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General

Dungeon Walls Dungeon Floor Temperature Illumination a c e i 1 2 3 4 5 6

Masonry (Athletics DC 15 to climb) Flagstone Average Shadowy (phosphorescent fungus or candles every 20 ft.) Poison Gas Cloud (Perception DC 15 to find, Thievery DC 10 to disable, Single-shot, Close Fortitude, Damage 3d6+3 poison, 25 xp) Numerous pillars line the corridor

Corridors

Concealed Pit (Perception DC 15 to find, Thievery DC 15 to disable, Single-shot, Melee 1, A Damage 2d10+3 falling, 25 xp) The scent of urine fills the corridor 5 x Kobold Skirmisher (mm 167, 100 xp) and 6 x Kobold Minion (mm 167, 25 xp), hunting 5 x Kobold Skirmisher (mm 167, 100 xp), lost and desperate 4 x Kobold Skirmisher (mm 167, 100 xp) and 7 x Kobold Minion (mm 167, 25 xp), actively

Wanderin g Monsters

3 x Kobold Skirmisher (mm 167, 100 xp) and 4 x Kobold Minion (mm 167, 25 xp), consume 6 x Fell Taint Pulsar (mm2 104, 100 xp), wielding bizarre eldritch powers

4 x Goblin Blackblade (mm 136, 100 xp) and 4 x Giant Rat (mm 219, 25 xp), bloodied and f enemy Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp) Wooden Portcullis (Strength DC 15 to open, 20 hp) (stuck, +2 to open DC) Leads to room #4, inhabited by 4 x Fell Taint Pulsar (mm2 104, 100 xp)

Room #1

West Entry East Entry

Room Features Monster

Primordial altar (acid atacks deal 1d6 extra damage), A pile of blood-soaked clothing lies in the room 5 x Fell Taint Pulsar (mm2 104, 100 xp)

Treasure: 320 sp, 576 cp; 2 x Uncut Moss Agate (44 gp each), 3 x Uncut Obsidian (29 gp ea (av 25, 20 gp), 10 x Arcane Ritual Scroll (Glib Limerick (phb2 215, 50 gp)), 9 x Martial Prac 150, 50 gp)); hoard total 1262 gp 7 sp 6 cp Trap

4 x Falling Net (Perception DC 10 to find, Thievery DC 15 to disable, Single-shot, Close bur the target is restrained (Acrobatics or Athletics DC 10 to escape), 25 xp)

Room #2

East Entry South Entry

Locked Good Wooden Door (Thievery DC 15 to unlock, Strength DC 18 to break, 30 hp) Leads to room #3, inhabited by 4 x Xivort Slasher (mm3 208, 100 xp) Trapped and Stuck Iron Door (Strength DC 28 to break, 60 hp)

Rune of Death (Perception DC 15 to find, Thievery DC 15 to disable, Single-shot, Close burst Fortitude, Damage 3d6+3 necrotic, 25 xp)

Room Features Monster

A crude bookcase and simple wooden table sit in the north side of the room, Several iron spi throughout the room 5 x Goblin Warrior (mm 137, 100 xp)

Treasure: 72 sp; Small Eye Agate (38 gp each), 3 x Uncut Azurite (38 gp each), 2 x Uncut R Carved Wooden Jar (75 gp), Polished Stone Medallion (66 gp), Rabbit Fur Pouch (70 gp); + 68, 360 gp) Sling (phb 219), +1 Magic Armor (phb 230, 360 gp) Scale Armor (phb 214), 5 x 26, 20 gp), 2 x Potion of Cure Light Wounds (mme 96, 20 gp); hoard total 1310 gp 2 sp Trap

Frostfell Blaster (Perception DC 10 to find, Thievery DC 15 to disable, Init +2, Close blast 1 Damage 1d6+3 cold, 100 xp) Locked Good Wooden Door (Thievery DC 15 to unlock, Strength DC 18 to break, 30 hp) Leads to room #2, inhabited by 5 x Goblin Warrior (mm 137, 100 xp) Unlocked Good Wooden Door (Strength DC 12 to break, 30 hp) Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp) Archway

Room #3

West Entry #1 West Entry #2 East Entry #1 East Entry #2

Monster

4 x Xivort Slasher (mm3 208, 100 xp)

