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The Black Delve of Kadi

Level 6

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General History The dungeon was created by kuo-toa as a stronghold. Its creators were destroyed by
attacking raiders, and the dungeon has been conquered and altered many times since
then.

Walls Reinforced Masonry (DC 15 to climb)

Floor Flagstone

Temperature Cool

Illumination Dark (individual creatures may carry lights)

Corridor Features a Laughter fills the corridor

c A fountain of water sits in an alcove here

e A chute falls into the corridor from above

i Teleporter Crystal: DC 15 to find, DC 15 to disable; affects each creature which touches


the crystal, DC 11 save or be teleported to another location

m Someone has scrawled "Don't lose your head" here

n Several alcoves are cut into the walls here

r Ice Spear Trap: DC 10 to find, DC 15 to disable; +6 to hit against one target, 4d10 cold
damage

s A tile labyrinth covers the floor

u A chute falls into the corridor from above

v The walls here have been engraved with arcane symbols

w Poisoned Arrow Trap: DC 15 to find, DC 10 to disable; +10 to hit against one target, 10d10
piercing/poison damage

x Greater Acid Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone,
DC 18 save or take 4d10 acid damage for 1d4 rounds

z Flamethrower: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC


12 save or take 4d10 fire damage

Wandering 1 Succubus (cr 4, mm 285) and 1 x Hell Hound (cr 3, mm 182); hard, 1800 xp, wielding
bizarre eldritch powers
Monsters
2 4 x Dust Mephit (cr 1/2, mm 215) and 1 x Ghoul (cr 1, mm 148); easy, 600 xp, investigating
a strange noise

3 Oaken Bolter (cr 5, mtf 126); medium, 1800 xp, searching for an object stolen from their
lair

4 2 x Incubus (cr 4, mm 285); hard, 2200 xp, hunting for food

5 5 x Mimic (cr 2, mm 220); deadly, 2250 xp, bloodied and fleeing a more powerful enemy

6 Banderhobb (cr 5, vgm 122); medium, 1800 xp, bloodied and fleeing a more powerful
enemy

Room #1 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #29, inhabited by 3 x Mimic

East Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 15 to disable; +8 to hit against one target, 4d10 piercing
damage
→ Leads to room #2, inhabited by Incubus and 1 x Hell Hound

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

Room Features A mural of a legendary battle covers the ceiling, and a toppled statue lies in the south-
west corner of the room

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Room #2 West Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 15 to disable; +8 to hit against one target, 4d10 piercing
damage
→ Leads to room #1

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


→ Leads to room #25, inhabited by 2 x Incubus

South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides down)
→ Leads to room #3

Room Features Various torture devices are scattered throughout the room, and someone has scrawled
"Look to the left" on the west wall

Monster Incubus (cr 4, mm 285) and 1 x Hell Hound (cr 3, mm 182); hard, 1800 xp

Treasure: 14 cp; 10 sp

Room #3 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides down)
→ Leads to room #2, inhabited by Incubus and 1 x Hell Hound

West Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)

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


→ Leads to room #12, inhabited by 10 x Dust Mephit and 1 x Ghoul

South Entry Trapped and Locked Stone Door (DC 25 to open, 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 11 save or take 2d10 damage
→ Leads to room #33, inhabited by 2 x Incubus

Empty

Room #4 West Entry Stuck Iron Door (DC 25 to break; 60 hp)

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

Room Features Part of the west wall has collapsed into the room, and someone has scrawled "Don't
sleep" on the south wall

Monster Mind Flayer Arcanist (cr 8, mm 222) and 3 x Grimlock (cr 1/4, mm 175); hard, 4050 xp

Treasure: 140 gp; 12 gp; 11 gp; 15 cp

Room #5 East Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Fire Spray: DC 20 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC
10 save or take 2d10 fire damage

South Entry Secret (DC 25 to find) Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20
hp)
Ⓢ A bookcase and concealed door pivots smoothly

Room Features Several square holes are cut into the north wall, and the walls have been engraved with
glowing symbols

Room #6 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
→ Leads to room #22

South Entry Archway

Room Features A forge and anvil sit in the north-east corner of the room, and a charred wooden shield
lies in the north-west corner of the room

Room #7 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

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South Entry Archway


→ Leads to room #23

Room Features Several square holes are cut into the walls, and the ceiling is covered with dripping
stalactites

Room #8 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides up)

South Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)


→ Leads to room #14, inhabited by 5 x Mimic

Monster 4 x Mimic (cr 2, mm 220); hard, 1800 xp

Treasure: 11 gp; 15 sp; 7 sp; 13 sp

Room #9 West Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #13, inhabited by 2 x Mimic

Room Features A stair ascends to a wooden platform in the south side of the room, and the ceiling is
covered with scorch marks

Monster Deathlock Mastermind (cr 8, mtf 129) and 11 x Cultist (cr 1/8, mm 345); hard, 4175 xp

