As I've been looking into dragons in the D&D game I've found a number of rare ones in the pages of Dragon magazine. Like the Lenard Lakofka's version of the Brown Dragon I found in issue #38 of The Dragons magazine, I've found the Electrum Dragon in Dragon Magazine #74 by none other than Ed Greenwood. Like I did with Len's Brown Dragon, I've entered in a number of stat blocks from different editions as the dragon did not find its way into later editions. Name: Soldrinureth, Electrum Dragon Age: Very Old 600+ Description: To the untrained eye, or those uneducated in the Draco species, an electrum dragon might be mistaken for a gold dragon. Electrum dragons have a golden hue to their scales that can shimmer in bright light. The difference between their coloration and that of an actual gold dragon is that electrum dragons always have a faint hint of green to their scales. Besides the difference in their coloration, electrum dragons usually are smaller than gold dragons as well. Also, while most gold dragons have a regal air about them, electrum dragons have one of learned wisdom. Personality: Soldrinureth is a scholar at heart, like most electrum dragons, and spent the past one hundred and fifty years in a happy partnership with the wizard Olefaris the Wise. Soldrinureth and Olefaris were often referred to as the Old couple of Chalcedor, however, the once jovial Soldrinureth has lost some of his good nature since the passing Olefaris. Despite his recent melancholy, Soldrinureth is still a friendly and respectful dragon that welcomes all visitors to the Dome of the Stars. Soldrinureth tends to speak with big and antiquated words influenced by his studies. Always cordial and polite, Soldrinureth has impeccable manners. Location: Soldrinureth lives at the Dome of Stars, located in the Lortmil Mountains just off the Ulek pass, an extension of the road leading from Barleyton in the Duchy of Ulek to the capital of Celene, Enstad. Lair: The Dome of the Stars is where Soldrinureth makes his home. It is not a traditional lair. The Dome of the Stars is a large museum, library, and, most importantly, an observatory situated on a high peak. The large dome structure is made of simple, undecorated granite blocks, with a small rotating metal cap at its top. A large telescope used for stargazing is located within the metal cap, which is actually a rotating room. The Dome of the Stars' interior is crammed with rows of bookshelves dominate the floor of the massive and open space inside. Sprinkled throughout are alchemy stations and other laboratories for conducting experiments, but the main attraction is the constellations painted on the dome's walls. A spiraling staircase leads to scaffolding at the top of the dome, where the telescope is located within the metal observation room. The illumination inside the dome always resembles twilight allowing the stars painted onto the purplish-blue walls to glow with a soft glow. Staring up at the dome is like looking up at the night sky. In addition to the books within the Dome of the Stars are countless other treasures. Soldrinureth hoard is not one in the traditional sense, but instead, he and Olefaris collected things of beauty. Luxurious rugs cover the floors, and paintings and tapestries cover the lowest section of the dome's walls. Statues and other works of art can be seen throughout the place, including display cases with insect collections from Hepmonaland, to a dizzying array of musical instruments. The library contains hundreds of tomes on astronomy, astrology, and the stars. The most valuable item in the dome is the telescope itself, which is the most powerful one in the Flanaess, according to Soldrinureth. Relations: The Dome of the Stars is where the learned can come to study so long as they were willing to share their research with others. Because of this open-door policy, they receive many visitors from the Ulek states, and Celene looking to do research, especially if they are interested in learning about the stars. Worshipers of the god Celestian often make pilgrimages to the dome to use its telescope, helping them feel closer to their deity. There are even rumors that Celestian himself has visited the dome in disguise to enjoy the comradery of the countless stargazers that visit there. History: Soldrinureth, like most electrum dragons, was always an avid devotee to intellectual pursuits, so when he heard of a wizard named Olefaris erecting an observatory and Sanctorum in the Lortmil Mountains, he hurried there to have a look. Upon arriving, he was greeted with a site still under construction by a small army of constructs. The two instantly hit it off and became quick friends and eventually partners. Soldrinureth gladly offered his vast wealth of knowledge and considerable strength to helping finish the observatory. Once completed, Olefaris invited all of his past associates and friends to use the facility, and over the centuries, Soldrinureth became friends with many of them. Eventually, Olefaris grew old and passed, leaving Soldrinureth the sole curator of the facility. Nowadays, Soldrinureth keeps the staff of constructs that keep the place clean and functioning correctly and in working order and conducting his own research and stargazing. Soldrinureth still mourns the passing of Olefaris, whose mausoleum is at the center of a garden just outside the Dome of the Stars. When not visiting with or helping others, he can be found there have long conversations by himself as if Olefaris was there with him. Adventure Hooks: The fame of the Dome of the Stars is well known throughout the Ulek States, and Celene, and those seeking answers written in the stars, come there. Characters can be looking for those answers themselves or looking for help assistance in research. Soldrinureth questions everyone who comes to the dome, and if their research is deemed harmful or malicious, they will be politely asked to leave or forcefully removed by the domes construct guards and the dragon himself. AD&D Electrum Dragon Frequency: Rare No Appearing: 1 Armor Class: 2 Move: 12”/24” % in Lair: 60% (Soldrinureth 85%) Treasure Type: See Below No. of Attacks: 3 Damage / Attacks: 1-4 / 1-4 / 3-24 (Claw/Claw/Bite) Special Attacks: Breath Weapon and Magic Special Defenses: See below Magic Resistance: Standard Intelligence: Exceptional Alignment: Neutral Good Size: L (36” long) Psionic Ability: Nil Speaking: 100% Magic Use: 100% (Druid Spells Only) Sleeping: 40% Spells: (Taken from the original Ed Greenwood Article) The electrum dragon (Draco Magus electrum) is a rare, solitary creature who dwells far from civilization, usually in mountainous areas, and always lairs in a cavern or stone building. It is usually peaceful and