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DDEP00-01 - The Red War - Tier 4

DDEP00-01 - The Red War - Tier 4

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0% found this document useful (0 votes)
3K views29 pages

DDEP00-01 - The Red War - Tier 4

DDEP00-01 - The Red War - Tier 4

Uploaded by

Mike Graham
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Red War

The Hour is Ripe for Conflict!


The Cults of Elemental Evil had wrought incredible destruction on the city of Mulmaster,
and in its hour of need, the City of Danger received aid from an unlikely ally – the
Mageocracy of Thay. Now, with Mulmaster moving ever closer into Thay’s orbit, strife is
brewing within the Factions as some call for action against the Red Wizards.

A Three-hour Epic Adventure for 1st – 20th Level Characters

Bill Benham, Dan Dillon, Alan Patrick, and Travis Woodall


Authors
Adventure Code: DDEP00-01
Optimized For: APL 18
Version: 1.0

Development: Alan Patrick DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon
ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Organized Play: Chris Lindsay Adventurers League, all other Wizards of the Coast product names, and their respective
D&D Adventurers League Wizards Team: Adam Lee, logos are trademarks of Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of Wizards of the Coast. This
Chris Lindsay, Mike Mearls, Matt Sernett material is protected under the copyright laws of the United States of America. Any
D&D Adventurers League Administrators: Robert reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast.
Adducci, Bill Benham, Travis Woodall, Claire Hoffman,
Greg Marks, Alan Patrick ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA.
Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented
by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Introduction Playing the Dungeon Master
Before beginning play, read Book 1: Event Overview You have the most important role—facilitating the
and familiarize yourself with the event rules and enjoyment of the game for the players. You provide
Victory Events. the narrative and bring the words on these pages to
life.
Adjusting This Adventure To facilitate this, keep in mind the following:
This adventure provides suggestions for adjusting You’re Empowered. Make decisions about how
for smaller or larger groups, characters of higher or the group interacts with the adventure; adjusting or
lower levels, and characters that are otherwise a bit improvising is encouraged, so long as you maintain
more powerful than the adventure is optimized for. the adventure’s spirit. This doesn’t allow you to
You’re not bound to these adjustments; they’re here implement house rules or change those of the
for your convenience. Adventurers League, however; they should be
To figure out whether you should consider consistent in this regard.
adjusting the adventure, add up the total levels of all Challenge Your Players. Gauge the experience
the characters and divide the total by the number of level of your players (not the characters), try to feel
characters (rounding .5 or greater up; .4 or less out (or ask) what they like in a game, and attempt to
down). This is the group’s APL. To approximate the deliver the experience they’re after. Everyone should
party strength for the adventure, consult the have the opportunity to shine.
following table. Keep the Adventure Moving. When the game
starts to get bogged down, feel free to provide hints
- Determining Party Strength and clues to your players so they can attempt to
Party Composition Party Strength solve puzzles, engage in combat, and roleplay
3-4 characters, APL less than Very weak interactions without getting too frustrated over a
3-4 characters, APL equivalent Weak lack of information. This gives players “little
3-4 characters, APL greater than Average victories” for figuring out good choices from clues.
5 characters, APL less than Weak Watch for stalling—play loses momentum when this
5 characters, APL equivalent Average happens. At the same time, make sure that the
5 characters, APL greater than Strong players don’t finish too early; provide them with a
6-7 characters, APL less than Average full play experience.
6-7 characters, APL equivalent Strong
6-7 characters, APL greater than Very strong Tier 4 Play
Some encounters may include a sidebar that offers Tier 4 (level 17-20) is a challenging tier of D&D to
suggestions for certain party strengths. If a adjudicate. At these levels, characters are extremely
recommendation is not offered or appropriate for powerful and possess magic items that make each
your group, you don’t have to adjust. group wildly different. Consider the following
guidance before tackling this tier as a DM:
Before Play at the Table
Note Down Items, Allies and Enchantments
Before you start play, consider the following: Before play begins, jot down all the goofy stuff that
Read through the adventure, taking notes of your players have available: shield guardians,
anything you’d like to highlight or remind yourself wyvern steeds, simulacrums, rare and legendary
while running the adventure, such as a way you’d items, permanent spell effects, etc. Consider whether
like to portray an NPC or a tactic you’d like to use these features increase the group’s APL: but most
in a combat. Familiarize yourself with the important of all, ensure you know how they function.
adventure’s appendices and handouts.
Gather any resources you’d like to use to aid you in Apply the ‘Rule of Cool’
running this adventure--such as notecards, a DM Assume every combat challenge will be easily
screen, miniatures, and battle maps. overcome. Up the difficulty as needed, but let the
Ask the players to provide you with relevant players enjoy their capstone powers before
character information, such as name, race, class, searching for ways to counter them. You’re good so
and level; passive Wisdom (Perception), and long as everyone has fun. During combat, find ways
anything specified as notable by the adventure to introduce character interactions and thrilling
(such as backgrounds, traits, flaws, etc.) choices instead of just resorting to raw power.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP00-01 The Red War (tier 4) 2
Adjust Encounters on the Fly The Warmest of Welcomes. After Szass Tam
Every group plays differently at tier 4. More than deploys his counterstroke, the characters can trace
ever, it’s your responsibility to shake up encounters him back to the Thayvian Embassy. Dread forces
on-the-fly until you hit the right balance. Here are defend it.
some simple tricks you can employ: Inside the Mansion. The Thayans have spent
Introduce waves of reinforcements. Players significant resources in the construction of this
sometimes blow their big powers early, leaving multi-faceted fortress. Reality is not as it seems.
them exposed to new threats. Just add more Workshop of Horrors. Szass Tam pulls out all the
enemies of the types already listed in the stops and seeks to destroy the characters once and
encounter. for all.
Counter magic with magic. Consider adding an
evoker for every spellcaster in the group. Location and NPC Summary
Maximize enemy damage instead of rolling The following NPCs and locations appear in this adventure:
(including spell damage!) Mulmaster (MULL-master). The City of Danger was once a
If you overcompensate, introduce an evoker or a sprawling cosmopolitan metropolis and gem of the Moonsea.
champion as an ally at the start of the next round. However, it was devastated by the machinations of the Cults
of Elemental Evil. In the years that follow, it has been
At these levels, the characters should have plenty
rebuilding with the aid of the Mageocracy of Thay.
of allies to fall back on.
Szass Tam. This vile lich is the leader of the nation of Thay.
He claims the title of Zulkir, but rules his fellow zulkirs
Know Your Spells through fear and might. Paranoid, he always has a long-term
High-levels spells often have complex conditions and
plan and has managed to turn every defeat he’s been dealt
limitations. To avoid slowing play, refresh your into a victory in the long run. Often has contingency plans for
memory of the most troublesome spells before the his contingency plans, and will not hesitate to sacrifice every
game begins (start with antimagic field, gate, living being in Mulmaster if it means that he can eliminate a
imprisonment, simulacrum and wish). In addition, small number of powerful adventurers. Legends and myths
don’t be afraid to ask players “what powerful spells are all that is really known about Szass Tam except to those
do you have prepared?”. in his inner circle.
In the hands of enemy casters, some spell
combinations are especially potent. For example:
A 4th-level glyph cast into the hood of a cloak could
polymorph a wizard into a Tyrannosaurus Rex
when they drop below half hit points.
A globe of invulnerability protects a high-level caster
from counterspell, allowing them to unleash their
most powerful spells in relative safety.
Spellcasters can use the Ready action to cast a short-
range spell outside of counterspell range, then
move into range to release it without risk of being
countered.
A contingency spell can trigger a dimension door to
whisk a spellcaster to safety or cast greater invisibility
on them when they take damage.

Adventure Overview (Tier 4)


