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The Dread Lair of Itammin the Sorceror


Level 1

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General Dungeon History The dungeon began as a complex of


tectonic fissures. It has been conquered
and altered many times since then.
Dungeon Walls Natural Stone (DC 10 to climb)
Dungeon Floor Flagstone
Temperature Cool
Illumination Dark (individual creatures may carry
lights)

Corridors a Acid Spray: DC 20 to find, DC 15 to


disable; affects all targets within a 20 ft.
cone, DC 13 save or take 1d10 acid
damage for 1d4 rounds
c Chain Flail: DC 10 to find, DC 10 to
disable; initiative +1, 1 attack per round,
+7 to hit against all targets within 5 ft.,
2d10 bludgeoning damage
e Guillotine Blade: DC 15 to find, DC 10 to
disable; +6 to hit against one target,
2d10 slashing damage
i A fountain of water sits in an alcove
here
m Someone has scrawled an alien symbol
here
n Several square holes are cut into the
walls here
r A tile labyrinth covers the floor
s Numerous pillars line the corridor
u The floor is covered with mud
v Someone has scrawled an arrow
pointing up here
w Thunderstone Mine: DC 20 to find, DC
20 to disable; affects all targets within 20
ft., DC 18 save or take 4d10 thunder
damage and become deafened for 1d4
rounds
x Knocking fills the corridor
z A chute descends from the corridor into
a midden chamber below

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Wandering 1 1 x Giant Toad (cr 1, mm 329),


Monsters investigating a strange noise
2 1 x Shadow (cr 1/2, mm 269),
consumed by disease and madness
3 1 x Hobgoblin (cr 1/2, mm 186), hunting
for food
4 1 x Magma Mephit (cr 1/2, mm 216),
gathered around an evil shrine
5 1 x Hobgoblin (cr 1/2, mm 186), hunting
for food
6 1 x Ogre Zombie (cr 2, mm 316),
gathered around an evil shrine

Room #1 East Entry Stuck Simple Wooden Door (DC 10 to


break; 10 hp)
→ Leads to room #32, inhabited by
Bugbear and 1 x Goblin

Monster 1 x Hobgoblin (cr 1/2, mm 186); 100 xp

Room #2 North Entry Stuck Good Wooden Door (DC 15 to


break; 15 hp)
South Entry #1 Trapped and Locked Simple Wooden
Door (DC 15 to open, DC 15 to break;
10 hp)
Ⓣ Rune of Confusion: DC 15 to find,
DC 15 to disable; affects all targets
within 10 ft., DC 14 save or become
confused (phb 224) for 1d4 rounds
South Entry #2 Trapped and Unlocked Stone Door (60
hp)
Ⓣ Fire Spray: DC 15 to find, DC 15 to
disable; affects all targets within a
20 ft. cone, DC 13 save or take
2d10 fire damage

Monster 1 x Specter (poltergeist) (cr 2, mm 279);


450 xp

Room #3 North Entry Secret (DC 20 to find) Locked Stone


Door (DC 20 to open, DC 25 to break;
60 hp) (slides up)
Ⓢ A stone column and section of wall

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pivots smoothly
→ Leads to room #4, inhabited by 1 x
Orog
West Entry Wooden Portcullis (lift DC 20, DC 15 to
break; 30 hp)
East Entry Trapped and Locked Stone Door (DC 10
to open, DC 25 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

Room Features A stone sarcophagus sits in the south


side of the room, and rusting iron spikes
line the north and south walls
Trap Net Trap: DC 15 to find, DC 15 to
disable; affects all targets within a 10 ft.
square area, DC 11 save or become
restrained

Room #4 North Entry #1 Locked Good Wooden Door (DC 20 to


open, DC 15 to break; 15 hp)
North Entry #2 Secret (DC 25 to find) Unlocked Good
Wooden Door (15 hp)
Ⓢ The door is concealed behind a
statue of a troll archer, and opened
by pulling an arrow in its quiver
West Entry Stuck Good Wooden Door (DC 15 to
break; 15 hp)
East Entry Archway
→ Leads to room #13
South Entry Secret (DC 20 to find) Locked Stone
Door (DC 20 to open, DC 25 to break;
60 hp) (slides up)
Ⓢ A stone column and section of wall
pivots smoothly
→ Leads to room #3

Room Features The floor is covered in square tiles,


alternating white and black, and a rusted
chain lies in the south-east corner of the
room
Monster 1 x Orog (cr 2, mm 247); 450 xp

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Room #5 East Entry #1 Archway


East Entry #2 Archway

Empty

Room #6 North Entry Locked Good Wooden Door (DC 15 to


open, DC 15 to break; 15 hp)
East Entry Unlocked Iron Door (60 hp)
South Entry #1 Archway
South Entry #2 Wooden Portcullis (lift DC 20, DC 15 to
break; 30 hp)
→ Leads to room #17, inhabited by 2 x
Shadow

