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Catacombs of the Conjurer (5e)

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Dungeon Packers #3

Wizards are notoriously private and mysterious individuals, and a truly secluded wizard may perish without anyone learning the inner workings of their mind.

However, it’s also well known that wizards tend to acquire strange and powerful items during their lifetimes, and the abandoned home of a wizard is a tempting prize for adventurers of all stripes.

In the many worlds of D&D, a conjurer is a special type of wizard that dedicates their energy to the study of conjuration magic, which allows the caster to summon powers and creatures from other planes of existence.

Due to the extraplanar scope of their interests, you can expect a conjurer to have gained many strange allies and enemies over their lifetime.

The map for this dungeon comes from Dyson’s Dodecahedron, which is a great source of maps for your games. You can view the original map with Dyson’s flavor text here.

The following dungeon is written for Dungeons & Dragons, 5th Edition, and uses the following official and homebrew resources: Creature Codex, Dungeon Master’s Guide, Monster Manual, Player’s Handbook, Tasha’s Cauldron of Everything, Tome of Beasts 1, Vault of Magic, and Xanathar’s Guide to Everything.

Adventure Prelude 

Legends say that the island of Dagger’s Rest is cursed . . . anyone who steps foot on the island cannot leave. Ships are inexplicably drawn to the island’s bay, and as time passes, their timbers rot and the hulls sink into the welcoming sand below. Even the souls of the dead are bound to remain.

Before the island was cursed, a powerful conjurer built a tower at the center of the island, and that tower seems to be the focus of the curse. If someone could lift the curse, there are probably many valuable items lurking in the ruins of the tower.

Drawn to this place by a lost treasure map, your party crested the top of the hill to find this abandoned tower. A hole in the foundation beckons you further in, and further down.

GM Background 

A ruined wizard tower set above a series of caves is ground zero for an island-wide curse. Within the caves, the body of the long-dead wizard clutches a staff, enchanted to prevent any visitors to the island from leaving. If the Player Characters retrieve the staff, it would end the curse on the island, providing the PCs with the opportunity to escape or explore further.

The Well

An equally ancient well is located near the base of the ruined tower. The well shaft descends into the caves below and draws water from the eastern pool in Area 12. The well shaft can also be accessed by the hidden door in Area 3.

Underwater Tunnels

The grindylows (see Creature Codex, pg. 210) that dwell in the lower caves use a series of underwater tunnels to move through the dungeon. These tunnels allow the aquatic creatures to freely move between Areas 6, 10, 11, and 12, and a grindylow that flees from one of these areas may reappear in another.

Dungeon Map with notes outlining each Area number. Note that while the original version of this map includes areas of the tower, they aren’t utilized in this article. Feel free to use them in your own game if you wish.

Recommended PC Level: 3

Number of Players: 4-5

Sessions: 2-3

Lighting: None, except for Areas 6, 10, 11, 12, and 13, which have dim light from the bioluminescent plankton in the water.

Doors: Unless otherwise noted, all doors are made of rotting wood and unlocked. All of the doors are currently closed.

Area 1: Bottom of the Stair

The winding stair that descends from the foundation of the tower opens into a large antechamber with stone brick paths in the southeast, southwest, and northwest corners of the room.

The shriveled remains of previous treasure seekers can be found littered around the room. They appear to have died from starvation. However, nothing of value remains on the corpses, except for a message carved on a piece of old driftwood:

We know no rest. No escape. No peace.

The passage in the southeast corner leads to Area 2, the downward stairs in the southwest corner lead to an intersection where the PCs can enter either Area 5 or Area 6, and the downward stairs in the northwest corner lead to Area 5.

Area 2: Mysterious Map

Around the corner from the first chamber, this small alcove includes a large framed map on the north wall. Below the map, three numerical dials are set into the stone wall.

Use the “Illusive Island” puzzle and related handouts from chapter 4 of Tasha’s Cauldron of Everything. However, the directions to solve this puzzle are not located in this area.

If the puzzle is solved, it automatically unlocks the stone door that leads to Area 4.

Area 3: Storage Room

This large open room looks like it was once used to store supplies. Several broken crates and barrels are located here, their contents long lost or stolen.

Two corpses of former adventurers are also here, but their malevolent spirits still reside within. The two specters (see Monster Manual, pg. 279) rise as the PCs enter the room and attack. If defeated and the PCs later spend a long rest within the dungeon, the two spirits reform as their souls cannot escape (see Adventure Prelude above).

