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The Warrens of Emirkol The Chaotic 01

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0% found this document useful (0 votes)
16 views13 pages

The Warrens of Emirkol The Chaotic 01

Uploaded by

steinlouis79
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 Warrens of Emirkol the Chaotic 01

Level 1
General Size Large (63 x 81)
Walls Masonry (Climb DC 20)

Floor Smooth Stone

Temperature Cool

Illumination Shadowy (phosphorescent fungus or candles every 20


ft.)

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

c Someone has scrawled a drawing of a castle here


e A chute descends from the corridor into a midden chamber below

i Skeletons hang from chains and manacles against the walls

m Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit
(3d6 falling damage); DC 20 Reflex avoids; multiple targets (all
targets in a 10 ft. square area)

n A 5-foot wide chasm cuts across the corridor

r The walls here have been engraved with incoherent labyrinths

s A tile labyrinth covers the floor


u Burning torches in iron sconces line the corridor

v Electrified Floortile: CR 3; magic; Perception DC 22; Disable Device


DC 22; Trigger location; Reset none; Effect electric shock (2d6
electricity damage, DC 12 Reflex save for half damage); multiple
targets (all targets in a 10 ft. sqare)

w A grinding noise fills the corridor

x An overwhelming stench fills the corridor

z Scythe Blade: CR 3; mechanical; Perception DC 22; Disable Device


DC 20; Trigger location; Reset manual; Effect Atk +10 melee
(1d6/19-20); multiple targets (all targets in a 5 ft. radius arc)

Wandering Monsters 1 3 x Dire Rat; consumed by disease and


madness
2 1 x Darkmantle; wandering senselessly

3 4 x Human Zombie; patrolling their territory

4 1 x Ghoul; wandering senselessly


5 1 x Svirfneblin; gathered around an evil shrine

6 2 x Dire Rat; wielding bizarre eldritch powers

Room #1 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
(magically reinforced, +10 to break DC)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable
Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4
rounds)

West Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

West Entry #2 Trapped and Locked Strong Wooden Door (Open Lock DC 25, break
DC 25; hard 5, 20 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25;
Disable Device DC 20; Trigger location; Reset manual; Effect 30 ft.
deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

South Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #3
Empty
Room #2 North Entry #1 Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC
25, break DC 15; hard 5, 10 hp)
Ⓢ The door is located several feet above the floor and concealed
behind a pile of broken stone

North Entry #2 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard
5, 15 hp)

West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
South Entry #1 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard
5, 15 hp)
→ Leads to room #6, inhabited by 3 x Duergar

South Entry #2 Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #20, inhabited by 1 x Spider Swarm

South Entry #3 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10
hp) (slides up, +2 to break DC)
Ⓢ The door is concealed behind a statue of a terrified maiden, and
opened by breaking her neck

Room Features A narrow pit covered by iron bars lies in the east side of the room,
and a ruined gauntlet lies in the north-west corner of the room

Monster 4 x Orc

Orc: CR 1/3, XP 135; CE Medium Humanoid; Init +0; Senses


darkvision 60 ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3
armor); hp 6 (1d10+1); Fort +3, Ref +0, Will -1; DA ferocity; Weak
light sensitivity; Speed 30 ft.; Melee falchion +5 (2d4+4/18-20);
Ranged javelin +1 (1d6+3); Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha
6; Base Atk +1, CMB +4, CMD 14; SQ weapon familiarity
Skills and Feats: Intimidate +2; Weapon Focus (falchion)
Treasure: 45 gp, 340 sp, 700 cp; Oil of Purify Food and Drink (cr, 25
gp), Potion of Guidance (cr, 25 gp), Scroll of Create Water (cr, 12 gp
5 sp), Scroll of Touch of the Sea (apg, 25 gp); hoard total 173 gp 5 sp

Trap Thunderstone Mine: CR 1; magic; Perception DC 20; Disable Device


DC 20; Trigger location; Reset none; Effect thunder blast (3d6 sonic
damage, DC 12 Fort save for half damage); multiple targets (all
targets in a 10 ft. radius burst)

