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Donjon 5e Random Dungeon Generator: The Sepulcher of Bosu Level 1

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0% found this document useful (0 votes)
103 views12 pages

Donjon 5e Random Dungeon Generator: The Sepulcher of Bosu Level 1

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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donjon

5e Random Dungeon Generator


The Sepulcher of Bosu

Level 1
General History The dungeon was created by a lawful neutral wizard as a stronghold. Its creator was destroyed
by a natural disaster, and the dungeon has fallen to ruin and been rebuilt many times since
then.

Walls Masonry (DC 15 to climb)

Floor Flagstone (Slippery Foor)

Temperature Cool

Illumination Bright (lamps or torches every 40 ft.)

Corridor Features a Several alcoves are cut into the walls here

c Idol of Evil: DC 15 to find, DC 15 to disable; affects good creatures which touch the idol, DC 13
save or take 2d10 damage

e A narrow shaft falls into the corridor from above

i A briny odor fills the corridor

m A group of demonic faces have been carved into the walls

n A fountain of water sits in an alcove here

r Burning torches in iron sconces line the corridor

Wandering 1 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4, mm 341); deadly, 200 xp, investigating a
strange noise
Monsters
2 Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); deadly, 500 xp, wielding bizarre
eldritch powers

3 Mimic (cr 2, mm 220); deadly, 450 xp, scouting from another part of the dungeon

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

5 Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); deadly, 500 xp, scavenging for
food and treasure

6 4 x Goblin (cr 1/4, mm 166); deadly, 200 xp, lost and desperate

Room #1 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→   Leads to room #5, inhabited by Mimic

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


→   Leads to room #2, inhabited by Silver Dragon Wyrmling

Room Features The floor is covered in perfect hexagonal tiles, and burning torches in iron sconces line the
north and east walls

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

Treasure: 1500 cp, 900 sp, 60 gp, 3 x diamond (50 gp), onyx (50 gp), 2 x sardonyx (50 gp),
zircon (50 gp), 2 x Potion of Hill Giant Strength (uncommon, dmg 187), Wand of Secrets
(uncommon, dmg 211)

Room #2 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→   Leads to room #1, inhabited by Ogre Zombie and 1 x Zombie

East Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ   Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the
trigger, DC 11 save or take 1d10 damage

→   Leads to room #6, inhabited by Orog

South Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp) (slides to one side)
→   Leads to room #4

Room Features A balcony hangs from the south wall, and several iron spikes are scattered throughout the
room

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


Treasure: 13 gp

Room #3 South Entry Trapped and Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
Ⓣ   Ice Dart Trap: DC 20 to find, DC 15 to disable; +6 to hit against one target, 2d10 cold
damage

→   Leads to room #7

Empty  

Room #4 North Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp) (slides to one side)
→   Leads to room #2, inhabited by Silver Dragon Wyrmling

South Entry Unlocked Good Wooden Door (15 hp)


→   Leads to room #8, inhabited by Hobgoblin

Empty  

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


→   Leads to room #44, inhabited by Gelatinous Cube

West Entry Secret (DC 15 to find) Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to
break; 20 hp)
Ⓢ   The door is concealed within the mouth of a demonic face carved from stone

Ⓣ   Acid Spray: DC 15 to find, DC 20 to disable; affects all targets within a 20 ft. cone, DC 12
save or take 1d10 acid damage for 1d4 rounds

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


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

Room Features Several square holes are cut into the ceiling and floor, and someone has scrawled "Kill them
with ice" on the south wall

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

Treasure: 2400 cp, 1100 sp, 70 gp, a bone puzzle box set with chrysoberyl (25 gp), a bone
scepter inlaid with a filigree of copper (25 gp), a copper bracelet set with a single jade (25 gp),
a leather coat trimmed with rabbit fur (25 gp), a malachite cup engraved with dwarven runes
(25 gp), a wooden chalice engraved with arcane runes (25 gp), an earthenware tureen
embossed with draconic runes (25 gp), Eversmoking Bottle (uncommon, dmg 168), Eyes of
Charming (uncommon, dmg 168), Trident of Fish Command (uncommon, dmg 209), Sword of
Vengeance (longsword) (uncommon, dmg 206)

Room #6 North Entry #1 Unlocked Simple Wooden Door (10 hp)

North Entry #2 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

→   Leads to room #30, inhabited by Bugbear

West Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ   Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the
trigger, DC 11 save or take 1d10 damage
→   Leads to room #2, inhabited by Silver Dragon Wyrmling

