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The Hive of Aeraiel the Possessed 01

Level 1
General History The dungeon was created by an infernal cult as a
treasure vault. It was eventually abandoned by its
creators, and the dungeon has been conquered and
altered many times since then.
Size Medium (51 x 65)

Walls Reinforced Masonry (DC 15 to climb)


Floor Smooth Stone
Temperature Warm
Illumination Dark (individual creatures may carry lights)

Corridor Features a Guillotine Blade: DC 15 to find, DC 15 to disable; +8


to hit against one target, 2d10 slashing damage
c A tile labyrinth covers the floor
e The walls here are covered with goblin graffiti

i Someone has scrawled "The Ruby Wardens looted


this place" here
m Idol of Chaos: DC 15 to find, DC 15 to disable;
affects lawful creatures which touch the idol, DC 18
save or take 4d10 damage and become confused
(phb 224) for 1d4 rounds
n A group of demonic faces have been carved into the
walls
r Idol of Law: DC 15 to find, DC 15 to disable; affects
chaotic creatures which touch the idol, DC 16 save
or take 4d10 damage and be stunned for 1 round
s Several square holes are cut into the walls here

u Several alcoves are cut into the walls here


v Burning torches in iron sconces line the corridor
w The walls here have been engraved with strange
symbols
x Fire Spray: DC 20 to find, DC 10 to disable; affects
all targets within a 20 ft. cone, DC 18 save or take
4d10 fire damage
z The walls here have been engraved with alien
symbols
Wandering Monsters 1 Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp, scouting from another part
of the dungeon
2 Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp, hunting for food
3 Berbalang (cr 2, motm 61, mtf 120); deadly, 450 xp,
bloodied and fleeing a more powerful enemy
4 Mimic (cr 2, mm 220); deadly, 450 xp, returning to
their lair with plunder

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


xp, returning to their lair with plunder
6 Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp, consumed by disease and madness

Room #1 North Entry Locked Strong Wooden Door (DC 10 to open, DC 20


to break; 20 hp)
→ Leads to room #5
West Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
→ Leads to room #6
South Entry Secret (DC 15 to find) Unlocked Good Wooden Door
(15 hp)
Ⓢ The door is concealed behind a tapestry of
legendary monsters
→ Leads to room #3, inhabited by Mimic

Empty

Room #2 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #5
South Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #4
Room Features A stone dais sits in the north-east corner of the
room, and someone has scrawled "Trespassers will
be flayed alive" in blood on the north wall
Room #3 North Entry Secret (DC 15 to find) Unlocked Good Wooden Door
(15 hp)
Ⓢ The door is concealed behind a tapestry of
legendary monsters
→ Leads to room #1
West Entry Locked Good Wooden Door (DC 20 to open, DC 15
to break; 15 hp)
→ Leads to room #6
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides up)
→ Leads to room #8, inhabited by Berbalang

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

Treasure: 2100 cp, 800 sp, 80 gp, 2 x diamond (50


gp), sardonyx (50 gp), zircon (50 gp)
Hidden Treasure Hidden (DC 20 to find) Unlocked Simple Wooden
Chest (10 hp)

2200 cp, 1100 sp, 90 gp, 5 x diamond (50 gp), 2 x


sardonyx (50 gp), 2 x star rose quartz (50 gp),
Adamantine Armor (chain shirt) (uncommon, dmg
150)

Room #4 North Entry Unlocked Strong Wooden Door (20 hp)


→ Leads to room #2

East Entry Archway


→ Leads to room #7

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


someone has scrawled "This is not a secret door" on
the north wall

Room #5 North Entry Trapped and Stuck Simple Wooden Door (DC 10 to
break; 10 hp)
Ⓣ Fire Spray: DC 15 to find, DC 15 to disable;
affects all targets within a 20 ft. cone, DC 10 save or
take 1d10 fire damage
→ Leads to room #12

West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)


East Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to
break; 30 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +5
to hit against one target, 1d10 piercing damage
→ Leads to room #52

