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The Dread Warrens of Annihilation 01

Level 1
General Walls Masonry
Floor Smooth Stone
Temperature Average
Illumination Average (shadowy in corridors, lamps or torches in
most rooms)

Corridor Features a Numerous pillars line the corridor

c Numerous pillars line the corridor


e An iron chandelier hangs from the ceiling here
i Poison Dart Trap (1d4 damage plus poison; onset
1d4 rounds, save or die)
m Pit Trap (10', 1d6 damage)
n Fire Trap (1d6 damage)

r Several alcoves are cut into the walls here


s A group of demonic faces have been carved into the
walls
u Teleporter Trap
v A chute descends from the corridor into the next
dungeon level down
w Someone has scrawled "The Golden Scepter is lost"
here
x Poison Dart Trap (1d4 damage plus poison; onset
immediate, save or die)
z A tile labyrinth covers the floor

Wandering Monsters 1 3 x Rot Grub, bloodied and fleeing a more powerful


enemy
2 8 x Orc, bloodied and fleeing a more powerful enemy
3 3 x Skeleton, tracking the party
4 8 x Bandit, scavenging for food and treasure
5 7 x Orc, scavenging for food and treasure
6 2 x Hobgoblin, hunting for food
Room #1 North Entry Unlocked Simple Wooden Door
→ Leads to room #42
West Entry Unlocked Good Wooden Door
East Entry Trapped and Stuck Iron Door
Ⓣ Spear Trap (1d8 damage)
→ Leads to room #2
South Entry Trapped and Unlocked Iron Door
Ⓣ Blinding Gas Trap
→ Leads to room #3

Room Features The floor is covered in square tiles, alternating white


and black, and a crude bed and iron cauldron sit in
the north-west corner of the room
Hidden Treasure Hidden Trapped and Locked Iron Chest (common
lock)
Acid Trap (1d6 damage)

1000 cp

Room #2 West Entry Trapped and Stuck Iron Door


Ⓣ Spear Trap (1d8 damage)
→ Leads to room #1
East Entry Stuck Strong Wooden Door
South Entry Archway
Room Features The floor is covered in perfect hexagonal tiles, and
someone has scrawled "The White Wands killed a
white dragon here" on the north wall
Hidden Treasure Hidden Unlocked Strong Wooden Chest

100 pp

Room #3 North Entry Trapped and Unlocked Iron Door


Ⓣ Blinding Gas Trap
→ Leads to room #1
West Entry Unlocked Good Wooden Door
East Entry Stuck Good Wooden Door
Room Features A large table and round table sit in the north side of
the room, and a creaking sound can be faintly heard
near the north wall

Hidden Treasure Hidden Locked Strong Wooden Chest (superior lock)

1000 sp
Room #4 West Entry #1 Trapped and Locked Iron Door (superior lock, -20%
to open)
Ⓣ Lightning Trap (1d6 damage)
→ Leads to room #53

West Entry #2 Secret Trapped and Stuck Iron Door


Ⓢ The door is located several feet above the floor
and concealed within a mosaic of a monstrous god
Ⓣ Blinding Gas Trap

East Entry Stuck Good Wooden Door (slides up)


→ Leads to room #33

Room Features A tile labyrinth covers the floor, and a corpse lies in
front of an open chest in the south side of the room

Room #5 East Entry #1 Unlocked Stone Door


East Entry #2 Locked Strong Wooden Door (superior lock, -20% to
open)
→ Leads to room #54, inhabited by 11 x Giant Rat

Room Features Part of the ceiling has collapsed into the room, and
the south and east walls have been engraved with
geometric patterns

Room #6 North Entry Stuck Good Wooden Door

East Entry #1 Stuck Stone Door


East Entry #2 Stuck Simple Wooden Door
→ Leads to room #26
Room Features A faded and torn tapestry hangs from the south wall,
and a sundered shield lies in the west side of the
room
Monster 13 x Goblin

