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The Secret Dungeon of Baddya the Crimson 03

Level 3
General History The dungeon was created by dwarves as a temple. It was
eventually overrun by demons, and has been attacked and
abandoned many times since then.

Walls Hewn Stone (DC 20 to climb)

Floor Flagstone

Temperature Warm

Illumination Shadowy (witchlight every 20 ft.)

Corridor Features a Someone has scrawled a large X here

c A group of demonic faces have been carved into the walls

e The walls here have been engraved with incoherent labyrinths

i Withered corpses are nailed to the corridor walls

m Falling Block: DC 15 to find, DC 10 to disable; affects all


targets within a 10 ft. square area, DC 12 save or take 2d10
damage

n A group of demonic faces have been carved into the walls

r Skeletons hang from chains and manacles against the walls

s Burning torches in iron sconces line the corridor

u A large demonic idol with ruby eyes sits in an alcove here

v Several square holes are cut into the walls here

w An unexplained breeze can be felt here

x A chute descends from the corridor into a midden chamber


below

z Withered corpses are nailed to the corridor walls

Wandering 1 Wraith (cr 5, mm 302); deadly, 1800 xp, hunting for food

Monsters 2 Ogre Zombie (cr 2, mm 316) and 3 x Zombie (cr 1/4, mm 316);
hard, 600 xp, scouting from another part of the dungeon

3 Ogre Zombie (cr 2, mm 316) and 3 x Zombie (cr 1/4, mm 316);


hard, 600 xp, tracking the party

4 Spawn of Kyuss (cr 5, vgm 192) and 1 x Zombie (cr 1/4, mm


316); deadly, 1850 xp, gathered around an evil shrine

5 Wraith (cr 5, mm 302) and 1 x Ghoul (cr 1, mm 148); deadly,


2000 xp, gathered around an evil shrine

6 Spawn of Kyuss (cr 5, vgm 192); deadly, 1800 xp, wandering


senselessly
Room #1 West Entry Archway

Room Features A magical mural on the west wall depicts the gruesome death
of whomever views it, and wisps of green flame fill the south-
west corner of the room

Room #2 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #16, inhabited by Allip and 1 x Shadow

East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


→ Leads to room #3, inhabited by Vampiric Mist and 1 x
Shadow

South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


→ Leads to room #4, inhabited by Spawn of Kyuss

Room Features A large kiln and coal bin sit in the center of the room, and a
pile of rotten leather lies in the west side of the room

Room #3 North Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Ⓣ Rune of Confusion: DC 15 to find, DC 15 to disable;
affects all targets within 10 ft., DC 20 save or become
confused (phb 224) for 1d4 rounds

West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


→ Leads to room #2

East Entry #1 Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


Ⓣ Electrified Lock: DC 15 to find, DC 20 to disable; affects
each creature which touches the lock, DC 15 save or take
2d10 lightning damage

East Entry #2 Trapped and Locked Simple Wooden Door (DC 10 to open,
DC 15 to break; 10 hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable

East Entry #3 Locked Strong Wooden Door (DC 15 to open, DC 20 to break;


20 hp)

Room Features A narrow shaft falls into the room from above, and a toppled
statue lies in the north side of the room

Monster Vampiric Mist (cr 3, mtf 246) and 1 x Shadow (cr 1/2, mm
269); medium, 800 xp

Treasure: 12 gp; 10 gp

Room #4 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


→ Leads to room #2

West Entry Stuck Iron Door (DC 25 to break; 60 hp) (slides down)

East Entry #1 Stuck Iron Door (DC 25 to break; 60 hp) (slides up)

East Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)

East Entry #3 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


→ Leads to room #12, inhabited by Wraith

South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #6

Room Features A chute falls into the room from above, and someone has
scrawled "right, right, right" in dwarvish runes on the south
wall

Monster Spawn of Kyuss (cr 5, vgm 192); deadly, 1800 xp

Treasure: 1900 cp, 1500 sp, 70 gp, hematite (10 gp), 2 x


obsidian (10 gp), Spell Scroll (Ray of Frost) (common, dmg
200), Spell Scroll (Resistance) (common, dmg 200), Spell
Scroll (Unseen Servant) (common, dmg 200), 2 x Potion of
Healing (common, dmg 187)

