BEG - RPG#01 - A Dragon (MIMO) v1.0.1
BEG - RPG#01 - A Dragon (MIMO) v1.0.1
BEG - RPG#01 - A Dragon (MIMO) v1.0.1
adventure in the
kingdom of D osneri!
A Dr agon
a wealth of meticulously crafted
lore, detailedNPCs, and captivating
storylines.Explore the diverse
regions of Dosneri, from the majestic
mountains to the murky swamps,
and encounter a plethora of unique
races and factions.
Unravel the secrets of the
Dragon One-Fang, join the
rebellion against Queen
Ma’rramus, or harness elemental
powers to restore balance.
On the cover
Unprepared Adventurer Meets a gizing against this foe. Delve into the
dragon. The cover of “A Dragon” pres- pages of this book and unlock the se-
ents a gripping scene—an unprepared crets to outwitting and overcoming the
adventurer comes face-to-face with a challenges posed by this mighty drag-
mighty dragon. The dragon, with all on. Sharpen your tactics and prepare
her advantages, looms over the intrud- for an unforgettable adventure against
er in her lair. It serves as a reminder to one of the mightiest adversaries you
be smarter, to learn the art of strate- will ever face.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31,
2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
F C
C
F
E
B B C
A
B
plete the task, leaving part of the search for victims in ther area. Un-
entrance unguarded and devoid of fortunate heroes, as well as various
the protective enchantment. How- forest animals such as foxes, bears,
ever, during the day, the Dragon is boars, and deer, become their prey.
particularly vigilant and will keenly Once captured, the heroes meet
perceive any sounds or movements a swift and merciless demise. The
in the vicinity. minions then proceed to salvage
what is edible or valuable from the
carcasses, discarding the remains at
B – Traps areas the entrance of the cave. The grisly
Every fortnight, the Dragon’s aftermath serves as a chilling warn-
minions conduct their gruesome ing to any who dare venture near.
D – Rubbish
Ther dragon has developed some- Using the
what unrefined habits. It keeps the cave in a campaign
remains of its meals near its resting Once a fearsome and mighty
place, paying little mind to the pres- dragon, One-Fang now finds herself
ence of insects, worms, and other haunted by fear and mistrust. Recent
small creatures in the vicinity. encounters have shattered her once
unwavering sense of invincibility, re-
vealing the existence of beings in ther
E – Bed realm and beyond who are just as for-
Ther is the Dragon’s designat- midable as herself. Scarred by these
ed sleeping area, although you will revelations, she has retreated deep
rarely find the Dragon actually sleep- into the recesses of her cave, har-
ing. It is constantly occupied with its boring a deep-seated distrust for all
various tasks and responsibilities, who dare approach. Clinging to the
leaving no time for rest. While others remnants of her diminished hoard,
sleep, the Dragon is busy amassing a stark reminder of her lost wealth
its hoard and engaging in its entre- and waning power, One-Fang broods
preneurial pursuits. in solitude, plotting to reclaim her
dominance and restore her treasure
to its former opulence.
F – Treasure vault If the Game Master chooses to
Despite the initial appearance of embark on ther chronicle as a full-
ther room being filled with an abun- fledged adventure, the Cave shall
dance of treasure, upon closer in- serve as the stage where heroes
spection, it becomes evident that the will cross paths with One-Fang, the
cave room is actually quite empty. To once mighty and powerful dragon.
fully understand the deceptive nature Or something of that sort.
of the Dragon’s hoard, it is advised to
refer to the chapter titled “...because
there’s a treasure...” Ther chapter
delves into the intricate devices and
Specials:
• Shield (9 gp)
• Mithral Armor (794 gp)
• Ring Mail (30 gp)
Specials:
• Sausage Ramen with
Nutmeg and Leek (4 sp)
• Chocolate Stew with Cake and
a Tankard of Cider (5 sp)
• Boar Stew with Peaches and
a Glass of Brandy (5 sp)
Owner: Hobart
Porridgepot, Male
Location: Found in the
market quarter, a street
unusually full of carriages.
Description: The alchemist
shop is a concrete, sprawling
single-story building with a
reinforced wooden door and
moss-covered walls.
The interior holds an empty
cage and meticulously
organized drawers of herbs.
Specials:
• Potion of Resistance (293 gp)
• Potion of Animal
Friendship (199 gp)
• Philter of Love (90 gp)
Specials:
• Carpenter’s Tools (15 gp)
• Vial (1 gp)
• Smith’s Tools (19 gp)
Act 8:
Eida’s Delivery
Rumors, Risk, and a Dangerous Task
Extracting valuable
Miners 6-12 gp
minerals
Note: The tax values provided have been reduced to reflect a scaled-down
version of taxation. They represent the approximate annual tax value per peas-
ant based on their specific work and abilities.
Weapon-
Peasant Tax
Rarity Description Bearing Tax
(per year)
(per year)
The primordial
elemental gem Lost Relic of Dosneri
Wondrous item, legendary Wondrous item, artifact
(requires attunement) (requires attunement)
Scrolls of
Forbidden Knowledge
Scroll, very rare. forbidden knowledge contained within
(requires attunement) can corrupt the minds of those who
delve too deeply. Each time a charac-
These ancient scrolls, bound with ter uses the granted ability or casts
faded leather and inscribed with cryp- the spell from the scroll, they must
tic symbols, contain long-lost secrets make a willpower resistance. On a
and forbidden knowledge. Each scroll failed save, they suffer psychic damage
focuses on a specific area of exper- or experience a temporary madness,
tise, whether it be arcane, divine, or reflecting the toll of accessing such for-
mundane. The information within is bidden knowledge.