philosophical in nature, but can be a formidable fighter if aroused. Electrum dragons enjoy trading, bargaining, and philosophical debate. They hoard things of beauty (such as finely crafted items) rather than wealth per se; a typical electrum dragon’s hoard might contain statues, a harp or two, tapestries, and gems and jewelry, but few coins of any metal. Electrum dragons mate approximately every 100 years, the female producing 1-4 rubbery, foot-long eggs a year after mating. These eggs are laid and left untended; each egg (if it remains unmolested) is 75% likely to be fertile, and will hatch in a matter of days. Combat: An electrum dragon fights with its breath weapon or by spell casting, in addition to possibly employing its physical (claw/claw/bite) attacks, and may direct these four attacks against multiple targets in any round of combat. Breath Weapon: Its breath weapon is a unique, unstable gas emitted in a cone 4 long by 3 by 3 high, which reacts with air and loses its effectiveness after 1 round. This gas causes enfeeblement (effects last for 1 turn), confusion (for 9 rounds), or both. All creatures in the affected area must save twice vs. breath weapon to avoid both effects. Magical Abilities: An electrum dragon begins life able to detect magic and read magic, gains the ability to identify items on touch without any ill or cursed effects upon growing to Young state, and upon becoming an Adult, gains the power to dispel magic once per day. A Very Old electrum dragon can dispel magic twice per day. These are all natural abilities (the former two usable at will without limitation), rather than spells. In addition to these abilities, an electrum dragon gains the ability to cast spells as follows: Very Young specimens can cast one 1st level magic-user spell each 24 hours; Young ones can cast two 1st level spells a day; Sub-Adults, two 1st and one 2nd level spell per day; Young Adults, 3 1st and 2 2nd; Adults, 4 1st, 2 2nd, and 1 3rd level spell: Old 4, 2, and 2; Very Old: 4, 3, 2, and 1 4th level spell; and Ancient, 4, 3, 3, and 2. These spells are never automatically known. They must be acquired from scrolls or spell books or through training with a magic-user. An electrum dragon must experiment with a written spell for some time in order to successfully modify if for entirely verbal casting. (Refer to the AD&D Monster Manual for aging and other details of dragon nature.) 2nd Edition Electrum Dragon Climate/Terrain: Mountains Frequency: Very Rare Organization: Solitary Activity Cycle: Any Diet: Special Intelligence: Genius (17-18) Treasure: Special Alignment: Neutral Good No. Appearing: 1 Armor Class: -2 Movement: 12, Fl 40 Hit Dice: 14 (base) THAC0: 6 No. of Attacks: 3+special Damage/Attack: 1-6//1-6/6-36 (Claw/Claw/Bite) Special Attacks: Nil Special Defenses: Nil Magic Resistance: Standard Size: G (42' base) Morale: Fanatic (17-18) XP Value: Variable Breath Weapon: Its breath weapon is a unique, unstable gas emitted in a cone 4 long by 3 by 3 high, which reacts with air and loses its effectiveness after 1 round. This gas causes enfeeblement (effects last for 1 turn), confusion (for 9 rounds), or both. All creatures in the affected area must save twice vs. breath weapon to avoid both effects. Spell Like Abilities: Electrum dragons are highly magical and in addition to their natural spell casting abilities they also have a number of natural spell like abilities. *An Electrum dragon can use these abilities at will. **Electrum dragons can identify items on touch without any ill or cursed effect. ***Electrum dragons at this age can use this ability at will. 3rd Edition Electrum Dragon Dragon (Earth) Environment: Mountains Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (1–2); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 1–2 offspring) Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24 Treasure: Triple Standard Alignment: Neutral Good Advancement: Wyrmling 7–8 HD; very young 10–11 HD; young 13–14 HD; juvenile 16–17 HD; young adult 19–20 HD; adult 22–23 HD; mature adult 25–26 HD; old 28–29 HD; very old 31–32 HD; ancient 34–35 HD; wyrm 37–38 HD; great wyrm 40+ HD Level Adjustment: Wyrmling +4; very young +4; young +5; others -- Breath Weapon (Su): Its breath weapon is a unique, unstable gas cone of gas 60ft long, which reacts with air and loses its effectiveness after 1 round. This gas causes enfeeblement as per spell(effects last for 1 turn), or confusion as per spell (for 9 rounds), or both. All creatures in the affected area must make a CON save for both effects separately. Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+12 points of bludgeoning damage, and must succeed on a DC 23 Reflex save or be pinned; grapple bonus +36. Frightful Presence (Ex): 180-ft. radius, HD 19 or less, Will DC 21 negates. Detect and Read Magic: At will. Identify Items on Touch: Electrum dragons can identify items on touch without any ill or cursed effect at the Juvenile age. True Sight: Electrum dragons at the Great Wyrm age can use this ability at will. Spell-Like Abilities: 4/day save DC 16. Spells: As 6th-level Wizard. Typical Wizard Spells Known (6/7/5; save DC 13 + spell level) Skills: Diplomacy, Knowledge Arcana, and Knowledge Nature are considered class skills for Electrum dragons. 5th Edition Electrum Dragon
AC: 19 Hit Points: 243 Speed: 40ft, fly 80ft Alignment: Neutral Good Challenge Rating: 16 STR:25(+7) DEX:10(+0) CON:23(+5) INT:20(+5) WIS:15(+2) CHA: 19(+4) Saving Throws: Dex +5, Con +10, Wis +7, Cha +9, Int +10 Skills: Insight +7, Perception +10, Persuasion +9, Arcana +10 Senses: Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 22 Languages: Common, Draconic Challenge: 16 (15,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage plus (2d6) eletrical damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Detect and Read Magic: Electrum dragons can use these actions at will. Identify Items on Touch: Electrum dragons can identify items on touch without any ill or cursed effect. Enfeeblement and Breath (Recharge 5-6): The Dragon exhales a cloud in a 60-foot cone. Each creature caught in the cloud must make a DC 18 CON saving throw or suffer the effects of an enfeeblement spell. Confusion Breath (Recharge 5-6): The Dragon exhales a cloud in a 60-foot cone. Each creature caught in the cloud must make a DC 18 WIS saving throw or suffer the effects of a confusion spell. Legendary Actions Adult Electrum Dragon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Electrum Dragon regains spent legendary actions at the start of their turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Innate Spell Caster: All Electrum Dragons are innate spell casters using the Variant Rule for Dragons on page 86 of the Monster Manual.
