Metadata-Version: 2.1
Name: DungeonGenerator
Version: 0.2.3
Summary: D&D 5e Dungeon Generator
Home-page: UNKNOWN
Author: Robert Sharp
Author-email: webmaster@sharpdesigndigital.com
License: Free for non-commercial use
Description: # Dungeon Generator Beta
        
        ## 100 Room Dungeon
        ```python
        from DungeonGenerator import Dungeon
        
        
        dungeon = Dungeon(cr=3, dungeon_levels=10)
        print(dungeon)
        ```
        
        ```
        Dungeon: Manor of the Evil Genius
        
        Dungeon Entrance
        Dimensions: rectangle, 12 x 69 hands
        Details: This room appears empty except for blood dripping from the ceiling.
        Minion Group: Jackalope, CR 1/2
        Number Appearing: 2
        STR 15 (+2), DEX 15 (+2), INT 12 (+1), WIS 15 (+2), CHA 16 (+3), CON 15 (+2)
        Hit Points: 34 each
        Armor Class: 13
        Attack Bonus: 3
        Attack Damage: 2x (1d4 + 2 bludgeoning)
        Save DC: 13
        XP Value: 100
        
        Heavy Wooden Door, closed and locked, south hallway to the next room.
        
        Room 2, Kitchen
        Dimensions: decagon, 72 hands across
        Details: Garbage litters the floor of this room.
        Monster: Wraith, CR 3
        STR 10 (0), DEX 11 (0), INT 10 (0), WIS 12 (+1), CHA 17 (+3), CON 13 (+1)
        Hit Points: 114
        Armor Class: 13
        Attack Bonus: 5
        Basic Attack: 1d6 + 2 holy light
        Save DC: 13
        XP Value: 700
        Treasure: 14 Electrum Coins
        
        Ornate Iron Gate, open and unlocked, west polished bronze bridge to the next room.
        
        Room 3, Scientific Laboratory
        Dimensions: hexagon, 24 hands across
        Details: The floors are covered in clusters of a pink fungus.
        Animated Item: Armor +1 plate, CR 3
        Hit Points: 106
        Armor Class: 14
        Attack Bonus: 4
        Attack Damage: 1d6 + 2 bludgeoning
        XP Value: 700
        Treasure: Sentient Armor +1 plate
        
        Ornate Iron Gate, closed and locked, south hallway to the next room.
        
        Room 4, Desecrated Chapel
        Dimensions: hexagon, 24 hands across
        Details: An illusion appears in this room, possibly revealing a clue about the Boss: 25% chance.
        NPC: Poet
        Race: Rock Gnome
        Appearance: Tattoos
        Mannerism: Whispers
        STR 13 (+1), INT 10 (0), DEX 9 (-1), WIS 11 (0), CON 20 (+5), CHA 11 (0)
        Hit Points: 9
        Armor Class: 9
        Background: Charlatan, Forgery
        Ideal: Friendship. Material goods come and go. Bonds of friendship last forever.
        Flaw: I can't resist swindling people who are more powerful than me.
        
        Stone Archway, north eastern hallway to the next room.
        
        Room 5, Dinning Hall
        Dimensions: rectangle, 48 x 45 hands
        Details: Garbage litters the floor, a clue about an up-coming villain might be found here: 10% chance.
        Monster: Goblin Warlock, CR 3
        STR 9 (-1), DEX 13 (+1), INT 12 (+1), WIS 12 (+1), CHA 10 (0), CON 12 (+1)
        Hit Points: 107
        Armor Class: 13
        Attack Bonus: 5
        Basic Attack: 1d6 + 2 acid
        Save DC: 13
        XP Value: 700
        Treasure: 15 Copper Coins
        
        Studded Wooden Door, closed but unlocked, south eastern rope bridge to the next room.
        
        Room 6, Guard Room
        Dimensions: square, 72 hands across
        Details: This room is spotless, a clue about an up-coming villain might be found here: 25% chance.
        NPC: Adventurer
        Class: Fighter, Eldritch Knight
        Level: 3
        Race: Human: Villager
        Appearance: Piercings
        STR 13 (+1), DEX 14 (+2), CON 14 (+2), INT 12 (+1), WIS 11 (0), CHA 15 (+2)
        Proficiency Bonus: 2
        Preferred Weapon: Pick
        Hit Points: 28
        Armor Class: 17
        Attack Bonus: 4
        Attack Damage: 1d10 + 2 piercing
        Special Attack: 1d6 + 20 crushing and fire
        Save DC: 11
        Save Proficiencies: STR, CON
        Save Modifiers: STR +3, DEX +2, CON +4, INT +1, WIS 0, CHA +2
        Skills: Religion INT 3, Insight WIS 2, Athletics STR 3, Sleight of Hand DEX 4
        Talent: Great at solving puzzles
        Personal Goal: Communicate with the dead
        Background: Acolyte, Shelter of the Faithful
        Ideal: Change. We must help bring about the changes the gods are constantly working in the world.
        Flaw: I am suspicious of strangers and expect the worst of them.
        Inventory: Gloves of missile snaring, Quiver of Ehlonna, Wand of fear
        
        Heavy Wooden Door, closed but unlocked, south western hallway to the next room.
        
        Room 7, Goblin Casino
        Dimensions: square, 36 hands across
        Details: This room appears empty except for various broken bones scattered around the room.
        Monster: Mimic, CR 3
        STR 13 (+1), DEX 17 (+3), INT 15 (+2), WIS 11 (0), CHA 14 (+2), CON 9 (-1)
        Hit Points: 101
        Armor Class: 14
        Attack Bonus: 4
        Basic Attack: 1d6 + 2 void
        Save DC: 13
        XP Value: 700
        Treasure: 2500 Copper Coins, 1316 Silver Coins, 40 Gold Coins, Gems 80 GP
        
        Wooden Door, closed but unlocked, wooden stairway to the next room.
        
        Room 8, Arboretum
        Dimensions: hexagon, 48 hands across
        Details: An illusion appears in this room, possibly revealing a clue about the Boss: 25% chance.
        Monster: Xorn, CR 3
        STR 14 (+2), DEX 9 (-1), INT 12 (+1), WIS 12 (+1), CHA 6 (-2), CON 14 (+2)
        Hit Points: 109
        Armor Class: 13
        Attack Bonus: 5
        Basic Attack: 1d6 + 2 hacking
        Save DC: 13
        XP Value: 700
        Treasure: 15 Gold Coins
        
        Inscribed Wooden Door, bared from the other side, north tunnel to the next room.
        
        Room 9, Crypt
        Dimensions: square, 24 hands across
        Details: This room appears empty except for scattered bits of broken furniture.
        Monster: Dust Elemental, CR 3
        STR 12 (+1), DEX 6 (-2), INT 13 (+1), WIS 13 (+1), CHA 10 (0), CON 10 (0)
        Hit Points: 103
        Armor Class: 15
        Attack Bonus: 3
        Basic Attack: 1d6 + 2 negative energy
        Save DC: 13
        XP Value: 700
        Treasure: 9 Silver Coins
        
        Heavy Wooden Door, closed but unlocked, north western tunnel to the next room.
        
        Room 10, Unholy Temple
        Dimensions: decagon, 72 hands across
        Details: This room appears empty except for scattered bits of broken furniture.
        Villain: Doppelganger: Gnome Knight of the Shadows, CR 4
        Motivation: Delusions of grandeur
        STR 17 (+3), DEX 17 (+3), INT 21 (+5), WIS 17 (+3), CHA 17 (+3), CON 16 (+3)
        Proficiency Bonus: 2
        Hit Points: 123
        Armor Class: 14
        Attack Bonus: 5
        Number of Attacks: 2 basic attacks or 1 special per turn.
        Basic Attack Damage: 1d8 + 2 shadow
        Special Attack Damage: 1d6 + 26 crushing
        Special Ability: Stone Gaze. The villain will attempt to turn an opponent in to stone. Usable 3 times per day.
        Weakness: Susceptible to positive energy damage.
        Save DC: 14
        XP Value: 1100
        Treasure: 2114 Copper Coins, 1500 Silver Coins, 90 Gold Coins
        
        Solid Gold Gateway, magically sealed, north polished bronze bridge to the next room.
        
        Room 11, Horse Stable
        Dimensions: square, 12 hands across
        Details: Garbage litters the floor of this room.
        Minion Group: Kobold, CR 1/2
        Number Appearing: 2
        STR 16 (+3), DEX 13 (+1), INT 18 (+4), WIS 17 (+3), CHA 10 (0), CON 12 (+1)
        Hit Points: 31 each
        Armor Class: 12
        Attack Bonus: 4
        Attack Damage: 2x (1d4 + 2 hacking)
        Save DC: 13
        XP Value: 100
        
        Heavy Wooden Door, closed but unlocked, east hallway to the next room.
        
        Room 12, Iron Forge
        Dimensions: decagon, 60 hands across
        Details: The floors are covered in clusters of a blue fungus.
        Monster: Ghost: Gnome, CR 4
        STR 9 (-1), DEX 14 (+2), INT 13 (+1), WIS 10 (0), CHA 13 (+1), CON 11 (0)
        Hit Points: 119
        Armor Class: 16
        Attack Bonus: 3
        Basic Attack: 1d6 + 2 necrotic
        Save DC: 14
        XP Value: 1100
        Treasure: 12 Silver Coins
        
        Wooden Door, closed but unlocked, green inlaid tile stairway to the next room.
        