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


→   Leads to room #8, inhabited by Hobgoblin

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

Treasure: 11 gp

Trap Rune of Hypnosis: DC 15 to find, DC 20 to disable; affects all targets within 10 ft., DC 11 save
or become incapacitated for 1d4 rounds

Room #7 North Entry Trapped and Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
Ⓣ   Ice Dart Trap: DC 20 to find, DC 15 to disable; +6 to hit against one target, 2d10 cold
damage
→   Leads to room #3

West Entry Secret (DC 15 to find) Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to
break; 15 hp)
Ⓢ   The door is concealed within the mouth of a gargantuan skull carved from stone
Ⓣ   Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area,
DC 15 save or take 2d10 damage

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


→   Leads to room #8, inhabited by Hobgoblin

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


→   Leads to room #40

Empty  

Room #8 North Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
→   Leads to room #6, inhabited by Orog

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

→   Leads to room #4

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


→   Leads to room #7

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


→   Leads to room #15, inhabited by Orog

Room Features A mural of ghoulish carnage covers the ceiling, and several pieces of rotten fruit are scattered
throughout the room

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

Treasure: 13 sp

Room #9 North Entry Secret (DC 15 to find) Trapped and Locked Simple Wooden Door (DC 15 to open, DC 15 to
break; 10 hp)
Ⓢ   A bookcase and concealed door pivots smoothly
Ⓣ   Acid Spray: DC 10 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 11
save or take 1d10 acid damage for 1d4 rounds
→   Leads to room #48

East Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)

Ⓣ   Electrified Lock: DC 10 to find, DC 20 to disable; affects each creature which touches the
lock, DC 12 save or take 2d10 lightning damage

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

Monster 2 x Goblin (cr 1/4, mm 166) and 3 x Giant Rat (cr 1/8, mm 327); hard, 175 xp

Treasure: 2500 cp, 800 sp, 40 gp, diamond (50 gp), carnelian (50 gp), 2 x chalcedony (50
gp), zircon (50 gp), Bag of Holding (uncommon, dmg 153)

Room #10 North Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ   One-way Door: DC 10 to find, DC 10 to disable

West Entry Archway

South Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
→   Leads to room #54, inhabited by Goblin and 1 x Wolf

Empty  

Room #11 North Entry #1 Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)

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

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


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

Treasure: 2000 cp, 1000 sp, 80 gp, azurite (10 gp), eye agate (10 gp), 2 x hematite (10 gp),
malachite (10 gp), moss agate (10 gp), obsidian (10 gp), Spell Scroll (Fire Bolt) (common, dmg
200), Spell Scroll (Prestidigitation) (common, dmg 200), Spell Scroll (Speak with Animals)
(common, dmg 200), Potion of Greater Healing (uncommon, dmg 187), Potion of Healing
(common, dmg 187)

Room #12 West Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ   Magic Missle Trap: DC 20 to find, DC 15 to disable; one target, 1d10 force damage
→   Leads to room #50

South Entry Unlocked Simple Wooden Door (10 hp)


→   Leads to room #47

Room Features A fountain of water sits against the west wall, and an acrid odor fills the room

Room #13 South Entry Unlocked Good Wooden Door (15 hp)
→   Leads to room #21, inhabited by 4 x Goblin

Room Features A tile labyrinth covers the floor, and a dagger hilt lies in the south-west corner of the room

Room #14 East Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
→   Leads to room #27

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

Trap Poison Gas Trap: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area,
DC 18 save or take 4d10 poison damage

Room #15 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

North Entry #2 Unlocked Strong Wooden Door (20 hp)

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


→   Leads to room #8, inhabited by Hobgoblin

South Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)

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

Treasure: 2100 cp, 1100 sp, 40 gp, a brass censer set with chalcedony and onyx (25 gp), a
malachite bowl engraved with arcane runes (25 gp), a portrait (of a male dwarf) in a wooden
frame engraved with floral vines (25 gp), a small woolen carpet (25 gp), an agate puzzle box set
with bloodstone and zircon (25 gp)

Trap Poison Gas Trap: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area,
DC 19 save or take 4d10 poison damage

Hidden Treasure Hidden (DC 20 to find) Trapped and Locked Iron Chest (DC 15 to unlock, DC 30 to break; 60
hp)
Magic Missle Trap: DC 10 to find, DC 15 to disable; one target, 2d10 force damage

2500 cp, 800 sp, 50 gp, diamond (50 gp), 2 x bloodstone (50 gp), chrysoprase (50 gp), jasper
(50 gp), Cloak of Protection (uncommon, dmg 159)

Room #16 North 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
→   Leads to room #53

