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Enhancing "Rise of Tiamat" (Practical stuff to try at your table!)
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<blockquote data-quote="Sadras" data-source="post: 7983478" data-attributes="member: 6688277"><p>So inspired by the above from <a href="https://www.enworld.org/threads/we-d-d-tyranny-of-dragons-part-2-the-rise-of-tiamat-16b-the-third-council-of-waterdeep-part-2.655128/" target="_blank">this</a> thread - and it just so happens my table is at the 3rd Council Meeting, but no fake Green Dragon mask, I have come up with something similar.</p><p>I will have one of Dagult Neverember's aides with 2 helpers abruptly interrupt the session and bring in a large wooden chest and immediately open it in the centre of the room....revealing the two heads</p><p></p><p>Rath Modar's head flies into the air and with a chorus of other voices behind him says...</p><p></p><p style="text-align: center"><em>Ancient Runes be Inked upon the Floor </em></p> <p style="text-align: center"><em>Summon forth a Multi-Planar Door</em></p> <p style="text-align: center"><em>Let one Establish a Link to the Astral Plane</em></p> <p style="text-align: center"><em>And with Another</em></p> <p style="text-align: center"><em>Bind Gehenna and Do the Same</em></p> <p style="text-align: center"><em>Lastly, scream Avernus’s corridor through</em></p> <p style="text-align: center"><em>And let them face their Enemy True</em></p><p></p><p>Needles to say the aide and the helpers are the first slain (one can always Speak with Dead afterwards)</p><p></p><p>Thus in addition to the ambush on the party, there is an attack on the Council Meeting - where the PCs fight the enemy for their own survival, have to save the delegates and hopefully close the portal. The portal is a large triangular shaped, 3-way portal, opening up pathways to three realms (Astral Plane, Gehenna and Avernus) from which pour out Githyanki (Tiamat's allies), Yugoloths (paid mercenaries) and Abishai (Tiamat's devils).</p><p></p><p>I developed additional possible PC actions during the conflict:</p><ol> <li data-xf-list-type="ol">Arcana maybe used to inflict damage on the portal (DC 15 inflicts 1d10+ Int Mod damage, DC 20 inflicts 2d10 +Int Mod damage);</li> <li data-xf-list-type="ol">Religion (Faith) may be used to inflict area damage to all fiends (Yugolothos and Abishai) including the Enemy Force;</li> <li data-xf-list-type="ol">Athletics/Acrobatics may be used to prevent wounds to a delegate (DC 15 prevents 1 wound, DC 20 prevents 2 wounds)</li> <li data-xf-list-type="ol">PCs may inflict damage to the Enemy Force (refer below), where the I use the average AC, resistances, saves, immunities of all Combatants (refer below) to determine final damage dealt.</li> </ol><p>Each of the Delegates (12 in total - I have added a Lord's Alliance delegate from Mirabar) have special powers and when its your turn can determine which delegate assists you for that round and thus benefit from their power (so movement and positioning is not important - all ToM).</p><p><u>Delegate powers:</u> Provide flanking bonus (+1 to hit), provide +1 AC, heal 1 wound to a delegate, inflict damage on the portal, cast Light (negating Darkness spells from Yugoloths and Creeping Darkness from the Black Abishai), or +1 bonus on saves, inflict 2d6 points of sneak damage (Rian Nightshade), gain advantage on a skill check.</p><p></p><p><u>Enemy Force:</u></p><p>Besides the actual listed creatures attacking the PCs there is an Enemy Force that wounds the delegates (rolled randomly on a D12 to determine which delegate is wounded). Each delegate may sustain 3 levels of wounds afterwhich they fall unconscious and possibly die. The Enemy Force starts off with (700 hit points - less one round of attacks by delegates on those stepping through the portal) and for every 50 hit points, inflicts a wound level to a delegate. i.e. Rolled randomly to see which delegate receives a wound and how many (delegates may receive multiple wounds in a round of combat).