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The Dread Shrine of Ulfang The Black 01

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0% found this document useful (0 votes)
24 views21 pages

The Dread Shrine of Ulfang The Black 01

Uploaded by

ewanewibigen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Dread Shrine of Ulfang the Black 01

Level 1
The dungeon was created by kuo-toa as a temple. It was eventually abandoned due to plague, and has been
History conquered and altered many times since then.

Size Medium (51 x 65)


Walls Masonry (DC 15 to climb)
General
Floor Smooth Stone
Temperature Cold (DC 10 Constitution save each hour or gain one level of exhaustion)
Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)

a Someone has scrawled "The Court of Cauldrons shall be found when the Blade of Betrayal is drawn" here
c Unintelligible whispering fills the corridor
e A toppled statue lies across the corridor
Ball Bearings: affects all targets within a 10 ft. square area, DC 10 save or fall prone, creatures moving at half-speed do not
i
need to make the save
m An iron chandelier hangs from the ceiling here
n A buzzing noise fills the corridor
Corridor
r A tile labyrinth covers the floor
Features
s Ice Dart Trap: DC 15 to find, DC 10 to disable; +7 to hit against one target, 2d10 cold damage
u A chute descends from the corridor into a natural cavern below
Symbol of Panic: DC 20 to find, DC 15 to disable; affects all targets within 10 ft., DC 10 save or become frightened for 1d4
v
rounds
w Cobwebs fill the corridor
x A toppled statue lies across the corridor
z A fountain of water sits in an alcove here
1 Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450 xp; gathered around an evil shrine
2 Goblin (cr 1/4, mm 166) and 3 x Giant Rat (cr 1/8, mm 327); medium, 125 xp; scrawling graffiti on the wall
Wandering 3 Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp; searching for an object stolen from their lair
Monsters 4 Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp; carrying a mirror
5 Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp; returning to their lair with plunder
6 Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8, mm 345); deadly, 475 xp; lost and desperate

North
Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (magically reinforced, disadvantage to break)
Entry #1

North
Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Entry #2

↑ Room #1 Archway
East
Entry → Leads to room #2

Room A magical mirror on the north wall answers questions with lies and falsehoods, and someone has scrawled "Death
Features comes on silent wings" in draconic script on the west wall
Archway
West Entry
→ Leads to room #1

Unlocked Good Wooden Door (15 hp)


South Entry
→ Leads to room #4, inhabited by 3 x Goblin
↑ Room #2
Room A stair ascends to a balcony hanging from the east wall, and clouds of flying insects fill the south side of the
Features room

Electrified Floortile: DC 15 to find, DC 20 to disable; affects all targets within a 10 ft. square area, DC 17 save or
Trap
take 4d10 lightning damage

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


Entry
#1 → Leads to room #29

West
Entry Stuck Stone Door (DC 20 to break; 60 hp)
#2

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


Entry → Leads to room #4, inhabited by 3 x Goblin
↑ Room #3

Room An iron sarcophagus sits in the south side of the room, and someone has scrawled "The White Wayfarers killed six
Features ogres here" on the north wall

2 x Hobgoblin (cr 1/2, mm 186); hard, 200 xp

Monster Treasure: 2500 cp, 1300 sp, 40 gp, blue quartz (10 gp), 2 x hematite (10 gp), malachite (10 gp), moss agate (10 gp),
obsidian (10 gp), tiger eye (10 gp), Spell Scroll (Continual Flame) (uncommon, dmg 200), Potion of Climbing
(common, dmg 187), 3 x Potion of Healing (common, dmg 187)
Unlocked Good Wooden Door (15 hp)
North Entry
→ Leads to room #2

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


West Entry
→ Leads to room #3, inhabited by 2 x Hobgoblin

East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

↑ Room #4
Secret (DC 20 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
South Entry
Ⓢ The door is concealed behind a statue of a hydra, and opened by reaching into several of its mouths

Room A mural of a legendary battle covers the ceiling, and someone has scrawled "straight, door, door, straight, right"
Features on the north wall

3 x Goblin (cr 1/4, mm 166); hard, 150 xp


Monster
Treasure: 11 cp; 5 ep; 3 pp

Trapped and Stuck Iron Door (DC 25 to break; 60 hp)

North Entry Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +3 to hit against one target, 1d10 piercing damage

→ Leads to room #42

East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
↑ Room #5

Secret (DC 15 to find) Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)

