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Dungeon

Level 5

General

Dungeon Walls Dungeon Floor Temperature

Reinforced Masonry (Climb DC 20) Flagstone Warm

Illumination

Dark (individual creatures may carry lights)

Corridors

a c e i

Withered corpses are nailed to the corridor walls Rusting iron spikes line the walls A swarm of crawling insects covers the floor Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (Glyph of Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28. Ungol Dust Vapor Trap: CR 5; mechanical; gas; multiple targets (all targets in a 10 ft. onset delay (2 rounds); poison (ungol dust, Cha/1d6 Cha plus 1 Cha drain); Search DC location trigger; manual reset; by 10 ft. room); never miss; DC 15 Fortitude save resists, 1 20; Disable Device DC 16.

Wandering Monsters

1 2 3 4 5 6

5 x Troglodyte Zombie, hunting for food 8 x Kobold Zombie, wielding bizarre eldritch powers 1 x Mummy, lost and desperate 1 x Ettin Skeleton, wielding bizarre eldritch powers 1 x Mummy, wielding bizarre eldritch powers 1 x Mummy, wielding bizarre eldritch powers

Room #1

North Entry West Entry East Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (Sepia Snake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; Disable Device DC 28.

East Entry #2

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Leads to room #12, inhabited by 5 x Shadow

Empty

Room #2

West Entry East Entry South Entry

Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) Unlocked Simple Wooden Door (hard 5, 10 hp) Leads to room #16

Room Features Monster

A ladder ascends to a catwalk hanging between the north and south walls, Several pieces of broken glass are scattered throughout the room 8 x Kobold Zombie Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30 ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed 13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1, slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d61/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0, Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1 Skills and Feats: -; Toughness

Skills and Feats: -; Toughness

Room #3

North Entry

Unlocked Strong Wooden Door (hard 5, 20 hp) Leads to room #12, inhabited by 5 x Shadow

West Entry South Entry Hidden Treasure

Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Hidden (Search DC 25) Trapped and Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60 hp) Burning Hands Trap: CR 2; magic device; proximity trigger (alarm); automatic reset; spell effect (Burning Hands, 1st level wizard, 1d4 fire, DC 11 Reflex save half damage); Search DC 26; Disable Device DC 26. 20 pp; Copper Framed Painting (1300 gp), Electrum Amphora (2000 gp); Wand of Detect Secret Doors (21 of 50 charges) (315 gp); hoard total 3815 gp

Room #4

West Entry

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp) Leads to room #5, inhabited by 4 x Owlbear Skeleton

South Entry

Trapped and Unlocked Iron Door (hard 10, 60 hp) Fusillade of Darts: CR 1; mechanical; location trigger; manual reset; Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent 5 ft. squares); Search DC 14; Disable Device DC 20.

Monster

5 x Ghast (ghoul) Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16 Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8; Multiattack, Toughness Treasure: Fox Fur Coat set with Aquamarine (1000 gp), Sable Hunter's Cap (1200 gp); Arcane Scroll (Enlarge Person (25 gp), Fox's Cunning (150 gp), Silence (200 gp)) (total 375 gp), Arcane Scroll (Arcane Mark (12 gp 5 sp), Gust of Wind (150 gp), Major Image (375 gp)) (total 537 gp 5 sp); hoard total 3112 gp 5 sp

Room #5

West Entry #1 West Entry #2 East Entry

Archway Stuck Iron Door (break DC 28; hard 10, 60 hp) Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp) Leads to room #4, inhabited by 5 x Ghast (ghoul)

South Entry

Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp) Someone has scrawled "Beware the basilisk" on the east wall, An acrid odor fills the north side of the room 4 x Owlbear Skeleton Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft. (6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11; Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee

Room Features Monster

(1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int -, Wis 10, Cha 1 Skills and Feats: ; Improved Initiative

Room #6

East Entry South Entry #1 South Entry #2 Room Features Monster

Stuck Iron Door (break DC 28; hard 10, 60 hp) Unlocked Iron Door (hard 10, 60 hp) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) A chute falls into the room from above, The ceiling is covered with cobwebs 1 x Ettin Skeleton Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8 squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5; Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or +4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or +10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach 10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort +3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1 Skills and Feats: ; Improved Initiative

Room #7

South Entry Monster

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) 11 x Human Commoner Zombie Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init -1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9, flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2 melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee (1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1 Skills and Feats: -; Toughness

Room #8

West Entry

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break DC) Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15 melee (6d6); multiple targets (can strike all characters in two adjacent specified squares); Search DC 20; Disable Device DC 25.

East Entry South Entry

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Deeper Pit Trap: CR 1; mechanical; location trigger; manual reset; hidden switch bypass (Search DC 25); DC 15 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5 ft. squares); Search DC 20; Disable Device DC 23.

