🌩️ D&D Home Campaigns Search
← Room 94 Deck tables Room 96 → Room 95 of 100
95

Larder of the Drakon

RoomAvoidable ThreatDeadlyDrakon Nest (W08)3 exits
Illustration: Room 95 — Larder of the Drakon

The smell arrives first and it is not rot — it is butchery, cold and clean and enormous. The chamber beyond is a larder: things dragged in and stacked, some of them wrapped in salt, most of them bone. In the middle of the floor is a low hill of gold and bronze and cups and coin, four feet deep and thirty across, and lying along it with her chin on her own coils is a serpent the length of a ship.

She is asleep. You can see her breathing. Somewhere off in the dark, two sets of claws are walking a slow circle around you.

DM summary. A heist with a sleeping CR 13 on top of the prize. The hoard is this room's own loot, the mother is not going to wake unless the party makes her, and every decision in here is a trade between how much they carry out and how much noise it costs.

Terrain & Features

Battle-map thumbnail: The West Shore

Battle map: The West Shore — page 57, 55 × 75 ft (one half of The White Waste)

The white waste reads as the salt larder: snow is the salt-crust and bone (drifts deepest at the walls), the frozen mere is the meltwater trough's pool. Run the room 70 × 55 ft along the page, chalk the 30-ft hoard mound, and mark the larder row along the east wall.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Go cold

Her blindsight is heat, and a creature that has taken cold damage since the end of its last turn is simply not there to it.

  • The source is in the room: the seep on the north wall. 1d4 cold to soak in it, and the chill lasts 10 minutes, which is longer than any sensible robbery. Any cold spell, a frost cantrip, or a friend's ray of frost does the same job.
  • Effect: a cold-blooded PC does not advance the Stir Track by moving, by carrying light, or by being close to her. They still advance it by touching the hoard, because the hoard is coin and coin makes noise.
  • What it costs: the damage, the shivering, and one round each in the trough. Constitution save DC 12 on leaving it or take a level of exhaustion from the cold, which is a real price for a party already worn down.
  • Failure state: a PC who lets the chill lapse mid-heist — ten minutes is not long — goes back onto the Track from that moment, and you should give them one round of warning by describing their breath stopping fogging.
Bypass — Feed the larder

This is a store-room and she keeps it the way anyone keeps a store-room.

  • Doing it: drag one of the salted carcasses, or a dead serpent-hound, to the far side of the chamber. Athletics DC 14 to move two hundred pounds quietly; two PCs working together get advantage.
  • Success: she rolls toward the new smell in her sleep, off the west side of the mound. This uncovers the deep hoard, clears the whole western half of the room, and removes two marks from the Stir Track because the shifting metal covers everything else.
  • Failure: the carcass drops. Two marks, immediately, and one of the hounds comes to see what the party is doing with the food.
  • The elegant version: a party that thinks of feeding her before they think of robbing her has understood the room, and you should say so by having her sigh, in her sleep, contentedly.
Bypass — Give the hounds something to herd

The pack has a job and no imagination.

  • Doing it: throw meat, drive a carcass down the drag-tunnel, or simply let them push and then break sideways at the last moment — Acrobatics or Athletics DC 13 to slip a herding hound rather than be turned by it.
  • Success: both hounds follow the meat out of the room for a full minute, which is the party's window for everything else.
  • Failure: a hound cuts the line as designed and the party's retreat is behind it. Not damage — position, which in this room is worse. One mark.
  • Cost of withdrawing instead: the party may leave the way they came at any point with whatever is in their hands, no check, no pursuit while she sleeps. They lose the hoard, the clue drip, and any chance of the deep pieces. Nothing else. This is the correct play for a party at low resources and you should not make them feel bad about it.

Encounter

Deadly · Drakon Nest (W08) · Budget at APL 9: 14,400 XP

Her, asleep, and her two dogs, awake.

Count Creature XP each
1Coiled Drakon10,000
2Serpent-Hound700

Base 11,400 XP; ×2 for three bodies = 22,800 adjusted, against the APL 9 Deadly budget of 14,400. That is 58 per cent over, and it is 58 per cent over with the mother asleep. Read that number to your players if they start sharpening things.

Why she is not attacking. She is asleep on a warm pile of metal, gorged, in her own larder, and she has no reason in the world to be awake. Read her Will Not Leave the Clutch against the hoard: there is no clutch in this room, and the sixty-foot line she will not cross is centred on the gold. That is a gift and a trap — it means the party can outrun her, and it means she will never, ever follow them far enough to stop caring.

