The Crown of Fire a Fifth Edition Dungeons & Dragons Module by Nathan J
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22/02/2019 The Homebrewery - NaturalCrit The Crown of Fire A Fifth Edition Dungeons & Dragons Module by Nathan J. Mainwaring Table Of Contents Adventure Synopsis.........................3 Background......................................4 The High Moor Nomads................4 Goromond Overview......................6 Approaching the Mountain.........8 The Mountain Interior.................9 The Main Throat...........................10 The Goblin City..............................12 Kransaveld......................................15 The Horde Chamber......................16 Kransaveld Tactical Grids..........17 Baromaruld...................................19 Sample file 2 https://homebrewery.naturalcrit.com/print/H1aIHlsF_7?dialog=true 2/22 22/02/2019 The Homebrewery - NaturalCrit The Crown of Fire A Fifth Edition Dungeons & Dragons Module by Nathan J. Mainwaring The DM should run the module so that achieving all goals The dragon suddenly erupts into violent motion, surging into is most difficult. It might be that the dragon before being killed would slay his captive or in order to rescue the NPC view with a single beat of his vast wings. That a beast so large the party have to allow the dragon to escape, or escape it could move so swiftly you had hitherto not imagined. Though themselves. In this manner success and failure are not stretching longer than a treble-teamed chariot, the vile binary. The players having the choice of which goal to monster issues forth as like a striking snake. His thickly prioritise is pivotal to running this module and the DM armoured spine is supine and fluid in motion and you are left should endeavour to communicate this choice to the players. astounded by the majesty of a true red dragon in flight. What by all the gods led you here? His blood-hued claws are at full In the first part of the adventure the party meet nomads who stretch, outspanning a sword from tip to razor tip but you have fallen victim to a dragon which has captured one of their have not the chance to comprehend the full might of the people. The party learn that it lives on a jagged formation of cooled lava atop an isolated dormant volcano. The dragon is beast before it swoops upon you. Its golden eyes are fixed served by a tribe of goblins. The second part of the adventure unto your position in blazing fury as a hollow and dry intake of deals with the party reaching the mountain top either by air heralds the opening of a fearsome maw lined with journeying up the volcanic slopes and risking alerting the magnificent red teeth. An incandescence ignites from within beast or by braving the inside of the mountain and the goblin his throat as instantly the world is become Fire. tribe that lives there. The adventure climax is reached with a battle against the dragon atop the mountain and inside his horde chamber. THIS ADVENTURE FOCUSES UPON A YOUNG RED dragon of emerging power. party the chance to brave a lonely fell and face a red dragon which has made a lair in a rock formation on the summit over goblin infested caves. Tip! Pimp my dragon. The dragon is represented by a modified Young Adventure Synopsis Red Dragon. At eighty years old the dragon is near to the age represented by adult dragon statistics The adventure is written to provide a deadly challenge to a and the enhanced stats make him a suitable deadly group of four characters at level 8 to 10 and uses a young red encounter. For higher level parties the Adult Red dragon as the focus. For lower level parties a HP threshold Dragon statistics could be used but I would advise for the dragon to flee could be set. For higher level groups the caution before reducing the encounter to a simple adventure may present a less perilous challenge but might Young Red Dragon as detailed in the Monster still offer difficulty in killing the dragon before it escapes. Manual as the use of Lair Actions and Legendary Other challenges are presented as the party make their way Actions is important to prevent what should be a to a confrontation with the dragon but DMs should view dangerous creature from being swamped under the these as ‘resource taxes’ upon the party and it is important weight of player actions. that whilst character death is realistic in this module that such death should be dealt by the dragon and other threats may have to be managed by the DM during play. Location Any isolated large hill or fell rising out of moorland but the adventure as written is set on the High Moor in the Forgotten Realms Campaign setting with some contextual links to the Tyranny of Dragons storyline. Concept The adventure hook is left to the DM to devise but the adventure provides a number of possible goals for the party and leaves them the freedom of which prioritise. 