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Dragons of the Flanaess: Soldrinureth, Electrum Dragon

1/24/2021

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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.
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Art by Marishka Kleyma
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.
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Art by Tony DiTerlizzi
​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.)
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Art by Alvia Alcedo
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.
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​*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.
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​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.
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​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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Dragons of the Flanaess: Zuldrenyth, Brown Dragon

1/18/2021

2 Comments

 
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. 
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Art y Periclean Doll
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. 
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Art by KingovRats
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.
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​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.
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​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.
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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.
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​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.
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​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. 
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Dragons of the Flanaess: Pyntrtyruss, Topaz Dragon

1/8/2021

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Art by Arkady Rotman
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.
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Art by Marc McBride
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. 
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Art by Amisgaudi
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Dragons of the Flanaess: Margonauth. Sapphire Dragon

1/2/2021

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Artist Unknown. If you know the artist please let me know so I can credit them.
​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.
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Art by Dao Le
​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.
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Art by Bryan Syme
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Dragons of the Flanaess: Dolravna. Emerald Dragon

12/13/2020

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Art by Sandara
​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. 
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Art by Zoltan Boros and Gabor Szikszai
​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. 
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Unknown artist (If you know please tell me so I can give them credit)
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Dragons of the Flanaess: Shaunoroth, Crystal Dragon

12/5/2020

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This entry into the Dragons of the Flanaess is an actual NPC that was talked about quite a bit in the Bone March campaign on Wicked Studios LLC live play stream Greyhawk Adventures. While his name came up often in the campaign he was never seen of encountered. Shaunoroth is one of my favorite big bads and the players in that game wisely decided not to confront him. I really didn't want to end that show by having a TPK, but they had no chance against him at their level.
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Art by Ben Wooten
Name: Shaunoroth, Crystal Dragon
Age: Great Wyrm, 1,200+
Description: Shaunoroth is an ancient dragon. While still luminescent in sunlight, his scales are not quite as spectacular as they used to be, having dimmed slightly. On closer examination, one can see that the scales have become cloudy around the edges. Shaunoroth is also very large, far larger than most other crystal dragons, more comparable to an ancient red dragon in regards to his bulk and size.
 
Personality: Shaunoroth, in many ways, is unique for his species of dragon, and it is hard for many to believe that he really is a crystal dragon. Shaunoroth is friendly, as his species is known to be, and enjoys talking with others that stumble into his domain. Still, the dragon has tendencies that lean more towards a more lawful and even evil nature. 
 
Shaunoroth is a collector, but the things he collects are a bit odd. The ancient wyrm collects adventurers, albino maidens, and white dragons.
Any adventurer that dares to venture into his domain is not killed but captured and placed into a domed town located in a subterranean cavern. They are provided for, and he sometimes spends hours simply watching them like a child does an ant farm. Casters that happen into his realm undergo a treatment much like a lobotomy that takes away their ability to perform more complex magics (Anything over 2nd level). Most clerics are simply killed by Shaunoroth. The adventurers are not mistreated physically but are imprisoned to live out the rest of their lives. Shaunoroth infrequently will transform himself into a humanoid and even mingle amongst them, pretending to be a new addition to this strange and odd collection.
 
Shaunoroth also has a weird fascination with albinos. Slavers in the region, especially in the Bone March, know of this and are always on the lookout for albinos to kidnap and sell to the dragon. As a result there are several generations of albinos that have grown up knowing Shaunoroth as their lord. Female albinos are placed into a harem that Shaunoroth uses to breed his half-dragons. 
 
Lastly, Shaunoroth collects white dragons as pets. The drake seeks out other adult white dragons and kills them to collect their young, or even their eggs that he will have his other white dragons care for. Shaunoroth enjoys breaking the natural viciousness inherent in white dragons and turning them into obedient servants. This, of course, doesn’t always work, and he is forced to kill those that refuse to conform. The white dragons that Shaunoroth kills in this way are harvested for materials to produce magical weapons, armor, and other items for his half-dragon children. 
 
