Campfire Games

Lair of Esmiralthea

What was once a place of birdsong and dappled sunlight now hangs heavy with silence and spores. Paths wind where they shouldn’t, trees seem to lean inward when no one is looking, and whispers drift between the leaves – mocking, seductive, and wrong. Somewhere deep within, a power festers: ancient, cunning, and utterly in control.

This is no ordinary wilderness. This is a green dragon’s domain.

Esmiralthea the Lurking Whisperer

This area of the forest does not belong to mortals – it belongs to Esmiralthea.

Known in old druidic circles as The Lurking Whisperer, Esmiralthea embodies the frightful nature of the green dragon – a corrupter and spoiler of all that is good. Esmiralthea has a presence that seeps into dreams, a voice that rustles through leaves, and a will that bends the land around her. Ancient beyond reckoning, she has long since abandoned brute force in favor of subtler weapons: lies, illusions, and the weakness of trust.

For decades, she has masqueraded as a guardian spirit of the forest – offering guidance to travelers, manipulating local leaders through dreams, and sowing paranoia where peace once bloomed. Villages on the edge of her domain live in uneasy harmony with the woods, unaware that their traditions and taboos were shaped by the dragon herself.

Her lair lies deep in the forest and serves as a reminder of what she has claimed. The stumps of ancient trees, once serving as an Elven abode, act as her pulpit. From atop these stumps she menacingly judges any that come before her, only sparing the life of those she can’t twist into her servitude.

To truly make this encounter one to remember, it is important to add some special effects, tactics and actions in order to properly convey the strength and power of this creature. Regional effects will show themselves in the wilderness around the lair, becoming stronger and more profound as the players approach. As they manifest themelves, the danger and magnitude of the situation should become apparent. That’s where using special tactics and actions can help to make facing Esmiralthea the frightening prospect foreshadowed.

All of these will be outlined below. Feel free to use existing options, the ones presented here, or to draw inspiration to create your own that fit. Be careful though! Overdoing it can turn a tight encounter into a hopeless defeat for your players. I find it best to sprinkle in their usage at the beginning and turning up the heat as the encounter nears resolution – think of it as a desperate attempt by Esmiralthea to snatch back victory.

Regional Effects

Whispers in the Woods

The wind through the forest carries fragmented whispers that mimic loved ones or deepest fears. A DC 15 Insight check will recognize them as illusions. Failing by 5+ may result in minor confusion or a compulsion to follow the sound.

False Senses

Esmiralthea’s magic causes sound and scent to behave oddly. Voices echo from the wrong direction, strange and alluring smells come from all over, and tracks may appear where no creature passed. Tracking checks in the area suffer unless the party has magical means or expertise.

Verdant Madness

Beasts and even some humanoids in the region slowly lose their minds, becoming territorial and aggressive. Druids and rangers may notice this change with a DC 14 Animal Handling check.

Lair Actions

Poisonous Bloom

A patch of strange flowers rapidly sprouts and releases a burst of choking green gas. Each creature within 10 feet of the bloom must make a DC 15 CON save or be poisoned until the end of their next turn. If already poisoned, they take 2d10 poison damage instead.

Camouflage Veil

The dragon or one chosen creature becomes veiled by shifting natural camouflage until initiative count 20 on the next round, unless revealed by magical means. Ranged attacks against a camouflaged creature ae at disadvantage.

Tactics

Corrupted Words

As the encounter begins, and even throughout, look to use her cunning and guile to strike an advantage. A clever lie may have the party thinking the have struck a deal only to be ambushed when the moment is right. Esmiralthea may even convince the party to avoid combat altogether.

While she is unlikely to convince any of the players to sway their allegiance, if there happens to be an NPC around this would be a prime target. For a twist, you could provide the players a guide through the forest, only to have them turn at the final battle. Depending on the challenge you wish to add, consider also adding some loyal followers of the forest she has already turned to fight for her as henchmen. Flavor these how you like, taking a basic stat block that provides only a small threat to keep the difficulty balance shifted toward the dragon.

High Ground

The ability to fly provides Esmiralthea with a huge advantage. The large tree stumps also provide a perfect roost for her to exploit. With only limited ranged attacks, she will not be able to stay on the stump attacking from distance. But, any turn she has a breath attack available is the perfect time to take flight. Landing on the stump and spewing her poisonous breath will prove to your players she is a serious threat.

The high ground also can be used tactically to minimize risk. If surrounded, even the most dangerous foes can be dealt with in short time. Moving from stump to stump serves to separate the party and isolate weaker members. With everyone spread out a vulnerable member might be left too far from the aid of others. This is the perfect time to swoop in and deal a great blow.

The Caves

At the back of the clearing are some small caves in the cliffs. Feel free to adjust these how you see fit, but the intention is the top most cave is her main lair while the bottom two are the ends of a tunnel through the rock. While she may not be able to force players into them, moving behind the party may cause them to try and seek cover.

Another option may be for her to enter the caves herself, luring members into close quarters combat. Against a party with strong ranged capabilities, this may even provide some much needed cover.

A dragon encounter should never feel like just another monster in a cave – it should feel like walking into the belly of something alive, clever, and hungry. By customizing lair actions, regional effects, and the dragon’s personality, you can give your players a villain they’ll never forget (and possibly never forgive).

Whether Esmiralthea stalks their dreams, poisons their friends, or simply watches from the trees with a knowing grin, make sure the players leave her forest with a new appreciation of her might.

Thanks for exploring this map!

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