Poço de Avareza
Poço de Avareza
Level 13
General History The dungeon was created by dwarves as a stronghold. Its creators were destroyed by a natural disaster, and the dungeon has
been conquered and altered many times since then.
Walls Natural Stone (DC 10 to climb)
Floor Uneven Flagstone (DC 10 to charge or run)
Temperature Cold (DC 10 Constitution save each hour or gain one level of exhaustion)
Illumination Dark (individual creatures may carry lights)
Wandering Monsters 1 Orog (cr 2, mm 247) and 15 x Orc (cr 1/2, mm 246); easy, 1950 xp, returning to their lair with plunder
2 Drow Mage (cr 7, mm 129) and 11 x Drow (cr 1/4, mm 128); medium, 3450 xp, gathered around an evil shrine
3 14 x Myconid Adult (cr 1/2, mm 232) and 1 x Quaggoth Spore Servant (cr 1, mm 230); easy, 1600 xp, returning to their lair with
plunder
4 Spirit Troll (cr 11, motm 247, mtf 244) and 2 x Troll (cr 5, mm 291); deadly, 10800 xp, scouting from another part of the dungeon
5 6 x Orog (cr 2, mm 247); easy, 2700 xp, searching for an object stolen from their lair
6 Drow Elite Warrior (cr 5, mm 128) and 9 x Drow (cr 1/4, mm 128); easy, 2250 xp, searching for an object stolen from their lair
Room #2 North Entry Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
Ⓣ Ice Dart Trap: DC 10 to find, DC 10 to disable; +6 to hit against one target, 10d10 cold
damage
West Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #49
Room Features The room has a high domed ceiling, and a rusted sword lies in the south-west corner of the room
Monster 6 x Neogi (cr 3, motm 192, vgm 180); easy, 4200 xp
Treasure: 7 ep; 6 pp; 12 ep; 16 sp; 22 cp; 18 sp; 4 gp; 10 gp; 15 cp; 9 gp; 3 pp; 15 sp; 11 cp; 12 sp; 12 sp; 11 ep; 7 gp; 14 ep; 11
gp; 18 cp; 12 ep; 15 cp; 13 sp; 4 pp; 7 gp; 14 sp
Room #4 North Entry #1 Trapped and Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
North Entry #2 Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 18 save or take 18d10
damage
→ Leads to room #133
Monster 5 x Duergar Soulblade (cr 1, motm 109, mtf 190) and 11 x Duergar (cr 1, mm 122); medium, 3200 xp
Treasure: 7000 gp, 2300 pp, a dragon horn medallion inlaid with ornate orichalcum scrollwork (750 gp), a gold amulet set with a
single black sapphire (750 gp), a porcelain ewer adorned with platinum and a castle in relief (750 gp), Ring of Three Wishes
(legendary, dmg 193)
Room #5 West Entry Stuck Stone Door (DC 20 to break; 60 hp)
East Entry Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +5 to hit against one target, 4d10 piercing
damage
→ Leads to room #110
Room Features A tile mosaic of geometric patterns covers the floor, and a rotting odor fills the room
Room #7 North Entry Trapped and Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 15 to disable; +7 to hit against one target, 10d10 piercing
damage
West Entry Locked Stone Door (DC 20 to open)
East Entry Unlocked Iron Door (60 hp)
→ Leads to room #69, inhabited by Fire Giant Dreadnought
Empty
Room #8 North Entry Secret (DC 20 to find) Locked Stone Door (DC 10 to open)
Ⓢ The door is located near the ceiling and opened by pulling an iron sconce
West Entry #1 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
West Entry #2 Archway
East Entry Archway
Monster Kuo-toa Archpriest (cr 6, mm 200) and 13 x Kuo-toa (cr 1/4, mm 199); medium, 2950 xp
Treasure: 200 sp, 30 gp; 16 cp; 1 pp; 8 ep; 13 sp; 14 sp; 6 pp; 12 gp; 11 gp; 19 cp; 9 gp; 16 sp; 7 gp; 12
sp
Room #9 West Entry Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 20 to disable; one target, 4d10 force
damage
South Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #16
Empty
Treasure: 15000 gp, 1600 pp, a brocade cloak threaded with gold (750 gp), a gold chime set with black sapphire (750 gp), a silk
brocade merchant's cap threaded with platinum (750 gp), a silk sash trimmed with genette (750 gp), a velvet cloak threaded with
electrum (750 gp), an electrum bracelet set with jacinth (750 gp), Sovereign Glue (legendary, dmg 200)
Room #11 North Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 14 save or take 10d10
damage
Room Features A narrow pit covered by iron bars lies in the center of the room, and an iron chain hangs from the ceiling in the north side of the
room
Monster Gloom Weaver (cr 9, motm 213, mtf 224) and 2 x Shadow Dancer (cr 7, motm 213, mtf 225); deadly, 10800 xp
Room #12 West Entry Stuck Stone Door (DC 20 to break; 60 hp)
East Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #16
Monster Neogi Master (cr 4, motm 192, vgm 180) and 5 x Umber Hulk (cr 5, mm 292); hard, 10100 xp
Treasure: 12 sp; 1700 cp, 10 ep; 150 sp, 70 gp; 240 sp, 40 gp; 260 sp, 100 gp; 1700 cp, 60
ep
Room #15 West Entry Stuck Iron Door (DC 25 to break; 60 hp)
South Entry Archway
Room Features A balcony hangs from the west wall, and a set of demonic war masks hangs on the south
wall
Monster Death Kiss (cr 10, motm 85, vgm 124); easy, 5900 xp
Room #16 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #9
West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #12, inhabited by Neogi Master and 5 x Umber Hulk
East Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
South Entry #1 Unlocked Stone Door (60 hp)
South Entry #2 Archway
Room Features A stream of oil flows along a channel in the floor, and the north and east walls have been engraved with geometric
patterns
Treasure: 23 cp; 19 sp; 15 gp; 6 ep; 23 cp; 14 sp; 11 ep; 19 cp; 5 pp; 14 sp; 13 cp; 17 gp; 7 ep; 6 gp; 12 sp; 11 gp; 14 gp; 23
cp
Room #20 North Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Thunderstone Mine: DC 10 to find, DC 15 to disable; affects all targets within 20 ft., DC 11 save or take 4d10 thunder damage
and become deafened for 1d4 rounds
→ Leads to room #38
South Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +4 to hit against one target, 4d10 slashing damage
Room Features A set of demonic war masks hangs on the west wall, and a pile of trash lies in the north-west corner of the room
Monster Draegloth (cr 7, motm 98, vgm 141) and 4 x Drow Elite Warrior (cr 5, mm 128); hard, 10100 xp
Treasure: 13000 gp, 1500 pp, a gold chime engraved with an ancient coat of arms (250 gp), a lacquered wooden chalice inlaid with
gold (250 gp), a lacquered wooden chalice set with star sapphire (250 gp), a lacquered wooden coffer inlaid with a meandros of
