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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

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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 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.

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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. Their best warriors in class terms day vented on the inhabitants of the High Moor. Boromarurld are predominantly barbarians and rangers but most use inwardly vowed to become an even greater king than tribal warrior statistics. They have some shaman style druids Sarowgred and to one day kill him. Having seen Sarowgred, and clerics but these are few in number and magic is rare the goblins no longer sufficed as he learned how to exert his amongst them. Their principle deities are Marac (Malar), influence as a wyrm coming into his power. Myriccun (Mielikki) and (Cumam) Chauntea but they also recognise Besheba (Black Bess) as a force to be honoured and placated and Bane as an enemy god. They don’t write and [* Confrontation with Sarowgred is detailed in a separate module] have an oral tradition of how they came to the great moor long ago from far away, leaving their islands to find anew land. They were guided across the sea by a hero-sailor called The High Moor Nomads Vacca (Valkur) who was so strong he walked off to live with Nomadic tribes of Northlander heritage (Viking archetype the gods but will one day return. blended with 11th century Mongolian sensibilities) live on the The tuns of a tribe meet regularly, if not with all together, at High Moor and have been aware of the Wyrm o’ Kransaveld least four times a year. The tribes may meet at High Summer these last fifty years and have kept away from the mountain of but this is following complex negotiations and arrangements. Goromond even in Summer when the tribes range North. The large lake of the Northern High Moor is a sacred place Stories of Boromarurld are swapped at the meetings of the where no inter-tribal violence is permitted. They avoid travelling groups known as tuns. Orogoth and Dragonspear as cursed places and keep to the inner channel of the High Moor moving North to South with Samplethe seasons. file

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At the tribal and inter-tribal meetings marriages take place Jagril is aware that the dragon lives atop the isolated and people will change tun readily as these are fluid mountain of Goromond on a rocky pinnacle known as depending on need. The nomads do not change tribe except ‘Kransaveld’, The Crown of Fire, in the Common tongue. by marriage when the female will join her husband’s tribe. He knows too that Baromarurld has a large tribe of goblins in Inter-tribal marriages are not the norm but neither are they his thrall and he assumes these must live in the mountain but rare and there is usually a political motive. They no-one has gone near the peak in in years due the dragon’s communicate by signs hacked onto tors and quoits of reign. significance, smoke signals and through trained hunting birds that can fly in patterns to communicate welcome, It is up to the DM how to depict Eldrine and whether there is warning, etc. more scope for PC character development in her being a beautiful swooning princess and pitched as a one- The largest tribe of the Northlander descended nomads is the dimensional potential love interest, a terrified younger Hafodox which loosely translates as ‘Home-Axe’ but stems teenager, a child traumatised to near madness or a resolute, from an Northlander concept of ‘charity beginning at home’ determined woman and possible useful ally. It depends how and looking after your own, strength through unity, family dark your story setting is and what will motivate and inspire first etc. The Hafodox travel in five to seven separate tuns your players. which merge and splinter as needs require. Their symbol is an axe over a crescent mount which symbolises a yurt. Eldrine of the Hafodox has been taken by the dragon. How to introduce the module depends upon the specifics of the game Jargril and is left to the DM. Medium humanoid, lawful neutral

Armor Class 14 When the party first encounter the Hafodox they are met Hit Points 75 (10d8 + 20) with a suspicious but desperate people. Burnt gers and Speed 30ft. charred livestock surround a camp filled with the grieving and shocked tribesfolk. The Hafodox have an uneasy relationship with ‘Lowlanders’ but appropriate History and/or STR DEX CON INT WIS CHA Relgion checks could allow the party to identify their cultural 16 (+3) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 14 (+2) links to Ruathym and Luskan and they may be able to use this to adhere to their customs and gain acceptance. Skills Athletics +5, Nature +2, Persuasion +4, Survival +4 Eldrine’s father is a tun-chief of the Hafodox named Saving Throws Strength +5, Wisdom +4 Jargril, a fat powerful man of middle years with a thick Senses passive Perception 12 beard. He is suspicious of outsiders and values strength. He Languages Old Luskan, Common. chews a thin root constantly for its stimulant properties and Challenge 2 (450 XP) he aspires to glory by unifying the tribes but lacks the ability Actions to do this. He can seem impressive but blusters to make up for his insecurities. He is bonded to his family and tribe and Multi Attack Jagril attacks twice with his great-axe. seeks to atone for running from a fight in which a former tun Great-Axe. Melee Weapon Attack: +5 to hit, reach were defeated. Only Grogan, the tun shaman, knows of his 5ft., one target. Hit 10 (1d12 + 3) shame.

Now Jargril is consumed with grief and worry for his daughter Eldrine. It has been only a few days since the dragon attacked the tun, swooping from the night sky and burning several gers, many warriors were slain but the drake clearly was searching for Eldrine. He seized her and held her for all to see high over the moor before telling the tribe of their failure. It is obvious that Jargril is too fat and unfit to be able to do anything to save her and this pains him deeply. A group of young warriors left to rescue her but have not returned. The DM has the option of including a survivor from this group later in the module. Jargril has little material wealth offer in exchange for the safe return of his daughter and he assumes actually killing Boromarurld is impossible. He will urge the party to save Eldrine at all costs and offer his allegiance in return, promising the might of the kingdom he will soonSample establish. file