South Entry #1 Locked Strong Wooden Door (DC 10 to open, DC 20


to break; 20 hp)
→ Leads to room #1
South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #2
Empty
Room #6 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides up)
West Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp) (slides down)

West Entry #2 Archway

East Entry #1 Locked Simple Wooden Door (DC 15 to open, DC 15


to break; 10 hp)
→ Leads to room #1

East Entry #2 Locked Good Wooden Door (DC 20 to open, DC 15


to break; 15 hp)
→ Leads to room #3, inhabited by Mimic

Empty

Room #7 West Entry Archway


→ Leads to room #4

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


South Entry Secret (DC 25 to find) Unlocked Simple Wooden
Door (10 hp)
Ⓢ The door is concealed within a mosaic of a god
of fate

Empty

Room #8 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides up)
→ Leads to room #3, inhabited by Mimic
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides down)

South Entry #1 Archway

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


→ Leads to room #44
Room Features A chute falls into the room from above, and the floor
is covered in perfect hexagonal tiles
Monster Berbalang (cr 2, motm 61, mtf 120); deadly, 450 xp

Treasure: 2100 cp, 900 sp, 30 gp, 4 x diamond (50


gp), chalcedony (50 gp), 2 x zircon (50 gp), +1
Ammunition (20 arrows) (uncommon, dmg 150),
Spell Scroll (Major Image) (uncommon, dmg 200),
Cloak of the Manta Ray (uncommon, dmg 159),
Saddle of the Cavalier (uncommon, dmg 199)
Room #9 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #28
West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #17, inhabited by Silver Dragon
Wyrmling

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


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

Treasure: 2400 cp, 1100 sp, 30 gp, a bone puzzle


box inlaid with a meandros of electrum (25 gp), a
copper flower brooch etched with dwarven axeheads
(25 gp), a rosewood chalice set with chrysoprase
and citrine (25 gp), a scroll of calligraphy (25 gp), a
set of crystal dice (25 gp), a silver bell engraved with
arcane runes (25 gp), a stoneware jar embossed
with elven script (25 gp), Keoghtom's Ointment
(uncommon, dmg 179), Potion of Growth
(uncommon, dmg 187)

Room #10 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
West Entry Locked Stone Door (DC 10 to open, DC 25 to break;
60 hp)

Room Features A sloped pit lined with iron spikes lies in the south-
east corner of the room, and an unidentifiable odor
fills the south side of the room
Room #11 North Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #43, inhabited by Berbalang

West Entry #1 Locked Strong Wooden Door (DC 15 to open, DC 20


to break; 20 hp)
→ Leads to room #52
West Entry #2 Archway
→ Leads to room #47, inhabited by Gelatinous
Cube
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Monster Berbalang (cr 2, motm 61, mtf 120); deadly, 450 xp

Treasure: 2400 cp, 1300 sp, 80 gp, a bone rod


engraved with spirals (25 gp), a copper shield
brooch engraved with thorned vines (25 gp), a
lacquered wooden comb set with a rosette of
chrysoberyl (25 gp), a pewter longsword etched with
dwarven axeheads (25 gp), Brooch of Shielding
(uncommon, dmg 156), Eversmoking Bottle
(uncommon, dmg 168), Pearl of Power (uncommon,
dmg 184)
Trap Symbol of Hypnosis: DC 10 to find, DC 20 to
disable; affects all targets within 10 ft., DC 10 save or
become incapacitated for 1d4 rounds
Hidden Treasure Hidden (DC 20 to find) Locked Good Wooden Chest
(DC 15 to unlock, DC 20 to break; 15 hp)

2600 cp, 800 sp, 50 gp, azurite (10 gp), banded


agate (10 gp), 2 x blue quartz (10 gp), lapis lazuli (10
gp), malachite (10 gp), 2 x moss agate (10 gp), 2 x
obsidian (10 gp), turquoise (10 gp), Spell Scroll
(Guidance) (common, dmg 200), Potion of Healing
(common, dmg 187)

