Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Red Hand of Doom 4.0
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Benimoto" data-source="post: 4310585" data-attributes="member: 40093"><p>Part 4:</p><p>[sblock]</p><p>PART 4</p><p>Notes on Part 4: This part is intended for early level 10 PCs, who will reach level 11 by the end of this part. The main action of this part all takes place during one day, which may be problematic from a healing and recovery perspective. Suggestions are given below for some unusual healing circumstances. </p><p></p><p>Audience With the Lords: level 10, 2500 xp</p><p>major skill challenge</p><p>Notes: Divide this up into 3 parts?</p><p></p><p>Battlefield Resources</p><p>Reinforcements: *** </p><p>Magic Items: 7 parcels</p><p>Healing: Tredora Goldenbow has prayed for and received a special ritual from Pelor for the battle ahead. The ritual takes 10 minues and will fully heal and refresh the PCs as if they had taken an extended rest. The components are rare, but she has enough to cast the ritual twice. (Note that if she is not at the cathedral, she will only be available able to cast it once.)</p><p>Notes: The “ritual of healing” is cheesy, but it's my best idea to allow the whole battle to be run in one night.</p><p></p><p>Save the Walls: level 11, 3200 xp</p><p>4 hill giants (level 13 brute) (MM 121)</p><p>Creatures: Note that there is errata for the hill giants, bring their club damage to ***</p><p>Tactics: The setup where the hill giants are throwing rocks 500 feet to the walls doesn't work in 4e. Consider putting the hill giant a mere 80 feet from the walls and describing the archers on the walls as too cowed by the boulders to lay down any significant fire or too inaccurate to hit their AC.</p><p> When the PCs reach the giants, the walls have 700 hit points left, AC 3 (and concealment), Defenses 15 and Resist all 5. They will last the same 25 rounds the module mentions if the giants are left to their attacks.</p><p> There is no bonus for higher ground. The giants will fight the PCs if engaged in melee or bloodied by ranged attacks. They will flee if reduced below 30 hit points.</p><p>Treasure: 2 parcels</p><p></p><p>Abithrax's Rampage: level 12, 3500 xp</p><p>Abithrax, young adult red dragon (level 12 solo soldier) (custom, though similar to MM 82-83)</p><p>Tactics: As mentioned in the module, Abithrax casually terrorizes the city without any significant opposition until the PCs arrive. When the PCs draw his attention, he attacks them using the general red dragons tactics from the Monster Manual (MM 82). As mentioned in the module, he favors those displaying holy symbols of good gods as targets. He only has his breath weapon to fight with from the air, so unless the party is entirely unable to affect an aerial target, he stays in melee, fighting to the death.</p><p>Brindol in Flames: This is a good place for a skill challenge.</p><p>Development: If Tredora is stationed at the cathedral, she will be available to perform the ritual of healing on the PCs. If she is stationed elsewhere in the city, she is unable to be found before moving to the next part of the battle.</p><p>Notes: What level for Abithrax? 11? 12? 13? Does it make a big difference?</p><p></p><p>Streets of Blood</p><p>Setup: The PCs get 1 Lion of Brindol (custom) and 10 town guards (use human lackeys, MM 162, but describe the club as a spear). If they have an alliance with the elves, they can call upon an elven strafing run twice during the battle.</p><p> The barricade is physically set up as described in the module. Medium and small creatures can move through the barricade using a squeeze action (PHB 292). Note that squeezing is a separate move action and not part of a normal move. Jumping the barricade requires a DC 40 Athletics check, or DC 20 with a running start. Each square of the barricade can be destroyed by a DC 24 Strength check, or it can be damaged by attacks. Each square has 40 hit points, AC 4, and Defenses 12. A destroyed square becomes difficult terrain, and can be rebuilt in 4 rounds, or fixed by restoring 10 hit points per round of work.</p><p>Healing: Allow the PCs to recover as if they had taken a short rest between each wave, even though only 1d4+2 rounds pass.</p><p></p><p>Streets of Blood, First Wave: level 9, 1928 xp</p><p>1 manticore (level 10 elite skirmisher) (MM 184)</p><p>2 hobgoblin commanders (level 5 soldier) (MM 140)</p><p>6 hobgoblin warriors (level 8 minion) (MM 138)</p><p>Creatures: There is only one manticore, since it is elite. The hobgoblin warriors are equipped with longbows with essentially the same stats as their longswords: Ranged 20/40 +10 vs. AC; 6 damage.</p><p></p><p>Streets of Blood, Second Wave: level 10, 2400 xp</p><p>8 Blood Ghost berserkers (level 7 brute) (custom)</p><p></p><p>Streets of Blood, Third Wave: level 11, 3000 xp</p><p>5 bluespawn stormlizards (level 9 brute) (custom)</p><p>5 goblin riders (level 5 skirmisher) (custom)</p><p></p><p>Streets of Blood, Fourth Wave: level 12, 3500 xp</p><p>3 greenspawn razorfiend (level 10 elite skirmisher) (custom)</p><p>1 Kulkor Zuul mindbender (level 10 controller) (custom)</p><p>Creatures: There is only one mindbender.