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The Dark Catacombs of Death

Level 1

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magic device. 1d4 fire. 10 hp) ! Leads to room #32.General Dungeon Walls Dungeon Floor Temperature Illumination Natural Stone (Climb DC 15) Uneven Flagstone (Balance DC 10 to charge or run) Warm Dark (individual creatures may carry lights) Corridors a Burning Hands Trap: CR 2. Search DC 20. spell effect (Burning Hands. multiple targets (first target in each of two adjacent 5 ft. Skeletons hang from chains and manacles against the walls Stone Blocks from Ceiling: CR 3. touch trigger. 20 ft. arrow). Search DC 21. Atk +10 melee (4d6. mechanical. scouting from another part of the dungeon 1 x 1st Level Warrior Drow (elf). squares). hard 8. fall). location trigger. location trigger. manual reset. wielding bizarre eldritch powers 1 x 1st Level Warrior Svirfneblin (gnome). DC 20 Reflex save avoids. repair reset. break DC 28. mechanical. wielding bizarre eldritch powers Room #1 North Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13. An unidentifiable odor fills the corridor A large demonic idol sits in an alcove here A narrow shaft descends from the corridor into a magical cyst below c e i m n r s u v w x z Wandering Monsters 1 2 3 4 5 6 1 x Homunculus. 60 hp) . mechanical. Search DC 24. Disable Device DC 19. Search DC 26. manual reset. lock bypass (Open Lock DC 30). Atk +8 melee (1d8/x3). DC 20 Reflex save avoids. fall). Disable Device DC 26. Disable Device DC 20. scavenging for food and treasure 11 x Tiny Monstrous Centipede (vermin). poison (Large monstrous scorpion venom. DC 11 Reflex save half damage). proximity trigger (alarm). mechanical. 1d4 Con/1d4 Con). Search DC 25. Disable Device DC 20. location trigger. stone blocks). 1st level wizard. manual reset. Poisoned Arrow Trap: CR 3. automatic reset. 60 ft. Pit Trap: CR 3. automatic reset. mechanical. Atk +12 ranged (1d8 plus poison. Several square holes are cut into the walls here Several square holes are cut into the walls here Camouflaged Pit Trap: CR 2. Search DC 19. hard 5. tracking the party 1 x Grimlock. location trigger. deep (2d6. investigating a strange noise 3 x 1st Level Warrior Goblin. deep (6d6. Disable Device DC 15. Disable Device DC 20. Part of the ceiling has collapsed into the corridor Scything Blade Trap: CR 1. DC 14 Fortitude save resists. inhabited by 1 x Shrieker (fungus) West Entry #1 West Entry #2 Archway Secret (Search DC 25) Locked Stone Door (Open Lock DC 20.

Several corpses are impaled . Search DC 20. Listen +4. hard 10. (4 squares). Base Atk +1. HD 2d10. AC 8 (-5 dex.. HD 2d8+2. flat-footed 8. SA Poison. +1 to break DC) Archway ! Leads to room #24 Empty Room #3 South Entry Unlocked Simple Wooden Door (hard 5. Ref +4. Con 13. Medium plant. AL N. Room Features Monster Lit candles are scattered across the floor. location trigger. spear). Atk -.. AC 14 (+2 dex. flat-footed 12. mechanical. spell effect (Extended Bane. 60 hp) Ⓣ Spear Trap: CR 1. Full Atk +2 melee (1d4-1 plus poison. 20 hp) Ⓣ Extended Bane Trap: CR 3. automatic reset. Will -4. bite). Dex 15. proximity trigger (Detect Good). Note: 200 ft. touch 14.. fly 50 ft. Cha 7 Skills and Feats: Hide +14. +10 to break DC) Several alcoves are cut into the north and south walls. Disable Device DC 20. mechanical.hard 8. max range./0 ft. Room #2 West Entry #1 West Entry #2 East Entry South Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18. target determined randomly from those in its path. A simple fireplace sits against the north wall 1 x Homunculus Homunculus: CR 1. hard 8. touch 5. Dex -. Full Atk -. SQ Low-light vision. Room Features A wooden ladder rests against the north wall. +3 natural). squares). AL N. Grp -8. +2 size). Grp -4. darkvision 60 ft. 60 hp) (slides down. bricks). Con -. hp 11. touch trigger. Base Atk +1. Str 8. SQ Construct traits. 