D&D 5E - The Rise of Tiamat
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cooking fire burns in the center of the room, its smoke
rising out to the central cavern and then out of the caves.
If the alarm hasn’t been raised, 5 dragonclaw and 1
dragonfang cultists (see appendix A) are at leisure here.
Unless the characters are wearing cult garb and can
roleplay effectively, the cultists immediately recognize
them as intruders and attack.
6. C u l t i s t Q u a r t e r s
Rough bunks, bedrolls, and backpacks fill this area. If
the alarm hasn’t yet been raised, 5 dragonclaw and 1
dragonfang cultists (see appendix A) are asleep here.
T r e a s u r e
Hidden under the mattresses in the bunks are a total of
30 gp, 120 sp, 23 ep, and 200 cp, plus a single 5 pound
silver trade bar from Baldur’s Gate (20 gp).
7. St o r e r o o m
The cult keeps considerable quantities of food and
alcohol here. Judging by the volume of these stores,
Neronvain is planning a long series of assaults against
the elves of the Misty Forest.
T r e a s u r e
The food is mostly common fare, but Neronvain’s
personal stock includes 8 bottles of Evermead, each
worth 100 gp. Since contact with the elven island of
Evermeet is so rare, it is easy to find a buyer.
8. N e r o n v a i n ’s C h a m b e r s
Neronvain has created a lush living space in this
rough-walled cavern, decorating it with select art and
craftworks from his raids. Rich carpets and tapestries
cover the floor and walls of the cavern, which features a
hewn-log bed, a large mirror, and a trunk.
The entrance tunnel to this chamber is protected
by a glyph o f w arding attuned to Neronvain. A D C 14
Intelligence (Investigation) check notices the glyph. If
anyone but Neronvain steps within 5 feet of the glyph,
it erupts to deal 22 (5d8) acid damage to all creatures
within 20 feet of it.
A secret door is hidden behind a tapestry.
If Neronvain is in the stronghold, he is found in this
area only if the characters have managed to come this
far without engaging in any combat or causing any alert
to be sounded. He is otherwise encountered when he
enters the fight against the characters.
T r e a s u r e
If the characters can collect all the furniture, carpets,
tapestries, and art objects from this area, the lot is
worth a total of 1,500 gp. However, it should occur to
the characters that these goods are the rightful property
of the elves they were stolen from.
The trunk is protected by a poisoned needle trap,
which can be detected with a successful DC 18
Intelligence (Investigation) check. If the trap is triggered,
it makes an attack: +10 to hit, 1 piercing damage, and
the character is subject to an unusual poison and
must attempt a DC 16 Constitution saving throw. On a
success, the affected area (usually the hand struck by
the needle) becomes numb in 30 minutes, then becomes
transparent 1 hour later. After another 2 hours, the
affected area painfully returns to normal as the victim
takes 27 (6d8) poison damage. If the saving throw is
failed, the effect progresses as above but the victim takes
54 (12d8) poison damage.
9. S e c r e t Pa s s a g e
This secret room is for Neronvain’s personal use only.
A small shrine to Fenmarel Mestarine—the elven god
of outcasts, scapegoats, and solitude—resembles a pair
of white eyes peering out from the dark wall above a
small basin.
Also present here is a journal that reveals Neronvain’s
relationship to King Melandrach, whom Neronvain
refers to frequently as “my poor father.” The journal also
reveals that the Green Dragon Mask is already at the
Well of Dragons, under Severin’s protection and ready
to be assembled into the Mask o f the Dragon Queen.
10. C h u t h ’s L a i r
No one but the dragon and Neronvain are allowed in this
area. Along the east wall is Chuth’s portion of the hoard
collected from the elves of the Misty Forest, though this
pales in comparison to what the cult claimed for Tiamat
and what the dragon possesses in his other lairs. The
vaulted ceiling is 60 feet high here.
If Chuth is in the stronghold, he is initially found
here only if the characters have come this far without
engaging in any combat or sounding any alarm, or if
he and Neronvain have retreated to the lair. If Chuth is
encountered here, he uses his breath weapon, legendary
actions, and lair actions indiscriminately. He tries to
push powerful melee combatants back to the walls, then
creates a wall of thorns to fence them in.
Because this is only a small portion of his total
hoard, Chuth has no interest in dying to protect it. He
flees when he is reduced to half his hit points or fewer.
Neronvain fights until similarly reduced, then makes
his way to Chuth and convinces the dragon to flee
the caverns.
T r e a s u r e
Chuth’s small hoard contains ten gold trade bars from
Baldur’s Gate worth 50 gp each, plus 10 pp, 120 gp,
2,400 sp, and 8,000 cp. Feel free to add a couple useful
potions or scrolls to the hoard as well.
C o n c l u s i o n
This episode can end either with one or both of Chuth
and Neronvain dead or escaped from the stronghold.
If either survives, they retreat to the Well of Dragons
and report the adventurers’ actions to Severin. (If
appropriate, you might let either Chuth or Neronvain
seek revenge as part of the force that attacks the
adventurers in the episodes of “The Cult Strikes Back.”)
In any event, the threat against the Misty Forest is
ended. King Melandrach hears of the party’s actions
and is grateful for the heroes’ bravery. However, the
discovery that his lost son Neronvain is a wyrmspeaker
fills him with shame and rage.
The characters gain a level at the end of this episode.