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The Warrens 01

Level 1

General History The dungeon was created by mind flayers as a stronghold. It


was eventually conquered by invaders, and has been attacked
and abandoned many times since then.

Walls Reinforced Masonry (DC 15 to climb)


Floor Flagstone

Temperature Warm

Illumination Bright (lamps or torches every 40 ft.)

Corridor Features a Poison Gas Trap: DC 15 to find, DC 15 to disable; affects all


targets within a 10 ft. square area, DC 15 save or take 2d10
poison damage

c Earthmaw Trap: DC 20 to find, DC 15 to disable; +6 to hit


against one target, 2d10 piercing damage

e A narrow shaft falls into the corridor from above

i Skeletons hang from chains and manacles against the walls

m The scent of ozone fills the corridor

n A putrid odor fills the corridor

r A foul odor fills the corridor

s Sporadic knocking fills the corridor

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

v A chute falls into the corridor from above

w Guillotine Blade: DC 15 to find, DC 15 to disable; +10 to hit


against one target, 4d10 slashing damage

x Magic Missle Trap: DC 15 to find, DC 15 to disable; one


target, 1d10 force damage

z A fountain of water sits in an alcove here

Wandering 1 Water Weird (cr 3, mm 299); medium, 700 xp, returning to


their lair with plunder
Monsters
2 Hobgoblin Captain (cr 3, mm 186) and 1 x Hobgoblin (cr 1/2,
mm 186); medium, 800 xp, wielding bizarre eldritch powers

3 Bugbear (cr 1, mm 33) and 3 x Goblin (cr 1/4, mm 166); hard,


350 xp, actively patrolling their territory

4 Spectator (cr 3, mm 30); medium, 700 xp, consumed by


disease and madness

5 Goblin Boss (cr 1, mm 166) and 4 x Goblin (cr 1/4, mm 166);


deadly, 400 xp, hunting for food

6 Orc Eye of Gruumsh (cr 2, mm 247) and 1 x Orc (cr 1/2, mm


246); easy, 550 xp, scavenging for food and treasure

Room #1 North Entry Trapped and Locked Stone Door (DC 20 to open, DC 25 to
break; 60 hp) (slides to one side)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all
targets within a 10 ft. square area, DC 10 save or take 1d10
damage
West Entry #1 Unlocked Simple Wooden Door (10 hp)
→ Leads to room #135, inhabited by 3 x Goblin and 7 x
Giant Rat

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


15 hp)

East Entry Secret (DC 25 to find) Locked Iron Door (DC 25 to open, DC
30 to break; 60 hp) (slides down)
Ⓢ The door is located above a small stone dais and
concealed behind a tapestry of arcane patterns
→ Leads to room #2, inhabited by Wight

South Entry Unlocked Simple Wooden Door (10 hp)

Room Features An enchanted pool in the east side of the room summons a
water elemental to serve whomever drinks from it (but only
once), and someone has scrawled "In the Mountains of
Lightning, when the hound betrays the master and the
Obsidian Orb lies in blood, the Temple of Omens shall be
restored" on the west wall

Monster Ogre Zombie (cr 2, mm 316); easy, 450 xp

Treasure: 16 gp

Room #2 West Entry Secret (DC 25 to find) Locked Iron Door (DC 25 to open, DC
30 to break; 60 hp) (slides down)
Ⓢ The door is located above a small stone dais and
concealed behind a tapestry of arcane patterns
→ Leads to room #1, inhabited by Ogre Zombie

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


→ Leads to room #3

South Entry Stuck Stone Door (DC 20 to break; 60 hp)


→ Leads to room #4

Room Features The south and east walls have been engraved with incoherent
labyrinths, and a hole has been blasted into the west wall

Monster Wight (cr 3, mm 300); medium, 700 xp

Treasure: 16 ep

Hidden Treasure Hidden (DC 20 to find) Unlocked Strong Wooden Chest (20
hp)

1600 cp, 1300 sp, 100 gp, banded agate (10 gp), hematite (10
gp), lapis lazuli (10 gp), rhodochrosite (10 gp), turquoise (10
gp), Potion of Diminution (rare, dmg 187)

Room #3 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #2, inhabited by Wight

East Entry #1 Archway


East Entry #2 Locked Good Wooden Door (DC 20 to open, DC 15 to break;
15 hp)

East Entry #3 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
up)

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


disadvantage to open)

Room Features The floor is covered with fungus, and a pile of rotten apples
lies in the north-west corner of the room

Room #4 North Entry Stuck Stone Door (DC 20 to break; 60 hp)


→ Leads to room #2, inhabited by Wight

East Entry Stuck Stone Door (DC 20 to break; 60 hp)

South Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #6, inhabited by Ogre Zombie and 1 x
Zombie

Empty

Room #5 West Entry #1 Unlocked Good Wooden Door (15 hp)

West Entry #2 Archway

East Entry Unlocked Strong Wooden Door (20 hp)


→ Leads to room #6, inhabited by Ogre Zombie and 1 x
Zombie

South Entry Unlocked Stone Door (60 hp)

Monster Mimic (cr 2, mm 220); easy, 450 xp

Treasure: 14 sp

Room #6 North Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #4

West Entry Unlocked Strong Wooden Door (20 hp)


→ Leads to room #5, inhabited by Mimic

East Entry Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓢ The door is concealed within a mosaic of vile acts
→ Leads to room #7, inhabited by Mimic

South Entry Unlocked Good Wooden Door (15 hp)

Room Features Several headless statues are scattered throughout the room,
and a crushed helm lies in the center of the room

Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316);
easy, 500 xp

Treasure: 14 cp; 23 cp
Room #7 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

West Entry Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓢ The door is concealed within a mosaic of vile acts
→ Leads to room #6, inhabited by Ogre Zombie and 1 x
Zombie

East Entry #1 Archway

East Entry #2 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Magic Missle Trap: DC 10 to find, DC 10 to disable; one
target, 1d10 force damage

South Entry Unlocked Strong Wooden Door (20 hp)


→ Leads to room #180

Room Features An iron chandelier hangs from the ceiling in the north side of
the room, and a charred wooden chest lies in the south-east
corner of the room

Monster Mimic (cr 2, mm 220); easy, 450 xp

Treasure: 21 cp

Room #8 North Entry Archway

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

South Entry Unlocked Stone Door (60 hp)


→ Leads to room #239

Empty

Room #9 North Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break;
15 hp)
→ Leads to room #175, inhabited by Silver Dragon Wyrmling

West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

South Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #63

Empty

Room #10 North Entry #1 Trapped and Unlocked Iron Door (60 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all
targets within a 10 ft. square area, DC 11 save or take 1d10
damage

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

Room Features A magical mosaic on the south wall can be used to scry upon
any known individual within the dungeon, and an unexplained
breeze can be felt in the center of the room

Monster Water Weird (cr 3, mm 299); medium, 700 xp


Treasure: 6 gp

Room #11 North Entry #1 Unlocked Stone Door (60 hp)


→ Leads to room #193, inhabited by 2 x Bugbear and 1 x
Half-ogre

North Entry #2 Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)


→ Leads to room #130, inhabited by Silver Dragon Wyrmling

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

Room Features Sporadic knocking fills the room, and a pile of trash lies in the
north side of the room

Monster Mimic (cr 2, mm 220); easy, 450 xp

Treasure: 14 cp

Room #12 West Entry Archway


→ Leads to room #82, inhabited by Orog and 1 x Orc

East Entry Archway

Empty

Room #13 South Entry #1 Unlocked Iron Door (60 hp)


→ Leads to room #240

South Entry #2 Archway


→ Leads to room #201

Room Features A group of monstrous faces have been carved into the north
wall, and someone has scrawled "When the last storm
gathers, the Throne of Flails shall be restored" on the south
wall

Room #14 South Entry Trapped and Locked Simple Wooden Door (DC 20 to open,
DC 15 to break; 10 hp) (slides up)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +6 to hit
against one target, 2d10 piercing damage

Room Features A group of draconic faces have been carved into the east wall,
and burning torches in iron sconces line the east wall

Monster Orc Eye of Gruumsh (cr 2, mm 247) and 1 x Orc (cr 1/2, mm
246); easy, 550 xp

Treasure: 15 sp; 12 cp

Room #15 North Entry #1 Locked Strong Wooden Door (DC 25 to open, DC 20 to break;
20 hp) (magically reinforced, disadvantage to break)

North Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

North Entry #3 Trapped and Locked Iron Door (DC 10 to open, DC 30 to


break; 60 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 10 to disable;
affects all targets within 20 ft., DC 14 save or take 2d10
thunder damage and become deafened for 1d4 rounds

West Entry Archway


→ Leads to room #106, inhabited by Orc Eye of Gruumsh
and 1 x Orc

East Entry Trapped and Locked Simple Wooden Door (DC 25 to open,
DC 15 to break; 10 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable;
affects all targets within 20 ft., DC 20 save or take 4d10
thunder damage and become deafened for 1d4 rounds
→ Leads to room #133, inhabited by Silver Dragon Wyrmling

South Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #160

Room Features A rope ascends to a wooden platform in the east side of the
room, and several iron cages are scattered throughout the
room

Monster Orog (cr 2, mm 247); easy, 450 xp

Treasure: 13 gp

Room #16 West Entry #1 Locked Strong Wooden Door (DC 15 to open, DC 20 to break;
20 hp)

West Entry #2 Secret (DC 15 to find) Stuck Good Wooden Door (DC 15 to
break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #209, inhabited by Hobgoblin and 3 x
Goblin

Room Features A rope ascends to a wooden platform in the south-east corner


of the room, and a sulphurous odor fills the south side of the
room

Monster 2 x Hobgoblin (cr 1/2, mm 186) and 2 x Worg (cr 1/2, mm


341); deadly, 400 xp

Treasure: 2000 cp, 1200 sp, 60 gp, a cloth tabard trimmed


with lynx fur (25 gp), a set of ivory dice with copper pips (25
gp), a stoneware tankard embossed with arcane runes (25
gp), an agateware cup embossed with arcane runes (25 gp),
an obsidian scepter engraved with draconic runes (25 gp),
Spell Scroll (Friends) (common, dmg 200), Spell Scroll
(Chromatic Orb) (common, dmg 200), Potion of Climbing
(common, dmg 187)

Room #17 East Entry #1 Unlocked Strong Wooden Door (20 hp)

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


10 hp)
→ Leads to room #156, inhabited by Mimic

South Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)

South Entry #2 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20
hp)
hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all
targets within a 10 ft. square area, DC 14 save or take 2d10
damage

Room Features Several square holes are cut into the ceiling and floor, and a
rusted breastplate lies in the north-east corner of the room

Room #18 West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #167, inhabited by Wight and 1 x Zombie

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

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


10 hp)
→ Leads to room #132, inhabited by Water Weird

Room Features A forge and anvil sit in the south side of the room, and the
scent of ozone fills the east side of the room

Monster Orog (cr 2, mm 247) and 1 x Orc (cr 1/2, mm 246); easy, 550
xp

Treasure: 18 sp; 19 cp

Room #19 West Entry Secret (DC 15 to find) Trapped and Stuck Good Wooden Door
(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
Ⓣ Fire Spray: DC 10 to find, DC 10 to disable; affects all
targets within a 20 ft. cone, DC 14 save or take 2d10 fire
damage
→ Leads to room #77, inhabited by Silver Dragon Wyrmling

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

Monster Water Weird (cr 3, mm 299); medium, 700 xp

Treasure: 15 cp

Room #20 West Entry #1 Archway


→ Leads to room #161

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

South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides
down)
→ Leads to room #216, inhabited by 2 x Hobgoblin and 2 x
Worg

Room Features A tile labyrinth covers the floor, and a metallic odor fills the
south-east corner of the room

Monster Bugbear (cr 1, mm 33) and 4 x Goblin (cr 1/4, mm 166);


deadly, 400 xp

Treasure: 23 cp; 16 cp; 17 sp; 17 sp; 8 gp


Hidden Treasure Hidden (DC 20 to find) Unlocked Good Wooden Chest (15 hp)

1800 cp, 500 sp, 40 gp, lapis lazuli (10 gp), malachite (10 gp),
tiger eye (10 gp), Spell Scroll (Spiritual Weapon) (uncommon,
dmg 200), Cap of Water Breathing (uncommon, dmg 157)

Room #21 North Entry #1 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

North Entry #2 Archway

Empty

Room #22 East Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break;
15 hp)

South Entry Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)


Ⓣ Electrified Lock: DC 10 to find, DC 15 to disable; affects
each creature which touches the lock, DC 10 save or take
1d10 lightning damage

Room Features A briny odor fills the south-west corner of the room, and a
charred wooden chest lies in the north side of the room

Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316);
easy, 500 xp

Treasure: 16 gp; 15 ep

Room #23 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

West 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

Empty

Room #24 East Entry Secret (DC 15 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed behind a statue of an ancient lich,
and opened by pressing runes on his staff

Room Features Someone has scrawled "Save yourself, kill the others" on the
west wall, and a pile of iron spikes lies in the south-east
corner of the room

Room #25 East Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break;
10 hp)

Room Features Several alcoves are cut into the north and west walls, and a
pile of iron blobs lies in the south side of the room

Room #26 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

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


→ Leads to room #193, inhabited by 2 x Bugbear and 1 x
Half-ogre

Room Features Lit candles are scattered across the floor, and someone has
Lit candles are scattered across the floor, and someone has
scrawled "The sword is cursed" on the east wall

Room #27 North Entry #1 Locked Good Wooden Door (DC 20 to open, DC 15 to break;
15 hp)
→ Leads to room #143, inhabited by Orog

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


→ Leads to room #99

South Entry #1 Unlocked Simple Wooden Door (10 hp)

South Entry #2 Trapped and Stuck Good Wooden Door (DC 15 to break; 15
hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
→ Leads to room #56

Room Features Someone has scrawled "black, azure, sapphire, white" on the
west wall, and the north and east walls are covered with veins
of red crystal

Room #28 North Entry Trapped and Locked Stone Door (DC 20 to open, DC 25 to
break; 60 hp)
Ⓣ One-way Door: DC 15 to find, DC 10 to disable

Empty

Room #29 West Entry Unlocked Simple Wooden Door (10 hp) (magically reinforced,
disadvantage to break)
→ Leads to room #30, inhabited by Goblin Boss and 4 x
Goblin

East Entry Archway

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


→ Leads to room #231

Room Features Someone has scrawled "Aixamh died here, her spear
sundered" in blood on the west wall, and a corroded chain lies
in the south side of the room

Room #30 West Entry Locked Strong Wooden Door (DC 20 to open, DC 20 to break;
20 hp)

East Entry #1 Trapped and Locked Iron Door (DC 10 to open, DC 30 to


break; 60 hp)
Ⓣ Ice Dart Trap: DC 20 to find, DC 20 to disable; +8 to hit
against one target, 2d10 cold damage

East Entry #2 Unlocked Simple Wooden Door (10 hp) (magically reinforced,
disadvantage to break)
→ Leads to room #29

Room Features A sloped pit lined with iron spikes lies in the north-west corner
of the room, and skeletons hang from chains and manacles
against the north and west walls

Monster
Monster Goblin Boss (cr 1, mm 166) and 4 x Goblin (cr 1/4, mm 166);
deadly, 400 xp

Treasure: 2700 cp, 1200 sp, 50 gp

Room #31 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

East Entry Unlocked Strong Wooden Door (20 hp)

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


→ Leads to room #226, inhabited by Ghast and 1 x Ghoul

Monster Ghast (cr 2, mm 148) and 1 x Ghoul (cr 1, mm 148); deadly,


650 xp

Treasure: 1500 cp, 600 sp, 70 gp, a bone orb engraved with
spirals (25 gp), a bone scepter inlaid with ornate silver
scrollwork (25 gp), a brocade merchant's cap threaded with
silver (25 gp), a leather saddle trimmed with fur (25 gp), a
wooden scepter set with hematite (25 gp), Spell Scroll
(Tenser's Floating Disk) (common, dmg 200)

Room #32 North Entry Unlocked Strong Wooden Door (20 hp)

South Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break;


15 hp)
→ Leads to room #33

Room Features A cube of solid stone stands in the north-east corner of the
room, and someone has scrawled "Don't lose your head" on
the east wall

Room #33 North Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break;
15 hp)
→ Leads to room #32

East Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)


→ Leads to room #52, inhabited by Hobgoblin and 1 x Worg

East Entry #2 Trapped and Unlocked Iron Door (60 hp)


Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects
each creature which touches the trigger, DC 10 save or take
1d10 damage

South Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Earthmaw Trap: DC 15 to find, DC 15 to disable; +8 to hit
against one target, 2d10 piercing damage

Room Features A mural of ancient mythology covers the ceiling, and skeletons
hang from chains and manacles against the north wall

Room #34 West Entry #1 Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)

West Entry #2 Archway

Monster Orc (cr 1/2, mm 246) and 1 x Ettin (cr 4, mm 132); deadly,
1200 xp
Treasure: 13 sp; 17 sp

Room #35 North Entry Archway

West Entry Unlocked Strong Wooden Door (20 hp)

South Entry #1 Locked Good Wooden Door (DC 20 to open, DC 15 to break;


15 hp) (slides down)
→ Leads to room #202, inhabited by Water Weird

South Entry #2 Archway

Room Features A tile mosaic of arcane patterns covers the floor, and the
ceiling is covered with bloodstains

Monster Hobgoblin Captain (cr 3, mm 186) and 1 x Hobgoblin (cr 1/2,


mm 186); medium, 800 xp

Treasure: 15 cp; 5 gp

Hidden Treasure Locked Simple Wooden Chest (DC 15 to unlock, DC 15 to


break; 10 hp)

1600 cp, 1200 sp, 40 gp, diamond (50 gp), 2 x citrine (50 gp),
quartz (50 gp), 5 x sardonyx (50 gp), Adamantine Armor
(scale mail) (uncommon, dmg 150)

Room #36 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

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


→ Leads to room #242

Empty

Room #37 North Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects
each creature which touches the trigger, DC 11 save or take
1d10 damage
→ Leads to room #158, inhabited by Wight

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

East Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Electrified Lock: DC 20 to find, DC 20 to disable; affects
each creature which touches the lock, DC 18 save or take
4d10 lightning damage
→ Leads to room #223, inhabited by 6 x Goblin

Room Features Several square holes are cut into the ceiling and floor, and a
pair of boots lies in the north side of the room

Room #38 West Entry #1 Trapped and Locked Good Wooden Door (DC 10 to open, DC
15 to break; 15 hp)
Ⓣ Rune of Hypnosis: DC 10 to find, DC 20 to disable; affects
all targets within 10 ft., DC 13 save or become incapacitated
for 1d4 rounds
West Entry #2 Unlocked Good Wooden Door (15 hp)

South Entry Archway


→ Leads to room #166

Monster Hobgoblin (cr 1/2, mm 186) and 1 x Worg (cr 1/2, mm 341);
easy, 200 xp

Treasure: 9 ep; 19 sp

Hidden Treasure Hidden (DC 20 to find) Unlocked Good Wooden Chest (15 hp)

1900 cp, 1200 sp, 80 gp

Room #39 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

West Entry Unlocked Good Wooden Door (15 hp)

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

East Entry #2 Archway


→ Leads to room #168, inhabited by 2 x Goblin and 5 x
Giant Rat

Empty

Room #40 North Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)

North Entry #2 Archway

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


15 hp)

Room Features The floor is covered in perfect hexagonal tiles, and a foul odor
fills the south-east corner of the room

Monster Silver Dragon Wyrmling (cr 2, mm 118); easy, 450 xp

Treasure: 8 ep

Hidden Treasure Hidden (DC 25 to find) Trapped and Locked Iron Chest (DC
20 to unlock, DC 30 to break; 60 hp)
Arrow Trap: DC 10 to find, DC 15 to disable; +6 to hit against
one target, 2d10 piercing damage

1500 cp, 1300 sp, 30 gp, eye agate (10 gp), lapis lazuli (10
gp), 2 x malachite (10 gp), obsidian (10 gp), 3 x rhodochrosite
(10 gp), Spell Scroll (Hail of Thorns) (common, dmg 200),
Spell Scroll (Hunter's Mark) (common, dmg 200), Potion of
Climbing (common, dmg 187), 2 x Potion of Healing (common,
dmg 187)

Room #41 East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #87

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

Room Features A simple cabinet and stone pedestal sit in the west side of the
room, and a bloody journal lies in the south-west corner of the
room
Monster Goblin Boss (cr 1, mm 166) and 2 x Goblin (cr 1/4, mm 166);
hard, 300 xp

Treasure: 10 sp; 12 gp; 16 sp

Room #42 North Entry #1 Secret (DC 20 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed within a mosaic of vile acts

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

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


20 hp)

Empty

Room #43 North Entry #1 Trapped and Locked Simple Wooden Door (DC 25 to open,
DC 15 to break; 10 hp) (slides down)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +11 to
hit against one target, 4d10 slashing damage

North Entry #2 Unlocked Good Wooden Door (15 hp)

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

Monster 2 x Hobgoblin (cr 1/2, mm 186); easy, 200 xp

Treasure: 9 gp; 21 cp

Room #44 North Entry Trapped and Locked Good Wooden Door (DC 10 to open, DC
15 to break; 15 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +12 to
hit against one target, 4d10 slashing damage

East Entry Trapped and Locked Simple Wooden Door (DC 15 to open,
DC 15 to break; 10 hp)
Ⓣ Fire Spray: DC 10 to find, DC 20 to disable; affects all
targets within a 20 ft. cone, DC 18 save or take 4d10 fire
damage

Room Features A tile mosaic of ancient mythology covers the floor, and a
toppled statue lies in the south side of the room

Room #45 West Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break;
10 hp) (slides to one side)
→ Leads to room #228, inhabited by Silver Dragon Wyrmling

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


→ Leads to room #209, inhabited by Hobgoblin and 3 x
Goblin

South Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)


→ Leads to room #243

South Entry #2 Trapped and Unlocked Iron Door (60 hp)


Ⓣ Earthmaw Trap: DC 10 to find, DC 15 to disable; +8 to hit
against one target, 2d10 piercing damage
Room Features Someone has scrawled "The Indigo Temple shall be found
when the Gate of Ice and Steel is opened" on the north wall,
and the ceiling is covered with cobwebs

Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4, mm 341);
medium, 200 xp

Treasure: 15 cp; 13 cp; 14 sp; 18 cp

Room #46 West Entry Unlocked Stone Door (60 hp)


→ Leads to room #90, inhabited by 2 x Hobgoblin and 1 x
Bugbear

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


20 hp)
→ Leads to room #71, inhabited by 3 x Hobgoblin

South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

Room Features A stone sarcophagus sits in the south side of the room, and a
pile of empty flasks lies in the north-east corner of the room

Monster Hobgoblin Captain (cr 3, mm 186) and 1 x Hobgoblin (cr 1/2,


mm 186); medium, 800 xp

Treasure: 16 sp; 9 sp

Trap Net Trap: DC 15 to find, DC 10 to disable; affects all targets


within a 10 ft. square area, DC 10 save or become restrained

Hidden Treasure Unlocked Strong Wooden Chest (20 hp)

2100 cp, 900 sp, 70 gp, 4 x diamond (50 gp), jasper (50 gp),
moonstone (50 gp), onyx (50 gp)

Room #47 East Entry Archway

South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
down)
→ Leads to room #89

Room Features Various torture devices are scattered throughout the room,
and an overwhelming stench fills the south-west corner of the
room

Monster 2 x Goblin (cr 1/4, mm 166) and 5 x Giant Rat (cr 1/8, mm
327); hard, 225 xp

Treasure: 21 cp; 8 gp; 12 sp; 17 sp; 19 cp; 16 sp; 7 sp

Room #48 South Entry Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
(magically reinforced, disadvantage to break)
Ⓣ Fire Spray: DC 15 to find, DC 15 to disable; affects all
targets within a 20 ft. cone, DC 14 save or take 2d10 fire
damage

Room Features A group of draconic faces have been carved into the north
wall, and someone has scrawled "It is awake" in goblin runes
on the east wall

Monster Ghast (cr 2, mm 148) and 1 x Ghoul (cr 1, mm 148); deadly,


Monster Ghast (cr 2, mm 148) and 1 x Ghoul (cr 1, mm 148); deadly,
650 xp

Treasure: 2200 cp, 1000 sp, 70 gp, a fine steel pendant


engraved with draconic scales (25 gp), a scroll of calligraphy
(25 gp), a wooden scepter engraved with elven script (25 gp),
an earthenware vase painted with woodland imagery (25 gp),
an obsidian coffer set with hematite (25 gp)

Room #49 North Entry Archway

West Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Acid Spray: DC 15 to find, DC 15 to disable; affects all
targets within a 20 ft. cone, DC 19 save or take 2d10 acid
damage for 1d4 rounds
→ Leads to room #206, inhabited by Mimic

Monster Orog (cr 2, mm 247); easy, 450 xp

Treasure: 12 sp

Room #50 West Entry Secret (DC 15 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #227

South Entry Unlocked Good Wooden Door (15 hp)