        Room 13, Embalming Room
        Dimensions: decagon, 60 hands across
        Details: The room is lined with magical runes carved into the walls.
        Monster: Cyclops, CR 4
        STR 12 (+1), DEX 12 (+1), INT 9 (-1), WIS 13 (+1), CHA 12 (+1), CON 7 (-2)
        Hit Points: 117
        Armor Class: 14
        Attack Bonus: 5
        Basic Attack: 1d6 + 2 bludgeoning
        Save DC: 14
        XP Value: 1100
        Treasure: 13 Silver Coins
        
        Carved Wooden Door, closed and locked, west tunnel to the next room.
        
        Room 14, Tormented Artist Studio
        Dimensions: rectangle, 72 x 33 hands
        Details: This room appears empty except for various broken bones scattered around the room.
        Minor Trap, CR 4: Electric Trip Wire
        Spot & Disarm DC 10
        Save vs. WIS DC 11 for half damage.
        Damage: 2d4 lightning
        Disarm XP: 1100
        
        Carved Wooden Door, closed and locked, metal stairway to the next room.
        
        Room 15, Alchemy Lab
        Dimensions: rectangle, 60 x 45 hands
        Details: The walls of this room are covered in highly advanced mathematical formulae.
        Minion Group: Red Dragon Hatchling, CR 1
        Number Appearing: 4
        STR 16 (+3), DEX 16 (+3), INT 14 (+2), WIS 14 (+2), CHA 11 (0), CON 17 (+3)
        Hit Points: 19 each
        Armor Class: 14
        Attack Bonus: 2
        Attack Damage: 4x (1d4 + 2 fire)
        Save DC: 13
        XP Value: 200
        
        Wooden Door, closed but unlocked, metal stairway to the next room.
        
        Room 16, Prison Cell
        Dimensions: rectangle, 60 x 33 hands
        Details: Garbage litters the floor of this room.
        Monster: Demon Cat, CR 4
        STR 9 (-1), DEX 10 (0), INT 9 (-1), WIS 12 (+1), CHA 8 (-1), CON 13 (+1)
        Hit Points: 125
        Armor Class: 16
        Attack Bonus: 3
        Basic Attack: 1d6 + 2 corruption
        Save DC: 14
        XP Value: 1100
        Treasure: 12 Silver Coins
        
        Heavy Wooden Door, closed but unlocked, metal stairway to the next room.
        
        Room 17, Hatchery
        Dimensions: square, 60 hands across
        Details: Part of the floor is collapsing under its own weight.
        Monster: Cave Troll, CR 4
        STR 13 (+1), DEX 14 (+2), INT 11 (0), WIS 12 (+1), CHA 16 (+3), CON 12 (+1)
        Hit Points: 126
        Armor Class: 16
        Attack Bonus: 3
        Basic Attack: 1d6 + 2 bludgeoning
        Save DC: 14
        XP Value: 1100
        Treasure: 24 Copper Coins
        
        Inscribed Wooden Door, bared from this side, south hallway to the next room.
        
        Room 18, Desecrated Altar of Light
        Dimensions: octagon, 12 hands across
        Details: This room reminds me of grandmother's house... before the 'accident'
        Minion Group: Gremlin, CR 1
        Number Appearing: 3
        STR 15 (+2), DEX 15 (+2), INT 14 (+2), WIS 14 (+2), CHA 14 (+2), CON 13 (+1)
        Hit Points: 27 each
        Armor Class: 12
        Attack Bonus: 4
        Attack Damage: 3x (1d4 + 2 frost)
        Save DC: 13
        XP Value: 200
        
        Stone Archway, east tunnel to the next room.
        
        Room 19, Torture Chamber
        Dimensions: rectangle, 12 x 69 hands
        Details: Cyan coins are scattered on the floor. Upon further inspection one would find them glued in place.
        Minor Trap, CR 4: Deep Pit
        Spot & Disarm DC 10
        Save vs. DEX DC 11 for half damage.
        Damage: 2d4 falling
        Disarm XP: 1100
        
        Solid Iron Gate, magically sealed, wooden stairway to the next room.
        
        Room 20, Wizard Spire
        Dimensions: square, 36 hands across
        Details: The walls of this room are covered in highly advanced mathematical formulae.
        Villain: Demilich, CR 5
        Motivation: Defending its lair
        STR 11 (0), DEX 10 (0), INT 23 (+6), WIS 15 (+2), CHA 11 (0), CON 15 (+2)
        Proficiency Bonus: 3
        Hit Points: 137
        Armor Class: 14
        Attack Bonus: 6
        Number of Attacks: 2 basic attacks or 1 special per turn.
        Basic Attack Damage: 1d8 + 3 necrotic
        Special Attack Damage: 1d6 + 32 bludgeoning
        Special Ability: Magical Shield. Immune to one damage type of choice for 3 rounds. Usable 3 times per day.
        Weakness: Susceptible to hacking damage.
        Save DC: 15
        XP Value: 1800
        Treasure: 1800 Copper Coins, 4000 Silver Coins, 40 Electrum Coins, 2300 Gold Coins, 100 Platinum Coins, Gems 500 GP
        
        Carved Wooden Door, closed but unlocked, magic portal to the next room.
        
        Room 21, Storage Room
        Dimensions: rectangle, 36 x 21 hands
        Details: This room is under construction, woodworking tools are scattered about.
        Minion Group: Gelatinous Cube, CR 1
        Number Appearing: 4
        STR 18 (+4), DEX 16 (+3), INT 18 (+4), WIS 16 (+3), CHA 17 (+3), CON 12 (+1)
        Hit Points: 20 each
        Armor Class: 14
        Attack Bonus: 2
        Attack Damage: 4x (1d4 + 2 hell fire)
        Save DC: 13
        XP Value: 200
        
        Wooden Door, closed but unlocked, south tunnel to the next room.
        
        Room 22, Lavatory
        Dimensions: decagon, 12 hands across
        Details: Empty purple crates line the walls of this room.
        Monster: Bugbear, CR 5
        STR 7 (-2), DEX 13 (+1), INT 14 (+2), WIS 10 (0), CHA 10 (0), CON 11 (0)
        Hit Points: 131
        Armor Class: 13
        Attack Bonus: 7
        Basic Attack: 1d6 + 3 corruption
        Save DC: 15
        XP Value: 1800
        Treasure: 110 Gold Coins
        
        Inscribed Wooden Door, bared from the other side, east hallway to the next room.
        
        Room 23, Guard Room
        Dimensions: hexagon, 12 hands across
        Details: The room is lined with magical runes carved into the walls.
        Animated Item: Ring of invisibility, CR 4
        Hit Points: 128
        Armor Class: 14
        Attack Bonus: 5
        Attack Damage: 1d6 + 2 holy fire
        XP Value: 1100
        Treasure: Sentient Ring of invisibility
        
        Ornate Iron Gate, open and unlocked, west hallway to the next room.
        
        Room 24, Crypt
        Dimensions: octagon, 60 hands across
        Details: The room is lined with magical runes carved into the walls.
        Monster: Fire Elemental, CR 5
        STR 14 (+2), DEX 14 (+2), INT 8 (-1), WIS 15 (+2), CHA 10 (0), CON 13 (+1)
        Hit Points: 145
        Armor Class: 14
        Attack Bonus: 6
        Basic Attack: 1d6 + 3 fire
        Save DC: 15
        XP Value: 1800
        Treasure: 160 Gold Coins
        
        Studded Wooden Door, bared from this side, carved stone stairway to the next room.
        
        Room 25, Treasury
        Dimensions: octagon, 60 hands across
        Details: Part of the floor is collapsing under its own weight.
        Monster: Chimera, CR 5
        STR 14 (+2), DEX 10 (0), INT 13 (+1), WIS 10 (0), CHA 13 (+1), CON 13 (+1)
        Hit Points: 132
        Armor Class: 14
        Attack Bonus: 6
        Basic Attack: 1d6 + 3 radiant
        Save DC: 15
        XP Value: 1800
        Treasure: 800 Copper Coins, 7500 Silver Coins, 1850 Gold Coins, 120 Platinum Coins, Jewels 1000 GP
        
        Hidden Trapdoor in the ceiling, south western tunnel to the next room.
        
        Room 26, Commander's Armory
        Dimensions: rectangle, 36 x 69 hands
        Details: This room appears empty except for various broken bones scattered around the room.
        Monster: Hook Horror, CR 5
        STR 15 (+2), DEX 16 (+3), INT 16 (+3), WIS 11 (0), CHA 6 (-2), CON 14 (+2)
        Hit Points: 145
        Armor Class: 13
        Attack Bonus: 7
        Basic Attack: 1d6 + 3 piercing
        Save DC: 15
        XP Value: 1800
        Treasure: 170 Gold Coins
        
        Inscribed Wooden Door, closed and locked, east tunnel to the next room.
        
        Room 27, Iron Forge
        Dimensions: square, 36 hands across
        Details: The floors are covered in clusters of a magenta fungus.
        Minor Trap, CR 5: Cloud of Daggers
        Spot & Disarm DC 10
        Save vs. CON DC 11 for half damage.
        Damage: 3d4 slashing
        Disarm XP: 1800
        
        Stone Archway, west tunnel to the next room.
        
