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17/11/2019 donjon; The Dread Shrine of Gino

The Dread Shrine of Gino


Level 10

General Dungeon Walls Masonry (Climb DC 20)


Dungeon Floor Uneven Flagstone (Balance DC 10 to
charge or run) (dense rubble, move at
half speed, +5 to Balance and Tumble
DC, +2 to Move Silently DC)

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Temperature Warm
Illumination Dark (individual creatures may carry
lights)

Corridors a Skeletons hang from chains and


manacles against the walls
c A group of demonic faces have been
carved into the walls
e Poisoned Scythe Blade: CR 11;
mechanical; location trigger; manual
reset; Atk +16 melee (12d6/19-20 plus
poison); multiple targets (all targets in a
5 ft. radius arc); poison (purple worm
poison [injury, Fort DC 24, 1d6 Str/2d6
Str]); Search DC 28; Disable Device DC
26
i A briny odor fills the corridor
m Someone has scrawled "The Order of
the Wand killed nine orcs here" here
n A shallow pool of water covers the floor
r A large demonic idol with ruby eyes sits
in an alcove here
s Rusting iron spikes line the walls
u A chute falls into the corridor from
above
v Poisoned Arrow Turret: CR 11;
mechanical; location trigger; duration 6
rounds; manual reset; Atk +14 ranged
(4d6/x3 plus poison); poison (purple
worm poison [injury, Fort DC 24, 1d6
Str/2d6 Str]); Search DC 28; Disable
Device DC 26
w The walls here have been engraved with
glowing symbols
x Someone has scrawled "It's a trap" here
z A group of demonic faces have been
carved into the walls

Wandering 1 7 x Shadow, wandering senselessly


Monsters 2 15 x Wight, bloodied and fleeing a more
powerful enemy
3 1 x Stone Golem, actively patrolling their
territory
4 4 x Flesh Golem, lost and desperate
5 8 x Troll, wielding bizarre eldritch
powers
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6 11 x Wight, hunting for food

Room #1 South Entry #1 Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
South Entry #2 Secret (Search DC 30) Unlocked Strong
Wooden Door (hard 5, 20 hp)
Ⓢ The door is located several feet
above the floor and concealed
behind an area of mould

Monster 4 x Spectre

Spectre: CR 7; Medium undead


(incorporeal); HD 7d12; hp 45; Init +7;
Spd 40 ft. (8 squares), fly 80 ft.
(perfect); AC 15 (+3 dex, +2 deflection),
touch 15, flat-footed 13; Base Atk +3;
Grp -; Atk +6 melee (1d8 plus energy
drain, incorporeal touch); Full Atk +6
melee (1d8 plus energy drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, sunlight powerlessness,
undead traits, unnatural aura; AL LE; SV
Fort +2, Ref +5, Will +7; Str -, Dex 16,
Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate
+12, Knowledge (religion) +12, Listen
+14, Search +12, Spot +14, Survival +2
(+4 following tracks); Alertness, Blind-
Fight, Improved Initiative

Room #2 West Entry #1 Stuck Good Wooden Door (break DC 18;


hard 5, 15 hp)
West Entry #2 Archway
West Entry #3 Locked Iron Door (Open Lock DC 25,
break DC 28; hard 10, 60 hp)
→ Leads to room #20
West Entry #4 Locked Simple Wooden Door (Open
Lock DC 40, break DC 15; hard 5, 10 hp)
East Entry Trapped and Unlocked Strong Wooden
Door (hard 5, 20 hp) (slides down, +1 to
break DC)
Ⓣ Thunderstone Mine: CR 11; magic
device; location trigger; no reset;
thunder blast (10d6 sonic damage,
DC 18 Fort save for half damage);
multiple targets (all targets in a 10

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ft. radius burst); Search DC 26;


Disable Device DC 26

Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD


15d8+75; hp 142; Init -1; Spd 30 ft. in
half-plate armor (6 squares); base
speed 40 ft.; AC 23 (-1 size, -1 dex, +8
natural, +7 half-plate armor), touch 8,
flat-footed 23; Base Atk +11; Grp +25;
Atk +20 melee (3d6+15, greatsword) or
+20 melee (1d4+10, slam) or +10 ranged
(2d6+10 plus 2d6 fire, rock); Full Atk
+20 /+15/+10 melee (3d6+15,
greatsword) or +20 melee (1d4+10, 2
slams) or +10 ranged (2d6+10 plus 2d6
fire, rock); Space/Reach 10 ft./10 ft.; SA
Rock throwing; SQ Immunity to fire,
low-light vision, rock catching,
vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int
10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any
one) +6, Intimidate +6, Jump +9, Spot
+14; Cleave, Great Cleave, Improved
Overrun, Improved Sunder, Iron Will,
Power Attack
Treasure: 1200 gp; Divine Scroll
(Blindness/Deafness (375 gp),
Contagion (375 gp), Dominate Animal
(375 gp), Magic Circle against
Chaos/Evil/Good/Law (375 gp)) (total
1500 gp); hoard total 2700 gp
Trap Animated Net Trap: CR 12; mechanical;
location trigger; manual reset; Atk +12
ranged (grappled, Escape Artist DC 28
to escape); multiple targets (all targets
in a 10 ft. square area); Search DC 26;
Disable Device DC 28
Hidden Treasure Trapped and Locked Strong Wooden
Chest (Open Lock DC 25, break DC 25;
hard 5, 20 hp)
Symbol of Petrification: CR 12; magic
device; proximity trigger (alarm); no
reset; petrification (petrified, DC 18 Fort
save negates); multiple targets (all
targets in a 10 ft. radius burst); Search
DC 28; Disable Device DC 28

1100 gp; Fine Steel Staff set with Jet


(1200 gp), Rabbit Fur bound Book
(blank) (130 gp), Silver Pearl Dice (pair)
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set with Carnelian (900 gp); Arcane


Scroll (Invisibility (150 gp), See
Invisibility (150 gp), Daylight (525 gp))
(Unreliable curse) (total 825 gp),
Buckler (Medium) (+1 shield)
(inscription provides clue to function)
(1165 gp), Wand of Color Spray (50 of
50 charges) (750 gp); hoard total 6070
gp

Room #3 West Entry #1 Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
West Entry #2 Trapped and Unlocked Iron Door (hard
10, 60 hp)
Ⓣ Dropping Ceiling: CR 9; mechanical;
location trigger; repair reset; ceiling
moves down (12d6, crush);
multiple targets (all targets in a 10
ft. by 10 ft. room); never miss;
onset delay (1 round); Search DC
20; Disable Device DC 16
→ Leads to room #18
South Entry Archway
→ Leads to room #35

Room Features A tile mosaic of vile acts covers the floor,


and a fountain decorated with five
water-breathing dragon heads sits in
the north-west corner of the room
Monster 11 x Wight

Wight: CR 3; Medium undead; HD 4d12;


hp 26; Init +1; Spd 30 ft. (6 squares); AC
15 (+1 dex, +4 natural), touch 11, flat-
footed 14; Base Atk +2; Grp +3; Atk +3
melee (1d4+1 plus energy drain, slam);
Full Atk +3 melee (1d4+1 plus energy
drain, slam); Space/Reach 5 ft./5 ft.; SA
Create spawn, energy drain; SQ
Darkvision 60 ft., undead traits; AL LE;
SV Fort +1, Ref +2, Will +5; Str 12, Dex
12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7,
Move Silently +16, Spot +7; Alertness,
Blind-Fight

Room #4 East Entry Trapped and Locked Iron Door (Open


Lock DC 20, break DC 28; hard 10, 60
hp)

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Ⓣ Ice Dart Trap: CR 11; magic device;


proximity trigger (alarm); no reset;
Atk +14 ranged (12d6 cold); Search
DC 28; Disable Device DC 28
South Entry Archway
→ Leads to room #22, inhabited by 5 x
Drider

Room Features A stream of oil flows along a channel in


the floor, and someone has scrawled
"I'd rather be at the Thirsty Pirate" on
the east wall

Room #5 East Entry Archway


→ Leads to room #6
South Entry Secret (Search DC 25) Locked Simple
Wooden Door (Open Lock DC 25, break
DC 15; hard 5, 10 hp)
Ⓢ A bookcase and concealed door
pivots smoothly
→ Leads to room #23, inhabited by 4 x
Flesh Golem

Room Features A ruined siege weapon sits in the north


side of the room, and a pile of wax blobs
lies in the south-east corner of the room
Monster 8 x Wraith

Wraith: CR 5; Medium undead


(incorporeal); HD 5d12; hp 32; Init +7;
Spd Fly 60 ft. (good) (12 squares); AC 15
(+3 dex, +2 deflection), touch 15, flat-
footed 12; Base Atk +2; Grp -; Atk +5
melee (1d4 plus 1d6 Constitution drain,
incorporeal touch); Full Atk +5 melee
(1d4 plus 1d6 Constitution drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight
powerlessness, incorporeal traits, +2
turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref
+4, Will +6; Str -, Dex 16, Con -, Int 14,
Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide
+11, Intimidate +10, Listen +12, Search
+10, Sense Motive +8, Spot +12, Survival
+2 (+4 following tracks); Alertness,
Blind-Fight, Combat Reflexes, Improved
Initiative

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Room #6 West Entry Archway


→ Leads to room #5, inhabited by 8 x
Wraith
East Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #7

Room Features Spirals of green stones cover the floor,


and someone has scrawled "Sharpen
thy spear and ready thy shield" on the
east wall

Room #7 West Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #6
South Entry #1 Archway
→ Leads to room #36, inhabited by 5 x
Flesh Golem
South Entry #2 Secret (Search DC 25) Locked Iron Door
(Open Lock DC 40, break DC 28; hard
10, 60 hp)
Ⓢ The door is concealed behind a
statue of a terrified maiden, and
opened by breaking her neck
→ Leads to room #37
South Entry #3 Locked Strong Wooden Door (Open
Lock DC 40, break DC 25; hard 5, 20
hp)
→ Leads to room #38

Empty

Room #8 East Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
South Entry Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Poisoned Spiked Pit Trap: CR 10;
mechanical; location trigger;
manual reset; hidden lock bypass
(Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft.
deep (5d6, fall); multiple targets
(first target in each of two adjacent
5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(purple worm poison [injury, Fort

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DC 24, 1d6 Str/2d6 Str]); Search