Trap Electrified Floortile: DC 15 to find, DC 15 to disable; affects all


targets within a 10 ft. square area, DC 15 save or take 2d10
lightning damage

Hidden Treasure Hidden (DC 15 to find) Unlocked Iron Chest (60 hp)

1900 cp, 900 sp, 70 gp, a cloth mantle trimmed with lynx fur
(25 gp), a fine leather mantle tooled with elven script (25 gp),
a fine steel pendant set with a single blue spinel (25 gp), a
leather saddle tooled with arcane runes (25 gp), an
earthenware plate embossed with draconic runes (25 gp)

Room #51 South Entry Stuck Iron Door (DC 25 to break; 60 hp)

Trap 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

Hidden Treasure Hidden (DC 25 to find) Trapped and Locked Simple Wooden
Chest (DC 25 to unlock, DC 15 to break; 10 hp)
Magic Missle Trap: DC 15 to find, DC 20 to disable; one
target, 2d10 force damage

1600 cp, 700 sp, 40 gp, azurite (10 gp), 3 x banded agate (10
gp), blue quartz (10 gp), rhodochrosite (10 gp), Bag of Holding
(uncommon, dmg 153), Helm of Comprehending Languages
(uncommon, dmg 173), Potion of Water Breathing
(uncommon, dmg 188)

Room #52 West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #33

Room Features A simple fireplace sits against the west wall, and knocking can
be faintly heard near the east wall

Monster Hobgoblin (cr 1/2, mm 186) and 1 x Worg (cr 1/2, mm 341);
easy, 200 xp

Treasure: 19 sp; 10 cp

Trap Poison Gas Trap: DC 10 to find, DC 10 to disable; affects all


targets within a 10 ft. square area, DC 12 save or take 2d10
poison damage

Room #53 North Entry Secret (DC 20 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed within an upright sarcophagus

East Entry Unlocked Good Wooden Door (15 hp)

Room Features The floor is covered in square tiles, alternating white and
black, and someone has scrawled "right, door, right, straight,
door" on the east wall

Room #54 West Entry Archway


→ Leads to room #194, inhabited by Mimic

East Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break;


15 hp) (slides to one side)

Monster Orc (cr 1/2, mm 246) and 1 x Ettin (cr 4, mm 132); deadly,
1200 xp

Treasure: 23 cp; 23 cp

Room #55 East Entry Secret (DC 20 to find) Stuck Good Wooden Door (DC 15 to
break; 15 hp)
Ⓢ The door is located near the ceiling and concealed within
a mosaic of a god of protection

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

Room Features A chute falls into the room from above, and a tile labyrinth
covers the floor

Monster Wight (cr 3, mm 300) and 1 x Zombie (cr 1/4, mm 316);


medium, 750 xp

Treasure: 15 cp; 22 cp

Room #56 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15
hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
→ Leads to room #27

East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
down)
Empty

Room #57 East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

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

Room Features A putrid odor fills the center of the room, and several iron
spikes are scattered throughout the room

Room #58 North Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break;
20 hp)

South Entry Unlocked Simple Wooden Door (10 hp)

Room Features Someone has scrawled "Elient fell here, not quick enough" in
blood on the north wall, and a charred wooden shield lies in
the south-west corner of the room

Monster Silver Dragon Wyrmling (cr 2, mm 118); easy, 450 xp

Treasure: 1 pp

Room #59 North Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break;
15 hp)
→ Leads to room #90, inhabited by 2 x Hobgoblin and 1 x
Bugbear

West Entry Secret (DC 15 to find) Unlocked Iron Door (60 hp) (slides to
one side)
Ⓢ The door is concealed within an upright sarcophagus

Monster Hobgoblin Captain (cr 3, mm 186) and 1 x Hobgoblin (cr 1/2,


mm 186); medium, 800 xp

Treasure: 12 sp; 15 sp

Room #60 North Entry #1 Unlocked Stone Door (60 hp)


→ Leads to room #126

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

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

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

Monster Orc Eye of Gruumsh (cr 2, mm 247) and 1 x Orc (cr 1/2, mm
246); easy, 550 xp

Treasure: 12 sp; 12 cp

Trap Scythe Blade: DC 15 to find, DC 15 to disable; +6 to hit


against all targets within a 5 ft. arc, 2d10 slashing damage

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

2200 cp, 1600 sp, 70 gp, a bone shield brooch engraved with
draconic scales (25 gp), a wooden puzzle box set with
draconic scales (25 gp), a wooden puzzle box set with
tourmaline (25 gp), an earthenware jar embossed with floral
vines (25 gp), an obsidian plate inlaid with ornate silver
scrollwork (25 gp), Spell Scroll (Acid Splash) (common, dmg
200), 3 x Potion of Climbing (common, dmg 187), Potion of
Healing (common, dmg 187)

Room #61 South Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Ⓣ Ice Dart Trap: DC 10 to find, DC 10 to disable; +4 to hit
against one target, 1d10 cold damage

Monster Hobgoblin Captain (cr 3, mm 186) and 1 x Hobgoblin (cr 1/2,


mm 186); medium, 800 xp

Treasure: 19 cp; 16 sp

Trap Chain Flail: DC 15 to find, DC 10 to disable; initiative +3, 1


attack per round, +6 to hit against all targets within 5 ft., 2d10
bludgeoning damage

Room #62 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break;
10 hp) (magically reinforced, disadvantage to break)
→ Leads to room #212

East Entry #1 Unlocked Simple Wooden Door (10 hp)

East Entry #2 Secret (DC 20 to find) Trapped and Unlocked Iron Door (60
hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
→ Leads to room #194, inhabited by Mimic

Empty

Room #63 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #9

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

Empty

Room #64 North Entry Locked Strong Wooden Door (DC 20 to open, DC 20 to break;
20 hp)

West Entry Stuck Stone Door (DC 20 to break; 60 hp)


→ Leads to room #141, inhabited by Goblin Boss and 4 x
Goblin

South Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects
each creature which touches the trigger, DC 12 save or take
2d10 damage
→ Leads to room #79

Room Features A shallow pit lies in the south-west corner of the room, and
several iron cages are scattered throughout the room
Room #65 South Entry #1 Unlocked Strong Wooden Door (20 hp)

South Entry #2 Trapped and Unlocked Stone Door (60 hp)


Ⓣ Falling Block: DC 10 to find, DC 15 to disable; affects all
targets within a 10 ft. square area, DC 10 save or take 1d10
damage

Monster Hobgoblin (cr 1/2, mm 186) and 6 x Goblin (cr 1/4, mm 166);
deadly, 400 xp

Treasure: 1700 cp, 1200 sp, 100 gp, a bone rod set with a
rosette of pearl (25 gp), a necklace of tiger eye (25 gp), a
pewter circlet set with coral (25 gp), Eyes of the Eagle
(uncommon, dmg 168), Staff of the Python (uncommon, dmg
204), +1 Weapon (spear) (uncommon, dmg 213)

Hidden Treasure Hidden (DC 20 to find) Locked Iron Chest (DC 20 to unlock,
DC 30 to break; 60 hp)

2000 cp, 1200 sp, 50 gp, a brass circlet inlaid with a filigree of
electrum (25 gp), a cloth gown trimmed with fur (25 gp), a
pewter torc etched with draconic scales (25 gp), a set of
crystal dice (25 gp), a steel shield brooch engraved with
thorned vines (25 gp), Ring of Animal Influence (rare, dmg
189)

Room #66 West Entry Archway

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

South Entry Archway


→ Leads to room #211

Monster 6 x Goblin (cr 1/4, mm 166); hard, 300 xp

Treasure: 2100 cp, 1600 sp, 70 gp, 3 x diamond (50 gp), 3 x


citrine (50 gp), jasper (50 gp), onyx (50 gp), star rose quartz
(50 gp), zircon (50 gp), Spell Scroll (Find Steed) (uncommon,
dmg 200), Cloak of the Manta Ray (uncommon, dmg 159),
Dust of Dryness (uncommon, dmg 166), Saddle of the
Cavalier (uncommon, dmg 199)

Room #67 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

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


→ Leads to room #88

Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316);
easy, 500 xp

Treasure: 17 cp; 8 gp

Trap Net Trap: DC 10 to find, DC 15 to disable; affects all targets


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

Hidden Treasure Hidden (DC 15 to find) Trapped and Locked Strong Wooden
Chest (DC 20 to unlock, DC 25 to break; 20 hp)
Contact Poison: DC 10 to find, DC 15 to disable; affects each
creature which touches the trigger, DC 12 save or take 2d10
damage
1700 cp, 1500 sp, 80 gp, 2 x diamond (50 gp), bloodstone (50
gp), 2 x carnelian (50 gp), citrine (50 gp), moonstone (50 gp),
onyx (50 gp), quartz (50 gp), sardonyx (50 gp), Potion of
Greater Healing (uncommon, dmg 187)

Room #68 North Entry Archway

Room Features A tapestry of vile acts hangs from the south wall, and the
ceiling is covered with cracks

Monster Silver Dragon Wyrmling (cr 2, mm 118); easy, 450 xp

Treasure: 9 gp

Room #69 North Entry Archway

Monster Silver Dragon Wyrmling (cr 2, mm 118); easy, 450 xp

Treasure: 9 gp

Room #70 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

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


→ Leads to room #228, inhabited by Silver Dragon Wyrmling

Monster Hobgoblin (cr 1/2, mm 186) and 3 x Goblin (cr 1/4, mm 166);
medium, 250 xp

Treasure: 11 gp; 18 cp; 17 cp; 7 gp

Room #71 West Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break;
20 hp)
→ Leads to room #46, inhabited by Hobgoblin Captain and 1
x Hobgoblin

East Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break;


15 hp)

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

Monster 3 x Hobgoblin (cr 1/2, mm 186); hard, 300 xp

Treasure: 13 gp; 7 gp; 12 sp

Room #72 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

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

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


→ Leads to room #83

Room Features A large demonic idol with ruby eyes sits in the south-west
corner of the room, and a pile of iron blobs lies in the north
side of the room
Monster 3 x Hobgoblin (cr 1/2, mm 186); hard, 300 xp

Treasure: 10 gp; 12 cp; 18 sp

Room #73 West Entry Archway


→ Leads to room #233, inhabited by Ogre Zombie

East Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

Empty

Room #74 East Entry Stuck Iron Door (DC 25 to break; 60 hp)

South Entry Stuck Stone Door (DC 20 to break; 60 hp)

Room Features A fountain decorated with screaming faces sits in the south-
west corner of the room, and someone has scrawled an arrow
pointing left on the south wall

Room #75 North Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Ⓣ Acid Spray: DC 10 to find, DC 10 to disable; affects all
targets within a 20 ft. cone, DC 12 save or take 1d10 acid
damage for 1d4 rounds
→ Leads to room #113

West Entry Unlocked Simple Wooden Door (10 hp)

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


10 hp)
→ Leads to room #153

Monster Orog (cr 2, mm 247); easy, 450 xp

Treasure: 10 cp

Room #76 North Entry Archway

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

Empty

Room #77 North Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to
break; 60 hp)
Ⓣ Teleporter Crystal: DC 10 to find, DC 20 to disable; affects
each creature which touches the crystal, DC 14 save or be
teleported to another location
→ Leads to room #111

West Entry #1 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all
targets within a 10 ft. square area, DC 15 save or take 2d10
damage

West Entry #2 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

East Entry Secret (DC 15 to find) Trapped and Stuck Good Wooden Door
Secret (DC 15 to find) Trapped and Stuck Good Wooden Door
(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
Ⓣ Fire Spray: DC 10 to find, DC 10 to disable; affects all
targets within a 20 ft. cone, DC 14 save or take 2d10 fire
damage
→ Leads to room #19, inhabited by Water Weird

South Entry Archway

Room Features Someone has scrawled "door, straight, straight, right" in


dwarvish runes on the west wall, and a pile of rotten leather
lies in the north side of the room

Monster Silver Dragon Wyrmling (cr 2, mm 118); easy, 450 xp

Treasure: 8 gp

Room #78 East Entry #1 Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)

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

South Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects
each creature which touches the trigger, DC 14 save or take
2d10 damage

Room Features A forge and anvil sit in the north-west corner of the room, and
a metallic odor fills the room

Room #79 North Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects
each creature which touches the trigger, DC 12 save or take
2d10 damage
→ Leads to room #64

East Entry Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to
break; 10 hp) (slides down)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #227

Room Features Part of the south wall has collapsed into the room, and
patches of mushrooms grow in the south-west corner of the
room

Room #80 East Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15
hp)
Ⓣ Rune of Fear: DC 15 to find, DC 10 to disable; affects all
targets within 10 ft., DC 19 save or become frightened for 1d4
rounds

