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Beneath the Sleeper Ruin

Trail of the Arcane TowerDungeon 5/10

Updated 11/1/2026, 7:01:05 AM

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Dungeon NPCs

No dungeon NPCs yet.

Events

Event 1

Ruined Entrance

Read Aloud

Broken archstones frame the ruin’s mouth, where Mira Thorne crouches under the watch of a tiny fiend with batlike wings. Dust drifts through the broken doorway, and somewhere below, old stone hums with a faint, waking pressure.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Imp. Room guidance: Mira Thorne is pinned at the entrance by the Imp, which has been ordered to keep watch and delay anyone who comes looking for the ruin’s secrets. The Imp is immediately hostile and begins at close range, using the broken doorway and rubble for cover while threatening Mira and trying to stall the party. If the heroes free Mira first, she can tell them that something below is stirring and point them toward the safest route deeper into the ruin. After the encounter, the party finds a torn scrap of wizard chalk-marking near the threshold that confirms there are deeper chambers and a hidden way inside.

Event 2

Hidden Crack

Read Aloud

A jagged crack splits the masonry beside a collapsed wall, narrow at first and then widening into a dark slit between the stones. Cool air breathes out of it, carrying the scent of damp earth and old incense.

Details

This hidden crack is a reliable side passage that bypasses the outer defenses and leads deeper into the ruin without requiring the main corridor. The opening is obvious once the party examines the broken masonry, and it connects back to the central passage beyond the sealed areas. No monster guards this spot; the main challenge is squeezing through rubble and deciding whether to use the crack now or save it as a shortcut later. Searching the cracked stones reveals old scrape marks and a fallen copper token stamped with the ruin’s former sigil, a clear clue that the lower chambers are still being used. Treasure placement: Completing this scene reveals a cache in the crack containing Stoneskin Salve and Shadowstep Oil.

Event 3

Sealed Stone Door

Read Aloud

A heavy stone door stands in the passage, its seams tight and its face carved with a simple circular sigil. The air around it is colder than the rest of the ruin, and the stone looks as if it has not moved in years.

Details

The sealed stone door blocks the route toward the heart of the ruin, but the opening method is available elsewhere in the dungeon and does not depend on a single roll. The door is built to respond to the ruin’s old sigil and can be opened by finding the matching mechanism or clue in another room, especially the lower hall or the hidden crack route. The door itself is not trapped, but forcing it is noisy and slow, so the party has a reason to search first. A careful search of the frame reveals a shallow groove where a matching stone token or pressed sigil would fit, and that clue is enough to move the story forward. Treasure placement: Completing this scene reveals a Potion of Vigor in a small wall niche beside the door.

Event 4

Inner Chamber

Read Aloud

The inner chamber opens in a burst of pale torchlight and old gold dust. A winged dragonling coils atop a broken pedestal, its copper scales gleaming against the dark stone as it watches the doorway with sharp, alert eyes.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Copper Dragon Wyrmling. Room guidance: The Copper Dragon Wyrmling belongs here as the chamber’s guardian, drawn to the ruin’s stored magic and fiercely protective of the inner approach. It begins alert at a distance, watching the party from the pedestal and challenging anyone who enters the chamber, but it is not mindlessly murderous and can be talked to if the heroes offer a respectful tone or a convincing reason to pass. If the party attacks or presses forward, it becomes defensive of the chamber and fights to drive them back. After the encounter, the heroes can search the pedestal and find a carved fragment that points toward the lower hall and explains that the corruption was awakened below. Treasure placement: After the encounter, the party can recover 177 Gold Pieces from a guarded cache in the chamber.

Event 5

Lower Hall

Read Aloud

The lower hall is long, damp, and scored with fresh marks across the stone floor. A lone ghoul hunches beside a cracked wall, its ruined robes smeared with ash and grave dirt as it claws at the masonry and mutters to itself.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Ghoul. Room guidance: The Ghoul is the surviving witness to what woke below the ruin and is here because it has been scavenging the lower hall and trying to return to the source of the corruption. It is distracted and open to interaction at first, talking in broken phrases if the party does not rush it: “The wakeful stone called… the dark below answered.” The ghoul can be questioned, threatened, or fought, but its main purpose is to reveal how the corruption was awakened and point toward the last chamber or exit route. After the scene, the party finds signs of recent digging in the wall and a clear trail leading toward the final route out. Treasure placement: Searching this area reveals a hidden cache with 223 Gold Pieces and a Wand of magic misile.