The Red War is the official “return to power” for the
Red Wizards of Thay. The characters that participate
in this adventure will be faced with great challenges
and terrible prophecies while being faced with
decisions that will undoubtedly have lasting
ramifications for Faerun for years to come.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP00-01 The Red War (tier 4) 3
The Warmest of Welcomes Should the characters decide to investigate the
exterior of the building, it becomes apparent very
quickly that the house is a little too perfect (no check
Estimated Duration: 45 minutes
needed). A successful DC 20 Intelligence (Arcana)
Entering the grounds surrounding the Thayvian
check confirms that this is a modified
Embassy and then exploring its chambers should
Mordenkainen’s magnificent mansion spell.
provide little in the way of a challenge – initially. The
Furthermore, once the characters realize that the
further the characters delve, the more dire the traps
mansion is a modified spell effect, they also identify
and residents become. If the characters wish to
that the layout of the tiles actually comprise a
leave, they may retrace their steps at any time unless
permanent glyph spell. Neither the tiles nor the
specifically noted.
mansion can be damaged, dispelled, or disrupted
due to the magical enhancements woven into this
The walls surrounding the Thayvian Embassy are crafted of place by Szass Tam himself. This glyph triggers
tightly-stacked uniformly grey stones. The mortar is almost whenever something in the courtyard or on the front
impossibly precise, and a series of wrought iron spikes have stoop of the mansion attempts to cast dispel magic,
been placed atop the fifteen-foot-tall structure. antimagic zone, or any similar effect that would
include the mansion or otherwise prevent the
The gates into the Thayvian Embassy are open and mansion from operating normally. Note that the
unmanned. Any character that wishes to climb the Nobility in Mulmaster and Ally of Thay story
wall may do so; the spikes are more for decoration awards do not grant a character any ability to
than function; instead, the Thayans had relied upon prevent the glyph from triggering.
the height of the wall to keep most of the prying eyes As the characters prepare to enter the mansion,
out of their business. the doors slam shut. Read or paraphrase the
following:
Pacing and Options
Be mindful of time while the characters operate in this space. With a whooshing cracking noise, a rift in reality opens up
There are a number of buildings, but the majority of this nearby! Pure elemental energy begins snaking out, and a
adventure takes place within the depths of the Embassy. voice bellows from the top of the house:
Allow the characters a few moments to explore the outlying
“Get clear of the rift!”
buildings but do your best to shift their attention in the
A red-robed mage stands on the roof and brandishes a
proper direction.
long piece of dark crystal. As he begins an incantation,
spidery veins of magic begin to arc from the wizard to the rift
Exploring the Courtyard – but he is cut short as a shower of worms explodes from
behind him, consuming his flesh in an instant.
The interior of the courtyard is impeccably clean, with nary a
spot of dust or debris to be seen. The tiles form a dizzying
array of arcane sigils that surround a large, sprawling A star spawn larva mage steps to the edge of the
mansion dominates the center of the space; dark mahogany roof, and a tier 4 elemental rift opens up
somewhere within 20 feet of one of the characters;
wood rails line the porches, bright white paint has been
they are joined on initiative count 15 by one more
applied to the walls, and rich red drapes can be seen inside
star spawn larva mage. The mansion cannot be
every perfect window. The double doors that face the gate
entered by any means until the rift is sealed.
appear to be the main entrance and are slightly ajar.
Tricks of the Trade
The characters may wish to spend some time Consider the following guidance:
exploring the courtyard. If they do, describe the Careful Monitoring. For very weak or weak parties, consider
environment inside the tall walls and allow them to adding an archmage (a red-robed Thayan wizard) to assist
explore as they see fit – but remind them that time is the characters.
of the essence, and that time spent here means that Haranguing. The rift can potentially affect every creature in
Szass Tam is more likely to escape! A cursory the area – characters, larva mages, familiars, and so on.
examination takes no appreciable time and shows The larva mages are focused on the characters and spend
that only the Thayvian Embassy has viable points of no actions on the rift.
entry – the other buildings are sealed tight by magic.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP00-01 The Red War (tier 4) 4
Treasure
The crystal shard is worth 7,500 gp. It is
undoubtedly magical, though its properties are
obscured through extremely potent magic. Anyone
touching it can feel a rhythmic thumping noise not
unlike a heartbeat, and any character that has played
through Window to the Past (DDAO-01/ DDAL00-
01), Those That Came Before (DDAO-11/ DDAL00-
03), or Trust & Understanding (DDAO-21) are
absolutely certain that this is but a small piece of a
much larger crystalline structure.
The corpse of the Thayan wizard still bears an
ivory scroll case, worth 500 gp. Contained inside is a
spell scroll of power word pain.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP00-01 The Red War (tier 4) 5
Inside the Mansion
Estimated Duration: 90 minutes (1.5 hours)
Mansion Rooms
Focus, Focus, Focus While the interior of the mansion is very much in a
This is an Epic event and pacing is key. If the characters are non-linear layout, it should be made clear to the
relaxed, ramp up the challenge by calling for additional characters that this is the result of the customized
Perception or Insight checks from time to time as you
spells used in the construction of this place.
describe their environment. Experiment with phrasing and
When the characters decide to leave the Foyer,
words that drive home the terrible reality of what the
Thayans have done – and more importantly, what they are
any door that they pass through results in a roll on
planning! the following tables: Room Construction, Traps &
The characters as well as the players should be on-edge for Hazards, and Encounters. Alternately, you can pre-
much of this section. construct the environment if you are in a time-
sensitive environment or are uncomfortable with
fully-randomized layouts. Furthermore, when all of
Proceeding through the Mansion the characters leave a room, the door slams shut
Every room that the characters enter requires one
behind them; opening it again requires additional
roll on each of the three tables:
rolls on the tables. Unless explicitly stated, all doors
• Room Construction are considered to be closed but not locked or
• Traps & Hazards trapped. The walls and doors are constructed of raw
• Encounters planar essence, regardless of their description.
Should the characters decide to investigate the
The rooms should convey a sense of displacement operation of the doors and rooms, allow them to
and disjunction; the Red Wizards do not maintain attempt DC 24 Intelligence (Arcana) checks. If
this place for comfort but instead as a base of successful, the character can spot a series of dozens
operations. The interlinked demiplanes exist in a of nearly-invisible runes inscribed all around the
manner that defies full description; instead, imagine door. These runes are in effect a cipher and not a
that this place exists as a nexus of near-infinite truly written language; studying them without a key
demiplanes, planes, and realms best left undescribed is an impossible task. A wish spell cast with the
in full. intention of learning the cipher is successful, and
Playing these rooms in a theater of the mind sense requires the caster to succeed on a DC 26
is likely best, so as to best support the strange Intelligence saving throw or become afflicted with
behaviors seen here. Each room should be an incurable, permanent madness determined by the
approximately 40 feet by 40 feet, with 10 foot Long-Term Madness table (an abbreviated Long-
ceilings. Term Madness chart is located here, or you can use
The characters should encounter the Thayan the Dungeon Master’s Guide, chapter 8). Once a
Agents (or Ongoing Conflict, for combat-centric character is so affected, they are immune to
groups) and Arcane Webs encounters at a minimum, additional cipher effects and can identify either the
as these are pivotal story points for the adventure room type or the trap/hazard in the next room when
and may impact the other tiers of play. Feel free to reading additional ciphers in this place. This usage of
pre-determine the layout of the rooms, and to the wish spell is unique to this adventure and does
populate those rooms with decorations as might not run any risk of the caster losing the ability to
befit a group of vile, vicious wizards! cast wish again at a later time.
Regardless of where the characters are located in Each room in the mansion has but two functional
the Thayan mansion, when it is time to proceed to doors – one entrance and one exit. Others may exist,
the next part of the adventure they simply do so. The but they are merely well-made decorations and
room that they are in ceases to exist as the serve no purpose.
demiplanes fold in on themselves and collapse into
Szass Tam’s laboratory. If the characters are in the
midst of a combat when this takes place, those foes
do not transition with the characters and that
previous combat is immediately terminated; up to
half experience for those creatures.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP00-01 The Red War (tier 4) 6
The Space Between the Spaces
Long-Term Madness
Zulkir Dar’lon Ma took care and spared no expense in the
d100 Effect (lasts 1d10 x 10 hours)
construction of his mansion. Customized versions of
01 – 30 The character experiences vivid hallucinations
demiplane, Mordenkainen’s magnificent mansion, and other
and has disadvantage on all ability checks.
spells. The following rules are in effect while the characters
31 – 50 The character suffers extreme paranoia and are present in the mansion:
confusion. The character has disadvantage on
• Demiplanes & teleportation. Teleportation effects are
Intelligence, Wisdom, and Charisma checks. limited to the same room only, as each room is in effect its
51 – 75 The character experiences a powerful own demiplane. If a door is open and the character can see
delusion. Choose a spell with a range of touch. another room, teleportation effects work within line of
The character believes that they are under sight and all creatures affected by that teleportation effect
that spell’s effect(s). take 55 (10d10) force damage; a successful DC 20
76 – 95 The character is blinded (25%), deafened Constitution saving throw reduces this damage by half.
(70%), or both (5%). • Communication. Most forms of communication – including
telepathy – are restricted to the affected creatures being
96 – 100 The character loses the ability to speak. on the same plane of existence. As the rooms are each a
unique demiplane, this may become important!
Foyer • Time is funny here. The Red Wizards have been
This entry chamber is well-appointed with experimenting with chronomancy, and now time behaves
mahogany wood paneling, silver and brass oddly. Resting and other physical activities take twice the
candelabras, and a marble-topped storage cabinet. normal amount of time, but magic operates at twice the
normal speed. For example, if a spell would last until the
Though currently empty, it likely serves as a place to
caster’s next turn, it instead only lasts until the end of the
store small bags, gloves, and other such objects
current round; a spell that lasts 1 minute instead lasts 1/2
when people enter the building. The far door is a minute (5 rounds); and so on. Additionally, all casting
closed, and no amount of coercion can force it open times longer than 1 action are doubled (ex: most rituals
while the door to the courtyard is open; when this would take 20 minutes instead of 10, and the effects only
happens, the interior door can be operated normally. persist for half the normal time).
If the courtyard door is re-opened, the inner door • Abnormal building materials. The walls, floors, ceiling, and
slams shut; this may potentially separate the party. A doors are all constructed of raw planar essence. Even if
successful DC 20 Wisdom (Insight) or Intelligence described as stone, wood, or something else they cannot
(Arcana) check relays this to the characters. be affected by stone shape, passwall, or other similar
When the first character opens the inner door, magics. Their described appearance is akin to an illusion; a
they catch a brief glimpse of Szass Tam exiting that true sight spell allows a character to attempt a DC 22
chamber and heading deeper into the mansion. Intelligence (Arcana) or DC 26 Wisdom (Perception) check
to recognize this, however.

