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The Sanctum of The Wyrm Duchess 01

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João Pedro Vale
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0% found this document useful (0 votes)
26 views17 pages

The Sanctum of The Wyrm Duchess 01

Uploaded by

João Pedro Vale
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Sanctum of the Wyrm Duchess 01

Level 1
General Size Huge (73 x 93)

Walls Masonry (Climb DC 20)

Floor Hewn Stone (Balance DC 10 to charge or run)

Temperature Cold (unprotected creatures must succeed on a Fortitude saving throw


every hour (DC 15, +1 per previous check) or take 1d6 points of non-
lethal damage; a creature that takes any non-lethal damage from cold
exposure suffers from hypothermia and is fatigued)
Illumination Average (shadowy in corridors, lamps or torches in most rooms)

Corridor Features a Cobwebs fill the corridor

c Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16


ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18

e Skeletons hang from chains and manacles against the walls

i Portcullis Trap: CR 1; mechanical; location trigger; manual reset; Atk


+10 melee (3d6); Search DC 20; Disable Device DC 20; Note: Damage
applies only to those underneath the portcullis. Portcullis blocks
passageway.

m Portcullis Trap: CR 1; mechanical; location trigger; manual reset; Atk


+10 melee (3d6); Search DC 20; Disable Device DC 20; Note: Damage
applies only to those underneath the portcullis. Portcullis blocks
passageway.

n Numerous pillars line the corridor

r A fountain of water sits in an alcove here

s The walls here have been engraved with incoherent labyrinths

u A chute descends from the corridor into a magical cyst below


v Several alcoves are cut into the walls here

w Someone has scrawled "The silver is cursed" in dwarvish runes here

x Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (Fire Trap, 3rd
level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC
27; Disable Device DC 27

z Fusillade of Darts: CR 1; mechanical; location trigger; manual reset;


Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each
target in two adjacent 5 ft. squares); Search DC 14; Disable Device DC
20

Wandering Monsters 1 14 x Tiny Monstrous Centipede (vermin); consumed by disease and


madness

2 1 x Shrieker (fungus); wielding bizarre eldritch powers

3 1 x Troglodyte; gathered around an evil shrine

4 1 x Large Monstrous Centipede (vermin); investigating a strange noise

5 1 x 1st Level Warrior Svirfneblin (gnome); consumed by disease and


madness

6 4 x 1st Level Warrior Goblin; gathered around an evil shrine

Room #1 East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset;
Atk +12 melee (2d6, bricks); multiple targets (all targets in two adjacent
5 ft. squares); Search DC 20; Disable Device DC 20

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
Room #2 West Entry Secret (Search DC 25) Locked Iron Door (Open Lock DC 40, break DC
28; hard 10, 60 hp)
Ⓢ The door is concealed behind a statue of an ancient lich, and
opened by pressing runes on his staff

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room Features Ghostly music fills the room, and a crushed helm lies in the center of
the room
Trap Rolling Rock Trap: CR 1; mechanical; location trigger; manual reset;
Atk +10 melee (2d6, rock); Search DC 20; Disable Device DC 22
Hidden Treasure Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC
30, break DC 18; hard 5, 15 hp)

800 sp; hoard total 80 gp

Room #3 West Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides to one side, +1 to break DC)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #4
East Entry Secret (Search DC 25) Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓢ The door is opened by pulling an iron chain
Room Features Numerous pillars line the east wall, and a pile of rotting wood lies in the
east side of the room

Room #4 East Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides to one side, +1 to break DC)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #3

South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A wooden ladder rests against the east wall, and a corroded mace lies
in the north side of the room

Room #5 South Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

Room Features A narrow ledge runs along the north and east walls, and a dulled
dagger lies in the south-east corner of the room

Room #6 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
Room Features Jagged steel blades project from cracks in the south and east walls,
and several pieces of trash are scattered throughout the room

Room #7 South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #18
Room Features The room has a high domed ceiling, and someone has scrawled "The
elf will betray you" on the west wall
Monster 10 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

Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break
DC 28; hard 10, 60 hp)

80 gp; hoard total 80 gp


Room #8 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #44
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically
reinforced, +10 to break DC)
→ Leads to room #17

Monster 1 x 1st Level Warrior Svirfneblin (gnome)

