Adventure Four: Stolen Hoards (CWS)

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: Hammerim the dwarf stood in the center if the massive chamber, taking one last look at his handiwork. The smooth stone floor was clean and clear, waiting to be covered and piled high with the stolen dragon hoards. Across the chamber, six massive iron statues stood at silent attention against the east wall. In other chambers, Hammerim's traps were set, his allies gathered. Everything was at ready. The time if his revenge had finally arrived. 
: "I have planned and worked for almost a century," Hammerim shouted to the silent statues. "The dragons who ruined my life must now be made to suffer. And when their suffering ends, then those dragons will die!" The dwarf pulled a silver dagger from a sheath at his side. With a quick slash, he sliced a shallow cut into his left palm. The blood welled from the wound as Hammerim squeezed his hand and Jormed a fist. A crimson stream dripped from that clenched hand to splatter on the chamber floor. 
: "By the blood of my ancestors that flows through my veins," Hammerim shouted, "I swear that vengeance will be mine! I have been shamed and cast out because if the dragons who once served Mykell the Custodian. But by this blood, they shall not survive another dragon's age. " 
: His eyes sparkled with an insane, evil light. "They shall not..." 
==Introduction==
Stolen Hoards is a tale of revenge that pits four to six adult dragons (6th-level dragons) against the evil genius of a crazed dwarf. If the dragon PCs have progressed through the previous adventures presented in this book, then the villain of this piece is Hammerim, the dwarf who was once an elder in the vassal village of Dwarftown (see Adventure Two: Color Blind). If not, then the DM needs to select another vassal who has reason to hate the dragon PCs for something they did during their time of service to the Council of Wyrms. 
As adults, the dragon PCs are involved in activities related to their own individual pursuits and the goals of their clans. While they have probably adventured together a few times over the last 75 years, the concerns of the Council have not been high on any of their agendas. 
Now they must join together once again to deal with the consequences of past actions. An enemy from the past has set a plan into motion that will hurt-and very possibly kill-the dragon PCs. Be aware: This is an extremely tough adventure. Even the strongest adult dragons will be hard pressed to survive the encounters that await them in this adventure. Only by working together and thinking things through can the PCs hope to survive the trap that Hammerim has set for them. 
==Overview==
After the dragon PCs exposed Hammerim's schemes in Dwarftown, the elder dwarf lost his position of authority and was cast out of the village. On that day, the dwarf swore he would eventually find a way to get his revenge on Mykell's servants. 
More than ninety years have passed since events unfolded in Dwarftown (as detailed in Adventure Two: Color Blind). In that time, Hammerim has been busy planning and implementing the means of his revenge. Using the wealth he had hidden outside the village in case of an emergency, the dwarf purchased what he needed to start work on his grand plan. Now the time has come for the plan to finally be set into motion. 
On one of the small islands off the northwest coast of Rockshore, Hammerim has established a base, built into the side of a mountain. Helping him construct it over the years have been two natural enemies of the dragons-a clan of duergar and a band of drow. With their assistance, Hammerim has filled a series of caverns with traps designed to weaken and ultimately kill a group of dragons. The duergar provided the muscle, the drow the magic. The duergar worked for the promise of wealth and for the pleasure that harming the dragons will give them. The drow coveted the magical items waiting in the dragons' hoards. Hammerim wants none of these things. All he wants is to ruin the dragons who have ruined his life-and then kill them. 
The caverns, which Hammerim calls his "death maze," have been completed and stocked with all manner of dangerous foes and deadly traps to throw at the dragons. All Hammerim needed was a lure to bring the dragon PCs to his underground maze. With the help of duergar thieves, Hammerim stole a portion of each dragon PC's bonded hoard. The total stolen from each PC equals 40,000 gp plus 10,000 to 60,000 gp additional (1d6xl0,000). The theft of the hoards happens before the start of the adventure, and there is nothing the PCs can do to stop them. 
The thefts occur simultaneously, thanks to the many duergars in Hammerim's service. When the PCs realize that their hoards have been robbed, they can discover a single clue that leads them to contact each other. Only by comparing the separate clues can they determine where they must go to recover their hoards. 
After that, the PCs travel to the small island off the coast of Rockshore. Items that each PC recognizes as a portion of their bonded hoards lie scattered at the mouth of a cave. The cave mouth appears to be natural, and it leads deep into the interior of an unnamed mountain. Inside the mountain, Hammerim's death maze awaits them. 
Inside the maze, the PCs must battle their way past a variety of deadly foes. These foes include elementals, bulettes, duergar ballistae crews, and drow wizards. Except for the drow and duergar, all of the creatures within the maze have been charmed or otherwise enchanted to remain in their chambers and attack the dragon PCs on sight. Finally, they must face Hammerim and his iron golems in order to reclaim their stolen hoards. 
==Starting the adventure==
Inform each dragon PC that a portion of his or her bonded hoard is missing. An extensive search turns up only one clue. Each PC finds a single chunk of stone, obviously cracked off a larger stone tablet. When a dragon PC touches one of the chunks of stone, a single word appears in glowing letters upon its smooth face. The word is "Dwarf-town." The stones radiate magic, but nothing else can be learned by examining a single chunk of stone. 