Shaunoroth sees himself as a being that will transcend the traditional role of dragons and become a god. He believes that his destiny is to reshape not just the Flanaess but Oerik itself into his own image. He feels that other people, races, and even nations should bow down before him in servitude. This revelation is relatively new to Shaunoroth, having come to it only some two hundred years ago.

While Shaunoroth is highly intelligent, it is evident that he is also quite mad. Speaking with him for any length of time, one will see that the dragon has concocted several fantasies in his mind to justify his actions and whims. No attempt to dissuade him from these actions will work. He believes that he is merely following a destiny that he deciphered from the stars he gazes upon at night.
 
Location: Shaunoroth began his life in the frigid northern Corusk mountains until he was an adult dragon. Then he migrated slowly to the southwestern branch of the Raker Mountains.

Lair: Shaunoroth’s lair is in an old dwarven citadel named Garnholm. When traveling through the Rakers, he happened upon this hidden vale of the Clan Blackanvil and snooped around for fun. There he was approached by a greedy dwarf looking to take the throne of his people for himself and arranged for Shaunoroth to slay the current clan chief and his heirs, which the drake did gladly. Unfortunately for the greedy dwarf, Shaunoroth didn’t just stop there. He slew most of the clan and took their citadel for his new home.
Shaunoroth did not just take the great hall of the Blackanvil clan as his new home, but the entire vale as well. The vale is dotted by old ruins of the dwarves' above-ground buildings. The vale is now home to a town that is the home of the drake’s half-dragon children.
​
Besides his children, the vale is currently home to three white dragons, two adults, and one juvenile. These white dragons are Shaunoroth's current white dragon pets. While they still show signs of their impulsive and animalistic side, they are loyal to Shaunoroth. 
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Art by Ben Wooten
​Relations: Shaunoroth has very few official ties with any of his neighbors. The other dwarven clans of the Raker Mountains despise him for what he did to the Blackanvil clan. A few Blackanvil dwarves still live scattered throughout other dwarven strongholds in the region. 
 
Most of the humanoid tribes that live in the southwest Racker Mountains know to avoid his territory. However, in recent years the dragon has been making alliances with some in preparations for possible expansion. Earlier in Shaunoroth’s life at his lair, the dragon did employ some humanoids as guards, but this practice ended as soon as he had reared enough of his own half-dragons to take their place. 
 
History: Shaunoroth grew up and spent his early life in the Corusk Mountains until he was of a venerable age. He was well known among the Schnai barbarians there. He interacted with them, but this was before he had decided on pursuing godhood and never kidnapped any of their people. While living there, he concentrated on hunting and killing other dragons and raising hatchling white dragons as his extended family. When exactly Shaunoroth grew tired of this lifestyle is unknown, but as he became a wyrm, he left the Corusk Mountains and migrated south.
 
First, Shaunoroth moved to the Griff Mountains and into the highlands of Tenh. Then he moved to Ratik before settling down in the southwest Raker Mountains and claiming Gornholm. 
 
After killing off most of the Blackanvil clan dwarves and stealing their home, Shaunoroth settled down and put into motion his plan to raise up an army of his own race of half-dragons to help him eventually subjugate the Flanaess. 
 
Shaunoroth believes that through conquering, capturing, and assimilating the lesser races and replacing them with his children, who worship him as a god, he will become divine. 
 
The Great Wyrm knows these plans will take time to come to fruition, but he is patient. His children's population has blossomed into several thousand and are now breeding amongst themselves at a steady rate, ever-increasing their numbers. Shaunoroth himself has a small harem of albino humanoid and human women to make more of his children.
 
The time when Shaunoroth wishes to expand beyond his vale and conquer new lands is coming. He sees now as a perfect time for him to launch his first conquest and so many lands are weary after the Greyhawk Wars. The targets he is considering are Ratik, Nyrond, and the county of Knurl. Ratik is small and has far fewer troops than Nyrond, but is well organized. Nyrond, while being far larger, is in turmoil and on the verge of another civil war. The third and most likely first step for his domination is Knurl. This independent county in the Bone March is still human-dominated. It could act as a base from which he could expand his operations.
 
