Sunpeak Citadel Depths 03 Level 3 General History The dungeon was created by hobgoblins as a shrine. Its creators were destroyed by internal conflict, and the dungeon has lain empty for many years until recently. Walls Masonry (DC 15 to climb) Floor Smooth Stone Temperature Illumination Extreme Heat (1d6 fire damage per hour, and DC 15 Constitution save or gain one level of exhaustion) Bright (fires every 40 ft.) Corridor Features Wandering Monsters Room #1 a A jingling sound fills the corridor c Rune of Hypnosis: DC 15 to find, DC 10 to disable; affects all targets within 10 ft., DC 11 save or become incapacitated for 1d4 rounds e Skeletons hang from chains and manacles against the walls i Fire Spray: DC 20 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 12 save or take 2d10 fire damage m A 10-foot wide chasm cuts across the corridor n Teleporter Crystal: DC 15 to find, DC 10 to disable; affects each creature which touches the crystal, DC 10 save or be teleported to another location 1 Half-Red Dragon Veteran (cr 5, mm 180) and 1 x Thug (cr 1/2, mm 350); hard, 1900 xp, returning to their lair with plunder 2 12 x Kobold Inventor (cr 1/4, motm 164, vgm 166); hard, 600 xp, scouting from another part of the dungeon 3 Red Dragon Wyrmling (cr 4, mm 98) and 1 x Magma Mephit (cr 1/2, mm 216); hard, 1200 xp, bloodied and fleeing a more powerful enemy 4 10 x Kobold Inventor (cr 1/4, motm 164, vgm 166); hard, 500 xp, hunting for food 5 Red Dragon Wyrmling (cr 4, mm 98) and 5 x Kobold (cr 1/8, mm 195); hard, 1225 xp, hunting for food 6 2 x Firenewt Warrior (cr 1/2, motm 125, vgm 142) and 2 x Giant Strider (cr 1, motm 137, vgm 143); hard, 600 xp, consumed by disease and madness East Entry Monster Trapped and Stuck Stone Door (DC 20 to break; 60 hp) Ⓣ Electrified Lock: DC 15 to find, DC 15 to disable; affects each creature which touches the lock, DC 19 save or take 4d10 lightning damage Barbed Devil (cr 5, mm 70) and 1 x Spined Devil (cr 2, mm 78); deadly, 2250 xp Treasure: 3100 cp, 800 sp, 90 gp, 2 x banded agate (10 gp), blue quartz (10 gp), 2 x eye agate (10 gp), hematite (10 gp), obsidian (10 gp), rhodochrosite (10 gp), tiger eye (10 gp), Spell Scroll (Barkskin) (uncommon, dmg 200) Room #2 West Entry Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp) Ⓣ One-way Door: DC 10 to find, DC 10 to disable Monster Kobold Scale Sorcerer (cr 1, motm 165, vgm 167) and 7 x Kobold (cr 1/8, mm 195); medium, 375 xp Treasure: 14 gp; 19 cp; 17 sp; 6 pp; 16 cp; 13 sp; 11 gp; 11 cp Room #3 East Entry Room Features Monster Stuck Stone Door (DC 20 to break; 60 hp) A faded and torn tapestry hangs from the east wall, and someone has scrawled a demonic face on the west wall Kobold Scale Sorcerer (cr 1, motm 165, vgm 167) and 4 x Kobold (cr 1/8, mm 195); easy, 300 xp Treasure: 4 ep; 14 sp; 13 sp; 16 sp; 10 sp Room #4 South Entry #1 Unlocked Iron Door (60 hp) South Entry #2 Stuck Stone Door (DC 20 to break; 60 hp) Room Features Room #5 North Entry Several headless statues are scattered throughout the room, and several candles are scattered throughout the room Secret (DC 15 to find) Locked Stone Door (DC 15 to open) Ⓢ The door is opened by speaking a command word East Entry Trapped and Stuck Stone Door (DC 20 to break; 60 hp) Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +6 to hit against one target, 2d10 slashing damage Room Features Monster A stack of crates filled with rocks stands against the east wall, and someone has scrawled "No, I said it had eleven eyes" on the east wall Kobold Dragonshield (cr 1, motm 163, vgm 165) and 7 x Kobold (cr 1/8, mm 195); medium, 375 xp Treasure: 14 cp; 12 ep; 13 gp; 13 ep; 21 cp; 11 ep; 15 cp; 13 cp Room #6 North Entry Unlocked Stone Door (60 hp) West Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) East Entry Locked Stone Door (DC 10 to open) Empty Room #7 North Entry Room Features Hidden Treasure Locked Stone Door (DC 15 to open) A group of draconic faces have been carved into the west wall, and several headless statues are scattered throughout the room Hidden (DC 15 to find) Unlocked Iron Chest (60 hp) 2300 cp, 1300 sp, 100 gp, 2 x diamond (50 gp), chalcedony (50 gp), moonstone (50 gp), star rose quartz (50 gp), Figurine of Wondrous Power (silver raven) (uncommon, dmg 169), Staff of the Adder (uncommon, dmg 203), +1 Weapon (shortbow) (uncommon, dmg 213), +1 Weapon (sling) (uncommon, dmg 213) Room #8 North Entry #1 Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +6 to hit against one target, 2d10 slashing damage North Entry #2 Stuck Stone Door (DC 20 to break; 60 hp) East Entry Room Features Monster Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) (stuck, disadvantage to open) Ⓣ Arrow Trap: DC 10 to find, DC 15 to disable; +3 to hit against one target, 1d10 piercing damage Part of the south wall has collapsed into the room, and a swarm of crawling insects covers the floor Half-Red Dragon Veteran (cr 5, mm 180) and 2 x Thug (cr 1/2, mm 350); deadly, 2000 xp Treasure: 200 sp, 70 gp; 11 sp; 23 cp Random Dungeon Generator http://donjon.bin.sh/ Some content used under the terms of the Open Gaming License