He speaks in a calm, gentle voice like a school counselor.
This is the entrance to Ti-Nokk’s dungeon. The dragon’s head is hollow.
He greets the PCs with respect, he’s been expecting them.
Its jaws can open, revealing stairs inside the bottom jaw that lead up
The druid is pained by the psychic screams of the plants and animals the dragon’s throat and into the foyer (AREA 1). If a sacrifice is placed
burned by Ti-Nokk and has been performing a days-long ritual to in one bowl, a fire ignites within the dragon’s head with a soft
summon a champion to defeat the dragon. He will offer to perform a “whoosh,” dancing behind the eye holes. If a sacrifice is placed in both
divination for any adventurers successful in the task, stoically cutting bowls, the statue’s jaws open slowly and unleash a funnel of fire
open Lyra’s belly and reading her entrails to miraculously answer any dealing 2d6 damage (save for half) to any creatures within the
question the heroes pose. scorched cone in front of the statue. After the fire trap is triggered, the
The druid claims to have no name. jaw can be safely climbed to enter the dungeon. The statue’s jaws
He is deceptively quick, pushing off the ground with calloused hands to remain open for one watch (i.e., six hours), after which the close to the
propel himself. clinking of a mechanism hidden in the foyer walls.
Can perform minor magical rituals. All of them take many days to complete.
Lives in poverty, his hut is cramped and spartan. Left Bowl. A bronze bowl draining into a pipe that leads underground.
If desperate, he will give his meagre savings (63gp) to anyone who agrees to A copper piece balances on the bowl’s lip. This bowl accepts any
challenge Ti-Nokk. If feeling bold, he will ask the willing heroes for treasure as its sacrifice.
permission to partake of their bodies “with reverence, of course, as part of a
sacred, druidic funeral” in the event they die on their quest. Right Bowl. A bronze bowl draining into a pipe that leads
underground. Its sides are stained with ruddy brown streaks. This
Rabbit. The druid’s familiar, an eerily self-possessed rabbit named bowl accepts any blood as its sacrifice.
Lyra. Lyra is supernaturally agile and can communicate with the druid
telepathically. It was she who first discovered the Dragon Lord’s D. Scorched Boulder
destruction.
A curiously large boulder with scorched sides lies in a clearing.
B. Odd Tracks
If Moved. The boulder is tremendously heavy and requires the
A stone’s throw from the old road, a line of odd tracks stretches strength of an adult dragon to move. Under the boulder, a roughly
north towards a stand of burnt trees. circular tunnel steeply descends over 40ft. The tunnel worms through
the earth for what seems like a mile before ending at another boulder
On Inspection. The tracks are just larger than a horse’s hoofprints (AREA 18) of similar size which blocks the way to Ti-Nokk’s vault.
and show deep gouges into the earth, as if made by claws.
1d6+1 dregs on patrol. One of them has a polished instrument The Drake
1 fashioned from a dragon’s horn. They are under orders to blow
Lair AREA 12
the horn in alarm if they encounter hostile intruders.
Serving as Moira’s mount as she plunders the old read (near AREA B),
2 drags fighting over a frightened monk they captured. One 1-2 returning to its lair in 10 turns.
wants to keep the monk’s prayer beads and allow the other to eat
2 him. The second demands they split the meal 50-50, Lady and
3-6 Eating (AREA 12).
Seam. The seam runs between two false floor panels on hinges. 14. Laboratory
There is a 5-in-6 chance that stepping on this ten-foot square causes the floor panels to
swing down, causing the character to fall into a ten-foot-deep pit.
A fireplace full of dancing, green flames. An odd chair apparatus
The bottom five feet of the pit are filled with “dragon tar,” a sticky, highly flammable with a helmet and wires. Two glowing jars rest on a desk
goo. The dragon tar will ignite within two feet of any open flame—causing 1d6 damage covered in scrolls and tiny dishes. A stone door with a relief
per round until extinguished. Attempts to wipe off the tar result in the wiping object or
character becoming stuck as well. Only vinegar and alcohol can dissolve dragon tar,
stands in the northeast corner.
water simply beads up against it and sloughs off.
Fireplace. Carved into the slate wall. Low, emerald flames sprout from
11. Pantry crackling salts sprinkled in the hearth. No smoke. No flue.
This is the vessel for the gremlin-conjuring ritual. If the right ingredients are added in
Three dozen chalky egg sacs cling to north and south walls. A the correct order, the flames release a grayish gas that congeals into a gremlin.
The correct order of ingredients is: (1) a piece of silver, (2) a pinch of salt, and (3) a
pile of tools rests in front of the west wall. human appendage.
