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The Black Halls of Chaos 01

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East Entry #1

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

 

 

 

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

 

 

East Entry #2

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

 

 

 

 

 

 

 

East Entry #3

Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

 

 

 

→ Leads to room #33

 

 

South Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

 

 

 

→ Leads to room #34

 

 

 

 

 

 

 

Empty

 

 

 

 

 

 

 

 

 

 

 

 

Room #30

 

 

 

 

North Entry

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

 

 

 

Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC

 

 

 

27; Trigger proximity (alarm); Reset none; Effect spell effect (acid

 

 

 

arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)

 

 

 

 

 

 

West Entry

Archway

 

 

 

 

 

 

 

 

 

 

Monster

2 x Orc

 

 

 

 

 

 

 

 

Orc: CR 1/3, XP 135; CE Medium humanoid; Init +0; Senses darkvision 60

 

 

 

ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1);

 

 

 

Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.;

 

 

 

Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex

 

 

 

11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weapon

 

 

 

familiarity

 

 

 

Skills and Feats: Intimidate +2; Weapon Focus (falchion)

 

 

 

 

 

 

 

 

 

Room #31

 

 

 

 

North Entry #1

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

 

 

 

 

 

 

North Entry #2

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

 

 

 

 

 

 

East Entry

Archway

 

 

 

→ Leads to room #32, inhabited by 1 x Homunculus

 

 

South Entry

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

 

 

 

 

 

 

 

 

 

 

Room Features

The room has a high domed ceiling, A faded and torn tapestry hangs from

 

 

 

the east wall

 

 

 

 

 

 

 

 

 

Room #32

 

 

 

 

North Entry

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

 

 

 

 

 

 

West Entry

Archway

 

 

 

→ Leads to room #31

 

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

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)

Leads to room #34

Room Features A faded and torn tapestry hangs from the west wall, A tapping sound can be heard in the south side of the room

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 #33

 

 

 

North Entry

Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)

 

 

 

The door is located several feet above the floor and concealed by an

 

 

 

illusion

 

West Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

Leads to room #29

South Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) → Leads to room #37, inhabited by 1 x Ghoul

Empty

Room #34 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

Leads to room #29

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

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)

Leads to room #32, inhabited by 1 x Homunculus

 

West Entry #2

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

 

 

 

 

 

 

East Entry #1

Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25;

 

 

 

hard 5, 20 hp)

 

 

 

Falling Block: CR 3; mechanical; Perception DC 22; Disable Device

 

 

 

DC 20; Trigger location; Reset none; Effect Atk +12 melee (2d6);

 

 

 

multiple targets (all targets in a 10 ft. square area)

 

 

 

 

 

 

East Entry #2

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

 

 

 

hp)

 

 

 

The door is concealed behind a tapestry of arcane patterns

 

 

 

 

 

 

East Entry #3

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

 

 

 

→ Leads to room #37, inhabited by 1 x Ghoul

 

 

 

 

 

 

Room Features

A chute falls into the room from above, A set of demonic war masks hangs

 

 

 

on the west wall

 

 

 

 

 

 

 

 

 

Room #35

 

 

 

North Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)

 

 

 

 

 

 

North Entry #2

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

 

 

 

to break DC)

 

 

 

→ Leads to room #27

 

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

Leads to room #36, inhabited by 1 x Homunculus

South Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp) → Leads to room #37, inhabited by 1 x Ghoul

South Entry #2 Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)

The door is concealed behind a statue of a medusa, and opened by opening her eyes

Leads to room #38, inhabited by 1 x Homunculus

 

Room Features

A stone ramp ascends towards the south wall, The floor is covered in

 

 

 

square tiles, alternating white and black

 

 

 

 

 

 

 

 

 

 

Room #36

 

 

 

 

West Entry

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

 

 

 

→ Leads to room #35

 

 

South Entry

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

 

 

 

to break DC)

 

 

 

 

 

 

 

 

 

 

Room Features

Someone has scrawled an eldritch symbol on the north wall, The scent of

 

 

 

smoke fills the west side of the room

 

 

 

 

 

 

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 #37

 

 

 

 

North Entry #1

Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

 

 

 

→ Leads to room #33

 

 

North Entry #2

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

 

 

 

→ Leads to room #35

 

 

West Entry

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

 

 

 

→ Leads to room #34

 

 

 

 

 

 

Room Features

A narrow shaft descends from the room into a midden chamber below,

 

 

 

Someone has scrawled "Wisym's Guild killed sixteen ghouls here" on the

 

 

 

east wall

 

 

 

 

 

 

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: Masterwork Padded Armor (155 gp); hoard total 155 gp

 

 

 

 

 

 

 

 

 

Room #38

 

 

 

 

North Entry

Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)

 

 

 

The door is concealed behind a statue of a medusa, and opened by

 

 

 

opening her eyes

 

 

 

→ Leads to room #35

 

 

West Entry

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

 

 

 

 

 

 

East Entry

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

 

South Entry Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

The door is concealed within a mosaic of legendary monsters

Leads to room #43, inhabited by 3 x Drow

 

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

 

 

 

 

 

 

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) Locked Iron Chest (Open Lock DC 25, break DC 28;

 

 

 

hard 10, 60 hp)

 

 

 

 

 

 

 

 

34 gp, 360 sp, 800 cp; Alabaster (9 gp), Bloodstone (50 gp), Freshwater

 

 

 

