The Gauntlet of Ruin
The Gauntlet of Ruin
The Gauntlet of Ruin
Level 1
General History The dungeon was created by hobgoblins as a planar gate. Its creators were destroyed by a
natural disaster, and the dungeon has been attacked and abandoned many times since then.
Temperature Warm
e Acid Spray: DC 15 to find, DC 20 to disable; affects all targets within a 20 ft. cone, DC 14 save
or take 1d10 acid damage for 1d4 rounds
m Arrow Trap: DC 10 to find, DC 15 to disable; +5 to hit against one target, 1d10 piercing damage
u Chain Flail: DC 10 to find, DC 10 to disable; initiative +3, 1 attack per round, +7 to hit against
all targets within 5 ft., 2d10 bludgeoning damage
v Fire Spray: DC 15 to find, DC 20 to disable; affects all targets within a 20 ft. cone, DC 13 save or
take 2d10 fire damage
z Arrow Trap: DC 10 to find, DC 10 to disable; +5 to hit against one target, 1d10 piercing damage
Wandering 1 Bugbear (cr 1, mm 33); medium, 200 xp, searching for an object stolen from their lair
Monsters 2 Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp, consumed by
disease and madness
3 Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp, investigating a strange
noise
4 Goblin (cr 1/4, mm 166) and 1 x Wolf (cr 1/4, mm 341); easy, 100 xp, returning to their lair with
plunder
5 Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450 xp, scavenging for food and treasure
6 Silver Dragon Wyrmling (cr 2, mm 118); deadly, 450 xp, returning to their lair with plunder
Room #1 West Entry #1 Secret (DC 15 to find) Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a pile of broken stone
Ⓣ Fire Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 11
save or take 1d10 fire damage
→ Leads to room #100
West Entry #2 Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp) (slides to one side)
Ⓣ Symbol of Panic: DC 20 to find, DC 20 to disable; affects all targets within 10 ft., DC 10
save or become frightened for 1d4 rounds
East Entry #2 Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
→ Leads to room #75, inhabited by Mimic
Room Features Part of the ceiling has collapsed into the room, and someone has scrawled "This paladin is
dead" in draconic script on the east wall
Treasure: 1900 cp, 1600 sp, 80 gp, diamond (50 gp), carnelian (50 gp), citrine (50 gp), 2 x
jasper (50 gp), Bag of Holding (uncommon, dmg 153), Potion of Greater Healing (uncommon,
dmg 187), Potion of Hill Giant Strength (uncommon, dmg 187), Potion of Poison (uncommon,
dmg 188)
Room #2 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #54
Empty
Room #3 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #66
East Entry #2 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Empty
Room #4 North Entry #1 Trapped and Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the
trigger, DC 15 save or take 2d10 damage
→ Leads to room #49, inhabited by Orc and 1 x Half-ogre
North Entry #2 Trapped and Stuck Iron Door (DC 25 to break; 60 hp) (magically reinforced, disadvantage to
break)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +9 to hit against one target, 4d10
slashing damage
→ Leads to room #41
East Entry Trapped and Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
South Entry #2 Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
→ Leads to room #51
Room Features Patches of mushrooms grow in the south side of the room, and a pile of trash lies in the
north-east corner of the room
Hidden Treasure Hidden (DC 25 to find) Trapped and Unlocked Iron Chest (60 hp)
Fire Spray: DC 15 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 20 save
or take 4d10 fire damage
2000 cp, 1000 sp, 60 gp, a cloth gown trimmed with rabbit fur (25 gp), a fine leather
merchant's cap trimmed with squirrel fur (25 gp), Spell Scroll (Levitate) (uncommon, dmg
200), Spell Scroll (Elemental Weapon) (uncommon, dmg 200)
West Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) (slides to one side)
→ Leads to room #120
Room Features A wooden platform hangs over a deep pit in the north side of the room, and a pile of rotten
leather lies in the west side of the room
Room #6 North Entry Secret (DC 25 to find) Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to
break; 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the
trigger, DC 13 save or take 2d10 damage
West Entry Trapped and Unlocked Simple Wooden Door (10 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 1d10 damage
→ Leads to room #96, inhabited by Ogre Zombie and 1 x Zombie
Empty
South Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
Ⓣ Earthmaw Trap: DC 10 to find, DC 10 to disable; +8 to hit against one target, 2d10 piercing
damage
→ Leads to room #125, inhabited by Orog
Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4, mm 341); deadly, 200 xp
Room #8 West Entry #1 Trapped and Unlocked Stone Door (60 hp)
Ⓣ Earthmaw Trap: DC 15 to find, DC 15 to disable; +7 to hit against one target, 2d10 piercing
damage
→ Leads to room #60, inhabited by Ogre Zombie and 1 x Zombie
West Entry #2 Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 10 to disable; affects each creature which touches the
crystal, DC 11 save or be teleported to another location
Room Features Someone has scrawled a basic map of the dungeon on the north wall, and an unexplained
breeze can be felt in the west side of the room
Treasure: 16 sp
Room #9 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #126
Room Features A faded and torn tapestry hangs from the west wall, and a ruined siege weapon sits in the east
side of the room
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp
Treasure: 1 pp; 11 cp
Trap Earthmaw Trap: DC 10 to find, DC 10 to disable; +11 to hit against one target, 4d10 piercing
