Dungeon of The Mad Mark

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DUNGEON OF THE MAD MARK

MWUAHAHA! At last the gloves are off! Can the party survive the DUNGEON OF THE MAD MARK?

RULES

● Each player has 3 characters. Each of them begins at Level 1.


● Death Saving Throws only succeed on a 15-20.
● Whenever the Party take a long rest, Maximum HP is reduced by 1.
● Award XP right after defeating monsters, or solving Traps/Puzzles for quick levelling.
● Combat Encounters will balanced Challenge Ratings. Traps deal DANGEROUS or DEADLY
damage.
● No Raise Dead, Revify or similar. When you’re dead. You’re dead.

Adventure Introduction

Legends speak of a great Wizard, a powerful mage of incredible power. Known throughout the multiverse
as MARKUS THE MAD.

This mad magi has summoned a bizarre group of Adventurers from across time and space to test his
malevolent meatgrinder. A dungeon of traps, puzzles and powerful creatures.

“WELCOME ADVENTURERS! You have little time, so listen well. Each of you has been placed under a
terrible curse that will slowly drain away your life. To release the curse you must find TWO KEYS and
escape my dungeon! Beware for many traps guard the way and I have invited many monsterous foes to
“live” here. Some may help, some may hinder, some may harm. Help yourself to any treasure you find,
you’ll probably need it!

If you do not escape before I get bored, you’ll all die a horrible death anyway. BUT if you do escape, I will
give you a mighty gift!

To show how KIND and BENEVOLENT I am, here is a clue to find your first KEY…. Seek the moon beyond
thunders step where autumn ends and time stands still”

-----------

ROOM 1. (Lit. Torches give off 15ft dim light radius).


A 25ft by 25ft square room. Stone floors and walls, with a large mural on the Western wall depicting a robed
man looming over a large Archway amid a ruined and broken world. The Archway has two symbols carved
into it, a Crescent Moon and a horned skull.

Around the edges of the room are four torches in iron sconces, marked with red dots. The torches are
magical, examining them with an DC 15 INVESTIGATION check reveals that the sconces hide vents that
smell like sulfar. ​TRAP: ​When the lever in Room 3 (marked with an X) is pulled, it opens the Portculis but
causes all four Torch Sconces spout gouts of fire in a 10ft radius around them. Each character in the area
must make a DC 12 Dexterity saving throw or take 1d10 fire damage (or half on a successful save).

EXITS:
Open doorway to the North leading into room 2..
A sealed wooden door leading to the East.
A closed iron Portculis to the south. The bars have 5 inch gaps between them. Can see through the bars
into Room 3.

ROOM 2. (Dim Light from room 1 only up to 10ft into room, dark beyond).
A narrow room approximately 15ft wide, by 35ft long. The walls and floor of the room are fully covered in
beautiful and elaborate paintings and sculptures of an exotic jungle scene, with sculpted trees protruding
from the walls, giant animals and insects littered amongst the plants and wildelife etc.

At the far end of the room is what appears to be a small wooden shack, the skeletal remains of a humanoid
lean against it clutching a satchel.

PERCEPTION (Disadvantage if dim or dark): DC 12 - Four of the “painted” creatures are real and sleeping.

ENCOUNTER: 2x Giant Centipedes, 1x Giant Frog, 1x Giant Lizard. Once awoken they attack anyone and
will pursue into Room 1. The Centipedes have a sleeping PP of 7, the Lizard 6 and the Giant Frog 7.
Increase this by 5 if the PC’s have a bright light source. 40XP EACH +50XP for recovering the Satchel.

TREASURE: The skeleton at the shack is old and brittle, an old adventurer that Mad Mark killed. The Shack
is now empty, but has signs of alchemical equipment. The satchel the skeleton is holding has a random
Potion, determined by rolling a d4. It also has a vial of ​Alchemist Fire​, a vial of ​Antitoxin​, and a vial of
Acid.

d4 Potion

1 Potion of Healing

2 Potion of Healing

3 Potion of Diminution

4 Potion of Climbing

ROOM 3. (Dark. Darkvision means they do not see colour of paintings).


