You are on page 1of 16

6/11/2019 donjon; Labyrinth Level 1

Labyrinth Level 1
Level 10

https://donjon.bin.sh/d20/dungeon/index.cgi 1/16
6/11/2019 donjon; Labyrinth Level 1

General Dungeon Walls Hewn Ice (Climb DC 25)


Dungeon Floor Hewn Ice (slippery, +5 to Balance and
Tumble DC)
Temperature Cold (unprotected creatures must succeed
on a Fortitude saving throw every hour (DC
15, +1 per previous check) or take 1d6
points of non-lethal damage; a creature that
takes any non-lethal damage from cold
exposure suffers from hypothermia and is
fatigued)
Illumination Average (shadowy in corridors, lamps or
torches in most rooms)

Corridors a A chute falls into the corridor from above


c Withered corpses are nailed to the corridor
walls
e An iron chandelier hangs from the ceiling
here
i Burning torches in iron sconces line the
corridor
m A narrow shaft falls into the corridor from
above
n A large demonic idol with ruby eyes sits in
an alcove here
r A tile labyrinth covers the floor
s Skeletons hang from chains and manacles
against the walls
u A narrow shaft falls into the corridor from
above
v Someone has scrawled "They ate Edmugh"
here
w Poisoned Guillotine Blade: CR 8;
mechanical; location trigger; manual reset;
Atk +15 melee (9d6/19-20 plus poison);
poison (shadow essence [injury, Fort DC
17, 1 Str*/2d6 Str]); Search DC 24; Disable
Device DC 26
x Wide-Mouth Pit Trap: CR 9; mechanical;
location trigger; manual reset; DC 25 Reflex
save avoids; 100 ft. deep (10d6, fall);
multiple targets (all targets within a 10 ft. by
10 ft. area); Search DC 25; Disable Device
DC 25
https://donjon.bin.sh/d20/dungeon/index.cgi 2/16
6/11/2019 donjon; Labyrinth Level 1

z A group of demonic faces have been


carved into the walls

Wandering 1 2 x Dire Bear, consumed by disease and


Monsters madness
2 2 x Dire Bear, tracking the party
3 4 x Six-Headed Cryohydra, hunting for food
4 10 x Troll Skeleton, consumed by disease
and madness
5 5 x Six-Headed Cryohydra, scouting from
another part of the dungeon
6 2 x Six-Headed Cryohydra, investigating a
strange noise

Room #1 North Entry Secret (Search DC 20) Locked Stone Door


(Open Lock DC 20, break DC 28; hard 8,
60 hp)
Ⓢ   A trap door in the floor leads to a short
tunnel beneath the wall
East Entry #1 Secret (Search DC 30) Locked Simple
Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp) (slides up, +2 to
break DC)
Ⓢ   The door is concealed behind a statue
of a fearsome dragon, and opened by
reaching into its mouth
East Entry #2 Trapped and Stuck Good Wooden Door
(break DC 18; hard 5, 15 hp)
Ⓣ   Insanity Mist Vapor Trap: CR 8;
mechanical; location trigger; repair
reset; poison gas (insanity mist
[inhaled, Fort DC 15, 1d4 Wis/2d6
Wis]); never miss; onset delay (1
round); multiple targets (all targets in a
10 ft. by 10 ft. room); Search DC 25;
Disable Device DC 20
South Entry #1 Trapped and Unlocked Strong Wooden
Door (hard 5, 20 hp)
Ⓣ   Rune of Fear: CR 11; magic device;
proximity trigger (alarm); no reset; fear
(shaken for 1d4 rounds, DC 16 Will
save negates); multiple targets (all
targets in a 10 ft. radius burst); Search
DC 28; Disable Device DC 24
South Entry #2 Trapped and Locked Good Wooden Door
(Open Lock DC 30, break DC 18; hard 5,
https://donjon.bin.sh/d20/dungeon/index.cgi 3/16
6/11/2019 donjon; Labyrinth Level 1

