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Level 4
General History The dungeon was created by a cult of elemental air
as a lair. It was eventually abandoned due to plague,
and has been conquered and altered many times
since then.
Size Medium (51 x 65)
Wandering Monsters 1 Cult Fanatic (cr 2, mm 345) and 12 x Cultist (cr 1/8,
mm 345); medium, 750 xp, hunting for food
Room #2 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides up)
West Entry Archway
Room Features Numerous pillars line the east and west walls, and a
pile of torches lies in the center of the room
2200 cp, 1500 sp, 100 gp, a brass crown etched with
elven script (25 gp), an earthenware tankard painted
with noble imagery (25 gp), an earthenware tureen
painted with pastoral imagery (25 gp), Amulet of
Health (rare, dmg 150)
Room #7 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #6, inhabited by Ghast and 6 x
Ghoul
Treasure: 90 gp; 11 ep
Room #9 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #8
South Entry Locked Simple Wooden Door (DC 25 to open, DC 15
to break; 10 hp)
→ Leads to room #16
Empty
Room #10 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #46, inhabited by Wight and 6 x
Zombie
Room #11 West Entry #1 Stuck Stone Door (DC 20 to break; 60 hp)
West Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)
Room #13 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15
to break; 10 hp)
East Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 10 to
disable; affects each creature which touches the
crystal, DC 14 save or be teleported to another
location
→ Leads to room #40, inhabited by Spawn of Kyuss
and 5 x Zombie
Room #14 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #35
Room #15 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room #17 West Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Ice Dart Trap: DC 10 to find, DC 15 to disable;
+5 to hit against one target, 1d10 cold damage
East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
South Entry Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp)
Room Features A stone ramp ascends towards the east wall, and a
briny odor fills the room
Room #20 East Entry Stuck Iron Door (DC 25 to break; 60 hp) (slides
down)
Empty
Room #21 West Entry Archway
South Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
South Entry #2 Secret (DC 25 to find) Trapped and Stuck Iron Door
(DC 25 to break; 60 hp) (slides up)
Ⓢ The door is concealed behind a statue of a troll
archer, and opened by pulling an arrow in its quiver
Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable;
affects each creature which touches the lock, DC 10
save or take 1d10 lightning damage
Room #23 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #58
Room #24 South Entry Stuck Strong Wooden Door (DC 15 to break; 20
hp)
Empty
Room #25 North Entry Trapped and Stuck Simple Wooden Door (DC 10 to
break; 10 hp)
Ⓣ One-way Door: DC 15 to find, DC 15 to disable
Room Features Numerous pillars line the south and east walls, and
someone has scrawled "golden, emerald, black,
sapphire, ruby" on the south wall
Room #27 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
East Entry Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
Room #28 North Entry Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp)
South Entry Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp)
Room #29 North Entry Locked Good Wooden Door (DC 20 to open, DC 15
to break; 15 hp)
East Entry #1 Archway
→ Leads to room #19
East Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)
Room Features A stone dais sits in the east side of the room, and
the south and east walls have been engraved with
endless spirals
Room #30 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #15, inhabited by Wight and 2 x
Zombie
North Entry #2 Stuck Stone Door (DC 20 to break; 60 hp) (slides
down)
West Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #45, inhabited by 2 x Ogre
Zombie
Room #32 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
West Entry Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp)
Room #33 East Entry #1 Trapped and Unlocked Iron Door (60 hp) (slides
down)
Ⓣ Magic Missle Trap: DC 20 to find, DC 10 to
disable; one target, 1d10 force damage
Room Features A large demonic idol with ruby eyes sits in the north
side of the room, and someone has scrawled an
arrow pointing down on the north wall
Monster Spawn of Kyuss (cr 5, motm 225, vgm 192) and 2 x
Zombie (cr 1/4, mm 316); easy, 1900 xp
Room Features A tapestry of vile acts hangs from the south wall, and
several pieces of spoiled meat are scattered
throughout the room
Monster Vampiric Mist (cr 3, motm 250, mtf 246) and 1 x
Vampire Spawn (cr 5, mm 298); medium, 2500 xp
Room #36 North Entry Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp)
East Entry Archway
Monster Allip (cr 5, motm 45, mtf 116) and 4 x Shadow (cr
1/2, mm 269); hard, 2200 xp
Room #37 West Entry Trapped and Stuck Stone Door (DC 20 to break; 60
hp)
Ⓣ Electrified Lock: DC 10 to find, DC 15 to disable;
affects each creature which touches the lock, DC 11