</p><p>Notes: If the PCs aren't completely exhausted, consider running this wave regardless of whether the PCs cleared the hatchery in part 2.</p><p></p><p>Streets of Blood, Fifth Wave: level 13, 3850 xp</p><p>2 ghost dire lions (level 8 elite brute) (custom)</p><p>3 ghost brute lions (level 8 lurker) (custom)</p><p>4 lesser bonedrinkers (level 8 soldier) (custom)</p><p>Notes: Hopefully there's no need to run this.</p><p></p><p>Streets of Blood Development</p><p>Streets of blood is a grueling encounter and the PCs are likely depleted of resources at this point. Allow them to find Tredora Goldenbow, where she will perform the ritual of healing to refresh the PCs as if they had taken an extended rest. If she is in the cathedral, then the PCs will exit the cathedral to witness the aftermath of Skather's sniper attack. Otherwise, the PCs receive Jarmaath's telepathic summons to the cathedral square to begin the next phase of the battle.</p><p></p><p>Sniper Attack: level 11, 3000 xp</p><p>2 Kulkor Zuul war adepts (level 10 artillery) (custom)</p><p>Skather, blackspawn ninja (level 14 elite or level 9 solo) (custom)</p><p>Setup: Skather lurks in the coffin shop, firing his bow at the unwitting targets below. He has used his assassin's arrow power to kill several soldiers. He has no particular way to knock Lord Jarmaath unconscious, aside from reducing him to 0 hit point, but if you'd like to say that he has used a strange and unusual poison on Jarmaath, go ahead. The mechanics for Skather's superior cover have changed (see PHB 188) but the result is similar. PCs beating Skather's stealth check by less than 10 (he has +18) only learn the rough direction and distance of his attacks, but cannot pinpoint his location. If pinpointed, he will hide again on his next turn.</p><p>Tactics: As the PCs draw near, the combat plays out similarly to the description in the module. PCs targetting Skather from the street take -5 to their attacks if they can spot him at all. You may consider rolling for initiative as soon as the PCs draw close to the building and having the war adepts take readying actions. Nobody has any potions to drink or scrolls to use. When the war adepts are bloodied, they will try to flee upstairs, using their tactical teleport ability to avoid the caltrops. The caltrops attack at +15 vs. AC and deal 3 ongoing damage and the target is slowed (save ends both). Skather fights until reduced below 60 hit points, at which point he will try to flee to the fane of Tiamat, as described in the module.</p><p>Treasure: 1 parcel</p><p></p><p>Final Battle: level 12+, 3600+ xp</p><p>4 ogre thugs (level 11 minion) (MM 198)</p><p>2 hill giants (level 13 brute) (MM 121)</p><p>Wyrmlord Kharn (level 12 elite soldier) (custom)</p><p>Creatures: The ogres are minions now. Hopefully that won't be too jarring of a shift. As mentioned, any wyrmlords who have fled, or even the Ghostlord are also present for this battle.</p><p>Notes: The module's description works great for this battle. Kharn and the hill giants are tanks, but they should eventually go down.</p><p></p><p>Victory Points:</p><p>If the PCs have over 40 victory points, they earn XP for an 11th level major quest (3,000 XP for 5 PCs).</p><p>Notes: If the PCs started at level 6, and have done well in the module, then they should make level 11 by this point. This is a very appropriate point for their entry into the paragon tier, so if they didn't make 11 and have been doing well, consider fudging the quest XP to make them level 11.</p><p></p><p>Total XP for Part 4: 29,628 (33,478 with streets of blood fifth wave).</p><p>[/sblock]</p><p></p><p>Part 5:</p><p>[sblock]</p><p>PART 5</p><p>Notes on Part 5: This part is intended for level 11 characters, who will reach level 12 partway through. If the PCs are not level 11 yet, some random encounters in the Wyrmsmoke mountains may be useful.</p><p> Suggestions for random encounters:</p><p>6 blackspawn raiders (see guard barracks)</p><p>8 blood ghost berserkers (see part 4)</p><p>either ogre encounter group (MM 199)</p><p>ettin encounter group (MM 108)</p><p>either manticore encounter group (MM 184)</p><p>galeb duhr encounter group (MM 114)</p><p>level 12 cyclops encounter (MM 112)</p><p> The features of the fane are as suggested in the module, with reinforced masonry walls, iron doors, and stone secret doors. The Percetion DC to notice a secret door is 25.</p><p> Security is as mentioned in the module. There are a few lower-level encounters where it is specifically recommended that 3 of the blackspawn raiders interrupt the combat, but otherwise it isn't necessary to have too many pointless confrontations with the guards.</p><p></p><p>The Mark of Tiamat: level 13, 4000 xp</p><p>Tyragun, adult blue dragon (level 13 solo artillery) (MM 78)</p><p>Creature: Taking his role as guardian of the fane seriously, Tyragun has taken both skill training and skill focus in perception, giving him a +21 modifier instead of the +23 mentioned in the module. (Passive Perception is thus 31). His stats are otherwise the same as the adult blue dragon in the Monster Manual. He no longer has the sound imitation ability, so he is simply making an untrained Bluff check (at +8) to play his little game at the beginning of the encounter. He no longer has any buff spells to cast before combat.