CHAPTER 6:AN EPICSETTINGPossessions: +4 fire resistance silent moves chain shirt, +4mighty distance composite longbow (+3 Str bonus), +3 shockingburst short sword, +2 spell storing short sword, carpet offlying, cloak of epic resistance +8, Daern’s instant fortress,dimensional shackles, figurine of wondrous power (bronze griffon),periapt of proof against poison, 2 potions of water breathing,ring of epic protection +7, ring of regeneration, rod of enemydetection, rod of negation, scroll with control water, cure criticalwounds, flame strike, and freedom of movement, wand ofsummon nature’s ally IV. Ghour Demons (6): CR 15; Huge outsider (chaotic,evil); HD 15d8+75; hp 142; Init –1; Spd 40 ft.; AC 31,touch 17, flat-footed 26; Atk +22 melee (1d8+9, 2horns), +17 melee (2d6+4, 2 claws); Face/Reach 10 ft. by10 ft./15 ft.; SA Breath weapon, roar, spell-like abilities;SQ Acid, cold, and fire resistance 20, DR 20/+2, poisonand electricity immunities, darkvision 60 ft., scent, SR25, tanar’ri qualities, telepathy; AL CE; SV Fort +14, Ref+8, Will +10; Str 28, Dex 18, Con 20, Int 15, Wis 13, Cha11. Height 20 ft.Skills and Feats: Bluff +15, Climb +24, Concentration+20, Diplomacy +17, Hide +6, Intimidate +2, Jump +24,Listen +16, Move Silently +19, Spot +16, Wilderness Lore+16; Cleave, Great Cleave, Power Attack, Track.Breath Weapon (Su): Once per minute, a ghour canbreathe a forth a cloud of noxious gas 10 feet wide, 10 feethigh, and 30 feet long. Those within this cloud mustmake a Reflex save (DC 22) or take 1d6 points of temporaryStrength damage.Spell-Like Abilities: At will—blasphemy, chaoshammer, deeper darkness, desecrate, detect good, detect magic,dispel good, magic circle against good, teleport without error,unholy blight; 3/day—confusion, fear, maze, righteous might.Caster level 14th; save DC 10 + spell level.Roar (Su): Once per day, a ghour can bellow an earsplittingroar. Nonghours within 30 feet of the ghourmust succeed at a Fortitude save (DC 22) or becomestunned for 1d4 rounds. Those within 10 feet must succeedat a Fortitude save (DC 22) or become deafened for2d10 minutes.Telepathy (Su): Ghours can communicate telepathicallywith any creature within 100 feet that has alanguage.Possessions: Each has a bag of loot containing: 1d12×100pp and each wears a demon-forged ring of protection +5. Sirrush Ghost: CR 26; Large undead (incorporeal);HD 40d12; hp 254; Init +23; Spd 90 ft., fly 30 ft. (perfect);AC 25 manifested or 44 ethereal, touch 25 or 24,flat-footed 20 or 29; Atk incorporeal touch +45, +46against ethereal (1d4, 1d4+16 against ethereal) or +56melee (2d6+16/19–20 [+1d6 on critical hit], 4 claws),+54 melee (4d6+8/19–20, bite); Face/Reach 5 ft. by 10ft./10 ft.; SA Corrupting gaze (DC 41), corrupting touch,manifestation, pounce, stunning roar; SQ. Acid, cold,electricity, fire, and sonic resistance 10, blindsight 300ft., DR 30/+5, darkvision 60 ft., fast healing 20, incorporealsubtype, low-light vision, rejuvenation, scent, SR39, turn resistance +4, undead traits; AL CN; SV Fort+41, Ref +37, Will +27; Str 42, Dex 40, Con —, Int 35, Wis38, Cha 32.Skills and Feats: Climb +17, Hide +44, Jump+38,Listen +44, Move Silently +35, Search +20, Spot+44;Alertness, Cleave, Combat Reflexes, Dodge, GreatCleave, Great Fortitude, Improved Bull Rush, ImprovedCritical (claw), Improved Critical (bite), Improved Initiative,Power Attack, Weapon Focus (rake), WeaponFocus (bite).<strong>Epic</strong> Feats: Blinding Speed (×4), Superior Initiative,Overwhelming Critical (claw).Fire Cat: CR 1/4; Tiny elemental (fire); HD 1/2d8; hp3; Init +2; Spd 30 ft.; AC 14, touch 14, flat-footed 12; Atk+4 melee (1d2–4, 2 claws), –1 melee (1d3–4, bite);Face/Reach 2 1/2 ft. by 2 1/2 ft./0 ft.; SA Heat, burn; SQDarkvision 60 ft., elemental traits, fire subtype; AL N; SVFort +0, Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 2, Wis12, Cha 7.Skills and Feats: Balance +10, Climb +5, Hide +17*,Listen +4, Move Silently +9, Spot +4; Weapon Finesse(claw), Weapon Finesse (bite).Burn (Ex): Those hit by the natural weapons of a firecat must succeed at a Reflex saving throw (DC 7) or catchfire (see Catching on Fire in Chapter 3 of the DUNGEONMASTER’s Guide). The flame burns for 1d4 rounds. Creatureshitting a fire cat with natural weapons or unarmedattacks catch fire as though hit by the fire cat’s attackunless they succeed at a Reflex save.ADVENTURE CONCENTRATEThe following adventure nuggets provide ideas that youcan grow into miniadventures or even larger stories.Dragon’s LairThe classic cornerstone of the DUNGEONS & DRAGONSgame is the great wyrm, hidden away in some forgottencavern, slumbering on its mammoth treasurehoard. Often, the dragon is much more than that, andepic dragons break the mold even more. What new andinteresting things can be done with a dragon that ismore powerful, more cunning, and more intelligent?The concept of a dragon hiding among humans andshapechanging is interesting, but it’s been donebefore. What if the dragon used others to do its“hiding” in plain view instead? Suppose the dragon,rather than killing adventurers who came after it andwere overmatched, instead in some way charmed, compelled,or simply convinced them with diplomacy tobecome its servants.Such a situation could make for a wide variety ofadventure possibilities. The plots surrounding such anarrangement could go on for many sessions and characterlevels, all before the heroes knew what they werereally up against.286