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Note: Unlike most of the other entries in the Dragons of the Flanaess I have included stats and abilities for different editions. I have done this because the original Brown Dragon as presented by Lenard Lakofka in The Dragon Magazine #38, which I base a Flanaess Brown Dragon on, were not replicated in later editions. The dragon was converted into a savage desert drake completely different from the original. Name: Old Zuldrenyth, protector of the Tangles. Age: Great Wyrm, 1,200+ years Description: Zuldrenyth is, like all brown dragons, a flightless drake. While having as much bulk as an ancient red dragon, Zuldrenyth has a long tail and neck with short squat and powerful legs reminiscent of tree trunks. Her hide is a deep dark brown, the color of rich earth with fine scales that can only be seen up close. Her eyes are golden amber in color and larger than typical dragon's eyes. Personality: Zuldrenyth is a calm and very mellow dragon that seeks to avoid direct confrontation with those who invade her territory. She will, however, observe them from afar to judge their intentions within her forest. If adventurers do come upon her unawares, she will always speak to them and politely ask their purpose in her forest. If she believes they are not there for nefarious reasons, she will let them live and continue on. If she thinks they are there for nefarious reasons, she will kill them. Zuldrenyth has a magical and spiritual bond with the Tangles forest and can feel its pain and know when it is sick or in danger. Destruction of any plant life beyond what the woodland creatures inflict upon it in their daily lives will draw her attention. Her connection is strong with all the creatures that dwell within the Tangles, but this connection is not as strong as she has with the forest itself. Location: Zuldrenyth dwells within the Tangles Forest just north of the Rift Canyon in the Bandit Kingdoms. She has lived in the forest her entire life since infancy. She does not remember her parents, but only the kindness of the forest lady, whom she came to know is an aspect of Beory, and the Sylvan Elves that live there. The goddess occasionally visits Zuldrenyth, and the dragon’s connection to her forest is a gift from the goddess herself. Zuldrenyth’s sway over the forest is strongest in the deep thickness of the forest’s interior. Here Zuldrenyth can command even the trees and bushes to bend to her will and attack or capture those she chooses. This command over the forest allows her to easily move through the trees and vegetation despite her considerable girth. The vegetation here is so dense that little light penetrates here even during midday. As men became more frequent in the region, Zuldrenyth withdrew deeper into the Tangles, leaving the forest's fringes to them. She would still watch them, and if they would damage her precious forest, she would first heal her home by channeling her own life essence into the trees and plants and then seeking retribution. Fortunately, those who founded the Earldom of the Tangles were not a disrespectful lot, and the men of the earldom quickly learned to live in unison with the mysterious protector of the forest. Zuldrenyth can channel her own life essence into the woods, accelerating the plants' growth and regrowth but doing so tires and weakens her. This ability of hers has baffled the Iuzians that sought to burn out the rebels that hide within the forest. Lair: Zuldrenyth’s lair is at the heart of the Tangles. Here a small glad about a small pond can be found closed in by a thick canopy of ancient trees. Zuldrenyth has a small horde, gained from those she has had to kill over the centuries to protect her forest. If Zuldrenyth feels that she can bribe away potentially power threats with this hoard, she will willingly do so. The glad is tranquil and is filled with birds' sweet songs, and the forest's dark interior is illuminated by a swarm of fireflies that lazily drift about. Relations: A band of Wood Elves live within the Tangles and are like family to Zuldrenyth. She diligently guards them against all foes. Fortunately for Zuldrenyth, the Tangle elves, like the drake, believe in seclusion from the rest of the world. The Tangles are also home to a fair number of pixies and fairies that all look upon Zuldrenyth as the forest's mother and are on extremely good terms with her. In addition to these smaller fey, a family of treants still makes the Tangles their home. Despite Zuldrenyth's best efforts, these treants have suffered over the centuries from dealings with first the humans and then the Iuzians. Since the war, Zuldrenyth, along with her woodland family, have allowed many humans and elves to dwell within the forest unmolested. She allows them to fight their guerilla war against the Iuzians from here and has relegated herself to repairing the damage it does to the forest. These rebels are aware of Zuldrenyth’s existence, and some have caught glimpses of her. Despite this, the drake does not engage with them, not even with the elves among them. History: The history of Zuldrenyth begins and ends within the Tangles Forest. The Tangles has been her home since she was born around -694 CY. Zuldrenyth's memories of her parents are distant dreams to her, and, as with most Brown dragons, they left her there as soon as she was able to feed herself. Zuldrenyth became close friends and allies with the forests Sylvan Elves immediately. They cared for and looked out for the infant dragon as she grew into an adult and returned the favor in kind. Life in the Tangles at that time was far from tranquil as it was full of fey creatures, both evil as well as the dominant neutral. In ancient times, these creatures crossed over freely from the Realms of the Fey through the frequent portals that would appear seasonally in the forest. Over time these portals disappeared until there were only a few that open every few years for a limited time. Remnants of those earlier days still can be found in the forest in the form of Blink Dogs, Sprites, Pixies, Brownies, Darlings, Satyrs, Dryads, Quicklings, Meenlocks, Korreds, Treants, and even a few Hags. Over the centuries, as Zuldrenyth grew, it became evident to all that the dragon was a unique being of power tied to the Old Religion. An aspect of Beory herself would visit periodical to check on Zuldrenyth. Eventually, Zuldrenyth became known as the Mother of the Tangles and revered by all, including the Sylvans who live there. The reverence they have for Zuldrenyth falls just shy of the reverence worshipers have towards a deity. Zuldrenyth takes a hands-off approach with all of the forest creatures, allowing for the laws of nature to rule. However, she does become involved whenever the Sylvans are threatened. During and after the Greyhawk Wars, direct assaults on the Tangles became common. Despite this, Zuldrenyth still takes a non-confrontational approach to protecting the forest when she can. She prefers to repair the damage done to the woodlands and allow her new guests, the former bandits and new elves, to fight against the humanoids for her. Despite this approach, Zuldrenyth is fully prepared to annihilate the Iuzians when the time comes to ensure her forest's