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The Tomb of Gothmog of Udun 11

The document describes a dungeon with 9 rooms and features such as traps, monsters, and treasure. It provides details on each room such as entries, features, monsters, and treasure. Traps and monsters include poison gas, lightning, and various undead creatures. Treasures include gold, potions, and magic items.
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0% found this document useful (0 votes)
24 views6 pages

The Tomb of Gothmog of Udun 11

The document describes a dungeon with 9 rooms and features such as traps, monsters, and treasure. It provides details on each room such as entries, features, monsters, and treasure. Traps and monsters include poison gas, lightning, and various undead creatures. Treasures include gold, potions, and magic items.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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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