A Tale of two dragons

I created the original adventure months ago for a previous version of the Märchenweltgrenze and had been dragging my feet on doing the rewrite for some time. But that time I think was well spent because the reworked version of the adventure is a lot more interesting. As you probably noticed the Märchenweltgrenze has been rather short on dragons. This was due in part to me trying to work out how dragons changed when exposed to the raw magic of the feyrealm and part to me trying to avoid issues with the Dungeons and Dragons SRD. This adventure remedies this lack by introducing Kaida, the aunt to the Silver Dragon Wyrmling that was introduced in the first adventure in the Märchenweltgrenze Chronicles campaign. I gave her an interesting if skeletal backstory that dungeon masters like you are free to fill out. Furthermore, I have expanded on the lore of dragons in DND with the idea that they seek out power as a means to gain wealth to fill their horde

While this adventure is a one-shot, I think that it is crucial for running the Märchenweltgrenze Chronicles campaign. This adventure is intended to be run right before In The Palace Of The Snow Queen. It is in part intended to show the players a potential way of defeating Gisela the mad fey sovereign in the upcoming adventure The Heart Of Hate but also provides the players with one ingredient of the magic item that can defeat her. 

The adventure begins

The adventure starts with the players at their favorite haunt in Sliberberg. They are between adventures celebrating another victory. The DM should encourage the players to roleplay. My suggestion is to run the session as if a time skip has occurred and this is the first time the players have been all together in the same place in some time. This allows the players to roleplay what they have been doing since the last session. When the roleplay reaches a crescendo read the following.

A thunderous crash disrupts the conversation. Outside, amidst the wreckage of several vendors’ stalls, lies a young female silver dragon. She’s nearing the end of her first century of life and is adorned in the melted remains of silver jewelry on her neck and claws. It’s clear she’s been badly wounded, not just from the crash—her body bears claw and bite marks, along with large burns. With a weak and pained effort, she raises her head and looks towards you, desperation evident in her eyes. “Help me,” she implores before succumbing to another groan of pain.

The dragon whose name is Kaida is in a dire state. She has only a single hit point remaining. The DM should convey the urgency of the situation and implore the party to take action to heal her.

Players are encouraged to use any healing spells, abilities, or items at their disposal to aid Kaida. Whether it’s a soothing spell, a healing potion, or a magical ability, the DM emphasizes the importance of swift intervention to stabilize the dragon and prevent her from succumbing to her injuries. The fate of this magical creature hangs in the balance, and the players hold the key to her survival.

As the magical mending takes effect, the wounds on Kaida’s body start to close. Slowly, she stirs, regaining strength and vitality. With a graceful movement, she rises to her feet and lowers her head in gratitude towards you and your fellow adventurers.

“Thank you,” she says with a gentle, melodic voice, “for your kindness and healing touch. My name is Kaida.” She takes a moment to survey the scene around her, her eyes widening as she notices the wreckage and the irate vendors. “Oh dear, I have made quite a mess, haven’t I?”

Expressing concern, she turns back to the party. “I appreciate your help, but I must make amends for the inconvenience I’ve caused. Please, wait here while I apologize to those affected by my fall.” With that, she gracefully glides away to address the vendors and clean up the aftermath.

Once she returns, Kaida lowers her head back down to the players’ height. “You’ve shown great kindness, and I believe you could help me further. Could we find a more private place to talk?”

If the players take her to a secluded spot, Kaida might opt to stay in her true dragon form or use her magical abilities to polymorph into a young woman with silver-blond hair, blue eyes, and a somewhat dirty knee-length white dress with a blue blouse. Regardless of her form, Kaida’s personality remains consistent, exuding a bubbly, 19-year-old demeanor and a naive, sweet kindness.

In her dragon form, Kaida exhibits distinctive mannerisms. She playfully fiddles with the tip of her tail, a sign of her somewhat childlike nature. When emotions surge within her, her breath turns icy cold, adding a touch of magic to her expression. In contrast, in her human form, she absentmindedly plays with her hair as she engages in conversation, maintaining an endearing and approachable presence.

Kaida proceeds to share her story with the players. For the last 90 years, she has resided in an abandoned dwarf hold near several villages, acting as their protector and, more recently, their ruler. A few days ago, she faced a formidable adversary—an older red dragon and his force of orcs. Defeated and forced out of her territory, Kaida was en route to Sliberberg to seek the aid of adventurers. She pleads with the players to help her, not only for her own sake but for the well-being of her friends in the villages. In gratitude for their assistance, she promises substantial rewards, appealing to the players’ sense of compassion and adventure. The Dungeon Master is encouraged to convey Kaida’s earnestness and the urgency of the situation, creating a compelling narrative that motivates the players to consider taking on this quest.

