Black Dragons Pt. 5

We reach the end of our section on black dragons. The Wyrm and Great Wyrm dragons are terrifying world powers.

Mazerolle, Wyrm Black Dragon, CR 20

Mazerolle considers himself “the embodiment of rot made flesh”. Mazerolle is a migratory dragon, roaming from bayou to bayou preying on any city he finds. Embedding himself deep within the swamp, and vowing to destroy the town. Typically he finds a remote grove, and sets up camp. Then, he will begin scrying on the town, determining vital supply lines, and major sources of income for the town. Next is a focused and concerted effort to cut them off. One by one, draining the city of its income and returning it back to the black swamp it was before them. Mazerolle is a patient dragon, and generally this process takes years or even decades. One thing is certain though, eventually, everything disintegrates, and only the swamp remains. Often times, his methods and goals align him with evil druids of the swamp, and he uses them for assistance, but once the town is destroyed, the druids are the next to go.

Combat Statistics
Size/Type:Gargantuan Dragon (Water)
Hit Dice:34d12+238 = 459 HP
Initiative:+4
Speed:60ft, 200ft fly (clumsy), 60ft Swim
Armor Class:10 Size – 4 Size + 33 Natural +4 Armor = 43
Base Attack/Grapple:+34/58
Attack:Bite +42 4d8+12
Full Attack:Bite +42 4d8+12, 2 Claws +40 4d6+6, 2 wings +40 2d8+6, and Tail Slap +40 4d8+18
Space/Reach:20ft/15ft (20w/Bite)
Special Qualities:Water Breathing Ex, Blindsense 60ft, Darkvision 120ft, DR 20/Magic, SR 26, Endure Elements, Nondetection (as per spell)
Immune:Acid, Sleep, Paralysis
Saves:Fort – 19 + 7 Con +2 = 28 Ref –  19 + 0 Dex +2 = 21 Will – 19 + 4 Wis +2 = 25
Abilities:Str 35 | Dex 10 | Con 25| Int 18 | Wis 19 | Cha 18
Skills:Listen 41, spot 41, knowledge the planes 41, knowledge arcane 41, knowledge nature 41, move silently 38, hide 25, Intimidate 41, use magic device 41, Search 41,
Languages:Draconic, Common, Druidic, Goblin, Undercommon, Terran
Feats:Flyby attack, multiattack, improved natural attack claws, improved natural attack bite, ability focus breath weapon, improved initiative, Practiced Spellcaster, ability focus frightful presence, improved natural attack wings, improved natural attack tail slap, lightning reflexes, improved flyby attack, iron will, great fortitude
Alignment:Chaotic Evil

Mazerolle is highly paranoid. This means that if he even suspects a threat to his person, he will hide, flee, or avoid combat as much as possible to remain undetected. One does not become a Wyrm dragon by taking unnecessary risks. Mazerolle keeps his buffs up all day and always has the following spells cast; mage armor, endure elements, and nondetection. This is reflected in his stat block.

If engaged in a fight, he favors a long one. Mazerolle thinks nothing of flying high, or swimming deep, out of reach blasting with disintegrates and breath weapons until his foes are slain. If the attack can come at night, that’s even better. If possible, Mazerolle always fights invisibly. If Mazerolle suspects a fight will be easy, or without any risk whatsoever, he simply lands and engages in melee. In any other instance, he retreats to his flight or swimming fly by attack routine. If he ever gets below half his hit points in an encounter, he will dimension door as far as possible away, and then teleport further. While out of reach blasting at his foes, he will use his staff of transmutation to add extra disintegrates to his arsenal.  He prefers to use his own spells, but would prefer to use the staff than lose or retreat from a fight going his way.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Mazerolle can breathe a line of acid 120ft long dealing 22d4 acid damage reflex save DC 36.

Frightful Presence EX: Mazerolle can unsettle foes with his mere presence. The ability takes effect automatically whenever he attacks, charges, or flies overhead. Creatures within a radius of 330ft are subject to the effect if they have fewer than 34 hit die. A potentially affected creature that succeeds on a Will save (DC 33) remains immune to Mazerolle‘s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Corrupt Water SP: 1/Day Mazerolle can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Items, Magical or otherwise, in a creature’s possession must succeed on a Will save 20 or become fouled. This ability is the equivalent of a 1st-level spell with a range of 330ft.

