C h a i n s o f C a r c e r i A 5 e M i n i A d v e n t u r e T h i s m i n i a d v e n t u r e i s d e s i g n e d fo r fo u r 1 6 t h l e v e l c h a r a c t e r s . I t i s d e s i g n e d t o p r o v i d e c h a l l e n g i n g c o m b a t , a n d d i ffi c u l t p u z z l e s . F e e l fr e e t o u s e r e s o u r c e s s u c h a s t h e D u n g e o n M a s t e r ʼ s G u i d e , K o b o l d F i g h t C l u b o r a n y o t h e r r e s o u r c e s t o s c a l e t h e d i ffi c u l t y o f c o m b a t t o s u i t y o u r n e e d s . T h i s d o c u m e n t a s s u m e s a c c e s s t o m o n s t e r s t a t b l o c k s fo u n d i n t h e M o n s t e r M a n u a l a n d M o r d e n k a i n e n ʼ s T o m e o f F o e s . I t a l s o r e q u i r e s a c c e s s t o t h e i m a g e fi l e s t h a t c a n b e d o w n l o a d e d w i t h t h i s d o c u m e n t . S e c t i o n 2 . 0 d o e s n o t s p e c i fy a n y c o m b a t e n c o u n t e r s b u t r a t h e r p r o v i d e s s u g g e s t i o n s fo r r a n d o m e n c o u n t e r m o n s t e r s . D M Tip s Blu e c olo u r e d b o x e slik e t his o n e c o n t ain a d vic e o r s u g g e s tio n s f r o m t h e w rit e r r e g a r din g r u n nin g t his a d v e n t u r e. T hisisin t e n d e d fo r D M’s w h o a r e in n e e d o f g uid a n c e. F e el f r e e t o ig n o r e t h e s e b o x e s, a n d in d e e d r e s h a p e t his a d v e n t u r e in a n y w a y t o s uit y o u a n d y o u r pla y g r o u p’s n e e d s. I welcome fe e d b a c k o n a n y fa c e t o f t h i s a d v e n t u r e , e s p e c i a l l y t h e n a r r a t i v e , p u z z l e d i ffi c u l t y , a n d h o w e a s y t h i s d o c u m e n t i s t o fo l l o w a n d r u n a n a d v e n t u r e fr o m . I r e q u e s t t h a t y o u fi l l o u t t h e fo l l o w i n g s h o r t fo r m t o l e t m e k n o w y o u r t h o u g h t s : h t t p s : / / fo r m s . g l e / o a 2 m 8 b k R 2 s p Z e X o Z 8 T h a n k s t o u / a l i t t l e g n o m e fo r t h e fo r m a t t i n g t e m p l a t e . G o o d l u c k , a n d m a y y o u r n a t u r a l 1 ʼ s b r i n g y o u m u c h h i l a r i t y . 1
Hook The players are prominent members of the empire of Altazair. They have been called to investigate a town that dropped out of contact by the ruling authority. They have walked through a portal created by an ally to 1 hourʼs walk from the town. They were told to follow the road west until they get to the town (Circe). 1.0 Demonic Incursion The players find themselves on a road, 15 ft wide, surrounded by a forest of tall pine trees. Fleeing civilians. They will encounter a few fleeing civilians halfway between the towns. The civilians do not say anything just flee in terror. If the player stops one of them, all they heard was screaming and the clashing of metal and then a horrible droning sound before they passed out. They woke up later and everyone around them was killed and the town was destroyed. Then they ran away. Upon reaching the town, the sight before them is one of ruin and destruction. The gates are flung open, and bodies pile on the streets. Several houses are on fire. Portal. A shimmering portal in the shape of a globe exists in the north east corner of the town square. Glimpses of a swampy grey landscape can be seen through the portal. It currently leads to the layer of Thanatos in the Abyss. Demons. In the center of the town, amidst the rubble and bodies 2 Chasme, a Glabrezu, a Marilith, and 3 Quasits reside, squabbling near the portal to the Abyss. A combination of town watch and the larger demons have killed any minor demons that came through the portal with them. They attack the players on sight. DMTips - Strategic Combat The chasme fly up and target the casters,subjecting as many people along theway to their droning effect. The marilith engagesin melee starting off by teleporting next to as many spellcasters asitcan, attackingwith itstail first, focusing all of its attacks on one person, ideally the one restrained by their tail. After that itwill pile the hurt on whichever melee target attacksit and looksto be the most effective. The glabrezuwillcast darkness either on the spell casters or to envelop the marilith, and move to support the marilith. The quasitswill help the marilithwith her tail attack first, and then any other demonwith their attacks. Demonic Incursions - What the players know Demonicincursionscan happen at random orcan start from a summoning gonewrong. Eitherway, once a demon appears, a portal to the Abyssfollowsshortly. The more powerful the demon, the larger the portal and the higher likelihood that another demonwandersthrough. Aftermath After killing the demons, the portal itself remains open, but becomes unstable. It very quickly explodes and consumes the players, transporting them to Carceri, instead of the Abyss. 2.0 Chains of Carceri The players arrive in Carceri. They arrive in a black, wind-blasted barren landscape. In many places, there are no sources of light, and in some locations the sky provides dim light. Looking up, you can see a permanently eclipsed sun and dark clouds, sometimes indistinguishable from the purple sky. Large swaths of the ground are actually patches of ice that cover frozen bogs. In the distance they can see a tower whose peak ascends until it is shrouded in clouds, and any attempts to move towards the mountain are fruitless; it maintains its distance. Navigating the areas depends on what the players are looking for, what they describe. Each terrain is endless, however with a 2
