Puzzle Dungeon
Puzzle Dungeon
Dungeon
The
Seers
Sanctum
A tabletop adventure for levels 1-4
by directsun
P uzzle
Dungeon
for levels 1-4
P uzzle
Dungeon
• Grey Ooze
• Mirror of Tsap
Petrification Pit
• Flesh to stone
The • Hidden Jaunt Lens
Seers
Sanctum
Room of False
Choices
• Lever A controls doors
B controls water level
• Fake drain hides tunnel
• Gelatinous Cube with
Purgatory's Foyer Jaunt lens inside
• Broken statuary
• Round hole in cieling
• Ornate locked door
Blind Faith
The Medusa's Lair • Grub chest
• The Medusa
• Hidden Medusa key
• Wants to escape
• Secret stairway
up to 3
10
9
up to 2
up to 6
thomas storm (Order #28016428)
entrance
Transformation
Chamber
• Goatman Demon
1 • Wall carvings
• Hidden passage
down to 9
3 4 5
2
down to 10
Treasure Room
• Floating Eyeballs
down to 9 • Easily fooled
AB
6 7
Monkey See
• Offering Altar
• Hidden Planar
Tapestry
Navigation Room
• Mirror of Tsap shows correct
tapestry frame or decypher notes
• Planar Tapestry goes on wall in
correct frame
• Jaunt Lens goes in wheel
• Look through lense at tapestry
Hooks
• A cult called the Seers used to frequent the area. A
powerful patron has reason to believe that before the cult
disapeared from their monestary, they had discovered the
secrets of interplanar travel. The patron will pay handsomely
for the knoweledge. The dungeon is located beneath the
monastery behind the statue of a giant eye.
Artwork
Floating eyeball monster by Alec Sorensen.
Room of False Choices isometric map by directsun.
Other illustrations are from public domain.
Inspiration for this module was drawn (and lifted) from the following works: Sufficiently Advanced
Magic (novel by Andrew Rowe), Tears of the Crocodile God (module by Will Doyle featured in
Dungeon magazine #209), The Legend of Zelda (video game series)
A Grey ooze lives in this room and is currently hidden near the
base of the fountain. The ooze has been slowly melting away
the room’s surfaces, leaving behind a clear slippery slime.
The water of the fountain is gross, but not dangerous unless
anyone drinks from it. The Mirror of Tsap is at the bottom of
the basin of water. The maiden statue is the petrified body of
the mirror’s previous owner.
entrance
Iron Door 1
The gears controlling this Iron door
are broken. The door will lift up to
slide open with great effort from
at least 2 party members. Unless
propped open, the iron door will fall
shut on its own
3 2 4
Grey Ooze
AC 8 [11], HD 3* (13hp), AT 1 × touch (2d8), THAC0 17 [+2], MV 10’ (3’), SV
D12 W13 P14 B15 S16 (2), M 12, AL Neutral, XP 50
Slimy horror that lurks near the base of the fountain.
• Blend in with stone: Difficult to tell apart from wet stone.
• Acid: After a successful attack, sticks to the victim and
exudes acid. The acid destroys normal armour immediately
and inflicts 2d8 damage per round. (Magic armour is dis-
solved in one turn.)
• Energy immunity: Unharmed by cold or fire.
Water fills the 50’ deep pool up to about 1’ below the lip of
the platforms. 2 levers extend out of the ground on the south
platform.
The Levers 1
Lever A controls all of the iron doors
in this room except the door along the 3 4
north wall. If this lever is flipped, these
doors slide up and lock into their open 2
position. If flipped again, the doors
slide down and lock into their closed down to 10
position.
Lever B controls the water level of the
pool. If this lever is flipped, the pool AB
will drain over 10 minutes, leaving 1’ of
water at the bottom revealing the fake 6 7
drain grate visible on the pool floor. If
the lever is flipped again, the water will 8
refill over 10 minutes. The first time this
happens, the Gelatinous Cube is released into the pool.
Gelatinous Cube
10’ cube of transparent jelly that absorbs debris and living crea-
tures it comes across.
AC 8 [11], HD 4* (18hp), AT 1 × touch (2d4 + paralysis, THAC0 16 [+3], MV
60’ (20’), SV D12 W13 P14 B15 S16 (2), M 12, AL Neutral, XP 125
• Surprise: On a roll of 1–4, due to near-invisibility.
• Paralysis: For 2d4 turns (save versus paralysis).
• Energy immunity: Unharmed by cold or lightning.
• Embedded items: A Jaunt Lens is carried in the cube.
2 4 5
Goatman Demon
Protects the transformation chamber from non-believers.
AC 5 [14], HD 4+1 (19hp), AT 1 × great axe (2d6), THAC0 15 [+4], MV 90’
(30’), SV D10 W11 P12 B13 S14 (4), M 12, AL Chaotic, XP 125
• Cursed: Vanishes to its carving above the lintel if no crea-
ture can see it.
• Stone Death: If killed, will instantly turn to stone trapping
any weapons that may still be embedded inside it.
