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The Forsaken Lair of Phalpha the Crimson

Level 1

General

Dungeon History

The dungeon was created by dwarves as a lair. Its creators were destroyed
by attacking raiders, and the dungeon has been conquered and altered
many times since then.

Dungeon Walls

Natural Stone (DC 10 to climb)

Dungeon Floor

Uneven Flagstone (DC 10 to charge or run)

Temperature
Illumination

Corridors

Room #1

Cool
Shadowy (phosphorescent fungus or candles every 20 ft.)

Withered corpses are nailed to the corridor walls

Screaming fills the corridor

Several corpses are impaled upon iron spikes on the ceiling

Chain Flail: DC 10 to find, DC 10 to disable; initiative +3, 1 attack per


round, +8 to hit against all targets within 5 ft., 2d10 bludgeoning damage

A group of demonic faces have been carved into the walls

Numerous pillars line the corridor

Part of the ceiling has collapsed into the corridor

Burning torches in iron sconces line the corridor

Rune of Dread: DC 10 to find, DC 15 to disable; affects all targets within


10 ft., DC 10 save or become frightened for 1d4 rounds

Arrow Trap: DC 10 to find, DC 10 to disable; +4 to hit against one target,


1d10 piercing damage

A large demonic idol with ruby eyes sits in an alcove here

Several adventurer corpses are scattered along the corridor

An overwhelming stench fills the corridor

North Entry
East Entry

Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)


Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
Leads to room #14

South Entry

Trapped and Unlocked Simple Wooden Door (10 hp)


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

Room Features

Room #2

A tapestry of vile acts hangs from the south wall, Someone has scrawled
"Sharpen thy spear and ready thy shield" in dwarvish runes on the north
wall

West Entry #1

Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)

West Entry #2

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


Leads to room #13

East Entry #1

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


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

East Entry #2

Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)


Leads to room #24

South Entry
Room Features

Room #3

West Entry
East Entry #1

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


Someone has scrawled "Stay right" on the south wall, A sour odor fills the
north side of the room

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


Secret (DC 20 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
The door is concealed within a horrific torture device

The door is concealed within a horrific torture device


East Entry #2

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


(slides up)

Empty

Room #4

North Entry

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


Arrow Trap: DC 10 to find, DC 15 to disable; +6 to hit against one
target, 2d10 piercing damage

West Entry
South Entry

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


Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
Leads to room #6

Room Features

Room #5

East Entry

Room Features

Room #6

North Entry

Numerous pillars line the south and west walls, Someone has scrawled
"Mind the gap" in goblin runes on the west wall

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


(magically reinforced, disadvantage to break)
Someone has scrawled "Don't sleep" in goblin runes on the north wall, A
shattered hammer lies in the south-west corner of the room

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


Leads to room #4

South Entry #1

Secret (DC 25 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

South Entry #2

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

Empty

Room #7

North Entry #1

Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)

North Entry #2

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

North Entry #3

Trapped and Unlocked Simple Wooden Door (10 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

North Entry #4
East Entry #1

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


Trapped and Unlocked Stone Door (60 hp)
Rune of Dread: DC 10 to find, DC 10 to disable; affects all targets
within 10 ft., DC 19 save or become frightened for 1d4 rounds
Leads to room #13

East Entry #2

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


Arrow Trap: DC 15 to find, DC 10 to disable; +10 to hit against one
target, 4d10 piercing damage
Leads to room #23

South Entry
Room Features

Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)


Numerous pillars line the west wall, Someone has scrawled a crude

Room #8

Room Features

Numerous pillars line the west wall, Someone has scrawled a crude
drawing of a succubus on the west wall

North Entry #1

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


Guillotine Blade: DC 10 to find, DC 10 to disable; +8 to hit against one
target, 2d10 slashing damage

North Entry #2

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


Leads to room #23

West Entry #1

Trapped and Locked Simple Wooden Door (DC 10 to open, DC 15 to break;


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

West Entry #2

Trapped and Locked Simple Wooden Door (DC 10 to open, DC 15 to break;


10 hp)
Electrified Lock: DC 20 to find, DC 10 to disable; affects each creature
which touches the lock, DC 14 save or take 2d10 lightning damage

South Entry #1

Secret (DC 25 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 #9

South Entry #2

Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)

