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Ashscale’s Hidden Hoard

Trail of the Arcane TowerDungeon 6/10

Updated 11/1/2026, 5:42:37 PM

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Dungeon NPCs

Ashscale

Ashscale

Monster NPCLevel 7

Dragon

Role: Major villain

HP ? • AC ?

Ashscale uses the Fire Hydra stat block. A ruthless lair-master who wants the magical item to extend his control through the Wyrmwood Reach and strengthen the greater evil’s advance.

Events

Event 1

Outer Approach

Read Aloud

Broken stone and scorched brush lead to a half-hidden opening beneath the trees. Warm air breathes out of the dark, carrying the stink of smoke and old magic from deeper inside the lair.

Details

The party finds the concealed entrance to Ashscale’s lair and the clear signs of his raids. The route ahead is obvious: a worked-stone entry hall drops into the connected chambers beyond. Clues in the tracks, soot, and claw marks confirm that Ashscale is moving supplies and power through this place, and that the magical item lies deeper inside. If the heroes search the threshold, they also find a fresh trail of ash leading toward the inner chambers, showing the lair is still active. Treasure placement: Searching this area reveals 78 Gold Pieces, Stoneskin Salve, Shadowstep Oil, Essence of Fortune.

Event 2

Secured Entry Chamber

Read Aloud

A broad entry chamber opens beneath rough-hewn arches, with old braziers, cracked flagstones, and a single route leading deeper into the lair. The room feels ready to become a choke point if enemies come from the dark beyond.

Details

This room is the first defensible space inside the lair. Nothing attacks immediately, but the chamber is built to hold a line: narrow doorways, broken cover, and a clear path back to the entrance. The party can brace doors, set watches, and keep the route open while they decide how to push onward. Searching the room reveals discarded scales, a half-burned map scrap, and signs that Ashscale uses this chamber to test intruders before they reach the inner passages.

Event 3

Yuan-ti Bargain Hall

Read Aloud

A narrow hall bends around a carved stone niche where a lone Yuan-ti waits in the torchlight. The figure studies the party with cold patience, one hand resting on the wall as if it already knows every exit in the lair.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Yuan-ti. Why here: This Yuan-ti controls a side passage into Ashscale’s lair and uses the hall as a toll point. Activity: It blocks the route and negotiates for a favor before revealing the deeper way. Attitude: defensive of passage, open to interaction Encounter start: mutual awareness at close range Response trigger: It bargains if the party speaks calmly or offers something useful; it turns hostile if they rush past or threaten it. Aftermath: If the bargain is struck or the Yuan-ti is bypassed, it reveals the safe turn toward the inner corridor. Room guidance: One Yuan-ti stands here because this side passage is a controlled checkpoint into Ashscale’s deeper territory. It is open to interaction and starts defensive, not immediately hostile, because it wants a bargain before letting anyone pass. The Yuan-ti offers to reveal the safer inner route if the party gives it a useful concession, such as a promise to leave its niche undisturbed or a share of any minor loot found in the next chamber. If the bargain succeeds, it points out the shortest way onward and warns that Ashscale keeps the final cache chamber sealed behind a guarded route. It says, 'Pass, and I will show you the stone that opens the deeper hall.'

Event 4

Darkness-Choked Side Passage

Read Aloud

A narrow side passage runs between stacked crates and splintered stone, but the air is already dimming. Black magical darkness seeps up from the floor seams and curls along the walls, swallowing the lantern light as it spreads toward the far door.

Details

This room has no creatures. Ashscale’s warding is activating here, and the darkness is the hazard the party must outlast or push through to keep moving. The passage is still usable, but visibility drops quickly and the room becomes harder to search or cross safely as the darkness thickens. The obvious features are the stacked crates, the uneven floor, and the narrow door at the far end that leads on toward the guarded route. The party can choose to force their way through the darkness, wait it out long enough to cross, or search the crates before the room becomes too obscured; the crates contain only mundane supply labels and packing scraps, but one label confirms that Ashscale’s stores are being moved deeper into the lair. If the characters examine the darkness with magic, they learn it is a warding effect tied to the lair’s control rather than a natural shadow. Clearing this room reveals the route onward and reinforces that Ashscale is actively sealing off his inner chambers.

Event 5

Guarded Main Corridor

Read Aloud

The main corridor stretches ahead in a straight stone line, hot with breath from the deeper lair. At the far end, a massive Fire Hydra coils around the route, its heads lifting one by one as the party comes into view.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Fire Hydra. Why here: Ashscale uses this Fire Hydra to guard the main route and prevent intruders from reaching the final cache. Activity: It coils across the corridor and watches for anyone trying to pass deeper into the lair. Attitude: immediately hostile Encounter start: alert monster at a distance Response trigger: It attacks if the party advances, but it may pause to roar or reposition if the heroes back away or offer a distraction. Aftermath: If defeated or driven off, the main corridor is open and the route to the final chamber is clear. Room guidance: Ashscale’s Fire Hydra guards the principal route because this corridor is the direct link between the outer chambers and the final cache. It is immediately hostile and uses the hall as a living barrier, forcing the party to fight, sneak, or talk their way past. Because both sides can see each other, there is no surprise check; the party can try to negotiate, but the Hydra responds to intrusion with violence unless the heroes clearly back away or offer a convincing reason to delay it. If the party wins, the corridor opens and the deeper chamber becomes reachable. Searching afterward reveals scorch marks and a broken chain anchor that show Ashscale has been using this hall to control movement through the lair.

