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The Black Halls of Chaos 01

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The Black Halls of Chaos

Level 1

General

Dungeon Walls

Masonry (Climb DC 20)

 

 

 

 

Dungeon Floor

Natural Stone (move at half speed, can't charge or run, +5 to Balance and

 

 

Tumble DC)

 

 

 

 

Temperature

Average

 

 

 

 

Illumination

Shadowy (phosphorescent fungus or candles every 20 ft.)

 

 

 

 

 

 

 

 

 

Corridors

 

 

 

a

An iron chandelier hangs from the ceiling here

 

 

 

 

 

 

c

The sound of chimes fills the corridor

 

 

 

 

 

 

e

The floor is covered with teeth

 

 

 

 

 

 

i

A fountain of water sits in an alcove here

 

 

 

 

 

 

m

A fountain of water sits in an alcove here

 

 

 

 

 

 

 

 

 

Wandering

 

 

 

1

4 x Duergar, lost and desperate

 

Monsters

 

 

 

2

1 x Troglodyte, wandering aimlessly

 

 

 

 

 

 

 

 

3

4 x Duergar, returning to their lair with plunder

 

 

 

 

 

 

4

1 x Cave Fisher, scavenging for food and treasure

 

 

 

 

 

 

5

1 x Giant Spider, lost and desperate

 

 

 

 

 

 

6

1 x Darkmantle, hunting for food

 

 

 

 

 

 

 

 

 

Room #1

 

 

 

West Entry

Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 25,

 

 

 

break DC 15; hard 5, 10 hp)

 

 

 

The door is concealed within a horrific torture device

 

 

 

 

 

 

East Entry

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

 

 

 

 

 

 

 

 

 

 

Empty

 

 

 

 

 

 

 

 

 

 

Room #2

 

 

 

West Entry #1

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

 

 

 

Teleporter Crystal: CR 3; magic; Perception DC 20; Disable Device DC

 

 

 

22; Trigger touch; Reset none; Effect teleport (teleported one level

 

 

 

down, DC 12 Will save negates)

 

 

 

 

 

 

West Entry #2

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

 

 

 

 

 

 

South Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

 

 

 

→ Leads to room #8, inhabited by 1 x Svirfneblin

 

 

South Entry #2

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

 

 

 

→ Leads to room #9

 

 

 

 

 

 

Room Features

A corpse lies in front of an open chest in the center of the room, Several

 

 

 

rotten apples are scattered throughout the room

 

 

 

 

 

 

 

 

 

Room #3

 

 

 

West Entry

Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)

 

 

 

(magically reinforced, +10 to break DC)

 

 

 

A trap door in the floor leads to a short tunnel beneath the wall

 

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

 

Room Features

A stair ascends to a wooden platform in the south side of the room, An iron

 

 

 

 

chandelier hangs from the ceiling in the north-east corner of the room

 

 

 

 

 

 

 

 

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) or 2 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: 20 gp, 252 sp; Obsidian (10 gp), Pyrite (12 gp), Rhodochrosite (12

 

 

 

 

gp), Rock Quartz (12 gp), Sardonyx (35 gp); Oil of Light (cr, 25 gp), Potion

 

 

 

 

of Enlarge Person (cr, 50 gp), Potion of Jump (cr, 50 gp); hoard total 251 gp

 

 

 

 

2 sp

 

 

 

 

 

 

 

 

 

 

 

 

Room #4

 

 

 

 

East Entry

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10

 

 

 

 

hp) (slides down, +1 to break DC)

 

 

 

 

→ Leads to room #5, inhabited by 1 x Darkmantle

 

 

 

South Entry

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

 

 

 

 

Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device

 

 

 

 

DC 26; Trigger proximity (alarm); Reset none; Effect spell effect

 

 

 

 

(burning hands, 2d4 fire damage, DC 11 Reflex save for half damage);

 

 

 

 

multiple targets (all targets in a 15 ft. cone)

