The Dark Pit of Death 02
The Dark Pit of Death 02
The Dark Pit of Death 02
Level 2
General
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
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
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
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
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
Room #9
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
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
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 #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: -; -
Room #15
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
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
Room #18
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
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
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