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The Lost Lair of Secrets 01

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The Lost Lair of Secrets 01

Level 1
General Walls Superior Masonry (Climb DC 25)
Floor Flagstone (light rubble, +2 to Balance and Tumble
DC)
Temperature Cool

Illumination Average (shadowy in corridors, lamps or torches in


most rooms)

Corridor Features a Burning torches in iron sconces line the corridor

c A fountain of water sits in an alcove here


e The scent of smoke fills the corridor
i The scent of ozone fills the corridor
m Scything Blade Trap: CR 1; mechanical; location
trigger; automatic reset; Atk +8 melee (1d8/x3);
Search DC 21; Disable Device DC 20

n A rotting odor fills the corridor


r A 15-foot wide chasm cuts across the corridor
s An unidentifiable odor fills the corridor

u A group of demonic faces have been carved into the


walls
v A tile labyrinth covers the floor
w Several corpses are impaled upon iron spikes on the
ceiling
x The walls here have been engraved with geometric
patterns

z Several square holes are cut into the walls here

Wandering Monsters 1 1 x Spider Swarm, trying to lure the party into an


ambush
2 1 x Homunculus, lost and desperate
3 1 x Troglodyte Zombie, returning to their lair with
plunder
4 1 x Darkmantle, gathered around an evil shrine
5 1 x 1st Level Warrior Svirfneblin (gnome),
scavenging for food and treasure
6 1 x Spider Swarm, tracking the party
Room #1 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #3, inhabited by 1 x Darkmantle
West Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #5, inhabited by 5 x 1st Level
Warrior Goblin
East Entry #1 Trapped and Stuck Good Wooden Door (break DC
18; hard 5, 15 hp)
Ⓣ Ghoul Touch Trap: CR 3; magic device; touch
trigger; automatic reset; spell effect (Ghoul Touch,
3rd level wizard, DC 13 Fort save negates); Search
DC 27; Disable Device DC 27
→ Leads to room #6
East Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Javelin Trap: CR 2; mechanical; location trigger;
manual reset; Atk +16 ranged (1d6+4, javelin);
Search DC 20; Disable Device DC 18
→ Leads to room #7, inhabited by 1 x 1st Level
Warrior Drow
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #8
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 (1d8/19-20, 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: 40 gp; Arcane Scroll (Fox's Cunning (150
gp), Magic Circle against Chaos/Evil/Good/Law (375
gp)) (total 525 gp); hoard total 565 gp
Room #2 West Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp) (slides to one side, +1 to break DC)
East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 2; mechanical;
location trigger; repair reset; DC 20 Reflex save
avoids; 10 ft. deep (1d6, fall); Search DC 27; Disable
Device DC 20
→ Leads to room #3, inhabited by 1 x Darkmantle

Room Features A chute falls into the room from above, and a tile
labyrinth covers the floor
Monster 2 x 1st Level Warrior Goblin

1st level warrior goblin: CR 1/3; Small humanoid


(goblinoid); HD 1d8+1; hp 5; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 size, +1 dex, +2 leather armor,
+1 light shield), touch 12, flat-footed 14; Base Atk
+1; Grp -3; Atk +2 melee (1d6, morningstar) or +3
ranged (1d4, javelin); Full Atk +2 melee (1d6,
morningstar) or +3 ranged (1d4, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.;
AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13,
Con 12, Int 10, Wis 9, Cha 6
Skills and Feats: Hide +5, Listen +2, Move Silently
+5, Ride +4, Spot +2; Alertness

Trap Rune of Confusion: CR 3; magic device; proximity


trigger (alarm); no reset; confusion (confused for 1d4
rounds, DC 10 Will save negates); multiple targets
(all targets in a 10 ft. radius burst); Search DC 20;
Disable Device DC 20
Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden
Chest (Open Lock DC 30, break DC 15; hard 5, 10
hp)

100 gp; hoard total 100 gp


Room #3 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
(slides to one side, +1 to break DC)
West Entry Trapped Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 2; mechanical;
location trigger; repair reset; DC 20 Reflex save
avoids; 10 ft. deep (1d6, fall); Search DC 27; Disable
Device DC 20
→ Leads to room #2, inhabited by 2 x 1st Level
Warrior Goblin

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,


30 hp)
→ Leads to room #1, inhabited by 1 x 1st Level
Warrior Duergar
Monster 1 x Darkmantle

Darkmantle: CR 1; Small magical beast; HD 1d10+1;


hp 6; Init +4; Spd 20 ft. (4 squares), fly 30 ft. (poor);
AC 17 (+1 size, +6 natural), touch 11, flat-footed 17;
Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam);
Full Atk +5 melee (1d4+4, slam); Space/Reach 5
ft./5 ft.; SA Darkness, improved grab, constrict
1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3, Ref
+2, Will +0; Str 16, Dex 10, Con 13, Int 2, Wis 10,
Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*;
Improved Initiative

Room #4 West Entry Unlocked Stone Door (hard 8, 60 hp)


