Labirinto de Mu
Labirinto de Mu
Level 7
General History The dungeon was created by a cult of elemental fire as a lair. It was
eventually abandoned due to plague, and has been attacked and
abandoned many times since then.
Walls Natural Stone (DC 10 to climb)
Wandering Monsters 1 Grick Alpha (cr 7, mm 173) and 1 x Grick (cr 2, mm 173); hard, 3350 xp,
scouting from another part of the dungeon
2 Duergar Warlord (cr 6, mtf 192) and 2 x Duergar Stone Guard (cr 2, mtf
191); deadly, 3200 xp, scouting from another part of the dungeon
3 Darkling Elder (cr 2, vgm 134) and 2 x Darkling (cr 1/2, vgm 134); easy, 650
xp, scouting from another part of the dungeon
4 Orc Hand of Yurtrus (cr 2, vgm 184) and 2 x Orc (cr 1/2, mm 246); easy,
650 xp, investigating a strange noise
5 Ogre Battering Ram (cr 4, mtf 220) and 4 x Ogre (cr 2, mm 237); deadly,
2900 xp, bloodied and fleeing a more powerful enemy
6 Neogi Master (cr 4, vgm 180) and 1 x Neogi (cr 3, vgm 180); medium, 1800
xp, wielding bizarre eldritch powers
Room #1 West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) (stuck, disadvantage to
open)
→ Leads to room #45, inhabited by Gauth
East Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +7 to hit against one
target, 4d10 piercing damage
→ Leads to room #2
Room Features A clanking sound can be faintly heard near the north wall, and a pile of
spoiled meat lies in the north side of the room
Monster 4 x Duergar Kavalrachni (cr 2, mtf 189) and 4 x Female Steeder (cr 1, mtf
238); deadly, 2600 xp
West Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +7 to hit against one
target, 4d10 piercing damage
→ Leads to room #1, inhabited by 4 x Duergar Kavalrachni and 4 x Female
Steeder
South Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable; affects each creature
which touches the lock, DC 10 save or take 2d10 lightning damage
→ Leads to room #4
Room Features A stream of acid flows along a channel in the floor, and someone has
scrawled "In the Autumn of Blades, when the rivers run red with blood, the
Throne of Orbs shall be found" on the south wall
Monster Ghast (cr 2, mm 148) and 2 x Ghoul (cr 1, mm 148); easy, 850 xp
East Entry #1 Stuck Stone Door (DC 20 to break; 60 hp) (magically reinforced,
disadvantage to break)
South Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 15 to disable; +3 to hit against one
target, 2d10 slashing damage
→ Leads to room #6, inhabited by Ghast and 2 x Ghoul
Room Features A fountain decorated with tormented faces sits in the north-west corner of
the room, and someone has scrawled "Ran out of rope" in blood on the
west wall
Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 25 to unlock, DC 30 to
break; 60 hp)
700 cp, 10000 sp, 1700 gp, 150 pp, a bone orb set with moonstone and
sardonyx (25 gp), a copper pendant engraved with draconic scales (25 gp),
a fine steel bell set with jet (25 gp), a leather saddle trimmed with fur (25
gp), a rosewood comb engraved with arcane runes (25 gp), Dust of
Dryness (uncommon, dmg 166)
Room #5 North Entry #1 Secret (DC 15 to find) Unlocked Iron Door (60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
North Entry #2 Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #65, inhabited by Grick Alpha and 1 x Grick
East Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #6, inhabited by Ghast and 2 x Ghoul
Room Features A corroded iron key hangs from a hook on the north wall, and a rusted chain
shirt lies in the north-west corner of the room
Monster Female Steeder (cr 1, mtf 238) and 15 x Male Steeder (cr 1/4, mtf 238);
hard, 950 xp
Treasure: 8 gp; 15 cp; 11 cp; 4 pp; 6 pp; 7 gp; 12 sp; 7 gp; 8 gp; 18 sp; 12
gp; 12 sp; 15 gp; 20 cp; 8 ep; 21 cp
Room #6 North Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 15 to disable; +3 to hit against one
