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The Warrens of Zeiram the Lich lvl1-7 07

Level 7
General History The dungeon was created by kuo-toa as a lair. Its creators were destroyed
by a magical catastrophe, and the dungeon has been attacked and
abandoned many times since then.

Size Huge (73 x 73)


Walls Reinforced Masonry (DC 15 to climb)

Floor Sand

Temperature Cool
Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)

Corridor Features a A narrow shaft descends from the corridor into a midden chamber below

c A large demonic idol with ruby eyes sits in an alcove here


e An iron chandelier hangs from the ceiling here

i Thunder Blaster: DC 15 to find, DC 10 to disable; affects all targets within a


20 ft. cone, DC 15 save or take 4d10 thunder damage and become
deafened for 1d4 rounds
m The walls here have been engraved with glowing symbols

n A chute falls into the corridor from above

r Someone has scrawled "The Guild of the Black Wyvern killed a demon
here" here
s A 15-foot wide chasm cuts across the corridor
u Withered corpses are nailed to the corridor walls

v A narrow shaft descends from the corridor into a plundered tomb below

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

x Someone has scrawled "Shimmerka died here, his spirit broken" in blood
here

z Several alcoves are cut into the walls here

Wandering Monsters 1 8 x Firenewt Warrior (cr 1/2, motm 125, vgm 142); easy, 800 xp, bloodied
and fleeing a more powerful enemy
2 Yuan-ti Mind Whisperer (cr 4, motm 274, vgm 204) and 7 x Yuan-ti
Pureblood (cr 1, mm 310); hard, 2500 xp, returning to their lair with plunder

3 4 x Young Kruthik (cr 1/8, motm 168, mtf 211) and 6 x Adult Kruthik (cr 2,
motm 169, mtf 212); hard, 2800 xp, gathered around an evil shrine

4 Ogre Chain Brute (cr 3, motm 201, mtf 221) and 3 x Ogre (cr 2, mm 237);
medium, 2050 xp, wandering senselessly

5 Kruthik Hive Lord (cr 5, motm 169, mtf 212) and 3 x Adult Kruthik (cr 2,
motm 169, mtf 212); hard, 3150 xp, wielding bizarre eldritch powers
6 Young Brass Dragon (cr 6, mm 105); easy, 2300 xp, returning to their lair
with plunder
Room #1 North Entry #1 Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides to one side)
Ⓢ The door is concealed within a mosaic of geometric patterns
→ Leads to room #57, inhabited by 15 x Firenewt Warrior

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


Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +3 to hit against one
target, 2d10 slashing damage
→ Leads to room #41, inhabited by Young Blue Dragon and 2 x Hobgoblin

North Entry #3 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
→ Leads to room #42

North Entry #4 Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +4 to hit against one
target, 2d10 cold damage
→ Leads to room #58, inhabited by Yuan-ti Mind Whisperer and 7 x Yuan-
ti Pureblood

North Entry #5 Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)


→ Leads to room #24

East Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
South Entry #1 Secret (DC 25 to find) Locked Iron Door (DC 20 to open, DC 30 to break;
60 hp)
Ⓢ A bookcase and concealed door pivots smoothly

South Entry #2 Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #48, inhabited by Kruthik Hive Lord and 4 x Adult Kruthik

Room Features An altar of evil sits in the west side of the room, and a pile of rotten fruit lies
in the north side of the room

Room #2 North Entry #1 Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
→ Leads to room #46, inhabited by Firenewt Warlock of Imix and 9 x
Firenewt Warrior

North Entry #2 Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)


→ Leads to room #45, inhabited by Firenewt Warlock of Imix and 8 x
Firenewt Warrior
West Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit against one
target, 4d10 piercing damage

South Entry #1 Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides
down)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +3 to hit against one
target, 2d10 piercing damage
→ Leads to room #59

South Entry #2 Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
→ Leads to room #60

Monster Yuan-ti Pit Master (cr 5, motm 276, vgm 206) and 2 x Yuan-ti Pureblood (cr
1, mm 310); hard, 2200 xp

Treasure: 900 cp, 6000 sp, 2800 gp, 90 pp, a bloodstone rod inlaid with a
meandros of platinum (250 gp), a fine porcelain tile adorned with gold and a
coat of arms in relief (250 gp), Spell Scroll (Command) (common, dmg
200), Potion of Greater Healing (uncommon, dmg 187), 4 x Potion of
Healing (common, dmg 187)
Room #3 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Symbol of Hypnosis: DC 15 to find, DC 15 to disable; affects all targets
within 10 ft., DC 13 save or become incapacitated for 1d4 rounds