        Room 28, Backstage Dressing Room
        Dimensions: rectangle, 24 x 21 hands
        Details: This room appears empty except for blood dripping from the ceiling.
        Monster: Basilisk, CR 5
        STR 10 (0), DEX 9 (-1), INT 17 (+3), WIS 12 (+1), CHA 10 (0), CON 13 (+1)
        Hit Points: 135
        Armor Class: 13
        Attack Bonus: 7
        Basic Attack: 1d6 + 3 shadow
        Save DC: 15
        XP Value: 1800
        Treasure: 120 Gold Coins
        
        Stone Archway, south tunnel to the next room.
        
        Room 29, Wine Cellar
        Dimensions: square, 72 hands across
        Details: Small piles of red dust can be found in this room.
        Monster: Nightmare, CR 5
        STR 15 (+2), DEX 12 (+1), INT 12 (+1), WIS 13 (+1), CHA 14 (+2), CON 12 (+1)
        Hit Points: 139
        Armor Class: 14
        Attack Bonus: 6
        Basic Attack: 1d6 + 3 necrotic
        Save DC: 15
        XP Value: 1800
        Treasure: 2100 Silver Coins, 90 Gold Coins
        
        Solid Iron Gate, bared from this side, east hallway to the next room.
        
        Room 30, Tormented Artist Studio
        Dimensions: decagon, 48 hands across
        Details: A diabolic monster once used this room to butcher wayward adventurers.
        Villain: Death Tyrant, CR 6
        Motivation: Setting a trap for the party
        STR 13 (+1), DEX 16 (+3), INT 14 (+2), WIS 18 (+4), CHA 16 (+3), CON 15 (+2)
        Proficiency Bonus: 3
        Hit Points: 147
        Armor Class: 15
        Attack Bonus: 6
        Number of Attacks: 2 basic attacks or 1 special per turn.
        Basic Attack Damage: 2d8 + 3 necrotic
        Special Attack Damage: 1d6 + 40 thunderbolt
        Special Ability: Mind Games. A random opponent is forced to solve a mental puzzle and is stunned for 2 rounds. Some say this is like playing a game with God, but she's playing chess and you're playing checkers. And still, you have no idea why you keep loosing. Usable 3 times per day.
        Weakness: The villain is weakened if its true name is spoken aloud within the villain's range of hearing.
        Save DC: 15
        XP Value: 2300
        Treasure: 300 Copper Coins, 10400 Silver Coins, 1660 Gold Coins, 150 Platinum Coins, Gems 450 GP, Philter of love, Potion of greater healing, Potion of resistance
        
        Bronze Portcullis, closed but unlocked, north gold wire bridge to the next room.
        
        Room 31, Prison Cell
        Dimensions: hexagon, 72 hands across
        Details: This room appears empty except for scattered bits of broken furniture.
        Minion Group: Imp, CR 2
        Number Appearing: 2
        STR 17 (+3), DEX 13 (+1), INT 14 (+2), WIS 9 (-1), CHA 14 (+2), CON 16 (+3)
        Hit Points: 43 each
        Armor Class: 12
        Attack Bonus: 4
        Attack Damage: 2x (1d4 + 2 bludgeoning)
        Save DC: 13
        XP Value: 450
        
        Heavy Wooden Door, closed but unlocked, east hallway to the next room.
        
        Room 32, Hatchery
        Dimensions: square, 36 hands across
        Details: Everything in this room has been painted a strange orange color.
        Villain: Succubus, CR 6
        Motivation: Fear of superficial differences
        STR 18 (+4), DEX 14 (+2), INT 10 (0), WIS 15 (+2), CHA 16 (+3), CON 16 (+3)
        Proficiency Bonus: 3
        Hit Points: 160
        Armor Class: 16
        Attack Bonus: 5
        Number of Attacks: 2 basic attacks or 1 special per turn.
        Basic Attack Damage: 2d8 + 3 piercing
        Special Attack Damage: 1d6 + 40 divine force
        Special Ability: Shadow Step. Once per round as a bonus action, the villain can instantly teleport up to 30 feet. Usable 3 times per day.
        Weakness: A hidden object in this room holds the villain's soul.
        Save DC: 15
        XP Value: 2300
        Treasure: 1100 Copper Coins, 9200 Silver Coins, 2350 Gold Coins, 120 Platinum Coins, Jewels 75 GP, Potion of longevity
        
        Studded Wooden Door, closed but unlocked, wooden stairway to the next room.
        
        Room 33, Observatory
        Dimensions: square, 36 hands across
        Details: This room appears empty except for a thick coat of dust on the floor.
        Monster: Worg, CR 6
        STR 12 (+1), DEX 14 (+2), INT 16 (+3), WIS 10 (0), CHA 14 (+2), CON 7 (-2)
        Hit Points: 149
        Armor Class: 15
        Attack Bonus: 6
        Basic Attack: 2d6 + 3 holy light
        Save DC: 15
        XP Value: 2300
        Treasure: 2100 Silver Coins, 110 Gold Coins
        
        Wooden Door, closed but unlocked, metal stairway to the next room.
        
        Room 34, Prison Workout Room
        Dimensions: hexagon, 36 hands across
        Details: Part of the ceiling is collapsing under its own weight.
        Monster: Cave Troll, CR 6
        STR 8 (-1), DEX 15 (+2), INT 13 (+1), WIS 13 (+1), CHA 9 (-1), CON 17 (+3)
        Hit Points: 148
        Armor Class: 14
        Attack Bonus: 7
        Basic Attack: 2d6 + 3 slashing
        Save DC: 15
        XP Value: 2300
        Treasure: 150 Gold Coins
        
        Heavy Wooden Door, closed and locked, south western hallway to the next room.
        
        Room 35, Game Room
        Dimensions: rectangle, 36 x 21 hands
        Details: This room has a giant map painted in the center of the floor, a significant portion of the map is missing.
        NPC: Fool
        Race: Human: Peasant
        Appearance: Birthmark
        Mannerism: Stares into the distance
        STR 9 (-1), INT 13 (+1), DEX 8 (-1), WIS 8 (-1), CON 9 (-1), CHA 8 (-1)
        Hit Points: 3
        Armor Class: 9
        Background: Folk Hero, Hero of the People
        Ideal: Might. If I become strong, I can take what I want—-what I deserve.
        Flaw: The tyrant who rules my land will stop at nothing to see me killed.
        
        Heavy Wooden Door, open and unlocked, east hallway to the next room.
        
        Room 36, Mythical Beast Stable
        Dimensions: octagon, 72 hands across
        Details: This room appears empty except for various broken bones scattered around the room.
        Dangerous Trap, CR 6: Spiked Pit
        Spot & Disarm DC 12
        Save vs. INT DC 15 for half damage.
        Damage: 3d6 piercing
        Disarm XP: 2300
        
        Wooden Door, closed but unlocked, north western tunnel to the next room.
        
        Room 37, Officer's Barracks
        Dimensions: dodecagon, 8 hands across
        Details: Small woodland creatures live in the piles of garbage scattered throughout this room.
        Monster: Skeletal Monstrosity, CR 6
        STR 14 (+2), DEX 11 (0), INT 9 (-1), WIS 8 (-1), CHA 14 (+2), CON 12 (+1)
        Hit Points: 156
        Armor Class: 16
        Attack Bonus: 5
        Basic Attack: 2d6 + 3 bludgeoning
        Save DC: 15
        XP Value: 2300
        Treasure: 1000 Copper Coins, 30 Electrum Coins
        
        Stone Archway, carved stone stairway to the next room.
        
        Room 38, Wizard Spire
        Dimensions: hexagon, 24 hands across
        Details: The walls are covered in mold and mildew, someone has written 'HELP ME' in blood on the far wall.
        Monster: Chupacabra, CR 6
        STR 15 (+2), DEX 12 (+1), INT 15 (+2), WIS 15 (+2), CHA 13 (+1), CON 8 (-1)
        Hit Points: 149
        Armor Class: 14
        Attack Bonus: 7
        Basic Attack: 2d6 + 3 negative energy
        Save DC: 15
        XP Value: 2300
        Treasure: 1600 Silver Coins, 60 Gold Coins
        
        Stone Archway, south tunnel to the next room.
        
        Room 39, Chamber of Summoning
        Dimensions: square, 24 hands across
        Details: This room appears empty except for blood dripping from the ceiling.
        NPC: Acrobat
        Race: Human: Peasant
        Appearance: Missing teeth
        Mannerism: Enunciates overly clearly
        STR 6 (-2), INT 11 (0), DEX 8 (-1), WIS 16 (+3), CON 5 (-3), CHA 8 (-1)
        Hit Points: 1
        Armor Class: 9
        Background: Entertainer, Instrumentalist
        Ideal: Beauty. When I perform, I make the world better than it was.
        Flaw: I'll do anything to win fame and renown.
        
        Hidden Trapdoor in the ceiling, carved stone stairway to the next room.
        
        Room 40, Scientific Laboratory
        Dimensions: octagon, 24 hands across
        Details: This room has a giant map painted in the center of the floor, a significant portion of the map is missing.
        Villain: Legendary Lycanthrope: Werewolf Artificer, CR 7
        Motivation: Recovering from battle
        STR 15 (+2), DEX 11 (0), INT 14 (+2), WIS 21 (+5), CHA 15 (+2), CON 16 (+3)
        Proficiency Bonus: 3
        Hit Points: 161
        Armor Class: 16
        Attack Bonus: 5
        Number of Attacks: 2 basic attacks or 1 special per turn.
        Basic Attack Damage: 2d8 + 3 lightning
        Special Attack Damage: 1d6 + 45 piercing
        Special Ability: Diabolic Genius. The villain fights with an unnatural offensive advantage for the next 3 turns. Usable 3 times per day.
        Weakness: An unsolvable riddle reveals how the villain can be defeated.
        Save DC: 15
        XP Value: 2900
        Treasure: 1000 Copper Coins, 14500 Silver Coins, 1540 Gold Coins, 50 Platinum Coins, Gems 800 GP
        
        Solid Iron Gate, bared from the other side, metal stairway to the next room.
        
