It's Plane to See A Dungeon for a Party of 4th-Level Adventurers

It's Plane to See Deep in the wildlands outside of Waterdeep, along the crested hills that border the dread swamps, sits a collapsed tower where a wizard once experimented with deep and powerful magicks. Killed by his own creations, the wizard has left only a decaying, sideways wreckage of his glory where his secrets lay unprotected in a tome of unimaginable power. Yet no one dares enter, for the creatures he conjured forth are alien and unknowable to our realm. Important Monsters Basilisk (MM pg. 24)

Cockatrice (MM pg. 42)

Galeb Duhr (MM pg. 139)

Gargoyle (MM pg. 140)

Mephits (MM pgs. 215-217)

Revenant (MM pg. 259) Party Goals Obtain the Tome of Planar Conjuration. Iglenor's Tower This dungeon crawl takes place in the ruins of an old wizard's tower after it was knocked sideways. There are four main "floors" to the dungeon, each of which is a sideways room in the tower. The players can enter through the "ground" floor, which is the only one with an obvious entrance, moving through the dungeon forward rather than upward. General Dungeon Features Each "floor" in Iglenor's Tower shares the following similar features. Slanted Floors. Since the tower was circular, the curved walls are now the floor upon which adventurers must walk. The curved ground and uneven stone makes it difficult terrain throughout. Eternal Glow. From the ceiling of the tower once hung beautiful chandeliers that glowed with orange, blue, green, and white candles. The candles, enchanted with an eternal flame, continue to shine, lighting the way forth to the next room. Spiral Staircases. A high stone spiral staircase used to wrap around the walls of the tower between each floor. Much of the staircase has eroded and now it leaves chest-high jagged bumps along the ground, walls, and roof, surrounding adventurers like the baleen of a great whale. Terrible Sounds. Each room has an unusual soundscape of bubbling water, churning earth, erupting flames, or thundering wind, often with no warning or reason behind them, and almost always relating in no way to what transpires in the room. The feeling of elemental magic permeates. Tower Exterior Iglenor's tower is cyllindrical and made of solid grey stone. It looks practically impenetrable, the product of a paranoid wizard unafraid of excess or expense. There are no windows, and despite having collapsed, most of the walls are still intact. Bits of the stone tower seem to glow with ethereal energy. Blue, orange, green, and white lights sometimes make the thick stone radiate thickly. There is clearly something still inside, unable to escape. The tower has fallen upon the side of a grassy gnoll. It is mostly sideways, but the top floors are slanted upwards, and thus there will be a slight incline on the inside of the tower as one moves from the ground floor to the penthouse. 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 below. The tower has a sixty-foot diameter. It looms above the party like a hellish maw spewing rock from its gullet. Ground Floor 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 point of the cyllinder. The tube-like structure of the sideways tower means gravity clumps them all together, thus blocking the way forward. 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 (such as, "Do Not Read My Books"). There is also one sign that reads, "Look Upon My Works, Ye Mighty, and Despair." Taxidermy. Lining the walls alongside the banal signs are stuffed memorabilia of slain monsters, such as a xorn's 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. Gravel. Every surface in this room is covered with a fine layer of rough gravel that is uncomfortable to the touch and difficult to walk through. Dead Adventurers. Corpses of crushed, beaten, and squashed humanoids are everywhere. Some are dressed in armor, some in robes, and some are just blood smears. Challenge The biggest of the boulders in the room is a Galeb Duhr, a type of earth elemental that resembles a living boulder. It waits until the adventurers are firmly in the room, then it reveals itself in a surprise round and strikes. Rock and Roll. The Galeb Duhr's opening move is to curl into a ball and loop around the entirety of the tube-like walls, building up enough speed to deal an extra 2d6 damage in addition to the regular bonuses it gets for a rolling charge. It will repeat this move if it can build up speed without incurring an attack of opportunity. It will target characters in armor first, as it believes armor is difficult to crush otherwise.

