9th Level Dungeon

medium-dungeon.JPG
This dungeon is designed to help a DM whose group took an unexpected turn, and who needs some time to plan what happens next. Each room should be challenging and take a long time, giving the DM a chance to decide what the next step in his adventure is. Keeping that in mind, the PCs will probably have to rest often to regain their spells. The DM should allow them to do this without being harassed, and just assume that all other creatures in this dungeon stay in the room that they are placed in. This dungeon is designed for an approximately 9th level party.
Map Key
O: On the outside this building appears to be an old, but maintained, temple or church of some unknown god. The structure is made of fine stone and marble which, while worn with time, maintains its beauty. In reality, this temple, which once served the cause of good, was abandoned and later seized by the evil creatures within. It is no longer hallowed ground. Two medusas guard the front entrance and attack on sight. If you are going to have this temple be the outpost of some major villain, you may want to have the medusas say his name or identify themselves as being loyal to him in some way. The medusa themselves fight to the death, and if captured would take every opportunity to kill themselves. A door leads inside.

A: The door opens up into the south side of the room. This room if sixty feet wide and forty feet long. Inside is a clay golem who has been ordered to kill anyone who has not been escorted by one of the medusas. There is a door leading north and a door that leads to room G, but the west door is concealed. Even if the door is detected, it is reinforced and made out of stone (total harness of 50.) The door only opens if opened from the inside, or if the orb has been switched in room F.

B: This hallway is ten feet wide and fifty feet long. Lurking beneath the floor is a dread wraith, hungry and ready to steal the life of any intruders. There is a door leading to room C.

C: This square room is thirty feet by thirty feet. Inside are two twin ogre magi, named Haka and Rono. The two lurk in the room invisible and attack any intruders on sight. While Haka and Rono are allied, and will not target each other with their spells, the brothers in reality hate each other. They often bicker, even during combat, and neither would lift a finger to save the other. Both carry an oil of “Stone to Flesh,” just in case the medusas betrayed them. Doors lead to rooms D and E.

D: This room is thirty feet long and twenty feet wide. Inside is a Hezrou, summoned to attack any and all who enter the room. While it cannot leave the room, its spell-like abilities can and it will do anything it can to take out its rage on intruders. It hides in a secret compartment in the wall (which used to be a closet) and attacks once the intruders are fully inside. Other than that, the room in quite empty, though blood stains do almost cover the wall.

E: This hallway is ten feet wide and thirty feet wide. Inside is a noble salamander that has been bullied into service. It still enjoys fighting, and attacks any intruders on sight. A door leads to room F.

F: This room is thirty feet wide and sixty feet long. Inside if a summoned and enslaved Efreeti, along with a stone giant who serves willingly. Both guard a pair of poles with a blue orb sitting on top of one. If the orb is taken from the pole it is currently on, it becomes clear (and worthless.) If placed on the second pole, it turns red, and the door to room G opens. The Efreeti has resigned itself to its servitude for the moment, and defends this room with cold calculation. It still resists its master in some small way, and refuses to grant him wishes, despite the punishments that come as a result.

G: This hallway is fifteen feet wide and fifty feet long. Inside is a “Troll Hunter (6th level ranger.)” It serves its master willingly, and is often sent on missions to kill specific humans, making it seem like a random troll attack. A door leads to room H.

H: This room is thirty feet wide and seventy feet long. Three enslaved Will-O’-Wisps are inside and attack all intruders. There is a door to room I.

I: This room is sixty feet wide and a hundred feet long. It used to serve as a sermon hall, within which hundreds of peasants would flock to worship their god. White the benches, podium and various religious texts are still there (albeit turned over and in cases broken) this room now only serves to house a Bebilith demon, intent on eating the PCs. There is a door leading to room J.

J: Inside this forty feet wide, seventy foot long room is the warden this whole outpost, a Rakshasa. He has been summoning up creatures, enslaving whatever monsters he could find and making deals with whatever would listen for months now. This room, once used for meditation and self-improvement, is now his study. A few bodies lay on the floor, offerings to his dark god. Books of scripture and arcane theory are in various briefcases around the room, and a makeshift laboratory has been crafted. The Rakshasa is guarded by two minotaurs who he has hired, and they defend him to the death. In the Rakshasa’s desk there is a scroll of Stone to Flesh, a +3 dagger, two potions of cure moderate wounds and a circlet of blasting, major (none of which the Rakshasa uses in his fight. He is far too impatient to get out any of these items, and would rather be casting spells or fighting.) This would also be a good place to add in a plot-important item. The Rakshasa remains in his true form at all times, finding it beneath himself to do any differently.

Related posts

Open Gaming License