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Codex

This document provides a summary of the Prison of Vapar the Adamant, level 1, including descriptions of corridors, rooms, doors, traps, and monsters that may be encountered. The level contains 7 rooms connected by doors, portcullises, archways, and traps such as burning hands, thunderstones, and ice darts. Wandering monsters include troglodyte zombies, homunculi, elementals, and animated objects. Rooms contain features like wells, fountains, spikes, and carvings as well as additional doors and traps.

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Caua Holthausen
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0% found this document useful (0 votes)
11 views8 pages

Codex

This document provides a summary of the Prison of Vapar the Adamant, level 1, including descriptions of corridors, rooms, doors, traps, and monsters that may be encountered. The level contains 7 rooms connected by doors, portcullises, archways, and traps such as burning hands, thunderstones, and ice darts. Wandering monsters include troglodyte zombies, homunculi, elementals, and animated objects. Rooms contain features like wells, fountains, spikes, and carvings as well as additional doors and traps.

Uploaded by

Caua Holthausen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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The Prison of Vapar the Adamant 01

Level 1

General Walls Masonry (Climb DC 20)


Floor Flagstone
Temperature Average
Illumination Shadowy (glowing crystals every 20
ft.)
Corridor Features a Several alcoves are cut into the walls here
c 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
e Part of the ceiling has collapsed into the corridor

i A 10-foot wide chasm cuts across the corridor


m Symbol of Hypnosis: CR 1; magic device; proximity
trigger (alarm); no reset; hypnosis (dazed for 1d4
rounds, DC 10 Will save negates); multiple targets
(all targets in a 10 ft. radius burst); Search DC 20;
Disable Device DC 22
n A group of demonic faces have been carved into the
walls

Wandering Monsters 1 1 x Troglodyte Zombie, investigating a strange noise


2 1 x Homunculus, returning to their lair with plunder

3 1 x Small Air Elemental, bloodied and fleeing a more


powerful enemy
4 1 x Homunculus, gathered around an evil shrine
5 1 x Troglodyte Zombie, actively patrolling their
territory
6 1 x Small Earth Elemental, wandering senselessly

Room #1 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


(slides up, +2 to break DC)
→ Leads to room #2, inhabited by 1 x Small
Animated Object
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60
hp)
→ Leads to room #4, inhabited by 1 x Dire Weasel
Room Features A well lies in the north-west corner of the room, and
a fountain decorated with five water-breathing
dragon heads sits in the center of the room
Room #2 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #13, inhabited by 1 x Small Water
Elemental
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
(slides up, +2 to break DC)
→ Leads to room #1
East Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)
(magically reinforced, +10 to break DC)
Ⓣ 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
East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry #1 Trapped and Unlocked Simple Wooden Door (hard
5, 10 hp)
Ⓣ Thunderstone Mine: CR 2; magic device;
location trigger; no reset; thunder blast (2d6 sonic
damage, DC 10 Fort save for half damage); multiple
targets (all targets in a 10 ft. radius burst); Search
DC 22; Disable Device DC 22
→ Leads to room #4, inhabited by 1 x Dire Weasel
South Entry #2 Trapped and Unlocked Simple Wooden Door (hard
5, 10 hp)
Ⓣ Ice Dart Trap: CR 1; magic device; proximity
trigger (alarm); no reset; Atk +12 ranged (1d6 cold);
Search DC 22; Disable Device DC 20
→ Leads to room #5
Monster 1 x Small Animated Object

Small animated object: CR 1; Small construct; HD


1d10+10; hp 15; Init +1; Spd 30 ft. (6 squares); 40 ft.
legs, 50 ft. multiple legs, 70 ft. wheels; AC 14 (+1
size, +1 dex, +2 natural), touch 12, flat-footed 13;
Base Atk +0; Grp -4; Atk +1 melee (1d4, slam); Full
Atk +1 melee (1d4, slam); Space/Reach 5 ft./5 ft.; SA
See text; SQ Construct traits, darkvision 60 ft., low-
light vision; also see text; AL N; SV Fort +0, Ref +1,
Will -5; Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1
Skills and Feats: -; -
Room #3 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

