The Caverns of Crimson Horror 01

See donjon.bin.sh, which generated this file.

Level 1

[ dungeon map ]
[ map key ]
Room #1, 230' x 70', EmptyRoom #2, 70' x 70', EmptyRoom #3, 70' x 70', Hobgoblin and 1 x GoblinRoom #4, 70' x 70', Hidden TreasureRoom #5, 70' x 70', Goblin Boss and 1 x GoblinRoom #6, 70' x 70', EmptyRoom #7, 70' x 70', EmptyRoom #8, 50' x 70', Orc and 1 x Half-ogreRoom #9, 30' x 30', EmptyRoom #10, 70' x 50', EmptyRoom #11, 50' x 70', Goblin Boss and 1 x GoblinRoom #12, 30' x 50', MimicRoom #13, 30' x 30', EmptyRoom #14, 70' x 30', EmptyRoom #15, 70' x 70', OrogRoom #16, 30' x 50', MimicRoom #17, 30' x 50', Orc and 1 x Half-ogreRoom #18, 30' x 30', Goblin and 2 x Giant RatRoom #19, 30' x 70', Hidden TreasureRoom #20, 30' x 30', EmptyRoom #21, 50' x 50', EmptyRoom #22, 30' x 70', OrogRoom #23, 50' x 50', EmptyRoom #24, 30' x 30', EmptyRoom #25, 50' x 50', EmptyRoom #26, 30' x 70', Goblin Boss and 1 x GoblinRoom #27, 50' x 30', EmptyRoom #28, 30' x 30', EmptyRoom #29, 30' x 70', EmptyRoom #30, 70' x 30', Ogre ZombieRoom #31, 50' x 50', Idol of Evil, Hidden TreasureRoom #32, 70' x 70', Bugbear and 1 x GoblinRoom #33, 70' x 70', Ogre Zombie and 1 x Zombie, Ice Dart TrapRoom #34, 50' x 30', Hobgoblin, Fire Spray, Hidden TreasureRoom #35, 50' x 30', EmptyRoom #36, 30' x 70', Goblin and 2 x Giant RatRoom #37, 50' x 50', Silver Dragon WyrmlingRoom #38, 50' x 30', EmptyRoom #39, 30' x 50', Gelatinous CubeRoom #40, 30' x 70', EmptyRoom #41, 30' x 50', EmptyRoom #42, 30' x 30', EmptyRoom #43, 30' x 50', MimicRoom #44, 70' x 30', Goblin Boss and 1 x GoblinRoom #45, 30' x 30', Falling Block, Hidden TreasureRoom #46, 30' x 30', EmptyRoom #47, 70' x 30', MimicRoom #48, 30' x 30', EmptyRoom #49, 30' x 30', EmptyRoom #50, 30' x 70', EmptyRoom #51, 50' x 70', Orc and 1 x Half-ogreRoom #52, 30' x 50', Ogre ZombieRoom #53, 70' x 70', EmptyRoom #54, 70' x 30', EmptyRoom #55, 30' x 30', Ogre Zombie and 1 x ZombieRoom #56, 30' x 30', Ogre ZombieRoom #57, 30' x 30', Mimic, Hidden TreasureRoom #58, 70' x 30', Silver Dragon Wyrmling, Rune of ParalyzationRoom #59, 30' x 30', EmptyRoom #60, 30' x 50', Hobgoblin and 2 x GoblinSecret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)Trapped and Unlocked Stone Door (60 hp)Unlocked Simple Wooden Door (10 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)Secret (DC 20 to find) Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Stuck Good Wooden Door (DC 15 to break; 15 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)Trapped and Unlocked Simple Wooden Door (10 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Stuck Good Wooden Door (DC 15 to break; 15 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)Secret (DC 15 to find) Trapped and Stuck Iron Door (DC 25 to break; 60 hp)ArchwayStuck Strong Wooden Door (DC 15 to break; 20 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Trapped and Stuck Iron Door (DC 25 to break; 60 hp)Unlocked Simple Wooden Door (10 hp)Secret (DC 25 to find) Unlocked Simple Wooden Door (10 hp)Secret (DC 25 to find) Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp) (slides up)Stuck Strong Wooden Door (DC 15 to break; 20 hp)Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)Secret (DC 25 to find) Unlocked Iron Door (60 hp) (slides up)Trapped and Stuck Stone Door (DC 20 to break; 60 hp)Stuck Good Wooden Door (DC 15 to break; 15 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)ArchwayLocked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)Trapped and Stuck Iron Door (DC 25 to break; 60 hp)Unlocked Good Wooden Door (15 hp)Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)Stuck Strong Wooden Door (DC 15 to break; 20 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)ArchwayLocked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)Secret (DC 15 to find) Unlocked Simple Wooden Door (10 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage to open)Stuck Strong Wooden Door (DC 15 to break; 20 hp)ArchwayTrapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp) (slides down)Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides up)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Unlocked Stone Door (60 hp)Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage to open)Trapped and Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)Trapped and Unlocked Iron Door (60 hp)Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)ArchwayStuck Simple Wooden Door (DC 10 to break; 10 