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The Secret Chambers of Madness 04

Level 4
General History The dungeon was created by yuan-ti as a shrine. It was
eventually conquered by invaders, and has lain empty for
many centuries until recently.

Walls Masonry (DC 15 to climb)

Floor Natural Stone (difficult terrain, disadvantage on acrobatics)


(Slippery Foor)

Temperature Very Hot (DC 10 Constitution save each hour or gain one level
of exhaustion)

Illumination Dark (individual creatures may carry lights)

Corridor Features a An iron chandelier hangs from the ceiling here

c A mouldy odor fills the corridor

e Numerous pillars line the corridor

i Withered corpses are nailed to the corridor walls

m Someone has scrawled "If being drunk all the time were easy,
everyone would do it" in dwarvish runes here

n A chute falls into the corridor from above

r A chute falls into the corridor from above

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


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

u The scent of ozone fills the corridor

v The floor is covered with shards of bone

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


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

x Earthmaw Trap: DC 10 to find, DC 20 to disable; +6 to hit


against one target, 2d10 piercing damage

z Fire Spray: DC 15 to find, DC 10 to disable; affects all targets


within a 20 ft. cone, DC 13 save or take 2d10 fire damage

Wandering 1 Kobold Scale Sorcerer (cr 1, vgm 167) and 5 x Kobold (cr 1/8,
mm 195); easy, 325 xp, gathered around an evil shrine
Monsters
2 Kobold Dragonshield (cr 1, vgm 165) and 11 x Kobold (cr 1/8,
mm 195); medium, 475 xp, wielding bizarre eldritch powers

3 Firenewt Warlock of Imix (cr 1, vgm 143) and 2 x Firenewt


Warrior (cr 1/2, vgm 142); easy, 400 xp, lost and desperate

4 4 x Firenewt Warrior (cr 1/2, vgm 142); easy, 400 xp,


investigating a strange noise
5 Firenewt Warlock of Imix (cr 1, vgm 143) and 3 x Firenewt
Warrior (cr 1/2, vgm 142); medium, 500 xp, lost and desperate

6 Barbed Devil (cr 5, mm 70); hard, 1800 xp, actively patrolling


their territory

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


→ Leads to room #18

South Entry Archway


→ Leads to room #3

Monster Barbed Devil (cr 5, mm 70); hard, 1800 xp

Treasure: 170 gp

Room #2 North Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to
break; 60 hp)
Ⓣ Electrified Lock: DC 10 to find, DC 20 to disable; affects
each creature which touches the lock, DC 15 save or take
2d10 lightning damage
→ Leads to room #58, inhabited by Half-Red Dragon Veteran
and 1 x Thug

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


→ Leads to room #3

South Entry Unlocked Stone Door (60 hp)

Room Features A tile labyrinth covers the floor, and someone has scrawled
"I've forgotten my name" on the north wall

Trap Idol of Chaos: DC 15 to find, DC 10 to disable; affects lawful


creatures which touch the idol, DC 12 save or take 2d10
damage and become confused (phb 224) for 1d4 rounds

Room #3 North Entry Archway


→ Leads to room #1, inhabited by Barbed Devil

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


→ Leads to room #2

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


→ Leads to room #4, inhabited by 13 x Kobold Inventor

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


→ Leads to room #5, inhabited by Firenewt Warlock of Imix
and 6 x Firenewt Warrior

Empty

Room #4 West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)


→ Leads to room #3

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


South Entry Archway

Room Features A sloped pit lined with iron spikes lies in the south-east corner
of the room, and the sound of horns fills the room

Monster 13 x Kobold Inventor (cr 1/4, vgm 166); hard, 650 xp

Treasure: 9 gp; 18 cp; 7 gp; 9 gp; 20 sp; 16 cp; 2 pp; 16 cp; 16


sp; 18 sp; 14 sp; 22 cp; 20 cp

Room #5 North Entry Stuck Stone Door (DC 20 to break; 60 hp)


→ Leads to room #3

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

East Entry Archway


→ Leads to room #35

South Entry Locked Stone Door (DC 25 to open)


→ Leads to room #6

Room Features Burning torches in iron sconces line the east wall, and a
clicking noise can be heard in the south-east corner of the
room

