General | Dungeon Walls | Reinforced Masonry (Climb DC 20) | Dungeon Floor | Uneven Flagstone (Balance DC 10 to charge or run) | Temperature | Warm | Illumination | Shadowy (phosphorescent fungus or candles every 20 ft.) |
|
Corridors | a | A 5-foot wide chasm cuts across the corridor | c | A chute falls into the corridor from above | e | Part of the ceiling has collapsed into the corridor | i | A briny odor fills the corridor | m | Glyph 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 | n | Someone has scrawled "The walls listen" here | r | A large demonic idol with ruby eyes sits in an alcove here | s | A narrow shaft falls into the corridor from above | u | A mouldy odor fills the corridor | v | Ghoul 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 | w | A crater has been blasted into the floor | x | A rotting odor fills the corridor | z | 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 |
|
Wandering Monsters | 1 | 1 x Large Monstrous Spider (vermin), wandering senselessly | 2 | 1 x Bugbear, returning to their lair with plunder | 3 | 1 x Large Monstrous Spider (vermin), scavenging for food and treasure | 4 | 1 x Bat Swarm, actively patrolling their territory | 5 | 4 x Medium Monstrous Centipede (vermin), investigating a strange noise | 6 | 5 x 1st Level Warrior Orc, wandering senselessly |
|
Room #1 | North Entry #1 | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) → Leads to room #5, inhabited by 5 x Small Monstrous Centipede (vermin) | North Entry #2 | Unlocked Iron Door (hard 10, 60 hp) | West Entry | Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) → Leads to room #19 | | Empty | |
|
Room #2 | West Entry | Secret (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 Entry | Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) | | Room Features | An iron chandelier hangs from the ceiling in the north-west corner of the room, Several pieces of rotten bread are scattered throughout the room | Monster | 7 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 Entry | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) → Leads to room #10, inhabited by 3 x Human Commoner Zombie | East Entry | Trapped 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 Features | The south and east walls are covered with cracks, Several pieces of blood-soaked clothing are scattered throughout the room | Monster | 3 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 Entry | Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) | | Room Features | The room has a high domed ceiling, Several iron cages are scattered throughout the room |
|
Room #5 | North Entry | Unlocked Good Wooden Door (hard 5, 15 hp) | West Entry | Secret (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 #1 | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) → Leads to room #19 | South Entry #2 | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) → Leads to room #1 | | Room Features | Various torture devices are scattered throughout the room, Several pieces of rotten leather are scattered throughout the room | Monster | 5 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 Entry | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) → Leads to room #14 | East Entry #1 | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) | East Entry #2 | Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) | | Room Features | Various torture devices are scattered throughout the room, Someone has scrawled "straight, door, right" in draconic script on the west wall |
|
Room #7 | North Entry | Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp) | West Entry #1 | Archway | West Entry #2 | Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp) | West Entry #3 | Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp) Ⓢ The door is concealed behind a tapestry of vile acts | East Entry | Secret (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 Features | Part of the ceiling has collapsed into the room, The north and west walls have been engraved with strange runes | Trap | Wall 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 Entry | Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp) | West Entry | Archway → Leads to room #11 | East Entry | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC) | South Entry | Trapped 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 Features | A fountain of water sits against the east wall, A stream of quicksilver flows down the west wall | Monster | 1 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 | Trap | Pit 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 #1 | Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) | East Entry #2 | Archway | South Entry | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) | | Room Features | A 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 Entry | Stuck Stone Door (break DC 28; hard 8, 60 hp) → Leads to room #13, inhabited by 1 x Bat Swarm | East Entry | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) → Leads to room #3, inhabited by 3 x Medium Monstrous Centipede (vermin) | | Room Features | Someone has scrawled a crude drawing of a succubus on the north wall, The south and west walls are covered with scorch marks | Monster | 3 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 #1 | Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) | North Entry #2 | Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) | East Entry | Archway → Leads to room #8, inhabited by 1 x Darkmantle | South Entry | 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 | | Empty | |
|
Room #12 | North Entry | Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp) | South Entry | Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) | | Room Features | A mural of ancient mythology covers the ceiling, Various torture devices are scattered throughout the room | Monster | 7 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 Entry | Stuck Stone Door (break DC 28; hard 8, 60 hp) → Leads to room #10, inhabited by 3 x Human Commoner Zombie | South Entry | Trapped 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 Features | Several headless statues are scattered throughout the room, A rotting odor fills the room | Monster | 1 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 Entry | Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) | East Entry | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) → Leads to room #6 | South Entry #1 | Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp) | South Entry #2 | Unlocked Iron Door (hard 10, 60 hp) | | Empty | |
|
Room #15 | North Entry | Unlocked Good Wooden Door (hard 5, 15 hp) | West Entry | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) | South Entry | Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp) | | Empty | |
|
Room #16 | East Entry | Unlocked Simple Wooden Door (hard 5, 10 hp) | South Entry | Stuck Iron Door (break DC 28; hard 10, 60 hp) | | Room Features | An 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 #1 | Archway | North Entry #2 | Trapped 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 Features | A narrow shaft falls into the room from above, Several pieces of rotting wood are scattered throughout the room | Monster | 5 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 Entry | Trapped 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 Entry | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) | | Monster | 1 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 Entry | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) → Leads to room #5, inhabited by 5 x Small Monstrous Centipede (vermin) | West Entry | Stuck Stone Door (break DC 28; hard 8, 60 hp) | East Entry #1 | Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) → Leads to room #1 | East Entry #2 | Trapped 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 Entry | Unlocked Good Wooden Door (hard 5, 15 hp) | | Room Features | The north and west walls have been engraved with glowing glyphs, Someone has scrawled "golden, sapphire" on the east wall |
|