[D&D 5e] Rise of Tiamat.pdf

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THE
RISE
OF
T1AMAT
B
y
S
t e v e
W
i n t e r
and
A
lexander
W
in ter
JY K
ANNY
of
TfR
AqONS,.
C
r e d it s
K
o b o l d
P
ress
Designers:
Steve W inter, Alexander W inter
Developer and Producer:
W olfgang Baur
Editor:
Scott Fitzgerald Cray
Interior Illustrators:
John-Paul Balmet, N ic o le Cardiff,
G u id o Kuip, M arcel M ercado, Bryan Syme
Cartographer:
Jared Blando
Art Director:
M a rc Radle
W
izards o f t h e
C
o ast
D & D Lead Designers:
M ike M earls, Jeremy Craw ford
Producer:
G reg Bilsland
Adventure Contributors:
M ike M earls, C h ristoph e r Perkins,
M att Sernett, Chris Sims, Rodney Th o m p so n ,
Jeremy Craw ford
Art Directors:
Kate Irwin, Shauna N arciso
Cover Illustrator:
M ich a e l Komarck
Graphic Designers:
Bree H eiss, Emi Tanji
Project Management:
N eil Shinkle, John Hay
Production Services:
Cynda Callaway, Jefferson Dunlap,
David G ershm an, A nita W illiam s
Brand and Marketing:
Nathan Stewart, Liz Schuh,
C hris Lindsay, Shelly M azzan oble , Hilary Ross,
Laura Tom m ervik, Kim Lundstrom , Trevor Kidd
Playtesters:
M elissa Bassett, A ndre Begin, M ik Calow,
M elan ie Cote, M a n o n Crevier, Ben D anderson, Dave
Eadie, Frank Foulis, Rodrigo G o rgulho, Pete G riffith,
Liam Gulliver, Jon H arvill, Joseph Kauffm ann, Yan
Lacharite, Renata Landim , R odrigo Landim , Eric Leroux,
C arlos Eduardo Lopes, Julia Lopes, David M uller, C laudio
Pozas, Paula Pozas, C o u n t Response, Sara Servin, Robin
Stacey, Jaim e Thayer, Keoki Young
Disclaimer: Tiam at does not apologize f o r TPKs.
F
orew ord
W ith this adventure, you are ready to begin the final
assault against Tiamat, wrapping up the first great
campaign for the fifth edition of
D
u n g e o n s
& D
r a g o n s
.
Whether or not you played through the first installment
of this series—H
oard o f the Dragon Queen—you
need
only the basic rules and the
Tyranny o f Dragons
online
appendix to play through this adventure.
T h is campaign takes the game to ever-greater heights
of power, both for the heroes and for the foes they face.
The challenges of this adventure are greater than
anything the characters have faced before—and of
course the thrill of presenting those bigger challenges in
an epic light is more satisfying for the Dungeon Master
as well. Go big in these episodes!
The adventurers might be blasted and destroyed
by dragon fire, ensnared by sorcery, or cut down by
vengeful cultists. But the options and allies available to
the heroes as they fight against the Cult of the Dragon
are equally great.
Defeating Tiamat won’t be easy, but I am certain
you and your players w ill make it both exciting and
memorable. Good luck, and good gaming!
Wolfgang Baur
Founder, Kobold Press
July 2014
ON THE COVER
N o longer im prisoned in the N in e Hells,
T ia m a t makes her triu m phan t ascent and
claim s the W ell o f D ragons as her lair. H er
arrival, as illustrated by M ichae l Komarck,
portends the dawn o f a grim new age.
620A9607000001 EN
ISBN: 978-0-7869-6565-6
First Printing October 2014
98765432
[
£
D U N G E O N S & D R A G O N S , D & D , W izard s o f the Coast,
Forgotten Realms, the dragon am persand, Tyranny o f Dragons, H oard o f the D ragon Q ueen, The Rise o f Tiam at, Player’s H an dbook, M o n s te r M anual, Dungeon M a s te r’s G uide,
all other W izard s o f the C oa st p ro d u c t nam es, and their respective logo s are tradem arks o f W izard s o f the C oast in the U S A and other countries. A ll characters and th e ir distin ctive
likenesses are p ro pe rty o f W izard s o f the Coast. T h is material is protected under the copyrigh t laws o f the U nited States o f A m erica. Any re produ ctio n o r un au thorized use o f the
m aterial or artw ork co ntain ed herein is pro hibited w ithout the express w ritten perm ission o f W izard s o f the Coast.