If the PCs recognize the name of the vassal village they once adventured in, they should realize that more can be learned by contacting each of the dragons who once served the Council custodians. In fact, each of the dragons have had from 50,000 to 100,000 gp worth of treasure stolen from their bonded hoard, and each of them has found a single chunk of stone. If they meet, the stones can be fitted together to recreate the tablet they were broken from. Once fitted together, the stones glow with enchantment and magical words scroll across the smooth face. 
"Come to the smallest island off Rockshore's northwest shore," the magical words read. "There you will find what you have lost." 
The dragon PCs can find the island without trouble. Even the entrance to the caverns has been marked for them to discover with little effort. The real,trouble begins when they reach the cavern entrance. Turn to "Hammerim's Death Maze" and go to location 1. 
==Things to know==
Here are the facts about, the motivations of, and statistics for the major villains appearing in this adventure. These include Hamme rim the dwarf, Kolar and his duergar, and Zoberraz and her drow. 
===... About Hammerim the Dwarf===
Hammerim designed the death maze caves and labored to construct them over the last ninety years. His hatred for the dragon PCs has intensified over the decades, growing to the point where he has become obsessed with getting his revenge. Once he was in love with the finer things in life, and that was his downfall. His obsession in those days was for precious gems, and his illegal dealings with the green dragons helped fill his coffers. When the dragon PCs helped expose his illegal activities, Hammerim was ruined. 
The dwarf elder was stripped of his rank and station, then cast out of the clan. He was no longer welcome in the Majyst Domain. Hammerim gathered his hidden store of wealth from the forest and departed to plan his revenge on the young dragons who destroyed his life. With nowhere to go, Hammerim drifted from island to island. He frequently communed with the humanoid races, fostering friendships of a sort with kobolds, ores, and others. Near the end of his first decade in exile, Hammerim met Zoberraz the drow. 
Hammerim lived with the drow for a time, sequestered in one of their hidden lairs among the Io's Blood Isles. With Zoberraz's help, the dwarf developed his hatred and vague musings into a solid plan for revenge. Together they located an island where they could build the dwarf's death maze, and it was Zoberraz who convinced a duergar clan to perform the work. 
Over the years, Hammerim has dreamed of only one thing-revenge. He has memorized the names and features of the dragons who ruined him, and has spent time and wealth learning everything he can about them. His hatred drives him to desperate acts, and he has given much to construct the death maze. Nothing he currently possesses or will ever possess is his. The only thing he truly owns is the hatred that burns in his heart. 
In the end, no matter how bad the situation may appear, Hammerim will remain to battle to the death. It is all he has left to look forward to-the destruction of the dragons he hates, or his own death at their claws. Either way, he will attain his just reward. 
In addition to plate mail +3 and a battle axe +2, Hammerim carries the following magical items: three potions of extra healing, one potion of fire giant strength (+ 1 0 damage), and one potion of 
invulnerability (-2 AC, +2 saves, kindred can hit only with magical weapons). He drinks the latter two potions just before the dragon PCs enter location 16 (both work normally). Hammerim's statistics without the potions are given in parentheses.
Hammerim, male dwarf: AC -2 (0); MV 6; Fl3; hp 104; THAC0 7 (9); #AT 2; Dmg 1d8+12 (1d8+2) (battle axe +2); SA nil; SD +2 saves/kindred can hit only with magical weapons (potion), +4 save vs. poison, wand, spell; SZ S (4'4" tall); ML champion (16); Str 15, Dex 9, Con 15, Int 13, Wis 10, Cha 14; AL LE. 
===... About Kolar and the Duergar===
Kolar leads a band of forty duergar. The leader and his band have pledged themselves to helping Hammerim gain revenge against a group of dragons (the dragon PCs). They have labored many decades to construct the death maze. The duergar provided the muscle, while the drow contributed the magic. 
For the promise of a significant portion of the treasure hoard of six adult dragons, the duergar have agreed to continue aiding Hammerim. They have taken up strategic positions within the death maze, as indicated in the location descriptions to come. 
If more than two-thirds of the duergar are destroyed in the battles, or if Kolar himself falls, the remaining duergar flee. 
Kolar, male duergar: AC 1; MV 6; F6; hp 48; THAC0 15; #AT l; Dmg 1d4+3/1d4+2 (warhammer +1, Strength) or 1d6+3/1d8+3 (short sword +2, Strength); SA enlargement, invisibility; SD surprised only on a 1 on ldl0, -2 to opponents' surprise rolls, immunities (poisons, paralysis, illusions/phantasms), +4 save (death, wands, spells); SZ S (4' tall); ML elite (13); Str 17, Dex 12, Con 16, Int 12, Wis 7, Cha 11; AL LE; XP 1,400. 
