Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



The Tower of Questionable Sanity

by Reverend Dungeon Master

THE PREMISE

You and your brave-ish adventuring party have heard whispers of the Tower of Questionable Sanity, an ancient spire owned by the famously unhinged wizard Archibald the Ambivalent. Within lies a magical item of unspeakable power — the Amulet of Slight Inconvenience, capable of turning wine to vinegar and boots to uncomfortable.

You’re not alone. A rival group of bandits-for-hire, led by a smug Tabaxi rogue in flashy boots, is also after the prize. They’re faster, louder, and infinitely more Instagrammable.

LEVEL ONE: THE FOYER OF FLIMSY SECURITY

You enter the tower through an open window (the front door being busy holding a grudge). Inside: cracked tiles, suspicious stains, and a welcome mat that says "Bugger Off."

TRAP: The Rug of Face-Planting™

One step on the ornate rug triggers a magical banana-peel effect.
Each creature that steps on it must make a DC 13 Dexterity Saving Throw or fall prone, drop one random item, and suffer 1d4 psychic damage from embarrassment.
The rug cackles. You feel personally attacked.

LEVEL TWO: THE LIBRARY OF CRYPTIC CRYPTICS

PUZZLE: The Bookcase of Passive-Aggression

The only exit is hidden. A massive bookcase blocks the way and says, “Oh, I suppose you’d like me to move, would you?”

To proceed, the players must arrange the following books in the correct order:

Clue on the wall: “Judge not the cover, but the alphabet.”

The correct order by title: A, H, I, P

If they succeed: the bookcase sighs and slides open.
If they fail: the bookcase rolls over them for 2d6 bludgeoning damage and still doesn't move.

LEVEL THREE: THE BROOM CLOSET OF BANDITRY

Enter the rival bandits. These aren’t your garden-variety thugs — they’ve got flair, matching uniforms, and marketing strategies.

Bandit Crew (AC 13, HP 22 each)

Tabaxi Rogue Leader: Boots-on-Paws

Defeating the crew earns applause from an enchanted coat rack and 60 gold coins in shiny belt pouches.

LEVEL FOUR: THE WIZARD’S LOUNGE (Final Encounter)

You find Archibald the Ambivalent, deep in debate with his spellbook over the ethics of animated furniture. He sees you. He weeps. Then laughs. Then throws a teacup at you.

Archibald the Ambivalent (Mad Wizard – Final Boss)

During the battle, he shouts things like:

TREASURE ROOM

Behind Archibald lies a glowing pedestal holding the Amulet of Slight Inconvenience. Nearby, a sign reads:

“Do not use near salads, potions, or romantic partners.”

Loot Includes:

This week’s AOTW comes from DUNGEON DUNCE WEEKLY #2, which features articles on the Return of the Sage Advice Compendium, THE 25 MOST "EPIC" D&D CAMPAIGNS EVER MADE, an ALL NEW Homebrew class (THE MEDIC), which includes a ridiculous amount of unnecessary details, and all the offensive snark you can handle. Read it. FREE! (Because no one would pay to be insulted).