West Entry #1 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
West Entry #2 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)

South Entry Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is located above a small stone dais and concealed behind a
tapestry of arcane patterns
→ Leads to room #10
Empty

Room #4 North Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #8, inhabited by 4 x Young Kruthik and 6 x Adult Kruthik
South Entry #1 Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)

South Entry #2 Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
up)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +7 to hit against one
target, 4d10 piercing damage
→ Leads to room #9

Room Features A magical idol of a god of light in the south side of the room heals all
wounds of whomever sacrifices a gemstone upon it (but only once), and a
circle of tall stones stands in the north-east corner of the room

Monster Flind (cr 9, motm 127, vgm 153) and 2 x Gnoll (cr 1/2, mm 163); hard, 5200
xp

Treasure: 1100 cp, 8000 sp, 2300 gp, 110 pp, diamond (100 gp), 2 x pearl
(100 gp), garnet (100 gp), jade (100 gp), jet (100 gp), spinel (100 gp),
tourmaline (100 gp)

Room #5 North Entry Secret (DC 15 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed behind a pile of skulls

East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20


hp)
South Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ One-way Door: DC 15 to find, DC 10 to disable
→ Leads to room #7

Empty

Room #6 North Entry #1 Secret (DC 20 to find) Locked Good Wooden Door (DC 25 to open, DC 15
to break; 15 hp)
Ⓢ The door is concealed behind a statue of an elemental salamander, and
opened by setting it aflame
North Entry #2 Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind an area of mould
→ Leads to room #11, inhabited by Ogre Chain Brute and 1 x Ogre
North Entry #3 Secret (DC 25 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed by an illusion
West Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
East Entry Secret (DC 15 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
(magically reinforced, disadvantage to break)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features A narrow shaft descends from the room into a plundered tomb below, and
someone has scrawled "Abandon all hope" on the south wall
Room #7 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ One-way Door: DC 15 to find, DC 10 to disable
→ Leads to room #5
East Entry Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break;
15 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each creature
which touches the trigger, DC 13 save or take 4d10 damage
Room Features The room has a high domed ceiling, and an unidentifiable odor fills the
room

Room #8 West Entry #1 Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is located several feet above the floor and concealed behind a
tapestry of a legendary battle
West Entry #2 Trapped and Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
(slides to one side)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
East Entry #1 Secret (DC 15 to find) Trapped and Locked Good Wooden Door (DC 20 to
open, DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Ice Dart Trap: DC 10 to find, DC 15 to disable; +7 to hit against one
target, 4d10 cold damage

East Entry #2 Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
(slides to one side)
→ Leads to room #37, inhabited by 6 x Gnoll and 1 x Maw Demon

South Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #4, inhabited by Flind and 2 x Gnoll

Room Features A group of demonic faces have been carved into the west wall, and the
sound of rushing water can be faintly heard near the west wall

Monster 4 x Young Kruthik (cr 1/8, motm 168, mtf 211) and 6 x Adult Kruthik (cr 2,
motm 169, mtf 212); hard, 2800 xp

Treasure: 5 pp; 14 cp; 22 cp; 17 cp; 2 pp; 13 sp; 26 cp; 20 sp; 15 sp; 14 cp

Room #9 North Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
up)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +7 to hit against one
target, 4d10 piercing damage
→ Leads to room #4, inhabited by Flind and 2 x Gnoll

Empty

Room #10 North Entry Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is located above a small stone dais and concealed behind a
tapestry of arcane patterns
→ Leads to room #3

West Entry Trapped and Locked Simple Wooden Door (DC 20 to open, DC 15 to break;
10 hp)
Ⓣ Thunderstone Mine: DC 10 to find, DC 10 to disable; affects all targets
within 20 ft., DC 14 save or take 4d10 thunder damage and become
deafened for 1d4 rounds
East Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Teleporter Crystal: DC 10 to find, DC 15 to disable; affects each
creature which touches the crystal, DC 12 save or be teleported to another
location

Room Features Someone has scrawled "For the glory of Emirkol the Chaotic" in orcish
runes on the south wall, and a pile of rotten fruit lies in the south side of the
room
Room #11 West Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
South Entry Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind an area of mould
→ Leads to room #6

Room Features The floor is covered in perfect hexagonal tiles, and someone has scrawled
"Stay low" in orcish runes on the west wall

Monster Ogre Chain Brute (cr 3, motm 201, mtf 221) and 1 x Ogre (cr 2, mm 237);
easy, 1150 xp

Treasure: 13 ep; 10 sp

Room #12 North Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
West Entry #1 Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)

West Entry #2 Trapped and Unlocked Iron Door (60 hp)


Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +3 to hit against one
target, 2d10 piercing damage
Empty

Room #13 North Entry Secret (DC 15 to find) Locked Iron Door (DC 25 to open, DC 30 to break;
60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
East Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)

Empty

Room #14 West Entry #1 Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)

West Entry #2 Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Falling Block: DC 15 to find, DC 15 to disable; affects all targets within
a 10 ft. square area, DC 11 save or take 2d10 damage
South Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
→ Leads to room #16
Room Features A tile mosaic of legendary monsters covers the floor, and a sulphurous odor
fills the south-west corner of the room

Monster Wight (cr 3, mm 300) and 4 x Zombie (cr 1/4, mm 316); easy, 900 xp

Treasure: 13 cp; 11 gp; 6 gp; 19 sp; 17 cp

Room #15 West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
South Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)

Monster Hobgoblin Warlord (cr 6, mm 187) and 6 x Hobgoblin (cr 1/2, mm 186);
deadly, 2900 xp

Treasure: 700 cp, 5000 sp, 2500 gp, 120 pp, a fine leather mantle sewn
with gold (250 gp), a fine porcelain cup gilded and painted with mythical
creatures (250 gp), a lacquered wooden coffer engraved with a labyrinth
(250 gp), a pair of silk gloves threaded with electrum (250 gp), Immovable
Rod (uncommon, dmg 175), Potion of Greater Healing (uncommon, dmg
187), Potion of Growth (uncommon, dmg 187)

Room #16 North Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
→ Leads to room #14, inhabited by Wight and 4 x Zombie

West Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +3 to hit against one
target, 2d10 piercing damage

South Entry Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved
from stone
Empty
Room #17 West Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)

East Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
Monster Lamia (cr 4, mm 201) and 6 x Tribal Warrior (cr 1/8, mm 350); medium,
1250 xp

Treasure: 8 ep; 9 ep; 7 gp; 15 cp; 24 cp; 11 gp; 10 gp

Room #18 North Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #33

Room Features A stone stair ascends towards the north wall, and a wooden ladder rests
against the north wall
Monster Yuan-ti Malison (cr 3, mm 309) and 2 x Yuan-ti Pureblood (cr 1, mm 310);
easy, 1100 xp

Treasure: 18 sp; 10 gp; 12 cp

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

800 cp, 5000 sp, 2300 gp, 80 pp, 4 x diamond (50 gp), jasper (50 gp),
sardonyx (50 gp), 2 x zircon (50 gp), Spell Scroll (Cloud of Daggers)
(uncommon, dmg 200), 3 x Potion of Healing (common, dmg 187)

Room #19 North Entry #1 Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break;
20 hp)
Ⓣ Rune of Dread: DC 10 to find, DC 15 to disable; affects all targets
within 10 ft., DC 12 save or become frightened for 1d4 rounds

North Entry #2 Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break;
15 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature
which touches the trigger, DC 11 save or take 2d10 damage

South Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +8 to hit against one
target, 4d10 slashing damage
→ Leads to room #36

Room Features A stone dais sits in the east side of the room, and someone has scrawled
"No secret door here" in orcish runes on the south wall
Monster Yuan-ti Mind Whisperer (cr 4, motm 274, vgm 204) and 6 x Yuan-ti
Pureblood (cr 1, mm 310); hard, 2300 xp

Treasure: 15 sp; 2 pp; 18 sp; 11 gp; 14 ep; 7 gp; 20 sp

Room #20 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
South Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ Earthmaw Trap: DC 10 to find, DC 15 to disable; +8 to hit against one
target, 4d10 piercing damage
→ Leads to room #35, inhabited by Blue Dragon Wyrmling and 9 x Kobold

Monster Yuan-ti Pit Master (cr 5, motm 276, vgm 206) and 6 x Yuan-ti Pureblood (cr
1, mm 310); deadly, 3000 xp

Treasure: 700 cp, 6000 sp, 2300 gp, 90 pp, a copper cup engraved with
draconic scales (25 gp), a rosewood rod engraved with arcane runes (25
gp), a set of crystal dice (25 gp), a steel ring brooch set with a single pearl
(25 gp), a stoneware bowl embossed with draconic runes (25 gp), an
agateware salt cellar painted with garden imagery (25 gp), an obsidian bowl
engraved with draconic runes (25 gp), Spell Scroll (Spider Climb)
(uncommon, dmg 200), 4 x Potion of Healing (common, dmg 187)
Room #21 South Entry Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
Room Features Several headless statues are scattered throughout the room, and someone
has scrawled "They ate Amathama" on the south wall

