The Cyst of Fell Souls 01
The Cyst of Fell Souls 01
The Cyst of Fell Souls 01
Level 1
General Walls Reinforced Masonry (Climb DC 20)
Floor Flagstone
Temperature Very Hot (creatures must succeed on a Fortitude
saving throw each hour (DC 15, +1 per previous
check) or take 1d4 points of non-lethal damage;
creatures wearing heavy clothing or any type of
armor take a -4 penalty on their saves; a creature
that takes any non-lethal damage from heat
exposure suffers from heatstroke and is fatigued)
Illumination Average (shadowy in corridors, lamps or torches in
most rooms)
Room #1 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
West Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
East Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #2, inhabited by 8 x Rat
Room Features A cube of solid stone stands in the north side of the
room, and an acrid odor fills the west side of the
room
Monster 1 x Darkmantle
Room #3 West Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Javelin Trap: CR 2; mechanical; location trigger;
manual reset; Atk +16 ranged (1d6+4, javelin);
Search DC 20; Disable Device DC 18
Room Features A well lies in the north-east corner of the room, and
floating motes of light fill the south side of the room
Room #4 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #2, inhabited by 8 x Rat
Monster 1 x Darkmantle
Empty
Room Features Lit candles are scattered across the floor, and the
scent of urine fills the room
Monster 1 x Homunculus
Room #7 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60
hp)
→ Leads to room #34
Room #9 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #33
Room Features A mural of a legendary battle covers the ceiling, and
someone has scrawled "The hammer is cursed" in
dwarvish runes on the west wall
Monster 4 x Dire Rat
Room #10 North Entry Locked Iron Door (Open Lock DC 40, break DC 28;
hard 10, 60 hp)
South Entry Locked Simple Wooden Door (Open Lock DC 40,
break DC 15; hard 5, 10 hp)
→ Leads to room #29, inhabited by 5 x 1st Level
Warrior Goblin
Room Features The scent of urine fills the west side of the room,
and a charred wooden shield lies in the east side of
the room
Room #11 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
West Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Hail of Needles: CR 3; mechanical; location
trigger; manual reset; Atk +20 ranged (2d4); Search
DC 22; Disable Device DC 22
East Entry Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #5
South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp) (slides to one side, +1 to break DC)
→ Leads to room #49, inhabited by 1 x 1st Level
Warrior Svirfneblin
Room Features A tile labyrinth covers the floor, and someone has
scrawled "The Covenant of Arierdas looted this
place" on the south wall
Monster 1 x Darkmantle
South Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #50, inhabited by 11 x Rat
Room #15 North Entry Locked Simple Wooden Door (Open Lock DC 30,
break DC 15; hard 5, 10 hp)
→ Leads to room #40, inhabited by 1 x Bat Swarm
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp) (slides to one side, +1 to break DC)
West Entry #2 Locked Simple Wooden Door (Open Lock DC 40,
break DC 15; hard 5, 10 hp)
→ Leads to room #16, inhabited by 12 x Tiny
Monstrous Centipede
Room Features Spirals of black stones cover the floor, and a briny
odor fills the room
Monster 1 x 1st Level Warrior Drow (elf)
Room #17 East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #54, inhabited by 10 x Rat
East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp) (slides up, +2 to break DC)
→ Leads to room #39
South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Room #18 North Entry Trapped Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp) (stuck, +2 to lift DC)
Ⓣ Ceiling Pendulum: CR 3; mechanical; timed
trigger; automatic reset; Atk +15 melee (1d12+8/x3,
greataxe); Search DC 15; Disable Device DC 27
South Entry Archway
Room #20 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room #23 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
South Entry #1 Trapped and Locked Good Wooden Door (Open
Lock DC 30, break DC 18; 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
South Entry #2 Unlocked Stone Door (hard 8, 60 hp)
Empty
Room #24 East Entry Secret (Search DC 30) Locked Stone Door (Open
Lock DC 30, break DC 28; hard 8, 60 hp)
Ⓢ A trap door in the floor leads to a short tunnel
beneath the wall
Room Features A wooden ladder rests against the north wall, and
someone has scrawled "Don't sleep" on the west
wall
Room #25 West Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #31, inhabited by 3 x 1st Level
Warrior Goblin
Room #27 South Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
Empty
Room #28 South Entry #1 Secret (Search DC 20) Stuck Strong Wooden Door
(break DC 23; hard 5, 20 hp)
Ⓢ The door is located near the ceiling and
concealed by an illusion
Room #29 North Entry #1 Secret (Search DC 20) Unlocked Simple Wooden