Spell Like Abilities:

  • Darkness 3/Day – CL = 17
  • Plant Growth 1/Day – CL = 17
  • Insect Plague – 3/Day – CL = 17

Sorcerer Spells – CL = 17

  • Level 0 – 6/Day – DC 14
    • Detect Magic, Arcane Mark, ray of frost, Mage hand, Light, mending, prestidigitation, ghost sound, message
  • Level 1 – 7/Day – DC 15
    • Mage Armor, Identify, Comprehend Languages, Magic Missile, endure elements
  • Level 2 – 7/Day – DC 16
    • Locate Object, web, see invisibility, shatter, fog cloud
  • Level 3 – 7/Day – DC 17
    • Displacement, Nondetection, Fireball, Major Image
  • Level 4 – 7/Day – DC 18
    • Enervation, Invisibility Greater, Scrying, Dimension Door
  • Level 5 – 6/Day – DC 19
    • Wall of Force, Teleport, Cone of Cold
  • Level 6 – 4/Day – DC 20
    • Greater Dispel Magic, Disintegrate
Lair

Due to Mazerolle’s migratory nature, he never has a permanent lair, but he often sets up shop deep in the heart of the swamp. Typically, he will find a place so dense that even canoes can’t reach, filled with alligators, and other dangerous denizens. He clears a small enough bramble that he can enter and leave via an aquatic path dug through vines and roots that will fit his body, but not much else.

Photo by Bianca on Pexels.com
Horde

Mazerolle carries his horde with him, in specially constructed saddle bags made from humanoid bone and flesh. It creates a grisly sight, and also allows him to simple leave if he is ever actually in real danger. Because of his mobile nature, he keeps his horde in gemstone form whenever possible to minimize weight.

  • Alexandrite (700 gp)
  • Amethyst (110 gp)
  • Aquamarine (700 gp)
  • 2 x Azurite (10 gp)
  • Banded Agate (13 gp)
  • Blue Quartz (14 gp)
  • Blue Sapphire (1100 gp)
  • Blue Sapphire (1400 gp)
  • Blue Star Sapphire (1300 gp)
  • Chalcedony (60 gp)
  • Chrysoprase (40 gp)
  • Deep Blue Spinel (300 gp)
  • Emerald (1300 gp)
  • 3 x Eye Agate (8 gp)
  • 2 x Eye Agate (9 gp)
  • Freshwater Pearl (10 gp)
  • Golden Yellow Topaz (700 gp)
  • Iolite (70 gp)
  • Jade (110 gp)
  • 2 x Jade (120 gp)
  • Jasper (40 gp)
  • Jasper (50 gp)
  • Jet (90 gp)
  • 2 x Jet (110 gp)
  • Malachite (9 gp)
  • Moonstone (30 gp)
  • Moss Agate (9 gp)
  • Moss Agate (11 gp)
  • Moss Agate (12 gp)
  • Moss Agate (13 gp)
  • Obsidian (11 gp)
  • Obsidian (12 gp)
  • Onyx (40 gp)
  • 2 x Peridot (60 gp)
  • Pink Pearl (70 gp)
  • Pink Pearl (100 gp)
  • Pink Pearl (110 gp)
  • Red Spinel (100 gp)
  • Rose Quartz (40 gp)
  • Sardonyx (50 gp)
  • Star Rose Quartz (30 gp)
  • Violet Garnet (400 gp)
  • Violet Garnet (500 gp)
  • White Opal (800 gp)
  • White Opal (900 gp)
  • White Opal (1,000 gp)
  • Potion of Blur (300 gp)
  • Staff of Transmutation (31 of 50 charges) (40,300 gp)
  • Coins    49,896 gp

Schexnayder, Great Wyrm Black Dragon, CR 22

After Ciorstag MacLiuthar, returned with her army from battles far off, she discovered the enemy had destroyed circled behind and razed the kingdom itself. She set about with her army gathering and protecting survivors, and ultimately, the MacLiuthar clan ruled the surrounding Klain Moores for 6 generations, and even built a keep to protect their home. Unfortunately for them, at the birth of the seventh generation, Schexnayder awoke. Upon finding, not only a halfing tribe living in her lands, but deeply embedded, even building castles, Schexnayder was furious. The castle was raised, the soldiers slaughtered, and the clan scattered.

