Dragon Attack – Atarkith

Setup:

Dragon reaches out to Lizard Man supporters (only a few left). He understands the Queen will compete for his authority. His time here may be limited. He intends to make one last haul if he can, and promises the supporters (and Queen) he will never call on them again if they help setup the party to be killed. He returns to sleep, saying to the lizard folk “wake me if you persuade them”. They will go to the party and say that the male “young black dragon” named Atarkith once enslaved their people.

The Tale of Woe

– who tells this tale?

At least 250 years ago, when this world was still forming, our ancestors fought a war to end all wars in a place far away. None live that remember this place, but it was not Orlec. There was a great war, and one of the mighty one was slain. A great black beast named Arduriness, and so to was our king Ambuur the “Strong Kicker”. Ambuur stood by his lord and died. We escaped with the she-serpent Demona, who was carrying her offspring’s egg. The pair of mighty reds that feasted upon the corpse of Arduriness came hunting. Demona used all he magic to open a portal, and we walked through to this world. It killed her though, and we took her egg and allowed it to come to fruition. Without its sires, the young black Atarkith grew, unchecked in aggression and reach in a new world. It was too late to find another allegiance to pledged to – by the time our wise folk realized it was mistake, the creature was not able to be challenged. And so the dragon gew in size and power. Eventually, and fortunately, as our folk came into contact with enemies, the great beast began a cycle to dreaming and sleeping. It comes in and out of sleep. We would warn him when adventurers were coming, killed survivors that were fleeing, and generally would lure lone adventurers into questing to do a great deed. When Salt Marsh was small, it was outsiders that died – multiple adventuring parties. As more people come, the dragon may become more active lately. We were hoping it protect us from the Sahaugin, but it seems it could hardly care less for our welfare. And so, we were forced to seek outside allies, while its demand for tribute continued to draw our own resources. We hoped and prayed it would stay quiet and slumber away the possible confrontations if we supplied it with meager treasure and good food. But it has sensed something, something has disturbed it. You stole from it. You took a tiny part of its treasure from the old Lizard Man lair – so when it does wake it may come after you in anger. You assaulted us, and we were fractured. Even had our queen instructed us, such was our fear of its wrath we did not wake it then. It was sleeping when you stole it, it is sleeping now. When it wakes, which will likely be soon, it will need a target for its wrath. There are many among us who feel we should simply direct it to Salt Marsh, and even a few who wish to sacrifice our queen to its anger. Or, you could go and solve this problem, and win favor on all sides – favor you can leverage in your battle against the true enemy.

– its almost all 100% truth, it does not mandate killing it, nor does it guarantee that it will attack the party. Its meant to prey on the party, as the lizard folk feel like they have been exploited on all sides.
> If party agrees, the supporters will go wake the dragon and warn it the PCs are coming.

Scenario 1: PCs Attack the Dragon in its Lair

Lair: Cave – lair for 35 years; before prequel campaign
180 wide; 20 last is water + 100 width at water, 80′ at back
40 tall;
flood chamber: 10hp bludgeons damage = brings the water in 90′, 20′ 3d6/10 bludgeoning damage in one round = DC 20 Strength (Athletics) to not be knocked prone. If knocked prone, swept for another d6/3 damage automatically before getting up. If initial save is major failure, character must make another DC 15 Strength (Athletics/Swim) check or get swept into the river automatically and carried away in 1 round.
Air – Pocket = 20 rounds (10 when flood bursts) away, then 8 miles away (death); the current cannot be swam against
> Only way to get them without magic is to snake a rope and pull a character back.

A Black Dragon’s Lair

“Black dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.”

Feaures

A large pool of fetid, dirty swamp water covers the floor in this area. In places, the water is almost ten-foot deep; sometimes the dragon bathes here.

A wide swath of deep, glutinous mud covers the ground. The mud smells noxious and is thigh-deep in places. If the dragon has recently passed by here, its tracks are visible in the mud.

