The Dark Lair of Horror

Level 1

Rune of ParalyzationExtended Bane TrapWithered corpses are nailed to the corridor wallsBasic Arrow Trap110' x 50', 1 x Large Monstrous Centipede30' x 50', 1 x Ghoul110' x 30', 10 x Rat110' x 30', Empty70' x 50', Empty110' x 70', 11 x Tiny Monstrous Centipede30' x 50', EmptyTrapped and Unlocked Stone Door (hard 8, 60 hp)Secret (Search DC 20) Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)Secret (Search DC 20) Trapped and Unlocked Stone Door (hard 8, 60 hp)Unlocked Strong Wooden Door (hard 5, 20 hp)Unlocked Strong Wooden Door (hard 5, 20 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magically reinforced, +10 to break DC)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Unlocked Simple Wooden Door (hard 5, 10 hp)Unlocked Simple Wooden Door (hard 5, 10 hp)Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Secret (Search DC 20) Trapped and Unlocked Stone Door (hard 8, 60 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 to break DC)Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
General
Dungeon WallsReinforced Masonry (Climb DC 20)
Dungeon FloorFlagstone
TemperatureCool
IlluminationAverage (shadowy in corridors, lamps or torches in most rooms)
Corridors
aRune 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
cExtended 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
eWithered corpses are nailed to the corridor walls
iBasic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20
Wandering
Monsters
11 x Medium Monstrous Spider (vermin), scavenging for food and treasure
21 x 1st Level Warrior Drow (elf), lost and desperate
31 x Grimlock, tracking the party
43 x 1st Level Warrior Orc, scouting from another part of the dungeon
54 x 1st Level Warrior Goblin, scouting from another part of the dungeon
65 x Rat (animal), consumed by disease and madness
Room #1
North EntryLocked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
West EntryUnlocked Strong Wooden Door (hard 5, 20 hp)
East Entry #1Trapped 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 #2Secret (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 #1Unlocked Strong Wooden Door (hard 5, 20 hp)
South Entry #2Secret (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 FeaturesA 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
Monster1 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

Room #2
North EntryLocked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
West EntryStuck Good Wooden Door (break DC 18; hard 5, 15 hp)

→   Leads to room #5

East EntryWooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Monster1 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

Room #3
North Entry #1Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)

→   Leads to room #5

North Entry #2Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magically reinforced, +10 to break DC)
West EntryWooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East EntryStuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South EntryStuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)

→   Leads to room #4

Room FeaturesA mural of a legendary battle covers the ceiling, Several headless statues are scattered throughout the room
Monster10 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

Room #4
North EntryStuck 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 EntryStuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East Entry #1Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #2Unlocked Simple Wooden Door (hard 5, 10 hp)
Room FeaturesSomeone has scrawled "eight, seven, three" on the north wall, The floor is covered with shards of bone
Room #5
East EntryStuck Good Wooden Door (break DC 18; hard 5, 15 hp)

→   Leads to room #2, inhabited by 1 x Ghoul

South Entry #1Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry #2Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry #3Locked 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 
Room #6
North EntrySecret (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 EntrySecret (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 FeaturesA 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
Monster11 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

Room #7
East EntryStuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 to break DC)
South EntryTrapped 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 FeaturesSpirals of black stones cover the floor, Someone has scrawled "They ate Maly" in orcish runes on the west wall

The Dark Lair of Horror
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