Treasure: 14 gp; Uncut Banded Agate (43 gp each), 2 x Uncut Lapis Lazuli (42 gp each), 2 x each); +1 Challenge-Seeking Weapon (av2 17, 360 gp) Glaive (phb 218), 9 x Alchemical Fo 70 gp)), 6 x Potion of Cure Light Wounds (mme 96, 20 gp); hoard total 1311 gp Hidden Treasure

Hidden (Perception DC 30 to find) Locked Good Wooden Chest (Thievery DC 20 to unlock, 30 hp)

221 gp, 6 sp, 72 cp; Carved Wooden Miniature (of a Gnome Priestess) (81 gp); +1 Magic Ar Cloth Armor (phb 214); hoard total 663 gp 3 sp 2 cp West Entry East Entry Wooden Portcullis (Strength DC 15 to open, 20 hp) (stuck, +2 to open DC) Leads to room #1, inhabited by 5 x Fell Taint Pulsar (mm2 104, 100 xp) Trapped and Stuck Iron Door (Strength DC 28 to break, 60 hp)

Room #4

Iceshard Blaster (Perception DC 15 to find, Thievery DC 15 to disable, Single-shot, Close blas Damage 3d6+3 cold, 25 xp) Leads to room #6 South Entry #1 Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)

South Entry #2 South Entry #3

Locked Good Wooden Door (Thievery DC 30 to unlock, Strength DC 18 to break, 30 hp) Stuck Good Wooden Door (Strength DC 15 to break, 30 hp)

Room Features Monster

Explosive fumes (explosion deals 3d8+3 fire damage), Fiery brazier (Strength DC 10 to knoc fire damage) 4 x Fell Taint Pulsar (mm2 104, 100 xp)

Treasure: 21 gp; 2 x Small Blue Quartz (39 gp each); Polished Stone Dice (pair) (72 gp); 10 (Glib Limerick (phb2 215, 50 gp)), 10 x Potion of Cure Light Wounds (mme 96, 20 gp); hoa North Entry East Entry

Room #5

Trapped and Locked Strong Wooden Door (Thievery DC 15 to unlock, Strength DC 20 to br One-way Door (Perception DC 10 to find, Thievery DC 10 to disable, 25 xp) Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)

Room Features Monster West Entry

Ladder to suspended walkway, A large demonic idol sits in the south-west corner of the room 4 x Goblin Blackblade (mm 136, 100 xp) and 5 x Giant Rat (mm 219, 25 xp) Trapped and Stuck Iron Door (Strength DC 28 to break, 60 hp)

Room #6

Iceshard Blaster (Perception DC 15 to find, Thievery DC 15 to disable, Single-shot, Close blas Damage 3d6+3 cold, 25 xp) Leads to room #4, inhabited by 4 x Fell Taint Pulsar (mm2 104, 100 xp) East Entry South Entry Archway Leads to room #7, inhabited by 8 x Xivort Net Caster (mm3 209, 100 xp) Archway Leads to room #12

Empty North Entry West Entry East Entry Secret (Perception DC 30 to find) Locked Strong Wooden Door (Thievery DC 20 to unlock, 40 hp) Archway Leads to room #6 Stuck Good Wooden Door (Strength DC 15 to break, 30 hp) Leads to room #8

Room #7

Room Features Monster

Clouds of solid fog (provides concealment, difficult terrain), Raised platform and stairs 8 x Xivort Net Caster (mm3 209, 100 xp)

Treasure: 2 x Uncut Moss Agate (33 gp each); Painted Glass Box (72 gp); +1 Magic Armor Chainmail (phb 214), 5 x Alchemist's Essence (mme 130, 20 gp), 6 x Potion of Cure Light W hoard total 718 gp West Entry #1 West Entry #2 Stuck Good Wooden Door (Strength DC 15 to break, 30 hp) Leads to room #7, inhabited by 8 x Xivort Net Caster (mm3 209, 100 xp)

Room #8

Trapped and Locked Simple Wooden Door (Thievery DC 20 to unlock, Strength DC 15 to b

Iceshard Blaster (Perception DC 10 to find, Thievery DC 10 to disable, Single-shot, Close blas Damage 3d6+3 cold, 25 xp) East Entry #1 East Entry #2 Locked Strong Wooden Door (Thievery DC 20 to unlock, Strength DC 20 to break, 40 hp)