For Dungeon Masters running the Märchenweltgrenze campaign, a special conditional roleplaying note adds a layer of depth to the interaction with Kaida. If the players have previously adopted Talia, the silver dragon wyrmling, in the first adventure, Kaida will be able to detect her scent on the party. She comments that they smell like they have had recent interactions with another silver dragon.

Upon learning that the players have adopted a silver dragon wyrmling, Kaida expresses excitement and curiosity. She asks to see Talia, and when the two dragons meet, Kaida’s bubbly personality shines through. She gushes over how cute Talia is and comments on the striking resemblance between Talia and her older sister, Astra, when she was a wyrmling. The revelation follows that Kaida is, in fact, Talia’s aunt.

However, the mood takes a somber turn when the players inform Kaida of Astra’s fate at the hands of Vasrock’s Goblin army. Kaida, visibly saddened, displays a genuine emotional response

When the player accepts her quest lets out a teenage squeal of delight. “Thank you, thank you, thank you!” Kaida exclaims with genuine excitement, her bubbly personality shining through. She expresses profuse gratitude to the players for accepting her quest, her eyes gleaming with appreciation.

In her animated and lively manner, she provides the adventurers with clear instructions on how to reach her valley to the north. She mentions a ruined watchtower that overlooks the valley as their meeting point. “You can’t miss it! It’s a bit old, but the view is simply breathtaking,” she assures them.

Before parting ways, Kaida mentions that she has a few “errands” to run in town but assures the players that she will catch up with them at the watchtower. With a wave and a final word of thanks, she leaves the players to embark on their quest

To Kaida’s valley

The six-day trip is described as uneventful, with the adventurers spending their days hiking the mountain trails that lead north from Bergherz into the towering peaks beyond.

The DM sets the tone for the trek, highlighting the scenic landscapes and the challenges of the mountainous terrain. Depending on the preferences of the players, they may encounter various elements of the Märchenweltgrenze—magical flora, curious fey creatures, or remnants of ancient civilizations hidden among the crags. When they reach the watchtower read the following.

As you reach the summit, the ruined watchtower comes into view. It’s a thoroughly unimpressive structure, with only the first floor remaining intact amid a sea of rubble. Perched near the top of the mountain on a small shelf of land, the tower sits by the mountain trail you’ve been hiking.

Amidst the quiet mountain air, a familiar voice calls out to you. Looking down from the edge of the shelf, Kaida in her human form awaits. She’s donned what can only be described as stereotypical alpine peasant girl attire, complete with her hair neatly braided. Rushing out to meet you, she greets the players in her bubbly way, her excitement evident.

“Hello, hello! I’m so glad you made it!” Kaida exclaims, leading the way into her makeshift camp. It appears she’s been camping out in her human form for some time. The scent of dubious cooking emanates from a pot over a crackling campfire.

Kaida immediately goes into her bubbly teenage girl mode when the players enter her camp. Kaida begins by asking the players what they think of her dress, playfully mimicking a human girl. She reveals that she acquired the ensemble in Sliberberg to blend in and spy on the enemy incognito.

Next, she excitedly shows the players her latest acquisition for her hoard—a portrait of King Fredrick Von Bergherz. Carefully taking it out from a sack filled with cotton padding, the portrait bears the king’s signature on a plaque. With a giggle, Kaida admits her irresistible temptation to meet a king in the flesh and add his likeness and autograph to her growing hoard of treasures.

In a whimsical and bubbly manner, Kaida then grabs the player she identifies as the party’s leader, taking them by the hand. She enthusiastically says something along the lines of, “Follow me! My lair is not far. Let’s go kick those mean orcs out of my home!” The DM is encouraged to convey Kaida’s infectious energy and genuine excitement, setting the stage for the next chapter of the adventure in the Märchenweltgrenze.

Orc Ambush on the Mountain Trail

  • Enemies: 5 standard 5e orcs
  • Player Level: 9

Scenario: As the players crest the ridge and continue along the mountain trail, they suddenly encounter a pack of orcs. The orcs are carrying sacks filled with looted items, and the narrow trail with steep slopes on either side adds a new dimension to the encounter.

Tactics: The orcs, initially scattered along the trail, are taken by surprise as the players approach. The narrow and precarious terrain introduces an element of strategy, as the adventurers need to navigate the slopes while engaging the orcs. Players might consider pushing or knocking enemies off the trail for an advantage.

