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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: 7614975" data-attributes="member: 786"><p><strong>Replacing Mission to Thay - Elementum Divinantor, Hottest Fire</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.</li> <li data-xf-list-type="ul"> a large, rolled-up carpet, and a scroll</li> <li data-xf-list-type="ul"> Boots of Lava Walking (2)<br /> [sblock]<br /> <em>Wondrous Item, Very Rare</em><br /> These boots allow the user to walk on magma as if it were solid ground, and without breaking through the thinnest of lava crusts. They also protect the user from all environmental effects related to heat and fire, but not from direct contact with the magma by parts of the body not covered by the boots.<br /> [/sblock]</li> <li data-xf-list-type="ul"> Cream of Fire-proofing<br /> [sblock]<br /> <em>Potion, Oil, Very Rare</em><br /> One vial of this cream grants one large, two medium, or four small objects immunity to all fire damage for 24 hours. Examples of each size of object would be a small 5x7 carpet of flying, 2 cloaks, or 4 staves.[/sblock]</li> </ul><p></p><p><span style="font-size: 15px"><strong>Arrival</strong></span></p><p style="margin-left: 20px"><em>You appear with a puff of air that pushes aside clouds of black dust and noxious fumes, heat blasting from the calera on one side, and a steep slope on the other. You can make out a descent to the bottom on the caldera fairly easily. The center of the caldera is a large lake of bubbling lava, broken paths and floating rafts of cooled and crusted lava circling around it. You can also easily make out fire and magma elementals cavorting throughout the caldera.</em></p><p></p><p><strong><em>Extreme Heat:</em></strong> At all times, unprotected characters take 3 (1d6) damage per round.</p><p><strong><em>Naked Lava:</em></strong> Coming into partial contact with naked lava inflicts 17 (5d6) fire damage. Full body contact, such as if some one were knocked prone onto the naked lava inflicts 25 (10d6) fire damage. The lava supports a body for one round, and then it submerges. Being submerged in lava inflicts 70 (20d6) fire damage. Falling onto the naked lava from a height of 20 feet or greater will also submerge a body, otherwise, it will end in full body contact.</p><p></p><p><span style="font-size: 15px"><strong>Going Down (Crater Wall)</strong></span></p><p>Encounter</p><p>[sblock]</p><p>1 Greater Earth Elemental, 3 Earth Elementals, 6 Earth Elemental Myrmidons</p><p>1 Greater Smoke Elemental with maximum hit points, 3 Smoke Elemental Myrmidons, 6 Smoke Elementals</p><p>1 Greater Smoke Elemental, 3 Smoke Elemental Myrmidons, 6 Smoke Elementals</p><p></p><p>Total CR: 26; Total XP: 79500</p><p>[/sblock]</p><p>Map</p><p>[sblock]</p><p>Volcanic Descent, from 2-Minute Tabletop</p><p></p><p>The characters enter at the top of the map. Each contour line crossed costs 5 feet of movement. The crater rim slopes up to the right.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>The Perilous Walk (Across the Lava Field)</strong></span></p><p style="margin-left: 20px"><em>You had been walking on the relatively cool and solid crust. Here, it begins to split apart, forming maze-like paths that you must follow to reach the center of the laval lake. Various-sized boulders are scattered about the paths, and you can see large gouts of flame (fire elementals?) dancing above the bubbling lava.</em></p> <p style="margin-left: 20px"><em></em></p><p></p><p>Encounter</p><p>[sblock]</p><p>1 Greater Fire Elemental, 4 Fire Elementals, 8 Fire Elemental Myrmidons, 12 Lesser Fire Elementals</p><p>1 Greater Magma Elemental with maximum hit points, 8 Magma Elemental Myrmidons</p><p>1 Greater Magma Elemental, 3 Magma Elementals, 6 Lesser Magma Elementals</p><p></p><p>Total CR: 26; Total XP: 84800</p><p>[/sblock]</p><p>Map</p><p>[sblock]</p><p>[ATTACH]106814[/ATTACH]</p><p>This map uses Ground Set Tiles (#8 - Fireworld), from the Lord Zsezse Works, available on DMs Guild.