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The Warrens of Zeiram The Lich lvl1-6 01

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The Warrens of Zeiram the Lich lvl1-6 01

Level 1

General History The dungeon was created by dwarves as a


stronghold. It became the site of a great miracle, and
has been attacked and abandoned many times since
then.

Size Tiny (35 x 35)


Walls Hewn Stone (DC 20 to climb)

Floor Sand

Temperature Warm
Illumination Dark (individual creatures may carry lights)
Wandering Monsters 1 Young Kruthik (cr 1/8, motm 168, mtf 211) and 1 x
Adult Kruthik (cr 2, motm 169, mtf 212); deadly, 475
xp, tracking the party
2 Adult Kruthik (cr 2, motm 169, mtf 212); deadly, 450
xp, lost and desperate

3 Young Kruthik (cr 1/8, motm 168, mtf 211) and 1 x


Adult Kruthik (cr 2, motm 169, mtf 212); deadly, 475
xp, consumed by disease and madness

4 Firenewt Warrior (cr 1/2, motm 125, vgm 142) and 1


x Giant Strider (cr 1, motm 137, vgm 143); deadly,
300 xp, wandering senselessly
5 Brass Dragon Wyrmling (cr 1, mm 106); medium,
200 xp, searching for an object stolen from their lair

6 Kobold Dragonshield (cr 1, motm 163, vgm 165) and


2 x Kobold (cr 1/8, mm 195); deadly, 250 xp, actively
patrolling their territory

Room #1 Empty

Room #2 Room Features An altar of evil sits in the south-east corner of the
room, and someone has scrawled "That Which
Never Sleeps shall reign until the Fiery Serpent lies
in blood and the Wheel is broken" on the west wall

Room #3 Room Features Various torture devices are scattered throughout the
room, and a dagger hilt lies in the south-west corner
of the room

Random Dungeon Generator


http://donjon.bin.sh/

Some content used under the terms of the Open Gaming License
The Warrens of Zeiram the Lich 08
Level 8

General History The dungeon was created by giants as a lair. It was


eventually conquered by invaders, and has fallen to
ruin and been rebuilt many times since then.

Size Small (39 x 35)


Walls Superior Masonry (DC 20 to climb)

Floor Natural Stone (difficult terrain, disadvantage on


acrobatics)
Temperature Warm

Illumination Shadowy (witchlight every 20 ft.)

Corridor Features a Ice Spear Trap: DC 15 to find, DC 15 to disable; +7


to hit against one target, 4d10 cold damage

c A toppled statue lies across the corridor


e A clanking sound fills the corridor

i A fountain of water sits in an alcove here

m Withered corpses are nailed to the corridor walls


Wandering Monsters 1 Ghast (cr 2, mm 148) and 8 x Ghoul (cr 1, mm 148);
medium, 2050 xp, lost and desperate

2 Sword Wraith Commander (cr 8, motm 239, mtf 241)


and 1 x Sword Wraith Warrior (cr 3, motm 239, mtf
241); medium, 4600 xp, trying to lure the party into
an ambush

3 Wraith (cr 5, mm 302) and 3 x Ghoul (cr 1, mm 148);


medium, 2400 xp, scavenging for food and treasure

4 Spawn of Kyuss (cr 5, motm 225, vgm 192) and 13 x


Zombie (cr 1/4, mm 316); hard, 2450 xp, searching
for an object stolen from their lair
5 Spawn of Kyuss (cr 5, motm 225, vgm 192) and 13 x
Zombie (cr 1/4, mm 316); hard, 2450 xp, trying to
lure the party into an ambush

6 Cult Fanatic (cr 2, mm 345) and 13 x Cultist (cr 1/8,


mm 345); easy, 775 xp, returning to their lair with
plunder

Room #1 North Entry Secret (DC 20 to find) Stuck Stone Door (DC 20 to
break; 60 hp)
Ⓢ The door is opened by standing on a small floor
tile
East Entry Trapped and Locked Good Wooden Door (DC 20 to
open, DC 15 to break; 15 hp) (slides up)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +5
to hit against one target, 2d10 piercing damage

Room Features A narrow pit covered by iron bars lies in the north-
west corner of the room, and someone has scrawled
"Eadneynn was here" on the south wall
Hidden Treasure Locked Good Wooden Chest (DC 25 to unlock, DC
20 to break; 15 hp)

700 cp, 3000 sp, 2200 gp, 60 pp, 2 x black onyx


(150 gp), diamond (100 gp), 4 x pearl (100 gp),
chrysoberyl (100 gp), 2 x jet (100 gp), tourmaline
(100 gp), Spell Scroll (Detect Poison and Disease)
(common, dmg 200), Spell Scroll (Alter Self)
(uncommon, dmg 200), 2 x Potion of Climbing
(common, dmg 187), 2 x Potion of Healing
(common, dmg 187)

Room #2 West Entry Locked Stone Door (DC 10 to open, DC 25 to break;


60 hp)

Room Features A mural of a god of protection covers the ceiling, and


someone has scrawled "This is not a secret door" on
the north wall
Room #3 East Entry Secret (DC 20 to find) Locked Simple Wooden Door
(DC 20 to open, DC 15 to break; 10 hp)
Ⓢ The door is concealed behind a statue of Death,
and opened by placing a coin in his open hand

Room Features Screaming can be heard in the south side of the


room, and a pile of broken glass lies in the west side
of the room
Monster Allip (cr 5, motm 45, mtf 116) and 5 x Shadow (cr
1/2, mm 269); medium, 2300 xp

Treasure: 1000 cp, 7000 sp, 2500 gp, 110 pp, a


bloodstone salt cellar engraved with dwarven runes
(25 gp), a bone orb engraved with spirals (25 gp), a
copper ring brooch inlaid with silver (25 gp), a
leather armor trimmed with fur (25 gp), a pair of
brocade gloves adorned with a feather (25 gp), a
rosewood bowl inlaid with a meandros of silver (25
gp), an earthenware plate painted with pastoral
imagery (25 gp)

Hidden Treasure Hidden (DC 15 to find) Locked Strong Wooden


Chest (DC 25 to unlock, DC 25 to break; 20 hp)

600 cp, 7000 sp, 2900 gp, 90 pp, a brass tankard


set with a rosette of coral (25 gp), a copper ring
engraved with draconic runes (25 gp), a linen
merchant's cap adorned with a feather (25 gp), Spell
Scroll (Resistance) (common, dmg 200), Potion of
Climbing (common, dmg 187)

Room #4 North Entry Locked Good Wooden Door (DC 20 to open, DC 15


to break; 15 hp)
→ Leads to room #7, inhabited by Sword Wraith
Commander and 1 x Sword Wraith Warrior

South Entry Trapped and Stuck Good Wooden Door (DC 15 to


break; 15 hp)
Ⓣ Acid Spray: DC 15 to find, DC 10 to disable;
affects all targets within a 20 ft. cone, DC 10 save or
take 2d10 acid damage for 1d4 rounds
Room Features A shallow pit lies in the west side of the room, and a
ruined chain shirt lies in the south side of the room

Room #5 South Entry #1 Locked Iron Door (DC 20 to open, DC 30 to break;


60 hp)

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


Ⓣ Guillotine Blade: DC 15 to find, DC 10 to
disable; +3 to hit against one target, 2d10 slashing
damage
Room Features A mural of geometric patterns covers the ceiling, and
someone has scrawled "Run away!" on the west wall
Room #6 East Entry Secret (DC 15 to find) Trapped and Unlocked Iron
Door (60 hp)
Ⓢ The door is concealed behind a statue of a
hydra, and opened by reaching into several of its
mouths
Ⓣ Ice Dart Trap: DC 15 to find, DC 10 to disable;
+5 to hit against one target, 2d10 cold damage
Room Features A stone dais and throne sits in the center of the
room, and a rotting odor fills the north side of the
room

Room #7 North Entry Secret (DC 15 to find) Locked Good Wooden Door
(DC 10 to open, DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
East Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 10 to disable;
+5 to hit against one target, 2d10 cold damage
South Entry Locked Good Wooden Door (DC 20 to open, DC 15
to break; 15 hp)
→ Leads to room #4

Room Features A stair ascends to a wooden platform in the south-


west corner of the room, and someone has scrawled
"door, left, door, door" on the north wall

Monster Sword Wraith Commander (cr 8, motm 239, mtf 241)


and 1 x Sword Wraith Warrior (cr 3, motm 239, mtf
241); medium, 4600 xp

Treasure: 140 sp, 80 gp; 23 cp

Random Dungeon Generator


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Some content used under the terms of the Open Gaming License
The Warrens of Zeiram the Lich lvl1-6 02
Level 2
General History The dungeon was created by a neutral good wizard
as a stronghold. Its creator was destroyed by
attacking raiders, and the dungeon has lain empty
for many centuries until recently.
Size Medium (51 x 51)

Walls Reinforced Masonry (DC 15 to climb)


Floor Sand

Temperature Warm

Illumination Dark (individual creatures may carry lights)

Corridor Features a Acid Spray: DC 15 to find, DC 20 to disable; affects


all targets within a 20 ft. cone, DC 15 save or take
1d10 acid damage for 1d4 rounds

c A narrow shaft falls into the corridor from above


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

i Sporadic knocking fills the corridor

m The walls here have been engraved with strange


symbols
n A rattling noise fills the corridor

r A mouldy odor fills the corridor

s An iron chandelier hangs from the ceiling here

u A briny odor fills the corridor

v Skeletons hang from chains and manacles against


the walls

w A toppled statue lies across the corridor

x The walls here have been engraved with strange


symbols

Wandering Monsters 1 Brass Dragon Wyrmling (cr 1, mm 106); easy, 200


xp, wandering senselessly

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


to lure the party into an ambush

3 Kobold Scale Sorcerer (cr 1, motm 165, vgm 167)


and 6 x Kobold (cr 1/8, mm 195); deadly, 350 xp,
scavenging for food and treasure

4 Brass Dragon Wyrmling (cr 1, mm 106); easy, 200


xp, trying to lure the party into an ambush

5 2 x Hobgoblin (cr 1/2, mm 186) and 2 x Worg (cr 1/2,


mm 341); deadly, 400 xp, bloodied and fleeing a
more powerful enemy

6 Kobold Dragonshield (cr 1, motm 163, vgm 165) and


5 x Kobold (cr 1/8, mm 195); hard, 325 xp,
scavenging for food and treasure
Room #1 West Entry Locked Iron Door (DC 15 to open, DC 30 to break;
60 hp)

East Entry #1 Archway

East Entry #2 Archway


Room Features A wooden platform hangs over a deep pit in the
north-west corner of the room, and knocking can be
faintly heard near the east wall

Room #2 East Entry Archway


→ Leads to room #35

South Entry Unlocked Simple Wooden Door (10 hp)

Room Features A tile mosaic of geometric patterns covers the floor,


and a pair of boots lies in the south-west corner of
the room

Monster Hobgoblin Captain (cr 3, mm 186) and 1 x Hobgoblin


(cr 1/2, mm 186); deadly, 800 xp

Treasure: 2500 cp, 800 sp, 90 gp, diamond (50 gp),


citrine (50 gp), 2 x star rose quartz (50 gp), Armor of
Resistance (leather, acid) (rare, dmg 152)

Room #3 North Entry Locked Iron Door (DC 25 to open, DC 30 to break;


60 hp)
→ Leads to room #14

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


Room Features A set of demonic war masks hangs on the east wall,
and several empty bottles are scattered throughout
the room

Room #4 North Entry Archway

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


to break; 10 hp)
→ Leads to room #10
Room Features Part of the ceiling has collapsed into the room, and
someone has scrawled "The Covenant of Ibil looted
this place" on the south wall

Room #5 North Entry Archway

South Entry Archway

Room Features Someone has scrawled "Ale's well that ends well" in
dwarvish runes on the west wall, and a sulphurous
odor fills the north-west corner of the room

Room #6 East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

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


Room Features The room has a high domed ceiling, and a pile of
blood-soaked clothing lies in the north-west corner of
the room
Room #7 East Entry Locked Iron Door (DC 20 to open, DC 30 to break;
60 hp)
Monster 2 x Firenewt Warrior (cr 1/2, motm 125, vgm 142);
easy, 200 xp

Treasure: 16 ep; 8 sp

Room #8 East Entry Locked Good Wooden Door (DC 15 to open, DC 15


to break; 15 hp)
Room Features Someone has scrawled "left, door, door, door, door,
door" on the west wall, and a hole has been blasted
into the east wall

Room #9 South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features A magical statue in the north side of the room
answers simple questions about the dungeon (points
directions), and a stone dais and throne sits in the
south-east corner of the room

Room #10 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
→ Leads to room #4
West Entry Archway

Empty

Room #11 North Entry Unlocked Strong Wooden Door (20 hp)

West Entry Unlocked Good Wooden Door (15 hp)


East Entry Unlocked Simple Wooden Door (10 hp)

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


→ Leads to room #45, inhabited by Blue Dragon
Wyrmling and 3 x Kobold
Monster Kobold Dragonshield (cr 1, motm 163, vgm 165) and
3 x Kobold (cr 1/8, mm 195); medium, 275 xp

Treasure: 1400 cp, 1000 sp, 80 gp, 3 x diamond (50


gp), chalcedony (50 gp), jasper (50 gp), sardonyx
(50 gp), zircon (50 gp), +1 Weapon (light crossbow)
(uncommon, dmg 213)

Room #12 North Entry Archway


→ Leads to room #42

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


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

Empty
Room #13 North Entry Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp) (slides up)
East Entry Archway

Room Features A group of draconic faces have been carved into the
west wall, and various torture devices are scattered
throughout the room

Monster Blue Dragon Wyrmling (cr 3, mm 91) and 3 x Kobold


(cr 1/8, mm 195); hard, 775 xp

Treasure: 2000 cp, 900 sp, 70 gp, 3 x diamond (50


gp), carnelian (50 gp), 2 x chalcedony (50 gp), citrine
(50 gp), 3 x quartz (50 gp), 2 x star rose quartz (50
gp), Potion of Superior Healing (rare, dmg 187)

Room #14 West Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
West Entry #2 Locked Stone Door (DC 10 to open, DC 25 to break;
60 hp)
→ Leads to room #23, inhabited by Yuan-ti Malison

