Lair Assault, Season 1 - Forge of The Dawn Titan
Lair Assault, Season 1 - Forge of The Dawn Titan
Lair Assault, Season 1 - Forge of The Dawn Titan
Cartography
jason Engle
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Welcome to the D uNGEONS & DRAGONS L A IR ASSAUL'I' program! You hold in your
hands a booklet that contains an ultra-challenging encotmter designed to be
played in a single game session. Odds arc the player characters will be annihi·
lated, but that's part of the fun! ·
In this adventure, the heroes assault a temple complex cleclicated to the fire
primordial Maegera and come face to iace with their own mortality. Only the
most clever and canny adventuring party has any hope of survival.
As the DM, not only is it your job to challenge the player characters, but also to
kill them outright-all in good fun, of course. (Make sure your players know that!)
Don't play favorites or fudge die rolls, however. The encounter is difficult enough
that you can let the dice fall where they may.
Character Creation
Players should create characters of 5th level, using any official 4th edition
DuNGEONS & DRAGONS sources (print products available in stores or anything
currently available in the D&D Character Builder, including material such as
themes and backgrounds). Players can also use D&D Fortuuc CnrdsTM during the
challenge.
A character has three magic items, one of 4th level or lower, one of 5th level
or lower, and one of 6th level or lower. The items can be of any rarity. The player
also has 840 gp to spend on other items, only two of which can be consun1ables.
The consumables must he of the character's level or lower.
Going into this challenge. players should understand that the encounter is
intentionally challenging, and characters and parties optimized lor success are
the most likely to succeed. Some players might know details about the challenge
from previous sessions, which they arc free to share with other players.
'
BACKGROUND
This section provides you with background information if you want to use this
encounter as part of an adventure, or want to add extra story to the challe nge.
The once-bustling mclropolis ofNcvcrwinter lies mostly in ruins after a
centnry of tmmo.il. Nearly thirty years ago. a cataclysm created by a waking pri-
mordial struck the city, bringing fires, earthquakes, and evil portents. But even
that event could not kill the city completely. Now, widespread repair efforts have
given Neverwi nter new li fe under the stewardship of the Lord Protector. Dagult
Neverember, Open Lord ofWaterdeep.
Years before the cataclysm, cultists of 1\smodeus calling themselves the
Ashmadai ("Messengers of the Raging Fiend") began working in the region as
agents of the Thayan lich, Szass Tam. The exact nature of the bargain between
Szass Tam and the cult- or perhaps between Szass Tarn anc.l/\srnodcus himself-
remaius uuclcar, but S:tass Tam has a powerful magic scepter .in his possession
that the Ashmadai cultists consider a holy relic.
The Ashmadai have been split into two factions. One group, led by the dwarf
Pavria, is slavishly loyal to Asmodeus. The other group, kd by a lief! ing named
Mordai Veil, is manipulative and seeks to wield power, rather than pay homage
to it. The first gr oup-older and less intellectual-uses the scepter to serve Thayari
interests. The second group is less dedicated to Thay and has orchestrated the
Ashmadai's rise to power in the city through shady deals and manipulation.
Recently, Mordai Veil and his followers have been pushing the cult into
the open, marking buildings whose occupants have suffered the wrat.lt of the
cult with the sign ofAsmodcus. A few weeks ago, Mordai Vell niscovered the
catacombs of the 'iVaterclock Guild hidden beneath a large mausoleum in Never-
winter's graveyard. The Waterclock Guild was an organization of artisans famous
for building beautiful and intricate walerdocks ·w ithout the benefit of magic. It
also had a hand in designing the mech;misms that the dwarves ofGauntlgrym
u st>d to bind the primordial Maegera. Using the records he discovered in the
Waterclock Crypts, Mordai Yell has found a path under Mount Hotcnow that
bypasses Gauntlgrym, giving him access to the primordial and its power.
Jn this challenge. the characters confront Mordai Yell and his followers.