15 hp) Archway Stuck Stone Door (break DC 28. 60 hp) ! Leads to room #30 South Entry Trapped and Unlocked Stone Door (hard 8. Init +2. 3rd level cleric. Disable Device DC 20. - Room #5 North Entry Secret (Search DC 25) Trapped and Stuck Strong Wooden Door (break DC 23. Someone has scrawled "Agnemhild was here" on the south wall 1 x Shrieker (fungus) Shrieker: CR 1. Atk +12 melee (2d6. Space/Reach 5 ft. manual reset. bite). low-light vision. Search DC 27. Spot +4. Wis 12. Int 10. Ref -. 60 hp) Trap Bricks from Ceiling: CR 2. hp 11. hard 5. Wis 2. DC 13 Will save negates). Tiny construct. hard 5./0 ft. Atk +12 ranged (1d8/x3. Int -. multiple targets (all targets in two adjacent 5 ft. Search DC 20. SV Fort +0. Cha 1 Skills and Feats: -. Will +1. repair reset. Spd 20 ft. SV Fort +4. Lightning Reflexes Room Features Monster Room #4 North Entry Stuck Iron Door (break DC 28. plant traits. magic device. Str -. (good). Disable Device DC 27. Atk +2 melee (1d4-1 plus poison. Space/Reach 2-1/2 ft.. Spd 0 ft. SA Shriek. Init -5. 10 hp) (magically reinforced.

+2 size). break DC 28. (4 squares).. Full Atk +1 melee (1d6. javelin). Spot +4. 10 hp) 1 x Troglodyte Troglodyte: CR 1. Space/Reach 2-1/2 ft. HD 2d8+4. SA Stench. Will +0. Str 10. SA Poison. (6 squares). Con -. flat-footed 12. claw) or +1 ranged (1d6. A tapestry of vile acts hangs from the south wall Room #9 North Entry #1 North Entry #2 South Entry Monster Locked Simple Wooden Door (Open Lock DC 30. 15 hp) Trapped and Stuck Strong Wooden Door (break DC 23. ! Leads to room #28 East Entry Room Features Stuck Simple Wooden Door (break DC 13. Tiny construct. 10 hp) Archway Unlocked Good Wooden Door (hard 5. +2 to break DC) ! Leads to room #12. rock). Medium humanoid (reptilian). Atk +10 melee (2d6. Init -1. hard 10. 10 hp) (slides up. West Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5. bite) or +1 melee (1d4. claw) and -1 melee (1d4. 20 hp) Ⓣ Rolling Rock Trap: CR 1. mechanical. Search DC 22. 10 hp) . Init +2. Weapon Focus (javelin) Room #8 North Entry #1 Stuck Simple Wooden Door (break DC 13. touch 14. hp 11. break DC 15. Ref -1. Atk +20 ranged (2d4).. Dex 9. Cha 10 Skills and Feats: Hide +5*. SQ Construct traits. Cha 7 Skills and Feats: Hide +14. Grp +1. club) or +1 melee (1d4. Multiattack. Ref +4. Several corpses are impaled upon iron spikes on the ceiling Room #6 South Entry Room Features Locked Iron Door (Open Lock DC 25. Base Atk +1. Search DC 20. 20 hp) (slides to one side. (good). manual reset. Will +1.. Disable Device DC 22. SV Fort +5. hard 5. Int 8. Con 14. Full Atk +2 melee (1d4-1 plus poison. hard 5. +6 natural). mechanical. inhabited by 1 x 1st Level Warrior Duergar (dwarf) North Entry #2 West Entry #1 Stuck Good Wooden Door (break DC 18. +1 to break DC) Ⓣ Hail of Needles: CR 3. Atk +2 melee (1d4-1 plus poison. bite) or +1 ranged (1d6. hard 5. manual reset. Wis 10.Room Features A wooden ladder rests against the north wall. hp 13. AC 15 (-1 dex. AL N. Lightning Reflexes Room #10 South Entry Unlocked Simple Wooden Door (hard 5. Str 8. Dex 15. HD 2d10. club) and -1 melee (1d4. 2 claws) and -1 melee (1d4. darkvision 60 ft. AC 14 (+2 dex. hard 5.. Someone has scrawled "The walls listen" on the west wall Room #7 West Entry Monster Stuck Simple Wooden Door (break DC 13./5 ft. low-light vision. Wis 12. hard 5. Base Atk +1. SQ Darkvision 90 ft. fly 50 ft. Spd 30 ft. flat-footed 15. Spd 20 ft. Int 10. location trigger. Listen +3. Atk +1 melee (1d6. Disable Device DC 22. bite). SV Fort +0. bite). hard 5. Space/Reach 5 ft. 10 hp) A narrow pit covered by iron bars lies in the north-west corner of the room. AL CE. Listen +4. javelin)./0 ft. Grp -8. location trigger. 60 hp) A tapestry of a legendary battle hangs from the west wall. 15 hp) 1 x Homunculus Homunculus: CR 1. touch 9.