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


South Entry Locked Iron Door (DC 25 to open, DC 30 to break;
60 hp)
→ Leads to room #3
Empty

Room #15 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #24
West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #37, inhabited by Young Kruthik
and 1 x Adult Kruthik

East Entry Unlocked Strong Wooden Door (20 hp)


South Entry Archway
→ Leads to room #34

Room Features The south and east walls have been engraved with
strange symbols, and a large demonic idol with ruby
eyes sits in the north side of the room
Monster Yuan-ti Malison (cr 3, mm 309); hard, 700 xp

Treasure: 4 pp
Room #16 East Entry Archway
→ Leads to room #29, inhabited by Kobold Inventor
and 10 x Kobold
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Trap Guillotine Blade: DC 10 to find, DC 15 to disable; +8


to hit against one target, 2d10 slashing damage
Hidden Treasure Hidden (DC 25 to find) Locked Iron Chest (DC 25 to
unlock, DC 30 to break; 60 hp)

1400 cp, 1300 sp, 70 gp, 5 x diamond (50 gp),


carnelian (50 gp), 2 x chalcedony (50 gp), citrine (50
gp), onyx (50 gp), zircon (50 gp), Spell Scroll (Light)
(common, dmg 200), Spell Scroll (Sanctuary)
(common, dmg 200), Driftglobe (uncommon, dmg
166), Potion of Healing (common, dmg 187)

Room #17 West Entry Stuck Good Wooden Door (DC 15 to break; 15
hp)

South Entry Archway


Empty

Room #18 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #41, inhabited by Firenewt
Warlock of Imix and 1 x Firenewt Warrior
South Entry Archway

Room Features A stair ascends to a balcony hanging from the west


wall, and an acrid odor fills the south-west corner of
the room

Monster Kobold Inventor (cr 1/4, motm 164, vgm 166) and 2 x
Kobold (cr 1/8, mm 195); easy, 100 xp

Treasure: 11 gp; 15 sp; 16 sp


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

3300 cp, 800 sp, 60 gp

Room #19 North Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #33
South Entry Locked Strong Wooden Door (DC 15 to open, DC 20
to break; 20 hp)
Room Features A sulphurous odor fills the room, and a pierced
breastplate lies in the south side of the room
Monster Yuan-ti Malison (cr 3, mm 309); hard, 700 xp

Treasure: 13 gp

Room #20 South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Room Features Someone has scrawled "door, straight, straight, left"
on the east wall, and a corroded chain lies in the
south side of the room
Room #21 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #37, inhabited by Young Kruthik
and 1 x Adult Kruthik
South Entry Unlocked Simple Wooden Door (10 hp)

Room Features Skeletons hang from chains and manacles against


the south wall, and someone has scrawled "Beneath
the statue" on the west wall
Monster Hobgoblin (cr 1/2, mm 186) and 2 x Goblin (cr 1/4,
mm 166); medium, 200 xp

Treasure: 15 sp; 12 sp; 12 gp

Room #22 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
South Entry Unlocked Good Wooden Door (15 hp)
Monster Firenewt Warlock of Imix (cr 1, motm 125, vgm 143)
and 1 x Firenewt Warrior (cr 1/2, motm 125, vgm
142); medium, 300 xp

Treasure: 12 sp; 16 sp

Room #23 West Entry Archway


East Entry Locked Stone Door (DC 10 to open, DC 25 to break;
60 hp)
→ Leads to room #14
South Entry Locked Iron Door (DC 20 to open, DC 30 to break;
60 hp)
Room Features Several square holes are cut into the north and west
walls, and someone has scrawled a demonic face on
the east wall
Monster Yuan-ti Malison (cr 3, mm 309); hard, 700 xp

Treasure: 13 cp

Room #24 West Entry Stuck Stone Door (DC 20 to break; 60 hp) (slides
down)
East Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #44
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #15, inhabited by Yuan-ti Malison

Empty
Room #25 West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #33
South Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry #2 Stuck Iron Door (DC 25 to break; 60 hp) (slides to
one side)
Hidden Treasure Hidden (DC 25 to find) Locked Iron Chest (DC 15 to
unlock, DC 30 to break; 60 hp)

2600 cp, 1100 sp, 80 gp, azurite (10 gp), 2 x blue


quartz (10 gp), lapis lazuli (10 gp), 2 x malachite (10
gp), obsidian (10 gp)

Room #26 West Entry Unlocked Strong Wooden Door (20


hp)
→ Leads to room #34
East Entry Unlocked Strong Wooden Door (20
hp)
Empty

Room #27 West Entry Stuck Stone Door (DC 20 to break; 60 hp)
South Entry Unlocked Simple Wooden Door (10 hp)
Monster Young Kruthik (cr 1/8, motm 168, mtf 211) and 1 x
Adult Kruthik (cr 2, motm 169, mtf 212); medium,
475 xp

Treasure: 8 gp; 13 ep

Room #28 North Entry Archway


East Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #42
Room Features The south and west walls have been engraved with
glowing symbols, and several shattered weapons
are scattered throughout the room
Monster Blue Dragon Wyrmling (cr 3, mm 91) and 1 x Kobold
(cr 1/8, mm 195); hard, 725 xp

Treasure: 2000 cp, 600 sp, 70 gp, a brass amulet


engraved with draconic runes (25 gp), a copper
chime set with a single black opal (25 gp), a
rosewood medallion engraved with arcane runes (25
gp), a scroll of calligraphy (25 gp), a stoneware
tankard painted with floral imagery (25 gp), Cloak of
Elvenkind (uncommon, dmg 158), Helm of Telepathy
(uncommon, dmg 174)
Room #29 West Entry Archway
→ Leads to room #16
East Entry Archway
Room Features Someone has scrawled "The gemstone is cursed" on
the south wall, and a rusted sword lies in the south-
west corner of the room

Monster Kobold Inventor (cr 1/4, motm 164, vgm 166) and 10
x Kobold (cr 1/8, mm 195); hard, 300 xp

Treasure: 22 cp; 22 cp; 11 gp; 16 cp; 19 cp; 19 cp;


19 sp; 22 cp; 17 sp; 11 sp; 12 sp

Room #30 West Entry Archway


South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Room Features A magical altar in the south-west corner of the room
heals all wounds of whomever offers a prayer (but
only once), and someone has scrawled "They ate
Electheth" on the south wall
Monster Adult Kruthik (cr 2, motm 169, mtf 212); medium,
450 xp

Treasure: 14 gp

Room #31 West Entry Stuck Good Wooden Door (DC 15 to break; 15
hp)
East Entry Archway
Empty

Room #32 East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features A balcony hangs from the east wall, and a set of
demonic war masks hangs on the north wall

Monster Kobold Scale Sorcerer (cr 1, motm 165, vgm 167)


and 4 x Kobold (cr 1/8, mm 195); hard, 300 xp

Treasure: 12 sp; 10 gp; 14 ep; 7 sp; 20 cp

Room #33 North Entry Unlocked Stone Door (60 hp)


West Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #35
East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #25
South Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #19, inhabited by Yuan-ti
Malison

Empty
Room #34 North Entry Archway
→ Leads to room #15, inhabited by Yuan-ti
Malison

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


East Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #26
Empty

Room #35 West Entry Archway


→ Leads to room #2, inhabited by Hobgoblin
Captain and 1 x Hobgoblin
East Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #33
Room Features A group of draconic faces have been carved into the
east wall, and several adventurer corpses are
scattered throughout the room

Room #36 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
East Entry #1 Archway
East Entry #2 Archway
Room Features The sound of chimes can be heard in the south-east
corner of the room, and a pile of bent copper coins
lies in the south side of the room

Room #37 West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #15, inhabited by Yuan-ti Malison
South Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #21, inhabited by Hobgoblin and
2 x Goblin
South Entry #2 Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp)
→ Leads to room #40
Monster Young Kruthik (cr 1/8, motm 168, mtf 211) and 1 x
Adult Kruthik (cr 2, motm 169, mtf 212); medium,
475 xp

Treasure: 13 sp; 11 gp

Room #38 West Entry Stuck Iron Door (DC 25 to break; 60 hp)
East Entry Archway
Room Features A magical altar of a god of death in the east side of
the room grants greater strength (for one hour) to
whomever sacrifices a gemstone upon it, and clouds
of flying insects fill the south-west corner of the room
Monster Gnoll Pack Lord (cr 2, mm 163) and 1 x Gnoll (cr 1/2,
mm 163); medium, 550 xp

Treasure: 11 sp; 16 sp
Room #39 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
East Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #45, inhabited by Blue Dragon
Wyrmling and 3 x Kobold
Room Features A narrow pit covered by iron bars lies in the north-
east corner of the room, and ghostly wailing can be
faintly heard near the east wall
Monster Kobold Inventor (cr 1/4, motm 164, vgm 166) and 11
x Kobold (cr 1/8, mm 195); deadly, 325 xp

Treasure: 2100 cp, 900 sp, 80 gp, azurite (10 gp), 2


x banded agate (10 gp), blue quartz (10 gp), lapis
lazuli (10 gp), tiger eye (10 gp), turquoise (10 gp),
Potion of Fire Breath (uncommon, dmg 187)
Hidden Treasure Hidden (DC 25 to find) Locked Iron Chest (DC 20 to
unlock, DC 30 to break; 60 hp)

2100 cp, 700 sp, 80 gp, a jasper cup inlaid with


electrum (25 gp), a leather coat tooled with draconic
scales (25 gp), a linen vest trimmed with rabbit fur
(25 gp), a portrait (of a male human) in a wooden
frame set with a single citrine (25 gp), a silver ring
engraved with thorned vines (25 gp)

Room #40 North Entry Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp)
→ Leads to room #37, inhabited by Young Kruthik
and 1 x Adult Kruthik
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

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


to break; 15 hp)
Room Features A stone dais and throne sits in the north-east corner
of the room, and several pieces of torn paper are
scattered throughout the room
Trap Scythe Blade: DC 10 to find, DC 15 to disable; +8 to
hit against all targets within a 5 ft. arc, 2d10 slashing
damage

Room #41 North Entry Archway

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


→ Leads to room #18, inhabited by Kobold Inventor
and 2 x Kobold
Monster Firenewt Warlock of Imix (cr 1, motm 125, vgm 143)
and 1 x Firenewt Warrior (cr 1/2, motm 125, vgm
142); medium, 300 xp

Treasure: 15 sp; 8 gp
Room #42 West Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #28, inhabited by Blue Dragon
Wyrmling and 1 x Kobold
South Entry Archway
→ Leads to room #12

Room Features Several alcoves are cut into the north wall, and the
floor is covered with rotting straw

Room #43 West Entry Unlocked Good Wooden Door (15 hp)

South Entry Unlocked Simple Wooden Door (10 hp)


Room Features Someone has scrawled "Trespassers will be flayed
alive" in orcish runes on the north wall, and the north
and west walls are covered with cracks

Monster Firenewt Warlock of Imix (cr 1, motm 125, vgm 143)


and 2 x Firenewt Warrior (cr 1/2, motm 125, vgm
142); deadly, 400 xp

Treasure: 2500 cp, 1100 sp, 80 gp, 2 x azurite (10


gp), banded agate (10 gp), blue quartz (10 gp), eye
agate (10 gp), hematite (10 gp), 2 x obsidian (10 gp),
2 x turquoise (10 gp)

Room #44 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
West Entry #1 Unlocked Strong Wooden Door (20 hp)

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


hp)
→ Leads to room #24

South Entry Archway


Empty

Room #45 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #11, inhabited by Kobold
Dragonshield and 3 x Kobold

West Entry #1 Unlocked Simple Wooden Door (10 hp)

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


→ Leads to room #39, inhabited by Kobold Inventor
and 11 x Kobold
Room Features A faded and torn tapestry hangs from the west wall,
and an iron chandelier hangs from the ceiling in the
center of the room

Monster Blue Dragon Wyrmling (cr 3, mm 91) and 3 x Kobold


(cr 1/8, mm 195); hard, 775 xp

Treasure: 12 sp; 20 cp; 5 pp; 10 gp

Random Dungeon Generator


http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License
The Warrens of Zeiram the Lich lvl1-6 03
Level 3
General History The dungeon began as a complex of monstrous
burrows. It was once used as a planar gate, but has
fallen to ruin and been rebuilt many times since then.
Size Small (39 x 51)

Walls Reinforced Masonry (DC 15 to climb)

Floor Sand
Temperature Average

Illumination Average (shadowy in corridors, lamps or torches in


most rooms)

Corridor Features a A tile labyrinth covers the floor


c Skeletons hang from chains and manacles against
the walls

e Patches of mushrooms grow here


i Withered corpses are nailed to the corridor walls

m Mournful weeping fills the corridor

Wandering Monsters 1 Kobold Scale Sorcerer (cr 1, motm 165, vgm 167)
and 7 x Kobold (cr 1/8, mm 195); hard, 375 xp,
consumed by disease and madness

2 Couatl (cr 4, mm 43); hard, 1100 xp, returning to


their lair with plunder

3 Hobgoblin Captain (cr 3, mm 186) and 1 x Hobgoblin


(cr 1/2, mm 186); medium, 800 xp, wandering
senselessly

4 2 x Gnoll (cr 1/2, mm 163) and 1 x Maw Demon (cr 1,


motm 176, vgm 137); medium, 400 xp, wielding
bizarre eldritch powers

5 Yuan-ti Broodguard (cr 2, motm 273, vgm 203) and 1


x Yuan-ti Pureblood (cr 1, mm 310); hard, 650 xp,
scavenging for food and treasure
6 2 x Adult Kruthik (cr 2, motm 169, mtf 212); hard,
900 xp, bloodied and fleeing a more powerful enemy
Room #1 North Entry #1 Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp)
→ Leads to room #3, inhabited by Couatl
North Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #4

South Entry #1 Unlocked Simple Wooden Door (10 hp)


→ Leads to room #5, inhabited by Ogre Bolt
Launcher and 1 x Ogre

South Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)


→ Leads to room #7, inhabited by Firenewt Warlock
of Imix and 5 x Firenewt Warrior
Room Features A stone stair ascends towards the north wall, and
someone has scrawled "Sigo fell here" in blood on
the east wall

Monster Hobgoblin (cr 1/2, mm 186) and 1 x Manticore (cr 3,


mm 213); medium, 800 xp

Treasure: 11 ep; 15 cp

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

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

Room Features Numerous pillars line the north and east walls, and
someone has scrawled an evil symbol on the west
wall

