The Caverns of The Gargoyle Queen 01
The Caverns of The Gargoyle Queen 01
The Caverns of The Gargoyle Queen 01
Level 1
General History The dungeon was created by dwarves as a lair. It
was eventually abandoned due to plague, and has
been conquered and altered many times since then.
Size Medium (51 x 65)
Walls Superior Masonry (DC 20 to climb)
Treasure: 2 pp
Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 15 to
unlock, DC 30 to break; 60 hp)
2600 cp, 1500 sp, 110 gp, hematite (10 gp), lapis
lazuli (10 gp), malachite (10 gp), moss agate (10
gp), obsidian (10 gp), Spell Scroll (Contact Other
Plane) (rare, dmg 200), Potion of Fire Giant Strength
(rare, dmg 187)
Room #2 North Entry Trapped and Locked Good Wooden Door (DC 15 to
open, DC 15 to break; 15 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +4 to hit against one target, 1d10 slashing
damage
Room #4 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #2
Treasure: 16 cp; 8 sp
Room #6 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #4, inhabited by Hobgoblin and 2
x Goblin
Room Features A fountain of water sits against the west wall, and
someone has scrawled "This is not a secret door" on
the west wall
Room #8 North Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60
hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
North Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
West Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8
to hit against one target, 2d10 piercing damage
Empty
Room #9 North Entry #1 Trapped and Locked Stone Door (DC 20 to open,
DC 25 to break; 60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +3 to hit against one target, 1d10 slashing
damage
North Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #44
West Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #55, inhabited by Bugbear
East Entry Secret (DC 20 to find) Locked Simple Wooden Door
(DC 10 to open, DC 15 to break; 10 hp)
Ⓢ The door is concealed within the mouth of a
demonic face carved from stone
→ Leads to room #53
Room Features A set of demonic war masks hangs on the north wall,
and someone has scrawled "If being drunk all the
time were easy, everyone would do it" in dwarvish
runes on the north wall
Treasure: 14 cp
Room #10 North Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #5, inhabited by Bandit Captain
and 1 x Bandit
Treasure: 10 gp
Room #12 West Entry Stuck Stone Door (DC 20 to break; 60 hp)
East Entry Unlocked Strong Wooden Door (20 hp)
Room Features A narrow shaft falls into the room from above, and a
large kiln and coal bin sit in the east side of the room
Room #13 West Entry Trapped and Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓣ Thunderstone Mine: DC 15 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 #42, inhabited by 2 x Goblin and
4 x Giant Rat
South Entry Locked Stone Door (DC 10 to open, DC 25 to break;
60 hp)
→ Leads to room #19
Room Features Burning torches in iron sconces line the north and
south walls, and someone has scrawled a diagram of
a mechanical trap on the east wall
Room #14 East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #37
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #34, inhabited by Mimic
Treasure: 14 ep; 17 cp
Treasure: 12 sp; 19 sp
Room #17 North Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Falling Block: DC 10 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 11
save or take 1d10 damage
Room #19 North Entry Locked Stone Door (DC 10 to open, DC 25 to break;
60 hp)
→ Leads to room #13
Room Features The north and east walls have been engraved with
alien symbols, and someone has scrawled
"Trespassers will be flayed alive" in blood on the
east wall
Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp
Empty
Room Features A forge and anvil sit in the south-east corner of the
room, and someone has scrawled "They ate Disanz"
in dwarvish runes on the east wall
Monster Bandit Captain (cr 2, mm 344) and 1 x Bandit (cr 1/8,
mm 343); deadly, 475 xp
Room #24 North Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
→ Leads to room #56
Room #25 North Entry Secret (DC 20 to find) Trapped and Stuck Strong
Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is concealed within the mouth of a
demonic face carved from stone
Ⓣ Fire Spray: DC 15 to find, DC 20 to disable;
affects all targets within a 20 ft. cone, DC 15 save or
take 2d10 fire damage
→ Leads to room #7
West Entry Archway
South Entry #1 Secret (DC 25 to find) Locked Good Wooden Door
(DC 15 to open, DC 15 to break; 15 hp)
Ⓢ The door is concealed within the mouth of a
demonic face carved from stone
