TEXT: A 5E WARLOCK MIDGARD ADVENTURE 
  BY JAMES J. HAECK
  The Seal 
  of RhydaaS
  FOR 4 PCS 
  OF 16TH LEVEL
  
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks 
  of Open Design.
  Product Identity: The following items are hereby identified as Product Identity, 
  as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, place 
  names, new deities, etc.), dialogue, plots, story elements, locations, characters, 
  artwork, sidebars, and trade dress. (Elements that have previously been 
  designated as Open Game Content are not included in this declaration.)
  War Wyvern and Wyvern Knight stats to this Lair from  
  https://koboldpress.com/terrors-of-the-dragon-empire-wyvern-knight/
  Open Game Content: The Open content in this book includes the wyvern knight 
  stats and the war wyvern stats. No other portion of this work may be reproduced 
  in any form without permission.
  © 2017 Open Design
  www.koboldpress.com
  TM
  Approaching Dragonheart Peak
  The entrance to the temple is shaped like the snarling head of 
  a dragon carved from the stone of the mountain. Fire blazes 
  in its eyes and smoke billows from its mouth, obscuring 
  everything within.
  Flying from the edge of friendly territory to Dragonheart 
  Peak involves a day’s flight across enemy territory. 
  Fortunately, the PCs’ force is too small for the military-
  minded imperial army to notice. The PCs are noticed, 
  however, by Dragonheart Peak’s defenses when 300 feet 
  away from the “mouth” of the temple (Area 1). A group 
  of five wyvern knights , each mounted on a war wyvern 
  (Terrors of the Dragon Empire), fly from the mouth to 
  attack. Once only two wyvern knights remain, they both flee 
  towards the temple to warn those inside. 
  If the wyvern knights reach the temple, the PCs cannot 
  surprise anyone inside the temple.
  “By the blessings of Bhaal, King of Dragons, I call upon thee! Rhydaas the Sealed Nightmare, Flame of the Eastern Sands, answer 
  my call. The Children of Mharot seek your fury. Grant us your power, and we will spread your purifying flames across this 
  unclean world. Make me, Sevarra Elu, your champion! Let me carry your flame!”
  THE SEAL OF RHYDAAS
  Design: James J. Haeck
  Editing: Meagan Maricle
  Art Director & Graphic Design: Marc Radle
  Art: Karl Waller
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  Background and Adventure Hook
  A commander of the Dragon Empire’s armies, an archmage 
  named Sevarra Elu, seeks to win glory by making a pact 
  with the spirit of a flame dragon. This dragon, Rhydaas the 
  Sealed Nightmare, is bound to a mountain in the deserts 
  east of Midgard. Word has spread to the military leaders of 
  the Crossroads of Sevarra’s upcoming ritual, and they call 
  upon renowned adventurers to fly across enemy territory on 
  griffons or wyverns and stop Sevarra from forming a pact 
  with Rhydaas.
  The generals of the Crossroads offer the PCs a generous 
  sum of gold and treasure, perhaps including a peerage or an 
  estate, if they complete the mission. 
  
  3
  1. DRAGON’S MAW
  Smoke pours from three smoldering pyres deep in the dragon’s 
  mouth, blown outward by a mysterious wind. Bronze double 
  doors, each ten feet wide and emblazoned with the image of a 
  dragon spewing flame, are set in the throat. 
  Opening the doors requires a creature to succeed on a DC 25 
  Strength check as an action or to say the password “Rhydaas.” 
  Trap. If 400 pounds are placed on the 20-foot square in 
  front of the door, jets of flame erupt from the ceiling. Each 
  creature in spaces marked with T must make a DC 18 
  Dexterity saving throw, taking 55 (10d10) fire damage on a 
  failed save or half as much damage on a successful one.
  9
  