target, 2d10 slashing damage
→ Leads to room #4
West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #5, inhabited by Female Steeder and 15 x Male Steeder
East Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #7
Monster Ghast (cr 2, mm 148) and 2 x Ghoul (cr 1, mm 148); easy, 850 xp
Empty
Room #9 North Entry Stuck Iron Door (DC 25 to break; 60 hp) (slides down)
→ Leads to room #32
West Entry Secret (DC 25 to find) Unlocked Stone Door (60 hp)
Ⓢ A stone column and section of wall makes a loud grinding noise as it
pivots open
Trap Arrow Blaster: DC 15 to find, DC 10 to disable; +4 to hit against up to three
targets within 10 ft., 2d10 piercing damage
Hidden Treasure Hidden (DC 15 to find) Unlocked Iron Chest (60 hp)
800 cp, 11000 sp, 2900 gp, 110 pp, a linen coat threaded with electrum
(250 gp), a porcelain chalice adorned with silver and a unicorn in relief (250
gp), a silver crown engraved with elven script (250 gp), a velvet vest
trimmed with squirrel fur (250 gp), an agateware jar adorned with gold and a
griffon in relief (250 gp), 2 x Potion of Healing (common, dmg 187)
Room #10 North Entry Secret (DC 15 to find) Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ A trap door in the floor leads to a short tunnel beneath the wall
Room Features A mural of a legendary battle covers the ceiling, and someone has scrawled
"The Obsidian Orb is broken" on the south wall
Room #11 West Entry Locked Stone Door (DC 10 to open)
→ Leads to room #26
Room Features Several square holes are cut into the ceiling and floor, and someone has
scrawled "The blue dragon is not a dragon" on the west wall
Monster Vampiric Mist (cr 3, mtf 246) and 6 x Shadow (cr 1/2, mm 269); medium,
1300 xp
Monster Roper (cr 5, mm 261) and 3 x Piercer (cr 1/2, mm 252); hard, 2100 xp
Treasure: 900 cp, 5000 sp, 2200 gp, 80 pp, 3 x pearl (100 gp), coral (100
gp), garnet (100 gp), jade (100 gp), tourmaline (100 gp)
Room #14 West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #31
East Entry Unlocked Stone Door (60 hp)
Room Features Several alcoves are cut into the east wall, and a cold spot can be felt in the
south side of the room
West Entry Unlocked Stone Door (60 hp) (slides to one side)
Empty
Room #16 East Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
South Entry Archway
→ Leads to room #21, inhabited by Barghest and 10 x Goblin
Monster 2 x Duergar Soulblade (cr 1, mtf 190) and 3 x Duergar (cr 1, mm 122); easy,
1000 xp
Hidden Treasure Hidden (DC 15 to find) Trapped and Locked Iron Chest (DC 15 to unlock,
DC 30 to break; 60 hp)
Arrow Trap: DC 10 to find, DC 15 to disable; +8 to hit against one target,
4d10 piercing damage
700 cp, 10000 sp, 1700 gp, 110 pp, carnelian (50 gp), moonstone (50 gp),
onyx (50 gp), quartz (50 gp), Spell Scroll (Vicious Mockery) (common, dmg
200), Bag of Holding (uncommon, dmg 153), Potion of Greater Healing
(uncommon, dmg 187), 2 x Potion of Healing (common, dmg 187)
Room #17 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #59
Room Features A tile mosaic of legendary monsters covers the floor, and a ruined iron box
lies in the south side of the room
Monster Troll (cr 5, mm 291) and 1 x Ogre (cr 2, mm 237); medium, 2250 xp
Room Features Part of the ceiling has collapsed into the room, and someone has scrawled
"door, right, straight, door" on the south wall
Monster 2 x Duergar Soulblade (cr 1, mtf 190) and 3 x Duergar (cr 1, mm 122); easy,
1000 xp
Room #19 South Entry Unlocked Stone Door (60 hp) (slides up)
Room Features A magical idol of a god of death in the south side of the room heals all
wounds of whomever offers a prayer (but only once), and iron chains hang
from the ceiling in the east side of the room
Room #20 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
South Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp)