survival. Adventure Hooks: Meeting Zuldrenyth is not an easy task. While there are stories of her amongst the surviving men and women from the Earldom of the Tangles, most of those now reside within the forest. A handful of older elves from the Fellreev might know of her, but their knowledge would be only in the form of vague stories. Adventurers fighting against Iuz within the Bandit Kingdoms could learn of Zuldrenyth if they venture into the forest. More likely, adventurers might encounter her if they enter the forest seeking out the portals to the Realms of the Fey known to exist there. Lastly, adventurers could be hired by the agents of Iuz themselves to enter the forest and slay this so-called Mother of the Tangles. Iuzians survivors and prisoners captured within the Tangles tell stories of an ancient mystical being that watches over the forest. Brown Dragon Stat Blocks Brown Dragons, also known as great forest dragons, or forest guardians, are flightless dragons. Brown Dragons find a forest to call their own and then spend their lives protecting it and the creatures that live. Once a Brown Dragon has selected a forest, they will remain there for the rest of their lives leaving only rarely to mate, and Brown Dragon will die in defense of their forest before fleeing. Unlike most other dragons, Brown Dragons live outside normal dragon society and do not recognize the draconic hierarchical caste system. They do not serve or worship Bahamut or Tiamat, instead believe in the Old Religion and the natural order of the universe. Brown Dragons have a coloration that begins as a mix of dark green and brown in their infancy but transforms as they age into a deeper rich earth tone. Their scales are smaller than an average dragon and appear as hide until the observer is within ten to twenty feet. Combat: Brown Dragons will avoid confronting trespassers into their forests whenever possible. They will follow and observe them, usually in the form of a woodland creature, to discern their intentions. If able, Brown Dragons will call on their fellow forest dwellers to aid in any attack in hopes of overwhelming their opponents quickly. Brown Dragons will always open combat with a use of their Faerie Fire breath weapon. After which they will usually engage in melee combat using their claw and bite. Brown Dragons tend to save their Lightning breath for stronger and more elusive foes. Habitat/Society: Brown Dragons live exclusively in forests or jungles. They will travel around in their youth until they have found a forest that suits them and is large enough to support them. When they find their forest, they will bond with it and from that day forward leave only to mate. Brown Dragons will have a sacred glen or grove of trees where they sleep, meditate, and store their treasure. Treasure to a Brown Dragon are things of beauty and are fond of precious metals and gems for this reason, especially if they are fashioned into fine jewelry and trinkets. For this same reason, a Brown Dragon might include a bush of fragrant and pretty flowers in their treasure trove or sculptures and statues. The bulk of treasure found in a Brown Dragons hoard comes from those who entered the forest and intentionally harmed it or its inhabitants. Ecology: Brown Dragons are omnivores but eat mostly plants and vegetation. Brown Dragons do not hunt the creatures of the forest they live in, but they will consume the carcass of forests inhabitants if found already dead. Many animals, when they feel their time is near, will seek out the dragon so that when they pass the forests protector can feed upon them. Brown Dragons will consume any humanoid, human, or demi-human that they are forced to kill in the defense of their forest. AD&D Brown Dragon Frequency: Very Rare No Appearing: 1 Armor Class: 3 Move: 12 Hit Dice: 8-10 % in Lair: 75% Treasure Type: H No. of Attacks: 3 Damage / Attacks: 1-8 / 1-8 / 3-18 (Claw/Claw/Bite) Special Attacks: Breath Weapon and Magic Special Defenses: Nil Magic Resistance: Old – 5%, Ancient – 10% Intelligence: 13-16 Alignment: Pure Neutral Size: L (28” long) Psionic Ability: Nil Speaking: 65% Magic Use: 65% (Druid Spells Only) Sleeping: 20% Spells: Brown Dragons, unlike other dragons, use Druidic spells instead of Magic-Users spells. As per their age bracket they can choose from the following spells from the Druid spell list if they can cast spells. Shape change: A Brown Dragon Can Shape change into a small mammal, lizard, or bird a number times per day depending on their age level. In this form it attacks do 1d2 points of damage, but they retain their hit points and their saving throws. Friends of the Forest: Brown dragons are 85% likely to be on friendly terms with Pixies, Sprites, Druids, Pseudo-dragons and Treants that live in the same forest or nearby. 2nd Edition Brown Dragon Climate/Terrain: Forest Frequency: Very rare Organization: Solitary Activity Cycle: Any Diet: Special Intelligence: Genius (17-18) Treasure: Special Alignment: Neutral No. Appearing: 1 Armor Class: 2 Movement: 12 Hit Dice: 14 (base) THAC0: 7 No. of Attacks: 3+special Damage/Attack: 1-4//1-4/3-30 (Claw/Claw/Bite) Special Attacks: See below Special Defenses: Variable Magic Resistance: See below Size: G (54' base) Morale: Fanatic (17-18) XP Value: Variable Shape change: A Brown Dragon Can Shape change into a small mammal, lizard, or bird a number times per day depending on their age level. In this form it attacks do 1d2 points of damage, but they retain their hit points and their saving throws. Breath Weapon: A Brown Dragon has two breath weapons, Faerie Fire and Lightning. The Faerie Fire breath is a cloud 50' long, 40' wide, and 20' high. Any in the cloud are covered for 4-80 turns with a Faerie Fire spell and they also take the sum of the dragon’s age level and hit dice in fire damage unless a saving throw versus magic is made, in which case there is no fire damage, but the Faerie Fire still takes effect. The Lightning is in a single bolt 5' wide bolt of lightning that streaks 100' in a straight line from the dragon's mouth. All creatures caught in this stream must save vs. breath weapon for half damage. Friends of the Forest: Brown dragons are 85% likely to be on friendly terms with Pixies, Sprites, Druids, Pseudo-dragons and Treants that live in the same forest or nearby. Spells: Brown Dragons, unlike other dragons, use Cleric spells instead of Magic-Users spells, and only the same ones available to a Druid. They have major access to the following spheres: all, animal, elemental, healing, plant, and weather. They have minor access to the divination sphere. 3rd Edition Brown Dragon Dragon (Earth) Environment: Forest/Jungle Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (1–2); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 1–2 offspring) Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24 Treasure: Triple Standard Alignment: Neutral Advancement: Wyrmling 7–8 HD; very young 10–11 HD; young 13–14 HD; juvenile 16–17 HD; young adult 19–20 HD; adult 22–23 HD; mature adult 25–26 HD; old 28–29 HD; very old 31–32 HD; ancient 34–35 HD; wyrm 37–38 HD; great wyrm 40+ HD Level Adjustment: Wyrmling +4; very young +4; young +5; others -- Breath Weapon (Su): A Brown dragon has two types of breath weapon, a line of lightning or a cloud of Faerie Fire effect. The Faerie Fire breath is a cloud 50' long, 40' wide, and 20' high. Any in the cloud are covered for 4-80 turns with a Faerie Fire spell and they also take the sum of the dragon’s age level and hit dice in fire damage unless a saving throw versus magic is made, in which case there is no fire damage, but the Faerie Fire still takes effect. The Lightning is in a single bolt 100-ft. line, damage 14d8 electricity, Reflex DC 27 half. Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+12 points of bludgeoning damage, and must succeed on a DC 23 Reflex save or be pinned; grapple bonus +36. Frightful Presence (Ex): 180-ft. radius, HD 19 or less, Will DC 21 negates. Shape change: A Brown Dragon Can Shape change into a small mammal, lizard, or bird a number times per day depending on their age level. In this form it attacks do 1d2 points of damage, but they retain their hit points and their saving throws. Spell-Like Abilities: 3/day save DC 16. Spells: As 5th-level Druid. Typical Druid Spells Known (6/7/5; save DC 13 + spell level) Skills: Search, Hide, and Move Silently are considered class skills for brown dragons. 5th Edition Brown Dragon
AC: 19 Hit Points: 225 Speed: 40ft Alignment: Neutral Challenge Rating: 16 STR:25(+7) DEX:10(+0) CON:23(+6) INT:16(+3) WIS:15(+2) CHA: 19(+4) Saving Throws: Dex +5, Con +11, Wis +7, Cha +9 Skills: Insight +7, Perception +12, Persuasion +8, Stealth +6 Senses: Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 22 Languages: Common, Draconic Challenge: 16 (15,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage plus (2d6) eletrical damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Lightning Breath (Recharge 5-6): The Dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Faerie Fire Breath (Recharge 5-6): The Dragon exhales glittering cloud in a 60-foot cone. Each object in the cloud is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a DC 18 Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. In addition, those caught in the cloud must make a separate Constitution saving throw, or take 1d6 fire damage per round for the duration of the spell. Saving throw negates the damage. Shape change: A Brown Dragon Can Shape change into a small mammal, lizard, or bird a number times per day depending on their age level. In this form it attacks do 1d2 points of damage, but they retain their hit points and their saving throws. Legendary Actions Adult Brown Dragon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Brown Dragon regains spent legendary actions at the start of their turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Innate Spell Caster: All Brown Dragons are innate spell casters using the Variant Rule for Dragons on page 86 of the Monster Manual. Brown Dragons cast only Druid spells in this fashion. The Huntsman Class 2E
Ability Requirements: Strength 12 Wisdom 12 Prime Requisite: Strength Allowed Races: Human, Half-Elf, Half-Orc A Huntsmen is a fighter that is specialized in finding prey. A Huntsman usually works as a bounty hunter finding criminals, or hunting monsters that are terrorizing communities. A Huntsman has excellent hunting skills and usually specializes in intelligent and big game hunting. Many Huntsman also plies their trade as bounty hunters as they are as adept at tracking prey in urban environments as they are in nature. A Huntsman, like Rangers, is adept at life in the wilderness and tracking but are not attuned to nature like a Ranger and gain no spells. Huntsmen are also not guardians of good vs. evil and are not compelled to take up arms against evil creatures outside of their alignment motivations. Their stock in trade is fighting and ambushing their prey. A Huntsman must have a score of no less than 12 in both Strength and Wisdom. A Huntsman who has a Strength of 16 or higher and a Wisdom of 16 or higher receives a bonus of 10% to experience points earned. A Huntsman can be of any alignment but gravitate toward chaotic ones. Warrior Group: Huntsmen are considered part of the warrior group and receive the following guidelines.
Move Silently and Hide in Shadows: If wearing studded leather, elven chain, or light armor, the Huntsmen can move silently and hide in shadows. These skills are altered by the race of the character as per the chart below. Ambush: While tracking down a target is one of the Huntsmen’s primary abilities, they prefer to take their prey unaware whenever possible.
Name: Pyndrtyruss, Topaz Dragon Age: Venerable, 800+ Description: Like all Topaz dragons, Pyndrtyruss has yellowish scales that sparkle in the sunlight. Unlike most Topaz dragons, Pyndrtyruss is known for his mirthless smile that he seems to continually wear. Personality: Pyndrtyruss is well known throughout the Pearl Sea region as a wholly unpredictable and mischievous drake. While he is not a malevolent beast, most times, his temperament can change to one quickly. Unlike most Topaz dragons, Pyndrtyruss is not a recluse. He doesn't seek out others' company for cheerful banter but to bully and intimidate them. If those he has chosen to bully dare to not be terrified appropriately, he might just attack. While Pyndrtyruss can be ruthless, he is no fool. If at any time Pyndrtyruss feels that he has bitten off more than he can chew, he will flee. The older he has grown, however, the more confident he has become. Pyndrtyruss's attitude currently borders recklessness as he has not been truly challenged in over two hundred years. Location: Pyndrtyruss has had many lairs throughout the Densac Gulf and Pearl Sea region from Hepmonaland to the Amedio jungles. Currently, his lair is on an island on the western side of Breekas Teeth. Lair: Pyndrtyruss’ lair is located on a small island covered with thick jungle. The island itself is littered with the debris of ships that he has torn apart and deposited there. Treasure taken in tribute from ship captains paid for the dragon to leave them alone is absently scattered in heaps all over the island. In addition to the bits of boats and treasure lying about the island, there is a 20% chance of a random captive being on the island. Pyndrtyruss either terrorizes them or treats them like an honored guest. How Pyndrtyruss decides how these captives are to be treated is totally by whim. Some captives he will deliver to their freedom while others eventually join the remains of others that did not please him. Pyndrtyruss usually does not kill them outright but ignores them until they die of exposure or starvation. Relations: The Terror of the Pearl Sea, as Pyndrtyruss is known, has terrible relations with everyone that sails there. Merchants, the Scarlet Brotherhood, and pirates all despise Pyndrtyruss. The Scarlet Brotherhood so hates the drake that they had placed a 100,000 gold piece bounty on his head. To date, only a handful have been foolish enough to attempt to collect it, and all have died in the attempt. History: Pyndrtyruss lived in the southern seas his entire life, but he was not always the terror he is today. In his younger days, Pyndrtyruss lived a typical secluded life like most Topaz dragons. He had lairs where he collected treasure to make a horde and enjoyed hunting and fishing the seas, especially giant squids.
