gra 20
Level 20
General History The dungeon was created by dwarves as a tomb. Its
creators were destroyed by internal conflict, and the
dungeon has lain empty for many centuries until
recently.
Size Medium (51 x 65)
Walls Superior Masonry (DC 20 to climb)
Floor Smooth Stone
Temperature Cool
Illumination Bright (lamps or torches every 40 ft.)
Corridor Features a Skeletons hang from chains and manacles against
the walls
c A chute falls into the corridor from above
e Numerous pillars line the corridor
i The walls here have been engraved with geometric
patterns
m Skeletons hang from chains and manacles against
the walls
n Burning torches in iron sconces line the corridor
r Thunder Turret: DC 15 to find, DC 15 to disable;
initiative +3, 1 attack per round, affects all targets
within a 20 ft. cone, DC 20 save or take 24d10
thunder damage and become deafened for 1d4
rounds
s An overwhelming stench fills the corridor
u A buzzing noise fills the corridor
v A toppled statue lies across the corridor
w Teleporter Crystal: DC 10 to find, DC 20 to disable;
affects each creature which touches the crystal, DC
11 save or be teleported to another location
Wandering Monsters 1 9 x Wererat (cr 2, mm 209) and 19 x Giant Rat (cr
1/8, mm 327); easy, 4525 xp, investigating a strange
noise
2 Ettercap (cr 2, mm 131) and 15 x Giant Spider (cr 1,
mm 328); easy, 3450 xp, trying to lure the party into
an ambush
3 Choldrith (cr 3, motm 77, vgm 132) and 8 x Cave
Fisher (cr 3, motm 73, vgm 130); easy, 6300 xp,
searching for an object stolen from their lair
4 Drider (cr 6, mm 120) and 12 x Giant Spider (cr 1,
mm 328); easy, 4700 xp, wielding bizarre eldritch
powers
5 7 x Chitine (cr 1/2, motm 75, vgm 131) and 14 x
Cave Fisher (cr 3, motm 73, vgm 130); medium,
10500 xp, actively patrolling their territory
6 Ettercap (cr 2, mm 131) and 15 x Giant Spider (cr 1,
mm 328); easy, 3450 xp, scouting from another part
of the dungeon
Room #1 North Entry Archway
South Entry Archway
Monster 13 x Wererat (cr 2, mm 209) and 23 x Giant Rat (cr
1/8, mm 327); easy, 6425 xp
Treasure: 15 sp; 15 cp; 6 gp; 12 gp; 19 sp; 4 gp; 1
pp; 13 gp; 6 gp; 8 cp; 15 sp; 7 gp; 17 cp; 15 sp; 14
gp; 14 sp; 18 sp; 2 pp; 13 gp; 12 ep; 10 ep; 14 sp; 13
sp; 7 gp; 16 sp; 11 cp; 7 gp; 23 cp; 12 sp; 12 ep; 8
ep; 10 gp; 12 sp; 5 gp; 16 sp; 7 gp
Room #2 East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30
hp)
Monster 15 x Choldrith (cr 3, motm 77, vgm 132); hard,
10500 xp
Treasure: 39000 gp, 31000 pp, a coral brazier set
with black sapphire and diamond (7500 gp), a gold
crown engraved with noble imagery (7500 gp), a
platinum bowl set with a single flawless black
sapphire (7500 gp), a platinum circlet engraved with
thorned vines (7500 gp), Potion of Storm Giant
Strength (legendary, dmg 187), 2 x Potion of
Supreme Healing (very rare, dmg 187), Universal
Solvent (legendary, dmg 209)
Room #3 North Entry Stuck Strong Wooden Door (DC 15 to break; 20
hp)
West Entry Unlocked Good Wooden Door (15 hp) (slides up)
→ Leads to room #8
South Entry Archway
Empty
Room #4 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Monster 7 x Chitine (cr 1/2, motm 75, vgm 131) and 14 x
Cave Fisher (cr 3, motm 73, vgm 130); medium,
10500 xp
Treasure: 16 cp; 14 cp; 7 gp; 14 ep; 13 gp; 15 sp; 22
sp; 10 cp; 11 sp; 10 gp; 15 ep; 15 cp; 19 cp; 7 gp; 11
cp; 8 gp; 17 gp; 11 cp; 8 sp; 11 gp; 11 cp
Room #5 West Entry Archway
East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
South Entry Archway
Monster Drider (cr 6, mm 120) and 10 x Giant Spider (cr 1,
mm 328); easy, 4300 xp
Treasure: 100 gp; 18 cp; 9 sp; 2 pp; 8 gp; 16 sp; 3
gp; 3 pp; 4 pp; 10 sp; 14 sp
Room #6 West Entry Unlocked Good Wooden Door (15 hp)
East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Room Features A group of draconic faces have been carved into the
north wall, and several pieces of rotten bread are
scattered throughout the room
Room #7 West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Monster 5 x Roper (cr 5, mm 261); easy, 9000 xp
Treasure: 200 gp; 230 sp, 50 gp; 210 gp; 1600 cp,
10 ep; 260 sp, 50 gp
Room #8 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
East Entry Unlocked Good Wooden Door (15 hp) (slides up)
→ Leads to room #3
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features A group of demonic faces have been carved into the
south wall, and moaning can be faintly heard near
the east wall
Room #9 North Entry #1 Archway
North Entry #2 Stuck Iron Door (DC 25 to break; 60 hp)
Room Features Numerous pillars line the north and east walls, and
someone has scrawled "Look to the ceiling" on the
west wall
Monster 6 x Roper (cr 5, mm 261); easy, 10800 xp
Treasure: 210 sp, 40 gp; 1700 cp, 60 ep; 190 gp;
1500 cp, 40 ep; 1300 cp, 10 ep; 180 sp, 70 gp
Room #10 North Entry Archway
Room Features Part of the ceiling has collapsed into the room, and
an overwhelming stench fills the room
Monster Grick Alpha (cr 7, mm 173) and 14 x Grick (cr 2, mm
173); medium, 9200 xp
Treasure: 110 gp; 17 sp; 12 sp; 15 sp; 9 sp; 12 sp; 1
pp; 13 sp; 1 pp; 10 ep; 10 ep; 20 cp; 16 cp; 18 sp; 17
sp
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