electrum (250 gp), a portrait (of a male elf explorer) in a bone frame engraved with arcane runes (250 gp), Spell Scroll (Shillelagh)
(common, dmg 200), 3 x Potion of Healing (common, dmg 187), Potion of Resistance (thunder) (uncommon, dmg 188), Spell Scroll
(Misty Step) (uncommon, dmg 200), Potion of Fire Breath (uncommon, dmg 187), Potion of Greater Healing (uncommon, dmg
187), Potion of Hill Giant Strength (uncommon, dmg 187), Robe of Useful Items (7 other patches) (uncommon, dmg 195)
Room #21 West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
East Entry Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
Ⓣ Fire Spray: DC 15 to find, DC 20 to disable; affects all targets within a 20 ft. cone, DC 16 save or take 18d10 fire damage
Room Features A tile mosaic of a legendary battle covers the floor, and someone has scrawled "Bonda was here" on the east wall
Monster 9 x Wight (cr 3, mm 300); hard, 6300 xp
Treasure: 14000 gp, 2100 pp, a fine leather merchant's cap trimmed with ermine (250 gp), a fine leather scabbard trimmed with fox
fur (250 gp), a lacquered wooden puzzle box set with a single jacinth (250 gp), a stoneware plate adorned with silver and a demon
in relief (250 gp), an ivory coffer inlaid with a filigree of electrum (250 gp)
Room #22 South Entry Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 10 to disable; one target, 18d10 force damage
Room Features A group of monstrous faces have been carved into the west wall, and someone has scrawled a large X on the north
wall
Room #23 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #129
West Entry Stuck Stone Door (DC 20 to break; 60 hp) (slides to one side)
→ Leads to room #170, inhabited by 4 x Chitine and 9 x Cave Fisher
East Entry Secret (DC 15 to find) Unlocked Stone Door (60 hp)
Ⓢ A trap door in the floor leads to a short tunnel beneath the wall
Room Features A cube of solid stone stands in the south-west corner of the room, and someone has scrawled "Mind the gap" on the south
wall
Room #24 West Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ One-way Door: DC 15 to find, DC 10 to disable
East Entry Secret (DC 15 to find) Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ The door is opened by tracing a labyrinthine pattern
Room Features A stone dais and throne sits in the south-east corner of the room, and a ruined gauntlet lies in the east side of the
room
Treasure: 1900 cp, 30 ep; 9 gp; 16 cp; 15 cp; 9 sp; 11 ep; 11 gp; 7 ep; 11 sp; 2 pp; 22 cp
Room #26 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #156
Room Features Several square holes are cut into the south and east walls, and patches of mushrooms grow in the east side of the
room
Room #27 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
West Entry Secret (DC 20 to find) Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ The door is located several feet above the floor and opened by tracing an arcane rune
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 10 save or take 4d10
damage
→ Leads to room #121, inhabited by 3 x Roper
South Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Thunderstone Mine: DC 20 to find, DC 20 to disable; affects all targets within 20 ft., DC 19 save or take 18d10 thunder damage
and become deafened for 1d4 rounds
Room Features Numerous pillars line the west wall, and someone has scrawled "Twist the cog to reset the trap" on the north wall
Monster Alhoon (cr 10, motm 43, vgm 172) and 9 x Grimlock (cr 1/4, mm 175); easy, 6350 xp
Treasure: 1100 cp, 10 ep; 10 gp; 7 gp; 19 cp; 10 gp; 11 sp; 14 sp; 15 cp; 15 gp; 14 sp
Treasure: 16000 gp, 1100 pp, 4 x black pearl (500 gp), 2 x diamond (500 gp), alexandrite (500 gp), 3 x blue spinel (500 gp), peridot
(500 gp), Wand of Web (uncommon, dmg 212), Ioun Stone (sustenance) (rare, dmg 176), Wand of Binding (rare, dmg 209)
Trap Acid Turret: DC 20 to find, DC 15 to disable; initiative +1, 1 attack per round, affects all targets within a 20 ft. cone, DC 15 save or
take 4d10 acid damage for 1d4 rounds
Treasure: 14 gp; 13 cp; 8 gp; 140 gp; 1300 cp, 50 ep; 120 ep, 70 gp; 1400 cp, 50 ep; 190 sp, 60 gp; 1400 cp, 30 ep
Room #32 North Entry #1 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
North Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)
East Entry Unlocked Stone Door (60 hp)
Room Features A magical mirror on the west wall answers questions with lies and falsehoods, and a pile of torches lies in the east side of the
room
Room #33 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #180, inhabited by Death Kiss
Monster Elder Oblex (cr 10, motm 199, mtf 219); easy, 5900
xp
Room #34 North Entry Secret (DC 25 to find) Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ The door is located above a small stone dais and only three feet high
Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +6 to hit against one target, 10d10 piercing
damage
Monster Balhannoth (cr 11, motm 55, mtf 118) and 5 x Gibbering Mouther (cr 2, mm 157); hard, 9450 xp
Room #35 West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
East Entry Archway
→ Leads to room #45
Room Features A stone dais and throne sits in the east side of the room, and the scent of smoke fills the
room
Room Features A fountain decorated with screaming faces sits in the west side of the room, and the ceiling is covered with
cobwebs
Room #43 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #45
West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
East Entry Archway
Room Features The floor is covered in square tiles, alternating white and black, and a carved stone statue stands in the north side of the
room
Monster Neogi Master (cr 4, motm 192, vgm 180) and 4 x Neogi (cr 3, motm 192, vgm 180); easy, 3900 xp
Room #44 East Entry Stuck Stone Door (DC 20 to break; 60 hp)
South Entry Stuck Stone Door (DC 20 to break; 60 hp)
Room Features Someone has scrawled a dark symbol on the north wall, and a corroded iron key hangs from a hook on the east and west
walls
Room #45 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
West Entry Archway
→ Leads to room #35
South Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #43, inhabited by Neogi Master and 4 x Neogi
Room Features A mural of ancient mythology covers the ceiling, and someone has scrawled "Turn rod to reset trap" in goblin runes on the west
