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The Forsaken Hive of Ages 01

The Forsaken Hive of Ages 01 is a medium-sized dungeon created by giants as a tomb, now lying empty for centuries until recently. It features various traps, wandering monsters, and multiple rooms with unique characteristics and treasures. The dungeon includes detailed descriptions of corridors, room features, and potential encounters for adventurers exploring its depths.

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0% found this document useful (0 votes)
27 views22 pages

The Forsaken Hive of Ages 01

The Forsaken Hive of Ages 01 is a medium-sized dungeon created by giants as a tomb, now lying empty for centuries until recently. It features various traps, wandering monsters, and multiple rooms with unique characteristics and treasures. The dungeon includes detailed descriptions of corridors, room features, and potential encounters for adventurers exploring its depths.

Uploaded by

chrisblackgb
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 Forsaken Hive of Ages 01

Level 1
General History The dungeon was created by giants as a tomb.
Its creators were destroyed by a magical
catastrophe, and the dungeon has lain empty for
many centuries until recently.
Size Medium (51 x 65)

Walls Masonry (DC 15 to climb)


Floor Hewn Stone (DC 10 to charge or run)
Temperature Cool
Illumination Dark (individual creatures may carry lights)

Corridor Features a Numerous pillars line the corridor


c Ice Dart Trap: DC 15 to find, DC 20 to disable;
+10 to hit against one target, 4d10 cold damage
e Poison Gas Trap: DC 10 to find, DC 10 to
disable; affects all targets within a 10 ft. square
area, DC 13 save or take 2d10 poison damage
i Burning torches in iron sconces line the corridor
m Guillotine Blade: DC 10 to find, DC 10 to
disable; +7 to hit against one target, 2d10
slashing damage
n Net Trap: DC 10 to find, DC 10 to disable;
affects all targets within a 10 ft. square area, DC
11 save or become restrained
r An iron chandelier hangs from the ceiling here
s Ball Bearings: affects all targets within a 10 ft.
square area, DC 10 save or fall prone, creatures
moving at half-speed do not need to make the
save
u A 10-foot wide chasm cuts across the corridor
v An iron chandelier hangs from the ceiling here
w Guillotine Blade: DC 15 to find, DC 15 to
disable; +6 to hit against one target, 2d10
slashing damage
x Rune of Fear: DC 10 to find, DC 10 to disable;
affects all targets within 10 ft., DC 10 save or
become frightened for 1d4 rounds
z Poison Gas Trap: DC 10 to find, DC 10 to
disable; affects all targets within a 10 ft. square
area, DC 18 save or take 4d10 poison damage
Wandering Monsters 1 Orog (cr 2, mm 247); deadly, 450 xp; pushing a
small mining cart of iron ore
2 Bandit Captain (cr 2, mm 344) and 1 x Bandit (cr
1/8, mm 343); deadly, 475 xp; wielding bizarre
eldritch powers
3 Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr
1/8, mm 345); deadly, 475 xp; hunting a
particular monster
4 Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp; scrawling graffiti on
the wall
5 Mimic (cr 2, mm 220); deadly, 450 xp; patrolling
their territory
6 Silver Dragon Wyrmling (cr 2, mm 118); deadly,
450 xp; performing an evil ritual

Room #1 East Entry Archway


→ Leads to room #2, inhabited by Bugbear and
1 x Goblin
South Entry Secret (DC 20 to find) Stuck Simple Wooden
Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a
fearsome dragon, and opened by reaching into
its mouth
→ Leads to room #3
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr
1/4, mm 316); deadly, 500 xp

Treasure: 5 pp; 11 sp

Room #2 West Entry Archway


→ Leads to room #1, inhabited by Ogre
Zombie and 1 x Zombie
East Entry Locked Simple Wooden Door (DC 20 to open,
DC 15 to break; 10 hp) (slides up)

South Entry #1 Locked Good Wooden Door (DC 10 to open,


DC 15 to break; 15 hp)
→ Leads to room #3
South Entry #2 Locked Simple Wooden Door (DC 20 to open,
DC 15 to break; 10 hp)
→ Leads to room #28

Room Features A well lies in the north side of the room, and a
dagger hilt lies in the north-east corner of the
room
Monster Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp

Treasure: 14 gp; 14 cp
Room #3 North 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 a
fearsome dragon, and opened by reaching into
its mouth
→ Leads to room #1, inhabited by Ogre
Zombie and 1 x Zombie

North Entry #2 Locked Good Wooden Door (DC 10 to open,


DC 15 to break; 15 hp)
→ Leads to room #2, inhabited by Bugbear and
1 x Goblin
East Entry Archway
→ Leads to room #28
Room Features Several headless statues are scattered
throughout the room, and ghostly music fills the
room

