The Lost Lair of Secrets 01
The Lost Lair of Secrets 01
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
Room Features A chute falls into the room from above, and a tile
labyrinth covers the floor
Monster 2 x 1st Level Warrior Goblin
Room Features Numerous pillars line the north and south walls, and
a mural of vile acts covers the ceiling
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
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)
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
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)
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)
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
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
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
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
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
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)
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)
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
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
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
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
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 #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 Troglodyte
Room #48 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #32
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 #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)
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
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 #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