damage
Room Features Several headless statues are scattered throughout the room, and someone has scrawled "I'd
rather be at the Bloody Wand" on the north wall
Room #11 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
North Entry #2 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
North Entry #3 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #60, inhabited by Ogre Zombie and 1 x Zombie
Room Features Several square holes are cut into the ceiling and floor, and someone has scrawled "Umul was
here" on the north wall
Room #12 West Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); deadly, 500 xp
Treasure: 19 cp; 14 cp
Room #13 West Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp) (slides down)
→ Leads to room #106
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
Room Features The floor is covered in square tiles, alternating white and black, and someone has scrawled
"The Realm of Tomes shall be sundered when the stars fall from the sky and the Walls of
Obsidian are broken" on the south wall
Monster Goblin (cr 1/4, mm 166) and 3 x Giant Rat (cr 1/8, mm 327); medium, 125 xp
South Entry Secret (DC 25 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
Treasure: 13 gp; 9 sp
Empty
Room #16 West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #92, inhabited by Ogre Zombie
South Entry Secret (DC 25 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed behind an area of mould
Room Features A tile mosaic of arcane patterns covers the floor, and a wooden ladder rests against the west
wall
Room #17 North Entry Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is concealed behind a statue of a dread vampire, and opened by filling his chalice
with blood
Treasure: 2400 cp, 1100 sp, 60 gp, 2 x banded agate (10 gp), hematite (10 gp), lapis lazuli (10
gp), malachite (10 gp), tiger eye (10 gp), turquoise (10 gp), Quaal's Feather Token (anchor)
(rare, dmg 188), Potion of Superior Healing (rare, dmg 187)
Room #18 West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features A tapestry of vile acts hangs from the south wall, and lit candles are scattered across the floor
Room #19 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #7, inhabited by 2 x Goblin and 2 x Wolf
Room Features An enchanted pool in the south-west corner of the room petrifies whomever drinks from it,
and the floor is covered in square tiles, alternating white and black
West Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Ice Dart Trap: DC 10 to find, DC 15 to disable; +6 to hit against one target, 2d10 cold
damage
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides down)
→ Leads to room #115
Hidden Treasure Hidden (DC 15 to find) Locked Strong Wooden Chest (DC 25 to unlock, DC 25 to break; 20 hp)
1700 cp, 1500 sp, 120 gp, azurite (10 gp), banded agate (10 gp), hematite (10 gp), lapis lazuli
(10 gp), obsidian (10 gp), rhodochrosite (10 gp), 2 x tiger eye (10 gp), 2 x turquoise (10 gp)
Room #21 North Entry Unlocked Simple Wooden Door (10 hp)
South Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
→ Leads to room #122, inhabited by Silver Dragon Wyrmling
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp
Treasure: 12 gp; 15 cp
Room #22 East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #109, inhabited by Orc and 1 x Half-ogre
South Entry #2 Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
Treasure: 1500 cp, 1200 sp, 70 gp, 3 x diamond (50 gp), jasper (50 gp), onyx (50 gp), quartz
(50 gp), 2 x zircon (50 gp), Adamantine Armor (scale mail) (uncommon, dmg 150), Medallion
of Thoughts (uncommon, dmg 181), Periapt of Wound Closure (uncommon, dmg 184)
Room #24 West Entry Secret (DC 25 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is located several feet above the floor and concealed within a mosaic of ghoulish
carnage
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp
Treasure: 4 pp; 3 pp
Trap Scythe Blade: DC 10 to find, DC 10 to disable; +10 to hit against all targets within a 5 ft. arc,
4d10 slashing damage
Hidden Treasure Locked Strong Wooden Chest (DC 25 to unlock, DC 25 to break; 20 hp)
2200 cp, 1200 sp, 40 gp, a brass crown etched with draconic scales (25 gp), a cloth robe
trimmed with fur (25 gp), a leather coat trimmed with rabbit fur (25 gp), a linen sash threaded
with copper (25 gp), Spell Scroll (Silent Image) (common, dmg 200), 2 x Potion of Climbing
(common, dmg 187)
Room #25 North Entry #1 Unlocked Simple Wooden Door (10 hp) (slides up)
→ Leads to room #72
East Entry Secret (DC 15 to find) Trapped and Unlocked Good Wooden Door (15 hp)
Room #26 North Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp) (slides to one side)
→ Leads to room #119
Room Features A stone dais and throne sits in the center of the room, and a ruined chain shirt lies in the
south-east corner of the room
Room #27 North Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Thunderstone Mine: DC 10 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
West Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
→ Leads to room #128, inhabited by Goblin Boss and 1 x Goblin
Treasure: 12 gp
Room #28 South Entry Unlocked Simple Wooden Door (10 hp)
Treasure: 1700 cp, 1300 sp, 100 gp, bloodstone (50 gp), citrine (50 gp), star rose quartz (50
gp)
West Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +3 to hit against one target, 1d10 piercing
damage
Empty
Room Features Several iron cages are scattered throughout the room, and a cold spot can be felt in the north
side of the room
Treasure: 2500 cp, 700 sp, 90 gp, 2 x chalcedony (50 gp), jasper (50 gp), moonstone (50 gp),