Any character that is proficient with the Arcana skill should


be aware of the basic elements of the above points. Feel free
to summarize or ask for a skill check to communicate more
specific insight as-needed for your game to be enjoyable for
all people involved.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP00-01 The Red War (tier 4) 7
Room Construction
d6
1 No traps, hazards, or encounters
2 Another group of adventures can be spied in the next room, but they are hazy and shrouded in fog. Choose another tier
4 table playing this adventure. Each character at this table can immediately choose one of the following: exchange
places with a player at that table; or cast a single beneficial spell (with a casting time of one action or less) or use a single
effect on a character in that room. The vision fades after a few seconds.
3 Roll once on the Traps & Hazards table
4 Roll once on the Encounters table
5 Roll once on the Traps & Hazards table and once on the Encounters table (ignoring any Encounter result of 5 through 9)
6 As above, but roll twice on the Traps & Hazards table.

Traps & Hazards


d6
1 The air is tainted with malice, a vicious inhaled poison that is very hard to detect. Any creature that breathes in this
room must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. The poisoned creature is blinded.
Creatures that hold their breath for the entire duration make this saving throw with advantage, and any creature that
seals their ears, nose, and mouth with wax is not required to make this saving throw.
2 Gravity does not work in this space. Any creature without a fly speed treats the entire room as difficult terrain.
3 The walls, floor, and ceiling are all laced with special stone from the elemental plane of earth. These stones are
magnetic; any creature that carries at least one item with metal in it treats the entire room as difficult terrain and must
succeed on a DC 16 Strength (Athletics) check at the start of their turn or be forced to roll a d4. On a 1, they fall prone.
On a 2, one of their metal items falls to the floor if it can, ripping free of sheath, belt, or other container. On a 3, the
creature is immediately flung to the floor, ceiling, or wall (DM’s choice), taking a d6 of magic bludgeoning damage as if
falling; this creature is then immobilized until the start of their next turn. On a 4, roll twice and ignore any additional roll
of 4 this turn.
4 The walls of this space are covered in exquisite paintings of peaceful farmlands and sunsets. Piles of cushions are
scattered around the room, and in the center of the space is a burbling fountain. The water functions a sphere of
annihilation (though neither the fountain nor the water can be removed from this space by any means save that known
to Szass Tam). Furthermore, it is enchanted with a sympathy spell; any living creature that can see the fountain must
succeed on a DC 20 Intelligence saving throw or find themselves compelled to move as quickly as possible to the
fountain and take a long drink from its waters; any creature that succeeds on this saving throw is immune to this effect
for 1 hour. Anything that touches the water takes 22 (4d10) force damage, and any creature that comes into contact
with the enchanted water must succeed on a DC 20 Constitution saving throw or gain one level of exhaustion.
All doors leading away from this room are locked save for the door that brought the characters here, and they are only
unlocked when six levels of exhaustion have been bestowed to the characters or when all of the enemies have been
eliminated.
5 The entire room is affected by a permanent silence aura. It can be temporarily dispelled with a dispel magic spell or
similar effect (DC 16), but doing so triggers a contingency: sickening radiance fills the entire room, causing all characters
to succeed on a DC 21 Constitution saving throw or else take 22 (4d10) radiant damage and gain one level of exhaustion.
The light goes away after ten minutes; while the light persists, no creature gains benefit from being invisible. Succeeding
on this saving throw results in half damage.
6 A rhythmic thumping eerily similar to a heartbeat can be heard and felt here. This noise prevents any rest from taking
place, and for every five rounds that a living creature is in this room they must succeed on a DC 16 Constitution saving
throw or else gain one level of exhaustion as their life energy is sapped away. Creatures immune to necrotic damage
have advantage on this saving throw. After the saving throw is attempted, the DC increases by 2 for that character, up to
a maximum of 30; this effect resets for a creature when it leaves the room.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP00-01 The Red War (tier 4) 8
lost; ie: if a character loses a 5th level spell slot,
Encounters that character would take 17 (5d6) psychic
damage with no saving throw. One casting of the
d12 Effect (lasts 1d10 x 10 hours) wish spell is equivalent to 20 hit dice.
1 4 tier 4 wraiths • Contacting the arcane web requires the creature
2 1 Red Wizard and 2 devourers to succeed on a DC 20 Constitution saving throw
3 2 star spawn larva mages or else take 55 (10d10) force damage, gain one
level of exhaustion, and to become restrained (DC
4 1 demilich, and the room is filled with 25). Succeeding on this saving throw prevents the
magically animated swirling dust. Anything
restrain effect from taking hold and no exhaustion
further than 5 feet away cannot be perceived
level gain.
by sight unless the creature is using truesight.
5-9 No meaningful encounter. Describe a plethora
of mindless zombie and skeleton minions, the
Breaking the arcane web returns magic to normal
corpses of citizens of Mulmaster, and so on if across Mulmaster and beyond; no further wild
you wish to impart more flavor to the surges take place (save for those caused by
adventure. practitioners of chaos magic and other normal rules
elements). If this happens, inform HQ immediately!
10 Arcane Webs encounter
The life forms that are bound into the web are
11 Ongoing Conflict encounter inextricable. They have been consumed and all that
12 Thayan Agents encounter remains are their echoes. It should be driven home
to the characters that the Thayans have intentionally
done this, causing immense pain and suffering in the
Arcane Webs (exploration or roleplaying)
process. Natives of Mulmaster or characters that
Chains of raw arcane energy criss cross the room,
claim strong ties to this area may recognize friends,
with the barely perceptible outlines of what used to
family, and neighbors here.
be living people scattered here and there. The
characters instinctively know the following: Interactive Element
• This represents Thayan experimentation into not When the characters successfully disable the arcane web,
only the fabric of the Weave but also is responsible notify the epic administrator. When enough tables report
for the chaotic nature of magic in and around the their progress, additional rules may come into play.
city of Mulmaster.
• Disrupting or breaking the chains would require a Ongoing Conflict (combat or roleplaying)
considerable amount of effect, but can be done. An The characters walk into an ongoing conflict
identify spell reveals the following potential between three star spawn larva mages and two
resolutions: a legendary, non-consumable Red Wizards. If the characters do not intervene, the
permanent magic item can be plunged into the star spawn will destroy the archmages in two
crackling field (this irrevocably destroys the item rounds; if the characters save the archmages by
but does not reduce permanent magic item count); destroying the star spawn, the Thayans grant
three wish spells can be cast to unbind the information as indicated in the Thayan Agents
enchantment’s hooks into the weave; or it can be section and die just the same.
overloaded by raw physical energy (the characters
can throw themselves into the field; in so doing, Thayan Agents (roleplaying strongly encouraged)
they must spend a 70 hit dice divided from among The Thayans are well aware of the events unfolding
any of the characters that entered the field. outside and are desperate to protect their home.
• Mixing methods of destruction – such as by casting This group is comprised of two Red Wizards and
one wish and attempting to use hit dice as well – is three steel predators. They will attempt to call for
not advised. Unknown to the party: doing this aid from any character that has the Ally of Thay
results in every arcane caster participating in this story award; if every character in the party has this
epic adventure (at all tiers) loses their highest- story award or if the characters stand down, the
level spell slot due to the arcane backlash that Thayans tell the characters the following:
travels all across Faerun. Characters that lose a
• their efforts to control the rifts by using the crystal
spell slot in this manner take a number of d6
shards have been ineffective; something lives
psychic damage equal to the level of the spell slot

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP00-01 The Red War (tier 4) 9
within the crystal and is slowly corrupting them
despite offering great magical power in exchange
• Zulkir Dar’lon Ma was planning to take on Szass
Tam for control of Thay, but the elder lich
discovered the plan thanks to the meddling of
certain adventures and a few well-timed speak
with dead spells
• other information from the adventure background
as you desire

Once the characters have had a few minutes to speak


with the Thayans, a brilliant magical light flares up
in their eyes and they slump over, dead. A brief
investigation can confirm that the wizards fell victim
to contingency spells, likely keyed to destroy them if
they revealed Thayan secrets to those that were not
privy to such information. They cannot be raised
(including related spells) and are immune to speak
with dead spells.

Treasure
The treasures included in this place are not
standardized. For each Red Wizard that is defeated,
add one spell scroll of a spell that the Red Wizard has
prepared of level 7 or less; feel free to choose from
the wizard spells in the Player’s Handbook, even if
that spell is not currently prepared by the Red
Wizard. For each creature (other than Red Wizards)
defeated, add 2,500 gp worth of trinkets and gems
per character. For every three creatures defeated,
add one potion of supreme healing.

