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The Dread Shrine of Doom 01

Level 1
General Walls Reinforced Masonry
Floor Smooth Stone
Temperature Cool
Illumination Shadowy (phosphorescent fungus or candles every
20 ft.)

Corridor Features a Spiked Pit Trap (50', 6d6 damage)

c A chute falls into the corridor from above


e Spiked Pit Trap (20', 3d6 damage)
i Burning torches in iron sconces line the corridor
m Arrow Trap (1d6 damage)
n Part of the ceiling has collapsed into the corridor
r Teleporter Trap

s A toppled statue lies across the corridor


u A chute descends from the corridor into the next
dungeon level down

v A large demonic idol with ruby eyes sits in an alcove


here
w The walls here have been engraved with strange
runes
x Falling Ceiling Trap (save or die)
z A narrow shaft falls into the corridor from above

Wandering Monsters 1 12 x Bandit, returning to their lair with plunder


2 10 x Giant Rat, trying to lure the party into an
ambush
3 2 x Giant Lizard, hunting for food
4 9 x Bandit, scavenging for food and treasure
5 4 x NPC and 5 x Henchmen, consumed by disease
and madness
6 10 x Brigand, scouting from another part of the
dungeon
Room #1 West Entry #1 Stuck Stone Door
→ Leads to room #2, inhabited by 19 x Giant Rat
West Entry #2 Unlocked Strong Wooden Door
East Entry #1 Trapped and Stuck Simple Wooden Door
Ⓣ Falling Block Trap (4d6 damage)
→ Leads to room #50
East Entry #2 Unlocked Good Wooden Door
→ Leads to room #4
East Entry #3 Trapped and Locked Strong Wooden Door (common
lock)
Ⓣ Fire Trap (1d6 damage)
→ Leads to room #5
East Entry #4 Wooden Portcullis (magically reinforced)
→ Leads to room #39, inhabited by 7 x Orc
Room Features The room has a high domed ceiling, and someone
has scrawled "Khuda was here" on the east wall
Monster 8 x Orc

Treasure: 1000 cp, Deep Green Spinel (100 gp),


Red Spinel (100 gp), Azurite (10 gp)

Room #2 East Entry Stuck Stone Door


→ Leads to room #1, inhabited by 8 x Orc
South Entry Stuck Stone Door (slides up)
→ Leads to room #3, inhabited by 4 x Troglodyte
Room Features A stair ascends to a catwalk hanging between the
east and west walls, and the floor is covered with
dust
Monster 19 x Giant Rat

Treasure: 1000 sp, 100 pp

Room #3 North Entry Stuck Stone Door (slides up)


→ Leads to room #2, inhabited by 19 x Giant Rat
West Entry Trapped and Stuck Strong Wooden Door
Ⓣ Poison Arrow Trap (1d6 damage plus poison;
onset 1d4 rounds, save or 40 damage)
→ Leads to room #57, inhabited by 8 x Elf
South Entry Stuck Strong Wooden Door
Room Features A mouldy odor fills the room, and several pieces of
rotten bread are scattered throughout the room

Monster 4 x Troglodyte

Treasure: 1000 sp, 17 x Bolt +2 (300 gp)


Room #4 West Entry Unlocked Good Wooden Door
→ Leads to room #1, inhabited by 8 x Orc
South Entry Trapped and Unlocked Good Wooden Door
Ⓣ Lightning Trap (1d6 damage)
→ Leads to room #5

Room Features A chute falls into the room from above, and a briny
odor fills the south-west corner of the room

Room #5 North Entry Trapped and Unlocked Good Wooden Door


Ⓣ Lightning Trap (1d6 damage)
→ Leads to room #4
West Entry Trapped and Locked Strong Wooden Door (common
lock)
Ⓣ Fire Trap (1d6 damage)
→ Leads to room #1, inhabited by 8 x Orc

South Entry Archway


Room Features Several alcoves are cut into the east and west walls,
and someone has scrawled a strange symbol on the
south wall

Room #6 North Entry Stuck Strong Wooden Door


→ Leads to room #18

South Entry Stuck Simple Wooden Door


Room Features A forge and anvil sit in the north-west corner of the
room, and the floor is covered with mould
Monster 3 x Hobgoblin

Room #7 North Entry Stuck Simple Wooden Door


Room Features A ruined siege weapon sits in the center of the room,
and the ceiling is covered with cobwebs
Monster 11 x Giant Rat

Treasure: 750 ep, 250 gp

Room #8 West Entry Stuck Stone Door


→ Leads to room #53

East Entry Wooden Portcullis


Room Features The floor is covered in square tiles, alternating white
and black, and someone has scrawled a drawing of
a door on the south wall
Hidden Treasure Hidden Locked Simple Wooden Chest (common
lock)