wall
Room #46 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #85, inhabited by Soul Monger
West Entry Archway
South Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Earthmaw Trap: DC 15 to find, DC 15 to disable; +8 to hit against one target, 10d10 piercing damage
→ Leads to room #145
Monster Tanarukk (cr 5, motm 240, vgm 186) and 14 x Orc (cr 1/2, mm 246); medium, 3200 xp
Treasure: 12000 gp, 1200 pp, a copper longsword inlaid with a filigree of gold (250 gp), a fine leather mantle sewn with electrum
(250 gp), a fine steel amulet engraved with noble imagery (250 gp), a silver bracer engraved with draconic runes (250 gp), an
electrum bowl engraved with arcane runes (250 gp), an ivory chalice set with blue sapphire and star ruby (250 gp), an onyx bowl
engraved with dwarven axeheads (250 gp), Demon Armor (very rare, dmg 165), Ioun Stone (agility) (very rare, dmg 176)
Room #47 South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #156
Room Features A fountain of water sits against the north wall, and the floor is covered with scorch marks
Monster Orc Blade of Ilneval (cr 4, vgm 183) and 14 x Orc (cr 1/2, mm 246); medium, 2500 xp
Treasure: 18 cp; 1 pp; 16 cp; 13 ep; 16 ep; 6 ep; 11 gp; 15 cp; 14 cp; 15 sp; 20 sp; 12 sp; 9 gp; 11 sp; 18
cp
Room #48 East Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
→ Leads to room #93
Room Features A rope ascends to a catwalk hanging between the east and west walls, and a stone sarcophagus sits in the west side of the
room
Room #49 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
East Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #2, inhabited by 6 x Neogi
Room #51 North Entry Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
Ⓣ Rune of Confusion: DC 15 to find, DC 20 to disable; affects all targets within 10 ft., DC 11 save or become confused (phb 224)
for 1d4 rounds
→ Leads to room #93
Room Features A narrow shaft falls into the room from above, and water drips from the ceiling in the north-west corner of the room
Room #54 West Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #52
East Entry Locked Iron Door (DC 15 to open)
→ Leads to room #96, inhabited by Venom Troll and 4 x Troll
South Entry Archway
Room Features An iron chandelier hangs from the ceiling in the east side of the room, and the north and west walls are covered with scorch
marks
Monster Death Tyrant (cr 14, mm 29) and 2 x Ogre Zombie (cr 2, mm 316); medium, 12400 xp
Room #57 North Entry Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
Ⓣ Magic Missle Trap: DC 10 to find, DC 10 to disable; one target, 4d10 force damage
East Entry Unlocked Stone Door (60 hp)
→ Leads to room #6
Room Features Spirals of white stones cover the floor, and someone has scrawled "The Shield of Allegiance is sundered" on the east
wall
Room #58 North Entry Archway
→ Leads to room #162
East Entry #1 Unlocked Stone Door (60 hp)
→ Leads to room #101
East Entry #2 Locked Stone Door (DC 20 to open)
East Entry #3 Unlocked Stone Door (60 hp)
→ Leads to room #140, inhabited by Duergar Warlord and 12 x Duergar
Room Features A tile mosaic of an earth god covers the floor, and a rusted iron box lies in the east side of the
room
13000 gp, 1900 pp, alexandrite (500 gp), 3 x black pearl (500 gp), 2 x blue spinel (500 gp), topaz (500 gp), +2 Ammunition (20 sling
bullets) (rare, dmg 150), Potion of Frost Giant Strength (rare, dmg 187), Potion of Superior Healing (rare, dmg 187), Scroll of
Protection (celestials) (rare, dmg 199), Scroll of Protection (fiends) (rare, dmg 199)
Room #61 West Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #138, inhabited by 3 x Duergar Hammerer and 5 x Duergar
West Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)
Monster Wraith (cr 5, mm 302) and 3 x Wight (cr 3, mm 300); easy, 3900 xp
Room #63 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
West Entry #1 Locked Iron Door (DC 10 to open)
→ Leads to room #86, inhabited by Tanarukk and 7 x Orc
West Entry #2 Secret (DC 15 to find) Unlocked Stone Door (60 hp)
Ⓢ The door is located several feet above the floor and opened by standing on a small floor tile
→ Leads to room #71
Room Features A magical idol in the north-east corner of the room heals all wounds of whomever sacrifices a gemstone upon it (but only once),
and a narrow ledge runs along the north and west walls
Room #64 West Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #84
East Entry Archway
Room Features The floor is covered in square tiles, alternating white and black, and patches of mushrooms grow in the south-west corner of the
room
Room #67 North Entry Unlocked Stone Door (60 hp) (slides up)
West Entry Archway
East Entry Secret (DC 15 to find) Unlocked Stone Door (60 hp)
Ⓢ A trap door in the floor leads to a short tunnel beneath the wall
Room Features Someone has scrawled "It's a trap" on the west wall, and the floor is covered with sand
Monster Orc Eye of Gruumsh (cr 2, mm 247) and 13 x Orc (cr 1/2, mm 246); easy, 1750 xp
Treasure: 14 gp; 11 sp; 15 cp; 9 ep; 13 sp; 11 gp; 16 sp; 11 sp; 17 cp; 11 sp; 16 gp; 14 sp; 1 pp; 17
ep
Room #69 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #135
West Entry Unlocked Iron Door (60 hp)
→ Leads to room #7
South Entry #1 Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
South Entry #2 Locked Iron Door (DC 20 to open) (slides to one side)
Room Features A group of demonic faces have been carved into the north wall, and several pieces of spoiled meat are scattered throughout the
room
Monster Fire Giant Dreadnought (cr 14, motm 124, vgm 147); medium, 11500 xp
Room #70 East Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #85, inhabited by Soul Monger
Room Features A balcony hangs from the north wall, and someone has scrawled "Kill them with fire" on the south
wall
Room #72 South Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #178
Room Features A narrow shaft falls into the room from above, and someone has scrawled "The Lanterns of Ithreldas looted this place" in dwarvish
runes on the east wall
Room #73 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #105, inhabited by Death Tyrant and 12 x Zombie
East Entry Archway
South Entry Archway
Monster Myconid Sovereign (cr 2, mm 232) and 15 x Quaggoth Spore Servant (cr 1, mm 230); hard, 3450 xp
