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Summary[edit]

General Dungeon History The dungeon was created by hobgoblins as a maze. Its creators were destroyed by attacking raiders, and the dungeon has fallen to ruin and been rebuilt many times since then. Dungeon Walls Reinforced Masonry (DC 15 to climb) Dungeon Floor Flagstone Temperature Warm Illumination Shadowy (phosphorescent fungus or candles every 20 ft.) Corridors a An acrid odor fills the corridor c 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 e Withered corpses are nailed to the corridor walls i A group of demonic faces have been carved into the walls m Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 20 save or take 4d10 thunder damage and become deafened for 1d4 rounds n Arrow Trap: DC 10 to find, DC 10 to disable; +4 to hit against one target, 1d10 piercing damage r A tile labyrinth covers the floor Wandering Monsters 1 1 x Nothic (cr 2, mm 236), wielding bizarre eldritch powers 2 1 x Gas Spore (cr 1/2, mm 138), returning to their lair with plunder 3 2 x Magma Mephit (cr 1/2, mm 216), searching for an object stolen from their lair 4 1 x Ochre Jelly (cr 2, mm 243), returning to their lair with plunder 5 1 x Ochre Jelly (cr 2, mm 243), actively patrolling their territory 6 2 x Rust Monster (cr 1/2, mm 262), bloodied and fleeing a more powerful enemy Room #1 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #81, inhabited by 1 x Half-ogre

East Entry Archway Empty Room #2 East Entry Archway South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) Room Features Several square holes are cut into the west wall, Someone has scrawled "ruby, golden" on the south wall Room #3 North Entry Unlocked Stone Door (60 hp) → Leads to room #62, inhabited by 2 x Piercer

West Entry Unlocked Strong Wooden Door (20 hp) → Leads to room #38

East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) South Entry Archway → Leads to room #84, inhabited by 1 x Ogre

Room Features A narrow shaft falls into the room from above, Spirals of green stones cover the floor Room #4 West Entry #1 Unlocked Good Wooden Door (15 hp) → Leads to room #6, inhabited by 2 x Shadow

West Entry #2 Stuck Stone Door (DC 20 to break; 60 hp) → Leads to room #66

East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) Room Features A chute descends from the room into a magical cyst below, Several headless statues are scattered throughout the room Trap Scythe Blade: DC 10 to find, DC 10 to disable; +8 to hit against all targets within a 5 ft. arc, 2d10 slashing damage Room #5 East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) South Entry #1 Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp) (slides to one side) → Leads to room #52

South Entry #2 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp) Empty Room #6 North Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) → Leads to room #57, inhabited by 2 x Shadow

East Entry Unlocked Good Wooden Door (15 hp) → Leads to room #4

Room Features Someone has scrawled "Gerey's Ravens looted this place" on the north wall, A dagger hilt lies in the north side of the room Monster 2 x Shadow (cr 1/2, mm 269); 200 xp Room #7 North Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp) → Leads to room #83

East Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp) → Leads to room #95

Monster 1 x Grick (cr 2, mm 173); 450 xp Room #8 East Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp) South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #59

Room Features A rope ascends to a wooden platform in the west side of the room, Several pieces of torn paper are scattered throughout the room Room #9 West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #97

Room Features A stone stair ascends towards the west wall, Someone has scrawled "Saga died here, her luck ran out before her arrows" on the east wall Room #10 North Entry Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp) West Entry Stuck Iron Door (DC 25 to break; 60 hp) → Leads to room #49

East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #36, inhabited by 1 x Specter

Room Features The north and west walls are covered with claw marks, Several pieces of torn paper are scattered throughout the room Room #11 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #13, inhabited by 1 x Hobgoblin and 1 x Bugbear

East Entry #1 Archway East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #14, inhabited by 2 x Gray Ooze

South Entry Unlocked Simple Wooden Door (10 hp) Room Features A shallow pit lies in the west side of the room, A group of monstrous faces have been carved into the east wall Monster 1 x Silver Dragon Wyrmling (cr 2, mm 118); 450 xp Room #12 North Entry #1 Stuck Stone Door (DC 20 to break; 60 hp) → Leads to room #33

North Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #40, inhabited by 1 x Ogre

West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp) West Entry #2 Archway → Leads to room #83

South Entry Unlocked Simple Wooden Door (10 hp) → Leads to room #25, inhabited by 2 x Hobgoblin

Hidden Treasure Hidden (DC 25 to find) Trapped and Locked Iron Chest (DC 20 to unlock, DC 30 to break; 60 hp) Ice Dart Trap: DC 15 to find, DC 20 to disable; +6 to hit against one target, 2d10 cold damage

2500 cp, 1400 sp, 60 gp, Bloodstone (50 gp), Carnelian (50 gp), Chalcedony (50 gp), 3 x Jasper (50 gp), 3 x Sardonyx (50 gp), 2 x Star rose quartz (50 gp)

Room #13 West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) → Leads to room #78

East Entry Archway South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #11, inhabited by 1 x Silver Dragon Wyrmling

Room Features A magical pool in the east side of the room petrifies whomever drinks from it, A sundered club lies in the east side of the room Monster 1 x Hobgoblin (cr 1/2, mm 186) and 1 x Bugbear (cr 1, mm 33); 300 xp Room #14 North Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp) North Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp) West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #11, inhabited by 1 x Silver Dragon Wyrmling

East Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) → Leads to room #74

South Entry #1 Archway South Entry #2 Unlocked Stone Door (60 hp) → Leads to room #56

Room Features Several alcoves are cut into the walls, A cold spot can be felt in the center of the room Monster 2 x Gray Ooze (cr 1/2, mm 243); 200 xp Room #15 North Entry Stuck Stone Door (DC 20 to break; 60 hp) → Leads to room #94, inhabited by 1 x Swarm of Insects

West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) East Entry Unlocked Simple Wooden Door (10 hp) Empty Room #16 North Entry #1 Stuck Stone Door (DC 20 to break; 60 hp) → Leads to room #99

North Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #63, inhabited by 1 x Ogre

West Entry #1 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp) West Entry #2 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp) → Leads to room #61

East Entry Archway → Leads to room #77, inhabited by 1 x Giant Spider

South Entry #1 Archway South Entry #2 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp) Room Features A magical mural on the north wall depicts the gruesome death of whomever views it, A well lies in the south-west corner of the room Monster 1 x Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); 300 xp Room #17 West Entry Archway → Leads to room #54

East Entry #1 Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp) East Entry #2 Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp) → Leads to room #39, inhabited by Goblin Boss and 1 x Goblin

Monster 1 x Nothic (cr 2, mm 236); 450 xp Room #18 West Entry Archway → Leads to room #98, inhabited by 1 x Orog

East Entry #1 Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp) → Leads to room #61

East Entry #2 Stuck Stone Door (DC 20 to break; 60 hp) → Leads to room #78

South Entry Unlocked Simple Wooden Door (10 hp) (slides down) → Leads to room #71

Room Features The room has a high domed ceiling, A mural of ghoulish carnage covers the ceiling Room #19 West Entry Archway South Entry Stuck Iron Door (DC 25 to break; 60 hp) Monster 1 x Gelatinous Cube (cr 2, mm 242); 450 xp Room #20 North Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp) → Leads to room #30

South Entry Archway → Leads to room #31, inhabited by 1 x Orc and 1 x Half-ogre

Room Features A well lies in the east side of the room, A splashing noise can be heard in the north side of the room Monster 1 x Gas Spore (cr 1/2, mm 138); 100 xp Room #21 North Entry Unlocked Good Wooden Door (15 hp) → Leads to room #53, inhabited by 1 x Gargoyle

East Entry #1 Archway → Leads to room #45, inhabited by 1 x Bugbear

East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #96

Monster 1 x Ogre (cr 2, mm 237); 450 xp Room #22 East Entry Unlocked Simple Wooden Door (10 hp) → Leads to room #65

South Entry Archway Monster 2 x Rust Monster (cr 1/2, mm 262); 200 xp Room #23 West Entry Stuck Iron Door (DC 25 to break; 60 hp) → Leads to room #93, inhabited by 1 x Giant Spider

East Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp) South Entry Unlocked Good Wooden Door (15 hp) → Leads to room #55

Room Features Someone has scrawled "The Steel Cup is broken" on the west wall, Mysterious levers and mechanisms cover the east and west walls Monster 1 x Shadow (cr 1/2, mm 269); 100 xp Room #24 North Entry #1 Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp) North Entry #2 Stuck Stone Door (DC 20 to break; 60 hp) → Leads to room #71

East Entry Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp) (slides down) → Leads to room #28, inhabited by 2 x Gas Spore

South Entry Archway Empty Room #25 North Entry Unlocked Simple Wooden Door (10 hp) → Leads to room #12

West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #95

Monster 2 x Hobgoblin (cr 1/2, mm 186); 200 xp Room #26 West Entry Archway East Entry Unlocked Simple Wooden Door (10 hp) → Leads to room #37

South Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #41

South Entry #2 Unlocked Simple Wooden Door (10 hp) Room Features A sloped pit lined with iron spikes lies in the east side of the room, Several corroded iron spikes are scattered throughout the room Monster 1 x Hobgoblin (cr 1/2, mm 186) and 1 x Bugbear (cr 1, mm 33); 300 xp Room #27 South Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp) (slides to one side) South Entry #2 Archway Monster 1 x Gargoyle (cr 2, mm 140); 450 xp Room #28 West Entry #1 Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp) (slides down) → Leads to room #24

West Entry #2 Stuck Iron Door (DC 25 to break; 60 hp) → Leads to room #57, inhabited by 2 x Shadow

East Entry #1 Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp) East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) East Entry #3 Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #91

Room Features A mural of ghoulish carnage covers the ceiling, Several shattered weapons are scattered throughout the room Monster 2 x Gas Spore (cr 1/2, mm 138); 200 xp Room #29 West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #51

East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) South Entry #1 Unlocked Good Wooden Door (15 hp) → Leads to room #30

South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides up) Monster 1 x Ghoul (cr 1, mm 148); 200 xp Room #30 North Entry #1 Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp) → Leads to room #51

North Entry #2 Unlocked Good Wooden Door (15 hp) → Leads to room #29, inhabited by 1 x Ghoul

East Entry Archway South Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp) → Leads to room #20, inhabited by 1 x Gas Spore

Room Features A faded and torn tapestry hangs from the north wall, Numerous monstrous skulls lie within niches in the south wall Room #31 North Entry Archway → Leads to room #20, inhabited by 1 x Gas Spore

West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #89

West Entry #2 Unlocked Stone Door (60 hp) → Leads to room #74

East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #52

Room Features A magical mural on the west wall depicts the betrayal of whomever views it, A pile of empty bottles lies in the north-west corner of the room Monster 1 x Orc (cr 1/2, mm 246) and 1 x Half-ogre (cr 1, mm 238); 300 xp Room #32 North Entry Unlocked Strong Wooden Door (20 hp) → Leads to room #76, inhabited by 1 x Darkmantle

West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #81, inhabited by 1 x Half-ogre

Room Features The floor is covered in perfect hexagonal tiles, Several pieces of blood-soaked clothing are scattered throughout the room Monster 2 x Darkmantle (cr 1/2, mm 46); 200 xp Room #33 North Entry #1 Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp) North Entry #2 Archway West Entry Unlocked Simple Wooden Door (10 hp) East Entry Unlocked Good Wooden Door (15 hp) → Leads to room #72

South Entry Stuck Stone Door (DC 20 to break; 60 hp) → Leads to room #12

Room Features Several iron cages are scattered throughout the room, Someone has scrawled "Ucan was here" in goblin runes on the north wall Room #34 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) Room Features Someone has scrawled "Has anyone seen my invisible cloak?" on the south wall, Several bent copper coins are scattered throughout the room Room #35 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #55

South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides to one side) Room Features A narrow ledge runs along the north and east walls, Someone has scrawled "Lightning comes before thunder" in draconic script on the north wall Room #36 West Entry #1 Unlocked Good Wooden Door (15 hp) West Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #10

East Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #88

East Entry #2 Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp) South Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) Room Features Someone has scrawled an arrow pointing down on the south wall, A pile of barrel staves lies in the south side of the room Monster 1 x Specter (poltergeist) (cr 2, mm 279); 450 xp Room #37 North Entry Unlocked Simple Wooden Door (10 hp) (slides to one side) → Leads to room #39, inhabited by Goblin Boss and 1 x Goblin

West Entry #1 Archway West Entry #2 Unlocked Simple Wooden Door (10 hp) → Leads to room #26, inhabited by 1 x Hobgoblin and 1 x Bugbear

East Entry Archway → Leads to room #80, inhabited by 2 x Gray Ooze

South Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides down) South Entry #2 Unlocked Strong Wooden Door (20 hp) → Leads to room #76, inhabited by 1 x Darkmantle

Room Features A fountain of water sits against the east wall, Someone has scrawled "The maiden is cursed" in dwarvish runes on the north wall Room #38 North Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp) East Entry #1 Unlocked Strong Wooden Door (20 hp) → Leads to room #3

East Entry #2 Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp) South Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp) Room Features A forge and anvil sit in the north side of the room, A pile of spoiled meat lies in the south side of the room Room #39 West Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp) → Leads to room #17, inhabited by 1 x Nothic

East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) South Entry #1 Unlocked Simple Wooden Door (10 hp) (slides to one side) → Leads to room #37

South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (magically reinforced, disadvantage to break) → Leads to room #80, inhabited by 2 x Gray Ooze

Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); 250 xp Room #40 East Entry Stuck Stone Door (DC 20 to break; 60 hp) South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #12

Room Features A faded and torn tapestry hangs from the west wall, An altar of evil sits in the south-east corner of the room Monster 1 x Ogre (cr 2, mm 237); 450 xp Room #41 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #26, inhabited by 1 x Hobgoblin and 1 x Bugbear

West Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) East Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp) Empty Room #42 West Entry Unlocked Strong Wooden Door (20 hp) → Leads to room #63, inhabited by 1 x Ogre

South Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp) South Entry #2 Archway → Leads to room #77, inhabited by 1 x Giant Spider

Empty Room #43 West Entry Archway East Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp) Room Features A tile labyrinth covers the floor, Mournful weeping can be faintly heard near the east wall Room #44 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) South Entry #1 Unlocked Simple Wooden Door (10 hp) South Entry #2 Stuck Stone Door (DC 20 to break; 60 hp) → Leads to room #85

Room Features Spirals of gray stones cover the floor, Someone has scrawled "It's a trap" on the south wall Monster 1 x Hobgoblin (cr 1/2, mm 186); 100 xp Room #45 North Entry Stuck Stone Door (DC 20 to break; 60 hp) → Leads to room #69

West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp) West Entry #2 Archway → Leads to room #21, inhabited by 1 x Ogre

Room Features An altar of evil sits in the south-east corner of the room, Someone has scrawled "Save yourself, kill the others" in dwarvish runes on the west wall Monster 1 x Bugbear (cr 1, mm 33); 200 xp Room #46 North Entry Unlocked Stone Door (60 hp) → Leads to room #97

East Entry #1 Archway East Entry #2 Unlocked Strong Wooden Door (20 hp) → Leads to room #83

South Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp) South Entry #2 Unlocked Strong Wooden Door (20 hp) → Leads to room #68, inhabited by 2 x Shadow

Empty Room #47 North Entry Unlocked Iron Door (60 hp) East Entry #1 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp) East Entry #2 Archway → Leads to room #97

South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) Room Features The ceiling is covered with scorch marks, A broken spear lies in the south-west corner of the room Room #48 South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) Room Features A ladder ascends to a wooden platform in the south-west corner of the room, A stack of oil-filled barrels stands against the east wall Monster 1 x Piercer (cr 1/2, mm 252); 100 xp Room #49 North Entry Archway → Leads to room #75, inhabited by 1 x Giant Toad

West Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp) East Entry Stuck Iron Door (DC 25 to break; 60 hp) → Leads to room #10

