The Forsaken Lair of Horror 01

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The Forsaken Lair of Horror 01

Level 1
General History The dungeon was created by kuo-toa as a maze. Its
creators were destroyed by a natural disaster, and
the dungeon has been attacked and abandoned
many times since then.
Size Medium (51 x 65)

Walls Masonry (DC 15 to climb)


Floor Flagstone
Temperature Cool
Illumination Shadowy (phosphorescent fungus or candles every
20 ft.)

Corridor Features a Guillotine Blade: DC 10 to find, DC 10 to disable; +7


to hit against one target, 2d10 slashing damage
c The scent of smoke fills the corridor
e Withered corpses are nailed to the corridor walls

i A tile labyrinth covers the floor


m A crater has been blasted into the floor
n A group of demonic faces have been carved into the
walls
r A toppled statue lies across the corridor
s 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
u A narrow shaft falls into the corridor from above
v The sound of rushing water fills the corridor
w Several square holes are cut into the walls here
x Acid Spray: DC 20 to find, DC 15 to disable; affects
all targets within a 20 ft. cone, DC 12 save or take
1d10 acid damage for 1d4 rounds
z Someone has scrawled "Save yourself, kill the
others" here

Wandering Monsters 1 Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp, wielding bizarre eldritch
powers
2 Gelatinous Cube (cr 2, mm 242); deadly, 450 xp,
scouting from another part of the dungeon
3 Mimic (cr 2, mm 220); deadly, 450 xp, hunting for
food
4 Orog (cr 2, mm 247); deadly, 450 xp, investigating a
strange noise
5 Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp, returning to their lair with
plunder
6 Bandit Captain (cr 2, mm 344) and 1 x Bandit (cr 1/8,
mm 343); deadly, 475 xp, investigating a strange
noise
Room #1 North Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #24, inhabited by Bugbear
West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
South Entry #1 Unlocked Iron Door (60 hp) (slides to one side)

South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10


hp)
→ Leads to room #3
Empty

Room #2 North Entry #1 Unlocked Simple Wooden Door (10 hp)


North Entry #2 Archway
East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #21
South Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #3
Room Features A group of demonic faces have been carved into the
south wall, and a foul odor fills the room
Trap 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
Hidden Treasure Hidden (DC 20 to find) Locked Simple Wooden
Chest (DC 20 to unlock, DC 15 to break; 10 hp)

2100 cp, 1100 sp, 60 gp, 4 x diamond (50 gp),


bloodstone (50 gp), Spell Scroll (Find Familiar)
(common, dmg 200), Potion of Climbing (common,
dmg 187)

Room #3 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #1
North Entry #2 Unlocked Strong Wooden Door (20 hp)
→ Leads to room #2
West Entry #1 Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp) (slides down)
West Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #11, inhabited by Bandit Captain
and 1 x Bandit
East Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #41
South Entry Secret (DC 20 to find) Stuck Good Wooden Door
(DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Empty
Room #4 East Entry Locked Strong Wooden Door (DC 15 to open, DC 20
to break; 20 hp)
Room Features The walls have been engraved with endless spirals,
and a rusted breastplate lies in the south-east corner
of the room
Monster Orog (cr 2, mm 247); deadly, 450 xp

Treasure: 13 sp

Room #5 West Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +7 to hit against one target, 2d10 slashing
damage
East Entry Secret (DC 15 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a tapestry of an air
god

Room Features The floor is covered in perfect hexagonal tiles, and a


dagger hilt lies in the south-east corner of the room

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


xp

Treasure: 2600 cp, 1400 sp, 40 gp, 2 x azurite (10


gp), lapis lazuli (10 gp), rhodochrosite (10 gp),
Alchemy Jug (uncommon, dmg 150), Potion of
Greater Healing (uncommon, dmg 187)

Trap Guillotine Blade: DC 15 to find, DC 10 to disable; +8


to hit against one target, 2d10 slashing damage

Room #6 North Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Earthmaw Trap: DC 10 to find, DC 10 to disable;
+8 to hit against one target, 2d10 piercing damage

East Entry Unlocked Stone Door (60 hp)

South Entry Unlocked Strong Wooden Door (20 hp) (slides


down)

