You are on page 1of 12

donjon

5e Random Dungeon Generator


The Secret Halls of the Goblin King

Level 3
General History The dungeon was created by mind flayers as a stronghold. Its creators were destroyed by
attacking raiders, and the dungeon has been conquered and altered many times since then.

Walls Masonry (DC 15 to climb)

Floor Smooth Stone

Temperature Cool

Illumination Shadowy (witchlight every 20 ft.)

Corridor Features a Concealed Pit: DC 15 to find, DC 10 to disable; affects all targets entering a 10 ft. square area,
DC 14 save or take 2d10 damage

c Concealed Pit: DC 10 to find, DC 15 to disable; affects all targets entering a 10 ft. square area,
DC 15 save or take 2d10 damage

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

i The walls here have been engraved with strange symbols

m Guillotine Blade: DC 10 to find, DC 10 to disable; +12 to hit against one target, 4d10 slashing
damage

n An iron chandelier hangs from the ceiling here

r Someone has scrawled "The Black Rangers killed three trolls here" here

s An iron chandelier hangs from the ceiling here

u Net Trap: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 11
save or become restrained

v The walls here have been engraved with strange symbols

w Arrow Trap: DC 10 to find, DC 15 to disable; +3 to hit against one target, 1d10 piercing damage

x Someone has scrawled "The Lantern of Honor shall be restored when the moon is crowned"
here

z The walls here are covered with goblin graffiti

Wandering 1 Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); hard, 500 xp, trying to lure the
party into an ambush
Monsters
2 2 x Skeleton (cr 1/4, mm 272); easy, 100 xp, lost and desperate

3 Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); hard, 500 xp, searching for an
object stolen from their lair

4 Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); hard, 500 xp, lost and desperate

5 2 x Skeleton (cr 1/4, mm 272) and 2 x Warhorse Skeleton (cr 1/2, mm 273); hard, 300 xp,
bloodied and fleeing a more powerful enemy

6 3 x Skeleton (cr 1/4, mm 272); medium, 150 xp, gathered around an evil shrine

Room #1 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)

West Entry Unlocked Strong Wooden Door (20 hp) (slides up)
→   Leads to room #38

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

Room Features Someone has scrawled an incomplete drawing of a dragon on the west wall, and numerous
monstrous skulls lie within niches in the west wall

Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); hard, 500 xp

Treasure: 5 gp; 16 cp

Room #2 North Entry Archway


→   Leads to room #16

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


→   Leads to room #52, inhabited by Ogre Zombie and 1 x Zombie
East Entry #1 Secret (DC 15 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ   The door is concealed within the mouth of a gargantuan skull carved from stone

East Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Room Features A shallow pit lies in the north side of the room, and several adventurer corpses are scattered
throughout the room

Room #3 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

West Entry Archway

Room Features The floor is covered in perfect hexagonal tiles, and a stack of barrels filled with sand stands
against the west wall

Room #4 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides to one side)

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

Room Features A stone stair ascends towards the north wall, and a carved stone statue stands in the north-
east corner of the room

Monster 6 x Skeleton (cr 1/4, mm 272); hard, 300 xp

Treasure: 2100 cp, 900 sp, 80 gp, a brass mace etched with arcane runes (25 gp), a cloth robe
trimmed with rabbit fur (25 gp), Spell Scroll (Find Traps) (uncommon, dmg 200), Spell Scroll
(Bestow Curse) (uncommon, dmg 200), Potion of Fire Breath (uncommon, dmg 187)

Room #5 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

East Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ   Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 13
save or take 2d10 thunder damage and become deafened for 1d4 rounds

South 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

Monster 5 x Skeleton (cr 1/4, mm 272); hard, 250 xp

Treasure: 2000 cp, 1300 sp, 40 gp, a jasper salt cellar inlaid with a filigree of electrum (25 gp),
a rosewood comb engraved with elven script (25 gp), a stoneware tile painted with floral
imagery (25 gp), Potion of Healing (common, dmg 187)

Room #6 West Entry #1 Stuck Stone Door (DC 20 to break; 60 hp)


→   Leads to room #42

West Entry #2 Archway


→   Leads to room #40

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

Room Features The room has a high domed ceiling, and the scent of urine fills the room

Monster 4 x Skeleton (cr 1/4, mm 272); hard, 200 xp

Treasure: 12 gp; 12 sp; 17 cp; 16 sp

Room #7 West Entry #1 Unlocked Good Wooden Door (15 hp)

