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TALIS

ADD ON FOR TYRANNY OF DRAGONS


OR STANDALONE ADVENTURE

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Talis the White


ToD-TB-001-2022 by Bryan Syme
TALIS

Cult of the Dragon


by WotC, Tryanny of Dragons

Use in the Tyranny of Dragons campaign or as a Standalone Adventure.


Recommended for APL8.

Credits Timing in the Tyranny Campaign

Written by: Terry Bonds


This is down to DM discretion but there is a chance at the

Maps by: Terry Bonds


end of this supplementary adventure to gain posession of an

Created with: Homebrewery


airship which will aid in the various journeys the party will
Artwork used by: Bryan Syme, WotC, Darin Walsh, Lim need to make.
Taeyeob, hamaterasu25, Concept-Art-House, Any campaign planned events can still happen but with
Conceptopolis, Crexik, Hinchel Or the bonus addition of them happening potentially in the air
Homebrewery guides used: CSS filters, Formatting on or nearer the various quest locations detailed in Rise of
the Homebrewery, Full Page Watercolour Stains, Tiamat.
Timelines
WotC Resources: Unearthed Arcana: Of Ships and Sea
It is suggested to use the arrival of the messenger at the

Internet Resources: Roll for Fantasy, Renown &


beginning of the Rise of Tiamat campaign to bring the party

Relationships, Imgur, Artificer NPCs, S.C.U.L.L.Y., to Waterdeep, and then begin this adventure. The sounding
Forgottenrealms WIKI, Adventure a Week, Scriptalizer, of the Draakhorn can easily happen after the completion of
Dragon Cap font - Bill Roach, CSS Dividers this quest.
External tools: Dungeondraft (Krager’s Shadow Pack,
Forgotten Adventures Free Pack, 2-Minute Tabletop Please note only the Tyranny of Dragons part of this
Mansion Pack.) adventure has been playtested, feel free to adjust any
Inspired by: The horde of the dragon queen campaign
and the NPCs created by Kobold Press, Tom Cartos, part of this document as you see fit.
WotC’s Monster Manual, Dungeon Master’s Guide and
Player’s Handbook.
Playtesters: My D&D group, <3.

2 CREDITS
Contents
Introduction 4 Chapter III: The Rescue 14
Overview 4 Airship 15
4 Captain Svankazask 15
Background A. Main Deck 16
Plot Hooks 4 B. Captain’s Room 16
Friend of the Family 4 C. The Poop Deck 17
Shocking Discovery 4 D. The Berth Deck 17
Not connected to Tyranny of E. The Engine Room 17
Dragons 4 F. The Brig 17
G. The Hold 17
Prologue: Reunion in Finishing Up 18
Waterdeep 5 Clues to Work out Current
6 Location 18
Neverwinter Safe House Investigating the Flying Squid 18
Chapter I: Breaking and
Getting Help 18
Keeping the Airship 18
Entering 7
Ending the Adventure 19
Setting the Scene 7
Helping Talis 7 Summary 19
Helping the Villagers of Evergreen 7
The Estate & Grounds 8 Tweaks 19
8 Expanding Chapter One 19
Sneaking to the Manor
Cult members in the manor 19
To the Manor Born 8 The doppelgangers (variant rule) 19
Talis’ Suspicion Levels 8 Experience 19
Chapter II: Uninvited Guests 9 Creature List 19
Ground Floor 9 Treasure List 19
A. Entrance Hall 9
B. Kitchen 10 Appendix A - Handouts 20
C. Music Room 10 20
D. Dining Room 10 Tiamat Scripture
E. Servant Quarters 10 Chapter header from the Book 20
F. Library 10
G. Games Room 11 Appendix B - Faction Renown 22
H. Hidden Stairs 11
Hidden Prison 11 Appendix C - Stat Blocks 23
I. Hanging Cage 11 Artificer Specialist 23
First Floor 12
J. Office 12 Appendix D - Maps 24
K. Guest Bedrooms 12 24
L. Master Bedroom 12 Kesterel / Evergreen Manor
24
Puzzle Cypher 13 Hidden Prison
24
Book Chapters 13 Ground Floor
25
Solution 13 First Floor
25
M. Hidden Pasage 13 Attic
N. Guest Bathroom 13 The Flying Squid 26
O. Master Bathroom 13
Attic 13 Appendix E - Plot Hook
changes 27

CONTENTS 3
Introduction
Overview The Monster Manual and Campaign book contain the
stat blocks for many of the creatures encountered in this
This add-on adventure expands Rise of Tiamat, allowing adventure.
the party to secure Talis’ loyalty to the fight against the Spells and equipment in this adventure are described
cult if she survived Horde of the Dragon Queen (HotDQ) in the Player’s Handbook. Magic items are described in
that is. Events below happen after the end of the HotDQ the Dungeon Master’s Guide, though flavor descriptions
and before the first council meeting proper (DM may be included here.
discretion of course).
Over the course of this adventure the party will Any passage of text that looks like can this be read out or
become re-acquainted with Talis. They will travel to her paraphased to the party. They will contain detail about what
family mansion in Neverwinter to escort her parents the party can see or what is happening at that moment in
back to Waterdeep, in chains if necessary. time.
In the process they will realise the cult have already
arrived and her parents have been replaced. Now they If running with a small party size, adjust the combat
need to fight through the manor, discover the encounters accordingly.
whereabouts of her real parents before attempting a
daring rescue aboard an airship captained by a pirate Plot Hooks
mind flayer and his crew of grimlocks. If you’ve played Hoard of the Dragon Queen and the
Background party managed to befriend Talis, or she survived.
Talis’ family have been a funding powerhouse behind Friend of the Family
the cult of dragons for some time, funding the operation One of the party knew Talis from when they were little
in Parnast. With Rezmir deciding to get rid of Talis but children playing in the wealthy neighbour hoods of
wanting to keep her family’s money she sends a missive Neverwinter, whether the party member snuck in or
to Severin suggesting they should replace her parents their family was well to do matters not. What did matter
with doppelgangers to maintain funding. was that party member managed to talk Talis round to
Talis could find out about this if she was with the work with them. Sharing the same enemy but maybe
party on Skyreach, or via still loyal contacts in the Cult. not the same goals was enough for a truce. Now it’s
She reaches her home before the cult but her family time to fully convince Talis to change her ways.
refuses to believe a word she says, going as far as
banishing her from the mansion for damaging their Shocking Discovery
family’s standing with the cult. Did Rezmir plan to kill off Talis or get the party to do
Left with little choice Talis tracks down the council, her dirty work? Were plans to swap Talis’ parents for
making contact with a Harper agent in Waterdeep she doppelgangers to keep their funds flowing into the cult’s
requests an audience in hopes to get back in contact coffers uncovered? Has a once member of the cult come
with the party. Met with suspicion and a refusal by the to the council in Waterdeep to plead clemency and get
council, Leosin and Ontharr agree to talk to her off the help? Can the party really trust Talis the White?
books.
They believe her and she gains enough trust that she Not connected to Tyranny of Dragons
This adventure can be played without a connection to
is granted an audience, she asks the council to help to Talis or the Tyranny of Dragons campaign. Keep in
secure her family before the cult replace them. This mind there will be cult of dragons references in some of
would cut off important funding, and Talis would the puzzles and documents the party may find around
provide additional intel. the mansion. If using this plot hook skip the prologue,
The council don’t have the manpower to spare, but also in each chapter there will be notes what to change.
this is where the party come in after returning to To help out this is all summarised in Appendix E.
Waterdeep following their expolits on Skyreach Castle. No-one has heard from the Lord and Lady of
Running the Adventure Evergreen Manor in some time, a week or so ago the
To run this adventure it’s advisable you have the guards at the gate said no one was to enter as the
following D&D 5th edition core rulebooks to hand; the Evergreens had caught a mysterious illness. The village
Player’s Handbook (PHB), the Dungeon Master’s Guide doctor hadn’t been called, instead some sort of
(DMG), and the Monster Manual (MM). This is in specialist attended the pair. The people of the village
addition to the campaign book, if running as an add-on have started to worry their village is doomed, maybe
for Tryanny of Dragons. cursed. Could a wandering party of adventurers be
persuaded to go investigate what has happened? The
local tavern is the place to find out more.
4 INTRODUCTION
Argument in the Council
by Concept-Art-House