 

 

 

 

 

 

 

 

 

 

 

 

 

Monster

2 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+2); Fort +4, Ref -1, Will +1; +2 vs. spells, +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); 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)

 

 

 

 

 

 

 

 

 

 

 

 

Room #5

 

 

 

 

West Entry

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10

 

 

 

 

hp) (slides down, +1 to break DC)

 

 

 

 

→ Leads to room #4, inhabited by 2 x Duergar

 

 

 

South Entry

Archway

 

 

 

 

 

 

 

 

 

 

 

 

 

Room Features

A narrow ledge runs along the north and west walls, A tapestry of

 

 

 

 

legendary monsters hangs from the south 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 +5, Will +0; Speed 20 ft., fly 30 ft. (poor); Melee slam +3 (1d4+4

 

 

 

 

plus grab); SA constrict (1d4+4), grab (any size); 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); SQ spell-like abilities

 

 

 

 

Skills and Feats: Fly +5, Perception +4, Stealth +10; Improved Initiative

 

 

 

 

 

 

 

 

 

 

 

 

Room #6

 

 

 

 

West Entry #1

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

 

 

 

 

→ Leads to room #3, inhabited by 1 x Troglodyte

 

 

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

 

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; 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: 19 gp, 200 sp; Carnelian (45 gp), Rock Quartz (10 gp), Tigereye

 

 

 

 

(7 gp); Oil of Light (cr, 25 gp), Oil of Purify Food and Drink (cr, 25 gp),

 

 

 

 

Potion of Virtue (cr, 25 gp); hoard total 176 gp

 

 

 

 

 

 

 

 

 

 

 

 

Room #9

 

 

 

 

North Entry

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

 

 

 

 

→ Leads to room #2

 

 

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

 

East Entry

Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

 

 

 

→ Leads to room #13

 

 

South Entry

Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 30,

 

 

 

break DC 15; hard 5, 10 hp)

 

 

 

The door is concealed within the mouth of a demonic face carved from

 

 

 

stone

 

 

 

 

 

 

 

 

 

 

 

 

Room Features

The north and east walls are covered with mold, Several empty flasks are

 

 

 

scattered throughout the room

 

 

 

 

 

 

 

Trap

Symbol of Panic: CR 2; magic; Perception DC 22; Disable Device DC 22;

 

 

 

Trigger proximity (alarm); Reset none; Effect fear (panicked for 1d4 rounds,

 

 

 

DC 10 Will save negates); multiple targets (all targets in a 10 ft. radius

 

 

 

burst)

 

 

 

 

 

 

 

 

 

 

Room #10

 

 

 

 

North Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

 

 

 

 

 

 

North Entry #2

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 #3, inhabited by 1 x Troglodyte

 

 

West Entry

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

 

 

 

 

 

 

East Entry

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

 

 

 

→ Leads to room #6, inhabited by 1 x Goblin Dog

 

 

 

 

 

 

Room Features

A sulphurous odor fills the room, A charred blanket lies in the south side of

 

 

 

the room

 

 

 

 

 

 

Hidden Treasure

Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC 25,

 

 

 

break DC 15; hard 5, 10 hp)

 

 

 

 

 

 

 

 

41 gp, 280 sp, 800 cp; Hematite (7 gp), Ivory (40 gp), Obsidian (10 gp); Set

 

 

 

of six ivory dice (30 gp); Scroll of Protection from Law (cr, 25 gp); hoard

 

 

 

total 189 gp

 

 

 

 

 

 

 

 

 

Room #11

 

 

 

 

West Entry

Archway

 

 

 

 

 

 

East Entry

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

 

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)

 

Monster

5 x Dire Rat

 

 

 

 

Dire Rat: CR 1/3, XP 135; N Small animal; Init +3; Senses low-light vision,

 

 

 

 

scent; Perception +4; AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size); hp

 

 

 

 

