The Caverns of The Goblin King 10

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The Caverns of the Goblin King 10

Level 10
General History The dungeon was created by a beholder as a planar gate. It became
cursed by the gods, and has fallen to ruin and been rebuilt many times
since then.
Size Large (63 x 63)

Walls Natural Stone (DC 10 to climb)


Floor Smooth Stone

Temperature Cold (DC 10 Constitution save each hour or gain one level of exhaustion)
Illumination Dark (individual creatures may carry lights)

Corridor Features a Several adventurer corpses are scattered along the corridor
c A fountain of water sits in an alcove here

e A metallic odor fills the corridor


i An iron chandelier hangs from the ceiling here

m A toppled statue lies across the corridor


n Earthmaw Trap: DC 10 to find, DC 15 to disable; +8 to hit against one
target, 4d10 piercing damage
r The walls here have been engraved with glowing symbols

s Guillotine Blade: DC 15 to find, DC 15 to disable; +9 to hit against one


target, 10d10 slashing damage
u Someone has scrawled "Ale's well that ends well" in dwarvish runes here

v A group of demonic faces have been carved into the walls

w Heavy Chain Flail: DC 15 to find, DC 15 to disable; initiative +1, 1 attack


per round, +7 to hit against all targets within 5 ft., 4d10 bludgeoning
damage and knocked prone
x Magic Missle Trap: DC 15 to find, DC 20 to disable; one target, 2d10
force damage

z A shallow pool of oil covers the floor

Wandering Monsters 1 Gnoll Fang of Yeenoghu (cr 4, mm 163) and 3 x Maw Demon (cr 1, motm
176, vgm 137); easy, 1700 xp, investigating a strange noise

2 Ogre Battering Ram (cr 4, motm 200, mtf 220) and 2 x Ogre (cr 2, mm
237); easy, 2000 xp, wielding bizarre eldritch powers

3 Half-Red Dragon Veteran (cr 5, mm 180) and 5 x Veteran (cr 3, mm 350);


hard, 5300 xp, hunting for food

4 10 x Bugbear (cr 1, mm 33) and 1 x Ogre (cr 2, mm 237); medium, 2450


xp, wielding bizarre eldritch powers

5 8 x Orc (cr 1/2, mm 246) and 1 x Manticore (cr 3, mm 213); easy, 1500
xp, scouting from another part of the dungeon
6 Ogre Bolt Launcher (cr 2, motm 200, mtf 220) and 9 x Ogre (cr 2, mm
237); deadly, 4500 xp, tracking the party

Room #1 West Entry #1 Unlocked Bone Door (20 hp)


West Entry #2 Stuck Bone Door (DC 15 to break; 20 hp)
→ Leads to room #12

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


→ Leads to room #16, inhabited by Orc War Chief and 2 x
Orc
South Entry Unlocked Bone Door (20 hp)

Empty
Room #2 East Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #33
Room Features A wooden ladder rests against the east wall, and someone has scrawled
"The walls listen" on the north wall

Room #3 North Entry Stuck Iron Door (DC 25 to break; 60 hp)


→ Leads to room #11

West Entry Secret (DC 25 to find) Stuck Bone Door (DC 15 to break; 20 hp)
Ⓢ The door is concealed by an illusion

East Entry #1 Trapped Bone Portcullis (DC 20 to lift, DC 20 to break; 30 hp)


Ⓣ Ice Dart Trap: DC 10 to find, DC 15 to disable; +6 to hit against one
target, 4d10 cold damage

East Entry #2 Stuck Bone Door (DC 15 to break; 20 hp) (slides down)

Room Features Several square holes are cut into the ceiling and floor, and a charred
wooden chest lies in the west side of the room

Room #4 West Entry #1 Archway

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


→ Leads to room #23, inhabited by 12 x Chitine
South Entry Trapped and Unlocked Stone Door (60 hp) (slides down)
Ⓣ Acid Spray: DC 15 to find, DC 15 to disable; affects all targets within
a 20 ft. cone, DC 13 save or take 2d10 acid damage for 1d4 rounds

Room Features Someone has scrawled "Elan Under stands here, slain by a basilisk" on
the east wall, and a chirping noise can be faintly heard near the south wall

Room #5 West Entry Stuck Bone Door (DC 15 to break; 20 hp)

