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The Tunnels of the Shadow Empress

Level 1

General

Dungeon History

The dungeon began as a complex of tectonic fissures. It has been attacked


and abandoned many times since then.

Dungeon Walls

Superior Masonry (DC 20 to climb)

Dungeon Floor

Sand

Temperature
Illumination

Corridors

Wandering
Monsters

Room #1

Average (shadowy in corridors, lamps or torches in most rooms)

Earthmaw Trap: DC 15 to find, DC 10 to disable; +8 to hit against one


target, 2d10 piercing damage

Thunderstone Mine: DC 15 to find, DC 10 to disable; affects all targets


within 20 ft., DC 14 save or take 2d10 thunder damage and become
deafened for 1d4 rounds

Skeletons hang from chains and manacles against the walls

Skeletons hang from chains and manacles against the walls

A stream of water cuts across the corridor

A fountain of water sits in an alcove here

A toppled statue lies across the corridor

A tile labyrinth covers the floor

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

Idol of Evil: DC 20 to find, DC 10 to disable; affects good creatures which


touch the idol, DC 17 save or take 4d10 damage

The floor is covered with humanoid bones

Electrified Floortile: DC 10 to find, DC 15 to disable; affects all targets


within a 10 ft. square area, DC 13 save or take 2d10 lightning damage

Arrow Trap: DC 15 to find, DC 15 to disable; +3 to hit against one target,


1d10 piercing damage

6 x Flying Snake (mm 322, cr 1/8), scavenging for food and treasure

7 x Poisonous Snake (mm 334, cr 1/8), searching for an object stolen from
their lair

3 x Flying Snake (mm 322, cr 1/8), investigating a strange noise

3 x Giant Lizard (mm 326, cr 1/4), bloodied and fleeing a more powerful
enemy

2 x Yuan-ti Pureblood (mm 310, cr 1), tracking the party

8 x Flying Snake (mm 322, cr 1/8), wielding bizarre eldritch powers

East Entry
South Entry
Room Features
Monster

Room #2

Average

North Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage


to open)
Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides to one side)
The south and west walls have been engraved with alien symbols, A pile of
iron spikes lies in the center of the room
1 x Giant Constrictor Snake (mm 324, cr 2); 450 xp

Stuck Iron Door (DC 25 to break; 60 hp)


Leads to room #20

West Entry
South Entry

Unlocked Simple Wooden Door (10 hp)


Trapped and Stuck Iron Door (DC 25 to break; 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
Room Features
Monster

Room #3

East Entry
South Entry
Trap

Room #4

North Entry
East Entry

A large kiln and coal bin sit in the south-east corner of the room, Someone
has scrawled "Ran out of rope" in orcish runes on the north wall
1 x Ogre (mm 237, cr 2); 450 xp

Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)


Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)
Concealed Pit: DC 10 to find, DC 10 to disable; affects all targets entering
a 10 ft. square area, DC 13 save or take 2d10 damage

Archway
Unlocked Stone Door (60 hp)
Leads to room #36

South Entry
Monster

Room #5

3 x Giant Lizard (mm 326, cr 1/4); 150 xp

West Entry

Archway

South Entry

Archway

Monster

Room #6

Stuck Strong Wooden Door (DC 15 to break; 20 hp)

North Entry

2 x Gnoll (mm 163, cr 1/2); 200 xp

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Empty

Room #7

East Entry

Trapped and Unlocked Simple Wooden Door (10 hp) (slides to one side)
Acid Spray: DC 10 to find, DC 15 to disable; affects all targets within
a 20 ft. cone, DC 14 save or take 1d10 acid damage for 1d4 rounds

Hidden Treasure

Locked Iron Chest (DC 25 to unlock, DC 30 to break; 60 hp)


1800 cp, 1500 sp, 110 gp, Bloodstone (50 gp), Carnelian (50 gp),
Chalcedony (50 gp), 2 x Onyx (50 gp), 2 x Sardonyx (50 gp), 2 x Star rose
quartz (50 gp), Zircon (50 gp)

Room #8

North Entry
West Entry
Monster

Room #9

North Entry
East Entry
Monster

Archway
Stuck Simple Wooden Door (DC 10 to break; 10 hp)
4 x Poisonous Snake (mm 334, cr 1/8); 100 xp

Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)


Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
6 x Kobold (mm 195, cr 1/8); 150 xp

Room #10

North Entry

Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)


