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The Gauntlet of Ghastly Evil 01

Cool duyngeon for people

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James Cai
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0% found this document useful (0 votes)
17 views23 pages

The Gauntlet of Ghastly Evil 01

Cool duyngeon for people

Uploaded by

James Cai
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 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)

Corridor Features a A group of demonic faces have been carved into


the walls
c A chute falls into the corridor from above
e Camouflaged Pit Trap: CR 2; 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); Search DC 24; Disable Device DC 19

i Hail of Needles: CR 3; mechanical; location


trigger; manual reset; Atk +20 ranged (2d4);
Search DC 22; Disable Device DC 22
m A tile labyrinth covers the floor

n A rustling noise fills the corridor


r Numerous pillars line the corridor
s Camouflaged Pit Trap: CR 2; 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); Search DC 24; Disable Device DC 19
u A large demonic idol with ruby eyes sits in an
alcove here
v An unidentifiable odor fills the corridor
w Deeper Pit Trap: CR 1; mechanical; location
trigger; manual reset; hidden switch bypass
(Search DC 25); DC 15 Reflex save avoids; 20
ft. deep (2d6, fall); multiple targets (first target in
each of two adjacent 5 ft. squares); Search DC
20; Disable Device DC 23
x A large demonic idol with ruby eyes sits in an
alcove here
z A group of demonic faces have been carved into
the walls
Wandering Monsters 1 8 x Tiny Monstrous Centipede (vermin); wielding
bizarre eldritch powers
2 1 x Homunculus; patrolling their territory
3 1 x 1st Level Warrior Duergar (dwarf); hunting
for food
4 4 x 1st Level Warrior Goblin; wielding bizarre
eldritch powers
5 1 x Troglodyte Zombie; gathered around an evil
shrine
6 13 x Rat (animal); bloodied and fleeing a more
powerful enemy

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

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 #2 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
(slides down, +1 to break DC)
→ Leads to room #26

East Entry Archway


→ Leads to room #3
South Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides to one side, +1 to break DC)
→ Leads to room #1, inhabited by 3 x Dire Rat

Room Features A chute falls into the room from above, and
several pieces of trash are scattered throughout
the room

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: 130 gp; Masterwork Greataxe
(Medium) (320 gp); hoard total 450 gp

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

North Entry #2 Archway


North Entry #3 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides to one side, +1 to break DC)
West Entry Archway
→ Leads to room #2, inhabited by 3 x 1st Level
Warrior Goblin
South Entry Secret (Search DC 20) Unlocked Strong
Wooden Door (hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots
smoothly
→ Leads to room #1, inhabited by 3 x Dire Rat
Room Features The floor is covered in perfect hexagonal tiles,
and someone has scrawled "It is awake" in
orcish runes on the east wall
Room #4 North Entry #1 Locked Good Wooden Door (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
North Entry #2 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #49
East Entry Archway

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


→ Leads to room #1, inhabited by 3 x Dire Rat

Room Features Dancing motes of shadow fill the north-west


corner of the room, and several iron spikes are
scattered throughout the room

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


→ Leads to room #1, inhabited by 3 x Dire Rat
West Entry Locked Iron Door (Open Lock DC 30, break DC
28; hard 10, 60 hp)
East Entry Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
→ Leads to room #6
South Entry #1 Archway

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


5, 10 hp)

Empty

Room #6 West Entry Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
→ Leads to room #5

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


break DC 18; hard 5, 15 hp)
→ Leads to room #7, inhabited by 1 x Large
Monstrous Centipede
South Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
Room Features A tile mosaic of legendary monsters covers the
floor, and ghostly music can be faintly heard
near the west wall
Room #7 West Entry Locked Good Wooden Door (Open Lock DC 40,
break DC 18; hard 5, 15 hp)
→ Leads to room #6

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


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

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 #8 West Entry Archway


→ Leads to room #56

East 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 #11
South Entry Locked Stone Door (Open Lock DC 40, break
DC 28; hard 8, 60 hp)

Monster 1 x Grimlock

Grimlock: CR 1; Medium monstrous humanoid;


