The Secret Halls of Ruin 01
The Secret Halls of Ruin 01
Level 1
General Size Medium (51 x 65)
Walls Natural Stone (Climb DC 15)
Floor Flagstone
Temperature Cool
Room #1 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #2
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #3
South Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #5, inhabited by 1 x Large
Monstrous Centipede
Empty
Room #2 North Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
→ Leads to room #61, inhabited by 12 x Rat
West Entry Trapped and Stuck Good Wooden Door (break
DC 18; hard 5, 15 hp)
Ⓣ 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
→ Leads to room #55
East Entry #1 Trapped and Locked Strong Wooden Door
(Open Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓣ Scything Blade Trap: CR 1; mechanical;
location trigger; automatic reset; Atk +8 melee
(1d8/x3); Search DC 21; Disable Device DC 20
→ Leads to room #15, inhabited by 1 x
Grimlock
East Entry #2 Archway
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #1
Room Features Part of the ceiling has collapsed into the room,
and the scent of smoke fills the east side of the
room
Room #3 North Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
West Entry Archway
→ Leads to room #29
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #1
South Entry Archway
Room Features A chute descends from the room into a midden
chamber below, and a tile mosaic of vile acts
covers the floor
Trap 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
Room #4 North Entry Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #28
South Entry #1 Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
Room Features A shallow pit lies in the north side of the room,
and someone has scrawled "Run away!" in
blood on the north wall
Monster 1 x Ghoul
Room #5 North Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #1
East Entry Locked Strong Wooden Door (Open Lock DC
20, break DC 25; hard 5, 20 hp)
Room Features Someone has scrawled "The Jade Keepers
killed five vampires here" on the north wall, and
several corpses are impaled upon iron spikes on
the ceiling
Monster 1 x Grimlock
Room #8 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #26, inhabited by 1 x Ghoul
Monster 1 x Darkmantle
Room #11 North Entry Secret (Search DC 30) Stuck Simple Wooden
Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a
gargantuan skull carved from stone
Room #14 North Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides down, +1 to break DC)
East Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp) (slides up, +2 to break DC)
Room Features A stream of acid flows along a channel in the
floor, and a simple fireplace sits against the
north wall
Room #15 West Entry Trapped and Locked Strong Wooden Door
(Open Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓣ Scything Blade Trap: CR 1; mechanical;
location trigger; automatic reset; Atk +8 melee
(1d8/x3); Search DC 21; Disable Device DC 20
→ Leads to room #2
Monster 1 x Grimlock
Room #23 West Entry Secret (Search DC 20) Trapped and Unlocked
Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is located above a small stone
dais and concealed by an illusion
Ⓣ 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
→ Leads to room #54
Room #25 East Entry Trapped and Locked Good Wooden Door (Open
Lock DC 20, break DC 18; 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 #32, inhabited by 1 x
Darkmantle
South Entry Unlocked Stone Door (hard 8, 60 hp)
Monster 1 x Troglodyte
Room #27 South Entry Locked Simple Wooden Door (Open Lock DC
30, break DC 15; hard 5, 10 hp) (slides down,
+1 to break DC)
Empty
Room #28 North Entry Trapped and Unlocked Good Wooden Door
(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 #29 North Entry Secret (Search DC 25) Locked Simple Wooden
Door (Open Lock DC 30, break DC 15; hard 5,
10 hp)
Ⓢ A bookcase and concealed door pivots
smoothly
East Entry Archway
→ Leads to room #3
Empty
Room #30 East Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #19, inhabited by 1 x 1st
Level Warrior Svirfneblin
South Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
Room #33 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features A circle of tall stones stands in the north-east
corner of the room, and someone has scrawled
