# Vokodo
- Called "Vokodo" by the villagers, who don't know that's the name of the dragon that resides there.
- It has a perfect peak, as if it's never erupted. There is no caldera; just the faint glow of magma and a lazy trail of smoke coming out of the volcano.
```leaflet
id: bluecrystal
image: Vokodo-Volcano.png
height: 450px
minZoom: 6
maxZoom: 10
defaultZoom: 6
zoomDelta: 0.5
unit: feet
scale: 5
```
### Cavern of Torches
#### Storeroom
📷TRIBAL_CAMP_CAVE > STATIC > Tribal_Cave_Day_grid.jpg
- Ceiling is over 20 feet, and there are torches in improvised sconces jammed into the stone walls
- It smells a little funky, like unwashed bodies and blood
- The walls have Draconic script about prophecies of little dragons emerging
- Nonmagical weapons are piled messily into a corner
Encounter: 4 Fire Brand Kobolds, 2 Ember Rage Fire Snakes, 1 Kobold Champion
Loot: 75 gp of slightly chewed jewelry and gems
#### Sanctuary of the Statue
- 10 foot tall ceiling, some spatters of blood near the statue, caking into some of the carvings
- large statue of a dragon: stylised, geometric lines, made of ambergris: a hardened substance that kobolds produce after feeding, shaped while still fluid and then left to harden (DC 14 Perception or Nature to determine that ambergris is very valuable).
- Statue is too large to carry, but it can be broken into 6 pieces worth 200 gp each.
- Noise similar to small birds mewing can be heard
Encounter: 2 Fire Brand Kobolds who will release the "baby god" as soon as they see the party and blow a silent horn. (Magma Belcher Basilisk and its handler)
- rasping roar
- mutation of the basilisk species due to tinctures and rituals
Loot: Horn of Silent Alarm
#### Cells
- two large, heavy, and roughly smelted doors hang on two alcoves.
- First door: holds a prisoner, [[Eryn]], whom [[Ora]] recognizes.
- Second door: locked; DC 14 to get through to the Assassin's Chamber.
- Another alcove seems to end abruptly, but a DC 14 check will reveal that it's a secret entrance to the [[Vokodo the Volcano#Narrow passageway]] below.
- Faint breeze from a small crack
Encounter: Magma Belcher Basilisk and its handler, a Fire Brand Kobold, if they haven't already been called.
### Narrow passageway
📷MODULAR CAVE AND MINE > STATIC > mine_g.jpg
🎧Rumblecusp > Exploring Cavern
- floor is covered in fine sand
- DC 14 to realize that the sand has been disturbed and swept back into place: booby trap - tripwire
- rock fall that deals 1d8 bludgeoning damage to any character within 10 feet of the tripwire
- 🎧Rumblecusp > Exploring Cavern > R9 - Rockfall trap
### The Hatchery
📷MODULAR CAVE AND MINE > STATIC > Cave_Chamber_grid-sepia.jpg
🎧Rumblecusp > Eggs
![[hatchery.png]]
- low ceiling, so we have to stoop
- musty, moist, warm cavern that seems to throb and move and teem with life
- When you look closer, you see serpentine shapes moving on the ground.
- Pale eggs are scattered everywhere in this cavern, intermingling with the writhing bodies of snake-like creatures
If a player touches an egg
- 1d6: 1-3, egg is lukewarm and easy to touch; 4-6, egg is dangerously hot and causes 1d8/2 damage
Juvenile fire snakes immediately attack if players touch, remove, or harm any eggs. Otherwise they just nuzzle against players' legs.
### Assassin's Chamber
📷MODULAR CAVE AND MINE > STATIC > mine_i_grid.jpg
🎧Rumblecusp > Exploring Cavern
![[assassins_chamber.png]]
- Bodies of different races, dragonborns with flayed skin.
- The smell of decay and burning flesh is overpowering
- DC 14 to detect the Fire Brand Assassin hiding in the shadows, and even then, it attacks immediately. If it is not detected after 5 minutes, it attacks and get advantage on all attacks.
