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The Pit of Badesi 03

Level 3
General History The dungeon was created by worshippers of a good
deity as a death trap. It was eventually abandoned by
its creators, and the dungeon has lain empty for
many centuries until recently.
Size Small (39 x 51)
Walls Masonry (DC 15 to climb)

Floor Hewn Stone (DC 10 to charge or run)


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

Corridor Features a Earthmaw Trap: DC 15 to find, DC 15 to disable; +8


to hit against one target, 2d10 piercing damage
c A 5-foot wide chasm cuts across the corridor
e A fountain of water sits in an alcove here
i A chute descends from the corridor into a natural
cavern below

Room #1 North Entry #1 Secret (DC 15 to find) Stuck Strong Wooden Door
(DC 15 to break; 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly

North Entry #2 Locked Simple Wooden Door (DC 15 to open, DC 15


to break; 10 hp)
East Entry Secret (DC 15 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ The door is located above a small stone dais
and concealed behind a pile of broken stone
→ Leads to room #2
Room Features Skeletons hang from chains and manacles against
the south and west walls, and a rusted gauntlet lies
in the west side of the room

Room #2 North Entry Locked Strong Wooden Door (DC 25 to open, DC 20


to break; 20 hp) (slides up)
West Entry Secret (DC 15 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ The door is located above a small stone dais
and concealed behind a pile of broken stone
→ Leads to room #1
East Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp) (magically reinforced, disadvantage
to break)
East Entry #2 Secret (DC 20 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
Room Features Someone has scrawled "Beneath the altar" on the
west wall, and a broken wooden chest lies in the
south-west corner of the room
Room #3 East Entry Locked Good Wooden Door (DC 10 to open, DC 15
to break; 15 hp)
→ Leads to room #4
South Entry #1 Trapped and Unlocked Stone Door (60 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 15
save or take 2d10 damage

South Entry #2 Locked Simple Wooden Door (DC 25 to open, DC 15


to break; 10 hp)

South Entry #3 Secret (DC 20 to find) Locked Stone Door (DC 15 to


open, DC 25 to break; 60 hp)
Ⓢ A bookcase and section of wall pivots smoothly
Room Features A well lies in the north-east corner of the room, and
an unexplained breeze can be felt in the center of
the room

Room #4 West Entry Locked Good Wooden Door (DC 10 to open, DC 15


to break; 15 hp)
→ Leads to room #3
East Entry Trapped and Locked Stone Door (DC 25 to open,
DC 25 to break; 60 hp)
Ⓣ Contact Poison: DC 15 to find, DC 15 to disable;
affects each creature which touches the trigger, DC
10 save or take 1d10 damage
South Entry Locked Strong Wooden Door (DC 20 to open, DC 20
to break; 20 hp)
Empty

Room #5 West Entry Locked Iron Door (DC 25 to open, DC 30 to break;


60 hp) (slides up)

East Entry #1 Trapped and Locked Simple Wooden Door (DC 25


to open, DC 15 to break; 10 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable;
affects each creature which touches the trigger, DC
12 save or take 2d10 damage
East Entry #2 Secret (DC 25 to find) Trapped and Locked Strong
Wooden Door (DC 20 to open, DC 20 to break; 20
hp)
Ⓢ The door is located above a small stone dais
and concealed by an illusion
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
East Entry #3 Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp)
Room Features The floor is covered in square tiles, alternating white
and black, and an iron chandelier hangs from the
ceiling in the center of the room
Room #6 North Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable;
affects each creature which touches the lock, DC 14
save or take 2d10 lightning damage
→ Leads to room #10
East Entry #1 Secret (DC 15 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a tapestry of a
legendary battle
→ Leads to room #23

East Entry #2 Locked Iron Door (DC 10 to open, DC 30 to break;


60 hp)

Room Features A well lies in the south-east corner of the room, and
the south and east walls have been engraved with
glowing symbols

Room #7 North Entry Locked Good Wooden Door (DC 15 to open, DC 15


to break; 15 hp)
South Entry Secret (DC 20 to find) Unlocked Strong Wooden
Door (20 hp)
Ⓢ The door is concealed within the mouth of a
gargantuan skull carved from stone

Room Features A rotting odor fills the room, and several torches are
scattered throughout the room

Room #8 North Entry Locked Strong Wooden Door (DC 15 to open, DC 20


to break; 20 hp)

West Entry #1 Trapped and Locked Iron Door (DC 20 to open, DC


30 to break; 60 hp)
Ⓣ Magic Missle Trap: DC 10 to find, DC 20 to
disable; one target, 2d10 force damage
West Entry #2 Locked Iron Door (DC 10 to open, DC 30 to break;
60 hp)

Room Features A narrow pit covered by iron bars lies in the south
side of the room, and the floor is covered in square
tiles, alternating white and black

Room #9 West Entry Secret (DC 25 to find) Unlocked Strong Wooden


Door (20 hp) (slides up)
Ⓢ The door is concealed within the mouth of a
gargantuan skull carved from stone

East Entry Trapped and Stuck Iron Door (DC 25 to break; 60


hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable;
affects each creature which touches the trigger, DC
13 save or take 2d10 damage

South Entry Locked Stone Door (DC 10 to open, DC 25 to break;


60 hp)
→ Leads to room #12

Room Features Several iron cages are scattered throughout the


room, and the sound of horns can be faintly heard
near the east wall
Room #10 North Entry Secret (DC 15 to find) Stuck Iron Door (DC 25 to
break; 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly

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)
Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable;
affects each creature which touches the lock, DC 14
save or take 2d10 lightning damage
→ Leads to room #6
Empty

