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The Prison of Mono the Eldritch 10

Level 10

General Walls Coral (Climb DC 15)


Floor Muck (move at half speed, can't charge or run)
Special Conditions Flooded (corridors underwater, most rooms have
trapped air)

Temperature Average

Illumination Shadowy (phosphorescent plankton)


Corridor Features a A metallic odor fills the corridor
c Prismatic Spray Trap: CR 8; magic device; proximity
trigger (alarm); automatic reset; spell effect
(Prismatic Spray, 13th level wizard, DC 20 Reflex,
Fort, or Will save, depending on effect); Search DC
32; Disable Device DC 32

Wandering Monsters 1 1 x Eleven-Headed Hydra, actively patrolling their


territory
2 4 x Scrag (troll), searching for an object stolen from
their lair

3 1 x Eleven-Headed Hydra, trying to lure the party


into an ambush
4 3 x Aboleth, hunting for food
5 13 x Merrow (ogre), trying to lure the party into an
ambush
6 12 x Medium Water Elemental, trying to lure the
party into an ambush
Room #1 West Entry Archway

East Entry Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #10
Monster 4 x Chuul

Chuul: CR 7; Large aberration (aquatic); HD


11d8+44; hp 93; Init +7; Spd 30 ft. (6 squares), swim
20 ft.; AC 22 (-1 size, +3 dex, +10 natural), touch 12,
flat-footed 19; Base Atk +8; Grp +17; Atk +12 melee
(2d6+5, claw); Full Atk +12 melee (2d6+5, 2 claws);
Space/Reach 10 ft./5 ft.; SA Constrict 3d6+5,
improved grab, paralytic tentacles; SQ Amphibious,
darkvision 60 ft., immunity to poison; AL CE; SV Fort
+7, Ref +6, Will +9; Str 20, Dex 16, Con 18, Int 10,
Wis 14, Cha 5
Skills and Feats: Hide +13, Listen +11, Spot +11,
Swim +13; Alertness, Blind-Fight, Combat Reflexes,
Improved Initiative
Treasure: Jade (110 gp); Greataxe (Medium) (+2
weapon, Anarchic) (32320 gp); hoard total 32430 gp

Room #2 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #10
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #3
South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #12

Empty
Room #3 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #2
South Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
(slides up, +2 to break DC)
→ Leads to room #15, inhabited by 12 x Medium
Water Elemental

South Entry #2 Unlocked Stone Door (hard 8, 60 hp)


Empty

Room #4 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry Unlocked Good Wooden Door (hard 5, 15 hp)


→ Leads to room #5

Monster 10 x Medium Water Elemental

Medium water elemental: CR 3; Medium elemental


(water, extraplanar); HD 4d8+12; hp 30; Init +1; Spd
20 ft. (4 squares), swim 90 ft.; AC 19 (+1 dex, +8
natural), touch 11, flat-footed 18; Base Atk +3; Grp
+6; Atk +6 melee (1d8+4, slam); Full Atk +6 melee
(1d8+4, slam); Space/Reach 5 ft./5 ft.; SA Water
mastery, drench, vortex; SQ Darkvision 60 ft.,
elemental traits; AL N; SV Fort +7, Ref +2, Will +1;
Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11
Skills and Feats: Listen +3, Spot +4; Cleave, Power
Attack

Room #5 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)


→ Leads to room #4, inhabited by 10 x Medium
Water Elemental

East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #6
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #13
Room Features A large kiln and coal bin sit in the south-west corner
of the room, and someone has scrawled "Death
comes on silent wings" on the west wall

Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden


Chest (Open Lock DC 20, break DC 25; hard 5, 20
hp)

1300 gp; Silver Pearl (140 gp), Silver Pearl (160 gp),
Violet Garnet (800 gp), White Opal (1100 gp), White
Pearl (90 gp); Arcane Scroll (Obscuring Mist (25 gp))
(total 25 gp); hoard total 3615 gp

Room #6 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #5

East Entry Unlocked Good Wooden Door (hard 5, 15 hp)


→ Leads to room #7

Room Features The room has a high domed ceiling, and a tile
labyrinth covers the floor
Room #7 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #6
East Entry Archway
→ Leads to room #8, inhabited by 10 x Scrag
South Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
Empty

Room #8 West Entry #1 Archway


→ Leads to room #7

West Entry #2 Archway

Room Features A chute descends from the room into a plundered


tomb below, and various torture devices are
scattered throughout the room

Monster 10 x Scrag (troll)

Scrag; CR 5; Large giant (aquatic); HD 6d8+36; hp


63; Init +2; Spd 20 ft. (4 squares), swim 40 ft. (8
squares); AC 16 (-1 size, +2 dex, +5 natural), touch
11, flat-footed 14; Base Atk +4; Grp +14; Atk +9
melee (1d6+6, claw); Full Atk +9 melee (1d6+6, 2
claws) and +4 melee (1d6+3, bite); Space/Reach 10
ft./10 ft.; SA Rend 2d6+9; SQ Darkvision 90 ft., low-
light vision, regeneration 5, scent; AL CE; SV Fort
+11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6,
Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6; Alertness, Iron
Will, Track
Treasure: 150 pp; Chime of Opening (3000 gp)
(inscription provides clue to function) (Completely
different effect curse), Oil of Levitate (300 gp); hoard
total 4800 gp