5 (1d8+1); Fort +3, Ref +5, Will +1; Speed 40 ft., climb 20 ft., swim 20 ft.;

 

 

 

 

Melee bite +1 (1d4 plus disease); SA disease; Str 10, Dex 17, Con 13, Int 2,

 

 

 

 

Wis 13, Cha 4; Base Atk +0, CMB -1, CMD 12 (16 vs. trip)

 

 

 

 

Skills and Feats: Climb +11, Perception +4, Stealth +11, Swim +11; Skill

 

 

 

 

Focus (Perception)

 

 

 

 

 

 

 

 

 

 

 

 

Room #13

 

 

 

 

West Entry #1

Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

 

 

 

 

→ Leads to room #9

 

 

 

West Entry #2

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

 

 

 

 

 

 

 

 

East Entry

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10

 

 

 

 

hp)

 

 

 

 

 

 

 

 

 

 

 

 

Empty

Room #14

North Entry

Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15

 

 

 

hp)

 

 

 

 

 

 

West Entry

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10

 

 

 

hp) (slides to one side, +1 to break DC)

 

 

 

The door is concealed within a mosaic of a God of Love

 

 

 

 

 

 

South Entry

Archway

 

 

 

→ Leads to room #21, inhabited by 4 x Goblin

 

 

 

 

 

 

Empty

 

 

 

 

 

 

 

 

 

 

Room #15

 

 

 

South Entry

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

 

 

 

→ Leads to room #17, inhabited by 5 x Goblin

 

 

 

 

 

 

Empty

 

 

 

 

 

 

 

 

 

 

Room #16

 

 

 

North Entry

Archway

 

 

 

 

 

 

South Entry

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

 

 

 

→ Leads to room #24

 

 

 

 

 

 

Empty

 

 

 

 

 

 

 

 

 

 

Room #17

 

 

 

North Entry

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

 

 

 

→ Leads to room #15

 

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

 

 

Goblin: CR 1/3, XP 135; NE Small humanoid (goblinoid); Init +6; Senses

 

 

 

darkvision 60 ft.; Perception -1; AC 16, touch 13, flat-footed 14 (+2 armor,

 

 

 

+2 Dex, +1 shield, +1 size); hp 6 (1d10+1); Fort +3, Ref +2, Will -1; Speed

 

 

 

30 ft.; Melee short sword +2 (1d4/19-20); Ranged short bow +4 (1d4/x3); Str

 

 

 

11, Dex 15, Con 12, Int 10, Wis 9, Cha 6; Base Atk +1, CMB +0, CMD 12

 

 

 

Skills and Feats: Ride +10, Stealth +10, Swim +4; Improved Initiative

 

 

 

Treasure: 15 gp, 70 sp; Masterwork Dagger (302 gp); Potion of Magic Fang

 

 

 

(cr, 50 gp), Potion of Remove Fear (cr, 50 gp), Potion of Vanish (apg, 50

 

 

 

gp), Scroll of Protection from Evil (cr, 25 gp); hoard total 499 gp

 

 

 

 

 

 

 

 

 

Room #18

 

 

 

North Entry #1

Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20

 

 

 

hp)

 

 

 

 

 

 

North Entry #2

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

 

 

 

 

 

 

West Entry

Archway

 

 

 

→ Leads to room #25, inhabited by 1 x Svirfneblin

 

 

South Entry

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

 

 

 

 

 

 

 

 

 

 

Room Features

The ceiling is covered with bloodstains, A ruined chain shirt lies in the

 

 

 

north side of the room

 

 

 

 

 

 

 

 

 

Room #19

 

 

 

North Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

 

 

 

 

 

 

East Entry

Archway

 

 

 

→ Leads to room #24

 

 

 

 

 

 

Room Features

A magical mural on the west wall can be used to scry upon any known

 

 

 

individual within the dungeon, A sour odor fills the west side of the room

 

 

 

 

 

 

 

 

 

Room #20

 

 

 