</p><p>During a combat round, each delegates (who is not unconsious) inflicts 1d12 points damage to the Enemy Force.</p><p></p><p>At the end of every second round the Enemy Force grows by 210 (70 from each portal door), thus making the destruction of the portal pivotal for the survival of the delegates.</p><p></p><p><u>Portal and Floating Heads:</u></p><p>The Portal cannot simply be dispelled. Dispel Magic closes but 1 pathway for a round, before it is reoppened again by Rath Modar. The head may also Counterspell, which it uses to protect the Portal.</p><p>Severin in the meantime hurls insults at the characters and delegates.</p><p>I'm thinking the portal hit points to be about +/-100-150 and one has to use Arcana to damage it.</p><p></p><p><u>Combatants:</u></p><p>All the while the PCs have their own creatures to deal with</p><p>1 Black Abishai, 2 White Abishai, 3 Githyanki Warriors, 1 Githyanki Knight, 2 Mezzoloths, 1 Nycaloth and the 2 floating heads (Severin & the Rath Modar) - complete with Legendary Actions.</p><p>Since this is the mass chaotic combat - I have also given the enemies an additional +1 bonus to hit (accounting for flanking).</p><p></p><p><u>Escape and the Succubus: </u></p><p>The exist to the Council Chamber are locked and barred. The succubus from <em>Death at the Council </em>is using her fiendish powers to manipulate key members of staff into doing her bidding..laying more breadcrumbs for the PCs to finally catch her and deal with her.</p><p></p><p>I am running this in two days time, will revert, and let you know if I approximated the numbers correctly. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite30" alt=":geek:" title="Geek :geek:" loading="lazy" data-shortname=":geek:" /></p><p></p><p>We have 5 PCs (11th level) and 1 NPC (7th level). This will be their second deadly fight of the day.</p><p></p><p><strong>EDIT:</strong> So just some feedback: </p><p>The numbers worked for our group - it was the 2nd major encounter for the day.</p><p>The delegate the PCs most teamed up with earned them a +1 on the scoresheet.</p><p>Furthermore one of the delegates died but was brought back via ressurection by one of the PCs (cost resources - crushed diamonds). That was a further +1 earned on the scoresheet for that particular delegate.</p><p>However, the githyanki PC raised the two dead aides as undead during the fight which resulted in Ontharr Frume and Sir Isteval being negatively affected by that (-2 and -1 respectively), particularly since the PC did not release the bodies when requested to (in-game reasons).</p></blockquote><p></p>
[QUOTE="Sadras, post: 7983478, member: 6688277"] So inspired by the above from [URL='https://www.enworld.org/threads/we-d-d-tyranny-of-dragons-part-2-the-rise-of-tiamat-16b-the-third-council-of-waterdeep-part-2.655128/']this[/URL] thread - and it just so happens my table is at the 3rd Council Meeting, but no fake Green Dragon mask, I have come up with something similar. I will have one of Dagult Neverember's aides with 2 helpers abruptly interrupt the session and bring in a large wooden chest and immediately open it in the centre of the room....revealing the two heads Rath Modar's head flies into the air and with a chorus of other voices behind him says... [CENTER][I]Ancient Runes be Inked upon the Floor Summon forth a Multi-Planar Door Let one Establish a Link to the Astral Plane And with Another Bind Gehenna and Do the Same Lastly, scream Avernus’s corridor through And let them face their Enemy True[/I][/CENTER] Needles to say the aide and the helpers are the first slain (one can always Speak with Dead afterwards) Thus in addition to the ambush on the party, there is an attack on the Council Meeting - where the PCs fight the enemy for their own survival, have to save the delegates and hopefully close the portal. The portal is a large triangular shaped, 3-way portal, opening up pathways to three realms (Astral Plane, Gehenna and Avernus) from which pour out Githyanki (Tiamat's allies), Yugoloths (paid mercenaries) and Abishai (Tiamat's devils). I developed additional possible PC actions during the conflict: [LIST=1] [*]Arcana maybe used