Room #9 North Entry Archway

South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15


hp)

Empty
Room #10 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #1, inhabited by 4 x Chuul
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #2
Empty

Room #11 North Entry Archway

West Entry Archway


South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #16, inhabited by 5 x Chuul

South Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15


hp)

Empty

Room #12 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #2
West Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #20

East Entry Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)
→ Leads to room #15, inhabited by 12 x Medium
Water Elemental

South Entry Archway


→ Leads to room #21, inhabited by 5 x Ooze
Mephit

Room Features A stair ascends to a wooden platform in the south-


west corner of the room, and the ceiling is covered
with cracks
Room #13 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #5

South Entry Stuck Strong Wooden Door (break DC 23; hard 5,


20 hp)
Room Features A sloped pit lined with iron spikes lies in the south
side of the room, and a fountain of water sits against
the west wall

Trap Earthmaw Trap: CR 9; magic device; location trigger;


no reset; earthmaw (9d6 damage, DC 16 Reflex
save for half damage); Search DC 26; Disable
Device DC 24
Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden
Chest (Open Lock DC 20, break DC 25; hard 5, 20
hp)

7000 sp; Fine Porcelain Tile adorned with Gold and


a Unicorn in relief (900 gp), Stoneware Plate
adorned with Silver and a Hydra in relief (900 gp),
Velvet Merchant's Cap threaded with Platinum (1400
gp); hoard total 3900 gp

Room #14 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #17
Empty

Room #15 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
(slides up, +2 to break DC)
→ Leads to room #3
West Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #12

East Entry Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)
→ Leads to room #16, inhabited by 5 x Chuul

Room Features A fountain of water sits against the east wall, and a
charred wooden shield lies in the north side of the
room
Monster 12 x Medium Water Elemental

Medium water elemental: CR 3; Medium elemental


(water, extraplanar); HD 4d8+12; hp 30; Init +1; Spd
20 ft. (4 squares), swim 90 ft.; AC 19 (+1 dex, +8
natural), touch 11, flat-footed 18; Base Atk +3; Grp
+6; Atk +6 melee (1d8+4, slam); Full Atk +6 melee
(1d8+4, slam); Space/Reach 5 ft./5 ft.; SA Water
mastery, drench, vortex; SQ Darkvision 60 ft.,
elemental traits; AL N; SV Fort +7, Ref +2, Will +1;
Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11
Skills and Feats: Listen +3, Spot +4; Cleave, Power
Attack
Room #16 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #11
West Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #15, inhabited by 12 x Medium
Water Elemental

Room Features A set of demonic war masks hangs on the south


wall, and a ruined siege weapon sits in the south-
west corner of the room
Monster 5 x Chuul

Chuul: CR 7; Large aberration (aquatic); HD


11d8+44; hp 93; Init +7; Spd 30 ft. (6 squares), swim
20 ft.; AC 22 (-1 size, +3 dex, +10 natural), touch 12,
flat-footed 19; Base Atk +8; Grp +17; Atk +12 melee
(2d6+5, claw); Full Atk +12 melee (2d6+5, 2 claws);
Space/Reach 10 ft./5 ft.; SA Constrict 3d6+5,
improved grab, paralytic tentacles; SQ Amphibious,
darkvision 60 ft., immunity to poison; AL CE; SV Fort
+7, Ref +6, Will +9; Str 20, Dex 16, Con 18, Int 10,
Wis 14, Cha 5
Skills and Feats: Hide +13, Listen +11, Spot +11,
Swim +13; Alertness, Blind-Fight, Combat Reflexes,
Improved Initiative
Treasure: 200 gp; hoard total 200 gp

Room #17 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #14
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #18

Empty

Room #18 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #17
East Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
South Entry Archway
→ Leads to room #23, inhabited by 6 x Medium
Water Elemental
Room Features A rope ascends to a balcony hanging from the north
wall, and the scent of urine fills the north-east corner
of the room

Room #19 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #20
Room Features The floor is covered in perfect hexagonal tiles, and a
pile of trash lies in the east side of the room
Room #20 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #19
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #12
East Entry #2 Archway
→ Leads to room #21, inhabited by 5 x Ooze
Mephit
South Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #24
Room Features A stair ascends to a catwalk hanging between the
east and west walls, and the floor is covered with
mould

Room #21 North Entry Archway


→ Leads to room #12
West Entry Archway
→ Leads to room #20

East Entry Unlocked Good Wooden Door (hard 5, 15 hp)


Room Features Someone has scrawled "Marger died here" in blood
on the north wall, and a charred blanket lies in the
east side of the room

