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The Secret Halls of Ruin 01

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James Cai
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0% found this document useful (0 votes)
15 views32 pages

The Secret Halls of Ruin 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 Secret Halls of Ruin 01

Level 1
General Size Medium (51 x 65)
Walls Natural Stone (Climb DC 15)
Floor Flagstone
Temperature Cool

Illumination Dark (individual creatures may carry


lights)

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


the walls
c A foul odor fills the corridor
e A toppled statue lies across the corridor
i A toppled statue lies across the corridor
m 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
n Howling fills the corridor
r A stream of acid cuts across the corridor

Wandering Monsters 1 13 x Rat (animal); wielding bizarre eldritch


powers

2 8 x Tiny Monstrous Centipede (vermin);


gathered around an evil shrine
3 2 x 1st Level Warrior Goblin; gathered around
an evil shrine
4 5 x 1st Level Warrior Goblin; hunting for food
5 1 x Troglodyte; following a floating skull
6 3 x Small Monstrous Spider (vermin); wandering
senselessly

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)

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


5, 10 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

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 #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 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 #6 South Entry Archway

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 #7 North Entry Wooden Portcullis (lift DC 25, break DC 28;


hard 5, 30 hp)

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


→ Leads to room #13, inhabited by 1 x
Darkmantle

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: 120 gp; hoard total 120 gp

Room #8 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #26, inhabited by 1 x Ghoul

West Entry Archway


Room Features A forge and anvil sit in the east side of the room,
and the walls are covered with sword cuts
Room #9 West Entry #1 Locked Iron Door (Open Lock DC 30, break DC
28; hard 10, 60 hp)
→ Leads to room #58, inhabited by 1 x
Homunculus

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


5, 15 hp)
→ Leads to room #61, inhabited by 12 x Rat
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #35, inhabited by 1 x
Troglodyte Zombie
Room Features Someone has scrawled "Abandon all hope" in
draconic script on the north wall, and a pile of
candles lies in the south-west corner of the
room

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 #10 North Entry Archway

South Entry Archway


→ Leads to room #43
Room Features The room has a high domed ceiling, and an iron
sarcophagus sits in the north-west corner of the
room

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

West Entry Trapped Wooden Portcullis (lift DC 25, break


DC 28; hard 5, 30 hp)
Ⓣ 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 #19, inhabited by 1 x 1st
Level Warrior Svirfneblin
South Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #58, inhabited by 1 x
Homunculus
Empty
Room #12 West Entry Secret (Search DC 30) Locked Iron Door (Open
Lock DC 25, break DC 28; hard 10, 60 hp)
Ⓢ A bookcase and concealed door pivots
smoothly
South Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
Room Features Several square holes are cut into the ceiling and
floor, and a shallow pool of oil lies in the north
side of the room

Room #13 West Entry Unlocked Stone Door (hard 8, 60 hp)


→ Leads to room #7, inhabited by 1 x Grimlock

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


→ Leads to room #37, inhabited by 15 x Tiny
Monstrous Centipede

Room Features Spirals of red stones cover the floor, and a


stream of blood flows into a shallow pool in the
east side of the room
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 #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

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: 200 sp; hoard total 20 gp

Room #16 North Entry Archway


→ Leads to room #44, inhabited by 1 x 1st
Level Warrior Duergar
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)


South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #49, inhabited by 4 x Dire
Rat
Room Features A cube of solid stone stands in the north-east
corner of the room, and someone has scrawled
"Sharpen thy spear and ready thy shield" on the
north wall
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: 90 gp; hoard total 90 gp
Room #17 South Entry Trapped and Stuck Stone Door (break DC 28;
hard 8, 60 hp)
Ⓣ Javelin Trap: CR 2; mechanical; location
trigger; manual reset; Atk +16 ranged (1d6+4,
javelin); Search DC 20; Disable Device DC 18
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 #18 North Entry Archway

East Entry Trapped and Locked Simple Wooden Door


(Open Lock DC 25, break DC 15; hard 5, 10 hp)
Ⓣ Acid Spray: CR 1; magic device; proximity
trigger (alarm); no reset; acid spray (3d6 acid
damage, DC 12 Reflex save for half damage);
Search DC 22; Disable Device DC 22
→ Leads to room #22
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10,
60 hp) (stuck, +2 to lift DC)
→ Leads to room #45
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: 100 gp; hoard total 100 gp
Room #19 West Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #30, inhabited by 13 x Tiny
Monstrous Centipede
East Entry Trapped Wooden Portcullis (lift DC 25, break
DC 28; hard 5, 30 hp)
Ⓣ 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 #11
Room Features Someone has scrawled "Don't lose your head"
in blood on the north wall, and the floor is
covered with dust
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: 500 sp; hoard total 50 gp

Room #20 East Entry Archway


→ Leads to room #31, inhabited by 1 x
Darkmantle

South Entry Stuck Good Wooden Door (break DC 18; hard


5, 15 hp)
→ Leads to room #21, inhabited by 1 x
Troglodyte Zombie
Empty
Room #21 North Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #20

