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The Prison of the Wraith Princess 04

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)

Walls Hewn Stone (DC 20 to climb)


Floor Smooth Stone
Temperature Average
Illumination Dark (individual creatures may carry lights)

Corridor Features a Burning torches in iron sconces line the corridor


c A briny odor fills the corridor
e Someone has scrawled "We've run out of rope" here
i Numerous pillars line the corridor

m A toppled statue lies across the corridor


n Several square holes are cut into the walls here
r A group of demonic faces have been carved into the
walls
s Several alcoves are cut into the walls here
u A narrow shaft falls into the corridor from above
v Concealed Pit: DC 10 to find, DC 10 to disable;
affects all targets entering a 10 ft. square area, DC
14 save or take 2d10 damage

Wandering Monsters 1 Cult Fanatic (cr 2, mm 345) and 12 x Cultist (cr 1/8,
mm 345); medium, 750 xp, hunting for food

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


easy, 1050 xp, investigating a strange noise
3 Ogre Zombie (cr 2, mm 316) and 12 x Zombie (cr
1/4, mm 316); hard, 1050 xp, searching for an object
stolen from their lair
4 Ogre Zombie (cr 2, mm 316) and 11 x Zombie (cr
1/4, mm 316); medium, 1000 xp, gathered around an
evil shrine

5 Wraith (cr 5, mm 302) and 1 x Wight (cr 3, mm 300);


medium, 2500 xp, wandering senselessly
6 Wraith (cr 5, mm 302) and 1 x Specter (cr 1, mm
279); easy, 2000 xp, consumed by disease and
madness
Room #1 North Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #3
West Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 11
save or take 1d10 damage
→ Leads to room #5
East Entry Locked Iron Door (DC 25 to open, DC 30 to break;
60 hp)
→ Leads to room #7, inhabited by Spawn of Kyuss
and 1 x Zombie
South Entry Archway
→ Leads to room #8
Room Features A large demonic idol with ruby eyes sits in the east
side of the room, and someone has scrawled
"Explosive runes" in draconic script on the south wall

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

Monster Ogre Zombie (cr 2, mm 316) and 7 x Zombie (cr 1/4,


mm 316); easy, 800 xp

Treasure: 13 sp; 18 cp; 15 sp; 12 gp; 5 ep; 6 pp; 8


gp; 18 sp

Room #3 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
South Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #1

Room Features A wooden platform hangs over a deep pit in the


south-east corner of the room, and someone has
scrawled "The Chosen of Muriel looted this place" on
the south wall
Trap Scythe Blade: DC 15 to find, DC 10 to disable; +6 to
hit against all targets within a 5 ft. arc, 2d10 slashing
damage
Hidden Treasure Hidden (DC 25 to find) Unlocked Simple Wooden
Chest (10 hp)

2100 cp, 1200 sp, 70 gp, a bone orb inlaid with


copper (25 gp), a brass crown etched with thorned
vines (25 gp), a lacquered wooden shield brooch
inlaid with a filigree of electrum (25 gp), a leather
scabbard trimmed with rabbit fur (25 gp)
Room #4 North Entry Archway

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


hp)
→ Leads to room #52
Monster Wight (cr 3, mm 300) and 4 x Zombie (cr 1/4, mm
316); easy, 900 xp

Treasure: 11 sp; 13 gp; 26 cp; 5 pp; 3 pp

Room #5 West Entry Locked Good Wooden Door (DC 20 to open, DC 15


to break; 15 hp) (slides down)
→ Leads to room #35
East Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 11
save or take 1d10 damage
→ Leads to room #1
Room Features A stone dais and throne sits in the south side of the
room, and several candles are scattered throughout
the room
Trap Chain Flail: DC 10 to find, DC 10 to disable; initiative
+1, 1 attack per round, +6 to hit against all targets
within 5 ft., 2d10 bludgeoning damage

Room #6 North Entry Archway


→ Leads to room #33, inhabited by Spawn of Kyuss
and 2 x Zombie

East Entry #1 Trapped and Stuck Simple Wooden Door (DC 10 to


break; 10 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
12 save or take 2d10 damage

East Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #44

South Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #7, inhabited by Spawn of Kyuss
and 1 x Zombie
Room Features A narrow shaft descends from the room into a
magical cyst below, and a tile mosaic of arcane
patterns covers the floor
Monster Ghast (cr 2, mm 148) and 6 x Ghoul (cr 1, mm 148);
medium, 1650 xp

Treasure: 5 sp; 10 gp; 13 sp; 16 cp; 10 sp; 12 ep; 12


cp
Hidden Treasure Hidden (DC 15 to find) Locked Good Wooden Chest
(DC 15 to unlock, DC 20 to break; 15 hp)