HD 2d8+2; hp 11; Init +1; Spd 30 ft. (6 squares);
AC 15 (+1 dex, +4 natural), touch 11, flat-footed
14; Base Atk +2; Grp +4; Atk +4 melee
(1d8+3/3, battleaxe); Full Atk +4 melee
(1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA
-; SQ Blindsight 40 ft., immunities, scent; AL NE;
SV Fort +1, Ref +4, Will +2; Str 15, Dex 13, Con
13, Int 10, Wis 8, Cha 6
Skills and Feats: Climb +4, Hide +3*, Listen +5,
Spot +3; Alertness, Track
Treasure: 50 gp; Arcane Scroll (Charm Person
(25 gp), Cure Light Wounds (50 gp), Invisibility
(150 gp)) (total 225 gp); hoard total 275 gp
Room #9 West Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #24
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features Someone has scrawled "You cannot kill it with
wizardry" in blood on the west wall, and a
shattered hammer lies in the east side of the
room
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 West Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)

East Entry Wooden Portcullis (lift DC 25, break DC 28;


hard 5, 30 hp)
→ Leads to room #14
Empty

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

East Entry Trapped and Locked Stone Door (Open Lock


DC 25, break DC 28; hard 8, 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
Empty

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

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

Trap Swinging Block Trap: CR 1; mechanical; touch


trigger; manual reset; Atk +5 melee (4d6, stone
block); Search DC 20; Disable Device DC 20
Hidden Treasure Hidden (Search DC 20) Trapped and Locked
Simple Wooden Chest (Open Lock DC 25,
break DC 15; 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

2000 cp; Masterwork Light Steel Shield


(Medium) (159 gp); hoard total 179 gp

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

East Entry Archway


South Entry Trapped and Locked Strong Wooden Door
(Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓣ 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
Room Features A tile mosaic of geometric patterns covers the
floor, and patches of mushrooms grow in the
south side of the room
Monster 1 x Bugbear

Bugbear: CR 2; Medium humanoid (goblinoid);


HD 3d8+3; hp 16; Init +1; Spd 30 ft. (6 squares);
AC 17 (+1 dex, +3 natural, +2 leather armor, +1
light wooden shield), touch 11, flat-footed 16;
Base Atk +2; Grp +4; Atk +5 melee (1d8+2,
morningstar) or +3 ranged (1d6+2, javelin); Full
Atk +5 melee (1d8+2, morningstar) or +3 ranged
(1d6+2, javelin); Space/Reach 5 ft./5 ft.; SA -;
SQ Darkvision 60 ft., scent; AL CE; SV Fort +2,
Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10,
Wis 10, Cha 9
Skills and Feats: Climb +3, Hide +4, Listen +4,
Move Silently +6, Spot +4; Alertness, Weapon
Focus (morningstar)
Treasure: 7000 cp; Breastplate (Medium) (200
gp); hoard total 270 gp

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 Features A balcony hangs from the south wall, and a


rusted chain lies in the south-west corner of the
room
Trap Deeper Pit Trap: CR 1; mechanical; location
trigger; manual reset; hidden switch bypass
(Search DC 25); DC 15 Reflex save avoids; 20
ft. deep (2d6, fall); multiple targets (first target in
each of two adjacent 5 ft. squares); Search DC
20; Disable Device DC 23
Room #17 North Entry Secret (Search DC 20) Unlocked Strong
Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of
Death, and opened by placing a coin in his open
hand

South Entry Stuck Simple Wooden Door (break DC 13; hard


5, 10 hp)
Monster 5 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 #18 West Entry Archway


→ Leads to room #42
East Entry #1 Locked Iron Door (Open Lock DC 30, break DC
28; hard 10, 60 hp)

East Entry #2 Archway


East Entry #3 Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room Features A toppled statue lies in the center of the room,
and several pieces of rotten leather are
scattered throughout the room

Room #19 East Entry Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features A mural of ancient mythology covers the ceiling,


and a putrid odor fills the room
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: 70 sp; hoard total 7 gp
Room #20 West Entry #1 Archway
West Entry #2 Secret (Search DC 25) Stuck Good Wooden
Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of a
hydra, and opened by reaching into several of
its mouths

Room Features A fountain of water sits against the north wall,


and someone has scrawled "Don't lose your
head" in blood on the west wall

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)

Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init


+2; Spd 15 ft. (3 squares), climb 15 ft., swim 15
ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed
12; Base Atk +0; Grp -12; Atk +4 melee (1d3-4,
bite); Full Atk +4 melee (1d3-4, bite);
Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light
vision, scent; AL N; SV Fort +2, Ref +4, Will +1;
Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +12, Hide
+14, Move Silently +10, Swim +10; Weapon
Finesse

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

West Entry #2 Stuck Strong Wooden Door (break DC 23; hard


5, 20 hp)
→ Leads to room #48, inhabited by 1 x 1st
Level Warrior Svirfneblin

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


Room Features A narrow shaft descends from the room into a
plundered tomb below, and a stone
sarcophagus sits in the south side of the room

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

North Entry #2 Archway


West Entry #1 Archway
West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
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 #28 North Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

North Entry #2 Stuck Good Wooden Door (break DC 18; hard


5, 15 hp)
→ Leads to room #45
West Entry Locked Stone Door (Open Lock DC 20, break
DC 28; hard 8, 60 hp)

South Entry #1 Stuck Strong Wooden Door (break DC 23; hard


5, 20 hp)
→ Leads to room #46
South Entry #2 Secret (Search DC 25) Stuck Good Wooden
Door (break DC 18; hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots
smoothly
Monster 1 x Homunculus

Homunculus: CR 1; Tiny construct; HD 2d10; hp


11; Init +2; Spd 20 ft. (4 squares), fly 50 ft.
(good); AC 14 (+2 dex, +2 size), touch 14, flat-
footed 12; Base Atk +1; Grp -8; Atk +2 melee
(1d4-1 plus poison, bite); Full Atk +2 melee
(1d4-1 plus poison, bite); Space/Reach 2-1/2
ft./0 ft.; SA Poison; SQ Construct traits,
darkvision 60 ft., low-light vision; AL N; SV Fort
+0, Ref +4, Will +1; Str 8, Dex 15, Con -, Int 10,
Wis 12, Cha 7
Skills and Feats: Hide +14, Listen +4, Spot +4;
Lightning Reflexes
Room #29 West Entry #1 Archway
West Entry #2 Locked Iron Door (Open Lock DC 40, break DC
28; hard 10, 60 hp)
→ Leads to room #33
East Entry #1 Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)

East Entry #2 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 #54

South 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 #56
Room Features A faded and torn tapestry hangs from the south
wall, and someone has scrawled "The Order of
the White Lion killed a blue dragon here" on the
south wall

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 Features A stack of oil-filled barrels stands against the


north wall, and someone has scrawled "Don't
lose your head" on the east 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 #32 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry Secret (Search DC 25) Unlocked Good Wooden


Door (hard 5, 15 hp)
Ⓢ The door is concealed behind an area of
fungus
Empty

Room #33 East Entry Locked Iron Door (Open Lock DC 40, break DC
28; hard 10, 60 hp)
→ Leads to room #29

South Entry Stuck Strong Wooden Door (break DC 23; hard


5, 20 hp)
Room Features Spirals of green stones cover the floor, and a
ruined gauntlet lies in the south-west corner of
the room
Room #34 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features Someone has scrawled an alien rune on the
south wall, and the ceiling is covered with
cobwebs

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 #37 North Entry Archway


Room Features A toppled statue lies in the south-east corner of
the room, and the floor is covered with
bloodstains

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)

East Entry #2 Stuck Simple Wooden Door (break DC 13; hard


5, 10 hp)
→ Leads to room #25
Trap Fire Spray: CR 3; magic device; visual trigger
(arcane eye); no reset; fire spray (3d6 fire
damage, DC 12 Reflex save for half damage);
Search DC 22; Disable Device DC 20
Room #39 South Entry Trapped and Unlocked Strong Wooden Door
(hard 5, 20 hp)
Ⓣ Acid Spray: CR 1; magic device; proximity
trigger (alarm); no reset; acid spray (1d6 acid
damage, DC 12 Reflex save for half damage);
Search DC 20; Disable Device DC 22
Room Features Spirals of red stones cover the floor, and
someone has scrawled "The Obsidian Orb lies
in blood" on the south wall

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)