Monster 6 x Gnoll (cr 1/2, mm 163); hard, 600 xp

Treasure: 13 cp; 8 ep; 12 gp; 18 cp; 10 sp; 13 sp

Room #3 North Entry #1 Locked Good Wooden Door (DC 25 to open, DC 15


to break; 15 hp)

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


→ Leads to room #34

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


60 hp)
→ Leads to room #1, inhabited by Hobgoblin and 1
x Manticore

Monster Couatl (cr 4, mm 43); hard, 1100 xp

Treasure: 18 cp

Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 15 to


unlock, DC 30 to break; 60 hp)

2600 cp, 1100 sp, 60 gp, 2 x diamond (50 gp),


bloodstone (50 gp), chrysoprase (50 gp), quartz (50
gp), sardonyx (50 gp), Potion of Hill Giant Strength
(uncommon, dmg 187)
Room #4 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #34

North Entry #2 Unlocked Simple Wooden Door (10 hp)

East Entry Archway


South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #1, inhabited by Hobgoblin and 1
x Manticore

Room Features Skeletons hang from chains and manacles against


the west wall, and a sulphurous odor fills the room

Room #5 North Entry Unlocked Simple Wooden Door (10 hp)


→ Leads to room #1, inhabited by Hobgoblin and 1
x Manticore
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Monster Ogre Bolt Launcher (cr 2, motm 200, mtf 220) and 1
x Ogre (cr 2, mm 237); hard, 900 xp

Treasure: 8 gp; 13 sp

Room #6 South Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10


hp)

South Entry #2 Archway


→ Leads to room #31
Empty

Room #7 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #1, inhabited by Hobgoblin and 1
x Manticore
East Entry Archway

South Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)


→ Leads to room #31
South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #49, inhabited by Wight and 2 x
Zombie
Room Features Someone has scrawled "Twist the cog to reset the
trap" on the north wall, and a pile of wax blobs lies in
the north side of the room
Monster Firenewt Warlock of Imix (cr 1, motm 125, vgm 143)
and 5 x Firenewt Warrior (cr 1/2, motm 125, vgm
142); hard, 700 xp

Treasure: 7 gp; 14 sp; 15 gp; 11 gp; 20 cp; 6 ep


Room #8 North Entry Unlocked Iron Door (60 hp)
West Entry Archway
→ Leads to room #41
South Entry Archway

Room Features A well lies in the south side of the room, and a
fountain of water sits against the east wall
Monster 2 x Gnoll Flesh Gnawer (cr 1, motm 144, vgm 154)
and 1 x Maw Demon (cr 1, motm 176, vgm 137);
hard, 600 xp

Treasure: 15 ep; 17 cp; 13 cp

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


to break; 10 hp)

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


East Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #23, inhabited by Ogre Chain
Brute and 1 x Ogre

Monster 5 x Dust Mephit (cr 1/2, mm 215) and 1 x Ghoul (cr 1,


mm 148); hard, 700 xp

Treasure: 2000 cp, 1300 sp, 90 gp, 2 x moonstone


(50 gp), 2 x sardonyx (50 gp), Spell Scroll (Hail of
Thorns) (common, dmg 200), Potion of Healing
(common, dmg 187)

Room #10 West Entry Unlocked Simple Wooden Door (10 hp)

Room Features Several alcoves are cut into the east wall, and a cold
spot can be felt in the north side of the room

Room #11 North Entry #1 Archway


→ Leads to room #20
North Entry #2 Archway
→ Leads to room #43, inhabited by Couatl
Monster Ogre Chain Brute (cr 3, motm 201, mtf 221) and 1 x
Ogre (cr 2, mm 237); deadly, 1150 xp

Treasure: 2200 cp, 700 sp, 120 gp, 4 x diamond (50


gp), 2 x carnelian (50 gp), chalcedony (50 gp),
moonstone (50 gp), 2 x quartz (50 gp), sardonyx (50
gp)
Hidden Treasure Locked Simple Wooden Chest (DC 20 to unlock, DC
15 to break; 10 hp)

1700 cp, 600 sp, 70 gp, diamond (50 gp), jasper (50
gp), moonstone (50 gp), quartz (50 gp), sardonyx
(50 gp), Spell Scroll (Lightning Arrow) (uncommon,
dmg 200)
Room #12 North Entry Archway
→ Leads to room #18, inhabited by Blue Dragon
Wyrmling and 1 x Kobold
Monster Yuan-ti Broodguard (cr 2, motm 273, vgm 203) and 1
x Yuan-ti Malison (cr 3, mm 309); deadly, 1150 xp

Treasure: 2000 cp, 1700 sp, 110 gp, 2 x azurite (10


gp), 2 x eye agate (10 gp), 3 x hematite (10 gp), 2 x
lapis lazuli (10 gp), turquoise (10 gp)

Room #13 North Entry Locked Simple Wooden Door (DC 25 to open, DC 15
to break; 10 hp)
Room Features A fountain decorated with five water-breathing
dragon heads sits in the north-east corner of the
room, and someone has scrawled "Kamah died
here, not quick enough" on the south wall

Room #14 South Entry Unlocked Simple Wooden Door (10 hp)

Room Features A chute falls into the room from above, and a crater
has been blasted into the floor in the south-east
corner of the room

Room #15 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #49, inhabited by Wight and 2 x
Zombie

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


South Entry Archway
→ Leads to room #32
Empty

Room #16 North Entry Unlocked Good Wooden Door (15 hp)

East Entry Locked Good Wooden Door (DC 25 to open, DC 15


to break; 15 hp)
Monster Gnoll Flesh Gnawer (cr 1, motm 144, vgm 154) and
1 x Maw Demon (cr 1, motm 176, vgm 137);
medium, 400 xp

Treasure: 6 gp; 8 ep

Room #17 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Monster Gnoll Fang of Yeenoghu (cr 4, mm 163) and 1 x
Gnoll Witherling (cr 1/4, motm 145, vgm 155); hard,
1150 xp

Treasure: 600 cp, 800 sp, 70 gp, 4 x diamond (50


gp), bloodstone (50 gp), carnelian (50 gp), 2 x citrine
(50 gp), jasper (50 gp), moonstone (50 gp), Spell
Scroll (Shocking Grasp) (common, dmg 200)
Room #18 South Entry #1 Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
South Entry #2 Archway
→ Leads to room #12, inhabited by Yuan-ti
Broodguard and 1 x Yuan-ti Malison
Monster Blue Dragon Wyrmling (cr 3, mm 91) and 1 x Kobold
(cr 1/8, mm 195); medium, 725 xp

Treasure: 6 ep; 14 gp

Room #19 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

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


Room Features The floor is covered in perfect hexagonal tiles, and a
dagger hilt lies in the south-east corner of the room

Room #20 West Entry Locked Iron Door (DC 10 to open, DC 30 to break;
60 hp)

South Entry #1 Archway


South Entry #2 Archway
→ Leads to room #11, inhabited by Ogre Chain
Brute and 1 x Ogre
Room Features A circle of tall stones stands in the north-east corner
of the room, and a rotting odor fills the room

Room #21 North Entry Unlocked Stone Door (60 hp)


→ Leads to room #48

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


→ Leads to room #34
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Room Features A faded and torn tapestry hangs from the west wall,
and a stack of water-filled barrels stands against the
west wall
Monster Yuan-ti Mind Whisperer (cr 4, motm 274, vgm 204)
and 1 x Yuan-ti Pureblood (cr 1, mm 310); hard,
1300 xp

Treasure: 13 cp; 13 gp
Room #22 North Entry #1 Locked Iron Door (DC 25 to open, DC 30 to break;
60 hp)
North Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides to one side)
West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
East Entry Locked Strong Wooden Door (DC 20 to open, DC 20
to break; 20 hp) (slides to one side)
→ Leads to room #35
Empty

Room #23 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #39, inhabited by Couatl
West Entry #2 Unlocked Strong Wooden Door (20 hp)
→ Leads to room #9, inhabited by 5 x Dust Mephit
and 1 x Ghoul

Room Features A stair ascends to a balcony hanging from the west


wall, and an acrid odor fills the south-west corner of
the room
Monster Ogre Chain Brute (cr 3, motm 201, mtf 221) and 1 x
Ogre (cr 2, mm 237); deadly, 1150 xp

Treasure: 2600 cp, 900 sp, 90 gp, a brocade


merchant's cap trimmed with fox fur (25 gp), a cloth
robe trimmed with rabbit fur (25 gp), a copper bell set
with aquamarine and blue spinel (25 gp), a fine
leather vest trimmed with rabbit fur (25 gp), a leather
saddle trimmed with rabbit fur (25 gp), a linen mantle
trimmed with rabbit fur (25 gp), a marble orb inlaid
with a filigree of silver (25 gp), an agate puzzle box
set with bloodstone and star rose quartz (25 gp), +1
Rod of the Pact Keeper (uncommon, dmg 197),
Circlet of Blasting (uncommon, dmg 158), Periapt of
Wound Closure (uncommon, dmg 184), +1 Weapon
(heavy crossbow) (uncommon, dmg 213)
Hidden Treasure Hidden (DC 20 to find) Locked Simple Wooden
Chest (DC 20 to unlock, DC 15 to break; 10 hp)

2200 cp, 1000 sp, 70 gp, a bone coffer inlaid with


copper (25 gp), a bone rod set with carnelian (25
gp), a brass torc inlaid with copper (25 gp), a fine
leather merchant's cap adorned with a feather (25
gp), a set of crystal dice (25 gp), an agate bowl
engraved with a labyrinth (25 gp), Broom of Flying
(uncommon, dmg 156), Pipes of the Sewers
(uncommon, dmg 185)

Room #24 North Entry Unlocked Strong Wooden Door (20 hp)
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features A stack of oil-filled barrels stands against the south
wall, and several shattered weapons are scattered
throughout the room
Room #25 West Entry Archway

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


South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #48
Room Features Burning torches in iron sconces line the south and
west walls, and someone has scrawled "The last
wards have fallen" on the west wall

Room #26 South Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #29, inhabited by Firenewt
Warlock of Imix and 3 x Firenewt Warrior
South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry #3 Locked Iron Door (DC 20 to open, DC 30 to break;
60 hp)
→ Leads to room #44

Room Features Numerous pillars line the north and south walls, and
a group of draconic faces have been carved into the
east wall
Monster Gnoll (cr 1/2, mm 163) and 1 x Maw Demon (cr 1,
motm 176, vgm 137); easy, 300 xp

Treasure: 11 sp; 20 cp

Room #27 North Entry Unlocked Strong Wooden Door (20 hp)
West Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #38, inhabited by Hobgoblin and
10 x Goblin
Room Features A stone dais and throne sits in the south side of the
room, and someone has scrawled a large X on the
east wall

Monster Yuan-ti Broodguard (cr 2, motm 273, vgm 203) and 1


x Yuan-ti Pureblood (cr 1, mm 310); hard, 650 xp

Treasure: 19 sp; 26 cp
Trap Net Trap: DC 15 to find, DC 10 to disable; affects all
targets within a 10 ft. square area, DC 10 save or
become restrained
Hidden Treasure Hidden (DC 25 to find) Trapped and Unlocked Iron
Chest (60 hp)
Contact Poison: DC 10 to find, DC 15 to disable;
affects each creature which touches the trigger, DC
15 save or take 2d10 damage

2000 cp, 1000 sp, 60 gp, 2 x diamond (50 gp),


carnelian (50 gp), chalcedony (50 gp), citrine (50
gp), quartz (50 gp), Staff of the Adder (uncommon,
dmg 203)
Room #28 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

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


→ Leads to room #42, inhabited by Yuan-ti
Nightmare Speaker and 1 x Yuan-ti Pureblood
Room Features A tile mosaic of geometric patterns covers the floor,
and the ceiling is covered with scorch marks

Monster 3 x Yuan-ti Pureblood (cr 1, mm 310); hard, 600 xp

Treasure: 12 gp; 11 gp; 14 sp

Room #29 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #26, inhabited by Gnoll and 1 x
Maw Demon
West Entry Locked Iron Door (DC 20 to open, DC 30 to break;
60 hp)

Monster Firenewt Warlock of Imix (cr 1, motm 125, vgm 143)


and 3 x Firenewt Warrior (cr 1/2, motm 125, vgm
142); hard, 500 xp

Treasure: 19 cp; 3 pp; 13 sp; 16 sp

Room #30 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #42, inhabited by Yuan-ti
Nightmare Speaker and 1 x Yuan-ti Pureblood
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #37, inhabited by Gnoll Fang of
Yeenoghu and 2 x Gnoll Witherling
Empty

Room #31 North Entry #1 Archway


→ Leads to room #6
North Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #7, inhabited by Firenewt Warlock
of Imix and 5 x Firenewt Warrior

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


→ Leads to room #47
Empty

Room #32 North Entry Archway


→ Leads to room #15
West Entry Archway
Room Features An altar of evil sits in the south-east corner of the
room, and a pile of iron blobs lies in the east side of
the room
Room #33 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Monster Yuan-ti Nightmare Speaker (cr 4, motm 275, vgm
205) and 1 x Yuan-ti Pureblood (cr 1, mm 310); hard,
1300 xp

Treasure: 8 gp; 9 gp

Room #34 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

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


→ Leads to room #21, inhabited by Yuan-ti Mind
Whisperer and 1 x Yuan-ti Pureblood
South Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #3, inhabited by Couatl
South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #4

Room Features Mysterious levers and mechanisms cover the west


wall, and a pile of spoiled meat lies in the north side
of the room

Room #35 West Entry Locked Strong Wooden Door (DC 20 to open, DC 20
to break; 20 hp) (slides to one side)
→ Leads to room #22
East Entry Unlocked Good Wooden Door (15 hp) (slides down)
→ Leads to room #36, inhabited by Hobgoblin
Captain and 1 x Hobgoblin

Room Features A narrow shaft falls into the room from above, and
the north and west walls are covered with mould

Room #36 West Entry Unlocked Good Wooden Door (15 hp) (slides down)
→ Leads to room #35
East Entry #1 Locked Strong Wooden Door (DC 20 to open, DC 20
to break; 20 hp)
East Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)
Room Features A tile labyrinth covers the floor, and someone has
scrawled "There is no way out" on the south wall
Monster Hobgoblin Captain (cr 3, mm 186) and 1 x Hobgoblin
(cr 1/2, mm 186); medium, 800 xp