Pearl (11 gp), Milky Quartz (45 gp), Rhodochrosite (7 gp), Shell (13 gp);

 

 

 

Scroll of Bane (cr, 25 gp); hoard total 238 gp

 

 

 

 

 

 

 

 

 

Room #39

 

 

 

 

East Entry

Archway

 

 

 

 

 

 

South Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10

 

 

 

hp)

 

 

 

→ Leads to room #42, inhabited by 2 x Orc

 

 

 

 

 

 

Monster

2 x Orc

 

 

 

 

 

 

 

 

Orc: CR 1/3, XP 135; CE Medium humanoid; Init +0; Senses darkvision 60

 

 

 

ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1);

 

 

 

Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.;

 

 

 

Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex

 

 

 

11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weapon

 

 

 

familiarity

 

 

 

Skills and Feats: Intimidate +2; Weapon Focus (falchion)

 

 

 

 

 

 

Hidden Treasure

Hidden (Search DC 25) Trapped and Locked Iron Chest (Open Lock DC 30,

 

 

 

break DC 28; hard 10, 60 hp)

 

 

 

Arrow Trap: CR 2; mechanical; Perception DC 22; Disable Device DC 22;

 

 

 

Trigger location; Reset manual; Effect Atk +12 ranged (1d6/x3)

 

 

 

 

 

 

 

 

41 gp, 247 sp, 1080 cp; Alabaster (9 gp), Carnelian (45 gp), Shell (12 gp);

 

 

 

Polished darkwood chalice (50 gp); Potion of Feather Step (apg, 50 gp);

 

 

 

hoard total 242 gp 5 sp

 

 

 

 

 

 

 

 

 

Room #40

 

 

 

 

West Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

 

 

 

 

 

 

East Entry

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

 

 

 

→ Leads to room #41

 

 

 

 

 

 

 

Empty

 

 

 

 

 

 

 

 

 

 

 

Room #41

 

 

 

 

West Entry

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

 

 

 

→ Leads to room #40

 

 

South Entry

Archway

 

 

 

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

 

Empty

Room #42

North Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10

 

 

hp)

 

 

→ Leads to room #39, inhabited by 2 x Orc

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

Leads to room #43, inhabited by 3 x Drow

South Entry #1 Secret (Search DC 20) Trapped and Locked Strong Wooden Door (Open

Lock DC 20, break DC 25; hard 5, 20 hp)

The door is concealed behind a pile of broken stone

Falling Block: CR 1; mechanical; Perception DC 20; Disable Device

DC 22; Trigger location; Reset none; Effect Atk +10 melee (3d6); multiple targets (all targets in a 10 ft. square area)

Leads to room #44, inhabited by 1 x Ghoul

South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Leads to room #45, inhabited by 1 x Darkmantle

South Entry #3 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry #4 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

 

Room Features

A set of demonic war masks hangs on the west wall, A pile of empty flasks

 

 

 

lies in the west side of the room

 

 

 

 

 

 

Monster

2 x Orc

 

 

 

 

 

 

 

 

Orc: CR 1/3, XP 135; CE Medium humanoid; Init +0; Senses darkvision 60

 

 

 

ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1);

 

 

 

Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.;

 

 

 

Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex

 

 

 

11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weapon

 

 

 

familiarity

 

 

 

Skills and Feats: Intimidate +2; Weapon Focus (falchion)

 

 

 

 

 

 

 

 

 

Room #43

 

 

 

 

North Entry

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

 

 

 

break DC 25; hard 5, 20 hp)

 

 

 

The door is concealed within a mosaic of legendary monsters

 

 

 

→ Leads to room #38, inhabited by 1 x Homunculus

 

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

Leads to room #42, inhabited by 2 x Orc

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

 

Monster

3 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, +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); 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: 4 gp, 80 sp; Masterwork Chain Shirt (250 gp); Potion of Virtue (cr,

 

 

 

 

25 gp); hoard total 287 gp

 

 

 

 

 

 

 

 

 

 

 

 

Room #44

 

 

 

 

North Entry #1

Archway

 

 

Leads to room #41

North Entry #2 Secret (Search DC 20) Trapped and Locked Strong Wooden Door (Open

Lock DC 20, break DC 25; hard 5, 20 hp)

The door is concealed behind a pile of broken stone

Falling Block: CR 1; mechanical; Perception DC 20; Disable Device

DC 22; Trigger location; Reset none; Effect Atk +10 melee (3d6); multiple targets (all targets in a 10 ft. square area)

Leads to room #42, inhabited by 2 x Orc

 

West Entry

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

 

 

 

 

 

 

 

 

East Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to

 

 

 

 

break DC)

 

 

 

 

→ Leads to room #45, inhabited by 1 x Darkmantle

 

 

 

 

 

 

 

 

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: 37 gp, 260 sp, 600 cp; Hematite (9 gp), Jasper (50 gp), Lapis

 

 

 

 

Lazuli (8 gp), Moonstone (50 gp), Tigereye (10 gp), Turquoise (7 gp); Oil of

 

 

 

 

Arcane Mark (cr, 25 gp); hoard total 228 gp

 

 

 

 

 

 

 

 

 

 

 

 

Room #45

 

 

 

 

North Entry

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

 

 

 

 

→ Leads to room #42, inhabited by 2 x Orc

 

 

West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)

Leads to room #44, inhabited by 1 x Ghoul

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

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

The Black Halls of Chaos by drow

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