Scuff Dungeon 03
Scuff Dungeon 03
Level 3
General History The dungeon was created by elves as a lair. It was eventually abandoned by its creators, and the dungeon has been attacked
and abandoned many times since then.
Size Colossal (115 x 149)
Walls Superior Masonry (DC 20 to climb)
Floor Smooth Stone
Temperature Cool
Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)
Corridor Features a A narrow shaft falls into the corridor from above
c The walls here have been engraved with endless spirals
e Numerous pillars line the corridor
i An iron chandelier hangs from the ceiling here
m An unexplained breeze can be felt here
n An acrid odor fills the corridor
r Magic Missle Trap: DC 10 to find, DC 15 to disable; one target, 1d10 force damage
s An iron chandelier hangs from the ceiling here
u A 5-foot wide chasm cuts across the corridor
v Magic Missle Trap: DC 20 to find, DC 10 to disable; one target, 1d10 force damage
w Acid Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 12 save or take 1d10 acid damage for
1d4 rounds
x Skeletons hang from chains and manacles against the walls
z The scent of ozone fills the corridor
Wandering Monsters 1 2 x Mimic (cr 2, mm 220); hard, 900 xp; consumed by disease and madness
2 2 x Mimic (cr 2, mm 220); hard, 900 xp; wielding bizarre eldritch powers
3 Red Dragon Wyrmling (cr 4, mm 98) and 1 x Magma Mephit (cr 1/2, mm 216); hard, 1200 xp; bloodied and hunting a different
party of adventurers
4 Ettin (cr 4, mm 132); hard, 1100 xp; performing an evil ritual
5 2 x Bugbear (cr 1, mm 33); medium, 400 xp; searching for an object stolen from their lair
6 Gelatinous Cube (cr 2, mm 242); easy, 450 xp; consumed by disease and madness
Room #1 East Entry #1 Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
East Entry #2 Trapped and Unlocked Iron Door (60 hp)
Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable; affects each creature which touches the lock, DC 10 save or take 1d10
lightning damage
South Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
→ Leads to room #16
Room Features A narrow shaft descends from the room into a plundered tomb below, and the sound of drums can be faintly heard near the
north wall
Room #2 West Entry #1 Secret (DC 25 to find) Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a pile of skulls
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 17 save or take 4d10
damage
West Entry #2 Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is concealed within an upright sarcophagus
East Entry Trapped and Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Ⓣ Contact Poison: DC 15 to find, DC 15 to disable; affects each creature which touches the trigger, DC 13 save or take 2d10
damage
South Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
→ Leads to room #18, inhabited by Ettin
Empty
Room #3 West Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20
hp)
South Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
Empty
Room #4 North Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
East Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp) (slides to one side)
Ⓣ Magic Missle Trap: DC 20 to find, DC 15 to disable; one target, 1d10 force damage
→ Leads to room #5
South Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +7 to hit against one target, 2d10 slashing
damage
→ Leads to room #20
Monster Bandit Captain (cr 2, mm 344) and 6 x Bandit (cr 1/8, mm 343); hard, 600 xp
Room #5 West Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp) (slides to one side)
Ⓣ Magic Missle Trap: DC 20 to find, DC 15 to disable; one target, 1d10 force damage
→ Leads to room #4, inhabited by Bandit Captain and 6 x Bandit
East Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp) (magically reinforced, disadvantage to break)
Ⓣ Fire Spray: DC 20 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 11 save or take 1d10 fire
damage
→ Leads to room #6, inhabited by 2 x Orog
South Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
South Entry #2 Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp) (magically reinforced, disadvantage to break)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +5 to hit against one target, 1d10 piercing damage
Empty
Room #6 West Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp) (magically reinforced, disadvantage to break)
Ⓣ Fire Spray: DC 20 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 11 save or take 1d10 fire
damage
→ Leads to room #5
East Entry #1 Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
East Entry #2 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to disable; +3 to hit against one target, 1d10 slashing damage
→ Leads to room #10, inhabited by 2 x Orc and 1 x Manticore
South Entry #1 Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
→ Leads to room #13
South Entry #2 Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
Monster 2 x Orog (cr 2, mm 247); hard, 900 xp
Room #7 West Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
→ Leads to room #10, inhabited by 2 x Orc and 1 x Manticore
East Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 17 save or take 4d10
damage
→ Leads to room #8, inhabited by Illusionist and 1 x Apprentice Wizard
South Entry Secret (DC 25 to find) Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp) (slides up)
Ⓢ The door is located above a small stone dais and concealed behind an area of mould
→ Leads to room #22, inhabited by Ettin
Monster Orog (cr 2, mm 247) and 3 x Orc (cr 1/2, mm 246); hard, 750 xp
Room #8 West Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 17 save or take 4d10
damage
→ Leads to room #7, inhabited by Orog and 3 x Orc
East Entry Secret (DC 20 to find) Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ The door is located near the ceiling and opened by standing on a small floor tile
Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable; affects each creature which touches the lock, DC 18 save or take 4d10
lightning damage
→ Leads to room #9, inhabited by Bugbear and 5 x Goblin
Monster Illusionist (cr 3, motm 263, vgm 214) and 1 x Apprentice Wizard (cr 1/4, motm 259, vgm 209); medium, 750 xp
Treasure: 11 gp; 14 gp
Room #9 West Entry Secret (DC 20 to find) Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ The door is located near the ceiling and opened by standing on a small floor tile
Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable; affects each creature which touches the lock, DC 18 save or take 4d10
lightning damage
→ Leads to room #8, inhabited by Illusionist and 1 x Apprentice Wizard
South Entry Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp) (slides to one side)
→ Leads to room #15
Monster Bugbear (cr 1, mm 33) and 5 x Goblin (cr 1/4, mm 166); hard, 450 xp
Room #11 North Entry Secret (DC 25 to find) Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
West Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 11 save or take 1d10
damage
→ Leads to room #15
South Entry Secret (DC 20 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides to one side)
Ⓢ The door is concealed behind a tapestry of a legendary battle
→ Leads to room #23, inhabited by Bandit Captain and 2 x Bandit
Room Features A toppled statue lies in the west side of the room, and someone has scrawled "This is not a secret door" on the west wall
Room #12 West Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #18, inhabited by Ettin
East Entry #1 Secret (DC 20 to find) Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ A section of wall makes a loud grinding noise as it pivots open
East Entry #2 Secret (DC 25 to find) Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 11 save or take 1d10 thunder
damage and become deafened for 1d4 rounds
→ Leads to room #19
Room Features A tile labyrinth covers the floor, and a pile of trash lies in the south side of the room
Monster Water Weird (cr 3, mm 299); medium, 700 xp
Treasure: 8 ep
Room #13 North Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
→ Leads to room #6, inhabited by 2 x Orog
South Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
→ Leads to room #24, inhabited by Gelatinous Cube
Room Features A magical mosaic on the east wall depicts the betrayal of whomever views it, and a pile of broken arrows lies in the south-west
corner of the room
Room #14 West Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ 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
East Entry Secret (DC 15 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #15
South Entry #1 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ One-way Door: DC 15 to find, DC 15 to disable
→ Leads to room #29, inhabited by Orc War Chief and 1 x Orc
South Entry #2 Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
→ Leads to room #30
Room Features A set of demonic war masks hangs on the east wall, and someone has scrawled a diagram of a mechanical trap on the east
wall
Room #15 North Entry Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp) (slides to one side)
→ Leads to room #9, inhabited by Bugbear and 5 x Goblin
West Entry Secret (DC 15 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #14
East Entry #1 Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 11 save or take 1d10
damage
→ Leads to room #11
East Entry #2 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Acid Spray: DC 20 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 20 save or take 2d10 acid damage
for 1d4 rounds
→ Leads to room #23, inhabited by Bandit Captain and 2 x Bandit
South Entry #1 Secret (DC 20 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed behind a statue of a noble king, and opened by stabbing a sword into his back
→ Leads to room #30
South Entry #2 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Empty
Room #16 North Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
→ Leads to room #1
East Entry Secret (DC 15 to find) Trapped and Unlocked Iron Door (60 hp)
Ⓢ The door is concealed within a mosaic of a god of fate
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
→ Leads to room #17
South Entry #1 Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
South Entry #2 Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides
down)
Ⓢ The door is located near the ceiling and concealed behind an area of slime
→ Leads to room #31, inhabited by 2 x Ogre Zombie
Empty
Room #17 West Entry Secret (DC 15 to find) Trapped and Unlocked Iron Door (60 hp)
Ⓢ The door is concealed within a mosaic of a god of fate
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
→ Leads to room #16
East Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Electrified Lock: DC 20 to find, DC 15 to disable; affects each creature which touches the lock, DC 13 save or take 2d10
lightning damage
→ Leads to room #18, inhabited by Ettin
South Entry #1 Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
South Entry #2 Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
Room Features A large kiln and coal bin sit in the east side of the room, and someone has scrawled "In the Labyrinth of Death, when the light
comes to lifeless eyes, the Sapphire Tower shall be destroyed" on the north wall
Trap Earthmaw Trap: DC 10 to find, DC 15 to disable; +8 to hit against one target, 2d10 piercing damage
Room #18 North Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
→ Leads to room #2
West Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Electrified Lock: DC 20 to find, DC 15 to disable; affects each creature which touches the lock, DC 13 save or take 2d10
lightning damage
→ Leads to room #17
East Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #12, inhabited by Water Weird
South Entry Secret (DC 25 to find) Trapped and Unlocked Good Wooden Door (15 hp)
Ⓢ The door is located near the ceiling and concealed behind an area of fungus
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 10 save or take 1d10
damage
→ Leads to room #25
Room Features A stack of barrels filled with rotting fruit stands against the east wall, and someone has scrawled "The last wards have fallen"
on the east wall
Monster Ettin (cr 4, mm 132); hard, 1100 xp
Treasure: 23 cp
Room #19 North Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 15 to disable; affects each creature which touches the crystal, DC 12 save or be
teleported to another location
West Entry Secret (DC 25 to find) Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 11 save or take 1d10 thunder
damage and become deafened for 1d4 rounds
→ Leads to room #12, inhabited by Water Weird
East Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 16 save or take 4d10 thunder
damage and become deafened for 1d4 rounds
→ Leads to room #20
South Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 12 save or take 2d10
damage
→ Leads to room #27
Empty
Room #20 North Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +7 to hit against one target, 2d10 slashing damage
→ Leads to room #4, inhabited by Bandit Captain and 6 x Bandit
West Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 16 save or take 4d10 thunder
damage and become deafened for 1d4 rounds
→ Leads to room #19
Empty
Room #21 North Entry Secret (DC 25 to find) Trapped and Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
Ⓢ The door is concealed behind a statue of a medusa, and opened by uncovering her eyes
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +11 to hit against one target, 4d10 piercing damage
→ Leads to room #10, inhabited by 2 x Orc and 1 x Manticore
West Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
West Entry #2 Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ 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
East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #22, inhabited by Ettin
South Entry Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 14 save or take 2d10
damage
→ Leads to room #33
Room Features A chute falls into the room from above, and a tile mosaic of arcane patterns covers the floor
Room #22 North Entry Secret (DC 25 to find) Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp) (slides up)
Ⓢ The door is located above a small stone dais and concealed behind an area of mould
→ Leads to room #7, inhabited by Orog and 3 x Orc
West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #21
East Entry Secret (DC 20 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed behind a pile of broken stone
South Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Magic Missle Trap: DC 10 to find, DC 15 to disable; one target, 2d10 force damage
Room Features Several square holes are cut into the east wall, and several pieces of trash are scattered throughout the
room
Monster Ettin (cr 4, mm 132); hard, 1100 xp
Treasure: 13 sp
Room #23 North Entry Secret (DC 20 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides to one side)
Ⓢ The door is concealed behind a tapestry of a legendary battle
→ Leads to room #11
West Entry #1 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Acid Spray: DC 20 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 20 save or take 2d10 acid damage
for 1d4 rounds
→ Leads to room #15
West Entry #2 Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
East Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Rune of Confusion: DC 10 to find, DC 10 to disable; affects all targets within 10 ft., DC 15 save or become confused (phb
224) for 1d4 rounds
South Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #34, inhabited by Ogre Chain Brute and 1 x Ogre
Room Features Someone has scrawled "This paladin is dead" on the south wall, and a broken spear lies in the east side of the room
Monster Bandit Captain (cr 2, mm 344) and 2 x Bandit (cr 1/8, mm 343); easy, 500 xp
Treasure: 18 sp
Room #25 North Entry Secret (DC 25 to find) Trapped and Unlocked Good Wooden Door (15 hp)
Ⓢ The door is located near the ceiling and concealed behind an area of fungus
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 10 save or take 1d10
damage
→ Leads to room #18, inhabited by Ettin
West Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +3 to hit against one target, 1d10 piercing damage
South Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
→ Leads to room #36
Room Features Numerous pillars line the south and east walls, and a cube of solid stone stands in the center of the room
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)
2200 cp, 1100 sp, 60 gp, a steel cup inlaid with a filigree of gold (25 gp), an earthenware bowl embossed with arcane runes
(25 gp)
Room #26 East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #27