Room #27 North Entry Trapped and Locked Iron Door (DC 25 to open, DC
30 to break; 60 hp) (slides down)
Ⓣ Fire Spray: DC 15 to find, DC 10 to disable;
affects all targets within a 20 ft. cone, DC 13 save or
take 2d10 fire damage
→ Leads to room #51, inhabited by 2 x Hobgoblin
Room Features The north and west walls are covered with scorch
marks, and several iron blobs are scattered
throughout the room
Monster Mimic (cr 2, mm 220); deadly, 450 xp
Treasure: 15 cp
Room #28 North Entry Unlocked Strong Wooden Door (20 hp)
East Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #52, inhabited by Orc and 1 x
Half-ogre
South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp
Room #29 North Entry Locked Good Wooden Door (DC 20 to open, DC 15
to break; 15 hp)
→ Leads to room #6
West Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
→ Leads to room #39
Empty
Room #30 North Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #41, inhabited by Bandit Captain
and 1 x Bandit
Room #31 North Entry #1 Trapped and Locked Simple Wooden Door (DC 15
to open, DC 15 to break; 10 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to
disable; +8 to hit against one target, 2d10 slashing
damage
→ Leads to room #37
Treasure: 12 sp
Room #32 East Entry Stuck Stone Door (DC 20 to break; 60 hp) (slides to
one side)
Room Features The floor is covered in square tiles, alternating white
and black, and several pieces of rotten rope are
scattered throughout the room
Monster Bugbear (cr 1, mm 33); medium, 200 xp
Treasure: 10 sp
Room #33 North Entry #1 Trapped and Locked Good Wooden Door (DC 15 to
open, DC 15 to break; 15 hp)
Ⓣ Falling Block: DC 15 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 19
save or take 4d10 damage
→ Leads to room #36, inhabited by Bugbear
North Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry Unlocked Good Wooden Door (15 hp)
Empty
Room #34 North Entry #1 Unlocked Good Wooden Door (15 hp)
Treasure: 14 gp
Room #36 North Entry Locked Strong Wooden Door (DC 25 to open, DC 20
to break; 20 hp)
East Entry Unlocked Stone Door (60 hp)
South Entry Trapped and Locked Good Wooden Door (DC 15 to
open, DC 15 to break; 15 hp)
Ⓣ Falling Block: DC 15 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 19
save or take 4d10 damage
→ Leads to room #33
Treasure: 11 ep
Room #37 North Entry Trapped and Locked Iron Door (DC 25 to open, DC
30 to break; 60 hp)
Ⓣ Symbol of Panic: DC 15 to find, DC 15 to
disable; affects all targets within 10 ft., DC 16 save or
become frightened for 1d4 rounds
→ Leads to room #53
West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #14, inhabited by Cult Fanatic
and 1 x Cultist
South Entry Trapped and Locked Simple Wooden Door (DC 15
to open, DC 15 to break; 10 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to
disable; +8 to hit against one target, 2d10 slashing
damage
→ Leads to room #31, inhabited by Silver Dragon
Wyrmling
Empty
Room #38 North Entry Locked Stone Door (DC 20 to open, DC 25 to break;
60 hp)
Room Features A faded and torn tapestry hangs from the south wall,
and a pile of rotten rope lies in the center of the room
Monster 2 x Hobgoblin (cr 1/2, mm 186); hard, 200 xp
Room #39 North Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #5, inhabited by Bandit Captain
and 1 x Bandit
East Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
→ Leads to room #29
South Entry Locked Simple Wooden Door (DC 20 to open, DC 15
to break; 10 hp)
Room Features A tile labyrinth covers the floor, and someone has
scrawled "Don't lose your head" in blood on the west
wall
Room #42 North Entry Secret (DC 15 to find) Trapped and Locked Simple
Wooden Door (DC 20 to open, DC 15 to break; 10
hp)
Ⓢ The door is concealed within the mouth of a
demonic face carved from stone
Ⓣ Earthmaw Trap: DC 15 to find, DC 15 to disable;
+10 to hit against one target, 4d10 piercing damage
→ Leads to room #57, inhabited by Mimic
West Entry Archway
East Entry Trapped and Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓣ Thunderstone Mine: DC 15 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 #13
South Entry Trapped and Stuck Good Wooden Door (DC 15 to
break; 15 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable;
affects each creature which touches the trigger, DC
13 save or take 2d10 damage
→ Leads to room #47
Monster 2 x Goblin (cr 1/4, mm 166) and 4 x Giant Rat (cr 1/8,
mm 327); deadly, 200 xp
Treasure: 10 gp; 4 pp
3300 cp, 900 sp, 30 gp, azurite (10 gp), blue quartz
(10 gp), hematite (10 gp), rhodochrosite (10 gp),
turquoise (10 gp), Potion of Healing (common, dmg