100 pp
Room #9 North Entry Stuck Strong Wooden Door
→ Leads to room #14
West Entry Stuck Good Wooden Door

East Entry Secret Locked Simple Wooden Door (wizard lock)


Ⓢ The door is concealed behind a pile of skulls

South Entry Unlocked Good Wooden Door


Room Features Spirals of yellow stones cover the floor, and a pile of
empty flasks lies in the south-east corner of the
room
Monster 12 x Giant Rat

Treasure: 1000 cp, 750 ep

Room #10 East Entry Secret Unlocked Simple Wooden Door (slides up)
Ⓢ The door is concealed within a mosaic of
legendary monsters

Room Features Someone has scrawled "The Blade of Wizardry is


reforged" on the north wall, and a pile of candles lies
in the south-west corner of the room

Monster 11 x Kobold

Treasure: 1000 cp, 1000 sp

Room #11 North Entry Stuck Strong Wooden Door

South Entry Unlocked Iron Door


Room Features An iron chandelier hangs from the ceiling in the
north-east corner of the room, and a pile of rotten
fruit lies in the south-east corner of the room

Room #12 East Entry Secret Trapped and Locked Simple Wooden Door
(common lock)
Ⓢ The door is located several feet above the floor
and concealed by an illusion
Ⓣ Lightning Trap (1d6 damage)

South Entry Locked Good Wooden Door (good lock, -10% to


open)

Room Features A tile mosaic of ghoulish carnage covers the floor,


and a fountain and statue of a Goddess of Evil sits in
the south side of the room

Room #13 South Entry #1 Stuck Strong Wooden Door

South Entry #2 Archway


Room Features Several square holes are cut into the ceiling and
floor, and the sound of dripping water can be faintly
heard near the north wall
Room #14 West Entry #1 Stuck Strong Wooden Door

West Entry #2 Stuck Good Wooden Door

East Entry Unlocked Stone Door


→ Leads to room #44, inhabited by 13 x Kobold
South Entry Stuck Strong Wooden Door
→ Leads to room #9, inhabited by 12 x Giant Rat
Room Features Part of the ceiling has collapsed into the room, and
someone has scrawled "Save yourself, kill the
others" in blood on the south wall

Hidden Treasure Locked Iron Chest (common lock)

1000 sp

Room #15 North Entry Trapped and Locked Iron Door (superior lock, -20%
to open)
Ⓣ Poison Gas Trap (onset immediate, save or die)
South Entry Secret Unlocked Good Wooden Door
Ⓢ The door is concealed within a mosaic of vile
acts
→ Leads to room #48

Room Features Several square holes are cut into the north and
south walls, and an overwhelming stench fills the
center of the room

Room #16 West Entry Trapped and Stuck Stone Door


Ⓣ Poison Needle Trap (onset 2d4 rounds, save or
10 damage)
East Entry Trapped and Stuck Iron Door (slides up)
Ⓣ Fire Trap (1d6 damage)
→ Leads to room #54
Room Features The floor is covered in perfect hexagonal tiles, and a
large demonic idol with ruby eyes sits in the center
of the room

Room #17 West Entry #1 Stuck Iron Door


West Entry #2 Locked Good Wooden Door (wizard lock)

South Entry Trapped and Unlocked Simple Wooden Door


Ⓣ Pendulum Trap (4d6 damage)
→ Leads to room #52
Room Features Someone has scrawled "Run away!" on the west
wall, and several barrel staves are scattered
throughout the room
Monster 12 x Giant Rat
Room #18 West Entry Archway
East Entry Stuck Strong Wooden Door
→ Leads to room #31, inhabited by 8 x Brigand
South Entry Stuck Strong Wooden Door
→ Leads to room #6, inhabited by 3 x Hobgoblin
Room Features Someone has scrawled "You cannot kill it with
wizardry" in draconic script on the east wall, and a
briny odor fills the south side of the room

Trap Fire Trap (1d6 damage)

Room #19 North Entry Stuck Simple Wooden Door

South Entry Wooden Portcullis


→ Leads to room #54

Room Features A stone dais sits in the south-west corner of the


room, and a charred wooden chest lies in the north-
west corner of the room

Room #20 West Entry Unlocked Simple Wooden Door


South Entry Wooden Portcullis
→ Leads to room #26
Room Features An overwhelming stench fills the north side of the
room, and a crushed helm lies in the north side of
the room

