Tomb of the Engineer
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Cartography: The room is 60 feet from east to west and 30 feet north to south. There is a door centered on the western wall. |
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Room Details: The ceiling here has an angular vault that rises perpendicular to the east-to-west length of the chamber, from a base 10-foot ceiling to an apex of 50 feet high. The air quality is nominal. The volume of the room is approximately 18,000 cubic feet. The elevation of the room is -100 feet. This room is included in Dungeon Zone 1. |
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Landmarks: Two blazing fire pits stationed to either side of a statue of a robed skeletal figure drinking from a golden chalice. A pair of 10-foot tall columns covered in carved sigils stationed to either side of the door upon the western wall. |
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An angular vaulted ceiling rises sharply above, its rigid planes forming a dramatic silhouette against the shadows that cling to the chamber. At the center, a robed skeletal figure stands frozen in a macabre gesture, tilting a golden chalice to its bony lips as if savoring some unseen draught. Flames roar from twin fire pits flanking the figure, their brilliance throwing the statue’s hollow gaze into sharp relief and sending flickering shadows that writhe across the walls. To either side of the western entrance, a pair of columns stands etched with twisting sigils, their carved runes seeming to pulse in the firelight. |
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A humanoid skeleton stands unusually tall and lanky against the eastern wall of this tomb. The remains are those of a Gidasham engineer, killed inadvertently during the construction of this complex. The figure is posed as if drinking from an ornate golden chalice (worth 500 gp), with 20 gp of golden wire lacing its bones to hold them upright and bound in place. If the chalice is removed from the skeleton’s grasp, a soulbound Gidasham engineer manifests, transposing over the skeletal remains. The engineer chants in an unknown language as its form merges with the bones, animating them into a giant skeleton. |
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Magical sigils on the columns activate when a living creature moves through the room walking on two feet. Creatures that are crawling, kneeling, or prostrated do not trigger the trap. When activated, the sigils pulse with shadow, unleashing 3d6 necrotic damage in an area encompassing the entire chamber each round. This effect continues until the triggering criteria are no longer met or the trap is disarmed. |
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The giant skeleton attacks to reclaim its chalice first and to destroy any living intruders second. It is not bound by the dungeon’s features and can move freely throughout the dungeon. When destroyed, the bones crumble to dust, and the ghostly Gidasham engineer peels away from the refuse, vanishing into nothingness with the fading sound of a vile cackle. |
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