Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

The Catacombs of the Wyrm Empress 01

Level 1
General History The dungeon was created by drow elves as a stronghold. It
was eventually abandoned by its creators, and the dungeon
has lain empty for many years until recently.

Walls Masonry (DC 15 to climb)

Floor Smooth Stone

Temperature Average

Illumination Average (shadowy in corridors, lamps or torches in most


rooms)

Corridor Features a A large demonic idol with ruby eyes sits in an alcove here

c A group of demonic faces have been carved into the walls

e Rune of Paralyzation: DC 10 to find, DC 15 to disable; affects


all targets within 10 ft., DC 11 save or become paralyzed for
1d4 rounds

i A putrid odor fills the corridor

Room #1 North Entry #1 Secret (DC 25 to find) Trapped and Stuck Stone Door (DC 20
to break; 60 hp)
Ⓢ The door is opened by speaking a command word
Ⓣ One-way Door: DC 15 to find, DC 10 to disable
→ Leads to room #2

North Entry #2 Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)


(slides to one side)
→ Leads to room #3

West Entry Trapped and Locked Simple Wooden Door (DC 25 to open,
DC 15 to break; 10 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit
against one target, 2d10 piercing damage
→ Leads to room #5

East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


→ Leads to room #7

South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)


→ Leads to room #9

Empty

Room #2 West Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)

South Entry Secret (DC 25 to find) Trapped and Stuck Stone Door (DC 20
to break; 60 hp)
Ⓢ The door is opened by speaking a command word
Ⓣ One-way Door: DC 15 to find, DC 10 to disable
→ Leads to room #1

Empty

Room #3 East Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10
hp)
Ⓣ Falling Block: DC 10 to find, DC 15 to disable; affects all
targets within a 10 ft. square area, DC 19 save or take 4d10
damage

South Entry Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)


(slides to one side)
→ Leads to room #1

Empty

Room #4 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #16

South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)


→ Leads to room #5

Room Features The south and west walls have been engraved with glowing
symbols, and various torture devices are scattered throughout
the room

Room #5 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #4

East Entry Trapped and Locked Simple Wooden Door (DC 25 to open,
DC 15 to break; 10 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit
against one target, 2d10 piercing damage
→ Leads to room #1

South Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break;


15 hp)

Empty

Room #6 East Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break;
20 hp)
→ Leads to room #15

South Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)


→ Leads to room #7

Trap Idol of Evil: DC 10 to find, DC 15 to disable; affects good


creatures which touch the idol, DC 13 save or take 2d10
damage
Room #7 North Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
→ Leads to room #6

West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


→ Leads to room #1

South Entry Unlocked Simple Wooden Door (10 hp) (slides to one side)

Empty

Room #8 West Entry Stuck Iron Door (DC 25 to break; 60 hp)

South Entry Trapped and Unlocked Iron Door (60 hp)


Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +3 to hit
against one target, 1d10 slashing damage

Room Features A narrow ledge runs along the south and west walls, and
several pieces of blood-soaked clothing are scattered
throughout the room

Room #9 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #1

East Entry Trapped and Unlocked Stone Door (60 hp)


Ⓣ Thunderstone Mine: DC 10 to find, DC 20 to disable;
affects all targets within 20 ft., DC 14 save or take 2d10
thunder damage and become deafened for 1d4 rounds

Empty

Room #10 East Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break;
15 hp)

South Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #11

Room Features A stream of acid flows along a channel in the floor, and a tile
mosaic of geometric patterns covers the floor

Trap Acid Spray: DC 20 to find, DC 15 to disable; affects all targets


within a 20 ft. cone, DC 13 save or take 1d10 acid damage for
1d4 rounds

Hidden Treasure Hidden (DC 25 to find) Unlocked Good Wooden Chest (15 hp)

1700 cp, 1100 sp, 70 gp, banded agate (10 gp), lapis lazuli (10
gp), rhodochrosite (10 gp), tiger eye (10 gp)

Room #11 North Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #10

South Entry #1 Secret (DC 20 to find) Locked Simple Wooden Door (DC 25 to
open, DC 15 to break; 10 hp)
Ⓢ The door is concealed within the mouth of a demonic face
carved from stone
South Entry #2 Archway

Room Features Various torture devices are scattered throughout the room,
and the ceiling is covered with scorch marks

Room #12 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break;
10 hp)

South Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break;


20 hp)

Room Features A tile mosaic of legendary monsters covers the floor, and a
charred wooden shield lies in the east side of the room

Room #13 East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Room Features A balcony hangs from the east wall, and a rusted breastplate
lies in the south side of the room

Room #14 West Entry Archway

East Entry Unlocked Stone Door (60 hp)

Empty

Room #15 North Entry Stuck Iron Door (DC 25 to break; 60 hp)

West Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break;


20 hp)
→ Leads to room #6

Empty

Room #16 East Entry #1 Secret (DC 25 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is located several feet above the floor and
concealed behind an area of fungus

East Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)


→ Leads to room #4

Room Features A magical mirror on the north wall answers questions with lies
and falsehoods, and a pile of corroded iron spikes lies in the
south side of the room

Random Dungeon Generator


http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License

You might also like