Monster 17 x Giant Rat

Treasure: 1000 sp, 250 gp

Room #21 West Entry Trapped and Stuck Iron Door


Ⓣ Poison Arrow Trap (1d6 damage plus poison;
onset 1d4 rounds, save or 10 damage)
South Entry Trapped and Unlocked Iron Door
Ⓣ Scythe Trap (6d6 damage)
Room Features The floor is covered with teeth, and a broken spear
lies in the east side of the room

Room #22 West Entry Stuck Good Wooden Door


→ Leads to room #56
East Entry Unlocked Strong Wooden Door
South Entry Archway
Room Features A narrow shaft falls into the room from above, and
someone has scrawled "Ziri fell here, slain by ogres"
on the north wall
Monster 3 x Hobgoblin
Room #23 North Entry Archway

West Entry Unlocked Simple Wooden Door


Room Features The north and east walls have been engraved with
arcane glyphs, and someone has scrawled "The
curse can't be broken" in goblin runes on the south
wall

Trap Spear Trap (1d8 damage)

Room #24 North Entry Stuck Strong Wooden Door

Room Features A stone dais sits in the west side of the room, and
someone has scrawled a diagram of a mechanical
trap on the west wall

Room #25 North Entry Secret Stuck Strong Wooden Door


Ⓢ The door is concealed within the mouth of a
demonic face carved from stone
Room Features A simple fireplace sits against the east wall, and
flickering motes of shadow fill the north side of the
room

Monster 3 x Zombie

Room #26 North Entry Wooden Portcullis


→ Leads to room #20, inhabited by 17 x Giant Rat

South Entry Archway


→ Leads to room #35

Room Features A sloped pit lined with iron spikes lies in the north-
east corner of the room, and a hole has been blasted
into the east wall
Room #27 West Entry Stuck Iron Door
→ Leads to room #32
East Entry Unlocked Strong Wooden Door
→ Leads to room #52

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

Monster 5 x NPC and 4 x Henchmen

Gertru: Female Human, 1st-level Fighter, CE. Gertru


has silver hair and narrow green eyes, and
prominent ears. She wears scale mail and wields a
morning star. Gertru is capable but mercenary.
Thenrey: Male Human, 1st-level Cleric, LE. Thenrey
is beastly in appearance, with thick black hair and
grey eyes. He wears chain mail and wields a
quarterstaff. Thenrey is valiant and principled.
Eryn: Female Human, 1st-level Fighter, CE. Eryn
has straight silver hair and brown eyes. She wears
scale mail and wields a military fork. Eryn is
inquisitive and modest.
Bely Mynge: Female Human, 1st-level Cleric, NE.
Bely has messy blonde hair and grey eyes. She
wears scale mail and wields a club. Bely
compulsively plays with a copper coin.
Gene: Male Elf, 1st-level Cleric, LE. Gene has curly
silver hair and hazel eyes. He wears chain mail and
wields a mace. Gene is easily distracted by arcana.

Treasure: 1000 cp, 250 gp

Room #28 North Entry Unlocked Simple Wooden Door (slides to one side)
West Entry Trapped and Stuck Good Wooden Door
Ⓣ Arrow Trap (1d6 damage)
East Entry Locked Stone Door (superior lock, -20% to open)
→ Leads to room #57, inhabited by 8 x Elf
Room Features A stream of quicksilver flows along a channel in the
floor, and a putrid odor fills the room

Room #29 North Entry Secret Trapped and Stuck Strong Wooden Door
Ⓢ The door is concealed behind a pile of broken
stone
Ⓣ Contact Poison Trap (onset 1d4 rounds, save or
50 damage)
→ Leads to room #31, inhabited by 8 x Brigand

Room Features Part of the east wall has collapsed into the room,
and someone has scrawled "Explosive runes" in
draconic script on the south wall
Monster 3 x Giant Weasel
Room #30 West Entry #1 Iron Portcullis
→ Leads to room #49
West Entry #2 Stuck Good Wooden Door

Room Features A set of demonic war masks hangs on the south


wall, and the ceiling is covered with dripping
stalactites

Room #31 West Entry #1 Unlocked Simple Wooden Door


West Entry #2 Stuck Strong Wooden Door
→ Leads to room #18
East Entry Unlocked Strong Wooden Door
South Entry #1 Archway
South Entry #2 Secret Trapped and Stuck Strong Wooden Door
Ⓢ The door is concealed behind a pile of broken
stone
Ⓣ Contact Poison Trap (onset 1d4 rounds, save or
50 damage)
→ Leads to room #29, inhabited by 3 x Giant
Weasel
Room Features A magical altar in the south-west corner of the room
heals all wounds of whomever sacrifices a magical
item upon it (but only once), and an iron chandelier
hangs from the ceiling in the south-west corner of
the room
Monster 8 x Brigand