Adventure Hooks: While Shaunoroth has led a secluded life since moving to the Rakers and taking over the citadel of the Blackanvil dwarves, he has made several enemies. Those few remaining Blackanvils despise him and would jump at any opportunity for revenge. If the players are high enough level, one of these dwarves might hire them to slay the dragon.
 
Many slavers that operate in the region know of Shaunoroth and are constantly on the lookout for albinos for him. This has led to many families that have lost loved ones to the dragon and many who might seek revenge because of it. A friend or possibly one of the player characters themselves might have been captured and sold off to the dragon. 
 
Regardless of how characters become involved with Shaunoroth, keep in mind that the dragon is mighty and has his own personal army and dragon servants. If, as a DM, you are looking to put the characters into direct conflict with the Shaunoroth they should be of a higher level.
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Art by Ben Wooten
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Dragons of the Flanaess: Lavenvoranoth, Amethyst Dragon

11/21/2020

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Art by CaraidArt on Deviant Art
​Name: Lavenvoranoth, Amethyst Dragon
Age: Old, 400+
Description: Lavenvoranoth is a bit larger than other amethyst dragons of the same age because of his fondness for eating. His scales are a sparkling lavender in color, and Lavenvoranoth can appear bored even during combat or highly stressful situations. 
 
Personality: Lavenvoranoth likes to consider himself smarter than other creatures and above the petty back and forth squabbling between good and evil. The drake’s favorite pastime is eating, and considers himself a master chef. While Lavenvoranoth’s ego is boundless, he enjoys company, especially if he can have them over for dinner. If things do not go well, perhaps as one of the mains courses. 
 
Location: Lavenvoranoth’s lives in a cave system on the rocky shores of Lake Abanfyl in the Griff Mountains. Due to his lair's remoteness, Lavenvoranoth often takes long trips to gather slaves for his mines or to just gather new tasty morsels to cook up. In recent years he has even started traveling for a little adventure.
 
Lair: Lavenvoranoth’s lair is a cave nestled into a rocky cliff face overlooking the waters of Lake Abanfyl. There is a rocky beach below the cave where small boats can be pulled ashore. The only other way to access his lair is by flying in as the mountains surrounding it are nearly impenetrable.
 
The Cave is divided into the dragon’s lair and a network of caves and mines. A small workforce of servants oversees a slave workforce mostly made up of captured humanoids that toil mining the gem deposits found there. Despite being slaves, Lavenvoranoth does not mistreat them. In fact, many come to enjoy their existence serving the dragon and turn from slaves to servants, while those that do not eventually end up on the dragon’s menu.
 
Lavenvoranoth’s horde is relatively small for a dragon of his age, as he sees little use in it. Besides a small collection of magical baubles, the bulk of his wealth is in gems minded from surrounding deposits.
 
Relations: Lavenvoranoth is well known among the humanoid tribes in the area surrounding his lair. The dragon will periodically hunt for new slaves for his mines and dinner table from among them. Some local tribes have even worked out deals with the dragon offering up some of their members as a tribute. Relations with these tribes are slightly better than others as Lavenvoranoth has agreed to help them defend their territory against other humanoid tribes for their compliance. 
 
When Lavenvoranoth first arrived in the region, some of the tribes resisted him, which resulted in his eradicating an orc tribe and a band of hill giants. After he destroyed these tribe’s others soon learned that resistance was not in their best interest and fell in line.
 
Lavenvoranoth loves swimming in Lake Abanfyl and is on good terms with several large creatures that make it their home. 
 
History: Lavenvoranoth has lived his entire adult life in and around Lake Abanfyl. While in his youth, he found the area's remoteness appealing, he has found the remoteness not nearly as appealing now that he has gotten older.
 
When the drake is not busy concocting new and exciting ways of cooking up humanoids, monsters, and fish from Lake Abanfyl, he has taken to exploring. One of his favorite places to explore is the ancient Flan ruins that can be found in the Bluff Hills.
 