Room #4 West Entry Secret (DC 15 to find) Locked Stone Door (DC
25 to open, DC 25 to break; 60 hp)
Ⓢ The door is opened by tracing a labyrinthine
pattern
East Entry Archway

Room Features A group of demonic faces have been carved into


the south wall, and several pieces of torn paper
are scattered throughout the room

Room #5 West Entry Archway

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


30 hp)
→ Leads to room #58
Room Features Numerous pillars line the south and west walls,
and various torture devices are scattered
throughout the room

Room #6 North Entry Wooden Portcullis (lift DC 20, DC 15 to break;


30 hp) (stuck, disadvantage to open)
→ Leads to room #41, inhabited by Goblin and
1 x Wolf
West Entry Secret (DC 25 to find) Locked Simple Wooden
Door (DC 15 to open, DC 15 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots
smoothly

Empty

Room #7 East Entry Unlocked Stone Door (60 hp)


Room Features A set of demonic war masks hangs on the north
wall, and the walls are covered with cracks

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

Treasure: 18 sp; 8 ep
Room #8 West Entry Unlocked Good Wooden Door (15 hp)

South Entry Locked Iron Door (DC 10 to open, DC 30 to


break; 60 hp)
→ Leads to room #44
Room Features A set of demonic war masks hangs on the east
wall, and a crater has been blasted into the floor
in the north-west corner of the room

Room #9 North Entry Unlocked Good Wooden Door (15 hp)


Room Features An enchanted pool in the south-west corner of
the room disintegrates any mundane metal
object submerged within it, and the sound of
drums fills the room

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


1/8, mm 345); deadly, 475 xp

Treasure: 2200 cp, 800 sp, 40 gp, a brass


crown etched with draconic runes (25 gp), a fine
leather coinpurse tooled with elven script (25
gp), a fine leather mantle sewn with copper (25
gp), a pewter coffer inlaid with silver (25 gp), a
rosewood bowl inlaid with a filigree of silver (25
gp), a rosewood puzzle box inlaid with ornate
silver scrollwork (25 gp), an earthenware tureen
painted with garden imagery (25 gp), Spell
Scroll (Magic Mouth) (uncommon, dmg 200),
Dust of Dryness (uncommon, dmg 166), Philter
of Love (uncommon, dmg 184), Potion of Fire
Breath (uncommon, dmg 187)

Room #10 North Entry Secret (DC 20 to find) Stuck Good Wooden
Door (DC 15 to break; 15 hp) (slides down)
Ⓢ The door is concealed within a horrific
torture device
West Entry Stuck Simple Wooden Door (DC 10 to break; 10
hp)
→ Leads to room #39, inhabited by Mimic

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


hp)
South Entry Archway
→ Leads to room #23, inhabited by Silver
Dragon Wyrmling

Room Features A large kiln and coal bin sit in the north side of
the room, and a pile of broken arrows lies in the
west side of the room

Room #11 East Entry Unlocked Simple Wooden Door (10 hp)

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


hp)
→ Leads to room #59

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


1/8, mm 345); deadly, 475 xp

Treasure: 2100 cp, 1600 sp, 90 gp, a rosewood


comb engraved with floral vines (25 gp), a scroll
of calligraphy (25 gp), +1 Rod of the Pact
Keeper (uncommon, dmg 197), +1 Weapon
(dagger) (uncommon, dmg 213)
Room #12 East Entry Locked Simple Wooden Door (DC 15 to open,
DC 15 to break; 10 hp)
→ Leads to room #51, inhabited by Gelatinous
Cube

Room Features A ruined siege weapon sits in the south side of


the room, and someone has scrawled "The
Shadow Emperor cannot be slain until the stars
fall from the sky" on the south wall
Monster Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4,
mm 166); medium, 250 xp

Treasure: 16 sp; 15 sp

Room #13 North Entry Locked Simple Wooden Door (DC 15 to open,
DC 15 to break; 10 hp)
→ Leads to room #48, inhabited by Silver
Dragon Wyrmling

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


30 hp)
→ Leads to room #50, inhabited by 2 x
Hobgoblin
South Entry Stuck Simple Wooden Door (DC 10 to break; 10
hp)

Room Features Someone has scrawled "I'd rather be at the


Rampant Harper" in dwarvish runes on the west
wall, and a pile of rotten leather lies in the south
side of the room
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr
1/4, mm 166); medium, 250 xp

