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The Vaults of Abyssal Madness

Level 5

General

Dungeon History

The dungeon was created by hobgoblins as a stronghold. Its creators were


destroyed by a magical catastrophe, and the dungeon has been attacked
and abandoned many times since then.

Dungeon Walls

Superior Masonry (DC 20 to climb)

Dungeon Floor

Flagstone

Temperature
Illumination

Corridors

Wandering
Monsters

Room #1

Cool
Average (shadowy in corridors, lamps or torches in most rooms)

A fountain of water sits in an alcove here

Heavy Chain Flail: DC 10 to find, DC 10 to disable; initiative +1, 1 attack


per round, +11 to hit against all targets within 5 ft., 10d10 bludgeoning
damage and knocked prone

Rune of Confusion: DC 10 to find, DC 15 to disable; affects all targets


within 10 ft., DC 11 save or become confused (phb 224) for 1d4 rounds

Teleporter Crystal: DC 15 to find, DC 15 to disable; affects each creature


which touches the crystal, DC 11 save or be teleported to another location

Teleporter Crystal: DC 20 to find, DC 10 to disable; affects each creature


which touches the crystal, DC 10 save or be teleported to another location

Greater Acid Spray: DC 15 to find, DC 15 to disable; affects all targets


within a 20 ft. cone, DC 15 save or take 2d10 acid damage for 1d4 rounds

Teleporter Crystal: DC 20 to find, DC 15 to disable; affects each creature


which touches the crystal, DC 10 save or be teleported to another location

A 5-foot wide chasm cuts across the corridor

A buzzing noise fills the corridor

An iron chandelier hangs from the ceiling here

The floor is covered with shards of bone

Skeletons hang from chains and manacles against the walls

Cobwebs fill the corridor

3 x Bone Naga (mm 233, cr 4), wandering senselessly

Red Dragon Wyrmling (mm 98, cr 4) and 4 x Magma Mephit (mm 216, cr
1/2), bloodied and fleeing a more powerful enemy

Wraith (mm 302, cr 5) and 2 x Ghoul (mm 148, cr 1), bloodied and fleeing a
more powerful enemy

1 x Troll (mm 291, cr 5), searching for an object stolen from their lair

Orc War Chief (mm 246, cr 4) and 7 x Orc (mm 246, cr 1/2), tracking the
party

2 x Troll (mm 291, cr 5), scouting from another part of the dungeon

West Entry

Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)

East Entry #1

Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)

East Entry #2

Secret (DC 20 to find) Locked Good Wooden Door (DC 10 to open, DC 15


to break; 15 hp)
The door is concealed behind a statue of a troll archer, and opened by
pulling an arrow in its quiver

East Entry #3
South Entry

Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)


Secret (DC 15 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
The door is concealed behind a statue of a fearsome dragon, and
opened by reaching into its mouth

Room Features

Someone has scrawled "The Guild of the Blessed Thorn looted this place"
on the south wall, Several iron spikes are scattered throughout the room

Room #2

North Entry #1

Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)

North Entry #2

Trapped and Locked Simple Wooden Door (DC 15 to open, DC 15 to break;


10 hp)
Guillotine Blade: DC 10 to find, DC 10 to disable; +6 to hit against one
target, 4d10 slashing damage

East Entry #1

Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)

East Entry #2

Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)


Rune of Hypnosis: DC 15 to find, DC 15 to disable; affects all targets
within 10 ft., DC 13 save or become incapacitated for 1d4 rounds

South Entry

Trapped and Locked Simple Wooden Door (DC 10 to open, DC 15 to break;


10 hp)
Falling Block: DC 10 to find, DC 10 to disable; affects all targets
within a 10 ft. square area, DC 11 save or take 2d10 damage

Room Features

Room #3

West Entry

Someone has scrawled "The Foxes of Caburh looted this place" in dwarvish
runes on the south wall, A cold spot can be felt in the south-east corner of
the room

Secret (DC 20 to find) Unlocked Simple Wooden Door (10 hp) (slides to one
side)
The door is concealed within the mouth of a gargantuan skull carved
from stone

South Entry

Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)

Empty

Room #4

West Entry

Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)


(slides up)
Falling Block: DC 15 to find, DC 10 to disable; affects all targets
within a 10 ft. square area, DC 15 save or take 4d10 damage

East Entry

Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)

South Entry #1

Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)

South Entry #2

Trapped and Locked Good Wooden Door (DC 25 to open, DC 15 to break;


15 hp)
Falling Block: DC 10 to find, DC 15 to disable; affects all targets
within a 10 ft. square area, DC 12 save or take 4d10 damage

Monster

Room #5

North Entry

1 x Otyugh (mm 248, cr 5); 1800 xp

Trapped and Unlocked Strong Wooden Door (20 hp)


Fire Spray: DC 20 to find, DC 15 to disable; affects all targets within a
20 ft. cone, DC 11 save or take 2d10 fire damage

East Entry

Secret (DC 25 to find) Unlocked Simple Wooden Door (10 hp)


The door is located near the ceiling and concealed behind an area of
slime

South Entry

Trapped and Unlocked Iron Door (60 hp)


Contact Poison: DC 10 to find, DC 10 to disable; affects each creature

which touches the trigger, DC 18 save or take 10d10 damage


Empty

The Vaults of Abyssal Madness


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Some content used under the terms of the Open Gaming License

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