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r/dndmaps • … • u/Pretty_Papaya2256

Any tips for this map or its rooms?

Tower Ruins Dungeon #1

The Tower Ruins dungeon belongs to an ancient wizard from eras passed. She has not been seen in over a millennia, but all who enter her towers ruins have mysteriously disappeared. it is up to the adventuring party to enter these ruins, and discover what may have befallen all who have entered before. everything in here is mad of stone, unless told otherwise as the wizard was a geomancer, an enchanter. they can leave through this entrance as well as the exit in room #8.

1. this is the entryway, it is bare and seemingly uneventful to anyone who doesn't cast detect magic, however an arcana check will be required to determine the exact intention of the enchantment spell. a DC 15 will show that the spell is meant to make the target get turned around after decending the steps, and not be able to find their way out. the spell goes into effect without a save being made, and only after being realized can the target make a DC20 Wisdom save to remove it unless they upcast remove curse at 7th level.

2. this is the barren room, it is 100 ft. below the entry way hall. there are two doors here, one leads to room #3, and it is locked. the other door leads to room #4 and it opens without issue.

3. the slight of hand check needed to open this door is a 15, but once someone enter the room the door will shut and three1.2 ft. in width steel beems will decend on the inner frame stopping anyone from leaving. to disarm this trap ahead of time will require the door to be opened, and for a player to look at the inside of the inner doorframe, to locate the switch that is only visible when the door is open and the trap is not active. the door will not open without another DC15 slight of hand check, but the bars will remain unless torn out of the stone frame. a DC23 strength check will allow the party to tear the bars out, but other ideas can be left up to the DM. there are two 7 inch gaps between the the tree bars.

inside this room the players will see 3 mounds of ashes, along with two +1 short swords and a hand axe. at its center, they will notice a faded summoning circle, and it will begin to slowly grow in its vibrance over the course of 10 minutes. once the time ends, it will summon a fire elemental who will begin to burn the party members until they are ash during combat. if the fire elemental is defeated, the circle will not summon another, and the door will not open until the party figures a way back out.

4. this is the dungeon room, in here the party can see a stone golem that is standing watch on the cells. Two of the doors are closed and locked, 1 is unlocked. if the party enters the room, the stone golem will move to engage them in combat, but if they go back through the room that they entered from the golem will return to ignoring them.

the locked room to the far left can be opened with a DC15 slight of hand check and has the skeleton of an elf. its clothes seem to be og high status, and a crest showing a rearing goat with a crown around its neck is visible on their chest. in their pockets the party can find a letter inviting them to the tower long ago, and a DC10 history check will reveal that the crest belongs to the ruling family of a nearby principality, and a DC20 will reveal that this might be the long lost son of the founder of this ruling house.

the locked room in the center also has a DC15 slight of hand check, but it is empty.

the last room on the right is open, and is also open. if it is closed it will lock and require a DC15 to open it.

5. this is the storage room, and can be reached by decending the stairs from room #4. there is another set of stairs leading to a hallway that goes to room #6, and another locked door that requires a DC15 to open. this leads to more stairs that lead to room #7 and room #8.

in the storage room the party can find a crate full of rations, 2 barrels of water, a crate of materials to help maintain a golem, and medical equipment along with jars upon jars of blood.

6. the door to this room requires a DC22 to lock pick, and is made of steel. the door will open into the room, and if they look at the inside of the door, they will see an enchantment causing running water to roll down this side of the door. the room is unlit aside from a ceiling grate that provides unatural light from a room above it. there is 10 ft. of space from the door to a steel bar wall and door, all of which has running water enchantments between the bars. the door of the cell requires another DC22 to open. on the opposite side of the door, the party will see a table, decomposed bodies, and an open coffin. and standing next to the coffin is an unassuming, naked, elven man. he has blonde hair, is in amazing shape, a decent sized dick, and steel blue eyes. unless the party notices, they will not see that he is a vampire. he will try to use his abilities to charm them to open the door, if they do open the door, he will attack them. if they talk to him, he will willingly tell them that he was locked up by his wife years ago because she didnt want him to die in the sunlight or kill her from blood frenzy.

7. this room is unlocked, and leads to a suprisingly well kept and cleaned bedchamber with a set table, an amazing bed, a fire place, a dresser and chest, 3 candle holders, and a grate on the floor leading to room #6. if the party choses to speak to the ocupent of room #6 then revert to that conversation.

the fire place will not lead to anything, and the fire will be an illusion that hides an enchanted warming rune. the dresser holds 15 sets of fine gowns for a 6 ft. tall woman along with fine jewelry, and the chest holds alchemical components. an arcana check of 15 will reveal that the owner was likely trying to produce a cure to vampires. it all would all come to a value of at least 12,000 gold pieces. the candle holder in the top left corner is actually a hidden switch, and if the party investigates with a DC15 check they will see that they can pull the left candle arm. this will release the enchantment on all inside the dungeon without their knowledge. the table has rations and water set on them for two.

8. this is the exit, and unless the party has beaten the initial wisdom save or found the switch they will be find themselves back in room #5. this exit will lead to the roof of the tower shown in the top right.

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