The Warrens of Zeiram The Lich lvl1-6 01
The Warrens of Zeiram The Lich lvl1-6 01
The Warrens of Zeiram The Lich lvl1-6 01
Level 1
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
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
Some content used under the terms of the Open Gaming License
The Warrens of Zeiram the Lich 08
Level 8
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)
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
Temperature Warm
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)
Treasure: 16 ep; 8 sp
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)
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
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
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
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)
Room #17 West Entry Stuck Good Wooden Door (DC 15 to break; 15
hp)
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
Monster Kobold Inventor (cr 1/4, motm 164, vgm 166) and 2 x
Kobold (cr 1/8, mm 195); easy, 100 xp
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 #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
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)
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
Monster Kobold Inventor (cr 1/4, motm 164, vgm 166) and 10
x Kobold (cr 1/8, mm 195); hard, 300 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
Empty
Room #34 North Entry Archway
→ Leads to room #15, inhabited by Yuan-ti
Malison
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
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)
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)
Room #44 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
West Entry #1 Unlocked Strong Wooden Door (20 hp)
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
Floor Sand
Temperature Average
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
Treasure: 11 ep; 15 cp
Room #2 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features Numerous pillars line the north and east walls, and
someone has scrawled an evil symbol on the west
wall
Treasure: 18 cp
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 #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
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
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
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
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
Room #16 North Entry Unlocked Good Wooden Door (15 hp)
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: 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)
Room #20 West Entry Locked Iron Door (DC 10 to open, DC 30 to break;
60 hp)
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 #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
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
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
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)
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
Treasure: 8 gp; 9 gp
Room #34 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
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
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
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
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
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
Room #43 East Entry #1 Locked Simple Wooden Door (DC 10 to open, DC 15
to break; 10 hp)
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)
Room #45 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 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
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
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
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)
Floor Sand
Temperature Average
Room Features A stone stair ascends towards the north wall, and
someone has scrawled "Flime died here" in blood on
the south wall
Room #4 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #34
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
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 #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)
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 #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
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)
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)
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 #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)
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
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 #28 North Entry Unlocked Strong Wooden Door (20 hp)
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)
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 #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
Room #33 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Room #34 West Entry Unlocked Strong Wooden Door (20 hp)
Room #36 West Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #35
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
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
Room #40 North Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #46
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
Room #44 North Entry #1 Locked Strong Wooden Door (DC 25 to open, DC 20
to break; 20 hp)
→ Leads to room #26
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)
Room #46 North Entry Unlocked Good Wooden Door (15 hp)
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
Room #49 North Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #7
Room Features A narrow shaft falls into the room from above, and
the north and west walls are covered with mould
Temperature Average
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
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)
Floor Sand
Temperature Average
Wandering Monsters 1 7 x Dust Mephit (cr 1/2, mm 215); easy, 700 xp,
tracking the party
Room Features Numerous pillars line the east and west walls, and
the south and east walls are covered with scorch
marks
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
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)
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
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
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
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
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
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
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
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
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
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
Monster Young Blue Dragon (cr 9, mm 91) and 2 x Hobgoblin (cr 1/2, mm 186);
hard, 5200 xp
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
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)
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
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
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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