D&D 5E - The Rise of Tiamat
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9. P l a n n i n g R o o m _____________
In this currently empty chamber, Severin meets with
his inner circle and other cult leaders to make plans and
issue orders. A long table is flanked by several benches
and chairs, with a few small writing tables along the
walls for scribes who keep notes.
10. L e a d e r s ’ Q u a r t e r s
This well-appointed dormitory houses the most
important Wearers of Purple staying at the Well of
Dragons. Rows of beds line the north and east walls,
with locker-style wardrobes holding mundane gear
along the west wall. As the activity at the Well of
Dragons reaches its peak, this chamber is empty.
11. Se v e r i n ’s Q u a r t e r s
This chamber is the personal quarters of Severin, and
contains a bed, a trunk holding mundane personal
belongings, a wardrobe for robes and regalia, a large
writing desk, and a wood-and-iron display stand for the
dragon masks. The stand’s construction allows for the
masks to be displayed separately or combined into the
single Mask o f the Dragon Queen. The combined mask
is presently with Severin.
12. 13. H i g h - R a n k i n g C u l t i s t s ’
C h a m b e r s
Cultists of dragonsoul and dragonfang rank stationed
inside the warrens use these quarters. The chambers
are arranged like barracks, with cots for sleeping and
trunks for storing personal belongings. W ith so many
strangers presently in and around the Well of Dragons,
the cultists who use these chambers have arranged for 4
guard drakes (see appendix A) to watch the area.
14. P r i s o n e r s ’ E f f e c t s
Personal items taken from prisoners are tossed into this
chamber. Nothing of value can be found among the odds
and ends, but daggers, darts, and shortswords here can
be used to equip prisoners still capable of fighting.
15. L o w - R a n k i n g C u l t i s t s ’
C h a m b e r
The cultists who stand guard over the prisoners in
areas 16 to 18 sleep here. The chamber contains only
straw mattresses spread on the floor, a few tables
made of planks laid over barrels, and roughly made
benches. When the characters enter, the room contains
3 dragonwings and 9 dragonclaws eating a quick meal
before the battle. See appendix A for these cultists.
16. 17, 18. P r i s o n e r P e n s
Prisoners captured by the cult have been held in these
dark, filthy chambers pending the day of the ritual
and their eventual sacrifice. Two groups of guards
patrol these areas while the prisoners are here, each
consisting of 1 dragonwing, 2 dragonclaws, and 1
guard drake. See appendix A for these creatures.
If the characters pass this way while the sacrifices
are taking place, area 16 is empty except for a dozen
corpses of prisoners who died of starvation. However,
a half-starved fifteen-year-old human male named
Stirleng is hiding within the corpses. Stirleng can tell
the characters that cultists started ushering prisoners
toward the caldera a few hours ago, but he knows
little else.
With area 16 empty, a prisoner escort consisting
of 5 dragonclaws has begun to move prisoners from
area 17 up to the temple. Additionally, a dragonfang,
5 dragonclaws, and 2 guard drakes working nearby
arrive within 2 rounds if a disturbance breaks out. (See
appendix A for these creatures.) The prisoners aren’t
shackled or roped together, but most of them are weak
from starvation. Ten human commoners can fight
alongside the characters if they can acquire weapons.
The characters are free to make use of these allies
any way they see fit, but w ill be aware that if sent into
combat, they w ill quickly perish.
19. D r a k e P e n s
The drakes that patrol the lava tunnels are kenneled in
this chamber, which reeks of blood and spoiled meat.
When the characters investigate this chamber, 4 guard
drakes (see appendix A) are present, fighting over
hunks of meat that are best left unidentified. Gnawed
humanoid bones are scattered throughout the room,
along with belt buckles, tattered boots, and scraps of
blood-soaked clothing.
20, 21. R e d W i z a r d s ’ Q u a r t e r s
The Red Wizards whose magic raises the Temple
of Tiamat in the caldera and who w ill perform the
ritual that draws the Dragon Queen into the world
are housed in these two caverns. Both areas are
luxuriously furnished, but the Red Wizards keep their
belongings packed in trunks and ready to teleport away
at a moment’s notice. The larger and even more well-
appointed area 20 is the residence of Rath Modar. A ll
the Red Wizards are presently in the Temple of Tiamat.
22. Si n k h o l e
This portion of the caldera collapsed into an
underground cavity ages ago to form a large sinkhole.
The only current member of the Cult of the Dragon who
is aware that a branch of a lava tunnel exits into this
sinkhole is the wight Naergoth Bladelord (area 4), and
he believes the tunnel is still blocked.
The sinkhole is 30 feet deep. The sides are steep but
composed of rough volcanic rock that’s easy to climb.
Dragon bones cover the bottom of the pit to a depth of 5
feet, making the floor of the pit difficult terrain. Cultists
never come to the sinkhole; the only creatures that
might spot infiltrators in this area are flying dragons.
23. N o r t h e r n E x i t s
The dragon bones that blanket the caldera have been
pushed away from these exits to create a bleak open
plaza connecting both tunnel exits to the entrance to
the temple. This space extends 250 feet from east to