You are on page 1of 12

The Secret Dungeon of Worms 01

Level 1
General History The dungeon was created by a neutral evil ranger as a mine.
It became cursed by the gods, and has fallen to ruin and been
rebuilt many times since then.

Walls Masonry (DC 15 to climb)

Floor Natural Stone (difficult terrain, disadvantage on acrobatics)


(Slippery Foor)

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

Illumination Dark (individual creatures may carry lights)

Corridor Features a Guillotine Blade: DC 10 to find, DC 10 to disable; +9 to hit


against one target, 4d10 slashing damage

c A toppled statue lies across the corridor

e A toppled statue lies across the corridor

i The walls here have been engraved with geometric patterns

m A tile labyrinth covers the floor

n Guillotine Blade: DC 15 to find, DC 15 to disable; +6 to hit


against one target, 2d10 slashing damage

r Net Trap: DC 15 to find, DC 15 to disable; affects all targets


within a 10 ft. square area, DC 10 save or become restrained

Wandering 1 Gelatinous Cube (cr 2, mm 242); deadly, 450 xp, consumed


by disease and madness
Monsters
2 Mimic (cr 2, mm 220); deadly, 450 xp, investigating a strange
noise

3 Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly,


300 xp, trying to lure the party into an ambush

4 Orog (cr 2, mm 247); deadly, 450 xp, trying to lure the party
into an ambush

5 Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450 xp,


bloodied and fleeing a more powerful enemy

6 Gelatinous Cube (cr 2, mm 242); deadly, 450 xp, consumed


by disease and madness

Room #1 West Entry #1 Unlocked Good Wooden Door (15 hp)

West Entry #2 Unlocked Good Wooden Door (15 hp)


→ Leads to room #3, inhabited by Mimic

East Entry #1 Archway


→ Leads to room #20

East Entry #2 Unlocked Good Wooden Door (15 hp)

East Entry #3 Trapped and Unlocked Stone Door (60 hp) (slides down)
Ⓣ Teleporter Crystal: DC 10 to find, DC 15 to disable; affects
each creature which touches the crystal, DC 11 save or be
teleported to another location

East Entry #4 Secret (DC 20 to find) Trapped and Stuck Good Wooden Door
(DC 15 to break; 15 hp) (slides up)
Ⓢ The door is concealed behind a statue of a noble king,
and opened by stabbing a sword into his back
Ⓣ Earthmaw Trap: DC 10 to find, DC 20 to disable; +7 to hit
against one target, 2d10 piercing damage
→ Leads to room #8, inhabited by Bugbear and 1 x Goblin

Room Features A mural of vile acts covers the ceiling, and a pile of empty
bottles lies in the south-west corner of the room

Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166);
medium, 250 xp

Treasure: 18 sp; 11 ep

Room #2 South Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Rune of Dread: DC 10 to find, DC 15 to disable; affects all
targets within 10 ft., DC 11 save or become frightened for 1d4
rounds
→ Leads to room #3, inhabited by Mimic

Room Features A stair ascends to a wooden platform in the south-west corner


of the room, and lit candles are scattered across the floor

Room #3 North Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Rune of Dread: DC 10 to find, DC 15 to disable; affects all
targets within 10 ft., DC 11 save or become frightened for 1d4
rounds
→ Leads to room #2

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


Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable; affects
each creature which touches the lock, DC 12 save or take
2d10 lightning damage

East Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #1, inhabited by Goblin Boss and 1 x
Goblin

South Entry #1 Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Acid Spray: DC 15 to find, DC 15 to disable; affects all
targets within a 20 ft. cone, DC 15 save or take 1d10 acid
damage for 1d4 rounds

South Entry #2 Secret (DC 15 to find) Stuck Good Wooden Door (DC 15 to
break; 15 hp)
Ⓢ The door is concealed within a horrific torture device

Room Features A wooden platform hangs over a deep pit in the east side of
the room, and a carved stone statue stands in the south-west
corner of the room
Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 15 cp

Room #4 South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #5

Empty

Room #5 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #4

East Entry Unlocked Good Wooden Door (15 hp)

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

Room Features A narrow shaft descends from the room into a natural cavern
below, and someone has scrawled a large X on the east wall

Room #6 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #31

East Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects
each creature which touches the trigger, DC 14 save or take
2d10 damage
→ Leads to room #23, inhabited by Mimic

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


(magically reinforced, disadvantage to break)

Room Features A narrow shaft descends from the room into a midden
chamber below, and a foul odor fills the room

Monster Ogre Zombie (cr 2, mm 316); deadly, 450 xp

Treasure: 2100 cp, 900 sp, 80 gp, 2 x a brocade choker


threaded with silver (25 gp), a copper ewer inlaid with a
meandros of silver (25 gp), a copper salt cellar inlaid with a
meandros of gold (25 gp), a fine leather coinpurse sewn with
silver (25 gp), a leather scabbard trimmed with fur (25 gp), a
steel pendant inlaid with ornate gold scrollwork (25 gp),
Adamantine Armor (scale mail) (uncommon, dmg 150), Boots
of Striding and Springing (uncommon, dmg 156), +1 Weapon
(longbow) (uncommon, dmg 213)