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: 70 gp; hoard total 70 gp

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

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: 290 gp; hoard total 290 gp
Room #42 East Entry #1 Archway
→ Leads to room #18
East Entry #2 Unlocked Good Wooden Door (hard 5, 15
hp)
Empty

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

Skum: CR 2; Medium aberration (aquatic); HD


2d8+2; hp 11; Init +1; Spd 20 ft. (4 squares),
swim 40 ft.; AC 13 (+1 dex, +2 natural), touch
11, flat-footed 12; Base Atk +1; Grp +5; Atk +5
melee (2d6+4, bite); Full Atk +5 melee (2d6+4,
bite) and +0 melee (1d4+2, 2 claws);
Space/Reach 5 ft./5 ft.; SA Rake 1d6+2; SQ
Darkvision 60 ft., amphibious; AL LE; SV Fort
+1, Ref +1, Will +3; Str 19, Dex 13, Con 13, Int
10, Wis 10, Cha 6
Skills and Feats: Hide +6*, Listen +7*, Move
Silently +6, Spot +7*, Swim +12; Alertness

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

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: 50 sp; hoard total 5 gp
Room #45 South Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #28, inhabited by 1 x
Homunculus
Room Features A wooden ladder rests against the west wall,
and a pile of iron spikes lies in the east side of
the room
Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden
Chest (Open Lock DC 30, break DC 25; hard 5,
20 hp)

100 gp; hoard total 100 gp

Room #46 North Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
→ Leads to room #28, inhabited by 1 x
Homunculus

East Entry Secret (Search DC 30) Stuck Good Wooden


Door (break DC 18; hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots
smoothly
Empty

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

Trap Box of Brown Mold: CR 2; mechanical; touch


trigger (opening the box); automatic reset; 5 ft.
cold aura (3d6, cold nonlethal); Search DC 22;
Disable Device DC 16
Hidden Treasure Hidden (Search DC 25) Locked Good Wooden
Chest (Open Lock DC 20, break DC 18; hard 5,
15 hp)

30 gp; Masterwork Throwing Axe (Medium) (308


gp); hoard total 338 gp
Room #48 East Entry #1 Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
→ Leads to room #25
East Entry #2 Locked Simple Wooden Door (Open Lock DC
30, break DC 15; hard 5, 10 hp)
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: 40 pp; hoard total 400 gp

Room #49 North Entry #1 Unlocked Stone Door (hard 8, 60 hp)

North Entry #2 Stuck Good Wooden Door (break DC 18; hard


5, 15 hp)
South Entry Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #4
Empty
Room #50 West Entry #1 Locked Simple Wooden Door (Open Lock DC
25, break DC 15; hard 5, 10 hp)
West Entry #2 Secret (Search DC 30) Stuck Good Wooden
Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within a horrific
torture device

South 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 #31, inhabited by 1 x
Troglodyte Zombie
Room Features A narrow shaft descends from the room into the
next dungeon level down, and burning torches
in iron sconces line the east and west walls
Monster 1 x Grimlock

Grimlock: CR 1; Medium monstrous humanoid;


HD 2d8+2; hp 11; Init +1; Spd 30 ft. (6 squares);
AC 15 (+1 dex, +4 natural), touch 11, flat-footed
14; Base Atk +2; Grp +4; Atk +4 melee
(1d8+3/3, battleaxe); Full Atk +4 melee
(1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA
-; SQ Blindsight 40 ft., immunities, scent; AL NE;
SV Fort +1, Ref +4, Will +2; Str 15, Dex 13, Con
13, Int 10, Wis 8, Cha 6
Skills and Feats: Climb +4, Hide +3*, Listen +5,
Spot +3; Alertness, Track
Treasure: 20 pp; Masterwork Longsword
(Medium) (315 gp); hoard total 515 gp

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

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 #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)

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


South Entry 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 #27, inhabited by 1 x Spider
Swarm
Room Features A tile labyrinth covers the floor, and a pile of iron
blobs lies in the east side of the room

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

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


East Entry Archway
→ Leads to room #8, inhabited by 1 x Grimlock
Room Features A tapestry of ghoulish carnage hangs from the
west wall, and several pieces of torn paper are
scattered throughout the room

Random Dungeon Generator


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