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Enhancing "Rise of Tiamat" (Practical stuff to try at your table!)
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<blockquote data-quote="GuardianLurker" data-source="post: 6872025" data-attributes="member: 786"><p>Up thread, I posted how I plan to handle the final battle.</p><p></p><p>If you use FG, you'll probably find this useful: <a href="http://www.fantasygrounds.com/forums/showthread.php?26949-Rise-of-Tiamat-a-more-climatic-end-battle" target="_blank">http://www.fantasygrounds.com/forums/showthread.php?26949-Rise-of-Tiamat-a-more-climatic-end-battle</a></p><p></p><p>Here are the critical sections for the battle:</p><p><span style="font-size: 12px"><strong>Breaking the Ritual</strong></span></p><p>[sblock]</p><p><strong><u>What the Characters Know About the Ritual</u></strong></p><p>Summoning Tiamat bodily from Hell is a two-stage process. First, the Temple of Tiamat must be pulled from Avernus to Faerun, then a portal can be opened from within the Temple, from which Tiamat will emerge.</p><p><u>Calling Forth the Temple</u></p><p>Calling forth the Temple requires the following:</p><ul> <li data-xf-list-type="ul"> The bodies of 50 Huge Earth Elementals, soaked in the blood of enough devils to turn the earth to a thick mud.</li> <li data-xf-list-type="ul"> The spine and skull of 5 metallic wyrmling dragons (one of each type), set with the gem corresponding to the color of the opposing chromatic dragon, each blessed by a cleric of Tiamat.</li> <li data-xf-list-type="ul"> The blood of those wyrmlings, used to draw the outline of the Temple.</li> <li data-xf-list-type="ul"> 50 good mortal humanoids, who will be sacrificed during the ritual.</li> <li data-xf-list-type="ul"> 50,000 gold pieces</li> </ul><p></p><p>Once the materials are assembled, the wyrmspeakers will conduct the ritual. The ritual itself requires 25 minutes of chanting. When complete, the Temple will begin constructing itself over the next 5 days.</p><p></p><p>The wyrmspeakers are expected to be wearing their Dragon Masks. If the Cult is missing one or more Masks, for each missing mask the ritual will require an additional 50 mortals, an additional 10,000 gold pieces, and one additional day for construction. For example, if the Cult is missing the Black, White, and Green Dragon Masks, the ritual would require 50 Huge Elementals, the blood, spine, and skull of five metallic wyrmling dragons, 200 good mortals, and 80,000 gold pieces, and would then require 8 days of construction time.</p><p></p><p><u>Summoning Tiamat</u></p><p>Summoning Tiamat requires the following:</p><ul> <li data-xf-list-type="ul"> A hoard worth at least 500,000 gold pieces that will be claimed by Tiamat, and blessed by 5 priests of Tiamat.</li> <li data-xf-list-type="ul"> 500 mortal humanoids, who will be sacrificed during the ritual.</li> <li data-xf-list-type="ul"> 5 chromatic dragons, adult or older, one of each type.</li> <li data-xf-list-type="ul"> 5 specially prepared harnesses that will be worn by the dragons.</li> <li data-xf-list-type="ul"> 5 sets of ritual circles, used by the dragons and the spellcasters.</li> <li data-xf-list-type="ul"> 5 sets of ritual spellcasters that will channel and control the sacrificed energy. A set is one or more spellcasters.</li> <li data-xf-list-type="ul"> The combined Mask of the Dragon Queen, worn by the leader of the ritual.</li> </ul><p></p><p>Starting this ritual is quite simple - every ritual particpant says a minute long chant, then the dragons begin the sacrifices, which the ritual spellcasters channel to the leader. After all the sacrifices have been made, the portal to Hell will open one round later. The dragons do not have to finish their sacrifices in synchronization.</p><p></p><p><strong><u>Vulnerabilities in the Ritual</u></strong></p><p><u>Calling Forth The Temple</u></p><p>From the characters point of view, this ritual will be hard to interfere with. A DC 20 Arcana check (which cannot be made if the character is not proficient in Arcana) reveals the following:</p><ul> <li data-xf-list-type="ul"> The elementals and devil blood are only spell away, and can be preserved. The Cult cannot be prevented from acquiring them.</li> <li data-xf-list-type="ul"> Based on intelligence, the gold and the sacrifices (for both rituals, barely) have been already acquired.