Dragons of the Sandstone City
- An adventure for Level 12 characters.
- This adventure is designed to fill one or two sessions of play.
- It can take place in any community near a desert or similarly arid region.
Key Plot Points
The following information is key to the adventure's story:
- Brass Dragon Egg. In the ruined subterranean city of Haskasori, the blue dragon Anthradusk prepares a nefarious ritual. A woman approaches the adventurers to tell them of this dragon, who killed the city's brass dragon protector. The brass dragon's egg—which the woman gives to the party—holds the key to defeating Anthradusk.
- Riddle for Help. The characters must persuade a local sphinx in her temple to reveal the passphrase that allows them to enter the ruined city.
- Infiltrating Haskasori. As the characters explore the ruins of Haskasori, they discover its many denizens, including its former king. When Anthradusk returns to his lair, the characters can unleash the egg's strange magic in the presence of the brass dragon's remains to weaken Anthradusk. They must slay Anthradusk to end the threat posed by his foul ritual.
Preparation
Before running the adventure, prepare as follows:
- Step 1. Read the "x" section.
- Step 2. Familiarize yourself with the Key NPCs table, which describes important individuals the characters will interact with during the adventure.
- Step 3. Bookmark following stat blocks in the Monster Manual or on D&D Beyond:
- Blue Dragon, Adult
- Blue Dragon, Ancient
- Bandit
- Basilisk
- Dao
- Flameskull
- Gargoyle
- Mage
- Mummy
- Mummy Lord
- Sphinx of Lore
Key NPCs
| Name | Role | Stat Block | Location |
|---|---|---|---|
| Anthradusk | Primary antagonist | Ancient Blue Dragon | "x" |
| Eldemere | Quest giver and human disciple of a dead brass dragon | Mage (Medium, Chaotic Good) | "x" |
| Oliekintara | Provides a required passphrase | Sphinx of Lore | "x" |
| Rummox | Anthradusk's companion | Dao (Neutral Evil) | x |
| Yaarnak | Asks characters to retrieve his lost staff | Mummy Lord (Small) | x |
Adventure Background
For generations, the blue dragon Anthradusk has wreaked terror on the land. Recently, the vicious wyrm slew his rival, the brass dragon Cozmioko, but not before the brass dragon revealed Anthradusk's plot to resurrect several terrifying blue dragon ancestors.
One of Cozmioko's disciples, a human mage named Eldemere, found the brass dragon's remains—along with a mysterious egg—in the ruined city of Haskasori. Eldemere now seeks heroes to return there and undermine Anthradusk's profane magical plot.
Beginning the Adventure
Start the adventure when the characters are traveling together in a city near a desert. The character with the highest Passive Perception score notices that the party is being followed.
Read or paraphrase the following aloud:
Three human Bandits have robbed the woman in yellow. They're nimble but cowardly street thieves, and they don't want a fight. Fortunately for them, their victim seems too surprised to do anything but shout. The thief with the basket runs toward the characters, not perceiving them as a threat.
The characters can impede the thieves however they please, but here are a few likely methods:
- Intimidate. A character can command the thief to halt. As an Influence action, the character makes a DC 14 Charisma (Intimidation) check; the thief is Hostile toward the character. On a success, the thief apologizes, drops the basket, and flees.
- Pilfer. A character can try to grab the basket, as a Utilize action, doing so with a successful DC 15 Dexterity (Sleight of Hand) check. If the character grabs the basket, the thief lets go and keeps running.
- Violence. A character can take an Attack or Magic action, targeting the thief with a weapon or spell. If the thief takes damage, they wail dramatically, drop the stolen basket, and try to flee.
During the commotion, the characters notice the contents of the basket: a brass-colored egg the size of a honeydew melon. Before they can ask about it, the woman in yellow introduces herself:
Meeting Eldemere
Eldemere is a Chaotic Good Mage. She is a scholar who seeks someone capable of helping her thwart the blue dragon Anthradusk's schemes using the egg in the basket, which she refers to as the Brazen Egg.
Eldemere was once a disciple of the brass dragon Cozmioko. When Cozmioko disappeared not long after revealing Anthradusk's evil plans, Eldemere began investigating. Eventually, she discovered the site where Anthradusk killed Cozmioko—and found the Brazen Egg among the brass dragon's ashes. Eldemere absconded with this egg before Anthradusk could find and destroy her.
