Download as pdf or txt
Download as pdf or txt
You are on page 1of 19

The Dark Temple of the Wyrm Baron 01

Level 1
General History The dungeon was created by a neutral good ranger
as a stronghold. It was eventually conquered by
invaders, and has fallen to ruin and been rebuilt
many times since then.
Size Medium (51 x 65)

Walls Superior Masonry (DC 20 to climb)


Floor Flagstone
Temperature Average
Illumination Dark (individual creatures may carry lights)

Corridor Features a A chute falls into the corridor from above


c A putrid odor fills the corridor
e Electrified Floortile: DC 15 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 15
save or take 2d10 lightning damage

i A chute falls into the corridor from above


m Ice Dart Trap: DC 10 to find, DC 15 to disable; +6 to
hit against one target, 2d10 cold damage

n Someone has scrawled "The curse can never be


broken" here
r A fountain of water sits in an alcove here

s The walls here have been engraved with alien


symbols

u Concealed Pit: DC 10 to find, DC 15 to disable;


affects all targets entering a 10 ft. square area, DC
17 save or take 4d10 damage
v A narrow shaft falls into the corridor from above
w Laughter fills the corridor
x Poison Gas Trap: DC 10 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 12
save or take 2d10 poison damage
z Arrow Trap: DC 10 to find, DC 10 to disable; +3 to
hit against one target, 1d10 piercing damage
Wandering Monsters 1 Hobgoblin (cr 1/2, mm 186) and 1 x Goblin (cr 1/4,
mm 166); medium, 150 xp, tracking the party
2 Bandit Captain (cr 2, mm 344) and 1 x Bandit (cr 1/8,
mm 343); deadly, 475 xp, returning to their lair with
plunder
3 Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,
mm 316); deadly, 500 xp, searching for an object
stolen from their lair
4 Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp, lost and desperate
5 Bugbear (cr 1, mm 33); medium, 200 xp, bloodied
and fleeing a more powerful enemy
6 Bandit Captain (cr 2, mm 344) and 1 x Bandit (cr 1/8,
mm 343); deadly, 475 xp, consumed by disease and
madness

Room #1 East Entry Archway


→ Leads to room #2
South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #4, inhabited by Orc and 1 x Half-
ogre
Room Features Numerous pillars line the south and west walls, and
the ceiling is covered with bloodstains

Room #2 North Entry #1 Secret (DC 20 to find) Stuck Good Wooden Door
(DC 15 to break; 15 hp)
Ⓢ The door is concealed within an upright
sarcophagus
→ Leads to room #29, inhabited by Ogre Zombie
and 1 x Zombie

North Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)

West Entry Archway


→ Leads to room #1
East Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to
break; 30 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
15 save or take 2d10 damage
Empty
Room #3 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

East Entry Secret (DC 25 to find) Stuck Strong Wooden Door


(DC 15 to break; 20 hp)
Ⓢ The door is concealed within the mouth of a
demonic face carved from stone
→ Leads to room #4, inhabited by Orc and 1 x Half-
ogre

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


to break; 15 hp) (slides to one side)
→ Leads to room #6
Room Features A faded and torn tapestry hangs from the south wall,
and someone has scrawled "Ale's well that ends
well" in dwarvish runes on the east wall
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp

Treasure: 11 ep; 10 sp

Room #4 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #1

West Entry Secret (DC 25 to find) Stuck Strong Wooden Door


(DC 15 to break; 20 hp)
Ⓢ The door is concealed within the mouth of a
demonic face carved from stone
→ Leads to room #3, inhabited by Cult Fanatic and
1 x Cultist

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


→ Leads to room #5

South Entry #1 Locked Simple Wooden Door (DC 10 to open, DC 15


to break; 10 hp)
→ Leads to room #6

South Entry #2 Secret (DC 15 to find) Locked Iron Door (DC 15 to


open, DC 30 to break; 60 hp)
Ⓢ The door is concealed behind a statue of a troll
archer, and opened by pulling an arrow in its quiver
→ Leads to room #7

Room Features A group of draconic faces have been carved into the
south wall, and several empty flasks are scattered
throughout the room

Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm


238); deadly, 300 xp

Treasure: 10 ep; 16 gp
Room #5 West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #4, inhabited by Orc and 1 x Half-
ogre

South Entry #1 Archway


→ Leads to room #7

South Entry #2 Unlocked Simple Wooden Door (10 hp) (slides to


one side)
→ Leads to room #55, inhabited by Silver Dragon
Wyrmling
Empty

Room #6 North Entry #1 Locked Good Wooden Door (DC 20 to open, DC 15


to break; 15 hp) (slides to one side)
→ Leads to room #3, inhabited by Cult Fanatic and
1 x Cultist

North Entry #2 Locked Simple Wooden Door (DC 10 to open, DC 15


to break; 10 hp)
→ Leads to room #4, inhabited by Orc and 1 x Half-
ogre

West Entry #1 Secret (DC 25 to find) Trapped and Locked Iron


Door (DC 20 to open, DC 30 to break; 60 hp)
Ⓢ The door is concealed within the mouth of a
gargantuan skull carved from stone
Ⓣ Rune of Confusion: DC 15 to find, DC 15 to
disable; affects all targets within 10 ft., DC 13 save or
become confused (phb 224) for 1d4 rounds
West Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #18
Trap Poison Gas Trap: DC 15 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 12
save or take 2d10 poison damage

Hidden Treasure Hidden (DC 15 to find) Locked Good Wooden Chest


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

2900 cp, 1600 sp, 60 gp, 3 x diamond (50 gp),


bloodstone (50 gp), carnelian (50 gp), chalcedony
(50 gp), 2 x chrysoprase (50 gp), jasper (50 gp),
quartz (50 gp), Spell Scroll (Fire Bolt) (common, dmg
200), Spell Scroll (Compelled Duel) (common, dmg
200), Potion of Climbing (common, dmg 187), Potion
of Healing (common, dmg 187)
Room #7 North Entry #1 Secret (DC 15 to find) Locked Iron Door (DC 15 to
open, DC 30 to break; 60 hp)
Ⓢ The door is concealed behind a statue of a troll
archer, and opened by pulling an arrow in its quiver
→ Leads to room #4, inhabited by Orc and 1 x Half-
ogre

North Entry #2 Archway


→ Leads to room #5

East Entry Archway


→ Leads to room #55, inhabited by Silver Dragon
Wyrmling

South Entry Secret (DC 15 to find) Stuck Stone Door (DC 20 to


break; 60 hp)
Ⓢ A stone column and section of wall pivots open
when a command word is spoken
Empty

Room #8 West Entry Trapped and Unlocked Strong Wooden Door (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 1d10 acid damage for 1d4 rounds

East Entry Trapped and Stuck Stone Door (DC 20 to break; 60


hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +12
to hit against one target, 4d10 piercing damage
Room Features A cube of solid stone stands in the south-east corner
of the room, and a bent key lies in the north side of
the room
Monster 4 x Goblin (cr 1/4, mm 166); deadly, 200 xp

Treasure: 20 cp; 14 sp; 17 cp; 11 gp

Room #9 East Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60


hp)

Empty

Room #10 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #40, inhabited by Bugbear
East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #47, inhabited by Hobgoblin
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features The room has a high domed ceiling, and the floor is
covered in perfect hexagonal tiles

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


mm 341); hard, 200 xp

Treasure: 14 sp; 21 cp
Room #11 North Entry Trapped and Stuck Good Wooden Door (DC 15 to
break; 15 hp)
Ⓣ Acid Spray: DC 15 to find, DC 15 to disable;
affects all targets within a 20 ft. cone, DC 10 save or
take 1d10 acid damage for 1d4 rounds
South Entry Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp)

Monster Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm


166); medium, 250 xp

Treasure: 21 cp; 18 cp

Room #12 East Entry Unlocked Strong Wooden Door (20 hp)
Room Features A tapestry of vile acts hangs from the east wall, and
an unexplained breeze can be felt in the north side
of the room
Monster Ogre Zombie (cr 2, mm 316); deadly, 450 xp

Treasure: 9 sp

Room #13 North 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
→ Leads to room #39
West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

South Entry Unlocked Strong Wooden Door (20 hp)


