🏠 Redscales' Lair

The Dragon Queen is gone. The lair is yours β€” for now. Two elders argue about what to do.
The familiar smell of fish-oil and dragon-musk hangs heavy in the lair. Coin-piles rise in lazy mounds where they have always risen. Zigil and Charr argue at the western wall β€” voices low, urgent, sharp-edged. Above, the lair is too quiet. The Dragon Queen has not been home in months, and the silence has weight.

The Debate β€” Zigil vs Charr

"Obey the Dragon Queen. Stay. Guard the lair. Do not touch what is not ours."
"The Bluescales are looting Vault 9 RIGHT NOW. We take everything. We fight!"
Persuasion
DC 13 Β· 3 successes needed
Speaking Stone left on
DC 13 Perception
The Pile (find diamond)
DC 13 Investigation
Chest lock
DC 13 Thieves' Tools
Chest trap
DC 15 to detect/disarm
Gas trap
DC 15 CON or poisoned 1hr + frightened, must dash away

The Pile

455 gp Β· 1780 sp Β· 2600 cp Β· diamond worth 400 gp (DC 13 Investigation)

The Chest β€” Contents

β€’ Wand of Wonder
β€’ Pearl of Power
β€’ 2Γ— Feather Token (tree)
Character sheets live on the Party tab.

πŸ‰ Monster Wing

Mox tends the cells. He has one eye and one arm. The basilisk took the other.
Four cells line the corridor, iron-barred and stinking of old straw. A manticore paces in the first, tail-spikes glistening. The basilisk's cell lies behind a heavy curtain β€” Mox does not enter without his blindfold and his pole. From the third cage, an owlbear's deep huffing breath. From the fourth, a duergar's miserable cough. Mox tends them all with one eye and one arm β€” the keeper, only barely.

Mox the Keeper

One eye. One arm. The basilisk took the others. He has tended the wing for longer than any kobold can remember. He will not fight unless cornered.
Small humanoid (kobold), neutral Β· CR 1/8 (25 XP)
AC 12 (leather) Β· HP 9 (2d6+2) Β· Speed 30 ft
STR7 (βˆ’2)
DEX14 (+2)
CON12 (+1)
INT10 (+0)
WIS12 (+1)
CHA8 (βˆ’1)
Skills: Animal Handling +5, Perception +3 Β· Senses: darkvision 60 ft, passive Perception 11 Β· Languages: Common, Draconic
Pack Tactics. Advantage on attacks vs creature with at least one ally within 5 ft.
Sunlight Sensitivity. Disadvantage on attacks and on WIS (Perception) checks relying on sight in direct sunlight.
One Hand. Cannot wield two-handed weapons or use a shield.
One Eye. Disadvantage on WIS (Perception) checks relying solely on sight beyond 30 ft.
Feeding Pole. +0 to hit, reach 10 ft. Hit: 1 (1d4βˆ’2) bludgeoning. Mostly used to push food, not as a weapon.
Dagger. +4 to hit, reach 5 ft or range 20/60. Hit: 4 (1d4+2) piercing.
Cower. When targeted by an attack, Mox can drop prone and beg for his life. The attacker can choose to forgo the attack β€” most do, out of pity. Other Redscales may shame him afterward.
Mox is the keeper, not a combatant. If players threaten him, he flees or surrenders. He knows the cell creatures better than anyone β€” befriending him is the easiest path to taming a beast.
Step 1 β€” Identify
DC 15 Nature
Step 2 β€” Approach
DC 16 Animal Handling (WIS)
Step 3 β€” Bond
DC 17 Animal Handling (CHA)
Beasts aggressive toward each other β€” only one tamed at a time.

Cell 1 β€” Manticore

Tail spikes. Mox feeds it with a 10-ft pole.
Large monstrosity, lawful evil Β· CR 3 (700 XP)
AC 14 (natural) Β· HP 68 (8d10+24) Β· Speed 30 ft, fly 50 ft
STR17 (+3)
DEX16 (+3)
CON17 (+3)
INT7 (βˆ’2)
WIS12 (+1)
CHA8 (βˆ’1)
Senses: darkvision 60 ft, passive Perception 11 Β· Languages: Common
Tail Spike Regrowth. Has 24 tail spikes. Used spikes regrow at the end of a long rest.
Multiattack. Three attacks: one bite + two claws, or three tail spikes.
Bite. +5 to hit, reach 5 ft. Hit: 7 (1d8+3) piercing.
Claw. +5 to hit, reach 5 ft. Hit: 6 (1d6+3) slashing.
Tail Spike. +5 to hit, range 100/200 ft. Hit: 7 (1d8+3) piercing.

Cell 2 β€” Basilisk

Petrifying gaze. Blindfold required. This is how Mox lost his arm.
Medium monstrosity, unaligned Β· CR 3 (700 XP)
AC 15 (natural) Β· HP 52 (8d8+16) Β· Speed 20 ft
STR16 (+3)
DEX8 (βˆ’1)
CON15 (+2)
INT2 (βˆ’4)
WIS8 (βˆ’1)
CHA7 (βˆ’2)
Senses: darkvision 60 ft, passive Perception 9 Β· Languages: β€”
Petrifying Gaze. If a creature starts its turn within 30 ft and the two can see each other, the basilisk forces a DC 12 CON save. On a fail, the creature is restrained and begins to turn to stone β€” at the start of its next turn it saves again; another fail = petrified for 24 hours; success = effect ends. A creature that averts its eyes is treated as blinded for the round (auto-success vs gaze, but disadvantage on attacks).
Bite. +5 to hit, reach 5 ft. Hit: 10 (1d10+3) piercing + 7 (2d6) poison.

Cell 3 β€” Owlbear

Standard owlbear. Loud. Hungry.
Large monstrosity, unaligned Β· CR 3 (700 XP)
AC 13 (natural) Β· HP 59 (7d10+21) Β· Speed 40 ft
STR20 (+5)
DEX12 (+1)
CON17 (+3)
INT3 (βˆ’4)
WIS12 (+1)
CHA7 (βˆ’2)
Skills: Perception +3 Β· Senses: darkvision 60 ft, passive Perception 13 Β· Languages: β€”
Keen Sight and Smell. Advantage on WIS (Perception) checks that rely on sight or smell.
Multiattack. Two attacks: one beak + one claws.
Beak. +7 to hit, reach 5 ft. Hit: 10 (1d10+5) piercing.
Claws. +7 to hit, reach 5 ft. Hit: 14 (2d8+5) slashing.

