TEXT:  
   
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  Myrkara’s Hoard 
   
   
  Credits: 
  Written by Terry Herc 
  Creative Consultant: Nick Pengilley 
  Special thanks to: Jared G, Chris I, Kelly R 
  Play tested by: Justin B, Jason M, Scott P, Richard R 
  Distributed by www.dmsguild.com 
  All art is licensed, from the public domain, or property of Wizards of the Coast and used with permission 
  Illustrations: 
   
   
  • 
  On the Cover: Coins (IMG_1922), by Allison Matherly (2010) 
  • 
  Børn fodring ænder ved solopgang, by Peter Mork Mönsted (1919) 
  • 
  Буковый лес в Швейцарии, by Ivan Shishkin (1863 or 1864) 
  • 
  Ploughmen in a Fenced Field, by G. Ruger Donoho (1891) 
  • 
  Иван И. Шишкин - Темное дерево, by Ivan Shishkin (1876) 
  • 
  Fleuron, The penman's diversion a new copy-book, by John Clark (1710) 
  • 
  Feengrotten Saalfeld, by Dirk Vorderstraße (2013) 
  • 
  Pile of Pennies 4, by cweyant (2016) 
  • 
  Rock Texture, by John Fowler (2011) 
  • 
  Equipment: Rings, Ring 5, by Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games 
  • 
  Map by Nick Pengilley 
  • 
  All other images courtesy of Wizards of the Coast 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product 
  names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright 
  Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters 
  Guild. All other original material in this work is copyright 2018 by Nick Pengilley and published under the Community Content Agreement for Dungeon 
  Masters Guild.
  
   
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  3 
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  
  Myrkara’s Hoard is a 4-6-hour Tier Two 
  Forgotten Realms adventure, suitable for 4-5 
  characters at 8th level. It takes place around the 
  eastern edge of the Forest of Wyrms, where the 
  players hear legends of the long dead green dragon 
  Myrkara. Most believe her hoard was plundered 
  ages ago, yet a half-elf acolyte says he knows the 
  secret to discovering her hidden cache. Be wary 
  those who seek gold and glory! Something sinister 
  lurks amid the dragon's hoard... 
  The adventure takes place in four acts: 
  In Act 1 the players are in Triel with the 
  characters meeting Modoc Rune and accepting the 
  quest. They can use their social skills to gather 
  information about Myrkara and be prepared for the 
  challenges ahead. 
  In Act 2 they travel into the Forest of 
  Wyrms, arrive at her abandoned lair, and open the 
  secret portal. 
  In Act 3, the players enter the secret lair and 
  navigate threats until they find the illusionary false 
  hoard. 
  In Act 4, the players continue into the 
  nesting chamber and fight Myrkara’s reanimated 
  wyrmlings, one of which has been transformed into 
  a dracolich! 
  
  Here are some ideas you can use to hook the 
  characters into the adventure: 
  • 
  The characters are travelling along the 
  Trade Way and they have stopped in Triel. 
  The scribe Modoc Rune approaches them 
  with a way to make some quick gold. 
  • 
  The characters have heard that a bookish 
  half elf looking to hire adventurers for a 
  dangerous expedition. He is known to 
  frequent the tavern in Triel. 
  • 
  The characters have retired from 
  adventuring and settled in Triel, enjoying 
  the peace and quiet. The prospect of one 
  last adventure might be too much for them 
  to pass up 
  • 
  In a previous adventure, the characters 
  discover a journal containing a sage’s 
  research into the green dragon Myrkara, 
  undertaken for an individual known as 
  Modoc Rune. The research indicates that 
  Myrkara’s “true hoard” was never found and 
  suggests further information can be 
  discovered in Triel. 
   
  
   
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  4 
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   
  Modoc Rune is a scribe from the libraries of 
  Candlekeep who spent many years studying the 
  powerful lich Sammaster. Best known for creating 
  the Tome of the Dragon, Sammaster created the 
  spells and rituals needed to turn a dragon into a 
  dracolich. Aspiring to the greatness of Sammaster, 
  Modoc hopes to find one of the legendary ring of 
  the lichborn, used as part of the dracolich rituals, 
  and which Modoc believes would put him on the 
  path to lichdom. 
  Less than a year ago, Modoc discovered the 
  idea of Myrkara’s untouched hoard after finding a 
  scrap of parchment saying that Sammaster courted 
  a powerful dragon in the lands of the south, hoping 
  to turn her into a dracolich. The scrap said 
  Sammaster had “grown accustomed to travelling 
  through the gate into her lair”. 
  Connecting the fragment to the green 
  dragon Myrkara, he surmised that “the gate” was a 
  magic portal. Stories of Myrkara’s death noted that 
  her hoard was unusually small. Was it possible that 
  Myrkara’s secret lair remained hidden? No doubt it 
  still holds dark gifts from the lich Sammaster! 
  Studying the draconic runes believed to be 
  inside Myrkara’s lair, Modoc thinks he can open the 
  portal. Now Modoc’s last step is hiring a bunch of 
  adventurers to retrieve the ring, who will hopefully 
  die in the process.  
  
