D&D 5E - The Rise of Tiamat
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throw against a suggestion spell. Success indicates that
the character shrugs off the statue’s magic, while failure
indicates the character is held by the dark gaze within
the stony cowl for 1 round. During this time, the statue
whispers impossible secrets to the character, which
carry both benefit and burden.
The character must then make a D C 15 Intelligence
saving throw. On a failed save, the character cannot
grasp the secrets it was shown, and there is no effect.
On a success, the character understands the world more
accurately, gaining advantage on Intelligence checks for
the next 24 hours. However, the character is also driven
temporarily insane for 1 minute. An insane creature
can’t take actions or reactions, can’t understand
what other creatures say, can’t read, and speaks only
in gibberish. You control the creature’s movement,
which is erratic.
4 . M o s a ic C h a m b e r
This chamber is a high vaulted dome with a deep inset
ledge circling the room, 10 feet wide and 15 feet up. The
floor here is set with a beautiful tile mosaic showing a
knight in plate armor wielding a glowing sword against
a chimera. The word “S A F E ” is written in chalk on
the door leading to area 5, marking that chamber as a
resting place used by the cultists.
When the first character enters this room, the tile
chimera begins to slowly shift. W ith a successful DC
14 Wisdom (Perception) check, a character notices this
movement and is not surprised as the tiles shoot up and
the chimera seemingly claws its way out of the mosaic.
The tile chimera acts as a normal chimera magically
animated and customized per the sidebar. It makes a
clacking noise as it moves, and when injured, it sprays
tiles instead of bleeding. It is thin in one dimension
and can use that fact to its advantage in combat. The
creature flies up to the ledge to use its fire breath
at range, flying down to attack in melee until it can
breathe again.
C u s t o m i z a t i o n : A n i m a t e d T ile C r e a t u r e
An animated tile creature acts like the creature it resembles,
except it is a construct that has no need to breathe, drink,
eat, or sleep. The creature also gains the following features.
Damage Resistances piercing
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, paralyzed,
petrified, poisoned
A tile creature gains the following trait.
Rejuvenation. If destroyed, the tile creature regains all its hit
points and becomes active again in 24 hours unless at least
half its tiles are collected and kept separate from the rest of
the creature’s tiles.
A tile creature gains the following reaction.
Narrow Dodge. When targeted by a melee attack, the tile
creature can take a reaction to turn its narrowest aspect
toward the attacker. The attacker has disadvantage on the
attack roll.
M osaic Sun. The sun is depicted in the mosaic near
the hallway that is area 6—and is actually a sliding
circular plate that reveals the bone boulder trap in that
area. The plate is only apparent with a successful DC
24 Wisdom (Perception) check or a D C 18 Intelligence
(Investigation) check.
D o o r Hazard. The double doors leading to area 12
are plated in corroded copper engraved to depict a group
of wizards peering over a pool of water. The oversized
figure of a male wizard at the top of the image raises his
hands as if summoning a creature from the pool.
The doors bulge out noticeably from their frame,
pushed out by the weight of stone where the ceiling of
the corridor between area 4 and area 12 has collapsed.
Pulling on either door unleashes enough force to break
the hinges and send the doors and a wall of rubble
crashing into the room. Any creature within 10 feet of
the doors must make a D C 18 Dexterity saving throw
to jump out of the way. On a failure, the creature takes
28 (8d6) bludgeoning damage, or half damage on a
successful save. The fall of rubble leaves the hallway
filled with stone and impassable.
5. W e l l C h a m b e r
The divination pool used water to create a mirror-like
surface for its powerful rituals, which was replenished
from this well. The well holds water still, but the
regional effects Diderius imposes on his lair causes it to
evaporate within a few rounds of being hauled up into
this area. A bronze bucket on a rope sits near the well,
while an empty basin stands 8 feet up along the north
wall, with stone steps leading up to it. A brass lever
protrudes from the wall near the basin. When water is
poured into the basin and the lever pulled, it feeds the
sluice in area 12.
The sides of the well and the floor next to it are
covered in bright red mushrooms. They are slick
with a watery sheen that resembles blood, and have
the taste and texture of raw liver if picked and eaten
before the lair effects spoil them. They are safe to
consume, however.
The cultists used this room as a forward campsite
during their short expedition. Sleeping rolls and
camping gear are scattered around. As with the door
leading into this area, “S A F E ” is scribed on the wall in
chalk in case anyone became lost or disoriented.
Trolls. The well here connects to the reservoir that
feeds the fountain in the plaza outside. The trolls in that
area sometimes come here when their hunting goes
poorly and feed on the liver mushrooms. Though the
cultists did not encounter them before being taken by
the yuan-ti, the trolls attack in the middle of the night if
the party uses this area for resting. As on the plaza, the
trolls flee down the well if badly injured.
6. H a l l w a y
This hallway slants down sharply, dropping 15 feet
over its full length. Any character who takes a moment
to poke around and succeeds on a D C 17 Intelligence
(Investigation) check notices a secret panel halfway
down the hallway, large enough for a Small creature