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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)

Walls Superior Masonry (DC 20 to climb)


Floor Flagstone
Temperature Warm
Illumination Average (shadowy in corridors, lamps or torches in
most rooms)

Corridor Features a A tile labyrinth covers the floor


c Someone has scrawled "Elyn's Sentinels looted this
place" here
e A mouldy odor fills the corridor

i Idol of Chaos: DC 15 to find, DC 15 to disable;


affects lawful creatures which touch the idol, DC 12
save or take 2d10 damage and become confused
(phb 224) for 1d4 rounds

m Guillotine Blade: DC 10 to find, DC 15 to disable;


+12 to hit against one target, 4d10 slashing damage
n Several alcoves are cut into the walls here
r Ice Dart Trap: DC 15 to find, DC 15 to disable; +11
to hit against one target, 4d10 cold damage
s Net Trap: DC 15 to find, DC 15 to disable; affects all
targets within a 10 ft. square area, DC 10 save or
become restrained
u A chute descends from the corridor into a midden
chamber below
v An acrid odor fills the corridor
w Skeletons hang from chains and manacles against
the walls

x A narrow shaft descends from the corridor into a


magical cyst below
z Rune of Confusion: DC 20 to find, DC 15 to disable;
affects all targets within 10 ft., DC 11 save or
become confused (phb 224) for 1d4 rounds
Wandering Monsters 1 Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,
mm 316); deadly, 500 xp, returning to their lair with
plunder
2 Gelatinous Cube (cr 2, mm 242); deadly, 450 xp, lost
and desperate
3 Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp, actively patrolling their
territory
4 Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm
166); medium, 250 xp, actively patrolling their
territory

5 Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,


mm 166); medium, 250 xp, searching for an object
stolen from their lair
6 Bandit Captain (cr 2, mm 344) and 1 x Bandit (cr 1/8,
mm 343); deadly, 475 xp, lost and desperate

Room #1 East Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #2
South Entry Locked Simple Wooden Door (DC 20 to open, DC 15
to break; 10 hp)
→ Leads to room #3, inhabited by Orog

Empty

Room #2 North Entry Locked Stone Door (DC 10 to open, DC 25 to break;


60 hp)
→ Leads to room #5
West Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #1
East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #7, inhabited by Bugbear and 1 x
Goblin
Empty
Room #3 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15
to break; 10 hp)
→ Leads to room #1

West Entry Secret (DC 25 to find) Unlocked Simple Wooden


Door (10 hp)
Ⓢ The door is concealed behind a statue of an
elemental salamander, and opened by setting it
aflame
→ Leads to room #6, inhabited by Orc and 1 x Half-
ogre

East Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #4, inhabited by Mimic

South Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #8, inhabited by Bugbear and 1 x
Goblin
Room Features A tile labyrinth covers the floor, and the sound of
dripping water fills the room

Monster Orog (cr 2, mm 247); deadly, 450 xp

Treasure: 10 sp

Room #4 West Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #3, inhabited by Orog

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


→ Leads to room #7, inhabited by Bugbear and 1 x
Goblin

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

Treasure: 17 cp

Room #5 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
South Entry Locked Stone Door (DC 10 to open, DC 25 to break;
60 hp)
→ Leads to room #2
Room Features A fountain decorated with screaming faces sits in the
north side of the room, and someone has scrawled
"Witha was here" on the south wall
Room #6 West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #17
West Entry #2 Locked Stone Door (DC 10 to open, DC 25 to break;
60 hp)
→ Leads to room #20

East Entry Secret (DC 25 to find) Unlocked Simple Wooden


Door (10 hp)
Ⓢ The door is concealed behind a statue of an
elemental salamander, and opened by setting it
aflame
→ Leads to room #3, inhabited by Orog

South Entry #1 Unlocked Simple Wooden Door (10 hp)


South Entry #2 Unlocked Strong Wooden Door (20 hp)

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


238); deadly, 300 xp

Treasure: 12 gp; 18 sp

Room #7 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #49

West Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #2

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


→ Leads to room #4, inhabited by Mimic

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


(slides to one side)

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


Room Features Part of the ceiling has collapsed into the room, and a
ruined siege weapon sits in the south-east corner of
the room
Monster Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm
166); medium, 250 xp

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

South Entry #2 Unlocked Simple Wooden Door (10 hp)