Treasure: 13 gp; 1 pp; 19 sp; 6 pp; 12 cp; 9 gp; 13 sp; 24 cp; 20 sp; 4 ep; 15 sp; 6 pp; 11 gp; 15 cp; 25 cp; 15
cp
Room #74 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
South Entry Archway
→ Leads to room #179, inhabited by 9 x Orc Red Fang of Shargaas
Room Features Someone has scrawled "Praise the Wraith King" on the north wall, and the sound of footsteps can be heard in the south side of the
room
Room #75 North Entry Secret (DC 20 to find) Unlocked Stone Door (60 hp)
Ⓢ A trap door in the floor leads to a short tunnel beneath the
wall
Room #77 North Entry Secret (DC 25 to find) Locked Stone Door (DC 15 to open)
Ⓢ The door is opened by twisting an iron ring
→ Leads to room #100, inhabited by Grick Alpha and 6 x Grick
South Entry Unlocked Stone Door (60 hp)
Room Features A stone dais sits in the north-east corner of the room, and a toppled statue lies in the north-west corner of the
room
Room #79 North Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp) (slides to one side)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +7 to hit against one target, 10d10 slashing
damage
→ Leads to room #120, inhabited by 10 x Drow and 10 x Giant Spider
East Entry Archway
South Entry Archway
→ Leads to room #150, inhabited by 5 x Drow Elite Warrior and 5 x Giant Spider
Empty
Room #80 West Entry Stuck Stone Door (DC 20 to break; 60 hp) (slides up)
East Entry Unlocked Stone Door (60 hp)
South Entry Locked Stone Door (DC 20 to open)
→ Leads to room #122
Room Features A mural of ghoulish carnage covers the ceiling, and an iron chandelier hangs from the ceiling in the north-east corner of the
room
Room #82 West Entry Secret (DC 15 to find) Unlocked Stone Door (60 hp)
Ⓢ The door is located several feet above the floor and only four feet high
East Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #149, inhabited by Spirit Troll and 1 x Troll
South Entry Unlocked Stone Door (60 hp)
→ Leads to room #97, inhabited by 2 x Duergar Xarrorn and 5 x Duergar Stone Guard
Monster Orc War Chief (cr 4, mm 246) and 8 x Orc (cr 1/2, mm 246); easy, 1900 xp
Room #83 East Entry #1 Stuck Stone Door (DC 20 to break; 60 hp)
East Entry #2 Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each creature which touches the trigger, DC 11 save or take 4d10
damage
South Entry Locked Stone Door (DC 10 to open)
Room Features Laughter fills the room, and a ruined gauntlet lies in the south-west corner of the room
Monster 4 x Duergar Screamer (cr 3, motm 112, mtf 190) and 8 x Duergar (cr 1, mm 122); medium, 4400 xp
Treasure: 17 sp; 8 ep; 7 gp; 10 gp; 16 cp; 12 sp; 15 cp; 13 gp; 15 sp; 11 sp; 17 sp; 7 ep
Room #84 East Entry #1 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #179, inhabited by 9 x Orc Red Fang of Shargaas
East Entry #2 Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Earthmaw Trap: DC 10 to find, DC 10 to disable; +4 to hit against one target, 4d10 piercing
damage
East Entry #3 Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #64
Room Features Someone has scrawled "Abandon all hope" on the south wall, and the ceiling is covered with cracks
Room #85 West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #70
South Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #46, inhabited by Tanarukk and 14 x Orc
South Entry #2 Secret (DC 15 to find) Trapped and Unlocked Stone Door (60
hp)
Ⓢ The door is opened by tracing an arcane rune
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
Monster Soul Monger (cr 11, motm 214, mtf 226); easy, 7200 xp
Treasure: 110 sp, 110 gp; 15 sp; 15 cp; 6 sp; 11 sp; 9 gp; 18 gp; 14 sp
Room #87 South Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)
South Entry #2 Unlocked Stone Door (60 hp)
Room Features A narrow pit covered by iron bars lies in the south side of the room, and a charred wooden shield lies in the north-west corner of the
room
Monster 7 x Hobgoblin (cr 1/2, mm 186) and 7 x Owlbear (cr 3, mm 249); hard, 5600 xp
Treasure: 13000 gp, 2000 pp, 3 x black pearl (500 gp), 2 x diamond (500 gp), alexandrite (500 gp), blue spinel (500 gp), Potion of
Longevity (very rare, dmg 188), 2 x Potion of Supreme Healing (very rare, dmg 187)
Room #88 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
West Entry #1 Trapped and Stuck Stone Door (DC 20 to break; 60 hp) (slides up)
Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +5 to hit against one target, 4d10 cold
damage
→ Leads to room #134
West Entry #2 Archway
Room Features A chute descends from the room into a natural cavern below, and a tile labyrinth covers the floor
Monster Devourer (cr 13, motm 93, vgm 138) and 3 x Ghast (cr 2, mm 148); deadly, 11350 xp
Room #89 West Entry Stuck Stone Door (DC 20 to break; 60 hp)
East Entry Archway
→ Leads to room #134
Room Features A rope ascends to a wooden platform in the south-west corner of the room, and a ruined chain shirt lies in the south side of the
room
Monster Neogi Master (cr 4, motm 192, vgm 180) and 7 x Neogi (cr 3, motm 192, vgm 180); hard, 6000 xp
Room #90 East Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp) (magically reinforced, disadvantage to break)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 17 save or take 18d10
damage
→ Leads to room #171
South Entry Stuck Iron Door (DC 25 to break; 60 hp)
Empty
Room #91 West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
East Entry Unlocked Iron Door (60 hp)
Monster Spawn of Kyuss (cr 5, motm 225, vgm 192) and 11 x Zombie (cr 1/4, mm 316); easy, 2350
xp
Treasure: 130 gp; 21 cp; 5 pp; 9 sp; 5 sp; 13 cp; 1 pp; 17 cp; 14 sp; 18 sp; 15 gp; 6 pp
Room #92 South Entry Locked Stone Door (DC 20 to open)
Room Features A stack of barrels filled with sand stands against the west wall, and laughter can be faintly heard near the east wall
Monster 2 x Duergar Despot (cr 12, motm 107, mtf 188) and 4 x Duergar (cr 1, mm 122); deadly, 17600 xp
Treasure: 10000 gp, 2100 pp, a gilded wooden comb engraved with mythical creatures (750 gp), a lacquered wooden coffer set
with peridot (750 gp), a platinum bell inlaid with orichalcum (750 gp), a porcelain bowl adorned with platinum and a castle in relief
(750 gp), an electrum bracelet engraved with a legendary coat of arms (750 gp), an ivory orb inlaid with a filigree of platinum (750
gp), an ornate porcelain salt cellar adorned with platinum and a phoenix in relief (750 gp), Potion of Longevity (very rare, dmg 188),