A tangle of roots grows down through the ceiling and quests almost all the way to the floor. The roots form a thick curtain of sorts and obscures whatever lurks beyond. Things might live in the roots or perhaps the dragon has interwoven pieces of metal in the fibrous growths. Incautious PCs passing through the roots cause the broken shields, bits of armour and so on to jangle together.

A sinkhole pierces the lair’s ceiling; mud, fetid swamp water and the occasional swamp denizen fall into the hole and end up in the dragon’s lair. Faint light filters down through the sinkhole dimly illuminating the surrounding area. If the sinkhole is wide enough, the dragon may use it as a secondary way into and out of its lair.

A large rotting tree trunk, its leaves branches ripped off lies on its side in the mud. Mud coats the trunk, which must be climbed over to get further into the lair.

Part of one wall has collapsed creating a viscous field of mud and rubble which partially blocks the corridor. Perceptive characters notice the wall around the collapsed area is pockmarked with acid scars and slightly melted in places. Characters digging through the rubble—a long, dirty job—may discover the remains of some of the dragon’s foes (Perhaps, some of the interlopers’ equipment has also survived).

Mosquitos, and other annoying, biting, insects, swarm in this area. They greedily attach onto any exposed skin and generally make the explorers’ lives miserable.

A high, steep bank of mud cuts the area in half. Several small dirty rivulets flow down the escarpment creating a small pool at its base. Explorers climbing the bank discover it is slippery, and they get muddy.

A few cut and dressed stones sunk into the mire hint at some ancient stone wall or other building. Investigations reveal indistinct carvings worn down by immersion in water and mud decorating some of the stones.

Foul swamp water oozes down the walls of this low-lying area. The floor appears to be normal—just mud—but is in fact quicksand almost 15 ft deep.

The ceiling is unstable and riven with deep cracks. Excessive noise—the sounds of a loud combat—or explosive spells or the dragon’s breath weapon striking the ceiling causes it to collapse, burying everyone under piles of sodden mud.

Lair Defenders

Giant Fresh Water Eels (2)

Alligators (2)

Lair Actions

Lair Prep: The black dragon has scented all around its lair. It has menaced all the natural animals, but tries to fly far afield to feed. This limits the use of intimidation, charm, and use of natural animals against him. Terrified and alive, thee animals are of more use as informants than dead as food.
> snakes, big cave centipedes, big river fish, worms and leeches

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
  • Regional Effects

Regional Effects

The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The land within 1 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • Fog lightly obscures the land within 1 miles of the lair.

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d6 days.

Young Black Dragon 5e
Large (WTF ever – 50′ long); dragon, NEUTRAL EVIL

Armor Class 19 (Natural Armor, +1 ring)
Hit Points 127 (15d10 + 45)
> permanent wound: Head Wound -1 Intelligence
Speed 50 ft., fly 90 ft., swim 50 ft.
= -10′ if no Long Strider scroll (1 hour)

STR
19 (+4)
21 (Hill Giant belt; +5)
DEX
14 (+2)
CON
17 (+3)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)

Saving Throws w/+1 ring STR +5 INT +1, DEX +6, CON +7, WIS +4, CHA +6
Skills Perception +7, Stealth +6
Damage Immunities: Acid
Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages: Common/Dundarum, Draconic
Challenge: 7+5 (2,900 XP = Not)
Proficiency Bonus: +3
Spells: 1 cantrip/4 known spells, 3 spell slots @ level 3 / spell attack +4 / spell save DC 12
Cantrip = 3 bolts, d10 per
1 Armor of Agathys
2 Glyph of Warding (Armor Agathys for self or Spirit Guardians = 3 prepared)
3 Grease 9 10×10 squares
4 Spirit Guardians

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three attacks: one with its bite or tail and two with its claws.
Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., two targets. Hit: 10 (2d4 + 5) bludgeoning damage.