This all changed in 322 CY when he had an almost lethal encounter with a turtle dragon off Ruja Isle. Pyndrtyruss barely escaped with his life, and after this encounter, his disposition took a sinister turn. He began attacking or terrorizing ships and creatures that he felt were easy prey. This behavior evolved into the unpredictable demeanor that he has today. Unlike most dragons, Pyndrtyruss does not attack ships from the air but from the sea. A natural swimmer that can breathe water as easily as air, Pyndrtyruss will submerge and approach ships undetected for below. Depending on his mood, he might simply bang on the vessel to give the sailors a good scare. He might use his claws to puncture the hull but leave it intact or ravage it completely to let it sink. Pyndrtyruss is also known to land on larger ships' decks and frighten the crew for a few hours. During these visits, he might simply wish to chat and exchange stories. How he is treated, of course, can influence how things will play out. Treating the drake with respect and flattery does not seem to work as well as visible terror. Adventure Hooks: Adventurers sailing in the Pearl Sea could run into Pyndrtyruss as he terrorizes their ship. Players could also be looking for Pyndrtyruss’ island and his unprotected horde. There are plenty of reports of its whereabouts from the handful of captives that he has simply let go. Suppose the players are of high enough level to hunt a dragon of Pyndrtyruss’ power. In that case, they could be hired to do so by kingdoms and organizations, including the Scarlet Brotherhood. Name: Margonauth, Sapphire Dragon Age: Very Old, 700+ Description: Margonauth is a majestic looking dragon with dark blue scales covering her back, neck, and tail with a lighter blue underside color. Her distinct coloring has helped those who are educated about dragons to differentiate her from chromatic blue dragons. Like all sapphire dragons, Margonauth sparkles when in direct light. Personality: Margonauth, the mother of insects, as she is known, is more reclusive than most sapphire dragons. She enjoys interacting with other intelligent creatures, but she prefers her insect pets over them. Giant subterranean millipedes, glow bugs, and beetles make up most of her pets, but she also has clusters of giant spiders to feed on. Margonauth treats her insects like family and is very protective of them. Those who do speak with Margonauth soon realize that there is something a little off about her. One adventurer likened her to his crazy aunt, who lived with fifty cats, except Margonauth has thousands of giant insects. Location: Margonauth has lived under the Crystalmist Mountains in caverns adjoining the Passage of Selrotin since becoming an adult dragon. Her territory lies just south of the lost Suel tribe of the Lerara. Her domain was initially contested by the Lerara and, to a lesser degree, the Drow. But over the centuries since she moved into the neighborhood, the hostility between them has subsided. Lair: Margonauth’s lair is a vast network of tunnels and caverns, many of which are far too small for her to navigate but are used by her pets. The tunnels and caverns of her lair are home to thousands of insects of all shapes and sizes. Over the centuries, she has even learned how to communicate with them through magical means and by imitating their clicking and hissing forms of communication. At the center of Margonauth’s lair is a vast cavern where her horde is stored along the shores of a small subterranean lake. This cavern is also home to colonies of her insect pets. Relations: Besides the insects, Margonauth raises she also trades and deals with the Lerara and even the Drow. She provides them with precious gems and ore in exchange for trinkets and jewelry to add to her horde. She often dresses up her favorite insects with jewelry. It is not uncommon to find a giant beetle or millipede in the caverns with necklaces or rings adorning them.
As long as visitors do not harm her pets and abide by her rules, Margonauth welcomes all into her domain. Besides the occasional Lerara and Drow that come to trade, the only visitors she has are the rare adventuring band. Margonauth is keen to seek out these adventurers on the rare occasions that they cross through her domain for news of the outside world. She will invite them to a meal of cavern fungi, choice insects eggs, and bug juice. Margonauth herself doesn’t move about the passages and caverns of the Passage of Selrotin, but her pets do. These insects act as her eyes and ears, alerting her to any activity. They also spy on the Drow and Lerara for her. History: Margonauth has become a mainstay in the region, much to the chagrin of the Drow and the Lerara. Both of whom would like to see the dragon gone as neither are comfortable with such a possible threat living so close. The Drow and the Lerara both lust for the wealth rumored to be stockpiled in the drake’s lair. Initially, Margonauth moved into the area because she had found a fascinating colony of giant beetles there. She soon found unique Glow Bugs as well, which are a variation of wingless fireflies. Glow Bugs can grow up to a foot long and are prized among the Lerara for their abdomens' phosphorescent fluid. Margonauth's favorite insects are the giant armored millipedes, which she allows to crawl all over her like a house cat. In addition to her giant pets, Margonauth studies many other species of insects native to the passage. However, the older Margonauth gets, the more her desire to change the Passage's chaos as she sees it into a more orderly environment that she can live in harmony with her pets. In her opinion, the insects are far more orderly and far less destructive than the Drow and the Lerara. Adventure Hooks: Adventurers that use the Passage of Selrotin will come to Margonauth's attention through her spies. And unless she deems them as overly hostile, she will send them an invite to visit. Margonauth might also wish to hire the adventurers to perform a task her pets cannot, most likely concerning her neighbors, the Lerara or the Drow. The Lerara are frequently guilty of killing her pets to turn into armor and other tools, a transgression that they would need to be punished for. When the hordes of Iuz descended into the Bandit Kingdoms, they were met with a hodge-podge of resistance. Most of the Free Lords' armies that did resist them were comprised of bandits and brigands and lacked the tactics to defeat an opponent with superior numbers. The freemen of Johrase, however, were not so easily defeated. The realm of Johrase was situated west of the Zumker-Artonsamay confluence, extending southwest from the town of Kinemeet to the Rift Barrens and the Tangles. Established by Andrellus, a noble of Aerdy’s Rax dynasty, he established an orderly nation of his own in the lands of the Free Lords. This kingdom evolved into a warrior dominated society that produced some of the finest mercenaries employed in the Flanaess. Each noble house within Johrase fielded its own mercenary Troop loyal to their king and their fellow Johrase brethren. Even if employed by opposing armies, the mercenaries of Johrase refuse to fight those loyal to the black Morningstar standard of Johrase. The army of Johrase was made up of bands of mercenaries called Troops. Each troop lead by a noble. The nobles leading these Troops gain their position through skill at arms and combat through the Grand Melee, which decides the nobility, and even the king or queen. The size of each band varied on the renown and skill of the noble leading them. The smaller Troops consisted of around one hundred mercenaries, while the larger Troops numbered between three to four hundred. At the time of the Iuzian invasion, King Seinon knew that his nation stood little chance of repelling the invaders on their own and allied quickly with Dimre. King Seinon and the Johrase Mercenary Troops fought a delaying action to give Dimre time mobilized their small but highly trained army. The plan was for the Dimre forces to man fortresses along their border with Johrase, and then the Johrasians would fall back into Dimre. Relying on the stronger Dimre defenses to save the day, King Seinon gave up Kinemeet. King Seinon gathered his forces in the hills to the southeast of Kinmeet and north of Cornwald. Here he intended to briefly engage the Iuzians before breaking ranks in an orderly fashion and cross over into Dimre. Unfortunately, the Battle of Barston Hill