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  1 | Last March of the Tyrant Wyrm 
   
   
  Last March of the Tyrant Wyrm 
   
   
   
  A 5th Edition Dungeons & Dragons adventure 
  for four to five characters of levels 4th-6th 
   
  A crippled red dragon embroils the PCs in his suicidal plans. The dragon could be a 
  valuable ally to Faerun’s forces of Good and must be kept alive. The party will be 
  caught between a dragon-worshipping Cult that wants the Red alive and a 
  necromancer who wants him dead. 
   
  The dragon’s ultimate redemption is in the PCs hands. For the good of Faerun, bring 
  him into the light. Bahamut is waiting… 
   
   
  CREDITS 
  Design 
   
   
   
   
  Jean Lorber  
   
  @jlorber4 
  Developmental Editor 
   
   
  Christopher Sniezak 
  @thelight101 
   
   
   
   
   
   
  Ken Carcas 
  Editor  
   
   
   
   
  Ken Carcas 
  Cover Art 
   
   
   
   
  Eric Jonasson 
  Interior Art  
   
   
   
  Christopher Spence  
  @hominidart 
  Penflower Ink   
  @tomfummo 
  Daniel Walthall  
  @axebane 
  CHGuise 
   
  @chguise 
  Wizards of the Coast art resources 
  Cartography  
   
   
   
  Jean Lorber  
  Layout 
   
   
   
   
  Jeff C. Stevens  
  @jcorvinstevens 
  Page Background  
   
   
  Nimgyu (color and saturation changed) 
  With special thanks to 
   
   
  Teos Abadia
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D 
  Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All 
  characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any 
  reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  Copyright © Jean Lorber 2020 
  
   
    
   
  2 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Table of Contents 
  CREDITS ........................................................................... 1 
  INTRODUCTION ............................................................... 3 
  Materials and Formatting ........................................... 3 
  Story Overview ............................................................ 3 
  Adventure Goal: Redemption ..................................... 4 
  Character Hooks .......................................................... 4 
  ‘Tyranny of Dragons’ Hook.......................................... 4 
  Scaling the Challenges................................................. 4 
  BACKSTORY ...................................................................... 5 
  A Dragon Changed ...................................................... 5 
  A Minion Betrayed ...................................................... 5 
  A Necromancer Rising ................................................. 5 
  RUNNING THE DRAGON .................................................. 6 
  Dragon-powered PCs? ................................................ 6 
  Healing the Dragon ..................................................... 6 
  MAJOR DESIGN ELEMENTS .............................................. 6 
  Redemption Dice......................................................... 6 
  Kefleek’s Enchantment ............................................... 6 
  Detecting the Dragon .................................................. 6 
  The Dragon’s Death .................................................... 6 
  SECTION I. IT BEGINS WITH A CRASH .............................. 7 
  Synopsis ...................................................................... 7 
  Mapped Locations ....................................................... 7 
  Section I Wrap-Up ..................................................... 14 
  SECTION II. NECROMANCER’S TERRITORY .................... 15 
  Synopsis .................................................................... 15 
  Traveling Tips ........................................................... 16 
  Mapped Locations .................................................... 18 
  Section 2 Wrap-Up ................................................... 30 
  Triggered Encounters in Section II ........................... 31 
  Random Encounters in Section II ............................. 36 
  SECTION III. NECROMANCER’S CAMP AND FINALE ...... 42 
  Synopsis .................................................................... 43 
  Before the Big Battle ................................................ 43 
  Mapped location--Necromancer’s Camp ................. 44 
  Running the Big Battle .............................................. 49 
  Triggered Encounters at Area 14 .............................. 50 
  Post-Battle Consequences ........................................ 52 
  Other Mapped Locations.......................................... 53 
  Appendix A: Monsters & NPCs ..................................... 55 
  Appendix B: Magic Items .............................................. 61 
  Appendix C: Maps - see additional download material 
  Appendix D: Illustrations & Handouts - see additional 
  download material 
  
   
    
   
  3 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  INTRODUCTION 
  “And what happened then? Well in Whoville, they say 
  that the grinch’s small heart grew three sizes that day” 
   
   
  -‘How the Grinch Stole Christmas’, Dr. Seuss 
   
  ‘Last March of the Tyrant Wyrm’ is an 8- to 12-hour 
  adventure for a party of four to five characters of 4th - 6th 
  level.  It’s an adventure about redemption, and for that, you 
  need someone worth redeeming. In D&D, what better 
  creature than a red dragon?  
   
  To turn the dragon around, the adventure relies on a good 
  dose on role-playing. Not to worry, you’ll still get to fight a 
  tar-pit necromancer and battle the Cult of the Dragon. But 
  this adventure is primarily about a journey of the spirit that 
  the PCs undertake. Skills checks will suffice to move that 
  journey along, but role-playing is how your PCs inspire 
  others and maximize the fun of this scenario.  
   
  Adventure design elements help to facilitate story 
  development and role-playing (e.g. Redemption Dice, 
  encounters triggered by character growth) but be prepared 
  to help your players focus on this important D&D pillar. 
  Materials and Formatting  
  To run this adventure, you’ll need the following 5th Edition 
  Dungeons & Dragons books: 
   
  Player’s Handbook (PHB) 
  Monster Manual (MM) 
  Dungeon Master’s Guide (DMG) 
  Volo’s Guide to Monsters (VGtM) 
   
  There are several visual cues used in this document to call 
  your attention to important features or bits of information: 
  • 
  Major NPCs, monsters, or key features will be named in 
  bold type the first time they are mentioned in the 
  encounter—e.g. kobold or secret door, followed 
  by the name of the source 5e book (MM). 
  • 
  Some game mechanics are capitalized when they are 
  mentioned, such as Inspiration, names of Actions, etc. 
  • 
  When referenced, skill checks and saving throws are 
  listed with the ability in all caps—e.g. a successful DC 
  13 WISDOM (Perception) check is needed to spot the 
  trap. 
  Text in these boxes is meant to be read aloud to your PCs. 
  Boxed text is used to set a scene, but many times it contains 
  hints or clues about the upcoming encounter. If reading 
  boxed text isn’t your style, make sure to relate the key 
  information to your players. 
  Story Overview 
  Section I. The PCs are witnesses to the crash landing of a 
  red dragon. A kobold minion speaks for the dragon and 
  offers his hoard as payment for an escort to the dragon’s 
  old lair, two days to the north. Through these interactions, 
  the characters uncover the adventure’s central tension and 
  their role in resolving it: 
   
  • 
  The dragon wants to kill himself at his old lair. 
  • 
  The dragon isn’t evil and secretly wishes for 
  redemption. 
  • 
  A band of good-aligned elves needs the dragon alive 
  and is looking for him near his lair. 
   
  Thus, the PCs goals come into focus: inspire the 
  dragon to redeem his evil past and deliver him safely 
  to the elves. The first stop is an ruined illusionist’s tower, 
  which yields dragon-cloaking items for the trip ahead. 
   
  Section II. With the dragon’s lair at Mount Carnass as 
  their destination, the party must travel through the 
  undead-filled territory of a necromancer. The necromancer 
  aims to kill the dragon and re-animate his corpse for 
  her own plans. The Cult of the Dragon also shows up, 
  seeking to revert the dragon to his evil ways.  
   
  In the battle for the dragon’s mind, the PCs must first 
  identify then remove an enchantment over the dragon, 
  cast by the kobold to keep him docile. With the 
  enchantment removed, the PCs can now improve the 
  suicidal dragon’s mindset by seeking out encounters that 
  have a redemptive theme. The PCs must balance their 
  search for inspiring, redemptive acts with the looming 
  dangers. A hunting blue dragon ensures that they don’t 
  dally.  
   
  Section III. All paths to the dragon’s lair go through the 
  necromancer’s camp, built around tar pits which she has 
  been mining for skeletons. Whether surprised or lying in 
  wait, the necromancer gives the PCs a mighty battle. The 
  Cult also shows up to make one last attempt to re-awaken 
  the dragon’s evil tendencies.  
   
  During this battle or the next, a reckoning of the 
  dragon’s soul occurs. All the redemptive acts the PCs 
  completed along the way will play a pivotal role in the 
  reckoning. If the PCs are inspiring enough, Bahamut himself 
  shows up to redeem the red dragon in a unique way.  
   
  A final challenge comes as the PCs must travel further to 
  reach the elves and are ambushed by the rival blue dragon. 
  But if they’ve honored the adventure’s theme of 
  redemption, they’ll have some powerful boons from 
  Bahamut. A touching reunion concludes the adventure. 
  
   
    
   
  4 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Adventure Goal: Redemption 
  Scoriaptrak will face an ultimate decision towards the end 
  of the adventure whether to embrace Good or revert to 
  Evil. The PCs will play a deciding role in that decision; the 
  more they have emphasized and acted on the themes of 
  redemption, atonement, and altruism, the greater their 
  influence is over the dragon.  
   
  Planned encounters involving these themes are spread 
  throughout the adventure, but your PCs may create others. 
  Whatever the situation, think about whether your players’ 
  ideas of redemptive action would sway someone to truly 
  change, either through bravery, kindness, or true, pure 
  conviction. Think of Gandalf, cautioning Frodo against killing 
  the wretched Gollum because of some echo of good within 
  him. Think of Luke, trusting that his father would save him 
  and tossing aside his lightsaber in front of the Emperor. If 
  your players are having their characters creating moments 
  like these, reward them! 
   
  Character Hooks 
  Drawing the characters into the adventure isn’t an issue 
  since it literally crashes into them. But keeping them 
  invested…well, that’s where these hooks come in: 
   
  For the Good of Faerun. Early on, the PCs receive 
  signs from a good-aligned faction or deity that the dragon is 
  important. A similarly-aligned PC might feel obligated to 
  protect the dragon from the world and himself. To 
  encourage this thinking, ask your players to give one reason 
  why their PC would want to protect the dragon. 
   
  Seeking Redemption/the Righteous. Any PCs with 
  these themes in their backstory or class might feel 
  sympathetic towards the dragon and therefore be eager to 
  help redeem him. 
   
  Acquire Key Campaign Information. The dragon’s 
  knowledge could come in handy in dealing with a villain or 
  plot plaguing your ongoing campaign. Hinting that the 
  dragon has pertinent information for the characters should 
  draw their attention.  
   
  ‘Tyranny of Dragons’ Hook 
  This adventure is easily fit into the Tyranny of 
  Dragons/Hoard of the Dragon Queen (HotDQ) campaign.  In 
  HotDQ’s Episode 4, the PCs are required to make a multi-
  day journey from Greenest to Elturel to track the Cult of the 
  Dragon’s hoard caravan.  The original campaign suggests 
  that this journey is uneventful--a perfect place to crash-land 
  a red dragon!  The wooded region of this adventure stands 
  in nicely for the Reaching Woods and Mount Carnass for the 
  Sunset Mountains.  This adventure, involving the 
  redemption of a red dragon, could give the PCs a 
  meaningful ally and source of information further along in 
  their campaign. 
   
  Scaling the Challenges 
  Using the new encounter-building guidelines in Xanathar’s 
  Guide to Everything (Chapter 2), this adventure is calibrated 
  for a party of four, 5th level characters. Here’s what that 
  means: 
  • 
  There will be around 6-8 encounters per day  
  • 
  Most encounters contain creatures/hazards/traps that 
  add up to around four PCs worth of challenge for 5th 
  level characters. A handful of key encounters have a 
  higher level of challenge. In these cases, the adventure 
  grants extra benefits to the PCs, or they need to figure 
  out non-combat ways to navigate the obstacle.  
  If you forget everything else… 
   
  Theme 
  Redemption of a formerly-evil creature. 
   
  Goals 
  Inspire the dragon to ally with the Forces of Good. 
  Deliver the dragon to a band of elves, located beyond  
      Mount Carnass. 
   
  Factions 
  Cult of the Dragon. They want the dragon ALIVE! They wish 
  to worship Scoriaptrak and help him re-build an evil 
  empire.  
  Necromancer. She wants the dragon DEAD! She wishes 
  to reanimate the dragon’s corpse and terrorize the region 
  with it. 
  Forest elves and Bahamut. They want the dragon ALIVE! 
  An elven druid knew of the dragon’s changed heart and 
  valuable knowledge, and his tribe now seeks the dragon 
  to offer him a home. Bahamut heard the druid’s prayers 
  and seeks to facilitate the dragon’s change.  
   
  Secrets 
  The Dragon ain’t evil. The dragon was traumatized and 
  crippled by a long imprisonment, but it changed him. He 
  wants to be good now but feels his evil past makes that 
  impossible. Despair has taken over and he seeks his own 
  death. 
  The kobold is in control. The kobold has enchanted the 
  dragon and wants to revive his master’s evil nature.  He 
  drives their current mission to Mount Carnass and will 
  not deviate from it until he is defeated. 
  
   
    
   
  5 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  BACKSTORY 
  A Dragon Changed 
  Scoriaptrak used to be a typical red dragon: he ruled over a 
  section of Faerun as a despot, amassing gold, knowledge, and 
  power through fear and violence. But decades ago, a mighty 
  wizard brought the dragon low, imprisoning him in a 
  small cell deep underground. An elven druid named 
  Myoris was tossed in for sport.  
   
  The wizard began testing the limits of the dragon’s body and 
  mind. Torture, in other words, all the while making orderly 
  notes. The regimen of pain was repeated daily, for years, with 
  only the druid Myoris as a witness. 
   
  As the prisoners’ world shrank to the size of their cramped 
  cell, Scoriaptrak and Myoris forged a bond, out of a need at 
  first.  The dragon needed distraction, with the druid being 
  happy to provide it by telling the epic stories of elven heroes 
  and villains. Their companionship grew and Myoris came to 
  love the dragon and prayed to Bahamut every day to grant 
  Scoriaptrak some relief. In that small, moldy cell, Scoriaptrak 
  weakened and lost his hunger for destruction and 
  domination. In short, he became something other 
  than a red dragon.  
   
  But one day, their captor did not appear. Food and basic 
  needs continued to be met by automated magics, but their 
  captor was never seen again. They heard muffled explosions 
  and roaring once, but the noises faded, and they were left 
  with only each other’s company. Thirty long years passed. 
  Only last month, the druid’s kin finally found the prison and 
  liberated their long-lost elder. Myoris told his people to spare 
  the dragon, knowing that the dragon’s deep knowledge of the 
  Realms’ villains could prove useful. Scoriaptrak was 
  overwhelmed by the sudden change: he roared at the elves 
  then fled. 
   
  The dragon returned to a former lair only to find it almost 
  empty; a devoted kobold named Kefleek had 
  maintained a lonely vigil these many years. Scoriaptrak was 
  weak, listless and uninterested in re-building his empire. He 
  soon received a message from the elves that Myoris, 
  weakened from his imprisonment, had passed away. 
  Overwhelmed by an unfamiliar sense of loss and grief,  
   
  combined with his own self-loathing, the dragon’s depression 
  became terminal: he contemplated suicide. 
   
  A Minion Betrayed 
  Kefleek’s joy at reuniting with his master soon turned to 
  shock, then disgust; his “… dreaded tyrant wyrm …” had 
  become a withered shell of his former evil self. In 
  desperation, Kefleek reached out to the Cult of the 
  Dragon for help. The Cult was skeptical whether the red 
  dragon had actually returned but agreed to meet at the 
  former seat of the dragon’s domain: Mount Carnass. 
   
  However, the depressed dragon wouldn’t budge. Furious, 
  Kefleek drew on previously-unknown sorcerous powers and 
  enchanted the dragon to do his bidding. His tenuous 
  hold on Scoriaptrak was enabled by the dragon’s low state of 
  mind. Drunk on power, the kobold commanded Scoriaptrak 
  to travel to Mount Carnass, keeping the Cult’s involvement a 
  secret. He would renew the dragon’s evil heart, or they would 
  die trying. 
   
  But Kefleek’s plans were shattered during their flight to 
  Mount Carnass as they were attacked by an ambitious, young 
  blue dragon. Emaciated and weak, Scoriaptrak received 
  grievous wounds but managed to escape. The attack occurred 
  just minutes ago, and his endurance has finally run out. He is 
  plummeting to the ground this very moment! 
   
  A Necromancer Rising 
  A year ago, an aspiring necromancer named Rhezicora 
  noticed the red dragon’s absence and took up residence in 
  the shadow of his old lair at Mount Carnass. She became 
  obsessed with natural tar pits, thereafter raising the 
  skeletons of  long-dead, ancient creatures.  She hired minions 
  and captured an entire village to be her slave labor.  Once her 
  skeleton army is complete, she will set out to conquer the 
  nearest kingdom. 
   
  Why This Matters: The dragon and kobolds’ past and 
  secrets are driving the plot. Uncovering their past and 
  secrets allows the adventurers to understand their true 
  motivations and inspire them to embrace life instead of 
  evil. 
  
   
    
   
  6 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  RUNNING THE DRAGON 
  This section has details about the dragon’s personality and 
  suggestions for how he fits into the adventure.  To begin 
  with, he is an emotional and physical mess of a dragon. 
  Underneath his pain is the true change in heart he underwent 
  during imprisonment, including a shift to Chaotic Neutral.  
  Enchanted. Kefleek’s enchantment keeps Scoriaptrak 
  confused and docile, similar to a sleepwalker. He’ll look to 
  Kefleek to deliver anything more than a few words. 
  Depressed. Scoriaptrak’s depression stems from regret of 
  his past evil deeds and the recent loss of his only friend 
  Myoris; he sees no way to make amends and sees no value in 
  living.  
  Impressionable. Anything the PCs can do to show that 
  redemption is possible helps inspire the dragon to change. 
  Witnessing and completing redemptive acts improve his 
  outlook. His malleable state of mind can also be a liability: the 
  Cult of the Dragon attempts to re-awaken his evil nature. 
  Dragon-powered PCs? 
  With a red dragon on their side, some players might get the 
  bright idea that they are now invincible. I can hear it now: 
  “Why can’t we fight 50 orcs?! We have a flippin’ dragon!” 
  Several features limit Scoriaptrak’s involvement: he’s 
  enchanted, and mentally and physically fragile.  
   
  While Kefleek’s enchantment is active, he insists that the PCs 
  handle any dangerous business. Under dire circumstances, 
  Kefleek may force Scoriaptrak to act. Once freed from the 
  enchantment, the dragon is capable of choice, but his 
  depression and self-loathing cause him to be disengaged. 
  Until the PCs set a good example and inspire the dragon (see 
  encounter T6), he does not act to benefit others. Once 
  inspired, Scoriaptrak can be convinced to participate in a 
  battle, especially one with a redemptive component. But 
  even if the dragon joins a battle, he is not overly useful; he is 
  without a breath weapon and prone to exhaustion (see 
  Appendix A: Monsters and NPCs - Scoriaptrak). 
  Healing the Dragon 
  The dragon’s weakness and loss of typical red dragon 
  features are due to his long, torturous imprisonment. These 
  conditions cannot be healed with any spell short of 
  regenerate, a 7th level spell. The wounds from his recent 
  attack can be healed, granting him hit points, but not 
  reversing any feature listed in his stat block.  
  MAJOR DESIGN ELEMENTS 
  Redemption Dice 
  Redemption Dice are awarded by the DM and are 
  designed to help characters inspire Scoriaptrak. The ultimate 
  use of the dice are during pivotal encounters for Scoriaptrak’s 
  Redemption (Areas 14 and 15). Redemption Dice can be 
  earned in many encounters along the way by engaging with 
  the encounters’ redemptive theme.  Examples include:  
  • 
  Convincing a drunken knight to reclaim his birthright 
  (Area 13).  
  • 
  Accepting a curse from an afflicted child (Area 12).  
  • 
  Simply holding an earnest conversation with some 
  troublesome kids and the dragon about the nature of 
  good and evil (Area 5).  
   
  Details about when a DM should award Redemption Dice are 
  found in each relevant encounter’s description. Once earned 
  by a character, a Redemption Die can be used once on any 
  skill check related to interacting with Scoriaptrak (e.g. a 
  CHARISMA (Persuasion) check). Each player may use as many 
  Redemption Dice as they want on a roll but must declare 
  their intention to do so before the roll.  
   
  Some encounters include the possibility that Redemption 
  Dice may be taken away; these typically involve situations 
  where the PCs engage in uninspiring or unheroic behavior. 
  Kefleek’s Enchantment 
  Kefleek’s control of the dragon is achieved by the spell 
  dominate person (5th level), augmented with a focus (a coin-
  see inset page 14) that grants him automatic success when 
  using the spell on the dragon, and that extends the spell’s 
  duration to 8 hours. Dispelling the enchantment causes 
  Kefleek to covertly recast the spell. Confronting Kefleek 
  triggers the Kefleek Revealed encounter (page 33). 
  Kefleek’s enchantment blocks Scoriaptrak’s ability to be 
  inspired by the PCs; Redemption Dice can be earned, but not 
  used, if Kefleek’s enchantment is active. In this case, help the 
  players sense their characters are on the right track, but that 
  their efforts are being blocked by something magical. 
  Detecting the Dragon 
  If the dragon is seen on two separate occasions by the 
  necromancer’s faction, the necromancer herself is alerted. 
  This triggers a specific encounter and gives her time to set up 
  an ambush at her camp (see Area 14). Each opportunity for 
  Detection is noted in the relevant encounter’s description. 
  The Dragon’s Death 
  The adventure actually counts on Scoriaptrak dying in Section 
  III (in Area 14 or 15), as a necessary step towards a divine 
  redemption. If his death occurs earlier, it cuts this story arc 
  short. So, in Sections I and II, combat encounters are mostly 
  focused on the PCs.  If the dragon is close to death, consider 
  re-directing monster attacks to the PCs. If the dragon is felled, 
  the PCs feel a divine presence, and the dragon is revived to 1 
  hit point. This latter intervention should be used only once.  
   
  Whenever he is finally killed, the encounter Make Peace 
  with Your Dragon God is triggered (page 51). 
   
  
   
    
   
  7 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  SECTION I. IT BEGINS WITH A 
  CRASH 
  Synopsis 
  The PCs come across a kobold and an injured red dragon. The 
  pair need to reach Mount Carnass and want to hire the PCs as 
  a protective escort. The dragon is subdued and reveals that 
  he intends to die once he reaches his destination. But the PCs 
  uncover clues, messages, and incentives that should 
  encourage them to help the dragon and keep him alive. Once 
  their escort mission has begun, items for hiding the dragon 
  during their journey are found at an illusionist’s tower. 
   
  Mapped Locations 
  1. Crash Site  
   
   
   
   
  Setting: On a trade road through a sparsely-settled region. 
  Utility: Introduces major NPCs, the quest, and the 
  adventure’s goal of keeping the red dragon alive. 
   
  The adventure begins as the characters are traveling east 
  along a trade road. An old merchant named Bodrin (neutral 
  good male human commoner, MM) stops his wagon to ask 
  a question about the road ahead; he’s worried about undead. 
  Show your players Map A (Appendix C: Maps) and inform 
  them that they are to the west of the “trade road” label (left-
  middle the map). Bodrin has annotated the old map to reflect 
  rumors of new undead and lizardfolk threats. 
    
  NOTE: Map A shows the major features of the region, as they 
  used to be: the main trail the PCs will follow north to 
  Mount Carnass (Area 16) is visible, as is the now-
  abandoned Blackwater village (Area 8) and now-ruined 
  Twinpred castle (Area 12). 
   
  When you’re ready to begin, read or paraphrase the 
  following: 
  Bodrin stops mid-sentence and his eyes widen in terror as the 
  sun is blotted out by something large overhead. Gouts of 
  scalding blood sizzle in the dirt road, and you turn in time to 
  glimpse a scaled hide rushing by mere feet above you.  
  With a deafening crash, a red dragon plows into the nearby 
  forest, knocking over trees as tall as towers. The dragon grinds 
  to a halt, with the only sound now being the creaking of broken 
  trees and a faint buzzing. 
  The buzzing is a disturbed nest of 15 stirges (MM), located 
  in the southwest corner of the map. If the PCs investigate the 
  buzzing, the stirges attack. Otherwise, they attack later (see 
  page 10).  
   
  The red dragon is Scoriaptrak (see Appendix A: Monsters 
  and NPCs), who just escaped an attack from a rival blue 
  dragon. He is unconscious, so allow the characters to 
  investigate without fear of attack. The following information 
  can be obtained: 
  • 
  Any inspection reveals fresh, giant claw marks and a 
  mostly-missing left-wing (rendering him flightless).  A 
  successful DC 9 INTELLIGENCE (Nature) check reveals the 
  claw marks were made by a dragon. 
  • 
  He is clearly emaciated, with shrunken muscles and loose 
  scales. 
  • 
  A successful DC 8 INTELLIGENCE (Medicine) check reveals 
  that the dragon has horrific injuries that are older:  
  o a broken leg which appears healed but twisted.  
  o missing teeth.  
  o broken and missing claws.  
  • 
  A successful DC 10 WISDOM (Perception) check reveals 
  the presence of a small saddle strapped in behind the 
  dragon’s right ear. 
   
   
   
   
   
  
   
    
   
  8 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  If the PCs decide to kill the dragon, inspect the dragon 
  further, or leave, read or paraphrase the following: 
  “No-kill my dread lord!” screeches a small voice from 
  somewhere around the dragon. A rickety old kobold emerges 
  from under the dragon’s ear. It draws a dagger from a stuffed 
  satchel and shakily waves it in your direction.  A scroll case falls 
  out of the satchel and lands at its feet. 
   
  “This Scoriaptrak, breaker of Crimson Coven, ruler of Sunset 
  mountains, leveler of castles –(insert event/location from your 
  own campaign if desired)—. Leave alone!” The old kobold 
  stands firmly by the unconscious dragon. 
  The kobold is Kefleek (see Appendix A: Monsters and 
  NPCs), the dragon’s sole remaining subject. Kefleek is ancient 
  by kobold standards and looks it: he is slow, and his eyes are 
  clouded by cataracts. He perches on the small saddle during 
  travel. Show your players Illustration A (see Appendix D: 
  Player Handouts and Illustrations) when they meet Kefleek. 
  See ‘But a Scroll Offers Redemption’ for more details about 
  the scroll. 
   
  Kefleek’s physical infirmity belies his cunning and iron will: 
  he is controlling the dragon with an enchantment 
  and some old-fashioned emotional manipulation. Kefleek’s 
  motivation right now is to get the dragon to Mount Carnass, 
  so that they can meet with members from the Cult of the 
  Dragon. Roleplay Kefleek as wary at first, but then solicitous 
  of the PCs help:   
  • 
  “My lord tired; he go to rest in old lair.”  
  • 
  “He no talk much now. (whispers) He not think right…”    
  -taps his head knowingly-  
   
  A Lucrative Offer 
  He offers to pay them 100 gold pieces for an escort to the 
  mountain.  If pushed, he miserably offers the dragon’s hoard, 
  but doesn’t specify its size.  It is common knowledge that 
  Mount Carnass used to be a red dragon’s lair. Bodrin, or a 
  successful DC 10 INTELLIGENCE (History) check, reveals that it 
  is thought to be empty now. A successful DC 15 WISDOM 
  (Insight) check reveals that Kefleek isn’t being fully honest 
  about the dragon, but he can’t be intimidated into saying 
  more. 
   
  Once the PCs have interacted with Kefleek, are ready to kill 
  the dragon, or just leave, run the next section to introduce 
  the dragon. 
   
   
   
   
   
   
   
   
   
   
   
  The Dragon Wants to Die 
  Scoriaptrak wakes before the PC's attack (or leave). He is 
  dazed, partially free from Kefleek’s enchantment. Read or 
  paraphrase the following: 
  A massive ear twitches and the dragon slowly raises his head. 
  Through clouded eyes, he looks over your party, then rumbles, 
  “I must end my life in that mountain…Help me reach it, and I will 
  pay you.” He motions to the prominent peak on the horizon.  
  Scoriaptrak’s motivation is indeed to reach Mount Carnass, 
  where he plans on tossing himself into a deep chasm. He can 
  answer only a few basic questions before passing out. The 
  kobold’s hidden spite and loathing for him have seeped into 
  the dragon’s mind, and flavor his slow, monotonic responses: 
  • 
  Regarding his wounds: “A blue did this…I was too weak…” 
  • 
  Regarding his plans: “My life ends in Mount Carnass.” 
  • 
  Regarding his motivation: “I am not a red dragon 
  anymore. I am…nothing”. He does not elaborate further. 
  • 
  If asked, “Why don’t I just kill you now?” (or similar), he 
  responds: “Mount Carnass was where my empire was 
  born. It must be where I die.”  
  Kefleek the kobold 
  
   
    
   
  9 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  • 
  If asked about the scroll from “M”, Scoriaptrak shuts his 
  eyes in pain and Kefleek screeches, “that not yours!”. 
  Neither says anything more on the subject, but the PCs 
  now have Disadvantage on any CHARISMA-based checks 
  with the pair for the rest of the day. Scoriaptrak will 
  forget this interaction once Kefleek enchants him again. 
   