1st level warrior svirfneblin: CR 1; Small humanoid (gnome); HD


1d8+4; hp 8; Init +1; Spd 15 ft. in banded mail armor (3 squares); base
speed 20 ft.; AC 23 (+1 size, +1 dex, +4 dodge, +6 banded mail, +1
buckler), touch 16, flat-footed 18; Base Atk +1; Grp -3; Atk +2 melee
(1d4/x4, heavy pick) or +3 ranged (1d6/19-20, light crossbow); Full Atk
+2 melee (1d4/x4, heavy pick) or +3 ranged (1d6/19-20, light
crossbow); Space/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Gnome
traits, svirfneblin traits, spell resistance 12; AL N; SV Fort +5, Ref +3,
Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4
Skills and Feats: Hide +2, Listen +2, Spot +2; Toughness

Room #9 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
10 hp)
→ Leads to room #20

East Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
15 hp)

South Entry Archway


→ Leads to room #47

Room Features A set of demonic war masks hangs on the east wall, and the north and
east walls are covered with mould

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 #10 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
10 hp)
→ Leads to room #19
South Entry Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #46, inhabited by 1 x 1st Level Warrior Duergar

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 #11 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down,
+1 to break DC)

South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
Room Features Numerous pillars line the west wall, and several pieces of rotten bread
are scattered throughout the room

Room #12 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
10 hp)
Empty
Room #13 East Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
Ⓢ The door is concealed by an illusion
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Room Features A narrow shaft falls into the room from above, and an acrid odor fills the
south-east corner of the room
Monster 5 x Small Monstrous Spider (vermin)

Small monstrous spider: CR 1/2; Small vermin; HD 1d8; hp 4; Init +3;


Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+1 size, +3 dex), touch 14,
flat-footed 11; Base Atk +0; Grp -6; Atk +4 melee (1d4-2 plus poison,
bite); Full Atk +4 melee (1d4-2 plus poison, bite); Space/Reach 5 ft./5
ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin
traits; AL N; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -,
Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +11*, Jump -2*, Spot +4*; Weapon
Finesse

Room #14 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Spiked Pit Trap: CR 2; mechanical; location trigger; automatic
reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets
(first target in each of two adjacent 5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for 1d4+2 each); Search DC 18; Disable
Device DC 15

West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
Room Features Someone has scrawled an incomplete drawing of a dragon on the east
wall, and a charred wooden chest lies in the south-west corner of the
room

Monster 1 x Spider Swarm

Spider swarm: CR 1; Diminutive vermin (swarm); HD 2d8; hp 9; Init +3;


Spd 20 ft. (4 squares), climb 20 ft.; AC 17 (+4 size, +3 dex), touch 17,
flat-footed 14; Base Atk +1; Grp -; Atk Swarm (1d6 plus poison); Full
Atk Swarm (1d6 plus poison); Space/Reach 10 ft./0 ft.; SA Distraction,
poison; SQ Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin
traits; AL N; SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10, Int -,
Wis 10, Cha 2
Skills and Feats: Climb +11, Listen +4, Spot +4;

Room #15 West Entry Archway

East Entry Archway


Empty

Room #16 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
10 hp)

West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Monster 1 x Troglodyte

Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -


1; Spd 30 ft. (6 squares); AC 15 (-1 dex, +6 natural), touch 9, flat-
footed 15; Base Atk +1; Grp +1; Atk +1 melee (1d6, club) or +1 melee
(1d4, claw) or +1 ranged (1d6, javelin); Full Atk +1 melee (1d6, club)
and -1 melee (1d4, claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2
claws) and -1 melee (1d4, bite) or +1 ranged (1d6, javelin);
Space/Reach 5 ft./5 ft.; SA Stench; SQ Darkvision 90 ft.; AL CE; SV
Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus
(javelin)
Treasure: 55 gp; hoard total 55 gp
Trap Hail of Needles: CR 3; mechanical; location trigger; manual reset; Atk
+20 ranged (2d4); Search DC 22; Disable Device DC 22
Room #17 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically
reinforced, +10 to break DC)
→ Leads to room #8, inhabited by 1 x 1st Level Warrior Svirfneblin

West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Room Features A wooden ladder rests against the north wall, and someone has
scrawled "Praise the Goblin King" on the north wall

