Friday, January 4, 2019

The Mind Flayer’s Lair - A Simple Dungeon Module

The Mind Flayer's Lair - A Simple Dungeon Module


Welcome to the newest instalment of the "Simple Dungeon Module" series! As with the other two entries, this small encounter is made to be placed in any world made for adventuring and roleplaying! No specific rule system is expected to be used with this module, and you should feel free to manipulate the encounter any way you can imagine to make it more fun for you and your players.

As always, please feel free to comment and let me know what you think of the module!


This underground lair is inhabited by an Illithid lord and his small army of servants.

Area 1: This entryway shows signs of use despite the dungeon entrance being obscured and hard to detect. There is a passageway to the right and a DC 15 Perception secret door to the left. 

Area 2: Behind the secret doors which lead to this passage is a stockroom filled with barrels and boxes containing miscellaneous items weighing 150 lbs worth 500gp and two chests, one of which contains a Helm of Protection from Evil and a +1 Shortsword. The other chest contains silver, gold, and platinum coins worth 4,000gp. Discovering the other secret after finishing in this room requires no check.

Area 3: This room contains 1 Bandit sentry watching out for people sneaking through the dungeon.

Area 4: In this room is contained two Bandit guards protecting the doorway to the rest of the dungeon.

Area 5: This trap releases poison gas which does 2d6 damage to everybody in this square and adjacent squares. Discovering this trap requires a DC 15 Perception check. If not discovered this trap requires a DC 15 Dexterity Saving Throw.

Area 6: This trap releases poison gas which does 2d6 damage to everybody in this square and adjacent squares. Discovering this trap requires a DC 15 Perception check. If not discovered this trap requires a DC 15 Dexterity Saving Throw.

Area 7: This room is the sleeping chamber of the three Lieutenants of the Mind Flayer, all of whom are considered 3rd level fighters. One of these bandits will be in this room at a time. The chests in this room will each contain 1d100+50 gp worth of gold and treasure.

Area 8: This is the sleeping area of the lesser ranked Bandits serving the Mind flayer. 3 of whom will be in this room at any given time. The crates and barrels in this room will each contain 1d20+20 gp worth of gold and treasure.

Area 9: This trap releases poison gas which does 2d6 damage to everybody in this square and adjacent squares. Discovering this trap requires a DC 15 Perception check. If not discovered this trap requires a DC 15 Dexterity Saving Throw.

Area 10: This trap releases poison gas which does 2d6 damage to everybody in this square and adjacent squares. Discovering this trap requires a DC 15 Perception check. If not discovered this trap requires a DC 15 Dexterity Saving Throw.

Area 11: This large chamber is clean and mostly empty, with a few tables covered in notes and lab materials. If collected, the items in this area will be worth 2d20+40 gp and weight 30 lbs. The notes will betray that the Mind Flayer is attempting to become a Necromancer, as well, and raise an army of the dead as it is easier to control the dead than to mind control living servants, as he has done with the Bandits in this dungeon. This Chamber will contain 3 Bandits and 1 Bandit Lieutenant.

Area 12: This alcove contains the throne of the Mind Flayer and a chest of his loot. The area is occupied by the Mind Flayer and 1 Lieutenant. The chest contains gems and jewelry worth 3,000 gp, a +1 Shield, and books covering necromancy and all sorts of magic worth 1,000 gp, and 50 pp.

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