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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: 6901120" data-attributes="member: 786"><p><strong>Battling Tiamat - The Temple (The Upper Floors)</strong></p><p></p><p>[h1] The Great Apse[/h1]</p><p></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>[h3]Great Apse Portal[/h3]</p><p>[sblock]</p><table style='width: 100%'><tr><td><strong>1d100 Roll</strong></td><td><strong>Summoned Devil</strong></td></tr><tr><td>01 - 20</td><td>1 Half-black-dragon Imp</td></tr><tr><td>21 - 38</td><td>1d3 Half-black-dragon Imps</td></tr><tr><td>39 - 54</td><td>1d6 Half-black-dragon Imps</td></tr><tr><td>55 - 68</td><td>2d4 Half-black-dragon Imps</td></tr><tr><td>69 - 78</td><td>1d8+8 Half-green-dragon Lemures</td></tr><tr><td>79 - 89</td><td>1 Half-blue-dragon Spined Devil</td></tr><tr><td>90 - 94</td><td>1 Half-blue-dragon Spined Devil, 2 Half-black-dragon Imps</td></tr><tr><td>95 - 97</td><td>1d3 Half-blue-dragon Spined Devils</td></tr><tr><td>98 - 99</td><td>1d6 Half-blue-dragon Spined Devils</td></tr><tr><td>100</td><td>1 Half-red-dragon Erinyes</td></tr></table><p>[/sblock]</p><p></p><p>[h1]Blue Spire[/h1]</p><p><strong><em>The other spires have essentially the same setup.</em></strong></p><p></p><p></p><p>[h3]Encounter[/h3]</p><p>[sblock]</p><ul> <li data-xf-list-type="ul"> 3 Half-blue-dragon Spined Devils</li> <li data-xf-list-type="ul"> 1 Red Wizard, max hp</li> </ul><p>[/sblock]</p><p></p><p>[h2]Tactics[/h2]</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></p><p>[h1]Sanctuary[/h1]</p><p></p><p></p><p>[h3]Encounter[/h3]</p><p>[sblock]</p><ul> <li data-xf-list-type="ul"> <em>High Vertex</em> 1 Half-red-dragon Erinyes, max hp</li> <li data-xf-list-type="ul"> <em>High Vertex</em> 2 Half-red-dragon Spined Devils, max hp</li> <li data-xf-list-type="ul"> <em>3 Lower Vertices, each</em> 1 Half-red-dragon Erinyes</li> <li data-xf-list-type="ul"> <em>3 Lower Vertices, each</em> 2 Half-red-dragon Spined Devils</li> <li data-xf-list-type="ul"> <em>Visible</em> Simulacrum of Severin</li> <li data-xf-list-type="ul"> <em>Invisible</em> Severin</li> </ul><p>[/sblock]</p><p></p><p>[h2]Tactics[/h2]</p><p>The visible man is actually a Simulacrum of Severin; the real Severin is hidden. The acutal funnel extends an additional 30 feet, which is concealed by a Programmed Illusion. Additionally, Severin himself is protected by both Non-detection and Greater Invisibility. Killing the Simulacrum will dismiss the illusion.</p><p></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 (normal) 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></blockquote><p></p>
[QUOTE="GuardianLurker, post: 6901120, member: 786"] [b]Battling Tiamat - The Temple (The Upper Floors)[/b] [h1] The Great Apse[/h1] Any character that makes an active DC 20 Perception check can determine that they can see through the disks, and that what they see on the other side of the disk does not match the inside of this temple. In fact, the characters are seeing through small portals straight into Avernus itself, something that can be determined with a DC 15 Arcana or Religion check. The mouth of the funnel is 40 feet in radius, and the funnel is 50 feet tall. Every round, there is a 20% chance that one of the inhabitants of Avernus emerges from the portal. This chance increases 20% a round, until something emerges, which resets the chance to 0. [h3]Great Apse Portal[/h3] [sblock] [table="width: 500, align: center"] [tr] [td][b]1d100 Roll[/b][/td] [td][b]Summoned Devil[/b][/td] [/tr] [tr] [td]01 - 20[/td] [td]1 Half-black-dragon Imp[/td] [/tr] [tr] [td]21 - 38[/td] [td]1d3 Half-black-dragon Imps[/td] [/tr] [tr] [td]39 - 54[/td] [td]1d6 Half-black-dragon Imps[/td] [/tr] [tr] [td]55 - 68[/td] [td]2d4 Half-black-dragon Imps[/td] [/tr] [tr] [td]69 - 78[/td] [td]1d8+8 Half-green-dragon Lemures[/td] [/tr] [tr] [td]79 - 89[/td] [td]1 Half-blue-dragon Spined Devil[/td] [/tr] [tr] [td]90 - 94[/td] [td]1 Half-blue-dragon Spined Devil, 2 Half-black-dragon Imps[/td] [/tr] [tr] [td]95 - 97[/td] [td]1d3 Half-blue-dragon Spined Devils[/td] [/tr] [tr] [td]98 - 99[/td] [td]1d6 Half-blue-dragon Spined Devils[/td] [/tr] [tr] [td]100[/td] [td]1 Half-red-dragon Erinyes[/td] [/tr] [/table] [/sblock] [h1]Blue Spire[/h1] [b][i]The other spires have essentially the same setup.[/i][/b] [h3]Encounter[/h3] [sblock] [list] [*] 3 Half-blue-dragon Spined Devils [*] 1 Red Wizard, max hp [/list] [/sblock] [h2]Tactics[/h2] While in the stream the wizard is immune to all magic, resistant to all other damage, and paralyzed. The wizard can be pushed out of the stream with a DC 20 Strength check. If this done with a shove, grapple, or some other personal physical contact, the attacker must make a DC 20 Dexterity save or take 12d8 radiant damage. If the attacker fails the Dexterity save, they must make a DC 20 Strength save or take the wizard's place in the stream. If the player tries, he can attempt to control, redirect, or purify the soul stream. Each requires the character to first make a DC 25 Constitution saving throw, followed by a DC 30 Wisdom check to succeed. If the wizard takes 10 hit points of damage total (1/4 his maximum), he is no longer paralyzed, but is restrained. If the wizard takes 20 hit points of damage total, he leaves the stream and downs a potion of greater healing. If the wizard leaves the stream, for the next five rounds every target (other than the red wizard) within 40' of that point must make a DC 15 Dexterity saving throw, or receive 6d8 radiant damage, or no damage on a successful save. At the end of five rounds, the stream connects directly to the portal, and the portal is reduced 5 feet in radius. If the characters manage to prevent the red wizard on the chapel floor from channeling the soul stream to this wizard, this wizard will take 2d4 psychic damage per round (a successful DC 15 Wisdom saving throw each round reduces this by half). If this wizard dies, he is replaced in 15 rounds. [h1]Sanctuary[/h1] [h3]Encounter[/h3] [sblock] [list] [*] [i]High Vertex[/i] 1 Half-red-dragon Erinyes, max hp [*] [i]High Vertex[/i] 2 Half-red-dragon Spined Devils, max hp [*] [i]3 Lower Vertices, each[/i] 1 Half-red-dragon Erinyes [*] [i]3 Lower Vertices, each[/i] 2 Half-red-dragon Spined Devils [*] [i]Visible[/i] Simulacrum of Severin [*] [i]Invisible[/i] Severin [/list] [/sblock] [h2]Tactics[/h2] The visible man is actually a Simulacrum of Severin; the real Severin is hidden. The acutal funnel extends an additional 30 feet, which is concealed by a Programmed Illusion. Additionally, Severin himself is protected by both Non-detection and Greater Invisibility. Killing the Simulacrum will dismiss the illusion. The group of devils at the apex of the pyramid serve as coordinators and reserves for the other devils. The others will not leave their apex until commanded by the apex erinyes, though they will engage in ranged attacks. Unless directly attacked, at least one devil will always be watching for other threats. Each erinyes is capable of summoning, and will summon (normal) spined devils by preference. The energy acts as a variant prismatic wall, protecting Severin. Unlike a normal prismatic wall, this variant only has five colors - [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. [/QUOTE]
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