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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: 7614659" data-attributes="member: 786"><p><strong>Replacing Mission to Thay - Elementum Divinantor, Highest Mountain</strong></p><p></p><p>Bramallag:</p><p></p><p></p><p>The party is provided with:</p><ul> <li data-xf-list-type="ul"> a magical doo-hickey with a claw-thingy on one end.<br /> [sblock]<br /> <strong>Elemental Core Extraction Tool</strong><br /> <em>Wondrous Item, Very Rare</em><br /> When placed on the body of a dead elemental, this tool will burrow to the core of the creature, and extract it's core in one round, storing and encapsulating it for transport.<br /> <br /> However, the tool must be used in the immediate round following the elemental's death, before it dissipates and returns to its native elemental plane.<br /> It is also relatively fragile. It has hardness 10 and 30 hit points, but can be rendered inoperable (or free a captured core) by only inflicting 15 points of damage.<br /> [/sblock]</li> <li data-xf-list-type="ul">a large, rolled-up carpet, and a scroll<br /> [sblock]<br /> <strong>Pre-prepared Ritual Kit</strong><br /> <em>Tools, Kit, Rare</em><br /> This large carpet is 30 ft. x 30 ft. square, and is inscribed with all the required shapes, symbols, and runes to conduct a particular ritual, as well as having the necessary protections placed on it for the ritual. The included scroll details the associated ritual, and a small bag has all the needed materials to conduct the ritual.<br /> The materials need to be refreshed after each ritual. The carpet may be reused, but there is a cumulative 5% chance that it will be damaged beyond repair by the ritual itself.<br /> [/sblock]</li> </ul><p></p><p><span style="font-size: 15px"><strong>Arrival</strong></span></p><p style="margin-left: 20px"><em>You arrive on the ice and snow-covered summit of a mountain, the wind wailing around you. The cold hits you like hammer blow. During the brief pauses in the wind, you can see a slightly higher peak roughly a mile away. A narrow path snakes its way across the saddle between the two peaks, connecting the two summits.</em></p> <p style="margin-left: 20px"><em></em></p><p></p><p>During combat, every round, roll for the environmental conditions in play.</p><p>[sblock]</p><table style='width: 100%'><tr><td><strong>Roll 2d8</strong></td><td>Environmental Effect</td></tr><tr><td>2</td><td>Damaging Cold, Strong Wind</td></tr><tr><td>3 - 4</td><td>Extreme Cold, Heavily Obscured</td></tr><tr><td>5-7</td><td>Extreme Cold, Lightly Obscured</td></tr><tr><td>8 - 10</td><td>Extreme Cold</td></tr><tr><td>11 - 13</td><td>Extreme Cold, Lightly Obscured</td></tr><tr><td>14 - 15</td><td>Extreme Cold, Heavily Obscured</td></tr><tr><td>16</td><td>Damaging Cold, Strong Wind</td></tr></table><p></p><p><strong><em>Extreme Cold:</em></strong> Characters without winter clothing or cold resistance suffer 1d6 hp a round. Characters in winter clothing, or who have cold resistance are immune to this damage. Fire elementals suffer 2d6 points of damage a round. Water elementals have disadvantage on all rolls.</p><p></p><p><strong><em>Damaging Cold:</em></strong> Characters without winter clothing nor cold resistance suffer 2d6 hp a round. Characters in winter clothing, or who have cold resistance suffer one-half this damage. Fire elementals suffer 4d6 points of damage a round. Water elementals have disadvantage on all rolls, and have their speed reduced 5 feet per round.</p><p></p><p><strong><em>Lightly Obscured:</em></strong>The wailing wind whips the snow up and around the characters. Characters have disadvantage on all visual Perception checks, and can see no farther than 100 feet away. Ice and Air Elementals are unaffected.</p><p></p><p><strong><em>Heavily Obscured:</em></strong></p><p>The shrieking wind lashes the snow and ice against the characters. Characters cannot see beyond 5 feet; if they are attacking a target beyond 5 feet away, they are effectively blinded. Trying to see tiny creatures or objects on the ground require a Perception check. Ice elementals are unaffected. Air elementals suffer the lightly obscured condition.