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 |
|