The Flying Misfortune Selectable
The Flying Misfortune Selectable
Thunder campaign, and is meant to enhance your              and Elathian, who speaks for the group, asks if the
party’s connection to important events and NPCs.            party has seen a dragon flying around. He explains
While it is intended for a party of around 6th level, the   that a dragon has been attacking trade caravans in the
nature of the quest is such that it fits easily with a      area, and that he and his companions have decided to
higher level as well. It will put your players in contact   try and catch the beast. This, of course, isn't the whole
with Felgolos, the bronze dragon that is encountered in     truth: Elathian and his thugs are actually Zhentarim
Chapter 9 of Storm King’s Thunder, as well as the           operatives, and answer to Nalaskur Thaelond,
ancient dragon Iymrith, who plays a prominent role in       innkeeper at the Zhentarim-run Bargewright Inn in
the main plot.                                              the Dessarin Valley. They bear no insignia alluding to
  Of course, you can also change names and locations        this fact.
to make this adventure fit into any other campaign            If the party show any interest, Elathian will tell them
world – as long as it has dragons and deserts. Enjoy!       that their prey is a bronze dragon mockingly called ‘the
                                                            Flying Misfortune’ for its clumsiness. He’ll also offer
                                                            the party members 100 gold pieces each if they help
Synopsis                                                    him catch it. If the party accepts, he hopes to have
This adventure starts when the party encounters a           them take the majority of the punishment if/when the
group of Zhentarim agents out to capture a dragon that      dragon is encountered.
has been attacking the Black Network’s caravans.
While speaking with the party, the dragoncatchers are       Enter the Dragon
surprised by their prey: the bronze dragon Felgolos.
  After (hopefully) defeating the Zhentarim, Felgolos       Whether the party decides to move on, join up with the
asks the party to accompany him to the ancient              dragoncatchers or hostilities commence, Felgolos
dwarven ruins of Ascore, the lair of two blue dragons       judges the interaction a suitable distraction for
who have stolen one of Felgolos' prized possessions.        mounting his attack against the Zhentarim. With
  In Ascore, the party and Felgolos will have to sneak      usual clumsiness, the adult bronze dragon come
through the ruins or face the dragons in open combat,       crashing through the canopy, immediately using his
in order to pilfer their hoards and leave with Felgolos’    lightning breath against as many Zhentarim targets as
treasure (and perhaps a bit more!).                         possible, while roaring: 'You Zhentarim scum think
                                                            you'll catch Felgolos, the bronze avenger? I'll fry you,
                                                            and your stolen wares!'
Dragoncatchers
The adventure can start at any point you want it to,
but ideally it starts while the party is travelling down
a well-used trade road, such as the High Road,
Evermoor Way or the Delimbiyr Road, in no great
hurry to reach anywhere. Read or paraphrase the
following, when you are ready to start:
1
    Felgolos
    Known to his friends as ‘The Flying Misfortune,’
                                                              Development
    Felgolos has an uncanny and seemingly effortless          If the party aids Felgolos in defeating the Zhentarim,
    ability to imperil himself and others around him          the bronze dragon thanks them, and explains that he’s
    with his recklessness. He's also quite clumsy and a       been attacking (and confiscating) Zhentarim caravans
    bit awkward socially. He means well, however.             for a while now. However, the Zhentarim are getting
    When he uses his Change Shape ability, he prefers         anxious to catch him – as evidenced by the
    to assume the form of a ruddy-skinned halfling with       dragoncatchers – and he’s considering laying low for a
    curly, bronze-colored hair or a young human lad           while. This coincides nicely with meeting the party,
    with blond hair and sunbronzed skin.                      and if they’re willing, he’d like their help to cause some
      Felgolos is no friend of the Black Network. Any         even greater mischief.
    party member affiliated with the Zhentarim can,             A few years ago, Felgolos’ lair was raided by a pair of
    with a successful DC 10 Intelligence (History) check,     blue dragons, hailing from the desert of Anauroch.