</p><p></p><p>The characters enter at the bottom of the map. The exit is at the top. A DC 8 Wisdom (Perception) check confirms the fire elementals. A DC 17 Wisdom (Perception) or DC 13 Intelligence(Nature) check reveals the presence of the magma elementals.</p><p></p><p>The lit area under the Greater Magma Elemental with maximum hit points inflicts 7 (2d6) fire damage on anyone standing on it, at the start of their turn. Likewise, anyone standing on the "liquid area" under the Greater Magma Elemental risks falling through into the lava (DC 14 Dexterity saving throw). Neither the fire, nor the magma, elementals need worry about these restriction.</p><p></p><p>The fire elementals can walk on the lava unimpaired.</p><p>The magma elementals can only burrow through the lava, and do so at half speed. The magma elementals can surface and stand on the lava, but it takes half their movement to do so, and they must remain stationary while standing. Submerging into the lava is a free action for the magma elementals.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>The Lava Lake</strong></span></p><p style="margin-left: 20px"><em>By now, the narrow winding paths you have been following have broken apart into drifting rafts. Still, you are too far from the center to begin the ritual, so you must brave the lava floes to reach your destination.</em></p><p></p><p>Hottest Fire Environmental Hazards</p><p>The Lava Lake has the following additional environmental hazards:</p><p>[sblock]</p><table style='width: 100%'><tr><td><strong>Roll 3d6</strong></td><td><strong>Hazard</strong></td></tr><tr><td>3</td><td>Large Lava Bombs</td></tr><tr><td>4 - 5</td><td>Noxious Gases</td></tr><tr><td>6 - 8</td><td>Lava Raft Collision</td></tr><tr><td>9 - 12</td><td>Nothing</td></tr><tr><td>13 - 15</td><td>Lava Raft Division</td></tr><tr><td>16 - 17</td><td>Small Lava Bombs</td></tr><tr><td>18</td><td>Lava Burst</td></tr></table><p></p><p><strong><em>Lava Raft Collision:</em></strong> The raft the characters are standing on collides with another. All characters must make a DC 10 Dexterity(Acrobatics) check or fall prone. Those within 5 feet of an end bordering lava fall prone onto the lava.</p><p><strong><em>Lava Raft Division:</em></strong> The raft the characters are standing on splits in two, a 5 foot gap opening between the two pieces. The split is as equitable as possible, but no raft is even smaller that 5 feet square. Once a raft splits they will drift farther apart at a rate of 5 feet every 2 rounds.</p><p><strong><em>Noxious Gases:</em></strong> For 2 (1d3) rounds, the raft the players are standing on are enveloped with noxious gases that behave identically to Stinking Cloud.</p><p><strong><em>Small Lava Bombs:</em></strong> The raft the characters are standing on is bombarded with small lava bmbs. If the characters fail on a DC 14 Dexterity saving throw, they suffer 14 (4d6) fire damage. A successful save halves the damage.</p><p><strong><em>Large Lava Bombs:</em></strong> The raft the characters are standing on is bombarded with large lava bmbs. If the characters fail on a DC 12 Dexterity saving throw, they suffer 28 (8d6) fire damage. A successful save halves the damage.</p><p><strong><em>Lava Burst:</em></strong> A lava bubble bursts adjacent to the raft the characters are standing on, drenching the entire raft with lava. If the characters fail on a DC 16 Dexterity saving throw, the suffer 35 (10d6) fire damage. A successful save halves this damage.</p><p>[/sblock]</p><p>Encounter</p><p>[sblock]</p><p>1 Greater Fire Elemental with maximum hit points, 2 Fire Elementals, 2 Fire Elemental Myrmidons</p><p>1 Greater Fire Elemental with maximum hit points, 2 Fire Elementals, 2 Fire Elemental Myrmidons</p><p>1 Greater Fire Elemental, 2 Fire Elementals, 2 Fire Elemental Myrmidons</p><p>1 Greater Fire Elemental, 2 Fire Elementals, 2 Fire Elemental Myrmidons</p><p>4 Greater Magma Elementals</p><p>1 Magma Elementals, 2 Lesser Fire Elementals, 2 Lesser Magma Elementals</p><p>1 Magma Elementals, 2 Lesser Fire Elementals, 2 Lesser Magma Elementals</p><p>1 Magma Elementals, 2 Lesser Fire Elementals, 2 Lesser Magma Elementals</p><p></p><p>Total CR: 27; Total XP: 95600</p><p>[/sblock]</p><p>Map</p><p>[sblock]</p><p>[ATTACH]106816[/ATTACH]</p><p>This map uses Ground Set Tiles (#8 - Fireworld), from the Lord Zsezse Works, available on DMs Guild.