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The Black Sanctum of Zeiram the Lich 01

Level 1
General History The dungeon was created by a lawful evil bard as a
death trap. It was eventually conquered by invaders,
and has been attacked and abandoned many times
since then.
Size Medium (51 x 65)

Walls Reinforced Masonry (DC 15 to climb)


Floor Flagstone
Temperature Cold (DC 10 Constitution save each hour or gain one
level of exhaustion)
Illumination Dark (individual creatures may carry lights)

Corridor Features a A toppled statue lies across the corridor


c Arrow Trap: DC 10 to find, DC 10 to disable; +3 to
hit against one target, 1d10 piercing damage
e A chute descends from the corridor into a plundered
tomb below
i A narrow shaft falls into the corridor from above

Wandering Monsters 1 Mimic (cr 2, mm 220); deadly, 450 xp, investigating a


strange noise
2 Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp, bloodied and fleeing a more
powerful enemy
3 Bugbear (cr 1, mm 33); medium, 200 xp, trying to
lure the party into an ambush
4 Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp, lost and desperate
5 Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,
mm 316); deadly, 500 xp, scavenging for food and
treasure
6 Orog (cr 2, mm 247); deadly, 450 xp, tracking the
party

Room #1 North Entry Secret (DC 20 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #2, inhabited by Cult Fanatic and
1 x Cultist
East Entry Archway
→ Leads to room #4, inhabited by Cult Fanatic and
1 x Cultist

Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450


xp

Treasure: 21 cp
Room #2 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #33
West Entry Locked Simple Wooden Door (DC 20 to open, DC 15
to break; 10 hp)
South Entry Secret (DC 20 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #1, inhabited by Silver Dragon
Wyrmling
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp

Treasure: 13 gp; 13 ep

Room #3 North Entry Secret (DC 20 to find) Locked Simple Wooden Door
(DC 15 to open, DC 15 to break; 10 hp)
Ⓢ The door is located above a small stone dais
and concealed behind an area of slime
→ Leads to room #26

West Entry #1 Trapped and Unlocked Iron Door (60 hp)


Ⓣ Falling Block: DC 10 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 14
save or take 2d10 damage

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


hp)
Empty

Room #4 West Entry Archway


→ Leads to room #1, inhabited by Silver Dragon
Wyrmling

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


→ Leads to room #49, inhabited by Goblin and 1 x
Wolf
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp

Treasure: 2000 cp, 800 sp, 70 gp, a bone scepter


set with moss agate (25 gp), a cloth mantle threaded
with silver (25 gp), a copper cup inlaid with ornate
gold scrollwork (25 gp), a fine leather coinpurse
trimmed with lynx fur (25 gp), a fine steel cup inlaid
with ornate electrum scrollwork (25 gp), a marble
chalice set with a rosette of jade (25 gp), a portrait
(of a male dragonborn) in a wooden frame engraved
with floral vines (25 gp), a scroll of calligraphy (25
gp), Staff of the Adder (uncommon, dmg 203)
Room #5 West Entry #1 Archway

West Entry #2 Trapped and Unlocked Stone Door (60 hp)


Ⓣ Magic Missle Trap: DC 15 to find, DC 20 to
disable; one target, 2d10 force damage
→ Leads to room #51
East Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 18
save or take 4d10 damage

Room Features A mural of arcane patterns covers the ceiling, and a


pile of bent copper coins lies in the south-east corner
of the room

Room #6 West Entry Locked Good Wooden Door (DC 20 to open, DC 15


to break; 15 hp)

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


→ Leads to room #20, inhabited by Goblin Boss
and 1 x Goblin
Room Features Someone has scrawled "Trespassers will be flayed
alive" in blood on the south wall, and a pile of broken
glass lies in the south-west corner of the room
Monster Orog (cr 2, mm 247); deadly, 450 xp

Treasure: 15 gp

Room #7 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #47
West Entry #1 Secret (DC 20 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a statue of an
armored warrior, and opened by moving his sword