Room Features

A magical mural on the east wall depicts the betrayal of whomever views
it, Someone has scrawled "Don't sleep" on the east wall

North Entry

Trapped and Locked Good Wooden Door (DC 20 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

East Entry

Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)


Leads to room #18

Room Features

Room #10

North Entry
East Entry #1

A group of draconic faces have been carved into the north wall, A rustling
noise fills the room

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


Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
The door is concealed behind a statue of a fearsome dragon, and
opened by reaching into its mouth
Leads to room #22

East Entry #2

Trapped and Unlocked Iron Door (60 hp)


Arrow Trap: DC 10 to find, DC 15 to disable; +5 to hit against one
target, 1d10 piercing damage

Empty

Room #11

East Entry #1

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


Guillotine Blade: DC 15 to find, DC 15 to disable; +5 to hit against one
target, 1d10 slashing damage

East Entry #2

Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break;


15 hp) (slides up)

Ice Dart Trap: DC 15 to find, DC 10 to disable; +9 to hit against one


target, 4d10 cold damage
Room Features

Room #12

West Entry
Room Features

Room #13

West Entry

A chute falls into the room from above, The north and west walls are
covered with cracks

Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)


A rope ascends to a catwalk hanging between the east and west walls,
Several adventurer corpses are scattered throughout the room

Trapped and Unlocked Stone Door (60 hp)


Rune of Dread: DC 10 to find, DC 10 to disable; affects all targets
within 10 ft., DC 19 save or become frightened for 1d4 rounds
Leads to room #7

East Entry #1

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


Leads to room #2

East Entry #2

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

East Entry #3

Trapped and Unlocked Strong Wooden Door (20 hp)


Arrow Trap: DC 15 to find, DC 10 to disable; +8 to hit against one
target, 2d10 piercing damage

East Entry #4
South Entry

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


Trapped and Unlocked Strong Wooden Door (20 hp)
Electrified Lock: DC 10 to find, DC 10 to disable; affects each creature
which touches the lock, DC 12 save or take 2d10 lightning damage
Leads to room #23

Trap

Room #14

North Entry
West Entry #1

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


within a 10 ft. square area, DC 15 save or take 2d10 lightning damage

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


(magically reinforced, disadvantage to break)
Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
Leads to room #1

West Entry #2

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


Teleporter Crystal: DC 15 to find, DC 15 to disable; affects each
creature which touches the crystal, DC 14 save or be teleported to
another location

East Entry #1

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


up)

East Entry #2

Secret (DC 15 to find) Locked Strong Wooden Door (DC 20 to open, DC 20


to break; 20 hp)
The door is concealed behind a pile of broken stone

Room Features

Room #15

North Entry

Someone has scrawled "In the Realm of Axes, when death becomes life and
the light comes to lifeless eyes, the Blade of Miracles shall be restored" in
draconic script on the north wall, A ruined chain shirt lies in the north side
of the room

Trapped and Unlocked Good Wooden Door (15 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
West Entry

Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break;


15 hp)
Guillotine Blade: DC 10 to find, DC 10 to disable; +6 to hit against one
target, 2d10 slashing damage
Leads to room #24

East Entry #1

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


Leads to room #19

East Entry #2

Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides down)
A bookcase and concealed door pivots smoothly

South Entry

Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)


Leads to room #17

Room Features

Room #16

West Entry
South Entry
Room Features

Room #17

North Entry

Quicksilver drips from the ceiling in the south side of the room, A shattered
hammer lies in the south-east corner of the room

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


Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
A set of demonic war masks hangs on the south wall, A broken hammer lies
in the west side of the room

Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)


Leads to room #15

East Entry #1

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


Earthmaw Trap: DC 10 to find, DC 15 to disable; +6 to hit against one
target, 2d10 piercing damage

East Entry #2

Secret (DC 15 to find) Stuck Iron Door (DC 25 to break; 60 hp) (slides to
one side)
The door is concealed behind a statue of an armored warrior, and
opened by moving his sword

Empty

Room #18

North Entry
West Entry

Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)


Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
Leads to room #9

Room Features

Room #19

West Entry

A group of draconic faces have been carved into the west wall, Someone
has scrawled "The Council of the Coin killed a black dragon here" on the
east wall