</p><p></p><p><strong><em>Strong Wind:</em></strong></p><p>A strong wind imposes disadvantage on ranged weapon attacks and hearing-based Perception checks. Non-magical flying creatures must land at the end of their turn or fall. Ice elementals are affected normally. Air elementals are unaffected.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Going Down</strong></span></p><p>Encounter</p><p>[sblock]</p><p>1 Greater Air Elemental, 1 Air Elemental, 2 Air Elemental Myrmidons, 3 Lesser Air Elementals</p><p>1 Greater Ice Elemental, 1 Ice Elemental, 2 Ice Elemental Myrmidons, 3 Lesser Ice Elementals</p><p>1 Greater Ice Elemental, 1 Ice Elemental, 2 Ice Elemental Myrmidons, 3 Lesser Ice Elementals</p><p></p><p>Total CR: 23; Total XP: 44550</p><p>[/sblock]</p><p>Map</p><p>[sblock]</p><p>AAW Games Map Pack, Vol. 1; Snow 1.</p><p></p><p>The Characters start at bottom of the map. The trail descends 5 feet for every 10 feet traveled. Characters moving faster than one-half speed must make a Dexterity (Acrobatics) check (DC 10) or fall prone and slide 5' down and to the right. The left edge of the trail ascends 10 feet for every 5. Characters must make a Strength (Athletics) check (DC 15) or fall back to the trail. The right edge is a 30' cliff, except for the frosted hillock in the middle (20' down). Climbing the cliff is a Strength (Athletics) check (DC 18). Falling onto the frosted hillock inflicts no damage directly, but if the character has fallen 10 feet or more, they must make a DC 15 Detexterity save or trigger an avalanche. If they trigger an avalance, they will take 10d6 damage. For every 10 points of damage, they are 10 further down the mountain, and buried under 2 feet of snow. Characters buried under 10 feet or more of snow can attempt to remove a foot of snow as an action or move action (DC 20 Strength save), or as a single full-round action (DC 15 Strength save). Under more than 5 feet of snow, the same saves remove two feet of snow. And buried under less than 5 feet of snow, the checks gain a +5 bonus and still remove 2 feet of snow.</p><p>Ice elementals suffer no movement penalties, need to make no Acrobatic or Climb checks (though they still climb at half-speed), and can stand on the avalanche ledge without triggering it.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>On the Saddle</strong></span></p><p>Encounter</p><p>[sblock]</p><p>1 Greater Air Elemental, 1 Air Elemental, 2 Air Elemental Myrmidons, 3 Lesser Air Elementals</p><p>1 Greater Air Elemental, 1 Air Elemental, 2 Air Elemental Myrmidons, 3 Lesser Air Elementals</p><p>1 Greater Ice Elemental, 1 Ice Elemental, 2 Ice Elemental Myrmidons, 3 Lesser Ice Elementals</p><p>1 Greater Ice Elemental, 1 Ice Elemental, 2 Ice Elemental Myrmidons, 3 Lesser Ice Elementals</p><p></p><p>Total CR: 24; Total XP: 57200</p><p>[/sblock]</p><p>Map</p><p>[sblock]</p><p>The Risefalls FG Meanders Map Pack; Ice 49 - Crevasse</p><p></p><p>The characters enter on the path at the bottom left. The snow bridge slopes down at a 1:3 rise:run ratio, and can be divided into 4 sections:</p><p>From the entry to the peak before the ravine: Falling off the bridge ends 100 feet below. This section is destroyed if its is the site of area attacks inflicting 600 damage to their target (fire inflicts double damage).</p><p>Over the ravine proper: The visible path is 40 feet below the bridge. The bottom of the darkened ravine is 100 feet below, and slopes away at a 1:2 rise:run. Destroying this section of the bridge takes 1200 damage from area attacks.</p><p>The anchor on the far side of the ravine: The anchor faces the same falling circumstances as the ravine bridge. It cannot be destroyed.</p><p>Between the anchor and the exit paths: Characters who fall from this section face only have to deal with the darkened ravine.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Climbing Up</strong></span></p><p>Encounter</p><p>[sblock]</p><p>1 Greater Air Elemental, 1 Air Elemental, 2 Air Elemental Myrmidons, 3 Lesser Air Elementals</p><p>1 Greater Air Elemental, 1 Air Elemental, 2 Air Elemental Myrmidons, 3 Lesser Air Elementals</p><p>1 Greater Ice Elemental, 1 Ice Elemental, 2 Ice Elemental Myrmidons, 3 Lesser Ice Elementals</p><p></p><p>Total CR: 23; Total XP: 49500</p><p>[/sblock]</p><p>Map</p><p>[sblock]</p><p>The Risefalls FG Meanders Map Pack; Ice 38 - Mountain Trek</p><p></p><p>The characters enter at the bottom of the map. The path leads to the single safe exit at the top left.