</li> <li data-xf-list-type="ul"> The wyrmlings should have been assumed to be acquired. If the metallic dragons are allied, they agree with this - unfortunately, 5 wyrmlings dying is well within normal, and their loss would not raise any flags.</li> </ul><p></p><p>Another proficient DC 20 Arcana check reveals:</p><ul> <li data-xf-list-type="ul"> The spine and skulls can be eliminated from the ritual by removing Tiamat's blessing, giving them burial rights in the name of Bahamut, then destroying them beyond recovery.</li> <li data-xf-list-type="ul"> Killing the Wyrmspeakers will also interrupt the ritual.</li> <li data-xf-list-type="ul"> Interrupting the ritual will cause a large energy backlash.</li> </ul><p>Interrupting the ritual deals 5d6 radiant damage, plus 1d6 radiant damage for every minute (or fraction thereof) the ritual continued to every being within the ritual circle, and a 50' ring surrounding the ritual circle. If any of those targets are good-aligned, they take a half as many d6's of necrotic damage. (E.g. if interrupted at minute 7, any good-aligned characters within the area would take 12d6 radiant + 6d6 necrotic damage.)</p><p></p><p><u>Summoning Tiamat</u></p><p>From the characters' point of view, this ritual is easier to interfere with, but harder to completely stop as it can produce weaker results. A proficient DC 20 Arcana check reveals the following:</p><ul> <li data-xf-list-type="ul"> There are 5 "chains" of sacrifical energy flowing to the leader.</li> <li data-xf-list-type="ul"> All 5 chains will need to be broken to completely stop the ritual.</li> <li data-xf-list-type="ul"> Destroying the ritual circle is also a certain way of breaking the chain, but they will probably be hard to destroy, and heavily guarded.</li> <li data-xf-list-type="ul"> Stopping the sacrifices is the most certain way of breaking the chain, but easy to guard against, and would involve fighting what is probably a powerful dragon. They could also be resumed.</li> <li data-xf-list-type="ul"> The dragon has to kill the sacrifices with its body, not its breath weapon (I.e. bite, claws, and tail).</li> <li data-xf-list-type="ul"> Having more than one spellcaster in the ritual chain grants finer control and redundancy. However, the spellcaster must be competent and reasonably powerful, capable of casting 5th level spells.</li> <li data-xf-list-type="ul"> The ritual spellcasters and the dragons must be constantly concentrating on performing the ritual.</li> <li data-xf-list-type="ul"> The ritual spellcasters are replaceable as long as the sacrifical energy flows.</li> <li data-xf-list-type="ul"> Breaking a chain while the sacrifical energy flow will cause a large energy backlash.</li> <li data-xf-list-type="ul"> A chain has to remain broken for 3 minutes to remain broken, but if the sacrifices are still continuing, it can be reforged with a minute's work.</li> <li data-xf-list-type="ul"> The Mask of the Dragon Queen is the key - destroy it, and the ritual will also fail. Reaching it during the ritual is likely to prove very dangerous and difficult.</li> </ul><p></p><p>Determining how to destroy the Mask of the Dragon Queen is difficult (a proficient DC 25 Arcana check). For maximum effect, it requires a cleric of Bahamut and a metallic dragon of each type. For each participant in its destruction that doesn't match the maximal requirements, the Mask of the Dragon Queen receives a saving throw against each of the participant's efforts. If the participant is one of the maximal ones, the Mask receives no saving throw against the particpant's efforts. The steps involved in the destruction, which must be done in the order listed:</p><ul> <li data-xf-list-type="ul"> (Cleric of Bahamut) Cast Dispel Evil and Good on the Mask</li> <li data-xf-list-type="ul"> (Gold Dragon) Deal 70 points of fire damage in one action</li> <li data-xf-list-type="ul"> (Silver Dragon) Deal 60 points of cold damage in one action</li> <li data-xf-list-type="ul"> (Bronze Dragon) Deal 70 points of lightning damage in one action</li> <li data-xf-list-type="ul"> (Copper Dragon) Deal 60 points of acid damage in one action</li> <li data-xf-list-type="ul"> (Brass Dragon) Deal 50 points of fire damage in one action.