sufficient Survival check, a new terrain will present itself. Feel free to throw encounters at them appropriate to the terrain. At first a roll of 25 or higher on the Survival check will bring them a step closer to the ruins. After they meet the hag it will bring them one step closer to the tower. In each table, there are two locations separated by a “ / ”. The one on the left is the location that is presented before the adventurers have learned about the existence of the tower, and the location to the right is the location after they learn about the tower. Locations Barren Wastes. (brown with mountains) The further someone strays from the inner lands, the harsher the climate gets. The table below shows Survival Check Location Traveled to 25+ Swamp / Savannah if en route to tower 20-24 Savannah / Swamp if en route to tower 15-19 Forest 0-14 Barren Wastes Savannah. (green with the occasional dead tree). Day is very dry and the ground is dead grass, night is cold and thick mud (difficult terrain) thunderous and wet. Here, there is no life, and very little undeath. The occasional skeleton can be found, wandering errantly. Survival Check Location Traveled to 25+ Swamp 20-24 Desert 15-19 Forest 0-14 Nowhere Desert. (beige with hills) Home to an ancient silver shadow dragon. Endless sand, eternally hot, eventual, ongoing sandstorm. During a sandstorm, they have vision lightly obscured for 30 ft, and heavily obscured past that. DMTips -DesertDragon The shadowdragon islikely too strong for the group. You might play up the conflict between its good-aligned metallic origins and itsshadowy corruption to allowthe playersto escape the desert. Or you might destroy them 3
mercilessly. Survival Check Location Traveled to 25+ Swamp ruins/ Savannah if en route to tower 20-24 Swamp / Swamp ruinsif en route to tower 15-19 Savannah / Swamp 0-14 Forest Forest. Full of werewolves. Endless sea of trees, occasional misty section. Survival Check Location Traveled to 25+ Savannah 20-24 Desert 15-19 Barren Wastes 0-14 Nowhere Swamp: Flying enemies - vrocks, berbalang, nabassu. Literally endless swamp. Death slaadi populate the waters. Water is rank, and undrinkable. Survival Check Location Traveled to 25+ Ruins/ Savannah if en route to tower 20-24 Savannah / Ruins if en route to tower 15-19 Desert 0-14 Barren Wastes Ruins. Crumbled buildings. Near the center, one building looks to be in better repair than others. In this building lives a night hag, Nanna Beanrot. She has been trapped on Carceri for quite some time, and has had lots of time to grow her power, by consulting with liches and yugoloths. As a result, she has access to the spell slots and spells of a night hag coven (save DC 16, +8 to hit), as well as other spells from the wizard spell list. Customize at your discretion She is willing to tell the players what she knows about the dungeon in exchange for them carrying an item with them into the Material plane. This item is a modified heartstone, which will allow the hag to perform her haunting from the stone while her body remains in Carceri. It does not cure diseases. She will only agree to this if one of the players sign a contract, which is equivalent to a Geas spell at 9th level, with no save. Additionally, when a character attempts to part with the modified heartstone, they must make a DC 16 Wisdom saving throw, or be subjected to the hagʼs haunting every night, no matter where they are. This is considered a curse. She will be able to tell the players that the way out of Carceri is through the tower, that they can only approach the tower once they know that it is the way out, and that the plane, as well as the tower, are prisons and must be escaped. She will tell the players that the tower is a cruel game, and its rules must be abided by. She will tell them that there is a terrible guardian bound to protect the exit, bound to certain areas. Survival Check Location Traveled to 25+ Savannah 20-24 Swamp 15-19 Desert 0-14 Nowhere 3.0 Tower Tower is surrounded by stone, with a single passageway into it, covered by an illusion of a wall on the north side. Any spell that would affect the shape or integrity of the walls, floor, or ceiling of this tower either fails or does not affect the structure. (The walls give a faint Abjuration magical aura). Even an antimagic field does not annul this effect. The only way to leave Carceri (short of a Wish spell) is within this dungeon. Any traps or magical effects that are dispelled or otherwise destroyed reform after 1d4 hours. Puzzles Spectral Web. This barrier requires a player to move 100 ft in one round to be able to pass through it, at which point it shatters for 1d4 hours. It can also be traversed with a successful DC 25 Athletics check, however this does not shatter it. Attempts moving at lower speeds encounter growing resistance, only able to move 10 ft before becoming magically restrained and sliding back into place, like a web. Escape DC 17 athletics. Shimmering Archway. A shimmering veil fills a stone archway that blocks passage that needs one of its pieces to be removed. 4
If the wrong one is removed, a beholder appears. Stone Statue. This puzzle is to open locked doors within a room. It is a statue that needs a specific object placed into its hands for passage to be allowed. (Story associated with it). When a creature comes into contact with the statue, it must make a DC 15 Constitution saving throw or be turned to stone. 