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The Black Vaults of Terror

Level 1

General

Dungeon Walls

Superior Masonry

Dungeon Floor

Smooth Stone (Slippery Foor)

Temperature
Illumination

Corridors

Wandering
Monsters

Room #1

Bright (lamps or torches every 40 ft.)

Poison Gas Trap (onset 2d4 rounds, save or 30 damage)

A chute falls into the corridor from above

A group of demonic faces have been carved into the walls

A buzzing noise fills the corridor

A 15-foot wide chasm cuts across the corridor

Acid Trap (1d6 damage)

Sleep Gas Trap

A putrid odor fills the corridor

Withered corpses are nailed to the corridor walls

Skeletons hang from chains and manacles against the walls

A toppled statue lies across the corridor

Pit Trap (10', 1d6 damage)

Withered corpses are nailed to the corridor walls

10 x Orc, lost and desperate

5 x NPC and 4 x Henchmen, bloodied and fleeing a more powerful enemy

10 x Orc, hunting for food

5 x Elf, tracking the party

2 x Shrieker, scavenging for food and treasure

3 x NPC and 6 x Henchmen, searching for an object stolen from their lair

South Entry
Room Features

Room #2

Cool

North Entry
West Entry

Archway
A group of monstrous faces have been carved into the north wall, Several
corroded iron spikes are scattered throughout the room

Stuck Good Wooden Door


Archway
Leads to room #17

South Entry
Room Features

Archway
A chute falls into the room from above, A bent key lies in the north-east
corner of the room

Room #3

North Entry #1

Unlocked Simple Wooden Door

North Entry #2

Unlocked Strong Wooden Door

North Entry #3

Stuck Good Wooden Door

East Entry

Wooden Portcullis
Leads to room #12

South Entry #1

Stuck Good Wooden Door

South Entry #2

Stuck Simple Wooden Door


Leads to room #18

Room #4

Room Features

The floor is covered in square tiles, alternating white and black, Several
pieces of rotten leather are scattered throughout the room

North Entry #1

Locked Iron Door (common lock) (slides up)

North Entry #2

Stuck Good Wooden Door (slides down)

East Entry

Locked Strong Wooden Door (superior lock, -20% to open) (magically


reinforced)
Leads to room #10, inhabited by 1 x Ear Seeker

South Entry
Room Features

Room #5

East Entry

Archway
A narrow shaft falls into the room from above, The ceiling is covered with
scorch marks

Unlocked Good Wooden Door


Leads to room #19, inhabited by 12 x Orc

Room #6

South Entry #1

Locked Iron Door (superior lock, -20% to open)

South Entry #2

Stuck Simple Wooden Door

Room Features

Someone has scrawled "Sharpen thy spear and ready thy shield" on the
north wall, A pile of rotten fruit lies in the east side of the room

North Entry

Iron Portcullis
Leads to room #28

West Entry #1

Secret Stuck Simple Wooden Door


The door is located several feet above the floor and concealed within
a mosaic of ancient mythology

West Entry #2

Archway

West Entry #3

Secret Trapped and Stuck Simple Wooden Door


The door is concealed behind a pile of skulls
Spear Trap (1d8 damage)

West Entry #4

Unlocked Simple Wooden Door

East Entry #1

Locked Strong Wooden Door (common lock)

East Entry #2

Unlocked Strong Wooden Door (slides down)

South Entry

Locked Good Wooden Door (superior lock, -20% to open)


Leads to room #13

Room Features

Monster

A wooden platform hangs over a deep pit in the south-east corner of the
room, Someone has scrawled "They ate Niserie" in orcish runes on the west
wall
1 x Shrieker
Treasure: 250 gp; Wrought silver tiara (700 gp); hoard total 950 gp

Room #7

North Entry

Stuck Iron Door (magically reinforced)


Leads to room #16, inhabited by 7 x Orc

West Entry
East Entry

Room #8

Stuck Strong Wooden Door


Locked Iron Door (wizard lock)

