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10.11.2021 15.

55 donjon; d20 Random Dungeon Generator

donjon

d20 Random Dungeon Generator

The Secret Caverns of Madness

Level 9

General Walls Reinforced Masonry (Climb DC 20)

Floor Smooth Stone

Temperature Average

Illumination Average (shadowy in corridors, magical light in most rooms)

Corridor Features a Poisoned Spiked Pit Trap: CR 10; mechanical;


location trigger; manual reset;
hidden lock
bypass (Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft. deep (5d6,
fall);
multiple targets (first target in each of two adjacent 5 ft. squares);
pit spikes (Atk
+10 melee, 1d4 spikes per target
for 1d4+5 plus poison each);
poison (purple worm
poison [injury, Fort DC 24, 1d6 Str/2d6 Str]);
Search DC 16; Disable Device DC 25

c A tile labyrinth covers the floor

e Poisoned Spiked Pit Trap: CR 10; mechanical;


location trigger; manual reset;
hidden lock
bypass (Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft. deep (5d6,
fall);
multiple targets (first target in each of two adjacent 5 ft. squares);
pit spikes (Atk

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+10 melee, 1d4 spikes per target
for 1d4+5 plus poison each);
poison (purple worm
poison [injury, Fort DC 24, 1d6 Str/2d6 Str]);
Search DC 16; Disable Device DC 25

i Poisoned Spiked Pit Trap: CR 10; mechanical;


location trigger; manual reset;
hidden lock
bypass (Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft. deep (5d6,
fall);
multiple targets (first target in each of two adjacent 5 ft. squares);
pit spikes (Atk
+10 melee, 1d4 spikes per target
for 1d4+5 plus poison each);
poison (purple worm
poison [injury, Fort DC 24, 1d6 Str/2d6 Str]);
Search DC 16; Disable Device DC 25

m Ice Spear Trap: CR 9; magic device;


proximity trigger (alarm); no reset;
Atk +13 ranged
(8d6 cold);
Search DC 24; Disable Device DC 26

n Poisoned Spiked Pit Trap: CR 10; mechanical;


location trigger; manual reset;
hidden lock
bypass (Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft. deep (5d6,
fall);
multiple targets (first target in each of two adjacent 5 ft. squares);
pit spikes (Atk
+10 melee, 1d4 spikes per target
for 1d4+5 plus poison each);
poison (purple worm
poison [injury, Fort DC 24, 1d6 Str/2d6 Str]);
Search DC 16; Disable Device DC 25

r A jingling sound fills the corridor

s Destruction Trap: CR 8; magic device;


touch trigger (alarm); automatic reset;
spell
effect (Destruction, 13th level cleric, DC 20 Fort save for 10d6 damage);
Search DC 32;
Disable Device DC 32

u A narrow shaft descends from the corridor into a natural cavern below

v Burning torches in iron sconces line the corridor

Wandering 1 5 x Minotaur Zombie, scavenging for food and treasure

2 5 x Digester, lost and desperate


Monsters
3 13 x Large Monstrous Spider (vermin), consumed by disease and madness

4 7 x Minotaur, wielding bizarre eldritch powers

5 7 x Owlbear, actively patrolling their territory

6 7 x Minotaur Zombie, investigating a strange noise

Room #1 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #18

West Entry #1 Archway


→ Leads to room #2, inhabited by 1 x Delver

West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #3, inhabited by 1 x Drider and 11 x Medium Monstrous Spider

West Entry #3 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Poisoned Spiked Pit Trap: CR 10; mechanical;
location trigger; manual reset;
hidden
lock bypass (Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft. deep
(5d6, fall);
multiple targets (first target in each of two adjacent 5 ft. squares);
pit spikes
(Atk +10 melee, 1d4 spikes per target
for 1d4+5 plus poison each);
poison (purple worm
poison [injury, Fort DC 24, 1d6 Str/2d6 Str]);
Search DC 16; Disable Device DC 25

East Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #4

East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #5

Empty

Room #2 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #39, inhabited by 5 x Owlbear Skeleton

East Entry Archway


→ Leads to room #1

South Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #3, inhabited by 1 x Drider and 11 x Medium Monstrous Spider

Room Features The floor is covered in square tiles, alternating white and black, and someone has
scrawled "Death comes on silent wings" in draconic script on the north wall

Monster 1 x Delver

Delver: CR 9; Huge aberration; HD 15d8+78; hp 145; Init +5; Spd 30 ft. (6 squares),
burrow 10 ft.; AC 24 (-2 size, +1 dex, +15 natural), touch 9, flat-footed 23; Base Atk +11;
Grp +27; Atk +17 melee (1d6+8 plus 2d6 acid, slam); Full Atk +17 melee (1d6+8 plus 2d6
acid, 2 slams); Space/Reach 15 ft./10 ft.; SA Corrosive slime; SQ Darkvision 60 ft.,
immunity to acid, stone shape, tremorsense 60 ft.; AL N; SV Fort +12, Ref +6, Will +11;
Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12

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Skills and Feats: Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20,
Move Silently +17, Spot +20, Survival +14 (+16 underground); Alertness, Blind-Fight,
Great Fortitude, Improved Initiative, Power Attack, Toughness