When added in the correct order, the flames change color to (1) blue, (2) violet, and (3)
Egg sacs. Spider eggs. Each is edible and provides the same nutrition white. If incorrect ingredients are added, the flames revert to green—the process reset.
as a standard ration. Will hatch in 3d6 days, releasing a tiny,
translucent spider. Chair apparatus. A heavy, wood chair with leather straps and a metal
helmet. Wires snake from the helmet to a pair of clips clamped onto the
Tools. Tiny pickaxes, shovels, and chisels.
lip of a glass jar.
West wall. Scratched, tool marks. If the helmet contacts a creature’s head, the apparatus activates—sending convulsing
shocks through the creature and siphoning their defining virtue (or vice) into the glass
12. Drake’s Lair jar.
The affected creature must save or fall unconscious for 1d6 turns. In addition, the
affected creature’s personality changes, their defining personality trait replaced with
A long, spartan room. Two iron bowls are pushed in the corner. numb compliance.
The floor is smeared with yellow-brown stains and slopes gently
Glowing jars. One is full of glowing, red liquid (Moira’s bravery). The
towards the north wall. [The drake might be here.]
other is full of foaming, green liquid (Ixx’s greed).
Iron bowls. One bowl is full of dirty water. The other bowl is full of Moira’s bravery. Moira’s stolen bravery. If Moira drinks it, she will become
food scraps—chicken feet, boar snouts, human fingers and ears. her normal self again, regaining her bravery and committing herself to slaying
Ti-Nokk before returning home to her mother (AREA F). If another character
Floor. The stains are obviously of excrement. The angled floor works drinks it, they gain her bravery (+2 bonus to all saves against fear and charm
as a latrine—any liquid that reaches the ground slowly drains through a effects). If poured on a weapon, the weapon becomes magical (+1 to-hit and
crack where the floor meets the north wall. damage, shatters into a thousand pieces if its wielder ever surrenders or flees
from a fight).
13. Moira’s Lair Ixx’s greed. The greed of one of Ti-Nokk’s dreg minions who served as a test
subject. If a character drinks it, they gain Ixx’s greed (-2 penalty to to-hit rolls
A cramped, bare room. A makeshift bed of pine needles is tucked and saving throws unless carrying at least 300gp worth of treasure). If poured
in the corner. The floor is smeared with yellow-brown stains and on a weapon, the weapon becomes cursed (vibrates in the presence of hidden
treasure, psychically begs its wielder to slaughter and loot random
slopes gently towards the north wall. [Moira might be here.] merchants—it will shatter if these pleas are ignored repeatedly).
Scrolls and tiny dishes. The scroll on top describes the correct Treasure. Coins, jewelry, instruments, tools, furniture, and trinkets.
recipe for the gremlin-conjuring ritual, written in magical script. The Anything placed in the treasure sacrifice bowl (AREA C) ends up here.
other scrolls are failed attempts that contain similar formulae but are 8,111sp.
all lined out. The tiny dishes hold salt, ink, 12sp, and two human toes. 2,671gp.
49pp.
Stone door. Ornate, nearly the color of the wall. The relief depicts a 120 swords, 12 halberds, 45 bows, 13 maces, 12 shields.
dragon’s head with its jaws open. Staff of groveling (5 charges). Petrified giant’s femur. Any affected creature must save
or fall to the ground, repeatedly bowing to the user for 1d4 turns.
If fire is held against the relief, the door slides down into the floor, granting access for 1
Flail of perpetual torment. A demon’s skull spiked with nails and barbs serves as the
turn before sliding back up.
striking head. Functions as a normal flail (1d6 dmg) but the scars and pain of its
Both sides of the door have identical reliefs that function the same way. wounds persist, even after the hurt creatures recover and regain their lost HP.
13 oil paintings, all surrealist portraits of goat people lying in open graves (10gp each).
15. Fire Trap A tourmaline statuette of a sailfish (570gp, bulky).
16 banjos, flutes, and spoons (broken).
A ten-foot bronze plate on the floor. Scorch marks on the walls. 6 fine chairs (splintered).
Bronze plate. The trigger of a fire trap. Pillar. A 30-foot tall, conical pillar made from the remains of Ti-Nokk’s
enemies. Climbing the pillar under duress requires a save to avoid
There is a 5-in-6 chance that stepping on this plate causes a pillar of flame to spray
down from the ceiling, dealing 1d6 damage to any creature on the plate. tumbling down and being buried in a bone avalanche.
The Country Manor House. If the PCs save Moira, Belle gives them
the estate. Otherwise, Belle dies of grief and Colton takes over the
estate, turning it into a thriving distillery which specializes in cheap,
potent whiskey. As a result, Brightburg’s morals really do become loose
and the village becomes a haven for vice, banditry, and yahoo-ism.
The Druid. If the whole forest burns down, the druid sacrifices
himself in a moonlight ritual that turns him into a psychic fern. Over
the next 100 years, the psychic ferns spread over the entirety of the old
forest’s territory. The ferns send pleasant, telepathic messages to all
travelers who respect nature—and implant awful hallucinations in the
minds of those who exploit it.