North Entry

Secret (Search DC 25) Stuck Stone Door (break DC 28; hard 8, 60 hp)

 

 

 

A trap door in the floor leads to a short tunnel beneath the wall

 

 

 

 

 

 

South Entry

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

 

 

 

reinforced, +10 to break DC)

 

 

 

 

 

 

 

 

 

 

Room Features

A rope ascends to a catwalk hanging between the east and west walls, A

 

 

 

carved stone statue stands in the north-west corner of the room

 

 

 

 

 

 

 

 

 

Room #21

 

 

 

North Entry

Archway

 

 

 

→ Leads to room #14

 

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)

 

Monster

4 x Goblin

 

 

 

 

 

 

 

 

 

Goblin: CR 1/3, XP 135; NE Small humanoid (goblinoid); Init +6; Senses

 

 

 

 

darkvision 60 ft.; Perception -1; AC 16, touch 13, flat-footed 14 (+2 armor,

 

 

 

 

+2 Dex, +1 shield, +1 size); hp 6 (1d10+1); Fort +3, Ref +2, Will -1; Speed

 

 

 

 

30 ft.; Melee short sword +2 (1d4/19-20); Ranged short bow +4 (1d4/x3); Str

 

 

 

 

11, Dex 15, Con 12, Int 10, Wis 9, Cha 6; Base Atk +1, CMB +0, CMD 12

 

 

 

 

Skills and Feats: Ride +10, Stealth +10, Swim +4; Improved Initiative

 

 

 

 

Treasure: 14 gp, 130 sp; Lapis Lazuli (10 gp), Milky Quartz (45 gp),

 

 

 

 

Turquoise (10 gp); Oil of Arcane Mark (cr, 25 gp), Potion of Resistance (cr,

 

 

 

 

25 gp); hoard total 142 gp

 

 

 

 

 

 

 

 

 

 

 

 

Room #22

 

 

 

 

West Entry

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

 

 

 

 

 

 

 

 

East Entry

Archway

 

 

 

 

→ Leads to room #25, inhabited by 1 x Svirfneblin

 

 

 

South Entry

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

 

 

 

 

Swinging Axe Trap: CR 1; mechanical; Perception DC 20; Disable

 

 

 

 

Device DC 20; Trigger location; Reset manual; Effect Atk +10 melee

 

 

 

 

(1d8+1/x3); multiple targets (all targets in a 10 ft. line)

 

 

 

 

→ Leads to room #29

 

 

 

 

 

 

 

 

Empty

 

 

 

 

 

 

 

 

 

 

 

 

 

Room #23

 

 

 

 

West Entry

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 #21, inhabited by 4 x Goblin

 

 

 

East Entry

Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20

 

 

 

 

hp)

 

 

 

 

A bookcase and concealed door pivots smoothly

 

 

 

 

→ Leads to room #29

 

 

 

South Entry

Archway

 

 

 

 

 

 

 

 

 

 

 

 

 

Room Features

The room has a high domed ceiling, An iron chandelier hangs from the

 

 

 

 

ceiling in the north-east corner of the room

 

 

 

 

 

 

 

 

Monster

3 x Dire Rat

 

 

 

 

 

 

 

 

 

Dire Rat: CR 1/3, XP 135; N Small animal; Init +3; Senses low-light vision,

 

 

 

 

scent; Perception +4; AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size); hp

 

 

 

 

5 (1d8+1); Fort +3, Ref +5, Will +1; Speed 40 ft., climb 20 ft., swim 20 ft.;

 

 

 

 

Melee bite +1 (1d4 plus disease); SA disease; Str 10, Dex 17, Con 13, Int 2,

 

 

 

 

Wis 13, Cha 4; Base Atk +0, CMB -1, CMD 12 (16 vs. trip)

 

 

 

 

Skills and Feats: Climb +11, Perception +4, Stealth +11, Swim +11; Skill

 

 

 

 

Focus (Perception)

 

 

 

 

 

 