  The PCs have now been given 2 different stories by Kefleek 
  and Scoriaptrak.  The context for the stories and guidance 
  about what to do are found in the form of a scroll and a 
  supernatural sign. 
   
  But a Scroll Offers Redemption 
  The scroll at Kefleek’s feet offers details about the dragon’s 
  history and why he should be helped. It was written by the elf 
  Myoris before his recent death and shows the following: 
  • 
  That the dragon longs for redemption.  
  • 
  That the elves are seeking the dragon.  
  So, if the PCs don’t steal the scroll now, make it visible at the 
  next stop. If the PCs don’t pick up the scroll, they see Kefleek 
  snatch it up nervously. A successful DC 10 DEXTERITY (Sleight 
  of Hand) check and some distracting roleplaying are needed 
  to separate the scroll case from Kefleek.  
   
  The scroll is made of magical, fire-resistant paper but the ink 
  is only visible when fire is applied. A tag is attached to the 
  case that reads, “To read, use your gift”, which is a clue to 
  Scoriaptrak. The nature of the scroll and ink can also be 
  discerned with a successful DC 13 INTELLIGENCE (Arcana) 
  check.  If your PCs manage to acquire the scroll and activate 
  the ink, give them Illustration B (see Appendix D). The letter 
  reads as follows (in Elven or Common): 
   
  “My dear friend, 
  After decades together, we parted suddenly and without a 
  word. I will recover soon and seek you out. I know that you 
  wish to make up for all your past wrongs. With all that you 
  know of Faerun’s evils, there is much you can do for our land, 
  much you can put right. Let that be your goal for your long 
  years to come. Even as I write, dark shadows fly over the 
  Great Forest. We could use your help to combat this evil. I 
  wish your heart peace.” 
   
   
   
   
   
  -M 
   
   
   
   
   
  Scoriaptrak is valuable to Faerun’s good-aligned factions (e.g. 
  the Emerald Enclave) because of his knowledge of its villains 
  and their long-term ‘Big Plans’. A successful DC 10 WISDOM 
  (Insight) or INTELLIGENCE (History) check reveals these 
  possibilities.  
  NOTE: The ‘dark shadows’ that Myoris refers to within the 
  scroll does not show up in this adventure and could, 
  therefore, be modified to fit a foe from your existing 
  campaign. 
   
  If playing the ‘Hoard of the Dragon Queen’ campaign, Myoris 
  is referring generally to the increase in activity of the Cult 
  of the Dragon, but also specifically to attacks from the Cult-
  allied green dragon Chuth in the Misty Forest (Episode 4 in 
  ‘Rise of Tiamat’). 
   
   
   
   
   
   
  
   
    
   
  10 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  A Plea for Help 
  To prompt the PCs, Myoris sends a sign from beyond the 
  grave. After some interaction, or if the PCs decide to attack, 
  read or paraphrase the following: 
  A raven hops out of the forest and alights on the dragon’s neck. 
  Unconcerned about this giant, apex predator, the raven hops 
  up the dragon’s body. It taps the dragon’s snout and makes a 
  series of loud squawks. “Cwaap, cwaap! Dragon must stay 
  ALIVE! Dragon GOOD! Cwaap!” 
  This raven (MM) has been momentarily guided by the spirit 
  of Myoris. If spoken with, the raven proudly admits it was 
  possessed by an old elf spirit, but doesn’t have any more 
  useful information. It hitches a ride on someone’s shoulder, if 
  the PCs are interested. And it’s hungry.   
   
  This encounter is important as the dragon’s redemptive 
  potential isn’t visible just yet, and the raven’s message will 
  hopefully entice the characters to help.  If needed, adapt the 
  encounter by adding a similar message from whatever Higher 
  Power is relevant to your PCs— proof of the dragon’s worth. 
  Ask your players to explore their PC’s reaction to the situation 
  with the prompt: “What is one reason why your character 
  would want to protect the dragon?” 
   
  Stirge Attack 
  If the PCs didn’t investigate the buzzing sounds before (see 
  Area 1-Crash Site above), the stirges attack now. Read or 
  paraphrase the following: 
  The sound of the dragon’s deep raspy breathing has been 
  replaced by something else; the droning of many sets of wings. 
  Kefleek grabs your hand and screeches “You promise to protect! 
  Do now! Do now!!” 
  A nest of 15 stirges (MM) was disturbed by the dragon’s 
  crash, and the smell of blood has whipped them into a frenzy. 
  Three giant centipedes (MM) are also attracted to the 
  site. Show your players Map B (Appendix C: Maps) and inform 
  them that their characters have 3 rounds to prepare any 
  defenses.  
   
  Tactics: The centipedes scuttle out of the forest from the 
  north, which begins the encounter. Two stirges attack each 
  character, and the rest fly to the dragon’s wounds.  
   
  Scoriaptrak does not participate unless he reaches 20 hit 
  points, at which time he sleepily swats at and kills 2 attacking 
  creatures per round. In this case, any nearby PCs must also 
  make a DC 10 DEXTERITY saving throw to avoid taking 10 
  bludgeoning damage. 
   
   
  Next Steps 
  Once the stirge attack is over, Kefleek thanks the PCs and 
  asks, “You take us to mountain?” If the characters accept the 
  kobold’s offer, remind everyone of Bodrin’s map as they 
  consider their options (Map A).  The following are points to 
  consider: 
  • 
  Traveling off-trail isn’t possible for the dragon due to his 
  size (see page 17).  
  • 
  The nearby trade road sees regular traffic, including 
  heavily-armed patrols (4 knights and 2 veterans; MM) 
  who might report back to the local Lord.   
  • 
  Bodrin may also offer that the swamp will be slow-going 
  (“… it holds many dangerous lizardfolk who have 
  dammed the river …”).  
   
  Kefleek suggests they head north on the trail towards Mount 
  Carnass. He also suggests stopping at the Illusionist’s Tower 
  (Area 2) since the party will likely need magic to hide the 
  dragon during their travels.  
  What If The Party Don’t Take The Job? 
  If the PCs don’t accept the job, Kefleek and the dragon limp 
  to the Illusionist’s Tower (Area 2). They discover the 
  hobgoblin commander and hire his squad for escort duty.  
  This may result in the conclusion of the adventure, unless the 
  DM can come up with another way to convince the 
  characters to get involved. This section falls outside the scope 
  of the adventure and, therefore, is left up to the ingenuity of 
  the DM to solve. 
   
   
  
   
    
   
  11 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  2. Illusionist’s Tower 
   
   
   
  Setting: Overgrown field surrounded by forest. 
  Utility:  The tower’s second story holds magic items for 
  camouflaging the dragon--useful for the road ahead. 
  Background:   This tower used to be home to the 
  illusionist Ammodrammus. A few years ago, the 
  illusionist was ambushed by a band of goblinoids. 
  Caught unawares and gravely injured, he retreated to 
  the top floor. Although he hastily constructed traps that 
  repelled the attackers, his injuries didn’t allow him to 
  leave, eventually perishing behind his own defenses. 
   
  The PCs should hear about the tower from Kefleek: “My 
  tyrant remember wizard tower up ahead. Scoriaptrak crush 
  his dreams once, and he pay tribute. Many good hiding spells 
  there.” No one knows the current condition of tower. 
   
  When the PCs arrive, a hobgoblin-led team is probing the 
  tower’s defenses, revisiting the site where their tribemates 
  failed years ago. Show your PCs Map C (Appendix C: Maps). 
   
  2A. Tower Exterior 
  When the PCs approach, read or paraphrase the following: 
  A 50-foot tall tower sits in an overgrown field. The tower’s 
  stone surface is windowless, but an empty doorway is found at 
  the base. Surrounding the tower is a dense field of red flowers, 
  blowing in the breeze.  
  A large, dog-like creature stands at the outer edge of the 
  flowers, its head hidden below the red blooms. A decaying, 
  swampy smell fills the air, and the sound of hammering comes 
  from within the tower. 
  Two permanent illusions are in effect here. The first illusion 
  camouflages two upper windows to look like the 
  surrounding stone. The second illusion is the 15 foot-wide 
  field of red flowers—the area is actually a swamp-like 
  moat with the following features: 
  • 
  The moat’s surface is 10 feet down, and the muck-like 
  water is 3 feet deep.  
  • 
  The moat is home to an otyugh (MM), which has been 
  waiting to grab a goblinoid.  The otyugh is located at the 
  six o’clock position in the moat, due south of the tower.  
  Once within 10 feet of the moat, any character making a 
  successful DC 10 (INTELLIGENCE) Nature check 
  recognizes that the stench belongs to an otyugh. 
  • 
  An illusory, 5 foot-wide trail through the flowers, 
  leading to the tower’s empty front doorway. Stepping 
  onto the “trail” triggers a DC12 DEXTERITY saving throw 
  to avoid immediately falling into the moat. 
  • 
  A small pole sticking up out of the flowers (flag icon on 
  the map to the east of the tower). This is a marker set by 
  the goblins to indicate the actual 5 foot-wide bridge 
  across the moat. 
  • 
  A 5-foot swath of solid ground around the outside of the 
  tower connects the front door to the bridge. 
   
  Protective wards are in place that complicate any attempt to 
  magically pierce these defenses:  
   
  • 
  Casting detect magic at the tower reveals only the 
  generalized presence of illusion magic.  
  • 
  The DC for removing any illusion (e.g. with dispel magic) 
  is 25, while the DC for seeing through the illusion is 17. 
  • 
  A successful DC 14 WISDOM (Perception) check reveals 
  that the flowers’ swaying is not consistent with the 
  surrounding winds. 
  Guard Dog 
  The dog-like creature is a worg (MM); the trained mount of 
  the hobgoblin commander currently inside the tower when 
  the characters first arrive. The smell of the otyugh masks the 
  adventurers’ scent, negating the worg’s keen hearing and 
  smell (i.e. no Advantage on related checks). Once the box text 
  is read, the worg makes an opposed WISDOM (Perception) 
  check vs. the PCs DEXTERITY (Stealth) every round the party 
  moves.  If the worg prevails, it spins around and howls at the 
  PCs, alerting the goblinoids inside. 
   
   
   
  
   
    
   
  12 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  2B. Main Room 
   
   
   
   
  If the goblinoids aren’t alerted, read or paraphrase the 
  following when the characters peer through the front door: 
  A large pile of junk has been pushed together in the middle of 
  this room, held together with rickety wooden scaffolding which 
  reaches to the ceiling. Three goblins are at the top of the pile, 
  chopping the wooden ceiling beams. 
  To the left of the scaffolding, an armored hobgoblin sits on a 
  makeshift seat, sipping a cup of steaming liquid.  A faint tinkling 
  of lovely music can be heard. At that sound, the hobgoblin yells 
  in Common, “Shut your noise, Gleek!” 
  The hobgoblin commander Muk-Chash (MM) is in 
  charge. He is determined to reach the upper floor, and the 
  wealth he assumes is there, but has been unable to get past 
  the stairway trap (Area 2D). He’ll sacrifice his goblins without 
  a second thought but is more strategic when deploying his 
  other troops.  
   
  He’s directed some troops to disable the stairway trap and 
  ordered three goblins (MM) to build a 20-foot-tall 
  scaffolding (AC 12, HP 15) to break through the ceiling. If 
  combat breaks out, the goblinoids in Areas 2C and 2D 
  automatically detect it and attack, unless the PCs have taken 
  extra precautions to keep it quiet. 
   
  Gleek (a goblin) works on the scaffolding but is distracted by 
  a music box that she has pilfered (from Area 2C). The 
  underside of the box has an inscription: “for Ammadrea” 
  which is the password for a magical item (see 2F. Secret 
  Room – Treasure). 
   
  Let’s Make a Deal 
  If the PCs are seen, Muk-chash orders shortbow volleys while 
  barricading the door. But the glory-seeking hobgoblin 
  devastator (see area 2D) disobeys and gleefully launches into 
  a melee scrum. If the devastator is killed, Muk-chash calls for 
  a parley. Consider the following during the parley: 
  • 
  He’ll cooperate with the PCs, but demands 75% of the 
  treasure found (he’ll settle for 50%).  
  • 
  If pushed for more, he offers to give his goblins to the 
  PCs, to serve as slaves.  
  • 
  If the music box is mentioned, Gleek visibly squirms.  A 
  successful a DC 8 Wisdom (PERCEPTION) check reveals 
  that she is hiding something from the party.   
   
  Treasure: Muk-chash wields a short sword +1 and has a 
  small chest with 200 gp in various coinage. 
   
   
   
   
  2C. Ammadrea’s Room 
   
   
   
  The room contains all the furnishings of an upper-class child’s 
  bedroom, decorated for the wizard’s daughter, Ammadrea. 
  Two hobgoblins (MM) are ransacking the room, looking for 
  valuable items.  The hobgoblins are focused on their search 
  and have a passive Perception of 7, but they hear any sounds 
  of combat if it breaks out. 
   
  Any WISDOM (Perception) check within the room reveals a 
  broken, velvet-lined box that once held a music box. 
   
  2D. Stairway to Second Floor 
   
  When the PCs approach the staircase, read the following: 
  A narrow staircase curves upward around the edge of the room, 
  its ending hidden behind a wall. Scorch marks cover the walls 
  and the stairs’ surface is pitted with small holes. A charred 
  goblin corpse is splayed at the bottom of the stairs. 
  A landing at the top of the stairs holds one of 
  Ammodrammus’ traps. Within sight of Muk-Chash, a 
  hobgoblin devastator (VGtM) leads the attempt to 
  disable the trap, along with a hobgoblin and three 
  goblins (MM). They haven’t made any progress.   The 
  charred corpse holds nothing of value. 
  Ammodrammus’ trap is located in front of the doorway and is 
  designed to play on the weakness of his goblin attackers: 
  greed. The adventurers can use that fact to deduce the 
  nature of the trap and disarm it. As a creature reaches the 
  mid-point of the stairs, an illusory chest and image appears. 
  Read the following: 
  A translucent green figure appears in front of the chest, a 
  wizard by the looks of him. He speaks deliberately, as if to a 
  child: “You greedy and selfish creatures have trapped me. Well 
  done, you win!  But only a true goblin can have what’s in my 
  treasure chest. Just answer two questions…”  
   
  The figure leans towards the topmost humanoid on the steps 
  and whispers, “Who of you gets my gold? And how much do 
  they get?”  He waits for a response. 
  
   
    
   
  13 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Trap: The Chest of Costly Greed 
  Trigger: A creature reaches the mid-point of the stairs. 
  Effect: An illusory chest appears at the top, as does an 
  image which poses the questions above. 
  Solution: If the likely “goblin answers” are spoken (“I get 
  gold” and “ALL gold!”), or a humanoid moves past the 
  image, then a damaging spell is triggered; roll a d4 and 
  consult the below table (all spells are cast at 3rd level).  
   
  1 fireball 
  2 lightning bolt 
  3 melf’s acid arrow 
  4 ice storm 
   
  If non-greedy or non-selfish answers are given, the trap 
  deactivates and the figure states: “Based on your answers, I 
  suppose you aren’t goblins. It’s safe to come up now. Please 
  rescue me, I’m quite badly wounded.  I’ll be in…well, let’s just 
  say I’m behind in my studies.”--a veiled reference to the 
  secret room behind his bookshelf. 
   
  If no answers are given within a minute, the image 
  disappears. 
   
  Countermeasures: Players could negate the trap with 
  dispel magic (DC 16), but that won’t trigger the second 
  “easter egg” message that informs them about the secret 
  room. 
   
  If a clue is needed about the trap’s mechanics, a scrap of 
  the spell’s scroll is visible at the base of the stairs. To 
  anyone trained in Arcana, it reads “...If speaker is ‘greedy’, 
  then ‘destroy’…” 
   
  Once past the trap, the PCs must still get past a locked, 
  wooden door, requiring a successful DC 15 DEXTERITY check 
  with thieves’ tools. 
   
  Treasure: A cubby in the wall holds a jerry-rigged arcane 
  device that powers the trap, linked to a ring of spell storing. If 
  removed, the ring holds 1 of the evocation spells listed above 
  (DMs choice). 
   
   
   
   
   
   
   
   
   
   
   
   
  2E. Second Floor 
   
   
   
   
  This is Ammodrammus’ personal space. A variety of 
  heirlooms are displayed along the wall and a small kitchen is 
  around the corner. The only door is unlocked and leads to his 
  library. When inside, read or paraphrase the following:  
  The light from two windows reveals bookshelves and cubbies 
  lining the spacious room.  
  A large tapestry hangs on the wall. It flickers then depicts 
  several scenes, including a snowy mountaintop, a shady forest, 
  then an exact match of the surrounding stone walls. 
  The windows are real, made of glass, but hidden by illusion 
  when viewed from outside. Each window is trapped from 
  outside entry (see Trap: Glyph of Warding below). 
   
  Trap: Glyph of Warding 
  Trigger: A Medium or larger creature enters a window 
  from the outside. 
  Effect: The glyph explodes doing 6d8 force damage to 
  anyone with 5 feet of the window. 
  Countermeasures: Each glyph can be de-activated with a 
  successful DC 17 INTELLIGENCE (Arcana) check or by 
  anyone trained in Arcana who spends an hour studying it. 
  Failure on the check results in the activation of the trap. 
   
  A successful DC 10 INTELLIGENCE (Investigation) check 
  reveals the secret door behind the desk.  
   
  Treasure: A silken tapestry of illusion hangs on the wall, 
  which can display a scene mimicking its surroundings, 
  equivalent to the major image spell (see Appendix B: Magic 
  Items).  
   
  The 15-foot square tapestry can partially cover the dragon; to 
  be completely covered, he must curl up like a sleeping dog. In 
  this state, he is detectable only with a successful DC 20 
  WISDOM (Perception) check. Kefleek suggests this trick if the 
  adventurers don’t think of it. 
   
  2F. Secret Room 
   
   
   
   
  A bookshelf hides a door to this small room, where 
  Ammodrammus eventually succumbed to his wounds. His 
  skeleton holds a book of fancies that was intended as a gift 
  for his daughter (the book’s password is his daughter’s name, 
  found on the music box stolen by Gleek in Area 2B). 
   
  Treasure: The book of fancies (see Appendix B: Magic 
  Items) is a magical pop-up book portraying life-size, illusory 
  scenes. An inscription on the inside cover reads: “Only for my 
  darling daughter”. 
   
  
   
    
   
  14 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Section I Wrap-Up 
  By the end of Section I, the characters should have a clear 
  sense that Scoriaptrak should be kept alive and 
  that he secretly yearns for redemption. Having 
  these goals in mind will help the characters make decisions in 
  Section II.  
  Two quick interactions below could be run to provide more 
  insight into the dragon and kobold: a clue about Kefleek’s 
  enchantment (see A Clue about Kefleek below) and an 
  illustration of the dragon’s value (see Deep Dragon 
  Knowledge below). 
   
  A Clue about Kefleek 
  As the PCs return from the tower, Kefleek is secretly 
  refreshing his enchantment over the dragon. Inform the 
  players that their characters notice a hushed conversation 
  taking place between Kefleek and Scoriaptrak. If they don’t 
  immediately request and succeed on a DC 10 DEXTERITY 
  (Stealth) or WISDOM (Perception) check, they are noticed, 
  and the opportunity to observe the interaction is lost. 
  On a success above, the PCs witness the kobold holding a 
  small object in the dragon’s face and speaking in Draconic. 
  Before any further checks can be requested, Kefleek notices 
  the PCs, quits the conversation and hurriedly hides the 
  ‘something’ from the characters view (it’s a special coin-see 
  inset).  
   
  After the interaction, a successful DC 10 WISDOM (Insight) 
  check reveals that the dragon is now quite placid and the 
  kobold a little flustered. If pressed about the interaction, 
  Kefleek attempts to distract the characters with offers of 
  knowledge (run the Deep Dragon Knowledge 
  encounter). If that doesn’t work, Kefleek hops into the 
  dragon’s mouth and wishes the party a muffled “… good 
  night …”. If pressed further, he’ll lie and say that he was just 
  showing the dragon his favorite coin; Scoriaptrak placidly 
  agrees.  
  If needed, refer to Kefleek Revealed (page 33) for details 
  about Kefleek’s enchantment and how to break it. Note that 
  if Kefleek’s spell is broken and he is confronted, this 
  encounter is triggered. 
   
  A Single Coin 
  A dragon without a hoard is prone to depression and 
  anxiety. During Scoriaptrak’s long imprisonment, the only 
  coin he ever saw was a single copper carried by Myoris. 
  The dragon became obsessed with the coin, staring at it for 
  days on end. After being released, Myoris sent the coin to 
  the dragon along with his letter.  
   
  Kefleek now uses the coin as an arcane focus; the dragon’s 
  obsession with the coin enables Kefleek’s control of him. 
   
  Deep Dragon Knowledge 
  Kefleek wishes to illustrate the dragon’s worth, either to keep 
  the characters loyal or to distract them from inquiring about 
  their whispered conversation. 
   
  “My master know much about evil boss plans around here. 
  What you want know? “  
   
  Kefleek allows the PCs one question, hopefully about a villain 
  from your ongoing campaign. Scoriaptrak listens to it all 
  silently then Kefleek makes a big show of a whispered 
  conversation. Scoriaptrak answers one question, slowly and 
  with few words. Kefleek then says pointedly, “Maybe he 
  answer more tomorrow.”  
   
  Kefleek hops in the dragon’s mouth (if not already there) and 
  goes to sleep. The party has the night to think up their next 
  move. Begin the next morning with Section II. 
   
   
   
   
  
   
    
   
  15 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  SECTION II. NECROMANCER’S 
  TERRITORY 
  This section summarizing likely events in this region, followed 
  by full descriptions of the locations, random encounters and 
  triggered encounters. All locations reference Map D (see 
  Appendix C: Maps). 
   
  Synopsis 
  With the dragon’s redemption on their mind, the party must 
  cross a region controlled by the necromancer Rhezicora, with 
  all roads eventually ending at her camp. The entire trip 
  should take 2-3 days; any longer and new threats loom large. 
  The major tasks for the PCs are summarized in the 
  Encounter Summary and Utility table below. 
   
  Stay out of Sight. If the party evades Rhezicora’s gang, 
  they will have advantages in Section III.  But if the dragon is 
  Detected on two separate occasions by her gang, the 
  necromancer is alerted. Once alerted, Rhezicora has extra 
  time to develop a plan to kill Scoriaptrak at her camp (see 
  Section III, Area 14).  Each opportunity for detection is noted 
  in the relevant encounter’s description. 
   
  Break Kefleek’s Enchantment. Determining that 
  Kefleek controls the dragon is an early challenge; his 
  enchantment must be removed before the dragon can be 
  inspired towards redemption. Kefleek’s enchantment over 
  the dragon is magical and psychological, and both elements 
  must be broken. 
   
  Inspire Scoriaptrak. Once Kefleek’s enchantment is 
  broken, Scoriaptrak is still intent on suicide at Mount Carnass. 
  However, he is now open to inspiration engineered by the 
  characters. Many redemptive opportunities are available 
  during the journey. Inspiration is mechanized using 
  Redemption Dice (see Section I, Major Design 
  Elements, Redemption Dice page 6), awarded to a 
  character after completing a task that speaks to Scoriaptrak’s 
  inner struggle. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  After the characters earn 5 Redemption Dice, the dragon is 
  no longer suicidal.  However the Cult of the Dragon soon 
  shows up and tempts Scoriaptrak to revert to his evil ways. 
  The dragon’s struggle against depression now becomes a 
  struggle between choosing good vs. evil.  
   
  The dragon’s ultimate chance at redemption occurs when he 
  dies, likely in Section III. 
   
  The likely story progression in Section II is encapsulated in the 
  encounters below.   
   
  Encounter 
              Summary and Utility 
  Country Kids 
  Introduces Redemption Dice mechanic 
  A Grave 
  Warning 
  Introduces the necromancer faction 
  Kefleek 
  Revealed! 
  Identifies Kefleek as the mastermind.  
  Removing his enchantment allows the PCs 
  to begin inspiring the dragon. The 
  dragon’s depression remains as an 
  obstacle to Redemption. 
  Various 
   
  The party must avoid Detection by the 
  necromancer’s network. 
   
  The party must complete redemptive or 
  altruistic acts to inspire Scoriaptrak (and 
  gain Redemption Dice) 
  On the Path to 
  Redemption 
  With multiple Redemptive acts, the PCs 
  have inspired Scoriaptrak-he is no longer 
  suicidal. 
  Kenku 
  Cornered 
  The PCs learn of the elf/dragon 
  connection have a new destination: 
  Dygyrus Falls 
  Cult of the 
  Dragon 
  Intro 
  Introduces the new threat: Scoriaptrak 
  could be coerced back into evil by Cult 
  worshipers. 
   
   
  
   
    
   
  16 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
   
   
  
   
    
   
  17 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Traveling Tips 
  This adventure uses a point-crawl structure to keep 
  navigation options simple and keep the focus on moving the 
  plot forward. In between mapped points, random encounters 
  fill in the time spent traveling, reinforce the region’s theme 
  and advance the plot.  
   
  The distance between mapped points on the Regional Map 
  (Appendix C: Maps - Map D) is denoted with the number of 
  random encounters experienced while traveling that section. 
  A party should be able to progress through 3-4 locations in a 
  days’ time. 
   
  Off-Roading. To keep the party focused on the mapped 
  locations, bush-whacking through the trackless forest should 
  be kept to a minimum. You can simply have Kefleek inform 
  the characters of the prohibition of off-road travel due to 
  Scoripatrak’s size; “My lord can no slither between trees! He 
  dragon, not snake!” 
   
  Hiding the Dragon. The dense forest doesn’t always 
  provide a spot to stash a dragon. To find a hiding place before 
  any encounter, a character must succeed on a DC 14 
  WISDOM (Survival) check. Without success on this roll (and 
  assuming no other helpful factors), the dragon cannot even 
  attempt to hide. If the check is successful, the normal rules 
  for hiding apply. With time to prepare, the PCs can even use 
  natural materials to aid in the hiding attempt. With a good 
  description from your players on how their characters 
  proceed, grant Advantage on the dragon’s Stealth check. 
   
  The magic items in Area 2 can camouflage Scoriaptrak from 
  prying eyes but they do have a limited number of uses.  
  Small Talk. The relationship between the PCs and the 
  dragon/kobold is a major part of this adventure. While 
  traveling, use these conversation topics to breathe life into 
  the draconic duo and stimulate roleplaying. Some topics are 
  idle banter while others can reveal clues about the dragon’s 
  past. Earlier subjects represent the dragon in a low state of 
  mind while later subjects hint at a more positive outlook: 
   
  • 
  Kefleek waxes on about the good old days: burning 
  villages, extorting wizards, flinging bugbears, their 
  mountain of gold. Scoriaptrak is non-committal. 
  • 
  Scoriaptrak complains about his injuries, and Kefleek 
  makes snarky comments about the dragon’s abilities. 
  • 
  Kefleek is interested about what are the PC’s children 
  like? How many do they have? Do they ever eat them? 
  How soon do they try to overthrow you? 
  • 
  Kefleek wants to know what humans think about 
  kobolds. 
  • 
  Kefleek mentions his hatred for elves, and Scoriaptrak 
  visibly tenses. Kefleek tries to hastily change the subject. 
  Scoriaptrak knows some elven lore trivia. 
  • 
  Scoriaptrak demands a song. If it’s an elven tune, 
  Scoriaptrak stops and stares at the musician: “I 
  remember that…”, and then the moment fades. 
  • 
  Scoriaptrak asks for an explanation: “Tell me again how 
  kings rule without killing their subjects? Why are they 
  listened to, let alone obeyed?” 
  • 
  Scoriaptrak asks if the PCs have friends. After their 
  responses, he replies with, “I don’t see the point. They all 
  die…”. With engaging roleplaying, he will talk about 
  Myoris. 
  • 
  In the midst of a conversation, Scoriaptrak awakens, 
  turns to Kefleek and states, “I dreamt of a far-off lake, 
  Kefleek. A lair hidden from Man. My wings…the color of a 
  coin…”, then drifts back to sleep. 
  • 
  Scoriaptrak looks towards one of the ‘less vocal’ 
  characters and asks, “What would life be like, working 
  for…Good?” 
  Whether he admits it or not, the topics that most resonate 
  with the dragon are overcoming one’s past, friendship, and 
  atonement. Grant your PCs Advantage on any CHARISMA-
  based checks if they roleplay with this focus.  
   