→ Leads to room #26, inhabited by Goblin Boss
and 1 x Goblin

Room Features Part of the ceiling has collapsed into the room, and
someone has scrawled "Sharpen thy axe and ready
thy shield" in blood on the south wall
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp

Treasure: 19 cp; 9 gp
Room #14 North Entry Archway

West Entry #1 Trapped and Locked Stone Door (DC 15 to open,


DC 25 to break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
14 save or take 2d10 damage
→ Leads to room #19, inhabited by Bugbear and 1
x Goblin
West Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Room Features A tapestry of vile acts hangs from the north wall, and
an unidentifiable odor fills the south-east corner of
the room

Monster 2 x Goblin (cr 1/4, mm 166); easy, 100 xp

Treasure: 6 pp; 17 sp

Room #15 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
South Entry Archway
Room Features Unintelligible whispering fills the room, and several
pieces of blood-soaked clothing are scattered
throughout the room

Room #16 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #33, inhabited by Mimic
East Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
South Entry Archway
→ Leads to room #19, inhabited by Bugbear and 1
x Goblin
Room Features Someone has scrawled "You cannot kill it with
swords" on the north wall, and several pieces of
rotten fruit are scattered throughout the room

Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 13 cp

Room #17 South Entry Archway

Room Features Skeletons hang from chains and manacles against


the south and east walls, and rusting iron spikes line
the north and west walls
Monster Orog (cr 2, mm 247); deadly, 450 xp

Treasure: 10 gp
Room #18 East Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #6
East Entry #2 Archway
→ Leads to room #43, inhabited by Ogre Zombie

South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #52
Empty

Room #19 North Entry Archway


→ Leads to room #16, inhabited by Mimic
West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
East Entry #1 Archway
→ Leads to room #42, inhabited by 2 x Goblin
East Entry #2 Trapped and Locked Stone Door (DC 15 to open,
DC 25 to break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
14 save or take 2d10 damage
→ Leads to room #14, inhabited by 2 x Goblin

South Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Ice Dart Trap: DC 20 to find, DC 15 to disable;
+9 to hit against one target, 4d10 cold damage

Room Features A rope ascends to a balcony hanging from the west


wall, and the floor is covered in square tiles,
alternating white and black
Monster Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm
166); medium, 250 xp

Treasure: 19 cp; 21 sp

Trap Falling Block: DC 15 to find, DC 10 to disable;


affects all targets within a 10 ft. square area, DC 20
save or take 4d10 damage
Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 15 to
unlock, DC 30 to break; 60 hp)

2200 cp, 1400 sp, 30 gp, azurite (10 gp), hematite


(10 gp), lapis lazuli (10 gp), 2 x moss agate (10 gp),
rhodochrosite (10 gp), turquoise (10 gp), Potion of
Resistance (psychic) (uncommon, dmg 188), Potion
of Growth (uncommon, dmg 187), 2 x Potion of
Water Breathing (uncommon, dmg 188)
Room #20 North Entry Archway
→ Leads to room #44, inhabited by Gelatinous
Cube
West Entry Archway

South Entry Secret (DC 20 to find) Unlocked Simple Wooden


Door (10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Monster Hobgoblin (cr 1/2, mm 186); easy, 100 xp

Treasure: 20 cp

Room #21 East Entry Unlocked Simple Wooden Door (10 hp) (slides to
one side)
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp

Treasure: 23 cp; 7 gp

Room #22 North Entry Trapped and Unlocked Simple Wooden Door (10 hp)
(slides up)
Ⓣ Earthmaw Trap: DC 15 to find, DC 10 to disable;
+8 to hit against one target, 2d10 piercing damage
Monster 4 x Goblin (cr 1/4, mm 166); deadly, 200 xp

Treasure: 2000 cp, 800 sp, 100 gp, citrine (50 gp),
jasper (50 gp), sardonyx (50 gp), zircon (50 gp)

Room #23 West Entry Stuck Stone Door (DC 20 to break; 60


hp)

East Entry Archway


Empty

Room #24 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #48
East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #51, inhabited by Goblin Boss
and 1 x Goblin
Room Features Several alcoves are cut into the walls, and a
corroded iron key hangs from a hook on the south
and east walls