Monster Firenewt Warlock of Imix (cr 1, vgm 143) and 6 x Firenewt


Warrior (cr 1/2, vgm 142); hard, 800 xp

Treasure: 16 cp; 7 ep; 9 gp; 10 ep; 18 cp; 4 pp; 7 gp

Room #6 North Entry #1 Stuck Stone Door (DC 20 to break; 60 hp)


→ Leads to room #21, inhabited by 2 x Firenewt Warrior and
2 x Giant Strider

North Entry #2 Locked Stone Door (DC 25 to open)


→ Leads to room #5, inhabited by Firenewt Warlock of Imix
and 6 x Firenewt Warrior

South Entry #1 Locked Iron Door (DC 20 to open)

South Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)

Room Features A mural of ancient mythology covers the ceiling, and someone
has scrawled "This paladin is dead" in draconic script on the
south wall

Room #7 East Entry #1 Stuck Stone Door (DC 20 to break; 60 hp) (slides up)

East Entry #2 Archway

Room Features Someone has scrawled "Save yourself, kill the others" on the
south wall, and a rusted chisel lies in the west side of the
room

Room #8 West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

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

Monster Half-Red Dragon Veteran (cr 5, mm 180) and 2 x Thug (cr 1/2,
Monster Half-Red Dragon Veteran (cr 5, mm 180) and 2 x Thug (cr 1/2,
mm 350); deadly, 2000 xp

Treasure: 60 gp, 17 pp; 11 cp; 18 cp

Room #9 North Entry Locked Stone Door (DC 10 to open)


→ Leads to room #22, inhabited by Firenewt Warlock of Imix
and 5 x Firenewt Warrior

West Entry Locked Stone Door (DC 15 to open)


→ Leads to room #15

Empty

Room #10 North Entry #1 Trapped and Locked Iron Door (DC 10 to open, DC 30 to
break; 60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to disable; +4 to hit
against one target, 1d10 slashing damage

North Entry #2 Stuck Iron Door (DC 25 to break; 60 hp)


→ Leads to room #60, inhabited by 5 x Firenewt Warrior

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


→ Leads to room #40

Room Features Someone has scrawled "golden, ruby, emerald, gray" on the
south wall, and a sundered shield lies in the north-east corner
of the room

Monster 2 x Firenewt Warrior (cr 1/2, vgm 142) and 2 x Giant Strider
(cr 1, vgm 143); medium, 600 xp

Treasure: 19 sp; 13 gp; 5 ep; 12 gp

Room #11 North Entry Locked Iron Door (DC 25 to open)


→ Leads to room #32, inhabited by Kobold Inventor and 13 x
Kobold

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


→ Leads to room #54, inhabited by Kobold Scale Sorcerer
and 13 x Kobold

Monster Red Dragon Wyrmling (cr 4, mm 98) and 2 x Kobold (cr 1/8,
mm 195); medium, 1150 xp

Treasure: 23 cp; 12 sp; 7 gp

Room #12 South Entry #1 Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #59

South Entry #2 Stuck Iron Door (DC 25 to break; 60 hp)

South Entry #3 Stuck Stone Door (DC 20 to break; 60 hp)

Room Features A stack of barrels filled with rotting fruit stands against the
north wall, and someone has scrawled an alien symbol on the
west wall
Monster Barbed Devil (cr 5, mm 70); hard, 1800 xp

Treasure: 230 sp, 60 gp

Room #13 West Entry Secret (DC 15 to find) Trapped and Unlocked Iron Door (60
hp)
Ⓢ The door is concealed behind a statue of a medusa, and
opened by uncovering her eyes
Ⓣ Teleporter Crystal: DC 10 to find, DC 10 to disable; affects
each creature which touches the crystal, DC 11 save or be
teleported to another location
→ Leads to room #25

South Entry Archway

Monster 8 x Firenewt Warrior (cr 1/2, vgm 142); deadly, 800 xp

Treasure: 2000 cp, 1200 sp, 80 gp, 2 x blue quartz (10 gp),
lapis lazuli (10 gp), 3 x malachite (10 gp), 2 x moss agate (10
gp), tiger eye (10 gp), 3 x turquoise (10 gp), Potion of
Climbing (common, dmg 187), 2 x Potion of Healing (common,
dmg 187)

Room #14 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) (stuck,
disadvantage to open)
→ Leads to room #25