187)
Room #45 West Entry Secret (DC 25 to find) Stuck Strong Wooden Door
(DC 15 to break; 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
East Entry Unlocked Strong Wooden Door (20 hp)
Empty
Room #47 North Entry Trapped and Stuck Good Wooden Door (DC 15 to
break; 15 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable;
affects each creature which touches the trigger, DC
13 save or take 2d10 damage
→ Leads to room #42, inhabited by 2 x Goblin and
4 x Giant Rat
East Entry Unlocked Strong Wooden Door (20 hp)
South Entry Trapped and Stuck Good Wooden Door (DC 15 to
break; 15 hp)
Ⓣ Thunderstone Mine: DC 10 to find, DC 10 to
disable; affects all targets within 20 ft., DC 17 save or
take 4d10 thunder damage and become deafened
for 1d4 rounds
Empty
Room #48 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #41, inhabited by Bandit Captain
and 1 x Bandit
North Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)
West Entry Locked Stone Door (DC 20 to open, DC 25 to break;
60 hp)
→ Leads to room #30
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Monster Orog (cr 2, mm 247); deadly, 450 xp
Room #49 West Entry #1 Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp)
→ Leads to room #64
West Entry #2 Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
South Entry #1 Secret (DC 15 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #51, inhabited by 2 x Hobgoblin
South Entry #2 Archway
→ Leads to room #63, inhabited by Mimic
Empty
Room #50 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #35
Treasure: 13 ep; 12 sp
Room #52 North Entry #1 Locked Iron Door (DC 25 to open, DC 30 to break;
60 hp)
North Entry #2 Locked Strong Wooden Door (DC 20 to open, DC 20
to break; 20 hp) (slides down)
West Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #28, inhabited by Cult Fanatic
and 1 x Cultist
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp
Treasure: 17 ep; 15 cp
Room #53 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
West Entry #1 Secret (DC 20 to find) Locked Simple Wooden Door
(DC 10 to open, DC 15 to break; 10 hp)
Ⓢ The door is concealed within the mouth of a
demonic face carved from stone
→ Leads to room #9, inhabited by Ogre Zombie
West Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
West Entry #3 Secret (DC 20 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ The door is concealed behind an area of mould
South Entry Trapped and Locked Iron Door (DC 25 to open, DC
30 to break; 60 hp)
Ⓣ Symbol of Panic: DC 15 to find, DC 15 to
disable; affects all targets within 10 ft., DC 16 save or
become frightened for 1d4 rounds
→ Leads to room #37
Room #55 East Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #9, inhabited by Ogre
Zombie
South Entry Archway
→ Leads to room #58
Monster Bugbear (cr 1, mm 33); medium, 200 xp
Treasure: 19 cp
Room #56 West Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
West Entry #2 Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
South Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
→ Leads to room #24, inhabited by 4 x Goblin
Empty
Treasure: 14 cp
Room Features Part of the ceiling has collapsed into the room, and
the floor is covered with dust
Room #60 East Entry Stuck Strong Wooden Door (DC 15 to break; 20
hp)
Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp
Room #61 North Entry Trapped and Stuck Stone Door (DC 20 to break; 60
hp)
Ⓣ Rune of Fear: DC 15 to find, DC 20 to disable;
affects all targets within 10 ft., DC 10 save or
become frightened for 1d4 rounds
Room Features A forge and anvil sit in the north-east corner of the
room, and the ceiling is covered with cracks
Room #62 West Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #4, inhabited by Hobgoblin and 2
x Goblin
East Entry Trapped and Unlocked Good Wooden Door (15 hp)
(magically reinforced, disadvantage to break)
Ⓣ Earthmaw Trap: DC 10 to find, DC 15 to disable;
+8 to hit against one target, 2d10 piercing damage
South Entry Archway
→ Leads to room #7
Room Features A simple fireplace sits against the south wall, and
someone has scrawled an incomplete drawing of a
dragon on the east wall
Treasure: 13 sp
Room #64 West Entry Trapped and Stuck Stone Door (DC 20 to break; 60
hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable;
affects each creature which touches the trigger, DC
10 save or take 1d10 damage
East Entry Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp)
→ Leads to room #49
Room Features Ghostly music can be heard in the west side of the
room, and a torn backpack lies in the south-east
corner of the room