Door (hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a
hydra, and opened by reaching into several of its
mouths
North Entry #2 Locked Simple Wooden Door (Open Lock DC 40,
break DC 15; hard 5, 10 hp)
→ Leads to room #10
East Entry Secret (Search DC 30) Stuck Iron Door (break DC
28; hard 10, 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Monster 5 x 1st Level Warrior Goblin
Room Features A balcony hangs from the north wall, and a metallic
odor fills the room
Monster 3 x 1st Level Warrior Goblin
Room #33 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #9, inhabited by 4 x Dire Rat
East Entry Locked Strong Wooden Door (Open Lock DC 25,
break DC 25; hard 5, 20 hp)
Room Features A toppled statue lies in the north-west corner of the
room, and the ceiling is covered with cracks
Room #34 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #11
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #49, inhabited by 1 x 1st Level
Warrior Svirfneblin
East Entry Trapped and Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
Ⓣ Scything Blade Trap: CR 1; mechanical; location
trigger; automatic reset; Atk +8 melee (1d8/x3);
Search DC 21; Disable Device DC 20
→ Leads to room #52, inhabited by 14 x Rat
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60
hp)
→ Leads to room #7
Trap Ice Dart Trap: CR 2; magic device; visual trigger
(arcane eye); no reset; Atk +10 ranged (1d6 cold);
Search DC 22; Disable Device DC 20
Hidden Treasure Hidden (Search DC 20) Unlocked Iron Chest (hard
10, 60 hp)
Room #37 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Room #38 South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #31, inhabited by 3 x 1st Level
Warrior Goblin
Room Features An iron chandelier hangs from the ceiling in the
south-west corner of the room, and someone has
scrawled "Push stone to reset trap" in orcish runes
on the south wall
Room #39 North Entry Locked Strong Wooden Door (Open Lock DC 25,
break DC 25; hard 5, 20 hp)
→ Leads to room #54, inhabited by 10 x Rat
West Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp) (slides up, +2 to break DC)
→ Leads to room #17
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #42, inhabited by 1 x Spider
Swarm
South Entry Archway
→ Leads to room #12, inhabited by 1 x Darkmantle
Room Features A faded and torn tapestry hangs from the west wall,
and someone has scrawled "Save yourself, kill the
others" on the west wall
Room #40 North Entry Trapped and Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp)
Ⓣ Ice Dart Trap: CR 1; magic device; visual trigger
(arcane eye); no reset; Atk +10 ranged (3d6 cold);
Search DC 20; Disable Device DC 22
East Entry Trapped and Locked Iron Door (Open Lock DC 20,
break DC 28; hard 10, 60 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 Locked Simple Wooden Door (Open Lock DC 30,
break DC 15; hard 5, 10 hp)
→ Leads to room #15, inhabited by 1 x 1st Level
Warrior Drow
Monster 1 x Bat Swarm
Room #41 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Room Features A ruined siege weapon sits in the east side of the
room, and several pieces of spoiled meat are
scattered throughout the room
Room #42 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #48, inhabited by 1 x Troglodyte
Zombie
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #39
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp) (magically reinforced, +10 to break DC)
Room #44 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #46, inhabited by 4 x Dire Rat
West Entry Locked Stone Door (Open Lock DC 40, break DC
28; hard 8, 60 hp)
→ Leads to room #45, inhabited by 1 x Ghoul
Room Features A forge and anvil sit in the south-east corner of the
room, and a dagger hilt lies in the east side of the
room
Room #48 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
West Entry Trapped and Unlocked Simple Wooden Door (hard
5, 10 hp)
Ⓣ Electrified Lock: CR 1; magic device; touch
trigger; no reset; electric shock (1d6 electricity
damage, DC 12 Reflex save for half damage);
Search DC 20; Disable Device DC 20
→ Leads to room #50, inhabited by 11 x Rat
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #42, inhabited by 1 x Spider
Swarm
Monster 1 x Troglodyte Zombie
Room Features Several square holes are cut into the north and
south walls, and the floor is covered with broken
glass
Monster 1 x Ghoul
East Entry Trapped and Locked Iron Door (Open Lock DC 30,
break DC 28; hard 10, 60 hp)
Ⓣ Poisoned Arrow Trap: CR 3; mechanical; touch
trigger; manual reset; lock bypass (Open Lock DC
30); Atk +12 ranged (1d8 plus poison, arrow); poison
(large scorpion venom [injury, Fort DC 18, 1d6
Str/1d6 Str]); Search DC 19; Disable Device DC 15
Room Features Burning torches in iron sconces line the south wall,
and the scent of smoke fills the south side of the
room
Monster 1 x Troglodyte Zombie
Room #54 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #17
Monster 1 x Troglodyte