The Dark Lair of Horror

Level 2

A 5-foot wide chasm cuts across the corridorA 5-foot wide chasm cuts across the corridorA chute falls into the corridor from aboveA chute falls into the corridor from abovePart of the ceiling has collapsed into the corridorPart of the ceiling has collapsed into the corridorA briny odor fills the corridorGlyph of Warding (Blast)Someone has scrawled "The walls listen" hereA large demonic idol with ruby eyes sits in an alcove hereA narrow shaft falls into the corridor from aboveA mouldy odor fills the corridorGhoul Touch TrapA crater has been blasted into the floorA rotting odor fills the corridorWall Blade Trap110' x 50', Empty50' x 70', 7 x Small Monstrous Centipede70' x 110', 3 x Medium Monstrous Centipede50' x 70', Empty70' x 50', 5 x Small Monstrous Centipede70' x 50', Empty30' x 110', Wall Scythe Trap90' x 70', 1 x Darkmantle, Pit Trap110' x 70', Empty50' x 110', 3 x Human Commoner Zombie70' x 70', Empty70' x 30', 7 x Tiny Monstrous Spider30' x 70', 1 x Bat Swarm70' x 50', Empty50' x 70', Empty50' x 90', Empty90' x 70', 5 x Medium Monstrous Centipede30' x 90', 1 x Bat Swarm50' x 90', EmptyUnlocked Iron Door (hard 10, 60 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)Unlocked Good Wooden Door (hard 5, 15 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)ArchwayWooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)ArchwayStuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Stuck Stone Door (break DC 28; hard 8, 60 hp)ArchwayLocked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)Stuck Stone Door (break DC 28; hard 8, 60 hp)Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)Unlocked Iron Door (hard 10, 60 hp)Unlocked Good Wooden Door (hard 5, 15 hp)Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Unlocked Simple Wooden Door (hard 5, 10 hp)Stuck Iron Door (break DC 28; hard 10, 60 hp)ArchwayTrapped and Unlocked Stone Door (hard 8, 60 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Unlocked Good Wooden Door (hard 5, 15 hp)Stuck Stone Door (break DC 28; hard 8, 60 hp)
General
Dungeon WallsReinforced Masonry (Climb DC 20)
Dungeon FloorUneven Flagstone (Balance DC 10 to charge or run)
TemperatureWarm
IlluminationShadowy (phosphorescent fungus or candles every 20 ft.)
Corridors
aA 5-foot wide chasm cuts across the corridor
cA chute falls into the corridor from above
ePart of the ceiling has collapsed into the corridor
iA briny odor fills the corridor
mGlyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (Glyph of Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28
nSomeone has scrawled "The walls listen" here
rA large demonic idol with ruby eyes sits in an alcove here
sA narrow shaft falls into the corridor from above
uA mouldy odor fills the corridor
vGhoul Touch Trap: CR 3; magic device; touch trigger; automatic reset; spell effect (Ghoul Touch, 3rd level wizard, DC 13 Fort save negates); Search DC 27; Disable Device DC 27
wA crater has been blasted into the floor
xA rotting odor fills the corridor
zWall 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
Wandering
Monsters
11 x Large Monstrous Spider (vermin), wandering senselessly
21 x Bugbear, returning to their lair with plunder
31 x Large Monstrous Spider (vermin), scavenging for food and treasure
41 x Bat Swarm, actively patrolling their territory
54 x Medium Monstrous Centipede (vermin), investigating a strange noise
65 x 1st Level Warrior Orc, wandering senselessly
Room #1
North Entry #1Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→   Leads to room #5, inhabited by 5 x Small Monstrous Centipede (vermin)

North Entry #2Unlocked Iron Door (hard 10, 60 hp)
West EntryLocked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

→   Leads to room #19

Empty 
Room #2
West EntrySecret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)

Ⓢ   The door is concealed within the mouth of a gargantuan skull carved from stone

East EntryLocked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
Room FeaturesAn iron chandelier hangs from the ceiling in the north-west corner of the room, Several pieces of rotten bread are scattered throughout the room
Monster7 x Small Monstrous Centipede (vermin)

Small monstrous centipede: CR 1/4; Small vermin; HD 1/2 d8; hp 2; Init +2; Spd 30 ft. (6 squares), climb 30 ft.; AC 14 (+1 size, +2 dex, +1 natural), touch 13, flat-footed 12; Base Atk +0; Grp -7; Atk +3 melee (1d4-3 plus poison, bite); Full Atk +3 melee (1d4-3 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will +0; Str 5, Dex 15, Con 10, Int -, Wis 10, Cha 2

