Monday, October 12, 2026

Lair of the Hardcore Dangerous Extradimensional Sorcerer

A high-level dungeon, season to taste.

The PCs are nominally supposed to free the prisoner (8) and defeat the Sorcerer (21).

The entire dungeon is made of some material on the border between crystal and white marble with translucent veins that seem to move. The material automatically resists any attempt to manipulate or bypass it--it has an extra saving throw to prevent Passwall, Stone Shape,  Teleportation, et al. and if that save succeeds, some unsavory disaster will occur--the caster ends up half-stuck in the wall, for instance.

1.




Eldritch Polyhedra

These are hovering guard constructs, each about the size of a fridge. They cast a random offensive spell at any intruder every round as if 10th level. AC 20, 50 hit points.

2.

Perfidious Mirror

Entering the room through either of the trapped doors without the Sorcerer's key activates the mirror. It reflects everything accurately except it also contains a thief, who pickpockets one (real) item per round the room is occupied by stealing it from the PCs' reflection. The items are deposited at 22. Smashing the mirror results in seven years bad luck--Disadvantage to everything.

3.


Vestibule with Hypnotic Carpet

Save or believe you are sinking into the carpet--if so, you'll scream, alerting those nearby.

4.

Ooze Pool

The ancient ooze here is actually sentient (Zitha'Ninua of the Hallowed Gate, last survivor of a long-vanished oozvilization), and the sorcerer consults it from time to time, in return his servants throw it the flesh of prisoners and intruders.

The secret door in the masonry is actually on the far side of the ooze and nobody knows it's there except the crowling, who sometimes uses it when the ooze is asleep.

5.


Humunculery

Lined with cubby holes in which dwell the sorcerer's various small slaves and humunculi, mostly employed to deliver messages and occasionally curses. They sleep unless molested.


6.


Hall of Torture Chandeliers

Most of the unfortunate chandeliers are long dead and rotted away to bone, but a few are still living, tied up in impossible positions. Whether this is part of some ritual or just the Sorcerer's idea of cool decor is anyone's guess.


7.


Crowling Lair

A 2' tall crow-man makes his nest in the secret room here. He has been living here for years undetected thanks to his small size, 19 Dex, the fact that he's a 15th level thief and a tiny gauntlet that prevents him being detected by magic. He has a decent amount of other treasure squirreled away here as well.

He's here about half the time, and the other half he's sneaking around trying to find a good time to backstab and rob anyone who makes noise nearby.


8.


Prisoner

Whoever the PCs are looking for is here. If they have special powers, the mask prevents them from using them. The Sorcerer has the key to the prison and mask.


9.


Alchemesphere

This 20' diameter thing rotates and shifts ominously while hovering five feet off the floor. It has 83 knobs which glow when touched and, as it spins, reveals a hollow core. Placing any object inside and activating any given number of the knobs transforms whatever is inside into an equivalent mass of another substance. What substance? The substance whose atomic number is equal to the number of knobs activated. 79 knobs equals Gold.


10.

Nythrax Gnashgristle

This most-badass of minotaurs is cursed to guard this room until he dies. Magic has kept him alive for 500 years but the only food he gets is intruders, so he is always upset and almost always hungry. 4 attacks per round.

11.

Organ

Maybe it has powers? Maybe it's the Leviathan Organ of Nasen-Ra? Maybe the sorcerer just likes music.


12.


Spooky Library

Sorcerous tomes, as you'd expect. A Seafarer's Guide to Athas is a fake book and lifting it activates the secret door--the Sorcerer knows about this door and uses it.

13.


Psychedelic Nightmarescape Room

This place is all fucked up and you end up just floating through it. Anyone entering this area must save or be affected as with a Maze spell, and--whether they are affected or not they need to pass an Int test for each door to tell that its even a door. The trap on the door to room 8 activates a magic alarm that echoes through the entire dungeon.


14.


Astronomy Room

Various devices for measuring the stars and the space between the stars.

15.

Specimen Room

No big deal unless you open the jars--or they get broken in a fight...


16.


Pocket Dimension

The Sorcerer performs insane experiments here. Save or be Confused every round you're in here, and the trap on the south door activates an alarm that pulsates through the entire dungeon. Like room 13, you kinda float around in there and must save to even find the far door.

17.

Concubine's Bedchamber

A fearsome sorceress in her own right and nobody to mess with, however:

-She does not know about the secret door, which comes out behind a folding screen so she won't see you if you sneak in, and

-She might be willing to bargain with intruders in exchange for knowledge or power. She won't directly attack the Sorcerer or his creatures, though--too dangerous.


18. 

Crystal Chamber

A creepy humming. The crystal formations are worth 1000gp per foot along their longest side but are very fragile and if they break they cause random magic effects. The trap on the door only activates coming in from 19, and its an alarm that calls any nearby creature.


19.

Puzzle Room

Note that from this side the door to 18 is magically locked.

This puzzle consists of a large square table inset with:

-20 slideable squares

-22 slideable rectangular tiles of various sizes, as short as 3 squares on a side and as long as 7 squares on a side

-3 elbow joints, 1 square wide

The answer to the puzzle is to reconstruct the map of the dungeon. Answering it allows access to the 18 (otherwise only reachable via the secret doors) and deactivates the alarm on the door.


20. 

Jester's Perch

The Jester tends to hang out here, bored, practicing tumbling or juggling, basically because the Sorcerer wants them on hand at all times in case he needs something.

The Jester is relatively subdued, as jesters go--almost more like a mime. He grins horribly and speaks in short, cryptic taunts. He is immune to the first attack in any round, which he will mock, though he is vulnerable while doing it. Indeed, he is invulnerable while silent--nimbly sidestepping or grinningly enduring whatever is done to him, but he can't help making fun of those who try, which fucks him in the end.

The trap on the door to 21 just does massive damage to anyone who touches it uninvited.


21.

The Sorcerer's Chamber

He has a scary magic sword and can use it plus cast a spell each round. He also has any of the PCs magic items that the mirror in 2 managed to steal. Any of his minions not yet dead will roll up to help.


22.


The Treasure Hoard

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