Mordai Yell resents the Ashmadai's forced relationship with the Thayans, and he
plots his own r ise to power. H e plans to fuse the power of the Nine Hells with the
might of the primordial Maegera to create a new scepter in the image oftl1e origi-
nal but with greater power.lfhe succeeds, Neverwiuter is doornc<.l.
Lord Neverember's allies axe busy dealing with threats ·within the city. For
this reason, he has beseeched the adventurers to eliminate Mordai Yell (offer-
ing a sizable reward if they are successful). Neveremuer put his best wizards to
work scrying the cultist, an <.I he was able to provide the party with a map of the
complex where Mordai Veil was viewed. The characters now journey through
tunnels in Mount Hotenow, speeding toward the Forge of the Dawu Titan, where
the tiefling works to complete the scepter.
BEFORE THE ENCOUNTER
Ref(lrc the encounter, choose the creatt1res that you want tu include in the lair
assault from each of the following level groups:
Tryou'rc playing w ith four players. remove the pair oflcvcllive creatures. If
you're playing with six players, add a pair oflevel five creatures.
Nightmare Mode
Some players might want to add an extra difficulty to the challenge. If all players
agree, you can run the "nightmare mode" by adding an extra monster of each level. If
you do so, do not place more than four creatures in a room.
Have the players place their miniatures or tokens in the Start /\rca a no roll initia-
tive. You should roll initiative for any creatures or traps in the Entry Chamber.
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RUNNING THE ENCOUNTER
This section presents sorne guidelines for running the encounter.
One Initiative List: The easiest way to run D &D LAm AssAULT is to have a
single initiative list that you use throughout the encounter. W hen the characters
first encounter a creature or trap, roll initiative for it, unless that type of creature
or trap is already on the initiative list. For example, if there is a hell h ound in the
Entry Chamber, and the characters then find a hell hound in the Forge. that new
hell hound acts on th e same initiative as the first one (even if it was killed).
Sop histicated Tact ics: Even creatures with low Intelligence behave tacti-
cally. In its slumbering state, Maegera still exercises power over the statues and
denizens of the dungeon. Statues and monsters attack as long as t hey arc able to.
Readying Action s: A creature that has seen the characters might ready
actions or delay to act in concert with other monsters. For example, ifa charac-
ter op ens a door, spots a blazing skeleton . and then shuts the uoor, that skeleton
might ready an action to attack the next character to open the door.
Unopened Doors: Monsters do not op en doors characters haven't op ened.
They are n ot aware of what is going on in other rooms until doors to their rooms
are openeu. After that, a creature capable of opening a Jour can open it.
Dungeon Features
The following [catures and effects are consistent throughout the dungeon .
Illumination: All rooms are filled with bright light from everburning torches.
Ceiling: The ceiling is 10 feet above the floor.
D oors: The doors in the dungeon are iron and have no cracks or keyholes.
W ith the exception of the sealed doors (see the Collapsing Room), a door can be
opened with a minor action. However, uutil the end of the fourth round. a door
closes at the end of the turn in which it was opened. A character adjacent to a
door can nse a stanuard action to wedge open a door so it does not close.
Telep orting: The fires ofMacgcra have spilled into the planar firmament.
\1\Thcn any creature teleports while in the dungeon, tllat creature and each nea-
ture within 3 squares ofits square of departure take 10 fire da mage. The players
do not know about this effect prior to tcleporting, thO\Jgh the monsters do.
Walls: Climbing the walls requires a DC 15 Athletics check.
Round Four
At th e end of the fourth round , a wave orfire rips th rough the complex. Read:
You hear a distant rumble amid the sound ofmaniacallauahc.er. "Suffer the wrath of my
master!" shouts Mordai Vel!. Suddenly,Jlames tear t11roueh the room, blastitt8 the doo rs
and walls, and iBnitinB you on fire.
Ma rk the location or each creature and statue on the play llici map, and then flip
over the p oster map and place lhose creatures and statues in the m atching 1ocll-
tlon s. The dungeon changes in the following ways.