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

700 cp, 8000 sp, 1500 gp, 120 pp, a pair of fine leather shoes sewn with
electrum (250 gp), a porcelain ewer adorned with silver and a castle in relief
(250 gp), a porcelain ewer adorned with silver and a hydra in relief (250 gp),
an electrum ring set with black sapphire and ruby (250 gp), an ivory scepter
engraved with draconic scales (250 gp), Sword of Sharpness (longsword)
(very rare, dmg 206)

Room #22 West Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each creature
which touches the trigger, DC 13 save or take 4d10 damage
→ Leads to room #60
South Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +6 to hit against one
target, 4d10 slashing damage
Room Features Numerous pillars line the north wall, and an overwhelming stench fills the
room

Monster Gnoll Fang of Yeenoghu (cr 4, mm 163) and 11 x Gnoll Witherling (cr 1/4,
motm 145, vgm 155); hard, 1650 xp

Treasure: 11 gp; 13 sp; 13 cp; 15 gp; 11 gp; 12 gp; 10 cp; 12 sp; 15 sp; 22
sp; 14 cp; 11 sp

Room #23 North Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
→ Leads to room #32

East Entry Secret (DC 15 to find) Stuck Stone Door (DC 20 to break; 60
hp)
Ⓢ A stone statue and section of wall pivots smoothly
→ Leads to room #57, inhabited by 15 x Firenewt Warrior
Empty

Room #24 East Entry #1 Trapped and Unlocked Iron Door (60 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +6 to hit against one
target, 4d10 slashing damage

East Entry #2 Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to disable; +12 to hit against one
target, 10d10 slashing damage

South Entry Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)


→ Leads to room #1

Empty

Room #25 North Entry #1 Trapped and Unlocked Stone Door (60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each creature
which touches the trigger, DC 11 save or take 2d10 damage
→ Leads to room #53, inhabited by Yuan-ti Mind Whisperer and 9 x Yuan-
ti Pureblood

North Entry #2 Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)

South Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
Monster 15 x Gnoll (cr 1/2, mm 163) and 1 x Maw Demon (cr 1, motm 176, vgm
137); deadly, 1700 xp

Treasure: 900 cp, 7000 sp, 1800 gp, 90 pp, a brass longsword set with a
rosette of hematite (25 gp), a cloth sash threaded with silver (25 gp), a
copper medallion etched with arcane runes (25 gp), a fine leather mantle
trimmed with rabbit fur (25 gp), a leather armor tooled with arcane runes (25
gp), a linen sash threaded with copper (25 gp), a wooden scepter inlaid with
ornate silver scrollwork (25 gp), an earthenware tureen painted with floral
imagery (25 gp), Potion of Supreme Healing (very rare, dmg 187)
Room #26 North Entry Secret (DC 25 to find) Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved
from stone
→ Leads to room #54
East Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)

South Entry Trapped and Unlocked Stone Door (60 hp)


Ⓣ Magic Missle Trap: DC 15 to find, DC 15 to disable; one target, 4d10
force damage

Room Features A tapestry of arcane patterns hangs from the west wall, and a corroded
mace lies in the north-east corner of the room

Room #27 North Entry Trapped and Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
Ⓣ Fire Spray: DC 15 to find, DC 10 to disable; affects all targets within a
20 ft. cone, DC 14 save or take 4d10 fire damage
West Entry Secret (DC 15 to find) Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
Ⓢ The door is located near the ceiling and concealed behind an area of
slime

Hidden Treasure Hidden (DC 20 to find) Unlocked Good Wooden Chest (15 hp)

900 cp, 9000 sp, 1800 gp, 80 pp, 7 x diamond (50 gp), citrine (50 gp),
jasper (50 gp), onyx (50 gp), zircon (50 gp)

Room #28 North Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)

East Entry Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break;
20 hp) (slides to one side)
Ⓣ Magic Missle Trap: DC 10 to find, DC 20 to disable; one target, 4d10
force damage

Room Features Someone has scrawled "Ferdo Cottunn fell here, his luck ran out before his
arrows" in blood on the east wall, and a pile of corroded iron spikes lies in
the north-west corner of the room

Room #29 West Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)

East Entry Trapped and Unlocked Stone Door (60 hp)


Ⓣ Rune of Dread: DC 15 to find, DC 10 to disable; affects all targets
within 10 ft., DC 19 save or become frightened for 1d4 rounds

South Entry Trapped and Locked Strong Wooden Door (DC 20 to open, DC 20 to break;
20 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +3 to hit against one
target, 2d10 slashing damage
→ Leads to room #40, inhabited by 8 x Hobgoblin