  To reinforce this adventure’s theme, encourage roleplaying 
  from your players that focuses on their character’s 
  examination of their past, and musings on redemption.  
  These moments could occur during big moments (e.g. the 
  Kefleek Revealed encounter) or during quiet moments, 
  at night, around a crackling campfire. 
   
  Remember that while Kefleek’s enchantment is active, 
  Scoriaptrak is only capable of short responses laden with self-
  loathing; Kefleek does most of the talking. Once the 
  enchantment is gone, the dragon becomes more verbal in 
  general about his impending demise. Later on, he’ll waffle 
  between more upbeat and more brooding, depending on 
  how successful the Cult of the Dragon is.  
   
   
   
  
   
    
   
  18 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Mapped Locations 
  3. Country Kids 
   
   
   
   
  Setting: A small meadow with scattered trees. 
  Utility: Avoid Detection. 
    
  Introduce the Redemption mechanic. 
   
  Five local children have abandoned their shepherding duties 
  and are wandering about, looking for mischief. The PCs have 
  a chance to hide Scoriaptrak before the encounter begins. To 
  begin the encounter, read or paraphrase the following: 
  As you turn the corner, a group of children sit on the road. One 
  boy sobs and holds a bloodied bandage to his leg. An older girl 
  looks up and calls, “Hey! Can you help us? My stupid brother 
  hurt his leg…” 
  The injury is fake, noticeable with a DC 8 INTELLIGENCE 
  (Medicine) check. Three of the children (commoner, MM) 
  attempt to pick the adventurers’ pockets. If detected, the kids 
  laugh and scatter, throwing eggs to cover their retreat. Even 
  if the PCs take immediate action to prevent them from 
  running into Scoriaptrak, one eventually does. 
   
  Once they see Scoriaptrak, they are in awe…but soon start 
  climbing him. Kefleek is offended at their lack of respect, 
  while the dragon seems to tolerate the attention.  
   
  Unless further steps are taken (e.g. bribery, intimidation), the 
  children return to their homestead (Area 4) and talk about 
  the dragon, which is overheard by a visiting henchman of the 
  necromancer. At this point, the dragon is considered 
  Detected by Rhezicora’s network unless the PCs are able to 
  neutralize the henchman. 
    
  From the Mouths of Babes 
  The youngest child just stares dubiously at the dragon, while 
  asking the nearest PC, “Is it a good dragon or a bad dragon?” 
  Encourage your PCs to roleplay, engaging the dragon in 
  conversation about his mindset, good vs. evil, and whether 
  redemption is achievable. If the characters attempt to have a 
  meaningful conversation, and Kefleek’s enchantment has 
  been lifted, reward them with Redemption Dice (this may be 
  the first opportunity to showcase this mechanic).  
  Redemption Dice 
  If successful above, inform the PCs that the dragon’s mood 
  seems to be lifted for the moment while giving one player a 
  d4. See page 6 for details about using Redemption Dice. 
   
   
  4. Farm Homestead  
   
   
  Setting: Cleared fields with two houses and farm buildings. 
  Utility: Avoid Detection. 
    
  Gain Redemption Die. 
  Background:   Two brave families have banded together to 
  carve out a farmstead in the wilderness. The Holdbridges 
  are halflings and have 8 children (all boys). The Westrocks 
  are humans with 2 children (gender) and elderly parents.  
  All farmsteaders are neutral good commoners (MM). 
   
  Last week, a henchman of the necromancer named Lupo the 
  Finger (neutral evil male human spy, MM) came upon the 
  farmstead. Lupo’s only goal was to leech off the families; 
  drink their ale and eat their best food. Lupo has a droopy 
  mouth, a hand with only a thumb, and controls a crawling 
  hand (MM); he uses all of these features to terrify the 
  families into submission. 
   
  If the PCs investigate this area, they find Lupo in the 
  Holdbridge house. He’s reclining with his feet on the kitchen 
  table, eating a slab of undercooked bacon and ordering the 
  kids to massage his terrible bunions. The crawling hand 
  “paces” back and forth at the table. 
   
  Lupo will fight by ordering the crawling hand to attack one of 
  the children. If the situation appears to be going against him, 
  he’ll then attempt to bargain his way out of a fight by saying, 
  “Let me go and I’ll let the brat live”. If captured, Lupo tells the 
  PCs about the traps in Area 5. 
  Developments 
  If Lupo escapes or otherwise leaves, he returns to the 
  necromancer (Area 14). If he’s seen Scoriaptrak (or hears of it 
  from the children in Area 3), then the dragon is considered 
  Detected once by Rhezicora’s network. 
  If rescued, the families are grateful and offer the PCs their 
  humble food and a few silver pieces. A successful DC 8 
  WISDOM (Insight) check reveals that these meager coins may 
  be the last of their savings. If the PCs decline the money, 
  Scoriaptrak notices and later asks about their reasoning.  If 
  the characters discuss why they wanted to help the family, or 
  the themes of altruism in general, reward them with 
  Redemption Dice.  
  They can also describe Area 5, and relate that they’ve seen a 
  ghost there, who seems to be friendly. 
  Redemption Dice 
  If successful above, inform the PCs that the dragon’s mood 
  seems to be lifted for the moment while giving one player a 
  d6. See page 6 for details about using Redemption Dice. 
  
   
    
   
  19 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  5. A Grave Warning  
   
   
  Setting: Along the trail, surrounded by forest. 
  Utility: Introduce the undead theme.  
   
   
    
  Uncover Scoriaptrak’s backstory.   
   
    
  Hint at Kefleek’s enchantment.  
   
   
    
  Gain Redemption Dice. 
   
  To begin, read or paraphrase the following: 
  The surrounding forest now seems to loom closer than before. 
  Up ahead, 3 gibbets hang from trees on each side of the trail, 
  their long-dead occupants rotting within. In line with the last 
  pair of gibbets, a large stone sits in the middle of the trail. 
  Painted on the stone are the words: TURN BACK! 
  The encounter begins with the PCs 50 feet south of the first 
  pair of gibbets.  A successful DC 10 WISDOM (Perception) 
  check reveals that the stone is, in fact, a crude sarcophagus.  
  This whole set-up, a creation of the necromancer, is intended 
  to be a deterrent to travelers. Both the gibbets and the stone 
  are traps. If the PCs get within 20 feet of ‘the stone’, they 
  hear frantic scratching coming from within. Also, a neutral 
  good ghost (MM) appears and pleads to the PCs (see 
  Undead Redemption below). If the party still don’t 
  recognize this as a crude sarcophagus, they may now attempt 
  the Perception check above at Advantage. 
  Trap: Gibbets 
  Trigger: A creature moves past the first gibbets, to the north. 
  Effect: A zombie (MM) animates in each of the 6 gibbets 
  and releases itself, falling unharmed to the ground. They 
  attack at once. 
  Countermeasures: A glyph on the ground near the first gibbet 
  controls the awakening of the zombies. A successful DC 17 
  WISDOM (Perception) check reveals the glyph, allowing it to 
  be disabled with a successful DC 12 INTELLIGENCE (Arcana) 
  check. Failure on the check triggers the trap. 
   
  Trap: Stone Sarcophagus 
  Trigger: A creature moves past the stone, to the north. 
  Effect: The lid slides from the sarcophagus and the occupants 
  attack: a ghast, 2 ghouls and a skeleton (all MM). 
  Countermeasures: A successful DC 10 WISDOM (Perception) 
  check reveals that the top of the stone is actually a lid. Placing 
  200 pounds of material on the lid wedges it shut. 
   
  PTSDragon 
  Upon seeing the gibbets, Scoriaptrak has a traumatic 
  flashback to his own long imprisonment; he begins shaking 
  and only stares blankly ahead. If the characters don’t notice 
  this, Kefleek calls their attention to it by saying, “He no like 
  this, make go away!”. Until the gibbets are cut down and 
  destroyed, Scoriaptrak remains immobile, muttering only, “no 
  more cages, no more cages…”. This also compromises 
  Kefleek’s enchantment.  
  Undead Redemption 
  Before the PCs trip the stone trap, the ghost of Eld 
  Armbuckler appears. Read or paraphrase the following:  
  A ghostly halfling adventurer appears in front of you. With his 
  palms up placatingly, he pleads, “Please help me. My skeleton 
  is here, and I need it.” 
  Eld will guiltily relate his backstory: he betrayed the location 
  of his compatriots to save his own life and was killed anyway. 
  The characters should recognize that Eld is seeking 
  redemption and that providing it could help inspire 
  Scoriaptrak. If the PCs agree, Eld points to the stone, saying, 
  “I’m in there, but I’m here, too. So are others. It’s confusing.”  
   
  If his skeleton can be restrained for 2 rounds, Eld can possess 
  it. In this case, he stands up and shakes a PCs hand. Show 
  your players Illustration C for a happy Eld (see Appendix D). 
  After the battle, he begins a day-long process of burying his 
  companions (the other undead). He insists on doing the work 
  alone (he’ll return again to aid the PCs in Section III). If asked, 
  he’ll offer up basic information about Areas 6 and 7: “… a 
  ruined temple …”, “… a swamp …”.  
  Backstory and Enchantment Tune-Up 
  If still active, Kefleek’s enchantment has been compromised 
  by the dragon’s trauma; he is suddenly more talkative, but 
  not yet aware of the enchantment. Read the following:  
  Scoriaptrak watches Eld work in the gloom of the forest, staring 
  a long minute even after he vanishes. In a new, clear voice, he 
  says to no one in particular, “… was he evil or did he simply do 
  an evil thing? Maybe there’s no difference …” 
  If the PCs engage on this subject, Scoriaptrak will talk about 
  his imprisonment--relate the details of the dragon’s backstory 
  up to, but not including, his rescue. He does not name 
  Myoris. His language should sound more natural than before. 
  Kefleek soon interrupts, calling a private talk with the dragon 
  to re-assert his enchantment by casting dominate person. A 
  successful opposed check WISDOM (INSIGHT) check against 
  Kefleek’s CHARISMA (Deception) reveals reveals that the 
  dragon is subdued and more monotonic after the talk.  
  Dispelling the enchantment and confronting Kefleek triggers 
  the Kefleek Revealed encounter (page 33). 
   
  
   
    
   
  20 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Redemption Dice 
  If the PCs engage in heartfelt roleplaying regarding the 
  dragon’s imprisonment and emotional state, award one 
  player a d6.  If they helped Eld, award another d6. See page 
  6 for details about using Redemption Dice. 
  6. Necromancer’s Scout 
   
   
  Setting: Temple ruins along a forest trail. 
  Utility: Introduce the necromancer gang. 
    
  Avoid Detection. 
   
  As the PCs approach, read or paraphrase the following: 
  A scruffy young man in robes sits by a campfire just off the trail. 
  A short, sturdy figure in adventurer’s gear stands with its back 
  to you, slowing turning a roast boar on a spit. The man’s arm is 
  stretched towards his companion, his gaze focused. Behind 
  them are the ruins of an old temple.  
  The man is an apprentice necromancer named 
  Andravar (see Appendix A: Monsters and NPCs), tasked with 
  guarding this intersection.  
   
  The temple was dedicated to Torm but has long been 
  abandoned. Inside is a fallen statue, scattered pews, and a 
  broken crypt. A fenced graveyard lies just to the east. Show 
  your PCs Map E (see Appendix C: Maps). 
   
  Andravar has cast alarm on the trail, 50 feet south of his 
  position. While the characters can sneak through the trees, 
  remember that the dragon must travel on trails and open 
  ground. Andravar is practicing the cantrip chill touch and has 
  a passive Perception of 6. The sturdy figure is a dwarf 
  skeleton (AC 16) under his control. Andravar has a skeletal 
  homing pigeon (hawk, MM) in a cage next to him, which is 
  imbued with the spell magic mouth. 
   
  Andravar is loyal to his mistress, but not very brave. He’s the 
  architect of the trap in Area 5, and overly proud of it. He 
  doesn’t care for Eld’s ghost. Andravar will talk to the PCs, but 
  will eventually suggest that they turn around. If pressed, he’ll 
  only say that, “… my mistress doesn’t want trespassers …”. If 
  threatened, he animates any dormant undead, including 
   
   
   
   
   
   
   
   
   
   
   
   3 ghouls (MM) lurking in the temple and the now-undead 
  spitted boar (see Appendix A: Monster and NPCs).  When 
  appropriate, show your players Illustration D (see Appendix 
  D: Player Handouts and Illustrations). 
  Andravar’s Escape 
  Andravar will try to escape if seriously injured or if he sees 
  the dragon. He shouts the word “… bandits …” or “… dragon 
  …” at the pigeon and releases it (he’s now activated the 
  magic mouth spell). He then uses an emergency feature 
  within his spellbook’s cover: a flat, metal skull known as a 
  brooch of costly teleportation (see Appendix B: Magic Items).  
   
  If Andravar sticks his finger in the brooch’s mouth, it is bitten 
  off but he becomes invisible (as per the spell invisibility) and 
  is teleported 200 feet west, near the secret trail. At the same 
  time, a sickly green glow advertises their awakening of 3 
  zombies (MM) that rise up from the temple’s graveyard, 
  move purposely towards the characters, and attack. 
  Developments 
  If the pigeon escapes with Andravar’s “… dragon …” message, 
  it flies to Rhezicora, counting as one Detection. If 
  teleported, Andravar heads for Area 11 via a secret path. The 
  characters must immediately declare that they search for 
  him—a successful DC 14 WISDOM (Perception) check 
  revealing his groan of pain and receding footsteps. 
  Otherwise, his trail is difficult to find, with a successful DC 18 
  WISDOM (Survival) check needed to find the blood-spattered 
  teleport site. In either case, a successful DC 15 STRENGTH 
  (Athletics) check is needed to catch up to him on the trail. 
  Failure results with him reaching Area 11, then Rhezicora a 
  couple of hours later, again counting as one Detection. 
   
  Upon the second total Detection, the Dragon Detected 
  encounter is triggered (page 34). 
   
  Treasure: In the temple’s graveyard are glowing 
  tombstones that have been re-shaped with necromantic 
  glyphs. Each glyph (6 in total) contains an onyx gemstone 
  (100 gp each). The dwarf skeleton wears a breastplate of 
  bludgeoning resistance. Andravar’s possessions consist of 50 
  gp and a brooch of costly teleportation on his spellbook (see 
  Appendix A: Magic Items). 
   
   
   
   
  
   
    
   
  21 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
   
   
  
   
    
   
  22 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  7. High Water 
   
   
   
   
  Setting: The swamp’s edge. 
  Utility: Preview the swamp’s denizens.  
    
  Gain Redemption Dice. 
   
  Read or paraphrase the following: 
  The trail ahead meanders in and out of murky water and a light 
  fog obscures the deep swamp to the east. 
  As the party traverse this stretch of flooded trail, a series of 
  small encounters take place. Roll a d4 and consult the table 
  below to find out in which order they occur. Each encounter 
  happens only once: 
  Roll 
  Encounter 
  1-2 
  Foragers 
  3 
  Timber! 
  4 
  Protect the swamp-maker 
   
  Foragers. The PCs see 3 lizardfolk (MM) hunting frogs, 
  armed with wooden spears. Three other lizardfolk are 
  planting swamp grasses in the muck. If alerted to the 
  characters presence, the 3 planter lizardfolk sink into the 
  water and disappear. The remaining 3 lizardfolk let out a 
  shrieking hiss and make a bluff charge, stopping 10 feet away; 
  an opposed STRENGTH (Intimidation) vs. the PCs 
  INTELLIGENCE (Nature) or WISDOM (Insight) check allows a 
  character to discern the bluff, and that backing off will de-
  escalate the situation. 
   
  If the PCs turn around, the lizardfolk take no further action 
  (but they do covertly continue to watch the trail for the next 
  few hours). If the PCs stand their ground or wish to talk, a 
  successful DC 12 CHARISMA (Persuasion) check is needed to 
  avoid an attack.  The check is made with Advantage if 
  combined with non-threatening roleplaying (e.g. sheathing 
  weapons).  During parley, the lizardfolk will let the party pass 
  only if they are offered a useful item like a metal weapon. 
   
  Timber! A series of loud, slow cracks rapidly becomes a 
  cacophony of breaking wood as a large tree falls nearby. 
  Unless the marching order merits otherwise, 2 randomly 
  chosen characters must make a DC 10 DEXTERITY saving 
  throw, take 5 bludgeoning damage from the tree’s branches 
  on a failed save. A successful DC 5 INTELLIGENCE (Nature) 
  check reveals that a nearby family of beavers are responsible. 
   
  Protect The Swamp-Maker. A lizardfolk is protecting 
  2 baby beavers from a giant leech (see Appendix A: 
  Monsters and NPCs). The leech is clearly winning, wrapped 
  around the lizardfolk’s leg. It is currently, as the characters 
  arrive, just managing to keep the beavers out of reach. If the 
  characters choose to help, it is grateful (but still 
  expressionless).  
  She gives the PCs her bone necklace as a token of gratitude, 
  which allows the chosen character Advantage on any 
  subsequent interaction with lizardfolk. Show your players 
  Illustration E once this encounter has begun (Appendix D). 
   
  Developments 
  Use this collection of small encounters to engage the 
  characters in roleplaying with the dragon about redemption 
  and what it means to be Good.  After the encounters are 
  concluded, Scoriaptrak might question the characters about 
  their actions.  If the dragon is still enchanted, Kefleek might 
  do the questioning out of mere curiosity. 
   
  The kobold and dragon don’t fully understand non-aggressive 
  or altruistic behavior, so their questions always probe at the 
  PCs reasoning for their placating or altruistic actions (if they 
  in fact committed them).  Samples are provided below, in 
  Kefleek’s voice: 
  • 
  Foragers.  “Why no crush the lizards?  You stronger than 
  they. And they in our way!” 
  • 
  Timber! “Why no kill tree-chewer?  He attack you!” 
  • 
  Protect The Swamp-Maker.  “Why help lizard and tree-
  chewer?  They no help you.” 
  Generally speaking, if the party attempt to explain the 
  benefits of seeking cooperation instead of domination, or of 
  simply not murdering indiscriminately, then they make a 
  positive impression on Scoriaptrak. 
   
  Redemption Dice 
  If the PCs engage in roleplaying as described above, award 
  one player a d4 for each of the 3 encounters they discuss. 
   
  Lizardfolk Goals 
  The lizardfolk began actively expanding their territory last 
  year by damming a river, downstream of where this 
  adventure begins. They have an uneasy truce with 
  Rhezicora the necromancer, who is trying to curry their 
  favor (see Random Encounter R3 below). 
   
  Blackwater Swamp 
  As part of their “swamp conversion” plan, the lizardfolk have 
  been planting swamp grasses and young trees, and have 
  released catfish and a number of beavers, whose swamp-
  building endeavors they consider sacred. 
  Sights: Tall trees, many of which are dead or dying. Dense 
  thickets of young trees growing in sunlight. Waist-deep 
  black water as far as the eye can see. 
  Smells: The fetid odor of aging swampland. 
  Sounds: The shrill whistles of wood ducks and drumming of 
  woodpeckers. Occasionally, a dead tree falls over with a 
  prolonged series of cracks, followed by a huge splash. 
  
   
    
   
  23 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  8. Blackwater Village Ruins 
   
  Setting: The swamp’s edge. 
  Utility: A fun combat encounter. 
    
  Gain an item useful for the adventure finale. 
   
  Read or paraphrase the following: 
  The trail branches off towards the edge of an open swamp, its 
  dark waters partially hidden by fog. The rotting roofs of a dozen 
  huts stick out above several feet of water. One small raft is 
  tethered to a tree and bumps aimlessly among the old huts.  
  Further in, the forest resumes but many trees are dead or 
  dying. Several low mounds are visible over the waterline.  
  This village was flooded by the lizardfolk’s dam, forcing 
  villagers to relocate. A gnome named Zygaree (neutral male 
  druid, MM) has taken up residence, building a ‘nest’ in one 
  of the trees. A successful DC 12 WISDOM (Perception) check 
  reveals the nest. He’s watching the mounds with interest; 
  they are lizardfolk nests about to birth a mess of hatchlings. If 
  addressed, he shushes the characters, then points to the fog, 
  smiles excitedly and says, “it’s starting!!” 
   
  Treasure: The nest holds a collection of bird eggs and a 
  whistle of reptile stunning (see Appendix B: Magic Items for 
  more details). The whistle could prove highly useful here or in 
  the finale.  
  Lizardfolk Hatchling Initiation 
  The mounds are lizardfolk nests, chock full of eggs that are 
  about to hatch. The hatchlings must immediately pass their 
  first challenge: avoid large water snakes. Lizardfolk elders lurk 
  in the shadows, but do not interfere as this ritual is designed 
  to weed out the weak.  The elders are aware of the PCs 
  unless they’ve been taking appropriate measures to conceal 
  themselves since arriving at this location. 
   
  If the PCs spend any time investigating, they get caught up in 
  the event. To begin the encounter, read or paraphrase the 
  following: 
  From the gloom of the deep swamp, a high chirping call rings 
  out. A tiny lizardfolk bursts out of the fog, its legs pumping 
  furiously as it streaks atop the water’s surface directly toward 
  you. 
  This is a lizardfolk hatchling (see Appendix A: Monsters 
  and NPCs), which is instinctively heading for higher ground. It 
  might head for the swamp’s edge or a character’s shoulders!  
   
  Slowly build tension with more chirping calls and the hissing 
  of unseen ‘animals’. Unless perceived by the PCs, eventually 
  reveal that other figures are present: 4 lizardfolk (MM) 
  and a lizardfolk shaman (MM) clad in snakeskin. The 
  creatures step out of the shadows and simply stare at the 
  PCs. When ready to begin the main encounter, read or 
  paraphrase the following:  
  The swamp suddenly explodes! Hundreds of lizardfolk 
  hatchlings erupt from the mounds, chirping and skittering in all 
  directions. A wave of them sprint toward you on top of the 
  water … followed closely by large, undulating forms! 
  One hundred hatchlings run towards the adventurers, 
  some seeking to climb them for safety. Six constrictor 
  snakes (MM) follow and will reach the characters position 
  within 2 rounds. The test will conclude in 10 rounds unless 
  prolonged. The following situations can occur: 
  • 
  The snakes chase the hatchlings but mistakenly target 
  an adventurer 25% of the time.  
  • 
  Three snakes swarm a PC that attacks any of them. 
  • 
   If the PCs harm a snake, only the ritual’s overseer, the 
  shaman, attacks.  
  • 
  If the PCs harm any hatchling, all the adult lizardfolk 
  attack. Helping hatchlings provokes no response. 
  • 
  If the party manages to remain calm, harming nothing, 
  the adults just watch. 
   
  Developments 
  If the dragon is seen, the lizardfolk and Zygaree flee in terror. 
  Afterward, although not civily cultured, Zygaree will tolerate 
  questions from the party. He mostly knows about the swamp, 
  relating the details in the ‘Blackwater swamp’ inset. He also 
  mentions he’s had bad dreams about a trapped “… forest 
  spirit …” in that direction (Area 10).  
   
  Zygaree will trade the PCs for his whistle if they aren’t 
  hostile—a weapon or shiny object will satisfy the gnome.  
   
  If the PCs didn’t trigger an attack, the lizardfolk will parley 
  with them. The lizardfolk hiss in halting Common, telling 
  them of Area 10, “ … sick tree woman …”, and Area 14, “… 
  Bone magic, black magic, black water.” (referring to tar pits). 
   
  Note: The DM may wish to include a few weak hatchlings 
  limping along the swamp’s edge. The party could come across 
  them, allowing the party to take them as companions if they 
  so choose. They’ll eat the PCs food, but are snappy buggers 
  that leave in the dead of night after a day or two.  
   
   
  
   
    
   
  24 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  9A-C. Hilltops 
   
   
   
   
  Setting: Forested slopes that give way to open plateau. 
  Utility: Learn more of the dragon’s backstory. 
   Re-direct the party’s destination to Dygyrus Falls (Area 17). 
   
  At 3 different locations, a plateau rises 100 feet above the 
  surrounding forest. The tops are dominated by grasses, 
  scattered trees, boulders, and shallow caves. From the top of 
  each plateau, every mapped location adjacent to the plateau 
  is partially visible; read the Setting description from each 
  location if asked. 
   
  Soaring vultures are visible above the plateaus, but a 
  successful DC 10 WISDOM (Perception) check reveals 2 
  harpies (MM) amongst them. At night, the harpies roost on 
  a high, exposed rock outcropping. 
   
  Each plateau must be reached either by walking up through 
  steep forest or by climbing a cliff face with a successful DC 10 
  STRENGTH (Athletics) check. The walking route is open 
  enough to accommodate Scoriaptrak but is watched by a 
  harpy, which ambushes the party from the treetops. The 
  cliff is unwatched. At the base of the cliff, a DC 8 
  INTELLIGENCE (Nature) check reveals old “pellets”—the 
  harpies’ regurgitated waste, full of bones.  
   
  Run the next encounters on the first plateau the characters 
  climb; any subsequent exploration of the other plateaus 
  reveals only empty forest and grasslands. 
  Elven Allies in Peril 
  Three kenku rangers, hired by Myoris weeks ago, are 
  searching for Scoriaptrak. Each evening, they climb to the 3 
  plateau tops and check in with one another (see Kenku 
  Conversation, page 31). At the top of the plateau, the PCs 
  witness an attack on a ranger, described below. 
   
  One kenku (MM) named Tweeskree has run afoul of some 
  harpies. They have trapped her in a cave, but the encounter is 
  currently at a stalemate; Tweeskree partially blocked the 
  entrance with rocks and stuffed wax in her earholes to avoid 
  their Luring Song ability.  
   
  A harpy lurches and hops clumsily around the mouth of the 
  cave, trying in vain to move the large stones. Two harpies 
  and a pet peryton (MM) circle in the sky, waiting for a fight. 
  If the PCs completed the Blink Dogs encounter (page 36), 
  2 blink dogs (MM) burst from the forest to help.  When 
  appropriate, show your players Illustration F (Appendix D). 
   
   
   
  A Mixed-up Message 
  If Tweeskree is rescued, she lets loose a series of warbles, 
  including the words, “Many thanks!”. She eventually emits a 
  startling, draconic roar and points around the landscape  
  questioningly—she’s looking for a dragon. If Tweeskree sees 
  Scoriaptrak, she whoops in joy. Her goal now is to convince 
  the dragon to follow her, or failing that, to run back to the 
  elves and inform them of Scoriaptrak’s location. She first 
  delivers a message; read the following: 
  The excited kenku clears her throat and begins speaking in a 
  new voice—that of a male elf. The message is garbled, though, 
  spoken in fragments… 
  Tweeskree “recorded” a message from Myoris weeks ago, 
  just before he died. Her Common isn’t great, though, and 
  she’s mixed up the order of the phrases. The actual message 
  is ordered as seen below. But when relating the message to 
  the PCs, roll a d10 and consult the table below. She ‘replays’ 
  each phrase only once, but will happily ‘replay’ the complete 
  message if the PCs unscramble it. 
   
  Roll 
  Phrase 
  1 
  My dear Red. If you are hearing my voice 
  2 
  then it means that these -cough,  
  3 
  cough- clever kenku have found you.  
  4 
  I hope you received my letter. 
  5 
  I fear I don’t have much -cough,  
  6 
  COUGH- time left.  
  7 
  We’ll be camped by the 
  8 
  Dygyrus Falls until winter, waiting for you. 
  9 
  Then we must leave. Remember friend 
  10 
  …there is good in you. I’ve seen it. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
    
   
  25 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  After hearing Myoris’ unscrambled message, Scoriaptrak is 
  deeply affected. Even if Kefleek’s enchantment is active, the 
  dragon will talk about Myoris, his imprisonment, and their 
  friendship; show your players Illustration G (Appendix D). 
  With heartfelt roleplaying, the dragon’s spirits will be lifted.  
  NOTE: This message has additional meaning, as the PCs now 
  know where to find the elves mentioned in Kefleek’s scroll. 
   
  After delivering her message, Tweeskree is content to let the 
  characters decide her next action: accompany them or run 
  ahead to make contact with the elves at Area 17. If she heads 
  to the elves, she and an elf show up during the Section III 
  finale (see page 49).  If asked, Tweeskree can relate basic 
  information about any mapped location, except Area 14.  
  Redemption Dice 
  If the dragon hears the unscrambled message, award one 
  player a d6. If the PCs also engage in heartfelt roleplaying 
  regarding the dragon’s imprisonment and friendship with 
  Myoris, award one player a d10. 
   
  10. Stranded Dryad  
   
   
  Setting: Forested opening. 
  Utility: Gain an NPC ally.  
    
