The Black Prison of Vepha the Enchantress 01 (4)

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The Black Prison of Vepha the Enchantress 01

Level 1

General Size Large (63 x 57)


Walls Masonry (Climb DC 20)

Floor Smooth Stone

Temperature Cold (unprotected creatures must succeed on a Fortitude saving


throw every hour (DC 15, +1 per previous check) or take 1d6 points
of non-lethal damage; a creature that takes any non-lethal damage
from cold exposure suffers from hypothermia and is fatigued)

Illumination Average (shadowy in corridors, lamps or torches in most rooms)


Corridor Features a Symbol of Panic: CR 3; magic; Perception DC 22; Disable Device
DC 20; Trigger proximity (alarm); Reset none; Effect fear (panicked
for 1d4 rounds, DC 12 Will save negates); multiple targets (all targets
in a 10 ft. radius burst)
c A chute falls into the corridor from above

e A group of demonic faces have been carved into the walls


i Arrow Trap: CR 1; mechanical; Perception DC 22; Disable Device
DC 20; Trigger location; Reset manual; Effect Atk +12 ranged
(3d6/x3)

m An unidentifiable odor fills the corridor


n Laughter fills the corridor

Wandering Monsters 1 1 x Giant Spider; hunting for food

2 4 x Human Skeleton; bloodied and fleeing a more powerful


enemy
3 1 x Troglodyte; wandering senselessly
4 1 x Spider Swarm; wielding bizarre eldritch powers

5 3 x Vegepygmy; wielding bizarre eldritch powers


6 2 x Duergar; wandering senselessly

Room #1 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #10

Empty

Room #2 North Entry Archway


→ Leads to room #12

West Entry Archway


→ Leads to room #45

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


hp)
Empty

Room #3 West Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #9, inhabited by 1 x Spider Swarm
West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry Archway


→ Leads to room #44, inhabited by 1 x Svirfneblin

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 #4 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to
one side, +1 to break DC)

South Entry Archway


→ Leads to room #14

Room Features Lit candles are scattered across the floor, and howling can be faintly
heard near the east wall

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

Room #5 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #50, inhabited by 1 x Ghoul

South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features Several square holes are cut into the ceiling and floor, and someone
has scrawled "In the reign of Charity, when the moon is crowned and
the Temple of Omens is laid to ruin, the Kingdom of Swords shall
fall" on the north wall

Room #6 West Entry Archway


East Entry Archway
→ Leads to room #49, inhabited by 4 x Duergar

Room Features A stone dais and throne sits in the south-west corner of the room,
and someone has scrawled "The Knights of Esmoor looted this
place" on 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: 20 gp, 110 sp; Oil of Light (cr, 25 gp), Oil of Magic Weapon
(cr, 50 gp), 2 x Potion of Resistance (cr, 25 gp), Scroll of Bless (cr,
25 gp), Scroll of Spark (apg, 12 gp 5 sp); hoard total 193 gp 5 sp
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock
DC 25, break DC 15; hard 5, 10 hp)

8 gp, 111 sp, 40 cp; Azurite (9 gp), Chrysoprase (55 gp), Shell (9
gp); Bronze flagon with warrior images (50 gp), Set of six ivory dice
(30 gp); Potion of Guidance (cr, 25 gp); hoard total 197 gp 5 sp
Room #7 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry Archway


→ Leads to room #48, inhabited by 1 x Homunculus

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

Room Features Spirals of white stones cover the floor, and a mouldy odor fills the
north-west corner of the room

Room #8 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features A ruined siege weapon sits in the north-west corner of the room, and
several pieces of rotten fruit are scattered throughout the room

Monster 3 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 #9 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #39, inhabited by 1 x Spider Swarm

North Entry #2 Archway


→ Leads to room #40

East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #3, inhabited by 4 x Human Skeleton

South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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 #10 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up,
+2 to break DC)

East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #1

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


→ Leads to room #42, inhabited by 1 x Ghoul

Room Features A carved stone statue stands in the center of the room, and someone
has scrawled "The Covenant of the Fang and Orb looted this place"
on the north wall