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

West Entry Locked Iron Door (DC 25 to open, DC 30 to break;


60 hp)
→ Leads to room #1

East Entry Locked Good Wooden Door (DC 10 to open, DC 15


to break; 15 hp)
→ Leads to room #44
Room Features The floor is covered in square tiles, alternating white
and black, and someone has scrawled "Symas
Folcey was here" on the west wall
Monster Spawn of Kyuss (cr 5, motm 225, vgm 192) and 1 x
Zombie (cr 1/4, mm 316); easy, 1850 xp

Treasure: 90 gp; 11 ep

Room #8 North Entry Archway


→ Leads to room #1

West Entry Archway


→ Leads to room #49

East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)


→ Leads to room #9

South Entry Archway


→ Leads to room #53

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


west wall, and several pieces of broken glass are
scattered throughout the room

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

East Entry #1 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 #45, inhabited by 2 x Ogre
Zombie
East Entry #2 Locked Strong Wooden Door (DC 20 to open, DC 20
to break; 20 hp) (magically reinforced, disadvantage
to break)
Room Features A round table and crude bookcase sit in the east
side of the room, and a rattling noise can be faintly
heard near the west wall
Monster Ogre Zombie (cr 2, mm 316) and 15 x Zombie (cr
1/4, mm 316); deadly, 1200 xp

Treasure: 2200 cp, 1300 sp, 70 gp, blue quartz (10


gp), 2 x hematite (10 gp), malachite (10 gp),
obsidian (10 gp), 2 x tiger eye (10 gp)

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 Features Someone has scrawled "Ingerd was here" on the


north wall, and a rusted gauntlet lies in the north-east
corner of the room
Monster Ghast (cr 2, mm 148) and 3 x Ghoul (cr 1, mm 148);
easy, 1050 xp

Treasure: 13 gp; 6 pp; 18 cp; 9 sp

Trap Fire Spray: DC 15 to find, DC 20 to disable; affects


all targets within a 20 ft. cone, DC 14 save or take
2d10 fire damage
Hidden Treasure Hidden (DC 25 to find) Locked Simple Wooden
Chest (DC 25 to unlock, DC 15 to break; 10 hp)

2300 cp, 1200 sp, 100 gp, a bone comb engraved


with arcane runes (25 gp), a bone figurine (of a god
of evil) adorned with amethyst (25 gp), a bone
scepter set with a rosette of jasper (25 gp), a marble
plate engraved with a labyrinth (25 gp), a wooden
bowl inlaid with a filigree of electrum (25 gp),
Alchemy Jug (uncommon, dmg 150)
Room #12 West Entry Stuck Stone Door (DC 20 to break; 60 hp)
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #42
Room Features The room has a high domed ceiling, and a whistling
noise fills the room
Monster Wight (cr 3, mm 300) and 14 x Zombie (cr 1/4, mm
316); deadly, 1400 xp

Treasure: 2300 cp, 900 sp, 70 gp, azurite (10 gp),


banded agate (10 gp), eye agate (10 gp), lapis lazuli
(10 gp), moss agate (10 gp), obsidian (10 gp),
rhodochrosite (10 gp), tiger eye (10 gp), 5 x Potion
of Healing (common, dmg 187)

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

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


Monster Wraith (cr 5, mm 302) and 2 x Specter (cr 1, mm
279); hard, 2200 xp

Treasure: 230 sp, 120 gp; 1 pp; 12 ep

Room #14 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #35

West Entry Archway


East Entry Locked Simple Wooden Door (DC 20 to open, DC 15
to break; 10 hp)
Monster Cult Fanatic (cr 2, mm 345) and 3 x Thug (cr 1/2, mm
350); easy, 750 xp

Treasure: 18 sp; 22 cp; 10 gp; 11 gp

Room #15 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

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


→ Leads to room #31

South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #30

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


316); easy, 800 xp

Treasure: 11 sp; 14 sp; 13 gp


Room #16 North Entry Locked Simple Wooden Door (DC 25 to open, DC 15
to break; 10 hp)
→ Leads to room #9
Room Features An iron chandelier hangs from the ceiling in the north
side of the room, and several pieces of torn paper
are scattered throughout the room
Trap Earthmaw Trap: DC 15 to find, DC 20 to disable; +7
to hit against one target, 2d10 piercing damage

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 #18 North Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to


break; 30 hp)
Ⓣ Electrified Lock: DC 10 to find, DC 15 to disable;
affects each creature which touches the lock, DC 12
save or take 2d10 lightning damage
South Entry #1 Archway
South Entry #2 Unlocked Strong Wooden Door (20 hp)
Empty