        Room 41, Lavish Bedroom
        Dimensions: rectangle, 24 x 21 hands
        Details: This room appears empty except for a thick coat of dust on the floor.
        Minion Group: Gnoll, CR 3
        Number Appearing: 3
        STR 18 (+4), DEX 16 (+3), INT 12 (+1), WIS 14 (+2), CHA 12 (+1), CON 15 (+2)
        Hit Points: 36 each
        Armor Class: 15
        Attack Bonus: 3
        Attack Damage: 3x (1d4 + 2 radiant)
        Save DC: 13
        XP Value: 700
        
        Heavy Wooden Door, bared from this side, north eastern tunnel to the next room.
        
        Room 42, Dinning Hall
        Dimensions: octagon, 48 hands across
        Details: This room appears empty except for various broken bones scattered around the room.
        Animated Item: Rod of lordly might, CR 8
        Hit Points: 180
        Armor Class: 16
        Attack Bonus: 7
        Attack Damage: 2d6 + 3 shadow
        XP Value: 3900
        Treasure: Sentient Rod of lordly might
        
        Hidden Trapdoor in the ceiling, north western rope bridge to the next room.
        
        Room 43, Elite Guard's Training Room
        Dimensions: square, 24 hands across
        Details: The walls are covered in patches of blue mold.
        Epic Trap, CR 8: Putrid Spores
        Spot & Disarm DC 18
        Save vs. WIS DC 22 for half damage.
        Damage: 3d10 necrotic
        Disarm XP: 3900
        
        Wooden Door, closed but unlocked, south rope bridge to the next room.
        
        Room 44, Panic Room
        Dimensions: decagon, 12 hands across
        Details: The walls are covered in mold and mildew, someone has written 'HELP ME' in blood on the far wall.
        Monster: Bafu, CR 8
        STR 13 (+1), DEX 14 (+2), INT 15 (+2), WIS 7 (-2), CHA 12 (+1), CON 15 (+2)
        Hit Points: 181
        Armor Class: 15
        Attack Bonus: 8
        Basic Attack: 2d6 + 3 divine force
        Save DC: 16
        XP Value: 3900
        Treasure: 2500 Silver Coins, 80 Gold Coins
        
        Studded Wooden Door, closed but unlocked, metal stairway to the next room.
        
        Room 45, Arboretum
        Dimensions: dodecagon, 56 hands across
        Details: At first this room looks like it was decorated for a grand party, but on closer inspection the decorations are actually bits of trash hung around the room by rusty wire.
        Monster Group: Young Green Dragon, CR 8
        Number Appearing: 3
        STR 16 (+3), DEX 9 (-1), INT 12 (+1), WIS 13 (+1), CHA 14 (+2), CON 9 (-1)
        Hit Points: 60 each
        Armor Class: 17
        Attack Bonus: 6
        Attack Damage: 3x (2d6 + 3 acid)
        Save DC: 16
        XP Value: 3900
        Treasure: 3500 Copper Coins, 19000 Silver Coins, 40 Electrum Coins, 6970 Gold Coins, 380 Platinum Coins, Gems 1200 GP, Jewels 175 GP, Alchemy jug, Cloak of the manta ray, Potion of resistance, Potion of water breathing
        
        Stone Archway, east hallway to the next room.
        
        Room 46, Unholy Temple
        Dimensions: hexagon, 36 hands across
        Details: This room is spotless, a clue about an up-coming villain might be found here: 25% chance.
        Monster: Golem, CR 8
        STR 18 (+4), DEX 8 (-1), INT 13 (+1), WIS 9 (-1), CHA 9 (-1), CON 6 (-2)
        Hit Points: 184
        Armor Class: 18
        Attack Bonus: 5
        Basic Attack: 2d6 + 3 corruption
        Save DC: 16
        XP Value: 3900
        Treasure: 1300 Copper Coins, 30 Electrum Coins
        
        Solid Iron Gate, bared from the other side, west tunnel to the next room.
        
        Room 47, Treasury
        Dimensions: rectangle, 72 x 21 hands
        Details: Yellow coins are scattered on the floor. Upon further inspection one would find them glued in place.
        Monster: Two-headed Giant, CR 8
        STR 14 (+2), DEX 16 (+3), INT 11 (0), WIS 16 (+3), CHA 14 (+2), CON 8 (-1)
        Hit Points: 189
        Armor Class: 16
        Attack Bonus: 7
        Basic Attack: 2d6 + 3 crushing
        Save DC: 16
        XP Value: 3900
        Treasure: 600 Copper Coins, 11400 Silver Coins, 2590 Gold Coins, 80 Platinum Coins, Gems 1000 GP
        
        Carved Wooden Door, closed but unlocked, south rope bridge to the next room.
        
        Room 48, Haunted Auditorium
        Dimensions: rectangle, 72 x 57 hands
        Details: Garbage litters the floor, a clue about an up-coming villain might be found here: 10% chance.
        Monster: Basilisk, CR 8
        STR 14 (+2), DEX 12 (+1), INT 11 (0), WIS 13 (+1), CHA 17 (+3), CON 14 (+2)
        Hit Points: 190
        Armor Class: 16
        Attack Bonus: 7
        Basic Attack: 2d6 + 3 piercing
        Save DC: 16
        XP Value: 3900
        Treasure: 40 Electrum Coins, 60 Gold Coins
        
        Wooden Door, closed but unlocked, north hallway to the next room.
        
        Room 49, Iron Forge
        Dimensions: rectangle, 60 x 9 hands
        Details: An illusion appears in this room, possibly revealing a clue about the Boss: 25% chance.
        Monster Group: Intellect Devourer, CR 8
        Number Appearing: 2
        STR 7 (-2), DEX 9 (-1), INT 11 (0), WIS 15 (+2), CHA 17 (+3), CON 13 (+1)
        Hit Points: 94 each
        Armor Class: 17
        Attack Bonus: 6
        Attack Damage: 2x (2d6 + 3 divine force)
        Save DC: 16
        XP Value: 3900
        Treasure: 800 Copper Coins, 80 Electrum Coins, 90 Gold Coins
        
        Carved Wooden Door, bared from this side, east tunnel to the next room.
        
        Room 50, Gnomish Workshop
        Dimensions: rectangle, 60 x 45 hands
        Details: The walls are covered in mold and mildew, someone has written 'HELP ME' in blood on the far wall.
        Villain: Legendary Human Blood Witch, CR 9
        Motivation: Self loathing
        STR 17 (+3), DEX 13 (+1), INT 16 (+3), WIS 16 (+3), CHA 15 (+2), CON 13 (+1)
        Proficiency Bonus: 4
        Hit Points: 202
        Armor Class: 15
        Attack Bonus: 8
        Number of Attacks: 2 basic attacks or 1 special per turn.
        Basic Attack Damage: 3d8 + 4 acid
        Special Attack Damage: 1d6 + 65 radiant
        Special Ability: Necromancy. The villain will attempt to raise undead champions to fight the party. Usable 3 times per day.
        Weakness: Weapons found in this dungeon deal double damage when used against this villain.
        Save DC: 16
        XP Value: 5000
        Treasure: 200 Copper Coins, 7000 Silver Coins, 1920 Gold Coins, 117 Platinum Coins, Jewels 1250 GP, Eyes of minute seeing, Potion of frost giant strength, Potion of superior healing
        
        Hidden Trapdoor in the floor, south hallway to the next room.
        
        Room 51, Wine Cellar
        Dimensions: rectangle, 72 x 69 hands
        Details: This room appears empty except for a thick coat of dust on the floor.
        Minion Group: Drider, CR 4
        Number Appearing: 2
        STR 18 (+4), DEX 13 (+1), INT 16 (+3), WIS 17 (+3), CHA 15 (+2), CON 16 (+3)
        Hit Points: 63 each
        Armor Class: 16
        Attack Bonus: 3
        Attack Damage: 2x (1d4 + 2 acid)
        Save DC: 14
        XP Value: 1100
        
        Wooden Door, closed but unlocked, east hallway to the next room.
        
        Room 52, Abandoned Ballroom
        Dimensions: square, 60 hands across
        Details: Part of the floor is collapsing under its own weight.
        Monster: Demon Cat, CR 9
        STR 10 (0), DEX 10 (0), INT 8 (-1), WIS 10 (0), CHA 17 (+3), CON 9 (-1)
        Hit Points: 199
        Armor Class: 16
        Attack Bonus: 7
        Basic Attack: 3d6 + 4 hacking
        Save DC: 16
        XP Value: 5000
        Treasure: 2200 Silver Coins, 50 Gold Coins
        
        Carved Wooden Door, bared from the other side, metal stairway to the next room.
        
