Showing posts with label dragons. Show all posts
Showing posts with label dragons. Show all posts

Monday, April 9, 2018

Monday Recap: Back to the Beginning

Well, here it is. The final session of Maze of the Blue Medusa! I'm just going to get to it, and leave my thoughts for afterword.

Edit: This series was written before allegations about the authors of this module were released. To respect the players of the game, as well as the brilliant writing of Patrick Stuart, I've decided to keep these posts up. However, all links and art have been removed. Thank you for understanding.

This story is part 12 of a series. The campaign was completed.
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8 | Part 9 | Part 10 | Part 11 | Part 12 |

Maze of the Blue Medusa: Back to the Beginning


Cast of Characters
Jon: Dungeon Master
Megan: Aniria Lightningblood, Firbolg Tempest Cleric, accidentally destroyed her home, now an adventurer, rushes in to danger but loves cute things
Makayla: Coria Kelvardil, Moon Druid Elf, traveling the world and cataloging all the animals she can find, cartographer and voice of reason
Jackie: Derrik Evanwood, Human Bardbarian, punch things, woo women, deal with alcoholism, collect magic swords, learn about the feelings of trees
Tom: Alan Xanthudides, Human Phoenyx Sorcerer, not-so-secretly a noble with a bad family, someday hopes to burn the maze down, actually quite good at social graces, enemy of trees

Our heroes woke up in the small island village of Elatior, which housed the temple leading down to the Maze. Derrik groggily woke up, still feeling the effects of the poison he had been subjected to the day before. Coria was outside enjoying nature, Alan was reading a book, and Aniria had found a mouse and become its friend.

Though Coria said her magic could get them home at any time, they had two things left to do in the Maze: They had to kill a dragon for the Medusa, and they had to help Chronia realize her pet, Fracture-of-the-Bone, was poisoning her. After that, they could leave with clear conscience.

They trudged out of the village, up the hill to the temple, and down the stairs leading to the Maze. The temple guardians were familiar with them now, merely nodding at their passage. The group entered the maze and traveled the well known path to the chamber of Lady Chronia.

When they arrived, they noticed three unusual things: Fracture-of-the-Bone was limping, its nest was strewn about and dotted with shining objects, and Chronia herself was absent. Alan and Aniria began to investigate Fracture's nest while the beast limped over to the group. Coria tried to discern where Chronia had gone, and Derrik cautiously approached Fracture. The creature's leg had been decayed somehow, and it was walking gingerly upon it.

The group had used healing magic to cleanse Derrik of Fracture's poison, and this time around Derrik wasn't taking any chances. As soon as the beast began to nip at him, Derrik pulled out his axe and struck it down, much to Coria's dismay. As the beast fell, Coria lamented that they had told Chronia about their concerns the previous day, meaning she would know they were the ones who killed it.

Meanwhile, Alan and Anrira had realized that the shining objects were actually fragments of amber, scrawled with Chronia's writing. There were letters dating some time ago, meaning they hadn't ever reached their intended recipient: the Medusa. The group slowly pieced together that Fracture had been preventing Chronia's letters from reaching the Medusa for some reason.

They decided to solve the most immediate problem first: they went looking for Chronia. Her trail of time-decay was easy to follow, starting in the room with a now-shattered sculpture and continuing through several rooms filled with dust and rot. They stopped briefly to inspect a magical rose and a large astrological orrery, but for the most part pressed forward until they found Chronia, collapsed and sobbing in a small chamber.

Aniria and Coria tried to comfort Chronia, but found it difficult to do without being able to touch her. Her powers, unfortunately, were too strong. Derrik played a bit on his magic lute, and that seemed to help a little.

Chronia told them that she was trying to see her sister, Charity, who was just beyond a large pit that covered the eastern section of the room. Unfortunately, with Chronia's time-dilation powers, the wooden planks crossing the pit had dissolved into dust. Without a way to cross, she had been sitting here crying most of the night.

Aniria took pity on her, and used her magic to craft a stone bridge they could cross. The group crossed one by one, entering a finely-decorated lounge area. Of course, as soon as Chronia entered, everything started to mold and decay.

Notably, there was a large ball of ribbons slowly rolling around the room. As the group inspected it, they realized each ribbon had a love poem written on it, and for some reason, faint screaming could be heard from inside the ball. Aniria decided to hug it until it calmed down, despite the ribbons decaying from Chronia's magic.

In the next room, they found a headless skeleton in fine robes propped up next to a screened door. The screen began to decay, but beyond there were further screens and veils, all obstructing the view of Charity Torn. Her voice began to resound from behind the veils, sharp and curious.

Chronia told Charity of her recent troubles, but Charity admonished her for seeking help. The group suddenly felt a bit out of place. They weren't sure if they should help Chronia, Charity, or just leave. Derrik asked if there was any way they could change the situation, to help the sisters resolve things.

Charity explained that she was here to prevent a powerful lich, the one sitting outside her room, from ever harming anyone. She was essentially a living prison. Chronia's presence was jeopardizing that goal, and Charity wasn't able to help her sister while she was guarding the lich. Charity said the only way the group could help would be if they could kill an Arch-Lich.

The group seemed positive in their response, which was fortunate. At that moment, the ball of ribbons in Aniria's hands finished unwinding, and revealed a three-eyed skull, set with a ruby, emerald, and sapphire. It flew across the room, settling on the headless skeleton. The creature rose up into the air and proclaimed, "I am Zygmunt Wombwell, Arch Lich of Revelation! Charity Torn is MINE!"