Fortune Favours the Boulders. After its initial attack, the Galeb Duhr will use its Animate Boulders ability. The boulders are not intelligent enough to loop around the tube and pull off the same move as the Galeb Duhr. It Doesn't Matter What Your Name Is. The Galeb Duhr can be communicated with by a character that speaks Terran or by a character under the effects of Tongues or other spells. If it doesn't like the party, it will continue its assault. If it likes 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 of Planar Conjuration for personal gain. Experimental Testing Floor Set Dressing This floor was used to conduct magical experiments upon the creatures that Iglenor conjured. Four glass partitions, imbued with magic, have somehow remained despite the collapse of the tower. Each of these glass partitions is frosted with one of the following colours: blue, green, orange, and white. Locked Room. It's easy to climb to the next floor, but the doorway is blocked by a four-key lock that reeks of conjuration magic. The key glows with the signature blue, green, orange, and white lights of the tower. Mephit Corpses. All around the room, and within the partitions themselves, are the corpses of mephits, tiny flying goblin-like elementals. They all look like they have been frozen solid, turned to stone, or simply bludgeoned to a pulp. There are also scorch marks where some of the mephit bodies have burst. The corpses explode if touched; roll 1d6 to choose what kind of mephit it was. Flooded. The "tube" structure of this room means that water has collected in a pool at the bottom, about three feet deep. There are additional mephit corpses floating in it. Blue Partition. The blue partition is an aquarium, but no fish swim within. Miniature castles and marble skulls, decorations, have fallen against the glass. Green Partition. The green partition is an terrarium. Fresh soil spills out of an opening in this partition. Cacti and other plants that need little water have grown. Orange Partition. The orange partition resembles an oven. Beads of magical light dotted around the glass give off an intense heat, and the glass is hot to the touch. White Partition. The white partition is a wind tunnel. A pair of disembodied wings flaps furiously, sending a huge gust of wind from the top of the wind tunnel to the bottom. Challenge The locked door requires four keys, but each of them are protected by a lock with a timer on it. As expected, one of the four keys is in each of the four partitions, each corresponding with a colour on the lock. In order to get a key, one must withstand the challenges of the partition for ten minutes without a break, at which point the timer will go off and the key will be released. Blue Partition. The aquarium is the easiest challenge to conquer, as it was intended for creatures to open up the hatch in the top of the aquarium and hold their breath for five minutes. Fortunately, the top of the aquarium is now on the side, and all the water spills out if it's opened. The water is summoned through magic, and thus replenishes itself, but a creature can easily keep their head above water.

Hooks The party can be led to the tower through a variety of hooks or questlines. Included are some suggestions. Lust for Adventure. Legends of the tome have spread far and wide, and many adventurers have tried and failed to obtain it. Few make it past the first room, gibbering only about rock monsters if they survive at all. These tales spread like wildfire through taverns and other local hangouts. Lust for Knowledge. The Tome of Planar Conjuration contains deep mystic secrets that could increase a wizard's power exponentially. A wizard in the group, a sage or scholar, or a wizard quest-giver could all have obtained hints of its existence in their travels. Lust for Exploration. With most of the world having been mapped, the outer planes represent a chance to pioneer realms unknown. Talk of rock monsters and sharp-edged flying elemental goblins reeks of the elemental planes and provides a rare opportunity to learn the secrets of planar travel. Lust for Revenge. An old mentor or family member of your character used to work in the tower as an apprentice, a guard, or a servant, and they were killed when the tower collapsed eleven months ago. Now, after you have gained power and become an adventurer, it's time to find out why. Lust for Money. The tome is worth about one hundred thousand gold pieces to the right buyer. Though it is clearly valuable, its true worth in gold pieces can only be uncovered through a lengthy process of consulting wizards, appraisers, and merchants, any of which may see it for its true value and attempt to steal it for themselves.

Green Partition. This challenge is also fairly easy. Unlike the others, the only requirement is to dig far enough into the soil to get at the key, and stay there for ten minutes. With supervision, a hole can easily be dug to avoid suffocation. Claustrophobic characters will find this unbearable. Orange Partition. Every round a creature spends inside this partition, they take 1 fire damage as if they are being baked. This increases to 1d4 damage for a creature wearing armor. Adventurers should find an ally with fire resistance or find another way to withstand the heat. White Partition. Originally a test of withstanding blustering winds without losing one's footing, now the partition is much more dangerous, as it requires climbing a vertical glass wall under strong wind just to get to the key at all. The partition is under the effects of Gust of Wind (DC 10 Strength saving throw) and is 30 feet high. A character must spend 4 feet of movement to climb 1 foot. Once a character has made it to the key, they need only make one saving throw to hold on for ten minutes, rather than making a new saving throw every six seconds. Unlocking the Door. After unlocking the door, all of the partitions are reset, timer set back to ten minutes, sealed shut, with the keys teleported back into position.