15 hp)
Ⓣ   Contact Poison: CR 11; mechanical;
touch trigger, no reset; contact poison
(nitharit [contact, Fort DC 13, 0/3d6
Con]); Search DC 24; Disable Device
DC 28
→   Leads to room #20
Room Features A rope ascends to a catwalk hanging
between the east and west walls, and a
group of draconic faces have been carved
into the west wall
Monster 7 x Ettin Skeleton

Ettin skeleton: CR 5; Large undead; HD


10d12; hp 65; Init +4; Spd 40 ft. (8
squares); AC 11 (-1 size, +2 natural), touch
9, flat-footed 11; Base Atk +5; Grp +15; Atk
+10 melee (2d6+6, morningstar) or +10
melee (1d6+6, claw) or +4 ranged (1d8+6,
javelin); Full Atk +10 melee (2d6+6, 2
morningstars) or +10 melee (1d6+6, 2
claws) or +4 ranged (1d8+6, 2 javelins);
Space/Reach 10 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning,
darkvision 60 ft., darkvision 60 ft., immunity
to cold, superior twoweapon; AL NE; SV
Fort +3, Ref +3, Will +7; Str 23, Dex 10,
Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #2 North Entry Locked Strong Wooden Door (Open Lock


DC 25, break DC 25; hard 5, 20 hp)
→   Leads to room #4
West Entry Secret (Search DC 20) Stuck Iron Door
(break DC 28; hard 10, 60 hp)
Ⓢ   The door is concealed behind a statue
of a demonic sorceress, and opened
by moving her hand
→   Leads to room #19, inhabited by 5 x
Dire Bear
South Entry Secret (Search DC 20) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ   The door is concealed by an illusion
Monster 3 x Six-Headed Cryohydra

https://donjon.bin.sh/d20/dungeon/index.cgi 4/16
6/11/2019 donjon; Labyrinth Level 1

Six-headed cryohydra; CR 7; Huge magical


beast (cold); HD 6d10+33; hp 66; Init +1;
Spd 20 ft. (4 squares), swim 20 ft.; AC 16
(-2 size, +1 dex, +7 natural), touch 9, flat-
footed 15; Base Atk +6; Grp +17; Atk +8
melee (1d10+3, 6 bites); Full Atk +8 melee
(1d10+3, 6 bites); Space/Reach 15 ft./10 ft.;
SA Breath weapon (20 ft. cone of cold 3d6,
DC 18); SQ Darkvision 60 ft., fast healing
16, low-light vision, scent, immunity to cold;
AL N; SV Fort +10, Ref +6, Will +4; Str 17,
Dex 12, Con 20, Int 2, Wis 10, Cha 9
Skills and Feats: Listen +6, Spot +7, Swim
+11; Combat Reflexes, Iron Will,
Toughness, Weapon Focus (bite)
Treasure: 140 gp; Bolt of Platinum Cloth set
with White Pearl (4000 gp), Bronze Brooch
set with Blue Quartz (400 gp), Carved
Wooden Idol (of a Water Goddess) (20 gp),
Leather Boots with Silver Buckles (500 gp),
Leopard Fur Pouch (300 gp), Silver
Candlesticks (300 gp); Arcane Scroll
(Detect Secret Doors (25 gp)) (total 25 gp);
hoard total 5685 gp
Trap Shrine of Chaos: CR 8; magic device; touch
trigger (detect law); automatic reset; inflict
wound (6d6 damage and confused for 1d4
rounds, DC 16 Will save for half damage
only); Search DC 22; Disable Device DC 22
Hidden Treasure Hidden (Search DC 30) Locked Simple
Wooden Chest (Open Lock DC 30, break
DC 15; hard 5, 10 hp)

1700 gp; Star Rose Quartz (50 gp), Violet


Garnet (700 gp); Arcane Scroll (Detect
Undead (25 gp)) (total 25 gp), Potion of
Enlarge Person (250 gp); hoard total 2725
gp

