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This section assumes that the party have decided to go after the Ring (the third portion of the Key). This part of the Key was last held by Lord Kaimar, a Chaddamarian Knight, who died fighting a dragon in the Gyrtara Mountains. It is known that the knight and his entourage rode forth to battle the dragon in its lair and they were wiped out. It is assumed that all of his treasures and everything he carried with him are in the dragon's lair now. This would include his portion of the Key.
This part of the campaign can happen at any point before the party goes in to the Desolation. It's possible that the party might go after this portion of the Key directly after meeting with the historian Lesoth. It's also possible that they may go rescue Saramuthak first. Or even venture to the Wall and explore that area and learn what they can about the Desolation. It doesn't really matter what order they do things. But at some point, they need to go after this part of the Key. If they happen to have Saramuthak with them, he'll be a valuable asset. He's a powerful wizard and he's got some good spells that would help on this encounter.
The characters are going to have to travel up into the northern Gyrtara Mountains to the village of Trumbull, which lies very close to the dragon's lair. It's also where Lord Kaimar and his men were staying before they ventured forth to slay the dragon. So it's a logical place to start.
The party will travel along a single main road which winds up through the mountains and passes by the village of Trumbull.
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Throughout the region has “dragon shelters”. These are small, stone underground bunkers that are used as shelter by travelers on the road if the dragon attacks. There is one bunker about every mile. There are also a few scattered in and around the village and near the lair. The party will pass by several on their way to the village.
The door and windows are shuttered with iron plating. The area around the bunker is blackened stone and a different kind of vegetation. Obviously, it's been hit by the dragon's breath weapon at some point.
Inside the bunker, there are blankets, medical supplies, water, a map of the region, a note from the lord indicating the purpose of the shelter. Posted on the wall is a document.
Because of this Church degree about the treasure split-up, the village WANTS the Dragon slain and will do everything they can to aid the adventurers in all possible ways.
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There is one last village which is the “last stop” before the dragon’s lair. The last bit of civilization.
Population is 750 (about 150 families plus other loners).
The villagers have taken precautions against the dragon. Many of the buildings are stone. Large basins near every building collect rainwater to be used to quickly put out fires. Each week, various farmers sacrifice animals, which are taken to corrals about a mile or two outside of the village. Which the dragon takes and leaves the villages alone.
Four large underground “bunkers” are in the village where the villagers flee to when/if the Dragon attacks the village. In the last 60 years, the dragon has attacked 11 times.
The players will use this village as their last place to stock up and rest. The village has a good smith, a good store for adventuring equipment, etc. Every couple of years, some group of young fools goes forth to battle the dragon. This village is prepared to equip them. Also, this village as a local mine which provides good ore. Hence the location.
This village is ruled by a noble who owes fealty to the priestess of the town of Hansuse. This noble, a male, is very protective of his village.
When the PCs leave to go attack the dragon, they are followed by a group of villagers – encouraging and admiring townsfolk, hero-worshipping children, etc. Maybe a few of the noble’s town guards to escort them.
Distance to the lair is 24 kilometers. Most of the villagers will turn back within sight of the Dragon’s Valley.
For a silver piece, a local will give a guided tour of the region. Including:
- a famous battle site.
- the dragon’s lair
- the feeding pens of sacrificial animals
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Any ranger will see tracks of the dragon-worshipping humanoids tribe. He can tell that they are
- reptilian
- lots of them
- tracks lead to and fro, but mostly lead down to a place near the cave
- identify exact race? some sort of lizard man
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The dragon's name is Verraximaul. He is a large male. Green scales. Fierce breath weapon.
Breath weapon is a form of napalm. It's flame, but it also has a sticky gelatin component. It sticks to anything and continues to burn fiercely. This means CONTINUOUS DAMAGE after a breath weapon hit. Also, Verraximaul has serious armor plating. AC 35. He's big. Immensely strong. Think T-Rex from Jurrasic Park. He has 1,000 hit points. Make this the toughest foe they've ever faced.
Verraximaul should be almost unkillable. The best they can hope to do is sneak in, find the Ring and sneak out. If they wake him, make it a running battle. Anyone who stands and fights will be turned to ash. It comes down to this... as soon as they don't respect the dragon, kill them.
Verraximaul will NOT be taken by surprise and WON'T be caught sleeping. Period. He has senses that rival any animal.
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The lair should be big with multiple chambers and interconnecting passages. This allows him to move around freely and quickly and circle around and behind the party quickly.
The floor should be rubble and boulders. Tricky footing for the characters. Easy for the dragon. Cut their movement rate in half and make them roll dex checks to avoid tripping. The rubble on the floor can also be a good weapon if the dragon beats his wings and creates a windstorm inside the cavern.
Also, the dragon’s cave is a section of an ancient ruins. So, all around are ancient bits of stone architecture. Some sections are in better condition than others – i.e. the dragon can’t get in there, so it hasn’t been as damaged over all these years.
The dragon dwells in the ruins of a large castle complex. On hill. One main building and three or four smaller sub buildings around it. Sky bridges. Multiple levels. Balconies, etc.