Ride +4. morningstar) or +3 ranged (1d4. Grp -3. Disable Device DC 27. flat-footed 14. Space/Reach 5 ft. Atk +2 melee (1d6. Cha 6 Skills and Feats: Hide +5. warhammer) or +1 ranged (1d8/19-20. (6 squares).. spell-like . Medium undead. hp 5. A pile of broken arrows lies in the north-west corner of the room 1 x 1st Level Warrior Duergar (dwarf) 1st level warrior duergar: CR 1. 15 hp) Stuck Simple Wooden Door (break DC 13. +2 to break DC) ! Leads to room #8 Room Features Monster The south and east walls have been engraved with numerous arcane symbols. light crossbow). Search DC 27. SV Fort +0. 10 hp) (slides up. +2 natural). HD 2d12. +2 leather armor. AC 15 (+1 size./5 ft. base speed 20 ft. 30 hp) Unlocked Simple Wooden Door (hard 5. Climb +5. Atk +2 melee (1d6+1 plus paralysis. spell effect (Extended Bane. touch 10. hp 13. Str 11. Grp +2. 2 claws). 10 hp) Stuck Good Wooden Door (break DC 18. touch 12. undead traits. Listen +2.. light crossbow). magic device. Init +1. Full Atk +2 melee (1d8+1/x3. Cha 12 Skills and Feats: Balance +6. inhabited by 1 x Ghoul Monster 5 x 1st Level Warrior Goblin 1st level warrior goblin: CR 1/3. in chainmail (4 squares). (6 squares). hard 5. +1 light shield). Spot +7. SQ Darkvision 60 ft. paralysis. bite). Small humanoid (goblinoid). 3rd level cleric. Init +0. inhabited by 5 x 1st Level Warrior Goblin South Entry #1 South Entry #2 South Entry #3 South Entry #4 Monster Unlocked Simple Wooden Door (hard 5. Wis 14. HD 1d8+1. SA -. Spd 20 ft. West Entry #1 West Entry #2 Archway Archway ! Leads to room #36. Full Atk +2 melee (1d6+1 plus paralysis. inhabited by 1 x Shrieker (fungus) South Entry #1 South Entry #2 Stuck Good Wooden Door (break DC 18. 10 hp) ! Leads to room #10. Dex 15. Will -1. hp 9. Alertness Treasure: 140 pp. Con -. Wis 9. AC 17 (+5 chainmail. flat-footed 12. SA Ghoul fever. Multiattack Room #12 North Entry Trapped and Unlocked Good Wooden Door (hard 5. Will +5. Spd 30 ft. AL CE. javelin). hard 5. Space/Reach 5 ft. automatic reset. Spot +2. Base Atk +1.. +2 heavy shield). proximity trigger (Detect Good). Str 13. Atk +2 melee (1d8+1/x3. break DC 28. Hide +6. Ref +1. Move Silently +5. HD 1d8+5. Jump +5. morningstar) or +3 ranged (1d4.. Move Silently +6. 15 hp) 1 x Ghoul Ghoul: CR 1. AL NE.. Dex 13.. Int 10. Con 12. DC 13 Will save negates). SA Duergar traits. Medium humanoid (dwarf).! Leads to room #11. hoard total 1400 gp Room #11 North Entry Unlocked Simple Wooden Door (hard 5. hard 5. Space/Reach 5 ft. Init +2./5 ft. AC 14 (+2 dex. Int 13. Full Atk +2 melee (1d6. Ref +2. Grp +2. Spd 30 ft. 15 hp) Ⓣ Extended Bane Trap: CR 3. SV Fort +3. SQ Darkvision 60 ft. warhammer) or +1 ranged (1d8/1920. +1 dex. bite) and +0 melee (1d3 plus paralysis. javelin). hard 5. touch 12. flat-footed 17. Base Atk +1. Base Atk +1. 10 hp) Wooden Portcullis (lift DC 25. +2 turn resistance./5 ft.

