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The Dark Shrine of Terror 05

Level 5
General Walls Superior Masonry (Athletics DC 20 to climb)

Floor Flagstone

Temperature Cool

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

Corridor Features a Groaning fills the corridor

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

e Teleporter Crystal (Perception DC 17 to find, Thievery DC 12


to disable, Single-shot, Melee 1, Attack +8 vs. Will, the target
is teleported 11 squares, 50 xp)

i A narrow shaft descends from the corridor into the next


dungeon level down

m Poison Gas Cloud (Perception DC 12 to find, Thievery DC 12


to disable, Single-shot, Close burst 4, Attack +8 vs. Fortitude,
Damage 3d6+4 poison, 50 xp)

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

r Withered corpses are nailed to the corridor walls

s Several square holes are cut into the walls here

u An acrid odor fills the corridor

v Someone has scrawled "No, I said it had eleven eyes" here

w Spinning Blades (Perception DC 12 to find, Thievery DC 17 to


disable, Init +2, Close burst 1, Attack +10 vs. AC, Damage
1d10+4, 200 xp)

Wandering 1 5 x Dread Marauder (mm3 75, 200 xp), returning to their lair
with plunder
Monsters
2 3 x Dragonkin Kobold Channeler (dr2 198, 200 xp), bloodied
and fleeing a more powerful enemy

3 6 x Gremlin Deceiver (mm3 106, 200 xp), hunting for food

4 5 x Boneshard Skeleton (mm 235, 200 xp), actively patrolling


their territory

5 1 x Hobgoblin Commander (mm 140, 200 xp) and 5 x


Hobgoblin Archer (mm 139, 150 xp), trying to lure the party
into an ambush

6 2 x Red Dragon Wyrmling (dr1 185, 400 xp), lost and


desperate

Room #1 North Entry #1 Archway


→ Leads to room #2, inhabited by 3 x Boneshard Skeleton

North Entry #2 Trapped and Locked Strong Wooden Door (Thievery DC 15 to


unlock, Strength DC 20 to break, 40 hp)
Ⓣ Fire Blaster (Perception DC 17 to find, Thievery DC 12 to
disable, Single-shot, Close blast 4, Attack +8 vs. Reflex,
Damage 3d6+4 fire, 50 xp)
→ Leads to room #3, inhabited by 1 x Giant Ant Queen and
4 x Giant Ant Soldier

North Entry #3 Archway


→ Leads to room #4, inhabited by 3 x Gelatinous Cube

South Entry #1 Secret (Perception DC 30 to find) Trapped and Locked Good


Wooden Door (Thievery DC 10 to unlock, Strength DC 18 to
break, 30 hp)
Ⓢ The door is concealed behind a pile of skulls
Ⓣ Poison Gas Cloud (Perception DC 17 to find, Thievery DC
12 to disable, Single-shot, Close burst 4, Attack +8 vs.
Fortitude, Damage 3d6+4 poison, 50 xp)
→ Leads to room #5

South Entry #2 Trapped and Unlocked Simple Wooden Door (Strength DC 10


to break, 20 hp) (slides up, +2 to break DC)
Ⓣ Acidic Burster (Perception DC 12 to find, Thievery DC 12
to disable, Single-shot, Close burst 2, Attack +8 vs. Reflex,
Damage 3d6+4 acid, 50 xp)
→ Leads to room #7

Room Features A cube of solid stone stands in the west side of the room, and
several pieces of rotten leather are scattered throughout the
room

Room #2 North Entry Trapped and Locked Strong Wooden Door (Thievery DC 30 to
unlock, Strength DC 20 to break, 40 hp)
Ⓣ Teleporter Crystal (Perception DC 12 to find, Thievery DC
12 to disable, Single-shot, Melee 1, Attack +8 vs. Will, the
target is teleported 11 squares, 50 xp)

South Entry Archway


→ Leads to room #1

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


of the room, and the scent of ozone fills the room

Monster 3 x Boneshard Skeleton (mm 235, 200 xp)

Treasure: 504 gp, 324 sp; 2 x Carved Turquoise (101 gp


each); Small Silver Mirror (150 gp); +1 Supporting Armor (av2
13, 1000 gp) Plate Armor (phb 214), 8 x Elixir of Protection
from Evil (mme 94, 50 gp), Gravespawn Potion (av 187, 50
gp); hoard total 2338 gp 4 sp

