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The Lost Cyst of Xasa The Arcane 01
The Lost Cyst of Xasa The Arcane 01
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
Wandering Monsters 1 Mimic (cr 2, mm 220); deadly, 450 xp, searching for
an object stolen from their lair
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 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
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 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)
Empty
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)
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
Treasure: 11 sp; 15 gp
Room #13 North Entry Unlocked Good Wooden Door (15 hp)
Empty
Room #15 West Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
→ Leads to room #48
Treasure: 12 ep; 20 cp
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
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)
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
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
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)
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
Treasure: 3 pp; 8 gp
Room #32 East Entry Stuck Iron Door (DC 25 to break; 60 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
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
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
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
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)
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: 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 #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 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
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
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
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