That was at least 200 years ago, and Schexnayder now lives within Castle Dannamore, ruling the surrounding countryside with careless cruelty, and vowing never to “be away for that long” again. Her Blackscale Kobolds are given free reign to do as they please, and most civilized folk have long gone. Schexnayder occasionally has traveling dignitaries, adventurers, and even extra-planar guests stop in, usually to try to woo her to their cause. When they visit, she is more than happy to show off her vast wealth, and treasures, but is rarely moved to interfere with “other beings problems”.

Combat Statistics
Size/Type:Gargantuan Dragon (Water)
Hit Dice:37d12+296 = 536 HP
Initiative:+4
Speed:60ft, 200ft fly (clumsy), 60ft Swim
Armor Class:10 Size – 4 Size + 36 Natural +7 Armor = 47
Base Attack/Grapple:+37/62
Attack:Bite +46 4d8+13
Full Attack:Bite +46 4d8+13, 2 Claws +46 4d6+6, 2 wings +46 2d8+6, and Tail Slap +46 4d8+19
Space/Reach:20ft/15ft (20w/Bite)
Special Qualities:Water Breathing Ex, Blindsense 60ft, Darkvision 120ft, DR 20/Magic, SR 28, Endure Elements, Nondetection (as per spell), Detect Thoughts (at will), Sees all forms of invisable or ethereal things within 120ft
Immune:Acid, Sleep, Paralysis, Poison, Flanking
Saves:Fort – 20 + 8 Con +2 = 30 Ref –  20 + 0 Dex +2 = 22 Will – 20 + 5 Wis +2 = 27
Abilities:Str 37 | Dex 10 | Con 27| Int 20 | Wis 21 | Cha 20
Skills:Listen 45, spot 55, knowledge nobility and royalty 45, knowledge arcane 45, knowledge the planes 45, move silently 33, hide 28, Intimidate 45, use magic device 45, Search 55, knowledge religion 45
Languages:Draconic, Common, Elven, Celestial, Infernal, Giant, Abyssal
Feats:Flyby attack, multiattack, improved natural attack claws, improved natural attack bite, ability focus breath weapon, improved initiative, Practiced Spellcaster, ability focus frightful presence, improved natural attack wings, improved natural attack tail slap, lightning reflexes, improved flyby attack, iron will, great fortitude, improved multiattack
Alignment:Chaotic Evil

Schexnayder has a greater stone golem that she has stand in her throne room. Its carved in her likeness, and pretends to be an ornately painted statue until she gives a command word to attack.

If she finds a dignitary useful, but weak, she will cast dominate person and take control of a new pawn. This is only done if she is willing to kill the creature on failure. From there, she keeps her pawn dominated for 18 days, and recasts before the spell expires (with the command “please let this spell work on you” of course). This lets her keep her pawn indefinitely. Once she has gotten what she needs, she usually lets her kobolds eat the body.

In combat, she is never surprised. Not only does her robe of eyes warn her of potential attack (preventing flat-footed), but her network of kobold scouts, constant scrying (with telepathy from her crystal ball), methods of magical vision, high spot, and high listen scores generally mean she knows when she is going to be attacked. Clever players may find ways to bypass this, but it will require careful planning. Additionally, she is always considered under the effects of endure elements and nondetection, reflected in her stats.

In a fight, she will summon any and all kobolds within her impressive vocal range to swarm her target with spears, and demand her stone golem (carved in her likeness, and painted elaborately) to attack. The golem generally stands in her throne room pretending to be a statue until it hears her command. She will attempt to take to the skies if it appears she has any martial threats, otherwise, she will simply blast with magic and breath weapons hoping to destroy her foes.