DC 16; Disable Device DC 25
→ Leads to room #26

Empty

Room #9 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 #10
South Entry Locked Stone Door (Open Lock DC 25,
break DC 28; hard 8, 60 hp)
→ Leads to room #29, inhabited by 6 x
Troglodyte and 10 x Monitor Lizard

Monster 5 x Spectre

Spectre: CR 7; Medium undead


(incorporeal); HD 7d12; hp 45; Init +7;
Spd 40 ft. (8 squares), fly 80 ft.
(perfect); AC 15 (+3 dex, +2 deflection),
touch 15, flat-footed 13; Base Atk +3;
Grp -; Atk +6 melee (1d8 plus energy
drain, incorporeal touch); Full Atk +6
melee (1d8 plus energy drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, sunlight powerlessness,
undead traits, unnatural aura; AL LE; SV
Fort +2, Ref +5, Will +7; Str -, Dex 16,
Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate
+12, Knowledge (religion) +12, Listen
+14, Search +12, Spot +14, Survival +2
(+4 following tracks); Alertness, Blind-
Fight, Improved Initiative

Room #10 West Entry #1 Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #9, inhabited by 5 x
Spectre
West Entry #2 Locked Strong Wooden Door (Open
Lock DC 30, break DC 25; hard 5, 20 hp)
→ Leads to room #30
East Entry #1 Trapped and Unlocked Stone Door (hard
8, 60 hp)

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Ⓣ Electrified Lock: CR 12; magic


device; touch trigger; no reset;
electric shock (10d6 electricity
damage, DC 18 Reflex save for half
damage); Search DC 26; Disable
Device DC 24
→ Leads to room #11
East Entry #2 Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #31
South Entry Secret (Search DC 30) Locked Strong
Wooden Door (Open Lock DC 20, break
DC 25; hard 5, 20 hp) (slides down, +1
to break DC)
Ⓢ The door is concealed within a
horrific torture device
→ Leads to room #45, inhabited by 8 x
Grick

Empty

Room #11 West Entry Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Electrified Lock: CR 12; magic
device; touch trigger; no reset;
electric shock (10d6 electricity
damage, DC 18 Reflex save for half
damage); Search DC 26; Disable
Device DC 24
→ Leads to room #10
East Entry Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp) (stuck, +2 to lift DC)

Empty

Room #12 East Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #13, inhabited by 9 x
Shadow
South Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
South Entry #2 Archway

Hidden Treasure Hidden (Search DC 20) Locked Simple


Wooden Chest (Open Lock DC 25, break
DC 15; hard 5, 10 hp)

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Arcane Scroll (Minor Image (150 gp))


(Drawback curse) (total 150 gp), Potion
of Endure Elements (50 gp), Potion of
Jump (50 gp); hoard total 250 gp

Room #13 West Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #12
East Entry #1 Unlocked Simple Wooden Door (hard 5,
10 hp)
East Entry #2 Trapped and Locked Strong Wooden
Door (Open Lock DC 25, break DC 25;
hard 5, 20 hp)
Ⓣ Deathblade Wall Scythe: CR 8;
mechanical; touch trigger; manual
reset; Atk +16 melee (2d4+8 plus
poison, scythe); poison
(deathblade [injury, Fort DC 20,
1d6 Con/2d6 Con]); Search DC 24;
Disable Device DC 19
East Entry #3 Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #32, inhabited by 4 x
Phasm

Room Features A large demonic idol with ruby eyes sits


in the center of the room, and several
monstrous corpses are scattered
throughout the room
Monster 9 x Shadow

Shadow: CR 3; Medium undead


(incorporeal); HD 3d12; hp 19; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 13
(+2 dex, +1 deflection), touch 13, flat-
footed 11; Base Atk +1; Grp -; Atk +3
melee (1d6 Str, incorporeal touch); Full
Atk +3 melee (1d6 Str, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA
Create spawn, strength damage; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, undead traits; AL CE;
SV Fort +1, Ref +3, Will +4; Str -, Dex 14,
Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7,
Search +4, Spot +7; Alertness, Dodge

Room #14 West Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
East Entry #1 Trapped and Stuck Iron Door (break DC
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28; hard 10, 60 hp)


Ⓣ One-way Door: CR 12; mechanical;
Search DC 24; Disable Device DC
26
East Entry #2 Archway

Room Features Several alcoves are cut into the walls,


and a dagger hilt lies in the north-east
corner of the room

Room #15 East Entry #1 Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
East Entry #2 Secret (Search DC 30) Locked Good
Wooden Door (Open Lock DC 40, break
DC 18; hard 5, 15 hp)
Ⓢ The door is located above a small
stone dais and concealed within a
mosaic of geometric patterns
→ Leads to room #27
South Entry #1 Unlocked Good Wooden Door (hard 5,
15 hp) (slides to one side, +1 to break
DC)
→ Leads to room #33, inhabited by 18 x
Shadow
South Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)

Empty

Room #16 West Entry Locked Good Wooden Door (Open Lock
DC 30, break DC 18; hard 5, 15 hp)
East Entry Trapped and Locked Iron Door (Open
Lock DC 40, break DC 28; hard 10, 60
hp)
Ⓣ Earthmaw Trap: CR 9; magic device;
location trigger; no reset;
earthmaw (7d6 damage, DC 16
Reflex save for half damage);
Search DC 24; Disable Device DC
24
South Entry #1 Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #27
South Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #28

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Room Features A circle of tall stones stands in the east


side of the room, and someone has
scrawled "You cannot kill it with
swords" in draconic script on the north
wall
Monster 5 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: 150 gp; Black Pearl (600 gp),
White Pearl (100 gp), Zircon (30 gp);
hoard total 880 gp

Room #17 West Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp) (slides to one side, +1
to break DC)
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)

Room Features Someone has scrawled "Explosive


runes" in draconic script on the north
wall, and a corroded iron key hangs
from a hook on the east wall
Monster 10 x Wraith

Wraith: CR 5; Medium undead


(incorporeal); HD 5d12; hp 32; Init +7;
Spd Fly 60 ft. (good) (12 squares); AC 15
(+3 dex, +2 deflection), touch 15, flat-
footed 12; Base Atk +2; Grp -; Atk +5
melee (1d4 plus 1d6 Constitution drain,
incorporeal touch); Full Atk +5 melee
(1d4 plus 1d6 Constitution drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight
powerlessness, incorporeal traits, +2
turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref

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+4, Will +6; Str -, Dex 16, Con -, Int 14,


Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide
+11, Intimidate +10, Listen +12, Search
+10, Sense Motive +8, Spot +12, Survival
+2 (+4 following tracks); Alertness,
Blind-Fight, Combat Reflexes, Improved
Initiative

Room #18 East Entry Trapped and Unlocked Iron Door (hard
10, 60 hp)
Ⓣ Dropping Ceiling: CR 9; mechanical;
location trigger; repair reset; ceiling
moves down (12d6, crush);
multiple targets (all targets in a 10
ft. by 10 ft. room); never miss;
onset delay (1 round); Search DC
20; Disable Device DC 16
→ Leads to room #3, inhabited by 11 x
Wight
South Entry Secret (Search DC 30) Stuck Stone
Door (break DC 28; hard 8, 60 hp)
(slides to one side, +1 to break DC)
Ⓢ The door is opened by standing on a
small floor tile
→ Leads to room #48

Room Features Someone has scrawled "The Legion of


the Jade Falcon looted this place" on the
west wall, and quicksilver drips from the
ceiling in the north-east corner of the
room
Trap Wide-Mouth Spiked Pit with Poisoned
Spikes: CR 9; mechanical; location
trigger; manual reset; hidden lock
bypass (Search DC 25, Open Lock DC
30); DC 20 Reflex save avoids; 70 ft.
deep (7d6, fall); multiple targets (all
targets within a 10 ft. by 10 ft. area); pit
spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 plus poison each);
poison (giant wasp poison [injury, Fort
DC 18, 1d6 Dex/1d6 Dex]); Search DC
20; Disable Device DC 20

Room #19 North Entry Locked Stone Door (Open Lock DC 40,
break DC 28; hard 8, 60 hp) (slides up,
+2 to break DC)
East Entry Trapped and Unlocked Strong Wooden
Door (hard 5, 20 hp)
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Ⓣ One-way Door: CR 12; mechanical;


Search DC 24; Disable Device DC
24
→ Leads to room #23, inhabited by 4 x
Flesh Golem
South Entry Stuck Stone Door (break DC 28; hard 8,
60 hp)

Empty

Room #20 East Entry Locked Iron Door (Open Lock DC 25,
break DC 28; hard 10, 60 hp)
→ Leads to room #2, inhabited by 1 x
Fire Giant
South Entry #1 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #34, inhabited by 10 x
Ogre
South Entry #2 Secret (Search DC 25) Stuck Simple
Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ The door is concealed within an
upright sarcophagus

Room Features A fountain decorated with five water-


breathing dragon heads sits in the east
side of the room, and someone has
scrawled "The thief will betray you" on
the north wall

Room #21 East Entry #1 Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #22, inhabited by 5 x
Drider
East Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)

Room Features A cube of solid stone stands in the


north-east corner of the room, and a
corroded holy symbol lies in the north-
east corner of the room

Room #22 North Entry #1 Archway


→ Leads to room #4
North Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
West Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
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→ Leads to room #21


South Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #43, inhabited by 1 x
Frost Giant

Room Features A ladder ascends to a balcony hanging


from the west wall, and a warped spear
lies in the south-east corner of the room
Monster 5 x Drider

Drider: CR 7; Large aberration; HD


6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2
dex, +6 natural), touch 11, flat-footed
15; Base Atk +4; Grp +10; Atk +5 melee
(1d6+2/19-20, dagger) or +6 melee
(1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee
(1d6+2/19-20, 1d6+1/19-20, 2 daggers)
and +1 melee (1d4+1 plus poison, bite)
or +5 ranged (1d8/x3, shortbow);
Space/Reach 10 ft./5 ft.; SA Spells, spell-
like abilities, poison; SQ Darkvision 60
ft., spell resistance 17; AL CE; SV Fort
+5, Ref +4, Will +8; Str 15, Dex 15, Con
16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14,
Concentration +9, Hide +10, Listen +9,
Move Silently +12, Spot +9; Combat
Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Treasure: 2400 gp; Bloodstone (40 gp),
Deep Green Spinel (90 gp), Red Garnet
(120 gp); Rod of Metal and Mineral
Detection (10500 gp) (inscription
provides clue to function); hoard total
13150 gp