East Entry Secret (DC 25 to find) Unlocked Iron Door (60 hp)
Ⓢ The door is located several feet above the floor and concealed behind
a pile of broken stone
Room Features A rope ascends to a wooden platform in the north-west corner of the
room, and someone has scrawled "It's a trap" on the north wall

Room #6 North Entry Unlocked Iron Door (60


hp)
Empty

Room #7 North Entry Unlocked Bone Door (20 hp)


→ Leads to room #21
South Entry Unlocked Bone Door (20 hp)
→ Leads to room #27, inhabited by Rot Troll and 1 x Troll

Hidden Treasure Hidden (DC 25 to find) Locked Iron Chest (DC 15 to unlock, DC 30 to
break; 60 hp)

800 cp, 6000 sp, 2400 gp, 110 pp, a fine leather merchant's cap trimmed
with squirrel fur (25 gp), a malachite cup inlaid with gold (25 gp), a
petrified squirrel inlaid with a meandros of electrum (25 gp), a pewter
bracer etched with thorned vines (25 gp), a steel bowl etched with
draconic runes (25 gp), an earthenware vase embossed with elven script
(25 gp), Bag of Holding (uncommon, dmg 153), Dust of Disappearance
(uncommon, dmg 166)

Room #8 West Entry Bone Portcullis (DC 20 to lift, DC 20 to break; 30 hp)


→ Leads to room #37, inhabited by Rot Troll and 1 x Troll

South Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)

Room Features A tile mosaic of ghoulish carnage covers the floor, and a stream of water
flows into a shallow pool in the north-east corner of the room
Room #9 East Entry Trapped and Unlocked Iron Door (60 hp) (magically reinforced,
disadvantage to break)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets
within a 10 ft. square area, DC 13 save or take 4d10 damage

South Entry Bone Portcullis (DC 20 to lift, DC 20 to break; 30 hp)

Room Features The room has a high domed ceiling, and someone has scrawled "Fastinbr
Chilly died here, his luck ran out before his arrows" on the north wall

Room #10 North Entry #1 Archway

North Entry #2 Unlocked Bone Door (20 hp)


→ Leads to room #12

West Entry Secret (DC 20 to find) Unlocked Bone Door (20 hp) (slides to one side)
Ⓢ The door is concealed behind a statue of a hydra, and opened by
reaching into several of its mouths
→ Leads to room #28, inhabited by Fomorian and 2 x Boggle

East Entry Stuck Iron Door (DC 25 to break; 60 hp)


→ Leads to room #14

South Entry Archway

Room Features Ghostly wailing can be faintly heard near the west wall, and a pile of rotten
fruit lies in the south-east corner of the room

Room #11 North Entry Stuck Bone Door (DC 15 to break; 20 hp) (slides
up)

South Entry Stuck Iron Door (DC 25 to break; 60 hp)


→ Leads to room #3

Empty

Room #12 North Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 15 to disable; +6 to hit against
one target, 4d10 slashing damage

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


→ Leads to room #1

South Entry #1 Unlocked Bone Door (20 hp)


→ Leads to room #10

South Entry #2 Trapped and Unlocked Stone Door (60 hp)


Ⓣ Rune of Confusion: DC 15 to find, DC 20 to disable; affects all targets
within 10 ft., DC 11 save or become confused (phb 224) for 1d4 rounds
→ Leads to room #14

Room Features The floor is covered in perfect hexagonal tiles, and someone has
scrawled "Explosive runes" on the north wall

Room #13 North Entry Secret (DC 25 to find) Stuck Bone Door (DC 15 to break; 20 hp)
Ⓢ The door is concealed within a mosaic of arcane patterns
East Entry Unlocked Bone Door (20 hp)
→ Leads to room #30, inhabited by Ogre Bolt Launcher and 3 x Ogre

South Entry Stuck Iron Door (DC 25 to break; 60 hp)


→ Leads to room #37, inhabited by Rot Troll and 1 x Troll

Room Features Part of the west wall has collapsed into the room, and a tile mosaic of a
legendary battle covers the floor