</p><p>The conditions here are incredibly icy. For the characters, just standing still requires a DC 10 Dexterity(Acrobatics) check without artifical aid (such as ice crampons) to avoid falling prone. Likewise, a similar check is required when receiving a successful melee attack. Unless they treat it as difficult terrain and move at a pace no faster than a walk, characters must make a DC 15 Dexterity(Acrobatics) check for each 10 feet traveled, or slide another 5 feet in their direction of travel. If a hasty character tries to turn while moving, the check rises to DC 20, and a failure results in the character falling prone and sliding 10 feet in the previous direction of travel.</p><p>The ravine at the bottom of the map is very deep and steep. It is only 10 feet deep at it's shallowest end, but drops to 20 feet just below that, and continues dropping 20 feet for every 5 of horizontal distance, until it reaches 200 feet, when the slope shallows to only 10 feet for every 5. Climbing the walls of the ravine is a DC 25 Strength(Athletics) check. Failure on any climb check means the character falls to the bottom of the ravine.</p><p>The cliff at the top right is only 80 feet tall. Climbing down is a DC 25 Strength(Athletics) check. The western end is blocked by a wall of ice. The northern slope of ice is only a DC 20 check to climb., and is a potential exit.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>At the Summit</strong></span></p><p style="margin-left: 20px"><em>You've done it. After an arduous climb, you've finally reach the summit you originally saw off in the distance. Unlike the paths to here, it is surprisingly clear of snow The unceasing winds shoving against you as you climb these last few hundred feet to the summit are probably why.</em></p><p></p><p>All elementals are aware of the core extractor and who is carrying it. They will attempt to steal, then destroy the extractor.</p><p></p><p>Map</p><p>[sblock]</p><p>The Risefalls FG Meanders Map Pack; Mountains 03 - Steep Spiral Summit Trek</p><p></p><p>The entrance at the top is 300 feet below the summit (the final spiral), which is relatively flat. The path climbs roughly 5 feet for every 15. What appears to be a cave is actually a catch basin that is completely filled with ice.</p><p>[/sblock]</p><p></p><p style="margin-left: 20px"><em>You've reached the top. After a short rest, you spread the tools of the ritual out in front of you, arranging them in their proper places. As you begin the ritual a feeling of ... potency is the only word that fits ... fills the air. After a while, you can feel a small breeze spiraling into the center of the circle. By the time the ritual has reached its final stages, its is a howling, raging, wind. Then it stops, and surrounding you you see elementals appear, determined to stop the ritual.</em></p><p></p><p>Round 1</p><p>[sblock]</p><p>4 Air Elemental Myrmidons, 4 Lesser Air Elementals</p><p>4 Ice Elemental Myrmidons, 4 Lesser Ice Elementals</p><p></p><p>Total CR: 21; Total XP: 26800</p><p>[/sblock]</p><p>Round 2</p><p>[sblock]</p><p>4 Air Elementals, 2 Greater Air Elementals</p><p>4 Ice Elementals, 2 Greater Ice Elementals</p><p></p><p>Total CR: 22; Total XP: 38000</p><p>[/sblock]</p><p>The Boss Appears</p><p>[sblock]</p><p>Air Elemental Ancient</p><p></p><p>Total CR: 26; Total XP: 90000</p><p>[/sblock]</p><p></p><p>[hr][/hr]</p><p></p><p>Air Elemental Ancient</p><p>[sblock]</p><p><em>Gargantuan Elemental, Neutral</em></p><p>Armor Class: 20 (natural armor)</p><p>Hit Points: 720 (30d20 + 120)</p><p>Speed: 0 ft., fly 150 ft. (hover)</p><p></p><p>Str: 20(+5) Dex:24(+7) Con:18(+4) Int:10(+0) Wis:14(+2) Cha:10(+0)</p><p></p><p>Saving Throws: Dex +15, Cha +8</p><p>Skills: Perception +10</p><p>Damage Resistances: lightning, thunder</p><p>Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical attacks</p><p>Condition Immunites: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</p><p>Senses: darkvision 120 ft., passive Perception 20</p><p>Languages: Auran, Primordial</p><p>Challenge: 26; XP: 90000</p><p></p><p><strong>Traits</strong></p><p><strong><em>Air Form:</em></strong> The elemental can enter hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.