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The Dark Temple of The Wyrm Baron 01
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)
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
Treasure: 11 ep; 10 sp
Room Features A group of draconic faces have been carved into the
south wall, and several empty flasks are scattered
throughout the room
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
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
Empty
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)
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)
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
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
Treasure: 13 cp
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 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
Treasure: 19 cp; 21 sp
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 #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)
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)
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 #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)
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 #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
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
Room #37 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #30
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
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
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)
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
Treasure: 12 gp
Room #48 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
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
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)
Room #53 East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #31
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
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