   
  Personality Trait: I’m not rude! I’m just 
  straight forward! You’re the one that’s rude! 
  Ideal: Fairness. I’ll hold up my end of the 
  bargain. A deal made is a deal done. 
  Bond: I’ve read so much about liches. I’d do 
  almost anything for that kind of power!  
  Flaw: My head is so filled with legends that 
  I think I’ll become one. 
   
  A detailed statblock for Modoc can be found 
  at the end of this adventure. 
   
   
  The Forest of the Wyrms is a forest of 
  giant redwood trees known for its many green 
  dragons. 150 years ago, it was home to the 
  fearsome and cunning dragon Myrkara. She 
  plagued the settlements on the forest’s southern 
  edge, demanding tributes of gold and 
  destroying those would could not pay. 
  After decades of torment a group of 
  adventurers finally revolted against her, 
  trapping and slaying her in her lair. Since 
  Myrkara’s destruction, there have been none as 
  fearsome as she. Dragons are now a rare sight 
  south of the Forest of Wyrms. 
   
  
   
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  5 
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  
  Triel is a typical fantasy town. For an in-
  depth look, please see Feldor’s Guide to Triel. 
  Alternatively, any generic fantasy town will suffice. 
   
  Triel is a growing farm village, now living 
  under the banner of the nation of Elturgard. Built 
  along the Trade Way, a major road following the 
  edge of the Sword Coast, it has experienced a 
  farming boom in the last fifty years. Located a day’s 
  travel south of the dangerous Forest of Wyrms, the 
  relative peace and the protection of Elturgard’s 
  paladins of Torm makes life easy.  
  This part of the adventure is an open-ended 
  social exploration. The players may choose to 
  spend lots of time in Triel tracking down pieces of 
  lore, giving them clues to overcome the challenges 
  in the dragon’s lair. 
  If they are more interested in getting to the 
  dungeon crawl, provide them the location of 
  Myrkara’s abandoned lair quickly so they can 
  continue into the wilderness. 
   
  The characters are likely to find themselves 
  in the Singing Wind Inn, a stereotypical inn and 
  tavern at the heart of Triel. The tavern is owned by 
  Britte Vensert, and regular patrons include the 
  bard Gwen Primrose, the priest Bergis Brenter, 
  and the apothecary owner Dwent Sipsarin. 
   
   
   
  Seated alone is Modoc Rune, a half elf 
  scribe, who is looking to hire a group of 
  adventurers for an expedition into the Forest of 
  Wyrms. He intends to locate and open the portal to 
  Myrkara’s secret lair and recover any treasure that 
  may be inside.  
  Modoc is willing to offer the characters each 
  a share of the treasure recovered, with a double 
  share for himself including first pick of any magical 
  items found. Modoc will not willingly tell the 
  characters he is looking for one of Sammaster’s ring 
  of the lichborn. 
  Modoc is willing to deal fairly with the 
  characters and intends to hold up his side of the 
  deal, whatever is agreed upon. He secretly hopes 
  that not all the characters will survive, but he will 
  avoid taking actions that would directly lead to 
  their death, unless he is first provoked or betrayed. 
  If the characters try to convince him to 
  change the terms, he could be convinced to agree 
  to a single share plus first pick of items, but he will 
  not budge on choosing first from any relics 
  discovered. He says the deal is more than fair, and 
  he will just find another group to work with. If the 
  characters threaten him for the secret to open the 
  portal, he says he would rather take that secret to 
  his grave. 
  The characters may not be able make a deal 
  with Modoc. Or they might they decide to betray 
  him, leave town without him, torture him for the 
  secret of the portal, or some variation of the idea. 
  This is not a problem. Eventually, Modoc or his 
  cohorts will catch up to the characters (at the least 
  convenient time) with a group of surly looking 
  gladiators that are well rested and well paid.  
   
   
  The Singing Wind Inn smells of tobacco 
  smoke, and the floorboards creak with every 
  step. A bard plucks away at a tune on her lute, 
  and a handful of patrons converse in a cheerful 
  tone. A long figure eats at a table in the far 
  corner of the room. 
   
  Myrkara and Sammaster the Mad: 
  Your characters will likely want to learn more 
  about Sammaster the Mad and Myrkara. Here is 
  some information they might uncover with a 
  successful History or Investigation check. 
   
