D&D 5E - The Rise of Tiamat
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
to fit through, or a Medium creature that is squeezing.
The panel reveals a narrow shaft that once housed a
dumbwaiter, which drops down 30 feet to the stairwell
leading to area 11. (The cultists discovered this shaft
and used it to enter areas 10 and 11, though no sign can
be found of their passage.)
B one B o u lder Trap. At 15 feet beyond the shaft
entrance, a mechanical plate installed in the floor
triggers a rolling boulder trap. A successful DC 22
Wisdom (Perception) check by one of the characters in
the first rank of the marching order is required to notice
this trigger without activating the pressure plate.
If the plate is activated, the circular mosaic pattern
that appears as the sun on the floor in area 4 slides
back and a 7-foot-diameter sphere made of hundreds of
skeletal bodies rises magically from the floor. This bone
boulder tilts toward area 6 and rolls down the sloping
hallway before crashing against the wall in area 7.
As it rolls through, the bone boulder crushes and
slashes at any creature in area 6, dealing 18 (4d8)
bludgeoning damage and 18 (4d8) slashing damage, or
half damage with a successful DC 17 Dexterity saving
throw. Any creature that fails this first save is grabbed
by skeletal hands and pulled into the sphere, which
continues to roll over any other creatures in the hallway.
A creature trapped in the bone boulder can attempt
a D C 17 Strength or Dexterity check to break free
before the boulder slams into the wall in area 7. Any
creature that fails to escape is inside the boulder when
it hits, and is caught in an explosion of bones and stone,
taking 14 (4d6) bludgeoning damage and 14 (4d6)
slashing damage.
7. T h r o n e R o o m A n t e c h a m b e r
The smell of incense fills this room, and rich tapestries
cover the walls. On the south wall, a chute large enough
only for a Small character to squeeze through lets in
light from outside.
If the characters spoke properly to the statues in area
1, an unfamiliar voice is heard to whisper as they enter
this area: “Humility proffered in the manner of Mystril
shelters those opening the way to seeking knowledge.”
A successful DC 15 Intelligence (Religion) check
reminds a character of a holy gesture among adherents
of the fallen goddess Mystril, involving turning the head
downward and raising the hands as if holding a lamp.
Characters who make this gesture while opening the
double doors to the north can pass without difficulty.
Sarcophagi. Six sarcophagi are embedded in the
walls behind the tapestries, holding the mummified
remains of Diderius’s household guards. A character
who opens the north double doors without making the
proper gesture, or who tampers with a sarcophagus,
awakens the 6 mummies, which lurch forth and attack.
8^ T h r o n e R o o m
A throne on a massive dais resembles a floating cloud
concealing a golden sun. Seated on the throne is a
twelve-foot-tall, regal and well-muscled humanoid male
with a flowing white beard and purple toga—in reality,
a clay golem that Diderius used to receive favored
guests in this area. The unnatural appearance of the
throne and the golem are the result of a permanent
image spell. At the foot of the throne is a pile of treasure
containing 250 sp, six fine silver necklaces worth 50
gp each, and a potion o f fire breath. Even with a quick
glance, characters can see that the pile also contains
hundreds of copper pieces and worthless bits of jewelry
and pottery.
In addition to the illusion covering it, the golem has
been imbued with castings of magic mouth. When
any character first approaches it, the creature speaks
in a soothing, magnificent voice, saying, “Ye who
seek Diderius’s insight must first furnish tribute, that
Diderius might work his mighty magic. Lay such tribute
at my feet or depart.”
Diderius was not a greedy wizard, and he accepted
even meek offerings from the poor in the town. As long
as each party member places something more valuable
than a clay cup in the treasure pile, the characters are
allowed to pass. If the adventurers attempt to steal any
of the treasure or to use the door to area 10 without
leaving treasure, the golem attacks.
9. St u d y a n d L i b r a r y
The room east of the throne room antechamber was
Diderius’s study and library, in which he would meet
with sages and travelers. Its dusty shelves and tables are
now empty, the scrolls and tomes once held here having
been looted long ago. However, the area’s unwitting
guardian remains.
Ilda is a neutral good ghost who was once one of
Diderius’s apprentices. She worshiped her master, but
was mistakenly banished as a thief when one of his
prize tomes was misplaced. Ilda died not long after
Diderius, and her spirit returned here to act as caretaker
to his great stores of knowledge.
Ilda is not violent except to those who would steal
from Diderius. She manifests when the characters
enter this area, demanding to know why they have come
and threatening them if they plan to loot the library.
If the characters point out that there’s nothing left in
the library to steal, Ilda is overcome by a fit of misery
as she agonizes over her failures. A successful DC 14
Intelligence (Religion) check reveals that Ilda can be
released from her sojourn here if any volumes from the
lost library are returned (see area 11).
Ilda knows that yuan-ti dwell in the innermost parts
of the complex. She knows nothing about the cultists,
who have not entered this area. If the characters gain
her confidence, she can also offer up the following
information:
• Diderius’s passion was powerful divination magic,
which is how he discovered the mysterious pool in this
cavern complex. He excavated these chambers around
the pool, and kings and wizards came bearing tribute.
When he died after many centuries of life, this underground
manse became his crypt.
• The divination pool allows those using it to peer
past many magical protections that block lesser divination
magic.