Adventure Anytime - Tactical Maps

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The document provides an overview of the Chromatic Vault location and the adventures associated with it, including background on the vault's history and magical traps within.

The Chromatic Vault was built to house the legendary sword Sageroth. It contains magical traps and statues that can summon monsters to guard the sword.

Within the vault, the characters face attacks from the randomly targeting heads on Tiamat's Pedestal as well as monsters that may be summoned by the dragon statues. They also must deal with the chatty brass dragon Somulos.

Introduction stat blocks are included there or in appendix A.

When a
creature’s name appears in bold type, that’s a visual cue

A
for you to look up the creature’s stat block in the Monster
dventure anytime! Tactical Maps: Manual, unless the adventure’s text instead refers you to
Adventure Atlas makes playing Dungeons the monster appendix in this book. If a humanoid NPC
& Dragons easy. This supplement provides has a race listed that is not human, adjustments for that
everything you need to plan an evening (or NPC’s statistics can be found in appendix B.
even just an hour) of D&D for characters Spells and equipment mentioned in the adventure are
of any level with very little preparation. described in the Player’s Handbook. Magic items are
Just pick an adventure from this supplement, take a few described in the Dungeon Master’s Guide, unless the
minutes to read it over, and game time is good to go. adventure’s text directs you to an item’s description in
You can also use this supplement to throw down a new appendix C.
adventure when the players take the story in a surprising
direction. Several of the adventures in this supplement Abbreviations
take only an hour or so of time, allowing for side-trek The following abbreviations appear in this book:
sessions that fit into diverse stories and hectic schedules. • hp = hit points
This supplement can be enhanced with Tactical Maps: • AC = Armor Class
Reincarnated. Each of the twenty-two maps included in
• DC = Difficulty Class
that product is detailed as a full fantastic location in the
Adventure Atlas and given four short adventures, meaning • XP = experience points
this supplement includes 88 ready-to-play adventures. • pp = platinum piece(s)
• gp = gold piece(s)
Running the Adventures • ep = electrum piece(s)
• sp = silver piece(s)
To run this adventure, you need the D&D fifth edition
core rulebooks: Player’s Handbook, Dungeon Master’s • cp = copper piece(s)
Guide, and Monster Manual. The Sword Coast • NPC = nonplayer character
Adventurer’s Guide is helpful but not necessary. • LG = lawful good
The Monster Manual contains stat blocks for most of • CG = chaotic good
the creatures found in this adventure. All the necessary • NG = neutral good
• LN = lawful neutral
• N = neutral
• LE = lawful evil
• CN = chaotic neutral
• CE = chaotic evil
• NE = neutral evil
• DM = Dungeon Master

Setting
The adventures and locations contained in the Adventure
Atlas are set in the Forgotten Realms, but by adjusting
just a few details (such as the names of deities or the
ethnicity of NPC humans) you can make them a part of
almost any D&D setting you choose, including a world of
your own creation.

Nonspecific Surroundings
Each location’s specific surroundings are kept general
so you can place it anywhere you like in the world. A
location’s description could reference a nearby mountain
range, river, or village without giving a specific name to
allow you to place the location wherever makes sense for
the story you are telling.

Locations & Adventures


This supplement contains information for twenty-two
locations based on the maps in the Tactical Maps:
Reincarnated product from Wizards of the Coast. Four
short adventures are included with each location. Each
adventure is meant for a party of characters with an
average level of 1 – 20. A breakdown of the adventures by
level is included on the following table.