Ⓣ Symbol of Panic: DC 15 to find, DC 15 to disable; affects all targets
within 10 ft., DC 16 save or become frightened for 1d4 rounds
Empty
West Entry Stuck Iron Door (DC 25 to break; 60 hp) (slides to one side)
Room Features A magical mural on the west wall depicts the betrayal of whomever views it,
and a tile labyrinth covers the floor
Monster Barghest (cr 4, vgm 123) and 10 x Goblin (cr 1/4, mm 166); hard, 1600 xp
Treasure: 10 sp; 13 cp; 20 cp; 21 cp; 19 cp; 11 ep; 18 sp; 11 sp; 13 sp; 10
sp; 19 cp
Room #22 North Entry #1 Stuck Stone Door (DC 20 to break; 60 hp)
North Entry #2 Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +8 to hit against one
target, 4d10 piercing damage
→ Leads to room #57, inhabited by Orc Eye of Gruumsh and 5 x Orc
Room Features A fountain and statue of a Goddess of Trickery sits in the north side of the
room, and someone has scrawled a drawing of a door on the north wall
Monster Orc Hand of Yurtrus (cr 2, vgm 184) and 13 x Orc (cr 1/2, mm 246); deadly,
1750 xp
Treasure: 11 sp; 17 cp; 12 ep; 16 cp; 10 gp; 11 sp; 22 cp; 18 cp; 17 cp; 16
gp; 17 cp; 14 cp; 1 pp; 7 sp
Room #23 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #29, inhabited by 2 x Orc Red Fang of Shargaas and 2 x
Giant Bat
East Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #44
Room Features A chute falls into the room from above, and a carved stone statue stands in
the west side of the room
Room #24 North Entry Secret (DC 15 to find) Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ The door is opened by pulling an iron sconce
Room Features The room has a high domed ceiling, and someone has scrawled "nine, six,
three, seven" on the north wall
Room #25 West Entry Stuck Stone Door (DC 20 to break; 60 hp)
East Entry Secret (DC 15 to find) Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ A stone statue and section of wall pivots open when a command word
is spoken
Monster Kobold Dragonshield (cr 1, vgm 165) and 12 x Kobold (cr 1/8, mm 195);
easy, 500 xp
Treasure: 12 sp; 13 sp; 14 cp; 19 cp; 15 cp; 12 gp; 18 cp; 15 cp; 18 ep; 6
gp; 10 sp; 12 sp; 9 ep
West Entry Secret (DC 15 to find) Trapped and Stuck Iron Door (DC 25 to break; 60 hp)
Ⓢ The door is concealed behind a tapestry of vile acts
Ⓣ Arrow Trap: DC 10 to find, DC 10 to disable; +12 to hit against one
target, 10d10 piercing damage
Hidden Treasure Hidden (DC 25 to find) Trapped and Unlocked Iron Chest (60 hp)
Acid Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft.
cone, DC 12 save or take 2d10 acid damage for 1d4 rounds
1100 cp, 4000 sp, 2800 gp, 110 pp, a copper orb engraved with thorned
vines (250 gp), a fine leather vest tooled with arcane runes (250 gp), a
moonstone puzzle box engraved with a labyrinth (250 gp), a porcelain salt
cellar adorned with platinum and a crown and throne in relief (250 gp), an
electrum dagger set with black sapphire and ruby (250 gp), Potion of
Resistance (thunder) (uncommon, dmg 188), Dust of Sneezing and
Choking (uncommon, dmg 166)
Room #27 North Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Rune of Fear: DC 10 to find, DC 15 to disable; affects all targets within
10 ft., DC 11 save or become frightened for 1d4 rounds
→ Leads to room #48
West Entry #1 Archway
Room Features Someone has scrawled "Cece's Legion looted this place" on the west wall,
and an overwhelming stench fills the south side of the room
Monster Fomorian (cr 8, mm 136) and 12 x Boggle (cr 1/8, vgm 128); hard, 4200 xp
Treasure: 150 gp; 12 gp; 8 ep; 11 sp; 18 cp; 14 cp; 12 cp; 17 sp; 10 sp; 17
sp; 17 cp; 9 gp; 11 gp
Monster 3 x Duergar Soulblade (cr 1, mtf 190) and 7 x Duergar (cr 1, mm 122); hard,
2000 xp
Treasure: 14 cp; 8 gp; 11 sp; 12 gp; 10 gp; 17 sp; 14 sp; 17 cp; 11 cp; 10
gp
Room Features A wooden ladder rests against the west wall, and someone has scrawled
