Donjon The Black Labyrinth of Woe
Donjon The Black Labyrinth of Woe
Donjon The Black Labyrinth of Woe
Level 1
Map Style:
Standard
Grid:
Square
HTML
Player's Map
Print Map
TSV Map
North
Entry
Room #1
East
Entry
Room #2
Room #3
North
Entry
West
Entry
South
Entry
Empty
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
(slides to one side, +1 to break DC)
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room
Lit candles are scattered across the floor, Screaming can
Features
be heard in the north-west corner of the room
North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Unlocked Good Wooden Door (hard 5, 15 hp)
West Entry
Leads to room #13, inhabited by 5 x Dire Rat
Room
The walls have been engraved with glowing glyphs, A
Features
toppled statue lies in the north-west corner of the room
West
Archway
Entry
East Locked Good Wooden Door (Open Lock DC 25, break DC 18;
Entry hard 5, 15 hp)
Pit Trap: CR 2; mechanical; location trigger; manual reset; DC
Trap 20 Reflex save avoids; 40 ft. deep (4d6, fall); Search DC 20;
Disable Device DC 20
North
Unlocked Good Wooden Door (hard 5, 15 hp)
Entry
West
Unlocked Simple Wooden Door (hard 5, 10 hp)
Entry
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
North Entry
Room #4
Room #5
Room #6
Room #7
Room #8
Room #13
Monster
Skills and Feats: Climb +11, Hide +8, Listen +4, Move
Silently +4, Spot +4, Swim +11; Alertness, Weapon Finesse
Hidden (Search DC 25) Locked Strong Wooden Chest
(Open Lock DC 25, break DC 25; hard 5, 20 hp)
Hidden
Treasure
Violet Garnet (400 gp); Banded Mail (Medium) (250 gp);
hoard total 650 gp
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room #14
North
Entry
West
Entry
East
Entry
Room #17
Skills and Feats: Hide +10, Listen +5*, Spot +5*; Improved
Initiative
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
A set of demonic war masks hangs on the north wall,
Room #18 Room
Someone has scrawled a basic map of the dungeon on the
Features
west wall
North
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Entry
Secret (Search DC 20) Stuck Strong Wooden Door (break
DC 23; hard 5, 20 hp)
Room #19 South
Entry
The door is located above a small stone dais and
concealed behind an area of slime
Empty
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
(slides down, +1 to break DC)
West Entry
Room #20
South
Entry
Room
Features
Room #21
South
Entry #1
South
Entry #2
East
Entry
South
Entry
Room #22
Cha 1
Skills and Feats: -; Toughness
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
West
Entry #1
Room #23
West
Entry #2
Room #24
North
Entry
West
Entry
East
Entry
South
Entry #1
South
Entry #2
Room #27
Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42;
Init +0; Spd 30 ft. (6 squares; can't run); AC 16 (+5 natural, +1
light wooden shield), touch 10, flat-footed 16; Base Atk +3;
Grp +6; Atk +6 melee (1d8+3, morningstar) or +6 melee
Monster (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6
melee (1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3
ranged (1d6+2, 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 +2, Ref +2, Will +5; Str
17, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Secret (Search DC 30) Stuck Strong Wooden Door (break
DC 23; hard 5, 20 hp)
West Entry The door is concealed behind a tapestry of geometric
patterns
Room #28
Room #29
North
Entry
West
Entry
East
Entry
Room #30
Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2; Spd 15 ft.
(3 squares), climb 15 ft., swim 15 ft.; AC 14 (+2 size, +2 dex),
touch 14, flat-footed 12; Base Atk +0; Grp -12; Atk +4 melee
Monster (1d3-4, bite); Full Atk +4 melee (1d3-4, bite); Space/Reach 21/2 ft./0 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort
+2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha
2
North
Entry
Room #33
Skills and Feats: Balance +10, Climb +12, Hide +14, Move
Silently +10, Swim +10; Weapon Finesse
Secret (Search DC 25) Stuck Stone Door (break DC 28; hard
8, 60 hp)
The door is located near the ceiling and only two feet
high
Room
A mural of ghoulish carnage covers the ceiling, A simple
Features fireplace sits against the east wall
Monster 1 x Shrieker (fungus)
East
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Entry
Room
A mural of a goddess of love covers the ceiling, The ceiling is
Features covered with bloodstains
1 x Large Monstrous Centipede (vermin)
Room #34
Large monstrous centipede: CR 1; Large vermin; HD 3d8; hp
13; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size,
+2 dex, +3 natural), touch 11, flat-footed 12; Base Atk +2;
Monster Grp +7; Atk +3 melee (1d8+1 plus poison, bite); Full Atk +3
melee (1d8+1 plus poison, bite); Space/Reach 10 ft./5 ft.; SA
Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +3,
Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon
Finesse
Room #35
Room
Someone has scrawled "Look to the ceiling" on the east wall,
Features A corroded chain lies in the north side of the room
1 x 1st Level Warrior Drow (elf)
West
Entry
South
Entry
Room #38
touch 10, flat-footed 17; Base Atk +1; Grp +2; Atk +2 melee
(1d8+1/x3, warhammer) or +1 ranged (1d8/19-20, light
crossbow); Full Atk +2 melee (1d8+1/x3, warhammer) or +1
ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.;
SA Duergar traits, spell-like abilities; SQ Darkvision 60 ft.,
duergar traits; AL LE; SV Fort +4*, Ref +0*, Will -1*; Str 13,
Dex 11, Con 14, Int 10, Wis 9, Cha 4
Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft
(stonemasonry) +2, Listen +3, Move Silently -4, Spot +2;
Toughness
Treasure: 3000 cp; hoard total 30 gp
Room #39
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Empty
North
Entry
Archway
Trapped and Unlocked Stone Door (hard 8, 60 hp)