"The Blade of Avarice is drawn" on the west wall
Room #36 East Entry #1 Locked Simple Wooden Door (Open Lock DC
25, break DC 15; hard 5, 10 hp)
→ Leads to room #38
East Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
Trap Electrified Floortile: CR 1; magic device; location
trigger; no reset; electric shock (1d6 electricity
damage, DC 12 Reflex save for half damage);
multiple targets (all targets in a 10 ft. sqare);
Search DC 22; Disable Device DC 20
Room #37 West Entry #1 Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #13, inhabited by 1 x
Darkmantle
Room Features A group of demonic faces have been carved into
the east wall, and a fountain of water sits
against the north wall
Room #38 West Entry Locked Simple Wooden Door (Open Lock DC
25, break DC 15; hard 5, 10 hp)
→ Leads to room #36
East Entry #1 Locked Stone Door (Open Lock DC 30, break
DC 28; hard 8, 60 hp)
Room #40 North Entry Secret (Search DC 20) Trapped and Unlocked
Iron Door (hard 10, 60 hp)
Ⓢ The door is concealed behind a statue of an
elemental salamander, and opened by setting it
aflame
Ⓣ Ceiling Pendulum: CR 3; mechanical; timed
trigger; automatic reset; Atk +15 melee
(1d12+8/x3, greataxe); Search DC 15; Disable
Device DC 27
→ Leads to room #54
West Entry #1 Archway
Empty
Room #41 East Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
South Entry Trapped and Unlocked Iron Door (hard 10, 60
hp)
Ⓣ 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
Monster 1 x 1st Level Warrior Svirfneblin (gnome)
Room #42 North Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
West Entry Trapped Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 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 #1 Trapped and Stuck Iron Door (break DC 28;
hard 10, 60 hp)
Ⓣ 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
→ Leads to room #22
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features Spirals of gray stones cover the floor, and
someone has scrawled "straight, left, straight,
straight" on the north wall
Room #43 North Entry #1 Archway
→ Leads to room #10
North Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
South Entry Archway
Room #46 North Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
West Entry Locked Strong Wooden Door (Open Lock DC
25, break DC 25; hard 5, 20 hp) (slides up, +2
to break DC)
Room Features The north and west walls have been engraved
with endless spirals, and burning torches in iron
sconces line the west wall
Monster 1 x Spider Swarm
None
Empty
Room #48 North Entry Locked Strong Wooden Door (Open Lock DC
25, break DC 25; hard 5, 20 hp)
South Entry Trapped and Locked Strong Wooden Door
(Open Lock DC 20, break DC 25; hard 5, 20 hp)
(magically reinforced, +10 to break DC)
Ⓣ Acid Arrow Trap: CR 3; magic device;
proximity trigger (alarm); automatic reset; Atk +2
ranged touch; spell effect (Acid Arrow, 3rd level
wizard, 2d4 acid/round for 2 rounds); Search DC
27; Disable Device DC 27
→ Leads to room #59
Room Features A ruined siege weapon sits in the east side of
the room, and someone has scrawled "Death
comes on silent wings" in draconic script on the
east wall
Room #49 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #16, inhabited by 1 x 1st
Level Warrior Drow
Room Features A tile mosaic of vile acts covers the floor, and
clouds of flying insects fill the south-east corner
of the room
Room #51 West Entry #1 Trapped and Locked Strong Wooden Door
(Open Lock DC 25, break DC 25; hard 5, 20 hp)
Ⓣ 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
→ Leads to room #56, inhabited by 1 x 1st
Level Warrior Svirfneblin
Room #53 North Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
→ Leads to room #59
Monster 1 x Grimlock
Room #58 North Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #11
East Entry Locked Iron Door (Open Lock DC 30, break DC
28; hard 10, 60 hp)
→ Leads to room #9, inhabited by 1 x
Darkmantle
Room Features Part of the ceiling has collapsed into the room,
and a dagger hilt lies in the north side of the
room
Trap Pit Trap: CR 2; mechanical; location trigger;
manual reset; DC 20 Reflex save avoids; 40 ft.
deep (4d6, fall); Search DC 20; Disable Device
DC 20
Room #60 East Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
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