South Entry Locked Good Wooden Door (Open Lock DC 40,
break DC 18; hard 5, 15 hp) (slides to one side, +1
to break DC)
→ Leads to room #5, inhabited by 5 x 1st Level
Warrior Goblin
Room Features A stone dais sits in the east side of the room, and an
iron chandelier hangs from the ceiling in the south
side of the room
Room #5 North Entry Locked Good Wooden Door (Open Lock DC 40,
break DC 18; hard 5, 15 hp) (slides to one side, +1
to break DC)
→ Leads to room #4

East Entry Unlocked Iron Door (hard 10, 60 hp)


→ Leads to room #1, inhabited by 1 x 1st Level
Warrior Duergar
South Entry Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp)

Room Features Numerous pillars line the north and south walls, and
a mural of vile acts covers the ceiling

Monster 5 x 1st Level Warrior Goblin

1st level warrior goblin: CR 1/3; Small humanoid


(goblinoid); HD 1d8+1; hp 5; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 size, +1 dex, +2 leather armor,
+1 light shield), touch 12, flat-footed 14; Base Atk
+1; Grp -3; Atk +2 melee (1d6, morningstar) or +3
ranged (1d4, javelin); Full Atk +2 melee (1d6,
morningstar) or +3 ranged (1d4, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.;
AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13,
Con 12, Int 10, Wis 9, Cha 6
Skills and Feats: Hide +5, Listen +2, Move Silently
+5, Ride +4, Spot +2; Alertness
Treasure: 1000 sp; Masterwork Halfspear (Medium)
(301 gp); hoard total 401 gp

Trap Inflict Light Wounds Trap: CR 2; magic device; touch


trigger; automatic reset; spell effect (Inflict Light
Wounds, 1st level cleric, 1d8+1, DC 11 Will save half
damage); Search DC 26; Disable Device DC 26

Room #6 West Entry Trapped and Stuck Good Wooden Door (break DC
18; hard 5, 15 hp)
Ⓣ Ghoul Touch Trap: CR 3; magic device; touch
trigger; automatic reset; spell effect (Ghoul Touch,
3rd level wizard, DC 13 Fort save negates); Search
DC 27; Disable Device DC 27
→ Leads to room #1, inhabited by 1 x 1st Level
Warrior Duergar

South Entry Secret (Search DC 20) Stuck Iron Door (break DC


28; hard 10, 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #7, inhabited by 1 x 1st Level
Warrior Drow
Empty
Room #7 North Entry Secret (Search DC 20) Stuck Iron Door (break DC
28; hard 10, 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #6

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


Ⓣ Javelin Trap: CR 2; mechanical; location trigger;
manual reset; Atk +16 ranged (1d6+4, javelin);
Search DC 20; Disable Device DC 18
→ Leads to room #1, inhabited by 1 x 1st Level
Warrior Duergar

East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60
hp)
→ Leads to room #53, inhabited by 2 x 1st Level
Warrior Goblin
Monster 1 x 1st Level Warrior Drow (elf)

1st level warrior drow: CR 1 (see text); Medium


humanoid (elf); HD 1d8; hp 4; Init +1; Spd 30 ft. (6
squares); AC 16 (+1 dex, +4 chain shirt, +1 light
shield), touch 11, flat-footed 15; Base Atk +1; Grp
+2; Atk +3 melee (1d6+1/18-20, rapier) or +2 ranged
(1d4/19-20, hand crossbow); Full Atk +3 melee
(1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand
crossbow); Space/Reach 5 ft./5 ft.; SA Poison, spell-
like abilities; SQ Drow traits, spell resistance 12; AL
NE; SV Fort +2, Ref +1, Will -1*; Str 13, Dex 13, Con
10, Int 12, Wis 9, Cha 10
Skills and Feats: Hide +0, Listen +2, Search +4, Spot
+3; Weapon Focus (rapier)
Treasure: 120 gp; hoard total 120 gp

Room #8 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #1, inhabited by 1 x 1st Level
Warrior Duergar
West Entry Archway

East Entry Locked Stone Door (Open Lock DC 20, break DC


28; hard 8, 60 hp)
→ Leads to room #9, inhabited by 1 x Darkmantle
Room Features A chute falls into the room from above, and someone
has scrawled "It is awake" in orcish runes on the
south wall
Room #9 West Entry Locked Stone Door (Open Lock DC 20, break DC
28; hard 8, 60 hp)
→ Leads to room #8
South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #2 Secret (Search DC 20) Unlocked Strong Wooden


Door (hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of a troll
archer, and opened by pulling an arrow in its quiver
→ Leads to room #57, inhabited by 1 x Huge
Monstrous Centipede

Room Features A narrow shaft falls into the room from above, and
someone has scrawled "This paladin is dead" in
draconic script on the east wall
Monster 1 x Darkmantle

Darkmantle: CR 1; Small magical beast; HD 1d10+1;


hp 6; Init +4; Spd 20 ft. (4 squares), fly 30 ft. (poor);
AC 17 (+1 size, +6 natural), touch 11, flat-footed 17;
Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam);
Full Atk +5 melee (1d4+4, slam); Space/Reach 5
ft./5 ft.; SA Darkness, improved grab, constrict
1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3, Ref
+2, Will +0; Str 16, Dex 10, Con 13, Int 2, Wis 10,
Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*;
Improved Initiative
Room #10 West Entry Locked Good Wooden Door (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
East Entry Archway
South Entry Secret (Search DC 25) Unlocked Good Wooden
Door (hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly

Room Features A sloped pit lined with iron spikes lies in the south-
west corner of the room, and someone has scrawled
"In the Desert of Mirrors, when the Raven is broken,
the Blade of Incantations shall be found" on the north
wall
Monster 12 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, flat-footed 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 #11 West Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10,
60 hp)
Ⓣ Guillotine Blade: CR 3; mechanical; location
trigger; manual reset; Atk +12 melee (1d6/19-20);
Search DC 20; Disable Device DC 22

West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)
West Entry #3 Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry Trapped and Stuck Stone Door (break DC 28; hard
8, 60 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
Room Features Someone has scrawled "The blue dragon is not a
dragon" in blood on the west wall, and the ceiling is
covered with scorch marks

Monster 11 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, flat-footed 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 #12 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #24
North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #49, inhabited by 7 x Rat
Room Features A wooden platform hangs over a deep pit in the west
side of the room, and the ceiling is covered with
scorch marks
Room #13 South Entry #1 Locked Strong Wooden Door (Open Lock DC 30,
break DC 25; hard 5, 20 hp)
South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)

Room Features Someone has scrawled "Sharpen thy sword and


ready thy shield" on the north wall, and several
barrel staves are scattered throughout the room
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: 50 gp; hoard total 50 gp

Room #14 West Entry Archway

South Entry Trapped and Stuck Iron Door (break DC 28; hard 10,
60 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 2; mechanical;
location trigger; repair reset; DC 20 Reflex save
avoids; 10 ft. deep (1d6, fall); Search DC 27; Disable
Device DC 20
Room Features The room has a high domed ceiling, and a wooden
ladder rests against the east wall

Monster 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
Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden
Chest (Open Lock DC 30, break DC 15; hard 5, 10
hp)

140 gp; Masterwork Longspear (Medium) (305 gp);


hoard total 445 gp
Room #15 North Entry Trapped and Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
Ⓣ Rolling Rock Trap: CR 1; mechanical; location
trigger; manual reset; Atk +10 melee (2d6, rock);
Search DC 20; Disable Device DC 22
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
South Entry Locked Strong Wooden Door (Open Lock DC 20,
break DC 25; hard 5, 20 hp)
→ Leads to room #37
Room Features A wooden platform hangs over a deep pit in the
south-west corner of the room, and the sound of
dripping water can be heard in the north-east corner
of the room
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 (1d8/19-20, 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: Arcane Scroll (Disguise Self (25 gp))
(Completely different effect curse) (total 25 gp);
hoard total 25 gp

Room #16 North Entry Locked Simple Wooden Door (Open Lock DC 20,
break DC 15; hard 5, 10 hp)
Room Features A mural of ghoulish carnage covers the ceiling, and
a pile of iron blobs lies in the south-east corner of
the room
Monster 1 x Darkmantle

Darkmantle: CR 1; Small magical beast; HD 1d10+1;


hp 6; Init +4; Spd 20 ft. (4 squares), fly 30 ft. (poor);
AC 17 (+1 size, +6 natural), touch 11, flat-footed 17;
Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam);
Full Atk +5 melee (1d4+4, slam); Space/Reach 5
ft./5 ft.; SA Darkness, improved grab, constrict
1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3, Ref
+2, Will +0; Str 16, Dex 10, Con 13, Int 2, Wis 10,
Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*;
Improved Initiative
Room #17 North Entry Trapped and Locked Iron Door (Open Lock DC 40,
break DC 28; hard 10, 60 hp)
Ⓣ Spear Trap: CR 1; mechanical; location trigger;
manual reset; Atk +12 ranged (1d8/x3, spear);
Search DC 20; Disable Device DC 20; Note: 200 ft.
max range, target determined randomly from those
in its path.
→ Leads to room #29
East Entry Trapped and Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
Ⓣ Acid Arrow Trap: CR 3; magic device; proximity
trigger (alarm); automatic reset; Atk +2 ranged touch;
spell effect (Acid Arrow, 3rd level wizard, 2d4
acid/round for 2 rounds); Search DC 27; Disable
Device DC 27
Room Features A stone dais and throne sits in the south side of the
room, and someone has scrawled "Artis was here"
on the south wall

Room #18 West Entry Archway


Room Features A faded and torn tapestry hangs from the east wall,
and an altar of evil sits in the south side of the room
Monster 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: 100 gp; Masterwork Greataxe (Medium)
(320 gp); hoard total 420 gp
Room #19 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #23
West Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
Room Features The room has a high domed ceiling, and the scent of
ozone fills the room
Monster 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, flat-footed 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;
Trap Wall Blade Trap: CR 1; mechanical; touch trigger;
automatic reset; hidden switch bypass (Search DC
25); Atk +10 melee (2d4/x4, scythe); Search DC 22;
Disable Device DC 22

Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open


Lock DC 30, break DC 28; hard 10, 60 hp)

130 gp; hoard total 130 gp

Room #20 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Room Features A fountain of water sits against the west wall, and
moaning can be faintly heard near the north wall

Room #21 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry Locked Simple Wooden Door (Open Lock DC 30,
break DC 15; hard 5, 10 hp)
→ Leads to room #43
Empty
Room #22 West Entry Archway
South Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
Room Features Numerous pillars line the north wall, and a mouldy
odor fills the north side of the room

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 (1d8/19-20, 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: 100 sp; Darkwood Shield (Medium) (167
gp); hoard total 177 gp

Room #23 West Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #54, inhabited by 1 x 1st Level
Warrior Drow
East Entry Secret (Search DC 25) Stuck Simple Wooden Door
(break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a
gargantuan skull carved from stone
→ Leads to room #45, inhabited by 1 x Medium
Monstrous Spider
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #19, inhabited by 1 x Spider
Swarm
Room Features A tapestry of a goddess of evil hangs from the east
wall, and a large kiln and coal bin sit in the north-east
corner of the room
Room #24 West Entry Secret (Search DC 20) Trapped and Locked Stone
Door (Open Lock DC 40, break DC 28; hard 8, 60
hp) (slides up, +2 to break DC)
Ⓢ A stone statue and section of wall makes a loud
grinding noise as it pivots open
Ⓣ Spiked Pit Trap: CR 3; 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); pit spikes (Atk
+10 melee, 1d4 spikes per target for 1d4+2 each);
Search DC 21; Disable Device DC 20
→ Leads to room #27, inhabited by 1 x 1st Level
Warrior Svirfneblin

South Entry Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)
→ Leads to room #12
Empty

Room #25 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp) (stuck, +2 to lift DC)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #49, inhabited by 7 x Rat
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
Monster 1 x Darkmantle

Darkmantle: CR 1; Small magical beast; HD 1d10+1;


hp 6; Init +4; Spd 20 ft. (4 squares), fly 30 ft. (poor);
AC 17 (+1 size, +6 natural), touch 11, flat-footed 17;
Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam);
Full Atk +5 melee (1d4+4, slam); Space/Reach 5
ft./5 ft.; SA Darkness, improved grab, constrict
1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3, Ref
+2, Will +0; Str 16, Dex 10, Con 13, Int 2, Wis 10,
Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*;
Improved Initiative

Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden


Chest (Open Lock DC 20, break DC 25; hard 5, 20
hp)

300 sp; hoard total 30 gp


Room #26 East Entry Secret (Search DC 25) Trapped and Locked Strong
Wooden Door (Open Lock DC 30, break DC 25;
hard 5, 20 hp)
Ⓢ The door is concealed by an illusion
Ⓣ Wall Blade Trap: CR 1; mechanical; touch
trigger; automatic reset; hidden switch bypass
(Search DC 25); Atk +10 melee (2d4/x4, scythe);
Search DC 22; Disable Device DC 22
Trap 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

Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden


Chest (Open Lock DC 25, break DC 25; hard 5, 20
hp)

130 gp; hoard total 130 gp

Room #27 North Entry Trapped Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
Ⓣ Poison Needle Trap: CR 1; mechanical; touch
trigger; manual reset; Atk +8 ranged (1 plus poison);
poison (greenblood oil [injury, Fort DC 13, 1 Con/1d2
Con]); Search DC 22; Disable Device DC 20
East Entry Secret (Search DC 20) Trapped and Locked Stone
Door (Open Lock DC 40, break DC 28; hard 8, 60
hp) (slides up, +2 to break DC)
Ⓢ A stone statue and section of wall makes a loud
grinding noise as it pivots open
Ⓣ Spiked Pit Trap: CR 3; 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); pit spikes (Atk
+10 melee, 1d4 spikes per target for 1d4+2 each);
Search DC 21; Disable Device DC 20
→ Leads to room #24
Monster 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
Room #28 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 2; mechanical;
location trigger; repair reset; DC 20 Reflex save
avoids; 10 ft. deep (1d6, fall); Search DC 27; Disable
Device DC 20

East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)


→ Leads to room #52, inhabited by 4 x Dire Rat
Empty

Room #29 East Entry Archway


South Entry Trapped and Locked Iron Door (Open Lock DC 40,
break DC 28; hard 10, 60 hp)
Ⓣ Spear Trap: CR 1; mechanical; location trigger;
manual reset; Atk +12 ranged (1d8/x3, spear);
Search DC 20; Disable Device DC 20; Note: 200 ft.
max range, target determined randomly from those
in its path.
→ Leads to room #17

Room Features A ladder ascends to a wooden platform in the south


side of the room, and the walls are covered with
goblin graffiti

Room #30 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Monster 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: -; -
Trap 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

