General |
Dungeon Walls |
Masonry (Climb DC 20) |
Dungeon Floor |
Flagstone |
Temperature |
Warm |
Illumination |
Dark (individual creatures may carry lights) |
|
Corridors |
a |
Net Trap: CR 2; mechanical; Perception DC 20; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +10 ranged (grappled, Escape Artist DC 22 to escape); multiple targets (all targets in a 10 ft. square area) |
c |
Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +15 melee (6d6); multiple targets (all targets in a 10 ft. square area) |
e |
Withered corpses are nailed to the corridor walls |
i |
A group of demonic faces have been carved into the walls |
m |
A narrow shaft descends from the corridor into a plundered tomb below |
n |
An iron chandelier hangs from the ceiling here |
r |
A tile labyrinth covers the floor |
s |
Several alcoves are cut into the walls here |
|
Wandering Monsters |
1 |
9 x Fire Beetle, bloodied and fleeing a more powerful enemy |
2 |
10 x Mite, hunting for food |
3 |
5 x Goblin Dog, actively patrolling their territory |
4 |
2 x Fire Beetle, scouting from another part of the dungeon |
5 |
3 x Stirge, wielding bizarre eldritch powers |
6 |
5 x Stirge, searching for an object stolen from their lair |
|
Room #1 |
West Entry |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) |
| Empty |
|
|
Room #2 |
North Entry |
Secret (Search DC 25) Stuck Stone Door (break DC 28; hard 8, 60 hp) Ⓢ The door is located several feet above the floor and opened by twisting an iron ring |
West Entry |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magically reinforced, +10 to break DC) |
| Room Features |
A fountain of water sits against the south wall, The ceiling is covered with bloodstains |
Monster |
5 x Stirge
Stirge: CR 1/2, XP 200; N Tiny Magical Beast; Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +1; AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size); hp 5 (1d10); Fort +2, Ref +6, Will +1; Speed 10 ft., fly 40 ft. (average); Melee touch +7 (attach); Space 2-1/2 ft.; Reach 0 ft.; SA blood drain; Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6; Base Atk +1, CMB +3 (+11 grapple when attached), CMD 9 (17 vs. trip); SQ diseased Skills and Feats: Fly +8, Stealth +16; Weapon Finesse |
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Room #3 |
North Entry #1 |
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) |
North Entry #2 |
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) |
West Entry #1 |
Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to break DC) Ⓣ Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device DC 26; Trigger proximity (alarm); Reset none; Effect spell effect (burning hands, 2d4 fire damage, DC 11 Reflex save for half damage); multiple targets (all targets in a 15 ft. cone) → Leads to room #8, inhabited by 5 x Ghoul |
West Entry #2 |
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 #1 |
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15 ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves]) |
East Entry #2 |
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) |
East Entry #3 |
Trapped and Locked Stone Door (Open Lock DC 40, 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) |
East Entry #4 |
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) Ⓣ Acid Spray: CR 5; magic; Perception DC 20; Disable Device DC 20; Trigger proximity (alarm); Reset none; Effect acid spray (4d6 acid damage, DC 12 Reflex save for half damage) |
South Entry |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) |
| Room Features |
A chute falls into the room from above, Someone has scrawled "Lightning comes before thunder" on the south wall |
Monster |
5 x Doppelganger
Doppelganger: CR 3, XP 800; N Medium Monstrous Humanoid (shapechanger); Init +1; Senses darkvision 60 ft.; Perception +9; AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural); hp 26 (4d10+4); Fort +4, Ref +5, Will +6; Immune charm, sleep; Speed 30 ft.; Melee 2 claws +8 (1d8+4); SA spell-like abilities CL 18th; Str 18, Dex 13, Con 12, Int 13, Wis 14, Cha 13; Base Atk +4, CMB +8, CMD 20; SQ change shape (alter self), mimicry, perfect copy Skills and Feats: Bluff +9 (+13 while using change shape ability), Diplomacy +4, Disguise +9 (+29 while using change shape ability), Perception +9, Sense Motive +6, Stealth +5; Dodge, Great Fortitude Treasure: 26 pp, 350 gp, 110 sp, 1100 cp; Citrine (50 gp), Deep Blue Spinel (110 gp), Jasper (50 gp), Rose Quartz (45 gp), Topaz (550 gp); Bronze statuette of a warrior (15 gp), Gold chalice with griffon carvings (600 gp), Gold holy symbol (100 gp), Gold statue of a dragon (110 gp), Polished darkwood chalice (50 gp), Silver holy symbol (25 gp); Masterwork Scythe (318 gp); Potion of Hide from Animals (cr, 50 gp), Scroll of Detect Undead (cr, 25 gp); hoard total 2730 gp |
|
Room #4 |
West Entry |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) |
| Monster |
1 x Giant Wasp
Giant Wasp: CR 3, XP 800; N Large Vermin; Init +1; Senses darkvision 60 ft.; Perception +9; AC 14, touch 10, flat-footed 13; (+1 Dex, +4 natural, -1 size); hp 34 (4d8+16); Fort +8, Ref +2, Will +2; Immune mind-affecting effects; Speed 20 ft., fly 60 ft. (good); Melee sting +6 (1d8+6 plus poison); Space 10 ft.; Reach 5 ft.; Str 18, Dex 12, Con 18, Int -, Wis 13, Cha 11; Base Atk +3, CMB +8, CMD 19 Skills: Fly +3, Perception +9 |
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Room #5 |
West Entry |
Archway |
| Room Features |