Room #23 North Entry Secret (Search DC 25) Locked Simple


Wooden Door (Open Lock DC 25, break
DC 15; hard 5, 10 hp)
Ⓢ A bookcase and concealed door
pivots smoothly
→ Leads to room #5, inhabited by 8 x
Wraith
West Entry Trapped and Unlocked Strong Wooden
Door (hard 5, 20 hp)
Ⓣ One-way Door: CR 12; mechanical;
Search DC 24; Disable Device DC
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24
→ Leads to room #19
East Entry #1 Trapped and Locked Simple Wooden
Door (Open Lock DC 25, break DC 15;
hard 5, 10 hp)
Ⓣ Contact Poison: CR 12; mechanical;
touch trigger, no reset; contact
poison (nitharit [contact, Fort DC
13, 0/3d6 Con]); Search DC 24;
Disable Device DC 28
→ Leads to room #24, inhabited by 9 x
Doppelganger
East Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #44
South Entry Archway
→ Leads to room #50

Room Features The floor is covered in perfect hexagonal


tiles, and several adventurer corpses are
scattered throughout the room
Monster 4 x Flesh Golem

Flesh golem: CR 7; Large construct; HD


9d10+30; hp 79; Init -1; Spd 30 ft. (6
squares); AC 18 (-1 size, -1 dex, +10
natural), touch 8, flat-footed 18; Base
Atk +6; Grp +15; Atk +10 melee (2d8+5,
slam); Full Atk +10 melee (2d8+5, 2
slams); Space/Reach 10 ft./10 ft.; SA
Berserk; SQ Construct traits, damage
reduction 5/adamantine, darkvision 60
ft., immunity to magic, low-light vision;
AL N; SV Fort +3, Ref +2, Will +3; Str 21,
Dex 9, Con -, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #24 West Entry Trapped and Locked Simple Wooden


Door (Open Lock DC 25, break DC 15;
hard 5, 10 hp)
Ⓣ Contact Poison: CR 12; mechanical;
touch trigger, no reset; contact
poison (nitharit [contact, Fort DC
13, 0/3d6 Con]); Search DC 24;
Disable Device DC 28
→ Leads to room #23, inhabited by 4 x
Flesh Golem
East Entry #1 Archway

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East Entry #2 Stuck Good Wooden Door (break DC 18;


hard 5, 15 hp)
→ Leads to room #36, inhabited by 5 x
Flesh Golem
South Entry #1 Trapped and Locked Stone Door (Open
Lock DC 40, break DC 28; hard 8, 60
hp)
Ⓣ One-way Door: CR 12; mechanical;
Search DC 24; Disable Device DC
28
→ Leads to room #44
South Entry #2 Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)

Monster 9 x Doppelganger

Doppelganger: CR 3; Medium
monstrous humanoid (shapechanger);
HD 4d8+4; hp 22; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural),
touch 11, flat-footed 14; Base Atk +4;
Grp +5; Atk +5 melee (1d6+1, slam); Full
Atk +5 melee (1d6+1, slam);
Space/Reach 5 ft./5 ft.; SA Detect
thoughts; SQ Change shape, immunity
to sleep and charm effects; AL N; SV
Fort +4, Ref +5, Will +6; Str 12, Dex 13,
Con 12, Int 13, Wis 14, Cha 13
Skills and Feats: Bluff +10*, Diplomacy
+3, Disguise +9* (+11 acting), Intimidate
+3, Listen +6, Sense Motive +6, Spot +6;
Dodge, Great Fortitude
Treasure: 3200 gp; Jade (110 gp); hoard
total 3310 gp

Room #25 East Entry Trapped and Locked Simple Wooden


Door (Open Lock DC 40, break DC 15;
hard 5, 10 hp)
Ⓣ Contact Poison: CR 10; mechanical;
touch trigger, no reset; contact
poison (nitharit [contact, Fort DC
13, 0/3d6 Con]); Search DC 26;
Disable Device DC 28
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #31

Monster 4 x Phasm

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Phasm: CR 7; Medium aberration


(shapechanger); HD 15d8+30; hp 97;
Init +6; Spd 30 ft. (6 squares); AC 17 (+2
dex, +5 natural), touch 12, flat-footed
15; Base Atk +11; Grp +12; Atk +12 melee
(1d3+1, slam); Full Atk +12 melee (1d3+1,
slam); Space/Reach 5 ft./5 ft.; SA -; SQ
Alternate form, amorphous, resilient,
scent, telepathy 100 ft., tremorsense 60
ft.; AL CN; SV Fort +11, Ref +11, Will +11;
Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha
14
Skills and Feats: Bluff +20, Climb +7,
Craft (any one) +12, Diplomacy +12,
Disguise +20 (+22 acting)*, Intimidate
+4, Knowledge (any one) +18, Listen
+12, Spot +12, Survival +8; Alertness,
Blind-Fight, Combat Reflexes, Dodge,
Improved Initiative, Mobility
Treasure: Alexandrite (500 gp), Emerald
(1300 gp), Lapis Lazuli (8 gp), Smoky
Quartz (70 gp); hoard total 1878 gp

Room #26 North Entry Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Poisoned Spiked Pit Trap: CR 10;
mechanical; location trigger;
manual reset; hidden lock bypass
(Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft.
deep (5d6, fall); multiple targets
(first target in each of two adjacent
5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(purple worm poison [injury, Fort
DC 24, 1d6 Str/2d6 Str]); Search
DC 16; Disable Device DC 25
→ Leads to room #8
East Entry Archway
→ Leads to room #29, inhabited by 6 x
Troglodyte and 10 x Monitor Lizard
South Entry Trapped and Stuck Good Wooden Door
(break DC 18; hard 5, 15 hp)
Ⓣ Wide-Mouth Pit Trap: CR 9;
mechanical; location trigger;
manual reset; DC 25 Reflex save
avoids; 100 ft. deep (10d6, fall);
multiple targets (all targets within a

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10 ft. by 10 ft. area); Search DC 25;


Disable Device DC 25
→ Leads to room #39

Empty

Room #27 North Entry Unlocked Strong Wooden Door (hard 5,


20 hp)
→ Leads to room #16, inhabited by 5 x
Huge Monstrous Spider
West Entry #1 Secret (Search DC 30) Locked Good
Wooden Door (Open Lock DC 40, break
DC 18; hard 5, 15 hp)
Ⓢ The door is located above a small
stone dais and concealed within a
mosaic of geometric patterns
→ Leads to room #15
West Entry #2 Secret (Search DC 25) Stuck Good
Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ A bookcase and concealed door
pivots smoothly

Hidden Treasure Locked Simple Wooden Chest (Open


Lock DC 20, break DC 15; hard 5, 10 hp)

15000 sp; Bloodstone (40 gp), Blue


Star Sapphire (900 gp), Citrine (60 gp),
Deep Blue Spinel (600 gp), Golden
Pearl (110 gp), Golden Pearl (120 gp),
Red-brown Spinel (90 gp); hoard total
3420 gp

Room #28 North Entry #1 Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
→ Leads to room #16, inhabited by 5 x
Huge Monstrous Spider
North Entry #2 Unlocked Strong Wooden Door (hard 5,
20 hp) (slides down, +1 to break DC)

Room Features Part of the west wall has collapsed into


the room, and lit candles are scattered
across the floor

Room #29 North Entry #1 Locked Good Wooden Door (Open Lock
DC 40, break DC 18; hard 5, 15 hp)
North Entry #2 Locked Stone Door (Open Lock DC 25,
break DC 28; hard 8, 60 hp)

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→ Leads to room #9, inhabited by 5 x


Spectre
West Entry #1 Archway
→ Leads to room #26
West Entry #2 Trapped and Unlocked Good Wooden
Door (hard 5, 15 hp)
Ⓣ Wide-Mouth Spiked Pit with
Poisoned Spikes: CR 9; mechanical;
location trigger; manual reset;
hidden lock bypass (Search DC 25,
Open Lock DC 30); DC 20 Reflex
save avoids; 70 ft. deep (7d6, fall);
multiple targets (all targets within a
10 ft. by 10 ft. area); pit spikes (Atk
+10 melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(giant wasp poison [injury, Fort DC
18, 1d6 Dex/1d6 Dex]); Search DC
20; Disable Device DC 20
→ Leads to room #39
East Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #51, inhabited by 1 x
Clay Golem
South Entry Archway
→ Leads to room #62

Room Features A stream of water flows along a channel


in the floor, and a whistling noise fills
the room
Monster 6 x Troglodyte and 10 x Monitor Lizard
(animal)

Troglodyte: CR 1; Medium humanoid


(reptilian); HD 2d8+4; hp 13; Init -1; Spd
30 ft. (6 squares); AC 15 (-1 dex, +6
natural), touch 9, flat-footed 15; Base
Atk +1; Grp +1; Atk +1 melee (1d6, club)
or +1 melee (1d4, claw) or +1 ranged
(1d6, javelin); Full Atk +1 melee (1d6,
club) and -1 melee (1d4, claw) and -1
melee (1d4, bite) or +1 melee (1d4, 2
claws) and -1 melee (1d4, bite) or +1
ranged (1d6, javelin); Space/Reach 5
ft./5 ft.; SA Stench; SQ Darkvision 90
ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str
10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3;
Multiattack, Weapon Focus (javelin)

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Treasure: 2500 sp; Potion of Enlarge


Person (250 gp), Potion of Lesser
Restoration (300 gp); hoard total 800
gp

Monitor lizard: CR 2; Medium animal;


HD 3d8+9; hp 22; Init +2; Spd 30 ft. (6
squares), swim 30 ft.; AC 15 (+2 dex, +3
natural), touch 12, flat-footed 13; Base
Atk +2; Grp +5; Atk +5 melee (1d8+4,
bite); Full Atk +5 melee (1d8+4, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Low-
light vision; AL N; SV Fort +8, Ref +5,
Will +2; Str 17, Dex 15, Con 17, Int 1, Wis
12, Cha 2
Skills and Feats: Climb +7, Hide +6*,
Listen +4, Move Silently +6, Spot +4,
Swim +11; Alertness, Great Fortitude