Prologue: Reunion in Waterdeep


he party return to Waterdeep after being They lead the party into a side room where sitting at a

T
summoned by Leosin and Ontharr, a table trying to appear calm and failing is Talis the
messenger (Figurine of Wondrous Power) White, ex-cult of the dragon member.
delivers a summons and a teleportation Depending if the party contains a childhood friend,
scroll right to Skyreach Castle. The scroll she will stand as the group enters and go to grab her
teleports them directly to the newly friend round the shoulders and ask for their help.
established council chambers, where their Otherwise she will remain seated.
two colleagues await them. The party will learn about needing to bring her
parents into what amounts to protective custody. They
As you emerge from the teleportation circle you see two refused to leave and have banished Talis from the family
familiar faces waiting for you Leosin of the Harpers and home. Things that will be learnt from this meeting:
Ontharr of the Order of the Gauntlet. Both look serious but
smile as you appear. Ontharr strides forward holding out his Family are aware Talis has failed to gain a powerful
hand. position in the Cult (wyrmspeaker) and are very
“Ah, good to see our little messenger found you. We have displeased,
as much to tell you, as I am sure you have to tell us. There Family are still funding Parnast operation and see no
will be time for a debrief when the first council meeting reason to stop,
happens. It isn’t a small resitance any more, quite a number
Don’t believe they are targets of the Cult,
have now joined the cause.” Ontharr pauses for throught, “I
Everything was fine when she left she tasked a
only wish it was because of a happier reason… no matter we
trustworthy friend (one of the maids) with a sending
have things to discuss. Come.”
stone to alert her if anything happens, no message
has been sent.

PROLOGUE 5
If the party need more reasons why they should risk
their neck for some cultist sympathisers then the Mad Dog
following might help: Small Rock Gnome Barbarian (Retired), Grumpy

Talis’ family fund the Parnast operation, if the money “Bet they expect me to clean up after ‘em… bah, got no shame
stops it will interrupt the supply line of stolen goods, these young’uns.”
Talis has agreed to provide as much intel as she can
about cultist operations in various towns and cities, Armor Class 17 (half plate)
Talis will join as an ally and fight against the Cult. Hit Points 48 (8d6 + 16)
Speed 25ft.
The manor in question is in the Blacklake District of
Neverwinter, where the majority of Neverwinter’s STR DEX CON INT WIS CHA
wealthy citizens live. Getting there won’t be an issue as 19 (+4) 12 (+1) 15 (+2) 12 (+1) 11 (+3) 11 (+0)
Talis knows the way (and Talis will be accompanying
the party). Senses darkvision 60 ft., passive Perception 12
The mission is simple; get in, extract Talis’ parents Languages Common, Gnome
and get back to Waterdeep to be taken into custody. At a Challenge 1 (200 XP)

later date council teams under the authority of Lord


Neverember will seize the manor and all assets. Gnome Cunning Mad Dog has advantage on all Intelligence,
Wisdom, and Charisma saving throws against magic.
Leosin rubs his hands together as plans are finalised. “We Actions
can teleport you to one of our safe houses in Neverwinter, Glaive. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
we’ll leave the rest up to you. Good luck and oh, yes… can Hit 10 (1d10 + 4)
you give this satchel to the Harper agent manning the safe
house? He can be a bit grumpy so… err, well just stay on his
good side.”
The safe house itself is a rather unassuming two storey
wooden structure, doesn’t stand out and doesn’t blend
in. Sitting on a side road just off a main thoroughfare, it
Neverwinter Safe House offers a good location to travel to other parts of
Neverwinter. The teleport circle is in the cellar, the
The safe house is located in the River District, the agent entrance to which is normally concealed by numerous
keeping the safe house ready is an old 3 and a half foot rugs and barrels in a storage cupboard. These are
grumpy rock gnome called Mad Dog. moved aside currently. Mad Dog does have a few
He prefers a quiet life after his experiences on the teleport scrolls left to send the party back but is grateful
front lines of numerous wars, but for the extra brought through by the party.
can just about put up with visitors
as long as they don't outstay “Oh goodie, more people come to make a mess of the safe
their welcome. house. I do so love guests.” the rather small gnarled gnome
standing in front of you mumbles. “Planning to stay long are
we?”

His mood improves dramatically if the party mention


they are just passing through, even willing to give
directions if needed - anything to expedite the party
leaving his company.
He snatches the bag of scrolls from the party whether
they are offered or not. From here the party can plan
their next moves or simply make their way to the
manor.
Speed is of the essence here, Talis wants to get to the
manor before the cult do.
Stepping out of the safe house, you can see the sun is still
quite high in the sky. The street here is relatively quiet but not
too far away looks like a busy thoroughfare for this part of the
city. Mad Dog closes the door behind you, and surprising for
his grumpy demeanour offers up two words, “good luck.”

Gnome (Forgotten Realms Concept)


by Conceptopolis

6 PROLOGUE
Untitled
by Lim Taeyeob

Chapter I: Breaking and Entering


Setting the Scene much of the outer city wall remains damaged. Bandits and
Depending on how you run this adventure the following monsters still prowl the streets.
information should help fill in the gaps between the
party learning about the adventure and infiltrating the The manor is a gated property set off one of the more
manor. influencial streets in Blacklake District without any
Helping Talis surrouding grounds, skip the Estate’s Grounds section
If this adventure is being used during the Tryanny of and run To The Manor Born.
Dragons campaign: Helping the Villagers of Evergreen
The village of Evergreen was once a happy quaint place,
Neverwinter during the Tryanny of Dragons but has since fallen into sullen sadness. The Lord and
campaign Lady’s manor has been closed off for weeks, and the
Neverwinter at this time (around 1489DR) is in the middle family and friends working there as maids and butlers
of expensive and near bankrupting repairs under the haven’t been heard from since.
stewardship of Lord Neverember. After the eruption of The guards at the main gates say a mysterious illness
Mount Hotenow a chasm ripped apart the south eastern has befallen the household and no-one is allowed in.
Even the guards themselves have not returned home,
district and the surrounding area allowing fiends and demon
their task of keeping the curious out keeping them very
hordes to flood into the city. The chasm was magically
busy. A specialist was called in, and the message is that
sealed in 1484DR but the area still hasn’t been fully claimed,
everyone should stay at home until further news is sent.