Terrain: The mountain trail is narrow, with steep slopes on either side. Players can use the trail’s edges for cover or attempt to maneuver enemies toward the slopes for potential environmental advantages.

Objective: Defeat the orc pack and prevent them from carrying the looted items further into the Märchenweltgrenze. The challenging terrain adds an extra layer to the encounter.

Additional Notes:

  • The orcs are equipped with standard weapons and armor.
  • The steep slopes present opportunities for creative tactics, such as attempting to shove or knock enemies prone off the trail.
  • Emphasize the potential dangers of the terrain, encouraging players to consider their positioning strategically.

As the battle concludes and the orcs are defeated, Kaida’s bubbly demeanor takes a somber turn. Visibly upset by the sight of her subjects’ belongings being carried off, she recognizes various objects among the loot as belonging to people she knows. Her eyes betray a mix of sadness and frustration at the invasion and desecration of her territory.

If any of the players attempt to take anything from the bags of looted items, Kaida reacts strongly. She throws a fit, expressing her distress and frustration at the violation of her people’s possessions. “No, no, no! You can’t take those!” she exclaims, her normally bubbly tone replaced with genuine concern and protectiveness.

Kaida pleads with the players to leave the belongings untouched, emphasizing the sentimental value these items hold for her and her subjects.

Kaida’s Castle

Kaida continues to lead the players onward for another half hour. She tries to remain cheerful but the sight of orcs carrying off things that belong to her subjects has visibly shaken her. She openly worries for the owners of the possessions the orcs were carrying off. Read the following when you decide the time is appropriate.

As you follow Kaida around a bend in the mountain trail, a remarkable sight unfolds before you. Jutting out from the mountain, some fortifications seem to be crafted in a very dwarfish style. These structures are intricately carved into the mountain, and all around them, a glacier has been sculpted into the shape of a fairytale castle. Kaida, with a sense of pride, declares that this is her home.

However, the enchantment of the scene is disrupted as your eyes catch movement below. On a broad balcony of ice surrounding the entrance to Kaida’s castle, a large number of orcs are busily piling up items seemingly taken from inside the castle. Kaida, visibly distressed at the desecration of her home, starts to sprint down the trail, her urgency evident.

Kaida’s Castle Balcony

As the players reach the balcony of Kaida’s castle, a disheartening scene unfolds. Kaida is at the foot of one of the piles, practically in tears, muttering “no, no, no” to herself. A large number of orcs, axes drawn, surround her, further adding to the despair of the situation.

Enemies: 9 orcs

Tactics: The orcs are aggressive and determined to continue their pillaging. Their focus is on Kaida, but they won’t hesitate to engage the players who intervene. The battlefield includes the balcony’s icy surroundings, providing potential hazards or tactical advantages.

Terrain: The balcony is broad but uneven, with piles of looted items scattered around. The icy surface adds an element of unpredictability, potentially causing characters to slip or slide during combat.

Objective: Defend Kaida and repel the orc invaders from her castle balcony. The players must navigate the challenging terrain and confront a substantial number of orcs to restore order to Kaida’s home.

Additional Notes:

  • Kaida, while distressed, will not join the combat. Her focus is on protecting her hoard and the treasures of her subjects.
  • Encourage creative use of the terrain, with potential hazards and advantages based on the icy surroundings.

As the echoes of battle subside, you find Kaida at the foot of one of the piles, clutching something close to her chest. As you approach, you notice the devastation in her eyes, and she starts to wail in sorrow.

“Look at what those bullies have done,” Kaida exclaims through her tears. She shows you what she’s holding—a painting. There’s a large tear in it, and what remains of the portrait reveals a 7-year-old girl dressed regally, with a very familiar-looking silver dragon wyrmling cuddling close by her.

Kaida’s voice breaks as she continues, “They destroyed the first item I collected for my hoard when I was a wyrmling.” The emotional weight of the loss is palpable, and her connection to the painting becomes evident. Further examination of the pile reveals many more paintings. Most feature a wyrmling or young silver dragon with various regally dressed ladies.

If the players inquire about the paintings Kaida is clutching, she looks at them with sorrowful eyes and explains, “This is me as a 1-year-old wyrmling with my dear friend, Princess Isabella von Hohenberg.” Any player who makes a DC 15 History check recognizes the name as belonging to an empress of the Holy Empire of Valoria.

