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The Cult Leader - S Lair v.02

This one-page dungeon describes the layout and key locations of The Cult Leader's Lair. It contains 10 rooms, including an entrance, library, storage, chapel, offices, jail cells and the Cult Leader's bedroom. Each room poses different challenges or dangers, such as traps, locked chests or encounters with cultists, beasts or the Cult Leader. The document provides details on possible occupants in each room and valuable items that may be found.

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100% found this document useful (1 vote)
294 views1 page

The Cult Leader - S Lair v.02

This one-page dungeon describes the layout and key locations of The Cult Leader's Lair. It contains 10 rooms, including an entrance, library, storage, chapel, offices, jail cells and the Cult Leader's bedroom. Each room poses different challenges or dangers, such as traps, locked chests or encounters with cultists, beasts or the Cult Leader. The document provides details on possible occupants in each room and valuable items that may be found.

Uploaded by

bixih38261
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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All content and art by Logen Nein

Key Locations:
The Cult Leader’s Lair 1. Entrance from above, a crudely concealed tripwire at the
A system neutral one-page dungeon bottom of the stairs will activate a weak crossbow trap.
2. A well stocked library, 1 in 6 chance of finding a useable
scroll for each turn spent searching.
3. Stores are scant here, though a small chest, simply
locked, contains a small amount of treasure.
7 1 4. Four statues stand eternally at four corners of a stagnant
3 pool, a slick layer of nacreous slime concealing some foul
beast. It cannot leave the room unless a statue is
8 removed.
5. A well concealed hidden door cunningly trapped with a
dangerous deadfall opens upon a room with useful
supplies and two chests with difficult locks containing
6 much treasure.
2 6. This central room contains an extremely well concealed
9 trap that if triggered slams down solid stone doors
10 blocking the exits and filling the room with a deadly
poisonous gas.
7. A small office with a hidden compartment in the chimney
4 that contains a small personal treasure.
8. A gaol with three small and one large cell. Only the large
cell is currently occupied, a feral beast rushing the bars if
any come near. All the locks are moderately difficult, and
5 The Gaoler has the key.
9. The Cult Leader’s bedroom, well appointed, his
personal chest with a difficult lock contains his personal
treasure that includes a few magical items.
Who is in the Room? Roll d6 upon entering a room save room 5 10. A hidden chapel to the cult’s deity, for good or ill. Upon
1. The Cult Leader, wielding a damaging magical item and protective magical the lectern is the group’s holy book. A well hidden false
robe, they can cast spells and fight with their mace as well as any hero. cobblestone conceals a magical relic.
2. The Gaoler is a skilled fighter, armed with a hefty two-handed axe and scale The doors in the lair are all unlocked though the depicted portcullis’
armor, they bear a ring with some power along with minor treasure. have average locks.
3. d6 Cultists with wicked knives and leather armor beneath their robes. Each
carries a bit of personal treasure.
4. The cults’ pet hound, large and viscous to any not robed as it’s owners.
5. d3 Cultists as detailed above
6. No one for now.
Reroll any roll of 1 and 2 once they have been met

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