CHAPTER ONE 7
Lord Evergreen a master illusionist would often put on the front door, they will need to break into the property
shows for the villagers, the manor frequently open for away from prying eyes.
parties and feasts. The manor guards would patrol the
village streets and help where they could… but no more. Talis walks along the street towards her family residence with
Now villages keep their doors locked and the streets at ease and determination, acknowledging the city watch
night are empty bar rats and neer-do-wells, the guards patrols with curt nods. Soon enough a high gate and short
no longer leaving the estate’s grounds. walled walkway to the front door stands in front of you.
The locals at the tavern tell tales of curses and
whisper that someone should sneak in and find out The cult has already arrived at the manor. The staff are
what is going on, but none are brave enough. either dead or in a comatose state, and her friend was
Run The Estate’s Grounds and skip To The Manor one of the first to die. There is a small garrison of
Born. cultists stationed in the house but any staff that the
The Estate’s Grounds party do encounter are likley to be one or both of the
doppelgangers trying to keep the facade going.
If the party approach the estate by the main gates they The entry points open to the party are (note that there
will find guards (behind the gate) talking to a lady from isn’t a map for the sewer):
the vilage. Via the sewers is an escape route Talis knows about
that will gain entry to the kitchen ground floor,
location B in the larder. Can they get into the sewer
“Mary you need to stay away, I’ve already told you everything
I know - the estate is closed, a mystery illness has spread
throughout the family and staff and no one is allowed to without being seen?
enter or leave. Look, trust me that we will let the village know If the party stealth around to the back of the house
when it is safe. Please, go back.” they can try and gain entry through any door or
As the woman pleads pointlessly with the guard you look window on either the ground of first floor (some
around, tall walls topped with iron spikes enclose this rather climbing required). Unless stated door unlocking
large estate. The main gates look strong and are barred from starts at DC18 and window unlatching at DC15
the inside.
increasing with each failed attempt.
If they knock, a butler will come to see who it is (one
Any insight check (DC12) will show that the guards of the doppelgangers), after a curt rebuttal they will
(Guard MM p.347) are being as truthful as they can be, close the door. Picking the lock starts at DC20, but
it’s what they’ve been told has happened and so are not the party run the risk of being spotted by patrols or
deceiving the party. neighbours. Talis will need to try and talk the party
If the guards can be sweet talked you find out out of trouble.
some/all of the following. They have their own barracks,
and don’t normally enter the manor. They take their
instruction from a captain (Veteran MM p.350). They Talis’ Suspicion Levels
changed recently when the illness hit, the previous If Talis is around to witness the following events, her
captain caught the illness and died before the “medical suspicion levels will grow. She hasn’t heard from her friend,
specialist” could save him. Guards don’t know who she won’t immediately think that there is something wrong.
specialist is, and under no circumstances will they let
the party in. Suspicion Level Modifiers
Event Location Modifier
Sneaking to the Manor Unopened letters A +1
There are frequent guard patrols that the party will need Lack of Staff Ground Floor +2
to avoid. There isn’t any need for combat, the guards are Translation of book J +3
only trying to keep curious people out and will quickly Parent’s speech patterns L +4
escort them out. They really believe there is a deadly Finding the hidden stairs H +5
illness. Finding her friend’s body Hidden Prison +10*
There are various clumps of trees, bushes, and
buildings that the party can use as cover. If you need * See special rules in the hidden prison description.
them, some interesting stealth mechanics can be found
here. At your discretion roll a D20, when Talis rolls under the
current suspicion level then she will believe the worst of her
To the Manor Born fears has happened and she will be more likely to spot
The streets of Blacklake district are heavily patrolled by suspicious things in the house. If it is helpful to keep the
the city watch, the affluent citizens of Neverwinter mystery going start rolling when the suspicion level gets to a
expect to be kept safe. Talis will advise the party to not certain level, i.e. 10 or 12, etc.
make a scene. If the party can’t talk their way in through

8 CHAPTER ONE
Prison
by hamaterasu25

Chapter II: Uninvited Guests


he house is eeirly quiet due to the entire addition to the library, the statue that stands there

T
staff being dead or comatose in the hidden wasn’t in the house a few weeks ago.
prison, also some minor changes have been
made to the structure or furnishings in the A. Entrance Hall
house. If situations like this arise there will Entry into the entrance hall through the main doors is
be a special note to explain what has flanked by two statues (non-magical), the main focal
changed and if Talis would realise if point here is a statue to the diety Leira.
present.
As mentioned before, any staff encountered in the The Lady of Deception or The Lady of the Mists, was the
house are one or both of the doppelgangers trying to
keep up the pretence but more importantly trying to goddess of deception and illusions and patroness of

keep / get the party out of the house. illusionists and liars. (source)

There is a small contingent of cultists stationed on


the first floor which the doppelgangers will call on if Flanking the main staircase are two doorways with
needed. closed doors and to each side of the hall are two open
Ground Floor
doorways covered with thick luxurious drapes.
If anyone wants to check out the two statues they are
The largest floor of the mansion, and also the quietest. full plate armour with an inner wooden structure with
Apart from the butler who answers the front door if the no real distinctive markings or anything to depict what
party knock, who then won’t be found again, there is no- or who they are.
one else to be encountered here. In the Games Room If anyone wants to examine the statue there is a
there have been some alterations made to hide the plaque on the base with a few words, religion check
stairs down to the hidden prison. There is also an (DC15) if they want to identify the statue regardless.

CHAPTER TWO 9
A chandelier hangs from the ceiling here. There are
“Leira - our lady of the mists.” exits to the east and west, both look like swing doors.
Also the two doors flanking the main staircase back to
Along the sides of the stairs are two tables, both with a the entrance hall.
candle on - if the party need them to light their way they
have full candles on. One of the tables has a collection An impressively large room opens up and ends in a curved
of unopened letters. wall with numerous windows giving views of the Manor’s
The letters are invitations to upcoming events, gardens. A carpeted area bookended by two bars, and a large
nothing important to the current adventure. They are dining table take up the majority of the space.
post dated from several days ago though. Along both sides are a row of statues, with the east side
have an open fire to heat the room, which is out and cold to
the touch.
If Talis is present, she tells the party the statue of Leira was Above your heads hangs a large chandelier.
her parent’s idea of a joke. A diety of deception, taking pride
of place while they lived here in Neverwinter part of the elite There is food on the table, it is cold but has been partly
while working in the shadows helping the cult of the dragon eaten. It’s not easy to tell how long the food has been
bring about the return of Tiamat. All a big joke, ha ha ha. sitting here but it hasn’t started to spoil yet.
Some joke now that the exact same cult is trying to kill them E. Servant Quarters
and they won’t even listen. Several comfortable but basic rooms can be found in
this part of the manor, most of them look like they’ve
been lived in but are messy with bedsheets tossed aside
B. Kitchen
A well stocked but empty kitchen, of cooks and kitchen and a few dirty cups and plates with dried on food in the
staff that is. It is obvious from the food left around that common room. The rooms contain a few personal
someone has been in here cooking fairly recently and trinkets and clothing but nothing valuable.
they’re not being very tidy or careful. A side passage has some chests with extra pillows
One of the large cooking pots (empty but remnants of and blankets, and a bath and toilets are the only other
some stew) is sitting above a still going fire. The larder rooms in this section.
is still well stocked with various dry ingredients and
root vegetables. Several basic rooms make up this part of the manor, you can
see these were living the quarters probably for the staff.
Some contain personal trinkets and clothing matching
Various aromas hit your nostrils as you enter the kitchen, it is maids, cooks, and butlers.
obvious someone has been cooking in here and recently.
There are ingredients spread around the various work
Two doors lead out into the gardens to the north and
surfaces. A fire is still lit under one of the large cooking pots
and the nearby larder looks well stocked. west but both are locked and difficult to pick (DC25),
the window next to the west door however has not been
There exits here are a pair of swing doors to the north closed properly and can be lifted off its latch (DC15).
and the draped entrance back to the entrance hall. F. Library
C. Music Room This area has seen a lot of traffic recently, what with the
A grand piano sits off to the side of this room, a thick hasty building work in the games room and the
rug with a couple of fancy chairs sit in front of an open installation of the new statue. None of the workmen
fire which is nearly burnt out. deemed it necessary to repair the damage to the floor.
A selection of fiction and fantasy books can be found
in the book case along the wall. There is a closed door If Talis is present, there are a few odd things about the
in the far corner. Library that Talis might spot. Firstly the floor is showing wear
Should your party be like moths to a flame when it and tear which Talis would know her parents would not put
comes to bookcases, then I’ve got something that will up with. This isn’t going to cause her suspicions to grow but
help, a nice long list of book names. This will also be
useful for the library. she will find it odd. Secondly the statue against the northern
wall is new and wasn’t here during her last visit.
D. Dining Room
The largest room in the manor, it serves two purposes. On the statue is a button which open the bookcase in
The carpeted area with two stocked bars entertain diner the games room revealing the hidden staircase behind
guests with drinks and nibbles while they wait for the it. On a concentrated period of time spent investigating
main courses to be delivered to the curved wall area the statue, the well concealed button can be uncovered
with multiple windows giving a nice view of the gardens. (DC18).

