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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

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 chute descends from the corridor into a magical


cyst below
c Burning torches in iron sconces line the corridor
e Thunderstone Mine: DC 15 to find, DC 15 to disable;
affects all targets within 20 ft., DC 12 save or take
2d10 thunder damage and become deafened for 1d4
rounds
i Numerous pillars line the corridor
m A chute descends from the corridor into a natural
cavern below
n Guillotine Blade: DC 10 to find, DC 10 to disable; +6
to hit against one target, 2d10 slashing damage

r A toppled statue lies across the corridor


s Poison Gas Trap: DC 10 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 18
save or take 4d10 poison damage
u Withered corpses are nailed to the corridor walls
v Idol of Evil: DC 15 to find, DC 20 to disable; affects
good creatures which touch the idol, DC 15 save or
take 2d10 damage
w Falling Block: DC 10 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 15
save or take 2d10 damage
x Net Trap: DC 15 to find, DC 10 to disable; affects all
targets within a 10 ft. square area, DC 10 save or
become restrained
z The walls here have been engraved with glowing
symbols
Wandering Monsters 1 Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp, scouting from another part of the dungeon

2 2 x Hobgoblin (cr 1/2, mm 186) and 2 x (cr , ); hard,


200 xp, returning to their lair with plunder
3 Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp, wielding bizarre eldritch
powers
4 Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm
166); medium, 250 xp, wielding bizarre eldritch
powers
5 Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,
mm 316); deadly, 500 xp, scavenging for food and
treasure
6 Orog (cr 2, mm 247); deadly, 450 xp, returning to
their lair with plunder

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

2100 cp, 1000 sp, 40 gp, 2 x eye agate (10 gp),


hematite (10 gp), lapis lazuli (10 gp), 2 x obsidian
(10 gp), rhodochrosite (10 gp), tiger eye (10 gp)
Room #2 East Entry #1 Secret (DC 25 to find) Trapped and Unlocked Strong
Wooden Door (20 hp)
Ⓢ The door is concealed behind a statue of a
terrified maiden, and opened by breaking her neck
Ⓣ Thunderstone Mine: DC 20 to find, DC 10 to
disable; affects all targets within 20 ft., DC 12 save or
take 2d10 thunder damage and become deafened
for 1d4 rounds

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

South Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60


hp)
Ⓣ Magic Missle Trap: DC 10 to find, DC 15 to
disable; one target, 2d10 force damage
South Entry #2 Trapped and Stuck Good Wooden Door (DC 15 to
break; 15 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 20
save or take 4d10 damage

South Entry #3 Secret (DC 20 to find) Locked Iron Door (DC 25 to


open, DC 30 to break; 60 hp)
Ⓢ The door is concealed behind a tapestry of
geometric patterns
Room Features Lit candles are scattered across the floor, and
someone has scrawled "Upon the solstice in the
Year of Omens, in the Caverns of Aether, the
Throne of Maces shall be restored" on the south wall

Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,


mm 316); deadly, 500 xp

Treasure: 2600 cp, 1400 sp, 80 gp, banded agate


(10 gp), blue quartz (10 gp), eye agate (10 gp), 2 x
hematite (10 gp), obsidian (10 gp), Potion of
Climbing (common, dmg 187)

Room #3 East Entry #1 Archway


East Entry #2 Trapped and Unlocked Stone Door (60 hp)
Ⓣ Ice Dart Trap: DC 10 to find, DC 10 to disable;
+6 to hit against one target, 2d10 cold damage

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)

South Entry Secret (DC 15 to find) Trapped and Locked Iron


Door (DC 10 to open, DC 30 to break; 60 hp)
Ⓢ The door is concealed behind a pile of skulls
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +9 to hit against one target, 4d10 slashing
damage
Room Features A wooden platform hangs over a deep pit in the
north-east corner of the room, and a pile of rotten
rope lies in the north-east corner of the room
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp

Treasure: 9 ep; 21 sp

Room #5 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15


to break; 10 hp)