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DDEP00-01 The Red War (tier 4) 10
Workshop of Horrors The Environment
Estimated Duration: 45 minutes Szass Tam’s workshop is a place of true terror. It is a
metaphysical location and is not anchored in any known
The final encounter with Szass Tam here in reality, and the results of his experiments are easily seen for
what they are: abominations and terrors, gruesome
Mulmaster should be terrifying and fraught with
reminders of the horrors that he is willing to inflict upon
danger. Don’t be afraid to pull out all the stops; the
those that are not loyal to him.
lich wants everyone and everything in and around
the city to be dead – likely so that they can be raised Pocket dimension. The lich’s workshop exists in a private and
heavily secured pocket dimension. Any attempt to teleport in
and pressed into immediate, unquestioning service
automatically fails unless they have been explicitly invited by
to Thay.
Szass Tam, and any attempt to transport away from it
Until the epic administrators call for the beginning (including through banishment, summoning, teleporting, and
of part 3, there is no way for the characters to enter so on) requires a successful DC 20 Wisdom saving throw;
this space as it does not exist in any meaningful way failing this saving throw results in the creature being
until this time. incapacitated for one minute. Regardless of the result, the
effect fails and the creature remains in the pocket dimension.
Charnel Horrors Setting. The private dimension is composed of a disc
approximately 60 feet in diameter. The disc is populated with
Szass Tam has determined that the adventurers work benches, bubbling alchemical contraptions, and other
represent a pressing threat, despite his best efforts such accoutrement. There is no ceiling, and there are no
to use the defenses of the house to whittle them walls. However, any creature that travels more than ten feet
down. He has decided to siphon the magical energies away from the disc is immediately subjected to raw planar
that had previously sustained the Thayan mansion energy; in addition to that space being an endless vacuum
and use them to assault the characters head-on. (be sure to review the suffocation rules, and remember that
The demiplanes that comprise the “interior” of the sound does not travel in a vacuum), spells cast outside the
Thayan mansion fold in upon themselves in a disc cannot affect anything on the disc. Any living creature
sickening fashion; realities are collapsing into that ends their turn in the vacuum gains one level of
themselves and exploding back outwards. Creatures exhaustion (no saving throw).
(other than the characters) that are caught in this Szass Tam is not subject to these effects.
transition go through a series of rapid and gruesome
changes as their forms change from one species to Tricks of the Trade
another, then to a cubist reality, then to a two- Consider the following guidance:
dimensional interpretation, and so on until they Potent Necromancy. Szass Tam has all the powers of a
ultimately collapse under the existential weight of necromancer, as per the Player’s Handbook. These powers
their own existence. are summarized in the sidebar.
The floors appear to be made of slightly-moving Undead Generation. On initiation count 15, the pocket
bones, and the ever-present sound of wails and dimension spawns undead from the floor. Roll a d20; this
screams fill the place; much of this noisome represents the total CR of undead creatures that are
onslaught is psychic in nature and is not simply spawned. For example, if the roll is a 17 the demiplane will
auditory. While these effects are not mechanical in generate up to 17 CR worth of undead creatures; this
nature, they should be used to drive home that Szass could be a single death knight, one tier 4 wraith, or any
Tam is nothing if not resourceful: his terminated test other combination of creatures. Szass Tam can spend one
subjects simply serve as ever-present building of his legendary actions and expend a spell slot; if he does,
materials for the expansion of this place. add the level of the spell slot the result of the d20 roll. Any
unused value is added to his next Undead Generation roll.
Szass Tam does not waste time with issuing
Contingency. The first time that a counterspell is cast by
challenges or monologuing about the benefits of
someone other than Szass Tam, his contingency spell is
becoming a servant of Thay: the characters have triggered and the caster is immediately subject to a
already been deemed as undesirable, and as such banishment spell (Charisma saving throw DC 22). Due to
will simply be removed from existence. the nature of the pocket dimension, the victim can re-
attempt the saving throw at the end of each of their turns.

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DDEP00-01 The Red War (tier 4) 11
Not Your Daddy’s Szass Tam Interactive Element
Szass Tam as presented here is not the actual lich. It is merely The adult blue dracolich that has been raised by Szass Tam
one of his many simulacra, albeit a powerful one, and has its arrival narrated by the DM, but will be ‘played’ by one
represents a significant investment of time, energy, magical of the event administrators. If there are not enough event
enchantment. The Thayan lich is angered but is very administrators, the DM may control the creature as if it were
intelligent and realizes that he is not yet ready to meet the a wandering monster under the control of an event
characters in person. That said, this simulacrum has the administrator. Please note that it is not intended for both the
following changes from the standard lich stat block: dracolich and Szass Tam to be simultaneously present for the
full duration of this combat encounter. If an event
Ancient Secrets. Szass Tam has an intelligence score of 24 administrator is not present, the dracolich should make an
(+7). Additionally, he is equivalent to a 20th level spell caster; appearance every 2-3 rounds, based on the strength of the
these elements combine to raise the DC of his spells from 20 characters.
to 22.
Grim Harvest. Once per turn when Szass Tam kills a non-
undead, non-construct creature using a spell of 1st level or Time’s Passage
higher, he gains hit points equal to twice the spell’s level or As described in The Space Between the Spaces, time passes
three times if the spell was of the Necromancy school. strangely here. In truth, Szass Tam has accelerated the flow
Animate Undead. At the end of round 1, Szass Tam animates of time here in order to expedite his final rituals: if he cannot
an adult blue dracolich. See the Interactive Element note have Mulmaster, nobody can. For each hour of resting or
below. exploration that the characters spent in getting here, the
Immunity Through Undeath. Szass Tam is immune to following effects apply (each stacking all the previous effects,
necrotic damage and cannot have his hit point maximum if any):
reduced. • 1 hour or less. Szass Tam begins combat with 20 points
Improved Command Undead. As an action, Szass Tam can ready for use with his Undead Generation trait (see Tricks
choose one undead creature anywhere in the pocket of the Trade).
dimension. That creature must succeed on a DC 22 Charisma • 2 hours. Szass Tam has identified one of the characters as
saving throw or become friendly to Szass Tam and is the primary threat. That character has disadvantage on
controlled by him. If the creature succeeds on the saving saving throws versus magic and magic effects that Szass
throw, it cannot be targeted a second time. Undead with an Tam uses against them.
intelligence score of 8 or higher have advantage on this • 3 hours. Szass Tam is joined by one death knight.
saving throw; if it fails and has an intelligence of 12 or higher, • 4 or more hours. As 2 hours, but all characters are so
it can repeat its saving throw at the end of every hour until it affected.
succeeds and breaks free.
Necrotic Simulacrum. Szass Tam can regain hit points via his
Death in the Pocket Dimension
Grim Harvest ability in addition to alchemical restoration. If
he drops to 0 hit points, he becomes a foul-smelling pile of If a character dies here and their body is not recovered
meat scraps and coagulated blood. during the battle, they can only be returned to life by a true
Zulkir’s Contingency. The first time that Szass Tam would be resurrection spell.
reduced to 0 hit points instead triggers a latent enchantment
that prevents all of that damage from that source. It is a Conclusion
specially crafted wish spell that the real Szass Tam placed
upon this simulacrum. Szass Tam is also immediately affected When Szass Tam and the dracolich are defeated, the
by the invulnerability spell and cannot drop below 1 hit point pocket dimension unravels in destructive, cinematic
until the spell ends. fashion. When everything is resolved, the characters
find themselves standing in the remains of a
Invulnerability (information abbreviated from Xanathar’s stronghold near Zhentil Keep, far to the west of
Guide to Everything) Mulmaster. This is almost certainly due to the
Abjuration, level 9; concentration relationship that Thay and the Zhentarim once had
You are immune to all damage until the spell ends. and may actually be a sign of developments to come.
Attempts to teleport to Mulmaster automatically
fail (see the event wrap-up), and by the time the
characters return to the City of Danger they find that

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DDEP00-01 The Red War (tier 4) 12
it is now firmly under the control of the Thayans. It
should be made apparent to the characters that due
to the strange behavior of time in the demiplanes,
several weeks have passed and the other tiers of
play have been long resolved by now.
Any madness that was developed by the
characters during this adventure sloughs away with
no permanent effect, though interplanar travel may
bring to mind the horrors that they witnessed.

Treasure
After the simulacrum’s body crumbles, two bits of
ephemera are all that remain. These mementos can
be claimed by the characters: one is Szass Tam’s
Arcane Essence, and the other is Szass Tam’s Planar
Essence.