Leads to room #9, inhabited by 3 x Dire Rat (mm 219, 100 xp) and 7 x Giant Rat (mm 219, 25

Trapped and Locked Good Wooden Door (Thievery DC 15 to unlock, Strength DC 18 to bre

Poison Needle (Perception DC 10 to find, Thievery DC 10 to disable, Single-shot, Melee 1, A Damage 2d10+3 poison, 25 xp)

Room Features North Entry

Entropic altar (healing is only half as effective), Stone sphere (Strength DC 10 to push, deals Trapped and Unlocked Good Wooden Door (Strength DC 12 to break, 30 hp)

Room #9

Arrow Trap (Perception DC 15 to find, Thievery DC 15 to disable, Single-shot, Target 1 creat Attack +6 vs. AC, Damage 2d10+3, 25 xp) West Entry East Entry Locked Strong Wooden Door (Thievery DC 20 to unlock, Strength DC 20 to break, 40 hp) Leads to room #8 Trapped Wooden Portcullis (Strength DC 15 to open, 20 hp) Fire Blaster (Perception DC 15 to find, Thievery DC 15 to disable, Single-shot, Close blast 2, Damage 3d6+3 fire, 25 xp)

Leads to room #10, inhabited by 3 x Goblin Blackblade (mm 136, 100 xp) and 7 x Goblin Cut

Monster West Entry

3 x Dire Rat (mm 219, 100 xp) and 7 x Giant Rat (mm 219, 25 xp) Trapped Wooden Portcullis (Strength DC 15 to open, 20 hp) Fire Blaster (Perception DC 15 to find, Thievery DC 15 to disable, Single-shot, Close blast 2, Damage 3d6+3 fire, 25 xp)

Room #10

Leads to room #9, inhabited by 3 x Dire Rat (mm 219, 100 xp) and 7 x Giant Rat (mm 219, 25 South Entry #1 South Entry #2 Locked Simple Wooden Door (Thievery DC 30 to unlock, Strength DC 15 to break, 20 hp) Secret (Perception DC 15 to find) Trapped and Locked Strong Wooden Door (Thievery DC 20 to break, 40 hp) (slides to one side, +1 to break DC)

Iceshard Blaster (Perception DC 15 to find, Thievery DC 10 to disable, Single-shot, Close blas Damage 3d6+3 cold, 25 xp)

Room Features Monster

A shallow pool of blood lies in the east side of the room, A pile of blood-soaked clothing lie room 3 x Goblin Blackblade (mm 136, 100 xp) and 7 x Goblin Cutter (mm 136, 25 xp)

Treasure: 30 gp, 24 sp; Polished Stone Orb (67 gp), Silk Choker trimmed with Ermine (64 gp (phb 235, 360 gp) Glaive (phb 218), 9 x Potion of Cure Light Wounds (mme 96, 20 gp); hoa Trap Hidden Treasure Pendulum Scythes (Perception DC 15 to find, Thievery DC 10 to disable, Init +2, Target all squares, Attack +6 vs. AC, Damage 1d10+3, 100 xp)

Hidden (Perception DC 20 to find) Unlocked Simple Wooden Chest (Strength DC 10 to brea

60 gp, 6 sp; Small Blue Quartz (30 gp each), 3 x Small Lapis Lazuli (43 gp each), Small Obs Hairpin (67 gp); +1 Magic Armor (phb 230, 360 gp) Chainmail (phb 214), 7 x Alchemist's A Arcane Ritual Scroll (Silence (phb 312, 75 gp)), 9 x Martial Practice (Travel Sense (mp2 152 1876 gp 6 sp East Entry South Entry #1 Archway Leads to room #13, inhabited by 4 x Kobold Slinger (mm 168, 100 xp)

Room #11

Trapped and Locked Stone Door (Thievery DC 20 to unlock, Strength DC 25 to break, 40 hp

Arrow Trap (Perception DC 15 to find, Thievery DC 15 to disable, Single-shot, Target 1 creat Attack +6 vs. AC, Damage 2d10+3, 25 xp) Leads to room #16, inhabited by 6 x Dire Rat (mm 219, 100 xp) South Entry #2 Archway