Treasure: 9 gp; 14 cp
Room #37 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #30
South Entry Archway

Monster Gnoll Fang of Yeenoghu (cr 4, mm 163) and 2 x


Gnoll Witherling (cr 1/4, motm 145, vgm 155); hard,
1200 xp

Treasure: 6 ep; 13 sp; 14 ep

Hidden Treasure Hidden (DC 25 to find) Locked Iron Chest (DC 15 to


unlock, DC 30 to break; 60 hp)

2200 cp, 1000 sp, 70 gp, 2 x diamond (50 gp),


chrysoprase (50 gp), zircon (50 gp), Spell Scroll
(Eldritch Blast) (common, dmg 200)

Room #38 East Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #27, inhabited by Yuan-ti
Broodguard and 1 x Yuan-ti Pureblood
South Entry Locked Simple Wooden Door (DC 20 to open, DC 15
to break; 10 hp)
→ Leads to room #39, inhabited by Couatl

Room Features A stone dais sits in the south side of the room, and
someone has scrawled "Good spot for ambush" in
orcish runes on the east wall
Monster Hobgoblin (cr 1/2, mm 186) and 10 x Goblin (cr 1/4,
mm 166); hard, 600 xp

Treasure: 22 cp; 13 ep; 15 sp; 16 cp; 8 gp; 8 gp; 16


cp; 10 gp; 10 sp; 14 gp; 14 ep

Room #39 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15
to break; 10 hp)
→ Leads to room #38, inhabited by Hobgoblin and
10 x Goblin

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


→ Leads to room #23, inhabited by Ogre Chain
Brute and 1 x Ogre
South Entry Locked Strong Wooden Door (DC 20 to open, DC 20
to break; 20 hp)

Room Features Burning torches in iron sconces line the north and
west walls, and someone has scrawled "Lightning
comes before thunder" on the east wall
Monster Couatl (cr 4, mm 43); hard, 1100 xp

Treasure: 2200 cp, 1300 sp, 60 gp, 2 x diamond (50


gp), bloodstone (50 gp), carnelian (50 gp), onyx (50
gp), quartz (50 gp), star rose quartz (50 gp), Potion
of Healing (common, dmg 187)
Room #40 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #46

North Entry #2 Unlocked Iron Door (60 hp)


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

Hidden Treasure Hidden (DC 15 to find) Trapped and Locked Iron


Chest (DC 25 to unlock, DC 30 to break; 60 hp)
Magic Missle Trap: DC 15 to find, DC 20 to disable;
one target, 2d10 force damage

1500 cp, 800 sp, 50 gp, hematite (10 gp), lapis lazuli
(10 gp), obsidian (10 gp), 2 x turquoise (10 gp)

Room #41 West Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
→ Leads to room #44
East Entry Archway
→ Leads to room #8, inhabited by 2 x Gnoll Flesh
Gnawer and 1 x Maw Demon

Empty

Room #42 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #28, inhabited by 3 x Yuan-ti
Pureblood

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


→ Leads to room #30

Room Features A ruined siege weapon sits in the north-east corner


of the room, and someone has scrawled a fell
symbol on the south wall

Monster Yuan-ti Nightmare Speaker (cr 4, motm 275, vgm


205) and 1 x Yuan-ti Pureblood (cr 1, mm 310); hard,
1300 xp

Treasure: 2100 cp, 1400 sp, 90 gp, diamond (50 gp),


bloodstone (50 gp), chalcedony (50 gp), onyx (50
gp), 2 x quartz (50 gp), sardonyx (50 gp), star rose
quartz (50 gp), Potion of Healing (common, dmg
187)

Room #43 East Entry #1 Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)

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


South Entry #1 Archway
→ Leads to room #11, inhabited by Ogre Chain
Brute and 1 x Ogre

South Entry #2 Unlocked Simple Wooden Door (10 hp)


Monster Couatl (cr 4, mm 43); hard, 1100 xp

Treasure: 13 gp
Room #44 North Entry #1 Locked Iron Door (DC 20 to open, DC 30 to break;
60 hp)
→ Leads to room #26, inhabited by Gnoll and 1 x
Maw Demon
North Entry #2 Unlocked Good Wooden Door (15 hp)

East Entry Locked Simple Wooden Door (DC 15 to open, DC 15


to break; 10 hp)
→ Leads to room #41

Room Features Someone has scrawled "No, I said it had eleven


eyes" on the east wall, and a broken door lies in the
west side of the room

Room #45 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

West Entry Locked Good Wooden Door (DC 10 to open, DC 15


to break; 15 hp)

Room Features A stone ramp ascends towards the west wall, and
several pieces of rotten bread are scattered
throughout the room
Monster 4 x Dust Mephit (cr 1/2, mm 215); medium, 400 xp

Treasure: 21 cp; 13 ep; 8 sp; 6 gp

Room #46 North Entry Unlocked Strong Wooden Door (20 hp)
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #40
Room Features A stone dais sits in the south-west corner of the
room, and the floor is covered in perfect hexagonal
tiles

Room #47 East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #31

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


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

2600 cp, 1300 sp, 80 gp, 3 x diamond (50 gp),


bloodstone (50 gp), moonstone (50 gp), Amulet of
Proof Against Detection and Location (uncommon,
dmg 150), Staff of the Adder (uncommon, dmg 203),
Wand of Magic Missiles (uncommon, dmg 211),
Sword of Vengeance (shortsword) (uncommon, dmg
206)
Room #48 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #25

South Entry #1 Unlocked Stone Door (60 hp)


→ Leads to room #21, inhabited by Yuan-ti Mind
Whisperer and 1 x Yuan-ti Pureblood
South Entry #2 Archway

Room Features Several iron cages are scattered throughout the


room, and a sundered shield lies in the south side of
the room

Room #49 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #7, inhabited by Firenewt Warlock
of Imix and 5 x Firenewt Warrior
South Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #15
South Entry #2 Locked Stone Door (DC 25 to open, DC 25 to break;
60 hp) (slides down)

Room Features A carved stone statue stands in the north side of the
room, and someone has scrawled a strange symbol
on the west wall

Monster Wight (cr 3, mm 300) and 2 x Zombie (cr 1/4, mm


316); medium, 800 xp

Treasure: 9 gp; 14 sp; 7 gp

Random Dungeon Generator


http://donjon.bin.sh/

Some content used under the terms of the Open Gaming License
The Warrens of Zeiram the Lich lvl1-6 04
Level 4
General History The dungeon began as a complex of monstrous
burrows. It was once used as a planar gate, but has
fallen to ruin and been rebuilt many times since then.
Size Small (39 x 51)

Walls Reinforced Masonry (DC 15 to climb)

Floor Sand
Temperature Average

Illumination Average (shadowy in corridors, lamps or torches in


most rooms)

Corridor Features a A swarm of crawling insects covers the floor


c A chute descends from the corridor into the next
dungeon level down

e A group of demonic faces have been carved into the


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

m Guillotine Blade: DC 15 to find, DC 10 to disable; +6


to hit against one target, 2d10 slashing damage
n A mouldy odor fills the corridor

r Fire Spray: DC 10 to find, DC 15 to disable; affects


all targets within a 20 ft. cone, DC 20 save or take
4d10 fire damage

s Cobwebs fill the corridor

u Several square holes are cut into the walls here

v Acid Spray: DC 15 to find, DC 10 to disable; affects


all targets within a 20 ft. cone, DC 19 save or take
2d10 acid damage for 1d4 rounds

w Rune of Paralyzation: DC 15 to find, DC 15 to


disable; affects all targets within 10 ft., DC 11 save or
become paralyzed for 1d4 rounds

x Someone has scrawled "Never trust an elf" in


dwarvish runes here
Wandering Monsters 1 Ogre Battering Ram (cr 4, motm 200, mtf 220) and 1
x Ogre (cr 2, mm 237); deadly, 1550 xp, consumed
by disease and madness

2 Yuan-ti Pit Master (cr 5, motm 276, vgm 206) and 1 x


Yuan-ti Pureblood (cr 1, mm 310); deadly, 2000 xp,
returning to their lair with plunder

3 9 x Kobold Inventor (cr 1/4, motm 164, vgm 166);


medium, 450 xp, wandering senselessly

4 Wight (cr 3, mm 300) and 1 x Zombie (cr 1/4, mm


316); easy, 750 xp, wielding bizarre eldritch powers

5 Kobold Scale Sorcerer (cr 1, motm 165, vgm 167)


and 11 x Kobold (cr 1/8, mm 195); medium, 475 xp,
scavenging for food and treasure
6 Gnoll Pack Lord (cr 2, mm 163) and 3 x Gnoll (cr 1/2,
mm 163); hard, 750 xp, bloodied and fleeing a more
powerful enemy

Room #1 North Entry #1 Locked Stone Door (DC 20 to open, DC 25 to break;


60 hp)
→ Leads to room #3

North Entry #2 Archway


→ Leads to room #4

South Entry #1 Unlocked Stone Door (60 hp)


→ Leads to room #5

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


→ Leads to room #7

Room Features A stone stair ascends towards the north wall, and
someone has scrawled "Flime died here" in blood on
the south wall

Monster Blue Dragon Wyrmling (cr 3, mm 91) and 2 x Kobold


(cr 1/8, mm 195); easy, 750 xp

Treasure: 15 sp; 15 cp; 19 cp

Room #2 North Entry Unlocked Simple Wooden Door (10 hp)

West Entry Unlocked Strong Wooden Door (20 hp)

Hidden Treasure Hidden (DC 25 to find) Locked Iron Chest (DC 25 to


unlock, DC 30 to break; 60 hp)

2600 cp, 1500 sp, 70 gp, a brass orb etched with


elven script (25 gp), a brass orb inlaid with ornate
silver scrollwork (25 gp)
Room #3 North Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp)
North Entry #2 Unlocked Simple Wooden Door (10 hp)
→ Leads to room #34
South Entry Locked Stone Door (DC 20 to open, DC 25 to break;
60 hp)
→ Leads to room #1, inhabited by Blue Dragon
Wyrmling and 2 x Kobold
Trap Chain Flail: DC 15 to find, DC 10 to disable; initiative
+2, 1 attack per round, +11 to hit against all targets
within 5 ft., 4d10 bludgeoning damage

Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 15 to


unlock, DC 30 to break; 60 hp)

2800 cp, 1000 sp, 40 gp, diamond (50 gp),


bloodstone (50 gp), carnelian (50 gp), citrine (50 gp),
quartz (50 gp), star rose quartz (50 gp), Instrument
of the Bards (Mac-Fuimidh cittern) (uncommon, dmg
176), Necklace of Adaptation (uncommon, dmg 182),
Ring of Warmth (uncommon, dmg 193)

Room #4 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #34

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


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

South Entry Archway


→ Leads to room #1, inhabited by Blue Dragon
Wyrmling and 2 x Kobold
Trap Teleporter Crystal: DC 15 to find, DC 15 to disable;
affects each creature which touches the crystal, DC
11 save or be teleported to another location

Hidden Treasure Hidden (DC 25 to find) Locked Strong Wooden


Chest (DC 15 to unlock, DC 25 to break; 20 hp)

2100 cp, 1300 sp, 20 gp, a brass scepter etched


with dwarven axeheads (25 gp), a brocade
merchant's cap trimmed with lynx fur (25 gp), an
agateware tile painted with mythical creatures (25
gp), an earthenware chalice embossed with floral
vines (25 gp), an earthenware plate embossed with
arcane runes (25 gp), Boots of Elvenkind
(uncommon, dmg 155)

Room #5 North Entry Unlocked Stone Door (60 hp)


→ Leads to room #1, inhabited by Blue Dragon
Wyrmling and 2 x Kobold
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides down)
Empty
Room #6 South Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry #2 Archway
→ Leads to room #31, inhabited by Hobgoblin and
4 x Goblin

Room Features The room has a high domed ceiling, and someone
has scrawled "Who took my elf skull" in orcish runes
on the east wall

Room #7 North Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #1, inhabited by Blue Dragon
Wyrmling and 2 x Kobold
East Entry Archway

South Entry #1 Stuck Stone Door (DC 20 to break; 60 hp) (slides


up)
→ Leads to room #31, inhabited by Hobgoblin and
4 x Goblin
South Entry #2 Unlocked Good Wooden Door (15 hp)
→ Leads to room #49
Trap Net Trap: DC 10 to find, DC 10 to disable; affects all
targets within a 10 ft. square area, DC 10 save or
become restrained
Hidden Treasure Hidden (DC 15 to find) Unlocked Simple Wooden
Chest (10 hp)

2200 cp, 800 sp, 100 gp, 3 x eye agate (10 gp), lapis
lazuli (10 gp), 2 x malachite (10 gp), obsidian (10 gp)

Room #8 North Entry Stuck Stone Door (DC 20 to break; 60 hp)


West Entry Archway
→ Leads to room #41

South Entry Archway


Room Features A metallic odor fills the room, and a rusted sword lies
in the south-west corner of the room

Room #9 North Entry #1 Locked Strong Wooden Door (DC 20 to open, DC 20


to break; 20 hp)

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


East Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #23, inhabited by 2 x Yuan-ti
Malison

Room Features The floor is covered in square tiles, alternating white


and black, and a fountain decorated with six
gargoyles sits in the north-east corner of the room

Room #10 West Entry Unlocked Simple Wooden Door (10 hp)
Room Features A sloped pit lined with iron spikes lies in the north
side of the room, and a shallow pool of oil lies in the
west side of the room
Room #11 North Entry #1 Archway
→ Leads to room #20
North Entry #2 Archway
→ Leads to room #43
Trap Idol of Law: DC 15 to find, DC 15 to disable; affects
chaotic creatures which touch the idol, DC 12 save
or take 2d10 damage and be stunned for 1 round
Hidden Treasure Locked Strong Wooden Chest (DC 15 to unlock, DC
25 to break; 20 hp)

1800 cp, 1300 sp, 70 gp, diamond (50 gp), 2 x


chrysoprase (50 gp), jasper (50 gp), moonstone (50
gp), 2 x onyx (50 gp), quartz (50 gp), 3 x sardonyx
(50 gp), +1 Wand of the War Mage (uncommon,
dmg 212), Necklace of Adaptation (uncommon, dmg
182), +1 Weapon (longbow) (uncommon, dmg 213),
+1 Weapon (shortbow) (uncommon, dmg 213)