Since the Greyhawk Wars, Lavenvoranoth has been making short jaunts into the war-ravaged Duchy of Tenh, and even up into Stonehold, but he prefers Tenh.
 
While Lavenvoranoth loves his current home, he has been giving some thought to relocating further south, closer to where all the exciting things are happening.
 
Adventure Hooks: Coming in contact with Lavenvoranoth is not easy to do when the dragon is in its lair due to its remoteness. However, in recent years with his traveling, it is possible to encounter the dragon in Tenh, or more likely in the Bluff Hills. 
 
Since exploring the ancient Flan ruins in the Bluff Hills has become a hobby for the drake, adventurers looking to explore these same ruins might encounter him there. Lavenvoranoth tends to change shape into smaller reptile, bird, and mammal forms when exploring these ruins. 
 
If Lavenvoranoth encounters adventurers while exploring, he will approach them to talk. If the topic of cooking comes up, Lavenvoranoth will be delighted to spend hours conversing about recipes and cooking techniques. He might even invite them to his lair for a dinner party on the off chance that he is impressed with a character's culinary knowledge.
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Artist Unknown. If you know the artist please let me know so I can give them proper credit.
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Dragons of the Flanaess: Ordrieneth, Gold Dragon

11/18/2020

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Art by Rhinville
Name: Ordrieneth, Gold Dragon
Age: Mature Adult 200+
Description: Ordrieneth is a sleek and glittering dragon. Her golden scales shimmer in the sunlight like a beacon, making it possible for sailors to spot her soaring through the sky during the day. She has avoided any serious scars or blemishes to her scales by preferring to fight at a distance with breath weapon and spells and only mixing it up in melee combat as a last resort. ​

Personality: Like most gold dragons, Ordrieneth hates injustice and foul play, but more than anything, she hates slavery. Freedom to live a just life she holds as her central ideal. 

While she can be profoundly serious when she needs to be, Ordrieneth’s usual demeanor is pleasant and inquisitive. She is sympathetic, and her desire to help those in need pushes her to stick her nose into places where it is not welcomed often.

Location: Originally from the southern Crystalmist Mountains, Ordrieneth moved to the coast of Sea Princes on Azure Sea. From there she moved further south out over the sea to explore islands and jungles. Eventually, she settled on a small island southwest of the Tilvanot Peninsula. Ordrieneth prefers the warmer weather here in the south, and with the prevalent slave trade in the region to fight against, she felt right at home. 

Lair: Ordrieneth’s liar is not a cavern or natural formation but instead is a castle that she, and her allies, have been building for the past 25 years. With stones carved out of volcanic rock, the castle's dark rock would look foreboding if it were not for the moss and creeper vines covering it. The entire castle and surrounding grounds are dominated by gardens, fountains, and manicured bushes and trees. Ordrieneth loves flowers and plants, and when she is not busy sinking a slave ship or freeing slaves, she can be found in her gardens. 

In addition to the flora, Ordrieneth also collects many brilliant and fantastic beasts as pets in her gardens. The gardens are full of squawking birds, and melodic birdsongs drift pleasantly throughout the gardens and the castle, and monkeys chatter and jump and play in the trees. The gardens are like an open-air zoo full of fantastic animals, some of which act as guardians of her castle in her absence. 

Ordrieneth is particularly fond of cats and has hundreds of them living on her island with her. From a staggering array of house cats to larger jaguars and panthers. If encountered on her island, she will always be in the company of a dozen smaller cats and 1d4 jaguars or panthers.

In addition to the animals, Ordrieneth has a small complement of servants and laborers who live on the island. These people are collected from the slaves that she frees and have no other place to return home to. These servants maintain her castle for her while she continues her fight against slavery. Some of these people make up the crew of her pirate ship, the Wind Reaver, although a number of them are also polymorphed cats. These cats, along with most of the cats that live on her island, have higher intelligence than average cats. The ones that she uses as crew for her ship range in intelligence from low to average intelligence.

