The Forsaken Hive of Ages 01
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)
Treasure: 5 pp; 11 sp
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
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
Empty
Treasure: 18 sp; 8 ep
Room #8 West Entry Unlocked Good Wooden Door (15 hp)
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
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)
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
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
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)
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)
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
Treasure: 8 ep; 14 gp
Room #20 North Entry Stuck Good Wooden Door (DC 15 to break; 15
hp)
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)
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 #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
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 #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 #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
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
Room #40 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
South Entry #1 Unlocked Strong Wooden Door (20 hp)
Treasure: 13 gp; 8 cp
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
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
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
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
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
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
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
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
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