General | Dungeon Walls | Reinforced Masonry (Climb DC 20) | Dungeon Floor | Flagstone | Temperature | Cool | Illumination | Average (shadowy in corridors, lamps or torches in most rooms) |
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Corridors | a | Rune of Paralyzation: CR 2; magic device;
proximity trigger (alarm); no reset;
paralyzation (paralyzed for 1d4 rounds, DC 12 Fort save negates);
multiple targets (all targets in a 10 ft. radius burst);
Search DC 22; Disable Device DC 20 | c | 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 | e | Withered corpses are nailed to the corridor walls | i | Basic Arrow Trap: CR 1; mechanical;
proximity trigger; manual reset;
Atk +10 ranged (1d6/x3, arrow);
Search DC 20; Disable Device DC 20 |
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Wandering Monsters | 1 | 1 x Medium Monstrous Spider (vermin), scavenging for food and treasure | 2 | 1 x 1st Level Warrior Drow (elf), lost and desperate | 3 | 1 x Grimlock, tracking the party | 4 | 3 x 1st Level Warrior Orc, scouting from another part of the dungeon | 5 | 4 x 1st Level Warrior Goblin, scouting from another part of the dungeon | 6 | 5 x Rat (animal), consumed by disease and madness |
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Room #1 | North Entry | Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) | West Entry | Unlocked Strong Wooden Door (hard 5, 20 hp) | East Entry #1 | Trapped and Unlocked Stone Door (hard 8, 60 hp) Ⓣ Poison Needle Trap: CR 1; mechanical;
touch trigger; manual reset;
Atk +8 ranged (1 plus poison);
poison (greenblood oil [injury, Fort DC 13, 1 Con/1d2 Con]);
Search DC 22; Disable Device DC 20 | East Entry #2 | Secret (Search DC 20) Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) Ⓢ A trap door in the floor leads to a short tunnel beneath the wall | South Entry #1 | Unlocked Strong Wooden Door (hard 5, 20 hp) | South Entry #2 | Secret (Search DC 20) Trapped and Unlocked Stone Door (hard 8, 60 hp) Ⓢ A bookcase and section of wall pivots smoothly Ⓣ Pit Trap: CR 3; mechanical;
location trigger; manual reset;
DC 20 Reflex save avoids; 60 ft. deep (6d6, fall);
Search DC 20; Disable Device DC 20 → Leads to room #6, inhabited by 11 x Tiny Monstrous Centipede (vermin) | | Room Features | A wooden platform hangs over a deep pit in the south-east corner of the room, A ruined gauntlet lies in the north side of the room | Monster | 1 x Large Monstrous Centipede (vermin)
Large monstrous centipede: CR 1; Large vermin; HD 3d8; hp 13; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 plus poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2 Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse |
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Room #2 | North Entry | Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) | West Entry | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) → Leads to room #5 | East Entry | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) | | Monster | 1 x Ghoul
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12 Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack |
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Room #3 | North Entry #1 | Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) → Leads to room #5 | North Entry #2 | Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magically reinforced, +10 to break DC) | West Entry | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) | East Entry | Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) | South Entry | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC) → Leads to room #4 | | Room Features | A mural of a legendary battle covers the ceiling, Several headless statues are scattered throughout the room | Monster | 10 x Rat (animal)
Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2; Spd 15 ft. (3 squares), climb 15 ft., swim 15 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk +4 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 Skills and Feats: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10; Weapon Finesse |
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Room #4 | North Entry | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC) → Leads to room #3, inhabited by 10 x Rat (animal) | West Entry | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) | East Entry #1 | Unlocked Simple Wooden Door (hard 5, 10 hp) | East Entry #2 | Unlocked Simple Wooden Door (hard 5, 10 hp) | | Room Features | Someone has scrawled "eight, seven, three" on the north wall, The floor is covered with shards of bone |
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Room #5 | East Entry | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) → Leads to room #2, inhabited by 1 x Ghoul | South Entry #1 | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) | South Entry #2 | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) | South Entry #3 | Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) → Leads to room #3, inhabited by 10 x Rat (animal) | | Empty | |
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Room #6 | North Entry | Secret (Search DC 20) Trapped and Unlocked Stone Door (hard 8, 60 hp) Ⓢ A bookcase and section of wall pivots smoothly Ⓣ Pit Trap: CR 3; mechanical;
location trigger; manual reset;
DC 20 Reflex save avoids; 60 ft. deep (6d6, fall);
Search DC 20; Disable Device DC 20 → Leads to room #1, inhabited by 1 x Large Monstrous Centipede (vermin) | East Entry | Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Ⓢ The door is concealed behind a pile of broken stone | | Room Features | A stack of rotting wooden crates stands against the south wall, Someone has scrawled "I'd rather be at the Gypsy's Tavern" on the east wall | Monster | 11 x Tiny Monstrous Centipede (vermin)
Tiny monstrous centipede: CR 1/8; Tiny vermin; HD 1/4 d8; hp 1; Init +2; Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite); Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2 Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse |
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Room #7 | East Entry | Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 to break DC) | South Entry | Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp) Ⓣ Burning Hands Trap: CR 3; magic device;
proximity trigger (alarm); automatic reset;
spell effect (Burning Hands, 5th level wizard, 5d4 fire, DC 11 Reflex save half damage);
Search DC 26; Disable Device DC 26 | | Room Features | Spirals of black stones cover the floor, Someone has scrawled "They ate Maly" in orcish runes on the west wall |
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