Duergar warriors (40): AC 4; MV 6; F3+6 hp; hp 25 each; THAC0 1 7; # AT 1 ; Dmg 1d6/ 1 dB (short sword); SA enlargement, invisibility; SD surprised only on a 1 on ldl0, -2 to opponents' surprise rolls, immunities (poisons, paralysis, illusions/ phantasms), +4 save vs. magical attack; SZ S (4' tall); ML elite (13); AL LE; XP 975. 
===... About Zoberraz and the Drow===
Zoberraz and her drow warriors have been working behind the scenes in the draconic isles for many years. While not powerful enough to take direct action against the dragon domains, the drow have been able to score small victories. Most of these victories have come in the form of stolen treasure. Zoberraz is especially interested in the magical items the dragons love to collect. 
As a fighter/mage, Zoberraz is a powerful drow. She wears the enchanted black chain mail typical of the dark elves, and wields a magical dagger and short sword of the same ebony metal. She possesses a stone of controlling earth elementals, a censer controlling air elementals, a bowl commanding water elementals, and a brazier commanding fire elementals. She uses these to summon and control the elementals the PCs encounter in the death maze. 
The drow leader sees Hammerim as an opportunity to finally strike a significant blow against the dragons. If the maze works, it can be used to destroy more dragons in the future. If it fails, only time and an obsessed dwarf will be lost. Zoberraz believes that she and her drow warriors can escape if the dragons prove to be too powerful for the maze to contain. 
Zoberraz carries herself with an air of sedate malice. She is thoroughly evil, and she hates the dragons almost as much as Hammerim does. Her hatred extends to all dragons, however, whereas Hammerim hates a select few (the dragon PCs). While Zoberraz will fight the PCs, she does not go out of her way to put herself or her followers in danger. She uses her magic to best advantage, then sits back in the shadows to see what develops. 
Zoberraz, female drow: AC-2; MV 12; Fl l/Wl2; hp 52; THAC0 10; #AT ; Dmg 1d4+2/1d3+2 (dagger +2), 1d6+4/1d8+4 (short sword +4); SA dancing lights, faerie fire, darkness, levitate, know alignment, and detect magic once per day; SD surprised only on a 1 on ldl0; MR 72%; SZ M (5'3" tall); ML elite (14); Str 13, Dex 18, Con 12, Int 17, Wis 14, Cha 17; AL CE. Spells: 1st level— burning hands, chill touch, jump, spider climb; 2nd level— blur, invisibility, mirror image, strength; 3rd level— dispel magic, fireball, fly, vampiric touch; 4th level—dimension door (x3), ice storm; 5th level-cloudkill dismissal teleport, wall of Jorce; 6th level-prqject image. 
Drow warriors (30): AC 4; MV 12; FS; hp 36 each; THAC0 16; #AT l; Dmg 1d6+1/1d8+1 (short sword + 1); SA dancing lights, faerie fire, darkness, levitate, know alignment, and detect magic once per day; SD only surprised on a 1 on 1d 1 0; MR 60%; SZ M (5' tall); ML elite (14); Int very (11); AL CE; XP 650. 
==Hammerim's death maze==
Hammerim's death maze is built into the side of a mountain on one of the islands off Rockshore's northwest coast. All the passages and portals can accommodate even the largest adult dragons, though some of them will find the caves claustrophobic. The ceilings are low, barely 150 feet high, making it nearly impossible to fly and completely impossible to engage in Aerial Combat of any sort. Location descriptions of the maze are presented below. 
1. Entrance to the Maze. Read the following to the PCs: 
: Searching the island, you eventually find items from your stolen treasure hoards scattered in front if an opening into the side if a mountain. There are just enough pieces from each if your hoards to identify, but nowhere near the total amount stolen from you. The items Jorm a trail into the cave. It is impossible to tell if they were dropped there by accident or if they were deliberately placed to attract your attention.
About 1,000 gp of each dragon PC's bonded treasure hoard lies scattered in front of the entrance to the death maze. If any of the dragon PCs decide to examine the cave opening, they can spot the concealed metal doors hidden in the walls on a successful Dragon Senses check (see "Special Abilities" in Chapter Two). 
If they do spot the metal doors, there isn't much the dragons can do about them. Once all of the dragons step into the cave (location 2), the duergar watching from the narrow tunnels running throughout the thick cavern walls release the doors. They slam shut with a resounding clang of finality. 
The metal doors are extremely strong, with reinforced frames and sturdy locks. In addition, they are also wizard locked, making it very difficult for the dragon PCs to retreat-even if they wanted to. The solution to this puzzle and trap lies in front of them, at the end of the twisting caverns. 
2. Hall of Statues. Read the following paragraph to the PCs: 
: This oddly shaped cavern was definitely carved out if the mountain's solid interior. The walls have sharp comers and smooth finishes, and the floor and ceiling are flat and polished. Great statues line the walls. Each statue is humanoid in shape, standing about twenty feet tall. They are crafted from stone or metal, standing silently and staring into the center if the chamber. Three passages lead out if the entrance hall. More items from your treasure hoards spill across the stone floor and into each dark passage. 
The stone and metal statues are not enchanted or threatening in any way. If the dragon PCs examine them closely, they might recognize these statues as huge representations of dwarves. Or they might mistake them as life-size carvings of giants. 
