DunJune #2: Dragon’s Lair

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This five room dungeon showcases a “before” and “after” version of an adult dragon’s lair, and it seems appropriate for this month’s RPG Blog Carnival, “After the Dragon,” hosted by Sea of Stars.

I like the layout of the map, but I’m not sure I like how I detailed it. I’m used to old-school maps that don’t have much detail, but current maps always seem poised for use with a VTT, which I don’t use. I use OneNote and sometimes Paint to create my maps, and I’m always experimenting. Also, I wanted the caverns here to seem rough-looking, so I tried some bits modeled after what the Laidback DM does with natural caverns. Aside from my less-than-artistic map, here are two mini-adventures, “The Dragon’s Lair” and “Aftermath.”

A hand-drawn grey-scale map showing the locations described in the text.

1. The Approach

Dragon’s Lair:
The narrow path up the side of the mountain has several switchbacks, and sheer drops up to 100 feet down. Partway up, there is a 10-foot wide gap in the path, with a 40-foot drop. On the uphill side of the gap, there is a a rough wooden plank that looks like it could span the gap, but would be unstable if creatures sized Medium or larger tried to cross.
A ledge at the top of the path opens into a large cave. Piles of boulders line the edge and serve both as cover for defenders on the ledge and as ammunition to be dropped on attackers. Another ledge, 20 feet higher up on the left opens into a smaller cave.
A tribe of kobolds and two minotaur thugs guard the entrances to the dragon’s lair. Sentries are always on duty on the higher ledge, and will alert the rest of the tribe to anyone approaching. The kobolds will use their slings from behind the covering boulders on both ledges, as well as roll some boulders down on the heads of uninvited creatures. The minotaurs will likewise throw rocks at trespassers from the upper ledge for 14 (3d6+4) bludgeoning damage. If trespassers enter the lower cave (Area 3), the minotaurs will lower baskets full of kobolds onto the path to attack them from behind; one minotaur will climb down to join the rear guard, while the other returns to areas 2 and 3 for a frontal assault.

Aftermath:
The wind moans across the broken switchbacks, and several kobold skeletons sprawl along the path. The turn closest to the top of the path has completely broken away, and tumbled rubble onto the path below. Amongst the rubble pile, along with the remains of several kobolds and one minotaur, is a javelin of lightning. Those approaching without stealth will alert the harpies in Area 2.

2. Guardians Cave

Dragon’s Lair:
The stench of the tribe of kobolds and the minotaurs who call this cave home settles in the nose like rancid oil. The floor is a ruin of rubble, bones, animal hides, and other detritus, and is difficult terrain for anyone not familiar with the area. The one clean space, between some stalagmites and the north wall, makes the rest of the cave that much dingier. The area has a severed kobold head staked to the floor on each side. Graffiti scratched into the wall nearby alleges, in draconic, that “Prissy missy minotaur kisses itchy fishes”; parts of the graffiti have been scratched out, but it is still readable. Several small, expertly carved stones depicting small animals are lined up on the floor in this area. (This area has been claimed by one of the minotaurs, Silverhorn, who dislikes their current position as guardian, but sees no way out. If given the chance, they may flee or bargain for their safety if they see a fight going against the kobolds and the dragon.)

Several traps are constructed in this area:
A 20-foot-deep pit occupies the middle of the room, with sloping, gravelly sides. Any creature coming within five feet must succeed on a DC 15 Dexterity saving throw to avoid sliding on the scree into the bottom, which contains two swarms of beetles. Trip wires have been rigged nearby to help encourage the unsuspecting to take a face-first plunge into the pit.
The uphill passages leading north and east toward area 4 have low ceilings, requiring Medium and larger creatures to squeeze through. There are many small and sharpened stalagmites and stalactites in these areas, that require Medium creatures to succeed on a DC 15 Dexterity saving throw or suffer 2 (1d4) piercing damage for every 10 feet of movement; creatures larger than medium have disadvantage on this saving throw.
A trap on the downhill corridor toward area 3 can be triggered from this room, collapsing the roof and blocking the passage, causing creatures in the tunnel to suffer 44 (8d10) bludgeoning damage, and become trapped under the rubble unless they succeed on a DC 20 Dexterity saving throw. A similar trap in the passage leading to area 1 does only 22 (4d10) bludgeoning damage, but does not block the area.

drawing of a harpy
Image from D&D Beyond

Aftermath:
The cave smells worse than before, further fouled by the harpies who live here now. The remains of many kobolds are scattered amongst the rest of the trash on the floor. The trap in the corridor toward area 3 was sprung and the passage is now impassable. The tip of a longsword, +2 is visible at the bottom of that rubble pile, but the sword is firmly wedged among the rocks. Completely buried in the rubble are the remains of an adventurer wearing a magical chain mail shirt that gives the wearer resistance to fire damage and carrying a bag of holding with four gems and two potions of healing. The trap in the passage leading to area 1 is still set, but has become unstable, anyone passing through the area has a chance to trigger it on themselves. The harpies realize the danger and avoid this area if possible.

3. Entrance Cave

Broken stalactites hang from the 50-foot high ceiling, and fragmented stalagmites just like teeth from the uneven, rock-strewn floor. This is difficult terrain for any creature not familiar with the area. Small pits make traversing the area more hazardous; creatures moving quickly must succeed on a DC 15 Dexterity saving throw for every 30 feet of movement or trip into a pit, suffer 2 (1d4) points of bludgeoning damage, and be knocked prone. Water dripping into the shallow pool at the south end of the cavern echoes throughout the space. A low makeshift wall of rocks hides part of the 30-foot high ledge at the north end. Intact stone columns and small niches in the walls can provide cover and hiding places. A trickle of water runs down the narrow passage on the east, and along the wall into the pool.