Room Features North Entry #1 North Entry #2 West Entry

Pool of water (difficult terrain), An altar of evil sits in the east side of the room Stuck Strong Wooden Door (Strength DC 18 to break, 40 hp) Archway Leads to room #6

Room #12

Stuck Good Wooden Door (Strength DC 15 to break, 30 hp) (magically reinforced, +5 to bre

Room Features Trap

Lightning generator (deals 1d10+3 lightning damage), Fiery brazier (Strength DC 10 to knoc fire damage)

Stormcloud Portal (Perception DC 10 to find, Thievery DC 15 to disable, Init +2, Close blast Damage 1d6+3 lightning, 100 xp) Stuck Iron Door (Strength DC 28 to break, 60 hp) Archway Leads to room #11 Wooden Portcullis (Strength DC 15 to open, 20 hp) Archway

Room #13

North Entry West Entry #1 West Entry #2 East Entry

Leads to room #14 South Entry #1 South Entry #2 Stuck Strong Wooden Door (Strength DC 18 to break, 40 hp) Unlocked Strong Wooden Door (Strength DC 15 to break, 40 hp)

Leads to room #18, inhabited by 4 x Kobold Skirmisher (mm 167, 100 xp) and 3 x Kobold Mi

Room Features Monster

Clouds of poison gas (provides concealment, deals 1d6+3 poison damage), Crude ballista (S attack vs. AC, deals 3d8+3 damage, single use) 4 x Kobold Slinger (mm 168, 100 xp) Treasure: 1152 sp; Ceramic Ring (68 gp); hoard total 183 gp 2 sp

Room #14

North Entry West Entry South Entry

Locked Good Wooden Door (Thievery DC 15 to unlock, Strength DC 18 to break, 30 hp) Archway Leads to room #13, inhabited by 4 x Kobold Slinger (mm 168, 100 xp) Stuck Good Wooden Door (Strength DC 15 to break, 30 hp) Leads to room #19

Room Features East Entry South Entry #1

Shadowfell gloom (non-magical light sources provide only dim light), Clouds of smoke (pro Unlocked Strong Wooden Door (Strength DC 15 to break, 40 hp) Trapped and Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)

Room #15

Arrow Trap (Perception DC 15 to find, Thievery DC 15 to disable, Single-shot, Target 1 creat Attack +6 vs. AC, Damage 2d10+3, 25 xp) Leads to room #17, inhabited by 4 x Dire Rat (mm 219, 100 xp) South Entry #2

Secret (Perception DC 30 to find) Unlocked Simple Wooden Door (Strength DC 10 to break

Monster North Entry

7 x Xivort Net Caster (mm3 209, 100 xp)

Room #16

Trapped and Locked Stone Door (Thievery DC 20 to unlock, Strength DC 25 to break, 40 hp

Arrow Trap (Perception DC 15 to find, Thievery DC 15 to disable, Single-shot, Target 1 creat Attack +6 vs. AC, Damage 2d10+3, 25 xp) Leads to room #11 West Entry East Entry South Entry Wooden Portcullis (Strength DC 15 to open, 20 hp) Unlocked Strong Wooden Door (Strength DC 15 to break, 40 hp) Trapped and Stuck Iron Door (Strength DC 28 to break, 60 hp)

Leads to room #18, inhabited by 4 x Kobold Skirmisher (mm 167, 100 xp) and 3 x Kobold Mi

Arrow Trap (Perception DC 15 to find, Thievery DC 10 to disable, Single-shot, Target 1 creat

Attack +6 vs. AC, Damage 2d10+3, 25 xp)

Room Features Monster

Several iron cages are scattered throughout the room, A pile of broken glass lies in the south 6 x Dire Rat (mm 219, 100 xp)

Treasure: 102 gp, 186 sp; Uncut Moss Agate (45 gp each); Carved Wooden Staff (69 gp), Ra +1 Magic Armor (phb 230, 360 gp) Cloth Armor (phb 214), +1 Magic Armor (phb 230, 360 214), 8 x Divine Ritual Scroll (Gentle Repose (phb 305, 50 gp)), 9 x Foaming Plaster (mme Cure Light Wounds (mme 96, 20 gp); hoard total 1716 gp 6 sp Trap

