Reworking Tyranny of Dragons 7: The Tomb of Diderius

It’s a common experience in D&D that we DMs make magic items we don’t fully understand the ramifications of. In this run of the module, nothing surprised me more than an Amulet of Shared Sight my players looted off of the Rath Modar simulacrum they defeated in Skyreach Castle. When I made it, I thought, “This will be a fun way to let the party understand that Rath Modar watched them kill his simulacrum.” Then they used the damn thing all the time to let their allies scry upon them.

Such was the case after they defeated Neronvain. My party used this amulet to inform King Melandrach, and with a king’s resources at his disposal, a court wizard arrived swiftly to bring them to the king’s palace. The stayed overnight in the palace, resupplied, and asked that the wizard take them as close as he could to the Tomb of Diderius so they could try and rescue the Zhentarim agent before her fall.

A side-effect of how I presented this quest made my party feel the pressure of a ticking clock to a degree I didn’t fully intend. Don’t mistake me, I’m glad my players were invested enough in the campaign that they pursued their quests with haste; I just hadn’t considered the extent to which I accelerated their actions with the situation I presented. Either way, after a quick teleport, my party arrived in the ancient debris of a long-crumbled town outside the Tomb of Diderius.


Scrapping Ss’tck’al

I didn’t care for the Yuan-ti dungeon the first time I ran this module. Besides being a bit out of leftfield, it also contains what would end up being some repetitive encounters for this run of the module, given how I changed Castle Naerytar.

The Tomb itself also contains some design choices I find are more aligned with an adversarial DM’s style. As an example, the last time I ran this module, my players were worn out by the time they reached the room filled with Bearded Devils. These fiends have express orders to attack anything that leaves from a chamber to the side, so they don’t attack the party when they first arrive here. My table at the time decided to try to take a short rest in this room, with the exception of their barbarian. He, uninjured, decided to explore the room the Bearded Devils were watching, and discovered the Wraiths and Specters within. His party tried to aid him, but unfortunately, the specters killed him before they could intervene, and the Wraith turned him into another specter. This was one of the only permanent deaths I’ve had at a table in all my years running D&D, and afterward, the Bearded Devils followed their command and attacked the wounded party as they tried to flee with the corpse of their fallen ally.

That, of course, all happened over ten years ago. Were I to encounter a similar situation again, I’d definitely do a lot differently; I’d call for an explicit Insight check to understand the devil’s motivations; I’d give more clues that something nefarious was behind that door the barbarian entered alone; I’d have had a disclosure during session 0 about character death and ensured we were all on the same page about such things. Live and learn, right?

This isn’t to mention that I’ve completely changed the scenario here. There’s no question that the White Dragon Mask has been taken inside the tomb; there’s no need for divination pool, no need for gathering information at Boareskyr Bridge, and with my party’s teleport, no need for roadside travel or random encounters. Ultimately, I needed an entirely new dungeon.


The (New) Tomb of Diderius

After absconding with Varram’s mask, the Zhentarim agent fled into this old and ancient tomb home to a terrible curse of my own making: Lich’s Breath. I reimagined Diderius as a wizard of a long-forgotten age who defeated a powerful lich. However, in that creature’s death throes, it laid a curse upon Diderius and all his allies, one that would see them eternally undead, and that their touch would spread the curse to others. To save his homeland, Diderius led his warriors away, where they settled and built the tomb that would house them all. With the aid of a Hallow spell, the undead were trapped inside forevermore.

Lich’s Breath was a simple enough curse. Any time my players began their turn within 5 feet of any of the cursed undead, they needed to make a saving throw against the curse. It wasn’t a terribly high DC, but a few still fell prey to its effect, though they wouldn’t know it immediately. Instead, they only felt an unwelcome chill settle upon them, and after time, they’d see a slight green glow upon their eyes in their reflection. Luckily, we also had a cure on hand: Holy Water. Imbibing Holy Water forced a character to make a Constitution saving throw (one which they could elect to fail), and on a failure, they suffered 1d6+1 radiant damage and felt the curse leave them.

This revealed that our Zhentarim agent only fled within because she must have had no other options. Over the centuries, the undead had been lulled into inaction; something close to peaceful rest, stirring only when their tomb was plundered. Thus, our rogue agent was able to proceed through the dungeon with relative ease, whereas her first and second pursuers faced greater and greater danger, and our heroes faced the worst of the lot (more on those two pursuers in a moment).

When my party entered the dungeon, they discovered the entryway mostly empty. Therein, there were two defeated undead and tablets that revealed the story of Diderius and his people. They realized the defeated undead within were slowly reconstituting and decided to smash one’s skull and consecrate the remains with Holy Water to try and prevent it. I improvised a small encounter with an Allip in response – to try and stave off my party thinking their goal here might be to permanently eliminate the undead.