Floating motes of light fill the center of the room, A pile of candles lies in the south-east corner of the room |
|
Room #6 |
South Entry |
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) |
| Empty |
|
|
Room #7 |
West Entry |
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC) Ⓣ One-way Door: CR 5; mechanical; Perception DC 20; Disable Device DC 24 |
East Entry |
Secret (Search DC 25) Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2 to break DC) Ⓢ A trap door in the floor leads to a short tunnel beneath the wall |
| Room Features |
A magical mosaic on the east wall can be used to scry upon any known individual within the dungeon, A clicking noise can be heard in the north side of the room |
Monster |
1 x Centipede Swarm
Centipede Swarm: CR 4, XP 1200; N Diminutive Vermin (swarm); Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4; AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size); hp 31 (9d8-9); Fort +5, Ref +7, Will +3; DA swarm traits, Immune weapon damage; Speed 30 ft., climb 30 ft.; Melee swarm (2d6 plus poison); Space 10 ft.; Reach 0 ft.; SA distraction (DC 13), poison; Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2; Base Atk +6, CMB --, CMD -- Skills and Feats: Climb +12, Perception +4; Weapon Finesse |
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Room #8 |
North Entry |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) |
East Entry |
Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to break DC) Ⓣ Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device DC 26; Trigger proximity (alarm); Reset none; Effect spell effect (burning hands, 2d4 fire damage, DC 11 Reflex save for half damage); multiple targets (all targets in a 15 ft. cone) → Leads to room #3, inhabited by 5 x Doppelganger |
South Entry #1 |
Stuck Iron Door (break DC 28; hard 10, 60 hp) |
South Entry #2 |
Stuck Iron Door (break DC 28; hard 10, 60 hp) |
| Room Features |
A magical mural on the west wall depicts the gruesome death of whomever views it, A fountain engraved with incoherent labyrinths sits in the south-east corner of the room |
Monster |
5 x Ghoul
Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.; Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13 (2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.; Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune to this effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1, CMB +2, CMD 14 Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3; Weapon Finesse Treasure: 32 pp, 280 gp, 180 sp, 800 cp; Masterwork Leather Armor (160 gp); Scroll of Bull's Strength (cr, 150 gp), Wand of Magic Aura (cr, 750 gp); hoard total 1686 gp |
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Room #9 |
South Entry |
Unlocked Good Wooden Door (hard 5, 15 hp) |
| Room Features |
A fountain of water sits against the north wall, A foul odor fills the room |
Trap |
Scythe Blade: CR 5; mechanical; Perception DC 22; Disable Device DC 24; Trigger location; Reset manual; Effect Atk +14 melee (5d6/19-20); multiple targets (all targets in a 5 ft. radius arc) |
|
Room #10 |
North Entry |
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Ⓣ Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device DC 26; Trigger proximity (alarm); Reset none; Effect spell effect (burning hands, 2d4 fire damage, DC 11 Reflex save for half damage); multiple targets (all targets in a 15 ft. cone) |
East Entry |
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) Ⓣ Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28; Trigger proximity (alarm); Reset none; Effect spell effect (fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20 ft. radius burst) |
| Room Features |
The floor is covered in perfect hexagonal tiles, The floor is covered with teeth |
Trap |
Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset manual; Effect Atk +15 melee (6d6); multiple targets (all targets in a 10 ft. square area) |
Hidden Treasure |
Hidden (Search DC 20) Unlocked Strong Wooden Chest (hard 5, 20 hp)
64 gp, 210 sp, 1000 cp; Agate (11 gp), Chrysoprase (60 gp), Pyrite (13 gp), Rhodochrosite (10 gp), Turquoise (9 gp), Zircon (45 gp); Carved ivory scroll case (60 gp), Carved stone idol (30 gp); Potion of Cure Light Wounds (cr, 50 gp), Scroll of Daze Monster (cr, 150 gp), Wand of Magic Weapon (cr, 750 gp); hoard total 1283 gp |
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Room #11 |
North Entry |
Secret (Search DC 20) Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) Ⓢ The door is located near the ceiling and concealed behind an area of fungus Ⓣ Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk +15 ranged (1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4 Con, 2 saves]) |
East Entry |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) |
| Room Features |
A chute falls into the room from above, Someone has scrawled "In the Winter of Spears, the Empire of Staves shall triumph" on the west wall |
Hidden Treasure |
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 20, break DC 28; hard 10, 60 hp)
104 gp, 724 sp, 3650 cp; Agate (11 gp), Alabaster (8 gp), Jasper (50 gp), Tigereye (10 gp); Bronze statuette of a warrior (15 gp), Carved stone idol (30 gp), Decorated electrum plate (110 gp), Gold mask (450 gp), Porcelain mask (40 gp), Silver cup with royal crest (100 gp), Silver holy symbol (25 gp); Potion of Magic Fang (cr, 50 gp), Scroll of Prestidigitation (cr, 12 gp 5 gp); hoard total 1123 gp 9 sp |
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