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The Cyst of Gruesome Sorrows 01

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The Cyst of Gruesome Sorrows

Level 1

General

Dungeon Walls Dungeon Floor Temperature Illumination

Masonry (Climb DC 20) Flagstone Cool Dark (individual creatures may carry lights)

Wandering Monsters

1 2 3 4 5 6

1 x Troglodyte Zombie, returning to their lair with plunder 1 x Ghoul, trying to lure the party into an ambush 1 x Troglodyte Zombie, actively patrolling their territory 1 x Ghoul, scouting from another part of the dungeon 1 x Ghoul, consumed by disease and madness 1 x Ghoul, tracking the party

Room #1

South Entry #1 South Entry #2 Room Features Trap

Unlocked Simple Wooden Door (hard 5, 10 hp) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) A tapestry of arcane patterns hangs from the south wall, A pile of blood-soaked clothing lies in the south-east corner of the room 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.

Room #2

North Entry Room Features Monster

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) A mural of legendary monsters covers the ceiling, A toppled statue lies in the west side of the room 2 x Kobold Zombie Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30 ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed 13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1, slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0, Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1 Skills and Feats: -; Toughness

Trap

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. Hidden (Search DC 30) Trapped and Unlocked Iron Chest (hard 10, 60 hp) 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. 110 gp; hoard total 110 gp

Hidden Treasure

Room #3

North Entry South Entry #1 South Entry #2

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry #2 South Entry #3 Room Features

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Unlocked Iron Door (hard 10, 60 hp) A tapestry of ghoulish carnage hangs from the north wall, A pile of iron blobs lies in the south side of the room

Room #4

North Entry West Entry East Entry Monster

Unlocked Iron Door (hard 10, 60 hp) Archway Unlocked Good Wooden Door (hard 5, 15 hp) 2 x Human Warrior Skeleton Human warrior skeleton: CR 1/3; Medium undead; HD 1d12; hp 6; Init +5; Spd 30 ft. (6 squares); AC 15 (+1 dex, +2 natural, +2 heavy steel shield), touch 11, flatfooted 14; Base Atk +0; Grp +1; Atk +1 melee (1d6+1/18-20, scimitar) or +1 melee (1d4+1, claw); Full Atk +1 melee (1d6+1/18-20, scimitar) or +1 melee (1d4+1, 2 claws); Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1 Skills and Feats: ; Improved Initiative

Room #5

East Entry South Entry Room Features Trap

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Part of the ceiling has collapsed into the room, The sound of dripping water fills the room 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.

Room #6

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

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to break DC) Unlocked Good Wooden Door (hard 5, 15 hp) Archway 1 x Wolf Skeleton Wolf skeleton: CR 1; Medium undead; HD 2d12; hp 13; Init +7; Spd 50 ft. (10 squares); AC 15 (+3 dex, +2 natural), touch 13, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, bite); Full Atk +2 melee (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +0, Ref +3, Will +3; Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1 Skills and Feats: ; Improved Initiative

Room #7

West Entry East Entry Room Features

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) A stone ramp ascends towards the east wall, A large demonic idol sits in the north side of the room

Room #8

West Entry South Entry Room Features

Archway Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) The room has a high domed ceiling, Spirals of black stones cover the floor

Room #9

West Entry Room Features Monster

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) A stone stair ascends towards the east wall, The walls have been engraved with numerous arcane symbols 4 x Human Warrior Skeleton Human warrior skeleton: CR 1/3; Medium undead; HD 1d12; hp 6; Init +5; Spd 30 ft. (6 squares); AC 15 (+1 dex, +2 natural, +2 heavy steel shield), touch 11, flatfooted 14; Base Atk +0; Grp +1; Atk +1 melee (1d6+1/18-20, scimitar) or +1 melee (1d4+1, claw); Full Atk +1 melee (1d6+1/18-20, scimitar) or +1 melee (1d4+1, 2 claws); Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1 Skills and Feats: ; Improved Initiative

Room #10

North Entry East Entry South Entry Room Features Monster

Unlocked Simple Wooden Door (hard 5, 10 hp) Archway Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) A stone statue stands in the north-east corner of the room, Chanting can be heard in the north-west corner of the room 2 x Human Warrior Skeleton Human warrior skeleton: CR 1/3; Medium undead; HD 1d12; hp 6; Init +5; Spd 30 ft. (6 squares); AC 15 (+1 dex, +2 natural, +2 heavy steel shield), touch 11, flatfooted 14; Base Atk +0; Grp +1; Atk +1 melee (1d6+1/18-20, scimitar) or +1 melee (1d4+1, claw); Full Atk +1 melee (1d6+1/18-20, scimitar) or +1 melee (1d4+1, 2 claws); Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1 Skills and Feats: ; Improved Initiative

Room #11

West Entry South Entry #1 South Entry #2 Empty

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Stuck Stone Door (break DC 28; hard 8, 60 hp) Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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