Bite: Melee Weapon Attack: +7 [+3 potion] to hit, reach 10 ft., one target. Hit: 16 [19] (2d10 + 5 [+3 potion]) piercing damage plus 4 (1d8) acid damage.

Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Acid Breath: (Recharge 5–6). The dragon exhales acid in a 30­-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

Tactics

Note: dislike/avoid of dragon born – service of them to gold dragon patron
The lair is 100% dark, no light, to wet for anything to burn
Scroll of Long Strider (1 hour)
Summon Hag from Iron Flask (1 hour) – she shape-changes to captive princess; see after
coat maw with potion of sharpness (takes 1 minute/lasts 1 hour)
grease on the shoreline
INITIAL POSITION: On a ledge, Armor of Agathys (15 points) INVISIBLE (dust) above and behind the PC’s as they swim to shore
INITIAL ATTACK: probably flying, from behind, getting as many PCs as possible in breath weapon with surprise (Disadvantage on save)

Glyph 1: Armor of Agathys (15 points)
Glyph 2: Armor of Agathys (15 points)
Glyph 3: Spirit Guardians

flooding chamber is last act if all is lost

Night Hag

the Ledge: Dangling from a ledge 30′ up is a knotted rope of climbing that she will have raise up as she climbs. On the ledge is 2 potions of healing, a pinch of dust of disappearance, potion of water breathing.

Shapeshifts into a helpless looking maiden in dirty clothes. Once party reveals themselves, she is yelling for help and shackled to a wall. She will warn them she doesnt know where ‘the creture’ is but she did not see it leave and to stay back (to keep them at range). Night Hag will scream and duck behind a rock as the dragon enters combat if the party lights up the area. Otherwise she uses detect magic at will to be able to see spell casters 30′ and magic items the party is carrying as a means of targeting them if she can sneak close enough. She will use spells from a distance until she is forced to fight hand to hand, then will likely have partial cover in the lair.

  • 2/day Ray of Enfeeblement (once used, will give her away unless she can do it stealthily)
  • 2/day Sleep will be used only on wounded party members that might be taken down by the 20hp it covers)

Magic Missile at will: 3 x 1d4 + 1 magic darts of Force

Treasure

tribute from Lizard Folk, sea and swamp dwellers
adventurer dead: roll acid save for each magical item = 6 adventuring parties
+1 = 0k; +2 tied to individual or faith, else = specialized like flame tongue.
1) it was wounded; 2nd-3rd level max
6 +1 arrows, +1 studded leather, potion of poison
2) 4th level avg;
potion of healing 2d4+2 x2, Dust of Disappearance (2d4 minutes/invis) x3 pinches
3) 5th level avg;
+1 chain mail, scroll of Exp. Retreat/Long Strider, potion of healing 2d4+2 x2
—–
= first home
4) 6th level avg;
+1 plate mail, potion of water breathing, wand of secrets
5) 7th level avg;
arcane grimoire (+1), Hill Giant belt (worn as a collar), oil of sharpness (+3 attack/damage 1 hour), rope of climbing
6) 8th level avg;
+2 chain mail, +1 ring of protection, potion of acid resistance, iron flask (contained minor demon – killed by dragon; he reused it to capture Night Hag – went to Merowey to summon/Nat 1 save = will go into combat)
survivors: 1-2, but the dragon would eventually realize that some underground word is getting out. After a while, lizard folk guarded it – it sent them to murder the survivors.

Scenario 2: Dragon Attacks the PCs

See a perspective on flying

Tactics

As Attack in Lair:

  1. If it can, muster small creatures to swarm the party if they are nearby > snakes, big cave centipedes, big river fish, worms and leeches
  2. If its coming out of muddy, marshy water, it should get resistance to fire the first round
  3. Scroll of Long Strider (1 hour; NOTE – INCREASES MOVEMENT BY 10)
  4. Summon Hag from Iron Flask (1 hour) – she shape-changes; see after
  5. coat maw with potion of sharpness (takes 1 minute/lasts 1 hour)

Use flight or swim: (attack from above w/surprise) Speed 40 [50] ft., fly 80 [90] ft., (attack onto shore w/surprise) swim 40 [50] ft.
Flight Attacks count as a charge: First attack gains Advantage (bite or grapple); If you are 1 size larger than the target you can knock prone, (if grappled, they resist the grapple) they must make an Strength (Athletics) or Dexterity (Acrobatics) check vs. 10 +1 for each 10′ of movement (80/90 or 160/180 for the dragon) put into it.