"Mind the gap" on the south wall
Monster 2 x Orc Red Fang of Shargaas (cr 3, vgm 185) and 2 x Giant Bat (cr 1/4,
mm 323); medium, 1500 xp
Room #30 East Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) (magically reinforced,
disadvantage to break)
Room Features An overwhelming stench fills the room, and a ruined chain shirt lies in the
east side of the room
Monster Drow Mage (cr 7, mm 129) and 1 x Giant Spider (cr 1, mm 328); medium,
3100 xp
Room #31 North Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Magic Missle Trap: DC 10 to find, DC 15 to disable; one target, 2d10
force damage
Empty
Room #32 East Entry Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
Ⓣ Earthmaw Trap: DC 10 to find, DC 15 to disable; +12 to hit against one
target, 10d10 piercing damage
South Entry Stuck Iron Door (DC 25 to break; 60 hp) (slides down)
→ Leads to room #9
Empty
Room #33 West Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #17, inhabited by Troll and 1 x Ogre
East Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #55
Monster Female Steeder (cr 1, mtf 238) and 13 x Male Steeder (cr 1/4, mtf 238);
medium, 850 xp
Treasure: 10 gp; 9 sp; 13 sp; 15 cp; 13 cp; 16 sp; 11 gp; 13 ep; 16 sp; 21
cp; 17 sp; 15 cp; 8 gp; 21 cp
Room #34 West Entry Trapped and Unlocked Stone Door (60 hp)
Ⓣ Earthmaw Trap: DC 20 to find, DC 15 to disable; +6 to hit against one
target, 4d10 piercing damage
→ Leads to room #4
Room Features Several square holes are cut into the ceiling and floor, and a warped spear
lies in the center of the room
Monster Barghest (cr 4, vgm 123) and 12 x Goblin (cr 1/4, mm 166); deadly, 1700 xp
Treasure: 9 gp; 14 gp; 7 ep; 10 gp; 19 sp; 12 cp; 24 cp; 2 pp; 19 cp; 22 cp;
14 cp; 14 gp; 16 sp
Room Features Spirals of white stones cover the floor, and an altar of evil sits in the north
side of the room
Treasure: 19 sp; 19 cp
Trap Ice Spear Trap: DC 15 to find, DC 15 to disable; +8 to hit against one
target, 4d10 cold damage
Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 20 to unlock, DC 30 to
break; 60 hp)
1100 cp, 4000 sp, 2300 gp, 130 pp, a lacquered wooden medallion set with
amber (25 gp), a pair of brocade gloves threaded with silver (25 gp), an
earthenware jar painted with a legendary coat of arms (25 gp), +1 Rod of
the Pact Keeper (uncommon, dmg 197), +1 Shield (uncommon, dmg 200),
Deck of Illusions (34 cards) (uncommon, dmg 161), +1 Weapon (flail)
(uncommon, dmg 213)
Room #36 North Entry Secret (DC 15 to find) Stuck Stone Door (DC 20 to break; 60 hp)
Ⓢ A stone statue and section of wall pivots open when a command word
is spoken
West Entry Archway
Hidden Treasure Hidden (DC 25 to find) Locked Iron Chest (DC 20 to unlock, DC 30 to
break; 60 hp)
500 cp, 5000 sp, 2200 gp, 130 pp, a bone chalice inlaid with a meandros of
electrum (25 gp), a bone comb engraved with a labyrinth (25 gp), a bone
puzzle box engraved with arcane runes (25 gp), a brass torc inlaid with a
meandros of copper (25 gp), a cloth robe threaded with copper (25 gp), a
leather saddle tooled with elven script (25 gp), a stoneware jar embossed
with floral vines (25 gp), 2 x Potion of Superior Healing (rare, dmg 187)
Room #37 West Entry Stuck Stone Door (DC 20 to break; 60 hp)
Room Features A stone ramp ascends towards the south wall, and burning torches in iron
sconces line the south and east walls
Treasure: 800 cp, 11000 sp, 1200 gp, 110 pp, a bloodstone cup engraved
with a labyrinth (25 gp), a bone rod engraved with a labyrinth (25 gp), a fine
steel shield brooch engraved with dwarven axeheads (25 gp), a silver
pendant engraved with thorned vines (25 gp), an ivory comb inlaid with a
filigree of electrum (25 gp), Potion of Longevity (very rare, dmg 188)
Room Features A magical pool in the north-west corner of the room petrifies whomever