Monster Cambion (cr 5, mm 36) and 1 x Nightmare (cr 3, mm 235); easy, 2500 xp

Treasure: 190 sp, 60 gp; 8 sp


Room #14 North Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Rune of Confusion: DC 15 to find, DC 20 to disable; affects all targets
within 10 ft., DC 11 save or become confused (phb 224) for 1d4 rounds
→ Leads to room #12
West Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #10

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

South Entry Unlocked Bone Door (20 hp)


→ Leads to room #26

Room Features Part of the north wall has collapsed into the room, and a tapestry of
geometric patterns hangs from the north wall

Room #15 North Entry Trapped and Stuck Bone Door (DC 15 to break; 20 hp)
Ⓣ Acid Spray: DC 10 to find, DC 15 to disable; affects all targets within
a 20 ft. cone, DC 13 save or take 2d10 acid damage for 1d4 rounds

South Entry Unlocked Iron Door (60 hp)

Room Features Numerous pillars line the west wall, and the floor is covered with rotting
straw

Room #16 West Entry Stuck Bone Door (DC 15 to break; 20 hp)
→ Leads to room #1

East Entry Locked Bone Door (DC 10 to open, DC 20 to break; 20 hp)


South Entry Trapped and Locked Bone Door (DC 25 to open, DC 20 to break; 20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +3 to hit against one
target, 2d10 piercing damage

Room Features A tapestry of geometric patterns hangs from the north wall, and an altar of
evil sits in the east side of the room

Monster Orc War Chief (cr 4, mm 246) and 2 x Orc (cr 1/2, mm 246); easy, 1300
xp

Treasure: 14 cp; 14 sp; 14 sp

Room #17 East Entry #1 Locked Bone Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #25, inhabited by 12 x Gnoll and 1 x Maw
Demon

East Entry #2 Locked Bone Door (DC 15 to open, DC 20 to break; 20 hp)


→ Leads to room #36, inhabited by Drider and 1 x Giant Spider

Monster Yochlol (cr 10, mm 65); medium, 5900 xp

Treasure: 100 gp

Room #18 North Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
East Entry Stuck Bone Door (DC 15 to break; 20 hp)

South Entry Secret (DC 25 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is located near the ceiling and concealed behind a pile of
broken stone

Empty

Room #19 East Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)

East Entry #2 Stuck Bone Door (DC 15 to break; 20 hp) (slides


down)
Empty
Room #20 East Entry Locked Bone Door (DC 15 to open, DC 20 to break; 20 hp) (slides up)

South Entry Unlocked Bone Door (20 hp)

Room Features Spirals of white stones cover the floor, and the scent of smoke fills the
north-west corner of the room

Monster Ogre Bolt Launcher (cr 2, motm 200, mtf 220) and 4 x Ogre (cr 2, mm
237); easy, 2250 xp

Treasure: 18 sp; 6 pp; 10 gp; 19 cp; 14 ep

Room #21 North Entry Archway

South Entry Unlocked Bone Door (20 hp)


→ Leads to room #7

Room Features A ladder ascends to a catwalk hanging between the east and west walls,
and several candles are scattered throughout the room

Hidden Treasure Locked Iron Chest (DC 20 to unlock, DC 30 to break; 60 hp)

900 cp, 6000 sp, 1900 gp, 140 pp, a dragon horn medallion set with opal
(250 gp), a fine leather coinpurse sewn with platinum (250 gp), a
lacquered wooden scepter engraved with elven script (250 gp), a steel
torc engraved with thorned vines (250 gp), an agateware tureen painted
with floral imagery (250 gp), Spell Scroll (Vicious Mockery) (common, dmg
200), Spell Scroll (Charm Person) (common, dmg 200), Spell Scroll
(Divine Favor) (common, dmg 200), Potion of Climbing (common, dmg
187), 2 x Potion of Healing (common, dmg 187)

Room #22 West Entry Trapped and Locked Bone Door (DC 15 to open, DC 20 to break; 20 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable

Room Features A chute falls into the room from above, and a sour odor fills the south-
east corner of the room

Monster Cult Fanatic (cr 2, mm 345) and 14 x Cultist (cr 1/8, mm 345); easy, 800
xp

Treasure: 17 cp; 19 sp; 17 ep; 9 sp; 12 cp; 2 pp; 14 sp; 11 sp; 19 sp; 14
cp; 17 cp; 10 gp; 18 cp; 18 cp; 13 gp

