Test of the Messenger: A key found in a ruined dragon hold elsewhere in Adar fits into a stand shaped like a dragon head made of brass and set with turquoise. The keyhole is set inside a golden star. This is the test of Aasterinian, Messenger of Io. If the key is placed in the stand, a secret door on the far side of the cavern opens immediately. Without the key, the secret door must be found (Search DC 35) and opened by force or otherwise breached. Regardless, the door is 20 feet up the far wall, across a 20-foot-deep pit leading into caves beneath the halls.
Test of Fate: Here, through a gossamer wall of violet energy, is the test of Chronepsis. A shades effect calls forth duplicates of the PCs as they might have been if they had chosen darker life paths and worldviews. Under the unblinking eye of Chronepsis in the ceiling, the characters must face their sinister selves.
Test of Wealth: Set in the center of this place is a pool shaped like a sun and swirling with purple energy. Knowledgeable explorers might recognize the pool as a symbol of Astilabor, the Hoard Mistress (Knowledge [religion] DC 20). Eight golden statues of noble and winged kobolds pour violet streams into the pool, and something sparkles deep within. Those who give generously by casting wealth into the pool might find their wealth increased tenfold in the form of a desired magic item. Those who steal are punished when the statues animate.
Test of the North Wind: This room's domed ceiling sparkles as a night sky, the constellation of Bahamut shining most brightly. Those who look into the stars see the depredations of an evil dragon or some spawn of Tiamat, and those who want to do so can be carried as if by a cold wind to the wicked wyrm's lair. Slaying the beast returns the questers here and the evil one's hoard to the Teeth of the Three.
Test of Death: The massive skull of a black dragon rests in the center of this chamber, signifying the baleful majesty of Falazure. Its eyes flash red as anyone enters, calling forth heinous undead to harry good folk. Evil beings might find a boon here instead, such as the secret of becoming one of the free-willed undead, if they are willing to risk death to acquire it.
Test of Tales: The ghost of a very old copper dragon sleeps here upon a golden book (the symbol of Hlal), waiting for someone who can spin a tale to rouse her heart and free her from her duty. A Perform check result of 30 or higher is enough to satisfy her, but a clever bluffer or a skilled diplomat can also rouse the jaded spirit. She then imparts some important knowledge in the form of a long-winded tale before sending the adventurers on their way. Those who want to can read the golden book for a special boon. Of course, the spirit can also be slain.
Test of Justice: A magic golden longsword stands in the center of this room, balanced on a tiny platinum needle and flanked by stone dragons (two drakestone golems, Draconomicon 164, or marut inevitables, MM 159). This is the test of Lendys. Spirits within the dragons judge each passer for some misdeed, possibly causing the guardians to attack if the defense is inadequate. Victorious characters are purified through this trial by ordeal. Death claims the guilty. A paragon of law might be able to take the sword and the needle from this room.
Test of the Firelord: Those who manage to make it through the previous halls come to a volcanic shaft that has cool lava at the bottom. A wide spire of rock stands in the middle, red and glistening. An observant character might notice (Spot DC 25) roughly carved symbols of Garyx, the All-Destroyer, on the outside of the archway leading into the shaft. Across the tube is a platform that apparently allows access to another part of the complex—but this platform is higher in the shaft than the entry point and obscured by the spire. Further, a decoy cave opens in the northern wall near the lava.
The moment anyone enters the volcanic tube, it springs to life as if erupting, forcing the characters to make a mad dash for the other side. Run this event as if each party member faced some danger each round from flying debris, dangerous gases, or hot magma. Add fire elementals and other fire creatures if you prefer combat to a furious rush or carefully plotted escape. The fires settle down as the characters exit the shaft, almost as if it were all an illusion. Monsters do not pursue those who make it to the platform, but they might follow those who enter the caverns.
Test of Life: Beneath a black ceiling etched with a silver seven-pointed star, the skeleton of a couatl is reverently coiled in a funerary basin, polished bones and bright feathers showing through ornaments of gold and precious stone. Those who return this creature to life pass the test of Tamara and gain the aid of a powerful native outsider for a while. The couatl warns those who return it to life of the test of power. Creatures sitting in the basin are affected as if by a regenerate spell once per day. Any corpse laid in it is granted a constant gentle repose spell (time spent in the basin doesn't count against the time limit of raise dead). At the same time, the basin reduces the body to skeletal remains.
Test of Power: A grand idol of Tiamat stands in the center of this chamber, and the evil one suffers none to pass this chamber. The idol becomes an aspect of Tiamat—a red dragon that has a Challenge Rating at least 3 higher than the intruders' average level, except that it can breathe the breath weapon of any evil dragon instead of just fire. It still uses its breath only once every 1d4 rounds, and it does not chase those who flee back to the test of life. If you want, you can instead use the aspect of Tiamat (Miniatures Handbook 54) as a guide to creating a more powerful aspect to serve in this room. Those who best Tiamat's aspect are rewarded with passage to the Teeth of the Three, and possibly more.
Chamber of the Teeth: This great, round chamber represents Io the Concordant, Creator of Dragonkind, and in its center is set the Teeth of the Three (page 142). The room glows in eerie colors—the light of the Teeth reflected off polished surfaces. Whil e anyone who returned through Korrandar's halls would have to face many of its tests again, the Chamber of the Teeth allows egress through its ceiling. This way passes through the lairs of several mighty Storm Guardians, but the dragons show those who have passed the tests through the winding caverns, letting them leave after having a short conversation and presenting a small token of remembrance.