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a
Level 2

General Dungeon History The dungeon was created by a cult


of elemental earth as a death trap.
Its creators were destroyed by
attacking raiders, and the dungeon
has been attacked and abandoned
many times since then.
Dungeon Walls Superior Masonry (DC 20 to climb)
Dungeon Floor Flagstone

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Temperature Warm
Illumination Average (shadowy in corridors,
lamps or torches in most rooms)

Corridors a A fountain of water sits in an alcove


here
c A narrow shaft falls into the corridor
from above
e A whistling noise fills the corridor
i Someone has scrawled "Ziva stands
here, slain by a basilisk" here

Wandering 1 4 x Gas Spore (cr 1/2, mm 138),


Monsters scouting from another part of the
dungeon
2 Goblin Boss (cr 1, mm 166) and 2 x
Goblin (cr 1/4, mm 166), actively
patrolling their territory
3 3 x Giant Wasp (cr 1/2, mm 329),
wandering senselessly
4 3 x Piercer (cr 1/2, mm 252),
scavenging for food and treasure
5 1 x Giant Toad (cr 1, mm 329),
returning to their lair with plunder
6 Ettercap (cr 2, mm 131) and 1 x
Giant Wolf Spider (cr 1/4, mm 330),
wielding bizarre eldritch powers

Room #1 North Entry #1 Trapped and Stuck Stone Door (DC


20 to break; 60 hp)
Ⓣ Earthmaw Trap: DC 10 to find,
DC 15 to disable; +5 to hit
against one target, 1d10
piercing damage
North Entry #2 Locked Simple Wooden Door (DC 10
to open, DC 15 to break; 10 hp)
North Entry #3 Locked Strong Wooden Door (DC 10
to open, DC 20 to break; 20 hp)
South Entry #1 Trapped and Stuck Simple Wooden
Door (DC 10 to break; 10 hp)
Ⓣ One-way Door: DC 10 to find,
DC 10 to disable
South Entry #2 Secret (DC 20 to find) Unlocked
Good Wooden Door (15 hp) (slides
to one side)

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Ⓢ The door is concealed within the


mouth of a demonic face carved
from stone
South Entry #3 Secret (DC 20 to find) Unlocked
Stone Door (60 hp)
Ⓢ The door is opened by standing
on a small floor tile

Empty

Room #2 North Entry #1 Trapped and Stuck Stone Door (DC


20 to break; 60 hp)
Ⓣ Arrow Trap: DC 10 to find, DC
10 to disable; +8 to hit against
one target, 2d10 piercing
damage
North Entry #2 Secret (DC 15 to find) Stuck Strong
Wooden Door (DC 15 to break; 20
hp)
Ⓢ A bookcase and concealed door
pivots smoothly
East Entry Trapped and Stuck Good Wooden
Door (DC 15 to break; 15 hp)
Ⓣ Rune of Fear: DC 15 to find, DC
10 to disable; affects all targets
within 10 ft., DC 11 save or
become frightened for 1d4
rounds

Monster Goblin Boss (cr 1, mm 166) and 1 x


Goblin (cr 1/4, mm 166); 250 xp

Room #3 North Entry #1 Trapped and Locked Strong Wooden


Door (DC 20 to open, DC 20 to
break; 20 hp)
Ⓣ One-way Door: DC 10 to find,
DC 10 to disable
North Entry #2 Locked Stone Door (DC 10 to open,
DC 25 to break; 60 hp) (slides to one
side)
South Entry Locked Iron Door (DC 10 to open,
DC 30 to break; 60 hp) (slides down)

Monster 1 x Wererat (cr 2, mm 209) and 1 x


Giant Rat (cr 1/8, mm 327); 475 xp

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Room #4 North Entry Secret (DC 25 to find) Stuck Iron