Treasure: 12 gp; 15 ep

Room #14 East Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10
hp)
East Entry #2 Unlocked Iron Door (60 hp)
Empty
Room #15 West Entry Unlocked Good Wooden Door (15 hp)
South Entry Trapped and Stuck Iron Door (DC 25 to break;
60 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

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


mm 341); easy, 100 xp

Treasure: 13 sp; 13 gp
Trap Magic Missle Trap: DC 15 to find, DC 15 to
disable; one target, 1d10 force damage
Hidden Treasure Hidden (DC 25 to find) Locked Iron Chest (DC
25 to unlock, DC 30 to break; 60 hp)

2200 cp, 1200 sp, 90 gp, banded agate (10 gp),


moss agate (10 gp), tiger eye (10 gp), turquoise
(10 gp), +1 Ammunition (20 arrows)
(uncommon, dmg 150), +1 Ammunition (20
crossbow bolts) (uncommon, dmg 150), Potion
of Greater Healing (uncommon, dmg 187)

Room #16 North Entry Stuck Good Wooden Door (DC 15 to break; 15
hp)
→ Leads to room #51, inhabited by Gelatinous
Cube
West Entry #1 Secret (DC 25 to find) Locked Simple Wooden
Door (DC 15 to open, DC 15 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots
smoothly
West Entry #2 Locked Iron Door (DC 15 to open, DC 30 to
break; 60 hp)
→ Leads to room #31
East Entry Secret (DC 15 to find) Unlocked Simple Wooden
Door (10 hp)
Ⓢ The door is concealed behind an area of
fungus

Room Features A narrow ledge runs along the north and west
walls, and a tile mosaic of a legendary battle
covers the floor
Monster Hobgoblin (cr 1/2, mm 186) and 1 x Worg (cr
1/2, mm 341); hard, 200 xp

Treasure: 7 gp; 20 cp
Room #17 North Entry Locked Iron Door (DC 15 to open, DC 30 to
break; 60 hp)

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


hp)
→ Leads to room #22
South Entry Stuck Good Wooden Door (DC 15 to break; 15
hp)
Trap Scythe Blade: DC 10 to find, DC 10 to disable;
+10 to hit against all targets within a 5 ft. arc,
4d10 slashing damage

Room #18 West Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20
hp)
West Entry #2 Unlocked Strong Wooden Door (20 hp)
→ Leads to room #25, inhabited by Orc and 1 x
Half-ogre
South Entry Archway
→ Leads to room #42, inhabited by Orc and 1 x
Half-ogre

Empty

Room #19 West Entry Secret (DC 25 to find) Unlocked Strong Wooden
Door (20 hp)
Ⓢ A bookcase and concealed door pivots
smoothly

South Entry #1 Secret (DC 25 to find) Unlocked Iron Door (60


hp)
Ⓢ The door is concealed by an illusion
South Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break;
30 hp)
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr
1/4, mm 316); deadly, 500 xp

Treasure: 8 ep; 14 gp

Room #20 North Entry Stuck Good Wooden Door (DC 15 to break; 15
hp)

South Entry #1 Secret (DC 15 to find) Stuck Good Wooden


Door (DC 15 to break; 15 hp)
Ⓢ The door is concealed behind a statue of a
fearsome dragon, and opened by reaching into
its mouth
South Entry #2 Secret (DC 15 to find) Stuck Strong Wooden
Door (DC 15 to break; 20 hp)
Ⓢ A bookcase and concealed door pivots
smoothly
Empty
Room #21 South Entry Wooden Portcullis (lift DC 20, DC 15 to break;
30 hp)
→ Leads to room #55
Empty

Room #22 North Entry Archway


West Entry Stuck Good Wooden Door (DC 15 to break; 15
hp)
→ Leads to room #17
East Entry Secret (DC 15 to find) Trapped and Locked
Good Wooden Door (DC 25 to open, DC 15 to
break; 15 hp)
Ⓢ A bookcase and concealed door pivots
smoothly
Ⓣ Falling Block: DC 15 to find, DC 10 to
disable; affects all targets within a 10 ft. square
area, DC 12 save or take 2d10 damage

South Entry Trapped and Unlocked Good Wooden Door (15


hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to
disable; +3 to hit against one target, 1d10
piercing damage
Empty
Room #23 North Entry #1 Archway
→ Leads to room #10
North Entry #2 Archway

North Entry #3 Secret (DC 25 to find) Stuck Good Wooden


Door (DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots
smoothly
Room Features Someone has scrawled a fell symbol on the
west wall, and a tapping sound fills the room
Monster Silver Dragon Wyrmling (cr 2, mm 118); deadly,
450 xp