1 Summoning Chamber Skeletal Throne. In the center of this room, along the northern wall, with steps leading up to it, there is a metal cast throne. Upon the throne sits a clawed skeleton with one blood-stained hand facing upward and one hand facing downward. Ifthe upward facing claw draws blood from a creature, that creature must succeed a DC22 Constitution saving throw or be killed instantly. If it is killed in this way, its soul is ripped from their body and desposited from the downward facing hand as a glowing orb of light. This orb drifts at a speed of 5 ft per round towards the nearest creature wearing a circlet of passage, or if there is no such creature, remains in place. If a creature, wearing one of the circlets of passage scattered throughout the dungeon touches that light, they will be encased in light, and be allowed to leave Carceri through normal means. DMTips -Dead Players Characters killed by the throne cannot be restored to life if theirsoul is used to power one of the circlets.However, placing an empowered circlet on the character’s body can restore them to life. Placing a non-empowered circlet on their bodywhile theirsoul is drifting aboutcan drawtheir soul back into their body and restore them to life. Perhaps none of these methodswork, and only divine intervention or awish spellwill restore them to life. The passages to the south west and south east are closed off by portcullises. They can only be lifted with a DC 30 Athletics check, but they can be teleported across. They open if the glowing cube is placed on the corresponding pedestal. 2 Summoning Antechamber Bas-relief. Along the western wall, a bas-relief depicts an elven man clad in plate armour, depicted with a faint glow around him (the bas-relief itself does not glow), wearing a silver circlet. He stands with one foot upon stairs that lead to a throne resembling the one in room 1. If the maze stalker is in the room or in the room adjacent to this one, the circlet on his head glows and can be removed from the bas-relief. It is a circlet of passage. Pedestal. In the center of this room stands a pedestal about 4 feet tall with a concave top and 4 talon-like protrusions on each corner. Placing the glowing cube found in room 4 lifts the portcullis to the north. If the cube is removed from the pedestal, the portcullis will slam down. The doors to the west and south west are neither locked nor trapped. Trap. The door to the south east is trapped (DC 18 Investigation & lockpicking). Triggering the trap does nothing. Actual Trap. The passage to the west contains a complex trap. The line is a flamethrower, which is triggered by a pressure plate along the flame path DC 16 Dexterity saving throw taking 7d6 fire damage on a failed save or half on a success. The two squares north and south of the flameʼs path are pit traps that only activate when the flamethrower is triggered. DC 16 Dexterity saving throw or fall down into the pit, taking 1d6 bludgeoning damage and 3d6 piercing damage. 3 Empty Room Square Groove. This room is empty except for a slight 10 ft square grooved outline in the floor, which can be noticed with a DC 15 5
Wisdom (Perception) check. All it is is an indented ridge in the shape of a square. The passage north of there, demarcated by the yellow stars is a pit 30 ft deep, with smooth walls. Climbing the walls is a DC 30 Athletics check. 4 Exit from NW Quadrant Spectral Web. The “door” to the east is actually a semi-translucent slab of energy. It requires a player to move 100 ft in one round to be able to pass through it at which point it shatters for 1d4 hours. Passage can also be achieved by succeeding on a DC 25 Athletics check, although this does not shatter it. Attempts moving at lower speeds encounter growing resistance, only able to move 10 ft before becoming magically restrained and sliding back into place, like a web. Escape DC 17 athletics. Protect Chest. North of room 5 lies another circlet of passage. It lies within a chest protected behind a thin veil of energy. The barrier is impermeable until damage is dealt to it. At which point it changes colour to reflect the damage dealt and allows passage. However, a creature that then passes through it takes 3d6 damage of that type. Bas-relief. All the way at the eastern end of the hallway there is a bas-relief of an upright coffin with the lid ajar, spilling out a dark vortex. Several figures lay reaching up as an orange-gold light escapes their open mouths. If a creature within 10 ft of the bas-relief take necrotic damage, the hidden door to room 33 unlocks and swings open. The hidden door is beside the bas-relief. 5 Tomb Raider Bas-Relief Bas-reliefs. This room contains a series of bas-reliefs that depict a human man entering what appears to be a crypt. In the next depiction he walks past piles of gold and treasure. In the next his arms turn skeletal, and in the last there is only a pile of bones on the ground. Alarm Trap. Taking the south east passage can lead the players to a trap. This trap is a blaring alarm. It appears as a chest (which is empty), but if players get within 10 ft of it, a loud shrieking alarm goes off. This attracts the maze stalker. Shifting Shadows. The puzzle along the northern wall of the corridor to room 31 is a wall of shifting shadows. Dealing 30 radiant damage to this wall or casting a light spell of 3rd level or higher causes it to disperse. This passage contains embalming tools set upon a table along the western wall. The back of the secret door from room 30 is visible, as a set of clockwork mechanisms. Secret Door. The secret door to room 31 can be spotted with a Wisdom (Perception) check of 20. An Intelligence (Investigation) check of 15 will reveal a concealed latch. Opening the latch will cause the section of wall to slide forward, and can then be opened. 6 Empty Room Shattering Vase. This room is empty except for a vase that is placed along the western wall. The vase sticks to any creature that touches it, until it is shattered. If the vase is shattered, it reforms 1d6 minutes later. 7 Summoning Antechamber Cube Pedestal. In the center of this room stands a pedestal about 4 feet tall with a concave top and 4 talon-like protrusions on each corner. Placing the glowing cube found in room 4 lifts the portcullis to the north. If the cube is removed from the pedestal, the portcullis will slam down. The door to the southeast is locked DC 18 Dexterity using Thievesʼ Tools. Trapped Chest. The trap south of this room is an empty chest. It is empty. However, the floor in front of the chest is a pit trap. A character walking over that area must make 6