Through the portuclis is a room 15ft wide, and 25ft long. Another portculis on the eastern side leads into
another chamber, with an open doorway leading south from which you can hear loud and booming hooves
thundering across stone. The sound seems to get softer and quiet, and then returns in increasing volume,
only to quiet once again. This pattern repeats forever.

The room itself is of the same stone tiles and worn walls with faded paintings of armoured soldiers
marching to war against each other and besieging two castles. One army is dressed in Red Livery, One in
Green. One in Blue and One in Gold. There are four heavy levers set into the walls (marked with X’s) with
coloured stones on each handle. RED. GREEN. BLUE and GOLD.

The soldiers in Red carry torches and swords and are attacking the gates of the golds castle.
The soldiers in blue wield bows and defend the against the soldiers in green.
The soldiers in green carry shields and spears and are attacking the gates of the blues castle.
The soldiers in gold wield magic and are defending against the soldiers in red.

PERCEPTION/INVESTIGATION D ​ C 13​ - Hidden amongst the paintings are holes around the width of an
arrowhead. They are hidden throughout the entire room.
DC 16​ - The castles have Draconic script very delicately painted above their gates, it reads North Castle on
the Gold Castle, and East Gate on the Blue Castle.
TRAPS:

Each of the levers activates a trap. Investigating the levers reveals that each of them will activate some sort
of system. Investigating the portuclis reveals that they are opened via a system hidden in the walls, likely
attached to one of the levers.

The clue is in the paintings. The levers of the same colour as the armies ATTACKING the gates open the
portculis and activate traps on the OTHER side. Levers of the same colour as the armies DEFENDING the
gates opens the portculis and activates traps on THIS side of the gate.

Red: Opens North Gate and activates the Torch Trap in Room 1.
Blue: Opens the East Gate and Activates the Arrow trap in Room 3.
Green: Opens the East Gate and activates the spear trap in Room 5.
Gold: Opens the North Gate and activates the Magic Trap in Room 3.

Arrow Trap
When the Blue Lever is pulled, the PC’s hit a mechanical noise. Arrows then throughout the entire room.
Make a Ranged Attack against each creature in the room; +6 to hit. On a hit; 2d8+2 piercing damage.

Magic Trap
When the Gold Lever is pulled, the PC’s feel a surge of magic. From the floor tiles, surges of force magic
erupt at random. Each creature in the room must make a DC 13 Dexterity saving throw. On a failure they
take 3d4+3 force damage.

If the party bypass these traps without taking damage, they earn 200xp each.

ROOM 4. (Dark. No lighting).


The wooden door leads into a small 5ft wide, L shaped corridor.

The only decoration appears to be several large shields hung up on the walls of the corridor.

ENCOUNTER: 2x Animated Shields. These are Animated Shields (Animated Halberds) but do not activate
until a creature reaches the midpoint of the corridor. They only attack creatures in the corridor. 20 XP
EACH. +50xp Each for finding the +1 Shield.

TREASURE: One of the Shields on the wall is actually a Magic Item and is a ​+1 Shield​.

EXIT: The door at the far end of the corridor, leading to Room 5, is LOCKED (DC 14 to Pick, 16 to break
open. AC 10, 10hp, Resistance to Bludgeoning and Piercing).

ROOM 5. ​(Dim Light)


This room sickeningly warm and filled with drooping vines and odd jungle foliage that makes it hard to
determine it’s size. The stone floor appears ancient and cracked, as through from a completely different
civilisation and the air is humid.

Huge vines hang between floor and ceiling. Moving through this room is difficult at best.

PERCEPTION: 10 - A large dark shape looms in the high ceiling above, It appears to be a large circular
shape with tentacles and eyestalks. (NATURE 15 - Gas Spore, not a Beholder, some sort of breeze making
it move) that gently bobs and sways.
Moving through this room counts as difficult terrain. Perception checks and Investigations are made at a
disadvantage. Clearing out the vegetation removes these penalties but cannot be done quickly, a creature
can clear a 10ft square by taking 10 minutes and making an Athletics Check DC 10. Results of 5 or less
cause the character to take a point of exhaustion due to the high tempreture and demanding labour
required. Any cleared overgrowth regrows in 8 hours time.

At the centre of the room there is the dead corpse of a Dragonborn warrior in ​Splint Mail​, a ​Silver
Greataxe​ is beside them. Something has erupted from it’s skull and arms leaving a gory mess. A creature
that searches the Dragonborn’s body find burns on his palms and a small Brass Key on a leather cord.

