Vermin-Infested Wine Cellar 01

Level 1

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[ map key ]
Room #1, 90' x 90', 6 x XvartRoom #2, 90' x 90', ChitineRoom #3, 90' x 90', Arrow Trap, Hidden TreasureRoom #4, 90' x 90', Kobold Dragonshield and 1 x KoboldRoom #5, 90' x 70', EmptyRoom #6, 70' x 90', EmptyRoom #7, 70' x 90', Falling Block, Hidden TreasureRoom #8, 70' x 70', 2 x ChitineRoom #9, 70' x 90', Chitine, Hidden TreasureRoom #10, 70' x 70', EmptyRoom #11, 70' x 90', Chitine, Hidden TreasureRoom #12, 90' x 90', Kobold Dragonshield and 1 x KoboldRoom #13, 90' x 90', EmptyRoom #14, 70' x 70', Kobold Scale Sorcerer and 1 x KoboldRoom #15, 70' x 90', Goblin Boss and 1 x GoblinStuck Iron Door (DC 25 to break; 60 hp)Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) (magically reinforced, disadvantage to break)Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)Stuck Strong Wooden Door (DC 15 to break; 20 hp)Unlocked Simple Wooden Door (10 hp)Trapped and Stuck Stone Door (DC 20 to break; 60 hp)Secret (DC 15 to find) Trapped and Unlocked Stone Door (60 hp)Stuck Good Wooden Door (DC 15 to break; 15 hp)ArchwayTrapped and Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)ArchwayStuck Simple Wooden Door (DC 10 to break; 10 hp)Unlocked Stone Door (60 hp)Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)Stuck Good Wooden Door (DC 15 to break; 15 hp)Unlocked Simple Wooden Door (10 hp)Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)Trapped and Unlocked Simple Wooden Door (10 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)Trapped and Unlocked Iron Door (60 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Unlocked Strong Wooden Door (20 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)ArchwayLocked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)Secret (DC 15 to find) Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)Trapped and Unlocked Iron Door (60 hp) (slides to one side)Unlocked Simple Wooden Door (10 hp)Stuck Good Wooden Door (DC 15 to break; 15 hp)Arrow TrapSeveral adventurer corpses are scattered along the corridorBurning torches in iron sconces line the corridorA fountain of water sits in an alcove hereA toppled statue lies across the corridorA group of demonic faces have been carved into the wallsNet TrapSkeletons hang from chains and manacles against the wallsSymbol of PanicGuillotine BladeSkeletons hang from chains and manacles against the wallsGroaning fills the corridorGroaning fills the corridorSomeone has scrawled "Stay low" in orcish runes here
General
HistoryThe 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.
WallsReinforced Masonry (DC 15 to climb)
FloorSmooth Stone (Slippery Foor)
TemperatureCool
IlluminationAverage (shadowy in corridors, lamps or torches in most rooms)
Corridor Features
aGroaning fills the corridor
cSomeone has scrawled "Stay low" in orcish runes here
eBurning torches in iron sconces line the corridor
iArrow Trap: DC 15 to find, DC 10 to disable; +5 to hit against one target, 1d10 piercing damage
mSkeletons hang from chains and manacles against the walls
nA fountain of water sits in an alcove here
rA group of demonic faces have been carved into the walls
sA toppled statue lies across the corridor
uNet Trap: DC 10 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 11 save or become restrained
vSkeletons hang from chains and manacles against the walls
wGuillotine Blade: DC 10 to find, DC 10 to disable; +8 to hit against one target, 2d10 slashing damage
xSymbol 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
zSeveral adventurer corpses are scattered along the corridor
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)

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

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)

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

Room #5
West Entry

Stuck Good Wooden Door (DC 15 to break; 15 hp)

→   Leads to room #7

Empty 
Room #6
West Entry

Unlocked Simple Wooden Door (10 hp)

Empty 
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)

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

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)

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 
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)

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

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 
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

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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