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D&D 5E - The Rise of Tiamat

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other residents of the village from the time they’re

old enough to appreciate its dangers, and they shun

it diligently.

Seen from above—either by a flying character or from

nearby rooftops—the maze appears to be an overgrown,

tangled mess with no discernible paths longer than

a dozen yards. It looks exactly like what it is: a hedge

maze left untended for more than a century, grown into

a nearly solid mass of hedge and thorn.

Seen from ground level, however, the maze appears to

be a pleasant, hedge-ringed garden with no resemblance

to a maze at all. Villagers are quick to point out this

anomaly, to prove to the characters that the maze is

nothing to take lightly. The view from above reveals the

maze as it exists in the real world. The view up the path

from ground level looks into the extradimensional space

that Xonthal crafted as a barrier around his home.

The tower’s entrance exists only within this

extradimensional space. Entering the maze any other

way than walking up the main path quickly leads

characters into densely tangled brush that is all but

impassable, and that doesn’t physically connect to any

tower entrance. Characters who cut their way through

to the tower, fly across to it, or tunnel beneath the maze

to the outside wall find only smooth, unbroken stone

that cannot be breached or bypassed by any means.

A balcony juts out from the top level of the tower, but

it is surrounded by an invisible, impenetrable barrier

that deflects all objects and effects. The only way

to reach the tower’s entrance is through Xonthal’s

extradimensional maze.

G e n e r a l F e a t u r e s

Because the maze doesn’t exist in normal space, it

cannot be traditionally mapped. Instead, it is shown

here as a set of seven nodes where encounters

occur. Moving between two nodes takes 2d6 rounds

regardless of whether characters walk or run.

Characters experience such movement as if walking

down a well-groomed path in a hedge garden. The path

curves so that characters can’t see more than 15 feet

ahead, exactly as if they were in a circular garden with

concentric paths. Cutting through hedges has no effect

on how long it takes characters to get from one node

to the next. Characters who return to look for a spot

previously cut through w ill never find it.

The hedge walls are 8 feet tall, allowing the

adventurers to see the tower above them from many

locations. This view provides no clue to direction,

however. Characters who see the tower to the left one

moment might spot it to the right, or behind, or closer

or farther away a moment later. When trying to focus on

the tower’s new location, characters suddenly find that

they can’t remember its old location clearly, or begin to

wonder if it was in its current spot all along.

If a character who entered the extradimensional maze

along the path tries to fly above it once inside, the tower

immediately fades from view, and the view becomes

endless hedge-lined paths stretching to the horizon in

every direction. Alternatively, characters who fly above

the maze are shunted back into the real world, emerging

above the hedge tangle with their companions nowhere

in sight. The only way for them to rejoin the party is to

enter the maze again and retrace their steps, dealing

with all encounters along the way. (Use this option

carefully if you’re not a fan of splitting the party.)

If the characters enter the maze at night, starlight

from a clear sky is bright enough for them to find their

way through—and even bright enough for the sundial in

area 1 to cast a shadow. However, anyone with a passing

familiarity of the sky notices that the constellations are

completely unfamiliar.

Area 1 is the heart of the maze, and characters w ill

return there many times as they seek the entrance to the

tower. If they do things correctly, they won’t need to face

any of the maze’s dangers. That’s unlikely, though.

Although the maze is devilishly hard to get through,

it's easy to leave. A ll the characters need to do is express

a desire to leave the maze while they’re in area 1, and

whatever route they take next leads them back to the

entrance and the path at the edge of the village. They

can turn around and come back in again, and they’ll

wind up in area 1, at the start of the maze.

R e s c u e M ission

Unless the characters took extreme measures to hide

their approach to the maze, they are spotted by the

cultists in the tower. (The cultists watch the village

closely, and immediately recognize any stir caused by

the adventurers’ arrival.) The cultists don’t know the

adventurers’ plans, but with the Blue Dragon Mask

on hand, they don’t intend to take chances. Their

preparations alarm Iskander, who sees his chance for

escape dwindling. In a panic, he grabs the Blue Dragon

Mask and dashes to the tower balcony.

As the characters prepare to enter the maze for the

first time, or if they are spending too long in the village,

read or paraphrase the following.

As you prepare to step onto the garden path, you notice

movement high up on the tower. A human male dressed in

black robes stands on the balcony, waving something over

his head. It’s hard to make out details from this distance,

but it might be a blue mask.

“ Heroes,” the figure screams, "they saw you in the

village! I’ve taken the mask, but they’ll realize it’s missing

within minutes! Look for me beneath the tower, for it's

the only place I have a chance to hide. This is the key that

will let you teleport into the dungeon." As he speaks, the

figure holds aloft a second item— some sort o f white,

glimmering hourglass. “ I will leave it behind after I use it,

but others may find it before you do.”

The speaker looks over his shoulder as another figure

suddenly dashes out onto the balcony. A flash o f blades

and spell-fire erupts. Then the figure who spoke pitches

his attacker over the railing before dashing back inside.

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