Room #3 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #2, inhabited by 1 x Delver

East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #1

South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

Monster 1 x Drider and 11 x Medium Monstrous Spider (vermin)

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 20000 sp; Darkwood Shield (+4, Arrow cathing, Blinding) (Medium), Oil of
Magic Weapon (50 gp)(Completely different effect curse), Ring of Arcne Might(LE, Int:
19, Cha: 19, Wis:10, Speech,Telepahty, Languages(Netheril, Thorash, Latin, Draconic, Infernal,
Abysal); hoard total 6307 gp
Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft.
(6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural), touch 13, flat-footed 11; Base Atk +1;
Grp +1; Atk +4 melee (1d6 plus poison, bite); Full Atk +4 melee (1d6 plus poison, bite);
Space/Reach 5 ft./5 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft.,
vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon Finesse
Treasure: 50 gp;
Onyx Cup inlaid with a Filigree of Gold (300 gp),
Steel Bracer etched
with Arcane Runes (400 gp);
hoard total 750 gp

Room #4 West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #1

South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #5

Empty

Room #5 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #4

West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #1

East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

Room Features Various torture devices are scattered throughout the room, and the floor is covered with
humanoid bones

Room #6 West Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Wail of the Banshee Trap: CR 10; magic device;
proximity trigger (alarm); automatic
reset;
spell effect (Wail of the Banshee, 17th level wizard, DC 23 Fort save negates);
multiple targets (up to 17 creatures);
Search DC 34; Disable Device DC 34

Empty

Room #7 North Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Falling Block: CR 11; mechanical;
location trigger; no reset;
Atk +16 melee (12d6);
multiple targets (all targets in a 10 ft. square area);
Search DC 26; Disable Device DC 24

West Entry Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30, break DC 15;
hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #14

Room Features A magical statue in the west side of the room answers questions with lies and
falsehoods, and lit candles are scattered across the floor

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North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break DC)
Room #8
→ Leads to room #52

South Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

Room Features A wooden platform hangs over a deep pit in the center of the room, and a stone
sarcophagus sits in the south-west corner of the room

Monster 1 x Colossal Monstrous Centipede (vermin)

Colossal monstrous centipede: CR 9; Colossal vermin; HD 24d8+24; hp 132; Init +1; Spd
40 ft. (8 squares), climb 40 ft.; AC 20 (-8 size, +2 dex, +16 natural), touch 4, flat-footed
18; Base Atk +18; Grp +42; Atk +18 melee (4d6+12 plus poison, bite); Full Atk +18 melee
(4d6+12 plus poison, bite); Space/Reach 30 ft./20 ft.; SA Poison; SQ Darkvision 60 ft.,
vermin traits; AL N; SV Fort +15, Ref +9, Will +8; Str 27, Dex 13, Con 12, Int -, Wis 10, Cha
2
Skills and Feats: Climb +16, Hide -7, Spot +4; -

Room #9 South Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Magic Missle Trap: CR 8; magic device;
proximity trigger (alarm); no reset;
magic
missile (4d6 force damage); never miss;
Search DC 24; Disable Device DC 22

Empty

Room #10 East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #2 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Incendiary Cloud Trap: CR 9; magic device;
proximity trigger (alarm); automatic
reset;
spell effect (Incendiary Cloud, 15th level wizard, 4d6/round for 15 rounds, DC 22
Reflex save half damage);
Search DC 33; Disable Device DC 33

Room Features A simple wooden table and simple cabinet sit in the south-east corner of the room, and
someone has scrawled a diagram of a mechanical trap on the north wall

Monster 12 x Huge Monstrous Centipede (vermin)

Huge monstrous centipede: CR 2; Huge vermin; HD 6d8+6; hp 33; Init +2; Spd 40 ft. (8
squares), climb 40 ft.; AC 16 (-2 size, +2 dex, +6 natural), touch 10, flat-footed 14; Base
Atk +4; Grp +15; Atk +5 melee (2d6+4 plus poison, bite); Full Atk +5 melee (2d6+4 plus
poison, bite); Space/Reach 15 ft./10 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits;
AL N; SV Fort +6, Ref +4, Will +2; Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +2, Spot +4; -

Room #11 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

Monster 1 x Spirit Naga

Spirit naga: CR 9; Large aberration; HD 9d8+36; hp 76; Init +1; Spd 40 ft. (8 squares);
AC 16 (-1 size, +1 dex, +6 natural), touch 10, flat-footed 15; Base Atk +6; Grp +14; Atk +9
melee (2d6+6 plus poison, bite); Full Atk +9 melee (2d6+6 plus poison, bite);
Space/Reach 10 ft./5 ft.; SA Charming gaze, poison, spells; SQ Darkvision 60 ft.; AL CE;
SV Fort +7, Ref +6, Will +9; Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17
Skills and Feats: Concentration +13, Listen +14, Spellcraft +10, Spot +14; Ability Focus
(charming gaze), Alertness, Combat Casting, Eschew Materials, Lightning Reflexes
Treasure: 1400 gp;
Tourmaline (120 gp);
Divine Scroll (Delay Poison (150 gp), Hold
Person (150 gp)) (total 300 gp);
hoard total 1820 gp

