The Tomb of Gothmog of Udun 11
Level 11
General History The dungeon was created by dwarves as a lair. It was eventually
abandoned by its creators, and the dungeon has fallen to ruin and been
rebuilt many times since then.
Size Large (63 x 81)
Walls Masonry (DC 15 to climb)
Floor Smooth Stone
Temperature Cold (DC 10 Constitution save each hour or gain one level of exhaustion)
Illumination Dark (individual creatures may carry lights)
Corridor Features a Withered corpses are nailed to the corridor walls
c A toppled statue lies across the corridor
e Thunder Turret: DC 15 to find, DC 20 to disable; initiative +3, 1 attack per
round, affects all targets within a 20 ft. cone, DC 12 save or take 10d10
thunder damage and become deafened for 1d4 rounds
i Part of the ceiling has collapsed into the corridor
m Several alcoves are cut into the walls here
n Collapsing Ceiling: DC 10 to find, DC 15 to disable; affects all targets
within a 40 ft. line, DC 12 save or take 10d10 damage
r Poison Gas Trap: DC 15 to find, DC 10 to disable; affects all targets
within a 10 ft. square area, DC 13 save or take 10d10 poison damage
s Freeze Ray Trap: DC 15 to find, DC 15 to disable; one target, DC 15
save or take 10d10 cold damage and become restrained for 1d4 rounds
u A shallow pool of blood covers the floor
v Burning torches in iron sconces line the corridor
w Lightning Turret: DC 10 to find, DC 20 to disable; initiative +3, 1 attack
per round, affects all targets in a 40 ft. line, DC 17 save or take 18d10
lightning damage
x Poison Gas Trap: DC 15 to find, DC 10 to disable; affects all targets
within a 10 ft. square area, DC 19 save or take 18d10 poison damage
z Lightning Turret: DC 15 to find, DC 10 to disable; initiative +4, 1 attack
per round, affects all targets in a 40 ft. line, DC 15 save or take 10d10
lightning damage
Wandering Monsters 1 Ghast (cr 2, mm 148) and 14 x Ghoul (cr 1, mm 148); easy, 3250 xp,
bloodied and fleeing a more powerful enemy
2 Alhoon (cr 10, motm 43, vgm 172) and 4 x Shadow Mastiff (cr 2, motm
215, vgm 190); medium, 7700 xp, consumed by disease and madness
3 Spawn of Kyuss (cr 5, motm 225, vgm 192) and 10 x Zombie (cr 1/4, mm
316); easy, 2300 xp, trying to lure the party into an ambush
4 12 x Skeleton (cr 1/4, mm 272) and 12 x Warhorse Skeleton (cr 1/2, mm
273); easy, 1800 xp, hunting for food
5 Corpse Flower (cr 8, motm 82, mtf 127) and 10 x Ghoul (cr 1, mm 148);
hard, 5900 xp, wandering senselessly
6 9 x Wight (cr 3, mm 300); medium, 6300 xp, lost and desperate
Room #1 South Entry Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to break; 20
hp)
Ⓢ The door is concealed within a mosaic of legendary monsters
Monster Bone Devil (cr 9, mm 71) and 10 x Spined Devil (cr 2, mm 78); deadly,
9500 xp
Treasure: 12000 gp, 1400 pp, a brocade sash threaded with gold (250
gp), a jasper coffer set with a rosette of amethyst (250 gp), a silk
merchant's cap threaded with gold (250 gp), an agateware tureen painted
with garden imagery (250 gp), an electrum ring engraved with noble
imagery (250 gp), 2 x Potion of Clairvoyance (rare, dmg 187), Potion of
Diminution (rare, dmg 187)
Room #2 North Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
North Entry #2 Archway
South Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Room Features Numerous pillars line the north and east walls, and a stream of oil flows
through the room
Room #3 East Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
South Entry #1 Unlocked Simple Wooden Door (10 hp)
South Entry #2 Trapped and Locked Strong Wooden Door (DC 20 to open, DC 20 to
break; 20 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets
within a 10 ft. square area, DC 15 save or take 10d10 damage
Monster Spawn of Kyuss (cr 5, motm 225, vgm 192) and 10 x Zombie (cr 1/4, mm
316); easy, 2300 xp
Treasure: 210 sp, 100 gp; 14 gp; 12 cp; 13 sp; 11 sp; 18 cp; 13 sp; 16 gp;