Ordrieneth’s island also has a hidden cove where her pirate ship, the Wind Reaver, is docked when not sailing about the Azure and Pearl seas. 
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Olara Windstorm - Art by Bob Kehl
Relations: Ordrieneth the dragon is well known and hated by the Scarlet Brotherhood. The brotherhood is the main target of her war against slavery, but all that ply that trade and sail the Azure and Pearl sea know of her.​

Her alter ego, Olara Windstorm, a buccaneer that hails supposedly from the pirate isles, is known as a whimsical pirate. Olara is finicky in the targets that she chooses to assault, and in reality, does so rarely. The guise of Olara is used mostly for gathering intel about possible movements of slaves and other nefarious deeds that she might want to put a stop to.

History: Ordrieneth moved into the region as a young adult and spent most of her early years exploring and looking for a suitable location for her lair. It was during this time that she learned of the Scarlet Brotherhood and their slave trade. Her decision to fight against the brotherhood and their evil practices lead to her choosing her lair closer to her chosen enemy.

Ordrieneth war against the brotherhood started slow. She knew that she must grow in strength and resources to take on an entire nation, such as the brotherhood, would be very dangerous. For the first 100 years in the region, she slowly built up her lair and allowed herself to grow more powerful. Over the past 25 years, however, she has become a well-known thorn in the side of the Scarlet Brotherhood. They have set a bounty on the drake of 10,000GP and have many of their spies busily searching for her.

Ordrieneth anticipated this, and while building her lair, she made sure to weave many protective enchantments and illusions around it. Ordrieneth has cultivated a network of adventurers through her identity of Olara. Some of those that she can trust know of her true identity, and some have even visited her island. Among those who have visited her island were several spell casters of considerable power that have added their own talents and spells to bolstering her island's defenses.

Adventure Hooks: Encountering Ordrieneth in her Olara form in a port city is possible as she is well known. Ordrieneth is always looking for adventurers that she can become friends with, especially if they might help her in her battles against the Scarlet Brotherhood. Of course, she would put them through a test to see how reliable they would be first. 
Ordrieneth’s most common test for adventurers after meeting them is to hire them to conduct a raid on a slavers camp to free slaves. Ordrieneth is even known to follow along and spy on the adventurers to watch how well they do and ensure that they accomplish the task. 
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Art by Todd Lockwood
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Dragons of the Flanaess: Irvennaris, Silver Dragon

11/12/2020

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Art by Antonello Venditti
Name: Irvennaris, Silver Dragon
Age: Very Old 600+
Description: When Irvennaris is in his dragon form, he truly is a spectacle to behold. His fine scales gleam and shine in any light, and he appears as a majestic beast of pure metal until inspected. His mannerisms are never aggressive, and he does his best to calm those that see him in his draconic form. ​

Despite his magnificent appearance as a dragon, Irvennaris spends most of his time in the forms of humans, demi-humans, and even humanoids at times. He takes these forms to better fit in, among others, where he can do the most good. His favorite form is that of a kindly old monk that appears to worship no particular god. If asked or pressed, he will simply ask those who pose the question of whom they worship and if he can help them.

Personality: In all forms, Irvennaris is mild-mannered and soft-spoken. He wishes to help and possibly enlighten those he meets. He encourages them to pursue lofty and morally just pursuits. To Irvennaris, life is best lived when helping others. He has a soft spot for small creatures and has gained a knack for communicating with them as if he was a druid.

Location: Originally born in the Raker Mountains, Irvennaris came down long ago to mingle with the inhabitants of the Flanaess. He has spent much of his time traveling around the eastern Flanaess in the Great Kingdom and the nations that emerged after its demise. Since then, he has gravitated westward and has spent time in Nyrond, the Urnst states, and the Pale. Despite this, Irvennaris travels wherever his fancy takes him as he cares not where he goes so long as he can help others.

Lair: Irvennaris lair is a most fantastic place and was gifted to him by none other than the goddess Ehlonna. The goddess gave Irvennaris the lair as a gift for his kindness and the care he shows to the animals. The lair is a cavern that is located deep under the Grove of the Unicorns. The cavern is simple and has a small stream that flows through it and is illuminated by soft glowing moss. A single tree grows in the cavern's center with silvery bark and leaves. The leaves always rustle as if a slight wind is blowing. The tree is another gift to Irvennaris from Ehlonna.

