D&D 5E Enhancing "Rise of Tiamat" (Practical stuff to try at your table!)

GuardianLurker

Adventurer
Battling Tiamat - The Temple

The temple in the caldera of the Well of Dragons is the same temple that marks the center of Tiamat's realm on Avernus. The Red Wizards' ritual has brought it here to act as a beachhead and beacon for the Dragon Queen, melding it into the caldera floor in the process. Normally, the main gate into area 1 (the blue chapel) is the only entrance, but for the purposes of the ritual, the Cultist's have stoneshaped arches big enough for ancient dragons on the outermost walls at the point of each chapel. As a result, the end of each chapel is more of a large sheltered porch than an enclosed room. In addition, a lava tube corridor from the cult's subterranean warrens emptys into the caldera just in front of the Black Chapel (area 5).

When the ritual begins, the temple is the focus of the cult's activity, with Severin's Red Wizard allies (use mage statistics) at the center of the action. The souls of sacrificed prisoners are sent to Avernus to provide the magical power that will open a pathway between the Nine Hells and the Material Plane. The Red Wizards will then guide Tiamat as the Queen of Dragons claws her way back into the mortal realm.

[h2]Temple Layout[/h2]
The interior of the temple is a single open expanse. Though divided into distinct areas, the cathedral-like space has no interior walls or upper floors. Five chapels are devoted to one of the five aspects of Tiamat and the matching branch of chromatic dragons, all surrounding a central apse. The apse and all five chapels rise into separate spires, culminating in the sanctuary at the pinnacle of the central spire. Level 2 as shown on the map is a zone 50 feet above ground level; level 3 is a zone 100 feet above ground level, both of which can be reached only by flying.

Once your eyes adjust to the stunning chaos of Tiamat's Temple, you see that its interior is a single, cathedral-like space that towers far overhead. Five distinct vaults branch off the central gallery. Though the overwhelming color of the place is a lifeless, ashen gray, each of the side vaults shimmers dimly blue, green, red, white, or black-the hues of the evil dragons and their world-consuming queen. At the outermost point of each chapel a dragon faces outerwards into the Caldera, sacrificing victims, the victim's lifeforces streaming to the Red Wizards located at the center of each of the five vaults. The Red Wizards, in turn, are chanting and channeling magical force into the central apse. There, a kaleidoscopic whorl of arcane energy rises above the blackened floor, stretching up into the twisting recesses of the temple's central spire.

The numbered areas on the map are identified in the table below, which also identifies key NPCs during the ritual that will bring Tiamat to the Well of Dragons.
1. Entrance/Blue Chapel
2. Least Apse
3. White Chapel
4. Green Chapel
5. Black Chapel
6. Red Chapel
7. Great Apse
8. Blue Spire
9. White Spire
10. Green Spire
11. Black Spire
12. Red Spire
13. Sanctuary

[h1]White Chapel[/h1]
[sblock]
The walls at the end of this chapel have been stoneshaped into a series of titantic arches big enough to let a gargantuan dragon pass through easily. The remaining walls of the temple are covered in murals depicting the triumphs of white dragons - winter or arctic scenes predominate, but there are also scenes from the Plains of Avernus with white dragons variously fighting devils, daemons, and demons. The walls are covered with dust from various white gems. Embedded in the floor is the symbol of a white dragon claw and tail striking, which glows a glaring white brightly enough to illuminate the entire chapel.

A very large ritual circle, big enough to contain 100 people and a dragon, lies just outside the temple door, with a line of arcane symbols and runes extending into the middle of the chapel, where a much smaller ritual circle contains a red wizard.

Perched on a ledge 50 feet above the floor, a young white dragon watches over the ritual. 4 other ledges (at 60, 70, 80, and 90 feet) are along the other walls.

The white wyrmspeaker (Talis) and her dragon ally (Arauthator) are sacrificing commoners (80-3d10) within the ritual circle. The stolen power of their sacrifices' souls arcs along the ritual's lines to red wizard, who channels the power up into the spire. The sacrifices have to be made by the dragon, who can sacrifice one commoner per attack ( or 4 per round if uniterrupted).

The Ritual Lines: AC 18, HP (20+3d10)x10+(10/commoner sacrificed), damage resistance to all non-magical weapons, immune to spell damage of any type. Creatures and objects that cross the lines from one side to the other must make a DC 20 Fortitude save or take 12d8 radiant damage. Attacks that cross the lines from one side to the other grant the defender overwhelming advantage (i.e. advantage that can not be offset by disadvantages) on all saves, and the attacker overwhelming disadvantage on all attacks. The circles formed by these line create a spherical barrier equal to the circle's radius with the same effects.

