The Lost Cyst of Xasa The Arcane 01

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The Lost Cyst of Xasa the Arcane 01

Level 1
General History The dungeon was created by drow elves as a shrine.
It was eventually abandoned by its creators, and the
dungeon has been conquered and altered many
times since then.
Walls Superior Masonry (DC 20 to climb)

Floor Flagstone
Temperature Cold (DC 10 Constitution save each hour or gain one
level of exhaustion)
Illumination Average (shadowy in corridors, lamps or torches in
most rooms)

Corridor Features a A large demonic idol with ruby eyes sits in an alcove
here
c A tile labyrinth covers the floor
e Acid Spray: DC 20 to find, DC 10 to disable; affects
all targets within a 20 ft. cone, DC 14 save or take
1d10 acid damage for 1d4 rounds
i Scythe Blade: DC 15 to find, DC 10 to disable; +7 to
hit against all targets within a 5 ft. arc, 2d10 slashing
damage

m Rune of Dread: DC 15 to find, DC 15 to disable;


affects all targets within 10 ft., DC 10 save or
become frightened for 1d4 rounds
n The scent of smoke fills the corridor

r A toppled statue lies across the corridor

s Burning torches in iron sconces line the corridor


u Chanting fills the corridor
v A sulphurous odor fills the corridor
w Rusting iron spikes line the walls
x A 5-foot wide chasm cuts across the corridor
z The sound of drums fills the corridor

Wandering Monsters 1 Mimic (cr 2, mm 220); deadly, 450 xp, searching for
an object stolen from their lair

2 Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450


xp, scavenging for food and treasure
3 Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp, investigating a strange noise
4 Mimic (cr 2, mm 220); deadly, 450 xp, hunting for
food
5 Hobgoblin (cr 1/2, mm 186) and 1 x Goblin (cr 1/4,
mm 166); medium, 150 xp, searching for an object
stolen from their lair
6 Hobgoblin (cr 1/2, mm 186) and 1 x Goblin (cr 1/4,
mm 166); medium, 150 xp, wandering senselessly
Room #1 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #2
West Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #4
West Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp) (magically reinforced, disadvantage to break)
→ Leads to room #5, inhabited by Silver Dragon
Wyrmling
Room Features The floor is covered in perfect hexagonal tiles, and a
pile of rotten rope lies in the north-west corner of the
room

Room #2 West Entry Secret (DC 15 to find) Stuck Strong Wooden Door
(DC 15 to break; 20 hp)
Ⓢ The door is concealed behind a pile of skulls
East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #3
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #1
Room Features An iron sarcophagus sits in the north-east corner of
the room, and a torn satchel lies in the south side of
the room

Room #3 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #2
Room Features A toppled statue lies in the south side of the room,
and the sound of drums can be heard in the south
side of the room

Room #4 West Entry Archway


→ Leads to room #34

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


→ Leads to room #1
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #5, inhabited by Silver Dragon
Wyrmling
Room Features A stair ascends to a wooden platform in the north
side of the room, and someone has scrawled
"Gusaphro died here, no honor among thieves" on
the west wall
Room #5 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #4
East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp) (magically reinforced, disadvantage to break)
→ Leads to room #1
Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp

Treasure: 2200 cp, 1500 sp, 40 gp, 2 x azurite (10


gp), malachite (10 gp), moss agate (10 gp)

Room #6 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15


to break; 10 hp)
→ Leads to room #26, inhabited by Hobgoblin and
2 x Goblin
East Entry Unlocked Good Wooden Door (15 hp)

South Entry Locked Simple Wooden Door (DC 25 to open, DC 15


to break; 10 hp)
→ Leads to room #7

Room Features A narrow pit covered by iron bars lies in the south-
west corner of the room, and a shattered sword lies
in the north side of the room
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,
mm 316); deadly, 500 xp