Room #12 West Entry Unlocked Simple Wooden Door (10 hp)
East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
South Entry Trapped and Stuck Simple Wooden Door (DC 10 to
break; 10 hp)
Ⓣ Fire Spray: DC 15 to find, DC 15 to disable;
affects all targets within a 20 ft. cone, DC 10 save or
take 1d10 fire damage
→ Leads to room #5
Room Features An acrid odor fills the room, and a rusted breastplate
lies in the east side of the room
Room #13 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)

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


hp)
East Entry #2 Secret (DC 15 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ The door is concealed within a mosaic of arcane
patterns
Room Features A carved stone statue stands in the east side of the
room, and a tapping sound can be faintly heard near
the north wall

Room #14 East Entry Trapped and Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +6 to hit against one target, 2d10 slashing
damage
Room Features Numerous pillars line the north and south walls, and
burning torches in iron sconces line the south and
west walls

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

East Entry Archway


→ Leads to room #39, inhabited by Berbalang
South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #42, inhabited by Cult Fanatic
and 1 x Cultist

Room Features A magical mural on the north wall can be used as a


portal to any known location within the dungeon, and
a mural of ancient mythology covers the ceiling

Room #16 West Entry #1 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 11 save or
take 1d10 acid damage for 1d4 rounds
West Entry #2 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +12 to hit against one target, 4d10 slashing
damage

East Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)


→ Leads to room #49, inhabited by Cult Fanatic
and 1 x Cultist

South Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #24, inhabited by 2 x Dust Mephit

Room Features Someone has scrawled "You cannot kill it with


magic" in blood on the west wall, and a shattered
sword lies in the south-east corner of the room
Room #17 East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #9, inhabited by Gelatinous Cube
Room Features A tile mosaic of arcane patterns covers the floor, and
someone has scrawled "Sharpen thy sword and
ready thy shield" in blood on the west wall
Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp

Treasure: 14 sp

Trap Falling Block: DC 15 to find, DC 10 to disable;


affects all targets within a 10 ft. square area, DC 16
save or take 4d10 damage

Room #18 West Entry Trapped and Unlocked Stone Door (60 hp) (slides
up)
Ⓣ Symbol of Panic: DC 10 to find, DC 15 to
disable; affects all targets within 10 ft., DC 14 save or
become frightened for 1d4 rounds
→ Leads to room #62, inhabited by Gelatinous
Cube
East Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #46
South Entry Trapped and Locked Iron Door (DC 25 to open, DC
30 to break; 60 hp) (slides up)
Ⓣ 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
Room Features A tile mosaic of ancient mythology covers the floor,
and someone has scrawled "two, five, one, two,
seven" on the south wall
Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 2500 cp, 500 sp, 30 gp

Room #19 North Entry Trapped and Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +4
to hit against one target, 1d10 piercing damage
Room Features Several alcoves are cut into the north wall, and a pile
of rotten fruit lies in the north-east corner of the room
Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 12 cp

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


hp)

West Entry Locked Good Wooden Door (DC 15 to open, DC 15


to break; 15 hp)
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #59
Room Features Someone has scrawled "Manas Ginsi was here" on
the north wall, and a warped spear lies in the east
side of the room
Room #21 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #49, inhabited by Cult Fanatic
and 1 x Cultist
South Entry Trapped and Unlocked Good Wooden Door (15 hp)
(slides up)
Ⓣ Falling Block: DC 10 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 12
save or take 2d10 damage
Room Features A stair ascends to a catwalk hanging between the
north and south walls, and a pile of rotten bread lies
in the south side of the room
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp

Treasure: 12 sp; 17 sp

Room #22 West Entry Secret (DC 15 to find) Stuck Good Wooden Door
(DC 15 to break; 15 hp)
Ⓢ The door is concealed behind a statue of a
hydra, and opened by reaching into several of its
mouths

South Entry Locked Strong Wooden Door (DC 10 to open, DC 20


to break; 20 hp) (slides up)
→ Leads to room #45
Room Features A tile labyrinth covers the floor, and a circle of tall
stones stands in the west side of the room
Monster Berbalang (cr 2, motm 61, mtf 120); deadly, 450 xp

Treasure: 2100 cp, 1000 sp, 70 gp, banded agate


(10 gp), 2 x moss agate (10 gp)