Room #3 North Entry #1 Secret (Perception DC 15 to find) Unlocked Simple Wooden


Door (Strength DC 10 to break, 20 hp)
Ⓢ The door is concealed within an upright sarcophagus

North Entry #2 Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)

North Entry #3 Unlocked Good Wooden Door (Strength DC 12 to break, 30


hp)
→ Leads to room #11

South Entry Trapped and Locked Strong Wooden Door (Thievery DC 15 to


unlock, Strength DC 20 to break, 40 hp)
Ⓣ Fire Blaster (Perception DC 17 to find, Thievery DC 12 to
disable, Single-shot, Close blast 4, Attack +8 vs. Reflex,
Damage 3d6+4 fire, 50 xp)
→ Leads to room #1

Room Features Clouds of solid fog (provides concealment, difficult terrain),


Barred partition walls (provides cover, Strength DC 20 to
break)

Monster 1 x Giant Ant Queen (mm2 13, 400 xp) and 4 x Giant Ant
Soldier (mm2 12, 150 xp)

Treasure: 2 x Uncut Citrine (110 gp each); Silver Cloth Choker


(280 gp); +1 Bloodhunter Totem (av2 43, 1000 gp), +1 Blurred
Strike Ki Focus (phb3 204, 1000 gp), +1 Runic Weapon (av2
21, 1000 gp) Mordenkrad (av 9), Ironskin Belt (phb 253, 1000
gp), 10 x Potion of Clarity (av 188, 50 gp); hoard total 5000 gp

Room #4 North Entry #1 Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)
→ Leads to room #11

North Entry #2 Unlocked Good Wooden Door (Strength DC 12 to break, 30


hp)
→ Leads to room #20

East Entry Unlocked Good Wooden Door (Strength DC 12 to break, 30


hp)

South Entry Archway


→ Leads to room #1

Room Features Magical fountain, Oil slicks (add 1 square to forced


movement)

Monster 3 x Gelatinous Cube (mm 202, 400 xp)

Treasure: 7400 sp; Carved Hematite (93 gp each), 3 x Uncut


Star Rose Quartz (105 gp each); Bolt of Fine Cloth (280 gp),
Iron Chain (240 gp); +1 Harvester's Staff (phb3 210, 1000 gp),
+1 Orb of Sanguinary Repercussions (phb 239, 1000 gp),
Divine Ritual Book (Create Holy Water (dp 156, 50 gp), Purify
Water (ap 158, 50 gp), Corpse Light (og 49, 100 gp), Last
Sight Vision (og 50, 100 gp), Brew Potion (phb 301, 75 gp))
(total 375 gp), Parry Gauntlets (av 136, 1000 gp); hoard total
5043 gp

Room #5 North Entry Secret (Perception DC 30 to find) Trapped and Locked Good
Wooden Door (Thievery DC 10 to unlock, Strength DC 18 to
break, 30 hp)
Ⓢ The door is concealed behind a pile of skulls
Ⓣ Poison Gas Cloud (Perception DC 17 to find, Thievery DC
12 to disable, Single-shot, Close burst 4, Attack +8 vs.
Fortitude, Damage 3d6+4 poison, 50 xp)
→ Leads to room #1
West Entry Locked Strong Wooden Door (Thievery DC 10 to unlock,
Strength DC 20 to break, 40 hp) (magically reinforced, +5 to
break DC)

East Entry Stuck Good Wooden Door (Strength DC 15 to break, 30 hp)


(slides to one side, +1 to break DC)
→ Leads to room #6

South Entry Archway

Room Features Spirals of black stones cover the floor, and a torn satchel lies
in the south-east corner of the room

Room #6 West Entry Stuck Good Wooden Door (Strength DC 15 to break, 30 hp)
(slides to one side, +1 to break DC)
→ Leads to room #5

East Entry Trapped and Stuck Good Wooden Door (Strength DC 15 to


break, 30 hp)
Ⓣ Arrow Trap (Perception DC 17 to find, Thievery DC 17 to
disable, Single-shot, Target 1 creature within 10 squares,
Attack +10 vs. AC, Damage 3d8+4, 50 xp)
→ Leads to room #7

South Entry Secret (Perception DC 15 to find) Stuck Good Wooden Door


(Strength DC 15 to break, 30 hp)
Ⓢ The door is concealed behind a statue of a dread
vampire, and opened by filling his chalice with blood
→ Leads to room #14

