D&D 5E - The Rise of Tiamat
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Jorgen Pawl has the hourglass-shaped key that allows
access to the dungeon level of the tower. Touching
the key to the hourglass symbol on any teleport circle
control panel activates the circle for a jump to the
teleport circle in area 14.
13. B e d r o o m
Jorgen Pawl and Iskander share this presently empty
chamber, which might have been luxurious before being
subjected to the ravages of time. A table assembled
from planks laid across barrels is covered in notes and
scrolls, all pertaining to dracoliches and having no
bearing on the current crisis.
D u n g e o n
Though the cultists have claimed the upper levels of
Xonthal’s Tower, they have no control over the dungeon
beneath it. The secrets and ancient guardians of this
area remain a mystery to them. Xonthal performed
most of his experiments here, and the dungeons once
included numerous extradimensional spaces accessible
from the main corridor (area 17).
When the first two groups of cultists sent down here
to explore were killed by the elementals in area 15,
Jorgen Pawl quickly declared the dungeon off limits.
Iskander understood the risks of fleeing here, but he
knew it was the one place where Jorgen’s fanatical
followers would be reluctant to pursue him.
15. E l e m e n t a l C h e c k p o i n t
Blood streaks the floor here, including the smeared trail
leading back to the teleport chamber and a second trail of
bloody boot prints heading up the corridor to the north.
Standing amid the gore are three humanoid figures— two
that look like misshapen statues o f clay and stone and one
appearing as a humanoid made o f flame.
The creatures are 2 earth elementals and a fire
elemental Xonthal called forth to guard his workshops.
In the absence of new orders, the elementals eternally
follow Xonthal’s last command to slay intruders. When
any character enters the room, the elementals attack.
They fight until destroyed, or until the party flees back
to area 14 or moves further into the dungeon. The
elementals do not pursue outside this area unless
attacked from a distance.
A large, round table with four chairs sits in one corner
of the room, with shelves and workbenches arranged
along the walls. Books and papers are scattered on the
table, along with a locked wooden chest about the size
G e n e r a l F e a t u r e s
C eilin gs. Chambers in the dungeon have 10-foot-high
ceilings unless otherwise noted.
Ligh t. Unless otherwise noted in the area description,
areas 14 to 23 are unlit until a creature steps into
the room. Magic lamps then activate and provide
bright light.
Sound. Sound carries well through these rooms and
corridors. The sound of fighting or other loud noises
in one area can be heard through a closed door in an
adjacent area.
14. D u n g e o n T e l e p o r t e r
The bodies of three dead cultists lie on the floor here. A
successful DC 13 Wisdom (Medicine) check determines
that two of them were killed by bolts of magical force
(Iskander’s handiwork). No check is needed to see that
the third was stabbed to death. A trail of blood runs into
this room from area 15.
Iskander was waiting in this chamber for pursuers
to appear. He killed two immediately but the third
chased him into area 15, where the elementals attacked
both of them.
The teleporter here can reach any teleport circle in the
tower above, but its controls do not allow characters to
return to the sundial.