Room Features

A stone stair ascends towards the south wall, A charred wooden shield lies
in the south-east corner of the room

North Entry #1

Stuck Good Wooden Door

North Entry #2

Stuck Good Wooden Door

West Entry #1

Stuck Simple Wooden Door

West Entry #2

Unlocked Simple Wooden Door

East Entry #1

Unlocked Simple Wooden Door

East Entry #2

Archway

South Entry
Room Features

Hidden Treasure

Stuck Simple Wooden Door (slides to one side)


An enchanted pool in the west side of the room grants beauty to whomever
offers a prayer to a god of ice (but only once), Several iron cages are
scattered throughout the room
Hidden Trapped and Locked Good Wooden Chest (common lock)
Poison Dart Trap (1d4 damage plus poison; onset immediate, save or 10
damage)
1000 cp; hoard total 5 gp

Room #9

Room #10

East Entry #1

Stuck Simple Wooden Door

East Entry #2

Unlocked Good Wooden Door

Room Features

A balcony hangs from the south wall, The floor is covered in square tiles,
alternating white and black

North Entry #1

Wooden Portcullis

North Entry #2

Iron Portcullis (magically reinforced)

North Entry #3

Stuck Good Wooden Door

West Entry

Locked Strong Wooden Door (superior lock, -20% to open) (magically


reinforced)
Leads to room #4

South Entry

Trapped and Stuck Good Wooden Door


Sleep Gas Trap

Room Features

A chute descends from the room into a natural cavern below, A pile of
shattered weapons lies in the north side of the room

Monster

1 x Ear Seeker
Treasure: 1000 sp, 1000 cp; hoard total 55 gp

Room #11

East Entry
Room Features

Room #12

Locked Strong Wooden Door (superior lock, -20% to open)


Someone has scrawled "Bend the pin to reset the trap" on the south wall,
Several pieces of spoiled meat are scattered throughout the room

West Entry #1

Locked Strong Wooden Door (superior lock, -20% to open)

West Entry #2

Wooden Portcullis
Leads to room #3

East Entry

Secret Stuck Strong Wooden Door


The door is concealed behind an area of slime

Room Features

Room #13

North Entry

Burning torches in iron sconces line the walls, The ceiling is covered with
cobwebs

Locked Good Wooden Door (superior lock, -20% to open)


Leads to room #6, inhabited by 1 x Shrieker

West Entry

Trapped and Unlocked Strong Wooden Door


Poison Gas Trap (onset 1d4 rounds, save or 60 damage)

Room #14

East Entry #1

Archway

East Entry #2

Archway

Room Features

Someone has scrawled "Death comes on silent wings" in dwarvish runes on


the west wall, A pile of rotten rope lies in the south side of the room

North Entry #1

Locked Stone Door (common lock)

North Entry #2

Stuck Stone Door

South Entry
Room Features

Room #15

Room #16

North Entry

Stuck Strong Wooden Door


A magical idol in the south-west corner of the room grants greater
constitution to whomever offers a prayer to a god of protection (but only
once), Someone has scrawled "Bend the pin to reset the trap" on the east
wall

Locked Simple Wooden Door (common lock)

Room Features

A foul odor fills the center of the room, A sundered helm lies in the east
side of the room

North Entry #1

Wooden Portcullis (magically reinforced)

North Entry #2

Trapped Wooden Portcullis


Poison Arrow Trap (1d6 damage plus poison; onset 1d4 rounds, save or
10 damage)

West Entry

Locked Stone Door (common lock)


Leads to room #25

South Entry

Stuck Iron Door (magically reinforced)

South Entry

Stuck Iron Door (magically reinforced)


Leads to room #7

Room Features
Monster

Room #17

North Entry

The sound of dripping water fills the room, Several broken arrows are
scattered throughout the room
7 x Orc

Stuck Simple Wooden Door

East Entry #1

Locked Iron Door (wizard lock)

