Dragon Delves: The Forbidden Vale

AdventureDrDe-TFV2024

The Forbidden Vale

  • An adventure for Level 9 characters.
  • This adventure is designed to fill three or four sessions of play.
  • It takes place in a remote mountain valley.

Key Plot Points

The following information is key to this adventure's story:

  • Mountain Wildfires. A red dragon is igniting wildfires near a small town called Arborean Springs. The adventurers need to stop the wildfires, but must decide whether to slay the dragon or return it to slumber using a potent sleeping concoction.
  • Forbidden Vale. The group journeys to the Forbidden Vale, facing wildfires and other natural threats on the way. The red dragon lairs in magical gardens that githyanki exiles built ages ago. In the gardens, the characters face the dragon and various other monstrous foes.

Preparation

Before running the adventure, prepare as follows:

  • Step 1. Read the "x" section.
  • Step 2. Familiarize yourself with the individuals described in the Key NPCs table. The characters will interact with these NPCs throughout the adventure.
  • Step 3. Bookmark the following stat blocks in the Monster Manual or on D&D Beyond:

Key NPCs

NameRoleStat BlockLocation
CatacusDruidic elf elder who wants the dragon protectedArchpriest (Medium)"x"
EblusElf who disappeared three months agoDruid (Medium)x
Deathkiss, Demondream, and MurderblissAllies of XabazhutGreen Hagx
DubanOzzadraz's unwilling servantMaridx
Ginder NanikHuman merchant who wants to exploit the gardens' magicNoble Prodigy (Medium)"x"
GreeJavek Horn's human ancestor, long missingBerserker (Small)x
Hate's EmbraceGarden guardianSpirit Nagax
Javek and Vara HornHuman elders trying to protect the regionTough Bosses (Small)"x"
OzzadrazGithyanki commander in suspended animationGithyanki Knightx
SerevHuman from Arcadian SpringsNoble (Medium)x
XabazhutThe gardens' dragon protectorYoung Red Dragonx
ZumznGithyanki transformed into a treantTreant (Neutral)x

Adventure Background

Ages ago, four powerful githyanki who were banished from the Astral Plane for treason against their lich-queen built a ziggurat in a region now known as the Forbidden Vale. There they cultivated magical plants to extend their lives. From this idyllic capital, the githyanki conquered the surrounding region with the aid of a red dragon who followed them into exile.

In the end, though, the same fractiousness that set these githyanki against their lich-queen turned them against each other, and their subjects took advantage of this weakness to throw off their yoke. The kingdom's subjects defeated the githyanki and declared independence, but centuries later, the magical gardens endure under the watchful protection of a different red dragon, Xabazhut.

Xabazhut is a young dragon born from the ashes of the ancient dragon who died in the gardens. He now seeks to carry on the ancient dragon's tradition of driving people away from the valley. Every two centuries, the ancient dragon flew over the region, raining down fiery destruction. This bicentennial rampage ensured that people didn't build their farms and villages too close to the valley. Xabazhut now carries out this practice of his forebear.

Githyanki Exiles

The four githyanki who created the Forbidden Vale and its magical gardens filled different roles and came to different ends:

Kh'krai, a mage, was responsible for much of the magic in the gardens. He attempted to overthrow Ozzadraz and was killed.

Ozzadraz was the military commander of the githyanki exiles and ruler of their kingdom. After the realm fell, he entered a state of suspended animation and lies in state within the first tier of the gardens (area x).

Suthket designed the gardens. She sided with Kh'krai in his revolt and also was killed.

Zumzn was responsible for cultivating the gardens. Ultimately, she became one with the plants she tended, transforming into a treant who now guards the top tier of the gardens (area x).

Beginning the Adventure

The characters are traveling near the Paradise Mountains when wildfires catch their attention. As they travel, they notice that a curtain of smoke tints the midday sky an unnatural shade of orange.

You can decide why the characters are traveling in the region; they might just be passing through or be traveling to the town of Arborean Springs. Perhaps local residents sent messengers to nearby communities seeking help from adventurers. The characters might all have dreamed about a lush valley threatened by wildfires or received a divine message directing them to the valley. Or they could plan to visit the hot springs in town as a relaxing break from their adventures.

When the characters investigate the smoke's source, they find the town of Arborean Springs.

Arborean Springs

Read or paraphrase the following aloud when the characters approach Arborean Springs:

The people of Arborean Springs fall into three broad groups:

  • Traditionalists. Most of the people of Arborean Springs are farmers and herders descended from folk the githyanki subjugated ages ago. Their folklore describes this history, though it has become distorted over time.
  • Nature Lovers. After the fall of the githyanki's kingdom, followers of a druidic nature religion came here, drawn by the unique plants that have spread from the githyanki's magical gardens.
  • Merchants. In the two centuries since the dragon's last fiery rampage, the town's population has expanded significantly, with merchants, artisans, and entrepreneurs seeking to profit from the health benefits of the town's hot springs.

These groups are described in more detail in the next section.

Interacting with Townsfolk

Tensions are high in Arborean Springs when the characters arrive. The wildfires present a significant threat to the surrounding fields and pasturelands. Already the little town can't accommodate the people the fires have displaced.

Some townspeople are aware that a dragon caused the wildfires. They recognize that the dragon could threaten the town even if wind doesn't carry the wildfires there. The most prominent locals disagree about what to do, and this has exacerbated tensions.

Townsfolk are initially Indifferent to the characters. If the characters seek out local leaders, they're quickly directed to Catacus (see "x"), Javek and Vara Horn (see "x"), or Ginder Nanik (see "x"). If the characters are more interested in talking to people on the street, they encounter merchants and traditionalists, but they might also find members of the Burning Circle (see "Nature Lovers" below). Each group's general opinions align with its leader's, as described below.