Room #31 North Entry Trapped and Locked Good Wooden Door (Open
Lock DC 20, break DC 18; hard 5, 15 hp)
Ⓣ Fire Trap: CR 3; spell; spell trigger; no reset;
spell effect (Fire Trap, 3rd level druid, 1d4+3 fire, DC
13 Reflex save half damage); Search DC 27;
Disable Device DC 27
South Entry Secret (Search DC 20) Stuck Simple Wooden Door
(break DC 13; hard 5, 10 hp)
Ⓢ The door is located near the ceiling and
concealed by an illusion
→ Leads to room #33
Empty
Room #32 West Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #48
Empty

Room #33 North Entry Secret (Search DC 20) Stuck Simple Wooden Door
(break DC 13; hard 5, 10 hp)
Ⓢ The door is located near the ceiling and
concealed by an illusion
→ Leads to room #31
West Entry Archway
South Entry Trapped and Locked Strong Wooden Door (Open
Lock DC 40, break DC 25; hard 5, 20 hp)
Ⓣ Swinging Block Trap: CR 1; mechanical; touch
trigger; manual reset; Atk +5 melee (4d6, stone
block); Search DC 20; Disable Device DC 20
Room Features A stair ascends to a wooden platform in the north-
west corner of the room, and various torture devices
are scattered throughout the room

Room #34 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #35

South Entry #1 Secret (Search DC 30) Locked Iron Door (Open


Lock DC 30, break DC 28; hard 10, 60 hp)
Ⓢ The door is located near the ceiling and
concealed behind a pile of broken stone

South Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15


hp)
Empty

Room #35 West Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
East Entry Archway
→ Leads to room #41
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #34
Empty
Room #36 West Entry Trapped and Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
Ⓣ Poison Needle Trap: CR 1; mechanical; touch
trigger; manual reset; Atk +8 ranged (1 plus poison);
poison (greenblood oil [injury, Fort DC 13, 1 Con/1d2
Con]); Search DC 22; Disable Device DC 20
→ Leads to room #62

East Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides


up, +2 to break DC)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
Trap 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

Room #37 North Entry Locked Strong Wooden Door (Open Lock DC 20,
break DC 25; hard 5, 20 hp)
→ Leads to room #15, inhabited by 1 x 1st Level
Warrior Duergar
West Entry Trapped and Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
Ⓣ Swinging Block Trap: CR 1; mechanical; touch
trigger; manual reset; Atk +5 melee (4d6, stone
block); Search DC 20; Disable Device DC 20
→ Leads to room #48

East Entry Secret (Search DC 20) Stuck Simple Wooden Door


(break DC 13; hard 5, 10 hp)
Ⓢ The door is located near the ceiling and
concealed behind a pile of skulls
South Entry Archway
→ Leads to room #59
Empty
Room #38 North Entry Locked Simple Wooden Door (Open Lock DC 25,
break DC 15; hard 5, 10 hp)
West Entry Trapped and Unlocked Good Wooden Door (hard 5,
15 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
→ Leads to room #60, inhabited by 4 x 1st Level
Warrior Goblin

South Entry Secret (Search DC 25) Unlocked Good Wooden


Door (hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features An unidentifiable odor fills the north-east corner of
the room, and several corroded iron spikes are
scattered throughout the room
Monster 5 x 1st Level Warrior Goblin

1st level warrior goblin: CR 1/3; Small humanoid


(goblinoid); HD 1d8+1; hp 5; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 size, +1 dex, +2 leather armor,
+1 light shield), touch 12, flat-footed 14; Base Atk
+1; Grp -3; Atk +2 melee (1d6, morningstar) or +3
ranged (1d4, javelin); Full Atk +2 melee (1d6,
morningstar) or +3 ranged (1d4, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.;
AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13,
Con 12, Int 10, Wis 9, Cha 6
Skills and Feats: Hide +5, Listen +2, Move Silently
+5, Ride +4, Spot +2; Alertness
Treasure: Chrysoberyl (100 gp), Hematite (9 gp),
Sardonyx (40 gp); Full Plate (Medium) (1500 gp);
hoard total 1649 gp

Room #39 East Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10,
60 hp)
Ⓣ Ghoul Touch Trap: CR 3; magic device; touch
trigger; automatic reset; spell effect (Ghoul Touch,
3rd level wizard, DC 13 Fort save negates); Search
DC 27; Disable Device DC 27

East Entry #2 Archway


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 (1d8/19-20, 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: 80 gp; Masterwork Bastard Sword (Small)
(335 gp); hoard total 415 gp
Room #40 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #47, inhabited by 1 x Large
Monstrous Centipede
Room Features A mural of a draconic god covers the ceiling, and
someone has scrawled "gray, crimson, gray, azure,
sapphire" on the north wall

Room #41 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #49, inhabited by 7 x Rat
West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15
hp) (slides down, +1 to break DC)
West Entry #2 Archway
→ Leads to room #35
Room Features A mural of vile acts covers the ceiling, and someone
has scrawled "left, door, door" on the east wall

Room #42 West Entry Archway


East Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #58
Room Features A swarm of crawling insects covers the floor, and
several empty bottles are scattered throughout the
room