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

South Entry #2 Locked Good Wooden Door (DC 25 to open, DC 15 to break;


15 hp)
Room Features A wooden ladder rests against the south wall, and someone
has scrawled an evil symbol on the south wall

Monster Hobgoblin Captain (cr 3, mm 186) and 1 x Hobgoblin (cr 1/2,


mm 186); medium, 800 xp

Treasure: 18 cp; 12 gp

Room #81 East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #110

Room Features A stair ascends to a catwalk hanging between the east and
west walls, and the floor is covered in perfect hexagonal tiles

Room #82 East Entry Archway


→ Leads to room #12

South Entry Archway


→ Leads to room #227

Monster Orog (cr 2, mm 247) and 1 x Orc (cr 1/2, mm 246); easy, 550
xp

Treasure: 16 sp; 17 cp

Room #83 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #72, inhabited by 3 x Hobgoblin

West Entry Archway

East Entry #1 Unlocked Good Wooden Door (15 hp)

East Entry #2 Unlocked Strong Wooden Door (20 hp) (magically reinforced,
disadvantage to break)

Empty

Room #84 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #196

South Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)

South Entry #2 Locked Strong Wooden Door (DC 20 to open, DC 20 to break;


20 hp)

Empty

Room #85 North Entry #1 Unlocked Simple Wooden Door (10 hp)

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


→ Leads to room #194, inhabited by Mimic

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

West Entry #2 Secret (DC 15 to find) Locked Simple Wooden Door (DC 25 to
open, DC 15 to break; 10 hp)
Ⓢ The door is located several feet above the floor and
concealed behind a tapestry of an earth goddess
→ Leads to room #171, inhabited by Hobgoblin Captain and
1 x Hobgoblin

East Entry Unlocked Simple Wooden Door (10 hp)

Empty

Room #86 West Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Magic Missle Trap: DC 10 to find, DC 15 to disable; one
target, 1d10 force damage

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

Room Features Several alcoves are cut into the north and south walls, and a
tapestry of a legendary battle hangs from the south wall

Monster Hobgoblin (cr 1/2, mm 186) and 1 x Manticore (cr 3, mm 213);


medium, 800 xp

Treasure: 9 sp; 6 pp

Room #87 West Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #41, inhabited by Goblin Boss and 2 x
Goblin

West Entry #2 Locked Strong Wooden Door (DC 20 to open, DC 20 to break;


20 hp)
→ Leads to room #113

East Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #213, inhabited by Orog and 1 x Orc

Room Features A carved stone statue stands in the west side of the room, and
someone has scrawled "Nimrode died here" on the south wall

Room #88 North Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Magic Missle Trap: DC 10 to find, DC 10 to disable; one
target, 2d10 force damage

West Entry #1 Unlocked Iron Door (60 hp)

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


→ Leads to room #67, inhabited by Ogre Zombie and 1 x
Zombie

Room Features A stair ascends to a catwalk hanging between the east and
west walls, and a pile of broken arrows lies in the north-east
corner of the room

Room #89 North Entry #1 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
→ Leads to room #214, inhabited by Spectator

North Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
down)
→ Leads to room #47, inhabited by 2 x Goblin and 5 x Giant
Rat

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


20 hp)
→ Leads to room #179

Room Features The floor is covered in perfect hexagonal tiles, and a pile of
iron spikes lies in the north-west corner of the room

Room #90 East Entry Unlocked Stone Door (60 hp)


→ Leads to room #46, inhabited by Hobgoblin Captain and 1
x Hobgoblin

South Entry #1 Locked Good Wooden Door (DC 25 to open, DC 15 to break;


15 hp)
→ Leads to room #59, inhabited by Hobgoblin Captain and 1
x Hobgoblin

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


10 hp)

Room Features A cube of solid stone stands in the north side of the room, and
a ruined gauntlet lies in the south-east corner of the room

Monster 2 x Hobgoblin (cr 1/2, mm 186) and 1 x Bugbear (cr 1, mm


33); deadly, 400 xp

Treasure: 2200 cp, 1200 sp, 120 gp, a leather belt with a fine
steel buckle (25 gp), a stoneware tile painted with mythical
creatures (25 gp), a wooden coffer inlaid with a meandros of
silver (25 gp), an ivory comb set with a single alexandrite (25
gp), an obsidian brazier inlaid with a meandros of copper (25
gp), Spell Scroll (Poison Spray) (common, dmg 200), Potion of
Greater Healing (uncommon, dmg 187), 2 x Potion of Healing
(common, dmg 187)

Room #91 West Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable;
affects all targets within 20 ft., DC 15 save or take 2d10
thunder damage and become deafened for 1d4 rounds
→ Leads to room #108, inhabited by Ghast and 1 x Ghoul

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

Room Features Several adventurer corpses are scattered throughout the


room, and several pieces of torn paper are scattered
throughout the room

Monster Orc Eye of Gruumsh (cr 2, mm 247) and 1 x Orc (cr 1/2, mm
246); easy, 550 xp

Treasure: 18 sp; 13 sp

Room #92 West Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break;
15 hp)
→ Leads to room #178, inhabited by Orog
East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Room Features A forge and anvil sit in the west side of the room, and
someone has scrawled "The last wards have fallen" on the
north wall

Monster 3 x Goblin (cr 1/4, mm 166) and 3 x Wolf (cr 1/4, mm 341);
hard, 300 xp

Treasure: 12 gp; 16 cp; 15 cp; 13 gp; 14 gp; 18 sp

Room #93 North Entry #1 Trapped and Locked Simple Wooden Door (DC 15 to open,
DC 15 to break; 10 hp) (slides down)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to disable; +3 to hit
against one target, 1d10 slashing damage

North Entry #2 Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to
break; 10 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #156, inhabited by Mimic

East Entry Unlocked Strong Wooden Door (20 hp)

Room Features The north and west walls have been engraved with geometric
patterns, and someone has scrawled "Good spot for trap" in
orcish runes on the east wall

Room #94 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #230, inhabited by Wight and 1 x Zombie

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


→ Leads to room #217

South Entry Archway

Room Features Skeletons hang from chains and manacles against the east
and west walls, and several pieces of torn paper are scattered
throughout the room

Monster Wight (cr 3, mm 300); medium, 700 xp

Treasure: 21 cp

Room #95 West Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)

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

Empty

Room #96 South Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
up)

South Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)


→ Leads to room #154

Room Features A narrow ledge runs along the south and east walls, and a
dagger hilt lies in the east side of the room
Room #97 East Entry Unlocked Stone Door (60 hp)

Room Features A magical pool in the north-east corner of the room ages
whomever drinks from it (but only once), and a fountain of
water sits against the north wall

Monster 2 x Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238);


deadly, 400 xp

Treasure: 2000 cp, 1100 sp, 30 gp, azurite (10 gp), 2 x eye
agate (10 gp), malachite (10 gp), moss agate (10 gp),
rhodochrosite (10 gp)

Room #98 North Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)

North Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp) (magically
reinforced, disadvantage to break)
→ Leads to room #174, inhabited by Orog and 1 x Orc

Empty

Room #99 North Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Earthmaw Trap: DC 20 to find, DC 10 to disable; +7 to hit
against one target, 2d10 piercing damage
→ Leads to room #218

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

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


→ Leads to room #27

Empty

Room #100 North Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break;
15 hp)
→ Leads to room #164, inhabited by Bugbear and 4 x Goblin

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


10 hp)
→ Leads to room #203

South Entry Trapped and Unlocked Strong Wooden Door (20 hp) (slides
up)
Ⓣ Arrow Trap: DC 15 to find, DC 15 to disable; +8 to hit
against one target, 2d10 piercing damage

Room Features Part of the north wall has collapsed into the room, and a cube
of solid stone stands in the north-west corner of the room

Room #101 South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features A wooden platform hangs over a deep pit in the north side of
the room, and someone has scrawled "In the Marsh of
Shadows, when the Obsidian Orb is broken, the Brass
Cathedral shall be destroyed" on the east wall
Monster Orog (cr 2, mm 247); easy, 450 xp

Treasure: 17 sp

Room #102 North Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to
break; 60 hp) (slides down)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +4 to hit
against one target, 1d10 piercing damage
→ Leads to room #185, inhabited by Mimic

Empty

Room #103 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

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

Room Features Lit candles are scattered across the floor, and several
monstrous corpses are scattered throughout the room

Monster Hobgoblin Captain (cr 3, mm 186) and 1 x Hobgoblin (cr 1/2,


mm 186); medium, 800 xp

Treasure: 4 ep; 11 gp

Room #104 West Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to
break; 60 hp) (slides to one side)
Ⓣ Magic Missle Trap: DC 10 to find, DC 15 to disable; one
target, 4d10 force damage

South Entry Unlocked Stone Door (60 hp)


→ Leads to room #205

Room Features Several square holes are cut into the north and west walls,
and a fountain of water sits against the east wall

Monster Spectator (cr 3, mm 30); medium, 700 xp

Treasure: 11 sp

Room #105 West Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #235, inhabited by Water Weird

South Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15
hp) (slides down)
Ⓣ Acid Spray: DC 10 to find, DC 15 to disable; affects all
targets within a 20 ft. cone, DC 11 save or take 1d10 acid
damage for 1d4 rounds

Monster Hobgoblin (cr 1/2, mm 186) and 3 x Goblin (cr 1/4, mm 166);
medium, 250 xp

Treasure: 12 sp; 17 cp; 13 gp; 1 pp

Room #106 West Entry Stuck Stone Door (DC 20 to break; 60 hp)

East Entry Archway


→ Leads to room #15, inhabited by Orog

South Entry Archway


→ Leads to room #189, inhabited by Hobgoblin Captain and
1 x Hobgoblin

Room Features A shallow pit lies in the south-west corner of the room, and an
altar of evil sits in the north side of the room

Monster Orc Eye of Gruumsh (cr 2, mm 247) and 1 x Orc (cr 1/2, mm
246); easy, 550 xp

Treasure: 8 gp; 19 sp

Room #107 East Entry #1 Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)

East Entry #2 Secret (DC 20 to find) Locked Simple Wooden Door (DC 15 to
open, DC 15 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly

South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

Room Features Various torture devices are scattered throughout the room,
and several iron blobs are scattered throughout the room

Room #108 East Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable;
affects all targets within 20 ft., DC 15 save or take 2d10
thunder damage and become deafened for 1d4 rounds
→ Leads to room #91, inhabited by Orc Eye of Gruumsh and
1 x Orc

South Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +3 to hit
against one target, 1d10 slashing damage
→ Leads to room #192, inhabited by 2 x Goblin and 2 x Wolf

Room Features Part of the ceiling has collapsed into the room, and a charred
club lies in the north-east corner of the room

Monster Ghast (cr 2, mm 148) and 1 x Ghoul (cr 1, mm 148); deadly,


650 xp

Treasure: 1400 cp, 900 sp, 50 gp, 2 x azurite (10 gp), banded
agate (10 gp), blue quartz (10 gp), eye agate (10 gp),
hematite (10 gp), lapis lazuli (10 gp), malachite (10 gp), 2 x
turquoise (10 gp)

Room #109 North Entry Secret (DC 25 to find) Unlocked Good Wooden Door (15 hp)
(slides down)
Ⓢ The door is located near the ceiling and concealed by an
illusion

South Entry Secret (DC 25 to find) Trapped and Locked Iron Door (DC 25
to open, DC 30 to break; 60 hp)
Ⓢ The door is concealed by an illusion
Ⓣ Rune of Fear: DC 20 to find, DC 10 to disable; affects all
targets within 10 ft., DC 13 save or become frightened for 1d4
rounds
→ Leads to room #222, inhabited by Orog and 1 x Orc

Room Features Spirals of red stones cover the floor, and the north and east
walls are covered with bloodstains

Room #110 North Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Teleporter Crystal: DC 20 to find, DC 20 to disable; affects
each creature which touches the crystal, DC 20 save or be
teleported to another location
→ Leads to room #118, inhabited by Ogre Zombie

West Entry #1 Unlocked Simple Wooden Door (10 hp)


→ Leads to room #157

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


→ Leads to room #81

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

Room Features Several square holes are cut into the ceiling and floor, and
spirals of green stones cover the floor

Room #111 North Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)

West Entry Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly

South Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to


break; 60 hp)
Ⓣ Teleporter Crystal: DC 10 to find, DC 20 to disable; affects
each creature which touches the crystal, DC 14 save or be
teleported to another location
→ Leads to room #77, inhabited by Silver Dragon Wyrmling

Empty

Room #112 West Entry Secret (DC 20 to find) Locked Simple Wooden Door (DC 10 to
open, DC 15 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly

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

Room Features The north and east walls have been engraved with strange
symbols, and a rusted chain shirt lies in the east side of the
room