Treasure: 2200 cp, 1600 sp, 80 gp, a fine steel bell


engraved with draconic scales (25 gp), a linen
tabard trimmed with rabbit fur (25 gp), a malachite
puzzle box set with a rosette of quartz (25 gp), a
marble bowl engraved with dwarven runes (25 gp), a
wooden chalice engraved with a labyrinth (25 gp), an
earthenware vase embossed with elven script (25
gp), an ivory medallion engraved with draconic
scales (25 gp), Trident of Fish Command
(uncommon, dmg 209)

Hidden Treasure Unlocked Good Wooden Chest (15 hp)

2800 cp, 1300 sp, 20 gp, azurite (10 gp), blue quartz
(10 gp), eye agate (10 gp), 3 x lapis lazuli (10 gp),
tiger eye (10 gp), 5 x Potion of Healing (common,
dmg 187)

Room #7 North Entry Locked Simple Wooden Door (DC 25 to open, DC 15


to break; 10 hp)
→ Leads to room #6, inhabited by Ogre Zombie
and 1 x Zombie

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


DC 25 to break; 60 hp)
Ⓣ Earthmaw Trap: DC 15 to find, DC 15 to disable;
+7 to hit against one target, 2d10 piercing damage

Room Features A chute falls into the room from above, and a simple
fireplace sits against the south wall
Room #8 West Entry Stuck Iron Door (DC 25 to break; 60 hp)

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


hp)
→ Leads to room #9
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Empty

Room #9 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #8
Room Features A narrow shaft descends from the room into a
plundered tomb below, and a putrid odor fills the
room

Room #10 West Entry #1 Secret (DC 15 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a
fearsome dragon, and opened by reaching into its
mouth
→ Leads to room #21
West Entry #2 Locked Iron Door (DC 25 to open, DC 30 to break;
60 hp)

West Entry #3 Locked Simple Wooden Door (DC 10 to open, DC 15


to break; 10 hp)
→ Leads to room #47, inhabited by Bugbear and 1
x Goblin
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp

Treasure: 1800 cp, 500 sp, 80 gp, 2 x eye agate (10


gp), moss agate (10 gp), obsidian (10 gp),
rhodochrosite (10 gp), Dust of Dryness (uncommon,
dmg 166)

Room #11 East Entry Secret (DC 20 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #19, inhabited by Gelatinous
Cube
Room Features A stone stair ascends towards the north wall, and a
rotting tome lies in the center of the room

Room #12 West Entry Trapped and Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +5
to hit against one target, 1d10 piercing damage

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


mm 166); medium, 250 xp

Treasure: 11 sp; 15 gp
Room #13 North Entry Unlocked Good Wooden Door (15 hp)

East Entry Secret (DC 25 to find) Stuck Iron Door (DC 25 to


break; 60 hp) (slides up)
Ⓢ The door is located several feet above the floor
and concealed behind a pile of skulls
Room Features A forge and anvil sit in the north-west corner of the
room, and a pile of empty flasks lies in the south-
west corner of the room

Room #14 West Entry Unlocked Simple Wooden Door (10


hp)
→ Leads to room #20
South Entry Unlocked Iron Door (60 hp)

Empty

Room #15 West Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
→ Leads to room #48

Room Features Someone has scrawled "For the glory of Gothmog of


Udun" in orcish runes on the east wall, and several
pieces of torn paper are scattered throughout the
room
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp

Treasure: 12 ep; 20 cp

Room #16 West Entry Archway

East Entry #1 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Electrified Lock: DC 10 to find, DC 15 to disable;
affects each creature which touches the lock, DC 20
save or take 4d10 lightning damage
→ Leads to room #23
East Entry #2 Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +4 to hit against one target, 1d10 slashing
damage

Empty

Room #17 West Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Symbol of Hypnosis: DC 20 to find, DC 15 to
disable; affects all targets within 10 ft., DC 11 save or
become incapacitated for 1d4 rounds
Monster Hobgoblin (cr 1/2, mm 186) and 2 x Goblin (cr 1/4,
mm 166); deadly, 200 xp

