1st level dungeon party of 4 player characters. M
1st level dungeon party of 4 player characters. Mix of traps, puzzle traps, and monsters. 20 rooms no magical treasure.
The Sunken Shrine of Xylos: A Level 1 Dungeon (20 Rooms)
This dungeon is a crumbling shrine dedicated to a forgotten sun god, now partially submerged in a swamp. The treasures are mostly mundane items of value, reflecting the shrine’s age and the lack of magical influence.
Dungeon Map: (Imagine a rough, irregular layout – you can sketch this out for your players)
The dungeon consists of a central chamber (Room 1) leading to a network of smaller chambers and tunnels. Some rooms are connected by narrow passages, others by wider hallways.
Room Descriptions:
1. The Sunken Entrance: A partially collapsed stone structure, partially submerged in murky swamp water. A rickety wooden bridge (DC 10 Strength check to cross safely; failure results in a 5ft fall into shallow water) spans a gap to the main chamber.
2. The Rotting Antechamber: A large chamber filled with debris and rotting wooden furniture. A pressure plate hidden beneath a loose floorboard (DC 12 Perception check to find) triggers a tripwire (DC 13 Dexterity save or fall prone).
3. The Puzzle of the Sunstones: Three sun-shaped stones are mounted on the wall. The correct order to press them (determined by faded carvings depicting the sun’s journey: Red, Yellow, then Blue) opens a hidden door to Room 4. (DC 15 Intelligence check to solve).
4. The Serpent’s Lair: Four small snakes (1d4 + 1 piercing damage) are coiled among loose rocks. A rusted chest in the corner contains 25 gold pieces and a leather-bound journal detailing the shrine’s history (mostly illegible).
5. The Pit Trap: A hidden pit (DC 15 Perception check to spot) is concealed by a loose carpet. A successful DC 12 Dexterity saving throw negates the 1d6 falling damage and the 5ft drop.
6. The Spider’s Web: A large web stretches across the room. A giant spider (statistics as a Giant Spider) waits in the center.
7. The Guard’s Chamber: The skeleton of a guard lies slumped against a wall, clutching a rusty sword (deals 1d6 slashing damage). A small wooden box contains 10 silver pieces and a chipped ivory carving of a sun.
8. The Narrow Passage: A claustrophobic tunnel barely wide enough for one person. DC 10 Strength (Athletics) check required to squeeze through without taking 1d4 bludgeoning damage.
9. The flooded corridor: Chest-deep swamp water fills this corridor. DC 10 Strength (Athletics) check is needed for each 5 ft of movement to avoid being slowed.
10. The Corroded Shrine: A small chamber with a corroded altar and the remains of offerings.
11-15: Five small chambers: Each contains a different type of environmental hazard: a swarm of stinging insects (1d4 piercing damage), a loose rockfall (DC 12 Dexterity saving throw to avoid 1d6 bludgeoning damage), a patch of poisonous swamp muck (DC 12 Constitution saving throw or 1d4 poison damage), a collapsing ceiling (DC 14 Strength saving throw or 1d6 bludgeoning damage), and a swarm of small, harmless frogs. Each room might contain a small amount of loot (1-5 silver pieces, a bit of broken pottery, etc.).
16. The Goblin Ambush: Two goblins (statistics as goblins) lie in wait, ready to attack.
17. The Mimic: A seemingly harmless stone chest acts as a mimic (statistics as a mimic).
18. The Crumbling Staircase: A crumbling stone staircase leads down to the lower level.
19. The Lower Chamber: This chamber contains 2 weakened ghouls (reduce HP by 25% from standard stats) who are sluggish due to the lack of fresh corpses.
20. The Shrine of Xylos: The central chamber of the lower level contains a large, cracked statue of Xylos. Behind the statue is a small hidden compartment containing a worn leather pouch with 50 gold pieces and a collection of various semi-precious gemstones (worth approximately 100 gold pieces).
Remember to adjust the difficulty of encounters and traps based on your players’ actions and choices. This framework allows for flexibility in the order of exploration and allows you to tailor the experience to your players’ strengths and weaknesses. Encourage player interaction with the environment and the clues left behind by the shrine’s former inhabitants.