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The Warrens 01
The Warrens 01
Level 1
Temperature Warm
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
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
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
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
Room Features The south and east walls have been engraved with incoherent
labyrinths, and a hole has been blasted into the west wall
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 #3 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
up)
Room Features The floor is covered with fungus, and a pile of rotten apples
lies in the north-west corner of the room
Empty
Treasure: 14 sp
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
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 #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
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
Treasure: 21 cp
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
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
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
Room Features Sporadic knocking fills the room, and a pile of trash lies in the
north side of the room
Treasure: 14 cp
Empty
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)
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
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
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 #17 East Entry #1 Unlocked Strong Wooden Door (20 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
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
Treasure: 15 cp
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
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)
Empty
Room #22 East Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break;
15 hp)
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)
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
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
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 #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
Room #31 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
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)
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
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)
Monster Orc (cr 1/2, mm 246) and 1 x Ettin (cr 4, mm 132); deadly,
1200 xp
Treasure: 13 sp; 17 sp
Room Features A tile mosaic of arcane patterns covers the floor, and the
ceiling is covered with bloodstains
Treasure: 15 cp; 5 gp
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)
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
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)
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)
Room #39 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Empty
Room #40 North Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)
Room Features The floor is covered in perfect hexagonal tiles, and a foul odor
fills the south-east corner of the room
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
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
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
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
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
Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4, mm 341);
medium, 200 xp
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
Treasure: 16 sp; 9 sp
2100 cp, 900 sp, 70 gp, 4 x diamond (50 gp), jasper (50 gp),
moonstone (50 gp), onyx (50 gp)
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
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
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
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
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)
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
Room #53 North Entry Secret (DC 20 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed within an upright sarcophagus
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
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
Room Features A chute falls into the room from above, and a tile labyrinth
covers the floor
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)
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)
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
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
Treasure: 12 sp; 15 sp
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
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
Treasure: 19 cp; 16 sp
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 #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
Empty
Room #64 North Entry Locked Strong Wooden Door (DC 20 to open, DC 20 to break;
20 hp)
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)
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 #67 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316);
easy, 500 xp
Treasure: 17 cp; 8 gp
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 Features A tapestry of vile acts hangs from the south wall, and the
ceiling is covered with cracks
Treasure: 9 gp
Treasure: 9 gp
Room #70 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Monster Hobgoblin (cr 1/2, mm 186) and 3 x Goblin (cr 1/4, mm 166);
medium, 250 xp
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
Room #72 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
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
Empty
Room #74 East Entry Stuck Iron Door (DC 25 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
Treasure: 10 cp
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
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
Treasure: 8 gp
Room #78 East Entry #1 Locked Stone Door (DC 25 to open, DC 25 to break; 60 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
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
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
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
Empty
Room #85 North Entry #1 Unlocked Simple Wooden Door (10 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
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
Room Features Several alcoves are cut into the north and south walls, and a
tapestry of a legendary battle hangs from the south wall
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
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
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
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 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
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
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
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
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
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
Treasure: 21 cp
Room #95 West Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
Empty
Room #96 South Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
up)
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
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
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
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)
Room Features Lit candles are scattered across the floor, and several
monstrous corpses are scattered throughout the room
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
Room Features Several square holes are cut into the north and west walls,
and a fountain of water sits against the east wall
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
Room #106 West Entry Stuck Stone Door (DC 20 to break; 60 hp)
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
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
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
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
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
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 #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
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)
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)
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
Room Features Spirals of green stones cover the floor, and someone has
scrawled "Bend the pin to reset the trap" on the west wall
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
Treasure: 8 ep
Room #119 East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
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
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
Treasure: 18 cp
Room #122 East Entry #1 Unlocked Strong Wooden Door (20 hp) (slides down)
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
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
Hidden Treasure Hidden (DC 20 to find) Locked Good Wooden Chest (DC 20 to
unlock, DC 20 to break; 15 hp)
Room #125 North Entry Unlocked Simple Wooden Door (10 hp)
Empty
Room #126 North Entry Unlocked Strong Wooden Door (20 hp)
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
Treasure: 17 sp
Room #128 West Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
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 #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
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
Room Features A shallow pit lies in the west side of the room, and someone
has scrawled a baleful symbol on the east wall
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
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
Treasure: 12 sp
Empty
Room #135 West Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #226, inhabited by Ghast and 1 x Ghoul
Monster 3 x Goblin (cr 1/4, mm 166) and 7 x Giant Rat (cr 1/8, mm
327); deadly, 325 xp
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
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
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)
Room #138 East Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break;
15 hp)
Empty
Room #139 West Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break;
10 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
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)
Monster Goblin Boss (cr 1, mm 166) and 4 x Goblin (cr 1/4, mm 166);
deadly, 400 xp
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
Empty
Room #143 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Treasure: 17 sp
Room #144 North Entry #1 Locked Simple Wooden Door (DC 25 to open, DC 15 to break;
10 hp)
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)
Treasure: 13 gp
Room #146 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
down)
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
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)
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
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
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
Empty
Room #155 North Entry Unlocked Strong Wooden Door (20 hp) (slides to one side)
→ Leads to room #195
Room Features A shallow pit lies in the center of the room, and someone has
scrawled "Lightning comes before thunder" on the east wall
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
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
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
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
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
Empty
Room Features A tile labyrinth covers the floor, and someone has scrawled
"Mica stands here, slain by a basilisk" on the north wall
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
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
Room #165 North Entry Unlocked Simple Wooden Door (10 hp)
Room Features Numerous pillars line the walls, and a sundered axe lies in the
east side of the room
Treasure: 11 sp
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
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
Room Features A wooden ladder rests against the west wall, and a ruined
gauntlet lies in the south side of the room
Treasure: 11 gp; 19 cp
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
Room Features A circle of tall stones stands in the center of the room, and
several shattered weapons are scattered throughout the room
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
Room Features Several square holes are cut into the south and east walls,
and a tapestry of arcane patterns hangs from the south wall
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
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
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
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
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)
Room Features Several square holes are cut into the ceiling and floor, and the
south and west walls have been engraved with glowing
symbols
Treasure: 20 sp
Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4, mm 341);
medium, 200 xp
Room #177 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #140
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
Room Features Lit candles are scattered across the floor, and someone has
scrawled "Stay low" in goblin runes on the west wall
Treasure: 15 sp
Room #179 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #214, inhabited by Spectator
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
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)
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)
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)
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)
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
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
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
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
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
Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4, mm 341);
medium, 200 xp
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
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
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
Treasure: 13 sp
Room #195 North 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 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
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
Treasure: 4 pp
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
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
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
Treasure: 14 cp
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
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
Treasure: 5 pp
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
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
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
Treasure: 11 cp; 22 cp
Room #209 West Entry #1 Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
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
Empty
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
Empty
Room #213 West Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #87
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 #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
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
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
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
Room #217 West Entry Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
→ Leads to room #94, inhabited by Wight
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
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
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
Room Features Spirals of red stones cover the floor, and several iron blobs
are scattered throughout the room
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
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
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
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)
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
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
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
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
Room #230 South Entry #1 Unlocked Simple Wooden Door (10 hp)
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
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
Treasure: 17 sp
Room #235 East Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #105, inhabited by Hobgoblin and 3 x
Goblin
Room #236 South Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Room Features Part of the ceiling has collapsed into the room, and chanting
fills the room
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
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 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 #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)
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
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
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