Irvennaris’ lair has no entrance except by using the magical handle that Ehlonna gave him when she gifted him the lair. To enter, Irvennaris finds a sizable tree and places the handle against its trunk, which causes a door to appear. Once passing through the door, the handle magically appears back in the person's hand that placed it against the tree trunk, and the door will disappear. The doorway leads to a tiny pocket dimension with a soft glowing silver light at its center. If someone walks into the silver light, they exit the pocket dimension and pass through the silver tree into Irvennaris’ lair under the Gove of the Unicorns. Irvennaris retires to his cavern to rest and meditate when he needs to relax. He usually stays in his dragon form the entire time that he is in his lair.

Irvennaris has no horde of riches or treasure. However, he has taken the treasure from those that he, unfortunately, has fought and defeated in the past and then given it to others. Magical items he collects in this way are locked away in his lair to prevent them from being used by others to do harm or cause evil in the world.
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Irvennaris as Irv the Monk. Art by Kasey Bouchard
Relations: Irvennaris is on particularly good terms with not only Ehlonna, but also with Allitur, Berei, and Zodal. While he does not travel with them, Irvennaris is visited by the deities generally once a year to check up on their dear friend. Irvennaris does not have any relations with the kingdoms of men, elves, or dwarves. However, he does enjoy the company of gnomes and halflings to the extent that he might stay for short periods in their villages. Irvennaris works to help all the world realize that they should not need such things as governments if we all helped one another.​

History: Irvennaris has lived a quiet life ever since he left the Raker Mountains as a juvenile to see the world. As he travels, he gravitates to others that believe in his philosophies and loves spending time whiling away sunny days talking about philosophy with sages. He also loves to walk with druids in the wild, enjoying the beauty of the Flanaess, but his primary calling and love is helping others.

Irvennaris is drawn to conflicts not to help fight against evil but to care for those affected by it. Watching pain and suffering hurts his soul, and if he is unable to help those in need, it is like a torment to him. He has recently found himself in the Shield Lands during the wars but has been traveling around busily as there are so many in need.

Irvennaris only fights to protect others that can not defend themselves. If he is confronted with violence, he will simply flee rather than fight.

Adventure Hooks: It is very easy for adventurers to meet Irvennaris as he gravitates toward troubled areas and is frequently found in cities and villages as he wanders around the Flanaess. Irvennaris will gladly help adventures if he deems their quest worthy. He will share stories and talk philosophy with any that will engage with him in such a dialogue.
If characters are on a quest that Irvennaris feels is important enough, he might even give them a gift to help them. Even if asked, he will never agree to fight unless it is to save the innocent, and even then, he will attempt to not kill his foes.

Irvennaris never gives his real name to those that he meets unless he trusts them. Instead, he can provide several simple names, but he mostly goes by Irv.
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Art by Antonello Venditti
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Dragons of the Flanaess: Dorrannarryth, Copper Dragon

11/10/2020

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Art by Stanley Morrison
Name: Dorrannarryth
Age: Ancient / Venerable 800+
Description: Dorrannarryth is a fit and robust copper dragon with his glossy coppery scales tinged with a dark green around the edges. A hugely impressive beast physically, Dorrannarryth rarely uses it to awe or impress his prey or possible friends. Instead, the dragon prefers to rely on what he considers his best asset, his sparkling personality.
Personality: Dorrannarryth, like most copper dragons, is a bit of a braggart and cocky, but never rude. Not an intellectual by any means, Dorrannarryth thinks that he is exceptionally clever and quick-witted and has a slew of rude limericks, bawdy jokes, or impressive ballads and epic poems memorized impress those he meets. He enjoys a good conversation or even debate and will try to coax even those he might be intending to gobble up into one before eating them. 