Dragon’s Lair:
Given enough warning, the kobolds spread out around the chamber, and hide behind the wall at the top of the ledge. They will concentrate their missile attacks on spell casters and mob them for melee attacks if possible. A large wooden cistern at the top of the eastern ramp collects dripping water which overflows to form the trickle down the passage. The kobolds can release the water which forms a torrent down the ramp; creatures caught in the deluge must succeed on a DC 15 Strength saving throw or be washed down the slope, suffering 3d6 points of bludgeoning damage from the tumble. A large barrel of oil at the top of the ramp serves as a secondary defense; when tipped over and lit on fire, creatures in the passage must succeed on a DC 15 Dexterity saving throw to avoid being splashed with burning oil taking 2d6 fire damage. A kobold sorcerer (AC 15 (mage armor), Hit points 12 (6d6-6), Spell Attack +3, Save DC 12. At will: firebolt for 2d10 fire damage; 3 times: ray of sickness; 1 time each: invisibility, misty step, shatter) with a wand of magic missiles is among the group defending the caverns.

Aftermath:
The remains of a dragon lie sprawled across fallen rock and mud at the north end of the room, its hind quarters atop the ledge, its head and front legs on the floor of the cavern. (The mud will detect as transmutation magic, and return to stone if dispelled.) The remains of a cleric wearing a cloak of protection and holding a mace +1, +3 versus evil creatures are trapped under a front foot of the dragon, its claw through the cleric’s chest. If the dragon’s corpse is disturbed, swarms of beetles will emerge. The rest of the cavern is littered with the remains of kobolds, all showing signs of violence. The cistern at the top of the eastern passage is open and water trickles out freely; a overturned barrel nearby contains an oily residue.
Five kobold zombies guard the remains of a wizard hidden behind a pillar near the pool of water. The wizard’s body wears a ring of shooting stars and a cloak of displacement. One of the wizard’s legs has been obviously broken. The body clutches a piece of parchment, containing a message, written in charcoal:

The dragon is finally defeated, but at what cost? We lost Alphonse, and with Marta dead, I don’t have much hope myself. Reynard and Giselle went to check the beast’s horde for any healing magic, but I heard Giselle shout and the sound of a scuffle, before I blacked out. All was silent when I regained myself; I will animate some servants to aid me, but I fear it will take all my strength. If you find me here, I humbly ask you to return my remains and belongings to my family …

Pouches of spell components and miscellaneous gems and/or jewelry can also be found on the remains of the cleric and wizard.

4. Dragon Cave

The floor and ceiling of this cavern have been smoothed out more than the other spaces, and small collections of coins, gems, and jewelry have been placed in niches along the walls. Coins lay scattered across the shelf at the north end of the cavern, with art objects precisely arranged along the walls in this area.

Dragon’s Lair:
On the third round of fighting in area 3, the dragon will emerge from area 5 into this cavern, and proceed into area 3 if the battle with the kobolds continues. If trespassers enter the caverns stealthily enough, the dragon may be admiring the art on the northern ledges, or dozing in area 5.

Aftermath:
Several of the niches have been plundered of their treasure, a few coins left inside or scattered on the floor nearby. A rope hangs from the northern ledge. Near the back of the ledge, a number of art objects have been toppled over, and the body of a thief lies sprawled in a pool of dried blood, the side of its skull caved in. The ghost of Reynard the thief haunts the area, and wants revenge on Giselle, who killed him after he attempted to stab her in the back. The ghost knows that Giselle stole one of the dragon’s eggs, and the location of the adventuring group’s home base. The remains wear a ring of invisibility and a sword of life stealing lies nearby.

5. The Nest

Coins, gems, and jewelry lie in a pile near the southeast end of the cave.

Dragon’s Lair:
The dragon sleeps in this chamber, guarding the nest on the 15-foot high ledge at the east end of the cavern. Noise in the other chambers in the Lair will awaken the dragon and cause it to investigate. Three eggs lie in the nest.

Aftermath:
The nest on the ledge contains two smashed eggs, and a space where a third egg may have lain. The nest is guarded by a dragonwight, the dragon-soul possessed body of one of the kobolds who survived the onslaught of the adventurers. The dragonwight will defend the smashed eggs, and demand to know where the third egg is.


Dragonwight

Medium to Large aberration, neutral evil

Armor Class 15
Hit Points 67 (9d8+27)
Speed 30 ft., fly 60 ft. (hover)

STRDEXCONINTWISCHR
6 (-2)16 (+3)16 (+3)12 (+1)14 (+2)15 (+2)

Saving Throws Dex +6, Con +6, Wis +5, Chr +5
Skills Insight +5, Perception +5, Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, the damage type of the dragon’s breathweapon(s)
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
Languages Draconic
Challenge 5

Sunlight Sensitivity. While in sunlight, the dragonwight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Legendary Resistance (1/day). If the dragonwight fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragonwight can use its Frightful Presence. It then makes two claw attacks.
Claw. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 16 (3d8+3) slashing damage.
Frightful Presence. Each creature of the dragonwight’s choice that is within 60 feet of the dragonwight and aware of it must succeed on a DC 15 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 dragonwight’s Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragonwight has the same breathweapon(s) as a wyrmling of its dragon type.

A dragonwight appears as a larger version of the creature possessed by the dragon’s soul, but with scales the same color as the dragons, and with ghostly wings.

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