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cgi

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Level 2

General Dungeon History The dungeon was created by


hobgoblins as a death trap. It was
eventually abandoned by its
creators, and the dungeon has been
conquered and altered many times
since then.
Dungeon Walls Natural Stone (DC 10 to climb)

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Dungeon Floor Uneven Flagstone (DC 10 to charge


or run)
Temperature Warm
Illumination Dark (individual creatures may carry
lights)

Corridors a Arrow Trap: DC 10 to find, DC 15 to


disable; +5 to hit against one target,
1d10 piercing damage
c A clicking noise fills the corridor
e A group of demonic faces have been
carved into the walls
i Skeletons hang from chains and
manacles against the walls
m Arrow Trap: DC 15 to find, DC 15 to
disable; +5 to hit against one target,
1d10 piercing damage
n Several square holes are cut into the
walls here
r A large demonic idol with ruby eyes
sits in an alcove here
s Idol of Chaos: DC 15 to find, DC 20
to disable; affects lawful creatures
which touch the idol, DC 16 save or
take 4d10 damage and become
confused (phb 224) for 1d4 rounds

Wandering 1 1 x Bugbear (cr 1, mm 33) and 1 x


Monsters Half-ogre (cr 1, mm 238), consumed
by disease and madness
2 Ghast (cr 2, mm 148) and 1 x Ghoul
(cr 1, mm 148), scavenging for food
and treasure
3 2 x Fire Snake (cr 1, mm 265),
scouting from another part of the
dungeon
4 1 x Ghoul (cr 1, mm 148), searching
for an object stolen from their lair
5 1 x Bugbear (cr 1, mm 33) and 1 x
Half-ogre (cr 1, mm 238), gathered
around an evil shrine
6 Orog (cr 2, mm 247) and 1 x Orc (cr
1/2, mm 246), scavenging for food
and treasure

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Room #1 North Entry #1 Unlocked Stone Door (60 hp)


North Entry #2 Stuck Stone Door (DC 20 to break;
60 hp)
North Entry #3 Locked Iron Door (DC 10 to open)
North Entry #4 Stuck Iron Door (DC 25 to break; 60
hp)
North Entry #5 Archway
West Entry #1 Locked Stone Door (DC 10 to open)
(magically reinforced, disadvantage
to break)
West Entry #2 Archway
East Entry #1 Stuck Iron Door (DC 25 to break; 60
hp) (slides up)
East Entry #2 Stuck Iron Door (DC 25 to break; 60
hp)
South Entry Archway

Room Features An iron sarcophagus sits in the east


side of the room, and a pile of
spoiled meat lies in the east side of
the room
Monster 1 x Carrion Crawler (cr 2, mm 37);
450 xp

Room #2 East Entry Archway


South Entry Unlocked Stone Door (60 hp)

Room Features A shallow pit lies in the center of the


room, and someone has scrawled
"Dinarv was here" on the east wall

Room #3 North Entry Unlocked Iron Door (60 hp)


South Entry Locked Stone Door (DC 15 to open)

Room Features A magical statue in the north-west


corner of the room speaks riddles
and cryptic prophecies, and a stone
ramp ascends towards the north wall
Monster 2 x Fire Snake (cr 1, mm 265); 400
xp

Room #4 North Entry Locked Stone Door (DC 10 to open)


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

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South Entry Stuck Iron Door (DC 25 to break; 60


hp)

Empty

Room #5 West Entry Stuck Stone Door (DC 20 to break;


60 hp) (slides down)

Empty

Room #6 South Entry #1 Stuck Iron Door (DC 25 to break; 60


hp)
South Entry #2 Stuck Iron Door (DC 25 to break; 60
hp)

Room Features Numerous pillars line the north and


west walls, and a pile of torches lies
in the south-west corner of the room
Monster Kuo-toa Whip (cr 1, mm 200) and 1 x
Kuo-toa (cr 1/4, mm 199); 250 xp

Room #7 West Entry #1 Stuck Stone Door (DC 20 to break;


60 hp)
West Entry #2 Unlocked Stone Door (60 hp)

Room Features A sloped pit lined with iron spikes


lies in the center of the room, and
someone has scrawled "Beneath the
tomb" in dwarvish runes on the south
wall

5e Random Dungeon Generator


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Some content used under the terms of the Open Gaming License

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