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The Secret Caverns of Ages 01

Level 1

General History The dungeon was created by yuan-ti as a tomb. It


was eventually abandoned by its creators, and the
dungeon has been conquered and altered many
times since then.

Walls Reinforced Masonry (DC 15 to climb)


Floor Flagstone
Temperature Cool
Illumination Shadowy (glowing crystals every 20 ft.)
Corridor Features a A tile labyrinth covers the floor
c A chute descends from the corridor into a midden
chamber below
e Scythe Blade: DC 15 to find, DC 10 to disable; +7 to
hit against all targets within a 5 ft. arc, 2d10 slashing
damage

i An unexplained breeze can be felt here


m A briny odor fills the corridor

Wandering Monsters 1 Dust Mephit (cr 1/2, mm 215); easy, 100 xp,
gathered around an evil shrine
2 2 x Dust Mephit (cr 1/2, mm 215); deadly, 200 xp,
wielding bizarre eldritch powers
3 Dust Mephit (cr 1/2, mm 215); easy, 100 xp,
scavenging for food and treasure
4 Dust Mephit (cr 1/2, mm 215); easy, 100 xp,
bloodied and fleeing a more powerful enemy
5 Dust Mephit (cr 1/2, mm 215); easy, 100 xp, actively
patrolling their territory

6 2 x Dust Mephit (cr 1/2, mm 215); deadly, 200 xp,


wandering senselessly

Room #1 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides up)
→ Leads to room #2
North Entry #2 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #3
West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides down)
→ Leads to room #4, inhabited by Dust Mephit
East Entry #1 Archway
→ Leads to room #6
East Entry #2 Archway
→ Leads to room #7, inhabited by Dust Mephit
Room Features A tile mosaic of a nature goddess covers the floor,
and someone has scrawled "straight, right, straight,
left, door" on the south wall

Room #2 West Entry #1 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)


West Entry #2 Unlocked Strong Wooden Door (20 hp)
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides up)
→ Leads to room #1
Room Features A chute descends from the room into a natural
cavern below, and the floor is covered in square
tiles, alternating white and black
Room #3 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #11
South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #1
Room Features Someone has scrawled "The walls listen" on the
north wall, and a dagger hilt lies in the south-west
corner of the room

Room #4 North Entry Archway


East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides down)
→ Leads to room #1
South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #5, inhabited by 2 x Dust Mephit
Room Features A tile mosaic of arcane patterns covers the floor, and
a ruined iron box lies in the south-east corner of the
room
Monster Dust Mephit (cr 1/2, mm 215); easy, 100 xp

Treasure: 13 sp

Room #5 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #4, inhabited by Dust Mephit
West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
Room Features A mural of arcane patterns covers the ceiling, and a
stone dais and throne sits in the west side of the
room
Monster 2 x Dust Mephit (cr 1/2, mm 215); deadly, 200 xp

Treasure: 2000 cp, 1200 sp, 30 gp, blue quartz (10


gp), lapis lazuli (10 gp), Potion of Healing (common,
dmg 187)

Room #6 North Entry Unlocked Good Wooden Door (15 hp) (magically
reinforced, disadvantage to break)
West Entry Archway
→ Leads to room #1
Room Features A set of demonic war masks hangs on the west wall,
and laughter fills the room
Room #7 West Entry Archway
→ Leads to room #1
South Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10
hp)
South Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)

Monster Dust Mephit (cr 1/2, mm 215); easy, 100 xp

Treasure: 6 ep

Room #8 West Entry Archway

East Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #9

Room Features A magical pool in the west side of the room


summons a water elemental to serve whomever
drinks from it (but only once), and jagged steel
blades project from cracks in the south and east
walls
Monster 2 x Dust Mephit (cr 1/2, mm 215); deadly, 200 xp

Treasure: 11 ep; 11 gp

Room #9 West Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #8, inhabited by 2 x Dust Mephit
East Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

East Entry #2 Unlocked Strong Wooden Door (20 hp)


Room Features A balcony hangs from the west wall, and the sound
of horns can be faintly heard near the south wall

Room #10 North Entry Unlocked Simple Wooden Door (10 hp)
Room Features A faded and torn tapestry hangs from the east wall,
and a circle of tall stones stands in the north-east
corner of the room

Room #11 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides up)

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


hp)
→ Leads to room #3

Room Features A fountain and statue of a Goddess of Death sits in


the south side of the room, and the floor is covered
with shards of bone

Random Dungeon Generator


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