  Learn about the cruelty of the necromancer.  
    
  Acquire useful magical items. 
   
  Read or paraphrase the following: 
  A clearing opens ahead; a single tall tree stands, surrounded by 
  cut stumps. The ground around the tree is covered by a black, 
  sticky substance, 60 feet in all directions. A 15-foot-long twisted 
  log sits at the edge of the tar, pointing towards the center. 
  The tree is inhabited by a dryad (MM) named Eurae. She 
  fought Rhezicora last month and is being punished. In 
  addition to tarring the surrounding ground, the necromancer 
  has cut down the trees around Eurae, negating her Tree 
  Stride ability. The tar is poison to the dryad, and after weeks 
  of imprisonment, Eurae is starving and weakened.  
   
  A wandering hill giant (MM) named Shawk!! has recently 
  discovered Eurae. The dryad kept him at bay by telling him 
  stories of the Feywild, but Shawk!! is growing hungry. The 
  giant avoids the tar, so is making a log bridge to reach her. 
  When the characters arrive on the scene, Shawk!! is away 
  from the area foraging, but will be back soon.  
   
  Any creature attempting to navigate the tar must make a DC 
  10 STRENGTH (Athletics) check in order to move. If the check 
  is successful, the creature’s speed is halved; failure results in 
  no movement that round. 
  Developments 
  Shawk!! will happily fight the PCs but could be bribed into 
  talking with (a LOT of) food, or a shiny object to the value of 
  10gp. In addition, if the party can engage Shawk!! in 
  conversation, in exchange for an amusing tale (and a 
  successful DC 10 CHARISMA (Performance) or WISDOM 
  (Persuasion) check), Shawk!! might consider accompanying 
  the party through to the next location. Shawk!! knows that 
  the necromancer camp is nearby and that it contains, “… a 
  bone mountain …” (Area 14C).  
   
  Shawk!! runs away if he sees the dragon, with a 40% chance 
  of running towards the necromancer’s camp to ‘blabber’ 
  about what he saw; this counts as a Detection by the 
  necromancer. 
   
  If rescued, Eurae is grateful. Even if she sees the dragon, she 
  gives the party the benefit of the doubt and remains calm. 
  She requests a lift to the nearest tree and disappears. An 
  hour later, she re-appears wherever the PCs are, gives them a 
  reward (see Treasure below) and offers to scout ahead (the 
  characters learn some basic information about the next 
  location or random encounter they’re headed for). 
  Treasure: Eurae gives the PCs trinkets, each imbued with a 
  spell. If eaten, each trinket allows the imbuing character one 
  use of the accompanying spell: 
  • 
  a piece of oak bark (barkskin) 
  • 
  a small bundle of fluffy cotton plants (fog cloud) 
  • 
  a crunchy withered frog leg (jump) 
  11. Secret Tunnel 
   
   
   
   
  Setting: Underground 
  Utility: Gain information about major obstacle  
   
  The PCs can reach this location either by following Eld (Area 
  5) or Andravar (Area 6) along a hidden path, which ends here 
  at a rocky hillside and the tunnel’s entrance. 
   
  This 10-mile-long, old mining tunnel winds under mountains 
  and exits at an overlook in the necromancer’s camp (Area 
  14K). The tunnel is only 8 feet-tall, not large enough to 
  accommodate the dragon. 
   
  The necromancer has constructed a trap (see Trap: Ward 
  of the Living below) at the tunnel entrance to keep out 
  the living. A successful DC 10 WISDOM (Perception) check 
  reveals a dead bear in some nearby underbrush, a victim of 
  the trap.  There is dried froth around the mouth and a green 
  dusty tint to it’s fur; clues to the trap’s nature. 
   
   
  
   
    
   
  26 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Trap: Ward of the Living 
  Trigger: Any living creature of Medium size or larger that 
  passes through the tunnel entrance. 
  Effect: A glyph of poison spews noxious gas, doing 4d8 
  poison damage to anyone within 20 feet (half damage with 
  a successful DC 12 CONSTITUTION saving throw). 
  Countermeasures: A successful DC 14 WISDOM 
  (Perception) check reveals the trap. It can be de-activated 
  by dispel magic (DC 14). With an hour of work from 
  anyone trained in Arcana, the glyph can be carefully 
  scrubbed clean, thereby also deactivating the trap. 
   
  Sneak Preview of Necromancer’s Camp 
  The tunnel exit is almost completely blocked by a constructed 
  rock pile. Creating a Small-sized gap is possible, but it would 
  automatically attract the attention of the skeleton patrol 
  below. Observing the camp without moving the stones is 
  possible, revealing the following features:  
  • 
  Large skeletons are hauled out of tar pits by bipedal 
  skeletons and human workers (Area 14D). 
  • 
  Skeletons patrol the camp and nearby forest (all areas) 
  • 
  A woman in black robes inspects the operation from a 
  high ledge and is arguing with an armor-clad man (Area 
  14I). 
  • 
  A kobold exits a cave and ignites a small pot (Area 14H) 
  After relating the first piece of information above, inform 
  your players that their characters notice that 2 skeletons 
  (MM) have shown up on the trail nearby and are headed 
  towards their location. They don’t appear to have sensed the 
  party yet, appearing to simply be on patrol. The characters 
  can continue to observe, but each new piece of information 
  requires a round of observation and triggers a WISDOM 
  (Perception) check by the skeletons. If they beat a DC 17, or 
  beat the observing character’s Stealth check, they have 
  spotted the characters location.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If the characters are spotted, one skeleton attacks and the 
  other attempts to signal the camp below—it is successful 
  after 2 rounds. Two half-orc guards (MM) show up, 
  followed by an escalating stream of reinforcements from 
  Area 14, including Rhezicora herself if combat continues.  At 
  the very least, the guards remain at the tunnel exit for the 
  next 24 hours. 
  12. Castle Twinpred 
   
   
   
  Setting: Open fields around a central hill. 
  Utility: Opportunities for Redemption 
  Backstory:   Scoriaptrak sacked this castle decades ago. The 
  destruction of the castle and the noble Twinpred family is 
  what started the decline of this whole region, allowing 
  Rhezicora to take over last year. 
   
  Read or paraphrase the following: 
  The ruins of a modest castle sit atop a low hill, surrounded by 
  long-neglected fields and orchards. The castle’s main door 
  hangs rotting on its hinges, its portcullis bent and useless on the 
  ground. The dragon fidgets uneasily. 
  Any investigation of the ruins reveals giant, claw-shaped 
  gouges in the stonework and char-covered scraps of wood.  A 
  sucessful DC10 INTELLIGENCE (Investigation) check reveals 
  that a dragon destroyed the castle. 
   
  Assuming Kefleek’s enchantment has been lifted, Scoriaptrak 
  remembers this place and does not wish to be confronted 
  with his terrible deed: “We should leave this place. Now!” A 
  resulting successful DC 13 WISDOM (Insight) check reveals 
  that he looks guilty, avoiding eye contact.  
   
  There is nothing of value in the ruins, but a successful DC 10 
  WISDOM (Perception) check reveals signs of recent 
  habitation—an old cooking fire, footprints, inedible fruit 
  rinds. A boy named Tellis (neutral good human commoner, 
  MM) has been living here and hides in the crypt below. A 
  successful DC 8 WISDOM (Survival) check reveals that a set of 
  footprints lead to a crypt entrance, half-hidden in the rubble. 
   
   
   
   
   
   
   
   
   
   
   
  
   
    
   
  27 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Cursed Crypt Kid 
  Tellis is from Bonestore and was exiled after stealing. 
  Rhezicora inflicted him with a leg-withering curse. He ekes 
  out a living here, but his health is failing. The specters ignore 
  him, mistaking his necromantic curse for a kindred spirit. He 
  is half-feral until captured, then resigned. Winning his trust 
  requires kindly roleplaying and a successful DC 12 CHARISMA 
  (Persuasion) check, made with Advantage if he’s given food. 
   
  Any PC trained in Arcana can identify the curse: Tellis’ 
  necklace houses a modified version of the ray of weakness 
  spell. An hour of study or a successful DC10 INTELLIGENCE 
  (Arcana) check reveals the extra features of the curse:  
  • 
  If the curse is ever dispelled, Tellis will be struck and 
  killed by a bolt of necromantic energy (20 points of 
  necromantic damage).   
  • 
  The cursed necklace can be transferred to another willing 
  creature, but this does not remove the threat of the 
  above attack on Tellis. The transfer must be done within 
  5 rounds of taking it off the previous owner or else the 
  attack on Tellis is triggered.  
  • 
  The willing creature is now the new ower of the necklace, 
  gaining the cursed condition and is subject to the 
  following conditions: 
  • 
  A leg becomes weakened. Speed is halved, and 
  checks made requiring the leg have Disadvantage. 
  • 
  When rolling initiative, the cursed creature must 
  succeed on a DC 7 CONSTITUTION saving throw to 
  avoid one level of Exhaustion for the duration of the 
  encounter. 
  Tellis remembers that Rhezicora made a ‘a little doll’ of him 
  when she inflicted the curse, a material component of the 
  spell.  If the PCs destroy this doll (in Area 14I), the curse and 
  the extra threat to Tellis are both destroyed.  If a PC takes on 
  Tellis’ curse, Scoriaptrak is inspired by the selfless act. 
  Karma’s a B…Ghost 
  The remnants of the Twinpred family haunt this site. Two 
  ghosts (MM) lurk in the ruins, attacking any who trespass.  
  They whisper their surname as they stalk around the party. 
   
  If Scoriaptrak visits this location, the specters converge; they 
  point and howl accusingly at him. With any questioning, the 
  dragon’s conscience is triggered and he admits that he razed 
  the castle, stole the Twinpred’s heirloom magic sword and 
  traded it for riches and information.  
   
  This reminder of Scoriaptrak’s evil past could be a setback for 
  inspiring the dragon. Failure to resolve Scoriaptrak’s guilt 
  about his deeds here results in each player losing a single 
  random Redemption Die. Running away or killing the ghosts 
  buys the party some time, but it should be made clear to the 
  characters that Scoriaptrak’s guilt lingers and will get worse if 
  not addressed. The party has 24 hours to resolve the dragon’s 
  guilt, as described below. 
  A knight’s forgiveness 
  The ghosts will not absolve Scoriaptrak, but their descendant, 
  Sir Patkyt Twinpred (in Area 13) could. One specter points to 
  a barely-visible family crest (a two-headed griffon) on its 
  chest, then points towards Area 13 and gasps the family 
  name: “…Twiiin-predddd…” If the PCs bring Sir Patkyt back 
  here, they can attempt to engineer a reconciliation of sorts. 
  Engineering forgiveness by Patkyt requires the following: 
  • 
  A successful DC 15 CHARISMA (Persuasion) check to 
  prevent Patkyt from attacking Scoriaptrak on sight, even 
  if he’s partial to the PCs from a previous interaction. 
  • 
  An apology from Scoriaptrak, extracted out of the 
  dragon with a DC15 CHARISMA (Persuasion) check. 
  • 
  Roleplaying that focuses on Scoriaptrak’s ongoing 
  redemption or Patkyt’s own redemption grants 
  Advantage on either of the above checks.  Convincing 
  Scoriaptrak (no check needed) to reveal who has Sir 
  Patkyt’s heirloom magic sword grants Advantage on 
  checks with the knight. 
  Two failed checks result in Sir Patkyt’s permanent hostility 
  towards Scoriaptrak. As to how this hostility plays up is left to 
  the DM to decide based on the reactions and roleplaying of 
  the characters. 
  NOTE: The villain who now has the Twinpred sword has 
  purposely been left out of the adventure. The stock answer 
  would be an evil warlord, but you could choose a villain or 
  NPC from your ongoing campaign (see the DMs Guild 
  supplement ‘Villains and Lairs’ for some great suggestions). 
   
  Should the encounter play out successfully, Sir Patkyt forgives 
  Scoriaptrak for his past ‘crimes’ against his family and spends 
  the night consoling the family ghosts. Doing so calms the 
  specters and they pass peacefully into the afterlife. Patkyt is 
  ready to join the party on their mission. 
  Redemption Dice 
  Give one player a d4 if Sir Patkyt lays his ancestors to rest. 
  Give a d12 if Scoriaptrak receives forgiveness from Sir 
  Patkyt. Give a d10 to the player if their character willingly 
  took on Tellis’ curse. See page 6 for details about using 
  Redemption Dice.  
   
   
   
   
   
   
   
  
   
    
   
  28 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  13. Bonestore 
  Setting: A muddy field around a small, ramshackle outpost. 
  Utility: Opportunities for Redemption Dice  
    
  Weaken Rhezicora’s forces. 
    
  Gain possible allies. 
  Backstory: The makeshift camp where Rhezicora sells exotic 
  skeletons has come to be known as Bonestore. Villagers 
  from the surrounding region have been kidnapped and 
  forced to work here; the men labor at the tar pits (Area 14), 
  while the women and children forage, farm, and piece 
  together skeletial fragments. 
   
  The party can observe the outpost from a safe vantage point 
  along the road or at the edge of the forest. If the party are 
  able to recon the entire area, show them Map F (see 
  Appendix C: Maps)  and read or paraphrase the following: 
  Up ahead, a small outpost has been carved out of the forest—
  most recently, by the look of things. Two buildings and a cluster 
  of ill-looking tents cough smoke into the air. The two proper-
  looking buildings seem to be a stable and a tavern. A small 
  group of fancier tents is set off from the outpost, away from the 
  muddiest part of the clearing.  
  The southernmost building is a crooked tavern known as ‘The 
  Black Bones Tavern’ (see Area 13B). The northernmost 
  building is thee accompanying stables (see Area 13C). The 
  road north is an old, overgrown trade road, outside the 
  bounds of this adventure (but visible on Map A). 
   
  The forest around Bonestone is dense; the dragon must 
  travel through the outpost in order to move on. The muddy 
  ground will leave ample evidence of the dragon’s footprints...  
   
  Set-up the Cult? 
  If the PCs have attempted to play the Cult of the Dragon 
  against Rhezicora, Bonestore could be a good site for a fight. 
   
  13A. Main Yard 
   
  This muddy yard is Boneyard’s central congregation point. 
  Small caravans of supplies arrive semi-regularly.  
   
  During the day, women and children bustle to and fro (to 
  Areas 13B-D)--preparing food, fetching firewood, etc. At 
  night, only a handful of servants can be seen, along with two 
  burly humaniods (thugs, MM) who serve as the night guard.  
  A Knight in Need of Redemption 
  Sir Patkyt Twinpred (knight, MM, but poisoned) drunkenly 
  slumbers between parked wagons. He wears filthy breeches 
  and an incongruously-ornate breastplate, scrawled on with 
  lewd pictures. The breastplate bears his family crest, a two-
  headed griffon, though this can only be clearly seen when up 
  close, due to a layer of mud. 
   
  Sir Patkyt is seriously hungover, which can be cured with 
  some tending and a successful DC 10 INTELLIGENCE 
  (Medicine) check. Failure results in checks involving 
  interactions with Sir Patkyt having Disadvantage.  
   
  In conversation, Sir Patkyt will first state his vague desire to 
  “… reclaim his birthright …”. With more sympathetic 
  conversation from the characters, he will recount his 
  backstory. Engaging Patky’s sense of honor (e.g. plight of the 
  villagers, his role as the local Lord, etc.) and a successful DC 
  15 CHARISMA (Persuasion) check will inspire him to take 
  action. Returning heirlooms grants the PCs automatic success 
  with Sir Patkyt: 
  • 
  A Dagger. Sir Patkyt lost his dagger in the stables after 
  a night of drinking. A successful DC 8 CHARISMA 
  (Persuasion) check reveals a rumor of a stableboy 
  chasing a chicken with a fancy dagger.  
  • 
  A Gauntlet. Sir Patkyt can mention that a tiefling 
  guard named Dwichee robbed him of his beloved 
  gauntlet. Asking around the area (a successful DC 10  
  INTELLIGENCE (Investigation) check) or visiting The Black 
  Bones Tavern reveals Dwichee proudly wearing the silver 
  gauntlet while playing a game of cards. 
  • 
  A Magic Sword. Scoriaptrak knows where the 
  companion sword is located (see Area 12). 
   
  With 2 heirlooms returned, Sir Patkyt will find his courage. He 
  insists on liberating the slaves in Bonestore but is willing to 
  follow the characters plans first. 
   
   
   
   
   
   
   
   
   
  
   
    
   
  29 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Sir Patkyt’s Backstory 
  Sir Patkyt Twinpred is the sole surviving member of his 
  family, who perished when Scoriaptrak destroyed their 
  castle decades ago. Sir Patkyt was just a child and managed 
  to escape, along with most of his family heirlooms, thanks 
  to a servant. It was only once they were gone that it was 
  noticed that the families most-precious magic sword was 
  missing. Being too dangerous to return, the magic sword 
  was given up as lost. 
   
  Sir Patkyt became a soldier, vowing one day to reclaim his 
  ancestral lands. He did, but a series of poor choices have 
  left him destitute and broken. He took up drinking and, 
  unfortunately, excelled at it.  
   
  Just last month, he wandered back to his homeland, and 
  now resides in Bonestore as the local, drunken vagabond 
  that everyone loves to bully. 
  13B. The Black Bones Tavern 
   
   
  The tavern is nothing more than a thin-walled excuse for 
  heavy drinking. Nothing about the building, from its 
  dangerously crooked angles to its sloping floor, indicate that 
  a quality experience can be had here.  
  The tavern would collapse if either of the 2 support pillars 
  take more than 20 hit points of damage (AC15). The rickety 
  nature of the tavern is apparent with a successful DC 8 
  WISDOM (Perception) or INTELLIGENCE (Investigation) check. 
  A putrid outhouse (DC 10 CONSTITUTION saving throw to not 
  wretch upon entry) is found behind the building.  
   
  At any given time, 5 villagers (neutral human commoners) 
  will be serving and cooking, while 2d8 off-duty hirelings eat, 
  play cards, or just drink themselves drunk. The hirelings 
  consist of a pair of bugbears (MM), a tiefling named 
  Dwichee (chaotic evil female thug, MM), and assorted other 
  humans (use bandit, guard, and cultist, MM). A 
  successful DC 10 WISDOM (Perception) check reveals the 
  occassional whisper about gold hidden in back, but no one 
  would dare steal from Rhezicora…while sober, that is. 
   
  One other hireling stands out: a halfling in fine clothing 
  named Yurlo Threebarrel (lawful evil male spy, MM). He is 
  Rhezicora’s current lieutenant, designated to deal with the 
  visiting delegation from Waterdeep. He attempts to affect a 
  noble bearing, even though his manners and poor teeth 
  would indicate otherwise.  
   
  Should the characters manage to strike up a conversation, a 
  successful DC 10 CHARISMA (Persuasion) check will get him 
  to reveal that he is quite excited about a big transaction 
  tomorrow; no further questioning (or checks) will result in 
  additional details about it. In fact, further inquiry will arouse 
  unwanted interest towards the characters, leading to 
  What’s Yer Bizniss ‘ere?  After their initial question, 
  allow your players to roll a DC 8 WISDOM (Insight) check to 
  reveal this possibility.  
  Treasure: In an otherwise-empty back room, Yurlo hides a 
  lockbox that holds 2,000gp in various coinage—a down 
  payment from the Waterdavians. 
  What’s Yer Bizniss ‘ere? 
  The PCs should come up with a plausible backstory for their 
  presence in Bonestore, otherwise, Yurlo grows suspicious and 
  summons his crew to evict them. A successful DC 10 
  CHARISMA (Deception) check is needed, rolled with 
  Advantage if the PCs backstory is particularly well-crafted.   
   
  If the dragon is seen, all hirelings hide in The Black Bones 
  Tavern, then run out the back door towards Area 14. If they 
  escape, it counts as 2 Detections.  
   
  13C. Stables  
   
   
   
   
  A stable with 12 stalls and a corral has been built with a little 
  more care than the tavern. During the day, 3 stableboys (MM, 
  commoners) watch over the draft and caravan horses. By 
  night, they sleep in the lofts.  
   
  One boy named Bowdan found Sir Patkyt’s dagger and 
  plays with it during his breaks. His goal: kill a chicken with it.  
  
   
    
   
  30 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  13D. Hovels/work area 
   
   
   
  The patchwork tents are the homes of a few dozen captured 
  villagers, all related to the workers in the tar pits (Area 14). 
  Mostly women and children, they are ordered to avoid 
  outsiders. That said, if the characters seem kindly, they will 
  beg them to rescue their spouses from Area 14. Scoriaptrak 
  or Sir Patkyt could be moved if they hear the plight of the 
  villagers and see the party taking on their cause.  
   
  A woman named Dabra (commoner, MM) will also ask 
  someone to stop her fool child Bowdan from hurting himself 
  with a dagger he’s found at the stables (Sir Patkyt’s dagger!). 
  13E. Waterdeep Delegation Camp  
   
  The fancy tents belong to a delegation from the Arcane 
  College of Waterdeep, consisting of 2 scholars (neutral half-
  elf female nobles, MM), an apprentice wizard (neutral 
  human male, VGtM) and a guard named Medrash Greencrest 
  (neutral good dragonborn female, veteran, MM, with acid 
  breath weapon).  
   
  The College is scheduled to buy the never-before-seen 
  ancient skeletons to study and display. The scholars will state 
  the nature of their deal, proudly stating that it will be the 
  envy of all Waterdeep, including “…that rascal Neverember…” 
  (who is an unpopular Lord in Waterdeep).  The delegation 
  know nothing about the source of the skeletons. The scholars 
  respond favorably to any noble or noble-seeming PC; grant 
  Advantage on CHARISMA-based checks.   
   
  Gold to buy the skeletons is kept inside a 500-pound, trapped 
  safe in the scholar’s tent. The scholars and Medrash know the 
  pass-phrase and the scholars each have a key. 
   
  Trap: Safe 
  Trigger: The safe’s lock is unsuccessfully picked. 
  Effect: Poison gas spews out, as per the spell poison spray 
  (as if cast at 5th level). 
  Countermeasures: The safe’s lock can be picked with a 
  successful DC 15 DEXTERITY (Sleight-of-Hand) check made 
  with thieves tools. Alternatively, speaking the phrase “…that 
  rascal Neverember…” disarms the trap and opens the safe.  
  The existence of a spoken pass-phrase is denoted by a small 
  glyph on the safe, recognizable by anyone trained in Arcana 
  or fluent in Thieves Cant. 
   
  Treasure: The safe holds 500 platinum pieces. 
   
   
   
   
  An Ally of Conscience 
  If confronted with the nature of Rhezicora’s operation (slave 
  labor), the scholars and apprentice wizard are uncaring, but 
  Medrash, a follower of Torm, is visibly uncomfortable. 
  Appeals to morality, and a successful DC 12 CHARISMA 
  (Persuasion) or INTELLIGENCE (Religion) check with the 
  veteran, will cause him to oppose the sale. He will even ally 
  with Sir Twinpred to liberate Bonestore and beyond. 
   
  Redemption Dice 
  Give one character a d8 if Sir Patkyt attempts to liberate the 
  slaves at Bonestore. Give another character a d4 if Medrash 
  joins the cause. Give another character a d8 if the riches in 
  the tavern or tent are distributed to the slaves. See page 6 for 
  details about using Redemption Dice. 
   
  Section 2 Wrap-Up 
  By the end of Section II, the characters should have seen to 
  the removal of Kefleek’s enchantment and have been 
  working diligently to inspire Scoriaptrak. The characters are 
  hopefully invested in the dragon’s well-being, drawn together 
  by the perils of Section II and the dragon’s changing 
  personality and motivations. 
   
  If Kefleek’s enchantment hasn’t been lifted, Scoriaptrak’s 
  depression is unchanged, and the players have no ability to 
  use Redemption Dice. This makes the Big Battle and 
  Reckoning encounters in Section III much more difficult. If the 
  party is getting close to concluding Section II with the 
  enchantment intact, help your players recognize the 
  adventure goal that is going unmet: their characters might 
  overhear Kefleek refresh his enchantment or Scoriaptrak 
  might begin to respond to a redemptive moment only to shut 
  down a moment later. 
   
  The PCs should level up once this section is complete. 
  
   
    
   
  31 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Triggered Encounters in Section II 
   
  These encounters help to advance the story in Section II but 
  don’t necessarily take place at a set location. Rather, they 
  take place at a specified time (e.g. the first night) or after 
  certain events occur (e.g. after the PCs discover Kefleek’s 
  secret). They are listed below, in likely order of occurrence, 
  and more fully detailed afterward. 
   
  Encounter 
  Trigger 
  Kenku conversing 
  Cult of the Dragon intro 
  1st night in Section II  
  With friends like these 
  The party allies with the Cult 
  Kefleek revealed 
  Kefleek confronted about his 
  control over the dragon 
  Dragon Detected 
  Scoriaptrak detected twice by 
  Rhezicora’s gang 
  On the path to 
  Redemption 
  5 Redemption Dice awarded to 
  PCs 
  Kenku interrupted 
  2nd night in Section II 
  An ill woodwind blows 
  2nd night in Section II or breakup 
  of alliance w/Cult 
   
  T1. Kenkus Conversing 
   
   
  Trigger: First evening in Section II. 
  Utility: Nudge PCs to investigate a link to the dragon. 
  Background: Elf-allied kenku rangers are communicating 
  from clifftops (areas 9A-C) after searching for Scoriaptrak. 
   
  The PCs hear the kenku rangers in the evening. Read or 
  paraphrase the following: 
  The dragon suddenly raises his head, listening very intently. You 
  hear the faint strain of a song, originating a good distance away. 
  The bulk of the sound is a high, flutelike warble. But underneath 
  the warble is an irregular clicking. The song dies out after a 
  minute but is soon answered, this time from the opposite 
  direction. A third song follows from a different direction but 
  seems to stop short. Silence follows. 
  Each kenku is sharing the results of their day’s exploration. 
  The warbling is just for fun, the clicking is the real data.  
  • 
  Any PC with proficiency in CHARISMA (Performance) or 
  INTELLIGENCE (History), or with a relevant background 
  recognizes the melody of an elven tune. 
  • 
  A successful DC 8 INTELLIGENCE (Nature) check reveals 
  that the warbling sounds birdlike. 
  • 
  A successful DC 11 CHARISMA (Performance) or WISDOM 
  (Perception) check reveals a code in the clicking.  
  • 
   With success on the check prior, a subsequent successful 
  DC 12 INTELLIGENCE check reveals the following words in 
  the code: “big monster” and “search”. Knowledge of 
  Thieves Cant or a relevant background involving codes 
  grants Advantage on this check. 
   
  The dragon can be heard unconsciously humming the tune 
  later. If asked, he denies knowing it. If your PCs want to find 
  the source, inform them of its origin at the nearest 
  occurrence of Area 9. 
  T2. Cult of the Dragon Introduced 
  Trigger: First night in Section II. 
  Utility:  
  Introduces a new threat to inspiring the 
  dragon. 
  Background:  In advance of their meeting with Scoriaptrak, 
  a team from the Cult of the Dragon has been scouting the 
  path to Mount Carnass. They came across signs of the 
  dragon, but have not approached him; they are suspicious 
  about Scoriaptrak’s condition and the PCs. The cultists’ 
  mission is only to gather information, not seek a fight or 
  subsequent conflict. 
   
  While Scoriaptrak sleeps deeply, Kefleek senses the Cult and 
  attempts to make contact. If a PC is on watch, inform them 
  that they see Kefleek (noisily) trying to sneak into the nearby 
  woods.  If Kefleek isn’t challenged, he parleys with the 
  cultists. A successful DC 10 DEXTERITY (Stealth) check is 
  needed to get within earshot of the conversation. In this case, 
  read or paraphrase the following: 
  Kefleek is talking to a group of robed humanoids. He’s bowing 
  while a torch-bearing figure scolds him, saying, “I’ll ask you 
  again, wretch: what is your master’s plan? Where has 
  Scoriaptrak been all these years?! Who are these people with 
  you?” 
  The speaker is a dragonwing cultist, a neutral evil half-
  elf named Galinix. With him are 2 dragonfang cultists 
  (see Appendix A: Monsters and NPCs) and a guard drake 
  hiding behind a tree. The Cultists don’t wish to wake a 
  sleeping dragon, but want to know about Scoriaptrak.  
   
  At this point, Kefleek is likely still interested in Scoriaptrak 
  reverting to evil (see sidebar if not). Therefore, he is happy at 
  the Cult’s arrival, and tells them that Scoriaptrak “… needs 
  more evil thoughts …”. He doesn’t want to reveal the 
  dragon’s full weaknesses for fear that the Cult’s interest will 
  evaporate. It’s clear to the Cultists that Kefleek isn’t telling 
  the whole story, but they agree to keep to the plan and meet 
  at Mount Carnass. If allowed to play out, the Cultists soon 
  return to the rest of their group.   
   