Room #3 West Entry #1 Locked Stone Door (Open Lock DC 40,


break DC 28; hard 8, 60 hp)
West Entry #2 Trapped and Stuck Simple Wooden Door
(break DC 13; hard 5, 10 hp)
Ⓣ   Teleporter Crystal: CR 11; magic
device; touch trigger; no reset; teleport
(teleported one level down, DC 16 Will
save negates); Search DC 28; Disable
Device DC 24
East Entry Locked Iron Door (Open Lock DC 30, break
DC 28; hard 10, 60 hp)
https://donjon.bin.sh/d20/dungeon/index.cgi 5/16
6/11/2019 donjon; Labyrinth Level 1

Empty  

Room #4 West Entry Locked Simple Wooden Door (Open Lock


DC 20, break DC 15; hard 5, 10 hp)
East Entry Locked Stone Door (Open Lock DC 20,
break DC 28; hard 8, 60 hp)
→   Leads to room #13
South Entry Locked Strong Wooden Door (Open Lock
DC 25, break DC 25; hard 5, 20 hp)
→   Leads to room #2, inhabited by 3 x Six-
Headed Cryohydra

Room Features Someone has scrawled "The walls listen"


on the west wall, and a pile of iron blobs
lies in the east side of the room
Trap Altar of Evil: CR 12; magic device; proximity
trigger (detect good); automatic reset; inflict
wound (10d6 damage, DC 16 Will save for
half damage); multiple targets (good targets
in a 20 ft. radius burst); Search DC 24;
Disable Device DC 24

Room #5 North Entry Locked Stone Door (Open Lock DC 25,


break DC 28; hard 8, 60 hp)
→   Leads to room #19, inhabited by 5 x
Dire Bear
South Entry Locked Simple Wooden Door (Open Lock
DC 20, break DC 15; hard 5, 10 hp)

Monster 1 x Adult White Dragon

Adult white dragon: CR 10; Large dragon


(cold); HD 18d12+72; hp 189; Init +4; Spd
60 ft., burrow 30 ft., fly 200 ft. (poor), swim
60 ft.; AC 26 (-1 size, +17 natural), touch 9,
flat-footed 26; Base Atk +18; Grp +28; Atk
+24 melee (2d6+6, bite); Full Atk +24
melee (2d6+6, bite) and +24 melee (1d8+3,
2 claws) and +23 melee (1d6+3, 2 wings)
and +23 melee (1d8+9, tail slap);
Space/Reach 10 ft./5 ft. (10 ft. with bite);
SA Breath weapon (40 ft. cone of cold 6d6,
DC 23), frightful presence (DC 20); SQ
Blindsense 60 ft., damage reduction
5/magic, darkvision 120 ft., fog cloud, gust
of wind, icewalking, immunity to cold,
immunity to sleep and paralysis, keen
senses, spell resistance 18, spells (caster
level 1st), vulnerability to fire; AL CE; SV
https://donjon.bin.sh/d20/dungeon/index.cgi 6/16
6/11/2019 donjon; Labyrinth Level 1

Fort +15, Ref +11, Will +11; Str 23, Dex 10,
Con 19, Int 10, Wis 11, Cha 12
Skills and Feats: Concentration +10,
Diplomacy +6, Escape Artist +5, Hide +1,
Intimidate +7, Knowledge (any 1) +16,
Listen +23, Move Silently +5, Search +21,
Sense Motive +5, Spot +23, Swim +11, Use
Magic Device +6; Alertness, Empower
Spell, Hover, Improved Initiative, Power
Attack, Weapon Focus (bite), Weapon
Focus (claw)
Treasure: 570 pp; Leather Belt set with Eye
Agate (110 gp), Porcelain Pedestal (2000
gp); Arcane Scroll (Unseen Servant (25
gp), Ventriloquism (25 gp), Shatter (150
gp)) (total 200 gp), Arcane Scroll (Shield
(25 gp), Summon Monster II (150 gp), Halt
Undead (375 gp)) (total 550 gp),
Longsword (Small) (+1 weapon) (2315 gp),
Potion of Delay Poison (300 gp), Potion of
Hide from Animals (50 gp), Potion of Lesser
Restoration (300 gp), Trident (Medium) (+1
weapon) (2315 gp), Wand of Owl's Wisdom
(29 of 50 charges) (inscription provides clue
to function) (2610 gp); hoard total 16450 gp