</p><p>Tactics: Tyragun's simple tactics are essentially the same as in the module. He flies down to a point level with the ledge and uses his breath weapon to bombard the PCs to death. Instead of a wand of fireballs, he now has the lightning burst ability to supplement his breath weapon. If forced into melee, he uses his fury ability, spending an action point to use frightful presence or attack again, when available. He avoids landing if at all possible. Tyragun normally flies level with the cliff ledge, so any stalls will cause a 150-foot fall that deals 75 damage. If he is being repeatedly dropped into the chasm, he will switch to flying 10 squares above the ledge with the PCs, where he can safely land if knocked out of the air.</p><p></p><p>The Mark of Tiamat: level 9, 2000 xp</p><p>Tiamat Trap!</p><p>Notes: ***</p><p></p><p>Dragon's Lair</p><p>Treasure: 7 parcels?</p><p>Notes:</p><p></p><p>Foyer: level 10, 2500 xp</p><p>3 blue abishai (level 11 skirmisher) (custom)</p><p>2 zombie hulks (level 8 brute) (MM 275)</p><p>Tactics: The abishai no longer have any of their summoning or spell-like abilities. They will simply harass the PCs with their flyby attacks, preferring to land back on their ledges or otherwise end their turn out of the PCs' reach when possible.</p><p>Notes: One more abishai than in the module, but it should fit.</p><p></p><p>Guard Barracks: level 11, 3000 xp</p><p>6 blackscale raiders (dragonborn gladiators) (level 10 soldier) (MM 86)</p><p>Creatures: Use the stats for dragonborn gladiators, but change their description and the damage type of their breath weapon to reflect their black dragon heritage.</p><p>Tactics: No potions, no oils. The gladiators follow their Monster Manual tactics in combat.</p><p>Notes: Should I use 4 dragonborn raiders instead of 6 gladiators? Should they have a more varied group?</p><p></p><p>Torture Chamber: level 11, 3000 xp</p><p>4 chain devils (level 11 skirmisher) (MM 62)</p><p>4 legion devil hellguards (level 11 minon) (MM 64)</p><p>Tactics: Disregard the module tactics and use the chain devil tactics from the Monster Manual. </p><p>Notes: Bone devils are much to high level now and chain devils are better torturers anyways. This is a small room for 8 enemies.</p><p></p><p>Priest Cells: level 11, 2928 xp</p><p>2 red hand warpriests (hobgoblin hand of bane) (level 11 elite soldier) (custom)</p><p>6 hobgoblin zealots (hobgoblin warriors) (level 8 minion) (MM 138)</p><p>Tactics: The clerics still react to intrusion with the same amount of shock and rage, but their tactics are much more straightforward.</p><p>Notes: Same old hobgoblin minions they've been fighting the whole adventure, just dressed in cleric's clothing now. Should I bother leveling up the minions to level 10 just for the two encounters they'll be in?</p><p></p><p>Laryssa's Kitchen: level 10, 2600 xp</p><p>Laryssa, night hag (level 14 lurker) (MM 151)</p><p>2 bearded devils (level 13 soldier) (MM 60)</p><p>Tactics: Laryssa uses essentially the same tactics outside of combat. Her Passive Insight DC is 20, if the party tries to bluff her. If she gets the drop on the party, consider giving her the shapeshifting powers of a bog hag instead her own powers, allowing her to appear as an elf (or eladrin) maiden. She has a +13 Bluff skill to maintain this ruse. During a fight, she uses her wave of sleep instead of magic missile. If she renders a PC unconscious, she can use her dream haunting in combat.</p><p>Treasure: 1 parcel</p><p>Notes: This encounter translated fairly smoothly, but the PCs may be slightly higher level by the time they reach this point. If the confrontation raises a lot of noise, perhaps a guard patrol could interrupt.</p><p></p><p>Great Temple of Tiamat: level 10, 2500 xp</p><p>5 wyverns (level 10 skirmisher) (MM 268)</p><p>Tactics: The wyverns use their suggested tactics from the Monster Manual.</p><p>Notes: There is no exact conversion for the unhallow or invisibility purge effects in this room. Due the reduced effect of invisibility spells, they may not be necessary, but it is easy to simply add their effects back in to this without a known ritual to create the effects. Again, since the party may be higher than level 10 at this point, perhaps a guard could interrupt and join the battle.</p><p></p><p>Cavern of the Guardian Spawn: level 11, 3000 xp</p><p>3 greenspawn razorfiend (level 10 elite skirmisher?) (custom)</p><p>Tactics: The greenspawn use essentially the same tactics, though they do not attempt to sunder weapons.</p><p>Notes: Seems like lurkers might be more appropriate here. Still, the razorfiends were great, dangerous fun in my 3rd edition playthrough.