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The Forsaken Vaults of Sorrows


Level 1

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General Dungeon History The dungeon was


created by giants as a
lair. It became the site of
a great miracle, and has
fallen to ruin and been
rebuilt many times since
then.
Dungeon Walls Superior Masonry (DC 20
to climb)
Dungeon Floor Flagstone
Temperature Average
Illumination Shadowy
(phosphorescent fungus
or candles every 20 ft.)

Corridors a Teleporter Crystal: DC 15 to


nd, DC 20 to disable;
aects each creature which
touches the crystal, DC 11
save or be teleported to
another location
c A narrow shaft descends
from the corridor into a
natural cavern below
e Net Trap: DC 10 to nd, DC
10 to disable; aects all
targets within a 10 ft.
square area, DC 11 save or
become restrained
i The scent of urine lls the
corridor
m Electried Floortile: DC 10
to nd, DC 15 to disable;
aects all targets within a
10 ft. square area, DC 14
save or take 2d10 lightning
damage
n Several alcoves are cut into
the walls here

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r Arrow Trap: DC 15 to nd,


DC 10 to disable; +3 to hit
against one target, 1d10
piercing damage
s Ghostly music lls the
corridor
u A stream of oil cuts across
the corridor
v Concealed Pit: DC 10 to
nd, DC 10 to disable;
aects all targets entering a
10 ft. square area, DC 15
save or take 2d10 damage
w Electried Floortile: DC 10
to nd, DC 15 to disable;
aects all targets within a
10 ft. square area, DC 13
save or take 2d10 lightning
damage
x A narrow shaft falls into the
corridor from above
z Ice Dart Trap: DC 15 to nd,
DC 10 to disable; +6 to hit
against one target, 2d10
cold damage

Wandering 1 1 x Goblin (mm 166, cr 1/4),


Monsters hunting for food
2 2 x Shrieker (mm 138, cr 0),
wielding bizarre eldritch
powers
3 1 x Winged Kobold (mm
195, cr 1/4), consumed by
disease and madness
4 2 x Giant Fire Beetle (mm
325, cr 0), bloodied and
eeing a more powerful
enemy
5 1 x Goblin (mm 166, cr 1/4),
hunting for food
6 1 x Zombie (mm 316, cr
1/4), investigating a strange
noise

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Room #1 West Entry Trapped Iron Portcullis (DC


20 to lift, DC 25 to break; 60
hp)
Fire Spray: DC 10 to
nd, DC 10 to disable;
aects all targets within
a 20 ft. cone, DC 19
save or take 4d10 re
damage
East Entry Trapped and Locked Strong
Wooden Door (DC 10 to
open, DC 20 to break; 20
hp)
Ice Dart Trap: DC 10 to
nd, DC 15 to disable;
+8 to hit against one
target, 2d10 cold
damage

Monster 3 x Giant Fire Beetle (mm


325, cr 0); 30 xp

Room #2 North Entry #1 Archway


North Entry #2 Locked Iron Door (DC 10 to
open, DC 30 to break; 60
hp)
North Entry #3 Trapped and Stuck Good
Wooden Door (DC 15 to
break; 15 hp)
Acid Spray: DC 15 to
nd, DC 10 to disable;
aects all targets within
a 20 ft. cone, DC 10
save or take 1d10 acid
damage for 1d4 rounds
West Entry Stuck Iron Door (DC 25 to
break; 60 hp)
Leads to room #37,
inhabited by 1 x Giant
Bat
South Entry Stuck Iron Door (DC 25 to
break; 60 hp)

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Monster 2 x Giant Rat (mm 327, cr


1/8); 50 xp

Room #3 East Entry Unlocked Strong Wooden


Door (20 hp)
Leads to room #28,
inhabited by 2 x
Shrieker
South Entry Trapped and Locked Iron
Door (DC 10 to open, DC 30
to break; 60 hp)
Guillotine Blade: DC 10
to nd, DC 10 to
disable; +5 to hit
against one target,
1d10 slashing damage
Leads to room #36

Monster 1 x Giant Poisonous Snake


(mm 327, cr 1/4); 50 xp

Room #4 East Entry Iron Portcullis (DC 20 to lift,


DC 25 to break; 60 hp)
Leads to room #41,
inhabited by 1 x Giant
Bat
South Entry Wooden Portcullis (lift DC
20, DC 15 to break; 30 hp)

Room Features An altar of evil sits in the


center of the room, A
charred wooden shield lies
in the south side of the
room

Room #5 North Entry #1 Locked Simple Wooden


Door (DC 25 to open, DC
15 to break; 10 hp)
North Entry #2 Unlocked Strong Wooden
Door (20 hp)