Guest Chambers Set Dressing The guest chambers of the tower were once quite lavish, though lacking in privacy. Unfortunately, they are now torn to shreds by various battles. Soft Landing. Sheets, mattresses, and pillowcases lay in a clump in the lowest point of the tube, creating a soft, pillowy layer that gently catches anything that lands upon it. The beds themselves are bolted to wooden slats on the walls that were once accessible by way of spiral staircase. A few have collapsed, but most are still bolted sideways. Statues of Adventurers. Caught by the layer of blankets are the crumbling statues of scared adventurers, either a morbid project by Iglenor or a mark of something much more terrifying to behold. Among the adventurers one can find knights, scholars, priests, and thieves alike ... as well as a large six-legged lizard with piercing stone eyes. Bookshelves. Iglenor was obsessed with books. He has tomes of the history of the planes, of ancient forbidden magicks, and of great heroes who launched expeditions into forgotten realms. All of these books are scattered randomly about this room after being shooken up in the collapse. If you so choose, 10% of these books contain a random conjuration spell that can be copied into spellbooks. Stone Mephits. Like in the previous room, there are dead mephits everywhere. These ones have been turned to stone. They have an armor class of 10 and 5 hit points, and they explode when they are destroyed like the others. They are also in much greater number than the other room. Strange Noises. In addition to the regular strange noises of the tower, one can hear the squawk of chickens and the hissing of snakes. Challenge To get to the next room, the party must wade through the layer of blankets, pushing past statues of other adventurers who have done the exact same thing. Cockatrices. Underneath the pillows are two cockatrices, deadly chickens with a bite that turns a man to stone. They first try to escape when bothered, squawking and flapping manically, before turning and ripping at the intruders with their beaks. Underneath the pillows can be found a nest of unhatched cockatrice eggs. Basilisk. A basilisk, a six-legged salamander with the powers of a Medusa, lounges curled up on the underside of one of the beds bolted to the walls. It drops down to the players when the cockatrices are alerted, landing safely behind the party and letting out a hiss as a warning. Romancing the Stone. The creatures are very deadly, but they can be dealt with by a clever party without risking being turned to stone. The cockatrices only have interest in protecting their eggs, and will not pursue enemies that leave them alone. The basilisk, as well, will only activate its gaze if it feels threatened or if it feels its friends the cockatrices are in danger. Dumb as a Rock. The basilisk will use its gaze on itself if it sees its reflection in a mirrored surface. It sees other basilisks as rivals (hence the dead, stone basilisk nestled in the blankets). It also is not smart enough to communicate with the party in any language, and thus it will simply monitor the party's body language for threatening stances or actions. Iglenor's Study Set Dressing Iglenor's study is the penthouse room of the tower, and all of the features of the dungeon like the elemental soundscape and the eternal multi-coloured glow are accentuated here. The ground is steep, as this part of the tower is nestled on the side of a hill. A Wizard's Lair. The study is filled with inert magical objects that no longer work, scribbled notes and diagrams of failed spells, and arcane runes dotting every wall and surface. Failed Expeditions. Like the previous floor, this room is dotted with the statues of dead adventurers, turned to stone. There are other statues here, too, including terrible monsters, young dragons, demonic winged creatures, and carvings of living flames. Personal Library. There are 1d4 ancient books lying scattered about, untouched for a year. Each of these books contains at least one random Conjuration spell that can be copied down by a wizard. The Tome of Planar Conjuration. Sitting on a pedestal, supported and set upright to account for the tilt of the tower, is the Tome of Planar Conjuration, a book whose colour changes depending on the angle you look at it, incribed with glowing symbols of fire, earth, water, and air. Anti-Magic Field. The entire study is covered in an anti-magic field, as per the spell. It is obvious as this is the case, as any caster can feel the magic sucked out of them upon entry. Only by killing the caster of the spell can it be dispelled. The caster is a revenant. Revenant. One of Iglenor's apprentices, Brickshan, died when the tower collapsed. Fueled by horror and injustice, his soul was returned to his dead body as a revenant, retaining much of his magical power and living only for a single purpose: to stop the Tome of Planar Conjuration from destroying the world, a purpose that keeps him alive even under the effects of the anti-magic field he has summoned around the tome to keep its powers at bay. Challenge When the party approaches Brickshan, they are accosted by two gargoyles, the demonic winged creatures among the rest of the statues. The gargoyles don't make any attempt to ambush the party, instead relishing the opportunity to torment their helpless prey. Stone Skin. The gargoyles have resistance to non-magical damage, making them considerably more deadly while fighting within an anti-magic field. They seem to enjoy in the revenant's torturous and boring existence, making no attempt to hurt or kill him, instead laughing maniacally at his misfortune even while fighting different threats entirely. Rock Your World. Since the revenant is the one holding up the anti-magic field, killing him is the best way to overcome the effects so the party can fight the gargoyles without one hand tied behind their back. Brickshan has 12 AC, dressed only in his robes, 34 (4d8 + 16) hit points, and his revenant traits. He doesn't make use of his attacks or other actions, concentrating wholeheartedly on maintaining his anti-magic field indefinitely. Secure, Contain, Protect. Brickshan's goal is to maintain his anti-magic field in the same place for one entire year, thus making the effect permanent and saving the world from a powerful book with a runaway summoning effect.