</li> <li data-xf-list-type="ul"> (Cleric of Bahamut) Cast Divine Word on the Mask</li> <li data-xf-list-type="ul"> (Cleric of Bahamut) Deal 10 points of damage from a DragonSlayer, or any magical bludgeoning weapon.</li> </ul><p>Each dragon can attempt its effort multiple times, as long as the dispel evil and good is in effect. Likewise the divine word, and the physical damage. If the dispel evil and good reaches its maximum duration before all the steps have been completed, the process must start over.</p><p></p><p>Interrupting the summoning ritual will weaken Tiamat, with some interruptions weakening her more than others.</p><ul> <li data-xf-list-type="ul"> Automatic Failure: Breaking the ritual lines on all 5 chains, destroying the Mask of the Dragon Queen, stopping the flow of sacrifices for all the chains for more than 3 minutes (30 rounds).</li> <li data-xf-list-type="ul"> Critical:Breaking the ritual lines for a chain, stopping the flow of sacrifices for a chain for more than 3 minutes, preventing a Dragon Mask from joining to form the full Mask of the Dragon Queen, killing both wizards in a chain, removing the Mask of the Dragon Queen from the focal point for more than 5 rounds.</li> <li data-xf-list-type="ul"> Severe: Stopping the flow of sacrifices on a chain for more than 2 minutes, killing a single wizard in a chain, causing an energy backlash, removing the Mask of the Dragon Queen from the focal point for 5 rounds or less.</li> <li data-xf-list-type="ul"> Minor: Stopping a dragon or wizard from concentrating for more than 10 rounds.</li> </ul><p><strong><u>As a Background Task</u></strong></p><p>If the characters choose to assign this objective to another group, the most natural fit will be the allied wizards (regardless of whether the wizards are from the Arcane Brotherhood or Thay). As a background task, a successful resolution requires a successful DC 20 Intelligence saving throw. There will be a total of 5 such saving throws, one for each "chain". Each successful saving throw counts as a Severe weakening of the ritual.</p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Weakening the Dragon Queen</strong></span></p><p>[sblock]</p><p>The actions of the heroes in and prior to this final battle can reduce Tiamat's power before she appears. Make a note of any weakening events, and their severity. A full strength ritual has 30 points. For each severity level:</p><ul> <li data-xf-list-type="ul"> an Automatic Failure: Remove 30 points.</li> <li data-xf-list-type="ul"> Critical: For each Critical weakening, remove 6 points.</li> <li data-xf-list-type="ul"> Severe: For each Severe weakening, remove 3 points.</li> <li data-xf-list-type="ul"> Minor: For each minor weakening, remove 1 point.</li> </ul><p>Increase Tiamat's Hit Points to 900. Do not change any of her other statistics. Once all the point removals have been calculated, compare the result:</p><ul> <li data-xf-list-type="ul"> 30: Tiamat emerges at full strength, with 900 hit points.</li> <li data-xf-list-type="ul"> 29: Tiamat's maximum hit points are reduced by 75.</li> <li data-xf-list-type="ul"> 27: Tiamat's maximum hit points are reduced by 75.</li> <li data-xf-list-type="ul"> 24: Tiamat's attack and breath weapon damage is reduced by 15.</li> <li data-xf-list-type="ul"> 23: Tiamat's maximum hit points are reduced by 75.</li> <li data-xf-list-type="ul"> 21: Tiamat's maximum hit points are reduced by 75.</li> <li data-xf-list-type="ul"> 20: Tiamat cat only take 4 Legendary Actions.</li> <li data-xf-list-type="ul"> 18: Tiamat loses her Regeneration trait.</li> <li data-xf-list-type="ul"> 15: Tiamat loses her immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons. It becomes resistance instead.</li> <li data-xf-list-type="ul"> 14: Tiamat's maximum hit points are reduced by 75.</li> <li data-xf-list-type="ul"> 12: Tiamat loses Limited Spell Immunity.</li> <li data-xf-list-type="ul"> 11: Tiamat's maximum hit points are reduced by 75.</li> <li data-xf-list-type="ul"> 9: Tiamat's maximum hit points are reduced by 75.</li> <li data-xf-list-type="ul"> 6: Tiamat takes a -5 penalty to attack rolls, saving throw DCs, and to her AC.</li> <li data-xf-list-type="ul"> 5: Tiamat's maximum hit points are reduced by 75.</li> <li data-xf-list-type="ul"> 3: Tiamat can take only three legendary actions.