</p><p><strong><em>Empowered Attacks:</em></strong> An Air Elemental Ancient's attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.</p><p><strong><em>Magic Resistance:</em></strong> An Air Elemental Ancient has advantage on all saving throws against spells and other magical effects.</p><p></p><p><strong>Actions</strong></p><p><strong><em>Multiattack:</em></strong> The Air Elemental Ancient makes four slam attacks.</p><p><strong><em>Slam:</em></strong> Melee Weapon Attack. +13 to hit, reach 15 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.</p><p><strong><em>Whirlwind (Recharge 4-6):</em></strong> Each creature in the elemental's space must make a DC 17 Strength saving throw. On a failure, a target takes 15 (4d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.</p><p><strong><em>Howling Winds (Recharge 5-6):</em></strong> The elemental chooses a 15 foot radius within 60 feet. Raging winds batter any creature within the area, causing 19 (3d12) bludgeoning damage and 19 (3d12) thunder damage from the force of the sound the winds create. Creatures within the area must succeed on a DC 20 Dexterity saving throw. Failure means the target takes the full damage, while a success means the target only takes half the bludgeoning and thunder damage.</p><p></p><p><strong>Legendary Actions</strong></p><p>An Air Elemental Ancient may take 2 legendary actions per round. Each action may only be taken at the end of another's turn.</p><p><strong><em>Healing Breath (2 actions):</em></strong> Each enemy within 60 feet must make a DC 18 Constitution saving throw. On a failure, they suffer 26 ( 4d12) necrotic damage, and the ancient elemental heals one half of their damage. On a successful save, the target recevies half damage, and the ancient is not healed.</p><p><strong><em>Vortex Pull (1 action):</em></strong> Ranged Weapon Attack: +15 to hit, range 150 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, plus the target must succeed on a grapple check or be pulled into the Ancient's space.</p><p><strong><em>Vortex Puppetry (1 action):</em></strong> Ranged Weapon Attack: +15 to hit, range 150 ft., one target. Hit: 25 (4d8+7) bludgeoning damage, plus the target must succeed make a DC 18 Fortitude check or be dazed for one round.</p><p></p><p><strong>Lair Actions</strong></p><p>At the end of every round, the Ancient may randomly spawn various elementals. Roll 1d6. On a 1-3, spawn 4 lesser elementals. On a 4-5, spawn 2 normal elementals. On a 6, spawn one greater elemental.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 7614659, member: 786"] [b]Replacing Mission to Thay - Elementum Divinantor, Highest Mountain[/b] Bramallag: The party is provided with: [list] [*] a magical doo-hickey with a claw-thingy on one end. [sblock] [b]Elemental Core Extraction Tool[/b] [i]Wondrous Item, Very Rare[/i] When placed on the body of a dead elemental, this tool will burrow to the core of the creature, and extract it's core in one round, storing and encapsulating it for transport. However, the tool must be used in the immediate round following the elemental's death, before it dissipates and returns to its native elemental plane. It is also relatively fragile. It has hardness 10 and 30 hit points, but can be rendered inoperable (or free a captured core) by only inflicting 15 points of damage. [/sblock] [*]a large, rolled-up carpet, and a scroll [sblock] [b]Pre-prepared Ritual Kit[/b] [i]Tools, Kit, Rare[/i] This large carpet is 30 ft. x 30 ft. square, and is inscribed with all the required shapes, symbols, and runes to conduct a particular ritual, as well as having the necessary protections placed on it for the ritual. The included scroll details the associated ritual, and a small bag has all the needed materials to conduct the ritual. The materials need to be refreshed after each ritual. The