Arrow Trap: DC 10 to find, DC 10 to disable; +5 to hit against one
target, 1d10 piercing damage

West Entry
South Entry #1

Archway
Trapped and Unlocked Stone Door (60 hp)
Fire Spray: DC 20 to find, DC 10 to disable; affects all targets within a
20 ft. cone, DC 12 save or take 2d10 fire damage

Room #11

South Entry #2

Unlocked Simple Wooden Door (10 hp)

Room Features

A stair ascends to a balcony hanging from the east wall, A fountain


decorated with six gargoyles sits in the north-east corner of the room

East Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Empty

Room #12

North Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

West Entry

Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Monster

Room #13

North Entry #1

6 x Kobold (mm 195, cr 1/8); 150 xp

Secret (DC 25 to find) Trapped and Unlocked Good Wooden Door (15 hp)
The door is concealed within the mouth of a demonic face carved from
stone
Rune of Fear: DC 10 to find, DC 10 to disable; affects all targets within
10 ft., DC 15 save or become frightened for 1d4 rounds

North Entry #2
South Entry

Stuck Iron Door (DC 25 to break; 60 hp)


Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Rune of Fear: DC 15 to find, DC 15 to disable; affects all targets within
10 ft., DC 16 save or become frightened for 1d4 rounds

Room Features
Monster

Room #14

North Entry

Numerous pillars line the north and south walls, An iron chandelier hangs
from the ceiling in the north side of the room
2 x Dust Mephit (mm 215, cr 1/2); 200 xp

Trapped and Stuck Stone Door (DC 20 to break; 60 hp)


Guillotine Blade: DC 10 to find, DC 10 to disable; +7 to hit against one
target, 2d10 slashing damage

West Entry #1

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

West Entry #2

Stuck Strong Wooden Door (DC 15 to break; 20 hp)

South Entry
Monster

Room #15

East Entry
Room Features

Archway
2 x Swarm of Insects (mm 338, cr 1/2); 200 xp

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


A rotting odor fills the north side of the room, A pile of rotten rope lies in

Room Features

Room #16

North Entry

A rotting odor fills the north side of the room, A pile of rotten rope lies in
the north side of the room

Secret (DC 25 to find) Unlocked Strong Wooden Door (20 hp)


The door is concealed behind a statue of an armored warrior, and
opened by moving his sword

South Entry
Room Features
Monster
Hidden Treasure

Stuck Strong Wooden Door (DC 15 to break; 20 hp)


Several headless statues are scattered throughout the room, A stream of oil
flows through the room
3 x Kobold (mm 195, cr 1/8); 75 xp
Hidden (DC 20 to find) Locked Iron Chest (DC 25 to unlock, DC 30 to
break; 60 hp)
2900 cp, 800 sp, 80 gp, 2 x Small Silver Mirror (25 gp), Silk Coat (25 gp),
Feathered Vest (25 gp), Iron Belt (25 gp), Feathered Shoes (25 gp), Spell
Scroll (Mage Hand), 2 x Potion of Healing

Room #17

West Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

East Entry

Stuck Strong Wooden Door (DC 15 to break; 20 hp)

South Entry

Trapped and Stuck Stone Door (DC 20 to break; 60 hp) (slides down)
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

Empty

Room #18

East Entry
South Entry

Archway
Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Guillotine Blade: DC 15 to find, DC 10 to disable; +7 to hit against one
target, 2d10 slashing damage

Trap

Room #19

North Entry
West Entry
Room Features
Monster

Room #20

West Entry

Arrow Trap: DC 10 to find, DC 15 to disable; +3 to hit against one target,


1d10 piercing damage

Stuck Simple Wooden Door (DC 10 to break; 10 hp)


Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
A circle of tall stones stands in the east side of the room, Several iron
spikes are scattered throughout the room
1 x Brass Dragon Wyrmling (mm 106, cr 1); 200 xp

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

East Entry #1

Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp) (slides


down)

East Entry #2

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

South Entry

Stuck Iron Door (DC 25 to break; 60 hp)


Leads to room #2, inhabited by 1 x Ogre

Empty

Room #21

North 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 an armored warrior, and
opened by moving his sword

Empty

Room #22

West Entry #1

Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)


(slides up)

West Entry #2

Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)

Room Features

Room #23

North Entry
East Entry

Lit candles are scattered across the floor, An overwhelming stench fills the
south side of the room

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


Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)