Treasure: 150 sp, 70 gp; 6 ep; 9 gp; 11 gp; 9 gp; 25 cp; 12 cp; 19 sp; 17 cp; 16 cp; 21 cp; 10
ep

Room #10 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides down)
→ Leads to room #23

South Entry #1 Trapped and Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable; affects each creature which touches
the lock, DC 12 save or take 4d10 lightning damage

South Entry #2 Unlocked Strong Wooden Door (20 hp)

Monster 8 x Dust Mephit (cr 1/2, mm 215); medium, 800 xp

Treasure: 6 gp; 22 cp; 5 pp; 6 gp; 8 gp; 11 sp; 6 gp; 8 ep

Trap Shrine of Evil: DC 15 to find, DC 10 to disable; affects good creatures which touch the
shrine, DC 20 save or take 10d10 damage

Room #11 West Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square
area, DC 13 save or take 4d10 damage

South Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #32, inhabited by Mind Flayer and 4 x Grimlock

Trap Concealed Pit with Spikes: DC 15 to find, DC 15 to disable; affects all targets entering a 10
ft. square area, DC 12 save or take 4d10 damage

Hidden Treasure Hidden (DC 20 to find) Unlocked Strong Wooden Chest (20 hp)

300 cp, 4000 sp, 1500 gp, 60 pp, a brocade vest trimmed with sable (250 gp), a
lacquered wooden rod set with black opal and yellow sapphire (250 gp), a porcelain tile
gilded and painted with mythical creatures (250 gp), a scroll of masterwork calligraphy
(250 gp), a silver bracer engraved with elven script (250 gp), a velvet choker trimmed
with ermine (250 gp), a velvet mantle threaded with electrum (250 gp)

Room #12 North Entry Archway


→ Leads to room #25, inhabited by 2 x Incubus

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


→ Leads to room #3

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

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Room Features A balcony hangs from the north wall, and a tile labyrinth covers the floor

Monster 10 x Dust Mephit (cr 1/2, mm 215) and 1 x Ghoul (cr 1, mm 148); hard, 1200 xp

Treasure: 400 cp, 9000 sp, 2600 gp, 90 pp, black onyx (150 gp), 2 x diamond (100 gp), 4
x pearl (100 gp), amethyst (100 gp), coral (100 gp), jet (100 gp), spinel (100 gp), +1 Rod
of the Pact Keeper (uncommon, dmg 197), +1 Shield (uncommon, dmg 200)

Trap Earthmaw Trap: DC 15 to find, DC 10 to disable; +7 to hit against one target, 4d10 piercing
damage

Room #13 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

North Entry #2 Unlocked Strong Wooden Door (20 hp)


→ Leads to room #33, inhabited by 2 x Incubus

East Entry #1 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 13 save or take 4d10 lightning damage

East Entry #2 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #9, inhabited by Deathlock Mastermind and 11 x Cultist

Room Features Someone has scrawled an incomplete drawing of a dragon on the south wall, and a pile of
rotting wood lies in the north side of the room

Monster 2 x Mimic (cr 2, mm 220); easy, 900 xp

Treasure: 15 sp; 10 gp

Room #14 North Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
→ Leads to room #8, inhabited by 4 x Mimic

West Entry Unlocked Simple Wooden Door (10 hp)

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

Room Features Burning torches in iron sconces line the north and south walls, and the floor is covered
with dead insects

Monster 5 x Mimic (cr 2, mm 220); deadly, 2250 xp

Treasure: 12 gp; 17 sp; 17 sp; 10 sp; 14 cp

Room #15 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides down)

South Entry Archway

Empty

Room #16 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides to one side)
→ Leads to room #30

Room Features A stream of oil flows along a channel in the floor, and the scent of smoke fills the room

Room #17 East Entry Unlocked Simple Wooden Door (10 hp)

Room Features A well lies in the north-east corner of the room, and a ruined siege weapon sits in the east
side of the room

Monster 5 x Dust Mephit (cr 1/2, mm 215); easy, 500 xp

Treasure: 18 sp; 16 cp; 22 sp; 18 cp; 13 sp

Room #18 West Entry Archway

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Monster Adult Oblex (cr 5, mtf 218); medium, 1800 xp

Treasure: 700 cp, 8000 sp, 2400 gp, 120 pp, 2 x black onyx (150 gp), amber (100 gp),
garnet (100 gp), jade (100 gp), 8 x pearl (100 gp), tourmaline (100 gp)

Room #19 East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)

South Entry #1 Secret (DC 25 to find) Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20
hp)
Ⓢ The door is located above a small stone dais and concealed behind a tapestry of
geometric patterns

South Entry #2 Archway

Room Features A stone stair ascends towards the south wall, and a set of demonic war masks hangs on
the north wall

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

Treasure: 70 gp, 10 pp; 15 cp

Room #20 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

Room Features The walls have been engraved with geometric patterns, and several iron cages are
scattered throughout the room