Room #6 North Entry Secret (Search DC 25) Locked Simple


Wooden Door (Open Lock DC 30, break
DC 15; hard 5, 10 hp)
Ⓢ   The door is concealed behind a
tapestry of arcane patterns
East Entry Locked Stone Door (Open Lock DC 40,
break DC 28; hard 8, 60 hp)
→   Leads to room #18, inhabited by 4 x
Five-Headed Cryohydra
South Entry Secret (Search DC 25) Stuck Simple
Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ   The door is located near the ceiling and
concealed by an illusion

Room Features Someone has scrawled a basic map of the


dungeon on the south wall, and several
rotten apples are scattered throughout the
room
Monster 9 x Ettin Skeleton

Ettin skeleton: CR 5; Large undead; HD


10d12; hp 65; Init +4; Spd 40 ft. (8
squares); AC 11 (-1 size, +2 natural), touch

https://donjon.bin.sh/d20/dungeon/index.cgi 7/16
6/11/2019 donjon; Labyrinth Level 1

9, flat-footed 11; Base Atk +5; Grp +15; Atk


+10 melee (2d6+6, morningstar) or +10
melee (1d6+6, claw) or +4 ranged (1d8+6,
javelin); Full Atk +10 melee (2d6+6, 2
morningstars) or +10 melee (1d6+6, 2
claws) or +4 ranged (1d8+6, 2 javelins);
Space/Reach 10 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning,
darkvision 60 ft., darkvision 60 ft., immunity
to cold, superior twoweapon; AL NE; SV
Fort +3, Ref +3, Will +7; Str 23, Dex 10,
Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #7 South Entry Locked Strong Wooden Door (Open Lock


DC 20, break DC 25; hard 5, 20 hp) (slides
up, +2 to break DC)
→   Leads to room #16
Room Features A ruined siege weapon sits in the west side
of the room, and a rustling noise fills the
room
Trap Teleporter Crystal: CR 11; magic device;
touch trigger; no reset; teleport (teleported
one level down, DC 14 Will save negates);
Search DC 28; Disable Device DC 28

Room #8 North Entry Locked Good Wooden Door (Open Lock


DC 30, break DC 18; hard 5, 15 hp)
East Entry Secret (Search DC 20) Stuck Good
Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ   The door is located above a small
stone dais and concealed within a
mosaic of a legendary battle
South Entry Trapped and Locked Good Wooden Door
(Open Lock DC 30, break DC 18; hard 5,
15 hp) (slides to one side, +1 to break DC)
Ⓣ   Wide-Mouth Pit Trap: CR 9;
mechanical; location trigger; manual
reset; DC 25 Reflex save avoids; 100
ft. deep (10d6, fall); multiple targets (all
targets within a 10 ft. by 10 ft. area);
Search DC 25; Disable Device DC 25

Room Features The south and east walls have been


engraved with geometric patterns, and a
briny odor fills the room

Room #9 East Entry Trapped and Stuck Iron Door (break DC 28;
https://donjon.bin.sh/d20/dungeon/index.cgi 8/16
6/11/2019 donjon; Labyrinth Level 1

hard 10, 60 hp)


Ⓣ   Ice Dart Trap: CR 10; magic device;
proximity trigger (alarm); no reset; Atk
+16 ranged (12d6 cold); Search DC
24; Disable Device DC 28