Monster Ogre Zombie (cr 2, mm 316); deadly, 450 xp

Treasure: 2400 cp, 1400 sp, 60 gp, a bone rod inlaid


with a meandros of silver (25 gp), a bone rod inlaid
with ornate electrum scrollwork (25 gp), a copper
medallion set with star rose quartz (25 gp), a pewter
crown etched with arcane runes (25 gp), a pewter
torc inlaid with ornate silver scrollwork (25 gp), Spell
Scroll (Druidcraft) (common, dmg 200), Spell Scroll
(Guiding Bolt) (common, dmg 200), 2 x Potion of
Healing (common, dmg 187)
Room #7 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #52
North Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #11, inhabited by Bandit Captain
and 1 x Bandit

West Entry Trapped and Unlocked Iron Door (60 hp)


Ⓣ Fire Spray: DC 15 to find, DC 15 to disable;
affects all targets within a 20 ft. cone, DC 20 save or
take 4d10 fire damage

Room Features A large table and several benches sit in the north-
west corner of the room, and several monstrous
corpses are scattered throughout the room

Room #8 East Entry #1 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to
disable; +7 to hit against one target, 2d10 slashing
damage

East Entry #2 Secret (DC 25 to find) Trapped and Unlocked Good


Wooden Door (15 hp)
Ⓢ The door is located above a small stone dais
and concealed behind a tapestry of ghoulish carnage
Ⓣ Rune of Fear: DC 15 to find, DC 20 to disable;
affects all targets within 10 ft., DC 12 save or
become frightened for 1d4 rounds
Room Features A forge and anvil sit in the north-west corner of the
room, and howling can be heard in the center of the
room

Room #9 West Entry Archway


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

Empty
Room #10 North Entry Secret (DC 20 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp) (slides to one side)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #21
West Entry Locked Good Wooden Door (DC 20 to open, DC 15
to break; 15 hp)
→ Leads to room #41
East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #19

South Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #48, inhabited by Orc and 1 x
Half-ogre

Room Features A group of demonic faces have been carved into the
south wall, and someone has scrawled "Who took
my dwarf skull" in orcish runes on the north wall

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

Treasure: 14 ep

Room #11 East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #3
South Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #7

South Entry #2 Secret (DC 20 to find) Unlocked Good Wooden Door


(15 hp) (slides up)
Ⓢ The door is concealed behind a pile of broken
stone
→ Leads to room #28, 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: 2800 cp, 600 sp, 90 gp, a bone coffer


engraved with a labyrinth (25 gp), a copper bell inlaid
with gold (25 gp), a pair of brocade gloves trimmed
with fur (25 gp), a petrified frog engraved with
dwarven runes (25 gp), a wooden bowl set with a
single topaz (25 gp), an ivory comb engraved with
arcane runes (25 gp), Spell Scroll (Divine Favor)
(common, dmg 200), 3 x Potion of Climbing
(common, dmg 187), Potion of Healing (common,
dmg 187)
Room #12 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #44

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


East Entry Archway
South Entry Trapped and Locked Stone Door (DC 25 to open,
DC 25 to break; 60 hp) (slides down)
Ⓣ Fire Spray: DC 15 to find, DC 15 to disable;
affects all targets within a 20 ft. cone, DC 19 save or
take 4d10 fire damage
→ Leads to room #39, inhabited by Ogre Zombie
and 1 x Zombie
Room Features Someone has scrawled "The curse can never be
broken" on the south wall, and the south and east
walls are covered with sword cuts
Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4, mm
341); deadly, 200 xp

Treasure: 22 cp; 12 ep; 9 gp; 11 gp


Trap Thunderstone Mine: DC 20 to find, DC 10 to disable;
affects all targets within 20 ft., DC 18 save or take
4d10 thunder damage and become deafened for 1d4
rounds
Hidden Treasure Hidden (DC 20 to find) Unlocked Simple Wooden
Chest (10 hp)

2200 cp, 1100 sp, 70 gp, azurite (10 gp), banded


agate (10 gp), eye agate (10 gp), lapis lazuli (10 gp),
malachite (10 gp), rhodochrosite (10 gp), 2 x tiger
eye (10 gp), turquoise (10 gp), Spell Scroll
(Longstrider) (common, dmg 200), Spell Scroll
(Shield of Faith) (common, dmg 200), Potion of
Climbing (common, dmg 187), 3 x Potion of Healing
(common, dmg 187)

