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The Undercrypt of Demonic Nightmares 05

Level 5
General History The dungeon was created by yuan-ti as a stronghold. Its
creators were destroyed by a magical catastrophe, and the
dungeon has lain empty for many years until recently.

Walls Hewn Stone (DC 20 to climb)

Floor Flagstone

Temperature Cool

Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)

Corridor Features a The sound of chimes fills the corridor

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

e Symbol of Panic: DC 20 to find, DC 15 to disable; affects all


targets within 10 ft., DC 10 save or become frightened for 1d4
rounds

i Shrine of Law: DC 15 to find, DC 15 to disable; affects chaotic


creatures which touch the shrine, DC 17 save or take 10d10
damage and be stunned for 1 round

m A clicking noise fills the corridor

n Arrow Blaster: DC 15 to find, DC 10 to disable; +3 to hit


against up to three targets within 10 ft., 2d10 piercing damage

Room #1 West Entry #1 Trapped and Unlocked Stone Door (60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit
against one target, 4d10 piercing damage

West Entry #2 Locked Simple Wooden Door (DC 10 to open, DC 15 to break;


10 hp)
→ Leads to room #3

East Entry #1 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to disable; +6 to hit
against one target, 4d10 slashing damage
→ Leads to room #4

East Entry #2 Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)


→ Leads to room #5

South Entry Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to
break; 10 hp)
Ⓢ The door is concealed behind a statue of a fearsome
dragon, and opened by reaching into its mouth

Room Features Lit candles are scattered across the floor, and someone has
scrawled "Death comes on silent wings" on the west wall
Room #2 North Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ One-way Door: DC 15 to find, DC 10 to disable

West Entry #1 Archway

West Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

West Entry #3 Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)

Empty

Room #3 West Entry Unlocked Simple Wooden Door (10 hp)

East Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break;


10 hp)
→ Leads to room #1

South Entry #1 Archway

South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features The floor is covered in square tiles, alternating white and
black, and someone has scrawled a basic map of the
dungeon on the south wall

Room #4 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

North Entry #2 Trapped and Locked Good Wooden Door (DC 20 to open, DC
15 to break; 15 hp) (slides up)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all
targets within a 10 ft. square area, DC 20 save or take 10d10
damage

West Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to disable; +6 to hit
against one target, 4d10 slashing damage
→ Leads to room #1

South Entry Archway


→ Leads to room #5

Empty

Room #5 North Entry Archway


→ Leads to room #4

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


→ Leads to room #1

East Entry #1 Secret (DC 20 to find) Locked Iron Door (DC 10 to open, DC
30 to break; 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly

East Entry #2 Archway

Room Features A mural of ghoulish carnage covers the ceiling, and chanting
fills the room
Trap Large Electrified Floortile: DC 15 to find, DC 10 to disable;
affects all targets within a 20 ft. square area, DC 12 save or
take 4d10 lightning damage

Hidden Treasure Hidden (DC 15 to find) Locked Strong Wooden Chest (DC 20
to unlock, DC 25 to break; 20 hp)

600 cp, 5000 sp, 1800 gp, 130 pp, 3 x black onyx (150 gp),
diamond (100 gp), amber (100 gp), garnet (100 gp), jade (100
gp), pearl (100 gp), Bracers of Archery (uncommon, dmg
156), Eversmoking Bottle (uncommon, dmg 168), Instrument
of the Bards (Mac-Fuimidh cittern) (uncommon, dmg 176),
Staff of the Python (uncommon, dmg 204)

Room #6 North Entry Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to
break; 10 hp) (slides down)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #35

West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)


→ Leads to room #38

East Entry Stuck Iron Door (DC 25 to break; 60 hp)


→ Leads to room #22

South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features A chute descends from the room into a plundered tomb below,
and the north and west walls are covered with veins of yellow
crystal

Room #7 West Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
→ Leads to room #31

South Entry Archway

Room Features A magical statue in the north-west corner of the room answers
questions with lies and falsehoods, and someone has
scrawled "left, straight" on the north wall

Room #8 East Entry Archway


→ Leads to room #27

South Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

South Entry #2 Archway


→ Leads to room #34

Room Features A balcony hangs from the south wall, and someone has
scrawled a diagram of a mechanical trap on the north wall

Room #9 North Entry Archway


→ Leads to room #14

West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

South Entry Trapped and Locked Good Wooden Door (DC 15 to open, DC
South Entry Trapped and Locked Good Wooden Door (DC 15 to open, DC
15 to break; 15 hp) (slides down)
Ⓣ Fire Spray: DC 15 to find, DC 20 to disable; affects all
targets within a 20 ft. cone, DC 13 save or take 4d10 fire
damage
→ Leads to room #21

