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The Chambers of Infernal Nightmares 04

Level 4

General History The dungeon was created by kuo-toa as a stronghold. Its


creators were destroyed by a terrible discovery, and the
dungeon has lain empty for many centuries until recently.

Walls Coral (DC 10 to climb)


Floor Muck (difficult terrain)

Special Conditions Flooded (corridors underwater, most rooms have trapped air)

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

Illumination Shadowy (phosphorescent plankton)

Corridor Features a Someone has scrawled "It's a trap" in draconic script here

c Numerous pillars line the corridor

e A large demonic idol with ruby eyes sits in an alcove here

i Poison Gas Trap: DC 10 to find, DC 10 to disable; affects all


targets within a 10 ft. square area, DC 15 save or take 2d10
poison damage

m A large demonic idol with ruby eyes sits in an alcove here

n Chain Flail: DC 10 to find, DC 15 to disable; initiative +4, 1


attack per round, +11 to hit against all targets within 5 ft., 4d10
bludgeoning damage

r An iron chandelier hangs from the ceiling here

Wandering 1 Black Dragon Wyrmling (cr 2, mm 88) and 3 x Kobold (cr 1/8,
mm 195); medium, 525 xp, tracking the party
Monsters
2 Kuo-toa Whip (cr 1, mm 200) and 3 x Kuo-toa (cr 1/4, mm
199); easy, 350 xp, gathered around an evil shrine

3 Ogre Zombie (cr 2, mm 316) and 6 x Zombie (cr 1/4, mm 316);


hard, 750 xp, bloodied and fleeing a more powerful enemy

4 5 x Sahuagin (cr 1/2, mm 263); medium, 500 xp, investigating


a strange noise

5 Sahuagin Baron (cr 5, mm 264) and 2 x Sahuagin (cr 1/2, mm


263); deadly, 2000 xp, scouting from another part of the
dungeon

6 Sahuagin Priestess (cr 2, mm 264) and 3 x Sahuagin (cr 1/2,


mm 263); hard, 750 xp, searching for an object stolen from
their lair

Room #1 East Entry Unlocked Iron Door (60 hp)


→ Leads to room #4, inhabited by Lizardfolk Shaman and 1
x Lizardfolk

Room Features A stone dais sits in the south side of the room, and a cube of
solid stone stands in the north-east corner of the room

Monster 6 x Bullywug (cr 1/4, mm 35); easy, 300 xp

Treasure: 10 sp; 18 cp; 10 ep; 21 sp; 20 cp; 16 ep

Room #2 West Entry Archway

South Entry #1 Locked Simple Wooden Door (DC 10 to open, DC 15 to break;


Locked Simple Wooden Door (DC 10 to open, DC 15 to break;
10 hp)
→ Leads to room #7, inhabited by Water Weird

South Entry #2 Unlocked Iron Door (60 hp)

Room Features The floor is covered in square tiles, alternating white and
black, and a fountain of water sits against the west wall

Monster Lizardfolk Shaman (cr 2, mm 205) and 1 x Lizardfolk (cr 1/2,


mm 204); easy, 550 xp

Treasure: 7 gp; 19 cp

Room #3 East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break;
20 hp)
→ Leads to room #49

South Entry Unlocked Good Wooden Door (15 hp) (slides to one side)
→ Leads to room #10, inhabited by Water Weird

Monster Lizard King/Queen (cr 4, mm 205) and 1 x Lizardfolk (cr 1/2,


mm 204); medium, 1200 xp

Treasure: 13 gp; 17 cp

Room #4 North Entry #1 Locked Simple Wooden Door (DC 10 to open, DC 15 to break;
10 hp)

North Entry #2 Unlocked Simple Wooden Door (10 hp)

West Entry #1 Unlocked Iron Door (60 hp)


→ Leads to room #1, inhabited by 6 x Bullywug

West Entry #2 Unlocked Simple Wooden Door (10 hp) (slides to one side)
→ Leads to room #6, inhabited by 12 x Bullywug

East Entry Archway


→ Leads to room #5

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


→ Leads to room #8

Room Features Various torture devices are scattered throughout the room,
and an iron chain hangs from the ceiling in the east side of the
room

Monster Lizardfolk Shaman (cr 2, mm 205) and 1 x Lizardfolk (cr 1/2,


mm 204); easy, 550 xp

Treasure: 17 cp; 10 gp

Room #5 North Entry Archway

West Entry #1 Archway


→ Leads to room #4, inhabited by Lizardfolk Shaman and 1
x Lizardfolk

West Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #8

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

South Entry Archway


→ Leads to room #11, inhabited by Water Weird

Room Features A rope ascends to a catwalk hanging between the east and
west walls, and the ceiling is covered with pale stalactites

Room #6 East Entry #1 Unlocked Simple Wooden Door (10 hp) (slides to one side)
→ Leads to room #4, inhabited by Lizardfolk Shaman and 1
x Lizardfolk

East Entry #2 Locked Strong Wooden Door (DC 20 to open, DC 20 to break;


20 hp)
→ Leads to room #8

South Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15 to break;


15 hp)
→ Leads to room #54, inhabited by Lizardfolk Shaman and 5
x Lizardfolk

South Entry #2 Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)


(slides up)
→ Leads to room #55

Monster 12 x Bullywug (cr 1/4, mm 35); hard, 600 xp

Treasure: 22 cp; 13 gp; 9 gp; 13 sp; 1 pp; 13 cp; 20 sp; 12 sp;


16 cp; 14 ep; 5 pp; 17 sp

Room #7 North Entry #1 Locked Strong Wooden Door (DC 20 to open, DC 20 to break;
20 hp)
→ Leads to room #46

North Entry #2 Locked Simple Wooden Door (DC 10 to open, DC 15 to break;


10 hp)
→ Leads to room #2, inhabited by Lizardfolk Shaman and 1
x Lizardfolk

West Entry #1 Locked Strong Wooden Door (DC 10 to open, DC 20 to break;


20 hp)

West Entry #2 Locked Good Wooden Door (DC 10 to open, DC 15 to break;


15 hp) (slides up)
→ Leads to room #52

East Entry #1 Archway

East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #9, inhabited by Lizardfolk Shaman and 4
x Lizardfolk

South Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #15, inhabited by Water Weird

Room Features A chute falls into the room from above, and a tile labyrinth
Room Features A chute falls into the room from above, and a tile labyrinth
covers the floor

Monster Water Weird (cr 3, mm 299); easy, 700 xp

Treasure: 9 sp

Room #8 North Entry Stuck Iron Door (DC 25 to break; 60 hp)


→ Leads to room #4, inhabited by Lizardfolk Shaman and 1
x Lizardfolk

West Entry #1 Locked Strong Wooden Door (DC 20 to open, DC 20 to break;


20 hp)
→ Leads to room #6, inhabited by 12 x Bullywug

West Entry #2 Stuck Iron Door (DC 25 to break; 60 hp)