The heroes drew their weapons to attack, but found themselves held back: In Charity's presence, they had to struggle to perform a harmful act. Fortunately, they had found a hint that one of the gems might be the lich's phylactery, so all they had to do was remove it and destroy it... without hurting the lich.

Coria transformed into a Scorpion, and with her strong willpower, was able to press an attack on the lich despite Charity's power. Alan unleashed a powerful Sunburst spell, channeling radiant energy into the undead fiend, while Derrik and Ahneria worked to undo the lich's powerful but painless magical attacks.

The lich had prepared spells that worked perfectly, despite being unable to harm anyone. His red eye spewed fire that harmlessly burned away the senses, his green eye summoned swarms of insects to painlessly deliver the flesh to the afterlife, and his blue eye only flashed once, but was thankfully resisted and the group didn't find out what horrible thing it caused.

The fight carried forward, and at this point Aniria was nearly entirely devoted to restoring sight, hearing, or feeling to those around her. When she had a moment, she wrapped her arms around the lich and tried to drag him away from Charity, so they could attack freely. Fortunately, Alan's beam of magical fire finally finished off the undead monster, and he collapsed into a pile of bones and robes.

Coria scuttled over to the skull and extracted the gemstones with her claws, crushing them one by one. With the threat hopefully vanquished, Charity emerged from her veiled chamber, though she was still wearing a veil and gown to completely obscure her appearance.

The group left the Torn sisters alone to talk for a moment. After a bit of time, Chronia emerged from the room and said they had decided to go to the Medusa and set things straight together. Coria apologized for the group killing Fracture-of-the-Bone, but Chronia said it was alright. She had discovered the same truth they had: Fracture had been stopping her messages. She felt bad for being tricked for so long.

Charity emerged as well, and thanked the group for ending her guardianship of the lich. She said the effects of her power would fade shortly, and if they wanted to avoid making an enemy of the Medusa, they should go slay Lady Crucem Capilli the dragon. The heroes resolved themselves to do so, and headed back towards the center of the maze.

As they walked the corridors of the maze, sure enough, the group felt their ability to fight return. And it was fortunate, as well: as they walked through the room with the shattered sculpture, they were ambushed by a squadron of Chameleon women! Derrik and Aniria were taken by surprise as the lizard ladies revealed themselves and attacked!

Fortunately, the group had become quite adept at dealing with these creatures, and with a couple Fireballs, Thunderwaves, and a few good swings of hammer and axe, the attackers were vanquished. Coria commented on how many of the Chameleon Women they had seen in the maze - it seemed like the Neonate Empire's invasion of the place was only escalating.

The group took a quick moment to rest in Tyko Wort's room, before gearing up and heading into the chamber where they had met Lady Crucem Capilli. It was their final task, and Coria spoke up, saying she hoped they could leave as quickly as possible once they were finished.

As they entered the room, they saw Lady Capilli speaking to a group of the Chameleon Women. Coria didn't waste any time, unleashing a powerful Blight spell on the dragon in human form. The Chameleon women pointed accusing fingers at the group, shouting in Draconic. Lady Capilli smiled as she transformed. "After all this time... it's betrayal, is it?"

Unfortunately, the Blight magic seemed to have no effect on the now-towering dragon. Capilli dove into what seemed to be solid ground, but it was an area of shadow. She slipped out of another shadow behind the group and unleashed a blast of lightning breath across the party.

Alan, wanting to reduce the number of shadows in the room and keep the dragon away from the group, encircled them in a ring of fire. Meanwhile, Aniria summoned her storm cloud, Coria transformed into a huge dino-bird draped in tree-like protection, and Derrik took to the sky with his magic lute in hand.

Unfortunately, Capilli didn't stick around to deal with the Wall of Fire spell, and took to the sky after Derrik. He managed to hang on through her powerful claw attacks, but with a mighty strike of her tail, she batted him out of the sky. Coria rushed upwards with her fantastic flight speed, snatching Derrik as he fell.

Aniria summoned all the power of her healing magic to revitalize Derrik, and he flipped onto Coria's back to attack the Dragon in midair. They performed several aerial strikes, all the while dodging lighting breath and claw strikes. Alan, from the safety of his Fire, shot off a series of Fireballs to weaken the beast.

Meanwhile, Coria noticed they had an unexpected visitor: Levalliant Green, the Medusa's oddly prescient companion. He waved hello, and walked over to a blank wall, holding an hourglass. Coria decided to ignore him for now.

Crucem Capilli was tiring of these games, and finally managed to catch Coria in her claws. Coria fought valiantly, but her winged form was dispelled by the dragon's powerful attacks. Derrik and Coria fell, not only taking damage as they hit the floor but also suffering some fire damage from the Wall of Fire. Aniria rushed to heal her comrades.

Coria managed to see Levalliant Green again, this time holding his hand near the blank wall. Just as the sand in the hourglass ran out, a door appeared on the wall out of nowhere. He calmly locked it , as if he had been expecting it the whole time. He waved again, and gave a thumbs up. Coria continued to ignore him.

The Dragon turned to swoop down and deal out another breath of lightning. Alan, still hanging on from the last one, summoned all of his strength and blasted Capilli with a monstrous Fireball. She faltered, spun, and hit the ground hard.

The group cautiously waited for Lady Crucem Capilli to rise up and regain her senses, but she did not. Alan lowered the Wall of Fire, and they inspected the body. Sure enough, their foes had been slain.

Aniria rushed over to Zaccheus, a mechanical peacock they had befriended earlier in their travels. He had been staying with Capilli, and he was grateful to be unhurt after such a fierce battle. Aniria decided they would be friends forever.

