The Ruined Tower of Gordy the Mad

Level 1

A tile labyrinth covers the floorScythe BladePoison Gas Trap90' x 50', 1 x Chitine, Hidden Treasure30' x 110', Empty50' x 90', Empty50' x 30', Hidden Treasure30' x 70', 1 x Giant Centipede50' x 50', Hidden Treasure30' x 90', 4 x Giant Rat50' x 50', Empty30' x 70', 1 x Giant Wasp30' x 30', Earthmaw Trap30' x 30', Empty30' x 30', 2 x Goblin30' x 30', 2 x Violet Fungus, Electrified Floortile, Hidden TreasureLocked Iron Door (DC 25 to open, DC 30 to break; 60 hp)Unlocked Strong Wooden Door (20 hp)ArchwayStuck Strong Wooden Door (DC 15 to break; 20 hp)Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)ArchwayArchwayLocked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)Unlocked Good Wooden Door (15 hp)Unlocked Strong Wooden Door (20 hp)Trapped and Unlocked Strong Wooden Door (20 hp) (slides to one side)Trapped and Stuck Iron Door (DC 25 to break; 60 hp) (slides up)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (magically reinforced, disadvantage to break)Unlocked Simple Wooden Door (10 hp)ArchwayLocked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)Stuck Good Wooden Door (DC 15 to break; 15 hp)Stuck Strong Wooden Door (DC 15 to break; 20 hp)Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) (slides down)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (magically reinforced, disadvantage to break)Stuck Good Wooden Door (DC 15 to break; 15 hp)Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)ArchwayTrapped and Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)Trapped and Unlocked Stone Door (60 hp)Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) (slides down)
General
Dungeon History The dungeon was created by a lawful good barbarian as a stronghold. It was eventually conquered by invaders, and has fallen to ruin and been rebuilt many times since then.
Dungeon Walls Hewn Stone (DC 20 to climb)
Dungeon Floor Natural Stone (difficult terrain, disadvantage on acrobatics)
Temperature Average
Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)
Corridors
a A tile labyrinth covers the floor
c Scythe Blade: DC 15 to find, DC 15 to disable; +8 to hit against all targets within a 5 ft. arc, 2d10 slashing damage
e Poison Gas Trap: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 13 save or take 2d10 poison damage
Wandering
Monsters
1 3 x Kobold (cr 1/8, mm 195), actively patrolling their territory
2 1 x Piercer (cr 1/2, mm 252), tracking the party
3 1 x Giant Wasp (cr 1/2, mm 329), scavenging for food and treasure
4 1 x Kobold Inventor (cr 1/4, vgm 166), trying to lure the party into an ambush
5 1 x Swarm of Insects (cr 1/2, mm 338), wielding bizarre eldritch powers
6 1 x Swarm of Bats (cr 1/4, mm 337), scavenging for food and treasure
Room #1
West Entry Archway

→   Leads to room #2

East Entry Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
South Entry Unlocked Strong Wooden Door (20 hp)

→   Leads to room #4

Monster 1 x Chitine (cr 1/2, vgm 131); 100 xp
Hidden Treasure Hidden (DC 20 to find) Trapped and Locked Good Wooden Chest (DC 15 to unlock, DC 20 to break; 15 hp)

Rune of Confusion: DC 10 to find, DC 20 to disable; affects all targets within 10 ft., DC 10 save or become confused (phb 224) for 1d4 rounds


2000 cp, 400 sp, 70 gp, Carnelian (50 gp), 2 x Onyx (50 gp), Zircon (50 gp), Spell Scroll (Spiritual Weapon) (uncommon, dmg 200)

Room #2
East Entry #1 Archway

→   Leads to room #1, inhabited by 1 x Chitine

East Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
East Entry #3 Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Ⓣ   Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 12 save or take 2d10 damage

East Entry #4 Archway
South Entry Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)

Ⓣ   Teleporter Crystal: DC 15 to find, DC 10 to disable; affects each creature which touches the crystal, DC 19 save or be teleported to another location

→   Leads to room #8

Room Features Someone has scrawled "The Blade of Terror is drawn" in draconic script on the west wall, and the north and west walls are covered with veins of yellow crystal
Room #3
North Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
East Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp) (slides up)

Ⓣ   Rune of Confusion: DC 20 to find, DC 10 to disable; affects all targets within 10 ft., DC 14 save or become confused (phb 224) for 1d4 rounds

→   Leads to room #5, inhabited by 1 x Giant Centipede

Empty  
Room #4
North Entry Unlocked Strong Wooden Door (20 hp)

→   Leads to room #1, inhabited by 1 x Chitine

East Entry Unlocked Good Wooden Door (15 hp)
Hidden Treasure Hidden (DC 20 to find) Locked Simple Wooden Chest (DC 15 to unlock, DC 15 to break; 10 hp)

2600 cp, 1000 sp, 90 gp, Chalcedony (50 gp), Jasper (50 gp), Quartz (50 gp), Star rose quartz (50 gp), Driftglobe (uncommon, dmg 166), Potion of Fire Breath (uncommon, dmg 187)