~·"
Damage: Creatures take 10 fire damage and ongoing 5 fire damage (save
ends). The fire temple elects aren't subject to this effect unless in combat.
Doors: All doors cease to close automatically (see Dungeon Features).
Entrance Collapses: The entrance to the dungeon collapses, trapping the
characters inside the dungeon. It will take an hour to dig out.
Lava: Several rifts open up in squares across the dungeon, revealing pools of
lava that bubble up. Whenever a creature enters a lava square (including when
the rifts first appear) or ends its turn there, it takes 20 fire damage.
Ledges and Platforms: ln the Chamber of Platforms, parts of the corner
ledges and certain platforms (as well as the chains attaching them to the ceiling)
fall into the mud, disappearing. Any creature on a falling ledge or platform can
make a saving throw to jllmp to the nearest unoccupied square not in the mud.
On a failure, the creature falls 20 feet (taking falling damage). That creatw·e also
lakes 10 fire damage from the boiling mud.
Oil Ignites: The oil in the Entry Chamber ignites. Any creature in the oil
when it ignites takes 10 fire damage. Any creature ending its turn in the flames
takes 10 fire damage. The flames from the oil grant partial concealment to crea-
tures in those squares or against ranged attacks passing through them.
Portcullis: The bars of the portcullis warp. making it more difficult to open.
The Athletics DC to open the portcullis increases from 15 to 22.
Runes: The runes in the Corridor of Runes brighten. Any creature in or enter-
ing a rune square in the chamber gains vulnerable 10 fire instead of vulnerable
5 fire.
Weak Floot·: The cracked floor squares in the Collapsing Room fall. Any
creature in one of those squares falls 10 feet into lava, taking 2 0 fire damage. In
addition, any creature ending its turn in a lava square takes 20 fire damage.
Entry Chamber
This wide room contains four shallow pools, which are home to a number oftiny_fish.
There is a set ofdouble doors to your !eft, and two more sets ofdoors across the room.
Robe Chamber
A featureless tenfoot-widc corridor leads away to the riaht and left.
Collapsing Room
This rectangul,Ir room has a set of double doors at its far end. Oran8e liaht flickers from
hairline fractures running throughout most of Lhe room's floor.
The Forge
There m·e two exits from this chamber: a portcullis on one side of the room and a set of
double doors on the other. A lar9e, stone demon idol hold in&an iron bowl ofburninB oil
stands on a pedestal in the center ~fa pool of lava. A narrow channel in the stone.floor
allows !he lava tu flow Lu a alowina anvil, apparently fueline it with maaical eneray.
.Effect: The warlock teleports, swapping positions with a creature within 10 squares of it th<Jt is
taking ongoing fire damage.
Str 15 (+4 ) Dex 16 (+5.) Wis ~ 2 (+3)
Con 18 (+.6) lnt 17 (+5) Cha ·rs (+ 6)
Alignment evil Languages Common
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......._ . .
A Hack: Melee 1 (one creature); +11 vs. AC
HP 73; Bloodied 36
AC 20, Fortitude 18, Reflex 18, Will17
Speed b
Resist 10 fire
.1 ..
Wildfire Stride (fire)
Whenever the servant of the Fire lord moves at least 3 squares frorn where it began its turn, its
melee attacks dea l 5 extra fire until the end of Its next turn.
..
I lit: 2d6 + 5 tire and force dama e, and the tar e t is immobiliLed until the end o f its next turn .
HP 9 9; Bloodied 49
AC 24, Fortitude 21, Reflex 23, Wi ll 22
Spee d 10, fly 6 (clumsy)
Vulnerable cold (see froze n in lal e)
Frozen in Place
Whenever the fire elemental ta kes colc.l damage, it cannot shift until thP end of its next turn.