Empty

Room #7 North Entry Trapped and Unlocked Simple Wooden Door (Strength DC 10
to break, 20 hp) (slides up, +2 to break DC)
Ⓣ Acidic Burster (Perception DC 12 to find, Thievery DC 12
to disable, Single-shot, Close burst 2, Attack +8 vs. Reflex,
Damage 3d6+4 acid, 50 xp)
→ Leads to room #1

West Entry Trapped and Stuck Good Wooden Door (Strength DC 15 to


break, 30 hp)
Ⓣ Arrow Trap (Perception DC 17 to find, Thievery DC 17 to
disable, Single-shot, Target 1 creature within 10 squares,
Attack +10 vs. AC, Damage 3d8+4, 50 xp)
→ Leads to room #6

East Entry #1 Archway

East Entry #2 Trapped and Unlocked Simple Wooden Door (Strength DC 10


to break, 20 hp)
Ⓣ Thunder Blaster (Perception DC 17 to find, Thievery DC
17 to disable, Single-shot, Close blast 4, Attack +8 vs.
Fortitude, Damage 3d6+4 thunder and the target is dazed until
the end of its next turn, 50 xp)

Room Features A ruined siege weapon sits in the north-west corner of the
A ruined siege weapon sits in the north-west corner of the
room, and a rattling noise fills the room

Room #8 North Entry Stuck Strong Wooden Door (Strength DC 18 to break, 40 hp)
→ Leads to room #29

West Entry Stuck Strong Wooden Door (Strength DC 18 to break, 40 hp)

Room Features Ice clouds (provides concealment, deals 1d6+4 cold damage),
An overwhelming stench fills the south-west corner of the
room

Monster 1 x Giant Ant Queen (mm2 13, 400 xp) and 7 x Giant Ant
Soldier (mm2 12, 150 xp)

Treasure: 504 gp, 306 sp; 3 x Fine Hematite (97 gp each), 3 x


Fine Obsidian (101 gp each); Small Bag of Spices (140 gp); 7
x +1 Scroll of Protection against Demons (mme 101, 50 gp),
10 x +1 Shadowshaft Arrow (mme 37, 50 gp), Boots of Spider
Climbing (phb 246, 1000 gp), Precarious Crystal (mme 134,
50 gp), 2 x Vial of Darkness (mme 101, 50 gp); hoard total
3268 gp 6 sp

Trap 8 x Iceshard Blaster (Perception DC 12 to find, Thievery DC


12 to disable, Single-shot, Close blast 3, Attack +8 vs. Reflex,
Damage 3d6+4 cold, 50 xp)

Room #9 East Entry #1 Stuck Good Wooden Door (Strength DC 15 to break, 30 hp)

East Entry #2 Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)

Room Features Scaffolding (Acrobatics or Athletics DC 10 to climb), A carved


stone statue stands in the center of the room

Hidden Treasure Hidden (Perception DC 20 to find) Locked Simple Wooden


Chest (Thievery DC 30 to unlock, Strength DC 15 to break, 20
hp)

None

Room #10 West Entry Archway


→ Leads to room #20

East Entry #1 Stuck Iron Door (Strength DC 28 to break, 60 hp)

East Entry #2 Unlocked Good Wooden Door (Strength DC 12 to break, 30


hp)

Empty

Room #11 East Entry Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)
→ Leads to room #20

South Entry #1 Unlocked Good Wooden Door (Strength DC 12 to break, 30


hp)
→ Leads to room #3, inhabited by 1 x Giant Ant Queen and
4 x Giant Ant Soldier
South Entry #2 Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)
→ Leads to room #4, inhabited by 3 x Gelatinous Cube

Room Features A ruined siege weapon sits in the center of the room, and a
sundered axe lies in the north-east corner of the room

Hidden Treasure Hidden (Perception DC 30 to find) Locked Simple Wooden


Chest (Thievery DC 30 to unlock, Strength DC 15 to break, 20
hp)

400 gp; 3 x Carved Malachite (97 gp each), 2 x Crown Azurite


(104 gp each), 2 x Small Citrine (109 gp each); Gold Cloth
Talisman (130 gp), Leather Talisman (260 gp), Painted Glass
Ewer (110 gp); 10 x +1 Bending Bullet (av2 26, 50 gp), 4 x
Alchemical Silver (av 23, 50 gp); hoard total 2317 gp