Room #11 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Room Features Numerous pillars line the west wall, and several rotten apples are
scattered throughout the room

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 #12 West Entry Unlocked Iron Door (hard 10, 60
hp)
→ Leads to room #23

South Entry Archway


→ Leads to room #2

Empty

Room #13 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Trap 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)

Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 30, break
DC 28; hard 10, 60 hp)

40 gp, 260 sp, 1000 cp; Chrysoprase (50 gp), Ivory (60 gp), Pyrite (7
gp), Pyrite (12 gp), Tigereye (10 gp), Turquoise (9 gp); Oil of Arcane
Mark (cr, 25 gp); hoard total 249 gp

Room #14 North Entry Archway


→ Leads to room #4, inhabited by 1 x
Darkmantle

Empty

Room #15 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features A mural of geometric patterns covers the ceiling, and a rotting odor
fills the room

Room #16 South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)

Empty

Room #17 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry Archway


Room Features A magical statue in the center of the room answers questions with
lies and falsehoods, and a ladder ascends to a wooden platform in
the north-east corner of the room

Room #18 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #28

West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features A chute descends from the room into a plundered tomb below, and a
tile labyrinth covers the floor
Room #19 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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


Room Features Someone has scrawled "ten, one, seven" on the south wall, and a
pile of empty bottles lies in the north-east corner of 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 Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 30, break
DC 28; hard 10, 60 hp)

1 gp, 40 sp; Tigereye (12 gp), Turquoise (9 gp), Zircon (45 gp);
Decorated silver plate (60 gp), Ivory drinking horn with copper ends
(60 gp), Silver statue of a dragon (65 gp); hoard total 256 gp

Room #20 South Entry Archway

Room Features The south and east walls have been engraved with alien runes, and
a workbench and candelabra sit in the south-east corner of the room
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 #21 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30
hp)

Empty

Room #22 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features A narrow shaft falls into the room from above, and knocking fills the
room

Monster 1 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3;


Senses see in darkness; Perception +4; AC 16, touch 14, flat-footed
13 (+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will
+1; Weak light blindness; Speed 30 ft.; Melee dagger +6 (1d3/19-20
plus poison); SA death throes, sneak attack (+1d6), spell-like abilities
CL 3rd; Str 11, Dex 17, Con 14, Int 9, Wis 10, Cha 8; Base Atk +2,
CMB +1, CMD 14; SQ poison use, rag armor
Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7,
Stealth +12; Skill Focus (Sleight of Hand), Weapon Finesse
Treasure: Masterwork Longsword (315 gp); Oil of Light (cr, 25 gp);
hoard total 340 gp
Room #23 West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

West Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #55

East Entry Unlocked Iron Door (hard 10, 60 hp)


→ Leads to room #12

South Entry Archway


→ Leads to room #45

Room Features Someone has scrawled "When north becomes south, the Ring of
Death shall be restored" on the north wall, and the floor is covered
with dead insects

Room #24 East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #58, inhabited by 3 x Human Skeleton

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

South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #46, inhabited by 5 x Duergar

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

Monster 1 x Svirfneblin

Svirfneblin: CR 1, XP 400; N Small Humanoid (gnome); Init +2;


Senses darkvision 120 ft., low-light vision; Perception +6; AC 15,
touch 15, flat-footed 11 (+2 Dex, +2 dodge, +1 size); hp 15 (1d10+5);
Fort +6, Ref +6, Will +2; SR 12; Speed 20 ft. (15 ft. in armor); Melee
heavy pick +3 (1d4+1/x4); Ranged light crossbow +4 (1d6/19-20);
SA favored enemy (dwarf +2), +1 to attack vs. dwarven and reptilian
humanoids, spell-like abilities CL 1st; Str 13, Dex 15, Con 14, Int 10,
Wis 10, Cha 8; Base Atk +1, CMB +1, CMD 15; SQ stonecunning,
track, wild empathy +0
Skills and Feats: Craft (alchemy) +6, Heal +4, Knowledge
(dungeoneering) +4, Perception +6, Stealth +12 (+14 underground),
Survival +4 (+5 tracking); Toughness
Treasure: 1 gp, 30 sp; Chrysoprase (45 gp), Freshwater Pearl (12
gp), Obsidian (9 gp); hoard total 70 gp