</p><p></p><p>The characters enter at the bottom of the map, and exit at the top. The magma elementals are much better hidden than before, especially the ones on the rafts - they are essentially lounging in the pool, using the rafts to prop their head up. The Greater Magma Elementals cannot be spotted with a Nature check, and the Perception DC is now 20. For the ones on the rafts, the Perception DCs are 25 for the large elementals and 27 for the medium ones. All the fire elementals are perfectly visible.</p><p></p><p>A lava raft can be pushed 15 feet per round for every 1 Huge/2 Large/4 Medium/12 Small creatures pushing (or equivalent). A telekinesis spell can also move a raft 15 feet a round (even though the raft weighs more than 1000 pounds). Other solutions are possible.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>The Center of the Volcano</strong></span></p><p style="margin-left: 20px"><em>The center of the lava is bare of even of those few lava rafts you have just wandered over. More impressive however, are the four huge fire elementals that are engaging in some form fire-based sculpture or dance, channeling and controlling multi-colored ribbons of intertwining flame while other lesser elementals watch. They must be upset at you interuppting their performance, because the flame sculpture is racing towards you.</em></p><p>Lava Lake</p><p>[sblock]</p><p>[ATTACH]106815[/ATTACH]</p><p></p><p>This map uses Ground Set Tiles (#8 - Fireworld), from the Lord Zsezse Works, available on DMs Guild.</p><p>[/sblock]</p><p>Pre-Ritual Combat</p><p>[sblock]</p><p>1 Greater Fire Elementals with maximum hit points, 2 Lesser Fire Elementals</p><p>1 Greater Fire Elementals with maximum hit points, 2 Lesser Fire Elementals</p><p>1 Greater Fire Elementals with maximum hit points, 2 Lesser Fire Elementals</p><p>1 Greater Fire Elementals with maximum hit points, 2 Lesser Fire Elementals</p><p></p><p>1 Greater Fire Elemental, 2 Fire Elementals</p><p>1 Greater Fire Elemental, 2 Fire Elementals</p><p>1 Greater Fire Elemental, 2 Fire Elementals</p><p>1 Greater Fire Elemental, 2 Fire Elementals</p><p>1 Greater Fire Elemental, 2 Fire Elementals</p><p>1 Greater Fire Elemental, 2 Fire Elementals</p><p></p><p>Total CR: 26; Total XP: 84200</p><p>[/sblock]</p><p></p><p>The characters enter from the left of the map. Before combat starts, all characters must make a DC 21 Dexterity saving throw versus a 10d6 fireball.</p><p></p><p style="margin-left: 20px"><em>Exhausted after defending yourself, you take a short rest. Sooner than you would like however, it is time to begin the ritual. The carpet is much thicker and bigger than you expected. It is more than large enough to hold the ritual circle, as well as provide a wide strip to stand safely on. As you begin the ritual, the bubbling lava surrounding you stills, becoming almost mirror-smooth. As you continue the ritual, however, you become aware that the lava at the border of your still pond is rising to become a wall tens of feet tall.</em></p> <p style="margin-left: 20px"><em></em></p><p></p><p>Lava Lake Ready For Ritual</p><p>[sblock]</p><p>[ATTACH]106818[/ATTACH]</p><p>This map uses Ground Set Tiles (#8 - Fireworld), from the Lord Zsezse Works, available on DMs Guild.</p><p>[/sblock]</p><p>Battling the Ancient</p><p>[sblock]</p><p>1 Fire Elemental Ancient</p><p></p><p>Total CR: 27; Total XP: 105000</p><p>[/sblock]</p><p></p><p></p><p>[hr][/hr]</p><p></p><p>Fire Elemental Ancient</p><p>[sblock]</p><p><em>Gargantuan Elemental, Neutral</em></p><p>Armor Class: 17 (natural armor)</p><p>Hit Points: 875 (35d20 + 175)</p><p>Speed: 50 ft., fly 20 ft.