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Greystone Manor

Level 1

General

Dungeon Walls

Reinforced Masonry (Climb DC 20)

Dungeon Floor

Smooth Stone

Temperature

Average

immunities. scent. SQ Blindsight 40 ft. hard 5. hard 5. break DC 25. lost and desperate 5 1 x Large Monstrous Centipede (vermin). square area). 10 hp) Empty . hard 5. flat-footed 14. Grp +4. AC 15 (+1 dex. hp 11. Dex 13./5 ft. trying to lure the party into an ambush 2 1 x Large Monstrous Centipede (vermin). Full Atk +4 melee (1d8+3/3. touch 11. Str 15. no reset. multiple targets (all targets in a 10 ft.Illumination Corridors Wandering Monsters Room #1 Average (shadowy in corridors. tracking the party East Entry #1 Archway East Entry #2 Stuck Good Wooden Door (break DC 18. Wis 8. Disable Device DC 22 West Entry #1 Locked Strong Wooden Door (Open Lock DC 20. 15 hp) Someone has scrawled "Stay low" on the east wall. Spd 30 ft. A dagger hilt lies in the west side of the room 1 x Grimlock Grimlock: CR 1. mechanical. Space/Reach 5 ft. Atk +4 melee (1d8+3/3. Ref +4. battleaxe). lamps or torches in most rooms) a Burning torches in iron sconces line the corridor c Someone has scrawled "Ran out of arrows" here e Chanting fills the corridor i A fountain of water sits in an alcove here m Skeletons hang from chains and manacles against the walls n A 15-foot wide chasm cuts across the corridor r A large demonic idol with ruby eyes sits in an alcove here s A sulphurous odor fills the corridor u A large demonic idol with ruby eyes sits in an alcove here 1 1 x Wererat (lycanthrope). hoard total 90 gp Room #2 North Entry Trapped and Locked Strong Wooden Door (Open Lock DC 30. 15 hp) South Entry Room Features Monster Locked Good Wooden Door (Open Lock DC 20. Will +2. Spot +3. SV Fort +1. HD 2d8+2. Listen +5.. break DC 25. hard 5. location trigger. Search DC 22. +4 natural). hard 5. SA -. tracking the party 6 1 x Homunculus. battleaxe). (6 squares). Hide +3*. Init +1. Cha 6 Skills and Feats: Climb +4. bloodied and fleeing a more powerful enemy 4 13 x Rat (animal).. Base Atk +2. 20 hp) Ⓣ Falling Block: CR 2. break DC 18. tracking the party 3 1 x Troglodyte Zombie. AL NE. Medium monstrous humanoid. Int 10. Alertness. 20 hp) West Entry #2 Stuck Simple Wooden Door (break DC 13. Atk +10 melee (1d6). Con 13. Track Treasure: 90 gp.