Room #5
West Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60 hp) (slides up)

Ⓣ   Rune of Confusion: DC 20 to find, DC 10 to disable; affects all targets within 10 ft., DC 14 save or become confused (phb 224) for 1d4 rounds

→   Leads to room #3

West Entry #2 Trapped and Unlocked Strong Wooden Door (20 hp) (slides to one side)

Ⓣ   Arrow Trap: DC 10 to find, DC 10 to disable; +4 to hit against one target, 1d10 piercing damage

Room Features Several square holes are cut into the ceiling and floor, and someone has scrawled "The Sword of Lamps shall be lost until the Ruby Keep is laid to ruin" on the west wall
Monster 1 x Giant Centipede (cr 1/4, mm 323); 50 xp
Room #6
West Entry Unlocked Simple Wooden Door (10 hp)
South Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

→   Leads to room #9, inhabited by 1 x Giant Wasp

South Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (magically reinforced, disadvantage to break)

→   Leads to room #10

Room Features A tile labyrinth covers the floor, and a pile of sundered shields lies in the north side of the room
Hidden Treasure Hidden (DC 20 to find) Unlocked Simple Wooden Chest (10 hp)

1900 cp, 900 sp, 40 gp, Jasper (50 gp), Moonstone (50 gp), Sardonyx (50 gp), Star rose quartz (50 gp), Potion of Resistance (thunder) (uncommon, dmg 188), Potion of Resistance (poison) (uncommon, dmg 188), Dust of Sneezing and Choking (uncommon, dmg 166), Oil of Slipperiness (uncommon, dmg 184)

Room #7
North Entry Archway
West Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)

→   Leads to room #12, inhabited by 2 x Goblin

Monster 4 x Giant Rat (cr 1/8, mm 327); 100 xp
Room #8
North Entry Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)

Ⓣ   Teleporter Crystal: DC 15 to find, DC 10 to disable; affects each creature which touches the crystal, DC 19 save or be teleported to another location

→   Leads to room #2

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

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

Room Features Burning torches in iron sconces line the walls, and a pile of iron spikes lies in the south-west corner of the room
Room #9
North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

→   Leads to room #6

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

→   Leads to room #10

East Entry #2 Archway

→   Leads to room #12, inhabited by 2 x Goblin

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

→   Leads to room #13, inhabited by 2 x Violet Fungus

Room Features The north and west walls have been engraved with alien symbols, and the floor is covered with cracks
Monster 1 x Giant Wasp (cr 1/2, mm 329); 100 xp
Room #10
North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (magically reinforced, disadvantage to break)

→   Leads to room #6

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

→   Leads to room #9, inhabited by 1 x Giant Wasp

Room Features Part of the ceiling has collapsed into the room, and someone has scrawled "The Shield of Beauty is sundered" in draconic script on the north wall
Trap Earthmaw Trap: DC 15 to find, DC 15 to disable; +8 to hit against one target, 2d10 piercing damage
Room #11
West Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
Room Features A well lies in the south-east corner of the room, and someone has scrawled "Explosive runes" in draconic script on the west wall
Room #12
West Entry #1 Archway

→   Leads to room #9, inhabited by 1 x Giant Wasp

West Entry #2 Trapped and Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)

Ⓣ   Magic Missle Trap: DC 10 to find, DC 15 to disable; one target, 2d10 force damage

→   Leads to room #13, inhabited by 2 x Violet Fungus

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

→   Leads to room #7, inhabited by 4 x Giant Rat

Room Features A tile labyrinth covers the floor, and iron chains hang from the ceiling in the south-east corner of the room
Monster 2 x Goblin (cr 1/4, mm 166); 100 xp
Room #13
North Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) (slides down)

→   Leads to room #9, inhabited by 1 x Giant Wasp

East Entry #1 Trapped and Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)

Ⓣ   Magic Missle Trap: DC 10 to find, DC 15 to disable; one target, 2d10 force damage

→   Leads to room #12, inhabited by 2 x Goblin

East Entry #2 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 13 save or take 2d10 damage

Room Features A carved stone statue stands in the south side of the room, and someone has scrawled "Otsuigotsui died here" on the north wall
Monster 2 x Violet Fungus (cr 1/4, mm 138); 100 xp
Trap Electrified Floortile: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 19 save or take 4d10 lightning damage
Hidden Treasure Hidden (DC 25 to find) Trapped and Locked Iron Chest (DC 20 to unlock, DC 30 to break; 60 hp)

Contact Poison: DC 15 to find, DC 15 to disable; affects each creature which touches the trigger, DC 12 save or take 2d10 damage


1900 cp, 1300 sp, 100 gp, Ceramic Ewer (25 gp), Painted Glass Ewer (25 gp), Pewter Vase (25 gp), Brass Cloth Hunter's Cap (25 gp), Leather Shoes (25 gp), Carved Wooden Box (25 gp), Spell Scroll (Guiding Bolt) (common, dmg 200), 3 x Potion of Healing (common, dmg 187)

The Ruined Tower of Gordy the Mad
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