drinks from it, and a cold spot can be felt in the south side of the room
Room #39 South Entry Secret (DC 25 to find) Unlocked Iron Door (60 hp)
Ⓢ The door is concealed behind a statue of Death, and opened by placing
a coin in his open hand
Room Features A tapestry of ghoulish carnage hangs from the east wall, and the south and
west walls are covered with veins of red crystal
Monster Duergar Warlord (cr 6, mtf 192) and 2 x Duergar Soulblade (cr 1, mtf 190);
deadly, 2700 xp
Room #40 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #27, inhabited by Fomorian and 12 x Boggle
Room Features The ceiling is covered with cracks, and a blood-soaked blanket lies in the
north-east corner of the room
Empty
Room #42 South Entry #1 Stuck Stone Door (DC 20 to break; 60 hp)
Room Features A set of demonic war masks hangs on the east wall, and a briny odor fills
the north side of the room
Monster Wight (cr 3, mm 300) and 14 x Zombie (cr 1/4, mm 316); deadly, 1400 xp
Treasure: 10 cp; 13 sp; 14 sp; 7 gp; 21 cp; 16 sp; 11 gp; 13 gp; 14 cp; 12
gp; 15 gp; 13 gp; 15 cp; 10 gp; 17 cp
Room Features Several iron cages are scattered throughout the room, and someone has
scrawled "right, right, door, left, door, left" on the south wall
Hidden Treasure Hidden (DC 20 to find) Locked Iron Chest (DC 15 to unlock, DC 30 to
break; 60 hp)
800 cp, 6000 sp, 1700 gp, 120 pp, a bone rod engraved with spirals (25
gp), 2 x a scroll of calligraphy (25 gp), a stoneware bowl painted with
pastoral imagery (25 gp), a wooden figurine (of a raven) adorned with
chrysoberyl (25 gp), Potion of Greater Healing (uncommon, dmg 187),
Potion of Water Breathing (uncommon, dmg 188)
Room #44 West Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #23
South Entry Unlocked Stone Door (60 hp)
Room Features Burning torches in iron sconces line the north and south walls, and
someone has scrawled "Abandon all hope" in goblin runes on the east wall
Treasure: 600 cp, 6000 sp, 1900 gp, 70 pp, black onyx (150 gp), 2 x
diamond (100 gp), coral (100 gp), garnet (100 gp), jade (100 gp), jet (100
gp), spinel (100 gp), Spell Scroll (Polymorph) (rare, dmg 200), Potion of
Frost Giant Strength (rare, dmg 187), Potion of Superior Healing (rare, dmg
187)
Room #46 South Entry Locked Stone Door (DC 20 to open)
Trap Barbed Net Trap: DC 15 to find, DC 10 to disable; affects all targets within a
10 ft. square area, DC 10 save or take 2d10 damage and become
restrained
Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 15 to unlock, DC 30 to
break; 60 hp)
900 cp, 9000 sp, 2400 gp, 90 pp, a bone orb inlaid with ornate gold
scrollwork (250 gp), a dragon horn comb engraved with mythical creatures
(250 gp), a fine leather belt tooled with mythical creatures (250 gp), a jasper
puzzle box set with blue sapphire and star sapphire (250 gp), a linen gown
trimmed with squirrel fur (250 gp), a silver torc set with a rosette of
chrysoberyl (250 gp), an electrum ring brooch engraved with draconic runes
(250 gp), an electrum ring brooch set with alexandrite and black pearl (250
gp), Potion of Healing (common, dmg 187)
North Entry #2 Stuck Iron Door (DC 25 to break; 60 hp) (slides up)
Room Features A foul odor fills the room, and a pile of empty bottles lies in the center of the
room
Room #49 West Entry Stuck Iron Door (DC 25 to break; 60 hp) (slides down)
Room Features The floor is covered with bones, and a sundered shield lies in the north side
of the room
Room Features Someone has scrawled "The Golden Scepter is broken" on the south wall,
and the ceiling is covered with bloodstains
Monster Wraith (cr 5, mm 302) and 2 x Specter (cr 1, mm 279); hard, 2200 xp
Monster Fomorian (cr 8, mm 136) and 10 x Boggle (cr 1/8, vgm 128); hard, 4150 xp
Treasure: 1600 cp, 10 ep; 8 gp; 12 sp; 5 ep; 14 cp; 10 gp; 8 gp; 10 gp; 8 sp;
