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Eldra’s Watchtower Ruins

Master RogueDungeon 3/10

Updated 4/29/2026, 3:22:36 AM

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Eldra’s Watchtower Ruins cover

Dungeon NPCs

No dungeon NPCs yet.

Events

Event 1

Navigating the Shadowfen Marshes

Read Aloud

You step cautiously through the dense, mist-shrouded Shadowfen Marshes. The air is thick with the scent of damp earth and decay as unseen creatures rustle in the undergrowth.

Details

Guide the party through natural hazards like quickmud and tangled roots. Kaela leads them, warning of shadowy creatures nearby. If players fail Survival checks, they risk minor exhaustion or delays. No combat unless players provoke marsh creatures.

Event 2

Bridge Guarded by Goblin Archers

Read Aloud

Before you stretches a rickety wooden bridge spanning a sluggish river. On the far bank, two goblin archers are on lookout, their bows at the ready.

Details

The bridge some of the planks a rigged to break as soon as they are stepped on. It is possible to swim across and climb the other side with a successful climb roll. Goblins will taunt: "No one crosses without paying the toll!". If you make it to the other side the goblins flee.

Event 3

Ambush by Giant Spider

Read Aloud

Inside the crumbling watchtower, shadows twist as a giant spider drops silently from above, its many eyes glinting with hunger.

Details

The giant spider attacks as the party ascends. It uses webs to hinder movement. Players can try to avoid the ambush with Spot or Stealth checks or fight the spider. Spider hisses: "Fresh prey has arrived."

Event 4

Puzzle Lock of the Hidden Chamber

Read Aloud

A sealed chamber blocks your path, its heavy door inscribed with shifting runes and intricate symbols that challenge your mind.

Details

The door requires solving a puzzle based on perception and logic. Failure triggers a crossbow bolt trap dealing 1d8 damage. Puzzle hints can be gleaned from symbols around the tower. If stuck, players may try Spellcraft or History to gain insight.

Event 5

Escape from the Collapsing Watchtower

Read Aloud

With the artifact in hand, the tower groans ominously as cracks spiderweb across the walls and chunks of masonry fall around you.

Details

The party must escape quickly. The tower is unstable; falling debris causes 1d6 damage per round until outside. It take 3 rounds to exit the dungeon and they are at risk of taking damage from falling debris each round.

DM Map Cards

No DM map cards yet.

Monster Cards

Microraptor

Microraptor

Small Dinosaur | N | L1

HP

4

AC

16

Speed

30 ft

Init

+2

STR 8 | DEX 14 | CON 6 | INT 8 | WIS 12 | CHA 16

Actions

Bite: Hit -1 | 1d2

Magic

Latch on: 1/day, Quick. Latch on and do 1 point of damage per round.

No image

Goblin

Small Humanoid | Neutral Evil | L1

HP

7

AC

15

Speed

30 ft.

Init

+2

STR 8 | DEX 14 | CON 10 | INT 10 | WIS 8 | CHA 8

Actions

Scimitar: Hit +4 | 5 (1d6 + 2) slashing damage.

Shortbow: Hit +4 | 5 (1d6 + 2) piercing damage.

Magic

No spells

No image

Giant Spider

Large Beast | Unaligned | L4

HP

26

AC

14

Speed

30 ft., climb 30 ft.

Init

+3

STR 14 | DEX 16 | CON 12 | INT 2 | WIS 11 | CHA 4

Actions

Bite: Hit +5 | 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6): Hit +5 | The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

To snare its prey, a *giant spider* spins elaborate webs or :

Magic

No spells

Magic Item Cards

Elixir of Swiftness

Item Handout

Elixir of Swiftness

wondrous | common | L1

Value: 75 GP

Navigating the Shadowfen Marshes

Description

A fizzy tonic that sharpens reaction speed.

Spells

No spells.

Frostburst Vial

Item Handout

Frostburst Vial

wondrous | common | L2

Value: 100 GP

Ambush by Giant Spider

Description

A throwable vial that bursts in freezing mist.

Spells

No spells.

No image

Item Handout

Nightglass Dagger +1

weapon | uncommon | L2

Value: 210 GP

+1 to hit and +1 damage when using this weapon.

Ambush by Giant Spider

Description

A keen dagger forged for close fighting.

Spells

No spells.

Frostburst Vial

Item Handout

Frostburst Vial

wondrous | common | L2

Value: 100 GP

Escape from the Collapsing Watchtower

Description

A throwable vial that bursts in freezing mist.

Spells

No spells.

No image

Item Handout

Plate Harness +1

armor | uncommon | L3

Value: 290 GP

+1 AC when wearing this.

Escape from the Collapsing Watchtower

Description

Heavy plate etched with warding marks.

Spells

No spells.

Conclusion

With the legendary cloak of unparalleled stealth secured, the party makes a harrowing escape from the crumbling Eldra’s Watchtower. Their swift decisions and careful navigation through the treacherous Shadowfen Marshes, the perilous bridge guarded by goblin archers, and the deadly ambush of the giant spider have all culminated in this triumphant moment. As the tower collapses behind them, the adventurers emerge into the fading light, breathless but victorious. Back in Greythorn, the party has the opportunity to rest and recover from their ordeal. The village welcomes their heroes with gratitude, and the local traders and craftsmen are eager to appraise and purchase any loot or magical items brought from the ruins. This respite allows the group to replenish their resources and prepare for the challenges ahead. Congratulations, you are now Level 3! Your growth as master rogues continues, and your bond as a team has never been stronger. Take this moment to celebrate your success and reflect on the skills honed during this daring adventure.