Adventure One: Not the Draca (CWS)

*The first crack appeared along the inside of the shell and muted light—brighter than anything the dragon babe had ever known—lanced into its dark, crowded world. The new creature pushed against the textured wall lengthening the fissures and widening the light-filled breaks. It craved the light then, and fear rose inside it at the thought of remaining in the tight confines forever. Instinct took over, and it struggled madly to free itself. Untested limbs and still-furled wings fought to release themselves.*
*The dragon struggled to make its body obey its commands. Soft scales scraped across the shell's interior with a wet, grating sound as it worked to unfold its compacted form. It mewled in fear and anger when the confines did not yield. Clenched talons opened, splaying new, sharp claws. Jaws moved up and down as its head and neck stretched full and straight, straining against its imprisonment. The shell broke away, and the hatchling—triumphant—let out a roar to announce its arrival into the world.*
*Fresh from its egg and desperately hungry, the quivering creature searched the cavern with blurry eyes. It waited for the return roar of its draca, welcoming it to life. But there was no answering bellow. No draca—no mother. The only sound was a yelp of surprise, and that emerged in tandem with a belch of fetid breath from the thing standing some 20 feet away. Instinct again took hold, and the hatchling hissed.*
 *Through its blurry, not-yet-focused eyes, the hatchling saw that the thing stood on two wide legs. It held a dragon egg in its two huge arms, and no wings sprouted from its back. The creature gibbered something the hatchling could not understand, and similar noises from elsewhere in the cavern responded. The hatchling understood only one thing:*
That creature was definitely not its draca... .
## Introduction

Sections I and II of this book describe how to create dragon player characters and provide some details about the world in which these characters live. Now you need adventures for them to participate in—adventures that let them learn about their capabilities while giving them the opportunity to earn the experience they need to advance. **Adventure One: Not the Draca** and **Adventure Two: Color Blind** are specifically designed for beginning-level dragon PCs.

**Not the Draca** works great as the first adventure in all dragon PC campaigns. It pits a group of newborn hatchlings against thieves intent on stealing dragon eggs. How many 1st-level human and demihuman PCs would be enough to take on a small army of ogres—and how many would even consider such an enterprise? Well, as the players learn, it's all in a day's work for 1st-level dragon characters.

This adventure and the one that follows will help new players advance their dragon PCs and get a feel for playing the powerful creatures. When linked with the other adventures in this book, they form the basis for an ongoing campaign. DMs will want to round out their campaigns with a few adventures of their own, but this collection provides a significant framework to build upon.

Players must create hatchling PCs using the rules provided in this boxed set prior to beginning this adventure, which is designed to introduce four to six hatchlings to life as newborn dragons. DMs should encourage players to create a variety of dragon types. TABLE 9: RANDOM HATCHLINGS is an excellent tool to ensure that each player doesn't choose to play a gold dragon or other powerhouse.

The DM is encouraged to read the adventure thoroughly before attempting to run it. Due to the limitations of space and the attempt to pack as many adventures into this book as possible, plenty of room remains for enthusiastic DMs to expand encounters, add scenes, and flesh out the presented adventures. This is recommended and heartily encouraged.

## Overview

Deep in the hatchery chambers of the Council Aerie, a handful of eggs quiver. Tiny cracks perforate shells smooth and perfect only moments before. A clawed talon emerges here tooth filled snout there, and soon a group of newborn hatchlings struggle out of broken shells. Instead of being greeted by proud parents, Council custodians, or vassals eager to begin their training, the hatchlings (all of various types) are welcomed into the world by foul ogres intent on robbing the hatchery!

Led by the powerful Krug Bonebreaker (recently bolstered by the success of his raids on the topaz and green clan hatcheries throughout the temperate islands), the ogres hope to strike it big in the Council Aerie. Krug is going for broke; he wants to steal as many different types of dragon eggs as the ogres can carry. They have secretly dug a tunnel into the hatchery and have only been waiting for Council business to end before proceeding.

As the adventure begins, the aerie is mostly deserted. A particularly grueling Council session has just ended, and members of both the Platform of Wyrms and the Platform of Dominates have departed to check in with their domains. A few custodians and vassals remain behind to clean up and prepare for the next session.

The moment is right for Krug and his gang to make their move. The precious stones and metals found within the eggs will bring huge profits from his frost-giant contacts to the north. Plus, Krug has developed a gruesome taste for the meat of unborn dragons.

