The Black Halls of Chaos 01
.pdfThe Black Halls of Chaos
Level 1
General |
Dungeon Walls |
Masonry (Climb DC 20) |
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Dungeon Floor |
Natural Stone (move at half speed, can't charge or run, +5 to Balance and |
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Tumble DC) |
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Temperature |
Average |
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Illumination |
Shadowy (phosphorescent fungus or candles every 20 ft.) |
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Corridors |
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a |
An iron chandelier hangs from the ceiling here |
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c |
The sound of chimes fills the corridor |
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e |
The floor is covered with teeth |
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i |
A fountain of water sits in an alcove here |
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m |
A fountain of water sits in an alcove here |
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Wandering |
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1 |
4 x Duergar, lost and desperate |
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Monsters |
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2 |
1 x Troglodyte, wandering aimlessly |
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3 |
4 x Duergar, returning to their lair with plunder |
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4 |
1 x Cave Fisher, scavenging for food and treasure |
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5 |
1 x Giant Spider, lost and desperate |
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6 |
1 x Darkmantle, hunting for food |
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Room #1 |
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West Entry |
Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 25, |
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break DC 15; hard 5, 10 hp) |
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The door is concealed within a horrific torture device |
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East Entry |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) |
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Empty |
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Room #2 |
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West Entry #1 |
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) |
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Teleporter Crystal: CR 3; magic; Perception DC 20; Disable Device DC |
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22; Trigger touch; Reset none; Effect teleport (teleported one level |
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down, DC 12 Will save negates) |
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West Entry #2 |
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) |
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South Entry #1 |
Unlocked Simple Wooden Door (hard 5, 10 hp) |
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→ Leads to room #8, inhabited by 1 x Svirfneblin |
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South Entry #2 |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) |
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→ Leads to room #9 |
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Room Features |
A corpse lies in front of an open chest in the center of the room, Several |
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rotten apples are scattered throughout the room |
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Room #3 |
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West Entry |
Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp) |
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(magically reinforced, +10 to break DC) |
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A trap door in the floor leads to a short tunnel beneath the wall |
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East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→Leads to room #6, inhabited by 1 x Goblin Dog
South Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Electrified Lock: CR 3; magic; Perception DC 22; Disable Device DC
22; Trigger touch; Reset none; Effect electric shock (1d6 electricity damage, DC 12 Reflex save for half damage)
→ Leads to room #10
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Room Features |
A stair ascends to a wooden platform in the south side of the room, An iron |
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chandelier hangs from the ceiling in the north-east corner of the room |
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Monster |
1 x Troglodyte |
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Troglodyte: CR 1, XP 400; CE Medium humanoid (reptilian); Init -1; Senses |
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darkvision 90 ft.; Perception +0; Aura stench (30 ft., DC 13, 10 rounds); AC |
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15, touch 9, flat-footed 15 (-1 Dex, +6 natural); hp 13 (2d8+4); Fort +7, Ref |
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-1, Will +0; Speed 30 ft.; Melee club +2 (1d6+1), claw -3 (1d4), bite -3 |
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(1d4) or 2 claws +2 (1d4+1), bite +2 (1d4+1); Ranged javelin +0 (1d6); Str |
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12, Dex 9, Con 14, Int 8, Wis 11, Cha 11; Base Atk +1, CMB +2, CMD 11 |
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Skills and Feats: Stealth +5 (+9 in rocky areas); Great Fortitude |
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Treasure: 20 gp, 252 sp; Obsidian (10 gp), Pyrite (12 gp), Rhodochrosite (12 |
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gp), Rock Quartz (12 gp), Sardonyx (35 gp); Oil of Light (cr, 25 gp), Potion |
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of Enlarge Person (cr, 50 gp), Potion of Jump (cr, 50 gp); hoard total 251 gp |
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2 sp |
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Room #4 |
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East Entry |
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 |
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hp) (slides down, +1 to break DC) |
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→ Leads to room #5, inhabited by 1 x Darkmantle |
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South Entry |
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) |
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Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device |
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DC 26; Trigger proximity (alarm); Reset none; Effect spell effect |
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(burning hands, 2d4 fire damage, DC 11 Reflex save for half damage); |
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multiple targets (all targets in a 15 ft. cone) |
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Monster |
2 x Duergar |
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Duergar: CR 1/3, XP 135; LE Medium humanoid (dwarf); Init -1; Senses |
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darkvision 120 ft; Perception +1; AC 17, touch 9, flat-footed 17 (+6 armor, - |
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1 Dex, +2 shield); hp 8 (1d10+2); Fort +4, Ref -1, Will +1; +2 vs. spells, +2 |
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vs. spells; Immune paralysis, phantasms, poison; Weak light sensitivity; |