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Secret (DC 20 to find) Unlocked Strong Wooden Door (20 hp)Stuck Iron Door (DC 25 to break; 60 hp)ArchwayStuck Simple Wooden Door (DC 10 to break; 10 hp)ArchwayWooden Portcullis (lift DC 20, DC 15 to break; 30 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides up)Unlocked Good Wooden Door (15 hp) (slides up)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Unlocked Good Wooden Door (15 hp)Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Unlocked Good Wooden Door (15 hp)Unlocked Simple Wooden Door (10 hp)Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides to one side)Unlocked Simple Wooden Door (10 hp)Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)Stuck Strong Wooden Door (DC 15 to break; 20 hp)ArchwayUnlocked Good Wooden Door (15 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)ArchwayUnlocked Simple Wooden Door (10 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Unlocked Strong Wooden Door (20 hp)Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides down)ArchwayUnlocked Simple Wooden Door (10 hp)Trapped and Unlocked Strong Wooden Door (20 hp)Unlocked Simple Wooden Door (10 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp) (magically reinforced, disadvantage to break)ArchwaySecret (DC 15 to find) Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)Stuck Strong Wooden Door (DC 15 to break; 20 hp)Unlocked Good Wooden Door (15 hp)Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp) (slides up)ArchwayTrapped and Unlocked Iron Door (60 hp)Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Secret (DC 15 to find) Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)Trapped and Unlocked Simple Wooden Door (10 hp)Stuck Strong Wooden Door (DC 15 to break; 20 hp)ArchwayTrapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)Unlocked Good Wooden Door (15 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides up)Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)Unlocked Simple Wooden Door (10 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage to open)Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) (slides up)Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)Stuck Strong Wooden Door (DC 15 to break; 20 hp)Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)Unlocked Simple Wooden Door (10 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Trapped and Unlocked Good Wooden Door (15 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides up)Unlocked Good Wooden Door (15 hp)Stuck Good Wooden Door (DC 15 to break; 15 hp)Idol of LawElectrified FloortilePoison Gas TrapAn acrid odor fills the corridorSeveral alcoves are cut into the walls hereAn acrid odor fills the corridorGuillotine BladeGuillotine BladeBurning torches in iron sconces line the corridorNumerous pillars line the corridor
General
HistoryThe dungeon was created by dwarves as a shrine. Its creators were destroyed by a natural disaster, and the dungeon has been attacked and abandoned many times since then.
WallsReinforced Masonry (DC 15 to climb)
FloorHewn Stone (DC 10 to charge or run)
TemperatureAverage
IlluminationDark (individual creatures may carry lights)
Corridor Features
aAn acrid odor fills the corridor
cGuillotine Blade: DC 10 to find, DC 10 to disable; +7 to hit against one target, 2d10 slashing damage
eAn acrid odor fills the corridor
iBurning torches in iron sconces line the corridor
mPoison Gas Trap: DC 10 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 14 save or take 2d10 poison damage
nNumerous pillars line the corridor
rGuillotine Blade: DC 10 to find, DC 10 to disable; +6 to hit against one target, 2d10 slashing damage
sElectrified Floortile: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 12 save or take 2d10 lightning damage
uIdol of Law: DC 10 to find, DC 15 to disable; affects chaotic creatures which touch the idol, DC 12 save or take 2d10 damage and be stunned for 1 round
vSeveral alcoves are cut into the walls here
Wandering Monsters
1Mimic (cr 2, mm 220); deadly, 450 xp, actively patrolling their territory
2Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp, tracking the party
3Hobgoblin (cr 1/2, mm 186); easy, 100 xp, wandering senselessly
4Gelatinous Cube (cr 2, mm 242); deadly, 450 xp, trying to lure the party into an ambush
5Orog (cr 2, mm 247); deadly, 450 xp, gathered around an evil shrine
6Bugbear (cr 1, mm 33); medium, 200 xp, wielding bizarre eldritch powers
Room #1
North Entry #1

