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.