Cell 4 β€” Borb the Duergar

Miserable. Will do anything to escape β€” yes, even wear a leash.
Medium humanoid (dwarf), lawful evil Β· CR 1 (200 XP)
AC 16 (scale mail, shield) Β· HP 26 (4d8+8) Β· Speed 25 ft
STR14 (+2)
DEX11 (+0)
CON14 (+2)
INT11 (+0)
WIS10 (+0)
CHA9 (βˆ’1)
Damage Resistances: poison Β· Senses: darkvision 120 ft, passive Perception 10 Β· Languages: Dwarvish, Undercommon
Duergar Resilience. Advantage on saves vs poison, spells, illusions, and effects that charm or paralyze.
Sunlight Sensitivity. Disadvantage on attacks and on WIS (Perception) checks that rely on sight when in direct sunlight.
Enlarge (recharges after a short or long rest). For 1 minute, doubles in size (Large), STR checks/saves at advantage, and STR-based weapon attacks deal +1d6 damage. Reverts if the space is too small.
Invisibility (recharges after a short or long rest). Magically invisible for up to 1 hour, until attacking, casting a spell, or using Enlarge. Treated as concentration.
War Pick. +4 to hit, reach 5 ft. Hit: 6 (1d8+2) piercing, or 11 (2d8+2) while enlarged.
Javelin. +4 to hit, reach 5 ft or range 30/120. Hit: 5 (1d6+2) piercing, or 9 (2d6+2) while enlarged.

🧩 Riddle Room

An empty pedestal. A silver chalice. A puzzle the kobolds have stared at for years and never solved.
A circular chamber, walls polished smooth by centuries of dragon-fire. At the center, a stone pedestal carved with worn glyphs. Beside it, a tarnished silver chalice on a smaller altar β€” and the broken neck of a wine bottle, its contents long gone. The glyphs catch the torchlight and seem, for a moment, to whisper.

The Riddle

I am the vice of priest and king,
Two things in one β€” the cup, the wine,
Held in this ancient room of mine.
Bring me both, and treasures sing.
Yet noticed by no eye that's seen,
I sit beside what should have been.
Pour the red, and lift the cup β€”
The doors of plenty will open up.
DC 13 INT
Vice
DC 13 INT
Two things
DC 13 INT
Ancient room

Answer

Silver chalice + wine on pedestal. Wine bottle is broken. Party must create wine (good cleric) or find a bottle in the Alchemist's Chambers (Artificiary 7F).

Treasure

β€’ Amulet of Health
β€’ Staff of Healing
β€’ Rod of Arcane Gate
β€’ Scroll of Time Stop

πŸ› Vault 17

A wounded dreadclaw, three confused humans, a corridor of traps, and Bluescales waiting at the door.
The vault door is half-melted from old fire, hanging on twisted hinges. Inside: a dreadclaw lies on its side, breath shallow, gestures faint. Three humans crouch in the corner β€” one in robes, two in scout-leathers. One of the scouts is bleeding badly. Beyond them, a long corridor of strange stones β€” and at its end, the unmistakable sound of Bluescale chittering, low and hungry.

The Dreadclaw

DC 10 Medicine to stabilise. DC 10 Insight reads its gestures: "Humans!" (warning) vs "Frogs!" (joy).
Medium undead, unaligned Β· CR 1 (200 XP)
AC 14 (natural) Β· HP 28 (4d8+10) Β· Speed 50 ft
STR18 (+4)
DEX14 (+2)
CON15 (+2)
INT5 (βˆ’3)
WIS12 (+1)
CHA7 (βˆ’2)
Damage Resistances: necrotic Β· Damage Immunities: poison Β· Condition Immunities: poisoned Β· Senses: darkvision 60 ft, passive Perception 11 Β· Languages: understands its creator
Pack Tactics. Advantage on attack rolls against a creature if at least one ally is within 5 ft of it and not incapacitated.
Pounce. If the dreadclaw moves at least 20 ft straight toward a creature and hits it with a claw on the same turn, the target makes a DC 8 STR save or be knocked prone. If the target is prone, the dreadclaw can make one bite as a bonus action.
Undead Fortitude. If damage reduces it to 0 HP, it makes a CON save (DC 5 + damage taken) β€” unless the damage is radiant or from a critical hit. On a success, it drops to 1 HP instead.
Undead Nature. Doesn't require air, food, drink, or sleep.
Decaying Bite. +5 to hit, reach 5 ft. Hit: 9 (1d10+4) piercing + 3 (1d6) necrotic. The target makes a DC 10 CON save or is cursed with perpetual decay (Remove Curse ends).
Claw. +5 to hit, reach 5 ft. Hit: 7 (1d6+4) slashing.
Source: Vast Kaviya Campaign Setting (5esrd.com). The dreadclaw in Vault 17 is wounded β€” it doesn't engage unless threatened directly.

The Humans

β€’ Brandon β€” acolyte, 27 HP, speaks Draconic
β€’ Tarin β€” scout, draws sword on sight
β€’ Rivena β€” scout, 1 HP (clinging to life)
Brandon β€” Acolyte (modified) Β· CR 1/4 (50 XP)
AC 10 Β· HP 27 (modified up from 9) Β· Speed 30 ft
STR10 (+0)
DEX10 (+0)
CON10 (+0)
INT10 (+0)
WIS14 (+2)
CHA11 (+0)
Skills: Medicine +4, Religion +2 Β· Senses: passive Perception 12 Β· Languages: Common, Draconic
Wisdom-based Β· save DC 12 Β· +4 to hit. Cantrips (at will): light, sacred flame, thaumaturgy. 1st level (3 slots): bless, cure wounds, sanctuary.
Club. +2 to hit, reach 5 ft. Hit: 2 (1d4) bludgeoning.
Tarin & Rivena β€” Scout Β· CR 1/2 (100 XP)
AC 13 (leather) Β· HP 16 (3d8+3) Β· Rivena currently 1 HP Β· Speed 30 ft
STR11 (+0)
DEX14 (+2)
CON12 (+1)
INT11 (+0)
WIS13 (+1)
CHA11 (+0)
Skills: Nature +4, Perception +5, Stealth +6, Survival +5 Β· Senses: passive Perception 15 Β· Languages: Common
Keen Hearing and Sight. Advantage on WIS (Perception) checks that rely on hearing or sight.
Multiattack. Two melee or ranged attacks.
Shortsword. +4 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing.
Longbow. +4 to hit, range 150/600. Hit: 6 (1d8+2) piercing.
DEX save
DC 16 or 4d8 slashing
Disarm
DC 16 Thieves' Tools per section
Spot
DC 14–17 Insight
Acid pits
4d4 acid
Locks Γ—3
DC 15 Thieves' Tools
Rune illusion
DC 15 WIS to disbelieve