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


→ Leads to room #5

East Entry #2 Archway


→ Leads to room #11, inhabited by Water Weird

Room Features Someone has scrawled "The Ravens of Safeld killed a hydra
here" on the south wall, and a pile of spoiled meat lies in the
north side of the room

Room #9 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

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


→ Leads to room #7, inhabited by Water Weird

East Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)


→ Leads to room #10, inhabited by Water Weird

Monster Lizardfolk Shaman (cr 2, mm 205) and 4 x Lizardfolk (cr 1/2,


mm 204); hard, 850 xp

Treasure: 13 sp; 12 sp; 9 gp; 3 pp; 17 sp

Trap Chain Flail: DC 10 to find, DC 10 to disable; initiative +4, 1


attack per round, +8 to hit against all targets within 5 ft., 2d10
bludgeoning damage

Hidden Treasure Hidden (DC 20 to find) Locked Iron Chest (DC 15 to unlock,
DC 30 to break; 60 hp)

1800 cp, 1600 sp, 80 gp, blue quartz (10 gp), eye agate (10
gp), malachite (10 gp), obsidian (10 gp), 2 x rhodochrosite (10
gp), 2 x tiger eye (10 gp), Potion of Animal Friendship
(uncommon, dmg 187), Potion of Growth (uncommon, dmg
187)

Room #10 North Entry Unlocked Good Wooden Door (15 hp) (slides to one side)
→ Leads to room #3, inhabited by Lizard King/Queen and 1
x Lizardfolk

West Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)


→ Leads to room #9, inhabited by Lizardfolk Shaman and 4
→ Leads to room #9, inhabited by Lizardfolk Shaman and 4
x Lizardfolk

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


→ Leads to room #50

East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #53

East Entry #3 Archway

South Entry #1 Unlocked Stone Door (60 hp)


→ Leads to room #58

South Entry #2 Locked Good Wooden Door (DC 15 to open, DC 15 to break;


15 hp)

Room Features A large demonic idol with ruby eyes sits in the south side of
the room, and rusting iron spikes line the east and west walls

Monster Water Weird (cr 3, mm 299); easy, 700 xp

Treasure: 13 cp

Room #11 North Entry Archway


→ Leads to room #5

West Entry #1 Archway


→ Leads to room #8

West Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)


→ Leads to room #16, inhabited by Wraith and 1 x Ghoul

East Entry Unlocked Strong Wooden Door (20 hp) (slides up)
→ Leads to room #12

South Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break;


15 hp)
→ Leads to room #17, inhabited by Sahuagin Baron and 1 x
Sahuagin

Monster Water Weird (cr 3, mm 299); easy, 700 xp

Treasure: 1 pp

Trap Teleporter Crystal: DC 20 to find, DC 15 to disable; affects


each creature which touches the crystal, DC 10 save or be
teleported to another location

Hidden Treasure Hidden (DC 20 to find) Locked Iron Chest (DC 15 to unlock,
DC 30 to break; 60 hp)

2100 cp, 1200 sp, 70 gp, onyx (50 gp), sardonyx (50 gp), +2
Ammunition (20 arrows) (rare, dmg 150), Eyes of Minute
Seeing (uncommon, dmg 168), Necklace of Fireballs (rare,
dmg 182), Sending Stones (uncommon, dmg 199)

Room #12 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #48

West Entry
West Entry Unlocked Strong Wooden Door (20 hp) (slides up)
→ Leads to room #11, inhabited by Water Weird

East Entry #1 Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)

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


→ Leads to room #56, inhabited by Lizardfolk Shaman and 4
x Lizardfolk

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


→ Leads to room #17, inhabited by Sahuagin Baron and 1 x
Sahuagin

South Entry #2 Locked Good Wooden Door (DC 10 to open, DC 15 to break;


15 hp)
→ Leads to room #18, inhabited by Black Dragon Wyrmling
and 7 x Kobold

Trap Arrow Trap: DC 10 to find, DC 10 to disable; +3 to hit against


one target, 1d10 piercing damage

Room #13 North Entry Unlocked Good Wooden Door (15 hp)

East Entry Archway


→ Leads to room #14, inhabited by Kuo-toa Whip and 5 x
Kuo-toa

Empty

Room #14 North Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break;
20 hp)
→ Leads to room #52

West Entry Archway


→ Leads to room #13

East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break;


20 hp)
→ Leads to room #15, inhabited by Water Weird

South Entry Unlocked Strong Wooden Door (20 hp) (slides to one side)
→ Leads to room #20

Room Features A tile mosaic of legendary monsters covers the floor, and the
floor is covered with sand

Monster Kuo-toa Whip (cr 1, mm 200) and 5 x Kuo-toa (cr 1/4, mm


199); easy, 450 xp

Treasure: 13 cp; 20 cp; 4 pp; 12 gp; 21 cp; 15 sp

Room #15 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #7, inhabited by Water Weird

West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break;


20 hp)
→ Leads to room #14, inhabited by Kuo-toa Whip and 5 x
→ Leads to room #14, inhabited by Kuo-toa Whip and 5 x
Kuo-toa

East Entry Unlocked Strong Wooden Door (20 hp)


→ Leads to room #61, inhabited by Sea Hag and 1 x Merrow

South Entry #1 Unlocked Simple Wooden Door (10 hp)


→ Leads to room #63, inhabited by Water Weird

South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #65

Room Features Someone has scrawled "silver, iron, azure, crimson" on the
west wall, and several pieces of rotten rope are scattered
throughout the room

Monster Water Weird (cr 3, mm 299); easy, 700 xp

Treasure: 18 cp

Room #16 West Entry Archway

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


→ Leads to room #11, inhabited by Water Weird

East Entry #2 Unlocked Simple Wooden Door (10 hp)


→ Leads to room #17, inhabited by Sahuagin Baron and 1 x
Sahuagin

South Entry Archway


→ Leads to room #67

Room Features A large kiln and coal bin sit in the south-west corner of the
room, and someone has scrawled "Save yourself, kill the
others" on the north wall

Monster Wraith (cr 5, mm 302) and 1 x Ghoul (cr 1, mm 148); deadly,


2000 xp

Treasure: 1800 cp, 1700 sp, 80 gp, 2 x diamond (50 gp),


carnelian (50 gp), jasper (50 gp), 2 x star rose quartz (50 gp)

Room #17 North Entry #1 Locked Good Wooden Door (DC 10 to open, DC 15 to break;
15 hp)
→ Leads to room #11, inhabited by Water Weird

North Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #12

West Entry #1 Unlocked Simple Wooden Door (10 hp)


→ Leads to room #16, inhabited by Wraith and 1 x Ghoul

West Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

East Entry Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)


→ Leads to room #18, inhabited by Black Dragon Wyrmling
and 7 x Kobold
South Entry Archway

Monster Sahuagin Baron (cr 5, mm 264) and 1 x Sahuagin (cr 1/2, mm


263); hard, 1900 xp

Treasure: 1900 cp, 40 ep; 11 gp

Room #18 North Entry #1 Locked Good Wooden Door (DC 10 to open, DC 15 to break;
15 hp)
→ Leads to room #12