Room #7 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

North Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Room Features A well lies in the south-west corner of the room, and the floor
is covered in perfect hexagonal tiles

Monster 4 x Goblin (cr 1/4, mm 166); deadly, 200 xp

Treasure: 9 gp; 7 gp; 18 cp; 6 ep


Room #8 West Entry Secret (DC 20 to find) Trapped and Stuck Good Wooden Door
(DC 15 to break; 15 hp) (slides up)
Ⓢ The door is concealed behind a statue of a noble king,
and opened by stabbing a sword into his back
Ⓣ Earthmaw Trap: DC 10 to find, DC 20 to disable; +7 to hit
against one target, 2d10 piercing damage
→ Leads to room #1, inhabited by Goblin Boss and 1 x
Goblin

East Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

East Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


→ Leads to room #31

Room Features The floor is covered in perfect hexagonal tiles, and a cube of
solid stone stands in the north side of the room

Monster Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm 166);


medium, 250 xp

Treasure: 18 sp; 6 ep

Room #9 North Entry Secret (DC 15 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed within a horrific torture device

West Entry Unlocked Iron Door (60 hp)


→ Leads to room #22

Room Features A narrow pit covered by iron bars lies in the north-west corner
of the room, and skeletons hang from chains and manacles
against the south and west walls

Room #10 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #21

West Entry Archway


→ Leads to room #20

Room Features A tile mosaic of legendary monsters covers the floor, and a
pair of boots lies in the west side of the room

Room #11 East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

Empty

Room #12 West Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break;
20 hp)

East Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10
hp)
Ⓣ Teleporter Crystal: DC 10 to find, DC 15 to disable; affects
each creature which touches the crystal, DC 10 save or be
teleported to another location

Room Features A mural of a goddess of darkness covers the ceiling, and a


forge and anvil sit in the north-east corner of the room
Monster Ogre Zombie (cr 2, mm 316); deadly, 450 xp

Treasure: 8 gp

Room #13 North Entry Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)

West Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20
hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all
targets within a 10 ft. square area, DC 13 save or take 2d10
damage
→ Leads to room #30, inhabited by Mimic

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

Room Features A stone dais sits in the center of the room, and a simple
fireplace sits against the west wall

Monster Hobgoblin (cr 1/2, mm 186) and 1 x Goblin (cr 1/4, mm 166);
medium, 150 xp

Treasure: 6 sp; 6 pp

Room #14 North Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)

Room Features Several alcoves are cut into the north and south walls, and
several pieces of broken glass are scattered throughout the
room

Room #15 West Entry Archway


→ Leads to room #29, inhabited by Hobgoblin

East Entry Unlocked Iron Door (60 hp)


→ Leads to room #17, inhabited by 2 x Goblin

Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166);
medium, 250 xp

Treasure: 11 sp; 14 sp

Room #16 North Entry Archway


→ Leads to room #23, inhabited by Mimic

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

Room Features Part of the ceiling has collapsed into the room, and someone
has scrawled "one, seven, three, six" on the north wall

Monster Goblin (cr 1/4, mm 166) and 1 x Giant Rat (cr 1/8, mm 327);
easy, 75 xp

Treasure: 17 cp; 17 sp

Room #17 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

West Entry Unlocked Iron Door (60 hp)


→ Leads to room #15, inhabited by Goblin Boss and 1 x
→ Leads to room #15, inhabited by Goblin Boss and 1 x
Goblin

East Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

East Entry #2 Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)

South Entry Unlocked Strong Wooden Door (20 hp) (slides up)

Room Features A ruined siege weapon sits in the east side of the room, and a
pile of iron spikes lies in the south side of the room

Monster 2 x Goblin (cr 1/4, mm 166); easy, 100 xp

Treasure: 17 sp; 15 gp

Room #18 North Entry #1 Unlocked Simple Wooden Door (10 hp)
→ Leads to room #27

North Entry #2 Locked Simple Wooden Door (DC 15 to open, DC 15 to break;


10 hp)

East Entry Unlocked Iron Door (60 hp)

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


Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +11 to
hit against one target, 4d10 slashing damage

Room Features A narrow shaft descends from the room into the next dungeon
level down, and someone has scrawled "The Fellowship of the
Bell looted this place" on the north wall

Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp

Treasure: 23 cp

Room #19 South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Room Features Someone has scrawled "You cannot kill it with swords" on the
north wall, and several iron spikes are scattered throughout
the room

Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166);
medium, 250 xp

Treasure: 1700 cp, 900 sp, 20 gp

Room #20 West Entry Archway


→ Leads to room #1, inhabited by Goblin Boss and 1 x
Goblin

East Entry Archway


→ Leads to room #10

South Entry Unlocked Simple Wooden Door (10 hp)