Room #43 West Entry Locked Simple Wooden Door (Open Lock DC 30,
break DC 15; hard 5, 10 hp)
→ Leads to room #21
South Entry Secret (Search DC 25) Stuck Simple Wooden Door
(break DC 13; hard 5, 10 hp)
Ⓢ The door is located near the ceiling and
concealed within a mosaic of a legendary battle
Empty
Room #44 North Entry Trapped and Unlocked Simple Wooden Door (hard
5, 10 hp)
Ⓣ Stone Blocks from Ceiling: CR 3; mechanical;
location trigger; repair reset; Atk +10 melee (4d6,
stone blocks); Search DC 25; Disable Device DC 20
Room Features Part of the ceiling has collapsed into the room, and
the ceiling is covered with cracks

Monster 1 x Wererat (lycanthrope)

Wererat, human form: CR 2; Medium humanoid


(human, shapechanger); HD 1d8+1 plus 1d8+2; hp
12; Init +0; Spd 30 ft. (6 squares); AC 15 (+2 natural,
+2 leather, +1 buckler), touch 10, flat-footed 15;
Base Atk +1; Grp +2; Atk +2 melee (1d6+1/18-20,
rapier) or +1 ranged (1d8/19-20, light crossbow); Full
Atk +2 melee (1d6+1/18-20, rapier) or +1 ranged
(1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.;
SA -; SQ Alternate form, rat empathy, low-light
vision, scent; AL LE; SV Fort +5, Ref +2, Will +4; Str
13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills and Feats: Climb +0, Handle Animal +3, Hide
+1, Listen +4, Move Silently +0, Spot +4, Swim +9;
Alertness, Dodge, Iron Will, Weapon Finesse
Wererat, dire rat form: CR 2; Small humanoid
(human, shapechanger); HD 1d8+1 plus 1d8+2; hp
12; Init +3; Spd 40 ft. (8 squares), climb 20 ft.; AC 17
(+1 size, +3 dex, +3 natural), touch 14, flat-footed
14; Base Atk +1; Grp -2; Atk +6 melee (1d4+1 plus
disease, bite); Full Atk +6 melee (1d4+1 plus
disease, bite); Space/Reach 5 ft./5 ft.; SA Curse of
lycanthropy, disease; SQ Alternate form, rat
empathy, damage reduction 10/silver, low-light
vision, scent; AL LE; SV Fort +6, Ref +5, Will +4; Str
13, Dex 17, Con 14, Int 10, Wis 11, Cha 8
Skills and Feats: Climb +11, Handle Animal +3, Hide
+8, Listen +4, Move Silently +4, Spot +4, Swim +11;
(same as human form)
Wererat, hybrid form: CR 2; Medium humanoid
(human, shapechanger); HD 1d8+1 plus 1d8+2; hp
12; Init +3; Spd 30 ft. (6 squares); AC 16 (+3 dex, +3
natural), touch 13, flat-footed 13; Base Atk +1; Grp
+2; Atk +5 melee (1d6+1/18-20, rapier) or +4 ranged
(1d8/19-20, light crossbow); Full Atk +4 melee
(1d6+1/18-20, rapier) and -1 melee (1d6 plus
disease, bite) or +4 ranged (1d8/19-20, light
crossbow); Space/Reach 5 ft./5 ft.; SA Curse of
lycanthropy, disease; SQ Alternate form, rat
empathy, damage reduction 10/silver, low-light
vision, scent; AL LE; SV Fort +6, Ref +5, Will +4; Str
13, Dex 17, Con 14, Int 10, Wis 11, Cha 8
Skills and Feats: Climb +4, Handle Animal +3, Hide
+5, Listen +4, Move Silently +4, Spot +4, Swim +9;
(same as human form)
Treasure: 700 sp; hoard total 70 gp
Room #45 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
West Entry Secret (Search DC 25) Stuck Simple Wooden Door
(break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a
gargantuan skull carved from stone
→ Leads to room #23

South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15


hp)
Monster 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
Room #46 West Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #59

East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)


→ Leads to room #61, inhabited by 2 x 1st Level
Warrior Goblin

East Entry #2 Archway


→ Leads to room #55

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: 65 gp; hoard total 65 gp
Room #47 North Entry Archway

West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15


hp)
→ Leads to room #40

East Entry Locked Simple Wooden Door (Open Lock DC 25,


break DC 15; hard 5, 10 hp) (slides to one side, +1
to break DC)
Room Features Someone has scrawled a strange glyph on the south
wall, and a pile of spoiled meat lies in the south-west
corner of the room
Monster 1 x Large Monstrous Centipede (vermin)

Large monstrous centipede: CR 1; Large vermin; HD


3d8; hp 13; Init +2; Spd 40 ft. (8 squares), climb 40
ft.; AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-
footed 12; Base Atk +2; Grp +7; Atk +3 melee
(1d8+1 plus poison, bite); Full Atk +3 melee (1d8+1
plus poison, bite); Space/Reach 10 ft./5 ft.; SA
Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV
Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -
, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4;
Weapon Finesse

Trap Box of Brown Mold: CR 2; mechanical; touch trigger


(opening the box); automatic reset; 5 ft. cold aura
(3d6, cold nonlethal); Search DC 22; Disable Device
DC 16