Monster 5 x Ooze Mephit

Ooze mephit: CR 3; Small outsider (extraplanar,


water); HD 3d8+6; hp 19; Init +0; Spd 30 ft. (6
squares), fly 40 ft. (average), swim 30 ft.; AC 16 (+1
size, +5 natural), touch 11, flat-footed 16; Base Atk
+3; Grp +1; Atk +6 melee (1d3+2, claw); Full Atk +6
melee (1d3+2, 2 claws); Space/Reach 5 ft./5 ft.; SA
Breath weapon, spell-like abilities, summon mephit;
SQ Damage reduction 5/magic, darkvision 60 ft., fast
healing 2; AL N; SV Fort +4, Ref +3, Will +3; Str 14,
Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills and Feats: Bluff +8, Escape Artist +6, Hide
+10, Listen +6, Diplomacy +4, Disguise +2 (+4
acting), Move Silently +6, Spot +6, Swim +10, Use
Rope +0 (+2 with bindings); Power Attack,
Toughness
Treasure: 400 gp; Fine Leather Coinpurse sewn with
Silver (110 gp), Linen Sash threaded with Copper
(70 gp), Malachite Puzzle Box inlaid with a
Meandros of Silver (50 gp), Rosewood Rod set with
Sardonyx (110 gp); Divine Scroll (Calm Animals (25
gp)) (total 25 gp), Divine Scroll (Shield of Faith (25
gp)) (total 25 gp), Potion of Blur (300 gp); hoard total
1090 gp
Room #22 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


South Entry Archway
→ Leads to room #26, inhabited by 2 x Water Naga
Room Features A stone dais sits in the north-east corner of the
room, and several pieces of broken glass are
scattered throughout the room
Monster 2 x Water Naga

Water naga: CR 7; Large aberration (aquatic); HD


7d8+28; hp 59; Init +1; Spd 30 ft. (6 squares), swim
50 ft.; AC 15 (-1 size, +1 dex, +5 natural), touch 10,
flat-footed 14; Base Atk +5; Grp +12; Atk +7 melee
(2d6+4 plus poison, bite); Full Atk +7 melee (2d6+4
plus poison, bite); Space/Reach 10 ft./5 ft.; SA
Poison, spells; SQ Darkvision 60 ft.; AL N; SV Fort
+6, Ref +5, Will +8; Str 16, Dex 13, Con 18, Int 10,
Wis 17, Cha 15
Skills and Feats: Concentration +12, Listen +7,
Spellcraft +8, Spot +7, Swim +11; Alertness, Combat
Casting, Eschew Materials, Lightning Reflexes
Treasure: 1600 gp; Aquamarine (500 gp), Fire Opal
(1100 gp); hoard total 3200 gp
Hidden Treasure Hidden (Search DC 25) Trapped and Locked Iron
Chest (Open Lock DC 25, break DC 28; hard 10, 60
hp)
Word of Chaos Trap: CR 8; magic device; proximity
trigger (detect law); automatic reset; spell effect
(Word of Chaos, 13th level cleric); Search DC 32;
Disable Device DC 32

1600 gp; Blue Sapphire (1200 gp), Chalcedony (50


gp), Star Ruby (700 gp); hoard total 3550 gp

Room #23 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
North Entry #2 Archway
→ Leads to room #18
North Entry #3 Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry Unlocked Stone Door (hard 8, 60 hp)


→ Leads to room #27

Monster 6 x Medium Water Elemental

Medium water elemental: CR 3; Medium elemental


(water, extraplanar); HD 4d8+12; hp 30; Init +1; Spd
20 ft. (4 squares), swim 90 ft.; AC 19 (+1 dex, +8
natural), touch 11, flat-footed 18; Base Atk +3; Grp
+6; Atk +6 melee (1d8+4, slam); Full Atk +6 melee
(1d8+4, slam); Space/Reach 5 ft./5 ft.; SA Water
mastery, drench, vortex; SQ Darkvision 60 ft.,
elemental traits; AL N; SV Fort +7, Ref +2, Will +1;
Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11
Skills and Feats: Listen +3, Spot +4; Cleave, Power
Attack
Room #24 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #20
West Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides
down, +1 to break DC)
Room Features A set of demonic war masks hangs on the south
wall, and rusting iron spikes line the east wall

Room #25 South Entry Archway


Room Features Several square holes are cut into the east and west
walls, and someone has scrawled "No secret door
here" in orcish runes on the north wall
Monster 2 x Water Naga

Water naga: CR 7; Large aberration (aquatic); HD


7d8+28; hp 59; Init +1; Spd 30 ft. (6 squares), swim
50 ft.; AC 15 (-1 size, +1 dex, +5 natural), touch 10,
flat-footed 14; Base Atk +5; Grp +12; Atk +7 melee
(2d6+4 plus poison, bite); Full Atk +7 melee (2d6+4
plus poison, bite); Space/Reach 10 ft./5 ft.; SA
Poison, spells; SQ Darkvision 60 ft.; AL N; SV Fort
+6, Ref +5, Will +8; Str 16, Dex 13, Con 18, Int 10,
Wis 17, Cha 15
Skills and Feats: Concentration +12, Listen +7,
Spellcraft +8, Spot +7, Swim +11; Alertness, Combat
Casting, Eschew Materials, Lightning Reflexes
Treasure: 1300 gp; hoard total 1300 gp

