The Forsaken Catacombs of The Goblin King 01

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The Forsaken Catacombs of the Goblin King 01

Level 1

General Walls Masonry (Climb DC 20)


Floor Hewn Stone (Balance DC 10 to charge or run)
Temperature Very Hot (creatures must succeed on a Fortitude saving throw each hour (DC 15, +1 per previous check) or
take 1d4 points of non-lethal damage; creatures wearing heavy clothing or any type of armor take a -4 penalty
on their saves; a creature that takes any non-lethal damage from heat exposure suffers from heatstroke and is
fatigued)
Illumination Bright (lamps or torches every 40 ft.)
Corridor Features a Guillotine Blade: CR 3; mechanical; location trigger; manual reset; Atk +12 melee (3d6/19-20); Search DC 22;
Disable Device DC 20
c Someone has scrawled "The silver is cursed" in dwarvish runes here
e Pit Trap: CR 2; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall);
Search DC 20; Disable Device DC 20
i Someone has scrawled "Don't lose your head" in blood here
m Spiked Pit Trap: CR 3; 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); pit spikes (Atk +10 melee, 1d4 spikes
per target for 1d4+2 each); Search DC 21; Disable Device DC 20

n Spiked Pit Trap: CR 3; 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); pit spikes (Atk +10 melee, 1d4 spikes
per target for 1d4+2 each); Search DC 21; Disable Device DC 20
r Stone Blocks from Ceiling: CR 3; mechanical; location trigger; repair reset; Atk +10 melee (4d6, stone blocks);
Search DC 25; Disable Device DC 20

s An iron chandelier hangs from the ceiling here


u Burning Hands Trap: CR 2; magic device; proximity trigger (alarm); automatic reset; spell effect (Burning
Hands, 1st level wizard, 1d4 fire, DC 11 Reflex save half damage); Search DC 26; Disable Device DC 26

v A 10-foot wide chasm cuts across the corridor


w Withered corpses are nailed to the corridor walls
x Inflict Light Wounds Trap: CR 2; magic device; touch trigger; automatic reset; spell effect (Inflict Light Wounds,
1st level cleric, 1d8+1, DC 11 Will save half damage); Search DC 26; Disable Device DC 26
z An unexplained breeze can be felt here

Wandering Monsters 1 5 x Dire Rat, actively patrolling their territory

2 1 x Medium Monstrous Spider (vermin), trying to lure the party into an


ambush
3 1 x Medium Monstrous Spider (vermin), trying to lure the party into an
ambush

4 1 x 1st Level Warrior Duergar (dwarf), tracking the party


5 1 x Medium Monstrous Spider (vermin), investigating a strange noise

6 1 x Shrieker (fungus), investigating a strange noise

Room #1 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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


West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)


→ Leads to room #26, inhabited by 1 x 1st Level Warrior Drow
East Entry Archway

South Entry Unlocked Stone Door (hard 8, 60 hp)


Room Features A group of monstrous faces have been carved into the north wall, and several torches are scattered throughout
the room

Trap Deeper Pit Trap: CR 1; mechanical; location trigger; manual reset; hidden switch bypass (Search DC 25); DC
15 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5 ft. squares);
Search DC 20; Disable Device DC 23
Room #3 West Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

Room Features A sloped pit lined with iron spikes lies in the north-west corner of the room, and a corroded iron key hangs from
a hook on the north and south walls
Monster 1 x Grimlock

Grimlock: CR 1; Medium monstrous humanoid; HD 2d8+2; hp 11; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +4; Atk +4 melee (1d8+3/3, battleaxe); Full Atk +4
melee (1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA -; SQ Blindsight 40 ft., immunities, scent; AL NE; SV
Fort +1, Ref +4, Will +2; Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Skills and Feats: Climb +4, Hide +3*, Listen +5, Spot +3; Alertness, Track
Treasure: 140 gp; hoard total 140 gp
Trap Spear Trap: CR 1; mechanical; location trigger; manual reset; Atk +12 ranged (1d8/x3, spear); Search DC 20;
Disable Device DC 20; Note: 200 ft. max range, target determined randomly from those in its path.

