Greystone Manor 01
Greystone Manor 01
Greystone Manor 01
Level 1
General
Dungeon Walls
Dungeon Floor
Smooth Stone
Temperature
Average
Illumination
Corridors
Wandering
Monsters
Room #1
East Entry #1
Archway
East Entry #2
South Entry
Room Features
Monster
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
Someone has scrawled "Stay low" on the east wall, A dagger hilt lies in the
west side of the room
1 x Grimlock
Grimlock: CR 1; Medium monstrous humanoid; HD 2d8+2; hp 11; Init +1;
Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14;
Base Atk +2; Grp +4; Atk +4 melee (1d8+3/3, battleaxe); Full Atk +4 melee
(1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA -; SQ Blindsight 40 ft.,
immunities, scent; AL NE; SV Fort +1, Ref +4, Will +2; Str 15, Dex 13, Con
13, Int 10, Wis 8, Cha 6
Skills and Feats: Climb +4, Hide +3*, Listen +5, Spot +3; Alertness, Track
Treasure: 90 gp; hoard total 90 gp
Room #2
North Entry
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25;
hard 5, 20 hp)
Falling Block: CR 2; mechanical; location trigger; no reset; Atk +10
melee (1d6); multiple targets (all targets in a 10 ft. square area);
Search DC 22; Disable Device DC 22
West Entry #1
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
West Entry #2
Empty
Room #3
West Entry #1
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
West Entry #2
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
East Entry
South Entry
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
Leads to room #24, inhabited by 1 x Troglodyte Zombie
Room Features
Room #4
East Entry
South Entry
Someone has scrawled "sapphire, jade, sapphire, white" on the south wall,
A pile of rotten fruit lies in the south-west corner of the room
Archway
Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
The door is concealed behind a statue of an ancient lich, and opened
by pressing runes on his staff
Room Features
Monster
A thumping sound fills the room, A pile of empty bottles lies in the center
of the room
1 x 1st Level Warrior Duergar (dwarf)
1st level warrior duergar: CR 1; Medium humanoid (dwarf); HD 1d8+5; hp 9;
Init +0; Spd 20 ft. in chainmail (4 squares); base speed 20 ft.; AC 17 (+5
chainmail, +2 heavy shield), touch 10, flat-footed 17; Base Atk +1; Grp +2;
Atk +2 melee (1d8+1/x3, warhammer) or +1 ranged (1d8/19-20, light
crossbow); Full Atk +2 melee (1d8+1/x3, warhammer) or +1 ranged (1d8/1920, light crossbow); Space/Reach 5 ft./5 ft.; SA Duergar traits, spell-like
abilities; SQ Darkvision 60 ft., duergar traits; AL LE; SV Fort +4*, Ref +0*,
Will -1*; Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4
Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft
(stonemasonry) +2, Listen +3, Move Silently -4, Spot +2; Toughness
Treasure: 600 sp; Masterwork Studded Leather (Medium) (175 gp); hoard
total 235 gp
Room #5
South Entry
Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 20,
break DC 15; hard 5, 10 hp)
The door is concealed within the mouth of a demonic face carved from
stone
Empty
Room #6
South Entry
Secret (Search DC 25) Trapped and Unlocked Stone Door (hard 8, 60 hp)
The door is located near the ceiling and designed to make noise when
opened
Fire Spray: CR 1; magic device; visual trigger (arcane eye); no reset;
fire spray (1d6 fire damage, DC 10 Reflex save for half damage);
Search DC 20; Disable Device DC 22
Room Features
Room #7
West Entry
A carved stone statue stands in the north-east corner of the room, Someone
has scrawled "eight, three, one, four" in orcish runes on the west wall
Room Features
Monster
A balcony hangs from the north wall, A pile of wax blobs lies in the northwest corner of the room
5 x Human Commoner Zombie
Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init
-1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9,
flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2
melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee
(1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damage
reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,
Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Room #8
North Entry
South Entry
Monster
Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides up, +2 to break DC)
1 x 1st Level Warrior Svirfneblin (gnome)
1st level warrior svirfneblin: CR 1; Small humanoid (gnome); HD 1d8+4; hp
8; Init +1; Spd 15 ft. in banded mail armor (3 squares); base speed 20 ft.;
AC 23 (+1 size, +1 dex, +4 dodge, +6 banded mail, +1 buckler), touch 16,
flat-footed 18; Base Atk +1; Grp -3; Atk +2 melee (1d4/x4, heavy pick) or
+3 ranged (1d6/19-20, light crossbow); Full Atk +2 melee (1d4/x4, heavy
pick) or +3 ranged (1d6/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA
Spell-like abilities; SQ Gnome traits, svirfneblin traits, spell resistance 12;
AL N; SV Fort +5, Ref +3, Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 11,
Cha 4
Skills and Feats: Hide +2, Listen +2, Spot +2; Toughness
Treasure: 2000 cp; hoard total 20 gp
Room #9
West Entry
East Entry
Monster
1 x Troglodyte
Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1;
Spd 30 ft. (6 squares); AC 15 (-1 dex, +6 natural), touch 9, flat-footed 15;
Base Atk +1; Grp +1; Atk +1 melee (1d6, club) or +1 melee (1d4, claw) or
+1 ranged (1d6, javelin); Full Atk +1 melee (1d6, club) and -1 melee (1d4,
claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2 claws) and -1 melee
(1d4, bite) or +1 ranged (1d6, javelin); Space/Reach 5 ft./5 ft.; SA Stench;
SQ Darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con
14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin)
Treasure: 2000 cp; hoard total 20 gp
Room #10
North Entry
Monster
Room #11
West Entry
East Entry #1
East Entry #2
South Entry
Empty
Room #12
North Entry
Monster
Room #13
West Entry #1
West Entry #2
Empty
Room #14
West Entry
East Entry
Room Features
Room #15
West Entry
East Entry
South Entry
Room Features
Room Features
Monster
Room #16
West Entry
South Entry
Monster
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Unlocked Strong Wooden Door (hard 5, 20 hp)
1 x Medium Monstrous Spider (vermin)
Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11; Init +3;
Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural), touch 13,
flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6 plus poison, bite);
Full Atk +4 melee (1d6 plus poison, bite); Space/Reach 5 ft./5 ft.; SA
Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N;
SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon Finesse
Treasure: 9 gp; hoard total 9 gp
Room #17
North Entry #1
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Rolling Rock Trap: CR 1; mechanical; location trigger; manual reset;
Atk +10 melee (2d6, rock); Search DC 20; Disable Device DC 22
North Entry #2
South Entry
Room Features
Monster
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
A narrow ledge runs along the south and east walls, An iron chandelier
hangs from the ceiling in the east side of the room
8 x Tiny Monstrous Centipede (vermin)
Tiny monstrous centipede: CR 1/8; Tiny vermin; HD 1/4 d8; hp 1; Init +2;
Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flatfooted 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite);
Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA
Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will
+0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #18
East Entry
South Entry
Room Features
Monster
Archway
A rope ascends to a wooden platform in the north-west corner of the room,
Someone has scrawled "ten, nine, seven" on the north wall
1 x Spider Swarm
Spider swarm: CR 1; Diminutive vermin (swarm); HD 2d8; hp 9; Init +3; Spd
20 ft. (4 squares), climb 20 ft.; AC 17 (+4 size, +3 dex), touch 17, flatfooted 14; Base Atk +1; Grp -; Atk Swarm (1d6 plus poison); Full Atk Swarm
(1d6 plus poison); Space/Reach 10 ft./0 ft.; SA Distraction, poison; SQ
Hidden (Search DC 20) Trapped and Unlocked Iron Chest (hard 10, 60 hp)
Burning Hands Trap: CR 2; magic device; proximity trigger (alarm);
automatic reset; spell effect (Burning Hands, 1st level wizard, 1d4 fire, DC
11 Reflex save half damage); Search DC 26; Disable Device DC 26
70 gp; hoard total 70 gp
Room #19
West Entry
East Entry
Room Features
Monster
Archway
A tile mosaic of ancient mythology covers the floor, A shattered hammer
lies in the north side of the room
1 x Spider Swarm
Spider swarm: CR 1; Diminutive vermin (swarm); HD 2d8; hp 9; Init +3; Spd
20 ft. (4 squares), climb 20 ft.; AC 17 (+4 size, +3 dex), touch 17, flatfooted 14; Base Atk +1; Grp -; Atk Swarm (1d6 plus poison); Full Atk Swarm
(1d6 plus poison); Space/Reach 10 ft./0 ft.; SA Distraction, poison; SQ
Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin traits; AL N; SV
Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Listen +4, Spot +4;
Room #20
North Entry
East Entry
South Entry #1
Archway
South Entry #2
Monster
Room #21
West Entry
East Entry
East Entry
Monster
Room #22
North Entry
Room Features
Monster
The floor is covered in square tiles, alternating white and black, The floor
is covered with fungus
1 x Troglodyte
Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1;
Spd 30 ft. (6 squares); AC 15 (-1 dex, +6 natural), touch 9, flat-footed 15;
Base Atk +1; Grp +1; Atk +1 melee (1d6, club) or +1 melee (1d4, claw) or
+1 ranged (1d6, javelin); Full Atk +1 melee (1d6, club) and -1 melee (1d4,
claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2 claws) and -1 melee
(1d4, bite) or +1 ranged (1d6, javelin); Space/Reach 5 ft./5 ft.; SA Stench;
SQ Darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con
14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin)
Treasure: 40 gp; hoard total 40 gp
Room #23
West Entry
South Entry
Room Features
Monster
Room #24
North Entry
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
Leads to room #3
West Entry
Room Features
Monster
Room #25
South Entry
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp) (slides up, +2 to break DC)
The door is located near the ceiling and concealed by an illusion
Room #26
Room Features
A tile mosaic of ancient mythology covers the floor, A large kiln and coal
bin sit in the center of the room
North Entry #1
North Entry #2
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Camouflaged Pit Trap: CR 3; mechanical; location trigger; manual
reset; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); multiple
targets (first target in each of two adjacent squares); Search DC 24;
Disable Device DC 18
West Entry #1
Archway
West Entry #2
Room Features
Monster
Greystone Manor
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