</li> <li data-xf-list-type="ul"> 2: Tiamat's maximum hit points are reduced by 75.</li> <li data-xf-list-type="ul"> 1: Tiamat can only use her Legendary Resistance 3 times per day.</li> <li data-xf-list-type="ul"> 0 or less: Tiamat is still trapped in the hells; the portal is completely uncontrolled for 1d8 rounds before it collapses completely. During its uncontrolled period, the portal will send a pit fiend, 2 ice devils, 4 erinyes, 4 horned devils, 6 bone devils, 8 chain devils, 10 barbed devils, and 12 spined devils. Only one group of devils will be sent a round, and the groups will be sent in exactly that order.</li> </ul><p>Once the score has been compared, apply all of the penalties at and above that point.</p><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>White Chapel</strong></span></p><p>[sblock]</p><p><em>"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."</em></p><p></p><p><em>"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."</em></p><p></p><p>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).</p><p></p><p><strong><u>Placing the Lines</u></strong></p><p><strong>The Ritual Lines:</strong> </p><p>AC 18, HP (20+3d10)x10+(10/commoner sacrificed), damage resistance to all non-magical weapons, immune to spell damage of any type.</p><p>Using the pointer tool in Fantasy Grounds, draw a circle 10' in diameter, and center it on the Red Wizard in the middle of the chapel.</p><p>Next, draw a circle 50' in radius, and place the center just inside the tip of the chapel. This will place the dragon just inside, at roughly the 8 o'clock position.</p><p>Next, draw a single line connecting the centers of these to circles, beginning in the large circle, and extending to the small circle.</p><p></p><p><strong><u>Tactics</u></strong></p><p>Encounter</p><ul> <li data-xf-list-type="ul"> White Wyrmspeaker (Talis)</li> <li data-xf-list-type="ul"> Ancient Red Dragon</li> <li data-xf-list-type="ul"> Red Wizard</li> </ul><p></p><p>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.</p><p></p><p>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.</p><p></p><p>The red wizard attacks if the characters attack him, or 5 rounds after the characters have stopped the sacrifices.</p><p></p><p>Talis, Arauthator, and the red wizard all attack if the players attack the ritual lines.</p><p></p><p>If Talis and Arauthator are killed, an Ancient White Dragon will resume the sacrifices, if possible, 20 rounds after their death.</p><p></p><p>If the Red Wizard is killed, a replacement will arrive 10 rounds after his death.</p><p></p><p>If the ritual lines are broken, this chain is permanently broken.</p><p></p><p>If the characters can stop the flow of sacrifices for 30 rounds, this part of the ritual will have to be restarted, which takes 10 more rounds, and requires a dragon and red wizard.</p><p></p><p>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 poison 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).</p><p>[/sblock]</p><p>The other chapels are similar, just change the colors. However, the Red Chapel is a little different. Since Severin is the Red Wyrmspeaker, the dragon's companions are different. The red chapels encounter is:</p><ul> <li data-xf-list-type="ul"> Rath Modar (Archmage)</li> <li data-xf-list-type="ul"> Ancient Red Dragon</li> <li data-xf-list-type="ul"> Dragonsoul</li> <li data-xf-list-type="ul"> Dragonfang</li> <li data-xf-list-type="ul"> 2 Dragonwings</li> </ul><p></p><p><span style="font-size: 12px"><strong>Blue Spire</strong></span></p><p>[sblock]</p><p><em>"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."</em></p><p></p><p><em>"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."</em></p><p></p><p>Encounter</p><ul> <li data-xf-list-type="ul"> Red Wizard</li> </ul><p></p><p><strong><u>Tactics</u></strong></p><p>While in the stream the wizard is immune to all magic, resistant to all other damage, and paralyzed.</p><p></p><p>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.</p><p></p><p>If the wizard takes 10 hit points of damage total (1/4 his maximum), he is no longer paralyzed, but is restrained.</p><p></p><p>If the wizard takes 20 hit points of damage total, he leaves the stream and downs a potion of greater healing.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>If this wizard dies, he is replaced in 15 rounds.