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The Caverns of The Gargoyle Queen 01

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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)

Floor Smooth Stone (dense rubble, difficult terrain)


Temperature Cool
Illumination Average (shadowy in corridors, lamps or torches in
most rooms)

Corridor Features a Skeletons hang from chains and manacles against


the walls
c Withered corpses are nailed to the corridor walls
e A chute descends from the corridor into a magical
cyst below

i Ice Dart Trap: DC 20 to find, DC 15 to disable; +7 to


hit against one target, 2d10 cold damage
m A narrow shaft falls into the corridor from above

n A tile labyrinth covers the floor


r Acid Spray: DC 10 to find, DC 15 to disable; affects
all targets within a 20 ft. cone, DC 15 save or take
1d10 acid damage for 1d4 rounds
s Ice Dart Trap: DC 10 to find, DC 15 to disable; +7 to
hit against one target, 2d10 cold damage
u A narrow shaft falls into the corridor from above

v A tile labyrinth covers the floor


w A group of demonic faces have been carved into the
walls
x A fountain of water sits in an alcove here
z Teleporter Crystal: DC 20 to find, DC 10 to disable;
affects each creature which touches the crystal, DC
10 save or be teleported to another location
Wandering Monsters 1 Mimic (cr 2, mm 220); deadly, 450 xp, tracking the
party
2 Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm
166); medium, 250 xp, wandering senselessly
3 Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm
166); medium, 250 xp, scavenging for food and
treasure
4 Hobgoblin (cr 1/2, mm 186) and 1 x Goblin (cr 1/4,
mm 166); medium, 150 xp, hunting for food

5 Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm


166); medium, 250 xp, actively patrolling their
territory
6 Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp, scouting from another part of
the dungeon

Room #1 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp) (stuck, disadvantage to open)
East Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #2
South Entry Secret (DC 20 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a pile of skulls
Monster Bugbear (cr 1, mm 33); medium, 200 xp

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

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


→ Leads to room #1, inhabited by Bugbear
East Entry Archway
→ Leads to room #3, inhabited by Hobgoblin and 1
x Worg
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #4, inhabited by Hobgoblin and 2
x Goblin

Trap Rune of Hypnosis: DC 20 to find, DC 15 to disable;


affects all targets within 10 ft., DC 11 save or
become incapacitated for 1d4 rounds
Room #3 North Entry #1 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Symbol of Hypnosis: DC 20 to find, DC 15 to
disable; affects all targets within 10 ft., DC 16 save or
become incapacitated for 1d4 rounds
→ Leads to room #22
North Entry #2 Archway

West Entry Archway


→ Leads to room #2

Room Features The floor is covered in perfect hexagonal tiles, and


burning torches in iron sconces line the walls

Monster Hobgoblin (cr 1/2, mm 186) and 1 x Worg (cr 1/2,


mm 341); hard, 200 xp

Treasure: 2100 cp, 700 sp, 40 gp, 2 x hematite (10


gp), 2 x lapis lazuli (10 gp), malachite (10 gp), moss
agate (10 gp), obsidian (10 gp), 2 x tiger eye (10 gp)

Room #4 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #2

West Entry Archway

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


→ Leads to room #62
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #6
Monster Hobgoblin (cr 1/2, mm 186) and 2 x Goblin (cr 1/4,
mm 166); deadly, 200 xp

Treasure: 19 cp; 20 cp; 21 cp

Room #5 West Entry Archway


→ Leads to room #18
South Entry #1 Unlocked Strong Wooden Door (20 hp)
→ Leads to room #10
South Entry #2 Unlocked Strong Wooden Door (20 hp)
→ Leads to room #39
Room Features A stone stair ascends towards the east wall, and a
tile mosaic of arcane patterns covers the floor

Monster Bandit Captain (cr 2, mm 344) and 1 x Bandit (cr 1/8,


mm 343); deadly, 475 xp

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

East Entry Secret (DC 25 to find) Unlocked Strong Wooden


Door (20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #7

South Entry Locked Good Wooden Door (DC 20 to open, DC 15


to break; 15 hp)
→ Leads to room #29

Room Features A magical statue in the center of the room answers


simple questions about the dungeon (points
directions), and several empty bottles are scattered
throughout the room