With a gang of 14 ogres, three carts, and a simple plan (get into the hatchery, fill the carts to overflowing, and get out quickly and quietly), Krug is ready. For an ogre, Krug is fairly intelligent. He has actually thought of contingency plans for almost every possible scenario. The only thing that could throw him and his gang into chaos would be if a clutch of eggs suddenly hatched. Of course, that's just what happens!

The hatchling PCs emerge from their shells to discover unfamiliar creatures carting away unhatched dragon eggs. The hatchlings must adjust to the world outside their shells quickly, or the ogres will get away with a significant number of eggs. If the hatchlings decide not to stop the thieves, Krug will see them as weaklings and attempt to kidnap a few of them to sell as slaves to his frost-giant bosses.

The fate of many unborn dragons rests on the still-wet wings and untried claws of this clutch of newborn hatchlings. The first test of dragon life begins with the breaking of a shell...

## Starting the adventure

**Not the Draca** opens as dragon hatchlings see the world outside their shells for the first time. Initially there is only a warm, comfortable darkness. Then the first tiny jagged lines of light appear as their individual shells begin to crack. Have each hatchling PC make a Constitution check to determine how long it takes the dragon babe to adjust to its new environment. If the check is successful, cross-reference the PC's base Constitution score with the first column on HATCHING SHOCK DURATION to determine the number of turns before the hatchling's vision clears and the other effects of hatching shock wear off. If the check fails, look at the second column. Note that these Constitution checks suffer the same penalties as all other checks until the shock wears off.

In addition to determining the duration of hatching shock (the effects of which are described below), these checks also identify which hatchling (or hatchlings) first notices that there is someone other than newborn dragons roaming this hatchery chamber.

Read the following passage to the player (or players) whose hatchling PC rolled the best Constitution check (the lowest die roll):

*Your vision remains blurry, and the bright light outside your shell nearly blinds you after spending long months in the dark confines of your egg. Still you force your eyes to open wide as you look around for your draca—your mother—or some other dragon to welcome you into the world. For a moment, you can barely determine the difference between one blurred shape and the next. Then you focus on one image nearby.*
*It is the shape of a large creature, but not the shape of a dragon. It stands upright on two legs, not down on four. No wings emerge from its back, no tail sweeps majestically behind it. It has long, greasy hair failing around a head that has no tapered snout. Its hide is a dull black-brown, covered by warts instead of scales. Whatever this creature is, it's not a dragon—but it carries an unhatched dragon egg!*
One by one, the hatchlings notice the ogre. It watches them for a few moments, apparently fascinated by the hatching process. Then the ogre gently sets the egg it carries down on the cavern floor and moves to grab the smallest of the new-born hatchlings.

The adventure continues with "Event One: First Contact." Before proceeding to that portion of the adventure, you'll want to read through "Hatching Shock Effects" and "Things to Know" for more details that will affect the way the adventure plays out.

## Hatchling shock effect

All new dragons suffer from an affliction called *hatching shock*. The trauma of breaking free of the shells that housed them for so long causes hatchlings to be disoriented for a time. Also, hatchlings need time to acclimate to the environment outside their eggs. They require a period of adjustment to get used to using senses and muscles that lay dormant throughout their incubation. How long the effects of shock hamper a hatchling is determined by its base Constitution score and the success or failure of a modified Constitution check (see above). The effects for each dragon suffering hatching shock are as follows:

* **Combat Penalty.** A -2 penalty is applied to all attack rolls for the duration of the shock. Also, a hatchling's usual + 1 combat modifier to all damage rolls for physical attacks is not applied until the shock wears off.
* **Defensive Penalty.** Hatchlings receive a -2 penalty to Armor Class until the shock wears off. They don't have complete mobility when they first emerge from the shell, which is reflected by their being easier to hit.
* **Ability Check Penalty.** All ability and proficiency checks are made with a -2 penalty while hatching shock is in effect. A new-born dragon's physical and mental acuity is not yet in peak condition, thus the penalty.

## Things To Know...

The following information provides DMs with facts about a variety of subjects vital to this adventure, including hatchlings, ogres, and the hatchery. Under "... About Hatchlings," the DM will discover things about new-born dragons that will help her deal with them as the story progresses. Some of this information should also be passed along to the players to help them properly run their hatchling PCs. Under "... About Ogres," DMs find out about the major antagonists of the plot. Statistics for Krug and his cohorts are found here. Finally, the section on the hatchery describes the locations shown on the adventure map.

