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The Gauntlet of Lord Greywulf

Level 1

General

Dungeon Walls Dungeon Floor Temperature Illumination

Masonry (Climb DC 20) Flagstone Warm Shadowy (witchlight every 20 ft.)

Wandering Monsters

1 2 3 4 5 6

2 x Human Skeleton, hunting for food 5 x Goblin, wandering aimlessly 1 x Homunculus, tracking the party 2 x Human Zombie, returning to their lair with plunder 1 x Svirfneblin, tracking the party 3 x Human Skeleton, trying to lure the party into an ambush

Room #1

North Entry West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) ! Leads to room #16

East Entry

Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp) ! Leads to room #9, inhabited by 4 x Human Skeleton

South Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) ! Leads to room #20

Room Features Monster

A tapestry of vile acts hangs from the east wall, A forge and anvil sit in the north-east corner of the room 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: 6 gp, 50 sp; Agate (9 gp), Ivory (55 gp), Malachite (8 gp), Obsidian (8 gp), Turquoise (10 gp), Zircon (50 gp); hoard total 151 gp

Room #2

North Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) ! Leads to room #16

East Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down, +1 to break DC) ! Leads to room #20

South Entry Monster

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) 2 x Human Skeleton Human Skeleton: CR 1/3, XP 135; NE Medium undead; Init +6; Senses darkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor,

+2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6), claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10; Base Atk +0, CMB +2, CMD 14 Skills and Feats: -; Improved Initiative Gear broken chain shirt, broken scimitar

Room #3

East Entry

Archway ! Leads to room #19

South Entry Monster

Unlocked Good Wooden Door (hard 5, 15 hp) 1 x Shadow Shadow: CR 3, XP 800; CE Medium undead (incorporeal); Init +2; Senses darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will +4; DA incorporeal, channel resistance +2; Immune undead traits; Speed fly 40 ft. (good); Melee incorporeal touch +4 (1d6 Strength damage); SA create spawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2, CMB +4, CMD 17 Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Dodge, Skill Focus (Perception) Treasure: 30 gp; Scroll of Eagle's Splendor (cr, 150 gp), Wand of Entropic Shield (cr, 750 gp) (inscription provides clue to function); hoard total 930 gp

Room #4

North Entry #1 North Entry #2 Monster

Archway Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) 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: Chrysoprase (55 gp); Masterwork Light Wooden Shield (153 gp); hoard total 208 gp

Trap

Falling Block: CR 3; mechanical; Perception DC 20; Disable Device DC 22; Trigger location; Reset none; Effect Atk +10 melee (1d6); multiple targets (all targets in a 10 ft. square area)

Room #5

West Entry East Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Unlocked Simple Wooden Door (hard 5, 10 hp) ! Leads to room #18

Room Features Monster

A fountain of water sits against the north wall, A ring of keys lies in the east side of the room 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

CMB +2, CMD 14 Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3; Weapon Finesse Treasure: 24 gp, 170 sp, 1100 cp; Masterwork Tower Shield (180 gp); hoard total 232 gp Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 25, break DC 28; hard 10, 60 hp) 35 gp, 237 sp, 870 cp; Azurite (8 gp), Sardonyx (65 gp), Shell (9 gp); Bronze statuette of a warrior (15 gp); Potion of Resistance (cr, 25 gp); hoard total 189 gp 4 sp

Room #6

East Entry South Entry Room Features Monster

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) A tile mosaic of geometric patterns covers the floor, Several adventurer corpses are scattered throughout the room 5 x Human Zombie Human Zombie: CR 1/2, XP 200; NE Medium undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed 12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4 (1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered Skills and Feats: -; Toughness

Room #7

West Entry Room Features Monster

Unlocked Strong Wooden Door (hard 5, 20 hp) Floating motes of light fill the north-west corner of the room, A pile of empty bottles lies in the south-west corner of the room 2 x Human Zombie Human Zombie: CR 1/2, XP 200; NE Medium undead; Init +0; Senses darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed 12 (+2 natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune undead traits; Speed 30 ft.; Melee slam +4 (1d6+4); Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered Skills and Feats: -; Toughness

Room #8

East Entry Room Features

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Someone has scrawled "Mahim was here" on the east wall, Several pieces of rotten bread are scattered throughout the room

Room #9

West Entry

Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp) ! Leads to room #1, inhabited by 1 x Ghoul

South Entry #1

Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides up, +2 to break DC) ! Leads to room #13, inhabited by 1 x Goblin Dog