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Speed 20 ft.; Melee warhammer +3 (1d8+1/x3); Ranged light crossbow +0 |
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(1d8/19-20); Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4; Base Atk +1, |
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CMB +2, CMD 11; SQ slow and steady, stability |
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Skills and Feats: Intimidate +1, Stealth -3; Weapon Focus (warhammer) |
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Room #5 |
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West Entry |
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 |
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hp) (slides down, +1 to break DC) |
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→ Leads to room #4, inhabited by 2 x Duergar |
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South Entry |
Archway |
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Room Features |
A narrow ledge runs along the north and west walls, A tapestry of |
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legendary monsters hangs from the south wall |
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Monster |
1 x Darkmantle |
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Darkmantle: CR 1, XP 400; N Small magical beast; Init +6; Senses |
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blindsight 90 ft., darkvision 60 ft., low-light vision; Perception +4; AC 15, |
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touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size); hp 15 (2d10+4); Fort |
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+5, Ref +5, Will +0; Speed 20 ft., fly 30 ft. (poor); Melee slam +3 (1d4+4 |
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plus grab); SA constrict (1d4+4), grab (any size); Str 11, Dex 15, Con 14, |
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Int 2, Wis 11, Cha 10; Base Atk +2, CMB +1 (+5 grapple), CMD 13 (can't be |
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tripped); SQ spell-like abilities |
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Skills and Feats: Fly +5, Perception +4, Stealth +10; Improved Initiative |
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Room #6 |
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West Entry #1 |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) |
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→ Leads to room #3, inhabited by 1 x Troglodyte |
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West Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→Leads to room #10
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to
break DC)
→Leads to room #7
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
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 #7 |
North Entry Archway |
West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)
→Leads to room #6, inhabited by 1 x Goblin Dog
West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) → Leads to room #8, inhabited by 1 x Svirfneblin
Empty
Room #8 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→Leads to room #2
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→Leads to room #7
East Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
One-way Door: CR 3; mechanical; Perception DC 22; Disable Device DC 20
→Leads to room #9
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Monster |
1 x Svirfneblin |
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Svirfneblin: CR 1, XP 400; N Small humanoid (gnome); Init +2; Senses |
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darkvision 120 ft., low-light vision; Perception +6; AC 15, touch 15, flat- |
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footed 11 (+2 Dex, +2 dodge, +1 size); hp 15 (1d10+5); Fort +6, Ref +6, |
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Will +2; SR 12; Speed 20 ft. (15 ft. in armor); Melee heavy pick +3 |
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(1d4+1/x4); Ranged light crossbow +4 (1d6/19-20); SA favored enemy (dwarf |
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+2), +1 to attack vs. dwarven and reptilian humanoids; Str 13, Dex 15, Con |
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14, Int 10, Wis 10, Cha 8; Base Atk +1, CMB +1, CMD 15; SQ |
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stonecunning, track, wild empathy +0 |
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Skills and Feats: Craft (alchemy) +6, Heal +4, Knowledge (dungeoneering) |
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+4, Perception +6, Stealth +12 (+14 underground), Survival +4 (+5 tracking); |
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Toughness |
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Treasure: 19 gp, 200 sp; Carnelian (45 gp), Rock Quartz (10 gp), Tigereye |
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(7 gp); Oil of Light (cr, 25 gp), Oil of Purify Food and Drink (cr, 25 gp), |
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Potion of Virtue (cr, 25 gp); hoard total 176 gp |
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Room #9 |
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North Entry |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) |
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→ Leads to room #2 |
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West Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
One-way Door: CR 3; mechanical; Perception DC 22; Disable Device
DC 20
→ Leads to room #8, inhabited by 1 x Svirfneblin
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East Entry |
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) |
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→ Leads to room #13 |
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South Entry |
Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 30, |
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break DC 15; hard 5, 10 hp) |
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The door is concealed within the mouth of a demonic face carved from |
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stone |
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Room Features |
The north and east walls are covered with mold, Several empty flasks are |
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scattered throughout the room |
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Trap |
Symbol of Panic: CR 2; magic; Perception DC 22; Disable Device DC 22; |
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Trigger proximity (alarm); Reset none; Effect fear (panicked for 1d4 rounds, |
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DC 10 Will save negates); multiple targets (all targets in a 10 ft. radius |
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burst) |
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Room #10 |
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North Entry #1 |
Unlocked Simple Wooden Door (hard 5, 10 hp) |
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North Entry #2 |
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) |
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Electrified Lock: CR 3; magic; Perception DC 22; Disable Device DC |
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22; Trigger touch; Reset none; Effect electric shock (1d6 electricity |
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damage, DC 12 Reflex save for half damage) |
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→ Leads to room #3, inhabited by 1 x Troglodyte |
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West Entry |
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) |