Empty

Room #24

East Entry

Archway

Empty

Room #25

West Entry

Unlocked Simple Wooden Door (10 hp)

South Entry

Unlocked Simple Wooden Door (10 hp)

Empty

Room #26

North Entry
West Entry
Room Features
Monster

Room #27

Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)


Part of the south wall has collapsed into the room, Floating motes of light
fill the south-west corner of the room
1 x Thri-kreen (mm 288, cr 1); 200 xp

East Entry #1

Archway

East Entry #2

Archway

South Entry
Room Features

Room #28

Stuck Strong Wooden Door (DC 15 to break; 20 hp)

North Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)


Spirals of blue stones cover the floor, A charred wooden shield lies in the
east side of the room

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

West Entry #1

Archway

West Entry #2

Stuck Iron Door (DC 25 to break; 60 hp)

Room Features

Someone has scrawled "This is not a secret door" in draconic script on the
north wall, The scent of urine fills the room

north wall, The scent of urine fills the room

Room #29

North Entry
West Entry
South Entry #1

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


Unlocked Strong Wooden Door (20 hp)
Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break;
20 hp)
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 #58, inhabited by 1 x Half-ogre

South Entry #2

Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Empty

Room #30

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 Death, and opened by
placing a coin in his open hand

South Entry

Trapped and Unlocked Good Wooden Door (15 hp)


Fire Spray: DC 10 to find, DC 15 to disable; affects all targets within a
20 ft. cone, DC 14 save or take 2d10 fire damage

Monster

Room #31

South Entry
Room Features
Monster

Room #32

North Entry

5 x Constrictor Snake (mm 320, cr 1/4); 250 xp

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


Someone has scrawled "Save yourself, kill the others" on the north wall, An
unidentifiable odor fills the room
4 x Winged Kobold (mm 195, cr 1/4); 200 xp

Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
The door is concealed within the mouth of a demonic face carved from
stone

Room Features

Hidden Treasure

Someone has scrawled "Upon the Twilight of Time, when light becomes
shadow, the Fellowship of Lamps shall triumph" on the north wall, Rusting
iron spikes line the east and west walls
Locked Good Wooden Chest (DC 25 to unlock, DC 20 to break; 15 hp)
2600 cp, 1500 sp, 60 gp, Banded agate (10 gp), Blue quartz (10 gp), Eye
agate (10 gp), Malachite (10 gp), Moss agate (10 gp), Obsidian (10 gp),
Turquoise (10 gp)

Room #33

East Entry
South Entry
Room Features
Monster

Stuck Iron Door (DC 25 to break; 60 hp)


Archway
A narrow shaft falls into the room from above, A large demonic idol with
ruby eyes sits in the south-east corner of the room
1 x Thri-kreen (mm 288, cr 1); 200 xp

Room #34

Room #35

South Entry
Monster

Hobgoblin (mm 186, cr 1/2) and 3 x Goblin (mm 166, cr 1/4); 250 xp

North Entry

Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)

East Entry
Room Features

Room #36

Archway

North Entry
West Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)


Several iron cages are scattered throughout the room, A pair of dice lies in
the north-west corner of the room

Unlocked Simple Wooden Door (10 hp) (slides down)


Unlocked Stone Door (60 hp)
Leads to room #4, inhabited by 3 x Giant Lizard

Room Features

Room #37

South Entry

Someone has scrawled a diagram of a mechanical trap on the north wall,


Several pieces of torn paper are scattered throughout the room

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


Leads to room #52

Room Features
Monster

A narrow shaft descends from the room into a natural cavern below, A
simple fireplace sits against the north wall
3 x Kobold (mm 195, cr 1/8); 75 xp

Trap

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

Hidden Treasure

Hidden (DC 20 to find) Locked Good Wooden Chest (DC 20 to unlock, DC


20 to break; 15 hp)
2300 cp, 1200 sp, 80 gp, Azurite (10 gp), 2 x Banded agate (10 gp), Eye
agate (10 gp), 2 x Malachite (10 gp), 3 x Moss agate (10 gp), Obsidian (10
gp), 2 x Tiger eye (10 gp)

Room #38

North Entry

Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)


(magically reinforced, disadvantage to break)

South Entry

Unlocked Strong Wooden Door (20 hp)

Empty

Room #39

North Entry #1

Stuck Stone Door (DC 20 to break; 60 hp)

North Entry #2

Stuck Iron Door (DC 25 to break; 60 hp) (slides to one side)