2 x Electrified Floortile (Perception DC 15 to find, Thievery DC 15 to disable, Single-shot, M Fortitude, Damage 2d10+3 lightning, 25 xp) Trapped and Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)

Room #17

North Entry

Arrow Trap (Perception DC 15 to find, Thievery DC 15 to disable, Single-shot, Target 1 creat Attack +6 vs. AC, Damage 2d10+3, 25 xp) Leads to room #15, inhabited by 7 x Xivort Net Caster (mm3 209, 100 xp) West Entry East Entry #1 East Entry #2 South Entry Archway Locked Strong Wooden Door (Thievery DC 10 to unlock, Strength DC 20 to break, 40 hp) Stuck Good Wooden Door (Strength DC 15 to break, 30 hp) Leads to room #20, inhabited by 5 x Fell Taint Pulsar (mm2 104, 100 xp) Archway Leads to room #21, inhabited by 5 x Goblin Blackblade (mm 136, 100 xp)

Monster North Entry West Entry #1 West Entry #2

4 x Dire Rat (mm 219, 100 xp) Stuck Strong Wooden Door (Strength DC 18 to break, 40 hp) Leads to room #13, inhabited by 4 x Kobold Slinger (mm 168, 100 xp) Unlocked Strong Wooden Door (Strength DC 15 to break, 40 hp) Leads to room #16, inhabited by 6 x Dire Rat (mm 219, 100 xp) Trapped Iron Portcullis (Strength DC 20 to open, 60 hp)

Room #18

Thunder Blaster (Perception DC 15 to find, Thievery DC 15 to disable, Single-shot, Close blas Fortitude, Damage 3d6+3 thunder and the target is dazed until the end of its next turn, 25 xp East Entry #1 East Entry #2 South Entry Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp) Locked Simple Wooden Door (Thievery DC 20 to unlock, Strength DC 15 to break, 20 hp) Leads to room #19 Unlocked Simple Wooden Door (Strength DC 10 to break, 20 hp)

Room Features

A circle of tall stones stands in the north-west corner of the room, Someone has scrawled "T

this place" on the west wall Monster 4 x Kobold Skirmisher (mm 167, 100 xp) and 3 x Kobold Minion (mm 167, 25 xp)

Treasure: Iron Shortsword Scabbard (79 gp); 10 x Divine Ritual Scroll (Create Holy Water ( total 579 gp North Entry West Entry South Entry #1 South Entry #2 Stuck Good Wooden Door (Strength DC 15 to break, 30 hp) Leads to room #14 Locked Simple Wooden Door (Thievery DC 20 to unlock, Strength DC 15 to break, 20 hp) Archway Leads to room #25

Room #19

Leads to room #18, inhabited by 4 x Kobold Skirmisher (mm 167, 100 xp) and 3 x Kobold Mi

Trapped and Locked Iron Door (Thievery DC 30 to unlock, Strength DC 30 to break, 60 hp)

Poison Gas Cloud (Perception DC 15 to find, Thievery DC 15 to disable, Single-shot, Close b Fortitude, Damage 3d6+3 poison, 25 xp) Leads to room #26

Empty North Entry West Entry East Entry Stuck Good Wooden Door (Strength DC 15 to break, 30 hp) Stuck Good Wooden Door (Strength DC 15 to break, 30 hp) Leads to room #17, inhabited by 4 x Dire Rat (mm 219, 100 xp) Archway Leads to room #22

Room #20

Room Features Monster

Psychic resonance (+2 to attacks vs. Will), Ladder to suspended walkway 5 x Fell Taint Pulsar (mm2 104, 100 xp)

Treasure: 12 gp, 1010 sp, 128 cp; 2 x Small Banded Agate (40 gp each), 2 x Uncut Azurite ( Quartz (42 gp each), Uncut Eye Agate (31 gp each), 3 x Uncut Malachite (31 gp each), Uncu each); Ceramic Miniature (of a Tower) (73 gp), Electrum Cloth Ribbon (67 gp); +1 Magic T 2 x Potion of Cure Light Wounds (mme 96, 20 gp); hoard total 996 gp 2 sp 8 cp Hidden Treasure Locked Good Wooden Chest (Thievery DC 15 to unlock, Strength DC 18 to break, 30 hp)