Nature Lovers

Herbalists, naturalists, and druids came to Arborean Springs not long after the fall of the githyanki exiles' realm, drawn by the special plants that grow near the gardens on Mount Glathek. Their initial attempts to explore the gardens were rebuffed by a red dragon living there. The dragon retaliated against this intrusion by igniting a cataclysmic wildfire that almost eliminated the young town of Arborean Springs and the surrounding farms and pasturelands. This rampage turned out to be the first of many.

Burning Circle

A small group of nature priests calling themselves the Burning Circle teach that the dragon is a force of nature to be respected, not destroyed. Just as controlled burns are necessary to keep forests healthy, they say, the dragon's rampages are an essential part of nature's cycle. The length of each rampage should be kept short, though, to reduce danger to locals.

Circle members have developed a means to keep the dragon's rampages relatively short. They have a recipe for a concoction that can usher the dragon quickly back to its centuries-long slumber once the wildfires have raged long enough. When the bright-orange dragoneye flower blooms in the ashes where the fires have run their course, it is time to put the dragon back to sleep. That time is at hand.

The Gardens' History

The Burning Circle preserves what little lore is known about the Gardens of Xabazhut. Circle members know the gardens grow in a stepped structure made up of three tiers. The first tier is called the Garden of Sacred Repose, the second is the Garden of Unearthly Delights, and the third is the Garden of Everflowing Springs. The priests are unsure of these names' origins.

Catacus

The Burning Circle's leader is a world-weary wood elf named Catacus (Medium Archpriest), who has survived two previous rampages. In the first one, four hundred years ago, Catacus volunteered to join the adventurers who tried to put the dragon back to sleep. He saw the dragon—"an enormous, ancient wyrm"—and sustained severe injuries before the other adventurers managed to deliver the sleeping concoction. He uses an exquisitely carved wooden wheelchair whenever he needs to travel more than a few hundred feet.

Now that the dragoneye flower is blooming, Catacus and the other members of the Burning Circle urge the characters and townsfolk to brew the concoction and use it to put the dragon back to sleep. They are convinced that the dragon's death would spell catastrophe for the region, as people would plunder the gardens—the source of the region's magic.

The Sleeping Concoction

If the characters are amenable to the Burning Circle's solution, Catacus gives them a list of plants to find in the gardens and a recipe to make the concoction. After the characters locate the ingredients, they can brew it in 1 hour using Alchemist's Supplies or Brewer's Supplies (Catacus happily lends characters a set of Alchemist's Supplies if needed).

Catacus explains that the characters must coat their weapons in the concoction and injure the dragon with those weapons until he retreats to his lair and enters a magical slumber. (The dragon retreats when he has taken 90 damage from weapons or ammunition coated in the sleeping concoction.) However, Catacus warns, the dragon will awaken immediately if he becomes injured again or if anyone steals treasure from his lair.

Once applied to a weapon or piece of ammunition, the concoction retains its potency for 24 hours. It has no effect on creatures other than the red dragon of the Forbidden Vale.

The recipe requires the following ingredients from the gardens:

  • Three Arborean rose blossoms from the Garden of Sacred Repose (area x)
  • Two Arcadian lotus blossoms from the Garden of Unearthly Delights (area x)
  • The fruit of life from the Garden of Everflowing Springs (area x)

Missing Druid

If the characters agree to put the dragon back to sleep, Catacus reveals that a member of the Burning Circle named Eblus ventured toward the gardens about three months ago. Eblus hoped to learn more about the magical plants that grow there, but she never returned to Arborean Springs. (She is trapped in the mirror in area x of the Gardens of Xabazhut.)

Merchants

Merchants come to Arborean Springs between the dragon's rampages, but each new rampage drives them away. Within the last century, a new crop of business-minded people seeking to capitalize on the hot springs has come to town. The merchants who now live here are nervous for their homes and concerned about the wildfires' effect on business.

Ginder Nanik

A charming human, Ginder Nanik (Medium Noble Prodigy), is the merchants' de facto leader and spokesperson. Though he couches everything in terms of "what the good folk of Arborean Springs want," Ginder puts commercial interests first, and the other merchants follow his lead. Ginder believes the dragon should be slain and the lands of the Forbidden Vale—including the ancient gardens in the valley's heart—should be claimed and made profitable.

Ginder and other merchants in town urge the characters to kill the dragon. They have no suggestions for how to accomplish this feat.

Traditionalists

The descendants of the githyanki's original subjects are largely farmers, herders, and hunters. Their folklore contains the only surviving historical accounts of the githyanki's kingdom. Their tales center around the dragon's rampages, which began when the region's people rose up in revolt against diabolical tyrants. These rulers are remembered today as magically powerful and casually cruel. They wielded shining swords, and their dragon ally breathed fire.

Local tales include stories of heroes who stood against the dragon to protect their herds or fields during past rampages, but according to their legends, if anyone enters the Forbidden Vale to confront the dragon, such a trespass will be punished with even more violence.

Javek and Vara Horn

Two married human shepherds, Javek Horn and Vara Horn (Small Tough Bosses), command the respect of most who follow the traditional ways of Arborean Springs. As two of the oldest human residents of the region, the women preserve and pass on ancient lore and freely share their hard-won wisdom with others. It is largely their influence that keeps the merchants from entering the Forbidden Vale.

Any traditionalist in town tells the characters the same thing: stay away from the Forbidden Vale lest they make the problem worse. If the characters feel like emulating the heroes of old, they should face the dragon outside the vale, trying to catch it while it's spreading flames across the hillsides.

