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The Crypts

Level 3

General

Dungeon Walls

Masonry (Climb DC 20)

Dungeon Floor

Smooth Stone

Temperature

Illumination

Corridors

Room #1

Bright (lamps or torches every 40 ft.)

Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual


reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets
(first target in each of two adjacent 5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for 1d4+2 each); Search DC 18; Disable
Device DC 25

Burning torches in iron sconces line the corridor

Wall Blade Trap: CR 1; mechanical; touch trigger; automatic reset; hidden


switch bypass (Search DC 25); Atk +10 melee (2d4/x4, scythe); Search DC
22; Disable Device DC 22

Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm);


automatic reset; spell effect (Lightning Bolt, 5th level wizard, 5d6
electricity, DC 14 Reflex save half damage); Search DC 28; Disable
Device DC 28

A narrow shaft falls into the corridor from above

Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk


+15 melee (6d6); multiple targets (can strike all characters in two adjacent
specified squares); Search DC 20; Disable Device DC 25

Someone has scrawled "The Wands of Llene looted this place" in goblin
runes here

A chute falls into the corridor from above

A chute descends from the corridor into a magical cyst below

Arrow Trap: CR 2; mechanical; location trigger; manual reset; Atk +12


ranged (2d6/x3); Search DC 20; Disable Device DC 20

Ice Dart Trap: CR 3; magic device; proximity trigger (alarm); no reset; Atk
+10 ranged (3d6 cold); Search DC 20; Disable Device DC 20

A chute descends from the corridor into a midden chamber below

A chute descends from the corridor into a midden chamber below

West Entry

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

East Entry #1

Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


The south and east walls have been engraved with geometric patterns, A
simple fireplace sits against the east wall

Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)


The door is located near the ceiling and concealed behind a pile of

skulls
West Entry
South Entry

Room #3

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


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

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

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Leads to room #11

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

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)


The door is concealed behind a tapestry of legendary monsters

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

Unlocked Strong Wooden Door (hard 5, 20 hp)

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

Unlocked Good Wooden Door (hard 5, 15 hp)

North Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Unlocked Stone Door (hard 8, 60 hp)


Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
One-way Door: CR 4; mechanical; Search DC 22; Disable Device DC
24

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

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry #1

Archway

West Entry #2

Trapped and Unlocked Good Wooden Door (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

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

Unlocked Strong Wooden Door (hard 5, 20 hp)

Empty

Room #10

West Entry

Archway

East Entry
Room Features

Room #11

North Entry
West Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


A magical mosaic on the west wall can be used as a portal to any known
location within the dungeon, A circle of tall stones stands in the south-west
corner of the room

Archway
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Leads to room #3

East Entry
South Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
The door is concealed behind a statue of an armored warrior, and
opened by moving his sword

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

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


Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset;
DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10
melee, 1d4 spikes per target for 1d4+5 each); Search DC 20; Disable
Device DC 20

East Entry
South Entry

Unlocked Good Wooden Door (hard 5, 15 hp)


Archway

Empty

Room #13

North Entry

Archway
Leads to room #3

West Entry
East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)


Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15;
hard 5, 10 hp) (slides to one side, +1 to break DC)
Fusillade of Darts: CR 1; mechanical; location trigger; manual reset;
Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each
target in two adjacent 5 ft. squares); Search DC 14; Disable Device
DC 20

Empty

Room #14

North Entry

Archway

West Entry #1

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry #2

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

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #2

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect
(Sepia Snake Sigil, 5th level wizard, DC 14 Reflex save negates);
Search DC 28; Disable Device DC 28

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

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