The Caves of the Fighting Friends

Level 7

General
Dungeon History These caves have been around for ages, but was only discovered by the Fighting Friends about 23 years ago. They are responsible for the doors and other constructions.
Dungeon Walls The surrounding rock is limestone. (DC 18 to climb)
Dungeon Floor Limestone
Temperature Cool
Illumination Dark (individual creatures may carry lights)
Room #1
North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry Trapped and Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Ⓣ   One-way Door: DC 15 to find, DC 10 to disable


Trap Heavy 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., 4d10 bludgeoning damage and knocked prone
Room #2
North Entry #1 Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)

Ⓣ   Ice Dart Trap: DC 20 to find, DC 15 to disable; +11 to hit against one target, 10d10 cold damage

→   Leads to room #13

North Entry #2 Stuck Simple Wooden Door (DC 10 to break; 10 hp)
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→   Leads to room #7


Empty  
Room #3
North Entry Secret (DC 25 to find) Trapped and Unlocked Strong Wooden Door (20 hp)

Ⓢ   The door is concealed behind a statue of a demonic sorceress, and opened by moving her hand

Ⓣ   Ice Dart Trap: DC 10 to find, DC 10 to disable; +6 to hit against one target, 4d10 cold damage


The magic orb that contains the Beast Lord is hanging in mid air in this room. It can be broken only by a bear attacking the sphere.
South Entry Secret (DC 15 to find) Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)

Ⓢ   The door is located several feet above the floor and concealed behind a pile of broken stone

Ⓣ   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

→   Leads to room #10


Hidden Treasure Hidden (DC 20 to find) Unlocked Simple Wooden Chest (10 hp)

400 cp, 7000 sp, 1500 gp, 30 pp

Room #4
East Entry Secret (DC 25 to find) Locked Good stone Door (DC 15 to open, DC 15 to break; 15 hp)
This is the entrance to what the Friends considered their secret lair. The secret consists of rooms 1, 2, 3, 4, 7, 10, 12, 13, 15.

Ⓢ   The door is concealed behind a statue of 5 people toasting with wine, and opened by filling one of the stone
glasses with a liquid (like wine).

South Entry Trapped and Locked Strong stone Door (to open,  Pour wine in the glasses of the statues DC 20 to break; 60 hp)

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


Room Features A tapestry of a legendary battle hangs from the north wall, and several headless statues are scattered throughout the room
Room #5
North Entry Archway
West Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)
East Entry Secret Stone Door   (DC 15 to locate, DC 15 to open, DC 10 to break; 10 hp)

→   Leads to room #14


Empty  
Room #6
North Entry Archway
West Entry Stuck Iron Door (DC 25 to break; 60 hp)
East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)
South Entry Secret (DC 15 to find) Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)

Ⓢ   The door is concealed behind a tapestry of armored fighters standing back to back against a foe not seen.
There are 3 stuffed giant ants in the W. area of this cavern. There is a big round table with 6 chairs in the center of the room.

There is a downward slope across the rooms behind this door such that room 9 is 12' lower than this room.

→   Leads to room #14


Room Features A narrow ledge runs along the north and west walls, and a rusted chain shirt lies in the north-west corner of the room
Room #7
North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→   Leads to room #2

West Entry #1 Archway
West Entry #2 Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
East Entry Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)

→   Leads to room #9

South Entry Secret (DC 15 to find) Unlocked Stone Door (60 hp)

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


Empty  
Room #8
South Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→   Leads to room #9


Room Features A tapestry of legendary monsters hangs from the west wall, and a circle of tall stalagties stands in the center of the room
Room #9
North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→   Leads to room #8

North Entry #2 Archway

→   Leads to room #11


Room Features The room has dozens of stalagtites and stalagmites forcing you to move around them to get to room 8
A magical mirror on the west wall answers questions with lies and falsehoods, and a wooden platform hangs over a deep pit in the south side of the room
Room #10
North Entry Secret (DC 15 to find) Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)