   
   
  
   
    
   
  32 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Fast Learners?  If the PCs have completed Triggered 
  Encounters T4 and T5 by the first night, well done!  In this 
  case, Kefleek is now on their side and wishes only to make 
  the Cultists leave without revealing their original plan: “My 
  master fine now, you can leave.”  The Cult grow frustrated 
  and demand to speak to Scoriaptrak. 
   
  A Parting Shot 
  Before the Cultists leave, they can’t help but venerate 
  Scoriaptrak. When appropriate in the encounter, they shout 
  out in unison: 
   
  “One of Five! Red commands! 
   One of Five! Red burns the world!” 
   
  This chant is part of an ancient invocation to Tiamat, the 5-
  headed, evil goddess of chromatic dragons. Kefleek will reveal 
  this information if asked. Upon hearing the chant, 
  Scoriaptrak’s evil tendencies are tickled, and his internal 
  struggle for redemption is threatened.  
   
  However this encounter concludes, reveal that the characters 
  hear the dragon muttering parts of the chant during the next 
  day. He is in an altogether darker mood; he might 
  speak of past dark deeds with a hint of nostalgia.  
   
  Developments 
  If the characters make their presence known to the Cultists, 
  the dragonwing asks them the same questions he asked 
  Kefleek. Even if befriended, the Cultists remain suspicious and 
  send a covert message back to the rest of their group: “Found 
  Red.  Dragon weak, but continue with plan.”  
   
  If attacked, they flee to their camp but fight to the death if 
  they feel there is no other recourse. Assume the Cultists’ 
  camp is one mapped location away from PCs.   
   
  Following these Cultists to their camp could trigger a fight or 
  an alliance; read and adapt the encounters With Friends 
  Like These (below) and An Ill Woodwind Blows 
  (page 35).  With no other developments, the Cult returns the 
  next night with the latter encounter. 
   
   
   
   
   
   
   
   
   
   
   
  T3. With Friends Like These 
   
   
  Trigger:  
  The party tries to ally with the Cult. 
  Utility:  
  Create risk/reward for allying with Cult. 
   
  Clever PCs might try to feign an alliance with the Cultists. The 
  Cult will fight for the party in the next few encounters, but 
  they are likely to kill monsters and innocents. Should an 
  innocent be killed, the following occurs: 
  • 
  After the first time, reveal that Scoriaptrak’s temperment 
  appears to have changed, becoming more brooding and 
  dark. 
  • 
  After the second time, inform the characters that 
  Scoriaptrak seems troubled by the death, though there is 
  also a glint of pleasure in his eyes. The party randomly 
  loses 1 Redemption Die.  
  • 
  Should innocents continue to be openly killed in the 
  dragon’s presence, the party loses 2 Redemption 
  Dice for each innocent killed as Scoriaptrak quite visibly 
  begins to shift back to his former evil ways. 
   
  After each encounter, the Cult demands a private audience 
  with Scoriaptrak, being refused only with a good excuse and a 
  successful DC 14 CHARISMA (Persuasion) check.  
   
  During an audience, the Cult wishes to hear Scoriaptrak’s evil 
  plans. A Cultist also whispers unknown evil ideas to the 
  dragon which puts him in a dark mood; should this be 
  allowed to continue, reveal that a random character has lost 
  a single Redemption Die of their choice as Scoriaptrak 
  appears to sway further away from the path towards 
  goodness. 
   
  After being twice-denied an audience, or an overall severance 
  of the relationship, the Cult responds by attempting a 
  takeover and control of the dragon (run An Ill Woodwind 
  Blows, page 35). 
   
   
   
  
   
    
   
  33 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  T4. Kefleek Revealed 
   
   
   
  Trigger: The PCs dispel Kefleek’s dominate person spell and 
  aggressively confront him about his apparent control over 
  the dragon. 
  Utility:  Major plot twist. 
    
   Unlock the dragon’s ability to be inspired. 
    
   Hints at the involvement of Bahamut. 
   
  If Kefleek is backed into a corner, seeing no other way of 
  retaining control of the dragon, he lashes out: he screams for 
  Scoriaptrak to kill the PCs. If relevant, inform the players that 
  even though Kefleek’s spell has been broken, its residual 
  magic allows him one last command.  
   
  Any ensuing combat results in Kefleek lying to prevent any 
  attacks on himself: “Dragon and I together! I die, HE die!” 
   
  The dragon attacks but looks increasingly confused. To stop 
  the attack immediately, and permanently end Kefleek’s 
  enchantment, the PCs must complete the following actions: 
  • 
  Dispel dominate person (assumed here to have already 
  happened). 
  • 
  Destroy the coin (it’s in Kefleek’s robes). 
  • 
  Identify Kefleek’s enchantment to the dragon and 
  succeed on a DC 18 CHARISMA (Persuasion) check. 
  Redemption Dice can be used here. 
   
  Without the above, combat continues for a maximum of 10 
  rounds, at which time the dragon collapses from exhaustion; 
  Kefleek is still free to re-fresh his enchantment later. 
   
  Draconic Confrontation 
  If the PCs are successful above, the dragon is fully aware, and 
  he and Kefleek clash. Read or paraphrase the following: 
   
  Scoriaptrak rises up to his full, terrible height, seemingly bigger 
  than before, bellowing, “KEFLEEK! How dare you!?  You’ve 
  betrayed me!”  
  Kefleek stands his ground, trembling and shaking his fist. “NO! 
  YOU betray ME! I wait for you. All kobolds die, leave. I stay! For 
  YOU! For Lord! And you come back! I so happy! I give you new 
  plans! But you no care for me! You no want destroy, rule. You … 
  now … NICE! I HATE you!!”  
  The kobold collapses in a sobbing heap. The dragon snarls and 
  raises a foot… 
   
  To Scoriaptrak, Kefleek is the embodiment of his evil past, 
  and at this moment, he wants to be done with it all. The PCs 
  must take immediate action to prevent him from killing 
  Kefleek. Attempting to restrain him or clear roleplaying that 
  protects Kefleek will succeed, no checks needed. 
  If Kefleek is killed, Scoriaptrak tailspins into further 
  depression; the characters randomly lose a further 3 
  Redemption Dice.  If the PCs defuse the situation so that 
  Kefleek is saved, the dragon and kobold both pout, and avoid 
  each other’s company. 
   
  Still Determined to Die 
  With Kefleek’s enchantment now permanently broken, 
  Scoriaptrak can now be inspired towards 
  Redemption.  
   
  But at this moment, Scoriaptrak is still suicidal. Kefleek’s 
  enchantment merely kept him docile and had no impact on 
  the dragon’s self-loathing. After everyone has gathered 
  themselves, this problem becomes more clearly apparent.  
   
  Read or paraphrase the following: 
   
  Scoriaptrak gives a resolute snort. “I can see clearly now that I 
  cannot make up for my evil deeds. I shouldn’t even try. So let’s 
  get going. We hired you to throw me into a mountain chasm, 
  not stand around like sausages.” 
  Kefleek shrugs and says, “This not my fault”. 
   
  Only with multiple redemptive acts (and earned Redemption 
  Dice) can the PCs change the dragon’s state of mind, setting 
  Scoriaptrak up for an incredible transformation in the finale 
  (see On the Path to Redemption, page 35).  For now, 
  the dragon is content to work within the PC's plans, as long as 
  he believes he is headed towards Mount Carnass. 
   
  Bahamut’s Blessing 
  The lawful good dragon deity Bahamut (ancient gold 
  dragon, MM) has been watching Scoriaptrak, drawn by 
  Myoris’ prayers and the struggle in the red dragon’s soul.  
   
  Bahamut seeks Scoriaptrak’s conversion to Good, but cannot 
  act directly on the Material Plane. He therefore greatly values 
  the PC's efforts. He visits one PC while they are resting. Read 
  or paraphrase the following: 
   
  As you drift through the twilight between wakefulness and 
  sleep, a deep, golden voice surrounds you:  
  “Show my child the good he can do…”, it rumbles, “… for We 
  wait for him at the end.”  
   
  Allow one character to ask one question, then inform them 
  that the presence leaves without answering. As they awaken, 
  they come to realize that Scoriaptrak knows nothing of the 
  godly visitation, but does state that ‘… he feels odd …’.  
   
  A successful DC 10 WISDOM (Perception) check reveals one 
  of the scales on the dragons chest has turned gold. 
  Scoriaptrak has no comment.  Once the PCs earn a total of 6 
  Redemption Dice, the On the Path to Redemption 
  encounter is triggered (page 35). 
   
  
   
    
   
  34 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  T5. Dragon Detected 
   
   
   
  Trigger: The dragon has been Detected twice by the 
  necromancer’s network. 
  Utility: Introduce necromancer as the big boss. 
    
  Alert characters to a new threat. 
   
  After hearing word (twice) of the dragon, Rhezicora travels to 
  see for herself. This will be the PC's first encounter with 
  Rhezicora. Begin by reading or paraphrasing the following: 
  Three large animal skeletons crash through the forest ahead. 
  bears from the look of it. One skeletons rises up on its hind legs 
  and a tall, black-haired woman steps out from inside the rib 
  cage. She addresses you: “I have come to pay my respects to the 
  red dragon.”  
  Three cave bear skeletons guard Rhezicora (see 
  Appendix A: Monsters and NPCs). Show your players 
  Illustration H (Appendix D) when you want to reveal 
  Rhezicora. She has half-cover (+2 to AC) when inside the 
  bear’s ribcage. 
   
  She is nervous about the presence of a dragon in her 
  ‘backyard’ and figures the best solution is to pay it a tribute, 
  in the hope that it moves on. Inside one skeleton, she has 
  secured a chest containing 2,000 gold pieces. 
   
  She knows the dragon is near, even if he is hidden (detect 
  magic helps if the dragon is hidden via a magical item). She 
  will parley with the party, intent on learning the dragon’s 
  plans. Her wariness is something the PCs could use to keep 
  her at bay.  
   
  If she doesn’t speak to Scoriaptrak, she leaves, spying on the 
  party (from a distance) until such time as the dragon makes 
  itself seen (DM’s discretion). 
   
  Whenever she sees Scoriaptrak, she senses his fragility and 
  her plan evolves: kill the dragon and make him the crown 
  jewel in her army. She makes an offer to the PCs. Should this 
  occur from watching the party from a distance, she makes the 
  trek back to the party.  
   
  Read or paraphrase the following: 
  Upon seeing Scoriaptrak, an evil smile spreads across the 
  necromancer’s face.  
   
  “The cloud of death hovers over you, dragon. I could give it to 
  you. Easily I think, now that I’ve had a closer look…Kill him for 
  me, mercenaries, and I’ll reward you handsomely. Reject my 
  offer, and your skeletons will serve me dinner tomorrow.” 
   
   
   
   
  Rhezicora offers the PCs her 2,000gp to kill the dragon. If 
  attacked, she attempts to flee in one of the cave bear 
  skeletons whilst the others cover her retreat. She assumes 
  she will be followed, and heads to her camp (Area 14) to 
  devise a trap for the party’s arrival. 
  A House Divided 
  Rhezicora’s consort, Darbarik, has also learned of the PCs and 
  believes they could help him; he wishes to start a new life 
  with Rhezicora. A short while after Rhezicora leaves, a 
  skeletal messenger pigeon lands with a crash by the PCs feet, 
  a note visibly tied to its ribcage. It reads: 
  “If ye be people of honor, please heed this message. The 
  necromancer is dangerous, but she is my beloved. I wish us a 
  new life, without the black arts she now devotes herself to. I 
  can help you on your quest, but you must help me with mine. 
  Find me above her camp. Look for the red sword.” 
  If the PCs wish, they can find Darbarik in Area 14F, waiting to 
  make contact. 
  
   
    
   
  35 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  T6. On the Path to Redemption 
   
   
  Trigger: The PCs have been awarded 6 Redemption Dice  
  Utility: Showcase a change in Scoriaptrak due to the PCs. 
    
  Changes the party’s destination.  
   
   
  The characters commitment to Redemptive acts has helped 
  Scoriaptrak to shed his depressed, dark state of mind. The 
  dragon is no longer suicidal, and your PCs see a change in 
  him. Scoriaptrak attempts to reconcile with Kefleek, 
  culminating in the following exchange: 
  The dragon stares past the kobold and says to him quietly, 
  “Kefleek. Thank you for your loyalty for these many years. But 
  the dragon you remember…the one who committed so many 
  evils…is gone. I do not know who stands in his place…But I have 
  no anger for you.”  
  The kobold blinks his cloudy eyes and stands up, unsure of the 
  dragon’s words. He stares for a long second then embraces the 
  dragon’s snout. 
  Kefleek is slowly coming to terms with Scoriaptrak’s new, 
  less-evil side. Scoriaptrak also thanks the PCs for being 
  inspirational figures, and for helping him see that anyone, no 
  matter how dark their past, can be redeemed. 
   
  The tension over the dragon’s internal struggle is now 
  replaced by an external threat: the Cult of the Dragon’s 
  attempts to revert Scoriaptrak to evil (see encounters T2, 
  T8, and T10). 
   
  Showcase the progress the characters are making in changing 
  Scoriaptrak’s heart. With appropriate encouragement from a 
  PC and a successful DC 10 CHARISMA (Persuasion) check, 
  Scoriaptrak can now be convinced to participate in whatever 
  combat encounter comes next. If he does, award a player a 
  d10 Redemption Die.  Afterward, positive attention or 
  accolades will be rebuffed by the dragon, but a perceptive PC 
  will notice a tiny smile flash across his face. 
  To the Elves! 
  With suicide at Mount Carnass now not a problem, 
  Scoriaptrak is unsure of his next step. He would be interested 
  to meet with the elves at Dygyrus Falls, if the characters bring 
  it up. If the characters have not visited area 9, which reveals 
  this destination and an elven ally, run encounter T1 and 
  subtly remind them of Scoriaptrak’s connection to elves (e.g. 
  Kefleek fiddles with Myoris’ scroll case). 
   
  Kefleek is the only one who knows about the planned meet-
  up with the Cult of the Dragon at Mount Carnass.  He keeps 
  this to himself, hoping it is now irrelevant. He tries to steer 
  the party away from Mount Carnass or Dygyrus falls, with no 
  good explanation of why. A successful DC 10 WISDOM 
  (Insight) check will reveal that he is hiding something. He will 
  admit to his former plan, if pushed and/or realizing that he 
  can no longer keep it a secret. 
  T7. Kenkus Interrupted 
   
   
  Trigger: The evening of the 2nd night in Section II. 
  Utility: Nudge your PCs to investigate the song. 
   
  If area 9 hasn’t been explored, the kenku repeat their 
  communication the second night (see Kenku Conversing 
  on page 31—the PCs may repeat the checks listed in that 
  encounter).   
  The song begins as before, spreading to all three plateaus of 
  area 9. But after the PCs checks (if any), the song from the 
  nearest plateau turns into a warble of alarm; one kenku is 
  under attack.  Silence follows. 
  T8. An Ill Woodwind Blows 
   
   
  Trigger: The second night in Section II or the breaking of the 
  alliance with the Cult. 
  Utility: Threaten the characters progress towards inspiring 
  Scoriaptrak. 
   
  The Cult of the Dragon now actively seeks to control 
  Scoriaptrak using enchanted instruments. But every dragon 
  responds differently to their music, and they must test 
  Scoriaptrak’s vulnerability. In the dead of night, read or 
  paraphrase the following: 
  The gentle midnight breeze lessens, and a low tune is now 
  audible from somewhere in the darkness. Discordant notes 
  sound from some sort of wind instrument.  
  Scoriaptrak lets out a low growl. 
  A dragonwing cultist plays the Cult’s first instrument, a 
  flute of the Abyss (see Appendix C: Magic Items), but not very 
  well. He and a guard drake are 150 feet north of the PCs.  
   
  Tracking the music to its source requires a successful DC 15 
  WISDOM (Perception) check. The music is laced with 
  enchantment magic, but it doesn’t affect Scoriaptrak. The 
  flutist plays for 3 rounds then gives up.  
   
  After a minute’s pause, a second dragonwing cultist 
  begins the test with her instrument, 150 feet south of the 
  PCs. Read or paraphrase the following:   
  Opposite the flute’s location, the harsh scraping of a stringed 
  instrument pierces the night. Immediately, a whine escapes 
  Scoriaptrak’s mouth, and you see a dull, yellow glow in one of 
  his eyes as it flutters open. The tune picks up in tempo. 
  
   
    
   
  36 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  This instrument, a darkheart violin (see Appendix C: Magic 
  Items), can indeed control Scoriaptrak, but only with a more 
  skilled performer. The dragon shakes his head and roars, “Get 
  out of my mind!”, but is otherwise unaffected this encounter.  
   
  Tracking the music to its source requires a successful DC 13 
  WISDOM (Perception) check. Two guard drakes and their 
  handler (neutral evil male dwarf cultist, MM) hide in front 
  of the dragonwing. 
   
  After 2 rounds of playing, the violinist notices the 
  instrument’s effect. Her goal now is to get the violin back to 
  the Cult’s camp to be used later.  She quaffs a potion of 
  invisibility and flees to the Cult’s camp (a half-mile into the 
  surrounding wilderness).  She orders any surviving force to 
  cover her retreat.  If any cultists are captured, they reveal 
  nothing. Destroying the instruments forces the Cult to adapt 
  another, inferior instrument when they show up again in 
  Section III.  
  Developments 
  Scoriaptrak is shaken by the evil music. Even if he is no longer 
  suicidal, he clearly acts slightly eviler the following 
  day; he’s less concerned about any innocents the party 
  encounters, and he talks about destruction and seizing gold. 
  Overall, his behavior should feel like a setback, signaling to 
  the PCs that they must not stop working to inspire the 
  dragon, and possibly double their efforts. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Random Encounters in Section II 
  When traveling between mapped locations, the party will 
  experience random encounters. Most involve potential 
  interactions with Rhezicora’s network, but many contain 
  useful hints or clues about the enemies the party is facing. 
   
  Roll 
  Encounter 
  Utility 
  1 
  R1. Blink dogs 
  Connect with elven allies 
  2-3* 
  R2. Blue Dragon Hunting 
  Ticking clock 
  4 
  R3. Decorated Skeleton 
  Necromancer clue 
  5 
  R4. Turtle Power 
  Tar pit preview 
  6 
  R5. Necro Minions on a 
  Mission 
  Avoid Detection 
  7 
  R6. Hunting Party 
  Learn about necromancer 
  8 
  R7. Player-created 
  Immersion, info dump 
  9 
  R8. We’re Putting on a 
  Show 
  Avoid Detection 
  Redemption Dice 
  10 
  R9. Necro Minion Patrol 
  Avoid Detection 
  11 
  R10. Zhentarim vs. 
  Harper 
  Avoid Detection 
  Redemption Dice 
  12 
  R.11 Glory to Gruumsh! 
  Combat 
  *could be used more than once 
  R1. Blink Dogs 
   
   
   
   
  Setting: Along the road. 
  Utility: PCs can be connected with allies of the elves. 
  Canine-like yipping comes from up ahead. You hear several 
  sharp, snapping sounds, and the yipping is suddenly closer now. 
  A pack of 4 blink dogs (MM) is traveling through their 
  territory and will arrive at the characters location in 2 rounds. 
  The blink dogs are friendly with the elves in Area 17, but 
  know nothing about the PCs or dragon.  They also know that 
  elf-allied kenku are nearby, searching for someone. 
   
  The dogs automatically smell the dragon unless the PCs can 
  take some action to hide his scent. Once alerted, they freeze 
  and stalk towards the dragon in unison, growling. 
   
  Without a successful DC 12 WISDOM (Animal Handling) check 
  and roleplaying to calm the intelligent beasts, the dogs launch 
  themselves at the dragon. Mentioning elves grants the PCs 
  automatic success.  On a failed check, the dogs attack the 
  dragon for 2 rounds (who only seeks to defend himself) then 
  teleport away. With a successful check, the alpha female 
  listens to the PCs while glancing at the dragon suspiciously. 
   
  If the PCs explain their goals, including any connection to 
  elves, the alpha lets loose a happy, yodeling howl which her 
  pack imitates; they are signaling the elf-allied kenku in areas 
  9A-C.  The kenku respond, similar to the Kenku 
  Conversing encounter (page 31).  The blink dogs indicate 
  that the PCs should head to Area 9, but if that has already 
  been resolved, will scout ahead, preferring to lead the PCs to 
  the stranded dryad in Area 10. 
  
   
    
   
  37 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  R2. Blue Dragon Hunting  
   
   
   
  Setting: Anywhere. 
  Utility: A ‘ticking clock’ to keep the party moving forward.  
    
  Foreshadows of the final battle. 
   
  The blue dragon that fought Scoriaptrak is still hunting for 
  him. This encounter can be run more than once, to remind 
  the PCs about this ever-looming threat. The blue is closer 
  each time, but it will not show up until the finale (see 
  Section III, Area 16 for more details). The first time you 
  run this encounter, read or paraphrase the following: 
  You hear a faraway cry from above. In the distant sky, a large 
  winged form wheels back and forth over the landscape. You see 
  a spike of bluish light shoots from the creature’s mouth before 
  it issues a frustrated cry and flies off. Scoriaptrak’s gaze follows 
  the receding creature for a long while, his black eyes 
  unreadable. “That is the blue. She’ll be looking for me. We 
  should go…” 
  R3. Decorated Skeleton 
   
   
  Setting: In the woods near the road. 
  Utility: Wilderness flavor.  
    
  A clue for countering the necromancer’s power. 
  A group of tiny, winged humanoids flit around a very slow-
  moving skeleton.  They are laughing and decorating the 
  skeleton with flowers. 
  A group of pixies (MM) is toying with one of Rhezicora’s 
  skeleton (MM) servitors, whose animating force is running 
  low (5 levels of Exhaustion). Roleplay the pixies speaking in 
  gruff voices and making rude gestures with its arms.  
   
  They fly away giggling, but watch the PCs from behind nearby 
  trees. They claim to know a secret, and a bribe, a beautiful 
  song or a successful DC 14 CHARISMA (Persuasion) check 
  convinces them to reveal it: a carved glyph on one of the 
  skeleton’s ribs. The glyph is recognizable as necromantic to 
  anyone trained in Arcana. If the glyph is marred, the skeleton 
  goes completely dormant; a useful clue for future 
  interactions. 
   
   
   
   
   
   
   
   
  R4. Turtle Power 
  Setting: Near the road. 
  Utility: Preview the tar pits. 
   
  A rustling in the undergrowth reveals a fey-touched turtle, 
  which has become stuck in a very small tar pit. A dire wolf 
  (MM) menaces it. If the PCs rescue it, the turtle glows lime 
  green and stretches out its neck towards them. Touching it 
  causes 10 goodberries to appear and the turtle trundles off. 
  R5. Necro Minions on a Mission  
  Setting: Forest or forest edge. 
  Utility: Reinforces the necromancer theme.  
    
  Threat of Detection. 
   
  Two of the necromancer’s gang, female halflings named Kicki 
  (neutral evil spy, MM) and Dziga (neutral druid, MM), are 
  on their way to deliver her message to the lizardfolk; “… dig 
  me a canal and I shall give you a substance to make your 
  dams watertight …”; the necromancer needs a water supply 
  for processing the tar. They carry a pot of tar as a gift. 
   
  Kicki holds a bullroarer of skeleton control (see Appendix C: 
  Magic Items) which allows her to control 8 skeletal 
  gibbons (see Appendix A: Monsters and NPCs), creeping in 
  the treetop shadows. A successful DC8 INTELLIGENCE 
  (Investigation) check while inspecting the bullroarer or 
  gibbon skeleton reveals matching glyphs, a key to this items’ 
  function (and a clue for the final battle).  
   
  The halflings are suspicious of the PCs and ask them who they 
  know in Bonestore (see Area 13).  Without a successful, 
  opposed CHARISMA (Deception) check by a PC, the pair flee 
  to either Area 7 or Area 14, whichever is closer.  
   
  Kicki is loyal to the necromancer, but Dziga is loyal only to 
  Kicki. If Kicki is killed, Dziga transforms herself into a rage-
  filled awakened tree (MM) and fights to the death. If 
  captured, Dziga trades information for their lives, relating the 
  nature of the necromancer’s operation (see Section III, ‘Camp 
  Conditions’ inset). If they escape to Area 14, it counts as one 
  Detection by the necromancer’s network. If this is the 
  second Detection, then the Dragon Detected encounter 
  is triggered (see page 34). 
   
  Treasure: The halflings wear matching purple robes and 
  have skull-embossed signet rings (20gp value each). Dziga has 
  a vial of dust of sneezing and choking. Kicki has a bullroarer of 
  skeleton control (see Appendix C: Magic Items).  
   
   
   
  
   
    
   
  38 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  R6. Hunting Party  
   
   
  Setting: Near the road or in relatively open woodlands. 
  Utility: Threat of Detection. 
   
  Foragers from Bonestore (Area 13) wander close to the PCs. 
  Read or paraphrase the following: 
  A group of tired-looking men walk slowly through the forest 
  ahead, carrying two dead deer on a makeshift litter. A scout 
  leads the group, a small medallion held in his outstretched 
  hand. A low growling sound issues from behind you. 
  The party consists of 4 commoners (MM) and Retrew 
  (neutral human male, scout). The weary foragers are 
  prisoners of Rhezicora, bound to serve her because their 
  families are also captive. They are wary of roaming undead; 
  Retrew holds a medallion he believes to be a ward against 
  them, but it’s not.  
   
  The growling is Scoriaptrak’s stomach; he smells the deer. To 
  avoid an interaction, the PCs must prevent Scoriaptrak from 
  giving in to his hunger (a successful DC 13 CHARISMA 
  (Persuasion) check with whispered roleplaying and/or a 
  successful group DC 15 STRENGTH (Athletics) check. 
   
  If the hunters see just the PCs, they become wary but seek no 
  confrontation. With any sympathetic roleplaying, they relate 
  their plight: they are forced to work for the necromancer as 
  their families are held hostage.  They can also reveal basic 
  information about Rhezicora’s camp (Section III-Area 14); 
  describe the features of 2 locations there (DMs choice). 
   
  If the men see the dragon, they plead for their lives. They 
  make up wild tales about gold and plunder in Blackwater 
  village (Area 8), hoping to pique the dragon’s interest. 
  Without calming roleplaying and a successful DC 15 
  CHARISMA (Persuasion) check, the men do not trust the 
  party; they try to flee back to Bonestore. If they successfully 
  flee, it counts as one Detection by the necromancer’s 
  network. If this is the second Detection, then the Dragon 
  Detected encounter is triggered (see page 34). 
   
   
   
   
   
   
   
   
   
   
   
  R7. Player-Created Encounter 
   
  Your players will collectively develop and resolve a small 
  encounter, prompted with the following: “You come across a 
  scene that clearly indicates you’re in a necromancer’s 
  territory. What is it?”  
   
  To begin, one player could roll a d20. On a roll of 1-8, the 
  scene has a threatening tone, on a 9-15 a neutral tone, and 
  on a 16-20 a friendly tone. Inform your players that their PC's 
  success in navigating this small encounter is certain; this will 
  free them from worrying about optimizing any opponents 
  and focus on imagining fun details.  The DM should ask 
  questions about the players ideas, helping to integrate it 
  within the context of this adventure. 
   
  The point of this exercise is to draw your players into the 
  adventure by allowing them to shape a small part of the 
  world around them. They might end up with a NPC 
  companion, a useful item or just a flavorful location.  
   
  There is additional benefit for the DM: you could adapt 
  whatever scene the players describe to include something 
  their characters missed previously. But if your group of 
  players are not the type that enjoys this sort of gameplay, 
  feel free to disregard this encounter. 
   
   
  
   
    
   
  39 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  R8. We’re Putting on A Show 
   
  Setting: Along the side of the road. 
  Utility: Threat of Detection. 
    