Room #26 North Entry Archway


→ Leads to room #22, inhabited by 2 x Water Naga

East Entry Archway


→ Leads to room #27

South Entry Archway


→ Leads to room #28

Monster 2 x Water Naga

Water naga: CR 7; Large aberration (aquatic); HD


7d8+28; hp 59; Init +1; Spd 30 ft. (6 squares), swim
50 ft.; AC 15 (-1 size, +1 dex, +5 natural), touch 10,
flat-footed 14; Base Atk +5; Grp +12; Atk +7 melee
(2d6+4 plus poison, bite); Full Atk +7 melee (2d6+4
plus poison, bite); Space/Reach 10 ft./5 ft.; SA
Poison, spells; SQ Darkvision 60 ft.; AL N; SV Fort
+6, Ref +5, Will +8; Str 16, Dex 13, Con 18, Int 10,
Wis 17, Cha 15
Skills and Feats: Concentration +12, Listen +7,
Spellcraft +8, Spot +7, Swim +11; Alertness, Combat
Casting, Eschew Materials, Lightning Reflexes
Treasure: 1100 gp; Azurite (12 gp), Black Opal
(1200 gp), Chrysoprase (40 gp), Deep Blue Spinel
(500 gp), Eye Agate (9 gp), Golden Yellow Topaz
(300 gp), Golden Yellow Topaz (400 gp); hoard total
3561 gp
Room #27 North Entry Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #23, inhabited by 6 x Medium
Water Elemental

West Entry Archway


→ Leads to room #26, inhabited by 2 x Water Naga
South Entry Archway
→ Leads to room #32, inhabited by 5 x Aboleth
Room Features Someone has scrawled "Abandon all hope" on the
west wall, and a pile of empty bottles lies in the
north-west corner of the room

Room #28 North Entry Archway


→ Leads to room #26, inhabited by 2 x Water Naga

South Entry Archway


→ Leads to room #38, inhabited by 1 x Eleven-
Headed Hydra
Room Features Several alcoves are cut into the north and east walls,
and a pair of boots lies in the north-east corner of
the room

Room #29 South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
(slides to one side, +1 to break DC)
→ Leads to room #33
South Entry #3 Archway

Monster 8 x Sea Cat

Sea cat: CR 4; Large magical beast; HD 6d10+18;


hp 51; Init +1; Spd 10 ft. (2 squares), swim 40 ft.; AC
18 (-1 size, +1 dex, +8 natural), touch 10, flat-footed
17; Base Atk +6; Grp +14; Atk +9 melee (1d6+4,
claw); Full Atk +9 melee (1d6+4, 2 claws) and +4
melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA
Rend 2d6+6; SQ Darkvision 60 ft., hold breath, low-
light vision, scent; AL N; SV Fort +8, Ref +6, Will +5;
Str 19, Dex 12, Con 17, Int 2, Wis 13, Cha 10
Skills and Feats: Listen +8, Spot +7, Swim +12;
Alertness, Endurance, Iron Will
Trap Power Word Stun Trap: CR 8; magic device; touch
trigger; no reset; spell effect (Power Word Stun, 13th
level wizard); Search DC 32; Disable Device DC 32

Room #30 North Entry Archway


West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #34
Empty
Room #31 West Entry Archway
→ Leads to room #38, inhabited by 1 x Eleven-
Headed Hydra
South Entry Archway
→ Leads to room #39
Room Features A stack of crates filled with rocks stands against the
east wall, and a corroded chain lies in the north-east
corner of the room

Room #32 North Entry Archway


→ Leads to room #27
South Entry Archway
→ Leads to room #39
Room Features Someone has scrawled "The Palace of Shields shall
be destroyed when light becomes shadow and the
Crimson Gate opens" on the east wall, and a
sundered amulet lies in the south side of the room
Monster 5 x Aboleth

Aboleth: CR 7; Huge aberration (aquatic); HD


8d8+40; hp 76; Init +1; Spd 10 ft. (2 squares), swim
60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9,
flat-footed 15; Base Atk +6; Grp +22; Atk +12 melee
(1d6+8 plus slime, tentacle); Full Atk +12 melee
(1d6+8 plus slime, 4 tentacles); Space/Reach 15
ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus cloud; AL LE; SV
Fort +7, Ref +3, Will +11; Str 26, Dex 12, Con 20, Int
15, Wis 17, Cha 17
Skills and Feats: Concentration +16, Knowledge
(any one) +13, Listen +16, Spot +16, Swim +8;
Alertness, Combat Casting, Iron Will
Treasure: 3400 gp; White Pearl (80 gp); Arcane
Scroll (Identify (125 gp), Detect Thoughts (150 gp))
(total 275 gp); hoard total 3755 gp