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DDEP00-01 The Red War (tier 4) 13
Rewards (Tier 4) Potion of Supreme Healing
Potion, variable rarity
Make sure players note their rewards on their
adventure log sheets. Give your name and DCI This item can be found in the Dungeon Master’s
number (if applicable) so players can record who Guide.
ran the session.
Spell Scrolls
Experience (Min/Max XP: 30,000/45,000 each) Scroll, variable rarity
Total up all combat experience earned for defeated This item can be found in the Dungeon Master’s
foes, and divide by the number of characters present Guide.
in the combat. For non-combat experience, the
rewards are listed per character. Szass Tam’s Arcane Essence
Epic boon, unique
Combat Awards
Name of Foe XP Per Foe You have wrested away part of Szass Tam’s essence.
Adult blue dracolich * (interactive foe) Specifically, this spark of energy was originally
Demilich 20,000 wrested from the vile lich himself, and grants one
Elemental rift 21,500 additional 9th level spell slot, provided that you
Red Wizards (archmages) 8,400 already have one. This item can be found in the
Star spawn larva mage 15,000 Dungeon Master’s Guide under the entry for Boon of
Steel predator 15,000 High Magic.
Szass Tam (simulacrum) 50,000
Wraith (tier 4) 13,000 Szass Tam’s Planar Essence
Epic boon, unique
The minimum total award for each character You have wrested away part of Szass Tam’s essence.
participating in this adventure is 30,000 experience Specifically, this spark of energy allowed the lich’s
points. simulacrum to navigate the planes – and while you
The maximum total award for each character aren’t as proficient with this skill, you can retain a
participating in this adventure is 45,000 experience small bit of its power. Choose one of the Outer
points. Planes listed in Appendix C of the Player’s Handbook;
once choice is permanent once made. You can use
Treasure your action to cast plane shift on you (targeting
yourself only) and travel to the chosen plane, or
The characters receive the following treasure, from that plane back to the Material Plane. This item
divided up amongst the party. Treasure is divided as can be found in the Dungeon Master’s Guide under
evenly as possible. Gold piece values listed for the entry for Boon of Planar Travel.
sellable gear are calculated at their selling price, not
their purchase price.
Story Awards
Treasure Awards During the course of this adventure, the characters
Item Name GP Value
may earn the following story award.
Trinkets & gems (for every non-Red Wizard defeated)
Planes in Pockets in Planes. The Thayan mansion
2,500 per character in Mulmaster was comprised of a series of nested
demiplanes and pocket dimensions, and you
Consumable magic items should be divided up survived the exploration – and brought back
however the group sees fit. If more than one lingering traces of that magic. As a result, you always
character is interested in a specific consumable know what plane you are on, and if you find yourself
magic item, the DM can determine who gets it away from your native plane you may excise this
randomly should the group be unable to decide. magic to return to the Prime Material plane
immediately. If you do this, destroy this story award.

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DDEP00-01 The Red War (tier 4) 14
Player Rewards
For completing this mission, the characters earn
downtime as described in the D&D Adventurers
League Dungeon Master’s Guide (ALDMG).
Any character that was afflicted with any form of
madness as a result of attempting to learn the cipher
is cured of that malady at the end of their next
adventure.

DM Reward
In exchange for running this adventure, you earn DM
Rewards as described in the D&D Adventurers
League Dungeon Master’s Guide (ALDMG)

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DDEP00-01 The Red War (tier 4) 15
Appendix. Monster/NPC Statistics Lightning Breath (Recharge 5–6). The dracolich
exhales lightning in a 90-foot line. Each creature in that
area must make a DC 20 Dexterity saving throw, taking
Adult Blue Dracolich 66 (12d10) lightning damage on a failed save, or half as
Huge undead, chaotic evil much damage on a successful one.

Armor Class 19 (natural armor) Legendary Actions


Hit Points 225 (18d12 + 108)
The dracolich can take 3 legendary actions, choosing
Speed 40 ft., burrow 30 ft., fly 80 ft.
from the options below. Only one legendary action
option can be used at a time and only at the end of
STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) another creature’s turn. The dracolich regains spent
legendary actions at the start of its turn.
Saving Throws Dex +5, Con +11, Wis +7, Cha +9 • Detect. The dracolich makes a Wisdom (Perception)
Skills Perception +12, Stealth +5 check.
Damage Immunities necrotic • Tail Attack. The dracolich makes a tail attack.
Damage Immunities lightning, poison • Wing Attack (Costs 2 Actions). The dracolich beats
Condition Immunities charmed, exhaustion, its wings. Each creature within 10 feet of the dragon
frightened, paralyzed, poisoned must succeed on a DC 21 Dexterity saving throw or
Senses blindsight 60 ft., darkvision 120 ft., passive take 14 (2d6 + 7) bludgeoning damage and be
Perception 22 knocked prone. The dracolich can then fly up to half
Languages Common, Draconic its flying speed.
Challenge 17 (18,000 XP)

Legendary Resistance (3/Day). If the dracolich fails a


saving throw, it can choose to succeed instead.
Magic Resistance. The dracolich has advantage on
saving throws against spells and other magical effects.

Actions
Multiattack. The dracolich can use its Frightful
Presence. It then makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,
one target. Hit: 18 (2d10 + 7) piercing damage plus 5
(1d10) fire damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
target. Hit: 14 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the dracolich’s
choice that is within 120 feet of the dracolich and
aware of it must succeed on a DC 18 Wisdom saving
throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends
for it, the creature is immune to the dracolich’s
Frightful Presence for the next 24 hours.

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DDEP00-01 The Red War (tier 4) 16
Archmage (Red Wizard)
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)

Saving Throws Int +9, Wis +6


Skills Arcana +13, History +13
Damage Resistance damage from spells; nonmagical
bludgeoning, piercing, and slashing (from stoneskin)
Senses passive Perception 12
Languages any six languages
Challenge 12 (8,400 XP)
Magic Resistance. The archmagi has advantage on
saving throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC 17,
+9 to hit with spell attacks). The archmage can cast
disguise self and invisibility at will and has the following
wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand,


prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*,
magic missile
2nd level (3 slots): detect thoughts, mirror image, misty
step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slots): globe of invulnerability
7th level (1 slots): teleport
8th level (1 slots): mind blank*
9th level (1 slots): time stop

*: The archmage casts these spells on itself before


combat

Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.

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DDEP00-01 The Red War (tier 4) 17
Demilich another creature’s turn. The demilich regains spent
Tiny undead, neutral evil legendary actions at the start of its turn.

Armor Class 20 (natural armor) • Flight. The demilich flies up to half its flying speed.
Hit Points 80 (20d4) • Cloud of Dust. The demilich magically swirls its dusty
Speed 0 ft., fly 30 ft. (hover) remains. Each creature within 10 feet of the
demilich, including around a corner, must succeed
STR DEX CON INT WIS CHA on a DC 15 Constitution saving throw or be blinded
1 (-5) 20 (+5) 10 (+0) 20 (+5) 17 (+3) 20 (+5) until the end of the demilich’s next turn. A creature
that succeeds on the saving throw is immune to this
Saving Throws Con +6, Int +11, Wis +9, Cha +11 effect until the end of the demilich’s next turn.
Skills Arcana +18, History +12, Insight +9, Perception +9 • Energy Drain (Costs 2 Actions). Each creature within
Damage Resistances bludgeoning, piercing, and 30 feet of the demilich must make a DC 15
slashing from magical attacks Constitution saving throw. On a failed save, the
Damage Immunities necrotic, poison, psychic; creature’s hit point maximum is magically reduced
bludgeoning, piercing, and slashing from nonmagical by 10 (3d6). If a creature’s hit point maximum is
attacks reduced to 0 by this effect, the creature dies. A
Condition Immunities charmed, deafened, exhaustion, creature’s hit point maximum can be restored with
frightened, paralyzed, petrified, poisoned, prone, the greater restoration spell or similar magic.
stunned • Vile Curse (Costs 3 Actions). The demilich targets
Senses truesight 120 ft., passive Perception 13 one creature it can see within 30 feet of it. The
Languages Common, Thayan, Ancient Netherese, target must succeed on a DC 15 Wisdom saving
Elven, Dwarven throw or be magically cursed. Until the curse ends,
Challenge 18 (20,000 XP) the target has disadvantage on attack rolls and
Avoidance. If the Demilich is subjected to an effect that saving throws. The target can repeat the saving
allows it to make a saving throw to take only half throw at the end of each of its turns, ending the
damage, it instead takes no damage if it succeeds on curse on a success.
the saving throw, and only half if it fails.
Legendary Resistance (3/Day). If the demilich fails a
saving throw, it can choose to succeed instead.
Turn Immunity. The Demilich is immune to effects that
turn undead.

Actions
Howl (Recharge 5 – 6). The Demilich emits a
bloodcurdling howl. Each creature within 30 feet of the
Demilich that can hear the howl must succeed on a DC
15 Constitution saving throw or drop to 0 hit points. On
a successful save, the creature is frightened until the
end of its next turn.
Life Drain. The Demilich targets up to three creatures
that it can see within 10 feet of it. Each target must
succeed on a DC 19 Constitution saving throw or take
21 (6d6) necrotic damage, and the demilich regains hit
points equal to the total damage dealt to all targets.