  4
  2. SEAL OF RHYDAAS
  A stone altar in the center of this room rhythmically bubbles 
  molten lava, like the beating of a heart, from its cracked 
  surface. Seven sets of stairs radiate from this room. The 
  southernmost door is made of gleaming adamantium and 
  shimmers with magic. 
  Two red dragonborn wyvern knights, part of Sevarra’s 
  honor guard, stand at the mouth of the southern passage. 
  They have fire resistance and a breath weapon (2d6 fire 
  damage in a 15-foot cone, DC 14 Dexterity saving throw for 
  half, 1/short rest).
  Altar. The altar is the seal placed on Rhydaas’s spirit. Sevarra 
  Elu is performing a ritual in Area 9 that is weakening this 
  seal. A DC 15 Intelligence (Arcana) check on the altar 
  reveals that the altar is the seal on a powerful force of 
  elemental flame, and something is wearing away the seal. It 
  will be unbound in 2 hours. 
  Any creature within 10 feet of the altar takes 5 (1d10) fire 
  damage at the start of its turn. This damage increases to 11 
  (2d10) after 1 hour, and 16 (3d10) after 2 hours.
  Sealed Door. The door to Area 9 is impenetrable, and its 
  protective wall of force cannot be dispelled. Killing the 
  three mages focusing on this wall of force will open it. They 
  are in Areas 4c, 5c, and 6.
  3A. HATCHERY GUARDHOUSE
  Steam hisses from the walls of this chamber, and the 
  ambient heat grows to almost unbearable levels. Three 
  armored soldiers stand guard behind waves of heat. 
  Three red dragonborn veterans from Sevarra’s force stand 
  guard here. They have fire resistance and a breath weapon 
  (2d6 fire damage in a 15-foot cone, DC 12 Dexterity saving 
  throw for half, 1/short rest). Any creature in this room that is 
  not resistant to fire takes 5 (1d10) fire damage at the start of 
  each of its turns.
  3B. DRAGON INCUBATORS
  These rooms are incredibly hot. Three dragon eggs incubate 
  in shallow pools of magma in each room. Any creature in 
  either room takes 11 (2d10) fire damage at the start of each 
  of its turns.
  4A. THEATER
  Lavish red curtains hang around this stone theater’s 
  proscenium, seemingly immune to the flames and heat of 
  this temple. A set of stairs leads onstage with two doors in 
  the wings. 
  The priests perform simple morality plays here. Two flaming 
  helmed horrors stand near the stage and attack any creature 
  that ventures onstage, except for priests of Rhydaas. When a 
  helmed horror dies, 1d6 magmins spill out. 
  4B. PROPS
  Dozens of false weapons and costumes fill this chamber. 
  4C. SCENE SHOP
  Tall, wooden scenic backdrops and construction tools fill this 
  chamber. A red dragonborn mage is here, concentrating on 
  the wall of force in Area 2. He has fire resistance and a breath 
  weapon (2d6 fire damage in a 15-foot cone, DC 11 Dexterity 
  saving throw for half, 1/short rest).
  5A. STEAM RIVER
  A natural river bubbles out of the stone floor of this room. It 
  travels for a few feet, then completely evaporates, filling the 
  room with obscuring steam. 
  Visibility in Areas 5a, 5b, and 5c is limited to 20 feet.
  5B. MEDITATION CHAMBERS
  The priests of Rhydaas meditate in these chambers. Each 
  contains 10 steam mephits that attack any creature that is 
  not a priest of Rhydaas. These mephits blend in with the 
  steam and are effectively invisible.
  Each meditation chamber has a 50% chance of containing 
  a bowl of commanding water elementals.
  5C. BATH
  Natural hot springs bubble up into a depression in this 
  chamber, creating a communal bath. A blue dragonborn 
  mage sits cross-legged atop the water, concentrating on the 
  wall of force in Area 2. He has lightning resistance and a 
  breath weapon (2d6 lightning damage in a 30-foot line, DC 
  11 Dexterity saving throw for half, 1/short rest).
  6. GRAND WARDEN QUARTERS
  Ashanna, Grand Warden of Rhydaas, lives here in luxury. 
  She has a fine bed, a wardrobe of gorgeous vestments, and a 
  chest filled with 500 gp. A candle of invocation (Baal, lawful 
  evil) burns on a small altar in her room. Ashanna is a black 
  dragonborn mage concentrating on the wall of force in  
  Area 2. She has acid resistance and a breath weapon (2d6 acid 
  damage in a 30-foot line, DC 11 Dexterity saving throw for 
  half, 1/short rest).
  7A. SPARRING GROUNDS
  A statue of Baal, in humanoid form, watches sternly over this 
  martial chamber. Two armored humans spar in the middle, 
  oblivious to all else.
  Two wyvern knights duel here.
  