Room #12 North Entry Archway


→ Leads to room #18
Room Features Lit candles are scattered across the floor, and
someone has scrawled "The walls listen" on the
south wall

Room #13 North Entry Locked Iron Door (DC 20 to open, DC 30 to break;
60 hp)
Empty

Room #14 South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Monster Yuan-ti Broodguard (cr 2, motm 273, vgm 203) and 1
x Yuan-ti Malison (cr 3, mm 309); hard, 1150 xp

Treasure: 14 cp; 2 pp

Room #15 North Entry Archway


→ Leads to room #49
East Entry Unlocked Simple Wooden Door (10 hp)

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


→ Leads to room #32, inhabited by 7 x Gnoll
Room Features A carved stone statue stands in the south side of the
room, and the floor is covered with claw marks
Monster 2 x Hobgoblin (cr 1/2, mm 186) and 1 x Bugbear (cr
1, mm 33); easy, 400 xp

Treasure: 13 sp; 13 ep; 9 ep


Room #16 North Entry Locked Strong Wooden Door (DC 15 to open, DC 20
to break; 20 hp)
East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Hidden Treasure Hidden (DC 15 to find) Unlocked Strong Wooden
Chest (20 hp)

3000 cp, 1100 sp, 60 gp, 4 x diamond (50 gp), 2 x


chrysoprase (50 gp), citrine (50 gp), moonstone (50
gp), onyx (50 gp), zircon (50 gp), Spell Scroll
(Compelled Duel) (common, dmg 200), Potion of
Greater Healing (uncommon, dmg 187), Potion of
Healing (common, dmg 187)

Room #17 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Room Features Spirals of red stones cover the floor, and someone
has scrawled "Turn rod to reset trap" in goblin runes
on the north wall

Monster Firenewt Warlock of Imix (cr 1, motm 125, vgm 143)


and 2 x Firenewt Warrior (cr 1/2, motm 125, vgm
142); easy, 400 xp

Treasure: 14 gp; 9 gp; 12 sp

Room #18 South Entry #1 Locked Good Wooden Door (DC 20 to open, DC 15
to break; 15 hp)
South Entry #2 Archway
→ Leads to room #12
Trap Thunderstone Mine: DC 15 to find, DC 15 to disable;
affects all targets within 20 ft., DC 13 save or take
2d10 thunder damage and become deafened for 1d4
rounds
Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 15 to
unlock, DC 30 to break; 60 hp)

2400 cp, 1200 sp, 80 gp, 3 x diamond (50 gp),


jasper (50 gp), moonstone (50 gp), 2 x onyx (50 gp),
sardonyx (50 gp), star rose quartz (50 gp), zircon
(50 gp)

Room #19 North Entry Unlocked Strong Wooden Door (20 hp)
West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
East Entry Stuck Stone Door (DC 20 to break; 60 hp)

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

Room Features A narrow ledge runs along the north and east walls,
and a group of monstrous faces have been carved
into the west wall

Room #20 West Entry Archway


South Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp)
South Entry #2 Archway
→ Leads to room #11
Empty
Room #21 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #48
West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #34
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features Someone has scrawled "You cannot kill it with


swords" in blood on the south wall, and several
broken arrows are scattered throughout the room

Room #22 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides to one side)
North Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)

West Entry Locked Iron Door (DC 15 to open, DC 30 to break;


60 hp)

East Entry Locked Simple Wooden Door (DC 15 to open, DC 15


to break; 10 hp) (slides to one side)
→ Leads to room #35
Room Features A stone stair ascends towards the north wall, and a
group of demonic faces have been carved into the
east wall
Monster Couatl (cr 4, mm 43); medium, 1100 xp

Treasure: 15 sp

Room #23 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
West Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #39
West Entry #2 Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #9
Room Features Someone has scrawled an incomplete drawing of a
dragon on the north wall, and a sundered shield lies
in the west side of the room
Monster 2 x Yuan-ti Malison (cr 3, mm 309); deadly, 1400 xp

Treasure: 14 ep; 1 pp

Room #24 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Monster Yuan-ti Broodguard (cr 2, motm 273, vgm 203) and 1
x Yuan-ti Pureblood (cr 1, mm 310); easy, 650 xp

Treasure: 13 gp; 12 sp
Room #25 West Entry Archway

East Entry Unlocked Strong Wooden Door (20 hp)


South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #48
Room Features Someone has scrawled an incomplete drawing of a
dragon on the north wall, and a corroded mace lies
in the north side of the room
Monster 8 x Firenewt Warrior (cr 1/2, motm 125, vgm 142);
deadly, 800 xp

Treasure: 16 gp; 18 sp; 12 ep; 11 sp; 12 sp; 2 pp; 23


cp; 19 cp

Room #26 South Entry #1 Unlocked Strong Wooden Door (20 hp)
→ Leads to room #29, inhabited by Couatl
South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry #3 Locked Strong Wooden Door (DC 25 to open, DC 20
to break; 20 hp)
→ Leads to room #44, inhabited by Hobgoblin
Devastator and 1 x Hobgoblin
Empty

Room #27 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #38

Room Features A toppled statue lies in the south-east corner of the


room, and a clicking noise can be faintly heard near
the north wall
Monster Hobgoblin Captain (cr 3, mm 186) and 3 x Hobgoblin
(cr 1/2, mm 186); deadly, 1000 xp

Treasure: 3100 cp, 1300 sp, 90 gp, carnelian (50


gp), citrine (50 gp)

Room #28 North Entry Unlocked Strong Wooden Door (20 hp)

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


hp)
→ Leads to room #42, inhabited by 7 x Gnoll

Empty

Room #29 North Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #26
West Entry Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp)

Monster Couatl (cr 4, mm 43); medium, 1100 xp

Treasure: 19 cp
Room #30 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #42, inhabited by 7 x Gnoll
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #37, inhabited by Wight and 5 x
Zombie
Empty

Room #31 North Entry #1 Archway


→ Leads to room #6
North Entry #2 Stuck Stone Door (DC 20 to break; 60 hp) (slides
up)
→ Leads to room #7

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


→ Leads to room #47, inhabited by 2 x Adult
Kruthik
Monster Hobgoblin (cr 1/2, mm 186) and 4 x Goblin (cr 1/4,
mm 166); easy, 300 xp

Treasure: 17 cp; 8 gp; 9 gp; 16 cp; 15 cp


Trap Magic Missle Trap: DC 10 to find, DC 15 to disable;
one target, 1d10 force damage

Room #32 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #15, inhabited by 2 x Hobgoblin
and 1 x Bugbear

West Entry Archway


Room Features A sulphurous odor fills the room, and several empty
bottles are scattered throughout the room

Monster 7 x Gnoll (cr 1/2, mm 163); hard, 700 xp

Treasure: 11 ep; 11 ep; 8 gp; 11 sp; 16 sp; 17 cp; 16


ep

Room #33 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

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


Room Features A forge and anvil sit in the north-east corner of the
room, and someone has scrawled "four, seven, ten,
two" on the west wall

Room #34 West Entry Unlocked Strong Wooden Door (20 hp)

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


→ Leads to room #21
South Entry #1 Unlocked Simple Wooden Door (10 hp)
→ Leads to room #3
South Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #4
Room Features The floor is covered in square tiles, alternating white
and black, and a briny odor fills the center of the
room
Room #35 West Entry Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp) (slides to one side)
→ Leads to room #22, inhabited by Couatl
East Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #36
Room Features A stream of water flows along a channel in the floor,
and a large kiln and coal bin sit in the south side of
the room

Room #36 West Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #35

East Entry #1 Locked Stone Door (DC 10 to open, DC 25 to break;


60 hp)
East Entry #2 Unlocked Simple Wooden Door (10 hp)
Room Features Rusting iron spikes line the south and west walls,
and a ruined chain shirt lies in the center of the room

Room #37 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #30
South Entry Archway
Monster Wight (cr 3, mm 300) and 5 x Zombie (cr 1/4, mm
316); hard, 950 xp

Treasure: 9 ep; 9 ep; 11 ep; 15 sp; 9 gp; 10 gp


Trap Concealed Pit: DC 15 to find, DC 10 to disable;
affects all targets entering a 10 ft. square area, DC
18 save or take 4d10 damage

Room #38 East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #27, inhabited by Hobgoblin
Captain and 3 x Hobgoblin

South Entry Locked Strong Wooden Door (DC 10 to open, DC 20


to break; 20 hp)
→ Leads to room #39

Trap Chain Flail: DC 10 to find, DC 10 to disable; initiative


+3, 1 attack per round, +8 to hit against all targets
within 5 ft., 2d10 bludgeoning damage
Room #39 North Entry Locked Strong Wooden Door (DC 10 to open, DC 20
to break; 20 hp)
→ Leads to room #38
East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #23, inhabited by 2 x Yuan-ti
Malison
South Entry Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp)
Trap Thunderstone Mine: DC 15 to find, DC 15 to disable;
affects all targets within 20 ft., DC 15 save or take
2d10 thunder damage and become deafened for 1d4
rounds
Hidden Treasure Hidden (DC 20 to find) Unlocked Simple Wooden
Chest (10 hp)

1800 cp, 1100 sp, 80 gp, 2 x diamond (50 gp),


bloodstone (50 gp), carnelian (50 gp), 3 x citrine (50
gp), sardonyx (50 gp), 2 x star rose quartz (50 gp),
Potion of Climbing (common, dmg 187), 4 x Potion
of Healing (common, dmg 187)

Room #40 North Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #46

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


West Entry Unlocked Strong Wooden Door (20 hp)

Room Features A stack of barrels filled with rotting fruit stands


against the south wall, and a creaking sound can be
heard in the west side of the room

Room #41 West Entry Locked Simple Wooden Door (DC 25 to open, DC 15
to break; 10 hp)
→ Leads to room #44, inhabited by Hobgoblin
Devastator and 1 x Hobgoblin
East Entry Archway
→ Leads to room #8

Empty

Room #42 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #28
South Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #30

Room Features A ruined siege weapon sits in the east side of the
room, and several broken arrows are scattered
throughout the room
Monster 7 x Gnoll (cr 1/2, mm 163); hard, 700 xp

Treasure: 22 sp; 11 gp; 21 sp; 17 cp; 12 cp; 17 cp;


16 sp
Room #43 East Entry #1 Locked Strong Wooden Door (DC 20 to open, DC 20
to break; 20 hp)
East Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)

South Entry #1 Archway


→ Leads to room #11

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


Trap Net Trap: DC 10 to find, DC 15 to disable; affects all
targets within a 10 ft. square area, DC 10 save or
become restrained

Hidden Treasure Hidden (DC 20 to find) Locked Simple Wooden


Chest (DC 15 to unlock, DC 15 to break; 10 hp)

2600 cp, 1500 sp, 110 gp, 3 x diamond (50 gp),


bloodstone (50 gp), chalcedony (50 gp), jasper (50
gp), onyx (50 gp), 2 x quartz (50 gp), Spell Scroll
(Sacred Flame) (common, dmg 200), Spell Scroll
(Charm Person) (common, dmg 200), Spell Scroll
(Healing Word) (common, dmg 200)

Room #44 North Entry #1 Locked Strong Wooden Door (DC 25 to open, DC 20
to break; 20 hp)
→ Leads to room #26

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


East Entry Locked Simple Wooden Door (DC 25 to open, DC 15
to break; 10 hp)
→ Leads to room #41

Room Features Someone has scrawled "Mind the gap" on the west
wall, and mysterious levers and mechanisms cover
the north and south walls
Monster Hobgoblin Devastator (cr 4, motm 153, vgm 161)
and 1 x Hobgoblin (cr 1/2, mm 186); medium, 1200
xp

Treasure: 1 pp; 20 sp

Room #45 North Entry Locked Strong Wooden Door (DC 20 to open, DC 20
to break; 20 hp)

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


Empty

Room #46 North Entry Unlocked Good Wooden Door (15 hp)

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


→ Leads to room #40

Room Features An altar of evil sits in the south-east corner of the


room, and a pile of iron blobs lies in the east side of
the room
Room #47 East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #31, inhabited by Hobgoblin and
4 x Goblin

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


Monster 2 x Adult Kruthik (cr 2, motm 169, mtf 212); medium,
900 xp

Treasure: 8 gp; 9 gp

Room #48 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #25, inhabited by 8 x Firenewt
Warrior
South Entry #1 Unlocked Simple Wooden Door (10 hp)
→ Leads to room #21

South Entry #2 Archway

Room Features Mysterious levers and mechanisms cover the west


wall, and a pile of spoiled meat lies in the north side
of the room

Room #49 North Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #7

South Entry #1 Archway


→ Leads to room #15, inhabited by 2 x Hobgoblin
and 1 x Bugbear
South Entry #2 Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp)

Room Features A narrow shaft falls into the room from above, and
the north and west walls are covered with mould

Random Dungeon Generator


http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License
The Warrens of Zeiram the Lich lvl1-6 05
Level 5
General History The dungeon was created by a chaotic evil sorcerer
as a lair. Its creator was destroyed by a natural
disaster, and the dungeon has been attacked and
abandoned many times since then.
Size Tiny (35 x 45)

Walls Reinforced Masonry (DC 15 to climb)


Floor Sand

Temperature Average

Illumination Average (shadowy in corridors, lamps or torches in


most rooms)

Corridor Features a Poisoned Net Trap: DC 15 to find, DC 10 to disable;


affects all targets within a 10 ft. square area, DC 12
save or take 4d10 poison damage and become
restrained, half damage on a successful save
c Numerous pillars line the corridor

e A fountain of water sits in an alcove here

i A tile labyrinth covers the floor


m Concealed Pit with Spikes: DC 10 to find, DC 10 to
disable; affects all targets entering a 10 ft. square
area, DC 12 save or take 4d10 damage

Wandering Monsters 1 Hobgoblin Warlord (cr 6, mm 187) and 3 x Hobgoblin


(cr 1/2, mm 186); deadly, 2600 xp, returning to their
lair with plunder

2 Yuan-ti Mind Whisperer (cr 4, motm 274, vgm 204)


and 4 x Yuan-ti Pureblood (cr 1, mm 310); hard,
1900 xp, tracking the party

3 Gnoll Fang of Yeenoghu (cr 4, mm 163) and 4 x Maw


Demon (cr 1, motm 176, vgm 137); hard, 1900 xp,
searching for an object stolen from their lair
4 Yuan-ti Pit Master (cr 5, motm 276, vgm 206) and 2 x
Yuan-ti Pureblood (cr 1, mm 310); deadly, 2200 xp,
actively patrolling their territory

5 Gnoll Pack Lord (cr 2, mm 163) and 8 x Gnoll (cr 1/2,


mm 163); hard, 1250 xp, tracking the party

6 Yuan-ti Pit Master (cr 5, motm 276, vgm 206) and 1 x


Yuan-ti Pureblood (cr 1, mm 310); medium, 2000 xp,
hunting for food

Room #1 West Entry Archway


Room Features A tile labyrinth covers the floor, and someone has
scrawled "Lightning comes before thunder" on the
west wall

Room #2 East Entry Archway

Empty
Room #3 East Entry Archway
Room Features A tile labyrinth covers the floor, and a pile of rotting
wood lies in the center of the room

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Some content used under the terms of the Open Gaming License
The Warrens of Zeiram the Lich lvl1-6 06
Level 6
General History The dungeon was created by kuo-toa as a tomb. It
was eventually conquered by invaders, and has
fallen to ruin and been rebuilt many times since then.
Size Small (39 x 51)

Walls Superior Masonry (DC 20 to climb)

Floor Sand
Temperature Average

Illumination Shadowy (phosphorescent fungus or candles every


20 ft.)