Eldemere's Quest
When the egg is safe in its basket again, Eldemere explains the circumstances:
Eldemere hands the characters the egg. She does whatever she can to convince them to go to Haskasori. If they are money-driven, she informs them that Haskasori was once a city of great riches and culture; they are welcome to keep any relics or treasure they find.
Eldemere can provide the following information:
- How Can We Enter Haskasori?. "Ancient magic seals the city gates, and few besides Cozmioko and Anthradusk are long-lived enough to remember the passphrase. However, I'm certain the sphinx Oliekintara knows how to enter. Seek her at the Temple of Sands and convince her to share what she knows. I can give you directions."
- How Did the Egg Lead You to Us?. "I've had the egg for weeks, and it has remained still. But as I approached you, it grew warm and started to twitch. It has settled down only now. I'm certain this is Cozmioko's will."
- What Can You Tell Us about Anthradusk?. "He's a tyrant who seeks to resurrect and bind his dead ancestor dragons, then use them to conquer the region. His depravities focus on Haskasori, which he's made his temporary lair. But he often leaves the city for long stretches as he collects foul reagents for his ritual."
- What Can You Tell Us about Haskasori?. Eldemere approaches a nearby well and scatters a scintillating powder across its surface. In response, the water rises, taking the shape of city ruins nestled inside a mountain. "Haskasori began as a cavern where desert travelers could take shelter, grew into a trade hub, and eventually expanded into an underground city of markets and temples. This happened over generations under Cozmioko's guidance. Eventually, though, the people grew greedy, and a ruler called Yaarnak turned the populace against the dragon. Cozmioko left; within a few short years, Haskasori fell to ruin."
Eldemere politely refuses to join the party if invited. Secretly she fears Anthradusk is looking for her, and she doesn't want to jeopardize the mission.
The Brazen Egg
The egg is indestructible and magical. It has no obvious powers, and the Identify spell gives no insight into its nature. The egg's true might awakens only when it is returned to Cozmioko's remains in Haskasori (see area x).
Temple of Sands
To learn the passphrase that will grant them entry into Haskasori, the characters must seek the sphinx, Oliekintara, at the Temple of Sands, which is 12 miles away.
When the party arrives at the Temple of Sands, read or paraphrase the following description:
Oliekintara (Sphinx of Lore) has watched over the Temple of Sands for centuries. Few except the bravest or most desperate seek the sphinx's advice, which she never gives freely. In conversation, Oliekintara is aloof and soft-spoken.
Sphinx's Riddle
Oliekintara confirms her identity to anyone who asks, but before she'll say more, she insists visitors answer this riddle:
The riddle's answer is "time." The characters can make as many guesses as they like. They can try to find clues with the following actions:
- Search. A character can take the Search action and make a DC 16 Wisdom (Insight or Perception) check. On a success, the character notices that Oliekintara's scarves are covered in repeating, patterned processions of suns and moons, representing the passage of time; the character also notices that Oliekintara's eyes occasionally drift toward the sundial in the center of the temple.
- Study. A character can take the Study action and make a DC 15 Intelligence (Arcana or Investigation) check. On a success, the character identifies twelve runes engraved around the sphinx statue. Each is an ancient symbol for a different hour.
If the characters fail to answer the riddle correctly, Oliekintara seems pleased with her own cleverness. She offers to tell them what she knows in return for a gift. This can be anything the characters think a sphinx might like—perhaps a song, a story, a meal, a future visit—or treasure worth at least 300 GP. If they answer the riddle correctly, she makes the same offer without demanding a gift.
Passphrase
Oliekintara confirms that she knows how to enter Haskasori: one must stand before the gates and speak or sign the passphrase "Cozmioko grins" in any language.
Parting Gifts
Before the characters leave, Oliekintara gives them directions to Haskasori, a day's journey deeper into the desert. If they correctly answered her riddle and treated her respectfully, she also gives them a Spell Scroll of Move Earth.
Oliekintara also warns the characters that there might be more threats in Haskasori than Anthradusk. The sphinx has heard that the city's avaricious ruler, Yaarnak, still clings to his throne.