10 CHAPTER TWO
trees from the front of the manor.
A modest library with numerous full bookcases line the walls
and the middle of the floor. Other than the book cases, there Hidden Prison
is a statue, a reading area by an open fire with a discarded
A horribly scene, this is where the staff of the Manor
book, a chest of drawers with a globe and some papers, and
can be found. Mostly dead with some almost comatose
finally a table with a candle sitting on it casting dim light
across the room. hanging on to the last threads of life. The mindflayer
has had his fill of them and extracted all the information
Exits from this room is the door south leading to the he could to help the two doppelgangers maintain the
music room, the swing doors to the west leading to the ruse.
dining room and to the east a drape covering a toilet
area. Horrible scenes assault your eyes, and awful stenches
If the button on the statue is found and pressed. assault your nose. Multiple bodies slumped over in cages
and prison cells left to fester can be seen here. There is a
hanging cage suspended from the ceiling by the cell doors.
You hear a low rumbling sound coming from the south.

One of the butlers and two of the maids remain alive


G. Games Room and can be stabilised temporarily, but they are too far
A comfortable room that still has the lingered smell of gone to recover completely.
cigar smoke. A now abandoned card game is being
played out on the table here and a dresser has a chess I. Hanging Cage
This cage contains the body of one of the house’s maids,
board and a drinks selection on it. The southern wall her throat has been cut and thankfully by all accounts
has a row of bookcases that reach the ceiling. The only her death was mercifully quick.
exit is the door the party entered through to ge here.
A cosy room for folks to play chess and cards, and from the Inside the hanging cage is the dead body of a maid.
look of the selection of bottles on display also sample fine
wines and whiskeys. She can’t be brought back from the other side.
If Talis is present, she may notice that the room seem If Talis is present, she will recognise the maid in the hanging
smaller than usual. She is sure there was more room in here, cage as her friend that she entrusted the sending stone to
but she can’t be 100%. It looks the same, but something and will be extremely upset. If using the Talis suspicion table
feels off. add the ten to the current total and roll, on a success she
knows her worst fears have come true and will angrily urge

The bookcase can’t be opened from this room, unless the party on to find her parents and on a failure she goes

the party litereally take all the books of the shelves and into shock unable to deal with current events until the party

start hacking away at the back of the bookcase. This are able to help her come around.
might alert the cultists on the floor above. Eventually Talis will inform the city guard, they will be on
A character with a fairly high passive peception gets a strict instructions to not go upstairs as she will deal with
feeling that something isn’t quite right with this room, whatever is going on up there. Clerics and guards will enter
like it feels too cramped. If they have been in the kitchen the Manor and try to deal with the prison as best they can.
/ servants quarters give advantage on a perception
check (DC18), on success they get a feeling the No valuables or any intel is
proportions of the room just aren’t right. found on any of
If the button on the statue has been pressed. the bodies.
There is a passage way next to the bookcases, a dimly lit
corridor can be seen through it.

H. Hidden Stairs
Behind the bookcase is a hidden passageway leading to
some stairs down to the hidden prison. The lever here
opens / closes the bookcase. A near burnt out candle
barely luminates the corridor here.
The stairs look new and untreated, it fact the wood
used to build these stairs came from the chopped down Mind Flayer
by Hinchel Or

CHAPTER TWO 11
First Floor split them across any of the guest rooms as you see fit.
Increase or decrease numbers depending on your party.
The staircase leads to a wide open space, well lit with This isn’t an easy fight, this is a important location for
numerous places to sit. There are various potted plants the cult.
here and corridors lead off to the east and west.
Opposite the top of the stairs are a pair of double doors.
Tyranny of Dragons Standalone
J. Office 2x Dragonsouls (ToD p.183) 2x Cambions (MM p.36)
A well lit office with a desk and chair to one side, a 4x Dragonfangs (ToD p.182) 5x Veterans (MM p.350)
globe and bookcase along the far wall, and a table with 2x Mages (MM p.347) 1x Mage (MM p.347)
a laid out map of the sword coast on the otherside.
If Talis is present, this is her father’s office. Nothing is If one room is alerted the others will join the battle after
remiss here, it looks like it always does. Althought she 1 full round. As soon as the doppelgangers in the
doesn’t remember seeing the leather bound book with the master bedroom (location L) ring the attendance cord, it
dragon head motiff on the desk before. will take the occupants 2 to 3 fulls rounds of combat to
If asked about the book, she will say nothing about it arrive, unless the doppelgangers can do a good enough
job of delaying the party until they arrive.
seems suspicious. It references a time in the cult’s past
The doorways and corridors provide a means to
when they more interested in dracolichs than resurrecting
control the flow of the battle for both sides. One of the
Tiamat. Talis’ parents are more supportive of those times.
defeated cultists has a crumpled piece of paper in their
If asked about the loose piece of paper, she says she finds
it strange that the translation talks about heretical writing.
pocket that reads “Shiver me timbers.”
Her father wouldn’t write something like that, nor would he L. Master Bedroom
need to translate it. The piece of paper must have some The lord and lady of the manor (doppelgangers MM p.
82) are by the fire, both looking perfectly fine and happy
other purpose.
until the party walk in that is.
They will be calm initially, and will ask them to leave.
This book has a loose piece of paper in it, both that and One of them will go for the attendance cord near the
the book itself are required to solve the puzzle in the fireplace to call the cultists in the guest bedrooms and
master bedroom (location L). If anyone picks up the will attempt to delay any fighting. They won’t answer
book to examine it, and opens it. any questions about the illness or why they don’t appear
to be ill. If left alone with one party member they will
As you flick through the book a loose piece of paper falls out attack.
and lands on the floor, the book itself seems to be written in
a different language to common. The dragon head on the
front over is coloured with every shade of chromatic dragons. If Talis is present and isn’t suspicious, she will immediately
start asking questions. Where are the staff? Has anyone

The order of the colours are the same as the order of visited since she was last here? The mind flayer which has
the chapters (see book chapters table in the descrption been extracting information for the doppelgangers started
for location L). with long term memory. They have no recollection of
banning Talis from the house or her recent visit. They won’t
K. Guest Bedrooms answer any questions in any detail saying the staff have the
The three rooms are identical, dimly lit and are
currently occupied by cult members who are making night off, no visitors, everything is fine, and will offer a tea

sure the manor stays under cult control, they will assist for her and her friends by pulling on the attendance cord (a

the two doppelgangers if summoned. sign for the cultists in the guest rooms to come). They will
delay the party hoping to avoid any fighting until support
arrives.
If Talis is present, she can tell anyone who is interested
If Talis is already suspicious she might be completely
before they enter the rooms that this used to be one room,
confused at the dopelganger’s appearance, the doppel-
her room. That was until she moved out and her parents
gangers will try to deflect and get to the attendance cord.
split them into three for guests.
They will try to delay the party long enough for the other
The appearance of the cultists here will immediately set
cultists to arrive.
off Talis’ suspicions. No need to roll in this case.