white" on the south wall. SQ Darkvision 60 ft. Craft (blacksmithing) +2. +2 heavy shield). flat-footed 17. hard 5. Space/Reach 5 ft. Atk +2 melee (1d8+1/x3. Grp +2. duergar traits. Base Atk +1. hard 5. 20 hp) East Entry Wooden Portcullis (lift DC 25. Search DC 20. Dex 11. AL LE. SV Fort +4*. Move Silently -4. Int 10. A pile of empty bottles lies in the center of the room 1 x 1st Level Warrior Duergar (dwarf) 1st level warrior duergar: CR 1. Listen +3. 30 hp) → Leads to room #14 South Entry Locked Good Wooden Door (Open Lock DC 30. hard 5. 10 hp) West Entry #2 Locked Strong Wooden Door (Open Lock DC 25. light crossbow)./5 ft.. Spot +2. Will -1*. Ref +0*. break DC 18. 15 hp) → Leads to room #24. Str 13..Room #3 West Entry #1 Locked Simple Wooden Door (Open Lock DC 40. 15 hp) → Leads to room #9. break DC 28. 15 hp) Ⓢ The door is concealed behind a statue of an ancient lich. A pile of rotten fruit lies in the south-west corner of the room Archway Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 30. SA Duergar traits. Craft (stonemasonry) +2. jade. base speed 20 ft. touch 10. four" in orcish runes on the west wall Stuck Good Wooden Door (break DC 18. magic device. break DC 15. in chainmail (4 squares). no reset. Masterwork Studded Leather (Medium) (175 gp). DC 10 Reflex save for half damage). warhammer) or +1 ranged (1d8/19-20. Spd 20 ft. inhabited by 1 x Troglodyte Zombie Room Features Room #4 East Entry South Entry Someone has scrawled "sapphire. break DC 15. hard 5. hp 9. AC 17 (+5 chainmail. sapphire. Someone has scrawled "eight. Init +0. 10 hp) Ⓢ The door is concealed within the mouth of a demonic face carved from stone Empty Room #6 South Entry Secret (Search DC 25) Trapped and Unlocked Stone Door (hard 8. warhammer) or +1 ranged (1d8/1920. Full Atk +2 melee (1d8+1/x3. Con 14. visual trigger (arcane eye). and opened by pressing runes on his staff Room Features Monster A thumping sound fills the room. three. break DC 18. inhabited by 1 x Troglodyte . light crossbow). hard 5. Medium humanoid (dwarf).. one. HD 1d8+5. hard 5. Wis 9. hoard total 235 gp Room #5 South Entry Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 20. Disable Device DC 22 Room Features Room #7 West Entry A carved stone statue stands in the north-east corner of the room. hard 5. spell-like abilities. break DC 25. Toughness Treasure: 600 sp. fire spray (1d6 fire damage. Cha 4 Skills and Feats: Appraise +2. 60 hp) Ⓢ The door is located near the ceiling and designed to make noise when opened Ⓣ Fire Spray: CR 1.

bite) or +1 ranged (1d6. hoard total 20 gp Room #9 West Entry Stuck Good Wooden Door (break DC 18. Dex 13./5 ft. Con -. Listen +2.→ Leads to room #9. SV Fort +0. Space/Reach 5 ft. Ref -1. spell resistance 12. Space/Reach 5 ft. touch 9. javelin). Int -. Weapon Focus (javelin) Treasure: 2000 cp. Ref +3. 10 hp) → Leads to room #15. club) or +1 melee (1d4. A pile of wax blobs lies in the northwest corner of the room 5 x Human Commoner Zombie Human commoner zombie: CR 1/2. Dex 8. SQ Single actions only. touch 16. Spot +2. location trigger. Base Atk +1. club). Atk +2 melee (1d4/x4. light crossbow). heavy pick) or +3 ranged (1d6/19-20. hidden switch bypass (Search DC 25).. AC 11 (-1 dex. Cha 4 Skills and Feats: Hide +2. Con 12. Cha 1 Skills and Feats: -. Init -1. Str 11. SA Stench. Grp +1. Wis 10. Spd 30 ft. multiple targets (first target in each of two adjacent 5 ft. javelin). Int 8. +1 dex. Spd 15 ft. SV Fort +5. Full Atk +1 melee (1d6. AC 23 (+1 size. fall). can't run). Toughness Room #8 North Entry Trapped and Unlocked Stone Door (hard 8. light crossbow). HD 2d8+4. Will +2. Str 12. Dex 9. touch 9. Base Atk +1. mechanical. +2 to break DC) 1 x 1st Level Warrior Svirfneblin (gnome) 1st level warrior svirfneblin: CR 1. Atk +1 melee (1d6. Ref -1. club) and -1 melee (1d4. claw) or +1 ranged (1d6. HD 1d8+4. Listen +3. damage reduction 5/slashing. Multiattack. AL NE. Space/Reach 5 ft. Init +1. darkvision 60 ft. inhabited by 1 x Troglodyte East Entry Stuck Simple Wooden Door (break DC 13. inhabited by 5 x Human Commoner Zombie Monster 1 x Troglodyte Troglodyte: CR 1. SA -. Wis 10. hard 10. SQ Gnome traits. SQ Darkvision 90 ft. Full Atk +2 melee (1d4/x4. Small humanoid (gnome).. Wis 11. flat-footed 18.. 15 hp) East Entry Stuck Good Wooden Door (break DC 18. DC 15 Reflex save avoids. Con 14. +1 buckler). Medium undead. Search DC 20. manual reset. Cha 10 Skills and Feats: Hide +5*./5 ft. slam) or +2 melee (1d6+1. hard 5. Will +0. in banded mail armor (3 squares). svirfneblin traits. Grp -3. 20 hp) 1 x Troglodyte . hard 5. hp 8. AL CE. flat-footed 11. hoard total 20 gp Room #10 North Entry Monster Stuck Strong Wooden Door (break DC 23. 2 claws) and -1 melee (1d4. club). hard 5. 60 hp) (slides up. +2 natural). +6 banded mail./5 ft. claw) and -1 melee (1d4. hp 13. SV Fort +5. heavy pick) or +3 ranged (1d6/19-20. HD 2d12+3. Medium humanoid (reptilian). hp 16. inhabited by 1 x 1st Level Warrior Duergar South Entry Monster Stuck Iron Door (break DC 28.. base speed 20 ft. Atk +2 melee (1d6+1. Init -1. AC 15 (-1 dex. Int 10. inhabited by 1 x Shrieker Room Features Monster A balcony hangs from the north wall. Spd 30 ft. flat-footed 15. bite) or +1 melee (1d4. 15 hp) → Leads to room #7. deep (2d6. squares). Will +3.. 60 hp) Ⓣ Deeper Pit Trap: CR 1. Str 10. +6 natural). +4 dodge. Toughness Treasure: 2000 cp. Base Atk +1. SA Spell-like abilities. (6 squares). hard 5. Disable Device DC 23 → Leads to room #20. undead traits. (6 squares. Grp +2. Full Atk +2 melee (slam) and (1d6+1) or +2 melee (1d6+1. 20 ft. AL N.

