24/05/2019 Aonjon; 2nd level of the Mad Eye
2nd level of the Mad Eye
Level 10
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hitps/idonjon bin sh/s20/dungeon/index.egl "424/05/2019 Aonjon; 2nd level of the Mad Eye
General Dungeon Walls
Dungeon Floor
Temperature
Mlumination
Corridors a
Wandering
Monsters 2
hitps/idonjon bin sh/s20/dungeon/index.egl
Reinforced Masonry (Climb DC 20)
Flagstone
Average
Shadowy (phosphorescent fungus every
20 ft)
A fountain of water sits in an alcove
here
A narrow shaft descends from the
cortidor into the next dungeon level
down
Skeletons hang from chains and
manacles against the walls
Poisoned Net Trap: CR 12; mechanical;
location trigger; manual reset; Atk +14
ranged (grappled, Escape Artist DC 24
to escape, plus poison); contact poison
(nitharit (contact, Fort DC 13, 0/346
Con)); multiple targets (all targets in a
10 ft. square area); Search DC 2
Disable Device DC 28
A fountain of water sits in an alcove
here
A large demonic idol with ruby eyes sits
in an alcove here
Patches of mushrooms grow here
Acid Arrow Trap: CR 8; magic device;
visual trigger (true seeing); automatic
reset; multiple traps (two simultaneous
acid arrow traps); Atk +9 ranged touch
and +9 ranged touch; spell effect (Acid
Arrow, 18th level wizard, 2d4 acid
damage for 7 rounds); Search DC 27;
Disable Device DC 27
A tile labyrinth covers the floor
‘A group of demonic faces have been
carved into the walls
Burning torches in iron sconces line the
corridor
A group of demonic faces have been
carved into the walls
11x Minor Xom, wandering senselessly
15 x Rust Monster, scouting from
another part of the dungeon
2x Drider, actively patrolling their
territory
4x Chuul, lost and desperate
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5
Room #1 South Entry
Room Features
Room #2 North Entry
Empty
Room #3 North Entry #1
North Entry #2
North Entry #3
North Entry #4
East Entry #1
East Entry #2
South Entry
Room Features
hitps/idonjon bin sh/s20/dungeon/index.egl
Aonjon; 2nd level of the Mad Eye
2.x Huge Monstrous Spider (vermin),
actively patrolling their territory
5 x Gibbering Mouther, actively
patrolling their territory
Archway
A mural of ancient mythology covers the
ceiling, and an altar of evil sits in the
north-east corner of the room
Unlocked Simple Wooden Door (hard 5,
10 hp)
Trapped and Unlocked Stone Door
(hard 8, 60 hp)
@® Energy Drain Trap: CR 10; magic
device; visual trigger (true seeing)
automatic reset; Atk +8 ranged
touch; spell effect (Energy Drain,
17th level wizard, 2d4 negative
levels for 24 hours, DC 23 Fort
save negates); Search DC 34;
Disable Device DC 34
Locked Simple Wooden Door (Open
Lock DC 40, break DC 15; hard 5, 10
hp)
Archway
Stuck Good Wooden Door (break DC
18; hard 5, 15 hp)
Locked Good Wooden Door (Open Lock
DC 20, break DC 18; hard 5, 15 hp)
+ Leads to room #7
Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10
hp)
+ Leads to room #18, inhabited by 2 x
Phasm
Locked Strong Wooden Door (Open
Lock DC 20, break DC 25; hard 5, 20
hp)
+ Leads to room #17, inhabited by 7 x
Cloaker
A tapestry of arcane patterns hangs
from the west wall, and someone has
scrawled an arrow pointing right on the
south wall
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