Room #19 West Entry Archway


→ Leads to room #29
East Entry Trapped and Stuck Stone Door (DC 20 to break; 60
hp) (slides to one side)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8
to hit against one target, 2d10 piercing damage

Room Features Skeletons hang from chains and manacles against


the north and south walls, and someone has
scrawled "Don't lose your head" in blood on the
north wall

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 Features Someone has scrawled "This is not a secret door" on


the east wall, and a ruined chain shirt lies in the
south-east corner of the room
Trap Ice Dart Trap: DC 15 to find, DC 20 to disable; +10
to hit against one target, 4d10 cold damage

Room #22 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
West Entry #2 Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
Empty

Room #23 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #58

West Entry Stuck Stone Door (DC 20 to break; 60 hp)


Room Features A tapestry of a draconic god hangs from the south
wall, and a forge and anvil sit in the west side of the
room
Monster Vampiric Mist (cr 3, motm 250, mtf 246) and 7 x
Ghoul (cr 1, mm 148); deadly, 2100 xp

Treasure: 3200 cp, 1100 sp, 40 gp, eye agate (10


gp), lapis lazuli (10 gp), 2 x rhodochrosite (10 gp),
tiger eye (10 gp), turquoise (10 gp), +1 Ammunition
(20 sling bullets) (uncommon, dmg 150), 2 x Potion
of Resistance (lightning) (uncommon, dmg 188),
Potion of Greater Healing (uncommon, dmg 187)

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

Monster Cult Fanatic (cr 2, mm 345) and 11 x Cultist (cr 1/8,


mm 345); medium, 725 xp

Treasure: 9 sp; 19 cp; 12 sp; 5 ep; 17 sp; 19 sp; 21


cp; 7 gp; 13 gp; 14 cp; 14 sp; 12 gp
Room #26 South Entry Trapped and Stuck Simple Wooden Door (DC 10 to
break; 10 hp)
Ⓣ Acid Spray: DC 15 to find, DC 10 to disable;
affects all targets within a 20 ft. cone, DC 10 save or
take 1d10 acid damage for 1d4 rounds

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 Features Several iron cages are scattered throughout the


room, and someone has scrawled "Cwine fell here"
on the east wall

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 Features Someone has scrawled "straight, left, door, right" on


the south wall, and an overwhelming stench fills the
room

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

South Entry Locked Simple Wooden Door (DC 10 to open, DC 15


to break; 10 hp)
Room Features The scent of urine fills the east side of the room, and
a dulled dagger lies in the north-east corner of the
room
Room #31 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #38, inhabited by Cult Fanatic
and 6 x Thug
East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #15, inhabited by Wight and 2 x
Zombie
Empty

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)

South Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #43

Room Features Various torture devices are scattered throughout the


room, and someone has scrawled "Look to the right"
on the west wall

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

East Entry #2 Unlocked Simple Wooden Door (10 hp)


→ Leads to room #57, inhabited by 3 x Ogre
Zombie

South Entry Archway


→ Leads to room #6, inhabited by Ghast and 6 x
Ghoul

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

Treasure: 100 gp; 17 cp; 14 gp

Room #34 South Entry Archway

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

Treasure: 1400 cp, 1200 sp, 60 gp, 5 x diamond (50


gp), 3 x carnelian (50 gp), Sentinel Shield
(uncommon, dmg 199)
Room #35 North Entry Stuck Stone Door (DC 20 to break; 60 hp)

West Entry #1 Unlocked Good Wooden Door (15 hp)


West Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)
East Entry #1 Locked Good Wooden Door (DC 20 to open, DC 15
to break; 15 hp) (slides down)
→ Leads to room #5

East Entry #2 Archway


South Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #14, inhabited by Cult Fanatic
and 3 x Thug
Empty

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

Treasure: 900 cp, 30 ep; 14 sp; 15 gp; 17 sp; 22 cp

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

Treasure: 1600 cp, 1000 sp, 70 gp, azurite (10 gp),


hematite (10 gp), 2 x lapis lazuli (10 gp), malachite
(10 gp), 2 x moss agate (10 gp), tiger eye (10 gp),
turquoise (10 gp), Spell Scroll (Conjure Minor
Elementals) (rare, dmg 200), Heward's Handy
Haversack (rare, dmg 174)
Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 15 to
unlock, DC 30 to break; 60 hp)

2000 cp, 1300 sp, 50 gp, a cloth gown threaded with


dyed silk (25 gp), a cloth sash threaded with silver
(25 gp), a copper shield brooch inlaid with a filigree
of gold (25 gp), a wooden plate set with eye agate
and turquoise (25 gp)
Room #38 North Entry #1 Archway