Bluescale Ambush

Kip Β· Xina Β· Kars Β· Seductress Β· 2Γ— Basic Bluescale
Kip, Xina, Kars, and Basic Bluescale stats live in the Bluescales tab. Seductress below.
Seductress Β· Bluescale Beguiler Β· CR 1 (200 XP)
build basis: College of Glamour Bard Β· 5th level
AC 13 (studded leather) Β· HP 22 (5d6+5) Β· Speed 30 ft
STR7 (βˆ’2)
DEX16 (+3)
CON13 (+1)
INT12 (+1)
WIS10 (+0)
CHA18 (+4)
Skills: Deception +6 (expertise), Persuasion +6 (expertise), Insight +2, Sleight of Hand +5, Stealth +5 Β· Senses: darkvision 60 ft, passive Perception 10 Β· Languages: Common, Draconic, Undercommon
Pack Tactics. Advantage on attack rolls vs a creature with at least one ally within 5 ft.
Sunlight Sensitivity. Disadvantage on attacks and WIS (Perception) checks relying on sight in direct sunlight.
Beguiler's Eye. A target that can see her face makes saves against her charm abilities at disadvantage.
Honeyed Whisper (recharge 5–6). One creature within 30 ft that can hear her makes a DC 14 WIS save or becomes enamored for 1 minute β€” regards her as a cherished friend, has disadvantage on attacks against her, and shares one secret with her on its first turn while enamored. Repeats save at end of each of its turns and immediately if asked to do something against its nature.
Lover's Demand (1/day). One creature already charmed by her makes a DC 14 WIS save or its condition deepens to obsessed β€” it will lie, fight, and willingly violate its own alignment to please or protect her. Obsession lasts 24 hours, or until Remove Curse ends it, or until she dies. While obsessed, the target has advantage on saves against any compulsion that would force it to harm her.
Dagger. +5 to hit, reach 5 ft or range 20/60. Hit: 5 (1d4+3) piercing.
Hand Crossbow. +5 to hit, range 30/120. Hit: 6 (1d6+3) piercing.
Homebrew Bluescale variant designed for this adventure. Built as a 5th-level College of Glamour Bard β€” a subclass whose magic flows from charisma-as-spectacle (Mantle of Inspiration, Enthralling Performance, Mantle of Majesty). Honeyed Whisper plays the role of Enthralling Performance; Lover's Demand approximates a flavored Geas. Treat her in combat as a charm-utility skirmisher, not a damage threat.

Vault Treasure

β€’ Ring of Telekinesis
β€’ Marble Elephant
β€’ Staff of Fire
β€’ Cloak of the Bat
β€’ 2Γ— Arrows of Dragon Slaying

🌫 Gas Tunnels

A lurking shape in the cracks above. The Stalker watches. The gas makes him sound godlike.
The tunnel narrows. A pale yellow gas drifts at knee-height, sweet-smelling and faintly luminous. The walls are cracked, and high above, in those cracks, something moves β€” hidden from full view. A voice descends from the ceiling, soft as silk, ancient as stone. It knows your names.
Gas exposure
DC 15 CON or poisoned
Effect on poisoned
Stalker sounds godlike, shadow looks eldritch

The Stalker

Nothic stats. Doesn't engage. Crawls in the cracks above. Speaks the Dragon Queen's will.
Medium aberration, neutral evil Β· CR 2 (450 XP)
AC 15 (natural) Β· HP 45 (6d8+18) Β· Speed 30 ft
STR14 (+2)
DEX16 (+3)
CON16 (+3)
INT13 (+1)
WIS10 (+0)
CHA8 (βˆ’1)
Skills: Arcana +3, Insight +4, Perception +4, Stealth +5 Β· Senses: truesight 120 ft, passive Perception 14 Β· Languages: Undercommon (understands but rarely speaks)
Keen Sight. Advantage on WIS (Perception) checks that rely on sight.
Multiattack. Two claw attacks.
Claw. +5 to hit, reach 5 ft. Hit: 6 (1d6+3) slashing.
Rotting Gaze. Targets one creature within 30 ft. DC 12 CON save or take 10 (3d6) necrotic damage.
Weird Insight. Targets one creature within 30 ft. DC 13 CHA save or reveal a secret of the DM's choosing to the Stalker. Usable once per turn.
The Stalker doesn't engage in straight combat β€” he crawls in cracks and speaks from above. Use his Weird Insight to reveal player secrets to disturb them, and Rotting Gaze only if directly threatened. He claims to speak for the Dragon Queen β€” whether that's true is up to you.

What the Stalker Says (his demands)

1. Vanquish the Bluescales
2. Leave stolen items
3. Learn the Dragon Queen's fate
4. Visit the Shrine of Tiamat

Reward for Compliance

Boon of Dragonbreath β€” random breath weapon per Dragonborn.

πŸŒ€ Portals Room

A great stone dial. Three symbols. Choose carefully β€” one of them ends the campaign.
A vast circular chamber, its floor a single rune-etched stone disc. Three symbols hover at the dial's edge β€” a crescent moon, a tentacled head, a knot of crossed chains. A ring of polished bronze sits half-recessed in the floor, waiting to be turned. The air is still, cold, and somehow expectant.
Identify dial
DC 13 Arcana
Move ring
DC 20 Athletics
Secret door
Passive Perception 15
Behind the door
Chalk Β· scroll of magic circle Β· scroll of dominate monster

Symbol 1 β€” Moon

Vacuum. Beholder hive. Survive 6 rounds for return portal.
The party arrives in airless space above a moonlit beholder colony. The intent is evasion, not combat β€” six rounds of hiding behind asteroids while a single patrolling beholder sweeps the area, with vacuum ticking on every turn. If a beholder spots them, run it as a chase, not a stand-up fight.
Vacuum Exposure (environment)
No air, extreme cold, no sound.
Suffocation. A creature can hold its breath for 1 + CON modifier minutes (minimum 30 sec). After that, drops to 0 HP at the start of its next turn.
Cold & pressure. Exposed creatures take 1d10 cold damage at the end of each of their turns (no save). Magical or sealed environments negate.
No sound. Verbal spell components cannot function. Communication is only by sight or telepathy.
Beholder Β· CR 13 (10,000 XP)
Large aberration, lawful evil Β· AC 18 (natural) Β· HP 180 (19d10+76) Β· fly 20 ft (hover)
STR10 (+0)
DEX14 (+2)
CON18 (+4)
INT17 (+3)
WIS15 (+2)
CHA17 (+3)
Saves: INT +8, WIS +7, CHA +8 Β· Skills: Perception +12 Β· Condition Immunities: prone Β· Senses: darkvision 120 ft, passive Perception 22 Β· Languages: Deep Speech, Undercommon
Antimagic Cone. The central eye projects a 150-ft cone of antimagic. While in the cone, spells fail, magic items become mundane, and the beholder's own eye rays don't function in that direction.
Bite. +5 to hit, reach 5 ft. Hit: 14 (4d6) piercing.
Eye Rays (3 per turn). Random or chosen targets within 120 ft. Roll d10 per ray (DC 16 saves throughout): 1 Charm (WIS or charmed 1h), 2 Paralyzing (CON or paralyzed 1 min), 3 Fear (WIS or frightened 1 min), 4 Slowing (DEX or speed halved + 1 action max), 5 Enervation (CON or 36 (8d8) necrotic), 6 Telekinetic (STR or moved 30 ft), 7 Sleep (WIS or unconscious 1 min), 8 Petrification (DEX or restrained β†’ petrified), 9 Disintegration (DEX or 45 (10d6+10) force), 10 Death (CON or 55 (10d10) necrotic).
Eye Ray. Use one eye ray as a legendary action.
⚠ CR 13 vs level-4 PCs is lethal in stand-up combat. The Moon portal is an evade-and-survive scenario β€” the beholder should be a threat the party hides from while the vacuum ticks down.