Room #23 West Entry Stuck Bone Door (DC 15 to break; 20 hp)
→ Leads to room #24

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


→ Leads to room #4

South Entry Archway

Room Features A narrow shaft falls into the room from above, and someone has scrawled
"Save yourself, kill the others" in blood on the west wall

Monster 12 x Chitine (cr 1/2, motm 75, vgm 131); easy, 1200 xp

Treasure: 19 cp; 22 sp; 15 ep; 12 cp; 16 cp; 16 sp; 13 ep; 6 ep; 16 cp; 13
gp; 5 gp; 8 gp
Room #24 North Entry Stuck Bone Door (DC 15 to break; 20 hp)

West Entry Trapped and Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each
creature which touches the trigger, DC 10 save or take 2d10 damage
→ Leads to room #32

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


→ Leads to room #23, inhabited by 12 x Chitine

South Entry Stuck Bone Door (DC 15 to break; 20 hp)

Room Features A mural of ancient mythology covers the ceiling, and a buzzing noise can
be heard in the north-west corner of the room

Room #25 North Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
West Entry Locked Bone Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #17, inhabited by Yochlol

Room Features A chute descends from the room into a plundered tomb below, and a
group of demonic faces have been carved into the south wall

Monster 12 x Gnoll (cr 1/2, mm 163) and 1 x Maw Demon (cr 1, motm 176, vgm
137); easy, 1400 xp

Treasure: 11 gp; 14 sp; 12 sp; 22 cp; 14 cp; 13 gp; 13 gp; 9 ep; 16 sp; 10
sp; 13 sp; 20 cp; 10 ep

Room #26 North Entry #1 Unlocked Bone Door (20 hp)


→ Leads to room #14

North Entry #2 Trapped and Locked Bone Door (DC 20 to open, DC 20 to break; 20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +5 to hit against one
target, 2d10 piercing damage

South Entry Trapped and Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
Ⓣ Ice Dart Trap: DC 10 to find, DC 15 to disable; +7 to hit against one
target, 4d10 cold damage

Room Features The sound of dripping water can be faintly heard near the north wall, and
several sundered shields are scattered throughout the room

Room #27 North Entry #1 Unlocked Bone Door (20 hp)


→ Leads to room #7

North Entry #2 Unlocked Bone Door (20 hp) (slides to one side)

West Entry Locked Bone Door (DC 10 to open, DC 20 to break; 20 hp)

South Entry #1 Stuck Bone Door (DC 15 to break; 20 hp)

South Entry #2 Secret (DC 20 to find) Trapped and Locked Stone Door (DC 15 to open,
DC 25 to break; 60 hp) (slides down)
Ⓢ The door is located near the ceiling and opened by standing on a
small floor tile
Ⓣ Teleporter Crystal: DC 15 to find, DC 10 to disable; affects each
creature which touches the crystal, DC 18 save or be teleported to
another location

Monster Rot Troll (cr 9, motm 247, mtf 244) and 1 x Troll (cr 5, mm 291); hard,
6800 xp

Treasure: 150 ep, 100 gp; 1000 cp, 60 ep


Room #28 North Entry Stuck Bone Door (DC 15 to break; 20 hp)
→ Leads to room #35

East Entry Secret (DC 20 to find) Unlocked Bone Door (20 hp) (slides to one side)
Ⓢ The door is concealed behind a statue of a hydra, and opened by
reaching into several of its mouths
→ Leads to room #10

Monster Fomorian (cr 8, mm 136) and 2 x Boggle (cr 1/8, motm 65, vgm 128);
easy, 3950 xp

Treasure: 80 gp, 12 pp; 15 gp; 1 pp

Room #29 East Entry Stuck Iron Door (DC 25 to break; 60 hp)
South Entry Bone Portcullis (DC 20 to lift, DC 20 to break; 30 hp)
→ Leads to room #34, inhabited by Half-Red Dragon Veteran and 14 x
Thug

Room Features A stack of barrels filled with rotting fruit stands against the west wall, and
a hole has been blasted into the west wall

Monster Fomorian (cr 8, mm 136) and 1 x Displacer Beast (cr 3, mm 81); easy,
4600 xp

Treasure: 1300 cp, 30 ep; 6 pp

Room #30 North Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
→ Leads to room #31

