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The Dark Gauntlet of Annihilation 05

Level 5

General History The dungeon was created by a cult of elemental


water as a tomb. It became cursed by the gods, and
has been attacked and abandoned many times since
then.
Size Fine (23 x 29)
Walls Natural Stone (DC 10 to climb)

Floor Natural Stone (difficult terrain, disadvantage on


acrobatics)
Temperature Cool
Illumination Shadowy (phosphorescent fungus every 20 ft.)

Corridor Features a Flamethrower: DC 10 to find, DC 15 to disable;


affects all targets within a 20 ft. cone, DC 12 save or
take 4d10 fire damage
Wandering Monsters 1 Spectator (cr 3, mm 30) and 3 x Gibbering Mouther
(cr 2, mm 157); hard, 2050 xp, trying to lure the
party into an ambush
2 Ghast (cr 2, mm 148) and 6 x Ghoul (cr 1, mm 148);
hard, 1650 xp, scouting from another part of the
dungeon
3 Darkling Elder (cr 2, motm 84, vgm 134) and 7 x
Darkling (cr 1/2, motm 84, vgm 134); medium, 1150
xp, searching for an object stolen from their lair
4 Duergar Warlord (cr 6, motm 111, mtf 192) and 1 x
Duergar Soulblade (cr 1, motm 109, mtf 190);
medium, 2500 xp, searching for an object stolen
from their lair
5 6 x Svirfneblin (cr 1/2, mm 164); easy, 600 xp,
bloodied and fleeing a more powerful enemy

6 Myconid Sovereign (cr 2, mm 232) and 10 x Myconid


Adult (cr 1/2, mm 232); hard, 1450 xp, scavenging
for food and treasure

Room #1 North Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
10 save or take 2d10 damage
East Entry Unlocked Stone Door (60 hp)
→ Leads to room #6
South Entry Stuck Iron Door (DC 25 to break; 60 hp)
Room Features Numerous pillars line the south and west walls, and
a carved stone statue stands in the center of the
room

Monster Meazel (cr 1, motm 177, mtf 214) and 1 x Adult


Oblex (cr 5, motm 198, mtf 218); medium, 2000 xp

Treasure: 14 cp; 220 sp, 50 gp


Room #2 North Entry Archway
→ Leads to room #7, inhabited by 12 x Drow
East Entry Locked Stone Door (DC 10 to open)
→ Leads to room #6
South Entry Secret (DC 15 to find) Stuck Iron Door (DC 25 to
break; 60 hp)
Ⓢ The door is concealed behind a statue of a noble
king, and opened by stabbing a sword into his back
Room Features A stack of water-filled barrels stands against the
west wall, and the scent of smoke fills the center of
the room

Monster Draegloth (cr 7, motm 98, vgm 141) and 1 x Drow (cr
1/4, mm 128); medium, 2950 xp

Treasure: 1700 cp, 10 ep; 14 sp

Trap Earthmaw Trap: DC 10 to find, DC 15 to disable; +8


to hit against one target, 4d10 piercing damage
Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 25 to
unlock, DC 30 to break; 60 hp)

800 cp, 9000 sp, 2300 gp, 70 pp, 2 x diamond (50


gp), bloodstone (50 gp), carnelian (50 gp), 2 x
chrysoprase (50 gp), 2 x moonstone (50 gp), star
rose quartz (50 gp), Spell Scroll (Resistance)
(common, dmg 200), Spell Scroll (Animal Friendship)
(common, dmg 200), 3 x Potion of Healing
(common, dmg 187)

Room #3 East Entry Stuck Stone Door (DC 20 to break; 60 hp)

Room Features Someone has scrawled "Bifar fell here" on the east
wall, and a rusted chain shirt lies in the south side of
the room

Room #4 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)


West Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)
West Entry #2 Locked Stone Door (DC 25 to open)
→ Leads to room #9
South Entry Stuck Stone Door (DC 20 to break; 60 hp)
Monster Orc Nurtured One of Yurtrus (cr 1/2, vgm 184) and 4
x Orc (cr 1/2, mm 246); easy, 500 xp

