Professional Documents
Culture Documents
Level 1
General Walls Masonry
Floor Smooth Stone
Temperature Average
Illumination Average (shadowy in corridors, lamps or torches in
most rooms)
1000 cp
100 pp
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
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 Features Part of the ceiling has collapsed into the room, and
the south and east walls have been engraved with
geometric patterns
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 #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
Room Features A tile labyrinth covers the floor, and the floor is
covered with bloodstains
Room #18 North Entry #1 Stuck Simple Wooden Door
Monster 15 x Halfling
Room #19 North Entry Locked Strong Wooden Door (common lock)
100 pp
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 #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
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
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 #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 #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
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 #47 West Entry Trapped and Unlocked Strong Wooden Door
Ⓣ False Trap
→ Leads to room #11
South Entry Wooden Portcullis
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
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