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The Dark Pit of Death 02

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The Dark Pit of Death

Level 2

General

Dungeon Walls Dungeon Floor Temperature Illumination

Masonry (Climb DC 20) Hewn Stone (Balance DC 10 to charge or run) Average Average (shadowy in corridors, magical light in most rooms)

Corridors

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. Someone has scrawled "Tharor died here" in draconic here A chute descends from the corridor into a plundered tomb below Skeletons hang from chains and manacles against the walls A foul odor fills the corridor The scent of smoke fills the corridor The scent of urine fills the corridor A fountain of water sits in an alcove here A crater has been blasted into the floor 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. An unexplained breeze can be felt here A crater has been blasted into the floor A crater has been blasted into the floor

c e i m n r s u v

w x z

Wandering Monsters

1 2 3 4 5 6

1 x Ethereal Marauder, wandering aimlessly 1 x Medium Water Elemental, consumed by disease and madness 1 x Dire Weasel, returning to their lair with plunder 1 x Shocker Lizard, searching for an object stolen from their lair 1 x Owlbear Skeleton, returning to their lair with plunder 3 x Small Monstrous Spider (vermin), lost and desperate

Room #1

North Entry

Trapped and Unlocked Stone Door (hard 8, 60 hp) 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. Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp) Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) Several square holes are cut into the north and west walls, Someone has scrawled "Stay right" in goblin on the north wall

East Entry South Entry Room Features

Room #2

North Entry

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

West Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; 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, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness); Search DC 22; Disable Device DC 17. Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC) The room has a high domed ceiling, Several iron blobs are scattered throughout the room

East Entry

Room Features

Room #3

North Entry

Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20. Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp) An iron chandelier hangs from the ceiling in the north-east corner of the room, A pile of rotten fruit lies in the north side of the room 1 x Imp (devil) Imp: CR 2; Tiny outsider (evil, extraplanar, lawful); HD 3d8; hp 13; Init +3; Spd 20 ft. (4 squares), fly 50 ft. (perfect); AC 20 (+2 size, +3 dex, +5 natural), touch 15, flat-footed 17; Base Atk +3; Grp -5; Atk +8 melee (1d4 plus poison, sting); Full Atk +8 melee (1d4 plus poison, sting); Space/Reach 2-1/2 ft./0 ft.; SA Poison, spell-like abilities; SQ Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, fire resistance 5; AL LE; SV Fort +3, Ref +6, Will +4; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14 Skills and Feats: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks); Dodge, Weapon Finesse

South Entry Room Features Monster

Room #4

West Entry

Secret (Search DC 20) Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) Extended Bane Trap: CR 3; magic device; proximity trigger (Detect Good); automatic reset; spell effect (Extended Bane, 3rd level cleric, DC 13 Will save negates); Search DC 27; Disable Device DC 27. A ladder ascends to a wooden platform in the south-west corner of the room, A tapestry of geometric patterns hangs from the east wall

Room Features

Room #5

North Entry

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Poison Dart Trap: CR 1; mechanical; location trigger; manual reset; Atk +8 ranged (1d4 plus poison, dart); poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis); Search DC 20; Disable Device DC 18. Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp) Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp) Trapped and Unlocked Stone Door (hard 8, 60 hp) Large Net Trap: CR 2; mechanical; location trigger; manual reset; Atk +5 melee (see note); Search DC 20; Disable Device DC 25. Note: Characters in 10 ft. square are grappled by net (Str 18) if they fail a DC 14 Reflex save. Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) 1 x Medium Animated Object Medium animated object: CR 2; Medium construct; HD 2d10+20; hp 31; Init +0; Spd 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels; AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam); Full Atk +2 melee (1d6+1, slam); Space/Reach 5 ft./5 ft.; SA See text; SQ

East Entry #1 East Entry #2 East Entry #3 South Entry #1

South Entry #2 Monster

Construct traits, darkvision 60 ft., low-light vision; also see text; AL N; SV Fort +0, Ref +0, Will -5; Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1 Skills and Feats: -; -