    recall tales of a dragon that matches Felgolos'           Among other things, they stole Felgolos’ most prized
    description attacking Zhentarim caravans and              possession: a silver pouch of exquisite pipe weed called
    snatching their wagons, beasts of burden and all. In      Yondalla's Delight. Felgolos doesn’t care about the rest
    fact, Felgolos has a large collection of Zhentarim        of the dragons’ treasures, and offers the party all the
    wagons and isn't afraid to admit it. He won't part        loot they can carry, if they’ll help him get his pipe weed
    with any of them, however, because he considers the       back, which is supposedly sacred to the halfling
    wagons and their cargo as his treasure. He targets        goddess Yondalla, whom he claims was a dear friend of
    Zhentarim caravans specifically because he knows          his father. He would do it himself, but the two dragons
    the Black Network's sinister reputation and delights      are stronger than him, and he fears that his bad luck
    in frustrating the Zhents' plans.                         and clumsiness would get him captured if he tried the
                                                              feat alone.
           Storm King’s Thunder p. 192                          If some or all of the party attacked him, he’ll be angry
                                                              with them, and might attempt to intimidate them into
                                                              helping him with his quest instead of courteously
  Throughout the fight, Felgolos focuses his attention        extending the offer. He’ll call it penance for their ill-
on the Zhentarim, and tries to remain airborne and            chosen loyalties, but still present them with the same
away from dangerous melee attacks. If the party takes         generous offer.
up arms against Felgolos, or don’t intervene at all,
Felgolos urges them to ‘attack the black-hearted scum’,
quickly explaining that they are Zhentarim, carrying
                                                              Travelling to Ascore
smuggled wares.                                                 If the party agrees, Felgolos waits for them at the
  The thugs use their netlaunchers to attempt to snare        western edge of the Anauroch desert, where the road
Felgolos and bring him to the ground, while Elathian          between Arn Forest and Vordrorn Forest end at a pair
casts greater invisibility on himself, before hurling         of large gates set in a mountain ridge. Be prepared, this
magic missiles and other spells at the evasive dragon.        could be a long and hard journey across the continent,
Berka quaffs a potion of flying and attempts to go into       but there’s no time constraint on Felgolos’ quest, so
melee range with Felgolos.                                    that’s perfectly okay.
  If the Zhentarim are obviously losing, they'll flee           Alternatively, if you deem the journey too long and
before dying for a lost cause. Any remaining thugs will       boring, have Felgolos pick up the carriage with the
flee if both Elathian and Berka are defeated, and either      party in it, and fly them directly to the gates of Ascore.
of the two officers will flee if all their men have been      Felgolos’ can fly up to 72 miles each day while carrying
killed. If Felgolos is reduced to under half hit points by    the wagon this way. To spice up the journey, you can
the assault, and the party aren't helping him, he will        use the Random Aerial Encounters Table on page 134
attempt a swift, airborne escape.                             of Storm King’s Thunder.
  Treasure. Each thug carries a heavy crossbow, a
netlauncher, leather armor, a morningstar, and a
pouch with 1d10 gold pieces. Elathian carries a ring of
resistance (lightning), that he’s acquired for the
occasion, as well as 3 garnets and 5 tourmalines worth
100gp each. Berka has a battleaxe, a handaxe, a heavy
crossbow and a suit of splint armor if it hasn’t been
ruined, plus 50 gold pieces and 8 silver pieces. She also
has a potion of flying (if she hasn't consumed it) and a
potion of greater healing. The carriage is empty except
for 40 crossbow bolts, 12 days of rations, a bottle of fine
Cormyrean Plumwine and a whole casket of ale.
2
3
                                                             succeeding on a DC 15 Intelligence (History) check will
Ascore                                                       recognize the stonework of the plinths as several
Ascore was once an aboveground dwarven settlement,           millennia old dwarven handiwork (dwarves have
that overlooked the edge of an ocean and fielded             advantage on this check). Oddly, the dragon statue
massive stone ships fueled by dwarven magic.                 perching on one of these plinths is clearly not of
However, several millennia ago, when the desert of           dwarven make, and seems out of the place. The statue
Anauroch swallowed up all the vitality and moisture of       is actually a gargoyle created by Iymrith, the Doom of
the land, and dark perils swarmed the area, the              the Desert, which might come into play later, but at the
dwarves abandoned the ancient city. The remaining            present moment does nothing (see the Running Ascore
ruins are now home to two adult blue dragons,                section on page 8).
