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The Dungeon of Meli The Insane 01
The Dungeon of Meli The Insane 01
Level 1
General History The dungeon was created by a cult of an evil deity
as a lair. It was eventually conquered by invaders,
and has lain empty for many years until recently.
Walls Masonry (DC 15 to climb)
Floor Smooth Stone
Room #1 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
West Entry Archway
South Entry Trapped and Unlocked Strong Wooden Door (20 hp)
(slides down)
Ⓣ Magic Missle Trap: DC 10 to find, DC 10 to
disable; one target, 2d10 force damage
Monster Bugbear (cr 1, mm 33); medium, 200 xp
Treasure: 14 sp
Trap Guillotine Blade: DC 10 to find, DC 15 to disable; +8
to hit against one target, 2d10 slashing damage
Hidden Treasure Hidden (DC 25 to find) Trapped and Locked Strong
Wooden Chest (DC 25 to unlock, DC 25 to break; 20
hp)
Teleporter Crystal: DC 15 to find, DC 10 to disable;
affects each creature which touches the crystal, DC
10 save or be teleported to another location
Room Features A circle of tall stones stands in the west side of the
room, and the scent of ozone fills the room
Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp
Treasure: 2300 cp, 1100 sp, 100 gp, azurite (10 gp),
banded agate (10 gp), eye agate (10 gp), lapis lazuli
(10 gp), 3 x malachite (10 gp), moss agate (10 gp),
obsidian (10 gp), 2 x tiger eye (10 gp), turquoise (10
gp), Dust of Dryness (uncommon, dmg 166), Dust of
Sneezing and Choking (uncommon, dmg 166)
Room #4 West Entry #1 Locked Simple Wooden Door (DC 20 to open, DC 15
to break; 10 hp)
West Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides down)
Treasure: 9 ep; 21 sp
South Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Rune of Fear: DC 15 to find, DC 15 to disable;
affects all targets within 10 ft., DC 12 save or
become frightened for 1d4 rounds
Room Features A wooden platform hangs over a deep pit in the
south-east corner of the room, and someone has
scrawled "We've run out of swords" on the north wall
Room #6 North Entry #1 Secret (DC 25 to find) Locked Simple Wooden Door
(DC 15 to open, DC 15 to break; 10 hp)
Ⓢ The door is located near the ceiling and
concealed behind a tapestry of a goddess of
destruction
Room Features Numerous pillars line the east wall, and someone
has scrawled "They ate Furi" on the south wall
Room #9 East Entry #1 Secret (DC 15 to find) Trapped and Locked Strong
Wooden Door (DC 15 to open, DC 20 to break; 20
hp)
Ⓢ The door is concealed within the mouth of a
demonic face carved from stone
Ⓣ Falling Block: DC 10 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 20
save or take 4d10 damage
East Entry #2 Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp)
→ Leads to room #24, inhabited by Bugbear
Monster Ogre Zombie (cr 2, mm 316); deadly, 450 xp
Treasure: 10 gp
Room #10 North Entry Unlocked Simple Wooden Door (10 hp)
West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
West Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #24, inhabited by Bugbear
Treasure: 23 cp; 25 cp
Hidden Treasure Hidden (DC 15 to find) Locked Strong Wooden
Chest (DC 25 to unlock, DC 25 to break; 20 hp)
Room #11 North Entry Locked Stone Door (DC 25 to open, DC 25 to break;
60 hp)
Treasure: 17 sp; 13 sp
Room #12 East Entry Secret (DC 20 to find) Stuck Strong Wooden Door
(DC 15 to break; 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #20
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp
Treasure: 16 sp; 11 cp
Room #13 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #21, inhabited by Ogre Zombie
and 1 x Zombie
Room Features A corpse lies in front of an open chest in the center
of the room, and a pile of rotting wood lies in the
west side of the room
Room #14 West Entry Trapped and Stuck Stone Door (DC 20 to break; 60
hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable;
affects each creature which touches the trigger, DC
11 save or take 1d10 damage
East Entry Locked Iron Door (DC 10 to open, DC 30 to break;
60 hp)
→ Leads to room #22, inhabited by Mimic
Room Features A balcony hangs from the south wall, and burning
torches in iron sconces line the north and west walls
Room #15 West Entry Stuck Simple Wooden Door (DC 10 to break; 10
hp)
Empty
Room #16 West Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
Treasure: 16 cp; 19 cp
Room #17 North Entry Unlocked Simple Wooden Door (10 hp) (slides
down)
→ Leads to room #28
East Entry Archway
Room Features A rope ascends to a balcony hanging from the east
wall, and a broken spear lies in the north side of the
room
Treasure: 10 gp
Trap Idol of Chaos: DC 15 to find, DC 15 to disable;
affects lawful creatures which touch the idol, DC 15
save or take 2d10 damage and become confused
(phb 224) for 1d4 rounds
2000 cp, 900 sp, 60 gp, azurite (10 gp), blue quartz
(10 gp), hematite (10 gp), 3 x moss agate (10 gp), 2
x rhodochrosite (10 gp), 2 x tiger eye (10 gp),
Decanter of Endless Water (uncommon, dmg 161),
Oil of Etherealness (rare, dmg 183), Potion of
Gaseous Form (rare, dmg 187), Potion of
Invulnerability (rare, dmg 188)
Room #18 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #27, inhabited by Bugbear
East Entry #1 Unlocked Strong Wooden Door (20 hp)
Room #19 North Entry Trapped and Locked Strong Wooden Door (DC 15 to
open, DC 20 to break; 20 hp) (slides to one side)
Ⓣ Arrow Trap: DC 15 to find, DC 15 to disable; +9
to hit against one target, 4d10 piercing damage
Room #21 North Entry Unlocked Simple Wooden Door (10 hp)
East Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #13
East Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
Treasure: 12 gp; 14 gp
Trap Idol of Law: DC 10 to find, DC 15 to disable; affects
chaotic creatures which touch the idol, DC 13 save
or take 2d10 damage and be stunned for 1 round
Room #24 West Entry Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp)
→ Leads to room #9, inhabited by Ogre Zombie
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #10, inhabited by Ogre Zombie
and 1 x Zombie
Treasure: 18 cp
Empty
Room #26 East Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
Room #27 West Entry Unlocked Simple Wooden Door (10 hp)
South Entry Stuck Good Wooden Door (DC 15 to break; 15
hp)
→ Leads to room #18
Monster Bugbear (cr 1, mm 33); medium, 200 xp
Treasure: 16 sp
Room #28 North Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #10, inhabited by Ogre Zombie
and 1 x Zombie
West Entry Locked Good Wooden Door (DC 10 to open, DC 15
to break; 15 hp)
South Entry Unlocked Simple Wooden Door (10 hp) (slides
down)
→ Leads to room #17, inhabited by Ogre Zombie
Empty