Coria and Derrik confronted Levalliant Green, demanding to know what he had been up to. Levalliant smiled and told them that beyond this door, the woman that had locked them in the maze had returned with the very mercenary army they had come from in the first place. He said that this would be quite the faster way out of the maze, if that's what they wanted to do.

The sounds of pounding and shouting started to emanate from behind the locked door. The group could hear familiar voices arguing with the voice of the woman they had found in the painting. It seemed like they were planning to kill the Medusa and "save" the Torn sisters.

 Aniria and Derrik began to call out through the door, trying to reach their companions and convince them that the woman - Ashen Chanterelle - was tricking them. It took some convincing (and a drawing by Aniria, slid under the door), but they agreed and the door was unlocked.

The room they had entered in, a barren prison, was now full of people in Harmony Mercenary Company uniforms. Ashen herself was there, dressed in fine robes. And of course, the painting that had lead them in here was present, now looking out into the Harmony Company headquarters.

We're back! And the art style is back to normal fantasy art!
The group of heroes and their company met, shook hands, and seemed amicable. It was only barely that Coria noticed Ashen begin to run towards the painting, likely hoping to steal it once more. Acting quickly, Coria threw out her hands and Polymorphed her into a mouse. Her leap towards the painting turned into a tiny squeak as she smacked the wall.

Coria picked up the mouse and handed it to Levalliant. He smiled and took it gratefully.

The group gathered their things and passed back through the painting, ending up in the familiar halls of the Harmony Mercenary Company. As they left, Levalliant called out to them, asking if they knew why the medusa had kept so many stone creatures in her archives. When they responded quizzically, he informed them that it was like a prison for the worst offenders in the multiverse. He grinned and pulled the painting off the prison wall, closing the portal.

The group was glad to be back, and not to think about the maze any longer. Derrik and Aniria decided to drink as much as they could as soon as possible, with Coria and Alan joining in for a little while.

Soon afterwards, Coria used her magic to travel to her home in Jeonju, and Alan returned home to deal with his family problems. Derrik, with his sword of plant understanding, took up gardening, and Aniria collected as many animal friends as she could, with Zaccheus to help her take care of them. They all had grown during their journeys in the maze, and learned to deal with chance and conflict better.

As for what became of the Maze of the Blue Medusa and its inhabitants, well, that is a story for another time.

And that's the show! Overall, I felt the campaign was a success. Lots of fun adventures, good combat and conversation, cool NPCs, and perilous situations. I definitely want to thank Patrick Stuart for writing this, Anton Khodakovsky for doing a mind-bendingly amazing job on the layout of the PDF. I had so little prep to do!

As for the players, they said they enjoyed the game. I think they all liked exploring their characters, and the maze gave them plenty of challenges to overcome. That said, I think the Megadungeon play style was a bit to restrictive for characters like a Tempest Cleric (constantly looking for rooms to Call Lighting in) and a Druid (we ignored doorway restrictions on Allosauruses). If I do another, I think I'll try to limit those outdoorsy-types among the players.

Also, I find that NPC interactions tend to be more open-ended, and the players have more choices where to go next, than a dungeon where you have to pass through several rooms of random encounters before getting where you want to go. In a monthly game, I certainly think avoiding combat saves time and makes the game more fun. It's tough to balance the combat-nature of D&D with a group that prefers interaction and exploration. Maybe it's time to look into a different system?

Anyway, over the next few weeks, I'll be wrapping up some more campaigns, but worry not! We've got a lot of great stuff coming up, and I'm already planning my next big adventure.

Thanks for reading!

Monday, November 20, 2017

Monday Recap: Mt. Draco

Still can't beat Skyrim for Dragons and Mountains.
Another month, another session of Dragonborn Quest! This ended up being one of my favorite sessions so far, not just for the campaign but for all the games I've run. I think I hit a lot of good emotional notes within the confines of a short but intense game.

It's exciting when you finish up a session and the players all start talking about their characters and what they want to do next session, instead of immediately switching to non-gaming conversation. Nothing wrong with taking a break from gaming, but I love it when I can get players invested in the game!

This story is part 7 of a series. The campaign was completed.
Previous Campaign | Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8 | Part 9 | Part 10 |

Dragonborn Quest: Mt. Draco


Cast of Characters
Jon: Dungeon Master
Will: Daardendrian Kreev, Red Dragonborn Bard, former prince, back to set things right
Megan: Daardendrian Zovira, Red Dragonborn Fighter, Kreev's aunt, champion of the clan
Bria: Druuga Faelynn, Silver Dragonborn Bard, avenged her sister, now to fix the isle...
Michelle: Nerithya Finzerwin, Half-Drow Rogue, ex-cultist looking for a new purpose to her life
Matt: Myastan Faerbor, White Dragonborn Fighter, Kreev's friend and owner of the legendary Axe of the Elders
NPC: Svihios Torrin, a clanless young Gold Dragonborn who is eager to go on adventures and become a hero
NPC: Oddmund, Nerithya's Shield Guardian, has a smiling face painted on his head
Other traveling companions: Tofras the Smiter (War Priest of Bahamut) Cheskapen the mysterious monk (???)

When we last left our heroes, they had defended a lizardfolk shamaness and a clutch of copper dragonborn eggs from the Dragonborn Death Knight Favnir. However, before they could slay him, he had cut down the leader of the Copper Dragonborn, Aquorel Drachedandion.

Two of their companions, Kreev's sister Dalyassa and Faelynn's friend Ariann, decided to stay behind and help the Copper Dragonborn escape the island. After all, even though Favnir was dead, the black Dragonborn clan of Z'ildroth was still hunting them.