West Entry Secret (DC 15 to find) Unlocked Stone Door (60 hp)
Ⓢ A trap door in the floor leads to a short tunnel beneath the
wall

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


→ Leads to room #49, inhabited by 13 x Kobold Inventor

Room Features The floor is covered with bloodstains, and a bent dagger lies
in the south-west corner of the room

Room #15 West Entry Stuck Stone Door (DC 20 to break; 60 hp)

East Entry Locked Stone Door (DC 15 to open)


→ Leads to room #9

South Entry Unlocked Iron Door (60 hp)


→ Leads to room #27, inhabited by Firenewt Warlock of Imix
and 6 x Firenewt Warrior

Room Features Numerous pillars line the north and south walls, and a group
of monstrous faces have been carved into the south wall

Room #16 North Entry #1 Archway

North Entry #2 Locked Iron Door (DC 25 to open) (slides up)

West Entry Locked Iron Door (DC 10 to open)


→ Leads to room #56
East Entry Locked Stone Door (DC 15 to open)

Trap Guillotine Blade: DC 10 to find, DC 10 to disable; +8 to hit


against one target, 2d10 slashing damage

Room #17 West Entry #1 Locked Stone Door (DC 20 to open)

West Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)

South Entry Archway

Empty

Room #18 West Entry Stuck Stone Door (DC 20 to break; 60 hp)

East Entry #1 Unlocked Stone Door (60 hp)


→ Leads to room #41

East Entry #2 Stuck Iron Door (DC 25 to break; 60 hp)


→ Leads to room #1, inhabited by Barbed Devil

Room Features A stone ramp ascends towards the west wall, and a pile of
rotten leather lies in the north-west corner of the room

Room #19 North Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Fire Spray: DC 20 to find, DC 20 to disable; affects all
targets within a 20 ft. cone, DC 17 save or take 4d10 fire
damage

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

Monster Barbed Devil (cr 5, mm 70); hard, 1800 xp

Treasure: 2500 cp, 900 sp, 30 gp, 2 x diamond (50 gp), citrine
(50 gp), moonstone (50 gp), 2 x sardonyx (50 gp), star rose
quartz (50 gp)

Hidden Treasure Hidden (DC 15 to find) Trapped and Unlocked Iron Chest (60
hp)
Arrow Trap: DC 10 to find, DC 10 to disable; +3 to hit against
one target, 1d10 piercing damage

2500 cp, 1000 sp, 50 gp, 6 x diamond (50 gp), chrysoprase


(50 gp), citrine (50 gp), +2 Ammunition (50 blowgun needles)
(rare, dmg 150)

Room #20 North Entry Trapped and Locked Iron Door (DC 10 to open, DC 30 to
break; 60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +7 to hit
against one target, 2d10 slashing damage
→ Leads to room #43, inhabited by Half-Red Dragon Veteran
and 1 x Thug

West Entry #1 Locked Stone Door (DC 20 to open)

West Entry #2 Archway


South Entry Archway
→ Leads to room #45

Empty

Room #21 East Entry Locked Stone Door (DC 15 to open)

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


→ Leads to room #6

Room Features Someone has scrawled "The silver is cursed" in dwarvish


runes on the west wall, and several pieces of rotten leather
are scattered throughout the room

Monster 2 x Firenewt Warrior (cr 1/2, vgm 142) and 2 x Giant Strider
(cr 1, vgm 143); medium, 600 xp

Treasure: 11 sp; 11 ep; 17 cp; 15 cp

Room #22 North Entry #1 Trapped and Unlocked Iron Door (60 hp)
Ⓣ Magic Missle Trap: DC 10 to find, DC 15 to disable; one
target, 4d10 force damage
→ Leads to room #49, inhabited by 13 x Kobold Inventor

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


→ Leads to room #39

South Entry #1 Locked Stone Door (DC 10 to open)


→ Leads to room #9

South Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)

Room Features The floor is covered in square tiles, alternating white and
black, and the ceiling is covered with cracks

Monster Firenewt Warlock of Imix (cr 1, vgm 143) and 5 x Firenewt


Warrior (cr 1/2, vgm 142); medium, 700 xp

Treasure: 9 gp; 20 cp; 22 cp; 12 gp; 6 pp; 11 ep

Room #23 South Entry Stuck Stone Door (DC 20 to break; 60 hp)

