This adventuring supplement is designed for D&D5e. On our Patreon page you can get it in PDF format (see image). The downloads include hi-res images for the maps. And there is a variant PDF version designed for Shadowdark RPG.
“I feel no pity for those who dare steal from the gods and burn in their arrogance. Eustace is a foolish, non-consequential mortal; a leaf in the wind.”
Targaronath, the Crimson Flame
This majestic tomb is an ancient, crumbling sanctum built deep within the heart of a southern hill in Leaf Valley, long before the rise of mortal kingdoms. It was erected by dragonkin to honor Targaronath, the Elder Wyrm of the Crimson Flame, a primordial dragon who was given the status of a god by his kin. After he died in a legendary battle with otherworldly ancient forces, his remains were entombed within the temple, sealed by powerful wards to contain his lingering essence. The temple became a sacred site for dragonkind, with relics and treasures offered to honor Targaronath’s memory. But with the dragonkin gone, or hidden, the temple fell into ruin over the centuries; its wards weaken and the knowledge of its existence fades into myth—this was true until Eustace Gibett disturbed the thousand-year-old dragon god’s slumber, igniting the curse that now plagues the valley.
To Consider
The heroes’ job is to rid Leaf Valley of the aggressive dragon burning their fields and lands. They may come to this temple seeking treasure or because they were paid to. Perhaps, they have heard enough rumors about the dragon and believe this temple holds the answers.
Adventure Hook
- Explorers. In a somewhat ironic fashion, the adventurers wish to quench their thirst for seeing new places and delve into uncharted territories, like Eustace. Unless they find someone to fund their expedition, exploring this temple must be paid out of their purse.
Level 2-3 Dungeon
- Danger. Deadly. Check for a Random Event every 20 minutes and after loud noises (4-in-6 chance).
- Traps. When triggered, any device or trap described below magically resets its mechanism every hour.
- Guardians. The denizens of the dungeon are magically created. When defeated, they reform at dawn.
- Light. Most areas feature braziers with permanent fire. All denizens of the dungeon have darkvision.
- Draconic Magic. Targaronath’s majestic essence lingers in the air of the dungeon, empowering the arcane. All checks to cast spells within the temple are made with advantage. Fire-related spells do double damage.
- Signs. If the characters open their eyes well and look for evidence, they might notice that someone else (Eustace) walked these halls before them (DC 13 Survival).
RANDOM EVENT d6 | Details |
1 | One of the ancient dragon statues animates (gargoyle without damage resistance). The guardian attacks the heroes until slain. |
2 | Jets of searing flame from the mouths of carved dragon heads along the walls are the result of a pressure plate being triggered by a random hero. The fire reaches everyone in the area. Heroes must make a DC 12 Dexterity save or take 2d8 damage. |
3 | Loose debris detaches from the old ceiling, hitting a random hero. They make a DC 13 Dexterity save or take 3d6 damage. |
4 | The bones of long-dead dragonkin, corrupted by Targaronath’s lingering magic, animate into four aggressive skeletons. |
5 | The heroes disturb the nest of a swarm of spiders. The insects flee if they are reduced to half their Hit Points, though. |
6 | Spectral figures of long-dead drakes rise from the shadows of a tomb, their translucent forms crackling with dark fire. Two of these draconid wraiths (use the stat of ashen wyrmlings) pass through walls, appearing suddenly to ambush the party. |
Getting There
The heroes take a 2-hour ride to travel from Queendell to this location. They soon find foot-tracks on the hills. They belong to Eustace and his group. After, they stumble upon half a dozen charred corpses a few hundred feet from the temple’s entrance. Eustace burned his friends to the bone after his baleful transformation.
1. Main Hall
A vast, echoing chamber with towering stone pillars carved to resemble the scaled bodies of dragons. The floor is inlaid with sections of bronze and red scales that pulse with a faint heat, marking the way toward a majestic, tall gate at the far end of the chamber.
- Scaled Floor. The large door only opens when someone experiences the Trial of Fire. This consists of standing on each of the scaled floor sections and feeling the burning heat (1d8 damage). The runes on the door glow when the first section is stepped on. When the person doing the trial burns for the second time, the gate opens.