Room #12 North Entry Stuck Strong Wooden Door (Strength DC 18 to break, 40 hp)

South Entry Stuck Iron Door (Strength DC 28 to break, 60 hp)

Hidden Treasure Hidden (Perception DC 30 to find) Locked Good Wooden


Chest (Thievery DC 20 to unlock, Strength DC 18 to break, 30
hp)

2 x Large Blue Quartz (100 gp each), 3 x Small Bloodstone


(100 gp each), 3 x Small Onyx (106 gp each); Pewter Diadem
(120 gp); 10 x +1 Shiver-Strike Arrow (mme 37, 50 gp),
Alchemical Formula (Lockbust Chalk (av 29, 160 gp)); hoard
total 1598 gp

Room #13 North Entry Trapped and Locked Simple Wooden Door (Thievery DC 10 to
unlock, Strength DC 15 to break, 20 hp)
Ⓣ Concealed Pit (Perception DC 17 to find, Thievery DC 17
to disable, Single-shot, Melee 1, Attack +8 vs. Reflex,
Damage 3d8+4 falling, 50 xp)

Room Features Someone has scrawled "Don't sleep" on the south wall, and a
crushed helm lies in the north side of the room

Room #14 North Entry Secret (Perception DC 15 to find) Stuck Good Wooden Door
(Strength DC 15 to break, 30 hp)
Ⓢ The door is concealed behind a statue of a dread
vampire, and opened by filling his chalice with blood
→ Leads to room #6

West Entry Archway

East Entry Unlocked Good Wooden Door (Strength DC 12 to break, 30


hp)
→ Leads to room #30

South Entry Archway

Room Features Someone has scrawled "In the Valley of Shadows, when the
Silver Crown is wreathed in flames, the Tower of Blades shall
be lost" on the south wall, and several candles are scattered
throughout the room

Trap Telekinetic Blaster (Perception DC 12 to find, Thievery DC 17


Trap Telekinetic Blaster (Perception DC 12 to find, Thievery DC 17
to disable, Init +2, Target 1 creature within 10 squares, Attack
+8 vs. Fortitude, the target is pushed 3 squares, 200 xp)

Room #15 North Entry Secret (Perception DC 30 to find) Trapped and Stuck Strong
Wooden Door (Strength DC 18 to break, 40 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Arrow Trap (Perception DC 12 to find, Thievery DC 17 to
disable, Single-shot, Target 1 creature within 10 squares,
Attack +10 vs. AC, Damage 3d8+4, 50 xp)

East Entry Trapped and Locked Stone Door (Thievery DC 10 to unlock,


Strength DC 25 to break, 40 hp)
Ⓣ One-way Door (Perception DC 12 to find, Thievery DC 12
to disable, 50 xp)
→ Leads to room #28

South Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)


→ Leads to room #29

Room Features Explosive fumes (explosion deals 3d10+4 fire damage),


Someone has scrawled "Alwel died here" on the north wall

Trap Pendulum Scythes (Perception DC 17 to find, Thievery DC 17


to disable, Init +2, Target all creatures in a row of squares,
Attack +10 vs. AC, Damage 1d10+4, 200 xp)

Room #16 North Entry Archway

East Entry Secret (Perception DC 30 to find) Unlocked Simple Wooden


Door (Strength DC 10 to break, 20 hp)
Ⓢ The door is concealed behind a statue of a demonic
sorceress, and opened by moving her hand

South Entry Archway

Room Features Psychic resonance (+2 to attacks vs. Will), Mercurial Altar
(creatures may shift their speed as a move action)

Monster 1 x Hobgoblin Commander (mm 140, 200 xp) and 7 x


Hobgoblin Archer (mm 139, 150 xp)

Treasure: 290 gp, 360 sp; 3 x Uncut Peridot (93 gp each); 10


x Divine Ritual Scroll (Brew Potion (phb 301, 75 gp)), 5 x
Gravespawn Potion (av 187, 50 gp); hoard total 1605 gp

Room #17 North Entry Trapped and Stuck Stone Door (Strength DC 22 to break, 40
hp)
Ⓣ Iceshard Blaster (Perception DC 12 to find, Thievery DC
17 to disable, Single-shot, Close blast 2, Attack +8 vs. Reflex,
Damage 3d6+4 cold, 50 xp)

South Entry Stuck Strong Wooden Door (Strength DC 18 to break, 40 hp)