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

→   Leads to room #2

North Entry #2

Secret (DC 20 to find) Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)

Ⓢ   The door is concealed behind a tapestry of geometric patterns

→   Leads to room #3, inhabited by Hobgoblin and 1 x Goblin

North Entry #3

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

→   Leads to room #4

East Entry

Unlocked Simple Wooden Door (10 hp)

South Entry #1

Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Ⓢ   A bookcase and concealed door pivots smoothly

→   Leads to room #6

South Entry #2

Trapped and Unlocked Stone Door (60 hp)

Ⓣ   One-way Door: DC 15 to find, DC 10 to disable

→   Leads to room #7

Room Features

A ladder ascends to a wooden platform in the south-east corner of the room, and the ceiling is covered with cobwebs

Room #2
North Entry

Trapped and Unlocked Simple Wooden Door (10 hp)

Ⓣ   One-way Door: DC 10 to find, DC 10 to disable

West Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

→   Leads to room #33, inhabited by Ogre Zombie and 1 x Zombie

East Entry

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

→   Leads to room #3, inhabited by Hobgoblin and 1 x Goblin

South Entry

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

→   Leads to room #1

Room Features

Numerous pillars line the north and west walls, and a charred club lies in the east side of the room

Room #3
North Entry #1

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

North Entry #2

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

North Entry #3

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

North Entry #4

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

West Entry

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

→   Leads to room #2

East Entry

Secret (DC 15 to find) Trapped and Stuck Iron Door (DC 25 to break; 60 hp)

Ⓢ   The door is concealed behind a tapestry of a fire goddess

Ⓣ   Electrified Lock: DC 15 to find, DC 15 to disable; affects each creature which touches the lock, DC 11 save or take 1d10 lightning damage

→   Leads to room #4

South Entry

Secret (DC 20 to find) Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)

Ⓢ   The door is concealed behind a tapestry of geometric patterns

→   Leads to room #1

Monster

Hobgoblin (cr 1/2, mm 186) and 1 x Goblin (cr 1/4, mm 166); medium, 150 xp


Treasure: 15 gp; 5 gp

Room #4
West Entry

Secret (DC 15 to find) Trapped and Stuck Iron Door (DC 25 to break; 60 hp)

Ⓢ   The door is concealed behind a tapestry of a fire goddess

Ⓣ   Electrified Lock: DC 15 to find, DC 15 to disable; affects each creature which touches the lock, DC 11 save or take 1d10 lightning damage

→   Leads to room #3, inhabited by Hobgoblin and 1 x Goblin

East Entry

Archway

→   Leads to room #12, inhabited by Mimic

South Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

→   Leads to room #1

Room Features

A shallow pit lies in the north-east corner of the room, and someone has scrawled "Ale's well that ends well" in dwarvish runes on the west wall

Hidden Treasure

Locked Strong Wooden Chest (DC 20 to unlock, DC 25 to break; 20 hp)


1900 cp, 700 sp, 40 gp, blue quartz (10 gp), 2 x lapis lazuli (10 gp), moss agate (10 gp), rhodochrosite (10 gp), 2 x tiger eye (10 gp), Spell Scroll (Dancing Lights) (common, dmg 200), Potion of Climbing (common, dmg 187), 3 x Potion of Healing (common, dmg 187)

Room #5
West Entry #1

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

→   Leads to room #54

West Entry #2

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

East Entry

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

→   Leads to room #6

Monster

Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp


Treasure: 10 ep; 11 gp

Room #6
North Entry

Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Ⓢ   A bookcase and concealed door pivots smoothly

→   Leads to room #1

West Entry

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

→   Leads to room #5, inhabited by Goblin Boss and 1 x Goblin

East Entry

Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 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 #7

Room Features

A set of demonic war masks hangs on the east wall, and the north and east walls are covered with mould

Room #7
North Entry

Trapped and Unlocked Stone Door (60 hp)

Ⓣ   One-way Door: DC 15 to find, DC 10 to disable

→   Leads to room #1

West Entry

Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 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 #6

East Entry

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

Room Features

A magical shrine in the south-west corner of the room heals all wounds of whomever sacrifices a magical item upon it (but only once), and a mural of ghoulish carnage covers the ceiling

Room #8
North Entry

Trapped and Stuck Iron Door (DC 25 to break; 60 hp)

Ⓣ   Falling Block: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 11 save or take 1d10 damage

West Entry

Unlocked Simple Wooden Door (10 hp)

→   Leads to room #58, inhabited by Silver Dragon Wyrmling

East Entry #1

Secret (DC 25 to find) Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp) (slides up)

Ⓢ   The door is concealed by an illusion

→   Leads to room #30, inhabited by Ogre Zombie

East Entry #2

Secret (DC 25 to find) Unlocked Simple Wooden Door (10 hp)

