The Ruined Tower of Gordy the Mad

Level 3

Rusting iron spikes line the wallsA chute falls into the corridor from aboveBurning torches in iron sconces line the corridor90' x 50', 2 x Choker30' x 110', 4 x Swarm of Insects50' x 90', Empty50' x 30', Empty30' x 70', 4 x Darkmantle50' x 50', Empty30' x 90', Idol of Law50' x 50', Empty30' x 70', Kobold Dragonshield and 5 x Kobold30' x 30', Empty30' x 30', 3 x Shadow, Fire Spray, Hidden Treasure30' x 30', Empty30' x 30', Wererat and 2 x XvartLocked Iron Door (DC 15 to open, DC 30 to break; 60 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)ArchwayUnlocked Simple Wooden Door (10 hp)Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)ArchwayArchwayLocked Iron Door (DC 10 to open, DC 30 to break; 60 hp)Unlocked Simple Wooden Door (10 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Trapped and Unlocked Strong Wooden Door (20 hp)Trapped and Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)Stuck Good Wooden Door (DC 15 to break; 15 hp)ArchwayLocked Iron Door (DC 15 to open, DC 30 to break; 60 hp)Trapped and Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)Trapped and Unlocked Strong Wooden Door (20 hp)Unlocked Strong Wooden Door (20 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)Unlocked Strong Wooden Door (20 hp)Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)ArchwayTrapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)Trapped and Unlocked Strong Wooden Door (20 hp)Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
General
Dungeon History The dungeon was created by yuan-ti as a shrine. It became cursed by the gods, and has been conquered and altered many times since then.
Dungeon Walls Reinforced Masonry (DC 15 to climb)
Dungeon Floor Flagstone
Temperature Very Hot (DC 10 Constitution save each hour or gain one level of exhaustion)
Illumination Average (shadowy in corridors, lamps or torches in most rooms)
Corridors
a Rusting iron spikes line the walls
c A chute falls into the corridor from above
e Burning torches in iron sconces line the corridor
Wandering
Monsters
1 Kobold Dragonshield (cr 1, vgm 165) and 3 x Kobold (cr 1/8, mm 195), wandering senselessly
2 1 x Spined Devil (cr 2, mm 78), wandering senselessly
3 1 x Gibbering Mouther (cr 2, mm 157), scouting from another part of the dungeon
4 Kobold Dragonshield (cr 1, vgm 165) and 3 x Kobold (cr 1/8, mm 195), actively patrolling their territory
5 Kobold Dragonshield (cr 1, vgm 165) and 5 x Kobold (cr 1/8, mm 195), lost and desperate
6 Wererat (cr 2, mm 209) and 2 x Xvart (cr 1/8, vgm 200), wielding bizarre eldritch powers
Room #1
West Entry Archway

→   Leads to room #2, inhabited by 4 x Swarm of Insects

East Entry Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→   Leads to room #4

Room Features A stream of water flows along a channel in the floor, and a circle of tall stones stands in the south-west corner of the room
Monster 2 x Choker (cr 1, mtf 123); 400 xp
Room #2
East Entry #1 Archway

→   Leads to room #1, inhabited by 2 x Choker

East Entry #2 Unlocked Simple Wooden Door (10 hp)
East Entry #3 Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Ⓣ   Rune of Confusion: DC 15 to find, DC 15 to disable; affects all targets within 10 ft., DC 17 save or become confused (phb 224) for 1d4 rounds

East Entry #4 Archway
South Entry Trapped and Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)

Ⓣ   Guillotine Blade: DC 10 to find, DC 15 to disable; +7 to hit against one target, 2d10 slashing damage

→   Leads to room #8

Room Features A faded and torn tapestry hangs from the east wall, and a bent chisel lies in the north-west corner of the room
Monster 4 x Swarm of Insects (cr 1/2, mm 338); 400 xp
Room #3
North Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
East Entry Trapped and Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)

Ⓣ   Fire Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 13 save or take 2d10 fire damage

→   Leads to room #5, inhabited by 4 x Darkmantle

Room Features Someone has scrawled a large X on the east wall, and the floor is covered with broken glass
Room #4
North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→   Leads to room #1, inhabited by 2 x Choker

East Entry Unlocked Simple Wooden Door (10 hp)
Room Features Numerous pillars line the east and west walls, and someone has scrawled "Bend the pin to reset the trap" on the south wall
Room #5
West Entry #1 Trapped and Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)