potent but dangerous, as it delves into It is said that the Scrolls of For-
realms of magic and lore that were bidden Knowledge are fragments of
meant to remain hidden. a greater tome, scattered throughout
Properties: When a character at- the world. Collecting and studying
tunes to a Scroll of Forbidden Knowl- these scrolls can unlock greater se-
edge, they gain access to a unique crets and unravel the mysteries of the
ability or spell that is normally be- ancient past. However, those who seek
yond their reach. The specific ability to possess this forbidden lore must be
or spell granted by the scroll depends prepared to confront the consequenc-
on its nature and the type of knowl- es and resist the allure of power that
edge it holds. The character can use comes with it.
this ability or cast this spell a limited Note: The specific abilities
number of times per day, as specified or spells granted by the Scrolls of
in the scroll’s description. Forbidden Knowledge should be de-
While the scrolls grant incredible termined by the DM based on the
power, they also come with risks. The campaign’s themes, setting, and the
Legendary Actions:
One-Fang can take 3 legendary actions, choosing from the following options:
• Tail Attack: One-Fang One-Fang can then fly up or half as much damage
makes a tail attack. to half her flying speed. on a successful one.
• Wing Attack (Costs • Acid Breath (Costs 3 The acid then spreads
2 Actions): One-Fang Actions): One-Fang around corners, and
beats her wings. Each exhales acid in a 90-foot One-Fang can choose
creature within 15 feet line that is 10 feet wide. which direction it flows.
of her must succeed on Each creature in that
a DC 22 Dexterity saving line must make a DC 22
throw or take 16 (2d6+9) Dexterity saving throw,
bludgeoning damage taking 67 (15d8) acid
and be knocked prone. damage on a failed save,
Regional Effects:
One-Fang’s presence causes to grow unnaturally thick and poisonous creatures to
plants in a 6-mile radius be attracted to the area.
Queen Ma’rramus
Medium Humanoid (Aether Elf), Lawful Neutral
Saving Throws: Int +13, piercing, and slashing Senses: truesight 120 ft.,
Wis +10, Cha +11 from nonmagical attacks passive Perception 20
Skills: Arcana +16, Damage Immunities: poison Languages: Common,
History +16, Insight +10, Condition Immunities: Draconic, Abyssal, Celestial
Perception +10 charmed, exhaustion, Challenge Rating:
Damage Resistances: frightened, paralyzed, 20 (25,000 XP)
necrotic; bludgeoning, poisoned
Actions:
Staff Melee Attack: attacks). She has the • 5th Level (2 slots):
+13 to hit, reach 5 ft., one following spells prepared: Cone of Cold, Scrying
target. Hit: 16 (2d8+7) • 6th Level (1 slot):
bludgeoning damage. • Cantrips:
Chill Touch, Mage Chain Lightning, Globe
Life Drain: Hand, Prestidigitation of Invulnerability
Queen Ma’rramus drains the • 7th Level (1 slot):
life force from a creature • 1st Level (4 slots):
Detect Magic, Mage Finger of Death,
she touches, dealing Plane Shift
36 (8d8) necrotic damage. Armor, Shield
Queen Ma’rramus regains • 2nd Level (3 slots): • 8th Level (1 slot):
hit points equal to the Blindness/Deafness, Power Word Stun,
necrotic damage dealt. Mirror Image Sunburst
Spellcasting: • 3rd Level (3 slots): • 9th Level (1 slot):
Queen Ma’rramus is an Counterspell, Dispel Meteor Swarm,
18th-level spellcaster. Magic, Fireball True Polymorph
Her spellcasting ability • 4th Level (3 slots):
is Intelligence (spell save Dimension Door,
DC 21, +13 to hit with spell Ice Storm
Lair Actions:
On initiative count 20 (losing initiative ties), Queen Ma’rramus can take
a lair action to cause one of the following magical effects:
Darkness fills the area in a Queen Ma’rramus can within 120 feet.
60-foot radius centered on teleport up to half her flying The duplicate lasts until
Queen Ma’rramus. speed without provoking initiative count 20 on
The darkness lasts opportunity attacks. the next round or until
until initiative count 20 Queen Ma’rramus creates an it takes any damage.
on the next round. illusory duplicate of herself
Armor Class: Hit Points: 650 (40d20+240) Speed: 60 ft., burrow 40 ft.
26 (natural armor)
Legendary Actions:
Terragrath can take 3 legendary actions, choosing from the following options:
• Slam: Terragrath makes throw, taking 33 (6d10) reaches out and attempts
one slam attack. bludgeoning damage to grasp a creature within
• Earth Tremor (Costs on a failed save, or half 30 feet of it. The target
2 Actions): Terragrath as much damage on must make a DC 25
causes the ground to a successful one. The Strength saving throw
shake in a 30-foot radius ground becomes difficult or be restrained until
centered on itself. Each terrain until the end of the end of its next turn.
creature on the ground Terragrath’s next turn.
in that area must make • Stone Grasp (Costs 3
a DC 25 Dexterity saving Actions): Terragrath
Legendary Actions:
The Old Man in the Road can take 3 legendary actions, choosing from the options below. Only
one legendary action option can be used at a time and only at the end of another creature’s
turn. The Old Man in the Road regains spent legendary actions at the start of its turn.
• Decay’s Grasp: The • Aura of Decay (Costs his Corrosive Aura to
Old Man in the Road 2 Actions): The Old 30 feet for 1 minute.
makes one Decay’s Man in the Road
Touch attack. extends the range of
Lair Actions:
On initiative count 20 (losing Man in the Road can take a lair action to cause one
initiative ties), The Old of the following effects: