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The Labyrinth of Fiendish Annihilation 01

Level 1
General Walls Reinforced Masonry (Athletics DC 15 to climb)
Floor Smooth Stone
Temperature Average
Illumination Average (shadowy in corridors, lamps or torches in
most rooms)

Corridor Features a Falling Block (Perception DC 15 to find, Thievery DC


15 to disable, Single-shot, Melee 1, Attack +4 vs.
Reflex, Damage 3d8+3, 25 xp)
c The walls here have been engraved with incoherent
labyrinths
e Knocking fills the corridor
i Thunder Blaster (Perception DC 10 to find, Thievery
DC 15 to disable, Single-shot, Close blast 1, Attack
+4 vs. Fortitude, Damage 3d6+3 thunder and the
target is dazed until the end of its next turn, 25 xp)

m A chute descends from the corridor into a plundered


tomb below
n A tile labyrinth covers the floor

r Part of the ceiling has collapsed into the corridor


s Numerous pillars line the corridor
u A large demonic idol with ruby eyes sits in an alcove
here
v Someone has scrawled "Lina fell here, her song has
ended" here
w A group of demonic faces have been carved into the
walls
x A large demonic idol with ruby eyes sits in an alcove
here
z A chute falls into the corridor from above

Wandering Monsters 1 3 x Kobold Slinger (mm 168, 100 xp) and 5 x Kobold
Minion (mm 167, 25 xp), hunting for food
2 7 x Kobold Skirmisher (mm 167, 100 xp),
investigating a strange noise

3 4 x Human Bandit (mm 162, 125 xp), trying to lure


the party into an ambush
4 3 x Kobold Slinger (mm 168, 100 xp) and 5 x Kobold
Minion (mm 167, 25 xp), gathered around an evil
shrine
5 7 x Fell Taint Pulsar (mm2 104, 100 xp),
investigating a strange noise
6 7 x Goblin Warrior (mm 137, 100 xp), lost and
desperate
Room #1 North Entry Stuck Strong Wooden Door (Strength DC 18 to
break, 40 hp)
→ Leads to room #33, inhabited by 4 x Kobold
Slinger
East Entry Locked Iron Door (Thievery DC 10 to unlock,
Strength DC 30 to break, 60 hp)
→ Leads to room #49, inhabited by 5 x Goblin
Warrior and 3 x Goblin Cutter
South Entry Unlocked Good Wooden Door (Strength DC 12 to
break, 30 hp)
→ Leads to room #58, inhabited by 3 x Giant Ant
Warrior and 7 x Giant Ant Worker

Room Features A toppled statue lies in the north-east corner of the


room, and a corroded key lies in the north-west
corner of the room
Trap 4 x Chain Flail (Perception DC 15 to find, Thievery
DC 10 to disable, Single-shot, Close burst 3, Attack
+6 vs. AC, Damage 3d6+3 and the target is knocked
prone, 25 xp)

Room #2 South Entry Locked Simple Wooden Door (Thievery DC 20 to


unlock, Strength DC 15 to break, 20 hp)
→ Leads to room #11
Empty

Room #3 North Entry #1 Trapped and Stuck Strong Wooden Door (Strength
DC 18 to break, 40 hp)
Ⓣ Electrified Lock (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Melee 1,
Attack +4 vs. Fortitude, Damage 2d10+3 lightning,
25 xp)
North Entry #2 Stuck Strong Wooden Door (Strength DC 18 to
break, 40 hp)
West Entry Locked Strong Wooden Door (Thievery DC 20 to
unlock, Strength DC 20 to break, 40 hp)
→ Leads to room #33, inhabited by 4 x Kobold
Slinger
East Entry #1 Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)

East Entry #2 Archway


Room Features Magical fountain, Stone columns (provides cover)
Monster 6 x Xivort Net Caster (mm3 209, 100 xp)

Treasure: None

Trap Arcane Bolter (Perception DC 15 to find, Thievery


DC 10 to disable, Init +2, Target 1 creature within 20
squares, Attack +6 vs. AC, Damage 1d10+3 force,
100 xp)
Room #4 North Entry Stuck Stone Door (Strength DC 22 to break, 40 hp)

East Entry #1 Unlocked Strong Wooden Door (Strength DC 15 to


break, 40 hp)
→ Leads to room #58, inhabited by 3 x Giant Ant
Warrior and 7 x Giant Ant Worker
East Entry #2 Secret (Perception DC 30 to find) Stuck Simple
Wooden Door (Strength DC 12 to break, 20 hp)
Ⓢ The door is concealed behind a statue of a
hydra, and opened by reaching into several of its
mouths
→ Leads to room #42

South Entry #1 Trapped Iron Portcullis (Strength DC 20 to open, 60


hp)
Ⓣ Poison Needle (Perception DC 15 to find,
Thievery DC 15 to disable, Single-shot, Melee 1,
Attack +4 vs. Fortitude, Damage 2d10+3 poison, 25
xp)

South Entry #2 Stuck Strong Wooden Door (Strength DC 18 to


break, 40 hp)
Monster 4 x Goblin Blackblade (mm 136, 100 xp) and 7 x
Giant Rat (mm 219, 25 xp)

Treasure: 1088 sp, 1600 cp; 3 x Uncut Banded


Agate (38 gp each), Uncut Blue Quartz (33 gp each);
Common Art Object; +1 Magic Armor (phb 230, 360
gp) Chainmail (phb 214), +1 Magic Armor (phb 230,
360 gp) Scale Armor (phb 214), +1 Magic Weapon
(phb 235, 360 gp) Sickle (phb 218); hoard total 1351
gp 8 sp

Trap Pendulum Scythes (Perception DC 15 to find,


Thievery DC 15 to disable, Init +2, Target all
creatures in a row of squares, Attack +6 vs. AC,
Damage 1d10+3, 100 xp)

Room #5 North Entry Locked Good Wooden Door (Thievery DC 10 to


unlock, Strength DC 18 to break, 30 hp)
East Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)
(magically reinforced, +5 to open DC)
→ Leads to room #57
South Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp) (slides up, +2 to break DC)
Room Features Raised platform and stairs, An altar of evil sits in the
center of the room

Trap Symbol of Death (Perception DC 15 to find, Thievery


DC 10 to disable, Init +2, Close burst 10, Attack +4
vs. Fortitude, Damage 1d6+3 necrotic, 100 xp)
Room #6 North Entry Unlocked Strong Wooden Door (Strength DC 15 to
break, 40 hp)
West Entry #1 Stuck Strong Wooden Door (Strength DC 18 to
break, 40 hp) (slides up, +2 to break DC)

West Entry #2 Trapped and Stuck Strong Wooden Door (Strength


DC 18 to break, 40 hp)
Ⓣ Rune of Death (Perception DC 15 to find,
Thievery DC 15 to disable, Single-shot, Close burst
4, Attack +4 vs. Fortitude, Damage 3d6+3 necrotic,
25 xp)
→ Leads to room #48
South Entry #1 Unlocked Good Wooden Door (Strength DC 12 to
break, 30 hp)
→ Leads to room #14, inhabited by 4 x Halfling
Thief

South Entry #2 Archway

Room Features Explosive fumes (explosion deals 3d8+3 fire


damage), A stair ascends to a catwalk hanging
between the north and south walls

Hidden Treasure Hidden (Perception DC 20 to find) Locked Iron Chest


(Thievery DC 20 to unlock, Strength DC 30 to break,
60 hp)

768 sp, 704 cp; +1 Magic Weapon (phb 235, 360 gp)
Craghammer (av 9), +1 Magic Weapon (phb 235,
360 gp) Spiked Gauntlet (av 9); hoard total 803 gp 8
sp 4 cp

Room #7 West Entry Stuck Iron Door (Strength DC 28 to break, 60 hp)


South Entry Secret (Perception DC 20 to find) Locked Good
Wooden Door (Thievery DC 10 to unlock, Strength
DC 18 to break, 30 hp)
Ⓢ The door is located above a small stone dais
and concealed behind an area of slime

Room Features Lightning mist (moving more than 2 squares per


round deals 1d6+3 lightning damage), A group of
demonic faces have been carved into the west wall

Hidden Treasure Hidden (Perception DC 15 to find) Trapped and


Locked Iron Chest (Thievery DC 20 to unlock,
Strength DC 30 to break, 60 hp)
Electrified Lock (Perception DC 15 to find, Thievery
DC 10 to disable, Single-shot, Melee 1, Attack +4 vs.
Fortitude, Damage 2d10+3 lightning, 25 xp)

3 x Small Rhodochrosite (27 gp each); 2 x Common


Art Object; +1 Amulet of Protection (phb 249, 360
gp), +1 Magic Armor (phb 230, 360 gp) Chainmail
(phb 214), +1 Magic Weapon (phb 235, 360 gp)
Glaive (phb 218), 7 x Potion of Cure Light Wounds
(mme 96, 20 gp); hoard total 1301 gp
Room #8 West Entry Archway
→ Leads to room #53, inhabited by 4 x Kobold
Skirmisher and 5 x Kobold Minion

East Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)


→ Leads to room #44

Room Features Levitating stone platforms, Spirals of black stones


cover the floor
Monster 3 x Fire Beetle (mm 30, 100 xp)

Treasure: None

Room #9 East Entry #1 Trapped and Stuck Simple Wooden Door (Strength
DC 12 to break, 20 hp)
Ⓣ One-way Door (Perception DC 15 to find,
Thievery DC 10 to disable, 25 xp)

East Entry #2 Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp) (slides to one side, +1 to break DC)
→ Leads to room #37, inhabited by 3 x Fell Taint
Lasher
South Entry Secret (Perception DC 15 to find) Stuck Simple
Wooden Door (Strength DC 12 to break, 20 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #59

Room Features Arcane engine, Mercurial Altar (creatures may shift


their speed as a move action)
Room #10 North Entry #1 Iron Portcullis (Strength DC 20 to open, 60 hp)
North Entry #2 Unlocked Simple Wooden Door (Strength DC 10 to
break, 20 hp)
→ Leads to room #50, inhabited by 3 x Goblin
Blackblade and 6 x Goblin Cutter

West Entry Stuck Iron Door (Strength DC 28 to break, 60 hp)


East Entry Trapped and Stuck Stone Door (Strength DC 22 to
break, 40 hp)
Ⓣ One-way Door (Perception DC 10 to find,
Thievery DC 15 to disable, 25 xp)
South Entry #1 Archway
→ Leads to room #16, inhabited by 5 x Fell Taint
Pulsar
South Entry #2 Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)
→ Leads to room #29
Monster 5 x Goblin Warrior (mm 137, 100 xp)

Treasure: 2944 sp, 320 cp; 2 x +1 Magic Armor (phb


230, 360 gp) Hide Armor (phb 214), +1 Magic
Weapon (phb 235, 360 gp) Halberd (phb 218); hoard
total 1377 gp 6 sp
Hidden Treasure Hidden (Perception DC 15 to find) Unlocked Good
Wooden Chest (Strength DC 12 to break, 30 hp)

119 gp, 1272 sp, 1216 cp; 3 x Small Freshwater


Pearl (46 gp each); 2 x Common Art Object; 5 x
Alchemical Formula (Alchemist's Fire (av 24, 70 gp));
hoard total 746 gp 3 sp 6 cp

Room #11 North Entry Locked Simple Wooden Door (Thievery DC 20 to


unlock, Strength DC 15 to break, 20 hp)
→ Leads to room #2
South Entry Secret (Perception DC 15 to find) Stuck Stone Door
(Strength DC 22 to break, 40 hp)
Ⓢ The door is opened by standing on a small floor
tile
Room Features Ladder to suspended walkway, A faded and torn
tapestry hangs from the south wall

Room #12 North Entry Unlocked Strong Wooden Door (Strength DC 15 to


break, 40 hp)

South Entry Unlocked Strong Wooden Door (Strength DC 15 to


break, 40 hp)
Monster 5 x Kobold Skirmisher (mm 167, 100 xp) and 3 x
Kobold Minion (mm 167, 25 xp)