        Room 53, Wizard's Component Pantry
        Dimensions: rectangle, 24 x 33 hands
        Details: Small woodland creatures live in the piles of garbage scattered throughout this room.
        NPC: Adventurer
        Class: Barbarian, Path of the Berserker
        Level: 9
        Race: Human: Peasant
        Appearance: Missing fingers
        STR 19 (+4), DEX 17 (+3), CON 7 (-2), INT 9 (-1), WIS 12 (+1), CHA 15 (+2)
        Proficiency Bonus: 4
        Preferred Weapon: Greataxe
        Hit Points: 50
        Armor Class: 13
        Attack Bonus: 9
        Attack Damage: 2d10 + 5 hacking
        Special Attack: 1d6 + 65 piercing
        Save DC: 16
        Save Proficiencies: STR, CON
        Save Modifiers: STR +8, DEX +3, CON +2, INT -1, WIS +1, CHA +2
        Skills: Sleight of Hand DEX 7, Medicine WIS 5, Deception CHA 6, Athletics STR 8
        Talent: Knows thieves' cant
        Personal Goal: Recover stolen artwork or heirloom
        Background: Charlatan, Disguises
        Ideal: Independence. I am a free spirit— no one tells me what to do.
        Flaw: I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.
        Inventory: Elemental gem, Potion of fire breath, Potion of greater healing, Potion of healing
        
        Ornate Iron Gate, bared from this side, magic portal to the next room.
        
        Room 54, Sewer Tunnel Junction
        Dimensions: decagon, 72 hands across
        Details: The walls of this room are covered in highly advanced mathematical formulae.
        Monster: Vampire, Gnome, CR 9
        STR 9 (-1), DEX 15 (+2), INT 10 (0), WIS 6 (-2), CHA 9 (-1), CON 15 (+2)
        Hit Points: 192
        Armor Class: 16
        Attack Bonus: 7
        Basic Attack: 3d6 + 4 necrotic
        Save DC: 16
        XP Value: 5000
        Treasure: 160 Gold Coins
        
        Studded Wooden Door, closed but unlocked, north western stone bridge to the next room.
        
        Room 55, Observatory
        Dimensions: square, 36 hands across
        Details: This room appears empty except for various broken bones scattered around the room.
        Monster: Bile Demon, CR 9
        STR 8 (-1), DEX 12 (+1), INT 16 (+3), WIS 14 (+2), CHA 13 (+1), CON 14 (+2)
        Hit Points: 204
        Armor Class: 17
        Attack Bonus: 6
        Basic Attack: 3d6 + 4 acid
        Save DC: 16
        XP Value: 5000
        Treasure: 150 Gold Coins
        
        Stone Archway, north polished bronze bridge to the next room.
        
        Room 56, Prison Workout Room
        Dimensions: rectangle, 72 x 57 hands
        Details: This room is under construction, woodworking tools are scattered about.
        Villain: Mind Flayer, CR 9
        Motivation: Conviction in a false or dieing faith
        STR 15 (+2), DEX 13 (+1), INT 7 (-2), WIS 24 (+7), CHA 15 (+2), CON 16 (+3)
        Proficiency Bonus: 4
        Hit Points: 201
        Armor Class: 15
        Attack Bonus: 8
        Number of Attacks: 2 basic attacks or 1 special per turn.
        Basic Attack Damage: 3d8 + 4 hacking
        Special Attack Damage: 1d6 + 65 crushing
        Special Ability: Puppet Master. The villain will attempt to control an opponent. The target's body will obey the master in every way for 4 turns. Usable 3 times per day.
        Weakness: The villain falls when an ancient enemy forgives them.
        Save DC: 16
        XP Value: 5000
        Treasure: 200 Copper Coins, 11000 Silver Coins, 2490 Gold Coins, 100 Platinum Coins, Gems 1000 GP
        
        Heavy Wooden Door, bared from the other side, east rusty iron bridge to the next room.
        
        Room 57, Desecrated Altar of Light
        Dimensions: rectangle, 72 x 45 hands
        Details: Everything in this room has been painted a strange green color.
        Monster: Mimic, CR 9
        STR 13 (+1), DEX 16 (+3), INT 15 (+2), WIS 17 (+3), CHA 14 (+2), CON 14 (+2)
        Hit Points: 194
        Armor Class: 16
        Attack Bonus: 7
        Basic Attack: 3d6 + 4 corruption
        Save DC: 16
        XP Value: 5000
        Treasure: 800 Copper Coins, 8800 Silver Coins, 2640 Gold Coins, 120 Platinum Coins, Gems 1400 GP, Brooch of shielding, Pearl of power, Rod of the pact keeper +1, Sword of vengeance
        
        Carved Wooden Door, closed and locked, west stone bridge to the next room.
        
        Room 58, Mythical Beast Stable
        Dimensions: hexagon, 60 hands across
        Details: This room appears empty except for scattered bits of broken furniture.
        Monster: Smoke Elemental, CR 9
        STR 12 (+1), DEX 12 (+1), INT 13 (+1), WIS 8 (-1), CHA 13 (+1), CON 9 (-1)
        Hit Points: 199
        Armor Class: 17
        Attack Bonus: 6
        Basic Attack: 3d6 + 4 necrotic
        Save DC: 16
        XP Value: 5000
        Treasure: 1400 Copper Coins, 30 Electrum Coins
        
        Hidden Trapdoor in the ceiling, south western tunnel to the next room.
        
        Room 59, Torture Chamber
        Dimensions: hexagon, 24 hands across
        Details: Cyan coins are scattered on the floor. Upon further inspection one would find them glued in place.
        Monster: Chimera, CR 9
        STR 9 (-1), DEX 15 (+2), INT 11 (0), WIS 16 (+3), CHA 6 (-2), CON 11 (0)
        Hit Points: 199
        Armor Class: 17
        Attack Bonus: 6
        Basic Attack: 3d6 + 4 lightning
        Save DC: 16
        XP Value: 5000
        Treasure: 1400 Silver Coins, 50 Gold Coins
        
        Stone Archway, north hallway to the next room.
        
        Room 60, Scribe's Hall of Many Desks
        Dimensions: rectangle, 36 x 57 hands
        Details: Mid-century modern with a bi-friendly open relationship floor plan.
        Villain: Efreeti, CR 10
        Motivation: Trying to take over the world
        STR 16 (+3), DEX 17 (+3), INT 15 (+2), WIS 16 (+3), CHA 16 (+3), CON 21 (+5)
        Proficiency Bonus: 4
        Hit Points: 213
        Armor Class: 18
        Attack Bonus: 6
        Number of Attacks: 2 basic attacks or 1 special per turn.
        Basic Attack Damage: 3d8 + 4 void
        Special Attack Damage: 1d6 + 70 crushing
        Special Ability: Reflective Carapace. Any time the villain is targeted by a magic missile, or any spell that requires a ranged attack roll, roll a d6. On a roll of 1 to 5, the villain is unaffected, and the spell is safely deflected away. On a roll of 6, the villain is still unaffected, but the spell is reflected back at the caster. Usable 3 times per day.
        Weakness: The villain is weakened if the entire party laughs at the villain for a full round.
        Save DC: 16
        XP Value: 5900
        Treasure: 1900 Copper Coins, 5000 Silver Coins, 40 Electrum Coins, 1900 Gold Coins, 90 Platinum Coins, Jewels 50 GP, Oil of slipperiness, Wand of magic detection
        
        Secret Door, carved stone stairway to the next room.
        
        Room 61, Combat Pit Arena
        Dimensions: square, 72 hands across
        Details: This room appears empty except for various broken bones scattered around the room.
        Minion Group: Tasmanian Devil, CR 4
        Number Appearing: 3
        STR 16 (+3), DEX 18 (+4), INT 5 (-3), WIS 14 (+2), CHA 15 (+2), CON 11 (0)
        Hit Points: 43 each
        Armor Class: 14
        Attack Bonus: 5
        Attack Damage: 3x (1d4 + 2 unholy)
        Save DC: 14
        XP Value: 1100
        
        Wooden Door, closed but unlocked, north eastern hallway to the next room.
        
        Room 62, Scientific Laboratory
        Dimensions: octagon, 60 hands across
        Details: This room appears empty except for a thick coat of dust on the floor.
        NPC: Storyteller
        Race: Human: Peasant
        Appearance: Formal, clean clothes
        Mannerism: Makes constant jokes or puns
        STR 13 (+1), INT 6 (-2), DEX 17 (+3), WIS 8 (-1), CON 10 (0), CHA 13 (+1)
        Hit Points: 4
        Armor Class: 13
        Background: Sailor, Ship's Passage
        Ideal: Aspiration. Someday I'll own my own ship and chart my own destiny.
        Flaw: My pride will probably lead to my destruction.
        
        Inscribed Wooden Door, closed but unlocked, metal stairway to the next room.
        
        Room 63, Desecrated Chapel
        Dimensions: dodecagon, 64 hands across
        Details: The walls of this room are covered in highly advanced mathematical formulae.
        Monster: Cyclops, CR 10
        STR 8 (-1), DEX 13 (+1), INT 14 (+2), WIS 15 (+2), CHA 10 (0), CON 13 (+1)
        Hit Points: 215
        Armor Class: 16
        Attack Bonus: 8
        Basic Attack: 3d6 + 4 fire
        Save DC: 16
        XP Value: 5900
        Treasure: 1900 Silver Coins, 40 Gold Coins
        
        Solid Iron Gate, open and unlocked, north western polished bronze bridge to the next room.
        