Treasure: 2300 cp, 500 sp, 50 gp, a malachite


salt cellar set with peridot (25 gp), a portrait (of a
female elf) in a wooden frame engraved with a
labyrinth (25 gp), an agate cup set with a single
opal (25 gp)

Trap Ball Bearings: affects all targets within a 10 ft.


square area, DC 10 save or fall prone, creatures
moving at half-speed do not need to make the
save
Hidden Treasure Hidden (DC 20 to find) Unlocked Simple
Wooden Chest (10 hp)

2600 cp, 1000 sp, 100 gp, a brass warhammer


set with azurite and obsidian (25 gp), a fine
leather mantle trimmed with rabbit fur (25 gp), a
steel bracelet set with a rosette of chalcedony
(25 gp), an earthenware vase embossed with
floral vines (25 gp), Spell Scroll (Ray of
Sickness) (common, dmg 200), Potion of
Greater Healing (uncommon, dmg 187), Potion
of Healing (common, dmg 187)

Room #24 North Entry Stuck Good Wooden Door (DC 15 to break; 15
hp)
→ Leads to room #59
East Entry Unlocked Simple Wooden Door (10 hp)

Room Features Someone has scrawled "sapphire, azure, iron"


on the south wall, and a rusted chain lies in the
north-west corner of the room
Hidden Treasure Hidden (DC 15 to find) Locked Good Wooden
Chest (DC 25 to unlock, DC 20 to break; 15 hp)

2500 cp, 1300 sp, 70 gp, 4 x diamond (50 gp),


bloodstone (50 gp), jasper (50 gp), onyx (50
gp), quartz (50 gp), sardonyx (50 gp), zircon (50
gp), Potion of Climbing (common, dmg 187),
Potion of Greater Healing (uncommon, dmg
187), Potion of Healing (common, dmg 187)
Room #25 West Entry Secret (DC 15 to find) Unlocked Simple Wooden
Door (10 hp)
Ⓢ The door is concealed behind a statue of a
hydra, and opened by reaching into several of
its mouths
East Entry #1 Unlocked Strong Wooden Door (20 hp)
→ Leads to room #18
East Entry #2 Archway
→ Leads to room #42, inhabited by Orc and 1 x
Half-ogre
South Entry Locked Good Wooden Door (DC 10 to open,
DC 15 to break; 15 hp)
→ Leads to room #37, inhabited by 2 x Goblin
and 2 x Wolf

Room Features A rope ascends to a wooden platform in the


south-west corner of the room, and a stone dais
and throne sits in the east side of the room
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1,
mm 238); deadly, 300 xp

Treasure: 3 pp; 18 ep

Room #26 North Entry Secret (DC 15 to find) Locked Simple Wooden
Door (DC 10 to open, DC 15 to break; 10 hp)
Ⓢ The door is located several feet above the
floor and concealed behind a pile of broken
stone
East Entry Stuck Good Wooden Door (DC 15 to break; 15
hp)

Room Features Someone has scrawled "door, left, right, left,


straight, right" on the south wall, and several
broken arrows are scattered throughout the
room
Monster Ogre Zombie (cr 2, mm 316); deadly, 450 xp

Treasure: 2100 cp, 1200 sp, 60 gp, a bone orb


engraved with spirals (25 gp), a cloth coat
threaded with copper (25 gp), a copper bracelet
etched with arcane runes (25 gp), a copper
shield brooch inlaid with a filigree of gold (25
gp), a fine leather coinpurse trimmed with
squirrel fur (25 gp), a rosewood rod inlaid with
ornate silver scrollwork (25 gp), +1 Ammunition
(20 crossbow bolts) (uncommon, dmg 150),
Potion of Greater Healing (uncommon, dmg
187), Potion of Growth (uncommon, dmg 187),
Ring of Swimming (uncommon, dmg 193)
Room #27 South Entry Locked Good Wooden Door (DC 20 to open,
DC 15 to break; 15 hp)
Room Features The floor is covered with fungus, and a torn
backpack lies in the north-west corner of the
room

Room #28 North Entry Locked Simple Wooden Door (DC 20 to open,
DC 15 to break; 10 hp)
→ Leads to room #2, inhabited by Bugbear and
1 x Goblin

West Entry Archway


→ Leads to room #3
East Entry Unlocked Simple Wooden Door (10 hp)

Empty

Room #29 North Entry Secret (DC 15 to find) Locked Strong Wooden
Door (DC 25 to open, DC 20 to break; 20 hp)
Ⓢ The door is located several feet above the
floor and concealed by an illusion
South Entry Secret (DC 20 to find) Stuck Strong Wooden
Door (DC 15 to break; 20 hp) (magically
reinforced, disadvantage to break)
Ⓢ The door is concealed behind a pile of
broken stone
Trap Caltrops: affects all targets within a 10 ft. square
area, DC 15 save or stop moving and take 1
piercing damage, creatures moving at half-
speed do not need to make the save

