Tag Archives: Acererak

Gary Gygax’s Dungeon Building Spells (and the Ones He Should Have Made)

Since 1975, every single player of a wizard or magic user has read the Magic Mouth spell, and then chosen to skip it. Prove me wrong.* Who wants to use a 2nd-level spell to put a message on a wall when a piece of chalk works as well? While Magic Mouth never gets used by players, Glyph of Warding only ever gets misused. Recently, I saw a player use glyphs to manufacture explosive arrows. He overlooked the sentence that says that a glyph breaks if it moves more than 10 feet. That limitation exists now because players of earlier editions dreamed up the same stunt. Without the exploit, no player prepares glyph. Judging from the spell lists in the Monster Manual and Volo’s Guide to Monsters, non-player characters shun these spells too.

Why does the Player’s Handbook include spells that players virtually never use? Part of the appeal of these spells comes from nostalgia. Both date from the 70s. Mainly though, the spells appeal to the game’s dungeon architects and dungeon masters. For example, magic mouths and glyphs of warding appear in at least three of the Dungeons & Dragons hardcover adventures.

Compared to chalk, Magic Mouth offers more portentous way to deliver a message. Glyph of Warding adds a common magical trap. The spells weave useful magical effects into both the lore and the rules of the game. They give DMs ready-made tricks for their dungeons. Players enjoy recognizing these familiar bits of spellcraft mixed with the fantastic.

The game’s original Players Handbook includes even more spells aimed at dungeon architects instead of players.

At level 5, Distance Distortion made a corridor appear either twice as long or half as long as its actual length. D&D’s co-creator Gary Gygax loved to confound dungeon mappers. I imagine a party of lost players at Gary’s table, growing sore, and insisting that Gary described something wrong. Gary laughs slyly, opens the Player’s Handbook, and points to page 80.

At level 6, Permanent Illusion appealed to a few players, but dungeon masters gained a way to trick or terrify characters and to disguise pits. The spell evolved into fifth edition’s Programmed Illusion.

At level 8, Glassteel made glass or crystal as strong as steel. A few players dreamed of transparent weapons and armor, but I suspect Gary Gygax mostly sought a way to add durable windows to his tricky dungeon rooms. Between the scientific flavor of a name torn from sci-fi and they way walls of force did the same job better, dungeon builders never embraced glassteel.

To last, a few of these dungeon builder spells needed the help of the 8th-level Permanency spell. In fifth edition, Magic Mouth lasts until dispelled, but originally that same duration required an 8th-level spell and a lost point of Constitution. If I were a mad mage building a dungeon, I would opt for painted signs instead.

Permanency helped dungeon architects extend spells like Wall of Fire, Gust of Wind, Wall of Force, and many others. Edition 3.5 featured the best realization of Permanency.

As I look back on the spells for dungeon makers, I see a missed opportunity. D&D could benefit from more spells that filled gaps in the toolkit of Keraptis, Halaster, Galap-Dreidel, and all the game’s other dungeon builders.

The architect of the Tomb of Horrors, Acererak, creates dungeons to trap the souls of heroes, but he faces a problem: Before adventurers die, they keep wrecking stuff. In Return to the Tomb of Horrors and Tomb of Annihilation, Acererak recruits unliving maintenance crews to repair damage for the next party of doomed adventurers arrives. Now imagine an infomercial featuring an exasperated archlich saying, “There has to be a better way!”


Spirit of Remaking

6th-level transmutation
Casting Time: 1 hour
Range: Touch
Components: V,S,M (a jewelled hammer worth 500 gp, which the spell consumes)
Duration: Until Dispelled
Save: None

You touch an object or section of construction of large size or smaller. If the target suffers damage, the spell repairs the damage. If the target includes mechanisms, the spell returns these mechanisms to their original state. So for example, traps can be reset.

This spell repairs at the pace of a skilled laborer. The spell will not function while its target is observed.


In Tomb of Annihilation, Acererak uses adamantine parts held together with Soverign Glue to prevent adventurers from breaking his magical puzzles and traps rather than engaging with them. Can you imagine the building expense? Every dungeon builder needs some way to keep adventurers from simply cutting the Gordian Knot.