As the Dungeon Master, you can lower the difficulty by turning the specters into shadows (see Monster Manual, pg. 269) or raise the difficulty by turning them into ghosts (see Monster Manual, pg. 147).

One of the corpses has a piece of rolled-up parchment in its grasp. These are the instructions to solve the puzzle in Area 2.

The hidden door in the northeast corner of the room blends perfectly with the stone around it, and requires a DC 15 Investigation or Perception check to find. It is unlocked, and opens directly into the well shaft (see The Well above).

Conversely, the stone door in the northwest corner of the room is easy to spot, but it has neither a handle nor keyhole. Solving the puzzle in Area 2 opens this door automatically.

If the PCs attempt to break down the door, they can do so successfully on a DC 18 Athletics check. However, doing so activates a crossbow trap (see Xanathar’s Guide to Everything, pg. 114) hidden in the opposite wall of Area 4.

Area 4: Wizard’s Study

The heavy stone door swings open to reveal what remains of a cozy study. In stark contrast to the previous room, this room is still fully furnished, with large bookshelves dominating the northern half, and small cot, trunk, and desk against the south wall. A frayed, yet still ornate, rug decorates the cold stone floor.

The unassuming rug is actually a rug of smothering (see Monster Manual, pg. 20), which attempts to smother the first PC to walk across it. It fights until destroyed.

The bookshelves are empty, but the trunk next to the cot contains a potion of fire breath (see Dungeon Master’s Guide, pg. 187), several bags of coins (containing 6d6 gp and 8d8 sp), three spare navy blue cloaks, and the broken pieces of a wooden staff.

At first glance, the desk doesn’t appear to have anything of value, but a successful DC 15 Investigation check reveals one of the compartments to have a false bottom. Inside, the conjurer’s notebook has been carefully preserved.

As the DM, it’s up to you what the notebook contains within, but be sure to include some conjuration and enchantment spells that can be learned if one of your PCs may benefit from it.

Area 5: Potion Lab

A long table dominates the center of this room, and it’s covered in various apparatuses for brewing potions. Most are too old to be useful, but some pieces look like they might still work. Around the edges of the room are the remains of weirdly realistic stone statues, and there are scorch marks on the walls.

A PC proficient in alchemist’s supplies (see Player’s Handbook, pg. 154) can cobble together a set of the tools from the various devices found on the worktable.

In addition, the worktable is covered in unlabeled potions, each with a different random effect. As the DM, you can create your own random potion table, or you can use a pre-made table like this one from Dndspeak.

A faint magical line marks the perimeter of the space near the room’s two entrances. Any potions that are taken across the line change back into water as a security measure left by the conjurer.

Area 6: Cave Pools Entrance

As the PCs descend into the natural caves below the conjurer’s tower, the brick walls transition to smooth, wet stone. On the western side of this cave, a shallow pool of water casts dim blue light on its surroundings.

A few corpses of adventurers are located here, but their souls have chosen not to appear. Like the corpses in Areas 1 and 3, they don’t carry anything of value. Rotted leather pouches and packs are discarded in various places nearby.

Above the stairs leading to Area 5, a green slime trap (see Dungeon Master’s Guide, pg. 105) is attached to the ceiling. It drops on the first PC that walks beneath it.

Also located in this cave is a raccoon-like azeban (see Creature Codex, pg. 44) named Bernard. Bernard is also trapped within the dungeon because of the curse (see Adventure Prelude above), and is willing to provide the PCs with helpful information if they agree to help him escape.

Area 7: The Overlook

Up a few natural stairs from Area 6 is a small overlook. A natural hole in the wall allows viewers to look down into Area 9 and the dangers located there.

An additional corpse of an adventurer is located at the top of the steps, and like before, its soul doesn’t appear, and it doesn’t have anything of value. Rusted cookware has been discarded nearby, and the remains of an old fire can be found.

Area 8: The Steppes

At the midpoint on these natural stairs to Area 9, a group of 6 violet fungi (see Monster Manual, pg. 138) surround the corpse of a fallen adventurer.

On instinct, the fungi move towards the living PCs to attack, but their slow speed makes them easy to avoid.

The corpse of an adventurer is located here, and while its soul chooses not to appear, it does have 1d4 beads of nourishment and 1d4 beads of refreshment (see Xanathar’s Guide to Everything, pg. 136) in a weathered pouch.