Room #23 South Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #61, inhabited by Silver Dragon
Wyrmling
Room Features Numerous pillars line the south and west walls, and
a bent dagger lies in the north side of the room

Room #24 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #16
West Entry Archway
→ Leads to room #48
South Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #60, inhabited by Cult Fanatic
and 1 x Cultist

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


Monster 2 x Dust Mephit (cr 1/2, mm 215); hard, 200 xp

Treasure: 19 cp; 20 cp
Room #25 North Entry Stuck Iron Door (DC 25 to break; 60 hp) (slides to
one side)
→ Leads to room #46
South Entry #1 Unlocked Simple Wooden Door (10 hp)
South Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)

South Entry #3 Stuck Strong Wooden Door (DC 15 to break; 20 hp)


Room Features The floor is covered in perfect hexagonal tiles, and
someone has scrawled a drawing of a door on the
south wall

Room #26 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
West Entry Trapped and Locked Stone Door (DC 20 to open,
DC 25 to break; 60 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 10 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 #62, inhabited by Gelatinous
Cube
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #55
Room Features A balcony hangs from the east wall, and the floor is
covered in square tiles, alternating white and black

Room #27 North Entry Locked Simple Wooden Door (DC 25 to open, DC 15
to break; 10 hp)
West Entry Unlocked Simple Wooden Door (10 hp)

Room Features Several alcoves are cut into the south and west
walls, and the scent of ozone fills the room

Room #28 West Entry #1 Archway


West Entry #2 Trapped and Stuck Stone Door (DC 20 to break; 60
hp)
Ⓣ Fire Spray: DC 15 to find, DC 10 to disable;
affects all targets within a 20 ft. cone, DC 10 save or
take 1d10 fire damage
East Entry Trapped and Locked Iron Door (DC 25 to open, DC
30 to break; 60 hp)
Ⓣ Rune of Hypnosis: DC 20 to find, DC 10 to
disable; affects all targets within 10 ft., DC 13 save or
become incapacitated for 1d4 rounds
South Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #9, inhabited by Gelatinous Cube

South Entry #2 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)


Empty
Room #29 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #40, inhabited by Dust Mephit
and 1 x Ghoul

South Entry #1 Locked Strong Wooden Door (DC 20 to open, DC 20


to break; 20 hp)
South Entry #2 Archway
Empty

Room #30 West Entry Secret (DC 25 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a tapestry of
ancient mythology
Room Features A tile mosaic of arcane patterns covers the floor, and
a ruined siege weapon sits in the west side of the
room
Monster Berbalang (cr 2, motm 61, mtf 120); deadly, 450 xp

Treasure: 14 cp

Room #31 North Entry Trapped and Stuck Iron Door (DC 25 to break; 60
hp)
Ⓣ Magic Missle Trap: DC 10 to find, DC 15 to
disable; one target, 4d10 force damage
South Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
→ Leads to room #41, inhabited by Mimic

Room Features A set of demonic war masks hangs on the north wall,
and someone has scrawled "Jane stands here, slain
by a basilisk" on the north wall
Room #32 North Entry Locked Simple Wooden Door (DC 25 to open, DC 15
to break; 10 hp)
West Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #54, inhabited by Cult Fanatic
and 1 x Cultist
East Entry #1 Unlocked Iron Door (60 hp)
East Entry #2 Archway
South Entry Secret (DC 25 to find) Stuck Strong Wooden Door
(DC 15 to break; 20 hp)
Ⓢ The door is located near the ceiling and
concealed by an illusion
→ Leads to room #33
Room Features A narrow ledge runs along the walls, and a set of
demonic war masks hangs on the south wall
Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp

Treasure: 1700 cp, 800 sp, 80 gp, a leather armor


trimmed with rabbit fur (25 gp), a rosewood puzzle
box inlaid with a filigree of silver (25 gp), a wooden
plate inlaid with a meandros of copper (25 gp), Spell
Scroll (Contact Other Plane) (rare, dmg 200),
Decanter of Endless Water (uncommon, dmg 161),
Eyes of Minute Seeing (uncommon, dmg 168),
Potion of Superior Healing (rare, dmg 187)