</p><p></p><p>Str: 12(+1) Dex:22(+6) Con:20(+5) Int:10(+0) Wis:10(+0) Cha:15(+2)</p><p></p><p>Saving Throws: Dex +14</p><p>Skills: Perception +8</p><p>Damage Immunities: fire, 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 18</p><p>Languages: Ignan, Primordial</p><p>Challenge: 27; XP: 105000</p><p></p><p><strong>Traits</strong></p><p><strong><em>Fire Form:</em></strong> The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 10 (1d20) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 10 (1d20) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 10 (1d20) fire damage at the start of each of its turns.</p><p><strong><em>Illumination:</em></strong> The elemental sheds bright light in a 60-foot radius and dim light in an additional 60 feet.</p><p><strong><em>Water Susceptibility:</em></strong> For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 4 (1d8) cold damage.</p><p><strong><em>Empowered Attacks:</em></strong> A Fire 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> A Fire 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 Fire Elemental Ancient makes four touch attacks.</p><p><strong><em>Touch:</em></strong> Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 23 (5d6+6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 10 (1d20) fire damage at the start of each of its turns.</p><p><strong><em>Inferno (Recharge 5-6):</em></strong> The elemental chooses a 15 foot radius area within 50 feet. Creatures and held objects within the affected area must make a DC 19 Dexterity saving throw. On a failure, the target takes 19 (3d12) fire damage as fire rages around them, and ignites them. Until someone takes an action to douse the fire, the creature takes 10 (1d20) fire damage at the start of each of its turns. Any unattended flammable object ignites and takes full damage.</p><p>If the saving throw is successful, the creature takes half the fire damage, and does not ignite.</p><p></p><p><strong>Legendary Actions</strong></p><p>A Fire Elemental Ancient can take 2 legendary actions, choosing from the options below. One one legendary action option can be used at a time, and only at the end of another creature's turn. The Fire Elemental Ancient regains spent legendary action at the start of its turn.</p><p><strong><em>Flame Burst (1 action):</em></strong> Ranged Spell Attack: +14 to hit, range 250 ft., one target. Hit: 35 (10d6) fire damage.</p><p><strong><em>Flash Ignition (1 action):</em></strong> Each creature that has felt the effects of the ancient's Fire Form since its last turn suffers 21 (2d20) fire damage.</p><p><strong><em>Consuming Fire (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></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: 7614975, member: 786"] [b]Replacing Mission to Thay - Elementum Divinantor, Hottest Fire[/b] Bramallag: The party is provided with: [list] [*] a magical doo-hickey with a claw-thingy on one end. [*] a large, rolled-up carpet, and a scroll [*] Boots of Lava Walking (2) [sblock] [i]Wondrous Item, Very Rare[/i] These boots allow the user to walk on magma as if it were solid ground, and without breaking through the thinnest of lava crusts. They also protect the user from all environmental effects related to heat and fire, but not from direct contact with the magma by parts of the body not covered by the boots. [/sblock] [*] Cream of Fire-proofing [sblock] [i]Potion, Oil, Very Rare[/i] One vial of this cream grants one large, two medium, or four small objects immunity to all fire damage for 24 hours. Examples of each size of object would be a small 5x7 carpet of flying, 2 cloaks, or 4 staves.[/sblock] [/list] [size=4][b]Arrival[/b][/size] [indent][i]You appear with a puff of air that pushes aside clouds of black dust and noxious fumes, heat blasting from the calera on one side, and a steep slope on the other. You can make out a descent to the bottom on the caldera fairly easily. The center of the caldera is a large lake of bubbling lava, broken paths and floating rafts of cooled and crusted lava circling around it. You can also easily make out fire and magma elementals cavorting throughout the caldera.