The Dragon Lady Female human Sor13: CR 13; Medium-size Humanoid (human); HD 13d4; hp 43; Init +2; Spd 30 ft.; AC 21 (+2 Dex, +6 armour, +3 deflection); Melee +2 spell storing dagger +9/+4 (1d4+3/19-20/crit x2) or ranged touch +9 spell (by spell); SQ familiar; AL NE; SV Fort +5, Ref +7, Will +12; Str 11, Dex 15, Con 11, Int 17, Wis 16, Cha 20. Skills and Feats: Alchemy +20 (16), Concentration +17 (16), Knowledge (arcana) +20 (16), Knowledge (astronomy) +20 (16), Scry +20 (16), Spellcraft +20 (16); Combat Casting, Brew Potion, Empower Spell, Jaded, Spell Focus (Evocation), Spell Focus (Transmutation). Languages: Weisserian, Abyssal, Draconic, Infernal. Sorcerer Spells Known (6/8/7/7/7/7/4 per day; base DC = 15 + spell level): 0 - arcane mark, dancing lights, daze, detect magic, detect poison, light*, open/close*, read magic, resistance; 1st - cause fear, comprehend languages, magic missile*, message, true strike; 2nd - darkvision*, invisibility, Melf's acid arrow, protection from arrows, web; 3rd - blink*, dispel magic, fireball*, suggestion; 4th - phantasmal killer, polymorph self*, scrying, summon monster IV; 5th - dominate person, passwall, prying eyes; 6th - contingency*, disintegrate*. *Due to Spell Focus, the DC for these spells is 17 + spell level. Possessions: +2 spell storing dagger, familiar (Tiny snake), bracers of armour +6, ring of protection +3, pale green prism ioun stone, cloak of Charisma +2, brooch of shielding, wand of contagion (50 charges), spell component pouch, alchemist's lab. The Dragon Lady appears as a human female with night-black hair and red eyes that seem to be on fire. She wears a silver-trimmed cloak with a green dragon embroidered on the back, held by a green clasp. A Tiny snake she calls "Gojira" serves as her familiar, and it slithers up and down her left arm. The look in her eyes seems to suggest that she is not entirely human. Background A long time ago, a distant land was under seige from a fallen celestial named Anwar. In the last days of the fifth month, a senile old coot who called herself "Mistress of the Salmon Salt" gave a cryptic warning that the celestial would soon sweep down upon them. The Mistress's granddaughter, Vera Gemini, used two relics to save the city from certain destruction, and use a ritual called "Stairway to the Stars" to banish Anwar to his punishment. Anwar had a consort, a wicked sorceress known as the Dragon Lady. She allowed Anwar to meet his fate, and then she took his place as ruler of the House of the Night, planning a retaliatory strike. She summoned her "agents of fortune," seven beasts called diz-busters, and instructed them to find Vera and take the artifacts from her. The diz-busters set the city on flame in their search. They killed the Mistress of the Salmon Salt and stole both artifacts, the Magna of Illusion and the Transmaniacon. Vera swore revenge against the Dragon Lady, and enlisted the help of the veterans of the war: the ranger Donovan and his monkey companion Del Rio, and the inventor Dr. Music and his mechanical golem ME-262. They laid siege to the House of the Night and confronted the Dragon Lady. She laughed and told them that they had just walked into a trap; she had just completed a corrupted version of Stairway to the Stars: Hot Rails to Hell. A red and black void swallowed Donovan, Del Rio, Dr. Music, and ME-262, leaving Vera to face the Dragon Lady and her diz-busters alone. Vera told the Dragon Lady that she would bring an end to her career of evil, even if cost her life. The Dragon Lady replied, "Would you like to die on your feet, or on your knees?" One of the diz-busters called her attention to the Transmaniacon, or rather, the missing Transmaniacon. The Dragon Lady turned and saw it missing. Vera smiled and told the Dragon Lady that her friend Celine had entered the House of the Night long ago, and had waited for that moment. The Dragon Lady killed Vera in a rage and demanded that the diz-busters find Celine. Nothing is known of what happened, because in the cold grey light of dawn the next morning, the House of the Night had vanished into the Mists. Current Sketch The Dragon Lady is the darklord of Weisseria, where she is worshipped as a god. However, their worship gives her no power, and does not make the Transmaniacon appear before her. The Magna of Illusion once allowed her to see her enemies' movements, but now it is only a piece of black volcanic glass to her. The diz-busters are on permanent patrol of the land, searching endlessly for Celine and the stolen Transmaniacon. If she recovers the Transmaniacon, she might be able to revise Hot Rails to Hell to get her out of the demiplane. Azalin has gotten wind of this information, and it is highly likely that he has his own agents searching for the Transmaniacon as well. Combat Without the Magna of Illusion, the Dragon Lady relies on summoned monsters, dominated servants, and intelligent uses of spells to keep herself secure. She is fond of using web and following it up with fireball and Melf's acid arrow. Lair The Dragon Lady lives alone in the House of the Night, perched in the mountains of Weisseria. The House of the Night is an intimidating structure on the outside, and contains twisting corridors and rooms filled with terrible creatures. Closing the Borders Weisseria becomes the eye of the hurricane when the Dragon Lady closes the borders. Winds of incredible force and infinite height whirl around the borders, and it is impossible for even the strongest creature to pass through before the wind hurls him back into the domain. Diz-Buster Medium-Size Outsider (Evil) Hit Dice: 5d8+5 (28 hp) Initiative: +6 (+2 Dex, +4 Improved Init.) Speed: 40 ft. AC: 17 (+2 Dex, +5 natural) Attacks: 2 claws +6 melee Damage: claw 1d4+1 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Scream Special Qualities: Moon crazy Saves: Fort +5, Ref +6, Will +6 Abilities: Str 13, Dex 15, Con 13, Int 10, Wis 14, Cha 8 Skills: Hide +10, Listen +10, Move Silently +10, Search +12*, Spot +10, Wilderness Lore +10* Feats: Improved Initiative, Track ------------------------ Climate/Terrain: Any Organization: Solitary or pack (2-8) Challenge Rating: 4 Treasure: None Alignment: Always neutral evil Advancement: 6-10 HD (Medium-Size) Diz-busters are subhuman creatures that just like to be bad. They look like green-skinned humans with canine heads, claws, and tails. They have scaley green backs and soft white underbellies. They run about on all fours, giving the impression of stupid beasts, but diz-busters are cagey cretins, fond of letting other creatures hunt them, and then turning the hunt around at a crucial moment. Seven of these creatures currently exist in Ravenloft, searching for Celine, the spy who supposedly has the Transmaniacon. Diz-busters do not speak, but understand Infernal and Abyssal. Combat Diz-busters hunt in packs, letting one act as bait for their prey while the rest stalk it from the shadows and attack when it lets its guard down. Diz-busters track fleeing prey relentlessly. Scream (Ex): A diz-buster's scream forces all who hear it to make a fear save. A creature that hears a diz-buster's scream is afterward immune to that diz-buster's scream for 1 day. Moon Crazy (Ex): On the three nights of the full moon, a diz-buster breaks free of any external control and attacks anything it can find. It gains +2 Strength and +2 Constitution during this moon craze. Skills: *Diz-busters receive a +4 racial bonus to Search and Wilderness Lore checks.