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

Empty  

Room #17 South Entry Stuck Stone Door (DC 20 to break; 60 hp)
Room Features A putrid odor fills the south-west corner of the room, and several pieces of broken glass are
scattered throughout the room

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

Treasure: 11 gp; 15 sp

Room #18 North Entry Unlocked Simple Wooden Door (10 hp)

West Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ   Guillotine Blade: DC 10 to find, DC 15 to disable; +12 to hit against one target, 4d10
slashing damage

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


→   Leads to room #40

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

Room Features A splashing noise fills the room, and a pile of sundered shields lies in the center of the room

Room #19 North Entry Stuck Iron Door (DC 25 to break; 60 hp)

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

Room Features A chute descends from the room into a natural cavern below, and several rotten apples are
scattered throughout the room

Room #20 East Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→   Leads to room #37

East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→   Leads to room #43, inhabited by Mimic

South Entry Unlocked Good Wooden Door (15 hp)

Room Features The floor is covered in perfect hexagonal tiles, and a simple wooden table and basin of water
sit in the north-east corner of the room

Room #21 North Entry Unlocked Good Wooden Door (15 hp)
→   Leads to room #13

East Entry Archway

Room Features Someone has scrawled "Never trust an elf" in dwarvish runes on the west wall, and a pile of
blood-soaked clothing lies in the west side of the room

Monster 4 x Goblin (cr 1/4, mm 166); deadly, 200 xp

Treasure: 6 ep; 10 sp; 11 gp; 13 sp

Room #22 East Entry Archway

Room Features A balcony hangs from the south wall, and a ruined siege weapon sits in the south side of the
room

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

Treasure: 15 cp; 16 sp

Trap Net Trap: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 11
save or become restrained

Hidden Treasure Hidden (DC 20 to find) Trapped and Locked Good Wooden Chest (DC 20 to unlock, DC 20 to
break; 15 hp)
Poisoned Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit against one target, 2d10
piercing/poison damage

1500 cp, 1100 sp, 60 gp, a bone rod inlaid with ornate silver scrollwork (25 gp), a bone rod set
with coral (25 gp), a brocade merchant's cap adorned with a feather (25 gp), a cloth robe
threaded with copper (25 gp), a fine leather vest tooled with floral vines (25 gp), a leather
saddle tooled with elven script (25 gp), an agateware tile embossed with elven script (25 gp),
an ivory comb inlaid with a meandros of electrum (25 gp), Sentinel Shield (uncommon, dmg
199), Staff of the Python (uncommon, dmg 204), +1 Weapon (shortbow) (uncommon, dmg
213)

Room #23 North Entry #1 Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ   The door is located near the ceiling and concealed within a mosaic of geometric patterns

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

Room Features The floor is covered in perfect hexagonal tiles, and a pile of bent copper coins lies in the center
of the room

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

Treasure: 8 gp; 13 cp; 16 ep

Room #24 North Entry Archway

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

Room Features A fountain decorated with tormented faces sits in the north-west corner of the room, and
someone has scrawled "The Crusaders of Shrewood looted this place" on the west wall

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

Treasure: 1800 cp, 1200 sp, 70 gp, a bone comb set with blue spinel (25 gp), a bone rod inlaid
with a meandros of silver (25 gp), a cloth robe trimmed with rabbit fur (25 gp), a fine leather
coinpurse tooled with elven script (25 gp), a fine steel ring engraved with dwarven axeheads
(25 gp), a petrified frog engraved with arcane runes (25 gp), a pewter crown inlaid with a
meandros of copper (25 gp), a pewter scepter inlaid with copper (25 gp), Driftglobe
(uncommon, dmg 166), 2 x Potion of Healing (common, dmg 187)

Hidden Treasure Hidden (DC 15 to find) Trapped and Locked Simple Wooden Chest (DC 25 to unlock, DC 15 to
break; 10 hp)
Teleporter Crystal: DC 10 to find, DC 15 to disable; affects each creature which touches the
crystal, DC 18 save or be teleported to another location

2100 cp, 1000 sp, 50 gp

Room #25 West Entry #1 Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)

West Entry #2 Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓣ   One-way Door: DC 15 to find, DC 10 to disable

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


→   Leads to room #49, inhabited by Mimic

South Entry Unlocked Strong Wooden Door (20 hp)

Room Features A stair ascends to a wooden platform in the west side of the room, and the north and east
walls have been engraved with glowing symbols

Room #26 West Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)

East Entry #1 Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)

East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features A sloped pit lined with iron spikes lies in the south-west corner of the room, and several pieces
of rotten rope are scattered throughout the room

Room #27 West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

West Entry #2 Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
→   Leads to room #14