Room #30 North Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #54, inhabited by Cult
Fanatic and 1 x Cultist
North Entry #2 Secret (DC 20 to find) Unlocked Simple Wooden
Door (10 hp)
Ⓢ The door is located near the ceiling and
concealed behind an area of mould
→ Leads to room #44
East Entry Secret (DC 15 to find) Stuck Strong Wooden
Door (DC 15 to break; 20 hp) (slides up)
Ⓢ The door is concealed within an upright
sarcophagus
Room Features A group of demonic faces have been carved into
the west wall, and a rusted breastplate lies in
the center of the room
Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp

Treasure: 11 ep
Room #31 North Entry Stuck Simple Wooden Door (DC 10 to break; 10
hp)
East Entry Locked Iron Door (DC 15 to open, DC 30 to
break; 60 hp)
→ Leads to room #16, inhabited by Hobgoblin
and 1 x Worg
South Entry Trapped and Stuck Stone Door (DC 20 to break;
60 hp)
Ⓣ Thunderstone Mine: DC 10 to find, DC 15 to
disable; affects all targets within 20 ft., DC 14
save or take 2d10 thunder damage and become
deafened for 1d4 rounds

Empty

Room #32 North Entry Stuck Strong Wooden Door (DC 15 to break; 20
hp) (slides up)
West Entry Secret (DC 25 to find) Stuck Simple Wooden
Door (DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots
smoothly
→ Leads to room #42, inhabited by Orc and 1 x
Half-ogre
East Entry Archway
→ Leads to room #36, inhabited by Hobgoblin
and 2 x Goblin
Empty

Room #33 West Entry #1 Archway


West Entry #2 Trapped and Stuck Simple Wooden Door (DC
10 to break; 10 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to
disable
East Entry Trapped and Unlocked Good Wooden Door (15
hp)
Ⓣ Teleporter Crystal: DC 10 to find, DC 15 to
disable; affects each creature which touches the
crystal, DC 13 save or be teleported to another
location
→ Leads to room #48, inhabited by Silver
Dragon Wyrmling
South Entry Trapped and Stuck Stone Door (DC 20 to break;
60 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to
disable; +3 to hit against one target, 1d10
slashing damage
→ Leads to room #50, inhabited by 2 x
Hobgoblin
Room Features An enchanted pool in the south-east corner of
the room restores youth to whomever drinks
from it (but only once), and the floor is covered
in square tiles, alternating white and black
Room #34 North Entry Locked Simple Wooden Door (DC 25 to open,
DC 15 to break; 10 hp) (slides to one side)
East Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break;
30 hp) (stuck, disadvantage to open)

East Entry #2 Unlocked Good Wooden Door (15 hp)


Room Features Several square holes are cut into the west wall,
and a stone dais and throne sits in the south-
east corner of the room

Room #35 North Entry Secret (DC 15 to find) Stuck Simple Wooden
Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed within the mouth of a
demonic face carved from stone
→ Leads to room #37, inhabited by 2 x Goblin
and 2 x Wolf
Empty

Room #36 West Entry Archway


→ Leads to room #32
South Entry Unlocked Strong Wooden Door (20 hp)

Room Features The sound of rushing water can be faintly heard


near the east wall, and a pile of barrel staves
lies in the north side of the room
Monster Hobgoblin (cr 1/2, mm 186) and 2 x Goblin (cr
1/4, mm 166); deadly, 200 xp

Treasure: 18 cp; 24 cp; 10 ep

Room #37 North Entry #1 Locked Good Wooden Door (DC 10 to open,
DC 15 to break; 15 hp)
→ Leads to room #25, inhabited by Orc and 1 x
Half-ogre
North Entry #2 Unlocked Good Wooden Door (15 hp)
→ Leads to room #42, inhabited by Orc and 1 x
Half-ogre

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


hp)
South Entry Secret (DC 15 to find) Stuck Simple Wooden
Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed within the mouth of a
demonic face carved from stone
→ Leads to room #35
Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4,
mm 341); deadly, 200 xp

Treasure: 17 cp; 7 gp; 22 cp; 9 sp


Room #38 West Entry #1 Trapped Iron Portcullis (DC 20 to lift, DC 25 to
break; 60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to
disable; +7 to hit against one target, 2d10
piercing damage

West Entry #2 Unlocked Good Wooden Door (15 hp)