The occupants of the rooms are always combat ready, After the battle has ended the party are free to
investigate the room, apart from various pieces of
12 CHAPTER TWO
expensive furniture there isn’t anything of interest The colours of the dragon head on the front of the
except for the fireplace. In the mantlepiece are five slots book match the colours of the dragon’s talked about
each containing a letter, each letter can be spun to in the five chapters of the book,
reveal other letters of the alphabet. This is a magical The translated passage talks about the 5 heads of
effect and will come back after a while if dispelled. The Tiamat, which are the same colour as the chromatic
five spinnable letters across the fireplace’s mantle piece dragons talked about in the book.
currently spell out SSDVG. The scripture translation is wrong in one place,
The piece of paper and book from the office hold the anyone who knows draconic and wants to double
key to solving this puzzle. The piece of paper contains a check the translation spots that an endless in the
translation of the book’s preface, these clues create the first passage should have been translated to a
following cypher. corrosive.
There are specific mentions of first, second, third, etc
Puzzle Cypher in the translated sentences.
Order of sentence Element Dragon Colour Looking at each chapter in the book, the first letter is
First Acid Green in the shape of a dragon.
Second Ice White
M. Hidden Passage
Third Fire Red
A short passage ends with a ladder leading up to the
Fourth
Fifth
Poison / Gas
Lightning
Black
Blue attic space above.
Order of the sentence corresponds to the letters on A faint blue-ish glow can be seen eminating from the attic
the mantle piece from left to right, what that letter is will space above.
depend on the first letter of the chapter corresponding
to that colour of the dragon.
Each chapter starts with a letter in the shape of a If Talis is present, she has no knowledge of the hidden
dragon, an example for each chapter can be found in pasage or the attic space.
Appendix A for use as player handouts.

Book Chapters N. Guest Bathroom


Chapter Dragon Colour First Letter A spacious bathroom with facilities to heat bath water,
spare towels for guests and several individual toilets for
First
Second
Blue
Red
A
G the guests. Nothing of any value is found here.
Third Black M
Fourth White O If Talis is present, she bemoans the fact she hasn’t had the
Fifth Green D pleasure of a good hot bath in a very long time.

Mapping the cypher to the first letter in each book


chapter will then result in the solution. O. Master Bathroom
A grand bathroom with water features, facilites to heat
Solution bath water and a special his and hers toilet.
1 > Green > D
2 > White > O
3 > Red > G If Talis is present she has no comment about the his and
4 > Black > M hers toilets.
5 > Blue > A

The answer is DOGMA, setting these letters opens up the Attic


wall leading to location M.
A large active teleportation circle sits in the corner of
this cramped attic space. An altar sits in the other
If the puzzle is causing the session to drag accept an corner, but there is nothing of interest apart from a
alternative answer that sounds reasonable, or allow candle and an empty bowl.
some magical means to bypass the lock. The teleportation circle doesn’t need a command
However if other clues or hints might help the party word, you just need to step on it and wait a few seconds.
arrive at the correct answer the following could help: This teleports whoever is standing on the circle
The letters on the fireplace are pulsing in various underneath The Flying Squid.
colours which match the dragon head on the book, If any of the party use the phrase “Shiver me timbers”
to try and activate the teleportation circle, it doesn’t
seem to do anything obvious.
CHAPTER TWO 13
Air Ship
by Darin Walsh

Chapter III: The Rescue


fter appearing on the other side of the impact. A follow up investigation roll (DC 15) will

A
hidden teleportation circle, the party are uncover the bodies fell from a great height and also they
met with an odd sight. they appear to be in a are dock workers. Look up maybe?
run down wooden shack with a door If they fail the rolls, the one big remaining clue would
hanging off it’s hinges. be if the party simply look up. There is an airship
Walking outside the shack, only sand can be floating above their heads. There is no ladder or visible
seen in all directions. This is of course an sign of how to get onto the ship, someone with a flying
illusion cast by the captain of the airship above the pet / minion or someone with the fly spell will need to
party’s heads. If the party look around it isn’t long go up there and find something the rest of the party can
before a few dead bodies of human males are found. use to climb aboard the airship known as The Flying
Further investigation will identify the remains as dock Squid.
workes, although it isn’t clear what city they are from. On flying up there is a rope ladder (that can easily be
There isn’t any water, nor buildings, no ships of any found and released) which will allow the party to climb
shape, nothing which would explain the presence of the on board and attempt the rescue.
dead bodies. If the party roll a high medicine roll (DC
15), they will work out the bodies died from a heavy
14 CHAPTER THREE
Captain Svankazask
Airship Clothed in traditional pirate garb, he has a sabre slung
Using unearthed arcana ships and sea playtest rules by his side which is only used for show when the need
(link can be found in credits section). arises. Modelling himself on N’ghathrod after hearing
tales of his deeds as a child, meant to warn him from
straying from the path, but instead led to the high seas
The Flying Squid (Airship) and the clouds…
Gargantuan vehicle (80 ft. by 20 ft.)

Armor Class 13
Hit Points 300
Creature Capacity 20 crew, 10 passengers
Cargo Capacity 1 ton
Travel Pace 9 miles per hour (216 miles per day)
Speed See “Movement: Elemental Engine”

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 12 (+1) 0 0 0

Condition Immunities blinded, charmed, deafened, exhaustion,


frightened, incapacitated, paralyzed, petrified, poisoned,
prone, stunned, unconscious
Damage Immunities poison, psychic

Control: Helm Armor Class 16, Hit Points 50. Move up to the
speed of its elemental engine, with one 90-degree turn. If the
helm is destroyed, the airship can’t turn.
Movement: Elemental Engine Armor Class 18, Hit Points 100 (–
20 ft. speed per 25 damage taken). Locomotion (air)
elemental power, speed 80 ft. If the engine is destroyed, the
ship immediately crashes.
Weapons: Ballistas (4) Armor Class 15 ,Hit Points 50 each.
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one
target. Hit: 16 (3d10) piercing damage.
Actions
On its turn, the airship can use its helm to move using its
elemental engine. It can also fire its ballistas. If it has half its
crew or fewer, it can fire only two of the ballistas.

The Flying Squid is captained by a Mindflayer Artificer


(MM p.222), who goes by the moniker of Captain
Svankazask. Svankazask is being employed to suck the
memories out of his prisoner’s brains and pass on what
he finds. A job he is rather enjoying.
Svankazask uses Hallucinatory Terrain to hide the
location of the teleportation circle and the area around
the airship, the airship is crewed by a group of 13 (2d6 +
5) Grimlock’s (MM p.175) that Svankazask brought with
him from the underdark. There were more, but he has
snacked on a few during leaner times. Also he has no
problem targetting them with his attacks.
Actual Location
The flying squid is currently moored above a disused
warehouse in Waterdeep, the hut and barren lands seen
by the party are a party of the illusion and is merely the
warehouse’s flat roof. In fact if they walk too far into the Villain Concept (Fantasy)
Illithid Pirate
illusion they will fall off the roof! by Jason C.