For those players who excel with a DC 22 History check, a deeper realization unfolds. The various female figures in the paintings are identified as members of the House of Hohenberg spanning the last 94 years. Kaida, with pride in her voice, recounts the history behind the portraits.

She cheerfully explains, “I met Princess Isabella von Hohenberg when I was less than a year old. It all started when I chased a rabbit into the imperial garden and stumbled, quite literally, into the princess while she was having a tea party with her dolls. We hit it off instantly, and I became her favorite playmate during my early years as a wyrmling. Since leaving to create my lair, I have visited frequently, befriending Isabella von Hohenberg’s daughters and granddaughters. These paintings capture the cherished moments I shared with each generation of the House of Hohenberg over the years.”

1.  Entrance hall

Before you can fully take in the majestic architecture of the entrance hall, the silence is shattered by a sudden clash of weapons. Emerging from the shadows, a group of orcs, battle-ready and led by a formidable ogre, launches an ambush. The echoes of their war cries reverberate through the hall, signaling the start of a fierce encounter.

Tactics: The orcs are strategically positioned to take advantage of the entrance hall’s layout, using pillars and statues for cover. The ogre, a brute force in the encounter, aims to engage the players directly, providing support to the orc ambush.

Terrain: The entrance hall features towering pillars, grand statues, and intricate architecture. Players can use the environment strategically, but the confined space also limits mobility.

Objective: Defeat the orc ambush and the powerful ogre to secure the entrance hall. The challenging layout requires the players to consider their positioning and adapt to the unique features of the environment.

2. Kitchen

As you enter the lair’s expansive kitchen, a wave of warmth and delightful aromas envelop you. The air is filled with tantalizing scents of freshly baked bread, simmering stews, and an array of delectable treats. The kitchen itself is large enough to cater to a small army, with massive hearths, rows of cooking utensils, and a labyrinth of cupboards and tables.

Amidst this culinary haven, however, you notice movement under the tables and within the cupboards. Hiding like shadows, a peculiar assortment of creatures—pucas, fairies, and goblins—emerge cautiously. Dressed in uniforms reminiscent of noble estate staff, they appear to be Kaida’s servants. Their eyes reveal a mix of relief and trepidation as if they’ve been trying to avoid the attention of the orcs since the unwelcome arrival of the red dragon.

The servants, realizing they’ve been discovered, cautiously emerge from their hiding places. If the players approach them with a friendly demeanor, they share their tale of hiding from the orcs, explaining that they are Kaida’s loyal servants. None of them are warriors, and their only means of survival has been to keep a low profile in the kitchen.

Interaction Options:

  1. Offer Reassurance: Comfort the servants and assure them that the orcs have been dealt with, and they are now safe.
  2. Inquire About Kaida: Ask the servants if they know of any other threats within the lair.
  3. Seek Assistance: Request their aid in providing information about the lair or any potential allies within.

3. Storeroom

Opposite the bustling kitchen, you find the storeroom—a spacious chamber filled with the comforting scent of fresh linens and an assortment of various dry goods. The shelves are neatly organized, laden with blankets, linens, and rolls of fabric. Barrels and crates line the walls, containing an array of dry provisions—grains, flour, and preserved foods.

As you step inside, the storeroom offers a sense of order and tranquility. The linens are neatly folded, and the dry goods are stored efficiently.

4. Servant Quarters

At the end of the hallway dedicated to the servants, you find two rooms that serve as their sleeping quarters. The air is infused with a sense of simplicity and camaraderie. Each room is filled with rows of neatly made beds, and personal belongings are tucked away in small nooks.

The atmosphere is humble yet cozy, with the flicker of candlelight casting a warm glow across the simple but comfortable sleeping arrangements. 

5. Larder

Adjacent to the bustling kitchen, you discover the larder—a room dedicated to storing provisions and ingredients for the lair’s culinary endeavors. The air carries the cool, earthy scent of preserved meats, fresh vegetables, and an assortment of herbs and spices. Shelves and bins are neatly arranged, showcasing the meticulous organization of this essential space.

Large cuts of meat hang from hooks, curing and aging in the cool environment. Barrels contain pickled vegetables, while baskets overflow with vibrant fruits. 

6 Ballroom

As you step into the grand ballroom of Kaida’s lair, the air seems charged with echoes of past revelry. Ornate chandeliers cast a warm glow over the vast space adorned with elegant tapestries and polished marble floors. The remnants of a once-stunning ballroom event now lie in disarray, disrupted by the presence of three imposing orc berserkers.

