Professional Documents
Culture Documents
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.
Floor Flagstone
Temperature Warm
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
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
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
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
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
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)
Room Features A chute falls into the room from above, and someone has
scrawled "right, right, right" in dwarvish runes on the south
wall
Room #5 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
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
Room Features A briny odor fills the room, and a broken door lies in the east
side of the room
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
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
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
Room #10 West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides up)
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
Room #11 West Entry Unlocked Simple Wooden Door (10 hp)
Treasure: 10 sp; 14 sp
Room Features Burning torches in iron sconces line the north and east walls,
and the north and east walls are covered with goblin graffiti
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
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
Room #14 North Entry 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
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)
Monster Allip (cr 5, mtf 116) and 1 x Shadow (cr 1/2, mm 269); deadly,
1900 xp
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
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
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 #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
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)
Some content used under the terms of the Open Gaming License