North Entry #2 Locked Strong Wooden Door (DC 10 to open, DC 20 to break;


20 hp)
→ Leads to room #56, inhabited by Lizardfolk Shaman and 4
x Lizardfolk

West Entry Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)


→ Leads to room #17, inhabited by Sahuagin Baron and 1 x
Sahuagin

East Entry #1 Archway

East Entry #2 Unlocked Strong Wooden Door (20 hp) (slides to one side)
→ Leads to room #19

South Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)


→ Leads to room #21, inhabited by Sea Hag and 3 x Sea
Spawn

Room Features A mural of vile acts covers the ceiling, and a carved stone
statue stands in the south-east corner of the room

Monster Black Dragon Wyrmling (cr 2, mm 88) and 7 x Kobold (cr 1/8,
mm 195); hard, 625 xp

Treasure: 10 gp; 18 cp; 13 cp; 10 cp; 15 cp; 15 gp; 15 gp; 12


gp

Room #19 West Entry Unlocked Strong Wooden Door (20 hp) (slides to one side)
→ Leads to room #18, inhabited by Black Dragon Wyrmling
and 7 x Kobold

East Entry #1 Unlocked Simple Wooden Door (10 hp)

East Entry #2 Locked Good Wooden Door (DC 10 to open, DC 15 to break;


15 hp)
→ Leads to room #20

South Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break;


20 hp)
→ Leads to room #22, inhabited by 12 x Bullywug

Room Features Burning torches in iron sconces line the south wall, and
someone has scrawled an evil symbol on the south wall

Room #20 North Entry #1 Unlocked Strong Wooden Door (20 hp)

North Entry #2 Unlocked Strong Wooden Door (20 hp) (slides to one side)
→ Leads to room #14, inhabited by Kuo-toa Whip and 5 x
Kuo-toa

West Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break;


15 hp)
→ Leads to room #19

East Entry #1 Unlocked Strong Wooden Door (20 hp)


→ Leads to room #68, inhabited by Lizard King/Queen and 1
x Lizardfolk

East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #73, inhabited by Lizardfolk Shaman and 5
x Lizardfolk

Room Features The floor is covered with dust, and a charred wooden shield
lies in the west side of the room

Room #21 North Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
→ Leads to room #18, inhabited by Black Dragon Wyrmling
and 7 x Kobold

West Entry #1 Archway

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


→ Leads to room #74

East Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break;


15 hp)
→ Leads to room #22, inhabited by 12 x Bullywug

South Entry Archway


→ Leads to room #76

Room Features Jagged steel blades project from cracks in the north and south
walls, and a sundered mace lies in the south-east corner of
the room

Monster Sea Hag (cr 2, mm 179) and 3 x Sea Spawn (cr 1, vgm 189);
deadly, 1050 xp

Treasure: 16 sp; 20 cp; 17 cp; 1 pp

Room #22 North Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break;
20 hp)
→ Leads to room #19

West Entry #1 Locked Good Wooden Door (DC 20 to open, DC 15 to break;


15 hp)
→ Leads to room #21, inhabited by Sea Hag and 3 x Sea
Spawn

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

West Entry #3 Locked Strong Wooden Door (DC 20 to open, DC 20 to break;


20 hp)

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


→ Leads to room #23

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


→ Leads to room #27, inhabited by Black Dragon Wyrmling
and 6 x Kobold

Room Features A simple fireplace sits against the north wall, and several
pieces of rotten leather are scattered throughout the room

Monster 12 x Bullywug (cr 1/4, mm 35); hard, 600 xp

Treasure: 13 sp; 12 cp; 20 cp; 16 cp; 13 gp; 15 cp; 8 gp; 7 ep;


10 sp; 12 gp; 12 gp; 2 pp

Room #23 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #22, inhabited by 12 x Bullywug

East Entry Archway


→ Leads to room #25, inhabited by Sea Hag and 1 x Merrow

South Entry #1 Unlocked Good Wooden Door (15 hp)


→ Leads to room #27, inhabited by Black Dragon Wyrmling
and 6 x Kobold

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


→ Leads to room #80, inhabited by Sahuagin Priestess and
4 x Sahuagin

Room Features The floor is covered in perfect hexagonal tiles, and several
pieces of blood-soaked clothing are scattered throughout the
room

Room #24 North Entry Stuck Iron Door (DC 25 to break; 60 hp)

West Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #78, inhabited by Kuo-toa Archpriest and 1
x Kuo-toa Whip

Room Features Someone has scrawled "Trespassers will be flayed alive" in


blood on the west wall, and a pair of boots lies in the north-
west corner of the room

Monster Lizard King/Queen (cr 4, mm 205) and 1 x Lizardfolk (cr 1/2,


mm 204); medium, 1200 xp

Treasure: 17 cp; 11 gp

Room #25 North Entry #1 Locked Simple Wooden Door (DC 10 to open, DC 15 to break;
10 hp)

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

West Entry Archway


→ Leads to room #23

East Entry #1 Archway


→ Leads to room #79
East Entry #2 Unlocked Simple Wooden Door (10 hp)
→ Leads to room #81, inhabited by 2 x Sea Hag

South Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break;


15 hp)
→ Leads to room #31, inhabited by Kuo-toa Archpriest and 1
x Kuo-toa

Monster Sea Hag (cr 2, mm 179) and 1 x Merrow (cr 2, mm 219);


medium, 900 xp

Treasure: 22 cp; 15 sp

Room #26 North Entry #1 Locked Strong Wooden Door (DC 15 to open, DC 20 to break;
20 hp)
→ Leads to room #77, inhabited by Kuo-toa Whip and 7 x
Kuo-toa

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

North Entry #3 Archway

West Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #29

East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides up)
→ Leads to room #27, inhabited by Black Dragon Wyrmling
and 6 x Kobold

Room Features Someone has scrawled "Look to the right" on the west wall,
and clouds of flying insects fill the north side of the room

Room #27 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #22, inhabited by 12 x Bullywug

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


→ Leads to room #23

West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides up)
→ Leads to room #26

East Entry #1 Archway

East Entry #2 Archway

East Entry #3 Stuck Strong Wooden Door (DC 15 to break; 20 hp)


→ Leads to room #30

South Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)


→ Leads to room #86, inhabited by Black Dragon Wyrmling
and 5 x Kobold

Monster Black Dragon Wyrmling (cr 2, mm 88) and 6 x Kobold (cr 1/8,
mm 195); hard, 600 xp

Treasure: 1500 cp, 700 sp, 90 gp, a leather coat trimmed with
rabbit fur (25 gp), a malachite puzzle box set with a rosette of
chrysoprase (25 gp), a stoneware ewer painted with floral
chrysoprase (25 gp), a stoneware ewer painted with floral
imagery (25 gp), a wooden plate inlaid with silver (25 gp), an
agate chalice set with jasper and sardonyx (25 gp), an
earthenware plate painted with woodland imagery (25 gp),
Spell Scroll (Mending) (common, dmg 200), Spell Scroll
(Sacred Flame) (common, dmg 200), Spell Scroll (Shillelagh)
(common, dmg 200), 3 x Potion of Healing (common, dmg
187)