  Sammaster the Mad: 
  • 
  was a powerful lich who ruled for many 
  centuries 
  • 
  is thought to have been defeated 100 years 
  ago 
  • 
  created the Tome of the Dragon, a 
  collection of spells and rituals necessary 
  for creating a dracolich 
  • 
  frequented areas inhabited by dragons, 
  looking for the next draconic convert to 
  join his undead army 
   
  Myrkara: 
  • 
  was an ancient green dragon who 
  terrorized the country side 
  • 
  was defeated 150 years ago  
  • 
  drew the attention of Sammaster and 
  received numerous visits and gifts 
  • 
  was close to joining Sammaster’s undead 
  army 
  • 
  left no known descendants 
   
   
   
   
  
   
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  6 
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  
  It has been well over a hundred years since 
  the Myrkara was slain and locating her abandoned 
  lair may not be easy. There are many popular tales 
  of Myrkara, but Modoc suspects there are some 
  local legends that will provide insight into the 
  location of her lair. Modoc has been trying to learn 
  this information, however, the locals seem 
  unwilling to discuss the matter with him. Modoc 
  suspects conspiracy, but he is really just a rude 
  person.  
  If the characters speak with some of the 
  residents of Triel, they can discover some clues that 
  would indicate where the lair is. Modoc suggests 
  the characters start with: 
  • 
  Jacus Gaury, the reclusive owner of The 
  Catalogue bookshop 
  • 
  Sigur Miosa, the proud and elder leader of 
  the Stoutsouls 
  • 
  Linda Fairheart, the business-focused 
  owner of the Fairheart Stables 
  • 
  Lynette Khorix, the thoughtful elder who 
  runs the Chamber of Records 
   
  The characters can glean information from 
  these villagers, they might also learn of others who 
  can provide information as well. 
   
  The information the locals might reveal is on 
  the following page. 
  
  Once the characters have some idea of 
  where to look for Myrkara’s lair (and perhaps what 
  they might find inside), they can set off towards the 
  Forest of Wyrms.  
  If they need to resupply, they can visit 
  Triel’s Golden Market and purchase items there at 
  the regular cost of goods. They may also consider 
  purchasing or renting a horse and wagon; if they do 
  not, they will likely have interesting complications 
  at the end of the adventure. 
  Leaving Triel is uneventful, but it is 
  important to express to the characters that they are 
  headed into the untamed wilds. The Forest of 
  Wyrms has no known settlements, and the 
  characters will need to manage their resources 
  carefully. 
   
  
   
