| 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 |
|