→ Leads to room #50

Room Features A tile mosaic of a legendary battle covers the floor,


and an unexplained breeze can be felt in the south
side of the room

Monster Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm


166); medium, 250 xp

Treasure: 12 cp; 8 gp

Room #9 North Entry Unlocked Simple Wooden Door (10 hp)

West Entry Unlocked Iron Door (60 hp)


East Entry #1 Unlocked Simple Wooden Door (10 hp)
East Entry #2 Locked Strong Wooden Door (DC 25 to open, DC 20
to break; 20 hp)

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


→ Leads to room #41, inhabited by Hobgoblin and
1 x Worg
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,
mm 316); deadly, 500 xp

Treasure: 2700 cp, 1400 sp, 90 gp, 3 x lapis lazuli


(10 gp), tiger eye (10 gp), Spell Scroll (Ray of Frost)
(common, dmg 200), Spell Scroll (Shillelagh)
(common, dmg 200), 3 x Potion of Healing
(common, dmg 187)
Trap Chain Flail: DC 10 to find, DC 15 to disable; initiative
+1, 1 attack per round, +9 to hit against all targets
within 5 ft., 4d10 bludgeoning damage
Room #10 South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp

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

South Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #37, inhabited by Goblin Boss
and 1 x Goblin

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


mm 343); deadly, 475 xp

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

East Entry Archway


→ Leads to room #32

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

Treasure: 2600 cp, 700 sp, 40 gp, 2 x diamond (50


gp), bloodstone (50 gp), chalcedony (50 gp), jasper
(50 gp), moonstone (50 gp), onyx (50 gp), star rose
quartz (50 gp), 2 x zircon (50 gp), Spell Scroll
(Detect Magic) (common, dmg 200), 2 x Potion of
Healing (common, dmg 187)
Room #14 North Entry Locked Good Wooden Door (DC 20 to open, DC 15
to break; 15 hp)
→ Leads to room #59, inhabited by Silver Dragon
Wyrmling

East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #23

South Entry #1 Archway


South Entry #2 Secret (DC 25 to find) Stuck Strong Wooden Door
(DC 15 to break; 20 hp)
Ⓢ The door is concealed within the mouth of a
demonic face carved from stone
Empty

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


hp)

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)

East Entry Secret (DC 20 to find) Stuck Strong Wooden Door


(DC 15 to break; 20 hp)
Ⓢ The door is concealed within a horrific torture
device
→ Leads to room #66, inhabited by Bandit Captain
and 1 x Bandit
South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp) (stuck, disadvantage to open)
→ Leads to room #52
Room Features A narrow pit covered by iron bars lies in the west
side of the room, and an overwhelming stench fills
the north-east corner of the room
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,
mm 316); deadly, 500 xp

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

Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,


mm 166); medium, 250 xp

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

Treasure: 2600 cp, 900 sp, 60 gp, a set of crystal


dice (25 gp), a silver shield brooch set with garnet
(25 gp), a stoneware cup painted with pastoral
imagery (25 gp)
Room #20 West Entry Unlocked Stone Door (60 hp)
→ Leads to room #53
East Entry Locked Stone Door (DC 10 to open, DC 25 to break;
60 hp)
→ Leads to room #6, inhabited by Orc and 1 x Half-
ogre

Room Features A magical mural on the south wall depicts the


betrayal of whomever views it, and ghostly wailing
fills the room

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

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

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

Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,


mm 166); medium, 250 xp

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

Treasure: 2400 cp, 1300 sp, 30 gp, a fine leather


vest trimmed with rabbit fur (25 gp), a set of ivory
dice with copper pips (25 gp), Spell Scroll (Eldritch
Blast) (common, dmg 200), 5 x Potion of Healing
(common, dmg 187)

Room #25 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
Room Features A fountain of water sits against the west wall, and
someone has scrawled "Don't lose your head" in
goblin runes on the north wall

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

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


Room Features An altar of evil sits in the north-east corner of the
room, and someone has scrawled "Run away!" on
the south wall

Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450


xp

Treasure: 2900 cp, 1200 sp, 30 gp


Room #28 North Entry Unlocked Good Wooden Door (15 hp) (slides down)
→ Leads to room #12
East Entry #1 Trapped and Stuck Simple Wooden Door (DC 10 to
break; 10 hp)
Ⓣ Electrified Lock: DC 15 to find, DC 20 to disable;
affects each creature which touches the lock, DC 13
save or take 2d10 lightning damage
East Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)

South Entry Unlocked Good Wooden Door (15 hp)


Room Features Someone has scrawled a drawing of a sword on the
north wall, and a rusted axe lies in the east side of
the room
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp

Treasure: 11 gp; 9 gp

Room #29 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
South Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to
break; 30 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +6 to hit against one target, 2d10 slashing
damage
Room Features A tile mosaic of ghoulish carnage covers the floor,
and several iron blobs are scattered throughout the
room

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

Room Features Several headless statues are scattered throughout


the room, and the scent of urine fills the room
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,
mm 316); deadly, 500 xp

Treasure: 9 sp; 12 gp

Room #31 West Entry Archway


East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #58
Room Features The floor is covered in perfect hexagonal tiles, and a
rustling noise can be faintly heard near the east wall
Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp

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

Room #33 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)

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


Room Features A tile labyrinth covers the floor, and someone has
scrawled "If being drunk all the time were easy,
everyone would do it" in dwarvish runes on the south
wall

Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,


mm 345); deadly, 475 xp

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 #35 East Entry Unlocked Good Wooden Door (15


hp)
→ Leads to room #43
South Entry Archway
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

South Entry Locked Simple Wooden Door (DC 10 to open, DC 15


to break; 10 hp)
Room Features Part of the ceiling has collapsed into the room, and a
group of monstrous faces have been carved into the
south wall
Room #37 North Entry #1 Unlocked Simple Wooden Door (10 hp)
→ Leads to room #11, inhabited by Bandit Captain
and 1 x Bandit
North Entry #2 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #65
West Entry Unlocked Good Wooden Door (15 hp)
East 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 #17
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #53
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp

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)

South Entry Stuck Stone Door (DC 20 to break; 60 hp) (slides


down)
→ Leads to room #40, inhabited by Orc and 1 x
Half-ogre
Empty

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

Treasure: 2700 cp, 500 sp, 80 gp, a fine leather


mantle sewn with copper (25 gp), a lacquered
wooden shield brooch engraved with floral vines (25
gp), a leather scabbard tooled with elven script (25
gp), a rosewood shield brooch set with a single blue
sapphire (25 gp)

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

Treasure: 2300 cp, 800 sp, 40 gp, 4 x diamond (50


gp), carnelian (50 gp), jasper (50 gp), quartz (50 gp),
Potion of Healing (common, dmg 187)

Room #42 South Entry Archway

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

Treasure: 1600 cp, 1000 sp, 90 gp, a leather mantle


trimmed with lynx fur (25 gp), a leather scabbard
tooled with floral vines (25 gp), a rosewood bowl
engraved with floral vines (25 gp), a set of crystal
dice (25 gp), a set of ivory dice with copper pips (25
gp), an obsidian orb inlaid with copper (25 gp), Spell
Scroll (Poison Spray) (common, dmg 200), 3 x
Potion of Healing (common, dmg 187)
Room #43 West Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #35
East Entry Unlocked Simple Wooden Door (10
hp)
Empty

Room #44 West Entry Archway

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


hp)
Ⓣ Teleporter Crystal: DC 20 to find, DC 10 to
disable; affects each creature which touches the
crystal, DC 10 save or be teleported to another
location
Empty

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

Treasure: 2000 cp, 700 sp, 50 gp, a bone orb set


with a single spinel (25 gp), a brass warhammer
etched with arcane runes (25 gp), a fine steel bell
inlaid with a meandros of electrum (25 gp), a linen
merchant's cap threaded with electrum (25 gp), a set
of ivory dice with copper pips (25 gp), a stoneware
tankard embossed with floral vines (25 gp), an ivory
medallion set with coral (25 gp), 2 x Potion of
Healing (common, dmg 187)
Room #47 North Entry Archway
→ Leads to room #51

West Entry Trapped and Locked Simple Wooden Door (DC 25


to open, DC 15 to break; 10 hp)
Ⓣ Teleporter Crystal: DC 10 to find, DC 20 to
disable; affects each creature which touches the
crystal, DC 16 save or be teleported to another
location
Room Features A wooden platform hangs over a deep pit in the
south-west corner of the room, and someone has
scrawled "Mind the gap" on the north wall
Monster Ogre Zombie (cr 2, mm 316); deadly, 450 xp

Treasure: 2600 cp, 700 sp, 50 gp, azurite (10 gp), 3


x malachite (10 gp), 3 x turquoise (10 gp), Helm of
Comprehending Languages (uncommon, dmg 173),
Potion of Poison (uncommon, dmg 188)

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

East Entry Unlocked Strong Wooden Door (20 hp)