SV Fort +4. mechanical. 10 hp) → Leads to room #7. A pile of torches lies in the north side of the room Stuck Simple Wooden Door (break DC 13. Someone has scrawled . multiple targets (fires 1d4 darts at each target in two adjacent 5 ft. Disable Device DC 20 East Entry #2 Unlocked Iron Door (hard 10. 20 hp) Stuck Strong Wooden Door (break DC 23. javelin). Con 13. Base Atk +1. Full Atk +1 melee (1d6. Wis 10. Init -1. claw) or +1 ranged (1d6. HD 2d8+2. Wis 2. HD 2d8+4. Weapon Focus (javelin) Treasure: 20 pp.. 2 claws) and -1 melee (1d4. Will +0. 10 hp) → Leads to room #26. 30 hp) Empty Room #12 North Entry Monster Stuck Simple Wooden Door (break DC 13. Multiattack. flat-footed 15. Grp -4. Int 8. AL N. hoard total 200 gp Room #11 West Entry East Entry #1 Stuck Simple Wooden Door (break DC 13. club) or +1 melee (1d4. - Room #13 West Entry #1 Stuck Simple Wooden Door (break DC 13. hard 5. bite) or +1 melee (1d4. Grp +1. Medium plant. hard 5. Init -5. +3 natural). Ref -1.Troglodyte: CR 1. AL CE. touch 5.. Str 10. SA Shriek. hard 5. Spd 30 ft. Base Atk +1. 20 hp) Ⓣ Fusillade of Darts: CR 1. Atk +1 melee (1d6. club) and -1 melee (1d4. manual reset. location trigger. hard 5. 10 hp) 1 x Shrieker (fungus) Shrieker: CR 1. Spd 0 ft. hard 5. Cha 1 Skills and Feats: -. flat-footed 8. SQ Low-light vision. break DC 28. inhabited by 1 x 1st Level Warrior Duergar South Entry Wooden Portcullis (lift DC 25. Int -. break DC 28. claw) and -1 melee (1d4. hard 5. SQ Darkvision 90 ft./0 ft. hard 5. hard 5. Ref -. squares). javelin). SA Stench. hp 13. hard 5. touch 9. hard 5. Will -4. Space/Reach 5 ft. inhabited by 1 x Ghoul Room Features Room #15 West Entry Several headless statues are scattered throughout the room.. Search DC 14. AC 15 (-1 dex. Dex -. Space/Reach 5 ft. Str -. 30 hp) → Leads to room #3 East Entry Stuck Simple Wooden Door (break DC 13. Full Atk -. Cha 10 Skills and Feats: Hide +5*. AC 8 (-5 dex./5 ft. dart). +6 natural).. hp 11. 10 hp) West Entry #2 Stuck Simple Wooden Door (break DC 13. 10 hp) Trapped and Stuck Strong Wooden Door (break DC 23. 10 hp) Empty Room #14 West Entry Wooden Portcullis (lift DC 25. inhabited by 5 x Human Commoner Zombie East Entry South Entry Unlocked Strong Wooden Door (hard 5. Dex 9. Atk +10 ranged (1d4+1. Atk -. Medium humanoid (reptilian). SV Fort +5. bite) or +1 ranged (1d6. plant traits. (6 squares). inhabited by 1 x Troglodyte Room Features The floor is covered in perfect hexagonal tiles. 60 hp) → Leads to room #21. Listen +3. 20 hp) → Leads to room #22. Con 14.