While he has lived around the Rift canyon for most of his adult life, the sudden change in the region's fortunes has him considering his legacy and wants to start up a family and has been traveling from the Rift Canyon on trips looking for a mate.

Location: Dorrannarryth has lived in several different places around the Rift Canyon located in the Bandit Kingdoms. It has provided him with a never-ending supply of humanoids, monsters, and bandits to play jokes upon and feed on. Dorrannarryth rarely travels more than several leagues away from the Rift Cayon, except on his trips looking for a mate.

Lair: Dorrannarryth has had the same lair for the past three hundred years and has little desire to move again. The simple cave entrance on the southern side of the canyon’s cliff face hides a labyrinth of tunnels and passages at the center is a maze where Dorrannarryth has stockpiled hundreds of traps that he finds funny if not deadly. His trove has been gathered from centuries of robbing the local bandits that have been foolish enough to anger him, or not laugh at his jokes.

Relations: Dorrannarryth has poor relations with all of his neighbors. Even before the Iuzians showed up, the Rift Canyon was full of bandits and brigands and monsters. Some bandit lords tolerated him because they had to, but no one in the region liked Dorrannarryth. Durand Grossman, the self-proclaimed Plar of the Rift, has been trying to win over Dorrannarryth to help him and his resistance fighters. Dorrannarryth has no desire to, but he rewards Durand for visiting him by giving him trinkets from his horde sometimes.

With the arrival of the Iuzians Dorrannarryth has become slightly alarmed that they will drive away all his friends (Those who tolerated his stories and jokes) and leave him with just the dreadfully Iuzians as playthings. While Dorrannarryth does not respect Iuzians, he has not gone out of his way to target them specifically. They have, however, become his most frequent target for his hunger and his practical jokes.​

The Iuzians, Cranzer, despises Dorrannarryth and has hunted the drake on two occasions. During one hunt, he lost the dragons trail and was unable to locate him. During the second hunt, he was nearly turned into lunch along with the giant vulture he was riding. After this last altercation, Cranzer has left Dorrannarryth alone and shown no more hunt him down. The fact that the dragon has shown no desire to control the Rift Canyon or help the bandit resistance has helped the wizard come to this conclusion, along with narrowly escaping his maw of sharp teeth.
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Art by Todd Lockwood
History: Dorrannarryth has been a centerpiece of the Rift Canyon for centuries, but all the dragon seems to care about is practical jokes, riddles, poems, and the like. A wizard and scholar named Morment Drarmer, from Rookroost, even came once to record the dragon's tales. After meeting the dragon, he quickly realized that he was the butt of a practical joke by his associates in Rookroost, who fooled him into undertaking the assignment.

Dorrannarryth's lack of threat has always been his best defense against the region's bandits and humanoids. As soon as they realized all they had to do was humor the drake, and he would leave them relatively unmolested, they did so. Because of this, Dorrannarryth mostly targets monsters and other nasties found in the rift to prey upon for food.
Despite this unspoken mutual agreement between Dorrannarryth and most of the region's inhabitants, there is usually a handful that finds the courage to try and take on Dorrannarryth for his horde or to be rid of the bothersome drake. These would be dragon slayers quickly learn despite his terrible jokes and singing. Dorrannarryth is a vicious opponent who has no problem with devouring anyone who seriously challenges him. These attempts have never brought Dorrannarryth's wrath upon the region's bandits as he realizes that not all of them are out to get him. In fact, Dorrannarryth believes most of them are fans of his. 

Adventure Hooks: It is not hard for characters in the region to meet Dorrannarryth as the dragon often swoops down out of the sky upon unsuspecting travelers to tell them a joke or two and to chat. Befriending the dragon is also easy as he loves an audience and anyone that likes his performances. The dragon might even help the adventures if they try to be friends with him.​

The bandits of the Rift Canyon are always on the lookout for dragon slayers that might be able to take care of Dorrannarryth. While they desire to be rid of the dragon, they will only hire the most competent adventurers to do the job because no one wants to anger Dorrannarryth. 
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A young Dorrannarryth before moving to the Rift Canyon
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