Legendary Actions
The demilich can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of

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DDEP00-01 The Red War (tier 4) 18
Star Spawn Larva Mage Reactions
Medium aberration, chaotic evil Feed on Weakness. When a creature within 20 feet of
the larva mage fails a saving throw, the larva mage
Armor Class 16 (natural armor)
gains 10 temporary hit points.
Hit Points 168 (16d8 + 96)
Speed 30 ft. Legendary Actions

STR DEX CON INT WIS CHA The larva mage can take 3 legendary actions, choosing
17 (+3) 12 (+1) 23 (+6) 18 (+4) 12 (+1) 16 (+3) from the options below. Only one legendary action
option can be used at a time and only at the end of
Saving Throws Dex +6, Wis +9, Cha +8 another creature’s turn. The larva mage regains spent
Skills Perception +6 legendary actions at the start of its turn.
Damage Resistances cold; bludgeoning, piercing, and
• Cantrip. The lich casts one cantrip.
slashing from nonmagical attacks
• Slam (Costs 2 Actions). The larva mage makes one
Damage Immunities psychic
slam attack.
Condition Immunities charmed, frightened, paralyzed,
• Feed (Costs 3 Actions). Each creature restrained by
petrified, poisoned, restrained
the larva mage’s Plague of Worms takes 13 (3d8)
Senses darkvision 60 ft., passive Perception 16
necrotic damage, and the larva mage gains 6
Languages Deep Speech
temporary hit points.
Challenge 16 (15,000 XP)
Innate Spellcasting. The larva mage’s innate
spellcasting ability is Charisma (spell save DC 16, +8 to
hit with spell attacks). It can innately cast the following
spells, requiring no material components:

At will: eldritch blast (3 beams, +3 bonus to each


damage roll)
3/day: dominate monster
1/day: circle of death

Return to Worms. When the larva mage is reduced to 0


hit points, it breaks apart into a swarm of insects in the
same space. Unless the swarm is destroyed, the larva
mage reforms from it 24 hours later. (NOTE: the
swarm’s stat block is not included in this adventure)

Actions
Slam. Melee weapon attack: +8 to hit, reach 10 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage, and the
target must succeed on a DC 19 Constitution saving
throw or be poisoned until the end of its next turn.
Plague of Worms (Recharge 6). Each creature other
than a star spawn within 10 feet of the larva mage
must succeed on a DC 19 Dexterity saving throw or
take 22 (5d8) necrotic damage and be blinded and
restrained by masses of swarming worms. The affected
creature takes 22 (5d8) necrotic damage at the start of
each of the larva mage’s turns. The creature can repeat
the saving throw at the end of each of its turns, ending
the effect on itself on a success.

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DDEP00-01 The Red War (tier 4) 19
Steel Predator
Large construct, lawful evil
Armor Class 20 (natural armor)
Hit Points 207 (18d10 + 108)
Speed 40 ft.

STR DEX CON INT WIS CHA


24 (+7) 17 (+3) 22 (+6) 4 (-3) 14 (+2) 6 (-2)

Skills Perception +7, Stealth +8, Survival +7


Damage Resistances cold, lightning, necrotic, thunder
Damage Immunities poison, psychic; bludgeoning,
piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned, stunned
Senses blindsight 30 ft., darkvision 60 ft., passive
Perception 17
Languages understands Modron and Common but
can’t speak
Challenge 16 (15,000 XP)
Innate Spellcasting. The steel predator’s innate
spellcasting ability is Wisdom. It can innately cast the
following spells, requiring no material components:

3/day each: dimension door (self only), plane shift (self


only)

Magic Resistance. The steel predator has advantage on


saving throws against spells and other magical effects.
Magic Weapons. The steel predator’s weapon attacks
are magical.

Actions
Multiattack. The steel predator makes three attacks:
one with its bite and two with its claw.
Bite. Melee Spell Attack: +12 to hit, reach 5 ft., one
creature. Hit: 14 (2d6 + 7) piercing damage.
Claw. Melee Spell Attack: +12 to hit, reach 5 ft., one
creature. Hit: 16 (2d8 + 7) slashing damage.
Stunning Roar (Recharge 5 – 6). The steel predator
emits a roar in a 60-foot cone. Each creature in that
area must make a DC 19 Constitution saving throw. On
a failed save, a creature takes 27 (5d10) thunder
damage, drops everything it’s holding, and is stunned
for 1 minute. On a successful save, a creature takes half
as much damage. The stunned creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.

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DDEP00-01 The Red War (tier 4) 20
Szass Tam (simulacrum; lich) Actions
Medium undead, lawful evil Paralyzing Touch. Melee Spell Attack: +12 to hit, reach
5 ft., one creature. Hit: 10 (3d6) cold damage. The
Armor Class 17 (natural armor)
target must succeed on a DC 18 Constitution saving
Hit Points 135 (18d8 + 54)
throw or be paralyzed for 1 minute. The target can
Speed 30 ft.
repeat the saving throw at the end of each of its turns,
STR DEX CON INT WIS CHA
ending the effect on itself on a success.
11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3)
Legendary Actions
Saving Throws Con +10, Int +12, Wis +9 The lich can take 3 legendary actions, choosing from
Skills Arcana +18, History +12, Insight +9, Perception +9 the options below. Only one legendary action option
Damage Resistances cold, lightning, necrotic can be used at a time and only at the end of another
Damage Immunities poison; bludgeoning, piercing, and creature’s turn. The lich regains spent legendary
slashing from nonmagical attacks actions at the start of its turn.
Condition Immunities charmed, exhaustion,
• Cantrip. The lich casts a cantrip.
frightened, paralyzed, poisoned
• Paralyzing Touch (Costs 2 Actions). The lich uses its
Senses truesight 120 ft., passive Perception 19
Paralyzing Touch.
Languages Common plus up to five other languages
• Frightening Gaze (Costs 2 Actions). The lich fixes its
Challenge 21 (33,000 XP)
gaze on one creature it can see within 10 feet of it.
Legendary Resistance (3/Day). If the lich fails a saving The target must succeed on a DC 18 Wisdom saving
throw, it can choose to succeed instead. throw against this magic or become frightened for 1
Rejuvenation. If it has a phylactery, a destroyed lich minute. The frightened target can repeat the saving
gains a new body in 1d10 days, regaining all its hit throw at the end of each of its turns, ending the
points and becoming active again. The new body effect on itself on a success. If a target’s saving throw
appears within 5 feet of the phylactery. is successful or the effect ends for it, the target is
Spellcasting. The lich is an 18th-level spellcaster. Its immune to the lich’s gaze for the next 24 hours.
spellcasting ability is Intelligence (spell save DC 20, +12 • Disrupt Life (Costs 3 Actions). Each living creature
to hit with spell attacks). The lich has the following within 20 feet of the lich must make a DC 18
wizard spells prepared: Constitution saving throw against this magic, taking
21 (6d6) necrotic damage on a failed save, or half as
Cantrips (at will): mage hand, prestidigitation, ray of much damage on a successful one.
frost
1st level (4 slots): detect magic, magic missile, shield,
thunderwave
2nd level (3 slots): detect thoughts, invisibility, Melf’s
acid arrow, mirror image
3rd level (3 slots): animate dead, counterspell, dispel
magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill

Turn Resistance. The lich has advantage on saving


throws against any effect that turns undead.

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DDEP00-01 The Red War (tier 4) 21
Wraith Scaling the Wraith
Medium undead, neutral evil The wraith can be adjusted to tier 4 with the following
changes:
Armor Class 13
Hit Points 67 (9d8 + 27) • Hit points 158 (19d8 + 78)
• Dexterity is 20 (+5)
Speed 0 ft., fly 60 ft. (hover)
• Immune to non-magical weapons and the frightened
condition
STR DEX CON INT WIS CHA
• Resistant to fire, cold, acid, lightning, thunder
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
• Has advantage on saving throws versus magic and magic
effects
Damage Resistances acid, cold, fire, lightning, thunder;
• Life Drain’s DC becomes 18, and the attack is now +10 to
bludgeoning, piercing, and slashing from nonmagical the attack roll and deals 31 (6d8 + 5) necrotic damage
attacks that aren't silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 5 (1800 XP)
Incorporeal Movement. The wraith can move through
other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 21 (4d8 + 3) necrotic damage. The
target must succeed on a DC 14 Constitution saving
throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction
lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.
Create Specter. The wraith targets a humanoid within
10 feet of it that has been dead for no longer than 1
minute and died violently. The target's spirit rises as a
specter in the space of its corpse or in the nearest
unoccupied space. The specter is under the wraith's
control. The wraith can have no more than seven
specters under its control at one time.

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DDEP00-01 The Red War (tier 4) 22
Player Appendix: Magic Items & Awards
Permanent Magic Items
Story Awards
Szass Tam’s Arcane Essence
Epic boon, unique Planes in Pockets in Planes
You have wrested away part of Szass Tam’s essence. The Thayan mansion in Mulmaster was comprised of
Specifically, this spark of energy was originally a series of nested demiplanes and pocket
wrested from the vile lich himself, and grants one dimensions, and you survived the exploration – and
additional 9th level spell slot, provided that you brought back lingering traces of that magic. As a
already have one. This item can be found in the result, you always know what plane you are on, and
Dungeon Master’s Guide under the entry for Boon of if you find yourself away from your native plane you
High Magic. may excise this magic to return to the Prime Material
plane immediately. If you do this, destroy this story
award.

Szass Tam’s Planar Essence


Epic boon, unique
You have wrested away part of Szass Tam’s essence.
Specifically, this spark of energy allowed the lich’s
simulacrum to navigate the planes – and while you
aren’t as proficient with this skill, you can retain a
small bit of its power. Choose one of the Outer
Planes listed in Appendix C of the Player’s Handbook;
once choice is permanent once made. You can use
your action to cast plane shift on you (targeting
yourself only) and travel to the chosen plane, or
from that plane back to the Material Plane. This item
can be found in the Dungeon Master’s Guide under
the entry for Boon of Planar Travel.