Th e Kobold Press logo is a tradem ark o f O pe n D esign and is used by perm ission.
Printed in the USA. ©2014 W izard s o f the C oa st LLC, P O Box 707, Renton, W A 98057-0707, USA. M anu fa ctu re d by H a sb ro SA, Rue Emile-Bo^chat 31, 2800 Del^m ont, C H .
Represented by H asbro Europe. 4 The Square. S tockley Park. Uxbridge. M iddlesex. UB11 1ET. UK.
T
able
of
C
ontents
Episode 7: Xonthal’s Tower................. 62
The Maze..................................... 63
Map:
Xonthal’ Tower......................65
s
The Tower.................................... 69
Dungeon...................................... 71
Exiting Xonthal’s Tower................... 74
Conclusion....................................74
Episode 8: Mission to Thay................. 75
The Enemy of My Enemy................. 75
Conclusion....................................77
Episode 9: Tiamat’s Return................. 78
The Well of Dragons....................... 79
Map:
The Well of Dragons................ 80
Map:
Tiamat’s Temple..................... 84
Tiamat’s Temple............................. 85
Enemies and Allies.........................86
Victory or Defeat............................88
Appendix A: Monsters..................... 89
Appendix B: Magic Items.................93
Appendix C: Council Scorecard.........94
Introduction.........................................4
Background.........................................4
Overview............................................ 5
Outline of Episodes.............................. 5
Adventure Hooks.................................. 6
Additional Encounters...........................6
Running the Adventure.......................... 7
Groups............................................... 8
Villains............................................... 8
Allies................................................ 1
1
Episode 1: Council of Waterdeep.......... 18
Starting the Adventure.................... 18
Back in Waterdeep......................... 19
Gathering Allies............................. 19
Sessions of the Council .................. 19
Scoring the Sessions......................23
Episode 2: The Sea of Moving Ice......... 24
The Sea of Moving Ice..................... 25
Oyaviggaton.................................. 27
Ice Caves......................................29
Map:
Arauthator’s Lair.................... 31
Arauthator’ Lair............................36
s
Developments............................... 37
Leaving Oyaviggaton...................... 37
Arauthator’s Treasure......................37
Conclusion....................................37
Episodes 3 and 4: Death to
the Wyrmspeakers............................. 38
Varram the White...........................38
Tomb of Diderius...........................40
Map:
Tomb of Diderius................... 40
Ss’tck’ l....................................... 45
a
Conclusion....................................47
Neronvain..................................... 48
The Misty Forest............................ 48
Neronvain’s Stronghold................... 50
Map:
Neronvain’s Stronghold........... 51
Conclusion....................................53
Episode 5: The Cult Strikes Back......... 54
First Attack...................................54
Second Attack............................... 55
Third Attack.................................. 56
Sequence of Events........................ 57
Episode 6: Metallic Dragons, Arise....... 58
Unlikely Ambassadors.................... 58
Council of Dragons.........................59
Conclusion....................................61
T
y r
a n n y of
D
ragons
Lo rds’ A lliance recognizes the obvious threat to the
lands and rulers of the Sword Coast and the North,
while the Em erald Enclave suspects that anything Thay
promotes is likely against the natural order. Even the
Zhentarim fear the union of two such powerful forces.
News of the alliance has thus brought the various
factions of the Sword Coast together. The leaders
of those factions understand that they must gather
and rally forces to fight the cult, even as the situation
in Faerun grows more dire. Abductions and raids
undertaken by the Cult of the Dragon increase daily,
and refugees are fleeing from burned-out regions under
cult attack to major cities and fortresses. Villagers have
abandoned their crops and herds, fleeing the constant
predation of dragons.
In many cities, all-out panic has created a growing
movement in favor of agreeing to the cult’s demands in
the hope of w inning concessions in return. It is difficult
to muster troops when people are afraid they w ill be
burned by dragonfire. T h is is a time for heroes to inspire
the people of the Sword Coast with a great victory or
two. Fortunately, the Forgotten Realm s has just such a
group of heroes.