2. West Wing
This chamber lies behind a poor-quality lock. A rogue can bypass it with a DC 13 Thieves’ Tools check. The two animated armors attack. The heroes can access the Chamber of Dragons (area 8) using the elevators in this area and its counterpart (area 3). They must defeat the immortal guardians for the elevators to activate, though.
- Crossbows. Three bolts fly and hit whoever descends first, dealing 3d8 damage (DC 12 Dexterity for half). The PCs easily notice the secret passage’s outline connecting this corridor to the rest of the dungeon (see map).
3. East Wing
Use the same description as in area 2. The heroes must defeat the two animated armors to use the elevator too.
- Spiked Pit. This elevator is a clever trap. It vanishes after it descends 5 feet. All users fall 20 feet and get impaled. They take 4d6 damage (DC 14 Dexterity). The PCs easily notice the secret passage’s outline connecting this corridor to the rest of the dungeon (see map).
4. Chamber of Offerings
Three stone plinths littered with small objects of value and varied trinkets. A detect magic spell reveals an aura of magic that protects this area from the passage of time.
- Altar. The heroes can leave something of value as tribute. The object must be worth 1 gp at least. Any hero who does this is rewarded with inspiration.
- Defilement. A delicate, purple-hued, quartz lens rests on a plinth. Veler, from Queendell, seeks this bauble for the observatory. If removed, the spirits of two dragonkin (shadows) respond to this insult and attack the robbers.
Veler, the elf from the Observatory
If the elf (Level-2 Wizard) from Queendell travels with the heroes, his emotion at seeing the lens among the rest of the tribute gets the best of him, and takes it without hesitation. This triggers the encounter (see above).
5. Draconic Portal
This chamber features a wooden desk and a table with mouth-watering-looking food. An ominous circle engraved with strange runes dominates the far end.
A wizard identifies the circle as the focus for a teleport spell. The rune sequence can be copied for later use. The food, edible and delicious, reappears in 1 hour. A magical aura protects this area from the passage of time.
Desk. Inspecting the documents on the desk for 10 minutes reveals the following information:
- Dragonkin built this temple. It is the resting place of Targaronath, a legendary primordial dragon.
- The offerings and Targaronath’s tomb must not be touched by non-dragon beings. Ancient spells and incantations shall punish whoever does this.
- A page describes Eustace’s expedition: They took the Draconic Band from the offerings but did not find anything in the Chamber of Dragons. Satisfied with their findings, they left and Eustace was transformed. It recounts how the ruby Dragon (Eustace) killed his companions outside. The last entry describes what the heroes have done so far.
6. The Flame of the Dead
These remains belong to Targaronath’s bodyguards. Four skeletons come to life and attack the heroes. Ignore this if Random Event 4 has already occurred.
7. The Flame of the Living
A small room to meditate and pray to the dragon gods. The heroes may spend 10 minutes here to be blessed by the flame of life, and gain inspiration.
8. Chamber of Dragons
- Scaled Floor. Another Trial of Fire (four phases, 1d6 damage each). Whoever passes shall be rewarded with a moment to listen to Targaronath’s spirit (see below).
- Treasure. The vault is hidden (DC 14 Perception to find). It contains 238 gp, 3,864 sp, 10,563 cp, a gold mead tankard (20 gp), a silk robe (35 gp), a fine suit of chainmail (60 gp), and one cockatrice egg (100 gp).
9. Targaronath’s Skull
Even after death, Targaronath’s presence can be felt. The heroes feel the weight of an invisible stare while they stand before the skull. If anyone passes the Trial of Fire in area 8, they may listen to the dragon god for 1 minute.
- Parley. Via telepathy, the dragon explains it feels no sympathy for Eustace, and hopes the cursed man lives forever. Targaronath wishes the visitor farewell and grants the Blessing of Fire (fire damage is reduced by half, a permanent boon). However, the outcome of this interaction is different if the heroes have pillaged the place.
- Fools. If an item from the offerings is brought here, or if the heroes attempt to see what Targaronath’s tomb holds, an incorporeal fire dragon and the eight dragon statues (gargoyles) emerge to remove the tomb defilers.