Room #12 West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Word of Chaos Trap: CR 8; magic device;
proximity trigger (detect law); automatic
reset;
spell effect (Word of Chaos, 13th level cleric);
Search DC 32; Disable Device DC 32

East Entry Unlocked Good Wooden Door (hard 5, 15 hp)

Monster 16 x Owlbear Skeleton

Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft. (6 squares);
AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11; Base Atk +2; Grp +11; Atk +6
melee (1d6+5, claw); Full Atk +6 melee (1d6+5, 2 claws) and +1 melee (1d8+2, bite);
Space/Reach 10 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
immunity to cold, undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -,
Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #13 East Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)

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Ⓣ One-way Door: CR 11; mechanical;
Search DC 24; Disable Device DC 24

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced, +10 to
break DC)

Room Features Someone has scrawled "Lightning comes before thunder" on the east wall, and a rusted
chain lies in the east side of the room

Monster 10 x Minotaur

Minotaur: CR 4; Large monstrous humanoid; HD 6d8+12; hp 39; Init +0; Spd 30 ft. (6
squares); AC 14 (-1 size, +5 natural), touch 9, flat-footed 14; Base Atk +6; Grp +14; Atk +9
melee (3d6+6/x3, greataxe) or +9 melee (1d8+4, gore); Full Atk +9 /+4 melee (3d6+6/x3,
greataxe) and +4 melee (1d8+2, gore); Space/Reach 10 ft./10 ft.; SA Powerful charge
4d6+6; SQ Darkvision 60 ft., natural cunning, scent; AL CE; SV Fort +6, Ref +5, Will +5;
Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Skills and Feats: Intimidate +2, Listen +7, Search +2, Spot +7; Great Fortitude, Power
Attack, Track
Treasure: 1100 gp; Greatsword (Medium) (+3 weapon) (2350 gp); hoard total 3450 gp

Room #14 East Entry #1 Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30, break DC 15;
hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #7

East Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic device;
proximity trigger (alarm); no reset;
spell effect (Summon Monster VI, 11th level wizard);
Search DC 31; Disable Device DC 31
→ Leads to room #54, inhabited by 5 x Xill

South Entry #1 Archway


→ Leads to room #56, inhabited by 8 x Vargouille

South Entry #2 Archway

Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 30, break DC 15;
hard 5, 10 hp)

130 pp;
Freshwater Pearl (7 gp),
Golden Yellow Topaz (400 gp),
Sardonyx (70 gp);
Shuriken (Small) (+1 weapon) (design provides clue to function) (Completely different
effect curse) (2301 gp);
hoard total 4078 gp

Room #15 North Entry #1 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

North Entry #2 Archway

East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #63, inhabited by 4 x Rast

South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)


→ Leads to room #20, inhabited by 1 x Spirit Naga

South Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)


→ Leads to room #46, inhabited by 9 x Minotaur Zombie

Room Features Several alcoves are cut into the north and south walls, and the ceiling is covered with
cracks

Monster 1 x Drider and 13 x Medium Monstrous Spider (vermin)

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 180 pp;
hoard total 1800 gp

Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft.
(6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural), touch 13, flat-footed 11; Base Atk +1;
Grp +1; Atk +4 melee (1d6 plus poison, bite); Full Atk +4 melee (1d6 plus poison, bite);
Space/Reach 5 ft./5 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft.,
vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2

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Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon Finesse
Treasure: 30 gp;
hoard total 30 gp

Room #16 East Entry #1 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
→ Leads to room #41, inhabited by 6 x Minotaur

East Entry #2 Archway

Monster 3 x Will-o'-Wisp

Will-o'-Wisp: CR 6; Small aberration (air); HD 9d8; hp 40; Init +13; Spd Fly 50 ft.
(perfect) (10 squares); AC 29 (+1 size, +9 dex, +9 deflection), touch 29, flat-footed 20;
Base Atk +6; Grp -3; Atk +16 melee (2d8 electricity, shock); Full Atk +16 melee (2d8
electricity, shock); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft., immunity to
magic, natural invisibility; AL CE; SV Fort +3, Ref +12, Will +9; Str 1, Dex 29, Con 10, Int
15, Wis 16, Cha 12
Skills and Feats: Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen
+17, Search +14, Spot +17, Survival +3 (+5 following tracks); Alertness, Blind-Fight,
Dodge, Improved Initiative, Weapon Finesse
Treasure: 6000 cp;
hoard total 60 gp

Room #17 West Entry Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly

South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #23

Room Features A swarm of crawling insects covers the floor, and a pile of spoiled meat lies in the south-
east corner of the room

Monster 1 x Drider and 12 x Medium Monstrous Spider (vermin)

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 80 pp;
Deep Blue Spinel (800 gp);
Potion of Hide from Undead (50 gp);
hoard total 1650 gp

Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft.
(6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural), touch 13, flat-footed 11; Base Atk +1;
Grp +1; Atk +4 melee (1d6 plus poison, bite); Full Atk +4 melee (1d6 plus poison, bite);
Space/Reach 5 ft./5 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft.,
vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon Finesse
Treasure: 80 gp;
hoard total 80 gp