Hidden Treasure Hidden (Search DC 25) Trapped and Locked Simple Wooden Chest
(Open Lock DC 20, break DC 15; hard 5, 10 hp)
Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC
27; Trigger proximity (alarm); Reset none; Effect spell effect (acid
arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)

10 gp, 60 sp; Azurite (9 gp), Freshwater Pearl (10 gp), Pyrite (11 gp),
Rock Quartz (10 gp), Rock Quartz (12 gp), Sard (65 gp), Sardonyx
(45 gp), Sardonyx (55 gp), Shell (11 gp); hoard total 244 gp
Room #3 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #1

East Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
→ Leads to room #4, inhabited by 2 x Orc
South Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard
5, 15 hp)
→ Leads to room #5, inhabited by 1 x Goblin Dog

Trap Rune of Confusion: CR 1; magic; Perception DC 22; Disable Device


DC 20; Trigger proximity (alarm); Reset none; Effect confusion
(confused for 1d4 rounds, DC 12 Will save negates); multiple targets
(all targets in a 10 ft. radius burst)

Hidden Treasure Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock
DC 30, break DC 18; hard 5, 15 hp)

42 gp, 240 sp, 1200 cp; Silver comb with ornate handle (75 gp),
Silver holy symbol (25 gp), Silver noble family seal (60 gp); Scroll of
Bless (cr, 25 gp); hoard total 263 gp

Room #4 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard
5, 10 hp)

West Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
→ Leads to room #3

East Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28;
hard 10, 60 hp) (slides down, +1 to break DC)
Ⓣ Arrow Trap: CR 3; mechanical; Perception DC 22; Disable
Device DC 20; Trigger location; Reset manual; Effect Atk +10 ranged
(1d6/x3)

South Entry #1 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Poisoned Dart Trap: CR 1; mechanical; Perception DC 20;
Disable Device DC 20; Trigger touch; Reset none; Effect Atk +10
ranged (1d3 plus greenblood oil [injury, Fort DC 13, 1/rd. for 4 rds., 1
Con, 1 save])

South Entry #2 Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20
hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull
carved from stone
Room Features A stone stair ascends towards the south wall, and a pile of rotting
wood lies in the center of the room

Monster 2 x Orc

Orc: CR 1/3, XP 135; CE Medium Humanoid; Init +0; Senses


darkvision 60 ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3
armor); hp 6 (1d10+1); Fort +3, Ref +0, Will -1; DA ferocity; Weak
light sensitivity; Speed 30 ft.; Melee falchion +5 (2d4+4/18-20);
Ranged javelin +1 (1d6+3); Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha
6; Base Atk +1, CMB +4, CMD 14; SQ weapon familiarity
Skills and Feats: Intimidate +2; Weapon Focus (falchion)
Treasure: 16 gp, 130 sp; Alabaster (9 gp), Carnelian (60 gp), Shell
(11 gp); Oil of Arcane Mark (cr, 25 gp), 2 x Oil of Light (cr, 25 gp),
Scroll of Mending (cr, 12 gp 5 gp); hoard total 196 gp
Room #5 North Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard
5, 15 hp)
→ Leads to room #3

West Entry Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23;
hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of a hydra, and opened by
reaching into several of its mouths

East Entry Secret (Search DC 25) Locked Stone Door (Open Lock DC 20, break
DC 28; hard 8, 60 hp)
Ⓢ The door is located above a small stone dais and opened by
speaking a command word

South Entry Secret (Search DC 20) Locked Stone Door (Open Lock DC 40, break
DC 28; hard 8, 60 hp)
Ⓢ The door is located near the ceiling and opened by tracing a
geometric pattern

Room Features A stair ascends to a balcony hanging from the east wall, and a
tapestry of ghoulish carnage hangs from the north wall