Monster

Room #40

West Entry
East Entry
Room Features

4 x Winged Kobold (mm 195, cr 1/4); 200 xp

Archway
Unlocked Good Wooden Door (15 hp)
Several alcoves are cut into the walls, A stack of crates filled with rocks
stands against the north wall

Monster

Room #41

West Entry
East Entry
South Entry

1 x Giant Constrictor Snake (mm 324, cr 2); 450 xp

Archway
Unlocked Strong Wooden Door (20 hp)
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

Room Features

Monster

Room #42

Archway

South Entry

Archway

West Entry
Room Features
Monster

Room #44

7 x Stirge (mm 284, cr 1/8); 175 xp

North Entry

Room Features

Room #43

A magical statue in the west side of the room answers questions with lies
and falsehoods, A rusted breastplate lies in the north-west corner of the
room

North Entry #1

A shallow pit lies in the north-west corner of the room, Lit candles are
scattered across the floor

Unlocked Good Wooden Door (15 hp)


Someone has scrawled "The Dragons of Beeley looted this place" on the
north wall, A pile of empty bottles lies in the south side of the room
5 x Poisonous Snake (mm 334, cr 1/8); 125 xp

Trapped and Unlocked Good Wooden Door (15 hp) (slides down)
Teleporter Crystal: DC 15 to find, DC 15 to disable; affects each
creature which touches the crystal, DC 11 save or be teleported to
another location

North Entry #2
West Entry

Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)


Secret (DC 15 to find) Locked Good Wooden Door (DC 15 to open, DC 15
to break; 15 hp)
The door is concealed within an upright sarcophagus

South Entry
Room Features
Monster

Room #45

North Entry
East Entry
South Entry
Trap

Room #46

West Entry

Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp) (slides up)


Someone has scrawled a large X on the west wall, Ghostly wailing can be
faintly heard near the west wall
2 x Yuan-ti Pureblood (mm 310, cr 1); 400 xp

Stuck Stone Door (DC 20 to break; 60 hp)


Archway
Unlocked Simple Wooden Door (10 hp)
Thunderstone Mine: DC 10 to find, DC 15 to disable; affects all targets
within 20 ft., DC 18 save or take 4d10 thunder damage and become
deafened for 1d4 rounds

Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)

Room #46

West Entry
South Entry #1

Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)


Secret (DC 15 to find) Unlocked Simple Wooden Door (10 hp)
The door is concealed behind a pile of skulls

South Entry #2

Monster

Room #47

North Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (magically


reinforced, disadvantage to break)
2 x Dust Mephit (mm 215, cr 1/2); 200 xp

Trapped and Unlocked Strong Wooden Door (20 hp)


Arrow Trap: DC 15 to find, DC 15 to disable; +12 to hit against one
target, 4d10 piercing damage

East Entry

Unlocked Simple Wooden Door (10 hp)

South Entry

Unlocked Simple Wooden Door (10 hp)

Room Features

Room #48

South Entry
Room Features
Monster

Room #49

Stuck Strong Wooden Door (DC 15 to break; 20 hp)


Part of the east wall has collapsed into the room, A dagger hilt lies in the
south-west corner of the room
1 x Giant Spider (mm 328, cr 1); 200 xp

North Entry

Archway

South Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features

Monster

Room #50

A stream of oil flows along a channel in the floor, Someone has scrawled
"Alas died here, his song has ended" on the north wall

An enchanted pool in the west side of the room ages whomever drinks from
it (but only once), The south and east walls have been engraved with
incoherent labyrinths
4 x Giant Lizard (mm 326, cr 1/4); 200 xp

North Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

South Entry

Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)

Empty

Room #51

West Entry
Room Features

Room #52

North Entry

Unlocked Simple Wooden Door (10 hp)


A magical mirror on the north wall answers questions with lies and
falsehoods, Someone has scrawled "This paladin is dead" in draconic script
on the east wall

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


Leads to room #37, inhabited by 3 x Kobold

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 10 to disable; affects each creature
which touches the trigger, DC 14 save or take 2d10 damage

South Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Hidden Treasure

Hidden (DC 15 to find) Trapped and Locked Good Wooden Chest (DC 25 to
unlock, DC 20 to break; 15 hp)
Poisoned Arrow Trap: DC 15 to find, DC 10 to disable; +9 to hit against one
target, 4d10 piercing/poison damage
2700 cp, 1200 sp, 50 gp, Pewter Dice (pair) (25 gp), Leather Belt with
Copper Buckle (25 gp), Fine Cloth Cloak (25 gp), Leather Sash (25 gp),
Leather Pouch (25 gp), Spell Scroll (Purify Food and Drink), Bag of Holding,
Potion of Climbing, Potion of Greater Healing, 2 x Potion of Healing

Room #53

West Entry
East Entry
Room Features

Room #54

North Entry
West Entry
Trap
Hidden Treasure

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


Stuck Stone Door (DC 20 to break; 60 hp)
A tile labyrinth covers the floor, Lit candles are scattered across the floor

Archway
Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Chain Flail: DC 10 to find, DC 10 to disable; initiative +4, 1 attack per
round, +7 to hit against all targets within 5 ft., 2d10 bludgeoning damage
Hidden (DC 15 to find) Locked Good Wooden Chest (DC 20 to unlock, DC
20 to break; 15 hp)
1400 cp, 1100 sp, 100 gp, Azurite (10 gp), Banded agate (10 gp), Blue
quartz (10 gp), Moss agate (10 gp), 2 x Rhodochrosite (10 gp), Tiger eye (10
gp), +2 Ammunition (20 arrows)

Room #55

North Entry
East Entry #1

Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)


Secret (DC 15 to find) Trapped and Stuck Strong Wooden Door (DC 15 to
break; 20 hp)
The door is concealed behind a tapestry of a legendary battle
Earthmaw Trap: DC 15 to find, DC 15 to disable; +8 to hit against one
target, 2d10 piercing damage

East Entry #2
South Entry

Stuck Stone Door (DC 20 to break; 60 hp)


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 11 save or take 1d10 damage

Empty

Room #56

North Entry
Room Features
Monster

Room #57

South Entry
Monster

Room #58

North Entry

Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)


A tile mosaic of vile acts covers the floor, Several headless statues are
scattered throughout the room
4 x Poisonous Snake (mm 334, cr 1/8); 100 xp

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


4 x Stirge (mm 284, cr 1/8); 100 xp

Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break;

Room #58

North Entry

Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break;


20 hp)
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 #29

South Entry
Monster

Room #59

North Entry
Room Features

Room #60

North Entry

Unlocked Strong Wooden Door (20 hp)


1 x Half-ogre (mm 238, cr 1); 200 xp

Unlocked Good Wooden Door (15 hp)


A narrow shaft falls into the room from above, Spirals of black stones cover
the floor

Trapped and Stuck Stone Door (DC 20 to break; 60 hp)


Acid Spray: DC 15 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

East Entry
Monster
Trap

Room #61

North Entry
West Entry
East Entry

Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)


1 x Death Dog (mm 321, cr 1); 200 xp
Thunderstone Mine: DC 15 to find, DC 10 to disable; affects all targets
within 20 ft., DC 15 save or take 2d10 thunder damage and become
deafened for 1d4 rounds

Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)


Unlocked Simple Wooden Door (10 hp)
Stuck Strong Wooden Door (DC 15 to break; 20 hp) (magically reinforced,
disadvantage to break)
Leads to room #71, inhabited by 2 x Dust Mephit

Room Features

Room #62

West Entry
Room Features
Monster

Room #63

North Entry
East Entry
South Entry

A stone ramp ascends towards the east wall, Someone has scrawled an evil
symbol on the east wall

Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)


An enchanted pool in the east side of the room petrifies whomever drinks
from it, A group of monstrous faces have been carved into the east wall
4 x Stirge (mm 284, cr 1/8); 100 xp

Unlocked Strong Wooden Door (20 hp)


Archway
Trapped and Locked Strong Wooden Door (DC 20 to open, DC 20 to break;
20 hp)
Contact Poison: DC 10 to find, DC 10 to disable; affects each creature
which touches the trigger, DC 13 save or take 2d10 damage

Room Features

Room #64

A stone dais sits in the east side of the room, Several torches are scattered
throughout the room

Room #64

North Entry
West Entry

Stuck Iron Door (DC 25 to break; 60 hp)


Trapped and Unlocked Good Wooden Door (15 hp)
Symbol of Panic: DC 10 to find, DC 15 to disable; affects all targets
within 10 ft., DC 16 save or become frightened for 1d4 rounds

South Entry
Room Features
Monster

Room #65

South Entry
Monster

Room #66

East Entry
Room Features

Monster

Room #67

West Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides down)