South Entry Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
→ Leads to room #37
Room Features Spirals of white stones cover the floor, and a dagger hilt lies in the north-east corner of the
room
Room #27 North Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 12 save or take 2d10
damage
→ Leads to room #19
West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #26
South Entry #1 Secret (DC 20 to find) Trapped and Unlocked Iron Door (60 hp)
Ⓢ The door is concealed by an illusion
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +8 to hit against one target, 2d10 slashing damage
→ Leads to room #38, inhabited by Ogre Zombie
South Entry #2 Secret (DC 15 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is concealed behind a statue of a terrified maiden, and opened by breaking her neck
→ Leads to room #39
Room Features A stone stair ascends towards the east wall, and a stone dais and throne sits in the north-east corner of the room
Room #28 South Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
→ Leads to room #39
Room Features A wooden ladder rests against the south wall, and someone has scrawled a large X on the south
wall
Monster Gelatinous Cube (cr 2, mm 242); easy, 450 xp
Treasure: 15 cp
Room #29 North Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ One-way Door: DC 15 to find, DC 15 to disable
→ Leads to room #14
Room Features Someone has scrawled "If being drunk all the time were easy, everyone would do it" in dwarvish runes on the west wall, and
several torches are scattered throughout the room
Monster Orc War Chief (cr 4, mm 246) and 1 x Orc (cr 1/2, mm 246); hard, 1200 xp
Treasure: 11 sp; 13 gp
Room #30 North Entry #1 Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
→ Leads to room #14
North Entry #2 Secret (DC 20 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed behind a statue of a noble king, and opened by stabbing a sword into his back
→ Leads to room #15
East Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +7 to hit against one target, 2d10 slashing damage
→ Leads to room #34, inhabited by Ogre Chain Brute and 1 x Ogre
South Entry Secret (DC 25 to find) Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
Ⓢ The door is concealed behind an area of slime
→ Leads to room #44, inhabited by Water Weird
Room Features A faded and torn tapestry hangs from the east wall, and several pieces of blood-soaked clothing are scattered throughout the
room
Room #31 North Entry Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides down)
Ⓢ The door is located near the ceiling and concealed behind an area of slime
→ Leads to room #16
West Entry Trapped and Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +5 to hit against one target, 1d10 slashing damage
East Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects each creature which touches the trigger, DC 14 save or take 2d10
damage
East Entry #2 Trapped and Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
Room Features A chute falls into the room from above, and several rotten apples are scattered throughout the room
Monster 2 x Ogre Zombie (cr 2, mm 316); hard, 900 xp
Treasure: 17 sp; 11 sp
Room #32 West Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp) (slides up)
Ⓣ Ice Dart Trap: DC 10 to find, DC 10 to disable; +10 to hit against one target, 4d10 cold damage
East Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
→ Leads to room #33
South Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
→ Leads to room #43
Room Features The north and east walls have been engraved with geometric patterns, and the floor is covered with humanoid
bones
Monster Wight (cr 3, mm 300) and 1 x Zombie (cr 1/4, mm 316); medium, 750 xp
Treasure: 23 cp; 13 sp
Room #33 North Entry Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 14 save or take 2d10
damage
→ Leads to room #21
West Entry #1 Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
→ Leads to room #32, inhabited by Wight and 1 x Zombie
West Entry #2 Secret (DC 25 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #43
Room Features A ladder ascends to a catwalk hanging between the north and south walls, and the floor is covered with rotting straw
Room #34 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #23, inhabited by Bandit Captain and 2 x Bandit
West Entry #1 Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +7 to hit against one target, 2d10 slashing damage
→ Leads to room #30
West Entry #2 Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp) (magically reinforced, disadvantage to
break)
South Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #47
Monster Ogre Chain Brute (cr 3, motm 201, mtf 221) and 1 x Ogre (cr 2, mm 237); deadly, 1150 xp
Treasure: 18 cp; 17 cp
Room #35 North Entry #1 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Fire Spray: DC 10 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 11 save or take 1d10 fire damage
North Entry #2 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 13 save or take 2d10
damage
West Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
South Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +7 to hit against one target, 2d10 slashing damage
→ Leads to room #48
Room Features A magical mirror on the north wall teleports whomever gazes into it to another room of the dungeon, and several rotten apples
are scattered throughout the room
Monster Ghast (cr 2, mm 148) and 2 x Ghoul (cr 1, mm 148); deadly, 850 xp
Treasure: 2300 cp, 1200 sp, 30 gp, 5 x diamond (50 gp), bloodstone (50 gp), carnelian (50 gp), quartz (50 gp)
Room #36 North Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
→ Leads to room #25
East Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Symbol of Hypnosis: DC 15 to find, DC 15 to disable; affects all targets within 10 ft., DC 20 save or become incapacitated
for 1d4 rounds
→ Leads to room #49, inhabited by Ogre Zombie and 6 x Zombie
Room Features Someone has scrawled "You cannot kill it with swords" on the east wall, and a metallic odor fills the north-west corner of the
room
Trap Caltrops: affects all targets within a 10 ft. square area, DC 15 save or stop moving and take 1 piercing damage, creatures
moving at half-speed do not need to make the save
Hidden Treasure Hidden (DC 20 to find) Locked Strong Wooden Chest (DC 15 to unlock, DC 25 to break; 20 hp)
2800 cp, 1600 sp, 90 gp, eye agate (10 gp), lapis lazuli (10 gp), malachite (10 gp), obsidian (10 gp), 2 x tiger eye (10 gp),
turquoise (10 gp), Potion of Climbing (common, dmg 187)
Room #37 North Entry Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
→ Leads to room #26
East Entry Secret (DC 15 to find) Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #38, inhabited by Ogre Zombie
South Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp) (slides down)
→ Leads to room #49, inhabited by Ogre Zombie and 6 x Zombie
Room Features A stone ramp ascends towards the south wall, and a circle of tall stones stands in the east side of the
room
Room #38 North Entry Secret (DC 20 to find) Trapped and Unlocked Iron Door (60 hp)
Ⓢ The door is concealed by an illusion
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +8 to hit against one target, 2d10 slashing damage
→ Leads to room #27
West Entry Secret (DC 15 to find) Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #37
Room Features A balcony hangs from the south wall, and a stack of oil-filled barrels stands against the east wall
Monster Ogre Zombie (cr 2, mm 316); easy, 450 xp
Treasure: 7 gp
Trap Idol of Law: DC 15 to find, DC 15 to disable; affects chaotic creatures which touch the idol, DC 15 save or take 2d10 damage
and be stunned for 1 round
Room #39 North Entry #1 Secret (DC 15 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is concealed behind a statue of a terrified maiden, and opened by breaking her neck
→ Leads to room #27
North Entry #2 Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
→ Leads to room #28, inhabited by Gelatinous Cube
West Entry Trapped and Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +4 to hit against one target, 1d10 piercing damage
→ Leads to room #50
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 12 save or take 2d10
damage
→ Leads to room #40, inhabited by Gelatinous Cube
Room Features A narrow ledge runs along the south and west walls, and a set of demonic war masks hangs on the west wall
Trap Guillotine Blade: DC 10 to find, DC 10 to disable; +12 to hit against one target, 4d10 slashing damage
Hidden Treasure Hidden (DC 20 to find) Trapped and Locked Iron Chest (DC 25 to unlock, DC 30 to break; 60 hp)
Magic Missle Trap: DC 20 to find, DC 15 to disable; one target, 2d10 force damage
2000 cp, 1000 sp, 80 gp, 2 x diamond (50 gp), bloodstone (50 gp), jasper (50 gp), quartz (50 gp), star rose quartz (50 gp),
zircon (50 gp), Figurine of Wondrous Power (onyx dog) (rare, dmg 169)
Room #40 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #24, inhabited by Gelatinous Cube
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 12 save or take 2d10
damage
→ Leads to room #39
East Entry Secret (DC 15 to find) Trapped and Unlocked Iron Door (60 hp)
Ⓢ The door is concealed within a horrific torture device
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 14 save or take 2d10
damage
→ Leads to room #43
South Entry #1 Secret (DC 15 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
South Entry #2 Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
Monster Gelatinous Cube (cr 2, mm 242); easy, 450 xp
Treasure: 15 sp
Room #41 North Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
West Entry Secret (DC 20 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #45
East Entry #1 Secret (DC 15 to find) Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
Ⓢ The door is concealed within an upright sarcophagus
East Entry #2 Trapped and Unlocked Stone Door (60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +7 to hit against one target, 2d10 piercing damage
→ Leads to room #44, inhabited by Water Weird
South Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp) (slides down)
→ Leads to room #53, inhabited by Water Weird
Room Features A narrow shaft descends from the room into a magical cyst below, and howling can be heard in the center of the
room
Monster Roper (cr 5, mm 261) and 1 x Piercer (cr 1/2, mm 252); deadly, 1900 xp
Room #42 North Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ 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
East Entry #1 Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
East Entry #2 Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is concealed within an upright sarcophagus
East Entry #3 Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Rune of Hypnosis: DC 10 to find, DC 20 to disable; affects all targets within 10 ft., DC 12 save or become incapacitated for
1d4 rounds
→ Leads to room #48
Monster Silver Dragon Wyrmling (cr 2, mm 118); easy, 450 xp
Treasure: 20 cp
Room #43 North Entry #1 Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ Magic Missle Trap: DC 20 to find, DC 15 to disable; one target, 2d10 force damage
North Entry #2 Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
→ Leads to room #32, inhabited by Wight and 1 x Zombie
West Entry Secret (DC 15 to find) Trapped and Unlocked Iron Door (60 hp)
Ⓢ The door is concealed within a horrific torture device
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 14 save or take 2d10
damage
→ Leads to room #40, inhabited by Gelatinous Cube
East Entry Secret (DC 25 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #33
South Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each creature which touches the trigger, DC 15 save or take 2d10
damage
→ Leads to room #55
Empty
Room #44 North Entry #1 Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp) (slides up)
North Entry #2 Secret (DC 25 to find) Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
Ⓢ The door is concealed behind an area of slime
→ Leads to room #30
West Entry #1 Trapped and Unlocked Stone Door (60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +7 to hit against one target, 2d10 piercing damage
→ Leads to room #41, inhabited by Roper and 1 x Piercer
West Entry #2 Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 12 save or take 2d10 thunder
damage and become deafened for 1d4 rounds
East Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #46, inhabited by Roper
South Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
→ Leads to room #56, inhabited by Ogre Zombie and 1 x Zombie
Monster Water Weird (cr 3, mm 299); medium, 700 xp
Treasure: 11 sp
Room #45 East Entry #1 Secret (DC 20 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #41, inhabited by Roper and 1 x Piercer
East Entry #2 Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 20 to disable; +8 to hit against one target, 2d10 cold damage
→ Leads to room #53, inhabited by Water Weird
South Entry #1 Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
Ⓣ Earthmaw Trap: DC 10 to find, DC 20 to disable; +3 to hit against one target, 1d10 piercing
damage
→ Leads to room #55
South Entry #2 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +4 to hit against one target, 1d10 piercing damage
South Entry #3 Trapped and Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
Empty
Room #46 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
West Entry #1 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #44, inhabited by Water Weird
West Entry #2 Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
East Entry #1 Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #47
East Entry #2 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
→ Leads to room #57
South Entry Trapped and Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
→ Leads to room #59
Room Features Someone has scrawled "Look to the ceiling" on the north wall, and a bent chisel lies in the south-east corner of the
room
Monster Roper (cr 5, mm 261); deadly, 1800 xp
Room #47 North Entry #1 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #34, inhabited by Ogre Chain Brute and 1 x Ogre
North Entry #2 Trapped and Unlocked Strong Wooden Door (20 hp) (slides to one side)
Ⓣ 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
West Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #46, inhabited by Roper
Empty
Room #48 North Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +7 to hit against one target, 2d10 slashing damage
→ Leads to room #35, inhabited by Ghast and 2 x Ghoul
West Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Rune of Hypnosis: DC 10 to find, DC 20 to disable; affects all targets within 10 ft., DC 12 save or become incapacitated for
1d4 rounds
→ Leads to room #42, inhabited by Silver Dragon Wyrmling
West Entry #2 Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is concealed behind a pile of broken stone
West Entry #3 Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
→ Leads to room #58
Room Features A rope ascends to a wooden platform in the north side of the room, and someone has scrawled a large X on the east wall
Room #49 North Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp) (slides down)
→ Leads to room #37
West Entry #1 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Symbol of Hypnosis: DC 15 to find, DC 15 to disable; affects all targets within 10 ft., DC 20 save or become incapacitated
for 1d4 rounds
→ Leads to room #36
West Entry #2 Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp) (magically reinforced, disadvantage to break)
→ Leads to room #51
East Entry Trapped and Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp) (slides up)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to disable; +3 to hit against one target, 1d10 slashing damage
Room Features A shallow pit lies in the south-west corner of the room, and a rusted gauntlet lies in the south-west corner of the room
Monster Ogre Zombie (cr 2, mm 316) and 6 x Zombie (cr 1/4, mm 316); deadly, 750 xp
Room #50 East Entry #1 Trapped and Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +4 to hit against one target, 1d10 piercing
damage
→ Leads to room #39
East Entry #2 Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
→ Leads to room #52, inhabited by Mimic
Empty
Room #51 East Entry #1 Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp) (magically reinforced, disadvantage to break)
→ Leads to room #49, inhabited by Ogre Zombie and 6 x Zombie
East Entry #2 Trapped and Unlocked Stone Door (60 hp) (slides to one side)