Loot: 450 gp worth of gold and gems, Horn of Silent Alarm, Pole of Collapsing
Encounter: 1 [Fire Brand Assassin](https://www.dndbeyond.com/monsters/1593377-fire-brand-assassin)
🎧Rumblecusp > Exploring Cavern but turn off Barovia camp music and turn on Battle at the Gate music
```statblock
name: Fire Brand Assassin
size: Small
type: humanoid
subtype: kobold
alignment: lawful evil
ac: 16
hp: 25
hit_dice: 4d10+5
speed: 40 ft.
stats: [10, 17, 9, 12, 12, 8]
saves:
- dexterity: 5
damage_vulnerabilities: cold
damage_immunities: fire
senses: passive Perception 11
languages: --
cr: 1
proficiency_bonus: 2
traits:
- [Sunlight Sensitivity, While in sunlight, the kobold assassin has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.]
actions:
- [Multiattack, The kobold assassin makes two attacks a turn, one with each of its knives.]
- [Knife Slash, Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.]
- [BONUS - Sudden Leap, As a bonus action, the kobold assassin can move half its speed without triggering any attack of opportunity.]
```
When the kobold assassin realizes it can't win, it turns and jumps/runs out onto the next chamber, with the Bridge.
### Bridge Over Troubled Lava
📷BRIDGE_OVER_LAVA > bridgeoverthelava-online144-GRID.jpg
🎧Rumblecusp > Lava flow
without battle: remove Battle at the Gate music and turn on heartbeat (slow)
Encounter: Kobold Assassin (2 if the previous one made it to this chamber)
- You stand on a small outcropping jutting out. There's a rocky surface about 10 feet below it, extending out for just a few feet before plummeting into a deep chasm. You can't see below it from your vantage point, but you feel the thick, oppressive heat in this chamber and hear the slow crackle of embers.
- Across the way is another similar rocky cliff, and between them is a rickety wooden bridge that looks like it's been repaired and broken and repaired and broken.
- One kobold stands in front of the bridge, flicking its wicked-looking knife and catching it. Armored and weaponed similarly to the previous kobold, but not attempting to hide it.
The assassin will hold its action to spin to the side and push any creature that comes into melee with it into the lava.
Falling into lava
- DC 14 Dexterity saving throw or be thrown into lava
- Once thrown, DC 14 Acrobatics to hold onto the ledges.
- Success: Next turn, they can pull themselves up.
- Fail: Fall into lava, take 1d8 bludgeoning damage + 3d8 fire damage per round until they get out.
- >3 rounds in lava: dead and cannot be resurrected.
📷BRIDGE_OVER_LAVA > Bridge-collapsed.png
if the assassin is able to sever it.
🎧Rumblecusp > Lava flow > Rubble collapse
- From the other side, a kobold comes out with a small cauldron, pours a silvery concoction of Encode Thoughts into the river, and runs back into the Lair of the Kobold Queen.
### Lair of the Kobold Queen
🎧Rumblecusp > Lava flow
without battle: remove Battle at the Gate music and turn on heartbeat (slow)
![[lair_of_the_kobold_queen.png]]
Encounter: [Mother Krangor](https://www.dndbeyond.com/monsters/1593436-mother-krangor) and 2 kobolds that she turns into [Swolbolds](https://www.dndbeyond.com/monsters/1710575-swolbold) (CR 3 each)
- Bone door made of skulls of victims, charred and fused together.
- The cave is roughly circular, a bit of a cool respite from the fiery atmosphere outside. The roof is 30 foot high
- In the middle is a large cauldron with blood and vials of the Encode Thoughts spell and the Mother, making arcane incantations.
Mother Krangor
- wearing leather armor that looks like it was made from dragonborns - it looks like scales, but it has the familiar patina of well-worn, high-quality leather
- a staff in one hand that ends in a sickle
- Face is ragged and old, but with shrewder eyes than you've ever seen on a kobold.
When players enter, Mother Krangor finishes her incantation and touches the two kobolds who have their heads bowed, waiting for her blessing.
A rasping sound nearby can be heard as [[Trynnicus Ebynichtomonis]] lies dying, most of his scales removed to form part of the grisly concotion the Mother is making. He will last long enough to say "I hid it. I hit it by their eggs. You must save it."