To the Forbidden Vale

Map: Overland Map shows the locations of Arborean Springs, the wildfires (shown in orange), the Forbidden Vale (area x), and other key sites in the region. Each area is described further below.

Arborean Springs lies about 19 miles from the Forbidden Vale as the dragon flies. However, the easiest routes from the town to the vale bring the characters up one of two parallel river valleys that feed into the Celestial River. The western Bytopian River valley is a steeper climb, while the eastern Ysgardian River valley is a longer route. Characters can choose their own route, but the most likely course looks like this:

  • Stage 1. The characters go from Arborean Springs along the road (area x) to Godshead Crossing (area x). The good road allows them to choose any travel pace for this 8-mile stage.
  • Stage 2. The group travels from Godshead Crossing area x to Mount Glathek area (x). The western route, along the Bytopian River valley, takes the characters 14 miles through mountainous terrain, forcing them to travel at a Slow pace. They'll pass the Headless Statue (area x) on the way. The eastern route, along the Ysgardian River valley, runs 27 miles through hilly terrain, allowing the characters to travel at a Normal or Slow pace. They'll have to deal with a wildfire (area x) before reaching the mountain.
  • Stage 3. Climbing Mount Glathek (area x) to the vale (area x) involves a 3-mile journey up the mountainside at a Slow pace.

V1: Arborean Road

As the characters come closer, they notice skeletal humanoid corpses lying on the ground near the burned wagon. If they come within 10 feet of the bodies, the corpses reveal themselves to be monsters: four Flaming Skeletons and two Flameskulls that fight the characters.

The wagon and its goods are burned almost beyond recognition. As a Study action, a character can examine the wreckage and make a DC 15 Intelligence (Investigation) check. On a success, the character deduces that the wagon carried bolts of woolen fabric. There is no sign of the animals that pulled the wagon.

V2: Godshead Crossing

The head, broken from the colossal statue at area x, depicts Ozzadraz the Conqueror, a githyanki. Deep gouges from massive claws pierce the stone head on either side. As a Study action, a character can examine the claw marks and make a DC 15 Intelligence (Nature) check. On a success, the character recognizes that an unnaturally massive bird of prey made the scrapes.

Dragoneye Flowers

The flowers are dragoneye flowers. The Burning Circle members believe that when dragoneye flowers bloom, it is time for Xabazhut to return to his slumber (see "x"). These flowers have slender petals like tongues of flame surrounding bright yellow centers, and the flowers' oblong, black pistils resemble the slitted pupils of dragons.

A crushed dragoneye flower produces sparks that can start a fire; the flower functions as a Tinderbox with a single use. A picked flower retains its potency for 1d4 + 3 days.

V3: Headless Statue

The monument was a likeness of Ozzadraz, the githyanki commander who once ruled this land. The head rests 3 miles south at area x, where it was deposited after being broken off the body.

Attack from Above

The mountains are the hunting grounds for a Roc that is none too pleased that the forests are going up in flames—even though it happily hunts prey fleeing the fires. Its primary motivation is finding food; it is unlikely to fight to the death. Its nest lies near the top of Paradise Peak to the east. It initiates combat as soon as it spots one of the characters.

After seeing the roc, characters who successfully identified the claw marks on the statue's head at Godshead Crossing (area x) recognize that this massive creature is responsible for damaging the statue, likely having mistaken it for prey.

V4: Ysgardian Wildfire

The fire has spread through much of the valley. Characters must choose if they want to go around or through the fire.

Going Around

Skirting the wildfire by land involves moving into mountainous terrain and adding several extra miles to the characters' trip. About one hour into the journey, the characters encounter a group of fiery monsters—three Fire Elementals and five Smoke Mephits—that emerge from the flames to fight them.

If the characters are able to keep the entire party aloft for 2 miles of travel, they could travel over the fire instead. For every hour a creature spends in the air above the wildfire, it makes a DC 10 Constitution saving throw. On a failed save, the creature gains 1 Exhaustion level from exposure to the heat and smoke.

Going Through

The portion of the valley containing the wildfire is considered the area of an inferno (see the "Hazards" section of the Dungeon Master's Guide).

V5: Arcadian Springs

Arcadian Springs was a resort that sought to profit off the healthful properties of the area's waters and natural beauty. The guests, proprietors, and staff have long since fled the resort.

Source of the Flames

If the characters linger here, looking for people trapped in the fire or otherwise exploring, they might draw the attention of the wildfires' source: the dragon Xabazhut (Young Red Dragon).

Don't use this encounter if the characters have already fought Xabazhut elsewhere. The dragon tries to remain hidden in the smoky air until he can breathe fire down on the party from above. If the dragon realizes the characters survived, he stays and fights them until he becomes Bloodied; then he returns to his lair to recover.

V6: Elysian Springs

Elysian Springs is a luxury resort that attracts rich clients who seek to relax in beautiful surroundings. The fires have not yet reached it, but the mansion is mostly evacuated. Those who remain are staff members attempting to protect the property from looters and, if possible, from the spreading fires.

These staff members consist of eleven human Guards who are Indifferent to the characters. They have no interest in fighting the characters or the dragon. The staff members hesitate to allow the characters inside the resort, but a character can try to persuade the staff to allow them to rest here. As an Influence action, the character makes a DC 14 Charisma (Persuasion) check. On a success, the staff allow the characters to rest here as long as they need. On a failure, they allow the characters to complete only a Short Rest here.

V7: Mount Glathek

The characters face one significant obstacle on their ascent up the mountain: a sheer cliff they must scale. Climbing the cliff requires each character to succeed on a DC 15 Strength (Athletics) check. If the characters rope themselves together, they can instead make a group check, succeeding as a group if at least half of them succeed on the check. Each character who fails the check—or every character, in the case of a failed group check—falls 60 feet.

