The Warrens of Elemental Chaos 04

Level 4

[ dungeon map ]
[ map key ]
Room #1, 110' x 110', EmptyRoom #2, 70' x 70', Orc War Chief and 1 x Orc, Fire Spray, Hidden TreasureRoom #3, 90' x 110', EmptyRoom #4, 110' x 70', EmptyRoom #5, 70' x 90', 4 x Duergar and 9 x Giant RatRoom #6, 90' x 90', Roper and 1 x PiercerRoom #7, 70' x 70', EmptyRoom #8, 30' x 50', EmptyRoom #9, 50' x 30', Adult OblexRoom #10, 50' x 30', Scythe BladeRoom #11, 30' x 30', Wight and 1 x ZombieRoom #12, 50' x 30', EmptyRoom #13, 30' x 50', EmptyRoom #14, 30' x 50', Hobgoblin Warlord and 1 x HobgoblinRoom #15, 70' x 30', EmptyRoom #16, 30' x 70', EmptyRoom #17, 30' x 30', 4 x Xvart and 10 x Giant RatRoom #18, 30' x 70', EmptyRoom #19, 30' x 30', EmptyRoom #20, 30' x 50', EmptyRoom #21, 30' x 30', 2 x Adult KruthikRoom #22, 30' x 30', Drider and 1 x Giant SpiderRoom #23, 30' x 30', Troll and 1 x OgreRoom #24, 30' x 30', EmptyTrapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)Secret (DC 25 to find) Locked Stone Door (DC 15 to open)Locked Stone Door (DC 10 to open)Secret (DC 25 to find) Unlocked Stone Door (60 hp)Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)ArchwaySecret (DC 20 to find) Unlocked Iron Door (60 hp)Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)Unlocked Iron Door (60 hp)Unlocked Iron Door (60 hp)Locked Stone Door (DC 25 to open)Trapped and Stuck Stone Door (DC 20 to break; 60 hp) (magically reinforced, disadvantage to break)Stuck Stone Door (DC 20 to break; 60 hp)Unlocked Stone Door (60 hp)Stuck Stone Door (DC 20 to break; 60 hp)Stuck Stone Door (DC 20 to break; 60 hp)Stuck Iron Door (DC 25 to break; 60 hp)Stuck Iron Door (DC 25 to break; 60 hp)Stuck Iron Door (DC 25 to break; 60 hp)Secret (DC 20 to find) Trapped and Unlocked Iron Door (60 hp)Trapped and Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)Stuck Stone Door (DC 20 to break; 60 hp)Trapped and Unlocked Stone Door (60 hp)Stuck Iron Door (DC 25 to break; 60 hp)Secret (DC 20 to find) Trapped and Stuck Iron Door (DC 25 to break; 60 hp)Locked Iron Door (DC 25 to open) (slides up)Unlocked Stone Door (60 hp)ArchwayStuck Stone Door (DC 20 to break; 60 hp)Unlocked Stone Door (60 hp)ArchwayIron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) (magically reinforced, disadvantage to break)Stuck Stone Door (DC 20 to break; 60 hp)Stuck Iron Door (DC 25 to break; 60 hp)Locked Stone Door (DC 15 to open)Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)Stuck Iron Door (DC 25 to break; 60 hp)ArchwayUnlocked Iron Door (60 hp) (magically reinforced, disadvantage to break)Stuck Iron Door (DC 25 to break; 60 hp) (slides to one side)Locked Iron Door (DC 15 to open) (slides to one side)Stuck Iron Door (DC 25 to break; 60 hp)Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) (magically reinforced, disadvantage to break)Stuck Stone Door (DC 20 to break; 60 hp)Trapped and Stuck Stone Door (DC 20 to break; 60 hp)ArchwayLocked Iron Door (DC 20 to open)Locked Stone Door (DC 10 to open)Trapped and Unlocked Stone Door (60 hp)A 10-foot wide chasm cuts across the corridorBurning torches in iron sconces line the corridorNet TrapSomeone has scrawled a diagram of a mechanical trap hereNet Trap
General
HistoryThe dungeon was created by mind flayers as a lair. Its creators were destroyed by a terrible discovery, and the dungeon has fallen to ruin and been rebuilt many times since then.
SizeMedium (51 x 45)
WallsNatural Stone (DC 10 to climb)
FloorFlagstone
TemperatureCool
IlluminationShadowy (phosphorescent fungus every 20 ft.)
Corridor Features
aBurning torches in iron sconces line the corridor
cA 10-foot wide chasm cuts across the corridor
eNet Trap: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 11 save or become restrained
iNet Trap: DC 10 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 11 save or become restrained
mSomeone has scrawled a diagram of a mechanical trap here
Wandering Monsters
1Barghest (cr 4, motm 60, vgm 123) and 1 x Goblin (cr 1/4, mm 166); easy, 1150 xp; bloodied and fleeing a more powerful enemy
2Yuan-ti Nightmare Speaker (cr 4, motm 275, vgm 205) and 2 x Yuan-ti Pureblood (cr 1, mm 310); deadly, 1500 xp; following a floating skull
34 x Xvart (cr 1/8, motm 267, vgm 200) and 10 x Giant Rat (cr 1/8, mm 327); easy, 350 xp; carrying a mirror
4Wraith (cr 5, mm 302); medium, 1800 xp; wielding bizarre eldritch powers
5Duergar Screamer (cr 3, motm 112, mtf 190) and 2 x Duergar (cr 1, mm 122); hard, 1100 xp; performing an evil ritual
69 x Derro (cr 1/4, motm 91, mtf 158); easy, 450 xp; tracking the party
Room #1
East Entry #1