Room Features Someone has scrawled "The Shield of Compassion shall be found when the Bear is broken" on the north wall, A sundered amulet lies in the north-west corner of the room Trap Net Trap: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 10 save or become restrained Room #50 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp) → Leads to room #66

West Entry Unlocked Stone Door (60 hp) South Entry #1 Archway South Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp) Room Features The south and east walls have been engraved with incoherent labyrinths, Someone has scrawled a basic map of the dungeon on the east wall Monster Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); 250 xp Room #51 West Entry Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp) East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #29, inhabited by 1 x Ghoul

South Entry #1 Unlocked Simple Wooden Door (10 hp) South Entry #2 Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) South Entry #3 Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp) → Leads to room #30

Room Features Someone has scrawled "white, azure, gray" in draconic script on the south wall, Several pieces of rotten rope are scattered throughout the room Room #52 North Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp) (slides to one side) → Leads to room #5

West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #31, inhabited by 1 x Orc and 1 x Half-ogre

West Entry #2 Unlocked Good Wooden Door (15 hp) → Leads to room #82

Room Features Part of the south wall has collapsed into the room, Someone has scrawled "Stay left" on the north wall Room #53 East Entry #1 Archway East Entry #2 Unlocked Strong Wooden Door (20 hp) South Entry Unlocked Good Wooden Door (15 hp) → Leads to room #21, inhabited by 1 x Ogre

Room Features A shallow pit lies in the east side of the room, Someone has scrawled "Kill them with fire" on the north wall Monster 1 x Gargoyle (cr 2, mm 140); 450 xp Room #54 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #72

East Entry #1 Archway → Leads to room #17, inhabited by 1 x Nothic

East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #90, inhabited by 2 x Shadow

Room Features A well lies in the north-east corner of the room, A metallic odor fills the north side of the room Room #55 North Entry Unlocked Good Wooden Door (15 hp) → Leads to room #23, inhabited by 1 x Shadow

West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #35

West Entry #2 Archway South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #92, inhabited by 1 x Mimic

Empty Room #56 North Entry #1 Archway → Leads to room #74

North Entry #2 Unlocked Stone Door (60 hp) → Leads to room #14, inhabited by 2 x Gray Ooze

East Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) → Leads to room #62, inhabited by 2 x Piercer

Empty Room #57 West Entry #1 Unlocked Simple Wooden Door (10 hp) West Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides up) East Entry #1 Stuck Iron Door (DC 25 to break; 60 hp) → Leads to room #28, inhabited by 2 x Gas Spore

East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #91

South Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) → Leads to room #6, inhabited by 2 x Shadow

Room Features A stone ramp ascends towards the east wall, Several pieces of rotten leather are scattered throughout the room Monster 2 x Shadow (cr 1/2, mm 269); 200 xp Room #58 West Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #95

West Entry #2 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp) Room Features A rattling noise can be heard in the center of the room, Several pieces of rotting wood are scattered throughout the room Monster 1 x Specter (cr 1, mm 279); 200 xp Room #59 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #8

West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) South Entry Archway Room Features A narrow pit covered by iron bars lies in the north side of the room, A pair of dice lies in the center of the room Trap Concealed Pit: DC 15 to find, DC 10 to disable; affects all targets entering a 10 ft. square area, DC 13 save or take 2d10 damage Room #60 North Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) West Entry Archway → Leads to room #97

South Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp) Trap Rune of Paralyzation: DC 20 to find, DC 15 to disable; affects all targets within 10 ft., DC 10 save or become paralyzed for 1d4 rounds Room #61 West Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp) → Leads to room #18

East Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp) → Leads to room #16, inhabited by 1 x Orc and 1 x Half-ogre

Room Features The north and west walls are covered with bloodstains, Several iron blobs are scattered throughout the room Room #62 North Entry #1 Archway → Leads to room #74

North Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) West Entry #1 Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) → Leads to room #56

West Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) South Entry Unlocked Stone Door (60 hp) → Leads to room #3

Monster 2 x Piercer (cr 1/2, mm 252); 200 xp Room #63 West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) → Leads to room #99