Treasure: 1000 cp, 750 ep

Room #7 North Entry #1 Secret Stuck Simple Wooden Door (slides down)
Ⓢ The door is concealed behind a statue of an
armored warrior, and opened by moving his sword
North Entry #2 Unlocked Simple Wooden Door

Room Features A large kiln and coal bin sit in the south-east corner
of the room, and iron chains hang from the ceiling in
the north side of the room

Room #8 East Entry Stuck Iron Door


→ Leads to room #10
South Entry Trapped and Unlocked Iron Door
Ⓣ Acid Trap (1d6 damage)
→ Leads to room #32
Room Features Someone has scrawled a drawing of a sword on the
south wall, and several pieces of rotten bread are
scattered throughout the room
Room #9 West Entry Trapped and Stuck Good Wooden Door
Ⓣ Spear Trap (1d8 damage)
South Entry #1 Archway

South Entry #2 Trapped and Locked Simple Wooden Door (common


lock)
Ⓣ Spear Trap (1d8 damage)
Room Features The floor is covered in perfect hexagonal tiles, and a
cube of solid stone stands in the south-east corner
of the room
Monster 1 x Ear Seeker

Room #10 North Entry Stuck Strong Wooden Door

West Entry Stuck Iron Door


→ Leads to room #8
East Entry Trapped and Locked Good Wooden Door (superior
lock, -20% to open)
Ⓣ Poison Needle Trap (onset immediate, save or
die)
→ Leads to room #23
Room Features A chute descends from the room into the next
dungeon level down, and a pile of empty flasks lies in
the west side of the room

Room #11 North Entry Secret Trapped and Locked Good Wooden Door
(good lock, -10% to open)
Ⓢ The door is concealed within an upright
sarcophagus
Ⓣ Contact Poison Trap (onset immediate, save or
30 damage)
→ Leads to room #15, inhabited by 5 x NPC and 4 x
Henchmen

East Entry #1 Trapped and Unlocked Strong Wooden Door


Ⓣ False Trap
→ Leads to room #47
East Entry #2 Wooden Portcullis (stuck)

Room Features The ceiling is covered with scorch marks, and a


rusted chisel lies in the north-east corner of the room

Room #12 South Entry Trapped Iron Portcullis


Ⓣ Poison Arrow Trap (1d6 damage plus poison;
onset immediate, save or die)
Room Features A magical mirror on the west wall answers simple
questions about the dungeon (yes/no), and an altar
of evil sits in the north side of the room
Room #13 West Entry Locked Stone Door (common lock)
→ Leads to room #45

South Entry Secret Stuck Simple Wooden Door


Ⓢ A bookcase and concealed door pivots smoothly
Room Features A chute descends from the room into the next
dungeon level down, and a crude bed and iron gong
sit in the west side of the room

Monster 2 x Giant Ant

Treasure: 1000 cp, 250 gp

Room #14 North Entry #1 Archway

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

West Entry Archway


South Entry Archway
→ Leads to room #33
Room Features A group of draconic faces have been carved into the
north wall, and flickering motes of shadow fill the
center of the room
Room #15 North Entry Secret Stuck Strong Wooden Door
Ⓢ A bookcase and concealed door pivots smoothly

West Entry Locked Strong Wooden Door (common lock)


South Entry Secret Trapped and Locked Good Wooden Door
(good lock, -10% to open)
Ⓢ The door is concealed within an upright
sarcophagus
Ⓣ Contact Poison Trap (onset immediate, save or
30 damage)
→ Leads to room #11
Room Features A narrow shaft descends from the room into the next
dungeon level down, and an iron chandelier hangs
from the ceiling in the west side of the room
Monster 5 x NPC and 4 x Henchmen

Coenbalth: Female Human, 1st-level Fighter, NG.