Room #30 East Entry #1 Locked Strong Wooden Door (Open


Lock DC 30, break DC 25; hard 5, 20 hp)
→ Leads to room #10
East Entry #2 Secret (Search DC 25) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within the
mouth of a gargantuan skull carved
from stone
Ⓣ Wide-Mouth Pit Trap: CR 9;
mechanical; location trigger;
manual reset; DC 25 Reflex save
avoids; 100 ft. deep (10d6, fall);
multiple targets (all targets within a
10 ft. by 10 ft. area); Search DC 25;
Disable Device DC 25
→ Leads to room #45, inhabited by 8 x
Grick
South Entry Trapped and Unlocked Strong Wooden
Door (hard 5, 20 hp)
Ⓣ Acid Spray: CR 11; magic device;
proximity trigger (alarm); no reset;
acid spray (11d6 acid damage, DC 18
Reflex save for half damage);
Search DC 24; Disable Device DC
26
→ Leads to room #51, inhabited by 1 x
Clay Golem

Empty

Room #31 North Entry Stuck Simple Wooden Door (break DC


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13; hard 5, 10 hp)


→ Leads to room #25, inhabited by 4 x
Phasm
West Entry #1 Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #10
West Entry #2 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #45, inhabited by 8 x
Grick
East Entry Trapped and Unlocked Simple Wooden
Door (hard 5, 10 hp)
Ⓣ Fire Spray: CR 12; magic device;
proximity trigger (alarm); no reset;
fire spray (12d6 fire damage, DC 14
Reflex save for half damage);
Search DC 26; Disable Device DC
26

Empty

Room #32 West Entry Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #13, inhabited by 9 x
Shadow
East Entry Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #33, inhabited by 18 x
Shadow

Monster 4 x Phasm

Phasm: CR 7; Medium aberration


(shapechanger); HD 15d8+30; hp 97;
Init +6; Spd 30 ft. (6 squares); AC 17 (+2
dex, +5 natural), touch 12, flat-footed
15; Base Atk +11; Grp +12; Atk +12 melee
(1d3+1, slam); Full Atk +12 melee (1d3+1,
slam); Space/Reach 5 ft./5 ft.; SA -; SQ
Alternate form, amorphous, resilient,
scent, telepathy 100 ft., tremorsense 60
ft.; AL CN; SV Fort +11, Ref +11, Will +11;
Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha
14
Skills and Feats: Bluff +20, Climb +7,
Craft (any one) +12, Diplomacy +12,
Disguise +20 (+22 acting)*, Intimidate
+4, Knowledge (any one) +18, Listen
+12, Spot +12, Survival +8; Alertness,
Blind-Fight, Combat Reflexes, Dodge,
Improved Initiative, Mobility

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Treasure: 2200 gp; Moonstone (50 gp),


Onyx (60 gp); Arcane Scroll (Detect
Undead (25 gp)) (total 25 gp); hoard
total 2335 gp

Room #33 North Entry Unlocked Good Wooden Door (hard 5,


15 hp) (slides to one side, +1 to break
DC)
→ Leads to room #15
West Entry #1 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #32, inhabited by 4 x
Phasm
West Entry #2 Secret (Search DC 30) Stuck Strong
Wooden Door (break DC 23; hard 5, 20
hp)
Ⓢ The door is located above a small
stone dais and concealed behind an
area of slime
East Entry Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #47

Monster 18 x Shadow

Shadow: CR 3; Medium undead


(incorporeal); HD 3d12; hp 19; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 13
(+2 dex, +1 deflection), touch 13, flat-
footed 11; Base Atk +1; Grp -; Atk +3
melee (1d6 Str, incorporeal touch); Full
Atk +3 melee (1d6 Str, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA
Create spawn, strength damage; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, undead traits; AL CE;
SV Fort +1, Ref +3, Will +4; Str -, Dex 14,
Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7,
Search +4, Spot +7; Alertness, Dodge

Room #34 North Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #20
East Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #41, inhabited by 3 x
Aboleth

Monster 10 x Ogre
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Ogre: CR 3; Large giant; HD 4d8+11; hp


29; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 16 (-1
size, -1 dex, +5 natural, +3 hide armor),
touch 8, flat-footed 16; Base Atk +3; Grp
+12; Atk +8 melee (2d8+7, greatclub) or
+1 ranged (1d8+5, javelin); Full Atk +8
melee (2d8+7, greatclub) or +1 ranged
(1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light
vision; AL CE; SV Fort +6, Ref +0, Will
+1; Str 21, Dex 8, Con 15, Int 6, Wis 10,
Cha 7
Skills and Feats: Climb +5, Listen +2,
Spot +2; Toughness, Weapon Focus
(greatclub)
Treasure: 1200 gp; Brass Cloth Gown
(900 gp), Carved Ivory Drinking Horn
set with Alexandrite (5000 gp); hoard
total 7100 gp
Hidden Treasure Hidden (Search DC 20) Unlocked
Strong Wooden Chest (hard 5, 20 hp)

1900 gp; Alexandrite (400 gp), Black


Opal (1100 gp), Lapis Lazuli (10 gp), Red
Garnet (90 gp), Sardonyx (60 gp),
Violet Garnet (700 gp), Violet Garnet
(800 gp); Dwarven Waraxe (Small) (+1
weapon, Merciful) (8330 gp); hoard
total 13390 gp

Room #35 North Entry Archway


→ Leads to room #3, inhabited by 11 x
Wight
East Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #49
South Entry Secret (Search DC 25) Stuck Simple
Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ The door is located above a small
stone dais and concealed behind a
pile of skulls
→ Leads to room #70, inhabited by 2 x
Spectre

Empty

Room #36 North Entry Archway

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→ Leads to room #7
West Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #24, inhabited by 9 x
Doppelganger
South Entry Secret (Search DC 20) Stuck Good
Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ The door is concealed within an
upright sarcophagus
→ Leads to room #60

Monster 5 x Flesh Golem

Flesh golem: CR 7; Large construct; HD


9d10+30; hp 79; Init -1; Spd 30 ft. (6
squares); AC 18 (-1 size, -1 dex, +10
natural), touch 8, flat-footed 18; Base
Atk +6; Grp +15; Atk +10 melee (2d8+5,
slam); Full Atk +10 melee (2d8+5, 2
slams); Space/Reach 10 ft./10 ft.; SA
Berserk; SQ Construct traits, damage
reduction 5/adamantine, darkvision 60
ft., immunity to magic, low-light vision;
AL N; SV Fort +3, Ref +2, Will +3; Str 21,
Dex 9, Con -, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #37 North Entry Secret (Search DC 25) Locked Iron Door
(Open Lock DC 40, break DC 28; hard
10, 60 hp)
Ⓢ The door is concealed behind a
statue of a terrified maiden, and
opened by breaking her neck
→ Leads to room #7
South Entry Archway

Hidden Treasure Hidden (Search DC 25) Trapped and


Unlocked Good Wooden Chest (hard 5,
15 hp)
Forcecage and Summon Monster VII
Trap: CR 10; magic device; proximity
trigger (alarm); automatic reset;
multiple traps (one forcecage trap and
one summon monster VII trap); spell
effect (Forcecage, 13th level wizard);
spell effect (Summon Monster VII, 13th
level wizard, hamatula); Search DC 32;
Disable Device DC 32

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160 pp; Amethyst (100 gp), Azurite (11


gp), Jade (100 gp), Moonstone (50 gp),
Obsidian (9 gp), White Pearl (100 gp);
Half-plate (Medium) (+1 armor) (1750
gp); hoard total 3720 gp

Room #38 North Entry Locked Strong Wooden Door (Open


Lock DC 40, break DC 25; hard 5, 20
hp)
→ Leads to room #7
West Entry Stuck Iron Door (break DC 28; hard 10,
60 hp)
South Entry #1 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #55, inhabited by 6 x
Wraith
South Entry #2 Stuck Iron Door (break DC 28; hard 10,
60 hp)

Trap Teleporter Crystal: CR 8; magic device;


touch trigger; no reset; teleport
(teleported one level down, DC 16 Will
save negates); Search DC 26; Disable
Device DC 24

Room #39 North Entry Trapped and Stuck Good Wooden Door
(break DC 18; hard 5, 15 hp)
Ⓣ Wide-Mouth Pit Trap: CR 9;
mechanical; location trigger;
manual reset; DC 25 Reflex save
avoids; 100 ft. deep (10d6, fall);
multiple targets (all targets within a
10 ft. by 10 ft. area); Search DC 25;
Disable Device DC 25
→ Leads to room #26
East Entry Trapped and Unlocked Good Wooden
Door (hard 5, 15 hp)
Ⓣ Wide-Mouth Spiked Pit with
Poisoned Spikes: CR 9; mechanical;
location trigger; manual reset;
hidden lock bypass (Search DC 25,
Open Lock DC 30); DC 20 Reflex
save avoids; 70 ft. deep (7d6, fall);
multiple targets (all targets within a
10 ft. by 10 ft. area); pit spikes (Atk
+10 melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(giant wasp poison [injury, Fort DC
18, 1d6 Dex/1d6 Dex]); Search DC
20; Disable Device DC 20
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→ Leads to room #29, inhabited by 6 x


Troglodyte and 10 x Monitor Lizard
South Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #61

Empty

Room #40 North Entry Unlocked Strong Wooden Door (hard 5,


20 hp)
West Entry Archway
→ Leads to room #53

Empty

Room #41 North Entry Locked Simple Wooden Door (Open


Lock DC 20, break DC 15; hard 5, 10 hp)
West Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #34, inhabited by 10 x
Ogre
East Entry Archway
→ Leads to room #42, inhabited by 7 x
Wraith

Monster 3 x Aboleth

Aboleth: CR 7; Huge aberration


(aquatic); HD 8d8+40; hp 76; Init +1;
Spd 10 ft. (2 squares), swim 60 ft.; AC
16 (-2 size, +1 dex, +7 natural), touch 9,
flat-footed 15; Base Atk +6; Grp +22; Atk
+12 melee (1d6+8 plus slime, tentacle);
Full Atk +12 melee (1d6+8 plus slime, 4
tentacles); Space/Reach 15 ft./10 ft.; SA
Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus
cloud; AL LE; SV Fort +7, Ref +3, Will
+11; Str 26, Dex 12, Con 20, Int 15, Wis
17, Cha 17
Skills and Feats: Concentration +16,
Knowledge (any one) +13, Listen +16,
Spot +16, Swim +8; Alertness, Combat
Casting, Iron Will
Treasure: 22000 sp; Hematite (8 gp),
Rock Crystal (30 gp), White Pearl (100
gp); Arcane Scroll (Alarm (25 gp)) (total
25 gp), Oil of Levitate (300 gp), Potion
of Cat's Grace (300 gp), Potion of