Clouds of flying insects fill the north-west corner of the room, Several
shattered weapons are scattered throughout the room
2 x Thri-kreen (mm 288, cr 1); 400 xp

Archway
1 x Ogre (mm 237, cr 2); 450 xp

Stuck Simple Wooden Door (DC 10 to break; 10 hp)


Someone has scrawled "The next life you save will be the one that ends
yours" on the west wall, Unintelligible whispering can be faintly heard
near the south wall
4 x Poisonous Snake (mm 334, cr 1/8); 100 xp

Secret (DC 15 to find) Trapped and Unlocked Strong Wooden Door (20 hp)
The door is concealed behind a tapestry of a goddess of ice
Ice Dart Trap: DC 15 to find, DC 15 to disable; +4 to hit against one
target, 1d10 cold damage

Room Features
Monster

Room #68

North Entry

A forge and anvil sit in the north-east corner of the room, A pierced
breastplate lies in the north-east corner of the room
2 x Swarm of Insects (mm 338, cr 1/2); 200 xp

Secret (DC 20 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
The door is concealed behind a pile of skulls

East Entry

Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 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

South Entry
Room Features
Monster

Room #69

South Entry

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


Someone has scrawled "Look to the left" on the west wall, An
unidentifiable odor fills the room
2 x Death Dog (mm 321, cr 1); 400 xp

Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)


Arrow Trap: DC 10 to find, DC 10 to disable; +6 to hit against one
target, 2d10 piercing damage

Empty

Room #70

East Entry

Archway

Room #70

East Entry

Archway

South Entry #1

Archway

South Entry #2

Secret (DC 15 to find) Unlocked Strong Wooden Door (20 hp)


A bookcase and concealed door pivots smoothly

Monster

Room #71

West Entry

5 x Winged Kobold (mm 195, cr 1/4); 250 xp

Stuck Strong Wooden Door (DC 15 to break; 20 hp) (magically reinforced,


disadvantage to break)
Leads to room #61

East Entry

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 19 save or take 4d10 lightning damage

Room Features
Monster

Room #72

East Entry

The floor is covered in square tiles, alternating white and black, A toppled
statue lies in the north-west corner of the room
2 x Dust Mephit (mm 215, cr 1/2); 200 xp

Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Empty

Room #73

West Entry
Room Features
Monster

Room #74

North Entry
West Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)


Someone has scrawled "Explosive runes" on the east wall, Several pieces of
torn paper are scattered throughout the room
1 x Giant Spider (mm 328, cr 1); 200 xp

Stuck Strong Wooden Door (DC 15 to break; 20 hp)


Trapped and Locked Simple Wooden Door (DC 10 to open, DC 15 to break;
10 hp)
Fire Spray: DC 10 to find, DC 10 to disable; affects all targets within a
20 ft. cone, DC 15 save or take 2d10 fire damage

Room Features
Monster

Room #75

North Entry

Someone has scrawled a large X on the west wall, The floor is covered with
teeth
3 x Swarm of Insects (mm 338, cr 1/2); 300 xp

Trapped and Unlocked Strong Wooden Door (20 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

West Entry
Monster
Trap
Hidden Treasure

Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)


3 x Flying Snake (mm 322, cr 1/8); 75 xp
Rune of Paralyzation: DC 15 to find, DC 15 to disable; affects all targets
within 10 ft., DC 11 save or become paralyzed for 1d4 rounds
Hidden (DC 15 to find) Trapped and Unlocked Iron Chest (60 hp)

Hidden Treasure

Hidden (DC 15 to find) Trapped and Unlocked Iron Chest (60 hp)
Poisoned Arrow Trap: DC 15 to find, DC 10 to disable; +5 to hit against one
target, 1d10 piercing/poison damage
2400 cp, 1600 sp, 90 gp, Small Silver Mirror (25 gp), Ceramic Dice (pair)
(25 gp), Ceramic Miniature (of a Ship) (25 gp), Painted Glass Miniature (of
a Castle) (25 gp), Pewter Scepter (25 gp), Bronze Cloth Gloves (25 gp)

Room #76

North Entry #1

Unlocked Strong Wooden Door (20 hp)


Leads to room #87, inhabited by 3 x Flying Snake

North Entry #2

Archway

Empty

Room #77

West Entry

Trapped and Unlocked Stone Door (60 hp)