Room Features A chute descends from the room into the next dungeon level down, and a
rusted axe lies in the south-east corner of the room
Monster 2 x Young Kruthik (cr 1/8, motm 168, mtf 211) and 2 x Adult Kruthik (cr 2,
motm 169, mtf 212); easy, 950 xp

Treasure: 14 sp; 15 cp; 19 cp; 19 cp

Room #30 East Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +8 to hit against one
target, 4d10 piercing damage

South Entry Secret (DC 25 to find) Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is located several feet above the floor and concealed behind
an area of slime
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets within
a 10 ft. square area, DC 13 save or take 4d10 damage
→ Leads to room #39, inhabited by Kobold Scale Sorcerer and 11 x
Kobold

Room Features A tile mosaic of ancient mythology covers the floor, and a grinding noise
can be heard in the south-west corner of the room
Room #31 East Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)

Monster Kobold Scale Sorcerer (cr 1, motm 165, vgm 167) and 15 x Kobold (cr 1/8,
mm 195); easy, 575 xp

Treasure: 17 sp; 9 sp; 17 sp; 13 sp; 13 sp; 17 cp; 9 gp; 8 cp; 8 sp; 11 ep; 14
ep; 14 sp; 19 cp; 9 sp; 15 ep; 12 sp

Room #32 North Entry Secret (DC 20 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed behind a statue of a hydra, and opened by
reaching into several of its mouths
→ Leads to room #37, inhabited by 6 x Gnoll and 1 x Maw Demon

West Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)

South Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)


→ Leads to room #23

Room Features Numerous pillars line the south wall, and a warped spear lies in the east
side of the room
Trap Shrine of Evil: DC 15 to find, DC 20 to disable; affects good creatures which
touch the shrine, DC 15 save or take 4d10 damage

Room #33 North Entry Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break;
15 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +7 to hit against one
target, 4d10 piercing damage

South Entry #1 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
South Entry #2 Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #18, inhabited by Yuan-ti Malison and 2 x Yuan-ti
Pureblood

Empty

Room #34 West Entry Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides down)
Ⓢ A bookcase and concealed door pivots smoothly

Room Features A stream of water flows along a channel in the floor, and the north and west
walls are covered with goblin graffiti
Monster 11 x Dust Mephit (cr 1/2, mm 215) and 1 x Ghoul (cr 1, mm 148); medium,
1300 xp

Treasure: 21 sp; 23 cp; 17 cp; 11 sp; 24 cp; 19 cp; 5 gp; 21 cp; 24 cp; 18
cp; 13 sp; 16 cp

Trap 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

Room #35 North Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ Earthmaw Trap: DC 10 to find, DC 15 to disable; +8 to hit against one
target, 4d10 piercing damage
→ Leads to room #20, inhabited by Yuan-ti Pit Master and 6 x Yuan-ti
Pureblood

East Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)

South Entry #1 Secret (DC 25 to find) Locked Iron Door (DC 25 to open, DC 30 to break;
60 hp)
Ⓢ A bookcase and concealed door pivots smoothly

South Entry #2 Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides to one side)
Ⓢ The door is located above a small stone dais and concealed behind a
pile of broken stone
Room Features A tile mosaic of a demonic god covers the floor, and several pieces of
rotten bread are scattered throughout the room

Monster Blue Dragon Wyrmling (cr 3, mm 91) and 9 x Kobold (cr 1/8, mm 195);
easy, 925 xp

Treasure: 3 pp; 10 gp; 12 sp; 16 sp; 23 cp; 11 sp; 14 cp; 16 sp; 17 sp; 16 sp
Room #36 North Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +8 to hit against one
target, 4d10 slashing damage
→ Leads to room #19, inhabited by Yuan-ti Mind Whisperer and 6 x Yuan-
ti Pureblood

East Entry #1 Secret (DC 15 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is concealed within a mosaic of a god of trickery
→ Leads to room #55, inhabited by Young Brass Dragon

East Entry #2 Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +8 to hit against one
target, 4d10 piercing damage

Room Features Spirals of gray stones cover the floor, and a dagger hilt lies in the south-
east corner of the room

Room #37 North Entry Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is located several feet above the floor and concealed behind
an area of fungus

West Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
(slides to one side)
→ Leads to room #8, inhabited by 4 x Young Kruthik and 6 x Adult Kruthik

South Entry Secret (DC 20 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed behind a statue of a hydra, and opened by
reaching into several of its mouths
→ Leads to room #32

Monster 6 x Gnoll (cr 1/2, mm 163) and 1 x Maw Demon (cr 1, motm 176, vgm 137);
easy, 800 xp