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AWARDS
In this Lair Assault challenge, characters can gain up to twenty awards. These
awards earn the players glory. A player can earn a total of200 glory for collecting
all of the awards. Have players record thetr awards and glory and report them on
the player tracking form. A player can earn each award only once for this chal-
lenge, regardless of the number of times he or she plays.
General Awards
Epic Win: Defeat the challenge on Nightmare mode- 20 glory.
I'll ReBack: You get a 20 or higher on a death saving throw - 10 glory.
It's Critmas: You score a critical hit- 5 glory.
Monster Slayer : Defeat every enemy creature in the dungeon - 20 glory.
Commando: You complete the challenge without using magic items or consum-
ables- 20 glory.
One Shot: You drop a nonminion enemy from full hit points Jown to 0 hit points
- 10 glory.
Racy Group: Your party defeats the challenge with a group ill which all the
characters are the same race - 10 glory.
Tough as Nails: You complete the challenge without spending a healing surge -
20 glory.
TPK: Every character in the party dies- 5 glory.
It's a Trap!: You disable a trap or hazard- 5 glory.
Challenge Aw~uds
Dungeon Mapper : Your group opens every door in the dungeon- 10 glory.
Give My R egards: You knock an enemy off a ledge or into lava 5 glory.
I Regret Nothing: You fall oifa ledge or into lava - 5 glory.
Lava Nice D ay: You d ic from lava- 10 glory.
Speed Demon: Complete the challenge iu five rounrls or fewer- 10 glory.
Treasu re Hunter: You recover the gem from the bejeweled statue- 5 glory.
Veil's Foil: Your group defeats the challenge - 10 glory.
Secret Awards
This challenge has three secret awards that the players can satisfy. At the end of
the challenge, reveal only the awards that were fulfilled.
Sudd en But Inevitable Retrayal (Secret 1): You drop one of your allies below
1 hit point - 10 glory.
I'm a Pretty Princess (Secret 2): You put on a set of robes from the Robe
Chamber - 5 glory.
Raw and Wriggling (Secret 3): Eat one of the fish in the entry chamber - 5
glory.
+ Mundane statues (M) + Hellfire warlock (W) + Hell hound (H)
+ Fire-spitting statues (S) + Fire bat (B) + Mordai Veil (V)
+ Bejeweled statue (J) + fire temple champion (C) + Fire elemental (F)
Each time you play this Record your glory earned
challenge, check offany ji-om each play session of
new accomplishments this D&D• Lair Assault
below to eam the points challenge and unlock special
listed. Try to collect as much online badges!
glory as you can! This challenge
has a maximum of200 points
possible.
0 One Shot - 10 glory
General Awards You drop a nonminion enemy from full hit points down
111ese awards are not specific to this challenge, to 0 hit points.
and are often present in other challenges as well.
0 Racy Grou p - 10 glory
0 Epic Win 20 glory Your part y defeats the challenge with a group in which
Defeat the challenge on Nightmare mode. all the characters are the same race.
0 I'll De Dack - 10 glory 0 Tough as Na ils - 20 glory
You get a 20 or h igher on a death saving throw. You complere the challenge without spending a healing surge.
0 It's Critmas - 5 glory 0 TPK - 5 glory
You score a critical hit. Every character in the party dies.
0 Mon ster Slayer - 20 glory 0 It's a Trap!- 5 glory
Defeat every enemy c:rcuture iu the duuw:ou. You disable a trap or hazard.
0 Com mando - 20 glory
You complete the challenge wit hout using m agic items or Login with your
consumables. Wizar·ds Community account at
community.wizards.com
FORGI: OF THE DAWN TITAN to report y our accomplishments!
.G LORY AWARDS
LET THE ASSAULT BEGIN! »>»>Set your timesfor your events. D&D Lair Assault
Inside this kit, you'll have all the materials you need to run sessions typically take about 2-3 hours, depending on
multiple sessions ofD&D Lair Assault, a play experience that how quickly the players succumb to the challenge. You
pits the most skilled players and DMs against each other in a might even schedule it before or after your D&D
viciously deadly challenge. What follows is a description of the Encounters sessions on Wednesday nights.
kit contents included, as well as some information on running
your event.