Introduction
4
Adventures by Level
Lvl Adventure Location Map Lvl Adventure Location Map
1st Copper Kings Grassel’s Farm I 8th Unwanted Tenants Stonehaven J
1st Guild Heist Tallow Town V 9th A Miner Problem Crystal Cavern O
1st Goblin Occupation Dark Path Cave N 9th A Portal Too Far Three Grave Road K
1st Kobold Club Chromatic Vault U 9th Family Gathering Blood Stone Circle F
1st Kobold Smugglers Snow Wall P 9th Giant Panic Fort First Watch H
1st Revenge of the Cult Hermit’s Path T 9th Giant Troubles Stonehaven J
1st Rise and Die Three Grave Road K 9th Lava Fingers Mad King’s Hoard R
1st The Lost Sword Shadowhold B 10th Gold Negotiations Mad King’s Hoard R
2nd Druid’s Revenge Tallow Town V 10th Save Qimmiq Caves of Tapeesa Q
2nd Dryad Rage Grassel’s Farm I 10th Summoning the Crystal Cavern O
2nd Gnoll Place to Hide Fort First Watch H Priestess
2nd Magmin Mayhem Chromatic Vault U 10th The Mage’s Hermit’s Path T
Weather
2nd Something Stinky Karaktul Outpost M
10th Wet Behind the Stonehaven J
2nd The Terrifying Fauna Three Grave Road K
Ears
3rd Big Bairn Breakout Snow Wall P
11th Fomorian’s Slaves Altar Outpost C
3rd Cult of Shadows Shadowhold B
11th Genie Bet Mad King’s Hoard R
3rd Owlbear Love Grassel’s Farm I
11th Raw Materials Stonehaven J
3rd Stone Face Bandits Hermit’s Path T
12th New Royalty Mad King’s Hoard R
3rd The Chaos Candles Tallow Town V
12th Research for Azureal’s Prison E
3rd Troll Nap Dark Path Cave N Bahamut
4th Ash-Cult of Imix Isle of Eternal Flame S 13th Alternate Altar Outpost C
4th Farm Breakout Grassel’s Farm I Adventurers
4th Goblin Toll Three Grave Road K 13th Return of Kalarel Throne of Orcus G
4th Steal the Darkness Tallow Town V the Vile
4th Tap Tap Tap Karaktul Outpost M 14th Battle of the Breach Snow Wall P
4th The Beasts Within Fort First Watch H 14th The Cult’s Test Azureal’s Prison E
5th Dhreda’s Return Shadowhold B 14th The Demons Within Altar Outpost C
5th Lonely Dark Path Cave N 15th Phlogaroth the Isle of Eternal Flame S
Necromancer Flamebather
5th Mage Malfunction Chromatic Vault U 15th Kalarel’s Hubris Throne of Orcus S
5th Stone Scholar Djinni Cave A 15th Usurpation Blood Stone Circle F
5th The Lost Paladin Hexholm L 16th Awakened Army Altar Outpost C
5th This Ore That Crystal Cavern O 16th Cellmates Azureal’s Prison E
6th A Gap in History Hexholm L 16th Reconsecration Blood Stone Circle F
6th Brass Guardian Chromatic Vault U 16th White Death Caves of Tapeesa Q
6th Hobgoblin Takeover Fort First Watch H 17th Avatar of Slaughter Blood Stone Circle F
6th Save the Svirfneblin Karaktul Outpost M 17th Tenebrous Rising Throne of Orcus G
6th Servants of Yan- Djinni Cave A 17th The Cursed Land Dragon Knight’s D
C-Bin Temple
7th Finish the Job Dark Path Cave N 18th Blue Family Azureal’s Prison E
Reunion
7th Lair of the Lamia Shadowhold B
18th Imix, Prince of Isle of Eternal Flame S
7th Shadar-Kai Rivalry Hexholm L
Eternal Flame
7th Salamandrian Isle of Eternal Flame S
18th Restoring Dragon Knight’s D
Magmaforge
Silverdusk Temple
7th Treant Emergency Hermit’s Path T
19th Demon Prince of Throne of Orcus G
7th Unstable Stone Djinni Cave A Undeath
8th Finding Biss Caves of Tapeesa Q 19th Restoring Dragon Knight’s D
8th Hungry Hungry Djinni Cave A Silverdusk Temple
Dragon 20th Fire and Ice Snow Wall P
8th Mind Tricks Karaktul Outpost M 20th Lair of the Shadow Dragon Knight’s D
8th Reclaim the Hexholm L Wyrm Temple
Stronghold 20th Stalking the Caves of Tapeesa Q
8th Tearing the Web Crystal Cavern O Nightwalker

Introduction
5
Chromatic Vault
Over a millennium ago, Terga the Bold had one goal after
her husband, Sageroth, died from red wyrm’s fire: kill every
chromatic dragon. Terga forged a dragon-killing blade
bound with Sageroth’s soul. She slew so many dragons that
great wyrms came together to plot her demise.
They paid Terga’s warriors to betray her, and after
she was killed, they hid the sword in a vault of their own
design. These dragons wanted the sword intact should they
ever need the blade to kill their metallic kin. Many warriors
have died seeking the treasure of the Chromatic Vault.

Chromatic Vault Features


The Chromatic Vault has the following features:
• The ceiling of the vault is 60 feet above the first floor.
• The balcony of the vault is 30 feet above the first floor.
• A detect magic spell reveals the walls of the vault
radiate auras of conjuration magic. The vault’s walls
produce clear grease and require a DC 17 Strength
(Athletics) check to climb.
• When the characters enter the vault and every 5
minutes after that, a disembodied voice whispers in
Draconic, “Show us the breaths and the hoard is yours.”
• The multicolored lights of Tiamat’s Pedestal (area U3)
dimly light the vault.