/0 ft. AL N. ruby. Str 11. nine. mechanical. Str 1. Base Atk +0. 60 hp) Ⓣ Rolling Rock Trap: CR 1. Init -5. Cha 2 Skills and Feats: Climb +10. bite). Wis 10. Init +3. vermin traits. Cha 2 Skills and Feats: Climb +11. Dex -.. Tiny vermin. SV Fort +4. manual reset. SQ Low-light vision. - Room #16 West Entry South Entry Monster Locked Good Wooden Door (Open Lock DC 25. 10 hp) Stuck Good Wooden Door (break DC 18. flat-footed 11. climb 20 ft. +3 dex)... SV Fort +4. touch 5. Spd 20 ft. SQ Darkvision 60 ft. hp 11. bite).. Grp +1. Will +0. SA Poison.. SA Shriek. black. Init +3. Con 10. Medium plant. web.. Space/Reach 10 ft. Grp -13. poison. Full Atk -. Atk +10 melee (2d6. hard 5. climb 20 ft. Full Atk Swarm (1d6 plus poison). Spot +4*. 20 hp) 1 x Medium Monstrous Spider (vermin) Medium monstrous spider: CR 1.. gray" on the north wall 1 x Shrieker (fungus) Shrieker: CR 1. (4 squares). touch 13. SA Distraction. hard 5. Atk Swarm (1d6 plus poison). Base Atk +1. black. Disable Device DC 22 North Entry #2 South Entry Room Features Monster Locked Simple Wooden Door (Open Lock DC 30./0 ft. Ref +3. Ref +2. climb 20 ft. (6 squares). Spd 0 ft. 15 hp) A narrow ledge runs along the south and east walls.. SV Fort +2. 30 hp) → Leads to room #24. Wis 2.Room Features Monster The floor is covered in perfect hexagonal tiles. SQ Darkvision 60 ft. An iron chandelier hangs from the ceiling in the east side of the room 8 x Tiny Monstrous Centipede (vermin) Tiny monstrous centipede: CR 1/8. SQ . Atk -. Search DC 20. bite). Dex 17. Weapon Finesse Treasure: 9 gp.. Full Atk +4 melee (1d3-5 plus poison. Base Atk +1. +2 dex). flat-footed 8. Int -. Hide +18. Spd 30 ft. AC 14 (+2 size. Str -. Spot +4. break DC 15. hard 10. Diminutive vermin (swarm). location trigger. hoard total 9 gp Room #17 North Entry #1 Trapped and Stuck Iron Door (break DC 28. break DC 18. Space/Reach 2-1/2 ft. Spd 20 ft. HD 2d8+2./0 ft. inhabited by 1 x Troglodyte Zombie South Entry Room Features Monster Archway A rope ascends to a wooden platform in the north-west corner of the room. Space/Reach 5 ft. Atk +4 melee (1d3-5 plus poison. (4 squares). Jump +0*. bite). AL N. flatfooted 14. hard 5. rock). Int -./5 ft. Someone has scrawled "ten. Space/Reach 5 ft. plant traits. 15 hp) Unlocked Strong Wooden Door (hard 5. flatfooted 12. Weapon Finesse Room #18 East Entry Wooden Portcullis (lift DC 25. Grp -.. hard 5. Someone has scrawled "iron. hp 11. AC 8 (-5 dex. vermin traits. +3 natural). Full Atk +4 melee (1d6 plus poison. tremorsense 60 ft. seven" on the north wall 1 x Spider Swarm Spider swarm: CR 1. SA Poison. break DC 28. Hide +7*. Medium vermin. HD 1/4 d8. hp 9. AL N. HD 2d8+2. Cha 1 Skills and Feats: -. Init +2. Con 12. touch 14. AC 17 (+4 size. +1 natural). HD 2d8. Con 13. Ref -. Will +0. Base Atk +1. Int -.. Wis 10. AC 14 (+3 dex. hp 1. touch 17. Dex 15. Grp -4. Atk +4 melee (1d6 plus poison. Will -4.