Monster Allip (cr 5, mtf 116) and 2 x Shadow (cr 1/2, mm 269); medium, 2000 xp

Treasure: 120 gp; 12 ep; 11 sp

Trap Poison Gas Trap: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square
area, DC 13 save or take 4d10 poison damage

Hidden Treasure Hidden (DC 25 to find) Locked Iron Chest (DC 15 to unlock, DC 30 to break; 60 hp)

700 cp, 9000 sp, 1700 gp, 130 pp

Room #21 North Entry Stuck Stone Door (DC 20 to break; 60 hp)

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

Room Features An altar of evil sits in the center of the room, and someone has scrawled "When the moon
is crowned and the forests are made spears, the Throne of Coins shall be destroyed" on
the east wall

Room #22 North Entry Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
Ⓣ Ice Dart Trap: DC 20 to find, DC 20 to disable; +5 to hit against one target, 2d10 cold
damage

South Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
→ Leads to room #6

Room Features A large demonic idol with ruby eyes sits in the north side of the room, and someone has
scrawled an arrow pointing left on the south wall

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Room #23 North Entry Archway


→ Leads to room #7

West Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)

West Entry #2 Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a demonic sorceress, and opened by moving
her hand

South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides down)
→ Leads to room #10, inhabited by 8 x Dust Mephit

Room Features A group of monstrous faces have been carved into the east wall, and a fountain and
statue of a Monstrous Goddess sits in the south-west corner of the room

Room #24 West Entry Unlocked Iron Door (60 hp)

South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides up)
→ Leads to room #30

Empty

Room #25 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #2, inhabited by Incubus and 1 x Hell Hound

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

East Entry #2 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)

South Entry Archway


→ Leads to room #12, inhabited by 10 x Dust Mephit and 1 x Ghoul

Room Features A mural of a legendary battle covers the ceiling, and someone has scrawled an incomplete
drawing of a dragon on the east wall

Monster 2 x Incubus (cr 4, mm 285); hard, 2200 xp

Treasure: 19 cp; 18 sp

Room #26 West Entry #1 Unlocked Stone Door (60 hp)


→ Leads to room #32, inhabited by Mind Flayer and 4 x Grimlock

West Entry #2 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square
area, DC 12 save or take 4d10 damage

Monster Drow Mage (cr 7, mm 129) and 3 x Drow (cr 1/4, mm 128); hard, 3050 xp

Treasure: 230 sp, 80 gp; 17 sp; 9 sp; 14 sp

Room #27 North Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 15 to disable; affects each creature which
touches the crystal, DC 15 save or be teleported to another location

South Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 15 to disable; affects each creature which
touches the crystal, DC 11 save or be teleported to another location

Empty

Room #28 West Entry Archway

South Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)

Room Features A stack of barrels filled with rotting fruit stands against the west wall, and the floor is
covered with rotting straw

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Room #29 West Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)

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


→ Leads to room #1

Monster 3 x Mimic (cr 2, mm 220); hard, 1350 xp

Treasure: 19 cp; 19 cp; 7 ep

Room #30 North Entry #1 Unlocked Strong Wooden Door (20 hp)

North Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides up)
→ Leads to room #24

West Entry Trapped and Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit against one target, 4d10 piercing
damage

East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides to one side)
→ Leads to room #16

Room Features Knocking fills the room, and a shattered sword lies in the center of the room

Room #31 East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #33, inhabited by 2 x Incubus

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

Room Features A shallow pit lies in the east side of the room, and a mural of ghoulish carnage covers the
ceiling

Room #32 North Entry #1 Unlocked Simple Wooden Door (10 hp)
→ Leads to room #11

North Entry #2 Archway

East Entry Unlocked Stone Door (60 hp)


→ Leads to room #26, inhabited by Drow Mage and 3 x Drow

South Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +8 to hit against one target, 4d10 cold
damage

Room Features A stream of oil flows along a channel in the floor, and several adventurer corpses are
scattered throughout the room

Monster Mind Flayer (cr 7, mm 222) and 4 x Grimlock (cr 1/4, mm 175); hard, 3100 xp

Treasure: 400 cp, 10000 sp, 1900 gp, 160 pp, 3 x black onyx (150 gp), 3 x pearl (100 gp),
garnet (100 gp), tourmaline (100 gp), Cap of Water Breathing (uncommon, dmg 157), 2 x
Goggles of Night (uncommon, dmg 172)

Room #33 North Entry Trapped and Locked Stone Door (DC 25 to open, 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 11 save or take 2d10 damage
→ Leads to room #3

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


→ Leads to room #31

South Entry Unlocked Strong Wooden Door (20 hp)


→ Leads to room #13, inhabited by 2 x Mimic

Monster 2 x Incubus (cr 4, mm 285); hard, 2200 xp

Treasure: 8 gp; 14 sp

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