D&D 5E - The Rise of Tiamat
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companions behind in this area, all the same conditions
apply here as in area 1.
7. G o r g o n M a z e
As they follow the path, the characters are drawn into a
maze within the larger maze of the magical garden.
The curving path you follow suddenly twists to reveal a
proper maze cut out o f the surrounding hedges. Mom ents
later, the pounding o f hooves rings out, and a gorgon
charges out o f the greenery toward you.
This area is ringed by unbroken hedge walls that make
it impossible to escape. The characters won’t know this
until they explore the area fully, and they won’t have
time to do that with a gorgon on the loose.
The maze permits the gorgon to move freely through
the hedges when it uses its Trampling Charge attack.
As it races after the adventurers, it attacks with its
Petrifying Breath as often as it can. Each time it does so,
a diamond crystallizes from its breath and drops to the
ground. A character can spot the gem with a successful
DC 15 Wisdom (Perception) check. A character can pick
the diamond up before the start of the gorgon’s next
turn, but if not picked up, it dissipates to mist.
When a character picks up the diamond, a pathway
opens up in the middle of each of the four sides of
this area, any of which lead the characters back to
the sundial.
The gorgon won’t follow the characters out of
the maze. If the gorgon is killed, another gorgon
materializes somewhere in the area 1 minute later.
T h e T o w e r
After making their way through the dangers of the
hedge maze, the adventurers can enter Xonthal’s Tower.
Once inside, they learn that Iskander’s fellow cultists
have discovered his treason and are trying to kill him.
The characters must figure out the tower’s magical
teleportation system, then defeat both the cultists and
some of Xonthal’s original defenses to rescue Iskander
and claim the dragon mask he promised them. Before
the characters can leave, however, they must deal with
the blue dragon summoned to protect the mask.
Though the tower appears square from the outside, its
chambers and walls are circular when seen from inside.
This strange incongruity is another manifestation of
Xonthal’s ability to manipulate space.
G e n e r a l F e a t u r e s
Ceilings. Chambers in the tower have 10-foot-
high ceilings.
Light. Areas 8 to 13 are brightly lit by narrow
windows and magic lamps.
Sound. The structure of the tower muffles sound
between levels. Only the loudest shouting or noise can
be heard on an adjacent level, and nothing short of an
explosion or a thunderwave spell can be heard more
than one level away.
Teleport Circles. The aboveground levels of Xonthal’s
Tower contain no stairs. The only way to pass from one
level to another is by using teleport circles built into the
tower (marked “T ” on the map). Because they aren’t
climbing up or down, characters have no way to know
which level they’re on after teleporting except by looking
out the windows. The tall windows in the tower are too
narrow for any creature more than a few inches wide to
pass through.
On the wall behind each teleport circle is a metal
panel inscribed with symbols. Touching a symbol
causes it to glow softly. A few seconds later, all creatures
standing in the circle teleport to the area selected by
the symbol.
T e l e p o r t S y m b o l s
Symbol
Destination
Chair Audience chamber (area 8)
Two Chairs*
Audience chamber balconies
Upside-down “ L" Closed chambers (area 9)
Rectangle Shrine (area 10)
Flame Lounge (area 11)
Star Observatory (area 12)
Square Bedroom (area 13)
Hourglass
Right Triangle
Dungeon teleporter
(locked— area 14)
Sundial area o f the hedge maze
(area 1; not accessible from the
dungeon)
^Appears in the audience chamber (area 8) only. The specific balcony is
determined by which chair is touched.
Characters who touch the right triangle return to the
sundial seen from the foot of the tower, allowing them to
return to the tower along the straight path or to exit the
maze to the village (see “Completing the Maze,” above).
To teleport down to the dungeon level, the symbol
must be touched by the hourglass-shaped key that
Iskander waved from the balcony. Xonthal conducted
many dangerous experiments in the dungeons, and he
didn’t want anyone getting into that level—or getting out
of it—without his approval.
The key is a representation of an hourglass made of
ivory and crystal. Iskander used the key to escape into
the dungeon from the observatory, but tossed the key
back into the room after using it so the adventurers
could follow him down. Jorgen Pawl found the key and
has it now. The characters must take the key from him
to reach the dungeon level.
8. A u d i e n c e C h a m b e r
The walls o f this chamber bear exotic geometric designs
representing feathers, eagles, and snakes, all rendered in
a style you’ve never seen before. To one side o f the room,
a human female is sprawled face down in a pool o f blood.
She is dressed like a high-ranking member o f the Cult
o f the Dragon.