carpet may be reused, but there is a cumulative 5% chance that it will be damaged beyond repair by the ritual itself. [/sblock] [/list] [SIZE=4][b]Arrival[/b][/SIZE] [INDENT][i]You arrive on the ice and snow-covered summit of a mountain, the wind wailing around you. The cold hits you like hammer blow. During the brief pauses in the wind, you can see a slightly higher peak roughly a mile away. A narrow path snakes its way across the saddle between the two peaks, connecting the two summits. [/i][/indent] During combat, every round, roll for the environmental conditions in play. [sblock] [table="width: 500, class: outer_border, align: center"] [tr][td][b]Roll 2d8[/b][/td][td]Environmental Effect[/td][/tr] [tr] [td]2[/td] [td]Damaging Cold, Strong Wind[/td] [/tr] [tr] [td]3 - 4[/td] [td]Extreme Cold, Heavily Obscured[/td] [/tr] [tr] [td]5-7[/td] [td]Extreme Cold, Lightly Obscured[/td] [/tr] [tr] [td]8 - 10[/td] [td]Extreme Cold[/td] [/tr] [tr] [td]11 - 13[/td] [td]Extreme Cold, Lightly Obscured[/td] [/tr] [tr] [td]14 - 15[/td] [td]Extreme Cold, Heavily Obscured[/td] [/tr] [tr] [td]16[/td] [td]Damaging Cold, Strong Wind[/td] [/tr] [/table] [b][i]Extreme Cold:[/i][/b] Characters without winter clothing or cold resistance suffer 1d6 hp a round. Characters in winter clothing, or who have cold resistance are immune to this damage. Fire elementals suffer 2d6 points of damage a round. Water elementals have disadvantage on all rolls. [b][i]Damaging Cold:[/i][/b] Characters without winter clothing nor cold resistance suffer 2d6 hp a round. Characters in winter clothing, or who have cold resistance suffer one-half this damage. Fire elementals suffer 4d6 points of damage a round. Water elementals have disadvantage on all rolls, and have their speed reduced 5 feet per round. [b][i]Lightly Obscured:[/i][/b]The wailing wind whips the snow up and around the characters. Characters have disadvantage on all visual Perception checks, and can see no farther than 100 feet away. Ice and Air Elementals are unaffected. [b][i]Heavily Obscured:[/i][/b] The shrieking wind lashes the snow and ice against the characters. Characters cannot see beyond 5 feet; if they are attacking a target beyond 5 feet away, they are effectively blinded. Trying to see tiny creatures or objects on the ground require a Perception check. Ice elementals are unaffected. Air elementals suffer the lightly obscured condition. [b][i]Strong Wind:[/i][/b] A strong wind imposes disadvantage on ranged weapon attacks and hearing-based Perception checks. Non-magical flying creatures must land at the end of their turn or fall. Ice elementals are affected normally. Air elementals are unaffected. [/sblock] [size=4][b]Going Down[/b][/size] Encounter [sblock] 1 Greater Air Elemental, 1 Air Elemental, 2 Air Elemental Myrmidons, 3 Lesser Air Elementals 1 Greater Ice Elemental, 1 Ice Elemental, 2 Ice Elemental Myrmidons, 3 Lesser Ice Elementals 1 Greater Ice Elemental, 1 Ice Elemental, 2 Ice Elemental Myrmidons, 3 Lesser Ice Elementals Total CR: 23; Total XP: 44550 [/sblock] Map [sblock] AAW Games Map Pack, Vol. 1; Snow 1. The Characters start at bottom of the map. The trail descends 5 feet for every 10 feet traveled. Characters moving faster than one-half speed must make a Dexterity (Acrobatics) check (DC 10) or fall prone and slide 5' down and to the right. The left edge of the trail ascends 10 feet for every 5. Characters must make a Strength (Athletics) check (DC 15) or fall back to the trail. The right edge is a 30' cliff, except for the frosted hillock in the middle (20' down). Climbing the cliff is a Strength (Athletics) check (DC 18). Falling onto the frosted hillock inflicts no damage directly, but if the character has fallen 10 feet or more, they must make a DC 15 Detexterity save or trigger an avalanche. If they trigger an avalance, they will take 10d6 damage. For every 10 points of damage, they are 10 further down the mountain, and buried under 2 feet of snow. Characters buried under 10 feet or more of snow can attempt to remove a foot of snow as an action or move action (DC 20 Strength save), or as a single full-round action (DC 15 Strength save). Under more than 5 feet of