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

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


→ Leads to room #35

Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp

Treasure: 18 cp
Room #26 North Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #13, inhabited by Cult Fanatic
and 1 x Cultist
West Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
East Entry Stuck Iron Door (DC 25 to break; 60 hp)

Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,


mm 166); medium, 250 xp

Treasure: 18 cp; 9 ep
Trap Arrow Trap: DC 10 to find, DC 15 to disable; +4 to
hit against one target, 1d10 piercing damage

Room #27 East Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
East Entry #2 Archway

Room Features Someone has scrawled "Theridua died here" in


blood on the north wall, and clouds of flying insects
fill the north side of the room
Monster Orog (cr 2, mm 247); deadly, 450 xp

Treasure: 2500 cp, 800 sp, 60 gp, azurite (10 gp),


malachite (10 gp), moss agate (10 gp), 2 x tiger eye
(10 gp), turquoise (10 gp), Spell Scroll (Guidance)
(common, dmg 200), Spell Scroll (Divine Favor)
(common, dmg 200), 4 x Potion of Healing
(common, dmg 187)

Room #28 West Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
→ Leads to room #51, inhabited by Goblin Boss
and 1 x Goblin
East Entry Archway
→ Leads to room #54, inhabited by Bugbear
Empty
Room #29 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

North Entry #2 Archway


South Entry Secret (DC 20 to find) Stuck Good Wooden Door
(DC 15 to break; 15 hp)
Ⓢ The door is concealed within an upright
sarcophagus
→ Leads to room #2
Room Features A group of monstrous faces have been carved into
the west wall, and the floor is covered with ash
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,
mm 316); deadly, 500 xp

Treasure: 14 sp; 4 gp

Room #30 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #45, inhabited by Gelatinous
Cube
South Entry #1 Archway
South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #37
Empty

Room #31 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #53
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Room Features A mural of a legendary battle covers the ceiling, and


an iron chandelier hangs from the ceiling in the
south side of the room

Room #32 West Entry Unlocked Simple Wooden Door (10 hp)
East Entry Archway
Trap Idol of Evil: DC 15 to find, DC 15 to disable; affects
good creatures which touch the idol, DC 17 save or
take 4d10 damage
Hidden Treasure Hidden (DC 25 to find) Trapped and Locked Iron
Chest (DC 20 to unlock, DC 30 to break; 60 hp)
Ice Dart Trap: DC 15 to find, DC 10 to disable; +8 to
hit against one target, 2d10 cold damage

2200 cp, 1200 sp, 40 gp, a copper salt cellar


engraved with dwarven axeheads (25 gp), a
rosewood shield brooch set with a rosette of blue
spinel (25 gp), an agate rod engraved with a
labyrinth (25 gp), an ivory medallion engraved with a
labyrinth (25 gp), Spell Scroll (Thaumaturgy)
(common, dmg 200), Spell Scroll (Charm Person)
(common, dmg 200)
Room #33 East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #16, inhabited by Mimic
South Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #47, inhabited by Hobgoblin

Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 1900 cp, 1500 sp, 70 gp, banded agate


(10 gp), 3 x eye agate (10 gp), malachite (10 gp),
tiger eye (10 gp), turquoise (10 gp)

Room #34 North Entry Trapped Iron Portcullis (DC 20 to lift, DC 25 to


break; 60 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 1d10 damage
→ Leads to room #46, inhabited by Goblin Boss
and 1 x Goblin
East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
(slides down)
South Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #51, inhabited by Goblin Boss
and 1 x Goblin
Room Features Various torture devices are scattered throughout the
room, and a pile of iron blobs lies in the south side of
the room
Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 1800 cp, 700 sp, 70 gp, a copper cup set


with alexandrite (25 gp), a steel shield brooch
engraved with draconic runes (25 gp), a wooden orb
engraved with floral vines (25 gp), a wooden plate
engraved with a labyrinth (25 gp), an earthenware
tureen embossed with elven script (25 gp), an ivory
medallion set with a single alexandrite (25 gp), an
ivory shield brooch set with a single black pearl (25
gp), Quaal's Feather Token (bird) (rare, dmg 188),
Potion of Frost Giant Strength (rare, dmg 187),
Potion of Stone Giant Strength (rare, dmg 187),
Potion of Superior Healing (rare, dmg 187)

