World of Erilar

Under Mergewater's Temple District

General Dungeon History The dungeon was created by dwarves as a lair. Its creators were destroyed by a magical catastrophe, and the dungeon has fallen to ruin and been rebuilt many times since then. Dungeon Walls Reinforced Masonry (DC 15 to climb) Dungeon Floor Flagstone Temperature Very Hot (DC 10 Constitution save each hour or gain one level of exhaustion) Illumination Shadowy (phosphorescent fungus or candles every 20 ft.) Corridors a A chute descends from the corridor into a magical cyst below Room #1 South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #7   Empty Room #2 West Entry Unlocked Strong Wooden Door (20 hp) → Leads to room #5   East Entry #1 Unlocked Simple Wooden Door (10 hp) East Entry #2 Secret (DC 15 to find) Unlocked Good Wooden Door (15 hp) Ⓢ The door is concealed within a horrific torture device   → Leads to room #3   South Entry Archway Empty Room #3 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) West Entry #1 Secret (DC 15 to find) Unlocked Good Wooden Door (15 hp) Ⓢ The door is concealed within a horrific torture device   → Leads to room #2   West Entry #2 Secret (DC 15 to find) Stuck Strong Wooden Door (DC 15 to break; 20 hp) Ⓢ The door is concealed within an upright sarcophagus   Trap Rune of Fear: DC 15 to find, DC 15 to disable; affects all targets within 10 ft., DC 11 save or become frightened for 1d4 rounds Hidden Treasure Hidden (DC 15 to find) Locked Simple Wooden Chest (DC 25 to unlock, DC 15 to break; 10 hp) 1800 cp, 1600 sp, 80 gp, Blue quartz (10 gp), Eye agate (10 gp), Moss agate (10 gp)   Room #4 East Entry #1 Unlocked Good Wooden Door (15 hp) → Leads to room #6   East Entry #2 Unlocked Iron Door (60 hp) South Entry Unlocked Simple Wooden Door (10 hp) → Leads to room #9   Room Features The floor is covered in perfect hexagonal tiles, and someone has scrawled "silver, crimson, emerald, gray" on the south wall Room #5 West Entry Trapped and Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp) Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +6 to hit against one target, 2d10 slashing damage   East Entry Unlocked Strong Wooden Door (20 hp) → Leads to room #2   South Entry Trapped and Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp) Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 10 save or take 1d10 damage   → Leads to room #6   Room Features A magical mural on the south wall can be used to scry upon any known individual within the dungeon, and a forge and anvil sit in the north-east corner of the room Room #6 North Entry Trapped and Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp) Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 10 save or take 1d10 damage   → Leads to room #5   West Entry Unlocked Good Wooden Door (15 hp) → Leads to room #4   East Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp) Ⓣ One-way Door: DC 10 to find, DC 15 to disable   → Leads to room #8   Room Features A narrow shaft descends from the room into the next dungeon level down, and a tapestry of legendary monsters hangs from the east wall Room #7 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #1   East Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides down) → Leads to room #9   Room Features Numerous pillars line the south and west walls, and someone has scrawled "Ran out of rope" in blood on the east wall Room #8 West Entry #1 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp) Ⓣ One-way Door: DC 10 to find, DC 15 to disable   → Leads to room #6   West Entry #2 Archway Trap Magic Missle Trap: DC 10 to find, DC 10 to disable; one target, 1d10 force damage Room #9 North Entry Unlocked Simple Wooden Door (10 hp) → Leads to room #4   West Entry #1 Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides down) → Leads to room #7   West Entry #2 Unlocked Strong Wooden Door (20 hp) → Leads to room #10   South Entry Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp) Ⓢ The door is concealed by an illusion   Room Features Jagged steel blades project from cracks in the east and west walls, and several pieces of spoiled meat are scattered throughout the room Room #10 East Entry #1 Unlocked Strong Wooden Door (20 hp) → Leads to room #9   East Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp) South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #13   Room Features Someone has scrawled "Gasve has no beard" in dwarvish runes on the west wall, and a pile of blood-soaked clothing lies in the south-west corner of the room Room #11 North Entry Unlocked Simple Wooden Door (10 hp) West Entry Trapped and Unlocked Good Wooden Door (15 hp) Ⓣ Symbol of Hypnosis: DC 15 to find, DC 10 to disable; affects all targets within 10 ft., DC 10 save or become incapacitated for 1d4 rounds   South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) Room Features A spinning wheel and stuffed beast sit in the south side of the room, and a pile of trash lies in the south-west corner of the room Room #12 South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) Empty Room #13 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) → Leads to room #10   West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp) South Entry Trapped and Unlocked Good Wooden Door (15 hp) Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +5 to hit against one target, 1d10 piercing damage   Room Features A stone dais sits in the south-west corner of the room, and numerous humanoid skulls are scattered throughout the room