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DDEP00-01 The Red War (tier 4) 23
DM Appendix: Elemental Rifts makes thematic sense and use the save DCs, attack
bonus, and damage severity as listed above.
Rifts are complex traps, as presented in Xanathar’s
Thanks to the events of DDEP2 Mulmaster Undone,
Guide to Everything.
there are a significant number of elemental rifts
open throughout the trade city of Mulmaster. These
rifts were, for the most part, under control; although
the Red Wizards of Thay were unable to close them
entirely, they were able to keep them from
expanding and from spewing their deadly energies
out. Now that the Red Wizards have abandoned this
theoretically magnanimous course of action, the rifts
have grown unstable and now pose a serious threat
to the adventurers and residents!

Rift Save DCs and Attack Bonuses


Tier Save DC Attack Bonus
1 11 +5
2 13 +8
3 15 +12
4 17 +15

Damage Severity by Level (Single Target)


Tier Moderate Dangerous Deadly
1 5 (1d10) 11 (2d10) 22 (4d10)
2 11 (2d10) 22 (4d10) 55 (10d10)
3 22 (4d10) 55 (10d10) 99 (18d10)
4 55 (10d10) 99 (18d10) 132 (24d10)

Damage Severity by Level (Multiple Targets)


Tier Moderate Dangerous Deadly
1 3 (1d6) 7 (2d6) 14 (4d6)
2 7 (2d6) 14 (4d6) 35 (10d6)
3 14 (4d6) 35 (10d6) 63 (18d6)
4 35 (10d6) 63 (18d6) 84 (24d6)

Rift XP Awards
Tier Experience Points
1 650
2 3,850
3 11,100
4 21,500

Using an Elemental Rift in an Encounter


An elemental rift can be substituted for any creature
or combination of creatures in a combat encounter –
be sure to review the experience value(s) of the
creature to that of the rift. There should not be more
than two rifts in any individual encounter, as it may
become too much to track and take away from the
running of the game. Simply choose an element that

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DDEP00-01 The Red War (tier 4) 24
Air Rift made against a creature that is within 10 feet of
an air rift automatically miss.
Complex trap, levels 1-20 dangerous threat
Deafening Thunder. Once a creature is deafened,
A two-dimensional, angry slash in reality is here.
they gain a level of exhaustion for each
Gale-force winds scream out of it and peals of
additional Deafening Thunder saving throws
thunder reverberate around this space.
that they fail.
Trigger. The rift has already been triggered.
Arc Lightning. A creature wearing heavy metal
Initiative. The rift acts on initiative count 20 and
armor or wielding a two-handed metal weapon
on initiative count 10, losing ties.
is automatically targeted by Arc Lightning.
Active Elements. The air rift includes
Countermeasures. The rift’s active elements can
supernaturally strong winds, peals of deafening
be deterred or delayed, and the rift can be sealed
thunder, and lightning bolts.
with specific countermeasures. One countermeasure
Gale Force Winds (Initiative 20). The rift emits a
can be determined if a character spends their action
blast of wind that slams into everything within
to make a Moderate DC skill check.
50 feet. Creatures must make a Dexterity saving
Gale Force Winds (Arcana). A wall of force or
throw. On a failed save, the creature is thrown
similar effect will provide temporary respite.
20 feet away and is knocked prone; on a
After three rounds, the spell or effect fails as if it
successful save, the creature is thrown half as
were subjected to a disintegrate spell.
far. If a creature is thrown into a hard surface, it
Deafening Thunder (Arcana, Medicine,
takes moderate (multiple targets)
Insight). A carefully placed silence spell will
bludgeoning damage, or half as much damage on
grant advantage on the saving throw, as will
a successful save.
stuffing one’s ears with wax or some similar
Deafening Thunder (Initiative 10). Each
substance.
creature within 20 feet of the rift must succeed
Arc Lightning (Arcana, Nature). Planting a large
on a Constitution saving throw or else be
metal rod or object into the ground within 5 feet
deafened for one minute.
of a creature and stationed between the
Arc Lightning (Initiative 10). Roll a d6. Lightning
creature and the rift will grant advantage on
arcs out and strikes that many random targets
that character’s saving throw against the arc
within 50 feet of the rift, inflicting dangerous
lightning. The rod must be at least as tall as the
lightning damage; a creature struck in this
creature.
manner takes half damage if they succeed on a
Sealing the Rift (Arcana). As an action, a creature
Dexterity saving throw. A creature can only be
within 10 feet of the rift can attempt to seal the
hit once per turn by Arc Lightning.
rift. Sealing the rift requires several successful
Dynamic Elements. The longer the rift is open, the
Intelligence (Arcana) checks equal to the
more dangerous it becomes. The broken magic of the
number of characters in the group. Casting
insane elemental cults has been further corrupted by
dispel magic (DC 15) counts as one success.
the meddling of the Thayans.
Once sealed, the rift disappears in a blast of
Winds Intensify. The DC to resist being thrown
force; any creature within 10 feet of the rift
and knocked prone increases by +1 for each
must make a DC Constitution saving throw or
round that the rift is open.
else take dangerous (multiple targets) force
Elemental Fury. For each successful Arcana check
damage and be knocked prone.
made to seal the rift, the DC of all saving throws
caused by the rift increases by +1, and Arc
Lightning can target one additional creature.
Constant Elements. This rift is created of equal
parts pure elemental power and raw hatred. The air
around it seethes with these energies. Gale Force
Winds, Deafening Thunder, and Arc Lightning affect
each creature that ends its turn in an area affected
by these elements.
Gale Force Winds. Any creature that ends its turn
within 20 feet of the rift must succeed on a
Strength (Athletics) check or be pushed 10 feet
away. Ranged attacks that use ammunition

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DDEP00-01 The Red War (tier 4) 25
Earth Rift Rippling Earth. Each creature within 20 feet of
the rift is knocked prone and takes dangerous
Complex trap, levels 1-20 dangerous threat
thunder damage, or half as much and is not
A hovering chunk of multi-colored quartz, humming
knocked prone on a successful Constitution
with earthshaking intensity. As it hovers the facets
saving throw.
vibrate and shift with eye-watering speed.
Countermeasures. The rift’s active elements can
Trigger. The rift has already been triggered.
be deterred or delayed, and the rift can be sealed
Initiative. The rift acts on initiative count 20 and
with specific countermeasures. One countermeasure
on initiative count 10, losing ties.
can be determined if a character spends their action
Active Elements. The earth detonates metronomic
to make a Moderate DC skill check.
peals of deafening thunder.
Shard Blast (Insight, Acrobatics). Creatures can
Sonic Maelstrom (Initiative 20). The rift emits a
leap out of the way of the shard as a reaction—
shockwave of force that slams into everything
falling prone but taking no damage.
within 50 feet. Creatures must make a
Deafening Thunder (Arcana, Medicine,
Constitution saving throw. On a failed save, the
Insight). A carefully placed silence spell will
creature is thrown 20 feet away and is knocked
grant advantage on the saving throw, as will
prone; on a successful save, the creature is
stuffing one’s ears with wax or some similar
thrown half as far. If a creature is thrown into a
substance.
hard surface, it takes moderate (multiple
Rippling Earth (Acrobatics, Athletics). With
targets) bludgeoning damage, or half as much
well-timed maneuvering a creature can avoid
damage on a successful save.
the worst of the earth’s violent rumbling
Deafening Thunder (Initiative 10). Each
granting advantage on the Constitution save
creature within 20 feet of the rift must succeed
required for this element.
on a Constitution saving throw or else be
Sealing the Rift (Arcana). As an action, a creature
deafened for one minute.
within 10 feet of the rift can attempt to seal the
Shard Blast (Initiative 10). Roll a d10. Razor
rift. Sealing the rift requires several successful
sharp shards of quarts fly out and strike that
Intelligence (Arcana) checks equal to the
many random targets within 50 feet of the rift,
number of characters in the group. Casting
inflicting moderate force damage; a creature
dispel magic (DC 15) counts as one success.
struck in this manner takes half damage if they
Once sealed, the rift disappears in a blast of
succeed on a Dexterity saving throw. A creature
force; any creature within 10 feet of the rift
can only be hit once per turn by Shard Blast.
must make a DC Constitution saving throw or
Dynamic Elements. The longer the rift is open, the
else take dangerous (multiple targets) force
more dangerous it becomes. The broken magic of the
damage and be knocked prone.
insane elemental cults has been further corrupted by
the meddling of the Thayans.
Maximum Force The DC of Constitution saving
throws increases by +1 for each round that the
rift is open.
Elemental Fury. For each successful Arcana check
made to seal the rift, the DC of all saving throws
caused by the rift increases by +1, and Shard
Blast targets an additional creature.
Constant Elements. This rift is created of equal
parts pure elemental earth and thundering malice.
The earth around the rift cracks and shudders under
its fury. Each creature that ends its turn in the rift’s
area of effects suffers from Deafening Thunder and
Rippling Earth.
Deafening Thunder. Once a creature is deafened,
they gain a level of exhaustion for each
additional Deafening Thunder saving throws
that they fail.