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Endure Elements (50 gp), Potion of


Magic Fang (50 gp); hoard total 3063 gp

Room #42 West Entry #1 Archway


→ Leads to room #41, inhabited by 3 x
Aboleth
West Entry #2 Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #54

Monster 7 x Wraith

Wraith: CR 5; Medium undead


(incorporeal); HD 5d12; hp 32; Init +7;
Spd Fly 60 ft. (good) (12 squares); AC 15
(+3 dex, +2 deflection), touch 15, flat-
footed 12; Base Atk +2; Grp -; Atk +5
melee (1d4 plus 1d6 Constitution drain,
incorporeal touch); Full Atk +5 melee
(1d4 plus 1d6 Constitution drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight
powerlessness, incorporeal traits, +2
turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref
+4, Will +6; Str -, Dex 16, Con -, Int 14,
Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide
+11, Intimidate +10, Listen +12, Search
+10, Sense Motive +8, Spot +12, Survival
+2 (+4 following tracks); Alertness,
Blind-Fight, Combat Reflexes, Improved
Initiative

Room #43 North Entry #1 Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
→ Leads to room #22, inhabited by 5 x
Drider
North Entry #2 Stuck Stone Door (break DC 28; hard 8,
60 hp)
East Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #50

Room Features An iron sarcophagus sits in the south-


east corner of the room, and someone
has scrawled "Cospa was here" on the
south wall
Monster 1 x Frost Giant
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Frost giant: CR 9; Large giant (cold);


HD 14d8+70; hp 133; Init -1; Spd 40 ft.
(8 squares); AC 21 (-1 size, -1 dex, +9
natural, +4 chain shirt), touch 8, flat-
footed 21; Base Atk +10; Grp +23; Atk
+18 melee (3d6+13/x3, greataxe) or +18
melee (1d4+9, slam) or +9 ranged
(2d6+9, rock); Full Atk +18 /+13 melee
(3d6+13/x3, huge greataxe) or +18 melee
(1d4+9, 2 slams) or +9 ranged (2d6+9,
rock); Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Immunity to cold, low-
light vision, rock catching, vulnerability
to fire; AL CE; SV Fort +14, Ref +3, Will
+6; Str 29, Dex 9, Con 21, Int 10, Wis 14,
Cha 11
Skills and Feats: Climb +13, Craft (any
one) +6, Intimidate +6, Jump +17, Spot
+12; Cleave, Great Cleave, Improved
Overrun, Improved Sunder, Power
Attack
Treasure: 1100 gp; Crystal Dice (pair)
set with Lapis Lazuli (900 gp), Fine
Cloth Gown trimmed with Fox Fur (600
gp), Fox Fur Ribbon set with Obsidian
(100 gp); Arcane Scroll (Mending (12 gp
5 sp), Bear's Endurance (150 gp),
Phantom Trap (200 gp)) (total 362 gp 5
sp), Potion of Cure Moderate Wounds
(300 gp), Potion of Jump (50 gp);
hoard total 3412 gp 5 sp
Trap Spiked Chain Flail: CR 11; mechanical;
location trigger; repair reset; Atk +16
melee (11d6/19-20 and knocked prone);
multiple targets (all targets in a 10 ft.
radius burst); Search DC 24; Disable
Device DC 28

Room #44 North Entry Trapped and Locked Stone Door (Open
Lock DC 40, break DC 28; hard 8, 60
hp)
Ⓣ One-way Door: CR 12; mechanical;
Search DC 24; Disable Device DC
28
→ Leads to room #24, inhabited by 9 x
Doppelganger
West Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #23, inhabited by 4 x
Flesh Golem
West Entry #2 Unlocked Good Wooden Door (hard 5,
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15 hp)
→ Leads to room #50
East Entry Unlocked Simple Wooden Door (hard 5,
10 hp)

Empty

Room #45 North Entry Secret (Search DC 30) Locked Strong


Wooden Door (Open Lock DC 20, break
DC 25; hard 5, 20 hp) (slides down, +1
to break DC)
Ⓢ The door is concealed within a
horrific torture device
→ Leads to room #10
West Entry #1 Secret (Search DC 25) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within the
mouth of a gargantuan skull carved
from stone
Ⓣ Wide-Mouth Pit Trap: CR 9;
mechanical; location trigger;
manual reset; DC 25 Reflex save
avoids; 100 ft. deep (10d6, fall);
multiple targets (all targets within a
10 ft. by 10 ft. area); Search DC 25;
Disable Device DC 25
→ Leads to room #30
West Entry #2 Unlocked Strong Wooden Door (hard 5,
20 hp) (slides down, +1 to break DC)
East Entry #1 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #31
East Entry #2 Secret (Search DC 30) Locked Strong
Wooden Door (Open Lock DC 30, break
DC 25; hard 5, 20 hp)
Ⓢ The door is concealed within a
mosaic of legendary monsters
→ Leads to room #56
South Entry Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #73, inhabited by 11 x
Derro

Room Features Someone has scrawled "Save yourself,


kill the others" on the north wall, and a
pile of spoiled meat lies in the north
side of the room

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Monster 8 x Grick

Grick: CR 3; Medium aberration; HD


2d8; hp 9; Init +2; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (+2 dex, +4
natural), touch 12, flat-footed 14; Base
Atk +1; Grp +3; Atk +3 melee (1d4+2,
tentacle); Full Atk +3 melee (1d4+2, 4
tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage
reduction 10/magic, darkvision 60 ft.,
scent; AL N; SV Fort +0, Ref +2, Will +5;
Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha
5
Skills and Feats: Climb +10, Hide +3*,
Listen +6, Spot +6; Alertness, Track
Treasure: 130 gp; Obsidian (7 gp), Star
Ruby (900 gp); hoard total 1037 gp

Room #46 East Entry #1 Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp) (magically reinforced,
+10 to break DC)
East Entry #2 Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp)
(slides down, +1 to break DC)
→ Leads to room #52, inhabited by 1 x
Fire Giant

Empty

Room #47 North Entry Unlocked Strong Wooden Door (hard 5,


20 hp)
West Entry Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #33, inhabited by 18 x
Shadow

Room Features Someone has scrawled "Explosive


runes" on the north wall, and several
pieces of rotten rope are scattered
throughout the room

Room #48 North Entry Secret (Search DC 30) Stuck Stone


Door (break DC 28; hard 8, 60 hp)
(slides to one side, +1 to break DC)
Ⓢ The door is opened by standing on a
small floor tile
→ Leads to room #18
West Entry Trapped and Unlocked Good Wooden
Door (hard 5, 15 hp)
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Ⓣ Poisoned Spiked Pit Trap: CR 10;


mechanical; location trigger;
manual reset; hidden lock bypass
(Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft.
deep (5d6, fall); multiple targets
(first target in each of two adjacent
5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(purple worm poison [injury, Fort
DC 24, 1d6 Str/2d6 Str]); Search
DC 16; Disable Device DC 25
→ Leads to room #58

Empty

Room #49 North Entry Locked Strong Wooden Door (Open


Lock DC 25, break DC 25; hard 5, 20 hp)
West Entry #1 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #35
West Entry #2 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #70, inhabited by 2 x
Spectre
East Entry Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
South Entry Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
→ Leads to room #80, inhabited by 1 x
Fire Giant

Empty

Room #50 North Entry Archway


→ Leads to room #23, inhabited by 4 x
Flesh Golem
West Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #43, inhabited by 1 x
Frost Giant
East Entry #1 Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #44
East Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)

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→ Leads to room #59


South Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #64

Empty

Room #51 North Entry Trapped and Unlocked Strong Wooden


Door (hard 5, 20 hp)
Ⓣ Acid Spray: CR 11; magic device;
proximity trigger (alarm); no reset;
acid spray (11d6 acid damage, DC 18
Reflex save for half damage);
Search DC 24; Disable Device DC
26
→ Leads to room #30
West Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #29, inhabited by 6 x
Troglodyte and 10 x Monitor Lizard
West Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #62

Monster 1 x Clay Golem

Clay golem: CR 10; Large construct; HD


11d10+30; hp 90; Init -1; Spd 20 ft. (4
squares); AC 22 (-1 size, -1 dex, +14
natural), touch 8, flat-footed 22; Base
Atk +8; Grp +19; Atk +14 melee (2d10+7
plus cursed wound, slam); Full Atk +14
melee (2d10+7 plus cursed wound, 2
slams); Space/Reach 10 ft./10 ft.; SA
Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine
and bludgeoning, darkvision 60 ft.,
haste, immunity to magic, low-light
vision; AL N; SV Fort +3, Ref +2, Will +3;
Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #52 West Entry Locked Simple Wooden Door (Open


Lock DC 25, break DC 15; hard 5, 10 hp)
(slides down, +1 to break DC)
→ Leads to room #46
East Entry #1 Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)
East Entry #2 Stuck Strong Wooden Door (break DC
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23; hard 5, 20 hp)


→ Leads to room #67, inhabited by 15 x
Doppelganger

Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD


15d8+75; hp 142; Init -1; Spd 30 ft. in
half-plate armor (6 squares); base
speed 40 ft.; AC 23 (-1 size, -1 dex, +8
natural, +7 half-plate armor), touch 8,
flat-footed 23; Base Atk +11; Grp +25;
Atk +20 melee (3d6+15, greatsword) or
+20 melee (1d4+10, slam) or +10 ranged
(2d6+10 plus 2d6 fire, rock); Full Atk
+20 /+15/+10 melee (3d6+15,
greatsword) or +20 melee (1d4+10, 2
slams) or +10 ranged (2d6+10 plus 2d6
fire, rock); Space/Reach 10 ft./10 ft.; SA
Rock throwing; SQ Immunity to fire,
low-light vision, rock catching,
vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int
10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any
one) +6, Intimidate +6, Jump +9, Spot
+14; Cleave, Great Cleave, Improved
Overrun, Improved Sunder, Iron Will,
Power Attack
Treasure: 1300 gp; Divine Scroll
(Goodberry (25 gp), Flaming Sphere
(150 gp)) (total 175 gp); hoard total 1475
gp

Room #53 West Entry #1 Unlocked Good Wooden Door (hard 5,


15 hp)
West Entry #2 Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp) (magically reinforced,
+10 to break DC)
East Entry Archway
→ Leads to room #40

