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The Hive of Dryali the Possessed

Level 5

General Dungeon Walls Reinforced Masonry (Climb DC 20)

Dungeon Floor Smooth Stone

Temperature Cool
Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)

Corridors a The sound of rushing water fills the corridor

c Burning torches in iron sconces line the corridor

e An iron chandelier hangs from the ceiling here

i Several corpses are impaled upon iron spikes on the ceiling

m A chute falls into the corridor from above

n Burning torches in iron sconces line the corridor

r A tile labyrinth covers the floor

s The walls here have been engraved with geometric patterns

u Cobwebs fill the corridor

v A toppled statue lies across the corridor

w A narrow shaft falls into the corridor from above

x Burning torches in iron sconces line the corridor

z A large demonic idol sits in an alcove here

Wandering 1 5 x Bat Swarm, searching for an object stolen from their lair
Monsters
2 2 x Rat Swarm, wielding bizarre eldritch powers

3 1 x Troll, bloodied and fleeing a more powerful enemy

4 15 x Small Monstrous Spider (vermin), lost and desperate

5 5 x Huge Monstrous Centipede (vermin), wandering aimlessly

6 1 x Cloaker, wielding bizarre eldritch powers

Room #1 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)


Leads to room #12, inhabited by 1 x Basilisk

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

South Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Leads to room #27

Monster 4 x Ethereal Filcher

Ethereal filcher: CR 3; Medium aberration; HD 5d8; hp 22; Init +8; Spd 40


ft. (8 squares); AC 17 (+4 dex, +3 natural), touch 14, flat-footed 13; Base
Atk +3; Grp +3; Atk +3 melee (1d4, bite); Full Atk +3 melee (1d4, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft., detect magic, ethereal
jaunt; AL N; SV Fort +1, Ref +5, Will +5; Str 10, Dex 18, Con 11, Int 7, Wis
12, Cha 10
Skills and Feats: Listen +9, Sleight of Hand +12, Spot +9; Dodge, Improved
Initiative
Treasure: -; Divine Scroll (Bane (25 gp)) (total 25 gp), Potion of Remove
Fear (50 gp), Wand of Enlarge Person (19 of 50 charges) (285 gp); hoard
total 360 gp

Room #2 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1 to
break DC)

East Entry #1 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
East Entry #2 Archway

Room Features A rotting odor fills the room, A pile of blood-soaked clothing lies in the
south-east corner of the room

Monster 12 x Small Monstrous Spider (vermin)

Small monstrous spider: CR 1/2; Small vermin; HD 1d8; hp 4; Init +3; Spd
30 ft. (6 squares), climb 20 ft.; AC 14 (+1 size, +3 dex), touch 14, flat-
footed 11; Base Atk +0; Grp -6; Atk +4 melee (1d4-2 plus poison, bite); Full
Atk +4 melee (1d4-2 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison,
web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort
+2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +11*, Jump -2*, Spot +4*; Weapon
Finesse

Room #3 North Entry Secret (Search DC 25) Locked Stone Door (Open Lock DC 40, break DC 28;
hard 8, 60 hp)
A trap door in the floor leads to a short tunnel beneath the wall

West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Leads to room #24

East Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #10, inhabited by 1 x Basilisk

East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Leads to room #8

South Entry #1 Archway

South Entry #2 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
One-way Door: CR 7; mechanical; Search DC 22; Disable Device DC
22
Leads to room #25

Room Features The floor is covered in perfect hexagonal tiles, Someone has scrawled
"Look to the left" in draconic on the south wall

Monster 2 x Bugbear

Bugbear: CR 2; Medium humanoid (goblinoid); HD 3d8+3; hp 16; Init +1;


Spd 30 ft. (6 squares); AC 17 (+1 dex, +3 natural, +2 leather armor, +1 light
wooden shield), touch 11, flat-footed 16; Base Atk +2; Grp +4; Atk +5
melee (1d8+2, morningstar) or +3 ranged (1d6+2, javelin); Full Atk +5
melee (1d8+2, morningstar) or +3 ranged (1d6+2, javelin); Space/Reach 5
ft./5 ft.; SA -; SQ Darkvision 60 ft., scent; AL CE; SV Fort +2, Ref +4, Will
+1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9
Skills and Feats: Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4;
Alertness, Weapon Focus (morningstar)
Treasure: 200 gp; Divine Scroll (Endure Elements (25 gp), Summon Monster
II (150 gp), Tree Shape (150 gp)) (total 325 gp); hoard total 525 gp

Room #4 North Entry #1 Archway


Leads to room #25

North Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)