Room #13 North Entry Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp)
→ Leads to room #33
South Entry Secret (DC 20 to find) Stuck Good Wooden Door
(DC 15 to break; 15 hp)
Ⓢ The door is concealed within a horrific torture
device

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


mm 166); medium, 250 xp

Treasure: 11 gp; 14 ep
Room #14 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

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


hp)
→ Leads to room #34

South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)


Room Features A chute falls into the room from above, and a large
demonic idol with ruby eyes sits in the center of the
room
Monster Hobgoblin (cr 1/2, mm 186) and 1 x Goblin (cr 1/4,
mm 166); medium, 150 xp

Treasure: 2100 cp, 800 sp, 100 gp, diamond (50 gp),
bloodstone (50 gp), chalcedony (50 gp), chrysoprase
(50 gp), star rose quartz (50 gp), zircon (50 gp)

Room #15 West Entry Archway


→ Leads to room #30, inhabited by Cult Fanatic
and 1 x Cultist
East Entry Trapped and Locked Strong Wooden Door (DC 20 to
open, DC 20 to break; 20 hp)
Ⓣ Falling Block: DC 15 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 10
save or take 1d10 damage
Empty

Room #16 South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
Room Features A mural of geometric patterns covers the ceiling, and
someone has scrawled "This paladin is dead" in
draconic script on the west wall

Room #17 North Entry #1 Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
North Entry #2 Archway
→ Leads to room #31
East Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Acid Spray: DC 15 to find, DC 15 to disable;
affects all targets within a 20 ft. cone, DC 17 save or
take 2d10 acid damage for 1d4 rounds
Room Features The south and east walls have been engraved with
endless spirals, and a large kiln and coal bin sit in
the east side of the room
Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp

Treasure: 14 sp

Room #18 West Entry Unlocked Simple Wooden Door (10 hp)
East Entry Stuck Good Wooden Door (DC 15 to break; 15
hp)
→ Leads to room #56
Empty
Room #19 North Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Acid Spray: DC 15 to find, DC 10 to disable;
affects all targets within a 20 ft. cone, DC 16 save or
take 2d10 acid damage for 1d4 rounds
West Entry #1 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +4 to hit against one target, 1d10 slashing
damage
→ Leads to room #21
West Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #10, inhabited by Mimic
East Entry Locked Strong Wooden Door (DC 15 to open, DC 20
to break; 20 hp)

South Entry #1 Archway


→ Leads to room #48, inhabited by Orc and 1 x
Half-ogre

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


→ Leads to room #26

Room Features A creaking sound fills the room, and several pieces
of spoiled meat are scattered throughout the room

Room #20 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
West Entry Locked Iron Door (DC 15 to open, DC 30 to break;
60 hp)
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides to one side)
Trap Earthmaw Trap: DC 15 to find, DC 10 to disable; +8
to hit against one target, 2d10 piercing damage
Room #21 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

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


→ Leads to room #2

East Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +4 to hit against one target, 1d10 slashing
damage
→ Leads to room #19

South Entry Secret (DC 20 to find) Stuck Simple Wooden Door


(DC 10 to break; 10 hp) (slides to one side)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #10, inhabited by Mimic
Trap Magic Missle Trap: DC 15 to find, DC 15 to disable;
one target, 1d10 force damage

Hidden Treasure Hidden (DC 20 to find) Locked Iron Chest (DC 15 to


unlock, DC 30 to break; 60 hp)

2400 cp, 800 sp, 90 gp, diamond (50 gp),


chrysoprase (50 gp), citrine (50 gp), moonstone (50
gp), 2 x onyx (50 gp), Spell Scroll (Thaumaturgy)
(common, dmg 200), Potion of Healing (common,
dmg 187)

Room #22 West Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #30, inhabited by Cult Fanatic
and 1 x Cultist
East Entry Secret (DC 20 to find) Locked Stone Door (DC 20 to
open, DC 25 to break; 60 hp)
Ⓢ The door is located several feet above the floor
and designed to make noise when opened
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp

Treasure: 17 sp; 24 cp

Room #23 East Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #42
East Entry #2 Trapped and Unlocked Strong Wooden Door (20 hp)
(slides down)
Ⓣ Ice Dart Trap: DC 20 to find, DC 15 to disable;
+3 to hit against one target, 1d10 cold damage

Room Features A tile labyrinth covers the floor, and a cube of solid
stone stands in the east side of the room
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp

Treasure: 15 cp; 16 cp
Room #24 West Entry Stuck Stone Door (DC 20 to break; 60 hp) (magically
reinforced, disadvantage to break)
South Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #1
Room Features The south and west walls have been engraved with
glowing symbols, and the floor is covered with
scorch marks
Monster Bugbear (cr 1, mm 33); medium, 200 xp

Treasure: 9 sp

Room #25 North Entry Archway


→ Leads to room #27

East Entry Locked Stone Door (DC 10 to open, DC 25 to break;


60 hp)
South Entry #1 Unlocked Good Wooden Door (15 hp)
→ Leads to room #54
South Entry #2 Unlocked Strong Wooden Door (20 hp) (slides
down)
→ Leads to room #43
Monster Orog (cr 2, mm 247); deadly, 450 xp

Treasure: 7 gp

Room #26 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #19
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #50, inhabited by Silver Dragon
Wyrmling
Room Features The walls have been engraved with incoherent
labyrinths, and a fountain of water sits against the
west wall

Room #27 West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

South Entry Archway


→ Leads to room #25, inhabited by Orog

Room Features Part of the south wall has collapsed into the room,
and a toppled statue lies in the west side of the room
Room #28 North Entry Secret (DC 20 to find) Unlocked Good Wooden Door
(15 hp) (slides up)
Ⓢ The door is concealed behind a pile of broken
stone
→ Leads to room #11, inhabited by Bandit Captain
and 1 x Bandit
West Entry Locked Simple Wooden Door (DC 25 to open, DC 15
to break; 10 hp)
Room Features The floor is covered in perfect hexagonal tiles, and
someone has scrawled "The thief will betray you" on
the north wall
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp

Treasure: 11 sp; 1 pp

Room #29 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry Archway
→ Leads to room #51, inhabited by Goblin and 3 x
Giant Rat
Monster Hobgoblin (cr 1/2, mm 186) and 1 x Worg (cr 1/2,
mm 341); hard, 200 xp

Treasure: 9 sp; 8 gp

Room #30 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #34
East Entry #1 Archway
→ Leads to room #15
East Entry #2 Unlocked Good Wooden Door (15 hp)
→ Leads to room #22, inhabited by Goblin Boss
and 1 x Goblin
East Entry #3 Locked Stone Door (DC 25 to open, DC 25 to break;
60 hp)
South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #49
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp

Treasure: 1000 cp, 600 sp, 90 gp, 3 x diamond (50


gp), bloodstone (50 gp), carnelian (50 gp),
chalcedony (50 gp), chrysoprase (50 gp), star rose
quartz (50 gp), zircon (50 gp)
Room #31 West Entry Trapped and Locked Good Wooden Door (DC 20 to
open, DC 15 to break; 15 hp)
Ⓣ Rune of Dread: DC 15 to find, DC 15 to disable;
affects all targets within 10 ft., DC 15 save or
become frightened for 1d4 rounds
→ Leads to room #53, inhabited by 2 x Goblin and
4 x Giant Rat

South Entry #1 Archway


→ Leads to room #17, inhabited by Gelatinous
Cube
South Entry #2 Unlocked Simple Wooden Door (10 hp)
Room Features A simple fireplace sits against the north wall, and
someone has scrawled "It's a trap" in draconic script
on the east wall

Room #32 North Entry Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp)
West Entry Locked Stone Door (DC 20 to open, DC 25 to break;
60 hp)
→ Leads to room #33
Room Features A stair ascends to a wooden platform in the north
side of the room, and a pile of torches lies in the east
side of the room
Monster Hobgoblin (cr 1/2, mm 186) and 1 x Worg (cr 1/2,
mm 341); hard, 200 xp

Treasure: 2100 cp, 1500 sp, 100 gp, eye agate (10
gp), lapis lazuli (10 gp), malachite (10 gp),
rhodochrosite (10 gp)

Room #33 North Entry Unlocked Simple Wooden Door (10 hp)
East Entry Locked Stone Door (DC 20 to open, DC 25 to break;
60 hp)
→ Leads to room #32, inhabited by Hobgoblin and
1 x Worg
South Entry Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp)
→ Leads to room #13, inhabited by Goblin Boss
and 1 x Goblin