Treasure: 24 cp; 12 gp; 16 gp


Room #18 West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #30

West Entry #2 Secret (DC 25 to find) Stuck Simple Wooden Door


(DC 10 to break; 10 hp)
Ⓢ The door is concealed within a mosaic of
geometric patterns
East Entry Stuck Stone Door (DC 20 to break; 60 hp)
Room Features A sloped pit lined with iron spikes lies in the south-
east corner of the room, and a sour odor fills the
north-east corner of the room

Room #19 North Entry Unlocked Stone Door (60 hp)

West Entry Secret (DC 20 to find) Stuck Simple Wooden Door


(DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #11

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


Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp

Treasure: 2100 cp, 1600 sp, 50 gp, 4 x diamond (50


gp), carnelian (50 gp), citrine (50 gp), jasper (50 gp),
2 x onyx (50 gp), Spell Scroll (Aura of Life) (rare,
dmg 200), Spell Scroll (Mordenkainen's Faithful
Hound) (rare, dmg 200), Potion of Heroism (rare,
dmg 188)

Room #20 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
East Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #14
Room Features A large kiln and coal bin sit in the center of the room,
and a pile of blood-soaked clothing lies in the north-
east corner of the room

Room #21 North Entry Unlocked Strong Wooden Door (20 hp) (slides to
one side)
East Entry Secret (DC 15 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a
fearsome dragon, and opened by reaching into its
mouth
→ Leads to room #10, inhabited by Orc and 1 x
Half-ogre
South Entry Stuck Iron Door (DC 25 to break; 60 hp) (slides to
one side)

Empty
Room #22 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

East Entry #1 Archway


East Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(magically reinforced, disadvantage to break)
South Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Rune of Fear: DC 15 to find, DC 10 to disable;
affects all targets within 10 ft., DC 15 save or
become frightened for 1d4 rounds
→ Leads to room #54
Room Features A set of demonic war masks hangs on the west wall,
and someone has scrawled "Abandon all hope" in
draconic script on the north wall

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


238); deadly, 300 xp

Treasure: 2000 cp, 1200 sp, 30 gp, 2 x bloodstone


(50 gp), chalcedony (50 gp), onyx (50 gp), sardonyx
(50 gp)

Room #23 West Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Electrified Lock: DC 10 to find, DC 15 to disable;
affects each creature which touches the lock, DC 20
save or take 4d10 lightning damage
→ Leads to room #16
Room Features A whistling noise can be heard in the east side of the
room, and a pile of sundered shields lies in the east
side of the room

Room #24 North Entry Unlocked Simple Wooden Door (10 hp)
East Entry Trapped and Locked Stone Door (DC 10 to open,
DC 25 to break; 60 hp) (slides up)
Ⓣ Ice Dart Trap: DC 15 to find, DC 10 to disable;
+5 to hit against one target, 1d10 cold damage

Room Features A tile mosaic of a legendary battle covers the floor,


and a large demonic idol with ruby eyes sits in the
north side of the room
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp

Treasure: 12 ep; 22 cp
Room #25 West Entry Locked Good Wooden Door (DC 10 to open, DC 15
to break; 15 hp)
→ Leads to room #55, inhabited by Goblin Boss
and 1 x Goblin
East Entry #1 Unlocked Good Wooden Door (15 hp)
→ Leads to room #45
East Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)
Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp

Treasure: 1900 cp, 500 sp, 20 gp, 3 x diamond (50


gp), citrine (50 gp), moonstone (50 gp), onyx (50
gp), quartz (50 gp), star rose quartz (50 gp)

Room #26 North Entry Trapped and Locked Iron Door (DC 25 to open, DC
30 to break; 60 hp)
Ⓣ Fire Spray: DC 15 to find, DC 15 to disable;
affects all targets within a 20 ft. cone, DC 20 save or
take 4d10 fire damage
East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

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


to break; 10 hp)
→ Leads to room #6, inhabited by Ogre Zombie
and 1 x Zombie
Monster Hobgoblin (cr 1/2, mm 186) and 2 x Goblin (cr 1/4,
mm 166); deadly, 200 xp