Treasure: None
Trap 7 x Electrified Floortile (Perception DC 15 to find,
Thievery DC 10 to disable, Single-shot, Melee 1,
Attack +4 vs. Fortitude, Damage 2d10+3 lightning,
25 xp)
Room #13 East Entry Unlocked Simple Wooden Door (Strength DC 10 to
break, 20 hp)
→ Leads to room #26
Trap 5 x Concealed Pit (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Melee 1,
Attack +4 vs. Reflex, Damage 2d10+3 falling, 25 xp)

Room #14 North Entry #1 Stuck Iron Door (Strength DC 28 to break, 60 hp)
→ Leads to room #48

North Entry #2 Unlocked Good Wooden Door (Strength DC 12 to


break, 30 hp)
→ Leads to room #6

West Entry Trapped and Locked Simple Wooden Door (Thievery


DC 15 to unlock, Strength DC 15 to break, 20 hp)
Ⓣ Poison Gas Cloud (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Close burst
4, Attack +4 vs. Fortitude, Damage 3d6+3 poison, 25
xp)
→ Leads to room #34
South Entry #1 Locked Stone Door (Thievery DC 15 to unlock,
Strength DC 25 to break, 40 hp)
South Entry #2 Locked Stone Door (Thievery DC 15 to unlock,
Strength DC 25 to break, 40 hp)
→ Leads to room #25, inhabited by 5 x Goblin
Blackblade and 4 x Goblin Cutter

Room Features Numerous pillars line the north wall, and a putrid
odor fills the center of the room
Monster 4 x Halfling Thief (mm 152, 125 xp)

Treasure: None

Room #15 North Entry Locked Stone Door (Thievery DC 20 to unlock,


Strength DC 25 to break, 40 hp)
West Entry Trapped and Stuck Stone Door (Strength DC 22 to
break, 40 hp)
Ⓣ Concealed Pit (Perception DC 10 to find,
Thievery DC 10 to disable, Single-shot, Melee 1,
Attack +4 vs. Reflex, Damage 2d10+3 falling, 25 xp)

Empty
Room #16 North Entry Archway
→ Leads to room #10, inhabited by 5 x Goblin
Warrior
West Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)
South Entry Secret (Perception DC 30 to find) Stuck Strong
Wooden Door (Strength DC 18 to break, 40 hp)
Ⓢ The door is located near the ceiling and
concealed behind an area of fungus
→ Leads to room #36
Monster 5 x Fell Taint Pulsar (mm2 104, 100 xp)

Treasure: 62 gp, 18 sp; 2 x Small Blue Quartz (44 gp


each), Small Turquoise (43 gp each), Uncut
Malachite (32 gp each); +1 Magic Armor (phb 230,
360 gp) Leather Armor (phb 214), 2 x Alchemist's
Essence (mme 130, 20 gp), 3 x Potion of Cure Light
Wounds (mme 96, 20 gp); hoard total 686 gp 8 sp

Room #17 North Entry Archway


West Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)
→ Leads to room #46, inhabited by 6 x Fell Taint
Pulsar
Room Features A mouldy odor fills the room, and a ring of keys lies
in the north-east corner of the room

Monster 7 x Dire Rat (mm 219, 100 xp)

Treasure: 133 gp; Uncut Banded Agate (29 gp


each), 3 x Uncut Turquoise (30 gp each); 2 x
Common Art Object; 10 x Alchemical Formula
(Clearwater Solution (av 27, 100 gp)), 9 x Arcane
Ritual Scroll (Comprehend Language (phb 302, 50
gp)); hoard total 1702 gp
Hidden Treasure Hidden (Perception DC 15 to find) Trapped and
Locked Iron Chest (Thievery DC 15 to unlock,
Strength DC 30 to break, 60 hp)
Rune of Death (Perception DC 10 to find, Thievery
DC 10 to disable, Single-shot, Close burst 2, Attack
+4 vs. Fortitude, Damage 3d6+3 necrotic, 25 xp)

144 sp; Small Banded Agate (33 gp each), 3 x Small


Eye Agate (35 gp each); +1 Magic Armor (phb 230,
360 gp) Cloth Armor (phb 214), 2 x Alchemist's
Essence (mme 130, 20 gp), 9 x Potion of Cure Light
Wounds (mme 96, 20 gp); hoard total 732 gp 4 sp
Room #18 North Entry Locked Iron Door (Thievery DC 20 to unlock,
Strength DC 30 to break, 60 hp)

South Entry #1 Locked Simple Wooden Door (Thievery DC 30 to


unlock, Strength DC 15 to break, 20 hp)
South Entry #2 Archway
Monster 5 x Dire Rat (mm 219, 100 xp)

Treasure: None

Trap 5 x Guillotine Blade (Perception DC 15 to find,


Thievery DC 10 to disable, Single-shot, Target 1
creature, Attack +4 vs. Reflex, Damage 2d10+3, 25
xp)

Room #19 West Entry #1 Trapped Wooden Portcullis (Strength DC 15 to open,


20 hp)
Ⓣ Thunder Blaster (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Close blast
9, Attack +4 vs. Fortitude, Damage 3d6+3 thunder
and the target is dazed until the end of its next turn,
25 xp)

West Entry #2 Locked Iron Door (Thievery DC 15 to unlock,


Strength DC 30 to break, 60 hp)
→ Leads to room #23

Monster 8 x Goblin Blackblade (mm 136, 100 xp)

Treasure: 54 gp, 18 sp, 72 cp; 2 x Small


Rhodochrosite (28 gp each), 3 x Uncut Obsidian (35
gp each), 3 x Uncut Turquoise (40 gp each); 2 x
Common Art Object; +1 Magic Holy Symbol (phb
236, 360 gp), +1 Magic Weapon (phb 235, 360 gp)
Quarterstaff (phb 218), 3 x Alchemical Formula
(Clearsense Powder (av 26, 80 gp)), 3 x Potion of
Cure Light Wounds (mme 96, 20 gp); hoard total
1357 gp 5 sp 2 cp
Room #20 East Entry #1 Unlocked Strong Wooden Door (Strength DC 15 to
break, 40 hp)
East Entry #2 Secret (Perception DC 15 to find) Unlocked Good
Wooden Door (Strength DC 12 to break, 30 hp)
Ⓢ The door is concealed behind a statue of Death,
and opened by placing a coin in his open hand