Monster 1 x Goblin Dog

Goblin Dog: CR 1, XP 400; N Medium Animal; Init +2; Senses low-


light vision, scent; Perception +1; AC 13, touch 12, flat-footed 11 (+2
Dex, +1 natural); hp 9 (1d8+5); Fort +4, Ref +4, Will +1; Immune
disease; Speed 50 ft.; Melee bite +2 (1d6+3 plus allergic reaction);
Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8; Base Atk +0, CMB +2,
CMD 14
Skills and Feats: Stealth +6; Toughness

Room #6 North Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard
5, 15 hp)
→ Leads to room #2, inhabited by 4 x Orc

West Entry #1 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

West Entry #2 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
(slides to one side, +1 to break DC)
Ⓣ Contact Poison: CR 2; mechanical; Perception DC 22; Disable
Device DC 20; Trigger touch; Reset none; Effect contact poison
(malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6
min., 1d2 Dex, 1 save])

East Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break
DC 18; hard 5, 15 hp)
Ⓣ Swinging Axe Trap: CR 1; mechanical; Perception DC 20;
Disable Device DC 20; Trigger location; Reset manual; Effect Atk
+10 melee (1d8+1/x3); multiple targets (all targets in a 10 ft. line)

South Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

Room Features The north and west walls have been engraved with incoherent
labyrinths, and a fountain of water sits against the north wall

Monster 3 x Duergar

Duergar: CR 1/3, XP 135; LE Medium Humanoid (dwarf); Init -1;


Senses darkvision 120 ft; Perception +1; AC 17, touch 9, flat-footed
17 (+6 armor, -1 Dex, +2 shield); hp 8 (1d10+3); Fort +4, Ref -1, Will
+1, +2 vs. spells; Immune paralysis, phantasms, poison; Weak light
sensitivity; Speed 20 ft.; Melee warhammer +3 (1d8+1/x3); Ranged
light crossbow +0 (1d8/19-20); SA spell-like abilities CL 3rd; Str 12,
Dex 9, Con 15, Int 10, Wis 13, Cha 4; Base Atk +1, CMB +2, CMD
11; SQ slow and steady, stability
Skills and Feats: Intimidate +1, Stealth -3; Weapon Focus
(warhammer)
Treasure: 41 gp, 290 sp, 1100 cp; Potion of Cure Light Wounds (cr,
50 gp), Potion of Reduce Person (cr, 50 gp); hoard total 181 gp
Room #7 West Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28;
hard 8, 60 hp)
Ⓣ Falling Block: CR 1; mechanical; Perception DC 20; Disable
Device DC 22; Trigger location; Reset none; Effect Atk +12 melee
(2d6); multiple targets (all targets in a 10 ft. square area)

South Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

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

37 gp, 240 sp, 1200 cp; Onyx (45 gp), Rhodochrosite (10 gp),
Tigereye (9 gp); Bronze flagon with warrior images (50 gp); Oil of
Arcane Mark (cr, 25 gp); hoard total 212 gp

Room #8 West Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
South Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 40, break
DC 15; hard 5, 10 hp)
Ⓣ Rune of Dread: CR 2; magic; Perception DC 22; Disable Device
DC 22; Trigger proximity (alarm); Reset none; Effect fear (frightened
for 1d4 rounds, DC 12 Will save negates); multiple targets (all targets
in a 10 ft. radius burst)

South Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Arrow Trap: CR 2; mechanical; Perception DC 22; Disable
Device DC 20; Trigger location; Reset manual; Effect Atk +12 ranged
(1d6/x3)

Room Features A chute falls into the room from above, and the floor is covered with
bloodstains
Room #9 North Entry #1 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23;
hard 5, 20 hp)
Ⓢ The door is located several feet above the floor and concealed
by an illusion

North Entry #2 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard
5, 10 hp)

West Entry #1 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard
5, 15 hp)

West Entry #2 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25;
Disable Device DC 20; Trigger location; Reset manual; Effect 30 ft.
deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
→ Leads to room #18, inhabited by 5 x Orc

East Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28;
hard 8, 60 hp)
Ⓣ Javelin Trap: CR 2; mechanical; Perception DC 20; Disable
Device DC 20; Trigger location; Reset none; Effect Atk +15 ranged
(1d6+6)

South Entry Secret (Search DC 30) Trapped and Stuck Iron Door (break DC 28;
hard 10, 60 hp)
Ⓢ The door is concealed behind an area of fungus
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable
Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4
rounds)

Room Features A tapestry of ancient mythology hangs from the west wall, and
skeletons hang from chains and manacles against the north and
south walls

Monster 1 x Darkmantle

Darkmantle: CR 1, XP 400; N Small Magical Beast; Init +6; Senses


blindsight 90 ft., darkvision 60 ft., low-light vision; Perception +4; AC
15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size); hp 15
(2d10+4); Fort +5, Ref +3, Will +0; Speed 20 ft., fly 30 ft. (poor);
Melee slam +3 (1d4 plus grab); SA constrict (1d4+4), grab (any size),
spell-like abilities CL 5th; Str 11, Dex 15, Con 14, Int 2, Wis 11, Cha
10; Base Atk +2, CMB +1 (+5 grapple), CMD 13 (can't be tripped)
Skills and Feats: Fly +5, Perception +4, Stealth +10; Improved
Initiative

Hidden Treasure Locked Iron Chest (Open Lock DC 25, break DC 28; hard 10, 60 hp)

61 gp, 460 sp, 1800 cp; Azurite (10 gp), Ivory (65 gp), Obsidian (9
gp); Scroll of Grease (cr, 25 gp); hoard total 234 gp

Room #10 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC 25, break
DC 15; hard 5, 10 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable
Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4
rounds)

West Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard
5, 20 hp)

Room Features A cube of solid stone stands in the center of the room, and someone
has scrawled "Upon the Night of Shadows, in the Labyrinth of Mercy,
the Final Throne shall be lost" on the west wall
Room #11 East Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Rune of Fear: CR 1; magic; Perception DC 22; Disable Device
DC 20; Trigger proximity (alarm); Reset none; Effect fear (shaken for
1d4 rounds, DC 12 Will save negates); multiple targets (all targets in
a 10 ft. radius burst)

South Entry Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23;
hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly

Monster 1 x Darkmantle

Darkmantle: CR 1, XP 400; N Small Magical Beast; Init +6; Senses


blindsight 90 ft., darkvision 60 ft., low-light vision; Perception +4; AC
15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size); hp 15
(2d10+4); Fort +5, Ref +3, Will +0; Speed 20 ft., fly 30 ft. (poor);
Melee slam +3 (1d4 plus grab); SA constrict (1d4+4), grab (any size),
spell-like abilities CL 5th; Str 11, Dex 15, Con 14, Int 2, Wis 11, Cha
10; Base Atk +2, CMB +1 (+5 grapple), CMD 13 (can't be tripped)
Skills and Feats: Fly +5, Perception +4, Stealth +10; Improved
Initiative

Trap Idol of Evil: CR 1; magic; Perception DC 22; Disable Device DC 22;


Trigger touch (detect good); Reset automatic; Effect inflict wound
(3d6 damage, DC 12 Will save for half damage)

Room #12 East Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard
5, 15 hp)

South Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break
DC 25; hard 5, 20 hp)
Ⓣ Swinging Axe Trap: CR 1; mechanical; Perception DC 20;
Disable Device DC 20; Trigger location; Reset manual; Effect Atk
+10 melee (1d8+1/x3); multiple targets (all targets in a 10 ft. line)

Empty

Room #13 North Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
(slides down, +1 to break DC)
→ Leads to room #18, inhabited by 5 x Orc

West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard
5, 10 hp)

Empty

Room #14 North Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23;
hard 5, 20 hp)
Ⓢ The door is concealed within an upright sarcophagus

East Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard
5, 10 hp)
→ Leads to room #24, inhabited by 1 x Spider Swarm