Anaxaster and Chezzaran, who are the children of the           Underground Passage. The large stone doors can
Doom of the Desert, the ancient blue dragon Iymrith.         be opened with a strong push, revealing a passageway
                                                             that goes underground for nearly a mile before opening
                                                             up into the ancient ruins of Ascore.
General Features                                               Tunnel Collapse. As the party travel through the
The ruins of Ascore has the following general features:      underground passageway, a minor quake shakes the
  Temperature. During the midday temperatures in             tunnel. Each member of the party must succeed on a
the Anauroch desert can reach more than 100 degrees          DC 13 Dexterity saving throw, or take 3d10
Fahrenheit or 40 degrees Celsius. This is extreme heat       bludgeoning damage from rocks and boulders falling
(DMG p. 110), but you only need to concern yourself          from the stone ceiling. The tunnel remains passable,
with this if the party remains in the city for more than     albeit littered with stones.
an hour.
  Buildings. All the ruined buildings in Ascore has
walls and roofs, unless otherwise noted in their
                                                             1. Guardhouse
description.
                                                             This windswept building used to be a guardhouse. Now
  Light. There are no light sources in the city, as none
                                                             it's little more than four walls and a ceiling protruding
of the creatures dwelling within need them. During the
                                                             from the sand. The door has been swept away as well,
day, this is not an issue, but the desert nights are pitch
                                                             leaving an open doorway into the squat, stone building.
black.
                                                                The floor of the guardhouse is covered in inches of
                                                             sand. The room is otherwise empty, and the walls are
Entrance                                                     bare except for some odd-looking runes carved into the
                                                             back wall of the building.
When the party arrives at the end of the road leading           Riddle in the Runes. A character who inspects the
to Ascore, read or paraphrase the following:                 scribblings can tell that they were hastily carved, and
                                                             a DC 15 Intelligence (Investigation) check reveals that
    As you proceed east along the trade road, the            they were probably carved with a sharp blade, and not
    temperature seems to rise, the air around you            proper mason's tools. Any character that reads
    becomes dryer, and finally a mountain ridge appears      dwarven can decipher the ancient dialect written on
    on the horizon. Drawing closer, you spot the tall        the back wall. They read: 'Brother of Delzoun, woe has
    stone gates that block the road's passage into the       befallen us. Dumathoin guard our heart now.'
    vast desert of Anauroch. On each side of the massive        A dwarven character knows Dumathoin as the
    doors are long lines of marble plinths. Only one of      dwarven god of secrets and protector of the dead, as
    these, the one nearest to the door on the left side,     does anyone who succeeds on a DC 10 Intelligence
    has a statue perched upon it: an eight-foot-tall         (Religion) check.
    dragon cut from black stone.
                                                             2. Armory
If Felgolos didn’t accompany the party on the journey,
he is waiting for them in his halfling form, sitting on      This building was once an armory, protected by a
one of the empty plinths smoking an obsidian pipe            strong stone door. Now the door lies buried beneath the
(which is, sadly, not stuffed with Yondalla’s Delight).      sand, and the roofless building is open to anyone. Knee-
Even though Felgolos could easily fly above the tall         high piles of sand covers most of the floor, with plenty
mountain ridges, he accompanies the party on foot,           of bits and pieces of broken or melted metal scattered
fearing that flying too close to the dragons' lairs will     throughout.
alert them to his presence. He remains in halfling form        Treasure. There's little left of the many armaments
until it is absolutely necessary for him to reveal his       that used to be kept here, but if the party takes at least
true form.                                                   five minutes to perform an investigation of the place,
  Marble Plinths. All the plinths used to have               they'll find two battleaxes buried deep in the sand, as
dwarven statues set upon them, but these have been           well as an ornate breastplate, inlaid with mithral and
lost to the wear and tear of time. Any character             dwarven runes. That these items have survived the
4
wear and tear of the times is a testament to their           5a. Anointment Chamber
excellent make.
