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The Warrens of Zeiram the Lich lvl1-6 04

Level 4
General History The dungeon began as a complex of monstrous
burrows. It was once used as a planar gate, but has
fallen to ruin and been rebuilt many times since then.
Size Small (39 x 51)
Walls Reinforced Masonry (DC 15 to climb)
Floor Sand

Temperature Average
Illumination Average (shadowy in corridors, lamps or torches in
most rooms)

Corridor Features a A swarm of crawling insects covers the floor

c A chute descends from the corridor into the next


dungeon level down
e A group of demonic faces have been carved into the
walls
i Concealed Pit: DC 10 to find, DC 15 to disable;
affects all targets entering a 10 ft. square area, DC
14 save or take 2d10 damage
m Guillotine Blade: DC 15 to find, DC 10 to disable; +6
to hit against one target, 2d10 slashing damage
n A mouldy odor fills the corridor
r Fire Spray: DC 10 to find, DC 15 to disable; affects
all targets within a 20 ft. cone, DC 20 save or take
4d10 fire damage
s Cobwebs fill the corridor
u Several square holes are cut into the walls here
v Acid Spray: DC 15 to find, DC 10 to disable; affects
all targets within a 20 ft. cone, DC 19 save or take
2d10 acid damage for 1d4 rounds

w Rune of Paralyzation: DC 15 to find, DC 15 to


disable; affects all targets within 10 ft., DC 11 save or
become paralyzed for 1d4 rounds
x Someone has scrawled "Never trust an elf" in
dwarvish runes here
Wandering Monsters 1 Ogre Battering Ram (cr 4, motm 200, mtf 220) and 1
x Ogre (cr 2, mm 237); deadly, 1550 xp, consumed
by disease and madness
2 Yuan-ti Pit Master (cr 5, motm 276, vgm 206) and 1 x
Yuan-ti Pureblood (cr 1, mm 310); deadly, 2000 xp,
returning to their lair with plunder
3 9 x Kobold Inventor (cr 1/4, motm 164, vgm 166);
medium, 450 xp, wandering senselessly
4 Wight (cr 3, mm 300) and 1 x Zombie (cr 1/4, mm
316); easy, 750 xp, wielding bizarre eldritch powers

5 Kobold Scale Sorcerer (cr 1, motm 165, vgm 167)


and 11 x Kobold (cr 1/8, mm 195); medium, 475 xp,
scavenging for food and treasure
6 Gnoll Pack Lord (cr 2, mm 163) and 3 x Gnoll (cr 1/2,
mm 163); hard, 750 xp, bloodied and fleeing a more
powerful enemy

Room #1 North Entry #1 Locked Stone Door (DC 20 to open, DC 25 to break;


60 hp)
→ Leads to room #3
North Entry #2 Archway
→ Leads to room #4
South Entry #1 Unlocked Stone Door (60 hp)
→ Leads to room #5
South Entry #2 Unlocked Good Wooden Door (15 hp)
→ Leads to room #7
Room Features A stone stair ascends towards the north wall, and
someone has scrawled "Flime died here" in blood on
the south wall
Monster Blue Dragon Wyrmling (cr 3, mm 91) and 2 x Kobold
(cr 1/8, mm 195); easy, 750 xp

Treasure: 15 sp; 15 cp; 19 cp

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


West Entry Unlocked Strong Wooden Door (20 hp)
Hidden Treasure Hidden (DC 25 to find) Locked Iron Chest (DC 25 to
unlock, DC 30 to break; 60 hp)

2600 cp, 1500 sp, 70 gp, a brass orb etched with


elven script (25 gp), a brass orb inlaid with ornate
silver scrollwork (25 gp)
Room #3 North Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp)
North Entry #2 Unlocked Simple Wooden Door (10 hp)
→ Leads to room #34
South Entry Locked Stone Door (DC 20 to open, DC 25 to break;
60 hp)
→ Leads to room #1, inhabited by Blue Dragon
Wyrmling and 2 x Kobold

Trap Chain Flail: DC 15 to find, DC 10 to disable; initiative


+2, 1 attack per round, +11 to hit against all targets
within 5 ft., 4d10 bludgeoning damage

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


unlock, DC 30 to break; 60 hp)