2 x quartz (50 gp), Gauntlets of Ogre Power (uncommon, dmg 171), Helm of Telepathy
(uncommon, dmg 174)
South Entry Unlocked Simple Wooden Door (10 hp) (slides up)
Room Features The sound of footsteps can be heard in the north side of the room, and a pile of bent copper
coins lies in the north side of the room
Room #32 West Entry Unlocked Simple Wooden Door (10 hp)
Treasure: 10 ep
Room #33 East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
South Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
Room Features Someone has scrawled "Trespassers will be flayed alive" in blood on the east wall, and a
sundered mace lies in the south side of the room
Room #34 West Entry Unlocked Strong Wooden Door (20 hp)
Treasure: 11 cp
Treasure: 14 sp
Trap Electrified Floortile: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square
area, DC 13 save or take 2d10 lightning damage
Room #36 East Entry #1 Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Ⓣ Earthmaw Trap: DC 15 to find, DC 10 to disable; +8 to hit against one target, 2d10 piercing
damage
Room Features Someone has scrawled an incomplete drawing of a dragon on the north wall, and the south
and east walls are covered with mould
Room #37 West Entry #1 Unlocked Simple Wooden Door (10 hp)
South Entry #2 Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #124
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); deadly, 500 xp
Treasure: 24 cp; 9 gp
Room #38 West Entry Secret (DC 15 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is located near the ceiling and concealed behind an area of slime
Empty
Room #39 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #67
West Entry Trapped and Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp) (slides
down)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +3 to hit against one target, 1d10 slashing
damage
→ Leads to room #79
Room Features A wooden ladder rests against the south wall, and a cold spot can be felt in the south-west
corner of the room
Room #40 North Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Falling Block: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square area,
DC 15 save or take 2d10 damage
→ Leads to room #17, inhabited by Orog
Monster Hobgoblin (cr 1/2, mm 186) and 2 x Goblin (cr 1/4, mm 166); deadly, 200 xp
Treasure: 1900 cp, 1200 sp, 70 gp, a brocade merchant's cap threaded with silver (25 gp), a
copper rapier set with chrysoprase (25 gp), a fine leather vest trimmed with rabbit fur (25 gp),
a rosewood cup inlaid with ornate gold scrollwork (25 gp), a silver shield brooch engraved
with dwarven axeheads (25 gp)
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
1600 cp, 1400 sp, 90 gp, 3 x diamond (50 gp), chrysoprase (50 gp), moonstone (50 gp),
zircon (50 gp)
Room #41 North Entry Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
East Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each creature which touches the
trigger, DC 18 save or take 4d10 damage
South Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp) (magically reinforced, disadvantage to
break)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +9 to hit against one target, 4d10
slashing damage
→ Leads to room #4
Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 25 to unlock, DC 30 to break; 60 hp)
1700 cp, 1300 sp, 60 gp, azurite (10 gp), banded agate (10 gp), eye agate (10 gp), hematite (10
gp), lapis lazuli (10 gp), 2 x malachite (10 gp), obsidian (10 gp), rhodochrosite (10 gp),
turquoise (10 gp)
Room #42 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry Secret (DC 20 to find) Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features A stair ascends to a wooden platform in the west side of the room, and a shattered hammer
lies in the north side of the room
Room #43 East Entry #1 Unlocked Simple Wooden Door (10 hp)
Room Features An altar of evil sits in the center of the room, and the floor is covered with shards of bone
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp
Treasure: 1800 cp, 1400 sp, 50 gp, a bone scepter inlaid with silver (25 gp), a fine steel chime
engraved with draconic runes (25 gp), a fine steel salt cellar set with coral (25 gp), a marble
scepter inlaid with ornate copper scrollwork (25 gp), a stoneware cup adorned with silver and
a coat of arms in relief (25 gp), an earthenware tureen painted with woodland imagery (25 gp),
Dust of Disappearance (uncommon, dmg 166)
Room #44 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides to one side)
→ Leads to room #97
Room Features A narrow ledge runs along the south and east walls, and a set of demonic war masks hangs on
the south wall
Trap Ice Dart Trap: DC 15 to find, DC 10 to disable; +7 to hit against one target, 2d10 cold damage
Hidden Treasure Hidden (DC 20 to find) Locked Good Wooden Chest (DC 25 to unlock, DC 20 to break; 15 hp)
2000 cp, 1400 sp, 120 gp, 6 x diamond (50 gp), bloodstone (50 gp), chrysoprase (50 gp),
moonstone (50 gp), Broom of Flying (uncommon, dmg 156), Sentinel Shield (uncommon,
dmg 199)
Room #45 East Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 10 to disable; +7 to hit against one target, 2d10 cold
damage
Room Features A shallow pit lies in the center of the room, and various torture devices are scattered
throughout the room
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); deadly, 500 xp
Treasure: 1500 cp, 1100 sp, 70 gp, a fine steel ring engraved with draconic runes (25 gp), a
malachite chalice set with onyx (25 gp), a pewter torc set with chrysoprase and zircon (25 gp),
a rosewood bowl inlaid with a filigree of silver (25 gp), a stoneware ewer painted with
woodland imagery (25 gp), +1 Weapon (dart) (uncommon, dmg 213)