South Entry Locked Simple Wooden Door (DC 25 to open,
DC 15 to break; 10 hp) (slides to one side)
→ Leads to room #56, inhabited by 2 x Goblin
and 2 x Wolf
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr
1/4, mm 316); deadly, 500 xp

Treasure: 2300 cp, 800 sp, 70 gp, azurite (10


gp), moss agate (10 gp), 2 x rhodochrosite (10
gp)

Room #39 North Entry #1 Unlocked Simple Wooden Door (10 hp)
North Entry #2 Archway
East Entry Stuck Simple Wooden Door (DC 10 to break; 10
hp)
→ Leads to room #10
Monster Mimic (cr 2, mm 220); deadly, 450 xp

Treasure: 2100 cp, 800 sp, 70 gp, moss agate


(10 gp), rhodochrosite (10 gp), 3 x Potion of
Healing (common, dmg 187)

Room #40 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
South Entry #1 Unlocked Strong Wooden Door (20 hp)

South Entry #2 Trapped and Stuck Simple Wooden Door (DC


10 to break; 10 hp)
Ⓣ Earthmaw Trap: DC 15 to find, DC 15 to
disable; +10 to hit against one target, 4d10
piercing damage
Monster Bandit Captain (cr 2, mm 344) and 1 x Bandit (cr
1/8, mm 343); deadly, 475 xp

Treasure: 2100 cp, 1200 sp, 70 gp, a bone


chalice set with a rosette of quartz (25 gp), a
fine leather merchant's cap adorned with a
feather (25 gp), a pewter bowl engraved with
dwarven axeheads (25 gp), a rosewood puzzle
box engraved with floral vines (25 gp), Spell
Scroll (Ray of Frost) (common, dmg 200), Spell
Scroll (Color Spray) (common, dmg 200), Potion
of Climbing (common, dmg 187), Potion of
Greater Healing (uncommon, dmg 187)
Room #41 East Entry Stuck Strong Wooden Door (DC 15 to break; 20
hp) (magically reinforced, disadvantage to
break)
South Entry Wooden Portcullis (lift DC 20, DC 15 to break;
30 hp) (stuck, disadvantage to open)
→ Leads to room #6

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


mm 341); easy, 100 xp

Treasure: 13 gp; 8 cp

Room #42 North Entry Archway


→ Leads to room #18

West Entry Archway


→ Leads to room #25, inhabited by Orc and 1 x
Half-ogre
East Entry #1 Unlocked Strong Wooden Door (20 hp)
East Entry #2 Archway
East Entry #3 Secret (DC 25 to find) Stuck Simple Wooden
Door (DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots
smoothly
→ Leads to room #32
South Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #37, inhabited by 2 x Goblin
and 2 x Wolf
Room Features Several iron cages are scattered throughout the
room, and ghostly music can be faintly heard
near the north wall
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1,
mm 238); deadly, 300 xp

Treasure: 2500 cp, 1100 sp, 30 gp, moss agate


(10 gp), obsidian (10 gp), 2 x tiger eye (10 gp),
turquoise (10 gp)

Room #43 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #46
West Entry Stuck Strong Wooden Door (DC 15 to break; 20
hp)
→ Leads to room #55
Room Features A narrow ledge runs along the north and west
walls, and chanting can be faintly heard near the
west wall
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr
1/4, mm 166); medium, 250 xp

Treasure: 18 sp; 14 cp
Room #44 North Entry Locked Iron Door (DC 10 to open, DC 30 to
break; 60 hp)
→ Leads to room #8
South Entry #1 Secret (DC 20 to find) Unlocked Simple Wooden
Door (10 hp)
Ⓢ The door is located near the ceiling and
concealed behind an area of mould
→ Leads to room #30, inhabited by Gelatinous
Cube

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


30 hp)
South Entry #3 Stuck Strong Wooden Door (DC 15 to break; 20
hp)
→ Leads to room #52, inhabited by Cult
Fanatic and 1 x Cultist
Room Features A circle of tall stones stands in the south side of
the room, and someone has scrawled "The
Oathbound of Sielik looted this place" on the
south wall

Room #45 North Entry Stuck Simple Wooden Door (DC 10 to break; 10
hp)
West Entry Archway
East Entry Stuck Strong Wooden Door (DC 15 to break; 20
hp)
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr
1/8, mm 345); deadly, 475 xp

Treasure: 11 cp; 25 cp

Room #46 North Entry #1 Trapped and Stuck Good Wooden Door (DC 15
to break; 15 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to
disable; +4 to hit against one target, 1d10
slashing damage
North Entry #2 Unlocked Strong Wooden Door (20 hp)
South Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #43, inhabited by Goblin
Boss and 1 x Goblin
Empty