TRAPS: If the lever in Room 3 is pulled. Spears attack from the hidden foliage (DC 18 to spot the holes
these come from) in the areas marked Red. Creatures in the area are attacked (+6 to hit. 1d10+3 piercing
damage).

Encounter: 2x Gas Spores. They resemble Beholders but do not move. Fire spells quickly spread through
the room due to the large amounts of oxygen and plant matter. 40 XP EACH + 100XP for the trap. +50XP
for finding the secret door.

EXITS - Hidden in the jungle (Investigation, Survival or Perception DC 14) reveals a stone door hidden
behind a wall of vines. The door radiates heat that gives the room it’s oppressive heat. The door has no
handle, and any creature that touches it takes 5 fire damage unless they take precautions. The door is not
locked.

A pair of stone doors to the South lead to Area 6. These are locked (DC 15 to pick, 20 to break down) and
open inward. The doors are also trapped. DC 15 Perception - There are thin glass vials of Alchemist Fire
hidden in the centre line of the double doors that will break open if the doors are opened or broken down.
They can be slid to one side with a Thieves Tools or Sleight of Hand check (DC 15). A failure of 9 or less
causes the vial to break and explode. A creature within 5ft of the doors must make a DC 13 Dexterity
saving throw or take 3d6 fire damage.

If the vials are properly dealt with, they can be recovered once the doors are open (3x Alchemist Fire). ​If
the foliage is still in the room, the Alchemist fire quickly sets it alight. The fire spreads quickly
(1d3+1 rounds) and ignites the gas Spores. Putting the fire out requires 3 successful ability checks
vs DC 13.

ROOM 6. ​(Dim Light).


Long 5ft wide corridors spread east to west. The floor is ancient cracked stone, the walls are unadorned,
but the smell of iron and stone dust is heavy. The sound of heavy, hooves thundering against stone echoes
along the thin corridors.

ENCOUNTER: The Iron Nightmare

A stampeding construct makes an endless circuit of these corridors. Travelling in a circuit.

https://www.dndbeyond.com/monsters/581225-the-iron-nightmare

When creatures enter this area they should roll Initiative.


The Construct always acts on Initiative 10 and begins at the square marked “6”. It always travels in a
clockwise direction. The Iron Nightmare is unaffected by any of the terrain features within the circuit
(appearing to walk over them normally).

The Horse Construct has a speed of 60ft and uses it’s action to DASH each turn if able. The Construct
never chooses to slow down and attack creatures directly, it will only do so if it is prevented from moving.

TRAPS:

Several 10ft sections of the corridor’s floors are disguised to look like stone flooring, but is actually a thick
layer of coloured sludge. (Perception 16 to notice). Moving through this sludge is difficult terrain. It can be
jumped over as part of a move.

There is also an illusory corridor that appears to join the two corridors. When a creature interacts with the
illusion they can make a DC 12 Intelligence check to notice it isn’t real.

A creature who successfully reaches Room 8 earns 360XP.

ROOM 7 (Brightly Lit).


The passage from the narrow, broken stone corridor, quickly changes as bright light spills from this room as
a hearths warmth and the pleasant smell of rich wood fills the air.

This room appears to be an elaborate lounge. A large wooden staircase leads to a balcony level with an
ornate glass display cabinet rests below the portrait of a blonde Eladrin male beneath a tree. Two suits of
armour stand at either end of the balcony and a pair of double doors beside them.

A rich red rug covers most of the lower floor, and a fireplace on the gives off a pleasant warm glow. Two
chairs are in front of it and a pair of sleeping Dwarves sit comfortably in them. Tankards in drooped hands
and hammers at their waists.

A large golden gong sits in the south-east corner of the room and three floor-to-ceiling paintings cover the
wall opposite the staircase.

PERCEPTION: The glass cabinet bears the symbol of a crescent moon. But the contents inside cannot be
seen without looking getting closer. Anyone interacting with the Guards can make a DC 10 Intelligence
check to realise they are illusions.

PAINTINGS: The three large paintings opposite the staircase are a clue for Room 9. The three paintings all
depict a similar event, a creature falling from a great height to different fates. All represent the journey of
death. The paintings have name plaques, each is called DEATH in Elvish, Draconic and Infernal.