The only way out of this room is through the secret passage to
the west. The passage is sealed solid stone if any creature can
see it.
Floating Eyeballs
2’ diameter eyeballs complete with trailing sinew they can use
as clutching appendages. Unbeatable in staring contests.
AC 5 [14], HD 3 (15hp), AT 1 × eye ray or 1 x strangle (2d4), THAC0 15
[+4], MV 90’ (30’), SV D10 W11 P12 B13 S14 (4), M 12, AL Chaotic, XP 125
• Color: Eyeballs of have certain eye ray powers based on
the color of their iris.
4 5
2
Planar Tapestry
Beautiful life-like rendering of a place on another plane of
existance. This could be the river of souls, or a brass city
floating on a sea of fire, or a castle in a grey and cold forested
land. Wherever you might like to take the party if they solve the
puzzle of the Navigation Room in area 8.
2
6 7
down to 9
8
thomas storm (Order #28016428)
8. Navigation Room
Round table [dice, protractor, cosmic maps, notes, wheel in center],
Wheel on table [markings and runes around edges line up with each
other when turned, clicks with rotations, raised cylindrical slot in center
holds broken glass in gold frame] Torn tapestries [6 frames around
the walls, 3 frames hold tattered tapestries, 3 frames stand empty]
This is the room where all the pieces come together. The party
must use the acquired items from other areas to solve the final
puzzle and successfully orchestrate a planar jaunt.
The Wheel
The center slot, in the wheel on the table, contains a shattered
Jaunt Lens. It is non-functional, but can be replaced.
The wheel on the table can be rotated so that the lens points at
any of the frames on the walls.
If pointed at a frame containing its
corresponding Planar Tapestry,
the lens will glow a faint gold.
If the lens is then looked through
by one or more creatures, they
will be teleported to the tapestry’s
corresponding plane of existence
and coordinates.
If the lens is looked through while
pointed at a tapestry that does not
match its frame, the lens will shatter and something weird
happens.
1d20 Something Weird Happens
1 A party member is transformed into a potted plant
2 A party member grows a vestigial animal appendage out of their
stomach
3 An orb of moonlight materializes and a party member is transformed
into a werewolf
4 The room shifts through all colors of the rainbow continually on a ten
minute loop while carnival music plays
5 Nearest animal assumes human form or nearest human assumes
animal form
Planar Tapestry
The Planar Tapestry will need to be placed in it’s correct frame
on the wall and looked at properly through the Jaunt Lens.
Mirror of Tsap
When the frames on the walls are reflected by the Mirror of
Tsap, they show the previous (and correct) placement of the
tapestries so that the markings and runes are aligned on the
wheel.
The party won’t need
the mirror if they
decipher the correct
wheel rune combinations
(and corresponding
tapestry locations) from
the maps on the round
table with a successful
skill check.
1d20 Something Weird Happens
6 A party member is convinced that the rest of the party is plotting
something against them
7 A party member ages half the way to their life expectancy
8 A party member’s hands become invisible
9 All light sources go out and any new light sources are always colored
hot pink
10 A party member’s shadow slinks away to cause mischief
11 1d4 groupies materialize and idolize a party member
12 1d10 ostriches appear in the area
13 A sphere of silence fills the room
14 A party member’s head turns invisible
15 Lights flash and club music fills the room
16 All of a party member’s teeth fall out
17 A party member’s weapon turns to grass
18 A party member forgets how to walk
19 A party member’s voice always seems to be coming from somewhere
else than their mouth
20 A party member is actually an imposter and the true party member died
some time ago
See The Net Libram of Random Magical Effects by Orrex for more inspiration
thomas storm (Order #28016428)
9. Purgatory's
Foyer
Circular hole in ceiling [green glow above, stonework pit], Circle
of stone pebbles [under pit, tiny insect statues, detailed], Pieces
of statues [life-like, hands, legs, limbs, broken heads], Iron door
[decorated with snake carvings, locked]
The hole in the ceiling connects to the Petrification Pit in area
3. The insects and broken statuary littering the floor are the pit’s
previous victims.
The locked door to the east leads to Area 10, The Medusa’s
Lair. The key can be found up the stairs in the grub chest in
area 6, Blind Faith.
up to 3
10
9
up to 2
up to 6
The Medusa
Half-snake woman with snakes for hair. Prisoner of the cultists
for many years. She values freedom above all else.
AC 8 [11], HD 4** (18hp), AT 1 × snakebites (1d6 + poison) or 1 x bow
(1d6), THAC0 16 [+3], MV 90’ (30’), SV D10 W11 P12 B13 S14 (4), M 5, AL
Chaotic, XP 175
• Petrification: Anyone who looks at The Medusa will be
turned to stone (save versus petrify).
• Averting eyes: –4 penalty to-hit; The Medusa gains a +2
bonus to attack.
• Mirrors: The reflection of The Medusa is harmless only
when reflected through the Mirror of Tsap.
• Poison: The snakes’ bites are venomous: save versus poi-
son or die in 1 turn.
• Magic resistance: +2 bonus to saves versus spells.