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Turnabout
Rescue
(EL 7)
By Steve
Kenson

This is an encounter
set on the world of Krynn, featuring draconians, well-known servants of
evil in the Dragonlance setting. This encounter can happen anywhere
along a deserted road when the party has left a town, village, or fort
behind and set out on their travels once more. As the encounter begins,
read or paraphrase the following text.
| Traveling on
the roads of Krynn is rarely safe, particularly when you travel alone.
You know well enough to travel in a group, but it appears that the
young man on the road ahead of you wasn't so wise. Now it seems that
he's about to pay for his error in judgment. The man is surrounded
by four heavily cloaked figures holding swords. As you approach, they
cast off their cloaks to reveal the scaly hides and small wings of
draconians! The young man glances in your direction and calls out
for help as the draconians advance on him. |
Creatures
(EL 7): The apparent rescue is a trap. The victim of the four Baaz
draconians is actually a Sivak named Thass who assumed the human's form
when he killed him a week ago. Unfortunately for Thass's plans, the human's
death has become known, making the form almost useless except against
travelers like the PCs.
Ideally,
Thass would like to capture the party, giving him a choice of forms to
take and allowing him to interrogate his victims. If the PCs prove resistant
to capture, he's willing to settle for killing one of the characters in
combat in order to assume a new form. Once the party is engaged with the
Baaz draconians, Thass uses the element of surprise to try to subdue one
of the characters (see Subdual Damage, p. 134, Player's Handbook).
If he isn't immediately able to do so, Thass abandons his human disguise
and fights in his true form.
Baaz
draconians (4): hp 15, 13, 11, 13; see below
Sivak
draconian: hp 51; see below
If the
Dungeon Master desires, this simple encounter can be expanded into a larger
adventure with a little work. Thass and his minions are clearly on some
sort of intelligence-gathering mission, and that doesn't bode well for
the area the characters are in. Information on Thass's person could reveal
part of the draconian's larger plan, leading the characters to further
adventure. Perhaps the information is so valuable that the draconians
in the area launch repeated attacks against the PCs to recover it.
The characters
could discover written orders on Thass's person, telling him to deliver
certain information about the defenses of a nearby town or fortification
to a particular meeting place. Clever players might seize the opportunity.
With one of them pretending to be Thass and the others dressing in the
heavy robes of the Baaz, the party can take the draconians' place and
show up at the meeting to feed false information to the draconians. Or
they can attempt to lead them into a trap that undoes the draconians'
plans to raid the area.
Draconians
Draconians
are monstrous humanoids created by the followers of the evil dragon queen
Takhisis. Followers of Takhisis stole the eggs of good metallic dragons
while they slept and performed evil rituals to summon demons from the
Abyss to inhabit the eggs, corrupting them and causing them to hatch into
draconians. Draconians are evil by nature and served the Dragonarmies
as troops and spies in their initial assault on the nations of Ansalon.
When
the Heroes of the Lance revealed the true source of the draconians to
the good dragons, they joined the fight against the Dragonarmies and helped
drive them back.
Draconians
are humanoid and most are roughly human-sized. They have scaly hides and
dragonlike faces, clawed hands and feet, and tails. Most draconians also
have leathery wings, although only Sivak draconians can truly fly. The
rest of the winged draconians can only use their wings to glide clumsily.
Each draconian also has special abilities based on its type.
Draconian
Society
Draconians
are evil through and through, created to fight and kill. They're crafty,
but aren't too intelligent and tend to require guidance from others to
carry out their duties. They have a brutal disregard for life, and a deep-seated
hatred for all other creatures except for dragons and other draconian
species. They enjoy senseless brutality and strong drink. During the War
of the Lance, draconians often took over taverns and inns as their command
centers to ensure the spirits would keep flowing.
Draconians
in the D&D Game
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Baaz
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Medium-Size
Monstrous Humanoid
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Hit
Dice:
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2d8+4
(13 hp)
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Initiative:
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0
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Speed:
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20
ft.
