The Dread Hive of Nightmares

Level 4

A group of demonic faces have been carved
          into the walls A group of demonic faces have been carved
          into the walls A group of demonic faces have been carved
          into the walls An iron chandelier hangs from the ceiling
          here An iron chandelier hangs from the ceiling
          here An iron chandelier hangs from the ceiling
          here Acid Spray Acid Spray Acid Spray Net Trap Net Trap Net Trap Someone has scrawled "Save yourself,
          kill the others" in blood here Someone has scrawled "Save yourself,
          kill the others" in blood here A tile labyrinth covers the floor A tile labyrinth covers the floor Part of the ceiling has collapsed into the
          corridor Part of the ceiling has collapsed into the
          corridor Chain Flail Chain Flail Someone has scrawled "The Hammers of
          Cabrycg looted this place" here Someone has scrawled "The Hammers of
          Cabrycg looted this place" here Skeletons hang from chains and manacles
          against the walls Skeletons hang from chains and manacles
          against the walls The walls here have been engraved with
          geometric patterns The walls here have been engraved with
          geometric patterns Falling Block Falling Block An iron chandelier hangs from the ceiling
          here An iron chandelier hangs from the ceiling
          here 50' x 70', Wight and 1 x Zombie 50' x 70', Ghast and 2 x Ghoul 110' x 110', Empty 90' x 70', Empty 110' x 90', 1 x Banshee 50' x 50', 1 x Deathlock Wight 70' x 30', Vampiric Mist and 1 x Ghoul 30' x 50', Empty 30' x 110', Empty 90' x 70', Empty Stuck Good Wooden Door (DC 15 to
          break; 15 hp) Stuck Iron Door (DC 25 to break; 60
          hp) Unlocked Simple Wooden Door (10 hp) Unlocked Simple Wooden Door (10 hp) Archway Unlocked Simple Wooden Door (10 hp) Unlocked Simple Wooden Door (10 hp) Stuck Strong Wooden Door (DC 15 to
          break; 20 hp) Stuck Good Wooden Door (DC 15 to
          break; 15 hp) Archway Stuck Simple Wooden Door (DC 10 to
          break; 10 hp) Stuck Simple Wooden Door (DC 10 to
          break; 10 hp) Stuck Simple Wooden Door (DC 10 to
          break; 10 hp) Unlocked Simple Wooden Door (10 hp) Stuck Stone Door (DC 20 to break; 60
          hp) Stuck Simple Wooden Door (DC 10 to
          break; 10 hp) Stuck Simple Wooden Door (DC 10 to
          break; 10 hp) Archway Archway Stuck Good Wooden Door (DC 15 to
          break; 15 hp) Stuck Stone Door (DC 20 to break; 60
          hp) Unlocked Iron Door (60 hp) Stuck Strong Wooden Door (DC 15 to
          break; 20 hp) Stuck Simple Wooden Door (DC 10 to
          break; 10 hp) Stuck Strong Wooden Door (DC 15 to
          break; 20 hp) Stuck Simple Wooden Door (DC 10 to
          break; 10 hp) Stuck Simple Wooden Door (DC 10 to
          break; 10 hp) Unlocked Simple Wooden Door (10 hp)
General
Dungeon History This is not a dungeon as such as it is formed from the Vast Roots of the Parentree.
Dungeon Walls Hollowed out gigantic roots. They are off white in color like the rest of the dead tree. (DC 15 to climb)
Dungeon Floor Sawdust, wood clippings, pine needles and other organics to level out what used to be a circular passage. This makes the passages arched to a varying hight. To determine the height it is either 10' or 4+3d6 feet high if you want to mix it up.
Temperature Average
Illumination A yellow spot on the map indicates a glow rock that illuminates 60'. It is dark other than that.
Corridors
a A group of demonic faces (grafette) have been carved into the walls
c An carved wood chandelier hangs from the ceiling here with 6 light rocks in it
e Elf skeleton very old and very delicate
i a clear spot where the wood of the floor is visible and the passage is truly circular
m Someone has scrawled "Save yourself, kill the others" in blood here
n A wooden parquet covers the floor
r Part of the ceiling has collapsed into the corridor
s Chain Flail: DC 10 to find, DC 10 to disable; initiative +4, 1 attack per round, +7 to hit against all targets within 5 ft., 2d10 bludgeoning damage
u Someone has scrawled "The end is neigh" here
v 8 Skeletons clinging to each other are in the center of the passage.
w The walls here have been engraved with geometric patterns
x Falling Ceiling: Will collapse from the surface: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 17 save or take 4d10 damage
z An iron chandelier hangs from the ceiling here
Wandering
Monsters

