Sei sulla pagina 1di 7

The Tunnels of Dery the Black

Level 1

General Dungeon History The dungeon was created by kuo-toa as a treasure vault. It was eventually
conquered by invaders, and has been attacked and abandoned many times
since then.

Dungeon Walls Masonry (DC 15 to climb)

Dungeon Floor Hewn Stone (DC 10 to charge or run)

Temperature Average
Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)

Corridors a Idol of Evil: DC 10 to find, DC 10 to disable; affects good creatures which


touch the idol, DC 14 save or take 2d10 damage

c Withered corpses are nailed to the corridor walls

e The walls here have been engraved with glowing symbols

i Electrified Floortile: DC 15 to find, DC 20 to disable; affects all targets


within a 10 ft. square area, DC 14 save or take 2d10 lightning damage

Wandering 1 2 x Winged Kobold (mm 195, cr 1/4), investigating a strange noise


Monsters
2 2 x Violet Fungus (mm 138, cr 1/4), actively patrolling their territory

3 1 x Gray Ooze (mm 243, cr 1/2), scavenging for food and treasure

4 1 x Hobgoblin (mm 186, cr 1/2), hunting for food

5 1 x Piercer (mm 252, cr 1/2), wandering senselessly

6 1 x Troglodyte (mm 290, cr 1/4), bloodied and fleeing a more powerful


enemy

Room #1 West Entry #1 Archway

West Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


→ Leads to room #14

Room Features A chute falls into the room from above, The floor is covered with bones

Monster 2 x Kobold (mm 195, cr 1/8); 50 xp

Room #2 West Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #15, inhabited by 1 x Giant Bat

South Entry Secret (DC 15 to find) Locked Strong Wooden Door (DC 15 to open, DC 20
to break; 20 hp)
Ⓢ The door is located near the ceiling and concealed behind a tapestry
of an earth god
→ Leads to room #17

Room Features A simple fireplace sits against the north wall, Clouds of flying insects fill
the west side of the room

Monster 2 x Swarm of Bats (mm 337, cr 1/4); 100 xp

Room #3 West Entry Secret (DC 15 to find) Locked Iron Door (DC 10 to open, DC 30 to break;
60 hp)
Ⓢ The door is located near the ceiling and concealed behind a pile of
broken stone
Ⓣ One-way Door: DC 10 to find, DC 15 to disable

→ Leads to room #15, inhabited by 1 x Giant Bat

Empty
Room #4 East Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #16, inhabited by 4 x Kobold

Monster 2 x Winged Kobold (mm 195, cr 1/4); 100 xp

Room #5 North Entry Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a terrified maiden, and
opened by breaking her neck
→ Leads to room #11

East Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)

Empty

Room #6 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
→ Leads to room #12, inhabited by 1 x Violet Fungus

East Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature
which touches the trigger, DC 12 save or take 2d10 damage
→ Leads to room #14

Monster 4 x Giant Rat (mm 327, cr 1/8); 100 xp

Room #7 West Entry Archway

East Entry #1 Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)

East Entry #2 Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)

Monster 1 x Hobgoblin (mm 186, cr 1/2); 100 xp

Room #8 West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

East Entry Unlocked Good Wooden Door (15 hp)


→ Leads to room #21, inhabited by 1 x Troglodyte

South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Room Features An enchanted pool in the center of the room petrifies whomever drinks from
it, Someone has scrawled "Thrukilm stands here, slain by a basilisk" on the
north wall

Monster 1 x Darkmantle (mm 46, cr 1/2); 100 xp

Room #9 West Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #18, inhabited by 1 x Hobgoblin

West Entry #2 Unlocked Stone Door (60 hp)

Room Features A stack of barrels filled with sand stands against the west wall, Someone
has scrawled "Don't lose your head" on the east wall

Room #10
Room #10 North Entry Unlocked Strong Wooden Door (20 hp)

West Entry Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets
within a 10 ft. square area, DC 17 save or take 4d10 damage

East Entry Archway

Empty

Room #11 East Entry #1 Unlocked Good Wooden Door (15 hp)

East Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage
to open)

South Entry #1 Archway


→ Leads to room #13

South Entry #2 Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed behind a statue of a terrified maiden, and
opened by breaking her neck
→ Leads to room #5

Room Features Several iron cages are scattered throughout the room, The floor is covered
with bloodstains

Room #12 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
→ Leads to room #16, inhabited by 4 x Kobold

West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)


→ Leads to room #6, inhabited by 4 x Giant Rat

Monster 1 x Violet Fungus (mm 138, cr 1/4); 50 xp

Room #13 North Entry Archway


→ Leads to room #11

South Entry Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)


Ⓣ One-way Door: DC 15 to find, DC 10 to disable

Empty

Room #14 West Entry Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Contact Poison: DC 10 to find, DC 10 to disable; affects each creature
which touches the trigger, DC 12 save or take 2d10 damage
→ Leads to room #6, inhabited by 4 x Giant Rat