Grp +4. (3 squares)./5 ft. Str 13. Tiny animal. (6 squares). Room Features The north and west walls have been engraved with glowing runes. Will +1. swim 15 ft. 10 hp) Ⓣ Spiked Pit Trap: CR 3. Hide +3*. Will -1*. hard 5. touch 14. AL LE. Cha 6 Skills and Feats: Climb +4. 20 ft. scent. SV Fort +1. Space/Reach 2-1/2 ft. HD 2d8+2. duergar traits. Weapon Finesse Room #15 North Entry South Entry #1 South Entry #2 Empty Stuck Simple Wooden Door (break DC 13. AL N. 10 hp) Archway Room #16 West Entry Monster Stuck Iron Door (break DC 28. fall). bite). hp 1.. Alertness. Init +2. AC 14 (+2 size. 60 hp) (slides up. Con 10. hard 5. Atk +4 melee (1d8+3/3. +2 . Dex 13. Atk +4 melee (1d3-4. 10 hp) Spirals of white stones cover the floor.. scent. Move Silently +10./0 ft. SQ Blindsight 40 ft. 10 hp) Unlocked Simple Wooden Door (hard 5. A creaking sound can be faintly heard near the south wall Room #14 North Entry East Entry South Entry #1 South Entry #2 Room Features Monster Stuck Iron Door (break DC 28. Track Treasure: 2000 cp. Full Atk +4 melee (1d3-4. Climb +12. Disable Device DC 20. deep (2d6. Con 13. Dex 11. Ref +4. Str 2. Craft (blacksmithing) +2. Base Atk +0. hard 8. Spot +2. Cha 4 Skills and Feats: Appraise +2. An overwhelming stench fills the center of the room 12 x Rat (animal) Rat: CR 1/8. flat-footed 14. Will +2. 60 hp) 1 x Grimlock Grimlock: CR 1. hard 10. HD 1/4 d8. manual reset.. Wis 9. Cha 2 Skills and Feats: Balance +10. Spd 30 ft. AC 15 (+1 dex. Move Silently -4. SQ Low-light vision. Hide +14. multiple targets (first target in each of two adjacent 5 ft. Wis 8. Grp -12. +2 dex). SQ Darkvision 60 ft. 60 hp) Archway Stuck Strong Wooden Door (break DC 23. +4 natural). Swim +10. SV Fort +4*. Spd 15 ft. Craft (stonemasonry) +2. Search DC 21. Str 15. DC 20 Reflex save avoids. hard 5. Full Atk +4 melee (1d8+3/3. Init +1. Dex 15. Int 10. Base Atk +2. location trigger. Wis 12. Int 2. Toughness Treasure: 400 sp. Space/Reach 5 ft. mechanical. Ref +0*. Listen +5. squares). battleaxe). Ref +4. battleaxe). SA -. flat-footed 12. 20 hp) Stuck Simple Wooden Door (break DC 13. hoard total 20 gp Room #17 North Entry Trapped and Stuck Stone Door (break DC 28. hp 11. 1d4 spikes per target for 1d4+2 each). SA -. Int 10. touch 11. AL NE.. hard 5. hard 10.abilities. SV Fort +2. bite). immunities.. climb 15 ft. hoard total 40 gp Room #13 South Entry #1 South Entry #2 Archway Trapped and Stuck Simple Wooden Door (break DC 13. Spot +3. Medium monstrous humanoid.. Listen +3. Con 14. pit spikes (Atk +10 melee.