Room #18 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #7, inhabited by 10 x Tiny Monstrous Centipede

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

South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features A faded and torn tapestry hangs from the south wall, and a pile of
rotten bread lies in the south-east corner of the room

Room #19 North Entry Archway

South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
10 hp)
→ Leads to room #10, inhabited by 5 x Small Monstrous Centipede

Room Features A wooden ladder rests against the west wall, and someone has
scrawled "Two steps forward, four steps back" on the east wall

Room #20 East Entry #1 Archway

East Entry #2 Unlocked Iron Door (hard 10, 60 hp)

South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
10 hp)
→ Leads to room #9, inhabited by 1 x Shrieker

Room Features A tile mosaic of ancient mythology covers the floor, and someone has
scrawled "The Iron Arrows killed a white dragon here" on the north wall

Room #21 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

Monster 1 x 1st Level Warrior Drow (elf)

1st level warrior drow: CR 1 (see text); Medium humanoid (elf); HD


1d8; hp 4; Init +1; Spd 30 ft. (6 squares); AC 16 (+1 dex, +4 chain shirt,
+1 light shield), touch 11, flat-footed 15; Base Atk +1; Grp +2; Atk +3
melee (1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand crossbow);
Full Atk +3 melee (1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand
crossbow); Space/Reach 5 ft./5 ft.; SA Poison, spell-like abilities; SQ
Drow traits, spell resistance 12; AL NE; SV Fort +2, Ref +1, Will -1*; Str
13, Dex 13, Con 10, Int 12, Wis 9, Cha 10
Skills and Feats: Hide +0, Listen +2, Search +4, Spot +3; Weapon
Focus (rapier)
Treasure: Banded Agate (11 gp); hoard total 11 gp
Room #22 West Entry Archway
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down, +1 to
break DC)

Room Features Someone has scrawled "The Obsidian Orb lies in blood" on the south
wall, and a pile of wax blobs lies in the south-west corner of the room
Monster 1 x 1st Level Warrior Svirfneblin (gnome)

1st level warrior svirfneblin: CR 1; Small humanoid (gnome); HD


1d8+4; hp 8; Init +1; Spd 15 ft. in banded mail armor (3 squares); base
speed 20 ft.; AC 23 (+1 size, +1 dex, +4 dodge, +6 banded mail, +1
buckler), touch 16, flat-footed 18; Base Atk +1; Grp -3; Atk +2 melee
(1d4/x4, heavy pick) or +3 ranged (1d6/19-20, light crossbow); Full Atk
+2 melee (1d4/x4, heavy pick) or +3 ranged (1d6/19-20, light
crossbow); Space/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Gnome
traits, svirfneblin traits, spell resistance 12; AL N; SV Fort +5, Ref +3,
Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4
Skills and Feats: Hide +2, Listen +2, Spot +2; Toughness
Treasure: Electrum Shield Brooch set with a single flawless Bright
Green Emerald (1100 gp); hoard total 1100 gp

Room #23 South Entry Unlocked Simple Wooden Door (hard 5, 10


hp)

Empty

Room #24 West Entry #1 Secret (Search DC 25) Trapped and Stuck Simple Wooden Door
(break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved
from stone
Ⓣ Stone Blocks from Ceiling: CR 3; mechanical; location trigger;
repair reset; Atk +10 melee (4d6, stone blocks); Search DC 25; Disable
Device DC 20
West Entry #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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.

Monster 3 x 1st Level Warrior Goblin

1st level warrior goblin: CR 1/3; Small humanoid (goblinoid); HD


1d8+1; hp 5; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 size, +1 dex, +2
leather armor, +1 light shield), touch 12, flat-footed 14; Base Atk +1;
Grp -3; Atk +2 melee (1d6, morningstar) or +3 ranged (1d4, javelin);
Full Atk +2 melee (1d6, morningstar) or +3 ranged (1d4, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; AL NE; SV Fort +3,
Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot
+2; Alertness
Treasure: 100 gp; hoard total 100 gp
Room #25 North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
20 hp)
→ Leads to room #33, inhabited by 1 x Large Monstrous Centipede

South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #45, inhabited by 6 x Tiny Monstrous Centipede

