Saturday, February 14, 2026

Saga of the Ortegids: The Tower of Shampan

When I started blogging about The Saga of the Ortegids last year, I intended to conclude the project with a thesis statement of sorts. I was inspired by how some of my earliest dungeons came from me taking the maps from my Prima strategy guide for Dragon Warrior III and adapting them to D&D, and I wanted to do the same thing from the perspective of an older and more experienced dungeon master, creating a full-fledged dungeon based on one of the ones from the game.

I intended to write this post a lot earlier, but a lot has gotten in my way between then and now. But now that I've had the time to write up the dungeon and run it as a one-shot to simultaneously playtest it and introduce some new players to the game, I think it's finally ready to share with the world. Consider this a culmination of my efforts for Saga, and as my own way of revisiting my roots.

While written for The Saga of the Ortegids, this dungeon can be used in any setting - feel free to change names and details as necessary. I've referenced the very same dungeon in my Lunar Lands setting, which can be found in hex 031.026 of the Golnir hex map, so it would be appropriate to use there as well.

Lastly, my playtest was intended to test both the dungeon itself and my previously-proposed concept of modules in the form of DM screens containing all relevant DM-facing information on the inner surface. Thus, I designed the dungeon to fit on three 8.5x11'' sheets. You can get it in PDF form here. The first two pages are for the player-facing side of the screen; the second page should be printed twice to be placed on either side flap.

Background: Shampan Tower is located in the western borderlands of the Romalian Empire - a rough lawless country where the authority of the crown struggles to exert its power. Though it was constructed as a redoubt of the Royal Legions, it has since fallen into disrepair - and, subsequently, been used as a hideout by a succession of brigands, sorcerers, and other unsavory types.

The latest occupant of the Tower is Kandar, the self-styled Bandit King - a ruthless cutthroat at the head of a gang of thieves who have terrorized the surrounding settlements for years. His latest heist was to steal the Golden Laurel, the very crown that has sat upon the head of every Romalian king. The loss of the crown is an inauspicious sign for the current King, Antoninus Tarquinian Septimus - after all, how can he be said to be a worthy ruler if the very symbol of his authority has so easily fallen into criminal hands? Intent on redeeming his good name, he has dispatched several mercenaries and vagabonds to recover the crown from Shampan Tower, none of whom have returned alive. PCs might be hired by the King to return the Laurel, or they may hear rumors of his efforts to recover his crown and seek the tower for themselves.

Level A

A1: Main Entrance. The severed heads of two warriors are mounted on pikes by the gate. A set of double doors lead into the tower. A path leading around the tower (DC 12 Investigation) leads to a second door to the north. Faint snoring can be heard behind it.

A2: Side Entrance. A sleeping bandit (MM 343) is slumped against the wall here. If roused, he will alert the bandits in A6 to join him. They will be unarmored and hurried (AC 10).

A3: Garrison 1. There are six bandits (MM 343) here. If half are killed, the remainders will retreat to A4. A closet to the south holds 20 GP and a large mummified wing. This is a wing of the wyvern (1 weight, 18 GP, as an action, can be used to teleport to this room).

A4: Garrison 2. There are five bandits (MM 343) here.

A5: Garrison 3. There is a thug (MM 350) and five bandits (MM 343) here. If alerted, the thug will sound an alarm for the bandits in A6 to arm themselves. They will spend one round going to A7 to gather their armor, and then join combat on the following round. Stairs lead to B1.

A6: Barracks. There are beds lining the wall here, and eight bandits (MM 343). Unless otherwise alerted, they will be unarmored (AC 10) and flat-footed (Disadvantage on all attack rolls). Lockers at the foot of each bed hold personal wealth; one has a necklace worth 100 GP.

A7: Armory. There are racks of weapons and armor stands here.

A8: Storeroom. Cluttered with crates and barrels. One chest is trapped with poisonous gas – as poison darts (DMG 123) but affects all creatures in the room. Contains 440 GP.