CHAPTER THREE 15
When setting up the fight it might be an idea to make
A. Main Deck use of some of the grimlocks to block the stairs up to
As the party make their way onto the main deck, the poop deck, meaning the party will need to work a bit
everything seems relatively quiet. Wait until the party harder to get to Svankazask. Maybe also mention
are on deck (or if some of the first up start to move fire(ball) + airship = bad.
about too much) then read the following:
B. Captain’s Room
As you survey the main deck of the airship you start to hear Svankazask’s room is typical captain fare, a stout desk
an unhinged cackling in your heads. Looking up you see and chair covered in papers and books. Under the
striding to the railing of the poop deck a mind flayer in pirate windows looking out the back of the airhip sits a bed
garb. with a small guitar shaped instrument propped up
“You land lubbers think you can just board my ship? I’ll against the bulk head. There are, adorning the walls,
have you swabbing the decks, yargghhhh!” his voice booms
many trophies of his exploits; it is clear this particular
in your heads.
mindflayer likes to visit orphanages as a few of these
He draws his scimitar and waves it around his head in a
trophies are battered signs with various orphanage
overly dramatic style, humanoid figures with pale gaunt skin
start appearing out of stairwells and doorways. names.
Amongst the papers and books on the desk are
Svankazask was waiting for this dramatic entrance, he navigation charts and what look like numerous books of
knew the moment the party came through the teleport pirate story, but one book stands out.
circle something was wrong. The person that normally
comes through shouts out “shiver me timbers”. One of the books on the desk says journal on the front cover,
The mind flayer and his crew might not pose too flipping it open you see raised shapes on the paper in what

much a threat, if the showdown needs a bit more spice look like four-line stanzas.

feel free to make use of the following lair actions. If anyone can cast a spell to translate the book then read
the following.
Lair Actions
Written on one of the pages in Qualith is the following
On initiative count 20 Svankazask can use a lair action, he record…
screams the action name into the party’s minds accompanied “Today was great, flew over a farm and dropped down for a
by more unhinged cackling. snack. Farm hand put up a great fight and his brain was extra
If a lair action is still in effect, no more lair actions can be tasty after all that effort, getting back on the ship I bumped
used in future rounds until its effects have ended. into Boblin. I said to him, you should have seen him struggle
and then I laughed. Boblin doesn’t have any eyes, how could
“Unleash the… mini… krakens!” Summons three giant octupus he have seen? I was still peckish so finished off Boblin there
(MM p.326). Variant rules: swim speed changes to fly speed, the and then.
ink is an attack (same “+ to hit” as tentacle attack) which Ahh the open skies, what a glorious life. I hope we find
blinds if it hits otherwise it misses the eyes (action to clear it another orphanage tomorrow, the screams of terror always
out of eyes). Lair action ends when all octupus are defeated. make happy.”
NOTE: Svankazask will command them to grapple trouble-
some foes. They act immediately after summoning and act on One of the draws on the desk is locked, it can be
initiative count 20. smashed open (AC15 10HP) or picked (DC15).
“Batten down the hatches!” Out of nowhere a rope with a heavy
counterweight zooms across the main deck from one side to Treasures
the next (straight line), any one within 5 foot of it’s path needs Strewn across the desk are 12 (2d10) gold pieces, and in the
to make a DC15 dex saving throw, only on a fail taking 3d8
locked draw spread out are the following:
bludgeoning damage and knocked prone. Lair action ends.

“Walk the plank!” Single target; a plank (5 ft. long) materialises 6 pieces of intricate jewelry made from precious metals
worth around 25GP each.
out the side of the airship and Svankazask points at someone.
They need to make a charisma saving throw (DC15), if they fail One pearl of power (DMG p.184)
One ring of water walking (DMG p.193)
they are compelled to walk (on their turn) towards the plank
and walk off. The affected person can attempt a charisma save In addition to these items the instrument resting on the
at the end of their turn up until the point they fall off the plank
and the lair action ends. bed is a cittern but more than that it is an Instrument of the
Bards; the Mac-Fuirmidh Cittern (DMG p.176). If anyone
NOTE: Fall damage (PHB p.183) for 40 foot is sustained if the tries to strum the instrument without attuning follow the
player falls off and hits the floor (warehouse roof) below.
item’s description in the Dungeon Master’s Guide.

16 CHAPTER THREE
This is the airships elemental engine, not powered by a
C. The Poop Deck trapped elemental but powered by draining chunks of
On the poop deck there are a few things to check out, precious stone (preferably garnets). The metal rod is the
firstly there is the helm which controls the movement of control rod, without it the engine doesn’t work.
the airship. Secondly towards the back there is some Normally an artificer is required to keep things running
sort of furnace connected to the gasbag above ship shape and bristol fashion. That would have been
everyone’s heads. Thirdly, some of the airship’s Captain Svankazask.
defences can be found here - two ballistas (two more
can be found at the front of the ship on the main deck).
If the party want to check out the helm: The Crystaline Stone
On an investigation / arcana check (DC 15) the stone can be
A beautifully decorated wooden wheel with nautical and identified as a precious stone, not sure what type as the
squid motifs stands proudly at the front of the poop deck, colour has been all but drained away from it and numerous
differing slightly from a normal ship there are other controls cracks run across its surface.
here for speed and altitude. An ornate compass connected to
the pedestal finishes off the look.
The chunk of stone that used to be a cluster of garnet
The wheel can be turned in either direction, and the has been completely drained, the airship is effectively
speed and altitude controls moved but the airship marooned in this spot. Captain Svankazask was
doesn’t react in any way (this is because the engine in expecting another delivery of precious stone from the
the hold below has run out of “fuel”). cult as payment for his current job.
If the party check out the furnace: F. The Brig
At the front of the berth deck is a walled off area with a
The furnace is connected to the gasbag above everyone’s closed portcullis, not locked or trapped but requires
heads. A strong fire currently burns fueled by coal, which you
can see in sacks scattered around the deck.
pulling the nearby chain to open.
You can see a dim light filter through the portcullis here,
This is a secondary device used to maintain altitude looking through you can see two people slumped in the
when the airship is stationary to save the engine’s corner. Without even entering the room proper you recoil at
power source. The furnace can also be powered by the stench of faeces and urine.
magic which produces constant heat, i.e. bonfire.
D. The Berth Deck The mindflayer’s prisoners can be found in the ship’s
If there were any Grimlocks unused in the battle on the brig. They are in a pretty bad way and have been left to
main deck they will be found down here, either asleep sit in their own mess. They’ve had minimal sustenance
on hammocks or moving around boxes and crates. to keep them alive - alive enough for Svankazask to pick
their minds for new intel. If they are rescued and receive
help quickly, they will make an eventual recovery. Their
The majority of the space down here is taken up with
hammocks, barrels and crates. Light filters in from the two
memories might be patchy but they will be alive.
main hatches above. G. The Hold
From the stairs you can see a pair of large double doors to
Nothing is stored down here, any of the containers
the back of the ship and a smaller portcullis style door to the
found down here are long empty. But that isn’t what the
front of the ship behind numerous hammocks.
hold has been used for. It’s been the crew’s toilet for
Nothing of any worth is found amongst the hammocks quite some time now.
and containers, it smells pretty bad but its like the smell
is coming from somewhere else (the hold below). You recoil at the stench as you walk down the stairs to the
ship’s hold, its enough to make you vomit. You can see this
area is empty apart from some containers and piles of
E. The Engine Room
The two wooden doors leading to the engine room are stinking mess and a urine stained floor.