West Entry #2 Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓣ   Guillotine Blade: DC 15 to find, DC 15 to disable; +3 to hit against one target, 1d10 slashing
damage
→   Leads to room #57, inhabited by Skeleton and 1 x Warhorse Skeleton

South Entry Trapped and Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
Ⓣ   Rune of Hypnosis: DC 20 to find, DC 15 to disable; affects all targets within 10 ft., DC 15
save or become incapacitated for 1d4 rounds

Monster Ogre Zombie (cr 2, mm 316); hard, 450 xp


Treasure: 9 cp

Room #8 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

West Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
→   Leads to room #21

Monster 2 x Skeleton (cr 1/4, mm 272); easy, 100 xp

Treasure: 14 sp; 9 gp

Room #9 North Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)

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


→   Leads to room #37

Empty  

Room #10 North Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
→   Leads to room #44, inhabited by Ogre Zombie

East Entry Secret (DC 20 to find) Trapped and Unlocked Iron Door (60 hp)

Ⓢ   A bookcase and concealed door pivots smoothly


Ⓣ   Electrified Lock: DC 15 to find, DC 10 to disable; affects each creature which touches the
lock, DC 13 save or take 2d10 lightning damage
→   Leads to room #12, inhabited by Ogre Zombie and 1 x Zombie

South Entry Archway


→   Leads to room #27

Room Features An enchanted pool in the south side of the room ages whomever drinks from it (but only
once), and someone has scrawled "You cannot kill it with wizardry" on the south wall

Room #11 East Entry Unlocked Simple Wooden Door (10 hp)
→   Leads to room #30, inhabited by 2 x Skeleton

Empty  

Room #12 West Entry Secret (DC 20 to find) Trapped and Unlocked Iron Door (60 hp)
Ⓢ   A bookcase and concealed door pivots smoothly
Ⓣ   Electrified Lock: DC 15 to find, DC 10 to disable; affects each creature which touches the
lock, DC 13 save or take 2d10 lightning damage
→   Leads to room #10

South Entry Archway

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

Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); hard, 500 xp

Treasure: 7 cp; 11 ep

Room #13 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

Room Features The floor is covered with rotting straw, and a crushed helm lies in the center of the room

Trap Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 12 save
or take 2d10 thunder damage and become deafened for 1d4 rounds

Hidden Treasure Locked Good Wooden Chest (DC 20 to unlock, DC 20 to break; 15 hp)

1600 cp, 1600 sp, 70 gp, a brass bracer set with moonstone and star rose quartz (25 gp), a
cloth mantle trimmed with fox fur (25 gp), a jasper salt cellar engraved with arcane runes (25
gp), a pair of brocade gloves threaded with silver (25 gp), an agate bowl inlaid with a meandros
of silver (25 gp), Spell Scroll (Shocking Grasp) (common, dmg 200), 3 x Potion of Healing
(common, dmg 187)
Room #14 East Entry Stuck Iron Door (DC 25 to break; 60 hp)

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

Empty  

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

South Entry Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
Ⓣ   Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the
trigger, DC 11 save or take 1d10 damage
→   Leads to room #37

Room Features A balcony hangs from the north wall, and someone has scrawled "The maiden is cursed" on
the west wall

Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); hard, 500 xp

Treasure: 2400 cp, 1000 sp, 100 gp, 6 x diamond (50 gp), bloodstone (50 gp), chalcedony
(50 gp), sardonyx (50 gp), Potion of Mind Reading (rare, dmg 188), Potion of Stone Giant
Strength (rare, dmg 187)

Room #16 West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)

South Entry Archway

→   Leads to room #2

Room Features Patches of mushrooms grow in the east side of the room, and a blood-soaked blanket lies in
the west side of the room

Room #17 North Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (magically reinforced,
disadvantage to break)
Ⓣ   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 Unlocked Iron Door (60 hp)


→   Leads to room #44, inhabited by Ogre Zombie

Room Features The north and east walls have been engraved with geometric patterns, and a ruined siege
weapon sits in the north-east corner of the room

Room #18 West Entry Stuck Iron Door (DC 25 to break; 60 hp) (slides up)
→   Leads to room #42

Room Features A large kiln and coal bin sit in the center of the room, and moaning can be heard in the north
side of the room

Room #19 East Entry Unlocked Good Wooden Door (15 hp) (slides down)
→   Leads to room #49