Haskasori
As the characters near Haskasori, read or paraphrase the following:
The dragon, Anthradusk, is miles from the party and flying away from both them and Haskasori. The dragon flies out of sight before the characters can interfere with him, and the distant sandstorm settles down within a few minutes. The dragon won't return until the adventure's climax, detailed in "x"
Soon after, the characters arrive at the sandstone butte that shelters Haskasori.
Haskasori Features
Unless otherwise specified, the ruins of Haskasori have the following features.
Amulets of Yaarnak
King Yaarnak's priests created ornamental jade amulets to mark the king's most loyal subjects. Each bears an eerie design with a mixture of goat and draconic features. The amulets are worth 250 GP each. One or more amulets of Yaarnak can be found in areas x, x, x, and x. They're not magical, but the statue in the sanctum (area x) doesn't attempt to petrify a creature wearing a visible amulet of Yaarnak.
Ceilings
The cavern's rough natural ceilings are 50 feet high.
Doors
Haskasori's few doors are at the end of the bridge (area x), at the entrance to the vault (area x), and in the temple (area x). These massive stone doors are sealed with powerful magic. The only way a creature can open a sealed door is by speaking or signing the passphrase "Cozmioko grins" in any language. Once opened, a door can't be resealed.
Illumination
Dim Light streaks into the southern part of Haskasori (areas x–x) from outside. Unless otherwise noted, the rest of the ruins are shrouded in Darkness. Descriptions assume characters have a way of seeing in the dark.
Lightning Crystals
Anthradusk's presence has caused crystal formations charged with lightning to grow throughout Haskasori. Each crystal formation is a Large object with AC 13; HP 60; and Immunity to Lightning, Poison, and Psychic damage.
When a crystal formation takes damage, each creature in a 30-foot Emanation originating from that formation makes a DC 14 Dexterity saving throw, taking 14 (4d6) Lightning damage on a failed save or half as much damage on a successful one.
Haskasori Locations
The following locations are keyed to Map: Haskasori.
H1: Entry
The six mostly broken statues are the remains of a band of adventurers who sought shade in this cave and ran afoul of the basilisks in the promenade (area x). All six were transformed into lightning crystal (see "x") and then killed as the basilisks ate parts of their Petrified prey.
Loud noise here alerts the Basilisks in area x, which come to investigate.
H2: Bridge
The chasm floor lies 150 feet below the bridge. The chasm extends several hundred feet northwest and runs under the city's ruins, but it doesn't connect to anywhere else in Haskasori and terminates at a sandy dead end.
Unsealing the Gate
This gate is sealed with ancient magic and can be opened as described in "Haskasori Features."
H3: Promenade
Five Basilisks lounge in the tunnels between this promenade and the sinkhole to the east (area x). If they notice anything in the promenade or the entry (area x), the monsters scuttle out to ambush the characters. A creature that is given the Petrified condition by one of these basilisks turns into lightning crystal (see "x") instead of stone but can be restored as normal.
H4: Floating Platform
As a Magic action, a creature on the floating platform or the adjacent ramp can prompt the platform to slowly descend or ascend 10 feet. The platform stops moving when it reaches the ramp at the top or bottom of the shaft.
At the bottom of the shaft, three wide tunnels offer paths to the ruins of Haskasori's homes and businesses (west; areas x–x), to the Pillars of Haskasori (north; area x), and to the city's catacombs (east; areas x–x), respectively.
H5: Sinkhole
The crystal formations are lightning crystals (see "x"). The loamy sand at the bottom of the sinkhole connects to a massive layer of sand that extends in all directions beneath Haskasori's rocky foundation. Anthradusk burrows through the sandy substratum here to circumvent the sealed main gate. The dragon emerges at a similar sinkhole approximately 250 feet to the north, in Haskasori's catacombs (area x).
H6: Pillars of Haskasori
[image: Pillars of Haskasori]
The crystal formations are lightning crystals (see "x"). The four statues are Gargoyles, which serve the genie in the tower (area x). They fight to the death if provoked to combat; if left undisturbed, they instead slip away to warn their boss of the intruders.