South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #44

Room Features A forge and anvil sit in the north side of the room, and someone has
scrawled "Beneath the tomb" in dwarvish runes on the west wall

Monster 1 x 1st Level Warrior Duergar (dwarf)

1st level warrior duergar: CR 1; Medium humanoid (dwarf); HD 1d8+5;


hp 9; Init +0; Spd 20 ft. in chainmail (4 squares); base speed 20 ft.; AC
17 (+5 chainmail, +2 heavy shield), touch 10, flat-footed 17; Base Atk
+1; Grp +2; Atk +2 melee (1d8+1/x3, warhammer) or +1 ranged
(1d8/19-20, light crossbow); Full Atk +2 melee (1d8+1/x3, warhammer)
or +1 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA
Duergar traits, spell-like abilities; SQ Darkvision 60 ft., duergar traits;
AL LE; SV Fort +4*, Ref +0*, Will -1*; Str 13, Dex 11, Con 14, Int 10,
Wis 9, Cha 4
Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft
(stonemasonry) +2, Listen +3, Move Silently -4, Spot +2; Toughness
Treasure: 500 sp; Full Plate (Medium) (1500 gp); hoard total 1550 gp

Room #26 North Entry #1 Archway


→ Leads to room #47
North Entry #2 Archway
West Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk
+16 ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18
→ Leads to room #50, inhabited by 1 x Ghoul

South Entry Archway


→ Leads to room #31, inhabited by 1 x 1st Level Warrior Drow

Room Features A spinning wheel and large table sit in the south-west corner of the
room, and a hole has been blasted into the north wall

Monster 1 x Troglodyte Zombie

Troglodyte zombie: CR 1; Medium undead; HD 4d12+3; hp 29; Init -2;


Spd 30 ft. (6 squares; can't run); AC 16 (-2 dex, +8 natural), touch 8,
flat-footed 16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1, greatclub)
or +3 melee (1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged
(1d6+1, javelin); Full Atk +3 melee (1d10+1, greatclub) or +3 melee
(1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin);
Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +1, Ref -1,
Will +4; Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #27 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #55

West Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28;
hard 8, 60 hp)
Ⓣ Ceiling Pendulum: CR 3; mechanical; timed trigger; automatic
reset; Atk +15 melee (1d12+8/x3, greataxe); Search DC 15; Disable
Device DC 27
East Entry Unlocked Stone Door (hard 8, 60 hp)

Room Features Someone has scrawled "six, eight, four, three" on the south wall, and
several pieces of trash are scattered throughout the room
Room #28 North Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #54, inhabited by 2 x Dire Rat

West Entry #1 Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed within a mosaic of a god of knowledge

West Entry #2 Archway

Room Features A shallow pit lies in the west side of the room, and someone has
scrawled "The Foxes of Beywold killed a white dragon here" on the
south wall

Monster 1 x 1st Level Warrior Svirfneblin (gnome)

1st level warrior svirfneblin: CR 1; Small humanoid (gnome); HD


1d8+4; hp 8; Init +1; Spd 15 ft. in banded mail armor (3 squares); base
speed 20 ft.; AC 23 (+1 size, +1 dex, +4 dodge, +6 banded mail, +1
buckler), touch 16, flat-footed 18; Base Atk +1; Grp -3; Atk +2 melee
(1d4/x4, heavy pick) or +3 ranged (1d6/19-20, light crossbow); Full Atk
+2 melee (1d4/x4, heavy pick) or +3 ranged (1d6/19-20, light
crossbow); Space/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Gnome
traits, svirfneblin traits, spell resistance 12; AL N; SV Fort +5, Ref +3,
Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4
Skills and Feats: Hide +2, Listen +2, Spot +2; Toughness
Treasure: 400 sp; Stoneware Jar painted with Woodland Imagery (100
gp); Half-plate (Medium) (600 gp); hoard total 740 gp

Room #29 North Entry Archway

East Entry Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard
10, 60 hp)
Ⓣ 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

South Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset;
lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison,
needle); poison (blue whinnis [injury, Fort DC 14, 1 Con/unconscious]);
Search DC 22; Disable Device DC 17
→ Leads to room #52, inhabited by 1 x 1st Level Warrior Svirfneblin

