Of the dungeons I've designed, this one probably harkens to the 'classic' DnD Dungeon the most. I typically try to avoid long hallways and crazy puzzles, but for this particular dungeon, I found it actually made a lot of sense.
This dungeon was designed as a vault for powerful magic items. Whoever created this vault uses it to protect something they absolutely cannot risk getting into the hands of an enemy. All the traps in the vault activate for two in game hours after the door to the vault is opened. Thus, the vault is protected against those who don't know it's secrets.
Right when an adventurer or thief descends the stairs into the vault, they'll be met with several different paths. This maze is a good place to drop a monster that could be used to protect the vault. I think a gelatinous cube would be a good pick, even if it'd have to squeeze through many of the narrow hallways.
In this corner of the maze, a lever can be found. This lever unlocks room 3.
This room contains four chests. Three of them are trapped. In the single untrapped chest, a key can be found. This key opens room 5.
Here we have two pressure plates that electrocute anyone who steps on them. Anyone who steps on these pressure plates must make a DC 11 Constitution saving throw, taking 1d8 lightning damage on a failed save or half as much on a success. This might serve to make adventurers wary of more traps.
This room contains a chest and a pressure plate that is not hidden very well. The chest can contain any kind of loot the dungeon master sees fit to give his players. It also might trick the adventurers into thinking there is nothing else of interest about this room. In reality, the pressure plate here isn't a trap. While there is at least 120 pounds weighing down this pressure plate, the traps in area 6 and area 8 are de-activated. The ones who own this vault use it to get through unhindered.
This room is a trap and a puzzle all in one. There is a 45 foot hallway with flamethrowers blowing in from the walls. The flamethrowers are positioned at heights alternating between two feet high and five feet high. The ceiling is ten feet up. If the adventurers don't discover the function of the pressure plate in room 5, they'll have to be creative to find out how to get through this deadly hallway.
This hallway leads to a lever that must be pulled to open the door to room 9. I think this hallway could be a good place to leave a golem, or perhaps some animated armor as a guard. You could also chain some sort of monstrosity to the wall to serve as defense.
This narrow hallway leads to a room with a lever that must be pulled to open the door to room 9. There are many razorblades coming out of the walls here at seemingly random heights and intervals. A creature can make it through the hallway with a successful DC 15 acrobatics check. Otherwise, the creature takes 2D10 slashing damage. This saving throw must be made on the way back too, so if the players discover the function of the pressure plate in room 5, they'll be doing themselves a lot of favors.
The door to this room has no keyhole. Instead, it must be unlocked by pulling the levers in areas 7 and 8. Room 9 can serve as a final test of sorts. It could be a good location to put a sphinx, or perhaps some type of construct or ghost serving as the last line of defense for the vault. If you choose to place a boss monster in this room, they should hold the key to the vault on their person.
Vault. The vault contains six locked chambers. The keys would be in the possession of a guard, or the owner of the vault, or perhaps in the chest in room 5. These chambers contain whatever the owner of the vault is trying to protect. It's the best place to hide magic items, gold, or whatever macguffin your campaign demands.
I hope this dungeon finds some use in your campaign! A clean, player-friendly version of the map is posted down below.
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