Room #33 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
(slides to one side, +1 to break DC)
→ Leads to room #29, inhabited by 8 x Sea Cat
West Entry Archway
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #40
Room Features Someone has scrawled a diagram of a mechanical
trap on the south wall, and a rusted iron box lies in
the center of the room

Room #34 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #30
West Entry Archway
→ Leads to room #40
Room Features A stone stair ascends towards the east wall, and a
set of demonic war masks hangs on the west wall
Room #35 South Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #43, inhabited by 4 x Chuul
South Entry #2 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #44, inhabited by 15 x Medium
Water Elemental

South Entry #3 Unlocked Strong Wooden Door (hard 5, 20 hp)


→ Leads to room #45, inhabited by 14 x Water
Mephit
Monster 11 x Water Mephit

Water mephit: CR 3; Small outsider (extraplanar,


water); HD 3d8+6; hp 19; Init +0; Spd 30 ft. (6
squares), fly 40 ft. (average), swim 30 ft.; AC 16 (+1
size, +5 natural), touch 11, flat-footed 16; Base Atk
+3; Grp +1; Atk +6 melee (1d3+2, claw); Full Atk +6
melee (1d3+2, 2 claws); Space/Reach 5 ft./5 ft.; SA
Breath weapon, spell-like abilities, summon mephit;
SQ Damage reduction 5/magic, darkvision 60 ft., fast
healing 2; AL N; SV Fort +4, Ref +3, Will +3; Str 14,
Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills and Feats: Bluff +8, Escape Artist +6, Hide
+10, Listen +6, Diplomacy +4, Disguise +2 (+4
acting), Move Silently +6, Spot +6, Swim +10, Use
Rope +0 (+2 with bindings); Power Attack,
Toughness
Treasure: 1500 gp; Potion of Blur (300 gp), Potion of
Hide from Undead (50 gp), Shortspear (Small) (+1
weapon) (2302 gp); hoard total 4152 gp
Room #36 East Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #37, inhabited by 14 x Ooze
Mephit

East Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #41, inhabited by 3 x Aboleth

South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)


→ Leads to room #45, inhabited by 14 x Water
Mephit
Room Features A tapestry of a legendary battle hangs from the north
wall, and a large kiln and coal bin sit in the south-
west corner of the room
Monster 11 x Sahuagin

Sahuagin: CR 2; Medium monstrous humanoid


(aquatic); HD 2d8+2; hp 11; Init +1; Spd 30 ft. (6
squares), swim 60 ft.; AC 16 (+1 dex, +5 natural),
touch 11, flat-footed 15; Base Atk +2; Grp +4; Atk +4
melee (1d4+2, talon) or +4 melee (1d8+3, trident) or
+3 ranged (1d10/19-20, heavy crossbow); Full Atk
+4 melee (1d8+3, trident) and +2 melee (1d4+1,
bite) or +4 melee (1d4+2, 2 talons) and +2 melee
(1d4+1, bite) or +3 ranged (1d10/19-20, heavy
crossbow); Space/Reach 5 ft./5 ft.; SA Blood frenzy,
rake 1d4+1; SQ Blindsense 30 ft., darkvision 60 ft.,
freshwater sensitivity, light blindness, speak with
sharks, water dependent; AL LE; SV Fort +3, Ref +4,
Will +4; Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha
9
Skills and Feats: Handle Animal +4*, Hide +6*, Listen
+6*, Profession (hunter) +1*, Ride +3, Spot +6*,
Survival +1*; Great Fortitude, Multiattack
Treasure: 90 pp; Gloves of Swimming and Climbing
(6250 gp); hoard total 7150 gp
Room #37 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #36, inhabited by 11 x Sahuagin
East Entry Archway
→ Leads to room #38, inhabited by 1 x Eleven-
Headed Hydra
Room Features A cube of solid stone stands in the north side of the
room, and someone has scrawled "The gold is
cursed" in dwarvish runes on the north wall

Monster 14 x Ooze Mephit

Ooze mephit: CR 3; Small outsider (extraplanar,


water); HD 3d8+6; hp 19; Init +0; Spd 30 ft. (6
squares), fly 40 ft. (average), swim 30 ft.; AC 16 (+1
size, +5 natural), touch 11, flat-footed 16; Base Atk
+3; Grp +1; Atk +6 melee (1d3+2, claw); Full Atk +6
melee (1d3+2, 2 claws); Space/Reach 5 ft./5 ft.; SA
Breath weapon, spell-like abilities, summon mephit;
SQ Damage reduction 5/magic, darkvision 60 ft., fast
healing 2; AL N; SV Fort +4, Ref +3, Will +3; Str 14,
Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills and Feats: Bluff +8, Escape Artist +6, Hide
+10, Listen +6, Diplomacy +4, Disguise +2 (+4
acting), Move Silently +6, Spot +6, Swim +10, Use
Rope +0 (+2 with bindings); Power Attack,
Toughness
Treasure: 200 pp; Marvelous Pigments (4000 gp)
(Requirement curse), Potion of Cure Light Wounds
(50 gp), Potion of Undetectable Alignment (300 gp),
Wand of Acid Arrow (5 of 50 charges) (design
provides clue to function) (450 gp); hoard total 6800
gp
Trap Crushing Room: CR 10; mechanical; location trigger;
automatic reset; walls move together (16d6, crush);
multiple targets (all targets in a 10 ft. by 10 ft. room);
never miss; onset delay (2 rounds); Search DC 22;
Disable Device DC 20