Treasure: 16 gp; 16 gp; 17 cp

Room #27 North Entry Unlocked Simple Wooden Door (10 hp)
Room Features A foul odor fills the north side of the room, and a
sundered shield lies in the west side of the room

Room #28 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry #1 Trapped and Locked Simple Wooden Door (DC 10
to open, DC 15 to break; 10 hp)
Ⓣ Thunderstone Mine: DC 10 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

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


Room Features Several headless statues are scattered throughout
the room, and clouds of flying insects fill the north-
east corner of the room
Room #29 West Entry #1 Locked Simple Wooden Door (DC 20 to open, DC 15
to break; 10 hp)

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


East Entry Archway
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,
mm 316); deadly, 500 xp

Treasure: 3 pp; 8 gp

Trap Earthmaw Trap: DC 10 to find, DC 10 to disable;


+12 to hit against one target, 4d10 piercing damage

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


hp)
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #18
Trap Electrified Floortile: DC 20 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 12
save or take 2d10 lightning damage

Room #31 East Entry Archway


→ Leads to room #50
South Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 10 to
disable; one target, 1d10 force damage
Empty

Room #32 East Entry Stuck Iron Door (DC 25 to break; 60 hp)

Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp

Treasure: 1500 cp, 1000 sp, 40 gp, a cloth cloak


threaded with copper (25 gp), a leather belt with a
silver buckle (25 gp), a leather mantle trimmed with
fox fur (25 gp), a set of crystal dice (25 gp), a set of
ivory dice with copper pips (25 gp), an ivory shield
brooch engraved with draconic scales (25 gp), Spell
Scroll (Knock) (uncommon, dmg 200), Potion of
Greater Healing (uncommon, dmg 187), 3 x Potion
of Healing (common, dmg 187)

Hidden Treasure Hidden (DC 15 to find) Locked Simple Wooden


Chest (DC 20 to unlock, DC 15 to break; 10 hp)

1400 cp, 1200 sp, 80 gp, a cloth vest trimmed with


lynx fur (25 gp), a copper dagger engraved with
arcane runes (25 gp), a petrified squirrel engraved
with arcane runes (25 gp), a pewter coffer etched
with draconic runes (25 gp), an agateware salt cellar
painted with an ancient coat of arms (25 gp), Boots
of Elvenkind (uncommon, dmg 155), Winged Boots
(uncommon, dmg 214)
Room #33 West Entry Locked Iron Door (DC 10 to open, DC 30 to break;
60 hp) (slides down)
South Entry Locked Good Wooden Door (DC 10 to open, DC 15
to break; 15 hp)

Room Features A narrow ledge runs along the south and west walls,
and the south and east walls have been engraved
with endless spirals
Monster Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm
166); medium, 250 xp

Treasure: 5 gp; 19 cp

Hidden Treasure Hidden (DC 20 to find) Locked Good Wooden Chest


(DC 25 to unlock, DC 20 to break; 15 hp)

2100 cp, 900 sp, 80 gp, 2 x diamond (50 gp),


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

Room #34 West Entry #1 Secret (DC 15 to find) Locked Strong Wooden Door
(DC 20 to open, DC 20 to break; 20 hp)
Ⓢ The door is concealed within the mouth of a
demonic face carved from stone

West Entry #2 Locked Iron Door (DC 25 to open, DC 30 to break;


60 hp)
East Entry Archway
→ Leads to room #4
South Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp) (slides up)
Empty

Room #35 North Entry Stuck Strong Wooden Door (DC 15 to break; 20
hp)

Empty

Room #36 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #58, inhabited by Orc and 1 x
Half-ogre
Room Features A chute falls into the room from above, and several
adventurer corpses are scattered throughout the
room

Room #37 West Entry Secret (DC 20 to find) Locked Good Wooden Door
(DC 25 to open, DC 15 to break; 15 hp)
Ⓢ The door is concealed within the mouth of a
gargantuan skull carved from stone

