The Witch's Cave 01
The Witch's Cave 01
Level 1
Floor Flagstone
Temperature Cool
Illumination Average (shadowy in corridors, lamps or torches in
most rooms)
Corridor Features a Poison Dart Trap: CR 1; mechanical; location trigger;
manual reset; Atk +8 ranged (1d4 plus poison, dart);
poison (bloodroot [injury, Fort DC 12, 0/1d4 Con +
1d3 Wis]); Search DC 20; Disable Device DC 18
Room #3 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Room Features A chute descends from the room into a plundered
tomb below, and the north and west walls are
covered with sword cuts
Monster 1 x Ghoul
Room Features A chute falls into the room from above, and a tile
labyrinth covers the floor
Monster 1 x Darkmantle
None
Room #8 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #1
Some content used under the terms of the Open Gaming License