→ Leads to room #56

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


→ Leads to room #7, inhabited by Bugbear and 1 x
Goblin
Room Features A narrow pit covered by iron bars lies in the west
side of the room, and numerous monstrous skulls lie
within niches in the south wall

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

South Entry Archway


→ Leads to room #47, inhabited by Ogre Zombie

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

West Entry #2 Locked Simple Wooden Door (DC 20 to open, DC 15


to break; 10 hp) (slides to one side)
→ Leads to room #18, inhabited by Goblin Boss
and 1 x Goblin
East Entry Unlocked Good Wooden Door (15 hp)
Room Features A simple fireplace sits against the west wall, and
several monstrous corpses are scattered throughout
the room

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

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

Treasure: 2200 cp, 1000 sp, 60 gp, 2 x bloodstone


(50 gp), carnelian (50 gp), onyx (50 gp), 2 x quartz
(50 gp)

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: 1100 cp, 900 sp, 80 gp, 2 x banded agate


(10 gp), 2 x blue quartz (10 gp), lapis lazuli (10 gp),
rhodochrosite (10 gp), turquoise (10 gp), Potion of
Invulnerability (rare, dmg 188)

Room #58 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #31, inhabited by Gelatinous
Cube
East Entry Archway
→ Leads to room #63, inhabited by Bandit Captain
and 1 x Bandit
South Entry Locked Strong Wooden Door (DC 25 to open, DC 20
to break; 20 hp)
Room Features A sloped pit lined with iron spikes lies in the north-
east corner of the room, and a fountain decorated
with five water-breathing dragon heads sits in the
east side of the room
Room #59 North Entry Secret (DC 25 to find) Trapped and Locked Iron
Door (DC 25 to open, DC 30 to break; 60 hp) (slides
up)
Ⓢ The door is concealed behind a statue of an
ancient lich, and opened by pressing runes on his
staff
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
10 save or take 1d10 damage
West Entry Unlocked Iron Door (60 hp)
→ Leads to room #51
East Entry 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 #23
South Entry Locked Good Wooden Door (DC 20 to open, DC 15
to break; 15 hp)
→ Leads to room #14
Room Features The room has a high domed ceiling, and a sundered
axe lies in the east side of the room

Monster Silver Dragon Wyrmling (cr 2, mm 118); 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)

2600 cp, 1100 sp, 60 gp, a lacquered wooden shield


brooch set with a rosette of spinel (25 gp), a leather
coat trimmed with fur (25 gp), a pair of brocade
gloves threaded with dyed silk (25 gp), a wooden
plate engraved with arcane runes (25 gp)

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 #64 East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
Room Features A forge and anvil sit in the west side of the room,
and howling can be faintly heard near the west wall
Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp

Treasure: 2100 cp, 1000 sp, 70 gp, bloodstone (50


gp), carnelian (50 gp), chalcedony (50 gp), jasper
(50 gp), quartz (50 gp), sardonyx (50 gp), star rose
quartz (50 gp)
Room #65 North Entry 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 #18, inhabited by Goblin Boss
and 1 x Goblin

West Entry Archway


→ Leads to room #11, inhabited by Bandit Captain
and 1 x Bandit
South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #37, inhabited by Goblin Boss
and 1 x Goblin

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)

3200 cp, 800 sp, 80 gp, a bone chalice inlaid with


ornate silver scrollwork (25 gp), a bone scepter inlaid
with a filigree of silver (25 gp), a leather coat
trimmed with rabbit fur (25 gp), a stoneware ewer
embossed with arcane runes (25 gp), a wooden
coffer set with turquoise (25 gp), a wooden rod set
with chrysoberyl and jet (25 gp), an earthenware
ewer painted with mythical creatures (25 gp), an
earthenware plate embossed with elven script (25
gp), +1 Wand of the War Mage (uncommon, dmg
212), +1 Weapon (dart) (uncommon, dmg 213)

Room #66 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #45

West Entry Secret (DC 20 to find) Stuck Strong Wooden Door


(DC 15 to break; 20 hp)
Ⓢ The door is concealed within a horrific torture
device
→ Leads to room #16, inhabited by Ogre Zombie
and 1 x Zombie

East Entry Archway


Room Features A shallow pit lies in the east side of the room, and
spirals of black stones cover the floor
Monster Bandit Captain (cr 2, mm 344) and 1 x Bandit (cr 1/8,
mm 343); deadly, 475 xp

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

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