</p><p>[/sblock]</p><p>The obvious color changes apply for the other spires.</p><p></p><p><span style="font-size: 12px"><strong>The Great Aspe (The centerpoint between the Spires)</strong></span></p><p>[sblock]</p><p><em>"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."</em></p><p></p><p><em>"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."</em></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Great Apse Portal</p><ul> <li data-xf-list-type="ul"> (01 - 20) 1 Imp</li> <li data-xf-list-type="ul"> (21 - 38) 1d3 Imps</li> <li data-xf-list-type="ul"> (39 - 54) 1d6 Imps</li> <li data-xf-list-type="ul"> (55 - 68) 2d4 Imps</li> <li data-xf-list-type="ul"> (69 - 78) 9-16 Lemures</li> <li data-xf-list-type="ul"> (79 - 89) 1 Spined Devil</li> <li data-xf-list-type="ul"> (90 - 94) 1 Spined Devil, 2 Imps</li> <li data-xf-list-type="ul"> (95 - 97) 1d3 Spined Devils</li> <li data-xf-list-type="ul"> (98 - 99) 1d6 Spined Devils</li> <li data-xf-list-type="ul"> ( 100 ) 1 Erinyes</li> </ul><p>[/sblock]</p><p></p><p><span style="font-size: 12px"><strong>Sanctuary</strong></span></p><p>[sblock]</p><p><em>"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. Contrasting with the energy flowing over his body, the man's body is contorted in obvious pain. 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 small winged and spiny devils - arranged in a pyramid around the man, a feathered angel and 2 spiny devils at each vertex."</em></p><p></p><p>Encounter</p><ul> <li data-xf-list-type="ul"> Severin</li> </ul><p></p><p><strong><u>Tactics</u></strong></p><p>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.</p><p></p><p>Each erinyes is capable of summoning, and will summon spined devils by preference.</p><p></p><p>The energy acts as a variant prismatic wall, protecting Severin. Unlike a normal prismatic wall, this variant only has five colors -</p><ul> <li data-xf-list-type="ul"> Red - unchanged from a normal prismatic wall</li> <li data-xf-list-type="ul"> Black - deals acid damage as if it were the orange layer of a prismatic wall.</li> <li data-xf-list-type="ul"> Blue - deals lightning damage as it were the yellow layer of a prismatic wall.</li> <li data-xf-list-type="ul"> Green - unchanged from a normal prismatic wall.</li> <li data-xf-list-type="ul"> White - deals cold damage as if were a normal prismatic wall.</li> </ul><p></p><p>Furthermore, this variant orders the layers (from outside inwards) as white, black, green, blue, red.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 6872025, member: 786"] Up thread, I posted how I plan to handle the final battle. If you use FG, you'll probably find this useful: [url]http://www.fantasygrounds.com/forums/showthread.php?26949-Rise-of-Tiamat-a-more-climatic-end-battle[/url] Here are the critical sections for the battle: [size=3][b]Breaking the Ritual[/b][/size] [sblock] [b][u]What the Characters Know About the Ritual[/u][/b] Summoning Tiamat bodily from Hell is a two-stage process. First, the Temple of Tiamat must be pulled from Avernus to Faerun, then a portal can be opened from within the Temple, from which Tiamat will emerge. [u]Calling Forth the Temple[/u] Calling forth the Temple requires the following: [list] [*] The bodies of 50 Huge Earth Elementals, soaked in the blood of enough devils to turn the earth to a thick mud. [*] The spine and skull of 5 metallic wyrmling dragons (one of each type), set with the gem corresponding to the color of the opposing chromatic dragon, each blessed by a cleric of Tiamat. [*] The blood of those wyrmlings, used to draw the outline of the Temple. [*] 50 good mortal humanoids, who will be sacrificed during the ritual. [*] 50,000 gold pieces [/LIST] Once the materials are assembled, the wyrmspeakers will conduct the ritual. The ritual itself requires 25 minutes of chanting. When complete, the Temple will begin constructing itself over the next 5 days. The wyrmspeakers are expected to be wearing their Dragon Masks. If the Cult is missing one or more Masks, for each missing mask the ritual will require an additional 50 mortals, an additional 10,000 gold pieces, and one additional day for construction. For example, if the Cult is missing the Black, White, and Green Dragon Masks, the ritual would require 50 Huge Elementals, the blood, spine, and