Leads to room #8

West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
Leads to room #21, inhabited by 11 x Medium Monstrous Centipede
(vermin)
South Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Hail of Needles: CR 3; mechanical; location trigger; manual reset; Atk
+20 ranged (2d4); Search DC 22; Disable Device DC 22

Room Features The floor is covered in perfect hexagonal tiles, A corroded chain lies in the
east side of the room

Monster 2 x Skum

Skum: CR 2; Medium aberration (aquatic); HD 2d8+2; hp 11; Init +1; Spd 20


ft. (4 squares), swim 40 ft.; AC 13 (+1 dex, +2 natural), touch 11, flat-footed
12; Base Atk +1; Grp +5; Atk +5 melee (2d6+4, bite); Full Atk +5 melee
(2d6+4, bite) and +0 melee (1d4+2, 2 claws); Space/Reach 5 ft./5 ft.; SA
Rake 1d6+2; SQ Darkvision 60 ft., amphibious; AL LE; SV Fort +1, Ref +1,
Will +3; Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6
Skills and Feats: Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim
+12; Alertness

Room #5 North Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

North Entry #2 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

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

South Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Fire Spray: CR 6; magic device; proximity trigger (alarm); no reset; fire
spray (6d6 fire damage, DC 12 Reflex save for half damage); Search
DC 24; Disable Device DC 20
Leads to room #22, inhabited by 5 x Wererat (lycanthrope)

Room Features The floor is covered in square tiles, alternating white and black, The floor
is covered with bones

Room #6 North Entry Archway

West Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)

West Entry #2 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)

South Entry Archway


Leads to room #20

Room Features A faded and torn tapestry hangs from the east wall, A sundered mace lies in
the south-east corner of the room

Room #7 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Leads to room #24

East Entry #1 Archway

East Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Leads to room #25

Room Features Someone has scrawled an incomplete drawing of a fire-breathing dragon on


the south wall, A bloody journal lies in the south side of the room

Room #8 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Leads to room #3, inhabited by 2 x Bugbear
Leads to room #3, inhabited by 2 x Bugbear

West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry #1 Archway


Leads to room #18, inhabited by 7 x 1st Level Warrior Dwarf

East Entry #2 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Leads to room #11, inhabited by 1 x Huge Monstrous Spider (vermin)

South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


Leads to room #4, inhabited by 2 x Skum

Empty

Room #9 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

South Entry #1 Secret (Search DC 20) Trapped and Unlocked Good Wooden Door (hard 5,
15 hp)
The door is concealed within an upright sarcophagus

Electrified Lock: CR 3; magic device; touch trigger; no reset; electric


shock (1d6 electricity damage, DC 12 Reflex save for half damage);
Search DC 22; Disable Device DC 20

South Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Leads to room #15

Room Features Several iron cages are scattered throughout the room, Someone has
scrawled "door, right, right, door" in goblin on the west wall

Room #10 West Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

West Entry #2 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #3, inhabited by 2 x Bugbear

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

South Entry Secret (Search DC 30) Trapped and Unlocked Good Wooden Door (hard 5,
15 hp)
A bookcase and concealed door pivots smoothly

Flame Strike Trap: CR 6; magic device; proximity trigger (detect


magic); automatic reset; spell effect (Flame Strike, 9th level cleric,
9d6 fire, DC 17 Reflex save half damage); Search DC 30; Disable
Device DC 30

Monster 1 x Basilisk

Basilisk: CR 5; Medium magical beast; HD 6d10+12; hp 45; Init -1; Spd 20


ft. (4 squares); AC 16 (-1 dex, +7 natural), touch 9, flat-footed 16; Base Atk
+6; Grp +8; Atk +8 melee (1d8+3, bite); Full Atk +8 melee (1d8+3, bite);
Space/Reach 5 ft./5 ft.; SA Petrifying gaze; SQ Darkvision 60 ft., low-light
vision; AL N; SV Fort +9, Ref +4, Will +3; Str 15, Dex 8, Con 15, Int 2, Wis
12, Cha 11
Skills and Feats: Hide +0*, Listen +7, Spot +7; Alertness, Blind-Fight, Great
Fortitude

Room #11 West Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Leads to room #8
Leads to room #8

South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)


Leads to room #17, inhabited by 1 x Mummy

Room Features A chute descends from the room into the next dungeon level down, The
north and west walls have been engraved with geometric patterns

Monster 1 x Huge Monstrous Spider (vermin)

