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Death Frost Doom
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==A small bonus adventure== There's a tower, built by the same evil cult that keeps showing up in all the author's work. It is explicitly designed as a screw-you trap to kill adventurers. They get pointed there by a conveniently-placed treasure map and key. The door is guarded by an intimidating looking but feeble and tired old creature, which keeps being resurrected to continue this charade unless someone throws ''bless'' on the thing that contains the final boss. The door [[Gotcha Monster| is actually a shapeshifting monster that attacks and devours anyone who doesn't have the key]]. From there, the rest of the dungeon spins a yarn about a princess in the top of the tower, and how wealth, glory, and princess booty awaits one who deliberately strips off all his weapons and armor, throws it in a suspiciously-full bin loaded with what looks a lot like the decaying gear of many previous adventurers, and then walks past the creepy, well-armed bone golem guards (because Raggi gives them all the advantages of being undead and also makes them immune to being turned) to the top of the tower. One at a time, in single-file only please. Naturally, as all but the most-dis-embrained have probably gathered from the incredibly-obvious signs that others have gone through this rigmarole before, and the profusion of rats that keep getting mentioned who must have some kind of food source, it's a trap, and the sarcophagous on the top floor, surrounded by broken glass (too much to have come from the fallen chandelier in the room with her) so anyone walking up to it will make lots of noise, contains a wight who attacks anyone that opens it, gets automatic surprise if they're somehow dumb enough to buy into this trap, and drags their souls off to be tortured by a dark god for all eternity when she kills them. The only way to prevent everything from restoring itself after they leave even if the adventurers figure out they're being played and kill everything is to ''bless'' her sarcophagus after killing her. All corpses are dumped behind a curtain, where rats eat them to bones, then carry their shinies off to dark masters, who put the key and map somewhere in the world so the cycle goes on. Also, if you try to grappling hook into the top-most floor without braving the door, it's not connected to the rest of the dungeon, and is actually a zone of magical darkness filled to the brim with sharp objects that slowly grind anyone who falls in into bloody rat chow unless he can make a couple thematically odd saves and has enough hitpoints to survive climbing out. The ending then sarcastically notes that the tower contains no actual treasure. Why a DM would want to send the players on a mini-adventure where there is no mystery (as it's made incredibly obvious very early on) and no reward is something you'll have to guess for yourself.
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