Ⓣ Fire Spray: DC 10 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 10 save or take 1d10 fire
damage
→ Leads to room #61, inhabited by Hobgoblin Captain and 2 x Hobgoblin
South Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Empty
Room #52 West Entry #1 Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
→ Leads to room #50
West Entry #2 Secret (DC 20 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed behind a statue of an ancient lich, and opened by pressing runes on his staff
Room Features A magical altar of a god of death in the north-west corner of the room grants the ability to speak with dragons to whomever
sacrifices a magical item upon it, and several square holes are cut into the east wall
Monster Mimic (cr 2, mm 220); easy, 450 xp
Treasure: 24 cp
Room #53 North Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp) (slides down)
→ Leads to room #41, inhabited by Roper and 1 x Piercer
West Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 20 to disable; +8 to hit against one target, 2d10 cold damage
→ Leads to room #45
West Entry #2 Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
South Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
Room Features A magical mirror on the north wall answers questions with lies and falsehoods, and someone has scrawled "Beneath the altar"
in dwarvish runes on the south wall
Monster Water Weird (cr 3, mm 299); medium, 700 xp
Treasure: 15 sp
Hidden Treasure Hidden (DC 20 to find) Locked Strong Wooden Chest (DC 15 to unlock, DC 25 to break; 20 hp)
2200 cp, 1100 sp, 70 gp, azurite (10 gp), banded agate (10 gp), eye agate (10 gp), malachite (10 gp), 2 x moss agate (10 gp),
rhodochrosite (10 gp), Dust of Disappearance (uncommon, dmg 166), Potion of Fire Breath (uncommon, dmg 187), Ring of
Swimming (uncommon, dmg 193), Rope of Climbing (uncommon, dmg 197)
Room #54 North Entry Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
South Entry Secret (DC 15 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
→ Leads to room #64, inhabited by Cult Fanatic and 2 x Cultist
Empty
Room #55 North Entry #1 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each creature which touches the trigger, DC 15 save or take 2d10
damage
→ Leads to room #43
North Entry #2 Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
Ⓣ Earthmaw Trap: DC 10 to find, DC 20 to disable; +3 to hit against one target, 1d10 piercing damage
→ Leads to room #45
East Entry #1 Secret (DC 15 to find) Trapped and Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
Ⓢ The door is located near the ceiling and opened by twisting an iron sconce
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +7 to hit against one target, 2d10 slashing damage
East Entry #2 Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) (slides to one side)
→ Leads to room #62, inhabited by Illusionist and 3 x Apprentice Wizard
South Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Fire Spray: DC 10 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 13 save or take 2d10 fire damage
→ Leads to room #66, inhabited by Orc War Chief and 1 x Orc
Empty
Room #56 North Entry #1 Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
North Entry #2 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
→ Leads to room #44, inhabited by Water Weird
South Entry #1 Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #67, inhabited by Red Dragon Wyrmling and 1 x Kobold
South Entry #2 Secret (DC 15 to find) Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Acid Spray: DC 15 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 12 save or take 1d10 acid damage
for 1d4 rounds
South Entry #3 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
Monster Ogre Zombie (cr 2, mm 316) and 1 x Zombie (cr 1/4, mm 316); easy, 500 xp
Treasure: 11 ep; 13 cp
Room #57 West Entry #1 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15
hp)
→ Leads to room #46, inhabited by Roper
West Entry #2 Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
→ Leads to room #59
Empty
Room #58 North Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
East Entry #1 Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
→ Leads to room #48
East Entry #2 Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a tapestry of vile acts
→ Leads to room #60, inhabited by Silver Dragon Wyrmling
South Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +10 to hit against one target, 4d10 piercing damage
→ Leads to room #68, inhabited by Orc Eye of Gruumsh and 2 x Orc
Room Features A large kiln and coal bin sit in the west side of the room, and a pile of corroded iron spikes lies in the center of the
room
Room #59 North Entry #1 Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp) (slides to one side)
North Entry #2 Trapped and Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
→ Leads to room #46, inhabited by Roper
West Entry #1 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +3 to hit against one target, 1d10 piercing damage
West Entry #2 Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
East Entry #1 Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
→ Leads to room #57
East Entry #2 Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
→ Leads to room #69, inhabited by Half-Red Dragon Veteran and 1 x Thug
Room Features A magical mirror on the east wall teleports whomever gazes into it to another room of the dungeon, and someone has
scrawled "Gothene stands here, slain by a basilisk" on the south wall
Room #60 West Entry #1 Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a tapestry of vile acts
→ Leads to room #58
West Entry #2 Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is located above a small stone dais and concealed behind a pile of broken stone
→ Leads to room #68, inhabited by Orc Eye of Gruumsh and 2 x Orc
East Entry #1 Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
East Entry #2 Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 15 to disable; +7 to hit against one target, 2d10 slashing
damage
South Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp) (slides to one side)
→ Leads to room #72, inhabited by 2 x Bugbear and 1 x Ogre
Monster Silver Dragon Wyrmling (cr 2, mm 118); easy, 450 xp
Treasure: 21 cp
Room #61 West Entry #1 Trapped and Unlocked Stone Door (60 hp) (slides to one side)
Ⓣ Fire Spray: DC 10 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 10 save or take 1d10 fire damage
→ Leads to room #51
West Entry #2 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +6 to hit against one target, 2d10 piercing damage
West Entry #3 Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
East Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
East Entry #2 Trapped and Stuck Iron Door (DC 25 to break; 60 hp) (magically reinforced, disadvantage to break)
Ⓣ Earthmaw Trap: DC 15 to find, DC 10 to disable; +3 to hit against one target, 1d10 piercing damage
→ Leads to room #63
Room Features The room has a high domed ceiling, and several sundered shields are scattered throughout the room
Monster Hobgoblin Captain (cr 3, mm 186) and 2 x Hobgoblin (cr 1/2, mm 186); deadly, 900 xp
Treasure: 2500 cp, 1000 sp, 80 gp, 2 x banded agate (10 gp), lapis lazuli (10 gp), moss agate (10 gp), 2 x obsidian (10 gp),
Spell Scroll (False Life) (common, dmg 200), Potion of Climbing (common, dmg 187), 3 x Potion of Healing (common, dmg
187)
Room #62 West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) (slides to one side)
→ Leads to room #55
East Entry Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +9 to hit against one target, 4d10 piercing damage
→ Leads to room #67, inhabited by Red Dragon Wyrmling and 1 x Kobold
South Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
→ Leads to room #74, inhabited by Goblin Boss and 6 x Goblin
Room Features A tile labyrinth covers the floor, and several pieces of rotten bread are scattered throughout the room
Monster Illusionist (cr 3, motm 263, vgm 214) and 3 x Apprentice Wizard (cr 1/4, motm 259, vgm 209); deadly, 850
xp
Room #63 North Entry Secret (DC 25 to find) Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Ⓢ The door is concealed behind a tapestry of arcane patterns
West Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60 hp) (magically reinforced, disadvantage to break)
Ⓣ Earthmaw Trap: DC 15 to find, DC 10 to disable; +3 to hit against one target, 1d10 piercing
damage
→ Leads to room #61, inhabited by Hobgoblin Captain and 2 x Hobgoblin
West Entry #2 Secret (DC 20 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
South Entry Secret (DC 25 to find) Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
→ Leads to room #77, inhabited by Ettin
Empty
Room #64 North Entry Secret (DC 15 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
→ Leads to room #54
South Entry #1 Trapped and Unlocked Stone Door (60 hp) (slides down)
Ⓣ Falling Block: DC 10 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 11 save or take 1d10
damage
→ Leads to room #78, inhabited by Bandit Captain and 6 x Bandit
South Entry #2 Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #79, inhabited by Silver Dragon Wyrmling
Room Features A workbench and lantern sit in the west side of the room, and someone has scrawled a draconic face on the south wall
Monster Cult Fanatic (cr 2, mm 345) and 2 x Cultist (cr 1/8, mm 345); easy, 500 xp
Room #66 North Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Fire Spray: DC 10 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 13 save or take 2d10 fire damage
→ Leads to room #55
West Entry Secret (DC 20 to find) Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
Ⓢ The door is located above a small stone dais and concealed behind a tapestry of vile acts
→ Leads to room #65
East Entry #1 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
East Entry #2 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 15 save or take 2d10
damage
East Entry #3 Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +3 to hit against one target, 1d10 piercing damage
→ Leads to room #74, inhabited by Goblin Boss and 6 x Goblin
South Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Room Features The floor is covered in perfect hexagonal tiles, and someone has scrawled "Corna was here" on the south wall
Monster Orc War Chief (cr 4, mm 246) and 1 x Orc (cr 1/2, mm 246); hard, 1200 xp
Treasure: 2200 cp, 1100 sp, 70 gp, 4 x diamond (50 gp), bloodstone (50 gp), chalcedony (50 gp), 2 x citrine (50 gp),
moonstone (50 gp), 2 x onyx (50 gp)
Room #67 North Entry #1 Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
North Entry #2 Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #56, inhabited by Ogre Zombie and 1 x Zombie
West Entry Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +9 to hit against one target, 4d10 piercing
damage
→ Leads to room #62, inhabited by Illusionist and 3 x Apprentice Wizard
East Entry Trapped and Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
→ Leads to room #70
Monster Red Dragon Wyrmling (cr 4, mm 98) and 1 x Kobold (cr 1/8, mm 195); hard, 1125 xp
Treasure: 15 cp; 13 cp
Room #68 North Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +10 to hit against one target, 4d10 piercing damage
→ Leads to room #58
East Entry #1 Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is located above a small stone dais and concealed behind a pile of broken stone
→ Leads to room #60, inhabited by Silver Dragon Wyrmling
East Entry #2 Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ Fire Spray: DC 10 to find, DC 20 to disable; affects all targets within a 20 ft. cone, DC 20 save or take 4d10 fire damage
→ Leads to room #72, inhabited by 2 x Bugbear and 1 x Ogre
South Entry Secret (DC 25 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #76, inhabited by Wraith and 1 x Specter
Room Features A faded and torn tapestry hangs from the west wall, and a forge and anvil sit in the north-east corner of the room
Monster Orc Eye of Gruumsh (cr 2, mm 247) and 2 x Orc (cr 1/2, mm 246); hard, 650 xp
Treasure: 1700 cp, 1100 sp, 100 gp, a bone rod inlaid with a filigree of silver (25 gp), a brass longsword inlaid with silver (25
gp), a brocade choker trimmed with fox fur (25 gp), a copper dagger engraved with draconic scales (25 gp), a leather vest
sewn with silver (25 gp), Cloak of Elvenkind (uncommon, dmg 158), Trident of Fish Command (uncommon, dmg 209)
Room #69 West Entry #1 Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
→ Leads to room #59
West Entry #2 Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is located several feet above the floor and concealed within a mosaic of legendary
monsters
→ Leads to room #71
South Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 15 to disable; one target, 2d10 force damage
→ Leads to room #82, inhabited by Red Dragon Wyrmling and 2 x Kobold
Monster Half-Red Dragon Veteran (cr 5, mm 180) and 1 x Thug (cr 1/2, mm 350); deadly, 1900 xp
Room #70 North Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Electrified Lock: DC 15 to find, DC 20 to disable; affects each creature which touches the lock, DC 11 save or take 1d10
lightning damage
West Entry Trapped and Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
→ Leads to room #67, inhabited by Red Dragon Wyrmling and 1 x Kobold
East Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +6 to hit against one target, 2d10 cold damage
→ Leads to room #71
Empty
Room #71 West Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +6 to hit against one target, 2d10 cold damage
→ Leads to room #70
East Entry Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is located several feet above the floor and concealed within a mosaic of legendary
monsters
→ Leads to room #69, inhabited by Half-Red Dragon Veteran and 1 x Thug
South Entry Secret (DC 20 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #84, inhabited by Orog and 4 x Orc
Hidden Treasure Hidden (DC 15 to find) Locked Strong Wooden Chest (DC 20 to unlock, DC 25 to break; 20 hp)
1700 cp, 600 sp, 90 gp, 4 x diamond (50 gp), moonstone (50 gp)
Room #72 North Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp) (slides to one side)
→ Leads to room #60, inhabited by Silver Dragon Wyrmling
West Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ Fire Spray: DC 10 to find, DC 20 to disable; affects all targets within a 20 ft. cone, DC 20 save or take 4d10 fire damage
→ Leads to room #68, inhabited by Orc Eye of Gruumsh and 2 x Orc
East Entry #1 Secret (DC 15 to find) Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Thunderstone Mine: DC 10 to find, DC 10 to disable; affects all targets within 20 ft., DC 20 save or take 4d10 thunder
damage and become deafened for 1d4 rounds
→ Leads to room #73
East Entry #2 Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓣ Acid Spray: DC 10 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 13 save or take 1d10 acid damage
for 1d4 rounds
South Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Thunderstone Mine: DC 10 to find, DC 10 to disable; affects all targets within 20 ft., DC 10 save or take 1d10 thunder
damage and become deafened for 1d4 rounds
→ Leads to room #86
Room Features A mural of a god of fate covers the ceiling, and an iron sarcophagus sits in the north-east corner of the room
Monster 2 x Bugbear (cr 1, mm 33) and 1 x Ogre (cr 2, mm 237); deadly, 850 xp
Treasure: 3000 cp, 1100 sp, 120 gp, diamond (50 gp), chalcedony (50 gp), onyx (50 gp), star rose quartz (50 gp), zircon (50
gp), Spell Scroll (Guidance) (common, dmg 200)
Room #73 West Entry Secret (DC 15 to find) Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Thunderstone Mine: DC 10 to find, DC 10 to disable; affects all targets within 20 ft., DC 20 save or take 4d10 thunder
damage and become deafened for 1d4 rounds
→ Leads to room #72, inhabited by 2 x Bugbear and 1 x Ogre
East Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
East Entry #2 Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #75
Room Features Someone has scrawled "Hamas stands here, slain by a basilisk" on the south wall, and a pile of torn paper lies in the north-
east corner of the room
Room #74 North Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
→ Leads to room #62, inhabited by Illusionist and 3 x Apprentice Wizard
West Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +3 to hit against one target, 1d10 piercing damage
→ Leads to room #66, inhabited by Orc War Chief and 1 x Orc
East Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +8 to hit against one target, 2d10 slashing damage
