The Tomb of the Lost 05

Level 5

[ dungeon map ]
[ map key ]
Room #1, 50' x 50', EmptyRoom #2, 50' x 50', Wraith and 3 x SpecterRoom #3, 50' x 50', Ghast and 2 x GhoulRoom #4, 50' x 50', EmptyRoom #5, 50' x 50', EmptyRoom #6, 30' x 30', Hidden TreasureRoom #7, 50' x 50', Scythe Blade, Hidden TreasureRoom #8, 30' x 30', EmptyRoom #9, 30' x 50', Allip and 4 x ShadowRoom #10, 30' x 50', 10 x SkeletonRoom #11, 30' x 50', Wraith and 1 x WightRoom #12, 50' x 30', EmptyRoom #13, 50' x 30', EmptyRoom #14, 30' x 50', EmptyRoom #15, 30' x 30', Hidden TreasureRoom #16, 30' x 30', 14 x SkeletonRoom #17, 50' x 30', EmptyRoom #18, 30' x 50', Wraith and 2 x Wight, Scythe BladeRoom #19, 30' x 30', EmptyRoom #20, 30' x 50', 14 x SkeletonUnlocked Simple Wooden Door (10 hp)Unlocked Simple Wooden Door (10 hp)Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) (slides to one side)Unlocked Simple Wooden Door (10 hp)Stuck Iron Door (DC 25 to break; 60 hp)Unlocked Simple Wooden Door (10 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)Secret (DC 15 to find) Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)Trapped and Unlocked Stone Door (60 hp) (slides up)Stuck Simple Wooden Door (DC 10 to break; 10 hp)ArchwayWooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (magically reinforced, disadvantage to break)Unlocked Strong Wooden Door (20 hp)Secret (DC 25 to find) Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Unlocked Simple Wooden Door (10 hp)Secret (DC 20 to find) Trapped and Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides to one side)Trapped and Unlocked Strong Wooden Door (20 hp)Stuck Iron Door (DC 25 to break; 60 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)Stuck Simple Wooden Door (DC 10 to break; 10 hp)ArchwayTrapped and Stuck Stone Door (DC 20 to break; 60 hp)Secret (DC 15 to find) Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)Unlocked Strong Wooden Door (20 hp)Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage to open)ArchwayStuck Simple Wooden Door (DC 10 to break; 10 hp)Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides to one side)Unlocked Simple Wooden Door (10 hp)Unlocked Simple Wooden Door (10 hp)Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)Several square holes are cut into the walls hereFalling Cage Trap
General
HistoryThe dungeon was created by giants as a lair. It was eventually abandoned by its creators, and the dungeon has been attacked and abandoned many times since then.
WallsMasonry (DC 15 to climb)
FloorUneven Flagstone (DC 10 to charge or run)
TemperatureCool
IlluminationShadowy (witchlight every 20 ft.)
Corridor Features
aFalling Cage Trap: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 11 save or become confined
cSeveral square holes are cut into the walls here
Wandering Monsters
1Ghast (cr 2, mm 148) and 5 x Ghoul (cr 1, mm 148); medium, 1450 xp, wandering senselessly
2Spawn of Kyuss (cr 5, motm 225, vgm 192) and 8 x Zombie (cr 1/4, mm 316); deadly, 2200 xp, wandering senselessly
3Wraith (cr 5, mm 302) and 1 x Ghoul (cr 1, mm 148); easy, 2000 xp, wielding bizarre eldritch powers
4Wight (cr 3, mm 300) and 8 x Zombie (cr 1/4, mm 316); medium, 1100 xp, wandering senselessly
5Spawn of Kyuss (cr 5, motm 225, vgm 192); easy, 1800 xp, consumed by disease and madness
65 x Ogre Zombie (cr 2, mm 316); hard, 2250 xp, gathered around an evil shrine
Room #1
West Entry

Unlocked Simple Wooden Door (10 hp)

→   Leads to room #11, inhabited by Wraith and 1 x Wight

East Entry

Unlocked Simple Wooden Door (10 hp)

Room Features

A stone dais and throne sits in the east side of the room, and an unexplained breeze can be felt in the north-west corner of the room

Room #2
East Entry

Unlocked Simple Wooden Door (10 hp)

→   Leads to room #3, inhabited by Ghast and 2 x Ghoul

South Entry

Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp) (slides to one side)

Room Features

A rope ascends to a wooden platform in the center of the room, and a tile mosaic of legendary monsters covers the floor

Monster

Wraith (cr 5, mm 302) and 3 x Specter (cr 1, mm 279); hard, 2400 xp


Treasure: 1000 cp, 40 ep; 11 sp; 13 sp; 10 ep

Room #3
West Entry

Unlocked Simple Wooden Door (10 hp)