South Entry Ⓢ The door is concealed behind a statue of a demonic sorceress, and opened by moving her hand

→ Leads to room #25

Empty

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

Secret (DC 20 to find) Unlocked Simple Wooden Door (10 hp)

West Entry Ⓢ The door is concealed within an upright sarcophagus


↑ Room #6
→ Leads to room #41, inhabited by Silver Dragon Wyrmling

South Entry Archway

Empty
North
Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Entry

Caltrops: affects all targets within a 10 ft. square area, DC 15 save or stop moving and take 1 piercing damage,
Trap
creatures moving at half-speed do not need to make the save

Hidden (DC 20 to find) Locked Iron Chest (DC 15 to unlock, DC 30 to break; 60 hp)
↑ Room #7
Hidden
Treasure 2400 cp, 700 sp, 100 gp, a portrait (of a male gnome) in a wooden frame set with quartz and zircon (25 gp), an
earthenware plate painted with woodland imagery (25 gp), Mariner's Armor (studded leather) (uncommon, dmg
181), Potion of Greater Healing (uncommon, dmg 187), 2 x Potion of Water Breathing (uncommon, dmg 188)

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


North Entry
→ Leads to room #60

Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp) (slides up)
West Entry
→ Leads to room #9

East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Secret (DC 15 to find) Stuck Stone Door (DC 20 to break; 60 hp)

South Entry Ⓢ A bookcase and section of wall makes a loud grinding noise as it pivots open
↑ Room #8
→ Leads to room #44, inhabited by Orc and 1 x Half-ogre

Room Water drips from the ceiling in the east side of the room, and a shattered hammer lies in the east side of the
Features room

Hobgoblin (cr 1/2, mm 186) and 1 x Worg (cr 1/2, mm 341); hard, 200 xp
Monster
Treasure: 14 sp; 11 sp

Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp) (slides up)
East Entry
→ Leads to room #8, inhabited by Hobgoblin and 1 x Worg
↑ Room #9

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

Empty
Secret (DC 20 to find) Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
North Entry
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone

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


↑ Room #10 West Entry
→ Leads to room #55

Room Part of the south wall has collapsed into the room, and the floor is covered in square tiles, alternating white and
Features black

Trapped and Unlocked Strong Wooden Door (20 hp)

North Entry Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +8 to hit against one target, 2d10 slashing damage

→ Leads to room #39, inhabited by Bugbear and 1 x Goblin

↑ Room #11
Unlocked Strong Wooden Door (20 hp)
East Entry
→ Leads to room #15, inhabited by Goblin Boss and 1 x Goblin

Room Features A tile labyrinth covers the floor, and someone has scrawled a diagram of a mechanical trap on the east wall

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

South Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp) (slides to one side)
↑ Room #12

Room A magical statue in the center of the room speaks riddles and cryptic prophecies, and a pile of wax blobs lies in
Features the west side of the room

Secret (DC 20 to find) Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
West Entry
Ⓢ The door is concealed behind a statue of a medusa, and opened by uncovering her eyes

↑ Room #13 Secret (DC 15 to find) Unlocked Stone Door (60 hp)

East Entry Ⓢ A trap door in the floor leads to a short tunnel beneath the wall

→ Leads to room #54

Empty
Secret (DC 20 to find) Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)

North Entry Ⓢ A trap door in the floor leads to a short tunnel beneath the wall

Ⓣ Ice Dart Trap: DC 10 to find, DC 15 to disable; +9 to hit against one target, 4d10 cold damage

↑ Room #14 Room A stack of barrels filled with rotting fruit stands against the east wall, and someone has scrawled "six, two" in
Features draconic script on the west wall

Orog (cr 2, mm 247); deadly, 450 xp


Monster
Treasure: 12 sp

West
Archway
Entry #1

Unlocked Strong Wooden Door (20 hp)


West
Entry #2
→ Leads to room #11

Room
A well lies in the north-west corner of the room, and various torture devices are scattered throughout the room
Features

↑ Room #15 Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp

Monster
Treasure: 1900 cp, 700 sp, 100 gp, azurite (10 gp), 2 x banded agate (10 gp), hematite (10 gp), obsidian (10 gp), tiger
eye (10 gp), turquoise (10 gp)