        Room 64, Lavatory
        Dimensions: square, 72 hands across
        Details: This room has a large 'x' painted on the floor in black tar.
        Minion Group: Gelatinous Spores, CR 5
        Number Appearing: 4
        STR 14 (+2), DEX 18 (+4), INT 17 (+3), WIS 14 (+2), CHA 14 (+2), CON 16 (+3)
        Hit Points: 36 each
        Armor Class: 13
        Attack Bonus: 7
        Attack Damage: 4x (1d4 + 3 hacking)
        Save DC: 15
        XP Value: 1800
        
        Hidden Trapdoor in the ceiling, south western tunnel to the next room.
        
        Room 65, Guard Room
        Dimensions: dodecagon, 8 hands across
        Details: This room is under construction, woodworking tools are scattered about.
        Dangerous Trap, CR 10: Hail Storm
        Spot & Disarm DC 12
        Save vs. CON DC 15 for half damage.
        Damage: 3d6 cold
        Disarm XP: 5900
        
        Bronze Portcullis, magically sealed, north eastern hallway to the next room.
        
        Room 66, Goblin Casino
        Dimensions: hexagon, 12 hands across
        Details: Small piles of red dust can be found in this room.
        Monster: Worg, CR 10
        STR 15 (+2), DEX 13 (+1), INT 12 (+1), WIS 9 (-1), CHA 15 (+2), CON 17 (+3)
        Hit Points: 209
        Armor Class: 18
        Attack Bonus: 6
        Basic Attack: 3d6 + 4 shadow
        Save DC: 16
        XP Value: 5900
        Treasure: 1400 Silver Coins, 70 Gold Coins
        
        Bronze Portcullis, bared from this side, east rope bridge to the next room.
        
        Room 67, Hot Spring Bath
        Dimensions: octagon, 48 hands across
        Details: Murky purple water, three hands deep, covers the floor in this room and the one beyond.
        Minion Group: Jackalope, CR 5
        Number Appearing: 4
        STR 17 (+3), DEX 17 (+3), INT 16 (+3), WIS 14 (+2), CHA 15 (+2), CON 17 (+3)
        Hit Points: 35 each
        Armor Class: 14
        Attack Bonus: 6
        Attack Damage: 4x (1d4 + 3 piercing)
        Save DC: 15
        XP Value: 1800
        
        Solid Iron Gate, closed but unlocked, metal stairway to the next room.
        
        Room 68, Crypt
        Dimensions: rectangle, 36 x 33 hands
        Details: The walls are covered in mold and mildew, someone has written 'HELP ME' in blood on the far wall.
        Monster: Cave Troll, CR 10
        STR 14 (+2), DEX 11 (0), INT 12 (+1), WIS 18 (+4), CHA 10 (0), CON 11 (0)
        Hit Points: 220
        Armor Class: 15
        Attack Bonus: 9
        Basic Attack: 3d6 + 4 fire
        Save DC: 16
        XP Value: 5900
        Treasure: 1200 Copper Coins, 60 Electrum Coins
        
        Wooden Door, closed but unlocked, north western hallway to the next room.
        
        Room 69, Bestiary
        Dimensions: octagon, 24 hands across
        Details: This room is under construction, woodworking tools are scattered about.
        Monster Group: Wraith, CR 10
        Number Appearing: 2
        STR 15 (+2), DEX 12 (+1), INT 12 (+1), WIS 11 (0), CHA 9 (-1), CON 15 (+2)
        Hit Points: 108 each
        Armor Class: 18
        Attack Bonus: 6
        Attack Damage: 2x (2d6 + 4 radiant)
        Save DC: 16
        XP Value: 5900
        Treasure: 130 Electrum Coins, 210 Gold Coins
        
        Bronze Portcullis, bared from this side, south tunnel to the next room.
        
        Room 70, Horse Stable
        Dimensions: octagon, 72 hands across
        Details: This room appears empty except for blood dripping from the ceiling.
        Villain: Adult Red Dragon, CR 11
        Motivation: Food
        STR 12 (+1), DEX 15 (+2), INT 24 (+7), WIS 11 (0), CHA 13 (+1), CON 14 (+2)
        Proficiency Bonus: 4
        Hit Points: 231
        Armor Class: 18
        Attack Bonus: 7
        Number of Attacks: 2 basic attacks or 1 special per turn.
        Basic Attack Damage: 3d8 + 4 fire
        Special Attack Damage: 1d8 + 75 radiant
        Special Ability: Horrific Intent. This villain will attempt to cause intense fear, preferring to target casters. A horrified victim is paralyzed with fear for up to 4 rounds. While horrified, a victim develops a speech impediment and can do little more than wet themselves. The paralysis can be negated if an non-fearful ally takes one full turn to snap them out of it. Even so, the victim will be fearful and attack with disadvantage until the Horrify duration ends. Usable 3 times per day.
        Weakness: The villain loses its special ability if a mystic bargain it struck long ago is satisfied.
        Save DC: 17
        XP Value: 7200
        Treasure: 20700 Gold Coins, 1660 Platinum Coins, Gems 10000 GP, Ammunition: Box of 20 crossbow bolts +1, Potion of fire breath, Potion of healing, Spell scroll (1st level) Thunderwave, Wand of magic detection
        
        Ornate Iron Gate, bared from the other side, north western hallway to the next room.
        
        Room 71, Carved Marble Great Hall
        Dimensions: rectangle, 12 x 21 hands
        Details: This room appears empty except for various broken bones scattered around the room.
        Minion Group: Kobold, CR 5
        Number Appearing: 4
        STR 18 (+4), DEX 18 (+4), INT 17 (+3), WIS 18 (+4), CHA 13 (+1), CON 18 (+4)
        Hit Points: 33 each
        Armor Class: 15
        Attack Bonus: 5
        Attack Damage: 4x (1d4 + 3 slashing)
        Save DC: 15
        XP Value: 1800
        
        Wooden Door, closed but unlocked, south eastern tunnel to the next room.
        
        Room 72, Haunted Auditorium
        Dimensions: octagon, 12 hands across
        Details: Small woodland creatures live in the piles of garbage scattered throughout this room.
        Monster: Bugbear, CR 11
        STR 9 (-1), DEX 7 (-2), INT 8 (-1), WIS 13 (+1), CHA 6 (-2), CON 8 (-1)
        Hit Points: 232
        Armor Class: 15
        Attack Bonus: 10
        Basic Attack: 3d6 + 4 acid
        Save DC: 17
        XP Value: 7200
        Treasure: 600 Gold Coins, 20 Platinum Coins
        
        Ornate Iron Gate, closed and locked, metal stairway to the next room.
        
        Room 73, Backstage Dressing Room
        Dimensions: hexagon, 12 hands across
        Details: This room appears empty except for various broken bones scattered around the room.
        Monster: Displacer Beast, CR 11
        STR 11 (0), DEX 8 (-1), INT 7 (-2), WIS 11 (0), CHA 14 (+2), CON 13 (+1)
        Hit Points: 228
        Armor Class: 18
        Attack Bonus: 7
        Basic Attack: 3d6 + 4 shadow
        Save DC: 17
        XP Value: 7200
        Treasure: 600 Gold Coins, 30 Platinum Coins
        
        Inscribed Wooden Door, closed and locked, west tunnel to the next room.
        
        Room 74, Shrine of Fortuna
        Dimensions: octagon, 36 hands across
        Details: This room is under construction, woodworking tools are scattered about.
        Deadly Trap, CR 11: Guillotine
        Spot & Disarm DC 16
        Save vs. INT DC 20 for half damage.
        Damage: 4d8 slashing
        Disarm XP: 7200
        
        Hidden Trapdoor in the ceiling, south western tunnel to the next room.
        
        Room 75, Tormented Artist Studio
        Dimensions: hexagon, 12 hands across
        Details: The walls are covered in patches of golden mold.
        Monster: Mimic, CR 11
        STR 12 (+1), DEX 17 (+3), INT 15 (+2), WIS 12 (+1), CHA 14 (+2), CON 8 (-1)
        Hit Points: 229
        Armor Class: 17
        Attack Bonus: 8
        Basic Attack: 3d6 + 4 divine force
        Save DC: 17
        XP Value: 7200
        Treasure: 14700 Gold Coins, 2080 Platinum Coins, Gems 8000 GP, Potion of supreme healing
        
        Hidden Trapdoor in the ceiling, north eastern petrified wood bridge to the next room.
        
        Room 76, Wizard's Component Pantry
        Dimensions: square, 48 hands across
        Details: This room appears empty except for blood dripping from the ceiling.
        Monster: Wyvern, CR 11
        STR 14 (+2), DEX 14 (+2), INT 9 (-1), WIS 10 (0), CHA 12 (+1), CON 7 (-2)
        Hit Points: 234
        Armor Class: 16
        Attack Bonus: 9
        Basic Attack: 3d6 + 4 holy fire
        Save DC: 17
        XP Value: 7200
        Treasure: 1400 Silver Coins, 600 Gold Coins
        
        Studded Wooden Door, bared from this side, pink inlaid tile stairway to the next room.
        
        Room 77, Observatory
        Dimensions: hexagon, 12 hands across
        Details: This room appears empty except for scattered bits of broken furniture.
        Monster: Chimera, CR 11
        STR 12 (+1), DEX 18 (+4), INT 12 (+1), WIS 11 (0), CHA 9 (-1), CON 11 (0)
        Hit Points: 233
        Armor Class: 17
        Attack Bonus: 8
        Basic Attack: 3d6 + 4 radiant
        Save DC: 17
        XP Value: 7200
        Treasure: 600 Gold Coins, 10 Platinum Coins
        
        Gold Inlaid Wooden Door, magically sealed, carved stone stairway to the next room.
        