</p><p></p><p>Outer Sanctum: level 13, 3928 xp</p><p>2 red hand warpriests (hobgoblin hand of bane) (level 11 elite soldier) (custom)</p><p>6 hobgoblin zealots (hobgoblin warriors) (level 8 minion) (MM 138)</p><p>2 advanced wraiths (level 10 lurker) (custom)</p><p>Tactics: The priests are distracted, and so their Passive Perception DC is only 8. As in the priest cells, the warpriests are more straightforward melee combatants, though they retain a limited ability to dominate foes.</p><p>Notes: There are only two wraiths. If you wish to replicate the effects of the aid spell, consider giving all combatants 5 temporary HP and +1 to attack rolls. Non-worshippers of Tiamat using the altar face an attack at +20 vs. Will. If the attack hits, the target is reduced to 0 hp. If the attack misses, the target is stunned (save ends). Aftereffect: the target is dazed (save ends).</p><p> The shaft to the inner sanctum will likely be inaccessible to PCs at the suggested levels for this adventure. To solve this, consider the following suggestion: the shaft is enchanted to grant a limited form of flight to those using it. A creature standing in, or on the edge of the shaft feels swirling winds picking up around them. At the end of 3 round, a non-flying creature can fly in the shaft at a speed of 6, as a clumsy flier (see DMG 48). Exiting the shaft or landing ends the effect. Also, as there is the possibility that a PC may be pushed or jump down the shaft in the final confrontation in the inner sanctum, consider reducing the height, since the DMG categorizes a 100 foot fall as “deadly” obstacle. A 50-70 foot fall may be more reasonable.</p><p></p><p>High Wyrmlord's Chambers: level 11, 3100 xp</p><p>2 succubus (level 9 controller) (MM 67)</p><p>2 bearded devils (level 13 solider) (MM 60)</p><p>2 rot scarab swarms (level 8 solider) (MM 30)</p><p>Creatures: In addition to Azarr Kul's two charming consorts, two rot scarab swarms are hiding under the bed in dragon-headed canopic jars. The sound of combat brings them out to attack. They recognize Lucia and Francesca's perfume and will not attack them. Additionally, two bearded devils “coincidentally” appear in the summoning circle if it is still intact at this point.</p><p>Tactics: The two succubi use their charming kiss ability to procure unwilling bodyguards, and their domination ability to cause general havoc. They attempt to escape if they are bloodied. The rot scarabs swarm and bite with minimal intelligence. If present, the devils fight as well as they can with their glaives in the cramped quarters.</p><p>Treasure: 2 parcels</p><p>Notes: This is a very small room, so there may be problems even fitting all these creatures in.</p><p></p><p>Summoning Room</p><p>Notes: This circle counts as a permanent teleportation circle for the purposes of the linked portal and planar portal rituals. The PCs may memorize and use the sigils surrounding this circle for their own use, or they may destroy the circle. The circle has 200 hp, AC 26, Defenses 24 and resist all 10. If the PCs choose to destroy the circle loudly, the succubi in the room across the hall may notice (effective Passive Perception 13, counting the door as a penalty on their check.) If the portal “coincidentally” opens when the PCs are present to release the bearded devils, then it stays open for a round, linked to Tiamat's court in the Nine Hells. PCs entering the portal are in way above their heads.</p><p></p><p>Treasury: level 13, 4000 xp</p><p></p><p>Wall of Tiamat's Wrath</p><p>Dragonchest Traps!</p><p>Treasure: 3 parcels </p><p>Notes: This is another difficult conversion. The dragonchest traps shouldn't count towards the main encounter XP, and the wall of wrath should be more interesting and involved. The actual monster(s) should be more like controllers, with some capability to lure or move the PCs into the wall of wrath trap.</p><p></p><p>Inner Sanctum: level 14, 5000 xp</p><p>5 blue abshai (level 11 skirmisher) (custom)</p><p>High Wyrmlord Azarr Kul (level 14 elite soldier) (custom)</p><p>Tactics: Azarr Kul is now more of a straightforward melee combatant. He engages the PCs in melee straightaway using the tactics noted in his creature entry. The abishai have no summoning ability to use, so they fight by using their flyby attacks. They are aware of the High Wyrmlord's antilife shell ability, and try not to land close to him if he is engaged in melee. If they have managed to escape to this location, Lucia and Francesca cause as much trouble as they can with their abilities. They start the combat fully healed by Tiamat's divine energy. Azarr Kul does not have a particularly good escape plan anymore. Perhaps I should devise one.</p><p>Notes: The rushing winds in the chamber cause only a -5 penalty to perception checks. There is no straight equivalent to the unhallow and silence spells, but none are probably necessary. See the notes entry for the outer sanctum for special rules regarding the shaft.</p><p></p><p>Tiamat's Wrath: level 15, 6000 xp</p><p>Aspect of Tiamat (level 15 solo brute) (custom)</p><p>Tactics: After manifesting (see notes, below) the apect fights using the tactics outlined in her creature entry. If the PCs flee, the aspect is happy to rampage around in the local countryside, as outlined in the module.</p><p>Notes: The sequence of events following the death of Azarr Kul should play out in roughly the same way. Creatures hearing the roar of Timat are attacked at +20 vs. Fortitude and are deafened (save ends) if hit. Any unlucky creatures standing on the pedestal as the aspect manifests are attacked 5 times at +20 vs. Reflex for 3d8+5 acid, cold, fire, lightning, then poison damage in turn, half damage on a miss and then pushed off the pedestal and knocked prone.</p><p></p><p>Conclusion:</p><p>Treasure: 5 treasure parcels</p><p></p><p>Total XP for Part 5: 44700</p><p>Notes: </p><p>[/sblock]</p><p></p><p>When I'm done, I'll probably post a PDF, complete with better-formatted monster stat blocks.</p></blockquote><p></p>