H7: City Ruins
These chambers were once workplaces and abodes used by Haskasori's people. The tunnels in the western wall, which used to connect to many more chambers, caved in long ago.
H7a: High Priests' Quarters
Two amulets of Yaarnak (see "Haskasori Features") can be found among this chamber's sparse stone furnishings.
H7b: Dormitory
No obvious treasure remains in this crumbling chamber. Characters looking for relics of Haskasori to claim and sell can find mundane tools and records here (see "x" for details).
H7c: City Sculpture
In the center of this chamber stands an immovable 10-foot cube of pink sandstone. The cube's top face has been carved into a miniature sculpture of the butte-like mountain housing Haskasori. Characters who examine the sculpture notice animated sandstone birds and goats roaming around; occasionally a majestic brass dragon soars over the scene. This sculpture is a magically animated model depicting Haskasori during its heyday. As a Search action, a character can study the sculpture and make a DC 12 Intelligence (Investigation) check. On a success, the character realizes the model depicts this area in the past, not the current day.
H7d: Well
As a Search action, a character can peer down this dried-up, 30-foot-deep well and make a DC 16 Wisdom (Perception) check. On a success, the character spots a green stone amulet of Yaarnak (see "x") at the bottom of the well.
H8: Vault
The cracked stone door to this chamber is sealed like the other doors in the city (see "x").
This chamber is a memorial to Haskasori's final ruler, Yaarnak. The ruler's body isn't interred here, though; his corpse rests in a separate tomb (area x). The statue depicts Yaarnak's bizarre emblem of rule: a corruption of a brass dragon with "wise" goat features.
Hear the Voice of Yaarnak
Soon after the characters enter the room, they hear a hissing voice:
The dust forms into Yaarnak, a Small Mummy Lord. Yaarnak wants his staff recovered from the dragon's den (area x) and returned to his tomb (area x). If the characters do so, Yaarnak is appeased and vanishes; award the characters Experience Points for having defeated the mummy. If they try to leave Haskasori without returning the staff, the mummy pursues them and fights until destroyed.
Mummy Lord's Heart
The statue here is a Small object with AC 13, HP 10, and Immunity to Poison and Psychic damage. Within lies Yaarnak's shriveled heart.
Treasure
The brass chains wrapped around Yaarnak's body are worth 800 GP total. Any character who sifts through the broken jars and succeeds on a DC 12 Wisdom (Perception) check discovers an amulet of Yaarnak (see "x").
H9: Genie's Tower
Each floor of the tower is a single area. A magical floating platform just like the one in area x connects the three levels.
Rummox
Anthradusk's genie companion, Rummox (Neutral Evil Dao), dwells in this opulent tower. She ostensibly keeps a lookout for intruders, but in reality she spends most of her time studying ancient texts and plotting her betrayal of Anthradusk. She is Indifferent toward the characters.
If Rummox was not alerted to the characters' arrival, she is in her bedchamber (area x). In this case, she has no interest in fighting them and immediately surrenders. See "Traitorous Adviser" for details about interacting with her.
Forewarned
If the gargoyles in area x alert Rummox to the party's presence, the genie and all four Gargoyles keep watch from the rooftop (area x). If they notice the party's approach, they descend to intercept the characters before the characters enter the tower. Rummox makes a half-hearted attempt to drive the characters off, but she surrenders if she becomes Bloodied. A character can also take an Influence action and make a DC 15 Charisma (Intimidation or Persuasion) check to urge Rummox to surrender and cooperate with them. See "Traitorous Adviser" if she surrenders.
H9a: Library
The tower's ground floor is stocked with precious texts. The entire collection, which includes over 200 tomes and even more scrolls, is worth 5,000 GP. A character who spends 15 minutes perusing the library finds two Spell Scrolls of Greater Restoration. Characters looking for relics of Haskasori to sell can find various interesting histories here (see "x" for details).
H9b: Bedchamber
Ornate rugs, fine sculptures, and supple silks fill this opulent private chamber. As a Search action, a character can search the room and make a DC 16 Wisdom (Perception) check. On a success, the character finds an Efreeti Bottle inside a secret cubbyhole in one of the walls.
