General | History | The 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. | Walls | Reinforced Masonry (DC 15 to climb) | Floor | Hewn Stone (DC 10 to charge or run) | Temperature | Average | Illumination | Dark (individual creatures may carry lights) |
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Corridor Features | a | An acrid odor fills the corridor | c | Guillotine Blade: DC 10 to find, DC 10 to disable;
+7 to hit against one target, 2d10 slashing damage | e | An acrid odor fills the corridor | i | Burning torches in iron sconces line the corridor | m | Poison 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 | n | Numerous pillars line the corridor | r | Guillotine Blade: DC 10 to find, DC 10 to disable;
+6 to hit against one target, 2d10 slashing damage | s | Electrified 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 | u | Idol 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 | v | Several alcoves are cut into the walls here |
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Wandering Monsters | 1 | Mimic (cr 2, mm 220); deadly, 450 xp, actively patrolling their territory | 2 | Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp, tracking the party | 3 | Hobgoblin (cr 1/2, mm 186); easy, 100 xp, wandering senselessly | 4 | Gelatinous Cube (cr 2, mm 242); deadly, 450 xp, trying to lure the party into an ambush | 5 | Orog (cr 2, mm 247); deadly, 450 xp, gathered around an evil shrine | 6 | Bugbear (cr 1, mm 33); medium, 200 xp, wielding bizarre eldritch powers |
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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 |
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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 |
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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 |
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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) |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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) |
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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 |
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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 | |
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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 |
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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) |
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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 |
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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) |
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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 |
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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) |
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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 | |
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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 | |
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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) |
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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 |
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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 |
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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 |
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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 |
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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 |
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Room #28 | East Entry | Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #38 | Empty | |
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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 | |
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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 |
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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) |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 | |
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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 |
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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 | |
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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 |
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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 | |
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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 |
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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 |
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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) |
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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 |
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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) |
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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 |
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Room #49 | North Entry | Stuck Iron Door (DC 25 to break; 60 hp) → Leads to room #22, inhabited by Orog | West Entry | Archway | Empty | |
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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 |
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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 |
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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 |
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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 | |
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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 | |
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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) |
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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 |
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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) |
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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 |
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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 |
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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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