Room #28 North Entry Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)

West Entry Archway


→ Leads to room #82, inhabited by Sea Hag and 3 x Sea
Spawn

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


→ Leads to room #29

South Entry Archway


→ Leads to room #35

Monster Ogre Zombie (cr 2, mm 316) and 4 x Zombie (cr 1/4, mm 316);
medium, 650 xp

Treasure: 16 cp; 7 gp; 5 pp; 25 cp; 11 sp

Room #29 West Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #28, inhabited by Ogre Zombie and 4 x
Zombie

West Entry #2 Archway


→ Leads to room #35

East Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #26

South Entry Unlocked Strong Wooden Door (20 hp)


→ Leads to room #36

Room Features A tile mosaic of a legendary battle covers the floor, and
someone has scrawled "Beneath the statue" on the east wall

Room #30 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #80, inhabited by Sahuagin Priestess and
4 x Sahuagin

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


→ Leads to room #27, inhabited by Black Dragon Wyrmling
and 6 x Kobold

West Entry #2 Archway


→ Leads to room #86, inhabited by Black Dragon Wyrmling
and 5 x Kobold

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


→ Leads to room #31, inhabited by Kuo-toa Archpriest and 1
x Kuo-toa
Room Features A stair ascends to a catwalk hanging between the east and
west walls, and the ceiling is covered with bloodstains

Room #31 North Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break;
15 hp)
→ Leads to room #25, inhabited by Sea Hag and 1 x Merrow

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


→ Leads to room #30

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


→ Leads to room #32

Monster Kuo-toa Archpriest (cr 6, mm 200) and 1 x Kuo-toa (cr 1/4,


mm 199); deadly, 2350 xp

Treasure: 2200 cp, 1100 sp, 70 gp, diamond (50 gp), carnelian
(50 gp), 2 x citrine (50 gp), moonstone (50 gp), quartz (50 gp),
star rose quartz (50 gp)

Room #32 West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #31, inhabited by Kuo-toa Archpriest and 1
x Kuo-toa

West Entry #2 Archway


→ Leads to room #38, inhabited by 7 x Bullywug

East Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)

East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #84

East Entry #3 Archway

East Entry #4 Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #39

South Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break;


20 hp)
→ Leads to room #40

Empty

Room #33 West Entry Archway


→ Leads to room #36

East Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)


→ Leads to room #85, inhabited by Sea Hag and 1 x Merrow

South Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides
down)
→ Leads to room #89

South Entry #2 Unlocked Strong Wooden Door (20 hp)

Room Features A tile mosaic of arcane patterns covers the floor, and someone
has scrawled "Don't sleep" in orcish runes on the south wall
Room #34 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

North Entry #2 Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)

West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
up)
→ Leads to room #87, inhabited by Wraith and 1 x Ghoul

West Entry #2 Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)

West Entry #3 Archway

South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
down)
→ Leads to room #41

Monster Sahuagin Priestess (cr 2, mm 264) and 5 x Sahuagin (cr 1/2,


mm 263); hard, 950 xp

Treasure: 19 cp; 10 sp; 14 gp; 10 gp; 7 gp; 10 sp

Room #35 North Entry Archway


→ Leads to room #28, inhabited by Ogre Zombie and 4 x
Zombie

East Entry Archway


→ Leads to room #29

South Entry #1 Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)

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

Room Features Part of the ceiling has collapsed into the room, and mysterious
levers and mechanisms cover the north and south walls

Room #36 North Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #29

West Entry Archway

East Entry #1 Archway


→ Leads to room #33

East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #89

South Entry Unlocked Simple Wooden Door (10 hp) (slides down)

Room Features A stream of blood flows down the south wall, and several
pieces of torn paper are scattered throughout the room

Room #37 West Entry Archway

East Entry Unlocked Strong Wooden Door (20 hp) (slides to one side)
→ Leads to room #38, inhabited by 7 x Bullywug

South Entry Archway


→ Leads to room #91, inhabited by Sahuagin Baron and 2 x
Sahuagin

Empty

Room #38 West Entry #1 Unlocked Strong Wooden Door (20 hp) (slides to one side)
→ Leads to room #37

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


→ Leads to room #91, inhabited by Sahuagin Baron and 2 x
Sahuagin

East Entry Archway


→ Leads to room #32

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

Monster 7 x Bullywug (cr 1/4, mm 35); easy, 350 xp

Treasure: 18 cp; 20 cp; 14 ep; 2 pp; 10 gp; 16 gp; 9 sp

Room #39 North Entry Archway

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


→ Leads to room #32

West Entry #2 Archway


→ Leads to room #40

South Entry Archway


→ Leads to room #43, inhabited by Kuo-toa Whip and 5 x
Kuo-toa

Room Features A tapestry of vile acts hangs from the north wall, and a
sulphurous odor fills the west side of the room

Room #40 North Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break;
20 hp)
→ Leads to room #32

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

East Entry Archway


→ Leads to room #39

South Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break;


20 hp) (slides to one side)
→ Leads to room #44, inhabited by Lizard King/Queen and 1
x Lizardfolk

Room Features A mural of ghoulish carnage covers the ceiling, and a crude
bookcase and workbench sit in the north-west corner of the
room

Room #41 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
down)
→ Leads to room #34, inhabited by Sahuagin Priestess and
5 x Sahuagin

West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

East Entry Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)


→ Leads to room #42

South Entry #1 Archway


→ Leads to room #96

South Entry #2 Locked Strong Wooden Door (DC 15 to open, DC 20 to break;


20 hp) (slides to one side)
→ Leads to room #97

Room Features A rope ascends to a balcony hanging from the north wall, and
someone has scrawled a diagram of a mechanical trap on the
east wall

Room #42 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

West Entry Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)


→ Leads to room #41

East Entry Archway

South Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #100, inhabited by Ogre Zombie and 7 x
Zombie

Empty

Room #43 North Entry Archway


→ Leads to room #39

West Entry Archway


→ Leads to room #94

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


→ Leads to room #104, inhabited by Kuo-toa Whip and 6 x
Kuo-toa

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


→ Leads to room #105, inhabited by Sahuagin Baron and 2
x Sahuagin

Room Features Someone has scrawled "The Silver Ring is broken" on the
south wall, and the floor is covered with teeth

Monster Kuo-toa Whip (cr 1, mm 200) and 5 x Kuo-toa (cr 1/4, mm


199); easy, 450 xp

Treasure: 12 sp; 10 gp; 10 sp; 12 sp; 17 sp; 13 sp


Room #44 North Entry #1 Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)

North Entry #2 Locked Strong Wooden Door (DC 15 to open, DC 20 to break;


20 hp) (slides to one side)
→ Leads to room #40

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


→ Leads to room #92

East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break;


20 hp) (slides up)
→ Leads to room #94

South Entry #1 Unlocked Simple Wooden Door (10 hp)

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

Room Features A stone ramp ascends towards the west wall, and someone
has scrawled "Beneath the statue" on the north wall