One WeeJ( Prior to Your First Sessions
Remember: This program is designed to be a recurring play »»» Give the challenge booklet and small reference map to
experience, wherein players will come back again and again to your DMs. Your DMs will need to read and prepare the
attempt lo defeat the challenge. Most will fail the first time adventure, so you'll want to give them at least a few days
through, so you should ensure that you have multiple sessions to do so. You can give them the rest of the kit contents
of Forge ofthe Oawn Titan scheduled for repeat play- on the day of the event.
throughs!
»»»Let your players know they MUST bring their own
Kit Content Description characters of the appropriate level (5'h levelfor this
Each kit contains enough materials for 2 Dungeon Masters challenge). Character creation rules are very
(DMs). With the materials in this kit, these DMs cari run as straightforward, and are included on the next page of
many players as required through the D&D Lair Assault
this instruction sheet.
challenge. Each table can consist of 1 DM and up to 6 players
(4 or 5 per table is OK). Your kit contains the following
materials: On Your D&D Lair Assault Days
»»»Hand each ofthe players a glory awards card. They
• DM challenge pack (2 copies) . inside these shrink- can keep the same card for each play-through of the
wrapped packs, you'll find a challenge booklet (Forge of challenge, and continue to check off awards as they earn
the Dawn Titan) containing the game information, a small them.
reference map for the DM to mark monsterjtrap setups, a
do uble-sided poster map for use during play, and a sheet »»»Seat the DMs at their tables. Give each one of them
of custom tokens for use during play. Give the DMs the the poster map and token sheet.
challenge booklet and small reference map at least a few
days prior to your first session. »»»Instruct each player to find a table and a DM. Some
• Glory awards card (20 copies). Play~rs k~ep track of
players may have come as a group -make sure to
their awards earned for each play-through of the
challenge on the card, and can log into their Wizards
respect their choice, since the challenge is super-difficult
Community profile to earn badges for specific awards! If and they may want to play with a meticulously built
you need more cards, simply photocopy them. party.
• A poster advertising the challenge and tracking points
earned. One side serves as advertising for the D&D Lair »»»Play On! Remember, each session of D&D Lair
Assault program, and the other allows you to track all the Assault should last for approximately 2-3 hours.
players' points as they participate throughout the play
period. After The Event
• This instruction sheet and session tracking form. »»»Get th~ players' scores! Talk to each DM and have the
Hand out the tracking sheets to the DMs so they can fill in
players list themselves and mark up the tracking poster
the player information for you to report_
with ·all the glory awards they've earned. Let them know
that they can login to their Wizards Community account
How to Run D&D Lair Assault
online to unlock badges for their play.
Follow these steps to ensure a great play experience!
»»»DON'T FORGET TO REPORT! Collect the tracking
Immediately Upon Receiving This Kit
sheets at the end of the event, or keep this information
>»>» VerifY kit contents. Make sure everything is present
on Wizards Event Reporter. If you have questions on
in your kit. Contact your WPN representative if
reporting your play, please contact Wizards of the Coast
something is missing.
for ass is Lance. Do not let your reporting lapse!
D&D LAIR ASSAULT CHARACTER CREATION RULES
FORGE OF THE DAWN TITAN: SEPTEMBER 1 - NOVEMBER 30,2011
• 840 gold pieces (gp) to spend ori other equipment (mundane or magical) of the player's choice
• Restriction: No more than 2 consumable magic items (magic items lhal have a consumable power, such as
potions or ammunition)
• Legal Cards: All sets released by the date of the D&D Lair Assault session are legal for use. In addition, all
promo cards released by the date of play are legal for use.
• Deck Size: All D&D Fortune Card decks must contain 10 cards
• Deck Composition: All D&D Fortune Card decks must contain at least 3 attack, 3 defense, and ~ tactic
cards. You may have multiples of the same card in the deck.
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