Items from each dragon PC's bonded hoard worth the equivalent of 500 gp can be found leading into the three passages. The items have been carefully separated so that items from two dragons are scattered in front of each passage. The implication is that the dragons should each take the passage where they find their bits of treasure-at least that's what Hammerim hopes they decide to do. Two dragons are easier to deal with then six, after all. Still, he has stocked his maze with enough terrors to handle them (he believes) even if they decide to stick together. 
If the dragons do split up and take different passages, the best way to run the encounters is to cut from one group to the next. For example, if the gold and topaz dragon PCs follow the west passage, run their encounter as the metal doors slam shut and something large moves beneath the loosely packed dirt floor. Something brushes against one of the dragons, and the other PC notices a huge fin rising out of the soil in front of him. At that point, as the tension and mystery begin to build, cut to the next group. Run their encounter until you reach an appropriate cliff hanger, then cut to the third set of PCs. Keep going like this, always leaving one group just before something major happens. In this way, the tension remains high and everyone stays interested to see what's going to happen next. 
3. Chamber of the Water Elemental. Read the following to the PCs: 
: A large pond if still water dominates this long, narrow chamber. A smaller pond fills the east portion if the cave. A passage leads to the south, and flickering firelight can be seen in that direction. As you pass between the two pools, a great wave rises up out of the larger one and splashes toward you. For a moment, you see two deep green orbs peering at you out if the rolling wave. Then it is upon you, attacking with waves like crashing fists.
The water elemental leaps from pond to pond, striking at a single dragon with great force as it passes. Angered over being summoned and commanded to battle dragons, the elemental seeks to work out its frustration by destroying the dragons as quickly as possible. It remains on this plane until defeated, dismissed by Zoberraz, or the summoning device hidden in location 7 is destroyed. 
Because of the narrow dimensions of this series of chambers, the dragon PCs will be forced to spread out down the passage. This will put them into conflict with at least two elementals at a time. In addition, once two of the dragon PCs have advanced into this chamber, the duergar hiding in the walls shut the metal doors, cutting the PCs 
Water elemental: AC 2; MV 6, Sw 18; HD 12; hp 55; THAC0 9; #AT l; Dmg 5-30 (5d6) ; SA slow ships (1 ton/hp); SD +2 weapon or better to hit (or 4 HD); SZ L (12' tall); ML champion (15); Int low (7); AL N; XP 6,000. 
4. Chamber of the Fire Elemental. Read the following to the PCs: 
: Two huge braziers blaze to each side of this narrow chamber. As you enter the chamber, a gout of fire bursts from the brazier on the night, burns across the ceiling, and dives into the brazier on the left. Along the way, it sets fire to the oil-soaked walls and ceiling, turning the entire chamber into a raging inferno.
The room bursts into intense flames. Any dragons not immune to fire or heat suffer 1d4 points of damage every round they remain in the flaming room. The round after the chamber erupts in flame, the fire elemental begins to attack. Its fiery limbs strike one dragon at a time, seeking to consume it as it consumes everything in its path. Like the other summoned elementals, it remains on this plane until defeated, dismissed by Zoberraz, or the summoning device hidden in location 7 is destroyed. 
If the dragon PCs seek to spread out into this chamber while still battling the water elemental, the fire elemental has no qualms about leaping into the fray. After all, the sooner the dragons are destroyed, the sooner the elementals will be released from this plane. 
The passage connecting this chamber to the next contains a secret door. The secret door leads to location 7, where Zoberraz keeps her elemental summoning devices. The dragon PCs can spot the door with a successful dragon senses roll, but the door is built to accommodate a human-sized creature. 
Fire elemental: AC 2; MV 12; HD 12; hp 62; THAC0 9; #AT 1; Dmg 3-24 (3d8); SA flammable objects save vs. magical fire at -2 or burn; SD +2 weapon or better (or 4 HD) to hit ; SZ L (12' tall); ML champion (16) ; Int low (5) ; AL N; XP 6,000. 
5. Chamber of the Earth Elemental. Read the following to the PCs: 
: The stone gives way to a dirt floor in this long, narrow chamber. As you step across the rich, loosely packed earth, you canJeel it shift beneath your massive claws. Then the room rumbles and quakes, and a large, vaguely humanoid shape rises out of the earth.
The earth elemental pulls itself together from the pit of rich soil that fills this chamber. Various rocks and clumps of vegetation jut from its humanoid form. Its eyes consist of precious stones from the stolen hoards of one of the dragon PCs. If this PC is among those encountering the earth elemental, it attacks that PC first. (Assign each dragon PC a number and roll 1d6 to determine whose treasure was scattered in the soil.) 
Each blow delivered by the earth elemental strikes like an earthquake. If possible, the elemental seeks to combine its attacks with the other elementals instead of fighting all of the dragon PCs by itself. PCs entering the stone corridor south of area 5, the air elemental from area 6 will join the combat. The earth elemental remains on this plane until defeated, dismissed by Zoberraz, or the summoning device hidden in location 7 is destroyed. 