Cantrips: light, mending, resistance, sacred flame
1st level: guiding bolt, healing word, inflict wounds, shield of faith
- [x] 1
- [ ] 2
- [ ] 3
- [ ] 4
2nd level: continual flame, hold person, prayer of healing, spiritual weapon
- [x] 1
- [ ] 2
- [ ] 3
3rd level: bestow curse, dispel magic, revivify, spirit guardians
- [x] 1
- [ ] 2
- [ ] 3
4th level: death ward, stone shape
- [x] 1
- [ ] 2
0: Hold person at 2nd level, Fly straight up ✅
1: Explosive Flask + Wing Buffet + Wing Buffet, Healing Word ✅
2: Spirit guardians ✅
3: EARTHQUAKE. Resistance, healing word
4: Bestow curse
5: Sacred Flame, healing word
6: Shield of faith
Explosive Flask (Recharge 5-6), The kobold throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait.
Upon her death:
> As you ...., Mother Krangor sees it coming, fear in her beady eyes for the first time. As a reaction, she closes her eyes, throws away her staff, puts a hand at her temple. When she draws her hand away, there is a thin silvery, familiar mist of energy thaht shoots out from her hand and into the caverns beyond. As she dies, she yells, "Vokodo! I have failed!".
>
> And from a distance, you hear silence... and then a loud, answering roar of rage that reverberates off the walls. Vokodo is awake... and hungry for vengeance.
```statblock
name: Mother Krangor
size: Small
type: humanoid
subtype: kobold
alignment: lawful evil
ac: 18
hp: 106
hit_dice: 10d12+8d6+18
speed: 30 ft., fly 30 ft.
stats: [10, 16, 15, 16, 18, 16]
saves:
- dexterity: 5
- intelligence: 5
- wisdom: 6
skills:
- arcana: 5
- medicine: 3
damage_vulnerabilities: cold
damage_resistances:
damage_immunities: poison, fire
condition_immunities: poisoned
senses: darkvision 60 ft., passive Perception 14
languages: Common, Draconic
cr: 7
traits:
- [Sunlight Sensitivity, While in sunlight, Mother Krangor has Disadvantage on attack rolls as well as Wisdom (Perception) checks that rely on sight.]
- [Pack Tactics, The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.]
- [Spellcasting, Mother Krangor is an 8th-level Cleric. Her spellcasting ability is Wisdom (spell save DC 18. Her spellcasting attack bonus is +9 to hit with spell attacks). She has the following spells prepared:]
- [Cantrips (at will), light, mending, resistance, sacred flame]
- [1st level (4 slots), guiding bolt, healing word, inflict wounds, shield of faith]
- [2nd level (3 slots), continual flame, hold person, prayer of healing, spiritual weapon]
- [3rd level (3 slots), bestow curse, dispel magic, revivify, spirit guardians]
- [4th level (2 slots), death ward, stone shape]
actions:
- [Multiattack, Mother Krangor makes three attacks per turn: two with her sickle-staff and one with her wings buffet.]
- [Sickle-staff, Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (4d6) piercing damage.]
- [Wing Buffet, Melee Weapon Attack: +5 to hit, reach 10 ft., multiple targets. Hit: 10 (2d6 +4) bludgeoning damage.]
- [Alchemical Protection (Recharge after a Short or Long Rest), The kobold chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the kobold can grant resistance to the damage type currently in effect for its Apothecary trait.]
- [Explosive Flask (Recharge 5-6), The kobold throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait.]
```
#### Loot
- 2 potions of superior healing
- 2 potions of mind reading
- Read others' thoughts (DC 13)
- 1 potion of growth
- Enlarge
- 1 potion of animal friendship
- Charm animals
- 1 potions of watchful rest
- don't need to sleep during a long rest
- Dust of Disappearance
- you and creatures within 10 feet of you become invisible
- Glamoured studded leather
- +1 to AC and can look like any clothes
367 g
### Magma Bridge
![[magma_bridge.png]]
- This close up, the heat is sweltering. It's like the air is vibrating with heat, really oppressive, like the inside of an oven.
- You can hear the magma moving-- not quickly, but it cannot be stopped. You hear it devouring bits of rock that break off, and they go _plop_, tssssss as they disappear into the lava.
- There is a small gap between two rocks that allow passage. It might be a little daunting for most people, but everyone here is fairly dextrous. There's probably a few moments where some of us, upon seeing the fiery death below us, temporarily lose our footing, but Eryn and Jamedi, the most dextrous of us, stand by to help people along.