Hidden Treasure Hidden (Search DC 30) Unlocked Good Wooden


Chest (hard 5, 15 hp)

1500 gp; hoard total 1500 gp


Room #38 North Entry Archway
→ Leads to room #28

West Entry Archway


→ Leads to room #37, inhabited by 14 x Ooze
Mephit
East Entry Archway
→ Leads to room #31
South Entry Archway
→ Leads to room #46, inhabited by 4 x Large Water
Elemental

Monster 1 x Eleven-Headed Hydra

Eleven-headed hydra: CR 10 (normal); 12 (pyro- or


cryo-); Huge magical beast; HD 11d10+58; hp 118;
Init +1; Spd 20 ft. (4 squares), swim 20 ft.; AC 21 (-2
size, +1 dex, +12 natural), touch 9, flat-footed 20;
Base Atk +11; Grp +25; Atk +16 melee (1d10+6, 11
bites); Full Atk +16 melee (1d10+6, 11 bites);
Space/Reach 15 ft./10 ft.; SA -; SQ Darkvision 60 ft.,
fast healing 21, low-light vision, scent; AL N; SV Fort
+12, Ref +8, Will +5; Str 23, Dex 12, Con 20, Int 2,
Wis 10, Cha 9
Skills and Feats: Listen +9, Spot +9, Swim +14;
Blind-Fight, Combat Reflexes, Iron Will, Toughness,
Weapon Focus (bite)
Treasure: 13 pp; hoard total 130 gp

Room #39 North Entry #1 Archway


→ Leads to room #31
North Entry #2 Archway
→ Leads to room #32, inhabited by 5 x Aboleth
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #46, inhabited by 4 x Large Water
Elemental
South Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #49, inhabited by 5 x Chuul
Room Features A sloped pit lined with iron spikes lies in the north
side of the room, and the floor is covered in perfect
hexagonal tiles
Room #40 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
North Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #33
East Entry #1 Archway
→ Leads to room #34
East Entry #2 Archway
→ Leads to room #42, inhabited by 3 x Chuul
East Entry #3 Archway
Room Features A fountain and statue of a God of Chaos sits in the
north-east corner of the room, and someone has
scrawled "Aghal fell here" on the south wall

Room #41 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #36, inhabited by 11 x Sahuagin
East Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
Monster 3 x Aboleth

Aboleth: CR 7; Huge aberration (aquatic); HD


8d8+40; hp 76; Init +1; Spd 10 ft. (2 squares), swim
60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9,
flat-footed 15; Base Atk +6; Grp +22; Atk +12 melee
(1d6+8 plus slime, tentacle); Full Atk +12 melee
(1d6+8 plus slime, 4 tentacles); Space/Reach 15
ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus cloud; AL LE; SV
Fort +7, Ref +3, Will +11; Str 26, Dex 12, Con 20, Int
15, Wis 17, Cha 17
Skills and Feats: Concentration +16, Knowledge
(any one) +13, Listen +16, Spot +16, Swim +8;
Alertness, Combat Casting, Iron Will
Treasure: 2800 gp; Bone Rod set with a single Deep
Green Spinel (90 gp), Cloth Mantle threaded with
Silver (110 gp), Obsidian Coffer set with Eye Agate
(120 gp); Arcane Scroll (Know Direction (12 gp 5
sp)) (Drawback curse) (total 12 gp 5 sp), Dwarven
Waraxe (Medium) (Adamantine) (+1 weapon, Shock)
(11030 gp), Potion of Endure Elements (50 gp),
Potion of Enlarge Person (250 gp); hoard total 14462
gp 5 sp
Room #42 West Entry Archway
→ Leads to room #40
East Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #43, inhabited by 4 x Chuul

Room Features A faded and torn tapestry hangs from the west wall,
and several empty flasks are scattered throughout
the room
Monster 3 x Chuul

Chuul: CR 7; Large aberration (aquatic); HD


11d8+44; hp 93; Init +7; Spd 30 ft. (6 squares), swim
20 ft.; AC 22 (-1 size, +3 dex, +10 natural), touch 12,
flat-footed 19; Base Atk +8; Grp +17; Atk +12 melee
(2d6+5, claw); Full Atk +12 melee (2d6+5, 2 claws);
Space/Reach 10 ft./5 ft.; SA Constrict 3d6+5,
improved grab, paralytic tentacles; SQ Amphibious,
darkvision 60 ft., immunity to poison; AL CE; SV Fort
+7, Ref +6, Will +9; Str 20, Dex 16, Con 18, Int 10,
Wis 14, Cha 5
Skills and Feats: Hide +13, Listen +11, Spot +11,
Swim +13; Alertness, Blind-Fight, Combat Reflexes,
Improved Initiative
Treasure: 14 pp; Bloodstone (70 gp), Chrysoberyl
(80 gp), Eye Agate (12 gp), Hematite (9 gp), Pink
Pearl (90 gp), Rock Crystal (50 gp), Star Ruby (1100
gp); Arcane Scroll (Mount (25 gp), Daze Monster
(150 gp)) (total 175 gp), Arcane Scroll (Protection
from Chaos/Evil/Good/Law (25 gp), Glitterdust (150
gp)) (total 175 gp), Potion of Cure Light Wounds (50
gp), Wand of Charm Animal (15 of 50 charges)
(inscription provides clue to function) (225 gp); hoard
total 2176 gp
Room #43 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #35, inhabited by 11 x Water
Mephit
West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #42, inhabited by 3 x Chuul
West Entry #2 Archway
Room Features The floor is covered in perfect hexagonal tiles, and
the ceiling is covered with dripping stalactites
Monster 4 x Chuul

Chuul: CR 7; Large aberration (aquatic); HD


11d8+44; hp 93; Init +7; Spd 30 ft. (6 squares), swim
20 ft.; AC 22 (-1 size, +3 dex, +10 natural), touch 12,
flat-footed 19; Base Atk +8; Grp +17; Atk +12 melee
(2d6+5, claw); Full Atk +12 melee (2d6+5, 2 claws);
Space/Reach 10 ft./5 ft.; SA Constrict 3d6+5,
improved grab, paralytic tentacles; SQ Amphibious,
darkvision 60 ft., immunity to poison; AL CE; SV Fort
+7, Ref +6, Will +9; Str 20, Dex 16, Con 18, Int 10,
Wis 14, Cha 5
Skills and Feats: Hide +13, Listen +11, Spot +11,
Swim +13; Alertness, Blind-Fight, Combat Reflexes,
Improved Initiative
Treasure: 220 gp; Jasper (30 gp), Moss Agate (13
gp), Onyx (30 gp); Potion of Cat's Grace (300 gp),
Potion of Levitate (300 gp), Potion of Shield of Faith
(+2) (50 gp), Restorative Ointment (4000 gp) (design
provides clue to function); hoard total 4943 gp

Room #44 North Entry Unlocked Stone Door (hard 8, 60 hp)


→ Leads to room #35, inhabited by 11 x Water
Mephit
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #51

Room Features A faded and torn tapestry hangs from the east wall,
and a large demonic idol with ruby eyes sits in the
north side of the room
Monster 15 x Medium Water Elemental

Medium water elemental: CR 3; Medium elemental


(water, extraplanar); HD 4d8+12; hp 30; Init +1; Spd
20 ft. (4 squares), swim 90 ft.; AC 19 (+1 dex, +8
natural), touch 11, flat-footed 18; Base Atk +3; Grp
+6; Atk +6 melee (1d8+4, slam); Full Atk +6 melee
(1d8+4, slam); Space/Reach 5 ft./5 ft.; SA Water
mastery, drench, vortex; SQ Darkvision 60 ft.,
elemental traits; AL N; SV Fort +7, Ref +2, Will +1;
Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11
Skills and Feats: Listen +3, Spot +4; Cleave, Power
Attack
Room #45 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #35, inhabited by 11 x Water
Mephit
North Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #36, inhabited by 11 x Sahuagin
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #47
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Monster 14 x Water Mephit

Water mephit: CR 3; Small outsider (extraplanar,


water); HD 3d8+6; hp 19; Init +0; Spd 30 ft. (6
squares), fly 40 ft. (average), swim 30 ft.; AC 16 (+1
size, +5 natural), touch 11, flat-footed 16; Base Atk
+3; Grp +1; Atk +6 melee (1d3+2, claw); Full Atk +6
melee (1d3+2, 2 claws); Space/Reach 5 ft./5 ft.; SA
Breath weapon, spell-like abilities, summon mephit;
SQ Damage reduction 5/magic, darkvision 60 ft., fast
healing 2; AL N; SV Fort +4, Ref +3, Will +3; Str 14,
Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills and Feats: Bluff +8, Escape Artist +6, Hide
+10, Listen +6, Diplomacy +4, Disguise +2 (+4
acting), Move Silently +6, Spot +6, Swim +10, Use
Rope +0 (+2 with bindings); Power Attack,
Toughness
Treasure: 8000 sp; Fine Steel Censer set with a
single Aquamarine (1000 gp), Gilded Wooden Cup
engraved with Noble Imagery (1400 gp), Ivory
Medallion engraved with a Labyrinth (800 gp), Steel
Torc engraved with Thorned Vines (600 gp); Arcane
Scroll (Gaseous Form (375 gp), Lesser Globe of
Invulnerability (700 gp)) (total 1075 gp); hoard total
5675 gp
Room #46 North Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
North Entry #2 Archway
→ Leads to room #38, inhabited by 1 x Eleven-
Headed Hydra
West Entry Archway
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #39
Monster 4 x Large Water Elemental

