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D&D 5E - The Rise of Tiamat

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L E n t r a n c e P l a z a

The entrance to Diderius’s tomb stands in what was once

a large paved plaza. The remains o f a fountain are now

little more than a stone circle set around a crumbling

hole in the ground leading to a well deep below. Two

stone statues stand in the courtyard, rising twenty feet

high. Behind them, a forty-foot high edifice is carved into

the cliff side, dominated by relief columns carved with

strange, otherworldly scenes.

The left-hand colossus is a bearded human male

wearing exotic clothes, but its face is smashed beyond

recognition. It holds a balance in its right hand and a

cudgel at its side, its left hand raised as if in warning.

The colossus to the right of the entrance is a young

human male wearing similarly exotic clothing, the

left half of its head cracked off and lying at its feet.

The statue holds a shepherd’s crook in its left hand

and a sword at its waist, its right hand raised in

warning as well.

The relief-carved scenes around the entrance depict

things Diderius glimpsed in the divination pool,

including other worlds and planes that never came to

be. Use your imagination when describing these scenes.

The entrance to the crypt is 30 feet up atop a stone

stairwell that stops 10 feet short of a platform jutting

out from the cliff face. Varram’s cultists (see below)

have left a ladder leaning against the edifice that allows

characters to climb up to the entrance.

C u l t i s t C a m p s i t e a n d R u i n e d F o u n t a i n

Varram’s cultists have made camp in the plaza near the

ruined fountain. A campfire is burning down here, and

three bedrolls show where the rearguard cultists are

camped. Seven shallow graves have been dug east of the

campsite—casualties from the cultists’ exploration.

The guards are dead, having been dragged off and

eaten by trolls living in the tunnels beneath the well.

Those sewers remain largely intact, and the 3 trolls

that dwell there have discovered that using them to

move between the crypt and the plaza makes for good

foraging in the area. If the party rests here or in area 5,

the trolls attack in the night. A troll fights until reduced

to one-third or fewer of its hit points before retreating to

the safety of the well.

The entrance to the tunnels is too narrow for even a

Small character to squeeze through. The trolls dislocate

their hips and shoulders to pass through, taking 10

bludgeoning damage that they quickly regenerate.

A p p r o a c h i n g t h e S t a t u e s

When the party approaches the statues, read

the following.

As you approach the statues, you hear the sudden sound

o f grinding stone. The colossal figures turn their massive

heads, their shattered features staring down at you. Two

voices issue forth in unison, booming out as though

erupting from the deep earth.

“ Halt. You come before Diderius, ether walker and

conduit o f clairvoyance. Behold ye now his wondrous

triumphs. Diderius extends wisdom, and Diderius offers

knowledge. W hich do you seek?"

If a response of “We seek wisdom,” or “We desire

knowledge” is given, or the characters roleplay an

obsequious or self-deprecating response that might

please an egotistical wizard, the statues respond. They

say, “Diderius shall grant you what you seek, but only

if you heed him and continue to show proper respect!”

They then revert to their original positions.

The adventurers’ positive response earns them

beneficial warnings, courtesy of the magic of Diderius.

Warnings are detailed in the areas to which they apply.

Any response other than “knowledge” or “wisdom”

that is not in some way flattering to Diderius—including

questions for clarification—results in the statues

reverting to their initial positions. The characters are

free to continue on into the complex, but they receive no

benefit from this interaction.

2. A n t e c h a m b e r

W hile an illusion still shows a tomb with gilded carvings

and silver censers, these are mere shadows. Looters

have defaced and ruined the relief-carved walls, and the

censers are long gone. Set between the carvings are a

dozen alcoves recognizable as funerary niches, though

these contain only splinters of bone. At the far end of

the chamber, a stone door hangs ajar. Marks on the door

and frame indicate that it was recently forced.

3. Wa t c h f u l St a t u e s

Six statues stand here, all of cowled wizards leaning on

staffs, their faces obscured by deep hoods. The hollows

the hoods form are particulalry dark. Niches between

the statues once held skeletal guardians that fought the

cultists. The bones of more than a dozen humanoids

now litter the ground.

Characters who chose well when speaking with the

statues in area 1 are struck by a sudden thought when

they enter this area: “Some secrets are not meant for

mortal minds to know. Look away from the darkness in

which such knowledge hides.”

Statue Trap. When the first adventurer passes the

halfway point of the room, the sound of grinding stone

announces the statues turning their cowled heads to

follow the characters’ movements. The characters must

not look into the darkness in the statues’ hoods. Any

character who does must make a D C 15 Wisdom saving

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