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D&D 5E - The Rise of Tiamat

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L a v a T u b e s a n d Wa r r e n s

Lava tubes form natural pathways beneath the caldera

of the extinct volcano. Over the decades since the Cult

of the Dragon claimed the Well of Dragons, cultists

enlarged the natural caverns connected by the lava

tubes and excavated new ones.

Most of the lava tube entrances are marked by visible

paths along the slopes of the volcano. Entrance 2A

sees little use, so the characters are likely to overlook

it without a careful search. Entrance 3 is never used;

the cult believes that this tunnel is still blocked after a

collapse sixty years before.

G e n e r a l F e a t u r e s

Corridors. The lava tubes range from 15 to 25 feet

in diameter. They are large enough for dracoliches and

dragons to move through easily.

Light. The lava tube corridors are dimly lit by

lamps or torches hung on the walls at wide intervals.

Chambers within the Well of Dragons are brightly lit by

lamps unless otherwise noted.

Sound. The low moan of the Draakhorn is everpresent

within the Well of Dragons, originating from

area 8. Combined with the cult's activity in and above

the caverns, it creates a constant thrum of background

noise transmitted through the stone. Sounds of combat

go unnoticed if a fight is over in 3 rounds or fewer, or if

the combat is more than 200 feet away from creatures

that might hear it. Especially loud noises, such as a

thunderwave spell, are easily heard.

W i t h i n t h e W e l l o f D r a g o n s

As the time for the ritual draws near, the Well of

Dragons is crawling with cultists and their allies.

Whether using stealth or disguising themselves as

cultists, the characters can easily survey the entrances

to the lava tubes or see the risen temple from the edge

of the caldera. However, once the adventurers enter the

Well of Dragons, disguises prove ineffective. The cultists

working in and patrolling the caverns are on high alert,

and use a complex system of checks and passwords as

proof against spies and enemy agents.

The advanced state of the ritual means that all cultists

have been ordered to patrol or prepare for battle. If the

characters tarry too long in one place or wander around

the Well of Dragons without purpose, add additional

guard patrols based on existing encounters.

1A, IB, 1C. N o r t h E n t r a n c e s

Entrance 1A sees the heaviest use of all the tunnel

entrances along the north side of the caldera. A ll the

treasure brought to the Well of Dragons passes through

it on the way to area 6 or area 7. Each of these entrances

is guarded by 3 dragonwings, 3 dragonclaws, and 2

guard drakes (see appendix A for these creatures).

Entrances IB and 1C are within sight of each other,

but 1A is hidden from the other two by the curve of the

mountainside.

2A, 2B, 2C. E a s t E n t r a n c e s

Of the tunnel entrances on the east side of the caldera,

only 2C is heavily used. A ll the prisoners held in the

warrens are brought through that tunnel on their way

to areas 16, 17, or 18. Entrance 2A is seldom used.

Entrance 2B is used by the cultists who live in areas 12

and 13, but by no one else.

Entrances 2A and 2B are guarded by 1 dragonwing

and 3 dragonclaws each. Entrance 2C is guarded by

1 dragonfang, 3 dragonwings, 5 dragonclaws, and 3

guard drakes. See appendix A for these creatures.

3. F o r g o t t e n E n t r a n c e

No cultist has used this entrance since the tunnel

collapsed at the three-way intersection sixty years ago,

rendering the passageway useless. Recently, an umber

hulk burrowed by accident into these tunnels, reopening

the passage in all three directions. As a result, this

tunnel offers an unguarded entrance into the caldera

and the warrens.

A character who scouts the mountain before charging

in notices this entrance with a successful DC 12

Intelligence (Investigation) or Wisdom (Perception)

check. Any exploration of the entrance reveals that it is

used by bats but shows no sign of cult activity.

A thin wall of rubble still standing to the east of the

three-way intersection makes the cultists believe the

passage remains completely blocked. However, the wall

can be carefully taken down to allow movement in that

direction. Characters at the three-way intersection can

feel air moving along the northern part of the tunnel,

suggesting open space beyond.

4. N a e r g o t h B l a d e l o r d ’s

C h a m b e r

Before Severin assumed control over the Cult of the

Dragon, the Well of Dragons was used to transform

dying dragons into dracoliches. Naergoth Bladelord

(see appendix A) is a wight who commanded this site for

centuries in the name of the Cult of the Dragon. After

devoting many lifetimes of selfless service to the cult,

he was shunted aside in favor of the new order. Though

his loyalty remains unshakeable, Naergoth fears that

Severin w ill succeed in his plans, and that Tiamat w ill

destroy the cult that freed her.

As a wight, Naergoth has little use for quarters, but

the presence of objects that belonged to him in life make

this a pleasing spot for him. The chamber looks like the

home of a noble knight that was abandoned centuries

ago, its contents now covered in dust and hung with

cobwebs and pathos.

Intruders skulking through the warrens can run into

Naergoth anywhere. Use him as a roleplaying encounter

or add him to a battle that is going well for the party at a

time of your choosing.

5. U n u s e d C h a m b e r

Whatever purpose this empty chamber served during

the years of the dracoliches is long forgotten.

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