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The Black Delve of Chaos 01
The Black Delve of Chaos 01
Level 1
General History The dungeon was created by a lawful evil fighter as
a planar gate. It was eventually conquered by
invaders, and has lain empty for many years until
recently.
Size Medium (51 x 65)
Empty
Treasure: 10 sp
Treasure: 17 cp
Treasure: 12 gp; 18 sp
Room #7 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #49
Treasure: 13 sp; 18 cp
Room #8 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #3, inhabited by Orog
West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp) (stuck, disadvantage to open)
→ Leads to room #22, inhabited by Goblin Boss
and 1 x Goblin
East Entry #1 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 10 to
disable; affects all targets within 20 ft., DC 13 save or
take 2d10 thunder damage and become deafened
for 1d4 rounds
→ Leads to room #54, inhabited by Gelatinous
Cube
East Entry #2 Locked Iron Door (DC 20 to open, DC 30 to break;
60 hp)
South Entry #1 Archway
Treasure: 12 cp; 8 gp
Treasure: 18 cp
Room #11 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #18, inhabited by Goblin Boss
and 1 x Goblin
East Entry Archway
→ Leads to room #65
Treasure: 8 sp; 9 ep
Room #12 North Entry Trapped and Locked Strong Wooden Door (DC 10 to
open, DC 20 to break; 20 hp)
Ⓣ Falling Block: DC 10 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 14
save or take 2d10 damage
South Entry Unlocked Good Wooden Door (15 hp) (slides down)
→ Leads to room #28, inhabited by Orc and 1 x
Half-ogre
Room Features Someone has scrawled "Mind the gap" on the north
wall, and a pierced breastplate lies in the north side
of the room
Room #13 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #67
Room Features Part of the ceiling has collapsed into the room, and a
mouldy odor fills the room
Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp
South Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +12
to hit against one target, 4d10 piercing damage
→ Leads to room #63, inhabited by Bandit Captain
and 1 x Bandit
Empty
Room #16 West Entry Unlocked Good Wooden Door (15 hp)
Treasure: 16 cp; 7 ep
Room #17 West Entry Secret (DC 25 to find) Locked Stone Door (DC 10 to
open, DC 25 to break; 60 hp)
Ⓢ A trap door in the floor leads to a short tunnel
beneath the wall
→ Leads to room #37, inhabited by Goblin Boss
and 1 x Goblin
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #6, inhabited by Orc and 1 x Half-
ogre
Room Features Someone has scrawled "Mind the gap" on the south
wall, and a stream of blood flows into a shallow pool
in the center of the room
Room #18 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
East Entry Locked Simple Wooden Door (DC 20 to open, DC 15
to break; 10 hp) (slides to one side)
→ Leads to room #52
South Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #11, inhabited by Bandit Captain
and 1 x Bandit
South Entry #2 Trapped and Locked Good Wooden Door (DC 15 to
open, DC 15 to break; 15 hp)
Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable;
affects each creature which touches the lock, DC 16
save or take 4d10 lightning damage
→ Leads to room #65
Room Features Several alcoves are cut into the north and west
walls, and a mural of an undead god covers the
ceiling
Treasure: 12 sp; 5 gp
Room #19 South Entry Trapped and Locked Stone Door (DC 10 to open,
DC 25 to break; 60 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to
disable; +6 to hit against one target, 2d10 slashing
damage
Monster Bandit Captain (cr 2, mm 344) and 1 x Bandit (cr 1/8,
mm 343); deadly, 475 xp
Room #21 West Entry Trapped and Locked Simple Wooden Door (DC 15
to open, DC 15 to break; 10 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
East Entry Trapped and Locked Good Wooden Door (DC 20 to
open, DC 15 to break; 15 hp) (slides up)
Ⓣ Fire Spray: DC 15 to find, DC 10 to disable;
affects all targets within a 20 ft. cone, DC 12 save or
take 2d10 fire damage
Room Features A chute descends from the room into a midden
chamber below, and a stack of rotting wooden crates
stands against the south wall
Treasure: 17 sp
Room #22 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
East Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp) (stuck, disadvantage to open)
→ Leads to room #8, inhabited by Bugbear and 1 x
Goblin
East Entry #2 Archway
Room Features Part of the ceiling has collapsed into the room, and
the south and west walls are covered with slime
Treasure: 17 cp; 13 sp
Room #23 West Entry #1 Trapped and Locked Simple Wooden Door (DC 25
to open, DC 15 to break; 10 hp) (slides down)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to
disable; +3 to hit against one target, 1d10 slashing
damage