a DC 19 Dexterity saving throw or fall into the pit, taking 2d10 bludgeoning damage and 4d10 piercing damage as the pit is filled with spikes. 8 Potential Rest Area This empty room has a feeling of relative safety . 9 Carnage Carving Wall Carvings. This room is completely bare, except for its walls. Intricate carvings adorn the southern wall depicting a giant, horned monster rending through human-looking figures. It holds a crackling whip in its hands. Along the other walls, various humanoids are in varying levels of dismemberment, some devoured by shadows, others burnt to a crisp, others with fungal spores growing from their bodies. Confusion. Creatures that pass between rooms 9 and 10 directly must make a DC 18 Wisdom saving throw. On a fail they move in a random direction for one round. Warding. The door to the east has arcane sigils carved into them. A successful DC 20 Intelligence (Arcana) check will reveal that this room is warded against powerful evil creatures. The maze stalker is unable to enter this room. 10 Zombie Home Dead Grass. The floor of this room is covered in a thin layer of dead grass. 3 zombies wait for creatures to stumble upon them. They are all that remain of the last adventuring party to enter this dungeon. Mist. Rooms 11-18 are filled with mist, with the exception of room 16. 11 Misty Forest Illusory Trees. Upon first glance, this room is filled with trees. However, creatures can pass through them freely, since they are illusions (DC16 Investigation check). A faint mist covers the room, causing the area to be lightly obscured. Trapped Door. The door to the east is trapped (DC 15 investigation). Triggering the trap leads to hot pitch being dumped on the person who opens the door. DC 16 Dexterity saving throw or take 3d6 bludgeoning damage and 3d6 fire damage, half on a success. Rotted Tree. The passage to the south is blocked by a giant, partially rotted tree, in the center of which is an alcove, surrounded by sharp bark which resembles teeth. Attempts to cut down the tree fail, as any cut into the tree oozes a thick, blood-like ichor that seals the wound right away. If a physical attack deals more than 10 damage every creature within 5 ft must make a DC15 Dexterity saving throw, taking 3d6 acid damage on a fail, and half on a success. The tree does not catch fire. An alcove in the middle of the tree is the key to passage. If a corpse or a small creature is placed in the alcove, the alcove seals, and the tree splits in half to allow passage of large or smaller creatures. The tree can be disintegrated, but releases a cloud of spores upon disintegrating. Any creature within 20 ft must make a DC 17 Constitution saving throw or become poisoned for 1 hour. 12 Illusory Forest End Hallucinogenic Spores. This room is full of hallucinogenic spores. Each creature entering the room must succeed on a DC 17 Constitution saving throw or be subjected to the phantasm effects described. A creature that succeeds on this saving throw is immune to the spores for 24 hours. Otherwise, they see an empty room, with a clear passage to the west. Phantasmal brambles. The phantasm shows a room full of bushes, with the passage to the west being completely obscured and blocked by thorny brambles. Any creature attempting to pass through 7
the brambles takes 3d6 psychic damage for every 5 feet of movement the take through the brambles (20 ft). Every time a creature under the effects of the phantasm takes damage, they may make a DC 17 Intelligence saving throw to resist the effects of the phantasm. Otherwise they feel the effects for as long as they are in the room. The hallway between 12 and 13 is full of the phantasmal brambles as per the stars. The passage to the east is open. Column of Darkness. At the end of the hallway, there is a column of darkness. Suspended within the column of darkness there appears to be a floating circlet. In order to take the circlet, the darkness can be dispelled, or a light spell of level 1 or greater will dispel the darkness. The circlet is actually a circlet of interference. Circlet of Interference Wondrousitem, uncommon, (cursed) Thislooks exactly like a circlet of passage.However, once thewearer casts a spell, they must immediately make a DC 10 Intelligence saving throwor have theirspell fail. At the start of each turn the wearer isconcentrating on a spell, they must repeat the save or lose concentration. The circletcannot be removed or un-attuned except by means of a remove curse spell orsimilar magic. 13 Yochlols Icky Illusions. The illusory trees in this room get progressively more covered in ichor. One of the trees at the end of the room is actually a yochlol. Spider Webs. This room is full of spider webs, as per the web spell, considered difficult terrain DC 14. Yochlols. 2 more yochlols wait for the players to enter just around the corner of the entrance. Both follow the players in mist form. Upon taking damage, they will assume their spider shapes. Trapped Chest. At the end of the alcove between 13 and 14 there is a chest. It is trapped and empty. DC 17. If the trap is triggered, spores are released. DC 17 Constitution saving throw or become poisoned for 1 hour. While poisoned this way, the creature is incapacitated. 14 Demonic Offering Chamber Large Basin. In the center of the room rests a 5 foot radius basin. If the yochlol ichor is placed into the basin, or daylight touches the basin, the door to the north will open. Bas-Reliefs. Along the walls, there are bas-relief depictions of giant spiders wreathed in flames fleeing a radiant sun. The southern door is not locked or trapped. However, the northern door is locked (DC 19). 