● The Elvish painting depicts an Elf falling from beauty into an endless, black void of nothing.
● The Draconic painting depicts a Dragon falling from wealth and power into war and becoming bones
scavenged by humans.
● The Infernal painting depicts a Tiefling falling from a life of sin, but transforming into a powerful Devil
and landing triumphantly in the Nine-Hells.

DOORWAY: The door leading into the room is masked by a silence sleep. No sounds inside or out can
pass.

TRAPS: The Gong activates the main trap of this room. The stairs collapse into a slide and a false floor
beneath the rug leads into an ACID PIT. The gong will also activate the ANIMATED ARMOUR upstairs, as
will opening the glass display case.

● Any creatures on the stairs, when the trap is activated, must make a DC 15 Dexterity saving throw
or be knocked prone and slide back 10ft.
● A creature that steps or falls onto the rug after the trap is set falls through into the Acid Pit below. A
creature takes 3d6 acid damage when it first lands in the Acid Pit and at the start of every round it
begins in it. Climbing out is made difficult by the smooth sides, requiring a DC 20 Athletics check.
Another creature can pull an adjacent creature out with a DC 10 Athletics check, but they must go
prone to do so.

ENCOUNTER: The painting of the Eladrin is a ​Guardian Portrait​, and watches the PC’s closely. Infused
with a vengeful spirit it holds it’s action for someone to be on the stairs before using telekinesis to activate
the gong. 70XP Each. If the traps were activated +200XP +100XP if they acquire the Pearl of Power. +50xp
for finding the Portion of Strength.

TREASURE:

The glass display case has an illusion that makes it appear as though a key with a crescent design is
inside. It is locked (DC 15) and is opened by the brass key from Room 5. If the glass is smashed or the
case forced open, it trigger’s a 3rd Level ​THUNDERWAVE​ trap and activates the other traps in the room.
Requires a DC 16 Perception check to spot (when adjacent) or DC 13 Investigation when examining. The
creature who detects the trap sees that a series of runes engraved below the case are a magical trap, and
that may activate other things in the room. The trigger is forcing the case open.

(TRAP DC 14 Con Save. 3rd Level Thunderwave - Pushed back into Acid Pit).

Once opened, however the case holds no key. Instead is Aeofels’s Circlet, which functions as a ​Ioun Stone
of Charisma (+2).

Hidden inside the non-animated suit of armour (requires 15 Investigation) is a hidden ​Potion of Stone
Giant’s Strength​.

ROOM 8. (dark lighting)

The door leading to this room is stone and covered in a layer of frost and rime, cold emenates from the
stone and the room beyond. The door is not locked or trapped, but the frost makes it hard to open and
requires a DC 15 Athletics check. Any creature that touches it must make a DC 12 Constitution save or
take 1d6 of cold damage. If the ice is melted it regrows extremely swiftly within 1d4 rounds.

The door opens with a strong pull, broken ice falling to the floor as an intense cold radiates out from it over
you.

The floor is slick with heavy ice and snow and the door leads into an icy cavern. Stalagmites and Stalactites
litter the room and thick black shadows spread between them, but at the far end you can see what appears
to be an open space with a large misshapen block of solid ice The ice is perfectly clear and inside it you
can see a crescent moon key and a beautiful elven longsword.

● The block of ice is about 5ft in all dimensions. It has an AC of 10 and 40hp with immunity to cold,
resistance to piercing and bludgeoning, and vulnerability to fire and acid.
● A ​BLACK PUDDING​ is hiding on the ceiling here. It waits for people to come and begin attacking
the ice block, which has been told to guard.
● Inside the ice block is the Crescent Moon Key and a Frostbrand Longsword.

220XP each for the Black Pudding.


500XP for getting the key and sword.

ROOM 9. (Dim Light. Glowing Red Lights in the Ceiling)

Lit by crimson lights floating in the curved ceiling. This circular room seems barren save for 3 pits about 5ft
in diameter each. A smooth metal pole runs through the center of each one down into darkness below and
strange script is engraved into the stone around each one in different languages.