Coenbalth is noble in bearing, with messy golden
hair and dark amber eyes. She wears chain mail and
wields a halberd. Coenbalth is ambitious, but worries
constantly about how much she's taken on.
Rica: Male Human, 1st-level Magic-User, CG. Rica
has a round face, with matted grey hair and sharp
amber eyes. He wears fine clothing and wields a
dagger. Rica is trustworthy and principled.
Cuthfre: Male Human, 1st-level Cleric, NG. Cuthfre
has long auburn hair and sharp grey eyes. He wears
chain mail and wields a quarterstaff. Cuthfre is well-
spoken and cautious.
Alin: Female Dwarf, 1st-level Thief, NG. Alin has
copper hair and dark grey eyes. She wears leather
armor and wields a dagger. Alin is cowardly but
principled.
Rancent Eldyth: Male Human, 1st-level Cleric, LG.
Rancent is courtly in bearing, with copper hair and
blue eyes. He wears scale mail and wields a
hammer. Rancent dislikes everyone except other
humans.

Treasure: 1000 cp, Protection from Elementals Scroll


(7500 gp)

Room #16 East Entry Locked Stone Door (common lock)


South Entry Secret Unlocked Simple Wooden Door
Ⓢ The door is concealed within an upright
sarcophagus
Room Features A balcony hangs from the east wall, and the floor is
covered in perfect hexagonal tiles

Room #17 North Entry Archway

South Entry Locked Good Wooden Door (wizard lock)


→ Leads to room #51

Room Features A tile labyrinth covers the floor, and the floor is
covered with bloodstains
Room #18 North Entry #1 Stuck Simple Wooden Door

North Entry #2 Locked Strong Wooden Door (superior lock, -20% to


open)
East Entry Locked Iron Door (superior lock, -20% to open)
South Entry #1 Archway
→ Leads to room #21
South Entry #2 Unlocked Simple Wooden Door
→ Leads to room #42
Room Features The floor is covered with ash, and a pile of rotten
rope lies in the south side of the room

Monster 15 x Halfling

Treasure: 1000 cp, 250 gp

Room #19 North Entry Locked Strong Wooden Door (common lock)

West Entry Stuck Good Wooden Door


East Entry Trapped and Locked Strong Wooden Door (common
lock)
Ⓣ Poison Dart Trap (1d4 damage plus poison;
onset 1d4 rounds, save or 10 damage)
→ Leads to room #39
Room Features A hissing noise fills the room, and several pieces of
blood-soaked clothing are scattered throughout the
room
Hidden Treasure Hidden Locked Strong Wooden Chest (superior lock)

100 pp

Room #20 West Entry #1 Wooden Portcullis

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


→ Leads to room #30

East Entry Unlocked Simple Wooden Door


Room Features A tile labyrinth covers the floor, and various torture
devices are scattered throughout the room
Monster 7 x Bandit

Treasure: 1000 cp, Bloodstone (50 gp)

Room #21 North Entry #1 Locked Strong Wooden Door (superior lock, -20% to
open)
North Entry #2 Archway
→ Leads to room #18, inhabited by 15 x Halfling
East Entry Stuck Strong Wooden Door
→ Leads to room #42
South Entry Locked Good Wooden Door (common lock)

Room Features A narrow shaft descends from the room into a


midden chamber below, and someone has scrawled
"Ale's well that ends well" in dwarvish runes on the
north wall
Room #22 South Entry #1 Unlocked Good Wooden Door
South Entry #2 Locked Good Wooden Door (superior lock, -20% to
open)
Room Features An enchanted pool in the south side of the room
summons a water elemental to serve whomever
drinks from it (but only once), and the south and
west walls are covered with bloodstains

Room #23 North Entry Archway


West Entry Trapped and Locked Good Wooden Door (superior
lock, -20% to open)
Ⓣ Poison Needle Trap (onset immediate, save or
die)
→ Leads to room #10
South Entry #1 Stuck Simple Wooden Door
South Entry #2 Trapped and Locked Simple Wooden Door (common
lock)
Ⓣ Blinding Gas Trap
Room Features A tile labyrinth covers the floor, and a fountain
decorated with tormented faces sits in the north-east
corner of the room