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

North Entry #2 Secret (DC 20 to find) Locked Stone Door (DC 10 to


open, DC 25 to break; 60 hp)
Ⓢ The door is located several feet above the floor
and opened by standing on a small floor tile
Room Features A toppled statue lies in the south-west corner of the
room, and sporadic knocking can be heard 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: 2800 cp, 900 sp, 70 gp, 2 x banded agate


(10 gp), eye agate (10 gp), malachite (10 gp),
rhodochrosite (10 gp), Spell Scroll (Message)
(common, dmg 200), Spell Scroll (Detect Magic)
(common, dmg 200), Spell Scroll (Find Familiar)
(common, dmg 200), Spell Scroll (Cloud of Daggers)
(uncommon, dmg 200), Spell Scroll (Find Traps)
(uncommon, dmg 200), Potion of Healing (common,
dmg 187)
Room #7 North Entry Unlocked Simple Wooden Door (10 hp)

West Entry Unlocked Good Wooden Door (15 hp)

Room Features Someone has scrawled "It's a trap" in draconic script


on the east wall, and a pile of empty flasks lies in the
south-east corner of the room

Room #8 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #26, inhabited by Goblin and 2 x
Giant Rat

South Entry Secret (DC 25 to find) Trapped and Stuck Good


Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is concealed within a horrific torture
device
Ⓣ Fire Spray: DC 10 to find, DC 15 to disable;
affects all targets within a 20 ft. cone, DC 15 save or
take 2d10 fire damage

Room Features Numerous pillars line the east wall, and someone
has scrawled "They ate Furi" on the south wall

Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 2100 cp, 1100 sp, 70 gp, a bloodstone salt


cellar engraved with dwarven runes (25 gp), a bone
shield brooch engraved with a labyrinth (25 gp), a
cloth sash trimmed with lynx fur (25 gp), a pewter
crown etched with elven script (25 gp), a rosewood
comb set with aquamarine and topaz (25 gp), a
small woolen tapestry (25 gp), Bead of Force (rare,
dmg 154), Periapt of Health (uncommon, dmg 184)

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

South Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #28
Room Features A circle of tall stones stands in the north side of the
room, and someone has scrawled "The Lanterns of
Peniel looted this place" on the south wall
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,
mm 316); deadly, 500 xp

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)

2000 cp, 1400 sp, 30 gp, a brass longsword set with


a single tourmaline (25 gp), a pair of brocade gloves
trimmed with fox fur (25 gp), a rosewood bowl inlaid
with a filigree of silver (25 gp), a rosewood puzzle
box set with onyx (25 gp), a set of crystal dice (25
gp), a steel mask etched with elven script (25 gp),
Spell Scroll (Find Familiar) (common, dmg 200),
Potion of Healing (common, dmg 187)

Room #11 North Entry Locked Stone Door (DC 25 to open, DC 25 to break;
60 hp)

West Entry Secret (DC 15 to find) Unlocked Strong Wooden


Door (20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #19
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp

Treasure: 17 sp; 13 sp

Trap Rune of Paralyzation: DC 15 to find, DC 10 to


disable; affects all targets within 10 ft., DC 10 save or
become paralyzed for 1d4 rounds
Hidden Treasure Hidden (DC 20 to find) Locked Good Wooden Chest
(DC 15 to unlock, DC 20 to break; 15 hp)

2200 cp, 700 sp, 40 gp, banded agate (10 gp), 2 x


blue quartz (10 gp), 2 x eye agate (10 gp), hematite
(10 gp), moss agate (10 gp), Potion of Resistance
(poison) (uncommon, dmg 188)

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

Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,


mm 316); deadly, 500 xp

Treasure: 1800 cp, 1200 sp, 60 gp, 5 x diamond (50


gp), chalcedony (50 gp), chrysoprase (50 gp),
moonstone (50 gp), Potion of Fire Breath
(uncommon, dmg 187)

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)

East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)