Room #5 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

West Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable; affects
each creature which touches the lock, DC 14 save or take
2d10 lightning damage

East Entry Archway


→ Leads to room #6

South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)


→ Leads to room #15

Monster Wraith (cr 5, mm 302) and 1 x Ghoul (cr 1, mm 148); deadly,


2000 xp

Treasure: 2000 cp, 1000 sp, 30 gp, a fine steel shield brooch
engraved with draconic scales (25 gp), a linen merchant's cap
threaded with electrum (25 gp), a pair of brocade gloves
threaded with copper (25 gp), a pewter rapier inlaid with a
meandros of electrum (25 gp)

Room #6 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #4, inhabited by Spawn of Kyuss

West Entry Archway


→ Leads to room #5, inhabited by Wraith and 1 x Ghoul

East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #7, inhabited by Wraith and 1 x Ghoul

South Entry #1 Stuck Stone Door (DC 20 to break; 60 hp)

South Entry #2 Stuck Iron Door (DC 25 to break; 60 hp)

Room Features A briny odor fills the room, and a broken door lies in the east
side of the room

Trap Chain Flail: DC 15 to find, DC 10 to disable; initiative +2, 1


attack per round, +8 to hit against all targets within 5 ft., 2d10
bludgeoning damage
Hidden Treasure Hidden (DC 20 to find) Unlocked Good Wooden Chest (15 hp)

2100 cp, 1400 sp, 70 gp, a copper dagger engraved with


dwarven axeheads (25 gp), a fine leather mantle trimmed with
rabbit fur (25 gp), a set of ivory dice with copper pips (25 gp),
a wooden scepter inlaid with ornate copper scrollwork (25 gp),
Spell Scroll (Speak with Animals) (common, dmg 200), Potion
of Climbing (common, dmg 187), Potion of Greater Healing
(uncommon, dmg 187), 2 x Potion of Healing (common, dmg
187)

Room #7 North Entry Unlocked Strong Wooden Door (20 hp)


→ Leads to room #12, inhabited by Wraith

West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #6

South Entry Secret (DC 15 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed within the mouth of a demonic face
carved from stone

Room Features A magical shrine of a god of light in the north side of the room
conjures a floating flame for whomever offers a prayer, and a
stream of water flows along a channel in the floor

Monster Wraith (cr 5, mm 302) and 1 x Ghoul (cr 1, mm 148); deadly,


2000 xp

Treasure: 2400 cp, 700 sp, 40 gp, a set of crystal dice (25 gp),
an agate cup set with a single blue sapphire (25 gp), an
obsidian brazier inlaid with a filigree of silver (25 gp), +1
Ammunition (20 crossbow bolts) (uncommon, dmg 150),
Elemental Gem (water) (uncommon, dmg 167), Potion of
Water Breathing (uncommon, dmg 188), Ring of Swimming
(uncommon, dmg 193)

Room #8 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15
hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable

West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

West Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)

Monster Spawn of Kyuss (cr 5, vgm 192) and 1 x Zombie (cr 1/4, mm
316); deadly, 1850 xp

Treasure: 2500 cp, 1200 sp, 50 gp, eye agate (10 gp),
hematite (10 gp), obsidian (10 gp), tiger eye (10 gp), turquoise
(10 gp)

Room #9 East Entry Trapped and Locked Simple Wooden Door (DC 25 to open,
DC 15 to break; 10 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable

South Entry Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to
break; 10 hp) (slides up)
Ⓢ The door is concealed behind a statue of an ancient lich,
and opened by pressing runes on his staff

Room Features A rope ascends to a catwalk hanging between the east and
west walls, and a forge and anvil sit in the west side of the
room

Monster Deathlock (cr 4, mtf 128) and 3 x Cultist (cr 1/8, mm 345);
hard, 1175 xp

Treasure: 1600 cp, 1200 sp, 70 gp, 3 x diamond (50 gp),


citrine (50 gp), sardonyx (50 gp)

Room #10 West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides up)

South Entry Archway

Room Features The floor is covered in square tiles, alternating white and
black, and the south and east walls are covered with sword
cuts