Room #33 North Entry Secret (DC 25 to find) Stuck Strong Wooden Door
(DC 15 to break; 20 hp)
Ⓢ The door is located near the ceiling and
concealed by an illusion
→ Leads to room #32, inhabited by Silver Dragon
Wyrmling
West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #54, inhabited by Cult Fanatic
and 1 x Cultist
East Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ One-way Door: DC 15 to find, DC 10 to disable
Room Features A faded and torn tapestry hangs from the north wall,
and someone has scrawled "I've forgotten my name"
on the south wall

Room #34 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #38, inhabited by Berbalang

South Entry Trapped and Locked Good Wooden Door (DC 10 to


open, DC 15 to break; 15 hp)
Ⓣ One-way Door: DC 15 to find, DC 10 to disable
Empty
Room #35 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
West Entry Archway
→ Leads to room #39, inhabited by Berbalang
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp

Treasure: 2100 cp, 1100 sp, 50 gp, a lacquered


wooden cup set with jade and tourmaline (25 gp), a
pewter scepter etched with dwarven axeheads (25
gp), a wooden coffer set with lapis lazuli (25 gp), an
obsidian orb engraved with dwarven axeheads (25
gp), Spell Scroll (Vicious Mockery) (common, dmg
200), Spell Scroll (Shield) (common, dmg 200), Spell
Scroll (Shatter) (uncommon, dmg 200), Potion of
Climbing (common, dmg 187), Potion of Greater
Healing (uncommon, dmg 187)

Hidden Treasure Hidden (DC 25 to find) Locked Strong Wooden


Chest (DC 25 to unlock, DC 25 to break; 20 hp)

2800 cp, 700 sp, 70 gp, 3 x diamond (50 gp), citrine


(50 gp), 2 x onyx (50 gp), 2 x quartz (50 gp), 2 x star
rose quartz (50 gp), Spell Scroll (Bane) (common,
dmg 200), Driftglobe (uncommon, dmg 166), Potion
of Climbing (common, dmg 187), 3 x Potion of
Healing (common, dmg 187)

Room #36 North Entry Trapped and Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
13 save or take 2d10 damage
→ Leads to room #51, inhabited by Silver Dragon
Wyrmling

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

Treasure: 2600 cp, 800 sp, 90 gp, a petrified frog


engraved with dwarven axeheads (25 gp), a pewter
plate inlaid with silver (25 gp), a rosewood shield
brooch inlaid with a meandros of gold (25 gp)

Room #37 North Entry #1 Archway


North Entry #2 Locked Strong Wooden Door (DC 15 to open, DC 20
to break; 20 hp)
→ Leads to room #48
Empty
Room #38 West Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #49, inhabited by Cult Fanatic
and 1 x Cultist

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


South Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #34
Room Features Groaning fills the room, and several pieces of rotten
bread are scattered throughout the room
Monster Berbalang (cr 2, motm 61, mtf 120); deadly, 450 xp

Treasure: 2800 cp, 1500 sp, 80 gp, a brass torc set


with rhodochrosite (25 gp), a fine leather coinpurse
trimmed with lynx fur (25 gp), a silver shield brooch
inlaid with a filigree of electrum (25 gp), a small
woolen tapestry (25 gp), Spell Scroll (Poison Spray)
(common, dmg 200), Bag of Holding (uncommon,
dmg 153), Potion of Climbing (common, dmg 187), 3
x Potion of Healing (common, dmg 187)

Room #39 West Entry Archway


→ Leads to room #15

East Entry #1 Archway


→ Leads to room #35, inhabited by Cult Fanatic
and 1 x Cultist
East Entry #2 Unlocked Good Wooden Door (15 hp)
Room Features Someone has scrawled "two, three, three, five" in
draconic script on the west wall, and a rotting journal
lies in the north-east corner of the room

