The Lost Tunnels of Woe
Level 1
Map Style: Grid:
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General
Dungeon History The dungeon was created by a lawful neutral rogue as a mine. It became cursed by the gods, and has lain empty for many centuries until recently.
Dungeon Walls Masonry (DC 15 to climb)
Dungeon Floor Uneven Flagstone (DC 10 to charge or run)
Temperature Average
Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)
Corridors
room #21
South Entry #1 Archway
South Entry #2 Unlocked Good Wooden Door (15 hp)
Monster 1 x Rust Monster (mm 262, cr 1/2); 100 xp
room #10
West Entry #2 Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
Ⓣ Fire Spray: DC 15 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 10 save or take 1d10 fire damage
West Entry #3 Unlocked Simple Wooden Door (10 hp)
→ Leads to
room #12
East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to
room #34, inhabited by Hobgoblin and 1 x Goblin
South Entry Unlocked Simple Wooden Door (10 hp)
→ Leads to
room #25
Monster 2 x Magma Mephit (mm 216, cr 1/2); 200 xp
room #9, inhabited by 1 x Ghoul
West Entry Unlocked Good Wooden Door (15 hp)
→ Leads to
room #32
East Entry #1 Secret (DC 25 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides up)
Ⓢ The door is concealed behind a statue of a demonic sorceress, and opened by moving her hand
East Entry #2 Unlocked Good Wooden Door (15 hp)
Monster 1 x Bugbear (mm 33, cr 1); 200 xp
room #21
South Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
Room Features Part of the west wall has collapsed into the room, Someone has scrawled "Five steps forward, one steps back" on the north wall
Trap 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
Hidden Treasure Hidden (DC 20 to find) Unlocked Good Wooden Chest (15 hp)
1500 cp, 600 sp, 100 gp, 3 x Chrysoprase (50 gp), Citrine (50 gp), Jasper (50 gp), Moonstone (50 gp), Quartz (50 gp), 2 x Zircon (50 gp), +1 Ammunition (20 arrows), Potion of Greater Healing
room #27, inhabited by 1 x Gargoyle
North Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)
West Entry #1 Archway
West Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
West Entry #3 Stuck Good Wooden Door (DC 15 to break; 15 hp)
East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
→ Leads to
room #29
South Entry Archway
→ Leads to
room #6, inhabited by 1 x Bugbear
Room Features A carved stone statue stands in the south-west corner of the room, The ceiling is covered with bloodstains
Monster 1 x Ghoul (mm 148, cr 1); 200 xp
room #3, inhabited by 2 x Magma Mephit
Room Features A magical idol in the west side of the room heals all wounds of whomever offers a prayer to a god of death (but only once), A wooden platform hangs over a deep pit in the north-west corner of the room
room #31
East Entry #1 Unlocked Simple Wooden Door (10 hp)
→ Leads to
room #3, inhabited by 2 x Magma Mephit
East Entry #2 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ One-way Door: DC 10 to find, DC 10 to disable
East Entry #3 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
Room Features A chute falls into the room from above, The south and east walls have been engraved with endless spirals
room #27, inhabited by 1 x Gargoyle
South Entry Secret (DC 15 to find) Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
Ⓢ The door is concealed behind a tapestry of a monstrous goddess
Room Features A stone stair ascends towards the north wall, A large kiln and coal bin sit in the north-east corner of the room
room #7
West Entry Unlocked Iron Door (60 hp)
East Entry Archway
→ Leads to
room #1, inhabited by 1 x Rust Monster
Room Features A tile labyrinth covers the floor, A carved stone statue stands in the north-east corner of the room
room #3, inhabited by 2 x Magma Mephit
West Entry Secret (DC 20 to find) Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓢ The door is concealed behind a statue of a troll archer, and opened by pulling an arrow in its quiver
Ⓣ 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
Empty
room #16
East Entry Archway
South Entry Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
→ Leads to
room #9, inhabited by 1 x Ghoul
Room Features A faded and torn tapestry hangs from the north wall, A pile of bent copper coins lies in the north-west corner of the room
Monster 1 x Gargoyle (mm 140, cr 2); 450 xp
room #9, inhabited by 1 x Ghoul
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)
Trap Poison Gas Trap: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 14 save or take 2d10 poison damage
Hidden Treasure Hidden (DC 20 to find) Locked Strong Wooden Chest (DC 15 to unlock, DC 25 to break; 20 hp)
3000 cp, 600 sp, 30 gp, Azurite (10 gp), Banded agate (10 gp), Blue quartz (10 gp), 3 x Eye agate (10 gp), Hematite (10 gp), Lapis lazuli (10 gp), Obsidian (10 gp), 2 x Rhodochrosite (10 gp), Turquoise (10 gp)
room #12
South Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
South Entry #2 Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Room Features Several square holes are cut into the north and west walls, Someone has scrawled "Ran out of swords" on the east wall
room #6, inhabited by 1 x Bugbear
South Entry Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Room Features A mural of geometric patterns covers the ceiling, An iron chandelier hangs from the ceiling in the south side of the room
room #3, inhabited by 2 x Magma Mephit
East Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
South Entry Archway
Room Features A magical idol in the center of the room conjures a vial of poison for whomever offers a prayer to a god of death (but only once), The north and east walls have been engraved with arcane symbols
Monster Hobgoblin (mm 186, cr 1/2) and 1 x Goblin (mm 166, cr 1/4); 150 xp
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