Symbol 2 β€” Mind Flayer City

Elder Brain respects the Dragon Queen, can scry on her β€” but triggers its own plans.
The party arrives in a cavernous illithid city, pillars of brain-coral pulsing with thought. The Elder Brain greets them telepathically. Combat is not the intended path β€” diplomacy and quid-pro-quo is. If diplomacy fails, mind flayer thralls engage.
The Elder Brain (interaction, not combat)
Massive psionic mind in a brine pool. Telepathy 5 miles. CR 14.
The Elder Brain remembers the Dragon Queen and respects her. It will scry on her current location (Helmsfield, the Purple Rooster Inn) in exchange for one of the following:
β€’ A favor owed (it will collect later β€” flag this for the campaign)
β€’ Information about the surface (Bluescale movements, what the kobolds know)
β€’ A small piece of dragon-magic (the giant red dragon scale would do)
β€’ A captured Bluescale brain (literal)
If the party agrees, the Elder Brain casts Scrying with confidence β€” the party learns the Sapphire's location and the names of the Strongheart Sisters / Anluryn.
Whether the party deals or refuses, the visit reminds the Elder Brain of the Dragon Queen's vulnerable state. It begins its own designs (DM's prerogative, future-campaign hook). The party may have unintentionally accelerated something.
Mind Flayer Β· CR 7 (2,900 XP)
Medium aberration, lawful evil Β· AC 15 (breastplate) Β· HP 71 (13d8+13) Β· Speed 30 ft
STR11 (+0)
DEX12 (+1)
CON12 (+1)
INT19 (+4)
WIS17 (+3)
CHA17 (+3)
Saves: INT +7, WIS +6, CHA +6 Β· Skills: Arcana +7, Deception +6, Insight +6, Persuasion +6, Stealth +4 Β· Damage Resistances: psychic Β· Senses: darkvision 120 ft, passive Perception 13 Β· Languages: Deep Speech, Undercommon, telepathy 120 ft
Magic Resistance. Advantage on saves vs spells and magical effects.
Innate Spellcasting (Psionics). INT-based, save DC 15. At will: Detect Thoughts, Levitate. 1/day each: Dominate Monster, Plane Shift (self only).
Tentacles. +7 to hit, reach 5 ft. Hit: 15 (2d10+4) psychic. Target grappled (escape DC 15) and stunned until grapple ends.
Extract Brain. Melee against a Medium or smaller creature grappled by tentacles. DC 15 CON or 55 (10d10) piercing damage. If reduced to 0 HP, the brain is extracted β€” target dies.
Mind Blast (recharge 5–6). 60-ft cone, DC 15 INT save or 22 (4d8+4) psychic damage and stunned for 1 minute (repeat save at end of each turn).
CR 7 vs level-4 PCs is Hard-to-Deadly. Use as a single fallback combatant if the party blunders into hostility β€” not a wave.

Symbol 3 β€” Chain Devil

DO NOT ACTIVATE. A chain devil immediately appears, hostile.
Chain Devil (Kyton) Β· CR 8 (3,900 XP)
Medium fiend (devil), lawful evil Β· AC 16 (natural) Β· HP 85 (10d8+40) Β· Speed 30 ft
STR18 (+4)
DEX15 (+2)
CON18 (+4)
INT11 (+0)
WIS12 (+1)
CHA14 (+2)
Damage Resistances: cold; B/P/S from non-magical, non-silvered weapons Β· Damage Immunities: fire, poison Β· Condition Immunities: poisoned Β· Senses: darkvision 120 ft, passive Perception 11 Β· Languages: Infernal, telepathy 120 ft
Devil's Sight. Magical darkness doesn't impede its darkvision.
Magic Resistance. Advantage on saves vs spells and magical effects.
Multiattack. Two chain attacks.
Chain. +8 to hit, reach 10 ft. Hit: 11 (2d6+4) slashing. Target is grappled (escape DC 14) if not already; while grappled, target can't make opportunity attacks. Chain devil can grapple two creatures simultaneously.
Animate Chains (recharge 5–6). Up to 4 chains within 60 ft animate as Chain Devils for 1 minute. Each animated chain: AC 20, HP 20, +8 to hit, 5 (1d6+2) slashing, immune to fire/poison/psychic. Concentration to maintain.
Unnerving Mask. Targets one creature within 30 ft. The chain devil's face shifts into a likeness of someone the target loved or feared. DC 14 WIS save or frightened until end of next turn.
⚠ CR 8 vs level-4 PCs is Deadly. The party should consider running, retreating through the still-active portal, or calling on outside help. The Chain Devil's reach (10 ft) and grapple are nasty against melee characters.

βš—οΈ Artificiary

The mad dragonborn Alchemist. Imps on chains. A flesh golem with no eyes. Vials everywhere.
An iron gate, then a workshop of the mad. Vials line every shelf β€” coloured liquids that should not move on their own, yet do. A flesh-stitched humanoid stands silent in the center of the room, eye-sockets empty; four imps perched on chains run from its head to the ceiling, snickering. At the back, the dragonborn Alchemist himself, his goggles glinting like wet stones. A faint hiss from somewhere β€” something in a beaker is unhappy.

Gate 7A

AC 17 Β· 50 HP Β· ignores damage < 10. Doorbreaker has 2 Ring of Ram charges.

Defenders

Grael Β· Doorbreaker Β· Firedancer Β· Truestriker Β· 3Γ— Basic Bluescale

Flesh Golem

No eyes. Guided by 4 imps on 10-ft chains. Kill all 4 imps β†’ golem is blind.

The Alchemist

AC 12 Β· HP 65 Β· Ring of Spell Turning (advantage on saves vs single-target spells, nat 20 reflects spell ≀ 7th)
β€’ Gout of Flame: +5, 1d10 fire (30 ft)
β€’ Vial of Acid: DC 14 DEX, 3d6 acid
β€’ Sticky Goo: DC 14 STR or speed 0
β€’ Concussive Blast: DC 14 CON or pushed 10 ft

7F Cabinet

DC 14 DEX trap (1d6 acid + 1d6/round for 1 min). Contains: scrying ball Β· alchemy jug Β· wand of magic detection Β· wand of dispel magic Β· bottle of red wine.