Huge monstrous spider: CR 5; Huge vermin; HD 8d8+16; hp 52; Init +3; Spd
30 ft. (6 squares), climb 20 ft.; AC 16 (-2 size, +3 dex, +5 natural), touch
11, flat-footed 13; Base Atk +6; Grp +18; Atk +9 melee (2d6+6 plus poison,
bite); Full Atk +9 melee (2d6+6 plus poison, bite); Space/Reach 15 ft./10
ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits;
AL N; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14, Int -, Wis 10,
Cha 2
Skills and Feats: Climb +12, Hide -1*, Jump +4*, Spot +4*; -
Treasure: 3000 cp; hoard total 30 gp

Room #12 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Leads to room #21, inhabited by 11 x Medium Monstrous Centipede
(vermin)

South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)


Leads to room #1, inhabited by 4 x Ethereal Filcher

South Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)

Monster 1 x Basilisk

Basilisk: CR 5; Medium magical beast; HD 6d10+12; hp 45; Init -1; Spd 20


ft. (4 squares); AC 16 (-1 dex, +7 natural), touch 9, flat-footed 16; Base Atk
+6; Grp +8; Atk +8 melee (1d8+3, bite); Full Atk +8 melee (1d8+3, bite);
Space/Reach 5 ft./5 ft.; SA Petrifying gaze; SQ Darkvision 60 ft., low-light
vision; AL N; SV Fort +9, Ref +4, Will +3; Str 15, Dex 8, Con 15, Int 2, Wis
12, Cha 11
Skills and Feats: Hide +0*, Listen +7, Spot +7; Alertness, Blind-Fight, Great
Fortitude

Room #13 North Entry #1 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Arrow Trap: CR 7; mechanical; location trigger; manual reset; Atk +11
ranged (8d6/x3); Search DC 26; Disable Device DC 24
Leads to room #16, inhabited by 3 x Choker

North Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry #1 Archway

South Entry #2 Archway

Room Features A large kiln and coal bin sit in the south-west corner of the room, A
sundered mace lies in the north-east corner of the room

Monster 12 x 1st Level Warrior Svirfneblin (gnome)

1st level warrior svirfneblin: CR 1; Small humanoid (gnome); HD 1d8+4; hp


8; Init +1; Spd 15 ft. in banded mail armor (3 squares); base speed 20 ft.;
AC 23 (+1 size, +1 dex, +4 dodge, +6 banded mail, +1 buckler), touch 16,
flat-footed 18; Base Atk +1; Grp -3; Atk +2 melee (1d4/x4, heavy pick) or
+3 ranged (1d6/19-20, light crossbow); Full Atk +2 melee (1d4/x4, heavy
pick) or +3 ranged (1d6/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA
Spell-like abilities; SQ Gnome traits, svirfneblin traits, spell resistance 12;
AL N; SV Fort +5, Ref +3, Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 11,
AL N; SV Fort +5, Ref +3, Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 11,
Cha 4
Skills and Feats: Hide +2, Listen +2, Spot +2; Toughness
Treasure: 1000 gp; Blue Quartz (10 gp), Chalcedony (20 gp), Hematite (10
gp); hoard total 1040 gp

Room #14 West Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Acid Fog Trap: CR 7; magic device; proximity trigger (alarm);
automatic reset; spell effect (Acid Fog, 11th level wizard, 2d6/round
acid for 11 rounds); Search DC 31; Disable Device DC 31

East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Leads to room #26

Room Features A group of demonic faces have been carved into the west wall, A stone
sarcophagus sits in the north-east corner of the room

Room #15 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Leads to room #9

East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Leads to room #24

South Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)

Room Features Someone has scrawled "The Foxes of Bahyrst looted this place" on the west
wall, The floor is covered with mold

Room #16 South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #2 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Arrow Trap: CR 7; mechanical; location trigger; manual reset; Atk +11
ranged (8d6/x3); Search DC 26; Disable Device DC 24
Leads to room #13, inhabited by 12 x 1st Level Warrior Svirfneblin
(gnome)

Room Features A group of demonic faces have been carved into the north wall, An iron
chandelier hangs from the ceiling in the south-west corner of the room

Monster 3 x Choker

Choker: CR 2; Small aberration; HD 3d8+3; hp 16; Init +6; Spd 20 ft. (4


squares), climb 10 ft.; AC 17 (+1 size, +2 dex, +4 natural), touch 13, flat-
footed 15; Base Atk +2; Grp +5; Atk +6 melee (1d3+3, tentacle); Full Atk +6
melee (1d3+3, 2 tentacles); Space/Reach 5 ft./10 ft.; SA Improved grab,
constrict 1d3+3; SQ Darkvision 60 ft., quickness; AL CE; SV Fort +2, Ref
+5, Will +4; Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7
Skills and Feats: Climb +13, Hide +10, Move Silently +6; Improved
Initiative, Lightning Reflexes, Stealthy
Treasure: 70 gp; hoard total 70 gp