Room #25 South Entry Unlocked Simple Wooden Door (hard 5, 10


hp)

Empty

Room #26 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Room Features Various torture devices are scattered throughout the room, and the
ceiling is covered with bloodstains

Room #27 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry Unlocked Stone Door (hard 8, 60 hp) (slides down, +1 to break DC)
→ Leads to room #39, inhabited by 1 x Spider Swarm

Room Features A tile mosaic of ghoulish carnage covers the floor, and a ruined siege
weapon sits in the west side of the room

Room #28 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
→ Leads to room #18

Empty
Room #29 North Entry Archway
→ Leads to room #41

East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up,
+2 to break DC)

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


→ Leads to room #47, inhabited by 2 x Drow

Room Features A stair ascends to a wooden platform in the south-west corner of the
room, and a stone sarcophagus sits in the east side of the room

Monster 5 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: 106 gp, 520 sp, 1800 cp; Agate (10 gp), Azurite (8 gp),
Freshwater Pearl (9 gp), Lapis Lazuli (12 gp), Obsidian (8 gp), Zircon
(40 gp); Oil of Magic Weapon (cr, 50 gp), Oil of Purify Food and Drink
(cr, 25 gp), Potion of Stabilize (cr, 25 gp), Potion of Touch of the Sea
(apg, 50 gp), Scroll of Identify (cr, 25 gp), Scroll of Liberating
Command (uc, 25 gp), Scroll of Resistance (cr, 12 gp 5 sp); hoard
total 475 gp 5 sp

Room #30 North Entry Archway

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

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

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

42 gp, 319 sp, 1160 cp; Chrysoprase (55 gp), Freshwater Pearl (10
gp), Hematite (9 gp), Hematite (13 gp), Turquoise (13 gp), Zircon (35
gp); Potion of Jump (cr, 50 gp); hoard total 270 gp 5 sp

Room #31 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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


→ Leads to room #34

Room Features A chute descends from the room into a magical cyst below, and
someone has scrawled an incomplete drawing of a dragon on the
south wall

Monster 7 x Kobold

Kobold: CR 1/4, XP 100; LE Small Humanoid (reptilian); Init +1;


Senses darkvision 60 ft.; Perception +5; AC 15, touch 12, flat-footed
14 (+2 armor, +1 Dex, +1 natural, +1 size); hp 5 (1d10); Fort +2, Ref
+1, Will -1; Weak light sensitivity; Speed 30 ft.; Melee spear +1 (1d6-
1); Ranged sling +3 (1d3-1); Str 9, Dex 13, Con 10, Int 10, Wis 9,
Cha 8; Base Atk +1, CMB -1, CMD 10; SQ crafty
Skills and Feats: Craft (trapmaking) +6, Perception +5, Stealth +5;
Skill Focus (Perception)
Treasure: 11 gp, 50 sp; Masterwork Battleaxe (310 gp); Oil of Mage
Armor (cr, 50 gp), Potion of Sanctuary (cr, 50 gp); hoard total 426 gp
Room #32 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #33, inhabited by 1 x Darkmantle

East Entry Archway

South Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side,
+1 to break DC)
→ Leads to room #38, inhabited by 1 x Ghoul

Room Features A cube of solid stone stands in the south-east corner of the room,
and someone has scrawled "The line of Wizardry shall be hidden
until the Keep of Crowns is laid to ruin and the forests are made
spears" on the west wall

Room #33 East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #32

Room Features A stone ramp ascends towards the south wall, and a sundered shield
lies in the north-east corner of the room

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

Room #34 North Entry Archway

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


hp)
→ Leads to room #31, inhabited by 7 x
Kobold

Empty

Room #35 North Entry Archway

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


hp)
→ Leads to room #58, inhabited by 3 x Human
Skeleton

Empty

Room #36 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Room Features A well lies in the south side of the room, and screaming fills the room