Monster 1 x Nine-Headed Cryohydra

Nine-headed cryohydra; CR 10; Huge


magical beast (cold); HD 9d10+48; hp 97;
Init +1; Spd 20 ft. (4 squares), swim 20 ft.;
AC 19 (-2 size, +1 dex, +10 natural), touch
9, flat-footed 18; Base Atk +9; Grp +22; Atk
+13 melee (1d10+5, 9 bites); Full Atk +13
melee (1d10+5, 9 bites); Space/Reach 15
ft./10 ft.; SA Breath weapon (20 ft. cone of
cold 3d6, DC 19); SQ Darkvision 60 ft., fast
healing 19, low-light vision, scent, immunity
to cold; AL N; SV Fort +11, Ref +7, Will +5;
Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha
9
Skills and Feats: Listen +8, Spot +8, Swim
+13; Blind-Fight, Combat Reflexes, Iron
Will, Toughness, Weapon Focus (bite)
Treasure: 160 gp; hoard total 160 gp

Room #10 North Entry Trapped and Locked Strong Wooden Door
(Open Lock DC 20, break DC 25; hard 5,
20 hp)
Ⓣ   Wide-Mouth Spiked Pit with Poisoned
Spikes: CR 9; mechanical; location
trigger; manual reset; hidden lock
bypass (Search DC 25, Open Lock DC
30); DC 20 Reflex save avoids; 70 ft.
deep (7d6, fall); multiple targets (all
targets within a 10 ft. by 10 ft. area); pit
spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 plus poison each);
poison (giant wasp poison [injury, Fort
DC 18, 1d6 Dex/1d6 Dex]); Search DC
20; Disable Device DC 20
→   Leads to room #13
West Entry Secret (Search DC 30) Locked Strong
Wooden Door (Open Lock DC 40, break
DC 25; hard 5, 20 hp)
Ⓢ   A bookcase and concealed door pivots
smoothly
South Entry Locked Strong Wooden Door (Open Lock
DC 30, break DC 25; hard 5, 20 hp)
https://donjon.bin.sh/d20/dungeon/index.cgi 9/16
6/11/2019 donjon; Labyrinth Level 1

Room Features A large demonic idol with ruby eyes sits in


the west side of the room, and a pile of iron
blobs lies in the north side of the room

Room #11 East Entry Trapped and Locked Strong Wooden Door
(Open Lock DC 20, break DC 25; hard 5,
20 hp)
Ⓣ   Falling Block: CR 12; mechanical;
location trigger; no reset; Atk +14
melee (10d6); multiple targets (all
targets in a 10 ft. square area); Search
DC 28; Disable Device DC 26
South Entry Locked Strong Wooden Door (Open Lock
DC 25, break DC 25; hard 5, 20 hp)

Room Features Someone has scrawled "It's a trap" on the


south wall, and several pieces of torn paper
are scattered throughout the room
Monster 1 x Nine-Headed Cryohydra

Nine-headed cryohydra; CR 10; Huge


magical beast (cold); HD 9d10+48; hp 97;
Init +1; Spd 20 ft. (4 squares), swim 20 ft.;
AC 19 (-2 size, +1 dex, +10 natural), touch
9, flat-footed 18; Base Atk +9; Grp +22; Atk
+13 melee (1d10+5, 9 bites); Full Atk +13
melee (1d10+5, 9 bites); Space/Reach 15
ft./10 ft.; SA Breath weapon (20 ft. cone of
cold 3d6, DC 19); SQ Darkvision 60 ft., fast
healing 19, low-light vision, scent, immunity
to cold; AL N; SV Fort +11, Ref +7, Will +5;
Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha
9
Skills and Feats: Listen +8, Spot +8, Swim
+13; Blind-Fight, Combat Reflexes, Iron
Will, Toughness, Weapon Focus (bite)
Treasure: 1300 sp; hoard total 130 gp

Room #12 North Entry #1 Trapped and Unlocked Stone Door (hard 8,
60 hp)
Ⓣ   Contact Poison: CR 12; mechanical;
touch trigger, no reset; contact poison
(nitharit [contact, Fort DC 13, 0/3d6
Con]); Search DC 26; Disable Device
DC 24
North Entry #2 Trapped and Stuck Stone Door (break DC
28; hard 8, 60 hp)

https://donjon.bin.sh/d20/dungeon/index.cgi 10/16
6/11/2019 donjon; Labyrinth Level 1