Empty

Room #54 West Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #69
East Entry #1 Unlocked Good Wooden Door (hard 5,
15 hp)

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→ Leads to room #42, inhabited by 7 x


Wraith
East Entry #2 Locked Good Wooden Door (Open Lock
DC 30, break DC 18; hard 5, 15 hp)
South Entry Archway
→ Leads to room #77

Room Features Someone has scrawled "Beneath the


altar" on the west wall, and a buzzing
noise can be heard in the north-east
corner of the room

Room #55 North Entry #1 Locked Iron Door (Open Lock DC 25,
break DC 28; hard 10, 60 hp) (slides
down, +1 to break DC)
North Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #38
South Entry #1 Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #71
South Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #72, inhabited by 5 x
Hill Giant

Room Features A faded and torn tapestry hangs from


the north wall, and a pile of rotten fruit
lies in the west side of the room
Monster 6 x Wraith

Wraith: CR 5; Medium undead


(incorporeal); HD 5d12; hp 32; Init +7;
Spd Fly 60 ft. (good) (12 squares); AC 15
(+3 dex, +2 deflection), touch 15, flat-
footed 12; Base Atk +2; Grp -; Atk +5
melee (1d4 plus 1d6 Constitution drain,
incorporeal touch); Full Atk +5 melee
(1d4 plus 1d6 Constitution drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight
powerlessness, incorporeal traits, +2
turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref
+4, Will +6; Str -, Dex 16, Con -, Int 14,
Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide
+11, Intimidate +10, Listen +12, Search

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+10, Sense Motive +8, Spot +12, Survival


+2 (+4 following tracks); Alertness,
Blind-Fight, Combat Reflexes, Improved
Initiative
Hidden Treasure Hidden (Search DC 25) Locked Simple
Wooden Chest (Open Lock DC 20,
break DC 15; hard 5, 10 hp)

1400 gp; Black Star Sapphire (1200 gp),


Bloodstone (50 gp); Wand of Silence (1
of 50 charges) (Opposite effect or
target curse) (90 gp); hoard total 2740
gp

Room #56 West Entry Secret (Search DC 30) Locked Strong


Wooden Door (Open Lock DC 30, break
DC 25; hard 5, 20 hp)
Ⓢ The door is concealed within a
mosaic of legendary monsters
→ Leads to room #45, inhabited by 8 x
Grick
South Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #66

Room Features An enchanted pool in the north side of


the room petrifies whomever drinks
from it, and several square holes are cut
into the west wall

Room #57 West Entry #1 Unlocked Simple Wooden Door (hard 5,


10 hp)
West Entry #2 Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #68
South Entry Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #76

Monster 13 x Wight

Wight: CR 3; Medium undead; HD 4d12;


hp 26; Init +1; Spd 30 ft. (6 squares); AC
15 (+1 dex, +4 natural), touch 11, flat-
footed 14; Base Atk +2; Grp +3; Atk +3
melee (1d4+1 plus energy drain, slam);
Full Atk +3 melee (1d4+1 plus energy
drain, slam); Space/Reach 5 ft./5 ft.; SA
Create spawn, energy drain; SQ
Darkvision 60 ft., undead traits; AL LE;
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SV Fort +1, Ref +2, Will +5; Str 12, Dex


12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7,
Move Silently +16, Spot +7; Alertness,
Blind-Fight

Room #58 West Entry Unlocked Strong Wooden Door (hard 5,


20 hp)
East Entry #1 Trapped and Unlocked Good Wooden
Door (hard 5, 15 hp)
Ⓣ Poisoned Spiked Pit Trap: CR 10;
mechanical; location trigger;
manual reset; hidden lock bypass
(Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft.
deep (5d6, fall); multiple targets
(first target in each of two adjacent
5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(purple worm poison [injury, Fort
DC 24, 1d6 Str/2d6 Str]); Search
DC 16; Disable Device DC 25
→ Leads to room #48
East Entry #2 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #70, inhabited by 2 x
Spectre

Hidden Treasure Hidden (Search DC 20) Trapped and


Locked Iron Chest (Open Lock DC 25,
break DC 28; hard 10, 60 hp)
Symbol of Petrification: CR 8; magic
device; proximity trigger (alarm); no
reset; petrification (petrified, DC 12 Fort
save negates); multiple targets (all
targets in a 10 ft. radius burst); Search
DC 26; Disable Device DC 24

220 pp; Alexandrite (500 gp), Amber


(70 gp), Black Pearl (500 gp), Blue
Quartz (11 gp), Moonstone (70 gp);
hoard total 3351 gp

Room #59 West Entry #1 Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #50
West Entry #2 Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #64

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East Entry Unlocked Simple Wooden Door (hard 5,


10 hp) (slides to one side, +1 to break
DC)
→ Leads to room #60
South Entry Locked Strong Wooden Door (Open
Lock DC 40, break DC 25; hard 5, 20
hp)

Empty

Room #60 North Entry Secret (Search DC 20) Stuck Good


Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ The door is concealed within an
upright sarcophagus
→ Leads to room #36, inhabited by 5 x
Flesh Golem
West Entry Unlocked Simple Wooden Door (hard 5,
10 hp) (slides to one side, +1 to break
DC)
→ Leads to room #59
South Entry Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #71

Empty

Room #61 North Entry #1 Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp) (magically reinforced,
+10 to break DC)
North Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #39
East Entry Trapped and Stuck Strong Wooden
Door (break DC 23; hard 5, 20 hp)
Ⓣ Deathblade Wall Scythe: CR 8;
mechanical; touch trigger; manual
reset; Atk +16 melee (2d4+8 plus
poison, scythe); poison
(deathblade [injury, Fort DC 20,
1d6 Con/2d6 Con]); Search DC 24;
Disable Device DC 19
→ Leads to room #62
South Entry Locked Stone Door (Open Lock DC 20,
break DC 28; hard 8, 60 hp)

Empty

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Room #62 North Entry Archway


→ Leads to room #29, inhabited by 6 x
Troglodyte and 10 x Monitor Lizard
West Entry Trapped and Stuck Strong Wooden
Door (break DC 23; hard 5, 20 hp)
Ⓣ Deathblade Wall Scythe: CR 8;
mechanical; touch trigger; manual
reset; Atk +16 melee (2d4+8 plus
poison, scythe); poison
(deathblade [injury, Fort DC 20,
1d6 Con/2d6 Con]); Search DC 24;
Disable Device DC 19
→ Leads to room #61
East Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #51, inhabited by 1 x
Clay Golem
South Entry Archway
→ Leads to room #93, inhabited by 10 x
Rust Monster

Room Features A tapestry of vile acts hangs from the


west wall, and a hole has been blasted
into the east wall

Room #63 North Entry Stuck Stone Door (break DC 28; hard 8,
60 hp)
West Entry Secret (Search DC 20) Stuck Simple
Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ A bookcase and concealed door
pivots smoothly
→ Leads to room #75, inhabited by 11 x
Derro
East Entry Trapped and Stuck Iron Door (break DC
28; hard 10, 60 hp)
Ⓣ Poisoned Spiked Pit Trap: CR 10;
mechanical; location trigger;
manual reset; hidden lock bypass
(Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft.
deep (5d6, fall); multiple targets
(first target in each of two adjacent
5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(purple worm poison [injury, Fort

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DC 24, 1d6 Str/2d6 Str]); Search


DC 16; Disable Device DC 25
→ Leads to room #68
South Entry Archway
→ Leads to room #94, inhabited by 6 x
Huge Monstrous Spider

Empty

Room #64 North Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #50
West Entry Trapped and Stuck Stone Door (break
DC 28; hard 8, 60 hp)
Ⓣ Fire Spray: CR 11; magic device;
visual trigger (true seeing); no
reset; fire spray (12d6 fire damage,
DC 14 Reflex save for half damage);
Search DC 28; Disable Device DC
28
East Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #59
South Entry #1 Trapped and Unlocked Good Wooden
Door (hard 5, 15 hp)
Ⓣ Lock smeared with Contact Poison:
CR 9; mechanical; touch trigger
(attached); manual reset; contact
poison (black lotus extract
[contact, Fort DC 20, 3d6 Con/3d6
Con]); Search DC 18; Disable
Device DC 26
South Entry #2 Trapped and Stuck Strong Wooden
Door (break DC 23; hard 5, 20 hp)
Ⓣ Guillotine Blade: CR 12; mechanical;
location trigger; manual reset; Atk
+12 melee (10d6/19-20); Search DC
28; Disable Device DC 26

Room Features Someone has scrawled "Beneath the


statue" in dwarvish runes on the south
wall, and the scent of urine fills the
room

Room #65 East Entry #1 Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
East Entry #2 Archway

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→ Leads to room #73, inhabited by 11 x


Derro
South Entry Trapped and Stuck Stone Door (break
DC 28; hard 8, 60 hp)
Ⓣ Deathblade Wall Scythe: CR 8;
mechanical; touch trigger; manual
reset; Atk +16 melee (2d4+8 plus
poison, scythe); poison
(deathblade [injury, Fort DC 20,
1d6 Con/2d6 Con]); Search DC 24;
Disable Device DC 19
→ Leads to room #85, inhabited by 4 x
Huge Monstrous Spider

Room Features A stream of acid flows along a channel


in the floor, and someone has scrawled
an alien glyph on the east wall

Room #66 North Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
→ Leads to room #56
East Entry #1 Trapped and Unlocked Strong Wooden
Door (hard 5, 20 hp)
Ⓣ Rune of Confusion: CR 12; magic
device; proximity trigger (alarm);
no reset; confusion (confused for
1d4 rounds, DC 18 Will save
negates); multiple targets (all
targets in a 10 ft. radius burst);
Search DC 28; Disable Device DC
24
→ Leads to room #74, inhabited by 3 x
Flesh Golem
East Entry #2 Archway
→ Leads to room #82, inhabited by 8 x
Wererat and 10 x Dire Rat
South Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #88, inhabited by 5 x
Phasm
South Entry #2 Unlocked Simple Wooden Door (hard 5,
10 hp)

Hidden Treasure Hidden (Search DC 20) Unlocked


Simple Wooden Chest (hard 5, 10 hp)