did not go the way he expected it to. The Johrasians were ready to fight against the humanoids they knew fought for Iuz and relished the opportunity. They were unprepared for the demons. As the horde drew near, a thick cloud of magical fog descended upon the battlefield. Visibility limited the Johrasians were unaware of the demonic forces mingled in amongst the humanoids. As the engagement commenced, Seinon quickly realized that they could not hold the Iuzian horde and were quickly being overwhelmed. He ordered Lord Marstun and Lady Orlease to hold the flanks so that the bulk of the army could withdraw, but Lord Marstun and his men fled, ignoring the order. As the right flank crumbled, the withdraw broke down into a route. If not for the iron discipline of the Johrasians, the day would have turned from a complete route into a complete slaughter. King Seinon, along with Lord Badric and Lady Folsterie, were cut off and encircled. Some of the other Lords attempted to breakthrough and save the king, but they too were soon enveloped by the Iuzian horde. As King Seinon fought on, the trumpets continued to sound the retreat. In the end, of the twelve mercenary Troops that made up the Johrase Host, only five escaped the battle. Of the seven Troops that were wiped out, all the Lords were either slain or captured. The fate of King Seinon is still unknown, but those who survived believe that he also fell in the battle. Of the Troops that survived, Lady Orlease, Lord Krulden, and Lord Calvert were able to make it to Dimre. Lord Ovlin and Lord Garon were able to flee into Tenh. After the War During the war, the Troops of Lords Krulden, Calvert, and Lady Orlease fought alongside Dimre's forces until the war's conclusion. At the end of the war High Canon Winuid offered the Johrasians to join Dimre as new citizens by swearing fealty to the High Canon and Pholtus. The offer was politely rejected, and the Troops of Lord Krulden, Calvert, and Lady Orlease were asked to leave as soon as possible, which they did, traveling to the County of Urnst. Upon entering the lands of Tenh, Lord Olvin and Lord Garon found immediate employment working for Duke Ehyeh, but when he was unable to pay them, they switched allegiances. Lord Olvin and his men went into the service of the County of the Urnst. Their role remained the same in supporting Duke Ehyeh of Tenh, but now they took their orders from the county instead. Lord Garon and his Troop took up employment working for Stonehold. This arrangement only lasted until the end of the War when the funds from Stonehold dried up as they lost interest in Tenh. Lord Garon and his men then found ready employment working for the Theocracy of the Pale. Since the end of the war, the five remaining Lords, came together for a conference in Redspan. There they discussed the future of Johrase and the succession of the throne. In traditional Johrasian fashion, a Grand Melee was held with all those who wished to vie for the vacant kingship to enter the tournament. Whenever a Grand Melee is held, which is usually every ten years, or during special circumstances, the leadership of the Troops is also settled. Over the next week, the leadership of the kingdom of Johrase in exile was decided. Of the Five remaining Troops, Lord Krulden was deposed, and the Lordship of his Troop was taken by his lieutenant Artallis. Lord Calvert, Lord Olvin, and Lord Garon retained their Lordships, and Lady Orlease won the grand prize and Became Queen Orlease of Johrase. Lordship of Lady Orlease’s Troop was won by her lieutenant, Pernilla. Since the defeat at the Battle of Barston Hill, survivors had trickled in and attached themselves to the other Troops. Queen Orlease conscripted them into her new House Troop, or personal guard. Command of this Troops was given to former Lord Krulden, who she recruited to be her new First Lieutenant. The Future for Johrase
Queen Orlease knows that alone she and her Lords have no chance of retaking their homeland. Still, she does know that an opportunity will present itself eventually. She has served alongside evil commanders and humanoid armies in the past. It has taught her one thing, they lack discipline and cohesion. Until that time comes, Orlease needs to ensure that her nation in exile and the Troops of Johrase Host grows and becomes stronger. To ensure this, the Troops of Johrase will do what they have always done, contract themselves out as mercenaries. Fortunately, the war has provided many displaced warriors looking for new homes that can be brought into the fold to bolster their ranks. The Troops' earnings under contract, too, will begin to rebuild the kingdom's war chest. Lord Garon and his Troop have remained in the employ of the Theocracy of the Pale. Lord Artallis and Lord Calvert are currently employed by the County of Urnst in Tenh. At the same time, Lady Pernilla found work fighting for Mortoth in Rookroost against former Free Lord rebels of the bandit kingdoms. Lord Olvin and Queen Orlease alternate between working for the Kingdom of Furyondy and the Shield Lands depending on whom can afford their services at the time. Besides fighting for pay to replenish the kingdom's war chest, Queen Orlease is busy grooming the best lieutenants from the remaining Troops to become Lords when they have enough new mercenaries to fill them. Soon she will call another Grand Melee to determine who these new Lords will be. Queen Orlase: Orlease is a strong leader and a competent warrior. Tactics, on the other hand, are not her strong point. Fortunately, she does not let her ego get in the way of listening to her advisors when devising and implementing strategy. Orlease, like the other Lords, is loyal to the sons and daughters Johrase. However, her loyalty is tempered with realism, which keeps her from wasting the power they currently have before the time is right. The day will come when opportunity knocks, and Queen Orlease vows they will be ready to reclaim their homeland. Lord Olvin: Or the weasel, as many calls him behind his back, is by far the most sneaky and underhanded of all the Johrase Lords, prefering ambush over a straight-up fight. Slight of frame and stature, he makes up for his lack of physical prowess by using poisons and dirty tricks. Many thought that Lord Olvin would turn traitor and seek employment with the Iuzians after the Battle of Barston Hill. Still, much to everyone’s surprise, he did not. On the contrary, Olvin has become one of the loudest voices in opposition to Iuz and thinks they should be fighting a guerrilla war. Lord Calvert: Calvert the Cautious is a title that is often used when speaking of this Lord. Calvert thinks it's always best to outnumber your enemy or to have a significant enough advantage to ensure victory. Despite his cautiousness, Calvert is a very skilled warrior and tactician. Lord Calvert prefers working for the County of Urnst, especially now that the fighting has dwindled down to only minor skirmishes in Tenh where he's stationed. Lord Garon: Lord Garon is a braggart and a pompous ass to all, excluding his brothers in arms and fellow Johrasians. The exception to this rule is Lord Calvert, whom Garon despises as a coward. Garon is brave, courageous, and thinks nothing of taking risks. His rash behavior has gotten him into many difficult situations in the past, but his luck so far has kept him alive. Garon is of average build and size, but his lust for battle and victory is unmatched on the battlefield. Of all the Johrase Troops, Lord Garon’s at just over one hundred mercenaries is the smallest. Lady Pernilla: Lady Pernilla, or the Lady of Pain as she is often referred to, was once Lady Orlease’s Lieutenant. Quick-witted and a deadly combatant wielding dual longswords, Pernilla enjoys inflicting pain upon her enemies as much as defeating them. Fortunately for Queen Orlease, Pernilla is fanatically loyal to her queen. Pernilla is a tall, sturdy, and strong woman. She has a friendly rivalry with Lord Garon and shares his dislike of Lord Calvert. Lord Artallis: Artallis is the youngest and the newest of the Lords. Despite his age, his skill with the blade is unquestionable. A strapping young man Artallis also has an innate sense of tactics and is a loyal Johrasian. It surprised no one that he was able to defeat Krulden and take charge of his Troop. Artallis is eager to prove himself to his new queen and eager for the battle to liberate their homeland. Many say that unless he befalls an unfortunate