Room #47 East Entry Secret (DC 20 to find) Locked Iron Door (DC 10
to open, DC 30 to break; 60 hp)
Ⓢ The door is concealed within a horrific
torture device
→ Leads to room #57
Empty
Room #48 West Entry Trapped and Unlocked Good Wooden Door (15
hp)
Ⓣ Teleporter Crystal: DC 10 to find, DC 15 to
disable; affects each creature which touches the
crystal, DC 13 save or be teleported to another
location
→ Leads to room #33
East Entry Trapped and Unlocked Stone Door (60 hp)
(slides down)
Ⓣ Thunderstone Mine: DC 20 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
South Entry Locked Simple Wooden Door (DC 15 to open,
DC 15 to break; 10 hp)
→ Leads to room #13, inhabited by Goblin
Boss and 1 x Goblin
Room Features Someone has scrawled "Death comes on silent
wings" in draconic script on the east wall, and a
corroded holy symbol lies in the center of the
room

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


450 xp

Treasure: 11 cp

Room #49 West Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to
disable; affects each creature which touches the
trigger, DC 11 save or take 1d10 damage
→ Leads to room #58
East Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10
hp)
East Entry #2 Unlocked Simple Wooden Door (10 hp)
Room Features The scent of ozone fills the center of the room,
and a corroded mace lies in the center of the
room
Trap Scythe Blade: DC 10 to find, DC 10 to disable;
+7 to hit against all targets within a 5 ft. arc,
2d10 slashing damage
Hidden Treasure Hidden (DC 25 to find) Trapped and Locked
Simple Wooden Chest (DC 15 to unlock, DC 15
to break; 10 hp)
Magic Missle Trap: DC 15 to find, DC 15 to
disable; one target, 2d10 force damage

1600 cp, 1100 sp, 120 gp, 3 x diamond (50 gp),


bloodstone (50 gp), chrysoprase (50 gp), citrine
(50 gp), quartz (50 gp), 3 x sardonyx (50 gp),
star rose quartz (50 gp), zircon (50 gp), Spell
Scroll (Cure Wounds) (common, dmg 200),
Potion of Healing (common, dmg 187)
Room #50 North Entry Trapped and Stuck Stone Door (DC 20 to break;
60 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to
disable; +3 to hit against one target, 1d10
slashing damage
→ Leads to room #33

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


30 hp)
→ Leads to room #13, inhabited by Goblin
Boss and 1 x Goblin
Monster 2 x Hobgoblin (cr 1/2, mm 186); hard, 200 xp

Treasure: 14 cp; 15 cp

Room #51 West Entry Locked Simple Wooden Door (DC 15 to open,
DC 15 to break; 10 hp)
→ Leads to room #12, inhabited by Bugbear
and 1 x Goblin
East Entry Archway
South Entry Stuck Good Wooden Door (DC 15 to break; 15
hp)
→ Leads to room #16, inhabited by Hobgoblin
and 1 x Worg

Room Features A narrow ledge runs along the north and west
walls, and spirals of gray stones cover the floor
Monster Gelatinous Cube (cr 2, mm 242); deadly, 450 xp

Treasure: 26 cp

Room #52 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20
hp)
→ Leads to room #44
North Entry #2 Locked Iron Door (DC 20 to open, DC 30 to
break; 60 hp)
Room Features A wooden ladder rests against the south wall,
and someone has scrawled "If being drunk all
the time were easy, everyone would do it" in
dwarvish runes on the south wall

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


1/8, mm 345); deadly, 475 xp

Treasure: 2200 cp, 1300 sp, 90 gp, 3 x diamond


(50 gp), chalcedony (50 gp), citrine (50 gp),
moonstone (50 gp), 2 x quartz (50 gp), star rose
quartz (50 gp), Spell Scroll (Find Familiar)
(common, dmg 200), Potion of Climbing
(common, dmg 187)

Trap Falling Block: DC 10 to find, DC 15 to disable;


affects all targets within a 10 ft. square area, DC
20 save or take 4d10 damage
Hidden Treasure Locked Iron Chest (DC 15 to unlock, DC 30 to
break; 60 hp)

2000 cp, 1400 sp, 80 gp


Room #53 East Entry #1 Unlocked Stone Door (60 hp)
East Entry #2 Trapped Wooden Portcullis (lift DC 20, DC 15 to
break; 30 hp)
Ⓣ Fire Spray: DC 15 to find, DC 10 to disable;
affects all targets within a 20 ft. cone, DC 19
save or take 4d10 fire damage
South Entry Archway
Monster Ogre Zombie (cr 2, mm 316); deadly, 450 xp

