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The Dungeon of Fridica 05

Level 5

General History The dungeon was created by a lawful neutral cleric


as a lair. Its creator was destroyed by a terrible
discovery, and the dungeon has fallen to ruin and
been rebuilt many times since then.

Walls Hewn Stone (DC 20 to climb)


Floor Hewn Stone (DC 10 to charge or run)
Temperature Cool
Illumination Shadowy (witchlight every 20 ft.)

Corridor Features a Skeletons hang from chains and manacles against


the walls
c Someone has scrawled "Stay right" in goblin runes
here

e A group of demonic faces have been carved into the


walls
Wandering Monsters 1 Ogre Zombie (cr 2, mm 316) and 5 x Zombie (cr 1/4,
mm 316); easy, 700 xp, investigating a strange noise
2 Wraith (cr 5, mm 302); medium, 1800 xp, bloodied
and fleeing a more powerful enemy
3 Ghast (cr 2, mm 148) and 4 x Ghoul (cr 1, mm 148);
hard, 1250 xp, returning to their lair with plunder

4 Spawn of Kyuss (cr 5, motm 225, vgm 192);


medium, 1800 xp, searching for an object stolen
from their lair
5 Deathlock (cr 4, motm 86, mtf 128) and 8 x Cultist (cr
1/8, mm 345); hard, 1300 xp, actively patrolling their
territory
6 Deathlock (cr 4, motm 86, mtf 128) and 2 x Cultist (cr
1/8, mm 345); easy, 1150 xp, searching for an object
stolen from their lair

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

East Entry Locked Simple Wooden Door (DC 20 to open, DC 15


to break; 10 hp)
→ Leads to room #19, inhabited by Wight and 2 x
Zombie

South Entry Archway


→ Leads to room #5, inhabited by Deathlock and 7
x Cultist
Monster Spawn of Kyuss (cr 5, motm 225, vgm 192) and 5 x
Zombie (cr 1/4, mm 316); deadly, 2050 xp

Treasure: 800 cp, 4000 sp, 2000 gp, 170 pp, 3 x


black onyx (150 gp), diamond (100 gp), amethyst
(100 gp), 2 x garnet (100 gp), jet (100 gp), Boots of
Elvenkind (uncommon, dmg 155), Cloak of
Protection (uncommon, dmg 159), Quiver of Ehlonna
(uncommon, dmg 189)

Room #2 East Entry Unlocked Simple Wooden Door (10


hp)
→ Leads to room #8
Empty

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

Room Features A stair ascends to a catwalk hanging between the


north and south walls, and a tile labyrinth covers the
floor
Monster 10 x Skeleton (cr 1/4, mm 272); easy, 500 xp

Treasure: 18 cp; 13 sp; 14 sp; 16 sp; 9 gp; 7 sp; 16


cp; 11 gp; 10 gp; 18 cp
Room #4 East Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #9
East Entry #2 Unlocked Good Wooden Door (15 hp)
South Entry #1 Secret (DC 25 to find) Trapped and Stuck Simple
Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is located several feet above the floor
and concealed within a mosaic of vile acts
Ⓣ Symbol of Hypnosis: DC 15 to find, DC 10 to
disable; affects all targets within 10 ft., DC 14 save or
become incapacitated for 1d4 rounds
→ Leads to room #8
South Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #12
Room Features Someone has scrawled "This is not a secret door" on
the west wall, and a foul odor fills the south-west
corner of the room

Room #5 North Entry Archway


→ Leads to room #1, inhabited by Spawn of Kyuss
and 5 x Zombie
West Entry Unlocked Good Wooden Door (15 hp)
Room Features A faded and torn tapestry hangs from the north wall,
and a sundered shield lies in the center of the room
Monster Deathlock (cr 4, motm 86, mtf 128) and 7 x Cultist (cr
1/8, mm 345); hard, 1275 xp

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 Vampiric Mist (cr 3, motm 250, mtf 246) and 4 x


Shadow (cr 1/2, mm 269); medium, 1100 xp

Treasure: 14 cp; 20 cp; 26 cp; 18 sp; 21 sp


Room #7 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

North Entry #2 Archway


→ Leads to room #11, inhabited by Wraith

South Entry Locked Simple Wooden Door (DC 15 to open, DC 15


to break; 10 hp)
→ Leads to room #16

Monster Deathlock (cr 4, motm 86, mtf 128) and 4 x Cultist (cr
1/8, mm 345); easy, 1200 xp

Treasure: 12 sp; 13 sp; 22 cp; 16 sp; 18 cp

Room #8 North Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)

North Entry #2 Secret (DC 25 to find) Trapped and Stuck Simple


Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is located several feet above the floor
and concealed within a mosaic of vile acts
Ⓣ Symbol of Hypnosis: DC 15 to find, DC 10 to
disable; affects all targets within 10 ft., DC 14 save or
become incapacitated for 1d4 rounds
→ Leads to room #4
West Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #2
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

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


hp)
→ Leads to room #11, inhabited by Wraith

Empty

Room #9 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #4

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


Room Features A magical statue in the east side of the room
answers simple questions about the dungeon (points
directions), and a sour odor fills the room
Hidden Treasure Hidden (DC 25 to find) Locked Good Wooden Chest
(DC 25 to unlock, DC 20 to break; 15 hp)

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

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


hp)
→ Leads to room #16

South Entry Locked Simple Wooden Door (DC 15 to open, DC 15


to break; 10 hp)
→ Leads to room #14, inhabited by Ogre Zombie
and 8 x Zombie
Room Features A tile labyrinth covers the floor, and someone has
scrawled "The Cohort of Asan looted this place" on
the south wall
Monster Wight (cr 3, mm 300) and 2 x Zombie (cr 1/4, mm
316); easy, 800 xp

Treasure: 17 sp; 21 cp; 9 cp

Room #11 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #8

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


hp)

South Entry Archway


→ Leads to room #7, inhabited by Deathlock and 4
x Cultist

Monster Wraith (cr 5, mm 302); medium, 1800 xp

Treasure: 150 gp

Room #12 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #4

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


South 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 #13, inhabited by Allip and 3 x
Shadow

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

Treasure: 1300 cp, 50 ep; 14 gp; 8 gp; 14 sp

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

Treasure: 10 sp; 13 sp; 12 sp; 11 cp; 22 cp; 12 sp;


15 sp; 12 cp; 21 cp

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

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


hp)
→ Leads to room #10, inhabited by Wight and 2 x
Zombie

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


(slides to one side)
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features A well lies in the east side of the room, and a set of
demonic war masks hangs on the south wall
Room #17 West Entry #1 Secret (DC 25 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ The door is concealed within a mosaic of
geometric patterns
West Entry #2 Trapped and Unlocked Iron Door (60 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 15 to
disable; one target, 10d10 force damage
Room Features Numerous pillars line the east wall, and a mouldy
odor fills the room

Monster Spawn of Kyuss (cr 5, motm 225, vgm 192);


medium, 1800 xp

Treasure: 120 ep, 110 gp

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

Treasure: 900 cp, 6000 sp, 2000 gp, 140 pp, a


dragon horn comb engraved with noble imagery (250
gp), a fine leather coinpurse tooled with draconic
scales (250 gp), a fine leather merchant's cap
trimmed with ermine (250 gp), a lacquered wooden
shield brooch inlaid with a filigree of orichalcum (250
gp), a set of a fine steel rapier and dagger engraved
with arcane runes (250 gp)

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

Monster Wight (cr 3, mm 300) and 2 x Zombie (cr 1/4, mm


316); easy, 800 xp

Treasure: 8 gp; 19 cp; 7 gp

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

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