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East Entry |
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) |
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→ Leads to room #6, inhabited by 1 x Goblin Dog |
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Room Features |
A sulphurous odor fills the room, A charred blanket lies in the south side of |
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the room |
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Hidden Treasure |
Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC 25, |
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break DC 15; hard 5, 10 hp) |
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41 gp, 280 sp, 800 cp; Hematite (7 gp), Ivory (40 gp), Obsidian (10 gp); Set |
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of six ivory dice (30 gp); Scroll of Protection from Law (cr, 25 gp); hoard |
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total 189 gp |
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Room #11 |
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West Entry |
Archway |
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East Entry |
Stuck Iron Door (break DC 28; hard 10, 60 hp) |
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South Entry Secret (Search DC 20) Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
A trap door in the floor leads to a short tunnel beneath the wall
→Leads to room #24
Room Features A foul odor fills the north-east corner of the room, A pile of blood-soaked clothing lies in the north-east corner of the room
Room #12 |
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) |
South Entry Secret (Search DC 20) Trapped and Unlocked Stone Door (hard 8, 60 hp)
The door is located near the ceiling and opened by tracing an arcane rune
Falling Block: CR 3; mechanical; Perception DC 20; Disable Device
DC 22; Trigger location; Reset none; Effect Atk +12 melee (1d6); multiple targets (all targets in a 10 ft. square area)
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Monster |
5 x Dire Rat |
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Dire Rat: CR 1/3, XP 135; N Small animal; Init +3; Senses low-light vision, |
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scent; Perception +4; AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size); hp |
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5 (1d8+1); Fort +3, Ref +5, Will +1; Speed 40 ft., climb 20 ft., swim 20 ft.; |
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Melee bite +1 (1d4 plus disease); SA disease; Str 10, Dex 17, Con 13, Int 2, |
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Wis 13, Cha 4; Base Atk +0, CMB -1, CMD 12 (16 vs. trip) |
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Skills and Feats: Climb +11, Perception +4, Stealth +11, Swim +11; Skill |
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Focus (Perception) |
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Room #13 |
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West Entry #1 |
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) |
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→ Leads to room #9 |
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West Entry #2 |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) |
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East Entry |
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 |
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hp) |
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Empty
Room #14 |
North Entry |
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 |
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hp) |
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West Entry |
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 |
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hp) (slides to one side, +1 to break DC) |
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The door is concealed within a mosaic of a God of Love |
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South Entry |
Archway |
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→ Leads to room #21, inhabited by 4 x Goblin |
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Empty |
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Room #15 |
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South Entry |
Stuck Iron Door (break DC 28; hard 10, 60 hp) |
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→ Leads to room #17, inhabited by 5 x Goblin |
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Empty |
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Room #16 |
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North Entry |
Archway |
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South Entry |
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) |
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→ Leads to room #24 |
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Empty |
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Room #17 |
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North Entry |
Stuck Iron Door (break DC 28; hard 10, 60 hp) |
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→ Leads to room #15 |
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West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→Leads to room #21, inhabited by 4 x Goblin
South Entry Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
The door is concealed behind a statue of a hydra, and opened by reaching into several of its mouths
Room Features A mural of ancient mythology covers the ceiling, Someone has scrawled "The Dread Queen shall be slain when the Black Cat rests upon the tomb" on the north wall
Monster |
5 x Goblin |
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Goblin: CR 1/3, XP 135; NE Small humanoid (goblinoid); Init +6; Senses |
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darkvision 60 ft.; Perception -1; AC 16, touch 13, flat-footed 14 (+2 armor, |
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+2 Dex, +1 shield, +1 size); hp 6 (1d10+1); Fort +3, Ref +2, Will -1; Speed |
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30 ft.; Melee short sword +2 (1d4/19-20); Ranged short bow +4 (1d4/x3); Str |
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11, Dex 15, Con 12, Int 10, Wis 9, Cha 6; Base Atk +1, CMB +0, CMD 12 |
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Skills and Feats: Ride +10, Stealth +10, Swim +4; Improved Initiative |
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Treasure: 15 gp, 70 sp; Masterwork Dagger (302 gp); Potion of Magic Fang |
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(cr, 50 gp), Potion of Remove Fear (cr, 50 gp), Potion of Vanish (apg, 50 |
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gp), Scroll of Protection from Evil (cr, 25 gp); hoard total 499 gp |
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Room #18 |
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North Entry #1 |
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 |
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hp) |
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North Entry #2 |
Stuck Iron Door (break DC 28; hard 10, 60 hp) |
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West Entry |
Archway |
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→ Leads to room #25, inhabited by 1 x Svirfneblin |
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South Entry |
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) |
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Room Features |
The ceiling is covered with bloodstains, A ruined chain shirt lies in the |
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north side of the room |