15 Empty Room Bas-Reliefs. This room is empty, except for bas-reliefs carved into the walls. They depict 3 giant snakes wrapped around a tree. 16 Yugoloth Chamber Arcane Device. In this room, 1 arcanoloth (with some additional divination spells), 2 nycaloths and 4 mezzoloths reside, clustered around an arcane device. This device is a cloudy silver ball, surrounded by metal rings that rotate, each with a glass lens affixed in each ring. It is used as an arcane focus and concentration device for the arcanoloth to cast divination spells to learn about the magic of this dungeon and the plane. It requires a successful DC 21 Arcana check to identify this device. The arcanoloth is loath to engage in combat, preferring instead to continue his studies. They will direct players to a trap past the yuan-ti in room 19, claiming it holds something valuable to them. They also ask the players to kill the yuan-ti in exchange for any knowledge they have gained so far. They are able to tell the players about the boundaries of the maze stalker, the throne in room 1, and the existence of a strong connection to the elemental plane of water in another part of the dungeon. 8
17 Gorgon Grazer Confused Gorgon. In this room, a confused gorgon attempts to graze on grass that isnʼt there. It believes it is a cow. It doesnʼt react to creatures entering the room, but if attacked will retaliate as a gorgon. Acid Well. South of this room lies a circlet of passage. Behind a locked door (DC 15 Dexterity check), it lies at the bottom of a well, 10 feet deep. The well is full of acid. Taking the circlet causes a creature to take 4d8 acid damage. Mirror of Medusa. West of the circlet is a mirror with writhing snakes carved into its frame. Any creature that looks into the mirror must make a DC 15 Constitution saving throw or be turned to stone. 18 Potential Rest Room Abyssal Energy. This room is empty and relatively safe, but creatures that sleep here are subjected to the Abyssal corruption long rest rule (see DMG). The demonic possession looks fun. Energy Gems. To the west of room 19, the trap is a series of gems embedded into the wall. Upon approaching the gems, the nearest creature regains 1 spell slot of 5th level or lower and suffers 2d6 psychic damage, as the gems glow and shoot a beam of light. If they are unable to regain a spell slot, they instead gain resistance to piercing, bludgeoning, and slashing damage for 1 hour. After the trap is activated, it becomes inactive for an hour. 19 Yuan-ti Nest Dead grass. The floor of this room is covered in dead grass that grew from the floor. Salty Snakes. 6 yuan-ti abominations nest here seething over which one of them isnʼt depicted in the bas-relief. They arenʼt immediately hostile to all creatures that enter the room, and will allow access to the room to the south if players attack and kill the yugoloths in room 16. Red orb. The room to the south contains a red orb, suspended in the air. Touching the orb deals 2d12 lightning damage to a creature. The orb can be controlled with a successful DC 25 Intelligence (Arcana) check. When controlled this way, it can move 5 x Intelligence modifier feet in a round. The person in control of this orb has advantage on all Wisdom checks. The power, duration, and depth of their divination spell are also increased. 20 Demilich Lair Demilich Hoard. Itʼs not actually its lair, but in this room lies a demilich, surrounded by gold and platinum coins as well as an assortment of gems. However, if the coins or gems are removed from the room, they disappear and reappear in the room. The “door” to the west is actually a passage that leads to a skull embedded in the wall. Emerald Skull. The skull has two large emeralds for eyes. If the left emerald is taken, the creature that takes it regains 1d6 hit points for every 6 damage they inflict for the next hour, but only if the right emerald is removed. The creature that takes the right emerald loses 1d6 hit points for every 6 damage the creature holding the left emerald deals. This effect also lasts for an hour. Casting remove curse on the second creature will annul the effects of the left emerald as well. 21 Aboleth Foreshadowing Wall Carvings. The northern walls are covered in carvings that depict an underground scene. Schools of fish, merfolk, and sharks swim as large tentacles reach out from the bottom. On the southern wall, the tentacles are folded in on themselves and what appear to be large eels swim freely in the center, and fish and merfolk drift around the fringes. 9
Spectral Web. The puzzle to the south of room 21 is a spectral web. This barrier requires a player to move 100 ft in one round to be able to pass through it, at which point it shatters for 1d4 hours. It can also be traversed with a successful DC 25 Athletics check, however this does not shatter it. Attempts moving at lower speeds encounter growing resistance, only able to move 10 ft before becoming magically restrained and sliding back into place, like a web. Escape DC 17 athletics. Lightning Trap. Approaching room 22, a faint hum is audible. A DC 17 Nature check will reveal that the air is statically charged. Turning the corner towards room 22 triggers the trap west of it. A lightning bolt spell is cast at 7th level, originating from the trap, in a straight line north. After this happens, the humming stops. The trap regenerates after a day. 22 Scorched Room The door to this room is neither locked nor trapped. Burn Marks. The walls of this room are scarred with burn marks. A DC 14 Investigation check will reveal that this was inflicted by electricity. Dry Basin. In an alcove in the eastern wall of this room, a circlet of passage sits within an otherwise empty basin. It cannot be removed, however, until the basin is filled with water. 