Hidden Treasure Hidden (Search DC 25) Trapped and Locked Strong Wooden Chest (Open Lock DC 30, break DC 25; hard 5,
20 hp)
Fusillade of Darts: CR 1; mechanical; location trigger; manual reset; Atk +10 ranged (1d4+1, dart); multiple
targets (fires 1d4 darts at each target in two adjacent 5 ft. squares); Search DC 14; Disable Device DC 20

40 gp; hoard total 40 gp

Room #4 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Archway
→ Leads to room #26, inhabited by 1 x 1st Level Warrior Drow

South Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
South Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 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;

Room #5 North Entry Archway


West Entry #1 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #38, inhabited by 1 x Grimlock

West Entry #2 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)

South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features Someone has scrawled "I've forgotten my name" on the south wall, and a pile of rotten rope lies in the center of
the room

Room #6 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Monster 1 x Grimlock

Grimlock: CR 1; Medium monstrous humanoid; HD 2d8+2; hp 11; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +4; Atk +4 melee (1d8+3/3, battleaxe); Full Atk +4
melee (1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA -; SQ Blindsight 40 ft., immunities, scent; AL NE; SV
Fort +1, Ref +4, Will +2; Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Skills and Feats: Climb +4, Hide +3*, Listen +5, Spot +3; Alertness, Track
Treasure: 50 gp; hoard total 50 gp

Room #7 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry Archway


South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features Someone has scrawled an incomplete drawing of a dragon on the west wall, and several pieces of trash are
scattered throughout the room

Monster 1 x Homunculus

Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft. (4 squares), fly 50 ft. (good); AC 14 (+2
dex, +2 size), touch 14, flat-footed 12; Base Atk +1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite); Full Atk +2
melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ Construct traits, darkvision 60 ft.,
low-light vision; AL N; SV Fort +0, Ref +4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7
Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes
Room #8 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

Room Features Someone has scrawled "Upon the solstice in the Year of Mist, when song becomes silence and the Bone Wand
is wreathed in flames, the Citadel of Ice and Steel shall be found" on the north wall, and jagged steel blades
project from cracks in the north and south walls

Room #9 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #20

South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features Someone has scrawled "The Castle of Aether shall be found when the Seal of Dweomers fails" on the north
wall, and a shattered sword lies in the center of the room

Room #10 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60
hp)

Empty

Room #11 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry Unlocked Stone Door (hard 8, 60 hp)

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 #12 North Entry Archway

South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

Trap Pit Trap: CR 2; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall);
Search DC 20; Disable Device DC 20

Room #13 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

Room Features A sloped pit lined with iron spikes lies in the south side of the room, and several pieces of spoiled meat are
scattered throughout the room

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: 80 gp; Nunchaku (Medium) (+1 weapon) (2302 gp); hoard total 2382 gp

Room #14 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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


Room Features An acrid odor fills the north side of the room, and several pieces of spoiled meat are scattered throughout the
room

Room #15 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Trap Camouflaged Pit Trap: CR 1; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 10 ft. deep
(1d6, fall); Search DC 24; Disable Device DC 20

Room #16 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features A stream of water flows along a channel in the floor, and someone has scrawled an alien rune on the north
wall

Room #17 North Entry Archway

Empty
Room #18 South Entry Archway

Monster 17 x Rat (animal)

Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2; Spd 15 ft. (3 squares), climb 15 ft., swim 15 ft.; AC 14 (+2
size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk +4 melee
(1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +2, Ref +4, Will +1; Str
2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10; Weapon Finesse

Room #19 South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

Monster 1 x 1st Level Warrior Duergar (dwarf)

1st level warrior duergar: CR 1; Medium humanoid (dwarf); HD 1d8+5; hp 9; Init +0; Spd 20 ft. in chainmail (4
squares); base speed 20 ft.; AC 17 (+5 chainmail, +2 heavy shield), touch 10, flat-footed 17; Base Atk +1; Grp
+2; Atk +2 melee (1d8+1/x3, warhammer) or +1 ranged (1d8/19-20, light crossbow); Full Atk +2 melee
(1d8+1/x3, warhammer) or +1 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Duergar traits,
spell-like abilities; SQ Darkvision 60 ft., duergar traits; AL LE; SV Fort +4*, Ref +0*, Will -1*; Str 13, Dex 11,
Con 14, Int 10, Wis 9, Cha 4
Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move Silently -4,
Spot +2; Toughness
Treasure: 70 gp; hoard total 70 gp

Room #20 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
→ Leads to room #9