Room #32 East Entry Stuck Iron Door


→ Leads to room #27, inhabited by 5 x NPC and 4 x
Henchmen
South Entry Stuck Good Wooden Door
Room Features A rope ascends to a balcony hanging from the west
wall, and a simple fireplace sits against the west wall

Room #33 North Entry Wooden Portcullis (stuck)

South Entry Unlocked Good Wooden Door


Room Features A shallow pit lies in the south side of the room, and a
bent key lies in the north side of the room
Monster 7 x Orc

Treasure: 250 gp, Gold ring set with gems (2000 gp)
Room #34 West Entry Locked Good Wooden Door (superior lock, -20% to
open)
→ Leads to room #47
South Entry #1 Secret Stuck Good Wooden Door
Ⓢ The door is concealed within a mosaic of
legendary monsters
South Entry #2 Stuck Simple Wooden Door
Room Features The south and west walls have been engraved with
glowing glyphs, and the floor is covered with shards
of bone
Monster 2 x Shrieker

Treasure: 1000 cp, Smoky Quartz (50 gp)

Room #35 North Entry Archway


→ Leads to room #26

West Entry Stuck Strong Wooden Door


South Entry Wooden Portcullis
Room Features The floor is covered in square tiles, alternating white
and black, and the scent of smoke fills the north-east
corner of the room

Room #36 North Entry Trapped and Unlocked Iron Door


Ⓣ Poison Gas Trap (onset immediate, save or 10
damage)
West Entry Locked Strong Wooden Door (good lock, -10% to
open)
→ Leads to room #42
East Entry Archway
Room Features A shallow pool of oil lies in the south-west corner of
the room, and a pile of blood-soaked clothing lies in
the east side of the room

Room #37 North Entry #1 Locked Good Wooden Door (wizard lock)
→ Leads to room #41

North Entry #2 Locked Strong Wooden Door (wizard lock)


Room Features Someone has scrawled "Bend the pin to reset the
trap" on the south wall, and the sound of rushing
water fills the room
Monster 13 x Kobold

Treasure: 1000 sp, 750 ep


Room #38 North Entry Trapped and Unlocked Iron Door
Ⓣ Pit Trap (10', 1d6 damage)
West Entry Stuck Iron Door
→ Leads to room #48
Room Features A tile mosaic of vile acts covers the floor, and a
clicking noise fills the room

Room #39 North Entry Stuck Strong Wooden Door


West Entry #1 Wooden Portcullis (magically reinforced)
→ Leads to room #1, inhabited by 8 x Orc
West Entry #2 Secret Trapped and Locked Good Wooden Door
(wizard lock)
Ⓢ The door is concealed within the mouth of a
demonic face carved from stone
Ⓣ Teleporter Trap

South Entry Stuck Strong Wooden Door


Room Features The floor is covered in perfect hexagonal tiles, and
someone has scrawled an arrow pointing left on the
south wall
Monster 7 x Orc

Treasure: 1000 cp, 1000 sp

Room #40 South Entry Unlocked Simple Wooden Door

Room Features Numerous pillars line the east and west walls, and a
tile labyrinth covers the floor
Hidden Treasure Hidden Locked Good Wooden Chest (good lock)

250 gp

Room #41 North Entry Stuck Strong Wooden Door


→ Leads to room #45

West Entry Trapped and Stuck Iron Door


Ⓣ Poison Gas Trap (onset immediate, save or die)
South Entry Locked Good Wooden Door (wizard lock)
→ Leads to room #37, inhabited by 13 x Kobold
Room Features The room has a high domed ceiling, and an
unidentifiable odor fills the north-west corner of the
room
Room #42 North Entry #1 Wooden Portcullis

North Entry #2 Unlocked Strong Wooden Door


East Entry Locked Strong Wooden Door (good lock, -10% to
open)
→ Leads to room #36
Room Features A wooden platform hangs over a deep pit in the
north side of the room, and a swarm of crawling
insects covers the floor

Room #43 South Entry Archway

Room Features A narrow pit covered by iron bars lies in the east side
of the room, and a group of demonic faces have
been carved into the south wall

Room #44 West Entry Unlocked Stone Door


→ Leads to room #14
South Entry Wooden Portcullis
→ Leads to room #45

Room Features A stone stair ascends towards the north wall, and a
circle of tall stones stands in the west side of the
room
Monster 13 x Kobold

Treasure: 1000 sp, 100 pp

Room #45 North Entry Wooden Portcullis


→ Leads to room #44, inhabited by 13 x Kobold

South Entry Stuck Strong Wooden Door


→ Leads to room #41

Room Features A faded and torn tapestry hangs from the west wall,
and several pieces of rotten leather are scattered
throughout the room

