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D&D 5E - The Rise of Tiamat

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and Szass Tam have a common goal, the invitation is

worth accepting.

The final decision is up to the characters, of course.

No one w ill compel them to go to Thay. But in the

council’s estimation, the potential to delay or even undo

Severin’s plan at a single blow is too much to pass up.

A D a r k a n d F o r b i d d i n g L a n d

Thay is an isolated and arid windswept plateau some

twenty-five hundred miles east of Waterdeep, its dark

skies constantly clouded by volcanic ash. This land is

defined by the prevalence of undead within its borders.

The supreme leader of Thay is the lich Szass Tam,

whose council of advisers—the zulkirs—are powerful

liches themselves. Everyone of consequence in Thay

is a spellcaster, and necromancers are common there.

Undead servants are everywhere, and many of the

commanders in Thay’s armies are the free-thinking

undead soldiers (use the wight statistics).

Travelers to this land must be wary of its dark

politics—rampant paranoia, a police-state mentality,

and necromancers commanding the top of the social

order—as much as the threats of the undead and Red

Wizards that dwell here. Thay is a place filled with

extraordinary danger.

P r e p a r a t i o n s a n d D e p a r t u r e

The Harpers keep a close watch on developments in

Thay, and they are the characters’ best resource for

current information on that land. If the characters

don’t seek advice from the Harpers, Leosin Erlanthar

approaches them.

In addition to providing the characters with the

information about Thay above, Erlanthar arranges for

them to receive sealed warrants indicating that they

are acting on behalf of the Lords of Waterdeep and the

Lords’ Alliance. The party is under the protection of

both groups, though such warrants are no guarantee

of safety in Thay. Erlanthar advises the characters to

address anyone of importance deferentially and by title,

never by name only. As well, characters who know any

necromantic magic should feel free to show it off.

When the adventurers are ready to depart, Nyh

Ilmichh teleports with them to Nethwatch Keep in the

Tharch of Lapendrar, just inside the Thayan frontier.

R e c e p t i o n a n d A u d i e n c e

Nethwatch Keep is under the command of Tharchion

Eseldra Yeth. She has been tharchion of Lapendrar

for nearly a century—long enough to have firsthand

memories of the past rebellion.

At the fortress, the characters are assigned to

luxurious individual rooms, though the doors have no

locks. Nyh Ilmichh tells anyone who asks that they are

utterly safe in the tharchion’s keep. The adventurers

see no other living creatures until their audience with

Eseldra Yeth. A ll the servants and staff are undead, but

the food and comforts of the fortress are of excellent

quality and entirely safe.

Tharchion Eseldra Yeth is a female human vampire

spellcaster. In the audience chamber where the meeting

takes place, she is accompanied by 10 Red Wizards (use

mage statistics if necessary) and 5 wights. Eseldra Yeth

reviews the characters’ warrants briefly, then delivers a

prepared message.

“We find ourselves bound in common cause against

common enemies. Those who sought to destroy us

in ages past now seek to destroy you. O ur thirst for

vengeance is strong, as is your thirst for continued life.

"Our enemy has become your enemy. We know

their weaknesses and the ways o f destroying them

forever, without destroying their usefulness. You have

the opportunity to discover their hiding places in your

struggle against their cult allies. Together, we can remove

them as a threat to us both.

“ Our agent, Nyh Ilmichh, will return with you to your

city o f Waterdeep, there to serve as our liaison to your

council. What you learn o f the enemy, she will relay to us

by means o f our own. You need only find the enemy. We

will deal with them, as is our custom.

“ I am authorized by our eternal master, Szass Tam, to

say these things, for I act in his name.”

The tharchion waits for the characters’ response, and

engages them in a discussion of what is known of the

plot to release Tiamat and the Red Wizards aiding that

plot. Her questions are straightforward and intelligent,

and offer little opportunity for sly or clever responses.

If a character is less than truthful, Eseldra Yeth probes

for more information. She addresses questions to

specific characters, never to the group in general. If

she detects a lie (see below), she never addresses that

character again.

Toward the end of the audience, each character

must make a D C 20 Charisma (Persuasion) check. (To

maintain an aura of menace, ask for the check without

revealing the DC.) The following modifiers apply

to the check:

• Arcane spellcasters gain a +6 bonus.

• Characters who openly worship a deity associated

with death gain a +4 bonus.

• Clerics and paladins of good-aligned deities take

a -6 penalty.

• Other characters wearing visible signs of worshiping

any good-aligned deity take a -4 penalty.

• A character takes a -4 penalty each time he or

she addresses Eseldra Yeth without using her title

of tharchion.

• Any character who lies to Eseldra Yeth takes a -8

penalty, unless he or she succeeds on a D C 18

Charisma (Deception) check for each lie. (Don’t reveal

the D C of this check.)

Feel free to introduce additional modifiers based on

specific arguments the characters present and their

overall behavior. Sincere (or at least convincing)

praise for necromancy and for Thay’s twisted social

order might earn a +2 or +4 bonus. Insincere praise,

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