D&D 5E - The Rise of Tiamat
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Ss’t c k ’a l
Long after Diderius’s death, the yuan-ti discovered
the crypt and claimed it as their own. A small group of
yuan-ti now lives here, backed up by lizardfolk slaves.
They are the caretakers of the divination pool, which
high-ranking yuan-ti use to seek magical insight for
their far-reaching plots. The yuan-ti have avoided
moving into the original chambers of the complex,
fearing the undead there. Instead, they have expanded
the complex by excavating deeper into the cliff side.
The yuan-ti capture and sacrifice those who visit the
tomb of Diderius. They are not above cutting a deal to
save themselves, however.
G e n e r a l F e a t u r e s
It is noticeably warmer here than in the crypt, and the
air is uncomfortably humid throughout.
Walls. The walls of the yuan-ti enclave are worked
slabs of dark green stone, slick with slime and moisture.
Ceiling. 10 feet high unless otherwise indicated.
L ig h t None unless otherwise indicated.
14. E n t r y w a y
This rough natural cavern holds the winch system for
raising the stone slab secret door between area 13
and area 14. The doorway is guarded by 6 lizardfolk,
which attack at the first sign of the door rising
between this area and area 13. One lizardfolk runs to
warn the yuan-ti while the others move into position
near the door.
If it takes the characters more than 10 rounds to open
the door, 4 more lizardfolk and 3 yuan-ti malisons
(type 1) show up. The door is then opened from this area
and the enemy forces attack. The malisons retreat if
one of them is killed. The lizardfolk retreat when half of
them are dead.
The eastern stairs descend 30 feet before coming to
the bridge in area 15.
15. B r i d g e
The steep stairs from area 14 lead to an uneven stone
bridge extending over a dark pit. The bridge slopes
downward 40 feet to another stairwell leading down.
Moisture drips down from the high ceiling, covering
the bridge in slick moss that hangs over the edge in
green cascades. Any creature moving along of the
bridge must succeed on a D C 14 Dexterity saving throw
or fall. On a failed saving throw, a creature can attempt
a DC 10 Dexterity (Acrobatics) check to cling to the
bridge rather than fall off into the darkness.
The pit over which the bridge extends is 120 feet deep
at the top of the bridge (to the west) and 80 feet deep at
the foot of the bridge (to the east). The area below the
bridge is a feeding chamber for the snakelike yuan-ti
young (see area 19), which crawl between the two areas
through holes in the wall. Any characters or lizardfolk
that fall off the bridge take appropriate falling damage,
then are attacked by the yuan-ti young. Climbing back
up to where the bridge meets either set of stairs requires
three successful DC 15 Athletics checks.
Any lizardfolk that retreated from area 14 attempt to
hold the party off here. In addition, 6 more lizardfolk
crouch on the bridge to reinforce the area, hoping that
characters trying to fight their way past fall off into
the darkness below. They are supported by 2 yuan-ti
malisons (type 1) armed with bows, which attack from
the eastern stairs. The malisons also use suggestion
spells to tell characters that a fellow party member has
been replaced by a yuan-ti spy and should be attacked.
16. M e d i t a t i o n C h a m b e r
In this large chamber, the yuan-ti meditate in the name
of their dark gods and discuss their own plans and
schemes. The northeast and southwest walls of this
chamber feature statue shrines to the yuan-ti deities
Merrshaulk and Sseth. The other two walls have statues
of yuan-ti high priests carved into them, with suits of
plate armor arranged as offerings at their feet.
When the characters arrive here, hundreds of
snakes begin to slither out of holes in the statues
and the corners of the room. Though they are not a
threat by themselves, the snakes fill the suits of armor,
which rise up to attack as 2 helmed horrors and a
poisoned longsword attack. The target of a snake
horror’s successful longsword attack must make a DC
12 Constitution saving throw, taking 9 (2d8) poison
damage on a failed save, or half as much damage on a
successful one. The horrors won’t leave this room.
T r e a s u r e
Four rubies worth 1,000 gold pieces each are set in the
eyes of the statues and can be pried out.
17. Y u a n - t i Q u a r t e r s
A dozen cylindrical shafts 3 feet wide and 7 feet deep
are cut into the stone floor here, and are used as
sleeping holes by the lesser yuan-ti. Two totems stand
here, both in the form of asps rising up with their
mouths open. These totems radiate magic that negates
some of the regional effects of a mummy lord’s lair in
this area, allowing the yuan-ti to store food and water
here that does not evaporate or spoil.
This room is presently guarded by 3 lizardfolk and 1
yuan-ti pureblood, unless those creatures have already
been encountered in area 18.
D a rt Trap. The secret door in the hallway leading
to area 21 is marked by an archway scribed into the
wall. However, a pressure plate is set 10 feet before the
archway, revealed by a successful D C 15 Intelligence
(Investigation) check. When any creature steps on the
pressure plate, darts shoot out from the walls along the
length of the hallway, targeting all creatures in the area:
+8 to hit, 3 (ld6) piercing damage, and the target must
succeed on a D C 14 Constitution saving throw or take
10 (3d6) poison damage and be paralyzed for 1 minute.
T r e a s u r e
Characters who search the sleeping holes can find 600
copper pieces, 200 silver pieces, and 150 gold pieces, as
well as a potion o f poison.