Ward of Sequestration

6th-level abjuration
Casting Time: 1 hour
Range: Touch
Components: V,S,M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 500 gp, which the spell consumes)
Duration: Until Dispelled

You cause a Large-sized or smaller object to be warded so that if it’s damaged or manipulated in certain ways, then it vanishes to an extra-dimensional space, safe from harm. You set the ways that manipulating the object will cause it to disappear. Also, you can set how long the object will remain in the extra-dimensional space. For example, it could remain sequestered just a minute or 1,000 years. If the object is built into a larger construction such as a wall or door, then when the target disappears, it’s replaced with stone, metal, or similar materials that blend with the surrounding construction. If the replacement materials are removed from the construction, then they disintegrate.


In the early days of D&D, many DMs suffered a common embarrassment: Players would dare to enter some dungeon sealed for millenia, and find it stocked with living creatures who somehow survived the ages in their monster hotel rooms. Some smart-assed player would start asking quetions, and soon the whole group starts mocking the absurdity of the DM’s creation.

To avoid ridicule, DMs learned to fill their vaults with undead, constructs, and elementals, but that leaves so many fine monsters unavailable.


Temporal Prison

8th-level transmutation
Casting Time: 1 action
Range/Area: 60 ft (20 ft)
Components: V,S,M (an hourglass)
Duration: Until Dispelled or Triggered
Save: None

You attempt to imprison creatures in spaces where time slows to a near standstill. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points. The spell affects up to 175 total hit points. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Inside a temporal prison, a blink of an eye can take hours. This slowing of time means that imprisoned creatures do not grow older and their body functions virtually cease. These prisons take a crystaline shape that envelops each creature. To the touch, the prisons feel solid and glassy. Bright light that passes through the prisons appears dim and dim light cannot penetrate. The prisons provide total cover to the creatures inside. Moving the prisons by any means other than teleportation breaks the spell

You can decide on triggers that cause the spell to end. The condition can be anything you choose, but it must occur or be visible within 120 feet of the target. The most common trigger is approaching within a certain distance. You can further refine the trigger so the spell ends only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t end the spell, such as those who say a certain password.

At Higher Levels. When you cast this spell using a spell slot of 9th level, add an additional 75 hit points to the total number of hit points affected.


*My friend John P. Jones plays a character who casts Magic Mouth on his arrows so they deliver a mix of messages and terrified screams when they hit. John plays a bard and you know how they are. My outrageous generalizations about wizard players stands. John’s trick works because Magic Mouth now lasts until dispelled. John can prepare arrows in advance and still adventure with all his spell slots.

Related: 5 Reasons Someone Might Build a Dungeon Filled With Clues, Tests, and Riddles

The Dungeons & Dragons spells Gary Gygax never meant for players

5 Reasons Someone Might Build a Dungeon Filled With Clues, Tests, and Riddles

Dungeons & Dragons features a long tradition of dungeons built with tricks and puzzles to test and confound intruders.

C2 Ghost Tower of Inverness cover

C2 The Ghost Tower of Inverness

Funhouse dungeons filled with odd challenges such as White Plume Mountain and Ghost Tower of Inverness rate as some of the most beloved adventures of D&D’s golden age. Most players enjoy these sorts of conundrums.

But why would any dungeon builder construct a room that forced intruders to answer riddles or to move like chess pieces on a huge board? Traditionally, dungeon authors provided one of two answers:

  • “The builder was crazy.”
  • “Are you going to keep asking annoying questions or are you going to play the game?”

Unless your players signed up to play in a game set in 1978, dungeons built by insane, magical pranksters no longer seem fresh or plausible; the life-size chess boards and reverse-gravity rooms can feel tired and silly. Also, while the crazy-wizard premise offers dungeon authors complete freedom, it gives little backstory to serve as a source of inspiration.

Still, Keraptis, Galap-Dreidel, and I all share an affection for pitting adventures against a strange and confounding room, so I will list some other reasons why a dungeon’s architects might build in clues and tests for intruders.