South Entry Unlocked Strong Wooden Door (20 hp)

Room Features Part of the ceiling has collapsed into the room, and someone has scrawled "Who took my
dwarf skull" in orcish runes on the north wall

Room #20 East Entry Unlocked Simple Wooden Door (10 hp) (slides to one side)

South Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ   Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the
trigger, DC 17 save or take 4d10 damage

Empty  

Room #21 West Entry Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ   The door is concealed within an upright sarcophagus

East Entry #1 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
→   Leads to room #8, inhabited by 2 x Skeleton

East Entry #2 Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ   The door is located above a small stone dais and concealed behind a tapestry of vile acts

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


→   Leads to room #48

Room Features A stone ramp ascends towards the south wall, and the south and west walls are covered with
mould

Room #22 West Entry Archway

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


→   Leads to room #50

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


Ⓣ   Acid Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 13
save or take 1d10 acid damage for 1d4 rounds

Empty  

Room #23 East Entry Unlocked Strong Wooden Door (20 hp)
→   Leads to room #25

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


→   Leads to room #59

Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); hard, 500 xp

Treasure: 18 cp; 16 sp

Room #24 North Entry Unlocked Strong Wooden Door (20 hp)

West Entry Unlocked Simple Wooden Door (10 hp)

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


→   Leads to room #55

South Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ   Arrow Trap: DC 10 to find, DC 15 to disable; +4 to hit against one target, 1d10 piercing
damage
→   Leads to room #50

Room Features Screaming fills the room, and several pieces of broken glass are scattered throughout the
room

Monster Ogre Zombie (cr 2, mm 316); hard, 450 xp

Treasure: 2200 cp, 1100 sp, 100 gp, a bloodstone cup engraved with dwarven runes (25 gp), a
pair of brocade gloves threaded with electrum (25 gp), an agate bowl set with a rosette of
jasper (25 gp), an agate salt cellar engraved with dwarven axeheads (25 gp), an earthenware
vase painted with pastoral imagery (25 gp), Spell Scroll (Mending) (common, dmg 200), Spell
Scroll (Spider Climb) (uncommon, dmg 200), 2 x Potion of Healing (common, dmg 187)

Room #25 North Entry Unlocked Strong Wooden Door (20 hp) (slides to one side)

West Entry Unlocked Strong Wooden Door (20 hp)


→   Leads to room #23, inhabited by Ogre Zombie and 1 x Zombie

Room Features Someone has scrawled "The Shield of Grace is sundered" in draconic script on the north wall,
and an unidentifiable odor fills the east side of the room

Room #26 North Entry Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ   The door is concealed within a mosaic of arcane patterns

West Entry Unlocked Good Wooden Door (15 hp)

East Entry Unlocked Strong Wooden Door (20 hp)


→   Leads to room #48

Room Features Someone has scrawled "The cleric will betray you" in blood on the west wall, and a charred
club lies in the south-west corner of the room

Trap Idol of Evil: DC 15 to find, DC 10 to disable; affects good creatures which touch the idol, DC 12
save or take 2d10 damage

Room #27 North Entry Archway


→   Leads to room #10

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

Empty  

Room #28 East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→   Leads to room #54, inhabited by Skeleton and 1 x Warhorse Skeleton

South Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ   Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the
trigger, DC 10 save or take 1d10 damage

Room Features The south and east walls have been engraved with arcane symbols, and the ceiling is covered
with scorch marks

Monster Skeleton (cr 1/4, mm 272) and 1 x Warhorse Skeleton (cr 1/2, mm 273); medium, 150 xp

Treasure: 16 gp; 19 cp

Room #29 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

South Entry Archway


→   Leads to room #56

Empty  

Room #30 West Entry Unlocked Simple Wooden Door (10 hp)
→   Leads to room #11

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

Room Features A magical statue in the north-west corner of the room answers questions with insults, and a
forge and anvil sit in the center of the room

Monster 2 x Skeleton (cr 1/4, mm 272); easy, 100 xp

Treasure: 10 gp; 11 gp

Room #31 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage to open)

West Entry #1 Trapped and Stuck Good Wooden Door (DC 15 to break; 15 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 1d10 damage
→   Leads to room #49

West Entry #2 Archway


→   Leads to room #47

Room Features A stack of oil-filled barrels stands against the east wall, and a sour odor fills the room

Room #32 North Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)