closed, neither are trapped or locked but thick and are Maybe this should have been called the poop deck? If
heavy to move. The internal walls here look reinforced. anyone is wants to investigate they don’t find anything
valuable, but they will need to make constitution checks
This is a very cramped room, filling it from wall to wall is a
DC10 to prevent themselves vomiting up their last meal.
device of unfathomable design. In a recess at the back of the
If they fail two consecutive checks they need to leave
machine is what looks like a large chunk of some sort of
crystaline stone. In the middle of the floor is a short metal otherwise they will start taking 4 (1d6) poison damage
rod. Whatever this machine is, it is currently dormant. for each subsequent failed check (timing at your
discretion). A success will reset the failed check count.
CHAPTER THREE 17
The gasbag material seems to be enchanted with a
Finishing Up mend spell to prevent tears and leaks, useful as its the
With the captain and his crew defeated the party now only thing keeping the ship aloft in the sky right now.
have the run of the ship, the captain’s room holds some The furnace needs to be kept going to inflate the bag.
goodies and the prisoners can be found in the brig Will the original owners of the engine ever come
located on the berth deck. looking for it? Did Svankazask jerry-rig this ship into an
If they check out everything they can they will know airship or did he steal it from someone? Maybe these
the following: are some interesting leads to follow up on.
The ship is currently out of power and floating here Getting Help
thanks to the furnace & gasbag Waterdeep’s city guard has flying units, mounted on
There is an illusion that will last for a number of griffins. Also even though the Flying Squid is above an
hours (see below) that is hiding their current location abandoned warehouse, there will still be dock hands in
(see Actual Location p. 15) the nearby area that will be surprised at the sight of an
The captain’s prisoners are in a bad way and need airship appearing out of nowhere who will raise the
medical care, any healing spells will stabilise them alarm.
for now. The party won’t need to spin a yarn or explain much,
there is a dead mindflayer wearing pirate clothing in
Clues to Work out Current Location plain sight after all. The crew of grimlocks, who
Any magical method to contact people will work normally live in the underdark, are a bit of a giveaway to
through this illusion; send message, sending stones, who the good guys and the bad guys are here.
figurine of wonderful power, etc. If the party has some The mounted guards will be able to get the
magical means of working out their location then all mindflayer’s prisoners to a medical center for help,
good, otherwise the following might be useful to know: Talis will go with them if she is present otherwise the
party will need to let the guards know where the Manor
If the party have spent any time in Waterdeep’s they telelported from is located.
docks in the past they may be able to recognise the
style of clothing worn by the dead dock hands, but
that should be investigation DC18 at a disadvantage. The Griffon Cavalry
They can walk through the illusion which would This was the air cavalry of the city of Waterdeep in the 13th,
involve falling off the roof of the warehouse (if they’re 14th and 15th centuries DR. Part of the City Guard, it was a
not careful), or finding the edge of the roof and militia organization made up of soldiers responsible for
climbing down and out of the illusion. If they fall it is defending and patrolling the great city. (source)
standard rules for 10’ fall damage (PHB p.183).
They can simply wait out the hallucinatory terrain
spell, but this may not work out well for the now Keeping the Airship
freed prisoners. For each 5 hours wait the prisoners This might be interesting, the city will probably
need to make a DC10 constitution save or succumb impound the airship and investigate why and how it got
to lack of sustinence and their mental wounds. here without anyone being aware of a mindflayer and
grimlock crew being in the area. Especially why none of
the dead dock hands had been reported to the
Hallucinatory terrain
authorities (they hadn’t).
The spell will run out in 10 to 15 hours, unless the party have The party may need to petition the lord’s court and
a magical means to dispel it. plead their case to own the airship. Or maybe it will be
involved in an auction? Such a jerry-rigged setup might
be a bit cheaper than your normal airship, or will
Investigating the Flying Squid
If the party want to investigate the ship, engine, gasbag, someone interested in the unique engine be ready to
etc. then an investigation check of DC18 will show up spend big?
the cracks and dodgy workmanship. Advantage for If the party are working with Talis and the council
anyone with a nautical background and DC drops to 15. then getting use of the airship will be much easier.
Seems this was a plain old sailing vessel jerry-rigged to Ownership might not come straight away but the
take to the skies. council will be able to provide the means to power it and
The engine is a mystery even if anyone rolls a nat 20 the initially the crew to keep it in the skies.
on arcana, it’s not a design anyone would have seen See Appendix B for some ideas on how the party can
before. They can work out that the engine takes chunks use faction membership and reknown to acquire
of precious stone, extracts whatever is in it and turns specialists they can post on the airship, might be useful
that into a power used to levitate and fly the ship. The for when / if they do become the official owners of the
process and how it works is a mystery. Flying Squid.

18 CHAPTER THREE
Summary
ith all that excitment done with, what

W
Experience
comes next?
If run as part of Tyranny of Dragons then The following table gives some ideas for awarding
the first council meeting can start, and talk experience for progress through the adventure (based
about the airship can come after. There on tables and guides on DMG p. 82 & DMG p. 261).
needs to be some period of time to
investigate the engine, work out the power
supply and to put together a crew. Also… to clean up a Event XP
certain deck. Sneak into the Manor undetected 450
If run as a standalone, the party is now in Waterdeep. Uncover the Hidden Prison 900
It’s an interesting city with plenty of adventures to be Solve the fireplace puzzle 1400
found. The Yawning Portal might be worth checking Find the Teleportation circle 450
out? The party probably want to kick back with an ale. Liberate the Airship
Free the prisoners
1400
450
Tweaks
Expanding Chapter One
The stealth mission (running as standalone) to get into Creature List
the Manor is supposed to be brief, but can be expanded List of adversaries and where you can find their CR, stat
as you see fit. Does the party want to infiltrate the guard blocks and experience given for a kill.
and try and find out what the captain is up to? He has
cult ties, what does he know? He knows enough about
the kidnap plot but no specific details about where the Monster XP (each)
prisoners are or any answers to puzzles.
If the guards are won over by the party they will Cambion MM p.36

secure the manor and patrols will return to the village, Doppelganger MM p.82

still wary about the illness they’ll only enter if the coast Grimlock MM p.175

is clear. If the party don’t find the hidden prison, the Mindflayer Artificer MM p.222

guards eventually will so there will be closure for the Guard MM p.347

village. Mage
Veteran
MM p.347
MM p.350
Dragonsoul ToD p.183
Cult members in the manor
If captured alive and interrogated, and the rolls are Dragonfang ToD p.182

really good then the party might be able to get what


“Shiver me timbers” means out of them. If they know to
call this out when going through the teleporter, then Treasures List
they don’t face off against the crew immediately upon
boarding The Flying Squid. In that case there are K = key item / T = treasure / M = magic item
Grimlocks on deck and the Captain is in his room
plucking away at his musical instrument. The grimlocks
have blindsight (PHB p. 183), so smells, vibrations and Treasure / Items Location Description
noises will alert them to any intruders presence rather Cult of the Dragon book Manor / Office n/a
than sight. (K)
If the party can get surprise on the mindflayer it will Loose Coins (T) Airship / Captain’s n/a
make the fight a lot easier, but the mindflayer will be Room
able to use the musical weapon in it’s hands. Trinkets (T) Airship / Captain’s
Room
n/a

The doppelgangers (variant rule) Pearl of Power (M) Airship / Captain’s DMG p.
If you want, you can have the doppelgangers leave Room 184
through the teleporter circle and pre-warn the mind Ring of Water Walking Airship / Captain’s DMG p.
flayer if the party start fighting the other cultists first. (M) Room 193
The noise of the fighting will be loud enough to warn Mac-Fuirmidh Cittern Airship / Captain’s DMG p.
them something has gone wrong, they know the phrase (M) Room 176
to say after telelporting. It is up to you if you want to
leave the wall open or have the fireplace puzzle reset.

