| 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) |
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