Ⓣ   One-way Door: CR 12; mechanical;


Search DC 28; Disable Device DC 24

Room Features Someone has scrawled "The dwarf will


betray you" in blood on the south wall, and
several adventurer corpses are scattered
throughout the room
Monster 1 x Ten-Headed Cryohydra

Ten-headed cryohydra; CR 11; Huge


magical beast (cold); HD 10d10+53; hp
108; Init +1; Spd 20 ft. (4 squares), swim 20
ft.; AC 20 (-2 size, +1 dex, +11 natural),
touch 9, flat-footed 19; Base Atk +10; Grp
+23; Atk +14 melee (1d10+5, 10 bites); Full
Atk +14 melee (1d10+5, 10 bites);
Space/Reach 15 ft./10 ft.; SA Breath
weapon (20 ft. cone of cold 3d6, DC 20);
SQ Darkvision 60 ft., fast healing 20, low-
light vision, scent, immunity to cold; AL N;
SV Fort +12, Ref +8, Will +3; Str 21, Dex
12, Con 20, Int 2, Wis 10, Cha 9
Skills and Feats: Listen +8, Spot +9, Swim
+13; Blind-Fight, Combat Reflexes, Iron
Will, Toughness, Weapon Focus (bite)
Treasure: 800 sp; hoard total 80 gp

Room #13 West Entry #1 Locked Stone Door (Open Lock DC 20,
break DC 28; hard 8, 60 hp)
→   Leads to room #4
West Entry #2 Secret (Search DC 20) Locked Strong
Wooden Door (Open Lock DC 30, break
DC 25; hard 5, 20 hp)
Ⓢ   The door is located several feet above
the floor and concealed behind a
tapestry of arcane patterns
South Entry Trapped and Locked Strong Wooden Door
(Open Lock DC 20, break DC 25; hard 5,
20 hp)
Ⓣ   Wide-Mouth Spiked Pit with Poisoned
Spikes: CR 9; mechanical; location
trigger; manual reset; hidden lock
bypass (Search DC 25, Open Lock DC
30); DC 20 Reflex save avoids; 70 ft.
deep (7d6, fall); multiple targets (all
targets within a 10 ft. by 10 ft. area); pit
spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 plus poison each);
poison (giant wasp poison [injury, Fort
https://donjon.bin.sh/d20/dungeon/index.cgi 11/16
6/11/2019 donjon; Labyrinth Level 1

DC 18, 1d6 Dex/1d6 Dex]); Search DC


20; Disable Device DC 20
→   Leads to room #10
Room Features A chute descends from the room into a
plundered tomb below, and the north and
west walls have been engraved with
glowing glyphs

Room #14 North Entry Locked Iron Door (Open Lock DC 40, break
DC 28; hard 10, 60 hp)
East Entry Secret (Search DC 20) Stuck Iron Door
(break DC 28; hard 10, 60 hp)
Ⓢ   The door is concealed behind a statue
of a terrified maiden, and opened by
breaking her neck

Empty  

Room #15 East Entry Locked Strong Wooden Door (Open Lock
DC 20, break DC 25; hard 5, 20 hp)
South Entry #1 Secret (Search DC 25) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ   The door is concealed behind a statue
of a hydra, and opened by reaching
into several of its mouths
South Entry #2 Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)