Room #24 East Entry Trapped and Stuck Good Wooden Door
Ⓣ Contact Poison Trap (onset 2d4 rounds, save or
30 damage)
Room Features The floor is covered in square tiles, alternating white
and black, and someone has scrawled an arrow
pointing down on the south wall
Monster 2 x Zombie

Treasure: 1000 cp, 1000 sp

Room #25 West Entry Trapped Iron Portcullis (stuck)


Ⓣ Falling Block Trap (5d6 damage)
→ Leads to room #45
East Entry Unlocked Simple Wooden Door
Room Features A well lies in the south-east corner of the room, and
lit candles are scattered across the floor

Room #26 West Entry Stuck Simple Wooden Door


→ Leads to room #6, inhabited by 13 x Goblin

South Entry Unlocked Strong Wooden Door (slides up)


Room Features A cube of solid stone stands in the north-west corner
of the room, and a pile of rotten rope lies in the west
side of the room
Room #27 North Entry Locked Simple Wooden Door (superior lock, -20% to
open)

East Entry #1 Iron Portcullis (stuck)


East Entry #2 Stuck Good Wooden Door (slides down)
Room Features Someone has scrawled "You cannot kill it with
magic" in blood on the west wall, and a pile of rotten
fruit lies in the south-west corner of the room

Room #28 West Entry Trapped and Stuck Iron Door


Ⓣ Falling Block Trap (5d6 damage)

Room Features A wooden ladder rests against the north wall, and a
hole has been blasted into the east wall
Monster 13 x Giant Rat

Treasure: 1000 sp, 250 gp

Room #29 East Entry Secret Unlocked Good Wooden Door


Ⓢ The door is concealed behind a statue of a
terrified maiden, and opened by breaking her neck
Room Features Spirals of green stones cover the floor, and
someone has scrawled "Don't sleep" in goblin runes
on the north wall

Room #30 West Entry Secret Locked Simple Wooden Door (good lock, -
10% to open)
Ⓢ The door is concealed behind a statue of a troll
archer, and opened by pulling an arrow in its quiver
East Entry Locked Good Wooden Door (common lock)
→ Leads to room #20, inhabited by 7 x Bandit
Room Features A ladder ascends to a balcony hanging from the
south wall, and someone has scrawled "The curse
can never be broken" on the south wall

Room #31 North Entry Stuck Simple Wooden Door (slides to one side)
West Entry Archway
→ Leads to room #50, inhabited by 8 x Orc
South Entry Stuck Stone Door
Room Features Iron chains hang from the ceiling in the east side of
the room, and several pieces of rotten bread are
scattered throughout the room

Room #32 North Entry Trapped and Unlocked Iron Door


Ⓣ Acid Trap (1d6 damage)
→ Leads to room #8
West Entry Locked Iron Door (wizard lock)
Room Features Groaning can be faintly heard near the east wall, and
a pile of bent copper coins lies in the north-east
corner of the room
Room #33 North Entry Archway
→ Leads to room #14
West Entry Stuck Good Wooden Door (slides up)
→ Leads to room #4
Room Features A shallow pit lies in the center of the room, and
someone has scrawled "They ate Banarv" in
dwarvish runes on the north wall

Room #34 North Entry Trapped and Stuck Strong Wooden Door
Ⓣ One-way Door
South Entry Wooden Portcullis

Room Features The north and east walls are covered with slime, and
a rusted breastplate lies in the north side of the room

Room #35 North Entry Stuck Good Wooden Door


South Entry Locked Simple Wooden Door (good lock, -10% to
open)
→ Leads to room #52
Room Features Spirals of black stones cover the floor, and several
barrel staves are scattered throughout the room