West Entry Unlocked Bone Door (20 hp)


→ Leads to room #13, inhabited by Cambion and 1 x Nightmare

Room Features A magical altar of a god of thieves in the east side of the room heals all
wounds of whomever sacrifices a magical item upon it (but only once),
and someone has scrawled "Bend the pin to reset the trap" on the west
wall

Monster Ogre Bolt Launcher (cr 2, motm 200, mtf 220) and 3 x Ogre (cr 2, mm
237); easy, 1800 xp

Treasure: 4 pp; 18 cp; 10 ep; 6 pp

Room #31 East Entry #1 Archway

East Entry #2 Unlocked Bone Door (20 hp)

South Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)


→ Leads to room #30, inhabited by Ogre Bolt Launcher and 3 x Ogre

Room Features Several square holes are cut into the north and west walls, and a tile
labyrinth covers the floor

Trap Earthmaw Trap: DC 15 to find, DC 10 to disable; +7 to hit against one


target, 4d10 piercing damage

Hidden Treasure Hidden (DC 20 to find) Trapped and Unlocked Iron Chest (60 hp)
Arrow Trap: DC 15 to find, DC 10 to disable; +7 to hit against one target,
4d10 piercing damage

600 cp, 5000 sp, 1800 gp, 90 pp, black onyx (150 gp), diamond (100 gp),
4 x pearl (100 gp), 2 x amethyst (100 gp), 2 x coral (100 gp), tourmaline
(100 gp), +2 Wand of the War Mage (rare, dmg 212), Wand of Paralysis
(rare, dmg 211), +2 Weapon (sling) (rare, dmg 213)

Room #32 East Entry Trapped and Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each
creature which touches the trigger, DC 10 save or take 2d10 damage
→ Leads to room #24

South Entry Archway

Room Features Someone has scrawled "The Chosen of Nelaser killed four trolls here" on
the west wall, and laughter can be heard in the north-west corner of the
room
Room #33 North Entry #1 Locked Bone Door (DC 15 to open, DC 20 to break; 20 hp)

North Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)

West Entry Stuck Iron Door (DC 25 to break; 60 hp)


→ Leads to room #2

Room Features Someone has scrawled "No secret door here" in orcish runes on the west
wall, and the floor is covered with rotting straw

Room #34 North Entry Bone Portcullis (DC 20 to lift, DC 20 to break; 30 hp)
→ Leads to room #29, inhabited by Fomorian and 1 x Displacer Beast

East Entry #1 Stuck Bone Door (DC 15 to break; 20 hp)

East Entry #2 Archway

Room Features A hole has been blasted into the east wall, and a pile of trash lies in the
north-east corner of the room

Monster Half-Red Dragon Veteran (cr 5, mm 180) and 14 x Thug (cr 1/2, mm 350);
deadly, 3200 xp

Treasure: 1200 cp, 30 ep; 19 sp; 29 cp; 18 cp; 10 gp; 12 sp; 7 ep; 15 cp;
6 ep; 11 ep; 18 sp; 11 gp; 13 gp; 15 sp; 10 sp

Room #35 North Entry Stuck Stone Door (DC 20 to break; 60 hp)

South Entry Stuck Bone Door (DC 15 to break; 20 hp)


→ Leads to room #28, inhabited by Fomorian and 2 x
Boggle

Empty

Room #36 West Entry Locked Bone Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #17, inhabited by Yochlol

Room Features A group of monstrous faces have been carved into the east wall, and the
ceiling is covered with cobwebs

Monster Drider (cr 6, mm 120) and 1 x Giant Spider (cr 1, mm 328); easy, 2500 xp

Treasure: 130 gp; 21 cp

Room #37 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #13, inhabited by Cambion and 1 x Nightmare

East Entry Bone Portcullis (DC 20 to lift, DC 20 to break; 30 hp)


→ Leads to room #8

Room Features The south and west walls have been engraved with geometric patterns,
and a fountain decorated with five water-breathing dragon heads sits in
the south side of the room

Monster Rot Troll (cr 9, motm 247, mtf 244) and 1 x Troll (cr 5, mm 291); hard,
6800 xp

Treasure: 1100 cp, 60 ep; 1800 cp, 30 ep

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