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


+4, 1 attack per round, +12 to hit against all targets
within 5 ft., 4d10 bludgeoning damage
Hidden Treasure Hidden (DC 15 to find) Trapped and Locked Iron
Chest (DC 20 to unlock, DC 30 to break; 60 hp)
Symbol of Hypnosis: DC 10 to find, DC 10 to
disable; affects all targets within 10 ft., DC 12 save or
become incapacitated for 1d4 rounds

2200 cp, 800 sp, 50 gp, 4 x diamond (50 gp),


bloodstone (50 gp), chalcedony (50 gp), onyx (50
gp)
Room #35 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #25, inhabited by Gelatinous
Cube
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Room Features A ruined siege weapon sits in the north-west corner
of the room, and someone has scrawled a fell
symbol on the north wall

Room #36 North Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
Room Features A stone ramp ascends towards the north wall, and
the floor is covered in perfect hexagonal tiles
Monster Hobgoblin (cr 1/2, mm 186) and 1 x Bugbear (cr 1,
mm 33); deadly, 300 xp

Treasure: 2500 cp, 1600 sp, 70 gp, chrysoprase (50


gp), citrine (50 gp), quartz (50 gp), zircon (50 gp),
Spell Scroll (Water Breathing) (uncommon, dmg 200)

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

East Entry #1 Locked Strong Wooden Door (DC 25 to open, DC 20


to break; 20 hp)
East Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Room Features The scent of ozone fills the room, and several
torches are scattered throughout the room

Room #38 West Entry #1 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #51, inhabited by Goblin Boss
and 1 x Goblin

West Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
Empty

Room #39 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South 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
→ Leads to room #13, inhabited by Cult Fanatic
and 1 x Cultist
Room Features Various torture devices are scattered throughout the
room, and unintelligible whispering can be heard in
the south side of the room
Room #40 West Entry Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp) (slides down)
East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #10, inhabited by Hobgoblin and
1 x Worg
Room Features A carved stone statue stands in the center of the
room, and a sundered shield lies in the center of the
room
Monster Bugbear (cr 1, mm 33); medium, 200 xp

Treasure: 17 cp

Room #41 West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
Room Features Several square holes are cut into the walls, and
several corpses are impaled upon iron spikes on the
ceiling

Hidden Treasure Hidden (DC 15 to find) Trapped and Locked Iron


Chest (DC 25 to unlock, DC 30 to break; 60 hp)
Arrow Trap: DC 10 to find, DC 10 to disable; +12 to
hit against one target, 4d10 piercing damage

2100 cp, 600 sp, 40 gp, a bone orb engraved with


spirals (25 gp), a bone puzzle box set with
chalcedony (25 gp), a cloth sash trimmed with fox fur
(25 gp), a linen choker threaded with electrum (25
gp), Adamantine Armor (chain shirt) (uncommon,
dmg 150), Periapt of Wound Closure (uncommon,
dmg 184), +1 Weapon (blowgun) (uncommon, dmg
213), +1 Weapon (quarterstaff) (uncommon, dmg
213)

Room #42 West Entry Archway


→ Leads to room #19, inhabited by Bugbear and 1
x Goblin
South Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides to one side)
Room Features A magical mirror on the south wall answers simple
questions about the dungeon (yes/no), and a pile of
corroded iron spikes lies in the east side of the room
Monster 2 x Goblin (cr 1/4, mm 166); easy, 100 xp

Treasure: 12 gp; 12 gp
Room #43 West Entry Archway
→ Leads to room #18
East Entry #1 Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp)
East Entry #2 Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp)
Room Features A large demonic idol with ruby eyes sits in the south-
west corner of the room, and someone has scrawled
"Abandon all hope" in draconic script on the west
wall
Monster Ogre Zombie (cr 2, mm 316); deadly, 450 xp

Treasure: 12 gp

Room #44 West Entry Stuck Stone Door (DC 20 to break; 60 hp) (slides
down)
South Entry Archway
→ Leads to room #20, inhabited by Hobgoblin
Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp

Treasure: 16 sp

Room #45 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides down)

