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The Witch's Cave 01

Witches cave

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0% found this document useful (0 votes)
27 views5 pages

The Witch's Cave 01

Witches cave

Uploaded by

empressbarenziah
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 Witch's Cave 01

Level 1

General Size Tiny (35 x 35)


Walls Reinforced Masonry (Climb DC 20)

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

c 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
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 An iron chandelier hangs from the ceiling here

m A narrow shaft falls into the corridor from above


n A fountain of water sits in an alcove here

Wandering Monsters 1 3 x Dire Rat, investigating a strange noise


2 12 x Rat (animal), scouting from another part of the
dungeon

3 1 x Troglodyte, searching for an object stolen from


their lair
4 1 x Shrieker (fungus), hunting for food
5 2 x 1st Level Warrior Goblin, scouting from another
part of the dungeon
6 1 x Rust Monster, lost and desperate

Room #1 East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)


South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #8, inhabited by 1 x Spider
Swarm
Room Features A set of demonic war masks hangs on the north wall,
and a stack of crates filled with rocks stands against
the north wall
Room #2 East Entry Archway

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: 60 sp; hoard total 6 gp

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

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 #4 South Entry Trapped and Locked Simple Wooden Door (Open
Lock DC 30, break DC 15; hard 5, 10 hp)
Ⓣ Earthmaw Trap: CR 3; magic device; location
trigger; no reset; earthmaw (2d6 damage, DC 12
Reflex save for half damage); Search DC 20;
Disable Device DC 20
Room Features A chute descends from the room into a midden
chamber below, and spirals of red stones cover the
floor

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


East Entry Trapped and Stuck Good Wooden Door (break DC
18; hard 5, 15 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
→ Leads to room #6, inhabited by 1 x Darkmantle
Empty

Room #6 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #7, inhabited by 1 x 1st Level
Warrior Svirfneblin
West Entry Trapped and Stuck Good Wooden Door (break DC
18; hard 5, 15 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
→ Leads to room #5

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


(magically reinforced, +10 to break DC)

Room Features A chute falls into the room from above, and a tile
labyrinth covers the floor

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 #7 West Entry #1 Locked Simple Wooden Door (Open Lock DC 25,
break DC 15; hard 5, 10 hp)
West Entry #2 Locked Iron Door (Open Lock DC 40, break DC 28;
hard 10, 60 hp)

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


→ Leads to room #6, inhabited by 1 x Darkmantle

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: 4000 cp; hoard total 40 gp
Hidden Treasure Hidden (Search DC 20) Locked Good Wooden
Chest (Open Lock DC 20, break DC 18; hard 5, 15
hp)

None

Room #8 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #1

South Entry #1 Archway


South Entry #2 Locked Strong Wooden Door (Open Lock DC 40,
break DC 25; hard 5, 20 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;

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