V8: Forbidden Vale

Descending to the edge of the lake is a trivial matter. On reaching the water's edge, the characters notice, strewn along the lake bed, thousands of bones crusted with mineral deposits. Many of the bones appear to have come from various humanoid creatures.

Lake of Bones

The Lake of Bones is a hot spring 50 feet deep. Any creature that enters the scalding lake for the first time on a turn or starts its turn in the water takes 11 (2d10) Fire damage. Being underwater doesn't grant Resistance to this Fire damage.

Hidden Entrance

A character who swims to the bottom of the scalding lake beneath the bridge and takes a Search action can make a DC 20 Wisdom (Perception) check. On a successful check, the character discovers a hidden underwater tunnel leading to the dragon's lair (area x). The tunnel measures 10 feet high, 10 feet wide, and 200 feet long.

Stone Bridge

The bridge is 20 feet wide, 30 feet high, and 250 feet long. It spans the lake from its southern shore to the first tier of the gardens. Stone statues of red dragons flank both ends of the bridge. Wisps of steam rising from the lake sometimes create the impression that the dragons are moving, but they are ordinary statues.

Gardens of Xabazhut

External stairs provide access to all three garden tiers as shown on Map: Garden of Sacred Repose, Map: Garden of Unearthly Delights, and Map: The Garden of Everflowing Springs. The front entrance leads to area x on Map: Garden of Sacred Repose. A hidden entrance in the lake leads to Xabazhut's lair, shown on Map: Garden of the Dragon. The roof of the top tier is a vibrant garden with no walkways or inhabitants.

Garden Features

Each tier of the stone ziggurat is 20 feet tall. Earthquakes have weakened the structure in the centuries since it was built, knocking down walls and obstructing passageways. Other general features are summarized below.

Astral Lift

A 10-foot-diameter shaft runs through the center of the ziggurat, from the dragon's underground lair in area x to areas x, x, and x. The shaft is infused with energy from the Astral Plane that magically interferes with movement and the Material Plane's gravity. An object in the shaft that is neither worn nor carried hangs motionless in the air, and ammunition and thrown weapons stop moving when they enter the shaft. A creature in the shaft has a Fly Speed (in feet) equal to 5 times its Intelligence score and can hover. As soon as the creature moves outside the boundaries of the shaft, the effect ends. The shaft extends to the ceiling of area x, 15 feet above the floor, and to the surface of the lake in area x. It passes through the Antechamber of Sacred Repose (area x) and the Antechamber of Unearthly Delights (area x). All chambers connected to the Astral lift are warm and humid thanks to the hot water below.

Ceilings

Unless stated otherwise, ceilings in rooms are 15 feet high, and those in passages are 10 feet high.

Doors

Doors in the gardens are made of stone.

Extraplanar Plants

Several plants in the gardens originate in the Outer Planes. As a Study action, a character can make a DC 15 Intelligence (Arcana or Nature) check. On a success, the character knows the plane of existence where a plant originated. If the check's total is at least 20, the character also knows the plant's properties and effects. The plants can't survive more than one day outside the gardens on the Material Plane. One gallon of water from its native plane sustains a plant for 1d4 weeks; pools in the Astral garden (area x) contain such water.

Lighting

Windows (see below) and broken walls allow daylight into rooms on the edges of the ziggurat, filling them with Bright Light in the daytime. The lift chambers on the second and third tiers (areas x and x) are filled with Bright Light in daylight hours, while the lift chamber on the first tier (area x) is filled with Dim Light from the shaft above.

Water

Pools and irrigation canals are 3 feet deep.

Windows

Window shafts allow daylight into every room alongside the outer walls of the gardens. These windows are 3 feet square; are set near the top of each tier; and slant downward into the room, opening about 10 feet above the floor.

Tier 1 Locations

The first tier, the ground floor of the gardens, appears on Map: Garden of Sacred Repose. This tier is called the Garden of Sacred Repose.

G1: Hall of the Dragon

The fresco on the west wall depicts an enormous red dragon exhaling fire over a forested landscape. Several burning villages appear in distinct scenes along the wall's length.

The fresco on the east wall shows an armored knight on the back of a red dragon flying across the landscape. This pair appears in multiple scenes along the wall, with the dragon's wings in a different position in each scene. The land below the knight and dragon is depicted as a raging inferno.

G2: Hall of Desolation

The frescoes in these chambers depict four githyanki building and tending the gardens, conquering the surrounding region, and feasting in celebration. An enormous red dragon is visible in many scenes, soaring triumphantly through the sky or coiled atop a great hoard of plundered treasure. Ozzadraz appears in the frescoes of the northeast chamber, and Zumzn in the northwest chamber.

Sarcophagi

The sarcophagus in the southwest holds the remains of Kh'krai, and the one in the southeast holds the remains of Suthket. They were buried with honor despite their rebellion against Ozzadraz. Touching either sarcophagus casts the Speak with Dead spell, targeting the corpse within. The carved face on the sarcophagus animates as if it were the speaking corpse.

Both githyanki died centuries ago, so their knowledge of the gardens is outdated. They act belligerent but answer questions honestly. They also warn of curses that will befall anyone who disturbs their remains. These warnings are empty threats. The sarcophagi contain only the mummified corpses of the githyanki.

G3: Passage of Stars

The "stars" embedded in the surfaces of the hall are tiny chips of glowing stone harvested from a mountain in Elysium. They can be pried out using Jeweler's Tools or Mason's Tools, at a rate of 1d8 stones per minute (to a maximum of 300 stones). Each one sheds Dim Light in a 5-foot radius and can be sold for 5 SP.