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

Room Features A magical statue in the south side of the room answers questions with lies and falsehoods,
and a wooden platform hangs over a deep pit in the east side of the room
Trap Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC
13 save or take 2d10 damage

Room #28 West Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)

East Entry Unlocked Strong Wooden Door (20 hp)

Room Features A stream of water flows along a channel in the floor, and someone has scrawled "Amadrien fell
here, the best among us" on the south wall

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

Treasure: 2100 cp, 900 sp, 30 gp, a bone shield brooch set with a rosette of topaz (25 gp), a
linen vest trimmed with rabbit fur (25 gp), a rosewood cup set with aquamarine and black
pearl (25 gp), a wooden plate engraved with elven script (25 gp)

Room #29 North Entry Secret (DC 20 to find) Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
Ⓢ   The door is concealed behind a statue of an ancient lich, and opened by pressing runes on
his staff
→   Leads to room #32, inhabited by Orog

West Entry #1 Unlocked Simple Wooden Door (10 hp)

West Entry #2 Secret (DC 25 to find) Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
Ⓢ   The door is concealed by an illusion

South Entry Secret (DC 15 to find) Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
Ⓢ   A bookcase and concealed door pivots smoothly

Empty  

Room #30 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→   Leads to room #49, inhabited by Mimic

East Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)

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


→   Leads to room #6, inhabited by Orog

Room Features A toppled statue lies in the south-west corner of the room, and the ceiling is covered with
cobwebs

Monster Bugbear (cr 1, mm 33); medium, 200 xp

Treasure: 3 pp

Room #31 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

South Entry Trapped and Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Ⓣ   Earthmaw Trap: DC 15 to find, DC 15 to disable; +10 to hit against one target, 4d10 piercing
damage

Empty  

Room #32 South Entry #1 Secret (DC 20 to find) Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)

Ⓢ   The door is concealed behind a statue of an ancient lich, and opened by pressing runes on
his staff
→   Leads to room #29

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

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

Treasure: 2000 cp, 500 sp, 50 gp, 3 x diamond (50 gp), 2 x carnelian (50 gp), chrysoprase (50
gp), jasper (50 gp)

Room #33 South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Room Features Several alcoves are cut into the east and west walls, and an iron sarcophagus sits in the south
side of the room

Room #34 West Entry Secret (DC 25 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ   The door is concealed within a mosaic of a demonic goddess

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

Empty  

Room #35 South Entry #1 Secret (DC 15 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ   The door is concealed behind a statue of a troll archer, and opened by pulling an arrow in
its quiver

South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features Knocking can be heard in the south-west corner of the room, and a corroded mace lies in the
east side of the room

Room #36 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

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

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


→   Leads to room #43, inhabited by Mimic

South Entry Unlocked Good Wooden Door (15 hp)


→   Leads to room #46

Room Features Someone has scrawled "Beneath the altar" on the west wall, and a grinding noise can be
faintly heard near the east wall

Room #37 North Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp) (slides up)

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


→   Leads to room #20

Room Features Numerous pillars line the walls, and a pile of rotten rope lies in the east side of the room

Room #38 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

South Entry Archway

Room Features The floor is covered in perfect hexagonal tiles, and a rotting backpack lies in the north side of
the room

Room #39 West Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)

South Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)

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

Treasure: 23 cp

Room #40 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→   Leads to room #7

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


→   Leads to room #18

South Entry Stuck Stone Door (DC 20 to break; 60 hp)

Room Features A set of demonic war masks hangs on the west wall, and a thumping sound can be faintly
heard near the south wall

Room #41 South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Empty  
Room #42 East Entry Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)

Room Features The floor is covered in perfect hexagonal tiles, and a pile of corroded iron spikes lies in the
west side of the room

Room #43 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) (magically reinforced, disadvantage to
break)

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


→   Leads to room #20

East Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓣ   One-way Door: DC 10 to find, DC 15 to disable
→   Leads to room #36

Room Features A tapestry of arcane patterns hangs from the east wall, and a forge and anvil sit in the south
side of the room

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

Treasure: 1900 cp, 500 sp, 90 gp, 4 x diamond (50 gp), bloodstone (50 gp), chrysoprase (50
gp), citrine (50 gp), star rose quartz (50 gp), +1 Rod of the Pact Keeper (uncommon, dmg 197),
Instrument of the Bards (Mac-Fuimidh cittern) (uncommon, dmg 176), Medallion of Thoughts
(uncommon, dmg 181), Sword of Vengeance (shortsword) (uncommon, dmg 206)