2800 cp, 1000 sp, 40 gp, diamond (50 gp),


bloodstone (50 gp), carnelian (50 gp), citrine (50 gp),
quartz (50 gp), star rose quartz (50 gp), Instrument
of the Bards (Mac-Fuimidh cittern) (uncommon, dmg
176), Necklace of Adaptation (uncommon, dmg 182),
Ring of Warmth (uncommon, dmg 193)

Room #4 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #34

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


East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides to one side)
South Entry Archway
→ Leads to room #1, inhabited by Blue Dragon
Wyrmling and 2 x Kobold

Trap Teleporter Crystal: DC 15 to find, DC 15 to disable;


affects each creature which touches the crystal, DC
11 save or be teleported to another location

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


Chest (DC 15 to unlock, DC 25 to break; 20 hp)

2100 cp, 1300 sp, 20 gp, a brass scepter etched


with dwarven axeheads (25 gp), a brocade
merchant's cap trimmed with lynx fur (25 gp), an
agateware tile painted with mythical creatures (25
gp), an earthenware chalice embossed with floral
vines (25 gp), an earthenware plate embossed with
arcane runes (25 gp), Boots of Elvenkind
(uncommon, dmg 155)

Room #5 North Entry Unlocked Stone Door (60 hp)


→ Leads to room #1, inhabited by Blue Dragon
Wyrmling and 2 x Kobold

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


(slides down)

Empty
Room #6 South Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

South Entry #2 Archway


→ Leads to room #31, inhabited by Hobgoblin and
4 x Goblin
Room Features The room has a high domed ceiling, and someone
has scrawled "Who took my elf skull" in orcish runes
on the east wall

Room #7 North Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #1, inhabited by Blue Dragon
Wyrmling and 2 x Kobold

East Entry Archway


South Entry #1 Stuck Stone Door (DC 20 to break; 60 hp) (slides
up)
→ Leads to room #31, inhabited by Hobgoblin and
4 x Goblin

South Entry #2 Unlocked Good Wooden Door (15 hp)


→ Leads to room #49

Trap Net Trap: DC 10 to find, DC 10 to disable; affects all


targets within a 10 ft. square area, DC 10 save or
become restrained

Hidden Treasure Hidden (DC 15 to find) Unlocked Simple Wooden


Chest (10 hp)

2200 cp, 800 sp, 100 gp, 3 x eye agate (10 gp), lapis
lazuli (10 gp), 2 x malachite (10 gp), obsidian (10 gp)

Room #8 North Entry Stuck Stone Door (DC 20 to break; 60 hp)

West Entry Archway


→ Leads to room #41

South Entry Archway


Room Features A metallic odor fills the room, and a rusted sword lies
in the south-west corner of the room

Room #9 North Entry #1 Locked Strong Wooden Door (DC 20 to open, DC 20


to break; 20 hp)
North Entry #2 Unlocked Good Wooden Door (15 hp)

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


→ Leads to room #23, inhabited by 2 x Yuan-ti
Malison

Room Features The floor is covered in square tiles, alternating white


and black, and a fountain decorated with six
gargoyles sits in the north-east corner of the room

Room #10 West Entry Unlocked Simple Wooden Door (10 hp)
Room Features A sloped pit lined with iron spikes lies in the north
side of the room, and a shallow pool of oil lies in the
west side of the room
Room #11 North Entry #1 Archway
→ Leads to room #20
North Entry #2 Archway
→ Leads to room #43
Trap Idol of Law: DC 15 to find, DC 15 to disable; affects
chaotic creatures which touch the idol, DC 12 save
or take 2d10 damage and be stunned for 1 round
Hidden Treasure Locked Strong Wooden Chest (DC 15 to unlock, DC
25 to break; 20 hp)

1800 cp, 1300 sp, 70 gp, diamond (50 gp), 2 x


chrysoprase (50 gp), jasper (50 gp), moonstone (50
gp), 2 x onyx (50 gp), quartz (50 gp), 3 x sardonyx
(50 gp), +1 Wand of the War Mage (uncommon,
dmg 212), Necklace of Adaptation (uncommon, dmg
182), +1 Weapon (longbow) (uncommon, dmg 213),
+1 Weapon (shortbow) (uncommon, dmg 213)