Area 9: The Long Passage

This long stretch of cavern is littered with the corpses of adventurers that never escaped. And because of this, several of their spirits prowl the passage, looking for a living creature to inflict their madness on.

The 8 shadows located in this cavern converge on any light source and any PC that may be carrying it. If defeated and the PCs later spend a long rest within the dungeon, the spirits reform as their souls cannot escape (see Adventure Prelude above).

As the DM, you can lower the difficulty by replacing the shadows with shrouds (see Tome of Beasts, pg. 348). The corpses of the adventurers carry nothing of value.

A series of natural stone steps lead down to Area 12, and the passage continues further east to Area 10.

Area 10: Conjurer’s Hall

Despite being part of the same long passage that contains the shadows (see Area 9), the meandering undead don’t seem to want to gather here.

A pool of water in the northern wall emanates dim blue light. At the bottom of the pool, the shine of a silver chalice studded with rubies (worth 30 gp) and 2d6 gp catch the light.

If a PC dives down to retrieve the treasure, they encounter no immediate danger, but they notice an underwater tunnel leading away (see Underwater Tunnels above).

Similar to Area 9, a series of natural stone steps lead to Area 12. Additionally, the passage continues further eastward and slopes up to Area 11.

Area 11: Upper Pools

The ascending passage turns into a dead end. In the north alcove is another glowing pool of water, and in the east alcove is a natural stone shelf that rises about 3 ft. out of the floor.

On the far side of the pool is a large bag of coins, containing 4d4 pp, 10d6 gp, 12d8 sp, and 3d20 cp.

Below in the pool, 2 grindylows (see Creature Codex, pg. 210) wait patiently to ambush the PCs. The grindylows attempt to grapple the nearest PCs and drag them to the bottom and through their hidden tunnels (see Underwater Tunnels above).

If a grindylow loses half its Hit Points or more, it will attempt to use its Ink Cloud action and escape through the tunnels. Escaped grindylows can either reappear in Area 12 or stay hidden.

Area 12: Deep Pools

The stone steps lead further down into a cavern with a high ceiling and two large pools of water. The two pools of water are separated by a natural stone dam in the middle. On the eastern side of the cavern, a large barrier made of tiny iridescent crystals glows with an inner light.

There isn’t enough room around the edges of the pool for anything larger than a Tiny creature to navigate around, and 2 grindylows lie in wait should the PCs choose to enter the water. A small hole in the stone dam allows the aquatic creatures to move easily between the two large pools.

If a grindylow loses half its HP or more, it will attempt to use its Ink Cloud action and escape through the tunnels.

Additionally, 3 ice mephits (see Monster Manual, pg. 215) that dwell near the crystal barrier join the fight if combat breaks out, and they attempt to freeze the PCs. When a creature takes cold damage while submerged in the water, they must make a DC 10 Strength saving throw or have their speed reduced to 0 by the ice until the end of their next turn.

The nest of the grindylows is located in the eastern pool, and it includes a large pile of coins and treasure. The small hoard includes 3d6 pp, 20d10 gp, 14d12 sp, and 20d20 cp in coins, a rose gold goblet with engraved vines (50 gp), a pair of brass bracers with silver filigree (25 gp each), and a mithral chain shirt (see Dungeon Master’s Guide, pg. 182).

The crystal barrier separates this part of the caves from Area 13. When a PC touches the barrier, it gives way slightly to allow them to pass through it, while remaining whole.

Area 13: The Conjurer’s Tomb

(note: the description of this room doesn’t match the map exactly)

The chamber beyond the crystal barrier blends the natural cave walls with the rigid design of the wizard’s tower. Three identical pools of water, roughly arranged in a triangle, are the main feature of this room.

There are no corpses in this room, but a casket sits on a small dais along the eastern wall. Within the casket, the skeletal remains on the conjurer clutch a crystal staff (see Vault of Magic, pg. 73).

Removing the crystal staff ends the island-wide curse (see Adventure Prelude above), which is felt by a cold presence passing through the chamber as the restless souls escape.

Unfortunately, removing the staff also alerts the chamber’s guardian of the theft. The crystal barrier quickly becomes solid, and a water elemental (see Monster Manual, pg. 125) rises out of the nearest pool and attacks.

The water elemental fights until destroyed. Once the watery guardian has been dealt with, the crystal barrier returns to normal and allows the PCs to leave.


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