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Room #19 |
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North Entry |
Unlocked Good Wooden Door (hard 5, 15 hp) |
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East Entry |
Archway |
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→ Leads to room #24 |
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Room Features |
A magical mural on the west wall can be used to scry upon any known |
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individual within the dungeon, A sour odor fills the west side of the room |
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Room #20 |
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North Entry |
Secret (Search DC 25) Stuck Stone Door (break DC 28; hard 8, 60 hp) |
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A trap door in the floor leads to a short tunnel beneath the wall |
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South Entry |
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magically |
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reinforced, +10 to break DC) |
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Room Features |
A rope ascends to a catwalk hanging between the east and west walls, A |
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carved stone statue stands in the north-west corner of the room |
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Room #21 |
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North Entry |
Archway |
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→ Leads to room #14 |
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East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→Leads to room #17, inhabited by 5 x Goblin
East Entry #2 Secret (Search DC 20) Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
A bookcase and section of wall pivots smoothly
→Leads to room #23, inhabited by 3 x Dire Rat
South Entry Secret (Search DC 20) Trapped and Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp)
A bookcase and concealed door pivots smoothly
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)
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Monster |
4 x Goblin |
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Goblin: CR 1/3, XP 135; NE Small humanoid (goblinoid); Init +6; Senses |
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darkvision 60 ft.; Perception -1; AC 16, touch 13, flat-footed 14 (+2 armor, |
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+2 Dex, +1 shield, +1 size); hp 6 (1d10+1); Fort +3, Ref +2, Will -1; Speed |
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30 ft.; Melee short sword +2 (1d4/19-20); Ranged short bow +4 (1d4/x3); Str |
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11, Dex 15, Con 12, Int 10, Wis 9, Cha 6; Base Atk +1, CMB +0, CMD 12 |
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Skills and Feats: Ride +10, Stealth +10, Swim +4; Improved Initiative |
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Treasure: 14 gp, 130 sp; Lapis Lazuli (10 gp), Milky Quartz (45 gp), |
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Turquoise (10 gp); Oil of Arcane Mark (cr, 25 gp), Potion of Resistance (cr, |
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25 gp); hoard total 142 gp |
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Room #22 |
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West Entry |
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) |
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East Entry |
Archway |
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→ Leads to room #25, inhabited by 1 x Svirfneblin |
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South Entry |
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) |
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Swinging Axe Trap: CR 1; mechanical; Perception DC 20; Disable |
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Device DC 20; Trigger location; Reset manual; Effect Atk +10 melee |
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(1d8+1/x3); multiple targets (all targets in a 10 ft. line) |
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→ Leads to room #29 |
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Empty |
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Room #23 |
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West Entry |
Secret (Search DC 20) Locked Stone Door (Open Lock DC 40, break DC 28; |
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hard 8, 60 hp) |
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A bookcase and section of wall pivots smoothly |
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→ Leads to room #21, inhabited by 4 x Goblin |
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East Entry |
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 |
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hp) |
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A bookcase and concealed door pivots smoothly |
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→ Leads to room #29 |
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South Entry |
Archway |
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Room Features |
The room has a high domed ceiling, An iron chandelier hangs from the |
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ceiling in the north-east corner of the room |
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Monster |
3 x Dire Rat |
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Dire Rat: CR 1/3, XP 135; N Small animal; Init +3; Senses low-light vision, |
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scent; Perception +4; AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size); hp |
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5 (1d8+1); Fort +3, Ref +5, Will +1; Speed 40 ft., climb 20 ft., swim 20 ft.; |
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Melee bite +1 (1d4 plus disease); SA disease; Str 10, Dex 17, Con 13, Int 2, |
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Wis 13, Cha 4; Base Atk +0, CMB -1, CMD 12 (16 vs. trip) |
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Skills and Feats: Climb +11, Perception +4, Stealth +11, Swim +11; Skill |
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Focus (Perception) |
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Room #24 |
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North Entry #1 |
Secret (Search DC 20) Locked Stone Door (Open Lock DC 30, break DC 28; |
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hard 8, 60 hp) |
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A trap door in the floor leads to a short tunnel beneath the wall |
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→ Leads to room #11 |
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North Entry #2 |
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) |
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→ Leads to room #16 |
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West Entry #1 |
Archway |
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→ Leads to room #19 |
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West Entry #2 |
Archway |
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South Entry #1 |
Archway |
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→ Leads to room #27 |
South Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
One-way Door: CR 3; mechanical; Perception DC 20; Disable Device DC 20
→Leads to room #28
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Room Features |
A set of demonic war masks hangs on the east wall, The scent of smoke |
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fills the center of the room |