Some of these reasons assume that a dungeon exists to help guard or defend something: treasure in tombs, powerful or dangerous items in vaults, creatures in lairs or prisons. These dungeons’ built-in challenges allow worthy intruders through, and tempt the unworthy to die trying.

A test of merit

From the sword in the stone to the quest for the princess’s hand, fantasy offers plenty of examples of tests to reveal the worthy. A dungeon’s challenges could be constructed to reward the worthy and slay those lacking.

In the 2013 D&D Championship, players needed to solve three puzzles to retrieve three magic staffs. The puzzles were created to prevent the addled, insane cultists of Zargon from seizing the staffs before worthy champions.

Dungeon Crawl Classics 15: Lost Tomb of the Sphinx Queen

Dungeon Crawl Classics 15: Lost Tomb of the Sphinx Queen

In the Dungeon Crawl Classics adventure, Lost Tomb of the Sphinx Queen, the tomb is a prison for the evil Sphinx Queen. “The labyrinth below consists of a series of guardian creatures and traps, designed both to test the party (to ensure that they’re powerful enough to destroy Ankharet and her crown) and to teach them of the now-forgotten glories of the Sphinx Empire.”

The clues tempt intruders with false hopes for success

The dungeon includes clues and puzzles so that the any survivors who escape will spread tales that serve as a challenge, tempting more adventurers to test their meddle.

The original Tomb of Horrors acts as trap to capture the souls of the strongest adventurers for some wicked purpose. The ambiguous clues written on the tomb’s floor seem almost as likely to lead to death as to success, so could they be a lure for more victims?

Challenges taunt intruders with the builder’s genius

The dungeon’s builder is like the serial killer who leaves clues because he wants to flaunt his genius over the cops pursuing him, or because his name is Edward Nigma so what else? This premise works as a more plausible version of the insane prankster.

The 2010, fourth edition Tomb of Horrors says, “It’s not enough for Acererak to win; he has to to prove his superiority by by saying, ‘I gave you a chance, and you still weren’t smart enough to beat me.’”

Someone wishes for the dungeon to fail its purpose

During a dungeon’s construction, something may have worked to sabotage it so that it ultimately fails its purpose. This sabotage can come from a few sources:

  • psychological conflict. We’ve all heard stories of the killer who secretly wished to be caught. Suppose a dungeon builder’s inner demons—or real, live demons—drive her to create a dungeon’s death traps, but her better nature, or some compulsion, or even a foe’s geas drives her to bury clues with the traps.
  • architects and workers. Most dungeon builders recruit architects and workers to construct their vaults. The patrons always boast of retirement plans, while they plan to slay their workers to preserve the dungeon’s secrets. But suppose the architects added clues as a means of revenge on their overlord? This results in a dungeon filled with clues subtle enough to escape the overlord’s notice, but within the grasp of clever adventurers.

    Charles IV of Spain and his Family paid for a portrait that flattered them with glittering jewels and finery, but the family’s dead eyes reveal them as foolish and banal.

    Buyer beware: Charles IV of Spain and his Family paid for a portrait that flattered them with glittering jewels and finery, but the family’s dead eyes reveal what artist Francisco Goya thought of them.

  • bargains. Fantasy includes many examples where bargains with mystical powers give a scheme an Achilles heel. Here, the dungeon’s weakness comes from the same, mighty powers called to help construction. Great magic often comes from a source with its own, unknowable motives.
    In the Dungeon Crawl Classics adventure, Tears of the Genie, the Grand Caliph binds a djinni in his dungeon, but the gods of Àereth force the Grand Caliph hide the means of freeing the djinni within the prison.

Dungeon crawling is a sport

XCrawl Crawl or Die

XCrawl

If adventurers crowd the streets and dungeons lie under every mountain, then dungeon crawling could become sport. This premise supports the six Challenge of Champions adventures that appeared in Dungeon magazine. Pandahead productions combined dungeon crawling for sport with all the posturing and pay-per-view rights of professional wrestling to create XCrawl. This premise abandons the mystery and enchantment of the exploring ruins, and replaces the thrill of confronting evil with artificial challenges and, in the case of XCrawl, humor.

