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DND Campaign 3 Dungeon 1
DND Campaign 3 Dungeon 1
DND Campaign 3 Dungeon 1
The dungeon is part of the city, this city has been rebuilt and destroyed so many times. The Wizard Ossuvox
adapted some rooms into a dungeon for experiments. He is long dead. Herbert knows where the entrance is. They
can keep anything else they find and will be paid 60GP each (modest living for 2 months)
Herbert
Medium Humanoid
AC 10
HP 6
STR 8 (-1), DEX 10, CON 10, INT 14 (+2), WIS 12 (+1), CHA 11
Skills Arcana +4, History +4
Senses Passive Perception 11
Challenge ¼ (50xp)
1st Level Spellcaster DC 12, +4 to hit
Actions
Staff Melee Weapon Attack +1 to hit, reach 5ft, 3 (1d6) B damage
Dungeon
Entrance - the Narrows
In between 2 houses which narrow to a point, Herbert pushes a stone which opens a stairway
“Doubt anyone knew this was here”
PassageWay
Unlit
Door At end - unlocked
3 Lit room Apprentice Wizard (VGM JWs start in human form 1 door, south
Small lab - table in SW 209)+ 2 jackalweres unlocked
corner (mm193) down stairs
5 2 braziers, 1 lit, 1 unlit When you light one brazier, If someone stands on Dais 1 door,
Stone dais in centre the other goes out and lights unlit brazier, locked,
both stay lit magically
7 Dim braziers on walls Lights on altar are lit Footprints (DC20) stop in 1 south,
Altar has 2 braziers and a depending on the 3 rooms middle of room unlocked
statue holding a torch (5,6,8) if all 3 are lit a portal
column appears on (T)
8 One brazier above the When you step on the dais Must light the brazier
the dais on a chain, unlit the candles go out and the without touching the dais -
Lit Candles around the brazier raises to the ceiling Arrow, spell, pole…
room
9 Room is lit by candles Portal goes here Secret door (DC 25) goes 1 door to
to 13 via corridor spiral
staircase
10 1 torch in NW corner 1st block activates DC 20 to notice, DC 15 to 1 large
Corridor turns and widens Swinging Blades avoid double door
Bodies piled up along DC 15 to avoid, 1d8+2 at end, opens
sides of room damage when pass
Next blocks activate DC 20 to notice, DC 15 to crushers
Crushers 2d10+4 B avoid
DC 18 to avoid, or wait and
learn pattern, DC 12 Int
check and DC 14 to avoid
Last 2/4 blocks activate darts DC 10 to notice - obvious
Dex Saves, DC 10 if run, DC holes in wall
20 if walk
11 Large hall, pillars Wizards/Nobles are seated Ossovox stands and talks Door shuts if
4 alcoves with portcullises on chairs in 12. “Well done friends, you enter
Raised area at end (12) Each dignitary has 3 guards have been impressive, Locked
20’ up, + Wall and 2 have hangers on who most impressive” Heavy to
Room is 40’ high watch from steps. If you can pass the final break
Lit by torches on spare trials you well be well
walls, 20’ up Portcullis 1 (NW) rewarded”
Deathdog (mm322) The first portcullis opens
12 4 seats and a sloping are Guards will attack or push off 2 doors,
down to the wall anyone trying to climb or get locked after
overseeing the arena up the fight.
There are lights along the DC 15
back wall, 5’ up
14 Dimly lit but lights 2 animated armor - animate if 1 Chest has the orb
brighten when enter room step on carpet 1 chest had the rod
2 suits of armour, 5 No multiattack 1 chest has the book
chests and a rug 1 chest has gems and
rubies and diamonds worth
about 100 GP
1 chest has a magic
weapon (depending on
what PCs need)
It is a legacy weapon, only
attune to LG or NG (As
desired) and starts as +1
magic weapon at level 3