Guarding a pile in the center of the ballroom, the berserkers seem to be fiercely protective of various bits of gold and jewelry. The atmosphere, once filled with music and laughter, now crackles with the tension of an impending battle.

  • Enemies: Three orc berserkers
  • Player Level: 9

Tactics: The orc berserkers, driven into a frenzy, charge at the players with reckless abandon. The ballroom’s open space provides room for maneuvering, but the berserkers are relentless in their assault.

Terrain: The ballroom features polished marble floors, grand tapestries, and remnants of shattered furniture. The central pile of gold and jewelry becomes a focal point during the encounter.

Objective: Defeat the orc berserkers and reclaim the stolen treasures piled in the center of the ballroom. The battle’s aftermath unveils a peculiar discovery about the torn and scattered items within the pile.

Additional Notes:

  • The orc berserkers wield powerful weapons and exhibit a frenzied fighting style.
  • Encourage players to explore the ballroom’s atmosphere and consider creative strategies amid the encounter.

Aftermath:

Once the orc berserkers are defeated, players can examine the pile in the ballroom. The torn bits of gold and jewelry reveal a grim reality—they were forcibly torn from larger items. Several gemstones have bits of fabric attached to them, indicating that these were once part of elegant garments.

Amidst the remnants, the players discover an Enchanted Noble’s Guard plate armor

7 Dining Room

As you enter Kaida’s grand dining room, a scene of disarray unfolds before you. The opulent space, once reserved for lavish feasts and elegant gatherings, has been transformed into a mess hall for the invading orcs. Long tables are laden with half-eaten meals, and the air is thick with the grunts and snarls of eight orcs, voraciously devouring their plundered spoils.

  • Enemies: Eight orcs
  • Player Level: 9

Tactics: The orcs, engrossed in their meal, may not immediately notice the players’ arrival. This provides an opportunity for stealth or strategic positioning before engaging in combat.

Terrain: The dining room features long tables, scattered half-eaten meals, and decorative tapestries. Players can utilize the environment to their advantage, either for cover or to create distractions.

Objective: Defeat the orcs and reclaim the dining room from their intrusion. The battle may involve both ranged and melee combat as the players navigate the once-elegant space.

Additional Notes:

  • The orcs are armed with standard weapons and armor.
  • The tapestries on the walls may provide opportunities for creative tactics, such as using them for cover or creating diversions

8 Guest Rooms

As you explore the guest rooms scattered throughout Kaida’s lair, a haunting scene unfolds. Once reserved for visiting dignitaries, adventurers, and fey guests, these rooms now bear the unmistakable signs of violent intrusion. Beds lie in disarray, furniture is overturned, and the air is heavy with the acrid scent of chaos.

The orcs have picked these rooms clean

9 Bathroom

As you step into the bathing chamber of Kaida’s lair, a haven of opulence awaits. The room is adorned with intricately designed tiles, reflecting the magical warmth and coolness that envelops the large, central bathing pool. The air is infused with a delightful mix of floral and aquatic scents, enhancing the sensory experience.

In the center of the room lies the bathing pool—a mesmerizing expanse of crystal-clear water. Its temperature magically adjusts, offering both warmth and coolness to suit the preferences of its occupants. The pool is surrounded by plush towels, fragrant candles, and small tables bearing scented oils and soaps.

Players can choose to rest by the bathing pool, enjoying its magical warmth or coolness. A short rest taken here provided 1d6 additional hit points recovered

10 Desecration of Kaida’s Horde

As you enter Kaida’s personal sleeping chamber, a scene of chaos greets your eyes. The once-tidy and opulent space has been transformed into a disarray of scattered belongings and desecrated treasures. The central area, once adorned with large furs, is now a chaotic mess as three orc berserkers and two ogres sift through the horde of valuable items.

  • Enemies:
    • Three Orc Berserkers
    • Two Ogres
  • Player Level: 9
  • Difficulty: Hard

Tactics: The orc berserkers and ogres are actively searching through the horde for valuable items. Players may initially catch them off guard, providing an opportunity for strategic positioning.

Terrain: The sleeping chamber features scattered furs, overturned furniture, and remnants of once-majestic decorations. Players can use the environment for cover or strategic advantages.

Objective: Defeat the three orc berserkers and two ogres to reclaim Kaida’s horde and restore order to her sleeping chamber. The battle intensifies after the fourth round when Kaida herself enters the room.