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

Room Features A sloped pit lined with iron spikes lies in the north-west corner of the room, and the floor is
covered with slime

Room #33 West Entry Archway


Room Features Someone has scrawled "No secret door here" in orcish runes on the east wall, and a pile of
broken glass lies in the north-east corner of the room

Room #34 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

West Entry #1 Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ   The door is concealed behind an area of fungus

West Entry #2 Archway


→   Leads to room #53, inhabited by 3 x Skeleton

South Entry Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Ⓢ   The door is concealed behind a tapestry of vile acts

Trap Ice Dart Trap: DC 15 to find, DC 10 to disable; +6 to hit against one target, 2d10 cold damage

Hidden Treasure Hidden (DC 25 to find) Unlocked Simple Wooden Chest (10 hp)

2700 cp, 1000 sp, 70 gp, azurite (10 gp), 2 x banded agate (10 gp), 2 x moss agate (10 gp),
obsidian (10 gp), rhodochrosite (10 gp), Potion of Climbing (common, dmg 187), Potion of
Healing (common, dmg 187)

Room #35 East Entry Archway

Room Features A tile labyrinth covers the floor, and a ruined siege weapon sits in the north side of the room

Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); hard, 500 xp

Treasure: 14 sp; 14 sp

Room #36 North Entry Unlocked Strong Wooden Door (20 hp) (slides to one side)

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

Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); hard, 500 xp

Treasure: 5 pp; 11 gp

Room #37 North Entry Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
Ⓣ   Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the
trigger, DC 11 save or take 1d10 damage
→   Leads to room #15, inhabited by Ogre Zombie and 1 x Zombie

East Entry Stuck Iron Door (DC 25 to break; 60 hp)


→   Leads to room #9

Empty  

Room #38 East Entry Unlocked Strong Wooden Door (20 hp) (slides up)
→   Leads to room #1, inhabited by Ogre Zombie and 1 x Zombie

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

Room Features A mural of legendary monsters covers the ceiling, and someone has scrawled "Don't lose your
head" on the north wall

Room #39 South Entry Archway

Room Features A cube of solid stone stands in the south-east corner of the room, and a pair of boots lies in
the center of the room

Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); hard, 500 xp

Treasure: 19 sp; 26 cp

Room #40 West Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)

East Entry Archway


→   Leads to room #6, inhabited by 4 x Skeleton
Room Features A narrow ledge runs along the south and east walls, and a hissing noise fills the room

Room #41 West Entry Secret (DC 25 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ   A bookcase and concealed door pivots smoothly

East Entry Unlocked Simple Wooden Door (10 hp)

Empty  

Room #42 North Entry Secret (DC 15 to find) Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ   A bookcase and concealed door pivots smoothly
Ⓣ   Ice Dart Trap: DC 15 to find, DC 15 to disable; +4 to hit against one target, 1d10 cold
damage

East Entry #1 Stuck Iron Door (DC 25 to break; 60 hp) (slides up)
→   Leads to room #18

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


→   Leads to room #6, inhabited by 4 x Skeleton

Room Features Burning torches in iron sconces line the east wall, and the scent of urine fills the room

Room #43 West Entry Stuck Stone Door (DC 20 to break; 60 hp)

East Entry #1 Unlocked Simple Wooden Door (10 hp)


→   Leads to room #46, inhabited by Ogre Zombie and 1 x Zombie

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

Room Features A magical pool in the south-west corner of the room summons a water elemental to serve
whomever drinks from it (but only once), and a chute descends from the room into the next
dungeon level down

Room #44 North Entry Unlocked Iron Door (60 hp)


→   Leads to room #17

East Entry #1 Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ   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

East Entry #2 Archway


→   Leads to room #58

South Entry #1 Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
→   Leads to room #10

South Entry #2 Archway

Room Features The floor is covered in square tiles, alternating white and black, and a stack of crates filled with
rocks stands against the north wall

Monster Ogre Zombie (cr 2, mm 316); hard, 450 xp

Treasure: 2000 cp, 1200 sp, 80 gp, diamond (50 gp), zircon (50 gp), Potion of Gaseous Form
(rare, dmg 187), Potion of Heroism (rare, dmg 188), 2 x Potion of Superior Healing (rare, dmg
187)

Room #45 West Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Ⓣ   One-way Door: DC 10 to find, DC 10 to disable

Room Features A stack of barrels filled with sand stands against the east wall, and several pieces of trash are
scattered throughout the room