East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)


→ Leads to room #1, inhabited by 2 x Kobold

South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

Trap Earthmaw Trap: DC 15 to find, DC 15 to disable; +6 to hit against one


target, 2d10 piercing damage

Hidden Treasure Hidden (DC 15 to find) Locked Good Wooden Chest (DC 25 to unlock, DC
20 to break; 15 hp)
20 to break; 15 hp)

2300 cp, 1100 sp, 60 gp, Feathered Talisman (25 gp), Rabbit Fur Ribbon (25
gp), Iron Buckle (25 gp), 2 x Feathered Bracers (25 gp), Rabbit Fur bound
Book (blank) (25 gp), Fine Steel Cloth Choker (25 gp), Leather Coinpurse
(25 gp), Spell Scroll (Thorn Whip), Spell Scroll (Silent Image), Potion of
Climbing, 2 x Potion of Greater Healing, Potion of Healing

Room #15 West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
→ Leads to room #2, inhabited by 2 x Swarm of Bats

East Entry Secret (DC 15 to find) Locked Iron Door (DC 10 to open, DC 30 to break;
60 hp)
Ⓢ The door is located near the ceiling and concealed behind a pile of
broken stone
Ⓣ One-way Door: DC 10 to find, DC 15 to disable

→ Leads to room #3

South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Monster 1 x Giant Bat (mm 323, cr 1/4); 50 xp

Room #16 West Entry Unlocked Strong Wooden Door (20 hp)
→ Leads to room #4, inhabited by 2 x Winged Kobold

South Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)


→ Leads to room #12, inhabited by 1 x Violet Fungus

South Entry #2 Archway

Room Features The floor is covered in square tiles, alternating white and black, Sporadic
knocking fills the room

Monster 4 x Kobold (mm 195, cr 1/8); 100 xp

Room #17 North Entry Secret (DC 15 to find) Locked Strong Wooden Door (DC 15 to open, DC 20
to break; 20 hp)
Ⓢ The door is located near the ceiling and concealed behind a tapestry
of an earth god
→ Leads to room #2, inhabited by 2 x Swarm of Bats

South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features A wooden platform hangs over a deep pit in the center of the room, A faded
and torn tapestry hangs from the west wall

Room #18 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)


→ Leads to room #9

South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Room Features A narrow shaft descends from the room into the next dungeon level down, A
fountain decorated with three gargoyles sits in the north-west corner of the
room

Monster 1 x Hobgoblin (mm 186, cr 1/2); 100 xp

Room #19
Room #19 North Entry Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Ⓢ The door is concealed within a horrific torture device

South Entry Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)

Room Features A faded and torn tapestry hangs from the north wall, A sulphurous odor fills
the north-east corner of the room

Trap Electrified Floortile: DC 15 to find, DC 20 to disable; affects all targets


within a 10 ft. square area, DC 20 save or take 4d10 lightning damage

Hidden Treasure Hidden (DC 25 to find) Trapped and Locked Simple Wooden Chest (DC 20
to unlock, DC 15 to break; 10 hp)
Fire Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20
ft. cone, DC 14 save or take 2d10 fire damage

1900 cp, 1400 sp, 100 gp, Carnelian (50 gp), 2 x Chalcedony (50 gp),
Citrine (50 gp), 2 x Jasper (50 gp), Onyx (50 gp), Quartz (50 gp), Sardonyx
(50 gp), Star rose quartz (50 gp)

Room #20 North Entry Unlocked Simple Wooden Door (10 hp)

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

Room Features A magical statue in the south-west corner of the room answers simple
questions about the dungeon (points directions), A broken wooden chest
lies in the north side of the room

Room #21 West Entry Unlocked Good Wooden Door (15 hp)
→ Leads to room #8, inhabited by 1 x Darkmantle

South Entry Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets
within a 10 ft. square area, DC 20 save or take 4d10 damage

Room Features A magical pool in the west side of the room restores youth to whomever
drinks from it (but only once), Several pieces of rotten bread are scattered
throughout the room

Monster 1 x Troglodyte (mm 290, cr 1/4); 50 xp

Hidden Treasure Hidden (DC 15 to find) Locked Simple Wooden Chest (DC 15 to unlock, DC
15 to break; 10 hp)

2200 cp, 1200 sp, 50 gp, Carved Wooden Staff (25 gp), Polished Stone Holy
Symbol (of a God of Evil) (25 gp), Leather Belt set with Lapis lazuli (25 gp),
Iron Brazier (25 gp), Iron Amulet (25 gp), Potion of Animal Friendship
The Tunnels of Dery the Black
http://donjon.bin.sh/

Some content used under the terms of the Open Gaming License

Potrebbero piacerti anche