Room #18 North Entry Secret (Search DC 25) Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to break DC)
Ⓢ A bookcase and section of wall pivots smoothly

West Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #1

Empty

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

West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break DC)

Room Features The floor is covered in perfect hexagonal tiles, and a hole has been blasted into the west
wall

Monster 2 x Owlbear

Owlbear: CR 4; Large magical beast; HD 5d10+25; hp 52; Init +1; Spd 30 ft. (6 squares);
AC 15 (-1 size, +1 dex, +5 natural), touch 10, flat-footed 14; Base Atk +5; Grp +14; Atk +9
melee (1d6+5, claw); Full Atk +9 melee (1d6+5, 2 claws) and +4 melee (1d8+2, bite);

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Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Scent; AL N; SV Fort +9, Ref +5, Will +2;
Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +8, Spot +8; Alertness, Track

Trap 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

Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60
hp)

1700 gp;
Bloodstone (30 gp),
Coral (120 gp),
Lapis Lazuli (9 gp),
White Pearl (140 gp);
hoard total 1999 gp

Room #20 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #15, inhabited by 1 x Drider and 13 x Medium Monstrous Spider

West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #65

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Monster 1 x Spirit Naga

Spirit naga: CR 9; Large aberration; HD 9d8+36; hp 76; Init +1; Spd 40 ft. (8 squares);
AC 16 (-1 size, +1 dex, +6 natural), touch 10, flat-footed 15; Base Atk +6; Grp +14; Atk +9
melee (2d6+6 plus poison, bite); Full Atk +9 melee (2d6+6 plus poison, bite);
Space/Reach 10 ft./5 ft.; SA Charming gaze, poison, spells; SQ Darkvision 60 ft.; AL CE;
SV Fort +7, Ref +6, Will +9; Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17
Skills and Feats: Concentration +13, Listen +14, Spellcraft +10, Spot +14; Ability Focus
(charming gaze), Alertness, Combat Casting, Eschew Materials, Lightning Reflexes
Treasure: 110 pp;
Azurite (12 gp),
Chalcedony (60 gp),
Onyx (40 gp),
Rose Quartz (30
gp),
White Pearl (100 gp);
hoard total 1342 gp

Room #21 West Entry Archway

East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #47, inhabited by 11 x Skum

East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #22 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)

Monster 3 x Gargantuan Monstrous Centipede (vermin)

Gargantuan monstrous centipede: CR 6; Gargantuan vermin; HD 12d8+12; hp 66; Init


+2; Spd 40 ft. (8 squares), climb 40 ft.; AC 18 (-4 size, +2 dex, +10 natural), touch 8, flat-
footed 16; Base Atk +9; Grp +27; Atk +11 melee (2d8+9 plus poison, bite); Full Atk +11
melee (2d8+9 plus poison, bite); Space/Reach 20 ft./15 ft.; SA Poison; SQ Darkvision 60
ft., vermin traits; AL N; SV Fort +9, Ref +6, Will +4; Str 23, Dex 15, Con 12, Int -, Wis 10,
Cha 2
Skills and Feats: Climb +14, Hide -2, Spot +4; -

Room #23 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #17, inhabited by 1 x Drider and 12 x Medium Monstrous Spider

West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #31

East Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Word of Chaos Trap: CR 8; magic device;
proximity trigger (detect law); automatic
reset;
spell effect (Word of Chaos, 13th level cleric);
Search DC 32; Disable Device DC 32

South Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic device;
proximity trigger (alarm); no reset;
spell effect (Summon Monster VI, 11th level wizard);
Search DC 31; Disable Device DC 31

Room Features Part of the west wall has collapsed into the room, and a dagger hilt lies in the north-
west corner of the room

Room #24 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 7; mechanical;
location trigger; repair reset;
DC 25
Reflex save avoids; 70 ft. deep (7d6, fall);
multiple targets (first target in each of two
adjacent 5 ft. squares);
Search DC 27; Disable Device DC 18

Monster 9 x Vargouille

Vargouille: CR 2; Small outsider (evil, extraplanar); HD 1d8+1; hp 5; Init +1; Spd Fly 30 ft.
(good) (6 squares); AC 12 (+1 size, +1 dex), touch 11, flat-footed 11; Base Atk +1; Grp -3;
Atk +3 melee (1d4 plus poison, bite); Full Atk +3 melee (1d4 plus poison, bite);
Space/Reach 5 ft./5 ft.; SA Shriek, kiss, poison; SQ Darkvision 60 ft.; AL NE; SV Fort +3,
Ref +3, Will +3; Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
Skills and Feats: Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5; Weapon
Finesse

Room #25 East Entry Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #39, inhabited by 5 x Owlbear Skeleton

South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #43

South Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)

Empty

Room #26 East Entry Archway

Room Features A sloped pit lined with iron spikes lies in the south side of the room, and a large kiln and
coal bin sit in the north-east corner of the room

Room #27 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone

Room Features A magical mirror on the south wall speaks riddles and cryptic prophecies, and several
pieces of rotten fruit are scattered throughout the room

