General | History | The dungeon was created by dwarves as a temple; it was eventually conquered by invaders and rebuilt/repurposed many times since then. It was recently re-discovered as a prosperous wine merchant built on top of the ruin. It has been inhabited by some creepy crawlies in the interim, and needs to be cleaned out. | Walls | Reinforced Masonry (DC 15 to climb) | Floor | Smooth Stone (Slippery Foor) | Temperature | Cool
| Illumination | Average (shadowy in corridors, lamps or torches in most rooms) |
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Corridor Features | a | Groaning fills the corridor | c | Someone has scrawled "Stay low" in orcish runes here | e | Burning torches in iron sconces line the corridor | i | Arrow Trap: DC 15 to find, DC 10 to disable;
+5 to hit against one target, 1d10 piercing damage | m | Skeletons hang from chains and manacles against the walls | n | A fountain of water sits in an alcove here | r | A group of demonic faces have been carved into the walls | s | A toppled statue lies across the corridor | u | Net Trap: DC 10 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 11 save or become restrained | v | Skeletons hang from chains and manacles against the walls | w | Guillotine Blade: DC 10 to find, DC 10 to disable;
+8 to hit against one target, 2d10 slashing damage | x | Symbol of Panic: DC 10 to find, DC 15 to disable;
affects all targets within 10 ft., DC 11 save or become frightened for 1d4 rounds | z | Several adventurer corpses are scattered along the corridor |
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Room #1 | North Entry #1 | Stuck Iron Door (DC 25 to break; 60 hp) → Leads to room #11, inhabited by Chitine | North Entry #2 | Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) (magically reinforced, disadvantage to break) | West Entry | Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp) | East Entry | Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #2, inhabited by Chitine | South Entry | Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) → Leads to room #3 | Room Features | A well lies in the south-west corner of the room, and a circle of tall stones stands in the west side of the room | Monster | 6 x Xvart (cr 1/8, motm 267, vgm 200); deadly, 150 xp
Treasure: 2100 cp, 600 sp, 100 gp, diamond (50 gp), bloodstone (50 gp), chrysoprase (50 gp), jasper (50 gp), Circlet of Blasting (uncommon, dmg 158), Ring of Mind Shielding (uncommon, dmg 191), Winged Boots (uncommon, dmg 214) |
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Room #2 | West Entry | Stuck Strong Wooden Door (DC 15 to break; 20 hp) → Leads to room #1, inhabited by 6 x Xvart | East Entry #1 | Unlocked Simple Wooden Door (10 hp) | East Entry #2 | Trapped and Stuck Stone Door (DC 20 to break; 60 hp) Ⓣ Acid Spray: DC 10 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 15 to find) Trapped and Unlocked Stone Door (60 hp) Ⓢ The door is located near the ceiling and opened by standing on a small floor tile Ⓣ Magic Missle Trap: DC 15 to find, DC 10 to disable;
one target, 2d10 force damage → Leads to room #4, inhabited by Kobold Dragonshield and 1 x Kobold | Room Features | A hole has been blasted into the south wall, and several iron blobs are scattered throughout the room | Monster | Chitine (cr 1/2, motm 75, vgm 131); easy, 100 xp
Treasure: 13 ep |
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Room #3 | North Entry | Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) → Leads to room #1, inhabited by 6 x Xvart | West Entry | Stuck Simple Wooden Door (DC 10 to break; 10 hp) | East Entry | Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #4, inhabited by Kobold Dragonshield and 1 x Kobold | South Entry #1 | Archway | South Entry #2 | Archway | South Entry #3 | Trapped and Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable;
+6 to hit against one target, 2d10 slashing damage | Room Features | The floor is covered in square tiles, alternating white and black, and someone has scrawled a demonic face on the north wall | Trap | Arrow Trap: DC 10 to find, DC 10 to disable;
+4 to hit against one target, 1d10 piercing damage | Hidden Treasure | Hidden (DC 15 to find) Locked Good Wooden Chest (DC 15 to unlock, DC 20 to break; 15 hp)
2500 cp, 1400 sp, 50 gp, banded agate (10 gp), 2 x blue quartz (10 gp), eye agate (10 gp), hematite (10 gp), malachite (10 gp), moss agate (10 gp), turquoise (10 gp), Spell Scroll (Acid Splash) (common, dmg 200), Spell Scroll (Poison Spray) (common, dmg 200), Spell Scroll (Charm Person) (common, dmg 200), 2 x Potion of Healing (common, dmg 187) |
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Room #4 | North Entry | Secret (DC 15 to find) Trapped and Unlocked Stone Door (60 hp) Ⓢ The door is located near the ceiling and opened by standing on a small floor tile Ⓣ Magic Missle Trap: DC 15 to find, DC 10 to disable;
one target, 2d10 force damage → Leads to room #2, inhabited by Chitine | West Entry | Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #3 | East Entry | Unlocked Stone Door (60 hp) | South Entry | Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp) | Monster | Kobold Dragonshield (cr 1, motm 163, vgm 165) and 1 x Kobold (cr 1/8, mm 195); hard, 225 xp
Treasure: 14 cp; 4 pp |