If mortals can find sport in dungeons, then gods can too. Beedo from Dreams in the Lich House imagines death mountain, a place where the death god Hades can lure the land’s heroes, and then collect their skulls as trophies. This concept fits with the Olympians’ penchant for using mortal proxies as toys. “The other gods, for that matter, are greatly entertained when heroes overcome the machinations of the death god, and have gone so far as to sprinkle Hades’ sprawling dungeon with divine boons, godly weapons, and hidden shrines and sanctuaries where their beloved champions might gain a small respite.”

A religion or cult demands it

When Mike Shel decided to write an adventure inspired by Tomb of Horrors, he realized that the original tomb failed to provide much justification for its built-in clues and challenges. For The Mud Sorcerer’s Tomb, he created a cult of mud sorcerers, who “delighted in riddles and conundrums, disdaining those who couldn’t equal their mental prowess.” And then he gave them a reason for planting clues. “It may puzzle your players that Tzolo would leave hints lying about for would-be grave robbers. However, the clues were intended for for her liberating servants.”

Mike Shel was on to something. D&D’s assumed background needs a cult or religion that provides a ready-made excuse for dungeons that test characters with puzzles and strange obstacles. The mud sorcerers point the way, but their plan seems flawed. Why build clues for your servants that could also aid meddling do-gooders?

I propose a new creation.

The cult of Seermock, god of wealth and power through cunning

Seermock serves as a secret patron to those of wealth and power who earned their status through scheming and manipulation. Although few know of the cult’s existence, Seermock gladly spurns the common herd that he deems unworthy. Seermock upholds these principles:

  • Wealth and power exist as a reward reserved for the cunning, while those of lesser intellect deserve impoverishment, servitude, and then death.
  • The weak minded who wish to claim wealth and power must suffer punishment for their presumption.
  • Bequeathing wealth on the unworthy only rewards the foolish. Those cunning enough to join Seermock after death must strive to protect their worldly gains from those of dull wit.

Like many figures of wealth and power, followers of Seermock strive to memorialize their achievements with grand tombs. But followers of Seermock build their tombs to test those who attempt to seize the riches inside, rewarding the clever while slaying others presumptuous enough to seek treasures they do not deserve.

Tomb of Horrors tests patience, but still ranks as Dungeons & Dragons’ best villain

In his notes to the dungeon master, author Gary Gygax promises that the Tomb of Horrors “is a thinking person’s module.” He warns, “If your group is a hack and slay gathering, they will be unhappy.”

tomb-of-horrors-4e-coverTo back his claim, Gary starts the Dungeons & Dragons adventure with a 19-line poem that promises to lead through the dungeon to the tomb of Acererak, the demilich. In a bit of wishful thinking, players tend to hope that Acererak plays fair and that his clue will help them. They hope that Gary gives thoughtful players a sporting chance to evade all the death traps.

The promise of the adventure seems appealing, but do not feel tempted to play Tomb of Horrors. The adventure defies much of what we consider fun now.

Acererak’s poem tests the player’s puzzle solving ability less than promised. Gary’s son Luke Gygax calls the poem as much a trap as a clue. It tempts players deeper, but contains so many ambiguities that some lines remain unclear even to students of the dungeon’s text.

Rather than testing puzzle-solving skill, the tomb tests other skills: painstaking caution and a psychopathic disdain for hirelings’ lives. It works as resource management challenge, where the resources are henchmen and divination spells.

tomb-of-horrors-1e-coverGary did not design a tomb that let a clever group destroy the villain and survive intact. He devised the tomb so an ingenious group could win a battle of attrition and escape richer.

When Gary first introduced the tomb to his own group of players, they relied on masses of disposable hirelings to shield their player characters. “Rob Kuntz, in his game persona as a 13th-level (evil) lord [Robilar] went through the entire tomb in four hours actual time. He took 14 orcs and a couple of the low-level flunkies with him. He lost all the party, but his character personally looted the lich’s tomb and escaped with the goodies.