H9c: Rooftop
Protruding from the ramp connecting to the northern section of this roof, a stone bridge leads to a caved-in tunnel. It once connected to what is now the dragon's den (area x). Rubble obstructs the tunnel. As a Study action, a character can examine the rubble and make a DC 13 Intelligence (Investigation) check. Characters with Tremorsense have Advantage on the check. On a success, the character determines the rubble is about 10 feet thick, and that excavating the rocks by hand would take about 1 hour.
Traitorous Adviser
Should Rummox surrender, she answers questions about the following topics:
- Anthradusk. The ancient blue dragon created a den (area x) attached to the temple sanctum (area x). A tunnel just north of the genie's tower once led directly to this den, but Anthradusk collapsed part of it. Most of the tunnel remains, though, and it isn't blocked by much rock.
- Basilisk Statue. The statue in the temple sanctum petrifies those it gazes on. The statue won't petrify those wearing an amulet of Yaarnak, though (see "x").
- Yaarnak. The city's former ruler, Yaarnak, lurks in the ruins to the south (area x). Anthradusk stole the mummy lord's staff and keeps it in his den (area x), which is accessible from the balcony over the temple sanctum.
Though Rummox intends to betray Anthradusk, she refuses to fight the dragon alongside the party and avoids revealing her traitorous plans.
H10: Anthradusk's Den
This area can be accessed from the upper level of the sanctum (area x). It once connected to the genie's tower (area x).
The crystal formations here are lightning crystals (see "x").
Yaarnak's Scepter
A character who studies the massive crystal formation notices a rod-shaped item encased within. Breaking the crystal formation frees a bone scepter wrapped in the scaly hide of a blue dragon. This is a Rod of Rulership, the scepter Yaarnak covets (see area x).
H11: Catacombs
Eight Mummies are scattered throughout these catacombs. These guardians are Hostile toward all non-Undead. Once they were loyal guards of King Yaarnak. When Anthradusk took the scepter from the king's tomb, the guards roused from their slumber to search for the villain who defiled their master's grave. When the characters enter combat with one mummy, roll 1d6 to determine how many more mummies arrive on the scene at the start of the second round of combat. The rest arrive at the start of round 3.
Dead-End Stairs
Near the north end of the tunnel, stairs curve west through a rough-hewn passage and then end in a wall of worked stone. As a Search action, a character can search the wall and make a DC 12 Wisdom (Perception) check. On a success, the character notices a button worked into the stone. Pressing the button causes the wall to slide away, revealing a passage through the base of a statue into the temple (area x).
Relics
Characters looking for relics of Haskasori to sell can find varied burial items here (see "x" for details).
Lightning Crystals
In the northern part of this area, massive lightning crystal formations dot the walls (see "x").
Sinkhole
The sinkhole Anthradusk uses to enter the ruined city lies in the northern section of catacombs; it's just like the one in area x.
H12: Shrine
Any creature that approaches the statue notices an amulet of Yaarnak at the bottom of the font (see "x").
Crystallizing Water
Anthradusk's presence has tainted the once-restorative magic of this font. Any creature that touches the water must succeed on a DC 20 Constitution saving throw or have the Petrified condition and be turned into lightning crystal (see "x").
Treasure
As a Search action, a character can examine the statue's quarterstaff and make a DC 12 Wisdom (Perception) check. On a success, the character finds a Potion of Longevity hidden inside the hollow staff's false bottom.
H13: King's Tomb
Six Flameskulls lurk behind the stone statues in the far corners of this tomb. They are Friendly toward a creature holding Yaarnak's scepter (and that creature's allies); they fight all other creatures.
Returning the Scepter
If a character returns Yaarnak's scepter (see area x) to the sarcophagus here, the skulls guarding the chamber die and clatter to the floor. The sarcophagus's heavy lid slowly closes, and a bone-rattling sigh echoes throughout Haskasori as Yaarnak's spirit is put to rest. So long as the scepter remains in the sarcophagus, Yaarnak ceases to haunt the city.
H14: Temple
As a Search action, a character can investigate the easternmost statue and make a DC 14 Wisdom (Perception) check. On a success, the character notices a button hidden along the base. Pressing the button causes the statue's lower half to shift aside, revealing a secret passage leading to the north end of the catacombs (area x).