Additional Notes:

  • The orc berserkers use the berserker stat block from the Monster Manual, wielding powerful weapons and exhibiting a frenzied fighting style.
  • The ogres provide additional brute force to the encounter.
  • Encourage players to consider their positioning and use the cluttered terrain to their advantage.

Aftermath:

After four rounds of intense battle, Kaida herself enters the room, witnessing the desecration of her sleeping chamber. Enraged by the invaders’ audacity, she joins the fight on the players’ side, turning the tide against the remaining orc berserkers and ogres. The players now have a powerful ally as they work together to reclaim Kaida’s horde and restore order to her personal sanctum.

11 Kaida’s Dressing and Powder Room

As you enter Kaida’s dressing and powder room, a once-elegant space filled with the essence of refinement, a scene of devastation unfolds before you. Dresses of exquisite craftsmanship lie in tatters, each one bearing large tears where gemstones once adorned the intricate fabric. The room’s vanity, once a repository of beauty and elegance, now stands empty, looted of its treasures.

Strangely, amidst the ruins, you notice dresses sized for a girl as young as three. The presence of these smaller garments adds an eerie touch to the room’s desolation. However, one item remains untouched—a small, exquisite bottle labeled “Youth” sits prominently on the vanity, its magical aura undisturbed.

When questioned about the child-sized dresses, Kaida explains that she sometimes uses a bottle of greater youth to transform into a younger version of herself. This allows her to relive the innocent days of her wyrmlinghood or play the role of a young princess. The bottle of greater youth is the only valuable left untouched

12 Chapel to the Worldshaper

As you step into the once-holy confines of Kaida’s chapel dedicated to the Worldshaper, a heavy air of desolation grips the space. The sacred aura that once emanated from the altar now mingles with the scent of ruin. The chapel, like the rest of the lair, bears the unmistakable signs of devastation.

The pews, once neatly arranged for worship, lie in disarray, some broken and others overturned. The altar, a focal point of reverence, is now defiled with crude markings and shattered relics. Stained glass windows depicting scenes of celestial beauty are marred with cracks, their vibrant hues now muted.

Confrontation on the Grand Balcony

Setting:

The grand balcony, once a place of tranquility and reflection, now serves as the battleground for a heated confrontation. The air is thick with tension as Kaida, fueled by a desire for justice, faces off against the menacing Voraxar Flameheart. The players find themselves caught in the crossfire, allies to Kaida in her quest to confront the perpetrator of the lair’s desecration.

Characters:

  1. Kaida, Silver Dragon (Young Adult):
    • Stats as previously provided.
  2. Voraxar Flameheart, Red Dragon:
    • Stats as previously provided.
  3. Player Characters (Level 9):
    • The player party, comprising characters at level 9, brings their unique abilities and skills to the encounter.

Battle Dynamics:

The encounter unfolds on the grand balcony overlooking the devastated lair. The players have the option to strategize with Kaida before the confrontation begins. Kaida insists on confronting Voraxar alone initially but appreciates any support from the players.

Victory Conditions:

The players can achieve victory by helping Kaida incapacitate Voraxar to the point where he surrenders or is rendered unable to continue the fight. Kaida seeks to have a conversation with Voraxar about the damage he has caused to her lair and to exact a form of justice.

Arrival at the Village

As the sun dips low on the horizon, casting long shadows across the mountainous landscape, you arrive at the village nestled at the base of the mountain. The air is still, carrying a mix of anticipation and weariness.

Just as you step into the village’s perimeter, your eyes are drawn upward. In the darkening sky, a majestic figure takes to the air—Kaida, the silver dragon, soaring northeast from the lair. Her powerful wings carve through the air with purpose.

The village, once eerily quiet, begins to stir. Doors creak open and faces cautiously peer out from behind shutters. The hushed murmur of villagers spreads through the air as they notice your presence.

A crowd quickly forms around you, a sea of anxious faces seeking answers. The air is thick with anticipation as the villagers, their eyes reflecting the weariness of recent events, anxiously inquire, “Is it over? Has Kaida returned? What news do you bring?” The weight of their hopes and fears hangs palpably in the air, awaiting your response.

Conclusion: Impromptu Celebration

The atmosphere in the village transforms as the news of Kaida’s return spreads like wildfire. The once-deserted streets now echo with the sounds of celebration. Villagers emerge from their homes, and the air is filled with the aroma of feasts being prepared.

As dusk gives way to night, the celebration takes on a life of its own. Villagers, grateful for the deliverance from the orc threat, welcome the players as heroes. Tables groan under the weight of food and drink, and a lively dance ensues beneath the starlit sky.