[/i][/indent] [b][i]Extreme Heat:[/i][/b] At all times, unprotected characters take 3 (1d6) damage per round. [b][i]Naked Lava:[/i][/b] Coming into partial contact with naked lava inflicts 17 (5d6) fire damage. Full body contact, such as if some one were knocked prone onto the naked lava inflicts 25 (10d6) fire damage. The lava supports a body for one round, and then it submerges. Being submerged in lava inflicts 70 (20d6) fire damage. Falling onto the naked lava from a height of 20 feet or greater will also submerge a body, otherwise, it will end in full body contact. [size=4][b]Going Down (Crater Wall)[/b][/size] Encounter [sblock] 1 Greater Earth Elemental, 3 Earth Elementals, 6 Earth Elemental Myrmidons 1 Greater Smoke Elemental with maximum hit points, 3 Smoke Elemental Myrmidons, 6 Smoke Elementals 1 Greater Smoke Elemental, 3 Smoke Elemental Myrmidons, 6 Smoke Elementals Total CR: 26; Total XP: 79500 [/sblock] Map [sblock] Volcanic Descent, from 2-Minute Tabletop The characters enter at the top of the map. Each contour line crossed costs 5 feet of movement. The crater rim slopes up to the right. [/sblock] [size=4][b]The Perilous Walk (Across the Lava Field)[/b][/size] [indent][i]You had been walking on the relatively cool and solid crust. Here, it begins to split apart, forming maze-like paths that you must follow to reach the center of the laval lake. Various-sized boulders are scattered about the paths, and you can see large gouts of flame (fire elementals?) dancing above the bubbling lava. [/i][/indent] Encounter [sblock] 1 Greater Fire Elemental, 4 Fire Elementals, 8 Fire Elemental Myrmidons, 12 Lesser Fire Elementals 1 Greater Magma Elemental with maximum hit points, 8 Magma Elemental Myrmidons 1 Greater Magma Elemental, 3 Magma Elementals, 6 Lesser Magma Elementals Total CR: 26; Total XP: 84800 [/sblock] Map [sblock] [ATTACH=CONFIG]106814._xfImport[/ATTACH] This map uses Ground Set Tiles (#8 - Fireworld), from the Lord Zsezse Works, available on DMs Guild. The characters enter at the bottom of the map. The exit is at the top. A DC 8 Wisdom (Perception) check confirms the fire elementals. A DC 17 Wisdom (Perception) or DC 13 Intelligence(Nature) check reveals the presence of the magma elementals. The lit area under the Greater Magma Elemental with maximum hit points inflicts 7 (2d6) fire damage on anyone standing on it, at the start of their turn. Likewise, anyone standing on the "liquid area" under the Greater Magma Elemental risks falling through into the lava (DC 14 Dexterity saving throw). Neither the fire, nor the magma, elementals need worry about these restriction. The fire elementals can walk on the lava unimpaired. The magma elementals can only burrow through the lava, and do so at half speed. The magma elementals can surface and stand on the lava, but it takes half their movement to do so, and they must remain stationary while standing. Submerging into the lava is a free action for the magma elementals. [/sblock] [size=4][b]The Lava Lake[/b][/size] [indent][i]By now, the narrow winding paths you have been following have broken apart into drifting rafts. Still, you are too far from the center to begin the ritual, so you must brave the lava floes to reach your destination.[/i][/indent] Hottest Fire Environmental Hazards The Lava Lake has the following additional environmental hazards: [sblock] [table="width: 500, class: outer_border, align: center"] [tr] [td][b]Roll 3d6[/b][/td] [td][b]Hazard[/b][/td] [/tr] [tr] [td]3[/td] [td]Large Lava Bombs[/td] [/tr] [tr] [td]4 - 5[/td] [td]Noxious Gases[/td] [/tr] [tr] [td]6 - 8[/td] [td]Lava Raft Collision[/td] [/tr] [tr] [td]9 - 12[/td] [td]Nothing[/td] [/tr] [tr] [td]13 - 15[/td] [td]Lava Raft Division[/td] [/tr] [tr] [td]16 - 17[/td] [td]Small Lava Bombs[/td] [/tr] [tr] [td]18[/td] [td]Lava Burst[/td] [/tr] [/table] [b][i]Lava Raft Collision:[/i][/b] The raft the characters are standing on collides with another. All characters must