2100 gp; Banded Agate (10 gp), Banded


Agate (11 gp), Golden Pearl (110 gp),
Obsidian (5 gp); hoard total 2236 gp
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Room #67 West Entry #1 Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #52, inhabited by 1 x
Fire Giant
West Entry #2 Locked Strong Wooden Door (Open
Lock DC 30, break DC 25; hard 5, 20 hp)
→ Leads to room #74, inhabited by 3 x
Flesh Golem
East Entry #1 Stuck Iron Door (break DC 28; hard 10,
60 hp) (slides up, +2 to break DC)
East Entry #2 Unlocked Simple Wooden Door (hard 5,
10 hp)
South Entry Trapped and Locked Iron Door (Open
Lock DC 30, break DC 28; hard 10, 60
hp)
Ⓣ Guillotine Blade: CR 12; mechanical;
location trigger; manual reset; Atk
+16 melee (12d6/19-20); Search DC
28; Disable Device DC 26
→ Leads to room #89, inhabited by 10
x Derro

Room Features The room has a high domed ceiling, and


several pieces of rotten bread are
scattered throughout the room
Monster 15 x Doppelganger

Doppelganger: CR 3; Medium
monstrous humanoid (shapechanger);
HD 4d8+4; hp 22; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural),
touch 11, flat-footed 14; Base Atk +4;
Grp +5; Atk +5 melee (1d6+1, slam); Full
Atk +5 melee (1d6+1, slam);
Space/Reach 5 ft./5 ft.; SA Detect
thoughts; SQ Change shape, immunity
to sleep and charm effects; AL N; SV
Fort +4, Ref +5, Will +6; Str 12, Dex 13,
Con 12, Int 13, Wis 14, Cha 13
Skills and Feats: Bluff +10*, Diplomacy
+3, Disguise +9* (+11 acting), Intimidate
+3, Listen +6, Sense Motive +6, Spot +6;
Dodge, Great Fortitude
Treasure: 20000 sp; Arcane Scroll
(Disguise Self (25 gp), Fox's Cunning
(150 gp)) (total 175 gp), Divine Scroll
(Curse Water (50 gp), Inflict Light
Wounds (25 gp), Sanctuary (25 gp))
(total 100 gp), Divine Scroll (Sanctuary
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(25 gp), Fog Cloud (150 gp))


(Dependent curse) (total 175 gp), Oil of
Darkness (300 gp), Potion of Cure Light
Wounds (50 gp), Potion of Owl's
Wisdom (300 gp); hoard total 3100 gp

Room #68 North Entry Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
West Entry Trapped and Stuck Iron Door (break DC
28; hard 10, 60 hp)
Ⓣ Poisoned Spiked Pit Trap: CR 10;
mechanical; location trigger;
manual reset; hidden lock bypass
(Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft.
deep (5d6, fall); multiple targets
(first target in each of two adjacent
5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(purple worm poison [injury, Fort
DC 24, 1d6 Str/2d6 Str]); Search
DC 16; Disable Device DC 25
→ Leads to room #63
East Entry #1 Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #57, inhabited by 13 x
Wight
East Entry #2 Archway
→ Leads to room #76
South Entry Trapped and Locked Good Wooden
Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
Ⓣ Thunderstone Mine: CR 12; magic
device; location trigger; no reset;
thunder blast (11d6 sonic damage,
DC 16 Fort save for half damage);
multiple targets (all targets in a 10
ft. radius burst); Search DC 26;
Disable Device DC 28
→ Leads to room #101

Room Features Several alcoves are cut into the south


and east walls, and the floor is covered
with ash

Room #69 North Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
East Entry Stuck Strong Wooden Door (break DC
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23; hard 5, 20 hp)


→ Leads to room #54

Room Features Spirals of yellow stones cover the floor,


and a sour odor fills the west side of the
room

Room #70 North Entry Secret (Search DC 25) Stuck Simple


Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ The door is located above a small
stone dais and concealed behind a
pile of skulls
→ Leads to room #35
West Entry #1 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #58
West Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
East Entry #1 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #49
East Entry #2 Archway
→ Leads to room #79
South Entry Trapped and Locked Strong Wooden
Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)
Ⓣ Falling Block: CR 8; mechanical;
location trigger; no reset; Atk +15
melee (8d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 24; Disable Device DC
26
→ Leads to room #83, inhabited by 3 x
Wraith

Room Features Spirals of green stones cover the floor,


and a toppled statue lies in the north-
east corner of the room
Monster 2 x Spectre

Spectre: CR 7; Medium undead


(incorporeal); HD 7d12; hp 45; Init +7;
Spd 40 ft. (8 squares), fly 80 ft.
(perfect); AC 15 (+3 dex, +2 deflection),
touch 15, flat-footed 13; Base Atk +3;
Grp -; Atk +6 melee (1d8 plus energy
drain, incorporeal touch); Full Atk +6
melee (1d8 plus energy drain,
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incorporeal touch); Space/Reach 5 ft./5


ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, sunlight powerlessness,
undead traits, unnatural aura; AL LE; SV
Fort +2, Ref +5, Will +7; Str -, Dex 16,
Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate
+12, Knowledge (religion) +12, Listen
+14, Search +12, Spot +14, Survival +2
(+4 following tracks); Alertness, Blind-
Fight, Improved Initiative
Hidden Treasure Hidden (Search DC 30) Locked Simple
Wooden Chest (Open Lock DC 20,
break DC 15; hard 5, 10 hp)

1600 gp; hoard total 1600 gp

Room #71 North Entry #1 Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #60
North Entry #2 Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #55, inhabited by 6 x
Wraith
West Entry #1 Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Ice Dart Trap: CR 12; magic device;
visual trigger (arcane eye); no reset;
Atk +14 ranged (10d6 cold); Search
DC 24; Disable Device DC 28
West Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
South Entry #1 Archway
→ Leads to room #96, inhabited by 8 x
Basilisk
South Entry #2 Archway
→ Leads to room #97
South Entry #3 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #98

Empty

Room #72 North Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)

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→ Leads to room #55, inhabited by 6 x


Wraith
East Entry Trapped and Locked Stone Door (Open
Lock DC 25, break DC 28; hard 8, 60
hp)
Ⓣ Crushing Wall Trap: CR 10;
mechanical; location trigger;
automatic reset; no attack roll
required (18d6, crush); Search DC
20; Disable Device DC 25
→ Leads to room #81, inhabited by 4 x
Cloaker
South Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)

Room Features A mural of ancient mythology covers the


ceiling, and the ceiling is covered with
cobwebs
Monster 5 x Hill Giant

Hill giant: CR 7; Large giant; HD


12d8+48; hp 102; Init -1; Spd 30 ft. in
hide armor (6 squares); base speed 40
ft.; AC 20 (-1 size, -1 dex, +9 natural, +3
hide armor), touch 8, flat-footed 20;
Base Atk +9; Grp +20; Atk +16 melee
(2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7,
rock); Full Atk +16 /+11 melee (2d8+10,
greatclub) or +15 melee (1d4+7, 2 slams)
or +8 ranged (2d6+7, rock);
Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock
catching; AL CE; SV Fort +12, Ref +3,
Will +4; Str 25, Dex 8, Con 19, Int 6, Wis
10, Cha 7
Skills and Feats: Climb +7, Jump +7,
Listen +3, Spot +6; Cleave, Improved
Bull Rush, Improved Sunder, Power
Attack, Weapon Focus (greatclub)
Treasure: Amethyst (100 gp),
Aquamarine (800 gp), Black Pearl (500
gp), Eye Agate (9 gp), Jasper (70 gp),
Rose Quartz (30 gp), Sardonyx (20 gp),
Tourmaline (120 gp), Violet Garnet (400
gp); Arcane Scroll (Magic Weapon (25
gp)) (total 25 gp), Potion of Barkskin
(+2) (300 gp), Vest of Escape (5200
gp); hoard total 7574 gp

Room #73 North Entry Unlocked Strong Wooden Door (hard 5,


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20 hp)
→ Leads to room #45, inhabited by 8 x
Grick
West Entry Archway
→ Leads to room #65
South Entry Trapped and Locked Iron Door (Open
Lock DC 40, break DC 28; hard 10, 60
hp)
Ⓣ Rune of Fear: CR 10; magic device;
proximity trigger (alarm); no reset;
fear (shaken for 1d4 rounds, DC 18
Will save negates); multiple targets
(all targets in a 10 ft. radius burst);
Search DC 26; Disable Device DC
28
→ Leads to room #85, inhabited by 4 x
Huge Monstrous Spider

Room Features A group of monstrous faces have been


carved into the south wall, and a forge
and anvil sit in the north side of the
room
Monster 11 x Derro

Derro: CR 3; Small monstrous


humanoid; HD 3d8+3; hp 16; Init +6;
Spd 20 ft. (4 squares); AC 19 (+1 size, +2
dex, +2 natural, +3 studded leather
armor, +1 buckler), touch 13, flat-footed
17; Base Atk +3; Grp -1; Atk +4 melee
(1d4/19-20, short sword) or +6 ranged
(1d6/19-20 plus poison, repeating light
crossbow); Full Atk +4 melee (1d4/19-
20, short sword) or +6 ranged (1d6/19-
20 plus poison, repeating light
crossbow); Space/Reach 5 ft./5 ft.; SA
Poison use, spell-like abilities, sneak
attack +1d6; SQ Madness, spell
resistance 15 vulnerability to sunlight;
AL CE; SV Fort +2, Ref +5, Will +6; Str 11,
Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills and Feats: Bluff +5, Hide +10,
Listen +1, Move Silently +8; Blind-Fight,
Improved Initiative
Treasure: 1500 gp; Arcane Scroll (Charm
Person (25 gp), Enthrall (200 gp),
Minor Image (150 gp)) (total 375 gp),
Arcane Scroll (Hypnotic Pattern (150
gp), Minor Image (150 gp), Spider Climb
(150 gp)) (total 450 gp), Necklace of
Fireballs (IV) (5400 gp), Potion of
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Resist Electricity (10) (300 gp); hoard


total 8025 gp

Room #74 West Entry Trapped and Unlocked Strong Wooden


Door (hard 5, 20 hp)
Ⓣ Rune of Confusion: CR 12; magic
device; proximity trigger (alarm);
no reset; confusion (confused for
1d4 rounds, DC 18 Will save
negates); multiple targets (all
targets in a 10 ft. radius burst);
Search DC 28; Disable Device DC
24
→ Leads to room #66
East Entry Locked Strong Wooden Door (Open
Lock DC 30, break DC 25; hard 5, 20 hp)
→ Leads to room #67, inhabited by 15 x
Doppelganger

