| 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 |
Scythe Blade: DC 15 to find, DC 15 to disable; +8 to hit against all targets within a 5 ft. arc, 2d10 slashing damage |
| c |
A tile labyrinth covers the floor |
| 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 |
2 x Gray Ooze (cr 1/2, mm 243), actively patrolling their territory |
| 2 |
1 x Cockatrice (cr 1/2, mm 42), wielding bizarre eldritch powers |
| 3 |
4 x Swarm of Bats (cr 1/4, mm 337), actively patrolling their territory |
| 4 |
Xvart Warlock of Raxivort (cr 1, vgm 200) and 1 x Giant Rat (cr 1/8, mm 327), tracking the party |
| 5 |
Kobold Scale Sorcerer (cr 1, vgm 167) and 1 x Kobold (cr 1/8, mm 195), scavenging for food and treasure |
| 6 |
2 x Piercer (cr 1/2, mm 252), trying to lure the party into an ambush |
|
| Room #1 |
| West Entry |
Archway → Leads to room #2, inhabited by 1 x Giant Wasp |
| East Entry |
Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp) |
| South Entry |
Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #4 |
| | Room Features |
Several square holes are cut into the east wall, and burning torches in iron sconces line the south and west walls |
|
| Room #2 |
| East Entry #1 |
Archway → Leads to room #1 |
| East Entry #2 |
Unlocked Strong Wooden Door (20 hp) |
| East Entry #3 |
Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +7 to hit against one target, 2d10 piercing damage |
| East Entry #4 |
Archway |
| South Entry |
Trapped and Unlocked Stone Door (60 hp) Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +8 to hit against one target, 2d10 slashing damage → Leads to room #8 |
| | Monster |
1 x Giant Wasp (cr 1/2, mm 329); 100 xp |
|
| Room #3 |
| North Entry |
Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp) |
| East Entry |
Trapped and Unlocked Stone Door (60 hp) Ⓣ Contact Poison: DC 15 to find, DC 15 to disable; affects each creature which touches the trigger, DC 14 save or take 2d10 damage → Leads to room #5 |
| | Empty |
|
|
| Room #4 |
| North Entry |
Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #1 |
| East Entry |
Stuck Simple Wooden Door (DC 10 to break; 10 hp) |
| | Empty |
|
|
| Room #5 |
| West Entry #1 |
Trapped and Unlocked Stone Door (60 hp) Ⓣ Contact Poison: DC 15 to find, DC 15 to disable; affects each creature which touches the trigger, DC 14 save or take 2d10 damage → Leads to room #3 |
| West Entry #2 |
Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp) Ⓣ Rune of Fear: DC 10 to find, DC 15 to disable; affects all targets within 10 ft., DC 13 save or become frightened for 1d4 rounds |
| | Empty |
|
|
| Room #6 |
| West Entry |
Unlocked Strong Wooden Door (20 hp) |
| South Entry #1 |
Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #9, inhabited by 4 x Kobold Inventor |
| South Entry #2 |
Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +5 to hit against one target, 1d10 piercing damage → Leads to room #10 |
| | 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 #7 |
| North Entry |
Archway |
| West Entry |
Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp) → Leads to room #12 |
| | 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 |
2 x Gas Spore (cr 1/2, mm 138); 200 xp |
|
| Room #8 |
| North Entry |
Trapped and Unlocked Stone Door (60 hp) Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +8 to hit against one target, 2d10 slashing damage → Leads to room #2, inhabited by 1 x Giant Wasp |
| South Entry |
Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp) Ⓣ Fire Spray: DC 15 to find, DC 20 to disable; affects all targets within a 20 ft. cone, DC 11 save or take 1d10 fire damage |
| | 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 #9 |
| North Entry |
Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #6 |
| East Entry #1 |
Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #10 |
| East Entry #2 |
Archway → Leads to room #12 |
| South Entry |
Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp) → Leads to room #13 |
| | Monster |
4 x Kobold Inventor (cr 1/4, vgm 166); 200 xp |
|
| Room #10 |
| North Entry |
Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +5 to hit against one target, 1d10 piercing damage → Leads to room #6 |
| West Entry |
Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #9, inhabited by 4 x Kobold Inventor |
| | 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 #11 |
| West Entry |
Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp) |
| | Room Features |
The north and west walls have been engraved with alien symbols, and the floor is covered with cracks |
| Monster |
Kobold Dragonshield (cr 1, vgm 165) and 1 x Kobold (cr 1/8, mm 195); 225 xp |
|
| Room #12 |
| West Entry #1 |
Archway → Leads to room #9, inhabited by 4 x Kobold Inventor |
| West Entry #2 |
Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides to one side) Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +3 to hit against one target, 1d10 piercing damage → Leads to room #13 |
| East Entry |
Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp) → Leads to room #7, inhabited by 2 x Gas Spore |
| | 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 #13 |
| North Entry |
Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp) → Leads to room #9, inhabited by 4 x Kobold Inventor |
| East Entry #1 |
Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides to one side) Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +3 to hit against one target, 1d10 piercing damage → Leads to room #12 |
| East Entry #2 |
Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp) Ⓣ Rune of Fear: DC 20 to find, DC 10 to disable; affects all targets within 10 ft., DC 10 save or become frightened for 1d4 rounds |
| | 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 |
|