Treasure: 17 cp; 12 sp; 17 ep; 2 pp; 19 cp; 11 sp; 1 pp

Room #38 North Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp) (slides down)

Room Features The floor is covered in perfect hexagonal tiles, and a putrid odor fills the
room

Monster Firenewt Warlock of Imix (cr 1, motm 125, vgm 143) and 15 x Firenewt
Warrior (cr 1/2, motm 125, vgm 142); deadly, 1700 xp

Treasure: 300 cp, 6000 sp, 3400 gp, 130 pp

Trap Ice Spear Trap: DC 15 to find, DC 20 to disable; +8 to hit against one


target, 4d10 cold damage

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

500 cp, 7000 sp, 2600 gp, 160 pp, diamond (100 gp), amber (100 gp), coral
(100 gp), jade (100 gp), jet (100 gp), 3 x pearl (100 gp)
Room #39 North Entry Secret (DC 25 to find) Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is located several feet above the floor and concealed behind
an area of slime
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets within
a 10 ft. square area, DC 13 save or take 4d10 damage
→ Leads to room #30
South Entry Trapped and Unlocked Stone Door (60 hp) (slides down)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within
a 10 ft. square area, DC 14 save or take 4d10 damage

Room Features A magical altar in the south-west corner of the room summons an air
elemental to serve whomever sacrifices a magical item upon it (but only
once), and a narrow shaft falls into the room from above

Monster Kobold Scale Sorcerer (cr 1, motm 165, vgm 167) and 11 x Kobold (cr 1/8,
mm 195); easy, 475 xp

Treasure: 13 cp; 5 ep; 10 gp; 23 cp; 16 sp; 22 cp; 16 cp; 12 cp; 11 ep; 15
ep; 7 gp; 13 sp

Room #40 North Entry #1 Secret (DC 25 to find) Locked Iron Door (DC 15 to open, DC 30 to break;
60 hp)
Ⓢ The door is concealed within an upright sarcophagus

North Entry #2 Trapped and Locked Strong Wooden Door (DC 20 to open, DC 20 to break;
20 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +3 to hit against one
target, 2d10 slashing damage
→ Leads to room #29, inhabited by 2 x Young Kruthik and 2 x Adult Kruthik

South Entry Secret (DC 15 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is concealed within a mosaic of legendary monsters

Monster 8 x Hobgoblin (cr 1/2, mm 186); easy, 800 xp

Treasure: 14 sp; 14 gp; 18 sp; 16 cp; 23 cp; 16 sp; 18 sp; 14 cp

Trap Thunder Blaster: DC 15 to find, DC 15 to disable; affects all targets within a


20 ft. cone, DC 15 save or take 4d10 thunder damage and become
deafened for 1d4 rounds

Hidden Treasure Hidden (DC 25 to find) Locked Good Wooden Chest (DC 15 to unlock, DC
20 to break; 15 hp)

700 cp, 5000 sp, 2400 gp, 80 pp, 2 x diamond (50 gp), chalcedony (50 gp),
citrine (50 gp), quartz (50 gp), sardonyx (50 gp), star rose quartz (50 gp),
Cloak of Protection (uncommon, dmg 159)

Room #41 North Entry Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly

South Entry Trapped and Unlocked Stone Door (60 hp)


Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +3 to hit against one
target, 2d10 slashing damage
→ Leads to room #1

Room Features A faded and torn tapestry hangs from the north wall, and a sundered shield
lies in the center of the room

Monster Young Blue Dragon (cr 9, mm 91) and 2 x Hobgoblin (cr 1/2, mm 186);
hard, 5200 xp

Treasure: 1500 cp, 30 ep; 16 cp; 7 gp


Room #42 North Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +4 to hit against one
target, 2d10 piercing damage

East Entry Secret (DC 15 to find) Trapped and Locked Simple Wooden Door (DC 10 to
open, DC 15 to break; 10 hp)
Ⓢ The door is concealed within a horrific torture device
Ⓣ Fire Spray: DC 15 to find, DC 10 to disable; affects all targets within a
20 ft. cone, DC 15 save or take 4d10 fire damage
→ Leads to room #58, inhabited by Yuan-ti Mind Whisperer and 7 x Yuan-
ti Pureblood

South Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
→ Leads to room #1

Room Features A stone dais and throne sits in the south-west corner of the room, and the
sound of chimes fills the room

Room #43 West Entry Secret (DC 25 to find) Unlocked Stone Door (60 hp)
Ⓢ The door is located near the ceiling and opened by pulling an iron
sconce
→ Leads to room #59

South Entry Secret (DC 15 to find) Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
Ⓢ The door is located near the ceiling and concealed behind an area of
slime