East Entry Archway

Empty

Room #21 South Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

Monster 1 x Wererat (lycanthrope)

Wererat, human form: CR 2; Medium humanoid (human, shapechanger); HD 1d8+1 plus 1d8+2; hp 12; Init +0;
Spd 30 ft. (6 squares); AC 15 (+2 natural, +2 leather, +1 buckler), touch 10, flat-footed 15; Base Atk +1; Grp
+2; Atk +2 melee (1d6+1/18-20, rapier) or +1 ranged (1d8/19-20, light crossbow); Full Atk +2 melee (1d6+1/18-
20, rapier) or +1 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Alternate form, rat
empathy, low-light vision, scent; AL LE; SV Fort +5, Ref +2, Will +4; Str 13, Dex 11, Con 12, Int 10, Wis 11,
Cha 8
Skills and Feats: Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot +4, Swim +9;
Alertness, Dodge, Iron Will, Weapon Finesse
Wererat, dire rat form: CR 2; Small humanoid (human, shapechanger); HD 1d8+1 plus 1d8+2; hp 12; Init +3;
Spd 40 ft. (8 squares), climb 20 ft.; AC 17 (+1 size, +3 dex, +3 natural), touch 14, flat-footed 14; Base Atk +1;
Grp -2; Atk +6 melee (1d4+1 plus disease, bite); Full Atk +6 melee (1d4+1 plus disease, bite); Space/Reach 5
ft./5 ft.; SA Curse of lycanthropy, disease; SQ Alternate form, rat empathy, damage reduction 10/silver, low-light
vision, scent; AL LE; SV Fort +6, Ref +5, Will +4; Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8
Skills and Feats: Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11;
(same as human form)
Wererat, hybrid form: CR 2; Medium humanoid (human, shapechanger); HD 1d8+1 plus 1d8+2; hp 12; Init +3;
Spd 30 ft. (6 squares); AC 16 (+3 dex, +3 natural), touch 13, flat-footed 13; Base Atk +1; Grp +2; Atk +5 melee
(1d6+1/18-20, rapier) or +4 ranged (1d8/19-20, light crossbow); Full Atk +4 melee (1d6+1/18-20, rapier) and -1
melee (1d6 plus disease, bite) or +4 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Curse of
lycanthropy, disease; SQ Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent; AL
LE; SV Fort +6, Ref +5, Will +4; Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8
Skills and Feats: Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9; (same
as human form)
Treasure: 230 gp; Breastplate (Medium) (200 gp); hoard total 430 gp

Room #22 North Entry Archway


East Entry Archway

Room Features Skeletons hang from chains and manacles against the east wall, and someone has scrawled an arcane symbol
on the west wall

Monster 10 x Tiny Monstrous Centipede (vermin)

Tiny monstrous centipede: CR 1/8; Tiny vermin; HD 1/4 d8; hp 1; Init +2; Spd 20 ft. (4 squares), climb 20 ft.; AC
14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite); Full
Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ Darkvision 60 ft., vermin
traits; AL N; SV Fort +2, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse

Room #23 North Entry Archway

Room Features A cube of solid stone stands in the west side of the room, and moaning can be heard in the west side of the
room

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: 110 gp; hoard total 110 gp
Room #24 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)

South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features A rotting carpet and round table sit in the south-east corner of the room, and someone has scrawled "The thief
will betray you" in blood on the south wall

Room #25 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features Numerous pillars line the north and east walls, and a shallow pool of quicksilver lies in the west side of the
room

Room #26 West Entry Archway


→ Leads to room #4, inhabited by 1 x Spider Swarm
East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #2

East Entry #2 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

Room Features Someone has scrawled "Liana stands here, slain by a basilisk" on the west wall, and several pieces of rotten
leather are scattered throughout the room

Monster 1 x 1st Level Warrior Drow (elf)

1st level warrior drow: CR 1 (see text); Medium humanoid (elf); HD 1d8; hp 4; Init +1; Spd 30 ft. (6 squares);
AC 16 (+1 dex, +4 chain shirt, +1 light shield), touch 11, flat-footed 15; Base Atk +1; Grp +2; Atk +3 melee
(1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand crossbow); Full Atk +3 melee (1d6+1/18-20, rapier) or +2
ranged (1d4/19-20, hand crossbow); Space/Reach 5 ft./5 ft.; SA Poison, spell-like abilities; SQ Drow traits, spell
resistance 12; AL NE; SV Fort +2, Ref +1, Will -1*; Str 13, Dex 13, Con 10, Int 12, Wis 9, Cha 10
Skills and Feats: Hide +0, Listen +2, Search +4, Spot +3; Weapon Focus (rapier)
Treasure: 300 sp; hoard total 30 gp

