D&D 5E D&D Encounters: The Rise of Tiamat play reports (sessions 1-12, complete)

So it seems like your group is having a good time. Have you run into any real issues with the adventure?

Not really, but I'm good at adapting stuff for my table. I really like the scale of this adventure, with the council meetings and missions giving a real sense of it not being just a local problem. (The biggest problem has been the D&D AL requirements that stop the awarding of milestone XP, which causes a lot of trouble in running this adventure).

Cheers!
 

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Not really, but I'm good at adapting stuff for my table. I really like the scale of this adventure, with the council meetings and missions giving a real sense of it not being just a local problem. (The biggest problem has been the D&D AL requirements that stop the awarding of milestone XP, which causes a lot of trouble in running this adventure).

Cheers!

That makes sense. I know it's not hip, but I'm rather liking HotDQ for my home game. Lookin forward to getting to RoT. Fortunately no xp cap on home games
 

And the adventurers killed the Green Wyrmspeaker, his great blue dragon having fled and abandoned him. Unfortunately, the Green Dragonmask was not present. His journal revealed that it had been taken to the Well of Dragons… to join the Draakhorn.

And that was the 7th session of The Rise of Tiamat.

Session 7 was very unusual – I didn’t run it! Due to cancellations on another of our tables, I was needed to run a session of Hoard of the Dragon Queen for another group, and Tim – who normally plays the warlock at our table – ran my table instead. Unfortunately, it leaves a gap in these reports. From what I gather, the party entered the caves and dealt with the initial waves of cultists therein, freeing a number of elves. They then confronted the Green Dragonspeaker, who turned out to be none other than Neronvain, the exiled son of King Melendrach. He fought them and lost. The fight against the green dragon proved inconclusive, the dragon fleeing before it could be slain, and the party returned to Waterdeep victorious. And now for Session 8!

Waterdeep. The City of Splendours. Year of the Warrior Princess (1489 DR).

Once again, the Council of Waterdeep was in session, and the adventurers were in attendance. They reported to the council on what had occurred in their trips to the Dragon Council and the Misty Forest. King Melandrach was particularly unimpressed that the group had killed his son, and furious that they had forced him to apologise to the dragons – something he would do, if reluctantly. Likewise, Connerad Brawnanvil of the dwarves was furious with the adventurers for forcing him to apologise as well – the feuds between dragons and dwarves are legendary. Despite this, Laeral, Open Lord of Waterdeep, calmed down the council.

The discussion turned to where best to employ the dragons the alliance had netted them. Once again, the adventurers were called in to mediate. The cult had been attacking the lands around more and more over the previous weeks, and a fast response force was needed to protect them. In the end, forces of dragons were assigned to Waterdeep, the Harpers, Connerad Brawnanvil’s dwarves, Taern Hornblade and Sir Isteval.

Now discussion turned to future plans. Emissaries of the Red Wizards of Thay had arrived, informing the council that the Red Wizards aiding the Cult of the Dragon were exiles and opening the possibility of an alliance, but the adventurers would have to travel to Thay to conduct the diplomacy. This was instantly rejected, with many of the adventurers remembering the invasion of the Sword Coast by the Red Wizards a few years ago, and wanting nothing to do with them.

Instead they chose to travel to the Tower of Xonthal. One of the members of the Cult was planning to defect and he wished to meet them there. As an additional reward, he knew where the Blue Dragonmask was being kept – all he required was the adventurers to take it and rescue him.

Unfortunately for the adventurers, the Tower of Xonthal was not the easiest place to get into. It was surrounded by a great, magical maze, which shifted and turned around them, confusing any sense of direction.

The adventurers cautiously entered the maze, and soon came to a sundial in a clearing the shadow of which ignored the sun and instead pointed towards a pathway leading to the tower. The adventurers cautiously followed it, the path twisting around until they came back to the clearing. But this time, two shadows could be seen on the sundial!

They tried following one path, then the other. The first time they came to a great pool, in which lived great crustaceans that attempted to grab them – something that Ice discovered as she stood on the edge of the pool and tried to recover a gem that hung above it with a mage hand spell. The gem was caught, and so was Ice! Her companions saved her, and the halfling breathed a sigh of relief. The second path led a pasture of two cyclopes, whom engaged the adventurers in a game of “Throw the Boulder” – whoever could throw a 500 pound rock further would win the contest! This time, it was Ice who saved the day, using her newly mastered telekinesis spell to throw the boulder the length of the field. The cyclopses granted her a topaz, and the party left the pasture.