Door (DC 25 to break; 60 hp)
Ⓢ The door is located near the
ceiling and concealed behind an
area of fungus
East Entry Trapped and Locked Simple Wooden
Door (DC 15 to open, DC 15 to
break; 10 hp)
Ⓣ Thunderstone Mine: DC 10 to
find, DC 10 to disable; affects all
targets within 20 ft., DC 14 save
or take 2d10 thunder damage
and become deafened for 1d4
rounds
→ Leads to room #5, inhabited by 1
x Gelatinous Cube
South Entry #1 Locked Iron Door (DC 10 to open,
DC 30 to break; 60 hp)
South Entry #2 Locked Stone Door (DC 10 to open,
DC 25 to break; 60 hp)

Room Features A stone ramp ascends towards the


north wall, and a large kiln and coal
bin sit in the center of the room

Room #5 North Entry Trapped and Unlocked Simple


Wooden Door (10 hp)
Ⓣ Contact Poison: DC 15 to find,
DC 10 to disable; affects each
creature which touches the
trigger, DC 18 save or take 4d10
damage
West Entry #1 Secret (DC 20 to find) Stuck Good
Wooden Door (DC 15 to break; 15
hp)
Ⓢ The door is concealed behind a
statue of an elemental
salamander, and opened by
setting it aflame
→ Leads to room #11, inhabited by
1 x Carrion Crawler
West Entry #2 Trapped and Locked Simple Wooden
Door (DC 15 to open, DC 15 to
break; 10 hp)
Ⓣ Thunderstone Mine: DC 10 to
find, DC 10 to disable; affects all

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targets within 20 ft., DC 14 save


or take 2d10 thunder damage
and become deafened for 1d4
rounds
→ Leads to room #4
East Entry #1 Trapped and Unlocked Iron Door (60
hp)
Ⓣ One-way Door: DC 15 to find,
DC 15 to disable
→ Leads to room #12
East Entry #2 Locked Good Wooden Door (DC 10
to open, DC 15 to break; 15 hp)

Monster 1 x Gelatinous Cube (cr 2, mm 242);


450 xp

Room #6 North Entry Locked Iron Door (DC 15 to open,


DC 30 to break; 60 hp)
→ Leads to room #8
West Entry #1 Locked Iron Door (DC 20 to open,
DC 30 to break; 60 hp)
→ Leads to room #9, inhabited by 4
x Gas Spore
West Entry #2 Trapped and Stuck Simple Wooden
Door (DC 10 to break; 10 hp) (slides
to one side)
Ⓣ Contact Poison: DC 10 to find,
DC 10 to disable; affects each
creature which touches the
trigger, DC 13 save or take 2d10
damage
→ Leads to room #11, inhabited by
1 x Carrion Crawler
East Entry Locked Iron Door (DC 20 to open,
DC 30 to break; 60 hp)

Room Features A stack of rotting wooden crates


stands against the north wall, and
someone has scrawled a draconic
face on the west wall
Monster 1 x Ghoul (cr 1, mm 148); 200 xp

Room #7 North Entry #1 Locked Iron Door (DC 10 to open,


DC 30 to break; 60 hp)
→ Leads to room #8

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North Entry #2 Locked Strong Wooden Door (DC 10


to open, DC 20 to break; 20 hp)
West Entry #1 Secret (DC 25 to find) Stuck Good
Wooden Door (DC 15 to break; 15
hp)
Ⓢ The door is concealed within the
mouth of a demonic face carved
from stone
West Entry #2 Secret (DC 15 to find) Trapped and
Unlocked Good Wooden Door (15
hp)
Ⓢ The door is concealed by an
illusion
Ⓣ Guillotine Blade: DC 15 to find,
DC 10 to disable; +4 to hit
against one target, 1d10
slashing damage
East Entry Trapped and Stuck Simple Wooden
Door (DC 10 to break; 10 hp)
Ⓣ Falling Block: DC 10 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 #12

Room Features A magical shrine in the south-west


corner of the room summons an air
elemental to serve whomever offers
a prayer (but only once), and a group
of demonic faces have been carved
into the east wall

Room #8 West Entry Trapped and Stuck Stone Door (DC


20 to break; 60 hp)
Ⓣ Contact Poison: DC 15 to find,
DC 15 to disable; affects each
creature which touches the
trigger, DC 10 save or take 1d10
damage
East Entry Trapped and Stuck Iron Door (DC 25
to break; 60 hp)
Ⓣ Guillotine Blade: DC 10 to find,
DC 15 to disable; +12 to hit
against one target, 4d10
slashing damage