Potion of Speed (very rare, dmg 188)
Room #93 West Entry #1 Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ One-way Door: DC 10 to find, DC 15 to disable
→ Leads to room #48
West Entry #2 Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
West Entry #3 Stuck Stone Door (DC 20 to break; 60 hp)
South Entry #1 Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
Ⓣ Rune of Confusion: DC 15 to find, DC 20 to disable; affects all targets within 10 ft., DC 11 save or become confused (phb 224)
for 1d4 rounds
→ Leads to room #51
South Entry #2 Locked Stone Door (DC 15 to open)
Empty
Room #94 West Entry Stuck Iron Door (DC 25 to break; 60 hp) (slides down)
East Entry Locked Iron Door (DC 10 to open)
→ Leads to room #128, inhabited by 8 x Bugbear and 1 x Half-ogre
Monster Young Red Shadow Dragon (cr 13, mm 85) and 7 x Darkmantle (cr 1/2, mm 46); medium, 10700
xp
Treasure: 800 gp, 50 pp; 15 cp; 18 sp; 15 sp; 10 gp; 16 cp; 10 gp; 15 cp
Treasure: 70 gp, 12 pp; 110 gp, 14 pp; 160 gp; 1400 cp, 20 ep; 50 gp, 9 pp
Empty
14000 gp, 2100 pp, agate (1000 gp), diamond (1000 gp), 2 x jacinth (1000 gp), 3 x black opal (1000 gp), opal (1000 gp), star ruby
(1000 gp), yellow sapphire (1000 gp), Bead of Force (rare, dmg 154), Chime of Opening (rare, dmg 158), Necklace of Fireballs
(rare, dmg 182), Potion of Gaseous Form (rare, dmg 187), Potion of Invulnerability (rare, dmg 188), Potion of Superior Healing
(rare, dmg 187)
Treasure: 300 sp, 50 gp; 19 cp; 12 cp; 16 sp; 16 cp; 14 gp; 6 pp; 2 pp; 19 cp; 20
cp
Room #105 North Entry #1 Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp) (slides up)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects each creature which touches the trigger, DC 18 save or take 18d10
damage
→ Leads to room #161
North Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)
North Entry #3 Locked Stone Door (DC 25 to open)
West Entry Trapped and Unlocked Stone Door (60 hp) (slides up)
Ⓣ Symbol of Hypnosis: DC 15 to find, DC 15 to disable; affects all targets within 10 ft., DC 18 save or become incapacitated for
1d4 rounds
South Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #73, inhabited by Myconid Sovereign and 15 x Quaggoth Spore Servant
Monster Death Tyrant (cr 14, mm 29) and 12 x Zombie (cr 1/4, mm 316); medium, 12100 xp
Treasure: 1200 sp, 300 gp; 19 cp; 21 cp; 19 sp; 6 sp; 15 sp; 10 gp; 4 pp; 14 cp; 12 sp; 11 sp; 14 cp; 23 cp
Room #106 West Entry Secret (DC 15 to find) Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ The door is located several feet above the floor and only two feet high
South Entry Archway
Monster Fire Giant Dreadnought (cr 14, motm 124, vgm 147) and 1 x Fire Giant (cr 9, mm 154); deadly, 16500
xp
Room #108 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
East Entry Archway
→ Leads to room #170, inhabited by 4 x Chitine and 9 x Cave Fisher
South Entry Archway
→ Leads to room #125
Room Features A faded and torn tapestry hangs from the east wall, and a pair of dice lies in the north side of the room
Monster 4 x Chitine (cr 1/2, motm 75, vgm 131) and 9 x Cave Fisher (cr 3, motm 73, vgm 130); hard, 6700 xp
Treasure: 19 sp; 26 cp; 23 cp; 18 cp; 13 gp; 14 cp; 13 gp; 14 sp; 10 gp; 14 sp; 6 pp; 13 gp; 13 gp
Trap Freeze Ray Trap: DC 10 to find, DC 15 to disable; one target, DC 20 save or take 18d10 cold damage and become restrained for
1d4 rounds
Room #109 West Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #55, inhabited by Stone Giant Dreamwalker
Room Features Someone has scrawled a large X on the west wall, and a rotting odor fills the
room
Room #110 West Entry #1 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
West Entry #2 Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 15 to disable; affects each creature which touches the trigger, DC 15 save or take 10d10
damage
West Entry #3 Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +5 to hit against one target, 4d10 piercing damage
→ Leads to room #5
South Entry Archway
Room Features The walls have been engraved with glowing symbols, and several torches are scattered throughout the room
Room #111 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
West Entry Secret (DC 25 to find) Stuck Stone Door (DC 20 to break; 60 hp) (slides to one side)
Ⓢ The door is located above a small stone dais and only three feet high
→ Leads to room #14
South Entry Archway
Room Features The floor is covered in square tiles, alternating white and black, and a large demonic idol with ruby eyes sits in the north side of the
room
Monster Fomorian (cr 8, mm 136) and 1 x Troll (cr 5, mm 291); easy, 5700 xp
Room #112 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
West Entry #1 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
West Entry #2 Unlocked Stone Door (60 hp)
Room Features A mural of legendary monsters covers the ceiling, and someone has scrawled a basic map of the dungeon on the north
wall
Monster Stone Giant Dreamwalker (cr 10, motm 234, vgm 150); easy, 5900 xp
Room #113 East Entry Trapped and Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 15 save or take 10d10 thunder damage
and become deafened for 1d4 rounds
South Entry Stuck Iron Door (DC 25 to break; 60 hp)
Room Features Part of the ceiling has collapsed into the room, and the sound of footsteps can be faintly heard near the south wall
Monster Darkling Elder (cr 2, motm 84, vgm 134) and 11 x Darkling (cr 1/2, motm 84, vgm 134); easy, 1550 xp
Treasure: 26 cp; 18 cp; 8 sp; 7 gp; 14 ep; 19 cp; 7 sp; 10 ep; 9 sp; 8 gp; 19 sp; 17 cp
Room #114 West Entry Secret (DC 15 to find) Unlocked Stone Door (60 hp)
Ⓢ The door is located near the ceiling and designed to make noise when opened
→ Leads to room #182, inhabited by Tanarukk and 5 x Orc
East Entry #1 Stuck Stone Door (DC 20 to break; 60 hp)
East Entry #2 Secret (DC 25 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is concealed within a mosaic of ancient mythology
→ Leads to room #160
Room Features A tapestry of a god of love hangs from the east wall, and a bent dagger lies in the center of the
room
Monster 7 x Orc Red Fang of Shargaas (cr 3, vgm 185); medium, 4900 xp
Room #115 East Entry Secret (DC 20 to find) Locked Stone Door (DC 25 to open)
Ⓢ A bookcase and section of wall makes a loud grinding noise as it pivots open