  Gain Redemption Dice (through roleplaying). 
  Backstory: While on a mission, a crew of Rhezicora’s has 
  had a chance encounter with a lost theatre troupe. Upon 
  pain of death, the troupe has ‘agreed’ to put on a show. 
  The PCs can observe the scene undetected 
   
  Read or paraphrase the following: 
  Up ahead, you see a gaudy wagon is surrounded by a collection 
  of nasty-looking types. On second glance, it appears they are 
  actually an audience, waiting as a stage show is set up.  
  To one side, a heated discussion is taking place between a thug 
  and the troupe’s leader. The entire roadway is blocked with 
  wagons. 
  The assemblage consists of the following: 
  • 
  A bandit captain (MM) named Hurred Rednose (due 
  to his excessive drinking). He loves prat falls. 
  • 
  A manticore (MM) named Spikes. Hurred’s pet. 
  Hurred’s favorite trick is to feed Spikes vegetables, which 
  it then hatefully spits into the thug’s faces. 
  • 
  3 thugs (MM). Two are morons, but the third is clever 
  and quite bored; he whittles in silence. 
  • 
  5 women and children servants (commoners). 
  • 
  8 members of the acting company (commoners) of a 
  variety of races and genders. They are led by Oyemma 
  (neutral good female half-elf), known for her dead-on 
  impersonation of dwarves.  
  Oyemma and Hurred are arguing about what show to 
  perform. Hurred accepts the PC's presence if they give him a 
  reasonable cover story and succeed on an opposed check: 
  Hurred’s WISDOM (Insight) vs a PC’s CHARISMA (Deception).  
   
  The PCs could use this opportunity to suggest (and enact) a 
  scene that speaks to Scoriaptrak’s inner desire for 
  atonement. The dragon admits to liking tales (see 
  Scoriaptrak’s backstory), and the troupe clearly needs help.  
  Options are below if needed. Roll 2d4 to pick an idea from 
  each column:  
   
  Roll 
  Story 
  Scene 
  1 
  Farcical tale of a 2 incredibly-stupid 
  elven nobles 
  Stage fighting 
  2 
  Revenge tale of a dead sailor 
  haunting his ship 
  Comic relief 
  3 
  Bawdy tale of 2 halfling thieves and 
  a djinn’s harem 
  Confrontation 
  4 
  The tragic tale of a wizard’s wish 
  gone wrong 
  Dramatic 
  soliloquy 
  To get the dragon past this roadblock unnoticed, he must 
  succeed on 2 opposed checks:  
  • 
  The dragon’s DEXTERITY (Stealth) vs the human bandits’ 
  passive WISDOM (Perception-DC9).  Vivid stage-acting 
  and a successful DC 12 CHARISMA (Performance) check 
  distracts the bandits, granting Advantage on the roll. 
  • 
  The dragon’s DEXTERITY (Stealth) vs the manticore’s 
  WISDOM (Perception).  Participating in Hurred’s “trick” 
  or offering food distracts the manticore, granting 
  Advantage on the roll.  
   
  With a completed scene, Hurred and crew are satisfied and 
  head south. The troupe also heads for civilization. If the 
  dragon is seen, Hurred attempts to flee on his manticore. If 
  he escapes, it counts as one Detection by the 
  necromancer’s network. If this is the second Detection, then 
  the Dragon Detected encounter is triggered (page 34). 
   
  Redemption Dice 
  Give one player with the best Performance check a d8 if 
  Scoriaptrak watches a play with themes of redemption or 
  atonement. Give each other a d6 their PC actively, or 
  enthusiastically, participated in said show. See page 6 for 
  details about using Redemption Dice. 
   
  Treasure: A locked box in the wagon contains 1,000 gp, 
  payment for the components Hurred was sent to collect. 
   
  R9. Necro Minion Patrol  
   
  Setting: Variable. 
  Utility: Previews necromancer’s operation 
    
  Threat of detection 
   
  A bugbear (MM) named Gurro, two tar skeletons and a 
  giant armadillo skeleton (see Appendix A: Monsters 
  and NPCs) patrol a wide circuit through the necromancer’s 
  territory. There is a 25% chance that Gurro is napping inside 
  the balled-up, armadillo skeleton. The skeletons attack at 
  Gurro’s command. Gurro assumes the PCs are mercenaries 
  on the way to Bonestore. He demands they pay him a “… toll 
  of 10gp each …” and doesn’t hesitate to threaten the use of 
  the skeletons or the wrath of the necromancer. 
   
  If he sees the dragon, he jumps in the armadillo skeleton and 
  flees for Bonestore (Area 13). If he escapes, it counts as one 
  Detection by the necromancer’s network. If this is the 
  second Detection, then the Dragon Detected encounter 
  is triggered (page 34). If close to death, Gurro is happy to 
  trade information for his life: 
  • 
  Rhezicora the necromancer is the boss. She has a large 
  strongbox filled with gold (Area 14F). You could steal it!  
  • 
  Slaves work in the tar pit, uncovering strange skeletons. 
  You could boss them around! 
  
   
    
   
  40 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  R10. Zhentarim vs. Harper  
   
  Setting: Along the side of the road. 
  Utility: Avoid Detection. 
          
  Unlock dragon’s backstory (if needed). 
   
  The party comes across an almost innocent-looking scene. 
  Read or paraphrase the following: 
   
  On the roadside ahead, a woman is loading pelts onto a full 
  wagon whilst a dwarf sits on one stack, singing an old tavern 
  tune. It sounds terrible.  
  Several cages near the wagon hold small, furry animals. 
   
  A Zhentarim team has captured a Harper agent, who posed as 
  a fur trapper. The Harper has been bound and gagged, then 
  hidden under his wagon full of pelts. The team consists of a 
  dwarf (neutral evil male cult fanatic, MM), a neutral 
  female wererat (MM) in human form, and a lawful evil male 
  Zhent captain on horseback named Tawzin (spy, VGtM).  
   
  From a distance, a successful simple DC 10 INTELLIGENCE 
  (Nature) check (becoming a DC 5 up close) reveals that the 
  cages hold a number of beavers, these being plentiful due to 
  the lizardfolk’ swampland creation (See Area 7).  
   
  The wererat is loading pelts, while the dwarf sings; the 
  singing covers up the muffled cries of the Harper, noticed 
  with a successful DC 15 WISDOM (Perception) check. The 
  crew seems eager to be off.  
   
  If questioned, the Zhent captain claims to run a trapping 
  operation. He is city-bred and knows nothing about nature, 
  which shows: “… You’ll find these miserable, bitey..uh..swamp 
  rats all over the place. The lizardfolk breed them for meat. 
  They taste great, but the skins are worthless ....” All very 
  wrong; a successful DC 5 INTELLIGENCE (Nature) check 
  reveals these errors. 
   
  Developments 
  If the dragon is revealed, then the Zhent captain on 
  horseback immediately attempts to escape towards 
  Rheizcora’s camp (Area 13). Should he successfully escape, 
  his escape counts as one Detection. If this is the party’s 
  second Detection, then the Dragon Detected encounter 
  is triggered (page 34). 
   
  The Harper Nillam (chaotic good male human bard, VGtM) is 
  grateful for the rescue and gives the PCs 100gp from a secret 
  compartment in his wagon. He’ll maintain his humble cover 
  story (he’s a fur trader) and encourage the PCs to turn back: 
  “A necromancer holds sway ahead.”  
   
  Nillam also flashes the secret sign of the Harpers, noticeable 
  by any PC in that faction.  If a PC reveals their own Harper 
  connection, PCs have Advantage on checks related to 
  interacting with Nillam. If Nillam sees the dragon, explanatory 
  roleplaying and a successful DC 15 CHARISMA (Persuasion) 
  check are needed to convince him to trust the PCs.  On a 
  failure, he makes his excuses and leaves at the first chance, 
  playing no further role in the adventure.  On a success, 
  proposes to relate the PCs mission to a local Harper leader.  
  In this case, Nillam returns as an ally in the finale. 
   
  PTSDragon (optional) 
  Use this subsection if you need another chance to allow the 
  characters to find information about the dragon’s backstory. 
  Its effects are duplicative of those in Area 5. If this subsection 
  is run, then the Backstory and Enchantment Tune-
  up (see below) is also triggered. 
   
  Upon seeing the cages, Scoriaptrak has a traumatic flashback 
  to his own long imprisonment; he begins shaking and only 
  stares blankly ahead. If the players don’t notice this, Kefleek 
  calls their attention to it: “He no like this, make cages go 
  away!” Until the cages are destroyed, Scoriaptrak remains 
  immobile, muttering only, “… no more cages, no more cages 
  …”, which could become audible to the Zhents. Scoriptrak’s 
  break-down also hurts Kefleek’s enchantment (see below). 
   
  Backstory and Enchantment Tune-Up 
  If still active, Kefleek’s enchantment has been compromised 
  by Scoriaptrak’s reaction to the cages. After the encounter, 
  Scoriaptrak is suddenly more talkative, but still confused. 
   
  Read or paraphrase the following:  
   
  The dragons voice sounds shaky: “I can’t breathe in this forest! 
  It’s too ... crowded. Where is the sky, Kefleek!?” 
   
  If the PCs can calm him down, requiring a successful DC 15 
  CHARISMA (Persuasion) check, Scoriaptrak will talk about his 
  imprisonment--relate the details of the dragon’s backstory up 
  to but not including his rescue. He does not name Myoris. His 
  language should sound different than his previous, more 
  monotonic responses (consider applying Advantage to the 
  check if you believe the players successfully roleplayed the 
  situation).  
   
  Kefleek soon interrupts, calling a private talk with the dragon 
  to re-assert his enchantment by casting dominate person. A 
  successful opposed check of DEXTERITY (Stealth) or WISDOM 
  (INSIGHT) check against Kefleek’s CHARISMA (Deception) 
  reveals that the dragon is subdued and more monotonic after 
  the talk.  Dispelling the enchantment and confronting Kefleek 
  triggers the Kefleek Revealed encounter (page 33). 
   
  Redemption Dice 
  If the PCs engage in heartfelt roleplaying regarding the 
  dragon’s imprisonment and emotional state, award one 
  player a d6. See page 6 for details about using Redemption 
  Dice. 
  
   
    
   
  41 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  R11. Bring Glory to Gruumsh! 
   
  Setting:  
  A small camp near the road. 
  Utility:  
  A major combat encounter. 
   
  The characters arrive upon the carnage that used to be a 
  seasonal woodcutters’ camp.  Begin the encounter with PCs 
  at the bottom left of Map G (Appendix C: Maps), and read or 
  paraphrase the following: 
  The path ahead cuts through the ruins of an encampment. 
  From the looks of the carnage, a celebration has recently come 
  to a bloody end; decorations and bodies lay strewn in the mud. 
   
  Many green-skinned humanoids are spread among the 
  buildings, looting the camp, with a number of dead 
  woodcutters and craftsmen lying scattered about.  
  A successful DC 10 WISDOM (Perception) or DC 7 WISDOM 
  (Survival) check allows the characters to estimate that about 
  three dozen orcs are present throughout the camp. Show 
  your players Map G (Appendix C: Maps). 
   
  After reading the box text, the party (including the dragon) 
  must succeed on a group DC 10 DEXTERITY (Stealth) check, or 
  else 4 orcs in the nearby woods notice them and attack.  They 
  don’t alert the rest of their band for 2 rounds, hoping for the 
  glory of a kill for themselves.  If the party remains 
  undetected, read or paraphrase the following: 
  In the village, the orcs are setting up camp for the night. An orc 
  of notable presence lets loose a triumphant bellow. His warriors 
  only half-heartedly respond. 
  The orc of notable presence is Gra-dak (MM, but with 40 
  HP), who is trying to build his reputation as a fierce warrior. 
  He led the raid on this camp but didn’t find much glory in 
  such a weak target. In the camp is Gra-dak, 32 orcs, and a 
  Orc Eye of Gruumsh (MM). Show your players 
  illustration I (Appendix D: Player Handouts and Illustrations). 
   
  Should combat erupt, Kefleek will prompt the PCs by saying, 
  “Should my tyrant fight? He can try to scare.” With some role-
  played encouragement, Scoriaptrak can muster a single use 
  of his lost Frightful Presence ability. He rises up and roars for 
  his full, terrifying effect (a DC 19 Wisdom saving throw to 
  avoid being Frightened for 1 minute); the PCs are excluded 
  from its effects but assume 80% of the orcs flee. After the 
  roar, the dragon’s infirmity takes hold, and he collapses. 
   
  Gruumsh’s gift 
  If the dragon roars and is subsequently seen, Gra-dak is 
  ecstatic!  He realizes that a tremendous foe like a red dragon 
  is his chance to finally attain glory. In this case, read or 
  paraphrase the following: 
  The orc leader just stares at the dragon while many of his troops 
  flee in terror. The massive warrior raises his arms to the sky, 
  chants gutturally then plunges a sharp stone into his eye. His 
  screams somehow become amplified to a deafening level, then 
  form a single word:  
                           “… GRUUMSH! …” 
  Thunder cracks overhead and a glowing red battleaxe streaks 
  down from the clouds, landing between you and the stony-eyed 
  orc. The chief looks at you through the weeping gore, smiles 
  evilly, and sprints towards the axe. 
  His appeal to Gruumsh, the orc deity of battle, is answered 
  with a magical axe (a +1 battleaxe of bloodlust; see Appendix 
  B: Magic Items). If Gra-dak reaches the axe, he gains the 
  statistics of an orc war chief (MM, but with 40 HP). The 
  axe is 60 feet from both Gra-dak and the characters.  
   
  Gra-dak’s only goal is to slay the dragon and bring its head 
  home as a trophy. He ignores the PCs and runs straight for 
  the axe. Whether he succeeds or not, Gra-dak summons back 
  1d10+6 orcs, rolled with Advantage if he holds the axe.  
   
  At the conclusion of combat, characters searching the 
  woodcutters’ camp reveal little of value. A successful DC 8 
  WISDOM (Perception) or INTELLIGENCE (Investigation) check 
  reveals a note that mentions meeting a friendly kenku ranger 
  who’s been hiking the surrounding hilltops (Areas 9A-C). 
   
  Treasure: The +1 battleaxe of bloodlust crumbles to dust if 
  Gra-dak is defeated, but it leaves behind a smoldering chunk 
  of obsidian in the likeness of Gruumsh’s frowning face. To 
  collectors or to a Temple of Corellon (a hated foe of 
  Gruumsh), this artifact is worth 1,000 gp.  The camp’s wealth, 
  now held by the Orc Eye of Gruumsh, consists of 100 gp, 
  1,000 sp, and a handaxe +1. 
   
   
   
  
   
    
   
  42 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
   
   
   
  
   
    
   
  43 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  SECTION III. NECROMANCER’S 
  CAMP AND FINALE 
  Synopsis 
  The party must get through Rhezicora’s expansive operation 
  in order to reach Mount Carnass. A number of pivotal story 
  points will occur here, likely during heated battle. The most 
  important story beats of this section are listed below, 
  followed by advice on running The Big Battle, then 
  descriptions of each mapped location. 
   
  Fight Rhezicora and the Cult. The necromancer 
  wants the dragon’s skeleton for her army and will sacrifice 
  almost everything to get it. If she has previously Detected 
  the dragon, then she has laid a trap. If not, she improvises 
  much the same plan, but with some key weaknesses. 
   
  The Cult of the Dragon also shows up, complicating the fight. 
  They make a last-ditch attempt to re-awaken Scoriaptrak’s evil 
  spirit. If they’re successful, an evil Scoriaptrak presents a 
  dilemma for the PCs. On the plus side, any allies the PCs made 
  during the adventure can also show up to help turn the tide. 
  See ‘Running the Big Battle’ for details on all of the above. 
   
  Scoriaptrak’s Reckoning. The redemptive journey for 
  the PCs and dragon can end here, culminating in the dragon’s 
  death, either by the necromancer or even the PCs own hands. 
  But fear not! Scoriaptrak’s death is merely the next step in his 
  redemption. In front of Bahamut and Kelemvor, the PCs plead 
  for the dragon’s soul. All the inspiring deeds the PCs 
  completed during the journey come into play. See 
  ‘Judgement’ for more details.  
   
  Blue Dragon Ambush. Once past the necromancer, the 
  party encounters a surprise last obstacle: the blue dragon 
  that’s been hunting Scoriaptrak. The party has some nifty 
  power-ups, courtesy of a grateful Bahamut. See Area 15 for 
  details. If the party kept Scoriaptrak alive in the previous 
  battle, then he is killed now, triggering the Reckoning.  
   
  Reunion. After all threats are dealt with, the party can find 
  Myoris’ band of elves, concluding the adventure. 
   
  Scoriaptrak’s State of Mind 
  By now, Kefleek’s enchantment has been removed and the 
  PCs have (hopefully) completed several inspiring acts, 
  encouraging Scoriaptrak on his road to redemption. His 
  struggle now isn’t against suicide, but rather against slipping 
  back into evil. 
   
   
   
  Camp Conditions 
  Sights: Sickly forest ends at a large, stony field, behind 
  which are the rocky foothills of Mount Carnass. Barrels of 
  lit pitch produce little flame but much smoke. 
  Smells: The air is smoky and heavy with the acrid tang of 
  burning tar. 
  Sounds: The occasional clang of a pick hitting rock. 
  Indistinct, yelled orders and the cries of whipped laborers. 
  Background: Rhezicora discovered the tar pits two years 
  ago, drawn to the death they contain: untold hundreds of 
  creatures, both ancient and recent. In the pits’ contents, 
  Rhezicora saw her chance to build an army. She 
  summoned her network of underlings, enslaved a local 
  village as her workforce, and has been hard at work. 
   
  But necromancy doesn’t pay the bills. Or does it? The pits’ 
  ancient, weird creatures are unknown to Faerun’s 
  scholars. Antiquities researchers from Waterdeep have 
  been purchasing specimens, unwittingly funding 
  Rhezicora’s operation. 
   
  Before the Big Battle 
  Whenever Rhezicora is alerted to Scoriaptrak’s presence, she 
  formulates a simple plan: shackle the dragon and pull 
  him into a tar pit. If she first encounters the dragon 
  here, she’ll parley with the PCs as described in the ‘Dragon 
  Detected’ encounter (page 34). 
   
  Your players might come up with a number of plans for 
  getting past this site. If Rhezicora is forewarned, any plan the 
  PCs develop is more difficult to pull off. Considerations for 
  common strategies are below: 
   
  Just Run Fast.  The camp could be caught off-guard, 
  delaying the arrival of 1 or 2 foes. Rhezicora counters by 
  springing a trap that should slow the party up (see ‘A 
  Chance for Redemption’, page 51). 
   
  Reconnoiter. Sneaking around the camp edge will identify 
  any ambushes in place, allow contact with a possible ally 
  (Darbarik), or give the PCs a chance to de-activate the glyphs 
  on key undead creatures. 
   
  Create a Distraction. Lighting the forest floor on fire or 
  igniting Wyzz’s lab (Area 14H) would trigger a fire-fighting 
  response from the henchmen. 
   
  Parley. Rhezicora will be interested in learning about 
  Scoriaptrak, particularly if she’s not previously Detected him 
  (in this case, run Dragon Detected on page 34).  
  Otherwise, she can be distracted with talk of her deals in 
  Bonestore or with the lizardfolk being cancelled. 
   
  
   
    
   
  44 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Mapped location--Necromancer’s Camp 
   
  The rocky landscape past Bonestore funnels all travelers 
  towards the camp. Show your players Map Ha as they 
  approach (see Appendix C: Maps, thumbnail below). The 
  slaves work into the night, allowed to sleep for only a few 
  hours. The undead continues to toil (a skeleton crew, if you 
  will). 
   
  14A. Undead Gate 
   
   
   
   
  A watchful guardian resides on the gate to Rhezicora’s camp, 
  but he can be placated to gain entrance undetected. Read or 
  paraphrase the following: 
  A 15 foot-wide bone archway spans the trail into the camp. At 
  the arch’s center, a skull peers down at the road. Dense, tall 
  thickets of debris and thorny shrubs extend on either side of 
  the road.  
  A character can attempt to dodge the gate by cutting through 
  the thickets, taking 1d6 piercing damage and requiring a DC 
  10 STRENGTH (Athletics) check. Any failed check awakens the 
  skull.  The archway itself is imbued with an alarm spell (and 
  the aura of abjuration magic); any living creature walking 
  through awakens the skull.  If awakened, green lights glow in 
  the skull’s eye sockets and it swivels around, saying, “Hey, 
  you there! Are you dead?”  Without a successfully opposed 
  check--a group DEXTERITY (Stealth) vs the skull’s WISDOM 
  (Perception)—an interaction with the skull is triggered. 
   
  The skull, formerly a dwarven tavern-owner named Grolsk (1 
  hit point, AC10, but use bandit captain for Ability 
  scores/Skills), informs the PCs that he is bound to reveal their 
  presence with a scream. But he’d like a bit of conversation 
  first - he’s quite bored. He’ll reveal his former job and tell a 
  tavern brawl story or two, punctuated with thirsty, lip-
  smacking sounds.  
  If the skull is destroyed, it reanimates as a flame skull 
  (MM, but with 20 hit points) and attacks, with the combat 
  alerting the patrol from Area 14B. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Give ‘im a drink 
  If the characters give Grolsk a beer (real or fake) he is thrilled; 
  his previous dwarven stubbornness allows him to override his 
  ‘programming’ and he lets them through. He’ll also give the 
  PCs an additional bit of help: if asked, he’ll answer one 
  question about Rhezicora’s operation. 
   
  14B. Camp Edge 
  Once the PCs near the camp, read or paraphrase the 
  following: 
  The forest gives way to a stony field, a hundred yards across. 
  Several ramshackle structures have been built in the field, but 
  the central feature is large pits, filled with a viscous, black 
  substance. Dozens of workers labor in and around the black 
  pits, seemingly intent on removing their contents … bucket by 
  sticky bucket.  
  Skeletons of numerous, unrecognizable creatures are piled 
  under a low pavilion, which blocks the path to Mount Carnass. 
  The ground of the surrounding forest is covered with pitch, 
  making it difficult (and flammable) terrain. A large rock 
  outcropping provides cover for the party to observe the camp 
  undetected.  
   
  If asked, briefly describe any two lettered locations on the 
  map. Any further attempts for information require a 
  successful DC 13 WISDOM (Perception) check and has a 20% 
  chance (per check) of triggering the possibility of a patrol. If 
  triggered, a spy and thug walk to PC's location as part of 
  their regular circuit. 
   
  Ambush: The patrol has retreated to Area 14G but watches 
  this location. They begin making Opposed Perception (patrol) 
  vs. Stealth checks (party) after the characters have had 2 
  rounds to observe the camp. If they detect the characters, 
  they covertly signal Rhezicora (Area 14I), who signals the 
  attack once the party is deeper into her camp. 
   
  14C. Skeleton Assembly-Line 
   
   
   
  Thousands of bones pulled out of the tar pits have been 
  dragged here under a large tent. Twenty women and children 
  (neutral human commoners) are painstaking reassembling 
  the bones into skeletons; only then are they functional to 
  Rhezicora. A cave bear skeleton and giant armadillo 
  skeleton are complete but not animated. Rhezicora could 
  animate one of these creatures and a skeleton swarm by 
  touching them. 
  Ambush: The skeleton swarm and giant armadillo 
  skeleton are animated and attack at Rhezicora’s signal. 
   
   
   
  
   
    
   
  45 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
   
   
  
   
    
   
  46 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  14D. Tar Pits  
   
   
   
   
  This large area contains several open tar pits, with rocky, 
  open ground in between. Read or paraphrase the following: 
  A harsh smell wafts through the air, emanating from pools of a 
  sticky, black substance.  
   
  Humans and skeletons alike busily toil in and around the pits.  
  A huge rib-cage is being pulled out of one pit by a wooden crane 
  mechanism. 
  The deep pits contain numerous specimens of ill-fated 
  creatures. The skeletons break apart over time, so salvaging 
  must occur bone by bone. Rhezicora uses a different salvage 
  method in each pit. 
   
  A successful DC 8 INTELLIGENCE (Nature) check reveals the 
  ‘sticky black substance’ to be tar. A successful DC 10 WISDOM 
  (Perception) check on any pit reveals some basic information; 
  read the first two sentences of each pit’s description. 
   
  Pit 1. One skeleton (MM) floats on a raft, attaching haul 
  lines to buried bones. Six slaves at the pit’s edge assist with 
  hauling.Four other tar skeletons serve as ‘divers’, 
  plunging into the depths.  
   
  A rustic crane (AC 15, HP 20) has been built by the edge, to 
  help haul up bones. The crane is 20 feet tall and can reach 
  any point within 30 feet of it.  The crane is operated from a 
  collection of pulleys at its’ base.   
   
  Crane mechanics: A successful DC 10 INTELLIGENCE 
  (Investigation) check allows a PC to operate the crane, raising 
  or lowering the hook and chain or making the Hook bash 
  attack.   
  Hook bash. Melee Weapon Attack: +4 to hit, reach 30ft., one 
  target. Hit: 9 (1d12 + 3) bludgeoning damage. 
   
  These skeletons can organize into a sticky skeleton 
  swarm (see Appendix A: Monsters and NPCs) by all taking a 
  single Action together. In combat, this swarm grabs the chain 
  (AC 18, HP 20) and lock from Pit 2 and attempts to secure it 
  around Scoriaptrak’s neck (a contested grapple). The lock can 
  be opened with a successful DC 15 DEXTERITY check with 
  thieves’ tools. Any attempts to unlock the lock during combat 
  is made at Disadvantage. 
   
  Pit 2. Twenty male villagers (neutral human commoners) 
  toil here, carefully emptying out a walled-off quarter of the 
  pit using buckets. When they uncover large bones, they 
  harness the mammoths in Area 14E.  
   
  An unused lock and chain to the mammoths lies on the 
  ground close by when not in use. 
   
  Pit 3. This pit is under a rocky ledge that juts out from the 
  nearby mountain. Large, red arcane glyphs are scrawled 
  around the perimeter of the pit, visible with any inspection.  
  The ledge used to be the sacrificial site of a Cult of Asmodeus, 
  who dumped their victims in the pit. Strong evil lurks here 
  and Rhezicora has drawn protective wards around the pit to 
  keep it dormant. A DC 12 INTELLIGENCE (Arcana) or WISDOM 
  (Religion) check reveals the nature of the wards. 
   
  Anyone who falls in this pit has a 20% chance of every round 
  of awakening a bearded devil (MM). If awakened, it 
  attacks the nearest creatures, regardless of their faction. A 
  successful DC 14 STRENGTH (Athletics) check is required to 
  get out of the pit. 
   
  Ambush: The villagers' labor here unguarded. A sticky 
  skeleton swarm hides in Pit 2 and will charge the dragon 
  at Rhezicora’s signal, attacking with the chain and lock as 
  described above. 
   
   
   
   
  14E. Mammoth Track 
   
   
   
  One mammoth skeleton (see Appendix A: Monsters and 
  NPCs) is being used to haul up large bones from the sticky 
  depths of the tar within Pit 2. Another mammoth 
  skeleton sits idle. Their chains run to a large metal ring 
  bolted onto the mountainside which acts as a fulcrum. The 
  mammoth handler (bugbear) takes frequent naps between 
  hauls. 
   
  Should combat ensue and Scoriaptrak become chained, the 
  mammoth and the dragon make a contested STRENGTH 
  check. The winner of the check pulls the loser 10 feet in a 
  direction of their choice.  If two mammoths are involved in 
  the contest, they have Advantage on the check and can pull 
  the dragon 20 feet. 
   
  Ambush: Both mammoths are attached to the chain to be 
  put around Scoriaptrak. Two henchmen guard the mammoths 
  (bugbear and scout).  
   
   
   
  
   
    
   
  47 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  14F. Slave Quarters  
   
   
   
  At any one time, 5 villager slaves will be here, preparing food 
  or sleeping in ratty-looking tents. The site isn’t fenced, as the 
  villagers’ families are being held hostage in Bonestore. All 
  villagers have constantly 2 levels of Exhaustion at all times. 
   
  Ambush: The villagers will be nervously whispering to each 
  other: “… something’s up … Rhezicora is planning something 
  …”. They don’t know any details about the plan. The slaves 
  won’t report the PCs, but they also won’t join in the fighting. 
  14G. Henchman Quarters  
   
   
  A wooden palisade surrounds the henchman’s camp which 
  provides extra protection at night against stray undead. 
  During the day, 3 bandits (the night guard) sleep here. At 
  night, 1d8+2 bandits are here, playing cards, drinking, and 
  sleeping. Should combat break out, they take several rounds 
  to wake up and respond to the alarms of others. 
   
  Ambush: A henchmen swarm waits, ready to attack 
  after Rhezicora’s signal. Add another henchmen swarm a 
  few rounds later if Bonestore hasn’t been cleared of enemies. 
  14H. Alchemists Lab  
   
   
   
  A bright blue glow emanates from a wide cave mouth.  
  Barrels of a black substance form a neat line at the cave 
  entrance, next to another giant, elevated barrel. Several pipes 
  can be seen connected to the barrel that enters the mouth of 
  the cave. 
   