Room Features A briny odor fills the west side of the room, and a pile of blood-
soaked clothing lies in the north side of the room

Room #24 North Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Electrified Lock: DC 15 to find, DC 10 to disable; affects
each creature which touches the lock, DC 11 save or take
1d10 lightning damage

East Entry Trapped and Unlocked Stone Door (60 hp)


Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +5 to hit
against one target, 1d10 piercing damage
→ Leads to room #52, inhabited by Half-Red Dragon Veteran
and 1 x Thug
South Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #25

Room Features Part of the ceiling has collapsed into the room, and an iron
cauldron and simple cabinet sit in the east side of the room

Monster Kobold Scale Sorcerer (cr 1, vgm 167) and 14 x Kobold (cr
1/8, mm 195); hard, 550 xp

Treasure: 2100 cp, 1100 sp, 50 gp, malachite (10 gp), moss
agate (10 gp), obsidian (10 gp), turquoise (10 gp), Spell Scroll
(Minor Illusion) (common, dmg 200), 5 x Potion of Healing
(common, dmg 187)

Room #25 North Entry #1 Archway

North Entry #2 Stuck Iron Door (DC 25 to break; 60 hp)


→ Leads to room #24, inhabited by Kobold Scale Sorcerer
and 14 x Kobold

West Entry Archway


→ Leads to room #59

East Entry Secret (DC 15 to find) Trapped and Unlocked Iron Door (60
hp)
Ⓢ The door is concealed behind a statue of a medusa, and
opened by uncovering her eyes
Ⓣ Teleporter Crystal: DC 10 to find, DC 10 to disable; affects
each creature which touches the crystal, DC 11 save or be
teleported to another location
→ Leads to room #13, inhabited by 8 x Firenewt Warrior

South Entry #1 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) (stuck,


disadvantage to open)
→ Leads to room #14

South Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)


→ Leads to room #49, inhabited by 13 x Kobold Inventor

Room Features A stone dais sits in the north side of the room, and someone
has scrawled "You cannot kill it with wizardry" in draconic
script on the north wall

Room #26 North Entry Locked Stone Door (DC 10 to open)

Monster Barbed Devil (cr 5, mm 70); hard, 1800 xp

Treasure: 210 gp

Room #27 North Entry Unlocked Iron Door (60 hp)


→ Leads to room #15

East Entry Archway

Room Features A stone dais and throne sits in the north side of the room, and
someone has scrawled a basic map of the dungeon on the
west wall
Monster Firenewt Warlock of Imix (cr 1, vgm 143) and 6 x Firenewt
Warrior (cr 1/2, vgm 142); hard, 800 xp

Treasure: 18 cp; 18 cp; 6 pp; 11 gp; 17 sp; 5 gp; 23 cp

Room #28 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

East Entry Locked Stone Door (DC 15 to open)

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


→ Leads to room #32, inhabited by Kobold Inventor and 13 x
Kobold

Room Features An altar of evil sits in the north-west corner of the room, and
someone has scrawled "Beneath the tomb" on the north wall

Monster Red Dragon Wyrmling (cr 4, mm 98) and 1 x Magma Mephit


(cr 1/2, mm 216); medium, 1200 xp

Treasure: 16 sp; 3 pp

Room #29 North Entry Unlocked Stone Door (60 hp) (slides to one side)

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

Empty

Room #30 East Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #43, inhabited by Half-Red Dragon Veteran
and 1 x Thug

Room Features A tile mosaic of ancient mythology covers the floor, and the
scent of smoke fills the room

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

2300 cp, 1300 sp, 60 gp, 3 x diamond (50 gp), bloodstone (50
gp), carnelian (50 gp), chrysoprase (50 gp), 2 x citrine (50 gp),
2 x zircon (50 gp), 2 x Potion of Clairvoyance (rare, dmg 187),
Potion of Mind Reading (rare, dmg 188)

Room #31 West Entry #1 Locked Stone Door (DC 10 to open)

West Entry #2 Archway

Room Features Someone has scrawled "Rona was here" on the east wall, and
a creaking sound can be heard in the south side of the room

Room #32 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #28, inhabited by Red Dragon Wyrmling
and 1 x Magma Mephit