Monster Ogre Zombie (cr 2, mm 316) and 3 x Zombie (cr 1/4, mm 316);
hard, 600 xp

Treasure: 10 sp; 13 ep; 5 gp; 3 pp

Room #11 West Entry Unlocked Simple Wooden Door (10 hp)

Monster 2 x Ogre Zombie (cr 2, mm 316); hard, 900 xp

Treasure: 10 sp; 14 sp

Room #12 North Entry Archway

West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


→ Leads to room #4, inhabited by Spawn of Kyuss

East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

South Entry Unlocked Strong Wooden Door (20 hp)


→ Leads to room #7, inhabited by Wraith and 1 x Ghoul

Room Features Burning torches in iron sconces line the north and east walls,
and the north and east walls are covered with goblin graffiti

Monster Wraith (cr 5, mm 302); deadly, 1800 xp

Treasure: 230 sp, 20 gp

Room #13 East Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break;
15 hp)
→ Leads to room #19, inhabited by 3 x Skeleton and 3 x
Warhorse Skeleton

South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

Room Features A tile labyrinth covers the floor, and numerous monstrous
skulls lie within niches in the south and east walls
Monster Ogre Zombie (cr 2, mm 316) and 5 x Zombie (cr 1/4, mm 316);
hard, 700 xp

Treasure: 12 gp; 12 ep; 24 cp; 13 sp; 19 sp; 12 sp

Room #14 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

East Entry #1 Unlocked Strong Wooden Door (20 hp)

East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features Spirals of gray stones cover the floor, and a pile of rotten
bread lies in the north-west corner of the room

Room #15 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #5, inhabited by Wraith and 1 x Ghoul

West Entry Archway

South Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20
hp)
Ⓣ Arrow Trap: DC 15 to find, DC 15 to disable; +9 to hit
against one target, 4d10 piercing damage

Empty

Room #16 North Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
(slides to one side)

West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #2

Monster Allip (cr 5, mtf 116) and 1 x Shadow (cr 1/2, mm 269); deadly,
1900 xp

Treasure: 140 gp; 11 gp

Room #17 North Entry Unlocked Strong Wooden Door (20 hp)

East Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Acid Spray: DC 20 to find, DC 10 to disable; affects all
targets within a 20 ft. cone, DC 13 save or take 1d10 acid
damage for 1d4 rounds

Room Features A stone dais and throne sits in the north-west corner of the
room, and wisps of yellow flame fill the west side of the room

Monster Ghast (cr 2, mm 148) and 2 x Ghoul (cr 1, mm 148); deadly,


850 xp

Treasure: 12 gp; 6 gp; 10 ep

Room #18 East Entry #1 Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all
targets within a 10 ft. square area, DC 14 save or take 2d10
damage

East Entry #2 Unlocked Stone Door (60 hp)

Monster Wraith (cr 5, mm 302); deadly, 1800 xp

Treasure: 1700 cp, 1000 sp, 70 gp, 3 x diamond (50 gp),


carnelian (50 gp), chalcedony (50 gp), quartz (50 gp),
Necklace of Adaptation (uncommon, dmg 182), Ring of
Warmth (uncommon, dmg 193), Trident of Fish Command
(uncommon, dmg 209), +1 Weapon (shortbow) (uncommon,
dmg 213)

Room #19 West Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break;
15 hp)
→ Leads to room #13, inhabited by Ogre Zombie and 5 x
Zombie

East Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

East Entry #2 Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
Ⓢ The door is concealed behind a statue of a terrified
maiden, and opened by breaking her neck

South Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break;


15 hp)

Monster 3 x Skeleton (cr 1/4, mm 272) and 3 x Warhorse Skeleton (cr


1/2, mm 273); hard, 450 xp

Treasure: 2000 cp, 1000 sp, 60 gp, a brass crown inlaid with a
meandros of silver (25 gp), a cloth gown trimmed with fur (25
gp), 2 x a fine leather coinpurse trimmed with squirrel fur (25
gp), a portrait (of a male halfling) in a wooden frame engraved
with a labyrinth (25 gp), Spell Scroll (Entangle) (common, dmg
200), Spell Scroll (Illusory Script) (common, dmg 200), Potion
of Healing (common, dmg 187)

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