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Level 1
General Walls Reinforced Masonry
Floor Flagstone
Temperature Cool
Illumination Dark (individual creatures may carry
lights)
Room Features The south and east walls have been engraved with
incoherent labyrinths, and a metallic odor fills the
south side of the room
Room #5 North Entry Trapped and Stuck Stone Door
Ⓣ Sleep Gas Trap
→ Leads to room #4
Room Features A sloped pit lined with iron spikes lies in the center of
the room, and someone has scrawled a large X on
the south wall
Room Features The room has a high domed ceiling, and spirals of
gray stones cover the floor
Room Features Spirals of blue stones cover the floor, and someone
has scrawled "Kill them with acid" on the south wall
Room #11 North Entry Trapped and Locked Iron Door (wizard lock)
Ⓣ Fire Trap (1d6 damage)
→ Leads to room #23
East Entry Trapped and Stuck Strong Wooden Door (slides to
one side)
Ⓣ Blinding Gas Trap
Room Features A tile mosaic of arcane patterns covers the floor, and
a simple fireplace sits against the south wall
Monster 2 x Piercer
Room #12 West Entry Locked Simple Wooden Door (good lock, -10% to
open)
→ Leads to room #60
Room Features A narrow pit covered by iron bars lies in the south-
east corner of the room, and a group of demonic
faces have been carved into the north wall
Room Features Someone has scrawled "Kill them with acid" on the
east wall, and a swarm of crawling insects covers
the floor
Room #14 North Entry #1 Stuck Simple Wooden Door
Room #15 West Entry Trapped and Unlocked Simple Wooden Door
Ⓣ Pendulum Trap (6d6 damage)
Room Features A narrow ledge runs along the north and east walls,
and a circle of tall stones stands in the north-west
corner of the room
1000 cp
Room #17 North Entry Trapped and Unlocked Good Wooden Door
Ⓣ One-way Door
Room #23 West Entry #1 Locked Strong Wooden Door (good lock, -10% to
open)
West Entry #2 Stuck Strong Wooden Door
South Entry Trapped and Locked Iron Door (wizard lock)
Ⓣ Fire Trap (1d6 damage)
→ Leads to room #11, inhabited by 2 x Piercer
Room Features A tile labyrinth covers the floor, and a mouldy odor
fills the room
Hidden Treasure Trapped and Locked Simple Wooden Chest
(common lock)
Poison Gas Trap (onset 1d4 rounds, save or die)
250 gp
Room #24 North Entry Unlocked Strong Wooden Door
→ Leads to room #5
West Entry Secret Stuck Good Wooden Door
Ⓢ The door is concealed behind a statue of a dread
vampire, and opened by filling his chalice with blood
East Entry Archway
Room Features A faded and torn tapestry hangs from the east wall,
and a fountain of water sits against the north wall
Room #26 North Entry Secret Locked Iron Door (common lock)
Ⓢ The door is concealed behind an area of fungus
→ Leads to room #47
Monster 9 x Goblin
Room Features Several alcoves are cut into the west wall, and a
round table and weapon rack sit in the west side of
the room
Trap Sleep Gas Trap
Room #29 West Entry Locked Simple Wooden Door (common lock)
→ Leads to room #49
East Entry Stuck Simple Wooden Door
→ Leads to room #51
Room #30 West Entry Secret Locked Strong Wooden Door (common lock)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features A stone dais and throne sits in the south-west corner
of the room, and the floor is covered with dust
Hidden Treasure Locked Iron Chest (common lock)
250 gp
Room Features A stone stair ascends towards the east wall, and
someone has scrawled "You cannot kill it with
swords" in blood on the east wall
Room #36 North Entry #1 Trapped and Stuck Simple Wooden Door
Ⓣ Pit Trap (10', 1d6 damage)
Room Features Numerous pillars line the north and south walls, and
a set of demonic war masks hangs on the east wall
Monster 2 x NPC and 7 x Henchmen
Room Features The room has a high domed ceiling, and someone
has scrawled "Mind the gap" on the west wall
Room #45 West Entry Trapped and Locked Strong Wooden Door (wizard
lock) (slides down)
Ⓣ Teleporter Trap
East Entry Locked Stone Door (good lock, -10% to open)
→ Leads to room #59
South Entry Stuck Simple Wooden Door
Room Features The floor is covered in perfect hexagonal tiles, and
mysterious levers and mechanisms cover the north
and south walls
Monster 3 x Shrieker
Room #46 North Entry Trapped and Stuck Strong Wooden Door
Ⓣ Spear Trap (1d8 damage)
East Entry Stuck Strong Wooden Door
→ Leads to room #27, inhabited by 9 x Goblin
Room Features A stone sarcophagus sits in the south-east corner of
the room, and the north and west walls are covered
with slime
Room #47 West Entry Trapped and Locked Iron Door (common lock)
Ⓣ False Trap
South Entry Secret Locked Iron Door (common lock)
Ⓢ The door is concealed behind an area of fungus
→ Leads to room #26
Room Features A stair ascends to a wooden platform in the north-
east corner of the room, and the walls have been
engraved with glowing glyphs
Room #52 West Entry Secret Locked Simple Wooden Door (common lock)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #6
Room Features A sloped pit lined with iron spikes lies in the center of
the room, and several pieces of torn paper are
scattered throughout the room
Room Features The north and west walls have been engraved with
incoherent labyrinths, and the floor is covered with
bones
Monster 8 x Gnoll
Room #56 West Entry Locked Iron Door (good lock, -10% to open)
South Entry Stuck Simple Wooden Door
→ Leads to room #18
Room Features A faded and torn tapestry hangs from the west wall,
and the ceiling is covered with cobwebs
Monster 1 x Shrieker
Room Features A stone dais sits in the west side of the room, and
the north and west walls are covered with sword cuts
Room #59 North Entry Secret Trapped and Unlocked Simple Wooden Door
Ⓢ The door is concealed behind a tapestry of
legendary monsters
Ⓣ Poison Needle Trap (onset 1d4 rounds, save or
10 damage)
West Entry Locked Stone Door (good lock, -10% to open)
→ Leads to room #45, inhabited by 3 x Shrieker
Room Features Someone has scrawled a basic map of the dungeon
on the north wall, and several broken arrows are
scattered throughout the room
Room #60 West Entry Stuck Good Wooden Door
→ Leads to room #40
East Entry Locked Simple Wooden Door (good lock, -10% to
open)
→ Leads to room #12
Room #61 South Entry Locked Good Wooden Door (good lock, -10% to
open)
Room Features A tapestry of legendary monsters hangs from the
west wall, and ghostly music can be faintly heard
near the west wall
Monster 13 x Brigand
Room #62 West Entry Trapped and Locked Iron Door (superior lock, -20%
to open)
Ⓣ Poison Arrow Trap (1d6 damage plus poison;
onset 1d4 rounds, save or die)
Room Features Several alcoves are cut into the south wall, and iron
chains hang from the ceiling in the south-west corner
of the room