She has no problems using the following items in combat if she believes it would be helpful: Staff of Healing, Staff of Necromancy, Wand of Invisibility, Wand of Restoration, Wand of Cure Moderate Wounds. The healing items are only used on herself, never wasted on her minions.

If it looks like somehow she will lose the fight, she will dimension door far away and then planeshift to the elemental plane of water. She will return to the material plane one month later, and make her way back to the castle for the remainder of her horde if possible.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Schexnayder can breathe a line of acid 120ft long dealing 24d4 acid damage reflex save DC 38.

Frightful Presence EX: Schexnayder can unsettle foes with her mere presence. The ability takes effect automatically whenever she attacks, charges, or flies overhead. Creatures within a radius of 360ft are subject to the effect if they have fewer than 37 hit die. A potentially affected creature that succeeds on a Will save (DC 35) remains immune to Schexnayder‘s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Corrupt Water SP: 1/Day Schexnayder can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Items, Magical or otherwise, in a creature’s possession must succeed on a Will save 20 or become fouled. This ability is the equivalent of a 1st-level spell with a range of 360ft.

Spell Like Abilities:

  • Darkness 3/Day – CL = 19
  • Plant Growth 1/Day – CL = 19
  • Insect Plague – 3/Day – CL = 19

Sorcerer Spells – CL = 19

  • Level 0 – 6/Day – DC 15
    • Detect Magic, Arcane Mark, ray of frost, Mage hand, Light, mending, prestidigitation, ghost sound, message
  • Level 1 – 8/Day – DC 16
    • Mage Armor, Identify, Comprehend Languages, Magic Missile, endure elements
  • Level 2 – 7/Day – DC 17
    • Locate Object, web, see invisibility, shatter, fog cloud
  • Level 3 – 7/Day – DC 18
    • Displacement, Nondetection, Fireball, Major Image
  • Level 4 – 7/Day – DC 19
    • Enervation, Invisibility Greater, Scrying, Dimension Door
  • Level 5 – 6/Day – DC 20
    • Wall of Force, Teleport, Cone of Cold, Dominate Person
  • Level 6 – 6/Day – DC 21
    • Greater Dispel Magic, Disintegrate, Flesh to Stone
  • Level 7 – 4/Day – DC 22
    • Forcecage, Planeshift
Lair

Schexnayder doesn’t have a lair. She has a keep. It was once a mighty halfling keep, but has since been redone. Her kobold smiths have set about widening all tunnels and rooms, so that she can move about with ease. In some cases this means rooms became hallways, and in others new sections had to be completely redone. Only the firm threat, and occasional random act, of violence kept them in line long enough for the laborious tasks. The servants quarters and topmost rooms were left as is, and the Blackscale Kobold tribe makes their home in the rafters, always trying to be in the right spot to catch a dignitaries servant sleeping, or forgetting to lock something up.

Photo by Ray Bilcliff on Pexels.com
Minions
Greater Stone Golem
Size/Type:Huge Construct
Hit Dice:42d10+40 = 271
Initiative:-2
Speed:20ft
Armor Class:10 – 2 Size -2 Dex + 21 Natural = 27
Base Attack/Grapple:+31/52
Attack:Slam +42 4d8+13
Full Attack:2 Slams +42 4d8+13
Space/Reach:15ft/15ft
Special Qualities:Construct traits, DR 10/adamantine, Darkvision 60ft, low light vision
Immune:immunity to magic
Saves:Fort – 14 + 0 Con = 14 Ref –  14 – 2 Dex = 12 Will – 14 + 0 Wis = 14
Abilities:Str 37 | Dex 7 | Con -| Int – | Wis 11 | Cha 1
Alignment:Lawful Neutral

Immunity to Magic (EX): A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.

Slow (SU): A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based.

The stone golem is carved in the shape of a black dragon, and painted to look like Schexnayder herself. It is kept stationed in the throne room posing as an ostentatious statue but is poised to leap into battle at the speaking of a command word.