Monster Lizard King/Queen (cr 4, mm 205) and 1 x Lizardfolk (cr 1/2,


mm 204); medium, 1200 xp

Treasure: 14 cp; 9 sp

Room #45 South Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #47

Room Features Someone has scrawled "Sharpen thy sword and ready thy
shield" on the west wall, and several pieces of rotten rope are
scattered throughout the room

Monster Sahuagin Priestess (cr 2, mm 264) and 3 x Sahuagin (cr 1/2,


mm 263); hard, 750 xp

Treasure: 15 gp; 12 sp; 18 cp; 18 cp

Room #46 North Entry Unlocked Simple Wooden Door (10 hp)

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


20 hp)
→ Leads to room #7, inhabited by Water Weird

Room Features Someone has scrawled "Save yourself, kill the others" in blood
on the west wall, and a pile of broken glass lies in the north-
east corner of the room

Hidden Treasure Hidden (DC 15 to find) Unlocked Strong Wooden Chest (20
hp)

1300 cp, 1200 sp, 110 gp, a bone medallion inlaid with ornate
gold scrollwork (25 gp), a brass circlet engraved with draconic
runes (25 gp), a cloth mantle trimmed with lynx fur (25 gp), a
lacquered wooden cup engraved with a labyrinth (25 gp), a
marble brazier engraved with dwarven runes (25 gp), a
stoneware tankard embossed with floral vines (25 gp), Spell
Scroll (Shillelagh) (common, dmg 200), Potion of Healing
(common, dmg 187)
Room #47 North Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #45, inhabited by Sahuagin Priestess and
3 x Sahuagin

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


→ Leads to room #49

Empty

Room #48 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

East Entry #1 Archway

East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

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


→ Leads to room #12

Empty

Room #49 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #47

West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break;


20 hp)
→ Leads to room #3, inhabited by Lizard King/Queen and 1
x Lizardfolk

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


→ Leads to room #50

Room Features A stone stair ascends towards the north wall, and the scent of
smoke fills the south side of the room

Room #50 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #49

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


→ Leads to room #10, inhabited by Water Weird

Room Features A faded and torn tapestry hangs from the north wall, and a
ruined siege weapon sits in the west side of the room

Room #51 East Entry Archway


→ Leads to room #52

South Entry Stuck Stone Door (DC 20 to break; 60 hp)

Room Features A magical pool in the north-west corner of the room ages
whomever drinks from it (but only once), and a simple
fireplace sits against the east wall

Monster Black Dragon Wyrmling (cr 2, mm 88) and 2 x Kobold (cr 1/8,
mm 195); easy, 500 xp

Treasure: 12 sp; 13 gp; 22 cp


Room #52 North Entry Archway

West Entry Archway


→ Leads to room #51, inhabited by Black Dragon Wyrmling
and 2 x Kobold

East Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break;


15 hp) (slides up)
→ Leads to room #7, inhabited by Water Weird

South Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break;


20 hp)
→ Leads to room #14, inhabited by Kuo-toa Whip and 5 x
Kuo-toa

Room Features A narrow shaft descends from the room into a magical cyst
below, and an altar of evil sits in the south-west corner of the
room

Room #53 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #10, inhabited by Water Weird

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

Room Features A rope ascends to a balcony hanging from the north wall, and
a corroded chain lies in the west side of the room

Trap Electrified Floortile: DC 15 to find, DC 15 to disable; affects all


targets within a 10 ft. square area, DC 12 save or take 2d10
lightning damage

Room #54 North Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break;
15 hp)
→ Leads to room #6, inhabited by 12 x Bullywug

South Entry Stuck Stone Door (DC 20 to break; 60 hp)

Room Features Spirals of black stones cover the floor, and a stone dais and
throne sits in the north-east corner of the room

Monster Lizardfolk Shaman (cr 2, mm 205) and 5 x Lizardfolk (cr 1/2,


mm 204); hard, 950 xp

Treasure: 1500 cp, 1200 sp, 50 gp, lapis lazuli (10 gp), moss
agate (10 gp), rhodochrosite (10 gp), tiger eye (10 gp)

Room #55 North Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
(slides up)
→ Leads to room #6, inhabited by 12 x Bullywug

West Entry Unlocked Good Wooden Door (15 hp)

South Entry Unlocked Strong Wooden Door (20 hp)


→ Leads to room #59

Empty

North Entry
Room #56 North Entry Archway

West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)


→ Leads to room #12

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


→ Leads to room #60

South Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break;


20 hp)
→ Leads to room #18, inhabited by Black Dragon Wyrmling
and 7 x Kobold

Room Features Spirals of white stones cover the floor, and the ceiling is
covered with scorch marks

Monster Lizardfolk Shaman (cr 2, mm 205) and 4 x Lizardfolk (cr 1/2,


mm 204); hard, 850 xp

Treasure: 1700 cp, 800 sp, 50 gp, a bone puzzle box set with
a rosette of amethyst (25 gp), a brass torc inlaid with copper
(25 gp), a cloth coat trimmed with fur (25 gp), a cloth gown
trimmed with fur (25 gp), a fine leather mantle tooled with
arcane runes (25 gp), a malachite bowl engraved with
draconic runes (25 gp), a stoneware bowl embossed with
arcane runes (25 gp), an ivory shield brooch engraved with
draconic scales (25 gp), Figurine of Wondrous Power (ebony
fly) (rare, dmg 169)

Room #57 East Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #58

Room Features A stone dais and throne sits in the south-east corner of the
room, and a pile of rotten leather lies in the north-east corner
of the room

Monster Wraith (cr 5, mm 302) and 1 x Ghoul (cr 1, mm 148); deadly,


2000 xp

Treasure: 2000 cp, 1000 sp, 50 gp, azurite (10 gp), eye agate
(10 gp), 2 x lapis lazuli (10 gp), moss agate (10 gp), obsidian
(10 gp), rhodochrosite (10 gp), tiger eye (10 gp), Spell Scroll
(Staggering Smite) (rare, dmg 200), Potion of Fire Giant
Strength (rare, dmg 187), Potion of Gaseous Form (rare, dmg
187)

Room #58 North Entry Unlocked Stone Door (60 hp)


→ Leads to room #10, inhabited by Water Weird

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


→ Leads to room #57, inhabited by Wraith and 1 x Ghoul

South Entry Unlocked Strong Wooden Door (20 hp) (slides to one side)
→ Leads to room #62, inhabited by 9 x Bullywug

Room Features A faded and torn tapestry hangs from the west wall, and
someone has scrawled "The curse can never be broken" on
the north wall
Room #59 North Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #55

West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

East Entry Unlocked Strong Wooden Door (20 hp)

Room Features A wooden platform hangs over a deep pit in the south-east
corner of the room, and lit candles are scattered across the
floor

Room #60 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #56, inhabited by Lizardfolk Shaman and 4
x Lizardfolk

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

Room Features Someone has scrawled "Trespassers will be flayed alive" in


blood on the north wall, and a pile of rotten fruit lies in the east
side of the room

