The Ruined Tower of Gordy the Mad

Level 2

Scythe BladeA tile labyrinth covers the floorPoison Gas Trap90' x 50', Empty30' x 110', 1 x Giant Wasp50' x 90', Empty50' x 30', Empty30' x 70', Empty50' x 50', Hidden Treasure30' x 90', 2 x Gas Spore50' x 50', Hidden Treasure30' x 70', 4 x Kobold Inventor30' x 30', Empty30' x 30', Kobold Dragonshield and 1 x Kobold30' x 30', Earthmaw Trap30' x 30', EmptyLocked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)Stuck Good Wooden Door (DC 15 to break; 15 hp)ArchwayUnlocked Strong Wooden Door (20 hp)Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)ArchwayArchwayLocked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Stuck Good Wooden Door (DC 15 to break; 15 hp)Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)Trapped and Unlocked Stone Door (60 hp)Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)Unlocked Strong Wooden Door (20 hp)ArchwayLocked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)Trapped and Unlocked Stone Door (60 hp)Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Stuck Strong Wooden Door (DC 15 to break; 20 hp)Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)ArchwayTrapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides to one side)Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
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

The Ruined Tower of Gordy the Mad
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