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

East Entry Locked Iron Door (DC 25 to open)

South Entry Locked Iron Door (DC 25 to open)


→ Leads to room #11, inhabited by Red Dragon Wyrmling
→ Leads to room #11, inhabited by Red Dragon Wyrmling
and 2 x Kobold

Room Features A narrow ledge runs along the south and east walls, and a
rotting odor fills the room

Monster Kobold Inventor (cr 1/4, vgm 166) and 13 x Kobold (cr 1/8,
mm 195); medium, 375 xp

Treasure: 15 cp; 12 ep; 10 gp; 16 sp; 18 cp; 14 sp; 4 pp; 9 ep;


19 cp; 8 sp; 12 sp; 11 gp; 21 cp; 12 gp

Room #33 West Entry Stuck Stone Door (DC 20 to break; 60 hp)

East Entry Locked Stone Door (DC 25 to open)


→ Leads to room #56

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

Room Features Someone has scrawled "You cannot kill it with magic" on the
south wall, and a rusted breastplate lies in the east side of the
room

Monster Half-Red Dragon Veteran (cr 5, mm 180) and 1 x Thug (cr 1/2,
mm 350); hard, 1900 xp

Treasure: 2400 cp, 1000 sp, 80 gp, 3 x diamond (50 gp),


jasper (50 gp), quartz (50 gp), 2 x Potion of Clairvoyance
(rare, dmg 187), Potion of Invulnerability (rare, dmg 188)

Room #34 North Entry Stuck Iron Door (DC 25 to break; 60 hp)

West Entry Locked Stone Door (DC 20 to open) (magically reinforced,


disadvantage to break)
→ Leads to room #55, inhabited by Firenewt Warlock of Imix
and 5 x Firenewt Warrior

Empty

Room #35 North Entry Locked Stone Door (DC 15 to open) (slides to one side)

West Entry Archway


→ Leads to room #5, inhabited by Firenewt Warlock of Imix
and 6 x Firenewt Warrior

Room Features Lit candles are scattered across the floor, and several wax
blobs are scattered throughout the room

Room #36 West Entry Archway

South Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp) (slides
down)
Ⓣ Acid Spray: DC 15 to find, DC 20 to disable; affects all
targets within a 20 ft. cone, DC 12 save or take 1d10 acid
damage for 1d4 rounds

Room Features A chute descends from the room into a midden chamber
below, and the floor is covered in square tiles, alternating
white and black

Monster
Monster Firenewt Warlock of Imix (cr 1, vgm 143) and 3 x Firenewt
Warrior (cr 1/2, vgm 142); medium, 500 xp

Treasure: 14 sp; 19 sp; 16 cp; 4 gp

Room #37 West Entry Secret (DC 15 to find) Trapped and Locked Stone Door (DC
10 to open, DC 25 to break; 60 hp)
Ⓢ The door is located near the ceiling and opened by
speaking a command word
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects
each creature which touches the trigger, DC 13 save or take
2d10 damage
→ Leads to room #47, inhabited by Firenewt Warlock of Imix
and 3 x Firenewt Warrior

Room Features A narrow pit covered by iron bars lies in the south side of the
room, and burning torches in iron sconces line the north and
west walls

Monster Kobold Dragonshield (cr 1, vgm 165) and 3 x Kobold (cr 1/8,
mm 195); easy, 275 xp

Treasure: 19 sp; 10 ep; 6 gp; 12 cp

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

2500 cp, 1400 sp, 50 gp, banded agate (10 gp), 3 x blue
quartz (10 gp), eye agate (10 gp), malachite (10 gp), obsidian
(10 gp), rhodochrosite (10 gp), tiger eye (10 gp), Alchemy Jug
(uncommon, dmg 150), Lantern of Revealing (uncommon,
dmg 179), Potion of Greater Healing (uncommon, dmg 187),
Mithral Armor (splint) (uncommon, dmg 182)

Room #38 East Entry #1 Secret (DC 15 to find) Stuck Stone Door (DC 20 to break; 60
hp)
Ⓢ The door is located near the ceiling and opened by
speaking a command word

East Entry #2 Locked Stone Door (DC 10 to open)

Empty

Room #39 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) (stuck,
disadvantage to open)