The ceiling in the chamber drops to 100 feet. Only the smaller dragons have enough room to lift off the ground, and even then can only stay aloft for two rounds before landing for a round. Flying or levitating via spell is possible and will reduce damage taken from the earth elemental. Each die of damage inflicted by the elemental will inflict at least one hit point of damage. 
Earth Elemental: AC 2 ; MV 6; HD 12; hp 48; THAC0 9; #AT l; Dmg 4-32 (4d8); SA -2 points per die of damage vs. flying/levitating opponents; SD +2 weapon or better to hit (or 4 HD); SZ L (12' tall); ML champion (15); Int low (6) ; AL N; XP 6,000. 
6. Chamber of the Air Elemental. Read the following to the PCs: 
: This chamber opens upward, rising to a height of 700 feet. Finally, you can actually spread your wings and fly if you so desire. However, manoeuvring within this cave could be difficult, as great pillars of stone connect floor to ceiling in the chamber's center. The passage leading south is as small and cramped as the other passages you have traversed. After a moment examining the cave, you hear the rush of wind as a strong, focused blast of air smashes into you with deadly force.
The air elemental waits until one dragon takes to the air before attacking. If none of them decide to fly by the time they reach the center of the chamber, then the elemental attacks anyway. If the PCs are locked in combat with the earth elemental and enter the stone-floored passage to the south of location 5, then the air elemental joins the combat. 
It remains on this plane until it is defeated, dismissed by Zoberraz, or the summoning device hidden in location 7 is destroyed. 
Air Elemental: AC 2; MV Fl 36 (A); HD 12; hp 76; THAC0 9; #AT l; Dmg 2-20 (2dl0); SA +1 to hiU+4 damage against airborne opponents, whirlwind (60' tall, 10' base, 30' top diameter; lasts one round, causing 2d8 damage); SD +2 weapon or better (or 4 HD) to hit; SZ L (12' tall); ML champion (15); Int low (7); AL N; XP 7,000. 
7. Secret Chamber. Secret doors in the east and west walls of this chamber provide access to its hidden contents. Within this demihuman-sized chamber, with its 10-foot-high ceilings and 75-foot-wide interior, Zoberraz keeps the magical devices that summoned and control the four elementals in locations 3, 4, 5, and 6. If the dragon PCs want to reach the devices or otherwise explore this chamber, they need to somehow make themselves the size of demihumans. Remember, gold, silver, and bronze dragons have natural polymorph-self abilities. 
The devices, a stone of controlling earth elementals, a censer controlling air elementals, a bowl commanding water elementals, and a brazier commanding fire elementals, are hidden in this chamber and guarded by Zoberraz and 12 drow warriors. Zoberraz remains in this location until the dragon PCs have passed through chamber 6. Then she leaves to join Hammerim in location 16 to prepare for the final battle. 
If the PCs somehow enter this chamber before facing all of the elementals, Zoberraz leads her drow against them. The moment it appears that the dragons are too tough for the small band of drow, Zoberraz orders her followers to retreat, then teleports or uses dimension door to reach a pre-selected spot in location 16. 
8. Ballistae Chamber. A small army of 18 duergar stand ready to harry the dragon PCs. 
Their main weapons to accomplish this task are nine armed ballistae. Six of the massive weapons have been set up on a high platform on the north wall. The other three are on a similar platform in the southwest corner. Two duergar man each ballista. 
Each ballista can hurl one projectile before it needs to be reloaded. The projectiles have a range of 960 feet and cause 3d6 points of damage against large -sized creatures or bigger. It takes four rounds to reload a ballista. The duergar have THAC0s of 15 when firing the ballistae at dragons. 
The moment a dragon PC enters this chamber, the three ballistae closest to the passage opening fire their projectiles. They immediately begin to reload on the next round, and the second three weapons fire. On the third round, the last three ballistae hurl their projectiles at any dragons still in the chamber. While all of the duergar attempt to reload their weapons for a second volley, in all likelihood they will never get the chance. As soon as one group of duergar are attacked, the rest of the ballista crews flee into the small, secret passages designed to accommodate beings no larger than demihumans. 
If the dragons attempt to rush across the cave and through the south passage, they receive a rude surprise. Just before they reach the safety of the open passage, metal doors slam shut to cut off their escape. This allows all of the ballistae to get at least one shot at the dragons. The moment the duergar abandon the chamber and flee, the doors slide apart to allow passage to location 10. 
9. Pit Trap. Read the following to the PCs:
: This chamber appears to be a dead end, though it may provide some protection and a place to rest.
The pit trap activates as soon as one large dragon (15 HD or better) or two smaller dragons enter the chamber. Once this occurs, the floor swings open and drops the dragon or dragons 100 feet into a spike-filled pit. A dragon can make a Dexterity check with a -4 penalty to see if it can use its wings fast enough to prevent the fall. Otherwise, the dragon crashes to the bottom of the pit and takes 6d6 points of damage (from the combination of the fall, the sharp spikes, and its own massive weight). 