to inflict damage on the portal (DC 15 inflicts 1d10+ Int Mod damage, DC 20 inflicts 2d10 +Int Mod damage); [*]Religion (Faith) may be used to inflict area damage to all fiends (Yugolothos and Abishai) including the Enemy Force; [*]Athletics/Acrobatics may be used to prevent wounds to a delegate (DC 15 prevents 1 wound, DC 20 prevents 2 wounds) [*]PCs may inflict damage to the Enemy Force (refer below), where the I use the average AC, resistances, saves, immunities of all Combatants (refer below) to determine final damage dealt. [/LIST] Each of the Delegates (12 in total - I have added a Lord's Alliance delegate from Mirabar) have special powers and when its your turn can determine which delegate assists you for that round and thus benefit from their power (so movement and positioning is not important - all ToM). [U]Delegate powers:[/U] Provide flanking bonus (+1 to hit), provide +1 AC, heal 1 wound to a delegate, inflict damage on the portal, cast Light (negating Darkness spells from Yugoloths and Creeping Darkness from the Black Abishai), or +1 bonus on saves, inflict 2d6 points of sneak damage (Rian Nightshade), gain advantage on a skill check. [U]Enemy Force:[/U] Besides the actual listed creatures attacking the PCs there is an Enemy Force that wounds the delegates (rolled randomly on a D12 to determine which delegate is wounded). Each delegate may sustain 3 levels of wounds afterwhich they fall unconscious and possibly die. The Enemy Force starts off with (700 hit points - less one round of attacks by delegates on those stepping through the portal) and for every 50 hit points, inflicts a wound level to a delegate. i.e. Rolled randomly to see which delegate receives a wound and how many (delegates may receive multiple wounds in a round of combat). During a combat round, each delegates (who is not unconsious) inflicts 1d12 points damage to the Enemy Force. At the end of every second round the Enemy Force grows by 210 (70 from each portal door), thus making the destruction of the portal pivotal for the survival of the delegates. [U]Portal and Floating Heads:[/U] The Portal cannot simply be dispelled. Dispel Magic closes but 1 pathway for a round, before it is reoppened again by Rath Modar. The head may also Counterspell, which it uses to protect the Portal. Severin in the meantime hurls insults at the characters and delegates. I'm thinking the portal hit points to be about +/-100-150 and one has to use Arcana to damage it. [U]Combatants:[/U] All the while the PCs have their own creatures to deal with 1 Black Abishai, 2 White Abishai, 3 Githyanki Warriors, 1 Githyanki Knight, 2 Mezzoloths, 1 Nycaloth and the 2 floating heads (Severin & the Rath Modar) - complete with Legendary Actions. Since this is the mass chaotic combat - I have also given the enemies an additional +1 bonus to hit (accounting for flanking). [U]Escape and the Succubus: [/U] The exist to the Council Chamber are locked and barred. The succubus from [I]Death at the Council [/I]is using her fiendish powers to manipulate key members of staff into doing her bidding..laying more breadcrumbs for the PCs to finally catch her and deal with her. I am running this in two days time, will revert, and let you know if I approximated the numbers correctly. :geek: We have 5 PCs (11th level) and 1 NPC (7th level). This will be their second deadly fight of the day. [B]EDIT:[/B] So just some feedback: The numbers worked for our group - it was the 2nd major encounter for the day. The delegate the PCs most teamed up with earned them a +1 on the scoresheet. Furthermore one of the delegates died but was brought back via ressurection by one of the PCs (cost resources - crushed diamonds). That was a further +1 earned on the scoresheet for that particular delegate. However, the githyanki PC raised the two dead aides as undead during the fight which resulted in Ontharr Frume and Sir Isteval being negatively affected by that (-2 and -1 respectively), particularly since the PC did not release the bodies when requested to (in-game reasons). [/QUOTE]
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