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


→ Leads to room #22, inhabited by Firenewt Warlock of Imix
and 5 x Firenewt Warrior

Room Features Lit candles are scattered across the floor, and the sound of
footsteps can be heard in the south-east corner of the room

Room #40 North Entry #1 Locked Stone Door (DC 25 to open)

North Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)

East Entry
East Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #10, inhabited by 2 x Firenewt Warrior and
2 x Giant Strider

Room Features Someone has scrawled "This is not a secret door" on the north
wall, and a shallow pool of acid lies in the south side of the
room

Room #41 North Entry Stuck Iron Door (DC 25 to break; 60 hp)

West Entry #1 Secret (DC 20 to find) Stuck Stone Door (DC 20 to break; 60
hp)
Ⓢ The door is located several feet above the floor and
opened by pulling an iron sconce

West Entry #2 Unlocked Stone Door (60 hp)


→ Leads to room #18

East Entry Archway


→ Leads to room #55, inhabited by Firenewt Warlock of Imix
and 5 x Firenewt Warrior

Room Features A fountain decorated with six gargoyles sits in the east side of
the room, and several pieces of rotten rope are scattered
throughout the room

Room #42 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

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

Monster Firenewt Warlock of Imix (cr 1, vgm 143) and 3 x Firenewt


Warrior (cr 1/2, vgm 142); medium, 500 xp

Treasure: 12 sp; 16 sp; 15 gp; 4 pp

Room #43 West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #30

East Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Thunderstone Mine: DC 15 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
→ Leads to room #50, inhabited by 4 x Firenewt Warrior

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


break; 60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +7 to hit
against one target, 2d10 slashing damage
→ Leads to room #20

South Entry #2 Locked Stone Door (DC 10 to open)

Room Features The walls are covered with veins of metal, and a sundered
mace lies in the west side of the room
Monster Half-Red Dragon Veteran (cr 5, mm 180) and 1 x Thug (cr 1/2,
mm 350); hard, 1900 xp

Treasure: 150 sp, 80 gp; 1 pp

Room #44 South Entry #1 Archway

South Entry #2 Stuck Iron Door (DC 25 to break; 60 hp) (slides to one side)

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


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

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

1800 cp, 700 sp, 40 gp, a cloth gown trimmed with rabbit fur
(25 gp), an ivory shield brooch engraved with spirals (25 gp),
Potion of Hill Giant Strength (uncommon, dmg 187)

Room #45 North Entry Archway


→ Leads to room #20

West Entry #1 Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Rune of Dread: DC 15 to find, DC 20 to disable; affects all
targets within 10 ft., DC 11 save or become frightened for 1d4
rounds

West Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)

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

Room Features A metallic odor fills the south side of the room, and several
pieces of torn paper are scattered throughout the room

Room #46 West Entry Locked Stone Door (DC 15 to open)

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

Trap Rune of Paralyzation: DC 20 to find, DC 10 to disable; affects


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

Hidden Treasure Hidden (DC 20 to find) Trapped and Locked Iron Chest (DC
25 to unlock, DC 30 to break; 60 hp)
Electrified Lock: DC 20 to find, DC 15 to disable; affects each
creature which touches the lock, DC 15 save or take 2d10
lightning damage

1800 cp, 1400 sp, 120 gp, a copper chalice inlaid with a
filigree of silver (25 gp), a pewter censer set with a single
chalcedony (25 gp), a wooden scepter set with citrine and
zircon (25 gp), an earthenware plate embossed with arcane
runes (25 gp), an earthenware vase embossed with floral
vines (25 gp), Spell Scroll (Hold Person) (uncommon, dmg
200), Bag of Holding (uncommon, dmg 153), Driftglobe
(uncommon, dmg 166), Potion of Healing (common, dmg 187)

Room #47 North Entry Locked Stone Door (DC 15 to open)


→ Leads to room #51, inhabited by Kobold Scale Sorcerer
→ Leads to room #51, inhabited by Kobold Scale Sorcerer
and 4 x Kobold

East Entry #1 Secret (DC 15 to find) Trapped and Locked Stone Door (DC
10 to open, DC 25 to break; 60 hp)
Ⓢ The door is located near the ceiling and opened by
speaking a command word
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects
each creature which touches the trigger, DC 13 save or take
2d10 damage
→ Leads to room #37, inhabited by Kobold Dragonshield and
3 x Kobold