snow, the same saves remove two feet of snow. And buried under less than 5 feet of snow, the checks gain a +5 bonus and still remove 2 feet of snow. Ice elementals suffer no movement penalties, need to make no Acrobatic or Climb checks (though they still climb at half-speed), and can stand on the avalanche ledge without triggering it. [/sblock] [size=4][b]On the Saddle[/b][/size] Encounter [sblock] 1 Greater Air Elemental, 1 Air Elemental, 2 Air Elemental Myrmidons, 3 Lesser Air Elementals 1 Greater Air Elemental, 1 Air Elemental, 2 Air Elemental Myrmidons, 3 Lesser Air Elementals 1 Greater Ice Elemental, 1 Ice Elemental, 2 Ice Elemental Myrmidons, 3 Lesser Ice Elementals 1 Greater Ice Elemental, 1 Ice Elemental, 2 Ice Elemental Myrmidons, 3 Lesser Ice Elementals Total CR: 24; Total XP: 57200 [/sblock] Map [sblock] The Risefalls FG Meanders Map Pack; Ice 49 - Crevasse The characters enter on the path at the bottom left. The snow bridge slopes down at a 1:3 rise:run ratio, and can be divided into 4 sections: From the entry to the peak before the ravine: Falling off the bridge ends 100 feet below. This section is destroyed if its is the site of area attacks inflicting 600 damage to their target (fire inflicts double damage). Over the ravine proper: The visible path is 40 feet below the bridge. The bottom of the darkened ravine is 100 feet below, and slopes away at a 1:2 rise:run. Destroying this section of the bridge takes 1200 damage from area attacks. The anchor on the far side of the ravine: The anchor faces the same falling circumstances as the ravine bridge. It cannot be destroyed. Between the anchor and the exit paths: Characters who fall from this section face only have to deal with the darkened ravine. [/sblock] [size=4][b]Climbing Up[/b][/size] Encounter [sblock] 1 Greater Air Elemental, 1 Air Elemental, 2 Air Elemental Myrmidons, 3 Lesser Air Elementals 1 Greater Air Elemental, 1 Air Elemental, 2 Air Elemental Myrmidons, 3 Lesser Air Elementals 1 Greater Ice Elemental, 1 Ice Elemental, 2 Ice Elemental Myrmidons, 3 Lesser Ice Elementals Total CR: 23; Total XP: 49500 [/sblock] Map [sblock] The Risefalls FG Meanders Map Pack; Ice 38 - Mountain Trek The characters enter at the bottom of the map. The path leads to the single safe exit at the top left. The conditions here are incredibly icy. For the characters, just standing still requires a DC 10 Dexterity(Acrobatics) check without artifical aid (such as ice crampons) to avoid falling prone. Likewise, a similar check is required when receiving a successful melee attack. Unless they treat it as difficult terrain and move at a pace no faster than a walk, characters must make a DC 15 Dexterity(Acrobatics) check for each 10 feet traveled, or slide another 5 feet in their direction of travel. If a hasty character tries to turn while moving, the check rises to DC 20, and a failure results in the character falling prone and sliding 10 feet in the previous direction of travel. The ravine at the bottom of the map is very deep and steep. It is only 10 feet deep at it's shallowest end, but drops to 20 feet just below that, and continues dropping 20 feet for every 5 of horizontal distance, until it reaches 200 feet, when the slope shallows to only 10 feet for every 5. Climbing the walls of the ravine is a DC 25 Strength(Athletics) check. Failure on any climb check means the character falls to the bottom of the ravine. The cliff at the top right is only 80 feet tall. Climbing down is a DC 25 Strength(Athletics) check. The western end is blocked by a wall of ice. The northern slope of ice is only a DC 20 check to climb., and is a potential exit. [/sblock] [size=4][b]At the Summit[/b][/size] [indent][i]You've done it. After an arduous climb, you've finally reach the summit you originally saw off in the distance. Unlike the paths to here, it is surprisingly clear of snow The unceasing winds shoving against you as you climb these last few hundred feet to the summit are probably why.