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The maze

Level 3
General
Dungeon Walls Masonry (Climb DC 20)
Dungeon Floor Smooth Stone
Temperature Cold (unprotected creatures must succeed on a Fortitude saving throw
every hour (DC 15, +1 per previous check) or take 1d6 points of non-lethal
damage; a creature that takes any non-lethal damage from cold exposure
suffers from hypothermia and is fatigued)
Illumination Dark (individual creatures may carry lights)
Corridors
a A large demonic idol with ruby eyes sits in an alcove here
c Javelin Trap: CR 2; mechanical; Perception DC 20; Disable Device DC 20;
Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)
e Skeletons hang from chains and manacles against the walls
i A shallow pool of water covers the floor
m A fountain of water sits in an alcove here
n A group of demonic faces have been carved into the walls
r A group of demonic faces have been carved into the walls
s Someone has scrawled "Alfdig was here" in goblin runes here
u The sound of rushing water fills the corridor
v Skeletons hang from chains and manacles against the walls
w Chain Flail: CR 1; mechanical; Perception DC 20; Disable Device DC 20;
Trigger location; Reset repair; Effect Atk +12 melee (1d6); multiple targets
(all targets in a 5 ft. radius burst)
x Patches of mushrooms grow here
z 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)
Wandering
Monsters
1 10 x Drow, consumed by disease and madness
2 1 x Hell Hound, returning to their lair with plunder
3 1 x Hell Hound, investigating a strange noise
4 5 x Imp, consumed by disease and madness
5 1 x Yeth Hound, trying to lure the party into an ambush
6 5 x Tiefling, returning to their lair with plunder
Room #1
North Entry Locked Bone Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
West Entry Trapped and Locked Bone Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable
Device DC 20; Trigger location; Reset manual; Effect Atk +15 melee
(6d6); multiple targets (all targets in a 10 ft. square area)
East Entry Trapped and Unlocked Bone 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)
South Entry #1 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
South Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)
Swinging Axe Trap: CR 1; mechanical; Perception DC 20; Disable
Device DC 20; Trigger location; Reset manual; Effect Atk +10 melee
(1d8+1/x3); multiple targets (all targets in a 10 ft. line)
Empty
Room #2
West Entry Secret (Search DC 30) Trapped and Unlocked Stone Door (hard 8, 60 hp)
A bookcase and section of wall pivots smoothly
Symbol of Panic: CR 3; magic; Perception DC 20; Disable Device DC
22; Trigger proximity (alarm); Reset none; Effect fear (panicked for 1d4
rounds, DC 10 Will save negates); multiple targets (all targets in a 10
ft. radius burst)
East Entry Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides down, +1 to break
DC)
Acid Spray: CR 1; magic; Perception DC 22; Disable Device DC 20;
Trigger visual (arcane eye); Reset none; Effect acid spray (2d6 acid
damage, DC 10 Reflex save for half damage)
! Leads to room #3
Monster 14 x Kobold
Kobold: CR 1/4, XP 100; LE Small humanoid (reptilian); Init +1; Senses
darkvision 60 ft.; Perception +5; AC 15, touch 12, flat-footed 14 (+2 armor,
+1 Dex, +1 natural, +1 size); hp 5 (1d10); Fort +2, Ref +1, Will -1; Weak
light sensitivity; Speed 30 ft.; Melee spear +1 (1d6-1); Ranged sling +3
(1d3-1); Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8; Base Atk +1, CMB -1,
CMD 10; SQ crafty
Skills and Feats: Craft (trapmaking) +6, Perception +5, Stealth +5; Skill
Focus (Perception)
Treasure: 97 gp, 299 sp, 1180 cp; Azurite (9 gp), Hematite (10 gp), Jasper
(35 gp), 2 x Rhodochrosite (9 gp), Tigereye (11 gp), Zircon (45 gp); Oil of
Purify Food and Drink (cr, 25 gp), Potion of Protection from Evil (cr, 50 gp),
Scroll of Alarm (cr, 25 gp), Scroll of Prestidigitation (cr, 12 gp 5 gp), Scroll
of Reduce Animal (cr, 150 gp), Wand of Bless (cr, 750 gp); hoard total 1278
gp 7 sp
Hidden Treasure Hidden (Search DC 20) Trapped and Locked Iron Chest (Open Lock DC 20,
break DC 28; hard 10, 60 hp)
Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28;
Trigger proximity (alarm); Reset none; Effect spell effect (fireball, 6d6 fire
damage, DC 14 Reflex save for half damage); multiple targets (all targets in
a 20 ft. radius burst)
30 pp, 251 gp, 560 sp, 500 cp; Azurite (9 gp), Peridot (45 gp), Turquoise (9
gp); Potion of Cure Light Wounds (cr, 50 gp), Potion of Resistance (cr, 25
gp), Scroll of Mage Armor (cr, 25 gp); hoard total 775 gp
Room #3
North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides down, +1 to break
DC)
Acid Spray: CR 1; magic; Perception DC 22; Disable Device DC 20;
Trigger visual (arcane eye); Reset none; Effect acid spray (2d6 acid
damage, DC 10 Reflex save for half damage)
! Leads to room #2, inhabited by 14 x Kobold
East Entry Secret (Search DC 30) Trapped and Stuck Iron Door (break DC 28; hard 10,
60 hp)
The door is located near the ceiling and concealed behind an area of