Any dragon who survives the fall can climb out of the pit in two rounds by making two successful Strength checks. If either check fails, the dragon PC falls back into the pit, sustaining 3d6 damage on the first check, 6d6 damage on the second. 
10. Chamber of the Stone Golems. Read the following to the PCs: 
: Four stone statues occupy positions on each of this chamber's four walls. Three dark passages lead out of the chamber, in addition to the passage that brought you to the room. Except for the statues of 20:foot-tall dwarves, the chamber is empty.
If the dragon PCs approach this chamber from any direction except the north, then the metal doors leading to location 8 are closed and wizard locked. If they arrive from the north, the metal doors seal behind them. 
The dragon PCs can make Dragon Sense checks to see if they spot the invisible drow warrior sneaking toward location 9. The drow is attempting to reach the secret chamber (location 7) and did not realize that the dragons would be blocking his path. He imbibed a potion of invisibility in location 15, then started across the stone golem chamber. If the PCs notice the drow and capture him, they can learn a little about the death maze and its designer. But that will have to wait until after the stone golems have been dealt with. 
As soon as two dragons enter this chamber, three of the statues begin to move. These are special stone golems, and they have been commanded to attack and destroy dragons on sight. The fourth statue is not enchanted in any way. The golems begin pounding on the nearest dragons with their massive fists, continuing to battle until Zoberraz commands them to halt, the dragons are dead, or they have been destroyed. 
Like the other golems in this labyrinth, the stone golems have been specially constructed in a larger form to better fight the dragon PCs. Except for their greater size (higher Hit Dice, hit points, and damage inflicted) and the fact they are hasted, these golems are just like the stone golems described in the Monstrous Manual. 
If the dragon PCs manage to capture the drow warrior, they can use various methods to convince him to cooperate-including spells, psionics, or the intimidation proficiency. He refuses to reveal much in any case, just that the PCs are doomed. "This maze was constructed for only one purpose-to destroy you," the drow sneers. "And you have so graciously entered of your own free will." The last thing he says, no matter what methods the PCs try, is "You'll pay for Dwarftown." Only powerful psionics will make him reveal the names of Zoberraz or Hammerim. 
Stone golems (3): AC 5; MV 12 (hasted); HD 16; hp 104 each; THAC0 6; #AT 2 (hasted); Dmg4-32 (4d8); SA permanently hasted (-2 initiative bonus); SD +2 weapon or better to hit; SZ H (20' tall); ML special (20); Int non-(0); AL N; XP 10,000. 
11. Chamber of Garbage. Read the following to the PCs: 
: Mounds of garbage fill this chamber, and the odor if filth and decay permeates the air. lb cross to the exit, you wz11 have to wade through the refuse. In some places the pz1es are as deep as thirty feet In others, the garbage pz1e is barely fifteen feet high.
If the PCs make Dragon Sense checks before entering the chamber, they can spot the pair of giant slugs lying in wait among the trash. Otherwise these appear as pale gray lumps draped across mounds of garbage. 
When they strike, the slugs rear up, revealing white underbellies, and spit deadly acid at a chosen target. They spit for three rounds before closing for melee. If the dragons charge into melee, the slugs bite instead. 
Giant slugs (2): AC 8; MV 6; HD 12; hp 62, 53; THAC0 9; #AT 1; Dmg 1-12 (bite); SA spit acid (4d8 damage, save vs. breath weapon for half); SD immune to blunt weapons; SZ G (30' long); ML steady (12); Int non-(0); AL N; XP 5,000. 
12. Chamber of the Bulettes. Read the following to the PCs: 
: A floor of hard-packed dirt replaces the smooth stone floor in this large chamber. As you move further into the chamber, you hear the echoing clang of metal doors slamming shut to seal the passage behind you. You sense movement in the chamber ahead. Something is burrowing through the dirt floor, heading directly toward you.
Hammerim has placed four bulettes in this chamber. Zoberraz has enchanted them to remain here, but was not able to command them to attack a specific target. As such, all of the drow and duergar avoid this chamber. None of them wish to become meals for the landsharks. 
When the dragon PCs set clawed foot on the dirt floor, the vibrations alert the bulettes to the presence of prey. 1\vo burrow through the dirt in front of the dragons, their twin armored fins cutting a path above the surface of the ground. The other two, meanwhile, approach from beneath the dragons. These two gain surprise and attack in the second round of combat. 
The dirt floor is actually a huge, SO-foot-deep pit that has been filled with soil. The bulettes burrow through this soil the way sharks swim through water. They emerge to attack, use their jump combat, then plunge back into the soil in hopes of gaining another round of surprise. 
If a bulette takes enough damage to reduce it to less than 1 0 hit points, the enchantment put in place by Zoberraz wears off. However, the bulette will continue to battle the dragons to vent its rage and satisfy its hunger. There is a 40% chance that one of these "free" bulettes will attack one of the other landsharks if they come into contact (within 1 0 feet of each other). 