Secret Door

A character who has a Passive Perception of 15+ or who searches the west wall for secret doors and succeeds on a DC 15 Wisdom (Perception) check notices that the curving wall just west of the southern entrance is less smooth than the other walls, holding stair-like footholds. They go about four feet up the side of the hall. The space above them is a secret door that opens at the slightest touch. On the other side, a few stairs lead down into the Well of Repose (area x).

G4: Well of Repose

The frescoes here memorialize the githyanki warriors who fought alongside the gardens' founders in their ill-fated revolt against the lich-queen. The githyanki exiles would toss coins into the well periodically to honor them.

Secret Doors

Any character can easily notice the door to area G3, which opens at the slightest touch. A character who has a Passive Perception of 15+ or a character who searches the west wall for secret doors and succeeds on a DC 15 Wisdom (Perception) check notices the secret door to area x and the latch to open it.

Well

The well is 10 feet wide and 100 feet deep. The water it once held drained out after an earthquake, and the now-dry passage deep below eventually connects to the Underdark. The coins that once lay at the bottom of the well have been plundered; see area x for their fate.

A Hostile Behir hides about 20 feet down the well. Angered at the proximity of Xabazhut to its territory, the creature is scouting the gardens to determine if it can kill the dragon. It remains in the well and waits for the characters to leave, but if the characters search the well or attempt to rest here, it fights them. The behir is narrow enough to fit through doorways and 5-foot-wide tunnels, but they are Difficult Terrain for the creature.

G5: Garden of Chaos

The githyanki exiles used this simulation to practice the combat skills needed to battle githzerai on the Plane of Limbo. An infusion of energy from Limbo makes the room permanently behave like that plane. In particular, a creature here can attempt to move or alter objects or to stabilize an area as described in the "Limbo" section of the Dungeon Master's Guide. Characters can use these techniques to create a safe pathway to the room's exit.

Despite appearing to be a bottomless abyss, the room has a floor creatures can move across. However, a creature that moves across the floor takes 2 (1d4) Psychic damage for every 5 feet it moves, as the visual dissonance of moving across an abyss tears at the creature's mind.

G6: Garden of the Guardian

A Spirit Naga called Hate's Embrace dwells in this grand hall, placed here by Ozzadraz long ago to guard the githyanki exiles' most sacred objects. The naga resents and fears Xabazhut and Ozzadraz, but with the dragon in its lair (or out spreading wildfires around the countryside) and the githyanki leader in suspended animation, the naga enjoys unimpeded access to the first tier of the gardens.

The naga captured the last party of adventurers who came here—a group hired by Ginder Nanik in Arborean Springs to scout the gardens for exploitable resources—and slowly and torturously transformed them into yuan-ti. These creatures live in the servants' quarters (area x) and come to the naga's aid when called.

Sacred Objects

Each of the alcoves on the north and south walls contains an object with sacred significance to the githyanki.

From west to east on the north wall, the five objects are as follows:

  • Elaborately decorated Shield covered with silver filigree (worth 250 GP)
  • Ornate Breastplate with several large gemstones embedded in the decoration (worth 750 GP)
  • Urn carved from gleaming red jade (worth 750 GP) and containing the ashes of a red dragon (worth an additional 250 GP to the right buyer)
  • Sword of Vengeance (Greatsword), whose hilt is carved with an angry demonic face
  • Ceremonial Dagger with a gold handle (worth 25 GP)

From west to east on the south wall, the two objects are as follows:

G7: Servants' Quarters

Four Yuan-ti Malisons (Type 3) lair in these chambers, which once belonged to humans conscripted to help the githyanki build and maintain the gardens. The yuan-ti were humans themselves only a few years ago, when Ginder Nanik in Arborean Springs hired them to scout the gardens for resources the merchant might exploit. But the naga in area x captured them and transformed them into their current forms through sinister rites and excruciating torture.

The yuan-ti have no memories of their previous existence and serve the naga unwaveringly. They rush out of this area to aid the naga when they notice combat or a cry for help.

Personal Effects

Among the items strewn around the chamber floors are things that point to the yuan-ti's previous existence, including boots, pants, and a broken wax seal belonging to Ginder Nanik: a stylized depiction of water flowing down over rocks, like the hot springs of the region.

G8: Garden of the Hated Foe

The mold is one patch of yellow mold, described in the Dungeon Master's Guide. It grows all over the rack, so touching any of the silver circlets causes the mold to discharge spores.

A character who dons a circlet activates a phantasm—a training exercise for the githyanki exiles. The character observes a Mind Flayer and a Cyclops Sentry in the center of the room, with the illithid hovering in the air above and behind the cyclops.

Characters who aren't wearing circlets can't affect or perceive these creatures—illusions that exist only in the mind of the character wearing the circlet. Any other characters who don circlets perceive the same illusions. When the characters initiate combat, or after 1 minute, the monsters fight characters wearing circlets. Their damaging actions deal Psychic damage rather than the type the creatures depicted would normally deal, but they are otherwise fully real as far as the characters wearing circlets are concerned. The monsters can be damaged or destroyed by those characters' actions.

A character can't pierce the illusion while wearing a circlet, but simply taking off the circlet causes the illusion to disappear for that character. The illusory monsters can't harm or otherwise affect characters who aren't wearing circlets.

The circlets' magic functions only in this room. Each is worth 25 GP.

G9: Antechamber of Sacred Repose

The Astral lift is described in "x." The lift connects to the dragon's lair 50 feet below (area x) and to the Antechamber of Unearthly Delights 20 feet above (area x).

G10: Raiders

Two would-be thieves entered the gardens from the Underdark by way of the well (area x), after collecting the coins from the bottom of the pit in that chamber. They barely made any progress into the ziggurat before Xabazhut emerged from the Astral lift, discovered their presence, and destroyed them and their treasure.