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AC:
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16
(+6 natural)
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Attacks:
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2
claws +2 melee; or halfspear +2 melee
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Damage:
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Claws
1d4; halfspear 1d6
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Face/Reach:
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5
ft. by 5 ft./5 ft.
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Special
Attacks:
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Death
throe
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Special
Qualities:
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Spell
Resistance 11, glide, disease immunity, low metabolism
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Saves:
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Fort
+2, Ref +3, Will +2
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Abilities:
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Str
10, Dex 11, Con 14, Int 10, Wis 9, Cha 10
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Skills:
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Bluff
+5, Disguise +5, Gather Information +5, Listen +5, Spot +4
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Feats:
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Alertness,
Run
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Climate/Terrain:
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Any
land
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Organization:
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Band
(4d10)
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Challenge
Rating:
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1
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Treasure:
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Half
standard
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Alignment:
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Usually
neutral evil
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Advancement:
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36
HD (Medium-size)
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Sivak
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Large
Monstrous Humanoid
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Hit
Dice:
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6d8+24
(51 hp)
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Initiative:
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+1
(1 Size, +2 Dex)
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Speed:
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20
ft., fly 60 ft. (average)
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AC:
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19
(1 size, +2 Dex, +8 natural)
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Attacks:
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2
claws +10 melee; bite +8 melee; or bastard sword +10 melee
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Damage:
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Claw
1d6+5; bite 2d6+2; bastard sword 1d10+5
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Face/Reach:
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5
ft. by 5 ft./10 ft.
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Special
Attacks:
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Trip
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Special
Qualities:
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Spell
Resistance 15, shapeshift, blend, divine grace, spells, disease
immunity, low metabolism
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Saves:
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Fort
+8, Ref +9, Will +8
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Abilities:
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Str
21, Dex 15, Con 19, Int 13, Wis 12, Cha 15
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Skills:
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Bluff
+7, Diplomacy +7, Disguise +7, Gather Information +7, Intimidate
+7, Listen +8, Spot +7
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Feats:
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Alertness,
Multiattack, Power Attack, Run
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Climate/Terrain:
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Any
land
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Organization:
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Band
(212)
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Challenge
Rating:
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6
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Treasure:
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Standard
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Alignment:
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Usually
neutral evil
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Advancement:
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7-18
HD (Large)
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Draconians
have short, stubby tails, lizard snouts, and scaly bodies. Their coloration
serves as a dim reminder of the dragons from which they were spawned.
Baaz scales have an unmistakably brassy coloration, and Sivaks are a polished
silver color. Female draconians tend to be shorter and more finely built
than males.
While
both Baaz and Sivaks have wings, only Sivaks can truly fly. Draconians
move either by walking upright, gliding down from heights (for a distance
four times greater than the height from which they launched), or running
on all fours while flapping their wings. This latter form of movement
is their fastest, and it kicks up an intimidating dust cloud on the battlefield.
All winged draconians have the Run feat for free, allowing them a faster
running speed while running on all fours and flapping their wings.
Draconians
are drawn to evil dragons and revere them. They serve dragons willingly
and eagerly, while only reluctantly serving leaders of other species.
When a dragon commander is within line of sight or when entering a battle
under the command of a dragon (in the chain of command), draconians receive
a +1 morale bonus on all attack rolls and saving throws.
Draconians
have life spans that approach 1,000 years. All draconians love ale and
spirits.
When
draconians die, the magical energies that are inherent in their bodies
are released in a death throe with spectacular and catastrophic effects.
Combat
Draconians
are proficient with all simple and martial weapons.
Disease
Immunity (Ex): Draconians are immune to all natural diseases.
Low
Metabolism (Ex): Draconians can survive on one-tenth the food and
water it takes to sustain a human.