Monster 4 x Human Skeleton

Human Skeleton: CR 1/3, XP 135; NE Medium Undead; Init +6;


Senses darkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed
14 (+2 armor, +2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will
+2; DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.;
Melee broken scimitar +0 (1d6), claw -3 (1d4+1) or 2 claws +2
(1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10; Base Atk +0,
CMB +2, CMD 14
Feats: Improved Initiative
Room #15 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard
5, 15 hp)

West Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard
5, 10 hp)

South Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard
5, 15 hp)

Room Features A toppled statue lies in the center of the room, and someone has
scrawled "It is awake" in goblin runes on the west wall

Monster 5 x Drow

Drow: CR 1/3, XP 135; CE Medium Humanoid (elf); Init +2; Senses


darkvision 120 ft.; Perception +2; AC 15, touch 12, flat-footed 13 (+2
armor, +2 Dex, +1 shield); hp 5 (1d10); Fort +2, Ref +2, Will -1, +2
vs. enchantment; Immune sleep; SR 7; Weak light blindness; Speed
30 ft.; Melee rapier +2 (1d6/18-20); Ranged hand crossbow +3
(1d4/19-20 plus poison); SA spell-like abilities CL 1st; Str 11, Dex 15,
Con 10, Int 10, Wis 9, Cha 10; Base Atk +1, CMB +1, CMD 13; SQ
poison use
Skills and Feats: Perception +2, Stealth +2; Weapon Finesse
Treasure: 18 gp, 160 sp; Masterwork Breastplate (350 gp); Potion of
Guidance (cr, 25 gp), Potion of Jump (cr, 50 gp), Potion of
Resistance (cr, 25 gp), Potion of Shield of Faith (cr, 50 gp), Scroll of
Entropic Shield (cr, 25 gp); hoard total 559 gp

Room #16 East Entry Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC
30, break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull
carved from stone

Room Features Spirals of red stones cover the floor, and a sundered shield lies in the
north-east corner of the room

Room #17 South Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable
Device DC 27; Trigger proximity (alarm); Reset none; Effect spell
effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4
rounds)

Room Features Someone has scrawled a large X on the east wall, and patches of
mushrooms grow in the east side of the room

Room #18 North Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10
hp)
Ⓢ The door is concealed within the mouth of a demonic face carved
from stone

East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25;
Disable Device DC 20; Trigger location; Reset manual; Effect 30 ft.
deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
→ Leads to room #9, inhabited by 1 x Darkmantle

South Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
(slides down, +1 to break DC)
→ Leads to room #13
Room Features Several square holes are cut into the ceiling and floor, and a tile
mosaic of vile acts covers the floor

Monster 5 x Orc

Orc: CR 1/3, XP 135; CE Medium Humanoid; Init +0; Senses


darkvision 60 ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3
armor); hp 6 (1d10+1); Fort +3, Ref +0, Will -1; DA ferocity; Weak
light sensitivity; Speed 30 ft.; Melee falchion +5 (2d4+4/18-20);
Ranged javelin +1 (1d6+3); Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha
6; Base Atk +1, CMB +4, CMD 14; SQ weapon familiarity
Skills and Feats: Intimidate +2; Weapon Focus (falchion)
Treasure: 33 gp, 230 sp, 1000 cp; Freshwater Pearl (10 gp), Ivory
(35 gp), Lapis Lazuli (12 gp); Masterwork Greatclub (305 gp); Scroll
of Mage Hand (cr, 12 gp 5 gp); hoard total 440 gp
Room #19 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

West Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Javelin Trap: CR 2; mechanical; Perception DC 20; Disable
Device DC 20; Trigger location; Reset none; Effect Atk +15 ranged
(1d6+6)
Monster 5 x Rat