Room #17 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Leads to room #11, inhabited by 1 x Huge Monstrous Spider (vermin)

East Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

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

Room Features Someone has scrawled "The Court of Time shall be lost when sea becomes
sky and the Steel Cup is broken" in dwarvish on the west wall, A pile of
sky and the Steel Cup is broken" in dwarvish on the west wall, A pile of
rotten leather lies in the south-east corner of the room

Monster 1 x Mummy

Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4


squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp
+11; Atk +11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee
(1d6+10 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,
mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits,
vulnerability to fire; AL LE; SV Fort +4, Ref +2, Will +8; Str 24, Dex 10,
Con -, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,
Great Fortitude, Toughness
Treasure: 5000 sp; hoard total 500 gp

Room #18 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

West Entry #2 Archway


Leads to room #8

Monster 7 x 1st Level Warrior Dwarf

1st level warrior dwarf: CR 1/2; Medium humanoid (dwarf); HD 1d8+2; hp 6;


Init +0; Spd 20 ft. in scale mail (4 squares); base speed 20 ft.; AC 16 (+4
scale mail, +2 heavy shield), touch 10, flat-footed 16; Base Atk +1; Grp +2;
Atk +3 melee (1d10+1/x3, dwarven waraxe) or +1 ranged (1d6/x3,
shortbow); Full Atk +3 melee (1d10+1/x3, dwarven waraxe) or +1 ranged
(1d6/x3, shortbow); Space/Reach 5 ft./5 ft.; SA Dwarf traits; SQ Darkvision
60 ft., dwarf traits; AL LG; SV Fort +4*, Ref +0*, Will -1*; Str 13, Dex 11,
Con 14, Int 10, Wis 9, Cha 6
Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft
(stonemasonry) +2, Listen +2, Spot +2; Weapon Focus (dwarven waraxe)
Treasure: 27000 sp; Potion of Eagle's Splendor (300 gp); hoard total 3000
gp

Trap Water-Filled Room: CR 7; mechanical; location trigger; manual reset;


multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset
delay (3 rounds); water; Search DC 20; Disable Device DC 25

Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 20,
break DC 25; hard 5, 20 hp)

Eye Agate (12 gp), Star Ruby (1000 gp); hoard total 1012 gp

Room #19 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

East Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed behind a statue of a demonic sorceress, and
opened by moving her hand

South Entry Archway


Leads to room #23, inhabited by 7 x Darkmantle

Room Features An enchanted pool in the north side of the room restores youth to whomever
drinks from it (but only once), Several square holes are cut into the east
and west walls

Room #20 North Entry Archway


Leads to room #6

West Entry Archway


West Entry Archway

East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #21 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)

West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Leads to room #12, inhabited by 1 x Basilisk

West Entry #2 Secret (Search DC 20) Trapped and Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
The door is concealed behind a statue of an ancient lich, and opened
by pressing runes on his staff
Wide-Mouth Pit Trap: CR 6; mechanical; location trigger; manual reset;
DC 25 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all
targets within a 10 ft. by 10 ft. area); Search DC 26; Disable Device
DC 25

East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
Leads to room #4, inhabited by 2 x Skum

Monster 11 x Medium Monstrous Centipede (vermin)

Medium monstrous centipede: CR 1/2; Medium vermin; HD 1d8; hp 4; Init


+2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (+2 dex, +2 natural), touch
12, flat-footed 12; Base Atk +0; Grp -1; Atk +2 melee (1d6-1 plus poison,
bite); Full Atk +2 melee (1d6-1 plus poison, bite); Space/Reach 5 ft./5 ft.;
SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2,
Will +0; Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +10, Spot +4; Weapon Finesse

Room #22 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Fire Spray: CR 6; magic device; proximity trigger (alarm); no reset; fire
spray (6d6 fire damage, DC 12 Reflex save for half damage); Search
DC 24; Disable Device DC 20
Leads to room #5

East Entry Archway

Room Features A magical mirror on the north wall answers simple questions about the
dungeon (yes/no), A tile labyrinth covers the floor

Monster 5 x Wererat (lycanthrope)