→ Leads to room #33, inhabited by 2 x Deathrattle Viper

Room Features Mercurial Altar (creatures may shift their speed as a move
action), The floor is covered in square tiles, alternating white
and black
Room #18 West Entry Secret (Perception DC 15 to find) Trapped and Locked Good
Wooden Door (Thievery DC 15 to unlock, Strength DC 18 to
break, 30 hp)
Ⓢ The door is concealed by an illusion
Ⓣ Fire Blaster (Perception DC 12 to find, Thievery DC 17 to
disable, Single-shot, Close blast 4, Attack +8 vs. Reflex,
Damage 3d6+4 fire, 50 xp)

Monster 4 x Ettercap Webspinner (mm 107, 200 xp) and 3 x


Deathjump Spider (mm 246, 175 xp)

Treasure: 220 gp, 3400 sp; Fine Hematite (92 gp each), 2 x


Large Turquoise (103 gp each), 2 x Uncut Carnelian (103 gp
each); +1 Lifedrinker Weapon (phb 235, 1000 gp) Spiked
Chain (phb 218), 6 x +1 Shiver-Strike Bullet (mme 37, 50 gp),
6 x Gravespawn Potion (av 187, 50 gp); hoard total 2664 gp

Room #19 North Entry Unlocked Good Wooden Door (Strength DC 12 to break, 30
hp)

Trap 6 x Falling Block (Perception DC 12 to find, Thievery DC 17 to


disable, Single-shot, Melee 1, Attack +8 vs. Reflex, Damage
3d10+4, 50 xp)

Room #20 West Entry Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)
→ Leads to room #11

East Entry Archway


→ Leads to room #10

South Entry Unlocked Good Wooden Door (Strength DC 12 to break, 30


hp)
→ Leads to room #4, inhabited by 3 x Gelatinous Cube

Room Features Stone barricades (provides cover, Strength DC 30 to break), A


ruined siege weapon sits in the north-west corner of the room

Room #21 West Entry Unlocked Simple Wooden Door (Strength DC 10 to break, 20
hp)

East Entry #1 Wooden Portcullis (Strength DC 15 to open, 20 hp)


→ Leads to room #31, inhabited by 5 x Dragonkin Kobold
Channeler

East Entry #2 Wooden Portcullis (Strength DC 15 to open, 20 hp)


→ Leads to room #25, inhabited by 4 x Red Dragon
Wyrmling

Room Features A carved stone statue stands in the south-east corner of the
room, and the sound of rushing water can be heard in the
north-west corner of the room

Room #22 West Entry Archway

Room Features Shadowmere floor (creatures knocked prone are trapped in a


Room Features Shadowmere floor (creatures knocked prone are trapped in a
mirror world), Barred partition walls (provides cover, Strength
DC 20 to break)

Monster 2 x Ettercap Webspinner (mm 107, 200 xp) and 3 x


Deathjump Spider (mm 246, 175 xp)

Treasure: None

Room #23 West Entry Archway


→ Leads to room #28

East Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)

Room Features Magical fountain, Crude ballista (Strength DC 17 to arm, Dex


attack vs. AC, deals 3d10+4 damage, single use)

Room #24 North Entry Locked Strong Wooden Door (Thievery DC 20 to unlock,
Strength DC 20 to break, 40 hp)

South Entry Stuck Stone Door (Strength DC 22 to break, 40 hp)

Trap Hail of Needles (Perception DC 12 to find, Thievery DC 12 to


disable, Init +2, Close burst 2, Attack +10 vs. AC, Damage
1d6+4, 200 xp)

Room #25 North Entry Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)
→ Leads to room #31, inhabited by 5 x Dragonkin Kobold
Channeler

West Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)


→ Leads to room #21

East Entry Trapped Wooden Portcullis (Strength DC 15 to open, 20 hp)


(magically reinforced, +5 to open DC)
Ⓣ Poison Needle (Perception DC 17 to find, Thievery DC 17
to disable, Single-shot, Melee 1, Attack +8 vs. Fortitude,
Damage 3d8+4 poison, 50 xp)

South Entry Unlocked Simple Wooden Door (Strength DC 10 to break, 20


hp)
→ Leads to room #27, inhabited by 7 x Blazing Skeleton

Room Features Linked teleporter circles, A rotting carpet and pile of books sit
in the east side of the room

Monster 4 x Red Dragon Wyrmling (dr1 185, 400 xp)