Room #12 North Entry Archway


→ Leads to room #18

Room Features Lit candles are scattered across the floor, and
someone has scrawled "The walls listen" on the
south wall

Room #13 North Entry Locked Iron Door (DC 20 to open, DC 30 to break;
60 hp)

Empty

Room #14 South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Monster Yuan-ti Broodguard (cr 2, motm 273, vgm 203) and 1
x Yuan-ti Malison (cr 3, mm 309); hard, 1150 xp

Treasure: 14 cp; 2 pp

Room #15 North Entry Archway


→ Leads to room #49
East Entry Unlocked Simple Wooden Door (10 hp)
South Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #32, inhabited by 7 x Gnoll
Room Features A carved stone statue stands in the south side of the
room, and the floor is covered with claw marks
Monster 2 x Hobgoblin (cr 1/2, mm 186) and 1 x Bugbear (cr
1, mm 33); easy, 400 xp

Treasure: 13 sp; 13 ep; 9 ep


Room #16 North Entry Locked Strong Wooden Door (DC 15 to open, DC 20
to break; 20 hp)
East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Hidden Treasure Hidden (DC 15 to find) Unlocked Strong Wooden
Chest (20 hp)

3000 cp, 1100 sp, 60 gp, 4 x diamond (50 gp), 2 x


chrysoprase (50 gp), citrine (50 gp), moonstone (50
gp), onyx (50 gp), zircon (50 gp), Spell Scroll
(Compelled Duel) (common, dmg 200), Potion of
Greater Healing (uncommon, dmg 187), Potion of
Healing (common, dmg 187)

Room #17 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Room Features Spirals of red stones cover the floor, and someone
has scrawled "Turn rod to reset trap" in goblin runes
on the north wall
Monster Firenewt Warlock of Imix (cr 1, motm 125, vgm 143)
and 2 x Firenewt Warrior (cr 1/2, motm 125, vgm
142); easy, 400 xp

Treasure: 14 gp; 9 gp; 12 sp

Room #18 South Entry #1 Locked Good Wooden Door (DC 20 to open, DC 15
to break; 15 hp)
South Entry #2 Archway
→ Leads to room #12
Trap Thunderstone Mine: DC 15 to find, DC 15 to disable;
affects all targets within 20 ft., DC 13 save or take
2d10 thunder damage and become deafened for 1d4
rounds
Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 15 to
unlock, DC 30 to break; 60 hp)

2400 cp, 1200 sp, 80 gp, 3 x diamond (50 gp),


jasper (50 gp), moonstone (50 gp), 2 x onyx (50 gp),
sardonyx (50 gp), star rose quartz (50 gp), zircon
(50 gp)

Room #19 North Entry Unlocked Strong Wooden Door (20 hp)

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


East Entry Stuck Stone Door (DC 20 to break; 60 hp)
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Room Features A narrow ledge runs along the north and east walls,
and a group of monstrous faces have been carved
into the west wall

Room #20 West Entry Archway


South Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp)
South Entry #2 Archway
→ Leads to room #11
Empty
Room #21 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #48
West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #34
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features Someone has scrawled "You cannot kill it with


swords" in blood on the south wall, and several
broken arrows are scattered throughout the room

Room #22 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides to one side)
North Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)

West Entry Locked Iron Door (DC 15 to open, DC 30 to break;


60 hp)
East Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp) (slides to one side)
→ Leads to room #35
Room Features A stone stair ascends towards the north wall, and a
group of demonic faces have been carved into the
east wall
Monster Couatl (cr 4, mm 43); medium, 1100 xp

Treasure: 15 sp

Room #23 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

West Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)


→ Leads to room #39

West Entry #2 Stuck Iron Door (DC 25 to break; 60 hp)


→ Leads to room #9

Room Features Someone has scrawled an incomplete drawing of a


dragon on the north wall, and a sundered shield lies
in the west side of the room
Monster 2 x Yuan-ti Malison (cr 3, mm 309); deadly, 1400 xp

Treasure: 14 ep; 1 pp

Room #24 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

Monster Yuan-ti Broodguard (cr 2, motm 273, vgm 203) and 1


x Yuan-ti Pureblood (cr 1, mm 310); easy, 650 xp

Treasure: 13 gp; 12 sp
Room #25 West Entry Archway
East Entry Unlocked Strong Wooden Door (20 hp)
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #48
Room Features Someone has scrawled an incomplete drawing of a
dragon on the north wall, and a corroded mace lies
in the north side of the room
Monster 8 x Firenewt Warrior (cr 1/2, motm 125, vgm 142);
deadly, 800 xp