Mostly because their first (planned) encounter within the tomb wasn’t meant to be a battle, but a mad dash through a horde of undead to reach a safe space on the other side: a shrine to a forgotten goddess that had its own hallowed ground and an ever-filling bowl of holy water. With a truly absurd number of undead on the board and a hallway stretching just over four-hundred feet, the party needed to engineer some creative solutions to get through the horde. This is a type of encounter I’ve been experimenting with for a while; this version of it worked pretty well, but if I were to run the module again in the future, I think I’d decide to do something else instead. Perhaps a wave-based encounter and multiple rooms in sequence, rather than one long hallway. (Talespire did a lot for making this encounter function at all, too.)

In the hallowed shrine, my party managed a moment’s rest. Then, they discovered the sarcophagi of Diderius’s Honor Guard. There were eight sarcophagi within the room, but three of the undead had already risen and been defeated by those who’d entered the tomb before our heroes. So, our party battled five of the undead warriors made from a retooled Knight statblock, edited to be undead, have more hit points, deal bonus necrotic damage instead of radiant, gained a recharge 6 Life Drain attack equivalent to a Wraith, and a Zombie’s Undead Fortitude. This gave us a good encounter, and the threat of having to battle an additional three of them if the party decided to rest again urged them further into the dungeon, rather than back into the hallowed shrine behind them.


Back-to-Back Boss Battles

In the following room, they met Varram. Our White Wyrmspeaker found himself utterly stuck by a door proposing a riddle – a riddle he figured out quickly, but one that required more than just the answer. My party didn’t approach quietly, so Varram turned and faced them down with a mighty enchanted axe and his Orb of Dragonkind (White). I intend to have future post in the series devoted to the ways I tweaked statblocks for this run of the module, so I’ll save  the specifics for later. Ultimately, my party succeeded, and they too answered the riddle quickly.

The door read, “I am a shadow which rests upon thy shoulders like a heavy, dragging cloak. By thy own agency am I donned. In thy ear I whisper of the words unsaid and the roads untraveled. Haunted by me, perhaps evermore, I may still grant thee perspective or absolution, if thou might quiet the darkest of my musings. Speak aloud my name, and this door will open.” After a few guesses, my party landed on “Regret,” and I confirmed the answer by saying they hadn’t heard it clearly before, but when they’d entered, Varram had been saying the word over and over.

The trick was that one needed to consider a regret as they spoke the word, and rather than open, the door simply became immaterial to the speaker. Over the years, I’ve enjoyed employing a puzzle with a simple solution, but one that requires a bit of roleplay from the players to fully solve. One by one, my players spoke of one of their character’s regrets, and they were able to enter the true Tomb of Diderius.

Within we battled a Mummy Lord, a creature of a CR well beyond what my party could theoretically handle at their level, but one they conquered all the same, given the lack of additional enemies in the room and well rolled saves against the Command casts from his Legendary Actions. An upcasted Chromatic Orb dealing fire damage absolutely rocked him, too.

With his defeat, my party proceeded to the final room of the tomb, a private space Diderius had here as he waited for the end of his life. Within, they found a final inscription from Diderius, musing over his terror of mortality having given way to his fear of this tomb one day being plundered and leading to the spread of Lich’s Breath. He implored any who entered to look into a mirror and check for the signs of the curse before leaving, and this was his final gambit. It was a Mirror of Life Trapping, which successfully snagged one of the members of my party. When they left, they ended up taking the mirror with them, having discovered in their work to free their ally that several other would-be graverobbers had been ensnared within the mirror, and many of them (if not all of them) were cursed.

Ultimately, my party arrived too late for the Zhentarim agent. Having hurried into the tomb before Varram’s arrival was another rival of both his and my players: Talis. With the mask stolen, she pursued the thief and reclaimed it to become the White Wyrmspeaker herself, leaving a note to taunt Varram. That allowed our sorcerer to recognize the handwriting, and know who’d gotten the best of them here.

This had always been the way I intended to end this dungeon; hell, in the module the mask is already back at the Well of Dragons by the time Varram uses the Divination Pool in the tomb. However, had my players elected to act with pragmatism, I think I’d have given them the chance to oppose Talis here in this small room to try and take the mask for themselves. I think she’d have had the upper hand with the spells at her disposal, and preferably she’d still teleport away before she could be slain; that still would give the party information on the new White Wyrmspeaker, who they’d be certain to encounter again in the future. And, hey, if they somehow pulled it off, well. The next post in this series will reveal my contingency. Stay tuned.


As always, thank you for reading. Good luck out there, heroes.

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