Empty

Room #10 North Entry Archway


→ Leads to room #27

East Entry #1 Secret (DC 25 to find) Locked Strong Wooden Door (DC 10 to
open, DC 20 to break; 20 hp)
Ⓢ The door is concealed behind a tapestry of a god of
wealth

East Entry #2 Archway

Trap Concealed Pit with Spikes: DC 15 to find, DC 10 to disable;


affects all targets entering a 10 ft. square area, DC 14 save or
take 4d10 damage

Hidden Treasure Hidden (DC 25 to find) Trapped and Unlocked Strong Wooden
Chest (20 hp)
Poisoned Arrow Trap: DC 10 to find, DC 10 to disable; +5 to
hit against one target, 2d10 piercing/poison damage

400 cp, 7000 sp, 2500 gp, 90 pp, a cloth gown trimmed with
fur (25 gp), a copper chalice set with chalcedony (25 gp), a
portrait (of a male elf) in a wooden frame set with zircon (25
gp), a rosewood shield brooch inlaid with a filigree of gold (25
gp), 2 x Potion of Climbing (common, dmg 187), Potion of
Healing (common, dmg 187)

Room #11 North Entry Secret (DC 15 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #33

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


→ Leads to room #28

South Entry Secret (DC 15 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed behind a statue of an elemental
salamander, and opened by setting it aflame
→ Leads to room #24

Empty

Room #12 West Entry Trapped and Locked Good Wooden Door (DC 25 to open, DC
15 to break; 15 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 15 to disable; +4 to hit
against one target, 2d10 piercing damage
→ Leads to room #17
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features The south and west walls have been engraved with geometric
patterns, and groaning can be heard in the south-east corner
of the room

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


targets within a 20 ft. cone, DC 12 save or take 2d10 acid
damage for 1d4 rounds

Hidden Treasure Locked Strong Wooden Chest (DC 15 to unlock, DC 25 to


break; 20 hp)

1000 cp, 7000 sp, 2700 gp, 100 pp, 2 x diamond (50 gp),
bloodstone (50 gp), chalcedony (50 gp), citrine (50 gp), jasper
(50 gp), quartz (50 gp), star rose quartz (50 gp), zircon (50 gp)

Room #13 West Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
→ Leads to room #16

East Entry #1 Unlocked Strong Wooden Door (20 hp)

East Entry #2 Unlocked Iron Door (60 hp)

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


10 hp)
→ Leads to room #30

Trap Earthmaw Trap: DC 10 to find, DC 10 to disable; +10 to hit


against one target, 10d10 piercing damage

Hidden Treasure Locked Good Wooden Chest (DC 20 to unlock, DC 20 to


break; 15 hp)

500 cp, 7000 sp, 1400 gp, 70 pp, 5 x diamond (50 gp),
bloodstone (50 gp), 2 x chalcedony (50 gp), 2 x chrysoprase
(50 gp), 2 x citrine (50 gp), 2 x jasper (50 gp), 3 x sardonyx
(50 gp)

Room #14 West Entry Secret (DC 15 to find) Locked Strong Wooden Door (DC 10 to
open, DC 20 to break; 20 hp) (slides down)
Ⓢ The door is located several feet above the floor and
concealed behind an area of mould

South Entry Archway


→ Leads to room #9

Room Features A stone ramp ascends towards the west wall, and an altar of
evil sits in the south-east corner of the room

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

Room Features The room has a high domed ceiling, and several empty bottles
are scattered throughout the room
Room #16 East Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
→ Leads to room #13

Room Features A faded and torn tapestry hangs from the east wall, and a pile
of spoiled meat lies in the center of the room

Room #17 North Entry Unlocked Stone Door (60 hp)

East Entry Trapped and Locked Good Wooden Door (DC 25 to open, DC
15 to break; 15 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 15 to disable; +4 to hit
against one target, 2d10 piercing damage
→ Leads to room #12

Room Features A tile labyrinth covers the floor, and the scent of smoke fills the
room

Room #18 North Entry #1 Archway

North Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #20

Room Features A magical mosaic on the south wall can be used as a portal to
any known location within the dungeon, and a pile of broken
glass lies in the north-west corner of the room

Room #19 North Entry Secret (DC 15 to find) Locked Simple Wooden Door (DC 15 to
open, DC 15 to break; 10 hp)
Ⓢ The door is located several feet above the floor and
concealed by an illusion
→ Leads to room #28