Blackscale Kobold Rogue 3
Size/Type:Small Humanoid (Reptilian)
Hit Dice:1d8+3d6 +4 = 19
Initiative:+5
Speed:30ft
Armor Class:10 + 1 Size + 1 Dex + 1 Natural + 2 Armor = 15
Base Attack/Grapple:+3/+0
Attack:Spear +5 1d4+1 x2 +2d6 Sneak attack
 Shortbow +5 1d4 X3 +2d6 sneak attack
Skills:Climb +7, Craft Trap +8, Escape Artist +7, Hide +13, Listen +8, Move silent +9, Prof Miner +2, Search +2, Spot +8, Tumble +7
Feats:Improved Initiative, Point Blank Shot
Space/Reach:5ft/5ft
Special Qualities:Darkvision 60ft, light sensitivity, Evasion
Saves:Fort – 2 + 1 Con = 3 Ref –  4 + 1 Dex  = 5 Will –  1 – 1 Wis = 0
Abilities:Str 13 | Dex 12 | Con 12 | Int 10 | Wis 9 | Cha 8
Alignment:Lawful Neutral

Sneak Attack: 2d6 As per rogue class feature

Trapfinding: as per rogue class feature

The Blackscale tribe are a cowardly lot, and their primary tactic is to ambush from the darkness with a hail of bow fire, and then a hasty retreat. Physically they resemble most kobolds, but have a darker midnight blue sheen to their scales, compared to the bright blues and reds of traditional kobolds. This is further enhanced by their black leather armor, and a paste made of ash and cave slime that gives them almost an onyx appearance.

Horde

Schexnayder’s horde has grown vast, and is kept in a subterranean vault below the main castle, modified from the original food storage rooms. Her vault now has intricate kobold traps, and is considered fairly impenetrable. She has been known to take dignitaries to the outer display rooms to show off some of the more impressive pieces, such as the portraits of her donated to gain her favor, but the back rooms, with gems, coins, and magical items are almost always sealed. 