Room #7 North Entry Archway


→ Leads to room #62
West Entry Secret (DC 25 to find) Unlocked Strong Wooden
Door (20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #6
East Entry Locked Strong Wooden Door (DC 15 to open, DC 20
to break; 20 hp) (slides up)

South 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 #25

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

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

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

West Entry #1 Trapped and Unlocked Stone Door (60 hp)


Ⓣ Thunderstone Mine: DC 20 to find, DC 10 to
disable; affects all targets within 20 ft., DC 15 save or
take 2d10 thunder damage and become deafened
for 1d4 rounds

West Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
South Entry Locked Simple Wooden Door (DC 20 to open, DC 15
to break; 10 hp)
Room Features A stone stair ascends towards the east wall, and a
simple fireplace sits against the east wall

Room #11 North Entry Trapped Iron Portcullis (DC 20 to lift, DC 25 to


break; 60 hp)
Ⓣ Electrified Lock: DC 15 to find, DC 20 to disable;
affects each creature which touches the lock, DC 12
save or take 2d10 lightning damage
→ Leads to room #15

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


hp)
→ Leads to room #23, inhabited by Bandit Captain
and 1 x Bandit
Room Features Spirals of black stones cover the floor, and an acrid
odor fills the north side of the room
Monster Orog (cr 2, mm 247); deadly, 450 xp

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

Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,


mm 166); medium, 250 xp

Treasure: 1300 cp, 1000 sp, 50 gp, 4 x diamond (50


gp), sardonyx (50 gp), Boots of the Winterlands
(uncommon, dmg 156), Javelin of Lightning
(uncommon, dmg 178)

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

Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,


mm 345); deadly, 475 xp

Treasure: 14 ep; 17 cp

Room #15 South Entry #1 Trapped Iron Portcullis (DC 20 to lift, DC 25 to


break; 60 hp)
Ⓣ Electrified Lock: DC 15 to find, DC 20 to disable;
affects each creature which touches the lock, DC 12
save or take 2d10 lightning damage
→ Leads to room #11, inhabited by Orog
South Entry #2 Stuck Iron Door (DC 25 to break; 60 hp)
Empty
Room #16 North Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)

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


hp)
Room Features A stair ascends to a balcony hanging from the south
wall, and a carved stone statue stands in the center
of the room

Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm


238); deadly, 300 xp

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

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


hp)
Room Features Someone has scrawled a demonic face on the east
wall, and ghostly wailing can be heard in the south
side of the room

Room #18 East Entry Archway


→ Leads to room #5, inhabited by Bandit Captain
and 1 x Bandit
Room Features A tapestry of a legendary battle hangs from the
south wall, and a briny odor fills the room

Room #19 North Entry Locked Stone Door (DC 10 to open, DC 25 to break;
60 hp)
→ Leads to room #13

East Entry Archway


Empty
Room #20 West Entry Trapped and Locked Simple Wooden Door (DC 10
to open, DC 15 to break; 10 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to
disable; affects all targets within 20 ft., DC 18 save or
take 4d10 thunder damage and become deafened
for 1d4 rounds
East Entry Secret (DC 20 to find) Stuck Good Wooden Door
(DC 15 to break; 15 hp)
Ⓢ The door is concealed behind a statue of an
elemental salamander, and opened by setting it
aflame

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

Treasure: 2300 cp, 700 sp, 60 gp, diamond (50 gp),


moonstone (50 gp), quartz (50 gp), sardonyx (50
gp), Potion of Stone Giant Strength (rare, dmg 187)

Room #21 West Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to


break; 30 hp)
Ⓣ Fire Spray: DC 20 to find, DC 20 to disable;
affects all targets within a 20 ft. cone, DC 10 save or
take 1d10 fire damage

East Entry Archway


→ Leads to room #51, inhabited by 2 x Hobgoblin

Empty

Room #22 East Entry Archway


South Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Symbol of Hypnosis: DC 20 to find, DC 15 to
disable; affects all targets within 10 ft., DC 16 save or
become incapacitated for 1d4 rounds
→ Leads to room #3, inhabited by Hobgoblin and 1
x Worg
Room Features A narrow shaft falls into the room from above, and
several pieces of blood-soaked clothing are
scattered throughout the room
Room #23 East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #11, inhabited by Orog
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