 

 

 

 

 

 

Room #24

 

 

 

 

North Entry #1

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 #11

 

 

 

North Entry #2

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

 

 

 

 

→ Leads to room #16

 

 

 

West Entry #1

Archway

 

 

 

 

→ Leads to room #19

 

 

 

West Entry #2

Archway

 

 

South Entry #1

Archway

 

→ 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

 

Room Features

A set of demonic war masks hangs on the east wall, The scent of smoke

 

 

 

fills the center of the room

 

 

 

 

 

 

 

 

 

 

Room #25

 

 

 

 

West Entry #1

Archway

 

 

 

→ Leads to room #22

 

 

West Entry #2

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

 

 

 

→ Leads to room #29

 

 

East Entry

Archway

 

 

 

→ Leads to room #18

 

 

 

 

 

 

Room Features

The north and east walls are covered with claw marks, A sundered mace

 

 

 

lies in the south side of the room

 

 

 

 

 

 

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; 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: 30 gp, 40 sp, 800 cp; Masterwork Chain Shirt (250 gp); hoard

 

 

 

total 292 gp

 

 

 

 

 

 

 

 

 

Room #26

 

 

 

 

West Entry

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

 

 

 

 

 

 

East Entry #1

Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)

 

 

 

The door is concealed behind a tapestry of geometric patterns

 

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])

 

Hidden Treasure

Hidden (Search DC 25) Trapped and Locked Simple Wooden Chest (Open

 

 

 

 

Lock DC 25, break DC 15; hard 5, 10 hp)

 

 

 

 

Magic Missle Trap: CR 3; magic; Perception DC 20; Disable Device DC 22;

 

 

 

 

Trigger proximity (alarm); Reset none; Effect magic missile (1d6 force

 

 

 

 

damage); never miss

 

 

 

 

 

 

 

 

 

55 gp, 405 sp, 1970 cp; Azurite (9 gp), Moonstone (60 gp), Pyrite (10 gp),

 

 

 

 

Rock Quartz (13 gp), Tigereye (11 gp); Silver statue of a dragon (65 gp);

 

 

 

 

hoard total 283 gp 2 sp

 

 

 

 

 

 

 

 

 

 

 

 

Room #27

 

 

 

 

North Entry

Archway

 

 

 

 

→ Leads to room #24

 

 

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

 

East Entry #1

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

 

 

 

Javelin Trap: CR 2; mechanical; Perception DC 20; Disable Device DC

 

 

 

20; Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)

 

 

 

 

 

 

East Entry #2

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

 

 

 

 

 

 

South Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1

 

 

 

to break DC)

 

 

 

→ Leads to room #35

 

 

South Entry #2

Archway

 

 

 

 

 

 

 

 

 

 

Empty

 

 

 

 

 

 

 

 

 

 

Room #28

 

 

 

North Entry

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 #24

 

 

South Entry

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

 

 

 

 

 

 

 

 

 

 

Room Features

An altar of evil sits in the south side of the room, Several pieces of rotten

 

 

 

bread are scattered throughout the room

 

 

 

 

 

 

Trap

Pit Trap: CR 1; mechanical; Perception DC 20; Disable Device DC 20;

 

 

 

Trigger location; Reset manual; Effect 20 ft. deep pit (2d6 falling damage);

 

 

 

DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)

 

 

 

 

 

 

 

 

 

Room #29

 

 

 

North Entry

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

 

 

 

Swinging Axe Trap: CR 1; mechanical; Perception DC 20; Disable

 

 

 

Device DC 20; Trigger location; Reset manual; Effect Atk +10 melee

 

 

 

(1d8+1/x3); multiple targets (all targets in a 10 ft. line)

 

 

 

→ Leads to room #22

 

 

West Entry

Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20

 

 

 

hp)

 

 

 

A bookcase and concealed door pivots smoothly

 

 

 

→ Leads to room #23, inhabited by 3 x Dire Rat

 

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