Event 6

Exit Route

Read Aloud

Cold wind rushes up the stairwell as the ruin shudders behind you. Pale shapes drift in the darkness ahead, cutting off the way out just as the last corridor narrows toward the broken stair.

Details

Attached monsters (use these exact stat blocks): - Quantity: 2; Monster: Specter. Room guidance: The Specter haunt the exit route because the heroes have disturbed the ruin’s deepest unrest, and they are drawn to the proof the party carries away. They begin at a distance and are immediately hostile, appearing along the broken stair and the shadowed turn where the exit route narrows. The party can try to push through, fight, or use the passage’s narrow cover to break line of sight, but the route remains the same final way out. After the escape, the heroes discover a final sign of the corruption’s spread: a cold stain on the stone that matches the proof they recovered, confirming they have the right evidence. Treasure placement: After the encounter, the party can recover Plate Harness +1 from a guarded cache along the exit route.

DM Map Cards

No DM map cards yet.

Monster Cards

No image

Imp

Tiny Fiend | Lawful Evil | L4

HP

10

AC

13

Speed

20 ft., fly 40 ft.

Init

+3

STR 6 | DEX 17 | CON 13 | INT 11 | WIS 12 | CHA 14

Actions

Sting (Bite in Beast Form): Hit +5 | 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility:

Magic

No spells

Copper Dragon Wyrmling

Copper Dragon Wyrmling

Medium Dragon | Chaotic Good | L4

HP

22

AC

16

Speed

30 ft., climb 30 ft., fly 60 ft.

Init

+1

STR 15 | DEX 12 | CON 13 | INT 14 | WIS 11 | CHA 13

Actions

Bite: Hit +4 | 7 (1d10 + 2) piercing damage.

Breath Weapons (Recharge 5-6):

Acid Breath:

Magic

No spells

No image

Ghoul

Medium Undead | Chaotic Evil | L4

HP

22

AC

12

Speed

30 ft.

Init

+2

STR 13 | DEX 15 | CON 10 | INT 7 | WIS 10 | CHA 6

Actions

Bite: Hit +2 | 9 (2d6 + 2) piercing damage.

Claws: Hit +4 | 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Magic

No spells

No image

Specter

Medium Undead | Chaotic Evil | L4

HP

22

AC

12

Speed

0 ft., fly 50 ft. (hover)

Init

+2

STR 1 | DEX 14 | CON 11 | INT 10 | WIS 10 | CHA 11

Actions

Life Drain: Hit +4 | 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Magic

No spells

Magic Item Cards

No image

Item Handout

Stoneskin Salve

wondrous | uncommon | L3

Value: 135 GP

Hidden Crack

Description

A gritty salve that briefly toughens skin.

Spells

No spells.

No image

Item Handout

Shadowstep Oil

wondrous | uncommon | L3

Value: 140 GP

Hidden Crack

Description

Dark oil used to slip through danger.

Spells

No spells.

No image

Item Handout

Potion of Vigor

wondrous | uncommon | L3

Value: 120 GP

Sealed Stone Door

Description

An emerald mixture that boosts physical force.

Spells

No spells.

No image

Item Handout

Wand of magic misile

weapon | rare | L4

Value: 600 GP

Lower Hall

Description

No description.

Spells

Magic Missile (L4): 3 missiles that always hit 1D4 + Intelligence modifier.

No image

Item Handout

Plate Harness +1

armor | uncommon | L3

Value: 290 GP

+1 AC when wearing this.

Exit Route

Description

Heavy plate etched with warding marks.

Spells

No spells.

Conclusion

With the last of the threats driven off, the ruin goes quiet at last. The broken halls no longer pulse with that waking pressure, and the proof the heroes recovered makes it plain that the corruption was real, contained, and now broken open for all to see. The party can take a short rest in the cleared chambers or make their way back to Brambleford with the recovered treasure and evidence in hand. There, Elira Vale and any interested locals can help them count coin, trade useful gear, and settle the account for a job well done. The ruin is left behind in silence, its danger answered and its immediate purpose fulfilled. Congratulations, you are now Level 6!