The Gauntlet of Ghastly Evil 01
The Gauntlet of Ghastly Evil 01
Level 1
General Size Medium (51 x 65)
Walls Masonry (Climb DC 20)
Floor Natural Stone (move at half speed, can't charge
or run, +5 to Balance and Tumble DC)
Temperature Average
Illumination Dark (individual creatures may carry lights)
Room #1 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides to one side, +1 to break DC)
→ Leads to room #2, inhabited by 3 x 1st Level
Warrior Goblin
North Entry #2 Secret (Search DC 20) Unlocked Strong
Wooden Door (hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots
smoothly
→ Leads to room #3
North Entry #3 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #4
West Entry Trapped and Unlocked Good Wooden Door
(hard 5, 15 hp)
Ⓣ 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
East Entry Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp) (slides up, +2 to
break DC)
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #5
Monster 3 x Dire Rat
Room Features A chute falls into the room from above, and
several pieces of trash are scattered throughout
the room
Room #3 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
→ Leads to room #43, inhabited by 1 x Skum
Empty
Room #6 West Entry Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
→ Leads to room #5
Monster 1 x Grimlock
Room #10 West Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
Room #11 West Entry Secret (Search DC 25) Stuck Simple Wooden
Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a pile of
broken stone
→ Leads to room #8, inhabited by 1 x Grimlock
Room #12 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry Locked Simple Wooden Door (Open Lock DC
30, break DC 15; hard 5, 10 hp)
Room Features Part of the west wall has collapsed into the
room, and someone has scrawled "When the
Walls of Nightmares are broken and the
mountains are wreathed in flame, the line of
Despair shall be ended" on the east wall
Room #13 South Entry Trapped Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
Ⓣ Magic Missle Trap: CR 2; magic device;
visual trigger (arcane eye); no reset; magic
missile (2d6 force damage); never miss; Search
DC 20; Disable Device DC 20
Room Features A stone dais sits in the east side of the room,
and a sulphurous odor fills the south-west
corner of the room
Monster 5 x Dire Rat
Room #14 North Entry Locked Strong Wooden Door (Open Lock DC
40, break DC 25; hard 5, 20 hp)
West Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #10
Room Features A magical statue in the south-east corner of the
room answers questions with insults, and a
large kiln and coal bin sit in the north-east
corner of the room
Room #15 North Entry Trapped and Unlocked Good Wooden Door
(hard 5, 15 hp)
Ⓣ Camouflaged Pit Trap: CR 1; mechanical;
location trigger; manual reset; DC 20 Reflex
save avoids; 10 ft. deep (1d6, fall); Search DC
24; Disable Device DC 20
→ Leads to room #41, inhabited by 5 x 1st
Level Warrior Goblin
Room #16 South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry #2 Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
Room #19 East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Room #21 North Entry Locked Simple Wooden Door (Open Lock DC
40, break DC 15; hard 5, 10 hp)
West Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #51
Monster 14 x Rat (animal)
Room #22 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
South Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
Room Features A tapestry of ghoulish carnage hangs from the
north wall, and a rotting carpet and large table
sit in the west side of the room
Room #23 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
(slides up, +2 to break DC)
East Entry Archway
Room Features A faded and torn tapestry hangs from the north
wall, and an iron chandelier hangs from the
ceiling in the north-west corner of the room
Room #24 East Entry #1 Locked Good Wooden Door (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
East Entry #2 Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #9, inhabited by 1 x Shrieker
Empty
Room #25 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #38
Room #26 West Entry Secret (Search DC 25) Trapped and Unlocked
Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of a
dread vampire, and opened by filling his chalice
with blood
Ⓣ Guillotine Blade: CR 1; mechanical; location
trigger; manual reset; Atk +10 melee (3d6/19-
20); Search DC 20; Disable Device DC 20
→ Leads to room #53
East Entry Secret (Search DC 20) Stuck Simple Wooden
Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a
medusa, and opened by uncovering her eyes
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
(slides down, +1 to break DC)
→ Leads to room #2, inhabited by 3 x 1st Level
Warrior Goblin
Empty
Room #27 North Entry #1 Trapped and Unlocked Simple Wooden Door
(hard 5, 10 hp)
Ⓣ Basic Arrow Trap: CR 1; mechanical;
proximity trigger; manual reset; Atk +10 ranged
(1d6/x3, arrow); Search DC 20; Disable Device
DC 20
→ Leads to room #55
Room #28 North Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room #30 North Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
Room Features A stone stair ascends towards the east wall, and
a mural of ancient mythology covers the ceiling
Room #31 North Entry Trapped and Stuck Good Wooden Door (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
