The campaign started at the end of this dungeon rather than the start, but the encounters for this dungeon would mostly contain aberrations like the beholder. Each square represents a 10 ft. space. Feel free to adjust rewards as necessary. This dungeon is appropriate for characters level 4-6. Map and general notes above generated by https://watabou.itch.io/one-page-dungeon.
This dungeon is underground and contains the following features. Assume these features unless something particular is specified otherwise.
Braziers hang from the walls, but are otherwise put out.
The entrance room from the stairs has dim-light from the exterior, unless it is night time. Other rooms and halls are shrouded in darkness.
The walls and floor are hewed from granite stone and roots are beginning to creep in from the ceilings and walls.
The height of the rooms are 10 ft high.
As you enter the room, every head turns to look at the creaking door. Three orcs, weapons at the ready grunt and growl at the intrusion. To the north, a lavishly decorated door with a keyhole.
In this room there are two orcs and an orc blade of Ilneval. It is most likely that the party will fight, but the orcs can be intimidated down from a fight (DC 20 Charisma (Intimidation) check). If they do they offer up that they were chasing down a traitor they think the monsters in the dungeon may have warped the young orc's mind.
Rewards: 1300 xp
A group of orcs stand over the bloodied corpse of another. Rage and bloodlust fill their eyes. The corpse appears to be gripping a small metallic object in his hands.
In this room there are three orcs and an orc blade of Ilneval. Players will be unable to negotiate with these orcs, battle fresh at hand they want more.
Rewards: 1400 xp
The center of the room contains a statue of a halfling in heated battle with a barnyard fowl. Possibly depicting some history the ruins held, but the faint smell of friend chicken fills your nostrils.
This room contains a statue, but is relatively uneventful. It is an excellent place for players to hold up and catch their breath.
As you enter you see that the walls of this room are close to caving in, cracks and crevices pattern the wall.
A DC 15 Perception check or a DC 10 Investigation check will find 2d6 10 gp gems, however removing them will cause the wall to cave in. If the wall caves in characters within 10 ft. of the walls must make a DC 12 Dexterity saving throw or take 6 (2d10) bludgeoning, half as much on a successful save.
Something wafts in the air around the ceiling, hovering just out of reach. The stale scent of dust, slowly the spherical creature approaches, its eye stalks moving around patrolling the room.
This room contains a spectator guarding a small casket like chest. Inside the chest is an average bottle of wine.
The doors creak open as you finish turning the key in its lock. Dust and miasma-like mist flows out from the opening. The braziers inside immediately become lit and two beholder-like creatures guard a large ornate chest.
Two spectators guard the chest in this room. When one of the spectators die a door in the ceiling opens up to reveal a gauth that enters the initiative order.