→   Leads to room #2, inhabited by Wraith and 3 x Specter

East Entry

Stuck Iron Door (DC 25 to break; 60 hp)

→   Leads to room #4

Room Features

A toppled statue lies in the center of the room, and a rotting odor fills the room

Monster

Ghast (cr 2, mm 148) and 2 x Ghoul (cr 1, mm 148); easy, 850 xp


Treasure: 12 sp; 14 cp; 10 cp

Room #4
North Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

→   Leads to room #17

West Entry

Stuck Iron Door (DC 25 to break; 60 hp)

→   Leads to room #3, inhabited by Ghast and 2 x Ghoul

South Entry

Unlocked Simple Wooden Door (10 hp)

→   Leads to room #18, inhabited by Wraith and 2 x Wight

Empty 
Room #5
West Entry

Secret (DC 15 to find) Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)

Ⓢ   A bookcase and concealed door pivots smoothly

East Entry

Archway

South Entry #1

Trapped and Unlocked Stone Door (60 hp) (slides up)

Ⓣ   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

→   Leads to room #6

South Entry #2

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→   Leads to room #15

Empty 
Room #6
North Entry

Trapped and Unlocked Stone Door (60 hp) (slides up)

Ⓣ   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

→   Leads to room #5

South Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (magically reinforced, disadvantage to break)

→   Leads to room #20, inhabited by 14 x Skeleton

Hidden Treasure

Hidden (DC 15 to find) Locked Simple Wooden Chest (DC 20 to unlock, DC 15 to break; 10 hp)


700 cp, 5000 sp, 2900 gp, 90 pp, 2 x black onyx (150 gp), 2 x diamond (100 gp), amber (100 gp), amethyst (100 gp), chrysoberyl (100 gp), 2 x garnet (100 gp), 2 x tourmaline (100 gp), Armor of Resistance (scale mail, cold) (rare, dmg 152), Censer of Controlling Air Elementals (rare, dmg 158), Cloak of the Bat (rare, dmg 159)

Room #7
West Entry

Unlocked Strong Wooden Door (20 hp)

South Entry

Secret (DC 25 to find) Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)

Ⓢ   A trap door in the floor leads to a short tunnel beneath the wall

Room Features

A magical statue in the south-west corner of the room answers simple questions about the dungeon (points directions), and a foul odor fills the south-west corner of the room

Trap

Scythe Blade: DC 10 to find, DC 10 to disable; +11 to hit against all targets within a 5 ft. arc, 10d10 slashing damage

Hidden Treasure

Trapped and Locked Good Wooden Chest (DC 15 to unlock, DC 20 to break; 15 hp)

Poisoned Arrow Trap: DC 15 to find, DC 15 to disable; +6 to hit against one target, 4d10 piercing/poison damage


400 cp, 4000 sp, 2400 gp, 140 pp, a gilded wooden medallion engraved with mythical imagery (250 gp), a set of a fine steel rapier and dagger inlaid with ornate electrum scrollwork (250 gp), an ivory medallion engraved with arcane runes (250 gp), Javelin of Lightning (uncommon, dmg 178), Sentinel Shield (uncommon, dmg 199)

Room #8
West Entry

Secret (DC 20 to find) Trapped and Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)

Ⓢ   The door is concealed within the mouth of a demonic face carved from stone

Ⓣ   Thunderstone Mine: DC 15 to find, DC 20 to disable; affects all targets within 20 ft., DC 11 save or take 2d10 thunder damage and become deafened for 1d4 rounds

→   Leads to room #12

East Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

South Entry

Unlocked Simple Wooden Door (10 hp)

→   Leads to room #9, inhabited by Allip and 4 x Shadow

Empty 
Room #9
North Entry

Unlocked Simple Wooden Door (10 hp)

→   Leads to room #8

East Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→   Leads to room #20, inhabited by 14 x Skeleton

Room Features

An altar of evil sits in the north-west corner of the room, and someone has scrawled "Abandon all hope" on the west wall

Monster

Allip (cr 5, motm 45, mtf 116) and 4 x Shadow (cr 1/2, mm 269); hard, 2200 xp


Treasure: 150 gp; 15 sp; 19 sp; 23 cp; 19 cp

Room #10
West Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides to one side)

→   Leads to room #19

Room Features

A sloped pit lined with iron spikes lies in the north-west corner of the room, and a rusted axe lies in the east side of the room

