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It's Plane To See: A Dungeon For A Party of 4th-Level Adventurers
It's Plane To See: A Dungeon For A Party of 4th-Level Adventurers
D
eep in the wildlands outside of Waterdeep, Gr
along the crested hills that border the dread Spiral Staircases. A high stone spiral staircase used layer
swamps, sits a collapsed tower where a wizard to wrap around the walls of the tower between difficu
once experimented with deep and powerful each floor. Much of the staircase has eroded and De
magicks. Killed by his own creations, the wizard now it leaves chest-high jagged bumps along the squas
has left only a decaying, sideways wreckage of ground, walls, and roof, surrounding adventurers armo
his glory where his secrets lay unprotected in a like the baleen of a great whale.
tome of unimaginable power. Yet no one dares enter, for the Cha
creatures he conjured forth are alien and unknowable to our The b
realm. type o
Terrible Sounds. Each room has an unusual waits
revea
Important Monsters soundscape of bubbling water, churning earth,
erupting flames, or thundering wind, often with no Ro
Basilisk (MM pg. 24) warning or reason behind them, and almost always into a
Cockatrice (MM pg. 42) relating in no way to what transpires in the room. build
Galeb Duhr (MM pg. 139) The feeling of elemental magic permeates. addit
Gargoyle (MM pg. 140) will r
Mephits (MM pgs. 215-217) incur
Revenant (MM pg. 259) armo
Tower Exterior
Party Goals Iglenor's tower is cyllindrical and made of solid grey stone. It
looks practically impenetrable, the product of a paranoid
Obtain the Tome of Planar Conjuration. wizard unafraid of excess or expense. There are no windows,
and despite having collapsed, most of the walls are still intact.
Iglenor's Tower Bits of the stone tower seem to glow with ethereal energy.
Blue, orange, green, and white lights sometimes make the
This dungeon crawl takes place in the ruins of an old wizard's thick stone radiate thickly. There is clearly something still
tower after it was knocked sideways. inside, unable to escape.
There are four main "floors" to the dungeon, each of which The tower has fallen upon the side of a grassy gnoll. It is
is a sideways room in the tower. The players can enter mostly sideways, but the top floors are slanted upwards, and
through the "ground" floor, which is the only one with an thus there will be a slight incline on the inside of the tower as
obvious entrance, moving through the dungeon forward one moves from the ground floor to the penthouse.
rather than upward. The only reliable way inside is through the bottom of the
ground floor, which has crumbled into boulders. One could
easily dig through the rubble and penetrate the tower from
General Dungeon Features below.
The tower has a sixty-foot diameter. It looms above the
party like a hellish maw spewing rock from its gullet.
Each "floor" in Iglenor's Tower shares the following Ground Floor
similar features.
Set Dressing
The ground floor's most notable trait is its utter destruction.
Most of the pillars and supports have crumbled, leaving
enormous ten-foot-tall boulders lying in a heap at the lowest
Slanted Floors. Since the tower was circular, the point of the cyllinder. The tube-like structure of the sideways
curved walls are now the floor upon which tower means gravity clumps them all together, thus blocking
adventurers must walk. The curved ground and the way forward.
uneven stone makes it difficult terrain throughout. Signs. The stone walls, upon which adventurers walk, are
covered with signs detailing rules and regulations for
Iglenor's apprentices, servants, and hired guards. Most of
them are written in draconic and are paranoid, banal, or both
Eternal Glow. From the ceiling of the tower once (such as, "Do Not Read My Books"). There is also one sign
hung beautiful chandeliers that glowed with that reads, "Look Upon My Works, Ye Mighty, and Despair."
orange, blue, green, and white candles. The Taxidermy. Lining the walls alongside the banal signs are
candles, enchanted with an eternal flame, continue stuffed memorabilia of slain monsters, such as a xorn's
to shine, lighting the way forth to the next room. tentacles, a medusa's head with the eyes plucked, and a
particularly large plaque with seven snake heads together.