Trap Thunder Blaster: DC 10 to find, DC 15 to disable; affects all targets within a


20 ft. cone, DC 17 save or take 10d10 thunder damage and become
deafened for 1d4 rounds

Hidden Treasure Hidden (DC 20 to find) Locked Iron Chest (DC 15 to unlock, DC 30 to
break; 60 hp)

700 cp, 11000 sp, 2400 gp, 120 pp, 2 x diamond (50 gp), chalcedony (50
gp), 2 x jasper (50 gp), Cloak of Elvenkind (uncommon, dmg 158), Periapt
of Wound Closure (uncommon, dmg 184), Wand of Magic Missiles
(uncommon, dmg 211)

Room #44 South Entry Trapped and Locked Strong Wooden Door (DC 25 to open, DC 20 to break;
20 hp)
Ⓣ Acid Spray: DC 15 to find, DC 20 to disable; affects all targets within a
20 ft. cone, DC 12 save or take 2d10 acid damage for 1d4 rounds

Room Features Someone has scrawled "No, I said it had eleven eyes" on the west wall, and
a metallic odor fills the south-west corner of the room

Room #45 North Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +3 to hit against one
target, 2d10 piercing damage

East Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)

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


→ Leads to room #2, inhabited by Yuan-ti Pit Master and 2 x Yuan-ti
Pureblood

Room Features Several square holes are cut into the ceiling and floor, and water drips from
the ceiling in the east side of the room
Monster Firenewt Warlock of Imix (cr 1, motm 125, vgm 143) and 8 x Firenewt
Warrior (cr 1/2, motm 125, vgm 142); easy, 1000 xp

Treasure: 14 sp; 23 cp; 20 cp; 11 gp; 15 sp; 14 sp; 8 sp; 22 cp; 7 ep


Room #46 West Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)

South Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
→ Leads to room #2, inhabited by Yuan-ti Pit Master and 2 x Yuan-ti
Pureblood

Room Features The south and west walls are covered with bloodstains, and a pile of rotting
wood lies in the west side of the room

Monster Firenewt Warlock of Imix (cr 1, motm 125, vgm 143) and 9 x Firenewt
Warrior (cr 1/2, motm 125, vgm 142); easy, 1100 xp

Treasure: 15 cp; 15 sp; 17 cp; 3 pp; 19 sp; 13 gp; 18 cp; 15 sp; 8 sp; 14 ep

Room #47 West Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +5 to hit against one
target, 2d10 cold damage
→ Leads to room #48, inhabited by Kruthik Hive Lord and 4 x Adult Kruthik

East Entry Secret (DC 25 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly

South Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
Room Features Someone has scrawled "Lightning comes before thunder" on the west wall,
and a dagger hilt lies in the north-west corner of the room

Room #48 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #1

East Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +5 to hit against one
target, 2d10 cold damage
→ Leads to room #47

Monster Kruthik Hive Lord (cr 5, motm 169, mtf 212) and 4 x Adult Kruthik (cr 2,
motm 169, mtf 212); deadly, 3600 xp

Treasure: 1100 cp, 11000 sp, 2600 gp, 150 pp, a brass orb set with
chrysoprase and citrine (25 gp), a silver dagger inlaid with electrum (25 gp),
a silver salt cellar engraved with dwarven axeheads (25 gp), a stoneware
salt cellar painted with woodland imagery (25 gp), a wooden coffer
engraved with floral vines (25 gp), Spell Scroll (Vicious Mockery) (common,
dmg 200), Spell Scroll (Detect Thoughts) (uncommon, dmg 200), Spell
Scroll (Silence) (uncommon, dmg 200), Potion of Healing (common, dmg
187)

Room #49 South Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +9 to hit against one
target, 10d10 slashing damage
Empty

Room #50 North Entry Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is located several feet above the floor and concealed behind a
pile of skulls
South Entry Secret (DC 20 to find) Trapped and Stuck Strong Wooden Door (DC 15 to
break; 20 hp) (slides down)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Symbol of Hypnosis: DC 15 to find, DC 15 to disable; affects all targets
within 10 ft., DC 12 save or become incapacitated for 1d4 rounds

Room Features A ladder ascends to a catwalk hanging between the east and west walls,
and a toppled statue lies in the north-east corner of the room
Room #51 East Entry Secret (DC 25 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is located above a small stone dais and concealed behind an
area of fungus

South Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +12 to hit against one
target, 10d10 piercing damage
Room Features A group of demonic faces have been carved into the east wall, and lit
candles are scattered across the floor

Room #52 West Entry #1 Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 20 to disable; one target, 10d10
force damage