> The red-orange glow of the lake’s surface burbles now and again with a spurt of seismic activity, with globules of molten magma splattering with an oozy sound to be reabsorbed into the lake of lava. The heat is oppressive coming off of the lake, stealing the breath from your lungs and making you sweat through your clothing in a vain effort to cool your body temperature.
### Dragon's Lair
🎥Dynamic Dungeons > Fiery > Static > fierygrid-online72.jpg
![[dragons_lair.png]]
> The oppressive heat in the cave makes it hard not to imagine you’re already in the belly of the beast. You stand on a precipice above a hellish landscape of a constant flow of lava blocked by large pieces of heavy rock that, for now, stem its flow.
> To the far side of the chamber, you see a rock carved in a the shape of a gigantic human skull. The skull is thrown back in a perpetual grimace, its jaws extended and twisted in a silent scream.
> Then you hear a thud. _Doosh. Doosh. Doosh._ And in the entrance of the skull crouches a large, reptilian monstrosity. Its shoulders just graze past the teeth of the skull and scrape some of its hardened scales off, but it doesn't even seem to notice.
> Sleek, powerful muscles like steel cable bulge outward from the four legs of the immense, magical beast. Lightly tattered, folded wings drape across the draconic frame, hinting at its age. The scales along its exoskeleton are backlit with a faint reddish glow, as if magma itself coursed along the surface of its skin, just below its adamantine armor. But most terrifying of all is the spark of malice in its yellowed, reptilian eyes, leering just over its slavering, toothy chops.
> It looks at you all with those intelligent eyes and its jaws curve into a toothy grin.
> "So," it says, "you've killed the kobld queen. She was always a little too _pious_ for my liking. But useful, in her own way. Let me show you what happens to little critters that come to take my treasure."
#### Encounter aspects
- Sweltering Heat
- At the end of every turn, characters take 1d8 fire damage.
- Scorching Light
- All characters with darkvision (all but Ora and Jamedi) are blinded for the first round in the cavern.
#### Environment aspects
- Stalactites
- If they are attacked (AC 10, 4 HP), they fall and cause 2d8 damge.
- Moving across them requires DC14 Acrobatics check to a player takes 1d8 from being caught in the sharp stone edges.
- ![[vokodo-stalactites.png]]
- Rock fall
- DC 14 to dislodge boulders
- ![[vokodo-rockfall.png]]
- Lava pool
- ![[vokodo-lava pool.png]]
#### Attacks
```statblock
monster: Adult Red Dragon
name: Vokodo
```
##### Lair actions
At 20 on initiative order if I decide to do it.
Extremely powerful abilities that should be used sparingly, and only when players think they've got the fight on lock.
- Tail Lash
- The dragon senses movement behind it and lashes out with its tail. Whenever a player character moves behind the dragon, it may make this attack as an immediate free reaction, doing standard damage and knocking the player character back 10 ft. in a straight line.
- Lord of Fire
- The dragon chooses a target and lunges at them. Whenever the dragon attacks, its first target must succeed at a Wisdom saving throw or become stunned with paralyzing fear for 1 round. Afterwards, the victim is shaken so much that they suffer disadvantage on all attacks for 1d3 rounds unless they pass a Wisdom saving throw.
- Immolation
- Instead of making a Fire Breath attack, the dragon sucks super-heated air into its lungs and narrows the stream of its breath weapon into a searing jet of liquid fire focused on a single target. It strikes the first target it encounters, unless they succeed on a DC14 Dexterity saving throw. This concentrates the dragon’s Fire Breath attack into a straight line 5 ft. across. The range of the Fire Breath attack is increased by 30 ft. and inflicts an extra 3d8 fire damage.
- Heat Up
- When the dragon reaches half health, it immediately recharges its Fire Breath attack.
- Summon Minions
- The dragon calls on a number of Fire Brand Kobolds it allows to inhabit its cave for help. The dragon calls upon 1d6 + 4 Fire Brand Kobolds.
- Wall of Fire ^5e7117
- Channelling its flame with precision, the dragon creates a wall of flame across the cavern, driving the player characters apart. It aims this ability between two player characters in an attempt to split the party into two. This wall of flame lasts for 1d3 turns. Passing through the flame incurs 1d8 fire damage.