The two hounds are awake and they are not the threat. They herd. They will not bite a prone creature and they do not finish anyone; they cut off the route back and push. What they are pushing the party toward is the middle of the room, because that is where the pack's mother is, and they genuinely do not understand why anyone would object.

If the party fights anyway. A CR 13 with constrict, swallow, a 60-ft poison cone, and three legendary actions, in a room with no cover, against a level 9 party, is a party wipe more often than not. Say it plainly before initiative. The two mercies are real and both are printed on her card: she is Slow to Wake — one round of disadvantage, no breath, no legendary actions, which is exactly one round in which a party that runs has run — and she is vulnerable to cold below half her hit points, which is the only version of this fight that ends well.

Withdrawal. The drag-tunnel and the entrance are both open the entire time. A party that wakes her and leaves the way they came, immediately, gets out; she stops at sixty feet from the hoard and screams, and that scream is the last thing they hear from this room. Cost: whatever they were still holding when they dropped it, and every mark on the Stir Track stays marked if they ever come back.

Traps / Puzzles / Checks

The Stir Track — four boxes. Draw them where the players can see them.

Mark a box when any of these happens:

Trigger Marks
A PC spends an action taking from the skirt of the hoard1
A PC spends an action digging into the middle of the hoard2
A PC works under her forelimb or under a coil3
Anyone moves more than half speed within 30 ft of her, or speaks above a whisper1
Any light or heat source comes within 20 ft of her head1
Metal armour worn by anyone standing on the hoard, per round1
Feeding the larder successfully−2

Sleight of Hand DC 15 on any looting action avoids that action's marks entirely. Roll it in the open. Cold-blooded PCs are exempt from the movement, light, and proximity rows, but never from the looting rows.

At the fourth mark she wakes, with Slow to Wake in force. Announce it exactly like this: "Her breathing changes. You have this round."

Reading the hoard. Investigation DC 13: nothing in this pile is younger than a year, which means she has not eaten anybody recently, which means she is not gorged, which means she will be hungry when she wakes. History DC 15 on the coin: three centuries of Knossian mint, and the newest issue is from a reign nobody at the table has heard of.

Exits

AObviousThe drag-tunnel in the west wall, 15 ft wide and smooth as a gullet. No check.Rider: you leave along her road, which means for one room the party is walking somewhere that smells of her — anything of Drakon Nest gives them a wide berth, and anything that hunts drakons follows them with interest.
BConditionalA crack in the east wall behind the hoard, wide enough for one, visible only once the mound has been disturbed or she has rolled off it.Rider: you go out through a foot of cold rock and arrive with your hands free and your pack behind you — the party may carry no more than half its encumbrance through, and must decide what to leave in the larder.
CHiddenThe meat-drop shaft in the ceiling, 20 ft up. Investigation DC 14 to spot the chain stub; Athletics DC 15 to climb.Rider: you come out above, dry and unseen, and the party takes a free Perception check on entering the next room before anything in it reacts to them.
Loot

Room-specific: the hoard, and nothing here consumes a d100 slot. What the party gets depends entirely on how deep they were willing to dig.

Nothing any Resolution requires is in this pile. No seal, no writ, no wax or feathers, no spool, no chalk and chain, no gate-key. If your session's Resolution needs an object, it is where that Resolution says it is and not under a sleeping drakon — a hoard that hands out the win condition turns the deck's best avoidable room into a mandatory one, and this room is worth more than that.

Scaling — APL 6 / 12 / 15
APL Adjustment
6No hounds, and she is genuinely gorged — the Track is six boxes. Cold seep damage 1d4, DCs −2
9As written
12Three hounds, and two Drakon Whelps sleeping in the bone drift by the east wall who wake at the third mark, one round before their mother. DCs +1
15The Track is three boxes, the seep has frozen solid (chip it out: an action and a DC 17 Strength check), and she is not gorged — she wakes hungry, with no Slow to Wake round. DCs +3
DM Notes

Creature Cards

Both belong to Drakon Nest (W08) and recur across the deck, so the numbers live in the bestiary. The tactics above are this room's and stay here.

Shared across rooms, so the full cards live in the bestiary: Coiled Drakon, Serpent-Hound. Every mention above opens the numbers here on this page.

← Room 94 Deck tables Room 96 → Room 95 of 100