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

Treasure: 2500 cp, 900 sp, 50 gp, a bone rod


engraved with arcane runes (25 gp), a fine leather
coinpurse tooled with draconic scales (25 gp), a
rosewood cup engraved with a labyrinth (25 gp), a
steel chime engraved with arcane runes (25 gp), a
stoneware jar painted with floral imagery (25 gp), a
wooden bowl inlaid with a meandros of electrum (25
gp), Ring of the Ram (rare, dmg 193)

Room #24 North Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
→ Leads to room #56

South Entry Locked Simple Wooden Door (DC 10 to open, DC 15


to break; 10 hp)
Room Features Lit candles are scattered across the floor, and a
pierced breastplate lies in the south side of the room
Monster 4 x Goblin (cr 1/4, mm 166); deadly, 200 xp

Treasure: 19 sp; 12 cp; 14 cp; 10 gp

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

South Entry #2 Unlocked Simple Wooden Door (10 hp)


Room Features The north and west walls are covered with slime,
and a pile of rotten apples lies in the south-east
corner of the room
Room #26 North Entry Archway
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry Archway
→ Leads to room #57, inhabited by Mimic
Room Features A faded and torn tapestry hangs from the west wall,
and a circle of tall stones stands in the south side of
the room
Hidden Treasure Hidden (DC 15 to find) Locked Strong Wooden
Chest (DC 20 to unlock, DC 25 to break; 20 hp)

2100 cp, 1000 sp, 30 gp, 2 x banded agate (10 gp),


eye agate (10 gp), 2 x hematite (10 gp), lapis lazuli
(10 gp), malachite (10 gp), 2 x obsidian (10 gp),
rhodochrosite (10 gp)

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

Treasure: 1800 cp, 1000 sp, 60 gp, a brass coffer


inlaid with ornate copper scrollwork (25 gp), a leather
saddle tooled with floral vines (25 gp), an
earthenware chalice painted with mythical creatures
(25 gp)

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

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


East Entry Locked Stone Door (DC 20 to open, DC 25 to break;
60 hp)
→ Leads to room #48, inhabited by Orog
Room Features An altar of evil sits in the north-east corner of the
room, and someone has scrawled "This paladin is
dead" on the north wall

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

North Entry #2 Locked Iron Door (DC 10 to open, DC 30 to break;


60 hp)
West Entry Secret (DC 20 to find) Locked Simple Wooden Door
(DC 20 to open, DC 15 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a
demonic sorceress, and opened by moving her hand
Room Features The floor is covered in square tiles, alternating white
and black, and someone has scrawled "In the
Mountains of Ice and Steel, when blades pierce the
sky and light becomes shadow, the Golden Queen
shall slay the Goddess of Strength" on the south wall
Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp

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)

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


→ Leads to room #14, inhabited by Cult Fanatic
and 1 x Cultist
South Entry #1 Trapped and Locked Strong Wooden Door (DC 15 to
open, DC 20 to break; 20 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 15 to
disable; +8 to hit against one target, 2d10 slashing
damage
South Entry #2 Unlocked Simple Wooden Door (10 hp)
Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 14 gp

Room #35 North Entry #1 Unlocked Iron Door (60 hp)

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


South Entry #1 Trapped Iron Portcullis (DC 20 to lift, DC 25 to
break; 60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +6 to hit against one target, 2d10 slashing
damage
South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #50
Room Features Part of the ceiling has collapsed into the room, and
someone has scrawled "The Legion of the Gray Bell
killed a black dragon here" on the west wall

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

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

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

Treasure: 2100 cp, 1300 sp, 30 gp, 2 x diamond (50


gp), chalcedony (50 gp)