[QUOTE="Benimoto, post: 4310585, member: 40093"] Part 4: [sblock] PART 4 Notes on Part 4: This part is intended for early level 10 PCs, who will reach level 11 by the end of this part. The main action of this part all takes place during one day, which may be problematic from a healing and recovery perspective. Suggestions are given below for some unusual healing circumstances. Audience With the Lords: level 10, 2500 xp major skill challenge Notes: Divide this up into 3 parts? Battlefield Resources Reinforcements: *** Magic Items: 7 parcels Healing: Tredora Goldenbow has prayed for and received a special ritual from Pelor for the battle ahead. The ritual takes 10 minues and will fully heal and refresh the PCs as if they had taken an extended rest. The components are rare, but she has enough to cast the ritual twice. (Note that if she is not at the cathedral, she will only be available able to cast it once.) Notes: The “ritual of healing” is cheesy, but it's my best idea to allow the whole battle to be run in one night. Save the Walls: level 11, 3200 xp 4 hill giants (level 13 brute) (MM 121) Creatures: Note that there is errata for the hill giants, bring their club damage to *** Tactics: The setup where the hill giants are throwing rocks 500 feet to the walls doesn't work in 4e. Consider putting the hill giant a mere 80 feet from the walls and describing the archers on the walls as too cowed by the boulders to lay down any significant fire or too inaccurate to hit their AC. When the PCs reach the giants, the walls have 700 hit points left, AC 3 (and concealment), Defenses 15 and Resist all 5. They will last the same 25 rounds the module mentions if the giants are left to their attacks. There is no bonus for higher ground. The giants will fight the PCs if engaged in melee or bloodied by ranged attacks. They will flee if reduced below 30 hit points. Treasure: 2 parcels Abithrax's Rampage: level 12, 3500 xp Abithrax, young adult red dragon (level 12 solo soldier) (custom, though similar to MM 82-83) Tactics: As mentioned in the module, Abithrax casually terrorizes the city without any significant opposition until the PCs arrive. When the PCs draw his attention, he attacks them using the general red dragons tactics from the Monster Manual (MM 82). As mentioned in the module, he favors those displaying holy symbols of good gods as targets. He only has his breath weapon to fight with from the air, so unless the party is entirely unable to affect an aerial target, he stays in melee, fighting to the death. Brindol in Flames: This is a good place for a skill challenge. Development: If Tredora is stationed at the cathedral, she will be available to perform the ritual of healing on the PCs. If she is stationed elsewhere in the city, she is unable to be found before moving to the next part of the battle. Notes: What level for Abithrax? 11? 12? 13? Does it make a big difference? Streets of Blood Setup: The PCs get 1 Lion of Brindol (custom) and 10 town guards (use human lackeys, MM 162, but describe the club as a spear). If they have an alliance with the elves, they can call upon an elven strafing run twice during the battle. The barricade is physically set up as described in the module. Medium and small creatures can move through the barricade using a squeeze action (PHB 292). Note that squeezing is a separate move action and not part of a normal move. Jumping the barricade requires a DC 40 Athletics check, or DC 20 with a running start. Each square of the barricade can be destroyed by a DC 24 Strength check, or it can be damaged by attacks. Each square has 40 hit points, AC 4, and Defenses 12. A destroyed square becomes difficult terrain, and can be rebuilt in 4 rounds, or fixed by restoring 10 hit points per round of work. Healing: Allow the PCs to recover as if they had taken a short rest between each wave, even though only 1d4+2 rounds pass. Streets of Blood, First Wave: level 9, 1928 xp 1 manticore (level 10 elite skirmisher) (MM 184) 2 hobgoblin commanders (level 5 soldier) (MM 140) 6 hobgoblin warriors (level 8 minion) (MM 138) Creatures: There is only one manticore, since it is elite. The hobgoblin warriors are equipped with longbows with essentially the same stats as their longswords: Ranged 20/40 +10 vs. AC; 6 damage. Streets of Blood, Second Wave: level 10, 2400 xp 8 Blood Ghost berserkers (level 7 brute) (custom) Streets of Blood, Third Wave: level 11, 3000 xp 5 bluespawn stormlizards (level 9 