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The Lost Warrens of Illfang the Kobold Lord 01

Level 1

General History The dungeon was created by hobgoblins as a


stronghold. Its creators were destroyed by attacking
raiders, and the dungeon has fallen to ruin and been
rebuilt many times since then.
Size Diminutive (29 x 29)
Walls Masonry (DC 15 to climb)

Floor Smooth Stone


Temperature Cool
Illumination Dark (individual creatures may carry lights)
Wandering Monsters 1 Gelatinous Cube (cr 2, mm 242); deadly, 450 xp,
trying to lure the party into an ambush
2 Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp, gathered around an evil
shrine
3 Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp, returning to their lair with
plunder
4 Mimic (cr 2, mm 220); deadly, 450 xp, actively
patrolling their territory
5 Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp, actively patrolling their territory
6 Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp, lost and desperate

Room #1 West Entry Secret (DC 15 to find) Locked Iron Door (DC 15 to
open, DC 30 to break; 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #2
East Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 15 to
disable; one target, 1d10 force damage
South Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
→ Leads to room #4
Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4, mm
341); deadly, 200 xp

Treasure: 14 sp; 16 cp; 14 sp; 8 ep

Room #2 East Entry Secret (DC 15 to find) Locked Iron Door (DC 15 to
open, DC 30 to break; 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #1, inhabited by 2 x Goblin and 2
x Wolf
South Entry Trapped and Locked Simple Wooden Door (DC 10
to open, DC 15 to break; 10 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 14
save or take 2d10 damage
→ Leads to room #7
Room Features A stone dais sits in the north-east corner of the
room, and the ceiling is covered with bloodstains
Hidden Treasure Hidden (DC 15 to find) Locked Strong Wooden
Chest (DC 15 to unlock, DC 25 to break; 20 hp)

2300 cp, 1200 sp, 70 gp, 2 x blue quartz (10 gp),


eye agate (10 gp), malachite (10 gp), rhodochrosite
(10 gp), tiger eye (10 gp), 2 x turquoise (10 gp)
Room #3 South Entry Locked Strong Wooden Door (DC 15 to open, DC 20
to break; 20 hp) (slides up)
→ Leads to room #5
Empty

Room #4 North Entry Locked Simple Wooden Door (DC 10 to open, DC 15


to break; 10 hp)
→ Leads to room #1, inhabited by 2 x Goblin and 2
x Wolf
East Entry Secret (DC 15 to find) Locked Simple Wooden Door
(DC 20 to open, DC 15 to break; 10 hp) (slides
down)
Ⓢ The door is located several feet above the floor
and concealed within a mosaic of ghoulish carnage

South Entry Locked Iron Door (DC 25 to open, DC 30 to break;


60 hp)
→ Leads to room #8, inhabited by Orc and 1 x Half-
ogre

Empty

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


to break; 20 hp) (slides up)
→ Leads to room #3
South Entry #1 Secret (DC 20 to find) Stuck Strong Wooden Door
(DC 15 to break; 20 hp) (slides down)
Ⓢ The door is located above a small stone dais
and concealed behind a tapestry of ghoulish carnage
→ Leads to room #11, inhabited by Gelatinous
Cube
South Entry #2 Trapped and Stuck Simple Wooden Door (DC 10 to
break; 10 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to
disable; +7 to hit against one target, 2d10 slashing
damage
→ Leads to room #12
Room Features A tile labyrinth covers the floor, and howling fills the
room

Room #6 North Entry Locked Strong Wooden Door (DC 15 to open, DC 20


to break; 20 hp)
East Entry Secret (DC 15 to find) Stuck Strong Wooden Door
(DC 15 to break; 20 hp)
Ⓢ The door is concealed within a horrific torture
device
→ Leads to room #9, inhabited by Mimic

South Entry Locked Iron Door (DC 10 to open, DC 30 to break;


60 hp)
Monster Hobgoblin (cr 1/2, mm 186); easy, 100 xp

Treasure: 12 sp

Trap Net Trap: DC 10 to find, DC 10 to disable; affects all


targets within a 10 ft. square area, DC 11 save or
become restrained
Room #7 North Entry Trapped and Locked Simple Wooden Door (DC 10
to open, DC 15 to break; 10 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 14
save or take 2d10 damage
→ Leads to room #2
East Entry Trapped and Stuck Iron Door (DC 25 to break; 60
hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +3 to hit against one target, 1d10 slashing
damage
→ Leads to room #8, inhabited by Orc and 1 x Half-
ogre