In those days, adventuring parties included many more characters than now. When Gary used the Tomb for a D&D tournament in 1975, each party of 15 played with the same characters, ranging from a level 12 magic user to a level 4 fighter.

tomb-of-horrors-2e-coverOne of the tournament’s players, Mark Swanson, wrote a first-hand account of the event for the September 1975 issue of the Alarums & Excursions fanzine. Mark’s war of attrition began when two of his party’s fighters died before they even found the true entrance. Thanks for playing.

Divination spells represented another resource to manage. Many of the traps in the tomb seem capricious. The poem invites players to seek “night’s good color,” probably black. So how could players know that jumping into the black maw of the green devil face leads to annihilation, while stepping through nearby arch teleports them deeper into the dungeon? These challenges tested players ability to use spells wisely. For instance, after one henchman gets sucked into the maw of the green devil face, a wizard might cast Locate Object to determine if his employee’s red shirt remains near. Players in that 1975 tournament could gain help from spells like Find the Path, Locate Object, Divination, Find Traps, Clairvoyance, and Commune. By the time the adventure reached print, many more spells offered aid.

Even with unlimited spells and henchmen, the tomb demands a lot of painstaking investigation to see the end. Locating Acererak demands finding 15 hidden and concealed doors. Those secret passages make as much of a barrier to claiming the gold as the traps. Mid-way through, the tomb tries to fool players into thinking they reached the end. (Today, trying to trick players into dropping out of the story seems unthinkable.)

When Gary wrote Tomb of Horrors, nobody thought of D&D as a way to make stories. Players aimed to beat the dungeon and they kept score in gold. The tomb defies our newfangled expectations of story.

The adventure makes destroying the arch-villain Acererak nearly impossible. (See “Player skill without player frustration.”) When Ernie Gygax’s PC Tenser reached Acererak, he scooped all the treasure he could bag and he ran. That qualified as good play.

Mark Swanson lamented the effort his party wasted preparing spells for wandering monsters that never appear. Unlike most dungeon crawls, Tomb of Horrors lacks wandering monsters. Potentially, Players can use their unlimited time to counter the tomb’s traps with painstaking caution. This winning strategy accounts for the Tomb’s reputation for slowing to a punishing slog. While some players may enjoy excavating the Tomb like archaeologists, for most players, such caution amounts to pure tedium.

Gary never battled slow play. Players in his home group honored a social contract to keep the brisk pace that let Rob Kuntz finish in 4 hours. Later, players explored under the real-time pressure of a D&D tournament.

In Mark Swanson’s account, he draws a sharp contrast between the emerging play style evolving in the pages of Alarums & Excursions and the play style shown in the Gygax’s tournament. “Play a Gygax game if you like pits, secret doors, and Dungeon Roulette. Play a game such as in A&E if you prefer monsters, talking/arguing/fighting with chance-met characters, and a more exciting game.

tomb-of-horrors-book-coverEven though I consider Tomb of Horrors unplayable by today’s standards, I still love it. I am not alone. The tomb’s popularity led to official third- and fourth-edition updates, the boxed sequel Return to the Tomb of Horrors, and a hardcover sequel that shares the original’s name. The tomb appears in my DMDavid banner.

While I don’t want to play the tomb, I love the dungeon. I love the atmosphere. I love the inspiration it provided. Gary admits to “chuckling evilly” as he developed the tomb. His wicked fancy suffuses the dungeon. The best part of the adventure might be the keyed illustrations that revealed its locations.

The illustrations transported me into the tomb and tantalized me with potential clues to its the mysteries. I think writers sometimes avoid locations that demand long and unwieldy explanations, so we encounter too many conventional 10’x10’ rooms with a pile of debris in the corner. With the tomb, Gary and his artists loosed their imaginations, and the place came to life. See “Picturing the dungeon – keyed illustrations.”

Long before I ever read the adventure, I knew the tomb by its reputation and by those illustrations.

Tomb of Horrors features the best villain in Dungeons & Dragons. The villain isn’t Acererak’s jeweled skull. The villain is the tomb.

The great green devil face from Tomb of Horrors

The great green devil face from Tomb of Horrors

This villain issues a challenge that reaches the real world. Even in the late 70s, a legend for killing characters surrounded the tomb. Among my circle of players, no one dared risk a character to it.