Melted Metal

Given 10 minutes of prying with a Crowbar or similar tool, characters can remove the metal from both the wall and the corpses. A mix of copper, silver, and gold, the blob weighs 50 pounds and is worth 250 GP.

Secret Door

Once the melted metal is removed, the secret door leading to the well (area x) becomes obvious. Finding the hidden latch, however, requires a character to take a Search action and succeed on a DC 15 Wisdom (Perception) check.

G11: Shrine of the Queen

In this shrine, the githyanki paid penitent homage to Vlaakith, the dread githyanki ruler they rebelled against, who banished them as punishment for their insurrection. The sense of malice in this room is palpable. A powerful curse protects the sculpture from any who would deface it.

Dragon Skull

The skull belonged to a sizable red dragon.

Sculpture

The sculpture of Vlaakith wears a spiked crown and carries a dragon-headed scepter. Two sculpted dragon heads snake from behind the throne. A creature who touches the statue, hits it with an attack roll, or otherwise tries to damage the statue makes a DC 16 Constitution saving throw, taking 22 (4d10) Necrotic damage on a failed save or half as much damage on a successful one. At the same time, an Invisible sensor appears before the statue's face, showing Xabazhut the room as if he had cast Clairvoyance. The Large statue has AC 17, HP 38, and Immunity to Poison and Psychic damage.

G12: Garden of the Conqueror

This is the lair of the Githyanki Knight Ozzadraz the Conqueror, ruler of the exiled githyanki who built the gardens. He lies in the sarcophagus under the effect of the Sequester spell, which makes him Invisible and keeps him in suspended animation. The spell ends if Ozzadraz takes any damage or if Xabazhut takes damage while within the ziggurat. Ozzadraz responds by confronting the characters and demanding their obeisance, fighting them if they refuse.

Dragon-Prowed Ship

This magical Airship rests on a pillar rising up from the dragon's lair (area x) and is equipped with two Ballistae. Activating the ship's magic and launching it into the air requires Attunement to its throne-like helm. Ozzadraz is currently attuned to it.

Sarcophagus

The sarcophagus's creators painted it to look like a red-scaled, bipedal draconic figure wearing black armor and carrying a silver sword. Ozzadraz rests in suspended animation within it. The sarcophagus has the magical property of casting the Sequester spell on any willing creature inside it when the lid is closed. The targeted creature chooses the condition that will end the spell.

Steaming Pit

The room is Lightly Obscured by dense steam rising from the 50-foot-deep pit that surrounds the Airship.

Treasure

Ozzadraz wears a suit of black Plate Armor fashioned to look like the night sky and inlaid with topaz and blue spinel gems, worth 6,000 GP total. He also carries a Horn of Blasting.

G13: Rose Garden

These hedges are Arborean roses, transplanted from the plane of Arborea. The first time a creature comes within 15 feet of one of these hedges, the creature makes a DC 12 Constitution saving throw. On a failed save, the next time the creature notices a creature that isn't one of its allies, it becomes besotted with that creature and has the Charmed condition for 1 hour.

Sleeping Concoction

The Burning Circle's sleeping concoction requires three Arborean rose blossoms (see "x").

Xabazhut's Lair

The dragon's lair is accessible through the Astral lift in area x and the pit in area x. A hidden tunnel in the Lake of Bones (see area x) leads to the hot spring in the lair. The lair is shown on Map: Garden of the Dragon.

G14: Garden of the Dragon

This area is Xabazhut's lair and holds his hoard, plundered from the towns of the Paradise Mountains region. Xabazhut is a Young Red Dragon who wants to burn the area and grow his hoard, as his predecessor did. He emerges from his lair from time to time to start new wildfires, but he spends most of every day here in his lair.

As soon as Xabazhut takes damage, Ozzadraz awakens from his suspended animation on the Airship (area x)—if he hasn't already—and hurries to the dragon's aid. He calls for the dragon to fly up toward the ceiling of the cavern, allowing the githyanki to teleport onto his back. If Bloodied, Xabazhut attempts to bargain or compromise to escape with his life.

Astral Lift

The Astral lift, which connects to several chambers above, is described in "x."

Hot Spring

Steam from the spring makes this area Lightly Obscured. The spring is 50 feet deep and connects to the Lake of Bones via a hidden entrance. A character who swims to the bottom of the spring and takes a Search action can make a DC 20 Wisdom (Perception) check. On a success, the character discovers a hidden underwater tunnel leading to area x (see "x" above).

Any creature that enters the scalding spring for the first time on a turn or starts its turn in the water takes 11 (2d10) Fire damage. Being underwater doesn't grant Resistance to this Fire damage.

Pillar

The pillar supports Ozzadraz's Airship (true), 50 feet above the cavern floor.

Treasure

Xabazhut sleeps on his hoard, which includes the following treasures:

  • 300 PP, 4,500 GP, 15,000 SP, and 4,500 CP
  • Three coral stones (worth 100 GP each)
  • Two jet stones (worth 100 GP each)
  • Two carnelians (worth 50 GP each)
  • Three onyx stones (worth 50 GP each)
  • Seven hematite stones (worth 10 GP each)
  • Three obsidian stones (worth 10 GP each)
  • Ancient lyre whose arms are capped with dragon heads made of gold (worth 250 GP)
  • Jade orb (worth 100 GP) engraved in Infernal with the name of Nessus
  • Cube of Summoning
  • Instrument of the Bards (Doss lute)
  • Silvered Weapon (Spear)

Tier 2 Locations

The second tier of the gardens, shown on Map: Garden of Unearthly Delights, is called the Garden of Unearthly Delights. It is the most verdant of the garden tiers, especially since a coven of Green Hags from the Feywild took up residence here to serve Xabazhut and revel in the dragon's reign of terror. The hags lair in a bog that has formed in one of the ziggurat's rooms (true), but the characters might encounter them anywhere on this tier.