Bulettes (4): AC-2 (4 around eyes/6 shell under crest); MV 14 Br 3; HD 9; hp 66, 52, 49, 32; THAC0 11; #AT 3; Dmg 4d12 (bite)/3d6/3d6 (claws); SA 8' jump (4 attacks in air, 3d6 damage each); SZ L (10' tall, 12' long); ML steady (11); Int animal (1); AL N; XP 4,000. 
13. Chamber of the Clay Golems. Read the following to the PCs: 
: Two clay statues stand to either side of this passage. The 20~oot-tall statues resemble huge dwarves or possibly squat giants. As you continue through the passage, two of the statues start to move.
There are two clay golems in this chamber, one on each side of the passage. The other two clay statues are not enchanted and pose no threat to the dragon PCs. 
This battle could really test the dragon player characters, as their claws and teeth cannot harm the clay golems. The dragons will need to employ tail slaps and innate abilities against the clay golems. (In this encounter, a dragon PC who thinks of it can try to "punch," using a paw as a blunt weapon, once per round. The attack inflicts 2 hit points, plus its combat modifier, plus a size modifier: M=0, L=+1, H=+2, G=+3.) 
The golems battle until the dragons are defeated, Zoberraz commands them to stop, or they are destroyed. 
It is possible that a dragon PC or two will flee down the passage in order to escape the slow-moving golems. If this occurs, the fleeing dragons blunder right into the waiting trap in location 14. 
Two duergar were about to cut across the chamber when the dragons enter. They were on their way from the small passages in the west wall to the passages in the east wall that lead to location 8. Note that these small passages do not appear on the map. When the dragons arrive, the duergar attempt to hide behind one of the nonmoving statues. The dragons can spot them by making successful Dragon Sense checks (see page 53, in "Special Abilities" in Book One: Rules). If they are spotted, the duergar succumb to a bout of intense fear. In this frightened state, they can't answer any questions-at least not coherently. If the dragon PCs do a supreme job of calming the frightened duergar, and make Charisma checks at -6, then they can learn the name of the person who set this trap (Hammerim), the name of their leader (Kolar), and that the duergar really don't want to step through the south passage. 
Note that damage inflicted by the clay golems can be cured only by a heal spell cast at 17th level or greater. Mykell can arrange for such healing when (and it) the dragons return to All Clans Island. 
Clay golems (2): AC 7; MV 7; HD 13; hp 70 each; THAC0 8; #AT 1; Dmg 3-36 (3d12); SA after one round of combat can haste itself for three rounds once per day, wounds healed only by 1 7 +-level priest; SD + 1 blunt weapon or better to hit; SZ H (20' tall); ML special (20); Int non-(0); AL N; XP 6,000. 
14. Lightning Trap. If the dragon PCs peer into this chamber before advancing, read the following description to them. 
: Four iron statues stand at silent attention in this widened passage. 1wo statues occupy the east alcove, two the west. The passage continues southward, apparently opening into a larger chamber somewhere in that direction.
If they walk right in (or do something to test the chamber, like tossing in one of the duergar), then read this description. 
: Suddenly lightning flashes from the eyes of the southwest statue. It leaps across the chamber to the opposite statue, energizing the air and crackling malevolently. When the jagged bolt reaches the second statue, it arcs to touch the others. In an instant, the room is filled with blazing, painful electricity. 
This room is a trap. When any living thing reaches the center of the chamber, the statues toss lightning bolts toward each other. In an instant, any living creature within the chamber takes 6d6 points of electrical damage (save vs. breath weapon for half). A dragon that makes its saving throw can move, either forward or back the way it came. Each round a dragon PC stays in the chamber, it suffers another attack. 
Any dragons that don't make the saving throw are caught in the field of charged energy. They continue to take 6d6 points of damage each round until they make successful saving throws vs. paralyzation. Once they make the save, they can try to leave the chamber. 
Dragons immune to lightning damage can stride through this trap with ease. Once all living creatures have exited the chamber (or been killed), the lightning stops arcing and the room settles down. 
15. Chamber of the Olive Slime. Read the following to the PCs: 
: This large chamber is moist and alive with many growing things. Fungi and mold cover almost every surface, and some even drips down from the ceiling. A large mound of plant life fills a portion of the chamber's east half. After everyone has entered this area, metal doors clang shut behind you. Then the mound of plant life begins to move.
This chamber contains two threats to the PCs. The first is obvious. An olive slime creature, formed from the juvenile blue dragon that serves as its host, moves toward them from the east half of the chamber. In the west half, an olive slime waits to drop from the ceiling on the first dragon to back in that direction. 
The first dragon to enter the west half of the chamber receives the notice of the olive slime. It releases its tendrils and drops from its perch on the ceiling. The target must make a saving throw vs. poison to notice that the olive slime has dropped onto it. Otherwise, another dragon must make a successful Dragon Sense proficiency check to spot it clinging to its companion's back. If no one notices the slime, its host becomes protective of it in 2d4 hours. In 1d6+6 days, the host becomes an olive slime creature. 
The olive slime creature attacks with one purpose-to infect other hosts with olive slime. There is a 10% chance per successful hit that the creature struck will be infected. Once it successful infects a creature, it ignores that foe and concentrates on another. 