There is an underground river, underground lake and a waterfall exiting a cave in a gorge.
I leave the specific task of mapping out the lair to you.
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A – Main Cave Entrance
Charred earth. Charred skeletons.
Draconian encampment. 10 draconians. Draconian chieftain/shaman.
They have some make shift shelters out of wood and stone. Lean tos. They have a large wooden chest. Locked. Something for Beth. Inside is coins, a large purple gem, a decorative bone wand, a thick red potion, a bag of herbs (hallucinogenic pipe weed).
All ground in the caves is rubble strewn, boulder strewn and uneven. All movement is cut in half. Also, outright run requires Dex check else sprained ankle.
B – Food Storage
Strong stench of rotting meat. Flies. Huge flies. Biting. Bodies. Lots of bodies. Bones. Two dead horses. Five half eaten elk. One mostly eaten dairy cow.
C – Empty
A muddy room. Some puddles and water on the walls. Two huge dragon footprints in the mud going in. A smashed skull. Scorch marks on the wall. A bone sticking up out of the mud. A severed reptilian hand and splattered blood on the wall.
D – Main Stairway
The stone here is hewn and cut. This area was crafted. Broken statues, rotted bits of tapestry, broken bits of wood, a human skeleton and a skull. Massive stone stairs over 40 feet wide go up. Some sunlight coming from somewhere up there.
E – Stairs
Stairs leading up to section X of ruins. Leads up to a small draconian camp. You can hear guttural voices and some laughter. Thin wire on fifth step is tied to a copper bell up top. Beth could disarm it. Camp up top has a locked iron box in the chieftain’s tent.
F – Draconian Camp
Verraximaul can’t enter this cavern because the entrance is too narrow. A number of gouges in the stone – claw marks – around the entrance. A permanent encampment inside the caves has been established by the draconians here. 10 Draconians and one draconian chieftain/shaman.
G – Empty
Roar of the river can distantly be heard. Dragon roar in distance. Cries of the young. Sounds echo oddly here. Broken draconian spear with feathers.
H – Sleeping Chamber
You hear an odd squawk. A few coins, lots of bones. Non-shiny treasure items. Also, a huge nest made of rubble and bones and whole trees. In the center are 3 young dragons and one egg. Bits of old leather armor, rope, chain, etc. A body is in the nest. A draconian. Half eaten. Wearing leather armor. Leather satchel around torso. Leather satchel contains a thick book. Gilded pages. Bound in metal. It is locked. Beth could disarm it. If opened, it’s written in Chaddamarian. It’s a spell book. Also, a note book. Contains massive amounts of information on Chaddamarian priestly magic. Possibly give bonuses on understanding magic.
I – Underground River
HUGE cavernous chamber. A few spikes of stone from broken stalagmites. Lots of rubble and uneven footing. Movement is cut in half. Puddles fill the room. Roar of the river. One of the puddles is frozen solid and mist is rising from it. (It contains the Winter Shard sword). Draconian archers will appear on the far cliff and start shooting.
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The dragon is worshiped by draconians. Like winged lizardmen. Slim build, about 5 feet tall. With leathern reptilian wings. They can glide and fly short distances. Also, use wings to make power-assisted jumps. They will harass the PC's and try to prevent them from disturbing their "god".
Although they are weak, they use strategy and tactics. They use the terrain to their advantage. Perhaps there is a secret back entrance into the dragon's cavern. But it requires some rock climbing to get up to it. They may pelt the PC's with arrows, spears, rocks, boulders and landslides. Also, the players can't fight effectively if they are scrambling up a rockface. Also, these little guys hide a lot. Will usually have 95% cover.
Narrow fighting corridors.
Surprise ambush
Higher ground.
Traps, pits, etc.
Prepared rock slide.
Missile weapons and cover.
New spells from a shaman.
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Get one good breath weapon hit on the players. Knock them all down to single digit hit points. And DESTROY THEIR EQUIPMENT. Most of their stuff should be damaged or destroyed. Potions will evaporate. Armor will melt.
The dragon will be an epic battle. If they manage to kill it, some of the consequences include:
The Hoard is huge. It will attract thieves.
The Hoard includes a holy relic from Chaddamar and they will want it back.
The dragon has a young offspring that will track them by scent and attack. Revenge.
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In The Library of the Ruins
Book – Collection of romantic poems
Book – History of Chaddamar
Book – Herbs and Flowers of the Rainforests of Pujarn
Book – Gemology and Precious Stones
Book – Volume of erotic poetry – fully illustrated.
Scroll – A Treatise on Interplexing Multi-Phasic Ether Disruptions Within a Dynamic Construct During a Drellis Dweomic Inversion Phase. (Reading this and spending a week studying it gives a +3% spell control during a Drellis Phase).
Scroll – A map of the "Rurgoth Deep Halls"
The Main Hoard
And of course, the dragon hoard is filled with coins and gems, piled here along with art and jewelry and more... all of it has been placed here by the draconians that worship the dragon.
Also, miscellaneous bodies are here. Mostly eaten.
This website was last updated March 31, 2026. Copyright 1990-2026 David M. Roomes.