Room #113 East Entry Locked Strong Wooden Door (DC 20 to open, DC 20 to break;
20 hp)
→ Leads to room #87

South Entry #1 Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


Ⓣ Acid Spray: DC 10 to find, DC 10 to disable; affects all
targets within a 20 ft. cone, DC 12 save or take 1d10 acid
damage for 1d4 rounds
→ Leads to room #75, inhabited by Orog

South Entry #2 Stuck Iron Door (DC 25 to break; 60 hp) (slides down)
→ Leads to room #153

Room Features A rope ascends to a catwalk hanging between the east and
west walls, and a shallow pool of water lies in the west side of
the room

Room #114 North Entry Unlocked Simple Wooden Door (10 hp)

East Entry Trapped and Locked Strong Wooden Door (DC 15 to open,
DC 20 to break; 20 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +8 to hit
against one target, 2d10 slashing damage

Room Features A narrow pit covered by iron bars lies in the center of the
room, and a crater has been blasted into the floor in the south-
west corner of the room

Room #115 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides
up)

North Entry #2 Trapped and Stuck Simple Wooden Door (DC 10 to break; 10
hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 15 to disable; one
target, 1d10 force damage

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


→ Leads to room #214, inhabited by Spectator

East Entry #2 Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)


→ Leads to room #179

Room Features A faded and torn tapestry hangs from the east wall, and a
broken spear lies in the south side of the room

Room #116 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break;


20 hp)

Room Features The floor is covered in perfect hexagonal tiles, and mysterious
levers and mechanisms cover the north wall

Room #117 North Entry #1 Unlocked Good Wooden Door (15 hp)

North Entry #2 Locked Strong Wooden Door (DC 15 to open, DC 20 to break;


20 hp)

East Entry Secret (DC 15 to find) Trapped and Unlocked Iron Door (60
hp)
Ⓢ The door is concealed behind a statue of a dread
vampire, and opened by filling his chalice with blood
Ⓣ Symbol of Hypnosis: DC 15 to find, DC 15 to disable;
affects all targets within 10 ft., DC 15 save or become
incapacitated for 1d4 rounds
→ Leads to room #120

South Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #174, inhabited by Orog and 1 x Orc

Room Features Spirals of green stones cover the floor, and someone has
scrawled "Bend the pin to reset the trap" on the west wall

Monster Hobgoblin Captain (cr 3, mm 186) and 1 x Hobgoblin (cr 1/2,


mm 186); medium, 800 xp

Treasure: 14 gp; 20 cp

Room #118 North Entry #1 Trapped and Locked Simple Wooden Door (DC 10 to open,
DC 15 to break; 10 hp)
Ⓣ Ice Dart Trap: DC 20 to find, DC 15 to disable; +10 to hit
against one target, 4d10 cold damage

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

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

South Entry Trapped and Unlocked Stone Door (60 hp)


Ⓣ Teleporter Crystal: DC 20 to find, DC 20 to disable; affects
each creature which touches the crystal, DC 20 save or be
teleported to another location
→ Leads to room #110

Monster Ogre Zombie (cr 2, mm 316); easy, 450 xp

Treasure: 8 ep

Room #119 East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

Monster Hobgoblin Captain (cr 3, mm 186) and 1 x Hobgoblin (cr 1/2,


mm 186); medium, 800 xp

Treasure: 21 cp; 12 gp

Room #120 West Entry Secret (DC 15 to find) Trapped and Unlocked Iron Door (60
hp)
Ⓢ The door is concealed behind a statue of a dread
vampire, and opened by filling his chalice with blood
Ⓣ Symbol of Hypnosis: DC 15 to find, DC 15 to disable;
affects all targets within 10 ft., DC 15 save or become
incapacitated for 1d4 rounds
→ Leads to room #117, inhabited by Hobgoblin Captain and
1 x Hobgoblin

East Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15 to break;


15 hp)

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


Empty

Room #121 North Entry Archway

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

Room Features A set of demonic war masks hangs on the north wall, and a
sundered mace lies in the south side of the room

Monster Water Weird (cr 3, mm 299); medium, 700 xp

Treasure: 18 cp

Room #122 East Entry #1 Unlocked Strong Wooden Door (20 hp) (slides down)

East Entry #2 Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)


Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit
against one target, 2d10 piercing damage

Room Features A chute descends from the room into the next dungeon level
down, and a jingling sound can be faintly heard near the east
wall

Monster Silver Dragon Wyrmling (cr 2, mm 118); easy, 450 xp

Treasure: 16 gp

Room #123 South Entry Stuck Stone Door (DC 20 to break; 60 hp)

Empty

Room #124 South Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #208, inhabited by 2 x Hobgoblin

Room Features Several alcoves are cut into the east and west walls, and
someone has scrawled "This paladin is dead" on the east wall

Monster Orc Eye of Gruumsh (cr 2, mm 247) and 1 x Orc (cr 1/2, mm
246); easy, 550 xp

Treasure: 8 gp; 14 gp

Trap Rune of Fear: DC 15 to find, DC 20 to disable; affects all


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

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

2300 cp, 900 sp, 40 gp

Room #125 North Entry Unlocked Simple Wooden Door (10 hp)

Empty

Room #126 North Entry Unlocked Strong Wooden Door (20 hp)

South Entry Unlocked Stone Door (60 hp)


→ Leads to room #60, inhabited by Orc Eye of Gruumsh and
1 x Orc

Room Features A wooden ladder rests against the north wall, and a sundered
helm lies in the north-east corner of the room

Room #127 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #186

Room Features A stone dais and throne sits in the north-west corner of the
room, and a pile of rotting wood lies in the south-east corner
of the room

Monster Spectator (cr 3, mm 30); medium, 700 xp

Treasure: 17 sp

Room #128 West Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)

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

West Entry #3 Stuck Strong Wooden Door (DC 15 to break; 20 hp)


→ Leads to room #221

Monster Hobgoblin Captain (cr 3, mm 186) and 1 x Hobgoblin (cr 1/2,


mm 186); medium, 800 xp

Treasure: 16 sp; 13 gp

Room #129 West Entry #1 Locked Good Wooden Door (DC 20 to open, DC 15 to break;
15 hp) (slides up)

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

West Entry #3 Secret (DC 15 to find) Trapped and Unlocked Iron Door (60
hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Rune of Hypnosis: DC 15 to find, DC 15 to disable; affects
all targets within 10 ft., DC 18 save or become incapacitated
for 1d4 rounds

Room Features Someone has scrawled "Praise Sema" on the west wall, and a
pile of torn paper lies in the south-east corner of the room

Monster 6 x Goblin (cr 1/4, mm 166); hard, 300 xp

Treasure: 27 cp; 20 cp; 11 cp; 11 gp; 19 sp; 22 cp

Room #130 South Entry #1 Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
→ Leads to room #11, inhabited by Mimic

South Entry #2 Archway

Room Features A shallow pit lies in the west side of the room, and someone
has scrawled a baleful symbol on the east wall

Monster Silver Dragon Wyrmling (cr 2, mm 118); easy, 450 xp


Treasure: 12 sp

Room #131 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Empty

Room #132 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break;
10 hp)
→ Leads to room #18, inhabited by Orog and 1 x Orc

Monster Water Weird (cr 3, mm 299); medium, 700 xp

Treasure: 2000 cp, 500 sp, 80 gp, 2 x azurite (10 gp), banded
agate (10 gp), 3 x blue quartz (10 gp), lapis lazuli (10 gp),
malachite (10 gp), obsidian (10 gp), Spell Scroll (Moonbeam)
(uncommon, dmg 200)

Room #133 West Entry Trapped and Locked Simple Wooden Door (DC 25 to open,
DC 15 to break; 10 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable;
affects all targets within 20 ft., DC 20 save or take 4d10
thunder damage and become deafened for 1d4 rounds
→ Leads to room #15, inhabited by Orog

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

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

Monster Silver Dragon Wyrmling (cr 2, mm 118); easy, 450 xp

Treasure: 12 sp

Room #134 West Entry Archway

East Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)

Empty

Room #135 West Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #226, inhabited by Ghast and 1 x Ghoul

East Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #1, inhabited by Ogre Zombie

Monster 3 x Goblin (cr 1/4, mm 166) and 7 x Giant Rat (cr 1/8, mm
327); deadly, 325 xp

Treasure: 16 cp; 7 gp; 19 sp; 6 gp; 7 sp; 19 sp; 10 cp; 14 sp;


17 cp; 17 cp

Room #136 East Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #241
South Entry Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓢ The door is located several feet above the floor and
concealed behind an area of mould
→ Leads to room #214, inhabited by Spectator

Room Features A rope ascends to a wooden platform in the east side of the
room, and someone has scrawled "The Throne of Cinders
shall be destroyed when death becomes life" on the south wall

Monster Wight (cr 3, mm 300) and 1 x Zombie (cr 1/4, mm 316);


medium, 750 xp

Treasure: 20 cp; 22 sp

Room #137 North Entry #1 Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to disable; +6 to hit
against one target, 2d10 slashing damage

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

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

Monster Orog (cr 2, mm 247) and 1 x Orc (cr 1/2, mm 246); easy, 550
xp

Treasure: 12 cp; 9 ep

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

1900 cp, 1000 sp, 60 gp, a pair of brocade gloves trimmed


with squirrel fur (25 gp), a rosewood puzzle box inlaid with a
meandros of silver (25 gp), a small woolen carpet (25 gp), a
stoneware salt cellar adorned with silver and a demon in relief
(25 gp), a wooden scepter engraved with floral vines (25 gp),
an ivory medallion set with amber (25 gp), Spell Scroll (Create
or Destroy Water) (common, dmg 200)

Room #138 East Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break;
15 hp)

South Entry Unlocked Good Wooden Door (15 hp)

Empty

Room #139 West Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break;
10 hp)

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

Hidden Treasure Unlocked Good Wooden Chest (15 hp)

2300 cp, 1400 sp, 30 gp, a fine leather belt sewn with copper
(25 gp), a fine leather mantle trimmed with rabbit fur (25 gp), a
leather armor trimmed with rabbit fur (25 gp), a malachite salt
cellar set with a rosette of black pearl (25 gp), a portrait (of a
female half-elf) in a wooden frame inlaid with ornate silver
scrollwork (25 gp), an earthenware vase embossed with floral
vines (25 gp), Spell Scroll (Spare the Dying) (common, dmg
vines (25 gp), Spell Scroll (Spare the Dying) (common, dmg
200), Spell Scroll (True Strike) (common, dmg 200), 2 x Potion
of Healing (common, dmg 187)

Room #140 West Entry Trapped and Unlocked Stone Door (60 hp) (slides down)
Ⓣ Fire Spray: DC 15 to find, DC 15 to disable; affects all
targets within a 20 ft. cone, DC 10 save or take 1d10 fire
damage
→ Leads to room #184

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


→ Leads to room #177

Room Features Someone has scrawled a dark symbol on the north wall, and a
pile of torches lies in the east side of the room

Room #141 North Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break;
10 hp)

East Entry Stuck Stone Door (DC 20 to break; 60 hp)


→ Leads to room #64

South Entry Unlocked Strong Wooden Door (20 hp)

Monster Goblin Boss (cr 1, mm 166) and 4 x Goblin (cr 1/4, mm 166);
deadly, 400 xp

Treasure: 2400 cp, 1200 sp, 50 gp, 4 x diamond (50 gp),


chalcedony (50 gp), star rose quartz (50 gp)

Room #142 West Entry Trapped and Locked Good Wooden Door (DC 10 to open, DC
15 to break; 15 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects
each creature which touches the trigger, DC 11 save or take
1d10 damage

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

Empty

Room #143 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

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


15 hp)
→ Leads to room #27

Monster Orog (cr 2, mm 247); easy, 450 xp

Treasure: 17 sp

Room #144 North Entry #1 Locked Simple Wooden Door (DC 25 to open, DC 15 to break;
10 hp)

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


→ Leads to room #234

Trap Arrow Trap: DC 10 to find, DC 10 to disable; +3 to hit against


Trap Arrow Trap: DC 10 to find, DC 10 to disable; +3 to hit against
one target, 1d10 piercing damage

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

2100 cp, 1200 sp, 30 gp, a copper pendant set with a single
star sapphire (25 gp), a malachite salt cellar engraved with
draconic runes (25 gp), a pair of brocade gloves threaded with
electrum (25 gp), an agate chalice inlaid with a meandros of
silver (25 gp), an earthenware tureen painted with garden
imagery (25 gp), an ivory medallion engraved with spirals (25
gp), +2 Weapon (longbow) (rare, dmg 213)

Room #145 East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Monster Silver Dragon Wyrmling (cr 2, mm 118); easy, 450 xp