The revelry continues well into the night, fueled by the villagers’ gratitude and the relief that the threat has passed. The players find themselves at the center of this impromptu celebration, surrounded by laughter, music, and the warmth of newfound friendships.

Suddenly, the merriment pauses as Kaida descends from the night sky, landing gracefully in the village square. A large sack dangles from her claws, and the crowd hushes in deference. Kaida addresses her subjects, expressing regret for abandoning them and delivering a heartfelt speech, seeking forgiveness for her absence.

When her speech concludes, Kaida turns to the players, presenting them with the sack. “This,” she announces, “contains the hoard of Voraxar.” With a flourish, she hands over enchanted items—the Noble’s Guard armor from the ballroom and her Bottle of Greater Youth. The bottle, once empty, now holds a mysterious half-full elixir.

When asked about Voraxar, Kaida giggles playfully and offers cryptic remarks. “Voraxar is no longer a threat,” she declares, “and is now part of an experiment to see if the leopard can change its spots with the right instruction.” The players are left to ponder the enigmatic fate of the once-menacing red dragon.

The celebration resumes with renewed vigor, with the players at the center of the festivities. The village, once shadowed by fear, now basks in the joy of liberation. As the night progresses, the bonds forged between the players, Kaida, and the villagers become a testament to the resilience of the Märchenweltgrenze—a realm where the magical and mortal intertwine, and where heroes emerge from unexpected places.

Epilogue

As time unfolds, the players frequently encounter Kaida in various settings, each meeting revealing new facets of her character and the consequences of the events that transpired. Kaida makes frequent trips to Sliberberg, hiring skilled mages to repair the various items in her hoard damaged during the orc invasion. Despite the challenges she faced, Kaida has reverted to her normal bubbly self. Players might catch glimpses of her shopping for toys suitable for a very young girl and magical age and memory bottles, raising questions to what exactly happened to Voraxar.

Several months later, if the adventure is part of the Märchenweltgrenze chronicles, the players encounter Kaida in her human form at a royal ball in Sliberberg. To gain a signed portrait of King Fredrick, she pledged her vassalage and became a duchess. Kaida takes this opportunity to introduce the players to her “daughter,” a red dragon wyrmling named Ruby. Ruby, bedecked with ribbons, appears remarkably well-behaved for the normally chaotic evil dragon species even a bit shy around the players, more so than one would expect even from wyrmling. Kaida, with a mischievous twinkle in her eye, reveals that Ruby is the regressed form of Voraxar.

Kaida regressed Voraxar back into an egg and called in a favor to ensure the wyrmling who hatched from the egg would be a girl. She plans to take her time raising Ruby, using age bottles to keep her under one year old for an extended period, all to suppress Ruby’s red dragon nature and nurture a more amenable persona in the young dragon. When asked if Ruby remembers her past life, Kaida admits she has suspicions. Taming Ruby into the well-behaved wyrmling the players see proved challenging, hinting at the possibility that some memories from Voraxar’s past may still linger beneath the surface.

If the players have adopted Talia, the silver dragon wyrmling, Kaida insists on having the players bring Talia over to play with Ruby. In her bubbly and excited manner, Kaida expresses genuine enthusiasm about the prosp

Appendix

Stat blocks

Kaida, Silver Dragon (Young Adult)

Huge dragon, lawful good

Armor Class 20 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR 23 (+6)
DEX 10 (+0)
CON 21 (+5)
INT 14 (+2)
WIS 13 (+1)
CHA 16 (+3)

Saving Throws DEX +5, CON +9, WIS +5, CHA +7
Skills Perception +8, Stealth +5
Damage Immunities Cold
Condition Immunities Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 18
Languages Draconic, Common

Actions

Multiattack: Kaida makes three attacks: one with her bite and two with her claws.

Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 6) piercing damage.

Claw: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Breath Weapons (Recharge 5-6):

  1. Cold Breath: Kaida exhales a blast of freezing cold in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
  2. Paralyzing Breath: Kaida exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape: Kaida magically polymorphs into a young woman or back into her true dragon form. Her statistics are the same in each form, except she can’t use her breath weapons or make attacks in her humanoid form.

Legendary Actions (3/Day): Kaida can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Kaida regains spent legendary actions at the start of her turn.

  1. Detect: Kaida makes a Wisdom (Perception) check.
  2. Tail Attack: Kaida makes a tail attack.
  3. Wing Attack (Costs 2 Actions): Kaida beats her wings. Each creature within 10 feet of her must succeed on a DC 18 Strength saving throw or be knocked prone.