                                                             The small chamber leading into the shrine was
                                                             originally a wash chamber, and has a small wash basin
3. Scorpions' Lair                                           along the wall. The wash basin contains a thin sludge
                                                             – a mixture between sand and holy water. The walls
There's nearly nothing left of this old building, except     are carved with the depictions of dwarven deities
for the western wall. In the corner of the wall is a large   (discernible by a DC 10 Intelligence (Religion) check).
pile of dried wood, hay, pieces and bits of sacks and        Above the basin, faint dwarven runes carved into the
clothing, and dead shrubbery. If any character goes to       walls read: ‘Clear eyes have a true sight.’ A character
disturb the pile, two giant scorpions appear from            can can still get 'clear eyes' by washing their face and
beneath the sand and attack. They will fight to the          eyes with the mud in the wash basin, or by using some
dead to protect their young who are nested in the pile       of their own holy water, if they have it.
of debris, but won't chase the party if they flee.
                                                             5b. Dumathoin's Altar
4. Destroyed Building                                        This square chamber contains one all-encompassing
                                                             feature – a large obsidian pyramid that rises three feet
Like the other buildings of ancient Ascore, the walls of
                                                             from the stone floor in the middle of the chamber. Its
this large building are extensively damaged. However,
                                                             tip is flat, offering itself as a pedestal to a small object.
much of this damage seems to be newer damage, more
                                                             The pyramid doesn't stand on the floor, but continues
likely the result of physical violence than just the
                                                             beneath it for several feet, and weighs more than a
passage of time. The roof is also collapsed in places, as
                                                             thousand pounds. Abjuration magic emanates from the
if something fell upon it.
                                                             pyramid, if anyone uses detect magic or a similar spell
   Dead Adventurers. Inside, the building is littered
                                                             to discern such things.
with broken stones and ancient debris. Buried
                                                               Any dwarf, or a character who succeeds on a DC 15
underneath stones lie three rotting corpses: a brown-
                                                             Intelligence (Religion) check, will recognize that the
haired halfling male (Edgar Appleseed), a human
                                                             obsidian pyramid is meant to look like a mountain, and
woman clad in leather (Talisa Neerma) and an older
                                                             if a gemstone were placed on the top of it, it would
woman wearing brown robes (Dolores). These three
                                                             accurately depict the holy symbol of Dumathoin, the
were part of a four-man-adventuring party that got
                                                             dwarven god of buried secrets. Additionally, any
caught by the dragons. Their fourth member, the
                                                             character that washed their eyes with holy water
wizard Harald, ensconced himself in another building
                                                             recently, perhaps prompted by the runes in the
(area 8) before blowing himself and a pursuing
                                                             anointment chamber, can see through the sides of the
gargoyle up with a fireball.
                                                             pyramid as if they were clear glass. Inside is a slender
   Any character who inspects the three bodies here and
                                                             obsidian pedestal, upon which rests a medallion set
succeed on a DC 10 Intelligence (Investigation) or
                                                             with a beautiful green stone.
Wisdom (Medicine) check, can discern that the bodies
                                                               If a character places a gemstone or similar valuable
have been there for several weeks at least, but not more
                                                             object worth at least 100 gold pieces on the pyramid's
than two months. Additionally, the leather clad woman
                                                             rounded top, the object magically disappears (as an
has been bit in her left thigh by a big creature (the blue
                                                             offering to Dumathoin), and the pyramid opens up like
dragon Chezzaran caught her with his teeth) and the
                                                             a blossoming flower. The pyramid otherwise can't be
halfling appears to have been burned or scorched by
                                                             damaged, destroyed or opened. It closes again after a
something (Anaxaster hit him with her lightning
                                                             minute.
breath).
                                                               Treasure. If the party manages to open the pyramid,
   Treasure. The greedy dragons have pilfered
                                                             they can take the medallion of thoughts that lies on the
anything magical the trio once had, but the older
                                                             pedestal within.
woman is wearing a golden heart symbol of Sune, the
goddess of love and beauty (worth 250gp), around her
neck, and the halfling has a hidden pouch in his left        6. Residence
boot – which only will be revealed by a thorough search
– containing 78gp, 20sp and a small wooden figure            This building used to be a residence, although it bears
depicting a beautiful halfling woman.                        no signs of the creatures who once dwelled within.