Room Features Someone has scrawled "four, ten" on the west wall, and a blood-
soaked blanket lies in the north-east corner of the room

Room #30 North Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60
hp)

South Entry Archway


→ Leads to room #53

Empty
Room #31 North Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Rolling Rock Trap: CR 1; mechanical; location trigger; manual
reset; Atk +10 melee (2d6, rock); Search DC 20; Disable Device DC 22
→ Leads to room #50, inhabited by 1 x Ghoul

North Entry #2 Archway


→ Leads to room #26, inhabited by 1 x Troglodyte Zombie

South Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ⓣ 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
Room Features A faded and torn tapestry hangs from the west wall, and a shattered
sword lies in the north-east corner of the room

Monster 1 x 1st Level Warrior Drow (elf)

1st level warrior drow: CR 1 (see text); Medium humanoid (elf); HD


1d8; hp 4; Init +1; Spd 30 ft. (6 squares); AC 16 (+1 dex, +4 chain shirt,
+1 light shield), touch 11, flat-footed 15; Base Atk +1; Grp +2; Atk +3
melee (1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand crossbow);
Full Atk +3 melee (1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand
crossbow); Space/Reach 5 ft./5 ft.; SA Poison, spell-like abilities; SQ
Drow traits, spell resistance 12; AL NE; SV Fort +2, Ref +1, Will -1*; Str
13, Dex 13, Con 10, Int 12, Wis 9, Cha 10
Skills and Feats: Hide +0, Listen +2, Search +4, Spot +3; Weapon
Focus (rapier)
Treasure: 700 sp; hoard total 70 gp

Room #32 North Entry Unlocked Stone Door (hard 8, 60 hp)


→ Leads to room #51, inhabited by 1 x 1st Level Warrior Svirfneblin

South Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,
20 hp)

Room Features Someone has scrawled "If being drunk all the time were easy,
everyone would do it" in dwarvish runes on the east wall, and a warped
spear lies in the center of the room

Room #33 South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #48

South Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
20 hp)
→ Leads to room #25, inhabited by 1 x 1st Level Warrior Duergar
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

Room #34 West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 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

Room Features Part of the ceiling has collapsed into the room, and iron chains hang
from the ceiling in the north-east corner of the room

Room #35 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
Empty
Room #36 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one
side, +1 to break DC)

East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)


Room Features Someone has scrawled "Turn rod to reset trap" in orcish runes on the
west wall, and several barrel staves are scattered throughout the room

Room #37 South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
10 hp)

Room Features Skeletons hang from chains and manacles against the south wall, and
the floor is covered with teeth

Room #38 East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) (magically reinforced,
+10 to break DC)
Room Features A stone ramp ascends towards the south wall, and the floor is covered
in square tiles, alternating white and black

Monster 1 x Medium Monstrous Spider (vermin)

Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11;


Init +3; Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural),
touch 13, flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6 plus
poison, bite); Full Atk +4 melee (1d6 plus poison, bite); Space/Reach 5
ft./5 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft.,
vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con
12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon
Finesse
Treasure: 10 gp; hoard total 10 gp

Room #39 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #2 Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed by an illusion

West Entry #3 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features A balcony hangs from the west wall, and the sound of chimes can be
heard in the south side of the room

Room #40 East Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
20 hp)

South Entry Archway


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 #41 South Entry #1 Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly

South Entry #2 Archway


Room Features An overwhelming stench fills the room, and several pieces of trash are
scattered throughout the room
Room #42 West Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
(slides up, +2 to break DC)
Ⓣ Tripping Chain: CR 2; mechanical; location trigger; automatic reset;
multiple traps (tripping and melee attack); Atk +15 melee touch (trip),
Atk +15 melee (2d4+2, spiked chain); Search DC 15; Disable Device
DC 18

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 #43 North Entry Archway

South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
20 hp)

Room Features A magical statue in the north side of the room answers questions with
lies and falsehoods, and the sound of chimes can be faintly heard near
the east wall

Trap Spiked Pit Trap: CR 3; mechanical; location trigger; manual reset; DC


20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first
target in each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee,
1d4 spikes per target for 1d4+2 each); Search DC 21; Disable Device
DC 20

Room #44 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #25, inhabited by 1 x 1st Level Warrior Duergar

West Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,
20 hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #49, inhabited by 1 x Large Monstrous Spider
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #8, inhabited by 1 x 1st Level Warrior Svirfneblin
Room Features An unexplained breeze can be felt in the north-west corner of the room,
and several pieces of torn paper are scattered throughout the room

Room #45 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #25, inhabited by 1 x 1st Level Warrior Duergar

West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

Room Features An unidentifiable odor fills the room, and a ring of keys lies in the north
side of the room

Monster 6 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 #46 North Entry Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #10, inhabited by 5 x Small Monstrous Centipede

West Entry #1 Secret (Search DC 20) Locked Stone Door (Open Lock DC 40, break
DC 28; hard 8, 60 hp)
Ⓢ A stone statue and section of wall makes a loud grinding noise as it
pivots open

West Entry #2 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

East Entry #1 Archway


East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #51, inhabited by 1 x 1st Level Warrior Svirfneblin
Monster 1 x 1st Level Warrior Duergar (dwarf)

1st level warrior duergar: CR 1; Medium humanoid (dwarf); HD 1d8+5;


hp 9; Init +0; Spd 20 ft. in chainmail (4 squares); base speed 20 ft.; AC
17 (+5 chainmail, +2 heavy shield), touch 10, flat-footed 17; Base Atk
+1; Grp +2; Atk +2 melee (1d8+1/x3, warhammer) or +1 ranged
(1d8/19-20, light crossbow); Full Atk +2 melee (1d8+1/x3, warhammer)
or +1 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA
Duergar traits, spell-like abilities; SQ Darkvision 60 ft., duergar traits;
AL LE; SV Fort +4*, Ref +0*, Will -1*; Str 13, Dex 11, Con 14, Int 10,
Wis 9, Cha 4
Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft
(stonemasonry) +2, Listen +3, Move Silently -4, Spot +2; Toughness

Room #47 North Entry Archway


→ Leads to room #9, inhabited by 1 x Shrieker

South Entry Archway


→ Leads to room #26, inhabited by 1 x Troglodyte Zombie
Room Features Someone has scrawled "It's a trap" in draconic script on the north wall,
and the sound of chimes fills the room
Hidden Treasure Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC
20, break DC 18; hard 5, 15 hp)

None

Room #48 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #33, inhabited by 1 x Large Monstrous Centipede
Room Features A set of demonic war masks hangs on the east wall, and the ceiling is
covered with scorch marks

Room #49 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #44

East Entry #1 Archway

East Entry #2 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
20 hp)

Room Features A tile mosaic of a legendary battle covers the floor, and an altar of evil
sits in the north-west corner of the room

Monster 1 x Large Monstrous Spider (vermin)

Large monstrous spider: CR 2; Large vermin; HD 4d8+4; hp 22; Init +3;


Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (-1 size, +3 dex, +2 natural),
touch 12, flat-footed 11; Base Atk +3; Grp +9; Atk +4 melee (1d8+3
plus poison, bite); Full Atk +4 melee (1d8+3 plus poison, bite);
Space/Reach 10 ft./5 ft.; SA Poison, web; SQ Darkvision 60 ft.,
tremorsense 60 ft., vermin traits; AL N; SV Fort +5, Ref +4, Will +1; Str
15, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +3*, Jump +2*, Spot +4*; -
Treasure: 27 gp; hoard total 27 gp
Room #50 North Entry Archway
West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Arrow Trap: CR 1; mechanical; location trigger; manual reset; Atk
+10 ranged (3d6/x3); Search DC 20; Disable Device DC 22

East Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk
+16 ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18
→ Leads to room #26, inhabited by 1 x Troglodyte Zombie
South Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Rolling Rock Trap: CR 1; mechanical; location trigger; manual
reset; Atk +10 melee (2d6, rock); Search DC 20; Disable Device DC 22
→ Leads to room #31, inhabited by 1 x 1st Level Warrior Drow

Room Features A balcony hangs from the west wall, and someone has scrawled
"Beneath the tomb" in dwarvish runes on the north wall

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

Room #51 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #46, inhabited by 1 x 1st Level Warrior Duergar

South Entry Unlocked Stone Door (hard 8, 60 hp)


→ Leads to room #32

Room Features The scent of ozone fills the center of the room, and several iron blobs
are scattered throughout the room