### ... About Hatchlings

Dragons instinctively know a select number of combat and noncombat proficiencies upon hatching, as per the rules in Book One. Dragons learn some of these proficiencies subliminally as they grow within their eggs. They learn the Modern Languages proficiency, for example, by listening to the sounds of dragon speech that filter in through their shells.

The same applies to a hatchling's name. Upon emerging from its egg, a dragon knows its name and clan affiliation. How? When a female dragon lays an egg, she instinctively knows the nature of the hatchling growing within it. The draca, or dragon mother, spends the first several days after laying a clutch of eggs whispering an identifying phrase over and over to each egg in tum. "You are Agoron of Clan Cloudwalker," a silver draca might say, murmuring the phrase until it echoes within the unborn dragon's shell. The draca will repeat each egg's phrase until the baby dragon has imprinted on the words.

The eggs brought to the Council Aerie receive prehatching instruction as well. Vassals loyal to the custodians tend the eggs, singing a teaching chant for hours on end every day. The chant tells the unborn dragons that they are safe in the Council hatchery, surrounded by unborn dragons from all the clans. "Grow together in peace and harmony," the vassals sing, "safe in a clutch of metal, color, and gem." Upon hatching, dragon young instinctively recognize the other members of their Council clutch and look upon them as siblings—at least initially. Later, a type's natural tendencies come through, though these will be tempered by the experiences a dragon has during its years as a ward of the Council.

Dragon babes also know a good deal about the world around them. Some of this knowledge is instinctive; other bits are learned as the unborn dragons listen while they grow within their eggs. They do not emerge as know-it-all dragon geniuses, of course, but they have far more innate knowledge than most other newborn creatures.

Finally, except for those things a dragon can be expected to know instinctively, everything new to a just-hatched dragon should be viewed as

strange and mysterious. For example, the hatchling PCs should have no idea what the ogres are. They recognize them as living creatures and understand that they are not dragons, but beyond that the ogres could be anything—friend or foe.

### ... About Ogres

Krug Bonebreaker leads a gang of fourteen ogres on a raid of the Council hatchery. They have stolen dragon eggs before, breaking into lairs in other domains to loot the riches stored within the leathery shells. These past successes have given Krug and his gang the courage to break into the aerie. With a lot of hard work, the ogres have dug a tunnel into one of the hatchery chambers. The tunnel is at location 5.

As leader, Krug is a powerful and relatively intelligent ogre. Standing nearly 1 0 feet tall, he is larger than most of his followers. Krug carries a huge club and wears a necklace of dragon scales around his thickly muscled neck. He is loaded down with pouches containing gems and gold (totaling 872 gp). He acts with cunning, planning how to best approach a situation where other ogres would simply charge in with fists flailing.

**Krug Bonebreaker, ogre leader:** AC 3; MV 9; HD 7; hp 33; THAC0 11; #AT l; Dmg 8-18 (2d6+6) vs. SIM or 7-12 (1d6+6) vs. L; SA +6 to damage; SZ L (10' tall); ML steady (12); Int avg (10); AL CE; XP 650.

The rest of the ogres are more or less typical of the species. They follow Krug's orders with few complaints because of the wealth and good eating his plans have brought them. A couple of the ogres are wary of dealing with frost giants on a regular basis, but they can't complain about the gold the giants shell out. One ogre is assigned to each of the three carts the gang has brought to the hatchery. The large wooden carts are 5 feet wide, 7 feet deep, and 12 feet long. The stout wheels are made of metal, as is the pull bar attached to each cart's front end. The ogres plan to fill the carts with dragon eggs and then sneak back out the way they came in. Each ogre carries a thick club and 1 d6 gems worth 2d6 gp each. A few of the ogres also carry a handful of spears, as mentioned in the location descriptions.

**Ogres (14):** AC 5; MV 9; HD 4+1; hp 27, 25, 24, 23,23,22,21,21,21, 16, 15, 14, 13, 12;THAC0 15; #AT l; Dmg (club) 7-12 (1d6+6) vs. SIM or 7-9 (1d3+6) vs. L, (spear) 7-12 (1d6+6) vs. SIM or 7-14 (1d8+6) vs. L; SA +6 to damage; SZ L (9'+ tall); ML steady (12); Int low (8); AL CE; XP 270.