East Entry Unlocked Strong Wooden Door (20 hp) → Leads to room #42

South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #16, inhabited by 1 x Orc and 1 x Half-ogre

Room Features Someone has scrawled "Praise Gothmog of Udun" on the west wall, An overwhelming stench fills the room Monster 1 x Ogre (cr 2, mm 237); 450 xp Trap Electrified Floortile: DC 10 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 15 save or take 2d10 lightning damage Hidden Treasure Hidden (DC 25 to find) Locked Strong Wooden Chest (DC 15 to unlock, DC 25 to break; 20 hp) 2100 cp, 1200 sp, 70 gp, Small Bag of Incense (25 gp), Small Vial of Perfume (25 gp), Feathered Bracers (25 gp)

Room #64 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #98, inhabited by 1 x Orog

East Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp) → Leads to room #71

Room Features A tapestry of a legendary battle hangs from the west wall, A stone dais and throne sits in the south-east corner of the room Monster 1 x Minotaur Skeleton (cr 2, mm 273); 450 xp Room #65 West Entry Unlocked Simple Wooden Door (10 hp) → Leads to room #22, inhabited by 2 x Rust Monster

South Entry Unlocked Strong Wooden Door (20 hp) Empty Room #66 East Entry #1 Stuck Stone Door (DC 20 to break; 60 hp) → Leads to room #4

East Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp) South Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp) → Leads to room #50, inhabited by Goblin Boss and 1 x Goblin

Empty Room #67 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) South Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp) Monster 1 x Grick (cr 2, mm 173); 450 xp Room #68 North Entry Unlocked Strong Wooden Door (20 hp) → Leads to room #46

West Entry Archway → Leads to room #73, inhabited by 1 x Gelatinous Cube

South Entry Archway → Leads to room #69

Room Features The floor is covered in perfect hexagonal tiles, Someone has scrawled "There is no way out" on the south wall Monster 2 x Shadow (cr 1/2, mm 269); 200 xp Room #69 North Entry Archway → Leads to room #68, inhabited by 2 x Shadow

East Entry #1 Unlocked Stone Door (60 hp) (slides to one side) East Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #75, inhabited by 1 x Giant Toad

South Entry #1 Stuck Stone Door (DC 20 to break; 60 hp) → Leads to room #45, inhabited by 1 x Bugbear

South Entry #2 Archway Room Features Someone has scrawled "Sane Hane was here" on the east wall, A mouldy odor fills the room Room #70 East Entry Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp) South Entry Archway Room Features A large demonic idol with ruby eyes sits in the north-east corner of the room, Several torches are scattered throughout the room Monster 1 x Hobgoblin (cr 1/2, mm 186); 100 xp Room #71 North Entry Unlocked Simple Wooden Door (10 hp) (slides down) → Leads to room #18

West Entry #1 Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp) → Leads to room #64, inhabited by 1 x Minotaur Skeleton

West Entry #2 Unlocked Strong Wooden Door (20 hp) East Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp) (slides down) South Entry Stuck Stone Door (DC 20 to break; 60 hp) → Leads to room #24

Room Features An enchanted pool in the south side of the room restores youth to whomever drinks from it (but only once), A stream of quicksilver flows along a channel in the floor Room #72 North Entry #1 Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp) North Entry #2 Unlocked Good Wooden Door (15 hp) → Leads to room #84, inhabited by 1 x Ogre

West Entry Unlocked Good Wooden Door (15 hp) → Leads to room #33

East Entry #1 Archway East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #54

Room Features The floor is covered in perfect hexagonal tiles, Skeletons hang from chains and manacles against the north wall Room #73 North Entry #1 Unlocked Good Wooden Door (15 hp) → Leads to room #94, inhabited by 1 x Swarm of Insects

North Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp) East Entry Archway → Leads to room #68, inhabited by 2 x Shadow

Monster 1 x Gelatinous Cube (cr 2, mm 242); 450 xp Room #74 North Entry Archway → Leads to room #89

West Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) → Leads to room #14, inhabited by 2 x Gray Ooze