South Entry #2 Room Features

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Someone has scrawled "The Hammer of V, S, DF shall be restored when the Bear is broken and light becomes shadow" on the north wall, The ceiling is covered with cobwebs 4 x Human Skeleton Human Skeleton: CR 1/3, XP 135; NE Medium undead; Init +6; Senses darkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor,

Monster

darkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6), claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10; Base Atk +0, CMB +2, CMD 14 Skills and Feats: -; Improved Initiative Gear broken chain shirt, broken scimitar

Room #10

West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) ! Leads to room #17, inhabited by 5 x Human Skeleton

South Entry Empty

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

Room #11

West Entry East Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) ! Leads to room #17, inhabited by 5 x Human Skeleton

Empty

Room #12

West Entry #1

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device DC 26; Trigger proximity (alarm); Reset none; Effect spell effect (burning hands, 2d4 fire damage, DC 11 Reflex save for half damage); multiple targets (all targets in a 15 ft. cone)

West Entry #2 South Entry Room Features Monster

Unlocked Simple Wooden Door (hard 5, 10 hp) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) A tapestry of arcane patterns hangs from the north wall, Several pieces of spoiled meat are scattered throughout the room 1 x Skeletal Champion Skeletal Champion: CR 2, XP 600; NE Medium undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD; 2d8+1d10+3); Fort +3, Ref +1, Will +3; channel resistance +4, channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9, Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16 Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword) Treasure: 28 gp, 250 sp, 900 cp; Freshwater Pearl (10 gp), Rhodochrosite (11 gp), Smoky Quartz (45 gp); Masterwork Greatsword (350 gp); Potion of Sanctuary (cr, 50 gp); hoard total 528 gp

Room #13

North Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides up, +2 to break DC) ! Leads to room #9, inhabited by 4 x Human Skeleton

West Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) ! Leads to room #15, inhabited by 1 x Ghoul

Room Features Monster

Someone has scrawled a basic map of the dungeon on the west wall, A tapping sound can be faintly heard near the west wall 1 x Goblin Dog

Goblin Dog: CR 1, XP 400; N Medium animal; Init +2; Senses low-light vision, scent; Perception +1; AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural); hp 9 (1d8+5); Fort +4, Ref +4, Will +1; Immune disease; Speed 50 ft.; Melee bite +2 (1d6+3 plus allergic reaction); Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8; Base Atk +0, CMB +2, CMD 14 Skills and Feats: Stealth +6; Toughness

Room #14

West Entry Room Features

Archway A stair ascends to a catwalk hanging between the east and west walls, A warped door lies in the south-east corner of the room

Room #15

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp) ! Leads to room #20

East Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) ! Leads to room #13, inhabited by 1 x Goblin Dog

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: 33 gp, 160 sp, 900 cp; Milky Quartz (45 gp), Turquoise (11 gp), Turquoise (12 gp); hoard total 126 gp

Room #16

North Entry #1 North Entry #2 East Entry

Archway Archway Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) ! Leads to room #1, inhabited by 1 x Ghoul

South Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) ! Leads to room #2, inhabited by 2 x Human Skeleton

Room Features

A stream of acid flows along a channel in the floor, A scratching sound can be faintly heard near the south wall

Room #17

West Entry #1

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) ! Leads to room #11

West Entry #2 East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) ! Leads to room #10

Room Features Monster

Someone has scrawled an arrow pointing down on the east wall, Several pieces of rotting wood are scattered throughout the room 5 x Human Skeleton Human Skeleton: CR 1/3, XP 135; NE Medium undead; Init +6; Senses

Human Skeleton: CR 1/3, XP 135; NE Medium undead; Init +6; Senses darkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6), claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10; Base Atk +0, CMB +2, CMD 14 Skills and Feats: -; Improved Initiative Gear broken chain shirt, broken scimitar

Room #18

West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp) ! Leads to room #5, inhabited by 1 x Ghoul

Empty

Room #19

West Entry

Archway ! Leads to room #3, inhabited by 1 x Shadow

South Entry

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

Empty

Room #20

North Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) ! Leads to room #1, inhabited by 1 x Ghoul

West Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down, +1 to break DC) ! Leads to room #2, inhabited by 2 x Human Skeleton

South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp) ! Leads to room #15, inhabited by 1 x Ghoul

Room Features

Someone has scrawled "In the Year of Mist, the Realm of Purses shall be sundered" on the west wall, A pair of dice lies in the north-west corner of the room

The Gauntlet of Lord Greywulf by drow http://donjon.bin.sh/ Some content used under the terms of the Open Gaming License

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