. Disable Device DC 23 → Leads to room #8. fall). light crossbow). Diminutive vermin (swarm). hp 9. Search DC 26. Move Silently -4. magic device. touch 10. Int 10. warhammer) or +1 ranged (1d8/19-20. SA Duergar traits. SQ Darkvision 60 ft. 60 hp) → Leads to room #11 East Entry Stuck Iron Door (break DC 28. Listen +4. SV Fort +3. 1st level wizard. manual reset. Space/Reach 5 ft. Grp -. AL N.. 60 hp) Burning Hands Trap: CR 2. touch 17. Init +0. Hidden Treasure Hidden (Search DC 20) Trapped and Unlocked Iron Chest (hard 10. Wis 9. AC 17 (+5 chainmail. Space/Reach 10 ft. squares). hard 5. Int -. Full Atk +2 melee (1d8+1/x3. poison. Will -1*. SV Fort +4*. 60 hp) . Spot +4. Wis 10. SA Distraction. DC 11 Reflex save half damage). Cha 4 Skills and Feats: Appraise +2. inhabited by 1 x 1st Level Warrior Duergar East Entry Room Features Monster Archway A tile mosaic of ancient mythology covers the floor. multiple targets (first target in each of two adjacent 5 ft. base speed 20 ft. manual reset. swarm traits. Wis 10. Will +0. deep (2d6.. Listen +3. Disable Device DC 19 East Entry Unlocked Iron Door (hard 10. Str 1. DC 20 Reflex save avoids. 30 hp) Ⓣ Camouflaged Pit Trap: CR 2. Spd 20 ft. Con 10. Base Atk +1./0 ft. proximity trigger (alarm). Ref +3. Ref +3. Str 1. Search DC 24. +3 dex). mechanical. Con 10.. hard 10. Toughness Treasure: 500 sp. 60 hp) → Leads to room #21. +2 heavy shield). Room #20 North Entry Trapped Wooden Portcullis (lift DC 25. Spot +4. SA Distraction. tremorsense 30 ft../0 ft. Dex 11. Spot +2. Will +0. HD 2d8. Grp +2. Int -. Listen +4. Con 14. 60 hp) Ⓣ Deeper Pit Trap: CR 1. Craft (stonemasonry) +2. location trigger. SQ Darkvision 60 ft. Ref +0*. spell effect (Burning Hands. multiple targets (first target in each of two adjacent 5 ft. Disable Device DC 26 70 gp. AC 17 (+4 size. Atk Swarm (1d6 plus poison). Spd 20 ft. poison.. flatfooted 14. SQ Darkvision 60 ft. vermin traits. in chainmail (4 squares).(1d6 plus poison).. Base Atk +1. 20 ft. mechanical./5 ft. automatic reset. SV Fort +3. Craft (blacksmithing) +2. inhabited by 1 x 1st Level Warrior Svirfneblin Monster 1 x 1st Level Warrior Duergar (dwarf) 1st level warrior duergar: CR 1. Str 13. flat-footed 17. swarm traits. duergar traits. location trigger. Init +3. AL LE. HD 1d8+5. 1d4 fire. Full Atk Swarm (1d6 plus poison). light crossbow). Space/Reach 10 ft. squares). hoard total 70 gp Room #19 West Entry Stuck Iron Door (break DC 28. 60 hp) South Entry #1 Archway South Entry #2 Trapped and Unlocked Stone Door (hard 8. Cha 2 Skills and Feats: Climb +11. Dex 17. Cha 2 Skills and Feats: Climb +11. hard 10. deep (2d6. Medium humanoid (dwarf). DC 15 Reflex save avoids.. Search DC 20. Dex 17. vermin traits. spell-like abilities. AL N. hp 9. A shattered hammer lies in the north side of the room 1 x Spider Swarm Spider swarm: CR 1.. fall). break DC 28. hoard total 50 gp Room #21 West Entry Unlocked Iron Door (hard 10. climb 20 ft. (4 squares). hidden switch bypass (Search DC 25). 20 ft. Atk +2 melee (1d8+1/x3.. tremorsense 30 ft. warhammer) or +1 ranged (1d8/1920.