light crossbow). mechanical. 60 hp) Ⓣ Camouflaged Pit Trap: CR 3../5 ft. Disable Device DC 27. SA Spell-like abilities. heavy pick) or +3 ranged (1d6/19-20. Atk +15 melee (1d12+8/x3. hard 5. East Entry Stuck Simple Wooden Door (break DC 13. AL N. Con 12. Search DC 20. Atk +2 melee (1d4/x4. Disable Device DC 20. Wis 11. 10 hp) ! Leads to room #27 . +2 to break DC) ! Leads to room #24 South Entry Locked Simple Wooden Door (Open Lock DC 40. light crossbow). +1 dex. 10 hp) ! Leads to room #28 Room Features A tile labyrinth covers the floor. 20 hp) Trapped and Stuck Iron Door (break DC 28. in banded mail armor (3 squares). Base Atk +1. 15 hp) (slides up. 30 ft. Listen +2. +4 dodge. Ref +3. Search DC 15. 20 hp) Stuck Good Wooden Door (break DC 18. hard 5. svirfneblin traits.. hard 5. touch 16. break DC 15. spell resistance 12. ! Leads to room #36. flat-footed 18.to break DC) Ⓣ Pit Trap: CR 2. +1 buckler). mechanical. 15 hp) ! Leads to room #34. Someone has scrawled "It's a trap" in dwarvish on the west wall Room #18 West Entry #1 Stuck Good Wooden Door (break DC 18. mechanical. Small humanoid (gnome). Str 11. ! Leads to room #27 Room Features A tile labyrinth covers the floor. manual reset. 10 hp) Ⓣ Ceiling Pendulum: CR 3. Init +1. Cha 4 Skills and Feats: Hide +2. Space/Reach 5 ft. A broken spear lies in the south side of the room 1 x 1st Level Warrior Svirfneblin (gnome) 1st level warrior svirfneblin: CR 1. location trigger. Spd 15 ft. base speed 20 ft. Spot +2. 10 hp) Someone has scrawled "This is not a secret door" on the north wall. hard 5. Full Atk +2 melee (1d4/x4. break DC 15. DC 20 Reflex save avoids. fall). inhabited by 1 x Medium Monstrous Spider (vermin) West Entry #2 East Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23. hard 10. multiple targets (first target in each of two adjacent squares). hp 8. fall). Disable Device DC 18. Grp -3. +6 banded mail. DC 20 Reflex save avoids. Search DC 24. 40 ft. Int 10. break DC 15. manual reset. greataxe). heavy pick) or +3 ranged (1d6/19-20. automatic reset. hard 5. HD 1d8+4. AC 23 (+1 size. location trigger. Dex 13. deep (3d6. timed trigger. hard 5. A pile of trash lies in the east side of the room Room #20 West Entry Locked Simple Wooden Door (Open Lock DC 40. hard 5. Toughness Treasure: 2000 cp. Will +2. inhabited by 1 x Shrieker (fungus) West Entry Trapped and Locked Simple Wooden Door (Open Lock DC 30. SQ Gnome traits. SV Fort +5. hard 5. hoard total 20 gp Room Features Monster Room #19 West Entry East Entry Stuck Strong Wooden Door (break DC 23. deep (4d6.

constrict 1d4+4. bite) and +0 melee (1d3 plus paralysis. fly 30 ft. An iron chain hangs from the ceiling in the south-east corner of the room Room #21 North Entry East Entry South Entry #1 South Entry #2 Room Features Monster Archway Locked Iron Door (Open Lock DC 25. +6 natural). hard 5. hp 6. Search DC 26. AC 17 (+1 size. Atk +5 melee (1d4+4. 60 hp) Stuck Simple Wooden Door (break DC 13. 5d4 fire. DC 20 Reflex save avoids. mechanical. HD 1d10+1. automatic reset. 2 claws). SA Darkness. improved grab. break DC 28. automatic reset. Disable Device DC 26. flat-footed 12. Dex 15. Disable Device DC 20. Str 13. Base Atk +1. Base Atk +1. deep (2d6. location trigger./5 ft. SV Fort +3. location trigger. Will +0. 5th level wizard. hp 13. hard 5. 20 ft. touch 11. hard 10. squares). Full Atk +2 melee (1d6+1 plus paralysis. Grp +0. 10 hp) Ⓣ Scything Blade Trap: CR 1. Ref +2. Disable Device DC 15. bite). Init +4. SA Ghoul fever. hard 5. slam). AC 14 (+2 dex. Several pieces of torn paper are scattered throughout the room 1 x Darkmantle Darkmantle: CR 1. East Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5. Small magical beast. Spd 30 ft. Cha 12 . Str 16. slam). 