Sanctum Doors
The magically sealed doors to the sanctum (area x) can be opened as detailed in "Haskasori Features."
H15: Sanctum
The statue's glowing eyes emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
Petrifying Statue
When a creature not wearing an amulet of Yaarnak (see "x") enters the statue's area of Bright Light for the first time on a turn or starts its turn there, the creature makes a DC 15 Constitution saving throw. On a failed save, the creature begins to turn to crystal, has the Restrained condition, and repeats the save at the end of its next turn. On a second failed save, the creature has the Petrified condition until freed by the Greater Restoration spell or other magic. On a successful save, the effect ends. A creature Petrified by the statue turns into lightning crystal (detailed in "Haskasori Features").
Balcony
A staircase in the southwest corner connects to a balcony that overlooks the sanctum's ground floor. A tunnel leads west from the balcony to the dragon's den (area x).
H16: Hoard
In this defiled sanctuary, Anthradusk displays the bones of one of his ancestors along with Cozmioko's remains. The crystal formations are lightning crystals (see "x").
Empowering the Egg
If the characters bring the Brazen Egg into this area, it begins shedding a faint, warm light. The egg grows warm to the touch and cracks open, revealing a faintly pulsing light within. The characters can't open the egg more, and they don't have an opportunity to investigate much further, as a thunderous noise shakes the ruins. Proceed to "Anthradusk's Return" once the characters take any items from the treasure hoard.
Treasure Hoard
The treasure here contains the following valuable items:
- 49,000 GP
- Eight gems—two aquamarines, four black pearls, and two topazes (worth 500 GP each)
- Three flawless vases (worth 750 GP each)
- Animated Shield
- Potion of Invisibility
- Potion of Speed
Anthradusk's Return
When Anthradusk returns to Haskasori, read or paraphrase the following text:
Anthradusk has returned with the final items necessary to complete his ritual. The dragon enters the city via the sinkhole in the catacombs (area x) and heads to his ritual chamber (area x). Characters in area x or x have 1 minute to prepare before the dragon appears.
Anthradusk grows enraged at the sight of intruders and fights to the death. Unless weakened (see "Using the Brazen Egg" below), he uses the Ancient Blue Dragon stat block. The dragon is too preoccupied with his ritual to pursue characters who flee.
Using the Brazen Egg
A character holding the cracked-open Brazen Egg while within 60 feet of Anthradusk can take a Magic action to unleash Cozmioko's lingering power. If they do so, read the following:
The Brazen Egg's magic weakens Anthradusk and empowers the characters. This has the following effects:
- Supernatural Charm. Each character who helped bring the Brazen Egg to Haskasori gains the Charm of Cozmioko's Glory, described below. See "Supernatural Gifts" in the Dungeon Master's Guide for more information.
- Weakened Dragon. Anthradusk's Hit Points are reduced by 200. For the next 24 hours, replace Anthradusk's game statistics other than his Hit Points, Initiative bonus, and Initiative score with those of an Adult Blue Dragon.
[stat block: Charm of Cozmioko's Glory]
Conclusion
If the characters defeat Anthradusk and return to Eldemere, she commends them for their bravery—thanking them on both her own behalf and Cozmioko's. She's certain the brass dragon is now at peace.
If the characters bring back any relics from Haskasori, Eldemere directs them to buyers. Regardless of what or how much the party returns with, these antiquarians pay an amount equal to the number of characters times 1,200 GP.
Eldemere tells the characters that if she ever has need of able explorers and dragon slayers, she'll call on them again. The mysterious scholar vanishes soon after.
Failure
If the characters fail to defeat Anthradusk, the blue dragon completes his ritual, and several Ancient Blue Dragons appear at Anthradusk's side. Under their resurrector's command, the dragons terrorize and subjugate the region. The exact details of what happens are up to you, but your players should understand that the cost of failure is high indeed!
History of Blue Dragons
ULHAR DARASTRIX
[image: Dragons of War (1985)]
[image: Monstrous Manual (1993)]
[image: Monster Manual (1977)]
[image: Draconomicon (2003)]
[image: Adventures in the Forgotten Realms (2021)]
[image: Draconomicon (2003)]
[image: Concept Art (2023)]
[image: Monster Manual (2025)]