D
rag o n
M
asks
T
yranny o f Dragons: The R ise o f Tiamat
is a
Dungeons & D ra g o n s adventure for characters
beginning at 8th level, and the continuation of the
first volume,
H oard o f the Dragon Queen.
By
the time
the adventure runs its course, the characters should
reach 15th level (or be close to it).
Four characters is the ideal party size. If your group
is smaller than that, consider removing a few opponents
from combat encounters. If the group is bigger,
consider adding opponents to the fights. Consider
altering encounters for smaller groups to avoid overly
tough battles.
I
n t r o d u c t i o n
Tyranny o f Dragons
is set in the Sword Coast region
of the Forgotten Realm s—a thin strip of civilization
stretching down Faerun’s western shore. The widely
spaced cities of the Sword Coast are arranged on a
single great road like beads on a string. The road goes
by several names as it winds over two thousand miles
from Luskan in the north to Calim port in the south,
passing through Neverwinter, Waterdeep, B aldur’s Gate,
and other great ports along the way. The first volume
of
Tyranny o f Dragons
took place largely on the stretch
between Baldur’s Gate and Neverwinter. T h is second
volume takes the adventurers farther afield across the
Sword Coast, preparing them for the final showdown
against the servants of Tiamat.
A dventure Supplem ents.
You can play this adventure
with just the
Dungeons & D ra g o n s
basic rules and the
Tyranny o f Dragons
online supplement, which contains
all the monsters and magic items not described in this
book. Both of these supplements are available as free
downloads on DungeonsandDragons.com.
C haracter Advancem ent.
T h is adventure uses the
milestone experience rule. Under this rule, completing
certain events in the campaign causes the characters to
level up. See “Advancement,” below.
The new leader of the cult is a Calishite named Severin
Silrajin, who believes that real draconic knowledge
and power belongs to living dragons, not undead ones.
Severin’s ambition amused Tiamat, so she revealed the
existence of five dragon masks to him—one for each
chromatic dragon color. Individually, these ancient
masks allow wearers to communicate with dragons.
More importantly, a character who is erudite in draconic
lore becomes a wyrmspeaker w hile wearing the
mask, which allows the wearer to think like a dragon,
gain favor among dragons, and subtly influence their
behavior. W hen all five are brought together, they
magically merge into a single M ask of the Dragon
Queen. W ith the assembled mask, the cult can release
Tiam at from her prison in the Nine Hells.
After Severin (subtly guided by Tiamat) discovered
that secret, he bent all the cult’s resources to finding
the long-lost dragon masks in their secret hiding places.
W hen he recovered the red mask, Severin became the
first of the wyrmspeakers, but others soon followed.
S
e c r e t s
B
a c k g r o u n d
The Cult of the Dragon has been active in Faerun for
centuries. For most of that time, its focus has been on
undead dragons, but that’s changed. Now the cult seeks
to act more directly and more boldly—by summoning
Tiam at out of the Nine H ells and bringing her bodily
into the world. So far, cultists and their leaders have
gathered great stores of treasure, forged an alliance
with Thay to assist with learning and performing the
required summoning ritual, gathered up the five dragon
masks central to the ritual (see “Dragon Masks,”
below), and persuaded or cajoled many of the oldest and
strongest evil dragons of Faerun into supporting them.
However, not everything has gone according to the
cult’s plans. The discovery of an alliance between
the Cult of the Dragon and the Red W izards of Thay
has shaken the various factions aligned against both
organizations. The Harpers view any such alliance as
an abomination, as does the Order of the Gauntlet. The
In the first volume of
Tyranny o f Dragons,
the Cult of
the Dragon gathered up a hoard for Tiamat—then lost
a portion of that hoard when Skyreach Castle fell. A ll
the while, the cult kept secret its goal of bringing back
Tiamat and its alliance with an exiled group of Red
W izards of Thay. The cult now needs only to gather
enough sacrifices to power the ritual by which the
dragon masks w ill open a portal to the Nine Hells,
allowing Tiamat to travel to the Material Plane.
These plans continue to move ahead as the
Thayan exile Rath M odar and his Red W izards bring
expertise in summoning magic to the cult, preparing
a tremendous blood sacrifice to empower the ritual.
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