South Entry Archway


→ Leads to room #6

Room Features A sloped pit lined with iron spikes lies in the north-
west corner of the room, and someone has scrawled
"Beneath the tomb" on the east wall

Monster 1 x Small Animated Object

Small animated object: CR 1; Small construct; HD


1d10+10; hp 15; Init +1; Spd 30 ft. (6 squares); 40 ft.
legs, 50 ft. multiple legs, 70 ft. wheels; AC 14 (+1
size, +1 dex, +2 natural), touch 12, flat-footed 13;
Base Atk +0; Grp -4; Atk +1 melee (1d4, slam); Full
Atk +1 melee (1d4, slam); Space/Reach 5 ft./5 ft.; SA
See text; SQ Construct traits, darkvision 60 ft., low-
light vision; also see text; AL N; SV Fort +0, Ref +1,
Will -5; Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1
Skills and Feats: -; -

Room #4 North Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60
hp)
→ Leads to room #1
North Entry #2 Trapped and Unlocked Simple Wooden Door (hard
5, 10 hp)
Ⓣ Thunderstone Mine: CR 2; magic device;
location trigger; no reset; thunder blast (2d6 sonic
damage, DC 10 Fort save for half damage); multiple
targets (all targets in a 10 ft. radius burst); Search
DC 22; Disable Device DC 22
→ Leads to room #2, inhabited by 1 x Small
Animated Object
East Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #5

South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60
hp)
→ Leads to room #7

Monster 1 x Dire Weasel

Dire weasel: CR 2; Medium animal; HD 3d8; hp 13;


Init +4; Spd 40 ft. (8 squares); AC 16 (+4 dex, +2
natural), touch 14, flat-footed 12; Base Atk +2; Grp
+4; Atk +6 melee (1d6+3, bite); Full Atk +6 melee
(1d6+3, bite); Space/Reach 5 ft./5 ft.; SA Attach,
blood drain; SQ Low-light vision, scent; AL N; SV
Fort +3, Ref +7, Will +4; Str 14, Dex 19, Con 10, Int
2, Wis 12, Cha 11
Skills and Feats: Hide +8, Listen +3, Move Silently
+8, Spot +5; Alertness, Stealthy, Weapon Finesse
Room #5 North Entry Trapped and Unlocked Simple Wooden Door (hard
5, 10 hp)
Ⓣ Ice Dart Trap: CR 1; magic device; proximity
trigger (alarm); no reset; Atk +12 ranged (1d6 cold);
Search DC 22; Disable Device DC 20
→ Leads to room #2, inhabited by 1 x Small
Animated Object

West Entry Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)
→ Leads to room #4, inhabited by 1 x Dire Weasel
East Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)

East Entry #2 Trapped and Locked Good Wooden Door (Open


Lock DC 30, break DC 18; hard 5, 15 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 #1 Archway
→ Leads to room #7

South Entry #2 Secret (Search DC 25) Locked Simple Wooden Door


(Open Lock DC 25, break DC 15; hard 5, 10 hp)
Ⓢ The door is concealed behind a tapestry of
geometric patterns
Room Features A fountain of water sits against the north wall, and
several rotten apples are scattered throughout the
room

Room #6 North Entry Archway


→ Leads to room #3, inhabited by 1 x Small
Animated Object
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)

East Entry Locked Iron Door (Open Lock DC 25, break DC 28;
hard 10, 60 hp) (slides up, +2 to break DC)
→ Leads to room #7
Room Features A stone dais sits in the west side of the room, and
someone has scrawled "The Covenant of Hamua
killed six goblins here" on the north wall
Room #7 North Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60
hp)
→ Leads to room #4, inhabited by 1 x Dire Weasel

North Entry #2 Archway


→ Leads to room #5

West Entry Locked Iron Door (Open Lock DC 25, break DC 28;
hard 10, 60 hp) (slides up, +2 to break DC)
→ Leads to room #6

East Entry Locked Simple Wooden Door (Open Lock DC 40,


break DC 15; hard 5, 10 hp)

South Entry Locked Iron Door (Open Lock DC 25, break DC 28;
hard 10, 60 hp)
Room Features A shallow pit lies in the center of the room, and a
mural of ancient mythology covers the ceiling