Level B

B1. Archery Range. Three targets lined up on the wall.

B2. Parapets. There are eight bandits (MM 343) with crossbows stationed here. When half are killed, one will attempt to flee toward B4 and up the stairs, crying “Marrak won’t like this!”

B3. Kandar’s Office. Two chests here – one contains 300 GP, one is locked (Kandar and Marrak both carry keys, or can be picked with DC 15) and contains a sentinel shield (DMG 199). A desk contains notes, including a scrawled map of the tower detailing getaway routes and a journal entry complaining about a man named Lysander being a coward and three men going missing, which Kandar believes is related to “the thing in the north turret.”

B4. Storeroom. More crates and barrels clutter the room. There is a bell hanging from a rope in the corner – the fleeing bandit from B2 will pull this, alerting the bandits on the next level. Stairs lead to C1.

Level C

C1. Parapets. There are two thugs (MM 350) and four bandits (MM 343) assigned to guard this level. If alerted by the bell in B4, they will fall back to C4.

C2. Shrine of Estark. A bronze statue of a warrior with horns, three eyes, and a sword in each hand stands here. DC 10 Religion check determines this is Estark, the god of war and battle. A bowl at his feet is rimmed with silver engravings reading “My champions will be anointed in the blood of their enemies.” Any weapons bearing the fresh blood of an enemy placed in the bowl will be transformed into +1 weapons until the next long rest. A chest to the south contains 230 GP.

C3. Closet. A bandit named Lysander is hiding here. He is a coward and wants to get out of guard duty, and will tell the PCs about Marrak (see C4) and the Man-Bat (see D2) if they agree to spare his life.

C4. Chokepoint. Kandar’s right-hand man, a beastman named Marrak, holds guard here. He has the stats of a gnoll pack lord (MM 163) but can use Incite Rampage on any creature. He is loyal only to money and will step down for a sufficient bribe, but won’t do that in front of his men if they’ve rejoined him. Stairs lead to D1.

Level D

D1. Balcony. Two turrets rise above this open level. The door leading to the one to the north (D2) is barred from the outside. Anyone with a 13+ Passive Perception will notice the veterans in E1 overlooking the door to the south turret (D3) with a cauldron of hot oil, which they will dump on anyone below. First person attempting to open the door must make a DC 15 DEX save or take 4d10 fire damage and suffer the effects of a grease spell if failed, taking half damage on a success.

D2. South Turret. This turret is one story tall and pitch black inside. The floor is littered with bones (Nature DC 12: mostly sheep, but three human skeletons are present), and the walls are lined by rotting wooden supports for now-collapsed floors. The Man-Bat dwells at the top, an unnaturally large, gaunt humanoid with elongated limbs, pointed ears, and a membrane connecting its arms to its sides to create wings. It will attempt to swoop down and grapple anyone carrying light sources, then fly back up to its perch. Stealth DC 15 to enter without stepping on a bone, alerting the Man-Bat (Advantage if done with a light source, but this also alerts the Man-Bat).

D3. Banquet Hall. Empty when entered, but the captains in D4 and D5 will rush out and attack if anyone drops through the trap door in E1. Stairs lead to E1.

D4. Side Room. There are two bandit captains (MM 344) hiding here.

D5. Side Room. There are two bandit captains (MM 344) hiding here.

Click to enlarge

Level E

E1. North Turret. Kandar and his elite guard of three veterans (MM 350) are waiting here. There is a mosaic of the sun in his splendor on the floor, with ropes connecting to a pulley overhead. When the party enters the room, Kandar will cut the ropes, causing a trap door to open over the mosaic. Everyone standing there must make a DC 15 DEX save or drop to the table in D3, where the captains will attack from D4 and D5. Kandar has the stats of an orc war chief (MM 246). He will fight until he hits 0 HP, at which he will drop and beg for mercy, agreeing to give the party the Golden Laurel if they spare his life.

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