Room #46 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage to open)
South Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
Room Features A magical mural on the north wall can be used as a portal to any known location within the
dungeon, and a warped spear lies in the north side of the room
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp
Treasure: 1900 cp, 1000 sp, 90 gp, chalcedony (50 gp), onyx (50 gp)
Room #47 North Entry #1 Unlocked Simple Wooden Door (10 hp)
South Entry Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides to one side)
Monster Hobgoblin (cr 1/2, mm 186) and 2 x Goblin (cr 1/4, mm 166); deadly, 200 xp
Treasure: 2600 cp, 700 sp, 100 gp, azurite (10 gp), 2 x moss agate (10 gp), tiger eye (10 gp), 2
x Oil of Slipperiness (uncommon, dmg 184)
Room #48 West Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #53, inhabited by Ogre Zombie and 1 x Zombie
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp
Treasure: 1400 cp, 900 sp, 30 gp, 3 x diamond (50 gp), carnelian (50 gp), onyx (50 gp),
quartz (50 gp), sardonyx (50 gp), zircon (50 gp), +1 Wand of the War Mage (uncommon, dmg
212), Helm of Telepathy (uncommon, dmg 174), +1 Weapon (battleaxe) (uncommon, dmg 213)
Room #49 North Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
West Entry Secret (DC 25 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is located several feet above the floor and concealed within a mosaic of ghoulish
carnage
→ Leads to room #113
South Entry Trapped and Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the
trigger, DC 15 save or take 2d10 damage
→ Leads to room #4
Room Features A group of monstrous faces have been carved into the west wall, and a cube of solid stone
stands in the south side of the room
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp
Treasure: 8 ep; 8 sp
Treasure: 14 cp
Room #51 North Entry Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
→ Leads to room #4
West Entry #1 Secret (DC 25 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is concealed within an upright sarcophagus
Room Features Someone has scrawled "It's a trap" on the north wall, and a crushed helm lies in the north-
west corner of the room
Room #52 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #99
South Entry #1 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
Empty
Room #53 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features Someone has scrawled "The curse can never be broken" on the east wall, and numerous
humanoid skulls are scattered throughout the room
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); deadly, 500 xp
Treasure: 21 cp; 1 pp
Room #54 South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #2
Empty
Room #55 East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
South Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Room Features A faded and torn tapestry hangs from the north wall, and a fountain engraved with strange
symbols sits in the north side of the room
Monster Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp
Treasure: 14 cp; 12 sp
Room #56 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #68, inhabited by Gelatinous Cube
North Entry #2 Trapped and Unlocked Good Wooden Door (15 hp) (slides up)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the
trigger, DC 15 save or take 2d10 damage
Room Features A shallow pit lies in the south-west corner of the room, and a mural of a legendary battle
covers the ceiling
South Entry #2 Trapped and Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Ⓣ Fire Spray: DC 10 to find, DC 20 to disable; affects all targets within a 20 ft. cone, DC 10
save or take 1d10 fire damage
Room Features The floor is covered in square tiles, alternating white and black, and a hole has been blasted
into the north wall
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp
Treasure: 16 cp; 4 gp
Room #58 North Entry Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +7 to hit against one target, 2d10
slashing damage
→ Leads to room #50, inhabited by Gelatinous Cube
West Entry Secret (DC 15 to find) Trapped and Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed within a mosaic of a legendary battle
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area,
DC 15 save or take 2d10 damage
→ Leads to room #25
East Entry #1 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Symbol of Panic: DC 10 to find, DC 10 to disable; affects all targets within 10 ft., DC 11 save
or become frightened for 1d4 rounds
→ Leads to room #118, inhabited by Ogre Zombie and 1 x Zombie
Room Features A shallow pit lies in the east side of the room, and a tile mosaic of ghoulish carnage covers the
floor
Treasure: 2000 cp, 700 sp, 40 gp, azurite (10 gp), blue quartz (10 gp), hematite (10 gp), lapis
lazuli (10 gp), 2 x malachite (10 gp), obsidian (10 gp), 2 x tiger eye (10 gp), Potion of Healing
(common, dmg 187)
Room #59 West Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
East Entry Secret (DC 15 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed behind a pile of skulls
Monster Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp
Treasure: 8 gp; 14 gp
Room #60 West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
South Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #11
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); deadly, 500 xp
Treasure: 1700 cp, 500 sp, 50 gp, 2 x diamond (50 gp), bloodstone (50 gp), chrysoprase (50
gp), citrine (50 gp), 2 x onyx (50 gp), quartz (50 gp), zircon (50 gp)
Room #61 West Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
Room Features A shallow pit lies in the north-west corner of the room, and a carved stone statue stands in the