Each of the pits has a long metal fireman’s pole running down through them.
The pits descend for about 80ft. About 30ft down the pits are filled with magical Darkness and a Silence
spell

Each pit has script written around it, all in different languages. ELVISH, INFERNAL and DRACONIC.
Translated to common, they all say the same thing “Those that descend shall find only death.”

The pit with Elvish leads to a suspended ​Sphere of Annihilation​ that destroys anything it touches. The metal
pole simply ends at the sphere. A creature sliding is slain without a chance for survival. A creature that
climbs the pole will take 3d10 Force damage when they make contact with the sphere (likely losing legs
and feet in the process), and must make a Strength saving throw (DC 10 or half damage taken) to hold on.
They can then climb back up.

The pit with Draconic leads down into a ​Gelatinous Cube​ that sits waiting in the darkness. As soon as a
creature is in range it attacks, the Cube can move up and down the shaft as though it was a horizontal
space due to a spacial enchantment. It pursues a creature even if they climb out. The Cube has the
remains of another Adventurer inside it, include a suit of Chainmail and a +2 Shortbow.

The pit with the Infernal script leads to Room 1B on the second floor.

THE SECOND FLOOR

The Second Floor of the Dungeon contains far more dangerous creatures. Players should have levelled up,
or gained magical weapons to survive.

ROOM 1. (Well Lit)


The metal pole descends into a large, well lit stone room 35ft wide and 35ft long. The floor is clean and
unremarkable. The main feature that quickly draws your attention is that a large 15ft diameter tent with pink
and purple bunting has been set up in the south-west corner. A small flap entrance has been left open by a
opaque mist fills it.

A small wooden sign out leaning against the tent reads: “Madam Sweets - Fortunes and Favours” in an
elegant cursive font.

There is a strange metal door leading to the west, a stone door with a keyhole to the east, and heavy iron
portculis in the south-eastern corner also leading east.
The stone door with the keyhole has no visible handle and is engraved with strange arcane symbols (they
mean nothing and cannot be read). If this door is attacked, a roiling green fog bursts from the Tent entrance
and fills the room. This cloud is the same as a ​Cloudkill​ spell, with a DC of 16 but does not extend beyond
any doorways. The fog remains in the room until until the stone door is opened correctly.

Madam Sweets

The tent opening leads into a Demiplane and any creature that travels through is transported.
They arrive in a much larger tent, the heavy scent of incense and lavender fills the room, and little braziers
and candles burn on many large wooden cabinets and bookcases, all stuffed with jars, trinkets, books,
boxes and all sorts.

A round table covered in silks fills the center of the room and a old gnarled woman with orange skin, matted
grey dreadlocks and red eyes watches you carefully.

● Madam Sweets is a Dusk Hag who controls this Demiplane.


● She is a guest of Markus the Mad and enjoys tempting and toying with mortals he traps here.
● She is capable of granting many boons in deals. But accepts no coin or treasures.

When players first enter here. Madam Sweets welcomes them, offers them tea or cookies, and asks how
they are getting on with “Old Markuses little dungeon”.

She can’t help them get the key, but could help them in other ways. But first she is hungry and is quite
tempted to eat one of the party. If they want to leave the tent alive... they must answer a simple riddle.

“Slayer of regrets, old and new, sought by many but found by few. What am I?”

If a creature answers the riddle correctly, the Hag seems pleased enough and gives them permission to
come and go as they please. If a creature answers the riddle incorrectly, her eyes glimmer and she casts
Sleep.​ Her table also animates and leaps up to attack alongside her. Once she has killed one PC, she
offers to let the others go, though any who attacked her are not welcome back.

ENCOUNTER: 1x Dusk Hag, 1x Animated Table (550xp each, +200XP for taking magic items)

Nanny Sweets has a collection of Magic Items, can perform Wish-like miracles, and many other feats.
However she usually demands an unusual payment, such as a characters voice, their sight, or their
hearing, or similar things. She likes seeing others suffer so all of her deals have a nasty surprise or trick to
them.

In her tent she has:

● A Broom of Flying, leaning against a bookcase.


● 3 Potions of Healing.
● Potion of Growth
● An Eversmoking Bottle
● A Bezerker’s Axe

ROOM 2. (Dark)
A short corridor leads to a ring like room. Only 5ft wide, but approximately 25ft tall, the ringed room curves
up on both sides, leading to two short corridors that connect with small rooms and wooden doors set into
the western wall.