Krug and his gang believe they are ready for any misfortune that might befall them in the tunnels leading into the depths of the aerie. However, they never considered the possibility of having to face dragon hatchlings. At first, depending on the actions of the PCs, the ogres will see the hatchlings as potential sources of more riches. (The giants from beyond the isles are always in the market for young dragons to use as slaves.) Once the hatchlings start fighting in earnest, Krug takes their threat seriously and begins planning a proper response. He will use his men and the caves to best advantage, seeking to first subdue or kill the hatchlings so that his gang can finish loading their carts. If Krug loses more than six ogres to the claws and teeth of the baby dragons, he will order the rest of the gang to grab whatever eggs they can and retreat. If Krug goes down, the remaining ogres flee in panic—though they will defend themselves as they head for the exit tunnel.

### ... About the Hatchery

The hatchery snakes through a series of multilevel chambers in one corner of the Council Aerie. This particular adventure takes place in an isolated portion of the hatchery, not far from the aerie's outer wall. The three chambers (designated 13, 14, and 15 by the custodians) are much the same as other chambers in the hatchery. Each has been carved to resemble a natural cave, harkening back to the most ancient lairs of dragonkind. Stones enchanted with muted continual light spells illuminate the chambers with a warm glow. Soft grasses cover the hard rock floors, providing cushioning for the eggs.

With few exceptions, the corridors leading to them are too small for most dragons to traverse. It falls to the Council's demihuman vassals to care for the eggs by spending time with them, performing the teaching chants, and watching for the first signs of hatching.

Krug learned about the small corridors from a drunken dwarf vassal. He made his plans, confident that his gang could handle a few vassals as long as the old, powerful dragons would be cut off from any battles.

Specifics concerning key areas of the hatchery map, shown below, are as follows:

**1. Approach Corridor/Vestibule.** This 30-foot-wide corridor leads from other hatchery areas and the rest of the aerie to chambers 13, 14, and 15. The corridor ends in a vestibule. Three openings in the vestibule lead to egg chambers. At the start of this adventure, two ogres stand watch by the corridor, alert for the approach of any of the Council's vassals. two now-dead gnomes, who had been working in the area and were surprised by the appearance of Krug and his gang, have been dumped beside the east wall. A cart waits outside the west chamber. Three eggs are already in it.

If the hatchlings take out the three ogres in their chamber quickly and with as little noise as possible, they could sneak out and surprise the ogre guards stationed here. If they make a lot of noise, one of the guards will remain in his spot while the other goes to investigate. If an ogre emerges from the chamber to sound the alarm, the guards will take up defensive positions facing the chamber opening. In this case, they use the spears they carry as missile weapons until the rest of the ogres can be mustered. Each ogre guard carries four spears.

**2. Chamber 13.** Unhatched dragon eggs fill this chamber. There are 21 eggs of assorted draconic origin incubating peacefully under the muted light of glowing stones. Krug and six of his gang members are moving through the chamber, trying to determine which eggs are most valuable. These include the eggs of red, gold, silver, amethyst, and sapphire dragon types. They are examining each egg, looking for telltale traces of precious metals or gems in the shells themselves.

A secret portal hidden in the rock wall leads to a passage that connects to chamber 14 (location 3). The ogres don't know about this passage. If Krug winds up defending himself in this chamber, he can roll once each round to spot the portal. (He notices it on the roll of 1 on 1d6.) Of course, he can only search for the passage during a round when that's all he's doing (besides issuing commands). Thus he must be alone or defended by his ogres.

Two of the ogres here carry spears (two apiece). If trouble starts, Krug orders his men to fill the cart with whichever eggs are closest. He commands two of them to take the filled cart and flee. Then he leads the other four toward the source of trouble. If the hatchlings keep the sounds of battle to a minimum, they can surprise the ogres in this chamber by approaching via the secret passage. Surprise isn't possible through the main opening.

**3. Chamber 14.** The largest of the three chambers is also the one containing the fewest eggs. A huge pillar of stone divides the chamber, making it impossible to see from one end to the other. The hatchling PCs emerge from their eggs in this location. Their clutch of eggs is in the northeast corner of the chamber, and that's where they start the adventure.

Three ogres are searching this area when the PCs emerge. They have one cart, but they have not yet deposited any eggs into it. One ogre stands near the hatching PCs. He carries a single dragon egg. See "Event One: First Contact" for details on this initial encounter.