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DDEP00-01 The Red War (tier 4) 26
Fire Rift (multiple targets) fire damage and gain a level
of exhaustion.
Complex trap, levels 1-20 dangerous threat
Choking Smoke. Each creature that starts its turn
An orb of flame the size of a large dog darts
within 20 feet of the rift it must succeed on a
unpredictably around the area—pulsing with
Constitution saving throw or takes dangerous
occasional gouts of fire and oily black smoke.
(multiple targets) poison damage. A successful
Trigger. The rift has already been triggered.
save reduces this damage by half.
Initiative. The rift acts on initiative count 20 and
Countermeasures. The rift’s active elements can
on initiative count 10, losing ties.
be deterred or delayed, and the rift can be sealed
Active Elements. The fire rift includes waves of
with specific countermeasures. One countermeasure
hellish fire, clouds of choking black smoke, and
can be determined if a character spends their action
unpredictable bursts of speed.
to make a Moderate DC skill check.
Fiery Dash (Initiative 20). The rift moves 30 feet,
Fiery Dash (Insight). Characters may use their
moving through spaces occupied by creatures.
reaction to leap out of the way of the rift. They
The first time it enters a creature's space on a
take no damage but fall prone.
turn, that creature takes moderate (multiple
Choking Smoke (Arcana, Nature). The smoke is
targets) fire damage and catches fire; until
blown away with a gust of wind or other similar
someone takes an action to douse the fire, the
effect. The smoke reforms at the end of the
creature takes moderate fire damage at the
second round after being dispelled in this way.
start of each of its turns.
Sealing the Rift (Arcana). As an action, a creature
Flame Lash (Initiative 10). The rift emits a 30-
within 10 feet of the rift can attempt to seal the
foot tendril of elemental fire that attacks a single
rift. Sealing the rift requires several successful
creature. On a hit, the target takes dangerous
Intelligence (Arcana) checks equal to the
(single target) fire damage.
number of characters in the group. Casting
Choking Smoke (Initiative 10). A 20-foot radius
dispel magic (DC 15) counts as one success.
cloud of toxic smoke forms spot within 120 feet
Once sealed, the rift disappears in a blast of
of the rift. Creatures within the smoke are
force; any creature within 10 feet of the rift
heavily obscured and must succeed on a
must make a DC Constitution saving throw or
Constitution saving throw or be poisoned for 1
else take dangerous (multiple targets) force
minute. The creature can repeat the saving
damage and be knocked prone.
throw at the end of each of its turns, ending the
effect on itself on a success. The cloud
disappears on this initiative count on the
following round.
Dynamic Elements. The longer the rift is open, the
more dangerous it becomes. The broken magic of the
insane elemental cults has been further corrupted by
the meddling of the Thayans.
Angry Flames! The DC of fire-based effects
increases by +1 for each round that the rift is
open.
Elemental Fury. For each successful Arcana check
made to seal the rift, the DC of all saving throws
caused by the rift increases by +1, and Flame
Gout targets an additional creature.
Constant Elements. This rift is created of equal
parts pure elemental power and raw hatred. The fire
around it seethes with these energies. Hellish heat
and choking smoke affect each creature that ends its
turn in an area affected by these elements.
Hellish Heat. The first time a creature approaches
closer than 10 feet of the rift or starts its turn
within 10 feet of the rift must succeed on a
Constitution saving throw or take moderate

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DDEP00-01 The Red War (tier 4) 27
Water Rift moderate (multiple targets) cold damage and
gain a level of exhaustion.
Complex trap, levels 1-20 dangerous threat
Sea Spray. Each creature within 20 feet of the rift
A roiling mass of water brimming with chunks of ice
takes dangerous acid damage, or half as much
ripples chaotically to and fro in a serpentine fashion.
on a successful Constitution saving throw.
Trigger. The rift has already been triggered.
Countermeasures. The rift’s active elements can
Initiative. The rift acts on initiative count 20 and
be deterred or delayed, and the rift can be sealed
on initiative count 10, losing ties.
with specific countermeasures. One countermeasure
Active Elements. The water rift includes pulses of
can be determined if a character spends their action
numbing cold, jets of icy water, and patches of
to make a Moderate DC skill check.
freezing ground.
Tsunami (Insight, Acrobatics). Characters may
Tsunami (Initiative 20). The rift moves 30 feet,
use their reaction to leap out of the way of the
moving through spaces occupied by creatures.
rift. They take no damage but fall prone.
The first time it enters a creature's space on a
Drowning (Arcana, Nature). The water sphere
turn, that creature takes moderate (multiple
can be discorporated with a thunderwave or
targets) cold damage and is restrained until
other similar effect. The sphere reforms at the
someone takes an action to break the coating of
end of the third round after being dispelled in
ice.
this way.
Ice Bolt (Initiative 10). The rift emits a 30-foot
bolt of elemental ice at a creature who takes Sealing the Rift (Arcana). As an action, a creature
dangerous (single target) cold damage. On a within 10 feet of the rift can attempt to seal the rift.
successful save, the target takes only half Sealing the rift requires several successful
damage. Intelligence (Arcana) checks equal to the number of
Drowning (Initiative 10). A 20-foot radius characters in the group. Casting dispel magic (DC 15)
sphere of frigid water forms in a spot within 120 counts as one success. Once sealed, the rift
feet of the rift. Creatures within the sphere that disappears in a blast of force; any creature within 10
lack a swim speed are in difficult terrain, have feet of the rift must make a DC Constitution saving
disadvantage on melee and ranged attacks, and throw or else take dangerous (multiple targets)
resistance to fire damage. An unconscious force damage and be knocked prone.
creature in the sphere begins to suffocate in a
number of rounds equal to its Constitution
modifier (minimum of 1 round).
Dynamic Elements. The longer the rift is open, the
more dangerous it becomes. The broken magic of the
insane elemental cults has been further corrupted by
the meddling of the Thayans.
Chill of Death The DC of cold-based effects
increases by +1 for each round that the rift is
open.
Elemental Fury. For each successful Arcana check
made to seal the rift, the DC of all saving throws
caused by the rift increases by +1, and Ice Bolt
targets an additional creature.
Constant Elements. This rift is created of equal
parts pure elemental power and raw hatred and the
area around it seethes with these energies. Stygian
cold and a corrosive salt spray affect each creature
that ends its turn in an area affected by these
elements.
Endless Chill. The first time a creature
approaches closer than 10 feet of the rift or
starts its turn within 10 feet of the rift must
succeed on a Constitution saving throw or take

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DDEP00-01 The Red War (tier 4) 28
Tier 4 Guidance necromancy and abjuration. All living creatures
within 40 ft. of the dracolich are potentially
The events of the tier 4 game potentially impact all terrified: while inside the aura, an immunity to
tiers of play. fear becomes resistance instead, a resistance to
fear is negated, and if a creature is not already
Demiplane Doorways resistant they are instead vulnerable to fear and
Every room in the mansion is actually its own make their saving throws versus fear effects at
demiplane. There is a chance that one table may disadvantage.
open a doorway and briefly see another tier 4 table; • Unholy Gifts. The dracolich’s melee weapons
if this happens, one character at each table may count as magical weapons, and its scales are
immediately leave their group and switch with the treated as adamantine (it is not subject to critical
other. This should happen expediently and with hits).
minimal play interruption. If this cannot happen • Quickened Breath Weapon. If the dragon
(perhaps due to distance, mobility, or certain facility successfully bites a living creature, it siphons
factors), the characters that opened the door may some of that creature’s essence and can use its
instead use one action to aid the table that they are breath weapon as a bonus action. If it does, the
seeing. After this character exchange or action use, creature that was bitten must be included as a
the vision fades and play returns to normal. target for the breath weapon attack.
• Enervating Breath Weapon. Any living creature
Arcane Webs that takes damage from the dracolich’s breath
There is an encounter inside the mansion that may weapon must succeed on a DC 16 Constitution
potentially strip all casters present in this Epic saving throw or else that creature’s hit point
adventure (not just at tier 4) of their highest-level maximum is reduced by an amount equal to the
spell slot. Should this occur, be sure to note that this damage taken.
spell slot is returned to the character at the end of
the adventure.

• If half or fewer of the tier 4 tables report that they


have disabled the arcane webs, all characters
present in this Epic lose the disadvantage trait of
Cancerous Magic (see “Guidance for all Tiers”).
• If more than half of the tier 4 tables report that
they have disabled the arcane webs, the
Cancerous Magic effect is entirely dispelled.

Adult Blue Dracolich


If there are not enough Epic administrators or event
volunteers available that wish to play the role of the
wandering dracolich for the tier 4 tables, there is
guidance on how to run this creature as an
interstitial event every few rounds using just the DM
and the players. If there are very few tier 4 tables,
consider limiting the dracolich’s arrival to a
maximum of two visits, and keeping at least one
round of normal combat in between those visits. The
dracolich’s stat block is located with the rest of the
monster stat blocks. When the dracolich is used as a
wandering monster, feel free to use some or all of
the following elements based on overall party
strength:
• Aura of Dread. The dracolich exudes an aura of
dread so palpable that it causes fear in even the
hardiest of foes. Its bones are laced with runes of

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DDEP00-01 The Red War (tier 4) 29

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