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The Lord's Missing son

Level 2

General

Dungeon History

The dungeon was created by a cult of elemental fire as a lair. Its creators
were destroyed by a terrible discovery, and the dungeon has been attacked
and abandoned many times since then.

Dungeon Walls

Masonry (DC 15 to climb)

Dungeon Floor

Flagstone

Temperature
Illumination

Corridors

Wandering
Monsters

Room #1

Warm
Bright (magical light every 40 ft.)

Net Trap: DC 10 to find, DC 15 to disable; affects all targets within a 10 ft.


square area, DC 11 save or become restrained

A chute descends from the corridor into a natural cavern below

An unidentifiable odor fills the corridor

Someone has scrawled "The Throne of Wains shall be found when the River
of Beauty runs red with blood" here

Arrow Trap: DC 10 to find, DC 15 to disable; +4 to hit against one target,


1d10 piercing damage

1 x Incubus (mm 285, cr 4), actively patrolling their territory

1 x Gargoyle (mm 140, cr 2), tracking the party

1 x Silver Dragon Wyrmling (mm 118, cr 2), scouting from another part of
the dungeon

1 x Doppelganger (mm 82, cr 3), searching for an object stolen from their
lair

1 x Shadow Demon (mm 64, cr 4), scouting from another part of the
dungeon

1 x Doppelganger (mm 82, cr 3), searching for an object stolen from their
lair

North Entry
West Entry #1

Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)


Unlocked Simple Wooden Door (10 hp)
Leads to room #2

West Entry #2
East Entry
Room Features
Monster

Room #2

North Entry

Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)


Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)
A shallow pit lies in the south side of the room, The floor is covered in
square tiles, alternating white and black
2 x Animated Armor (mm 19, cr 1); 400 xp

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


Symbol of Panic: DC 15 to find, DC 10 to disable; affects all targets
within 10 ft., DC 11 save or become frightened for 1d4 rounds

West Entry

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


The door is concealed within a horrific torture device

East Entry #1

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

East Entry #2

Unlocked Simple Wooden Door (10 hp)


Leads to room #1, inhabited by 2 x Animated Armor

East Entry #3

Unlocked Good Wooden Door (15 hp)

Empty

Room #3

East Entry

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

South Entry #1

Trapped and Unlocked Simple Wooden Door (10 hp)


Rune of Dread: DC 15 to find, DC 15 to disable; affects all targets
within 10 ft., DC 12 save or become frightened for 1d4 rounds
Leads to room #16

South Entry #2

Archway

Room Features

A narrow pit covered by iron bars lies in the north-west corner of the room,
A toppled statue lies in the center of the room

Monster
Hidden Treasure

1 x Black Pudding (mm 241, cr 4); 1100 xp


Hidden (DC 15 to find) Locked Iron Chest (DC 25 to unlock, DC 30 to
break; 60 hp)
3100 cp, 700 sp, 100 gp, Carnelian (50 gp), Chalcedony (50 gp),
Chrysoprase (50 gp), 2 x Citrine (50 gp), 2 x Jasper (50 gp), Onyx (50 gp),
Quartz (50 gp), Bag of Holding, Potion of Greater Healing, Potion of Hill
Giant Strength

Room #4

East Entry #1

Unlocked Stone Door (60 hp)


Leads to room #6

East Entry #2

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

South Entry #1

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

South Entry #2

Trapped and Unlocked Simple Wooden Door (10 hp)


Contact Poison: DC 10 to find, DC 15 to disable; affects each creature
which touches the trigger, DC 16 save or take 4d10 damage

Room Features
Monster

Room #5

The floor is covered in perfect hexagonal tiles, A rusted gauntlet lies in the
north-west corner of the room
1 x Doppelganger (mm 82, cr 3); 700 xp

West Entry #1

Archway

West Entry #2

Archway

South Entry

Archway
Leads to room #17

Empty

Room #6

North Entry
West Entry

Archway
Unlocked Stone Door (60 hp)
Leads to room #4, inhabited by 1 x Doppelganger

East Entry

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


Leads to room #13, inhabited by 1 x Silver Dragon Wyrmling

Empty

Room #7

North Entry

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


reinforced, disadvantage to break)

South Entry

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

Room Features
Monster

Room #8

North Entry #1

A toppled statue lies in the south side of the room, A sundered club lies in
the center of the room
1 x Flameskull (mm 134, cr 4); 1100 xp

Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)


Contact Poison: DC 10 to find, DC 15 to disable; affects each creature
which touches the trigger, DC 12 save or take 2d10 damage

North Entry #2

Archway

North Entry #3

Secret (DC 15 to find) Trapped and Unlocked Iron Door (60 hp)
The door is concealed by an illusion
Guillotine Blade: DC 10 to find, DC 10 to disable; +8 to hit against one
target, 2d10 slashing damage

West Entry

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


Leads to room #16

East Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides down)


Leads to room #18

Room Features

Room #9

North Entry
West Entry
South Entry

The room has a high domed ceiling, The south and west walls are covered
with cracks

Unlocked Good Wooden Door (15 hp)


Unlocked Simple Wooden Door (10 hp)
Secret (DC 20 to find) Stuck Iron Door (DC 25 to break; 60 hp)
A bookcase and concealed door pivots smoothly

Room Features
Hidden Treasure

The floor is covered in square tiles, alternating white and black, A large
kiln and coal bin sit in the north-east corner of the room
Hidden (DC 25 to find) Unlocked Iron Chest (60 hp)
2400 cp, 900 sp, 70 gp

