Professional Documents
Culture Documents
Level 5
Room #3 West Entry Secret (DC 15 to find) Trapped and Unlocked Iron
Door (60 hp)
Ⓢ The door is located near the ceiling and
concealed by an illusion
Ⓣ Falling Block: DC 15 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 14
save or take 4d10 damage
East Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #10, inhabited by Wight and 2 x
Zombie
Treasure: 300 cp, 10000 sp, 3000 gp, 120 pp, a fine
leather coat trimmed with squirrel fur (250 gp), a fine
porcelain salt cellar adorned with gold and a demon
in relief (250 gp), a fine porcelain salt cellar adorned
with gold and a dragon in relief (250 gp), a lacquered
wooden chalice set with a rosette of aquamarine
(250 gp), a moonstone salt cellar engraved with a
legendary coat of arms (250 gp), an agateware jar
gilded and painted with mythical imagery (250 gp),
an ivory chalice engraved with arcane runes (250
gp), Brazier of Commanding Fire Elementals (rare,
dmg 156), Cube of Force (rare, dmg 159)
Room #6 East Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +9 to hit against one target, 10d10 slashing
damage
South Entry Trapped and Stuck Simple Wooden Door (DC 10 to
break; 10 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +5
to hit against one target, 2d10 piercing damage
Monster Deathlock (cr 4, motm 86, mtf 128) and 4 x Cultist (cr
1/8, mm 345); easy, 1200 xp
Room #8 North Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
Empty
Room #9 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #4
1000 cp, 6000 sp, 1900 gp, 110 pp, 7 x diamond (50
gp), bloodstone (50 gp), chalcedony (50 gp), 3 x
chrysoprase (50 gp), citrine (50 gp), star rose quartz
(50 gp), Spell Scroll (Spare the Dying) (common,
dmg 200), 3 x Potion of Healing (common, dmg 187)
Room #10 West Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #3, inhabited by 10 x Skeleton
Treasure: 150 gp
Empty
Room #13 North Entry Trapped and Stuck Stone Door (DC 20 to break; 60
hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +10
to hit against one target, 10d10 piercing damage
→ Leads to room #12
West Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Earthmaw Trap: DC 10 to find, DC 15 to disable;
+8 to hit against one target, 4d10 piercing damage
Monster Allip (cr 5, motm 45, mtf 116) and 3 x Shadow (cr
1/2, mm 269); deadly, 2100 xp
Room #14 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
→ Leads to room #10, inhabited by Wight and 2 x
Zombie
Room Features A sloped pit lined with iron spikes lies in the east
side of the room, and a rusted chain lies in the
south-west corner of the room
Monster Ogre Zombie (cr 2, mm 316) and 8 x Zombie (cr 1/4,
mm 316); medium, 850 xp
Room #15 West Entry Stuck Simple Wooden Door (DC 10 to break; 10
hp)
Empty
Room #16 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
→ Leads to room #7, inhabited by Deathlock and 4
x Cultist
Room #18 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
Room Features A tapestry of ghoulish carnage hangs from the south
wall, and a pile of rotten fruit lies in the south side of
the room
Monster 4 x Ogre Zombie (cr 2, mm 316); deadly, 1800 xp
Room #19 West Entry Locked Simple Wooden Door (DC 20 to open, DC 15
to break; 10 hp)
→ Leads to room #1, inhabited by Spawn of Kyuss
and 5 x Zombie
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Room Features A tapestry of ancient mythology hangs from the east
wall, and a pile of trash lies in the west side of the
room
Room #20 North Entry Locked Iron Door (DC 10 to open, DC 30 to break;
60 hp) (slides up)
South Entry #1 Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp)
South Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
Empty