Chromatic Vault Areas


The following areas are keyed to the Chromatic Vault map.

U1. Entrance Well


A tunnel with a hidden entrance that requires a DC 12
Intelligence (Investigation) check to find leads to the
bottom of this well, which has the following features:
• The floor of the well is trapped.
• The well is 30 feet deep. U: Chromatic Vault
• The walls of the well are covered in grease (see
“Chromatic Vault Features”). If a creature touches a dragon statue that is not
• The top of the well extends 3 feet above the first floor of activated, the statue summons a creature in the
the vault. unoccupied space closest to the statue. That creature
attacks any intruders in the vault.
Floor Trap. A character who succeeds on a DC12
The dragon colors, the specific energy type needed to
Wisdom (Perception) check notices the Draconic word
activate each, and the creature it summons are listed on
for “thunder” carved in tiny runes in the center of the well
the Dragon Statues table.
floor. A detect magic spell reveals these runes radiate an
aura of evocation magic. Dragon Statues
When a creature that is not a dragon touches the well
Statue Color Activation Damage Creature
floor, the trap activates. While the trap is active each round
on initiative count 0, a burst of energy flares up from the a White Cold Ice Mephit
floor. Each creature in the well must succeed on a DC 13 b Blue Lightning Dust Mephit
Constitution saving throw or take 3 (1d6) thunder damage. c Red Fire Magmin
As an action, a creature can scratch out the Draconic d Black Acid Grey ooze
runes, which causes the trap to stop functioning. e Green Poison Giant wasp
U2. Dragon Statues
A detect magic spell reveals the dragon statues radiate U3. Tiamat’s Pedestal
auras of conjuration magic. Each statue depicts a color of Tiamat’s Pedestal has the following features:
chromatic dragon and is magically connected to the head of • The top of the pedestal is 5 feet high and covered in
the same color of dragon on Tiamat’s Pedestal (area U3). bloodstains.
If a dragon statue takes a specific type of damage, it is • Five stone heads, each one representing a different
activated and the connected head on the pedestal roars color of chromatic dragon, hold colored balls of light in
and opens its mouth in a snarl (see area U3 for more their mouths.
information).

Chromatic Vault
76
• A detect magic spell reveals the pedestal radiates auras Winged Kobolds. Mariket, Snaggle, Burio, and any
of conjuration and transmutation magic. kobolds surviving the initial encounter are in the vault
Dragon Heads. Each of the dragon heads is magically when the characters arrive. These winged kobolds
connected to a dragon statue. See area U2 for more attack intruders. When only one kobold remains, it flees,
information about activating the statues. Each dragon touching as many inactivate dragon statues as it can on its
head has its jaws closed around a ball of light, opening its way out. The kobolds know to avoid the statues otherwise.
jaws when the connected statue is activated. Each head’s
ball of light is the same color as the dragon it represents
Magmin Mayhem
except for black, which has a purple light. An unfortunate adventurer recently met his end in the
When each statue is activated, a flying sword with 30 vault when he summoned a magmin. That magmin
hit points and made in the likeness of the sword Sageroth realized it could summon more of its kind by poking the
appears above the pedestal and attacks intruders in red dragon statue with the adventurer’s sword. The sword
the vault. When this flying sword is destroyed, the real melted in the magmin’s hand, and it seeks another to
Sageroth materializes on the pedestal. summon more of its brethren.
Pedestal Top. When a creature moves from the first Story Hook. The characters find an old map that
floor to the top of the pedestal and vice versa, it must leads to the vault. The vault is not named on the map,
spend an extra 5 feet of movement speed to do so. If a but an “X” marks its location with the Draconic word for
creature ends its turn on top of the pedestal and all the “treasure” next to it.
statues are not activated (see area U2), the pedestal Magmins. When the characters enter the vault, three
extends quickly and rockets its top into the ceiling. magmins hide on the balcony. They attack any character
Each creature on the pedestal must make a DC 10 wielding a sword. If the character falls, they take the
Dexterity saving throw. Creatures that succeed jump off weapon and use it to summon more magmins.
the top of the pedestal and land in the nearest unoccupied Corpse. The charred body of a human in ruined
space. Creatures that fail take 10 (3d6) bludgeoning chainmail near a melted sword lays in front of the red
damage and are knocked prone. After the pedestal dragon statue.
rockets into the ceiling, it immediately retracts to its
original position.
Treasure. See “Sageroth” in appendix C for more
information about the sword.