Treasure: 13 gp

Room #146 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
down)

North Entry #2 Trapped and Unlocked Stone Door (60 hp)


Ⓣ Falling Block: DC 15 to find, DC 15 to disable; affects all
targets within a 10 ft. square area, DC 15 save or take 2d10
damage

Monster Mimic (cr 2, mm 220); easy, 450 xp

Treasure: 7 gp

Room #147 North Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 10 to disable; +9 to hit
against one target, 4d10 cold damage
→ Leads to room #208, inhabited by 2 x Hobgoblin

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

Room Features Someone has scrawled "The Black Council looted this place"
on the west wall, and a pile of rotten bread lies in the east side
of the room

Room #148 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

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

Room Features A tile labyrinth covers the floor, and a rusted axe lies in the
south side of the room

Monster Orc (cr 1/2, mm 246) and 1 x Ogre (cr 2, mm 237); easy, 550
xp

Treasure: 8 gp; 10 cp

Room #149 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
West Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
→ Leads to room #182, inhabited by Orc and 1 x Ettin

Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 25 to unlock,
DC 30 to break; 60 hp)

1900 cp, 900 sp, 70 gp, a bloodstone salt cellar set with
chrysoberyl and garnet (25 gp), a brass torc etched with
thorned vines (25 gp), a fine leather belt trimmed with rabbit
fur (25 gp), Potion of Frost Giant Strength (rare, dmg 187)

Room #150 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #200, inhabited by Ogre Zombie

East Entry Secret (DC 20 to find) Locked Good Wooden Door (DC 15 to
open, DC 15 to break; 15 hp)
Ⓢ The door is concealed behind a statue of Death, and
opened by placing a coin in his open hand

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


creatures which touch the idol, DC 14 save or take 2d10
damage

Room #151 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

South Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15
hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable;
affects all targets within 20 ft., DC 11 save or take 1d10
thunder damage and become deafened for 1d4 rounds
→ Leads to room #201

Empty

Room #152 South Entry Trapped and Locked Simple Wooden Door (DC 10 to open,
DC 15 to break; 10 hp)
Ⓣ Earthmaw Trap: DC 10 to find, DC 15 to disable; +4 to hit
against one target, 1d10 piercing damage

Room Features A narrow pit covered by iron bars lies in the south-west corner
of the room, and someone has scrawled "Save yourself, kill
the others" on the west wall

Room #153 North Entry Stuck Iron Door (DC 25 to break; 60 hp) (slides down)
→ Leads to room #113

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


10 hp)
→ Leads to room #75, inhabited by Orog

East Entry Archway


Trap Symbol of Panic: DC 15 to find, DC 15 to disable; affects all
targets within 10 ft., DC 10 save or become frightened for 1d4
rounds

Room #154 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #96

North Entry #2 Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Rune of Hypnosis: DC 15 to find, DC 15 to disable; affects
all targets within 10 ft., DC 10 save or become incapacitated
for 1d4 rounds

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


→ Leads to room #198

Empty

Room #155 North Entry Unlocked Strong Wooden Door (20 hp) (slides to one side)
→ Leads to room #195

South Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

South Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Room Features A shallow pit lies in the center of the room, and someone has
scrawled "Lightning comes before thunder" on the east wall

Monster Orog (cr 2, mm 247); easy, 450 xp

Treasure: 9 gp

Room #156 West Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break;
10 hp)
→ Leads to room #17

East Entry #1 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20
hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +3 to hit
against one target, 1d10 slashing damage

East Entry #2 Unlocked Good Wooden Door (15 hp)


→ Leads to room #208, inhabited by 2 x Hobgoblin

South Entry Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to
break; 10 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #93

Monster Mimic (cr 2, mm 220); easy, 450 xp

Treasure: 19 cp

Room #157 East Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #110
Empty

Room #158 South Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects
each creature which touches the trigger, DC 11 save or take
1d10 damage
→ Leads to room #37

Monster Wight (cr 3, mm 300); medium, 700 xp

Treasure: 1 pp

Room #159 West Entry Trapped and Locked Simple Wooden Door (DC 20 to open,
DC 15 to break; 10 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 15 to disable; one
target, 1d10 force damage

South Entry Trapped and Locked Iron Door (DC 10 to open, DC 30 to


break; 60 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +5 to hit
against one target, 1d10 slashing damage

Monster Ghast (cr 2, mm 148) and 1 x Ghoul (cr 1, mm 148); deadly,


650 xp

Treasure: 2500 cp, 900 sp, 80 gp, a cloth tabard threaded with
silver (25 gp), a pewter rod set with a rosette of pearl (25 gp),
a stoneware salt cellar painted with mythical imagery (25 gp),
an earthenware plate embossed with floral vines (25 gp), an
earthenware tankard painted with pastoral imagery (25 gp)

Room #160 North Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #15, inhabited by Orog

East Entry Unlocked Strong Wooden Door (20 hp)

Empty

Room #161 North Entry Archway


→ Leads to room #236

East Entry Archway


→ Leads to room #20, inhabited by Bugbear and 4 x Goblin

South Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

South Entry #2 Locked Strong Wooden Door (DC 15 to open, DC 20 to break;


20 hp) (slides up)

Room Features A tile labyrinth covers the floor, and someone has scrawled
"Mica stands here, slain by a basilisk" on the north wall

Room #162 West Entry Archway


East Entry Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
→ Leads to room #172, inhabited by 2 x Goblin and 2 x Wolf

Monster Orc (cr 1/2, mm 246) and 1 x Ogre (cr 2, mm 237); easy, 550
xp

Treasure: 19 cp; 13 gp

Room #163 North Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit
against one target, 2d10 piercing damage

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


→ Leads to room #189, inhabited by Hobgoblin Captain and
1 x Hobgoblin

Room Features An unexplained breeze can be felt in the center of the room,
and several pieces of rotten bread are scattered throughout
the room

Room #164 South Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15 to break;
15 hp)
→ Leads to room #100

South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
up)
→ Leads to room #206, inhabited by Mimic

Room Features The floor is covered in perfect hexagonal tiles, and a shallow
pool of blood lies in the south side of the room

Monster Bugbear (cr 1, mm 33) and 4 x Goblin (cr 1/4, mm 166);


deadly, 400 xp

Treasure: 13 cp; 14 sp; 11 gp; 19 cp; 15 sp

Trap Earthmaw Trap: DC 10 to find, DC 15 to disable; +11 to hit


against one target, 4d10 piercing damage

Room #165 North Entry Unlocked Simple Wooden Door (10 hp)

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

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

Room Features Numerous pillars line the walls, and a sundered axe lies in the
east side of the room

Monster Mimic (cr 2, mm 220); easy, 450 xp

Treasure: 11 sp

Room #166 North Entry Archway


→ Leads to room #38, inhabited by Hobgoblin and 1 x Worg

West Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp) (slides
to one side)
Ⓣ Rune of Fear: DC 20 to find, DC 15 to disable; affects all
targets within 10 ft., DC 16 save or become frightened for 1d4
rounds

Empty

Room #167 North Entry Archway

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


→ Leads to room #18, inhabited by Orog and 1 x Orc

South Entry #1 Secret (DC 25 to find) Stuck Good Wooden Door (DC 15 to
break; 15 hp)
Ⓢ The door is concealed within a horrific torture device

South Entry #2 Archway

Room Features A wooden ladder rests against the west wall, and a ruined
gauntlet lies in the south side of the room

Monster Wight (cr 3, mm 300) and 1 x Zombie (cr 1/4, mm 316);


medium, 750 xp

Treasure: 11 gp; 19 cp

Room #168 West Entry Archway


→ Leads to room #39

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

Room Features A cold spot can be felt in the center of the room, and a
sundered shield lies in the south-west corner of the room

Monster 2 x Goblin (cr 1/4, mm 166) and 5 x Giant Rat (cr 1/8, mm
327); hard, 225 xp

Treasure: 2100 cp, 1200 sp, 100 gp, a cloth tabard threaded
with silver (25 gp), a fine leather belt sewn with copper (25
gp), a pewter flower brooch engraved with arcane runes (25
gp), a portrait (of a male halfling) in a wooden frame engraved
with elven script (25 gp), 2 x Potion of Healing (common, dmg
187)

Room #169 East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #212

South Entry Archway

Room Features A circle of tall stones stands in the center of the room, and
several shattered weapons are scattered throughout the room

Room #170 North Entry Archway

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


15 hp)

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


Ⓣ Electrified Lock: DC 20 to find, DC 10 to disable; affects
each creature which touches the lock, DC 11 save or take
1d10 lightning damage
→ Leads to room #212

Room Features A hole has been blasted into the south wall, and a corroded
chain lies in the east side of the room

Monster Orc Eye of Gruumsh (cr 2, mm 247) and 1 x Orc (cr 1/2, mm
246); easy, 550 xp

Treasure: 19 cp; 18 sp

Room #171 East Entry Secret (DC 15 to find) Locked Simple Wooden Door (DC 25 to
open, DC 15 to break; 10 hp)
Ⓢ The door is located several feet above the floor and
concealed behind a tapestry of an earth goddess
→ Leads to room #85

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

Room Features Several square holes are cut into the south and east walls,
and a tapestry of arcane patterns hangs from the south wall

Monster Hobgoblin Captain (cr 3, mm 186) and 1 x Hobgoblin (cr 1/2,


mm 186); medium, 800 xp

Treasure: 9 gp; 13 sp

Room #172 West Entry Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
→ Leads to room #162, inhabited by Orc and 1 x Ogre

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


→ Leads to room #221

Room Features Someone has scrawled "One steps forward, two steps back"
on the west wall, and the south and west walls are covered
with mould

Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4, mm 341);
medium, 200 xp

Treasure: 2200 cp, 800 sp, 50 gp, 5 x diamond (50 gp),


chalcedony (50 gp), citrine (50 gp), 2 x jasper (50 gp), zircon
(50 gp), +1 Shield (uncommon, dmg 200), Adamantine Armor
(scale mail) (uncommon, dmg 150), Winged Boots
(uncommon, dmg 214)

Room #173 South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features Burning torches in iron sconces line the east wall, and a
sundered club lies in the south-east corner of the room

Monster Mimic (cr 2, mm 220); easy, 450 xp

Treasure: 10 gp

Room #174 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #117, inhabited by Hobgoblin Captain and
→ Leads to room #117, inhabited by Hobgoblin Captain and
1 x Hobgoblin

South Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp) (magically
reinforced, disadvantage to break)
→ Leads to room #98

South Entry #2 Locked Strong Wooden Door (DC 20 to open, DC 20 to break;


20 hp)

Monster Orog (cr 2, mm 247) and 1 x Orc (cr 1/2, mm 246); easy, 550
xp

Treasure: 16 sp; 14 gp

Room #175 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

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


15 hp)
→ Leads to room #9

Room Features Several square holes are cut into the ceiling and floor, and the
south and west walls have been engraved with glowing
symbols

Monster Silver Dragon Wyrmling (cr 2, mm 118); easy, 450 xp

Treasure: 20 sp

Room #176 North Entry Archway

Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4, mm 341);
medium, 200 xp

Treasure: 14 cp; 12 ep; 8 gp; 17 cp

Trap Earthmaw Trap: DC 10 to find, DC 20 to disable; +8 to hit


against one target, 2d10 piercing damage

Room #177 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #140

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

Hidden Treasure Hidden (DC 20 to find) Locked Iron Chest (DC 25 to unlock,
DC 30 to break; 60 hp)

2000 cp, 1200 sp, 70 gp, 2 x azurite (10 gp), banded agate
(10 gp), 2 x hematite (10 gp), lapis lazuli (10 gp), malachite
(10 gp), obsidian (10 gp), rhodochrosite (10 gp), turquoise (10
gp), 4 x Potion of Healing (common, dmg 187)

Room #178 East Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break;
15 hp)
→ Leads to room #92, inhabited by 3 x Goblin and 3 x Wolf

South Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15 to break;


15 hp)
South Entry #2 Archway

Room Features Lit candles are scattered across the floor, and someone has
scrawled "Stay low" in goblin runes on the west wall

Monster Orog (cr 2, mm 247); easy, 450 xp

Treasure: 15 sp

Room #179 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #214, inhabited by Spectator

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


→ Leads to room #115

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


20 hp)
→ Leads to room #89

Room Features A narrow pit covered by iron bars lies in the center of the
room, and several pieces of rotten bread are scattered
throughout the room

Room #180 North Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #7, inhabited by Mimic

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

East Entry Unlocked Strong Wooden Door (20 hp)

Empty

Room #181 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features Lit candles are scattered across the floor, and someone has
scrawled "Stay right" on the east wall