Room Features A wooden platform hangs over a deep pit in the west side of
the room, and patches of mushrooms grow in the north side of
the room
Room #21 West Entry Trapped and Locked Strong Wooden Door (DC 10 to open,
DC 20 to break; 20 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to disable; +6 to hit
against one target, 2d10 slashing damage

South Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #10

Room Features The floor is covered in perfect hexagonal tiles, and mysterious
levers and mechanisms cover the north and south walls

Hidden Treasure Hidden (DC 15 to find) Locked Good Wooden Chest (DC 15 to
unlock, DC 20 to break; 15 hp)

2900 cp, 800 sp, 80 gp, a bloodstone cup engraved with


dwarven runes (25 gp), a silver dagger inlaid with ornate
electrum scrollwork (25 gp), an agate salt cellar engraved with
draconic runes (25 gp), an earthenware plate embossed with
elven script (25 gp), Potion of Resistance (radiant)
(uncommon, dmg 188), Spell Scroll (Sleet Storm) (uncommon,
dmg 200), Potion of Greater Healing (uncommon, dmg 187)

Room #22 East Entry Unlocked Iron Door (60 hp)


→ Leads to room #9

South Entry Secret (DC 20 to find) Stuck Stone Door (DC 20 to break; 60
hp)
Ⓢ The door is located above a small stone dais and opened
by standing on a small floor tile

Empty

Room #23 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

West Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects
each creature which touches the trigger, DC 14 save or take
2d10 damage
→ Leads to room #6, inhabited by Ogre Zombie

South Entry Archway


→ Leads to room #16, inhabited by Goblin and 1 x Giant Rat

Room Features A stream of quicksilver flows along a channel in the floor, and
the floor is covered in square tiles, alternating white and black

Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 2000 cp, 1200 sp, 20 gp, a cloth cloak threaded with
dyed silk (25 gp), a cloth coat threaded with copper (25 gp), a
linen tabard trimmed with rabbit fur (25 gp), a pair of brocade
gloves threaded with copper (25 gp), Dust of Sneezing and
Choking (uncommon, dmg 166), Potion of Animal Friendship
(uncommon, dmg 187), Potion of Hill Giant Strength
(uncommon, dmg 187)

Room #24 East Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Room Features Lit candles are scattered across the floor, and a crushed helm
lies in the north side of the room

Room #25 East Entry Secret (DC 25 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #32, inhabited by 2 x Goblin

South Entry #1 Unlocked Stone Door (60 hp)

South Entry #2 Secret (DC 20 to find) Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓢ The door is concealed within the mouth of a gargantuan
skull carved from stone

Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly,
300 xp

Treasure: 2200 cp, 1100 sp, 70 gp, 2 x diamond (50 gp), 2 x


bloodstone (50 gp), chrysoprase (50 gp), jasper (50 gp),
quartz (50 gp)

Room #26 North Entry Unlocked Good Wooden Door (15 hp)

South Entry Trapped and Unlocked Iron Door (60 hp)


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

Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450 xp

Treasure: 2200 cp, 1300 sp, 70 gp, a bone rod engraved with
arcane runes (25 gp), a brass torc inlaid with a filigree of
copper (25 gp), a pewter mask inlaid with a meandros of
electrum (25 gp), a pewter tankard set with coral (25 gp), a
rosewood bowl inlaid with a filigree of silver (25 gp), an
earthenware jar embossed with arcane runes (25 gp), Spell
Scroll (Friends) (common, dmg 200), Spell Scroll (Ensnaring
Strike) (common, dmg 200), 2 x Potion of Healing (common,
dmg 187)

Room #27 East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

South Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #18, inhabited by Gelatinous Cube

Empty

Room #28 West Entry Archway

Room Features Someone has scrawled a diagram of a mechanical trap on the


east wall, and a metallic odor fills the room

Room #29 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

East Entry Archway


→ Leads to room #15, inhabited by Goblin Boss and 1 x
Goblin

Monster Hobgoblin (cr 1/2, mm 186); easy, 100 xp

Treasure: 11 cp

Room #30 North Entry Archway

East Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20
hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all
targets within a 10 ft. square area, DC 13 save or take 2d10
damage
→ Leads to room #13, inhabited by Hobgoblin and 1 x Goblin

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

Room Features A shallow pit lies in the center of the room, and a faded and
torn tapestry hangs from the east wall

Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 1700 cp, 700 sp, 100 gp, 2 x diamond (50 gp),
bloodstone (50 gp), chrysoprase (50 gp), jasper (50 gp),
moonstone (50 gp), quartz (50 gp), zircon (50 gp)

Room #31 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #8, inhabited by Bugbear and 1 x Goblin

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


→ Leads to room #6, inhabited by Ogre Zombie

South Entry Secret (DC 15 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed behind a statue of a dread
vampire, and opened by filling his chalice with blood

Empty

Room #32 West Entry Secret (DC 25 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #25, inhabited by Orc and 1 x Half-ogre

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

Monster 2 x Goblin (cr 1/4, mm 166); easy, 100 xp

Treasure: 17 sp; 12 sp

Random Dungeon Generator


http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License

You might also like