Monster

10 x Skeleton (cr 1/4, mm 272); easy, 500 xp


Treasure: 3 pp; 2 pp; 8 ep; 12 cp; 12 gp; 15 sp; 13 sp; 8 gp; 21 cp; 24 cp

Room #11
West Entry #1

Stuck Iron Door (DC 25 to break; 60 hp)

West Entry #2

Trapped and Unlocked Strong Wooden Door (20 hp)

Ⓣ   Contact Poison: DC 10 to find, DC 15 to disable; affects each creature which touches the trigger, DC 15 save or take 4d10 damage

East Entry

Unlocked Simple Wooden Door (10 hp)

→   Leads to room #1

Monster

Wraith (cr 5, mm 302) and 1 x Wight (cr 3, mm 300); hard, 2500 xp


Treasure: 90 ep, 80 gp; 16 sp

Room #12
East Entry

Secret (DC 20 to find) Trapped and Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)

Ⓢ   The door is concealed within the mouth of a demonic face carved from stone

Ⓣ   Thunderstone Mine: DC 15 to find, DC 20 to disable; affects all targets within 20 ft., DC 11 save or take 2d10 thunder damage and become deafened for 1d4 rounds

→   Leads to room #8

South Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→   Leads to room #14

Empty 
Room #13
North Entry

Archway

West Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Room Features

A magical statue in the north-east corner of the room answers questions with insults, and an altar of evil sits in the south-east corner of the room

Room #14
North Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→   Leads to room #12

East Entry

Trapped and Stuck Stone Door (DC 20 to break; 60 hp)

Ⓣ   Acid Spray: DC 15 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

Empty 
Room #15
North Entry #1

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→   Leads to room #5

North Entry #2

Secret (DC 15 to find) Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)

Ⓢ   The door is concealed behind a statue of a terrified maiden, and opened by breaking her neck

Hidden Treasure

Hidden (DC 20 to find) Locked Iron Chest (DC 20 to unlock, DC 30 to break; 60 hp)


400 cp, 4000 sp, 1900 gp, 60 pp, 2 x diamond (100 gp), chrysoberyl (100 gp), garnet (100 gp), 2 x jet (100 gp), 3 x pearl (100 gp), Spell Scroll (Contagion) (rare, dmg 200)

Room #16
West Entry

Unlocked Strong Wooden Door (20 hp)

East Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage to open)

Room Features

A mural of vile acts covers the ceiling, and skeletons hang from chains and manacles against the south and east walls

Monster

14 x Skeleton (cr 1/4, mm 272); easy, 700 xp


Treasure: 10 gp; 7 sp; 4 gp; 10 gp; 10 sp; 18 sp; 7 sp; 16 sp; 9 gp; 6 ep; 16 ep; 9 gp; 14 sp; 17 gp

Room #17
North Entry

Archway

South Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

→   Leads to room #4

Room Features

Someone has scrawled a drawing of a sword on the east wall, and several sundered shields are scattered throughout the room

Room #18
North Entry

Unlocked Simple Wooden Door (10 hp)

→   Leads to room #4

West Entry #1

Locked Stone Door (DC 25 to open, DC 25 to break; 60 hp)

West Entry #2

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Monster

Wraith (cr 5, mm 302) and 2 x Wight (cr 3, mm 300); deadly, 3200 xp


Treasure: 180 gp; 22 cp; 20 cp

Trap

Scythe Blade: DC 15 to find, DC 10 to disable; +8 to hit against all targets within a 5 ft. arc, 4d10 slashing damage

Room #19
North Entry

Unlocked Simple Wooden Door (10 hp)

West Entry

Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides to one side)

→   Leads to room #20, inhabited by 14 x Skeleton

East Entry

Stuck Simple Wooden Door (DC 10 to break; 10 hp) (slides to one side)

→   Leads to room #10, inhabited by 10 x Skeleton

Room Features

Several alcoves are cut into the south wall, and several monstrous corpses are scattered throughout the room

Room #20
North Entry

Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (magically reinforced, disadvantage to break)

→   Leads to room #6

West Entry #1

Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→   Leads to room #9, inhabited by Allip and 4 x Shadow

West Entry #2

Unlocked Simple Wooden Door (10 hp)

East Entry #1

Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)

East Entry #2

Stuck Strong Wooden Door (DC 15 to break; 20 hp) (slides to one side)

→   Leads to room #19

Room Features

The floor is covered in perfect hexagonal tiles, and someone has scrawled "Kurda has no beard" in dwarvish runes on the south wall

Monster

14 x Skeleton (cr 1/4, mm 272); easy, 700 xp


Treasure: 19 cp; 12 cp; 6 pp; 11 ep; 21 sp; 9 gp; 18 cp; 18 sp; 12 ep; 20 sp; 12 gp; 13 gp; 9 sp; 10 sp

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