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Room #5 | West Entry | Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #7 | Empty | |
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Room #6 | West Entry | Unlocked Simple Wooden Door (10 hp) | Empty | |
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Room #7 | North Entry | Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp) | East Entry | Stuck Good Wooden Door (DC 15 to break; 15 hp) → Leads to room #5 | Trap | Falling Block: DC 15 to find, DC 15 to disable;
affects all targets within a 10 ft. square area, DC 15 save or take 2d10 damage | Hidden Treasure | Hidden (DC 25 to find) Locked Good Wooden Chest (DC 20 to unlock, DC 20 to break; 15 hp)
2100 cp, 900 sp, 120 gp, a bloodstone cup inlaid with electrum (25 gp), a cloth gown trimmed with rabbit fur (25 gp), a cloth vest trimmed with lynx fur (25 gp), a silver pendant inlaid with a filigree of electrum (25 gp), a wooden coffer engraved with floral vines (25 gp) |
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Room #8 | West Entry | Trapped and Unlocked Simple Wooden Door (10 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 | Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) | Room Features | The floor is covered in perfect hexagonal tiles, and a wooden ladder rests against the west wall | Monster | 2 x Chitine (cr 1/2, motm 75, vgm 131); deadly, 200 xp
Treasure: 13 sp; 6 pp |
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Room #9 | West Entry | Trapped and Unlocked Iron Door (60 hp) Ⓣ Magic Missle Trap: DC 15 to find, DC 20 to disable;
one target, 1d10 force damage | South Entry | Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) | Room Features | The floor is covered in perfect hexagonal tiles, and a toppled statue lies in the south-east corner of the room | Monster | Chitine (cr 1/2, motm 75, vgm 131); easy, 100 xp
Treasure: 19 sp | Hidden Treasure | Hidden (DC 25 to find) Unlocked Strong Wooden Chest (20 hp)
2300 cp, 1000 sp, 80 gp, 5 x diamond (50 gp), chalcedony (50 gp), citrine (50 gp), 2 x moonstone (50 gp), star rose quartz (50 gp), Spell Scroll (Thaumaturgy) (common, dmg 200), Spell Scroll (Purify Food and Drink) (common, dmg 200), Potion of Healing (common, dmg 187) |
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Room #10 | East Entry #1 | Stuck Simple Wooden Door (DC 10 to break; 10 hp) | East Entry #2 | Unlocked Strong Wooden Door (20 hp) | South Entry | Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) | Empty | |
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Room #11 | North Entry | Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp) | West Entry | Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) | East Entry | Stuck Simple Wooden Door (DC 10 to break; 10 hp) | South Entry | Stuck Iron Door (DC 25 to break; 60 hp) → Leads to room #1, inhabited by 6 x Xvart | Monster | Chitine (cr 1/2, motm 75, vgm 131); easy, 100 xp
Treasure: 14 sp | Hidden Treasure | Hidden (DC 25 to find) Trapped and Locked Strong Wooden Chest (DC 15 to unlock, DC 25 to break; 20 hp) Contact Poison: DC 15 to find, DC 15 to disable;
affects each creature which touches the trigger, DC 15 save or take 2d10 damage
2200 cp, 1100 sp, 100 gp, 3 x diamond (50 gp), 2 x bloodstone (50 gp), citrine (50 gp), moonstone (50 gp) |
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Room #12 | West Entry | Archway | Monster | Kobold Dragonshield (cr 1, motm 163, vgm 165) and 1 x Kobold (cr 1/8, mm 195); hard, 225 xp
Treasure: 16 sp; 19 sp |
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Room #13 | West Entry | Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp) | East Entry | Secret (DC 15 to find) Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp) Ⓢ A bookcase and concealed door pivots smoothly Ⓣ Acid Spray: DC 10 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 | Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp) Ⓣ One-way Door: DC 15 to find, DC 10 to disable | Empty | |
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Room #14 | South Entry | Trapped and Unlocked Iron Door (60 hp) (slides to one side) Ⓣ Contact Poison: DC 10 to find, DC 10 to disable;
affects each creature which touches the trigger, DC 13 save or take 2d10 damage | Monster | Kobold Scale Sorcerer (cr 1, motm 165, vgm 167) and 1 x Kobold (cr 1/8, mm 195); hard, 225 xp
Treasure: 14 cp; 22 cp |
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Room #15 | West Entry | Stuck Good Wooden Door (DC 15 to break; 15 hp) | East Entry | Unlocked Simple Wooden Door (10 hp) | Room Features | A tile mosaic of a legendary battle covers the floor, and the south and east walls are covered with mould | Monster | Goblin Boss (cr 1, mm 166) and 1 x Goblin (cr 1/4, mm 166); hard, 250 xp
Treasure: 1800 cp, 1200 sp, 40 gp, a brocade choker trimmed with fox fur (25 gp), a fine leather belt with a copper buckle (25 gp), a jasper cup set with a single blue spinel (25 gp), a leather armor tooled with draconic scales (25 gp), a leather mantle tooled with arcane runes (25 gp), a steel dagger engraved with elven script (25 gp), +1 Shield (uncommon, dmg 200), Broom of Flying (uncommon, dmg 156), Trident of Fish Command (uncommon, dmg 209), Wand of Magic Missiles (uncommon, dmg 211) |
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