Rat: CR 1/4, XP 100; N Tiny Animal; Init +2; Senses low-light vision,
scent; Perception +1; AC 14, touch 14, flat-footed 12 (+2 Dex, +2
size); hp 4 (1d8); Fort +2, Ref +4, Will +1; Speed 15 ft., climb 15 ft.,
swim 15 ft.; Melee bite +4 (1d3-4); Space 2-1/2 ft.; Reach 0 ft.; Str 2,
Dex 15, Con 11, Int 2, Wis 13, Cha 2; Base Atk +0, CMB +0, CMD 6
(10 vs. trip)
Skills and Feats: Climb +10, Stealth +18, Swim +10; Weapon
Finesse

Hidden Treasure Hidden (Search DC 20) Unlocked Strong Wooden Chest (hard 5, 20
hp)

11 gp, 130 sp; Agate (8 gp), Moonstone (50 gp), Moonstone (60 gp),
Pyrite (12 gp), Pyrite (13 gp), Shell (9 gp); Oil of Arcane Mark (cr, 25
gp), Oil of Magic Weapon (cr, 50 gp); hoard total 251 gp

Room #20 North Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #2, inhabited by 4 x Orc

West Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
Ⓣ Arrow Trap: CR 1; mechanical; Perception DC 22; Disable
Device DC 22; Trigger location; Reset manual; Effect Atk +12 ranged
(1d6/x3)

South Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Thunderstone Mine: CR 3; magic; Perception DC 22; Disable
Device DC 22; Trigger location; Reset none; Effect thunder blast (2d6
sonic damage, DC 10 Fort save for half damage); multiple targets (all
targets in a 10 ft. radius burst)

Room Features A tile labyrinth covers the floor, and the sound of footsteps fills the
room

Monster 1 x Spider Swarm

Spider Swarm: CR 1, XP 400; N Diminutive Vermin (swarm); Init +3;


Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4; AC 17,
touch 17, flat-footed 14 (+3 Dex, +4 size); hp 9 (2d8); Fort +3, Ref +3,
Will +0; DA swarm traits; Immune mind-affecting effects, weapon
damage; Speed 20 ft., climb 20 ft.; Melee swarm (1d6 plus poison
and distraction); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11); Str
1, Dex 17, Con 10, Int -, Wis 10, Cha 2; Base Atk +1, CMB --, CMD --
Skills: Climb +11, Perception +4

Hidden Treasure Locked Good Wooden Chest (Open Lock DC 20, break DC 18; hard
5, 15 hp)

85 gp, 490 sp, 3000 cp; Green Spinel (40 gp), Malachite (9 gp),
Obsidian (11 gp); hoard total 224 gp
Room #21 North Entry Secret (Search DC 20) Trapped and Stuck Stone Door (break DC 28;
hard 8, 60 hp)
Ⓢ A trap door in the floor leads to a short tunnel beneath the wall
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25;
Disable Device DC 20; Trigger location; Reset manual; Effect 30 ft.
deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

South Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

Monster 4 x Goblin

Goblin: CR 1/3, XP 135; NE Small Humanoid (goblinoid); Init +6;


Senses darkvision 60 ft.; Perception -1; AC 16, touch 13, flat-footed
14 (+2 armor, +2 Dex, +1 shield, +1 size); hp 6 (1d10+1); Fort +3,
Ref +2, Will -1; Speed 30 ft.; Melee short sword +2 (1d4/19-20);
Ranged short bow +4 (1d4/x3); Str 11, Dex 15, Con 12, Int 10, Wis
9, Cha 6; Base Atk +1, CMB +0, CMD 12
Skills and Feats: Ride +10, Stealth +10, Swim +4; Improved Initiative
Treasure: 7 gp, 100 sp; Azurite (11 gp), Peridot (50 gp), Rock Quartz
(13 gp); Potion of Pass without Trace (cr, 50 gp); hoard total 141 gp

Room #22 North Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Electrified Lock: CR 2; magic; Perception DC 22; Disable Device
DC 20; Trigger touch; Reset none; Effect electric shock (1d6
electricity damage, DC 12 Reflex save for half damage)