  One large cauldron, full of what appears to be the same black 
  substance, bubbles just outside. 
  Rhezicora hired the kobold trap-maker (VGtM), Wyzz, to 
  develop novel uses for the pitch. If he’s alive, Andravar 
  (from Area 6) assists Wyzz. Water for processing the pitch is 
  piped in from the 1,000-gallon water barrel outside. The 
  barrel is rickety and could be pushed over with a successful 
  DC 16 STRENGTH (Athletics) check. 
   
  Inside the cave, Wyzz has fabricated benches and shelves 
  using cast-off bones. They are laden with small pots of 
  experiments in progress, many exuding colored vapors. 
  Usable items include: 
  • Sticky bomb. A liquid form of pitch is stored in small 
  bladders. If a bladder is thrown (range 30 ft.), it bursts on 
  impact and the pitch immediately hardens like sovereign 
  glue.  
   
   
  • Flamethrower. A pump-handle attached to a backpack 
  tank ignites and squirts flaming pitch (cone 20ft.,  DC 12 
  DEXTERITY saving throw or 10 fire damage). 5 uses. 
  Wyzz lights his lab with glowing blue mushrooms instead of 
  torches to avoid disastrous fires. Any fire in the lab has a 1 in 
  6 chance per round of igniting random pitch products 
  scattered about the area. If ignition occurs, pots begin fizzling 
  and sputtering. If not smothered within a round, the fire 
  causes one explosion every round, doing 1d8 force damage to 
  anyone in the cave. After 4 rounds, the whole cave ignites, 
  doing 20d10 force damage to anyone inside. 
  Wyzz is loyal to Rhezicora, and will try to sound an alarm if 
  attacked. Fortunately for those entering the room, he 
  concentrates intently on his experiments and can be 
  surprised easily (Wyzz has a passive Perception is 6). 
   
  Ambush: Wyzz, Andravar, and a sticky skeleton 
  swarm are waiting inside for Rhezicora’s signal. Wyzz is 
  armed with the flamethrower. The swarm holds a chain and 
  collar and immediately runs towards Scoriaptrak (speed: 20 
  feet). 
  14I. Rhezicora’s Quarters  
   
  Rhezicora (see Appendix A: Monsters and NPCs) will be 
  here most of the day and night; she makes regular 
  inspections of the camp but always returns here. The 
  necromancer maintains a spartan existence, foregoing normal 
  human comforts in order to stay focused on her dark arts. A 
  stone slab serves as a mattress, and only bread and water are 
  kept nearby for sustenance. Her one indulgence is red, silken 
  curtains, hung throughout. A trapped chest holds her 
  valuables; Rhezicora wears the key around her wrist. 
   
  Trap: Chest 
  Trigger: The safe’s lock, shaped like a skull, is 
  unsuccessfully picked. 
  Effect: Any creature within 5 feet of the lock is teleported 
  10 feet in the air above tar pit 1 (Area 14D) and falls into 
  the pit.  This effect can occur up to two times. 
  Countermeasures: The safe’s lock can be picked with a 
  successful DC 16 DEXTERITY (Sleight-of-Hand) check 
  made with thieves’ tools.  An aura of conjuration magic 
  emanates from the lock. 
   
  Treasure: 5,000 gp (in various coinage) and a childlike doll 
  kept in the wooden chest.  The doll is the arcane control 
  mechanism to Tellis’ curse (see Area 12). 
   
  Ambush: Rhezicora watches Area 14B for confirmation of 
  the PC's presence. She then signals the attack at a 
  disadvantageous moment for the party and joins the fray in 
  her cave bear ‘armor’. 
  
   
    
   
  48 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  14J. Darbarik’s Mancave 
   
   
   
  Darbarik (neutral human male beserker, MM, but with 20 
  hit points and 2 levels of Exhaustion) is Rhezicora’s consort, 
  and he spends most of his days and nights here. He’s 
  maintained personal quarters in a natural cave on the 
  cliffside. Its entrance is well-marked with a sigil of a red 
  broadsword. 
   
  Darbarik wishes to kidnap Rhezicora so that the two can start 
  over somewhere else. He has been unhappily serving his 
  beloved Rhezicora for years. The once-proud barbarian has 
  even starved himself to please her; she has a penchant for a 
  thin, emaciated figure. He can now barely lift his treasured 
  broadsword, but still drags it around.  
   
  Darbarik is currently brooding after his latest argument with 
  Rhezicora. He can no longer stand the dark magic his beloved 
  wields: “… it’s the black magic amulet that makes her do evil 
  things! I remember her as a kind girl …”  
   
  NOTE: Darbarik is wrong about Rhezicora’s amulet driving her 
  passion for the dark arts—it’s an ordinary emerald.  Rhezicora 
  is evil all on her own… 
   
  If confronted, he doesn’t attack the PCs initially, intrigued by 
  any possibility to enact his plan. With a successful DC 12 
  CHARISMA (Persuasion) check, he’ll be open to the idea of 
  working together; the check is made with Advantage if a PC  
  promises to help him ‘free’ Rhezicora.  On a failure, he 
  attempts to alert the guards. 
   
  Ambush: Darbarik is expecting the PCs, and immediately 
  proposes that they work together. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Developments 
  If the PCs agree to capture Rhezicora, then Darbarik agrees to 
  help them in the upcoming battle. He tells them what he 
  knows: “… she plans on drowning the dragon in a pit …”.  He 
  also tells the characters about the necromantic control glyphs 
  (see inset below). 
   
  In any planning, he makes one thing clear: “… she must not be 
  killed. I know it’ll take some bloodying to get that amulet off. 
  But if she dies, I’ll take this whole place down …”  His threat 
  would involve taking munitions from Wyzz’s lab and lobbing 
  them at anyone in range. 
   
  Treasure: Darbarik has accumulated a number of skull-
  themed baubles, gifts from better times with Rhezicora. They 
  total 500 gp in value. He wields a broadsword +1. 
  14K. Tunnel Entrance 
   
   
   
  The entrance to an old mining tunnel is mostly blocked by a 
  rock pile. Creating a Medium-sized hole takes an hour of 
  moving rocks. The tunnel exits miles away at Area 11. 
   
  Necromantic Control Glyphs 
  A glyph is carved into each skeleton that gives Rhezicora 
  power over it. Destroying a glyph (e.g. by a sword strike) 
  renders the skeleton inanimate, but still intact. Rhezicora 
  can repair the glyph of any creature she touches.  
   
  A successful DC 13 WISDOM (Perception) check from close 
  range reveals the creature’s glyph.  Destroying the glyph 
  requires a successful melee attack that targets the glyph, 
  which is made with Disadvantage. 
   
   
   
  
   
    
   
  49 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Running the Big Battle 
  Get a Little Abstract 
  With multiple factions employing a multitude of forces, this 
  battle can get complicated quickly. Too much bookkeeping 
  can get in the way of focusing on the real point: the 
  characters trying to accomplish awesome, heroic acts.  
   
  To counter the complexity, a couple of design tricks are used: 
  • 
  In battle, most of Rhezicora’s forces are treated as 
  swarms, each with a single stat block. This reduces the 
  number of discrete attackers from over 20 to 4-5. Unique 
  individuals, like Wyzz, retain their own statistics. 
  • 
  Each swarm has a single goal (e.g. the skeleton swarm 
  seeks to shackle and drag Scoriaptrak). When considering 
  how a swarm might act or react, focus on the swarm’s 
  goal. 
  Allow your players some flexibility when acting against the 
  swarms; if an action would affect multiple individuals in a 
  swarm, double the damage or effect. This battle should be 
  about big moves against gangs of enemies. 
  Likely Sequence of Events 
  • 
  Detected. PCs are seen or are ambushed. 
  • 
  Bum Rush (encounter T9). Several waves of undead 
  and humanoids attack the party, seeking to lock a chain 
  around the dragon and drag him to a tar pit. 
  • 
  Evil Fiddler on the Roof (encounter T10). The 
  Cult of the Dragon bard shows up with the darkheart 
  violin, awakening the dragon’s inner evil which the PCs 
  must counter with their earned Redemption Dice. 
  • 
  A Chance for Redemption (encounter T11). To 
  distract the party, Rhezicora reveals a trap that 
  endangers her innocent slaves. 
  • 
  Make Peace with your Dragon God (encounter 
  T12). Scoriaptrak is killed and time is frozen. The party 
  must argue for the dragon’s salvation (using Redemption 
  Dice) to Bahamut and Kelemvor, the God of the Dead.  
  To make this extended encounter easier, you can tweak any 
  of these steps; plans aren’t always enacted flawlessly, are 
  they? The less time Rhezicora’s had to prepare, the greater 
  the chance that something goes wrong. 
  Rhezicora’s Tactics 
  She takes center stage once the battle begins:  
  • 
  She stays within her cave bear skeleton (+2 to AC) and 
  casts spells to weaken the PCs or bolster her forces. The 
  cave bear is her shield, but also a vicious fighter.  
  • 
  If the PCs start erasing her control glyphs on key 
  creatures, she attempts to speed over to re-animate the 
  creature with a touch.  
  • 
  She’ll attempt to dispel the bullroarer’s magic if it is used 
  (contested Arcana check, hers w/Advantage) 
  Allies and Resources 
  A number of allies could be available to the PCs during this 
  extended encounter. This is a reward for players that had 
  their characters put in the hard work of completing 
  Redemptive acts during the journey. 
  • 
  Eld Armbuckler. From Area 5. He is immune to 
  Rhezicora. 
  • 
  Tweeskree and elf. From Area 9. 
  • 
  Sir Patkyt and/or Medrash. From Area 13. 
  • 
  Darbarik. From Area 14J. Won’t harm Rhezicora. 
  • 
  Hunting party.  From random encounter R6. 
  • 
  Nillam.  From random encounter R10.   
  Ally Assistance. Each ally can be utilized once to 
  overcome enemies of CR 1 or less, or deal up to 20 hp of 
  damage to a larger enemy. If an ally has fictional positioning 
  to provide the Aid action, then they can also grant a character 
  Advantage on one roll. 
   
  Allow your players some flexibility with their characters 
  coming up with imaginative uses of the resources, but as 
  always, keep things reasonable. For easier accounting during 
  the battle, consider giving your players a card to represent 
  each ally.  Additionally, several items acquired along the way 
  could help the PCs: 
   
  • 
  Book of Fancies. From Area 2. The book’s illusions 
  could cause confusion or fear among the attackers, giving 
  them Disadvantage on their next attack roll, saving 
  throw, or ability roll. 
  • 
  Whistle of reptile stunning. From Area 8. 
  Counteracts the bard’s instrument for 1 round. 
  • 
  Bullroarer of Skeletal Control. From encounter 
  R5. Wielding this could de-animate some undead 
  enemies. 
  A ‘cheat sheet’ showing map Ha and summarizing the battle’s 
  major elements is presented as Map Hb (thumbnail below, 
  see Appendix C: Maps). 
   
  
   
    
   
  50 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Triggered Encounters at Area 14 
  These encounters help to advance the story and take place 
  during the battle. They are detailed below, in likely order of 
  occurrence. 
  T9. Bum Rush  
   
   
   
  Trigger: Rhezicora sees the dragon and signals the attack. 
   
  If Rhezicora had not Detected the dragon before this point, 
  then her forces are situated as written within their mapped 
  locations. If she’s been aware of Scoriaptrak, her ambush is 
  set; her forces are situated as written under the Ambush 
  sub-headings of the mapped locations. 
   
  Once combat begins, the minions in several Areas form 
  “swarms” then attack as one creature. The exact number of 
  creatures joining the swarm isn’t important, but if the PCs 
  have killed numerous creatures before the battle, the 
  swarm can (DM discretion) begin with half its hit points (30). 
   
  Remember that Rhezicora’s only goal, at this stage, is to lock 
  a chain around Scoriaptrak, allowing her mammoths to pull 
  the dragon into a tar pit. The sticky skeleton swarm in Pit 2 
  is given this task initially, but if they’re destroyed, the 
  henchmen will take it on. 
  T10. Evil Fiddler on the Roof 
   
  Trigger: DMs discretion; a few rounds into the battle or 
  when the PCs gain the upper hand against Rhezicora. 
   
  The Cult of the Dragon leader shows up with the darkheart 
  violin, seeking to awaken the dragon’s inner evil. If the PCs 
  have destroyed the original violin, then the bard plays a back-
  up instrument (with inferior effects noted below). 
   
  The leader (neutral evil male human bard, XGtE) has set up 
  in front of Rhezicora’s quarters (13I) or at the mouth of the 
  secret entrance (13K). He is guarded by a dragonfang 
  cultist, a cultist (MM) and a guard drake. When 
  ready, read or paraphrase the following: 
  From the mountainside, a fervent voice rings out: “Scoriaptrak, 
  you have forgotten your true nature. In Tiamat’s name, I will 
  remind you!” A passionate tune begins with the sound of a 
  violin dancing through a melody filled with wild energy. But an 
  acidic edge creeps into the notes, and the song now shrieks in 
  joy at the prospect of darker things.  
   
   
   
  Once the song begins, Scoriaptrak begins to fall under its 
  sway. His eyes turn a neon yellow and he howls in torment: 
  “I’m seeing all the things I’ve done! All the terrible 
  things….and I want to see…MORE!!” The Cultists yell out 
  encouragingly, reminding the dragon of his past deeds.  
   
  Descent into Evil? 
  Each round the violin plays, Scoriaptrak must make a DC 18 
  CHARISMA saving throw (DC 14 if the back-up is played). 
  Failure results in Scoriaptrak succumbing further to its evil 
  song. If he fails 3 saving throws, he immediately reverts to 
  Chaotic Evil, regains 40 hit points and his breath weapon, and 
  attacks the PCs. 
   
  Bad Breath: With failed saving throws, give your players a 
  visual cue that Scoriaptrak is reverting to his evil, red dragon 
  nature.  One ominous cue is increasing amounts of smoke 
  issuing from his snout; his breath weapon has been non-
  functional throughout the adventure but is now re-activating! 
   
  In this special case, any PC can aid Scoriaptrak’s 
  saving throws using their Redemption Dice as a Free 
  Action. Each Redemption Die is rolled with Advantage if it is 
  accompanied by effective roleplaying, examples include: 
  • 
  Recalling a redemptive event during the journey.  
  • 
  Stating the values of a Good alignment. 
  • 
  Anything else creative that the player can come up with. 
  The instrument’s magic is designed to manipulate dragons, 
  but also could have a minor side effect on the 
  characters due to their involvement in the dragon’s state 
  of mind.  The first time the instrument plays, each PC must 
  make a DC 12 WISDOM or CHARISMA saving throw. Failure 
  results in that PC being Stunned for 1 round and getting a 
  ‘taste’ of the instrument’s dark magic. During that round, 
  read or paraphrase the following to the PC(s) who failed: 
  Your mouth begins watering with the prospect of the delicious 
  evil that you are about to witness… 
  While Stunned, the PC is prevented from using Redemption 
  Dice to aid the dragon in his saving throws. 
   
  Kefleek is aflected similar to the characters. 
  Necromancer vs Cult 
  Rhezicora could be made into a temporary ally at this stage. 
  Pointing out that an evil dragon will likely kill her, too, will 
  bring her around. She doesn’t stop attacking the PCs but 
  diverts some minions to fight the bard. 
   
   
   
  
   
    
   
  51 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  T11. A Chance for Redemption 
   
   
  Trigger: Later in the battle, or if the PCs are escaping. 
   
  Rhezicora senses that the dragon is not evil. So she creates a 
  trap that preys on his (and the party’s) good nature. She 
  either improvizes this mid-battle or has it prepared 
  beforehand, whichever is appropriate.   
   
  Ten villagers are bound and dangled from the crane over the 
  tar within Pit 1, which has also been set ablaze. A giant 
  serpent skeleton (see Appendix A: Monsters and NPCs) 
  attacks any rescuers. The villagers can last 6 rounds before 
  succumbing to the flames, heat, and fumes from the pit. 
  Rhezicora taunts the party if they ignore this trap by saying, 
  “But how will you sleep at night, noble dragon?! Knowing that 
  you could have saved these poor, innocent wretches!?” 
  This should feel like an important moment that hits the 
  adventure’s theme: the PCs could escape, but the villagers 
  will die. Scoriaptrak trying to saving them could be a 
  redemptive moment for him. Prompt your players to roleplay 
  their characters with Scoriaptrak about the situation.   
   
  Once the characters have pleaded their case, have 
  Scoriaptrak say something along the lines of, “I could save 
  lives to balance out some of what I’ve taken…”  
  Redemption Dice 
  If the party ignores these villagers and they perish, the 
  characters lose their three largest Redemption Dice (in total, 
  not per character). If the PCs attempt to save the villagers, 
  give one character a d6. If Scoriaptrak attempts to help, give 
  two characters a d10. 
   
  T12. Make Peace with your Dragon God  
  Trigger: Scoriatrpak is killed. 
  Backstory: Bahamut has been watching Scoriaptrak since 
  Myoris’ prayers caught his attention. Bahamut believes 
  that the red dragon is worthy of becoming a metallic 
  dragon.  
   When Scoriaptrak is killed, Bahamut intercepts the 
  dragon’s soul and gains an audience with Kelemvor, the 
  God of the Dead. He hopes to gain Kelemvor’s favor. 
   
   
   
   
   
   
   
   
   
   
  When Scoriaptrak dies, read or adapt the following: 
  Scoriaptrak’s broken body slumps. He is lifeless. Rhezicora lets 
  out a triumphant shriek, which hangs in your ears as the world 
  suddenly freezes. The motes of dust in the air, the battling 
  figures, the flames, your bodies…all still.  
  A figure walks out of the shadows: an elf clad in vibrant green 
  raiment’s, streaked through with silver. He has kind eyes.  
  The elf nods as he walks by you, striding to Scoriaptrak’s 
  crumpled form. Without turning back, he addresses you: 
  “Thank you for bringing my friend this far. Now I must ask you 
  to bring him one step farther. THEY wait to hear why the dragon 
  deserves a new, golden heart.”  
  Looking up at a sky that was moments before empty, two 
  immense figures, a platinum dragon and a man, turn to regard 
  you. A spectral Scoriaptrak now hovers over his own body, 
  silent with eyes cast down. 
  It is Myoris that walks among the PCs, sent as an envoy to 
  explains the situation. Bahamut and Kelemvor regard the 
  party from above.  The party may take no actions except as 
  related to this scene and now have two tasks:  
  • 
  Convince Kelemvor that Scoriaptrak is worthy. 
  • 
  Inspire Scoriaptrak to speak on his own behalf. 
  Skill Challenge 1: Convince Kelemvor 
  Roleplay Kelemvor (empyrean, MM) as kindly, but stern, 
  and seemingly with his mind made up about Scoriaptrak: “I 
  see a great, red stain of Evil upon you, dragon, and only a 
  faint blush of Good. My judgment would seem to be easy. 
  Who here would speak on your behalf, to tell me why it is 
  not?” Scoriaptrak is silent and stares at the ground.  Kelemvor 
  and Bahamut look towards the PCs. 
   
  Kelemvor can indeed see all of Scoriaptrak’s past, naming off 
  a list of evil deeds for emphasis. But time is different for gods 
  and mortals, so Kelemvor hasn’t quite pieced together the 
  dragon’s recent turn towards good during this adventure. 
  The characters must succeed on a DC 20 CHARISMA 
  (Persuasion) check with Kelemvor, involving the following: 
  • 
  arguing that Kelemvor should separate Scoriaptrak’s evil 
  past from his less-evil present.  
  • 
  appealing to Kelemvor to withhold judgment.  
  • 
  With one failed check: Kelemvor’s brow furrows with 
  impatience, but he prompts the characters to continue. 
  • 
  With two failed checks: the challenge ends in failure. 
  Kelemvor shrugs and leaves, and Bahamut voices his 
  disappointment: “I thought you were one of mine, 
  despite your red scales. Perhaps we will meet again…” 
  The PCs can only watch as Scoriaptrak’s soul rises up out 
  of sight, mumbling,: “Sorry to have wasted your time…”  
  Time resumes where it left off before this challenge. 
  • 
  With success, proceed to Skill Challenge 2. 
  
   
    
   
  52 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Note: Scoriaptrak succumbing to the Cult’s evil violinist in the 
  previous encounter has no mechanical bearing on this 
  challenge, but could be good roleplaying material. 
   
  The checks are made with Advantage if the party has earned 
  at least 8 Redemption Dice during the journey, any of 
  which can be used here.  
  Skill Challenge 2: Inspire Scoriaptrak  
  Once the PCs convince Kelemvor, all Scoriaptrak must do is 
  ask Bahamut (ancient gold dragon, MM) for forgiveness 
  and pledge himself to Good.  
   
  Bahamut prompts this resolution: “I do not accept evil into 
  my service, dragon. What do you seek from me?” But 
  Scoriaptrak remains silent, newly-ashamed as his whole life 
  has been laid bare in front of gods and friends.  
   
  If your players need prompting about the needed direction in 
  roleplaying, Bahamut speaks to the PCs: “Is he remorseful?  Is 
  he one of mine or not?  He must tell me”.  
  The characters must succeed on a DC 20 CHARISMA 
  (Persuasion) check with Scoriaptrak, involving the following: 
  • 
  Convince the dragon to ask Bahamut for forgiveness. 
  • 
  Roleplaying to bolster Scoriaptrak’s spirits, remind him of 
  his recent good deeds or a related topic. 
  • 
  With one failed check: Scoriaptrak leans his head 
  towards the characters and whispers, “Let this end. 
  Kelemvor was right. I am not worthy of forgiveness…” 
  • 
  With two failed checks: the challenge ends in failure, 
  as described in the first challenge. 
  • 
  With success, read or paraphrase the following: 
  Scoriaptrak speaks with a new voice, unclouded now by pain 
  and regret: “I have been shown that my past does not define 
  me. I can come back from a dark place. I ask you, my Judge 
  Kelemvor, and you, my father Bahamut, to allow me into your 
  service, in this life or the next.”  
   
  Kelemvor gives a satisfied nod and turns to Bahamut, saying, 
  “He is yours now.”  
   
  With that, Kelemvor’s form recedes and Bahamut glides down 
  to you and speaks: “Thank you for all your efforts. When your 
  lives come to an end, I will greet Kelemvor with you, as an ally. 
  Until then, know that you may call on me in dire need.”  
   
  Without waiting for an answer, the dragon god turns and 
  swallows Scoriaptrak, then disappears in blinding light. 
  Redemption Dice should be used on this check, making 
  this an easy but satisfying check as the players get to cash in 
  on all the redemptive work they’ve done up to now. As an 
  added boost, inform your players that their characters may 
  also assume the persona of any ally (alive or dead) and 
  speak of their own redemption; doing so grants Advantage on 
  any one of their Redemption Die rolls.  
  Dragon(re)born 
  Bahamut transforms Scoriaptrak into a young gold 
  dragon (MM), currently in humanoid form: a curly-haired 
  hafling in red and gold robes. Kefleek is also reborn in a way--
  he has a new, gold-scaled body and is slumbering inside an 
  egg. Scoriaptrak is somewhat confused. His wits will 
  eventually return, but at first, roleplay him like a contented, 
  somewhat-dreamy sleepwalker. He absent-mindedly holds 
  and pets the egg. 
   
  Bahamut gives each PC a boon--a favor they can call on in 
  the future. Each boon looks like a gold scale (see Appendix C: 
  Magic Items for more details). 
   
  Back to the Battle 
  Once the redemption sequence is concluded, time snaps back 
  to normal. If the dragon has not been Redeemed: 
  Rhezicora animates his corpse (red dragon zombie, see 
  Appendix B) in 1 minute and attacks the PCs. The Cult 
  considers the zombie an abomination and can be convinced 
  to attack it with a DC 12 CHARISMA (Persuasion) check. 
   
  If Scoriaptrak has been Redeemed: The red dragon 
  body vanishes and his humanoid form, holding an egg, 
  appears near the PCs. Rhezicora and her forces forfeit all 
  actions for one round, due to her surprise and confusion.  
  They ignore the harmless-looking halfing and egg but fight 
  the PCs to the death (except Darbarik-see below). Scoriaptrak 
  seems befuddled and doesn’t fight during this encounter.   
  Post-Battle Consequences 
  Sparing Rhezicora? 
  If the PCs made and honored a pledge to leave Rhezicora 
  alive (reducing her to zero hitpoints but knocking her out 
  instead of killing her), Darbarik is grateful. He hands the 
  characters Rhezicora’s “evil” amulet--it’s just a plain emerald. 
   
  Darbarik leaves with his unconsious beloved. Once out of 
  sight (maybe several hours later), Rhezicora awakens and, 
  enraged by his betrayal, kills him in his sleep. So deep is her 
  malevolence that she re-animates his corpse and storms off 
  with it (at the DM’s discretion, she might find the PCs and 
  seek revenge at a later date…). 
  Freeing the Villagers 
  The villagers are very grateful to be freed and immediately 
  seek to be reunited with their families in Bonestore. If 
  Bonestore is still held by Rhezicora’s henchmen, the 
  
   
    
   
  53 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  freedmen will attack it, aided by Sir Patkyt and/or Medrash. 
  The PCs can also be involved, but it is not essential. The 
  henchmen in Bonestore flee at the sight of the freed mob. 
   
  To the Falls! 
  A slightly-confused Scoriaptrak is clear about one thing: he 
  must go to Dygyrus Falls (Area 17) to meet…someone. 
  Other Mapped Locations 
  15. Carnass Foothills 
   
   
   
  Setting: Rocky, sloping ground with sparse vegetation. 
  Utility: Final combat encounter.  
    
  The PCs get to fight a dragon! 
   
  Once past the necromancer’s camp, a half-day of traveling is 
  needed to reach Scoriaptrak’s lair. As this is Scoriaptrak’s old 
  home territory, he knows the way. Ask your players to 
  describe their surroundings as their characters are seeing it, 
  prompted by the question: “tell me one detail that clearly 
  shows this used to be a red dragon’s territory“. 
   
  Out of the Blue 
  A rival dragon ambushes the party. The blue dragon, 
  Nymixeartia, has been hunting Scoriaptrak since he escaped 
  her just prior to this adventure. She investigated the smoke 
  and activity of the recent battle and to her joy, she saw 
  Scoriaptrak (if he’s been transformed, she just sensed his 
  presence). 
   
  Contact with an elven ally kicks off the scene. When ready to 
  begin the encounter, read or paraphrase the following: 
  Scoriaptrak’s lair entrance is now barely visible on the 
  mountainside before you. Two dilapidated huts sit at the cave 
  mouth.  
  On a scree slope between you and the cave, a small rockslide 
  betrays the presence of a lone figure, rapidly sliding downhill. 
  He seems to be hailing you and waving. 
  The cave entrance is 500 feet away when the encounter 
  starts. The huts are the remains of a failed goblin settlement, 
  abandoned a few years ago. A forgotten cache of rusty 
  weapons and a total of 5gp in various coinage can be found 
  under a false section of floor within one of the huts. 
   
  The elven scout (MM) Andralir has been stationed by 
  Scoriaptrak’s lair in case the dragon returned. He hails the 
  PCs, excitedly so if Scoriaptrak is still in red dragon form, then 
  the following occurs: 
  • 
  He sees the blue dragon plummeting from the sky 
  above. A successful DC 13 WISDOM (Insight) check 
  reveals that Andralir’s waving has gone from friendly to 
  frantic, allowing the party one round to react.  
  • 
  Should a character look up, a successful DC 16 WISDOM 
  (Perception) check reveals the blue dragon streaking 
  towards them, negating the element of surprise.  
   
  If Scoriaptrak is still a red dragon, Nymixeartia (young blue 
  dragon, MM) crashes into him, claws first (doing an extra 
  4d10 slashing damage). She seeks to kill Scoriaptrak, ignoring 
  all attacks on her until she’s done so. When (not if) 
  Scoriaptrak is killed, the encounter Make Peace with 
  Your (Dragon) God is triggered (page 51). 
   
  If Scoriaptrak has been Redeemed and is in his new, 
  humanoid form, the blue lands on Andralir instead and tosses 
  him like a broken toy. She roars: “Where is the weakling 
  red?!! I shall finish what I started!!” Nymixeartia will listen to 
  the PCs but doesn’t tolerate much stalling. No matter what, 
  after 3 rounds, she recognizes Scoriaptrak’s new form and 
  attacks him as above.   
   
  Bahamut Power-Ups 
  The PCs should realize that they are outmatched by the blue 
  dragon (CR9) and that they may have to cash-in the boon 
  given to them by Bahamut. When/If they call upon the deity, 
  read or paraphrase the following: 
  Bahamut’s golden voice rattles the teeth in your skull with its 
  weight. The blue dragon screeches and spins in circles, 
  panicked. Bahamut rumbles, “Friends, I did not expect you so 
  soon. But, ah…I see your troubles. My new son will not be felled 
  on the day of his birth. Take my gifts now, and send this 
  wretched lizard back to her 5-headed mistress.” 
   