The Defensive Perches: Each perch grants the dragon to use lair actions as if it were an ancient dragon of its type. Furthermore, every perch offers the dragon using it total cover as long as its only actions are lair actions that round. Otherwise, the perch only offers partial cover.

[h2]Tactics[/h2]
The Red Wizard in the ritual circle and the dragon performing the sacrifices must both maintain concentration to channel the soul energy. Concentration can be regained (and the channeling restored) with a full round action, during which the ritual participant is incapacitated.

Talis and Arauthator will attack the characters if they interfere with the sacrifices, attack them, or 5 rounds after the characters attack the red wizard.

The red wizard attacks if the characters attack him, or 1 round after the characters have stopped the sacrifices.

Talis, Arauthator, and the red wizard all attack if the players attack the ritual lines.

If Talis and Arauthator are killed, an Ancient White Dragon will resume the sacrifices, if possible, 15 rounds after their death.

If the Red Wizard is killed, a replacement will arrive 7 rounds after his death, enter the circle on the 8th round, and resume channeling on the tenth round, if unopposed.

If the ritual lines are broken, this chain is permanently broken.

If the characters can stop the flow of sacrifices for 20 rounds, plus a number of rounds equal to the victims sacrificed divided by 10 (rounded down), this part of the ritual will have to be restarted, which takes 10 more rounds, and requires a both dragon and red wizard, plus a minimum of 20 victims. So if the dragon has managed to sacrifice 78 (out of 100) victims, the flow must be stopped for 27 rounds. As long as the portal has not opened, the flow of sacrifices must continue.

If the characters can prevent the red wizards (here and in the spire) from channeling the soul energy to Severin for 15 rounds, the energy starts to collect within the smaller circle, and two rounds later explodes dealing 12d8 cold damage to all within the chapel (no save). It also deals 6d8 damage to the ritual lines (which are neither immune nor resistant to this damage).

The ritual guards will use nothing but their lair actions to hamper the characters, unless the characters manage to injure any of the ritual participants, successfully attack the guard itself, or are flying. In those cases, the guard will fly from perch to perch, attacking any flying characters, and strafing any ground-bound characters. The ritual guards will endeavour to end their rounds on a perch.

If the characters manage to break the ritual lines, or kill a ritual participant, the guards from the adjacent chapels will render aid.

Ritual Guards are not replaced.
[/sblock]

Each chapel has essentially the same rough layout and description. They do each have slightly different opposing forces:
[sblock]
Blue Chapel (Area 1)White Chapel (Area 3)Green Chapel (Area 4)Black Chapel (Area 5)Red Chapel (Area 6)
Sacrificial CircleBlue Wyrmspeaker and Dragon Ally (or Ancient Blue Dragon and Red Wizard)White Wyrmspeaker and Dragon Ally (or Ancient White Dragon and Red Wizard)Green Wyrmspeaker and Dragon Ally (or Ancient Green Dragon and Red Wizard)Black Wyrmspeaker and Dragon Ally (or Ancient Black Dragon and Red Wizard)Dragonsoul, dragonfang, 2 dragonwings and Red Wyrmspeaker's Dragon Ally (or Ancient Red Dragon and Red Wizard)
Channeling CircleRed Wizard, max HPRed Wizard, max HPRed Wizard, max HPRed Wizard, max HPRath Modar, or Red Wizard Archmage
Ritual GuardYoung Blue DragonYoung White DragonYoung Green DragonYoung Black DragonYoung Red Dragon
Additional Lair TerrainSandy FloorIce StalactitesBare Dirt FloorOne 30' Diameter PoolStone Pavement Floor
[/sblock]

[h3]Designer's Notes[/h3]
[sblock]
I'm a firm believer in unique bosses, and really d*** tough dragons. As I tell my players, if it's an adult (or older) dragon, there's a chance you know its name. If I *tell* you its name without prompting, be afraid. Since the Wyrmspeakers' Dragon Allies are, essentially, Tiamat's priestly hierarchy. Which means they should fall in the latter category. So for your reference...