Secret (DC 25 to find) Unlocked Stone Door (60 hp)

Ⓢ   A bookcase and section of wall makes a loud grinding noise as it pivots open

East Entry #2

Locked Stone Door (DC 10 to open)

→   Leads to room #16

South Entry #1

Secret (DC 25 to find) Locked Stone Door (DC 15 to open)

Ⓢ   A bookcase and section of wall pivots smoothly

South Entry #2

Trapped and Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)

Ⓣ   Arrow Trap: DC 15 to find, DC 10 to disable; +11 to hit against one target, 4d10 piercing damage

Empty 
Room #2
South Entry

Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)

Ⓣ   Fire Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 10 save or take 1d10 fire damage

Room Features

A balcony hangs from the north wall, and a carved stone statue stands in the north-west corner of the room

Monster

Orc War Chief (cr 4, mm 246) and 1 x Orc (cr 1/2, mm 246); easy, 1200 xp


Treasure: 17 gp; 11 cp

Trap

Fire Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 12 save or take 2d10 fire damage

Hidden Treasure

Hidden (DC 15 to find) Locked Iron Chest (DC 20 to unlock, DC 30 to break; 60 hp)


2800 cp, 1200 sp, 60 gp, diamond (50 gp), bloodstone (50 gp), chalcedony (50 gp), Spell Scroll (Goodberry) (common, dmg 200), Spell Scroll (Blur) (uncommon, dmg 200), 3 x Potion of Healing (common, dmg 187)

Room #3
North Entry

Archway

→   Leads to room #12

West Entry

Secret (DC 20 to find) Unlocked Iron Door (60 hp)

Ⓢ   The door is concealed within the mouth of a gargantuan skull carved from stone

East Entry

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

→   Leads to room #6, inhabited by Roper and 1 x Piercer

Room Features

A stair ascends to a catwalk hanging between the east and west walls, and a charred wooden shield lies in the north-west corner of the room

Room #4
North Entry #1

Locked Stone Door (DC 25 to open)

→   Leads to room #23, inhabited by Troll and 1 x Ogre

North Entry #2

Unlocked Iron Door (60 hp)

North Entry #3

Unlocked Iron Door (60 hp)

→   Leads to room #13

South Entry

Trapped and Stuck Stone Door (DC 20 to break; 60 hp) (magically reinforced, disadvantage to break)

Ⓣ   Ice Dart Trap: DC 15 to find, DC 20 to disable; +5 to hit against one target, 1d10 cold damage

→   Leads to room #10

Room Features

Burning torches in iron sconces line the north wall, and someone has scrawled "This paladin is dead" on the west wall

Room #5
North Entry

Unlocked Stone Door (60 hp)

→   Leads to room #16

West Entry #1

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

West Entry #2

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

South Entry

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

→   Leads to room #12

Room Features

The floor is covered in perfect hexagonal tiles, and a cube of solid stone stands in the north side of the room

Monster

4 x Duergar (cr 1, mm 122) and 9 x Giant Rat (cr 1/8, mm 327); deadly, 1025 xp


Treasure: 2300 cp, 1100 sp, 40 gp, diamond (50 gp), bloodstone (50 gp), chalcedony (50 gp), jasper (50 gp), star rose quartz (50 gp), Spell Scroll (Spare the Dying) (common, dmg 200), Spell Scroll (Sleep) (common, dmg 200), Spell Scroll (Unseen Servant) (common, dmg 200), 3 x Potion of Healing (common, dmg 187)

Room #6
West Entry

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

→   Leads to room #3

East Entry

Stuck Iron Door (DC 25 to break; 60 hp)

South Entry

Stuck Iron Door (DC 25 to break; 60 hp)