5
6b. Bedroom                                                   Roll on the Treasure Hoard: Challenge 11-16 table in
                                                            chapter 7 of the Dungeon Master's Guide to determine
The heavy stone door into the next room is intact, and
                                                            the content of each hoard. If you feel like your party
is closed, but not locked. Within the room is a gruesome
                                                            might actually defeat both dragons and get an
scene: a scorched human corpse, several months old,
                                                            undisturbed go at the hoards, you can also roll only
lying underneath bits of pieces of a dragon statue. The
                                                            once on the table, and split the items and gold between
wizard Harald chose to cast a fireball upon himself and
                                                            the two hoards.
the gargoyle that was chasing him. The roof has a big
                                                              The party might find themselves in a hurry, when
hole in it, which is where the gargoyle entered.
                                                            they get access to the hoards, with dragons fast on their
  Treasure. Most of the wizard's belongings were
                                                            tail. The party can pilfer through a treasure hoard,
either incinerated in the fireball or destroyed by the
                                                            using one action to take a single significant object,
gargoyle, but his spellbook survived the ordeal. The
                                                            scoop 1000gp worth of random valuables into a bag, or
spellbook contains all the spells a mage has prepared,
                                                            attempt to find the small pouch of pipe weed with a DC
and is secured with a glyph of warding that can only be
                                                            10 Wisdom (Perception) check (which is stashed in
discerned with a DC 15 Intelligence (Investigation)
                                                            Chezzaran’s hoard).
check or a spell such as detect magic or identify. The
                                                              If the party gains access to a dragon's lair while it is
glyph is inscribed upon the front of the book, and deals
                                                            still sleeping, they can attempt to pilfer valuables from
5d8 fire damage in a 20-foot radius to anyone who
                                                            the hoard without waking the dragon. Each time a
opens the book without saying the word 'knowledge' in
                                                            creature takes one item from the hoard, have them roll
draconic (DC 15 Dex save halves this damage). The
                                                            a Dexterity (Sleight of Hand) check against the
players have no way of knowing this password, besides
                                                            dragon’s passive Perception (with advantage because it
using divination spells such as speak with dead, but
                                                            is sleeping).
can use a knife to destroy the glyph with a DC 15
Dexterity (Sleight of Hand) check (a failure triggers the
glyph) or dispelling it with dispel magic.                  9a. Anaxaster's Lair
                                                            This immense stone ship lies broken in half atop the
7. Dock's Office                                            golden sands. It is ancient beyond counting, and it is
                                                            almost impossible to fathom that it once sailed,
There's barely anything left of this ancient building, so
                                                            considering its massive, heavy stone frame. Anaxaster,
badly have the walls been eroded by the sand and the
                                                            preferring the open air, has made the broken hull her
passage of time. If a character takes the time to
                                                            lair, and stores her portion of the hoard here, on the
investigate the walls, they'll find scribblings in
                                                            lower deck. The upper deck rises five feet above the
dwarven detailing something that looks like docking
                                                            lower deck, and is accessible by two small, stone stairs.
and cargo fees – revealing the fact that this was once a
                                                              Boarding the ship. There's three obvious ways to
dock.
                                                            enter the ship.
8. Dock                                                       The ship's railing sits only five feet above the ruined
                                                            docks, allowing any creature with a Strength score of
Two immense stone docks protrude from the sand here,        10 or higher and 10 feet of running start to jump from
extending out over a 30-foot cliff. The docking bridges     the dock to the ship's railing (where it'll have to pull
are severely damaged, but otherwise safe to traverse.       itself up with a DC 10 Strength (Athletics) check).
The cliff itself is sandy and strewn with rocks. A          Creatures with a Strength score lower than 10 must
creature can easily traverse the cliff if taking its time   succeed on a DC 10 Strength (Athletics) check to make
(moving only 5 feet per round), but if a creature           the jump, dropping 30 feet to the sand below on a failed
attempts to climb the cliff quickly (half movement          check.
speed), it must succeed on a DC 15 Athletics check, or        A creature can also attempt to climb the hull from
tumble to the bottom of the cliff, taking 2d6               below, a feat that is only possible using climbing
bludgeoning damage and landing prone.                       equipment and a DC 10 Strength (Athletics) check or
                                                            spells such as spider climb.