   
  7 
   
   
  NPC  
  Information available 
  NPC Needs 
  Bergis Brenter, 
  bumbling priest 
  at the Cup of 
  Plenty 
  Bergis is a descendant of one of the heroes that killed 
  Myrkara. In his attic are some family heirlooms including a 
  journal of his ancestor. The journal makes mention of how 
  in the final battle Myrkara used necrotic magic to suck 
  the life from her enemies. Just as the warriors landed their 
  blows, the wounds on Myrkara’s skin began to stitch 
  themselves shut. 
  Bergis is willing to let the 
  characters see his 
  ancestor’s journal, if they 
  convince Gwen 
  Primrose to perform at 
  an upcoming ceremony 
  Britte Vensert, 
  chatty owner of 
  the Singing 
  Wind Inn 
  Britte’s mother used to tell tales of Myrkara to frighten her 
  into behaving. Britte says that they can’t all be believed, but 
  she heard many times that Myrkara loved a good riddle. It 
  was said that sometimes she would spare the lives of those 
  who posed a riddle she had not heard before. Other times 
  she grew so annoyed she devoured the person alive. 
  Britte is nearly out of a 
  tincture sold by Dwent 
  Sipsarin. She asks the 
  characters to fetch her 
  some, as she is too busy 
  to leave the inn 
  Dwent 
  Sipsarin, 
  mysterious 
  owner of the 
  Triel 
  Apothecary 
  Dwent was collecting herbs in the Forest of Wyrms and 
  remembers a meadow of purple flowers near a large cave 
  on a rocky hill. He recalls seeing some of the trees had 
  great, thick cobwebs in them. He didn’t spend long there, he 
  had the uneasy feeling of being watched from inside the 
  caves. 
  Dwent will happily talk to 
  the characters about the 
  Forest of Wyrms if they 
  help him tend to his 
  overgrown garden. The 
  weeds are thorny. 
  Gwen 
  Primrose, 
  resident bard of 
  the Singing 
  Wind Inn 
  Gwen knows popular songs about the heroes that slew the 
  dragon. One song refers to “passing the hills of valor along 
  the valley of victory”, which give some hints to the lair’s 
  location. In another legend, it notes Myrkara’s love for 
  gold, especially when it was offered as tribute. Gwen finds 
  this verse odd, as the legends say the heroes who slew the 
  dragon returned with vast treasures of silver and electrum. 
  Gwen will trade legends 
  with the characters, but 
  only if they tell her an 
  incredible story first. 
  Gwen shares information 
  more freely if the story is 
  about the characters. 
  Jacus Gaury, 
  reclusive owner 
  of The 
  Catalogue 
  Jacus’ collection of rare tomes refers to Myrkara’s love for 
  trickery and illusion. One story tells of how she defeated a 
  group of attackers by creating an illusionary duplicate of 
  herself to draw their focus. 
  Jacus will grant access to 
  his private library if the 
  characters convince 
  Lynette Korix to join 
  him for a meal 
  Linda 
  Fairheart, 
  business-
  focused owner 
  of the Fairheart 
  Stables 
  Linda knows very few of the local legends about Myrkara, 
  but she wonders aloud if Myrkara had any wyrmlings. 
  Green dragons are not known for their large broods, but a 
  creature as powerful as Myrkara was sure to have had her 
  choice of mate. Yet there have been no dragons as fearsome 
  as she, so perhaps her bloodline ended with her. 
  Linda needs help 
  unloading three 
  wagons to prep them for 
  repairs. If the characters 
  help, she might share 
  what she knows. 
  Lynette Korix, 
  thoughtful 
  village elder 
  who runs the 
  Chamber of 
  Records 
  Lynette has the meeting records going back to the first 
  council of Triel. The records include details of an expedition 
  forty years ago that visited the lair. They returned empty 
  handed, but they did make note of the smashed remains of 
  statues inside the entrance of the abandoned lair. 
  A flood has damaged 
  some of the oldest books 
  in the Chamber. Lynette 
  will assist them if they 
  can help restore the 
  books  
  Sigur Miosa, 
  proud and elder 
  leader of the 
  Stoutsouls 
  Sigur has an old map that details parts of the Forest of 
  Wyrms. It may be outdated, but it shows caves that likely 
  include Myrkara’s lair. Sigur warns the characters to be 
  careful about where they drink in the forest, as much of 
  the water is poisoned. 
  Sigur needs new shoes for 
  his horse, but Linda 
  Fairheart says she is too 
  busy to do the work. 
  Maybe the characters can 
  help convince her. 
  
   
   
  8 
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  
  The Forest of Wyrms is a dangerous place, 
  filled with wyverns, owlbears, and rumors of green 
  dragons. The southern edge of the forest is two 
  days travel from Triel, and Myrkara’s abandoned 
  lair is said to be two days travel further. 
   
   
   
  Skill checks and vivid description should 
  make the forest seem eerie and keep the characters 
  on edge. Some of the things they might encounter 
  in the forest are on the random encounter table.  
  Any of these can be turned into a combat 
  encounter, however it is recommended that they be 
  used to increase the tension as the characters move 
  through the forest. It is suggested you roll twice on 
  the table, once for each day of travel in the forest. 
  This part of the adventure should be used 
  set the mood. Once the characters successfully 
  navigate the forest, they reach the clearing outside 
  Myrkara’s abandoned lair. 
   
   
   
   
  
  d10 
  Encounter 
  1 
  A bog filled with dead trees and the acrid 
  smell of poison. 
  2 
  A loud noise comes from the brush 
  ahead, and a terrified deer leaps across 
  the path. 
  3 
  The gnawed remains of humanoid bones 
  are found under a tall tree covered in 
  scratch marks. 
  4 
  A dark shadow circles in the sky overhead 
  and disappears behind a cloud. A DC 16 
  Wisdom (Perception) check reveals it 
  to be a wyvern. 
  5 
  The trail abruptly ends, forcing the 
  characters to double back. When they do, 
  the trail behind them is covered with 
  warm blood that was not there before. 
  6 
  The trail ahead is covered with fresh scat. 
  A DC 14 Wisdom (Survival) check 
  indicates it is from an owlbear. 
  7 
  An animal cries out from a nearby ravine, 
  followed by the sound of breaking 
  branches and crushed leaves. The sound 
  suddenly stops, and the forest is silent. 
  8 
  Bad weather forces the characters to stop. 
  While they wait, they have the distinct 
  feeling of being watched from the trees. 
  9 
  A swarm of biting insects begin following 
  the characters. They each must make a 
  DC 14 Constitution saving throw or 
  suffer a level of exhaustion. 
  10 
  The characters discover a ruined statue 
  covered in faded runes. A DC 14 
  Intelligence (Arcana) check reveals 
  them to be draconic. 
  The ancient redwood forest is dense and 
  over grown. Travelling is slow and difficult, and 
  there is no clear path to Myrkara's abandoned 
  lair. 
  A meadow of purple flowers stretches 
  out to the base of a steep rocky hill. 60 feet up is 
  the entrance to a huge cave. The smell of rotten 
  eggs clings to the air, and thick cobwebs hang 
  from nearby trees. 
  
