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Orc Raider (R)Level 3 SkirmisherMedium natural humanoid XP 150Initiative +5 Senses Perception +1; low-light visionHP 46; Bloodied 23; see also warrior’s surgeAC 17; Fortitude 15, Reflex 14, Will 12Speed 6 (8 while charging)m Greataxe (standard; at-will) ✦ Weapon+8 vs. AC; 1d12 + 3 damage (crit 1d12 + 15).R Handaxe (standard; at-will) ✦ WeaponRanged 5/10; +7 vs. AC; 1d6 + 3 damage; see also killer’s eye.M Warrior’s Surge (standard, usable only while bloodied;encounter) ✦ Healing, WeaponThe orc raider makes a melee basic attack and regains 11 hitpoints.Killer’s EyeWhen making a ranged attack, the orc raider ignores cover andconcealment (but not superior cover or total concealment) if thetarget is within 5 squares of it.Alignment Chaotic evil Languages Common, GiantSkills Endurance +8, Intimidate +5Str 17 (+4) Dex 15 (+3) Wis 10 (+1)Con 14 (+3) Int 8 (+0) Cha 9 (+0)Equipment leather armor, greataxe, 4 handaxesTacticsKhekolak is not greatly experienced, but he has spenta long time deciding what he might do in case ofattack.Round 1: The white dragon bursts out of the trapdoorand flies straight up to a height of 20 feet (ashigh as he can reach in a single move, due to havingto squeeze through the trapdoor). From there, hebreathes on as much of the party as he can withoutcatching his allies in the blast.The orc and the homunculus charge into melee,though they attempt to stay at the periphery of thegroup, leaving room for the dragon to breathe. If at allpossible, they focus on a single PC (flanking if spaceallows), unless doing so causes one of them to beflanked in turn.Round 2: Khekolak drops to the ground andengages in melee with the PCs. The young whiteis looking to prove himself; thus, he attacks thetoughest-looking martial character, rather than amore tactically sound enemy. The orc and the irondefender continue to fight, though the homunculustries to move to the dragon’s side.Round 3+: The white dragon remains in meleecombat (though he switches to his breath weapon inany round when it recharges, and uses frightful presencewhen he can hit the greatest number of enemies)until he is bloodied. On his first turn after beingbloodied, Khekolak takes to the air, hoping to lure theparty after him and move the fight outside or into thecourtyard. When he is out in the open, the dragonattempts to stay near the edge of the party, landing todeliver melee attacks against a lone character, thentaking off once more if the others approach. He continuesto fight, alternating between these hit-and-runmelee attacks and his breath weapon (when possible),until reduced to 10 hit points. If that occurs, thedragon attempts to flee, either flying off into the skyor diving into the hidden passage, whichever seemsmost tactically advantageous.The orc and the iron defender continue to fightuntil slain.Features of the AreaIllumination: This encounter takes place in aruined tower, so the illumination corresponds to thetime of day.Cliff: Anyone who falls (or is pushed) off theedge of the hill falls 30 feet and takes normal fallingdamage.Doorways: The doorways lead to the top of thewall (see area 13). They are brittle and weak; thoughthey are barred, they are treated as standard woodendoors (DC 16 to break through).Precarious Walkways: The open tops of thetowers are wide enough to walk on and even fightfrom, but they are old and crumbling. They are considereddifficult terrain. Maneuvering atop thesewalls requires a DC 11 Acrobatics check.Secret Door: A secret trapdoor in the floor leadsto a narrow underground passage that connects areas3, 10, and 11 to the open pit in area 12. (The passagesare not shown on the map.) Normally, the DCto detect this secret door is 24, but because Khekolakleft it open a crack to peer through, the DC is 22before the fight. After the dragon emerges, the trapdoorcan be found automatically.ConclusionUpon the death or defeat of Khekolak, the town ofYevn Raeach is free of his depredations. The PCs cancontinue exploring the castle ruins, gathering treasuresand facing additional foes, but their ultimateobjective is complete.FROM BELOWIf the PCs approach the tower from the undergroundpassage, roll a Perception check to determine whetherKhekolak hears them coming. (If they make no effort tobe stealthy, assume that he needs to make only a DC 10check.) If the dragon detects their approach, he waits forthem on the surface, prepared to ambush them as soonas they emerge from the trapdoor (or to yank the dooropen and breathe on them if they start messing with histreasure). If Khekolak does not detect their approach,the PCs catch him curled up beneath the trapdoor. Hestill bursts through, taking the fight up into the tower,but the PCs might be able to launch a round of attacksbefore he can do so.THE RUINS OF CASTLE KORVALDCHAPTER 3 | Dragon Lairs101

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