Room #27 East Entry Archway

Room Features A shallow pit lies in the north-east corner of the room, and an altar of evil sits in the center of the
room

Room #28 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)

West Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

Monster 1 x Shrieker (fungus)

Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5 dex, +3 natural), touch 5, flat-footed
8; Base Atk +1; Grp -4; Atk -; Full Atk -; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant traits; AL
N; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1
Skills and Feats: -; -

Room #29 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)

Room Features Someone has scrawled "Maere fell here, not quick enough" in blood on the west wall, and several barrel staves
are scattered throughout the room

Room #30 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 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;

Room #31 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry #1 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)

South Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)

Empty

Room #32 West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

West Entry #2 Archway

Room Features Several square holes are cut into the ceiling and floor, and flickering wisps of flame fill the west side of the
room
Room #33 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

East Entry Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features Part of the east wall has collapsed into the room, and groaning fills the room

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

South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features The floor is covered with humanoid bones, and a pile of rotting wood lies in the west side of the
room

Room #35 West Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

Room Features Several square holes are cut into the south and west walls, and someone has scrawled "The Harlot of Wounds
shall reign until sea becomes sky" on the east wall

Room #36 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry Unlocked Good Wooden Door (hard 5, 15 hp)

South Entry Archway

Room Features An iron chandelier hangs from the ceiling in the north-east corner of the room, and someone has scrawled
"Death comes on silent wings" in draconic script on the east wall

Trap Acid Arrow Trap: CR 3; magic device; proximity trigger (alarm); automatic reset; Atk +2 ranged touch; spell
effect (Acid Arrow, 3rd level wizard, 2d4 acid/round for 2 rounds); Search DC 27; Disable Device DC 27

Room #37 East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Room Features A shallow pit lies in the north-west corner of the room, and a set of demonic war masks hangs on the south wall

Monster 1 x 1st Level Warrior Duergar (dwarf)

1st level warrior duergar: CR 1; Medium humanoid (dwarf); HD 1d8+5; hp 9; Init +0; Spd 20 ft. in chainmail (4
squares); base speed 20 ft.; AC 17 (+5 chainmail, +2 heavy shield), touch 10, flat-footed 17; Base Atk +1; Grp
+2; Atk +2 melee (1d8+1/x3, warhammer) or +1 ranged (1d8/19-20, light crossbow); Full Atk +2 melee
(1d8+1/x3, warhammer) or +1 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Duergar traits,
spell-like abilities; SQ Darkvision 60 ft., duergar traits; AL LE; SV Fort +4*, Ref +0*, Will -1*; Str 13, Dex 11,
Con 14, Int 10, Wis 9, Cha 4
Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move Silently -4,
Spot +2; Toughness
Treasure: 400 sp; hoard total 40 gp

Room #38 East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #5

South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

Monster 1 x Grimlock

Grimlock: CR 1; Medium monstrous humanoid; HD 2d8+2; hp 11; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +4; Atk +4 melee (1d8+3/3, battleaxe); Full Atk +4
melee (1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA -; SQ Blindsight 40 ft., immunities, scent; AL NE; SV
Fort +1, Ref +4, Will +2; Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Skills and Feats: Climb +4, Hide +3*, Listen +5, Spot +3; Alertness, Track
Treasure: 100 sp; hoard total 10 gp

Room #39 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)

Room Features An unexplained breeze can be felt in the west side of the room, and a pile of iron blobs lies in the south side of
the room

Room #40 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry Archway

Room Features Several square holes are cut into the north and south walls, and someone has scrawled "Ithrel was here" on
the north wall

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 #41 West Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

West Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)

East Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
Room Features A shallow pit lies in the west side of the room, and the floor is covered in square tiles, alternating white and
black

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;

Room #42 East Entry Archway

Hidden Treasure Hidden (Search DC 30) Unlocked Strong Wooden Chest (hard 5, 20
hp)

4000 cp; hoard total 40 gp

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