→ Leads to room #59, inhabited by Silver Dragon
Wyrmling
West Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #14
East Entry Archway
Empty
Room #24 North Entry Unlocked Strong Wooden Door (20 hp)
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Monster Mimic (cr 2, mm 220); deadly, 450 xp
Room #26 North Entry Locked Strong Wooden Door (DC 20 to open, DC 20
to break; 20 hp)
South Entry #1 Archway
South Entry #2 Secret (DC 20 to find) Stuck Good Wooden Door
(DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #52
Room Features A tile mosaic of vile acts covers the floor, and a
ruined siege weapon sits in the north-west corner of
the room
Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp
Treasure: 10 gp
Room #27 North Entry Trapped and Stuck Good Wooden Door (DC 15 to
break; 15 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to
disable; affects all targets within 20 ft., DC 10 save or
take 1d10 thunder damage and become deafened
for 1d4 rounds
→ Leads to room #56
Treasure: 11 gp; 9 gp
Room #30 East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
South Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Earthmaw Trap: DC 15 to find, DC 20 to disable;
+8 to hit against one target, 2d10 piercing damage
Treasure: 9 sp; 12 gp
Treasure: 13 sp
Room #32 West Entry Archway
→ Leads to room #13, inhabited by Gelatinous
Cube
South Entry Unlocked Strong Wooden Door (20 hp)
Room Features Someone has scrawled "Abandon all hope" in
draconic script on the west wall, and a corpse lies in
front of an open chest in the north-east corner of the
room
Treasure: 9 gp; 11 sp
Room #34 East Entry Trapped and Locked Good Wooden Door (DC 15 to
open, DC 15 to break; 15 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +6
to hit against one target, 2d10 piercing damage
→ Leads to room #55
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Empty
Room #36 West Entry #1 Unlocked Simple Wooden Door (10 hp)
West Entry #2 Trapped and Stuck Good Wooden Door (DC 15 to
break; 15 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 15 to
disable; one target, 2d10 force damage
Treasure: 9 sp; 6 pp
Room #38 West Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Contact Poison: DC 15 to find, DC 15 to disable;
affects each creature which touches the trigger, DC
13 save or take 2d10 damage
East Entry Stuck Stone Door (DC 20 to break; 60 hp) (slides
down)
Room #39 West Entry Unlocked Simple Wooden Door (10 hp)
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Room Features A magical shrine in the south side of the room heals
all wounds of whomever offers a prayer (but only
once), and numerous pillars line the east and west
walls
Trap Earthmaw Trap: DC 10 to find, DC 20 to disable; +7
to hit against one target, 2d10 piercing damage
Room #40 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
North Entry #2 Stuck Stone Door (DC 20 to break; 60 hp) (slides
down)
→ Leads to room #38
West Entry Locked Iron Door (DC 15 to open, DC 30 to break;
60 hp)
→ Leads to room #61
East Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
East Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides down)
Room Features A stone dais sits in the north-west corner of the
room, and a forge and anvil sit in the north-west
corner of the room
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp
Room #41 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #9, inhabited by Ogre Zombie
and 1 x Zombie
West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
South Entry Archway
Monster Hobgoblin (cr 1/2, mm 186) and 1 x Worg (cr 1/2,
mm 341); hard, 200 xp
Room Features A magical pool in the east side of the room ages
whomever drinks from it (but only once), and iron
chains hang from the ceiling in the south side of the
room
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,
mm 316); deadly, 500 xp
Room #45 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #66, inhabited by Bandit Captain
and 1 x Bandit
Empty
Room #46 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
(magically reinforced, disadvantage to break)
Room Features A clicking noise can be faintly heard near the south
wall, and a ruined chain shirt lies in the north-west
corner of the room
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp
Room #48 North Entry Stuck Simple Wooden Door (DC 10 to break; 10
hp)
Empty
Room #49 West Entry Trapped and Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓣ Fire Spray: DC 10 to find, DC 10 to disable;
affects all targets within a 20 ft. cone, DC 13 save or
take 2d10 fire damage
Room #50 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #8, inhabited by Bugbear and 1 x
Goblin
West Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #67
East Entry Secret (DC 25 to find) Stuck Good Wooden Door