Room #8 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp) (slides down, +1 to break DC)

Monster 1 x Small Fire Elemental

Small fire elemental: CR 1; Small elemental (fire,


extraplanar); HD 2d8; hp 9; Init +5; Spd 50 ft. (10
squares); AC 15 (+1 size, +1 dex, +3 natural), touch
12, flat-footed 14; Base Atk +1; Grp -3; Atk +3 melee
(1d4 plus 1d4 fire, slam); Full Atk +3 melee (1d4 plus
1d4 fire, slam); Space/Reach 5 ft./5 ft.; SA Burn; SQ
Darkvision 60 ft., elemental traits, immunity to fire,
vulnerability to cold; AL N; SV Fort +0, Ref +4, Will
+0; Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Skills and Feats: Listen +2, Spot +3; Dodge,
Improved Initiative, Weapon Finesse
Trap Ice Dart Trap: CR 3; magic device; visual trigger
(arcane eye); no reset; Atk +10 ranged (3d6 cold);
Search DC 22; Disable Device DC 22

Room #9 West Entry Unlocked Good Wooden Door (hard 5, 15


hp)
Empty
Room #10 East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
South Entry #1 Locked Iron Door (Open Lock DC 30, break DC 28;
hard 10, 60 hp)

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


10 hp)
Monster 1 x Small Animated Object

Small animated object: CR 1; Small construct; HD


1d10+10; hp 15; Init +1; Spd 30 ft. (6 squares); 40 ft.
legs, 50 ft. multiple legs, 70 ft. wheels; AC 14 (+1
size, +1 dex, +2 natural), touch 12, flat-footed 13;
Base Atk +0; Grp -4; Atk +1 melee (1d4, slam); Full
Atk +1 melee (1d4, slam); Space/Reach 5 ft./5 ft.; SA
See text; SQ Construct traits, darkvision 60 ft., low-
light vision; also see text; AL N; SV Fort +0, Ref +1,
Will -5; Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1
Skills and Feats: -; -

Room #11 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
West Entry Trapped and Stuck Good Wooden Door (break DC
18; hard 5, 15 hp)
Ⓣ Fire Spray: CR 1; magic device; proximity trigger
(alarm); no reset; fire spray (3d6 fire damage, DC 12
Reflex save for half damage); Search DC 22;
Disable Device DC 20

Empty

Room #12 North Entry Trapped and Unlocked Strong Wooden Door (hard
5, 20 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
Monster 1 x Shrieker (fungus)

Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init


-5; Spd 0 ft.; AC 8 (-5 dex, +3 natural), touch 5, flat-
footed 8; Base Atk +1; Grp -4; Atk -; Full Atk -;
Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light
vision, plant traits; AL N; SV Fort +4, Ref -, Will -4;
Str -, Dex -, Con 13, Int -, Wis 2, Cha 1
Skills and Feats: -; -
Room #13 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)

East Entry Secret (Search DC 25) Trapped and Unlocked


Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is located near the ceiling and
concealed behind an area of mould
Ⓣ Acid Arrow Trap: CR 3; magic device; proximity
trigger (alarm); automatic reset; Atk +2 ranged touch;
spell effect (Acid Arrow, 3rd level wizard, 2d4
acid/round for 2 rounds); Search DC 27; Disable
Device DC 27
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #2, inhabited by 1 x Small
Animated Object
Monster 1 x Small Water Elemental

Small water elemental: CR 1; Small elemental


(water, extraplanar); HD 2d8+2; hp 11; Init +0; Spd
20 ft. (4 squares), swim 90 ft.; AC 17 (+1 size, +6
natural), touch 11, flat-footed 17; Base Atk +1; Grp -
1; Atk +4 melee (1d6+3, slam); Full Atk +4 melee
(1d6+3, slam); Space/Reach 5 ft./5 ft.; SA Water
mastery, drench, vortex; SQ Darkvision 60 ft.,
elemental traits; AL N; SV Fort +4, Ref +0, Will +0;
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Skills and Feats: Listen +2, Spot +3; Power Attack

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