Ⓢ   A bookcase and concealed door pivots smoothly

South Entry

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

→   Leads to room #14

Room Features

Someone has scrawled a drawing of a sword on the west wall, and a putrid odor fills the room

Monster

Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp


Treasure: 17 cp; 5 pp

Room #9
North Entry

Trapped and Stuck Stone Door (DC 20 to break; 60 hp)

Ⓣ   Earthmaw Trap: DC 15 to find, DC 10 to disable; +4 to hit against one target, 1d10 piercing damage

→   Leads to room #37, inhabited by Silver Dragon Wyrmling

West Entry

Secret (DC 25 to find) Unlocked Iron Door (60 hp) (slides up)

Ⓢ   The door is concealed within the mouth of a gargantuan skull carved from stone

→   Leads to room #55, inhabited by Ogre Zombie and 1 x Zombie

South Entry

Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Ⓢ   The door is concealed behind a statue of an armored warrior, and opened by moving his sword

→   Leads to room #44, inhabited by Goblin Boss and 1 x Goblin

Room Features

A ladder ascends to a wooden platform in the north-west corner of the room, and a large kiln and coal bin sit in the east side of the room

Room #10
South Entry #1

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

South Entry #2

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Room Features

Someone has scrawled "Geleue fell here, not quick enough" on the east wall, and a crushed helm lies in the south-east corner of the room

Room #11
West Entry

Archway

→   Leads to room #47, inhabited by Mimic

South Entry #1

Trapped and Stuck Iron Door (DC 25 to break; 60 hp)

Ⓣ   Earthmaw Trap: DC 15 to find, DC 10 to disable; +10 to hit against one target, 4d10 piercing damage

→   Leads to room #17, inhabited by Orc and 1 x Half-ogre

South Entry #2

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

Room Features

Someone has scrawled "Sharpen thy sword and ready thy shield" in blood on the west wall, and a ruined gauntlet lies in the north side of the room

Monster

Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp


Treasure: 1800 cp, 1000 sp, 60 gp, 2 x banded agate (10 gp), moss agate (10 gp), turquoise (10 gp)

Room #12
West Entry

Archway

→   Leads to room #4

East Entry #1

Unlocked Good Wooden Door (15 hp)

East Entry #2

Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)

Monster

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


Treasure: 16 gp

Room #13
North Entry

Archway

→   Leads to room #21

South Entry #1

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

South Entry #2

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

Empty 
Room #14
North Entry #1

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

→   Leads to room #8, inhabited by Orc and 1 x Half-ogre

North Entry #2

Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)

Ⓣ   Earthmaw Trap: DC 15 to find, DC 15 to disable; +4 to hit against one target, 1d10 piercing damage

West Entry

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

→   Leads to room #25

Room Features

A tile labyrinth covers the floor, and a pair of dice lies in the west side of the room

Room #15
West Entry

Secret (DC 15 to find) Unlocked Simple Wooden Door (10 hp)

Ⓢ   The door is concealed by an illusion

→   Leads to room #50

Monster

Orog (cr 2, mm 247); deadly, 450 xp


Treasure: 2500 cp, 300 sp, 90 gp, a bloodstone cup set with pearl (25 gp), a brass longsword set with a rosette of bloodstone (25 gp), a pair of brocade gloves trimmed with rabbit fur (25 gp), Instrument of the Bards (Fochluchan bandore) (uncommon, dmg 176), +1 Weapon (handaxe) (uncommon, dmg 213)

Room #16
West Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage to open)

South Entry

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

Room Features

A shallow pit lies in the east side of the room, and a stone sarcophagus sits in the north-west corner of the room

Monster

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


Treasure: 11 gp

Room #17
North Entry #1

Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp) (slides down)

Ⓣ   Magic Missle Trap: DC 20 to find, DC 10 to disable; one target, 4d10 force damage

North Entry #2

Trapped and Stuck Iron Door (DC 25 to break; 60 hp)

Ⓣ   Earthmaw Trap: DC 15 to find, DC 10 to disable; +10 to hit against one target, 4d10 piercing damage

→   Leads to room #11, inhabited by Goblin Boss and 1 x Goblin

West Entry

Archway

East Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides up)

→   Leads to room #46

Monster

Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp


Treasure: 2400 cp, 1100 sp, 100 gp, 2 x diamond (50 gp), citrine (50 gp), moonstone (50 gp), Deck of Illusions (16 cards) (uncommon, dmg 161), Necklace of Adaptation (uncommon, dmg 182), Pipes of Haunting (uncommon, dmg 185)

Room #18
East Entry

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

→   Leads to room #22, inhabited by Orog

Room Features

A narrow shaft descends from the room into a plundered tomb below, and several headless statues are scattered throughout the room

