The Lair of Mosha 01
The Lair of Mosha 01
The Lair of Mosha 01
Level 1
General Walls Hewn Stone (Climb DC 25)
Floor Smooth Stone
Temperature Warm
Illumination Bright (lamps or torches every 40
ft.)
Room #2 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15
hp) (slides down, +1 to break DC)
North Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #26, inhabited by 1 x Medium
Monstrous Spider
West Entry Archway
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Empty
Room #4 West Entry Trapped Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
Ⓣ Hail of Needles: CR 3; mechanical; location
trigger; manual reset; Atk +20 ranged (2d4); Search
DC 22; Disable Device DC 22
→ Leads to room #1
East Entry Trapped and Stuck Stone Door (break DC 28; hard
8, 60 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
Empty
Room #5 East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
Room Features An altar of evil sits in the north side of the room, and
a briny odor fills the north-east corner of the room
Room #7 East Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
Monster 1 x Ghoul
Room #8 East Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
Room Features Part of the ceiling has collapsed into the room, and a
simple fireplace sits against the east wall
Room #9 North Entry Locked Good Wooden Door (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
→ Leads to room #14, inhabited by 1 x 1st Level
Warrior Svirfneblin
West Entry Trapped and Locked Stone Door (Open Lock DC 30,
break DC 28; hard 8, 60 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 #18, inhabited by 1 x Troglodyte
Zombie
Room Features A stone dais and throne sits in the north-east corner
of the room, and the ceiling is covered with
bloodstains
Monster 1 x Darkmantle
Room #10 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #1 Trapped and Stuck Simple Wooden Door (break DC
13; hard 5, 10 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 #2 Archway
→ Leads to room #47
Room Features A tile mosaic of geometric patterns covers the floor,
and the sound of drums fills the room
Room #11 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #47
South Entry Trapped and Locked Strong Wooden Door (Open
Lock DC 25, break DC 25; hard 5, 20 hp)
Ⓣ 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
Empty
Room #12 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #42, inhabited by 1 x Ghoul
Room Features A well lies in the north-east corner of the room, and
someone has scrawled "Iles died here" in blood on
the east wall
Trap Swinging Block Trap: CR 1; mechanical; touch
trigger; manual reset; Atk +5 melee (4d6, stone
block); Search DC 20; Disable Device DC 20
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden
Chest (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Room #13 West Entry Locked Good Wooden Door (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
South Entry #1 Archway
Room #15 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10,
60 hp) (slides to one side, +1 to break DC)
Ⓣ Earthmaw Trap: CR 1; magic device; location
trigger; no reset; earthmaw (1d6 damage, DC 10
Reflex save for half damage); Search DC 20;
Disable Device DC 20
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
Empty
Room #16 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #43
East Entry Locked Iron Door (Open Lock DC 20, break DC 28;
hard 10, 60 hp)
Monster 1 x Darkmantle
Room #17 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #55, inhabited by 8 x Tiny
Monstrous Centipede
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Empty
Room #18 North Entry Trapped and Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp) (slides up, +2 to break DC)
Ⓣ 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.