Room #61 West Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #15, inhabited by Water Weird

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


→ Leads to room #62, inhabited by 9 x Bullywug

Room Features Burning torches in iron sconces line the east and west walls,
and a sulphurous odor fills the room

Monster Sea Hag (cr 2, mm 179) and 1 x Merrow (cr 2, mm 219);


medium, 900 xp

Treasure: 11 gp; 15 cp

Room #62 North Entry Unlocked Strong Wooden Door (20 hp) (slides to one side)
→ Leads to room #58

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


→ Leads to room #61, inhabited by Sea Hag and 1 x Merrow

South Entry Archway

Room Features A weapon rack and large table sit in the south side of the
room, and moaning can be faintly heard near the north wall

Monster 9 x Bullywug (cr 1/4, mm 35); medium, 450 xp

Treasure: 15 sp; 7 gp; 19 sp; 16 cp; 7 ep; 17 sp; 16 cp; 9 ep;


12 sp

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

2500 cp, 900 sp, 70 gp, 2 x diamond (50 gp), 2 x star rose
quartz (50 gp), zircon (50 gp)
Room #63 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #15, inhabited by Water Weird

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


→ Leads to room #64, inhabited by Lizard King/Queen and 1
x Lizardfolk

South Entry Unlocked Iron Door (60 hp)


→ Leads to room #69

Monster Water Weird (cr 3, mm 299); easy, 700 xp

Treasure: 13 ep

Room #64 West Entry Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
→ Leads to room #63, inhabited by Water Weird

South Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break;


10 hp)
→ Leads to room #70, inhabited by Wraith and 1 x Specter

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


sulphurous odor fills the room

Monster Lizard King/Queen (cr 4, mm 205) and 1 x Lizardfolk (cr 1/2,


mm 204); medium, 1200 xp

Treasure: 1800 cp, 1200 sp, 40 gp, 10 x diamond (50 gp), 2 x


sardonyx (50 gp), Spell Scroll (Animate Objects) (rare, dmg
200), Elixir of Health (rare, dmg 168), Periapt of Health
(uncommon, dmg 184), Potion of Superior Healing (rare, dmg
187)

Room #65 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #15, inhabited by Water Weird

East Entry Unlocked Simple Wooden Door (10 hp) (slides down)
→ Leads to room #66, inhabited by 2 x Ogre Zombie

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

Trap Arrow Trap: DC 10 to find, DC 10 to disable; +3 to hit against


one target, 1d10 piercing damage

Hidden Treasure Hidden (DC 25 to find) Trapped and Unlocked Iron Chest (60
hp)
Teleporter Crystal: DC 15 to find, DC 20 to disable; affects
each creature which touches the crystal, DC 11 save or be
teleported to another location

1300 cp, 900 sp, 110 gp, 3 x banded agate (10 gp), blue
quartz (10 gp), 2 x eye agate (10 gp), hematite (10 gp), lapis
lazuli (10 gp), malachite (10 gp), obsidian (10 gp), 2 x tiger
eye (10 gp)
Room #66 West Entry Unlocked Simple Wooden Door (10 hp) (slides down)
→ Leads to room #65

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

Monster 2 x Ogre Zombie (cr 2, mm 316); medium, 900 xp

Treasure: 9 cp; 20 cp

Hidden Treasure Hidden (DC 15 to find) Locked Simple Wooden Chest (DC 25
to unlock, DC 15 to break; 10 hp)

2700 cp, 1100 sp, 110 gp, azurite (10 gp), 2 x obsidian (10
gp), 2 x rhodochrosite (10 gp), Potion of Greater Healing
(uncommon, dmg 187), Potion of Growth (uncommon, dmg
187), Potion of Water Breathing (uncommon, dmg 188), Robe
of Useful Items (11 other patches) (uncommon, dmg 195)

Room #67 North Entry Archway


→ Leads to room #16, inhabited by Wraith and 1 x Ghoul

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

South Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break;


10 hp)

Room Features A group of monstrous faces have been carved into the west
wall, and a pile of rotten leather lies in the south-west corner
of the room

Room #68 West Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #20

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


→ Leads to room #69

East Entry #2 Archway

Room Features The sound of drums can be faintly heard near the east wall,
and several wax blobs are scattered throughout the room

Monster Lizard King/Queen (cr 4, mm 205) and 1 x Lizardfolk (cr 1/2,


mm 204); medium, 1200 xp

Treasure: 14 sp; 1 pp

Room #69 North Entry Unlocked Iron Door (60 hp)


→ Leads to room #63, inhabited by Water Weird

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


→ Leads to room #68, inhabited by Lizard King/Queen and 1
x Lizardfolk

Room Features A narrow shaft descends from the room into a magical cyst
below, and a group of monstrous faces have been carved into
the east wall

Room #70 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break;
Room #70 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break;
10 hp)
→ Leads to room #64, inhabited by Lizard King/Queen and 1
x Lizardfolk

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

Monster Wraith (cr 5, mm 302) and 1 x Specter (cr 1, mm 279); deadly,


2000 xp

Treasure: 1100 cp, 50 ep; 8 sp

Room #71 North Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break;
20 hp)

East Entry Archway


→ Leads to room #72, inhabited by Kuo-toa Whip and 8 x
Kuo-toa

Room Features Spirals of black stones cover the floor, and several pieces of
trash are scattered throughout the room

Room #72 West Entry Archway


→ Leads to room #71

South Entry Unlocked Simple Wooden Door (10 hp) (slides to one side)

Room Features A wooden ladder rests against the south wall, and someone
has scrawled "The Iron Legion killed a devil here" on the south
wall

Monster Kuo-toa Whip (cr 1, mm 200) and 8 x Kuo-toa (cr 1/4, mm


199); hard, 600 xp

Treasure: 14 gp; 26 cp; 14 cp; 3 pp; 9 ep; 13 gp; 19 cp; 17 gp;


11 gp

Room #73 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #20

East Entry #1 Archway

East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
up)

South Entry Archway


→ Leads to room #75

Monster Lizardfolk Shaman (cr 2, mm 205) and 5 x Lizardfolk (cr 1/2,


mm 204); hard, 950 xp

Treasure: 18 sp; 10 gp; 13 sp; 11 sp; 20 cp; 15 sp

Room #74 East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #21, inhabited by Sea Hag and 3 x Sea
Spawn
South Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break;
15 hp)

Room Features A ruined siege weapon sits in the north side of the room, and
a pile of rotten leather lies in the north side of the room

Room #75 North Entry Archway


→ Leads to room #73, inhabited by Lizardfolk Shaman and 5
x Lizardfolk

Empty

Room #76 North Entry Archway


→ Leads to room #21, inhabited by Sea Hag and 3 x Sea
Spawn

South Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break;


15 hp)
→ Leads to room #77, inhabited by Kuo-toa Whip and 7 x
Kuo-toa

Empty

Room #77 North Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break;
15 hp)
→ Leads to room #76

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

South Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break;


