Red Dragon's Lair
[Castle Line]

1. Main Entrance
(Ceiling Height: Varies 15' to 20'; Illum: None)

The walls of this opening are charred, melted, and gouged as if by enormous claws.  The entire area is strewn with hollow gourds and skulls filled with beans that will rattle loudly when shaken.  Any non-thief character walking through the area will automatically make a terrible racket.  A thief suffers a -65% penalty to their Moving Silently  skill in this area due to the great numbers of sound-making devices and the nearly impossible task of actually placing a foot down on a bare spot of floor.  The dragon will awaken even from deep sleep if he hears even a single one of his doorway alarms.  In the very center of this area (directly under the 1) is a 10'X10X'20' pit.  Characters falling into the covered pit will suffer 2d6 falling damage and a further 4d4 for the stone spikes at the bottom.

2. Cell
(Ceiling Height: Varies 15' to 20'; Illum: None)

When he raids the surrounding countryside for treasure and food, the dragon often brings home a prisoner or two and stores them here.  There is a large door of steel bars mounted across the narrow entrance to this section of the cavern.  The door is locked with a simple lock (+15% to Pick Locks skill) which basically uses two of the dragon's front talons as the 'key.'

At present, there is one dead bugbear and one weakened ogre (AC 3; MV 9; HD 6; hp  12; THAC0 15; #Att 1; Dmg 2d6+3 or weapon +6; Ml 11-12; XP 270) in the cell.  The ogre has, of course, been sustaining himself by eating the bugbear but will promise anything to any party that comes along.  He will not attack any strong party, but will also not hold up his end of any agreement he makes.  If freed, he will return to the ogre village as soon as possible.

3. Central Chamber
(Ceiling Height: Varies 25' to 45'; Illum: Two Continual Light spells cast on ceiling)

When not sleeping (10%) or raiding (5%), the young red dragon (AC -1; MV 9,Fl 30(C),Jp 3; HD 11; hp 58; THAC0 5; #Att 3 + special; Dmg 1d10/1d10/3d10; Ml 17-18; XP 8,000) can be found here.  He attacks with his claws and bite if possible, reserving his breath weapon in case he is hard pressed. His breath weapon does 4d10+2 damage in a cone 90' long, 5' wide at the dragon's mouth and 30' at the base. He is immune to fire attacks of all sorts, but as yet has no spell casting or special abilities. He does, however, have the ability to communicate with any intelligent creature. He is only 14 years old but is already 20 feet long with a 15 foot long tail.

There are huge bookshelves practically filled with historical fictions regarding dragons and dragon-slayers.  The young dragon reads avidly about dragons and dragon-hunting, and thinks he is an expert.  He doesn't believe that adventurers are really smart enough to kill a red dragon and notes with pride that most of the dead dragons in his storybooks are of the white, green, and black varieties. His books are well cared for, but somewhat worn from use and most are not valuable.
 
4. Sleeping Quarters and Treasure
(Ceiling Height: Varies 25' to 30'; Illum: None)

The red dragon sleeps here atop his treasure hoard; 3538cp, 2932gp, and 1302pp all mixed and formed into a broad pile which serves as his bed, 10 art objects (excellent ivory platter: 138gp, unique gold horn: 89gp, unique turquoise belt buckle: 2898gp, excellent gold and brass dagger: 1320gp, ceremonial amber bracelet: 355gp, Elven-crafted maple and teak circlet: 1121gp, exquisite white marble cup: 1072gp, elven-made teak and pine drum: 26gp, well-made brass and jasper dagger: 540gp, dwarven-crafted pewter flagon: 30gp) set out of the way against the walls of this chamber, and 7 magic items (scrollcase; letter requesting help, Wand of Wonder (13ch), Potion of Extra Healing, Potion of Gaseous Form, Plate Mail +1 with the mark of Beyurn of Determination on the breastplate, Shield+1 bearing the mark of Beyurn of Determination, and a +1 spike-headed mace also marked with the symbol of Beyurn) carefully buried beneath piles of copper coins.
 

[Castle Line]
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