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The Secret Prison of The Shadow Empress 01

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The Secret Prison of the Shadow Empress 01

Level 1

General Size Small (39 x 39)


Walls Masonry (Climb DC 20)
Floor Smooth Stone
Temperature Cool

Illumination Shadowy (phosphorescent fungus or candles every


20 ft.)
Corridor Features a Spiked Pit Trap: CR 2; mechanical; location trigger;
automatic 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 18; Disable Device DC 15
c Several alcoves are cut into the walls here

e Portcullis Trap: CR 1; mechanical; location trigger;


manual reset; Atk +10 melee (3d6); Search DC 20;
Disable Device DC 20; Note: Damage applies only to
those underneath the portcullis. Portcullis blocks
passageway.
i A tile labyrinth covers the floor
m An iron chandelier hangs from the ceiling here

n A narrow shaft descends from the corridor into the


next dungeon level down
r Cobwebs fill the corridor
s The sound of chimes fills the corridor
u 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
v Falling Block: CR 1; 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
w Pit Trap: CR 2; mechanical; location trigger; manual
reset; DC 20 Reflex save avoids; 40 ft. deep (4d6,
fall); Search DC 20; Disable Device DC 20

Wandering Monsters 1 12 x Tiny Monstrous Centipede (vermin), scouting


from another part of the dungeon
2 1 x Large Monstrous Centipede (vermin), scavenging
for food and treasure
3 1 x Troglodyte, consumed by disease and madness

4 7 x Rat (animal), wandering senselessly


5 1 x Homunculus, tracking the party
6 1 x Troglodyte, returning to their lair with plunder

Room #1 East Entry #1 Archway


East Entry #2 Archway
South Entry Archway
Room Features A chute descends from the room into the next
dungeon level down, and a rotting carpet and several
chairs sit in the center of the room
Room #2 North Entry Archway
→ Leads to room #3
Room Features A wooden platform hangs over a deep pit in the east
side of the room, and a sundered helm lies in the
south-east corner of the room

Room #3 West Entry Archway


South Entry #1 Archway
→ Leads to room #2
South Entry #2 Archway
Room Features A magical mirror on the south wall answers
questions with insults, and someone has scrawled
"I'd rather be at the Green Goblet" in dwarvish runes
on the north wall
Trap 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
Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open
Lock DC 30, break DC 28; hard 10, 60 hp)

None

Room #4 North Entry Archway


Room Features Someone has scrawled "Never trust an elf" in
dwarvish runes on the north wall, and the floor is
covered with slime

Room #5 North Entry Archway


Room Features A large demonic idol with ruby eyes sits in the center
of the room, and a rusted axe lies in the south side
of the room
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: Arcane Scroll (Disguise Self (150 gp),
Spider Climb (150 gp), Suggestion (375 gp)) (total
675 gp); hoard total 675 gp
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 #6 West Entry Archway

East Entry #1 Archway


East Entry #2 Archway

Room Features Numerous pillars line the north and east walls, and
someone has scrawled an incomplete drawing of a
dragon on the north wall

Random Dungeon Generator


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