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The Dark Vaults of Death

Level 1

General

Dungeon History

The dungeon was created by mind flayers as a mine. It was eventually


conquered by invaders, and has been attacked and abandoned many times
since then.

Dungeon Walls

Hewn Stone (DC 20 to climb)

Dungeon Floor

Flagstone

Dungeon Floor
Temperature
Illumination

Corridors

Room #1

Flagstone
Cool
Shadowy (phosphorescent fungus or candles every 20 ft.)

Sporadic knocking fills the corridor

Idol of Evil: DC 10 to find, DC 10 to disable; affects good creatures which


touch the idol, DC 13 save or take 2d10 damage

Teleporter Crystal: DC 15 to find, DC 10 to disable; affects each creature


which touches the crystal, DC 10 save or be teleported to another location

A chute falls into the corridor from above

Ice Dart Trap: DC 20 to find, DC 20 to disable; +7 to hit against one target,


2d10 cold damage

A toppled statue lies across the corridor

Arrow Trap: DC 15 to find, DC 15 to disable; +4 to hit against one target,


1d10 piercing damage

Net Trap: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft.


square area, DC 11 save or become restrained

A group of demonic faces have been carved into the walls

Moaning fills the corridor

Numerous pillars line the corridor

Numerous pillars line the corridor

Net Trap: DC 10 to find, DC 15 to disable; affects all targets within a 10 ft.


square area, DC 10 save or become restrained

North Entry

Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp) (slides down)

West Entry #1

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

West Entry #2

Archway

East Entry

Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)


Falling Block: DC 10 to find, DC 10 to disable; affects all targets
within a 10 ft. square area, DC 11 save or take 1d10 damage

South Entry

Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)


Leads to room #20

Empty

Room #2

West Entry

Trapped and Stuck Iron Door (DC 25 to break; 60 hp)


Teleporter Crystal: DC 15 to find, DC 20 to disable; affects each
creature which touches the crystal, DC 14 save or be teleported to
another location
Leads to room #17

East Entry #1

Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides up)
Rune of Dread: DC 20 to find, DC 20 to disable; affects all targets
within 10 ft., DC 12 save or become frightened for 1d4 rounds
Leads to room #24

East Entry #2
South Entry

Unlocked Simple Wooden Door (10 hp)


Archway

Room Features

Room #3

North Entry
East Entry

A stone stair ascends towards the south wall, A foul odor fills the center of
the room

Stuck Strong Wooden Door (DC 15 to break; 20 hp)


Trapped and Unlocked Stone Door (60 hp)
Teleporter Crystal: DC 20 to find, DC 15 to disable; affects each
creature which touches the crystal, DC 14 save or be teleported to
another location
Leads to room #30

South Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Empty

Room #4

North Entry

Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)


Leads to room #33

West Entry
East Entry

Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)


Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Empty

Room #5

North Entry

Trapped and Unlocked Iron Door (60 hp)


Contact Poison: DC 10 to find, DC 10 to disable; affects each creature
which touches the trigger, DC 15 save or take 2d10 damage
Leads to room #21

West Entry #1

Stuck Good Wooden Door (DC 15 to break; 15 hp)

West Entry #2

Stuck Strong Wooden Door (DC 15 to break; 20 hp)

West Entry #3

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

South Entry

Stuck Good Wooden Door (DC 15 to break; 15 hp)

Empty

Room #6

West Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


Leads to room #25

East Entry
South Entry #1

Stuck Good Wooden Door (DC 15 to break; 15 hp)


Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
The door is located above a small stone dais and concealed behind a
tapestry of a god of plants

South Entry #2

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


Leads to room #18

Empty

Room #7

North Entry #1

Unlocked Simple Wooden Door (10 hp)

North Entry #2

Stuck Stone Door (DC 20 to break; 60 hp)


Leads to room #32

South Entry

Archway

Empty

Room #8

North Entry #1

Stuck Strong Wooden Door (DC 15 to break; 20 hp)

North Entry #2

Unlocked Strong Wooden Door (20 hp)

South Entry #1

Secret (DC 15 to find) Trapped and Unlocked Good Wooden Door (15 hp)
(magically reinforced, disadvantage to break)
The door is concealed within a mosaic of a legendary battle
Teleporter Crystal: DC 15 to find, DC 15 to disable; affects each
creature which touches the crystal, DC 11 save or be teleported to
another location

South Entry #2

Stuck Simple Wooden Door (DC 10 to break; 10 hp)


Leads to room #31

Trap

Room #9

West Entry

Electrified Floortile: DC 15 to find, DC 10 to disable; affects all targets


within a 10 ft. square area, DC 17 save or take 4d10 lightning damage

Stuck Simple Wooden Door (DC 10 to break; 10 hp)


Leads to room #21

East Entry
South Entry
Hidden Treasure

Stuck Strong Wooden Door (DC 15 to break; 20 hp)


Stuck Iron Door (DC 25 to break; 60 hp)
Hidden (DC 15 to find) Locked Strong Wooden Chest (DC 15 to unlock, DC
25 to break; 20 hp)
2300 cp, 1000 sp, 80 gp, Small Silver Mirror (25 gp), Feathered Ribbon (25
gp), Silk Vest threaded with Fine Steel (25 gp)