west side of the room
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp
Treasure: 2700 cp, 1500 sp, 70 gp, a bone rod inlaid with a filigree of electrum (25 gp), a
brocade choker trimmed with fox fur (25 gp), a fine steel chime inlaid with a meandros of
electrum (25 gp), a leather scabbard sewn with copper (25 gp), a steel bell engraved with elven
script (25 gp), Spell Scroll (Silence) (uncommon, dmg 200)
Room #62 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage to open)
→ Leads to room #46, inhabited by Orc and 1 x Half-ogre
Empty
Room #63 South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides up)
Room Features Skeletons hang from chains and manacles against the south and east walls, and a warped
spear lies in the south-west corner of the room
Treasure: 1300 cp, 800 sp, 70 gp, blue quartz (10 gp), 2 x rhodochrosite (10 gp)
Room #64 North Entry Trapped and Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
Ⓣ 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
→ Leads to room #90
West Entry Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is located above a small stone dais and concealed within a mosaic of legendary
monsters
East Entry Trapped and Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
Ⓣ Rune of Confusion: DC 20 to find, DC 15 to disable; affects all targets within 10 ft., DC 12
save or become confused (phb 224) for 1d4 rounds
Room Features Part of the ceiling has collapsed into the room, and a thumping sound can be faintly heard
near the north wall
Room #65 South Entry #1 Trapped and Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
Ⓣ Teleporter Crystal: DC 10 to find, DC 10 to disable; affects each creature which touches
the crystal, DC 18 save or be teleported to another location
→ Leads to room #93, inhabited by Ogre Zombie and 1 x Zombie
Room Features A stone dais and throne sits in the south-east corner of the room, and someone has scrawled a
diagram of a mechanical trap on the east wall
Treasure: 16 sp
Room #66 East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #3
Trap Electrified Floortile: DC 15 to find, DC 20 to disable; affects all targets within a 10 ft. square
area, DC 14 save or take 2d10 lightning damage
Hidden Treasure Hidden (DC 20 to find) Locked Strong Wooden Chest (DC 25 to unlock, DC 25 to break; 20
hp)
2500 cp, 900 sp, 60 gp, azurite (10 gp), blue quartz (10 gp), turquoise (10 gp), +2
Ammunition (20 sling bullets) (rare, dmg 150), Periapt of Health (uncommon, dmg 184),
Potion of Fire Giant Strength (rare, dmg 187)
Room #67 East Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +6 to hit against one target, 2d10 piercing
damage
Empty
Room #68 North Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
North Entry #2 Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 10 to disable; one target, 2d10 force damage
West Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides to one side)
Room Features A chute descends from the room into a midden chamber below, and a swarm of crawling
insects covers the floor
Treasure: 2000 cp, 1300 sp, 40 gp, a fine leather mantle trimmed with rabbit fur (25 gp), a
jasper cup inlaid with ornate electrum scrollwork (25 gp), a necklace of obsidian (25 gp), a
pewter bowl inlaid with a filigree of electrum (25 gp), a pewter censer etched with draconic
scales (25 gp), a wooden bowl inlaid with a meandros of electrum (25 gp), Spell Scroll (Thorn
Whip) (common, dmg 200), 2 x Potion of Healing (common, dmg 187)
Trap Ice Dart Trap: DC 10 to find, DC 15 to disable; +7 to hit against one target, 2d10 cold damage
Room #69 North Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
Room Features Someone has scrawled "Mind the gap" on the north wall, and the sound of dripping water can
be faintly heard near the west wall
Empty
Room #71 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #3
Room Features A stone stair ascends towards the east wall, and a pile of rotting wood lies in the north-east
corner of the room
Room Features A stone ramp ascends towards the west wall, and someone has scrawled "Allag Arnkerdotr fell
here, slain by ghouls" on the south wall
Room #73 South Entry Trapped and Unlocked Strong Wooden Door (20 hp) (slides down)
Ⓣ Thunderstone Mine: DC 10 to find, DC 15 to disable; affects all targets within 20 ft., DC 10
save or take 1d10 thunder damage and become deafened for 1d4 rounds
Room Features A carved stone statue stands in the center of the room, and a pile of empty flasks lies in the
south-west corner of the room
Monster Goblin (cr 1/4, mm 166) and 3 x Giant Rat (cr 1/8, mm 327); medium, 125 xp
Room #74 East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry #1 Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
→ Leads to room #126
Treasure: 2400 cp, 1400 sp, 40 gp, 3 x diamond (50 gp), carnelian (50 gp), citrine (50 gp),
sardonyx (50 gp), 2 x zircon (50 gp), Potion of Greater Healing (uncommon, dmg 187)
Room #75 West Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
→ Leads to room #1, inhabited by Orog
South Entry #1 Trapped and Unlocked Strong Wooden Door (20 hp) (magically reinforced, disadvantage to
break)
Ⓣ Ice Dart Trap: DC 10 to find, DC 15 to disable; +6 to hit against one target, 2d10 cold
damage
Room Features The floor is covered in perfect hexagonal tiles, and someone has scrawled "You cannot kill it
with magic" in blood on the south wall
Treasure: 19 cp
Room #76 North Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
Empty
Room #77 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features A narrow shaft falls into the room from above, and a wooden ladder rests against the west wall