Hidden (DC 25 to find) Locked Good Wooden Chest (DC 15 to unlock, DC 20 to break; 15 hp)
Hidden
Treasure 2500 cp, 1300 sp, 50 gp, azurite (10 gp), 2 x blue quartz (10 gp), eye agate (10 gp), hematite (10 gp), lapis lazuli (10
gp), moss agate (10 gp), obsidian (10 gp), tiger eye (10 gp), 3 x Potion of Healing (common, dmg 187)

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

East Entry Archway


↑ Room #16

Room A rope ascends to a catwalk hanging between the east and west walls, and iron chains hang from the ceiling in
Features the south-east corner of the room
Trapped and Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
North Entry
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 14
save or take 2d10 damage

West Entry Archway


↑ Room #17
Trapped and Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
East Entry
Ⓣ Fire Spray: DC 10 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 10 save or take 1d10
fire damage

Room
Spirals of yellow stones cover the floor, and a creaking sound fills the room
Features

North Entry Unlocked Strong Wooden Door (20 hp)

Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)


West Entry
→ Leads to room #59, inhabited by Mimic

South Entry Unlocked Simple Wooden Door (10 hp)


↑ Room #18
Room A stone stair ascends towards the west wall, and someone has scrawled "The Ruby Circle looted this place" on
Features the south wall

Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp
Monster
Treasure: 16 cp; 13 sp

Secret (DC 15 to find) Unlocked Simple Wooden Door (10 hp)


North Entry
Ⓢ The door is concealed within the mouth of a demonic face carved from stone

Unlocked Iron Door (60 hp)


West Entry
→ Leads to room #35, inhabited by Bandit Captain and 1 x Bandit

↑ Room #19
Trapped and Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
South Entry
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +8 to hit against one target, 2d10 slashing damage

Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp
Monster
Treasure: 3 pp; 7 gp
Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
North Entry
→ Leads to room #40

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

Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

South Entry #1 Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +6 to hit against one target, 2d10 piercing damage
↑ Room #20
→ Leads to room #57, inhabited by Ogre Zombie

South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features A stone sarcophagus sits in the west side of the room, and a rotting odor fills the room

West Unlocked Good Wooden Door (15 hp)


Entry
→ Leads to room #48

East Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Entry Ⓣ Magic Missle Trap: DC 15 to find, DC 20 to disable; one target, 1d10 force damage

↑ Room #21 Room The floor is covered in square tiles, alternating white and black, and a pile of rotten rope lies in the north side of the
Features room

Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp

Monster Treasure: 3000 cp, 1200 sp, 80 gp, 3 x diamond (50 gp), carnelian (50 gp), chalcedony (50 gp), citrine (50 gp), 2 x
star rose quartz (50 gp), zircon (50 gp), Spell Scroll (Melf's Acid Arrow) (uncommon, dmg 200), Spell Scroll
(Suggestion) (uncommon, dmg 200), 3 x Potion of Healing (common, dmg 187)

Unlocked Strong Wooden Door (20 hp)


West Entry
→ Leads to room #56
↑ Room #22

South Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)

Empty
Stuck Good Wooden Door (DC 15 to break; 15 hp)
North
Entry
→ Leads to room #59, inhabited by Mimic

Room A stream of quicksilver flows along a channel in the floor, and a tapestry of a legendary battle hangs from the west
Features wall

↑ Room #23
3 x Goblin (cr 1/4, mm 166); hard, 150 xp
Monster
Treasure: 9 sp; 13 gp; 20 cp

Thunderstone Mine: DC 10 to find, DC 20 to disable; affects all targets within 20 ft., DC 15 save or take 2d10
Trap
thunder damage and become deafened for 1d4 rounds

Secret (DC 20 to find) Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp) (slides
down)
South
Ⓢ The door is concealed behind a statue of a terrified maiden, and opened by breaking her neck
Entry
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 10 save or take 1d10
thunder damage and become deafened for 1d4 rounds

↑ Room #24 Electrified Floortile: DC 15 to find, DC 20 to disable; affects all targets within a 10 ft. square area, DC 14 save or
Trap
take 2d10 lightning damage

Hidden (DC 15 to find) Locked Simple Wooden Chest (DC 15 to unlock, DC 15 to break; 10 hp)

Hidden
Treasure 2300 cp, 1600 sp, 70 gp, a brass scepter etched with elven script (25 gp), a stoneware cup adorned with silver and a
castle in relief (25 gp), an earthenware tureen embossed with elven script (25 gp), Spell Scroll (Dissonant Whispers)
(common, dmg 200), 2 x Potion of Healing (common, dmg 187)