Treasure: 11 gp; 17 cp; 12 gp; 10 gp; 23 cp


Hidden Treasure Hidden (DC 20 to find) Locked Iron Chest (DC 25 to
unlock, DC 30 to break; 60 hp)

300 cp, 9000 sp, 1900 gp, 70 pp, 2 x diamond (100


gp), 2 x amber (100 gp), 2 x coral (100 gp), jet (100
gp), 2 x spinel (100 gp), tourmaline (100 gp), Spell
Scroll (Blade Barrier) (very rare, dmg 200)
Room #5 North Entry Locked Stone Door (DC 25 to open)
→ Leads to room #6
South Entry Trapped and Unlocked Stone Door (60 hp) (slides
up)
Ⓣ Ice Dart Trap: DC 10 to find, DC 20 to disable;
+6 to hit against one target, 4d10 cold damage

Room Features A mural of a god of luck covers the ceiling, and


screaming can be faintly heard near the west wall

Room #6 West Entry #1 Locked Stone Door (DC 10 to open)


→ Leads to room #2, inhabited by Draegloth and 1
x Drow
West Entry #2 Unlocked Stone Door (60 hp)
→ Leads to room #1, inhabited by Meazel and 1 x
Adult Oblex
South Entry Locked Stone Door (DC 25 to open)
→ Leads to room #5
Room Features A sour odor fills the room, and a bent dagger lies in
the north side of the room

Room #7 East Entry #1 Secret (DC 15 to find) Stuck Stone Door (DC 20 to
break; 60 hp)
Ⓢ The door is opened by standing on a small floor
tile

East Entry #2 Trapped Iron Portcullis (DC 20 to lift, DC 25 to


break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
13 save or take 4d10 damage

South Entry #1 Unlocked Stone Door (60 hp)


South Entry #2 Archway
→ Leads to room #2, inhabited by Draegloth and 1
x Drow
Room Features A crude bed and large table sit in the north-west
corner of the room, and a sundered mace lies in the
north side of the room
Monster 12 x Drow (cr 1/4, mm 128); easy, 600 xp

Treasure: 8 sp; 17 gp; 14 cp; 13 gp; 17 cp; 3 pp; 13


cp; 18 cp; 9 sp; 10 cp; 1 pp; 10 ep

Room #8 North Entry Stuck Iron Door (DC 25 to break; 60 hp)


→ Leads to room #11
Room Features A wooden platform hangs over a deep pit in the west
side of the room, and several sundered shields are
scattered throughout the room
Monster Bugbear (cr 1, mm 33) and 7 x Goblin (cr 1/4, mm
166); easy, 550 xp

Treasure: 17 gp; 9 gp; 10 sp; 4 pp; 15 gp; 11 sp; 26


cp; 14 ep
Room #9 West Entry Stuck Stone Door (DC 20 to break; 60 hp)

East Entry Locked Stone Door (DC 25 to open)


→ Leads to room #4, inhabited by Orc Nurtured
One of Yurtrus and 4 x Orc
Room Features Part of the ceiling has collapsed into the room, and
spirals of yellow stones cover the floor

Room #10 South Entry Stuck Iron Door (DC 25 to break; 60 hp) (slides up)

Monster Ghast (cr 2, mm 148) and 3 x Ghoul (cr 1, mm 148);


medium, 1050 xp

Treasure: 9 sp; 18 cp; 19 cp; 9 gp


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

900 cp, 11000 sp, 1800 gp, 80 pp, a fine leather belt
with a copper buckle (25 gp), a lacquered wooden
cup engraved with arcane runes (25 gp), a linen vest
threaded with copper (25 gp), a rosewood comb
engraved with a labyrinth (25 gp), an ivory comb set
with a rosette of pearl (25 gp), Weapon of Warning
(lance) (uncommon, dmg 213)

Room #11 North Entry Archway

West Entry Secret (DC 20 to find) Stuck Iron Door (DC 25 to


break; 60 hp) (slides up)
Ⓢ The door is located several feet above the floor
and concealed behind a tapestry of a goddess of
protection
South Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #8, inhabited by Bugbear and 7 x
Goblin

Room Features Someone has scrawled "Beware the basilisk" on the


north wall, and a rusted breastplate lies in the north-
west corner of the room

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