19 cp; 8 gp; 15 sp
Room #4 North Entry #1 Secret (DC 15 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
North Entry #2 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
South Entry #1 Unlocked Simple Wooden Door (10 hp)
South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features The floor is covered in square tiles, alternating white and black, and
several iron cages are scattered throughout the room
Monster Young Red Shadow Dragon (cr 13, mm 85) and 1 x Darkmantle (cr 1/2,
mm 46); easy, 10100 xp
Treasure: 700 gp, 40 pp; 1 pp
Room #5 West Entry Unlocked Good Wooden Door (15 hp)
South Entry Unlocked Strong Wooden Door (20 hp)
Room Features A narrow shaft descends from the room into a midden chamber below,
and a large kiln and coal bin sit in the south-west corner of the room
Room #6 North Entry Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
East Entry #1 Unlocked Simple Wooden Door (10 hp)
East Entry #2 Trapped and Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 10 to disable; +7 to hit against one
target, 10d10 piercing damage
Room Features The north and east walls have been engraved with incoherent labyrinths,
and someone has scrawled "Abandon all hope" on the north wall
Monster Ghast (cr 2, mm 148) and 12 x Ghoul (cr 1, mm 148); easy, 2850 xp
Treasure: 12 gp; 11 gp; 13 gp; 9 gp; 9 ep; 10 cp; 21 cp; 22 cp; 16 sp; 11
sp; 10 gp; 14 sp; 11 cp
Room #7 West Entry Archway
East Entry Unlocked Strong Wooden Door (20 hp) (magically reinforced,
disadvantage to break)
Room Features A fountain of water sits against the south wall, and the floor is covered
with claw marks
Monster Cult Fanatic (cr 2, mm 345) and 15 x Thug (cr 1/2, mm 350); easy, 1950
xp
Treasure: 16 sp; 13 sp; 5 gp; 16 cp; 20 cp; 12 gp; 8 cp; 9 gp; 9 ep; 6 pp;
16 cp; 7 gp; 10 gp; 18 gp; 4 pp; 14 cp
Room #8 North Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry #1 Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
South Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Room Features A mural of arcane patterns covers the ceiling, and someone has scrawled
"door, straight, left, left" on the west wall
Monster 10 x Wight (cr 3, mm 300); medium, 7000 xp
Treasure: 4 pp; 9 gp; 14 sp; 7 gp; 14 gp; 18 cp; 16 cp; 18 cp; 19 sp; 10 ep
Room #9 North Entry Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
South Entry #1 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets
within a 10 ft. square area, DC 12 save or take 10d10 damage
South Entry #2 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
Room Features A magical mural on the west wall depicts the betrayal of whomever views
it, and a shallow pit lies in the north side of the room
Monster 7 x Ogre Zombie (cr 2, mm 316); easy, 3150 xp
Treasure: 11 sp; 11 ep; 10 sp; 5 pp; 10 gp; 15 sp; 21 cp
Room #10 North Entry Trapped and Locked Good Wooden Door (DC 25 to open, DC 15 to
break; 15 hp) (slides up)
Ⓣ Magic Missle Trap: DC 15 to find, DC 15 to disable; one target, 4d10
force damage
East Entry Unlocked Good Wooden Door (15 hp)
Room Features Someone has scrawled "Lightning comes before thunder" on the east
wall, and oil drips from the ceiling in the west side of the room
Room #11 North Entry Archway
East Entry Locked Good Wooden Door (DC 15 to open, DC 15 to break; 15 hp)
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Monster Allip (cr 5, motm 45, mtf 116) and 11 x Shadow (cr 1/2, mm 269); easy,
2900 xp
Treasure: 180 sp, 80 gp; 5 ep; 11 cp; 11 gp; 8 gp; 9 gp; 21 cp; 8 gp; 16
cp; 15 cp; 15 cp; 11 gp
Room #12 North Entry #1 Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +3 to hit against one
target, 4d10 piercing damage
North Entry #2 Unlocked Simple Wooden Door (10 hp)
South Entry #1 Unlocked Good Wooden Door (15 hp)
South Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Empty
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