Room #28 North Entry Archway

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

Room #29 East Entry Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 40, break DC 15;
hard 5, 10 hp)
Ⓢ The door is located several feet above the floor and concealed behind a pile of
broken stone

South Entry Unlocked Iron Door (hard 10, 60 hp)


→ Leads to room #67

Room Features A narrow shaft descends from the room into the next dungeon level down, and burning
torches in iron sconces line the walls

Room #30 West Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

West Entry #2 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
→ Leads to room #51, inhabited by 18 x Huge Monstrous Centipede

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Room Features A foul odor fills the room, and a pile of spoiled meat lies in the north-west corner of the
room

Trap 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 #31 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Acid Spray: CR 11; magic device;
proximity trigger (alarm); no reset;
acid spray (10d6
acid damage, DC 16 Reflex save for half damage);
Search DC 26; Disable Device DC 24

East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #23

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Empty

Room #32 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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

Room Features A tile labyrinth covers the floor, and a fountain of water sits against the east wall

Room #33 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)

South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #43

Room Features Someone has scrawled "Abandon all hope" in goblin runes on the south wall, and
dancing motes of light fill the south side of the room

Monster 10 x Howler

Howler: CR 3; Large outsider (chaotic, evil, extraplanar); HD 6d8+12; hp 39; Init +7; Spd
60 ft. (12 squares); AC 17 (-1 size, +3 dex, +5 natural), touch 12, flat-footed 14; Base Atk
+6; Grp +15; Atk +10 melee (2d8+5, bite); Full Atk +10 melee (2d8+5, bite) and +5 melee
(1d6+2, 1d4 quills); Space/Reach 10 ft./5 ft.; SA Quills, howl; SQ Darkvision 60 ft.; AL
CE; SV Fort +7, Ref +8, Will +7; Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8
Skills and Feats: Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13,
Survival +2 (+4 following tracks); Alertness, Combat Reflexes, Improved Initiative

Room #34 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Thunderstone Mine: CR 9; magic device;
location trigger; no reset;
thunder blast
(7d6 sonic damage, DC 16 Fort save for half damage);
multiple targets (all targets in a 10
ft. radius burst);
Search DC 24; Disable Device DC 24

East Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

Room Features A ladder ascends to a wooden platform in the west side of the room, and an altar of evil
sits in the south side of the room

Room #35 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

North Entry #2 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #66

South Entry #1 Unlocked Stone Door (hard 8, 60 hp)

South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #36 East Entry #1 Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓣ Guillotine Blade: CR 11; mechanical;
location trigger; manual reset;
Atk +14 melee
(10d6/19-20);
Search DC 26; Disable Device DC 26
→ Leads to room #49, inhabited by 7 x Large Monstrous Centipede

East Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features A chute descends from the room into a natural cavern below, and someone has scrawled
"When the White Hart lies in blood and the moon is crowned, the Knights of Torment
shall fall" on the east wall

Room #37 West Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #48

East Entry #1 Secret (Search DC 30) Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ The door is concealed behind a statue of a fearsome dragon, and opened by reaching
into its mouth
Ⓣ Acid Spray: CR 11; magic device;
visual trigger (arcane eye); no reset;
acid spray
(10d6 acid damage, DC 18 Reflex save for half damage);
Search DC 28; Disable Device
DC 28

East Entry #2
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Trapped and Unlocked Simple Wooden Door (hard 5, 10 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

Empty

Room #38 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #54, inhabited by 5 x Xill

East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)
→ Leads to room #45

Room Features Spirals of gray stones cover the floor, and numerous humanoid skulls are scattered
throughout the room

Room #39 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #50

West Entry #1 Secret (Search DC 30) Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60
hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #64

West Entry #2 Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #25

East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #2, inhabited by 1 x Delver

Room Features A mouldy odor fills the south side of the room, and a pile of iron spikes lies in the south
side of the room

Monster 5 x Owlbear Skeleton

Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft. (6 squares);
AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11; Base Atk +2; Grp +11; Atk +6
melee (1d6+5, claw); Full Atk +6 melee (1d6+5, 2 claws) and +1 melee (1d8+2, bite);
Space/Reach 10 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
immunity to cold, undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -,
Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #40 East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #67

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Room Features A magical mirror on the south wall answers simple questions about the dungeon
(yes/no), and a warped door lies in the north-east corner of the room

Monster 8 x Owlbear Skeleton

Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft. (6 squares);
AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11; Base Atk +2; Grp +11; Atk +6
melee (1d6+5, claw); Full Atk +6 melee (1d6+5, 2 claws) and +1 melee (1d8+2, bite);
Space/Reach 10 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
immunity to cold, undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -,
Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #41 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #1 Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is located above a small stone dais and concealed by an illusion
→ Leads to room #68

West Entry #2 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
→ Leads to room #16, inhabited by 3 x Will-o'-Wisp

Room Features A group of monstrous faces have been carved into the south wall, and someone has
scrawled "This paladin is dead" on the east wall

Monster
https://donjon.bin.sh/d20/dungeon/ 10/16
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6 x Minotaur