East Entry #1 Trapped and Locked Stone Door (Open Lock DC 30,
break DC 28; hard 8, 60 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 #9, inhabited by 1 x Darkmantle
East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
Room #19 West Entry Locked Simple Wooden Door (Open Lock DC 20,
break DC 15; hard 5, 10 hp)
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Room Features Several square holes are cut into the ceiling and
floor, and someone has scrawled "Sharpen thy axe
and ready thy shield" on the south wall
Monster 1 x Homunculus
Room #21 East Entry Trapped and Unlocked Good Wooden Door (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
Room Features A chute falls into the room from above, and a ruined
siege weapon sits in the south-east corner of the
room
Monster 1 x Homunculus
Empty
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #2
Room Features A fountain of water sits against the south wall, and
someone has scrawled "right, left, door, right,
straight, right" on the west wall
Monster 1 x Medium Monstrous Spider (vermin)
Room #27 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Room Features Someone has scrawled "I'd rather be at the Crossed
Arrows" on the south wall, and a buzzing noise fills
the room
Monster 1 x 1st Level Warrior Svirfneblin (gnome)
Room Features A tile mosaic of arcane patterns covers the floor, and
someone has scrawled a diagram of a mechanical
trap on the south wall
Monster 1 x Spider Swarm
Room #29 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #37
Room Features A sloped pit lined with iron spikes lies in the north
side of the room, and a pile of rotten rope lies in the
north-east corner of the room
Room #30 North Entry Archway
Room #31 West Entry Locked Simple Wooden Door (Open Lock DC 40,
break DC 15; hard 5, 10 hp)
→ Leads to room #49, inhabited by 1 x Ghoul
East Entry Locked Simple Wooden Door (Open Lock DC 25,
break DC 15; hard 5, 10 hp)
Room Features An iron sarcophagus sits in the south-east corner of
the room, and a bent chisel lies in the west side of
the room
Room #32 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp) (slides up, +2 to break DC)
→ Leads to room #54
South Entry Archway
Monster 1 x 1st Level Warrior Drow (elf)
Room #33 South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Empty
Room #34 West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #26, inhabited by 1 x Medium
Monstrous Spider
Room Features A large demonic idol with ruby eyes sits in the south-
west corner of the room, and a pile of torches lies in
the north side of the room
Monster 1 x Homunculus
Monster 1 x Homunculus
Room #36 South Entry Secret (Search DC 30) Stuck Stone Door (break DC
28; hard 8, 60 hp)
Ⓢ The door is opened by tracing a labyrinthine
pattern
Room #37 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #29
West Entry Secret (Search DC 20) Stuck Simple Wooden Door
(break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a
medusa, and opened by uncovering her eyes
Room Features A balcony hangs from the west wall, and someone
has scrawled a basic map of the dungeon on the
east wall
Room #38 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #25
South Entry Locked Stone Door (Open Lock DC 40, break DC
28; hard 8, 60 hp)
Empty
Room #39 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #49, inhabited by 1 x Ghoul
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
Room Features A magical pool in the east side of the room ages
whomever drinks from it (but only once), and the
floor is covered with bones
Monster 1 x Darkmantle
Room #40 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
East Entry Archway
→ Leads to room #56, inhabited by 14 x Tiny
Monstrous Centipede
Room Features A wooden platform hangs over a deep pit in the
south side of the room, and a rattling noise can be
faintly heard near the south wall
Room #41 East Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
Room Features A wooden platform hangs over a deep pit in the
south-west corner of the room, and the south and
west walls have been engraved with arcane symbols
Monster 1 x Medium Monstrous Spider (vermin)
600 sp; Deep Blue Spinel (600 gp); hoard total 660
gp
Room #42 West Entry #1 Trapped and Unlocked Strong Wooden Door (hard
5, 20 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 #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #12
Monster 1 x Ghoul
Room #43 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #54
West Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #51, inhabited by 1 x Bat Swarm
East Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #16, inhabited by 1 x Darkmantle
Room #45 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
East Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp) (slides up, +2 to break DC)
Room #46 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)
→ Leads to room #23
Empty
Room #49 West Entry #1 Locked Strong Wooden Door (Open Lock DC 20,
break DC 25; hard 5, 20 hp)
West Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28;
hard 10, 60 hp)
East Entry Locked Simple Wooden Door (Open Lock DC 40,
break DC 15; hard 5, 10 hp)
→ Leads to room #31
Room #52 South Entry Secret (Search DC 30) Stuck Good Wooden Door
(break DC 18; hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Empty
Room #53 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Room Features The south and west walls have been engraved with
geometric patterns, and several torches are
scattered throughout the room
Room #54 North Entry Locked Stone Door (Open Lock DC 25, break DC
28; hard 8, 60 hp)
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp) (slides up, +2 to break DC)
→ Leads to room #32, inhabited by 1 x 1st Level
Warrior Drow
East Entry 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
South Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #43
Room #55 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
East Entry Locked Stone Door (Open Lock DC 20, break DC
28; hard 8, 60 hp)
Room Features A tile mosaic of vile acts covers the floor, and a
wooden ladder rests against the north wall
Monster 8 x Tiny Monstrous Centipede (vermin)
Room #57 North Entry Locked Good Wooden Door (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
→ Leads to room #8
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