Secret (DC 15 to find) Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)

North Entry Ⓢ The door is concealed behind a statue of a demonic sorceress, and opened by moving her hand

→ Leads to room #5

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

South Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)

Room A narrow pit covered by iron bars lies in the center of the room, and a stone dais and throne sits in the north-
Features west corner of the room
East
Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Entry

South
Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Entry
↑ Room #26
Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450 xp

Monster
Treasure: 2100 cp, 1400 sp, 70 gp, a bone rod engraved with draconic scales (25 gp), an earthenware tureen
embossed with draconic runes (25 gp)

West Archway
Entry
→ Leads to room #49, inhabited by Gelatinous Cube

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

Room A magical mosaic on the east wall can be used to scry upon any known individual within the dungeon, and the
↑ Room #27 Features ceiling is covered with cracks

Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp

Monster
Treasure: 1300 cp, 1000 sp, 60 gp, 2 x diamond (50 gp), chalcedony (50 gp), chrysoprase (50 gp), jasper (50 gp),
quartz (50 gp), sardonyx (50 gp), zircon (50 gp), Potion of Hill Giant Strength (uncommon, dmg 187)

Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)


West Entry
Ⓣ Ice Dart Trap: DC 10 to find, DC 15 to disable; +7 to hit against one target, 2d10 cold damage

↑ Room #28 Secret (DC 15 to find) Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)

East Entry Ⓢ The door is located several feet above the floor and opened by speaking a command word

Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +4 to hit against one target, 1d10 piercing damage

Empty

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


Entry → Leads to room #3, inhabited by 2 x Hobgoblin

South Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)


Entry → Leads to room #34, inhabited by Bandit Captain and 1 x Bandit
↑ Room #29

Hidden (DC 15 to find) Locked Strong Wooden Chest (DC 20 to unlock, DC 25 to break; 20 hp)

Hidden
Treasure 1800 cp, 800 sp, 50 gp, banded agate (10 gp), 2 x eye agate (10 gp), hematite (10 gp), 2 x lapis lazuli (10 gp),
malachite (10 gp), rhodochrosite (10 gp), +2 Ammunition (20 arrows) (rare, dmg 150), 2 x +2 Ammunition (20
crossbow bolts) (rare, dmg 150)
North Entry Stuck Stone Door (DC 20 to break; 60 hp)

West Entry Archway

Room Several square holes are cut into the walls, and someone has scrawled "Death comes on silent wings" on the
Features west wall

Orog (cr 2, mm 247); deadly, 450 xp

Monster
Treasure: 2400 cp, 1400 sp, 50 gp, blue quartz (10 gp), 2 x eye agate (10 gp), 2 x obsidian (10 gp), 2 x
↑ Room #30
rhodochrosite (10 gp), tiger eye (10 gp)

Concealed Pit: DC 10 to find, DC 10 to disable; affects all targets entering a 10 ft. square area, DC 15 save or
Trap
take 2d10 damage

Locked Iron Chest (DC 15 to unlock, DC 30 to break; 60 hp)


Hidden
Treasure
2700 cp, 1200 sp, 30 gp, banded agate (10 gp), 2 x eye agate (10 gp), hematite (10 gp), lapis lazuli (10 gp)

North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

↑ Room #31 South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Room Features A mural of ancient mythology covers the ceiling, and a pile of trash lies in the north side of the room

West Secret (DC 25 to find) Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Entry Ⓢ The door is opened by twisting an iron ring

A sloped pit lined with iron spikes lies in the south-west corner of the room, and someone has scrawled "When the
Room sun is eclipsed in the Chalice and the Walls of Lightning are broken, the Staff of Flails shall be restored" on the west
Features wall
↑ Room #32

Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp
Monster
Treasure: 14 cp; 11 gp
Stuck Simple Wooden Door (DC 10 to break; 10 hp)
West Entry
→ Leads to room #54

↑ Room #33
Secret (DC 15 to find) Unlocked Good Wooden Door (15 hp)
East Entry
Ⓢ The door is located above a small stone dais and concealed behind a pile of skulls

Empty

Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)


North Entry
→ Leads to room #29

West Entry Unlocked Iron Door (60 hp)

↑ Room #34
Room Someone has scrawled "white, sapphire, crimson" on the east wall, and several iron blobs are scattered
Features throughout the room