The Lizardfolk Shamaness returned the favor by telling them that there was information they needed to know is a wizard's tower on Mt. Draco, and the legendary Dragon that guarded its peak was not there at the moment. In fact, they had met her - in the guise of a wandering monk named Chevnyl. Nerithya had traded stones with the friendly traveler, even as Faelynn suspected her true nature.

The party left the dark reaches of the swamplands and began to climb Mount Draco. As they climbed, they were able to see much of the island, including clan Delmirev's pirate ships and the mines where Kreev and Zovira's family was likely working.

One night, as they made their ascent, Faerbor was visited with a strange dream. He was at home, as a child, surrounded by his friends and family. However, there was one White Dragonborn who was out of place.


https://dcwj.deviantart.com/
Let me Axe you a question
The stranger introduced himself as Cestovat, a champion of the clan from over 1000 years ago. Faerbor had finally surpassed his cousin Faergrax (the current clan champion) in strength, and thus was eligible to undergo the Trials of the Axe of the Elders. He had to attain three great victories, each with a penalty to his power. If he won, he would become the clan's champion. If he failed, he would die, and the Axe would return to Faergrax.

However, the most potent part of the Trial was that, if he succeeded, his soul would be bound to the Axe, just like Faergrax's already was. When Faergrax died, his soul would be absorbed into the Axe and increase its power. Faerbor realized that this was why his clan opposed raising old champions from the dead - not because it was dishonorable, but because they couldn't.

The first trial began immediately, despite Faerbor's hesitation. It was the Trial of Strength - forget all you know, and rely only upon your own power (in game terms, his proficiency bonus was reduced to 0). The next morning, he informed his companions of the trials (but not the soul-binding part).

As the group climbed, they discovered a stream of water running down from the mountain, and hundreds of small chunks of bone and flesh scattered everywhere. They suspected it might be the dragon's prey, until a frozen Blackwing soldier tumbled down from the mountain and shattered. Ice breath was a sign of a silver dragon - they were getting close.

The top of the mountain was shrouded in fog and clouds, so much so that they barely noticed the pure white stone castle before they walked into it. Nerithya, with her sharp eyes, was the only one who didn't actually hit the wall.

Moving to the entrance of the castle, they found dozens of frozen Blackwing soldiers, encased in ice except for their feet. Faelynn figured out that there must be some sort of Cone of Cold effect, since it looked like the ice was forming at an angle. In front of them stood a massive pure white door, flanked by two white stone dragon sculptures.

Don't worry, we'll get to the real dragon soon...
Zovira made a move to open the door, and the dragons turned to look at her. They spoke in turn. The right one said:
If you wish to pass
You mustn't think fast
Follow our lyrics, our wordplay
Do it right and you will win
Do it wrong and you will chill
Turn our madrigal upon us!
And the left one replied:
Test me, vexed nemeses!
Seek betterment, exert the self!
We behest thee, reflect me
Then free these speeches, else freeze!

The characters realized this was some sort of riddle, and got to work deciphering it. Zovira tried to say one head's message to the other, and was blasted with a Cone of Cold. Fortunately, her Ring of Warmth protected her from most of the damage.

Faerbor, used to spells and incantations, realized that the left head only used the vowel "e", and the right head never did. Kreev then put together that they had to get the heads to break their own rule while only saying words that followed the rule.

The right head was easy enough, they managed to get it to say "ice". But the left head proved more difficult, and they were very nearly blasted again before they managed to figure out a way to make it say "castle". Slowly, the great doors opened, revealing white stone corridors shrouded by fog.

Faelynn recognized this as a Guards and Wards spell, and they didn't have enough magic to dispel it. However, Nerithya was adept at sneaking around confusing places from her time in the magical Cult of Kam, and she guided them with little trouble to an area that was not warded.

The room was labeled "Gods of Dragonkind", and had three shrines: A large shrine to Bahamut, the Platinum Dragon God of Justice, a large shrine to Chronepsis, the Dragon God of Fate, and a small shrine to Tiamat, the Evil Dragon God. Tofras, a Cleric of Bahamut, knelt before the shrine.

Suddenly, the group heard the massive white stone doors open again, and huge footsteps moving through the castle. Then, a small Silver Dragonborn monk head popped around the corner. It was Chevnyl!


https://elenadudina.deviantart.com/art/Castle-in-the-clouds-608380828
Birds running into the walls is a real issue
The players were not at all worried to be facing down a legendary ancient dragon - she had already proved to be very friendly. However, they were hesitant to ask about the wizard's tower directly, worrying that there was a reason Chevnyl was guarding it so closely. So, as Chevnyl began to take them on a tour of her castle/museum, they began to work on convincing her to show them the truth.

(In order to facilitate this long-form discussion, I used the Angry GM's InterACTION! system. I made sure to use every trick he mentioned, even though a couple of them didn't come up. The players had a blast! Each "round" of debate was hotly discussed, and I got some of the best interaction role-playing I've seen in my games so far.)

The castle was divided up into various rooms containing history of the island and its people. They saw a magic heart of a Chaos sorcerer who had been born long ago on the island (not that one, though), historical information about the Dragonborn clans, their artifacts, and their leaders, and information on prominent locations and events in the island's history.

On the tour, they learned many important pieces of information. They learned about the dragons who the oldest Dragonborn clans were named after, and they saw the frozen corpse of Nemmonis Frowarum, a White clan leader who was purported to have the strength of a True White Dragon. They also saw his sword, a massive slab of stone named Mountaincrusher. They met Nimogglefer, a Kobold historian of the isle, learned more about the Castle of the Ruling Clan (including a secret passage in!), and learned about the history of the island before the Dragonborn arrived: it was infested by evil but cleared by paladins of Bahamut.