Treasure: None

Room #26 North Entry Stuck Iron Door (Strength DC 28 to break, 60 hp)

Room Features Anchor Stone (move at least 2 squares per turn or become
immobilized, save ends), A bent dagger lies in the north-east
corner of the room

Room #27 North Entry Unlocked Simple Wooden Door (Strength DC 10 to break, 20
hp)
→ Leads to room #25, inhabited by 4 x Red Dragon
Wyrmling

South Entry Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)

Room Features Psychic resonance (+2 to attacks vs. Will), A stone stair
ascends towards the west wall

Monster 7 x Blazing Skeleton (mm 234, 200 xp)

Treasure: 580 gp; Carved Wooden Staff (270 gp); +1 Book of


Undeniable Fire (ap 151, 1000 gp), +1 Gloaming Armor (mme
15, 1000 gp) Leather Armor (phb 214), +1 Quicksilver Armor
(phb3 199, 1000 gp) Chainmail (phb 214), +1 Runic Weapon
(av2 21, 1000 gp) Crossbow (phb 219), +1 Vengeful Weapon
(av 81, 1000 gp) Heavy War Pick (av 9), Cynic's Goggles (av
140, 1000 gp), 8 x Primal Ritual Scroll (Animal Friendship
(phb2 212, 250 gp)); hoard total 8850 gp

Room #28 North Entry #1 Locked Stone Door (Thievery DC 10 to unlock, Strength DC
25 to break, 40 hp)

North Entry #2 Archway

West Entry Trapped and Locked Stone Door (Thievery DC 10 to unlock,


Strength DC 25 to break, 40 hp)
Ⓣ One-way Door (Perception DC 12 to find, Thievery DC 12
to disable, 50 xp)
→ Leads to room #15

East Entry Archway


→ Leads to room #23

South Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)

Trap Spinning Blades (Perception DC 17 to find, Thievery DC 17 to


disable, Init +2, Close burst 1, Attack +10 vs. AC, Damage
1d10+4, 200 xp)

Room #29 North Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)


→ Leads to room #15

East Entry Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)

South Entry Stuck Strong Wooden Door (Strength DC 18 to break, 40 hp)


→ Leads to room #8, inhabited by 1 x Giant Ant Queen and
7 x Giant Ant Soldier

Room Features Stone columns (provides cover), Vortex of necrotic energy


(deals 1d10+4 necrotic damage)

Room #30 North Entry Stuck Stone Door (Strength DC 22 to break, 40 hp)

West Entry Unlocked Good Wooden Door (Strength DC 12 to break, 30


hp)
→ Leads to room #14
Empty

Room #31 West Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)


→ Leads to room #21

South Entry Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)


→ Leads to room #25, inhabited by 4 x Red Dragon
Wyrmling

Room Features Entropic altar (healing is only half as effective), A large kiln
and coal bin sit in the south-east corner of the room

Monster 5 x Dragonkin Kobold Channeler (dr2 198, 200 xp)

Treasure: 306 gp, 126 sp; Feathered Pouch (170 gp), Painted
Glass Sundial (140 gp); +1 Shared Suffering Armor (av 51,
1000 gp) Hide Armor (phb 214), 3 x +1 Shiver-Strike Arrow
(mme 37, 50 gp), 7 x Thunderstone (av 30, 50 gp); hoard total
2128 gp 6 sp

Room #32 West Entry Unlocked Strong Wooden Door (Strength DC 15 to break, 40
hp)

East Entry Stuck Good Wooden Door (Strength DC 15 to break, 30 hp)

Monster 6 x Hobgoblin Commander (mm 140, 200 xp)

Treasure: None

Trap Earthquake Trap (Perception DC 12 to find, Thievery DC 17 to


disable, Init +2, Close blast 4, Attack +8 vs. Fortitude,
Damage 1d6+4 and the target is knocked prone, 200 xp)

Room #33 North Entry Stuck Strong Wooden Door (Strength DC 18 to break, 40 hp)
→ Leads to room #17

West Entry Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)

Monster 2 x Deathrattle Viper (mm 240, 200 xp)

Treasure: None

Trap 4 x Frostcyst Burster (Perception DC 17 to find, Thievery DC


12 to disable, Single-shot, Close burst 4, Attack +8 vs.
Fortitude, Damage 3d6+4 cold and the target is weakened
until the end of its next turn, 50 xp)

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