South Entry Secret (DC 25 to find) Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
Ⓢ The door is concealed behind an area of fungus
→ Leads to room #85
Room Features A stream of water flows along a channel in the floor, and someone has scrawled "Explosive runes" on the south
wall
Monster Goblin Boss (cr 1, mm 166) and 6 x Goblin (cr 1/4, mm 166); hard, 500 xp
Room #75 West Entry #1 Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #73
West Entry #2 Trapped and Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp) (slides to one side)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 10 save or take 1d10
damage
East Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Ice Dart Trap: DC 20 to find, DC 10 to disable; +7 to hit against one target, 2d10 cold damage
→ Leads to room #77, inhabited by Ettin
South Entry Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #87
Empty
Room #76 North Entry Secret (DC 25 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #68, inhabited by Orc Eye of Gruumsh and 2 x Orc
South Entry #1 Secret (DC 15 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
South Entry #2 Trapped and Unlocked Iron Door (60 hp)
Ⓣ Rune of Hypnosis: DC 15 to find, DC 15 to disable; affects all targets within 10 ft., DC 10 save or become incapacitated for
1d4 rounds
Room Features A shallow pit lies in the south side of the room, and a pair of dice lies in the west side of the room
Monster Wraith (cr 5, mm 302) and 1 x Specter (cr 1, mm 279); deadly, 2000 xp
Room #77 North Entry #1 Trapped and Unlocked Iron Door (60 hp) (slides to one side)
Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable; affects each creature which touches the lock, DC 13 save or take 2d10
lightning damage
North Entry #2 Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp) (slides to one side)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects each creature which touches the trigger, DC 16 save or take 4d10
damage
North Entry #3 Secret (DC 25 to find) Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
→ Leads to room #63
West Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Ice Dart Trap: DC 20 to find, DC 10 to disable; +7 to hit against one target, 2d10 cold damage
→ Leads to room #75
East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) (slides to one side)
→ Leads to room #78, inhabited by Bandit Captain and 6 x Bandit
Room Features Several alcoves are cut into the east wall, and someone has scrawled a diagram of a mechanical trap on the east wall
Monster Ettin (cr 4, mm 132); hard, 1100 xp
Treasure: 13 sp
Room #78 North Entry Trapped and Unlocked Stone Door (60 hp) (slides down)
Ⓣ Falling Block: DC 10 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 11 save or take 1d10
damage
→ Leads to room #64, inhabited by Cult Fanatic and 2 x Cultist
West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) (slides to one side)
→ Leads to room #77, inhabited by Ettin
South Entry #1 Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 10 save or take 1d10
damage
→ Leads to room #91
South Entry #2 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ One-way Door: DC 15 to find, DC 10 to disable
Room Features A stone stair ascends towards the south wall, and a circle of tall stones stands in the west side of the room
Monster Bandit Captain (cr 2, mm 344) and 6 x Bandit (cr 1/8, mm 343); hard, 600 xp
Room #79 North Entry #1 Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #64, inhabited by Cult Fanatic and 2 x Cultist
North Entry #2 Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ Earthmaw Trap: DC 20 to find, DC 10 to disable; +5 to hit against one target, 1d10 piercing
damage
→ Leads to room #65
South Entry #1 Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #88, inhabited by 4 x Goblin and 7 x Giant Rat
South Entry #2 Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #89
Monster Silver Dragon Wyrmling (cr 2, mm 118); easy, 450 xp
Treasure: 23 cp
Room #80 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #65
East Entry Secret (DC 25 to find) Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +11 to hit against one target, 4d10 slashing
damage
→ Leads to room #85
South Entry Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp) (magically reinforced, disadvantage to break)
→ Leads to room #89
Monster Roper (cr 5, mm 261) and 1 x Piercer (cr 1/2, mm 252); deadly, 1900 xp
Room #81 North Entry Secret (DC 25 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed behind a statue of a hydra, and opened by reaching into several of its mouths
South Entry Trapped and Unlocked Simple Wooden Door (10 hp) (slides to one side)
Ⓣ Magic Missle Trap: DC 15 to find, DC 10 to disable; one target, 2d10 force damage
Room Features Spirals of white stones cover the floor, and someone has scrawled a drawing of a sword on the south
wall
Room #82 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 15 to disable; one target, 2d10 force damage
→ Leads to room #69, inhabited by Half-Red Dragon Veteran and 1 x Thug
West Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Rune of Confusion: DC 15 to find, DC 20 to disable; affects all targets within 10 ft., DC 19 save or become confused (phb
224) for 1d4 rounds
South Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
→ Leads to room #92
Room Features A wooden platform hangs over a deep pit in the south side of the room, and a pile of rotten apples lies in the south-east corner
of the room
Monster Red Dragon Wyrmling (cr 4, mm 98) and 2 x Kobold (cr 1/8, mm 195); hard, 1150 xp
Room #83 East Entry Secret (DC 15 to find) Trapped and Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp) (slides
up)
Ⓢ The door is located several feet above the floor and opened by tracing an arcane rune
Ⓣ Earthmaw Trap: DC 15 to find, DC 15 to disable; +7 to hit against one target, 2d10 piercing damage
→ Leads to room #84, inhabited by Orog and 4 x Orc
South Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to disable; +9 to hit against one target, 4d10 slashing damage
→ Leads to room #93, inhabited by Half-Red Dragon Veteran and 1 x Thug
Monster Spectator (cr 3, mm 30) and 1 x Gibbering Mouther (cr 2, mm 157); deadly, 1150 xp
Treasure: 11 cp; 13 sp
Room #84 North Entry Secret (DC 20 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #71
West Entry Secret (DC 15 to find) Trapped and Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp) (slides up)
Ⓢ The door is located several feet above the floor and opened by tracing an arcane rune
Ⓣ Earthmaw Trap: DC 15 to find, DC 15 to disable; +7 to hit against one target, 2d10 piercing damage
→ Leads to room #83, inhabited by Spectator and 1 x Gibbering Mouther
East Entry #1 Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
East Entry #2 Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #92
Room Features A faded and torn tapestry hangs from the south wall, and ghostly wailing can be heard in the west side of the room
Monster Orog (cr 2, mm 247) and 4 x Orc (cr 1/2, mm 246); deadly, 850 xp
Treasure: 2600 cp, 700 sp, 40 gp, a brocade choker threaded with silver (25 gp), a copper ring inlaid with a meandros of gold
(25 gp), a fine leather coinpurse trimmed with squirrel fur (25 gp), a linen sash trimmed with rabbit fur (25 gp), a pewter coffer
inlaid with silver (25 gp), Spell Scroll (Disguise Self) (common, dmg 200), Spell Scroll (Magic Missile) (common, dmg 200), 2 x
Potion of Climbing (common, dmg 187), Potion of Healing (common, dmg 187)
Room #85 North Entry #1 Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
North Entry #2 Secret (DC 25 to find) Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
Ⓢ The door is concealed behind an area of fungus
→ Leads to room #74, inhabited by Goblin Boss and 6 x Goblin
West Entry #1 Secret (DC 25 to find) Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +11 to hit against one target, 4d10 slashing damage
→ Leads to room #80, inhabited by Roper and 1 x Piercer
West Entry #2 Secret (DC 15 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is located several feet above the floor and concealed behind an area of slime
→ Leads to room #89
South Entry Secret (DC 20 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is concealed behind a tapestry of arcane patterns
→ Leads to room #96
Room Features Numerous pillars line the north and west walls, and numerous humanoid skulls are scattered throughout the room
Trap Rune of Paralyzation: DC 10 to find, DC 15 to disable; affects all targets within 10 ft., DC 10 save or become paralyzed for 1d4
rounds
Hidden Treasure Hidden (DC 15 to find) Locked Good Wooden Chest (DC 15 to unlock, DC 20 to break; 15 hp)
2300 cp, 900 sp, 90 gp, 2 x diamond (50 gp), bloodstone (50 gp), carnelian (50 gp), 2 x chalcedony (50 gp), citrine (50 gp),
jasper (50 gp), quartz (50 gp), Bracers of Archery (uncommon, dmg 156), Wind Fan (uncommon, dmg 213), +1 Weapon
(quarterstaff) (uncommon, dmg 213), Sword of Vengeance (longsword) (uncommon, dmg 206)
Room #86 North Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Thunderstone Mine: DC 10 to find, DC 10 to disable; affects all targets within 20 ft., DC 10 save or take 1d10 thunder
damage and become deafened for 1d4 rounds
→ Leads to room #72, inhabited by 2 x Bugbear and 1 x Ogre
East Entry #1 Trapped and Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
Ⓣ Ice Dart Trap: DC 10 to find, DC 20 to disable; +3 to hit against one target, 1d10 cold damage
East Entry #2 Secret (DC 25 to find) Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #87
South Entry #1 Secret (DC 15 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #95
South Entry #2 Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
South Entry #3 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides up)
Ⓣ Rune of Confusion: DC 15 to find, DC 10 to disable; affects all targets within 10 ft., DC 15 save or become confused (phb
224) for 1d4 rounds
Room Features The scent of urine fills the room, and a sundered shield lies in the east side of the room
Room #87 North Entry Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #75
West Entry Secret (DC 25 to find) Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #86
East Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable; affects each creature which touches the lock, DC 11 save or take 1d10
lightning damage
→ Leads to room #90, inhabited by Orog and 3 x Orc
South Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #98, inhabited by Ogre Chain Brute and 1 x Ogre
Room Features A tile mosaic of a legendary battle covers the floor, and skeletons hang from chains and manacles against the south wall
Room #88 North Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #79, inhabited by Silver Dragon Wyrmling
West Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides up)
Ⓣ Ice Dart Trap: DC 20 to find, DC 15 to disable; +8 to hit against one target, 2d10 cold damage
South Entry #1 Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
→ Leads to room #100
South Entry #2 Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is located several feet above the floor and concealed behind a tapestry of geometric patterns
→ Leads to room #101, inhabited by Roper and 1 x Piercer
Room Features A narrow ledge runs along the walls, and an unexplained breeze can be felt in the north-east corner of the room
Monster 4 x Goblin (cr 1/4, mm 166) and 7 x Giant Rat (cr 1/8, mm 327); hard, 375 xp
Treasure: 2800 cp, 700 sp, 40 gp, a pewter crown etched with arcane runes (25 gp), a pewter warhammer set with jasper (25
gp), a silver chime inlaid with a filigree of electrum (25 gp), a stoneware bowl painted with pastoral imagery (25 gp), a wooden
scepter inlaid with copper (25 gp), an earthenware chalice embossed with floral vines (25 gp), Periapt of Proof Against Poison
(rare, dmg 184)
Room #89 North Entry #1 Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #79, inhabited by Silver Dragon Wyrmling
North Entry #2 Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp) (magically reinforced, disadvantage to break)
→ Leads to room #80, inhabited by Roper and 1 x Piercer
East Entry #1 Secret (DC 15 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is located several feet above the floor and concealed behind an area of slime
→ Leads to room #85
East Entry #2 Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
→ Leads to room #96
South Entry #1 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
→ Leads to room #101, inhabited by Roper and 1 x Piercer
South Entry #2 Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
Room Features The floor is covered in square tiles, alternating white and black, and a pile of bent copper coins lies in the north side of the
room
Room #90 West Entry #1 Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable; affects each creature which touches the lock, DC 11 save or take 1d10
lightning damage
→ Leads to room #87
West Entry #2 Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
→ Leads to room #98, inhabited by Ogre Chain Brute and 1 x Ogre
East Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 10 to disable; affects all targets within 20 ft., DC 16 save or take 4d10 thunder
damage and become deafened for 1d4 rounds
→ Leads to room #91
South Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
Monster Orog (cr 2, mm 247) and 3 x Orc (cr 1/2, mm 246); hard, 750 xp
Room #91 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 10 save or take 1d10
damage
→ Leads to room #78, inhabited by Bandit Captain and 6 x Bandit
West Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 10 to disable; affects all targets within 20 ft., DC 16 save or take 4d10 thunder
damage and become deafened for 1d4 rounds
→ Leads to room #90, inhabited by Orog and 3 x Orc
East Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 20 to disable; affects all targets within 20 ft., DC 15 save or take 2d10 thunder
damage and become deafened for 1d4 rounds
East Entry #2 Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
South Entry Secret (DC 15 to find) Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #99
Empty
Room #92 North Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
→ Leads to room #82, inhabited by Red Dragon Wyrmling and 2 x Kobold
West Entry #1 Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #84, inhabited by Orog and 4 x Orc
West Entry #2 Trapped and Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
Ⓣ Acid Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 10 save or take 1d10 acid damage
for 1d4 rounds
South Entry Secret (DC 20 to find) Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
Ⓢ The door is located near the ceiling and concealed by an illusion
→ Leads to room #104, inhabited by Goblin Boss and 2 x Goblin
Room Features A rope ascends to a catwalk hanging between the north and south walls, and a forge and anvil sit in the west side of the room
Room #93 North Entry #1 Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +4 to hit against one target, 1d10 piercing damage
North Entry #2 Trapped and Unlocked Strong Wooden Door (20 hp) (slides down)
Ⓣ Magic Missle Trap: DC 20 to find, DC 15 to disable; one target, 2d10 force damage
North Entry #3 Trapped and Unlocked Stone Door (60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to disable; +9 to hit against one target, 4d10 slashing damage
→ Leads to room #83, inhabited by Spectator and 1 x Gibbering Mouther
West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #96
East Entry Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
→ Leads to room #94
Monster Half-Red Dragon Veteran (cr 5, mm 180) and 1 x Thug (cr 1/2, mm 350); deadly, 1900 xp
Treasure: 2600 cp, 1000 sp, 100 gp, a leather armor sewn with copper (25 gp), a leather coat tooled with elven script (25 gp),
a malachite salt cellar engraved with arcane runes (25 gp), a silver cup set with a rosette of spinel (25 gp), an agate salt cellar
set with aquamarine and topaz (25 gp), an ivory comb engraved with arcane runes (25 gp), Spell Scroll (Speak with Animals)
(common, dmg 200), 5 x Potion of Healing (common, dmg 187)
Room #94 West Entry Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
→ Leads to room #93, inhabited by Half-Red Dragon Veteran and 1 x Thug
East Entry #1 Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to disable; +6 to hit against one target, 2d10 slashing damage
East Entry #2 Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
South Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
Ⓣ Teleporter Crystal: DC 20 to find, DC 15 to disable; affects each creature which touches the crystal, DC 13 save or be
teleported to another location
→ Leads to room #106, inhabited by 2 x Orc and 1 x Manticore
Empty
Room #95 North Entry #1 Secret (DC 15 to find) Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp) (slides
down)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
North Entry #2 Secret (DC 15 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #86
East Entry #1 Trapped and Unlocked Iron Door (60 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
East Entry #2 Secret (DC 25 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
→ Leads to room #97
South Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #107, inhabited by Orc War Chief and 1 x Orc
Empty
Room #96 North Entry Secret (DC 20 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is concealed behind a tapestry of arcane patterns
→ Leads to room #85
West Entry #1 Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
→ Leads to room #89
West Entry #2 Trapped and Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable; affects each creature which touches the lock, DC 10 save or take 1d10
lightning damage
East Entry #1 Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #93, inhabited by Half-Red Dragon Veteran and 1 x Thug
East Entry #2 Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
→ Leads to room #105
South Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
Empty
Room #97 West Entry Secret (DC 25 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from
stone
→ Leads to room #95
South Entry Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #109, inhabited by Cult Fanatic and 2 x Thug
Empty
Room #98 North Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #87
West Entry Secret (DC 25 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed behind a statue of a dread vampire, and opened by filling his chalice with
blood
→ Leads to room #109, inhabited by Cult Fanatic and 2 x Thug
East Entry Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
→ Leads to room #90, inhabited by Orog and 3 x Orc
Room Features A toppled statue lies in the center of the room, and the south and east walls are covered with sword cuts
Monster Ogre Chain Brute (cr 3, motm 201, mtf 221) and 1 x Ogre (cr 2, mm 237); deadly, 1150 xp
Treasure: 10 gp; 6 gp
Room #99 North Entry Secret (DC 15 to find) Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #91
West Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
East Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Rune of Hypnosis: DC 15 to find, DC 10 to disable; affects all targets within 10 ft., DC 10 save or become incapacitated for
1d4 rounds
→ Leads to room #100
Room Features A set of demonic war masks hangs on the east wall, and someone has scrawled "Never trust an elf" in dwarvish runes on the
south wall
Room #100 North Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
→ Leads to room #88, inhabited by 4 x Goblin and 7 x Giant Rat
West Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Rune of Hypnosis: DC 15 to find, DC 10 to disable; affects all targets within 10 ft., DC 10 save or become incapacitated for
1d4 rounds
→ Leads to room #99
South Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Empty
Room #101 North Entry #1 Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is located several feet above the floor and concealed behind a tapestry of geometric patterns
→ Leads to room #88, inhabited by 4 x Goblin and 7 x Giant Rat
North Entry #2 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
→ Leads to room #89
South Entry Secret (DC 25 to find) Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
Ⓢ The door is concealed behind a tapestry of a legendary battle
→ Leads to room #114
Monster Roper (cr 5, mm 261) and 1 x Piercer (cr 1/2, mm 252); deadly, 1900 xp
Treasure: 2300 cp, 900 sp, 80 gp, a bone shield brooch inlaid with a meandros of gold (25 gp), a copper medallion inlaid with
ornate silver scrollwork (25 gp), a fine leather coinpurse sewn with silver (25 gp), a set of ivory dice with copper pips (25 gp), a
small woolen carpet (25 gp), a wooden plate set with a rosette of eye agate (25 gp), an obsidian rod engraved with dwarven
runes (25 gp)
Room #102 East Entry #1 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
East Entry #2 Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is located near the ceiling and concealed behind a pile of broken stone
East Entry #3 Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 13 save or take 2d10
damage
South Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
→ Leads to room #112, inhabited by Red Dragon Wyrmling and 1 x Kobold
Room Features The floor is covered in square tiles, alternating white and black, and chanting fills the room
Room #103 North Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
East Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Earthmaw Trap: DC 15 to find, DC 10 to disable; +8 to hit against one target, 2d10 piercing damage
→ Leads to room #115
South Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 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 #117, inhabited by Wight and 3 x Zombie
Monster Roper (cr 5, mm 261) and 1 x Piercer (cr 1/2, mm 252); deadly, 1900 xp
Treasure: 2100 cp, 1600 sp, 110 gp, a bone coffer inlaid with a filigree of copper (25 gp), a copper ring set with a rosette of
aquamarine (25 gp), a leather armor tooled with arcane runes (25 gp), a leather armor tooled with elven script (25 gp), a
stoneware cup painted with woodland imagery (25 gp), an obsidian scepter inlaid with a meandros of copper (25 gp)
Room #104 North Entry Secret (DC 20 to find) Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10
hp)
Ⓢ The door is located near the ceiling and concealed by an illusion
→ Leads to room #92
South Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
→ Leads to room #115
Monster Goblin Boss (cr 1, mm 166) and 2 x Goblin (cr 1/4, mm 166); medium, 300 xp
Room #105 West Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
→ Leads to room #96
East Entry #1 Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp) (slides down)
→ Leads to room #106, inhabited by 2 x Orc and 1 x Manticore
East Entry #2 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #116, inhabited by 2 x Goblin and 2 x Wolf
South Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Teleporter Crystal: DC 10 to find, DC 20 to disable; affects each creature which touches the crystal, DC 10 save or be
teleported to another location
→ Leads to room #119
Room Features Someone has scrawled "We can graffiti too" on the west wall, and several shattered weapons are scattered throughout the
room
Room #106 North Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
Ⓣ Teleporter Crystal: DC 20 to find, DC 15 to disable; affects each creature which touches the crystal, DC 13 save or be
teleported to another location
→ Leads to room #94
West Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp) (slides down)
→ Leads to room #105
East Entry #1 Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
East Entry #2 Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
Monster 2 x Orc (cr 1/2, mm 246) and 1 x Manticore (cr 3, mm 213); deadly, 900 xp
Room #107 North Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #95
East Entry Secret (DC 15 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is located above a small stone dais and concealed behind a pile of broken stone
→ Leads to room #109, inhabited by Cult Fanatic and 2 x Thug
Room Features Someone has scrawled a drawing of a sword on the west wall, and a pierced breastplate lies in the center of the room
Monster Orc War Chief (cr 4, mm 246) and 1 x Orc (cr 1/2, mm 246); hard, 1200 xp
Treasure: 1600 cp, 1200 sp, 60 gp, 2 x azurite (10 gp), banded agate (10 gp), moss agate (10 gp), rhodochrosite (10 gp), tiger
eye (10 gp)
Room #108 West Entry Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #114
East Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
South Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
Room Features Screaming can be faintly heard near the east wall, and a rusted axe lies in the north-east corner of the
room
Room #109 North Entry Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #97
West Entry #1 Secret (DC 15 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is located above a small stone dais and concealed behind a pile of broken stone
→ Leads to room #107, inhabited by Orc War Chief and 1 x Orc
West Entry #2 Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects each creature which touches the trigger, DC 12 save or take 2d10
damage
→ Leads to room #118
East Entry Secret (DC 25 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed behind a statue of a dread vampire, and opened by filling his chalice with blood
→ Leads to room #98, inhabited by Ogre Chain Brute and 1 x Ogre
South Entry #1 Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
South Entry #2 Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
Room Features A magical statue in the north-west corner of the room answers simple questions about the dungeon (points directions), and
someone has scrawled "We can graffiti too" on the east wall
Monster Cult Fanatic (cr 2, mm 345) and 2 x Thug (cr 1/2, mm 350); hard, 650 xp
Room #110 West Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit against one target, 2d10 piercing damage
Room Features The floor is covered in perfect hexagonal tiles, and someone has scrawled "The walls listen" on the north
wall
Room #111 West Entry #1 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
West Entry #2 Secret (DC 20 to find) Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed by an illusion
Ⓣ Electrified Lock: DC 15 to find, DC 10 to disable; affects each creature which touches the lock, DC 15 save or take 2d10
lightning damage
→ Leads to room #121, inhabited by Wraith
Room Features Part of the south wall has collapsed into the room, and a pile of broken arrows lies in the west side of the room
Room #112 North Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
→ Leads to room #102
South Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
→ Leads to room #122, inhabited by Orog and 3 x Orc
Room Features A group of demonic faces have been carved into the north wall, and someone has scrawled "Don't lose your head" in blood on
the north wall
Monster Red Dragon Wyrmling (cr 4, mm 98) and 1 x Kobold (cr 1/8, mm 195); hard, 1125 xp
Treasure: 18 cp; 12 sp
Room #113 North Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ 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
East Entry #1 Trapped and Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
Ⓣ Electrified Lock: DC 10 to find, DC 10 to disable; affects each creature which touches the lock, DC 14 save or take 2d10
lightning damage
East Entry #2 Secret (DC 15 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #120, inhabited by Spectator and 1 x Nothic
South Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
→ Leads to room #123
Empty
Room #114 North Entry #1 Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp) (slides to one side)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +5 to hit against one target, 1d10 piercing damage
North Entry #2 Secret (DC 25 to find) Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
Ⓢ The door is concealed behind a tapestry of a legendary battle
→ Leads to room #101, inhabited by Roper and 1 x Piercer
West Entry Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
Ⓣ Fire Spray: DC 15 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 12 save or take 2d10 fire damage
→ Leads to room #120, inhabited by Spectator and 1 x Nothic
East Entry #1 Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #108
East Entry #2 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
Room Features The north and east walls have been engraved with alien symbols, and a circle of tall stones stands in the south-east corner of
the room
Room #115 North Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
→ Leads to room #104, inhabited by Goblin Boss and 2 x Goblin
West Entry #1 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Earthmaw Trap: DC 15 to find, DC 10 to disable; +8 to hit against one target, 2d10 piercing damage
→ Leads to room #103, inhabited by Roper and 1 x Piercer
West Entry #2 Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
Ⓣ Acid Spray: DC 10 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 13 save or take 1d10 acid damage
for 1d4 rounds
→ Leads to room #117, inhabited by Wight and 3 x Zombie
Empty
Room #116 West Entry #1 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #105
West Entry #2 Secret (DC 15 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
West Entry #3 Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
South Entry #1 Secret (DC 20 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed behind an area of slime
→ Leads to room #128, inhabited by Spectator
South Entry #2 Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
→ Leads to room #129
Room Features A narrow shaft falls into the room from above, and a stone dais and throne sits in the north-east corner of the
room
Monster 2 x Goblin (cr 1/4, mm 166) and 2 x Wolf (cr 1/4, mm 341); easy, 200 xp
Room #117 North Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 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 #103, inhabited by Roper and 1 x Piercer
East Entry #1 Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
Ⓣ Acid Spray: DC 10 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 13 save or take 1d10 acid damage
for 1d4 rounds
→ Leads to room #115
East Entry #2 Secret (DC 20 to find) Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a noble king, and opened by stabbing a sword into his back
Ⓣ Fire Spray: DC 10 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 10 save or take 1d10 fire damage
→ Leads to room #127, inhabited by Ghast and 1 x Ghoul
South Entry Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is concealed behind a statue of an armored warrior, and opened by moving his sword
→ Leads to room #129
Room Features The north and east walls are covered with bloodstains, and a bent dagger lies in the west side of the room
Monster Wight (cr 3, mm 300) and 3 x Zombie (cr 1/4, mm 316); deadly, 850 xp
Treasure: 1800 cp, 1100 sp, 70 gp, 3 x diamond (50 gp), citrine (50 gp), jasper (50 gp), Potion of Resistance (fire) (uncommon,
dmg 188), Spell Scroll (Gaseous Form) (uncommon, dmg 200)
Room #118 East Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects each creature which touches the trigger, DC 12 save or take 2d10
damage
→ Leads to room #109, inhabited by Cult Fanatic and 2 x Thug
South Entry Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 14 save or take 2d10 thunder
damage and become deafened for 1d4 rounds
→ Leads to room #130
Room Features A magical shrine in the east side of the room heals all wounds of whomever sacrifices a gemstone upon it (but only once), and
several monstrous corpses are scattered throughout the room
Room #119 North Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Teleporter Crystal: DC 10 to find, DC 20 to disable; affects each creature which touches the crystal, DC 10 save or be
teleported to another location
→ Leads to room #105
West Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
→ Leads to room #125
South Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Magic Missle Trap: DC 20 to find, DC 10 to disable; one target, 1d10 force damage
Empty
Room #120 West Entry #1 Secret (DC 15 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #113
West Entry #2 Secret (DC 20 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides up)
Ⓢ The door is concealed behind an area of fungus
→ Leads to room #123
East Entry #1 Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
Ⓣ Fire Spray: DC 15 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 12 save or take 2d10 fire damage
→ Leads to room #114
East Entry #2 Trapped and Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 13 save or take 2d10
damage
→ Leads to room #124
South Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
→ Leads to room #133
Room Features A chute descends from the room into the next dungeon level down, and a circle of tall stones stands in the north-east corner of
the room