All the while, the characters pushed harder and harder for Chevnyl to tell them about the secrets she held here. They had to convince her that it wasn't just enough to record history, but she was duty-bound to use it to help save the people of the island. After several heartfelt speeches from Faelynn, Kreev, and even Zovira, Chevnyl relented, and lead them through a secret passage into the wizard's tower.

Chevnyl, ever the historian, gave them a guided tour of the tower. It once belonged to a wizard named Avubafarihm, who had been slain by the Paladins of Bahamut. Chevnyl had used a Gentle Repose-like spell to preserve the tower as she had found it.

The passed through the living quarters and down into Avubafarihm's trophy room. Here, they say pieces and parts of nearly every dragon that the oldest Dragonborn clans were named after. Avubafarihm had gained his riches by adventuring and hunting dragons, particularly young ones. Chevnyl was quite upset to talk about this, and the party hurried down deeper into the tower.


https://playbycomment.wordpress.com/2007/01/30/the-necromancer%E2%80%99s-lair/
Also, tons of icky stuff.
On the next level, they found a library, most of the books burnt badly from the Paladin's attack. A few books were still preserved, though: a book of Ritual Spells, a book of Unusual Necromancy, and a book about using magic to brainwash and train an army. Chevnyl told them that Avubafarihm had been in the process of creating an army before he was killed. She also said there was one more level, but she refused to go down further - it was too painful. Chevnyl, Torrin, Tofras, and Cheskapen stayed above while the rest of the party ventured downwards.

The final level was a laboratory, with a large model skeleton of a humanoid with a dragon's head and wings. Lining the walls were sarcophagus-like containers built for creatures of the same shape and stature. There was a darkened room which contained hundreds of egg pedestals the right size for Dragonborn eggs, which had been broken out of from the inside. Finally, they found Avubafarihm's diary.

The diary told of his days as a wizard in Gwenland, a country long, long ago. He had a dream of combining Dragons and Humans into a single race, and began hunting dragons to obtain parts for them. He then fled to the then-unnamed island, atop Mt. Draco, and began building his army, which he called Draconians (yes, they're a race in Eberron. I'm adopting them into my campaign world!).

Fortunately for the world, one of his adventuring companions, a Paladin of Bahamut named Arrakas, realized what he was up to and built Fort Platinum, the castle which would eventually become the Castle of the Ruling Clan. There was a great battle, which ended with Avubafarihm being slain.

The diary gave a bit more insight than that, however. The characters learned some strange pieces of information:
  • He had something called the Sun Amulet, which gave him the power to give the Draconians wings and brainwash them. He noted that without it, he wouldn't be able to do either.
  • Avubafarihm had never obtained a Silver Dragon to make his Draconians with. However, by combining the essence of other Dragons, he was able to synthesize a Silver Draconian.
  • However, even though he had obtained a Gold Dragon, he was never able to create Gold Draconians. At least until right before his death - he had just created a young Gold Draconian and hadn't even had time to give it wings or brainwash it. (this was an easter egg for Will, since he played this exact Gold Draconian in my first Evil Campaign)
  • The Draconians could reproduce, grew to full size in a short time (like Dragonborn) and had been in the eggs in the Hatchery when Avubafarihm was attacked.

The group puzzled about the meaning of this information for a bit before realizing the truth of the situation, and why Chevnyl had been so hesitant to let them down here.

The Dragonborn, their entire race and clans, had been crafted by Avubafarihm.

Pictured: a lie, a fabrication
After his death, the eggs in his hatchery, which he had hidden from the paladins, hatched. Without the "Sun Amulet", they were wingless and free-willed, and had climbed to the surface. Along the way, they had found the dragon trophies of Avubafarihm, and named their clans after their fallen progenitors.

They also realized that Z'ildroth Salothzar, the totalitarian ruler of the island, during his travels, had come across this Sun Amulet, and was using it to gain power. As far as they knew, he had no idea it could be used to brainwash Dragonborn or give them wings. But he was certainly gaining power - the last time they had seen him, he had grown twice the size of a normal Dragonborn and had gained terrible powers.

The group realized they had to act before Salothzar realized what he was wielding. Not only that, but Chevnyl had informed them that the Dragonborn Death Knight Favnir would return from the grave within a week, at the location he died: right in the middle of the Dovuaka City Council room.

They rushed back upstairs to collect their companions, but nobody was anywhere to be found. They looked through the rooms, but didn't find anyone until they arrived back at the front gate, where Chevnyl stood in their way. Behind her, traveling down the mountain, was Torrin, Tofras, and Cheskapen.

The party was confused. Zovira was furious. Chevnyl explained as best she could: Cheskapen, their mysterious companions, was a Couatl, a messenger straight from Bahamut. He had told her to keep the heroes locked up in this castle, while he took Tofras and Torrin for some unknown purpose. The players tried to press Chevnyl to know what Cheskapen could have said to cause such a change of heart, but she refused to say. She transformed into her full Ancient Silver Dragon form, heartbroken but making it clear they couldn't leave.

Faelynn summoned all of her magical might and began to cast her most powerful spell: Teleport. Chevnyl cast a half-hearted Counterspell, but it was too late. The party slowly faded from existence, leaving the weeping Silver Dragon alone once more.

They reappeared in Faelynn's home, the Prisma School of the Arts. People seemed shocked to see them, but Faelynn's uncle realized what was happening. The group told him they had a lot to discuss, and he told everyone in the area that they should forget what they had seen.