Room #48 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #32

West Entry Locked Good Wooden Door (Open Lock DC 40,


break DC 18; hard 5, 15 hp)

East Entry Trapped and Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
Ⓣ Swinging Block Trap: CR 1; mechanical; touch
trigger; manual reset; Atk +5 melee (4d6, stone
block); Search DC 20; Disable Device DC 20
→ Leads to room #37

Room Features The floor is covered in perfect hexagonal tiles, and a


wooden ladder rests against the south wall
Room #49 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #12
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #25, inhabited by 1 x Darkmantle

South Entry Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)
→ Leads to room #41

Monster 7 x Rat (animal)

Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2;


Spd 15 ft. (3 squares), climb 15 ft., swim 15 ft.; AC
14 (+2 size, +2 dex), touch 14, flat-footed 12; Base
Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk
+4 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.;
SA -; SQ Low-light vision, scent; AL N; SV Fort +2,
Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12,
Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +14,
Move Silently +10, Swim +10; Weapon Finesse

Room #50 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

East Entry Trapped and Stuck Stone Door (break DC 28; hard
8, 60 hp)
Ⓣ Rolling Rock Trap: CR 1; mechanical; location
trigger; manual reset; Atk +10 melee (2d6, rock);
Search DC 20; Disable Device DC 22
Room Features Lit candles are scattered across the floor, and
someone has scrawled "It's a trap" on the north wall

Room #51 West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60
hp)

Room Features Someone has scrawled "Trespassers will be flayed


alive" in goblin runes on the north wall, and several
sundered shields are scattered throughout the room

Trap Magic Missle Trap: CR 1; magic device; visual


trigger (arcane eye); no reset; magic missile (2d6
force damage); never miss; Search DC 22; Disable
Device DC 22
Room #52 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #28

Room Features A narrow shaft descends from the room into a


magical cyst below, and burning torches in iron
sconces line the south and east walls
Monster 4 x Dire Rat

Dire rat: CR 1/3; Small animal; HD 1d8+1; hp 5; Init


+3; Spd 40 ft. (8 squares), climb 20 ft.; AC 15 (+1
size, +3 dex, +1 natural), touch 14, flat-footed 12;
Base Atk +0; Grp -4; Atk +4 melee (1d4 plus
disease, bite); Full Atk +4 melee (1d4 plus disease,
bite); Space/Reach 5 ft./5 ft.; SA Disease; SQ Low-
light vision, scent; AL N; SV Fort +3, Ref +5, Will +3;
Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Skills and Feats: Climb +11, Hide +8, Listen +4,
Move Silently +4, Spot +4, Swim +11; Alertness,
Weapon Finesse

Room #53 North Entry Archway


West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60
hp)
→ Leads to room #7, inhabited by 1 x 1st Level
Warrior Drow

Monster 2 x 1st Level Warrior Goblin

1st level warrior goblin: CR 1/3; Small humanoid


(goblinoid); HD 1d8+1; hp 5; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 size, +1 dex, +2 leather armor,
+1 light shield), touch 12, flat-footed 14; Base Atk
+1; Grp -3; Atk +2 melee (1d6, morningstar) or +3
ranged (1d4, javelin); Full Atk +2 melee (1d6,
morningstar) or +3 ranged (1d4, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.;
AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13,
Con 12, Int 10, Wis 9, Cha 6
Skills and Feats: Hide +5, Listen +2, Move Silently
+5, Ride +4, Spot +2; Alertness

Room #54 East Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #23
Room Features A magical mirror on the west wall speaks riddles and
cryptic prophecies, and a chute falls into the room
from above
Monster 1 x 1st Level Warrior Drow (elf)

1st level warrior drow: CR 1 (see text); Medium


humanoid (elf); HD 1d8; hp 4; Init +1; Spd 30 ft. (6
squares); AC 16 (+1 dex, +4 chain shirt, +1 light
shield), touch 11, flat-footed 15; Base Atk +1; Grp
+2; Atk +3 melee (1d6+1/18-20, rapier) or +2 ranged
(1d4/19-20, hand crossbow); Full Atk +3 melee
(1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand
crossbow); Space/Reach 5 ft./5 ft.; SA Poison, spell-
like abilities; SQ Drow traits, spell resistance 12; AL
NE; SV Fort +2, Ref +1, Will -1*; Str 13, Dex 13, Con
10, Int 12, Wis 9, Cha 10
Skills and Feats: Hide +0, Listen +2, Search +4, Spot
+3; Weapon Focus (rapier)
Treasure: 120 gp; hoard total 120 gp
Room #55 North Entry Archway
→ Leads to room #61, inhabited by 2 x 1st Level
Warrior Goblin
West Entry Archway
→ Leads to room #46, inhabited by 1 x Troglodyte

East Entry #1 Secret (Search DC 30) Trapped and Locked Iron


Door (Open Lock DC 20, break DC 28; hard 10, 60
hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ 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

East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15


hp)