West Entry #2 Secret (DC 25 to find) Unlocked Good Wooden Door


(15 hp) (slides down)
Ⓢ The door is concealed behind a statue of a troll
archer, and opened by pulling an arrow in its quiver
Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 2100 cp, 1100 sp, 40 gp, 2 x diamond (50


gp), chrysoprase (50 gp), citrine (50 gp), Spell Scroll
(True Strike) (common, dmg 200)

Hidden Treasure Unlocked Iron Chest (60 hp)

1700 cp, 1100 sp, 70 gp, banded agate (10 gp), 4 x


hematite (10 gp), malachite (10 gp), obsidian (10
gp), turquoise (10 gp), Spell Scroll (Chill Touch)
(common, dmg 200), Spell Scroll (Sacred Flame)
(common, dmg 200), Spell Scroll (Burning Hands)
(common, dmg 200), Potion of Climbing (common,
dmg 187), Potion of Healing (common, dmg 187)
Room #8 North Entry #1 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +11
to hit against one target, 4d10 piercing damage
→ Leads to room #42, inhabited by Ogre Zombie
and 1 x Zombie
North Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)
(slides to one side)
→ Leads to room #30

East Entry #1 Archway


East Entry #2 Trapped and Stuck Iron Door (DC 25 to break; 60
hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
11 save or take 1d10 damage
→ Leads to room #29, inhabited by Bugbear and 1
x Goblin

Room Features Someone has scrawled "three, ten, ten, seven" on


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

Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 8 gp

Room #9 West Entry #1 Locked Simple Wooden Door (DC 20 to open, DC 15


to break; 10 hp)

West Entry #2 Unlocked Strong Wooden Door (20 hp)


East Entry Secret (DC 15 to find) Trapped and Stuck Iron Door
(DC 25 to break; 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Symbol of Panic: DC 10 to find, DC 10 to
disable; affects all targets within 10 ft., DC 13 save or
become frightened for 1d4 rounds

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


to break; 15 hp) (magically reinforced, disadvantage
to break)
→ Leads to room #46

Room Features The floor is covered in perfect hexagonal tiles, and


someone has scrawled "The Wayfarers of Athol
killed two trolls here" on the west wall

Room #10 West Entry Archway

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


→ Leads to room #32

Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450


xp

Treasure: 5 ep
Room #11 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
(stuck, disadvantage to open)
East Entry Archway

Room Features A stream of water flows along a channel in the floor,


and a pile of rotten leather lies in the south-west
corner of the room

Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450


xp

Treasure: 19 sp

Room #12 North Entry #1 Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #36, inhabited by Gelatinous
Cube

North Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Monster Hobgoblin (cr 1/2, mm 186) and 1 x Goblin (cr 1/4,


mm 166); medium, 150 xp

Treasure: 15 cp; 15 cp

Room #13 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #51
South Entry #1 Secret (DC 20 to find) Trapped and Locked Stone
Door (DC 15 to open, DC 25 to break; 60 hp)
Ⓢ The door is located several feet above the floor
and only four feet high
Ⓣ Earthmaw Trap: DC 15 to find, DC 10 to disable;
+5 to hit against one target, 1d10 piercing damage
→ Leads to room #25
South Entry #2 Archway

Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4, mm


341); deadly, 200 xp

Treasure: 2300 cp, 700 sp, 50 gp, a bone scepter


engraved with arcane runes (25 gp), a brass bracer
etched with thorned vines (25 gp), a linen merchant's
cap threaded with electrum (25 gp), a linen vest
trimmed with rabbit fur (25 gp), a marble chalice
engraved with dwarven axeheads (25 gp), a marble
orb engraved with draconic runes (25 gp), an
agateware tile painted with noble imagery (25 gp),
an ivory comb set with a single blue spinel (25 gp),
Necklace of Prayer Beads (5 beads) (rare, dmg 182)
Room #14 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
West Entry Trapped and Unlocked Strong Wooden Door (20 hp)
(slides up)
Ⓣ One-way Door: DC 15 to find, DC 10 to disable
→ Leads to room #40
South Entry Locked Iron Door (DC 25 to open, DC 30 to break;
60 hp)
Room Features A magical mural on the south wall can be used to
scry upon any known individual within the dungeon,
and the floor is covered in perfect hexagonal tiles
Monster Orog (cr 2, mm 247); deadly, 450 xp