South Entry Stuck Stone Door (DC 20 to break; 60 hp)
Room Features The floor is covered in square tiles, alternating white and black, and a carved stone statue stands in the north side of the
room
Room #116 West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #1
East Entry #1 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
East Entry #2 Locked Stone Door (DC 15 to open) (slides up)
Room Features Someone has scrawled "Look to the left" on the east wall, and an iron chain hangs from the ceiling in the east side of the
room
Monster 6 x Duergar Stone Guard (cr 2, motm 110, mtf 191) and 1 x Adult Oblex (cr 5, motm 198, mtf 218); medium, 4500 xp
Room #117 South Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Earthmaw Trap: DC 10 to find, DC 15 to disable; +6 to hit against one target, 10d10 piercing damage
Room Features A magical statue in the east side of the room answers simple questions about the dungeon (points directions), and a tapestry of
ghoulish carnage hangs from the south wall
Room #119 West Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #96, inhabited by Venom Troll and 4 x
Troll
Empty
Treasure: 12 sp; 19 sp; 8 ep; 15 sp; 14 sp; 20 cp; 15 sp; 21 cp; 8 gp; 17 sp; 19 cp; 13 ep; 9 gp; 18 sp; 11 sp; 15 sp; 2 pp; 18 sp; 12
sp; 11 gp
Room #121 East Entry Secret (DC 20 to find) Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ The door is located several feet above the floor and opened by tracing an arcane rune
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 10 save or take 4d10
damage
→ Leads to room #27, inhabited by Alhoon and 9 x Grimlock
Room Features Several headless statues are scattered throughout the room, and someone has scrawled "nine, one" in draconic script on the east
wall
Monster 3 x Roper (cr 5, mm 261); medium, 5400 xp
Treasure: 170 gp; 9 sp; 15 sp; 17 sp; 4 gp; 10 cp; 16 cp; 13 gp; 13 ep; 2 pp; 12 sp; 9 ep; 14 sp
Trap Bolter Turret: DC 10 to find, DC 10 to disable; initiative +4, 3 attacks per round, +3 to hit against one target, 4d10 piercing
damage
Room #124 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #39
South Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 15 to disable; +4 to hit against one target, 4d10 piercing
damage
Empty
Room #126 East Entry Secret (DC 15 to find) Locked Stone Door (DC 20 to open) (slides to one side)
Ⓢ The door is located above a small stone dais and only four feet high
South Entry Secret (DC 15 to find) Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ A stone statue and section of wall makes a loud grinding noise as it pivots open
Ⓣ Rune of Fear: DC 15 to find, DC 10 to disable; affects all targets within 10 ft., DC 11 save or become frightened for 1d4
rounds
Room Features A fountain of water sits against the west wall, and a rotting odor fills the room
Room #127 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #3, inhabited by 13 x Goblin and 13 x Wolf
East Entry Stuck Stone Door (DC 20 to break; 60 hp)
Room Features An iron chandelier hangs from the ceiling in the south-west corner of the room, and someone has scrawled "Don't sleep" on the
south wall
Monster 4 x Roper (cr 5, mm 261); hard, 7200 xp
Room #130 South Entry Stuck Iron Door (DC 25 to break; 60 hp)
Monster Dao (cr 11, mm 143) and 2 x Earth Elemental (cr 5, mm 124); deadly, 10800
xp
Room #131 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
South Entry Archway
→ Leads to room #162
Monster Alkilith (cr 11, motm 44, mtf 130) and 2 x Dybbuk (cr 4, motm 113, mtf 132); hard, 9400 xp
Treasure: 12000 gp, 1700 pp, a brocade robe trimmed with genette (750 gp), a porcelain tureen adorned with silver and a castle in
relief (750 gp), an ivory orb inlaid with ornate gold scrollwork (750 gp), an ornate porcelain cup gilded and painted with an ancient
coat of arms (750 gp), Spell Scroll (Blade Ward) (common, dmg 200), Spell Scroll (Produce Flame) (common, dmg 200), 2 x Potion
of Climbing (common, dmg 187), Spell Scroll (Counterspell) (uncommon, dmg 200), Lantern of Revealing (uncommon, dmg 179)
Room #132 East Entry Locked Iron Door (DC 15 to open)
→ Leads to room #71
South Entry Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
Ⓣ Magic Missle Trap: DC 20 to find, DC 15 to disable; one target, 10d10 force damage
Room Features Several square holes are cut into the south and west walls, and someone has scrawled "Nocri died here" on the north
wall
Monster 15 x Meazel (cr 1, motm 177, mtf 214) and 1 x Adult Oblex (cr 5, motm 198, mtf 218); hard, 4800 xp
Room #133 North Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
East Entry Stuck Iron Door (DC 25 to break; 60 hp)
South Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 18 save or take 18d10
damage
→ Leads to room #4, inhabited by 5 x Duergar Soulblade and 11 x Duergar
Empty
Room #135 North Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 10 save or take 4d10
damage
East Entry Secret (DC 15 to find) Unlocked Stone Door (60 hp) (slides to one side)
Ⓢ The door is located near the ceiling and designed to make noise when opened
South Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #69, inhabited by Fire Giant Dreadnought
Room Features A tapestry of ancient mythology hangs from the south wall, and someone has scrawled "They ate Urin" on the north wall
Treasure: 11000 gp, 1900 pp, a jet salt cellar engraved with draconic runes (250 gp), a lacquered wooden shield brooch set with
black sapphire and diamond (250 gp), an electrum circlet engraved with elven script (250 gp), an electrum ring brooch engraved
with draconic scales (250 gp), Universal Solvent (legendary, dmg 209)
Room #137 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
Room Features A stone ramp ascends towards the north wall, and a group of monstrous faces have been carved into the east
wall
Monster Elder Oblex (cr 10, motm 199, mtf 219); easy, 5900 xp
Room #139 North Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +6 to hit against one target, 10d10 slashing damage
East Entry Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
Ⓣ Magic Missle Trap: DC 15 to find, DC 10 to disable; one target, 10d10 force damage
Room Features A magical statue in the north-west corner of the room speaks riddles and cryptic prophecies, and the sound of drums can be heard