23 Empty Room This room is empty. Trap. The eastern door is trapped (DC 20). Triggering the trap causes finger of death to be cast on the interloper. View area 7 for trap to the west of this room. Trapped chest. In the hallway south east is a locked chest, protected by a hidden glyph. Triggering the glyph causes a creature to make a DC15 Strength saving throw. On a failure, they are propelled 40 ft back, taking 2d6 bludgeoning damage, or half as much distance and damage on a success. They are then affected by the slimy floors effect. Slimy floors. The hallway leading to room 24 slopes down sharply, and is covered in a slimy substance. Any creature that enters this hallway must make a DC 18 Dexterity saving throw or slide all the way down to the door leading to room 24. Any creature that slides into the door in this way passes through. Otherwise, the door is impenetrable. There is no lock or keyhole, just solid metal. 24 Underwater Anteroom Underwater. Rooms 24-29 are completely underwater. All rooms and tunnels can be assumed to be 30 feet tall. There is 1 foot of airspace in rooms 29 and the space west of room 25. Mucous cloud. Any creature entering room 24 is subjected to the abolethʼs mucus cloud. They must make a DC14 Constitution saving throw or become diseased for 1d4 hours. Diseased creatures can only breathe underwater. Slimy kelp. To the south, there is a tunnel that exits the room, blocked by slime-covered kelp. All creatures except the aboleths treat it as difficult terrain, and if touched by the reeds, need to make a DC14 Constitution saving throw or become diseased for 1d4 hours. The diseased creature can only breathe underwater. Diseased creatures that touch the reeds automatically fail the saving throw. To the west, the hallway continues into another room. 25 Chuul Nursery This room used to serve as a feeding ground for the 3 chuuls that live here. However, the chuuls quickly ate everything, then discovered they couldnʼt quite die of 10
starvation, so it has left to grow pretty wild. The ground is covered in thick kelp, but not quite covered in the mucus that the aboleths produce. The room to the west can be accessed easily, as the ground slopes up. Air. In the room to the west there is 1 foot of airspace that is breathable for 2 minutes. Here, there is also some ground, upon which a few broken egg shells lie. The floor of the passage to the south is covered in thick, slimy kelp, that reaches 10 feet off the floor. Circlet. South of room 25, at the end of the western alcove, a circlet of interference lies glittering between slime-covered kelp. Any creature that touches the kelp is subjected to the abolethʼs mucus cloud. They must make a DC14 Constitution saving throw or become diseased for 1d4 hours. Diseased creatures can only breathe underwater. Hidden in the reeds west of room 26 hides an aboleth. 26 Bone Room Bones. The floor of this room has a more closely grazed kelp cover, and keen eyed adventurers can spot an assortment of bones that litter the floor. Aboleth Triad While any of the three abolethsthat are found in this quadrant remain alive the door leading back to the main area cannot be traveled throughwithout their permission. One of the abolethswaitsin room 26, another in the hallway east of room 27, and the third lies hidden in underwater redsin the hallwaywest of room 26. When a creature entersroom 27, the abolethswill present themselves via their illusory projection feature of an aboleth’slair.However, they might decide to communicate telepathicallywith creatures beforehand. The abolethswish to leave this place and return to the elemental plane ofwater. If they cannot first enslave the party, then theywill attempt to make a bargain. If attacked, theywill fight to inflict the maximum harm since they cannot truly diewhile in thistower. If their body is destroyed it reforms1d4 dayslater in this quadrant of the tower. 27 Reception Area Aboleths. In this room, 3 chuuls, and the psychic projection of the 3 aboleths lie in wait for adventurers. The floor has a shorter kelp cover, and humanoid bones as well as chitinous shells litter the floor. When the adventurers enter this room, they will encounter the illusions of the aboleths as well as the chuuls. At this point, the aboleths will close off the exits to this room. In the hallway west of here lies waiting an aboleth. 28 First Bedroom Resting area of one of the aboleths. Unless found elsewhere, 1 aboleth waits here. 29 Treasure Room Treasure. In this room, the aboleths keep anything they find valuable. Here there is a circlet of passage, as well as some items belonging to adventurers (flame tongue sword, +1 plate armor, studded leather armor, and assorted gems worth 1000 gp) 30 Scattered Skeletons This room contains 10 skeletons all in a state of being scattered. They were destroyed by the maze stalker, but the magic of this plane and maze keep them from completely discorporating. Their bones and bone dust continually reassemble them over the course of an hour, getting up at full hit points. Rolling bones. Players can see the bones of scattered skeletons slowly rolling towards the body. The door to the north is unlocked. Secret door. The secret door to the east requires pushing a button hidden in the rock for it to unlock. DC 20 Perception. The doors in this quadrant (rooms 31-36) are stone slabs that roll into an alcove in the wall unless otherwise specified. 11