Room Features A shallow pit lies in the


north-east corner of the
room, Several monstrous
corpses are scattered

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throughout the room


Monster 1 x Violet Fungus (mm 138,
cr 1/4); 50 xp

Room #6 North Entry Locked Iron Door (DC 25 to


open, DC 30 to break; 60
hp)
Leads to room #33
East Entry #1 Stuck Strong Wooden Door
(DC 15 to break; 20 hp)
East Entry #2 Secret (DC 25 to nd)
Trapped and Unlocked Good
Wooden Door (15 hp) (slides
to one side)
The door is located
several feet above the
oor and concealed by
an illusion
Falling Block: DC 15 to
nd, DC 15 to disable;
aects all targets within
a 10 ft. square area, DC
14 save or take 2d10
damage
South Entry Secret (DC 15 to nd)
Unlocked Simple Wooden
Door (10 hp)
The door is located
several feet above the
oor and concealed
within a mosaic of
arcane patterns

Monster 1 x Giant Poisonous Snake


(mm 327, cr 1/4); 50 xp

Room #7 West Entry Wooden Portcullis (lift DC


20, DC 15 to break; 30 hp)
East Entry Stuck Simple Wooden Door
(DC 10 to break; 10 hp)

Room Features A magical mirror on the


west wall answers
questions with insults, The

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ceiling is covered with


cobwebs

Room #8 West Entry Locked Iron Door (DC 10 to


open, DC 30 to break; 60
hp) (slides down)

Empty

Room #9 West Entry #1 Stuck Good Wooden Door


(DC 15 to break; 15 hp)
West Entry #2 Secret (DC 25 to nd)
Unlocked Strong Wooden
Door (20 hp)
A bookcase and
concealed door pivots
smoothly
East Entry Archway
South Entry Secret (DC 25 to nd) Stuck
Iron Door (DC 25 to break;
60 hp)
The door is concealed
within an upright
sarcophagus

Empty

Room #10 North Entry Archway


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

Empty

Room #11 North Entry Trapped Iron Portcullis (DC


20 to lift, DC 25 to break;
60 hp) (magically
reinforced, disadvantage to
break)
Guillotine Blade: DC 10
to nd, DC 10 to
disable; +7 to hit
against one target,
2d10 slashing damage

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Leads to room #48,


inhabited by 2 x Stirge
East Entry Wooden Portcullis (lift DC
20, DC 15 to break; 30 hp)
South Entry Locked Iron Door (DC 10 to
open, DC 30 to break; 60
hp)

Room Features A stone ramp ascends


towards the south wall,
Someone has scrawled
"Lightning comes before
thunder" on the west wall

Room #12 North Entry Stuck Iron Door (DC 25 to


break; 60 hp)
West Entry Locked Stone Door (DC 20
to open, DC 25 to break;
60 hp)
Leads to room #31,
inhabited by 4 x Giant
Fire Beetle

Room Features The oor is covered in


perfect hexagonal tiles,
Someone has scrawled
"Mind the gap" in dwarvish
runes on the south wall
Monster 1 x Zombie (mm 316, cr
1/4); 50 xp

Room #13 North Entry Archway


West Entry #1 Stuck Good Wooden Door
(DC 15 to break; 15 hp)
West Entry #2 Archway
South Entry Stuck Simple Wooden
Door (DC 10 to break; 10
hp) (slides to one side)

Monster 2 x Giant Fire Beetle (mm


325, cr 0); 20 xp
Trap Thunderstone Mine: DC
15 to nd, DC 15 to
disable; aects all targets

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within 20 ft., DC 18 save


or take 4d10 thunder
damage and become
deafened for 1d4 rounds
Hidden Treasure Hidden (DC 25 to nd)
Trapped and Locked Iron
Chest (DC 25 to unlock,
DC 30 to break; 60 hp)
Arrow Trap: DC 15 to nd,
DC 15 to disable; +8 to
hit against one target,
2d10 piercing damage

1500 cp, 1000 sp, 120


gp, 2 x Azurite (10 gp), 2
x Banded agate (10 gp),
2 x Blue quartz (10 gp),
Malachite (10 gp), Tiger
eye (10 gp), Turquoise
(10 gp)

Room #14 West Entry Stuck Strong Wooden Door


(DC 15 to break; 20 hp)

Empty

Room #15 West Entry #1 Stuck Simple Wooden Door


(DC 10 to break; 10 hp)
West Entry #2 Secret (DC 15 to nd) Stuck
Strong Wooden Door (DC 15
to break; 20 hp)
The door is concealed
within a horric torture
device
East Entry Locked Good Wooden Door
(DC 25 to open, DC 15 to
break; 15 hp)
Leads to room #25
South Entry Locked Stone Door (DC 20
to open, DC 25 to break; 60
hp)

Empty

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Room #16 West Entry Trapped and Locked Good