One-way Door: DC 10 to find, DC 10 to disable

East Entry

Secret (DC 20 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
The door is concealed behind an area of slime

Room Features

Room #78

South Entry
Room Features
Monster
Trap

Room #79

North Entry
Room Features

Room #80

North Entry

Someone has scrawled "Marget's Order killed a hydra here" on the west
wall, A cold spot can be felt in the north side of the room

Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)


The floor is covered in perfect hexagonal tiles, The ceiling is covered with
bloodstains
4 x Constrictor Snake (mm 320, cr 1/4); 200 xp
Fire Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20
ft. cone, DC 12 save or take 2d10 fire damage

Unlocked Strong Wooden Door (20 hp)


A stone stair ascends towards the east wall, A set of demonic war masks
hangs on the north wall

Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break;


20 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

South Entry
Room Features
Monster

Room #81

Stuck Simple Wooden Door (DC 10 to break; 10 hp)


A tapestry of ancient mythology hangs from the east wall, Someone has
scrawled "The Crimson Order looted this place" on the north wall
1 x Thri-kreen (mm 288, cr 1); 200 xp

North Entry

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

South Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Monster

1 x Death Dog (mm 321, cr 1); 200 xp

Room #82

Room #83

North Entry

Archway

Room Features

Someone has scrawled "You cannot kill it with wizardry" on the east wall,
Mournful weeping can be heard in the north-west corner of the room

West Entry

Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
The door is concealed behind a tapestry of geometric patterns

East Entry

Unlocked Good Wooden Door (15 hp)

Empty

Room #84

West Entry
East Entry

Unlocked Simple Wooden Door (10 hp)


Secret (DC 20 to find) Locked Stone Door (DC 15 to open, DC 25 to break;
60 hp)
A stone column and section of wall makes a loud grinding noise as it
pivots open

Room Features
Trap
Hidden Treasure

Someone has scrawled "The Elder Staff lies in blood" on the east wall, A
putrid odor fills the south-east corner of the room
Symbol of Panic: DC 15 to find, DC 10 to disable; affects all targets within
10 ft., DC 10 save or become frightened for 1d4 rounds
Hidden (DC 25 to find) Locked Iron Chest (DC 25 to unlock, DC 30 to
break; 60 hp)
2700 cp, 1200 sp, 70 gp, Azurite (10 gp), 2 x Eye agate (10 gp), 2 x
Obsidian (10 gp), Rhodochrosite (10 gp), 2 x Turquoise (10 gp)

Room #85

North Entry
Room Features
Monster

Room #86

Stuck Simple Wooden Door (DC 10 to break; 10 hp)


A chute descends from the room into a natural cavern below, Someone has
scrawled "Elres fell here" on the north wall
2 x Yuan-ti Pureblood (mm 310, cr 1); 400 xp

North Entry

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

South Entry

Archway

Monster
Trap
Hidden Treasure

1 x Death Dog (mm 321, cr 1); 200 xp


Arrow Trap: DC 10 to find, DC 10 to disable; +5 to hit against one target,
1d10 piercing damage
Unlocked Simple Wooden Chest (10 hp)
1200 cp, 1500 sp, 60 gp, Carnelian (50 gp), Chalcedony (50 gp), 2 x Citrine
(50 gp), Onyx (50 gp), Zircon (50 gp), Potion of Healing

Room #87

North Entry

Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
The door is concealed within an upright sarcophagus

South Entry

Unlocked Strong Wooden Door (20 hp)


Leads to room #76

Monster

3 x Flying Snake (mm 322, cr 1/8); 75 xp

Monster

Room #88

North Entry

3 x Flying Snake (mm 322, cr 1/8); 75 xp

Trapped and Locked Strong Wooden Door (DC 25 to open, DC 20 to break;


20 hp)
Arrow Trap: DC 15 to find, DC 10 to disable; +10 to hit against one
target, 4d10 piercing damage

Empty

Room #89

South Entry

Unlocked Simple Wooden Door (10 hp)

Empty

Room #90

North Entry

Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)

South Entry

Unlocked Simple Wooden Door (10 hp)

Room Features

Room #91

North Entry

The floor is covered with claw marks, A dulled dagger lies in the south-east
corner of the room

Secret (DC 25 to find) Unlocked Stone Door (60 hp)


The door is located above a small stone dais and only two feet high

South Entry
Monster

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


4 x Stirge (mm 284, cr 1/8); 100 xp

The Tunnels of the Shadow Empress


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