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


Room Features The floor is covered with fungus, and a pair of boots
lies in the north side of the room
Room #38 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #53
East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
South Entry Secret (DC 15 to find) Trapped and Unlocked Good
Wooden Door (15 hp)
Ⓢ The door is located above a small stone dais
and concealed behind an area of mould
Ⓣ Falling Block: DC 10 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 13
save or take 2d10 damage

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


238); deadly, 300 xp

Treasure: 13 ep; 14 sp

Room #39 West Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #49
East Entry Trapped and Stuck Simple Wooden Door (DC 10 to
break; 10 hp)
Ⓣ Rune of Confusion: DC 20 to find, DC 15 to
disable; affects all targets within 10 ft., DC 12 save or
become confused (phb 224) for 1d4 rounds
→ Leads to room #56

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


xp

Treasure: 1800 cp, 1600 sp, 50 gp, 4 x diamond (50


gp), chrysoprase (50 gp), 3 x quartz (50 gp), star
rose quartz (50 gp), Potion of Climbing (common,
dmg 187)

Room #40 North Entry Locked Strong Wooden Door (DC 25 to open, DC 20
to break; 20 hp) (slides down)
Hidden Treasure Hidden (DC 25 to find) Locked Strong Wooden
Chest (DC 25 to unlock, DC 25 to break; 20 hp)

2300 cp, 600 sp, 70 gp

Room #41 North Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
East Entry Stuck Iron Door (DC 25 to break; 60 hp)
Room Features Someone has scrawled "Kill them with fire" on the
west wall, and the ceiling is covered with dripping
stalactites
Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp

Treasure: 2000 cp, 1100 sp, 40 gp, diamond (50 gp),


chalcedony (50 gp), onyx (50 gp), zircon (50 gp),
Ioun Stone (protection) (rare, dmg 176)
Room #42 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

South Entry Trapped and Locked Strong Wooden Door (DC 20 to


open, DC 20 to break; 20 hp)
Ⓣ Symbol of Panic: DC 10 to find, DC 10 to
disable; affects all targets within 10 ft., DC 12 save or
become frightened for 1d4 rounds
Monster Orog (cr 2, mm 247); deadly, 450 xp

Treasure: 11 gp

Room #43 North Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to
disable
South Entry Stuck Good Wooden Door (DC 15 to break; 15
hp)
Empty

Room #44 North Entry Archway


South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #53
Room Features The south and east walls have been engraved with
arcane symbols, and someone has scrawled "Kill
them with fire" on the east wall

Room #45 West Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #25, inhabited by Silver Dragon
Wyrmling
South Entry Unlocked Iron Door (60 hp)
Room Features Various torture devices are scattered throughout the
room, and numerous humanoid skulls are scattered
throughout the room

Room #46 East Entry #1 Unlocked Strong Wooden Door (20 hp)
East Entry #2 Locked Iron Door (DC 25 to open, DC 30 to break;
60 hp) (magically reinforced, disadvantage to break)
→ Leads to room #49
Empty
Room #47 West Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #50
West Entry #2 Unlocked Iron Door (60 hp)
East Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
→ Leads to room #10, inhabited by Orc and 1 x
Half-ogre
Room Features Someone has scrawled "In the reign of Wisdom, the
Kingdom of Rings shall rise" on the north wall, and
rusting iron spikes line the north wall
Monster Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm
166); medium, 250 xp

Treasure: 13 sp; 15 ep

Room #48 West Entry Secret (DC 20 to find) Stuck Strong Wooden Door
(DC 15 to break; 20 hp) (slides to one side)
Ⓢ The door is concealed within a horrific torture
device
East Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
→ Leads to room #15, inhabited by Orc and 1 x
Half-ogre
Empty

Room #49 West Entry Locked Iron Door (DC 25 to open, DC 30 to break;
60 hp) (magically reinforced, disadvantage to break)
→ Leads to room #46
East Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #39, inhabited by Silver Dragon
Wyrmling
South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
Room Features A tile labyrinth covers the floor, and various torture
devices are scattered throughout the room