Minotaur: CR 4; Large monstrous humanoid; HD 6d8+12; hp 39; Init +0; Spd 30 ft. (6
squares); AC 14 (-1 size, +5 natural), touch 9, flat-footed 14; Base Atk +6; Grp +14; Atk +9
melee (3d6+6/x3, greataxe) or +9 melee (1d8+4, gore); Full Atk +9 /+4 melee (3d6+6/x3,
greataxe) and +4 melee (1d8+2, gore); Space/Reach 10 ft./10 ft.; SA Powerful charge
4d6+6; SQ Darkvision 60 ft., natural cunning, scent; AL CE; SV Fort +6, Ref +5, Will +5;
Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Skills and Feats: Intimidate +2, Listen +7, Search +2, Spot +7; Great Fortitude, Power
Attack, Track
Treasure: 1400 gp;
Potion of Bear's Endurance (300 gp),
Potion of Blur (300 gp),
Potion of Shield of Faith (+3) (300 gp),
Wand of Levitate (48 of 50 charges) (4320 gp);
hoard total 6620 gp

Room #42 East Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Rune of Confusion: CR 11; 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 24; Disable Device DC 24

South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Ⓣ Well-Camouflaged Pit Trap: CR 8; mechanical;
location trigger; repair reset;
DC 20
Reflex save avoids; 100 ft. deep (10d6, fall);
Search DC 27; Disable Device DC 18

Monster 4 x Gargantuan Monstrous Centipede (vermin)

Gargantuan monstrous centipede: CR 6; Gargantuan vermin; HD 12d8+12; hp 66; Init


+2; Spd 40 ft. (8 squares), climb 40 ft.; AC 18 (-4 size, +2 dex, +10 natural), touch 8, flat-
footed 16; Base Atk +9; Grp +27; Atk +11 melee (2d8+9 plus poison, bite); Full Atk +11
melee (2d8+9 plus poison, bite); Space/Reach 20 ft./15 ft.; SA Poison; SQ Darkvision 60
ft., vermin traits; AL N; SV Fort +9, Ref +6, Will +4; Str 23, Dex 15, Con 12, Int -, Wis 10,
Cha 2
Skills and Feats: Climb +14, Hide -2, Spot +4; -

Room #43 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #33, inhabited by 10 x Howler

North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #25

Room Features A metallic odor fills the room, and a dagger hilt lies in the east side of the room

Room #44 East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #2 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 11; mechanical;
location trigger; manual reset;
Atk +12 melee
(11d6/19-20);
Search DC 24; Disable Device DC 26

Monster 10 x Owlbear Skeleton

Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft. (6 squares);
AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11; Base Atk +2; Grp +11; Atk +6
melee (1d6+5, claw); Full Atk +6 melee (1d6+5, 2 claws) and +1 melee (1d8+2, bite);
Space/Reach 10 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
immunity to cold, undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -,
Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #45 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)
→ Leads to room #38

South Entry #1 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)

South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #46 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #15, inhabited by 1 x Drider and 13 x Medium Monstrous Spider

Room Features A stream of acid flows along a channel in the floor, and a tile mosaic of ancient
mythology covers the floor

Monster 9 x Minotaur Zombie

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Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6 squares;
can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base Atk +6; Grp
+15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore) or +10 melee (1d8+5,
slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore) or +10 melee
(1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +3, Will +8; Str 21,
Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #47 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #21

East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Ⓣ Incendiary Cloud Trap: CR 9; magic device;
proximity trigger (alarm); automatic
reset;
spell effect (Incendiary Cloud, 15th level wizard, 4d6/round for 15 rounds, DC 22
Reflex save half damage);
Search DC 33; Disable Device DC 33

Room Features Spirals of red stones cover the floor, and several corpses are impaled upon iron spikes
on the ceiling

Monster 11 x Skum

Skum: CR 2; Medium aberration (aquatic); HD 2d8+2; hp 11; Init +1; Spd 20 ft. (4
squares), swim 40 ft.; AC 13 (+1 dex, +2 natural), touch 11, flat-footed 12; Base Atk +1;
Grp +5; Atk +5 melee (2d6+4, bite); Full Atk +5 melee (2d6+4, bite) and +0 melee
(1d4+2, 2 claws); Space/Reach 5 ft./5 ft.; SA Rake 1d6+2; SQ Darkvision 60 ft.,
amphibious; AL LE; SV Fort +1, Ref +1, Will +3; Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha
6
Skills and Feats: Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12; Alertness

Room #48 North Entry Archway

East Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #37

Empty

Room #49 North Entry Archway

West Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓣ Guillotine Blade: CR 11; mechanical;
location trigger; manual reset;
Atk +14 melee
(10d6/19-20);
Search DC 26; Disable Device DC 26
→ Leads to room #36

Room Features A stream of acid flows along a channel in the floor, and several pieces of trash are
scattered throughout the room

Monster 7 x Large Monstrous Centipede (vermin)

Large monstrous centipede: CR 1; Large vermin; HD 3d8; hp 13; Init +2; Spd 40 ft. (8
squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base
Atk +2; Grp +7; Atk +3 melee (1d8+1 plus poison, bite); Full Atk +3 melee (1d8+1 plus
poison, bite); Space/Reach 10 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL
N; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse

Room #50 West Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #64

East Entry Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed behind a pile of skulls

South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #39, inhabited by 5 x Owlbear Skeleton