Room #10

West Entry

Unlocked Strong Wooden Door (20 hp)


Leads to room #18

East Entry #1

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

East Entry #2

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


Leads to room #17

Empty

Room #11

North Entry
West Entry #1

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


Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break;
20 hp)
Teleporter Crystal: DC 15 to find, DC 20 to disable; affects each
creature which touches the crystal, DC 11 save or be teleported to
another location

West Entry #2

Trapped and Locked Simple Wooden Door (DC 25 to open, DC 15 to break;

West Entry #2

Trapped and Locked Simple Wooden Door (DC 25 to open, DC 15 to break;


10 hp)
Teleporter Crystal: DC 20 to find, DC 10 to disable; affects each
creature which touches the crystal, DC 20 save or be teleported to
another location

East Entry

Unlocked Simple Wooden Door (10 hp)


Leads to room #12

Room Features
Monster

Room #12

The south and west walls have been engraved with incoherent labyrinths, A
ruined chain shirt lies in the south side of the room
1 x Hell Hound (mm 182, cr 3); 700 xp

West Entry #1

Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)

West Entry #2

Unlocked Simple Wooden Door (10 hp)


Leads to room #11, inhabited by 1 x Hell Hound

South Entry

Secret (DC 20 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)
The door is concealed behind a pile of broken stone

Room Features

Room #13

North Entry
West Entry

A magical mosaic on the north wall can be used as a portal to any known
location within the dungeon, Skeletons hang from chains and manacles
against the east wall

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


Stuck Stone Door (DC 20 to break; 60 hp) (slides to one side)
Leads to room #6

South Entry #1

Trapped and Locked Good Wooden Door (DC 20 to open, DC 15 to break;


15 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

South Entry #2

Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)

Room Features

An unidentifiable odor fills the center of the room, A rusted chain shirt lies
in the north-east corner of the room

Monster

Room #14

North Entry #1

1 x Silver Dragon Wyrmling (mm 118, cr 2); 450 xp

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


Leads to room #17

North Entry #2

Secret (DC 25 to find) Locked Good Wooden Door (DC 10 to open, DC 15


to break; 15 hp) (slides up)
A bookcase and concealed door pivots smoothly

East Entry
South Entry

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


Secret (DC 20 to find) Unlocked Strong Wooden Door (20 hp)
The door is located several feet above the floor and concealed behind
a pile of broken stone

Room Features

Room #15

West Entry #1

A faded and torn tapestry hangs from the south wall, A stack of crates filled
with rocks stands against the east wall

Trapped and Unlocked Iron Door (60 hp)

Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets


within 20 ft., DC 13 save or take 2d10 thunder damage and become
deafened for 1d4 rounds
Leads to room #19
West Entry #2
South Entry

Unlocked Good Wooden Door (15 hp)


Archway

Empty

Room #16

North Entry #1

Trapped and Locked Simple Wooden Door (DC 10 to open, DC 15 to break;


10 hp)
Contact Poison: DC 15 to find, DC 15 to disable; affects each creature
which touches the trigger, DC 14 save or take 2d10 damage

North Entry #2

Archway

North Entry #3

Trapped and Unlocked Simple Wooden Door (10 hp)


Rune of Dread: DC 15 to find, DC 15 to disable; affects all targets
within 10 ft., DC 12 save or become frightened for 1d4 rounds
Leads to room #3, inhabited by 1 x Black Pudding

East Entry

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


Leads to room #8

South Entry

Trapped and Locked Strong Wooden Door (DC 25 to open, DC 20 to break;


20 hp)
Electrified Lock: DC 15 to find, DC 10 to disable; affects each creature
which touches the lock, DC 13 save or take 2d10 lightning damage
Leads to room #19

Room Features
Hidden Treasure

A balcony hangs from the north wall, Several shattered weapons are
scattered throughout the room
Hidden (DC 15 to find) Locked Iron Chest (DC 15 to unlock, DC 30 to
break; 60 hp)
1400 cp, 1400 sp, 100 gp, Azurite (10 gp), Blue quartz (10 gp), Hematite
(10 gp), Moss agate (10 gp), Tiger eye (10 gp), Turquoise (10 gp), Spell
Scroll (Fireball), Elemental Gem (earth), Potion of Growth

Room #17

North Entry #1

Archway
Leads to room #5

North Entry #2
West Entry #1

Archway
Stuck Good Wooden Door (DC 15 to break; 15 hp)
Leads to room #10

West Entry #2

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

West Entry #3

Archway

East Entry

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


Guillotine Blade: DC 10 to find, DC 15 to disable; +7 to hit against one
target, 2d10 slashing damage

South Entry

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


Leads to room #14

Empty

Room #18

North Entry #1

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

North Entry #2

Unlocked Strong Wooden Door (20 hp)

West Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides down)


Leads to room #8

East Entry

Unlocked Strong Wooden Door (20 hp)


Leads to room #10

Room Features

Room #19

North Entry

The floor is covered in perfect hexagonal tiles, A rusted iron box lies in the
north-east corner of the room

Trapped and Locked Strong Wooden Door (DC 25 to open, DC 20 to break;


20 hp)
Electrified Lock: DC 15 to find, DC 10 to disable; affects each creature
which touches the lock, DC 13 save or take 2d10 lightning damage
Leads to room #16

East Entry

Trapped and Unlocked Iron Door (60 hp)


Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets
within 20 ft., DC 13 save or take 2d10 thunder damage and become
deafened for 1d4 rounds
Leads to room #15

Empty

The Lord's Missing son


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