Olive slime: AC 9; MV O; HD 2+2; hp 9; THAC0 19; #AT O; Dmg nil; SA infects host; SD harmed by acid, freezing cold, fire, cure disease spells, and spells that affect plants; SZ S (4' radius); ML avg (10); Int non-(O); AL N; XP 420. 
Olive slime creature: AC 9; MV 6; HD 12+2; hp 53; THAC0 13; #AT 1; Dmg 4-16 (4d4); SA olive slime; SD harmed by acid, freezing cold, fire, magic missile spells, and spells that affect plants; SZ H (22' tall); ML avg (9); Int animal (1); AL N; XP 2,500. 
16. Chamber of the Iron Golems. If the dragon PCs have been separated or have missed most of the maze, they will find the metal doors to the chamber sealed (even a knock spell fails). Hammerim wants the dragon PCs to explore the maze and be well worn down before the final battle, and the duergar keep him informed of the dragons' progress. However, he also wants all of the survivors assembled for his grand speech (against the advice of Zoberraz!). Only when it is time for the climax will Hammerim open the doors. 
: Mounds of treasure fill large portions of this massive chamber. Coins, precious metals, gems, and other valuable items are heaped in shining piles. You canJeel these items calling to you for among them are your bonded hoards. You have found the rest of your stolen treasure!
When the PCs enter the chamber, metal doors slam shut, sealing the exit. The PCs notice a line of six iron statues standing against the east wall. Like the others elsewhere in this dungeon, these statues are 20 feet tall and resemble stem, angry dwarves. 
: After a moment, a voice calls out, "The time has finally come! You ruined my life, dragons of the Council! Now I will take great pleasure in ending yours!" With that, Jour of the statues begin to move toward you. The chamber trembles with each resounding iron footfall. They advance slowly, their massive fists ready to strike... 
The moving statues are iron golems. Magical electrical attacks (including the breath weapon of a bronze dragon) will slow an iron golem for 3 rounds. Magical fire attacks (including the breath weapon of a gold dragon) will repair 1 hit point of damage for every hit die of damage it would have normally caused. All other spells have no effect on the golems. Once every 7 rounds, each golem breathes out a cloud of poison gas that fills a 10-foot cube directly in front of it. 
Hammerim hides behind the south mound of treasure. After 1d4 rounds of combat have passed between the dragon PCs and the golems, he can no longer contain himself. He rushes out to take up the battle personally. As he fights, he shouts out the crimes he believes the dragons have committed against him. "You ruined everything with your interference! I lost my fortune, my livelihood! I lost my family and friends, my position, my home! I have been cast out, exiled, cut off from my clan! And it is all your fault!" Hammerim fights to the death. 
Zoberraz hides behind the west mound of treasure. She is invisible and operating through her projected image, watching to see how the battle progresses (possibly protected by a wall of force), deciding whether to get involved. If the dragons attack her, she joins the fight until she can escape. She has no intention of dying in this maze. Once Hammerim attacks, Zoberraz casts spells to help him. She always positions herself so she can make a quick escape if necessary. Only concentrated efforts by the PCs will defeat Zoberraz. Otherwise, when the moment is right (especially if Hammerim falls), Zoberraz flees. 
Once the golems and Hammerim are defeated the PCs can locate the controls that open the sealed metal doors. The controls are built into the south wall. Of course, the controls are not built for manipulation by dragon claws. The PCs will have to change form or come up with a way to work the small, delicate control levers. All of the treasure stolen from them is in this chamber, with the exception of the bits they found scattered elsewhere in the maze. 
Iron golems (4): AC 3; MV 6; HD 20; hp 110 each; THAC0 3; #AT 1; Dmg 4-48 (4d12); SA 10' poison gas cloud once/7 rounds; SD +3 weapon or better to hit; SZ H (20' tall); ML special (20); Int non-(0); AL N; XP 15,000. 
==Concluding the adventure==
With the death of Hammerim, Zoberraz flees. The enchantments and charms she put in place will slowly fade, leaving whatever remains in the maze either harmless (like the golems) or confused and seeking escape (like the elementals and charmed creatures). The dragon PCs can gather their treasure, release the locking mechanism sealing the metal doors, and make their way back to the maze's entrance. 
Zoberraz and Kolar could return at a later date to provide more trouble for the dragon PCs. The drow, especially, has long-ranging plans for conquering the dragon islands. What these plans are and how they will play out are left to creative DMs to work out. 
If any of the dragon PCs were infected by the olive slime (location 15), then Hammerim may still get some measure of revenge. If no one notices the presence of the slime, or if no action is taken to remove it, then the character is consumed in 1d6+6 days and becomes an olive slime creature. See the Monstrous Manual for more information about olive slime and olive slime creatures. 
The dragon PCs have successfully worked together again. This should only boost the relationships among their respective clans. In the future, they should feel comfortable calling on each other again should the need arise. 
==Awarding experience==
In addition to experience earned for def eating the maze's monsters, the dragon PCs should receive story awards based on how well they were roleplayed and how successfully they completed the adventure. These awards should range from 50,000 to 150,000 XPs.