Room Features Someone has scrawled "Push stone to reset trap" in


goblin runes on the south wall, and a mouldy odor
fills the room
Room #34 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #14, inhabited by Hobgoblin and
1 x Goblin
West Entry Secret (DC 25 to find) Stuck Stone Door (DC 20 to
break; 60 hp) (slides down)
Ⓢ A section of wall makes a loud grinding noise as
it pivots open
East Entry Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp)
South Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #30, inhabited by Cult Fanatic
and 1 x Cultist
Room Features Someone has scrawled "five, two, one, five, eight" in
draconic script on the south wall, and a sundered
amulet lies in the north-east corner of the room

Room #35 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
North Entry #2 Archway
North Entry #3 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)

West Entry Locked Stone Door (DC 10 to open, DC 25 to break;


60 hp)

South Entry Archway


→ Leads to room #38

Empty

Room #36 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

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


hp)
Room Features A shallow pit lies in the south-west corner of the
room, and several pieces of spoiled meat are
scattered throughout the room
Trap Idol of Evil: DC 15 to find, DC 10 to disable; affects
good creatures which touch the idol, DC 20 save or
take 4d10 damage

Room #37 South Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry #2 Unlocked Strong Wooden Door (20 hp) (slides up)
→ Leads to room #42
Room Features The floor is covered in perfect hexagonal tiles, and
someone has scrawled "The last wards have fallen"
on the east wall
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp

Treasure: 2500 cp, 1600 sp, 90 gp, a lacquered


wooden figurine (of an elf sorcerer) adorned with star
rose quartz (25 gp), a leather coat trimmed with fur
(25 gp), a petrified squirrel engraved with dwarven
axeheads (25 gp), a set of crystal dice (25 gp)
Room #38 North Entry #1 Trapped and Locked Stone Door (DC 10 to open,
DC 25 to break; 60 hp) (slides up)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to
disable; +12 to hit against one target, 4d10 slashing
damage
North Entry #2 Archway
→ Leads to room #35
East Entry Locked Iron Door (DC 15 to open, DC 30 to break;
60 hp)
Room Features A stair ascends to a balcony hanging from the south
wall, and the ceiling is covered with cracks

Room #39 North Entry #1 Unlocked Simple Wooden Door (10 hp) (magically
reinforced, disadvantage to break)
North Entry #2 Trapped and Locked Stone Door (DC 25 to open,
DC 25 to break; 60 hp) (slides down)
Ⓣ Fire Spray: DC 15 to find, DC 15 to disable;
affects all targets within a 20 ft. cone, DC 19 save or
take 4d10 fire damage
→ Leads to room #12, inhabited by 2 x Goblin and
2 x Wolf
East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
South Entry Secret (DC 25 to find) Trapped and Locked Simple
Wooden Door (DC 15 to open, DC 15 to break; 10
hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Earthmaw Trap: DC 15 to find, DC 15 to disable;
+11 to hit against one target, 4d10 piercing damage
Room Features A magical shrine of a god of death in the west side
of the room summons an air elemental to serve
whomever sacrifices a gemstone upon it (but only
once), and a group of draconic faces have been
carved into the east wall
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,
mm 316); deadly, 500 xp

Treasure: 12 cp; 14 cp

Room #40 East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #46
Room Features A sloped pit lined with iron spikes lies in the east
side of the room, and water drips from the ceiling in
the north-west corner of the room
Room #41 West Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #3
East Entry #1 Locked Good Wooden Door (DC 20 to open, DC 15
to break; 15 hp)
→ Leads to room #10, inhabited by Mimic
East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides to one side)
→ Leads to room #48, inhabited by Orc and 1 x
Half-ogre
Trap Concealed Pit: DC 15 to find, DC 10 to disable;
affects all targets entering a 10 ft. square area, DC
16 save or take 4d10 damage

Room #42 North Entry Unlocked Strong Wooden Door (20 hp) (slides up)
→ Leads to room #37, inhabited by Cult Fanatic
and 1 x Cultist
West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #23, inhabited by Goblin Boss
and 1 x Goblin
East Entry Secret (DC 20 to find) Locked Stone Door (DC 10 to
open, DC 25 to break; 60 hp)
Ⓢ A section of wall pivots smoothly
Room Features The floor is covered in perfect hexagonal tiles, and
several iron spikes are scattered throughout the
room