South Entry Trapped Iron Portcullis (lift DC 25, break DC 28;


hard 10, 60 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

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 #22 North Entry 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 #42
West Entry Trapped and Locked Simple Wooden Door
(Open Lock DC 25, break DC 15; hard 5, 10 hp)
Ⓣ Acid Spray: CR 1; magic device; proximity
trigger (alarm); no reset; acid spray (3d6 acid
damage, DC 12 Reflex save for half damage);
Search DC 22; Disable Device DC 22
→ Leads to room #18, inhabited by 1 x 1st
Level Warrior Svirfneblin
South Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)

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.
Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden
Chest (Open Lock DC 30, break DC 25; hard 5,
20 hp)

70 gp; hoard total 70 gp

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

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


5, 20 hp)
Hidden Treasure Hidden (Search DC 20) Unlocked Iron Chest
(hard 10, 60 hp)

80 gp; hoard total 80 gp


Room #24 South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10,
60 hp) (magically reinforced, +10 to break DC)
Room Features The ceiling is covered with bloodstains, and a
sundered mace lies in the north-west corner of
the room
Monster 4 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: 90 gp; hoard total 90 gp

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

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)
Room #26 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #59

West Entry #2 Archway


→ Leads to room #53, inhabited by 1 x
Grimlock
East Entry Archway
→ Leads to room #54
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #8
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 #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

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


→ Leads to room #4, inhabited by 1 x Ghoul

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


5, 20 hp)
Empty

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)

Monster 13 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 #31 West Entry Archway


→ Leads to room #20
South Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
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 #32 West 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 #25, inhabited by 1 x
Troglodyte
East Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
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 #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 #34 North Entry Archway


→ Leads to room #35, inhabited by 1 x
Troglodyte Zombie
South Entry Trapped and Locked Iron Door (Open Lock DC
20, break DC 28; hard 10, 60 hp)
Ⓣ Scything Blade Trap: CR 1; mechanical;
location trigger; automatic reset; Atk +8 melee
(1d8/x3); Search DC 21; Disable Device DC 20
Empty
Room #35 North Entry Trapped and Stuck Strong Wooden Door (break
DC 23; hard 5, 20 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 #62, inhabited by 1 x Large
Monstrous Centipede

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


→ Leads to room #9, inhabited by 1 x
Darkmantle
South Entry Archway
→ Leads to room #34
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
Trap 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

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

Monster 15 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 #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)

East Entry #2 Locked Good Wooden Door (Open Lock DC 20,


break DC 18; hard 5, 15 hp) (slides to one side,
+1 to break DC)
Trap Net Trap: CR 1; mechanical; location trigger;
manual reset; Atk +10 ranged (grappled, Escape
Artist DC 20 to escape); multiple targets (all
targets in a 10 ft. square area); Search DC 20;
Disable Device DC 20
Room #39 North Entry Archway
West Entry Trapped and Unlocked Iron Door (hard 10, 60
hp) (slides to one side, +1 to break DC)
Ⓣ 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
→ Leads to room #40
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room Features A large kiln and coal bin sit in the east side of
the room, and a crater has been blasted into the
floor in the east side 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 #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

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


5, 15 hp)
East Entry #1 Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
East Entry #2 Trapped and Unlocked Iron Door (hard 10, 60
hp) (slides to one side, +1 to break DC)
Ⓣ 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
→ Leads to room #39, inhabited by 1 x Spider
Swarm

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)

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: 110 gp; hoard total 110 gp

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

Trap 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

Room #44 West Entry #1 Archway


→ Leads to room #50, inhabited by 1 x
Shrieker
West Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
South Entry Archway
→ Leads to room #16, inhabited by 1 x 1st
Level Warrior Drow

Room Features A set of demonic war masks hangs on the east


wall, and a large kiln and coal bin sit in the south
side of the room
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: 40 pp; hoard total 400 gp
Room #45 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10,
60 hp) (stuck, +2 to lift DC)
→ Leads to room #18, inhabited by 1 x 1st
Level Warrior Svirfneblin
East Entry Archway
South Entry Trapped and Stuck Strong Wooden Door (break
DC 23; hard 5, 20 hp)
Ⓣ One-way Door: CR 2; mechanical; Search
DC 20; Disable Device DC 22
→ Leads to room #57, inhabited by 1 x Medium
Monstrous Spider
Empty

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

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;
Trap 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

Hidden Treasure Trapped and Unlocked Good Wooden Chest


(hard 5, 15 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

None

Room #47 East Entry Archway

South Entry Unlocked Good Wooden Door (hard 5, 15


hp)

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

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: 90 gp; hoard total 90 gp

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

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


hard 5, 30 hp)
Room Features A carved stone statue stands in the center of
the room, and a grinding noise fills the room
Monster 4 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 #50 West Entry Locked Simple Wooden Door (Open Lock DC
20, break DC 15; hard 5, 10 hp) (magically
reinforced, +10 to break DC)
East Entry Archway
→ Leads to room #44, inhabited by 1 x 1st
Level Warrior Duergar

South Entry Stuck Good Wooden Door (break DC 18; hard


5, 15 hp) (slides up, +2 to break DC)