However, both times the group returned to the sundial. They attempted going forward again, only to end up in a carnivorous garden with many great flowers attempted to grasp and eat the adventurers. However, Ice still had her telekinesis spell in effect, and was able to seize each of the blossoms and rip them from the plants. The flowers turned into gems, and the adventurers moved on – only to return once more to the sundial, with the two shadows still pointing the same ways.

Finally, they attempted a path to which the shadows did not point. This worked… to an extent. They returned to the sundial, but this time it had three shadows – one pointing to the path they’d come from, the others to the front-left and front-right paths.

More challenges awaited them as they tried the pathways: animated suits of armour attacked, then rose and attacked again when defeated. A gorgon chased them through a proper hedgemaze, and a dao raised walls of stone and attempted to poison them. They defeated each of the challenges in turn, but they kept returning to the sundial of three shadows…

…and, I’m afraid, that is where we ended the session! More soon!

Yes, I’m writing this several weeks after the session. We finished
The Rise of Tiamat a few days ago. I expect I’ll be able to finish these reports before we start Princes of the Apocalypse in May.
 

Xonthal’s Tower, Mount Hlim.

The adventurers could see the tower, but they were getting no closer to it, having been returning to the glade where a sundial with three shadows stood again and again and again. They headed off once more, taking a path they’d taken before, no closer to finding the solution.

This time they ended up in an area of giant mushrooms and fungi, where a giant caterpillar sat upon one of the mushrooms, smoking a hookah.

(You should recognise the caterpillar from Alice’s Adventures in Wonderland. In fact, I lifted this entire encounter from Gary Gygax’s Alice-inspired adventure of Dungeonland, which I adore and have run on a number of occasions).

The adventurers, particularly Mordechai and Ice, were delighted when he began to speak, asking them what brought them to his glade, and blowing smoke rings in their direction. Ice jumped to catch one, and discovered it turned into a jewelled necklace that settled around her throat. Unfortunately, Mordechai was less fortunate – his smoke ring turned into a necklace of strangulation, and as he went down choking, the caterpillar attacked, breathing lightning at the party! It raked them with its claws, and soon the battle was fully joined. Music dispelled the magic of the necklace to restore Mordechai, and the doughty fighter returned to the fray, engaging the caterpillar – really a behir – head-on, whilst Kai the Warlock send eldritch blasts at it from afar, and Darius the monk ran forward, struck it, then disengaged and ran back.

The adventurers took significant damage from its breath weapon, but when all fighting together, they were a powerful force. Soon the caterpillar was dead, and they retrieve a shining jewel from within its hookah. The group continued on… and returned to the sundial of three shadows.

Astonishingly, they finally solved the problem of the sundial, leaving by the path from which they entered the glade. The group found themselves come to a fourth sundial, this one showing four shadows, which spun and disappeared into the central point.

This one they solved quite quickly, with Ice jumping onto the sundial itself, and being teleported to the fifth sundial, with the others following.

The final sundial had eight shadows. A couple of wrong solutions were tried, with the group fighting giant chess pieces in the meantime, before the solution was found and the group finally reached the Tower. It stood before them, silent. No sign could be seen of Iskander.

And so they entered the tower.

The chamber they entered was large, with no discernible exits, but with two balconies overlooking the chamber. A dead cultist lay on the floor before them, killed by a dagger blow to the heart. And behind them was a panel with several unusual symbols on it. Ice and Music quickly discerned that it was the controller for a teleporter, which was the way to move between levels of the tower. Darius, climbing to the balconies, confirmed that teleporters also existed on the two balconies.

Cautiously, they activated the teleporter, and they came to a room where several cultists were examining the bones of a dragon on the floor. Mordechai raced towards them, engaging them in combat, slaying one instantly. Unfortunately, one of the cultists ran past them and engaged the teleporter again, leaving Mordechai alone in the chamber… except for four angry cultists!

The others found themselves in a chamber with several angry cult mages!

The cultists left with Mordechai discovered that the eldritch knight was quite a handful even on his own, and were soon slain. A few moments later, his companions reappeared, slightly scorched, to report there were fewer cult mages to deal with!

The adventurers continued to explore the tower, finding a few cultists but no sign of Iskander or the dragon mask.

Eventually, they discovered the path to the dungeons…
 

Xonthal’s Tower, Mount Hlim. 1489 DR.

Beneath the tower, the adventurers were soon attacked by a number of elementals – earth and fire elementals – which attacked as soon as they came into the chamber. Music and Mordechai, both tieflings, scorned the scorching touch of the fire elementals, with the doughty eldritch knight engaging all three of the elementals and swinging about lustily.