The tomb greets intruders as the skull face on the hilltop, then appears in the guise of the great green devil face. The tomb flaunts a menace and cunning that matches any other villain in the game. When the tomb offers help, it taunts and teases. “Acererak congratulates you on your powers of observation. So make of this [poem] whatever you wish, for you will be mine in the end no matter what.” The poem is more trap than clue; this villain deceives. The soul-stealing skull is only the end of the players’ battle.

Gary called the game Dungeons & Dragons, and the game’s greatest villain is a dungeon.

5 reasons someone might build a dungeon filled with clues and tests

In “Puzzle traps,” I explained how the most fun traps come with clues that alert players to the danger. I listed a few reasons why clues might accompany traps even though their builders want them to be unnoticed.

In addition to the accidental clues I suggested for puzzle traps, Dungeons & Dragons features a long tradition of tricks and puzzles constructed in a dungeon builder’s effort to test and confound intruders.

C2 Ghost Tower of Inverness cover

C2 The Ghost Tower of Inverness

Most players enjoy these sorts of conundrums. Funhouse dungeons filled with odd challenges such as White Plume Mountain and Ghost Tower of Inverness rate as some of the most beloved adventures of Dungeons & Dragons’s golden age.

But why would any dungeon builder construct a room that forced intruders to answer riddles or to move like chess pieces on a huge board? Traditionally, dungeon authors provided one of two answers:

  • “The builder was crazy.”
  • “Are you going to keep asking annoying questions or are you going to play the game?”

Unless your players signed up to play in a game set in 1978, dungeons built by insane, magical pranksters no longer seem fresh or plausible; the life-size chess boards and reverse-gravity rooms can feel tired and silly. Also, while the crazy-wizard premise offers dungeon authors complete freedom, it gives little backstory to serve as a source of inspiration.

Still, Keraptis, Galap-Dreidel, and I all share an affection for pitting adventures against a strange and confounding room, so I will list some other reasons why a dungeon’s architects might build in clues and tests for intruders.

Some of these reasons assume that a dungeon exists to help guard or defend something: treasure in tombs, powerful or dangerous items in vaults, creatures in lairs or prisons. These dungeons’ built-in challenges allow worthy intruders through, and tempt the unworthy to die trying.

A test of merit

From the sword in the stone to the quest for the princess’s hand, fantasy offers plenty of examples of tests to reveal the worthy. A dungeon’s challenges could be constructed to reward the worthy and slay those lacking.

In the 2013 D&D Championship, players needed to solve three puzzles to retrieve three magic staffs. The puzzles were created to prevent the addled, insane cultists of Zargon from seizing the staffs before worthy champions.

Dungeon Crawl Classics 15: Lost Tomb of the Sphinx Queen

Dungeon Crawl Classics 15: Lost Tomb of the Sphinx Queen

In the Dungeon Crawl Classics adventure, Lost Tomb of the Sphinx Queen, the tomb is a prison for the evil Sphinx Queen. “The labyrinth below consists of a series of guardian creatures and traps, designed both to test the party (to ensure that they’re powerful enough to destroy Ankharet and her crown) and to teach them of the now-forgotten glories of the Sphinx Empire.”

The clues tempt intruders with false hopes for success

The dungeon includes clues and puzzles so that the any survivors who escape will spread tales that serve as a challenge, tempting more adventurers to test their meddle.

The original The Tomb of Horrors acts as trap to capture the souls of the strongest adventurers for some wicked purpose. The ambiguous clues written on the tomb’s floor seem almost as likely to lead to death as to success, so could they be a lure for more victims?

Challenges taunt intruders with the builder’s genius

The dungeon’s builder is like the serial killer who leaves clues because he wants to flaunt his genius over the cops pursuing him, or because his name is Edward Nigma so what else? This premise works as a more plausible version of the insane prankster.

The 2010, fourth edition Tomb of Horrors says, “It’s not enough for Acererak to win; he has to to prove his superiority by by saying, ‘I gave you a chance, and you still weren’t smart enough to beat me.’”