Treasure: 2300 cp, 600 sp, 30 gp, azurite (10 gp),


banded agate (10 gp), hematite (10 gp), lapis lazuli
(10 gp), malachite (10 gp), moss agate (10 gp), tiger
eye (10 gp), turquoise (10 gp), Spell Scroll (Ray of
Frost) (common, dmg 200), Spell Scroll (Compelled
Duel) (common, dmg 200), Spell Scroll (Jump)
(common, dmg 200), Potion of Climbing (common,
dmg 187), Potion of Healing (common, dmg 187)
Hidden Treasure Hidden (DC 25 to find) Unlocked Strong Wooden
Chest (20 hp)

2000 cp, 1000 sp, 80 gp, citrine (50 gp), jasper (50
gp), Periapt of Wound Closure (uncommon, dmg
184), Quiver of Ehlonna (uncommon, dmg 189), +1
Weapon (shortsword) (uncommon, dmg 213), +1
Weapon (light crossbow) (uncommon, dmg 213)

Room #15 West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
(magically reinforced, disadvantage to break)
→ Leads to room #36, inhabited by Gelatinous
Cube

East Entry Archway


Room Features A narrow shaft falls into the room from above, and
several empty bottles are scattered throughout the
room
Monster Hobgoblin (cr 1/2, mm 186); easy, 100 xp

Treasure: 8 sp

Room #16 North Entry #1 Archway


→ Leads to room #25
North Entry #2 Locked Stone Door (DC 10 to open, DC 25 to break;
60 hp)

North Entry #3 Locked Iron Door (DC 20 to open, DC 30 to break;


60 hp)
→ Leads to room #27
West Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
West Entry #2 Unlocked Simple Wooden Door (10 hp)
Empty
Room #17 West Entry Locked Good Wooden Door (DC 20 to open, DC 15
to break; 15 hp)

Room Features A mural of ghoulish carnage covers the ceiling, and


iron chains hang from the ceiling in the west side of
the room

Room #18 East Entry Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp)
South Entry Unlocked Iron Door (60 hp)
→ Leads to room #47
Room Features Lit candles are scattered across the floor, and a
rotting odor fills the room

Room #19 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides down)
→ Leads to room #25
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #54, inhabited by Bugbear
Room Features A tile mosaic of geometric patterns covers the floor,
and several pieces of rotten bread are scattered
throughout the room

Room #20 North Entry #1 Trapped Wooden Portcullis (lift DC 20, DC 15 to


break; 30 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 15
save or take 2d10 damage
North Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #6, inhabited by Orog
South Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #45, inhabited by Ogre Zombie
and 1 x Zombie

Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,


mm 166); medium, 250 xp

Treasure: 11 sp; 10 gp

Room #21 East Entry Stuck Iron Door (DC 25 to break; 60 hp)

Room Features A toppled statue lies in the west side of the room,
and rusting iron spikes line the north and west walls

Room #22 North Entry Archway


East Entry Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp) (slides up)
→ Leads to room #47
Room Features The floor is covered in square tiles, alternating white
and black, and an unexplained breeze can be felt in
the south-east corner of the room
Room #23 North Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #27
South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)

Room Features A large kiln and coal bin sit in the south-east corner
of the room, and a pile of rotten fruit lies in the west
side of the room

Room #24 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
East Entry Archway
→ Leads to room #52, inhabited by Silver Dragon
Wyrmling
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #50
Empty

Room #25 North Entry Secret (DC 20 to find) Trapped and Locked Stone
Door (DC 15 to open, DC 25 to break; 60 hp)
Ⓢ The door is located several feet above the floor
and only four feet high
Ⓣ Earthmaw Trap: DC 15 to find, DC 10 to disable;
+5 to hit against one target, 1d10 piercing damage
→ Leads to room #13, inhabited by 2 x Goblin and
2 x Wolf
West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides down)
→ Leads to room #19
East Entry Locked Stone Door (DC 10 to open, DC 25 to break;
60 hp) (slides up)
South Entry Archway
→ Leads to room #16
Room Features The room has a high domed ceiling, and someone
has scrawled "The last wards have fallen" on the
north wall

