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The Crypts of Accursed Secrets

Level 1

General

Dungeon History

The dungeon was created by dwarves as a mine. Its creators were


destroyed by a natural disaster, and the dungeon has lain empty for many
centuries until recently.

Dungeon Walls

Masonry (DC 15 to climb)

Dungeon Floor

Hewn Stone (DC 10 to charge or run)

Temperature

Very Hot (DC 10 Constitution save each hour or gain one level of
exhaustion)

exhaustion)
Illumination

Corridors

Wandering
Monsters

Room #1

Dark (individual creatures may carry lights)

Falling Block: DC 15 to find, DC 10 to disable; affects all targets within a


10 ft. square area, DC 20 save or take 4d10 damage

Numerous pillars line the corridor

A narrow shaft descends from the corridor into the next dungeon level down

1 x Specter (mm 279, cr 1), hunting for food

2 x Shadow (mm 269, cr 1/2), investigating a strange noise

3 x Zombie (mm 316, cr 1/4), trying to lure the party into an ambush

1 x Shadow (mm 269, cr 1/2), searching for an object stolen from their lair

1 x Animated Armor (mm 19, cr 1), lost and desperate

6 x Crawling Claw (mm 44, cr 0), scavenging for food and treasure

North Entry
West Entry

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


Secret (DC 20 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
The door is concealed within a horrific torture device

East Entry #1

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


reinforced, disadvantage to break)
Arrow Trap: DC 10 to find, DC 10 to disable; +6 to hit against one
target, 2d10 piercing damage
Leads to room #5, inhabited by 1 x Ogre Zombie

East Entry #2

Trapped and Unlocked Iron Door (60 hp)


Acid Spray: DC 20 to find, DC 15 to disable; affects all targets within
a 20 ft. cone, DC 20 save or take 2d10 acid damage for 1d4 rounds

South Entry
Room Features

Room #2

South Entry

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


A large demonic idol with ruby eyes sits in the north-east corner of the
room, Several pieces of rotten rope are scattered throughout the room

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


20 hp)
Contact Poison: DC 10 to find, DC 10 to disable; affects each creature
which touches the trigger, DC 10 save or take 1d10 damage

Room Features
Monster

Room #3

North Entry
West Entry

Someone has scrawled "The sword is cursed" on the north wall, Chanting
fills the room
1 x Ghoul (mm 148, cr 1); 200 xp

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


Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Leads to room #5, inhabited by 1 x Ogre Zombie

South Entry #1

Unlocked Strong Wooden Door (20 hp)

South Entry #2

Unlocked Good Wooden Door (15 hp)

Empty

Room #4

West Entry
East Entry

Room Features

Room #5

North Entry
West Entry

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


Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) (slides
to one side)
Someone has scrawled "Stay right" on the south wall, Rusting iron spikes
line the north wall

Archway
Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) (magically
reinforced, disadvantage to break)
Arrow Trap: DC 10 to find, DC 10 to disable; +6 to hit against one
target, 2d10 piercing damage
Leads to room #1

East Entry

Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)


Leads to room #3

Monster

1 x Ogre Zombie (mm 316, cr 2); 450 xp

The Crypts of Accursed Secrets


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Some content used under the terms of the Open Gaming License

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