D&D 5E - The Rise of Tiamat
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cultists are not allowed here), and attack intruders or
move to join fighting at the entrance at once.
This cavern holds treasure beyond counting. If the
characters seek a particular item and have hours to
spend searching, they can probably find it here. A detect
magic spell is blocked by the metal of the coins, so only
items on the surface can be easily found. Place whatever
common or uncommon magic items you wish on the
surface, but finding something rare should take a long
and noisy search.
7. Se c o n d a r y T r e a s u r e C h a m b e r
Art objects, valuable books, fine linen, crystalware,
and especially fragile magic items are stored here
less haphazardly than in area 6, piled carefully on
shelves and tables.
8. T h e D r a a k h o r n
As the characters advance up the lava tube toward this
chamber, the tones of the Draakhorn become noticeably
louder. W ithin 50 feet of the entrance to area 8, the
air begins to shimmer from the sound. Any character
within 20 feet of the doorway must succeed on a DC
12 Strength check to continue pushing against the
pressure of the sound. A failure indicates the character
can advance no farther toward area 8.
For any character entering area 8, the sound fades
to silence—because any creature that enters the
chamber is temporarily deafened and must make a DC
12 Constitution saving throw. Success indicates the
deafness ends 2 minutes after the Draakhorn ceases to
sound. Failure indicates the character remains deafened
for 1 hour after the Draakhorn ceases to sound.
After the din of the tunnel, this chamber seems
preternaturally silent— until you realize you are completely
deafened in the presence of the fearsome Draakhorn.
6. M a i n T r e a s u r e C h a m b e r
The well-traveled entrance to this chamber is guarded
by 1 dragonfang (see appendix A) who is in command of
2 flesh golems.
The treasure that the cult has stolen from across the
Sword Coast to create a hoard for the Dragon Queen is
stockpiled in this chamber, creating a sight beyond even
the greediest character’s dreams.
You see gold— mountains o f it. And jewels . . . and pearls
. . . silver plate and gilded mirrors . . . jeweled swords
and the armor o f kings . . . caskets and boxes and barrels
filled to overflowing with the treasure o f the Sword Coast,
packed into a cave the size o f a cathedral and stacked to
the height o f a giant! Pathways wind through a glittering
mass whose reflected light dazzles your eyes, like a
million twinkling stars close enough to touch.
Prowling through the narrow paths between the heaped
treasures are 4 guard drakes (see appendix A). They
are used to the vaults being unoccupied (rank-and-file
Carved from the massive horn o f an ancient red dragon,
it hangs suspended by chains from the ceiling o f this
chamber, blasted with fire to a dark ebony hue and bound
by thick bands of bronze. Draconic runes etched into its
surface glow with a purple eldritch fire.
An air elemental sounds the horn with its endless
breath, guarded by a stone golem. If the characters
interfere with the horn or the air elemental, the golem
and the elemental attack.
The Draakhorn hangs in the northern half of the
room and is pointed toward the southwest corner. W hile
the horn is sounding, a creature must make a DC 15
Constitution saving throw the first time on a turn the
creature enters a 150-foot cone in front of the horn or
starts its turn there. On a failed save, the creature takes
27 (6d8) thunder damage and is knocked prone. On a
successful save, the creature takes half damage and
isn’t knocked prone. The horn can’t be turned or aimed
at a specific target.
If the horn’s sound ceases for more than 1 minute, 1
dragonsoul, 1 dragonfang, and 4 dragonwings arrive
to investigate. See appendix A for these cultists.