When naught remained but scorch marks and scattered rocks, the adventurers discovered a path of bloody footprints leading onwards, down a corridor lit by dim glowglobes. Several doors led off the corridor, and – although the footprints did not lead there – the group were curious enough to investigate.

The first room was obviously a wizard’s laboratory, with worktables covered by equipment and notes. However, it’s most unusual feature was a great standing whirlwind in the centre of the room, ten feet across and stretching from floor to ceiling. Within the whirlwind, several sparkling gems could be seen, whirling about.

Ice immediately declared that she wanted one, and so the group attempted to grab one. Unfortunately, the attempt was not successful – those thing were moving fast! – and one of the gems flew out of the whirlwind, uncaught, and shattered on the floor, releasing what was stored inside – a water elemental! Mordechai suffered a few good hits from it before they brought it down.

Ice still wanted a gem, so the group attempted again, this time Mordechai using a mage hand spell to attempt to catch one. It was no more successful than before, and another water elemental appeared to face them. After the battle was done, and Music had healed the eldritch knight, Ice still wanted a gem, but Darius bundled the protesting halfling out of the door as the adventurers searched for safer challenges.

Steps led down to an amazing sight: a walkway stretching over infinite space, with stars all around sparkling in unfamiliar constellations. Meteors streaked above and below the path, and doors leading to nothing the group could see led off the pathway.

The path was not all that safe, as the group discovered when some of the meteors swept down on them. Most of the group ducked successfully, although Ice had to be recovered from where she hung on the side of the path!

The path forked, both directions leading to chambers of some kind. The group turned right, and found themselves at the doorway of a brightly lit chamber. Within it, a red-skinned creature wearing armour of flame, bronze and volcanic stone sat, cross-legged, contemplating a chessboard. It looked up with some delight upon noticing the adventurers, and greeted them with joy. It explained that it was a noble efreeti from the City of Brass, trapped here by the cruel Xonthal. A line of salt across the archway kept it trapped – if the adventurers would just break it, it could retrieve Iskander for them, who had been lost when he fell of the walkway.

The adventurers were sceptical, and declined his offer, instead deciding to check the other chamber than trust the efreeti. It raged at them as they left, but they paid it no further heed.

The final chamber proved that the efreeti was lying, as there, crumpled on the floor, was Iskander, dead of many wounds. By him lay the Blue Dragon Mask. Nothing could be done for him here, so the adventurers gathered his corpse and the mask and left the tower.

Their departure was not unhindered. A great blue dragon swooped down from above, demanding the mask. The adventurers shouted back their denials at the dragon, and began to fling spells and missiles at it, but failed to properly scatter. The dragon let loose a massive lightning bolt at the adventurers. After the blast, Ice lay on the ground, unmoving, although the rest of the group were still hale.

The battle was hard, but the eldritch blasts from the warlock when coupled with his hex spell proved too much for the dragon, which was slain when attempting to flee. Ice was dead, and so the group began to travel towards Baldur’s Gate, seeking a priest who could return her to life…
 

Outside Baldur’s Gate. The Sword Coast. 1489 DR.

The adventurers had stopped off in Baldur’s Gate, where they had paid the priests of the Lady’s Hall money to raise Ice, the halfling sorceress having been slain in their last battle against the Cult. Now they were on the Trade Way, heading north back towards Waterdeep.

However, the Cult of the Dragon had not finished with them. As they left an inn one morning, a red dragon flew above them, devils jumping from its sides to surround them. Darius and Mordechai engaged the devils on the ground as the others sent bolts of energy up towards the dragon. One thing they’d learnt from last session’s encounter: Don’t stand together! And so the characters scattered. It also helped that two of the characters were resistant to fire breath, as both Music and Mordechai were tieflings.

The devils soon discovered that the adventurers had area effect spells, and they weren’t afraid to use them, and Ice gleefully used her frost magic against the Red Dragon above. All of a sudden, the surprise attack had turned into a rout of the Cult – and the adventurers weren’t going to let them get away. The dragon may have wished to disappear into the clouds, but it couldn’t get away fast enough before magic missiles and eldritch bolts brought it down. Their attackers dead, the adventurers wasted no time in continuing on to Waterdeep.

The meeting of the Council of Waterdeep was tense. The Cult of the Dragon had stepped up its attacks on the towns and villages of the Sword Coast, and people under the protection of the Council were dying. The leaders who had gained aid from the dragons had fared better, but none were happy. The mood got worse when the Blue Dragon Mask was analysed by mages of the Harpers, and found to be false. Once more, the Cult of the Dragon had spirited away one of their key artefacts!