Treasure: 16 gp; 18 sp; 12 ep; 11 sp; 12 sp; 2 pp; 23


cp; 19 cp

Room #26 South Entry #1 Unlocked Strong Wooden Door (20 hp)
→ Leads to room #29, inhabited by Couatl
South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry #3 Locked Strong Wooden Door (DC 25 to open, DC 20
to break; 20 hp)
→ Leads to room #44, inhabited by Hobgoblin
Devastator and 1 x Hobgoblin
Empty

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

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


→ Leads to room #38

Room Features A toppled statue lies in the south-east corner of the


room, and a clicking noise can be faintly heard near
the north wall
Monster Hobgoblin Captain (cr 3, mm 186) and 3 x Hobgoblin
(cr 1/2, mm 186); deadly, 1000 xp

Treasure: 3100 cp, 1300 sp, 90 gp, carnelian (50


gp), citrine (50 gp)

Room #28 North Entry Unlocked Strong Wooden Door (20 hp)

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


hp)
→ Leads to room #42, inhabited by 7 x Gnoll

Empty

Room #29 North Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #26

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


to break; 15 hp)
Monster Couatl (cr 4, mm 43); medium, 1100 xp

Treasure: 19 cp
Room #30 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #42, inhabited by 7 x Gnoll
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #37, inhabited by Wight and 5 x
Zombie
Empty

Room #31 North Entry #1 Archway


→ Leads to room #6
North Entry #2 Stuck Stone Door (DC 20 to break; 60 hp) (slides
up)
→ Leads to room #7
West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #47, inhabited by 2 x Adult
Kruthik

Monster Hobgoblin (cr 1/2, mm 186) and 4 x Goblin (cr 1/4,


mm 166); easy, 300 xp

Treasure: 17 cp; 8 gp; 9 gp; 16 cp; 15 cp


Trap Magic Missle Trap: DC 10 to find, DC 15 to disable;
one target, 1d10 force damage

Room #32 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #15, inhabited by 2 x Hobgoblin
and 1 x Bugbear
West Entry Archway
Room Features A sulphurous odor fills the room, and several empty
bottles are scattered throughout the room
Monster 7 x Gnoll (cr 1/2, mm 163); hard, 700 xp

Treasure: 11 ep; 11 ep; 8 gp; 11 sp; 16 sp; 17 cp; 16


ep

Room #33 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Room Features A forge and anvil sit in the north-east corner of the
room, and someone has scrawled "four, seven, ten,
two" on the west wall

Room #34 West Entry Unlocked Strong Wooden Door (20 hp)
East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #21
South Entry #1 Unlocked Simple Wooden Door (10 hp)
→ Leads to room #3
South Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #4

Room Features The floor is covered in square tiles, alternating white


and black, and a briny odor fills the center of the
room
Room #35 West Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp) (slides to one side)
→ Leads to room #22, inhabited by Couatl
East Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #36
Room Features A stream of water flows along a channel in the floor,
and a large kiln and coal bin sit in the south side of
the room

Room #36 West Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #35

East Entry #1 Locked Stone Door (DC 10 to open, DC 25 to break;


60 hp)
East Entry #2 Unlocked Simple Wooden Door (10 hp)

Room Features Rusting iron spikes line the south and west walls,
and a ruined chain shirt lies in the center of the room

Room #37 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #30

South Entry Archway


Monster Wight (cr 3, mm 300) and 5 x Zombie (cr 1/4, mm
316); hard, 950 xp

Treasure: 9 ep; 9 ep; 11 ep; 15 sp; 9 gp; 10 gp


Trap Concealed Pit: DC 15 to find, DC 10 to disable;
affects all targets entering a 10 ft. square area, DC
18 save or take 4d10 damage

Room #38 East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #27, inhabited by Hobgoblin
Captain and 3 x Hobgoblin