skull of five metallic wyrmling dragons, 200 good mortals, and 80,000 gold pieces, and would then require 8 days of construction time. [u]Summoning Tiamat[/u] Summoning Tiamat requires the following: [list] [*] A hoard worth at least 500,000 gold pieces that will be claimed by Tiamat, and blessed by 5 priests of Tiamat. [*] 500 mortal humanoids, who will be sacrificed during the ritual. [*] 5 chromatic dragons, adult or older, one of each type. [*] 5 specially prepared harnesses that will be worn by the dragons. [*] 5 sets of ritual circles, used by the dragons and the spellcasters. [*] 5 sets of ritual spellcasters that will channel and control the sacrificed energy. A set is one or more spellcasters. [*] The combined Mask of the Dragon Queen, worn by the leader of the ritual. [/list] Starting this ritual is quite simple - every ritual particpant says a minute long chant, then the dragons begin the sacrifices, which the ritual spellcasters channel to the leader. After all the sacrifices have been made, the portal to Hell will open one round later. The dragons do not have to finish their sacrifices in synchronization. [b][u]Vulnerabilities in the Ritual[/u][/b] [u]Calling Forth The Temple[/u] From the characters point of view, this ritual will be hard to interfere with. A DC 20 Arcana check (which cannot be made if the character is not proficient in Arcana) reveals the following: [list] [*] The elementals and devil blood are only spell away, and can be preserved. The Cult cannot be prevented from acquiring them. [*] Based on intelligence, the gold and the sacrifices (for both rituals, barely) have been already acquired. [*] The wyrmlings should have been assumed to be acquired. If the metallic dragons are allied, they agree with this - unfortunately, 5 wyrmlings dying is well within normal, and their loss would not raise any flags. [/list] Another proficient DC 20 Arcana check reveals: [list] [*] The spine and skulls can be eliminated from the ritual by removing Tiamat's blessing, giving them burial rights in the name of Bahamut, then destroying them beyond recovery. [*] Killing the Wyrmspeakers will also interrupt the ritual. [*] Interrupting the ritual will cause a large energy backlash. [/list] Interrupting the ritual deals 5d6 radiant damage, plus 1d6 radiant damage for every minute (or fraction thereof) the ritual continued to every being within the ritual circle, and a 50' ring surrounding the ritual circle. If any of those targets are good-aligned, they take a half as many d6's of necrotic damage. (E.g. if interrupted at minute 7, any good-aligned characters within the area would take 12d6 radiant + 6d6 necrotic damage.) [u]Summoning Tiamat[/u] From the characters' point of view, this ritual is easier to interfere with, but harder to completely stop as it can produce weaker results. A proficient DC 20 Arcana check reveals the following: [list] [*] There are 5 "chains" of sacrifical energy flowing to the leader. [*] All 5 chains will need to be broken to completely stop the ritual. [*] Destroying the ritual circle is also a certain way of breaking the chain, but they will probably be hard to destroy, and heavily guarded. [*] Stopping the sacrifices is the most certain way of breaking the chain, but easy to guard against, and would involve fighting what is probably a powerful dragon. They could also be resumed. [*] The dragon has to kill the sacrifices with its body, not its breath weapon (I.e. bite, claws, and tail). [*] Having more than one spellcaster in the ritual chain grants finer control and redundancy. However, the spellcaster must be competent and reasonably powerful, capable of casting 5th level spells. [*] The ritual spellcasters and the dragons must be constantly concentrating on performing the ritual. [*] The ritual spellcasters are replaceable as long as the sacrifical energy flows. [*] Breaking a chain while the sacrifical energy flow will cause a large energy backlash. [*] A chain has to remain broken for 3 minutes to remain broken, but if the sacrifices are still continuing, it can be reforged with a minute's work. [*] The Mask of the Dragon Queen is the key - destroy it, and the ritual will also fail. Reaching it during the ritual is likely to prove very dangerous and difficult. [/list] Determining how to destroy