Corridor Features a A toppled statue lies across the corridor


c A fountain of water sits in an alcove here

e Numerous pillars line the corridor

i Burning torches in iron sconces line the corridor


m A stream of blood cuts across the corridor

n Greater Acid Spray: DC 15 to find, DC 20 to disable;


affects all targets within a 20 ft. cone, DC 17 save or
take 4d10 acid damage for 1d4 rounds
r Numerous pillars line the corridor

s The walls here have been engraved with alien


symbols

u A 10-foot wide chasm cuts across the corridor

v Teleporter Crystal: DC 20 to find, DC 10 to disable;


affects each creature which touches the crystal, DC
11 save or be teleported to another location

Wandering Monsters 1 7 x Dust Mephit (cr 1/2, mm 215); easy, 700 xp,
tracking the party

2 Kruthik Hive Lord (cr 5, motm 169, mtf 212) and 3 x


Adult Kruthik (cr 2, motm 169, mtf 212); deadly, 3150
xp, tracking the party

3 Hobgoblin Warlord (cr 6, mm 187) and 1 x Hobgoblin


(cr 1/2, mm 186); medium, 2400 xp, lost and
desperate

4 Yuan-ti Pit Master (cr 5, motm 276, vgm 206) and 1 x


Yuan-ti Pureblood (cr 1, mm 310); easy, 2000 xp,
tracking the party
5 Lamia (cr 4, mm 201) and 3 x Jackalwere (cr 1/2,
mm 193); medium, 1400 xp, wandering senselessly

6 Hobgoblin (cr 1/2, mm 186) and 12 x Goblin (cr 1/4,


mm 166); easy, 700 xp, scavenging for food and
treasure
Room #1 East Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Teleporter Crystal: DC 10 to find, DC 15 to
disable; affects each creature which touches the
crystal, DC 11 save or be teleported to another
location

Room Features Numerous pillars line the east and west walls, and
the south and east walls are covered with scorch
marks

Monster Kobold Dragonshield (cr 1, motm 163, vgm 165) and


10 x Kobold (cr 1/8, mm 195); easy, 450 xp

Treasure: 12 gp; 1 pp; 12 sp; 12 sp; 10 sp; 17 sp; 18


cp; 23 cp; 19 sp; 7 sp; 16 sp

Room #2 East Entry #1 Secret (DC 20 to find) Unlocked Simple Wooden


Door (10 hp)
Ⓢ The door is concealed behind an area of slime

East Entry #2 Locked Good Wooden Door (DC 10 to open, DC 15


to break; 15 hp) (slides down)

South Entry #1 Secret (DC 20 to find) Trapped and Unlocked Simple


Wooden Door (10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ One-way Door: DC 10 to find, DC 10 to disable

South Entry #2 Secret (DC 15 to find) Locked Iron Door (DC 15 to


open, DC 30 to break; 60 hp)
Ⓢ The door is concealed by an illusion

Monster Yuan-ti Nightmare Speaker (cr 4, motm 275, vgm


205) and 1 x Yuan-ti Pureblood (cr 1, mm 310);
easy, 1300 xp

Treasure: 17 cp; 17 sp

Room #3 East Entry #1 Secret (DC 25 to find) Locked Iron Door (DC 10 to
open, DC 30 to break; 60 hp)
Ⓢ The door is concealed behind a tapestry of vile
acts

East Entry #2 Locked Simple Wooden Door (DC 10 to open, DC 15


to break; 10 hp)

South Entry Locked Simple Wooden Door (DC 10 to open, DC 15


to break; 10 hp)

Monster 5 x Yuan-ti Broodguard (cr 2, motm 273, vgm 203)


and 1 x Yuan-ti Malison (cr 3, mm 309); deadly,
2950 xp

Treasure: 11 ep; 19 cp; 11 gp; 10 ep; 16 cp; 13 cp


Room #4 North Entry Trapped and Locked Strong Wooden Door (DC 15 to
open, DC 20 to break; 20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +9
to hit against one target, 10d10 piercing damage
West Entry Locked Good Wooden Door (DC 25 to open, DC 15
to break; 15 hp)

South Entry Secret (DC 20 to find) Trapped and Stuck Strong


Wooden Door (DC 15 to break; 20 hp) (slides up)
Ⓢ The door is concealed behind a statue of a
medusa, and opened by uncovering her eyes
Ⓣ Rune of Confusion: DC 15 to find, DC 10 to
disable; affects all targets within 10 ft., DC 19 save or
become confused (phb 224) for 1d4 rounds

Empty

Room #5 West Entry Trapped and Stuck Iron Door (DC 25 to break; 60
hp) (slides to one side)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8
to hit against one target, 4d10 piercing damage
East Entry Trapped and Stuck Iron Door (DC 25 to break; 60
hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 15 to
disable; affects each creature which touches the
crystal, DC 19 save or be teleported to another
location
South Entry Locked Stone Door (DC 20 to open, DC 25 to break;
60 hp)

Empty

Room #6 East Entry #1 Secret (DC 20 to find) Trapped and Unlocked Strong
Wooden Door (20 hp)
Ⓢ The door is concealed by an illusion
Ⓣ Fire Spray: DC 10 to find, DC 15 to disable;
affects all targets within a 20 ft. cone, DC 15 save or
take 4d10 fire damage
East Entry #2 Locked Good Wooden Door (DC 25 to open, DC 15
to break; 15 hp)

Monster Hobgoblin Devastator (cr 4, motm 153, vgm 161)


and 9 x Hobgoblin (cr 1/2, mm 186); hard, 2000 xp

Treasure: 12 ep; 14 cp; 4 gp; 15 sp; 11 sp; 8 sp; 13


ep; 12 sp; 14 sp; 7 sp

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Some content used under the terms of the Open Gaming License
The Warrens of Zeiram the Lich lvl1-7 07
Level 7
General History The dungeon was created by kuo-toa as a lair. Its creators were destroyed
by a magical catastrophe, and the dungeon has been attacked and
abandoned many times since then.
Size Huge (73 x 73)
Walls Reinforced Masonry (DC 15 to climb)
Floor Sand
Temperature Cool
Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)

Corridor Features a A narrow shaft descends from the corridor into a midden chamber below
c A large demonic idol with ruby eyes sits in an alcove here
e An iron chandelier hangs from the ceiling here
i Thunder Blaster: DC 15 to find, DC 10 to disable; affects all targets within a
20 ft. cone, DC 15 save or take 4d10 thunder damage and become
deafened for 1d4 rounds
m The walls here have been engraved with glowing symbols
n A chute falls into the corridor from above
r Someone has scrawled "The Guild of the Black Wyvern killed a demon
here" here
s A 15-foot wide chasm cuts across the corridor
u Withered corpses are nailed to the corridor walls
v A narrow shaft descends from the corridor into a plundered tomb below
w A group of demonic faces have been carved into the walls
x Someone has scrawled "Shimmerka died here, his spirit broken" in blood
here
z Several alcoves are cut into the walls here

Wandering Monsters 1 8 x Firenewt Warrior (cr 1/2, motm 125, vgm 142); easy, 800 xp, bloodied
and fleeing a more powerful enemy
2 Yuan-ti Mind Whisperer (cr 4, motm 274, vgm 204) and 7 x Yuan-ti
Pureblood (cr 1, mm 310); hard, 2500 xp, returning to their lair with plunder
3 4 x Young Kruthik (cr 1/8, motm 168, mtf 211) and 6 x Adult Kruthik (cr 2,
motm 169, mtf 212); hard, 2800 xp, gathered around an evil shrine
4 Ogre Chain Brute (cr 3, motm 201, mtf 221) and 3 x Ogre (cr 2, mm 237);
medium, 2050 xp, wandering senselessly
5 Kruthik Hive Lord (cr 5, motm 169, mtf 212) and 3 x Adult Kruthik (cr 2,
motm 169, mtf 212); hard, 3150 xp, wielding bizarre eldritch powers

6 Young Brass Dragon (cr 6, mm 105); easy, 2300 xp, returning to their lair
with plunder
Room #1 North Entry #1 Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides to one side)
Ⓢ The door is concealed within a mosaic of geometric patterns
→ Leads to room #57, inhabited by 15 x Firenewt Warrior

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


Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +3 to hit against one
target, 2d10 slashing damage
→ Leads to room #41, inhabited by Young Blue Dragon and 2 x Hobgoblin
North Entry #3 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
→ Leads to room #42
North Entry #4 Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +4 to hit against one
target, 2d10 cold damage
→ Leads to room #58, inhabited by Yuan-ti Mind Whisperer and 7 x Yuan-
ti Pureblood
North Entry #5 Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
→ Leads to room #24
East Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
South Entry #1 Secret (DC 25 to find) Locked Iron Door (DC 20 to open, DC 30 to break;
60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
South Entry #2 Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #48, inhabited by Kruthik Hive Lord and 4 x Adult Kruthik
Room Features An altar of evil sits in the west side of the room, and a pile of rotten fruit lies
in the north side of the room

Room #2 North Entry #1 Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
→ Leads to room #46, inhabited by Firenewt Warlock of Imix and 9 x
Firenewt Warrior
North Entry #2 Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
→ Leads to room #45, inhabited by Firenewt Warlock of Imix and 8 x
Firenewt Warrior
West Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit against one
target, 4d10 piercing damage
South Entry #1 Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides
down)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +3 to hit against one
target, 2d10 piercing damage
→ Leads to room #59
South Entry #2 Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
→ Leads to room #60
Monster Yuan-ti Pit Master (cr 5, motm 276, vgm 206) and 2 x Yuan-ti Pureblood (cr
1, mm 310); hard, 2200 xp

Treasure: 900 cp, 6000 sp, 2800 gp, 90 pp, a bloodstone rod inlaid with a
meandros of platinum (250 gp), a fine porcelain tile adorned with gold and a
coat of arms in relief (250 gp), Spell Scroll (Command) (common, dmg
200), Potion of Greater Healing (uncommon, dmg 187), 4 x Potion of
Healing (common, dmg 187)
Room #3 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Symbol of Hypnosis: DC 15 to find, DC 15 to disable; affects all targets
within 10 ft., DC 13 save or become incapacitated for 1d4 rounds
West Entry #1 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
West Entry #2 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
South Entry Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is located above a small stone dais and concealed behind a
tapestry of arcane patterns
→ Leads to room #10
Empty

Room #4 North Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #8, inhabited by 4 x Young Kruthik and 6 x Adult Kruthik
South Entry #1 Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
South Entry #2 Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
up)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +7 to hit against one
target, 4d10 piercing damage
→ Leads to room #9
Room Features A magical idol of a god of light in the south side of the room heals all
wounds of whomever sacrifices a gemstone upon it (but only once), and a
circle of tall stones stands in the north-east corner of the room
Monster Flind (cr 9, motm 127, vgm 153) and 2 x Gnoll (cr 1/2, mm 163); hard, 5200
xp

Treasure: 1100 cp, 8000 sp, 2300 gp, 110 pp, diamond (100 gp), 2 x pearl
(100 gp), garnet (100 gp), jade (100 gp), jet (100 gp), spinel (100 gp),
tourmaline (100 gp)

Room #5 North Entry Secret (DC 15 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed behind a pile of skulls
East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20
hp)
South Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ One-way Door: DC 15 to find, DC 10 to disable
→ Leads to room #7
Empty

Room #6 North Entry #1 Secret (DC 20 to find) Locked Good Wooden Door (DC 25 to open, DC 15
to break; 15 hp)
Ⓢ The door is concealed behind a statue of an elemental salamander, and
opened by setting it aflame
North Entry #2 Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind an area of mould
→ Leads to room #11, inhabited by Ogre Chain Brute and 1 x Ogre
North Entry #3 Secret (DC 25 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed by an illusion
West Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
East Entry Secret (DC 15 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
(magically reinforced, disadvantage to break)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features A narrow shaft descends from the room into a plundered tomb below, and
someone has scrawled "Abandon all hope" on the south wall
Room #7 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ One-way Door: DC 15 to find, DC 10 to disable
→ Leads to room #5
East Entry Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break;
15 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each creature
which touches the trigger, DC 13 save or take 4d10 damage
Room Features The room has a high domed ceiling, and an unidentifiable odor fills the
room

Room #8 West Entry #1 Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is located several feet above the floor and concealed behind a
tapestry of a legendary battle
West Entry #2 Trapped and Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
(slides to one side)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
East Entry #1 Secret (DC 15 to find) Trapped and Locked Good Wooden Door (DC 20 to
open, DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Ice Dart Trap: DC 10 to find, DC 15 to disable; +7 to hit against one
target, 4d10 cold damage
East Entry #2 Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
(slides to one side)
→ Leads to room #37, inhabited by 6 x Gnoll and 1 x Maw Demon
South Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #4, inhabited by Flind and 2 x Gnoll
Room Features A group of demonic faces have been carved into the west wall, and the
sound of rushing water can be faintly heard near the west wall
Monster 4 x Young Kruthik (cr 1/8, motm 168, mtf 211) and 6 x Adult Kruthik (cr 2,
motm 169, mtf 212); hard, 2800 xp