9. Dragon Lairs                                               Alternatively, a creature can pass around the
                                                            shipwreck, and climb the sand dune up unto the ship's
Anaxaster and Chezzaran have made their separate            deck. This doesn't require a check, but the sand dune
lairs in two huge, stone ships that lie ruined and          is difficult terrain.
forgotten on a bed of sand, that was an ocean several         Gargoyles. Upon the railing sits four gargoyles,
millennia ago.                                              created by the ancient blue dragon Iymrith (Anaxaster
  Dragon Hoards. The dragons have separate hoards           and Chezzaran's mother) and made to look like blue
in their lairs. Anaxaster’s treasure hoard is hidden in     dragons. The gargoyles keep a keen watch on anyone
plain view on the deck of the broken ship (area 9A),        approaching the two ships-made-lairs. The open
while Chezzaran’s hoard is in the southern end of the       terrain of the desert allows them to notice any creature
overturned ship he uses as his lair (area 9B).              that comes close to the cliff, unless that creature goes
6
to great lengths to be stealthy, such as being invisible
or crawling along the sand (in which case that
                                                             Adjusting the Challenge
character must make a stealth check against the              This side quest is meant for characters around 5th
gargoyles' passive perception of 10).                        to 7th level, under the assumption that they won't
  If the gargoyles spot the party, they attack when          try to face both dragons head on. If you think they
their foes are on the docking bridge, or while they are      will do just that, you might want to reduce the
attempting to climb up the hull. The malicious               challenge a bit:
creatures prefer to handle any intruders on their own,         Young Dragons. In the campaign book for Storm
but if three or more of them fall, one of the remaining      King’s Thunder, the bronze dragon Felgolos and the
gargoyles fly upwards in an attempt to warn Anaxaster        two blue dragons Anaxaster and Chezzaran are all
and Chezzaran that thieves have entered their domain.        adult dragons. You can easily make this side quest
                                                             less deathly by having all three dragons involved in
                                                             this adventure be young dragons instead.
9b. Chezzaran's Lair                                           Exertion. When the players face the two blue
                                                             dragons, the dragons are either coming back from a
This ship lies bottom-up, presenting a towering, curved
                                                             friendly fight in the sky, or waking up from a deep
hull, that rises more than 30 feet above the hot sand.
                                                             slumber. This could mean that the dragons' breath
Chezzaran's lair is quite cool compared to the desert
                                                             attacks are expended and they can't take legendary
outside and the hole in the hull above allows only a dim
                                                             actions. This levels the playing field significantly.
light to spread within. Chezzaran likes to sleep in the
cool, dark cave of the empty hull, and it is also here he    check. The dragons are not being very vigilant, but can
stores his treasures.                                        still faintly see what is going on below. For each 10
   Boarding the ship. There's two obvious ways to            minutes the party spends in the open – or just
enter the ship.                                              whenever you think it's appropriate – have the dragons
   On the top of the curved hull is a large hole, which is   make a DC 25 Wisdom (Perception) check to see if they
also Chezzaran's main entrance into his lair. A              notice the adventurers below. If the party take steps to
creature can easily climb down into the lair using a         hide themselves from eyes in the sky, such as
rope, if it has anything to tie it to, or someone to hold    camouflaging themselves with grey or brown cloaks,
it. Otherwise, a creature can choose to drop 30 feet to      the dragons have disadvantage on this check.
the sand below.                                                Nighttime Approach. During the night, the two
   The railing of the ship is buried about two feet into     dragons rest in their respective lairs. This enables the
the sand, which makes for an extensive digging               party to navigate the ruins of Ascore relatively safely,
operation for anyone seeking to enter from the foot of       although any battle or loud noises will alert the
the hull. However, at one point on the western side of       dragons, such as disturbing the giant scorpions in area
the ship, a section of the railing has broken, allowing a    3, setting off the explosive runes on the wizard's
Medium or smaller creature to squeeze under the              spellbook in area 6b, or fighting the gargoyles keeping
railing and into the Chezzaran's lair. This way in is        watch above Anaxaster's lair in area 9. Even if the
easily found by anyone who looks around the ship for         dragons hear suspicious noises, it is up to you if they
an entrance.                                                 go to investigate or wait for the thieves to come to
   Purple Worm Carcass. Through the chamber rises            them, before attacking.