Monster

Goblin (cr 1/4, mm 166) and 2 x Giant Rat (cr 1/8, mm 327); medium, 100 xp


Treasure: 12 sp; 20 cp; 10 gp

Room #19
North Entry

Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage to open)

Ⓣ   Thunderstone Mine: DC 10 to find, DC 20 to disable; affects all targets within 20 ft., DC 11 save or take 1d10 thunder damage and become deafened for 1d4 rounds

→   Leads to room #30, inhabited by Ogre Zombie

East Entry

Unlocked Stone Door (60 hp)

Room Features

The floor is covered in perfect hexagonal tiles, and several pieces of trash are scattered throughout the room

Hidden Treasure

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


2400 cp, 1100 sp, 110 gp, a bone scepter engraved with draconic scales (25 gp), a copper shield brooch engraved with draconic scales (25 gp), a pair of brocade gloves threaded with silver (25 gp), a set of ivory dice with copper pips (25 gp), an earthenware bowl embossed with draconic runes (25 gp), +1 Rod of the Pact Keeper (uncommon, dmg 197), Cloak of Elvenkind (uncommon, dmg 158), Slippers of Spider Climbing (uncommon, dmg 200), Weapon of Warning (greatclub) (uncommon, dmg 213)

Room #20
East Entry #1

Trapped and Unlocked Iron Door (60 hp)

Ⓣ   Fire Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 15 save or take 2d10 fire damage

→   Leads to room #44, inhabited by Goblin Boss and 1 x Goblin

East Entry #2

Trapped and Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)

Ⓣ   Fire Spray: DC 10 to find, DC 20 to disable; affects all targets within a 20 ft. cone, DC 11 save or take 1d10 fire damage

South 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 by an illusion

Empty 
Room #21
West Entry

Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

Ⓣ   Acid Spray: DC 20 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

→   Leads to room #37, inhabited by Silver Dragon Wyrmling

East Entry

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

→   Leads to room #51, inhabited by Orc and 1 x Half-ogre

South Entry #1

Archway

South Entry #2

Archway

→   Leads to room #13

Empty 
Room #22
North Entry

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

→   Leads to room #45

West Entry #1

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

→   Leads to room #48

West Entry #2

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

→   Leads to room #18, inhabited by Goblin and 2 x Giant Rat

East Entry

Secret (DC 20 to find) Unlocked Strong Wooden Door (20 hp)

Ⓢ   A bookcase and concealed door pivots smoothly

South Entry

Stuck Iron Door (DC 25 to break; 60 hp)

→   Leads to room #49

Monster

Orog (cr 2, mm 247); deadly, 450 xp


Treasure: 2200 cp, 1000 sp, 40 gp, 4 x diamond (50 gp), chalcedony (50 gp), jasper (50 gp), Spell Scroll (Mass Cure Wounds) (rare, dmg 200), Potion of Superior Healing (rare, dmg 187)

Room #23
West Entry

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

South Entry

Archway

Room Features

A group of monstrous faces have been carved into the north wall, and someone has scrawled "Save yourself, kill the others" on the east wall

Room #24
North Entry

Archway

South Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Room Features

A tapestry of a goddess of ice hangs from the south wall, and someone has scrawled "Johny's Council killed six vampires here" on the east wall

Room #25
North Entry

Unlocked Good Wooden Door (15 hp) (slides up)

→   Leads to room #38

West Entry

Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides up)

East Entry

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

→   Leads to room #14

South Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

→   Leads to room #42

Room Features

A circle of tall stones stands in the north-west corner of the room, and the scent of smoke fills the south-east corner of the room

Room #26
North Entry

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

West Entry

Unlocked Good Wooden Door (15 hp)

Room Features

Skeletons hang from chains and manacles against the north and west walls, and a broken door lies in the north side of the room

Monster

Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp


Treasure: 13 ep; 15 cp

Room #27
West Entry

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

South Entry

Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)

Ⓣ   Contact Poison: DC 10 to find, DC 15 to disable; affects each creature which touches the trigger, DC 16 save or take 4d10 damage

Room Features

Someone has scrawled "seven, two" on the south wall, and the north and east walls are covered with veins of red crystal

Room #28
East Entry

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

→   Leads to room #38

Empty 
Room #29
West Entry

Unlocked Simple Wooden Door (10 hp)

East Entry

Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Ⓢ   The door is concealed within an upright sarcophagus

South Entry

Unlocked Good Wooden Door (15 hp)

Empty 
Room #30
West Entry

Secret (DC 25 to find) Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp) (slides up)