brute) (custom) 5 goblin riders (level 5 skirmisher) (custom) Streets of Blood, Fourth Wave: level 12, 3500 xp 3 greenspawn razorfiend (level 10 elite skirmisher) (custom) 1 Kulkor Zuul mindbender (level 10 controller) (custom) Creatures: There is only one mindbender. Notes: If the PCs aren't completely exhausted, consider running this wave regardless of whether the PCs cleared the hatchery in part 2. Streets of Blood, Fifth Wave: level 13, 3850 xp 2 ghost dire lions (level 8 elite brute) (custom) 3 ghost brute lions (level 8 lurker) (custom) 4 lesser bonedrinkers (level 8 soldier) (custom) Notes: Hopefully there's no need to run this. Streets of Blood Development Streets of blood is a grueling encounter and the PCs are likely depleted of resources at this point. Allow them to find Tredora Goldenbow, where she will perform the ritual of healing to refresh the PCs as if they had taken an extended rest. If she is in the cathedral, then the PCs will exit the cathedral to witness the aftermath of Skather's sniper attack. Otherwise, the PCs receive Jarmaath's telepathic summons to the cathedral square to begin the next phase of the battle. Sniper Attack: level 11, 3000 xp 2 Kulkor Zuul war adepts (level 10 artillery) (custom) Skather, blackspawn ninja (level 14 elite or level 9 solo) (custom) Setup: Skather lurks in the coffin shop, firing his bow at the unwitting targets below. He has used his assassin's arrow power to kill several soldiers. He has no particular way to knock Lord Jarmaath unconscious, aside from reducing him to 0 hit point, but if you'd like to say that he has used a strange and unusual poison on Jarmaath, go ahead. The mechanics for Skather's superior cover have changed (see PHB 188) but the result is similar. PCs beating Skather's stealth check by less than 10 (he has +18) only learn the rough direction and distance of his attacks, but cannot pinpoint his location. If pinpointed, he will hide again on his next turn. Tactics: As the PCs draw near, the combat plays out similarly to the description in the module. PCs targetting Skather from the street take -5 to their attacks if they can spot him at all. You may consider rolling for initiative as soon as the PCs draw close to the building and having the war adepts take readying actions. Nobody has any potions to drink or scrolls to use. When the war adepts are bloodied, they will try to flee upstairs, using their tactical teleport ability to avoid the caltrops. The caltrops attack at +15 vs. AC and deal 3 ongoing damage and the target is slowed (save ends both). Skather fights until reduced below 60 hit points, at which point he will try to flee to the fane of Tiamat, as described in the module. Treasure: 1 parcel Final Battle: level 12+, 3600+ xp 4 ogre thugs (level 11 minion) (MM 198) 2 hill giants (level 13 brute) (MM 121) Wyrmlord Kharn (level 12 elite soldier) (custom) Creatures: The ogres are minions now. Hopefully that won't be too jarring of a shift. As mentioned, any wyrmlords who have fled, or even the Ghostlord are also present for this battle. Notes: The module's description works great for this battle. Kharn and the hill giants are tanks, but they should eventually go down. Victory Points: If the PCs have over 40 victory points, they earn XP for an 11th level major quest (3,000 XP for 5 PCs). Notes: If the PCs started at level 6, and have done well in the module, then they should make level 11 by this point. This is a very appropriate point for their entry into the paragon tier, so if they didn't make 11 and have been doing well, consider fudging the quest XP to make them level 11. Total XP for Part 4: 29,628 (33,478 with streets of blood fifth wave). [/sblock] Part 5: [sblock] PART 5 Notes on Part 5: This part is intended for level 11 characters, who will reach level 12 partway through. If the PCs are not level 11 yet, some random encounters in the Wyrmsmoke mountains may be useful. Suggestions for random encounters: 6 blackspawn raiders (see guard barracks) 8 blood ghost berserkers (see part 4) either ogre encounter group (MM 199) ettin encounter group (MM 108) either manticore encounter group (MM 184) galeb duhr encounter group (MM 114) level 12 cyclops encounter (MM 112) The features of the fane are as suggested in the module, with reinforced masonry walls, iron doors, and stone secret doors. The Percetion DC to notice a secret door is 25. Security is as mentioned in the module. There are a few lower-level encounters where it is specifically recommended that 3 of the blackspawn raiders interrupt the combat, but otherwise it isn't necessary to have too many pointless confrontations with the guards. The Mark of Tiamat: level 13, 4000 xp Tyragun, adult blue dragon (level 13 solo artillery) (MM 78) Creature: Taking his role as guardian of the fane seriously, Tyragun has taken both skill training and skill focus in perception, giving him a +21 modifier instead of the +23 mentioned in the module. (Passive Perception is thus 31). His stats are otherwise the same as the adult blue dragon in the Monster Manual. He no longer has the sound imitation ability, so he is simply making an