Room #6

East Entry

Trapped and Stuck Stone Door (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. 5 x Tiny Animated Object Tiny animated object: CR 1/2; Tiny construct; HD 1/2 d10; hp 2; Init +2; Spd 40 ft. (8 squares); 50 ft. legs, 60 ft. multiple legs; 80 ft. wheels; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -9; Atk +1 melee (1d3-1, slam); Full Atk +1 melee (1d3-1, slam); Space/Reach 2-1/2 ft./0 ft.; SA See text; SQ Construct traits, darkvision 60 ft., low-light vision; also see text; AL N; SV Fort +0, Ref +2, Will -5; Str 8, Dex 14, Con -, Int -, Wis 1, Cha 1 Skills and Feats: -; -

Monster

Room #7

West Entry

Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 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. Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp) Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) (magically reinforced, +10 to break DC) Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; 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. A corpse lies in front of an open chest in the south-east corner of the room, Several pieces of blood-soaked clothing are scattered throughout the room 5 x Tiny Monstrous Spider (vermin) Tiny monstrous spider: CR 1/4; Tiny vermin; HD 1/2 d8; hp 2; Init +3; Spd 20 ft. (4 squares), climb 10 ft.; AC 15 (+2 size, +3 dex), touch 15, flat-footed 12; Base Atk +0; Grp -12; Atk +5 melee (1d3-4 plus poison, bite); Full Atk +5 melee (1d3-4 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +2, Ref +3, Will +0; Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2 Skills and Feats: Climb +11, Hide +15*, Jump -4*, Spot +4*; Weapon Finesse

East Entry South Entry #1 South Entry #2

Room Features Monster

Room #8

West Entry

Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) Scything Blade Trap: CR 1; mechanical; location trigger; automatic reset; Atk +8 melee (1d8/x3); Search DC 21; Disable Device DC 20. Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Large Net Trap: CR 2; mechanical; location trigger; manual reset; Atk +5 melee (see note); Search DC 20; Disable Device DC 25. Note: Characters in 10 ft. square are grappled by net (Str 18) if they fail a DC 14 Reflex save. Trapped and Unlocked Iron Door (hard 10, 60 hp) Large Net Trap: CR 2; mechanical; location trigger; manual reset; Atk +5 melee (see note); Search DC 20; Disable Device DC 25. Note: Characters in 10 ft. square are grappled by net (Str 18) if they fail a DC 14 Reflex save. Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

East Entry #1

East Entry #2

South Entry Empty

Room #9

North Entry West Entry

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp) Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Large Net Trap: CR 2; mechanical; location trigger; manual reset; Atk +5 melee (see note); Search DC 20; Disable Device DC 25. Note: Characters in 10 ft. square are grappled by net (Str 18) if they fail a DC 14 Reflex save. Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) (slides down, +1 to break DC) Rolling Rock Trap: CR 1; mechanical; location trigger; manual reset; Atk +10 melee (2d6, rock); Search DC 20; Disable Device DC 22. 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.

East Entry

Trap

Room #10

North Entry

Trapped and Unlocked Stone Door (hard 8, 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. Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) (slides down, +1 to break DC) 1 x Small Fire Elemental Small fire elemental: CR 1; Small elemental (fire, extraplanar); HD 2d8; hp 9; Init +5; Spd 50 ft. (10 squares); AC 15 (+1 size, +1 dex, +3 natural), touch 12, flatfooted 14; Base Atk +1; Grp -3; Atk +3 melee (1d4 plus 1d4 fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam); Space/Reach 5 ft./5 ft.; SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL N; SV Fort +0, Ref +4, Will +0; Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11 Skills and Feats: Listen +2, Spot +3; Dodge, Improved Initiative, Weapon Finesse