Ⓢ   The door is concealed by an illusion

→   Leads to room #8, inhabited by Orc and 1 x Half-ogre

East Entry #1

Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides to one side)

East Entry #2

Unlocked Simple Wooden Door (10 hp)

South Entry

Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage to open)

Ⓣ   Thunderstone Mine: DC 10 to find, DC 20 to disable; affects all targets within 20 ft., DC 11 save or take 1d10 thunder damage and become deafened for 1d4 rounds

→   Leads to room #19

Monster

Ogre Zombie (cr 2, mm 316); deadly, 450 xp


Treasure: 2 pp

Room #31
West Entry

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

→   Leads to room #36, inhabited by Goblin and 2 x Giant Rat

East Entry

Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)

Trap

Idol of Evil: DC 15 to find, DC 15 to disable; affects good creatures which touch the idol, DC 12 save or take 2d10 damage

Hidden Treasure

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

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


1700 cp, 1300 sp, 70 gp, 3 x diamond (50 gp), moonstone (50 gp), onyx (50 gp), quartz (50 gp)

Room #32
North Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

→   Leads to room #52, inhabited by Ogre Zombie

West Entry #1

Unlocked Good Wooden Door (15 hp)

→   Leads to room #34, inhabited by Hobgoblin

West Entry #2

Archway

Monster

Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp


Treasure: 20 sp; 8 ep

Room #33
North Entry

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

→   Leads to room #60, inhabited by Hobgoblin and 2 x Goblin

East Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

→   Leads to room #2

South Entry #1

Unlocked Simple Wooden Door (10 hp)

South Entry #2

Archway

→   Leads to room #43, inhabited by Mimic

Monster

Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); deadly, 500 xp


Treasure: 23 cp; 13 sp

Trap

Ice Dart Trap: DC 15 to find, DC 15 to disable; +7 to hit against one target, 2d10 cold damage

Room #34
North Entry

Unlocked Strong Wooden Door (20 hp)

East Entry

Unlocked Good Wooden Door (15 hp)

→   Leads to room #32, inhabited by Bugbear and 1 x Goblin

Room Features

Spirals of green stones cover the floor, and someone has scrawled "The green dragon is not a dragon" on the south wall

Monster

Hobgoblin (cr 1/2, mm 186); easy, 100 xp


Treasure: 9 sp

Trap

Fire Spray: DC 10 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 14 save or take 2d10 fire damage

Hidden Treasure

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


2100 cp, 1200 sp, 70 gp

Room #35
North Entry

Archway

South Entry #1

Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides down)

→   Leads to room #60, inhabited by Hobgoblin and 2 x Goblin

South Entry #2

Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Ⓣ   Fire Spray: DC 15 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 12 save or take 2d10 fire damage

Room Features

A narrow shaft descends from the room into the next dungeon level down, and someone has scrawled "The gold dragon is not a dragon" on the south wall

Room #36
West Entry

Unlocked Simple Wooden Door (10 hp)

East Entry #1

Trapped and Unlocked Strong Wooden Door (20 hp)

Ⓣ   Arrow Trap: DC 15 to find, DC 10 to disable; +4 to hit against one target, 1d10 piercing damage

East Entry #2

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

→   Leads to room #31

Room Features

The scent of smoke fills the north-west corner of the room, and a pile of sundered shields lies in the south side of the room

Monster

Goblin (cr 1/4, mm 166) and 2 x Giant Rat (cr 1/8, mm 327); medium, 100 xp


Treasure: 9 sp; 16 sp; 14 sp

Room #37
North Entry

Unlocked Simple Wooden Door (10 hp)

East Entry

Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

Ⓣ   Acid Spray: DC 20 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

→   Leads to room #21

South Entry

Trapped and Stuck Stone Door (DC 20 to break; 60 hp)

Ⓣ   Earthmaw Trap: DC 15 to find, DC 10 to disable; +4 to hit against one target, 1d10 piercing damage

→   Leads to room #9

Room Features

Several square holes are cut into the ceiling and floor, and a ruined siege weapon sits in the west side of the room

Monster

Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450 xp


Treasure: 1300 cp, 1400 sp, 60 gp

Room #38
West Entry

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

→   Leads to room #28

South Entry

Unlocked Good Wooden Door (15 hp) (slides up)

→   Leads to room #25

Empty 
Room #39
East Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp) (magically reinforced, disadvantage to break)

Room Features

Someone has scrawled "The cleric will betray you" in blood on the south wall, and a pile of empty bottles lies in the west side of the room

Monster

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


Treasure: 14 sp

Room #40
East Entry

Archway

South Entry

Secret (DC 15 to find) Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)

Ⓢ   The door is concealed behind a statue of a medusa, and opened by uncovering her eyes