31 Empty Guard Tomb This room has a stone coffin in the middle. With a successful DC 17 Strength (Athletics) check the slab that covers it can be removed, revealing an empty coffin. Around the room can be found various wooden crates, mostly rotted away. The remains of some cloth can be found, tattered and decaying with age. Treasure. A successful DC 15 Intelligence (Investigation) check will reveal a jewel-encrusted greatsword scabbard worth 250 gp laying among the cloths. Stone slab. To the east, a heavy stone slab mostly covers a passage. Creatures of tiny or gaseous form can pass through, a small creature can by squeezing. A DC 20 Strength (Athletics) check is required to slide the stone slab over. Skeletal Apparition. The puzzle between rooms 31 and 32 is an apparition of a skeletal face with a crown of rubies and diamonds appearing before the characters. If a creature kneels in front of the apparition it may pass unharmed. Any other action causes them to become cursed, having disadvantage on attack rolls until they leave the tomb quadrant. If this is encountered, the puzzle north of room 33 becomes inactive. 32 Advisor’s Tomb Gaining entry. Beside the stone slab that functions as a door to this room, there is a metal panel on the room exterior which serves as a lock. The room is locked but can be unlocked with a DC 15 Dexterity (Thievesʼ Tools) check. Coffin. This room contains a desk, chair, and coffin. The coffin can be opened with a successful DC 17 Strength (Athletics) check, revealing a withered humanoid skeleton with a circlet adorned with garnets and sapphires upon its brow. Taking the treasure within causes the skeleton to reach out and grab the creatureʼs hand, but nothing else. This room also contains a number of crates, most of which are full of rotten parchment. Treasure. The skeletonʼs circlet is worth 150 gp. A successful DC 15 Intelligence (Investigation) check around the room will reveal a spell scroll for Geas in the crates. 33 Killed Workers Bones, partially crushed by boulders litter this room. A cave-in occurred during the construction of this tomb, killing the workers whose bones fill this room. Sharp boneway. The passageway to the right is framed by a number of sharp bones. A creature must succeed on a DC 12 Dexterity check in order to pass unharmed. Otherwise they will take 1d6 piercing damage from the bones. Column of light. Within the north eastern passage can be found another circlet of passage. It is sequestered within a column of faint golden light. A character wearing the ring of the skull lord (found in room 35) can take the circlet, otherwise cannot pass through the column of light. The passage to the north is open. Skeletal Apparition. The puzzle north of room 33 is an apparition of a skeletal face with a crown of rubies and diamonds appearing before the characters. If a creature kneels in front of the apparition it may pass unharmed. Any other action causes them to become cursed, having disadvantage on attack rolls until they leave the tomb quadrant. If this puzzle is encountered, the one between 31 and 32 becomes inactive. 34 Religious Items & Embalming Tools This section of the tomb was designed to hold the religious items surrounding the mage king. Here there are 2 intact urns, 12
filled with sand, and 2 shattered urns. A large crate against the northern wall can be opened to find rolls of linen, partially rotted. Embalming box. A polished wooden box, in good condition rests upon a stone table along the eastern wall. A detect magic spell or similar magic will reveal an aura of abjuration magic around the box, but it is otherwise mundane. This box contains scalpels, picks, and other embalming tools, including a wooden twist container that appears to have contained a substance of some kind long ago. A garnet-adorned bracelet (150 gp) also resides in this box. 35 Skull Lord Tomb Poisoned needle. The door to the west is trapped (DC 20 Dexterity check with Thievesʼ Tools). Triggering the trap causes a poisoned needle to shoot out of the wall. This is Purple Worm poison. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Sleeping warlord. In this room, a skull lord wearing the ring of the mage-king lies asleep in its ornate sarcophagus. Intricate depictions of a mage-king ruling over a prostrate populace adorn the walls and sarcophagus. Standing watch over the sarcophagus is a boneclaw. 3 wights and 2 bodaks (the burial priests) sit calmly on the ground, waiting for the skull lord to stir. It arises when the players enter the room, immediately using its legendary actions to summon 5 zombies. Ring of theMage King Wondrousitem, very rare, (cursed) Creatureswearing thisring are under the effect of the chilltouch cantrip and cannot regain hit points. They are also able to pass through the golden columns of light found in the quadrant and take the circletstherein. More Poisoned Needles. The door to the south east is also trapped (DC 20 Dexterity check with Thievesʼ Tools). Triggering the trap causes a poisoned needle to shoot out of the wall. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Black Liquid. The trap in the alcove directly west of room 36 is a suspended mass of black liquid. Any creature that touches the liquid has this black liquid coat their hands or whichever appendage touches it. The next time they deal damage, they will take 4d8 necrotic damage, and deal an extra 4d8 necrotic damage, and the black liquid disappears. 36 Royal Family Chamber Another room with 3 empty coffins. This one used to house the family of the mage-king. The residents now wait in the final resting chamber of the skull lord. Bas-Reliefs. Also in this room are several bas-reliefs of a kingdomʼs administrators. Depictions of people surveying land, counting grain, farming, hunting and celebrating can be found. Skeletal Apparition. The puzzle north of room 36 is another skeletal apparition, this time floating above the ground with its arms outstretched. The difference is that players will be unable to pass unless they kneel. Attempting to pass without kneeling results in 4d10 force damage and being pushed back 10ft as the mage-kingʼs specter casts a spell at them. Casting dispel magic on the apparition will cause it to disappear for 1 minute, but will return to harass them on the way out. Well-Designed Trap. The trap to the west (directly north of 36) is a glittering circlet at the bottom of a well of acid. 2d12 acid 13