→   Leads to room #24

Monster

Roper (cr 5, mm 261) and 1 x Piercer (cr 1/2, mm 252); hard, 1900 xp


Treasure: 2100 cp, 1200 sp, 40 gp, banded agate (10 gp), 3 x blue quartz (10 gp), eye agate (10 gp), hematite (10 gp), 3 x lapis lazuli (10 gp), turquoise (10 gp), Spell Scroll (Eldritch Blast) (common, dmg 200), Spell Scroll (Tasha's Hideous Laughter) (common, dmg 200), 2 x Potion of Healing (common, dmg 187)

Room #7
North Entry

Trapped and Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)

Ⓣ   Guillotine Blade: DC 10 to find, DC 10 to disable; +3 to hit against one target, 1d10 slashing damage

East Entry

Secret (DC 20 to find) Trapped and Unlocked Iron Door (60 hp)

Ⓢ   The door is concealed within the mouth of a demonic face carved from stone

Ⓣ   Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 11 save or take 1d10 damage

→   Leads to room #17, inhabited by 4 x Xvart and 10 x Giant Rat

South Entry

Stuck Iron Door (DC 25 to break; 60 hp)

Room Features

A group of monstrous faces have been carved into the west wall, and someone has scrawled "three, three, nine, five" on the east wall

Room #8
West Entry

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

Room Features

Several square holes are cut into the ceiling and floor, and skeletons hang from chains and manacles against the south and east walls

Room #9
North Entry

Stuck Iron Door (DC 25 to break; 60 hp)

South Entry

Trapped and Unlocked Stone Door (60 hp)

Ⓣ   Electrified Lock: DC 15 to find, DC 15 to disable; affects each creature which touches the lock, DC 19 save or take 4d10 lightning damage

Room Features

A stone ramp ascends towards the south wall, and a large kiln and coal bin sit in the center of the room

Monster

Adult Oblex (cr 5, motm 198, mtf 218); medium, 1800 xp


Treasure: 1600 cp, 40 ep

Room #10
North Entry

Trapped and Stuck Stone Door (DC 20 to break; 60 hp) (magically reinforced, disadvantage to break)

Ⓣ   Ice Dart Trap: DC 15 to find, DC 20 to disable; +5 to hit against one target, 1d10 cold damage

→   Leads to room #4

West Entry

Secret (DC 20 to find) Trapped and Stuck Iron Door (DC 25 to break; 60 hp)

Ⓢ   The door is concealed by an illusion

Ⓣ   Arrow Trap: DC 15 to find, DC 15 to disable; +9 to hit against one target, 4d10 piercing damage

→   Leads to room #11, inhabited by Wight and 1 x Zombie

Trap

Scythe Blade: DC 10 to find, DC 10 to disable; +12 to hit against all targets within a 5 ft. arc, 4d10 slashing damage

Room #11
East Entry

Secret (DC 20 to find) Trapped and Stuck Iron Door (DC 25 to break; 60 hp)

Ⓢ   The door is concealed by an illusion

Ⓣ   Arrow Trap: DC 15 to find, DC 15 to disable; +9 to hit against one target, 4d10 piercing damage

→   Leads to room #10

Room Features

A group of monstrous faces have been carved into the west wall, and a wooden ladder rests against the east wall

Monster

Wight (cr 3, mm 300) and 1 x Zombie (cr 1/4, mm 316); easy, 750 xp


Treasure: 14 cp; 12 gp

Room #12
North Entry #1

Locked Iron Door (DC 25 to open) (slides up)

North Entry #2

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

→   Leads to room #5, inhabited by 4 x Duergar and 9 x Giant Rat

South Entry

Archway

→   Leads to room #3

Room Features

A tile labyrinth covers the floor, and someone has scrawled "The Circle of the Shadow Bell looted this place" on the west wall

Room #13
North Entry #1

Unlocked Stone Door (60 hp)

North Entry #2

Archway

South Entry

Unlocked Iron Door (60 hp)

→   Leads to room #4

Empty 
Room #14
North Entry

Unlocked Stone Door (60 hp)

→   Leads to room #19

West Entry

Archway

South Entry

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

Room Features

The floor is covered in perfect hexagonal tiles, and several pieces of torn paper are scattered throughout the room

Monster

Hobgoblin Warlord (cr 6, mm 187) and 1 x Hobgoblin (cr 1/2, mm 186); hard, 2400 xp


Treasure: 260 sp, 70 gp; 9 gp

Room #15
North Entry

Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) (magically reinforced, disadvantage to break)

East Entry

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

Room Features

Someone has scrawled "This is not a secret door" on the south wall, and several rotten apples are scattered throughout the room

Room #16
West Entry

Locked Stone Door (DC 10 to open)

→   Leads to room #1

East Entry

Stuck Iron Door (DC 25 to break; 60 hp)

