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Invasion from the Planet of
Tarrasques
A Dungeons & Dragons adventure for level 20 characters.
James Introcaso
Designer
Stacey Allan
Dyson Logos
Cover Art
Falx Cartography
Mark Hyzer / Purple Duck Games
Interior Art
Interior Art & Waterdeep Cartography
Provided by Wizards of the Coast
Alex Basso, Andrew Kane, Vegas Lancaster, Andrew Timmes
Playtesters
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Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community
Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2018 by Introcaso Creative LLC and published under the Community Content Agreement for Dungeon
Masters Guild
Introduction
What’s more fun than one tarrasque? How about
multiple tarrasques stomping across Waterdeep?
How about a whole planet full of tarrasques ready to
rumble? If that sounds exciting, then Invasion from
the Planet of Tarrasques is for you.
Invasion from the Planet of Tarrasques is an
adventure for a party of four to six level 20
characters. It takes place in the Forgotten Realms in
the city of Waterdeep, but you can set the adventure
in any fantastic city by changing a few proper names.
The adventure is meant to be a continuation of the
Waterdeep: Dragon Heist and Waterdeep: Dungeon of
the Mad Mage adventures, but can be played on its
own or integrated into any campaign.
With the clock ticking, the characters have a chance
to prepare for the battle by mustering their allies.
Chapter 2. In “Battle for Waterdeep” the
characters face-off with the invading titans, defend
Waterdeep, and fight for their lives.
Chapter 3. In “Falx, Ho!” the characters travel
through a portal to the planet of Falx to face Halaster
and his army of tarrasques atop a stone tower made
from pieces of Undermountain.
Appendix A. Appendix A contains the statistics of
creatures in this adventure not found in the Monster
Manual.
Appendix B. Appendix B features maps of
Waterdeep and Halaster’s tower in Falx.
We Didn’t Play Dungeon of the Mad Mage
If your group didn’t play through Waterdeep: Dungeon of the
Mad Mage, fear not! You can still play Invasion from the
Planet of Tarrasques. Halaster need not be motivated by
revenge. The following alternative motivations for sending
tarrasques into an urban area could be given to Halaster:
After failing to become the Shadow Lord of Waterdeep,
Halaster wants to see the city destroyed.
Halaster wants to add a new level to Undermountain and
fill it with tarrasques, but he’s bringing them in via the city.
Halaster knows an invasion of enormous monsters will
draw powerful adventurers to Waterdeep. He can then
coax those adventurers into Undermountain to further his
own goals (see the “Halaster’s Goals” sidebar in
“Undermountain Overview” in Waterdeep: Dungeon of the
Mad Mage).
Halaster is bored.
Adventure Background
Halaster Blackcloak, the Mad Mage of
Undermountain, always has a contingency in place.
As long as Undermountain remains beneath the city
of Waterdeep, Halaster can never truly die within its
walls, for the dungeon rebuilds the mage’s body on
the rare occasions when adventurers “kill” Halaster.
Halaster realized that if adventurers destroyed all
of Undermountain (a nigh impossible feat more
difficult than even slaying the mage), he would lose
his immortality. To further protect his life, Halaster
took some of the rooms and halls of Undermountain
and flung them across the multiverse, including
other worlds of the Material Plane. With
Undermountain spread across existence, the task of
permanently killing Halaster is even more difficult.
Unfortunately for the mage, a party adventurers
recently killed him in his dungeon beneath the City
of Splendors. When Halaster’s body reformed, he
found himself in Falx, another world of the Material
Plane inhabited entirely by enormous, carnivorous
monsters with endless appetites. These scaly bipeds
are closely related to the tarrasque, an infamous
monstrosity feared across the worlds of the Material
Plane. Halaster, now obsessed with punishing the
adventurers who killed him, began to hatch a plot. If
one tarrasque could level an entire city, what could a
planet’s worth of the beings do to Faerûn?
