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Level 5
Temperature Cool
Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)
Wandering 1 5 x Bat Swarm, searching for an object stolen from their lair
Monsters
2 2 x Rat Swarm, wielding bizarre eldritch powers
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
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
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 #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
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
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
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)
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 #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Leads to room #25
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 #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)
Empty
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
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
Monster 1 x Basilisk
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)
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
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)
Monster 1 x Basilisk
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)
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
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
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
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)
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
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
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
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
Room Features A magical mirror on the north wall answers simple questions about the
dungeon (yes/no), A tile labyrinth covers the floor
Room Features The floor is covered with broken glass, A charred club lies in the west side
of the room
Monster 7 x Darkmantle
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 #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 #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
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