Room Features A ladder ascends to a catwalk hanging between the


north and south walls, and someone has scrawled
"The curse can never be broken" on the east wall
Monster 4 x Dire Rat (mm 219, 100 xp) and 7 x Giant Rat
(mm 219, 25 xp)

Treasure: 1776 sp, 1856 cp; Small Hematite (29 gp


each), 3 x Small Hematite (36 gp each), 2 x Uncut
Malachite (28 gp each); 5 x Antivenom (av 25, 20
gp), 2 x Clearwater Solution (av 27, 20 gp), 9 x Holy
Water (mme 132, 20 gp), 10 x Potion of Cure Light
Wounds (mme 96, 20 gp); hoard total 909 gp 1 sp 6
cp
Trap Pendulum Scythes (Perception DC 15 to find,
Thievery DC 10 to disable, Init +2, Target all
creatures in a row of squares, Attack +6 vs. AC,
Damage 1d10+3, 100 xp)
Hidden Treasure Hidden (Perception DC 15 to find) Trapped and
Unlocked Strong Wooden Chest (Strength DC 15 to
break, 40 hp)
Fire Blaster (Perception DC 15 to find, Thievery DC
15 to disable, Single-shot, Close blast 4, Attack +4
vs. Reflex, Damage 3d6+3 fire, 25 xp)

165 gp, 90 sp, 120 cp; +1 Magic Weapon (phb 235,


360 gp) Greatspear (av 9), 10 x Potion of Cure Light
Wounds (mme 96, 20 gp), 9 x Sweet Water (mme
134, 20 gp); hoard total 915 gp 2 sp

Room #21 East Entry #1 Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp)
→ Leads to room #25, inhabited by 5 x Goblin
Blackblade and 4 x Goblin Cutter
East Entry #2 Unlocked Simple Wooden Door (Strength DC 10 to
break, 20 hp)
Room Features Magical fountain, A pile of iron spikes lies in the
south side of the room
Room #22 North Entry Locked Iron Door (Thievery DC 15 to unlock,
Strength DC 30 to break, 60 hp)
→ Leads to room #46, inhabited by 6 x Fell Taint
Pulsar

West Entry Unlocked Strong Wooden Door (Strength DC 15 to


break, 40 hp)
South Entry Trapped and Locked Simple Wooden Door (Thievery
DC 15 to unlock, Strength DC 15 to break, 20 hp)
(magically reinforced, +5 to break DC)
Ⓣ Iceshard Blaster (Perception DC 15 to find,
Thievery DC 10 to disable, Single-shot, Close blast
2, Attack +4 vs. Reflex, Damage 3d6+3 cold, 25 xp)

Room Features Sloped floor (add 1 square to any movement towards


the south side of the room), A ruined siege weapon
sits in the west side of the room
Monster 3 x Fell Taint Lasher (mm2 104, 100 xp)

Treasure: 126 gp, 864 sp, 356 cp; Small Eye Agate
(33 gp each), 2 x Small Hematite (44 gp each), 3 x
Uncut Freshwater Pearl (44 gp each); Common Art
Object; 6 x Divine Ritual Scroll (Create Holy Water
(dp 156, 50 gp)); hoard total 768 gp 9 sp 6 cp

Room #23 East Entry Locked Iron Door (Thievery DC 15 to unlock,


Strength DC 30 to break, 60 hp)
→ Leads to room #19, inhabited by 8 x Goblin
Blackblade
South Entry Unlocked Strong Wooden Door (Strength DC 15 to
break, 40 hp)
→ Leads to room #54
Empty

Room #24 North Entry Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp)
→ Leads to room #55, inhabited by 4 x Goblin
Blackblade and 6 x Giant Rat
Monster 4 x Kobold Skirmisher (mm 167, 100 xp) and 2 x
Kobold Minion (mm 167, 25 xp)

Treasure: 3 x Small Turquoise (43 gp each); 2 x


Common Art Object; hoard total 129 gp
Trap Blinding Crystal (Perception DC 10 to find, Thievery
DC 15 to disable, Init +2, Target 1 creature within 10
suqares, Attack +4 vs. Reflex, the target is blinded
(save ends), 100 xp)
Room #25 North Entry Locked Stone Door (Thievery DC 15 to unlock,
Strength DC 25 to break, 40 hp)
→ Leads to room #14, inhabited by 4 x Halfling
Thief

West Entry Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp)
→ Leads to room #21

East Entry Stuck Strong Wooden Door (Strength DC 18 to


break, 40 hp)
South Entry Unlocked Good Wooden Door (Strength DC 12 to
break, 30 hp)
→ Leads to room #39

Room Features Partition walls (Strength DC 15 to break), A corroded


iron key hangs from a hook on the east and west
walls
Monster 5 x Goblin Blackblade (mm 136, 100 xp) and 4 x
Goblin Cutter (mm 136, 25 xp)

Treasure: None

Room #26 North Entry Locked Good Wooden Door (Thievery DC 15 to


unlock, Strength DC 18 to break, 30 hp)
→ Leads to room #38
West Entry Unlocked Simple Wooden Door (Strength DC 10 to
break, 20 hp)
→ Leads to room #13
Room Features The north and east walls have been engraved with
incoherent labyrinths, and a forge and anvil sit in the
east side of the room
Hidden Treasure Hidden (Perception DC 30 to find) Unlocked Good
Wooden Chest (Strength DC 12 to break, 30 hp)

1080 sp; 2 x Small Banded Agate (28 gp each),


Small Banded Agate (35 gp each), 2 x Uncut Blue
Quartz (39 gp each), 3 x Uncut Malachite (42 gp
each), Uncut Moss Agate (30 gp each); +1 Magic
Armor (phb 230, 360 gp) Cloth Armor (phb 214);
hoard total 793 gp