πŸ› Shrine of Tiamat

Mosaic ceiling. A giant red dragon scale. Pride and pain in equal measure.
Five-headed Tiamat looms from the mosaic ceiling, each head a different color and each eye a different gem. Below her, an altar of red marble β€” and resting upon it, a single giant red dragon scale, the size of a shield. The air here is warm, almost reverent. A faint, dry smell of incense and old prayers. Among the mosaic kobolds in Tiamat's army, you spot one no taller than a child β€” a familiar shape.

Short Rest + Prayer

Inspiration for all.

Mosaic Ceiling (Passive 15)

A tiny kobold in Tiamat's armies β€” pride.

The Giant Red Dragon Scale

Can sail the lava river. BUT removing it revokes Inspiration and incurs the wrath of Tiamat.

Desecrators (warning)

Kobolds who die in the following battles β†’ souls to Avernus, unspeakable eternal torture.

πŸŒ‹ Lava River

~15 minutes. No banks. The only path to the Big Pile.
The tunnel opens onto a river of liquid fire. The lava flows slow, almost lazy β€” dark veins of obsidian crusting at the surface. There are no banks, no safe footing. At the far end, an obsidian boat is moored at the rock β€” moored to nothing the eye can see. The heat is enormous, the air shimmering, the smell of sulfur and rock-stink overwhelming.

Travel Methods

Obsidian boat: requires Speaking Stone command word (only the Alchemist knows it). Withstands lava.
Wall climbing: requires climbing gear. 3Γ— group DC 14 STR (Athletics) checks.

πŸ’° The Big Pile

500-ft circular cavern. Mountains of coin. A dragon's hoard. And every Bluescale in the realm.
A cavern five hundred feet across opens before you. Mountains of coin rise in golden swells, each one taller than a kobold-hut. Bluescales swarm everywhere β€” climbing, looting, building. At the center, a Staff of Power floats fifteen feet above the hoard, and a tower of Bluescales is forming beneath it. Above, two carpet-jousters wheel lazily in the air. And somewhere in the heart of the pile, almost lost among the gold, glints a single sapphire of impossible blue.

Combat Timeline (if all alerted)

Round 1: Wisher uses Wish β†’ young blue dragon. Staff tower of 2.
Round 2: Dragon flies triumphantly. Flask β†’ Spawn of Juiblex (CR 8, eats Bluescales first). Tower of 3.
Round 3: Dragon descends to obliterate Redscales. Tower of 4.
Round 4: Bluescales retrieve Staff of Power, first attunement attempt (DC 17 CHA or 0 HP).

10A β€” Animated Shield

Sledding Bluescales. DC 17 Insight for phonetic Elvish command word.

10B β€” Arcane Cannon

Rax + Snakemaster. DC 20 Arcana. +8, 8d10 force. Not secured β€” fires backwards too.

10C β€” Aram the Cleric

+ 3 Basic. Oils of Blessing / Necrosis / Revivification.

10D β€” The Wisher

Luck blade (1 wish) β†’ young blue dragon round 1.

10E β€” Staff of Power

Floats 15 ft. 5 Bluescales building tower by round 4. DC 17 CHA or 0 HP.

10F β€” The Flask

2 Bluescales + mysterious flask. Round 2: Spawn of Juiblex released.

10G β€” Carpet Jousters

2 Flying Carpet Jousters (were supposed to be lookouts). Flyby Attack. Lance +3, 1d12+1.

10H β€” Scrying Well

DC 15 Arcana. Speak name β†’ Scrying spell.

βš”οΈ Initiative

All live combat tools in one place β€” tracker, rests, and the Wild Magic Surge widget. State persists across reloads.

πŸ›Œ Take a Rest

Resets dashboard state for the appropriate rest tier. Affects multiple tools at once β€” see button labels for what each clears.
Rest applied.
Tap any card to expand its ability list. Player character names sync from the Party tab.
Barbarian
Zealot 4 Β· HP 41 Β· AC 14 Β· PP 13
Key abilities
  • Rage 3/long rest, bonus action β€” +2 dmg on STR melee, resist B/P/S, 1 minute
  • Reckless Attack β€” adv on melee STR attacks; attacks against you have adv
  • Divine Fury 1/turn while raging β€” +1d6+2 radiant or necrotic on one weapon hit
  • Danger Sense β€” adv on DEX saves vs effects you can see
  • Pack Tactics Β· Sunlight Sensitivity Β· Darkvision 60 ft
Monk
Drunken Master 4 Β· HP 27 Β· AC 16 Β· PP 12
Key abilities
  • Ki 4 points / short rest β€” Flurry of Blows, Patient Defense, Step of the Wind
  • Martial Arts β€” bonus action unarmed strike after Attack action
  • Drunken Technique β€” Flurry of Blows grants Disengage + 10 ft speed
  • Deflect Missiles reaction β€” reduce ranged damage by 1d10+4
  • Pack Tactics Β· Sunlight Sensitivity Β· Darkvision 60 ft
Paladin
Oath of Conquest 4 Β· HP 32 Β· AC 19 Β· PP 11
Key abilities
  • Lay on Hands 20 HP pool β€” heal or cure disease/poison
  • Divine Smite β€” spend a slot for +2d8 radiant on melee hit (+1d8 vs undead/fiend)
  • Channel Divinity 1/short β€” Conquering Presence (DC 12 WIS frighten 30 ft) or Guided Strike (+10 to attack)
  • Spells: Bless, Cure Wounds, Command, Armor of Agathys, Searing Smite, Compelled Duel
  • Defense Style: +1 AC Β· Pack Tactics Β· Sunlight Sensitivity Β· Darkvision 60 ft
Rogue
Thief 4 Β· HP 31 Β· AC 16 Β· PP 9
Key abilities
  • Sneak Attack 1/turn β€” +2d6 with finesse/ranged (on adv, or with ally adjacent to target)
  • Cunning Action bonus β€” Dash, Disengage, or Hide
  • Fast Hands bonus β€” Sleight of Hand, thieves' tools, Use an Object
  • Uncanny Dodge reaction β€” halve damage from one attacker per round
  • Expertise: Stealth, Persuasion Β· Pack Tactics Β· Sunlight Sensitivity Β· Darkvision 60 ft
Sorcerer
Wild Magic 4 Β· HP 26 Β· AC 12 Β· PP 11
Key abilities
  • Spell slots: 4 Γ— 1st, 3 Γ— 2nd Β· Save DC 13 Β· Spell attack +5
  • Sorcery Points 4/long β€” Flexible Casting, Subtle Spell, Twinned Spell
  • Wild Magic Surge β€” DM may roll d20 after a 1st+ spell; on 1, roll on the table below
  • Tides of Chaos 1/long β€” adv on attack/check/save (refreshes when DM triggers a Surge)
  • Spells: Tasha's Caustic Brew, Shield, Chaos Bolt, Phantasmal Force, Invisibility Β· Pack Tactics
Warlock
The Fiend 4 Β· HP 27 Β· AC 14 Β· PP 11
Key abilities
  • Eldritch Blast cantrip β€” +5, 1d10 force, 120 ft (one beam at level 4)
  • Pact Magic β€” 2 spell slots Γ— 2nd level, recharge on short rest Β· Save DC 13 Β· Spell attack +5
  • Hex bonus β€” +1d6 necrotic vs target (concentration, 1 hr)
  • Dark One's Blessing β€” gain 7 temp HP when you reduce a creature to 0
  • At will: Detect Magic (Eldritch Sight), Disguise Self (Mask of Many Faces)
  • Spells: Hex, Blindness/Deafness, Scorching Ray, Command, Mirror Image Β· Pack Tactics