untrained Bluff check (at +8) to play his little game at the beginning of the encounter. He no longer has any buff spells to cast before combat. Tactics: Tyragun's simple tactics are essentially the same as in the module. He flies down to a point level with the ledge and uses his breath weapon to bombard the PCs to death. Instead of a wand of fireballs, he now has the lightning burst ability to supplement his breath weapon. If forced into melee, he uses his fury ability, spending an action point to use frightful presence or attack again, when available. He avoids landing if at all possible. Tyragun normally flies level with the cliff ledge, so any stalls will cause a 150-foot fall that deals 75 damage. If he is being repeatedly dropped into the chasm, he will switch to flying 10 squares above the ledge with the PCs, where he can safely land if knocked out of the air. The Mark of Tiamat: level 9, 2000 xp Tiamat Trap! Notes: *** Dragon's Lair Treasure: 7 parcels? Notes: Foyer: level 10, 2500 xp 3 blue abishai (level 11 skirmisher) (custom) 2 zombie hulks (level 8 brute) (MM 275) Tactics: The abishai no longer have any of their summoning or spell-like abilities. They will simply harass the PCs with their flyby attacks, preferring to land back on their ledges or otherwise end their turn out of the PCs' reach when possible. Notes: One more abishai than in the module, but it should fit. Guard Barracks: level 11, 3000 xp 6 blackscale raiders (dragonborn gladiators) (level 10 soldier) (MM 86) Creatures: Use the stats for dragonborn gladiators, but change their description and the damage type of their breath weapon to reflect their black dragon heritage. Tactics: No potions, no oils. The gladiators follow their Monster Manual tactics in combat. Notes: Should I use 4 dragonborn raiders instead of 6 gladiators? Should they have a more varied group? Torture Chamber: level 11, 3000 xp 4 chain devils (level 11 skirmisher) (MM 62) 4 legion devil hellguards (level 11 minon) (MM 64) Tactics: Disregard the module tactics and use the chain devil tactics from the Monster Manual. Notes: Bone devils are much to high level now and chain devils are better torturers anyways. This is a small room for 8 enemies. Priest Cells: level 11, 2928 xp 2 red hand warpriests (hobgoblin hand of bane) (level 11 elite soldier) (custom) 6 hobgoblin zealots (hobgoblin warriors) (level 8 minion) (MM 138) Tactics: The clerics still react to intrusion with the same amount of shock and rage, but their tactics are much more straightforward. Notes: Same old hobgoblin minions they've been fighting the whole adventure, just dressed in cleric's clothing now. Should I bother leveling up the minions to level 10 just for the two encounters they'll be in? Laryssa's Kitchen: level 10, 2600 xp Laryssa, night hag (level 14 lurker) (MM 151) 2 bearded devils (level 13 soldier) (MM 60) Tactics: Laryssa uses essentially the same tactics outside of combat. Her Passive Insight DC is 20, if the party tries to bluff her. If she gets the drop on the party, consider giving her the shapeshifting powers of a bog hag instead her own powers, allowing her to appear as an elf (or eladrin) maiden. She has a +13 Bluff skill to maintain this ruse. During a fight, she uses her wave of sleep instead of magic missile. If she renders a PC unconscious, she can use her dream haunting in combat. Treasure: 1 parcel Notes: This encounter translated fairly smoothly, but the PCs may be slightly higher level by the time they reach this point. If the confrontation raises a lot of noise, perhaps a guard patrol could interrupt. Great Temple of Tiamat: level 10, 2500 xp 5 wyverns (level 10 skirmisher) (MM 268) Tactics: The wyverns use their suggested tactics from the Monster Manual. Notes: There is no exact conversion for the unhallow or invisibility purge effects in this room. Due the reduced effect of invisibility spells, they may not be necessary, but it is easy to simply add their effects back in to this without a known ritual to create the effects. Again, since the party may be higher than level 10 at this point, perhaps a guard could interrupt and join the battle. Cavern of the Guardian Spawn: level 11, 3000 xp 3 greenspawn razorfiend (level 10 elite skirmisher?) (custom) Tactics: The greenspawn use essentially the same tactics, though they do not attempt to sunder weapons. Notes: Seems like lurkers might be more appropriate here. Still, the razorfiends were great, dangerous fun in my 3rd edition playthrough. Outer Sanctum: level 13, 3928 xp 2 red hand warpriests (hobgoblin hand of bane) (level 11 elite soldier) (custom) 6 hobgoblin zealots (hobgoblin warriors) (level 8 minion) (MM 138) 2 advanced wraiths (level 10 lurker) (custom) Tactics: The priests are distracted, and so their Passive Perception DC is only 8. As in the priest cells, the warpriests are more straightforward melee combatants, though they retain a limited ability to dominate foes. Notes: There are only two wraiths. If you wish to replicate the effects of the aid spell, consider giving all combatants 5 temporary HP and +1 to attack rolls. Non-worshippers of Tiamat using the