Why are the room numbers in a jumble on the map ? So the players cannot guess which room number they are in, and try and see the room description behind the DM screen before their characters enter it. Its to cut back on cheating.
Room 1: 40’ × 50’ × 10’ entrance to dungeon level 1.
Stairs lead up to location 6 on the surface. The water is okay to drink. Debris in the room. Door by the water barrel has a pull handle on the left. Door by the stairs has a push plate on the left. The stairs down into Room 1: 45 degree angle, drop 30 feet, stair steps are 42.43 feet long.
Room 2: 30’ × 30’ × 10’ water pool is safe to drink, but the pond walls glow blue.
Door has push plate on left sideRoom 3: 70’ × 70’ × 10’ magic fountain room
drink 1: 5 gold pieces to drinkerdrink 2: one 15 gp gem to drinker
drink 3: +1 to weapon for one game month to drinker
drink 4: drinker glows light blue for one game week
drink 5: +1 to roll 1d4: roll 1 get +1 Str, roll 2 get +1 to Int
roll 3 get +1 Wis, roll 4 get +1 to Con
this is permanent
drink works for drinker only drink 6: 30 gp for each party member. after drink 6 fountain crumbles
Room 4: 50’ × 10’ × 10’ corridor room.
South door has pull handle right side.North door has push plate on right side.
Room 5: 70’ × 10’ × 10’
Spiral stairs down to second dungeon level room 4 Door has push plate on left side.Room 6: cave approximately 190’ × 50’ × 10’
spiral stairs down to dungeon level 2 room 3.Room 7: 30’ × 30’ × 10’ and an odd shaped area
the orange dotted line divides room 7 and room 8.North door pull handle on left side.
Room 8: 70’ × 60’ × 10’ and 20’ × 20’ × 10 and 20’ × 10’ × 10’ statue magic fountain.
Well, the water glows, in a sequence of, green, red, orange, blue, silver. Goes dark for 5 minutes, then repeats.Drinking from this fountain provides good clean water,
but nothing actually happens. The statue spins slowly counter-clockwise.
If asked a question it stops, looks at the questioner, spins clockwise for 1 minute.
Stops, then goes back to slowly spinning counter-clockwise.
They don’t actually do anything… East door: pull handle on left.
West door: pull handle on right.
Room 9: 70’ × 10’ × 10’ corridor room.
Door north end has a push plate on the left.South Door has a push plate on the left.
Room 10: 50’ × 10’ × 10’ corridor room.
North Door has a pull handle on the right.South Door has a push plate on the left.
Room 11: 20’ × 20’ × 10’ – 70’ × 20’ × 10’ + 90’ × 50’ × 10’ + 20’ × 30’ × 11’ + 40’ × 30’ × 10’ odd-shaped room.
The slight rise looks like it could be an almostconcealed hatch in the ceiling, but it isn’t. 3 gnolls The well has good drinkable water, once the crud is cleaned out. The 2 cabinets are empty. The chest is locked. The gnolls are saving opening it for later. 1 jar of Keoghtum’s ointment
75 gold pieces ; 120 silver pieces
(must be from the dead adventurer over on the
other side of the room.)
Room 12: 10’ × 30’ × 10’ hidden treasure room.
Small box, no trapswith three 75 gp gems, and one 150 gp gem. 15 platinum. at the wall far end from door.
Room 13: odd-shaped room
secret door, findable 1 in 6.
Push up to open.
Room 14: 41’ in diameter x 10’ high
home of a lizardman. He doesn’t know how to use the anvil and brazier for metalworking, but he does love to pound characters onto the anvil. He can bar the door from the inside.Room 15: 10’ × 120’ × 10’ corridor room.
Door West side has a pull handle on the left.East door has a push plate on the right side.
Room 16: 40’ × 10’ × 10’ corridor room.
Doors can be pushed to exit this room.Room 17: 10’ × 10’ × 10’
East door pull handle right side.West door push plate right side.
Room 18: 140’ × 10’ × 10’ corridor room.
South Door has pull handle on the left side.North Door has a push plate on the left.
West door has a pull handle on the left side.
Room 19: 70’ × 10’ × 10’ corridor room.
East and West doors have pull handles on the right.Room 20: 10’ × 70’ × 10’ corridor room.
East Door has a push plate on the left.South door has a pull handle on the right.
West door has a push plate on the right side.