20 hp)
→ Leads to room #26

Room Features A faded and torn tapestry hangs from the north wall, and
several pieces of broken glass are scattered throughout the
room

Monster Kuo-toa Whip (cr 1, mm 200) and 7 x Kuo-toa (cr 1/4, mm


199); medium, 550 xp

Treasure: 15 cp; 14 sp; 7 ep; 4 ep; 18 cp; 20 cp; 9 ep; 4 ep

Trap Electrified Floortile: DC 15 to find, DC 15 to disable; affects all


targets within a 10 ft. square area, DC 14 save or take 2d10
lightning damage

Room #78 West Entry Unlocked Simple Wooden Door (10 hp)

East Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #24, inhabited by Lizard King/Queen and 1
x Lizardfolk

Room Features A chute descends from the room into a midden chamber
below, and a jingling sound can be faintly heard near the west
wall
Monster Kuo-toa Archpriest (cr 6, mm 200) and 1 x Kuo-toa Whip (cr 1,
mm 200); deadly, 2500 xp

Treasure: 120 gp; 12 ep

Room #79 West Entry Archway


→ Leads to room #25, inhabited by Sea Hag and 1 x Merrow

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


→ Leads to room #81, inhabited by 2 x Sea Hag

Room Features A stack of barrels filled with sand stands against the west wall,
and someone has scrawled "Trespassers will be flayed alive"
in blood on the south wall

Room #80 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #23

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


→ Leads to room #30

Monster Sahuagin Priestess (cr 2, mm 264) and 4 x Sahuagin (cr 1/2,


mm 263); hard, 850 xp

Treasure: 19 sp; 7 gp; 14 sp; 18 cp; 12 sp

Room #81 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #79

West Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #25, inhabited by Sea Hag and 1 x Merrow

Monster 2 x Sea Hag (cr 2, mm 179); medium, 900 xp

Treasure: 13 sp; 11 sp

Room #82 West Entry Unlocked Strong Wooden Door (20 hp)

East Entry Archway


→ Leads to room #28, inhabited by Ogre Zombie and 4 x
Zombie

Room Features A ladder ascends to a wooden platform in the north-west


corner of the room, and wisps of red flame fill the east side of
the room

Monster Sea Hag (cr 2, mm 179) and 3 x Sea Spawn (cr 1, vgm 189);
deadly, 1050 xp

Treasure: 1500 cp, 1100 sp, 80 gp, a brocade choker


threaded with silver (25 gp), a copper shield brooch inlaid with
a filigree of gold (25 gp), a malachite salt cellar engraved with
dwarven axeheads (25 gp), a scroll of calligraphy (25 gp), a
steel pendant engraved with draconic runes (25 gp), an agate
salt cellar set with aquamarine (25 gp), an earthenware tureen
embossed with draconic runes (25 gp), an earthenware tureen
embossed with floral vines (25 gp), Ring of Warmth
embossed with floral vines (25 gp), Ring of Warmth
(uncommon, dmg 193)

Room #83 North Entry Unlocked Strong Wooden Door (20 hp)

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

East Entry Archway

Room Features A shallow pit lies in the south-west corner of the room, and a
large kiln and coal bin sit in the west side of the room

Trap Ice Dart Trap: DC 15 to find, DC 15 to disable; +7 to hit


against one target, 2d10 cold damage

Room #84 North Entry Stuck Stone Door (DC 20 to break; 60 hp)

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


→ Leads to room #32

East Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break;


15 hp) (slides up)

South Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)

Empty

Room #85 West Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
→ Leads to room #33

East Entry Archway


→ Leads to room #86, inhabited by Black Dragon Wyrmling
and 5 x Kobold

Room Features A balcony hangs from the west wall, and a cube of solid stone
stands in the north-west corner of the room

Monster Sea Hag (cr 2, mm 179) and 1 x Merrow (cr 2, mm 219);


medium, 900 xp

Treasure: 12 gp; 8 gp

Room #86 North Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
→ Leads to room #27, inhabited by Black Dragon Wyrmling
and 6 x Kobold

West Entry Archway


→ Leads to room #85, inhabited by Sea Hag and 1 x Merrow

East Entry Archway


→ Leads to room #30

South Entry Stuck Stone Door (DC 20 to break; 60 hp)


→ Leads to room #88
Monster Black Dragon Wyrmling (cr 2, mm 88) and 5 x Kobold (cr 1/8,
mm 195); medium, 575 xp

Treasure: 13 cp; 13 cp; 10 sp; 7 gp; 12 gp; 18 sp

Hidden Treasure Hidden (DC 15 to find) Locked Strong Wooden Chest (DC 15
to unlock, DC 25 to break; 20 hp)

2200 cp, 1300 sp, 60 gp, 2 x azurite (10 gp), banded agate
(10 gp), blue quartz (10 gp), 2 x eye agate (10 gp), 2 x
hematite (10 gp), lapis lazuli (10 gp), malachite (10 gp),
rhodochrosite (10 gp), turquoise (10 gp), Folding Boat (rare,
dmg 170), Potion of Fire Giant Strength (rare, dmg 187),
Potion of Gaseous Form (rare, dmg 187)

Room #87 West Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)

East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
up)
→ Leads to room #34, inhabited by Sahuagin Priestess and
5 x Sahuagin

South Entry Unlocked Strong Wooden Door (20 hp)

Monster Wraith (cr 5, mm 302) and 1 x Ghoul (cr 1, mm 148); deadly,


2000 xp

Treasure: 1900 cp, 800 sp, 120 gp, eye agate (10 gp),
malachite (10 gp), Folding Boat (rare, dmg 170), Potion of
Mind Reading (rare, dmg 188)

Room #88 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #86, inhabited by Black Dragon Wyrmling
and 5 x Kobold

South Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)

Room Features A magical statue in the north-west corner of the room speaks
riddles and cryptic prophecies, and someone has scrawled
"Yaadunait died here, his shield broken" on the east wall

Room #89 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides
down)
→ Leads to room #33

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


→ Leads to room #36

Room Features Sporadic knocking fills the room, and a pile of bent copper
coins lies in the center of the room

Room #90 East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

South Entry #1 Locked Simple Wooden Door (DC 20 to open, DC 15 to break;


10 hp)

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


→ Leads to room #93, inhabited by Wraith
Empty

Room #91 North Entry Archway


→ Leads to room #37

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


→ Leads to room #38, inhabited by 7 x Bullywug

Room Features A circle of tall stones stands in the west side of the room, and
the ceiling is covered with bloodstains

Monster Sahuagin Baron (cr 5, mm 264) and 2 x Sahuagin (cr 1/2, mm


263); deadly, 2000 xp

Treasure: 1500 cp, 40 ep; 12 ep; 14 cp

Hidden Treasure Hidden (DC 25 to find) Unlocked Good Wooden Chest (15 hp)

2000 cp, 1000 sp, 30 gp, 2 x diamond (50 gp), bloodstone (50
gp), chrysoprase (50 gp), 2 x jasper (50 gp), 2 x quartz (50
gp), star rose quartz (50 gp), Keoghtom's Ointment
(uncommon, dmg 179)