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South Entry #1 Locked Iron Door (DC 15 to open,


DC 30 to break; 60 hp)
→ Leads to room #6, inhabited by 1
x Ghoul
South Entry #2 Locked Iron Door (DC 10 to open,
DC 30 to break; 60 hp)
→ Leads to room #7

Room Features A faded and torn tapestry hangs


from the north wall, and a creaking
sound can be faintly heard near the
south wall

Room #9 North Entry Locked Strong Wooden Door (DC 20


to open, DC 20 to break; 20 hp)
West Entry Trapped and Unlocked Strong
Wooden Door (20 hp)
Ⓣ Fire Spray: DC 20 to find, DC 15
to disable; affects all targets
within a 20 ft. cone, DC 16 save
or take 4d10 fire damage
East Entry Locked Iron Door (DC 20 to open,
DC 30 to break; 60 hp)
→ Leads to room #6, inhabited by 1
x Ghoul
South Entry Trapped and Unlocked Iron Door (60
hp)
Ⓣ Acid Spray: DC 15 to find, DC 15
to disable; affects all targets
within a 20 ft. cone, DC 11 save
or take 1d10 acid damage for
1d4 rounds
→ Leads to room #11, inhabited by
1 x Carrion Crawler

Room Features A simple fireplace sits against the


west wall, and the ceiling is covered
with scorch marks
Monster 4 x Gas Spore (cr 1/2, mm 138); 400
xp

Room #10 East Entry Secret (DC 15 to find) Stuck Simple


Wooden Door (DC 10 to break; 10
hp)
Ⓢ The door is concealed within a
mosaic of geometric patterns

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South Entry Trapped and Unlocked Iron Door (60


hp)
Ⓣ Rune of Confusion: DC 20 to
find, DC 10 to disable; affects all
targets within 10 ft., DC 15 save
or become confused (phb 224)
for 1d4 rounds
→ Leads to room #12

Room Features A corpse lies in front of an open


chest in the west side of the room,
and a pile of rotten bread lies in the
south side of the room

Room #11 North Entry Trapped and Unlocked Iron Door (60
hp)
Ⓣ Acid Spray: DC 15 to find, DC 15
to disable; affects all targets
within a 20 ft. cone, DC 11 save
or take 1d10 acid damage for
1d4 rounds
→ Leads to room #9, inhabited by 4
x Gas Spore
East Entry #1 Trapped and Stuck Simple Wooden
Door (DC 10 to break; 10 hp) (slides
to one side)
Ⓣ Contact Poison: DC 10 to find,
DC 10 to disable; affects each
creature which touches the
trigger, DC 13 save or take 2d10
damage
→ Leads to room #6, inhabited by 1
x Ghoul
East Entry #2 Secret (DC 20 to find) Stuck Good
Wooden Door (DC 15 to break; 15
hp)
Ⓢ The door is concealed behind a
statue of an elemental
salamander, and opened by
setting it aflame
→ Leads to room #5, inhabited by 1
x Gelatinous Cube

Room Features A stack of barrels filled with sand


stands against the west wall, and a
pile of rotten bread lies in the north
side of the room

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Monster 1 x Carrion Crawler (cr 2, mm 37);


450 xp

Room #12 North Entry Trapped and Unlocked Iron Door (60
hp)
Ⓣ Rune of Confusion: DC 20 to
find, DC 10 to disable; affects all
targets within 10 ft., DC 15 save
or become confused (phb 224)
for 1d4 rounds
→ Leads to room #10
West Entry #1 Trapped and Stuck Simple Wooden
Door (DC 10 to break; 10 hp)
Ⓣ Falling Block: DC 10 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 #7
West Entry #2 Trapped and Unlocked Iron Door (60
hp)
Ⓣ One-way Door: DC 15 to find,
DC 15 to disable
→ Leads to room #5, inhabited by 1
x Gelatinous Cube
East Entry Secret (DC 15 to find) Unlocked
Good Wooden Door (15 hp)
Ⓢ A bookcase and concealed door
pivots smoothly

Empty

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