GRAPPLE: You can grapple characters, lift them up, and drop them. Best to do with surprise and grabbing the spell caster/smallest.

> GLIDE: A glide speed assumes that the creature/ vehicle falls by 5 feet every turn, and must move their full glide speed movement. So the dragon can dash, then glide at 160′. Meaning in a single round, they can grab a character, sacrifice all their actions next round to keep the movement rate going up, and like dropping a weapon, lose 10′ movement (both claws) and drop a character 160′ = 16 x d6 (8 x7 = 56 damage – can you even save for half on this?)
> DANGER: Also exposes attacks of opportunity!

INITIATIVE: if it cant achieve total surprise, it should be able to at least achieve first attack in the first round, then roll initiative next round.
Breath in Flight – because of its long neck, a dragon can fly perpendicular, turn its head sideways, and use its breath weapon to catch as many as possible in a a line. This means the dragon does not have to come straight at the party! It can come from any angle that it can to maximize breath attack.

Night Hag

Shapeshifts into a Lizardman or familiar looking person of authority and ambushes while party engaged with dragon. Night Hag will use spells from a distance until she is forced to fight hand to hand.

  • 2/day Ray of Enfeeblement (once used, will give her away unless she can do it stealthily)
  • 2/day Sleep will be used only on wounded party members that might be taken down by the 20hp it covers)

Magic Missile at will: 3 x 1d4 + 1 magic darts of Force


Old Trove 25% decoy trove stolen by party

Contents of the trove (use as example of remaining 75%)
8000 silvers worth of small gems, gold and silver.
8 rubies worth 150 SC
3 pearls worth 100 SC
2 Emeralds worth 350 SC
1 Diamond worth 500 SC
A breastplate gilded with gold and silver, worth approximately 5000 silvers
A ring of resilience (5 Charges)
Codswap the halflings self bow (D4 +1, +1 to hit, range 50/300, once attuned the wielder may make one additional attack a round when firing. Halflings while using the bow may use uncanny dodge against a melee attack once per encounter. Codswap was a halfling ranger who was known for daring feats and filling his larger prey with a multitude of arrows of his own making, resulting in his targets looking like a feathered porcupine.)
5 Magical +1 heavy bolts, with the aggravating property.
Belt of average strength (Cursed, when identified a DC 17 Arcana check is required to identify any details beyond “belt of strength. Once adorned the characters strength is set to 10 and it cannot be removed without a 4th level remove curse spell)
Bracers of +1 defense (+1 AC +1 Resilience, so 2 uses of resilience can be used before they are destroyed)
Chime of opening (8 charges left)
Decanter of water (40 gallons left, then it must be refilled magically)
Red bottle (Elixir of health)
Warped mace (Light mace of flame tongue, ignites for +2d6 fire damage as a bonus action, lasts 10 rounds and can be done once per day. While the flames are lit the wielder must make a dexterity saving throw (DC10) on each attack action or they suffer 1 point of hard fire damage. While lit the mace emits light as though it was a torch.)
Ioun Stone of Stability (While attuned to this the character gains +1 on any check to resist being tripped, pushed or knocked over, but they suffer a -1 to swim checks and their skin takes on a dirt-like quality. They become 10% heavier)
Periapt of wound closure (requires attunement and has 6 charges)
Potion of animal friendship
Potion of climbing
Potion of gaseous form
3 potions of greater healing
3 potions of water breathing
Necromancers bracelet ( -1 strength and hp while attuned, resistance to necrotic damage.)