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The Warrens of Zeiram The Lich lvl1-6 04
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)
Room #4 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #34
Empty
Room #6 South Entry #1 Stuck Simple Wooden Door (DC 10 to break; 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 #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)
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 #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
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)
Room #19 North Entry Unlocked Strong Wooden Door (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 #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)
Treasure: 15 sp
Room #23 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
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)
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
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)
Room #28 North Entry Unlocked Strong Wooden Door (20 hp)
Empty
Room #29 North Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #26
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 #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
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 #36 West Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #35
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
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
Room #40 North Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #46
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
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)
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 #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