3 x Small Hematite (40 gp each); +1 Challenge-Seeking Weapon (av2 17, 360 gp) Flail (phb 239, 360 gp), +1 Magic Weapon (phb 235, 360 gp) Long Spear (phb 218), 10 x Arcane Ritua (phb2 217, 75 gp)); hoard total 1950 gp North Entry Archway Leads to room #17, inhabited by 4 x Dire Rat (mm 219, 100 xp)

Room #21

West Entry

Unlocked Strong Wooden Door (Strength DC 15 to break, 40 hp) Leads to room #24

Monster

5 x Goblin Blackblade (mm 136, 100 xp)

Treasure: 42 gp, 96 sp, 42 cp; Carved Wooden Staff (64 gp); +1 Magic Armor (phb 230, 360 214), Alchemist's Essence (mme 130, 20 gp), 4 x Potion of Cure Light Wounds (mme 96, 20 cp Trap 6 x Falling Block (Perception DC 10 to find, Thievery DC 10 to disable, Single-shot, Melee Damage 3d8+3, 25 xp) Stuck Iron Door (Strength DC 28 to break, 60 hp) Archway Leads to room #20, inhabited by 5 x Fell Taint Pulsar (mm2 104, 100 xp) East Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)

Room #22

North Entry West Entry

Hidden Treasure

Hidden (Perception DC 15 to find) Locked Iron Chest (Thievery DC 15 to unlock, Strength D

120 gp, 138 sp; 3 x Small Lapis Lazuli (44 gp each), 3 x Small Moss Agate (39 gp each); Fe Leather Shortsword Scabbard (68 gp); Potion of Cure Light Wounds (mme 96, 20 gp); hoard East Entry #1 East Entry #2 Locked Simple Wooden Door (Thievery DC 10 to unlock, Strength DC 15 to break, 20 hp) Stuck Iron Door (Strength DC 28 to break, 60 hp) Leads to room #32, inhabited by 3 x Fell Taint Pulsar (mm2 104, 100 xp)

Room #23

Room Features Trap

A tapestry of ghoulish carnage hangs from the north wall, Someone has scrawled "Abandon south wall

Bolter Turret (Perception DC 10 to find, Thievery DC 15 to disable, Init +2, Target 1 creatur Attack +6 vs. AC, Damage 1d10+3, 100 xp) Unlocked Strong Wooden Door (Strength DC 15 to break, 40 hp) Leads to room #21, inhabited by 5 x Goblin Blackblade (mm 136, 100 xp) Trapped and Unlocked Simple Wooden Door (Strength DC 10 to break, 20 hp)

Room #24

East Entry South Entry #1

Poison Gas Cloud (Perception DC 10 to find, Thievery DC 15 to disable, Single-shot, Close b Fortitude, Damage 3d6+3 poison, 25 xp) South Entry #2 South Entry #3 Archway Wooden Portcullis (Strength DC 15 to open, 20 hp)

Room Features

Grasping tendrils (Strength DC 5 to move more than 2 squares), A stone stair ascends toward

Trap

4 x Spinning Floortile (Perception DC 10 to find, Thievery DC 10 to disable, Single-shot, M Reflex, the target is knocked prone, 25 xp) Wooden Portcullis (Strength DC 15 to open, 20 hp) Trapped and Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)

Room #25

North Entry #1 North Entry #2

Poison Gas Cloud (Perception DC 15 to find, Thievery DC 10 to disable, Single-shot, Close b Fortitude, Damage 3d6+3 poison, 25 xp) North Entry #3 Archway Leads to room #19

Room Features

Someone has scrawled "Lightning comes before thunder" in goblin on the north wall, The no covered with goblin graffiti

Room #26

North Entry

Trapped and Locked Iron Door (Thievery DC 30 to unlock, Strength DC 30 to break, 60 hp)

Poison Gas Cloud (Perception DC 15 to find, Thievery DC 15 to disable, Single-shot, Close b Fortitude, Damage 3d6+3 poison, 25 xp) Leads to room #19 West Entry Trapped and Unlocked Strong Wooden Door (Strength DC 15 to break, 40 hp)