SUMMARY 19
Appendix A - Handouts

Translation of the Book’s Preface

Chapter headers from the Book


Black dragons

Blue dragons

Green dragons

20 APPENDIX
Red dragons

White dragons

APPENDIX 21
Rank Names
Appendix B - Faction Renown
See "Dungeon Master's Guide p.22" for
Renown Points faction specific rank names, for this
faction system you gain the renown 1 rank
This is meant to be supplementary faction name immediately upon joining. Rank 1 to
information for the Tyranny of Dragons 4 in the table below corresponds to the
campaign, but feel free to use it in any rank names for renown levels 3, 10, 25
way you see fit. and 50.

Renown is gained by various means,


completing quests for a faction by Rewards
levelling up or some other act that
benefits the faction as a whole. The rewards detailed below are just
guidelines and can be tweaked to fit
Completing a quest or faction objective whatever campaign is being run, the idea
will add an additional one to the being the specialists can be used to fill
character's renown, certain special certain important positions on the
occassions will see the renown increase airship; an artificer, cleric, etc.
by more - stopping an assassination of a Certain factions can be used to supply
promintent faction member for example. specific specialists only, if you want
your party to spread their wings.
Intended to be one time only rewards.

Ranks & Reward


Reward Duration Details
Rank 1 (3+ renown)
Living Costs Per stay Costs paid for
Follower Per quest CR 1/4
Spell casting* 1d4 a day Level 1&2
Rank 2 (10+ renown)
Safe Houses Per stay Base of operation
Specialist Per quest Faction specific
Spell casting* 1d6 a day Level 1 to 3
Rank 3 (25+ renown)
Stronghold Per stay Locally
Specialist Permenant** Faction specific
Spell casting* 1d8 a day Level 1 to 5
Rank 4 (50+ renown)
Stronghold Permenant *** Regional
Specialist (x2) Permenant** Faction specific
Spell casting* 3d8 a day Level 1 to 7

Notes
* Spell casting services are provided locally and should be for more utility based spells; healing, mending, resurrection, etc. not
abused to smite the cult forces from afar.
** Permenant specialists can be posted in various roles, whether at a stronghold or a mode of transport. They are not part of the
party and won’t take part in combat.
*** Permenant strongholds are secure bases of operations that will always have a bed and facilities for the party to use. They are
not 100% owned and controlled by the party, but specialists can be posted there.***

** Faction Specialists
Use NPC stat blocks unless stated (MM. p342 to 350), for expanded options check out Volo’s Guide to Monsters
(VGTM. p209 to 220) or for homebrew options check out Drew’s Guide to Henchmen and Hirelings on GM Binder.
Harper Order of Gauntlet Emerald Enclave Lord’s Alliance Zhentarim
Captain (use Bandit Captain) Artificer (see Appendix C) Druid Veteran Thug
Scout Knight Zealot (use Cult Fanatic) Gladiator Assassin (Rank 4)
Mage Priest Berserker Noble Spy

22 APPENDIX
Appendix C - Stat Blocks
Artificer Specialist

Alchemist
Medium humanoid (any race), any alignment

Armor Class 16 (chain shirt, infusions)


Hit Points Hit Points
Speed 30ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 13 (+1) 18 (+4) 12 (+1) 10 (+0)

Saving Throws Con +3, Int +6


Skills Investigation +6, Medicine +6, Nature +6
Senses passive Perception 11
Languages Common, and one other
Challenge 3 (700 XP)

Alchemist Savant. When the alchemist casts a spell, it can add 4


to one roll of damage dealt or hit points healed by that spell.

Infusions. The alchemist has two items infused with magical


properties: its chain shirt which provides a +1 bonus to its
armor class (included), and a jug which functions as an
alchemy jug. If the alchemist dies, these magical properties
end 4 days later.

Spellcasting. The alchemist is a 5th-level spellcaster. Its


spellcasting ability is Intelligence (spell save DC 14, +6 to hit
with spell attacks). The alchemist has the following artificer
spells prepared:
Cantrips (at will): acid splash (see “Actions” below), spare
the dying
1st Level (4 slots): cure wounds, false life, grease, healing
word (see “Actions” below), purify food and drink, ray of
sickness
2nd Level (2 slots): flaming sphere, lesser restoration, Melf’s
acid arrow, web
Actions
Acid Splash (Cantrip). The alchemist flings acid at up to two
creatures within 60 feet that are within 5 feet of each other.
Each target must succeed on a DC 14 Dexterity saving throw or
take 11 (2d6 + 4) acid damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft., or


range 20/60 ft., one target. Hit 4 (1d4 + 2)

Healing Word (1st Level Spell). As a bonus action, the alchemist


heals a creature it can see within 60 feet that isn’t a construct
or undead. The creature regains 10 (1d4+8) hit points, or 13
(2d4+8) hit points if the alchemist uses a 2nd level spell slot.

APPENDIX 23
Talis the White
by Bryan Syme

Appendix D - Maps
Kesterel / Evergreen Manor

Hidden Prison

Ground Floor

E D F
G
C H
B A

* This map might look familiar, inspiration behind the manor map comes from Tom Cartos, I needed a lot of help with
the shape and structure to get me started. Tom’s Essenheim Manor was perfect, so many thanks.

24 APPENDIX
First Floor

K J L M
N O

Attic

APPENDIX 25
Squid Pirate
by Crexik

The Flying Squid

Main Deck and Poop Deck

B A
Berth Deck

E D F
Hold

G
26 APPENDIX
Appendix E - Plot Hook changes
If using this adventure as an add on for the Tryanny of Dragons (ToD) campaign use the right hand side of the timeline,
if running as a standalone (S) use the left hand side of the timeline.
Start

Arriving at Evergreen
NOTE: An adventure awaits at the tavern, what is
going on in Evergreen? The party heard this place
was quaint and friendly.
Prologue
NOTE: Run as is, no changes required.
Chapter 1
The Estate & Grounds
NOTE: Skip To The Manor Born
Chapter 1
To The Manor Born
NOTE: Skip The Estate & Grounds
Chapter 2
Evergreen Manor is located where you decide,
statue of Leira is the patron of Lord Evergreen an
accomplished illusionist, and people in the hidden
prison are the missing friends and family members
from the village.
Chapter 2
Kesterel Manor is located in Neverwinter, Talis’
knowledge of the manor will be useful, statue of
Leira shows her parent’s have a sick sense of
humour, and girl in the hanging cage in the hidden
prison is Talis’ good friend that had the other
sending stone.
Chapter 3
Prisoners are Lord and Lady Evergreen, party will
need to inform Waterdeep guard of where they’ve
come from.
Chapter 3
Prisoners are Talis’ parents. Leosin, Ontharr and
the rest of the council will help from here.

Heroes saved the day?


APPENDIX 27
Untitled
by Lim Taeyeob

Race against
time to save
the day
What would lead a high ranking
member of the cult of dragons to go
against her own? A deadly threat to
her parent’s lives? A memory of
childhood bliss and happier times?
Can Talis actually be trusted?
Add-on adventure for the Tryanny of
Dragons campaign.

A once quaint and happy village, now


talk of curses and incurable illnesses.
The manor with it’s closed doors,
friends and families that work there
trapped for weeks with no word. Can
anyone find out what is going on in
Evergreen Manor?
Standalone adventure for D&D 5e.

Recommended for APL8


by T.Bonds
2022

Back Cover thingy


by Terry Bonds

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