Wyrmspeakers
  • (Blue) Galvan, Sorcerer (Blue Draconic) 15
  • (White) Talis, Cleric (War/Tiamat) 11
  • (Green) Liril, Rogue (Arcane Trickster) 13
  • (Black) Datharin, Barbarian (Berserker) 12
  • (Red) Severin, Bard (Lore) 20

Wyrmspeaker Dragon Allies
  • (Blue) Linnithon, Tiamat's Paladin (Paladin (Vengeance) 14)
  • (White) Arauthator (or other white dragon with identical stats)
  • (Green) Vuthliseteth, Rogue (Assassin) 12
  • (Black) Ferethaneseth, Old Black [avg Adult and Ancient] with Innate Spellcasting
  • (Red) Hoondarrh, Old, Cleric (War/Tiamat) 15
[/sblock]

[h2]Sidebar: No Ritual Guards[/h2]
If you wish fewer moving parts in the temple combat, replace the ritual guards and their defensive perches with these storage crystals.

The line continues past the circle containing the Red Wizard to enclose a pentagonal column 25 feet tall, topped by a glowing spherical crystal lattice filled with energy. The column is 5 feet in diameter, and the lattice is 15 feet in diameter, centered on the column. The line of energy from the Red Wizard is directed at the lattice, and then continues vertically to another wizard floating 50 feet in the air.

A DC 10 Arcana check easily establishes that the lattice stores, redirects, and moderates the raw sacrificial energy. A DC 10 Investigation check, followed by a DC 15 Arcana check estalishes that the Lattice has no off switch aside from its actual destruction. A DC 20 result on that same Arcana check reveals that the Lattice is a modification to the ritual, and that destroying it will setup a feedback loop in this chain, preventing the flow of energy from being re-established.

The Pentagonal Column: AC 21, HP 250; Condition Immunities: All, Damage Immunities: All damage types except for Bludgeoning, Slashing, or Piercing damage from magical weapons. Damage Resistances: Bludgeoning, Slashing, and Piercing. Any creature in direct contact with the column must make a DC 22 Constitution saving throw or take 17 (5d6) necrotic damage, a successful save prevents the damage. The column repairs an amount of damage to it equal to one half the necrotic damage inflicted that round. If the column is fully intact, the adjoining lines are repaired at the same rate.

The column is extremely smooth and polished - climbing the column without the use of a climbing kit or pitons requires a DC 23 Athletics check. Using a climbing kit or pitons reduces the DC to 15. However, doing this is difficult, as the character must create a crack suitable for such use. Creating such a crack requires 5 hit points of damage from a piercing weapon, 10 hit points of damage from a slashing weapon, or 15 hit points of damage from a bludgeoning weapon. Once inserted , a piton remains, even if the column repairs itself fully. The characters will need to insert a total of 6 such pitons to reach the top of the column.

If the column is destroyed, it explodes dealing 54 (12d8) damage of the appropriate type to all within the chapel (no save). It also deals 27 (6d8) damage to the ritual lines (which are neither immune nor resistant to this damage).

The Crystal Lattice: AC 18, HP 150; Condition Immunities: All, Damage Immunities: All damage types except for Bludgeoning damage from magical melee weapons. Immue to all spells. Damage Resistances: Bludgeoning. Spell-absorbing: All spells directed at the Crystal Lattice, or that include it as a target, heal a number of hit points equal to the level of the spell plus the caster's spell attack bonus. The spell has no other effect. Missile Defense: All missile ammunition in flight within 25 feet of the lattice is destroyed, unless the ammunition is magical, in which case it is knocked to the ground harmlessly. Multiattack: All creatures within 25 feet of the lattice are targeted with a defensive bolt. Defensive Bolt: Ranged Spell Attack - +15 to hit, range 25 feet, one target. Hit: 22 (5d6 + 5) radiant damage.

If the column is destroyed, it explodes dealing 66 (12d10) radiant damage to all within the chapel (no save). It also deals 33 (6d10) damage to the ritual lines and column (which are neither immune nor resistant to this damage).
 

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cmad1977

Hero
So. I'm preparing for the heroes to 'possibly' go to the Tomb of Diderius. I've got a couple questions for anyone who's been through it.
1: I think I'm going to go with the whole 'Mummy Lord Lair' effects. I figure this is the default assumption made by the designers, but I didn't see it any where. Any reason not to?
2:Is it unreasonable to allow the Yuan Ti to use their Animal Friendship/suggestion spells to add a few swarms of poisonous snakes to some encounters? I'm thinking the AF spell is already in effect, and suggestion gets the snakes to form up and defend/attack. I'm not going to bother with a save against the suggestion. Unfair?
 

pukunui

Legend
[MENTION=6791950]cmad1977[/MENTION]: can't give you a page number right now, but it does say somewhere that since Diderius isn't evil, his lair doesn't have all of the mummy lord effects. Mainly just the food/water spoilage one.
 

cmad1977

Hero
[MENTION=6791950]cmad1977[/MENTION]: can't give you a page number right now, but it does say somewhere that since Diderius isn't evil, his lair doesn't have all of the mummy lord effects. Mainly just the food/water spoilage one.
Huh!
I'll look at that again. Must have missed it.