Wooden Door (DC 10 to
open, DC 15 to break; 15
hp) (slides up)
Falling Block: DC 10
to nd, DC 10 to
disable; aects all
targets within a 10 ft.
square area, DC 15
save or take 2d10
damage
East Entry Archway

Room Features The walls have been


engraved with endless
spirals, A pile of spoiled
meat lies in the
south-east corner of the
room
Monster 3 x Shrieker (mm 138, cr
0); 30 xp
Trap Ice Dart Trap: DC 10 to
nd, DC 15 to disable; +8
to hit against one target,
2d10 cold damage
Hidden Treasure Hidden (DC 15 to nd)
Locked Iron Chest (DC 15
to unlock, DC 30 to
break; 60 hp)

2000 cp, 1300 sp, 70 gp,


Small Vial of Perfume (25
gp), Rabbit Fur Ribbon
(25 gp), Fine Cloth
Pennant threaded with
Bronze (25 gp), Painted
Glass Miniature (of a
Castle) (25 gp), Pewter
Pectoral (25 gp), Painted
Glass Mask (25 gp), Spell
Scroll (Minor Illusion),
Spell Scroll (Cure
Wounds), 2 x Potion of
Healing

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Room #17 North Entry #1 Wooden Portcullis (lift DC


20, DC 15 to break; 30 hp)
Leads to room #46
North Entry #2 Stuck Strong Wooden Door
(DC 15 to break; 20 hp)
(slides to one side)
East Entry Stuck Simple Wooden Door
(DC 10 to break; 10 hp)

Empty

Room #18 North Entry Unlocked Simple Wooden


Door (10 hp)
Leads to room #37,
inhabited by 1 x Giant
Bat
South Entry Stuck Simple Wooden Door
(DC 10 to break; 10 hp)

Room Features Numerous pillars line the


east and west walls,
Someone has scrawled
"The curse can never be
broken" on the north wall
Monster 1 x Violet Fungus (mm 138,
cr 1/4); 50 xp

Room #19 West Entry Locked Iron Door (DC 15 to


open, DC 30 to break; 60
hp)
East Entry #1 Archway
East Entry #2 Stuck Good Wooden Door
(DC 15 to break; 15 hp)
South Entry Unlocked Strong Wooden
Door (20 hp)

Room Features An iron chandelier hangs


from the ceiling in the
north-east corner of the
room, A pile of rotten
bread lies in the
south-west corner of the
room

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Monster 1 x Giant Centipede (mm


323, cr 1/4); 50 xp

Room #20 North Entry Secret (DC 15 to nd)


Trapped and Unlocked Stone
Door (60 hp)
The door is opened by
speaking a command
word
Acid Spray: DC 20 to
nd, DC 15 to disable;
aects all targets within
a 20 ft. cone, DC 20
save or take 2d10 acid
damage for 1d4 rounds
East Entry Stuck Simple Wooden Door
(DC 10 to break; 10 hp)

Empty

Room #21 West Entry Trapped and Stuck Simple


Wooden Door (DC 10 to
break; 10 hp)
Fire Spray: DC 10 to
nd, DC 15 to disable;
aects all targets
within a 20 ft. cone, DC
12 save or take 2d10
re damage
South Entry #1 Unlocked Good Wooden
Door (15 hp)
South Entry #2 Unlocked Stone Door (60
hp) (slides to one side)

Room Features Someone has scrawled


"Has anyone seen my
invisible cloak?" on the
west wall, Several pieces
of rotten fruit are scattered
throughout the room
Monster 1 x Troglodyte (mm 290, cr
1/4); 50 xp

Room #22 West Entry Unlocked Good Wooden


Door (15 hp)

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South Entry #1 Archway


South Entry #2 Unlocked Iron Door (60 hp)

Empty

Room #23 West Entry Unlocked Good Wooden


Door (15 hp)
East Entry Unlocked Good Wooden
Door (15 hp)

Room Features Someone has scrawled


"Look to the ceiling" on the
west wall, A grinding noise
lls the room
Monster 1 x Zombie (mm 316, cr
1/4); 50 xp

Room #24 North Entry Archway


South Entry Archway

Room Features A group of monstrous faces


have been carved into the
north wall, Several pieces
of spoiled meat are
scattered throughout the
room
Monster 1 x Zombie (mm 316, cr
1/4); 50 xp

Room #25 West Entry Locked Good Wooden Door


(DC 25 to open, DC 15 to
break; 15 hp)
Leads to room #15
South Entry Trapped and Locked Stone
Door (DC 15 to open, DC 25
to break; 60 hp)
Falling Block: DC 10 to
nd, DC 10 to disable;
aects all targets within
a 10 ft. square area, DC
14 save or take 2d10
damage
Leads to room #48,
inhabited by 2 x Stirge

