Professional Documents
Culture Documents
Level 3
General
Dungeon Walls
Dungeon Floor
Smooth Stone
Temperature
Illumination
Corridors
Room #1
Someone has scrawled "The Wands of Llene looted this place" in goblin
runes here
Ice Dart Trap: CR 3; magic device; proximity trigger (alarm); no reset; Atk
+10 ranged (3d6 cold); Search DC 20; Disable Device DC 20
West Entry
East Entry #1
East Entry #2
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
South Entry
Room Features
Room #2
Very Hot (creatures must succeed on a Fortitude saving throw each hour
(DC 15, +1 per previous check) or take 1d4 points of non-lethal damage;
creatures wearing heavy clothing or any type of armor take a -4 penalty on
their saves; a creature that takes any non-lethal damage from heat
exposure suffers from heatstroke and is fatigued)
North Entry
skulls
West Entry
South Entry
Room #3
Room Features
A briny odor fills the west side of the room, A pile of spoiled meat lies in
the south side of the room
North Entry #1
Archway
North Entry #2
Archway
West Entry
Archway
East Entry
South Entry
Archway
Leads to room #13
Room Features
Room #4
West Entry
The floor is covered with sand, A pile of rotten apples lies in the south-east
corner of the room
East Entry #1
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
East Entry #2
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
South Entry
Room Features
Room #5
Room #6
A metallic odor fills the room, A pile of blood-soaked clothing lies in the
north-west corner of the room
West Entry
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
East Entry #1
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
East Entry #2
East Entry #3
Archway
Room Features
A chute falls into the room from above, A sundered club lies in the northwest corner of the room
North Entry #1
North Entry #2
North Entry #3
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1 to
break DC)
South Entry
Room Features
Trap
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
A magical pool in the north-west corner of the room grants beauty to
whomever offers a prayer to a goddess of trickery (but only once), Several
square holes are cut into the ceiling and floor
Well-Camouflaged Pit Trap: CR 2; mechanical; location trigger; repair
reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Search DC 27;
Disable Device DC 20
Disable Device DC 20
Hidden Treasure
Hidden (Search DC 20) Trapped and Unlocked Strong Wooden Chest (hard
5, 20 hp)
Extended Bane Trap: CR 3; magic device; proximity trigger (detect good);
automatic reset; spell effect (Extended Bane, 3rd level cleric, DC 13 Will
save negates); Search DC 27; Disable Device DC 27
15000 cp; Deep Blue Spinel (400 gp), Star Rose Quartz (60 gp), Violet
Garnet (500 gp); hoard total 1110 gp
Room #7
North Entry
West Entry
South Entry
Room #8
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
Room Features
Someone has scrawled "The Legion of the Arrow and Ring killed seven orcs
here" on the south wall, Floating motes of light fill the east side of the
room
North Entry #1
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp) (slides to one side, +1 to break DC)
North Entry #2
North Entry #3
Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is located several feet above the floor and concealed by an
illusion
East Entry
South Entry
Archway
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
A bookcase and concealed door pivots smoothly
Room Features
Room #9
North Entry
A magical statue in the west side of the room answers questions with
insults, Several square holes are cut into the ceiling and floor
West Entry #1
Archway
West Entry #2
East Entry
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ghoul Touch Trap: CR 3; magic device; touch trigger; automatic reset;
spell effect (Ghoul Touch, 3rd level wizard, DC 13 Fort save negates);
Search DC 27; Disable Device DC 27
South Entry
Empty
Room #10
West Entry
Archway
East Entry
Room Features
Room #11
North Entry
West Entry
Archway
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Leads to room #3
East Entry
South Entry
Room Features
Room #12
North Entry
West Entry
A putrid odor fills the room, A sundered mace lies in the south-west corner
of the room
East Entry
South Entry
Empty
Room #13
North Entry
Archway
Leads to room #3
West Entry
East Entry
Empty
Room #14
North Entry
Archway
West Entry #1
West Entry #2
South Entry
Secret (Search DC 25) Locked Stone Door (Open Lock DC 30, break DC 28;
hard 8, 60 hp)
The door is located several feet above the floor and only four feet high
Room Features
Hidden Treasure
A tapestry of ghoulish carnage hangs from the west wall, Several sundered
shields are scattered throughout the room
Hidden (Search DC 30) Trapped and Locked Good Wooden Chest (Open
Hidden Treasure
Hidden (Search DC 30) Trapped and Locked Good Wooden Chest (Open
Lock DC 30, break DC 18; hard 5, 15 hp)
Poison Needle Trap: CR 1; mechanical; touch trigger; manual reset; Atk +8
ranged (1 plus poison); poison (greenblood oil [injury, Fort DC 13, 1
Con/1d2 Con]); Search DC 22; Disable Device DC 20
300 gp; Divine Scroll (Magic Weapon (25 gp), Pass without Trace (25 gp),
Bestow Curse (375 gp)) (total 425 gp); hoard total 725 gp
Room #15
East Entry #1
East Entry #2
South Entry
Room Features
Archway
The north and east walls have been engraved with endless spirals, A
pierced breastplate lies in the center of the room
The Crypts
http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License