Raum-Yent Temple 1er Subs 02

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Raum-Yent Temple 1er Subs 02

Level 2
General History The dungeon was created by worshippers of a
neutral deity as a shrine. It was eventually
abandoned by its creators, and the dungeon has
been attacked and abandoned many times since
then.
Walls Reinforced Masonry (DC 15 to climb)
Floor Flagstone

Temperature Cool
Illumination Bright (lamps or torches every 40 ft.)

Corridor Features a Someone has scrawled "Cuailgna died here, his


song has ended" here

c A tile labyrinth covers the floor


e A group of demonic faces have been carved into the
walls
i Withered corpses are nailed to the corridor walls
m Arrow Trap: DC 10 to find, DC 10 to disable; +4 to
hit against one target, 1d10 piercing damage
n Someone has scrawled a basic map of the dungeon
here
r Numerous pillars line the corridor
s A narrow shaft descends from the corridor into a
midden chamber below
u A fountain of water sits in an alcove here
v A narrow shaft falls into the corridor from above

w Idol of Evil: DC 15 to find, DC 10 to disable; affects


good creatures which touch the idol, DC 18 save or
take 4d10 damage
x The floor is covered with sand
z Fire Spray: DC 10 to find, DC 20 to disable; affects
all targets within a 20 ft. cone, DC 12 save or take
2d10 fire damage

Room #1 North Entry Trapped and Locked Simple Wooden Door (DC 10
to open, DC 15 to break; 10 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 15 to disable; +7
to hit against one target, 2d10 piercing damage
→ Leads to room #4
East Entry Secret (DC 20 to find) Trapped and Unlocked Iron
Door (60 hp)
Ⓢ The door is concealed behind an area of mould
Ⓣ 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

South Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #6

Empty
Room #2 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

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


hp)
→ Leads to room #3
Room Features A stack of rotting wooden crates stands against the
north wall, and a pile of rotten bread lies in the east
side of the room

Room #3 North Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
North Entry #2 Trapped and Locked Good Wooden Door (DC 25 to
open, DC 15 to break; 15 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 14
save or take 2d10 damage
→ Leads to room #13
West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #2

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


60 hp)
→ Leads to room #4
Empty

Room #4 West Entry Locked Iron Door (DC 10 to open, DC 30 to break;


60 hp)
→ Leads to room #3
South Entry Trapped and Locked Simple Wooden Door (DC 10
to open, DC 15 to break; 10 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 15 to disable; +7
to hit against one target, 2d10 piercing damage
→ Leads to room #1
Room Features Spirals of blue stones cover the floor, and someone
has scrawled "Upon the solstice in the Year of
Nightmares, in the Realm of Cauldrons, the Hammer
of Knowledge shall be lost" on the east wall

Room #5 East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #6
Room Features The north and east walls have been engraved with
geometric patterns, and a toppled statue lies in the
south side of the room
Room #6 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #1
West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #5
East Entry Secret (DC 20 to find) Trapped and Stuck Good
Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is located near the ceiling and
concealed by an illusion
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
13 save or take 2d10 damage
→ Leads to room #7
South Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

South Entry #2 Unlocked Good Wooden Door (15 hp)


Empty

Room #7 West Entry Secret (DC 20 to find) Trapped and Stuck Good
Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is located near the ceiling and
concealed by an illusion
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
13 save or take 2d10 damage
→ Leads to room #6

East Entry Archway

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


Room Features A large demonic idol with ruby eyes sits in the center
of the room, and a pile of wax blobs lies in the south-
east corner of the room

Room #8 South Entry Archway

Room Features A rotting odor fills the room, and several corroded
iron spikes are scattered throughout the room

Room #9 North Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
12 save or take 2d10 damage
Room Features Several square holes are cut into the north and west
walls, and moaning can be faintly heard near the
north wall
Room #10 North 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
14 save or take 2d10 damage
South Entry Archway

Empty

Room #11 West Entry Archway


Room Features A tapestry of a goddess of honor hangs from the
north wall, and a hissing noise fills the room

Room #12 East Entry Stuck Simple Wooden Door (DC 10 to break; 10
hp)
Empty

Room #13 North Entry Unlocked Good Wooden Door (15 hp)

South Entry Trapped and Locked Good Wooden Door (DC 25 to


open, DC 15 to break; 15 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 14
save or take 2d10 damage
→ Leads to room #3

Room Features A sloped pit lined with iron spikes lies in the south-
east corner of the room, and a faded and torn
tapestry hangs from the south wall

Hidden Treasure Hidden (DC 20 to find) Locked Good Wooden Chest


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

2100 cp, 1100 sp, 30 gp, azurite (10 gp), 2 x blue


quartz (10 gp), lapis lazuli (10 gp), rhodochrosite (10
gp), 2 x tiger eye (10 gp)

Room #14 West Entry Locked Iron Door (DC 10 to open, DC 30 to break;
60 hp) (slides up)
East Entry Secret (DC 20 to find) Locked Simple Wooden Door
(DC 15 to open, DC 15 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features Someone has scrawled "Stay low" in orcish runes on
the south wall, and the ceiling is covered with cracks

Room #15 North Entry Secret (DC 15 to find) Locked Good Wooden Door
(DC 25 to open, DC 15 to break; 15 hp)
Ⓢ The door is located several feet above the floor
and concealed behind a pile of skulls
West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

Room Features A stone dais sits in the south-west corner of the


room, and a rustling noise can be heard in the north
side of the room
Room #16 West Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
Empty

Room #17 West Entry Secret (DC 25 to find) Stuck Good Wooden Door
(DC 15 to break; 15 hp)
Ⓢ The door is concealed behind a statue of a
hydra, and opened by reaching into several of its
mouths

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

Empty

Room #18 North Entry Secret (DC 25 to find) Stuck Strong Wooden Door
(DC 15 to break; 20 hp)
Ⓢ The door is located near the ceiling and
concealed behind a tapestry of ancient mythology

South Entry Archway

Room Features An iron sarcophagus sits in the east side of the


room, and someone has scrawled "Death is the only
exit" on the south wall

Room #19 North Entry Archway

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


hp)
Empty

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