make a DC 10 Dexterity(Acrobatics) check or fall prone. Those within 5 feet of an end bordering lava fall prone onto the lava. [b][i]Lava Raft Division:[/i][/b] The raft the characters are standing on splits in two, a 5 foot gap opening between the two pieces. The split is as equitable as possible, but no raft is even smaller that 5 feet square. Once a raft splits they will drift farther apart at a rate of 5 feet every 2 rounds. [b][i]Noxious Gases:[/i][/b] For 2 (1d3) rounds, the raft the players are standing on are enveloped with noxious gases that behave identically to Stinking Cloud. [b][i]Small Lava Bombs:[/i][/b] The raft the characters are standing on is bombarded with small lava bmbs. If the characters fail on a DC 14 Dexterity saving throw, they suffer 14 (4d6) fire damage. A successful save halves the damage. [b][i]Large Lava Bombs:[/i][/b] The raft the characters are standing on is bombarded with large lava bmbs. If the characters fail on a DC 12 Dexterity saving throw, they suffer 28 (8d6) fire damage. A successful save halves the damage. [b][i]Lava Burst:[/i][/b] A lava bubble bursts adjacent to the raft the characters are standing on, drenching the entire raft with lava. If the characters fail on a DC 16 Dexterity saving throw, the suffer 35 (10d6) fire damage. A successful save halves this damage. [/sblock] Encounter [sblock] 1 Greater Fire Elemental with maximum hit points, 2 Fire Elementals, 2 Fire Elemental Myrmidons 1 Greater Fire Elemental with maximum hit points, 2 Fire Elementals, 2 Fire Elemental Myrmidons 1 Greater Fire Elemental, 2 Fire Elementals, 2 Fire Elemental Myrmidons 1 Greater Fire Elemental, 2 Fire Elementals, 2 Fire Elemental Myrmidons 4 Greater Magma Elementals 1 Magma Elementals, 2 Lesser Fire Elementals, 2 Lesser Magma Elementals 1 Magma Elementals, 2 Lesser Fire Elementals, 2 Lesser Magma Elementals 1 Magma Elementals, 2 Lesser Fire Elementals, 2 Lesser Magma Elementals Total CR: 27; Total XP: 95600 [/sblock] Map [sblock] [ATTACH=CONFIG]106816._xfImport[/ATTACH] This map uses Ground Set Tiles (#8 - Fireworld), from the Lord Zsezse Works, available on DMs Guild. The characters enter at the bottom of the map, and exit at the top. The magma elementals are much better hidden than before, especially the ones on the rafts - they are essentially lounging in the pool, using the rafts to prop their head up. The Greater Magma Elementals cannot be spotted with a Nature check, and the Perception DC is now 20. For the ones on the rafts, the Perception DCs are 25 for the large elementals and 27 for the medium ones. All the fire elementals are perfectly visible. A lava raft can be pushed 15 feet per round for every 1 Huge/2 Large/4 Medium/12 Small creatures pushing (or equivalent). A telekinesis spell can also move a raft 15 feet a round (even though the raft weighs more than 1000 pounds). Other solutions are possible. [/sblock] [size=4][b]The Center of the Volcano[/b][/size] [indent][i]The center of the lava is bare of even of those few lava rafts you have just wandered over. More impressive however, are the four huge fire elementals that are engaging in some form fire-based sculpture or dance, channeling and controlling multi-colored ribbons of intertwining flame while other lesser elementals watch. They must be upset at you interuppting their performance, because the flame sculpture is racing towards you.[/i][/indent] Lava Lake [sblock] [ATTACH=CONFIG]106815._xfImport[/ATTACH] This map uses Ground Set Tiles (#8 - Fireworld), from the Lord Zsezse Works, available on DMs Guild. [/sblock] Pre-Ritual Combat [sblock] 1 Greater Fire Elementals with maximum hit points, 2 Lesser Fire Elementals 1 Greater Fire Elementals with maximum hit points, 2 Lesser Fire Elementals 1 Greater Fire Elementals with maximum hit points, 2 Lesser Fire Elementals 1 Greater Fire Elementals with maximum hit points, 2 Lesser Fire Elementals 1 Greater Fire Elemental, 2 Fire Elementals 1 Greater Fire Elemental, 2 Fire Elementals 1 Greater Fire Elemental, 2 Fire