Room #26 South Entry #1 Unlocked Good Wooden Door (15 hp)
South Entry #2 Secret (DC 20 to find) Locked Simple Wooden Door
(DC 15 to open, DC 15 to break; 10 hp)
Ⓢ The door is located above a small stone dais
and concealed behind an area of slime
→ Leads to room #3
Room Features An iron chandelier hangs from the ceiling in the west
side of the room, and the south and east walls are
covered with claw marks
Room #27 West Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 20
save or take 4d10 damage

South Entry #1 Locked Iron Door (DC 20 to open, DC 30 to break;


60 hp)
→ Leads to room #16

South Entry #2 Unlocked Strong Wooden Door (20 hp)


→ Leads to room #23

Room Features Spirals of yellow stones cover the floor, and


flickering wisps of flame fill the east side of the room

Room #28 North Entry Archway


→ Leads to room #53, inhabited by Orc and 1 x
Half-ogre
West Entry Secret (DC 20 to find) Stuck Simple Wooden Door
(DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a statue of an
ancient lich, and opened by pressing runes on his
staff
South Entry Trapped and Locked Stone Door (DC 20 to open,
DC 25 to break; 60 hp)
Ⓣ Acid Spray: DC 10 to find, DC 10 to disable;
affects all targets within a 20 ft. cone, DC 18 save or
take 2d10 acid damage for 1d4 rounds
→ Leads to room #41, inhabited by Goblin Boss
and 1 x Goblin

Empty

Room #29 North Entry #1 Trapped Iron Portcullis (DC 20 to lift, DC 25 to


break; 60 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 16
save or take 4d10 damage
North Entry #2 Archway
West Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60
hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
11 save or take 1d10 damage
→ Leads to room #8, inhabited by Mimic
West Entry #2 Unlocked Good Wooden Door (15 hp)

Monster Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm


166); medium, 250 xp

Treasure: 23 cp; 12 sp
Room #30 East Entry Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp)
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
(slides to one side)
→ Leads to room #8, inhabited by Mimic
Room Features Someone has scrawled "Death comes on silent
wings" on the south wall, and a rusted sword lies in
the north side of the room

Room #31 West Entry Secret (DC 15 to find) Unlocked Stone Door (60 hp)
Ⓢ A stone column and section of wall makes a
loud grinding noise as it pivots open

East Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #54, inhabited by Bugbear

East Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)


→ Leads to room #43

Empty

Room #32 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #10, inhabited by Silver Dragon
Wyrmling
East Entry Archway
Room Features The floor is covered in perfect hexagonal tiles, and a
carved stone statue stands in the north side of the
room

Room #33 East Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)

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


→ Leads to room #2, inhabited by Cult Fanatic and
1 x Cultist

Room Features Skeletons hang from chains and manacles against


the south and west walls, and someone has
scrawled "The Blade of Courage is reforged" in
draconic script on the east wall

Room #34 North Entry Archway


→ Leads to room #55
East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
South Entry Trapped and Stuck Iron Door (DC 25 to break; 60
hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC 12
save or take 2d10 damage
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp

Treasure: 17 cp; 19 cp
Room #35 West Entry Secret (DC 15 to find) Unlocked Strong Wooden
Door (20 hp)
Ⓢ The door is located several feet above the floor
and concealed within a mosaic of legendary
monsters
East Entry #1 Secret (DC 25 to find) Locked Simple Wooden Door
(DC 10 to open, DC 15 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a noble
king, and opened by stabbing a sword into his back
→ Leads to room #38
East Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp) (magically reinforced, disadvantage to break)
Room Features The room has a high domed ceiling, and someone
has scrawled "The Golden Scepter is broken" in
draconic script on the south wall
Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450
xp

Treasure: 24 cp

Room #36 West Entry Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp) (slides up)
East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
(magically reinforced, disadvantage to break)
→ Leads to room #15, inhabited by Hobgoblin

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


→ Leads to room #12, inhabited by Hobgoblin and
1 x Goblin
Room Features A stone ramp ascends towards the north wall, and a
group of monstrous faces have been carved into the
south wall
Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp

Treasure: 2600 cp, 1400 sp, 60 gp, banded agate


(10 gp), eye agate (10 gp), hematite (10 gp), 2 x
lapis lazuli (10 gp), malachite (10 gp), moss agate
(10 gp), 2 x rhodochrosite (10 gp), tiger eye (10 gp),
turquoise (10 gp), Potion of Climbing (common, dmg
187)

Room #37 North Entry Archway


West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Room Features A set of demonic war masks hangs on the south
wall, and a rusted sword lies in the north side of the
room
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp

Treasure: 7 gp; 12 sp
Room #38 North Entry Trapped and Locked Good Wooden Door (DC 15 to
open, DC 15 to break; 15 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
12 save or take 2d10 damage
→ Leads to room #48
West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #52, inhabited by Silver Dragon
Wyrmling

West Entry #2 Secret (DC 25 to find) Locked Simple Wooden Door


(DC 10 to open, DC 15 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a noble
king, and opened by stabbing a sword into his back
→ Leads to room #35, inhabited by Silver Dragon
Wyrmling
Empty

Room #39 North Entry Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp)
West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Monster Orog (cr 2, mm 247); deadly, 450 xp

Treasure: 1200 cp, 1000 sp, 90 gp, diamond (50 gp),


sardonyx (50 gp), 2 x Potion of Healing (common,
dmg 187)
Trap Rune of Confusion: DC 15 to find, DC 15 to disable;
affects all targets within 10 ft., DC 10 save or
become confused (phb 224) for 1d4 rounds
Hidden Treasure Hidden (DC 25 to find) Locked Simple Wooden
Chest (DC 20 to unlock, DC 15 to break; 10 hp)

2200 cp, 1300 sp, 40 gp, carnelian (50 gp), 2 x


chrysoprase (50 gp), 2 x sardonyx (50 gp), zircon
(50 gp), +1 Shield (uncommon, dmg 200), Cloak of
Elvenkind (uncommon, dmg 158), +1 Weapon
(shortsword) (uncommon, dmg 213), +1 Weapon
(light hammer) (uncommon, dmg 213)

Room #40 East Entry Trapped and Unlocked Strong Wooden Door (20 hp)
(slides up)
Ⓣ One-way Door: DC 15 to find, DC 10 to disable
→ Leads to room #14, inhabited by Orog
Room Features A magical mirror on the west wall answers simple
questions about the dungeon (yes/no), and several
monstrous corpses are scattered throughout the
room
Hidden Treasure Hidden (DC 25 to find) Unlocked Strong Wooden
Chest (20 hp)

1600 cp, 600 sp, 60 gp, 2 x diamond (50 gp),


sardonyx (50 gp), Spell Scroll (Mage Hand)
(common, dmg 200), 4 x Potion of Healing
(common, dmg 187)
Room #41 North Entry Trapped and Locked Stone Door (DC 20 to open,
DC 25 to break; 60 hp)
Ⓣ Acid Spray: DC 10 to find, DC 10 to disable;
affects all targets within a 20 ft. cone, DC 18 save or
take 2d10 acid damage for 1d4 rounds
→ Leads to room #28
West Entry Unlocked Strong Wooden Door (20 hp)
East Entry Archway
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp

Treasure: 18 cp; 13 ep

Room #42 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
South Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +11
to hit against one target, 4d10 piercing damage
→ Leads to room #8, inhabited by Mimic

Room Features A simple fireplace sits against the east wall, and the
ceiling is covered with scorch marks
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,
mm 316); deadly, 500 xp

Treasure: 16 sp; 19 sp

Room #43 North Entry Locked Good Wooden Door (DC 20 to open, DC 15
to break; 15 hp)
West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #31
Room Features An iron sarcophagus sits in the north-west corner of
the room, and a tapping sound fills the room

Room #44 East Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to


break; 30 hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 20 to
disable; affects each creature which touches the
crystal, DC 13 save or be teleported to another
location
Room Features Someone has scrawled "Watch out for elves" in
goblin runes on the west wall, and several pieces of
rotten bread are scattered throughout the room
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8,
mm 345); deadly, 475 xp