  5
  7B. PRIESTS’ CHAMBERS
  These spacious chambers are filled with bunks, chests of 
  clothes, and assorted possessions of the priests of Rhydaas. 
  Each room contains 1d6 silver icons of Baal worth 50 gp each. 
  8A. DRAGON PADDOCK
  Beds of hot coals and torn-up sleeping mats are strewn about 
  this ring-shaped room. Four tiny flame dragons run about, 
  and a man in red robes keeps a stern watch over them. 
  Four flame dragon wyrmlings hatched in Area 3b were 
  brought here by the priests of Rhydaas to fight, 
  play, and socialize. A priest of Rhydaas 
  commands them to attack any intruders. 
  Once the priest is killed, the wyrmlings 
  attempt to flee the temple.
  8B. DRAGON TAMER’S  
  QUARTERS
  The priest of Rhydaas that looks 
  over the wyrmlings lives here. He 
  has a small bed, a bookshelf, and 
  a small chamberpot. He possesses 
  a jewel-encrusted wyvern saddle 
  worth 1,500 gp.
  9. ALTAR OF BAAL
  An armored woman stands atop 
  an altar of stone as a massive 
  fire rages around her. She chants 
  a draconic prayer in a feverish, 
  unhinged voice. Her eyes open, 
  red and blazing, and a smile 
  passes over her face.
  If the PCs reach this room 
  before 2 hours pass, they force 
  Sevarra to temporarily halt 
  the ritual. Two fire elementals appear beside Sevarra and 
  fight alongside her. Sevarra is a half-red dragon archmage. 
  Use archmage statistics with the following changes; these 
  changes do not affect her challenge rating:
  • She gains 10 feet of blindsight and 60 feet of darkvision.
  • She gains fire resistance and a breath weapon (7d6 fire 
  damage in a 15-foot cone, DC 13 Dexterity saving throw 
  for half, recharges 5–6).
  
  6
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifically excludes 
  the Open Game Content; (f) “Trademark” means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open Game License 
  by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in terms of 
  this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from 
  this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this 
  License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of  
  this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  nonexclusive license with the exact terms of this License to Use, the Open 
  Game Content. 
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are copying, modifying or 
  distributing, and You must add the title, the copyright date, and the 
  copyright holder’s name to the COPYRIGHT NOTICE of any original Open 
  Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner 
  of any Product Identity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any 
  of the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then You 
  may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
  Chris Sims, and Steve Townshend, based on original material by E. Gary 
  Gygax and Dave Arneson.
  Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan 
  Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.
  The Seal of Rhydaas. Author: James J. Haeck. © 2017 Open Design.
  If the PCs reach this room after 2 hours pass, the ritual 
  completes as they enter. Sevarra is consumed by flame—then 
  a tremor shakes the temple. It begins to collapse as Sevarra, 
  merged with Rhydaas’s consciousness and reborn as an adult 
  flame dragon, emerges from the altar in Area 2. “Rhysevarra” 
  fights until reduced to half hit points, then flees.
  While the temple is collapsing, each creature must make a 
  DC 16 Dexterity saving throw to avoid falling debris, taking 
  22 (4d10) bludgeoning damage on a failed save.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Warlock/Warlock Lair #05 - The Seal of Rhydaas.pdf