the Mask of the Dragon Queen is difficult (a proficient DC 25 Arcana check). For maximum effect, it requires a cleric of Bahamut and a metallic dragon of each type. For each participant in its destruction that doesn't match the maximal requirements, the Mask of the Dragon Queen receives a saving throw against each of the participant's efforts. If the participant is one of the maximal ones, the Mask receives no saving throw against the particpant's efforts. The steps involved in the destruction, which must be done in the order listed: [list] [*] (Cleric of Bahamut) Cast Dispel Evil and Good on the Mask [*] (Gold Dragon) Deal 70 points of fire damage in one action [*] (Silver Dragon) Deal 60 points of cold damage in one action [*] (Bronze Dragon) Deal 70 points of lightning damage in one action [*] (Copper Dragon) Deal 60 points of acid damage in one action [*] (Brass Dragon) Deal 50 points of fire damage in one action. [*] (Cleric of Bahamut) Cast Divine Word on the Mask [*] (Cleric of Bahamut) Deal 10 points of damage from a DragonSlayer, or any magical bludgeoning weapon. [/list] Each dragon can attempt its effort multiple times, as long as the dispel evil and good is in effect. Likewise the divine word, and the physical damage. If the dispel evil and good reaches its maximum duration before all the steps have been completed, the process must start over. Interrupting the summoning ritual will weaken Tiamat, with some interruptions weakening her more than others. [list] [*] Automatic Failure: Breaking the ritual lines on all 5 chains, destroying the Mask of the Dragon Queen, stopping the flow of sacrifices for all the chains for more than 3 minutes (30 rounds). [*] Critical:Breaking the ritual lines for a chain, stopping the flow of sacrifices for a chain for more than 3 minutes, preventing a Dragon Mask from joining to form the full Mask of the Dragon Queen, killing both wizards in a chain, removing the Mask of the Dragon Queen from the focal point for more than 5 rounds. [*] Severe: Stopping the flow of sacrifices on a chain for more than 2 minutes, killing a single wizard in a chain, causing an energy backlash, removing the Mask of the Dragon Queen from the focal point for 5 rounds or less. [*] Minor: Stopping a dragon or wizard from concentrating for more than 10 rounds. [/list] [b][u]As a Background Task[/u][/b] If the characters choose to assign this objective to another group, the most natural fit will be the allied wizards (regardless of whether the wizards are from the Arcane Brotherhood or Thay). As a background task, a successful resolution requires a successful DC 20 Intelligence saving throw. There will be a total of 5 such saving throws, one for each "chain". Each successful saving throw counts as a Severe weakening of the ritual. [/sblock] [size=3][b]Weakening the Dragon Queen[/b][/size] [sblock] The actions of the heroes in and prior to this final battle can reduce Tiamat's power before she appears. Make a note of any weakening events, and their severity. A full strength ritual has 30 points. For each severity level: [list] [*] an Automatic Failure: Remove 30 points. [*] Critical: For each Critical weakening, remove 6 points. [*] Severe: For each Severe weakening, remove 3 points. [*] Minor: For each minor weakening, remove 1 point. [/list] Increase Tiamat's Hit Points to 900. Do not change any of her other statistics. Once all the point removals have been calculated, compare the result: [list] [*] 30: Tiamat emerges at full strength, with 900 hit points. [*] 29: Tiamat's maximum hit points are reduced by 75. [*] 27: Tiamat's maximum hit points are reduced by 75. [*] 24: Tiamat's attack and breath weapon damage is reduced by 15. [*] 23: Tiamat's maximum hit points are reduced by 75. [*] 21: Tiamat's maximum hit points are reduced by 75. [*] 20: Tiamat cat only take 4 Legendary Actions. [*] 18: Tiamat loses her Regeneration trait. [*] 15: Tiamat loses her immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons. It becomes resistance instead. [*] 14: Tiamat's maximum hit points are reduced by 75. [*] 12: Tiamat loses Limited Spell Immunity. [*] 11: Tiamat's maximum hit points are reduced by 75. [*] 9: Tiamat's maximum hit points are reduced by 75. [*] 6: Tiamat takes a -5 penalty to attack rolls, saving throw DCs, and to her