Room #36 North Entry Stuck Simple Wooden Door


→ Leads to room #50, inhabited by 8 x Orc
West Entry #1 Stuck Good Wooden Door

West Entry #2 Stuck Good Wooden Door


Room Features A faded and torn tapestry hangs from the north wall,
and a sour odor fills the west side of the room
Room #37 North Entry Locked Stone Door (good lock, -10% to open)

South Entry Archway


Room Features A stair ascends to a wooden platform in the west
side of the room, and a faded and torn tapestry
hangs from the east wall
Monster 5 x NPC and 4 x Henchmen

Gylex: Male Human, 1st-level Fighter, NG. Gylex is


short and overweight, with tangled black hair and
brown eyes. He wears chain mail and wields a
footman's flail. Gylex is colorblind.
Elior: Female Gnome, 1st-level Paladin, LG. Elior is
youthful in appearance, with silver hair and narrow
grey eyes. She wears chain mail and wields a
hammer and shield. Elior is wrongly sought by the
paladins of the Fane of Gardens for heresy.
Nathye Tery: Male Human, 1st-level Magic-User,
CG. Nathye is tall, with black hair and blue eyes. He
wears plain clothing and wields a quarterstaff.
Nathye is a practiced dart thrower.
Nathye Nere: Male Human, 1st-level Fighter, NG.
Nathye is rough in appearance, with red hair and
brown eyes. He wears chain mail and wields a battle
axe and shield. Nathye is perceptive and optimistic.
Anen: Female Human, 1st-level Illusionist, NG. Anen
has thin auburn hair and sharp blue eyes. She wears
travel-stained clothing and wields a quarterstaff.
Anen is heroic and inquisitive.

Treasure: 750 ep, Wrought silver and gold tiara (700


gp)

Room #38 South Entry Trapped and Locked Stone Door (good lock, -10% to
open)
Ⓣ Sleep Gas Trap
Room Features A stone dais sits in the north-west corner of the
room, and a mural of a goddess of chaos covers the
ceiling
Monster 11 x Bandit

Treasure: 750 ep, 250 gp

Room #39 North Entry Archway


West Entry Trapped and Locked Strong Wooden Door (common
lock)
Ⓣ Poison Dart Trap (1d4 damage plus poison;
onset 1d4 rounds, save or 10 damage)
→ Leads to room #19
South Entry Stuck Simple Wooden Door
Room Features The floor is covered in perfect hexagonal tiles, and
various torture devices are scattered throughout the
room
Room #40 North Entry Secret Locked Strong Wooden Door (good lock, -
10% to open)
Ⓢ The door is concealed behind a statue of a
fearsome dragon, and opened by reaching into its
mouth
→ Leads to room #43
West Entry Wooden Portcullis
Room Features Someone has scrawled "Who took my elf skull" in
goblin runes on the east wall, and a pile of empty
flasks lies in the south-west corner of the room
Monster 5 x Hobgoblin

Treasure: 750 ep, 250 gp

Room #41 North Entry Wooden Portcullis


→ Leads to room #48
West Entry Secret Trapped and Stuck Stone Door
Ⓢ The door is located several feet above the floor
and opened by speaking a command word
Ⓣ Contact Poison Trap (onset 2d4 rounds, save or
die)
→ Leads to room #51
Room Features Burning torches in iron sconces line the north and
south walls, and the ceiling is covered with cobwebs

Room #42 North Entry Unlocked Simple Wooden Door


→ Leads to room #18, inhabited by 15 x Halfling
West Entry Stuck Strong Wooden Door
→ Leads to room #21
South Entry Unlocked Simple Wooden Door
→ Leads to room #1
Room Features Dancing motes of light fill the north-east corner of
the room, and a pile of rotting wood lies in the north
side of the room