Bandit Captain (cr 2, mm 344) and 1 x Bandit (cr 1/8, mm 343); deadly, 475 xp
Monster
Treasure: 20 cp; 17 cp

North
Unlocked Stone Door (60 hp)
Entry

East Unlocked Iron Door (60 hp)


Entry → Leads to room #19, inhabited by Orc and 1 x Half-ogre
↑ Room #35

Bandit Captain (cr 2, mm 344) and 1 x Bandit (cr 1/8, mm 343); deadly, 475 xp

Monster
Treasure: 2800 cp, 900 sp, 70 gp, diamond (50 gp), 3 x bloodstone (50 gp), chalcedony (50 gp), chrysoprase (50 gp),
citrine (50 gp), star rose quartz (50 gp)

West
Archway
Entry

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

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

Room
↑ Room #36 Features Spirals of red stones cover the floor, and ghostly music can be heard in the north-west corner of the room

Hidden (DC 15 to find) Unlocked Strong Wooden Chest (20 hp)

Hidden 2000 cp, 1400 sp, 110 gp, a cloth robe threaded with copper (25 gp), a fine steel salt cellar engraved with draconic
Treasure runes (25 gp), a lacquered wooden comb inlaid with electrum (25 gp), a pewter torc etched with elven script (25 gp),
a steel pendant inlaid with ornate gold scrollwork (25 gp), an agate cup inlaid with ornate gold scrollwork (25 gp),
Amulet of Proof Against Detection and Location (uncommon, dmg 150), Headband of Intellect (uncommon, dmg
173), Wand of Magic Missiles (uncommon, dmg 211)
West
Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Entry

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


Entry
→ Leads to room #43, inhabited by Orc and 1 x Half-ogre

↑ Room #37
Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450 xp

Monster Treasure: 1400 cp, 1300 sp, 50 gp, a brocade merchant's cap adorned with a plume (25 gp), a fine leather merchant's
cap trimmed with fox fur (25 gp), a malachite cup engraved with arcane runes (25 gp), a stoneware tankard painted
with woodland imagery (25 gp), Spell Scroll (Modify Memory) (rare, dmg 200), 2 x Potion of Superior Healing (rare,
dmg 187)

Secret (DC 20 to find) Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)

East Ⓢ A bookcase and section of wall makes a loud grinding noise as it pivots open
Entry
Ⓣ Acid Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 13 save or take 1d10
acid damage for 1d4 rounds

↑ Room #38 Trapped and Unlocked Iron Door (60 hp)

South Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 14 save or take 2d10
Entry thunder damage and become deafened for 1d4 rounds

→ Leads to room #42

Room
A briny odor fills the east side of the room, and a broken wooden chest lies in the south-east corner of the room
Features

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

Trapped and Unlocked Strong Wooden Door (20 hp)

South Entry Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +8 to hit against one target, 2d10 slashing damage
↑ Room #39
→ Leads to room #11

Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp
Monster
Treasure: 6 gp; 6 pp

Trapped and Unlocked Strong Wooden Door (20 hp)


North Entry
Ⓣ Magic Missle Trap: DC 10 to find, DC 20 to disable; one target, 2d10 force damage

Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)


↑ Room #40 South Entry
→ Leads to room #20

Room A ruined siege weapon sits in the west side of the room, and patches of mushrooms grow in the south side of
Features the room
Secret (DC 20 to find) Unlocked Simple Wooden Door (10 hp)

East Entry Ⓢ The door is concealed within an upright sarcophagus

→ Leads to room #6
↑ Room #41

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


Monster
Treasure: 9 ep

Trapped and Unlocked Iron Door (60 hp)

North Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 14 save or take 2d10
Entry #1 thunder damage and become deafened for 1d4 rounds
→ Leads to room #38

North Secret (DC 20 to find) Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
Entry #2 Ⓢ The door is opened by speaking a command word

East
↑ Room #42 Unlocked Strong Wooden Door (20 hp)
Entry

Trapped and Stuck Iron Door (DC 25 to break; 60 hp)


South
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +3 to hit against one target, 1d10 piercing damage
Entry
→ Leads to room #5

Room
A briny odor fills the room, and several pieces of spoiled meat are scattered throughout the room
Features

