Below a sheer cliff of jagged shale unfolds a sprawling wasteland of white bone. Most of the dragons who called Xen’drik home over the past several thousand years lie here. Those who fell in the war against the giants, and the many guardians left behind over the ages, sleep side by side in this mournful grove, their titanic bones piled 50 feet deep in places. Few dare disturb their eternal rest.
Approach
The boneyard is surrounded by thick jungle. Travelers know they are near by the sight of frequent heaps of smaller bones among the undergrowth. Primitive creatures are drawn to the boneyard when death is nigh, perhaps by some primal urge to rest close to the chosen of Eberron. The remains of tigers, elephants, and entire tribes of savage humanoids dot the surrounding jungle. A party closing in on the site from the northeast emerges from the treeline to the edge of a dizzying bluff overlooking miles of bleached bone.
The air is still in reverence; no jungle bird or hunting beast dares disturb the dragons’ rest. Few beings glimpse these mighty creatures up close in life; the sheer majesty of their immense power is not diminished in death, but rather intensified by their unyielding stillness. The bones go on forever, piled higher than the jungle in some places. Teeth the size of a human’s torso loom ominously from the open jaw of one giant skull. Another’s horns, easily the size of two lightning rail cars stacked end to end, jut from a pile of massive ribs. Nearby, a gnarled talon, scarred from a thousand battles, clutches a smaller dragon’s skull.
Features
Time loses meaning among the ancient dead. Days and even weeks pass unnoticed here, and more than one visitor has perished from thirst without realizing its need. Everyday a trespasser here must succeed on a DC 25 Survival check or believe that no time has passed. An affected creature forgets to prepare new spells (believing it cannot do so yet) and does not eat or rest (becoming fatigued).
The entire boneyard is difficult terrain, forcing explorers to gingerly pick their way up and down treacherous piles of remains. Each round, a DC 10 Climb check is necessary to move. Failure on the check causes the subject to move 10 feet in a random direction instead, sliding on the shifting bones beneath.
Keyed Locations
The following features correspond to numbered areas on the map.
- Ribbed Corridor: Several archways formed from the ribcage of a great wyrm lead into the boneyard. Warnings left by local tribes admonish trespassers in several languages with words such as “Never wake what rests within” and “The gods curse those who disturb their dead.”
- Bone Pits: The dead dragons do not suffer disturbance lightly, and anyone clambering over these areas runs the risk of impalement on the sharp protrusions beneath. Anyone stepping on one falls through, landing on bone spurs 20 feet below and taking 4d6 points of piercing damage (Reflex DC 20 half). A successful DC 25 Search check allows a creature to pinpoint these hazards.
- White Obelisk: This tremendous monument stands in memorial of the Soldiers of the Light who fell in battle against the giants during the cataclysm that left Xen’drik in ruins. A Draconic inscription reads “Hail the victorious dead. Their sacrifice shall never be forgotten.” Anyone who touches the obelisk experiences terrible visions of the great battle waged millennia ago. Flights of dragons soar overhead, raining arcane fury and tempests of elemental breath upon the land, razing entire stretches of jungle. The cacophonous din of the dragons’ fury threatens to shake the listener apart, and the cries of dying giants writhing in agony cannot be forgotten. Anyone who experiences this vision is stunned for 2d6 rounds and automatically fails her next save against a dragon’s frightful presence, as the horrible visions resurface in her mind.
- Bone Warrens: These tunnels and burrows dug beneath the piles of bones are home to a tribe of troglodytes who safeguard the place. If 20 points of damage is dealt to the ceiling of the warrens, it collapses, raining tons of bones on those beneath (10d6 bludgeoning damage, Reflex DC 20 half), pinning them in the debris.
- The Hoard Memoriam: This large pit contains a vast hoard of gold, precious jewels, and magic items. Its exact contents are left to the DM’s discretion, but anyone who steals from the dead dragons is afflicted by a terrible curse. Over the course of the next three days, the cursed creature slowly transforms. The first day after the theft, it coughs up small rubies and sapphires, and strands of silver appear in its hair. The next day its skin takes on a pearly luster, and its joints harden painfully (–4 penalty to Strength and Dexterity). On the third and final day, the accursed one transforms into a pile of treasure. No magic can intervene, but returning the stolen items halts the process, after which a wish or miracle can reverse it.
- Guardians of the Dead: Four intact dragon skeletons stand vigilant here, opposing any who seek entry to the Council of Skulls (see the sidebar). Use red dragon skeletons (MM 227) or skeletal dragons (Dr 192).
- Council of Skulls: This large circular chamber hewn into the shale cliff contains the skulls of ten great wyrms, one of each color. Their souls remain to teach younger dragons the mysteries of their heritage and to treat with important humanoids with a potentially great role in the Prophecy. The skulls are mounted in the wall and speak to any who enter, though they annihilate those they find unworthy with their potent breath weapons. A worthy petitioner can gain a mighty boon