Ⓣ   Fire Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 13 save or take 2d10 fire damage

→   Leads to room #3

West Entry #2 Trapped and Unlocked Strong Wooden Door (20 hp)

Ⓣ   One-way Door: DC 10 to find, DC 10 to disable

Room Features The floor is covered in square tiles, alternating white and black, and a ring of keys lies in the east side of the room
Monster 4 x Darkmantle (cr 1/2, mm 46); 400 xp
Room #6
West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
South Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→   Leads to room #9, inhabited by Kobold Dragonshield and 5 x Kobold

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

→   Leads to room #10

Room Features A stone stair ascends towards the west wall, and an iron chandelier hangs from the ceiling in the east side of the room
Room #7
North Entry Archway
West Entry Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)

→   Leads to room #12

Room Features A tile labyrinth covers the floor, and a broken hammer lies in the north-west corner of the room
Trap Idol of Law: DC 15 to find, DC 15 to disable; affects chaotic creatures which touch the idol, DC 15 save or take 2d10 damage and be stunned for 1 round
Room #8
North Entry Trapped and Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)

Ⓣ   Guillotine Blade: DC 10 to find, DC 15 to disable; +7 to hit against one target, 2d10 slashing damage

→   Leads to room #2, inhabited by 4 x Swarm of Insects

South Entry Trapped and Unlocked Strong Wooden Door (20 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

Empty  
Room #9
North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→   Leads to room #6

East Entry #1 Unlocked Strong Wooden Door (20 hp)

→   Leads to room #10

East Entry #2 Archway

→   Leads to room #12

South Entry Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)

→   Leads to room #13, inhabited by Wererat and 2 x Xvart

Room Features A magical pool in the north-west corner of the room grants beauty to whomever drinks from it (but only once), and a pile of rotten leather lies in the east side of the room
Monster Kobold Dragonshield (cr 1, vgm 165) and 5 x Kobold (cr 1/8, mm 195); 325 xp
Room #10
North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

→   Leads to room #6

West Entry Unlocked Strong Wooden Door (20 hp)

→   Leads to room #9, inhabited by Kobold Dragonshield and 5 x Kobold

Room Features The floor is covered in perfect hexagonal tiles, and someone has scrawled "Kill them with ice" on the south wall
Room #11
West Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
Room Features The floor is covered in square tiles, alternating white and black, and the north and west walls are covered with cracks
Monster 3 x Shadow (cr 1/2, mm 269); 300 xp
Trap Fire Spray: DC 15 to find, DC 20 to disable; affects all targets within a 20 ft. cone, DC 14 save or take 2d10 fire damage
Hidden Treasure Hidden (DC 20 to find) Locked Good Wooden Chest (DC 20 to unlock, DC 20 to break; 15 hp)

2400 cp, 500 sp, 60 gp, Eye agate (10 gp), Hematite (10 gp), Lapis lazuli (10 gp), 2 x Malachite (10 gp), Moss agate (10 gp), Obsidian (10 gp)

Room #12
West Entry #1 Archway

→   Leads to room #9, inhabited by Kobold Dragonshield and 5 x Kobold

West Entry #2 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Ⓣ   Teleporter Crystal: DC 15 to find, DC 10 to disable; affects each creature which touches the crystal, DC 13 save or be teleported to another location

→   Leads to room #13, inhabited by Wererat and 2 x Xvart

East Entry Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)

→   Leads to room #7

Empty  
Room #13
North Entry Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)

→   Leads to room #9, inhabited by Kobold Dragonshield and 5 x Kobold

East Entry #1 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Ⓣ   Teleporter Crystal: DC 15 to find, DC 10 to disable; affects each creature which touches the crystal, DC 13 save or be teleported to another location

→   Leads to room #12

East Entry #2 Trapped and Unlocked Strong Wooden Door (20 hp)

Ⓣ   Rune of Hypnosis: DC 15 to find, DC 15 to disable; affects all targets within 10 ft., DC 14 save or become incapacitated for 1d4 rounds

Room Features Someone has scrawled "Run away!" on the west wall, and the scent of smoke fills the south-west corner of the room
Monster Wererat (cr 2, mm 209) and 2 x Xvart (cr 1/8, vgm 200); 500 xp

The Ruined Tower of Gordy the Mad
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