Skills and Feats: Climb +10, Hide +14, Spot +4; Weapon Finesse

Room #3
West EntryWooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

→   Leads to room #10, inhabited by 3 x Human Commoner Zombie

East EntryTrapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 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

Room FeaturesThe south and east walls are covered with cracks, Several pieces of blood-soaked clothing are scattered throughout the room
Monster3 x Medium Monstrous Centipede (vermin)

Medium monstrous centipede: CR 1/2; Medium vermin; HD 1d8; hp 4; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +0; Grp -1; Atk +2 melee (1d6-1 plus poison, bite); Full Atk +2 melee (1d6-1 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will +0; Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2

Skills and Feats: Climb +10, Hide +10, Spot +4; Weapon Finesse

Room #4
South EntryLocked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
Room FeaturesThe room has a high domed ceiling, Several iron cages are scattered throughout the room
Room #5
North EntryUnlocked Good Wooden Door (hard 5, 15 hp)
West EntrySecret (Search DC 20) Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

Ⓢ   A bookcase and concealed door pivots smoothly

South Entry #1Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→   Leads to room #19

South Entry #2Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→   Leads to room #1

Room FeaturesVarious torture devices are scattered throughout the room, Several pieces of rotten leather are scattered throughout the room
Monster5 x Small Monstrous Centipede (vermin)

Small monstrous centipede: CR 1/4; Small vermin; HD 1/2 d8; hp 2; Init +2; Spd 30 ft. (6 squares), climb 30 ft.; AC 14 (+1 size, +2 dex, +1 natural), touch 13, flat-footed 12; Base Atk +0; Grp -7; Atk +3 melee (1d4-3 plus poison, bite); Full Atk +3 melee (1d4-3 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will +0; Str 5, Dex 15, Con 10, Int -, Wis 10, Cha 2

Skills and Feats: Climb +10, Hide +14, Spot +4; Weapon Finesse

Room #6
West EntryStuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→   Leads to room #14

East Entry #1Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #2Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Room FeaturesVarious torture devices are scattered throughout the room, Someone has scrawled "straight, door, right" in draconic script on the west wall
Room #7
North EntryLocked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
West Entry #1Archway
West Entry #2Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
West Entry #3Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓢ   The door is concealed behind a tapestry of vile acts

East EntrySecret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)

Ⓢ   A bookcase and concealed door pivots smoothly

Room FeaturesPart of the ceiling has collapsed into the room, The north and west walls have been engraved with strange runes
TrapWall Scythe Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20 melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18
Room #8
North EntryLocked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
West EntryArchway

→   Leads to room #11

East EntryWooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)
South EntryTrapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Ⓣ   Scything Blade Trap: CR 1; mechanical; location trigger; automatic reset; Atk +8 melee (1d8/x3); Search DC 21; Disable Device DC 20

Room FeaturesA fountain of water sits against the east wall, A stream of quicksilver flows down the west wall
Monster1 x Darkmantle

Darkmantle: CR 1; Small magical beast; HD 1d10+1; hp 6; Init +4; Spd 20 ft. (4 squares), fly 30 ft. (poor); AC 17 (+1 size, +6 natural), touch 11, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam); Full Atk +5 melee (1d4+4, slam); Space/Reach 5 ft./5 ft.; SA Darkness, improved grab, constrict 1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3, Ref +2, Will +0; Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10

Skills and Feats: Hide +10, Listen +5*, Spot +5*; Improved Initiative

TrapPit Trap: CR 2; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); Search DC 20; Disable Device DC 20
Room #9
East Entry #1Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
East Entry #2Archway
South EntryStuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room FeaturesA magical statue in the south side of the room answers simple questions about the dungeon (points directions), A shallow pit lies in the north-west corner of the room
Room #10
West EntryStuck Stone Door (break DC 28; hard 8, 60 hp)

→   Leads to room #13, inhabited by 1 x Bat Swarm

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

→   Leads to room #3, inhabited by 3 x Medium Monstrous Centipede (vermin)

Room FeaturesSomeone has scrawled a crude drawing of a succubus on the north wall, The south and west walls are covered with scorch marks
Monster3 x Human Commoner Zombie

Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init -1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9, flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2 melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee (1d6+1, club); 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 -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1