Large water elemental: CR 5; Large elemental


(water, extraplanar); HD 8d8+32; hp 68; Init +2; Spd
20 ft. (4 squares), swim 90 ft.; AC 20 (-1 size, +2
dex, +9 natural), touch 11, flat-footed 18; Base Atk
+6; Grp +15; Atk +10 melee (2d8+5, slam); Full Atk
+10 melee (2d8+5, 2 slams); Space/Reach 10 ft./10
ft.; SA Water mastery, drench, vortex; SQ Damage
reduction 5/-, darkvision 60 ft., elemental traits; AL N;
SV Fort +10, Ref +4, Will +2; Str 20, Dex 14, Con
19, Int 6, Wis 11, Cha 11
Skills and Feats: Listen +5, Spot +6; Cleave, Great
Cleave, Power Attack

Room #47 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #45, inhabited by 14 x Water
Mephit
East Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Room Features A well lies in the south-east corner of the room, and
a set of demonic war masks hangs on the south wall

Room #48 South Entry Archway

Monster 1 x Eleven-Headed Hydra

Eleven-headed hydra: CR 10 (normal); 12 (pyro- or


cryo-); Huge magical beast; HD 11d10+58; hp 118;
Init +1; Spd 20 ft. (4 squares), swim 20 ft.; AC 21 (-2
size, +1 dex, +12 natural), touch 9, flat-footed 20;
Base Atk +11; Grp +25; Atk +16 melee (1d10+6, 11
bites); Full Atk +16 melee (1d10+6, 11 bites);
Space/Reach 15 ft./10 ft.; SA -; SQ Darkvision 60 ft.,
fast healing 21, low-light vision, scent; AL N; SV Fort
+12, Ref +8, Will +5; Str 23, Dex 12, Con 20, Int 2,
Wis 10, Cha 9
Skills and Feats: Listen +9, Spot +9, Swim +14;
Blind-Fight, Combat Reflexes, Iron Will, Toughness,
Weapon Focus (bite)
Treasure: 130 gp; hoard total 130 gp
Room #49 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #39
West Entry Archway
Monster 5 x Chuul

Chuul: CR 7; Large aberration (aquatic); HD


11d8+44; hp 93; Init +7; Spd 30 ft. (6 squares), swim
20 ft.; AC 22 (-1 size, +3 dex, +10 natural), touch 12,
flat-footed 19; Base Atk +8; Grp +17; Atk +12 melee
(2d6+5, claw); Full Atk +12 melee (2d6+5, 2 claws);
Space/Reach 10 ft./5 ft.; SA Constrict 3d6+5,
improved grab, paralytic tentacles; SQ Amphibious,
darkvision 60 ft., immunity to poison; AL CE; SV Fort
+7, Ref +6, Will +9; Str 20, Dex 16, Con 18, Int 10,
Wis 14, Cha 5
Skills and Feats: Hide +13, Listen +11, Spot +11,
Swim +13; Alertness, Blind-Fight, Combat Reflexes,
Improved Initiative
Treasure: 160 gp; Iolite (70 gp), Sardonyx (60 gp);
Necklace of Fireballs (III) (4350 gp) (Requirement
curse); hoard total 4640 gp

Room #50 East Entry Archway


→ Leads to room
#51

Empty

Room #51 West Entry Archway


→ Leads to room #50
East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #44, inhabited by 15 x Medium
Water Elemental
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
Room Features Sporadic knocking can be heard in the north-west
corner of the room, and a pile of torn paper lies in the
south side of the room
Room #52 East Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #53

Room Features A wooden ladder rests against the south wall, and
someone has scrawled "right, left, left" on the east
wall

Monster 4 x Eight-Headed Hydra

Eight-headed hydra: CR 7 (normal); 9 (pyro- or cryo-


); Huge magical beast; HD 8d10+43; hp 87; Init +1;
Spd 20 ft. (4 squares), swim 20 ft.; AC 18 (-2 size,
+1 dex, +9 natural), touch 9, flat-footed 17; Base Atk
+8; Grp +20; Atk +11 melee (1d10+4, 8 bites); Full
Atk +11 melee (1d10+4, 8 bites); Space/Reach 15
ft./10 ft.; SA -; SQ Darkvision 60 ft., fast healing 18,
low-light vision, scent; AL N; SV Fort +11, Ref +7,
Will +4; Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Skills and Feats: Listen +7, Spot +8, Swim +12;
Combat Reflexes, Iron Will, Toughness, Weapon
Focus (bite)
Treasure: 190 gp; hoard total 190 gp

Room #53 West Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #52, inhabited by 4 x Eight-
Headed Hydra

East Entry Archway


Room Features Someone has scrawled "Abandon all hope" in goblin
runes on the east wall, and a metallic odor fills the
west side of the room

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