   
   
  9 
   
  
  Myrkara made her lair in the caves on the 
  steep cliff overlooking the flower filled meadow. 
  Intending to raise her young here, she sealed the 
  entrance to the deepest part of her lair with a 
  magical portal, making a safe place for her nesting 
  chamber.  
  Once Modoc is sure they are at the right 
  place, he barks orders at the characters demanding 
  they go into the cave to clear out any danger. 
  Anyone climbing the steep rocky path must make a 
  DC 14 Dexterity (Acrobatics) check to keep 
  steady footing. 
  Inside the entrance of the cave are the 
  smashed pieces of a dozen statues. A family of 
  ettercaps have taken up residence in Myrkara’s 
  abandoned lair. One is an ettercap matriarch, 
  which has just hatched her ettercap brood 
  swarm, as well as her two ettercap juveniles. 
   
   
   
  Hidden in the webs of the ettercap nest is a 
  mummified human corpse, 26 copper pieces, some 
  unreadable parchment, and a set of pan pipes.  
  Behind the ettercap nest is a huge, rune 
  covered archway built into the wall. It has the 
  appearance of a gigantic door, but there is no 
  obvious way to open it.  
   
  Modoc will enter the cave only when he is 
  assured it is safe. After inspecting the rune covered 
  arch behind the ettercap nest, he says he will need 
  one hour of uninterrupted study to determine the 
  correct incantation to open the portal. At the end 
  of one hour, he succeeds. Another character can 
  also open the portal with a successful DC 24 
  Intelligence (Arcana) check and one hour’s 
  study. 
   
   
   
  Once Modoc opens the portal, he realizes 
  that the command to close the portal is not the 
  same as opening it. The longer the portal is open, 
  the more likely it is for something to follow the 
  characters inside. 
  Modoc is extremely unwilling to go in first 
  and will make every excuse, reasonable or 
  otherwise, to make the characters lead the way. 
  Modoc also refuses to stay outside because he 
  desperately wants the ring of the lichborn and is 
  concerned the characters will try to steal it. 
  
  The characters may discover an alternate 
  entrance to the secret lair. Inside the abandoned 
  lair is a pool of water that is the source of the rotten 
  egg smell. The water can be easily identified as 
  poisoned. If a character drinks from the pool, they 
  must make a DC 15 Constitution saving throw or 
  take 9 (2d6+2) poison damage. 
  The water is leaking through the stone from 
  the poisoned basin inside Myrkara’s secret lair. The 
  magic of Myrkara’s trap is decaying and allowing 
  some of the water to seep through the wall. A DC 
  18 Intelligence (Investigation) check reveals that 
  the wall could be forced open. 
  If the characters do so, anyone in the 
  immediate area must make a DC 18 Strength 
  saving throw or be washed away by the reservoir 
  of poisoned water hidden behind the wall. On a 
  failed save, they are knocked prone and take 4d6+6 
  bludgeoning damage. A passage is now opened to 
  the poisoned basin, and the characters can 
  optionally bypass the entrance section of the lair. 
  When they emerge from the basin, they appear at 
  the bottom of the basin that it is now empty of 
  water. 
  Tactics: The ettercap juveniles are 
  protecting the ettercap matriarch. They will 
  make themselves visible and take a threatening 
  posture, but they will not attack unless the 
  characters attack first, or they get within 30 feet 
  of the ettercap matriarch. 
  Challenge rating: Add together all the 
  levels of all the characters. If it is less than 32, 
  remove a juvenile ettercap. If it is more than 48, 
  add an additional juvenile ettercap. 
  With a barely perceptible flash of light, 
  the space in the middle of the arch opens into 
  inky blackness. The smell of dust and rotten air 
  rolls out from the other side. 
   
  
   
   
  10 
  
  
  While delving into Myrkara’s secret lair, it is 
  important that Modoc remain visible in each scene, 
  so the characters don’t forget about him. It is 
  recommended that in each room you vocalize 
  Modoc’s character with a little quip or barb 
  directed towards the characters. 
  The table below gives some ideas of what he 
  might say. Remember that Modoc may be rude, but 
  he will deal fairly and will not act hostile unless the 
  characters do so first. 
   
  d8 
  Quip 
  1 
  “I’m not going in first, that’s why I hired 
  you!” 
  2 
  “Come on, don’t just stand there, do 
  something!” 
  3 
  “If it wants to kill us, then you’d better 
  kill it first!” 
  4 
  “What’s reward without risk?” 
  5 
  “Glad we got through that one!” 
  6 
  “Watch out, I think this room is 
  dangerous.” 
  7 
  “A deal is a deal. Are you renegotiating?” 
  8 
  “That’s not what we agreed to!” 
   