1d4 spikes per target for 1d4+2 each). East Entry #2 South Entry Room Features Monster Archway Archway A sloped pit lined with iron spikes lies in the north side of the room. 20 hp) (slides up. HD 2d12. Con 13. 10 hp) Ⓣ Spiked Pit Trap: CR 2. break DC 15. Dex 10. Atk +2 melee (1d6+1 plus paralysis. Cha 10 Skills and Feats: Hide +10. Room Features A narrow shaft descends from the room into a natural cavern below. Medium undead. Full Atk +5 melee (1d4+4. Int 13. Improved Initiative Room #22 South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20. 10 hp) Stuck Simple Wooden Door (break DC 13. magic device. Grp +2.! Leads to room #27 Room Features Someone has scrawled "Look to the right" on the west wall. Spd 20 ft. Spot +5*.. Search DC 18. DC 11 Reflex save half damage). mechanical. Con -. proximity trigger (alarm).. paralysis. Space/Reach 5 ft. Will +5./5 ft. SV Fort +0. multiple targets (first target in each of two adjacent 5 ft. Int 2. Wis 10. (6 squares). fall). pit spikes (Atk +10 melee. +2 turn resistance. SQ Blindsight 90 ft. touch 12. +2 natural). Ref +2. Listen +5*. undead traits. 10 hp) Someone has scrawled "The Iron Rogues killed a hydra here" on the south wall. +2 to break DC) Ⓣ Burning Hands Trap: CR 3.. Space/Reach 5 ft. The ceiling is covered with bloodstains Room #23 North Entry Trapped and Unlocked Simple Wooden Door (hard 5. Search DC 21. spell effect (Burning Hands. Wis 14. (poor). AL CE. flatfooted 17. AL N.. automatic reset. Init +2. (4 squares). Several headless statues are scattered throughout the room 1 x Ghoul Ghoul: CR 1. SQ Darkvision 60 ft. Atk +8 melee (1d8/x3).

SV Fort +3. Disable Device DC 18. 15 hp) Stuck Iron Door (break DC 28. Str 1. swarm traits. Base Atk +1. (4 squares). Spot +7. Room #26 East Entry South Entry Monster Unlocked Good Wooden Door (hard 5. Space/Reach 10 ft. AC 17 (+4 size. Search DC 14. dart). 20 hp) ! Leads to room #37 South Entry #1 South Entry #2 Trap Archway Stuck Simple Wooden Door (break DC 13. Groaning can be heard in the north-east corner of the room Room Features . Cha 2 Skills and Feats: Climb +11. +2 to break DC) ! Leads to room #18. Climb +5. manual reset. 30 ft. mechanical. Multiattack Room #24 North Entry #1 Archway ! Leads to room #2 North Entry #2 West Entry Unlocked Good Wooden Door (hard 5./0 ft. AL N.. Jump +5. ! Leads to room #19 East Entry Locked Simple Wooden Door (Open Lock DC 40. 60 hp) Unlocked Simple Wooden Door (hard 5. multiple targets (fires 1d4 darts at each target in two adjacent 5 ft. flatfooted 14. touch 17. Spot +4. Search DC 24. Diminutive vermin (swarm). squares). vermin traits. multiple targets (first target in each of two adjacent squares). 15 hp) (slides up. 10 hp) Fusillade of Darts: CR 1. fall). hard 5. Spd 20 ft. Atk Swarm (1d6 plus poison). hp 9. Disable Device DC 20. break DC 15. inhabited by 1 x 1st Level Warrior Svirfneblin (gnome) South Entry #1 South Entry #2 South Entry #3 Empty Stuck Good Wooden Door (break DC 18. 15 hp) Archway 1 x Spider Swarm Spider swarm: CR 1. hard 5. Hide +6. Grp -. hard 10. Atk +10 ranged (1d4+1.. deep (3d6. hard 5. 60 hp) Ⓣ Camouflaged Pit Trap: CR 3. Dex 17. Init +3.Skills and Feats: Balance +6. Wis 10. location trigger. Con 10. SQ Darkvision 60 ft. Will +0. climb 20 ft. break DC 15. DC 20 Reflex save avoids. 15 hp) Stuck Good Wooden Door (break DC 18.. SA Distraction. 10 hp) A tile mosaic of geometric patterns covers the floor. Move Silently +6. Room #27 West Entry Trapped and Stuck Iron Door (break DC 28. +3 dex). poison. Full Atk Swarm (1d6 plus poison). Ref +3. hard 10.. mechanical. hard 5. manual reset. Int -. hard 5. 10 hp) ! Leads to room #20 South Entry Locked Simple Wooden Door (Open Lock DC 25. hard 5. HD 2d8. tremorsense 30 ft. location trigger. Listen +4. 10 hp) Room #25 North Entry Stuck Strong Wooden Door (break DC 23.