11 sp; 17 cp
Room #52 North Entry Stuck Iron Door (DC 25 to break; 60 hp)
→ Leads to room #24
Monster Neogi (cr 3, vgm 180) and 6 x Neogi Hatchling (cr 1/8, vgm 179); easy, 850
xp
Room #53 South Entry Stuck Iron Door (DC 25 to break; 60 hp)
Room Features The floor is covered in square tiles, alternating white and black, and
someone has scrawled "Never trust an elf" in dwarvish runes on the west
wall
Monster Duergar Stone Guard (cr 2, mtf 191) and 2 x Duergar (cr 1, mm 122); easy,
850 xp
Room #54 East Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #35, inhabited by 2 x Mimic
Room Features Someone has scrawled a large X on the north wall, and the floor is covered
with fungus
Room #55 West Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #33, inhabited by Female Steeder and 13 x Male
Steeder
East Entry Secret (DC 25 to find) Unlocked Stone Door (60 hp)
Ⓢ The door is located several feet above the floor and only four feet high
Empty
Monster Neogi Master (cr 4, vgm 180) and 1 x Umber Hulk (cr 5, mm 292); hard,
2900 xp
Monster Orc Eye of Gruumsh (cr 2, mm 247) and 5 x Orc (cr 1/2, mm 246); easy,
950 xp
Hidden Treasure Hidden (DC 15 to find) Locked Iron Chest (DC 25 to unlock, DC 30 to
break; 60 hp)
700 cp, 8000 sp, 2200 gp, 90 pp, a fine leather coat sewn with silver (250
gp), a lacquered wooden shield brooch set with diamond and ruby (250 gp),
a necklace of amethyst (250 gp), an electrum flower brooch set with
aquamarine and black pearl (250 gp), an electrum rapier engraved with
arcane runes (250 gp), Potion of Diminution (rare, dmg 187), Potion of
Frost Giant Strength (rare, dmg 187)
Monster Quaggoth Thonot (cr 3, mm 256) and 5 x Quaggoth (cr 2, mm 256); deadly,
2950 xp
Treasure: 500 cp, 5000 sp, 1400 gp, 100 pp, 2 x diamond (100 gp), garnet
(100 gp), 2 x jade (100 gp), 4 x pearl (100 gp), tourmaline (100 gp), Potion
of Resistance (radiant) (uncommon, dmg 188), Spell Scroll (Flaming
Sphere) (uncommon, dmg 200), Keoghtom's Ointment (uncommon, dmg
179)
Hidden Treasure Hidden (DC 15 to find) Trapped and Locked Iron Chest (DC 15 to unlock,
DC 30 to break; 60 hp)
Acid Spray: DC 15 to find, DC 10 to disable; affects all targets within a 20 ft.
cone, DC 13 save or take 2d10 acid damage for 1d4 rounds
700 cp, 3000 sp, 2000 gp, 120 pp, a coral cup engraved with mythical
imagery (250 gp), a gold pendant inlaid with a filigree of platinum (250 gp),
a gold shield brooch inlaid with ornate platinum scrollwork (250 gp), a
moonstone bowl inlaid with a filigree of gold (250 gp), an agateware chalice
adorned with gold and a unicorn in relief (250 gp), an agateware vase
painted with floral imagery (250 gp), an onyx salt cellar set with ruby (250
gp), Spell Scroll (Aura of Life) (rare, dmg 200), Potion of Diminution (rare,
dmg 187), Potion of Gaseous Form (rare, dmg 187)
Room #59 South Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #17, inhabited by Troll and 1 x Ogre
Room Features Someone has scrawled "The Order of the Bell looted this place" on the east
wall, and a dagger hilt lies in the north-east corner of the room
South Entry Secret (DC 15 to find) Unlocked Iron Door (60 hp)
Ⓢ The door is concealed within a horrific torture device
Room Features Several alcoves are cut into the east and west walls, and a group of
monstrous faces have been carved into the west wall
Monster Ghast (cr 2, mm 148) and 5 x Ghoul (cr 1, mm 148); medium, 1450 xp
Room Features A sloped pit lined with iron spikes lies in the north-east corner of the room,
and a stone dais and throne sits in the south-east corner of the room
Monster Drow Priestess of Lolth (cr 8, mm 129) and 1 x Giant Spider (cr 1, mm 328);
hard, 4100 xp
Room #62 South Entry Stuck Stone Door (DC 20 to break; 60 hp)