damage, but the circlet is an illusion. A creature that reaches into the well must make a DC 20 Strength saving throw or be pulled into the well. A creature trapped in the well takes 2d12 acid damage every time it starts its turn. The creature must succeed on a DC 17 Strength check to break free. Shimmering Veil. The trap to the south (directly east of 34) is covered by a shimmering veil. Once damage is dealt to it, it becomes permeable, but the first creature to pass through it takes 3d6 of that damage type. After that it becomes impermeable again. The trap itself is a locked chest (DC 16 Dexterity check with Thievesʼ Tools). It is empty. Column of light. In the passage east of room 34 rests another circlet of passage. It is sequestered within a column of faint golden light. A character wearing the ring of the skull lord (found in room 35) can take the circlet, otherwise cannot pass through the column of light. 37 Poison Palace False Hope. This room is empty except for an unmoving skeleton reaching for a vial on the ground. This vial is a potion of poison, which tastes and smells like a potion of healing. A crate containing another 2 potions of poison lie in the corner of the room. The door to the north is locked DC15. Black Liquid. The trap in the passageway to the north is a shifting mass of black liquid suspended in the air. A creature that touches this mass gets a coating of the liquid on their hands. The next time they deal damage, they take 4d8 necrotic damage, and their target takes an additional 4d8 necrotic damage as well, and the liquid disappears. 38 Empty Room This room is empty. There is a door to the north (unlocked and untrapped) and a door to the west (unlocked and untrapped) 39 Darkmantle Nest This room contains 30 darkmantles, all perched on the walls. They immediately attack any creatures that enter the room. The door to the north east is unlocked and not trapped. 40 Cube Holding Room In the centre of the room, a small light purple glowing cube sits atop a pedestal. This cube is needed for entrance into room 1 from either room 2 or room 7. Blocked Passage. The passage to the south east is blocked by a closed portcullis. Solving the puzzle in the room lifts the portcullis. The puzzle is to take the cube, simple as that. The door to the north east is locked (DC 20). Circlet. A circlet of passage lies beyond the door. It is in a chest that is locked and trapped. (DC 20 for all). Triggering the trap causes chains to spring out of the ceiling and floor. The triggering creature must make a DC 21 Dexterity saving throw. On a failed save, spiked clamps latch on to them. They take 4d10 piercing damage and are restrained. Every round that they are restrained they take 4d10 piercing damage. If you want to really punish the players, an anti-magic field springs into existence for 1 hour in a 10 ft cube. On a successful save, they take half damage and are not restrained. 41 Skull keep Pile of Skulls. This room is full of skulls, with a large pile in the middle (10 ft radius, 10 ft tall hemisphere). Atop a pile of skulls in the middle lies a larger skull. This is actually a death tyrant. If any of the skulls 14
are disturbed, the death tyrant animates and attacks all creatures in the room. Upon the death tyrant awakening, 5 flameskulls awaken as well, allied to the death tyrant. Misty Alcove. The alcove in the wall west of room 42 is full of mist, but is otherwise empty. Casting dispel magic on the mist or generating a strong wind removes it for 1d3 minutes, before it fills up again. 42 Room of Levers This room has 3 levers in the ground. They donʼt do anything unless the trap in the room to the west is triggered, see levers below. Chest. In the alcove to the southwest of the room, behind a raised portcullis is a chest. Opening this chest triggers the trap (DC 18 Investigation). The portcullis slams into the ground, trapping whoever is in that room. The portcullis can be lifted with a successful DC 20 Strength check. Levers. If the trap is triggered, anyone who tries to touch the levers must make a DC 18 Constitution saving throw or take 4d6 lighting damage or half on a success. 43 Rusted Armory Upon entering this room, a slab of stone falls down and seals the southern exit, counting as a wall. This also applies to the northwestern exit in room 42. Weapon Racks. This room is full of weapon racks, on the wall and free standing, each holding a smattering of rusted weapons and shields, 15 in total. Any weapon taken from the rack becomes an animated object which follows the initiator but turns on the players as soon as they enter the trapped area east of this room, or enter room 41 or 42. The door to the south east is locked (DC 20 lockpicking or Strength check). Sticky Icky. The passageway to the east of 43 is smooth stone until the red stars on the map. In this area, the floor is a sticky brown ichor. Nothing happens to the players if they pass through, but characters that walk over it move at half speed for 1 hour after. 15
Appendix A: Bestiary DMTips - Running TheMaze Stalker The maze stalker is a very powerfulcreature, likely too powerful for the group.However, itcan abide by certain rules. The maze stalker might not use itswhip if the players are running away from room 1. It might also not use its teleport legendary action if itwould allowcharacters a clear path to room 1. The Charisma saving throwat the beginning of itsturnsisthere to potentially save the playersif they are being pursued by it outside of room 1. Asthe DM, you can decide that it failsitssaving throw. Itssize islisted as huge, but itshould fitwithin the 10x10 ft hallways, however itwould completely occupy thatspace. You might also restrict its movement by not allowing it to Dash. There is also a suggested boundary forwhich parts of the maze itwill traverse in the image file foundwith this adventure. 16