Discussion turned to the Tower of Xonthal. Who would gain possession of it – most of the Council members wanted control of it for their factions. As the debate continued, a representative of the Zhentarim – who had been curiously absent from most of the meetings – approached the adventurers. “It is yours by way of conquest,” he told them. “If you gift it to the Zhentarim, we can prove useful allies against the Cult of the Dragon.”

The proposal was initially favourably received, with the agent offering them a large sum of money and magic items as an incentive to make the “right choice”. Ice, herself an agent of the Zhentarim, was entirely for this plan. However, one by one the remaining adventurers realised that it was entirely possible allying with the Zhentarim was not in their interests. The Harpers stood against all the Zhentarim represented. The Lords Alliance didn’t want anyone gaining a position of power so close to their lands. The Order of the Gauntlet were worried of the influence of Bane. Only the Emerald Enclave might not have been bothered, but that was no reason to make the decision. In the end, dealing with the Zhentarim was a step too far, much like dealing with the Red Wizards of Thay. So, the adventurers declined the offer, instead offering the tower to the Harpers.

Now news was brought to light from agents of the Council that the forces of the Cult were gathering at the Well of Dragons. The oracles agreed – it was essential that the headquarters of the Cult be brought down before they could summon Tiamat to the Realms.

At this point, the leading voices of the Council turned to the adventurers. The Council could form an army to take on the forces of the Cult, but a strike team needed to go in and take out the wizards and clerics of the Cult and stop them from finishing their ritual. The adventurers agreed, but would all the Council?

One by one, the leaders pledged their agreement: Lady Laerel and Sir Isteval spoke highly of the adventurers’ deeds, rallying their fellow council members to the cause. And finally, as one, the council all pledge their aid to the cause. War plans were made. The time for talking was over – it was time for war.

From the cities and towns of the Sword Coast, men have responded to the call of the Lords Alliance. They have left their families to march towards a forbidding plain of bones. They march side by side with the armies of dwarves and elves. At the vanguard march the holy warriors of the Order of the Gauntlet.

Overhead, the metallic dragons fly in great formations. A great flying castle holds the giants of the North, who have come to the call of Blagothkus of Skyreach. The Harpers and Emerald Enclave scout ahead. The land is empty. The Temple awaits.

After much discussion, the battleplan is complete: The armies of the Sword Coast will fight the armies of the Cult. The great castle Skyreach and its giants will neutralise the evil dragons, while the good dragons will attack the Temple of Tiamat directly, attempting to sever its connection to Faerûn. The wizards and druids of the Emerald Enclave will use their magic to block the malign influence of the Mask of Dragons.

Over 20,000 have marched to the Well of Dragons.

And yet, the adventurers must still penetrate the Temple and stop Severin, mad leader of the Cult, from summoning Tiamat to the Realms. The Great Alliance has given the adventurers a chance – but the fate of the Realms is in their hands.
 

The Well of Dragons. 1489 DR.

The armies of the Sword Coast had reached the Well of Dragons, and the evil dragons and the forces of the Cult of the Dragon had risen to oppose them. As the battle commenced, word came from the mages of the Harpers and Emerald Enclave: the Cult had begun the ritual to summon Tiamat to the Realms. At this point, only a small strike force would be able to penetrate the Temple of Tiamat and disrupt the ritual. The adventurers were called upon, one last time.

The Temple lay in the heart of an extinct volcano, surrounded by a plain of bones. As the adventurers scouted the area, they realised that there were various lava tubes leading into the temple, all of which were guarded by the cultists. However, as some lay out sight from the others, the adventures chose one of those to assault. They did not let the other guards know of their approach. Quickly, silently, deadly was their approach, and soon the guards were dead and the way into the tunnels lay open.

It wasn’t long before they were noticed by one of the inhabitants of the caverns below – a wight named Naergoth Bladelord. He demanded to know what the adventurers were doing in his domain, but the adventurers attacked him with swords and spells in response. The battle was brutal – Mordekai was quite hurt by the time it finished – but after they slew the wight it seemed that no-one had noticed; everyone being far busier with other matters. Chanting and screams could be heard echoing through the tunnels, their source indistinct.

Faced with a number of branching passageways, the group explored them one by one. As they did so, they stumbled across the great treasure chamber of the cult. The treasures looted from the Sword Coast over the past months made great piles of gold and jewels, enough to stir the heart of the most ascetic monk. The treasure chamber was guarded by a dragonfang (high-level cultist) and his flesh golems. It didn’t take too long for the group to destroy them, and then Mordekai and Darius stealthily scouted through the piles of treasure. The sound from the Draakhorn was now becoming overwhelming, and their companions discovered that the other passage led to the temple. Mordekai had to be persuaded to abandon the treasure; his soul inflamed with dragon-greed, but eventually the entreaties of his companions bore fruit and he regretfully left the treasure and made his way towards the temple.