Wererat, human form: CR 2; Medium humanoid (human, shapechanger); HD


1d8+1 plus 1d8+2; hp 12; Init +0; Spd 30 ft. (6 squares); AC 15 (+2 natural,
+2 leather, +1 buckler), touch 10, flat-footed 15; Base Atk +1; Grp +2; Atk
+2 melee (1d6+1/18-20, rapier) or +1 ranged (1d8/19-20, light crossbow);
Full Atk +2 melee (1d6+1/18-20, rapier) or +1 ranged (1d8/19-20, light
crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Alternate form, rat empathy,
low-light vision, scent; AL LE; SV Fort +5, Ref +2, Will +4; Str 13, Dex 11,
Con 12, Int 10, Wis 11, Cha 8
Skills and Feats: Climb +0, Handle Animal +3, Hide +1, Listen +4, Move
Silently +0, Spot +4, Swim +9; Alertness, Dodge, Iron Will, Weapon
Finesse
Wererat, dire rat form: CR 2; Small humanoid (human, shapechanger); HD
1d8+1 plus 1d8+2; hp 12; Init +3; Spd 40 ft. (8 squares), climb 20 ft.; AC 17
(+1 size, +3 dex, +3 natural), touch 14, flat-footed 14; Base Atk +1; Grp -2;
Atk +6 melee (1d4+1 plus disease, bite); Full Atk +6 melee (1d4+1 plus
disease, bite); Space/Reach 5 ft./5 ft.; SA Curse of lycanthropy, disease; SQ
disease, bite); Space/Reach 5 ft./5 ft.; SA Curse of lycanthropy, disease; SQ
Alternate form, rat empathy, damage reduction 10/silver, low-light vision,
scent; AL LE; SV Fort +6, Ref +5, Will +4; Str 13, Dex 17, Con 14, Int 10,
Wis 11, Cha 8
Skills and Feats: Climb +11, Handle Animal +3, Hide +8, Listen +4, Move
Silently +4, Spot +4, Swim +11; (same as human form)
Wererat, hybrid form: CR 2; Medium humanoid (human, shapechanger); HD
1d8+1 plus 1d8+2; hp 12; Init +3; Spd 30 ft. (6 squares); AC 16 (+3 dex, +3
natural), touch 13, flat-footed 13; Base Atk +1; Grp +2; Atk +5 melee
(1d6+1/18-20, rapier) or +4 ranged (1d8/19-20, light crossbow); Full Atk +4
melee (1d6+1/18-20, rapier) and -1 melee (1d6 plus disease, bite) or +4
ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Curse of
lycanthropy, disease; SQ Alternate form, rat empathy, damage reduction
10/silver, low-light vision, scent; AL LE; SV Fort +6, Ref +5, Will +4; Str 13,
Dex 17, Con 14, Int 10, Wis 11, Cha 8
Skills and Feats: Climb +4, Handle Animal +3, Hide +5, Listen +4, Move
Silently +4, Spot +4, Swim +9; (same as human form)
Treasure: Arcane Scroll (Bull's Strength (150 gp)) (total 150 gp), Wand of
Silence (47 of 50 charges) (4230 gp); hoard total 4380 gp

Room #23 North Entry Archway


Leads to room #19

West Entry Unlocked Iron Door (hard 10, 60 hp)

South Entry Archway

Room Features The floor is covered with broken glass, A charred club lies in the west side
of the room

Monster 7 x Darkmantle

Darkmantle: CR 1; Small magical beast; HD 1d10+1; hp 6; Init +4; Spd 20


ft. (4 squares), fly 30 ft. (poor); AC 17 (+1 size, +6 natural), touch 11, flat-
footed 17; Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam); Full Atk +5
melee (1d4+4, slam); Space/Reach 5 ft./5 ft.; SA Darkness, improved grab,
constrict 1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3, Ref +2, Will +0; Str
16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*; Improved Initiative

Room #24 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Leads to room #15

East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Leads to room #3, inhabited by 2 x Bugbear

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Leads to room #7

Empty

Room #25 North Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
One-way Door: CR 7; mechanical; Search DC 22; Disable Device DC
22
Leads to room #3, inhabited by 2 x Bugbear

West Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Leads to room #7

South Entry #1 Archway


Leads to room #4, inhabited by 2 x Skum

South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #26 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)

West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Leads to room #14

Empty

Room #27 North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Leads to room #1, inhabited by 4 x Ethereal Filcher

East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)


Leads to room #28

East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)

South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Empty

Room #28 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Leads to room #27

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

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

Empty

The Hive of Dryali the Possessed


http://donjon.bin.sh/

Some content used under the terms of the Open Gaming License

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