The heroes began to plan their next move, hoping to stave of the destruction of their race before it was too late.


https://thatdman.deviantart.com/art/ViceToken-417871858
He's coming, he's coming, he's coming...
Whew! We stopped there for the night. I really enjoyed this game. I got to finally drop some revelations about Dragonborn in Ahneria that I've been sitting on for a while now. I actually like the idea that there's a campaign going on that just works to define a particular culture or race. I'm currently playing in one about the elves! Kinda. When we get back to it.

Also, it looks like December is going to be a tough month to schedule a game in, so I don't expect another Dragonborn Quest until 2018. However, I definitely will be working on playing a game every weekend that I can, so these Monday Recaps can keep going! Hopefully, I can even get a week or two ahead and make it all the way through the holidays.

Thanks for reading!

Friday, July 21, 2017

Creature Loot: D is for Dragons (and a few others) Part 2

rhalath.deviantart.com
Okay, this week, I'll do some dragon puns...
Whew! Finally got through the D's. After this, you can definitely expect a little more variety. If you've failed your Wisdom save, you can find out what's been going on here.
 

Brass Dragon


Dragons learn at a young age how to tip the scales in their favor
Ancient Brass Dragon (20) – dragon (nature)
  • 1 Ancient Brass Dragon Skull: If a creature with at least 17 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 18 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 this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 18 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 this effect for the next 24 hours.
  • 2 Brass Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Brass Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 2d4 Brass Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Brass Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 5 Strips of Brass Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
  • 1 Ancient Brass Dragon Heart: If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to fire damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Chaotic Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Brass Dragon Fire Sac: Difficult to handle, deals 9 (2d8) fire damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Brass Dragon’s Bane Poison (if ingested, a creature must make a DC 21 Constitution saving throw, taking 56 (16d6) fire damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Brass Dragon Sleep Salve: When applied to the skin of a creature, the creature must make a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Brass Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 1 Ancient Brass Dragon Frill: Acts as a magical sling +3. Can be mastercrafted (smith’s tools) into a magical heavy crossbow +3 whose wielder can cast Gust of Wind (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Talkative Humanoid Servants
  • In Lair: 1d10 – 7 Brass Dragon Eggs

Adult Brass Dragon (13) – dragon (nature)
  • 1 Adult Brass Dragon Skull: If a creature with at least 15 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make 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 this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make 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 this effect for the next 24 hours.
  • 2 Brass Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Brass Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 2d4 Brass Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Brass Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Brass Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
  • 2d10 Brass Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 1 Adult Brass Dragon Frill: Acts as a magical sling +2. Can be mastercrafted (smith’s tools) into a magical heavy crossbow +2.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d12 Talkative Humanoid Servants

Young Brass Dragon (6) – dragon (nature)
  • 1d2 Brass Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Brass Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 1d4 Brass Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 1d10 Brass Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Brass Dragon Hide: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
  • 1d10 Brass Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d8 Talkative Humanoid Servants

Wyrmling Brass Dragon (1) – dragon (nature)
  • 1d4 Brass Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • In Lair: Treasure Hoard 5-10

Bronze Dragon

Most dragons just end up winging it
Ancient Bronze Dragon (22) – dragon (nature)
  • 1 Ancient Bronze Dragon Skull: If a creature with at least 19 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 20 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 this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 20 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 this effect for the next 24 hours.
  • 2 Bronze Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to lightning damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Bronze Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Lightning Vulnerability (when ingested, imposes vulnerability to lightning damage for 1 hour. If the creature has resistance to lightning damage, it loses that resistance. Creatures immune to lightning damage are not affected).
  • 3d4 Bronze Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 2d10 Bronze Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) lightning damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to lightning damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 5 Strips of Bronze Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 1 Ancient Bronze Dragon Heart: If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to lightning damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Lawful Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Bronze Dragon Lightning Organ: Difficult to handle, deals 9 (2d8) lightning damage per round to any organic material in contact with it or any metal object holding it. Can be mastercrafted (alchemist’s supplies) into a Bronze Dragon’s Bane Poison (if ingested, a creature must make a DC 23 Constitution saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Bronze Dragon Repulsion Salve: Can be thrown at a creature as an improvised weapon. On a hit, the vial breaks with a loud bang audible within 300 feet and the creature must make a DC 23 Strength saving throw or be pushed 60 feet away from the attacker. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Bronze Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • 2 Ancient Bronze Dragon Horns: Acts as a magical club +3. 2 of these can be mastercrafted (smith’s tools) into a magical warhammer +3 whose wielder can cast Thunderwave as a 3rd level spell (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Diplomatic Humanoid Servants
  • In Lair: 1d10 – 7 Bronze Dragon Eggs

Adult Bronze Dragon (15) – dragon (nature)
  • 1 Adult Bronze Dragon Skull: If a creature with at least 16 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 17 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 this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 17 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 this effect for the next 24 hours.
  • 2 Bronze Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to lightning damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Bronze Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Lightning Vulnerability (when ingested, imposes vulnerability to lightning damage for 1 hour. If the creature has resistance to lightning damage, it loses that resistance. Creatures immune to lightning damage are not affected).
  • 2d4 Bronze Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 2d10 Bronze Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) lightning damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to lightning damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Bronze Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 3d10 Bronze Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • 2 Adult Bronze Dragon Horns: Acts as a magical club +2. 2 of these can be mastercrafted (smith’s tools) into a magical warhammer +2.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d12 Diplomatic Humanoid Servants