        Room 78, Prison Workout Room
        Dimensions: square, 12 hands across
        Details: Everything in this room has been painted a strange yellow color.
        Monster: Hook Horror, CR 11
        STR 10 (0), DEX 14 (+2), INT 14 (+2), WIS 15 (+2), CHA 10 (0), CON 9 (-1)
        Hit Points: 235
        Armor Class: 16
        Attack Bonus: 9
        Basic Attack: 3d6 + 4 piercing
        Save DC: 17
        XP Value: 7200
        Treasure: 200 Electrum Coins, 600 Gold Coins
        
        Carved Wooden Door, bared from the other side, east hallway to the next room.
        
        Room 79, Mythical Beast Stable
        Dimensions: decagon, 48 hands across
        Details: This room appears empty except for scattered bits of broken furniture.
        Monster: Lycanthrope: Werecat, CR 11
        STR 6 (-2), DEX 15 (+2), INT 15 (+2), WIS 9 (-1), CHA 12 (+1), CON 16 (+3)
        Hit Points: 227
        Armor Class: 16
        Attack Bonus: 9
        Basic Attack: 3d6 + 4 slashing
        Save DC: 17
        XP Value: 7200
        Treasure: 600 Gold Coins, 30 Platinum Coins
        
        Solid Iron Gate, open and unlocked, west tunnel to the next room.
        
        Room 80, Torture Chamber
        Dimensions: circular, 80 hands across
        Details: Murky black water covers the floor in this room. A feral kitten is stranded on floating debris.
        Villain: Wailing Banshee, CR 12
        Motivation: Sexual frustration
        STR 17 (+3), DEX 16 (+3), INT 17 (+3), WIS 12 (+1), CHA 24 (+7), CON 13 (+1)
        Proficiency Bonus: 4
        Hit Points: 243
        Armor Class: 19
        Attack Bonus: 6
        Number of Attacks: 2 basic attacks or 1 special per turn.
        Basic Attack Damage: 4d8 + 4 necrotic
        Special Attack Damage: 1d8 + 80 positive energy
        Special Ability: Whirlwind of bludgeoning. Usable 3 times per day.
        Weakness: The villain is weakened in the presence of a particular magic item. Shortbow +1.
        Save DC: 17
        XP Value: 8400
        Treasure: 20900 Gold Coins, 1750 Platinum Coins, Jewels 3750 GP, Mantle of spell resistance, Wand of paralysis
        
        Studded Wooden Door, open and unlocked, wooden stairway to the next room.
        
        Room 81, Kitchen
        Dimensions: hexagon, 60 hands across
        Details: This room appears empty except for a thick coat of dust on the floor.
        Minion Group: Gargoyle, CR 5
        Number Appearing: 3
        STR 16 (+3), DEX 13 (+1), INT 15 (+2), WIS 15 (+2), CHA 13 (+1), CON 16 (+3)
        Hit Points: 45 each
        Armor Class: 13
        Attack Bonus: 7
        Attack Damage: 3x (1d4 + 3 shadow)
        Save DC: 15
        XP Value: 1800
        
        Carved Wooden Door, bared from the other side, east hallway to the next room.
        
        Room 82, Scientific Laboratory
        Dimensions: rectangle, 60 x 33 hands
        Details: The floors are covered in clusters of a red fungus.
        Monster: Umber Hulk, CR 12
        STR 11 (0), DEX 8 (-1), INT 11 (0), WIS 16 (+3), CHA 10 (0), CON 9 (-1)
        Hit Points: 248
        Armor Class: 18
        Attack Bonus: 7
        Basic Attack: 4d6 + 4 void
        Save DC: 17
        XP Value: 8400
        Treasure: 500 Electrum Coins, 600 Gold Coins
        
        Heavy Wooden Door, closed but unlocked, metal stairway to the next room.
        
        Room 83, Desecrated Chapel
        Dimensions: hexagon, 12 hands across
        Details: The floors are covered in clusters of a magenta fungus.
        Monster: Skeletal Monstrosity, CR 12
        STR 13 (+1), DEX 15 (+2), INT 9 (-1), WIS 16 (+3), CHA 11 (0), CON 14 (+2)
        Hit Points: 242
        Armor Class: 16
        Attack Bonus: 9
        Basic Attack: 4d6 + 4 acid
        Save DC: 17
        XP Value: 8400
        Treasure: 500 Gold Coins, 90 Platinum Coins
        
        Solid Iron Gate, magically sealed, west hallway to the next room.
        
        Room 84, Lavish Bedroom
        Dimensions: octagon, 24 hands across
        Details: This room appears empty except for scattered bits of broken furniture.
        Monster Group: Goblin Priestess, CR 12
        Number Appearing: 3
        STR 16 (+3), DEX 12 (+1), INT 13 (+1), WIS 13 (+1), CHA 7 (-2), CON 15 (+2)
        Hit Points: 78 each
        Armor Class: 17
        Attack Bonus: 8
        Attack Damage: 3x (3d6 + 4 radiant)
        Save DC: 17
        XP Value: 8400
        Treasure: 300 Electrum Coins, 1800 Gold Coins, 80 Platinum Coins
        
        Wooden Door, closed but unlocked, south rusty iron bridge to the next room.
        
        Room 85, Lavatory
        Dimensions: rectangle, 36 x 21 hands
        Details: Murky golden water, three hands deep, covers the floor in this room and the one beyond.
        NPC: Sentry
        Race: Human: Villager
        Appearance: Nervous eye twitch
        Mannerism: Paces
        STR 13 (+1), INT 10 (0), DEX 11 (0), WIS 8 (-1), CON 13 (+1), CHA 9 (-1)
        Hit Points: 5
        Armor Class: 10
        Background: Outlander, Outcast
        Ideal: Change. Life is like the seasons, in constant change, and we must change with it.
        Flaw: I am too enamored of ale, wine, and other intoxicants.
        
        Heavy Wooden Door, open and unlocked, east tunnel to the next room.
        
        Room 86, Panic Room
        Dimensions: hexagon, 48 hands across
        Details: A diabolic monster once used this room to butcher wayward adventurers.
        Monster: Bile Demon, CR 12
        STR 17 (+3), DEX 8 (-1), INT 7 (-2), WIS 16 (+3), CHA 9 (-1), CON 8 (-1)
        Hit Points: 240
        Armor Class: 19
        Attack Bonus: 6
        Basic Attack: 4d6 + 4 acid
        Save DC: 17
        XP Value: 8400
        Treasure: 1700 Silver Coins, 200 Gold Coins
        
        Bronze Portcullis, magically sealed, indigo inlaid tile stairway to the next room.
        
        Room 87, Arboretum
        Dimensions: hexagon, 72 hands across
        Details: This room has a giant map painted in the center of the floor, a significant portion of the map is missing.
        Dangerous Trap, CR 12: Acidic Bile
        Spot & Disarm DC 12
        Save vs. WIS DC 15 for half damage.
        Damage: 4d6 acid
        Disarm XP: 8400
        
        Wooden Door, closed but unlocked, wooden stairway to the next room.
        
        Room 88, Bestiary
        Dimensions: hexagon, 48 hands across
        Details: The walls are covered in patches of pink mold.
        Monster: Displacer Beast, CR 12
        STR 15 (+2), DEX 13 (+1), INT 11 (0), WIS 16 (+3), CHA 11 (0), CON 13 (+1)
        Hit Points: 240
        Armor Class: 18
        Attack Bonus: 7
        Basic Attack: 4d6 + 4 shadow
        Save DC: 17
        XP Value: 8400
        Treasure: 900 Gold Coins, 80 Platinum Coins
        
        Wooden Door, closed but unlocked, south hallway to the next room.
        
        Room 89, Treasury
        Dimensions: square, 72 hands across
        Details: At first this room looks like it was decorated for a grand party, but on closer inspection the decorations are actually bits of trash hung around the room by rusty wire.
        Monster: Shield Guardian, CR 12
        STR 17 (+3), DEX 11 (0), INT 18 (+4), WIS 8 (-1), CHA 16 (+3), CON 10 (0)
        Hit Points: 237
        Armor Class: 16
        Attack Bonus: 9
        Basic Attack: 4d6 + 4 bludgeoning
        Save DC: 17
        XP Value: 8400
        Treasure: 8800 Gold Coins, 1790 Platinum Coins
        
        Hidden Trapdoor in the floor, north rope bridge to the next room.
        
        Room 90, Archer's Armory
        Dimensions: decagon, 60 hands across
        Details: A diabolic monster once used this room to butcher wayward adventurers.
        Villain: Elf Inquisitor, CR 13
        Motivation: Revenge
        STR 12 (+1), DEX 14 (+2), INT 17 (+3), WIS 14 (+2), CHA 13 (+1), CON 16 (+3)
        Proficiency Bonus: 5
        Hit Points: 252
        Armor Class: 19
        Attack Bonus: 7
        Number of Attacks: 2 basic attacks or 1 special per turn.
        Basic Attack Damage: 4d8 + 5 holy fire
        Special Attack Damage: 1d8 + 85 hacking
        Special Ability: Stone Gaze. The villain will attempt to turn an opponent in to stone. Usable 3 times per day.
        Weakness: Susceptible to slashing damage.
        Save DC: 18
        XP Value: 10000
        Treasure: 16900 Gold Coins, 2210 Platinum Coins, Jewels 1000 GP, Potion of climbing, Potion of fire breath, Potion of healing, Spell scroll (1st level) Disguise Self
        
        Solid Iron Gate, bared from the other side, yellow inlaid tile stairway to the next room.
        