Battling Tarrasques
Battling a single tarrasque should be an epic struggle
in which the characters question their survival every
round. Battling more than one should seem like
insanity, no matter how strong the characters. If the
characters are having an easy time battling one of
the monsters, you can increase an encounter’s
difficulty in the following ways:
Increase the tarrasque’s hit point maximum (up to
990).
Give the tarrasque a “surprise” ability chosen from
the Tarrasque Variant Characteristics table.
Add another tarrasque to the battle.
Adventure Overview
This adventure is divided into three chapters.
Chapter 1. In “Giff You a Hand” a platoon of giff
arrive in a spacefaring vessel and warn the
adventurers about a coming invasion of tarrasques.
INVASION FROM THE PLANET OF TARRASQUES 2
Climbing on Tarrasques
If the characters want to climb a tarrasque, rules for
climbing onto bigger creatures can be found in
“Action Options” in chapter 9, “Dungeon Master’s
Workshop,” of the Dungeon Master’s Guide.
Characters that climb up buildings to leap onto
tarrasques gain advantage on their ability check to
grab onto the tarrasque, but fall (taking damage and
landing prone as normal) if they fail to do so.
Amorphous
The tarrasque can move through a space as narrow
as 1 inch wide without squeezing.
Antimagic Cone
The tarrasque’s eyes create an area of antimagic, as
in the antimagic field spell, in a 150-foot-cone. At the
start of each of its turns, the tarrasque decides which
way the cone faces.
Debris Hurling
All tarrasques in this adventure gain the following
action option, which they can use in place of a claw
attack when they use the Multiattack action or by
spending 1 legendary action:
Hurl Debris. Ranged Weapon Attack: +19 to hit, range
600/2,400 ft., one target. Hit: 24 (4d6 + 10)
bludgeoning damage. If the target is a creature, it must
succeed on a DC 20 Strength saving throw or be
knocked prone.
Breath Weapon
The tarrasque can use its action or spend 3
legendary actions to breathe energy in a 90-foot
cone. Each creature in that area must make a DC 27
saving throw, taking 91 (26d6) damage on a failed
save, or half as much damage on a successful one.
The ability used for the saving throw and the type of
damage are different for each tarrasque and chosen
or rolled on the Tarrasque Breath Weapon table. The
tarrasque also gains immunity to the damage type of
its breath weapon if it does not already have it.
Tarrasque Breath Weapon
d6
1
2
3
4
5
6
Saving Throw
Dexterity
Constitution
Dexterity
Dexterity
Constitution
Constitution
Damage Type
Acid
Cold
Fire
Lightning
Poison
Thunder
Tarrasque Variance
Over the course of this adventure, the characters
battle multiple tarrasques. To keep the battles fresh
and surprising, you can choose or roll for one or
more unique characteristics for each tarrasque on
the Tarrasque Variant Characteristics table.
Tarrasque Variant Characteristics
d20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Variance
Amorphous
Antimagic Cone
Breath Weapon
Burrow
Confusion Aura
Disintegration Eyes
Energy Shroud
Extra Legs
Invisibility
Limited Magic Immunity
Musical Aura
Petrifying Gaze
Regeneration
Rusting Aura
Summon Tarrasque
Teleport
Thunder Stomp
Vomits Monsters
Wings
Zombifying Aura
Burrow
The tarrasque has a burrowing speed of 40 feet. The
tarrasque can burrow through solid rock at half its
burrow speed and leaves a 20-foot-diameter tunnel
in its wake.
Confusion Aura
Each creature that is not a tarrasque that starts its
turn with 30 feet of the tarrasque must succeed on a
DC 19 Wisdom saving throw or use its action this
turn to make one weapon attack against a random
creature that is not a tarrasque that it can see within
30 feet of it, using whatever weapon it has in hand
and moving beforehand if necessary to get in range.
If the creature is holding no weapon, it makes an
unarmed strike. If no creature is visible within 30
feet, it takes the Dash action, moving toward the
nearest creature that is not a tarrasque.