Found it. Right under 'general features'. Derp.

Sent from my iPhone using Tapatalk
 

GuardianLurker

Adventurer
Battling Tiamat - The Temple (The Upper Floors)

[h1] The Great Apse[/h1]
50 feet above the temple floor, at the base of the central spire, a large multicolored whorl of energy rotates. Looking up, you can see that the whorl actually forms a funnel, with the tip of the funnel above the mouth. Colored bolts of lightning - red, green, blue, black, and white - shoot from one side of the funnel to the other, descending down to the mouth of the funnel.

At the mouth of the funnel, the lightning flares and intersects with other bolts. Where the bolts intersect, a small translucent disk remains behind. Eventually, the mouth of the funnel will be filled by those disks.

Any character that makes an active DC 20 Perception check can determine that they can see through the disks, and that what they see on the other side of the disk does not match the inside of this temple. In fact, the characters are seeing through small portals straight into Avernus itself, something that can be determined with a DC 15 Arcana or Religion check. The mouth of the funnel is 40 feet in radius, and the funnel is 50 feet tall.

Every round, there is a 20% chance that one of the inhabitants of Avernus emerges from the portal. This chance increases 20% a round, until something emerges, which resets the chance to 0.

[h3]Great Apse Portal[/h3]
[sblock]
1d100 RollSummoned Devil
01 - 201 Half-black-dragon Imp
21 - 381d3 Half-black-dragon Imps
39 - 541d6 Half-black-dragon Imps
55 - 682d4 Half-black-dragon Imps
69 - 781d8+8 Half-green-dragon Lemures
79 - 891 Half-blue-dragon Spined Devil
90 - 941 Half-blue-dragon Spined Devil, 2 Half-black-dragon Imps
95 - 971d3 Half-blue-dragon Spined Devils
98 - 991d6 Half-blue-dragon Spined Devils
1001 Half-red-dragon Erinyes
[/sblock]

[h1]Blue Spire[/h1]
The other spires have essentially the same setup.
This spire rises above the floor of the chapel, its irregular walls with innumerable and irregular patches of those walls rendered a translucent blue. Floating 50 feet above the chapel, the walls of the spire towering another 100 feet above him, floats a red wizard.

The wizard is held immobile and crucified by a stream of the soul energy. It enters his body vertically through his feet, and emerges horizontally in five colored beams from his feet, genitals, heart, throat, and the crown of his head. Those five beams braid themselves together and merge with the other streams of soul energy to form a kaleidoscopic, multicolored whorl of energy that rises into an inverted funnel of energy that stretches up to the upper reaches of the temple's central spire.

[h3]Encounter[/h3]
[sblock]
  • 3 Half-blue-dragon Spined Devils
  • 1 Red Wizard, max hp
[/sblock]

[h2]Tactics[/h2]
While in the stream the wizard is immune to all magic, resistant to all other damage, and paralyzed.

The wizard can be pushed out of the stream with a DC 20 Strength check. If this done with a shove, grapple, or some other personal physical contact, the attacker must make a DC 20 Dexterity save or take 12d8 radiant damage. If the attacker fails the Dexterity save, they must make a DC 20 Strength save or take the wizard's place in the stream. If the player tries, he can attempt to control, redirect, or purify the soul stream. Each requires the character to first make a DC 25 Constitution saving throw, followed by a DC 30 Wisdom check to succeed.

If the wizard takes 10 hit points of damage total (1/4 his maximum), he is no longer paralyzed, but is restrained.

If the wizard takes 20 hit points of damage total, he leaves the stream and downs a potion of greater healing.

If the wizard leaves the stream, for the next five rounds every target (other than the red wizard) within 40' of that point must make a DC 15 Dexterity saving throw, or receive 6d8 radiant damage, or no damage on a successful save. At the end of five rounds, the stream connects directly to the portal, and the portal is reduced 5 feet in radius.

If the characters manage to prevent the red wizard on the chapel floor from channeling the soul stream to this wizard, this wizard will take 2d4 psychic damage per round (a successful DC 15 Wisdom saving throw each round reduces this by half).

If this wizard dies, he is replaced in 15 rounds.