These were clearly meant to intimidate visitors.
Fortune Favours the Boulders. After its initial attack, the Blue Partition. The aquarium is the easiest challenge to
Galeb Duhr will use its Animate Boulders ability. The conquer, as it was intended for creatures to open up the hatch L
boulders are not intelligent enough to loop around the tube in the top of the aquarium and hold their breath for five h
and pull off the same move as the Galeb Duhr. minutes. Fortunately, the top of the aquarium is now on the T
It Doesn't Matter What Your Name Is. The Galeb Duhr side, and all the water spills out if it's opened. The water is p
can be communicated with by a character that speaks Terran summoned through magic, and thus replenishes itself, but a p
or by a character under the effects of Tongues or other spells. creature can easily keep their head above water. m
If it doesn't like the party, it will continue its assault. If it likes
v
the party, it may reveal that it is under direction from a wizard
named Brickshan, and it has guarded this tower for eleven
months, killing looters and others who wish to take the Tome Hooks
(roll 1d4)
be sp
the wizard Iglenor, and on its own accord it exploded with
elemental magic, bringing down the tower and killing
everyone inside. Its untamed magic leaks from every page, Alternative Pathways
constantly summoning elementals and other dangerous The party may make surprising moves or approach the
effects if left unchecked. Yet within its pages are wondrous dungeon in a unique way. These suggestions may help
secrets that the world would be lesser without. prepare you for otherwise unforeseen circumstances.
Spells The party has a reputation for refusing to
The Tome of Planar Conjuration contains the following solve puzzles.
spells, which can be copied down only by a wizard of Instead of the puzzles, you can line up the party against a
sufficient power to wield them. Spells which are noted to only gauntlet of each of the four elementals.
affect elemental planes can also transport people to any
elemental plane from the material plane, and vice versa. The party burrows through the side of the
Cantrips: create bonfire, produce flame tower rather than go through the rooms.
First Level Spells: fog cloud, ice knife Reward them for their unorthodox solution by sending them
Second Level Spells: dust devil, flaming sphere straight to the room they've burrowed into. They may find it
Third Level Spells: create food and water (water only), sleet to be rather anticlimactic, but that was the choice they made.
storm, tidal wave Keep in mind the anti-magic field protects against magic.
Fourth Level Spells: conjure minor elemental, watery The entire party is spellcasters and cannot
sphere
Fifth Level Spells: conjure elemental possibly defeat the gargoyles.
Sixth Level Spells: planar ally (elemental only) Since you know your party ahead of time, it's recommended
Seventh Level Spells: plane shift (elemental planes only) to reduce the difficulty of this fight if you can ahead of time.
Eighth Level Spells: incendiary cloud, tsunami One gargoyle should put up plenty of a challenge. Optionally,
Ninth Level Spells: gate (elemental planes only), storm of you can replace the gargoyles with specters or shadows
vengeance reflavoured as air elementals.
Wild Summons The party runs away from the gargoyles.
The tome summons elementals on its own accord if left Make the gargoyles wait for them in the anti-magic field,
alone, summoning stronger and stronger beings the longer it taunting them. It should be possible to goad the gargoyles
is allowed to wreak havoc. As time passes, it unlocks further into coming out to fight where magic can be used against
and further abilities to summon monsters without losing the them, but it should be very difficult to achieve.
ability to summon weaker monsters as well.
Summons from the Tome Difficulty Adjustments
Easier
The lowest recommended level for this adventure is 3rd, and
the lowest recommended party size is 3.
To reduce the difficulty, you can remove the Galeb Duhr's
animate boulders ability, and you can reduce the save DC of
the basilisk and cockatrice's abilities. You can also include a
few scrolls of lesser restoration lying around that Iglenor kept
around to protect himself from his own summons.
It is also highly recommended to use only one gargoyle if
you think your party will have trouble against a purely
physical enemy.
Harder