Someone wishes for the dungeon to fail its purpose

During a dungeon’s construction, something may have worked to sabotage it so that it ultimately fails its purpose. This sabotage can come from a few sources:

  • psychological conflict. We’ve all heard stories of the killer who secretly wished to be caught. Suppose a dungeon builder’s inner demons—or real, live demons—drive her to create a dungeon’s death traps, but her better nature, or some compulsion, or even a foe’s geas drives her to bury clues with the traps.
  • architects and workers. Most dungeon builders recruit architects and workers to construct their vaults. The patrons always boast of retirement plans, while they plan to slay their workers to preserve the dungeon’s secrets. But suppose the architects added clues as a means of revenge on their overlord? This results in a dungeon filled with clues subtle enough to escape the overlord’s notice, but within the grasp of clever adventurers.
    Charles IV of Spain and his Family paid for a portrait that flattered them with glittering jewels and finery, but the family’s dead eyes reveal them as foolish and banal.

    Buyer beware: Charles IV of Spain and his Family paid for a portrait that flattered them with glittering jewels
    and finery, but the family’s dead eyes reveal them as foolish and banal.

  • bargains. Fantasy includes many examples where bargains with mystical powers give a scheme an Achilles heel. Here, the dungeon’s weakness comes from the same, mighty powers called to help construction. Great magic often comes from a source with its own, unknowable motives.
    In the Dungeon Crawl Classics adventure, Tears of the Genie, the Grand Caliph binds a djinni in his dungeon, but the gods of Àereth force the Grand Caliph hide the means of freeing the djinni within the prison.

Dungeon crawling is a sport

XCrawl Crawl or Die

XCrawl

If adventurers crowd the streets and dungeons lie under every mountain, then dungeon crawling could become sport. This premise supports the six Challenge of Champions adventures that appeared in Dungeon magazine. Pandahead productions combined dungeon crawling for sport with all the posturing and pay-per-view rights of professional wrestling to create XCrawl. This premise abandons the mystery and enchantment of the exploring ruins, and replaces the thrill of confronting evil with artificial challenges and, in the case of XCrawl, humor.

If mortals can find sport in dungeons, then gods can too. Beedo from Dreams in the Lich House imagines death mountain, a place where the death god Hades can lure the land’s heroes, and then collect their skulls as trophies. This concept fits with the Olympians’ penchant for using mortal proxies as toys. “The other gods, for that matter, are greatly entertained when heroes overcome the machinations of the death god, and have gone so far as to sprinkle Hades’ sprawling dungeon with divine boons, godly weapons, and hidden shrines and sanctuaries where their beloved champions might gain a small respite.”

A religion or cult demands it

When Mike Shel decided to write an adventure inspired by Tomb of Horrors, he realized that the original tomb failed to provide much justification for its built-in clues and challenges. For The Mud Sorcerer’s Tomb, he created a cult of mud sorcerers, who “delighted in riddles and conundrums, disdaining those who couldn’t equal their mental prowess.” And then he gave them a reason for planting clues. “It may puzzle your players that Tzolo would leave hints lying about for would-be grave robbers. However, the clues were intended for for her liberating servants.”

Mike Shel was on to something. D&D’s assumed background needs a cult or religion that provides a ready-made excuse for dungeons that test characters with puzzles and strange obstacles. The mud sorcerers point the way, but their plan seems flawed. Why build clues for your servants that could also aid meddling do-gooders?

I propose a new creation.

The cult of Seermock, god of wealth and power through cunning

Seermock serves as a secret patron to those of wealth and power who earned their status through scheming and manipulation. Although few know of the cult’s existence, Seermock gladly spurns the common herd that he deems unworthy. Seermock upholds these principles:

  • Wealth and power exist as a reward reserved for the cunning, while those of lesser intellect deserve impoverishment, servitude and then death.
  • The weak minded who wish to claim wealth and power must suffer punishment for their presumption.
  • Bequeathing wealth on the unworthy only rewards the foolish. Those cunning enough to join Seermock after death must strive to protect their worldly gains from those of dull wit.

Like many figures of wealth and power, followers of Seermock strive to memorialize their achievements with grand tombs. But followers of Seermock build their tombs to test those who attempt to seize the riches inside, rewarding the clever while slaying others presumptuous enough to seek treasures they do not deserve.