MECHANICS: This ring room rotates as a player attempts to walk up the curved slopes like a giant hamster
wheel. If two creatures walk up both sides at a time they can counterbalance the room but do not move up
the slope.

The room can also be jammed with a successful Hard Athletics or Thieves Tools Check and a suitable
object.

The rooms marked A and B contain dangerous traps that can be unleashed if the players rotate the room
without caution.

Room A contains a 5ft stone sphere attached to the room’s roof by special silk ropes that dissolve quickly in
acid.Embedded into the stone boulder is a small Silver Key. The Silver Key opens the stone door in Room
1, and whoever holds it is immune to the effects of the ​Cloudkill​ effect in that room only.

Room B contains a 10ft by 15ft vat of acid.

The wooden doors lead into short corridors that connect to rooms 3 and 4.

ACID: A creature that falls in the acid pit takes 3d6 acid damage when it falls in and every turn it remains in
it. If the acid is poured out from the room and down, half pours out of the room and into the corridor and
onto any creatures in the ring, they can make a DC 15 Dexterity saving, 3d6 acid damage on a failure or
half on a success. The acid then drains into Room A where it eats the silk ropes and releases the stone
boulder. If the room tips Room B entirely, the acid damage affects all creatures in the corridor, deals an
extra 2d6 acid damage and knocks prone.

BOULDER: If the boulder rolls or falls into the room, any creatures in the ring must make a DC 15 Dexterity
saving throw or take 3d10 bludgeoning damage.

ROOMS 3 and 4.

These rooms are decorated in an identical fashion to appear as comfortable bedroom in an Inn. Both rooms
have hardwood floors, plastered walls, with a little bay window that looks onto a pleasant market square (an
illusion) as well as the following furniture.

● A comfortable looking double bed with fluffy pillows and blankets.


● A small writing desk with a mirror.
● A large chest at the foot of the bed.
● A wardrobe.
● A chair (only appears in Room 3) beside the desk.
● A hat rack (only appears in Room 4) in the corner by the door.
● A purple rug covering the floor.
● A wooden door that when closed covers the stone hatch they came in from.

Inside the unlocked chests are an ​Immovable Rod​ (Room 3) and ​Bracers of Defence​ (Room 4). When a
creature removes the treasure from the chest, a strong breeze from the window shuts the wooden door and
disturbs the room.
Nothing happens.

ENCOUNTER: The wooden door that closes is a ​MIMIC.

---

ROOM 5.

The Iron Portculis is not locked and can be lifted with an ATHLETICS check of DC 12, or a figure can
squeeze through it with a DC 12 Acrobatics. The small 15ft by 15ft stone room is empty save for a single
stone door at the other end. A powerful hum resonates through it.

The door at the far end is a revolving door, hinged in the centre. When a creature passes through it, it
cannot be opened from the other side.

ROOM 6.

Stepping through the door in Room 5. starts up the fan located midway down the corridor, as does the
pressure plate in the locked coridoor from Room 1. The fan is made from heavy metal blades and takes 3
rounds to fully spin up.

Whilst spinning up, a creature coming from Room 5 must make a DC 12 Strength saving throw or be pulled
15ft into the fan. This DC increases by 2 for each round the fan is active until it full spins up (max of 16). A
creature that hits the blades whilst it is still spinning up takes 3d10 slashing damage and is ejected onto the
other side (SEE BELOW). If the fan is moving at full speed the damage is 6d10.

A creature on the other side of the fan, must make the same Strength Save (Same DC depending on if Fan
is at max speed) or be pushed 15ft away at the start of their turn.

At the end of the corridor is a 5ft wide opening and pit shaped like a snake’s open mouth. The drop is 60ft
and a ​SWARM OF POISONOUS SNAKES​ lives in the bottom of the pit. A character pushed into this space
can make a Dexterity saving throw (DC 15) to grab the ledge, however pulling themselves up is done so
with Disadvantage as long as the fan is active.

To the East and West of the pit are stone doors, engraved with the symbol of a spiral staff. The doors are
made from stone, and are locked with an ​Arcane Lock​ spell on them. They are DC 25 to open with Thieves
Tools or break down with Athletics. They are resistant to non-magical weapons.