Room #27 North Entry Unlocked Simple Wooden Door (Strength DC 10 to


break, 20 hp)
East Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)

Room Features Intermittent obstructions (provides cover), A chute


descends from the room into a midden chamber
below
Room #28 South Entry Trapped and Unlocked Strong Wooden Door
(Strength DC 15 to break, 40 hp)
Ⓣ Electrified Lock (Perception DC 10 to find,
Thievery DC 10 to disable, Single-shot, Melee 1,
Attack +4 vs. Fortitude, Damage 2d10+3 lightning,
25 xp)
Monster 5 x Kobold Skirmisher (mm 167, 100 xp) and 4 x
Kobold Minion (mm 167, 25 xp)

Treasure: 48 gp, 48 sp; 2 x Small Banded Agate (43


gp each), Small Malachite (45 gp each), 3 x Small
Turquoise (45 gp each); Common Art Object; +1
Magic Armor (phb 230, 360 gp) Hide Armor (phb
214), 8 x Potion of Cure Light Wounds (mme 96, 20
gp), 7 x Primal Ritual Scroll (Purify Water (ap 158,
50 gp)); hoard total 1188 gp 8 sp

Room #29 North Entry Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp)
→ Leads to room #10, inhabited by 5 x Goblin
Warrior
South Entry Stuck Strong Wooden Door (Strength DC 18 to
break, 40 hp)
Room Features Psychic resonance (+2 to attacks vs. Will), The north
and west walls have been engraved with geometric
patterns
Trap Spinning Blades (Perception DC 10 to find, Thievery
DC 10 to disable, Init +2, Close burst 1, Attack +6
vs. AC, Damage 1d10+3, 100 xp)

Room #30 North Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)
West Entry #1 Trapped and Stuck Simple Wooden Door (Strength
DC 12 to break, 20 hp)
Ⓣ Teleporter Crystal (Perception DC 15 to find,
Thievery DC 15 to disable, Single-shot, Melee 1,
Attack +4 vs. Will, the target is teleported 6 squares,
25 xp)
West Entry #2 Archway
→ Leads to room #51
Room Features Entropic altar (healing is only half as effective),
Clouds of smoke (provides concealment)
Monster 2 x Kobold Slinger (mm 168, 100 xp) and 6 x Kobold
Minion (mm 167, 25 xp)

Treasure: 54 gp, 1002 sp; Small Obsidian (42 gp


each), 3 x Uncut Malachite (43 gp each), 2 x Uncut
Turquoise (41 gp each); 2 x Common Art Object; +1
Challenge-Seeking Weapon (av2 17, 360 gp)
Greatspear (av 9), +1 Magic Armor (phb 230, 360
gp) Hide Armor (phb 214), +1 Magic Ki Focus (phb3
205, 360 gp), +1 Magic Weapon (phb 235, 360 gp)
Falchion (phb 218), 10 x Divine Ritual Scroll (Gentle
Repose (phb 305, 50 gp)); hoard total 2347 gp 2 sp
Trap Pendulum Scythes (Perception DC 15 to find,
Thievery DC 15 to disable, Init +2, Target all
creatures in a row of squares, Attack +6 vs. AC,
Damage 1d10+3, 100 xp)
Room #31 North Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)
Room Features Someone has scrawled "Homart's Fellowship looted
this place" on the south wall, and the scent of smoke
fills the west side of the room

Room #32 North Entry Locked Strong Wooden Door (Thievery DC 10 to


unlock, Strength DC 20 to break, 40 hp) (slides to
one side, +1 to break DC)
→ Leads to room #40, inhabited by 5 x Giant Ant
Warrior and 4 x Giant Ant Worker
West Entry Trapped and Unlocked Stone Door (Strength DC 20
to break, 40 hp)
Ⓣ Iceshard Blaster (Perception DC 10 to find,
Thievery DC 10 to disable, Single-shot, Close blast
1, Attack +4 vs. Reflex, Damage 3d6+3 cold, 25 xp)

South Entry Stuck Stone Door (Strength DC 22 to break, 40 hp)


Room Features Fathomless chasm, An iron chandelier hangs from
the ceiling in the north-east corner of the room
Monster 8 x Stirge (mm 248, 100 xp)

Treasure: Small Banded Agate (31 gp each), 2 x


Small Moss Agate (44 gp each); 6 x Common Art
Object; +1 Magic Armor (phb 230, 360 gp)
Chainmail (phb 214), +1 Magic Weapon (phb 235,
360 gp) Quarterstaff (phb 218), 7 x Alchemist's Fire
(av 24, 20 gp), 6 x Arcane Ritual Scroll (Unseen
Servant (ap 158, 50 gp)), 2 x Clearwater Solution (av
27, 20 gp), 9 x Potion of Cure Light Wounds (mme
96, 20 gp); hoard total 1499 gp
Trap 5 x Frostcyst Burster (Perception DC 15 to find,
Thievery DC 15 to disable, Single-shot, Close burst
2, Attack +4 vs. Fortitude, Damage 3d6+3 cold and
the target is weakened until the end of its next turn,
25 xp)
Room #33 North Entry #1 Archway
North Entry #2 Locked Good Wooden Door (Thievery DC 30 to
unlock, Strength DC 18 to break, 30 hp)

North Entry #3 Locked Simple Wooden Door (Thievery DC 10 to


unlock, Strength DC 15 to break, 20 hp)
East Entry Locked Strong Wooden Door (Thievery DC 20 to
unlock, Strength DC 20 to break, 40 hp)
→ Leads to room #3, inhabited by 6 x Xivort Net
Caster
South Entry Stuck Strong Wooden Door (Strength DC 18 to
break, 40 hp)
→ Leads to room #1
Room Features A chute descends from the room into the next
dungeon level down, and someone has scrawled
"Trespassers will be flayed alive" in blood on the
north wall
Monster 4 x Kobold Slinger (mm 168, 100 xp)