accident, Artallis himself could become King of Johrase someday. How to Use the Johrase Mercenary Troops in your Game: Despite the loss of their homeland, the Johrase are still the disciplined mercenaries that have seen employment and action across the Flanaess. Famed for their skill and code of honor, Johrasian mercenaries are never questioned if they will perform according to their contract terms. The only stipulation that trumps all contracts and duties entrusted to them is that they will not fight a fellow Johrasian on the battlefield. While trial by combat is a time-honored tradition for determining the ruling elite and settling certain scores, it is always done in an orderly and honorable fashion. Despite what is outlined in this article, the Johrase Mercenary Troops have fought all over the Flanaes and will do so again. The contracts that they are currently under could run out at any time. Johrase Troops could play a pivotal role in a campaign that revolves around war or even occupation. While in the past, the bulk of the mercenaries that made up the Troops were drawn from the citizenry of Johrase itself, but since losing their homeland, this has created a problem. In the past, mercenaries from other lands could gain entry into one of the Johrasian Troops, but that required several years of working as an auxiliary first. With the need for more manpower, Queen Orlease has waved this traditional service period and left the discretion of recruitment up to the Lords that run the Troops. Characters could petition for acceptance into one of the troops and fight in their campaigns. Name: Dolravna, Emerald Dragon Age: Wyrm, 1,000+ Description: Dolravna is a magnificent looking dragon that moves with elegance and a refined air about her. She chooses her words carefully to find the right ones to ensure her refined mystique. Her heavy hooded eyes make her seem either disinterested or contemplative of what she will say next. Personality: Dolravna likes to consider herself an oracle, a diviner, and a sage. Her curiosity is intense, but paranoia has kept her from venturing amongst other races to learn. Her appetite for knowledge on the former Suel Imperium is veracious, though, and drives her to make secret deals with shady merchants for ancient tomes and manuscripts. Dolravna is soft-spoken and painfully polite and welcomes those that have braved the trek to her lair. Unfortunately for those who make that journey, her paranoia is such that most visitors are slain by her and her children. Those who are not slain are the ones that bring her gifts of knowledge or share her thirst for historical knowledge. An overprotective mother, Dolravna, keeps her young close to her and encourages them to stay with her far longer than is normal for her species. Because of this, she will have 2 to 3 younger dragons ranging in age from hatchlings to adults living with her at all times. Dolravna considers herself a scholar first and foremost. Spending hours on end reading books and staring into the scrying pool of her lair to see the locations of the reports and stories she reads. She instills respect for learning and Accademia into all of her children. Location: Dolravna is originally from the Ladhur Range along the bay of Bhunat. She lived here with her father until she was a mature adult before finally leaving and heading out to establish her own lair. Over the following centuries, Dolravna lived in the Hellfurnaces and Crystalmist mountains before settling down permanently in the Sulhaut Mountains. Dolravna's lair itself is located in the Chepnoi Highlands. Lair: Dolravna's lair is located near a cavern that once had significant value to the Suel peoples. Within this cave is a pool of crystal-clear water and a ceiling encrusted with similarly clear crystals. When the sun is at its zenith, light filters through the crystals, bathing it in light and turning the pool into a scrying pool. The pool allows those who gaze into its depths to see faraway lands and people. A similar phenomenon happens when either of the moons Luna or Celene are full and directly overhead. The images seen during the daylight have no sound accompanying them, but the images that occur during the full moons do. To summon the images, a person merely needs to stare into the pool and visualize what it is they wish to see. Only those with a strong and disciplined mind can bring the images they desire to the surface, while most others will simply witness an ever-changing slideshow of images from around Oerth. When Dolravna found clues that led her to the scrying pool, the entrance was sealed by a massive rockslide triggered by someone eons ago. The mentions of the scrying pool that Dolravna had found in ancient texts said that it had been used by Suel wizards to spy on others. Other texts mention that the scrying pool actually has a connection to the nine hells and was used by devils to help bring about the fall of the Suel and their Wizards of Power. Dolravna is not sure if this is true but has yet to notice anything devilish about it. However, all the texts agree that the Suel Wizards of Power sealed the cavern just before the twin cataclysms. Dolravna and her children do not live within the scrying pool's actual cave. Instead, they inhabit a network of other caverns that honeycomb the area. Relations: Dolravna has little contact with anyone besides her children as she trusts few. Her studies have reinforced her paranoia as she learns that no one is safe throughout history and that strife is constant. Regardless if you are a god or a mortal, treachery and discord are only a step away if you are not careful.
Despite Dolravna’s rampant paranoia, the dragon has a network of merchants that live in many surrounding lands. These merchants gather tomes of ancient histories and funnel them to her a few times a year. These merchants are gifted wonderous items and treasure that the dragon finds on her trips into the sea of dust and its surrounding mountains. Despite her best efforts to keep her home a secret, every few years, a visitor that has found out about the scrying pool shows up on her doorstep. She is cordial to them and even offers to show them the pool while her children prepare to kill them at her command. While Dolravna visits and chats with them, she is also determining if they are worth sparing. Only those she deems as intellectuals or scholarly are spared. History: Dolravna is obsessed with the history of the Suel Imperium, and to a lesser extent, the Bakluni. This obsession began while she was young and lived with her father in the Ladhur Range. There among her father's horde was a collection of old tomes from Changol that spoke of the region’s local history and the ancient Suel Imperium. As she grew older, she began her own research and visited the Sea of Dust, searching for Suel ruins. To this day, She goes on extended visits to the area on expeditions. Dolravna has always lived somewhere in the mountains that ring the Sea of Dust because of this. Despite Dolravna’s obsession with the Suel, she is not a powerful sorcerer. She only has at her disposal the natural abilities and magics of her species. Her obsession is not connected to gaining the knowledge of the Wizards of Power but is simply captivated by the stories of people that were once great. Adventure Hooks: Characters can learn about the scrying pool from old tomes and writings about the Suel, or they could be hired by someone who knows about it. It is said that there is nothing that can remain hidden on Oerth from the scrying pool, a tool that many would like to use. It is also possible for the characters to be hired by one of the various merchants Dolravna has working for her. The journey to her lair is dangerous, and these merchants are always in need of strong guards. It is also possible that Dolravna herself is a patron to the characters and sends them on missions to find new books and artifacts for her. It is important to remember that Dolravna is paranoid and will only trust those who have proven themselves to her or are related to those she has done business within the past. Even this trust only goes so far, and she is ever cautious. The only creatures that Dolravna trust completely are her own children. An adventure module I wrote for the very first Virtual Greyhawk Con. I've given it away after the event and now you can have it too for free. DOWNLOAD it here and have some fun.
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