The coven consists of the following hags:

Deathkiss, a male Green Hag with a tawny mane like a lion's

Demondream, a female Green Hag with the hooves and horns of a goat

Murderbliss, a genderless reptilian Green Hag with scaled skin and horns like a red dragon's

The three hags bicker incessantly with one another, but they also finish each other's sentences and coordinate their activities as if they were a single creature. They refer to the chimera in area x as their "son."

The hags roam around this tier. Though Indifferent to the characters, as allies of Xabazhut, they interfere with whatever the characters do. If engaged in combat, the hags try to escape and regroup in the menagerie (area x), where they can call on the creatures there to aid them. Each hag carries an iron key that opens all the pens in the menagerie (area x).

If the adventurers display enough strength, the hags might believe the characters could actually slay Xabazhut. In that case, the characters might be able to convince the hags to betray the dragon by revealing the location of Xabazhut's lair (area x), the location of the plants needed for the sleeping concoction (areas x, x, and x), or other information that might help the characters.

The hags offer to exchange this information for each adventurer's favorite childhood memory. If the characters agree to this bargain, the hags siphon the memories from their heads with a tiny pipette and deposit them into small glass Vials. A character who drinks the contents of a Vial gains the memory it contains (regardless of whose memory it was originally).

The last thing any of the hags wants is to face a group of powerful adventurers in combat. As soon as a hag takes damage, the hag flees, hoping to interfere with the characters' activities elsewhere on this tier.

G15: Bog of the Green Hags

Natural deterioration has transformed this former Feywild garden into a bog, and three Green Hags (see above) now lair here. When alerted to the approach of intruders, the hags use magic to disguise themselves as dryads and pretend to be bound to the trees in this chamber.

If combat begins in this room, the Chimera in area x comes to the hags' aid immediately.

Waterfall

The ceiling once contained a canal that channeled water from the third tier to the second. Now the water falls straight into the room, creating the bog.

Treasure

Submerged in the bog is a human skeleton wearing an Amulet of Proof against Detection and Location. As a Search action, a character can comb through the bog and make a DC 18 Wisdom (Perception) check. On a success, the character finds the amulet.

G16: Overgrown Garden

A Chimera dwells in this room, often lounging in the water or sunning itself in the southwest corner. The hags flatter it, feed it well, and present it with gifts to ensure its cooperation. It comes to the hags' aid if they are threatened within earshot of it.

Treasure

Concealed under lily pads in the western end of the pool lies the chimera's meager treasure: 42 GP, 30 SP, a red garnet worth 100 GP, and a simple gold bracelet worth 25 GP. The chimera stole the garnet from the manticores in area x.

G17: The Hellbloom

This hellbloom flower, native to the Nine Hells, exudes a sweetly pleasant musk. The first time a creature comes within 5 feet of the hellbloom, the flower emits a cloud of noxious gas that duplicates the effect of the Stinking Cloud spell (spell save DC 15). Once the flower has emitted this gas, it can't do so again until the next dawn.

G18: Astral Reliefs

This chamber is the lair of three Hostile Manticores that grudgingly serve the hags in the bog (true). During the day, one manticore lurks in the lair while the other two travel around this tier of the gardens. All three monsters are here at night. Describe how many are present after describing the room as follows:

Monstrous Feud

The manticores fear the chimera in the overgrown garden (area x) and hate it for stealing their treasure, a red garnet. The manticores become Friendly toward the characters if the characters destroy the chimera or return the gemstone.

Inscription

The text, written in the Gith language, is an ode to "the githyanki, lords of all lords" and "Vlaakith our queen, queen of the multiverse." It says nothing of significance, though near the end the author expresses regret for their "unwarranted rebellion" and "treasonous disregard for the sublime will" of the lich-queen.

G19: Antechamber of Unearthly Delights

The Astral lift, which passes through this chamber, is described in "x." The lift connects 20 feet below to the Antechamber of Sacred Repose (area x) and 20 feet above to the gardens' pinnacle (area x).

G20: Astral Garden

This is a meditation and healing chamber. The gardens' builders created it to recall their home among the color pools of the Astral Plane and to nourish plants from the Outer Planes.

Arcadian Lotus Flowers

One lotus plant grows in each pool. These plants once grew in Arcadia, and their flowers' sweet aroma carries some of that plane's blessed vitality. A creature that spends the entirety of a Short or Long Rest in this chamber gains the following benefits at the end of the rest:

  • All Exhaustion levels are removed from the creature.
  • The Poisoned condition ends on the creature.
  • The creature regains the maximum number of Hit Points for any Hit Point Die spent at the end of this rest.

Fountain Pools

The pools radiate magic. A character who interacts with the pools can take a Study action and make a DC 15 Intelligence (Arcana) check. On a success, the character deduces that each fountain magically draws nutrient-rich water from the Outer Planes, with the color of the pool matching the hue of an Astral color pool leading to that plane (see the "Astral Plane" section of the Dungeon Master's Guide). Water taken from a pool can sustain an extraplanar plant removed from the gardens, as shown on the Fountain Pools table (see "x):

Fountain Pools

Pool ColorPlanePlant
BlueArboreaArborean rose (x)
IndigoYsgardGodsvine (x)
OrangeElysiumElysian cherry (x)
RedNine HellsHellbloom (x)

Sleeping Concoction

The Burning Circle's sleeping concoction requires two Arcadian lotus blossoms (see "x").

