The Warrens of Emirkol The Chaotic 01
The Warrens of Emirkol The Chaotic 01
Level 1
General Size Large (63 x 81)
Walls Masonry (Climb DC 20)
Temperature Cool
Corridor Features a A group of demonic faces have been carved into the walls
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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