Chromatic Vault Adventures


You can create your own adventures in the Chromatic
Vault or use the hooks and encounters from the
Chromatic Vault Encounters table to create an adventure.
You can roll randomly for the adventure or choose one
appropriate for the average level of the characters.
Chromatic Vault Encounters
d4 Encounter Avg. Level
1 Kobold Club 1st
2 Magmin Mayhem 2nd
3 Mage Malfunction 5th
4 Brass Guardian 6th

Kobold Club
A group of kobolds found the Chromatic Vault, but only
the winged kobolds were able to fly through the well
without activating its trap. The winged kobolds took this
as a sign that they are truly blessed by Tiamat.
They took up the vault as their lair and believe it is their
sworn duty to protect the place (though they have no idea
what its purpose is). The kobolds without wings left the
vault in a huff.
Story Hook. A village near the vault is raided by Fezlet
and Kronic, two winged kobolds stealing food for their kin
in the vault. A character who succeeds on a DC 7 Charisma
(Intimidation or Persuasion) check gets a captured
kobold to reveal the entrance to the vault. If one of the
kobolds dies, the other flees, and a character who makes a
successful DC 10 Wisdom (Perception or Survival) check
follows the fleeing kobold’s trail to the vault.

Chromatic Vault
77
Malfunctioning Heads
d10 Head Color Damage
1–2 a White Cold
3–4 b Blue Lightning
5–6 c Red Fire
7–8 d Black Acid
9–10 e Green Poison

Brass Guardian
The brass dragon Somulos is on the hunt for
Sageroth to add to her hoard. The talkative dragon
desires an intelligent weapon she can chat with for
days on end. She made it to the vault, but after
days of trying, she cannot figure out how to get
the sword.
Story Hook. The characters find a chromatic
dragon’s journal detailing the legend of Terga
the Bold, Sageroth, and the Chromatic Vault’s
location.
Red Dragon Statue. By the time the
characters enter the vault, Somulos activated the
red dragon statue (see area U2) with her fire breath.
Somulos. When the characters enter the vault,
Somulos, a young brass dragon, is thrilled to see
them. The chatty dragon talks to the characters nonstop.
First, she asks each one individually about their name,
background, and profession. She asks why they came
to the vault, then she shares the vault’s history (even if
the characters already know it) and her own reasons for
Mage Malfunction seeking Sageroth.
Once verbose introductions are done, Somulos offers
The mage Rona Gosto is a dragon scholar who entered
a deal to the characters. If they help her get the sword,
the vault to find Sageroth. Rona cast an animate objects
she can give them gold and a magic item of their choice
spell on Tiamat’s Pedestal to try to unlock its secrets,
from her hoard. If the characters do not agree, the
but the magic of her spell disrupted the magic of the
dragon attacks some of the inactive statues to summon
pedestal, turning the object of Tiamat into something
monsters to keep the characters busy while she figures
even more dangerous.
out the vault.
Story Hook. Rona Gosto (CN female Turami human
If the characters agree to Somulos’ deal, she launches
mage) asks the characters to accompany her to the
into an explanation of how she activated the red dragon
Chromatic Vault to help fix her mistake and find
statue, how the statues can summon hostile monsters,
Sageroth. She tells the characters they can have the
and how the pedestal is a dangerous trap. She then
sword after she gets a chance to study it for 1 year.
discusses every possible theory she can with the
Vault Malfunction. Tiamat’s Pedestal (area U3) is
characters, including several incorrect ones of her own,
quickly spinning in place in a counter-clockwise direction.
before trying whatever they suggest to unlock the vault.
The heads on the pedestal shoot colored beams of energy
While the characters work, Somulos continues to chat
out of their mouths.
with them.
When the characters are in any area of the vault except
If it looks like the characters are close to revealing the
the well (area U1), each round on initiative count 0 roll on
sword, Somulos does not want the conversation to end.
the Malfunctioning Pedestal table to determine which head
She summons creatures by attacking the statues, trying
randomly targets a vault intruder with a ranged spell attack.
to make the conjuring look like a clumsy accident if she
All heads have a heads’ +7 bonuses to attack rolls and deal
struck a deal with the characters. A character who makes
2d10 damage of the type show on the table on a hit.
a successful DC 15 Charisma (Intimidation or Persuasion)
When a statue is activated (see area U2), the connected
check gets the dragon to stop summoning creatures.
head stops attacking. When all the statues are activated,
If Somulos gains possession of Sageroth, she talks to the
the pedestal stops spinning. A successful casting of the
weapon, asking for its story. When she realizes the weapon
dispel magic spell (DC 15) causes the pedestal to stop
only communicates by transmitting emotions, she is
spinning and the heads to stop attacking.
disappointed. She drops the sword, telling the characters
they can have the weapon as she exits the vault.

Chromatic Vault
78

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