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


Leads to room #15

East Entry

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


Rune of Dread: DC 10 to find, DC 15 to disable; affects all targets
within 10 ft., DC 13 save or become frightened for 1d4 rounds

South Entry

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

Empty

Room #20

West Entry

Secret (DC 20 to find) Locked Stone Door (DC 10 to open, DC 25 to break;


60 hp)
A stone column and section of wall pivots smoothly

South Entry

Trapped and Unlocked Iron Door (60 hp)


Rune of Hypnosis: DC 10 to find, DC 10 to disable; affects all targets
within 10 ft., DC 11 save or become incapacitated for 1d4 rounds

Empty

Room #21

East Entry #1

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


20 hp)
One-way Door: DC 10 to find, DC 15 to disable

East Entry #2

Secret (DC 20 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
(slides to one side)
The door is concealed within the mouth of a gargantuan skull carved
from stone

South Entry
Trap
Hidden Treasure

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


Arrow Trap: DC 15 to find, DC 15 to disable; +3 to hit against one target,
1d10 piercing damage
Hidden (DC 15 to find) Locked Strong Wooden Chest (DC 25 to unlock, DC
25 to break; 20 hp)
1900 cp, 1100 sp, 80 gp, Azurite (10 gp), Blue quartz (10 gp), 2 x Moss
agate (10 gp), Obsidian (10 gp), Rhodochrosite (10 gp), Tiger eye (10 gp),
Turquoise (10 gp), +2 Ammunition (20 sling bullets), Elixir of Health, Potion
of Frost Giant Strength, Sending Stones

Room #22

West Entry

Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp)
The door is concealed behind a statue of a fearsome dragon, and
opened by reaching into its mouth
Leads to room #10

East Entry
Room Features

Room #23

North Entry

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


A stair ascends to a wooden platform in the south-east corner of the room,
The floor is covered with cracks

Trapped and Unlocked Strong Wooden Door (20 hp)


Electrified Lock: DC 10 to find, DC 10 to disable; affects each creature
which touches the lock, DC 12 save or take 2d10 lightning damage
Leads to room #13

West Entry

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


Arrow Trap: DC 15 to find, DC 10 to disable; +10 to hit against one
target, 4d10 piercing damage
Leads to room #7

East Entry

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


The door is concealed behind a statue of a dread vampire, and opened

The door is concealed behind a statue of a dread vampire, and opened


by filling his chalice with blood
South Entry

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


Leads to room #8

Empty

Room #24

North Entry #1

Secret (DC 25 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 #25

North Entry #2

Trapped and Unlocked Simple Wooden Door (10 hp) (slides up)
Acid Spray: DC 15 to find, DC 20 to disable; affects all targets within
a 20 ft. cone, DC 13 save or take 1d10 acid damage for 1d4 rounds

West Entry #1

Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)


Leads to room #2

West Entry #2

Trapped and Unlocked Stone Door (60 hp)


Contact Poison: DC 15 to find, DC 10 to disable; affects each creature
which touches the trigger, DC 11 save or take 1d10 damage

East Entry

Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break;


15 hp)
Guillotine Blade: DC 10 to find, DC 10 to disable; +6 to hit against one
target, 2d10 slashing damage
Leads to room #15

Empty

Room #25

North Entry

Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)


One-way Door: DC 10 to find, DC 15 to disable

West Entry
East Entry #1

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


down)
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

East Entry #2

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

Secret (DC 25 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 #24

Room Features

Room #26

West Entry

Someone has scrawled "azure, sapphire, jade" on the south wall, The floor
is covered with bones

Secret (DC 15 to find) Locked Simple Wooden Door (DC 15 to open, DC 15


to break; 10 hp)
The door is concealed behind a statue of a medusa, and opened by
uncovering her eyes

South Entry
Room Features
Hidden Treasure

Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)


Several square holes are cut into the ceiling and floor, Several iron cages
are scattered throughout the room
Hidden (DC 15 to find) Locked Simple Wooden Chest (DC 20 to unlock, DC
15 to break; 10 hp)
1800 cp, 900 sp, 80 gp, Banded agate (10 gp), Malachite (10 gp),
Rhodochrosite (10 gp), Turquoise (10 gp), +1 Ammunition (20 arrows),
Potion of Greater Healing, Potion of Growth

The Forsaken Lair of Phalpha the Crimson


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