The Sanctum of The Wyrm Duchess 01
The Sanctum of The Wyrm Duchess 01
Level 1
General Size Huge (73 x 93)
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
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
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)
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)
Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break
DC 28; hard 10, 60 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
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)
Room Features A set of demonic war masks hangs on the east wall, and the north and
east walls are covered with mould
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
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)
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
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
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
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
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)
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)
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.
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
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
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
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
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)
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
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
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)
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)
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
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)
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 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
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)
Room Features An unidentifiable odor fills the room, and a ring of keys lies in the north
side of the room
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)
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 #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
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
Room #51 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #46, inhabited by 1 x 1st Level Warrior Duergar
Room Features The scent of ozone fills the center of the room, and several iron blobs
are scattered throughout the room
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)
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.
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
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
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
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