Nothing Special   »   [go: up one dir, main page]

Greystone Manor 01

Download as pdf or txt
Download as pdf or txt
You are on page 1of 9
At a glance
Powered by AI
The document describes the layout and features of multiple rooms and corridors in a dungeon called Greystone Manor. It includes details about traps, monsters, and notes left by previous visitors.

Traps described include pit traps and a trapped door. Monsters mentioned include ghouls, troglodytes, homunculi, grimlocks and more.

"Ran out of arrows", "Stay low", "Has anyone seen my invisible cloak?" and "Sapphire, jade, sapphire, white" are some of the notes scrawled on the walls.

Greystone Manor

Level 1

General

Dungeon Walls

Reinforced Masonry (Climb DC 20)

Dungeon Floor

Smooth Stone

Temperature

Average

Illumination

Corridors

Wandering
Monsters

Room #1

Average (shadowy in corridors, lamps or torches in most rooms)

Burning torches in iron sconces line the corridor

Someone has scrawled "Ran out of arrows" here

Chanting fills the corridor

A fountain of water sits in an alcove here

Skeletons hang from chains and manacles against the walls

A 15-foot wide chasm cuts across the corridor

A large demonic idol with ruby eyes sits in an alcove here

A sulphurous odor fills the corridor

A large demonic idol with ruby eyes sits in an alcove here

1 x Wererat (lycanthrope), trying to lure the party into an ambush

1 x Large Monstrous Centipede (vermin), tracking the party

1 x Troglodyte Zombie, bloodied and fleeing a more powerful enemy

13 x Rat (animal), lost and desperate

1 x Large Monstrous Centipede (vermin), tracking the party

1 x Homunculus, tracking the party

East Entry #1

Archway

East Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Leads to room #14

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

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Leads to room #9, inhabited by 1 x Troglodyte

Leads to room #9, inhabited by 1 x Troglodyte


East Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Leads to room #15, inhabited by 1 x Shrieker

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

Trapped and Unlocked Stone Door (hard 8, 60 hp)


Deeper Pit Trap: CR 1; mechanical; location trigger; manual reset;
hidden switch bypass (Search DC 25); DC 15 Reflex save avoids; 20 ft.
deep (2d6, fall); multiple targets (first target in each of two adjacent 5
ft. squares); Search DC 20; Disable Device DC 23
Leads to room #20, inhabited by 1 x 1st Level Warrior Duergar

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

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Leads to room #7, inhabited by 5 x Human Commoner Zombie

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

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


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: 20 pp; hoard total 200 gp

Room #11

West Entry
East Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Fusillade of Darts: CR 1; mechanical; location trigger; manual reset;
Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each
target in two adjacent 5 ft. squares); Search DC 14; Disable Device
DC 20

East Entry #2

Unlocked Iron Door (hard 10, 60 hp)


Leads to room #21, inhabited by 1 x 1st Level Warrior Duergar

South Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Empty

Room #12

North Entry
Monster

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


1 x Shrieker (fungus)
Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5
dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk
-; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant traits; AL
N; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1
Skills and Feats: -; -

Room #13

West Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #14

West Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Leads to room #3

East Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Leads to room #26, inhabited by 1 x Ghoul

Room Features

Room #15

West Entry

Several headless statues are scattered throughout the room, A pile of


torches lies in the north side of the room

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Leads to room #7, inhabited by 5 x Human Commoner Zombie

East Entry
South Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)


Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Leads to room #22, inhabited by 1 x Troglodyte

Room Features

The floor is covered in perfect hexagonal tiles, Someone has scrawled

Room Features
Monster

The floor is covered in perfect hexagonal tiles, Someone has scrawled


"iron, black, black, ruby, gray" on the north wall
1 x Shrieker (fungus)
Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5
dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk
-; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant traits; AL
N; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1
Skills and Feats: -; -

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

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Leads to room #24, inhabited by 1 x Troglodyte Zombie

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

(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;
Hidden Treasure

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

Stuck Iron Door (break DC 28; hard 10, 60 hp)


Leads to room #21, inhabited by 1 x 1st Level Warrior Duergar

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

Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Camouflaged Pit Trap: CR 2; mechanical; location trigger; manual
reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple
targets (first target in each of two adjacent 5 ft. squares); Search DC
24; Disable Device DC 19

East Entry

Unlocked Iron Door (hard 10, 60 hp)

South Entry #1

Archway

South Entry #2

Trapped and Unlocked Stone Door (hard 8, 60 hp)


Deeper Pit Trap: CR 1; mechanical; location trigger; manual reset;
hidden switch bypass (Search DC 25); DC 15 Reflex save avoids; 20 ft.
deep (2d6, fall); multiple targets (first target in each of two adjacent 5
ft. squares); Search DC 20; Disable Device DC 23
Leads to room #8, inhabited by 1 x 1st Level Warrior Svirfneblin

Monster

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: 500 sp; hoard total 50 gp

Room #21

West Entry

Unlocked Iron Door (hard 10, 60 hp)


Leads to room #11

East Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp)

East Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp)


Leads to room #19, inhabited by 1 x Spider Swarm

Monster

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: 5000 cp; hoard total 50 gp

Room #22

North Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Leads to room #15, inhabited by 1 x Shrieker

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

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Unlocked Good Wooden Door (hard 5, 15 hp)
Someone has scrawled "Has anyone seen my invisible cloak?" on the north
wall, The floor is covered with slime
1 x Homunculus
Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft. (4
squares), fly 50 ft. (good); AC 14 (+2 dex, +2 size), touch 14, flat-footed 12;
Base Atk +1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite); Full Atk +2
melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ
Construct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref
+4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7
Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes

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

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Leads to room #18, inhabited by 1 x Spider Swarm

Room Features
Monster

A tile mosaic of legendary monsters covers the floor, Various torture


devices are scattered throughout the room
1 x Troglodyte Zombie

Troglodyte zombie: CR 1; Medium undead; HD 4d12+3; hp 29; Init -2; Spd


30 ft. (6 squares; can't run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed
16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1, greatclub) or +3 melee
(1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); Full
Atk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee
(1d6+1, slam) or +0 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft; SA -;
SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,
undead traits; AL NE; SV Fort +1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int , Wis 10, Cha 1
Skills and Feats: -; Toughness

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

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Leads to room #14

Room Features
Monster

A stream of water flows along a channel in the floor, Various torture


devices are scattered throughout the room
1 x Ghoul
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6
squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1;
Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1
plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60 ft.,
undead traits, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13,
Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently
+6, Spot +7; Multiattack

Greystone Manor
http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License

You might also like