40 ft. ! Leads to room #8 South Entry Empty Unlocked Simple Wooden Door (hard 5. 10 hp) . hard 5. 30 hp) Archway Trapped and Stuck Iron Door (break DC 28. break DC 15. Bolt of Silk threaded with Fine Steel (500 gp). location trigger. break DC 18. deep (4d6. deep (3d6. fall). 60 hp) Ⓣ Pit Trap: CR 2. rock). 10 hp) (slides down. Disable Device DC 18. 20 hp) Ⓣ Rolling Rock Trap: CR 1.Room #28 West Entry Stuck Simple Wooden Door (break DC 13. DC 20 Reflex save avoids. 15 hp) Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13. location trigger. manual reset. Disable Device DC 22. hard 10. 20 hp) Stuck Simple Wooden Door (break DC 13. break DC 28. hard 5. multiple targets (first target in each of two adjacent squares). 60 hp) ! Leads to room #4. East Entry #1 East Entry #2 South Entry #1 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23. manual reset. mechanical. 10 hp) 800 sp. hard 10. 10 hp) ! Leads to room #17 East Entry Trapped and Unlocked Strong Wooden Door (hard 5. Search DC 20. Search DC 20. hard 5. 10 hp) (slides up. hard 5. break DC 28. hoard total 580 gp Room #30 West Entry Trapped Wooden Portcullis (lift DC 25. hard 5. Disable Device DC 20. mechanical. mechanical. +1 to break DC) A faded and torn tapestry hangs from the north wall. inhabited by 1 x Shrieker (fungus) South Entry #2 Stuck Simple Wooden Door (break DC 13. fall). hard 5. Search DC 24. 15 hp) Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 30. hard 5. Several pieces of rotten rope are scattered throughout the room Room Features Room #31 North Entry #1 North Entry #2 East Entry South Entry Stuck Good Wooden Door (break DC 18. hard 5. Atk +10 melee (2d6. +2 to break DC) Locked Good Wooden Door (Open Lock DC 25. 10 hp) (slides up. 30 ft. +2 to break DC) Room #29 North Entry Hidden Treasure Stuck Good Wooden Door (break DC 18. hard 5. location trigger. hard 5. hard 5. 15 hp) Wooden Portcullis (lift DC 25. manual reset. DC 20 Reflex save avoids. 10 hp) Stuck Iron Door (break DC 28. Empty Room #32 West Entry East Entry South Entry Stuck Simple Wooden Door (break DC 13. 30 hp) Ⓣ Camouflaged Pit Trap: CR 3. hard 5.

Dex 17. Str 11. break DC 28. Str -. touch 5. Dex -. vermin traits. location trigger. Full Atk Swarm (1d6 plus poison). tremorsense 60 ft. AC 8 (-5 dex. Con 12. Int -. Hide +7*. Str 1. Base Atk +1. +2 to break DC) Ⓣ Pit Trap: CR 2. Medium vermin. Base Atk +1. 20 hp) (slides down. HD 2d8+2. 40 ft. manual reset. +3 natural). +3 dex)... Search DC 20. plant traits. SA Shriek. Init -5. Room #34 West Entry East Entry Stuck Simple Wooden Door (break DC 13. 60 hp) (slides up. 20 hp) Locked Strong Wooden Door (Open Lock DC 20. hard 5. Spd 30 ft. Base Atk +1. ! Leads to room #17 Monster 1 x Shrieker (fungus) . 15 hp) ! Leads to room #18. deep (4d6. Cha 1 Skills and Feats: -. Spot +4. (4 squares). Con 10. mechanical. Spd 0 ft. flat-footed 8. AC 17 (+4 size. bite). +1 natural). Space/Reach 5 ft. Grp +1. Full Atk -. Space/Reach 5 ft.. hard 5. hard 5. web. break DC 25. 10 hp) Stuck Good Wooden Door (break DC 18. SQ Darkvision 60 ft. Full Atk +4 melee (1d6 plus poison. Wis 2. SV Fort +3. Init +3. 