Room #50 West Entry Archway


→ Leads to room #31
East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #47, inhabited by Bugbear and 1
x Goblin
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Room Features Part of the west wall has collapsed into the room,
and a tile mosaic of arcane patterns covers the floor
Room #51 East Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
Room Features A set of demonic war masks hangs on the west wall,
and someone has scrawled "Joane's Foxes looted
this place" on the west wall
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp

Treasure: 2700 cp, 1000 sp, 30 gp

Room #52 North Entry Archway

Room Features A group of draconic faces have been carved into the
south wall, and several shattered weapons are
scattered throughout the room
Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp

Treasure: 2300 cp, 1200 sp, 80 gp, a bone orb set


with jasper (25 gp), a cloth coat trimmed with fur (25
gp), a cloth coat trimmed with rabbit fur (25 gp), a
wooden plate engraved with floral vines (25 gp)

Room #53 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #44
East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #38, inhabited by Orc and 1 x
Half-ogre
South Entry Trapped and Stuck Stone Door (DC 20 to break; 60
hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 15 to
disable; +8 to hit against one target, 2d10 slashing
damage
Empty
Room #54 North Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Rune of Fear: DC 15 to find, DC 10 to disable;
affects all targets within 10 ft., DC 15 save or
become frightened for 1d4 rounds
→ Leads to room #22, inhabited by Orc and 1 x
Half-ogre
West Entry Secret (DC 25 to find) Stuck Stone Door (DC 20 to
break; 60 hp)
Ⓢ The door is opened by standing on a small floor
tile
South Entry Locked Stone Door (DC 20 to open, DC 25 to break;
60 hp)
Hidden Treasure Hidden (DC 20 to find) Locked Iron Chest (DC 25 to
unlock, DC 30 to break; 60 hp)

1700 cp, 1600 sp, 120 gp, a brass crown etched with
elven script (25 gp), a leather armor tooled with floral
vines (25 gp), a pewter crown set with a rosette of
obsidian (25 gp), a rosewood puzzle box engraved
with arcane runes (25 gp), a rosewood rod set with a
rosette of jasper (25 gp), a stoneware ewer
embossed with floral vines (25 gp), Elemental Gem
(earth) (uncommon, dmg 167), Potion of Growth
(uncommon, dmg 187), Mithral Armor (half plate)
(uncommon, dmg 182)

Room #55 North Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 15 to
disable; affects each creature which touches the
crystal, DC 10 save or be teleported to another
location

East Entry Locked Good Wooden Door (DC 10 to open, DC 15


to break; 15 hp)
→ Leads to room #25, inhabited by Silver Dragon
Wyrmling
South Entry #1 Secret (DC 20 to find) Stuck Iron Door (DC 25 to
break; 60 hp)
Ⓢ The door is concealed within a horrific torture
device
South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features The south and west walls have been engraved with
alien symbols, and a spinning wheel and several
barrels sit in the north-east corner of the room
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp

Treasure: 22 cp; 1 pp
Room #56 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
West Entry Trapped and Stuck Simple Wooden Door (DC 10 to
break; 10 hp)
Ⓣ Rune of Confusion: DC 20 to find, DC 15 to
disable; affects all targets within 10 ft., DC 12 save or
become confused (phb 224) for 1d4 rounds
→ Leads to room #39, inhabited by Silver Dragon
Wyrmling
Room Features A narrow ledge runs along the walls, and someone
has scrawled "Abandon all hope" on the south wall

Room #57 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)

South Entry Archway


→ Leads to room #58, inhabited by Orc and 1 x
Half-ogre
Room Features A tile mosaic of arcane patterns covers the floor, and
several empty flasks are scattered throughout the
room

Room #58 North Entry Archway


→ Leads to room #57
West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #36
East Entry Locked Iron Door (DC 15 to open, DC 30 to break;
60 hp) (slides up)
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features The walls have been engraved with alien symbols,
and several pieces of torn paper are scattered
throughout the room
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp

Treasure: 19 cp; 12 cp

Room #59 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Room Features A narrow ledge runs along the south and west walls,
and a set of demonic war masks hangs on the west
wall

Random Dungeon Generator


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