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R6: Dragon Harbor

jn2-r6 • jn2-r6 • JN2: Monkey Isle
This scenario assumes the characters are traveling about and having other encounters. If plucked from the module, the GM might have to adjust it. Place this wherever you want it. If the Elven trading ship SILVERLAKE is convoying with the player characters, it might be attacked by the dragon; otherwise the dragon might attack the characters' ship. The dragon will usually be driven off, and fires extinguished. The local natives know of the dragon and can point to the ancient harbor city it has taken residence in. Most of the buildings of the city have been knocked down by earth quakes, or fallen down from neglect. Random Encounters 1-2 2d6 Cavemen: AC 12, HD 2, #At 1 weapon, Dam 1d8 or weapon + 1, Mv 40', Sv F2, ML 7, XP 75 ea. HP 1d6 Small Carnivorous Dinosaurs: AC 15, HD 3, #At 1 bite, Dam 1d8, Mv 50', Sv F5, ML 8, XP 145 ea. HP 1d6 Terror Birds: AC 13, HD 3, #At 1 bite, Dam 1d8, Mv 60', Sv F3, ML 8, XP 145 ea. HP 1d4 Lions: AC 14, HD 5, #At 2 claws, 1 bite, Dam 1d6 claw, 1d10 bite, Mv 50', Sv F5, ML 9, XP 360 ea. HP 2d6 Giant Rats: AC 13, HD ½ (1d4 HP), #At 1 bite, Dam 1d4 + disease, Mv 40' Swim 20', Sv F1, ML 8, XP 10 ea. HP
CHILDREN • 12
1. Harbor Island room
A small fort lies atop a natural island in the harbor. Long man-made stone causeways connect the island to the mainland on the dotted line shown; they are perforated by wide channels for ship's passage.
2. Docks room
These docks are constructed from strong hardwood and stone and are still in decent shape. Nearby are the remnants of large warehouses and harbor-related buildings, many broken down by the ravages of time. Ragged bits of a stone-paved road lead northward. Along the road are remnants of houses, all now rubble. This area is the abode of a hermit witch doctor who has three main helpers and thugs. If the adventurers need allies, he will offer to join them for a share of loot; if they need a challenge he attempts to extort a “tax” as if he owns the place. Human Magic-User: AC 11, HD 3, #At 1 dagger, Dam 1d4, Mv 40', Sv M3, ML 7, XP 145 Spells: magic missile, phantasmal force, shield HP 3 Human Fighters: AC 16, HD 3, #At 1 weapon, Dam 1d8 or by weapon, Mv 20', Sv F3, ML 7, XP 145 ea.
3. Graveyard room
The shell of an old church looms over a large old graveyard. Nothing of value is here. If the PCs hesitate here for too long, a pack of giant wolf spiders will come scampering from the trees and gravestones to attack. 8 Giant Wolf Spiders: AC 12, HD 1*, #At 1 bite, Dam 1d4 + poison, Mv 60', Sv F1, ML 8, XP 37 ea. HP
4. Park room
Although grown up, this is obviously a well-planned park, with paved pathways crisscrossing it, flowering shrubs and fruit trees, and a central shrine with a fountain that still flows. Hidden here in a burrow that is very difficult to detect is a giant trapdoor spider. It will leap out and attack the first PC to travel through this region, surprising on 1-6 on 1d6 (so that, in effect, it surprises anyone not having a bonus vs. surprise, and even most who do have one). Giant Trapdoor Spider: AC 15, HD 4*, #At 1 bite, Dam 1d8 + poison, Mv 50', Sv F4, ML 8, XP 280 This region is also the hunting grounds of a jaguar that feeds off deer and antelope coming to browse or drink. Jaguar: AC 16, HD 4, #At 2 claws, 1 bite, Dam 1d4 claw, 2d4 bite, Mv 70' Swim 30', Sv F4, ML 8, XP 240
5. Coliseum room
This is a large coliseum with a race track, stalls for vendors, and plenty of seating. Rotten support beams make walking here hazardous. There is a chance (1 on 1d6) of rocks falling on a passerby. They attack as if a monster at AB +3 (+5 vs. characters not wearing helmets), and do 2d6 points of damage with a hit. 6a, 6b, 6c, 6d. FORTS: These are fairly simple stone forts with a tower on each corner, barracks, warehouses, and administration quarters.
7. Crumbled Bridge room
A long bridge once crossed the river here; it has collapsed. The area teems with crocodiles. They can be dealt with in many ways, including avoiding them or roping them and dragging them out. They aren't malicious except they will hunt anything that gets near the water's edge. 1d8 Crocodiles: AC 15, HD 2, #At 1 bite, Dam 1d8, Mv 30' (10') Swim 30' (10'), Sv F2, ML 7, XP 75 ea.
8a. Apartments room
These are particularly dense concentrations of apartment complexes, featuring two- or three-story housing.
8b. Apartments room
These are particularly dense concentrations of apartment complexes, featuring two- or three-story housing.
9. Old Garden room
Fruits and vegetables grow here; roughly 1d6 week's rations of foodstuffs can be collected. There are also some anti- septic and anti-inflammatory herbs. One herb is known to help with most snake bites when carefully brewed into a gummy poultice (local natives can explain how), slowing the poisons' process; there is enough for 1 dose. These replenish in about a month or two. The megatherium (giant ground sloth) that lives here will try to drive off interlopers. Megatherium: AC 13, HD 9, #At 2 claws, Dam 1d10, MV 30', Sv F 9, ML 8, XP 1,075
10. Main Temple room
Home of the dragon, built into a cliff face. The ornately-decorated entrances are 30 feet high and the ceiling inside is 40 feet high. The main area (#10a) features a set of stairs on the west side which lead 15 feet up to the main platform where the main statue is featured (#10b) and where the dragon usually curls around its treasure. The GM might give the dragon fewer hit die and hit points (as provided in the Basic Fantasy RPG Core Rules) for a weaker and less clever party of adventurers, reducing the treasure as well. Mountain Dragon (Red Dragon): Age Cat: 4, AC 21, HD 10** (+9), #At 2 claws, 1 bite or breath, 1 tail, Dam 1d8 claw, 4d8 bite or Cone of Fire 90' x 45' 4d8 breath, 1d8 tail, Mv 30' Fly 80' (20'), Sv F10, ML 8, XP 1,480 Dragon's Treasure: 4,100 cp, 39,000 sp, 10,000 gp, 15 gems (10x100 gp, 3x500 gp, 2x1,000 gp), 2 pieces of jewelry (bracelet worth 1,900 gp and knife worth 1,800 gp), short bow +1, and dagger +1. A pair of gaudy silver-wrapped platinum bracers is also in the treasure (they will radiate magic if detect magic is used). If worn, they increase the wearer's Dexterity score by 1 point, unless the wearer has already reached their maximum (usually 18).
11. Farm Land room
Large swaths of land were devoted to farming. Crops included rice and wheat.
12. Swamp room
An insect-riddled swamp of grasses and mud pools.
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