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.
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 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]
[table="width: 500, align: left"]
[tr]
[td][/td]
[td]Blue Chapel (Area 1)[/td]
[td]White Chapel (Area 3)[/td]
[td]Green Chapel (Area 4)[/td]
[td]Black Chapel (Area 5)[/td]
[td]Red Chapel (Area 6)[/td]
[/tr]
[tr]
[td]Sacrificial Circle[/td]
[td]Blue Wyrmspeaker and Dragon Ally (or Ancient Blue Dragon and Red Wizard)[/td]
[td]White Wyrmspeaker and Dragon Ally (or Ancient White Dragon and Red Wizard)[/td]
[td]Green Wyrmspeaker and Dragon Ally (or Ancient Green Dragon and Red Wizard)[/td]
[td]Black Wyrmspeaker and Dragon Ally (or Ancient Black Dragon and Red Wizard)[/td]
[td]Dragonsoul, dragonfang, 2 dragonwings and Red Wyrmspeaker's Dragon Ally (or Ancient Red Dragon and Red Wizard)[/td]
[/tr]
[tr]
[td]Channeling Circle[/td]
[td]Red Wizard, max HP[/td]
[td]Red Wizard, max HP[/td]
[td]Red Wizard, max HP[/td]
[td]Red Wizard, max HP[/td]
[td]Rath Modar, or Red Wizard Archmage[/td]
[/tr]
[tr]
[td]Ritual Guard[/td]
[td]Young Blue Dragon[/td]
[td]Young White Dragon[/td]
[td]Young Green Dragon[/td]
[td]Young Black Dragon[/td]
[td]Young Red Dragon[/td]
[/tr]
[tr]
[td]Additional Lair Terrain[/td]
[td]Sandy Floor[/td]
[td]Ice Stalactites[/td]
[td]Bare Dirt Floor[/td]
[td]One 30' Diameter Pool[/td]
[td]Stone Pavement Floor[/td]
[/tr]
[/table]
[/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
Wyrmspeaker Dragon Allies
[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.
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).
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]
[table="width: 500, align: left"]
[tr]
[td][/td]
[td]Blue Chapel (Area 1)[/td]
[td]White Chapel (Area 3)[/td]
[td]Green Chapel (Area 4)[/td]
[td]Black Chapel (Area 5)[/td]
[td]Red Chapel (Area 6)[/td]
[/tr]
[tr]
[td]Sacrificial Circle[/td]
[td]Blue Wyrmspeaker and Dragon Ally (or Ancient Blue Dragon and Red Wizard)[/td]
[td]White Wyrmspeaker and Dragon Ally (or Ancient White Dragon and Red Wizard)[/td]
[td]Green Wyrmspeaker and Dragon Ally (or Ancient Green Dragon and Red Wizard)[/td]
[td]Black Wyrmspeaker and Dragon Ally (or Ancient Black Dragon and Red Wizard)[/td]
[td]Dragonsoul, dragonfang, 2 dragonwings and Red Wyrmspeaker's Dragon Ally (or Ancient Red Dragon and Red Wizard)[/td]
[/tr]
[tr]
[td]Channeling Circle[/td]
[td]Red Wizard, max HP[/td]
[td]Red Wizard, max HP[/td]
[td]Red Wizard, max HP[/td]
[td]Red Wizard, max HP[/td]
[td]Rath Modar, or Red Wizard Archmage[/td]
[/tr]
[tr]
[td]Ritual Guard[/td]
[td]Young Blue Dragon[/td]
[td]Young White Dragon[/td]
[td]Young Green Dragon[/td]
[td]Young Black Dragon[/td]
[td]Young Red Dragon[/td]
[/tr]
[tr]
[td]Additional Lair Terrain[/td]
[td]Sandy Floor[/td]
[td]Ice Stalactites[/td]
[td]Bare Dirt Floor[/td]
[td]One 30' Diameter Pool[/td]
[td]Stone Pavement Floor[/td]
[/tr]
[/table]
[/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
[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).