  1. ld20 treants or ld6 dryads
  2. 1d4 evil pixies
  3. ld4 giant (poisonous) snakes
  4. ld6 lycanthropes (werebears)
  5. 1dlO large spiders or Id6 skunks
  6. 2d12 giant centipedes or stag beetles
  7. 4d4 wild dogs
  8. 2d10 large spiders or wolves
  9. 4d4 stirges' or ld4 + 1 owlbears
  10. ld6 wild boars or Id12 firestars:
  11. 2d4 trolls or ld8 living webs
  12. 4d4 stirges'
  13. ld4 +l owlbears or giant ants
  14. 1 bear (ld3 black or Id6 brown)
  15. DM Choice
  16. 1d 10 large spiders
  17. 4d4 stirges- or ld8 giant weasels
  18. 4d4 gnolls or Zd4 shadows
  19. Id12 giant toads or Id8 living webs
  20. Id2 wild weasels or ld6
Room #1
West Entry Unlocked Simple Wooden Door (10 hp)
East Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
East Entry #2 Stuck Iron Door (DC 25 to break; 60 hp)

Room Features Goblin Skeletons litter the floor and several broken arrows are scattered throughout the room
Monster Wild Dog lair (5 sfult, 4 pups)
Room #2
North Entry Unlocked Simple Wooden Door (10 hp)
South Entry Archway

Room Features Someone has scrawled a arcane symbol on the south wall, and a sundered shield lies in the west side of the room
Monster Ghast (cr 2, mm 148) and 2 x Ghoul (cr 1, mm 148); 850 xp
Room #3
North Entry Unlocked Simple Wooden Door (10 hp)
East Entry Unlocked Simple Wooden Door (10 hp)
South Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp)
South Entry #2 Stuck Strong Wooden Door (DC 15 to break; 20 hp)
South Entry #3 Archway

Room Features A tile mosaic of geometric patterns covers the floor, and someone has scrawled "The gold is cursed" in ork runes on the north wall
Room #4
East Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
East Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Empty This room contains  the teleport circle that goes to Corellon Grove outside the city.
Surrounding it are the remains of Elvin Fire liquid to be used if something undesired came through the portal.
Every wall is covered in elf writing written in blood. It is the story of the life of the skeleton. His name was Ebringor.
He was an Elf Priest of Corellon, NG. Str 5, Dex 7, Con 8, Int 11, Wis 9, Cha 14. Ebringor had red hair and amber eyes, and wears glasses with bronze rims. He wears fine clothing and an ring of sustenance. He volunteered to stay behind to close the doors with the stones, watch for Tport intruders and stay on guard as long as possible. It was done very much reacting to the surprise of the attack on the city and he brought nothing with him before he was trapped. He stood guard for 465 years (as far as he knows) then chose to end the boredom by nicking his jugular veins with a quill he brought with him.
The doors are completely closed by huge blocks of stone leaning against them. It will take a combined strength roll of 30 to pull one away from the door.
There is a skeleton lying composedly in the SW corner of the room Its legs are straight, the arms crossed on the chest and the head is lying on a pile of ancient fabric. A rust colored pool of blood covers the floor around his head. Carefully drawn near the feet there is elfin writing in blood the words "I regret NOTHING!"
Room #5
North Entry Stuck Stone Door (DC 20 to break; 60 hp)
West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
East Entry Unlocked Simple Wooden Door (10 hp)

Room Features A mouldy odor fills the room, and a charred blanket lies in the north side of the room
Monster 1 x Banshee (cr 4, mm 23); 1100 xp
Room #6
North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
North Entry #2 Archway
West Entry #1 Archway
West Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)

Room Features Lit candles are scattered across the floor, and a pile of corroded iron spikes lies in the center of the room
Monster Non Hostile elf ghost scares them and tries to speak but can't
Room #7
West Entry Stuck Stone Door (DC 20 to break; 60 hp)

Monster Vampiric Mist (cr 3, mtf 246) and 1 x Ghoul (cr 1, mm 148); 900 xp
Room #8
West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
East Entry Unlocked Iron Door (60 hp)

Room Features Spirals of black stones cover the floor, and someone has scrawled "Merard was here" on the east wall
Room #9
North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Room Features A sloped pit lined with iron spikes lies in the south-west corner of the room, and someone has scrawled an arrow pointing up on the south wall
Room #10
North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
East Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry Unlocked Simple Wooden Door (10 hp)

Empty