slime
Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable
Device DC 20; Trigger touch; Reset none; Effect electricity arc (4d6
electricity damage, DC 20 Reflex save for half damage); multiple
targets (all targets in a 30 ft. line)
South Entry Secret (Search DC 20) Locked Iron Door (Open Lock DC 30, break DC 28;
hard 10, 60 hp)
hard 10, 60 hp)
A bookcase and concealed door pivots smoothly
Empty
Room #4
East Entry Secret (Search DC 30) Locked Iron Door (Open Lock DC 20, break DC 28;
hard 10, 60 hp) (slides down, +1 to break DC)
The door is concealed behind a pile of broken stone
South Entry #1 Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
South Entry #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Room Features A tapping sound can be faintly heard near the east wall, A pierced
breastplate lies in the east side of the room
Monster 1 x Nightmare
Nightmare: CR 5, XP 1600; NE Large outsider (evil, extraplanar); Init +6;
Senses darkvision 60 ft.; Perception +12; AC 19, touch 11, flat-footed 17
(+2 Dex, +8 natural, -1 size); hp 51 (6d10+18); Fort +8, Ref +7, Will +3;
Speed 40 ft., fly 90 ft. (good); Melee bite +9 (1d4+4), 2 hooves +4 (1d6+2
plus 1d4 fire); Space 10 ft.; SA smoke; Str 18, Dex 15, Con 16, Int 13, Wis
13, Cha 12; Base Atk +6, CMB +11, CMD 23 (27 vs. trip); SQ spell-like
abilities
Skills and Feats: Fly +13, Intimidate +10, Knowledge (planes) +10,
Perception +12, Sense Motive +12, Stealth +7, Survival +10; Alertness,
Improved Initiative, Run
Room #5
West Entry Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,
60 hp) (slides down, +1 to break DC)
Falling Block Trap: CR 5; mechanical; Perception DC 20; Disable
Device DC 20; Trigger location; Reset manual; Effect Atk +15 melee
(6d6); multiple targets (all targets in a 10 ft. square area)
South Entry Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)
The door is located above a small stone dais and concealed by an
illusion
! Leads to room #7
Room Features The floor is covered in perfect hexagonal tiles, A broken wooden chest lies
in the west side of the room
Room #6
North Entry Secret (Search DC 20) Trapped and Stuck Iron Door (break DC 28; hard 10,
60 hp)
A bookcase and concealed door pivots smoothly
Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28;
Trigger proximity (alarm); Reset none; Effect spell effect (fireball, 6d6
fire damage, DC 14 Reflex save for half damage); multiple targets (all
targets in a 20 ft. radius burst)
South Entry Trapped and Locked Bone Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
Teleporter Crystal: CR 5; magic; Perception DC 24; Disable Device DC
22; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 12 Will save negates)
Room Features A tapestry of a god of luck hangs from the west wall, The scent of ozone
fills the south side of the room
Room #7
North Entry #1 Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)
The door is located above a small stone dais and concealed by an
illusion
! Leads to room #5
North Entry #2 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
North Entry #3 Locked Bone Door (Open Lock DC 25, break DC 25; hard 5, 20 hp) (slides
down, +1 to break DC)
East Entry Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)
The door is located several feet above the floor and concealed by an
illusion
South Entry Trapped and Unlocked Stone Door (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)
Room Features A large kiln and coal bin sit in the west side of the room, Someone has
scrawled "You are already dead" on the south wall
Room #8
North Entry #1 Secret (Search DC 30) Trapped and Locked Bone Door (Open Lock DC 20,
break DC 25; hard 5, 20 hp)
The door is located near the ceiling and concealed behind a pile of
skulls
Guillotine Blade: CR 1; mechanical; Perception DC 22; Disable Device
DC 22; Trigger location; Reset manual; Effect Atk +12 melee (2d6/19-
20)
North Entry #2 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Room Features A narrow pit covered by iron bars lies in the south-west corner of the room,
A warped spear lies in the south-east corner of the room
Monster 1 x Hell Hound
Hell Hound: CR 3, XP 800; LE Medium outsider (evil, extraplanar, fire,
lawful); Init +5; Senses darkvision 60 ft., scent; Perception +7; AC 16,
touch 11, flat-footed 15 (+1 Dex, +5 natural); hp 30 (4d10+8); Fort +6, Ref
+5, Will +1; Immune fire; Weak vulnerability to cold; Speed 40 ft.; Melee
bite +5 (1d8+1 plus 1d6 fire); SA breath weapon (10 ft. cone, once every
2d4 rounds, 2d6 fire damage, Reflex DC 14 for half); Str 13, Dex 13, Con
15, Int 6, Wis 10, Cha 6; Base Atk +4, CMB +5, CMD 16 (20 vs. trip)
Skills and Feats: Acrobatics +8, Perception +7, Stealth +13, Survival +7;
Improved Initiative, Run
Treasure: 35 gp, 200 sp, 1100 cp; Lapis Lazuli (11 gp), Moonstone (45 gp),
Rhodochrosite (7 gp); 3 x Potion of Resistance (cr, 25 gp), Scroll of Mirror
Strike (uc, 25 gp); hoard total 229 gp
The maze
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