INVASION FROM THE PLANET OF TARRASQUES 3
Disintegration Eyes
The tarrasque can use its action or spend 2
legendary actions to shoot a disintegration beam out
of its eyes at a creature it can see within 120 feet of
it. That creature must succeed on a DC 19 Dexterity
saving throw or take 45 (10d8) force damage. If this
damage reduces the creature to 0 hit points, its body
becomes a pile of fine gray dust. If the tarrasque uses
its Multiattack action, it can use its Disintegration
Eyes in place of a bite attack or using its Swallow.
tarrasque. A creature that is not a tarrasque and
starts its turn hearing the song must succeed on a DC
19 Wisdom saving throw or dance until the start of
its next turn. A dancing creature must use all its
movement to dance without leaving its space and
has disadvantage on Dexterity saving throws and
attack rolls. While dancing, other creatures have
advantage on attack rolls against the creature.
Petrifying Gaze
Energy Shroud
The tarrasque is wreathed in an energy shroud that
dances about it like flames. The tarrasque sheds
bright light the color of the energy shroud in a 120-
foot radius and dim light for an additional 60 feet. In
addition, whenever a creature within 10 feet of the
tarrasque hits the tarrasque with a melee attack,
that creature takes 11 (2d10) damage. The energy
color and type of damage are different for each
tarrasque and chosen or rolled on the Tarrasque
Energy Shroud table. The tarrasque also gains
immunity to the damage type of its energy shroud if
it does not already have it.
The tarrasque can use its action or spend 1
legendary action to glare at a creature it can see
within 120 feet of it. The targeted creature must
make a DC 19 Constitution saving throw. On a failed
save, the creature begins to turn to stone and is
restrained. It must repeat the saving throw at the
end of its next turn. On a success, the effect ends. On
a failure, the creature is petrified until freed by the
greater restoration spell or other magic. If the
tarrasque uses its Multiattack action, it can use its
Petrifying Gaze in place of its tail attack.
Regeneration
Tarrasque Energy Shroud
d6
1
2
3
4
5
6
Color
Green
White
Red
Blue
Purple
Yellow
Damage Type
Acid
Cold
Fire
Lightning
Necrotic
Radiant
As long as the tarrasque has at least 1 hit point
remaining, the tarrasque regains 30 hit points at the
start of its turn.
Rusting Aura
Extra Legs
Invisibility
The tarrasque’s walking speed is 80 feet.
The tarrasque can use its action or spend 2
legendary actions to become invisible until the end
of its next turn. If the tarrasque uses its Multiattack
action, it can use its Invisibility in place of a bite
attack or using its Swallow.
At the start of the tarrasque’s turn, any nonmagical
ferrous metal objects within 30 feet of it corrodes. If
the object isn't armor, a shield, or a weapon that is
worn or carried, the tarrasque’s aura destroys a 1-
foot cube of the object.
If the object is either metal armor or a metal shield
being worn or carried, it takes a permanent and
cumulative −1 penalty to the AC it offers. Armor
reduced to an AC of 10 or a shield that drops to a +0
bonus is destroyed.
If the object is a held metal weapon, the weapon
takes a permanent and cumulative −1 penalty to
damage rolls. If its penalty drops to −5, the weapon
is destroyed.
Limited Magic Immunity
Summon Tarrasque
The tarrasque can't be affected or detected by spells
of 6th level or lower that are also unaffected by its
Reflective Carapace unless it wishes to be.
When the tarrasque dies its remains create a
momentary portal, which another tarrasque
immediately steps through. The portal immediately
closes after this second tarrasque arrives.
Musical Aura
Creatures within 30 feet of the tarrasque that are not
deafened hear a jaunty song emanating from the
Teleport
As a bonus action, the tarrasque can teleport up to
90 feet to an unoccupied place it can see.
INVASION FROM THE PLANET OF TARRASQUES 4
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