While in its lair,
the dragon Whildenstrank relies on his winter wolf spies to inform him
of trespassers. The entry to the lair is a simple affair, with a gaping
hole in the side of the black stone spire that leads down a tunnel to
an inner grotto. Whildenstrank has covered the drab black walls of the
tunnel and the entry with ice, and icicles hang from the lip of the
cave mouth. A narrow footpath used by the winter wolves, climbs up the
steep slope to the entry.
Three winter wolves
rest in the entry. If they see the PCs (Spot +9), they will trot down
the footpath and challenge the party, demanding to know why they have
come to the spire. The initial attitude is unfriendly, and they will
attack if the party does not leave. If the PCs try to talk their way
past the wolves, have the speaker make a Diplomacy check:
(DC 15): The wolves will allow them to pass, but will follow them
into the tunnel. If combat breaks out with the dragon, the wolves will
join in and attack from behind.
25): Information: the wolves don't like working for the dragon,
and could be convinced to ignore the party, for a sufficient bribe of
40): The wolves will let the PCs pass, for an unspecified favor
in the future.
If Velg is with
the party, he will wait for the wolves to come down, and will then attack,
explaining later that they might warn the dragon.
If two of the wolves
are killed, the third will try to run back to the cave, to warn Whildenstrank.
(3): hp 42, 46, 64; see Monster
Manual page 184.
From the entry,
a wide tunnel leads inward and slightly downward to Whildenstrank's
lair in a large hollow in the middle of the black spire. The cavern
is roughly 60 feet across, and is ringed by a dozen 5-foot wide columns
made of ice. As light shines on the columns, it reflects off the gems,
jewels, and thousands of coins embedded in the ice. One column is half-formed,
and the head of a golden lion protrudes from the top of the ice mound.
Whildenstrank is most likely working on encasing his newfound treasure
by using slow, controlled breaths of ice.
When the PCs arrive,
Whildenstrank is disturbed by the interruption, but is curious as to
why the PCs journeyed all the way to his lair. His patience will last
long enough for the PCs to briefly explain their presence. He is initially
unfriendly, unless Velg is present, and his actions are further influenced
by the results of a PC's Diplomacy check:
than 5): He attacks. See tactics, below. He will also attack if
Velg is present.
5): He demands that they pay tribute (1,000 gp each should do) and
leave. If they do not pay and leave, he attacks. See tactics, below.
(DC 15): He will be open to discussing a trade for the golden lion
statue. The initial price will be 20,000 gp in gems and/or items. A
PC may attempt to negotiate a better deal, with opposed Diplomacy checks
(Whildenstrank has +9 on Diplomacy), but the dragon will not go lower
than 15,000 gp.
Helpful (DC 25): The dragon will trade, and the initial price will
be 12,000 gp, and he will negotiate down to 8,000 gp.
PCs could attempt to sneak in and steal the statue. That approach is
best when the dragon is either gone hunting or sleeping. If the party
waits for it to sleep, they can sneak in, but any loud noise will rouse
the dragon (Move Silently DC 20). The golden lion statue is stuck halfway
in the ice pillar, and will require a Strength check (DC 20) to pull
out, and will most assuredly wake the dragon. The party may come up
with more clever methods of retrieving the statue. Use your best judgement.
not leave to hunt until the statue is fully encased. But the PCs should
have an hour or two to break it free and leave. Of course, the theft
will be noticed the moment the dragon returns, and he will proceed to
hunt down the PCs, using his winter wolf allies to track the thieves.
Male Mature Adult White Dragon: Male white dragon; CR 11; Huge dragon;
HD 21d12+105; hp 241; Init +4; Spd 60 ft., burrow 30 ft., fly 200 ft.
(poor); AC 28 (touch 8, flat-footed 28); Atk +27 melee (2d8+8, bite),
+22 melee (2d6+4, 2 claws), +22 melee (1d8+4, 2 wings), +22 melee (1d8+12,
tail slap); Face/Reach 10 ft. [TS] 20 ft./10 ft.; SA breath weapon (cone
of cold, 50 ft., 7d6, save DC 25), Crush, frightful presence, spell-like
abilities; SQ blindsight 210 ft., cold subtype, damage reduction 10/+1,
dragon traits, Icewalking, spell resistance 20; AL CE; SV Fort +17,
Ref +12, Will +13; Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12.
Skills and Feats:
Appraise +13, Bluff +13, Diplomacy +21, Hide -8, Intimidate +17, Intuit
Direction +12, Listen +27, Search +18, Sense Motive +18, Spot +27; Alertness,
Cleave, Flyby Attack, Improved Initiative, Power Attack, Wingover
SA -- Frightful
Presence (Ex): Any creature within 210 feet and with fewer hit dice
than the dragon must succeed at a Will save (DC 21) whenever the dragon
attacks, charges, or flies overhead. On a failure, creatures with 4
or fewer HD become panicked for 4d6 rounds and those with 5 or more
HD become shaken for 4d6 rounds. A creature that succeeds the save is
immune to that dragon's frightful presence for one day.
SA -- Breath
Weapon (Su): A cone of cold that inflict 7d6 points of cold damage,
Reflex save half (DC 25).
SA -- Crush:
As a standard action the dragon can leap or land on an opponent up to
size Small. Opponents struck must succeed a Reflex save (DC 25) or become
pinned and take 2d8+12 points of crushing damage each round they are
SA -- Spell-Like
Abilities: 3/day -- gust of wind, fog cloud.
SQ -- Blindsight
(Ex): A dragon can ascertain creatures by nonvisual means (mostly
hearing and scent, but also by noticing vibration and other environmental
Whildenstrank begins by casting fog cloud, which fills the room. His
blindsight makes him unaffected by the fog. He will then position himself
to get the most opponents in the cone of his cold breath. After that
he will move through the fog, attacking one character for a round or
two, then moving to another character to attack. If his fog cloud is
dispelled, Whildenstrank will try to avoid a flanked position, and will
focus his attacks on one PC at a time. If he is reduced to 50 hp or
fewer, he will attempt to flee.
Treasure: In addition
to the golden lion statue (approximate value 1,500 gp), Whildenstrank's
hoard is frozen in the columns of ice around the grotto. It will take
some time, but the PCs could end up with coins, art objects, and gems
worth a total of 11,700 gp, a suit of +1 blue scale mail, a ring
of sonic resistance, a +1 quarterstaff of shock, and a +3
icy burst warhammer.