ROOM 7. (Well lit)

This room has been decorated like a burial chamber in an old forgotten tomb of some desert region.
Sandstone columns lead towards a raised dais on which an ornate Sarcophagus rests. Pictograms around
the walls depict the life of a powerful mage controlling great winds and tornados, a great staff is raised in
their hands.

The Sarcophogus is made from heavy stone. Inside is a ​Skeletal Mage​ (Mage, with Undead type, and
resistance to non-magical weapons) at rest, the Mage holds a long, elegant staff, engraved with spiral
patterns and primordial runes for Wind and Air.

(Spiral Staff - +1 Quarterstaff, holds 1d6+1 charges. Wielder can cast the following spells: Gust of Wind (3
Charges), Control Winds (5 Charges), Catapult (1 Charges). The staff also works like a key for the doors at
the end of Room 6.

If a creature tries to take the staff, without immediately replacing it with another staff of similar size or
shape, the Skeletal Mage attacks and will pursue creatures indefinitely.

Room 8. (Dim Light)

A small 15ft by 15ft room, it’s walls are covered by large clockwork gears, cogs and levers. In each corner a
strange cuboid construct pulls levers in sequence, whilst a larger star-shaped creature in the middle issues
a string of commands to the others.

Four Quadrones and 1 Pentradrones work in this room and keep a number of Mad Mark’s traps and
puzzles working across various dungeons.

● Creatures or objects that touch a Cog or Gear must immediately roll 1d10. If an even score, they
grow that many years younger. If odd, they age that many years instead. The Pentadrone tells them
not to do it again, or they will be forced to treat it as sabotage.
● Creatures who attack the cogs, gears or the Modrons themselves, are met with immediate force.
However destroying the equipment disables all traps in the Dungeon for 1 hour.

​Room 9. (Dark)

At the centre of this small 15ft by 15ft room is a 5ft rounded metal depression, similar to a bowl with a small
hand shaped hole. Elegant Elvish script around the edge reads: “Fortune Favours the Bold”. The rest of the
room is made from stone and covered in rambling script of different styles, languages and wording.

● The entire floor of this room, except the central 5ft bowl, is sensitive to pressure. When it detects at
least 2 creatures (200lbs or so) in it, it triggers THE TRAP. Detecting this mechanism is quite
difficult and requires a DC 18 Perception. Individual 5ft squares can be counterbalanced with a DC
18 Thieves Tools check.
● The metal depression is extremely magnetic. Any creature with metal armour or weapons must
make a DC 18 Strength saving throw or become stuck to it. Removing the weapon or armour allows
them to get free. (adamantium and silver are not affected).
● The hole in the floor can be peered into, a character with below 15 Passive Perception can see the
shape of something at the bottom (about arms length for a medium creature). Those with higher can
see a key with a Demonic Skull on it at the bottom, the bottom of the hole is a grate.
● The key is affixed to the grate by an adamantium chain, if the key is pulled up, the grate slides up to
fit flush with the depression. If the key is pulled up, this also activates the trap (see below).
● The doorway can be sealed off with a thick 2ft stone wall. This can be seen with a Perception of 16.

The trap.

When triggered the doorway is sealed off by the 2ft thick stone panel sealing the room.
From the grate, water begins to fill the room at a rapid pace. It rises 6 inches every 3 seconds or so, or 1
foot every round. The room is 10ft tall.

Pulling the key up is harder underwater, as is the Strength save for the magnetic bowl.

The water stops and drains away once the key is detached from the chain. This is difficult has the chain has
an AC of 16, 75 HP, and Adamantium resistances. Once underwater attacks will have disadvantage. The
chain will release from the key if a creature touches all the BOLD text around the room. You can either
have a character make a Perception/Investigation check to find a BOLD phrase around the room, there are
six of them in total, or you can give the players a piece of A4 paper covered in random words, phrases and
languages, with different fonts/styles and a mix of italics, underline, strikethrough and bold words.

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Once both keys have been aquired, the players simply must return to the starting room and present them
before the Archway.

Of course, if the players have had an easy time of it up till now, Mad Mark might just decide to replenish his
dungeons Traps and Monsters or add a few more roaming ones...

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