Room #11 North Entry Locked Iron Door (DC 10 to open, DC 30 to break;
60 hp)
West Entry Locked Good Wooden Door (DC 10 to open, DC 15
to break; 15 hp)
→ Leads to room #12
South Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
Empty

Room #12 North Entry Locked Stone Door (DC 10 to open, DC 25 to break;
60 hp)
→ Leads to room #9
East Entry Locked Good Wooden Door (DC 10 to open, DC 15
to break; 15 hp)
→ Leads to room #11

South Entry #1 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 11 save or be teleported to another
location

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


to break; 15 hp)
Room Features Various torture devices are scattered throughout the
room, and a sour odor fills the south side of the
room

Room #13 West Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 11
save or take 1d10 damage
→ Leads to room #21
East Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Acid Spray: DC 15 to find, DC 15 to disable;
affects all targets within a 20 ft. cone, DC 14 save or
take 1d10 acid damage for 1d4 rounds

Empty
Room #14 West Entry #1 Locked Good Wooden Door (DC 10 to open, DC 15
to break; 15 hp)
West Entry #2 Secret (DC 20 to find) Stuck Good Wooden Door
(DC 15 to break; 15 hp) (slides down)
Ⓢ The door is located near the ceiling and
concealed within a mosaic of ghoulish carnage

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


open, DC 15 to break; 15 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable;
+5 to hit against one target, 1d10 cold damage
Room Features Someone has scrawled "crimson, crimson, iron,
crimson" on the north wall, and a rusted breastplate
lies in the south side of the room

Room #15 North Entry Locked Good Wooden Door (DC 20 to open, DC 15
to break; 15 hp)
→ Leads to room #22

South Entry Locked Stone Door (DC 15 to open, DC 25 to break;


60 hp)
→ Leads to room #18
Room Features The floor is covered with humanoid bones, and a pile
of broken glass lies in the south-west corner of the
room

Room #16 West Entry Locked Iron Door (DC 15 to open, DC 30 to break;
60 hp)

East Entry Locked Simple Wooden Door (DC 10 to open, DC 15


to break; 10 hp)
Room Features The south and west walls have been engraved with
endless spirals, and someone has scrawled "The
Council of the Blessed Blade killed a rust monster
here" on the north wall

Room #17 North Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60
hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
10 save or take 1d10 damage
North Entry #2 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Falling Block: DC 15 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 10
save or take 1d10 damage

Room Features A tile mosaic of vile acts covers the floor, and
someone has scrawled "black, emerald, black" on
the west wall
Room #18 North Entry Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp)
→ Leads to room #15
East Entry #1 Trapped and Stuck Good Wooden Door (DC 15 to
break; 15 hp)
Ⓣ Symbol of Panic: DC 15 to find, DC 10 to
disable; affects all targets within 10 ft., DC 10 save or
become frightened for 1d4 rounds
East Entry #2 Trapped and Locked Simple Wooden Door (DC 15
to open, DC 15 to break; 10 hp)
Ⓣ Acid Spray: DC 15 to find, DC 10 to disable;
affects all targets within a 20 ft. cone, DC 13 save or
take 1d10 acid damage for 1d4 rounds

East Entry #3 Secret (DC 20 to find) Trapped and Locked Simple


Wooden Door (DC 15 to open, DC 15 to break; 10
hp) (slides down)
Ⓢ The door is concealed within the mouth of a
demonic face carved from stone
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +12
to hit against one target, 4d10 piercing damage
Room Features A group of demonic faces have been carved into the
north wall, and an iron chandelier hangs from the
ceiling in the south-west corner of the room

Room #19 East Entry Locked Simple Wooden Door (DC 25 to open, DC 15
to break; 10 hp)
→ Leads to room #20
Empty

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

West Entry Locked Simple Wooden Door (DC 25 to open, DC 15


to break; 10 hp)
→ Leads to room #19

East Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable

Room Features Someone has scrawled an arrow pointing left on the


north wall, and several iron spikes are scattered
throughout the room
Room #21 North Entry Trapped and Locked Iron Door (DC 10 to open, DC
30 to break; 60 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
16 save or take 4d10 damage

West Entry Trapped and Stuck Simple Wooden Door (DC 10 to


break; 10 hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 10 to
disable; affects each creature which touches the
crystal, DC 11 save or be teleported to another
location
East Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 11
save or take 1d10 damage
→ Leads to room #13
Room Features A stack of rotting wooden crates stands against the
south wall, and laughter can be faintly heard near the
south wall

Room #22 North Entry Locked Stone Door (DC 20 to open, DC 25 to break;
60 hp)
East Entry Secret (DC 20 to find) Unlocked Good Wooden Door
(15 hp)
Ⓢ The door is located above a small stone dais
and concealed within a mosaic of a water god

South Entry Locked Good Wooden Door (DC 20 to open, DC 15


to break; 15 hp)
→ Leads to room #15

Room Features A wooden ladder rests against the south wall, and
the ceiling is covered with cracks

Room #23 West Entry Secret (DC 15 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a tapestry of a
legendary battle
→ Leads to room #6
Hidden Treasure Hidden (DC 25 to find) Locked Good Wooden Chest
(DC 15 to unlock, DC 20 to break; 15 hp)

1300 cp, 1500 sp, 80 gp, 5 x diamond (50 gp),


bloodstone (50 gp), 2 x chrysoprase (50 gp),
moonstone (50 gp), 2 x zircon (50 gp), Oil of
Slipperiness (uncommon, dmg 184), Potion of
Animal Friendship (uncommon, dmg 187), Potion of
Fire Breath (uncommon, dmg 187)

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