low-light vision. SV Fort +5. Various torture devices are scattered throughout the room 1 x Troglodyte Zombie . Init +2. Int 10. Con -. claw) or +1 ranged (1d6. Str 8. bite). HD 2d10. Wis 10. duergar traits. bite). Listen +3./5 ft. SA Poison. Lightning Reflexes Room #24 North Entry Locked Good Wooden Door (Open Lock DC 30. Listen +3. javelin). The floor is covered with slime 1 x Homunculus Homunculus: CR 1.. Dex 11. Listen +4. Multiattack. HD 2d8+4. Int 10. darkvision 60 ft. Medium humanoid (reptilian). SQ Construct traits. club) and -1 melee (1d4.. Init +0. Spd 20 ft. flat-footed 12. Will +0. Medium humanoid (dwarf). Dex 15. warhammer) or +1 ranged (1d8/1920. (good). Str 10. AL CE. hard 10. Spd 30 ft. club) or +1 melee (1d4. Full Atk +2 melee (1d4-1 plus poison. Con 14. hoard total 50 gp Room #22 North Entry Stuck Strong Wooden Door (break DC 23. spell-like abilities. 15 hp) Unlocked Good Wooden Door (hard 5. 30 hp) → Leads to room #18. Ref +0*. light crossbow). SQ Darkvision 90 ft. Base Atk +1. light crossbow). hard 5. (6 squares). SA Duergar traits. Cha 10 Skills and Feats: Hide +5*. Toughness Treasure: 5000 cp. hp 9. Ref -1.. hard 5.. +2 size). 2 claws) and -1 melee (1d4. warhammer) or +1 ranged (1d8/19-20. Craft (blacksmithing) +2. Tiny construct. Wis 12. Full Atk +2 melee (1d8+1/x3. inhabited by 1 x Spider Swarm Monster 1 x 1st Level Warrior Duergar (dwarf) 1st level warrior duergar: CR 1. bite) or +1 melee (1d4.. touch 10.East Entry Stuck Iron Door (break DC 28. 20 hp) → Leads to room #15. Dex 9.. alternating white and black. Space/Reach 5 ft. Base Atk +1. SQ Darkvision 60 ft. AC 15 (-1 dex. Spot +4. 15 hp) → Leads to room #3 West Entry Wooden Portcullis (lift DC 25. Grp -8. break DC 28. +2 heavy shield). hard 5. Atk +2 melee (1d4-1 plus poison. SV Fort +4*. Base Atk +1. Space/Reach 5 ft. hard 5. AC 14 (+2 dex. (4 squares). AL N. Grp +2. hoard total 40 gp Room #23 West Entry South Entry Room Features Monster Stuck Good Wooden Door (break DC 18. Cha 7 Skills and Feats: Hide +14. inhabited by 1 x Spider Swarm Room Features Monster A tile mosaic of legendary monsters covers the floor./5 ft. inhabited by 1 x Shrieker Room Features Monster The floor is covered in square tiles. +6 natural).. Grp +1. Con 14. Cha 4 Skills and Feats: Appraise +2. Init -1. break DC 18. hp 11. 15 hp) Someone has scrawled "Has anyone seen my invisible cloak?" on the north wall. Spd 20 ft. base speed 20 ft. AC 17 (+5 chainmail. 60 hp) → Leads to room #19. Int 8. javelin). Atk +2 melee (1d8+1/x3. hp 13. Will -1*. Ref +4. in chainmail (4 squares). Move Silently -4. Full Atk +1 melee (1d6. Atk +1 melee (1d6. Craft (stonemasonry) +2. bite) or +1 ranged (1d6./0 ft. touch 14. claw) and -1 melee (1d4. flat-footed 17. AL LE. Weapon Focus (javelin) Treasure: 40 gp. touch 9. SV Fort +0. Str 13. SA Stench. HD 1d8+5. Spot +2. Wis 9. Will +1. The floor is covered with fungus 1 x Troglodyte Troglodyte: CR 1. Space/Reach 2-1/2 ft. flat-footed 15. fly 50 ft.