Room #92 East Entry #1 Archway

East Entry #2 Stuck Iron Door (DC 25 to break; 60 hp)


→ Leads to room #44, inhabited by Lizard King/Queen and 1
x Lizardfolk

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


→ Leads to room #95

Room Features A faded and torn tapestry hangs from the east wall, and
someone has scrawled "This paladin is dead" in draconic
script on the south wall

Room #93 North Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #90

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

South Entry Archway

Room Features A stone sarcophagus sits in the north-east corner of the room,
and an unidentifiable odor fills the room

Monster Wraith (cr 5, mm 302); hard, 1800 xp

Treasure: 110 ep, 20 gp

Room #94 West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break;
20 hp) (slides up)
→ Leads to room #44, inhabited by Lizard King/Queen and 1
x Lizardfolk
East Entry Archway
→ Leads to room #43, inhabited by Kuo-toa Whip and 5 x
Kuo-toa

South Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15 to break;


15 hp)

South Entry #2 Archway

Empty

Room #95 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #92

Room Features Several alcoves are cut into the east and west walls, and a
mural of ancient mythology covers the ceiling

Room #96 North Entry Archway


→ Leads to room #41

Room Features The floor is covered in square tiles, alternating white and
black, and someone has scrawled "left, right, left" on the east
wall

Room #97 North Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break;
20 hp) (slides to one side)
→ Leads to room #41

East Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #102

Hidden Treasure Hidden (DC 25 to find) Locked Simple Wooden Chest (DC 15
to unlock, DC 15 to break; 10 hp)

2100 cp, 900 sp, 50 gp, a bone orb set with moonstone (25
gp), a cloth cloak trimmed with fur (25 gp), a fine leather
mantle trimmed with rabbit fur (25 gp), a marble scepter
engraved with a labyrinth (25 gp), a pewter longsword etched
with draconic scales (25 gp), a silver pendant engraved with
draconic scales (25 gp), a silver ring engraved with dwarven
axeheads (25 gp), Cloak of Elvenkind (uncommon, dmg 158)

Room #98 East Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break;
10 hp)
→ Leads to room #99

South Entry #1 Archway


→ Leads to room #102

South Entry #2 Archway

Monster 7 x Bullywug (cr 1/4, mm 35) and 7 x Giant Frog (cr 1/4, mm
325); deadly, 700 xp

Treasure: 2500 cp, 1400 sp, 90 gp


Room #99 West Entry #1 Locked Simple Wooden Door (DC 10 to open, DC 15 to break;
10 hp)
→ Leads to room #98, inhabited by 7 x Bullywug and 7 x
Giant Frog

West Entry #2 Locked Strong Wooden Door (DC 10 to open, DC 20 to break;


20 hp)

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

Hidden Treasure Hidden (DC 25 to find) Locked Strong Wooden Chest (DC 15
to unlock, DC 25 to break; 20 hp)

2500 cp, 1400 sp, 50 gp, bloodstone (50 gp), chrysoprase (50
gp), citrine (50 gp), jasper (50 gp), sardonyx (50 gp), star rose
quartz (50 gp), zircon (50 gp), Potion of Greater Healing
(uncommon, dmg 187), Potion of Hill Giant Strength
(uncommon, dmg 187)

Room #100 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #42

East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) (magically
reinforced, disadvantage to break)
→ Leads to room #101, inhabited by Ogre Zombie and 3 x
Zombie

South Entry Archway

Room Features The north and east walls have been engraved with arcane
symbols, and several corroded iron spikes are scattered
throughout the room

Monster Ogre Zombie (cr 2, mm 316) and 7 x Zombie (cr 1/4, mm 316);
deadly, 800 xp

Treasure: 11 gp; 16 cp; 19 sp; 13 gp; 10 ep; 20 cp; 16 sp; 15


sp

Room #101 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) (magically
reinforced, disadvantage to break)
→ Leads to room #100, inhabited by Ogre Zombie and 7 x
Zombie

Room Features An iron chandelier hangs from the ceiling in the north side of
the room, and several shattered weapons are scattered
throughout the room

Monster Ogre Zombie (cr 2, mm 316) and 3 x Zombie (cr 1/4, mm 316);
medium, 600 xp

Treasure: 12 sp; 16 cp; 14 sp; 14 cp

Room #102 North Entry Archway


→ Leads to room #98, inhabited by 7 x Bullywug and 7 x
Giant Frog
West Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #97

East Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)

Trap Concealed Pit: DC 10 to find, DC 15 to disable; affects all


targets entering a 10 ft. square area, DC 12 save or take 2d10
damage

Room #103 West Entry Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)

East Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break;


20 hp) (slides down)
→ Leads to room #104, inhabited by Kuo-toa Whip and 6 x
Kuo-toa

Trap Thunderstone Mine: DC 10 to find, DC 15 to disable; affects


all targets within 20 ft., DC 12 save or take 2d10 thunder
damage and become deafened for 1d4 rounds

Hidden Treasure Hidden (DC 15 to find) Trapped and Locked Good Wooden
Chest (DC 15 to unlock, DC 20 to break; 15 hp)
Arrow Trap: DC 15 to find, DC 15 to disable; +8 to hit against
one target, 2d10 piercing damage

2200 cp, 900 sp, 100 gp, a bone puzzle box engraved with a
labyrinth (25 gp), a fine leather merchant's cap trimmed with
squirrel fur (25 gp), a linen mantle trimmed with rabbit fur (25
gp), a steel rapier etched with arcane runes (25 gp), an agate
salt cellar engraved with draconic runes (25 gp), an
earthenware tureen painted with floral imagery (25 gp), an
obsidian coffer engraved with draconic runes (25 gp), Spell
Scroll (Create Food and Water) (uncommon, dmg 200),
Keoghtom's Ointment (uncommon, dmg 179), Potion of
Animal Friendship (uncommon, dmg 187)

Room #104 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #43, inhabited by Kuo-toa Whip and 5 x
Kuo-toa

West Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break;


20 hp) (slides down)
→ Leads to room #103

East Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #105, inhabited by Sahuagin Baron and 2
x Sahuagin

Room Features An iron sarcophagus sits in the west side of the room, and
numerous monstrous skulls lie within niches in the north and
south walls

Monster Kuo-toa Whip (cr 1, mm 200) and 6 x Kuo-toa (cr 1/4, mm


199); medium, 500 xp

Treasure: 24 cp; 21 sp; 9 gp; 12 gp; 11 sp; 9 ep; 13 gp

Room #105 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #43, inhabited by Kuo-toa Whip and 5 x
Kuo-toa

West Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #104, inhabited by Kuo-toa Whip and 6 x
Kuo-toa

Room Features The scent of urine fills the room, and several pieces of rotten
leather are scattered throughout the room

Monster Sahuagin Baron (cr 5, mm 264) and 2 x Sahuagin (cr 1/2, mm


263); deadly, 2000 xp

Treasure: 1600 cp, 1300 sp, 80 gp

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