Baaz
Baaz
occupy the bottom rung on the ladder of draconian social order. They are
often abused and treated as slaves by other draconians. In the past, the
Baaz could do little to change this situation, so they remained aloof
from others not of their kind. However, with the arrival of female Baaz,
this is beginning to change. Baaz females are organizers who work well
in groups. They are working to change the status of Baaz at large by refusing
to cooperate with those who abuse them and encouraging the males to follow
their lead.
Baaz
are often encountered prowling through civilized lands in disguise. Their
size and build is such that they can pass themselves off as human by wearing
large hoods and masks and concealing their wings under robes. Baaz males
serve as scouts and spies, while female Baaz are rapidly becoming highly
prized managers and low-ranking military commanders.
Baaz
are the physically weakest and most plentiful of all draconians. Male
Baaz stand between 5 feet and 6 feet in height, with the majority of them
being on the short side. Female Baaz tend to be lighter in build than
males.
Baaz
Combat
Death
Throe (Su): On the round that a Baaz reaches 0 or fewer hit points,
her body turns to stone. The creature struck the deathblow must roll a
successful Dexterity check (DC 13) or have his weapon fused to the draconian.
The Baaz "statue" crumbles to dust after 1d4 minutes. Items
carried by the Baaz are unaffected by the petrification and subsequent
dissolution. Any stuck weapons can be retrieved after the Baaz crumbles
away.
Glide
(Ex): A Baaz can use her wings to glide, negating any damage from
a fall of any height and allowing her to travel horizontally up to four
times the vertical distance descended.
Sivaks
Sivaks
are the most powerful of the commonly encountered draconians. Both male
and female Sivaks serve as elite warriors and infiltrators who are highly
sought after by evil leaders and other draconians. The males ability
to perform covert operations is aided by their shapeshifting ability.
The males stand close to 9 feet tall. Females are between 6 and 7 feet
tall.
Sivak
Combat
Both
sexes prefer to wield large, ornate bastard swords. Sivaks tails
are long (for draconians), and they often use them in combat to knock
foes off balance.
Trip
(Ex): As a standard action, a Sivak can use his tail to make a trip
attack using its normal melee attack bonus (+10).
Shapeshift
(Su): A male Sivak is capable of assuming the form of a humanoid of
his own size or smaller at the moment he kills it. The Sivak does not
gain the memories, skills, or spell use of its victim, but his appearance
and voice is an exact match to its victims. The Sivak can change
back to his normal shape, but after doing so cannot shapeshift again without
killing another humanoid.
Blend
(Ex): Sivak females cannot shapeshift like male Sivaks. Instead, they
have a chameleonlike ability to blend in with their surroundings. This
works just like a robe of blending, giving the Sivak a +15 circumstance
bonus to her Hide checks and allowing her to change self at will.
Divine
Grace (Ex): Sivaks add their Charisma modifiers to all saving throws
(included in the numbers above).
Male
Death Throe (Su): A male Sivak changes shape when slain, assuming
the form of the being that killed it. This death shape lasts for three
days, and then the entire body decomposes into black soot. If the Sivaks
slayer is larger than the Sivak or not humanoid, the Sivak instead bursts
into flame, dealing 2d4 points of fire damage to all within a 10-foot
radius (Reflex negates, DC 17).
Female
Death Throe (Su): Female Sivaks do not assume the form of those who
kill them. Instead, they burst into flames when killed, dealing 2d4 points
of fire damage to all within a 10-foot radius (Reflex negates, DC 17).

More
adventure awaits in the world of Krynn. Find out about the new official
Dragonlance fansite, see how the Dragonlance
series relate to each other, or check out the main
D&D page for more information about Dungeons & Dragons.

About
the Author
Steve
Kenson has been a freelance writer in the RPG industry for five years
and a gamer for far longer than he'd care to admit. He's written for a
number of games including Shadowrun, Marvel Super Heroes,
and Dragonlance: Fifth Age. His work appears regularly in
Dragon Magazine. Steve maintains a website
with gaming articles he has written and information about his current
projects. He can be reached by email at talonmail@aol.com.
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