North Entry #2 Trapped and Locked Stone Door (DC 20 to open,


DC 25 to break; 60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +7
to hit against one target, 2d10 piercing damage
West Entry Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp) (slides up)
→ Leads to room #55
East Entry Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp)
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #31
Room Features Lit candles are scattered across the floor, and
someone has scrawled "Kill them with acid" on the
north wall
Monster Cult Fanatic (cr 2, mm 345) and 6 x Thug (cr 1/2, mm
350); easy, 1050 xp

Treasure: 10 gp; 12 gp; 19 cp; 8 cp; 14 cp; 4 pp; 7


ep

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

East Entry Trapped and Locked Stone Door (DC 20 to open,


DC 25 to break; 60 hp)
Ⓣ Thunderstone Mine: DC 10 to find, DC 10 to
disable; affects all targets within 20 ft., DC 12 save or
take 2d10 thunder damage and become deafened
for 1d4 rounds
Monster Spawn of Kyuss (cr 5, motm 225, vgm 192) and 5 x
Zombie (cr 1/4, mm 316); hard, 2050 xp

Treasure: 2100 cp, 700 sp, 60 gp, blue quartz (10


gp), lapis lazuli (10 gp), malachite (10 gp), tiger eye
(10 gp), turquoise (10 gp), Driftglobe (uncommon,
dmg 166), Potion of Climbing (common, dmg 187), 2
x Potion of Healing (common, dmg 187)

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

Hidden Treasure Hidden (DC 25 to find) Locked Iron Chest (DC 20 to


unlock, DC 30 to break; 60 hp)

2200 cp, 900 sp, 60 gp, a leather coat tooled with


arcane runes (25 gp), a wooden orb inlaid with silver
(25 gp), an agate cup engraved with draconic runes
(25 gp), an earthenware vase painted with garden
imagery (25 gp)

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 #46 West Entry Archway


South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #10, inhabited by Ogre Zombie
and 15 x Zombie

Monster Wight (cr 3, mm 300) and 6 x Zombie (cr 1/4, mm


316); medium, 1000 xp

Treasure: 2200 cp, 1300 sp, 40 gp, 3 x diamond (50


gp), citrine (50 gp), jasper (50 gp), star rose quartz
(50 gp), Potion of Greater Healing (uncommon, dmg
187), 4 x Potion of Healing (common, dmg 187)

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)

Monster Ogre Zombie (cr 2, mm 316) and 10 x Zombie (cr


1/4, mm 316); medium, 950 xp

Treasure: 20 cp; 11 ep; 16 gp; 11 sp; 10 sp; 20 cp;


11 gp; 23 sp; 4 pp; 17 gp; 10 gp

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

Monster Cult Fanatic (cr 2, mm 345) and 6 x Thug (cr 1/2, mm


350); easy, 1050 xp

Treasure: 1 pp; 20 cp; 16 cp; 13 cp; 10 gp; 12 ep; 23


cp

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

Treasure: 8 sp; 24 cp; 6 pp

Room #52 West Entry Archway


→ Leads to room #56
East Entry #1 Secret (DC 15 to find) Unlocked Good Wooden Door
(15 hp)
Ⓢ The door is concealed within an upright
sarcophagus

East Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30


hp)
→ Leads to room #4, inhabited by Wight and 4 x
Zombie
Empty
Room #53 North Entry Archway
→ Leads to room #8
South Entry Locked Good Wooden Door (DC 10 to open, DC 15
to break; 15 hp) (slides down)
Empty

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

Room #56 East Entry Archway


→ Leads to room #52
South Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60
hp)
Ⓣ Earthmaw Trap: DC 20 to find, DC 10 to disable;
+6 to hit against one target, 2d10 piercing damage

South Entry #2 Trapped and Locked Good Wooden Door (DC 25 to


open, DC 15 to break; 15 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +8
to hit against one target, 2d10 piercing damage
Room Features Numerous pillars line the north and south walls, and
a broken spear lies in the north side of the room

Room #57 North Entry Archway


West Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #33, inhabited by Spawn of Kyuss
and 2 x Zombie
South 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 #44
Monster 3 x Ogre Zombie (cr 2, mm 316); medium, 1350 xp

Treasure: 2 pp; 11 cp; 21 cp


Room #58 West Entry #1 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Falling Block: DC 10 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 15
save or take 2d10 damage
West Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
East 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 #37, inhabited by Vampiric Mist
and 6 x Ghoul

South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)


→ Leads to room #23, inhabited by Vampiric Mist
and 7 x Ghoul
Empty

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