  
  Myrkara's secret lair consists five magically 
  protected chambers. Myrkara made certain that if 
  intruders entered, they would not live to reach her 
  young wyrmlings. Over time the magic protecting 
  her lair has decayed, making some effects 
  unpredictable. It is pitch black inside the cave, with 
  its inhabitants having no need for light. 
  Myrkara’s secret lair may seem like a safe 
  place to rest, but it is not. With Modoc unable to 
  close the portal, Myrkara's secret lair stays open for 
  the duration of the delve into the dungeon. The 
  characters can take a single short rest without 
  penalty, however if they take a long rest or a second 
  short rest, a wyvern follows their scent and enters 
  the lair. 
  
  On the other side of the entrance is an 80-
  foot square cavern lined with a dozen beautifully 
  carved dragon sculptures. As soon as the characters 
  steps across the threshold, the eyes of one statue 
  lights up, and it begins to speak in a guttural 
  language. 
  The statues are dragon golems, crafted by 
  Myrkara as guardians of her lair. Their magic has 
  decayed and only one can still speak her riddle in 
  the draconic language.  
   
  Worth your weight, but for no fool 
  An age, an opportunity, a silence, a rule 
   
  If none of the characters speaks draconic or 
  use a magical effect to understand the words, they 
  only hear the guttural sounds of the draconic 
  language. Modoc speaks draconic, and he can 
  translate the riddle for the characters. If the 
  characters reply with “gold” or some variation of 
  the word in draconic, the golems let the characters 
  pass, otherwise they attack. 
   
   
   
  Tactics: If the characters give the 
  incorrect answer (or no answer) to the riddle, 
  the dragon golems attack mindlessly. 
  Challenge rating: Add together all the 
  levels of all the characters. If it is less than 32, 
  change the dragon golem’s starting health to 75 
  hp. If it is more than 48, add an additional 
  dragon golem. 
   
   
  
   
   
  11 
   
  
   
   
  The floor of this area is shaped like a 20-
  foot-deep basin running the length of the room. 
  The basin is filled with waist deep water, which is 
  treated as difficult terrain for anyone walking 
  through it. Hidden beneath the water is a pressure 
  plate that will trigger when a Large or smaller 
  creature passes over it. When stepped on, the 
  dragon head carvings in the wall begin to emit 
  poison gas, filling the area as per the cloudkill spell. 
  The pressure plate can be detected beneath the 
  water with a DC 22 Perception (Wisdom) check. 
  The poison gas has slowly been leaking out, 
  giving the room a powerful rotten egg smell. The 
  poison has also leaked into the water and through 
  the cave floor into the abandoned lair area near the 
  ettercap nest. If the characters have broken 
  through the wall in the abandoned lair, this area 
  will not be filled with water, and the pressure plate 
  will be visible with a DC 14 Perception (Wisdom) 
  check. 
  Myrkara used the far side of the basin as a 
  place to examine magical items before adding them 
  to her hoard. To avoid the pressure plate hidden 
  beneath the water, she would simply fly over, 
  causing large gashes in the rock on the far side. 
  In the corner is the skeletal remains of a 
  human warrior, as well as some rusty weapons and 
  armour. The corpse is the remains of an arcane 
  trickster rogue, who gained access to the lair with 
  the ring of dimension door still worn by the corpse. 
  A successful DC 18 Intelligence (Medicine) check 
  reveals no visible signs of trauma. 
  Among the belongings on the corpse is a 
  tainted potion of healing that has been exposed to 
  poison, dealing 4 (1d6+1) poison damage on 
  consumption. In addition to the ring and the 
  potion, the rogue also has a +1 short sword, a stone 
  that always points true north, 27 gold pieces, and 
  63 silver pieces.  
  If Modoc sees the ring, he immediately 
  demans to see it so he can cast the identify spell on 
  it. When he realizes it is not the ring of the 
  lichborn, he hands it over.  
  The cave widens into a 60-foot-tall 
  cavern that stinks of rotten eggs. The path 
  descends into a large low basin 100 feet long 
  that appears to be filled with milky water. Along 
  the sides of the cavern are intricate dragon head 
  carvings. 
  At the far side of the basin rises to a flat 
  stone area covered in scrapes and gouges. 
  Propped against one wall is what appears to be 
  an armored skeleton. 
  