East Entry #2

Archway
Leads to room #2

Room Features

Room #18

North Entry

Numerous pillars line the south wall, Several headless statues are scattered
throughout the room

Stuck Simple Wooden Door


Leads to room #3

East Entry #1

Stuck Good Wooden Door

East Entry #2

Locked Simple Wooden Door (wizard lock)

Room Features

Room #19

North Entry
West Entry

A narrow shaft descends from the room into a midden chamber below,
Someone has scrawled "In the Kingdom of Tomes, when iron is made flesh
and the Elven Blade is lost, the Palace of Axes shall be found" on the south
wall

Archway
Unlocked Good Wooden Door
Leads to room #5

East Entry

Locked Simple Wooden Door (good lock, -10% to open)


Leads to room #21

Room Features
Monster

Several square holes are cut into the ceiling and floor, A simple fireplace
sits against the east wall
12 x Orc
Treasure: 1000 sp; hoard total 50 gp

Room #20

North Entry

Unlocked Strong Wooden Door

West Entry #1

Unlocked Strong Wooden Door

West Entry #2

Archway

South Entry

Room #21

Unlocked Iron Door

Room Features

A hole has been blasted into the east wall, A pile of rotten bread lies in the
north side of the room

North Entry #1

Wooden Portcullis

North Entry #2

Stuck Simple Wooden Door

West Entry

Locked Simple Wooden Door (good lock, -10% to open)


Leads to room #19, inhabited by 12 x Orc

South Entry
Room Features

Room #22

West Entry
South Entry

Locked Strong Wooden Door (wizard lock)


A tile labyrinth covers the floor, A sundered helm lies in the north-west
corner of the room

Archway
Secret Unlocked Good Wooden Door
The door is concealed within the mouth of a demonic face carved from
stone

Room Features

Room #23

North Entry

Stuck Strong Wooden Door

West Entry

Stuck Good Wooden Door

Room Features

Room #24

Someone has scrawled "Don't sleep" in draconic script on the north wall,
Several pieces of torn paper are scattered throughout the room

North Entry

A balcony hangs from the east wall, A pile of broken arrows lies in the
south-east corner of the room

Trapped and Unlocked Stone Door


Scythe Trap (5d6 damage)

West Entry

Stuck Stone Door (slides up)

East Entry #1

Stuck Iron Door

East Entry #2

Trapped and Stuck Iron Door


Fire Trap (1d6 damage)

Room Features

Room #25

West Entry

A simple fireplace sits against the west wall, A rusted chain shirt lies in
the south-east corner of the room

Stuck Iron Door

East Entry #1

Unlocked Simple Wooden Door

East Entry #2

Locked Stone Door (common lock)


Leads to room #16, inhabited by 7 x Orc

Room Features

Trap

Room #26

West Entry

Someone has scrawled "The Helm of Hate shall be restored when the Raven
is broken" in dwarvish runes on the west wall, A pile of rotten leather lies
in the center of the room
Blinding Gas Trap

Trapped and Unlocked Iron Door


Fire Trap (1d6 damage)

East Entry
Room Features

Unlocked Good Wooden Door


Someone has scrawled "The Guild of the Spectral Orb killed a hydra here"
in draconic script on the south wall, A sundered shield lies in the northwest corner of the room

west corner of the room

Room #27

North Entry
West Entry

Wooden Portcullis
Archway
Leads to room #28

Room Features

Room #28

North Entry

Someone has scrawled "The Silver Crown lies in blood" in draconic script
on the south wall, The sound of chimes can be faintly heard near the north
wall

Trapped and Unlocked Iron Door


Arrow Trap (1d6 damage)

West Entry

Trapped and Locked Simple Wooden Door (superior lock, -20% to open)
Pit Trap (10', 1d6 damage)

East Entry

Archway
Leads to room #27

South Entry

Iron Portcullis
Leads to room #6, inhabited by 1 x Shrieker

Room Features

An altar of evil sits in the north side of the room, Several pieces of broken
glass are scattered throughout the room

The Black Vaults of Terror


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