Monster Spectator (cr 3, mm 30) and 1 x Nothic (cr 2, mm 236); deadly, 1150 xp
Treasure: 16 cp; 13 cp
Room #121 North Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Rune of Hypnosis: DC 10 to find, DC 20 to disable; affects all targets within 10 ft., DC 11 save or become incapacitated for
1d4 rounds
East Entry Secret (DC 20 to find) Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed by an illusion
Ⓣ Electrified Lock: DC 15 to find, DC 10 to disable; affects each creature which touches the lock, DC 15 save or take 2d10
lightning damage
→ Leads to room #111
South Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +10 to hit against one target, 4d10 slashing damage
→ Leads to room #131, inhabited by Red Dragon Wyrmling and 1 x Magma Mephit
Room Features The ceiling is covered with cracks, and a crushed helm lies in the east side of the room
Monster Wraith (cr 5, mm 302); deadly, 1800 xp
Room #122 North Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
→ Leads to room #112, inhabited by Red Dragon Wyrmling and 1 x Kobold
West Entry Trapped and Unlocked Strong Wooden Door (20 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 #126, inhabited by Goblin Boss and 9 x Goblin
Monster Orog (cr 2, mm 247) and 3 x Orc (cr 1/2, mm 246); hard, 750 xp
Treasure: 2100 cp, 1300 sp, 90 gp, azurite (10 gp), blue quartz (10 gp), eye agate (10 gp), hematite (10 gp), lapis lazuli (10
gp), 2 x moss agate (10 gp), tiger eye (10 gp), turquoise (10 gp), Driftglobe (uncommon, dmg 166), Keoghtom's Ointment
(uncommon, dmg 179), Oil of Slipperiness (uncommon, dmg 184)
Room #123 North Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
→ Leads to room #113
East Entry Secret (DC 20 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides up)
Ⓢ The door is concealed behind an area of fungus
→ Leads to room #120, inhabited by Spectator and 1 x Nothic
South Entry #1 Secret (DC 15 to find) Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
Ⓢ The door is located several feet above the floor and opened by tracing a labyrinthine
pattern
→ Leads to room #132, inhabited by Roper
South Entry #2 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #133
Empty
Room #124 West Entry #1 Trapped and Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 13 save or take 2d10
damage
→ Leads to room #120, inhabited by Spectator and 1 x Nothic
West Entry #2 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
→ Leads to room #134, inhabited by Cult Fanatic and 2 x Cultist
East Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
→ Leads to room #125
South Entry #1 Secret (DC 15 to find) Unlocked Stone Door (60 hp)
Ⓢ The door is opened by tracing an unholy symbol
→ Leads to room #137
South Entry #2 Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #138
Room Features The ceiling is covered with pale stalactites, and a broken door lies in the center of the room
Hidden Treasure Hidden (DC 20 to find) Trapped and Locked Iron Chest (DC 20 to unlock, DC 30 to break; 60 hp)
Arrow Trap: DC 15 to find, DC 10 to disable; +4 to hit against one target, 1d10 piercing damage
Room #125 North Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
West Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
→ Leads to room #124
East Entry #1 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
→ Leads to room #119
East Entry #2 Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
→ Leads to room #135
South Entry Trapped and Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp) (slides to one side)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects each creature which touches the trigger, DC 11 save or take 1d10
damage
→ Leads to room #138
Room Features The north and west walls have been engraved with incoherent labyrinths, and someone has scrawled "The gemstone is
cursed" on the east wall
Room #126 West Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
→ Leads to room #131, inhabited by Red Dragon Wyrmling and 1 x Magma Mephit
East Entry #1 Trapped and Unlocked Strong Wooden Door (20 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 #122, inhabited by Orog and 3 x Orc
East Entry #2 Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
→ Leads to room #132, inhabited by Roper
South Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #136, inhabited by Roper and 1 x Piercer
Monster Goblin Boss (cr 1, mm 166) and 9 x Goblin (cr 1/4, mm 166); deadly, 650 xp
Treasure: 2700 cp, 1500 sp, 100 gp, a fine steel ring engraved with dwarven axeheads (25 gp), a pewter bracer inlaid with
ornate copper scrollwork (25 gp), a rosewood shield brooch inlaid with a filigree of gold (25 gp), a set of ivory dice with copper
pips (25 gp), a stoneware salt cellar painted with pastoral imagery (25 gp), a wooden bowl inlaid with electrum (25 gp)
Room #127 West Entry #1 Secret (DC 20 to find) Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a noble king, and opened by stabbing a sword into his back
Ⓣ Fire Spray: DC 10 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 10 save or take 1d10 fire damage
→ Leads to room #117, inhabited by Wight and 3 x Zombie
West Entry #2 Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
West Entry #3 Secret (DC 20 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
South Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
→ Leads to room #140, inhabited by Ogre Bolt Launcher and 1 x Ogre
Room Features A chute descends from the room into a magical cyst below, and someone has scrawled "right, straight, door, left, straight" on
the west wall
Monster Ghast (cr 2, mm 148) and 1 x Ghoul (cr 1, mm 148); hard, 650 xp
Treasure: 21 sp; 18 sp
Room #128 North Entry Secret (DC 20 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed behind an area of slime
→ Leads to room #116, inhabited by 2 x Goblin and 2 x Wolf
West Entry Secret (DC 20 to find) Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed behind an area of mould
Ⓣ Ice Dart Trap: DC 10 to find, DC 15 to disable; +10 to hit against one target, 4d10 cold damage
→ Leads to room #135
East Entry Secret (DC 15 to find) Unlocked Stone Door (60 hp)
Ⓢ The door is located several feet above the floor and designed to make noise when opened
→ Leads to room #129
South Entry #1 Secret (DC 20 to find) Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #139, inhabited by Hobgoblin and 11 x Goblin
South Entry #2 Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 14 save or take 2d10
damage
Room Features A rope ascends to a catwalk hanging between the north and south walls, and a rustling noise can be faintly heard near the
west wall
Monster Spectator (cr 3, mm 30); medium, 700 xp
Treasure: 21 cp
Room #129 North Entry #1 Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
→ Leads to room #116, inhabited by 2 x Goblin and 2 x Wolf
North Entry #2 Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is concealed behind a statue of an armored warrior, and opened by moving his sword
→ Leads to room #117, inhabited by Wight and 3 x Zombie
West Entry #1 Secret (DC 15 to find) Unlocked Stone Door (60 hp)
Ⓢ The door is located several feet above the floor and designed to make noise when opened
→ Leads to room #128, inhabited by Spectator
West Entry #2 Secret (DC 25 to find) Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
Ⓢ The door is concealed within a mosaic of ancient mythology
East Entry #1 Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
East Entry #2 Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
East Entry #3 Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a troll archer, and opened by pulling an arrow in its quiver
→ Leads to room #140, inhabited by Ogre Bolt Launcher and 1 x Ogre
South Entry Secret (DC 25 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is located near the ceiling and concealed by an illusion
→ Leads to room #141
Room Features A sloped pit lined with iron spikes lies in the north side of the room, and someone has scrawled "Mathye's Order looted this
place" on the north wall
Room #130 North Entry #1 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Acid Spray: DC 20 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
North Entry #2 Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 14 save or take 2d10 thunder
damage and become deafened for 1d4 rounds
→ Leads to room #118
South Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
→ Leads to room #142
Empty
Room #131 North Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +10 to hit against one target, 4d10 slashing damage
→ Leads to room #121, inhabited by Wraith
East Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
→ Leads to room #126, inhabited by Goblin Boss and 9 x Goblin
South Entry Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
→ Leads to room #143, inhabited by Orc War Chief and 1 x Orc
Room Features The north and west walls have been engraved with alien symbols, and someone has scrawled "The red dragon is not a
dragon" on the west wall
Monster Red Dragon Wyrmling (cr 4, mm 98) and 1 x Magma Mephit (cr 1/2, mm 216); hard, 1200 xp
Treasure: 18 cp; 21 sp
Room #132 North Entry Secret (DC 15 to find) Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
Ⓢ The door is located several feet above the floor and opened by tracing a labyrinthine pattern
→ Leads to room #123
West Entry #1 Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
→ Leads to room #126, inhabited by Goblin Boss and 9 x Goblin
West Entry #2 Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
→ Leads to room #136, inhabited by Roper and 1 x Piercer
East Entry Secret (DC 15 to find) Trapped and Unlocked Stone Door (60 hp)
Ⓢ The door is opened by pulling an iron sconce
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +7 to hit against one target, 2d10 piercing damage
→ Leads to room #133
South Entry Secret (DC 15 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
→ Leads to room #144, inhabited by Orc War Chief and 1 x Orc
Room Features A tile mosaic of ghoulish carnage covers the floor, and a pierced breastplate lies in the west side of the room
Monster Roper (cr 5, mm 261); deadly, 1800 xp
Treasure: 2200 cp, 400 sp, 60 gp, banded agate (10 gp), hematite (10 gp), malachite (10 gp), moss agate (10 gp), 2 x obsidian
(10 gp), turquoise (10 gp)
Room #133 North Entry #1 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #123
North Entry #2 Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
→ Leads to room #120, inhabited by Spectator and 1 x Nothic
West Entry Secret (DC 15 to find) Trapped and Unlocked Stone Door (60 hp)
Ⓢ The door is opened by pulling an iron sconce
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +7 to hit against one target, 2d10 piercing damage
→ Leads to room #132, inhabited by Roper
East Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 15 to disable; +3 to hit against one target, 1d10 slashing
damage
→ Leads to room #134, inhabited by Cult Fanatic and 2 x Cultist
Empty
Room #134 West Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 15 to disable; +3 to hit against one target, 1d10 slashing damage
→ Leads to room #133
East Entry #1 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
→ Leads to room #124
East Entry #2 Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #137
South Entry #1 Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 11 save or take 1d10
damage
→ Leads to room #145, inhabited by Red Dragon Wyrmling and 1 x Kobold
South Entry #2 Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #146, inhabited by Mimic
Room Features A tile mosaic of ghoulish carnage covers the floor, and someone has scrawled a large X on the east wall
Monster Cult Fanatic (cr 2, mm 345) and 2 x Cultist (cr 1/8, mm 345); easy, 500 xp
Room #135 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
West Entry #1 Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
→ Leads to room #125
West Entry #2 Trapped and Unlocked Good Wooden Door (15 hp) (slides down)
Ⓣ Acid Spray: DC 20 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 10 save or take 1d10 acid damage
for 1d4 rounds
→ Leads to room #138
East Entry #1 Secret (DC 20 to find) Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed behind an area of mould
Ⓣ Ice Dart Trap: DC 10 to find, DC 15 to disable; +10 to hit against one target, 4d10 cold damage
→ Leads to room #128, inhabited by Spectator
East Entry #2 Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ One-way Door: DC 15 to find, DC 15 to disable
→ Leads to room #139, inhabited by Hobgoblin and 11 x Goblin
South Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp) (slides to one side)
→ Leads to room #148, inhabited by Orc and 1 x Troll
Room Features A wooden platform hangs over a deep pit in the north side of the room, and mysterious levers and mechanisms cover the north
and east walls
Room #136 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #126, inhabited by Goblin Boss and 9 x Goblin
West Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 18 save or take 4d10
damage
→ Leads to room #143, inhabited by Orc War Chief and 1 x Orc
East Entry #1 Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
→ Leads to room #132, inhabited by Roper
East Entry #2 Secret (DC 15 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is concealed behind a statue of a dread vampire, and opened by filling his chalice with blood
→ Leads to room #144, inhabited by Orc War Chief and 1 x Orc
South Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Ice Dart Trap: DC 20 to find, DC 20 to disable; +3 to hit against one target, 1d10 cold damage
→ Leads to room #149
Room Features Someone has scrawled "Trespassers will be flayed alive" in orcish runes on the north wall, and a rusted breastplate lies in the
north side of the room
Monster Roper (cr 5, mm 261) and 1 x Piercer (cr 1/2, mm 252); deadly, 1900 xp
Room #137 North Entry Secret (DC 15 to find) Unlocked Stone Door (60 hp)
Ⓢ The door is opened by tracing an unholy symbol
→ Leads to room #124
West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #134, inhabited by Cult Fanatic and 2 x Cultist
South Entry Secret (DC 20 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #146, inhabited by Mimic
Room Features A set of demonic war masks hangs on the east wall, and several pieces of rotten fruit are scattered throughout the room
Hidden Treasure Hidden (DC 20 to find) Unlocked Good Wooden Chest (15 hp)
2300 cp, 800 sp, 30 gp, a portrait (of a male human) in a wooden frame engraved with arcane runes (25 gp), a steel ring set
with a rosette of peridot (25 gp), a stoneware tankard painted with garden imagery (25 gp)
Room #138 North Entry #1 Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #124
North Entry #2 Trapped and Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp) (slides to one side)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects each creature which touches the trigger, DC 11 save or take 1d10
damage
→ Leads to room #125
East Entry Trapped and Unlocked Good Wooden Door (15 hp) (slides down)
Ⓣ Acid Spray: DC 20 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 10 save or take 1d10 acid damage
for 1d4 rounds
→ Leads to room #135
South Entry #1 Secret (DC 15 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed behind a pile of broken stone
→ Leads to room #147
South Entry #2 Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #148, inhabited by Orc and 1 x Troll
Room Features A well lies in the south side of the room, and a group of monstrous faces have been carved into the east wall
Trap Magic Missle Trap: DC 15 to find, DC 20 to disable; one target, 1d10 force damage
Room #139 North Entry Secret (DC 20 to find) Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #128, inhabited by Spectator
West Entry Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ One-way Door: DC 15 to find, DC 15 to disable
→ Leads to room #135
East Entry Trapped and Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit against one target, 2d10 piercing
damage
→ Leads to room #141
Monster Hobgoblin (cr 1/2, mm 186) and 11 x Goblin (cr 1/4, mm 166); deadly, 650 xp
Treasure: 17 cp; 9 sp; 12 sp; 7 ep; 12 gp; 16 cp; 18 sp; 5 ep; 12 cp; 7 gp; 12 gp; 14 sp
Room #140 North Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
→ Leads to room #127, inhabited by Ghast and 1 x Ghoul
West Entry Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a troll archer, and opened by pulling an arrow in its quiver
→ Leads to room #129
