04.07.2023 Views

D&D 5E - The Rise of Tiamat

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

P l a n o f A t t a c k

This encounter should challenge the adventurers in

every way. The characters should be no easy match for

the attacking force, such that retreat and escape might

be their best option if they hope to survive. However,

if the characters haven’t made escape plans ahead of

time, the attackers w ill have taken steps to make retreat

impossible. The specifics are up to you, but should be

based around any obvious features of the encounter

area. Standard escape paths such as back doors and

known sewer entrances w ill be watched, and tactics

the characters have used before w ill be known. Only a

special escape route—a secret passage known only to

a palace’s most trusted servants, for example—should

come as a surprise to the cultists and Red Wizards.

F ro n ta l Assault. Because clever ruses and ambush

have failed in previous attacks, the cult’s third assault

opts for overwhelming force. The dragons attack the

characters from the air, attempting to draw them

outside if they are indoors. When they finally face off

against the adventurers, the attackers fight to kill. If

the characters try to stay inside and under cover, the

dragons attack whatever building they hide in, setting

it ablaze. Half-dragons, cultists, and mages watch all

known exits, including underground ones, to prevent the

characters from slipping away.

Se q u e n c e o f E v e n t s

Depending on how the adventure unfolds, feel free

to alter the forces and tactics in the second and third

attacks as you see fit. For example, you might want to

hold off with the yugoloths until the third attack, or you

might want Red W izards showing up in the second

attack rather than the third.

D e v e l o p m e n t s

This battle w ill likely be a challenge to run. It is

designed to create an emotional low spot in the

adventure, during which overall defeat for the forces

of good looks like a real possibility. Character death-

even if temporary—can crush some players’ spirits.

For those players, don’t make this battle just a

relentless slog toward death. Give the adventurers

opportunities to save innocent townsfolk from

being slaughtered and turn dragons away from

fleeing crowds. The characters can clear burning

buildings, use magic to douse flames or save the

dying, and stand up for those who cannot defend

themselves. Let their sacrifice during this fight

mean something.

C o n c l u s i o n

Great heroes rebound from losses to fight even

harder for the cause they believe in. Thanks to raise

dead, a lost battle is a setback, not a defeat. It’s a

wake-up call to any players who assumed that the

characters’ victory was assured. The Cult of the

Dragon is committed to its goal and w ill stop at

nothing to achieve it. The characters must be

even more committed to theirs.

The characters gain a level at the end

of this event.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!