Young Bronze Dragon (8) – dragon (nature)
  • 2 Bronze Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to lightning damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Bronze Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Lightning Vulnerability (when ingested, imposes vulnerability to lightning damage for 1 hour. If the creature has resistance to lightning damage, it loses that resistance. Creatures immune to lightning damage are not affected).
  • 1d4 Bronze Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 1d10 Bronze Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) lightning damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to lightning damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Bronze Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 1d10 Bronze Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • 1d2 Young Bronze Dragon Horns: Acts as a magical club +1. 2 of these can be mastercrafted (smith’s tools) into a magical warhammer +1.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d8 Diplomatic Humanoid Servants

Wyrmling Bronze Dragon (2) – dragon (nature)
  • 1d4 Bronze Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 1d10 Bronze Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • In Lair: Treasure Hoard 5-10

Copper Dragon

What do you get when a dragon sneezes? Out of the way!
Ancient Copper Dragon (21) – dragon (nature)
  • 1 Ancient Copper Dragon Skull: If a creature with at least 18 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 19 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 this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 19 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 this effect for the next 24 hours.
  • 2 Copper Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to acid damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Copper Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Acid Vulnerability (when ingested, imposes vulnerability to acid damage for 1 hour. If the creature has resistance to acid damage, it loses that resistance. Creatures immune to acid damage are not affected).
  • 3d4 Copper Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) acid damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) acid damage on a hit. This acid damage ignores acid resistance, but not immunity.
  • 2d10 Copper Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to acid damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 5 Strips of Copper Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet.
  • 1 Ancient Copper Dragon Heart: If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to acid damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Chaotic Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Copper Dragon Acid Pouch: Difficult to handle, deals 9 (2d8) acid damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Copper Dragon’s Bane Poison (if ingested, a creature must make a DC 22 Constitution saving throw, taking 63 (14d8) acid damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Copper Dragon Slowing Salve: When applied to the skin of a creature, the creature must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Copper Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • 1 Ancient Copper Dragon Frond: Acts as a magical handaxe +3. Can be mastercrafted (smith’s tools) into a magical scimitar +3 whose wielder can cast Spike Growth (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Bardic Humanoid Servants
  • In Lair: 1d10 – 7 Copper Dragon Eggs

Adult Copper Dragon (14) – dragon (nature)
  • 1 Adult Copper Dragon Skull: If a creature with at least 15 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make 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 this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make 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 this effect for the next 24 hours.
  • 2 Copper Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to acid damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Copper Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Acid Vulnerability (when ingested, imposes vulnerability to acid damage for 1 hour. If the creature has resistance to acid damage, it loses that resistance. Creatures immune to acid damage are not affected).
  • 2d4 Copper Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) acid damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) acid damage on a hit. This acid damage ignores acid resistance, but not immunity.
  • 2d10 Copper Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to acid damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Copper Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet.
  • 3d10 Copper Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • 1 Adult Copper Dragon Frond: Acts as a magical handaxe +2. Can be mastercrafted (smith’s tools) into a magical scimitar +2.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d12 Bardic Humanoid Servants

Young Copper Dragon (7) – dragon (nature)
  • 2 Copper Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to acid damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Copper Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Acid Vulnerability (when ingested, imposes vulnerability to acid damage for 1 hour. If the creature has resistance to acid damage, it loses that resistance. Creatures immune to acid damage are not affected).
  • 1d4 Copper Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) acid damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) acid damage on a hit. This acid damage ignores acid resistance, but not immunity.
  • 1d10 Copper Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to acid damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Copper Dragon Hide: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet.
  • 1d10 Copper Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d8 Bardic Humanoid Servants

Wyrmling Copper Dragon (1) – dragon (nature)
  • 1d10 Copper Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • In Lair: Treasure Hoard 5-10

Gold Dragon

If you mess with a dragon, you'll probably get fired!
Ancient Gold Dragon (24) – dragon (nature)
  • 1 Ancient Gold Dragon Skull: If a creature with at least 22 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 24 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 this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 24 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 this effect for the next 24 hours.
  • 2 Gold Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Gold Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 3d4 Gold Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Gold Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 5 Strips of Gold Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 1 Ancient Gold Dragon Heart: If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to fire damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Lawful Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Gold Dragon Fire Sac: Difficult to handle, deals 9 (2d8) fire damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Gold Dragon’s Bane Poison (if ingested, a creature must make a DC 24 Constitution saving throw, taking 71 (13d10) fire damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Gold Dragon Weakening Salve: When applied to the skin of a creature, the creature must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Gold Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 2 Gold Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Geas (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • 2d4 Gold Dragon Fins: Acts as a magical sling +1. 5 of these can be mastercrafted (smith’s tools) into a magical longbow +3 whose wielder can cast Banishment (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d10 – 7 Gold Dragon Eggs

Adult Gold Dragon (17) – dragon (nature)
  • 1 Adult Gold Dragon Skull: If a creature with at least 20 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 21 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 this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 21 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 this effect for the next 24 hours.
  • 2 Gold Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Gold Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 3d4 Gold Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Gold Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Gold Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 3d10 Gold Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 2 Gold Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Geas (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • 1d4 Gold Dragon Fins: Acts as a magical sling +1. 5 of these can be mastercrafted (smith’s tools) into a magical longbow +3 whose wielder can cast Banishment as an action once per day.
  • In Lair: Treasure Hoard 17+

Young Gold Dragon (10) – dragon (nature)
  • 2 Gold Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Gold Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 2d4 Gold Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 1d10 Gold Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Gold Dragon Hide: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 2d10 Gold Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 1d2 Gold Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Geas (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: Treasure Hoard 11-16

Wyrmling Gold Dragon (3) – dragon (nature)
  • 1d4 Gold Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Gold Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • In Lair: Treasure Hoard 5-10