→ Leads to room #50, inhabited by 1 x
Grimlock
South Entry Trapped and Locked Stone Door (Open Lock
DC 30, break DC 28; hard 8, 60 hp)
Ⓣ Camouflaged Pit Trap: CR 1; mechanical;
location trigger; manual reset; DC 20 Reflex
save avoids; 10 ft. deep (1d6, fall); Search DC
24; Disable Device DC 20
Room #32 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
Room #33 East Entry Locked Iron Door (Open Lock DC 40, break DC
28; hard 10, 60 hp)
→ Leads to room #29
Room #35 West Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
South Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
Room Features A rope ascends to a catwalk hanging between
the north and south walls, and a group of
monstrous faces have been carved into the
south wall
Room #36 East Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
South Entry Trapped and Unlocked Simple Wooden Door
(hard 5, 10 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
Room Features Someone has scrawled "The Adamant Castle
shall be found when death becomes life" on the
south wall, and a crushed helm lies in the north
side of the room
Room #38 North Entry Trapped and Stuck Iron Door (break DC 28;
hard 10, 60 hp)
Ⓣ Swinging Block Trap: CR 1; mechanical;
touch trigger; manual reset; Atk +5 melee (4d6,
stone block); Search DC 20; Disable Device DC
20
East Entry #1 Locked Iron Door (Open Lock DC 20, break DC
28; hard 10, 60 hp)
Room #40 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry Locked Simple Wooden Door (Open Lock DC
25, break DC 15; hard 5, 10 hp)
Monster 1 x 1st Level Warrior Duergar (dwarf)
Room #41 South Entry Trapped and Unlocked Good Wooden Door
(hard 5, 15 hp)
Ⓣ Camouflaged Pit Trap: CR 1; mechanical;
location trigger; manual reset; DC 20 Reflex
save avoids; 10 ft. deep (1d6, fall); Search DC
24; Disable Device DC 20
→ Leads to room #15, inhabited by 1 x
Bugbear
Room Features Several alcoves are cut into the north and south
walls, and several wax blobs are scattered
throughout the room
Monster 5 x 1st Level Warrior Goblin
Room #43 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #47
South Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
→ Leads to room #3
Room Features Several square holes are cut into the east and
west walls, and several sundered shields are
scattered throughout the room
Monster 1 x Skum
Room #44 West Entry Locked Simple Wooden Door (Open Lock DC
30, break DC 15; hard 5, 10 hp)
Room Features A balcony hangs from the west wall, and
someone has scrawled "Don't lose your head"
on the south wall
Monster 1 x Troglodyte
Room #46 North Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
→ Leads to room #28, inhabited by 1 x
Homunculus
Room #47 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #43, inhabited by 1 x Skum
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Room Features Skeletons hang from chains and manacles
against the south and east walls, and the south
and east walls are covered with bloodstains
Room #51 East Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #21, inhabited by 14 x Rat
South Entry Trapped and Unlocked Stone Door (hard 8, 60
hp)
Ⓣ Extended Bane Trap: CR 3; magic device;
proximity trigger (detect good); automatic reset;
spell effect (Extended Bane, 3rd level cleric, DC
13 Will save negates); Search DC 27; Disable
Device DC 27
Empty
Room #52 North Entry Trapped and Stuck Simple Wooden Door (break
DC 13; hard 5, 10 hp) (slides down, +1 to break
DC)
Ⓣ Basic Arrow Trap: CR 1; mechanical;
proximity trigger; manual reset; Atk +10 ranged
(1d6/x3, arrow); Search DC 20; Disable Device
DC 20
West Entry Secret (Search DC 25) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed by an illusion
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10,
60 hp)
Room Features Someone has scrawled "Lightning comes before
thunder" on the east wall, and a clanking sound
can be heard in the east side of the room
Monster 1 x Troglodyte Zombie
Room #53 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry Secret (Search DC 25) Trapped and Unlocked
Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of a
dread vampire, and opened by filling his chalice
with blood
Ⓣ Guillotine Blade: CR 1; mechanical; location
trigger; manual reset; Atk +10 melee (3d6/19-
20); Search DC 20; Disable Device DC 20
→ Leads to room #26
Room Features The north and west walls have been engraved
with alien glyphs, and the scent of ozone fills the
room
Room #54 North Entry Locked Iron Door (Open Lock DC 40, break DC
28; hard 10, 60 hp)
West Entry Trapped and Stuck Simple Wooden Door (break
DC 13; hard 5, 10 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
→ Leads to room #29
East Entry Archway
South Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp) (slides up, +2 to break DC)
Room Features A mural of geometric patterns covers the ceiling,
and someone has scrawled "Ichohn's Company
looted this place" on the south wall
Room #55 North Entry Locked Good Wooden Door (Open Lock DC 40,
break DC 18; hard 5, 15 hp)
Room #56 North Entry Secret (Search DC 30) Locked Strong Wooden
Door (Open Lock DC 40, break DC 25; hard 5,
20 hp)
Ⓢ The door is concealed within a horrific
torture device
→ Leads to room #29
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