   
   
  12 
  
  
  This room served a both as a trap and the 
  entrance to Myrkara’s nesting chamber. The 
  purpose of this room was to lure any would-be thief 
  inside, prevent their escape, and poison them. The 
  false hoard is filled with silver coins, small 
  gemstones, and art objects, as well as an illusion 
  that makes the room appear it is filled with gold. 
   
   
   
  6 rounds after at least one character enters 
  the room, a shimmering, transparent magical 
  barrier closes the entrance to the room. The magic 
  creating the barrier has decayed and weakened. 
  The barrier has 60 hit points and can be brought 
  down if it is dealt enough damage.  
  Once the magical barrier has been 
  triggered, two guardians of the hoard, and four 
  flying scimitars rise from beneath the illusionary 
  hoard, where they were resting unseen. 
   
   
  In the false hoard the characters find 734 
  silver pieces, 2,344 copper pieces, 14 gems worth 5 
  gold pieces each, a fine horse saddle, a quiver of 
  silver arrows, a silver whistle, a silver jewelry box, a 
  set of bronze plate mail, an ornate silver mirror, 
  and a collection of other minor art objects made of 
  silver and bronze. 
  If the characters are trapped inside this 
  room, they must figure out how to escape. The 
  characters can also pull the 30’ chain hanging from 
  the ceiling. It takes the weight of a Large or larger 
  creature to pull down the chain. If pulled, poisoned 
  water rains down from the ceiling of the room. Any 
  characters inside the room must make a DC 18 
  Constitution saving throw or take 22 (5d6+6) 
  poison damage, or half on a success. 
  
  A few clues will suggest the false hoard is 
  not all Myrkara’s treasure: it is a very small amount, 
  all the gold objects in this room are illusionary, and 
  there is also no sign of the ring that Modoc is 
  looking for. 
  The entrance to the nesting chamber is 
  hidden in the floor. If the illusion is dispersed or 
  the characters make a successful DC 22 Wisdom 
  (Perception) check, they discover runes etched in 
  the floor hiding another portal. The portal can be 
  opened by Modoc with one hour of uninterrupted 
  study, or by another character with a successful DC 
  24 Intelligence (Arcana) check and one hour’s 
  study. 
   
   
   
  The draconic runes create an anti-magic 
  field. While inside the shaft, all magical items 
  temporarily lose their effects, spell effects end, and 
  attempts to cast spells automatically fail. 
  If any character touches the side of the 
  shaft, spectral green claws strike out from the 
  runes. The target must make a DC 18 Dexterity 
  saving throw or be dealt 22 (5d6+5) necrotic 
  damage. 
   
   
  In the center of the circular 100-foot 
  room is a huge heap of coins that glimmer with 
  gold and silver. The edges of the chamber are 
  covered with elaborate stone statues, depicting 
  green dragons of all shapes and sizes. From the 
  roof hangs a long chain ending in a huge T 
  shape. 
  Tactics: The guardian and the swords 
  fight mindlessly until death and will pursue 
  characters if they retreat. 
  Challenge rating: Add together all the 
  levels of all the characters. If it is less than 32, 
  remove a guardian. If it is more than 48, add an 
  additional guardian. 
   
  The portal in the floor opens, revealing a 
  shaft that descends into darkness. The sides are 
  covered in glowing green runes. At the bottom 
  you see the glimmer of gold.  
   
  The shaft forms a U shape and the 
  bottom is filled with hundreds of gold coins. All 
  of them are scratched and worn as if they have 
  been repeatedly scraped along stone. 
  
   
   
  13 
   
  
   
   
  Myrkara eggs hatched after she was killed, 
  and with no mother to feed them, all the young 
  wyrmlings died. However, a single wyrmling was 
  corrupted by the ring of the lichborn left by 
  Sammaster and was transformed into a wyrmling 
  dracolich. 
  Imprisoned inside the lair and without the 
  draconic knowledge passed down by its mother, it 
  became a mindless beast, using necromantic energy 
  to animate its broodlings into three skeleton 
  wyrmlings. A stone dragon golem also guards 
  this room, but sensing nothing alive, it remains 
  dormant. 
  The floor of the room is covered with coins 
  and objects, making the entire surface difficult 
  terrain. 
   
   
   
  The wyrmling dracolich wears the ring of 
  the lichborn upon its claw, which allows the 
  creature to reanimate its skeletal siblings. The exit 
  of the nesting chamber is high in the ceiling, and 
  the wyrmling dracolich could never reach it 
  without the ability to fly. 
  