The temple rose like a demented flower in the centre of the volcano’s caldera. From within the temple, prisoners were being led into the caldera where they were being slaughtered by five great dragons – one of each colour. The blood energy that was being gathered was unmistakable to the arcane magic-users, and Ice the Sorceress and Tim’s warlock were tremendously worried by the power that had been raised. Devils and guard drakes barred their way into the caldera, but the adventurers were able to attack them with surprise, and that was enough to finish them off quickly. Far more worrying were the five dragons; how were the adventurers to get past them?

The answer came from above – the metallic dragons, the dragons of good, flew in to attack the Temple directly, sending blasts of fire and lightning at it. Seeing the Temple under attack, the evil dragons rose to oppose them, but the good dragons were more than a match for them, especially as Skyreach Castle came into view overhead, sending giant-thrown boulders and great ballista bolts at any evil dragon unfortunate enough to be in range. Taking advantage of the distraction, the adventurers rushed to free the prisoners, choosing some of the more alert prisoners to lead the others through the lava tubes to safety, and giving them a map of the way out. With the prisoners fleeing and the chromatic dragons gone, it was time to enter the Temple.

There they found ten Red Wizards, led by Severin, the master of the Cult of the Dragon, conducting the ritual to summon Tiamat. The space inside the temple was immense – five spires raising 50 feet into the air, arranged in a star-shaped pattern around a central spire rising 100 feet into the air. Some of the Red Wizards were on the ground, others were flying in the air. Severin seemed distracted. He wore the full Mask of the Dragon, having assembled it from all five Dragon Masks, but its powers were weak and erratic. Unbeknownst to him, the druids and mages of the Emerald Enclave were working a great countermagic against the artefact, stopping him from accessing its full power.

The first order of business were the two Red Wizards immediately before them in the Blue Chapel. Eldritch Blasts aimed at the higher one were counterspelled, but this just left him vulnerable to Music’s dispel magic. He plummeted to the floor as his fly spell failed, and Darius and Mordekai finished him off.

The group then split up, with Ice and Tim’s Warlock concentrating their attacks on Severin in the middle of the temple, whilst Darius rushed towards the wizards in the White chapel and Mordekai and Music hastened towards the wizards in the Red chapel. The last two were greeted by twin fireballs, the wizards having left off their concentration on the ritual long enough to attempt to blast the intruders to ash, but they hadn’t calculated on both their opponents being tieflings and being mostly immune to the fire. Darius just dodged the spells coming his way with great effectiveness. The temple shuddered from time to time as the metallic dragons outside sent more of their breath weapons into its structure. The Red Wizards were swiftly falling to the adventurers’ attacks, their attempts at defending themselves just disrupting the ritual more.

Severin desperately wanted to counterspell the eldritch blasts coming his way from Tim’s warlock, but there was one problem: Tim’s warlock was too far away for Severin to interfere with the spell-casting. Severin was pounded again and again and again. He was able to counter some of Ice’s workings, but the Warlock’s blasts were astonishingly potent. He did not flee, and soon enough, the architect of the great evil was slain, his body falling to the floor with a reverberating crash. With his death, the wizards lost control of the portal, which exploded in upon itself, ripping the life-force from some of the wizards, killing them in the backlash. The remainder fled. As the temple began to disintegrate, Ice rushed forward to Severin’s corpse and quickly disassembled the mask, taking the White Dragon Mask as a keepsake. Her companions did their best to destroy the remaining masks, and fled as the entire temple fell in on itself.

Outside was oddly quiet. The battle was over. The warriors of the cult, disheartened, had laid down their weapons. The evil dragons had fled to all points of the compass.

The Battle of the Well of Dragons was over, and the heroes were greeted with great acclaim by the assembled troops and Lords and Ladies of the lands.

What now for our brave adventurers? Mordekai might return to Baldur’s Gate, to take his place as one of the Grand Dukes of the city. Ice might travel north, to the lands of the Frost Giants. The Warlock might investigate the mysteries of Xonthal’s Tower more closely. Darius might travel to Waterdeep, there to instruct others in his martial arts. And Music might continue to roam the world, telling stories of great danger and valour. Whatever might occur, they are known as some of the greatest heroes of Faerûn.

23rd August 2014 – 11th April 2015. Seven months of play in 30 two-hour sessions. The Tyranny of Dragons is over!
 



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