Room Features The floor is covered in perfect hexagonal tiles, and a rusted gauntlet lies in the north
side of the room

Room #51 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)

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→ Leads to room #30

Monster 18 x Huge Monstrous Centipede (vermin)

Huge monstrous centipede: CR 2; Huge vermin; HD 6d8+6; hp 33; Init +2; Spd 40 ft. (8
squares), climb 40 ft.; AC 16 (-2 size, +2 dex, +6 natural), touch 10, flat-footed 14; Base
Atk +4; Grp +15; Atk +5 melee (2d6+4 plus poison, bite); Full Atk +5 melee (2d6+4 plus
poison, bite); Space/Reach 15 ft./10 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits;
AL N; SV Fort +6, Ref +4, Will +2; Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +2, Spot +4; -

Room #52 East Entry #1 Archway

East Entry #2 Archway

South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break DC)
→ Leads to room #8, inhabited by 1 x Colossal Monstrous Centipede

Room Features Someone has scrawled a large X on the west wall, and howling can be faintly heard near
the south wall

Room #53 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #60

East Entry Archway


→ Leads to room #69

South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features A narrow pit covered by iron bars lies in the west side of the room, and a putrid odor fills
the room

Monster 1 x Colossal Monstrous Centipede (vermin)

Colossal monstrous centipede: CR 9; Colossal vermin; HD 24d8+24; hp 132; Init +1; Spd
40 ft. (8 squares), climb 40 ft.; AC 20 (-8 size, +2 dex, +16 natural), touch 4, flat-footed
18; Base Atk +18; Grp +42; Atk +18 melee (4d6+12 plus poison, bite); Full Atk +18 melee
(4d6+12 plus poison, bite); Space/Reach 30 ft./20 ft.; SA Poison; SQ Darkvision 60 ft.,
vermin traits; AL N; SV Fort +15, Ref +9, Will +8; Str 27, Dex 13, Con 12, Int -, Wis 10, Cha
2
Skills and Feats: Climb +16, Hide -7, Spot +4; -

Room #54 West Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic device;
proximity trigger (alarm); no reset;
spell effect (Summon Monster VI, 11th level wizard);
Search DC 31; Disable Device DC 31
→ Leads to room #14

West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #38

South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #3 Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed within an upright sarcophagus

Room Features A forge and anvil sit in the east side of the room, and someone has scrawled "The
hammer is cursed" in dwarvish runes on the south wall

Monster 5 x Xill

Xill: CR 6; Medium outsider (extraplanar); HD 5d8+10; hp 32; Init +7; Spd 40 ft. (8
squares); AC 20 (+3 dex, +7 natural), touch 13, flat-footed 17; Base Atk +5; Grp +7; Atk +7
melee (1d6+2/19-20, short sword) or +7 melee (1d4+2, claw) or +8 ranged (1d8/x3,
longbow); Full Atk +5 melee (1d6+2/19-20, 1d6+1/19-20, 2 short swords) and +5 melee
(1d4+1, 2 claws) or +5 melee (1d4+2, 1d4+1, 4 claws) or +4 ranged (1d8/x3, 2 longbows);
Space/Reach 5 ft./5 ft.; SA Implant, improved grab, paralysis; SQ Darkvision 60 ft.,
planewalk, spell resistance 21; AL LE; SV Fort +6, Ref +7, Will +5; Str 15, Dex 16, Con 15,
Int 12, Wis 12, Cha 11
Skills and Feats: Balance +13, Climb +10, Diplomacy +2, Escape Artist +11, Intimidate +8,
Listen +9, Move Silently +11, Sense Motive +8, Spot +9, Tumble +11, Use Rope +3 (+5
with bindings); Improved Initiative, Multiattack, Multiweapon Fighting
Treasure: 1500 gp; Deep Green Spinel (140 gp), Jet (80 gp), Lapis Lazuli (10 gp); Arcane
Scroll (Skeletal Hands (150 gp)) (total 150 gp), Divine Scroll ( Regenerate Blood (25 gp))
(total 25 gp), Potion of Reduce Person (250 gp), Wand of Embalm (50 of 50 charges)
(2520 gp); hoard total 4675 gp

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10.11.2021 15.55 donjon; d20 Random Dungeon Generator

Room #55 East Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓣ Teleporter Crystal: CR 9; magic device;
touch trigger; no reset;
teleport (teleported
one level down, DC 12 Will save negates);
Search DC 24; Disable Device DC 24

Room Features A stack of barrels filled with rotting fruit stands against the north wall, and a crushed
helm lies in the south side of the room

Room #56 North Entry Archway


→ Leads to room #14

East Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)

South Entry Archway

Monster 8 x Vargouille

Vargouille: CR 2; Small outsider (evil, extraplanar); HD 1d8+1; hp 5; Init +1; Spd Fly 30 ft.
(good) (6 squares); AC 12 (+1 size, +1 dex), touch 11, flat-footed 11; Base Atk +1; Grp -3;
Atk +3 melee (1d4 plus poison, bite); Full Atk +3 melee (1d4 plus poison, bite);
Space/Reach 5 ft./5 ft.; SA Shriek, kiss, poison; SQ Darkvision 60 ft.; AL NE; SV Fort +3,
Ref +3, Will +3; Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
Skills and Feats: Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5; Weapon
Finesse