South Entry

Unlocked Stone Door (60 hp)

→   Leads to room #5, inhabited by 4 x Duergar and 9 x Giant Rat

Empty 
Room #17
West Entry

Secret (DC 20 to find) Trapped and Unlocked Iron Door (60 hp)

Ⓢ   The door is concealed within the mouth of a demonic face carved from stone

Ⓣ   Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 11 save or take 1d10 damage

→   Leads to room #7

South Entry

Locked Stone Door (DC 15 to open)

Room Features

Someone has scrawled "It's a trap" on the south wall, and wisps of green flame fill the north side of the room

Monster

4 x Xvart (cr 1/8, motm 267, vgm 200) and 10 x Giant Rat (cr 1/8, mm 327); easy, 350 xp


Treasure: 4 pp; 12 ep; 8 gp; 8 cp; 14 sp; 11 gp; 18 cp; 19 cp; 3 pp; 17 cp; 10 sp; 4 pp; 17 sp; 16 gp

Room #18
North Entry

Archway

West Entry #1

Stuck Iron Door (DC 25 to break; 60 hp)

West Entry #2

Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)

Ⓣ   Rune of Confusion: DC 15 to find, DC 10 to disable; affects all targets within 10 ft., DC 18 save or become confused (phb 224) for 1d4 rounds

→   Leads to room #22, inhabited by Drider and 1 x Giant Spider

Room Features

A chute descends from the room into a magical cyst below, and someone has scrawled "When the sun is eclipsed in the Fox and the Black Keep is laid to ruin, the Staff of Crowns shall be lost" on the east wall

Room #19
North Entry

Unlocked Iron Door (60 hp) (magically reinforced, disadvantage to break)

South Entry

Unlocked Stone Door (60 hp)

→   Leads to room #14, inhabited by Hobgoblin Warlord and 1 x Hobgoblin

Room Features

Part of the ceiling has collapsed into the room, and someone has scrawled a strange symbol on the east wall

Room #20
North Entry

Locked Iron Door (DC 15 to open) (slides to one side)

West Entry

Stuck Iron Door (DC 25 to break; 60 hp)

South Entry

Stuck Iron Door (DC 25 to break; 60 hp) (slides to one side)

Empty 
Room #21
West Entry

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

South Entry

Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) (magically reinforced, disadvantage to break)

Ⓣ   Guillotine Blade: DC 10 to find, DC 10 to disable; +4 to hit against one target, 1d10 slashing damage

Room Features

A mural of geometric patterns covers the ceiling, and someone has scrawled "I've forgotten my name" on the east wall

Monster

2 x Adult Kruthik (cr 2, motm 169, mtf 212); medium, 900 xp


Treasure: 4 pp; 23 cp

Room #22
North Entry

Trapped and Stuck Stone Door (DC 20 to break; 60 hp)

Ⓣ   Rune of Hypnosis: DC 10 to find, DC 10 to disable; affects all targets within 10 ft., DC 11 save or become incapacitated for 1d4 rounds

East Entry

Trapped and Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)

Ⓣ   Rune of Confusion: DC 15 to find, DC 10 to disable; affects all targets within 10 ft., DC 18 save or become confused (phb 224) for 1d4 rounds

→   Leads to room #18

South Entry

Archway

Room Features

Someone has scrawled a large X on the south wall, and several corpses are impaled upon iron spikes on the ceiling

Monster

Drider (cr 6, mm 120) and 1 x Giant Spider (cr 1, mm 328); deadly, 2500 xp


Treasure: 170 sp, 120 gp; 14 cp

Room #23
South Entry #1

Locked Iron Door (DC 20 to open)

South Entry #2

Locked Stone Door (DC 25 to open)

→   Leads to room #4

Room Features

A tile labyrinth covers the floor, and someone has scrawled "Upon the eighth day of the reign of Wizardry, when the Dread Gate opens and the Steel Cup is lost, the Last Cathedral shall be found" on the north wall

Monster

Troll (cr 5, mm 291) and 1 x Ogre (cr 2, mm 237); hard, 2250 xp


Treasure: 1500 cp, 10 ep; 17 cp

Room #24
North Entry

Stuck Iron Door (DC 25 to break; 60 hp)

→   Leads to room #6, inhabited by Roper and 1 x Piercer

West Entry

Trapped and Unlocked Stone Door (60 hp)

Ⓣ   Rune of Dread: DC 20 to find, DC 15 to disable; affects all targets within 10 ft., DC 20 save or become frightened for 1d4 rounds

East Entry

Locked Stone Door (DC 10 to open)

Room Features

A stone stair ascends towards the east wall, and someone has scrawled "Good spot for trap" in orcish runes on the south wall

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