AAW - 5E Mini-Dungeon 116 - The Ending of It All
AAW - 5E Mini-Dungeon 116 - The Ending of It All
AAW - 5E Mini-Dungeon 116 - The Ending of It All
Square = 20 ft.
E. The Nine Bright Aligners • LN (clear): The target is struck by two rays.
Roll twice more, rerolling any 8.
This octagonal room has nine sections in a floor • N (black): No effect.
made of unadorned clear crystal that has been
magically hardened. Each section represents an Each section has a nonagonal recess in its center
alignment, and shines with a different color from that needs a stone token in it to unlock the doors.
beneath the crystal (see below). The sections do
not flow in the usual “alignment wheel” but are F. The Eight Aberrant Rainers
set randomly. When someone not of the same
alignment as the section stands on it, a prismatic Each section of floor has a large, round grate set
spray targets the character as follows (all DC 20): in it. The eight-foot-high “ceiling” is dark and
undulates. In fact, this is the bottom of a 30-foot-
• LG (blue): The target takes 10d6 cold deep flooded space that holds eight lake trolls.
damage on a failed save, or half as much Two rounds after characters enter the room,
damage on a successful one. gravity reverses so that characters “fall” upward
• NG (indigo): On a failed save, the target is into the water to face the trolls—and possible
restrained. It must then make a Constitution drowning.
saving throw at the end of each of its turns.
As the last troll dies, gravity returns to normal.
If it successfully saves three times, the
Characters, trolls, and water crash to the floor.
spell ends. If it fails its save three times, it
All characters take 7 (2d6) falling damage, and
permanently turns to stone and is subjected
the water rapidly drains away through the large
to the petrified condition. The successes and
failures don’t need to be consecutive; keep
track of both until the target collects three of
a kind.
• CG (violet): On a failed save, the target
is blinded. It must then make a Wisdom
saving throw at the start of your next turn.
A successful save ends the blindness. If it
fails that save, the creature is transported
to another plane of existence of the DM’s
choosing and is no longer blinded. (Typically,
a creature that is on a plane that isn’t its
home plane is banished home, while other
creatures are usually cast into the Astral or
Ethereal planes.)
• CN (red): The target takes 10d6 fire damage
on a failed save, or half as much damage on a
successful one.
• CE (orange): The target takes 10d6 acid
damage on a failed save, or half as much
damage on a successful one.
• NE (yellow): The target takes 10d6 lightning
damage on a failed save, or half as much
damage on a successful one.
• LE (green): The target takes 10d6 poison
damage on a failed save, or half as much
damage on a successful one.