Room #46 West Entry Trapped and Stuck Stone Door


Ⓣ Arrow Trap (1d6 damage)
Room Features Someone has scrawled "Ukhlad fell here" on the
west wall, and numerous humanoid skulls are
scattered throughout the room

Room #47 East Entry Locked Good Wooden Door (superior lock, -20% to
open)
→ Leads to room #34, inhabited by 2 x Shrieker
South Entry Locked Simple Wooden Door (superior lock, -20% to
open)
Room Features Part of the ceiling has collapsed into the room, and a
pile of broken glass lies in the south side of the room

Hidden Treasure Hidden Locked Good Wooden Chest (good lock)

Silver crown set with gems (6000 gp)


Room #48 North Entry Secret Unlocked Good Wooden Door
Ⓢ The door is concealed within a mosaic of vile
acts
→ Leads to room #15

East Entry Stuck Iron Door


→ Leads to room #38

Room Features Ghostly music fills the room, and a pile of trash lies
in the south side of the room

Room #49 West Entry Trapped and Stuck Strong Wooden Door
Ⓣ Scythe Trap (5d6 damage)
East Entry Iron Portcullis
→ Leads to room #30
South Entry Stuck Strong Wooden Door
→ Leads to room #53
Room Features A cube of solid stone stands in the east side of the
room, and wisps of blue flame fill the south-west
corner of the room
Hidden Treasure Hidden Locked Strong Wooden Chest (common
lock)

1000 sp

Room #50 North Entry Locked Iron Door (superior lock, -20% to open)

West Entry Trapped and Stuck Simple Wooden Door


Ⓣ Falling Block Trap (4d6 damage)
→ Leads to room #1, inhabited by 8 x Orc
Room Features A rope ascends to a wooden platform in the south-
west corner of the room, and someone has scrawled
"Chlotsuintha was here" on the south wall

Room #51 East Entry Archway


South Entry Stuck Good Wooden Door
Room Features A sour odor fills the south side of the room, and
several iron blobs are scattered throughout the room
Monster 8 x Orc

Treasure: 1000 cp, 250 gp

Room #52 North Entry Trapped and Unlocked Simple Wooden Door
Ⓣ Pendulum Trap (4d6 damage)
→ Leads to room #17, inhabited by 12 x Giant Rat
West Entry Unlocked Strong Wooden Door
→ Leads to room #27, inhabited by 5 x NPC and 4 x
Henchmen

Room Features The room has a high domed ceiling, and a large kiln
and coal bin sit in the south-west corner of the room
Room #53 North Entry Stuck Strong Wooden Door
→ Leads to room #49
East Entry #1 Trapped and Locked Good Wooden Door (common
lock)
Ⓣ Fire Trap (1d6 damage)

East Entry #2 Stuck Stone Door


→ Leads to room #8

Room Features A shallow pit lies in the south-east corner of the


room, and lit candles are scattered across the floor

Room #54 North Entry Wooden Portcullis


→ Leads to room #19
West Entry Trapped and Stuck Iron Door (slides up)
Ⓣ Fire Trap (1d6 damage)
→ Leads to room #16
South Entry Wooden Portcullis
Room Features A chute falls into the room from above, and someone
has scrawled "Ryany died here" on the west wall
Hidden Treasure Hidden Unlocked Simple Wooden Chest

250 gp

Room #55 North Entry Locked Simple Wooden Door (common lock)
South Entry Unlocked Good Wooden Door
Room Features A stone stair ascends towards the west wall, and
someone has scrawled "Who took my elf skull" in
goblin runes on the east wall

Room #56 East Entry Stuck Good Wooden Door


→ Leads to room #22, inhabited by 3 x Hobgoblin

South Entry Stuck Simple Wooden Door


Room Features A large kiln and coal bin sit in the east side of the
room, and someone has scrawled a drawing of a
dragon on the east wall

Room #57 North Entry Wooden Portcullis


West Entry Locked Stone Door (superior lock, -20% to open)
→ Leads to room #28
East Entry Trapped and Stuck Strong Wooden Door
Ⓣ Poison Arrow Trap (1d6 damage plus poison;
onset 1d4 rounds, save or 40 damage)
→ Leads to room #3, inhabited by 4 x Troglodyte
South Entry Trapped and Locked Good Wooden Door (common
lock)
Ⓣ Pit Trap (10', 1d6 damage)
Room Features A stone stair ascends towards the west wall, and
moaning can be heard in the north side of the room

Monster 8 x Elf
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