Monster Berbalang (cr 2, motm 61, mtf 120); deadly, 450 xp

Treasure: 2 pp

Room #40 North Entry #1 Unlocked Simple Wooden Door (10 hp)
→ Leads to room #44
North Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
West Entry Trapped and Locked Strong Wooden Door (DC 25 to
open, DC 20 to break; 20 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 10 to disable;
+4 to hit against one target, 1d10 cold damage
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #29
Room Features Lit candles are scattered across the floor, and
several iron blobs are scattered throughout the room
Monster Dust Mephit (cr 1/2, mm 215) and 1 x Ghoul (cr 1,
mm 148); deadly, 300 xp

Treasure: 20 cp; 20 sp
Room #41 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
→ Leads to room #31
South Entry #1 Archway
South Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)

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

Treasure: 2000 cp, 800 sp, 90 gp, a cloth cloak


threaded with dyed silk (25 gp), a fine leather
merchant's cap tooled with arcane runes (25 gp), a
lacquered wooden shield brooch set with garnet and
jet (25 gp), a steel pendant inlaid with a meandros of
gold (25 gp)
Trap Earthmaw Trap: DC 15 to find, DC 15 to disable; +9
to hit against one target, 4d10 piercing damage
Hidden Treasure Hidden (DC 15 to find) Unlocked Simple Wooden
Chest (10 hp)

2300 cp, 1200 sp, 80 gp, a brass tankard engraved


with draconic scales (25 gp), a cloth tabard threaded
with silver (25 gp), a fine leather coinpurse trimmed
with squirrel fur (25 gp), a leather saddle trimmed
with rabbit fur (25 gp), a scroll of calligraphy (25 gp)

Room #42 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #15

West Entry Trapped and Locked Strong Wooden Door (DC 10 to


open, DC 20 to break; 20 hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 15 to
disable; affects each creature which touches the
crystal, DC 18 save or be teleported to another
location
East Entry Secret (DC 15 to find) Locked Strong Wooden Door
(DC 20 to open, DC 20 to break; 20 hp)
Ⓢ The door is concealed within a mosaic of a
legendary battle
→ Leads to room #56, inhabited by Dust Mephit
South Entry Stuck Iron Door (DC 25 to break; 60 hp)
Room Features Someone has scrawled "Abandon all hope" on the
west wall, and clouds of flying insects fill the west
side of the room
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp

Treasure: 1900 cp, 900 sp, 70 gp, a malachite salt


cellar engraved with dwarven axeheads (25 gp), an
earthenware chalice painted with pastoral imagery
(25 gp)
Room #43 West Entry Locked Strong Wooden Door (DC 15 to open, DC 20
to break; 20 hp)
East Entry Secret (DC 15 to find) Locked Simple Wooden Door
(DC 25 to open, DC 15 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
South Entry #1 Unlocked Strong Wooden Door (20 hp)
→ Leads to room #52
South Entry #2 Unlocked Good Wooden Door (15 hp)
→ Leads to room #11, inhabited by Berbalang
Monster Berbalang (cr 2, motm 61, mtf 120); deadly, 450 xp

Treasure: 10 gp
Hidden Treasure Hidden (DC 20 to find) Locked Simple Wooden
Chest (DC 25 to unlock, DC 15 to break; 10 hp)

2300 cp, 1600 sp, 70 gp, azurite (10 gp), banded


agate (10 gp), eye agate (10 gp), obsidian (10 gp), 2
x tiger eye (10 gp), Potion of Resistance (fire)
(uncommon, dmg 188), 2 x Potion of Fire Breath
(uncommon, dmg 187), Potion of Growth
(uncommon, dmg 187)

Room #44 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #8, inhabited by Berbalang
South Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #40, inhabited by Dust Mephit
and 1 x Ghoul
Room Features A faded and torn tapestry hangs from the south wall,
and a broken spear lies in the south-east corner of
the room

Room #45 North Entry Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp) (slides up)
→ Leads to room #22, inhabited by Berbalang
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features A sloped pit lined with iron spikes lies in the north-
west corner of the room, and someone has scrawled
"seven, six, three" in draconic script on the north wall