Room Features

A circle of tall stones stands in the north-west corner of the room, Several pieces of broken glass are scattered throughout the room

Room #9

West Entry

Archway Leads to room #14, inhabited by 4 x Ghoul

East Entry

Archway

Empty

Room #10

East Entry South Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas; multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (2 rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1 Cha drain); Search DC 20; Disable Device DC 16.

Room Features Monster

A faded and torn tapestry hangs from the east wall, A stack of barrels filled with sand stands against the north wall 1 x Ettin Skeleton Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8 squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5; Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or +4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or +10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach 10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort +3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1 Skills and Feats: ; Improved Initiative

Room #11

North Entry East Entry #1 East Entry #2 South Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (magically reinforced, +10 to break DC) Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp) Unlocked Good Wooden Door (hard 5, 15 hp) Archway Leads to room #13, inhabited by 1 x Mummy

Room Features Monster

Someone has scrawled "The walls listen" on the north wall, The ceiling is covered with dripping stalactites 1 x Wraith Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flatfooted 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15 Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

Room #12

West Entry #1

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Leads to room #1

West Entry #2 East Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Leads to room #13, inhabited by 1 x Mummy

South Entry

Unlocked Strong Wooden Door (hard 5, 20 hp) Leads to room #3

Room Features Monster

A narrow pit covered by iron bars lies in the north-west corner of the room, The floor is covered with mud 5 x Shadow Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd Fly 40 ft. (good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flatfooted 11; Base Atk +1; Grp -; Atk +3 melee (1d6 Str, incorporeal touch); Full Atk +3 melee (1d6 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +1, Ref +3, Will +4; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13 Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

Room #13

North Entry

Archway Leads to room #11, inhabited by 1 x Wraith

West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Leads to room #12, inhabited by 5 x Shadow

East Entry #1 East Entry #2 South Entry

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp) Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break DC) Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) A circle of tall stones stands in the east side of the room, Someone has scrawled "When song becomes silence and the Seal of Souls fails, the Blade of Crystal shall be restored." on the north wall 1 x Mummy Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4 squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk +11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort +4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15 Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, Great Fortitude, Toughness Treasure: 600 gp; Divine Scroll (Resistance (12 gp 5 sp), Bear's Endurance (150 gp), Continual Flame (425 gp)) (total 587 gp 5 sp); hoard total 1187 gp 5 sp

Room Features

Monster

Trap

Poisoned Dart Trap: CR 4; mechanical; location trigger; manual reset; Atk +15 ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10 ft. by 10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude save resists, 1d2 Dex/1d2 Dex); Search DC 21; Disable Device DC 22. Hidden (Search DC 20) Trapped and Locked Good Wooden Chest (Open Lock DC 20, break DC 18; hard 5, 15 hp) Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automatic reset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28. 20000 cp; Bolt of Gold Cloth set with Amethyst (6000 gp), Copper Dice (pair) set with Malachite (600 gp), Leopard Fur bound Book (blank) (600 gp), Rabbit Fur Talisman (120 gp); Arcane Scroll (Floating Disk (25 gp)) (total 25 gp), Potion of Bull's Strength (300 gp); hoard total 7845 gp

Hidden Treasure

Room #14

West Entry

Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) Poisoned Dart Trap: CR 4; mechanical; location trigger; manual reset;

Atk +15 ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10 ft. by 10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude save resists, 1d2 Dex/1d2 Dex); Search DC 21; Disable Device DC 22. East Entry #1 East Entry #2 East Entry #3 Archway Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Archway Leads to room #9 South Entry Monster Archway 4 x Ghoul Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12 Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack

Room #15

North Entry #1

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #17

North Entry #2 East Entry

Archway Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp) A stack of barrels filled with sand stands against the west wall, Someone has scrawled "Minimlye stands here, slain by a basilisk" in orcish on the south wall 4 x Troglodyte Zombie Troglodyte zombie: CR 1; Medium undead; HD 4d12+3; hp 29; Init -2; Spd 30 ft. (6 squares; can't run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed 16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); Full Atk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int , Wis 10, Cha 1 Skills and Feats: -; Toughness

Room Features

Monster

Room #16

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp) Leads to room #2, inhabited by 8 x Kobold Zombie

East Entry Trap

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Pit Trap: CR 3; mechanical, location trigger; manual reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); Search DC 20; Disable Device DC 20.

Room #17

East Entry #1 East Entry #2 South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Stuck Iron Door (break DC 28; hard 10, 60 hp) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #15, inhabited by 4 x Troglodyte Zombie

Empty

Random Dungeon Generator by drow http://donjon.bin.sh/ Some content used under the terms of the Open Gaming License

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