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 #40 East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
Room Features A tile mosaic of ghoulish carnage covers the floor,
and several wax blobs are scattered throughout the
room
Room #41 West Entry Locked Iron Door (DC 20 to open, DC 30 to break;
60 hp)
East Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ One-way Door: DC 15 to find, DC 10 to disable
South Entry #1 Unlocked Strong Wooden Door (20 hp)
→ Leads to room #30
South Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #48, inhabited by Orog
Room Features Several alcoves are cut into the east and west walls,
and someone has scrawled "right, left, right" on the
north wall
Monster Bandit Captain (cr 2, mm 344) and 1 x Bandit (cr 1/8,
mm 343); deadly, 475 xp

Treasure: 1700 cp, 1400 sp, 80 gp, 5 x diamond (50


gp), chalcedony (50 gp), moonstone (50 gp), star
rose quartz (50 gp), Spell Scroll (Evard's Black
Tentacles) (rare, dmg 200), Heward's Handy
Haversack (rare, dmg 174), Potion of Stone Giant
Strength (rare, dmg 187)

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: 2300 cp, 700 sp, 20 gp, 3 x diamond (50


gp), carnelian (50 gp), onyx (50 gp), zircon (50 gp)
Room #43 West Entry #1 Locked Good Wooden Door (DC 20 to open, DC 15
to break; 15 hp)
West Entry #2 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

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


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

Treasure: 10 gp; 4 pp

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


hp)
→ Leads to room #9, inhabited by Ogre Zombie
Room Features Burning torches in iron sconces line the south and
west walls, and an overwhelming stench fills the
room

Hidden Treasure Hidden (DC 15 to find) Trapped and Locked Good


Wooden Chest (DC 20 to unlock, DC 20 to break; 15
hp)
Contact Poison: DC 15 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
19 save or take 4d10 damage

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 #46 South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


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

Treasure: 2300 cp, 1400 sp, 60 gp, a bone puzzle


box set with chrysoprase and onyx (25 gp), a brass
scepter etched with dwarven axeheads (25 gp), a
fine leather belt sewn with copper (25 gp), a fine
steel cup engraved with draconic runes (25 gp), a
malachite bowl set with a rosette of chrysoprase (25
gp), a rosewood medallion engraved with elven
script (25 gp), an agate cup engraved with dwarven
runes (25 gp), Potion of Hill Giant Strength
(uncommon, dmg 187)

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

West Entry Trapped and Locked Strong Wooden Door (DC 20 to


open, DC 20 to break; 20 hp)
Ⓣ 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
Empty
Room #51 North Entry #1 Archway
North Entry #2 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 #49

West Entry Archway


→ Leads to room #21
South 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 #27, inhabited by Mimic

Monster 2 x Hobgoblin (cr 1/2, mm 186); hard, 200 xp

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 Features An iron sarcophagus sits in the south side of the


room, and someone has scrawled "Run away!" on
the north wall
Room #54 West Entry Archway
East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
Room Features A magical mosaic on the south wall can be used as
a portal to any known location within the dungeon,
and a tapestry of legendary monsters hangs from the
east wall

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

Room #57 North Entry Archway


→ Leads to room #26
East Entry #1 Unlocked Simple Wooden Door (10 hp)
East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South 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 #42, inhabited by 2 x Goblin and
4 x Giant Rat
Room Features A tile mosaic of a god of artifice covers the floor, and
a pile of barrel staves lies in the west side of the
room
Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 14 cp

Room #58 North Entry Archway


→ Leads to room #55, inhabited by Bugbear
South Entry #1 Stuck Stone Door (DC 20 to break; 60 hp)

South Entry #2 Locked Iron Door (DC 10 to open, DC 30 to break;


60 hp)
Empty
Room #59 North Entry Secret (DC 25 to find) Locked Simple Wooden Door
(DC 20 to open, DC 15 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
East Entry Trapped and Stuck Stone Door (DC 20 to break; 60
hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 10 to
disable; affects each creature which touches the
crystal, DC 17 save or be teleported to another
location

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

Treasure: 2200 cp, 1100 sp, 90 gp

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

Room #63 North Entry Archway


→ Leads to room #49
East Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20
hp)
East Entry #2 Stuck Iron Door (DC 25 to break; 60 hp)
Monster Mimic (cr 2, mm 220); deadly, 450 xp

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

Random Dungeon Generator


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