D&D 5E - The Rise of Tiamat
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The pool is 50 feet deep, and the island is a column of
stone rising from its bottom. To the southeast, 25 feet
below the surface of the lake, a 20-foot-wide underwater
passageway leads to Chuth’s lair in area 10.
If the characters did not alert Chuth to their approach,
a group of elf guards (3 commoners and 1 noble) stand
at the northwest entrance to this area, driven by fear
into serving the dragon (see area 4). They are expecting
more cultists to arrive at the lair, and savvy characters
might be able to bluff or roleplay past them. The elves
demand the characters’ names and ask questions they
believe only true cultists would know the answers to,
including knowing the identities of the cult’s leaders and
the structure of its ranks.
Even if they are fooled initially, the elves become
suspicious if the characters begin to ask any questions
that cultists should know (including questions about
Neronvain, Chuth, or the stronghold). In this event, the
elves call out for help and attack at once.
Any fight here draws the creatures in areas 3, 4, and
5, which fight as described below. Chuth emerges from
the pool and joins the fight 3 rounds later.
D r a g o n A t t a c k
If the characters were attacked by Chuth at the pool, the
dragon clings to the ceiling in this area, using his breath
weapon on the characters as soon as they enter the
caves. He then crashes down on the party, focusing on
elves over any other humanoids with his melee attacks.
Chuth refrains from using his breath weapon if doing so
might hurt or hinder his allies.
The dragon’s roar signals the start of the fight for the
servants of Chuth and Neronvain lying in wait for the
adventurers. The elves fire bows from atop the bluff of
area 4, while the ettins and cultists wade into melee
beside their master. See areas 3, 4, and 5 for creature
stats and information. Neronvain attacks at range from
behind the cultists, staying close to the entrance to
areas 5 and 6.
If the characters kill or incapacitate all of Neronvain
and Chuth’s servants, the dragon hides in the pool and
emerges each time his breath weapon recharges. While
hiding in the water, the dragon is heavily obscured.
If Neronvain is reduced to 54 hit points, he summons
Chuth to his side and consumes a potion o f healing. If
Chuth is reduced to 78 hit points, he likewise seeks out
Neronvain in the fight. The two then fall back to area 10
through the pool.
N ice D a y f o r a Sw im
If the characters follow Chuth and Neronvain into the pool,
don’t forget that the dragon is amphibious. Chuth can use
any o f his attacks underwater, as well as his lair actions.
Characters swimming through the underwater passage might
be suddenly restrained by underwater vines, making them
easy targets for the dragon’s Poison Breath, or putting them
at risk o f drowning if they cannot free themselves.
3. E t t i n L a i r
This filthy chamber features only three huge trash
mounds piled against the west walls. This place is
home to 3 ettins, all of which hate each other. If the
adventurers make it this far undetected, the ettins
assume them to be more stupid human cultists doing
stupid human things. They ignore the characters
as they go back to pushing each other around for
“touchin’ me stuff.”
With a bit of clever roleplaying, the characters might
be able to incite the ettins to fight one another. This
costs each ettin 21 hit points and keeps them busy for
10 minutes as they wrestle and shout.
The leader of the ettins is a female named Grunda-
Gurga. She has a belt o f h ill giant strength but wears it
improperly as a sash, receiving none of its benefits and
having no awareness of its magical potential.
4. E l f Q u a r t e r s
The tunnel leading to this area rises 20 feet to end in a
rickety wooden door, constructed by the elves to keep
some of the ettin smell out. This area sits atop an open
bluff, with its northeast edges looking out over area 2.
Neronvain and Chuth brought a dozen elves back
from their raids in the Misty Forest as prisoners —8
commoners, 3 nobles with whom Neronvain
converses on occasion, and a knight and mage who are
Chuth’s playthings.
If the characters have entered the caverns undetected,
any elves not on guard duty (see area 2) are here. As
long as no alarm has been raised, the elves are hesitant
to attack possible guests of Neronvain or Chuth, but they
remain suspicious.
The elves are terrified of Chuth, and the cunning
dragon has convinced them that he w ill free them in
time if they are loyal. It takes convincing roleplaying and
a DC 17 Charisma (Persuasion) check to convince the
elves to flee rather than wait around for the dragon to
eventually tire of and eat them. If the characters received
the garlands from the druid and place them on the elves,
this automatically convinces them to safely flee.
F o r g o t t e n S h r i n e
An ancient shrine stands in the southwest corner of
the cavern, showing a young female human holding a
basin. A successful D C 15 Intelligence (Religion) check
recognizes the shrine of Eldath, goddess of waterfalls.
Water flows from cracks in the ceiling and onto the
statue’s head, then into the basin. The long years have
etched thin white lines resembling the tracks of tears
across the statue’s face.
The goddess Eldath still listens at this shrine.
Characters who pray for her assistance in fighting the
dragon can receive a boon at your discretion, including
water breathing, bless, or other useful spells.
5. C u l t i s t C o m m o n R o o m
This area is brightly lit by torches set into roughly
carved wall sconces. Long tables made of split logs are
where the cultists sit to eat or entertain themselves. A