save or take 1d10 lightning damage
→ Leads to room #58
South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
Room Features A mural of ancient mythology covers the ceiling, and
a large kiln and coal bin sit in the south-east corner
of the room
Monster Vampiric Mist (cr 3, motm 250, mtf 246) and 6 x
Ghoul (cr 1, mm 148); hard, 1900 xp
Room #39 West Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Rune of Hypnosis: DC 15 to find, DC 10 to
disable; affects all targets within 10 ft., DC 11 save or
become incapacitated for 1d4 rounds
East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
Empty
Room #40 North Entry Locked Iron Door (DC 25 to open, DC 30 to break;
60 hp)
West Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 10 to
disable; affects each creature which touches the
crystal, DC 14 save or be teleported to another
location
→ Leads to room #13, inhabited by Wraith and 2 x
Specter
Room #41 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
West Entry Trapped and Stuck Iron Door (DC 25 to break; 60
hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +6
to hit against one target, 2d10 piercing damage
Empty
Room #42 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #12, inhabited by Wight and 14 x
Zombie
West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
South Entry Archway
Trap Earthmaw Trap: DC 15 to find, DC 15 to disable; +8
to hit against one target, 2d10 piercing damage
Hidden Treasure Hidden (DC 20 to find) Locked Simple Wooden
Chest (DC 15 to unlock, DC 15 to break; 10 hp)
2800 cp, 1700 sp, 40 gp, 2 x eye agate (10 gp), lapis
lazuli (10 gp), 3 x rhodochrosite (10 gp), 2 x
turquoise (10 gp), Potion of Frost Giant Strength
(rare, dmg 187)
Room #43 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #32
East Entry #1 Archway
East Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Room Features Someone has scrawled "No, I said it had eleven
eyes" on the north wall, and a swarm of crawling
insects covers the floor
Room #44 North Entry Secret (DC 20 to find) Trapped and Stuck Good
Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is concealed behind an area of slime
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +3 to hit against one target, 1d10 slashing
damage
→ Leads to room #57, inhabited by 3 x Ogre
Zombie
West Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
→ Leads to room #6, inhabited by Ghast and 6 x
Ghoul
West Entry #2 Locked Good Wooden Door (DC 10 to open, DC 15
to break; 15 hp)
→ Leads to room #7, inhabited by Spawn of Kyuss
and 1 x Zombie
South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
Empty
Room #45 West Entry Trapped and Locked Simple Wooden Door (DC 10
to open, DC 15 to break; 10 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +3 to hit against one target, 1d10 slashing
damage
→ Leads to room #10, inhabited by Ogre Zombie
and 15 x Zombie
East Entry #1 Unlocked Simple Wooden Door (10 hp)
→ Leads to room #30
East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry Unlocked Strong Wooden Door (20 hp)
Room Features Someone has scrawled "azure, sapphire, emerald,
golden" on the south wall, and a bent dagger lies in
the south-east corner of the room
Monster 2 x Ogre Zombie (cr 2, mm 316); easy, 900 xp
Treasure: 14 sp; 12 sp
Room #47 East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides to one side)
Room #48 North Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
North Entry #2 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
Room Features A narrow shaft descends from the room into a
natural cavern below, and someone has scrawled
"The curse can't be broken" in orcish runes on the
west wall
Room #49 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
West Entry Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp)
East Entry Archway
→ Leads to room #8
South Entry Trapped and Stuck Iron Door (DC 25 to break; 60
hp)
Ⓣ Thunderstone Mine: DC 10 to find, DC 10 to
disable; affects all targets within 20 ft., DC 11 save or
take 1d10 thunder damage and become deafened
for 1d4 rounds
Empty
Room #50 East Entry Secret (DC 20 to find) Unlocked Good Wooden Door
(15 hp)
Ⓢ The door is concealed within the mouth of a
demonic face carved from stone
Room Features A stone dais and throne sits in the south-east corner
of the room, and the scent of ozone fills the center of
the room
Room #51 West Entry Trapped and Locked Good Wooden Door (DC 10 to
open, DC 15 to break; 15 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +11
to hit against one target, 4d10 piercing damage
East Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
Monster Ghast (cr 2, mm 148) and 2 x Ghoul (cr 1, mm 148);
easy, 850 xp
Room #54 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
West Entry Stuck Simple Wooden Door (DC 10 to break; 10
hp)
Empty
Room #55 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
East Entry Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp) (slides up)
→ Leads to room #38, inhabited by Cult Fanatic
and 6 x Thug
Empty
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