Room #46 North Entry #1 Trapped and Locked Strong Wooden Door (DC 10 to
open, DC 20 to break; 20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +4
to hit against one target, 1d10 piercing damage
North Entry #2 Unlocked Strong Wooden Door (20 hp)
→ Leads to room #55
West Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #18, inhabited by Mimic
South Entry Stuck Iron Door (DC 25 to break; 60 hp) (slides to
one side)
→ Leads to room #25
Room Features A narrow shaft descends from the room into a
midden chamber below, and the ceiling is covered
with bloodstains
Room #47 East Entry Archway
→ Leads to room #11, inhabited by Berbalang
Room Features A tapestry of arcane patterns hangs from the east
wall, and several monstrous corpses are scattered
throughout the room

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

Treasure: 13 gp

Room #48 North Entry Unlocked Good Wooden Door (15 hp)
East Entry Archway
→ Leads to room #24, inhabited by 2 x Dust Mephit
South Entry Locked Strong Wooden Door (DC 15 to open, DC 20
to break; 20 hp)
→ Leads to room #37
Room Features A set of demonic war masks hangs on the west wall,
and a large demonic idol with ruby eyes sits in the
south-east corner of the room
Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 15 to
unlock, DC 30 to break; 60 hp)

2000 cp, 800 sp, 60 gp, a bone idol (of a god of


artifice) adorned with jade (25 gp), a fine leather
mantle tooled with floral vines (25 gp), a lacquered
wooden shield brooch engraved with floral vines (25
gp), a linen choker threaded with electrum (25 gp), a
necklace of hematite (25 gp)

Room #49 North Entry Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp)

West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)


→ Leads to room #16

East Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #38, inhabited by Berbalang

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


hp)
South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #21, inhabited by Cult Fanatic
and 1 x Cultist
Room Features An iron chandelier hangs from the ceiling in the west
side of the room, and the floor is covered with rotting
straw
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp

Treasure: 1900 cp, 1100 sp, 70 gp, a bone coffer


engraved with arcane runes (25 gp), a linen vest
threaded with copper (25 gp), a pewter ewer set with
a rosette of spinel (25 gp), a pewter ring brooch
engraved with draconic runes (25 gp)
Room #50 West Entry #1 Secret (DC 25 to find) Unlocked Simple Wooden
Door (10 hp)
Ⓢ The door is concealed behind a tapestry of
ghoulish carnage
West Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features Burning torches in iron sconces line the north and
east walls, and someone has scrawled a dark
symbol on the east wall

Monster Berbalang (cr 2, motm 61, mtf 120); deadly, 450 xp

Treasure: 8 gp

Room #51 East Entry Locked Iron Door (DC 10 to open, DC 30 to break;
60 hp)
South Entry Trapped and Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
13 save or take 2d10 damage
→ Leads to room #36, inhabited by Mimic
Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp

Treasure: 12 cp

Room #52 North Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #43, inhabited by Berbalang
West Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)

West Entry #2 Trapped Wooden Portcullis (lift DC 20, DC 15 to


break; 30 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +5
to hit against one target, 1d10 piercing damage
→ Leads to room #5

East Entry Locked Strong Wooden Door (DC 15 to open, DC 20


to break; 20 hp)
→ Leads to room #11, inhabited by Berbalang
Trap Arrow Trap: DC 10 to find, DC 15 to disable; +3 to
hit against one target, 1d10 piercing damage

Room #53 East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Room Features The floor is covered in perfect hexagonal tiles, and a
rusted breastplate lies in the center of the room
Room #54 East Entry #1 Unlocked Good Wooden Door (15 hp)
→ Leads to room #32, inhabited by Silver Dragon
Wyrmling
East Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #33
Room Features A stream of water flows along a channel in the floor,
and mysterious levers and mechanisms cover the
east and west walls

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


mm 345); deadly, 475 xp

Treasure: 1300 cp, 1000 sp, 120 gp, 2 x azurite (10


gp), 2 x banded agate (10 gp), moss agate (10 gp),
tiger eye (10 gp), turquoise (10 gp), Cap of Water
Breathing (uncommon, dmg 157), Potion of Greater
Healing (uncommon, dmg 187), Potion of Hill Giant
Strength (uncommon, dmg 187)