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Room #25 |
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West Entry #1 |
Archway |
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→ Leads to room #22 |
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West Entry #2 |
Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) |
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→ Leads to room #29 |
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East Entry |
Archway |
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→ Leads to room #18 |
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Room Features |
The north and east walls are covered with claw marks, A sundered mace |
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lies in the south side of the room |
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Monster |
1 x Svirfneblin |
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Svirfneblin: CR 1, XP 400; N Small humanoid (gnome); Init +2; Senses |
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darkvision 120 ft., low-light vision; Perception +6; AC 15, touch 15, flat- |
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footed 11 (+2 Dex, +2 dodge, +1 size); hp 15 (1d10+5); Fort +6, Ref +6, |
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Will +2; SR 12; Speed 20 ft. (15 ft. in armor); Melee heavy pick +3 |
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(1d4+1/x4); Ranged light crossbow +4 (1d6/19-20); SA favored enemy (dwarf |
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+2), +1 to attack vs. dwarven and reptilian humanoids; Str 13, Dex 15, Con |
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14, Int 10, Wis 10, Cha 8; Base Atk +1, CMB +1, CMD 15; SQ |
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stonecunning, track, wild empathy +0 |
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Skills and Feats: Craft (alchemy) +6, Heal +4, Knowledge (dungeoneering) |
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+4, Perception +6, Stealth +12 (+14 underground), Survival +4 (+5 tracking); |
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Toughness |
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Treasure: 30 gp, 40 sp, 800 cp; Masterwork Chain Shirt (250 gp); hoard |
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total 292 gp |
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Room #26 |
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West Entry |
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) |
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East Entry #1 |
Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp) |
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The door is concealed behind a tapestry of geometric patterns |
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East Entry #2 Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 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])
→Leads to room #27
Room Features A magical statue in the south side of the room answers simple questions about the dungeon (points directions), Several square holes are cut into the south and west walls
Trap 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])
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Hidden Treasure |
Hidden (Search DC 25) Trapped and Locked Simple Wooden Chest (Open |
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Lock DC 25, break DC 15; hard 5, 10 hp) |
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Magic Missle Trap: CR 3; magic; Perception DC 20; Disable Device DC 22; |
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Trigger proximity (alarm); Reset none; Effect magic missile (1d6 force |
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damage); never miss |
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55 gp, 405 sp, 1970 cp; Azurite (9 gp), Moonstone (60 gp), Pyrite (10 gp), |
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Rock Quartz (13 gp), Tigereye (11 gp); Silver statue of a dragon (65 gp); |
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hoard total 283 gp 2 sp |
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Room #27 |
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North Entry |
Archway |
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→ Leads to room #24 |
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West Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 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])
→Leads to room #26
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East Entry #1 |
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) |
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Javelin Trap: CR 2; mechanical; Perception DC 20; Disable Device DC |
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20; Trigger location; Reset none; Effect Atk +15 ranged (1d6+6) |
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East Entry #2 |
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) |
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South Entry #1 |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 |
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to break DC) |
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→ Leads to room #35 |
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South Entry #2 |
Archway |
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Empty |
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Room #28 |
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North Entry |
Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; |
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hard 5, 15 hp) |
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One-way Door: CR 3; mechanical; Perception DC 20; Disable Device |
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DC 20 |
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→ Leads to room #24 |
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South Entry |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) |
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Room Features |
An altar of evil sits in the south side of the room, Several pieces of rotten |
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bread are scattered throughout the room |
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Trap |
Pit Trap: CR 1; mechanical; Perception DC 20; Disable Device DC 20; |
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Trigger location; Reset manual; Effect 20 ft. deep pit (2d6 falling damage); |
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DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area) |
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Room #29 |
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North Entry |
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) |
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Swinging Axe Trap: CR 1; mechanical; Perception DC 20; Disable |
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Device DC 20; Trigger location; Reset manual; Effect Atk +10 melee |
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(1d8+1/x3); multiple targets (all targets in a 10 ft. line) |
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→ Leads to room #22 |
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West Entry |
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 |
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hp) |
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A bookcase and concealed door pivots smoothly |
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→ Leads to room #23, inhabited by 3 x Dire Rat |
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