the yellowed bones of a purple worm, nearly 20 feet in
diameter. The purple worm entered Chezzaran's lair
on accident, and the blue dragon slew it in a fierce         Running Ascore
fight. He likes the unorthodox decoration, and hasn't
                                                             Before you unleash your party into Ascore, be advised
done anything to remove it. As a result, Chezzaran's
                                                             that this quest is meant to be more of a heist, than a
lair is permeated with the sweet and sickly smell of
                                                             typical see-kill-loot scenario. If your party seems to
decay.
                                                             think otherwise, you can have Felgolos' advise them
   Upon the nearly-cleaned carcass of the purple worm,
                                                             just how dangerous the two dragons are, especially if
and on the hull itself, crawls four carrion crawlers.
                                                             encountered together. Felgolos also advises the party
The creatures are hungry, and move to attack anyone
                                                             to approach during the day, while the dragons are out
who disturb them, or lingers in the lair.
                                                             hunting or playing. He doesn't know where the dragons
                                                             keep their hoards, or his stolen pipe weed.
The Dragons                                                    Ideally, Anaxaster and Chezzaran don't become
                                                             aware of the party before your players are close to the
Where the dragons are, depends on the time of day:           hoards (area 9 and 10), or are already pilfering through
  Daytime Approach. If the party approaches Ascore           them. When the dragons notice the party, Felgolos can
during the day, the two adult blue dragons are flying        volunteer to distract the dragons, while the players
several hundred feet above the ancient ruins, playfully      search for Yondalla's Delight and pick out other choice
fighting with each other. A creature looking up at the       bits of treasure. The dragons' descend from above takes
skies can see them with a DC 15 Wisdom (Perception)          three rounds.
7
  Felgolos manages to keep one of the two blue dragons          Share the spoils. When the ordeal is over, and the
busy in an airborne struggle, and unless one of your          party is hopefully safe somewhere with Felgolos, the
players are riding Felgolos while they fight, you can         bronze dragon thanks them for their aid. He seems
keep this fight 'off-screen', so to speak, and make a         wholly unshaken by events, even if he or any
simple 1d6 roll for each dragon, each round. Multiply         characters were injured or killed during the adventure.
the roll by 10, and that's the amount of damage it does       As an additional token of his respect, Felgolos offers to
to the other dragon in that round. This continues until       share Yondalla’s Delight with the party, if they would
one dragon is reduced to 30 hit points or less (upon          like some. He’ll give them half of the bag, with
which it flees on its next turn), is killed outright by the   admonishings to partake only before a great challenge.
other, or Felgolos sees that the party has escaped and
goes to catch up.
  While Felgolos is fighting above, the other dragon
confronts the party below. If your party is overmatched
and know it, this should create an interesting
encounter where the party must weigh their greed
against their need to escape, and create a running
battle, where the dragon tries to block the party's
frantic run back to the tunnel.
Development
If the party makes it back to the tunnel under the
mountain ridge, the dragons give up the chase. They
don't know where the tunnel leads to, and won't be
searching for the party on the other side. This doesn't
mean they have forgiven or forgotten the audacious
theft, and they might appear later in your campaign
again to take vengeance.
   Doom of the Desert. While the two dragons aren’t
waiting for the party on the other side, someone is.
When they reach the end of the underground tunnel,
the gargoyle statue that sits on one of the ancient
dwarven plinths comes to life and sets its vengeful
glare on the party. With a powerful and disdainful
voice, Iymrith, the Doom of the Desert, an ancient
blue dragon, speaks through the mouth of the
obsidian statue.
   If the party was at least partially successful in their
exploits, Iymrith laments that she ‘spawned such
feeble offspring, that are so easily defeated by smallfolk
and a fumbling metallic’ and exclaims that the party is
‘lucky that I have not the time for such pedestrian
matters at the present moment. But your time will
come, and you will know my vengeance. The Doom of
the Desert abides no insolence.’