Treasure: 18 gp, 90 sp, 120 cp; 2 x Common Art


Object; +1 Challenge-Seeking Weapon (av2 17, 360
gp) Urgosh (av 9), +1 Magic Armor (phb 230, 360
gp) Cloth Armor (phb 214), +1 Magic Ki Focus (phb3
205, 360 gp), 8 x Martial Practice (Tracker's Eye
(mp2 152, 50 gp)), 4 x Potion of Cure Light Wounds
(mme 96, 20 gp); hoard total 1588 gp 2 sp

Trap 5 x Concealed Pit (Perception DC 10 to find,


Thievery DC 10 to disable, Single-shot, Melee 1,
Attack +4 vs. Reflex, Damage 2d10+3 falling, 25 xp)

Room #34 North Entry #1 Iron Portcullis (Strength DC 20 to open, 60 hp)


North Entry #2 Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)
East Entry Trapped and Locked Simple Wooden Door (Thievery
DC 15 to unlock, Strength DC 15 to break, 20 hp)
Ⓣ Poison Gas Cloud (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Close burst
4, Attack +4 vs. Fortitude, Damage 3d6+3 poison, 25
xp)
→ Leads to room #14, inhabited by 4 x Halfling
Thief
Room Features Pool of water (difficult terrain), Crude ballista
(Strength DC 15 to arm, Dex attack vs. AC, deals
3d8+3 damage, single use)

Room #35 East Entry Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp)
Empty
Room #36 North Entry Secret (Perception DC 30 to find) Stuck Strong
Wooden Door (Strength DC 18 to break, 40 hp)
Ⓢ The door is located near the ceiling and
concealed behind an area of fungus
→ Leads to room #16, inhabited by 5 x Fell Taint
Pulsar
East Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)
Empty

Room #37 North Entry Unlocked Simple Wooden Door (Strength DC 10 to


break, 20 hp)
West Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp) (slides to one side, +1 to break DC)
→ Leads to room #9
South Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)
Room Features Shadowmere floor (creatures knocked prone are
trapped in a mirror world), Stone sphere (Strength
DC 10 to push, deals 2d10+3 damage)
Monster 3 x Fell Taint Lasher (mm2 104, 100 xp)

Treasure: 216 sp; Small Azurite (45 gp each); 2 x


Common Art Object; +1 Amulet of Protection (phb
249, 360 gp), +1 Magic Armor (phb 230, 360 gp)
Hide Armor (phb 214), +1 Magic Weapon (phb 235,
360 gp) Longbow (phb 219); hoard total 1146 gp 6
sp

Room #38 East Entry Unlocked Good Wooden Door (Strength DC 12 to


break, 30 hp)
South Entry Locked Good Wooden Door (Thievery DC 15 to
unlock, Strength DC 18 to break, 30 hp)
→ Leads to room #26
Empty
Room #39 North Entry Unlocked Good Wooden Door (Strength DC 12 to
break, 30 hp)
→ Leads to room #25, inhabited by 5 x Goblin
Blackblade and 4 x Goblin Cutter
West Entry Trapped Wooden Portcullis (Strength DC 15 to open,
20 hp)
Ⓣ Arrow Trap (Perception DC 15 to find, Thievery
DC 10 to disable, Single-shot, Target 1 creature
within 10 squares, Attack +6 vs. AC, Damage
2d10+3, 25 xp)
South Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)
Room Features Blood-soaked altar (attacks score a critical hit on a
natural 19 or 20), The ceiling is covered with scorch
marks

Room #40 North Entry Archway


→ Leads to room #47, inhabited by 4 x Goblin
Warrior and 3 x Goblin Cutter
West Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp) (slides down, +1 to break DC)
South Entry Locked Strong Wooden Door (Thievery DC 10 to
unlock, Strength DC 20 to break, 40 hp) (slides to
one side, +1 to break DC)
→ Leads to room #32, inhabited by 8 x Stirge
Room Features A sloped pit lined with iron spikes lies in the north-
east corner of the room, and screaming fills the room
Monster 5 x Giant Ant Warrior (mm2 12, 125 xp) and 4 x
Giant Ant Worker (mm2 12, 25 xp)

Treasure: 63 gp; Small Azurite (29 gp each), 3 x


Small Eye Agate (30 gp each); +1 Magic Weapon
(phb 235, 360 gp) War Pick (phb 218), 7 x Potion of
Cure Light Wounds (mme 96, 20 gp); hoard total 682
gp

Room #41 South Entry Unlocked Strong Wooden Door (Strength DC 15 to


break, 40 hp)
Room Features Sloped floor (add 1 square to any movement towards
the north side of the room), A large demonic idol with
ruby eyes sits in the north-east corner of the room
Monster 3 x Stirge (mm 248, 100 xp)

Treasure: 90 gp, 126 sp, 42 cp; 2 x Small Azurite (36


gp each), 3 x Small Lapis Lazuli (32 gp each), Small
Turquoise (31 gp each), 3 x Uncut Moss Agate (37
gp each); Common Art Object; +1 Magic Holy
Symbol (phb 236, 360 gp), +1 Magic Orb (phb 238,
360 gp), +1 Magic Weapon (phb 235, 360 gp)
Spiked Gauntlet (av 9), 4 x Alchemist's Essence
(mme 130, 20 gp); hoard total 1573 gp 2 cp
Room #42 West Entry Secret (Perception DC 30 to find) Stuck Simple
Wooden Door (Strength DC 12 to break, 20 hp)
Ⓢ The door is concealed behind a statue of a
hydra, and opened by reaching into several of its
mouths
→ Leads to room #4, inhabited by 4 x Goblin
Blackblade and 7 x Giant Rat
South Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)
Room Features Zone of reversed gravity, The scent of urine fills the
south side of the room

Room #43 West Entry Trapped and Locked Good Wooden Door (Thievery
DC 10 to unlock, Strength DC 18 to break, 30 hp)
Ⓣ Teleporter Crystal (Perception DC 10 to find,
Thievery DC 10 to disable, Single-shot, Melee 1,
Attack +4 vs. Will, the target is teleported 9 squares,
25 xp)
→ Leads to room #57

Room Features Primordial altar (acid atacks deal 1d6 extra


damage), A stair ascends to a balcony hanging from
the south wall

Room #44 West Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)