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


Goblin (cr 1/4, mm 166); 150 xp

Room #7 North Entry Stuck Simple Wooden Door (DC 10 to


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

Room Features A magical shrine of a goddess of light in


the west side of the room grants
immunity to acid damage (for one day)
to whomever sacrifices a gemstone
upon it, and a sour odor fills the room
Monster 1 x Giant Spider (cr 1, mm 328); 200 xp

Room #8 North Entry Secret (DC 15 to find) Stuck Simple


Wooden Door (DC 10 to break; 10 hp)
(slides down)
Ⓢ The door is concealed within a
horrific torture device
West Entry Secret (DC 20 to find) Stuck Simple
Wooden Door (DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door
pivots smoothly

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South Entry Stuck Strong Wooden Door (DC 15 to


break; 20 hp) (slides to one side)

Empty

Room #9 North Entry Trapped and Unlocked Strong Wooden


Door (20 hp)
Ⓣ Contact Poison: DC 15 to find, DC
10 to disable; affects each creature
which touches the trigger, DC 14
save or take 2d10 damage
South Entry Locked Iron Door (DC 25 to open, DC
30 to break; 60 hp)
→ Leads to room #19

Room Features The south and west walls have been


engraved with endless spirals, and
groaning fills the room
Monster 1 x Gargoyle (cr 2, mm 140); 450 xp
Hidden Treasure Hidden (DC 15 to find) Unlocked Strong
Wooden Chest (20 hp)

2000 cp, 1000 sp, 80 gp, Lapis lazuli (10


gp), Moss agate (10 gp), Tiger eye (10
gp), Potion of Healing (common, dmg
187)

Room #10 North Entry Secret (DC 25 to find) Trapped and


Unlocked Iron Door (60 hp)
Ⓢ The door is concealed behind a
tapestry of a god of honor
Ⓣ Magic Missle Trap: DC 20 to find,
DC 15 to disable; one target, 2d10
force damage

Room Features Someone has scrawled "Ernair fell here,


her luck ran out before her arrows" on
the east wall, and a sour odor fills the
room
Monster 1 x Shadow (cr 1/2, mm 269); 100 xp

Room #11 North Entry Stuck Strong Wooden Door (DC 15 to


break; 20 hp)
→ Leads to room #30, inhabited by 1 x
Nothic

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West Entry Trapped and Unlocked Stone Door (60


hp)
Ⓣ Magic Missle Trap: DC 15 to find,
DC 20 to disable; one target, 4d10
force damage

Monster Bugbear (cr 1, mm 33) and 1 x Goblin


(cr 1/4, mm 166); 250 xp

Room #12 South Entry Locked Simple Wooden Door (DC 20 to


open, DC 15 to break; 10 hp)

Room Features A simple fireplace sits against the north


wall, and someone has scrawled "Look
to the ceiling" on the south wall

Room #13 North Entry Stuck Simple Wooden Door (DC 10 to


break; 10 hp)
West Entry #1 Locked Good Wooden Door (DC 15 to
open, DC 15 to break; 15 hp)
West Entry #2 Archway
→ Leads to room #4, inhabited by 1 x
Orog
South Entry #1 Locked Good Wooden Door (DC 20 to
open, DC 15 to break; 15 hp)
South Entry #2 Locked Simple Wooden Door (DC 10 to
open, DC 15 to break; 10 hp)

Hidden Treasure Hidden (DC 25 to find) Unlocked Simple


Wooden Chest (10 hp)

2300 cp, 1000 sp, 70 gp, Bolt of Fine


Cloth (25 gp), Polished Stone Dice (pair)
(25 gp), Silk Choker threaded with Silver
(25 gp), Leather Vest (25 gp), Rabbit
Fur Bracers (25 gp), Iron Longsword (25
gp), Pewter Candlesticks (25 gp),
Pewter Rod (25 gp), Spell Scroll (Inflict
Wounds) (common, dmg 200), Spell
Scroll (Witch Bolt) (common, dmg 200),
Potion of Healing (common, dmg 187)

Room #14 North Entry #1 Archway


North Entry #2 Trapped and Unlocked Stone Door (60
hp)

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Ⓣ Fire Spray: DC 10 to find, DC 15 to


disable; affects all targets within a
20 ft. cone, DC 12 save or take
2d10 fire damage
South Entry Locked Strong Wooden Door (DC 25 to
open, DC 20 to break; 20 hp)