Skills and Feats: -; Toughness

Room #11
North Entry #1Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
North Entry #2Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East EntryArchway

→   Leads to room #8, inhabited by 1 x Darkmantle

South EntryTrapped 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

Empty 
Room #12
North EntryLocked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
South EntryLocked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
Room FeaturesA mural of ancient mythology covers the ceiling, Various torture devices are scattered throughout the room
Monster7 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 #13
East EntryStuck Stone Door (break DC 28; hard 8, 60 hp)

→   Leads to room #10, inhabited by 3 x Human Commoner Zombie

South EntryTrapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Ⓣ   Poisoned Arrow Trap: CR 3; mechanical; touch trigger; manual reset; lock bypass (Open Lock DC 30); Atk +12 ranged (1d8 plus poison, arrow); poison (large scorpion venom [injury, Fort DC 18, 1d6 Str/1d6 Str]); Search DC 19; Disable Device DC 15

Room FeaturesSeveral headless statues are scattered throughout the room, A rotting odor fills the room
Monster1 x Bat Swarm

Bat swarm: CR 2; Diminutive animal (swarm); HD 3d8; hp 13; Init +2; Spd 5 ft. (1 square), fly 40 ft. (good); AC 16 (+4 size, +2 dex), touch 14, flat-footed 12; Base Atk +2; Grp -; Atk Swarm (1d6); Full Atk Swarm (1d6); Space/Reach 10 ft./0 ft.; SA Distraction, wounding; SQ Blindsense 20 ft., half damage from slashing and piercing, low-light vision, swarm traits; AL N; SV Fort +3, Ref +7, Will +3; Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4

Skills and Feats: Listen +11, Spot +11; Alertness, Lightning Reflexes

Room #14
North EntryLocked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
East EntryStuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→   Leads to room #6

South Entry #1Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
South Entry #2Unlocked Iron Door (hard 10, 60 hp)
Empty 
Room #15
North EntryUnlocked Good Wooden Door (hard 5, 15 hp)
West EntryWooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South EntryLocked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Empty 
Room #16
East EntryUnlocked Simple Wooden Door (hard 5, 10 hp)
South EntryStuck Iron Door (break DC 28; hard 10, 60 hp)
Room FeaturesAn iron chandelier hangs from the ceiling in the south side of the room, A creaking sound can be heard in the north-west corner of the room
Room #17
North Entry #1Archway
North Entry #2Trapped and Unlocked Stone Door (hard 8, 60 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 FeaturesA narrow shaft falls into the room from above, Several pieces of rotting wood are scattered throughout the room
Monster5 x Medium Monstrous Centipede (vermin)

Medium monstrous centipede: CR 1/2; Medium vermin; HD 1d8; hp 4; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +0; Grp -1; Atk +2 melee (1d6-1 plus poison, bite); Full Atk +2 melee (1d6-1 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will +0; Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2

Skills and Feats: Climb +10, Hide +10, Spot +4; Weapon Finesse

Room #18
West EntryTrapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

Ⓣ   Spear Trap: CR 1; mechanical; location trigger; manual reset; Atk +12 ranged (1d8/x3, spear); Search DC 20; Disable Device DC 20; Note: 200 ft. max range, target determined randomly from those in its path.

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

Bat swarm: CR 2; Diminutive animal (swarm); HD 3d8; hp 13; Init +2; Spd 5 ft. (1 square), fly 40 ft. (good); AC 16 (+4 size, +2 dex), touch 14, flat-footed 12; Base Atk +2; Grp -; Atk Swarm (1d6); Full Atk Swarm (1d6); Space/Reach 10 ft./0 ft.; SA Distraction, wounding; SQ Blindsense 20 ft., half damage from slashing and piercing, low-light vision, swarm traits; AL N; SV Fort +3, Ref +7, Will +3; Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4

Skills and Feats: Listen +11, Spot +11; Alertness, Lightning Reflexes

Room #19
North EntryStuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

→   Leads to room #5, inhabited by 5 x Small Monstrous Centipede (vermin)

West EntryStuck Stone Door (break DC 28; hard 8, 60 hp)
East Entry #1Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

→   Leads to room #1

East Entry #2Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 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

South EntryUnlocked Good Wooden Door (hard 5, 15 hp)
Room FeaturesThe north and west walls have been engraved with glowing glyphs, Someone has scrawled "golden, sapphire" on the east wall

The Dark Lair of Horror
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