East Entry #1 Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Rune of Confusion: DC 20 to find, DC 15 to disable; affects all targets within 10 ft., DC 15 save or become confused (phb
224) for 1d4 rounds
East Entry #2 Secret (DC 15 to find) Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a troll archer, and opened by pulling an arrow in its quiver
South Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 11 save or take 1d10
damage
→ Leads to room #151
Monster Ogre Bolt Launcher (cr 2, motm 200, mtf 220) and 1 x Ogre (cr 2, mm 237); hard, 900 xp
Treasure: 12 cp; 2 pp
Room #141 North Entry Secret (DC 25 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is located near the ceiling and concealed by an illusion
→ Leads to room #129
West Entry #1 Trapped and Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit against one target, 2d10 piercing damage
→ Leads to room #139, inhabited by Hobgoblin and 11 x Goblin
West Entry #2 Secret (DC 25 to find) Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Ⓢ The door is concealed behind a pile of broken stone
East Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 10 to disable; +10 to hit against one target, 4d10 cold damage
→ Leads to room #151
South Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Earthmaw Trap: DC 10 to find, DC 20 to disable; +8 to hit against one target, 2d10 piercing damage
→ Leads to room #152
Room Features A fountain decorated with three gargoyles sits in the west side of the room, and a stream of quicksilver flows through the
room
Room #142 North Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
→ Leads to room #130
East Entry #1 Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
East Entry #2 Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp) (slides down)
→ Leads to room #143, inhabited by Orc War Chief and 1 x Orc
South Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
→ Leads to room #153, inhabited by Troll
Room Features A ruined siege weapon sits in the north-east corner of the room, and a pair of dice lies in the north-east corner of the
room
Room #143 North Entry #1 Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
North Entry #2 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
→ Leads to room #131, inhabited by Red Dragon Wyrmling and 1 x Magma Mephit
West Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp) (slides down)
→ Leads to room #142
East Entry #1 Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 18 save or take 4d10
damage
→ Leads to room #136, inhabited by Roper and 1 x Piercer
East Entry #2 Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
→ Leads to room #149
Room Features A tile mosaic of arcane patterns covers the floor, and a tapping sound can be heard in the center of the room
Monster Orc War Chief (cr 4, mm 246) and 1 x Orc (cr 1/2, mm 246); hard, 1200 xp
Treasure: 10 ep; 15 gp
Room #144 North Entry Secret (DC 15 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
→ Leads to room #132, inhabited by Roper
West Entry #1 Secret (DC 15 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is concealed behind a statue of a dread vampire, and opened by filling his chalice with blood
→ Leads to room #136, inhabited by Roper and 1 x Piercer
West Entry #2 Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
West Entry #3 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 10 save or take 1d10
damage
South Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Room Features A set of demonic war masks hangs on the north wall, and the north and west walls are covered with sword cuts
Monster Orc War Chief (cr 4, mm 246) and 1 x Orc (cr 1/2, mm 246); hard, 1200 xp
Treasure: 9 ep; 18 sp
Room #145 North Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 11 save or take 1d10
damage
→ Leads to room #134, inhabited by Cult Fanatic and 2 x Cultist
East Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Falling Block: DC 10 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 12 save or take 2d10
damage
→ Leads to room #146, inhabited by Mimic
South Entry #1 Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
→ Leads to room #155
South Entry #2 Secret (DC 25 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed behind a statue of Death, and opened by placing a coin in his open hand
→ Leads to room #156, inhabited by Troll
Room Features Someone has scrawled "I'd rather be at the Warrior and Mug" in dwarvish runes on the south wall, and several monstrous
corpses are scattered throughout the room
Monster Red Dragon Wyrmling (cr 4, mm 98) and 1 x Kobold (cr 1/8, mm 195); hard, 1125 xp
Treasure: 11 gp; 17 cp
Room #146 North Entry #1 Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #134, inhabited by Cult Fanatic and 2 x Cultist
North Entry #2 Secret (DC 20 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #137
West Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Falling Block: DC 10 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 12 save or take 2d10
damage
→ Leads to room #145, inhabited by Red Dragon Wyrmling and 1 x Kobold
South Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
→ Leads to room #157
Room Features A ladder ascends to a balcony hanging from the east wall, and an acrid odor fills the room
Monster Mimic (cr 2, mm 220); easy, 450 xp
Treasure: 18 cp
Room #147 North Entry Secret (DC 15 to find) Unlocked Good Wooden Door (15 hp)
Ⓢ The door is concealed behind a pile of broken stone
→ Leads to room #138
East Entry Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
Ⓣ Falling Block: DC 10 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 11 save or take 1d10
damage
→ Leads to room #148, inhabited by Orc and 1 x Troll
South Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +4 to hit against one target, 1d10 slashing damage
→ Leads to room #158, inhabited by Orc War Chief and 1 x Orc
Room Features A magical statue in the east side of the room answers questions with insults, and an iron brazier and stone pedestal sit in the
north-west corner of the room
Trap Fire Spray: DC 15 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 13 save or take 2d10 fire damage
Hidden Treasure Hidden (DC 15 to find) Unlocked Iron Chest (60 hp)
2600 cp, 1300 sp, 40 gp, diamond (50 gp), carnelian (50 gp), chalcedony (50 gp)
Room #148 North Entry #1 Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
→ Leads to room #138
North Entry #2 Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp) (slides to one side)
→ Leads to room #135
West Entry Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
Ⓣ Falling Block: DC 10 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 11 save or take 1d10
damage
→ Leads to room #147
East Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
→ Leads to room #150
South Entry #1 Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
→ Leads to room #158, inhabited by Orc War Chief and 1 x Orc
South Entry #2 Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Falling Block: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 19 save or take 4d10
damage
South Entry #3 Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
Room Features A magical mosaic on the west wall can be used to scry upon any known individual within the dungeon, and several pieces of
spoiled meat are scattered throughout the room
Monster Orc (cr 1/2, mm 246) and 1 x Troll (cr 5, mm 291); deadly, 1900 xp
Treasure: 2100 cp, 1000 sp, 30 gp, 2 x diamond (50 gp), carnelian (50 gp), 2 x sardonyx (50 gp), zircon (50 gp), Spell Scroll
(Thunderous Smite) (common, dmg 200), Potion of Climbing (common, dmg 187), 3 x Potion of Healing (common, dmg 187)
Room #149 North Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Ice Dart Trap: DC 20 to find, DC 20 to disable; +3 to hit against one target, 1d10 cold
damage
→ Leads to room #136, inhabited by Roper and 1 x Piercer
West Entry #1 Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
→ Leads to room #143, inhabited by Orc War Chief and 1 x Orc
West Entry #2 Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
Empty
Room #150 West Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
→ Leads to room #148, inhabited by Orc and 1 x Troll
South Entry Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is concealed behind a statue of an armored warrior, and opened by moving his sword
Room Features A narrow pit covered by iron bars lies in the south-west corner of the room, and a tapestry of arcane patterns hangs from the
east wall
Room #151 North Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 11 save or take 1d10
damage
→ Leads to room #140, inhabited by Ogre Bolt Launcher and 1 x Ogre
West Entry #1 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 10 to disable; +10 to hit against one target, 4d10 cold damage
→ Leads to room #141
West Entry #2 Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
South Entry #1 Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #161, inhabited by Wraith and 1 x Ghoul
South Entry #2 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #162
Room Features A fountain of water sits against the north wall, and someone has scrawled "Lightning comes before thunder" on the east wall
Room #152 North Entry #1 Trapped and Unlocked Iron Door (60 hp)
Ⓣ Thunderstone Mine: DC 10 to find, DC 15 to disable; affects all targets within 20 ft., DC 14 save or take 2d10 thunder
damage and become deafened for 1d4 rounds
North Entry #2 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Earthmaw Trap: DC 10 to find, DC 20 to disable; +8 to hit against one target, 2d10 piercing damage
→ Leads to room #141
East Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Magic Missle Trap: DC 10 to find, DC 15 to disable; one target, 1d10 force damage
South Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
Empty
Room #153 North Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
→ Leads to room #142
South Entry Secret (DC 15 to find) Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Magic Missle Trap: DC 15 to find, DC 10 to disable; one target, 2d10 force damage
→ Leads to room #165
Room Features A faded and torn tapestry hangs from the south wall, and someone has scrawled "They ate Bifund" in dwarvish runes on the
north wall
Monster Troll (cr 5, mm 291); deadly, 1800 xp
Treasure: 15 gp
Room #155 North Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
→ Leads to room #145, inhabited by Red Dragon Wyrmling and 1 x Kobold
South Entry #1 Trapped and Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Ⓣ Falling Block: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 13 save or take 2d10
damage
→ Leads to room #166
South Entry #2 Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 10 to disable; +3 to hit against one target, 1d10 cold damage
→ Leads to room #167, inhabited by Bugbear and 6 x Goblin
Trap Ice Dart Trap: DC 10 to find, DC 15 to disable; +8 to hit against one target, 2d10 cold damage
Room #156 North Entry Secret (DC 25 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed behind a statue of Death, and opened by placing a coin in his open
hand
→ Leads to room #145, inhabited by Red Dragon Wyrmling and 1 x Kobold
South Entry #1 Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
→ Leads to room #167, inhabited by Bugbear and 6 x Goblin
South Entry #2 Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
Monster Troll (cr 5, mm 291); deadly, 1800 xp
Treasure: 180 gp
Room #157 North Entry Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
→ Leads to room #146, inhabited by Mimic
East Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #158, inhabited by Orc War Chief and 1 x Orc
South 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 behind a tapestry of vile
acts
→ Leads to room #169, inhabited by Cult Fanatic and 1 x Cultist
Empty
Room #158 North Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +4 to hit against one target, 1d10 slashing damage
→ Leads to room #147
North Entry #2 Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)
→ Leads to room #148, inhabited by Orc and 1 x Troll
West Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #157
Treasure: 2300 cp, 1200 sp, 60 gp, azurite (10 gp), eye agate (10 gp), 2 x lapis lazuli (10 gp), malachite (10 gp), rhodochrosite
(10 gp), tiger eye (10 gp), Potion of Healing (common, dmg 187)
Room #159 North Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
West Entry Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
→ Leads to room #154, inhabited by Silver Dragon Wyrmling
South Entry #1 Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 14 save or take 2d10
damage
→ Leads to room #171
South Entry #2 Trapped and Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
Ⓣ Ice Dart Trap: DC 10 to find, DC 15 to disable; +7 to hit against one target, 2d10 cold damage
→ Leads to room #172, inhabited by Hobgoblin and 6 x Goblin
Room Features A magical idol in the south-east corner of the room summons an air elemental to serve whomever sacrifices a gemstone upon
it (but only once), and the floor is covered in perfect hexagonal tiles
Monster Spectator (cr 3, mm 30); medium, 700 xp
Treasure: 15 gp
Room #160 East Entry #1 Trapped and Unlocked Iron Door (60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to disable; +3 to hit against one target, 1d10 slashing damage
East Entry #2 Trapped and Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
Ⓣ Acid Spray: DC 10 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 11 save or take 1d10 acid damage
for 1d4 rounds
East Entry #3 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +6 to hit against one target, 2d10 piercing damage
→ Leads to room #166
South Entry Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
Trap 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 #161 North Entry Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #151
East Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Rune of Confusion: DC 15 to find, DC 15 to disable; affects all targets within 10 ft., DC 11 save or become confused (phb
224) for 1d4 rounds
→ Leads to room #162
Monster Wraith (cr 5, mm 302) and 1 x Ghoul (cr 1, mm 148); deadly, 2000 xp
1900 cp, 1100 sp, 50 gp, 2 x blue quartz (10 gp), rhodochrosite (10 gp), Potion of Greater Healing (uncommon, dmg 187), 2 x
Potion of Healing (common, dmg 187)
Room #162 North Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #151
West Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Rune of Confusion: DC 15 to find, DC 15 to disable; affects all targets within 10 ft., DC 11 save or become confused (phb
224) for 1d4 rounds
→ Leads to room #161, inhabited by Wraith and 1 x Ghoul
East Entry Trapped and Unlocked Strong Wooden Door (20 hp) (slides down)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +6 to hit against one target, 2d10 slashing damage
Room Features Someone has scrawled "Stay low" on the south wall, and a corroded iron key hangs from a hook on the east wall
Room #163 West Entry Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)
→ Leads to room #158, inhabited by Orc War Chief and 1 x Orc
East Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp) (slides to one
side)
Ⓣ One-way Door: DC 15 to find, DC 10 to disable
Empty
Room #164 East Entry #1 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
East Entry #2 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #170
South Entry Secret (DC 25 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #175, inhabited by Half-Red Dragon Veteran and 1 x
Thug
Empty
Room #165 North Entry #1 Secret (DC 15 to find) Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Magic Missle Trap: DC 15 to find, DC 10 to disable; one target, 2d10 force damage
→ Leads to room #153, inhabited by Troll
North Entry #2 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
→ Leads to room #154, inhabited by Silver Dragon Wyrmling
West Entry Secret (DC 15 to find) Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a dread vampire, and opened by filling his chalice with blood
South Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
→ Leads to room #176
Room Features Someone has scrawled an alien symbol on the east wall, and a pile of rotten rope lies in the center of the
room
Room #166 North Entry Trapped and Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Ⓣ Falling Block: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 13 save or take 2d10
damage
→ Leads to room #155
West Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +6 to hit against one target, 2d10 piercing damage
→ Leads to room #160