Treasure: 3 pp; 15 sp

Room #45 North Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
North Entry #2 Unlocked Simple Wooden Door (10 hp)
→ Leads to room #20, inhabited by Goblin Boss
and 1 x Goblin
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4,
mm 316); deadly, 500 xp

Treasure: 17 cp; 23 cp
Room #46 North Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
North Entry #2 Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp) (magically reinforced, disadvantage
to break)
→ Leads to room #9
South Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #52, inhabited by Silver Dragon
Wyrmling
Room Features A corroded iron key hangs from a hook on the north
and east walls, and a corroded key lies in the north-
east corner of the room

Room #47 North Entry Unlocked Iron Door (60 hp)


→ Leads to room #18
West Entry #1 Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp) (slides up)
→ Leads to room #22
West Entry #2 Archway
East Entry Locked Good Wooden Door (DC 25 to open, DC 15
to break; 15 hp)
→ Leads to room #51
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #7, inhabited by Mimic
Room Features A magical mural on the north wall depicts the
gruesome death of whomever views it, and a forge
and anvil sit in the center of the room

Room #48 South Entry Trapped and Locked Good Wooden Door (DC 15 to
open, DC 15 to break; 15 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable;
affects each creature which touches the trigger, DC
12 save or take 2d10 damage
→ Leads to room #38
Room Features A set of demonic war masks hangs on the south
wall, and a sundered helm lies in the north side of
the room
Room #49 North Entry Unlocked Stone Door (60 hp)
West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #4, inhabited by Cult Fanatic and
1 x Cultist
South Entry #1 Unlocked Good Wooden Door (15 hp)

South Entry #2 Trapped and Unlocked Iron Door (60 hp)


Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +5 to hit against one target, 1d10 slashing
damage
Room Features A forge and anvil sit in the south side of the room,
and the floor is covered with fungus
Monster Goblin (cr 1/4, mm 166) and 1 x Wolf (cr 1/4, mm
341); easy, 100 xp

Treasure: 10 gp; 12 sp

Room #50 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #24
West Entry Trapped and Locked Iron Door (DC 20 to open, DC
30 to break; 60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to
disable; +8 to hit against one target, 2d10 slashing
damage
Room Features Someone has scrawled "This paladin is dead" in
draconic script on the north wall, and wisps of yellow
flame fill the north side of the room

Room #51 West Entry Locked Good Wooden Door (DC 25 to open, DC 15
to break; 15 hp)
→ Leads to room #47
East Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 20 to
disable; one target, 2d10 force damage
→ Leads to room #5
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #13, inhabited by 2 x Goblin and
2 x Wolf
Room Features The floor is covered in perfect hexagonal tiles, and
someone has scrawled "The Mirror of Cruelty shall
be lost until death becomes life and the Seal of
Ghosts fails" on the west wall
Room #52 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #46

West Entry Archway


→ Leads to room #24
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #38
South Entry Trapped and Locked Simple Wooden Door (DC 15
to open, DC 15 to break; 10 hp)
Ⓣ Falling Block: DC 15 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 13
save or take 2d10 damage
Room Features A toppled statue lies in the north-east corner of the
room, and several wax blobs are scattered
throughout the room

Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450


xp

Treasure: 2000 cp, 1000 sp, 60 gp, banded agate


(10 gp), eye agate (10 gp), 2 x lapis lazuli (10 gp),
rhodochrosite (10 gp), turquoise (10 gp)

Room #53 North Entry Unlocked Simple Wooden Door (10 hp)
South Entry Archway
→ Leads to room #28
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm
238); deadly, 300 xp

Treasure: 16 cp; 10 cp

Room #54 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #19
West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10
hp)
West Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10
hp)
→ Leads to room #31

East Entry Archway


Monster Bugbear (cr 1, mm 33); medium, 200 xp

Treasure: 9 ep

Room #55 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
South Entry Archway
→ Leads to room #34, inhabited by Cult Fanatic
and 1 x Cultist
Room Features A carved stone statue stands in the north-east
corner of the room, and the ceiling is covered with
cracks

Random Dungeon Generator


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