South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features A magical pool in the west side of the room ages whomever
drinks from it (but only once), and a small table and spinning
wheel sit in the center of the room

Trap Flamethrower: DC 15 to find, DC 20 to disable; affects all


targets within a 20 ft. cone, DC 20 save or take 10d10 fire
damage

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

West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)


(magically reinforced, disadvantage to break)

East Entry Secret (DC 20 to find) Unlocked Stone Door (60 hp)
Ⓢ The door is located above a small stone dais and opened
by twisting an iron sconce

South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #18

Empty
Room #21 North Entry Trapped and Locked Good Wooden Door (DC 15 to open, DC
15 to break; 15 hp) (slides down)
Ⓣ Fire Spray: DC 15 to find, DC 20 to disable; affects all
targets within a 20 ft. cone, DC 13 save or take 4d10 fire
damage
→ Leads to room #9

West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

West Entry #2 Unlocked Simple Wooden Door (10 hp)

Room Features Someone has scrawled "The Ruby Thorns killed fourteen orcs
here" on the east wall, and jagged steel blades project from
cracks in the south and east walls

Room #22 West Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #6

East Entry Trapped and Locked Simple Wooden Door (DC 20 to open,
DC 15 to break; 10 hp)
Ⓣ Rune of Dread: DC 15 to find, DC 15 to disable; affects all
targets within 10 ft., DC 17 save or become frightened for 1d4
rounds
→ Leads to room #28

Room Features A sloped pit lined with iron spikes lies in the north-east corner
of the room, and the north and west walls have been
engraved with incoherent labyrinths

Room #23 East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features A balcony hangs from the south wall, and a tile labyrinth
covers the floor

Hidden Treasure Locked Strong Wooden Chest (DC 25 to unlock, DC 25 to


break; 20 hp)

400 cp, 7000 sp, 2000 gp, 130 pp, 4 x diamond (100 gp),
pearl (100 gp), 2 x chrysoberyl (100 gp), garnet (100 gp),
Immovable Rod (uncommon, dmg 175), Potion of Greater
Healing (uncommon, dmg 187)

Room #24 North Entry Secret (DC 15 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed behind a statue of an elemental
salamander, and opened by setting it aflame
→ Leads to room #11

West Entry Archway

Empty

Room #25 East Entry Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
Ⓣ One-way Door: DC 15 to find, DC 15 to disable

Trap Falling Block: DC 10 to find, DC 15 to disable; affects all


targets within a 10 ft. square area, DC 14 save or take 4d10
targets within a 10 ft. square area, DC 14 save or take 4d10
damage

Room #26 North Entry Trapped and Locked Simple Wooden Door (DC 15 to open,
DC 15 to break; 10 hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 15 to disable; affects
each creature which touches the crystal, DC 10 save or be
teleported to another location
→ Leads to room #34

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


15 hp)

Trap Falling Cage Trap: DC 15 to find, DC 15 to disable; affects all


targets within a 10 ft. square area, DC 11 save or become
confined

Room #27 West Entry #1 Locked Strong Wooden Door (DC 10 to open, DC 20 to break;
20 hp)

West Entry #2 Archway


→ Leads to room #8

South Entry #1 Archway

South Entry #2 Archway


→ Leads to room #10

Room Features A large demonic idol with ruby eyes sits in the south-east
corner of the room, and several pieces of rotten bread are
scattered throughout the room

Room #28 North Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)

West Entry Trapped and Locked Simple Wooden Door (DC 20 to open,
DC 15 to break; 10 hp)
Ⓣ Rune of Dread: DC 15 to find, DC 15 to disable; affects all
targets within 10 ft., DC 17 save or become frightened for 1d4
rounds
→ Leads to room #22

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


→ Leads to room #11

South Entry Secret (DC 15 to find) Locked Simple Wooden Door (DC 15 to
open, DC 15 to break; 10 hp)
Ⓢ The door is located several feet above the floor and
concealed by an illusion
→ Leads to room #19

Room Features Several alcoves are cut into the north and south walls, and
howling fills the room

Hidden Treasure Hidden (DC 20 to find) Trapped and Locked Iron Chest (DC
15 to unlock, DC 30 to break; 60 hp)
Contact Poison: DC 10 to find, DC 10 to disable; affects each
creature which touches the trigger, DC 11 save or take 2d10
creature which touches the trigger, DC 11 save or take 2d10
damage

600 cp, 3000 sp, 2300 gp, 100 pp, a fine leather armor tooled
with arcane runes (250 gp), a moonstone salt cellar inlaid with
ornate orichalcum scrollwork (250 gp), an agateware plate
embossed with draconic runes (250 gp), Armor of Resistance
(chain mail, poison) (rare, dmg 152), Glamoured Studded
Leather (rare, dmg 172), Figurine of Wondrous Power (onyx
dog) (rare, dmg 169)