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


North Entry
→ Leads to room #37, inhabited by Silver Dragon Wyrmling

Archway
South Entry
→ Leads to room #47, inhabited by Orc and 1 x Half-ogre
↑ Room #43
Room Features A wooden ladder rests against the east wall, and a pile of iron spikes lies in the south-east corner of the room

Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp
Monster
Treasure: 1200 cp, 700 sp, 110 gp
Secret (DC 15 to find) Stuck Stone Door (DC 20 to break; 60 hp)
North
Ⓢ A bookcase and section of wall makes a loud grinding noise as it pivots open
Entry
→ Leads to room #8, inhabited by Hobgoblin and 1 x Worg

West
Unlocked Good Wooden Door (15 hp)
Entry

Trapped and Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)


East
Entry Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +7 to hit against one target, 2d10 cold damage
↑ Room #44

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


Entry → Leads to room #52, inhabited by Bugbear

Room
Features Part of the ceiling has collapsed into the room, and a tile labyrinth covers the floor

Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp

Monster
Treasure: 1700 cp, 1100 sp, 60 gp, 2 x azurite (10 gp), banded agate (10 gp), eye agate (10 gp), malachite (10 gp),
obsidian (10 gp), 3 x tiger eye (10 gp), turquoise (10 gp), Potion of Clairvoyance (rare, dmg 187)

South Entry Archway

↑ Room #45
Room A sloped pit lined with iron spikes lies in the north-west corner of the room, and a warped spear lies in the south-
Features east corner of the room

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

Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp
↑ Room #46
Monster Treasure: 2600 cp, 900 sp, 40 gp, a bone orb inlaid with silver (25 gp), a set of crystal dice (25 gp), a steel medallion
etched with elven script (25 gp), a wooden coffer engraved with elven script (25 gp), an earthenware vase painted
with woodland imagery (25 gp), Oil of Slipperiness (uncommon, dmg 184), Wand of Magic Detection (uncommon,
dmg 211)
North
Unlocked Strong Wooden Door (20 hp)
Entry #1

Archway
North
Entry #2 → Leads to room #43, inhabited by Orc and 1 x Half-ogre

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

South
↑ Room #47 Unlocked Strong Wooden Door (20 hp)
Entry

Room A stone stair ascends towards the north wall, and a fountain and statue of a God of Evil sits in the east side of the
Features room

Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp

Monster
Treasure: 2000 cp, 1500 sp, 40 gp, 2 x diamond (50 gp), chalcedony (50 gp), onyx (50 gp), zircon (50 gp), Potion
of Healing (common, dmg 187)

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

Unlocked Good Wooden Door (15 hp)


East Entry
↑ Room #48 → Leads to room #21, inhabited by Orc and 1 x Half-ogre

Room Several headless statues are scattered throughout the room, and patches of mushrooms grow in the south side of
Features the room

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

East Archway
Entry
→ Leads to room #27, inhabited by Orc and 1 x Half-ogre

↑ Room #49 Room


A stack of crates filled with rocks stands against the north wall, and screaming fills the room
Features

Gelatinous Cube (cr 2, mm 242); deadly, 450 xp

Monster
Treasure: 2700 cp, 900 sp, 70 gp, 2 x diamond (50 gp), 3 x citrine (50 gp), 3 x jasper (50 gp), moonstone (50 gp), star
rose quartz (50 gp), zircon (50 gp), Potion of Resistance (acid) (uncommon, dmg 188)
North
Unlocked Strong Wooden Door (20 hp)
Entry #1

North Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


Entry #2 → Leads to room #52, inhabited by Bugbear

West
Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
Entry

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


↑ Room #50 Entry

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


South
Entry → Leads to room #51, inhabited by Hobgoblin and 1 x Bugbear

Room Someone has scrawled "The Blue Throne shall be lost when the Wound is healed and the Golden Scepter is broken"
Features on the north wall, and the ceiling is covered with pale stalactites

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


Entry → Leads to room #50

West
Unlocked Strong Wooden Door (20 hp) (slides up)
Entry
↑ Room #51
Hobgoblin (cr 1/2, mm 186) and 1 x Bugbear (cr 1, mm 33); deadly, 300 xp

Monster
Treasure: 1600 cp, 1100 sp, 80 gp, 2 x bloodstone (50 gp), 2 x moonstone (50 gp), onyx (50 gp), 3 x zircon (50 gp),
Spell Scroll (Burning Hands) (common, dmg 200), Spell Scroll (Color Spray) (common, dmg 200), 2 x Potion of
Healing (common, dmg 187)