Room #44 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

East Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ   Guillotine Blade: DC 15 to find, DC 10 to disable; +7 to hit against one target, 2d10 slashing
damage

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


→   Leads to room #5, inhabited by Mimic

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

Treasure: 2600 cp, 1300 sp, 80 gp, azurite (10 gp), blue quartz (10 gp), 4 x eye agate (10 gp),
hematite (10 gp), lapis lazuli (10 gp), tiger eye (10 gp), turquoise (10 gp)

Room #45 West Entry #1 Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
→   Leads to room #51, inhabited by Orc and 1 x Half-ogre

West Entry #2 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ   Arrow Trap: DC 10 to find, DC 10 to disable; +5 to hit against one target, 1d10 piercing
damage

East Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→   Leads to room #52, inhabited by Bugbear and 1 x Goblin

Room Features Part of the ceiling has collapsed into the room, and a forge and anvil sit in the east side of the
room

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

Treasure: 2200 cp, 1000 sp, 70 gp, eye agate (10 gp), hematite (10 gp), 2 x lapis lazuli (10 gp),
moss agate (10 gp), obsidian (10 gp), 3 x tiger eye (10 gp), Potion of Resistance (cold)
(uncommon, dmg 188), Cloak of the Manta Ray (uncommon, dmg 159), Potion of Poison
(uncommon, dmg 188)

Room #46 North Entry #1 Unlocked Good Wooden Door (15 hp)
→   Leads to room #36

North Entry #2 Archway

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

Room Features A chute falls into the room from above, and the floor is covered in square tiles, alternating
white and black
Room #47 North Entry Unlocked Simple Wooden Door (10 hp)
→   Leads to room #12

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

South Entry Trapped and Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
Ⓣ   Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit against one target, 2d10 piercing
damage

Empty  

Room #48 South Entry Secret (DC 15 to find) Trapped and Locked Simple Wooden Door (DC 15 to open, DC 15 to
break; 10 hp)
Ⓢ   A bookcase and concealed door pivots smoothly
Ⓣ   Acid Spray: DC 10 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 11
save or take 1d10 acid damage for 1d4 rounds
→   Leads to room #9, inhabited by 2 x Goblin and 3 x Giant Rat

Empty  

Room #49 North Entry Stuck Stone Door (DC 20 to break; 60 hp)

West Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)


→   Leads to room #25

West Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)

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


→   Leads to room #30, inhabited by Bugbear

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

Treasure: 10 gp

Trap Net Trap: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 10
save or become restrained

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

1700 cp, 1000 sp, 80 gp, a brass bracer etched with draconic runes (25 gp), a brass coffer
inlaid with a meandros of copper (25 gp), a fine leather merchant's cap adorned with a feather
(25 gp), a fine leather merchant's cap adorned with a plume (25 gp), a linen merchant's cap
threaded with electrum (25 gp), a steel pendant inlaid with a meandros of gold (25 gp),
Folding Boat (rare, dmg 170), Potion of Clairvoyance (rare, dmg 187), Potion of Diminution
(rare, dmg 187), Potion of Heroism (rare, dmg 188)

Room #50 East Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ   Magic Missle Trap: DC 20 to find, DC 15 to disable; one target, 1d10 force damage
→   Leads to room #12

South Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ   Earthmaw Trap: DC 15 to find, DC 15 to disable; +9 to hit against one target, 4d10 piercing
damage

Empty  

Room #51 East Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
→   Leads to room #45, inhabited by Orog

Room Features The floor is covered in square tiles, alternating white and black, and the ceiling is covered with
cracks

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

Treasure: 22 cp; 13 ep

Room #52 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
West Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→   Leads to room #45, inhabited by Orog

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

Treasure: 14 ep; 14 sp

Room #53 West Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)

South 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

→   Leads to room #16

Room Features A stone stair ascends towards the south wall, and an unidentifiable odor fills the south-east
corner of the room

Room #54 North Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
→   Leads to room #10

Monster Goblin (cr 1/4, mm 166) and 1 x Wolf (cr 1/4, mm 341); easy, 100 xp

Treasure: 6 pp; 11 sp

Hidden Treasure Hidden (DC 25 to find) Locked Iron Chest (DC 15 to unlock, DC 30 to break; 60 hp)

1900 cp, 700 sp, 90 gp, a leather mantle sewn with silver (25 gp), a malachite salt cellar inlaid
with a meandros of gold (25 gp), a necklace of eye agate (25 gp), a pewter bracer etched with
draconic runes (25 gp), a pewter longsword set with chrysoprase and citrine (25 gp), a
rosewood medallion engraved with elven script (25 gp), a wooden orb set with hematite (25
gp)

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