Monster Orc Eye of Gruumsh (cr 2, mm 247) and 1 x Orc (cr 1/2, mm
246); easy, 550 xp

Treasure: 15 ep; 17 sp

Room #182 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

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


→ Leads to room #149

Monster Orc (cr 1/2, mm 246) and 1 x Ettin (cr 4, mm 132); deadly,
1200 xp

Treasure: 8 sp; 12 sp

Room #183 South Entry Unlocked Good Wooden Door (15 hp)

Room Features The north and east walls have been engraved with alien
symbols, and burning torches in iron sconces line the east and
west walls
Room #184 West Entry Secret (DC 20 to find) Stuck Good Wooden Door (DC 15 to
break; 15 hp)
Ⓢ The door is located near the ceiling and concealed by an
illusion

East Entry Trapped and Unlocked Stone Door (60 hp) (slides down)
Ⓣ Fire Spray: DC 15 to find, DC 15 to disable; affects all
targets within a 20 ft. cone, DC 10 save or take 1d10 fire
damage
→ Leads to room #140

Room Features Someone has scrawled "They ate Eryel" on the north wall, and
a rusted sword lies in the center of the room

Room #185 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

South Entry #1 Trapped and Locked Stone Door (DC 10 to open, DC 25 to


break; 60 hp) (slides down)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +4 to hit
against one target, 1d10 piercing damage
→ Leads to room #102

South Entry #2 Unlocked Good Wooden Door (15 hp)

Monster Mimic (cr 2, mm 220); easy, 450 xp

Treasure: 7 gp

Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 20 to unlock,
DC 30 to break; 60 hp)

1800 cp, 700 sp, 120 gp, a copper bell set with a rosette of
blue spinel (25 gp), a fine leather coinpurse trimmed with
squirrel fur (25 gp), a marble scepter engraved with dwarven
runes (25 gp), a wooden plate engraved with floral vines (25
gp), an obsidian orb set with hematite (25 gp)

Room #186 North Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break;
15 hp)

West Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)

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

South Entry Stuck Stone Door (DC 20 to break; 60 hp)


→ Leads to room #127, inhabited by Spectator

Hidden Treasure Unlocked Good Wooden Chest (15 hp)

2000 cp, 700 sp, 80 gp, a malachite puzzle box set with citrine
(25 gp), a pewter ring brooch engraved with draconic runes
(25 gp)

Room #187 West Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)

West Entry #2 Archway


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

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

Room Features Knocking can be heard in the west side of the room, and
several pieces of trash are scattered throughout the room

Room #188 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #217

West Entry Archway


→ Leads to room #210

Room Features A stream of blood flows into a shallow pool in the north-west
corner of the room, and a rusted sword lies in the north side of
the room

Monster 3 x Goblin (cr 1/4, mm 166) and 7 x Giant Rat (cr 1/8, mm
327); deadly, 325 xp

Treasure: 7 gp; 7 gp; 7 ep; 12 gp; 9 gp; 11 cp; 7 ep; 21 cp; 16


sp; 11 sp

Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 15 to unlock,
DC 30 to break; 60 hp)

3100 cp, 1200 sp, 40 gp, a bone chalice inlaid with electrum
(25 gp), a marble rod inlaid with a filigree of electrum (25 gp),
a pewter torc inlaid with a meandros of silver (25 gp), a silver
salt cellar set with amber and spinel (25 gp), an earthenware
plate painted with floral imagery (25 gp), an ivory medallion
inlaid with a filigree of electrum (25 gp)

Room #189 North Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #163

North Entry #2 Archway


→ Leads to room #106, inhabited by Orc Eye of Gruumsh
and 1 x Orc

West Entry Secret (DC 25 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is concealed within the mouth of a gargantuan
skull carved from stone

Room Features Part of the ceiling has collapsed into the room, and a tile
labyrinth covers the floor

Monster Hobgoblin Captain (cr 3, mm 186) and 1 x Hobgoblin (cr 1/2,


mm 186); medium, 800 xp

Treasure: 2 pp; 7 sp

Room #190 East Entry Unlocked Simple Wooden Door (10 hp)

Room Features A faded and torn tapestry hangs from the west wall, and a
briny odor fills the south-east corner of the room
Monster Orc (cr 1/2, mm 246) and 1 x Manticore (cr 3, mm 213);
medium, 800 xp

Treasure: 16 sp; 14 sp

Room #191 East Entry Secret (DC 25 to find) Locked Strong Wooden Door (DC 25 to
open, DC 20 to break; 20 hp)
Ⓢ The door is concealed behind a statue of a hydra, and
opened by reaching into several of its mouths

Empty

Room #192 North Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +3 to hit
against one target, 1d10 slashing damage
→ Leads to room #108, inhabited by Ghast and 1 x Ghoul

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


Ⓣ Earthmaw Trap: DC 10 to find, DC 15 to disable; +3 to hit
against one target, 1d10 piercing damage

Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4, mm 341);
medium, 200 xp

Treasure: 12 ep; 16 sp; 13 sp; 14 cp

Room #193 North Entry #1 Secret (DC 25 to find) Locked Stone Door (DC 25 to open, DC
25 to break; 60 hp) (slides down)
Ⓢ A stone column and section of wall pivots open when a
command word is spoken

North Entry #2 Archway

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


→ Leads to room #26

South Entry Unlocked Stone Door (60 hp)


→ Leads to room #11, inhabited by Mimic

Room Features A magical pool in the south-east corner of the room restores
youth to whomever drinks from it (but only once), and several
wax blobs are scattered throughout the room

Monster 2 x Bugbear (cr 1, mm 33) and 1 x Half-ogre (cr 1, mm 238);


deadly, 600 xp

Treasure: 15 cp; 17 cp; 10 gp

Trap Arrow Trap: DC 15 to find, DC 10 to disable; +3 to hit against


one target, 1d10 piercing damage

Room #194 West Entry Secret (DC 20 to find) Trapped and Unlocked Iron Door (60
hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
→ Leads to room #62

East Entry Archway


→ Leads to room #54, inhabited by Orc and 1 x Ettin

South Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #85

Monster Mimic (cr 2, mm 220); easy, 450 xp

Treasure: 13 sp

Room #195 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

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

South Entry Unlocked Strong Wooden Door (20 hp) (slides to one side)
→ Leads to room #155, inhabited by Orog

Room Features Spirals of white stones cover the floor, and a large kiln and
coal bin sit in the north side of the room

Room #196 North Entry Archway


→ Leads to room #205

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


→ Leads to room #84

Room Features An iron chandelier hangs from the ceiling in the south side of
the room, and someone has scrawled "Gylas stands here,
slain by a basilisk" on the north wall

Room #197 East Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20
hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable

Room Features Part of the ceiling has collapsed into the room, and someone
has scrawled "Don't lose your head" on the west wall

Room #198 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #154

South Entry Unlocked Good Wooden Door (15 hp)

Room Features A chute falls into the room from above, and a cube of solid
stone stands in the north-east corner of the room

Room #199 West Entry Secret (DC 15 to find) Locked Iron Door (DC 15 to open, DC
30 to break; 60 hp)
Ⓢ The door is concealed within an upright sarcophagus

Room Features Lit candles are scattered across the floor, and someone has
scrawled "We've run out of swords" on the north wall

Room #200 East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #150

Room Features A shallow pit lies in the north-east corner of the room, and
someone has scrawled "Aundugg stands here, slain by a
basilisk" in dwarvish runes on the north wall

Monster Ogre Zombie (cr 2, mm 316); easy, 450 xp

Treasure: 4 pp

Room #201 North Entry #1 Archway


→ Leads to room #13

North Entry #2 Trapped and Stuck Good Wooden Door (DC 15 to break; 15
hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable;
affects all targets within 20 ft., DC 11 save or take 1d10
thunder damage and become deafened for 1d4 rounds
→ Leads to room #151

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


→ Leads to room #240

South Entry Unlocked Stone Door (60 hp) (slides down)

Room Features A ladder ascends to a wooden platform in the south-west


corner of the room, and skeletons hang from chains and
manacles against the south and west walls

Room #202 North Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break;
15 hp) (slides down)
→ Leads to room #35, inhabited by Hobgoblin Captain and 1
x Hobgoblin

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

Room Features A tapestry of arcane patterns hangs from the north wall, and
someone has scrawled "Twist the cog to reset the trap" on the
east wall

Monster Water Weird (cr 3, mm 299); medium, 700 xp

Treasure: 14 cp

Trap Earthmaw Trap: DC 15 to find, DC 10 to disable; +7 to hit


against one target, 2d10 piercing damage

Hidden Treasure Hidden (DC 20 to find) Locked Iron Chest (DC 25 to unlock,
DC 30 to break; 60 hp)

2000 cp, 1000 sp, 100 gp, a cloth sash threaded with silver
(25 gp), a fine leather merchant's cap adorned with a feather
(25 gp), a lacquered wooden medallion inlaid with electrum
(25 gp), a pewter coffer inlaid with a meandros of copper (25
gp), a stoneware bowl embossed with arcane runes (25 gp),
Javelin of Lightning (uncommon, dmg 178)

Room #203 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
East Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break;
10 hp)
→ Leads to room #100

Room Features Several square holes are cut into the ceiling and floor, and a
mural of legendary monsters covers the ceiling

Room #204 South Entry #1 Trapped and Unlocked Iron Door (60 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +11 to hit
against one target, 4d10 cold damage

South Entry #2 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20
hp) (slides down)
Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +7 to hit
against one target, 2d10 cold damage

Monster Hobgoblin (cr 1/2, mm 186) and 4 x Goblin (cr 1/4, mm 166);
hard, 300 xp

Treasure: 6 ep; 17 cp; 15 cp; 13 sp; 8 ep

Room #205 North Entry #1 Unlocked Stone Door (60 hp)


→ Leads to room #104, inhabited by Spectator

North Entry #2 Archway

West Entry Stuck Stone Door (DC 20 to break; 60 hp)

South Entry Archway


→ Leads to room #196

Empty

Room #206 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
up)
→ Leads to room #164, inhabited by Bugbear and 4 x Goblin

East Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Acid Spray: DC 15 to find, DC 15 to disable; affects all
targets within a 20 ft. cone, DC 19 save or take 2d10 acid
damage for 1d4 rounds
→ Leads to room #49, inhabited by Orog

Room Features Part of the ceiling has collapsed into the room, and a stack of
barrels filled with sand stands against the east wall

Monster Mimic (cr 2, mm 220); easy, 450 xp

Treasure: 5 pp

Room #207 East Entry Archway

South Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Thunderstone Mine: DC 10 to find, DC 10 to disable;
affects all targets within 20 ft., DC 11 save or take 1d10
thunder damage and become deafened for 1d4 rounds
Room Features A magical idol in the north side of the room heals all wounds
of whomever offers a prayer (but only once), and numerous
pillars line the west wall

Monster 2 x Goblin (cr 1/4, mm 166) and 5 x Giant Rat (cr 1/8, mm
327); hard, 225 xp

Treasure: 17 sp; 8 ep; 19 cp; 4 pp; 21 sp; 17 cp; 11 gp

Room #208 North Entry #1 Unlocked Good Wooden Door (15 hp)
→ Leads to room #124, inhabited by Orc Eye of Gruumsh
and 1 x Orc

North Entry #2 Archway

West Entry #1 Unlocked Good Wooden Door (15 hp)


→ Leads to room #156, inhabited by Mimic

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


10 hp)

South Entry #1 Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


Ⓣ Ice Dart Trap: DC 15 to find, DC 10 to disable; +9 to hit
against one target, 4d10 cold damage
→ Leads to room #147

South Entry #2 Secret (DC 15 to find) Unlocked Iron Door (60 hp)
Ⓢ The door is located above a small stone dais and
concealed by an illusion

South Entry #3 Locked Strong Wooden Door (DC 15 to open, DC 20 to break;


20 hp)

Monster 2 x Hobgoblin (cr 1/2, mm 186); easy, 200 xp

Treasure: 11 cp; 22 cp

Room #209 West Entry #1 Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)

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


→ Leads to room #45, inhabited by 2 x Goblin and 2 x Wolf

East Entry Secret (DC 15 to find) Stuck Good Wooden Door (DC 15 to
break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #16, inhabited by 2 x Hobgoblin and 2 x
Worg

Room Features A magical statue in the south-west corner of the room answers
questions with lies and falsehoods, and a crater has been
blasted into the floor in the east side of the room

Monster Hobgoblin (cr 1/2, mm 186) and 3 x Goblin (cr 1/4, mm 166);
medium, 250 xp

Treasure: 2100 cp, 700 sp, 90 gp, 3 x diamond (50 gp),


chalcedony (50 gp), moonstone (50 gp), quartz (50 gp)
Room #210 East Entry Archway
→ Leads to room #188, inhabited by 3 x Goblin and 7 x
Giant Rat

