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The Hive of Aeraiel The Possessed 01
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)
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
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
Empty
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)
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
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)
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)
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
Treasure: 14 sp
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
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
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
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
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)
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 #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
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
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
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)
Treasure: 10 gp
Hidden Treasure Hidden (DC 20 to find) Locked Simple Wooden
Chest (DC 25 to unlock, DC 15 to break; 10 hp)
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
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)
Room #49 North Entry Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp)
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)
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
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)
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 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
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
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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