East Entry Trapped and Locked Simple Wooden Door (Open Lock DC 25, break
DC 15; hard 5, 10 hp)
Ⓣ Arrow Trap: CR 1; mechanical; Perception DC 20; Disable
Device DC 20; Trigger touch; Reset none; Effect Atk +15 ranged
(1d8+1/x3)

South Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Poisoned Dart Trap: CR 1; mechanical; Perception DC 20;
Disable Device DC 20; Trigger touch; Reset none; Effect Atk +10
ranged (1d3 plus greenblood oil [injury, Fort DC 13, 1/rd. for 4 rds., 1
Con, 1 save])

Room Features Skeletons hang from chains and manacles against the north and east
walls, and several pieces of trash are scattered throughout the room

Monster 1 x Spider Swarm

Spider Swarm: CR 1, XP 400; N Diminutive Vermin (swarm); Init +3;


Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4; AC 17,
touch 17, flat-footed 14 (+3 Dex, +4 size); hp 9 (2d8); Fort +3, Ref +3,
Will +0; DA swarm traits; Immune mind-affecting effects, weapon
damage; Speed 20 ft., climb 20 ft.; Melee swarm (1d6 plus poison
and distraction); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11); Str
1, Dex 17, Con 10, Int -, Wis 10, Cha 2; Base Atk +1, CMB --, CMD --
Skills: Climb +11, Perception +4
Room #23 North Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28;
hard 8, 60 hp)
Ⓣ Magic Missle Trap: CR 3; magic; Perception DC 20; Disable
Device DC 20; Trigger proximity (alarm); Reset none; Effect magic
missile (3d6 force damage); never miss
→ Leads to room #24, inhabited by 1 x Spider Swarm

West Entry Secret (Search DC 20) Locked Stone Door (Open Lock DC 40, break
DC 28; hard 8, 60 hp) (slides down, +1 to break DC)
Ⓢ A trap door in the floor leads to a short tunnel beneath the wall

South Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Room Features The floor is covered with dead insects, and a bent dagger lies in the
south-west corner of the room

Hidden Treasure Hidden (Search DC 25) Trapped and Unlocked Simple Wooden
Chest (hard 5, 10 hp)
Poisoned Arrow Trap: CR 3; mechanical; Perception DC 22; Disable
Device DC 22; Trigger location; Reset manual; Effect Atk +10 ranged
(2d6/x3 plus blue whinnis [injury, Fort DC 14, 1/rd. for 2 rds., 1
Con/unconscious 1d3 hours, 1 save])

3 gp, 60 sp; Agate (12 gp), Alabaster (13 gp), Bloodstone (35 gp),
Bloodstone (50 gp), Rock Quartz (10 gp), Rock Quartz (13 gp), Rose
Quartz (50 gp); Silver hand mirror (75 gp); hoard total 267 gp

Room #24 West Entry #1 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard
5, 10 hp)
→ Leads to room #14, inhabited by 4 x Human Skeleton

West Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard
5, 20 hp)

West Entry #3 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard
5, 15 hp)

South Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28;
hard 8, 60 hp)
Ⓣ Magic Missle Trap: CR 3; magic; Perception DC 20; Disable
Device DC 20; Trigger proximity (alarm); Reset none; Effect magic
missile (3d6 force damage); never miss
→ Leads to room #23

Monster 1 x Spider Swarm

Spider Swarm: CR 1, XP 400; N Diminutive Vermin (swarm); Init +3;


Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4; AC 17,
touch 17, flat-footed 14 (+3 Dex, +4 size); hp 9 (2d8); Fort +3, Ref +3,
Will +0; DA swarm traits; Immune mind-affecting effects, weapon
damage; Speed 20 ft., climb 20 ft.; Melee swarm (1d6 plus poison
and distraction); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11); Str
1, Dex 17, Con 10, Int -, Wis 10, Cha 2; Base Atk +1, CMB --, CMD --
Skills: Climb +11, Perception +4

Random Dungeon Generator


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