Treasure: 5 pp; 14 cp; 22 cp; 17 cp; 2 pp; 13 sp; 26 cp; 20 sp; 15 sp; 14 cp

Room #9 North Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
up)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +7 to hit against one
target, 4d10 piercing damage
→ Leads to room #4, inhabited by Flind and 2 x Gnoll
Empty

Room #10 North Entry Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is located above a small stone dais and concealed behind a
tapestry of arcane patterns
→ Leads to room #3

West Entry Trapped and Locked Simple Wooden Door (DC 20 to open, DC 15 to break;
10 hp)
Ⓣ Thunderstone Mine: DC 10 to find, DC 10 to disable; affects all targets
within 20 ft., DC 14 save or take 4d10 thunder damage and become
deafened for 1d4 rounds
East Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Teleporter Crystal: DC 10 to find, DC 15 to disable; affects each
creature which touches the crystal, DC 12 save or be teleported to another
location
Room Features Someone has scrawled "For the glory of Emirkol the Chaotic" in orcish
runes on the south wall, and a pile of rotten fruit lies in the south side of the
room
Room #11 West Entry Locked Simple Wooden Door (DC 10 to open, DC 15 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 behind an area of mould
→ Leads to room #6
Room Features The floor is covered in perfect hexagonal tiles, and someone has scrawled
"Stay low" in orcish runes on the west wall
Monster Ogre Chain Brute (cr 3, motm 201, mtf 221) and 1 x Ogre (cr 2, mm 237);
easy, 1150 xp

Treasure: 13 ep; 10 sp

Room #12 North Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
West Entry #1 Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
West Entry #2 Trapped and Unlocked Iron Door (60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +3 to hit against one
target, 2d10 piercing damage
Empty

Room #13 North Entry Secret (DC 15 to find) Locked Iron Door (DC 25 to open, DC 30 to break;
60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
East Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Empty

Room #14 West Entry #1 Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
West Entry #2 Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Falling Block: DC 15 to find, DC 15 to disable; affects all targets within
a 10 ft. square area, DC 11 save or take 2d10 damage
South Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
→ Leads to room #16
Room Features A tile mosaic of legendary monsters covers the floor, and a sulphurous odor
fills the south-west corner of the room
Monster Wight (cr 3, mm 300) and 4 x Zombie (cr 1/4, mm 316); easy, 900 xp

Treasure: 13 cp; 11 gp; 6 gp; 19 sp; 17 cp

Room #15 West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
South Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
Monster Hobgoblin Warlord (cr 6, mm 187) and 6 x Hobgoblin (cr 1/2, mm 186);
deadly, 2900 xp

Treasure: 700 cp, 5000 sp, 2500 gp, 120 pp, a fine leather mantle sewn
with gold (250 gp), a fine porcelain cup gilded and painted with mythical
creatures (250 gp), a lacquered wooden coffer engraved with a labyrinth
(250 gp), a pair of silk gloves threaded with electrum (250 gp), Immovable
Rod (uncommon, dmg 175), Potion of Greater Healing (uncommon, dmg
187), Potion of Growth (uncommon, dmg 187)

Room #16 North Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
→ Leads to room #14, inhabited by Wight and 4 x Zombie
West Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +3 to hit against one
target, 2d10 piercing damage
South Entry Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved
from stone
Empty
Room #17 West Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
East Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
Monster Lamia (cr 4, mm 201) and 6 x Tribal Warrior (cr 1/8, mm 350); medium,
1250 xp

Treasure: 8 ep; 9 ep; 7 gp; 15 cp; 24 cp; 11 gp; 10 gp

Room #18 North Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #33
Room Features A stone stair ascends towards the north wall, and a wooden ladder rests
against the north wall
Monster Yuan-ti Malison (cr 3, mm 309) and 2 x Yuan-ti Pureblood (cr 1, mm 310);
easy, 1100 xp

Treasure: 18 sp; 10 gp; 12 cp


Hidden Treasure Hidden (DC 25 to find) Locked Iron Chest (DC 25 to unlock, DC 30 to
break; 60 hp)

800 cp, 5000 sp, 2300 gp, 80 pp, 4 x diamond (50 gp), jasper (50 gp),
sardonyx (50 gp), 2 x zircon (50 gp), Spell Scroll (Cloud of Daggers)
(uncommon, dmg 200), 3 x Potion of Healing (common, dmg 187)

Room #19 North Entry #1 Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break;
20 hp)
Ⓣ Rune of Dread: DC 10 to find, DC 15 to disable; affects all targets
within 10 ft., DC 12 save or become frightened for 1d4 rounds
North Entry #2 Trapped and Locked Good Wooden Door (DC 20 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 11 save or take 2d10 damage
South Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +8 to hit against one
target, 4d10 slashing damage
→ Leads to room #36
Room Features A stone dais sits in the east side of the room, and someone has scrawled
"No secret door here" in orcish runes on the south wall
Monster Yuan-ti Mind Whisperer (cr 4, motm 274, vgm 204) and 6 x Yuan-ti
Pureblood (cr 1, mm 310); hard, 2300 xp

Treasure: 15 sp; 2 pp; 18 sp; 11 gp; 14 ep; 7 gp; 20 sp

Room #20 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
South Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ Earthmaw Trap: DC 10 to find, DC 15 to disable; +8 to hit against one
target, 4d10 piercing damage
→ Leads to room #35, inhabited by Blue Dragon Wyrmling and 9 x Kobold
Monster Yuan-ti Pit Master (cr 5, motm 276, vgm 206) and 6 x Yuan-ti Pureblood (cr
1, mm 310); deadly, 3000 xp

Treasure: 700 cp, 6000 sp, 2300 gp, 90 pp, a copper cup engraved with
draconic scales (25 gp), a rosewood rod engraved with arcane runes (25
gp), a set of crystal dice (25 gp), a steel ring brooch set with a single pearl
(25 gp), a stoneware bowl embossed with draconic runes (25 gp), an
agateware salt cellar painted with garden imagery (25 gp), an obsidian bowl
engraved with draconic runes (25 gp), Spell Scroll (Spider Climb)
(uncommon, dmg 200), 4 x Potion of Healing (common, dmg 187)
Room #21 South Entry Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
Room Features Several headless statues are scattered throughout the room, and someone
has scrawled "They ate Amathama" on the south wall
Hidden Treasure Locked Iron Chest (DC 20 to unlock, DC 30 to break; 60 hp)

700 cp, 8000 sp, 1500 gp, 120 pp, a pair of fine leather shoes sewn with
electrum (250 gp), a porcelain ewer adorned with silver and a castle in relief
(250 gp), a porcelain ewer adorned with silver and a hydra in relief (250 gp),
an electrum ring set with black sapphire and ruby (250 gp), an ivory scepter
engraved with draconic scales (250 gp), Sword of Sharpness (longsword)
(very rare, dmg 206)

Room #22 West Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each creature
which touches the trigger, DC 13 save or take 4d10 damage
→ Leads to room #60
South Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +6 to hit against one
target, 4d10 slashing damage
Room Features Numerous pillars line the north wall, and an overwhelming stench fills the
room
Monster Gnoll Fang of Yeenoghu (cr 4, mm 163) and 11 x Gnoll Witherling (cr 1/4,
motm 145, vgm 155); hard, 1650 xp

Treasure: 11 gp; 13 sp; 13 cp; 15 gp; 11 gp; 12 gp; 10 cp; 12 sp; 15 sp; 22
sp; 14 cp; 11 sp

Room #23 North Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
→ Leads to room #32
East Entry Secret (DC 15 to find) Stuck Stone Door (DC 20 to break; 60
hp)
Ⓢ A stone statue and section of wall pivots smoothly
→ Leads to room #57, inhabited by 15 x Firenewt Warrior
Empty

Room #24 East Entry #1 Trapped and Unlocked Iron Door (60 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +6 to hit against one
target, 4d10 slashing damage
East Entry #2 Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to disable; +12 to hit against one
target, 10d10 slashing damage
South Entry Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
→ Leads to room #1
Empty

Room #25 North Entry #1 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 2d10 damage
→ Leads to room #53, inhabited by Yuan-ti Mind Whisperer and 9 x Yuan-
ti Pureblood
North Entry #2 Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
South Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
Monster 15 x Gnoll (cr 1/2, mm 163) and 1 x Maw Demon (cr 1, motm 176, vgm
137); deadly, 1700 xp

Treasure: 900 cp, 7000 sp, 1800 gp, 90 pp, a brass longsword set with a
rosette of hematite (25 gp), a cloth sash threaded with silver (25 gp), a
copper medallion etched with arcane runes (25 gp), a fine leather mantle
trimmed with rabbit fur (25 gp), a leather armor tooled with arcane runes (25
gp), a linen sash threaded with copper (25 gp), a wooden scepter inlaid with
ornate silver scrollwork (25 gp), an earthenware tureen painted with floral
imagery (25 gp), Potion of Supreme Healing (very rare, dmg 187)
Room #26 North Entry Secret (DC 25 to find) Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved
from stone
→ Leads to room #54
East Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
South Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 15 to disable; one target, 4d10
force damage
Room Features A tapestry of arcane patterns hangs from the west wall, and a corroded
mace lies in the north-east corner of the room

Room #27 North Entry Trapped and Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
Ⓣ Fire Spray: DC 15 to find, DC 10 to disable; affects all targets within a
20 ft. cone, DC 14 save or take 4d10 fire damage
West Entry Secret (DC 15 to find) Locked Simple Wooden Door (DC 15 to open, DC 15
to break; 10 hp)
Ⓢ The door is located near the ceiling and concealed behind an area of
slime
Hidden Treasure Hidden (DC 20 to find) Unlocked Good Wooden Chest (15 hp)

900 cp, 9000 sp, 1800 gp, 80 pp, 7 x diamond (50 gp), citrine (50 gp),
jasper (50 gp), onyx (50 gp), zircon (50 gp)

Room #28 North Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
East Entry Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break;
20 hp) (slides to one side)
Ⓣ Magic Missle Trap: DC 10 to find, DC 20 to disable; one target, 4d10
force damage
Room Features Someone has scrawled "Ferdo Cottunn fell here, his luck ran out before his
arrows" in blood on the east wall, and a pile of corroded iron spikes lies in
the north-west corner of the room

Room #29 West Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
East Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Rune of Dread: DC 15 to find, DC 10 to disable; affects all targets
within 10 ft., DC 19 save or become frightened for 1d4 rounds
South Entry Trapped and Locked Strong Wooden Door (DC 20 to open, DC 20 to break;
20 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +3 to hit against one
target, 2d10 slashing damage
→ Leads to room #40, inhabited by 8 x Hobgoblin
Room Features A chute descends from the room into the next dungeon level down, and a
rusted axe lies in the south-east corner of the room
Monster 2 x Young Kruthik (cr 1/8, motm 168, mtf 211) and 2 x Adult Kruthik (cr 2,
motm 169, mtf 212); easy, 950 xp

Treasure: 14 sp; 15 cp; 19 cp; 19 cp

Room #30 East Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +8 to hit against one
target, 4d10 piercing damage
South Entry Secret (DC 25 to find) Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is located several feet above the floor and concealed behind
an area of slime
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets within
a 10 ft. square area, DC 13 save or take 4d10 damage
→ Leads to room #39, inhabited by Kobold Scale Sorcerer and 11 x
Kobold

Room Features A tile mosaic of ancient mythology covers the floor, and a grinding noise
can be heard in the south-west corner of the room
Room #31 East Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Monster Kobold Scale Sorcerer (cr 1, motm 165, vgm 167) and 15 x Kobold (cr 1/8,
mm 195); easy, 575 xp

Treasure: 17 sp; 9 sp; 17 sp; 13 sp; 13 sp; 17 cp; 9 gp; 8 cp; 8 sp; 11 ep; 14
ep; 14 sp; 19 cp; 9 sp; 15 ep; 12 sp

Room #32 North Entry Secret (DC 20 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
→ Leads to room #37, inhabited by 6 x Gnoll and 1 x Maw Demon
West Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
South Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
→ Leads to room #23
Room Features Numerous pillars line the south wall, and a warped spear lies in the east
side of the room
Trap Shrine of Evil: DC 15 to find, DC 20 to disable; affects good creatures which
touch the shrine, DC 15 save or take 4d10 damage

Room #33 North Entry Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break;
15 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +7 to hit against one
target, 4d10 piercing damage
South Entry #1 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
South Entry #2 Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #18, inhabited by Yuan-ti Malison and 2 x Yuan-ti
Pureblood
Empty

Room #34 West Entry Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides down)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features A stream of water flows along a channel in the floor, and the north and west
walls are covered with goblin graffiti
Monster 11 x Dust Mephit (cr 1/2, mm 215) and 1 x Ghoul (cr 1, mm 148); medium,
1300 xp

Treasure: 21 sp; 23 cp; 17 cp; 11 sp; 24 cp; 19 cp; 5 gp; 21 cp; 24 cp; 18
cp; 13 sp; 16 cp
Trap Rune of Paralyzation: DC 15 to find, DC 15 to disable; affects all targets
within 10 ft., DC 11 save or become paralyzed for 1d4 rounds

Room #35 North Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ Earthmaw Trap: DC 10 to find, DC 15 to disable; +8 to hit against one
target, 4d10 piercing damage
→ Leads to room #20, inhabited by Yuan-ti Pit Master and 6 x Yuan-ti
Pureblood
East Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
South Entry #1 Secret (DC 25 to find) Locked Iron Door (DC 25 to open, DC 30 to break;
60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
South Entry #2 Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
(slides to one side)
Ⓢ The door is located above a small stone dais and concealed behind a
pile of broken stone
Room Features A tile mosaic of a demonic god covers the floor, and several pieces of
rotten bread are scattered throughout the room
Monster Blue Dragon Wyrmling (cr 3, mm 91) and 9 x Kobold (cr 1/8, mm 195);
easy, 925 xp

