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Paths to Adventure > The Dungeon Challenge > Daily Dungeon Room Post > Dungeon Challenge—Room #018

Dungeon Challenge—Room #018

Posted on September 3, 2025

Sanctuary


Cartography

Cartography: The room is 60 feet from north to south and 50 feet from east to west, shaped like an ellipse. There are doors centered on both the north and south walls, and two additional doors on the east and west walls, each located 10 feet south of the center of their respective wall.

Room Details

Room Details: The ceiling here is one massive dome, rising 45 feet high. From the center of the dome, mirroring the eight columns rising from the floor, eight additional 15-foot columns are suspended from above. The air quality is nominal. The volume of the room is approximately 339,292 cubic feet. The elevation of the room is -100 feet. This room is included in Dungeon Zone 1.

Landmarks

Landmarks: A 30-foot wide circle of eight 15-foot tall columns in the center of the room with mirrored columns suspended from the ceiling.

Read Aloud

The chamber stretches in a perfect ellipse, crowned by a high dome. Eight stone columns rise from the floor, mirrored by stone columns suspended from the ceiling. In the gap between pairs, silent, spectral green lightning arcs, casting strobing shadows that shudder and jerk across the walls and floor creating erratic patterns of light and shadow.

More Information

Tendrils of spectral green lightning occasionally arc from the stone columns suspended from the ceiling down to their mirrored counterparts rising from the floor. The energy writhes around the lower columns, casting a strobing, ghostly illumination across the chamber.

The 30-foot-wide circular space enclosed by the eight pairs of columns serves as a sanctuary from soulbound entities. No soulbound creature may pass through or attack across the boundary. Any soulbound being that enters the room is instinctively repelled, moving immediately to avoid the sanctuary’s light and presence.

Trap/Hazard

Any undead creature attempting to pass through the sanctuary boundary must succeed on a DC 20 Dexterity saving throw or take 3d6 lightning damage.

This trap is not triggered by the presence of a soulbound creature trapped within the Soul Vault that may have been recovered in Room #6. However, if a soulbound creature within the vault is released within the sanctuary it will be trapped within the space, subject to the trap effects if it attempt to exit, and driven by innate fear of the sanctuary to try to kill any living creature within the space in the attempt to escape.

Puzzle

Each of the eight columns has five runes engraved in a vertical line, arranged from top to bottom as follows: crown, jewel, flame, skull, key. While these engravings are not magical and have no direct effect in this room, the sequence provides the solution to the runestone puzzle located in Room #23.


Relevant Tags: DC (Dungeon Zone 1), DC (Elevation -100 Feet), DC (Puzzle), DC (Trap or Hazard)

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I am a professional and freelance game designer and developer, ENnie award-winning best selling author, and Map Master award-winning fantasy and science fiction cartographer (among the many other hats I often wear in the game design industry).
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General Information: Justin resides in Hopkinsville, Kentucky and serves as a creative collaborator for dozens of game design companies worldwide, contributing to projects across a wide range of genres and TTRPG platforms including Dungeons & Dragons and Pathfinder RPG.


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Ways of the Old


Justin Andrew Mason’s fourth mini-dungeon for the Into the Wintery Gale series does it right: We have a great, flavorful build-up; evocative read-aloud text…and non-combat means to resolve the danger. Traps and even a bit of investigation set-up (optional) are provided – this is great and makes the formula work in spite of its brevity. My final verdict 5 stars.

Reviewed by—Endzeitgeist


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