Empty

Room #15 West Entry Stuck Simple Wooden Door (DC 10 to


break; 10 hp)
East Entry #1 Trapped and Locked Good Wooden
Door (DC 15 to open, DC 15 to break;
15 hp)
Ⓣ Electrified Lock: DC 10 to find, DC
15 to disable; affects each creature
which touches the lock, DC 10 save
or take 1d10 lightning damage
East Entry #2 Archway

Room Features A metallic odor fills the room, and a


pierced breastplate lies in the north-east
corner of the room

Room #16 West Entry #1 Secret (DC 25 to find) Unlocked Simple


Wooden Door (10 hp)
Ⓢ The door is concealed by an illusion
West Entry #2 Trapped and Unlocked Iron Door (60 hp)
Ⓣ Electrified Lock: DC 15 to find, DC
20 to disable; affects each creature
which touches the lock, DC 19 save
or take 4d10 lightning damage
South Entry Stuck Simple Wooden Door (DC 10 to
break; 10 hp)

Room Features A faded and torn tapestry hangs from


the south wall, and someone has
scrawled "Ten steps forward, three steps
back" on the east wall
Monster 2 x Magma Mephit (cr 1/2, mm 216);
200 xp

Room #17 North Entry #1 Wooden Portcullis (lift DC 20, DC 15 to


break; 30 hp)

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→ Leads to room #6, inhabited by


Hobgoblin and 1 x Goblin
North Entry #2 Stuck Good Wooden Door (DC 15 to
break; 15 hp) (slides up)
North Entry #3 Locked Good Wooden Door (DC 10 to
open, DC 15 to break; 15 hp)
South Entry Secret (DC 15 to find) Locked Iron Door
(DC 15 to open, DC 30 to break; 60 hp)
Ⓢ The door is concealed behind an
area of mould

Room Features A chute falls into the room from above,


and a pile of corroded iron spikes lies in
the south-west corner of the room
Monster 2 x Shadow (cr 1/2, mm 269); 200 xp

Room #18 North Entry Locked Simple Wooden Door (DC 20 to


open, DC 15 to break; 10 hp)
West Entry Secret (DC 20 to find) Locked Strong
Wooden Door (DC 15 to open, DC 20 to
break; 20 hp)
Ⓢ The door is concealed behind a
statue of an elemental salamander,
and opened by setting it aflame

Room Features Numerous pillars line the north wall, and


various torture devices are scattered
throughout the room
Monster 1 x Gray Ooze (cr 1/2, mm 243); 100 xp

Room #19 North Entry Locked Iron Door (DC 25 to open, DC


30 to break; 60 hp)
→ Leads to room #9, inhabited by 1 x
Gargoyle
East Entry Locked Simple Wooden Door (DC 20 to
open, DC 15 to break; 10 hp)
South Entry Wooden Portcullis (lift DC 20, DC 15 to
break; 30 hp)

Room Features Spirals of gray stones cover the floor,


and a sulphurous odor fills the room

Room #20 West Entry #1 Unlocked Good Wooden Door (15 hp)

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West Entry #2 Stuck Strong Wooden Door (DC 15 to


break; 20 hp)

Room Features A magical pool in the north-west corner


of the room petrifies whomever drinks
from it, and several barrel staves are
scattered throughout the room

Room #21 West Entry Stuck Simple Wooden Door (DC 10 to


break; 10 hp)

Monster 2 x Piercer (cr 1/2, mm 252); 200 xp

Room #22 West Entry Stuck Strong Wooden Door (DC 15 to


break; 20 hp)
East Entry Stuck Simple Wooden Door (DC 10 to
break; 10 hp) (slides to one side)

Room Features The floor is covered in perfect


hexagonal tiles, and a scratching sound
can be heard in the south side of the
room

Room #23 North Entry Wooden Portcullis (lift DC 20, DC 15 to


break; 30 hp) (stuck, disadvantage to
open)
West Entry Secret (DC 15 to find) Locked Good
Wooden Door (DC 25 to open, DC 15 to
break; 15 hp)
Ⓢ The door is concealed behind a
statue of a medusa, and opened by
uncovering her eyes
South Entry Trapped and Unlocked Good Wooden
Door (15 hp)
Ⓣ Contact Poison: DC 10 to find, DC
10 to disable; affects each creature
which touches the trigger, DC 11
save or take 1d10 damage

Empty

Room #24 West Entry #1 Unlocked Good Wooden Door (15 hp)
West Entry #2 Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
East Entry Stuck Iron Door (DC 25 to break; 60 hp)

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South Entry Trapped and Stuck Iron Door (DC 25 to


break; 60 hp)
Ⓣ Falling Block: DC 10 to find, DC 10
to disable; affects all targets within
a 10 ft. square area, DC 10 save or
take 1d10 damage