Empty 
Room #41
North Entry

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

South Entry

Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)

Ⓣ   Arrow Trap: DC 10 to find, DC 10 to disable; +6 to hit against one target, 2d10 piercing damage

Room Features

A magical mosaic on the east wall can be used to scry upon any known individual within the dungeon, and a ruined chain shirt lies in the south side of the room

Room #42
North Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

→   Leads to room #25

West Entry

Unlocked Good Wooden Door (15 hp)

→   Leads to room #59

East Entry

Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Ⓣ   One-way Door: DC 15 to find, DC 10 to disable

South Entry

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

→   Leads to room #50

Empty 
Room #43
North Entry

Archway

→   Leads to room #33, inhabited by Ogre Zombie and 1 x Zombie

South Entry

Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)

Room Features

A stone dais and throne sits in the south-west corner of the room, and someone has scrawled "The Blade of Terror is drawn" on the south wall

Monster

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


Treasure: 15 sp

Room #44
North Entry #1

Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Ⓢ   The door is concealed behind a statue of an armored warrior, and opened by moving his sword

→   Leads to room #9

North Entry #2

Archway

West Entry

Trapped and Unlocked Iron Door (60 hp)

Ⓣ   Fire Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 15 save or take 2d10 fire damage

→   Leads to room #20

South Entry

Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp) (slides up)

Monster

Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp


Treasure: 13 sp; 19 cp

Room #45
West Entry #1

Trapped and Unlocked Iron Door (60 hp)

Ⓣ   Falling Block: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 13 save or take 2d10 damage

West Entry #2

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

→   Leads to room #48

South Entry

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

→   Leads to room #22, inhabited by Orog

Room Features

A rope ascends to a catwalk hanging between the east and west walls, and a mural of vile acts covers the ceiling

Trap

Falling Block: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 13 save or take 2d10 damage

Hidden Treasure

Hidden (DC 25 to find) Locked Simple Wooden Chest (DC 20 to unlock, DC 15 to break; 10 hp)


2000 cp, 1100 sp, 80 gp, 3 x banded agate (10 gp), lapis lazuli (10 gp), malachite (10 gp), obsidian (10 gp), 2 x rhodochrosite (10 gp), turquoise (10 gp), Potion of Climbing (common, dmg 187)

Room #46
North Entry

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

West Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides up)

→   Leads to room #17, inhabited by Orc and 1 x Half-ogre

Room Features

The south and east walls are covered with cracks, and a bent chisel lies in the south-east corner of the room

Room #47
East Entry

Archway

→   Leads to room #11, inhabited by Goblin Boss and 1 x Goblin

South Entry

Secret (DC 15 to find) Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)

Ⓢ   The door is located near the ceiling and concealed behind a pile of broken stone

Room Features

A tile labyrinth covers the floor, and a ruined siege weapon sits in the south side of the room

Monster

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


Treasure: 2000 cp, 700 sp, 80 gp, a brass flower brooch engraved with thorned vines (25 gp), a fine leather vest trimmed with rabbit fur (25 gp), a petrified squirrel engraved with draconic runes (25 gp), a rosewood chalice engraved with floral vines (25 gp), an earthenware plate embossed with floral vines (25 gp), Spell Scroll (Bane) (common, dmg 200), Spell Scroll (Color Spray) (common, dmg 200), 4 x Potion of Healing (common, dmg 187)

Room #48
North Entry #1

Trapped and Unlocked Simple Wooden Door (10 hp)

Ⓣ   Fire Spray: DC 10 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 12 save or take 2d10 fire damage

North Entry #2

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

East Entry #1

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

→   Leads to room #45

East Entry #2

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

→   Leads to room #22, inhabited by Orog

Room Features

A shallow pit lies in the south-east corner of the room, and a toppled statue lies in the south-east corner of the room

Room #49
North Entry

Stuck Iron Door (DC 25 to break; 60 hp)

→   Leads to room #22, inhabited by Orog

West Entry

Archway

Empty 
Room #50
North Entry

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

→   Leads to room #42

West Entry

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

East Entry #1

Unlocked Good Wooden Door (15 hp)

East Entry #2

Secret (DC 15 to find) Unlocked Simple Wooden Door (10 hp)

Ⓢ   The door is concealed by an illusion

→   Leads to room #15, inhabited by Orog

South Entry

Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)

Ⓣ   Fire Spray: DC 10 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 15 save or take 2d10 fire damage

Room Features

The floor is covered in perfect hexagonal tiles, and a chirping noise fills the room

Room #51
West Entry

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

→   Leads to room #21

East Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides up)

