You are on page 1of 4

The Tunnels of Crimson Secrets 11

Level 11

General History The dungeon was created by a lich as a lair. It was eventually conquered
by invaders, and has been conquered and altered many times since then.
Walls Reinforced Masonry (DC 15 to climb)

Floor Smooth Stone


Temperature Cool

Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)


Corridor Features a Skeletons hang from chains and manacles against the walls
c A tile labyrinth covers the floor
e Skeletons hang from chains and manacles against the walls

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


m A rotting odor fills the corridor

n A toppled statue lies across the corridor


r Lightning Turret: DC 15 to find, DC 15 to disable; initiative +4, 1 attack
per round, affects all targets in a 40 ft. line, DC 15 save or take 10d10
lightning damage
s An iron chandelier hangs from the ceiling here
u Someone has scrawled "The Blade of Violation is drawn" here

v Acid Turret: DC 10 to find, DC 15 to disable; initiative +3, 1 attack per


round, affects all targets within a 20 ft. cone, DC 13 save or take 4d10
acid damage for 1d4 rounds

Room #1 North Entry #1 Secret (DC 20 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed behind a pile of skulls
North Entry #2 Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
down)
Ⓣ Electrified Lock: DC 10 to find, DC 15 to disable; affects each
creature which touches the lock, DC 19 save or take 18d10 lightning
damage
West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)

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

Trap Poisoned Net Trap: DC 10 to find, DC 10 to disable; affects all targets


within a 10 ft. square area, DC 13 save or take 10d10 poison damage
and become restrained, half damage on a successful save

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

West Entry Trapped and Unlocked Good Wooden Door (15 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

South Entry #1 Secret (DC 20 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is located several feet above the floor and concealed by an
illusion
South Entry #2 Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)

Room Features A magical statue in the north-east corner of the room answers simple
questions about the dungeon (points directions), and someone has
scrawled "right, straight, straight, right, straight" in dwarvish runes on the
north wall

Room #3 North Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20
hp)

Empty

Room #4 North Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60


hp)

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


hp)

Empty

Room #5 East Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +8 to hit against one
target, 10d10 cold damage
Empty
Room #6 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Magic Missle Trap: DC 20 to find, DC 15 to disable; one target,
10d10 force damage

West Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)

South Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)

Room Features The south and west walls have been engraved with arcane symbols, and
quicksilver drips from the ceiling in the center of the room

Room #7 South Entry Secret (DC 25 to find) Trapped and Stuck Good Wooden Door (DC 15 to
break; 15 hp)
Ⓢ The door is concealed behind a statue of a troll archer, and opened
by pulling an arrow in its quiver
Ⓣ Rune of Dread: DC 15 to find, DC 15 to disable; affects all targets
within 10 ft., DC 15 save or become frightened for 1d4 rounds

Empty

Room #8 South Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15
hp)

South Entry #2 Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)


→ Leads to room #12

Empty

Room #9 East Entry Secret (DC 15 to find) Stuck Good Wooden Door (DC 15 to break; 15
hp)
Ⓢ A bookcase and concealed door pivots smoothly
Empty

Room #10 North Entry Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10
hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved
from stone
East Entry Secret (DC 15 to find) Locked Simple Wooden Door (DC 20 to open, DC
15 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a dread vampire, and
opened by filling his chalice with blood
Hidden Treasure Hidden (DC 20 to find) Unlocked Simple Wooden Chest (10 hp)

14000 gp, 1800 pp, a bloodstone puzzle box inlaid with a meandros of
platinum (250 gp), a malachite scepter engraved with dwarven axeheads
(250 gp), a moonstone cup engraved with a labyrinth (250 gp), a porcelain
tankard painted with a renowned coat of arms (250 gp), an electrum cup
inlaid with orichalcum (250 gp), an electrum ring inlaid with orichalcum
(250 gp), 3 x Potion of Healing (common, dmg 187), Driftglobe
(uncommon, dmg 166), Potion of Animal Friendship (uncommon, dmg
187), Potion of Greater Healing (uncommon, dmg 187), Potion of Hill
Giant Strength (uncommon, dmg 187)

Room #11 West Entry Trapped and Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
Ⓣ Acid Spray: DC 10 to find, DC 15 to disable; affects all targets within
a 20 ft. cone, DC 11 save or take 4d10 acid damage for 1d4 rounds

Room Features A well lies in the west side of the room, and a pile of spoiled meat lies in
the east side of the room

Room #12 North Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
→ Leads to room #8

West Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
Room Features A tile labyrinth covers the floor, and the sound of footsteps can be heard
in the east side of the room
Random Dungeon Generator
http://donjon.bin.sh/

Some content used under the terms of the Open Gaming License

You might also like