Empty  

Room #16 North Entry #1 Locked Strong Wooden Door (Open Lock
DC 20, break DC 25; hard 5, 20 hp) (slides
up, +2 to break DC)
→   Leads to room #7
North Entry #2 Locked Strong Wooden Door (Open Lock
DC 25, break DC 25; hard 5, 20 hp)
West Entry #1 Locked Strong Wooden Door (Open Lock
DC 25, break DC 25; hard 5, 20 hp) (slides
to one side, +1 to break DC)
West Entry #2 Trapped and Stuck Good Wooden Door
(break DC 18; hard 5, 15 hp)
Ⓣ   Arrow Trap: CR 11; mechanical;
location trigger; manual reset; Atk +16
ranged (11d6/x3); Search DC 28;
Disable Device DC 28

https://donjon.bin.sh/d20/dungeon/index.cgi 12/16
6/11/2019 donjon; Labyrinth Level 1

West Entry #3 Locked Iron Door (Open Lock DC 30, break


DC 28; hard 10, 60 hp)
West Entry #4 Secret (Search DC 25) Stuck Good
Wooden Door (break DC 18; hard 5, 15 hp)
Ⓢ   The door is concealed within a mosaic
of ancient mythology
East Entry #1 Trapped and Locked Good Wooden Door
(Open Lock DC 20, break DC 18; hard 5,
15 hp)
Ⓣ   Deathblade Wall Scythe: CR 8;
mechanical; touch trigger; manual
reset; Atk +16 melee (2d4+8 plus
poison, scythe); poison (deathblade
[injury, Fort DC 20, 1d6 Con/2d6 Con]);
Search DC 24; Disable Device DC 19
East Entry #2 Locked Simple Wooden Door (Open Lock
DC 20, break DC 15; hard 5, 10 hp)

Room Features A stone ramp ascends towards the west


wall, and a large table and crude bookcase
sit in the north-west corner of the room

Room #17 North Entry Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
East Entry Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)

Monster 4 x Ettin Skeleton

Ettin skeleton: CR 5; Large undead; HD


10d12; hp 65; Init +4; Spd 40 ft. (8
squares); AC 11 (-1 size, +2 natural), touch
9, flat-footed 11; Base Atk +5; Grp +15; Atk
+10 melee (2d6+6, morningstar) or +10
melee (1d6+6, claw) or +4 ranged (1d8+6,
javelin); Full Atk +10 melee (2d6+6, 2
morningstars) or +10 melee (1d6+6, 2
claws) or +4 ranged (1d8+6, 2 javelins);
Space/Reach 10 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning,
darkvision 60 ft., darkvision 60 ft., immunity
to cold, superior twoweapon; AL NE; SV
Fort +3, Ref +3, Will +7; Str 23, Dex 10,
Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #18 West Entry Locked Stone Door (Open Lock DC 40,
break DC 28; hard 8, 60 hp)

https://donjon.bin.sh/d20/dungeon/index.cgi 13/16
6/11/2019 donjon; Labyrinth Level 1

→   Leads to room #6, inhabited by 9 x


Ettin Skeleton
East Entry Secret (Search DC 30) Trapped and
Locked Iron Door (Open Lock DC 25, break
DC 28; hard 10, 60 hp) (slides up, +2 to
break DC)
Ⓢ   The door is concealed behind a statue
of an ancient lich, and opened by
pressing runes on his staff
Ⓣ   Wide-Mouth Spiked Pit with Poisoned
Spikes: CR 9; mechanical; location
trigger; manual reset; hidden lock
bypass (Search DC 25, Open Lock DC
30); DC 20 Reflex save avoids; 70 ft.
deep (7d6, fall); multiple targets (all
targets within a 10 ft. by 10 ft. area); pit
spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 plus poison each);
poison (giant wasp poison [injury, Fort
DC 18, 1d6 Dex/1d6 Dex]); Search DC
20; Disable Device DC 20

Room Features A well lies in the south side of the room,


and the south and east walls have been
engraved with arcane runes
Monster 4 x Five-Headed Cryohydra