SV Fort +1. Grp +2. deep (3d6. undead traits. Str 12. Various torture devices are scattered throughout the room 1 x Ghoul Ghoul: CR 1. Toughness Room #25 South Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13. Dex 15. Base Atk +2.bin. Medium undead. slam) or +0 ranged (1d6+1. darkvision 60 ft. +8 natural). bite) or +3 melee (1d6+1.sh/ Some content used under the terms of the Open Gaming License . DC 20 Reflex save avoids. Init +2. bite) or +3 melee (1d6+1. hard 5. (6 squares. Wis 14. Search DC 24. HD 4d12+3. Spd 30 ft. Int 13. Will +4. 10 hp) North Entry #2 Trapped and Stuck Good Wooden Door (break DC 18. Str 13. Grp +3. SQ Single actions only./5 ft. +2 natural). flat-footed 16. greatclub) or +3 melee (1d4+1. SA -. Int . Wis 10./5 ft. +2 to break DC) Ⓢ The door is located near the ceiling and concealed by an illusion Room #26 Room Features A tile mosaic of ancient mythology covers the floor. Medium undead. Hide +6. hp 13. Space/Reach 5 ft.. AL NE. damage reduction 5/slashing. Ref -1. slam) or +0 ranged (1d6+1. manual reset. 10 hp) → Leads to room #14 Room Features Monster A stream of water flows along a channel in the floor. Spot +7. Cha 12 Skills and Feats: Balance +6. javelin). can't run). hard 5. bite) and +0 melee (1d3 plus paralysis. Cha 1 Skills and Feats: -. A large kiln and coal bin sit in the center of the room North Entry #1 Stuck Simple Wooden Door (break DC 13. bite). mechanical. 2 claws). multiple targets (first target in each of two adjacent squares). Will +5. hard 5. hp 29. Full Atk +3 melee (1d10+1. 30 ft. Base Atk +1. touch 8. Disable Device DC 18 West Entry #1 Archway West Entry #2 Stuck Simple Wooden Door (break DC 13. location trigger. 10 hp) (slides up. touch 12.. Climb +5. Atk +3 melee (1d10+1. javelin). Ref +2. undead traits. paralysis. hard 5. SV Fort +0. Atk +2 melee (1d6+1 plus paralysis. AC 14 (+2 dex. Dex 7. Move Silently +6. SQ Darkvision 60 ft. flat-footed 12.Troglodyte zombie: CR 1. Full Atk +2 melee (1d6+1 plus paralysis. (6 squares). 15 hp) Ⓣ Camouflaged Pit Trap: CR 3. AC 16 (-2 dex. Spd 30 ft. HD 2d12. SA Ghoul fever. fall). Space/Reach 5 ft. Con -. Init -2. +2 turn resistance. Con -. greatclub) or +3 melee (1d4+1. AL CE.. Jump +5. Multiattack Greystone Manor http://donjon.

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