East Entry Unlocked Stone Door (60 hp) → Leads to room #31, inhabited by 1 x Orc and 1 x Half-ogre

South Entry #1 Archway → Leads to room #56

South Entry #2 Archway → Leads to room #62, inhabited by 2 x Piercer

Room Features A ladder ascends to a wooden platform in the north-west corner of the room, The ceiling is covered with cobwebs Room #75 West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #69

East Entry Archway South Entry Archway → Leads to room #49

Monster 1 x Giant Toad (cr 1, mm 329); 200 xp Room #76 North Entry Unlocked Strong Wooden Door (20 hp) → Leads to room #37

West Entry Unlocked Good Wooden Door (15 hp) East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) South Entry Unlocked Strong Wooden Door (20 hp) → Leads to room #32, inhabited by 2 x Darkmantle

Room Features Someone has scrawled "Bridger fell here, her sword sundered" in orcish runes on the south wall, The north and east walls are covered with cracks Monster 1 x Darkmantle (cr 1/2, mm 46); 100 xp Room #77 North Entry Archway → Leads to room #42

West Entry Archway → Leads to room #16, inhabited by 1 x Orc and 1 x Half-ogre

East Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp) Monster 1 x Giant Spider (cr 1, mm 328); 200 xp Room #78 West Entry #1 Stuck Stone Door (DC 20 to break; 60 hp) → Leads to room #18

West Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) → Leads to room #13, inhabited by 1 x Hobgoblin and 1 x Bugbear

South Entry Stuck Iron Door (DC 25 to break; 60 hp) Room Features A wooden platform hangs over a deep pit in the south-west corner of the room, Someone has scrawled "It's a trap" on the south wall Room #79 North Entry Archway West Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) Room Features A forge and anvil sit in the south-west corner of the room, Someone has scrawled "Death comes on silent wings" on the south wall Room #80 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (magically reinforced, disadvantage to break) → Leads to room #39, inhabited by Goblin Boss and 1 x Goblin

West Entry Archway → Leads to room #37

East Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp) South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides down) Monster 2 x Gray Ooze (cr 1/2, mm 243); 200 xp Room #81 North Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #32, inhabited by 2 x Darkmantle

North Entry #2 Archway East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #1

South Entry Archway Monster 1 x Half-ogre (cr 1, mm 238); 200 xp Room #82 East Entry #1 Unlocked Good Wooden Door (15 hp) → Leads to room #52

East Entry #2 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp) Empty Room #83 North Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp) West Entry Unlocked Strong Wooden Door (20 hp) → Leads to room #46

East Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides down) East Entry #2 Archway → Leads to room #12

South Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp) → Leads to room #7, inhabited by 1 x Grick

Empty Room #84 North Entry Archway → Leads to room #3

West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) South Entry Unlocked Good Wooden Door (15 hp) → Leads to room #72

Monster 1 x Ogre (cr 2, mm 237); 450 xp Room #85 North Entry Stuck Stone Door (DC 20 to break; 60 hp) → Leads to room #44, inhabited by 1 x Hobgoblin

East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) Room Features A wooden platform hangs over a deep pit in the south-east corner of the room, A warped holy symbol lies in the south-west corner of the room Room #86 West Entry Archway East Entry Archway Empty Room #87 West Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp) East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) Empty Room #88 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #36, inhabited by 1 x Specter

Room Features Someone has scrawled "Upon the solstice in the Year of Omens, when death becomes life and the Obsidian Orb is wreathed in flames, the Palace of Mirrors shall be lost" in orcish runes on the east wall, Oil drips from the ceiling in the south-east corner of the room Room #89 West Entry Unlocked Good Wooden Door (15 hp) East Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp) East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #31, inhabited by 1 x Orc and 1 x Half-ogre

South Entry Archway → Leads to room #74

Empty Room #90 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #54

East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides up) South Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp) Room Features Someone has scrawled "Badubro stands here, slain by a basilisk" on the north wall, Several pieces of broken glass are scattered throughout the room Monster 2 x Shadow (cr 1/2, mm 269); 200 xp Trap Magic Missle Trap: DC 15 to find, DC 10 to disable; one target, 1d10 force damage Room #91 West Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #28, inhabited by 2 x Gas Spore

West Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #57, inhabited by 2 x Shadow

Room Features An iron chandelier hangs from the ceiling in the east side of the room, Someone has scrawled "The Sword of Faith shall be lost until the Seal of Charms fails" in draconic script on the west wall Room #92 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #55

North Entry #2 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp) East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) South Entry Archway Room Features A faded and torn tapestry hangs from the east wall, A charred wooden shield lies in the south side of the room Monster 1 x Mimic (cr 2, mm 220); 450 xp Room #93 East Entry Stuck Iron Door (DC 25 to break; 60 hp) → Leads to room #23, inhabited by 1 x Shadow

Monster 1 x Giant Spider (cr 1, mm 328); 200 xp Room #94 South Entry #1 Stuck Stone Door (DC 20 to break; 60 hp) → Leads to room #15

South Entry #2 Unlocked Good Wooden Door (15 hp) → Leads to room #73, inhabited by 1 x Gelatinous Cube

Monster 1 x Swarm of Insects (cr 1/2, mm 338); 100 xp Room #95 West Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp) → Leads to room #7, inhabited by 1 x Grick

East Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #25, inhabited by 2 x Hobgoblin

East Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #58, inhabited by 1 x Specter

South Entry Stuck Iron Door (DC 25 to break; 60 hp) Empty Room #96 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #21, inhabited by 1 x Ogre

South Entry Stuck Iron Door (DC 25 to break; 60 hp) Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 15 to unlock, DC 30 to break; 60 hp) 1800 cp, 1500 sp, 70 gp, Feathered Ribbon (25 gp), Fine Cloth Sash trimmed with Leopard Fur (25 gp), Leather Boots with Silver Buckles (25 gp), Pewter Miniature (of a Temple) (25 gp), Feathered bound Book (blank) (25 gp), Rabbit Fur Shoes (25 gp)

Room #97 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #9

West Entry Archway → Leads to room #47

East Entry Archway → Leads to room #60

South Entry #1 Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp) South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp) South Entry #3 Unlocked Stone Door (60 hp) → Leads to room #46

Room Features A magical idol in the center of the room grants the ability to speak with dragons to whomever offers a prayer to a god of chaos (but only once), A mural of a legendary battle covers the ceiling Room #98 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) East Entry #1 Unlocked Simple Wooden Door (10 hp) East Entry #2 Archway → Leads to room #18

South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #64, inhabited by 1 x Minotaur Skeleton

Monster 1 x Orog (cr 2, mm 247); 450 xp Room #99 East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) → Leads to room #63, inhabited by 1 x Ogre

South Entry Stuck Stone Door (DC 20 to break; 60 hp) → Leads to room #16, inhabited by 1 x Orc and 1 x Half-ogre

Empty

Licensing[edit]

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Credit: Image made via donjon's dungeon generator.

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Date/TimeThumbnailDimensionsUserComment
current11:05, 14 March 2020Thumbnail for version as of 11:05, 14 March 20203,652 × 4,656 (523 KB)Blobby383b (talk | contribs)== Summary == General Dungeon History The dungeon was created by hobgoblins as a maze. Its creators were destroyed by attacking raiders, and the dungeon has fallen to ruin and been rebuilt many times since then. Dungeon Walls Reinforced Masonry (DC 15 to climb) Dungeon Floor Flagstone Temperature Warm Illumination Shadowy (phosphorescent fungus or candles every 20 ft.) Corridors a An acrid odor fills the corridor c Chain Flail: DC 10 to find, DC 10 to disable; initiative +3, 1 attack per ro...
21:13, 26 December 2017Thumbnail for version as of 21:13, 26 December 20173,651 × 4,651 (456 KB)MrHappyTurtle (talk | contribs)General Dungeon History The dungeon was created by hobgoblins as a maze. Its creators were destroyed by attacking raiders, and the dungeon has fallen to ruin and been rebuilt many times since then. Dungeon Walls Reinforced Masonry (DC 15 to climb) Dun...

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