Treasure: 1500 cp, 1300 sp, 50 gp, azurite (10 gp), 2 x banded agate (10 gp), 2 x hematite (10
gp), 2 x malachite (10 gp), rhodochrosite (10 gp), tiger eye (10 gp)
Room #78 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #66
Room Features Spirals of black stones cover the floor, and someone has scrawled "Ten steps forward, nine
steps back" on the west wall
Trap Falling Block: DC 10 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC
16 save or take 4d10 damage
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 15 to disable; one target, 1d10 force damage
Room #79 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #98, inhabited by Bugbear
East Entry Trapped and Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp) (slides
down)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +3 to hit against one target, 1d10 slashing
damage
→ Leads to room #39
Empty
Room #80 West Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #123, inhabited by Orc and 1 x Half-ogre
Room Features A magical mural on the south wall can be used to scry upon any known individual within the
dungeon, and spirals of white stones cover the floor
Room #81 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features An acrid odor fills the room, and a pile of empty bottles lies in the north-east corner of the
room
Treasure: 6 pp
South Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Empty
Room #83 North Entry Unlocked Simple Wooden Door (10 hp)
Room Features A mural of a god of healing covers the ceiling, and someone has scrawled "The Lions of
Nulbaragz looted this place" on the south wall
Monster Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp
Treasure: 11 ep; 18 sp
Room #84 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #52
Treasure: 14 cp
Trap Rune of Paralyzation: DC 15 to find, DC 15 to disable; affects all targets within 10 ft., DC 10
save or become paralyzed for 1d4 rounds
Room Features A magical mirror on the north wall answers questions with insults, and iron chains hang from
the ceiling in the west side of the room
Monster Goblin (cr 1/4, mm 166) and 1 x Wolf (cr 1/4, mm 341); easy, 100 xp
Treasure: 16 cp; 4 pp
Room #87 North Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #3
Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4, mm 341); deadly, 200 xp
Room #88 East Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit against one target, 2d10 piercing
damage
→ Leads to room #48, inhabited by Orc and 1 x Half-ogre
Room #89 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
→ Leads to room #104, inhabited by Ogre Zombie
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp
Room #90 East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry Trapped and Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
Ⓣ 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
→ Leads to room #64
Room Features A well lies in the west side of the room, and spirals of white stones cover the floor
Room #91 North Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #18
Empty
Room #92 North Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
Treasure: 2500 cp, 1300 sp, 90 gp, 2 x diamond (50 gp), chalcedony (50 gp), chrysoprase (50
gp), sardonyx (50 gp), Spell Scroll (Cure Wounds) (common, dmg 200), Spell Scroll
(Ensnaring Strike) (common, dmg 200), Spell Scroll (Tasha's Hideous Laughter) (common,
dmg 200), Potion of Healing (common, dmg 187)
Hidden Treasure Hidden (DC 15 to find) Trapped and Locked Iron Chest (DC 20 to unlock, DC 30 to break; 60
hp)
Poisoned Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit against one target, 2d10
piercing/poison damage
2900 cp, 1500 sp, 70 gp, 3 x diamond (50 gp), 3 x chalcedony (50 gp), moonstone (50 gp),
quartz (50 gp), star rose quartz (50 gp)
Room #93 North Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
North Entry #2 Trapped and Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
Ⓣ Teleporter Crystal: DC 10 to find, DC 10 to disable; affects each creature which touches
the crystal, DC 18 save or be teleported to another location
→ Leads to room #65, inhabited by Orog
Room Features Someone has scrawled "For the glory of Shiva the Destroyer" in goblin runes on the north
wall, and a pile of torches lies in the center of the room
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); deadly, 500 xp
Treasure: 1800 cp, 900 sp, 40 gp, a cloth coat threaded with dyed silk (25 gp), a copper bell
inlaid with gold (25 gp), a lacquered wooden cup inlaid with a filigree of electrum (25 gp), a
stoneware chalice embossed with elven script (25 gp), +1 Wand of the War Mage (uncommon,
dmg 212), Boots of the Winterlands (uncommon, dmg 156), Ring of Water Walking
(uncommon, dmg 193)
Room #94 West Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each creature which touches the
trigger, DC 18 save or take 4d10 damage
→ Leads to room #41
East Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
Room Features A simple fireplace sits against the north wall, and several adventurer corpses are scattered
throughout the room
Room #96 West Entry Trapped and Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp) (slides
down)
Ⓣ Teleporter Crystal: DC 10 to find, DC 15 to disable; affects each creature which touches the
crystal, DC 13 save or be teleported to another location
East Entry Trapped and Unlocked Simple Wooden Door (10 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 1d10 damage
→ Leads to room #6
Room Features A narrow pit covered by iron bars lies in the north side of the room, and rusting iron spikes line
the north and west walls