East Entry #2 Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +6 to hit
against one target, 2d10 piercing damage

Monster Firenewt Warlock of Imix (cr 1, vgm 143) and 3 x Firenewt


Warrior (cr 1/2, vgm 142); medium, 500 xp

Treasure: 13 sp; 14 ep; 16 sp; 10 sp

Room #48 West Entry #1 Archway

West Entry #2 Locked Stone Door (DC 10 to open)

East Entry Locked Iron Door (DC 15 to open)

Room Features Part of the east wall has collapsed into the room, and a
splashing noise can be heard in the north-east corner of the
room

Room #49 North Entry #1 Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #25

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


Ⓣ Thunderstone Mine: DC 20 to find, DC 20 to disable;
affects all targets within 20 ft., DC 11 save or take 1d10
thunder damage and become deafened for 1d4 rounds

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


→ Leads to room #14

South Entry #1 Archway

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


Ⓣ Magic Missle Trap: DC 10 to find, DC 15 to disable; one
target, 4d10 force damage
→ Leads to room #22, inhabited by Firenewt Warlock of Imix
and 5 x Firenewt Warrior

Monster 13 x Kobold Inventor (cr 1/4, vgm 166); hard, 650 xp

Treasure: 5 ep; 10 gp; 14 gp; 12 ep; 6 pp; 22 cp; 10 sp; 13 sp;


10 gp; 11 sp; 14 cp; 17 sp; 16 cp

Room #50 West Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Thunderstone Mine: DC 15 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
→ Leads to room #43, inhabited by Half-Red Dragon Veteran
and 1 x Thug

East Entry #1 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) (magically


reinforced, disadvantage to break)

East Entry #2 Archway

Room Features A narrow shaft descends from the room into a magical cyst
below, and the floor is covered with stone rubble

Monster 4 x Firenewt Warrior (cr 1/2, vgm 142); easy, 400 xp

Treasure: 11 sp; 6 ep; 11 gp; 11 gp

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

South Entry Locked Stone Door (DC 15 to open)


→ Leads to room #47, inhabited by Firenewt Warlock of Imix
and 3 x Firenewt Warrior

Monster Kobold Scale Sorcerer (cr 1, vgm 167) and 4 x Kobold (cr 1/8,
mm 195); easy, 300 xp

Treasure: 8 sp; 11 gp; 2 pp; 7 gp; 17 sp

Room #52 West Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +5 to hit
against one target, 1d10 piercing damage
→ Leads to room #24, inhabited by Kobold Scale Sorcerer
and 14 x Kobold

South Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60 hp) (slides
to one side)
Ⓣ Earthmaw Trap: DC 15 to find, DC 10 to disable; +6 to hit
against one target, 2d10 piercing damage

South Entry #2 Archway

Monster Half-Red Dragon Veteran (cr 5, mm 180) and 1 x Thug (cr 1/2,
mm 350); hard, 1900 xp

Treasure: 1700 cp, 40 ep; 9 sp

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

1900 cp, 1400 sp, 60 gp, a fine leather coinpurse trimmed with
squirrel fur (25 gp), a linen tabard trimmed with rabbit fur (25
gp), an obsidian puzzle box inlaid with a filigree of electrum
(25 gp)

Room #53 West Entry Stuck Stone Door (DC 20 to break; 60 hp)

East Entry Secret (DC 25 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #57, inhabited by 10 x Kobold Inventor

Monster Kobold Inventor (cr 1/4, vgm 166) and 13 x Kobold (cr 1/8,
mm 195); medium, 375 xp

Treasure: 15 sp; 13 sp; 12 sp; 18 sp; 19 cp; 7 gp; 18 cp; 15


gp; 15 sp; 14 gp; 12 sp; 14 sp; 20 cp; 16 cp

Trap Acid Spray: DC 20 to find, DC 10 to disable; affects all targets


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

Room #54 East Entry #1 Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #11, inhabited by Red Dragon Wyrmling
and 2 x Kobold

East Entry #2 Stuck Iron Door (DC 25 to break; 60 hp) (slides up)

Room Features A tapestry of legendary monsters hangs from the south wall,
and someone has scrawled "Feanore died here, no honor
among thieves" on the south wall