The ogres overcame the gnome vassal waiting to welcome the hatchlings. Her shattered body lies near a stone pillar. Though they think she is dead, she is only unconscious. Her wounds are terrible, though, and she will die if she does not receive help within two hours. At the start of play, roll 1 d6+6 to determine how many turns the gnome has left. Then roll 1d10 to determine which round in that turn will be her last. For example, on a roll of 3 and a roll of 7 respectively, the gnome dies from her wounds at the end of the seventh round of turn nine (3+6=9).

Two secret portals lead to hidden corridors that connect to the other chambers. The hatchlings are not initially aware of these portals, though they can find them normally if they decide to search the chamber walls.

**4. Chamber 15.** The ogres entered the hatchery through a tunnel they dug into this chamber. Now three ogres examine the eggs resting here for the specific types Krug wants. The ogres have a cart, and one carries three spears. They have orders to fill their cart and head back down the tunnel at the first sign of danger. One of them is to remain behind to guard the others' retreat and to hold the tunnel open for the rest of the gang.

**5. Ogre Tunnel.** The tunnel the ogres dug leads from the outer wall of the aerie to chamber 15 in the Aerie hatchery. The tunnel is approximately 13 feet wide and 11 feet tall. If any ogres manage to escape from the hatchling PCs, they can be out of the aerie and running across the open plains in a matter of minutes (depending on how many eggs they try to escape with). If the PCs can alert the custodians within one turn of an ogre's escape, the ogre will be caught before it can make a clean getaway. Otherwise, the ogre will hide out in the hills until it can get to the hidden boats and cast off from All Clans Island. Note: A dragon's body is roughly one-third as wide as it is long, its wingspan twice its width. Some hatchlings can fit into the tunnel.

## Event One: First Contact

The adventure starts as the ogre sets down the egg, pulls a large sack from his belt, and moves toward the smallest dragon hatchling. Treat this round as the ogre's initiative as he attempts to grab a newborn. If his attack roll is successful, he grabs the PC but inflicts no damage. The PC can attempt to break free by making a successful Strength check, modified by how much stronger or weaker the ogre is (+ 1 or -1 for each step on TABLE 1: STRENGTH in the Player's Handbook). Treat the ogre as having a Strength score of 18/91. For example, if the hatchling has a Strength score of 13, then it receives a -8 to its ability check. It must roll a 5 or less to break free. No matter how large the bonus or penalty, a roll of 1 is always a success and a roll of 20 is always a failure. In the round after the ogre grabs (successfully attacks) the hatchling, he stuffs it in the sack.

After this first round of action, roll for initiative normally. The most likely courses of action are outlined below.

**If the PCs decide not to attack,** the ogre continues grabbing and stuffing until he finally has the hatchling in his sack. Then he heads off to show Krug what he captured. The other two ogres wait around, watching the hatchlings but making no hostile moves unless the PCs try to leave the chamber. In 1d6+2 rounds, Krug and six ogres arrive with large sacks to capture the remaining hatchlings.

**If the PCs decide to attack the ogre,** the ogre will fight back. The other two ogres, if not attacked by the PCs, will simply stand around for 1d4+ 1 rounds and watch the fight, making fun of their companion. "Did the little baby bite you?" one teases. "Don't be a goblin! They're only babies!" giggles the other. After the rounds have passed or once a PC attacks one of the other ogres, all three invaders join in to subdue or kill the hatchlings. If an ogre goes down, the other two will attempt to escape to warn Krug and the other ogres.

Once the battle against these three monsters ends (ogres defeated, ogres fleeing, etc.), go immediately to "Event Two: First Lesson.

## Event Two: The First Lesson

The hatchlings have either defeated the three ogres from "Event One" or have caused one or more of them to flee from the chamber to alert Krug and the rest of the gang. The gnome vassal now begins to regain consciousness, despite her serious wounds. Speaking in the language of the metallic dragons, she provides the hatchlings with the following information :

*"I, Sviliffa, welcome you to life, hatchling masters. I am sorry that your emergence has not gone more smoothly. I was to guide you from these chambers into the place prepared for you by the custodians. But I am dying, and those foul creatures—those ogres—are stealing the eggs of dragons! This outrage must not continue... " Sviliffa coughs as pain wracks her wounded body. With great effort, she continues.*
*"Listen well, young masters: The ogres are powerful creatures, but you are dragons! What does it matter that you are new-born and inexperienced? The least among you is greater than the strongest ogre. Believe that, and it will be true. Secret passages exist, leading from this chamber into those beyond. Make use if them and surprise will be on your side. One can be found on the south wall, and one on the west. Be careful, be proud, and work in harmony, as Great Io once commanded... "*
The gnome vassal succumbs to pain at this point, falling back into unconsciousness until her wounds are treated or she dies. None of the hatchlings have the knowledge or abilities to help Sviliffa. Without attention, she will die as outlined under location 3 above. The best the hatchlings can do is to seek help from the Council's vassals.