Room Features Skeletons hang from chains and


manacles against the north and east
walls, and the floor is covered with
scorch marks
Monster 1 x Mimic (cr 2, mm 220); 450 xp

Room #25 North Entry Stuck Good Wooden Door (DC 15 to


break; 15 hp)
West Entry Iron Portcullis (DC 20 to lift, DC 25 to
break; 60 hp)

Room Features A chute descends from the room into a


midden chamber below, and spirals of
green stones cover the floor

Room #26 North Entry Locked Strong Wooden Door (DC 15 to


open, DC 20 to break; 20 hp)
South Entry #1 Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
South Entry #2 Secret (DC 25 to find) Stuck Good
Wooden Door (DC 15 to break; 15 hp)
(slides down)
Ⓢ The door is concealed behind a
statue of a noble king, and opened
by stabbing a sword into his back

Room Features A toppled statue lies in the south-east


corner of the room, and an
overwhelming stench fills the south-east
corner of the room

Room #27 West Entry Trapped and Unlocked Simple Wooden


Door (10 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to
disable; +11 to hit against one
target, 4d10 piercing damage
→ Leads to room #33

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South Entry Locked Iron Door (DC 20 to open, DC


30 to break; 60 hp)

Room Features Someone has scrawled "Run away!" on


the west wall, and a pile of rotten apples
lies in the west side of the room
Monster 1 x Giant Toad (cr 1, mm 329); 200 xp

Room #28 North Entry Archway


East Entry #1 Locked Simple Wooden Door (DC 20 to
open, DC 15 to break; 10 hp)
East Entry #2 Secret (DC 20 to find) Stuck Strong
Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is concealed within an
upright sarcophagus
East Entry #3 Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
East Entry #4 Unlocked Simple Wooden Door (10 hp)
East Entry #5 Stuck Stone Door (DC 20 to break; 60
hp)

Monster 1 x Minotaur Skeleton (cr 2, mm 273);


450 xp

Room #29 North Entry #1 Stuck Strong Wooden Door (DC 15 to


break; 20 hp)
North Entry #2 Locked Stone Door (DC 15 to open, DC
25 to break; 60 hp)
South Entry #1 Stuck Good Wooden Door (DC 15 to
break; 15 hp)
→ Leads to room #32, inhabited by
Bugbear and 1 x Goblin
South Entry #2 Secret (DC 15 to find) Stuck Simple
Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed within the
mouth of a demonic face carved
from stone

Room Features A wooden ladder rests against the south


wall, and a briny odor fills the west side
of the room

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

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break; 30 hp) (magically reinforced,


disadvantage to break)
East Entry Stuck Simple Wooden Door (DC 10 to
break; 10 hp)
South Entry #1 Unlocked Good Wooden Door (15 hp)
South Entry #2 Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
→ Leads to room #11, inhabited by
Bugbear and 1 x Goblin

Room Features A stone dais sits in the north-east corner


of the room, and a pile of wax blobs lies
in the north-west corner of the room
Monster 1 x Nothic (cr 2, mm 236); 450 xp

Room #31 North Entry Trapped and Stuck Iron Door (DC 25 to
break; 60 hp)
Ⓣ One-way Door: DC 10 to find, DC 10
to disable
West Entry Stuck Good Wooden Door (DC 15 to
break; 15 hp)

Empty

Room #32 North Entry #1 Stuck Simple Wooden Door (DC 10 to


break; 10 hp)
North Entry #2 Stuck Good Wooden Door (DC 15 to
break; 15 hp)
→ Leads to room #29
West Entry Stuck Simple Wooden Door (DC 10 to
break; 10 hp)
→ Leads to room #1, inhabited by 1 x
Hobgoblin

Monster Bugbear (cr 1, mm 33) and 1 x Goblin


(cr 1/4, mm 166); 250 xp

Room #33 North Entry #1 Stuck Strong Wooden Door (DC 15 to


break; 20 hp) (slides to one side)
North Entry #2 Secret (DC 15 to find) Unlocked Iron
Door (60 hp)
Ⓢ The door is concealed behind a
statue of a terrified maiden, and

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opened by breaking her neck


East Entry Trapped and Unlocked Simple Wooden
Door (10 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to
disable; +11 to hit against one
target, 4d10 piercing damage
→ Leads to room #27, inhabited by 1 x
Giant Toad

Room Features The north and east walls have been


engraved with glowing symbols, and a
rotting odor fills the west side of the
room

Room #34 West Entry Unlocked Simple Wooden Door (10 hp)

Room Features The floor is covered in perfect


hexagonal tiles, and someone has
scrawled "The Elven Blade lies in blood"
in draconic script on the south wall
Monster 1 x Hobgoblin (cr 1/2, mm 186) and 1 x
Bugbear (cr 1, mm 33); 300 xp

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