Teleporter Crystal (Perception DC 15 to find, Thievery DC 15 to disable, Single-shot, Melee 1 target is teleported 10 squares, 25 xp) East Entry South Entry Wooden Portcullis (Strength DC 15 to open, 20 hp) Leads to room #27

Secret (Perception DC 15 to find) Unlocked Simple Wooden Door (Strength DC 10 to break

Empty West Entry East Entry Wooden Portcullis (Strength DC 15 to open, 20 hp) Leads to room #26 Unlocked Simple Wooden Door (Strength DC 10 to break, 20 hp) Leads to room #28, inhabited by 4 x Kobold Slinger (mm 168, 100 xp)

Room #27

Room Features West Entry South Entry

Shadowfell gloom (non-magical light sources provide only dim light), Levitating stone platfo Unlocked Simple Wooden Door (Strength DC 10 to break, 20 hp) Leads to room #27 Locked Simple Wooden Door (Thievery DC 15 to unlock, Strength DC 15 to break, 20 hp) Leads to room #31, inhabited by 5 x Goblin Warrior (mm 137, 100 xp) and 8 x Goblin Cutter

Room #28

Room Features Monster

Scattered open pits, A pile of blood-soaked clothing lies in the north-east corner of the room 4 x Kobold Slinger (mm 168, 100 xp)

Treasure: 60 gp, 54 sp, 42 cp; 2 x Small Lapis Lazuli (37 gp each); +1 Magic Armor (phb 23 214), +1 Magic Weapon (phb 235, 360 gp) Khopesh (av 9), 7 x Antivenom (av 25, 20 gp), B gp), Restful Bedroll (av 176, 360 gp); hoard total 1719 gp 8 sp 2 cp West Entry East Entry #1 East Entry #2 South Entry Locked Simple Wooden Door (Thievery DC 15 to unlock, Strength DC 15 to break, 20 hp) Stuck Iron Door (Strength DC 28 to break, 60 hp) Wooden Portcullis (Strength DC 15 to open, 20 hp) (stuck, +2 to open DC) Locked Strong Wooden Door (Thievery DC 20 to unlock, Strength DC 20 to break, 40 hp) Leads to room #35

Room #29

Room Features Monster

Alchemical laboratory, Fiery brazier (Strength DC 10 to knock over, deals ongoing 5 fire dam 4 x Kobold Slinger (mm 168, 100 xp) and 4 x Kobold Minion (mm 167, 25 xp) Treasure: 72 gp, 324 sp, 90 cp; 9 x Martial Practice (Master Artisan (mp2 150, 50 gp)), 10 x Wounds (mme 96, 20 gp); hoard total 755 gp 3 sp

Room #30

East Entry South Entry

Archway Leads to room #33 Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp) Leads to room #34, inhabited by 4 x Fell Taint Pulsar (mm2 104, 100 xp)

Room Features Monster

A stone statue stands in the south-east corner of the room, Several pieces of rotten rope are s room 4 x Goblin Warrior (mm 137, 100 xp) and 4 x Goblin Cutter (mm 136, 25 xp)

Treasure: 3 x Uncut Lapis Lazuli (39 gp each); Ceramic Dice (pair) (82 gp), Small Bag of In Ritual Book (Comprehend Language (phb 302, 50 gp), Magic Mouth (phb 309, 50 gp), Silen Tenser's Floating Disk (phb 312, 50 gp)) (total 225 gp); hoard total 490 gp North Entry West Entry South Entry Locked Simple Wooden Door (Thievery DC 15 to unlock, Strength DC 15 to break, 20 hp) Leads to room #28, inhabited by 4 x Kobold Slinger (mm 168, 100 xp) Wooden Portcullis (Strength DC 15 to open, 20 hp) Leads to room #33 Stuck Stone Door (Strength DC 22 to break, 40 hp) Leads to room #36

Room #31

Room Features Monster

Fathomless chasm, Several alcoves are cut into the west wall 5 x Goblin Warrior (mm 137, 100 xp) and 8 x Goblin Cutter (mm 136, 25 xp)

