04.07.2023 Views

D&D 5E - The Rise of Tiamat

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

If the characters attempt to leave the area without

a pearl, both paths curve away and bring them back

here after a short walk. If the characters leave marks,

items, or companions behind in this area, all the same

conditions apply here as in area 1.

5^Pa g o d a

A placid pond fills the center o f this open space. A stout

pagoda rises from a huge boulder that stands in the water

like an island. An arched bridge crosses the water to the

pagoda, whose red roof is held up by six sturdy pillars and

capped with carved fish. A human male wearing yellow

silk robes embroidered with red and gold fish stands

in the pagoda. You hear exotic music being played on a

stringed instrument.

When the characters arrive, the robed figure bows to

them, moves into the pagoda, and sits down on the

boulder where it protrudes through the floor of the

pagoda. He waits patiently for the party to join him.

Around the boulder, the floor of the pagoda is not

wood, but rather is a rock garden of decorative stones

and brushed sand. A charcoal pit smolders beside the

boulder where the man sits.

The master of the pagoda does not speak, and he

waits as long as it takes for the adventurers to follow

him. When they enter the pagoda, he gives a brief smile

and proffers silk cushions. He then waves his hand and

an iron tea kettle rises up from beneath the embers. The

kettle resembles a scowling face with thick features, and

a character who studies it may recognize it as a dao with

a successful DC 12 Wisdom (Perception) or Intelligence

(Arcana) check. The man pours clear water from a clay

jug into the kettle and adds tea leaves. He bows to the

kettle and shows great reverence to the vessel, then

lowers his head in meditation. Soon steam rises from

the kettle.

The tea brewer is a dao magically disguised as a

human, and the pot brews not tea but a deadly gaseous

poison. The tea kettle is also the dao’s magic jar

(described below).

With a successful D C 15 Intelligence (Arcana) check,

a character realizes that an innate ability lifted the

teapot from the coals (move earth acting on a small clay

column). Characters who watch the leaves going into

the kettle can attempt a DC 13 Intelligence (Nature)

or Wisdom (Medicine) check. Success indicates

the character recognizes drakeswort, a potentially

lethal herb.

If characters do nothing, the steeping drakeswort fills

the pagoda with poisonous vapor, and the dao encloses

the pagoda in a wall o f stone (including the roof),

trapping the poison and the characters inside. He uses

Earth Glide to sink into the boulder. With his body safe

beneath the ground, his soul jumps into the tea kettle,

and he monitors the characters’ escape attempts and

enjoys watching their suffering. For the next 3 minutes

(30 rounds), creatures inside the pagoda (except the

dao in his magic jar) must make a DC 13 Constitution

saving throw against poison at the start of each of their

turns. On a failed save, a creature takes 14 (4d6) poison

damage, or half damage on a successful save. Three

successful saving throws in a row confer immunity to

the poison.

Trapped characters have several options for escape:

• The stone walls are AC 5, 6 inches thick, and have 15

hit points per inch of thickness (90 hp total). Motivated

characters can create air holes in the walls.

• Dumping the kettle into the fire reduces damage to 7

(2d6) poison damage on a failed save, or half damage

on a successful save. Smoke from burning drakeswort

is less dangerous than steam.

• Plugging the kettle’s spout or extinguishing the fire

reduces the saving throw DC to 8.

• Damaging the tea kettle forces the dao to return to the

pagoda. When the dao’s soul inhabits the kettle, the

face is slightly animated. Anyone touching the kettle

notices the eyes looking around the pagoda. The kettle

has AC 5 and 20 hit points. If it takes more than 10

points of damage, the dao returns to his body, emerges

from the stone, drops the wall o f stone (because he

can’t breathe the poison either), and attacks.

If characters attack the dao before his trap is sprung, he

fights back, making full use of invisibility, move earth,

and his other abilities. He shifts the odds in his favor by

killing the weakest characters first. The dao fights to 45

hit points or fewer, then retreats into the earth.

A jade gemstone sits inside the teapot. If it is carried

out of this area, either path leads characters back to

the sundial.

If characters leave the area without the jade gemstone,

both paths curve away and bring them back here after

a short walk. If the characters leave marks, items, or

companions behind in this area, all the same conditions

apply here as in area 1.

6. St a t u e G a l l e r y

Six suits o f ornate plate mail stand in this area as if on

guard. Battered and bashed pieces o f armor and weapons

are scattered across the carpeted floor before them. Moss

and lichen cover the armor, though it remains free o f rust.

Another pathway opens up at the far side o f this area.

When the characters begin exploring the area, two suits

of animated armor swing into motion and attack. Each

time a suit of armor is destroyed, two more activate.

When there are no more suits of armor to activate, the

suits reassemble themselves from the components

littering the ground as long as any character remains

in this area.

Each time a suit of armor is destroyed, roll a d6. On

a roll of 6, a large bloodstone rolls out of the armor as

its pieces fall to the ground. If the bloodstone is carried

out of this area, either path leads the characters back to

the sundial.

If the characters leave the area without a bloodstone,

both paths curve away and bring them back here after

a short walk. If the characters leave marks, items, or

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!