1. Kill the dragon or drive it away. 2. RescueSample an NPC (the daughter of a chieftain of a nomadic file tribe on the High Moor is suggested) 3. Steal the dragon’s horde. Nathan J. Mainwaring 3 https://homebrewery.naturalcrit.com/print/H1aIHlsF_7?dialog=true 3/22 22/02/2019 The Homebrewery - NaturalCrit Over the last decade the situation has grown dire beyond Background previous reckoning. The dragon ranges ever further and seeks out the tribesmen, mocking them from the skies, Generations ago a goblin clan came to live in the mountain of circling them above the open plains of the High Moor before Goromond, a dormant volcano. Within their tribe stories are burning gers with his sulphurous breath and even carrying told of how they became the Ildfek’bi or ‘People of the Old people off alive to gods know what end. Fire’ but little is really known even by the goblins. The Boromarurld is close to developing his tyranny further. He goblins only access into the mountain is a secondary cinder plans to wreak such destruction upon the tribes that soon he cone on the Western aspect of the hill. The goblins live under will be able to demand each tun provide him with one young the thrall and domination of a young red dragon, man or woman at regular intervals to be sacrificed. It is not Boromarurld. enough to him to be their scourge but in the enormity of his pride and ambition he seeks their open submission. Boromarurld came to the mountain fifty years ago, regarding To this end the dragon has stolen Eldrine, the maiden it as a place of high status for a red drake. Though long since daughter of a tun chief. His primary purpose is to prove that dormant the hill remains a volcano and he considered it a can take what he wishes but since he has her, the drake prize, especially the crown-like formation of volcanic rock keeps the girl chained to a post on Kransaveld to torment which surmounts the peak. This formation is known as until he grows bored and grants her death. Kransaveld, which loosely translates as The Crown of Fire in the language of the High Moor nomads. The dragon demands The tribes predominantly herd goats and some hairy cattle tribute and service from the goblins that live beneath him which they drive around the moor with their camps of yurts although he certainly does not need the food they bring him. and gers. They trade regularly with Boareskyr and Secomber He sends goblin parties out to raid for him to bring him exchanging furs and livestock for steel, grain and treasure and intelligent creatures as sacrifice. Enjoying his manufactured tools. They are a largely cashless society but of first taste of rule, Boromarurld is a vigorous and youthful course appreciate the value of gold and gems. Between each drake of 80 years. He is a regular sight flying over the High other trade is non-monetary. They don’t have much in the way Moor and takes his own prey for both food and sport. Ten of arable farming and do not irrigate but have caches of root years ago he was offered a great price by the Cult of the vegetables which they plant for later collection. Some of them Dragon to assist in the destruction of the Temple of Arn, a live a more isolated crofting subsistence life in stone huts fortress monastery built on the side of a crag in the North built into the rock bluffs of the moor. These static tribesmen East of the Savage Frontier, and the dragon’s greed bid him to are still members of one tribe or another but the bonds are accept. Severin Siljarin, the Leader of the Cult, was astute looser than in the nomadic groups. Stationary family groups enough to account for the dragon extorting more gold than tend to maintain peat fired forges for repairs and was offered and even planned for the dragon to take it by manufacture but they do not smelt or mine. force, consigning many of his followers to death. They also trade with the Knights of Merciful Sword, a During the destruction of Arn, Boromarurld encountered knightly order sworn to Tyr, whom they call the Steel-Men. Sarowgred the mighty red wyrm-king of Cindermak*, a Some speak at least broken Common but their language is a territory on the Elemental Plane of Fire. Even possessed of dialect of old Illuskan. Each tribe travels in separate groups the arrogance of a red dragon Boromarurld could not but called tuns which merge and splinter as needs require. Each recognise the far greater power of Sarowgred and this affront group comprises of about one-hundred adults of which about to his ego caused him to be angered which he has since that sixty are of fighting age.