After Sviliffa falls into unconsciousness again, the PCs must determine a course of action. What they will find in the various chambers is detailed under "Things to Know" above. At some point, Krug will notice them and the climax begins; go to "Event Three."

## Event Three: Facing Krug

No matter what course the hatchlings pursue, eventually they must face Krug, the ogre leader. How Krug reacts to the PCs depends on what they have done up to this point.

**If the PCs defeated the first three ogres quietly,** they might be able to sneak up on Krug using the secret passages. For the scenario to work out this way, the hatchlings have to work together, make good die rolls, and get close to Krug without him noticing them. In this case, the major battle takes place in chamber 13 (location 2) amid plenty of eggs and ogres.

**If the hatchlings decide not to attack during the initial encounter,** Krug and six ogres arrive in chamber 14 (location 3) carrying large sacks. They plan to capture the dragon babes, and it will be up to the PCs to "dissuade" them from this course of action. Krug is persistent, but if the PCs prove to be too much trouble to take alive, he orders his men to kill them.

**If the guards in location 1 spot the PCs,** the adventure becomes a running battle through the vestibule and chambers. Krug orders his ogres to capture or destroy the young dragons, directing them in an intelligent offense. He orders his spear throwers to attack first, then sends at least two ogres after each dragon to overpower them.

Krug will join in any fight, but only when it best suits his purposes. He is a hands-on leader, but he isn't impulsive or stupid. When he can strike and make a difference he will. When the odds are against him, he stays back and tries to rally his gang.

Krug initially treats the hatchlings as something amusing. He treats the hatchlings as he would treat an ogre baby-speaking to them in a high voice, using simple words (even for an ogre), and showing a total lack of respect. He doesn't take the hatchlings seriously at all. Later, as they demonstrate their ability to deal with his gang, Krug becomes enraged, screaming, "I will not be defeated by babies! Not even dragon babies are the equal of Krug Bonebreaker!" The PCs should do everything possible to prove him wrong.

When Krug is defeated or has escaped, go on to "Concluding the Adventure."

## Concluding the Adventure

If Krug is killed while fighting, his gang rushes for the exit. The hatchlings can pursue the fleeing ogres or let them escape. If pursued, the ogres will defend themselves.

**If the hatchlings do not defeat or drive off the ogres,** they will be captured or killed by Krug and his gang. Captured hatchlings will be taken north and sold to the frost giants from beyond the Ice Sea. DMs are encouraged to develop a scenario in which the PCs have a chance to make an escape. Ideally, such an attempt should occur before the ogres actually reach the rendezvous, as hatchlings are no match for a group of frost giants.

**If the adventure played out successfully,** Krug has been killed and his gang has been defeated or is fleeing from the aerie. Among Krug's possessions is a gold coin bearing the marks of the frost-giant raider, Odifal. The hatchlings have no idea what this means, but the custodians do. They discern that the giants are ultimately responsible for the raids carried out by Krug and others-and the giants will have to be dealt with at some future time.

Any fleeing ogres can be captured or killed by the custodians and their vassals once the hatchlings alert them to the danger. In addition, if Sviliffa is still alive, priests from the vassal tribes can heal her.

The adventure ends with the hatchlings receiving welcome from the custodians and vassals. There are no apologies for what the newborns endured, however, for dragons are supposed to be made of stern enough stuff to handle even the worst first day. "Consider this your first lesson," Mykell tells them in a firm, friendly voice. "It won't be your last."

## Awarding Experience

In addition to the experience points awarded for defeating the ogres, the following outcomes warrant greater rewards:

* If the hatchlings help save Sviliffa's life, they receive an additional 1,000 XP each.
* If the PCs manage to defeat the ogres without losing a single dragon egg, give them a bonus of 1,000 XP each.
* If the ogres escape the aerie with any eggs, even if the ogres are subsequently captured, experience awards should be reduced by 100 points per stolen egg. If any eggs break, reduce awards by 250 points each.
* A story award of 10,000 to 15,000 XP should be given to each hatchling, depending on how the adventure turned out and how well they roleplayed. Good roleplaying includes staying in character, acting like a naïve, inexperienced new-born dragon, and coming up with draconic solutions to the situations.