D&D 5E - The Rise of Tiamat
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divination pool that he hopes w ill show him the location
of the lost mask.
Harper agents have heard rumors of the theft of the
White Dragon Mask, and Leosin Erlanthar has recently
learned that the dwarf Varram was seen in the trade
settlement of Boareskyr Bridge, near the Serpent Hills.
With the Harpers already spread far and wide on their
intelligence-gathering missions, the adventurers are a
perfect choice to pursue the wyrmspeaker.
F o l l o w i n g t h e T r a i l
Leosin Erlanthar contacts the party during a council
session in Waterdeep. After filling them in on the
rumors that Varram has lost the White Dragon
Mask and gone abroad in search of it, he sends the
characters to Boareskyr Bridge, instructing them to
seek information on Varram’s recent movements and
probable destination.
This episode sees the characters journey from
Boareskyr Bridge to a forgotten Anaurian ruin in the
Serpent Hills. The divination pool that Varram seeks is
there—but so too is a clan of yuan-ti that are a threat to
the wyrmspeaker and the adventurers alike.
B o a r e s k y r B r i d g e
Boareskyr Bridge bears the name of a now-vanished
realm north and east of the Trade Way. The bridge
provides access across the W inding Water and is
a major landmark. Constructed of black granite, it
bears sculpted images of the deities Cyric and Bhaal,
commemorating the legendary battle they fought on the
bridge during the Time of Troubles.
This way station settlement is little more than a
collection of tents, wagons, and caravans providing
food, fresh mounts, and other services to travelers. A
contingent of paladins from the theocracy of Elturgard
maintains watch over the bridge in a newly built keep.
B o l o ’s T e n t s i d e I n n
Bolo’s Tentside Inn is a rough-and-tumble establishment
set up in a large pavilion near the center of Boareskyr’s
tent city. When the characters make inquiries about
Varram, they are directed to Bolo’s and its female
halfling proprietor.
“A dwarf in purple robes? Oh, I saw him. He was asking
about escorts into the hills, when this hooded fellow
starts asking him his business. The dwarf looked him
straight in the eye, then pulled out his dagger and stabbed
the tall fellow dead! He was one o f the scaled folk o f the
Serpent Hills, come down to spy on us! That dwarf's a
hero, make no mistake. But he and his entourage took off
straight away for the hills then, quick as cats!”
Varram’s only goal in killing the yuan-ti spy was
stopping word of his movements from reaching the
Serpent H ills before he got there, but it has made him
something of a local hero. Bolo is happy to share what
she knows as long as the characters don’t let on that
they intend to harm the dwarf.
Varram traveled with more than a dozen other
companions, including a handful of cloaked and
hooded warriors. She assumed them to be barbarian
mercenaries, but Varram is actually traveling under
the protection of a force of bearded devils. The dwarf
headed into the Serpent H ills after killing the yuan-ti.
T h e Se r p e n t H i l l s
Good weather and the fact that Varram and his large
party were moving with haste makes their trail into
the hills easy to follow. From Boareskyr Bridge, the
adventurers pursue the dwarf into the Serpent H ills—a
swath of badlands, mesas, and rocky plateaus sprinkled
with trees and tall grass. Varram’s trail leads some
sixty-five miles north-northeast.
Lizardfolk and nagas, trolls and giants, and the
treacherous yuan-ti all lurk in the Serpent Hills, amid
the tombs and ruined settlements of more than one
fallen civilization. As the characters pursue Varram, roll
a d20 every 6 hours of travel; an encounter occurs on a
roll of 17-20. Determine the encounter by rolling on the
table below.
S e r p e n t H ills E n c o u n t e r s
d8
Encounter
1 Humanoids (ld6)
2 Herd mammals (5d6)
3 Hill giants (ld2)
4 Unmarked grave
5 Shrine
6 Vultures (3d6)
7 Ruined settlement
8 Lizardfolk (2d8)
Hum anoids. Humanoids ranging into the Serpent
H ills might be treasure hunters, escaped slaves from
the monstrous land of Najara, or scouts from Elturgard
keeping watch on yuan-ti activity.
H e rd Mam m als. Packs of goats, antelope, and
other herd mammals range across the Serpent Hills.
They avoid other creatures, but can become fierce if
threatened or cornered.
H ill Giants. The party comes across one or two
hill giants gorging on a fallen herd animal. When the
giants notice the adventurers, they see the opportunity
for another meal. A hill giant retreats when reduced
to half its hit points or fewer, preferring prey that does
not fight back.
Unm arked Grave. A low rise covered in hastily
collected rocks marks the resting place of one of
the many explorers to have fallen in the Serpent
Hills. At your discretion, an unmarked grave at night
could become an encounter with a ghost or other
restless undead.
Shrine. An isolated shrine to one of the many lost
gods of Netheril or Anauria rises up out of the desert.
Many such sites show signs of having been used as
campsites by travelers in the hills.