Elementals 1 Greater Fire Elemental, 2 Fire Elementals 1 Greater Fire Elemental, 2 Fire Elementals 1 Greater Fire Elemental, 2 Fire Elementals Total CR: 26; Total XP: 84200 [/sblock] The characters enter from the left of the map. Before combat starts, all characters must make a DC 21 Dexterity saving throw versus a 10d6 fireball. [indent][i]Exhausted after defending yourself, you take a short rest. Sooner than you would like however, it is time to begin the ritual. The carpet is much thicker and bigger than you expected. It is more than large enough to hold the ritual circle, as well as provide a wide strip to stand safely on. As you begin the ritual, the bubbling lava surrounding you stills, becoming almost mirror-smooth. As you continue the ritual, however, you become aware that the lava at the border of your still pond is rising to become a wall tens of feet tall. [/i][/indent] Lava Lake Ready For Ritual [sblock] [ATTACH=CONFIG]106818._xfImport[/ATTACH] This map uses Ground Set Tiles (#8 - Fireworld), from the Lord Zsezse Works, available on DMs Guild. [/sblock] Battling the Ancient [sblock] 1 Fire Elemental Ancient Total CR: 27; Total XP: 105000 [/sblock] [hr][/hr] Fire Elemental Ancient [sblock] [i]Gargantuan Elemental, Neutral[/i] Armor Class: 17 (natural armor) Hit Points: 875 (35d20 + 175) Speed: 50 ft., fly 20 ft. Str: 12(+1) Dex:22(+6) Con:20(+5) Int:10(+0) Wis:10(+0) Cha:15(+2) Saving Throws: Dex +14 Skills: Perception +8 Damage Immunities: fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunites: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses: darkvision 120 ft., passive Perception 18 Languages: Ignan, Primordial Challenge: 27; XP: 105000 [b]Traits[/b] [b][i]Fire Form:[/i][/b] The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 10 (1d20) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 10 (1d20) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 10 (1d20) fire damage at the start of each of its turns. [b][i]Illumination:[/i][/b] The elemental sheds bright light in a 60-foot radius and dim light in an additional 60 feet. [b][i]Water Susceptibility:[/i][/b] For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 4 (1d8) cold damage. [b][i]Empowered Attacks:[/i][/b] A Fire 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] A Fire Elemental Ancient has advantage on all saving throws against spells and other magical effects. [b]Actions[/b] [b][i]Multiattack:[/i][/b] The Fire Elemental Ancient makes four touch attacks. [b][i]Touch:[/i][/b] Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 23 (5d6+6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 10 (1d20) fire damage at the start of each of its turns. [b][i]Inferno (Recharge 5-6):[/i][/b] The elemental chooses a 15 foot radius area within 50 feet. Creatures and held objects within the affected area must make a DC 19 Dexterity saving throw. On a failure, the target takes 19 (3d12) fire damage as fire rages around them, and ignites them. Until someone takes an action to douse the fire, the creature takes 10 (1d20) fire damage at the start of each of its turns. Any unattended flammable object ignites and takes full damage. If the saving throw is successful, the creature takes half the fire damage, and does not ignite. [b]Legendary Actions[/b] A Fire Elemental Ancient can take 2 legendary actions, choosing from the options below. One one legendary action option can be used at a time, and only at the end of another creature's turn. The Fire Elemental Ancient regains spent legendary action at the start of its turn. [b][i]Flame Burst (1 action):[/i][/b] Ranged Spell Attack: +14 to hit, range 250 ft., one target. Hit: 35 (10d6) fire damage. [b][i]Flash Ignition (1 action):[/i][/b] Each creature that has felt the effects of the ancient's Fire Form since its last turn suffers 21 (2d20) fire damage. [b][i]Consuming Fire (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]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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