Voraxar Flameheart, Red Dragon

Huge dragon, chaotic evil

Armor Class 19 (natural armor)
Hit Points 189 (14d12 + 98)
Speed 40 ft., fly 80 ft.

STR 25 (+7)
DEX 10 (+0)
CON 24 (+7)
INT 16 (+3)
WIS 14 (+2)
CHA 20 (+5)

Saving Throws DEX +5, CON +11, WIS +7, CHA +9
Skills Perception +12, Stealth +5
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Draconic, Common

Actions

Multiattack: Voraxar makes three attacks: one with his bite and two with his claws.

Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 7) piercing damage plus 7 (2d6) fire damage.

Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 7) slashing damage.

Tail Attack: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 7) bludgeoning damage.

Fire Breath (Recharge 5-6): Voraxar exhales fire in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions (3/Day): Voraxar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Voraxar regains spent legendary actions at the start of his turn.

  1. Detect: Voraxar makes a Wisdom (Perception) check.
  2. Tail Attack: Voraxar makes a tail attack.
  3. Wing Attack (Costs 2 Actions): Voraxar beats his wings. Each creature within 10 feet of him must succeed on a DC 19 Strength saving throw or be knocked prone.

Appendix magic items

Bottle of Greater Youth

Wondrous Item (Potion), rare

This delicate crystal bottle exudes an aura of timeless magic. When uncorked, its contents shimmer with a faint, ethereal glow. The Bottle of Greater Youth possesses the extraordinary ability to manipulate the passage of time, offering both a rejuvenating elixir and a means of altering one’s age.

Properties:

  • Age Regression: As an action, the user can declare a target age or specify the number of years to be placed in the empty age bottle. Upon activation, the bottle extracts the user’s age, physically and mentally regressing them to the declared target age. The user retains the awareness that they were once older but loses all memories associated with that older age. Their personality reverts to that of the specified age.
  • Youthful Rejuvenation: The Bottle of Greater Youth can be used to restore vitality and youthfulness. When consumed, the elixir within the bottle rejuvenates the drinker, removing the effects of aging, exhaustion, and other physical ailments. The user appears and feels as if they have regained a portion of their youth.
  • Aging Against Will: The bottle can also be used to regress another person, even against their will. The user must make a contested check, rolling a d20 and adding their relevant ability modifier against the target’s corresponding ability score. The target must make a DC 15 Constitution saving throw to resist the effects. If the saving throw fails, the target undergoes age regression as per the user’s declaration.
  • Storage Capacity: The Bottle of Greater Youth can store up to 500 years’ worth of life lived. Once filled, it cannot absorb additional years until some of its stored age is expended.

Cautions:

  • Repeated use of the Bottle of Greater Youth may have unforeseen consequences, as the manipulation of one’s age and memories can lead to complex mental and existential challenges.

Enchanted Noble’s Guard

Armor (Plate), rare (requires attunement)

This beautifully crafted suit of armor was once part of the ceremonial attire worn by the elite guards of a noble house that frequented Kaida’s grand events. Imbued with protective enchantments, it offers both formidable defense and a regal aura.

Armor Class: 18 (plate)

Properties:

  • Enhanced Defense: The armor grants a +1 bonus to AC while worn.
  • Noble Presence: When the wearer dons this armor, they gain advantage on Charisma (Persuasion) checks when interacting with individuals of noble or upper-class standing.
  • Durable Construction: The armor is resistant to common wear and tear, making it more durable than typical plate armor.

Appearance: The enchanted noble’s guard is a visually striking set of plate armor adorned with intricate gold filigree and finely embossed patterns. The armor bears the crest of the noble house it once served, reflecting the regal heritage of its former wearer

Voraxar’s Hoard (Level 9)

Coins and Valuables

  • Platinum: 500
  • Gold: 5,000
  • Silver: 8,000
  • Copper: 2,000

Magic Items

  1. Enchanted Noble’s Guard Armor: (Uncommon, from the ballroom encounter)
    • A finely crafted set of armor providing protection and elegance.
  2. Bottle of Greater Youth (Half-Full): (Uncommon)
    • A mysterious elixir with the ability to regress a creature’s age.

Gems and Art Objects

  • Gems: 2,000 gp worth of various gems
  • Art Objects: 2,500 gp worth of fine art and treasures

Mundane Items

  • Fine Wines and Spirits: A collection of rare and exquisite beverages.
  • Jewelry: 1,500 gp worth of valuable jewelry.