→ Leads to room #8, inhabited by 3 x Fire Beetle
East Entry Locked Good Wooden Door (Thievery DC 15 to
unlock, Strength DC 18 to break, 30 hp)
→ Leads to room #52, inhabited by 4 x Fell Taint
Pulsar
South Entry Archway
Room Features Zone of zero gravity (Acrobatics DC 20 to move),
Grasping tendrils (Strength DC 5 to move more than
2 squares)
Hidden Treasure Hidden (Perception DC 30 to find) Trapped and
Unlocked Iron Chest (Strength DC 25 to break, 60
hp)
Thunder Blaster (Perception DC 15 to find, Thievery
DC 15 to disable, Single-shot, Close blast 9, Attack
+4 vs. Fortitude, Damage 3d6+3 thunder and the
target is dazed until the end of its next turn, 25 xp)

167 gp, 108 sp; 2 x Common Art Object; +1 Magic


Orb (phb 238, 360 gp), +1 Magic Weapon (phb 235,
360 gp) Trident (av 9); hoard total 897 gp 8 sp
Room #45 North Entry Trapped and Locked Iron Door (Thievery DC 10 to
unlock, Strength DC 30 to break, 60 hp)
Ⓣ Electrified Lock (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Melee 1,
Attack +4 vs. Fortitude, Damage 2d10+3 lightning,
25 xp)
East Entry Archway
Room Features Pool of acid (difficult terrain, deals 1d10+3 acid
damage), A carved stone statue stands in the south-
west corner of the room
Monster 3 x Kobold Slinger (mm 168, 100 xp) and 5 x Kobold
Minion (mm 167, 25 xp)

Treasure: None

Room #46 East Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)


→ Leads to room #17, inhabited by 7 x Dire Rat
South Entry Locked Iron Door (Thievery DC 15 to unlock,
Strength DC 30 to break, 60 hp)
→ Leads to room #22, inhabited by 3 x Fell Taint
Lasher

Room Features Explosive fumes (explosion deals 3d8+3 fire


damage), Scattered open pits
Monster 6 x Fell Taint Pulsar (mm2 104, 100 xp)

Treasure: 180 gp, 162 sp, 48 cp; +1 Magic Armor


(phb 230, 360 gp) Chainmail (phb 214), +1 Magic
Armor (phb 230, 360 gp) Plate Armor (phb 214), +1
Magic Staff (phb 241, 360 gp), 3 x Alchemical
Formula (Antivenom (av 25, 70 gp)), 6 x Arcane
Ritual Scroll (Glib Limerick (phb2 215, 50 gp)), 7 x
Potion of Cure Light Wounds (mme 96, 20 gp); hoard
total 1926 gp 6 sp 8 cp

Room #47 North Entry Archway

South Entry #1 Wooden Portcullis (Strength DC 15 to open, 20 hp)


South Entry #2 Archway
→ Leads to room #40, inhabited by 5 x Giant Ant
Warrior and 4 x Giant Ant Worker
Room Features Part of the ceiling has collapsed into the room, and a
fountain decorated with screaming faces sits in the
south-east corner of the room
Monster 4 x Goblin Warrior (mm 137, 100 xp) and 3 x Goblin
Cutter (mm 136, 25 xp)

Treasure: None

Trap Fireball Turret (Perception DC 10 to find, Thievery


DC 10 to disable, Init +2, Area burst 3 within 10
squares, Attack +4 vs. Reflex, Damage 1d6+3 fire,
100 xp)
Room #48 North Entry Locked Strong Wooden Door (Thievery DC 20 to
unlock, Strength DC 20 to break, 40 hp)
East Entry Trapped and Stuck Strong Wooden Door (Strength
DC 18 to break, 40 hp)
Ⓣ Rune of Death (Perception DC 15 to find,
Thievery DC 15 to disable, Single-shot, Close burst
4, Attack +4 vs. Fortitude, Damage 3d6+3 necrotic,
25 xp)
→ Leads to room #6
South Entry Stuck Iron Door (Strength DC 28 to break, 60 hp)
→ Leads to room #14, inhabited by 4 x Halfling
Thief

Room Features A stream of water flows along a channel in the floor,


and a group of demonic faces have been carved into
the north wall

Trap Pendulum Scythes (Perception DC 10 to find,


Thievery DC 10 to disable, Init +2, Target all
creatures in a row of squares, Attack +6 vs. AC,
Damage 1d10+3, 100 xp)

Room #49 West Entry Locked Iron Door (Thievery DC 10 to unlock,


Strength DC 30 to break, 60 hp)
→ Leads to room #1
South Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)
Monster 5 x Goblin Warrior (mm 137, 100 xp) and 3 x Goblin
Cutter (mm 136, 25 xp)

Treasure: 12 gp, 150 sp, 6 cp; 2 x Small Eye Agate


(32 gp each), 3 x Small Hematite (38 gp each); 3 x
Common Art Object; +1 Amulet of Protection (phb
249, 360 gp); hoard total 565 gp 6 cp

Room #50 South Entry Unlocked Simple Wooden Door (Strength DC 10 to


break, 20 hp)
→ Leads to room #10, inhabited by 5 x Goblin
Warrior
Monster 3 x Goblin Blackblade (mm 136, 100 xp) and 6 x
Goblin Cutter (mm 136, 25 xp)

Treasure: None

Room #51 East Entry Archway


→ Leads to room #30, inhabited by 2 x Kobold
Slinger and 6 x Kobold Minion
South Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)

Empty
Room #52 West Entry #1 Secret (Perception DC 30 to find) Stuck Strong
Wooden Door (Strength DC 18 to break, 40 hp)
Ⓢ The door is located near the ceiling and
concealed behind a pile of broken stone
West Entry #2 Locked Good Wooden Door (Thievery DC 15 to
unlock, Strength DC 18 to break, 30 hp)
→ Leads to room #44
East Entry Unlocked Simple Wooden Door (Strength DC 10 to
break, 20 hp)
Room Features A tile mosaic of ghoulish carnage covers the floor,
and someone has scrawled "Ragnhe died here, the
best among us" on the east wall
Monster 4 x Fell Taint Pulsar (mm2 104, 100 xp)