Room #43 West Entry Trapped and Stuck Iron Door (magically reinforced)
Ⓣ One-way Door
South Entry Secret Locked Strong Wooden Door (good lock, -
10% to open)
Ⓢ The door is concealed behind a statue of a
fearsome dragon, and opened by reaching into its
mouth
→ Leads to room #40, inhabited by 5 x Hobgoblin
Room Features Someone has scrawled "Symund's Rogues killed
eight ghouls here" on the south wall, and several
pieces of spoiled meat are scattered throughout the
room
Room #44 West Entry #1 Locked Good Wooden Door (good lock, -10% to
open)
West Entry #2 Stuck Good Wooden Door
East Entry Wooden Portcullis
Room Features Someone has scrawled "Don't lose your head" in
blood on the east wall, and several candles are
scattered throughout the room

Room #45 North Entry Stuck Simple Wooden Door


East Entry #1 Trapped Iron Portcullis (stuck)
Ⓣ Falling Block Trap (5d6 damage)
→ Leads to room #25
East Entry #2 Locked Stone Door (common lock)
→ Leads to room #13, inhabited by 2 x Giant Ant
South Entry Unlocked Simple Wooden Door
Room Features Spirals of red stones cover the floor, and burning
torches in iron sconces line the north and east walls

Room #46 North Entry Archway


West Entry Archway
South Entry Trapped Iron Portcullis
Ⓣ Poison Gas Trap (onset 2d4 rounds, save or 10
damage)
Room Features The room has a high domed ceiling, and a mural of
ancient mythology covers the ceiling

Room #47 West Entry Trapped and Unlocked Strong Wooden Door
Ⓣ False Trap
→ Leads to room #11
South Entry Wooden Portcullis

Room Features A group of monstrous faces have been carved into


the north wall, and a pierced breastplate lies in the
south-west corner of the room

Room #48 North Entry #1 Stuck Simple Wooden Door


North Entry #2 Stuck Stone Door
South Entry Wooden Portcullis
→ Leads to room #41
Room Features A magical mural on the north wall can be used to
scry upon any known individual within the dungeon,
and a mural of geometric patterns covers the ceiling
Room #49 East Entry Archway
South Entry Stuck Simple Wooden Door
→ Leads to room #53
Room Features Numerous pillars line the north and west walls, and
the north and east walls are covered with veins of
blue crystal
Monster 3 x Large Spider

Treasure: 1000 sp, 250 gp

Room #50 West Entry Stuck Simple Wooden Door


East Entry Archway
→ Leads to room #31
South Entry Stuck Simple Wooden Door
→ Leads to room #36
Room Features A set of demonic war masks hangs on the north wall,
and the sound of chimes can be faintly heard near
the east wall
Monster 8 x Orc

Room #51 North Entry Locked Good Wooden Door (wizard lock)
→ Leads to room #17
East Entry Secret Trapped and Stuck Stone Door
Ⓢ The door is located several feet above the floor
and opened by speaking a command word
Ⓣ Contact Poison Trap (onset 2d4 rounds, save or
die)
→ Leads to room #41
Room Features A chute descends from the room into a plundered
tomb below, and several broken arrows are
scattered throughout the room

Room #52 North Entry Locked Simple Wooden Door (good lock, -10% to
open)
→ Leads to room #35

East Entry Stuck Strong Wooden Door


Room Features A narrow shaft falls into the room from above, and
someone has scrawled a drawing of a dragon on the
east wall
Room #53 North Entry Stuck Simple Wooden Door
→ Leads to room #49, inhabited by 3 x Large
Spider
East Entry #1 Archway
East Entry #2 Trapped and Locked Iron Door (superior lock, -20%
to open)
Ⓣ Lightning Trap (1d6 damage)
→ Leads to room #4
Room Features Numerous pillars line the south and east walls, and
the walls are covered with sword cuts

Room #54 West Entry Locked Strong Wooden Door (superior lock, -20% to
open)
→ Leads to room #5
East Entry Unlocked Good Wooden Door
Room Features A tile labyrinth covers the floor, and several broken
arrows are scattered throughout the room
Monster 11 x Giant Rat

Treasure: 750 ep, 100 pp

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