  • Alexandrite (500 gp)
  • Aquamarine (500 gp)
  • 3 x Aquamarine (600 gp)
  • Azurite (9 gp)
  • Banded Agate (10 gp)
  • Banded Agate (11 gp)
  • Black Opal (1400 gp)
  • Black Pearl (400 gp)
  • Black Star Sapphire (500 gp)
  • Blue Quartz (9 gp)
  • Blue Sapphire (1200 gp)
  • Chrysoberyl (110 gp)
  • Chrysoprase (60 gp)
  • Citrine (50 gp)
  • Deep Blue Spinel (200 gp)
  • Deep Blue Spinel (700 gp)
  • Deep Green Spinel (90 gp)
  • Deep Green Spinel (120 gp)
  • Eye Agate (9 gp)
  • Eye Agate (10 gp)
  • Eye Agate (11 gp)
  • Fiery Yellow Corundum (1,000 gp)
  • Fire Opal (1200 gp)
  • Golden Pearl (80 gp)
  • Golden Pearl (130 gp)
  • Golden Yellow Topaz (400 gp)
  • Hematite (8 gp)
  • Hematite (14 gp)
  • Iolite (40 gp)
  • Iolite (60 gp)
  • Iolite (70 gp)
  • Jade (60 gp)
  • Jet (110 gp)
  • Malachite (7 gp)
  • Malachite (9 gp)
  • Onyx (60 gp)
  • Peridot (40 gp)
  • Red Garnet (50 gp)
  • 2 x Rhodochrosite (8 gp)
  • Rock Crystal (50 gp)
  • Rock Crystal (60 gp)
  • Silver Pearl (70 gp)
  • 2 x Smoky Quartz (50 gp)
  • Turquoise (9 gp)
  • Violet Garnet (400 gp)
  • Violet Garnet (500 gp)
  • Bolt of Copper Cloth (600 gp)
  • Bolt of Copper Cloth (800 gp)
  • Bolt of Fine Cloth (60 gp)
  • Bolt of Fine Cloth (100 gp)
  • Bolt of Gold Cloth (2,200 gp)
  • Bolt of Silk (10 gp)
  • Bolt of Silk (80 gp)
  • Bolt of Silk threaded with Brass (300 gp)
  • 2 x Bolt of Silver Cloth (800 gp)
  • Bolt of Silver Cloth (1,400 gp)
  • Box of 10 Perfumed (Sage Scented) Candles (60 gp)
  • Box of 10 Perfumed (Patchouli Scented) Candles (80 gp)
  • Brass Bracers (1,200 gp)
  • Brass Cloth Robe (1,200 gp)
  • Brass Decanter (500 gp)
  • Brass Figurine Blibdoolpoolp inlaid with Fine Steel (1,600 gp)
  • Bronze Cloth Coat (400 gp)
  • Bronze Ceremonial Dagger (1,000 gp)
  • Bronze Framed Painting of the Castle in its Former Glory (1,500 gp)
  • Bronze Holy Symbol Moradin (100 gp)
  • Bronze Masterwork Rapier inlaid with Copper (700 gp)
  • Brown-green Garnet Amphora wreathed in Green Continual Flame (4,000 gp)
  • Carved Ivory Drinking Horn inlaid with Electrum (1,000 gp)
  • Carved Ivory Drinking Horn inlaid with Gold (1,200 gp)
  • Carved Ivory Drinking Horn set with Red Spinel (2,400 gp)
  • Carved Ivory Drinking Horn set with Star Rose Quartz (600 gp)
  • Intricately Carved Wooden Goblet (120 gp)
  • Knotted Wooden Medallion (100 gp)
  • Carved Wooden Puzzle Box (Simple) (100 gp)
  • Carved Oaken Staff (160 gp)
  • Carved Birch Staff studded with Silver (1,000 gp)
  • Carved Wooden Urn (wax sealed and water tight)  (110 gp)
  • Ceramic Blue and Yellow Medallion (80 gp)
  • Necklace of Ceramic Orange Beads (120 gp)
  • Ceramic Orange Vase (40 gp)
  • Chrysoprase Ring set with Chalcedony (700 gp)
  • Crystal Ball Infused with Orange Whisps of Crystal to resemble Smoke (1,200 gp)
  • Crystal Ball (Translucent Green) (1,700 gp)
  • Crystal Snuff Box (200 gp)
  • Crystal Figurine of a Wyvern (200 gp)
  • Crystal Ring set with Obsidian (400 gp)
  • Ebony Amphora wreathed in Red Continual Flame (6,000 gp)
  • Ebony Cigar Box set with Brown-green Garnet (1,100 gp)
  • Ebony Coffer (Lock DC 32) (1,500 gp)
  • Ebony Dice (pair) (200 gp)
  • Ebony Ring inlaid with Copper (600 gp)
  • Electrum Chain (400 gp)
  • Electrum Cloth Sash (1,100 gp)
  • Electrum Diadem (200 gp)
  • Electrum +1 Plate Armor (4,000 gp)
  • Electrum Signet Ring set with Red Garnet (1,300 gp)
  • Ermine Shortsword Scabbard set with Blue Sapphire (7,000 gp)