South Entry Secret (DC 15 to find) Locked Simple Wooden Door


(DC 15 to open, DC 15 to break; 10 hp) (slides up)
Ⓢ The door is concealed behind a pile of broken
stone
→ Leads to room #9, inhabited by Mimic

Empty

Room #8 North Entry Locked Iron Door (DC 25 to open, DC 30 to break;


60 hp)
→ Leads to room #4

West Entry Trapped and Stuck Iron Door (DC 25 to break; 60


hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +3 to hit against one target, 1d10 slashing
damage
→ Leads to room #7
South Entry Secret (DC 20 to find) Unlocked Strong Wooden
Door (20 hp)
Ⓢ The door is concealed within the mouth of a
gargantuan skull carved from stone
→ Leads to room #10

Room Features A narrow ledge runs along the south and west walls,
and the ceiling is covered with scorch marks

Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm


238); deadly, 300 xp

Treasure: 2200 cp, 1300 sp, 20 gp, 3 x diamond (50


gp), 2 x carnelian (50 gp), citrine (50 gp), moonstone
(50 gp)
Room #9 North Entry Secret (DC 15 to find) Locked Simple Wooden Door
(DC 15 to open, DC 15 to break; 10 hp) (slides up)
Ⓢ The door is concealed behind a pile of broken
stone
→ Leads to room #7
West Entry #1 Secret (DC 15 to find) Stuck Strong Wooden Door
(DC 15 to break; 20 hp)
Ⓢ The door is concealed within a horrific torture
device
→ Leads to room #6, inhabited by Hobgoblin
West Entry #2 Trapped and Unlocked Strong Wooden Door (20 hp)
(slides up)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +6
to hit against one target, 2d10 piercing damage

East Entry Trapped and Stuck Iron Door (DC 25 to break; 60


hp)
Ⓣ One-way Door: DC 15 to find, DC 10 to disable
→ Leads to room #10
Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 2300 cp, 1100 sp, 100 gp, diamond (50


gp), bloodstone (50 gp), carnelian (50 gp),
chalcedony (50 gp), chrysoprase (50 gp), 2 x quartz
(50 gp), sardonyx (50 gp), star rose quartz (50 gp),
Stone of Controlling Earth Elementals (rare, dmg
205)

Room #10 North Entry Secret (DC 20 to find) Unlocked Strong Wooden
Door (20 hp)
Ⓢ The door is concealed within the mouth of a
gargantuan skull carved from stone
→ Leads to room #8, inhabited by Orc and 1 x Half-
ogre
West Entry Trapped and Stuck Iron Door (DC 25 to break; 60
hp)
Ⓣ One-way Door: DC 15 to find, DC 10 to disable
→ Leads to room #9, inhabited by Mimic
East Entry Locked Strong Wooden Door (DC 15 to open, DC 20
to break; 20 hp) (slides to one side)
→ Leads to room #11, inhabited by Gelatinous
Cube

South Entry Locked Simple Wooden Door (DC 25 to open, DC 15


to break; 10 hp)
→ Leads to room #16

Room Features A stream of acid flows through the room, and several
pieces of rotten bread are scattered throughout the
room
Room #11 North Entry Secret (DC 20 to find) Stuck Strong Wooden Door
(DC 15 to break; 20 hp) (slides down)
Ⓢ The door is located above a small stone dais
and concealed behind a tapestry of ghoulish carnage
→ Leads to room #5

West Entry Locked Strong Wooden Door (DC 15 to open, DC 20


to break; 20 hp) (slides to one side)
→ Leads to room #10

East Entry Trapped and Stuck Stone Door (DC 20 to break; 60


hp)
Ⓣ Falling Block: DC 10 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 11
save or take 1d10 damage
→ Leads to room #12

Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp

Treasure: 2100 cp, 1200 sp, 90 gp, a bloodstone cup


engraved with dwarven axeheads (25 gp), a brass
plate etched with arcane runes (25 gp), a cloth cloak
threaded with copper (25 gp), a jasper cup set with
amber and jet (25 gp), a scroll of calligraphy (25 gp),
a set of crystal dice (25 gp), a silver shield brooch
set with a single aquamarine (25 gp), Potion of
Healing (common, dmg 187)

Hidden Treasure Hidden (DC 20 to find) Locked Simple Wooden


Chest (DC 15 to unlock, DC 15 to break; 10 hp)

2100 cp, 600 sp, 50 gp

Room #12 North Entry Trapped and Stuck Simple Wooden Door (DC 10 to
break; 10 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to
disable; +7 to hit against one target, 2d10 slashing
damage
→ Leads to room #5
West Entry Trapped and Stuck Stone Door (DC 20 to break; 60
hp)
Ⓣ Falling Block: DC 10 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 11
save or take 1d10 damage
→ Leads to room #11, inhabited by Gelatinous
Cube
South Entry Trapped and Locked Stone Door (DC 15 to open,
DC 25 to break; 60 hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable

Room Features The room has a high domed ceiling, and a tile
mosaic of ghoulish carnage covers the floor
Room #13 North Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
16 save or take 4d10 damage
East Entry Locked Good Wooden Door (DC 25 to open, DC 15
to break; 15 hp)
→ Leads to room #16
South Entry Secret (DC 15 to find) Unlocked Simple Wooden
Door (10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features A magical pool in the south side of the room
restores youth to whomever drinks from it (but only
once), and several pieces of rotten bread are
scattered throughout the room

Room #14 East Entry Secret (DC 15 to find) Locked Iron Door (DC 20 to
open, DC 30 to break; 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #15, inhabited by Mimic
South Entry Trapped and Stuck Stone Door (DC 20 to break; 60
hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to
disable; +9 to hit against one target, 4d10 slashing
damage
→ Leads to room #18, inhabited by Bandit Captain
and 1 x Bandit

Room Features Spirals of green stones cover the floor, and


someone has scrawled "They ate Ukat" in dwarvish
runes on the east wall
Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp

Treasure: 15 cp

Room #15 North Entry Locked Stone Door (DC 10 to open, DC 25 to break;
60 hp)
West Entry Secret (DC 15 to find) Locked Iron Door (DC 20 to
open, DC 30 to break; 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #14, inhabited by Gelatinous
Cube

South Entry Secret (DC 25 to find) Stuck Simple Wooden Door


(DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features A stair ascends to a wooden platform in the center of
the room, and a bent key lies in the center of the
room
Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 9 gp
Room #16 North Entry Locked Simple Wooden Door (DC 25 to open, DC 15
to break; 10 hp)
→ Leads to room #10
West Entry Locked Good Wooden Door (DC 25 to open, DC 15
to break; 15 hp)
→ Leads to room #13

East Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Electrified Lock: DC 20 to find, DC 10 to disable;
affects each creature which touches the lock, DC 15
save or take 2d10 lightning damage
→ Leads to room #17

South Entry Locked Strong Wooden Door (DC 20 to open, DC 20


to break; 20 hp)

Empty

Room #17 West Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Electrified Lock: DC 20 to find, DC 10 to disable;
affects each creature which touches the lock, DC 15
save or take 2d10 lightning damage
→ Leads to room #16

East Entry Secret (DC 15 to find) Unlocked Good Wooden Door


(15 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #18, inhabited by Bandit Captain
and 1 x Bandit
Empty

Room #18 North Entry Trapped and Stuck Stone Door (DC 20 to break; 60
hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to
disable; +9 to hit against one target, 4d10 slashing
damage
→ Leads to room #14, inhabited by Gelatinous
Cube

West Entry Secret (DC 15 to find) Unlocked Good Wooden Door


(15 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #17
South Entry Locked Iron Door (DC 20 to open, DC 30 to break;
60 hp)

Monster Bandit Captain (cr 2, mm 344) and 1 x Bandit (cr 1/8,


mm 343); deadly, 475 xp

Treasure: 1900 cp, 900 sp, 110 gp, 5 x diamond (50


gp), 2 x jasper (50 gp), onyx (50 gp), zircon (50 gp),
Spell Scroll (Ray of Sickness) (common, dmg 200),
Potion of Healing (common, dmg 187)

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