[h1]Sanctuary[/h1]
The peak of the funnel of energy reaches to here, 100 feet above the floor of the temple; the central spire rises another 150 feet to a peak of striped crystal - one color for each of the chromatic dragons. At the very peack of the funnel, it separates once again into five colored beams. Each of those beams curves caressingly around the man floating in their center to plunge into one of the 5 mouths of the Mask of the Dragon Queen. The man, most likely Severin, the leader of the Cult of the Dragon and the Red Wyrmspeaker is guarded by a force of devils - four angel-like devils with red feathered wings and 8 winged and spiny devils - arranged in a pyramid around the man, a feathered angel and 2 spiny devils at each vertex.

[h3]Encounter[/h3]
[sblock]
  • High Vertex 1 Half-red-dragon Erinyes, max hp
  • High Vertex 2 Half-red-dragon Spined Devils, max hp
  • 3 Lower Vertices, each 1 Half-red-dragon Erinyes
  • 3 Lower Vertices, each 2 Half-red-dragon Spined Devils
  • Visible Simulacrum of Severin
  • Invisible Severin
[/sblock]

[h2]Tactics[/h2]
The visible man is actually a Simulacrum of Severin; the real Severin is hidden. The acutal funnel extends an additional 30 feet, which is concealed by a Programmed Illusion. Additionally, Severin himself is protected by both Non-detection and Greater Invisibility. Killing the Simulacrum will dismiss the illusion.

The group of devils at the apex of the pyramid serve as coordinators and reserves for the other devils. The others will not leave their apex until commanded by the apex erinyes, though they will engage in ranged attacks. Unless directly attacked, at least one devil will always be watching for other threats.

Each erinyes is capable of summoning, and will summon (normal) spined devils by preference.

The energy acts as a variant prismatic wall, protecting Severin. Unlike a normal prismatic wall, this variant only has five colors -
  • Red - unchanged from a normal prismatic wall
  • Black - deals acid damage as if it were the orange layer of a prismatic wall.
  • Blue - deals lightning damage as it were the yellow layer of a prismatic wall.
  • Green - unchanged from a normal prismatic wall.
  • White - deals cold damage as if were a normal prismatic wall.

Furthermore, this variant orders the layers (from outside inwards) as white, black, green, blue, red.

Severin is incapacitated until the energy's protection is dispelled. The next round, he will be able to act as normal. Severin consumed a Potion of Flying, but he will not leave the center of the funnel.

Once the energy's protection has been dispelled, Severin (and the Mask assuming he is still wearing it) can be pushed out of the focal point with a shove attack and a DC 25 Strength check.

The Mask of the Dragon Queen can be removed from Severin's head (assuming he's still alive and resisting), with two successful grapple attempts.

If the Mask of the Dragon Queen is removed from Severin's head, and not restrained, it will float (under its own power) back to the focal point in one round. It takes no special effort to capture and restrain the Mask in this state.
 



robus

Lowcountry Low Roller
Supporter
For the council meetings I just picked out some NPC pawns from my pathfinder NPC box. I plan on having the council chamber drawn on a battle map so that my players can better visualize the scene and keep better track of who all the NPCs are. It'll be arranged like a Senate hearing; an arc with the Lords Alliance in the middle and the orders on either side.

It seems cool in my head at least :)
 

Eltab

Lord of the Hidden Layer
For the council meetings ... <snip> ... It'll be arranged like a Senate hearing
I imagined something more like British Parliament: the room is rectangular, there is fancy seating at one end, and it's too small to hold everybody, so the big decisions - where EVERYBODY wants to crowd into the room - seem that much more important. For present purposes, a few nice chairs (Lay-Z-Boys) have been placed where the Government seats usually are; the named Lords sit there, surrounded by their aides.

Winston Churchill "The Second World War" briefly (but I don't remember where) describes the decision to rebuild the Chambers of Parliament after being bombed out during the Blitz; the alternative proposal looked more like the US Senate.
 

robus

Lowcountry Low Roller
Supporter
I imagined something more like British Parliament: the room is rectangular, there is fancy seating at one end, and it's too small to hold everybody, so the big decisions - where EVERYBODY wants to crowd into the room - seem that much more important. For present purposes, a few nice chairs (Lay-Z-Boys) have been placed where the Government seats usually are; the named Lords sit there, surrounded by their aides.

Winston Churchill "The Second World War" briefly (but I don't remember where) describes the decision to rebuild the Chambers of Parliament after being bombed out during the Blitz; the alternative proposal looked more like the US Senate.

I hear what you're saying - but given that there's very few who are actually the decision makers I think the senate option makes more sense. The other (unnamed) invited dignitaries can be in the viewing area.
 

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