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The Lord's Missing son

Level 3

General

Dungeon History

The dungeon was created by a beholder as a stronghold. Its creator was


destroyed by a natural disaster, and the dungeon has lain empty for many
years until recently.

Dungeon Walls

Reinforced Masonry (DC 15 to climb)

Dungeon Floor

Flagstone

Temperature
Illumination

Corridors

Wandering
Monsters

Room #1

Cool
Average (shadowy in corridors, lamps or torches in most rooms)

Numerous pillars line the corridor

Numerous pillars line the corridor

Rune of Confusion: DC 15 to find, DC 10 to disable; affects all targets


within 10 ft., DC 10 save or become confused (phb 224) for 1d4 rounds

A large demonic idol with ruby eyes sits in an alcove here

1 x Minotaur Skeleton (mm 273, cr 2), hunting for food

1 x Ochre Jelly (mm 243, cr 2), bloodied and fleeing a more powerful
enemy

2 x Grell (mm 172, cr 3), trying to lure the party into an ambush

Orc Eye of Gruumsh (mm 247, cr 2) and 1 x Orc (mm 246, cr 1/2), lost and
desperate

2 x Ogre (mm 237, cr 2), trying to lure the party into an ambush

1 x Hook Horror (mm 189, cr 3), lost and desperate

East Entry

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


10 hp)
Arrow Trap: DC 15 to find, DC 15 to disable; +6 to hit against one
target, 2d10 piercing damage

Monster

Room #2

West Entry #1

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

West Entry #2

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

Room Features

Room #3

1 x Orog (mm 247, cr 2) and 1 x Ettin (mm 132, cr 4); 1550 xp

East Entry

A tile labyrinth covers the floor, An iron sarcophagus sits in the north-east
corner of the room

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


Leads to room #9

Monster
Trap

Room #4

North Entry

1 x Ogre Zombie (mm 316, cr 2); 450 xp


Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a
10 ft. square area, DC 12 save or take 2d10 damage

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


Falling Block: DC 15 to find, DC 15 to disable; affects all targets
within a 10 ft. square area, DC 10 save or take 1d10 damage

West Entry

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


The door is concealed behind a statue of a troll archer, and opened by
pulling an arrow in its quiver
Leads to room #6

East Entry

Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)

Empty

Room #5

South Entry

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


20 hp)
Contact Poison: DC 10 to find, DC 10 to disable; affects each creature
which touches the trigger, DC 18 save or take 4d10 damage

Empty

Room #6

North Entry

Trapped and Unlocked Good Wooden Door (15 hp)


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

West Entry #1

Secret (DC 15 to find) Locked Strong Wooden Door (DC 15 to open, DC 20


to break; 20 hp)
A bookcase and concealed door pivots smoothly

West Entry #2
East Entry #1

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


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

East Entry #2

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


The door is concealed behind a statue of a troll archer, and opened by
pulling an arrow in its quiver
Leads to room #4

East Entry #3

Trapped and Unlocked Stone Door (60 hp)


Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets
within 20 ft., DC 10 save or take 1d10 thunder damage and become
deafened for 1d4 rounds

Room Features

Room #7

West Entry #1

A faded and torn tapestry hangs from the west wall, The scent of ozone fills
the room

Trapped and Unlocked Strong Wooden Door (20 hp)


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

West Entry #2
Room Features
Monster
Trap
Hidden Treasure

Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)


A shallow pool of quicksilver lies in the center of the room, Several wax
blobs are scattered throughout the room
2 x Grell (mm 172, cr 3); 1400 xp
Earthmaw Trap: DC 10 to find, DC 15 to disable; +6 to hit against one
target, 2d10 piercing damage
Locked Simple Wooden Chest (DC 20 to unlock, DC 15 to break; 10 hp)
1500 cp, 1100 sp, 30 gp, Small Vial of Perfume (25 gp), Leather Talisman
(25 gp), Leather Belt set with Malachite (25 gp), Silk Hunter's Cap threaded
with Platinum (25 gp), Spell Scroll (Mage Hand), Spell Scroll (Vicious
Mockery), Spell Scroll (Bless), Spell Scroll (Witch Bolt), 2 x Potion of
Healing

Room #8

North Entry

Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)

South Entry

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


Acid Spray: DC 15 to find, DC 20 to disable; affects all targets within
a 20 ft. cone, DC 20 save or take 2d10 acid damage for 1d4 rounds

Room Features
Monster

Room #9

A group of monstrous faces have been carved into the south wall, A stream
of blood flows into the room through a hole in the ceiling
2 x Hook Horror (mm 189, cr 3); 1400 xp

North Entry

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

West Entry

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


Leads to room #3, inhabited by 1 x Ogre Zombie

Empty

The Lord's Missing son


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