in the center of the room
Monster Stone Giant Dreamwalker (cr 10, motm 234, vgm 150) and 1 x Stone Giant (cr 7, mm 156); medium, 8800 xp
Treasure: 100 ep, 70 gp; 6 pp; 11 sp; 8 ep; 12 sp; 10 sp; 18 cp; 10 sp; 19 cp; 14 gp; 21 cp; 17 sp; 9 sp
Room #141 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #177
West Entry Unlocked Stone Door (60 hp)
→ Leads to room #13
South Entry Stuck Iron Door (DC 25 to break; 60 hp)
Monster Yuan-ti Anathema (cr 12, motm 272, vgm 202) and 1 x Yuan-ti Malison (cr 3, mm 309); medium, 9100
xp
Room #143 North Entry Locked Stone Door (DC 25 to open) (slides up)
East Entry Locked Stone Door (DC 10 to open)
Room Features A group of draconic faces have been carved into the east wall, and the ceiling is covered with
cracks
Treasure: 15 sp; 19 cp; 16 sp; 19 cp; 7 gp; 13 cp; 11 sp; 6 gp; 18 cp; 12 sp; 19 cp; 18 sp; 10 ep; 14 sp; 18 cp
Trap Animated Net Trap: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 10 save or become restrained
and take 4d10 damage per round
Hidden Treasure Hidden (DC 20 to find) Locked Iron Chest (DC 20 to unlock, DC 30 to break; 60 hp)
8000 gp, 2000 pp, 2 x agate (1000 gp), jacinth (1000 gp), 2 x black opal (1000 gp), 2 x fire opal (1000 gp), 2 x opal (1000 gp), star
sapphire (1000 gp), yellow sapphire (1000 gp), Spell Scroll (Disintegrate) (very rare, dmg 200), Potion of Flying (very rare, dmg
187), 2 x Potion of Supreme Healing (very rare, dmg 187)
Room #145 North Entry #1 Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +7 to hit against one target, 10d10 piercing damage
North Entry #2 Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓣ Earthmaw Trap: DC 15 to find, DC 15 to disable; +8 to hit against one target, 10d10 piercing damage
→ Leads to room #46, inhabited by Tanarukk and 14 x Orc
East Entry Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp) (slides down)
Ⓣ Guillotine Blade: DC 10 to find, DC 15 to disable; +3 to hit against one target, 4d10 slashing damage
Room Features A carved stone statue stands in the north-east corner of the room, and mysterious levers and mechanisms cover the east
wall
Treasure: 900 gp, 100 pp; 24 cp; 19 sp; 11 sp; 12 gp; 16 sp; 14 sp
Trap Acid Turret: DC 20 to find, DC 15 to disable; initiative +4, 1 attack per round, affects all targets within a 20 ft. cone, DC 14 save or
take 4d10 acid damage for 1d4 rounds
Hidden Treasure Hidden (DC 25 to find) Locked Iron Chest (DC 15 to unlock, DC 30 to break; 60 hp)
18000 gp, 700 pp, 2 x agate (1000 gp), 2 x blue sapphire (1000 gp), 4 x emerald (1000 gp), 2 x fire opal (1000 gp), opal (1000 gp),
star sapphire (1000 gp), Spell Scroll (Telepathy) (very rare, dmg 200), Potion of Cloud Giant Strength (very rare, dmg 187)
Room #148 West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
South Entry Archway
→ Leads to room #142
Room Features Part of the ceiling has collapsed into the room, and a stone dais and throne sits in the north side of the
room
Monster Roper (cr 5, mm 261) and 5 x Piercer (cr 1/2, mm 252); easy, 2300 xp
Room #149 West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #82, inhabited by Orc War Chief and 8 x Orc
South Entry Archway
→ Leads to room #60, inhabited by Froghemoth and 2 x Bullywug
Monster Spirit Troll (cr 11, motm 247, mtf 244) and 1 x Troll (cr 5, mm 291); medium, 9000
xp
Room #150 North Entry #1 Trapped and Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 10 to disable; affects each creature which touches the crystal, DC 11 save or be
teleported to another location
North Entry #2 Archway
→ Leads to room #79
West Entry Unlocked Stone Door (60 hp)
Monster 5 x Drow Elite Warrior (cr 5, mm 128) and 5 x Giant Spider (cr 1, mm 328); hard, 10000 xp
Treasure: 140 gp; 240 sp, 80 gp; 110 gp; 120 ep, 70 gp; 270 sp, 70 gp; 12 gp; 15 cp; 10 gp; 14 cp; 19 cp
Room #151 North Entry Secret (DC 15 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is concealed behind a statue of a noble king, and opened by stabbing a sword into his back
→ Leads to room #160
West Entry Stuck Iron Door (DC 25 to break; 60 hp)
South Entry Unlocked Iron Door (60 hp)
Room Features A magical statue in the north side of the room answers questions with insults, and a large demonic idol with ruby eyes sits in the
south side of the room
Room #154 East Entry Stuck Stone Door (DC 20 to break; 60 hp) (slides to one side)
→ Leads to room #60, inhabited by Froghemoth and 2 x Bullywug
South Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)
South Entry #2 Trapped and Unlocked Iron Door (60 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 14 save or take 10d10 thunder damage
and become deafened for 1d4 rounds
→ Leads to room #173
Room Features A stream of blood flows along a channel in the floor, and several rotten apples are scattered throughout the room
Monster 8 x Bugbear (cr 1, mm 33) and 1 x Half-ogre (cr 1, mm 238); easy, 1800 xp
16000 gp, 1500 pp, diamond (1000 gp), jacinth (1000 gp), black opal (1000 gp), blue sapphire (1000 gp), 2 x emerald (1000 gp), 2 x
star sapphire (1000 gp), yellow sapphire (1000 gp), +1 Shield (uncommon, dmg 200), Brazier of Commanding Fire Elementals
(rare, dmg 156), Instrument of the Bards (Cli lyre) (rare, dmg 176)
Room #156 North Entry #1 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #47, inhabited by Orc Blade of Ilneval and 14 x Orc
North Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)
North Entry #3 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #26
East Entry #1 Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
Ⓣ Earthmaw Trap: DC 15 to find, DC 20 to disable; +3 to hit against one target, 4d10 piercing
damage
East Entry #2 Stuck Iron Door (DC 25 to break; 60 hp)
South Entry Archway
Room Features A stone stair ascends towards the south wall, and an acrid odor fills the north-west corner of the room
Room #157 West Entry Locked Iron Door (DC 15 to open) (slides down)
→ Leads to room #14
Room Features A tapestry of legendary monsters hangs from the south wall, and knocking can be heard in the north-east corner of the
room
Monster 13 x Meazel (cr 1, motm 177, mtf 214); easy, 2600 xp
Treasure: 18 cp; 8 sp; 10 sp; 13 cp; 20 cp; 14 sp; 15 sp; 14 gp; 15 ep; 10 cp; 16 cp; 15 cp; 14 sp
Treasure: 7 gp; 20 sp; 21 cp; 14 sp; 17 cp; 17 sp; 11 sp; 15 gp; 12 sp; 17 cp; 15 sp; 13 sp