West Entry #2 Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides to
one side)
Ⓣ Rune of Hypnosis: DC 15 to find, DC 10 to disable; affects all targets
within 10 ft., DC 19 save or become incapacitated for 1d4 rounds

East Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Falling Block: DC 10 to find, DC 15 to disable; affects all targets within
a 10 ft. square area, DC 10 save or take 2d10 damage
Room Features Someone has scrawled "You cannot kill it with wizardry" on the west wall,
and a rusted chisel lies in the west side of the room

Room #53 South Entry #1 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable

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


Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each creature
which touches the trigger, DC 11 save or take 2d10 damage
→ Leads to room #25, inhabited by 15 x Gnoll and 1 x Maw Demon

Room Features The ceiling is covered with bloodstains, and a pile of torches lies in the east
side of the room

Monster Yuan-ti Mind Whisperer (cr 4, motm 274, vgm 204) and 9 x Yuan-ti
Pureblood (cr 1, mm 310); deadly, 2900 xp

Treasure: 9 sp; 11 ep; 9 gp; 23 cp; 15 sp; 20 sp; 14 cp; 15 cp; 19 sp; 14 sp

Room #54 North Entry Secret (DC 15 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed behind a pile of skulls

South Entry Secret (DC 25 to find) Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved
from stone
→ Leads to room #26

Empty

Room #55 North Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)

West Entry Secret (DC 15 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is concealed within a mosaic of a god of trickery
→ Leads to room #36

South Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable; affects each creature
which touches the lock, DC 15 save or take 4d10 lightning damage

Monster Young Brass Dragon (cr 6, mm 105); easy, 2300 xp

Treasure: 170 gp
Room #56 North Entry Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break;
20 hp)
Ⓣ Rune of Dread: DC 15 to find, DC 10 to disable; affects all targets
within 10 ft., DC 13 save or become frightened for 1d4 rounds

West Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Rune of Fear: DC 10 to find, DC 15 to disable; affects all targets within
10 ft., DC 10 save or become frightened for 1d4 rounds

Empty

Room #57 North Entry Trapped and Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each creature
which touches the trigger, DC 12 save or take 4d10 damage

West Entry Secret (DC 15 to find) Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ A stone statue and section of wall pivots smoothly
→ Leads to room #23

South Entry Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides to one side)
Ⓢ The door is concealed within a mosaic of geometric patterns
→ Leads to room #1

Room Features A narrow shaft descends from the room into a midden chamber below, and
the ceiling is covered with cracks

Monster 15 x Firenewt Warrior (cr 1/2, motm 125, vgm 142); hard, 1500 xp

Treasure: 400 cp, 10000 sp, 2300 gp, 90 pp, black onyx (150 gp), 2 x
diamond (100 gp), 3 x pearl (100 gp), chrysoberyl (100 gp), 3 x coral (100
gp), Ring of Water Walking (uncommon, dmg 193), Wand of Web
(uncommon, dmg 212)

Room #58 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +5 to hit against one
target, 2d10 slashing damage

West Entry Secret (DC 15 to find) Trapped and Locked Simple Wooden Door (DC 10 to
open, DC 15 to break; 10 hp)
Ⓢ The door is concealed within a horrific torture device
Ⓣ Fire Spray: DC 15 to find, DC 10 to disable; affects all targets within a
20 ft. cone, DC 15 save or take 4d10 fire damage
→ Leads to room #42

South Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +4 to hit against one
target, 2d10 cold damage
→ Leads to room #1

Monster Yuan-ti Mind Whisperer (cr 4, motm 274, vgm 204) and 7 x Yuan-ti
Pureblood (cr 1, mm 310); hard, 2500 xp

Treasure: 14 sp; 14 gp; 22 sp; 17 sp; 11 sp; 2 pp; 12 sp; 19 cp

Room #59 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides
down)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +3 to hit against one
target, 2d10 piercing damage
→ Leads to room #2, inhabited by Yuan-ti Pit Master and 2 x Yuan-ti
Pureblood

East Entry Secret (DC 25 to find) Unlocked Stone Door (60 hp)
Ⓢ The door is located near the ceiling and opened by pulling an iron
sconce
→ Leads to room #43

Empty
Room #60 North Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
→ Leads to room #2, inhabited by Yuan-ti Pit Master and 2 x Yuan-ti
Pureblood

East Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each creature
which touches the trigger, DC 13 save or take 4d10 damage
→ Leads to room #22, inhabited by Gnoll Fang of Yeenoghu and 11 x
Gnoll Witherling

South Entry #1 Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
South Entry #2 Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Empty

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