Treasure: 8 ep

Room #54 North Entry Secret (DC 20 to find) Stuck Simple Wooden
Door (DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots
smoothly
South Entry #1 Trapped and Unlocked Simple Wooden Door
(10 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to
disable; +12 to hit against one target, 4d10
slashing damage
South Entry #2 Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #30, inhabited by Gelatinous
Cube

Room Features A well lies in the north side of the room, and a
pile of bent copper coins lies in the east side of
the room
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr
1/8, mm 345); deadly, 475 xp

Treasure: 23 sp; 8 ep

Room #55 North Entry #1 Trapped and Unlocked Strong Wooden Door
(20 hp)
Ⓣ Earthmaw Trap: DC 15 to find, DC 10 to
disable; +6 to hit against one target, 2d10
piercing damage

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


30 hp)
→ Leads to room #21
East Entry Stuck Strong Wooden Door (DC 15 to break; 20
hp)
→ Leads to room #43, inhabited by Goblin
Boss and 1 x Goblin
South Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to
break; 30 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 20 to
disable; one target, 1d10 force damage
Room Features Someone has scrawled "They ate Lena" on the
north wall, and several pieces of rotten bread
are scattered throughout the room
Room #56 North Entry Locked Simple Wooden Door (DC 25 to open,
DC 15 to break; 10 hp) (slides to one side)
→ Leads to room #38, inhabited by Ogre
Zombie and 1 x Zombie
East Entry #1 Stuck Good Wooden Door (DC 15 to break; 15
hp)
East Entry #2 Archway

Room Features The south and east walls have been engraved
with incoherent labyrinths, and someone has
scrawled "No secret door here" in orcish runes
on the south wall
Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4,
mm 341); deadly, 200 xp

Treasure: 3200 cp, 700 sp, 70 gp, 2 x diamond


(50 gp), bloodstone (50 gp), chalcedony (50 gp),
chrysoprase (50 gp), moonstone (50 gp),
sardonyx (50 gp), Spell Scroll (Dominate
Person) (rare, dmg 200), Potion of Clairvoyance
(rare, dmg 187)

Room #57 West Entry Secret (DC 20 to find) Locked Iron Door (DC 10
to open, DC 30 to break; 60 hp)
Ⓢ The door is concealed within a horrific
torture device
→ Leads to room #47
East Entry Archway
Room Features A chute descends from the room into a natural
cavern below, and the scent of ozone fills the
room

Trap Falling Block: DC 10 to find, DC 10 to disable;


affects all targets within a 10 ft. square area, DC
14 save or take 2d10 damage
Hidden Treasure Hidden (DC 25 to find) Trapped and Locked
Strong Wooden Chest (DC 15 to unlock, DC 25
to break; 20 hp)
Arrow Trap: DC 15 to find, DC 10 to disable; +5
to hit against one target, 1d10 piercing damage

1900 cp, 1000 sp, 60 gp, diamond (50 gp),


quartz (50 gp), sardonyx (50 gp), zircon (50 gp),
Spell Scroll (Mage Hand) (common, dmg 200),
3 x Potion of Healing (common, dmg 187)
Room #58 North Entry Wooden Portcullis (lift DC 20, DC 15 to break;
30 hp)
→ Leads to room #5
East Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to
disable; affects each creature which touches the
trigger, DC 11 save or take 1d10 damage
→ Leads to room #49
Hidden Treasure Hidden (DC 15 to find) Trapped and Locked Iron
Chest (DC 20 to unlock, DC 30 to break; 60 hp)
Electrified Lock: DC 15 to find, DC 20 to
disable; affects each creature which touches the
lock, DC 15 save or take 2d10 lightning damage

1600 cp, 800 sp, 40 gp, 3 x diamond (50 gp),


bloodstone (50 gp), chalcedony (50 gp),
chrysoprase (50 gp), citrine (50 gp), moonstone
(50 gp), Pipes of the Sewers (uncommon, dmg
185), Slippers of Spider Climbing (uncommon,
dmg 200)

Room #59 North Entry Stuck Good Wooden Door (DC 15 to break; 15
hp)
→ Leads to room #11, inhabited by Cult
Fanatic and 1 x Cultist
East Entry Unlocked Simple Wooden Door (10 hp)
South Entry Stuck Good Wooden Door (DC 15 to break; 15
hp)
→ Leads to room #24

Empty

Room #60 North Entry Stuck Simple Wooden Door (DC 10 to break; 10
hp)
West Entry Stuck Simple Wooden Door (DC 10 to break; 10
hp)
Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4,
mm 341); deadly, 200 xp

Treasure: 15 cp; 15 cp; 20 sp; 26 cp

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