Room Features A stream of acid flows along a channel in the floor, and someone has
scrawled an arrow pointing up on the east wall
Room #63 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)
→ Leads to room #43
Room Features The south and east walls are covered with veins of black crystal, and
several pieces of blood-soaked clothing are scattered throughout the room
Room #64 West Entry Stuck Iron Door (DC 25 to break; 60 hp)
East Entry Archway
→ Leads to room #47, inhabited by Draegloth
Room Features A mural of legendary monsters covers the ceiling, and a large kiln and coal
bin sit in the north side of the room
Treasure: 18 sp; 11 sp; 21 cp; 9 gp; 13 cp; 16 gp; 3 ep; 8 gp; 1 pp; 19 sp
Room #65 West Entry #1 Trapped and Stuck Iron Door (DC 25 to break; 60 hp) (slides up)
Ⓣ One-way Door: DC 15 to find, DC 15 to disable
West Entry #3 Secret (DC 15 to find) Trapped and Unlocked Stone Door (60 hp)
Ⓢ The door is located near the ceiling and opened by pulling an iron
sconce
Ⓣ Acid Spray: DC 10 to find, DC 15 to disable; affects all targets within a
20 ft. cone, DC 14 save or take 2d10 acid damage for 1d4 rounds
East Entry Trapped and Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
Ⓣ Arrow Trap: DC 15 to find, DC 15 to disable; +7 to hit against one
target, 4d10 piercing damage
→ Leads to room #4
South Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #5, inhabited by Female Steeder and 15 x Male Steeder
Monster Grick Alpha (cr 7, mm 173) and 1 x Grick (cr 2, mm 173); hard, 3350 xp
Room Features A narrow ledge runs along the north and west walls, and someone has
scrawled "There is no way out" on the east wall
Room #67 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
→ Leads to room #35, inhabited by 2 x Mimic
Room Features A fountain and statue of a God of Chaos sits in the south side of the room,
and a foul odor fills the room
Monster Myconid Sovereign (cr 2, mm 232) and 12 x Myconid Adult (cr 1/2, mm
232); hard, 1650 xp
Treasure: 12 gp; 6 ep; 8 sp; 9 gp; 16 sp; 12 sp; 16 sp; 10 ep; 21 cp; 10 sp;
6 pp; 11 sp; 9 gp
Room #68 West Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
(slides up)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +6 to hit against one
target, 4d10 slashing damage
East Entry Trapped and Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
Ⓣ Rune of Fear: DC 10 to find, DC 15 to disable; affects all targets within
10 ft., DC 15 save or become frightened for 1d4 rounds
Treasure: 20 cp; 19 cp; 10 gp; 18 cp; 8 gp; 6 gp; 6 gp; 10 sp; 7 cp; 6 pp
Room #69 North Entry Stuck Stone Door (DC 20 to break; 60 hp)
Room Features Someone has scrawled "Upon the solstice in the Year of Aether, in the
Mountains of Time, the Tree of Flames shall be lost" on the north wall, and
an overwhelming stench fills the south-west corner of the room
South Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
(magically reinforced, disadvantage to break)
Ⓣ Contact Poison: DC 15 to find, DC 15 to disable; affects each creature
which touches the trigger, DC 10 save or take 2d10 damage
→ Leads to room #73
Room Features A shallow pit lies in the center of the room, and several pieces of trash are
scattered throughout the room
Room Features The floor is covered in square tiles, alternating white and black, and
someone has scrawled "Sharpen thy spear and ready thy shield" on the
south wall
Empty
Room #73 North Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
(magically reinforced, disadvantage to break)
Ⓣ Contact Poison: DC 15 to find, DC 15 to disable; affects each creature
which touches the trigger, DC 10 save or take 2d10 damage
→ Leads to room #70
Room Features Several alcoves are cut into the east and west walls, and a rusted iron box
lies in the south-east corner of the room
Some content used under the terms of the Open Gaming License