Treasure: None

Trap Bolter Turret (Perception DC 15 to find, Thievery DC


15 to disable, Init +2, Target 1 creature within 10
squares, Attack +6 vs. AC, Damage 1d10+3, 100 xp)

Room #53 East Entry #1 Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp)
East Entry #2 Archway
→ Leads to room #8, inhabited by 3 x Fire Beetle
South Entry Secret (Perception DC 30 to find) Unlocked Simple
Wooden Door (Strength DC 10 to break, 20 hp)
Ⓢ The door is concealed behind a statue of a
demonic sorceress, and opened by moving her hand

Monster 4 x Kobold Skirmisher (mm 167, 100 xp) and 5 x


Kobold Minion (mm 167, 25 xp)

Treasure: 66 gp, 108 sp, 114 cp; Small Malachite


(33 gp each), Small Turquoise (32 gp each), Small
Turquoise (42 gp each); 5 x Common Art Object; +1
Magic Wand (phb 242, 360 gp), 10 x Alchemist's Fire
(av 24, 20 gp), 4 x Potion of Cure Light Wounds
(mme 96, 20 gp), 9 x Sweet Water (mme 134, 20
gp); hoard total 1004 gp 9 sp 4 cp

Room #54 North Entry Unlocked Strong Wooden Door (Strength DC 15 to


break, 40 hp)
→ Leads to room #23
East Entry Unlocked Simple Wooden Door (Strength DC 10 to
break, 20 hp)
Room Features Wall of flame (provides concealment, deals 1d6+3
fire damage), A stack of rotting wooden crates
stands against the south wall
Trap 5 x Chain Flail (Perception DC 15 to find, Thievery
DC 15 to disable, Single-shot, Close burst 2, Attack
+6 vs. AC, Damage 3d6+3 and the target is knocked
prone, 25 xp)
Room #55 North Entry Locked Good Wooden Door (Thievery DC 30 to
unlock, Strength DC 18 to break, 30 hp) (slides up,
+2 to break DC)

South Entry Stuck Simple Wooden Door (Strength DC 12 to


break, 20 hp)
→ Leads to room #24, inhabited by 4 x Kobold
Skirmisher and 2 x Kobold Minion
Monster 4 x Goblin Blackblade (mm 136, 100 xp) and 6 x
Giant Rat (mm 219, 25 xp)

Treasure: 128 gp, 960 sp; 3 x Uncut Rhodochrosite


(38 gp each); 3 x Common Art Object; 6 x Alchemical
Formula (Alchemist's Frost (av 24, 70 gp)), 6 x
Alchemist's Essence (mme 130, 20 gp), 10 x Arcane
Ritual Scroll (Unseen Servant (ap 158, 50 gp)), 4 x
Arcane Ritual Scroll (Traveler's Chant (phb2 217, 75
gp)), 8 x Potion of Cure Light Wounds (mme 96, 20
gp); hoard total 1838 gp
Trap Black Tentacles (Perception DC 15 to find, Thievery
DC 15 to disable, Init +2, Target 1 creature within 10
squares, Attack +4 vs. Reflex, the target is
restrained (Acrobatics or Athletics DC 10 to escape),
100 xp)

Room #56 West Entry #1 Trapped and Unlocked Good Wooden Door
(Strength DC 12 to break, 30 hp)
Ⓣ Teleporter Crystal (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Melee 1,
Attack +4 vs. Will, the target is teleported 17
squares, 25 xp)

West Entry #2 Stuck Iron Door (Strength DC 28 to break, 60 hp)


Room Features A tile labyrinth covers the floor, and someone has
scrawled "Bari died here" on the west wall
Trap Lightning Turret (Perception DC 15 to find, Thievery
DC 15 to disable, Init +2, Target 1 creature within 10
squares, Attack +4 vs. Reflex, Damage 1d10+3
lightning, 100 xp)

Room #57 West Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)


(magically reinforced, +5 to open DC)
→ Leads to room #5
East Entry Trapped and Locked Good Wooden Door (Thievery
DC 10 to unlock, Strength DC 18 to break, 30 hp)
Ⓣ Teleporter Crystal (Perception DC 10 to find,
Thievery DC 10 to disable, Single-shot, Melee 1,
Attack +4 vs. Will, the target is teleported 9 squares,
25 xp)
→ Leads to room #43

South Entry Locked Simple Wooden Door (Thievery DC 10 to


unlock, Strength DC 15 to break, 20 hp)

Room Features A stone ramp ascends towards the west wall, and
water drips from the ceiling in the center of the room
Room #58 North Entry Unlocked Good Wooden Door (Strength DC 12 to
break, 30 hp)
→ Leads to room #1

West Entry Unlocked Strong Wooden Door (Strength DC 15 to


break, 40 hp)
→ Leads to room #4, inhabited by 4 x Goblin
Blackblade and 7 x Giant Rat
Monster 3 x Giant Ant Warrior (mm2 12, 125 xp) and 7 x
Giant Ant Worker (mm2 12, 25 xp)

Treasure: 440 gp, 138 sp, 96 cp; Small Eye Agate


(46 gp each), 2 x Small Rhodochrosite (36 gp each),
Uncut Moss Agate (40 gp each); 2 x Common Art
Object; 10 x Potion of Cure Light Wounds (mme 96,
20 gp); hoard total 812 gp 7 sp 6 cp

Trap 3 x Guillotine Blade (Perception DC 10 to find,


Thievery DC 15 to disable, Single-shot, Target 1
creature, Attack +4 vs. Reflex, Damage 2d10+3, 25
xp)

Room #59 North Entry Secret (Perception DC 15 to find) Stuck Simple


Wooden Door (Strength DC 12 to break, 20 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #9

East Entry Locked Strong Wooden Door (Thievery DC 20 to


unlock, Strength DC 20 to break, 40 hp)
Room Features Sloped floor (add 1 square to any movement towards
the south-east corner of the room), An iron
chandelier hangs from the ceiling in the south-east
corner of the room

Random Dungeon Generator


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