Room #55 West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #26
West Entry #2 Locked Good Wooden Door (DC 10 to open, DC 15
to break; 15 hp)
South Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #46
Empty

Room #56 West Entry Secret (DC 15 to find) Locked Strong Wooden Door
(DC 20 to open, DC 20 to break; 20 hp)
Ⓢ The door is concealed within a mosaic of a
legendary battle
→ Leads to room #42, inhabited by Cult Fanatic
and 1 x Cultist
East Entry Trapped and Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +5
to hit against one target, 1d10 piercing damage
Room Features Several alcoves are cut into the north and east walls,
and a carved stone statue stands in the center of the
room
Monster Dust Mephit (cr 1/2, mm 215); easy, 100 xp

Treasure: 10 gp
Trap Arrow Trap: DC 10 to find, DC 10 to disable; +3 to
hit against one target, 1d10 piercing damage
Hidden Treasure Hidden (DC 15 to find) Unlocked Simple Wooden
Chest (10 hp)

2200 cp, 900 sp, 60 gp, azurite (10 gp), banded


agate (10 gp), blue quartz (10 gp), hematite (10 gp),
2 x obsidian (10 gp), rhodochrosite (10 gp), 2 x
turquoise (10 gp), Spell Scroll (Locate Creature)
(rare, dmg 200), Eyes of Minute Seeing (uncommon,
dmg 168), Heward's Handy Haversack (rare, dmg
174), Potion of Heroism (rare, dmg 188)
Room #57 South Entry Trapped and Stuck Stone Door (DC 20 to break; 60
hp)
Ⓣ Falling Block: DC 10 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 12
save or take 2d10 damage
Room Features A ruined siege weapon sits in the south side of the
room, and several pieces of rotten rope are
scattered throughout the room

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


mm 345); deadly, 475 xp

Treasure: 6 ep; 12 sp
Hidden Treasure Hidden (DC 15 to find) Locked Strong Wooden
Chest (DC 25 to unlock, DC 25 to break; 20 hp)

1900 cp, 600 sp, 50 gp, banded agate (10 gp), blue
quartz (10 gp), eye agate (10 gp), 2 x moss agate
(10 gp), obsidian (10 gp), tiger eye (10 gp), turquoise
(10 gp), Spell Scroll (Nystul's Magic Aura)
(uncommon, dmg 200), Potion of Hill Giant Strength
(uncommon, dmg 187)

Room #58 North Entry Archway


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

Room Features A set of demonic war masks hangs on the east wall,
and a ring of keys lies in the north side of the room

Room #59 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #20
West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Empty

Room #60 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #24, inhabited by 2 x Dust Mephit
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features Spirals of red stones cover the floor, and a carved
stone statue stands in the north-west corner of the
room
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp

Treasure: 2100 cp, 1100 sp, 40 gp, 4 x diamond (50


gp), 2 x carnelian (50 gp), chalcedony (50 gp),
chrysoprase (50 gp), jasper (50 gp)
Room #61 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #23

West Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Electrified Lock: DC 15 to find, DC 20 to disable;
affects each creature which touches the lock, DC 10
save or take 1d10 lightning damage
Room Features Lit candles are scattered across the floor, and
someone has scrawled "Stay left" in goblin runes on
the east wall
Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp

Treasure: 4 pp

Room #62 West Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to


break; 30 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
13 save or take 2d10 damage
East Entry #1 Trapped and Locked Stone Door (DC 20 to open,
DC 25 to break; 60 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 10 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 #26
East Entry #2 Trapped and Unlocked Stone Door (60 hp) (slides
up)
Ⓣ Symbol of Panic: DC 10 to find, DC 15 to
disable; affects all targets within 10 ft., DC 14 save or
become frightened for 1d4 rounds
→ Leads to room #18, inhabited by Mimic
South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

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

Treasure: 1900 cp, 700 sp, 100 gp, azurite (10 gp),
lapis lazuli (10 gp), malachite (10 gp), 2 x moss
agate (10 gp), Potion of Healing (common, dmg 187)

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