Treasure: 3 pp; 10 gp; 12 sp; 16 sp; 23 cp; 11 sp; 14 cp; 16 sp; 17 sp; 16 sp
Room #36 North Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +8 to hit against one
target, 4d10 slashing damage
→ Leads to room #19, inhabited by Yuan-ti Mind Whisperer and 6 x Yuan-
ti Pureblood
East Entry #1 Secret (DC 15 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is concealed within a mosaic of a god of trickery
→ Leads to room #55, inhabited by Young Brass Dragon
East Entry #2 Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +8 to hit against one
target, 4d10 piercing damage
Room Features Spirals of gray stones cover the floor, and a dagger hilt lies in the south-
east corner of the room

Room #37 North Entry Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is located several feet above the floor and concealed behind
an area of fungus
West Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
(slides to one side)
→ Leads to room #8, inhabited by 4 x Young Kruthik and 6 x Adult Kruthik

South Entry Secret (DC 20 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
→ Leads to room #32
Monster 6 x Gnoll (cr 1/2, mm 163) and 1 x Maw Demon (cr 1, motm 176, vgm 137);
easy, 800 xp

Treasure: 17 cp; 12 sp; 17 ep; 2 pp; 19 cp; 11 sp; 1 pp

Room #38 North Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp) (slides down)
Room Features The floor is covered in perfect hexagonal tiles, and a putrid odor fills the
room
Monster Firenewt Warlock of Imix (cr 1, motm 125, vgm 143) and 15 x Firenewt
Warrior (cr 1/2, motm 125, vgm 142); deadly, 1700 xp

Treasure: 300 cp, 6000 sp, 3400 gp, 130 pp


Trap Ice Spear Trap: DC 15 to find, DC 20 to disable; +8 to hit against one
target, 4d10 cold damage
Hidden Treasure Hidden (DC 20 to find) Locked Simple Wooden Chest (DC 20 to unlock, DC
15 to break; 10 hp)

500 cp, 7000 sp, 2600 gp, 160 pp, diamond (100 gp), amber (100 gp), coral
(100 gp), jade (100 gp), jet (100 gp), 3 x pearl (100 gp)
Room #39 North Entry Secret (DC 25 to find) Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is located several feet above the floor and concealed behind
an area of slime
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets within
a 10 ft. square area, DC 13 save or take 4d10 damage
→ Leads to room #30
South Entry Trapped and Unlocked Stone Door (60 hp) (slides down)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within
a 10 ft. square area, DC 14 save or take 4d10 damage
Room Features A magical altar in the south-west corner of the room summons an air
elemental to serve whomever sacrifices a magical item upon it (but only
once), and a narrow shaft falls into the room from above
Monster Kobold Scale Sorcerer (cr 1, motm 165, vgm 167) and 11 x Kobold (cr 1/8,
mm 195); easy, 475 xp

Treasure: 13 cp; 5 ep; 10 gp; 23 cp; 16 sp; 22 cp; 16 cp; 12 cp; 11 ep; 15
ep; 7 gp; 13 sp

Room #40 North Entry #1 Secret (DC 25 to find) Locked Iron Door (DC 15 to open, DC 30 to break;
60 hp)
Ⓢ The door is concealed within an upright sarcophagus

North Entry #2 Trapped and Locked Strong Wooden Door (DC 20 to open, DC 20 to break;
20 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +3 to hit against one
target, 2d10 slashing damage
→ Leads to room #29, inhabited by 2 x Young Kruthik and 2 x Adult Kruthik

South Entry Secret (DC 15 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is concealed within a mosaic of legendary monsters

Monster 8 x Hobgoblin (cr 1/2, mm 186); easy, 800 xp

Treasure: 14 sp; 14 gp; 18 sp; 16 cp; 23 cp; 16 sp; 18 sp; 14 cp

Trap Thunder Blaster: DC 15 to find, DC 15 to disable; affects all targets within a


20 ft. cone, DC 15 save or take 4d10 thunder damage and become
deafened for 1d4 rounds

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

700 cp, 5000 sp, 2400 gp, 80 pp, 2 x diamond (50 gp), chalcedony (50 gp),
citrine (50 gp), quartz (50 gp), sardonyx (50 gp), star rose quartz (50 gp),
Cloak of Protection (uncommon, dmg 159)

Room #41 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 Trapped and Unlocked Stone Door (60 hp)


Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +3 to hit against one
target, 2d10 slashing damage
→ Leads to room #1
Room Features A faded and torn tapestry hangs from the north wall, and a sundered shield
lies in the center of the room

Monster Young Blue Dragon (cr 9, mm 91) and 2 x Hobgoblin (cr 1/2, mm 186);
hard, 5200 xp

Treasure: 1500 cp, 30 ep; 16 cp; 7 gp


Room #42 North Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +4 to hit against one
target, 2d10 piercing damage
East Entry Secret (DC 15 to find) Trapped and Locked Simple Wooden Door (DC 10 to
open, DC 15 to break; 10 hp)
Ⓢ The door is concealed within a horrific torture device
Ⓣ Fire Spray: DC 15 to find, DC 10 to disable; affects all targets within a
20 ft. cone, DC 15 save or take 4d10 fire damage
→ Leads to room #58, inhabited by Yuan-ti Mind Whisperer and 7 x Yuan-
ti Pureblood

South Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
→ Leads to room #1
Room Features A stone dais and throne sits in the south-west corner of the room, and the
sound of chimes fills the room

Room #43 West Entry Secret (DC 25 to find) Unlocked Stone Door (60 hp)
Ⓢ The door is located near the ceiling and opened by pulling an iron
sconce
→ Leads to room #59
South Entry Secret (DC 15 to find) Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
Ⓢ The door is located near the ceiling and concealed behind an area of
slime

Trap Thunder Blaster: DC 10 to find, DC 15 to disable; affects all targets within a


20 ft. cone, DC 17 save or take 10d10 thunder damage and become
deafened for 1d4 rounds

Hidden Treasure Hidden (DC 20 to find) Locked Iron Chest (DC 15 to unlock, DC 30 to
break; 60 hp)

700 cp, 11000 sp, 2400 gp, 120 pp, 2 x diamond (50 gp), chalcedony (50
gp), 2 x jasper (50 gp), Cloak of Elvenkind (uncommon, dmg 158), Periapt
of Wound Closure (uncommon, dmg 184), Wand of Magic Missiles
(uncommon, dmg 211)

Room #44 South Entry Trapped and Locked Strong Wooden Door (DC 25 to open, DC 20 to break;
20 hp)
Ⓣ Acid Spray: DC 15 to find, DC 20 to disable; affects all targets within a
20 ft. cone, DC 12 save or take 2d10 acid damage for 1d4 rounds

Room Features Someone has scrawled "No, I said it had eleven eyes" on the west wall, and
a metallic odor fills the south-west corner of the room

Room #45 North Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +3 to hit against one
target, 2d10 piercing damage
East Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)

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


→ Leads to room #2, inhabited by Yuan-ti Pit Master and 2 x Yuan-ti
Pureblood
Room Features Several square holes are cut into the ceiling and floor, and water drips from
the ceiling in the east side of the room

Monster Firenewt Warlock of Imix (cr 1, motm 125, vgm 143) and 8 x Firenewt
Warrior (cr 1/2, motm 125, vgm 142); easy, 1000 xp

Treasure: 14 sp; 23 cp; 20 cp; 11 gp; 15 sp; 14 sp; 8 sp; 22 cp; 7 ep


Room #46 West Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
South Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
→ Leads to room #2, inhabited by Yuan-ti Pit Master and 2 x Yuan-ti
Pureblood

Room Features The south and west walls are covered with bloodstains, and a pile of rotting
wood lies in the west side of the room
Monster Firenewt Warlock of Imix (cr 1, motm 125, vgm 143) and 9 x Firenewt
Warrior (cr 1/2, motm 125, vgm 142); easy, 1100 xp

Treasure: 15 cp; 15 sp; 17 cp; 3 pp; 19 sp; 13 gp; 18 cp; 15 sp; 8 sp; 14 ep

Room #47 West Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +5 to hit against one
target, 2d10 cold damage
→ Leads to room #48, inhabited by Kruthik Hive Lord and 4 x Adult Kruthik
East Entry Secret (DC 25 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly

South Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
Room Features Someone has scrawled "Lightning comes before thunder" on the west wall,
and a dagger hilt lies in the north-west corner of the room

Room #48 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #1

East Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +5 to hit against one
target, 2d10 cold damage
→ Leads to room #47
Monster Kruthik Hive Lord (cr 5, motm 169, mtf 212) and 4 x Adult Kruthik (cr 2,
motm 169, mtf 212); deadly, 3600 xp

Treasure: 1100 cp, 11000 sp, 2600 gp, 150 pp, a brass orb set with
chrysoprase and citrine (25 gp), a silver dagger inlaid with electrum (25 gp),
a silver salt cellar engraved with dwarven axeheads (25 gp), a stoneware
salt cellar painted with woodland imagery (25 gp), a wooden coffer
engraved with floral vines (25 gp), Spell Scroll (Vicious Mockery) (common,
dmg 200), Spell Scroll (Detect Thoughts) (uncommon, dmg 200), Spell
Scroll (Silence) (uncommon, dmg 200), Potion of Healing (common, dmg
187)

Room #49 South Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +9 to hit against one
target, 10d10 slashing damage
Empty

Room #50 North Entry Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is located several feet above the floor and concealed behind a
pile of skulls
South Entry Secret (DC 20 to find) Trapped and Stuck Strong Wooden Door (DC 15 to
break; 20 hp) (slides down)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Symbol of Hypnosis: DC 15 to find, DC 15 to disable; affects all targets
within 10 ft., DC 12 save or become incapacitated for 1d4 rounds
Room Features A ladder ascends to a catwalk hanging between the east and west walls,
and a toppled statue lies in the north-east corner of the room
Room #51 East Entry Secret (DC 25 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is located above a small stone dais and concealed behind an
area of fungus
South Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +12 to hit against one
target, 10d10 piercing damage
Room Features A group of demonic faces have been carved into the east wall, and lit
candles are scattered across the floor

Room #52 West Entry #1 Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 20 to disable; one target, 10d10
force damage

West Entry #2 Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides to
one side)
Ⓣ Rune of Hypnosis: DC 15 to find, DC 10 to disable; affects all targets
within 10 ft., DC 19 save or become incapacitated for 1d4 rounds

East Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Falling Block: DC 10 to find, DC 15 to disable; affects all targets within
a 10 ft. square area, DC 10 save or take 2d10 damage
Room Features Someone has scrawled "You cannot kill it with wizardry" on the west wall,
and a rusted chisel lies in the west side of the room

Room #53 South Entry #1 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
South Entry #2 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 2d10 damage
→ Leads to room #25, inhabited by 15 x Gnoll and 1 x Maw Demon

Room Features The ceiling is covered with bloodstains, and a pile of torches lies in the east
side of the room

Monster Yuan-ti Mind Whisperer (cr 4, motm 274, vgm 204) and 9 x Yuan-ti
Pureblood (cr 1, mm 310); deadly, 2900 xp

Treasure: 9 sp; 11 ep; 9 gp; 23 cp; 15 sp; 20 sp; 14 cp; 15 cp; 19 sp; 14 sp

Room #54 North Entry Secret (DC 15 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed behind a pile of skulls

South Entry Secret (DC 25 to find) Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved
from stone
→ Leads to room #26
Empty

Room #55 North Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
West Entry Secret (DC 15 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is concealed within a mosaic of a god of trickery
→ Leads to room #36
South Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable; affects each creature
which touches the lock, DC 15 save or take 4d10 lightning damage
Monster Young Brass Dragon (cr 6, mm 105); easy, 2300 xp

Treasure: 170 gp
Room #56 North Entry Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break;
20 hp)
Ⓣ Rune of Dread: DC 15 to find, DC 10 to disable; affects all targets
within 10 ft., DC 13 save or become frightened for 1d4 rounds
West Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Rune of Fear: DC 10 to find, DC 15 to disable; affects all targets within
10 ft., DC 10 save or become frightened for 1d4 rounds
Empty

Room #57 North Entry Trapped and Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each creature
which touches the trigger, DC 12 save or take 4d10 damage

West Entry Secret (DC 15 to find) Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ A stone statue and section of wall pivots smoothly
→ Leads to room #23

South Entry Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides to one side)
Ⓢ The door is concealed within a mosaic of geometric patterns
→ Leads to room #1
Room Features A narrow shaft descends from the room into a midden chamber below, and
the ceiling is covered with cracks
Monster 15 x Firenewt Warrior (cr 1/2, motm 125, vgm 142); hard, 1500 xp

Treasure: 400 cp, 10000 sp, 2300 gp, 90 pp, black onyx (150 gp), 2 x
diamond (100 gp), 3 x pearl (100 gp), chrysoberyl (100 gp), 3 x coral (100
gp), Ring of Water Walking (uncommon, dmg 193), Wand of Web
(uncommon, dmg 212)

Room #58 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +5 to hit against one
target, 2d10 slashing damage

West Entry Secret (DC 15 to find) Trapped and Locked Simple Wooden Door (DC 10 to
open, DC 15 to break; 10 hp)
Ⓢ The door is concealed within a horrific torture device
Ⓣ Fire Spray: DC 15 to find, DC 10 to disable; affects all targets within a
20 ft. cone, DC 15 save or take 4d10 fire damage
→ Leads to room #42
South Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +4 to hit against one
target, 2d10 cold damage
→ Leads to room #1

Monster Yuan-ti Mind Whisperer (cr 4, motm 274, vgm 204) and 7 x Yuan-ti
Pureblood (cr 1, mm 310); hard, 2500 xp

Treasure: 14 sp; 14 gp; 22 sp; 17 sp; 11 sp; 2 pp; 12 sp; 19 cp

Room #59 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides
down)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +3 to hit against one
target, 2d10 piercing damage
→ Leads to room #2, inhabited by Yuan-ti Pit Master and 2 x Yuan-ti
Pureblood

East Entry Secret (DC 25 to find) Unlocked Stone Door (60 hp)
Ⓢ The door is located near the ceiling and opened by pulling an iron
sconce
→ Leads to room #43
Empty
Room #60 North Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
→ Leads to room #2, inhabited by Yuan-ti Pit Master and 2 x Yuan-ti
Pureblood

East Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each creature
which touches the trigger, DC 13 save or take 4d10 damage
→ Leads to room #22, inhabited by Gnoll Fang of Yeenoghu and 11 x
Gnoll Witherling

South Entry #1 Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
South Entry #2 Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly

Empty

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