βš”οΈ The Party

Six 4th-level kobolds. Big hearts. Smaller bodies.
Type each player's character name below. Names sync with the Initiative Tracker and persist between sessions.
Barbarian
Zealot 4
HP 41 Β· Init +2
AC 14 Β· PP 13
Key abilities
  • Rage 3/long rest, bonus action β€” +2 dmg on STR melee, resist B/P/S, 1 minute
  • Reckless Attack β€” adv on melee STR attacks; attacks against you have adv
  • Divine Fury 1/turn while raging β€” +1d6+2 radiant or necrotic on one weapon hit
  • Danger Sense β€” adv on DEX saves vs effects you can see
  • Pack Tactics Β· Sunlight Sensitivity Β· Darkvision 60 ft
Monk
Drunken Master 4
HP 27 Β· Init +4
AC 16 Β· PP 12
Key abilities
  • Ki 4 points / short rest β€” Flurry of Blows, Patient Defense, Step of the Wind
  • Martial Arts β€” bonus action unarmed strike after Attack action
  • Drunken Technique β€” Flurry of Blows grants Disengage + 10 ft speed
  • Deflect Missiles reaction β€” reduce ranged damage by 1d10+4
  • Pack Tactics Β· Sunlight Sensitivity Β· Darkvision 60 ft
Paladin
Oath of Conquest 4
HP 32 Β· Init +0
AC 19 Β· PP 11
Key abilities
  • Lay on Hands 20 HP pool β€” heal or cure disease/poison
  • Divine Smite β€” spend a slot for +2d8 radiant on melee hit (+1d8 vs undead/fiend)
  • Channel Divinity 1/short β€” Conquering Presence (DC 12 WIS frighten 30 ft) or Guided Strike (+10 to attack)
  • Spells: Bless, Cure Wounds, Command, Armor of Agathys, Searing Smite, Compelled Duel
  • Defense Style: +1 AC Β· Pack Tactics Β· Sunlight Sensitivity Β· Darkvision 60 ft
Rogue
Thief 4
HP 31 Β· Init +4
AC 16 Β· PP 9
Key abilities
  • Sneak Attack 1/turn β€” +2d6 with finesse/ranged (on adv, or with ally adjacent to target)
  • Cunning Action bonus β€” Dash, Disengage, or Hide
  • Fast Hands bonus β€” Sleight of Hand, thieves' tools, Use an Object
  • Uncanny Dodge reaction β€” halve damage from one attacker per round
  • Expertise: Stealth, Persuasion Β· Pack Tactics Β· Sunlight Sensitivity Β· Darkvision 60 ft
Sorcerer
Wild Magic 4
HP 26 Β· Init +2
AC 12 Β· PP 11
Key abilities
  • Spell slots: 4 Γ— 1st, 3 Γ— 2nd Β· Save DC 13 Β· Spell attack +5
  • Sorcery Points 4/long β€” Flexible Casting, Subtle Spell, Twinned Spell
  • Wild Magic Surge β€” DM may roll d20 after a 1st+ spell; on a 1, roll on the Wild Magic table (use the widget on this tab)
  • Tides of Chaos 1/long β€” adv on attack/check/save (refreshes when DM triggers a Surge)
  • Spells: Tasha's Caustic Brew, Shield, Chaos Bolt, Phantasmal Force, Invisibility Β· Pack Tactics Β· Sunlight Sensitivity
Warlock
The Fiend 4
HP 27 Β· Init +3
AC 14 Β· PP 11
Key abilities
  • Eldritch Blast cantrip β€” +5, 1d10 force, 120 ft (one beam at level 4)
  • Pact Magic β€” 2 spell slots Γ— 2nd level, recharge on short rest Β· Save DC 13 Β· Spell attack +5
  • Hex bonus β€” +1d6 necrotic vs target (concentration, 1 hr)
  • Dark One's Blessing β€” gain 7 temp HP when you reduce a creature to 0
  • At will: Detect Magic (Eldritch Sight), Disguise Self (Mask of Many Faces)
  • Spells: Hex, Blindness/Deafness, Scorching Ray, Command, Mirror Image Β· Pack Tactics Β· Sunlight Sensitivity

πŸ‘Ώ The Bluescales

The other tribe. They are not playing fair.
Kip the Warlord
Hasted + Enlarged
AC 18 Β· HP 49 Β· Init +2
Hasted: +2 AC, double speed
Enlarged: +1d4 dmg
Scimitar Γ—2: +6, 1d6+4+1d4
End of turn d6: 1 = potion expires
Grael the Barbarian
Belt of Giant Strength
AC 13 Β· HP 45 Β· STR 23
Bag of Skulls: +8, 1d6+6 + DC 16 STR or prone+pushed 10 ft
Display of Strength (rch 5–6): DC 14 WIS or frightened
Kars the Hexblade
Wields Void
AC 15 Β· HP 31 Β· resist bludgeoning
Void: +6, 1d8+4 necrotic
Create Void 1/day
Xina the Huntress
Blowgun of Marking
AC 14 Β· HP 40 Β· WIS 16
1/day each: ensnaring strike, hunter's mark, entangle
Blowgun: DC 14 DEX or Faerie Fire
Crossbow: +5, 1d6+3
Aram the Cleric
Oils of Blessing/Necrosis
AC 12 Β· HP 45
Oil of Blessing (3): DC 10 Religion β†’ Bless; fail β†’ Bane
Oil of Necrosis (3): +5 melee, DC 10 β†’ inflict wounds; fail β†’ cure wounds
Oil of Revivification (3): DC 10 β†’ Revivify; fail β†’ target becomes imp
Rax the Elementalist
Circlet, Fan, Conch
AC 14 Β· HP 38 Β· resist lightning
1/day each: Scorching Ray, Gust of Wind, Watery Sphere
Dagger: +4, 1d4+2
The Seductress
Bluescale Beguiler Β· Glamour Bard 5
AC 13 Β· HP 22 Β· CHA 18 Β· CR 1
Skills: Deception/Persuasion +6 (expertise)
Beguiler's Eye: saves vs her charm at disadvantage if facing her
Honeyed Whisper (rch 5–6): 30 ft, DC 14 WIS or enamored 1 min
Lover's Demand (1/day): charmed β†’ obsessed 24h (alignment-violating)
Dagger: +5, 1d4+3 Β· Hand Crossbow: +5, 1d6+3
Charm-utility skirmisher, not a damage threat. Vault 17 ambush.
Basic Bluescale
Pack hunters
AC 13 Β· HP 13
Dagger +4, 1d4+2
Pack Tactics Β· Sunlight Sensitivity
Some have special gear
Carpet Jouster
Flying scout
AC 14 Β· HP 31 Β· fly 60 ft
Flyby Attack
Lance: +3, 1d12+1