What’s Needed: The first requirement is an extremelypowerful dragon. There are some provided in this book,and it’s a relatively simple matter to create one—butgive careful consideration to the skills and abilities thisdragon possesses. In addition to amazing skill in combat,this dragon requires the means to take, and keep, followers.Leadership becomes essential. Also, the dragonrequires spells or powers that focus on controlling thethoughts and minds of others. An epic dragon is likelyto have developed epic spells (or epic psionic powers) ofits own, most likely of the compulsion, charm, andrelated varieties. See the dragon in the example below;it’s not even an epic dragon, but it possesses some ofthese requirements. You can build on it for an evenmore powerful version.The dragon requires a lair. This can be the traditionalcavern, or deep swamp, or whatever else is appropriatefor the type of dragon you choose. Even though an ordinarysort of lair is something of a cliche, it might bebetter than setting the dragon up as a wolf in sheep’sclothing in the middle of civilization. Consider that epiccharacters have ways of finding out just about anything;divinations and detect spells function so well that it’s hardfor the DM to keep his NPCs’ identities, alignments,thoughts, and general nature a secret. And, after all, it is adragon. It likes remote wilderness.Next, the dragon’s followers. Some of them should behigh-level characters in their own right. Imagine that aband of 16th- to 18th-level characters, followingrumors of a dragon, set out to take it on. The charactersdiscover the hard way that they were no match for thedragon. But instead of disposing of the characters, thedragon makes a deal with them: Serve me, and youshall live. And the characters agree. Such charactersshould have all the personality and complexity of anyof the players’ characters, because they are going to domuch more than just function as a front line of defensefor the dragon.Finally, you need a reason for the dragon to gather servantslike he gathers gold. Why not just kill any invaders?That’s the easy route, and certainly in keeping with draconictradition, but this dragon is smart. It has a bundleof different interests, ideas, or even the need for mentalstimulation. Or, perhaps the dragon has aspirations ofbecoming the leader of an empire.The secret here is that you want to involve the dragon’sunderlings in your plots first, so that your players begininteracting with the dragon’s organization long beforethey ever meet the dragon. In fact, the NPC servantsshould not initially be adversaries. They could be goodalignedcharacters who have been genuinely convincedto uphold the dragon’s banner. The causes they are workingtoward themselves might very well be benign, at leaston the surface.Example: A green dragon named Rhovaelia hunts ahigh-level character: a rogue with levels in the perfectwight prestige class. The perfect wight stole a preciousartifact from her. The dragon knows only that a reallyskilled thief managed to get into her lair and make offwith the item. Rather than go hunting for the offenderherself, the dragon decides to turn the next group ofroving heroes into her personal trackers. In the shoes ofher simulacrum (see below), she persuades the charactersinto serving her, willingly, provides them with amplegold to outfit their mission, and tells them to go find hergoodie for her.The characters, taking the name of the Forgiven,decide to dedicate their lives to stopping crime (in thedragon’s name—she is pretty persuasive). By honingtheir skills at hunting down thieves, they hope to eventuallyfind the real culprit the dragon seeks. The Forgivenbegins to take on the traits of an organization,signing on many dozens, or even hundreds, of members(who do not know that the founders of the organizationserve Rhovaelia).When the PCs encounter members or bands of the Forgiven,they are asked to get involved in a well-organizedplan to clean up the city. Perhaps they even sign on for afew gigs, participating in a fabulous thwarted robbery, orcatching a high-caliber crime boss.Of course, the founders of the Forgiven organizationsecretly cull the stash of every thief they catch, lookingfor the artifact that started it all so they can return it tothe dragon. Rhovaelia: Female great wyrm green dragon; CR23; Gargantuan dragon; HD 38d12+304; hp 551; Init+4; Spd 40 ft., swim 40 ft., fly 200 ft. (clumsy); AC 43,touch 6, flat-footed 43; Atk +49 melee (4d6+14, bite),+44 melee (2d8 + 7, 2 claws), +43 melee (2d6 + 7, 2wings), +43 melee (2d8+21, tail slap) or +48 melee(4d6 + 21, crush); or +48 melee (2d6+21, tail sweep);Face/Reach 20 ft. by 40 ft./15 ft.; SA Breath weapon,frightful presence (DC 35), spell-like abilities; SQ.Blindsight 360 ft., DR 20/+2, immunities, keen senses,darkvision 1,200 ft., SR 30, water breathing; AL LE; SVFort +29, Ref +21, Will +29; Str 39, Dex 10, Con 27, Int26, Wis 23, Cha 22.Skills and Feats: Bluff +47, Concentration +48, Diplomacy+51, Escape Artist +42, Hide –11, Intimidate +51,Knowledge (arcana) +49, Knowledge (history) +49,Knowledge (local) +49, Knowledge (religion) +48, Listen+51, Scry +49, Search +49, Spot +46; Alertness, Cleave,Improved Initiative, Iron Will, Leadership, Power Attack,Quicken Spell-Like Ability, Sunder, Weapon Focus(claw), Weapon Focus (bite).Breath Weapon (Su): Cone of acid, 60 feet, damage24d6, Fort half DC 37.Immunities (Ex): Rhovaelia is immune to acid, sleep,and paralysis effects.Spell-Like Abilities: 3/day—dominate person, suggestion;1/day—command plants, plant growth. 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