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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)
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
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
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
Treasure: 8 gp
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
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
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
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
Treasure: 8 sp
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
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 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
Empty
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
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)
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
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
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
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)
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
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 #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)
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
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
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
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