South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
Room Features Part of the north wall has collapsed into the room,
and various torture devices are scattered throughout
the room
Monster Hobgoblin (cr 1/2, mm 186) and 1 x Goblin (cr 1/4,
mm 166); medium, 150 xp

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

Monster Ogre Zombie (cr 2, mm 316); deadly, 450 xp

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

Hidden Treasure Hidden (DC 15 to find) Trapped and Locked Simple


Wooden Chest (DC 25 to unlock, DC 15 to break; 10
hp)
Acid Spray: DC 10 to find, DC 10 to disable; affects
all targets within a 20 ft. cone, DC 12 save or take
1d10 acid damage 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)

East Entry #2 Trapped and Unlocked Iron Door (60 hp)


Ⓣ Contact Poison: DC 15 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
10 save or take 1d10 damage
Empty

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

East Entry Secret (DC 15 to find) Unlocked Strong Wooden


Door (20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #11, inhabited by Orc and 1 x
Half-ogre
Room Features A stream of acid flows along a channel in the floor,
and someone has scrawled "silver, emerald, black,
sapphire, sapphire" on the west wall
Room #20 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides to one side)

North Entry #2 Unlocked Iron Door (60 hp)


West 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 #12, inhabited by Goblin Boss
and 1 x Goblin
Room Features Someone has scrawled "Look to the right" on the
south wall, and a mouldy odor fills the room

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)

Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,


mm 316); deadly, 500 xp

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

Hidden Treasure Hidden (DC 15 to find) Trapped and Locked Iron


Chest (DC 15 to unlock, DC 30 to break; 60 hp)
Arrow Trap: DC 10 to find, DC 10 to disable; +6 to
hit against one target, 2d10 piercing damage

1900 cp, 900 sp, 90 gp, a brass crown etched with


elven script (25 gp), a cloth coat trimmed with rabbit
fur (25 gp), a linen vest threaded with copper (25
gp), a set of crystal dice (25 gp), a silver chime inlaid
with electrum (25 gp), 2 x Boots of Striding and
Springing (uncommon, dmg 156), Trident of Fish
Command (uncommon, dmg 209), +1 Weapon
(shortbow) (uncommon, dmg 213)
Room #22 West Entry #1 Locked Iron Door (DC 10 to open, DC 30 to break;
60 hp)
→ Leads to room #14, inhabited by Ogre Zombie
and 1 x Zombie
West Entry #2 Trapped and Stuck Iron Door (DC 25 to break; 60
hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 15 to
disable; affects each creature which touches the
crystal, DC 19 save or be teleported to another
location

East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)


(slides to one side)
Room Features Several square holes are cut into the ceiling and
floor, and a faded and torn tapestry hangs from the
south wall

Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 1300 cp, 700 sp, 70 gp, a marble rod


engraved with arcane runes (25 gp), a pair of
brocade gloves trimmed with lynx fur (25 gp), a
rosewood medallion inlaid with ornate gold
scrollwork (25 gp), a scroll of calligraphy (25 gp), a
set of crystal dice (25 gp), a small woolen carpet (25
gp), an agate cup set with a rosette of black pearl
(25 gp), Bag of Tricks (gray) (uncommon, dmg 154),
Boots of the Winterlands (uncommon, dmg 156),
Gloves of Thievery (uncommon, dmg 172), +1
Weapon (warhammer) (uncommon, dmg 213)

Room #23 North Entry Archway


→ Leads to room #25

South Entry Unlocked Simple Wooden Door (10 hp)


Room Features A tile labyrinth covers the floor, and a stack of
barrels filled with rotting fruit stands against the west
wall

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

Monster Bugbear (cr 1, mm 33); medium, 200 xp

Treasure: 18 cp

Room #25 East Entry Unlocked Simple Wooden Door (10


hp)

South Entry Archway


→ Leads to room #23

Empty
Room #26 East Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)

East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)


South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #8, inhabited by Mimic
Monster Goblin (cr 1/4, mm 166) and 2 x Giant Rat (cr 1/8,
mm 327); medium, 100 xp

Treasure: 21 cp; 14 ep; 14 cp

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

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