Empty

Room #56 South Entry Trapped and Unlocked Simple Wooden Door (hard
5, 10 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
→ Leads to room #62
Room Features A stone dais and throne sits in the south-east corner
of the room, and someone has scrawled "I've
forgotten my name" on the west wall
Monster 2 x 1st Level Warrior Goblin

1st level warrior goblin: CR 1/3; Small humanoid


(goblinoid); HD 1d8+1; hp 5; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 size, +1 dex, +2 leather armor,
+1 light shield), touch 12, flat-footed 14; Base Atk
+1; Grp -3; Atk +2 melee (1d6, morningstar) or +3
ranged (1d4, javelin); Full Atk +2 melee (1d6,
morningstar) or +3 ranged (1d4, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.;
AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13,
Con 12, Int 10, Wis 9, Cha 6
Skills and Feats: Hide +5, Listen +2, Move Silently
+5, Ride +4, Spot +2; Alertness
Room #57 North Entry Secret (Search DC 20) Unlocked Strong Wooden
Door (hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of a troll
archer, and opened by pulling an arrow in its quiver
→ Leads to room #9, inhabited by 1 x Darkmantle

East Entry #1 Secret (Search DC 25) Locked Stone Door (Open


Lock DC 40, break DC 28; hard 8, 60 hp)
Ⓢ The door is located several feet above the floor
and opened by speaking a command word
East Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
Monster 1 x Huge Monstrous Centipede (vermin)

Huge monstrous centipede: CR 2; Huge vermin; HD


6d8+6; hp 33; Init +2; Spd 40 ft. (8 squares), climb
40 ft.; AC 16 (-2 size, +2 dex, +6 natural), touch 10,
flat-footed 14; Base Atk +4; Grp +15; Atk +5 melee
(2d6+4 plus poison, bite); Full Atk +5 melee (2d6+4
plus poison, bite); Space/Reach 15 ft./10 ft.; SA
Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV
Fort +6, Ref +4, Will +2; Str 17, Dex 15, Con 12, Int -
, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +2, Spot +4; -

Room #58 North Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides
down, +1 to break DC)
West Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #42

Room Features A stone ramp ascends towards the east wall, and
someone has scrawled "The Adventurers of Seheath
looted this place" on the north wall

Room #59 North Entry Archway


→ Leads to room #37
West Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
East Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #46, inhabited by 1 x Troglodyte
Empty
Room #60 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
East Entry Trapped and Unlocked Good Wooden Door (hard 5,
15 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
→ Leads to room #38, inhabited by 5 x 1st Level
Warrior Goblin
South Entry Archway

Monster 4 x 1st Level Warrior Goblin

1st level warrior goblin: CR 1/3; Small humanoid


(goblinoid); HD 1d8+1; hp 5; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 size, +1 dex, +2 leather armor,
+1 light shield), touch 12, flat-footed 14; Base Atk
+1; Grp -3; Atk +2 melee (1d6, morningstar) or +3
ranged (1d4, javelin); Full Atk +2 melee (1d6,
morningstar) or +3 ranged (1d4, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.;
AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13,
Con 12, Int 10, Wis 9, Cha 6
Skills and Feats: Hide +5, Listen +2, Move Silently
+5, Ride +4, Spot +2; Alertness
Treasure: 30 gp; hoard total 30 gp

Hidden Treasure Hidden (Search DC 25) Trapped and Unlocked


Simple Wooden Chest (hard 5, 10 hp)
Poison Needle Trap: CR 2; mechanical; touch
trigger; repair reset; lock bypass (Open Lock DC 30);
Atk +17 melee (1 plus poison, needle); poison (blue
whinnis [injury, Fort DC 14, 1 Con/unconscious]);
Search DC 22; Disable Device DC 17

40 pp; hoard total 400 gp


Room #61 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp) (slides down, +1 to break DC)
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #46, inhabited by 1 x Troglodyte
South Entry Archway
→ Leads to room #55

Monster 2 x 1st Level Warrior Goblin

1st level warrior goblin: CR 1/3; Small humanoid


(goblinoid); HD 1d8+1; hp 5; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 size, +1 dex, +2 leather armor,
+1 light shield), touch 12, flat-footed 14; Base Atk
+1; Grp -3; Atk +2 melee (1d6, morningstar) or +3
ranged (1d4, javelin); Full Atk +2 melee (1d6,
morningstar) or +3 ranged (1d4, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.;
AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13,
Con 12, Int 10, Wis 9, Cha 6
Skills and Feats: Hide +5, Listen +2, Move Silently
+5, Ride +4, Spot +2; Alertness

Room #62 North Entry Trapped and Unlocked Simple Wooden Door (hard
5, 10 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
→ Leads to room #56, inhabited by 2 x 1st Level
Warrior Goblin

East Entry Trapped and Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
Ⓣ Poison Needle Trap: CR 1; mechanical; touch
trigger; manual reset; Atk +8 ranged (1 plus poison);
poison (greenblood oil [injury, Fort DC 13, 1 Con/1d2
Con]); Search DC 22; Disable Device DC 20
→ Leads to room #36
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
Room Features A stone stair ascends towards the north wall, and a
hole has been blasted into the south wall

Random Dungeon Generator


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