Spawn of Juiblex (CR 8)

AC 16 Β· HP 172
Pseudopod Γ—3: +11, 6d6
Engulf: DC 17 DEX or 12d6 acid/turn β€” escape DC 17 STR
Immune: poison + non-magical B/P/S
Resist: cold, fire, lightning

πŸ—‘ Void

A sentient sword of pure nihilism. It has standards. (Low ones.)

Void β€” Attuned Properties

β€’ Damage: 1d8+2 necrotic
β€’ Bonus: +2 attack and damage
β€’ Finesse: yes (while blade active)
β€’ vs Celestial/Elemental: +1d8 necrotic
β€’ Create Void (1/day): Darkness + Silence, 15-ft radius, 10 min, concentration
Personality: Nihilistic. Complains if wielder shows hope, joy, or fails to accelerate the heat death of the universe.

🐲 Aramanthelyaveraxina

Ancient red dragon. Currently trapped in a sapphire gem in Helmsfield.

What Happened

The Strongheart Sisters Β· Anluryn Β· the Purple Rooster Inn. The Dragon Queen was caught and bound in a sapphire. The kobolds do not know.

How to Free Her

Scrying Well β†’ Helmsfield β†’ Dispel Magic DC 19.

Wrath of the Dragon Queen

She frees herself. She attacks.

Reign of Fire

Party rescues her. She lets them ride her as they burn the kingdom.

Rise of the Redscales

Kobold empire. Dragon Queen stays imprisoned.

Unite Them!

Tribes unite. Leads to Reign of Fire.