Event 6

Final Cache Chamber

Read Aloud

A heavy inner door gives way to a chamber lined with scorched shelves, broken coffer frames, and a raised stone plinth at the center. Heat ripples through the air around the final cache, and the last shape in the room turns slowly toward the party. The Wand of magic misile is here.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Fire Hydra. Why here: Ashscale guards the final cache here because the chamber holds the item that extends his control over the Wyrmwood Reach. Activity: It circles the plinth and blocks anyone reaching the cache. Attitude: immediately hostile Encounter start: mutual awareness at close range Response trigger: It fights as soon as the party enters the chamber and does not retreat unless badly injured. Aftermath: When it falls, the heroes can claim the item and see proof that Ashscale was pushing power toward the greater evil. Room guidance: Ashscale, the Fire Hydra, protects the final cache here because this is the chamber where the magical item is kept and where his hold over the lair is strongest. It begins immediately hostile and fights to keep the item from being taken. The room is the final guarded location on the connected map, and it becomes accessible once the route from the corridor is opened. If the heroes defeat Ashscale, they can claim the powerful magical item from the plinth and end his influence over the lair’s route network. Searching the chamber after the fight reveals a scorched route sketch that shows how Ashscale planned to move the item toward the deeper Wyrmwood Reach, confirming his reach is tied to the greater evil beyond this dungeon. Treasure placement: After the encounter, the party can recover 472 Gold Pieces, Wand of magic misile, Ring of Vigor, Sunforged Mace +1 from the guarded area or the creatures' belongings.

DM Map Cards

No DM map cards yet.

Monster Cards

No image

Yuan-ti

Medium Humanoid | Neutral Evil | L7

HP

40

AC

13

Speed

30 ft

Init

+1

STR 16 | DEX 13 | CON 15 | INT 14 | WIS 12 | CHA 14

Actions

Serpent Blade: Hit +3 | 1d8 + 3

Poison Dart: Hit +1 | 1d8 + 1

Magic

Venom Charm: 1/day, Concentration. Poisons and manipulates a foe with serpent magic. (2d6 + 2)

Fire Hydra

Fire Hydra

Large Dragon | NN | L7

HP

39

AC

15

Speed

30 ft

Init

+1

STR 18 | DEX 12 | CON 12 | INT 10 | WIS 10 | CHA 10

Actions

Bite : Hit +4 | 1d6 + 4

Magic

Fireball: 3/day, Full Round. Does 3D6 damage in a 10ft area

Magic Item Cards

No image

Item Handout

Stoneskin Salve

wondrous | uncommon | L3

Value: 135 GP

Outer Approach

Description

A gritty salve that briefly toughens skin.

Spells

No spells.

No image

Item Handout

Shadowstep Oil

wondrous | uncommon | L3

Value: 140 GP

Outer Approach

Description

Dark oil used to slip through danger.

Spells

No spells.

Essence of Fortune

Item Handout

Essence of Fortune

wondrous | uncommon | L3

Value: 130 GP

Outer Approach

Description

A shimmering essence used before risky actions.

Spells

No spells.

No image

Item Handout

Wand of magic misile

weapon | rare | L4

Value: 600 GP

Final Cache Chamber

Description

No description.

Spells

Magic Missile (L4): 3 missiles that always hit 1D4 + Intelligence modifier.

No image

Item Handout

Ring of Vigor

wondrous | uncommon | L3

Value: 280 GP

Final Cache Chamber

Description

A warm ring that strengthens endurance.

Spells

No spells.

No image

Item Handout

Sunforged Mace +1

weapon | uncommon | L3

Value: 260 GP

+1 to hit and +1 damage when using this weapon.

Final Cache Chamber

Description

A radiant mace favored by temple guards.

Spells

No spells.

Conclusion

With Ashscale defeated, the lair’s heat finally gutters out and the stone corridors fall silent. The scorched plinth, broken chains, and ash-streaked caches make it clear the hydra had been using this place as a staging ground, not just a den. The Wand of magic misile is now in the party’s hands, and the route Ashscale used to move power through the Wyrmwood Reach is broken for good. Among the wreckage, the heroes can gather the recovered treasure, search the chamber for anything worth keeping, and take a hard-earned rest before deciding whether to return to Brambleford to trade, sell, and report what they found. The scorched route sketch and the signs of Ashscale’s work reveal something worse: he was serving the same greater evil that has been reaching deeper into the wilds, and this cache was meant to help that power spread farther still. For now, though, the dungeon is cleared, the threat is ended, and the party leaves with victory secured. Congratulations, you are now Level 7!