altar face an attack at +20 vs. Will. If the attack hits, the target is reduced to 0 hp. If the attack misses, the target is stunned (save ends). Aftereffect: the target is dazed (save ends). The shaft to the inner sanctum will likely be inaccessible to PCs at the suggested levels for this adventure. To solve this, consider the following suggestion: the shaft is enchanted to grant a limited form of flight to those using it. A creature standing in, or on the edge of the shaft feels swirling winds picking up around them. At the end of 3 round, a non-flying creature can fly in the shaft at a speed of 6, as a clumsy flier (see DMG 48). Exiting the shaft or landing ends the effect. Also, as there is the possibility that a PC may be pushed or jump down the shaft in the final confrontation in the inner sanctum, consider reducing the height, since the DMG categorizes a 100 foot fall as “deadly” obstacle. A 50-70 foot fall may be more reasonable. High Wyrmlord's Chambers: level 11, 3100 xp 2 succubus (level 9 controller) (MM 67) 2 bearded devils (level 13 solider) (MM 60) 2 rot scarab swarms (level 8 solider) (MM 30) Creatures: In addition to Azarr Kul's two charming consorts, two rot scarab swarms are hiding under the bed in dragon-headed canopic jars. The sound of combat brings them out to attack. They recognize Lucia and Francesca's perfume and will not attack them. Additionally, two bearded devils “coincidentally” appear in the summoning circle if it is still intact at this point. Tactics: The two succubi use their charming kiss ability to procure unwilling bodyguards, and their domination ability to cause general havoc. They attempt to escape if they are bloodied. The rot scarabs swarm and bite with minimal intelligence. If present, the devils fight as well as they can with their glaives in the cramped quarters. Treasure: 2 parcels Notes: This is a very small room, so there may be problems even fitting all these creatures in. Summoning Room Notes: This circle counts as a permanent teleportation circle for the purposes of the linked portal and planar portal rituals. The PCs may memorize and use the sigils surrounding this circle for their own use, or they may destroy the circle. The circle has 200 hp, AC 26, Defenses 24 and resist all 10. If the PCs choose to destroy the circle loudly, the succubi in the room across the hall may notice (effective Passive Perception 13, counting the door as a penalty on their check.) If the portal “coincidentally” opens when the PCs are present to release the bearded devils, then it stays open for a round, linked to Tiamat's court in the Nine Hells. PCs entering the portal are in way above their heads. Treasury: level 13, 4000 xp Wall of Tiamat's Wrath Dragonchest Traps! Treasure: 3 parcels Notes: This is another difficult conversion. The dragonchest traps shouldn't count towards the main encounter XP, and the wall of wrath should be more interesting and involved. The actual monster(s) should be more like controllers, with some capability to lure or move the PCs into the wall of wrath trap. Inner Sanctum: level 14, 5000 xp 5 blue abshai (level 11 skirmisher) (custom) High Wyrmlord Azarr Kul (level 14 elite soldier) (custom) Tactics: Azarr Kul is now more of a straightforward melee combatant. He engages the PCs in melee straightaway using the tactics noted in his creature entry. The abishai have no summoning ability to use, so they fight by using their flyby attacks. They are aware of the High Wyrmlord's antilife shell ability, and try not to land close to him if he is engaged in melee. If they have managed to escape to this location, Lucia and Francesca cause as much trouble as they can with their abilities. They start the combat fully healed by Tiamat's divine energy. Azarr Kul does not have a particularly good escape plan anymore. Perhaps I should devise one. Notes: The rushing winds in the chamber cause only a -5 penalty to perception checks. There is no straight equivalent to the unhallow and silence spells, but none are probably necessary. See the notes entry for the outer sanctum for special rules regarding the shaft. Tiamat's Wrath: level 15, 6000 xp Aspect of Tiamat (level 15 solo brute) (custom) Tactics: After manifesting (see notes, below) the apect fights using the tactics outlined in her creature entry. If the PCs flee, the aspect is happy to rampage around in the local countryside, as outlined in the module. Notes: The sequence of events following the death of Azarr Kul should play out in roughly the same way. Creatures hearing the roar of Timat are attacked at +20 vs. Fortitude and are deafened (save ends) if hit. Any unlucky creatures standing on the pedestal as the aspect manifests are attacked 5 times at +20 vs. Reflex for 3d8+5 acid, cold, fire, lightning, then poison damage in turn, half damage on a miss and then pushed off the pedestal and knocked prone. Conclusion: Treasure: 5 treasure parcels Total XP for Part 5: 44700 Notes: [/sblock] When I'm done, I'll probably post a PDF, complete with better-formatted monster stat blocks. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Red Hand of Doom 4.0
Top