(DC 15 to break; 15 hp)
Ⓢ The door is located near the ceiling and
concealed behind a tapestry of vile acts
Room Features A tile labyrinth covers the floor, and someone has
scrawled a basic map of the dungeon on the west
wall
Room #51 West Entry Locked Iron Door (DC 10 to open, DC 30 to break;
60 hp)
East Entry Unlocked Iron Door (60 hp)
→ Leads to room #59, inhabited by Silver Dragon
Wyrmling
Room Features A narrow shaft falls into the room from above, and
skeletons hang from chains and manacles against
the south wall
Room #52 North Entry #1 Secret (DC 20 to find) Stuck Good Wooden Door
(DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #26, inhabited by Silver Dragon
Wyrmling
North Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
North Entry #3 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp) (stuck, disadvantage to open)
→ Leads to room #16, inhabited by Ogre Zombie
and 1 x Zombie
West Entry #1 Trapped and Locked Good Wooden Door (DC 25 to
open, DC 15 to break; 15 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 15 to
disable; +3 to hit against one target, 1d10 slashing
damage
Room #53 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #37, inhabited by Goblin Boss
and 1 x Goblin
East Entry Unlocked Stone Door (60 hp)
→ Leads to room #20
Room Features A chute falls into the room from above, and several
bent copper coins are scattered throughout the room
Room #54 West Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 10 to
disable; affects all targets within 20 ft., DC 13 save or
take 2d10 thunder damage and become deafened
for 1d4 rounds
→ Leads to room #8, inhabited by Bugbear and 1 x
Goblin
East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
Room Features The floor is covered with bones, and several wax
blobs are scattered throughout the room
Room #55 West Entry Trapped and Locked Good Wooden Door (DC 15 to
open, DC 15 to break; 15 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +6
to hit against one target, 2d10 piercing damage
→ Leads to room #34
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #57, inhabited by Mimic
Empty
Room #56 North Entry Trapped and Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓣ Ice Dart Trap: DC 20 to find, DC 15 to disable;
+4 to hit against one target, 1d10 cold damage
West Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #49
South Entry Trapped and Stuck Good Wooden Door (DC 15 to
break; 15 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to
disable; affects all targets within 20 ft., DC 10 save or
take 1d10 thunder damage and become deafened
for 1d4 rounds
→ Leads to room #27, inhabited by Silver Dragon
Wyrmling
Room Features The room has a high domed ceiling, and a tile
labyrinth covers the floor
Room #57 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #55
West Entry Archway
Room Features A mural of legendary monsters covers the ceiling,
and a stone dais and throne sits in the north-west
corner of the room
Monster Mimic (cr 2, mm 220); deadly, 450 xp
Treasure: 15 gp
Trap Falling Block: DC 15 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 13
save or take 2d10 damage
Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 20 to
unlock, DC 30 to break; 60 hp)
Room #60 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20
hp)
North Entry #2 Archway
Empty
Room #61 West Entry Unlocked Good Wooden Door (15 hp)
East Entry Locked Iron Door (DC 15 to open, DC 30 to break;
60 hp)
→ Leads to room #40, inhabited by Orc and 1 x
Half-ogre
Room Features An iron chandelier hangs from the ceiling in the west
side of the room, and someone has scrawled "Death
comes on silent wings" in draconic script on the
south wall
Room #62 North Entry Locked Simple Wooden Door (DC 25 to open, DC 15
to break; 10 hp)
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Room Features A narrow ledge runs along the north and west walls,
and several iron blobs are scattered throughout the
room
Room #63 North Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +12
to hit against one target, 4d10 piercing damage
→ Leads to room #15
West Entry Archway
→ Leads to room #58
South Entry Locked Good Wooden Door (DC 20 to open, DC 15
to break; 15 hp)
Monster Bandit Captain (cr 2, mm 344) and 1 x Bandit (cr 1/8,
mm 343); deadly, 475 xp
Treasure: 12 cp; 11 gp
Room Features A carved stone statue stands in the north side of the
room, and several pieces of blood-soaked clothing
are scattered throughout the room
Hidden Treasure Hidden (DC 25 to find) Locked Good Wooden Chest
(DC 20 to unlock, DC 20 to break; 15 hp)
Treasure: 12 cp; 19 cp
Room #67 East Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #50
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #13, inhabited by Gelatinous
Cube
Empty