AC. [*] 5: Tiamat's maximum hit points are reduced by 75. [*] 3: Tiamat can take only three legendary actions. [*] 2: Tiamat's maximum hit points are reduced by 75. [*] 1: Tiamat can only use her Legendary Resistance 3 times per day. [*] 0 or less: Tiamat is still trapped in the hells; the portal is completely uncontrolled for 1d8 rounds before it collapses completely. During its uncontrolled period, the portal will send a pit fiend, 2 ice devils, 4 erinyes, 4 horned devils, 6 bone devils, 8 chain devils, 10 barbed devils, and 12 spined devils. Only one group of devils will be sent a round, and the groups will be sent in exactly that order. [/list] Once the score has been compared, apply all of the penalties at and above that point. [/sblock] [size=3][b]White Chapel[/b][/size] [sblock] [i]"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."[/i] [i]"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."[/i] 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). [b][u]Placing the Lines[/u][/b] [b]The Ritual Lines:[/b] AC 18, HP (20+3d10)x10+(10/commoner sacrificed), damage resistance to all non-magical weapons, immune to spell damage of any type. Using the pointer tool in Fantasy Grounds, draw a circle 10' in diameter, and center it on the Red Wizard in the middle of the chapel. Next, draw a circle 50' in radius, and place the center just inside the tip of the chapel. This will place the dragon just inside, at roughly the 8 o'clock position. Next, draw a single line connecting the centers of these to circles, beginning in the large circle, and extending to the small circle. [b][u]Tactics[/u][/b] Encounter [list] [*] White Wyrmspeaker (Talis) [*] Ancient Red Dragon [*] Red Wizard [/list] 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 5 rounds 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, 20 rounds after their death. If the Red Wizard is killed, a replacement will arrive 10 rounds after his death. If the ritual lines are broken, this chain is permanently broken. If the characters can stop the flow of sacrifices for 30 rounds, this part of the ritual will have to be restarted, which takes 10 more rounds, and requires a dragon and red wizard. 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 poison 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). [/sblock] The other chapels are similar, just change the colors. However, the Red Chapel is a little different. Since Severin is the Red Wyrmspeaker, the dragon's companions are different. The red chapels encounter is: [list] [*] Rath Modar (Archmage) [*] Ancient Red Dragon [*] Dragonsoul [*] Dragonfang [*] 2 Dragonwings [/list] [size=3][b]Blue Spire[/b][/size] [sblock] [i]"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."[/i] [i]"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."[/i] Encounter [list] [*] Red Wizard [/list] [b][u]Tactics[/u][/b] 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. [/sblock] The obvious color changes apply for the other spires. [size=3][b]The Great Aspe (The centerpoint between the Spires)[/b][/size] [sblock] [i]"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."[/i] [i]"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."[/i] 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. Great Apse Portal [list] [*] (01 - 20) 1 Imp [*] (21 - 38) 1d3 Imps [*] (39 - 54) 1d6 Imps [*] (55 - 68) 2d4 Imps [*] (69 - 78) 9-16 Lemures [*] (79 - 89) 1 Spined Devil [*] (90 - 94) 1 Spined Devil, 2 Imps [*] (95 - 97) 1d3 Spined Devils [*] (98 - 99) 1d6 Spined Devils [*] ( 100 ) 1 Erinyes [/list] [/sblock] [size=3][b]Sanctuary[/b][/size] [sblock] [i]"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. Contrasting with the energy flowing over his body, the man's body is contorted in obvious pain. 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 small winged and spiny devils - arranged in a pyramid around the man, a feathered angel and 2 spiny devils at each vertex."[/i] Encounter [list] [*] Severin [/list] [b][u]Tactics[/u][/b] 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 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 - [list] [*] 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. [/list] 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. [/sblock] [/QUOTE]
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