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Empty

Room #26 West Entry Unlocked Strong Wooden


Door (20 hp)
South Entry Archway

Room Features A stream of oil ows along


a channel in the oor, The
ceiling is covered with
bloodstains
Monster 1 x Giant Rat (mm 327, cr
1/8); 25 xp

Room #27 North Entry Wooden Portcullis (lift DC


20, DC 15 to break; 30 hp)
West Entry Stuck Strong Wooden Door
(DC 15 to break; 20 hp)
East Entry Wooden Portcullis (lift DC
20, DC 15 to break; 30 hp)

Room Features A tile labyrinth covers the


oor, Someone has
scrawled "You cannot kill it
with swords" on the south
wall

Room #28 North Entry Locked Simple Wooden


Door (DC 10 to open, DC
15 to break; 10 hp)
Leads to room #38
West Entry Unlocked Strong Wooden
Door (20 hp)
Leads to room #3,
inhabited by 1 x Giant
Poisonous Snake
South Entry Archway
Leads to room #50,
inhabited by 1 x
Winged Kobold

Room Features A narrow ledge runs along


the north and west walls,
Spirals of black stones

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cover the oor


Monster 2 x Shrieker (mm 138, cr
0); 20 xp

Room #29 West Entry Stuck Good Wooden Door


(DC 15 to break; 15 hp)
(slides to one side)
South Entry Stuck Strong Wooden
Door (DC 15 to break; 20
hp)

Hidden Treasure Hidden (DC 25 to nd)


Locked Iron Chest (DC 25
to unlock, DC 30 to
break; 60 hp)

800 cp, 700 sp, 30 gp, 2


x Small Vial of Perfume
(25 gp), Silk Tabard (25
gp), Feathered Sash (25
gp), Pewter Belt (25 gp),
Bronze Cloth Choker (25
gp), Ceramic Bowl (25
gp), Painted Glass Bowl
(25 gp)

Room #30 North Entry Iron Portcullis (DC 20 to lift,


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

Monster 2 x Shrieker (mm 138, cr 0);


20 xp

Room #31 West Entry Locked Simple Wooden


Door (DC 10 to open, DC
15 to break; 10 hp)
East Entry Locked Stone Door (DC 20
to open, DC 25 to break;
60 hp)
Leads to room #12,
inhabited by 1 x
Zombie

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South Entry Trapped and Locked Iron


Door (DC 15 to open, DC
30 to break; 60 hp)
Magic Missle Trap: DC
20 to nd, DC 15 to
disable; one target,
1d10 force damage

Room Features A wooden platform hangs


over a deep pit in the
south-west corner of the
room, Various torture
devices are scattered
throughout the room
Monster 4 x Giant Fire Beetle (mm
325, cr 0); 40 xp

Room #32 North Entry Unlocked Good Wooden


Door (15 hp)
West Entry #1 Unlocked Strong Wooden
Door (20 hp)
West Entry #2 Unlocked Stone Door (60
hp) (slides down)
East Entry #1 Stuck Good Wooden Door
(DC 15 to break; 15 hp)
Leads to room #46
East Entry #2 Locked Strong Wooden
Door (DC 10 to open, DC
20 to break; 20 hp)

Room Features A rotting odor lls the


room, A broken door lies in
the west side of the room
Monster 1 x Giant Centipede (mm
323, cr 1/4); 50 xp

Room #33 North Entry #1 Unlocked Simple Wooden


Door (10 hp)
North Entry #2 Trapped and Locked Simple
Wooden Door (DC 15 to
open, DC 15 to break; 10
hp)
Acid Spray: DC 15 to
nd, DC 10 to disable;

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aects all targets


within a 20 ft. cone, DC
14 save or take 1d10
acid damage for 1d4
rounds
East Entry Trapped and Unlocked
Good Wooden Door (15 hp)
Electried Lock: DC 15
to nd, DC 10 to
disable; aects each
creature which touches
the lock, DC 11 save or
take 1d10 lightning
damage
South Entry Locked Iron Door (DC 25 to
open, DC 30 to break; 60
hp)
Leads to room #6,
inhabited by 1 x Giant
Poisonous Snake

Room Features A large kiln and coal bin sit


in the center of the room,
The scent of smoke lls the
north-east corner of the
room

Room #34 West Entry #1 Archway


West Entry #2 Locked Stone Door (DC 10
to open, DC 25 to break;
60 hp) (magically
reinforced, disadvantage to
break)
East Entry Stuck Simple Wooden Door
(DC 10 to break; 10 hp)

Room Features A balcony hangs from the


west wall, Someone has
scrawled "In the Marsh of
Mirrors, when the Gate of
Omens is opened and the
Blade of Despair is drawn,
the Yellow Citadel shall be
found" on the east wall
Monster 1 x Stirge (mm 284, cr
1/8); 25 xp

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5e Random Dungeon Generator


http://donjon.bin.sh/

Some content used under the terms of the Open Gaming License

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