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); deadly, 500 xp
Treasure: 2400 cp, 800 sp, 70 gp, a bloodstone salt cellar engraved with dwarven runes (25
gp), a copper chalice etched with dwarven axeheads (25 gp), a fine steel pendant inlaid with
electrum (25 gp), a malachite chalice inlaid with a meandros of silver (25 gp), a stoneware
tankard embossed with arcane runes (25 gp), a stoneware tankard painted with woodland
imagery (25 gp)
Room #97 East Entry #1 Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
East Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides to one side)
→ Leads to room #44
Room Features Burning torches in iron sconces line the south and east walls, and a pile of corroded iron
spikes lies in the south-east corner of the room
Room #98 North Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp) (magically reinforced,
disadvantage to break)
Treasure: 18 ep
Room #99 South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #52
Room Features Someone has scrawled an arrow pointing down on the west wall, and the sound of drums fills
the room
Room #100 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Magic Missle Trap: DC 20 to find, DC 20 to disable; one target, 2d10 force damage
East Entry Secret (DC 15 to find) Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a pile of broken stone
Ⓣ Fire Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 11
save or take 1d10 fire damage
→ Leads to room #1, inhabited by Orog
Room #101 South Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 15 to disable; one target, 1d10 force damage
Room Features Spirals of green stones cover the floor, and several pieces of broken glass are scattered
throughout the room
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); deadly, 500 xp
Treasure: 2000 cp, 700 sp, 70 gp, azurite (10 gp), blue quartz (10 gp), eye agate (10 gp), Spell
Scroll (Detect Poison and Disease) (common, dmg 200), Potion of Greater Healing
(uncommon, dmg 187), 3 x Potion of Healing (common, dmg 187)
South Entry Trapped and Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
Room Features Several iron cages are scattered throughout the room, and a pile of iron spikes lies in the
south-west corner of the room
Treasure: 9 gp
Room #103 East Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to room #69
Empty
Room #104 North Entry #1 Trapped and Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
Ⓣ Acid Spray: DC 10 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 15
save or take 1d10 acid damage for 1d4 rounds
→ Leads to room #114, inhabited by Silver Dragon Wyrmling
South Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
→ Leads to room #89, inhabited by Goblin Boss and 1 x Goblin
Room Features Several square holes are cut into the west wall, and a fountain decorated with tormented faces
sits in the north-east corner of the room
Treasure: 14 ep
Room #105 East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #12, inhabited by Ogre Zombie and 1 x Zombie
Room Features A faded and torn tapestry hangs from the east wall, and a stone dais and throne sits in the
north-east corner of the room
Room #106 North Entry #1 Unlocked Simple Wooden Door (10 hp)
North Entry #2 Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed by an illusion
South Entry Unlocked Simple Wooden Door (10 hp) (slides to one side)
Room Features A set of demonic war masks hangs on the west wall, and several pieces of trash are scattered
throughout the room
Room #107 East Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #92, inhabited by Ogre Zombie
Room Features Part of the north wall has collapsed into the room, and someone has scrawled "Run away!" on
the south wall
Treasure: 13 gp
Room #108 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp
Treasure: 10 ep; 11 gp
Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 15 to unlock, DC 30 to break; 60 hp)
2000 cp, 500 sp, 50 gp, 2 x diamond (50 gp), 2 x carnelian (50 gp), citrine (50 gp), 2 x onyx
(50 gp), sardonyx (50 gp), Potion of Climbing (common, dmg 187), Potion of Healing
(common, dmg 187)
Room #109 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to room #22, inhabited by Gelatinous Cube
South Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #114, inhabited by Silver Dragon Wyrmling
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp
Treasure: 2600 cp, 1200 sp, 60 gp, 4 x diamond (50 gp), citrine (50 gp), zircon (50 gp)
Monster Bugbear (cr 1, mm 33) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp
Treasure: 2300 cp, 1200 sp, 90 gp, a cloth cloak trimmed with rabbit fur (25 gp), a fine leather
merchant's cap trimmed with lynx fur (25 gp), a stoneware chalice embossed with floral vines
(25 gp)
Room Features A tapestry of ghoulish carnage hangs from the north wall, and a sundered shield lies in the
center of the room
Room #112 East Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Empty
Room #113 West Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
Empty
Room #114 North Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #109, inhabited by Orc and 1 x Half-ogre
South Entry Trapped and Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
Ⓣ Acid Spray: DC 10 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 15
save or take 1d10 acid damage for 1d4 rounds
→ Leads to room #104, inhabited by Ogre Zombie
Treasure: 16 cp
Room #115 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides down)
→ Leads to room #20
Room Features A mural of ghoulish carnage covers the ceiling, and a stone dais and throne sits in the center
of the room
Room #116 South Entry Unlocked Good Wooden Door (15 hp)