        Room 91, Gnomish Workshop
        Dimensions: rectangle, 60 x 9 hands
        Details: This room appears empty except for various broken bones scattered around the room.
        Minion Group: Green Dragon Hatchling, CR 6
        Number Appearing: 4
        STR 17 (+3), DEX 13 (+1), INT 14 (+2), WIS 16 (+3), CHA 16 (+3), CON 11 (0)
        Hit Points: 39 each
        Armor Class: 14
        Attack Bonus: 7
        Attack Damage: 4x (1d4 + 3 acid)
        Save DC: 15
        XP Value: 2300
        
        Heavy Wooden Door, bared from the other side, south hallway to the next room.
        
        Room 92, Tormented Artist Studio
        Dimensions: rectangle, 12 x 69 hands
        Details: Empty cyan boxes line the walls of this room. An invisible tome might be found here: 25% chance.
        Monster: Rust Monster, CR 14
        STR 14 (+2), DEX 11 (0), INT 15 (+2), WIS 15 (+2), CHA 13 (+1), CON 13 (+1)
        Hit Points: 266
        Armor Class: 17
        Attack Bonus: 9
        Basic Attack: 4d6 + 5 lightning
        Save DC: 18
        XP Value: 11500
        Treasure: 800 Gold Coins, 50 Platinum Coins
        
        Gold Inlaid Wooden Door, open and unlocked, north tunnel to the next room.
        
        Room 93, Abandoned Ballroom
        Dimensions: dodecagon, 64 hands across
        Details: Garbage litters the floor of this room.
        Minion Group: Crawling Claw, CR 7
        Number Appearing: 3
        STR 14 (+2), DEX 15 (+2), INT 18 (+4), WIS 13 (+1), CHA 8 (-1), CON 18 (+4)
        Hit Points: 54 each
        Armor Class: 16
        Attack Bonus: 5
        Attack Damage: 3x (1d4 + 3 bludgeoning)
        Save DC: 15
        XP Value: 2900
        
        Hidden Trapdoor in the ceiling, east hallway to the next room.
        
        Room 94, Sewer Tunnel Junction
        Dimensions: octagon, 72 hands across
        Details: Empty purple baskets line the walls of this room.
        Monster: Golem, CR 14
        STR 12 (+1), DEX 4 (-3), INT 18 (+4), WIS 16 (+3), CHA 15 (+2), CON 15 (+2)
        Hit Points: 277
        Armor Class: 17
        Attack Bonus: 9
        Basic Attack: 4d6 + 5 positive energy
        Save DC: 18
        XP Value: 11500
        Treasure: 1200 Gold Coins, 40 Platinum Coins
        
        Secret Door, west wooden bridge to the next room.
        
        Room 95, Hatchery
        Dimensions: rectangle, 36 x 21 hands
        Details: This room was decorated years ago for a party or wedding that never happened.
        Monster: Hook Horror, CR 14
        STR 14 (+2), DEX 7 (-2), INT 12 (+1), WIS 11 (0), CHA 15 (+2), CON 13 (+1)
        Hit Points: 278
        Armor Class: 18
        Attack Bonus: 8
        Basic Attack: 4d6 + 5 piercing
        Save DC: 18
        XP Value: 11500
        Treasure: 400 Gold Coins, 50 Platinum Coins
        
        Gold Inlaid Wooden Door, closed and locked, wooden stairway to the next room.
        
        Room 96, Observatory
        Dimensions: hexagon, 72 hands across
        Details: Everything in this room has been painted a strange magenta color.
        NPC: Adventurer
        Class: Warlock, Fiend Pact of the Chain
        Level: 14
        Race: Human: Peasant
        Appearance: Braided beard or hair
        STR 15 (+2), DEX 17 (+3), CON 18 (+4), INT 16 (+3), WIS 11 (0), CHA 23 (+6)
        Proficiency Bonus: 5
        Preferred Weapon: Saber
        Hit Points: 129
        Armor Class: 15
        Attack Bonus: 14
        Attack Damage: 3d10 + 9 slashing
        Special Attack: 1d8 + 90 fire
        Save DC: 19
        Save Proficiencies: CHA, WIS
        Save Modifiers: STR +2, DEX +3, CON +4, INT +3, WIS +5, CHA +11
        Skills: Deception CHA 11, Stealth DEX 8, Endurance CON 9, Fortitude CON 9, Religion INT 8, Persuasion CHA 11, Athletics STR 7, Medicine WIS 5, Reflex DEX 8
        Talent: Expert dart thrower and rock skipper
        Personal Goal: Recover a legendary artifact
        Background: Hermit, Communing with Nature
        Ideal: Free Thinking. Inquiry and curiosity are the pillars of progress.
        Flaw: I let my need to win arguments overshadow friendships and harmony.
        Inventory: Armor +1 plate, Demon armor, Ioun stone (insight)
        
        Heavy Wooden Door, closed and locked, carved stone stairway to the next room.
        
        Room 97, Prison Workout Room
        Dimensions: hexagon, 72 hands across
        Details: This room appears empty except for a thick coat of dust on the floor.
        Monster: Stone Giant, CR 14
        STR 16 (+3), DEX 11 (0), INT 16 (+3), WIS 11 (0), CHA 9 (-1), CON 8 (-1)
        Hit Points: 278
        Armor Class: 17
        Attack Bonus: 9
        Basic Attack: 4d6 + 5 crushing
        Save DC: 18
        XP Value: 11500
        Treasure: 700 Gold Coins, 30 Platinum Coins
        
        Solid Iron Gate, closed but unlocked, wooden stairway to the next room.
        
        Room 98, Desecrated Altar of Light
        Dimensions: rectangle, 36 x 9 hands
        Details: Mid-century modern with a bi-friendly open relationship floor plan.
        Villain: Doppelganger: Dwarf Archer, CR 14
        Motivation: Madness
        STR 21 (+5), DEX 16 (+3), INT 16 (+3), WIS 13 (+1), CHA 9 (-1), CON 13 (+1)
        Proficiency Bonus: 5
        Hit Points: 269
        Armor Class: 17
        Attack Bonus: 9
        Number of Attacks: 2 basic attacks or 1 special per turn.
        Basic Attack Damage: 4d8 + 5 piercing
        Special Attack Damage: 1d8 + 90 lightning
        Special Ability: Oracle of War. The villain fights with an unnatural defensive advantage. Usable 3 times per day.
        Weakness: The villain is weakened if its true name is spoken aloud within the villain's range of hearing.
        Save DC: 18
        XP Value: 11500
        Treasure: 19600 Gold Coins, 2260 Platinum Coins, Gems 5000 GP
        
        Etched Silver Door, open and unlocked, wooden stairway to the next room.
        
        Room 99, Artificer's Workshop
        Dimensions: rectangle, 60 x 57 hands
        Details: Part of the ceiling is collapsing under its own weight.
        Monster Group: Nightmare, CR 14
        Number Appearing: 2
        STR 15 (+2), DEX 9 (-1), INT 13 (+1), WIS 14 (+2), CHA 15 (+2), CON 12 (+1)
        Hit Points: 134 each
        Armor Class: 18
        Attack Bonus: 8
        Attack Damage: 2x (3d6 + 5 necrotic)
        Save DC: 18
        XP Value: 11500
        Treasure: 1500 Silver Coins, 1400 Gold Coins, 10 Platinum Coins
        
        Studded Wooden Door, closed but unlocked, south hallway to the next room.
        
        Room 100, Dungeon Heart
        Dimensions: circular, 70 hands across
        Details: An illusion appears in this room, possibly revealing a clue about the Boss: 25% chance.
        Boss: Behemoth, CR 16
        STR 12 (+1), DEX 20 (+5), INT 24 (+7), WIS 13 (+1), CHA 17 (+3), CON 22 (+6)
        Hit Points: 296
        Armor Class: 18
        Attack Bonus: 9
        Number of Attacks: 4 basic attacks or 1 special per turn.
        Basic Attack: 5d10 + 5 crushing
        Special Attack: 1d10 + 100 shadow
        Special Ability: Breath Weapon. Cone of fire.
        Legendary Actions. The boss may use one basic attack or move action at the end of every opponent's turn.
        Save DC: 18
        XP Value: 15000
        Treasure: 800 Silver Coins, 16200 Gold Coins, 1800 Platinum Coins, Jewels 750 GP, Horseshoes of a zephyr, Potion of greater healing, Potion of healing, Potion of invisibility, Potion of resistance, Potion of vitality, Spell scroll (3rd level) Sleet Storm, Spell scroll (6th level) Contingency
        
        Dungeon Exit: Solid Gold Gateway, magically sealed, magic portal leads out of the dungeon. 
        
        ```
        
Keywords: D&D,Random Dungeon,Monster,Treasure,Traps
Platform: Darwin
Platform: Linux
Classifier: Development Status :: 4 - Beta
Classifier: Programming Language :: Python :: 3.6
Classifier: Operating System :: MacOS :: MacOS X
Classifier: Operating System :: POSIX :: Linux
Classifier: Topic :: Software Development :: Libraries :: Python Modules
Requires-Python: >=3.6
Description-Content-Type: text/markdown