Room #159 North Entry #1 Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
North Entry #2 Trapped and Unlocked Stone Door (60 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 12 save or take 10d10 damage
→ Leads to room #56
East Entry Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 10 to disable; affects each creature which touches the crystal, DC 15 save or be
teleported to another location
South Entry Archway
Room Features A magical pool in the north side of the room petrifies whomever drinks from it, and a forge and anvil sit in the south-east corner of
the room
Room #160 West Entry Secret (DC 25 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is concealed within a mosaic of ancient mythology
→ Leads to room #114, inhabited by 7 x Orc Red Fang of Shargaas
East Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #180, inhabited by Death Kiss
South Entry Secret (DC 15 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is concealed behind a statue of a noble king, and opened by stabbing a sword into his back
→ Leads to room #151
Room Features A group of monstrous faces have been carved into the south wall, and someone has scrawled "left, right, left, right, door" in
dwarvish runes on the east wall
Treasure: 13 sp; 12 gp; 24 cp; 15 sp; 14 ep; 13 sp; 13 sp; 15 ep; 8 gp; 12 ep; 7 sp; 15 sp; 6 pp; 7 gp; 11 sp; 17
sp
Room #165 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #17, inhabited by 9 x Drow and 9 x Giant
Spider
South Entry Unlocked Stone Door (60 hp)
Monster 2 x Troll (cr 5, mm 291); easy, 3600 xp
Room #166 North Entry Secret (DC 25 to find) Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ The door is located near the ceiling and opened by pulling an iron sconce
East Entry Secret (DC 15 to find) Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is located near the ceiling and concealed behind a pile of skulls
Room Features Someone has scrawled "The Saints of Pegate killed a red dragon here" on the north wall, and a foul odor fills the south-east corner
of the room
Monster Drow Shadowblade (cr 11, motm 105, mtf 187) and 1 x Drow Elite Warrior (cr 5, mm 128); medium, 9000 xp
Room #168 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #10, inhabited by Drow Arachnomancer and 3 x Quaggoth
South Entry Archway
→ Leads to room #55, inhabited by Stone Giant Dreamwalker
Monster Mindwitness (cr 5, motm 181, vgm 176) and 2 x Mind Flayer (cr 7, mm 222); medium, 7600
xp
Treasure: 120 ep, 60 gp; 15 cp; 19 cp; 12 ep; 6 gp; 17 sp; 9 gp; 2 pp; 13 gp; 11 gp; 16 cp
Room #170 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
West Entry Archway
→ Leads to room #108, inhabited by 4 x Chitine and 9 x Cave Fisher
East Entry Stuck Stone Door (DC 20 to break; 60 hp) (slides to one side)
→ Leads to room #23
Room Features A magical mural on the south wall can be used to scry upon any known individual within the dungeon, and the floor is covered in
perfect hexagonal tiles
Monster 4 x Chitine (cr 1/2, motm 75, vgm 131) and 9 x Cave Fisher (cr 3, motm 73, vgm 130); hard, 6700 xp
Treasure: 8 ep; 6 pp; 18 cp; 13 gp; 20 cp; 15 sp; 18 sp; 24 cp; 12 sp; 8 ep; 10 gp; 7 gp; 21 sp
Room #171 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
West Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp) (magically reinforced, disadvantage to break)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 17 save or take 18d10
damage
→ Leads to room #90
East Entry Unlocked Stone Door (60 hp)
→ Leads to room #59, inhabited by Yuan-ti Anathema and 2 x Yuan-ti Pureblood
Room Features A set of demonic war masks hangs on the west wall, and several pieces of rotten fruit are scattered throughout the room
Room #172 West Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ One-way Door: DC 15 to find, DC 15 to disable
Room Features A narrow shaft falls into the room from above, and someone has scrawled a baleful symbol on the east
wall
Room #173 North Entry #1 Trapped and Unlocked Iron Door (60 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 14 save or take 10d10 thunder damage
and become deafened for 1d4 rounds
→ Leads to room #154, inhabited by 8 x Bugbear and 1 x Half-ogre
North Entry #2 Secret (DC 25 to find) Unlocked Stone Door (60 hp)
Ⓢ A trap door in the floor leads to a short tunnel beneath the wall
→ Leads to room #60, inhabited by Froghemoth and 2 x Bullywug
Empty
Room #174 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
South Entry Unlocked Stone Door (60 hp)
Room Features A mural of ancient mythology covers the ceiling, and a stack of barrels filled with sand stands against the north
wall
Monster Ulitharid (cr 9, motm 249, vgm 175) and 1 x Mind Flayer (cr 7, mm 222); medium, 7900 xp
Room #176 North Entry Stuck Iron Door (DC 25 to break; 60 hp) (slides up)
West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #102
East Entry Stuck Iron Door (DC 25 to break; 60 hp)
Room Features A group of draconic faces have been carved into the north wall, and a rattling noise can be heard in the north-west corner of the
room
Room #177 North Entry Stuck Stone Door (DC 20 to break; 60 hp) (slides to one side)
South Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #141, inhabited by Yuan-ti Anathema and 1 x Yuan-ti
Malison
Empty
Room #178 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #72
West Entry Stuck Stone Door (DC 20 to break; 60 hp)
East Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
South Entry Archway
→ Leads to room #31, inhabited by 3 x Neogi and 6 x Umber
Hulk
Empty
Room #180 West Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #160
East Entry Stuck Iron Door (DC 25 to break; 60 hp)
South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #33, inhabited by Elder Oblex
Room Features Someone has scrawled "Death comes on silent wings" in draconic script on the north wall, and a rusted axe lies in the north-west
corner of the room
Monster Death Kiss (cr 10, motm 85, vgm 124); easy, 5900 xp
Room #182 East Entry Secret (DC 15 to find) Unlocked Stone Door (60 hp)
Ⓢ The door is located near the ceiling and designed to make noise when
opened
→ Leads to room #114, inhabited by 7 x Orc Red Fang of Shargaas
South Entry Archway
→ Leads to room #1
Monster Tanarukk (cr 5, motm 240, vgm 186) and 5 x Orc (cr 1/2, mm 246); easy, 2300 xp