Room #46 West Entry Unlocked Simple Wooden Door (10 hp)
→   Leads to room #43

East Entry Archway


Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); hard, 500 xp

Treasure: 2400 cp, 1300 sp, 90 gp, a silver pendant inlaid with a meandros of electrum (25
gp), an earthenware tankard embossed with floral vines (25 gp), Deck of Illusions (23 cards)
(uncommon, dmg 161)

Room #47 North Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
→   Leads to room #49

West Entry Unlocked Simple Wooden Door (10 hp)

East Entry Archway


→   Leads to room #31

Room Features A set of demonic war masks hangs on the east wall, and an overwhelming stench fills the
south-east corner of the room

Room #48 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→   Leads to room #21

West Entry Unlocked Strong Wooden Door (20 hp)


→   Leads to room #26

East Entry Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ   The door is concealed behind a statue of an elemental salamander, and opened by setting
it aflame

Room Features A toppled statue lies in the south-west corner of the room, and someone has scrawled "Save
yourself, kill the others" on the south wall

Room #49 West Entry Unlocked Good Wooden Door (15 hp) (slides down)
→   Leads to room #19

East Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 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 1d10 damage
→   Leads to room #31

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


→   Leads to room #47

Room Features Several square holes are cut into the ceiling and floor, and someone has scrawled "door, door,
door, right" on the east wall

Room #50 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ   Arrow Trap: DC 10 to find, DC 15 to disable; +4 to hit against one target, 1d10 piercing
damage
→   Leads to room #24, inhabited by Ogre Zombie

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


→   Leads to room #22

East Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides up)
Ⓣ   Arrow Trap: DC 10 to find, DC 10 to disable; +11 to hit against one target, 4d10 piercing
damage

South Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage to open)
Ⓣ   Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit against one target, 2d10 piercing
damage

Room Features A fountain decorated with three gargoyles sits in the west side of the room, and several barrel
staves are scattered throughout the room

Room #51 West Entry Archway

Empty  
Room #52 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

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


→   Leads to room #2

Room Features Several iron cages are scattered throughout the room, and someone has scrawled "Agans was
here" on the west wall

Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); hard, 500 xp

Treasure: 1700 cp, 800 sp, 50 gp, 2 x diamond (50 gp), 2 x bloodstone (50 gp), carnelian (50
gp), chalcedony (50 gp), citrine (50 gp), Potion of Fire Breath (uncommon, dmg 187), Potion
of Hill Giant Strength (uncommon, dmg 187)

Room #53 North Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ   Falling Block: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square area,
DC 14 save or take 2d10 damage

East Entry Archway


→   Leads to room #34

Monster 3 x Skeleton (cr 1/4, mm 272); medium, 150 xp

Treasure: 14 gp; 17 cp; 22 cp

Room #54 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

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


→   Leads to room #28, inhabited by Skeleton and 1 x Warhorse Skeleton

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

Monster Skeleton (cr 1/4, mm 272) and 1 x Warhorse Skeleton (cr 1/2, mm 273); medium, 150 xp

Treasure: 13 sp; 10 gp

Room #55 West Entry #1 Unlocked Simple Wooden Door (10 hp)

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


→   Leads to room #24, inhabited by Ogre Zombie

Room Features The south and east walls are covered with goblin graffiti, and several pieces of rotten rope are
scattered throughout the room

Room #56 North Entry Archway


→   Leads to room #29

West Entry Archway

Empty  

Room #57 North Entry Archway

East Entry Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓣ   Guillotine Blade: DC 15 to find, DC 15 to disable; +3 to hit against one target, 1d10 slashing
damage
→   Leads to room #7, inhabited by Ogre Zombie

Monster Skeleton (cr 1/4, mm 272) and 1 x Warhorse Skeleton (cr 1/2, mm 273); medium, 150 xp

Treasure: 15 sp; 15 sp

Trap Chain Flail: DC 10 to find, DC 15 to disable; initiative +3, 1 attack per round, +6 to hit against
all targets within 5 ft., 2d10 bludgeoning damage

Room #58 West Entry Archway


→   Leads to room #44, inhabited by Ogre Zombie
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Empty  

Room #59 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→   Leads to room #23, inhabited by Ogre Zombie and 1 x Zombie

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

Empty  

code Copyright © 2009-2022 drow

Some content used under the Open Gaming License

You encounter a wandering Privacy Policy

You might also like