Room Features A tile mosaic of vile acts covers the floor, and
clouds of flying insects fill the south-east corner
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 #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

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


5, 10 hp) (slides to one side, +1 to break DC)

East Entry Secret (Search DC 20) Stuck Good Wooden


Door (break DC 18; hard 5, 15 hp) (slides to
one side, +1 to break DC)
Ⓢ A bookcase and concealed door pivots
smoothly
Room Features Someone has scrawled "The Lanterns of
Ariedhel killed a white dragon here" on the west
wall, and the ceiling is covered with cracks

Monster 9 x Tiny Monstrous Spider (vermin)

Tiny monstrous spider: CR 1/4; Tiny vermin; HD


1/2 d8; hp 2; Init +3; Spd 20 ft. (4 squares),
climb 10 ft.; AC 15 (+2 size, +3 dex), touch 15,
flat-footed 12; Base Atk +0; Grp -12; Atk +5
melee (1d3-4 plus poison, bite); Full Atk +5
melee (1d3-4 plus poison, bite); Space/Reach
2-1/2 ft./0 ft.; SA Poison, web; SQ Darkvision 60
ft., tremorsense 60 ft., vermin traits; AL N; SV
Fort +2, Ref +3, Will +0; Str 3, Dex 17, Con 10,
Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +15*, Jump -
4*, Spot +4*; Weapon Finesse
Room #52 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry Archway


Room Features A toppled statue lies in the south-west corner of
the room, and a sundered mace lies in the
south-west corner of the room
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: 200 sp; hoard total 20 gp

Trap 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

Hidden Treasure Hidden (Search DC 20) Trapped and Unlocked


Iron Chest (hard 10, 60 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

600 sp; Iolite (50 gp); Alchemist's Fire (3 flasks,


20 gp each); hoard total 170 gp

Room #53 North Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
→ Leads to room #59

East Entry Archway


→ Leads to room #26, inhabited by 1 x Ghoul

South Entry Locked Simple Wooden Door (Open Lock DC


25, break DC 15; hard 5, 10 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: 4000 cp; hoard total 40 gp
Room #54 North Entry Locked Simple Wooden Door (Open Lock DC
25, break DC 15; hard 5, 10 hp)

West Entry Archway


→ Leads to room #26, inhabited by 1 x Ghoul

East 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 #23

South 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 #40

Room Features A group of draconic faces have been carved into


the north wall, and an altar of evil sits in the
south-east corner of the room

Room #55 North Entry Archway

West Entry Locked Good Wooden Door (Open Lock DC 20,


break DC 18; hard 5, 15 hp)

East 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 #2
Room Features A magical mural on the north wall depicts the
betrayal of whomever views it, and a set of
demonic war masks hangs on the west wall

Trap 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
Hidden Treasure Locked Strong Wooden Chest (Open Lock DC
25, break DC 25; hard 5, 20 hp)

500 sp; hoard total 50 gp


Room #56 East Entry 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 #51, inhabited by 9 x Tiny
Monstrous Spider

South Entry Secret (Search DC 25) Stuck Simple Wooden


Door (break DC 13; hard 5, 10 hp) (slides to
one side, +1 to break DC)
Ⓢ The door is concealed within the mouth of a
gargantuan skull carved from stone

Room Features A magical mural on the west wall can be used


as a portal to any known location within the
dungeon, and a crude bookcase and lantern sit
in the north side 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: 130 gp; Masterwork Short Sword
(Medium) (310 gp); hoard total 440 gp
Room #57 North Entry Trapped and Stuck Strong Wooden Door (break
DC 23; hard 5, 20 hp)
Ⓣ One-way Door: CR 2; mechanical; Search
DC 20; Disable Device DC 22
→ Leads to room #45

East Entry Trapped Iron Portcullis (lift DC 25, break DC 28;


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
Room Features An altar of evil sits in the north-west corner of
the room, and patches of mushrooms grow in
the north-west corner of 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: 11 gp; hoard total 11 gp

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

South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)


South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #61, inhabited by 12 x Rat
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 #59 North 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 #48, inhabited by 1 x 1st
Level Warrior Drow
East Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #26, inhabited by 1 x Ghoul
South Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
→ Leads to room #53, inhabited by 1 x
Grimlock

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)

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


5, 20 hp)

Room Features The floor is covered in square tiles, alternating


white and black, and a forge and anvil sit in the
north side of the room

Monster 4 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 #61 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #58, inhabited by 1 x
Homunculus

West Entry Locked Simple Wooden Door (Open Lock DC


40, break DC 15; hard 5, 10 hp)

East Entry Stuck Good Wooden Door (break DC 18; hard


5, 15 hp)
→ Leads to room #9, inhabited by 1 x
Darkmantle
South Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
→ Leads to room #2

Room Features Someone has scrawled "We can graffiti too" on


the east wall, and a broken hammer lies in the
south-east corner of the room

Monster 12 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 #62 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry Trapped and Stuck Strong Wooden Door (break


DC 23; hard 5, 20 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 #35, inhabited by 1 x
Troglodyte Zombie
Room Features Several square holes are cut into the west wall,
and a sour odor fills the room

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

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