Room #10

West Entry #1

Archway

West Entry #2

Trapped and Locked Simple Wooden Door (DC 10 to open, DC 15 to break;


10 hp)
Magic Missle Trap: DC 20 to find, DC 20 to disable; one target, 1d10
force damage

East Entry

Trapped and Unlocked Iron Door (60 hp) (magically reinforced,


disadvantage to break)
Guillotine Blade: DC 10 to find, DC 10 to disable; +4 to hit against one
target, 1d10 slashing damage

Empty

Room #11

West Entry

Trapped and Unlocked Good Wooden Door (15 hp)


Contact Poison: DC 10 to find, DC 10 to disable; affects each creature
which touches the trigger, DC 18 save or take 4d10 damage
Leads to room #28

South Entry #1

Stuck Stone Door (DC 20 to break; 60 hp)

South Entry #2

Stuck Iron Door (DC 25 to break; 60 hp)

Room Features

A balcony hangs from the south wall, The south and east walls are covered
with goblin graffiti

Room #12

West Entry
East Entry #1

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


Trapped and Locked Simple Wooden Door (DC 20 to open, DC 15 to break;
10 hp) (slides up)
Falling Block: DC 15 to find, DC 10 to disable; affects all targets
within a 10 ft. square area, DC 12 save or take 2d10 damage

East Entry #2

Stuck Stone Door (DC 20 to break; 60 hp)

East Entry #3

Archway

South Entry
Room Features

Room #13

North Entry

Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)


A magical mirror on the south wall answers questions with insults, Someone
has scrawled "This paladin is dead" on the east wall

Unlocked Simple Wooden Door (10 hp)


Leads to room #26

West Entry
East Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)


Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
Leads to room #16

Trap

Room #14

North Entry
East Entry
South Entry
Room Features

Room #15

West Entry

Poison Gas Trap: DC 10 to find, DC 15 to disable; affects all targets within


a 10 ft. square area, DC 14 save or take 2d10 poison damage

Archway
Unlocked Strong Wooden Door (20 hp)
Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
A shallow pit lies in the east side of the room, Someone has scrawled "No,
I said it had eleven eyes" in dwarvish runes on the east wall

Trapped and Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)


Contact Poison: DC 10 to find, DC 10 to disable; affects each creature
which touches the trigger, DC 12 save or take 2d10 damage

East Entry
South Entry
Hidden Treasure

Archway
Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Hidden (DC 15 to find) Locked Simple Wooden Chest (DC 15 to unlock, DC
15 to break; 10 hp)
2500 cp, 900 sp, 100 gp, Azurite (10 gp), Banded agate (10 gp), Blue quartz
(10 gp), Eye agate (10 gp), 2 x Hematite (10 gp), Lapis lazuli (10 gp),
Malachite (10 gp), Obsidian (10 gp), Turquoise (10 gp), Spell Scroll
(Dancing Lights), Potion of Healing

Room #16

North Entry

Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break;


15 hp)
Earthmaw Trap: DC 20 to find, DC 10 to disable; +8 to hit against one
target, 2d10 piercing damage
Leads to room #27

West Entry

Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)

West Entry

Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)


Leads to room #13

Empty

Room #17

West Entry #1

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

West Entry #2

Stuck Strong Wooden Door (DC 15 to break; 20 hp)

East Entry

Trapped and Stuck Iron Door (DC 25 to break; 60 hp)


Teleporter Crystal: DC 15 to find, DC 20 to disable; affects each
creature which touches the crystal, DC 14 save or be teleported to
another location
Leads to room #2

Empty

Room #18

North Entry #1

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

North Entry #2

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


Leads to room #6

East Entry #1

Secret (DC 25 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
(slides to one side)
A bookcase and concealed door pivots smoothly

East Entry #2

Room #19

Room Features

Spirals of green stones cover the floor, Burning torches in iron sconces line
the south and west walls

North Entry #1

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

North Entry #2

Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)

West Entry

Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

South Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features

Room #20

Archway

North Entry

The room has a high domed ceiling, A group of draconic faces have been
carved into the east wall

Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)


Leads to room #1

East Entry
Room Features

Room #21

Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)


A stone dais and throne sits in the north-west corner of the room, A rotting
odor fills the south-east corner of the room

West Entry #1

Unlocked Strong Wooden Door (20 hp)

West Entry #2

Stuck Simple Wooden Door (DC 10 to break; 10 hp)


Leads to room #27

East Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)


Leads to room #9

South Entry

Trapped and Unlocked Iron Door (60 hp)


Contact Poison: DC 10 to find, DC 10 to disable; affects each creature

Contact Poison: DC 10 to find, DC 10 to disable; affects each creature


which touches the trigger, DC 15 save or take 2d10 damage
Leads to room #5
Room Features

Room #22

West Entry
East Entry

A group of draconic faces have been carved into the east wall, Lit candles
are scattered across the floor

Unlocked Simple Wooden Door (10 hp)


Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Empty

Room #23

West Entry
East Entry #1

Stuck Good Wooden Door (DC 15 to break; 15 hp)


Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 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

East Entry #2

Unlocked Simple Wooden Door (10 hp)

Empty

Room #24

West Entry

Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides up)
Rune of Dread: DC 20 to find, DC 20 to disable; affects all targets
within 10 ft., DC 12 save or become frightened for 1d4 rounds
Leads to room #2

Room Features

Room #25

East Entry

Someone has scrawled "five, five, seven, two" on the west wall, A pile of
rotten rope lies in the south side of the room

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


Leads to room #6

South Entry

Trapped and Locked Good Wooden Door (DC 25 to open, DC 15 to break;


15 hp)
Falling Block: DC 10 to find, DC 15 to disable; affects all targets
within a 10 ft. square area, DC 10 save or take 1d10 damage

Room Features

Room #26

West Entry

A tile mosaic of a legendary battle covers the floor, The south and east
walls are covered with claw marks

Trapped and Stuck Stone Door (DC 20 to break; 60 hp)


Contact Poison: DC 10 to find, DC 10 to disable; affects each creature
which touches the trigger, DC 15 save or take 2d10 damage

East Entry

Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


Teleporter Crystal: DC 20 to find, DC 20 to disable; affects each
creature which touches the crystal, DC 14 save or be teleported to
another location

South Entry #1

Unlocked Simple Wooden Door (10 hp)


Leads to room #13

South Entry #2

Stuck Stone Door (DC 20 to break; 60 hp)


Leads to room #27

Hidden Treasure

Hidden (DC 25 to find) Unlocked Simple Wooden Chest (10 hp)


1600 cp, 1300 sp, 60 gp, 3 x Azurite (10 gp), Blue quartz (10 gp), Hematite
(10 gp), Malachite (10 gp), 3 x Rhodochrosite (10 gp), Tiger eye (10 gp),
Spell Scroll (Grease), Spell Scroll (Enthrall), Potion of Climbing, 3 x Potion
of Healing

Room #27

North Entry

Stuck Stone Door (DC 20 to break; 60 hp)


Leads to room #26

East Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)


Leads to room #21

South Entry #1

Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
The door is located above a small stone dais and concealed behind a
pile of broken stone

South Entry #2

Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)

South Entry #3

Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break;


15 hp)
Earthmaw Trap: DC 20 to find, DC 10 to disable; +8 to hit against one
target, 2d10 piercing damage
Leads to room #16

Room Features

Room #28

A chute descends from the room into the next dungeon level down,
Someone has scrawled "jade, emerald, sapphire, ruby, emerald" in goblin
runes on the north wall

West Entry #1

Stuck Strong Wooden Door (DC 15 to break; 20 hp)

West Entry #2

Unlocked Simple Wooden Door (10 hp)

East Entry #1

Trapped and Unlocked Good Wooden Door (15 hp)


Contact Poison: DC 10 to find, DC 10 to disable; affects each creature
which touches the trigger, DC 18 save or take 4d10 damage
Leads to room #11

East Entry #2
South Entry

Stuck Iron Door (DC 25 to break; 60 hp) (slides down)


Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Falling Block: DC 10 to find, DC 10 to disable; affects all targets
within a 10 ft. square area, DC 15 save or take 2d10 damage

Room Features

Room #29

North Entry
West Entry
Room Features

Room #30

West Entry

The floor is covered in perfect hexagonal tiles, A grinding noise fills the
room

Unlocked Good Wooden Door (15 hp)


Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides up)
Someone has scrawled "Explosive runes" on the east wall, A splashing
noise can be heard in the center of the room

Trapped and Unlocked Stone Door (60 hp)


Teleporter Crystal: DC 20 to find, DC 15 to disable; affects each
creature which touches the crystal, DC 14 save or be teleported to
another location

another location
Leads to room #3
South Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Empty

Room #31

North Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)


Leads to room #8

West Entry
South Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


Secret (DC 25 to find) Unlocked Good Wooden Door (15 hp)
The door is located near the ceiling and concealed behind an area of
fungus

Empty

Room #32

North Entry
South Entry #1

Stuck Strong Wooden Door (DC 15 to break; 20 hp)


Stuck Stone Door (DC 20 to break; 60 hp)
Leads to room #7

South Entry #2

Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)


One-way Door: DC 10 to find, DC 15 to disable

Room #33

South Entry #3

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features

A narrow pit covered by iron bars lies in the north-east corner of the room,
An iron chandelier hangs from the ceiling in the center of the room

West Entry

Trapped and Locked Good Wooden Door (DC 10 to open, DC 15 to break;


15 hp)
One-way Door: DC 10 to find, DC 10 to disable

East Entry
South Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
Leads to room #4

Empty

Room #34

East Entry

Trapped and Unlocked Stone Door (60 hp)


One-way Door: DC 10 to find, DC 15 to disable

South Entry #1

Stuck Good Wooden Door (DC 15 to break; 15 hp)

South Entry #2

Archway

Room Features

Someone has scrawled "The thief will betray you" in orcish runes on the
west wall, Several pieces of rotten bread are scattered throughout the room

The Dark Vaults of Death


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