West Entry South Entry #1 South Entry #2

Monster

Room #11

North Entry

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Ceiling Pendulum: CR 3; mechanical; timed trigger; automatic reset; Atk +15 melee (1d12+8/x3, greataxe); Search DC 15; Disable Device DC 27. Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Hail of Needles: CR 3; mechanical; location trigger; manual reset; Atk +20 ranged (2d4); Search DC 22; Disable Device DC 22. A wooden ladder rests against the west wall, Someone has scrawled a monstrous face on the south wall 1 x Owlbear Skeleton Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft. (6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11; Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee (1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int -, Wis 10, Cha 1 Skills and Feats: ; Improved Initiative

East Entry South Entry #1 South Entry #2

Room Features Monster

Room #12

West Entry

Trapped and Unlocked Stone Door (hard 8, 60 hp) Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20.

ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20. South Entry Empty Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room #13

West Entry

Trapped and Stuck Iron Door (break DC 28; hard 10, 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. Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) (slides up, +2 to break DC) A stone statue stands in the south-west corner of the room, Someone has scrawled "ruby, golden, white, azure" on the north wall 1 x Medium Animated Object Medium animated object: CR 2; Medium construct; HD 2d10+20; hp 31; Init +0; Spd 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels; AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam); Full Atk +2 melee (1d6+1, slam); Space/Reach 5 ft./5 ft.; SA See text; SQ Construct traits, darkvision 60 ft., low-light vision; also see text; AL N; SV Fort +0, Ref +0, Will -5; Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1 Skills and Feats: -; -

East Entry

Room Features Monster

Room #14

North Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) 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. Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) 1 x Violet Fungus Violet fungus: CR 3; Medium plant; HD 2d8+6; hp 15; Init -1; Spd 10 ft. (2 squares); AC 13 (-1 dex, +4 natural), touch 9, flat-footed 13; Base Atk +1; Grp +3; Atk +3 melee (1d6+2 plus poison, tentacle); Full Atk +3 melee (1d6+2 plus poison, 4 tentacles); Space/Reach 5 ft./10 ft.; SA Poison; SQ Low-light vision, plant traits; AL N; SV Fort +6, Ref -1, Will +0; Str 14, Dex 8, Con 16, Int -, Wis 11, Cha 9 Skills and Feats: -; -

West Entry Monster

Room #15

West Entry South Entry #1

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Trapped and Unlocked Good Wooden Door (hard 5, 15 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. Trapped and Unlocked Stone Door (hard 8, 60 hp) 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. 1 x Owlbear Skeleton Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft. (6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11; Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee (1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int -, Wis 10, Cha 1 Skills and Feats: ; Improved Initiative

South Entry #2

Monster

Room #16

South Entry Empty

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

Room #17

North Entry

Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset; Atk +12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5 ft. squares); Search DC 20; Disable Device DC 20. Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp) A narrow pit covered by iron bars lies in the north-east corner of the room, A tile labyrinth covers the floor

West Entry South Entry Room Features

Room #18

North Entry #1 North Entry #2 South Entry Room Features

Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) Someone has scrawled "Stiny's Knights killed five trolls here" on the west wall, A splashing noise can be faintly heard near the south wall

Room #19

North Entry West Entry East Entry #1 East Entry #2

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp) Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16 ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18. Several alcoves are cut into the walls, The scent of ozone fills the room

Room Features

Room #20

North Entry #1

Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; 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. Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp) 4 x Small Monstrous Spider (vermin) Small monstrous spider: CR 1/2; Small vermin; HD 1d8; hp 4; Init +3; Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+1 size, +3 dex), touch 14, flat-footed 11; Base Atk +0; Grp -6; Atk +4 melee (1d4-2 plus poison, bite); Full Atk +4 melee (1d4-2 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 +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2 Skills and Feats: Climb +11, Hide +11*, Jump -2*, Spot +4*; Weapon Finesse

North Entry #2 South Entry Monster

Random Dungeon Generator by drow http://donjon.bin.sh/ Some content used under the terms of the Open Gaming License

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