🎭 DM Walkthrough

A scene-by-scene narrative spine for the one-shot. Tap any "β†’ Jump to" button to open the relevant tab. Branches and warnings call out the most likely off-spine choices.
Cold Open
Their Queen Has Been Gone Too Long
Set the stage. Read this aloud β€” or paraphrase it β€” to open the session.
Aramanthelyaveraxina, the Dragon Queen, has not returned in months. The lair grows colder by the day. Last night, scouts confirmed the rumor: the Bluescales have breached Vault 9. They are looting the queen's hoard. They are coming for everything else.
Tonight, the tribe is leaderless. Two voices argue over what to do β€” Zigil, the elder, who says wait. Charr, the young one, who says fight. The kobolds need someone to break the tie. They look to you.
Act I
The Debate
A roleplay-driven warm-up. Players choose a posture and pick over the lair before they leave it.
1.1 β€” The Argument
Zigil vs. Charr
Zigil pleads for caution and obedience. Charr demands they march. The argument loops. The PCs are invited (or forced) to weigh in. Persuasion-led β€” DC 13 Persuasion Β· 3 successes sways the tribe to a posture.
If the party sides with Zigil, they investigate the lair carefully and prep traps before moving out. If they side with Charr, they're impatient β€” they'll burn through the lair quickly and march. The fiction shifts but the dungeon remains the same.
1.2 β€” The Pile
A diamond in the coppers
455 gp Β· 1780 sp Β· 2600 cp. Sharp eyes (DC 13 Investigation) spot a 400 gp diamond mixed in. Listening at the Speaking Stone (DC 13 Perception) reveals Bluescale chatter β€” they are mid-loot.
1.3 β€” The Chest
A locked, trapped reward
DC 13 lock Β· DC 15 trap (gas β€” DC 15 CON or poisoned 1 hour, frightened, must dash away). Inside: Wand of Wonder, Pearl of Power, 2Γ— Feather Token (tree).
Charr will encourage cracking it open immediately. Zigil will protest. The choice telegraphs the tribe's posture for the rest of the session.
Act II
The Outer Lair
The party emerges from the sub-lair into the dungeon proper. These rooms can be tackled in any order. Most parties will hit two of three.
2.1 β€” Monster Wing
Mox and his menagerie
Mox tends four cells. He has one eye and one arm β€” the basilisk took the other. Cells: Manticore, Basilisk, Owlbear, and Borb the Duergar (miserable, will do anything to escape). Taming a beast is a 3-step gauntlet: DC 15 Nature β†’ DC 16 WIS Animal Handling β†’ DC 17 CHA Animal Handling. One beast at a time.
A successful tame brings a CR 3 ally into later fights. Spectacular if it works β€” load the tamed creature via the Initiative Tracker bestiary. Borb will agree to almost anything to get out of his cell.
2.2 β€” Riddle Room
The pedestal speaks
An ancient pedestal, a silver chalice on a side altar β€” and a riddle the kobolds have stared at for years. The answer is the chalice plus wine. The wine bottle is broken; the party must improvise (Create or Destroy Water on grape juice, a good cleric, or…).
The Alchemist's 7F cabinet (Artificiary) contains a real bottle of red wine. This is the easiest path β€” and one of several reasons to visit the Artificiary before the Big Pile.
Reward on solving: Amulet of Health, Staff of Healing, Rod of Arcane Gate, Scroll of Time Stop.
2.3 β€” Vault 17
A wounded dreadclaw and a Bluescale ambush
The dreadclaw lies wounded β€” DC 10 Medicine stabilises it; its gestures (DC 10 Insight) translate to "Humans!" or "Frogs!". Three humans cower nearby: Brandon (acolyte, speaks Draconic), Tarin (scout, draws sword on sight), Rivena (scout, 1 HP, clinging to life).
The trapped corridor between the party and the loot is brutal β€” DC 16 DEX or 4d8 slashing per section, DC 16 thieves' tools to disarm, acid pits, illusory runes. At the far end, a Bluescale ambush: Kip + Xina + Kars + Seductress + 2Γ— Basic Bluescale.
If the party stabilises Brandon and parleys (he speaks Draconic), they have allies in this fight. If they kill the humans, they have loot but no allies β€” and one less reason for Tiamat to forgive them.
If the party recovers Void here (or anywhere), run the Nihilism Quiz the moment a player lifts the blade. The Quiz is on the Void tab.
Act III
The Inner Sanctum
Past the gas tunnels lies the heart of the lair β€” and the Stalker who watches from above.
3.1 β€” Gas Tunnels
The Stalker's demands
Gas seeps through the stone. DC 15 CON or poisoned β€” and the Stalker (Nothic stats) sounds godlike, his shadow eldritch. He doesn't engage. He demands four things: vanquish the Bluescales, leave stolen items, learn the Dragon Queen's fate, visit the Shrine of Tiamat.
Compliance grants Boon of Dragonbreath to all Dragonborn PCs (random breath weapon per character). Defiance β€” the Stalker remembers. He may meddle later.
3.2 β€” Portals Room
Three symbols on a great stone dial
DC 13 Arcana identifies the dial. DC 20 Athletics turns the great ring. Behind a hidden door (PP 15): chalk, scroll of magic circle, scroll of dominate monster. Three destinations:
Symbol 1 (Moon) β€” vacuum, beholder hive. Survive 6 rounds for the return portal.
Symbol 2 (Mind Flayer City) β€” the Elder Brain respects the Dragon Queen, can scry on her, but triggers its own plans. Most useful for learning the queen's fate.
Symbol 3 (Chain Devil) β€” DO NOT activate. A chain devil immediately appears and is hostile.
3.3 β€” Artificiary
The Mad Alchemist
Gate 7A: AC 17, 50 HP, ignores damage < 10. Doorbreaker has 2 Ring of Ram charges. Defenders: Grael + Doorbreaker + Firedancer + Truestriker + 3Γ— Basic. Inside: a Flesh Golem (no eyes β€” guided by 4 imps on chains; kill all imps and the golem is blind), and the Alchemist himself (AC 12, HP 65, Ring of Spell Turning). His lair action rolls a vial each round β€” use the Vial Roller on the Artificiary tab.
The Alchemist knows the Speaking Stone command word for the obsidian boat on the Lava River. If he dies before talking β€” the party climbs.
7F cabinet: DC 14 DEX trap. Contains: scrying ball, alchemy jug, wand of magic detection, wand of dispel magic, and the bottle of red wine for the Riddle Room.
3.4 β€” Shrine of Tiamat
Inspiration β€” at a price
Short rest + prayer = Inspiration for all. The mosaic ceiling (PP 15) shows a tiny kobold among Tiamat's armies β€” pride, belonging, identity.
A giant red dragon scale on the altar can carry the party across the Lava River β€” but taking it revokes Inspiration and incurs Tiamat's wrath. Kobolds who die in any battle that follows have their souls sent to Avernus for unspeakable eternal torture.
Act IV
The Lava River
The only way to the Big Pile. About 15 minutes of travel. No banks. Two methods.
4.1 β€” Travel
Boat or climb
Obsidian boat β€” moored at the far end. Activates only with the Speaking Stone command word, which only the Alchemist knows. Withstands lava.
Wall climbing β€” climbing gear required. 3Γ— group DC 14 STR (Athletics).
Tiamat's scale β€” surf the lava, lose Inspiration, court Tiamat's wrath.
Lava contact consumes metal in 6 rounds. Lava spray uses armor/shield to reduce damage but loses 1 AC permanently per use.
Use the Lava River Peril Roller (on the Lava tab) every couple of pip advances. The pip bar tracks 6/6 to the Big Pile.
Act V β€” Climax
The Big Pile
A 500-ft circular cavern. Mountains of coin. Every Bluescale who survived. The Sapphire of the Dragon Queen.
5.1 β€” The Approach
Stealth or scry β€” buy yourselves time
The Scrying Well (10H) lets the party speak a name and scry that creature (DC 15 Arcana). Smart parties scout from the well before engaging. Stealth approaches from the lava-river entry can avoid alerting all Bluescales at once.
5.2 β€” The Combat Timeline
If all Bluescales are alerted
Use the Initiative Tracker's + Big Pile Bluescales preset β€” it loads Aram, Rax, Wisher, Snakemaster, Animated Shield, 2Γ— Carpet Jouster, and 5Γ— Basic at once.
Round 1: Wisher uses Wish β†’ young blue dragon appears. Tower of 2 forms at the Staff of Power.
Round 2: Dragon flies triumphant. The flask is opened β€” Spawn of Juiblex (CR 8) released. It eats Bluescales first. Tower of 3.
Round 3: Dragon descends to obliterate the Redscales. Tower of 4.
Round 4: Bluescales attempt Staff of Power attunement (DC 17 CHA or 0 HP).
Use the Initiative Tracker presets + Spawn of Juiblex (round 2) and + Young Blue Dragon (round 1) to add reinforcements as the timeline triggers them.
5.3 β€” The Pile Itself
Roll for loot β€” and a chest
Once the party reaches the central hoard, use the d10 Chest Roller for the locked chest (one of which is a mimic) and the d100 Loot Table for items pulled from the pile. Tap any result for full Appendix details.
5.4 β€” The Sapphire
Aramanthelyaveraxina, in glass
At the heart of the hoard sits a flawless 1-inch sapphire. Inside it: the Dragon Queen, ancient red dragon, currently bound. The party has options: free her (DC 19 Dispel Magic or destroy the gem in a place of dragon-power), take her with them, or leave her behind. Each option drives a different ending.
Act VI
Resolution β€” The Four Endings
Pick the ending that matches what the party did with the Sapphire.
VI.1
Wrath of the Dragon Queen
She frees herself. She attacks. The kobolds wagered the wrong direction; their queen does not look kindly on the wager. Bad ending.
VI.2
Reign of Fire
The party rescues her. She lets them ride her β€” and they ride her over the kingdom as it burns. Glorious. Dark.
VI.3
Rise of the Redscales
The Dragon Queen stays imprisoned. The party builds a kobold empire on her hoard. Pragmatic. Maybe a little ruthless.
VI.4
Unite Them!
Redscales and Bluescales reconcile. United, they free her β€” and Reign of Fire follows. Player-driven. Hopeful, then catastrophic.

πŸ“ DM Notes

Free-form scratchpad for the session. Auto-saves to your browser as you type β€” survives reloads and sleep. Use it for player-invented NPC names, on-the-fly rulings, item locations, anything.
β€”

πŸ“š Appendix β€” Magic Items

Quick reference for everything in the loot tables, chest, and location-specific treasures. Tap a result in the d100 / d10 tools to jump straight here.

🎲 Dice Roller

Pick a die, set quantity and modifier, tap Roll.