Room #57 West Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Ⓣ Acid Fog Trap: CR 7; magic device;
proximity trigger (alarm); automatic reset;
spell
effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds);
Search DC 31; Disable
Device DC 31

West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Monster 4 x Xorn

Xorn: CR 6; Medium outsider (extraplanar, earth); HD 7d8+17; hp 48; Init +0; Spd 20 ft.
(4 squares), burrow 20 ft.; AC 24 (+14 natural), touch 10, flat-footed 24; Base Atk ; Atk
+10 melee (4d6+3, bite); Full Atk +10 melee (4d6+3, bite) and +8 melee (1d4+1, 3 claws);
Space/Reach 5 ft./5 ft.; SA -; SQ All-around vision, earth glide, damage reduction
5/bludgeoning, darkvision 60 ft., immunity to cold and fire, electricity resistance 10,
tremorsense 60 ft.; AL N; SV Fort +7, Ref +5, Will +5; Str 17, Dex 10, Con 15, Int 10, Wis
11, Cha 10
Skills and Feats: Hide +10, Intimidate +10, Knowledge (dungeoneering) +10, Listen +10,
Move Silently +10, Search +10, Spot +10, Survival+10 (+12 following tracks or
underground); Cleave, Multiattack, Power Attack, Toughness

Room #58 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Room Features Part of the ceiling has collapsed into the room, and a rustling noise fills the room

Room #59 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magically reinforced, +10 to
break DC)

Room Features A magical altar of a god of dwarves in the north side of the room grants greater dexterity
(for one hour) to whomever offers a prayer, and the ceiling is covered with bloodstains

Room #60 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #53, inhabited by 1 x Colossal Monstrous Centipede

South Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Contact Poison: CR 10; mechanical;
touch trigger, no reset;
contact poison (nitharit
[contact, Fort DC 13, 0/3d6 Con]);
Search DC 28; Disable Device DC 24

Room Features A metallic odor fills the south-west corner of the room, and a sundered amulet lies in
the south-east corner of the room

Room #61 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Empty

Room #62 South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features Lit candles are scattered across the floor, and someone has scrawled "Trespassers will

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be flayed alive" in blood on the east wall

Monster 7 x Shrieker (fungus)

Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5 dex, +3
natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk -; Space/Reach 5 ft./0
ft.; SA Shriek; SQ Low-light vision, plant traits; AL N; SV Fort +4, Ref -, Will -4; Str -, Dex
-, Con 13, Int -, Wis 2, Cha 1
Skills and Feats: -; -

Room #63 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #15, inhabited by 1 x Drider and 13 x Medium Monstrous Spider

South Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

South Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features A tapestry of arcane patterns hangs from the west wall, and the scent of smoke fills the
room

Monster 4 x Rast

Rast: CR 5; Medium outsider (extraplanar, fire); HD 4d8+7; hp 25; Init +5; Spd 5 ft. (1
square), fly 60 ft. (good); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk
+4; Grp +6; Atk +6 melee (1d4+2, claw) or +6 melee (1d8+3, bite); Full Atk +6 melee
(1d4+2, 4 claws) or +6 melee (1d8+3, bite); Space/Reach 5 ft./5 ft.; SA Paralyzing gaze,
improved grab, blood drain; SQ Darkvision 60 ft., flight, immunity to fire, vulnerability
to cold; AL N; SV Fort +5, Ref +5, Will +5; Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12
Skills and Feats: Hide +8, Listen +8, Move Silently +8, Spot +8; Improved Initiative,
Toughness

Room #64 East Entry #1 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #50

East Entry #2 Secret (Search DC 30) Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60
hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #39, inhabited by 5 x Owlbear Skeleton

Trap Falling Block: CR 10; mechanical;


location trigger; no reset;
Atk +16 melee (10d6);
multiple targets (all targets in a 10 ft. square area);
Search DC 28; Disable Device DC 24

Room #65 East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #20, inhabited by 1 x Spirit Naga

Empty

Room #66 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)

East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry #1 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #35

South Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp) (slides down, +1 to break DC)

Room Features The floor is covered in square tiles, alternating white and black, and several pieces of
spoiled meat are scattered throughout the room

Room #67 North Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #29

West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #40, inhabited by 8 x Owlbear Skeleton

Hidden Treasure Hidden (Search DC 25) Unlocked Strong Wooden Chest (hard 5, 20 hp)

8000 sp;
Agate Cup engraved with Draconic Runes (140 gp);
hoard total 940 gp

Room #68 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

North Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

East Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)

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10.11.2021 15.55 donjon; d20 Random Dungeon Generator
Ⓢ The door is located above a small stone dais and concealed by an illusion
→ Leads to room #41, inhabited by 6 x Minotaur

Empty

Room #69 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

West Entry Archway


→ Leads to room #53, inhabited by 1 x Colossal Monstrous Centipede

South Entry Archway

Room Features A toppled statue lies in the south-east corner of the room, and someone has scrawled
"Trespassers will be flayed alive" in goblin runes on the east wall

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