Monster Kobold Scale Sorcerer (cr 1, vgm 167) and 13 x Kobold (cr
1/8, mm 195); hard, 525 xp

Treasure: 22 cp; 17 cp; 24 cp; 12 ep; 19 cp; 14 sp; 15 cp; 17


sp; 9 sp; 10 sp; 13 gp; 9 gp; 17 cp; 13 sp

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


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

Room #55 West Entry Archway


→ Leads to room #41

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

East Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)

East Entry #3 Locked Stone Door (DC 20 to open) (magically reinforced,


disadvantage to break)
→ Leads to room #34

Monster Firenewt Warlock of Imix (cr 1, vgm 143) and 5 x Firenewt


Warrior (cr 1/2, vgm 142); medium, 700 xp

Treasure: 1600 cp, 800 sp, 70 gp, a cloth mantle trimmed with
fox fur (25 gp), a leather saddle tooled with elven script (25
gp), a petrified squirrel set with carnelian and star rose quartz
(25 gp), a pewter censer set with carnelian (25 gp), a small
woolen tapestry (25 gp), an earthenware ewer painted with
floral imagery (25 gp), an earthenware tureen embossed with
elven script (25 gp), Spell Scroll (Mage Hand) (common, dmg
200), Spell Scroll (Arms of Hadar) (common, dmg 200), Potion
of Climbing (common, dmg 187), 3 x Potion of Healing
(common, dmg 187)

Room #56 West Entry Locked Stone Door (DC 25 to open)


→ Leads to room #33, inhabited by Half-Red Dragon Veteran
→ Leads to room #33, inhabited by Half-Red Dragon Veteran
and 1 x Thug

East Entry Locked Iron Door (DC 10 to open)


→ Leads to room #16

Empty

Room #57 North Entry Unlocked Stone Door (60 hp)

West Entry Secret (DC 25 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #53, inhabited by Kobold Inventor and 13 x
Kobold

South Entry Secret (DC 25 to find) Stuck Stone Door (DC 20 to break; 60
hp)
Ⓢ The door is opened by speaking a command word

Room Features Numerous pillars line the east and west walls, and someone
has scrawled a fell symbol on the west wall

Monster 10 x Kobold Inventor (cr 1/4, vgm 166); medium, 500 xp

Treasure: 12 gp; 16 sp; 16 cp; 17 gp; 15 sp; 7 ep; 9 sp; 13 sp;


9 ep; 16 sp

Room #58 North Entry #1 Stuck Stone Door (DC 20 to break; 60 hp)

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

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


break; 60 hp)
Ⓣ Electrified Lock: DC 10 to find, DC 20 to disable; affects
each creature which touches the lock, DC 15 save or take
2d10 lightning damage
→ Leads to room #2

Room Features A balcony hangs from the south wall, and the ceiling is
covered with cracks

Monster Half-Red Dragon Veteran (cr 5, mm 180) and 1 x Thug (cr 1/2,
mm 350); hard, 1900 xp

Treasure: 1600 cp, 50 ep; 13 ep

Room #59 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #12, inhabited by Barbed Devil

West Entry Archway

East Entry Archway


→ Leads to room #25

Room Features The scent of smoke fills the room, and a bent chisel lies in the
north-west corner of the room
Room #60 North Entry Stuck Stone Door (DC 20 to break; 60 hp)

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


→ Leads to room #10, inhabited by 2 x Firenewt Warrior and
2 x Giant Strider

South Entry #2 Secret (DC 25 to find) Locked Iron Door (DC 10 to open)
Ⓢ The door is concealed by an illusion

Room Features A tile mosaic of a legendary battle covers the floor, and the
south and east walls are covered with bloodstains

Monster 5 x Firenewt Warrior (cr 1/2, vgm 142); medium, 500 xp

Treasure: 25 cp; 11 sp; 9 gp; 10 gp; 12 ep

Room #61 North Entry Archway

West Entry Secret (DC 25 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is located above a small stone dais and
concealed behind a tapestry of ghoulish carnage

Room Features A large kiln and coal bin sit in the center of the room, and a
pile of rotting wood lies in the north-east corner of the room

Monster Barbed Devil (cr 5, mm 70); hard, 1800 xp

Treasure: 90 gp, 13 pp

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