30 hp) Wooden Portcullis (lift DC 25. Atk -. vermin traits. Jump +0*. SV Fort +4. Con 13. Will +0. Ref -. Space/Reach 10 ft. AL N. SQ Darkvision 60 ft. - Room #33 West Entry South Entry Monster Wooden Portcullis (lift DC 25.. +1 to break DC) A mural of vile acts covers the ceiling. AL N. Diminutive vermin (swarm). hp 11. flat-footed 11. Atk Swarm (1d6 plus poison)./0 ft. touch 13. touch 17. 30 hp) 1 x Spider Swarm Spider swarm: CR 1. tremorsense 30 ft. break DC 28.! Leads to room #1 Monster 1 x Shrieker (fungus) Shrieker: CR 1. (6 squares). Grp -. Listen +4. swarm traits. inhabited by 1 x 1st Level Warrior Duergar (dwarf) South Entry Trapped and Stuck Stone Door (break DC 28. hard 5. Int -.. Int -. Someone has scrawled a demonic face on the east wall Room Features Room #36 North Entry East Entry Archway Archway ! Leads to room #12. SV Fort +4.. Init +3. Will +0. AC 14 (+3 dex. Dex 17. Cha 2 Skills and Feats: Climb +11. Cha 2 Skills and Feats: Climb +11. SA Poison. climb 20 ft. Atk +4 melee (1d6 plus poison.. Spot +4*. hard 8.. Weapon Finesse Room #35 West Entry East Entry Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5./5 ft.. Grp -4. hp 9. Wis 10. inhabited by 1 x 1st Level Warrior Svirfneblin (gnome) Monster 1 x Medium Monstrous Spider (vermin) Medium monstrous spider: CR 1.. hard 5. Ref +3. HD 2d8. Disable Device DC 20. Ref +3. fall). bite). hp 11. flatfooted 14. HD 2d8+2. SA Distraction. Wis 10./0 ft. Medium plant. AL N. SQ Low-light vision. DC 20 Reflex save avoids. Spd 20 ft. Will -4. poison. climb 20 ft.

swarm traits. flat-footed 8. hard 10. +2 dex). Ref +6. Will -4. Con 10. Medium plant. plant traits. Spd 0 ft. South Entry Room Features Monster Stuck Simple Wooden Door (break DC 13. Str -. Weapon Finesse Random Dungeon Generator by drow http://donjon. Grp -. hp 13. Ref -. Init -5. hp 11. Full Atk -. Atk +17 melee (1 plus poison. hard 5. scent. climb 15 ft. hard 5. The floor is covered with mud 1 x Rat Swarm Rat swarm: CR 2. touch 14. Grp -4. Con 13. 1 Con/unconsciousness). Cha 2 Skills and Feats: Balance +10. Tiny animal (swarm). Dex 15. Climb +10. Wis 12. Disable Device DC 17. 60 hp) Archway Stuck Strong Wooden Door (break DC 23. low-light vision../0 ft. HD 4d8. poison (blue whinnis. DC 14 Fortitude save resists (poison only). SV Fort +4. SA Shriek. 20 hp) ! Leads to room #25 Empty Room #38 West Entry Trapped and Unlocked Strong Wooden Door (hard 5. Space/Reach 5 ft. Dex -. Swim +10. Hide +14. SQ Low-light vision. - Room #37 West Entry East Entry South Entry Stuck Iron Door (break DC 28. AC 8 (-5 dex. Base Atk +1.. Cha 1 Skills and Feats: -. Spot +7. AL N. Space/Reach 10 ft. repair reset. SV Fort +4. SQ Half damage from slashing and piercing. AC 14 (+2 size. distraction.sh/ Some content used under the terms of the Open Gaming License . Init +2. SA Disease. Wis 2. Int -. Str 2. touch trigger. Spd 15 ft. lock bypass (Open Lock DC 30). Listen +6. Will +2.bin. (3 squares)./0 ft. HD 2d8+2. Full Atk Swarm (1d6 plus disease). touch 5. flat-footed 12.Shrieker: CR 1. AL N. Int 2. Atk Swarm (1d6 plus disease). Base Atk +3. needle). +3 natural). 20 hp) Ⓣ Poison Needle Trap: CR 2.. Search DC 22. Atk -.. Alertness. 10 hp) A tile labyrinth covers the floor. mechanical.