Room #43 North Entry Unlocked Strong Wooden Door (20 hp) (slides
down)
→ Leads to room #25, inhabited by Orog
East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Room Features A stream of acid flows along a channel in the floor,
and a circle of tall stones stands in the south-east
corner of the room

Room #44 East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #53, inhabited by 2 x Goblin and
4 x Giant Rat
South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #12, inhabited by 2 x Goblin and
2 x Wolf
Room Features A wooden platform hangs over a deep pit in the
south-east corner of the room, and a sour odor fills
the room
Room #45 North Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp) (magically reinforced, disadvantage to break)
North Entry #2 Trapped and Unlocked Iron Door (60 hp)
Ⓣ Electrified Lock: DC 20 to find, DC 15 to disable;
affects each creature which touches the lock, DC 11
save or take 1d10 lightning damage
West Entry Unlocked Simple Wooden Door (10 hp)
Room Features A stone ramp ascends towards the west wall, and a
splashing noise fills the room
Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp

Treasure: 18 cp

Room #46 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #40
Room Features Spirals of red stones cover the floor, and several
empty flasks are scattered throughout the room

Room #47 West Entry Unlocked Good Wooden Door (15 hp)
East Entry Archway
→ Leads to room #49
Room Features A well lies in the north-east corner of the room, and
the ceiling is covered with scorch marks

Room #48 North Entry #1 Unlocked Simple Wooden Door (10 hp)
→ Leads to room #10, inhabited by Mimic
North Entry #2 Archway
→ Leads to room #19
West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides to one side)
→ Leads to room #41
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #50, inhabited by Silver Dragon
Wyrmling
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp

Treasure: 26 cp; 5 pp
Room #49 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #30, inhabited by Cult Fanatic
and 1 x Cultist
West Entry Archway
→ Leads to room #47
East Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +7
to hit against one target, 2d10 piercing damage
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Empty

Room #50 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #26

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


→ Leads to room #48, inhabited by Orc and 1 x
Half-ogre
South Entry #1 Locked Good Wooden Door (DC 10 to open, DC 15
to break; 15 hp)
South Entry #2 Locked Stone Door (DC 20 to open, DC 25 to break;
60 hp)
Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp

Treasure: 15 gp

Room #51 North Entry Archway


→ Leads to room #29, inhabited by Hobgoblin and
1 x Worg
East Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +6 to hit against one target, 2d10 slashing
damage
Room Features A set of demonic war masks hangs on the east wall,
and someone has scrawled "Wene fell here, didn't
see it coming" in blood on the north wall
Monster Goblin (cr 1/4, mm 166) and 3 x Giant Rat (cr 1/8,
mm 327); medium, 125 xp

Treasure: 13 ep; 12 ep; 10 gp; 10 gp

Room #52 South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #7

Room Features Numerous pillars line the south and east walls, and
someone has scrawled "You cannot kill it with
swords" in blood on the north wall
Room #53 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #44
East Entry Trapped and Locked Good Wooden Door (DC 20 to
open, DC 15 to break; 15 hp)
Ⓣ Rune of Dread: DC 15 to find, DC 15 to disable;
affects all targets within 10 ft., DC 15 save or
become frightened for 1d4 rounds
→ Leads to room #31

Room Features A fountain of water sits against the north wall, and a
bent chisel lies in the south-east corner of the room
Monster 2 x Goblin (cr 1/4, mm 166) and 4 x Giant Rat (cr 1/8,
mm 327); deadly, 200 xp

Treasure: 8 gp; 17 cp; 17 cp; 10 sp; 12 cp; 5 pp

Room #54 North Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #25, inhabited by Orog
South Entry Trapped and Locked Iron Door (DC 10 to open, DC
30 to break; 60 hp)
Ⓣ Rune of Confusion: DC 20 to find, DC 10 to
disable; affects all targets within 10 ft., DC 11 save or
become confused (phb 224) for 1d4 rounds

Room Features An iron sarcophagus sits in the south-east corner of


the room, and a sundered axe lies in the north-east
corner of the room

Room #55 North Entry Unlocked Simple Wooden Door (10


hp)
South Entry Archway
Empty

Room #56 North Entry Stuck Simple Wooden Door (DC 10 to break; 10
hp)
West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #18
South Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20
hp)
South Entry #2 Unlocked Good Wooden Door (15 hp)
Empty

Random Dungeon Generator


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