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Grogan is a disgusting shaman of the Hafodox and as such a druid of Valkur (or Vacca). He slurs his words and is Goromond Overview aligned to the idea of nationhood that Jargril expounds but he knows Jargril isn’t the man to do it. He desires revenge on the dragon who killed his son eight years ago but is too frightened to do anything himself and instead whispers in Physical Features Goromond is a conical hill formed long ago as a strato- Jagril’s ear. Grogan has an overpowering greed and publicly volcano and stands isolated from any mountain range or acts the loyal servant to Jargril but undermines him in massif. The volcano has not erupted in a long time and private, playing on the chief’s doubts so that his own counsel vegetation has taken hold at the lower parts of the slopes. has more influence whilst escaping public responsibility for Jargril’s decisions. He correctly advises that any large force approaching Goromond would be attacked by Lower Slopes Boromaruld from the air and likely destroyed. He will The hill rises 4,800 feet above the surrounding landscape but secretly advise the players to prioritise killing the drake over significantly higher in terms of height above sea level which is saving Eldrine and makes mention of the horde of treasure approaching 6,000 feet. During the winter months the upper that they could win if they slay the beast. If needs be he will reaches are covered with snow and ice and isolated patches denigrate Jagril as foolish. Grogan knows that the first group may be present even in Summer. left on horseback and he suspects this may have alerted the dragon and goblins do not ride horses. Grogan will aid the The lower parts of the slopes are covered with rough bushes party and view them as allies if they promise to denounce such as heather and gorse, stunted and twisted rowan trees Jagril on their return. and spiky grasses but as there is only a thin layer of poor soil over metamorphic rocks and frequent strong winds lush flora cannot survive. Grogan Medium humanoid, lawful evil Scree Mid Slopes Between 2,400’ and 3,000’ elevation above the surrounding Armor Class 10 (16 with Barkskin) moorland vegetation fades out, giving way to loose scree Hit Points 42 (7d8 + 7) slopes formed by crumbling metamorphic rock. These slopes Speed 30ft. are difficult terrain when climbing upwards or moving around the slope as feet slide backwards in the loose surface. Travelling directly down slope is much easier for the same STR DEX CON INT WIS CHA reason and allows +10’ of movement per round. 8 (-1) 10 (+0) 13 (+1) 12 (+1) 16 (+3) 12 (+1) Cinder Cone Skills Deception +3, Medicine +5, Nature +3, At about 3,900 feet above the plain there is a secondary Religion +3 cinder cone which connects to a side vent leading to the main Senses passive Perception 13 vertical chimney. The side vent was long ago filled with Languages Old Luskan, Common, Druidic hardened magma but this has eroded through water and frost Challenge 1 (200 XP) leaving cracks which have been enlarged by goblins who have built a settlement in the mountain. The narrow side vent runs Spellcasting. Grogan is a 4th-level spellcaster. His downwards into the mountain at a 45 degree angle for about spell casting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Grogan has the 2,000’ before joining the main throat. following druid spells prepared: Cantrips (at will): Druidcraft, Produce Flame, Shillelagh Main Vent 1st Level (4 slots): Entangle, Longstrider, Speak with The main vent was also filled with hardened magma but Animals, Thunderwave. much of this has fallen away due to the expansion and 2nd Level (3 slots): Animal Messenger, Barkskin contraction caused when the volcano was more active, albeit Actions after its last eruption. The main vent is one-hundred feet in diameter and drops three-hundred feet from where the side Quarterstaff. Melee Weapon Attack: reach 5ft., one target. Hit 5 (1d8 -1) vent meets it until it is blocked by a plug of rock fragments, now covered in a layer of goblin filth. The goblins have built timber walkways and cut stone ledges around the sides of the main vent interspersed with steps and ladders that wind their The rest of the Hafodox tun comprise of ten carls who use way around the internal structure of the dormant volcano. stats, thirty-five warriors who use tribal warrior stats and The lowest status goblins live in this part of the hill in cells eighty commoners. and nooks in the side of the vent. It is important that someone stresses that the dragon keeps lookout from his eyrie over the surrounding lands. At first let the players test for knowledge that red dragons are wont toSample do this but if they fail allow Grogan to tell them. file

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Mount Goromond Cross-Section

Each square = 300'

A: Crown of Fire B: Secondary cinder cone C: Goblin city

A

B

C

The Goblin City Six-hundred feet up the main chimney from the cinder cone The lair chamber is not accessible from the fissure caves vent another branch pipe rises upwards at a forty-five degree used by the goblins. Boromarurld dug a twelve feet wide angle for nine-hundred feet before reaching a sill orientated tunnel which slants upwards to emerge in the side of a at ninety degrees to the branch pipe, and forty-five degrees to strange rock formation on the top of the mountain which is true vertical, at the same aspect as the slope of the fell itself. the only access to the lair chamber. The crown structure was The sill is a vast internal chamber, shaped like a disk five- made by lava that bubbled up in a small eruption and now hundred feet across, with a rock ceiling seventy feet above scoured by winds over long ages has been left as a blister of the floor. Despite being very steep, this is the main goblin city rocky tables and columns known as the Crown of Fire. and provides habitation and work space for the gatherers on the lower slope below the branch pipe and for the hunters on Boromarurld spends most of his time sleeping on the Crown the upper slopes above the branch pipe. of Fire.

Above the branch pipe leading to the sill, the main volcano throat rises for another six-hundred feet before it is blocked by another plug of solidified magma. The goblin walkways lead upwards to this also, as fissures in the rock lead to the summit of the mountain through which the goblins attend on the dragon. At the upper reaches of the magma plug is a large chamber used by Boromarurld as his lair. Much of this was excavated by the dragon but was also caused by natural crackingSample of the volcanic rock. file

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