Room #29 East Entry Unlocked Stone Door (60 hp)

Room Features A magical mirror on the east wall answers questions with lies
and falsehoods, and several shattered weapons are scattered
throughout the room

Trap Greater Acid Spray: DC 10 to find, DC 15 to disable; affects all


targets within a 20 ft. cone, DC 14 save or take 2d10 acid
damage for 1d4 rounds

Hidden Treasure Hidden (DC 15 to find) Trapped and Locked Strong Wooden
Chest (DC 25 to unlock, DC 25 to break; 20 hp)
Contact Poison: DC 10 to find, DC 10 to disable; affects each
creature which touches the trigger, DC 17 save or take 10d10
damage

600 cp, 6000 sp, 2700 gp, 80 pp, a brass bracer etched with
arcane runes (25 gp), a rosewood medallion inlaid with ornate
gold scrollwork (25 gp), +2 Ammunition (20 sling bullets) (rare,
dmg 150), Scroll of Protection (aberrations) (rare, dmg 199)

Room #30 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break;
10 hp)
→ Leads to room #13

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

Room Features A set of demonic war masks hangs on the north wall, and
someone has scrawled "Upon the Twilight of Storms, when
light becomes shadow, the Palace of Shadows shall be found"
on the east wall

Room #31 North Entry #1 Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)

North Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides to
one side)

East Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)


→ Leads to room #7

South Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20
hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +6 to hit
against one target, 4d10 slashing damage

Room Features An altar of evil sits in the center of the room, and someone
has scrawled "Elrert died here" in blood on the east wall
Room #32 East Entry Archway

Empty

Room #33 West Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #39

South Entry #1 Secret (DC 20 to find) Locked Simple Wooden Door (DC 20 to
open, DC 15 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly

South Entry #2 Secret (DC 15 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #11

Empty

Room #34 North Entry #1 Archway


→ Leads to room #8

North Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)

South Entry Trapped and Locked Simple Wooden Door (DC 15 to open,
DC 15 to break; 10 hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 15 to disable; affects
each creature which touches the crystal, DC 10 save or be
teleported to another location
→ Leads to room #26

Room Features Someone has scrawled "If being drunk all the time were easy,
everyone would do it" in dwarvish runes on the south wall, and
the sound of chimes fills the room

Room #35 East Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable

South Entry Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to
break; 10 hp) (slides down)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #6

Room Features A tile mosaic of a legendary battle covers the floor, and a
stone dais and throne sits in the east side of the room

Room #36 East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

South Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15
hp)
Ⓣ Symbol of Panic: DC 10 to find, DC 15 to disable; affects
all targets within 10 ft., DC 14 save or become frightened for
1d4 rounds

Room Features The floor is covered in square tiles, alternating white and
black, and the scent of urine fills the room
Room #37 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

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

Empty

Room #38 North Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break;
20 hp) (slides to one side)

East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)


→ Leads to room #6

Empty

Room #39 West Entry Archway

East Entry Stuck Iron Door (DC 25 to break; 60 hp)


→ Leads to room #33

South Entry Trapped and Locked Good Wooden Door (DC 25 to open, DC
15 to break; 15 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit
against one target, 4d10 piercing damage

Room Features Lit candles are scattered across the floor, and a pile of rotten
leather lies in the east side of the room

Trap Falling Cage Trap: DC 15 to find, DC 10 to disable; affects all


targets within a 10 ft. square area, DC 11 save or become
confined

Room #40 North Entry Secret (DC 25 to find) Unlocked Good Wooden Door (15 hp)
(slides down)
Ⓢ The door is concealed within the mouth of a demonic face
carved from stone

East Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break;


10 hp)

Trap Thunder Blaster: DC 10 to find, DC 10 to disable; affects all


targets within a 20 ft. cone, DC 14 save or take 4d10 thunder
damage and become deafened for 1d4 rounds

Hidden Treasure Hidden (DC 25 to find) Trapped and Unlocked Simple Wooden
Chest (10 hp)
Ice Dart Trap: DC 15 to find, DC 15 to disable; +10 to hit
against one target, 10d10 cold damage

400 cp, 8000 sp, 2000 gp, 100 pp, a bone chalice inlaid with a
meandros of electrum (25 gp), a bone scepter engraved with a
labyrinth (25 gp), a brocade choker trimmed with fox fur (25
gp), an earthenware plate embossed with floral vines (25 gp)

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