South Entry

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

Monster

Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp


Treasure: 12 sp; 16 sp

Room #52
West Entry #1

Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Ⓣ   Falling Block: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 12 save or take 2d10 damage

West Entry #2

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

East Entry

Unlocked Simple Wooden Door (10 hp)

South Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

→   Leads to room #32, inhabited by Bugbear and 1 x Goblin

Room Features

A group of monstrous faces have been carved into the north wall, and a blood-soaked blanket lies in the south side of the room

Monster

Ogre Zombie (cr 2, mm 316); deadly, 450 xp


Treasure: 16 cp

Room #53
East Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage to open)

South Entry

Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) (slides up)

Empty 
Room #54
North Entry

Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Ⓢ   The door is concealed behind a statue of a troll archer, and opened by pulling an arrow in its quiver

East Entry

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

→   Leads to room #5, inhabited by Goblin Boss and 1 x Goblin

South Entry

Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)

Empty 
Room #55
North Entry #1

Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)

North Entry #2

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

West Entry

Unlocked Simple Wooden Door (10 hp)

East Entry

Secret (DC 25 to find) Unlocked Iron Door (60 hp) (slides up)

Ⓢ   The door is concealed within the mouth of a gargantuan skull carved from stone

→   Leads to room #9

Monster

Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); deadly, 500 xp


Treasure: 2000 cp, 700 sp, 70 gp, 2 x azurite (10 gp), eye agate (10 gp), malachite (10 gp), rhodochrosite (10 gp), Dust of Sneezing and Choking (uncommon, dmg 166), Lantern of Revealing (uncommon, dmg 179), Potion of Fire Breath (uncommon, dmg 187), Potion of Growth (uncommon, dmg 187)

Room #56
West Entry

Trapped and Unlocked Good Wooden Door (15 hp)

Ⓣ   Rune of Fear: DC 15 to find, DC 15 to disable; affects all targets within 10 ft., DC 20 save or become frightened for 1d4 rounds

East Entry

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

South Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Room Features

A balcony hangs from the east wall, and someone has scrawled "Bertib was here" on the south wall

Monster

Ogre Zombie (cr 2, mm 316); deadly, 450 xp


Treasure: 20 cp

Room #57
West Entry

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

Room Features

Someone has scrawled "Joyce's Circle looted this place" on the north wall, and the sound of drums can be heard in the south-west corner of the room

Monster

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


Treasure: 2100 cp, 1100 sp, 80 gp, 2 x eye agate (10 gp), hematite (10 gp), 3 x lapis lazuli (10 gp), malachite (10 gp), moss agate (10 gp), 2 x obsidian (10 gp), 2 x rhodochrosite (10 gp), Spell Scroll (Healing Word) (common, dmg 200), Potion of Greater Healing (uncommon, dmg 187)

Hidden Treasure

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


2600 cp, 800 sp, 30 gp, azurite (10 gp), banded agate (10 gp), blue quartz (10 gp), rhodochrosite (10 gp), tiger eye (10 gp)

Room #58
North Entry

Unlocked Good Wooden Door (15 hp)

East Entry

Unlocked Simple Wooden Door (10 hp)

→   Leads to room #8, inhabited by Orc and 1 x Half-ogre

South Entry

Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides up)

Room Features

A tile labyrinth covers the floor, and lit candles are scattered across the floor

Monster

Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450 xp


Treasure: 2900 cp, 900 sp, 100 gp, a bone orb inlaid with silver (25 gp), a rosewood rod set with citrine (25 gp), a steel ring engraved with elven script (25 gp), an earthenware jar painted with floral imagery (25 gp), Adamantine Armor (scale mail) (uncommon, dmg 150), Gauntlets of Ogre Power (uncommon, dmg 171), +1 Weapon (light crossbow) (uncommon, dmg 213)

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 #59
North Entry

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

East Entry

Unlocked Good Wooden Door (15 hp)

→   Leads to room #42

Room Features

The north and east walls have been engraved with endless spirals, and the walls are covered with goblin graffiti

Room #60
North Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides down)

→   Leads to room #35

South Entry

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

→   Leads to room #33, inhabited by Ogre Zombie and 1 x Zombie

Room Features

Part of the south wall has collapsed into the room, and several headless statues are scattered throughout the room

Monster

Hobgoblin (cr 1/2, mm 186) and 2 x Goblin (cr 1/4, mm 166); deadly, 200 xp


Treasure: 2900 cp, 1100 sp, 60 gp, azurite (10 gp), banded agate (10 gp), 2 x blue quartz (10 gp), lapis lazuli (10 gp), 2 x malachite (10 gp), obsidian (10 gp), 2 x tiger eye (10 gp), turquoise (10 gp)

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