   If the party were defeated or fled empty-handed, the
statue scorns them and their efforts (and anyone they
lost), and promises to ‘finish the job, as soon as I have
any time to spare for such insignificant creatures. I
assume that you’ve learned not to disturb the children
of the Doom of the Desert, but I better destroy you to
ensure that you don’t go giving anyone else good ideas.’
   When Iymrith has delivered her vengeful or scornful
words, the gargoyle explodes violently, showering any
creature nearby with heavy stones. Any creature
within 30 feet of the gargoyle takes 5d6 bludgeoning
damage, or half as much on a succesful DC 13 Dexterity
saving throw.
8
Troubleshooting                                             Items
Below are some issues that might arise when running         Medallion of Thoughts
this adventure, and suggestions on how to handle
                                                            Wondrous item, uncommon (requires attunement)
them.
                                                            The medallion has 3 charges. While wearing it, you can
  Felgolos dies. If Felgolos dies, either in the initial
                                                            use an action and expend 1 charge to cast the detect
encounter with the Zhentarim (which should only
                                                            thoughts spell (save DC 13) from it. The medallion
happen if the party don’t side with him) or while
                                                            regains 1d3 expended charges daily at dawn.
fighting Anaxaster and Chezzaran, he obviously can’t
be captured by the cloud giants in Chapter 9 of Storm
King’s Thunder. You can prevent his death by having         Netlauncher
him simply disappear instead of dying – attribute it to     Mundane Item (20 gp, 10 lbs)
freak luck, dragon magic or Yondalla’s blessing – or        While it sounds pretty advanced, a netlauncher is
replace him with another dragon in the cloud giant          basically just a bag filled with a large net, which is
castle (possibly the silver dragon Clarion from Chapter     attached to a bolt by a strong rope. This bolt can be
1).                                                         fired from a heavy crossbow (halving the crossbow’s
  Lonely Statue. The only thing that really involves        range), to launch the net at a target. In addition to
Iymrith in the adventure, is the encounter with her         taking damage from the attack, a Large or Huge
statue as the party leaves Ascore. If the party chooses     creature hit by the bolt must make a DC 15 Dexterity
to leave by another route – such as darting into the        saving throw. The creature is restrained on failed save,
desert, or whatever – they will miss this encounter.        or has its move speed halved on a successful one. The
That is, however, not a big problem. Simply have a          net’s holes are so large that it has no effect on Medium
dragon-made-of-sand rise out of the ground, deliver the     or smaller creatures.
message, and disappear into sand again. It isn’t really       A creature can use its action to make a DC 15
important how Iymrith announces herself to the party        Strength check, freeing itself or another creature
– it’s just the fact that she does.                         within its reach on a success. Dealing 10 slashing
  Party Annihalation. This adventure is really              damage to the net (AC 10) also frees the creature
dangerous – there’s two dragons, for crying out loud! –     without harming it, ending the effect and destroying
especially if your party doesn’t quite grasp the gravity    the net.
of their situation. If Anaxaster and Chezzaran are
slaughtering your players, you can have Felgolos pick       Yondalla’s Delight
them up with his claws and cast Teleportation to get        Wondrous item, rare
them to the tunnel entrance. Also, remember that it’s       This silver pouch contains a handful of fragrant herbs
perfectly fine to play the dragons less than optimally:     called Yondalla’s Delight. Blessed by the halfling
maybe one dragon is more concerned with returning to        goddess – perhaps even grown in her magical gardens
secure its own hoard, and the other dragon is too           – the pipe weed is said to transfer a halfling’s good luck
blinded by rage to use all its legendary actions or cares   to anyone who smokes it. It contains 3d6 portions of
more about grabbing stolen loot than killing                pipe weed, and up to three creatures can partake of the
adventurers.                                                same portion.
                                                              A creature that smokes a portion of Yondalla’s
                                                            Delight are blessed by Yondalla for 1 hour. Whenever
                                                            it makes an attack roll or a saving throw, it can roll a
                                                            d4 and add the number rolled to the attack roll or
                                                            saving throw.