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


North Entry
→ Leads to room #44, inhabited by Orc and 1 x Half-ogre

West Entry #1 Archway

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

↑ Room #52 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


South Entry
→ Leads to room #50

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


Monster
Treasure: 18 cp
North Entry Archway

Room The scent of ozone fills the north-west corner of the room, and a rusted breastplate lies in the north side of the
Features room
↑ Room #53

Orog (cr 2, mm 247); deadly, 450 xp


Monster
Treasure: 16 sp

Secret (DC 15 to find) Unlocked Stone Door (60 hp)

West Entry Ⓢ A trap door in the floor leads to a short tunnel beneath the wall

→ Leads to room #13

↑ Room #54 Stuck Simple Wooden Door (DC 10 to break; 10 hp)


East Entry
→ Leads to room #33

South Entry Archway

Empty

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


East Entry
→ Leads to room #10

↑ Room #55
South Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)

Room Features Someone has scrawled "Run away!" in blood on the east wall, and a rusted axe lies in the east side of the room

Unlocked Strong Wooden Door (20 hp)


East Entry
→ Leads to room #22
↑ Room #56

South Entry Unlocked Simple Wooden Door (10 hp)

Empty
Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
North
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +6 to hit against one target, 2d10 piercing damage
Entry
→ Leads to room #20

South
Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Entry
↑ Room #57
Room A magical pool in the north-west corner of the room petrifies whomever drinks from it, and someone has scrawled
Features "Ador fell here, no honor among thieves" in blood on the north wall

Ogre Zombie (cr 2, mm 316); deadly, 450 xp


Monster
Treasure: 2000 cp, 900 sp, 60 gp

West Entry Unlocked Good Wooden Door (15 hp)


↑ Room #58
Room Features Someone has scrawled "Halfo was here" on the north wall, and a rusted chain lies in the west side of the room

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

East Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)


Entry
→ Leads to room #18, inhabited by Goblin Boss and 1 x Goblin

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


Entry → Leads to room #23, inhabited by 3 x Goblin

Room Skeletons hang from chains and manacles against the north and west walls, and someone has scrawled "Run away!"
Features in blood on the south wall

↑ Room #59
Mimic (cr 2, mm 220); deadly, 450 xp
Monster
Treasure: 12 gp

Trap Ice Dart Trap: DC 15 to find, DC 20 to disable; +7 to hit against one target, 2d10 cold damage

Hidden (DC 25 to find) Trapped and Unlocked Simple Wooden Chest (10 hp)

Arrow Trap: DC 10 to find, DC 10 to disable; +7 to hit against one target, 2d10 piercing damage
Hidden
Treasure
1900 cp, 600 sp, 40 gp, diamond (50 gp), citrine (50 gp), moonstone (50 gp), sardonyx (50 gp), star rose quartz (50
gp), Spell Scroll (Zone of Truth) (uncommon, dmg 200), Potion of Healing (common, dmg 187)
West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

↑ Room #60 Stuck Good Wooden Door (DC 15 to break; 15 hp)


South Entry
→ Leads to room #8, inhabited by Hobgoblin and 1 x Worg

Empty

West Trapped and Unlocked Stone Door (60 hp)


Entry Ⓣ Guillotine Blade: DC 15 to find, DC 15 to disable; +9 to hit against one target, 4d10 slashing damage

Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
↑ Room #61 East
Entry Ⓢ A bookcase and concealed door pivots smoothly

Room A magical mosaic on the east wall can be used to scry upon any known individual within the dungeon, and
Features someone has scrawled "The walls listen" on the north wall

West
Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
Entry

2 x Goblin (cr 1/4, mm 166); easy, 100 xp


Monster
Treasure: 17 sp; 19 cp
↑ Room #62

Hidden (DC 25 to find) Locked Simple Wooden Chest (DC 25 to unlock, DC 15 to break; 10 hp)

Hidden
Treasure 2000 cp, 700 sp, 110 gp, diamond (50 gp), bloodstone (50 gp), 2 x chalcedony (50 gp), chrysoprase (50 gp), citrine
(50 gp), 2 x onyx (50 gp), +1 Shield (uncommon, dmg 200), Ring of Jumping (uncommon, dmg 191), +1 Weapon
(warhammer) (uncommon, dmg 213)

Random Dungeon Generator


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