Treasure: 1416 sp, 1216 cp; Small Blue Quartz (27 gp each), Small Turquoise (39 gp each), each), 2 x Uncut Turquoise (43 gp each); Leather Boots with Silver Buckles (65 gp), Small B Magic Weapon (phb 235, 360 gp) Khopesh (av 9), 8 x Alchemist's Fire (av 24, 20 gp), 9 x A (Traveler's Chant (phb2 217, 75 gp)), Burglar's Gloves (phb 247, 360 gp); hoard total 2062 g West Entry South Entry Stuck Iron Door (Strength DC 28 to break, 60 hp) Leads to room #23

Room #32

Unlocked Good Wooden Door (Strength DC 12 to break, 30 hp) (slides down, +1 to break D

Monster

3 x Fell Taint Pulsar (mm2 104, 100 xp)

Treasure: 30 gp, 630 sp, 554 cp; Leather Boots with Bronze Buckles (71 gp); +1 Amulet of P gp), +1 Magic Staff (phb 241, 360 gp); hoard total 889 gp 5 sp 4 cp North Entry West Entry #1 West Entry #2 Archway Archway Leads to room #30, inhabited by 4 x Goblin Warrior (mm 137, 100 xp) and 4 x Goblin Cutter

Room #33

Trapped and Locked Stone Door (Thievery DC 10 to unlock, Strength DC 25 to break, 40 hp

Poison Needle (Perception DC 10 to find, Thievery DC 10 to disable, Single-shot, Melee 1, A Damage 2d10+3 poison, 25 xp) Leads to room #34, inhabited by 4 x Fell Taint Pulsar (mm2 104, 100 xp) East Entry #1 East Entry #2 South Entry #1 South Entry #2 Wooden Portcullis (Strength DC 15 to open, 20 hp) Leads to room #31, inhabited by 5 x Goblin Warrior (mm 137, 100 xp) and 8 x Goblin Cutter Locked Simple Wooden Door (Thievery DC 15 to unlock, Strength DC 15 to break, 20 hp) Leads to room #36

Secret (Perception DC 15 to find) Stuck Good Wooden Door (Strength DC 15 to break, 30 h Archway

Room Features Trap

Scaffolding (Acrobatics or Athletics DC 10 to climb), Stone sphere (Strength DC 10 to push

6 x Rune of Insanity (Perception DC 10 to find, Thievery DC 15 to disable, Single-shot, Clos Will, Damage 3d6+3 psychic, 25 xp) Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp) Leads to room #30, inhabited by 4 x Goblin Warrior (mm 137, 100 xp) and 4 x Goblin Cutter

Room #34

North Entry East Entry

Trapped and Locked Stone Door (Thievery DC 10 to unlock, Strength DC 25 to break, 40 hp

Poison Needle (Perception DC 10 to find, Thievery DC 10 to disable, Single-shot, Melee 1, A

Damage 2d10+3 poison, 25 xp) Leads to room #33 South Entry #1 South Entry #2 Locked Stone Door (Thievery DC 20 to unlock, Strength DC 25 to break, 40 hp) Stuck Stone Door (Strength DC 22 to break, 40 hp) (slides up, +2 to break DC)

Room Features Monster

A simple cabinet and stone pedestal sit in the south-west corner of the room, The floor is cov 4 x Fell Taint Pulsar (mm2 104, 100 xp)

Treasure: 42 gp; Small Rhodochrosite (44 gp each); Bronze Cloth Choker (64 gp); +1 Magic gp) Spiked Gauntlet (av 9), 9 x Arcane Ritual Scroll (Purify Water (ap 158, 50 gp)); hoard to North Entry West Entry Locked Strong Wooden Door (Thievery DC 20 to unlock, Strength DC 20 to break, 40 hp) Stuck Stone Door (Strength DC 22 to break, 40 hp)

Room #35

Leads to room #29, inhabited by 4 x Kobold Slinger (mm 168, 100 xp) and 4 x Kobold Minion

Room Features North Entry West Entry #1 West Entry #2

Dimensional lock (cannot teleport), Levitating stone platforms Stuck Stone Door (Strength DC 22 to break, 40 hp) Leads to room #31, inhabited by 5 x Goblin Warrior (mm 137, 100 xp) and 8 x Goblin Cutter Locked Simple Wooden Door (Thievery DC 15 to unlock, Strength DC 15 to break, 20 hp) Leads to room #33 Unlocked Simple Wooden Door (Strength DC 10 to break, 20 hp)

Room #36

Empty

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