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The Forsaken Lair of Horror 01
The Forsaken Lair of Horror 01
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)
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)
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 #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
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
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
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
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
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
Treasure: 11 gp; 14 ep
Room #14 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
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 #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)
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)
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
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
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)
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
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 #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)
Empty
Room #36 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
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
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 #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
Treasure: 15 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
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 #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