  Golden parcels appear on the ground before you. 
  The parcels are magic items, one per character: a helm, a set 
  of wings, a mask, a pair of greaves and a pair of gauntlets 
  (see Appendix C: Magic Items).  
   
  His Final Form 
  If the PCs are getting the worst of it with Nymixeartia, 
  humanoid Scoriaptrak can awaken and transform into his 
  new young gold dragon (MM) form. You could tease this 
  possibility during combat with Scoriaptrak saying something 
  like the following:  
  • 
  “I am starting to remember who I was.”  
  • 
  “I was quite fierce, wasn’t I?.”  
  • 
  “Just a minute … Ahhhh … Nope … Lost it.”  
  • 
  “What is this egg? … Is it breakfast?” 
   
  If a PC asks Scoriaptrak to join the fight, he takes 3 rounds to 
  transform; a successful DC 12 CHARISMA (Persuasion) check 
  and roleplaying that expresses the urgency of the situation, 
  allow for the transformation to speed up to 1 round. 
  
   
    
   
  54 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  16. Scoriaptrak’s Lair 
   
   
   
  Setting: A large, empty cave complex.  
  Utility: Closure on this chapter of Scoriaptrak’s life. 
    
  The adventure’s major cache of treasure. 
   
  Read or paraphrase the following: 
  Inside the large cavern, the stone floor is smooth, worn down 
  by years of scaled bellies and tails. The central chamber is quite 
  empty, but, for those with a keen imagination, the smell of old 
  coins appears to hang within the air.  
  Scoriaptrak studies his old lair for a long moment, then coughs 
  and shuffles his feet. From the look deep within his eyes, he 
  seems ready to leave. 
  Movement from unrecognizable figures can be seen in the 
  gloom towards the rear of the cave. 
  The remnants of the Cult of the Dragon cell have been 
  waiting to formally meet with Scoriaptrak here, as arranged 
  by Kefleek.  Whether they are aware of the developments of 
  this adventure is up to you.  
  The team consists of 2 thugs, a dragonwing cultist and 
  a swashbuckler (VGtM). The dragonwing carries a tribute 
  in case they deemed Scoriaptrak a useful ally. The team stays 
  out of any fight between two chromatic dragons but would 
  be happy to fight against the PCs and/or a gold dragon. 
  This site represents a good roleplaying opportunity, focused 
  on Scoriaptrak shedding his old life and beginning a new one. 
  The chasm that Scoriaptrak was going to hurl himself into is 
  deep under the mountain, but the dragon has no need to go 
  there now.  
  Part of the dragon’s hoard is still intact, protected by a few of 
  Kefleek’s traps, which he can de-activate easily. If your 
  players are in the mood, ask them for details about the traps 
  prompted by the following:  
  • 
  Describe one trap that Kefleek constructed.  
  • 
  Who (or what) has tried to bypass it? 
  • 
  How did they fail? 
  Treasure: The Cults tribute consists of a crystal-framed 
  mirror (500 gp value), 200 pp and a gilded statue of Tiamat 
  (500 gp value).  The dragon’s hoard consists of the following:  
  • 
  1,500 gp in various coinage.  
  • 
  A pair of carved, ceremonial ivory daggers from the land 
  of Al-Qadim (300 gp value). 
  • 
  A weapon (mace) of warning (DMG). 
  • 
  5 rubies valued at 100gp each. 
  • 
  1 Eversmoking bottle (DMG). 
   
  17. Dygyrus Falls 
   
   
   
  Setting: Roaring waterfalls at the mountain/forest edge. 
  Utility: Reunion with elves and the conclusion of the story. 
  The landscape grades from rocky foothills back into lowland 
  forest, and the stream winding down from Mount Carnass takes 
  an abrupt plunge: Dygyrus Falls.  
  At the base of the 100-foot waterfall is a small encampment. 
  This is the main camp of Myoris’ band of elves who have been 
  looking for Scoriaptrak. Depending on who the PCs have 
  interacted with, Tweeskree, the blink dogs, and Eurae the 
  dryad could be there, too.   
   
  At the sight of the party or Scoriaptrak, the elves let loose a 
  mighty cheer (by elven standards). Once in the camp, Myoris’ 
  apprentice, Gryvenir (druid, MM), speaks directly to 
  Scoriaptrak, quoting an elven poem that was his favorite. 
  Scoriaptrak is touched by the gesture and relaxes. Gryvenir 
  offers Scoriaptrak a home, which he accepts.  
   
  The band’s leader, Nihymia, addresses the PCs: “We are all in 
  your debt. What happened to this dragon may be unique in 
  Faerun’s history. He will be a valuable ally to us all.” Nihymia 
  heals the PCs fully, and consults with them about their 
  ongoing adventures; she and Scoriaptrak can likely give them 
  some useful information. 
   
  Before the PCs leave, Scoriaptrak turns to the PCs to thank 
  them. It can end with: “I’m where I’m supposed to be now. 
  But I would have died a miserable beast were it not for you. I 
  am in your debt.” 
  Possible Next Steps 
  Scoriaptrak and his elven allies could become a powerful 
  patron for your PCs, using the dragon’s information to plot 
  the downfall of a myriad of despicable villains that you’ve 
  developed for your campaign. 
   
  One plot thread to pull is found in Myoris’ letter to 
  Scoriaptrak in Section I; it mentions a threatening enemy: 
  “dark wings fly over the Great Forest.”  Whether this refers to 
  a dragon, devil or other winged terror is up to you.   
   
  Another plotline could involve Rhezicora if she was left alive 
  after the battle.  Her thirst for vengeance on the PCs would 
  be terrible indeed. A more local adventure could involve 
  helping the formerly-enslaved villagers re-establish a secure 
  homestead; the ruins of Castle Twinpred could serve nicely. 
  Lizardfolk seeking to expand their swamp might need to be 
  dealt with, however. 
   
   
  
   
    
   
  55 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Tyranny of Dragons campaign integration 
  Scoriaptrak could ferry the PCs to their original destination of Elturel (HotDQ, Episode 4) or even Baldur’s Gate, where they join the 
  Cult’s loot-filled caravan headed north. At the very latest, the party would need to rejoin the caravan at the Carnath roadhouse 
  (Episode 5). 
  Later in the campaign, Scoriaptrak could help the elves and PCs take on the green dragon Chuth in the Misty Forest (Episode 4 of 
  Rise of Tiamat) or help win over metallic dragons at their pivotal meeting (Episode 6). 
   
   
  
   
    
   
  56 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Appendix A: Monsters & NPCs 
   
  Andravar, Apprentice Necromancer  
  Medium humanoid (human), neutral evil 
  Armor Class 11 (14 with mage armor)   
  Hit Points 27 (6d6 + 6) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  13 (+1) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  Saving Throws Int +4, Wis +3 
  Skills Arcana +4, History +4, Intimidation +2 
  Senses passive Perception 16 
  Languages Common, Dwarven, Abyssal 
  Challenge 2 (450 XP) 
   
  Spellcasting: The mage is a 2nd-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). 
  The mage has the following wizard spells prepared:  
   
  Cantrips (at will): chill touch, true strike 
  1st level (2 slots): alarm, mage armor, ray of sickness 
   
  Actions 
  Sickle. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 
  (1d6 + 1) slashing damage. 
   
  Equipment 
  Sickle, pixie skeleton in a glass jar, frog leg jerky, flask of oil (2), 
  spellbook. 
  Cultist, Dragonfang 
  Medium humanoid (human), neutral evil 
  Armor Class 16 (breastplate)   
  Hit Points 27 (6d6 + 6) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+2) 
  14 (+2) 
  13 (+1) 
  9 (-1) 
  11 (+0) 
  13 (+1) 
  Saving Throws Str +4 
  Skills Athletics +4, Survival +2 
  Senses passive Perception 10 
  Languages Common, Draconic 
  Challenge 2 (450 XP) 
   
  Fanatical Advantage. Once per turn, if the dragonfang makes a 
  weapon attack with Advantage on the attack roll and hits, the target 
  takes an extra 7 (2d6) damage. 
   
  Pack Tactics. The dragonwing has Advantage on an attack roll 
  against a creature if at least one of the dragonwing’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated. 
   
  Actions 
  Multiattack.  The dragonwing attacks twice with its war pick. 
   
  War pick. Melee Weapon Attack: +4 to hit, reach 5ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage. 
   
  Cultist, Dragonwing 
  Medium humanoid (human), neutral evil 
  Armor Class 14 (leather armor)   
  Hit Points 27 (6d6 + 6) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  16 (+3) 
  13 (+1) 
  11 (+0) 
  11 (+0) 
  13 (+1) 
  Saving Throws Wis +4 
  Skills Deception +3, Stealth +5 
  Damage Resistance fire 
  Senses passive Perception 10 
  Languages Common, Draconic 
  Challenge 2 (450 XP) 
   
  Dragon Fanatic. The dragonwing has Advantage on saving throws 
  against being charmed or frightened.   
    
  Limited Flight. The dragonwing can use a bonus action to gain a 
  flying speed of 30 feet until the end of its turn. 
   
   
   
  Pack Tactics. The dragonwing has Advantage on an attack roll 
  against a creature if at least one of the dragonwing’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated. 
   
  Actions 
  Multiattack.  The dragonwing attacks twice with its longbow. 
  Longbow. Ranged Weapon Attack: +5 to hit, 150/600, one target. 
  Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) fire damage. 
  
   
    
   
  57 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Guard Drake 
  Medium beast, unaligned 
  Armor Class 14 (natural armor)   
  Hit Points 45 (7d6 + 21) 
  Speed 35 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  11 (+0) 
  16 (+3) 
  4 (-3) 
  14 (+2) 
  7 (-2) 
  Saving Throws Wis +4 
  Skills Perception +4, Stealth +5 
  Senses darkvision 60 ft., passive Perception 12 
  Challenge 2 (450 XP) 
   
  Keen Hearing and Smell. The drake has Advantage on WISDOM 
  (Perception) checks that rely on hearing or smell.  
   
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 
  (1d8 + 3) piercing damage. 
   
  Henchmen Swarm 
  A huge group of humanoids, neutral evil 
  Armor Class 12 
  Hit Points 71 (13d8 + 13) 
  Speed 25 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   14 (+2) 
  10 (+0) 
  12 (+1) 
  12 (+1) 
  9 (-1) 
  10 (+0) 
  Skills Athletics +4 
  Damage Vulnerabilities damage from area of effect spells and 
  weapons 
  Senses passive Perception 9 
  Languages Common 
  Challenge 2 (450 XP) 
   
  Spellcasting: Someone in the swarm is a 1st-level spellcaster. Their 
  spellcasting ability is Intelligence (spell save DC 11, +3 to hit with 
  spell attacks). They have the following wizard spells prepared: 
    
  Cantrips (at will): acid splash, ray of frost 
  1st level (1 slot): color spray, thunderwave 
   
  If the swarm is reduced to 30 hp or less, the swarm makes a DC 10 
  CONSTITUTION saving throw. If the swarm fails, it loses its ability to 
  cast spells (ie: the spellcaster has fallen in battle). 
   
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large enough 
  for a Medium humanoid.  
   
  Actions 
  Multiattack.  The swarm makes a spell attack and three melee 
  attacks. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  Kefleek 
  Small humanoid sorcerer (kobold), neutral 
  Armor Class 11 
  Hit Points 24 (7d6) 
  Speed 15 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   6 (-2) 
  9 (-1) 
  10 (+0) 
  14 (+2) 
  8 (-1) 
  16 (+3) 
  Skills Persuasion +5, Deception +5 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Draconic 
  Challenge 1 (200 XP) 
   
  Innate Spellcasting. The kobold’s spellcasting ability is Charisma 
  (spell save DC 14). He can innately cast the following spells, requiring 
  no material components:  
   
  At will: friends, crown of madness 
  3/day each: sleep, dominate person (Scoriaptrak only) 
   
  Actions 
  Dagger. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 
  1 (1d4 -1) piercing damage. 
  Equipment 
  Robes, dagger, arcane focus (coin), pouch with several red dragon 
  carvings, 10 pp, 50 gp, 3 rubies (100 gp each). 
   
   
  Lizardfolk hatchling 
  Tiny humanoid (lizardfolk), neutral 
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 25 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   2 (-4) 
  14 (+2) 
  10 (+0) 
  6 (-2) 
  10 (+0) 
  8 (-1) 
  Senses darkvision 30 ft., passive Perception 10 
  Languages Draconic 
  Challenge 0 (10 XP) 
   
  Water walk. The hatchling can take the Dash Action to run on top of 
  water. 
   
  Actions 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 
  (1d2) piercing damage. 
   
   
   
   
   
   
  
   
    
   
  58 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Rhezicora the Necromancer  
  Medium humanoid (human), neutral evil 
  Armor Class 12 (15 with mage armor)   
  Hit Points 75 (7d8 + 16) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   9 (-1) 
  14 (+2) 
  14 (+2) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6, Intimidation +3 
  Senses passive Perception 11 
  Languages Common, Dwarven, Abyssal 
  Challenge 3 (700 XP) 
   
  Spellcasting: The necromancer is an 7th-level spellcaster. Her 
  spellcasting ability is Intelligence (spell save DC 14, +5 to hit with 
  spell attacks). The mage has the following wizard spells prepared:  
   
  Cantrips (at will): chill touch, dancing lights, mage armor 
  1st level (4 slots): alarm, mage armor, ray of sickness 
  2nd level (3 slots): ray of enfeeblement, web 
  3rd level (3 slots): animate dead, vampiric touch 
  4th level (1 slot): stoneskin 
   
  Actions 
  Withering touch. Melee Spell Attack: +6 to hit, reach 5ft., one target. 
  Hit: 5 (2d4) necrotic damage. 
   
  Equipment 
  Black robes, emerald necklace, wand of fear 
   
  Scoriaptrak, Adult Red Dragon 
  Huge dragon, chaotic neutral 
  Armor Class 18 (natural armor) 
  Hit Points 39 (6d12) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 
  8 (-1) 
  11 (+0) 
  16 (+3) 
  16 (+3) 
  14 (+2) 
  Saving Throws Dexterity +5, Wisdom +8 
  Skills Perception +10 
  Damage Immunities fire 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 10 
  Languages Common, Draconic, Elven, Sylvan 
  Challenge 4 (1,100 XP) 
   
  Legendary Resistance (1/Day). If the dragon fails a saving throw, it 
  can choose to succeed instead. 
     
  Actions 
  Multiattack.  The dragon can make two attacks. 
   
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 
  16 (2d10 + 5) piercing damage. 
   
  Claw. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 
  11 (2d6 + 5) slashing damage. 
  Skeleton, Cave Bear 
  Large undead, unaligned 
  Armor Class 12 (natural armor) 
  Hit Points 37 (6d8 + 12) 
  Speed 40 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  11 (+0) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages - 
  Challenge 1 (200 XP) 
   
  Knockdown Charge. If the skeleton moves at least 20 ft. straight 
  toward a creature and then hits it with a Claw attack on the same 
  turn, that target must succeed on a DC 14 STRENGTH saving throw 
  or be pushed 10 feet and knocked prone. 
     
  Actions 
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 
  (1d8 + 4) piercing damage. 
   
  Claw. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 
  9 (1d10 + 4) slashing damage. 
   
   
  Skeleton, Giant Armadillo 
  Large undead, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 28 (8d8 - 8) 
  Speed 20 ft., 40 ft. (rolling) 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   14 (+2) 
  16 (+3) 
  19 (-1) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages - 
  Challenge 2 (450 XP) 
   
  Roller Derby. The skeleton can move through any space during its 
  move that is occupied by a creature of up to Large size, causing each 
  creature in its path to make a DC 14 STRENGTH saving throw. On a 
  failure, the creature is knocked prone, and takes 7 (d10+2) 
  bludgeoning damage. 
     
  Actions 
  Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 
  (1d4 + 2) slashing damage. 
   
   
   
   
   
  
   
    
   
  59 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Skeleton, Giant Serpent 
  Huge undead, unaligned 
  Armor Class 12 (natural armor) 
  Hit Points 40 (8d8 + 8) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  14 (+2) 
  12 (+1) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages - 
  Challenge 2 (450 XP) 
   
  Rib-cage. Any creature that ends its turn adjacent to the serpent 
  must make a DC 10 DEXTERITY saving throw or else be restrained 
  inside the skeleton’s ribcage.  A DC 10 STRENGTH check or a 
  successful melee weapon attack against the skeleton is needed to 
  break free. 
     
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 
  15 (2d10 + 4) piercing damage. 
   
   
  Skeleton, Gibbon 
  Small undead, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 5 (2d6-2) 
  Speed 20 ft., climb 30ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   6 (-2) 
  16 (+3) 
  9 (-1) 
  5 (-3) 
  8 (-1) 
  5 (-3) 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages - 
  Challenge 1/4 (50 XP) 
   
  Cannonball. From above, the skeleton launches itself at its target, 
  which must make a DC 14 DEXTERITY saving throw to avoid taking 8 
  (d8+3) bludgeoning damage. 
     
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 
  (1d6) piercing damage. 
   
   
   
   
   
   
  Skeleton, Mammoth 
  Huge undead, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 51 (6d12 + 12) 
  Speed 40 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   22 (+6) 
  9 (-1) 
  15 (+2) 
  3 (-4) 
  8 (-1) 
  6 (-2) 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages - 
  Challenge 3 (700 XP) 
   
  Trampling Charge. If the skeleton moves at least 20 ft. straight 
  toward a creature and then hits it with a Tusk Sweep attack on the 
  same turn, that target must succeed on a DC 16 STRENGTH saving 
  throw or be knocked prone. If the target is prone, the elephant can 
  make one stomp attack against it as a bonus action. 
     
  Actions 
  Tusk Sweep. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 12 (1d12 + 6) bludgeoning damage. 
   
  Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one prone 
  creature. Hit: 17 (2d10 + 6) bludgeoning damage. 
   
   
  
   
    
   
  60 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Skeleton, Sticky Swarm 
  A huge swarm of undead, unaligned 
  Armor Class 12 
  Hit Points 45 (6d10 + 12) 
  Speed 25 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  11 (+0) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
  Damage Vulnerabilities bludgeoning, any damage from spells that 
  target multiple creatures  
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned  
  Senses darkvision 60 ft., passive Perception 9  
  Challenge 2 (450 XP) 
   
  Sticky brawl. Any creature that ends its turn adjacent to the swarm 
  must succeed on a DC 8 STRENGTH saving throw, or else be 
  Restrained. Breaking free of the swarm is a DC 13 Strength 
  (Athletics) check.    
   
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large enough 
  for a Medium humanoid.  
   
  Actions 
  Multiattack. The swarm makes three Vicious Scrum attacks, 
  described as headbutting, biting, scratching, or kicking. 
  Vicious Scrum. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 4) bludgeoning/slashing/piercing damage. 
   
  Skeleton, Tar 
  Medium undead, unaligned 
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8 + 4) 
  Speed 25 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0) 
  14 (+2) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned  
  Senses darkvision 60 ft., passive Perception 9 
  Languages Understands all languages it spoke in life but can’t speak 
  Challenge 1/4 (50 XP) 
   
  Sticky embrace. Any creature that ends its turn adjacent to the 
  swarm must succeed on a DC 8 STRENGTH saving throw, or else be 
  Restrained. Breaking free requires a DC 10 Strength (Athletics) 
  check.    
   
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage. 
   
  Undead Spitted Boar 
  Medium undead, unaligned 
  Armor Class 13 
  Hit Points 22 (5d6 + 5) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   14 (+2) 
  12 (+1) 
  12 (+1) 
  2 (-4) 
  6 (-2) 
  5 (-3) 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned  
  Senses darkvision 60 ft., passive Perception 8  
  Challenge 1 (200 XP) 
   
  Meatbomb. When the boar reaches 0 hit points, it explodes in a 
  shower of steaming meat and bone shrapnel. All creatures within a 
  10-foot radius takes 2 fire damage and must succeed on a DC 10 
  CONSTITUTION saving throw to avoid being blinded for 2 rounds. 
   
  Actions 
  Multiattack. The boar makes one trip attack and one gore attack. 
  Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 
  (1d8 + 2) piercing damage. 
  Skewer Trip. Melee Attack: reach 5 ft., one target. The target must 
  succeed on a DC 12 DEXTERITY saving throw or be knocked prone. 
   
  Zombie, Red Dragon 
  Huge undead, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 85 (10d12+20) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 
  8 (-1) 
  14 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
  Damage Immunities poison 
  Condition Immunities poisoned  
  Senses darkvision 60 ft., passive Perception 9 
  Languages - 
  Challenge 5 (1,800 XP) 
   
  Smoking cloud. Any creature within 10 feet of the zombie must 
  make a DC 10 CONSTITUTION saving throw to avoid being blinded by 
  acrid clouds of smoke, issuing from the zombie’s mouth and 
  wounds. 
     
  Actions 
  Multiattack.  The makes two make two attacks: one with its bite and 
  one with its tail.  It can’t make both attacks on the same target 
   
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 
  16 (2d10 + 5) piercing damage. 
   
  Tail. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 11 
  (2d6 + 5) bludgeoning damage. 
   
  
   
    
   
  61 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Appendix B: Magic Items 
  Battleaxe of Bloodlust (+1) 
  Weapon, rare 
  This jagged, obsidian axe smolders with the dull glow of 
  eternal savagery. Every successful melee attack grants the 
  wielder 5 temporary hit points and causes a surprisingly large 
  amount of blood to spray from the target. 
    
  Bahamut’s Boon items 
  Wondrous items, unique 
  Donning any item grants a one-time recovery of all hit points 
  and spell slots. It also grants a +2 to Armor Class and resistance 
  to lightning damage. 
   
  Helm. This skullcap is golden-scaled, featuring the horns of a 
  gold dragon. While wearing the helm, you have a +2 to spell 
  attacks and your spell save DC. In addition, the wearer can 
  cast the following spells once per long rest without using a 
  spell slot: fly, mage armor. 
   
  Wings. When this backpack is worn, a large pair of golden 
  wings unfurl from it. You gain the ability to fly (speed 60ft.) as 
  well as a Flap attack: each creature within 15 ft. of you must 
  succeed on a DC 18 DEXTERITY saving throw or take 12 (2d6 + 
  6) bludgeoning damage and be knocked prone. You can then 
  fly up to half your flying speed. 
   
  Mask. This golden muzzle fits over the wearer’s lower face, 
  resembling a snarling dragon’s snout. While wearing the 
  mask, you can use the following breath weapon attack (a 
  number of times per day equal to your CONSTITUTION 
  modifier): 
   
  Fire Breath. You exhale fire in a 60-foot cone. Each 
  creature in that area must make a DC 18 DEXTERITY 
  saving throw, taking 40 (8d10) fire damage on a failed 
  save, or half as much damage on a successful one. 
   
  Greaves. When you wear this pair of golden greaves, your 
  legs become longer, golden-scaled and more powerful. You 
  gain 20 temporary hit points, can jump up to 50 feet, landing 
  without taking damage. You can also make a Claw attack with 
  your feet (+9 to hit, 2d6+5 piercing damage) as a Bonus 
  Action. 
   
  Gauntlets. When you wear this pair of golden gauntlets, 
  your arms become mighty, scaled appendages, ending in 
  wicked claws. While wearing the gauntlets, you gain 20 
  temporary hit points and +2 to all weapon-based attacks. 
   
   
   
  Book of Fancies  
  Wondrous item, unique 
  This pop-up book portrays scenes from children’s stories. By 
  speaking the correct password (‘Ammadrea’), one of the 
  book’s illustrations can become an illusory, life-sized scene, 
  as per the silent image spell. Ask your players to describe the 
  scene or use the list below for inspiration:  
  • 
  three children sneaking by a sleeping goblin,  
  • 
  two halflings springing a snare trap on an ogre,  
  • 
  a giant swinging a club at a charging knight.  
  The book can be used once per day. 
   
  Breastplate of Bludgeoning Resistance 
  Armor, uncommon  
  This battered breastplate is etched with the angry face of a 
  ram.  The wearer gains Resistance to bludgeoning damage. 
   
  Bullroarer of Undead Control 
  Wondrous item, uncommon 
  This oval, wooden disk is attached to an arm-length leather 
  strap. A single, necromantic glyph is carved on one side. 
  When spun rapidly, a loud, low whirring is emitted, and the 
  magic is activated.  The wielder can now control undead 
  creatures that possess a matching glyph, as per the animate 
  dead spell.  The wielder can control a combined total of CR1 
  worth of creatures within 30 feet (e.g. 8, CR 1/8 creatures or 
  1, CR1 creature). 
   
  Attunement with this item is needed for it to function, 
  triggering a DC 10 CONSTITUTION saving throw. On a failure, 
  the subject can still attune, but any use of the bullroarer 
  causes the subject 2 necrotic damage. 
   
  Clasp of Costly Teleportation 
  Wondrous item, uncommon  
  This flat, metal skull looks like a mere decorative item. If any 
  living appendage is inserted into the open mouth, it clamps 
  down, severing the appendage. The clasp’s owner then has 
  one use of the teleportation spell. 
   
  Darkheart Violin 
  Wondrous item, rare  
  If a musician is evil-aligned, playing this violin can change the 
  alignment of a single draconic target to chaotic evil. Each 
  round that the target can hear the violin, it must succeed on a 
  DC 18 CHARISMA saving throw. After 3 failed saving throws, 
  the target’s alignment shifts to chaotic evil. 
   
   
   
   
   
  
   
    
   
  62 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
   
  Dust of Sneezing and Choking 
  Wondrous item, uncommon  
  When you use an Action to throw a handful of the dust into 
  the air, you and each creature that needs to breathe within 
  30 feet of you must succeed on a DC 15 CONSTITUTION 
  saving throw or become unable to breathe while sneezing 
  uncontrollably. A creature affected in this way is 
  Incapacitated. A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on it on a success. 
  The Lesser Restoration spell can also end the effect on a 
  creature. 
   
  Flute of the Abyss 
  Wondrous item, rare (requires attunement) 
  If a musician is evil-aligned, playing this flute can change the 
  alignment of a single draconic target to chaotic evil; this 
  instrument works only on some dragons (DMs discretion). 
  Each round that the target can hear the violin, it must 
  succeed on a DC 14 CHARISMA saving throw. After 3 failed 
  saving throws, the target’s alignment shifts to chaotic evil. 
    
  Tapestry of Illusion 
   Wondrous item, rare 
  This silken tapestry is 15x15 feet. It can display a scene 
  mimicking its surroundings, equivalent to the major image 
  spell. A creature must use a spell slot or attempt a DC 10 
  INTELLIGENCE (Arcana) check to activate this effect, up to 2 
  twice per day. A failed check does not activate the illusion but 
  does count as a “use” of the item.  Objects covered by the 
  tapestry are detectable only with a successful DC 20 WISDOM 
  (Perception) check.   
   
  Whistle of reptile stunning 
   Wondrous item, rare 
  This fragile bone whistle emits a frequency that disrupts the 
  thoughts of any reptilian or draconic creature within 30 feet.  
  Any such creature within 60 feet of the whistle is Deafened 
  and must succeed on a DC12 CONSTITUTION saving throw to 
  avoid being stunned for 1 round.  After each use, the user 
  must succeed on a DC12 DEXTERITY (Sleight of Hand) check or 
  else the whistle breaks. 
   
  
   
   
   
  1 | Last March of the Tyrant Wyrm 
   
   
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  9 | Last March of the Tyrant Wyrm 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  10 | Last March of the Tyrant Wyrm 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  11 | Last March of the Tyrant Wyrm 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  12 | Last March of the Tyrant Wyrm 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  13 | Last March of the Tyrant Wyrm 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  14 | Last March of the Tyrant Wyrm 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  15 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
  Appendix D: Player Handouts 
  and Illustrations 
   
   
  Illustration A (Area 1) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  16 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
   
  Illustration B (Area 1) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  17 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
   
  Illustration C (Area 5) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  18 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
   
  Illustration D (Area 6) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  19 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
   
  Illustration E (Area 7) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  20 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
   
  Illustration bonus (lizardfolk hatchling-Area 8) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  21 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
   
   
  Illustration F (Area 9) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  22 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
   
   
  Illustration G (Area 9) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  23 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
   
   
  Illustration H (Area 14 or encounter T5) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  24 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
   
   
  Illustration I (Random encounter T11) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  25 | Last March of the Tyrant Wyrm                                                                               Table of Contents 
   
  Illustration bonus (uncropped cover art) 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Last March of the Tyrant Wyrm v1.0.pdf