Monster 1 x 1st Level Warrior Svirfneblin (gnome)

1st level warrior svirfneblin: CR 1; Small humanoid (gnome); HD


1d8+4; hp 8; Init +1; Spd 15 ft. in banded mail armor (3 squares); base
speed 20 ft.; AC 23 (+1 size, +1 dex, +4 dodge, +6 banded mail, +1
buckler), touch 16, flat-footed 18; Base Atk +1; Grp -3; Atk +2 melee
(1d4/x4, heavy pick) or +3 ranged (1d6/19-20, light crossbow); Full Atk
+2 melee (1d4/x4, heavy pick) or +3 ranged (1d6/19-20, light
crossbow); Space/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Gnome
traits, svirfneblin traits, spell resistance 12; AL N; SV Fort +5, Ref +3,
Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4
Skills and Feats: Hide +2, Listen +2, Spot +2; Toughness
Treasure: 800 sp; Jasper (60 gp); hoard total 140 gp
Room #52 North Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset;
lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison,
needle); poison (blue whinnis [injury, Fort DC 14, 1 Con/unconscious]);
Search DC 22; Disable Device DC 17
→ Leads to room #29

East Entry Archway

South Entry Secret (Search DC 30) Trapped and Stuck Simple Wooden Door
(break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a tapestry of ancient mythology
Ⓣ Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset;
lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison,
needle); poison (blue whinnis [injury, Fort DC 14, 1 Con/unconscious]);
Search DC 22; Disable Device DC 17
Monster 1 x 1st Level Warrior Svirfneblin (gnome)

1st level warrior svirfneblin: CR 1; Small humanoid (gnome); HD


1d8+4; hp 8; Init +1; Spd 15 ft. in banded mail armor (3 squares); base
speed 20 ft.; AC 23 (+1 size, +1 dex, +4 dodge, +6 banded mail, +1
buckler), touch 16, flat-footed 18; Base Atk +1; Grp -3; Atk +2 melee
(1d4/x4, heavy pick) or +3 ranged (1d6/19-20, light crossbow); Full Atk
+2 melee (1d4/x4, heavy pick) or +3 ranged (1d6/19-20, light
crossbow); Space/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Gnome
traits, svirfneblin traits, spell resistance 12; AL N; SV Fort +5, Ref +3,
Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4
Skills and Feats: Hide +2, Listen +2, Spot +2; Toughness
Treasure: 6000 cp; Masterwork Composite Shortbow (Small, +1 Str
bonus) (450 gp); hoard total 510 gp

Trap 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.

Room #53 North Entry Archway


→ Leads to room #30

West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 30, break
DC 25; hard 5, 20 hp)
Ⓣ Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset;
lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison,
needle); poison (blue whinnis [injury, Fort DC 14, 1 Con/unconscious]);
Search DC 22; Disable Device DC 17

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

Room Features Someone has scrawled "Praise Sangudu" on the east wall, and a pile
of spoiled meat lies in the south-east corner of the room

Room #54 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #28, inhabited by 1 x 1st Level Warrior Svirfneblin

South Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)

Room Features A sloped pit lined with iron spikes lies in the south side of the room,
and the floor is covered in perfect hexagonal tiles
Monster 2 x Dire Rat

Dire rat: CR 1/3; Small animal; HD 1d8+1; hp 5; Init +3; Spd 40 ft. (8
squares), climb 20 ft.; AC 15 (+1 size, +3 dex, +1 natural), touch 14,
flat-footed 12; Base Atk +0; Grp -4; Atk +4 melee (1d4 plus disease,
bite); Full Atk +4 melee (1d4 plus disease, bite); Space/Reach 5 ft./5 ft.;
SA Disease; SQ Low-light vision, scent; AL N; SV Fort +3, Ref +5, Will
+3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot
+4, Swim +11; Alertness, Weapon Finesse
Room #55 North Entry #1 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Scything Blade Trap: CR 1; mechanical; location trigger; automatic
reset; Atk +8 melee (1d8/x3); Search DC 21; Disable Device DC 20

North Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)


West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #27

Room Features A mural of geometric patterns covers the ceiling, and someone has
scrawled "The Cohort of Gavros looted this place" on the north wall

Random Dungeon Generator


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