G21: Menagerie

The mirror is a Mirror of Life Trapping, which contains the denizens of the menagerie. The hags know the command words for the mirror and use the mirror's cells to keep their monstrous pets.

Cages

The gates to the six cages are unlocked and squeal on rusty hinges. Straw lines the bottoms of the cages.

Mirror Menagerie

Nine of the mirror's extradimensional cells are occupied by monsters and people who foolishly ventured into the gardens in recent years, summarized on the Captives of the Mirror table.

If one of the Green Hags from x confronts adventurers here, the hag activates the mirror and frees the Hydra to create as much chaos as possible. Given the chance, the hag next frees the Hill Giant, promising that if the giant helps kill the adventurers, the hags will let the giant go free.

Captives of the Mirror

CellCaptive
1Eblus (Medium Druid), an elf member of the Burning Circle from Arborean Springs, captured about three months ago and extremely bored
2Serev (Medium Noble), a human who fled the destruction of Arcadian Springs and came here in a fury, seeking revenge against the dragon
3Owlbear
4Troll
5Hydra
6Gree (Small Berserker), a human who is Javek Horn's great-grandmother
7Hill Giant
8Bulette
9Grick Ancient
10–12Empty

G22: Overgrown Passage

A collapse in the northeast corner allows vegetation to grow through the wall and into the menagerie (area x). The rubble and dense vegetation make the passage Difficult Terrain, and two vicious vines (see "Hazards" in the Dungeon Master's Guide) grow in the passage. These vines deal 11 (2d10) Piercing damage to creatures Grappled by them; the DC to avoid or escape their grip is 14.

G23: Heroes' Grapes

Five particularly large bunches of grapes hang on this godsvine from Ysgard. Eating one bunch of these grapes takes 1 minute and grants the effects of a Potion of Heroism.

Tier 3 Locations

The top tier of the gardens, which is shown on Map: The Garden of Everflowing Springs, is called the Garden of Everflowing Springs. It holds the unending sources of the water that flows through the ziggurat, and it imprisons the genie responsible for keeping the water flowing.

G24: High Terrace

The Neutral Treant is a reincarnation of Zumzn, the githyanki gardener who cultivated this place. The creature uses Zumzn's name but remembers nothing of its previous existence except that Zumzn tended these gardens. Zumzn's only goal is to protect the gardens. As long as it regards the adventurers as intruders and thus a potential threat, it is Hostile to them. But if convinced they don't pose a threat to the gardens, it becomes Indifferent.

Fruit of Life

Zumzn's trunk forks around a githyanki skull, and a heart-shaped fruit—the fruit of life—grows inside the skull. Zumzn can remove the fruit from the skull without harming itself, or someone can free the fruit after the treant's death. The first time a character takes a bite of the fruit, the character's physical age is reduced by 1d6 + 6 years, to a minimum of 13 years.

Elysian Cherry Trees

Elysian cherry trees line all four sides of the terrace and are the primary source of this region's miraculous health. A creature that eats a cherry from one of these trees is cured of all magical contagions, and the following conditions end on the creature: Blinded, Deafened, Paralyzed, and Poisoned. A creature can be cured in this way once per day. Once picked, the cherries lose their magic after 24 hours.

Sleeping Concoction

The fruit of life is an ingredient of the Burning Circle's sleeping concoction (see "x") and regrows in 2d4 days if Zumzn removes it willingly. The whole fruit is required to make the concoction that will return Xabazhut to his slumber.

G25: Everflowing Springs

This is the lair of Duban the Magnificent, a haughty Marid bound to serve Ozzadraz. When the characters arrive in his lair, Duban is Indifferent and has cast Invisibility to observe them unseen and gauge their intent.

Duban oversees the irrigation of the gardens and defends them from invaders. He opposes the characters unless he thinks them capable of defeating Xabazhut and Ozzadraz. If the characters convince Duban of their strength, whether through combat or conversation, Duban enchants one of their weapons with a Charm of the Slayer (see "Supernatural Gifts" in the Dungeon Master's Guide) against the dragon.

Astral Lift

The Astral lift, which connects the chamber to several below, is described in "x." The lift connects 20 feet below to the Antechamber of Unearthly Delights (area x), and it extends to the ceiling of this room, 15 feet above the floor.

Pools

In the stonework beneath each pool, a tiny portal leads to the Elemental Plane of Water. The portals are big enough for only a Tiny creature to pass through, and Duban is bound to remain here until Ozzadraz dies. The portals allow in clean, fresh water to keep the pools constantly filled, thus refreshing the canals that irrigate the gardens.

Conclusion

If the characters defeat Xabazhut before the dragon's fire consumes the region, the wildfires dwindle, and the valley begins to heal. But at what cost? Ultimately, the characters' actions determine the fate of the region.

If the dragon is slain, will the gardens be destroyed? Will nature's balance be upset? Will Ginder Nanik and other merchants seek to capitalize on the magic of the Forbidden Vale in the absence of its protector?

If the dragon is returned to slumber, similar questions arise. How long will the Burning Circle and the traditionalists be able to keep merchants away from the Forbidden Vale? What happens to the relationships among the folk of the region?

History of Red Dragons

CHARIR DARASTRIX

[image: Dragons of Flame (1984)]

[image: Monstrous Manual (1993)]

[image: Monster Manual (1977)]

[image: Draconomicon (2003)]

[image: Draconomicon (2003)]

[image: Adventures in the Forgotten Realms (2021)]

[image: Monster Manual (2014)]

[image: Monster Manual (2008)]

[image: Concept Art (2023)]

[image: Concept Art (2023)]

[image: Monster Manual (2025)]

[image: Concept Art (2023)]