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 #37 West Entry Unlocked Good Wooden Door (hard 5, 15


hp)
→ Leads to room #56

South Entry Archway

Empty
Room #38 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side,
+1 to break DC)
→ Leads to room #32

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

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

South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #54

Room Features A mural of a legendary battle covers the ceiling, and several pieces
of broken glass are scattered throughout the room

Monster 1 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: 24 gp, 230 sp; Agate (8 gp), Alabaster (12 gp), Citrine (65
gp), Malachite (12 gp), Pyrite (12 gp), Sard (50 gp); Potion of
Protection from Evil (cr, 50 gp), Scroll of Obscuring Mist (cr, 25 gp);
hoard total 281 gp

Hidden Treasure Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock
DC 25, break DC 18; hard 5, 15 hp)

20 gp, 236 sp, 100 cp; Alabaster (11 gp), Alabaster (12 gp), Rock
Quartz (10 gp), Sardonyx (55 gp), Turquoise (10 gp); Bronze flagon
with warrior images (50 gp), Silver candelabra with holy symbol (75
gp); Scroll of Cause Fear (cr, 25 gp); hoard total 292 gp 6 sp

Room #39 North Entry #1 Unlocked Stone Door (hard 8, 60 hp) (slides down, +1 to break DC)
→ Leads to room #27

North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #9, inhabited by 1 x Spider Swarm

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 #40 East Entry #1 Archway

East Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Archway
→ Leads to room #9, inhabited by 1 x Spider Swarm

Room Features Someone has scrawled an incomplete drawing of a dragon on the


north wall, and a pile of corroded iron spikes lies in the south-west
corner of the room

Room #41 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)

South Entry Archway


→ Leads to room #29, inhabited by 5 x Duergar

Empty
Room #42 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #10

Monster 1 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: 3 gp, 60 sp; Masterwork Padded Armor (155 gp); Potion of
Pass without Trace (cr, 50 gp); hoard total 214 gp

Room #43 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

West Entry Archway

Room Features A mural of arcane patterns covers the ceiling, and several empty
flasks are scattered throughout the room

Room #44 West Entry #1 Archway


→ Leads to room #3, inhabited by 4 x Human Skeleton

West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #58, inhabited by 3 x Human Skeleton

Room Features Several square holes are cut into the ceiling and floor, and the floor
is covered in square tiles, alternating white and black

Monster 1 x Svirfneblin

Svirfneblin: CR 1, XP 400; N Small Humanoid (gnome); Init +2;


Senses darkvision 120 ft., low-light vision; Perception +6; AC 15,
touch 15, flat-footed 11 (+2 Dex, +2 dodge, +1 size); hp 15 (1d10+5);
Fort +6, Ref +6, Will +2; SR 12; Speed 20 ft. (15 ft. in armor); Melee
heavy pick +3 (1d4+1/x4); Ranged light crossbow +4 (1d6/19-20);
SA favored enemy (dwarf +2), +1 to attack vs. dwarven and reptilian
humanoids, spell-like abilities CL 1st; Str 13, Dex 15, Con 14, Int 10,
Wis 10, Cha 8; Base Atk +1, CMB +1, CMD 15; SQ stonecunning,
track, wild empathy +0
Skills and Feats: Craft (alchemy) +6, Heal +4, Knowledge
(dungeoneering) +4, Perception +6, Stealth +12 (+14 underground),
Survival +4 (+5 tracking); Toughness
Treasure: 57 gp, 234 sp, 1005 cp; Oil of Purify Food and Drink (cr, 25
gp), Potion of Pass without Trace (cr, 50 gp), Scroll of Magic Fang
(cr, 25 gp), Scroll of Summon Monster II (cr, 150 gp), Scroll of Web
(cr, 150 gp); hoard total 490 gp 4 sp 5 cp

Room #45 North Entry Archway


→ Leads to room
#23

East Entry Archway


→ Leads to room #2

Empty
Room #46 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #24, inhabited by 1 x Svirfneblin
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Monster 5 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: 9 gp, 10 sp; Lapis Lazuli (7 gp), Milky Quartz (50 gp), Rock
Quartz (10 gp); Masterwork Shortsword (310 gp); Potion of Keen
Senses (apg, 50 gp), Scroll of Enlarge Person (cr, 25 gp); hoard total
462 gp