- Lava Pool Explosion
- With a mighty blow of its tail and wings, the dragon detonates the lava pools, flinging magma into the air to rain down on the player characters' heads. Every player mustr make a DC 14 Dexterity saving throw or suffer 1d8 fire damage from the falling debris.
- Magma eruption
- A new lava pool opens in the centre of the cavern with a width and length of 10 ft. Any player character within 5 ft. of the pool as it opens must succeed on a DC 14 Dexterity saving throw or take 1d8 fire damage as the intense heat and roiling magma scalds them. The new lava pool remains in place for the duration of the combat, and can be represented using the token supplied.
- Tremors
- The cavern trembles as the earth shakes violently. 1d4 rounds after the new lava pool opens, the player characters and the dragon must make a DC 14 Dexterity saving throw or be knocked prone, as the after-effects of the seismic event throws them off their feet.
- Gas Leak
- A pocket of gas has been disturbed by the volcanic seizures gripping the cavern. Any player character within 10 ft. of the new lava pool must make a DC 14 Constitution check or take 2d8 poison damage. Any player character who fails also becomes poisoned until they succeed on a DC 14 Constitution saving throw.
#### Thematic attacks
- Lava Diving ^3d48f2
- The dragon hurls itself into the lava, flinging bright streams of fire into the air, where they hang for a moment before falling on the adventurers. You see its tail flick out once and then it’s gone, swimming downwards.
- WHAT: Impervious to the boiling lava which seethes and roils beneath the floor of the cavern, the dragon can submerge itself in the lava, swim through the magma, and emerge from another of the open pools. As an action, when within 10 ft. of a lava pool, the dragon can leap into the pool. This does, however, incur an attack of opportunity for any player character within range. On its next turn, the dragon can then appear at any of the other lava pools, leaping from the pool as an action.
- WHEN: If the dragon takes notable damage in a single round.
- Hovering Beast ^93d07d
- Beating its wings with vast power hovering above the cavern floor and glimmering lava pools, the dragon is able to evade your attacks with ease even as the movement of its wings buffet you about.
- WHAT: As an action, the dragon can choose to hover, using its wings to suspend itself above the ground and send piles of treasure tumbling in all directions. It may do so for a number of rounds equal to half its Constitution modifier (rounded down). This adds +2/+3/+5 to its AC for the number of rounds it hovers to all melee attacks. Any player character within 10 ft. of the dragon when it uses this action must make a DC 14 Strength check or be knocked prone.
- WHEN: After the dragon has used its Fire Breath attack and must wait for its most potent weapon to recharge.
- It's All Mine! ^41aaa8
- A malicious smile touches the dragon's mouth as you approach. _It's all mine, you shall never take it!_ Then, with a powerful twitch of its enormous tail, a lifetime of wealth in the shape of gold coins, gems, and precious magical items are swept into a massive wave which crashes down upon you.
- WHAT: The wealth wave forces players to dodge, on a Dexterity saving throw, or be knocked prone. Half of the dragon’s wealth is also destroyed! (Players hate losing treasure!)
- WHEN: Halfway into the fight, when the result hangs in the balance.
- Run, Little Things! ^700c49
- Even as the dragon lies, pierced by a score of wounds aits blood pooling by its broken wings, a slow serpentine girn spreads across its face. Before you canb egin to form thoughts of victory, rents of gleaming orange and yellow begin to trace their way across to its form. The dragon gives a chuckle of victory and then explodes.
- WHAT: When it has reached 0 hit points, the dragon can self-destruct, unleashing a vast wave of fire which burns everything it touches to ash. Any creature within 20 ft. of the dragon as it explodes must make a Dexterity saving throw or take 3d8 fire damage.
- WHEN: At the very end of the fight, as its final, spiteful act.
### Dragon's Treasury
🎥Dynamic Dungeons > Dragon's Lair > Dragons_Lair_Alternate_grid.jpg
Loot
- 2,000 pp
- 10,000 gp
- 20,000 sp
- Orb of Uk'otoa
- Luxon Beacon
- Major
- [[Will of the Talon]]
- Flame tongue crossbow
- Flame tongue greatsword
- Pearl of power
- The other half of Eryn's circlet that makes it a crown.
- Minor
- Clockwork Amulet
- Portable Hole
- Tankard of Sobriety
- Wand of the War Mage, +1