Silver Dragon

Sorry if these puns seemed to drag-on... I'm done now.
Ancient Silver Dragon (23) – dragon (nature)
  • 1 Ancient Silver Dragon Skull: If a creature with at least 20 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 21 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 this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 21 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 this effect for the next 24 hours.
  • 2 Silver Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to cold damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Silver Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Cold Vulnerability (when ingested, imposes vulnerability to cold damage for 1 hour. If the creature has resistance to cold damage, it loses that resistance. Creatures immune to cold damage are not affected).
  • 3d4 Silver Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 2d10 Silver Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) cold damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to cold damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 5 Strips of Silver Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a flying speed of 30 feet.
  • 1 Ancient Silver Dragon Heart: If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to fire damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Lawful Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Silver Dragon Ice Gland: Difficult to handle, deals 9 (2d8) cold damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Silver Dragon’s Bane Poison (if ingested, a creature must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Silver Dragon Paralyzing Salve: When applied to the skin of a creature, that creature must succeed on a DC 24 Constitution saving throw or be paralyzed 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. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Silver Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • 2 Silver Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Calm Emotions (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • 1d4 Silver Dragon Fins: Acts as a magical dagger +1. 3 of these can be mastercrafted (smith’s tools) into a magical rapier +3 whose wielder can cast Fog Cloud as a 3rd level spell as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Humanoid Servants from a single family
  • In Lair: 1d10 – 7 Silver Dragon Eggs

Adult Silver Dragon (16) – dragon (nature)
  • 1 Adult Silver Dragon Skull: If a creature with at least 17 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 18 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 this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 18 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 this effect for the next 24 hours.
  • 2 Silver Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to cold damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Silver Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Cold Vulnerability (when ingested, imposes vulnerability to cold damage for 1 hour. If the creature has resistance to cold damage, it loses that resistance. Creatures immune to cold damage are not affected).
  • 3d4 Silver Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 2d10 Silver Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) cold damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to cold damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Silver Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a flying speed of 30 feet.
  • 2d10 Silver Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • 2 Silver Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Calm Emotions (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • 1 Silver Dragon Fin: Acts as a magical dagger +1. 3 of these can be mastercrafted (smith’s tools) into a magical rapier +3 whose wielder can cast Fog Cloud as a 3rd level spell as an action once per day.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d12 Humanoid Servants from a single family

Young Silver Dragon (9) – dragon (nature)
  • 2 Silver Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to cold damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Silver Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Cold Vulnerability (when ingested, imposes vulnerability to cold damage for 1 hour. If the creature has resistance to cold damage, it loses that resistance. Creatures immune to cold damage are not affected).
  • 2d4 Silver Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 1d10 Silver Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) cold damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to cold damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Silver Dragon Hide: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a flying speed of 30 feet.
  • 1d10 Silver Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • 1d2 Silver Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Calm Emotions (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d8 Humanoid Servants from a single family

Wyrmling Silver Dragon (2) – dragon (nature)
  • 1d4 Silver Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 1d10 Silver Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • In Lair: Treasure Hoard 5-10

Dragon Turtle (17) – dragon (nature)
  • 4d4 Dragon Turtle Claws: Acts as a magical dagger. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword.
  • 5 Strips of Dragon Turtle Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 5 Dragon Turtle Shell Fragments: Acts as a shield. Each can be mastercrafted (smith’s tools) into the equivalent of one of the following: Breastplate +1, Half Plate +1, or Plate armor +1.
  • 1 Dragon Turtle Steam Organ: Difficult to handle, deals 9 (2d8) fire damage per round to any organic material in contact with it. Being underwater doesn’t grant resistance against this damage. Can be mastercrafted (evocation) by a spellcaster into a Wind Fan. In addition to the item’s other properties, it may also cast Fog Cloud and Burning Hands (save DC 13). These both count towards the Fan’s cumulative uses.
  • 2 Dragon Turtle Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Zone of Truth (save DC 20) once per day, however, the the spell must be centered on a creature with the Dragon tag.
  • In Lair: Treasure Hoard 17+


www.annestokes.com/
Looking for mature, silver-haired smart women. Lots of leg preferred.
Drider (6) – monstrosity (nature)
  • 1 Tattered Longsword
  • 1 Tattered Longbow
  • 2d4 Drider Legs: Acts as a Flail. Each can be crafted (alchemist’s supplies) into a Potion of Climbing.
  • 1 Drider Web Sac: When held, can cast Web three times before running dry.
  • 1 Drider Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to Lolth’s layer in the Abyss instead of the intended destination.
  • 1d2 Drider Eyes: no immediate use. Can be crafted (alchemist’s supplies) into a Potion of Superior Darkvision (Darkvision to 120 ft. for 1 hour)
  • 1 Drider Spinneret: No immediate use. Can be crafted (calligrapher’s supplies) into a pen that can automatically translate its writer’s intent into Abyssal, Elvish, or Undercommon.

Dryad (1) – fey (religion)
  • 1 Dryad Heart: When held, the holder can cast Druidcraft at will. If consumed, acts as a single berry from the Goodberry spell. Can be mastercrafted (alchemist’s supplies) into a Potion of Animal Friendship.

Duergar (1) – humanoid (survival)
  • 1 Tattered War Pick
  • 1d4 Tattered Javelins
  • 1 Tattered Scale Mail
  • 1 Tattered Shield
  • 1d8 Duergar Fingers: No immediate use. Acts as a trophy among Underdark hunters and adventurers.
  • 1 Duergar Head: Marks the holder as an enemy of the Duergar. Can be carefully crafted (alchemist’s supplies) into a Potion of Growth, or mastercrafted (alchemist’s supplies) into a Potion of Invisibility.

Hopefully all these dragons haven't gotten to your head. Next week, we'll go for the E's and F's.
You know what's coming...
Thanks for reading!