Room #47 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #29, inhabited by 5 x Duergar

East Entry Archway

South Entry Archway

Room Features Several square holes are cut into the north and east walls, and lit
candles are scattered across the floor

Monster 2 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: 78 gp, 325 sp, 2190 cp; Azurite (12 gp), Milky Quartz (40
gp), Pyrite (7 gp), Shell (12 gp), Turquoise (10 gp); Scroll of Cause
Fear (cr, 25 gp); hoard total 238 gp 4 sp

Room #48 West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

East Entry #1 Archway


→ Leads to room #7
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Monster 1 x Homunculus

Homunculus: CR 1, XP 400; Any alignment (same as creator) Tiny


Construct; Init +2; Senses darkvision 60 ft., low-light vision;
Perception +3; AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size); hp
11 (2d10); Fort +0, Ref +4, Will +1; DA construct traits; Speed 20 ft.,
fly 50 ft. (good); Melee 1 bite +3 (1d4-1 plus poison); Space 2-1/2 ft.;
Reach 0 ft.; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7; Base Atk +2,
CMB +2, CMD 11
Skills and Feats: Fly +10, Perception +3, Stealth +12; Lightning
Reflexes
Room #49 West Entry Archway
→ Leads to room #6, inhabited by 3 x Duergar

East Entry Archway

Monster 4 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: 31 gp, 150 sp, 800 cp; Azurite (11 gp), Milky Quartz (45
gp), Turquoise (10 gp); hoard total 120 gp

Room #50 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Monster 1 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: 4 gp, 50 sp; Masterwork Chain Shirt (250 gp); Oil of Purify
Food and Drink (cr, 25 gp); hoard total 284 gp

Room #51 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Room Features Part of the east wall has collapsed into the room, and several
corpses are impaled upon iron spikes on the ceiling

Monster 1 x Troglodyte

Troglodyte: CR 1, XP 400; CE Medium Humanoid (reptilian); Init -1;


Senses darkvision 90 ft.; Perception +0; Aura stench (30 ft., DC 13,
10 rounds); AC 15, touch 9, flat-footed 15 (-1 Dex, +6 natural); hp 13
(2d8+4); Fort +7, Ref -1, Will +0; Speed 30 ft.; Melee club +2
(1d6+1), claw -3 (1d4), bite -3 (1d4) or2 claws +2 (1d4+1), bite +2
(1d4+1); Ranged javelin +0 (1d6); Str 12, Dex 9, Con 14, Int 8, Wis
11, Cha 11; Base Atk +1, CMB +2, CMD 11
Skills and Feats: Stealth +5 (+9 in rocky areas); Great Fortitude
Treasure: 42 gp, 290 sp, 900 cp; Potion of Cure Light Wounds (cr, 50
gp), Scroll of Burning Hands (cr, 25 gp); hoard total 155 gp

Room #52 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features Someone has scrawled "The Oathbound of Aran looted this place" on
the east wall, and a sundered shield lies in the north-west corner of
the room

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
Room #53 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Room Features A group of demonic faces have been carved into the west wall, and
someone has scrawled "We've run out of swords" on the east wall

Room #54 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
→ Leads to room #38, inhabited by 1 x Ghoul

Empty

Room #55 East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #23

South Entry Archway

Room Features A carved stone statue stands in the north-east corner of the room,
and someone has scrawled "Kill them with fire" on the north wall

Room #56 East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #37

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

Room Features A rope ascends to a wooden platform in the east side of the room,
and a stone sarcophagus sits in the center of the room

Room #57 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry Archway


Room Features Someone has scrawled "The Sapphire Legion looted this place" in
dwarvish runes on the north wall, and a foul odor fills the south-east
corner of the room

Room #58 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #44, inhabited by 1 x Svirfneblin

West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #24, inhabited by 1 x Svirfneblin

East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #35

Room Features A narrow shaft descends from the room into a plundered tomb below,
and someone has scrawled "Death is the only exit" on the west wall

Monster 3 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

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