[/i][/indent] All elementals are aware of the core extractor and who is carrying it. They will attempt to steal, then destroy the extractor. Map [sblock] The Risefalls FG Meanders Map Pack; Mountains 03 - Steep Spiral Summit Trek The entrance at the top is 300 feet below the summit (the final spiral), which is relatively flat. The path climbs roughly 5 feet for every 15. What appears to be a cave is actually a catch basin that is completely filled with ice. [/sblock] [indent][i]You've reached the top. After a short rest, you spread the tools of the ritual out in front of you, arranging them in their proper places. As you begin the ritual a feeling of ... potency is the only word that fits ... fills the air. After a while, you can feel a small breeze spiraling into the center of the circle. By the time the ritual has reached its final stages, its is a howling, raging, wind. Then it stops, and surrounding you you see elementals appear, determined to stop the ritual.[/i][/indent] Round 1 [sblock] 4 Air Elemental Myrmidons, 4 Lesser Air Elementals 4 Ice Elemental Myrmidons, 4 Lesser Ice Elementals Total CR: 21; Total XP: 26800 [/sblock] Round 2 [sblock] 4 Air Elementals, 2 Greater Air Elementals 4 Ice Elementals, 2 Greater Ice Elementals Total CR: 22; Total XP: 38000 [/sblock] The Boss Appears [sblock] Air Elemental Ancient Total CR: 26; Total XP: 90000 [/sblock] [hr][/hr] Air Elemental Ancient [sblock] [i]Gargantuan Elemental, Neutral[/i] Armor Class: 20 (natural armor) Hit Points: 720 (30d20 + 120) Speed: 0 ft., fly 150 ft. (hover) Str: 20(+5) Dex:24(+7) Con:18(+4) Int:10(+0) Wis:14(+2) Cha:10(+0) Saving Throws: Dex +15, Cha +8 Skills: Perception +10 Damage Resistances: lightning, thunder Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunites: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses: darkvision 120 ft., passive Perception 20 Languages: Auran, Primordial Challenge: 26; XP: 90000 [b]Traits[/b] [b][i]Air Form:[/i][/b] The elemental can enter hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. [b][i]Empowered Attacks:[/i][/b] An Air Elemental Ancient's attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons. [b][i]Magic Resistance:[/i][/b] An Air Elemental Ancient has advantage on all saving throws against spells and other magical effects. [b]Actions[/b] [b][i]Multiattack:[/i][/b] The Air Elemental Ancient makes four slam attacks. [b][i]Slam:[/i][/b] Melee Weapon Attack. +13 to hit, reach 15 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. [b][i]Whirlwind (Recharge 4-6):[/i][/b] Each creature in the elemental's space must make a DC 17 Strength saving throw. On a failure, a target takes 15 (4d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. [b][i]Howling Winds (Recharge 5-6):[/i][/b] The elemental chooses a 15 foot radius within 60 feet. Raging winds batter any creature within the area, causing 19 (3d12) bludgeoning damage and 19 (3d12) thunder damage from the force of the sound the winds create. Creatures within the area must succeed on a DC 20 Dexterity saving throw. Failure means the target takes the full damage, while a success means the target only takes half the bludgeoning and thunder damage. [b]Legendary Actions[/b] An Air Elemental Ancient may take 2 legendary actions per round. Each action may only be taken at the end of another's turn. [b][i]Healing Breath (2 actions):[/i][/b] Each enemy within 60 feet must make a DC 18 Constitution saving throw. On a failure, they suffer 26 ( 4d12) necrotic damage, and the ancient elemental heals one half of their damage. On a successful save, the target recevies half damage, and the ancient is not healed. [b][i]Vortex Pull (1 action):[/i][/b] Ranged Weapon Attack: +15 to hit, range 150 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, plus the target must succeed on a grapple check or be pulled into the Ancient's space. [b][i]Vortex Puppetry (1 action):[/i][/b] Ranged Weapon Attack: +15 to hit, range 150 ft., one target. Hit: 25 (4d8+7) bludgeoning damage, plus the target must succeed make a DC 18 Fortitude check or be dazed for one round. [b]Lair Actions[/b] At the end of every round, the Ancient may randomly spawn various elementals. Roll 1d6. On a 1-3, spawn 4 lesser elementals. On a 4-5, spawn 2 normal elementals. On a 6, spawn one greater elemental. [/sblock] [/QUOTE]
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