Five-headed cryohydra; CR 6; Huge


magical beast (cold); HD 5d10+28; hp 55;
Init +1; Spd 20 ft. (4 squares), swim 20 ft.;
AC 15 (-2 size, +1 dex, +6 natural), touch 9,
flat-footed 14; Base Atk +5; Grp +16; Atk +6
melee (1d10+3, 5 bites); Full Atk +6 melee
(1d10+3, 5 bites); Space/Reach 15 ft./10 ft.;
SA Breath weapon (20 ft. cone of cold 3d6,
DC 17); SQ Darkvision 60 ft., fast healing
15, low-light vision, scent, immunity to cold;
AL N; SV Fort +9, Ref +5, Will +3; Str 17,
Dex 12, Con 20, Int 2, Wis 10, Cha 9
Skills and Feats: Listen +6, Spot +6, Swim
+11; Combat Reflexes, Iron Will, Toughness
Treasure: 170 gp; A Perfect Rose in
Temporal Stasis (6000 gp), Feathered
Talisman (90 gp), Rabbit Fur Ribbon (40
gp), Small Bag of Spices (90 gp); hoard
total 6390 gp

Room #19 North Entry Trapped and Stuck Strong Wooden Door
(break DC 23; hard 5, 20 hp)

https://donjon.bin.sh/d20/dungeon/index.cgi 14/16
6/11/2019 donjon; Labyrinth Level 1

Ⓣ   One-way Door: CR 10; mechanical;


Search DC 28; Disable Device DC 24
East Entry Secret (Search DC 20) Stuck Iron Door
(break DC 28; hard 10, 60 hp)
Ⓢ   The door is concealed behind a statue
of a demonic sorceress, and opened
by moving her hand
→   Leads to room #2, inhabited by 3 x Six-
Headed Cryohydra
South Entry Locked Stone Door (Open Lock DC 25,
break DC 28; hard 8, 60 hp)
→   Leads to room #5, inhabited by 1 x
Adult White Dragon

Monster 5 x Dire Bear

Dire bear: CR 7; Large animal; HD


12d8+51; hp 105; Init +1; Spd 40 ft. (8
squares); AC 17 (-1 size, +1 dex, +7
natural), touch 10, flat-footed 16; Base Atk
+9; Grp +23; Atk +19 melee (2d4+10,
claw); Full Atk +19 melee (2d4+10, 2 claws)
and +13 melee (2d8+5, bite); Space/Reach
10 ft./5 ft.; SA Improved grab; SQ Low-light
vision, scent; AL N; SV Fort +12, Ref +9,
Will +9; Str 31, Dex 13, Con 19, Int 2, Wis
12, Cha 10
Skills and Feats: Listen +10, Spot +10,
Swim +13; Alertness, Endurance, Run,
Toughness, Weapon Focus (claw)

Room #20 North Entry Trapped and Locked Good Wooden Door
(Open Lock DC 30, break DC 18; hard 5,
15 hp)
Ⓣ   Contact Poison: CR 11; mechanical;
touch trigger, no reset; contact poison
(nitharit [contact, Fort DC 13, 0/3d6
Con]); Search DC 24; Disable Device
DC 28
→   Leads to room #1, inhabited by 7 x
Ettin Skeleton
West Entry Secret (Search DC 25) Unlocked Iron Door
(hard 10, 60 hp)
Ⓢ   The door is concealed within a horrific
torture device
East Entry Locked Good Wooden Door (Open Lock
DC 30, break DC 18; hard 5, 15 hp)
https://donjon.bin.sh/d20/dungeon/index.cgi 15/16
6/11/2019 donjon; Labyrinth Level 1

South Entry Trapped and Locked Stone Door (Open


Lock DC 30, break DC 28; hard 8, 60 hp)
Ⓣ   Rune of Confusion: CR 8; magic
device; proximity trigger (alarm); no
reset; confusion (confused for 1d4
rounds, DC 16 Will save negates);
multiple targets (all targets in a 10 ft.
radius burst); Search DC 26; Disable
Device DC 24

Empty  

d20 Random Dungeon Generator


http://donjon.bin.sh/

Some content used under the terms of the Open Gaming License

https://donjon.bin.sh/d20/dungeon/index.cgi 16/16

You might also like