East Entry #1 Unlocked Good Wooden Door (15 hp)


East Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides up)
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #30
Room Features A wooden ladder rests against the south wall, and
someone has scrawled "Marey stands here, slain by
a basilisk" on the south wall

Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp

Treasure: 17 cp

Room #46 South Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides down)
South Entry #2 Trapped Iron Portcullis (DC 20 to lift, DC 25 to
break; 60 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 1d10 damage
→ Leads to room #34, inhabited by Mimic
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp

Treasure: 7 ep; 18 sp
Room #47 North Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #33, inhabited by Mimic

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


→ Leads to room #10, inhabited by Hobgoblin and
1 x Worg
South Entry Unlocked Good Wooden Door (15 hp)
Room Features Someone has scrawled "The blue dragon is not a
dragon" in blood on the west wall, and numerous
monstrous skulls lie within niches in the north and
east walls
Monster Hobgoblin (cr 1/2, mm 186); easy, 100 xp

Treasure: 12 gp

Room #48 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

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


→ Leads to room #24

Room Features A magical mosaic on the north wall depicts the


betrayal of whomever views it, and a simple fireplace
sits against the south wall

Room #49 West Entry Locked Iron Door (DC 25 to open, DC 30 to break;
60 hp) (slides up)
Monster Orog (cr 2, mm 247); deadly, 450 xp

Treasure: 2300 cp, 800 sp, 110 gp, 3 x diamond (50


gp), carnelian (50 gp), chalcedony (50 gp), 2 x jasper
(50 gp), onyx (50 gp), quartz (50 gp), sardonyx (50
gp), zircon (50 gp)

Room #50 West Entry Archway


Room Features A rope ascends to a catwalk hanging between the
east and west walls, and someone has scrawled
"Furi fell here, the best among us" in blood on the
west wall
Room #51 North Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #34, inhabited by Mimic
West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #24
East Entry #1 Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
→ Leads to room #28
East Entry #2 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #38

Room Features The scent of smoke fills the north side of the room,
and several pieces of spoiled meat are scattered
throughout the room
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp

Treasure: 17 sp; 8 sp
Hidden Treasure Hidden (DC 25 to find) Unlocked Simple Wooden
Chest (10 hp)

2500 cp, 1000 sp, 110 gp, 2 x diamond (50 gp),


chalcedony (50 gp), sardonyx (50 gp), Elixir of
Health (rare, dmg 168), Potion of Frost Giant
Strength (rare, dmg 187), Potion of Invulnerability
(rare, dmg 188), Potion of Stone Giant Strength
(rare, dmg 187)

Room #52 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #18
East Entry Locked Iron Door (DC 20 to open, DC 30 to break;
60 hp)
South Entry Stuck Stone Door (DC 20 to break; 60 hp)
Room Features Someone has scrawled "Ale's well that ends well" in
dwarvish runes on the north wall, and a scratching
sound can be heard in the north-west corner of the
room

Room #53 East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #31

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


and black, and an altar of evil sits in the north-west
corner of the room
Room #54 West Entry Archway
→ Leads to room #28
East Entry Trapped Iron Portcullis (DC 20 to lift, DC 25 to
break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
11 save or take 1d10 damage
Monster Bugbear (cr 1, mm 33); medium, 200 xp

Treasure: 3 pp

Room #55 North Entry Unlocked Simple Wooden Door (10 hp) (slides to
one side)
→ Leads to room #5
West Entry Archway
→ Leads to room #7
South Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
South Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)
Room Features A sloped pit lined with iron spikes lies in the east
side of the room, and a tile labyrinth covers the floor
Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp

Treasure: 1400 cp, 1500 sp, 50 gp, azurite (10 gp),


hematite (10 gp), lapis lazuli (10 gp), 2 x
rhodochrosite (10 gp), 2 x turquoise (10 gp)

Room #56 North Entry Locked Strong Wooden Door (DC 20 to open, DC 20
to break; 20 hp)
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
11 save or take 1d10 damage
Room Features Someone has scrawled "Ennel fell here, her song
has ended" on the south wall, and a pile of torches
lies in the east side of the room

Random Dungeon Generator


http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License

You might also like