  • Ermine Talisman set with Citrine (900 gp)
  • Ermine Talisman set with Star Rose Quartz (300 gp)
  • Eye Agate Vase (400 gp)
  • Feathered Talisman (20 gp)
  • Fine Cloth Coat (40 gp)
  • Fine Cloth Robe threaded with Silver (800 gp)
  • Fine Cloth Vest threaded with Copper (90 gp)
  • Fine Cloth Vest trimmed with Leopard Fur (130 gp)
  • Fine Leather Belt inlaid with Electrum (1,800 gp)
  • Fine Leather Gloves (500 gp)
  • Fine Leather Hunter’s Cap (600 gp)
  • Fine Leather Vest (800 gp)
  • Fine Steel bound Spellbook (blank) (1,100 gp)
  • Fox Fur Boots set with Sardonyx (1400 gp)
  • Fox Fur Longsword Scabbard set with Black Pearl (4,000 gp)
  • Fox Fur Ribbon set with Eye Agate (300 gp)
  • Fox Fur Shoes set with Jasper (1,100 gp)
  • Gilded Wooden Goblet (700 gp)
  • Gilded Wooden Goblet inlaid with Electrum (1,100 gp)
  • Gilded Wooden Urn inlaid with Platinum (3,000 gp)
  • Glass Eye (red, cat shaped) (1,100 gp)
  • Gold Cloth Coat set with Tourmaline (4,000 gp)
  • Square Iron Buckle (140 gp)
  • Iron Griffon Mask (50 gp)
  • Gold Flecked Iron Chain Pendant (100 gp)
  • Ivory Raven Mask (600 gp)
  • Lacquered Wooden Coffer, Stained Green with White Lettering (Lock DC 26) (700 gp)
  • Lacquered Wooden Dice (pair) set with Turquoise (1,000 gp)
  • Red Lacquered Wooden Figurine Freyja set with Iolite (1,000 gp)
  • Large (10×10) Red and Gold Carpet (900 gp)
  • Large (10×10) Red Carpet threaded with Brass (4,000 gp)
  • Large (5×20) Blue Carpet threaded with Bronze (6,000 gp)
  • Large Tapestry Depicting the Construction of the Castle (1,200 gp)
  • Large Tapestry Depecting the rise of Schexnayder’s threaded with Gold (5,000 gp)
  • Leather Belt set with Chrysoprase (100 gp)
  • Leather Belt set with Moss Agate (90 gp)
  • Leather Belt set with Moss Agate (130 gp)
  • Leather Belt with Bronze Buckle (110 gp)
  • Leather Belt with Bronze Buckle (120 gp)
  • Leather Belt with Electrum Buckle (300 gp)
  • Leather Belt with Fine Steel Buckle (80 gp)
  • Leather Belt with Gold Buckle (300 gp)
  • Leather Boots with Platinum Buckles (600 gp)
  • Leather Sash (50 gp)
  • Leather Sash (100 gp)
  • Leather Patch of a Crow (130 gp)
  • Leather Vest (30 gp)
  • Leopard Fur Boots set with Bloodstone (1000 gp)
  • Leopard Fur Bracers (600 gp)
  • Leopard Fur Cloak wreathed in Continual Flame (3,000 gp)
  • Marble Coffer set with Deep Green Spinel (Lock DC 38) (800 gp)
  • Ornate Silver Mirror set with Aquamarine (3,000 gp)
  • Painted Glass Dice (pair) (130 gp)
  • Pewter Vase (130 gp)
  • Pewter Ornamental Warhammer (20 gp)
  • Pewter bound Spellbook (blank) (30 gp)
  • Platinum Chain (600 gp)
  • Platinum Cloth Coat (1,300 gp)
  • Platinum Cloth Tabard Emblazoned with a Gold Lion(1,900 gp)
  • Platinum Framed Masterpiece Painting of Schexnayder’s (7,000 gp)
  • Porcelain Bowl (800 gp)
  • Porcelain Dice (pair) set with Lapis Lazuli (200 gp)
  • Rabbit Fur Boots (70 gp)
  • Rabbit Fur Bracers (80 gp)
  • Rabbit Fur Coinpurse (110 gp)
  • Rabbit Fur Hunter’s Cap (90 gp)
  • Rabbit Fur Ribbon (90 gp)
  • Rabbit Fur Sash (60 gp)
  • Rosewood Coffer inlaid with Electrum (1,100 gp)
  • Rosewood Holy Symbol Ehlonna set with Iolite (700 gp)
  • Rosewood Miniature of a Tree set with Malachite Fruits (800 gp)
  • Rosewood Pedestal set with Aquamarine (3,000 gp)
  • Sable Belt (1500 gp)
  • Sable Boots (500 gp)
  • Sable Coat (3000 gp)
  • Sable Gloves inlaid with Platinum (1,100 gp)
  • Sable Ribbon (600 gp)
  • Sable Ribbon (700 gp)