Ⓢ   The door is located several feet above the floor and concealed behind a pile of broken stone

Ⓣ   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

→   Leads to room #3

South Entry Trapped and Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)

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

YOCHLOL
Medium fiend (demon, shapechanger), chaotic evil
Armor Class 15 (n atural armor)
Hit Points 136 (1 6d8 + 64)
Speed 30ft., climb 30ft.
STR 15 (+2) DEX 14 (+2) CON 18 (+4) INT 13 (+1) WIS 15 (+2) CHA 15 (+2)
Saving Throws Dex +6, lnt +5, Wis +6, Cha +6
Skills Deception +10, Insight +6

Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from non magical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120ft., passive Perception 12
Languages Abyssal, Elvish, Undercommon
Challenge 10 (5,900 XP)
Shapechanger. The yochlol can use its action to polymorph
into a form that resembles a female drow or giant s pider, or
back into its true form . Its stati stics are the same in each form.
Any equipment it is wearing or carrying isn't transformed. It
reverts to its true form if it dies.
Magic Resistance. The yochlol has advantage on saving throws
against spells and other magical effects.
Spider Climb. The yochlol can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.
Innate Spellcasting. The yochlol's spellcasting ability is
Charisma (spell save DC 14). The yochlol can innately cast the
following spells, requiring no material components:
At will: detect thoughts, web
1fday: dominate person
Web Walker. The yochlol ignores movement restrictions caused
by webbing.
ACTIONS
Multiattack. The yochlol makes two melee attacks.
Slam (Bite in Spider Form). Melee Weapon Attack: +6 to hit,
reach 5 ft. (10ft. in demon form}, one target. Hit: 5 (1d6 + 2)
bludgeoning (piercing in spider form) damage plus 21 (6d6)
poison damage.
Mist Form. The yochlol transforms into toxic mist or reverts to
its true form. Any equipment it is wearing or carrying is also
transformed. It reverts to its true form if it dies.
While in mist form, the yochlol is incapacitated and can't
speak. It has a flyin g speed of 30 feet, can hover, and can
pass through any space that isn't airtight. It has advantage on
Strength, Dexterity, and Constitution saving throws, and it is
immune to nonmagical damage.
While in mist form, the yochlol can enter a creature's space
and stop there. Each time that creature starts its turn with
the yochlol in its space, the creature must succeed on a DC
14 Constitution saving throw or be poisoned until the start
of its next turn. While poisoned in this way, the target is
incapacitated.
Empty  
Room #11
North Entry Locked Good Wooden Door (DC 10 to open, DC 15 to break; 15 hp)

→   Leads to room #14

South Entry Archway

→   Leads to room #9



This was the game room. There are 2 tables and 4 chairs with chess boards and backgammon boards inlaid into the table tops.
Room #12
South Entry Trapped and Unlocked Strong Wooden Door (20 hp)

Ⓣ   Symbol of Panic: DC 15 to find, DC 10 to disable; affects all targets within 10 ft., DC 15 save or become frightened for 1d4 rounds


Empty  
Room #13
North Entry #1 Stuck Good Wooden Door (DC 15 to break; 15 hp) (slides down)
North Entry #2 Secret (DC 20 to find) Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)

Ⓢ   The door is concealed behind a statue of an armored warrior, and opened by moving his sword

West Entry Unlocked Simple Wooden Door (10 hp)

→   Leads to room #3

South Entry Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)

→   Leads to room #2

YOCHLOL
Medium fiend (demon, shapechanger), chaotic evil
Armor Class 15 (n atural armor)
Hit Points 136 (1 6d8 + 64)
Speed 30ft., climb 30ft.
STR 15 (+2) DEX 14 (+2) CON 18 (+4) INT 13 (+1) WIS 15 (+2) CHA 15 (+2)
Saving Throws Dex +6, lnt +5, Wis +6, Cha +6
Skills Deception +10, Insight +6

Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from non magical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120ft., passive Perception 12
Languages Abyssal, Elvish, Undercommon
Challenge 10 (5,900 XP)
Shapechanger. The yochlol can use its action to polymorph
into a form that resembles a female drow or giant s pider, or
back into its true form . Its stati stics are the same in each form.
Any equipment it is wearing or carrying isn't transformed. It
reverts to its true form if it dies.
Magic Resistance. The yochlol has advantage on saving throws
against spells and other magical effects.
Spider Climb. The yochlol can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.
Innate Spellcasting. The yochlol's spellcasting ability is
Charisma (spell save DC 14). The yochlol can innately cast the
following spells, requiring no material components:
At will: detect thoughts, web
1fday: dominate person
Web Walker. The yochlol ignores movement restrictions caused
by webbing.
ACTIONS
Multiattack. The yochlol makes two melee attacks.
Slam (Bite in Spider Form). Melee Weapon Attack: +6 to hit,
reach 5 ft. (10ft. in demon form}, one target. Hit: 5 (1d6 + 2)
bludgeoning (piercing in spider form) damage plus 21 (6d6)
poison damage.
Mist Form. The yochlol transforms into toxic mist or reverts to
its true form. Any equipment it is wearing or carrying is also
transformed. It reverts to its true form if it dies.
While in mist form, the yochlol is incapacitated and can't
speak. It has a flyin g speed of 30 feet, can hover, and can
pass through any space that isn't airtight. It has advantage on
Strength, Dexterity, and Constitution saving throws, and it is
immune to nonmagical damage.
While in mist form, the yochlol can enter a creature's space
and stop there. Each time that creature starts its turn with
the yochlol in its space, the creature must succeed on a DC
14 Constitution saving throw or be poisoned until the start
of its next turn. While poisoned in this way, the target is
incapacitated.
Hidden Treasure Trapped and Locked Good Wooden Chest (DC 25 to unlock, DC 20 to break; 15 hp)

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


900 cp, 6006 sp, 110 gp, 44 pp, Iron Dice (pair) (25 gp), Fine Cloth Vest trimmed with Fox Fur (25 gp), Leather Belt with Brass Buckle (25 gp), Rabbit Fur Shortsword Scabbard (25 gp), Brass Bell (25 gp), Silver Rapier (25 gp)

Room #14
North Entry Secret (DC 15 to find) Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)

Ⓢ  The door is concealed behind a tapestry of armored fighters standing back to back against a foe not seen.

The room was the armory. Wooden stands for weapons and manikins for armor are in good shape but the weapons and armor is gone.

→   Leads to room #6

West Entry Secret stone door slides into the wall. Locate DC15 Open DC 12 (DC 10 to break; 10 hp)

→   Leads to room #5

South Entry #1 Trapped and Unlocked Stone Door (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

→   Leads to room #11


Empty  
Room #15
North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)
East Entry Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)

Room Features Skeletons hang from chains and manacles against the east and west walls, and rusting iron spikes line the north and south walls
Trap Poisoned Net Trap: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 14 save or take 4d10 poison damage and become restrained, half damage on a successful save
Hidden Treasure Hidden (DC 20 to find) Locked Strong Wooden Chest (DC 15 to unlock, DC 25 to break; 20 hp)

1100 cp, 8000 sp, 2500 gp, 90 pp, Bronze Amulet inlaid with Bronze (250 gp), Ornate Silver Mirror set with Turquoise (250 gp), Carved Wooden Staff studded with Gold (250 gp), Gilded Wooden Dice (pair) set with Zircon (250 gp)

Room #16
South Entry #1 Stuck Iron Door (DC 25 to break; 60 hp)
South Entry #2 Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)

Room Features A stone dais and throne sits in the north-west corner of the room, and the south and west walls are covered with bloodstains