South Entry Unlocked Good Wooden Door (15 hp)

Empty

Room #211 North Entry Archway


→ Leads to room #66, inhabited by 6 x Goblin

West Entry Secret (DC 20 to find) Locked Simple Wooden Door (DC 25 to
open, DC 15 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #216, inhabited by 2 x Hobgoblin and 2 x
Worg

Room Features Someone has scrawled "The curse can't be broken" in goblin
runes on the east wall, and chanting can be faintly heard near
the south wall

Room #212 West Entry #1 Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Ⓣ Electrified Lock: DC 20 to find, DC 10 to disable; affects
each creature which touches the lock, DC 11 save or take
1d10 lightning damage
→ Leads to room #170, inhabited by Orc Eye of Gruumsh
and 1 x Orc

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


→ Leads to room #169

South Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)

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


10 hp) (magically reinforced, disadvantage to break)
→ Leads to room #62

Empty

Room #213 West Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #87

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

Monster Orog (cr 2, mm 247) and 1 x Orc (cr 1/2, mm 246); easy, 550
xp

Treasure: 15 gp; 9 sp

Room #214 North Entry Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓢ The door is located several feet above the floor and
concealed behind an area of mould
→ Leads to room #136, inhabited by Wight and 1 x Zombie

West Entry
West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #115

South Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)


→ Leads to room #179

South Entry #2 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
→ Leads to room #89

Room Features An overwhelming stench fills the room, and a pile of rotten fruit
lies in the north-west corner of the room

Monster Spectator (cr 3, mm 30); medium, 700 xp

Treasure: 22 cp

Room #215 South Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break;
10 hp) (slides to one side)
→ Leads to room #240

Monster Wight (cr 3, mm 300) and 1 x Zombie (cr 1/4, mm 316);


medium, 750 xp

Treasure: 10 gp; 17 sp

Room #216 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides
down)
→ Leads to room #20, inhabited by Bugbear and 4 x Goblin

East Entry #1 Secret (DC 20 to find) Locked Simple Wooden Door (DC 25 to
open, DC 15 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #211

East Entry #2 Unlocked Strong Wooden Door (20 hp)

Room Features A magical mirror on the north wall answers simple questions
about the dungeon (yes/no), and a set of demonic war masks
hangs on the north wall

Monster 2 x Hobgoblin (cr 1/2, mm 186) and 2 x Worg (cr 1/2, mm


341); deadly, 400 xp

Treasure: 2400 cp, 1400 sp, 60 gp, 3 x diamond (50 gp),


chalcedony (50 gp), 2 x jasper (50 gp), onyx (50 gp), quartz
(50 gp)

Room #217 West Entry Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
→ Leads to room #94, inhabited by Wight

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


→ Leads to room #222, inhabited by Orog and 1 x Orc

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


→ Leads to room #188, inhabited by 3 x Goblin and 7 x
→ Leads to room #188, inhabited by 3 x Goblin and 7 x
Giant Rat

Empty

Room #218 West Entry Secret (DC 20 to find) Trapped and Locked Strong Wooden
Door (DC 20 to open, DC 20 to break; 20 hp)
Ⓢ The door is located near the ceiling and concealed by an
illusion
Ⓣ Magic Missle Trap: DC 15 to find, DC 20 to disable; one
target, 2d10 force damage

South Entry Trapped and Unlocked Iron Door (60 hp)


Ⓣ Earthmaw Trap: DC 20 to find, DC 10 to disable; +7 to hit
against one target, 2d10 piercing damage
→ Leads to room #99

Empty

Room #219 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15
hp)
Ⓣ One-way Door: DC 15 to find, DC 15 to disable
→ Leads to room #238

East Entry Archway

Room Features A magical idol of a goddess of dwarves in the west side of the
room grants immunity to fear (for one day) to whomever
sacrifices a gemstone upon it, and a tapping sound fills the
room

Monster Orc Eye of Gruumsh (cr 2, mm 247) and 1 x Orc (cr 1/2, mm
246); easy, 550 xp

Treasure: 3 pp; 16 cp

Room #220 South Entry #1 Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Ⓣ Teleporter Crystal: DC 10 to find, DC 15 to disable; affects
each creature which touches the crystal, DC 16 save or be
teleported to another location

South Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Room Features Spirals of red stones cover the floor, and several iron blobs
are scattered throughout the room

Monster 7 x Goblin (cr 1/4, mm 166); deadly, 350 xp

Treasure: 1000 cp, 1100 sp, 100 gp, a brass amulet engraved
with draconic scales (25 gp), a brass plate etched with
thorned vines (25 gp), a fine leather merchant's cap sewn with
silver (25 gp), a linen choker threaded with electrum (25 gp), a
rosewood comb engraved with a labyrinth (25 gp), a set of
ivory dice with copper pips (25 gp), a stoneware tile painted
with a renowned coat of arms (25 gp), an earthenware chalice
embossed with floral vines (25 gp)
Room #221 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #172, inhabited by 2 x Goblin and 2 x Wolf

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


→ Leads to room #128, inhabited by Hobgoblin Captain and
1 x Hobgoblin

Empty

Room #222 North Entry Secret (DC 25 to find) Trapped and Locked Iron Door (DC 25
to open, DC 30 to break; 60 hp)
Ⓢ The door is concealed by an illusion
Ⓣ Rune of Fear: DC 20 to find, DC 10 to disable; affects all
targets within 10 ft., DC 13 save or become frightened for 1d4
rounds
→ Leads to room #109

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


→ Leads to room #217

South Entry Archway

Monster Orog (cr 2, mm 247) and 1 x Orc (cr 1/2, mm 246); easy, 550
xp

Treasure: 14 sp; 21 cp

Room #223 West Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Electrified Lock: DC 20 to find, DC 20 to disable; affects
each creature which touches the lock, DC 18 save or take
4d10 lightning damage
→ Leads to room #37

Room Features A shallow pit lies in the west side of the room, and a tile
mosaic of a legendary battle covers the floor

Monster 6 x Goblin (cr 1/4, mm 166); hard, 300 xp

Treasure: 1600 cp, 1500 sp, 70 gp, 5 x diamond (50 gp),


carnelian (50 gp), moonstone (50 gp), quartz (50 gp), 3 x
sardonyx (50 gp), Elixir of Health (rare, dmg 168), Potion of
Gaseous Form (rare, dmg 187)

Room #224 West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

West Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides
down)

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


20 hp)

Monster Gelatinous Cube (cr 2, mm 242); easy, 450 xp

Treasure: 5 gp

Room #225 North Entry Unlocked Good Wooden Door (15 hp)
East Entry Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓢ The door is concealed within an upright sarcophagus

Room Features Someone has scrawled "This paladin is dead" on the north
wall, and several pieces of rotten leather are scattered
throughout the room

Room #226 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #31, inhabited by Ghast and 1 x Ghoul

East Entry #1 Unlocked Good Wooden Door (15 hp)


→ Leads to room #135, inhabited by 3 x Goblin and 7 x
Giant Rat

East Entry #2 Archway

Monster Ghast (cr 2, mm 148) and 1 x Ghoul (cr 1, mm 148); deadly,


650 xp

Treasure: 2500 cp, 700 sp, 80 gp, a brass medallion engraved


with dwarven axeheads (25 gp), a cloth coat threaded with
dyed silk (25 gp), a stoneware ewer embossed with draconic
runes (25 gp), Spell Scroll (Grease) (common, dmg 200), 3 x
Potion of Healing (common, dmg 187)

Room #227 North Entry Archway


→ Leads to room #82, inhabited by Orog and 1 x Orc

West Entry #1 Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to
break; 10 hp) (slides down)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #79

West Entry #2 Archway

East Entry Secret (DC 15 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #50

Empty

Room #228 West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #70, inhabited by Hobgoblin and 3 x Goblin

East Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break;


10 hp) (slides to one side)
→ Leads to room #45, inhabited by 2 x Goblin and 2 x Wolf

Monster Silver Dragon Wyrmling (cr 2, mm 118); easy, 450 xp

Treasure: 17 sp

Room #229 West Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)

Monster Goblin Boss (cr 1, mm 166) and 2 x Goblin (cr 1/4, mm 166);
Monster Goblin Boss (cr 1, mm 166) and 2 x Goblin (cr 1/4, mm 166);
hard, 300 xp

Treasure: 12 sp; 21 cp; 14 cp

Room #230 South Entry #1 Unlocked Simple Wooden Door (10 hp)

South Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)


→ Leads to room #94, inhabited by Wight

Monster Wight (cr 3, mm 300) and 1 x Zombie (cr 1/4, mm 316);


medium, 750 xp

Treasure: 13 gp; 7 gp

Room #231 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #29

West Entry Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to
break; 20 hp) (magically reinforced, disadvantage to break)
Ⓢ The door is concealed within an upright sarcophagus

South Entry Trapped and Unlocked Iron Door (60 hp)


Ⓣ One-way Door: DC 10 to find, DC 10 to disable

Room Features A carved stone statue stands in the south-east corner of the
room, and someone has scrawled "crimson, iron" on the north
wall

Room #232 South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316);
easy, 500 xp

Treasure: 14 gp; 18 sp

Room #233 North Entry #1 Archway

North Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)

East Entry Archway


→ Leads to room #73

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

Monster Ogre Zombie (cr 2, mm 316); easy, 450 xp

Treasure: 17 sp

Room #234 West Entry Archway

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

South Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #144
Empty

Room #235 East Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #105, inhabited by Hobgoblin and 3 x
Goblin

Monster Water Weird (cr 3, mm 299); medium, 700 xp

Treasure: 2300 cp, 1100 sp, 70 gp

Room #236 South Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

South Entry #2 Archway


→ Leads to room #161

Room Features Part of the ceiling has collapsed into the room, and chanting
fills the room

Room #237 West Entry Archway

Empty

Room #238 North Entry #1 Secret (DC 20 to find) Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓢ The door is concealed behind a pile of skulls

North Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

South Entry #1 Trapped and Stuck Good Wooden Door (DC 15 to break; 15
hp)
Ⓣ One-way Door: DC 15 to find, DC 15 to disable
→ Leads to room #219, inhabited by Orc Eye of Gruumsh
and 1 x Orc

South Entry #2 Trapped and Stuck Simple Wooden Door (DC 10 to break; 10
hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects
each creature which touches the trigger, DC 12 save or take
2d10 damage

Room Features The room has a high domed ceiling, and several shattered
weapons are scattered throughout the room

Room #239 North Entry Unlocked Stone Door (60 hp)


→ Leads to room #8

Room Features An iron chandelier hangs from the ceiling in the east side of
the room, and a pile of rotten bread lies in the east side of the
room

Room #240 North Entry #1 Locked Simple Wooden Door (DC 10 to open, DC 15 to break;
10 hp) (slides to one side)
→ Leads to room #215, inhabited by Wight and 1 x Zombie
North Entry #2 Unlocked Iron Door (60 hp)
→ Leads to room #13

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


→ Leads to room #201

East Entry #2 Secret (DC 15 to find) Locked Strong Wooden Door (DC 10 to
open, DC 20 to break; 20 hp) (slides down)
Ⓢ The door is concealed behind a statue of a noble king,
and opened by stabbing a sword into his back

Empty

Room #241 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

West Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #136, inhabited by Wight and 1 x Zombie

Room Features Someone has scrawled a diagram of a mechanical trap on the


south wall, and a corroded iron key hangs from a hook on the
east and west walls

Trap Arrow Trap: DC 15 to find, DC 10 to disable; +3 to hit against


one target, 1d10 piercing damage

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

2000 cp, 900 sp, 110 gp, azurite (10 gp), blue quartz (10 gp),
lapis lazuli (10 gp), malachite (10 gp), moss agate (10 gp),
obsidian (10 gp), rhodochrosite (10 gp), turquoise (10 gp),
Spell Scroll (Acid Splash) (common, dmg 200), Spell Scroll
(Shocking Grasp) (common, dmg 200), Spell Scroll (Heroism)
(common, dmg 200), 3 x Potion of Healing (common, dmg
187)

Room #242 East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #36

Empty

Room #243 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #45, inhabited by 2 x Goblin and 2 x Wolf

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

South Entry Archway

Room Features Spirals of blue stones cover the floor, and a circle of tall
stones stands in the south side of the room

Room #244 East Entry Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to
break; 10 hp)
Ⓢ The door is concealed within an upright sarcophagus

Room Features A toppled statue lies in the north-east corner of the room, and
chanting fills the room
Monster Bugbear (cr 1, mm 33) and 2 x Goblin (cr 1/4, mm 166); hard,
300 xp

Treasure: 21 cp; 9 ep; 13 ep

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