  • Sable Shortsword Scabbard (1,700 gp)
  • 2 x Set of 7 Crystal Polyhedral Dice (200 gp each set)
  • Silk Coat trimmed with Fox Fur (400 gp)
  • Silk Gown (50 gp)
  • Silk Gown threaded with Bronze (900 gp)
  • Silk Gown trimmed with Sable (1,100 gp)
  • Red Silk Pennant threaded with Silver Spiders  (140 gp)
  • Red Silk Tabard (20 gp)
  • Red Silk Tabard trimmed with Sable (900 gp)
  • Silver Masterwork Chainmail (4,000 gp)
  • Silver Cloth Coat (1,200 gp)
  • Silver Cloth Talisman With Runes to Ward off Evil (Not Magical) (90 gp)
  • Silver Cloth Vest (500 gp)
  • Silver Dice (pair) (400 gp)
  • Silver Earrings set with Malachite (300 gp)
  • Silver Font (1,000 gp)
  • Silver Holy Symbol Pelor (200 gp)
  • Silver Miniature of a Caravel (100 gp)
  • Silver Pin inlaid with Brass (1,300 gp)
  • Small Bag of Cinnamon (300 gp)
  • Small Bag of Cloves (110 gp)
  • 4 x Small (3×3) Prayer Rugs (1,000 gp each)
  • Small Tapestry Showing the Halfling Lineage of the Castle threaded with Bronze (1,300 gp)
  • Small Vial of Winter Perfume (10 gp)
  • Star Rose Quartz Goblet (1,300 gp)
  • Tooled Leather Boots (100 gp)
  • Tooled Leather Choker (500 gp)
  • Tooled Leather Choker (600 gp)
  • Tooled Leather Hunter’s Cap (300 gp)
  • Tooled Leather Boar Mask set with Carnelian (700 gp)
  • Tooled Leather Talisman set with Hematite (400 gp)
  • Unframed Painting Rolled up and unfinished, depecting the bottom half of what is presumably a Halfling woman (400 gp)
  • Wood Framed Painting of a Sunset(1,000 gp)
  • Wood Framed Painting of a Sunrise (1,100 gp)
  • 2 x Wood Framed Painting, Landscapes (1,500 gp each)
  • Zircon Statuette of an Owl wreathed in Continual Flame (3,000 gp)
  • Arcane Scroll (Wall of Ice (700 gp)
  • Arcane Scroll (Arcane Eye (700 gp)
  • Blessed Book (12,500 gp)
  • Bracers of Armor (+7) (49,000 gp) (Inscribed with 7 runes of protection) (worn)
  • +1 Chain Shirt (1,250 gp)
  • Crystal Ball with Telepathy (70,000 gp)
  • Divine Scroll (Atonement 3,625 gp)
  • Divine Scroll (Mass Inflict Light Wounds 1,125 gp)
  • Divine Scroll (Scrying 1,125 gp)
  • Divine Scroll (Greater Dispel Magic 1,650 gp)
  • Divine Scroll (Animal Shapes 3,000 gp)
  • +5 Dwarven Waraxe (Inscribed with 5 goblinoid skills around the base) (50,330 gp)
  • Stone Golem Manual (22,000 gp)
  • Medallion of Thoughts (12,000 gp) (worn)
  • Oil of Magic Vestment (+3) (1,800 gp)
  • Periapt of Proof against Poison (27,000 gp) (Inscribed with images of a man biting a cobra)
  • Potion of Remove Curse (750 gp)
  • Potion of Resist Sonic (30) (1,100 gp)
  • Ring of Clumsiness (500 gp)
  • Ring of Improved Jumping (10,000 gp) (auran inscriptions describing a young bird taking flight)
  • Ring of Minor Spell Storing (18,000 gp) (inscription is a basic riddle about a which spell a mage should prepare)
  • Robe of Eyes (120,000 gp) (worn)
  • Staff of Conjuration (40 of 50 charges) (52000 gp)
  • Staff of Healing (38 of 50 charges) (21090 gp)
  • Staff of Necromancy (47 of 50 charges) (61,100 gp)
  • Wand of Cure Moderate Wounds (20 of 50 charges) (1,800 gp)
  • Wand of Delay Poison (27 of 50 charges) (2,430 gp)
  • Wand of Invisibility (7 of 50 charges) (630 gp)
  • Wand of Restoration (48 of 50 charges) (inscription provides clue to function) (24,960 gp)
  • Coins    5,487 pp, 129,414 gp

To follow along with this project as it goes on, entries have been tagged with the dragon tag.

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