South Entry #1 Secret (DC 20 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is located above a small stone dais and concealed by an illusion
→ Leads to room #177, inhabited by Orc Eye of Gruumsh and 3 x Orc
South Entry #2 Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
→ Leads to room #178, inhabited by Spectator and 1 x Gibbering Mouther
Empty
Room #167 North Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Ice Dart Trap: DC 15 to find, DC 10 to disable; +3 to hit against one target, 1d10 cold damage
→ Leads to room #155
North Entry #2 Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
→ Leads to room #156, inhabited by Troll
East Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
→ Leads to room #168
South Entry #1 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
→ Leads to room #178, inhabited by Spectator and 1 x Gibbering Mouther
South Entry #2 Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 12 save or take 2d10
damage
South Entry #3 Secret (DC 20 to find) Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓢ The door is concealed behind a tapestry of a legendary battle
Room Features The scent of smoke fills the south side of the room, and several sundered shields are scattered throughout the room
Monster Bugbear (cr 1, mm 33) and 6 x Goblin (cr 1/4, mm 166); hard, 500 xp
Room #168 North Entry Secret (DC 15 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
West Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
→ Leads to room #167, inhabited by Bugbear and 6 x Goblin
East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #169, inhabited by Cult Fanatic and 1 x Cultist
South Entry Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20
hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #181, inhabited by 3 x Bugbear and 1 x Half-ogre
Empty
Room #169 North Entry #1 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 behind a tapestry of vile acts
→ Leads to room #157
North Entry #2 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
→ Leads to room #158, inhabited by Orc War Chief and 1 x Orc
West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
→ Leads to room #168
Room Features Someone has scrawled "Ariel fell here, didn't see it coming" on the east wall, and the sound of chimes fills the
room
Monster Cult Fanatic (cr 2, mm 345) and 1 x Cultist (cr 1/8, mm 345); easy, 475 xp
Treasure: 15 cp; 19 cp
Room #170 West Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
→ Leads to room #164
East Entry #1 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Earthmaw Trap: DC 20 to find, DC 15 to disable; +7 to hit against one target, 2d10 piercing damage
East Entry #2 Secret (DC 15 to find) Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓢ The door is concealed behind a statue of a troll archer, and opened by pulling an arrow in its quiver
Ⓣ Acid Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 10 save or take 1d10 acid damage
for 1d4 rounds
→ Leads to room #174
South Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects each creature which touches the trigger, DC 17 save or take 4d10
damage
→ Leads to room #179, inhabited by Illusionist and 2 x Guard
South Entry #2 Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
Empty
Room #171 North Entry #1 Trapped and Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 14 save or take 2d10
damage
North Entry #2 Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 14 save or take 2d10
damage
→ Leads to room #159, inhabited by Spectator
South Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
→ Leads to room #180, inhabited by Ogre Bolt Launcher and 1 x Ogre
Room Features Several monstrous corpses are scattered throughout the room, and a rusted breastplate lies in the north side of the room
Room #172 North Entry Trapped and Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
Ⓣ Ice Dart Trap: DC 10 to find, DC 15 to disable; +7 to hit against one target, 2d10 cold damage
→ Leads to room #159, inhabited by Spectator
West Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +8 to hit against one target, 2d10 slashing damage
→ Leads to room #180, inhabited by Ogre Bolt Launcher and 1 x Ogre
East Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 13 save or take 2d10
damage
South Entry Trapped and Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
Ⓣ Rune of Confusion: DC 15 to find, DC 15 to disable; affects all targets within 10 ft., DC 13 save or become confused (phb
224) for 1d4 rounds
→ Leads to room #183, inhabited by Orc Eye of Gruumsh and 2 x Orc
Monster Hobgoblin (cr 1/2, mm 186) and 6 x Goblin (cr 1/4, mm 166); medium, 400 xp
Room #173 East Entry Secret (DC 25 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed behind an area of slime
→ Leads to room #175, inhabited by Half-Red Dragon Veteran and 1 x Thug
South Entry Secret (DC 25 to find) Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ A trap door in the floor leads to a short tunnel beneath the wall
Monster Roper (cr 5, mm 261) and 1 x Piercer (cr 1/2, mm 252); deadly, 1900 xp
Treasure: 1700 cp, 900 sp, 70 gp, 2 x tiger eye (10 gp), Potion of Fire Breath (uncommon, dmg 187), Mariner's Armor
(breastplate) (uncommon, dmg 181)
Hidden Treasure Hidden (DC 25 to find) Locked Simple Wooden Chest (DC 15 to unlock, DC 15 to break; 10 hp)
1700 cp, 900 sp, 50 gp, a bone puzzle box engraved with spirals (25 gp), a bone scepter engraved with spirals (25 gp), a
brocade merchant's cap adorned with a plume (25 gp), an earthenware plate embossed with arcane runes (25 gp), Spell Scroll
(Fly) (uncommon, dmg 200), Oil of Slipperiness (uncommon, dmg 184), Potion of Animal Friendship (uncommon, dmg 187),
Potion of Water Breathing (uncommon, dmg 188)
Room #174 North Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp) (slides to one side)
West Entry Secret (DC 15 to find) Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓢ The door is concealed behind a statue of a troll archer, and opened by pulling an arrow in its quiver
Ⓣ Acid Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 10 save or take 1d10 acid damage
for 1d4 rounds
→ Leads to room #170
East Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ 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
South Entry #1 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 #185
South Entry #2 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 15 to disable; one target, 4d10 force damage
→ Leads to room #186, inhabited by Ettin
Empty
Room #175 North Entry Secret (DC 25 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #164
West Entry #1 Secret (DC 25 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed behind an area of slime
→ Leads to room #173, inhabited by Roper and 1 x Piercer
West Entry #2 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects each creature which touches the trigger, DC 14 save or take 2d10
damage
East Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Earthmaw Trap: DC 15 to find, DC 15 to disable; +7 to hit against one target, 2d10 piercing damage
→ Leads to room #179, inhabited by Illusionist and 2 x Guard
South Entry Secret (DC 20 to find) Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a troll archer, and opened by pulling an arrow in its quiver
Room Features The floor is covered in square tiles, alternating white and black, and several pieces of rotten rope are scattered throughout the
room
Monster Half-Red Dragon Veteran (cr 5, mm 180) and 1 x Thug (cr 1/2, mm 350); deadly, 1900 xp
Treasure: 2000 cp, 1100 sp, 90 gp, diamond (50 gp), carnelian (50 gp)
Room #176 North Entry #1 Secret (DC 15 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed behind an area of slime
North Entry #2 Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
→ Leads to room #165
South Entry #1 Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides up)
Ⓢ The door is concealed behind a statue of a terrified maiden, and opened by breaking her neck
South Entry #2 Trapped and Unlocked Iron Door (60 hp)
Ⓣ Acid Spray: DC 10 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 18 save or take 2d10 acid damage
for 1d4 rounds
Room Features A tile mosaic of legendary monsters covers the floor, and someone has scrawled "You cannot kill it with wizardry" on the north
wall
Room #177 North Entry #1 Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp) (magically reinforced, disadvantage to break)
North Entry #2 Secret (DC 20 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is located above a small stone dais and concealed by an illusion
→ Leads to room #166
East Entry Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 16 save or take 4d10
damage
→ Leads to room #178, inhabited by Spectator and 1 x Gibbering Mouther
South Entry Secret (DC 25 to find) Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Monster Orc Eye of Gruumsh (cr 2, mm 247) and 3 x Orc (cr 1/2, mm 246); hard, 750 xp
Treasure: 1600 cp, 1200 sp, 60 gp, a brocade merchant's cap trimmed with fox fur (25 gp), a fine leather mantle trimmed with
rabbit fur (25 gp), a set of crystal dice (25 gp)
Hidden Treasure Hidden (DC 20 to find) Locked Simple Wooden Chest (DC 15 to unlock, DC 15 to break; 10 hp)
1800 cp, 1700 sp, 120 gp, 5 x diamond (50 gp), 2 x chrysoprase (50 gp), sardonyx (50 gp), zircon (50 gp), Oil of Slipperiness
(uncommon, dmg 184), Mithral Armor (scale mail) (uncommon, dmg 182)
Room #178 North Entry #1 Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
→ Leads to room #166
North Entry #2 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
→ Leads to room #167, inhabited by Bugbear and 6 x Goblin
West Entry Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 16 save or take 4d10
damage
→ Leads to room #177, inhabited by Orc Eye of Gruumsh and 3 x Orc
East Entry #1 Trapped and Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
Ⓣ 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
East Entry #2 Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects each creature which touches the trigger, DC 15 save or take 2d10
damage
→ Leads to room #181, inhabited by 3 x Bugbear and 1 x Half-ogre
Monster Spectator (cr 3, mm 30) and 1 x Gibbering Mouther (cr 2, mm 157); deadly, 1150 xp
Treasure: 2400 cp, 600 sp, 40 gp, a copper medallion etched with thorned vines (25 gp), a silver salt cellar set with coral (25
gp), a wooden scepter set with a single coral (25 gp), Spell Scroll (Light) (common, dmg 200), Spell Scroll (Vicious Mockery)
(common, dmg 200), Potion of Healing (common, dmg 187)
Room #179 North Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects each creature which touches the trigger, DC 17 save or take 4d10
damage
→ Leads to room #170
West Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Earthmaw Trap: DC 15 to find, DC 15 to disable; +7 to hit against one target, 2d10 piercing damage
→ Leads to room #175, inhabited by Half-Red Dragon Veteran and 1 x Thug
South Entry Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
Monster Illusionist (cr 3, motm 263, vgm 214) and 2 x Guard (cr 1/8, mm 347); medium, 750 xp
Room #180 North Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
→ Leads to room #171
East Entry #1 Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +8 to hit against one target, 2d10 slashing damage
→ Leads to room #172, inhabited by Hobgoblin and 6 x Goblin
East Entry #2 Secret (DC 15 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is concealed behind a statue of a terrified maiden, and opened by breaking her neck
→ Leads to room #183, inhabited by Orc Eye of Gruumsh and 2 x Orc
Room Features A magical mirror on the east wall answers simple questions about the dungeon (yes/no), and part of the ceiling has collapsed
into the room
Monster Ogre Bolt Launcher (cr 2, motm 200, mtf 220) and 1 x Ogre (cr 2, mm 237); hard, 900 xp
Treasure: 19 sp; 3 pp
Room #181 North Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 11 save or take 1d10
damage
North Entry #2 Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
North Entry #3 Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #168
West Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects each creature which touches the trigger, DC 15 save or take 2d10
damage
→ Leads to room #178, inhabited by Spectator and 1 x Gibbering Mouther
East Entry Secret (DC 20 to find) Unlocked Strong Wooden Door (20 hp) (slides to one side)
Ⓢ The door is located near the ceiling and concealed behind a pile of skulls
→ Leads to room #182, inhabited by Ettin
Room Features Several square holes are cut into the east and west walls, and ghostly music fills the room
Monster 3 x Bugbear (cr 1, mm 33) and 1 x Half-ogre (cr 1, mm 238); deadly, 800 xp
Room #182 West Entry Secret (DC 20 to find) Unlocked Strong Wooden Door (20 hp) (slides to one side)
Ⓢ The door is located near the ceiling and concealed behind a pile of skulls
→ Leads to room #181, inhabited by 3 x Bugbear and 1 x Half-ogre
East Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp) (slides
down)
→ Leads to room #184
South Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
Monster Ettin (cr 4, mm 132); hard, 1100 xp
Treasure: 12 gp
Room #183 North Entry Trapped and Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
Ⓣ Rune of Confusion: DC 15 to find, DC 15 to disable; affects all targets within 10 ft., DC 13 save or become confused (phb
224) for 1d4 rounds
→ Leads to room #172, inhabited by Hobgoblin and 6 x Goblin
West Entry #1 Secret (DC 15 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is concealed behind a statue of a terrified maiden, and opened by breaking her neck
→ Leads to room #180, inhabited by Ogre Bolt Launcher and 1 x Ogre
West Entry #2 Trapped and Unlocked Iron Door (60 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
East Entry #1 Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides up)
Ⓢ The door is concealed by an illusion
East Entry #2 Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a dread vampire, and opened by filling his chalice with blood
Monster Orc Eye of Gruumsh (cr 2, mm 247) and 2 x Orc (cr 1/2, mm 246); hard, 650 xp
Treasure: 2000 cp, 1100 sp, 70 gp, diamond (50 gp), onyx (50 gp), quartz (50 gp), 2 x sardonyx (50 gp), 2 x star rose quartz
(50 gp), Oil of Etherealness (rare, dmg 183), Potion of Fire Giant Strength (rare, dmg 187), 2 x Potion of Superior Healing
(rare, dmg 187)
Room #184 West Entry #1 Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp) (slides down)
→ Leads to room #182, inhabited by Ettin
West Entry #2 Trapped and Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
Ⓣ Thunderstone Mine: DC 10 to find, DC 20 to disable; affects all targets within 20 ft., DC 11 save or take 1d10 thunder
damage and become deafened for 1d4 rounds
East Entry #1 Trapped and Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) (slides up)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to disable; +12 to hit against one target, 4d10 slashing damage
East Entry #2 Secret (DC 20 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features Several square holes are cut into the east wall, and several barrel staves are scattered throughout the room
Room #185 North Entry #1 Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
North Entry #2 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 #174
West Entry Secret (DC 15 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed behind a tapestry of a god of destruction
East Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓣ Teleporter Crystal: DC 20 to find, DC 10 to disable; affects each creature which touches the crystal, DC 12 save or be
teleported to another location
→ Leads to room #186, inhabited by Ettin
Room Features A small table and iron gong sit in the west side of the room, and someone has scrawled "We've run out of time" on the west
wall
Room #186 North Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 15 to disable; one target, 4d10 force damage
→ Leads to room #174
West Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓣ Teleporter Crystal: DC 20 to find, DC 10 to disable; affects each creature which touches the crystal, DC 12 save or be
teleported to another location
→ Leads to room #185
Room Features A ladder ascends to a wooden platform in the west side of the room, and someone has scrawled "Celaser died here, her song
has ended" on the north wall
Monster Ettin (cr 4, mm 132); hard, 1100 xp
Treasure: 1700 cp, 1200 sp, 30 gp, 3 x diamond (50 gp), jasper (50 gp), onyx (50 gp), 2 x quartz (50 gp), sardonyx (50 gp)