  Myrkara’s hoard contains 14,922 gold pieces, 
  all of which are scratched and defaced from the 
  wyrmling dracolich’s constant use of the 
  thunderwave spell. 
  In addition to the ring of the lichborn on the 
  wyrmling dracolich, Myrkara’s hoard contains: a 
  ring of flying, a pair of boots of spider climb, a +1 
  wand of the war mage, a bag of tricks, an amulet of 
  proof against detection and location, a robe of useful 
  items, a hat of disguise, a set of gold plated bracers, 
  a +1 mace, and 6 gold embellished weapons of the 
  DMs choice. 
   
  Modoc quickly moves to pocket the ring of 
  the lichborn, claiming it as part of his treasure. He 
  then pulls out a bag of holding to load it up with 
  his agreed-upon share of the remainder. Once he 
  has his gold, he tells the characters they may return 
  to Triel if they’d like. He doesn’t care what the 
  characters do from here, and he considers their 
  business concluded. 
  If the characters try to fight Modoc, steal 
  his ring, or otherwise argue, he will attempt to 
  remind the characters that they made a deal. If they 
  insist on changing the terms of the deal, he will 
  respond by casting hypnotic pattern and try to 
  escape with the ring. Modoc knows he is weaker 
  than the party and he will avoid getting pulled into 
  a drawn-out battle if the odds are against him and 
  seek to escape first and foremost. 
  If the characters have no way of 
  transporting the loot, the problem of not being able 
  to close the portal may present itself. If the 
  characters can’t figure out how to take all the 
  treasure with them, they may have to return. In the 
  intervening time, what they leave could disappear. 
   
  From the hole high in the wall you can 
  see down into the huge circular chamber. The 
  room is 140 feet wide and 80 feet tall, with the 
  shaft opening at the top of the room. 
  The floor is completely covered in gold 
  coins, as well as relics, broken egg shells, and 
  bones. Near the edge of the room is a huge 
  stone statue in the shape of a roaring green 
  dragon, which you suspect resembles Myrkara 
  herself. 
  Tactics: The wyrmling dracolich uses its 
  first action to cast mirror image on itself. All 
  creatures fight mindlessly to the death but are 
  unable to leave the chamber. Until the 
  wyrmling dracolich is destroyed, the skeleton 
  wyrmlings reanimate at full hit points one 
  round after they are reduced to 0 hit points. 
  Challenge rating: Add together all the 
  levels of all the characters. If it is less than 32, 
  reduce the stone dragon golem’s starting health 
  to 130 hp. If it is more than 48, add an 
  additional stone dragon golem and change the 
  starting health of both to 130 hp. 
   
  If the characters betray Modoc in the 
  adventure, he will meet up with them in the 
  future. Probably at the least opportune time. 
  When he does, the characters learn Modoc has 
  found some new adventures, a group of ex-
  gladiators, who he has paid to liberate the ring 
  of the lichborn from the clutches of the 
  characters.  
  If Modoc is thwarted again, he will 
  pursue them relentlessly until he possesses the 
  ring. 
  
   
   
   
   
  
   
  
   
   
  15 
   
   
   
  
   
   
  16 
   
   
   
  
   
   
  17 
   
   
   
   
   
   
  
   
   
  18 
  
   
  
  
  Ring, rare (requires attunement by a spell 
  caster) 
  The magic holding the power inside this 
  simple golden ring has decayed from resting too 
  close to an antimagic field. As an action, you can 
  cast the dimension door spell. If you do, you must 
  succeed on a DC 15 Intelligence (Arcana) ability 
  check, with the effect failing on a save. 
  
  Ring, legendary (requires attunement by a 
  spellcaster) 
  This ring is one of the six components to 
  cast the create dracolich spell, used as part of the 
  rituals found in the Tome of the Dragon. It has a 
  single large emerald that glows with a dull green 
  light. As you touch it you have the feeling of pins 
  and needles all up your arm. The feeling disappears 
  as soon as you put the ring on, instead replaced 
  with a sensation of all that lives near you. Holding 
  the power of the ring you can sense the life forces 
  in the creatures around you as well as spirits that 
  lie near the surface of the plane. 
  This ring has 3 charges and it regains 1d3 
  expended charges daily at dawn. While wearing 
  this ring you can use an action to expend 1 charge 
  to cast the animate dead spell.  
  While you are wearing the ring and are 
  killed outright, you instead must make a DC 22 
  Constitution saving throw. On a success, instead of 
  dying you regain 10d10 hit points, and are reborn as 
  an undead creature. Your character gains the 
  undead type. You permanently become immune to 
  poison and you cannot be charmed, exhausted, 
  frightened, paralyzed, or poisoned. The effects of 
  this ring can be reversed with the wish spell or 
  similar magic. 
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Myrkaras Hoard - Adventure for Level 8.pdf