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


to break; 20 hp)
→ Leads to room #39

Trap Chain Flail: DC 10 to find, DC 10 to disable; initiative


+3, 1 attack per round, +8 to hit against all targets
within 5 ft., 2d10 bludgeoning damage
Room #39 North Entry Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp)
→ Leads to room #38

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


→ Leads to room #23, inhabited by 2 x Yuan-ti
Malison

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


to break; 15 hp)

Trap Thunderstone Mine: DC 15 to find, DC 15 to disable;


affects all targets within 20 ft., DC 15 save or take
2d10 thunder damage and become deafened for 1d4
rounds
Hidden Treasure Hidden (DC 20 to find) Unlocked Simple Wooden
Chest (10 hp)

1800 cp, 1100 sp, 80 gp, 2 x diamond (50 gp),


bloodstone (50 gp), carnelian (50 gp), 3 x citrine (50
gp), sardonyx (50 gp), 2 x star rose quartz (50 gp),
Potion of Climbing (common, dmg 187), 4 x Potion
of Healing (common, dmg 187)

Room #40 North Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #46

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


West Entry Unlocked Strong Wooden Door (20 hp)
Room Features A stack of barrels filled with rotting fruit stands
against the south wall, and a creaking sound can be
heard in the west side of the room

Room #41 West Entry Locked Simple Wooden Door (DC 25 to open, DC 15
to break; 10 hp)
→ Leads to room #44, inhabited by Hobgoblin
Devastator and 1 x Hobgoblin
East Entry Archway
→ Leads to room #8
Empty

Room #42 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #28
South Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #30
Room Features A ruined siege weapon sits in the east side of the
room, and several broken arrows are scattered
throughout the room
Monster 7 x Gnoll (cr 1/2, mm 163); hard, 700 xp

Treasure: 22 sp; 11 gp; 21 sp; 17 cp; 12 cp; 17 cp;


16 sp
Room #43 East Entry #1 Locked Strong Wooden Door (DC 20 to open, DC 20
to break; 20 hp)
East Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
South Entry #1 Archway
→ Leads to room #11
South Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Trap Net Trap: DC 10 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 15 to unlock, DC 15 to break; 10 hp)

2600 cp, 1500 sp, 110 gp, 3 x diamond (50 gp),


bloodstone (50 gp), chalcedony (50 gp), jasper (50
gp), onyx (50 gp), 2 x quartz (50 gp), Spell Scroll
(Sacred Flame) (common, dmg 200), Spell Scroll
(Charm Person) (common, dmg 200), Spell Scroll
(Healing Word) (common, dmg 200)

Room #44 North Entry #1 Locked Strong Wooden Door (DC 25 to open, DC 20
to break; 20 hp)
→ Leads to room #26
North Entry #2 Unlocked Good Wooden Door (15 hp)
East Entry Locked Simple Wooden Door (DC 25 to open, DC 15
to break; 10 hp)
→ Leads to room #41
Room Features Someone has scrawled "Mind the gap" on the west
wall, and mysterious levers and mechanisms cover
the north and south walls
Monster Hobgoblin Devastator (cr 4, motm 153, vgm 161)
and 1 x Hobgoblin (cr 1/2, mm 186); medium, 1200
xp

Treasure: 1 pp; 20 sp

Room #45 North Entry Locked Strong Wooden Door (DC 20 to open, DC 20
to break; 20 hp)

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


Empty

Room #46 North Entry Unlocked Good Wooden Door (15 hp)
South Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #40
Room Features An altar of evil sits in the south-east corner of the
room, and a pile of iron blobs lies in the east side of
the room
Room #47 East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #31, inhabited by Hobgoblin and
4 x Goblin
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Monster 2 x Adult Kruthik (cr 2, motm 169, mtf 212); medium,
900 xp

Treasure: 8 gp; 9 gp

Room #48 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #25, inhabited by 8 x Firenewt
Warrior
South Entry #1 Unlocked Simple Wooden Door (10 hp)
→ Leads to room #21
South Entry #2 Archway

Room Features Mysterious levers and mechanisms cover the west


wall, and a pile of spoiled meat lies in the north side
of the room

Room #49 North Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #7
South Entry #1 Archway
→ Leads to room #15, inhabited by 2 x Hobgoblin
and 1 x Bugbear
South Entry #2 Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp)
Room Features A narrow shaft falls into the room from above, and
the north and west walls are covered with mould

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