Mountain adventure · talk or treasure

The Sleeping Dragon’s Hoard

A shepherd’s ram wandered into a dragon’s cave — and the dragon guarding it might just be lonely.

Pick a session length

Read this to your players to start

A shepherd’s favorite ram wandered into a cave on Frostpeak Mountain — a cave the whole valley whispers is home to a young dragon’s glittering hoard. The shepherd begs the heroes to bring the ram back safely, dragon or no dragon.

Cave Mouth Bat Ledges The Chasm Hoard Chamber Hidden Spring (bonus)
A single winding cave passage climbs from the mountain entrance up to the hoard chamber, with an optional deeper tunnel to the hidden spring for the Epic Session bonus.

The adventure, scene by scene

  1. Scene 1

    The Shepherd’s Plea

    Read aloud

    A worried shepherd meets you at the base of Frostpeak Mountain. "My best ram wandered up into that cave — the one everyone says has a dragon in it. Please, just bring her back. I don’t care about any treasure."

    DM notes

    Make clear this is a rescue mission, not a treasure hunt — that framing matters for the twist later. Head up the mountain toward the cave.

  2. Scene 2

    The Bat Ledges

    Read aloud

    The cave mouth opens into a wide chamber, its ceiling lost in shadow. Something stirs up there — a cluster of Giant Bats, disturbed by your torchlight.

    DM notes

    One or two Giant Bats swoop down (scale to party size). A loud noise (banging shields, shouting) scares them off without a fight if the party would rather avoid it — mention that option if they seem stuck.

  3. Scene 3

    The Chasm

    Read aloud

    The passage narrows to a ledge along a deep, dark chasm. You’ll need to cross it carefully to reach the deeper cave.

    DM notes

    A Brave check (Difficulty Number 13) crosses confidently; a Clever check (Difficulty Number 13) finds a safer, longer route. Failing either just means a scare and 1 Heart Point lost catching yourself — never a fall, this is a kids’ adventure.

  4. Scene 4

    Not Alone

    Read aloud

    The hoard chamber glows with firelight. Emberwing the young dragon is curled protectively around a small pile of gold — and, nestled against her side, fast asleep, is the shepherd’s ram. She isn’t hoarding it. She’s keeping it company.

    DM notes

    The reveal: Emberwing is young and lonely, not a monster to defeat. This should visibly soften even a combat-focused table’s plan — let them react before jumping to the climax.

  5. Scene 5

    Bonus: The Hidden Spring

    Read aloud

    If the party befriends Emberwing, she asks for one favor in return: help her find a warm spring she remembers from a cub-hood memory, somewhere deeper in the mountain, said to ease a dragon’s aching wing.

    DM notes

    A short, low-stakes exploration side-quest (a couple of Clever checks to navigate old tunnels) rather than a fight — a good fit for groups who want more but not more combat. Finding the spring makes Emberwing a lasting ally.

  6. Scene 6

    Emberwing Wakes

    Read aloud

    Emberwing raises her head, smoke curling from her nostrils, and fixes you with a golden eye. "Who dares..." she begins — then stops, seeing how carefully you’re looking at the sleeping ram rather than her gold.

    DM notes

    Three valid endings: (1) Talk her down (Kind, Difficulty Number 14) — she wakes the ram gently and lets the party leave in peace, maybe with a small gift of gold. (2) Fight her — she’s tough but not out to kill, and will flee the cave (not die) if brought below 5 Heart Points, letting the party take the ram safely. (3) Any clever compromise the table invents (offering to visit again, trading a story) should work great — a lonely dragon responds to company more than combat.

Who’s in this adventure

Giant Bat

Heart Points
5
Guard
13
Attack
Bite +3 (1d4 Heart Points)

Erratic flier — when you attack it, roll twice and use the worse result.

Emberwing, the Young Dragon

Heart Points
20
Guard
15
Attack
Bite & Claw +4 (1d8 Heart Points)

Once per fight, puffs a small cloud of hot embers — every hero nearby takes 1d4 Heart Points. Can be talked down entirely with a successful Kind check (Difficulty Number 14) instead of fighting.

Rewards

  • The shepherd’s ram, safe and sound.
  • A small handful of dragon-hoard coins (Emberwing’s gift, if befriended).
  • A possible ally for future stories: Emberwing, if the party was kind to her.

Tips for running this one

  • Play Emberwing more shy than scary once she wakes — she postures at first, but she’s genuinely lonely underneath. That contrast is the whole point of this adventure.
  • The chasm and bats exist to build tension before the reveal — keep both quick, they’re not meant to be the main event.
  • If your table fights Emberwing, let her flee rather than be defeated outright — dragons in this world are rare and worth keeping alive for later stories.