Room Features Numerous pillars line the west wall, and an iron sarcophagus sits in the south side of the room
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); deadly, 500 xp
Treasure: 20 sp; 19 cp
Room #117 North Entry Secret (DC 15 to find) Trapped and Locked Simple Wooden Door (DC 15 to open, DC 15 to
break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Fire Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 11
save or take 1d10 fire damage
Empty
Room #118 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #3
West Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Symbol of Panic: DC 10 to find, DC 10 to disable; affects all targets within 10 ft., DC 11 save
or become frightened for 1d4 rounds
→ Leads to room #58, inhabited by Mimic
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); deadly, 500 xp
Treasure: 2900 cp, 800 sp, 70 gp, a bone shield brooch engraved with a labyrinth (25 gp), a
cloth cloak threaded with copper (25 gp), a fine leather merchant's cap trimmed with squirrel
fur (25 gp), a leather armor tooled with arcane runes (25 gp), Driftglobe (uncommon, dmg
166), 5 x Potion of Healing (common, dmg 187)
Room #119 South Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp) (slides to one side)
→ Leads to room #26
Room Features A chute falls into the room from above, and someone has scrawled "Who took my dwarf skull"
in goblin runes on the south wall
Room #120 West Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +3 to hit against one target, 1d10 piercing
damage
East Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) (slides to one side)
→ Leads to room #5
Room Features A stone ramp ascends towards the north wall, and a sour odor fills the room
South Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
Room Features A hole has been blasted into the west wall, and a rusted breastplate lies in the north-west
corner of the room
Room #122 North Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
→ Leads to room #21, inhabited by Orc and 1 x Half-ogre
Treasure: 1500 cp, 1100 sp, 60 gp, banded agate (10 gp), blue quartz (10 gp), 3 x moss agate
(10 gp), obsidian (10 gp), turquoise (10 gp)
Trap 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
Hidden Treasure Hidden (DC 25 to find) Locked Strong Wooden Chest (DC 15 to unlock, DC 25 to break; 20 hp)
1500 cp, 800 sp, 70 gp, blue quartz (10 gp), obsidian (10 gp), 2 x rhodochrosite (10 gp),
turquoise (10 gp)
Room #123 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #12, inhabited by Ogre Zombie and 1 x Zombie
East Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #80
Monster Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); deadly, 300 xp
Treasure: 1900 cp, 900 sp, 40 gp, blue quartz (10 gp), eye agate (10 gp), moss agate (10 gp),
obsidian (10 gp), tiger eye (10 gp), +1 Ammunition (20 sling bullets) (uncommon, dmg 150),
Dust of Disappearance (uncommon, dmg 166), Potion of Fire Breath (uncommon, dmg 187)
Room #124 North Entry #1 Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #37, inhabited by Ogre Zombie and 1 x Zombie
Empty
Room #125 North Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
Ⓣ Earthmaw Trap: DC 10 to find, DC 10 to disable; +8 to hit against one target, 2d10 piercing
damage
South Entry Trapped and Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
Ⓣ Ice Dart Trap: DC 20 to find, DC 15 to disable; +4 to hit against one target, 1d10 cold
damage
Treasure: 14 cp
Room #126 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
→ Leads to room #74, inhabited by Mimic
Empty
Room #127 West Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #42, inhabited by Bugbear
South Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Rune of Hypnosis: DC 15 to find, DC 15 to disable; affects all targets within 10 ft., DC 15
save or become incapacitated for 1d4 rounds
Room Features A large kiln and coal bin sit in the south-east corner of the room, and a pile of corroded iron
spikes lies in the west side of the room
Room #128 East Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
→ Leads to room #27, inhabited by Silver Dragon Wyrmling
South Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
→ Leads to room #92, inhabited by Ogre Zombie
Room Features A narrow shaft descends from the room into a plundered tomb below, and a pile of sundered
shields lies in the west side of the room
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp
Treasure: 22 cp; 13 cp
Trap Fire Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 13 save or
take 2d10 fire damage
Hidden Treasure Hidden (DC 20 to find) Locked Iron Chest (DC 20 to unlock, DC 30 to break; 60 hp)
1400 cp, 1000 sp, 80 gp, diamond (50 gp), carnelian (50 gp), 2 x chalcedony (50 gp),
moonstone (50 gp), star rose quartz (50 gp), 2 x Potion of Healing (common, dmg 187)
Room #129 East Entry Secret (DC 25 to find) Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to
break; 20 hp)
Ⓢ The door is located near the ceiling and concealed behind a pile of skulls
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +3 to hit against one target, 1d10 piercing
damage
Room Features A narrow ledge runs along the walls, and a mural of vile acts covers the ceiling
Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); medium, 250 xp
Treasure: 18 cp; 12 gp
Trap Arrow Trap: DC 15 to find, DC 10 to disable; +3 to hit against one target, 1d10 piercing damage
Hidden Treasure Hidden (DC 15 to find) Locked Good Wooden Chest (DC 20 to unlock, DC 20 to break; 15 hp)
2300 cp, 800 sp, 90 gp, 2 x malachite (10 gp), moss agate (10 gp), obsidian (10 gp), tiger eye
(10 gp), 2 x turquoise (10 gp)
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