Room Features A sloped pit lined with iron spikes lies in


the south-east corner of the room, and
the floor is covered with slime
Monster 3 x Flesh Golem

Flesh golem: CR 7; Large construct; HD


9d10+30; hp 79; Init -1; Spd 30 ft. (6
squares); AC 18 (-1 size, -1 dex, +10
natural), touch 8, flat-footed 18; Base
Atk +6; Grp +15; Atk +10 melee (2d8+5,
slam); Full Atk +10 melee (2d8+5, 2
slams); Space/Reach 10 ft./10 ft.; SA
Berserk; SQ Construct traits, damage
reduction 5/adamantine, darkvision 60
ft., immunity to magic, low-light vision;
AL N; SV Fort +3, Ref +2, Will +3; Str 21,
Dex 9, Con -, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #75 North Entry Trapped and Locked Good Wooden


Door (Open Lock DC 30, break DC 18;
hard 5, 15 hp)
Ⓣ Destruction Trap: CR 8; magic
device; touch trigger (alarm);
automatic reset; spell effect
(Destruction, 13th level cleric, DC
20 Fort save for 10d6 damage);
Search DC 32; Disable Device DC 32
East Entry Secret (Search DC 20) Stuck Simple
Wooden Door (break DC 13; hard 5, 10
hp)
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Ⓢ A bookcase and concealed door


pivots smoothly
→ Leads to room #63
South Entry Archway
→ Leads to room #94, inhabited by 6 x
Huge Monstrous Spider

Monster 11 x Derro

Derro: CR 3; Small monstrous


humanoid; HD 3d8+3; hp 16; Init +6;
Spd 20 ft. (4 squares); AC 19 (+1 size, +2
dex, +2 natural, +3 studded leather
armor, +1 buckler), touch 13, flat-footed
17; Base Atk +3; Grp -1; Atk +4 melee
(1d4/19-20, short sword) or +6 ranged
(1d6/19-20 plus poison, repeating light
crossbow); Full Atk +4 melee (1d4/19-
20, short sword) or +6 ranged (1d6/19-
20 plus poison, repeating light
crossbow); Space/Reach 5 ft./5 ft.; SA
Poison use, spell-like abilities, sneak
attack +1d6; SQ Madness, spell
resistance 15 vulnerability to sunlight;
AL CE; SV Fort +2, Ref +5, Will +6; Str 11,
Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills and Feats: Bluff +5, Hide +10,
Listen +1, Move Silently +8; Blind-Fight,
Improved Initiative
Treasure: 1700 gp; Leopard Fur Ribbon
set with Eye Agate (400 gp); hoard total
2100 gp

Room #76 North Entry Unlocked Strong Wooden Door (hard 5,


20 hp)
→ Leads to room #57, inhabited by 13 x
Wight
West Entry #1 Archway
→ Leads to room #68
West Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #101

Empty

Room #77 North Entry Archway


→ Leads to room #54
East Entry Trapped and Stuck Iron Door (break DC
28; hard 10, 60 hp)
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Ⓣ Acid Spray: CR 11; magic device;


proximity trigger (alarm); no reset;
acid spray (10d6 acid damage, DC
16 Reflex save for half damage);
Search DC 24; Disable Device DC
26
→ Leads to room #78
South Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #103

Room Features A simple fireplace sits against the west


wall, and the sound of rushing water
can be heard in the south-east corner of
the room

Room #78 North Entry #1 Locked Good Wooden Door (Open Lock
DC 40, break DC 18; hard 5, 15 hp)
(slides up, +2 to break DC)
North Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
West Entry #1 Trapped and Stuck Iron Door (break DC
28; hard 10, 60 hp)
Ⓣ Acid Spray: CR 11; magic device;
proximity trigger (alarm); no reset;
acid spray (10d6 acid damage, DC
16 Reflex save for half damage);
Search DC 24; Disable Device DC
26
→ Leads to room #77
West Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #103
East Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #104

Empty

Room #79 West Entry #1 Archway


→ Leads to room #70, inhabited by 2 x
Spectre
West Entry #2 Archway
→ Leads to room #83, inhabited by 3 x
Wraith
East Entry Secret (Search DC 20) Trapped and
Stuck Strong Wooden Door (break DC
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23; hard 5, 20 hp)


Ⓢ A bookcase and concealed door
pivots smoothly
Ⓣ Arrow Trap: CR 11; mechanical;
location trigger; manual reset; Atk
+14 ranged (12d6/x3); Search DC
24; Disable Device DC 26
→ Leads to room #80, inhabited by 1 x
Fire Giant
South Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #95, inhabited by 4 x
Drider

Room Features Someone has scrawled an arrow


pointing down on the south wall, and a
foul odor fills the room

Room #80 North Entry Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
→ Leads to room #49
West Entry Secret (Search DC 20) Trapped and
Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
Ⓢ A bookcase and concealed door
pivots smoothly
Ⓣ Arrow Trap: CR 11; mechanical;
location trigger; manual reset; Atk
+14 ranged (12d6/x3); Search DC
24; Disable Device DC 26
→ Leads to room #79
South Entry #1 Archway
→ Leads to room #91, inhabited by 6 x
Cloaker
South Entry #2 Secret (Search DC 30) Stuck Simple
Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ The door is concealed within a
mosaic of ancient mythology
Ⓣ Wide-Mouth Pit Trap: CR 9;
mechanical; location trigger;
manual reset; DC 25 Reflex save
avoids; 100 ft. deep (10d6, fall);
multiple targets (all targets within a
10 ft. by 10 ft. area); Search DC 25;
Disable Device DC 25
→ Leads to room #92
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Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD


15d8+75; hp 142; Init -1; Spd 30 ft. in
half-plate armor (6 squares); base
speed 40 ft.; AC 23 (-1 size, -1 dex, +8
natural, +7 half-plate armor), touch 8,
flat-footed 23; Base Atk +11; Grp +25;
Atk +20 melee (3d6+15, greatsword) or
+20 melee (1d4+10, slam) or +10 ranged
(2d6+10 plus 2d6 fire, rock); Full Atk
+20 /+15/+10 melee (3d6+15,
greatsword) or +20 melee (1d4+10, 2
slams) or +10 ranged (2d6+10 plus 2d6
fire, rock); Space/Reach 10 ft./10 ft.; SA
Rock throwing; SQ Immunity to fire,
low-light vision, rock catching,
vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int
10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any
one) +6, Intimidate +6, Jump +9, Spot
+14; Cleave, Great Cleave, Improved
Overrun, Improved Sunder, Iron Will,
Power Attack
Treasure: 160 pp; Ceramic Miniature (of
a Castle) (130 gp), Porcelain Figurine (of
a Hart) (400 gp), Small Tapestry (400
gp); hoard total 2530 gp
Hidden Treasure Hidden (Search DC 25) Locked Simple
Wooden Chest (Open Lock DC 30,
break DC 15; hard 5, 10 hp)

11000 sp; hoard total 1100 gp

Room #81 West Entry #1 Trapped and Locked Stone Door (Open
Lock DC 25, break DC 28; hard 8, 60
hp)
Ⓣ Crushing Wall Trap: CR 10;
mechanical; location trigger;
automatic reset; no attack roll
required (18d6, crush); Search DC
20; Disable Device DC 25
→ Leads to room #72, inhabited by 5 x
Hill Giant
West Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
West Entry #3 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #98
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East Entry Unlocked Strong Wooden Door (hard 5,


20 hp)

Room Features A rope ascends to a catwalk hanging


between the north and south walls, and
a sour odor fills the room
Monster 4 x Cloaker

Cloaker: CR 5; Large aberration; HD


6d8+18; hp 45; Init +7; Spd 10 ft. (2
squares), fly 40 ft. (average); AC 19 (-1
size, +3 dex, +7 natural), touch 12, flat-
footed 16; Base Atk +4; Grp +13; Atk +8
melee (1d6+5, tail slap); Full Atk +8
melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft.
(5 ft. with bite); SA Moan, engulf; SQ
Darkvision 60 ft., shadow shift; AL CN;
SV Fort +5, Ref +5, Will +7; Str 21, Dex
16, Con 17, Int 14, Wis 15, Cha 15
Skills and Feats: Hide +8, Listen +13,
Move Silently +12, Spot +13; Alertness,
Combat Reflexes, Improved Initiative
Treasure: 1100 gp; hoard total 1100 gp

Room #82 West Entry #1 Archway


→ Leads to room #66
West Entry #2 Unlocked Strong Wooden Door (hard 5,
20 hp)
West Entry #3 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
East Entry Secret (Search DC 30) Trapped and
Stuck Iron Door (break DC 28; hard 10,
60 hp)
Ⓢ The door is concealed behind a
statue of an ancient lich, and
opened by pressing runes on his
staff
Ⓣ Wide-Mouth Spiked Pit with
Poisoned Spikes: CR 9; mechanical;
location trigger; manual reset;
hidden lock bypass (Search DC 25,
Open Lock DC 30); DC 20 Reflex
save avoids; 70 ft. deep (7d6, fall);
multiple targets (all targets within a
10 ft. by 10 ft. area); pit spikes (Atk
+10 melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(giant wasp poison [injury, Fort DC

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18, 1d6 Dex/1d6 Dex]); Search DC


20; Disable Device DC 20
→ Leads to room #89, inhabited by 10
x Derro

Monster 8 x Wererat (lycanthrope) and 10 x Dire


Rat

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 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,
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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: 900 gp; Chalcedony (50 gp),
Jade (90 gp), White Pearl (120 gp);
hoard total 1160 gp

Dire rat: CR 1/3; Small animal; HD


1d8+1; hp 5; Init +3; Spd 40 ft. (8
squares), climb 20 ft.; AC 15 (+1 size, +3
dex, +1 natural), touch 14, flat-footed 12;
Base Atk +0; Grp -4; Atk +4 melee (1d4
plus disease, bite); Full Atk +4 melee
(1d4 plus disease, bite); Space/Reach 5
ft./5 ft.; SA Disease; SQ Low-light
vision, scent; AL N; SV Fort +3, Ref +5,
Will +3; Str 10, Dex 17, Con 12, Int 1, Wis
12, Cha 4
Skills and Feats: Climb +11, Hide +8,
Listen +4, Move Silently +4, Spot +4,
Swim +11; Alertness, Weapon Finesse

Room #83 North Entry Trapped and Locked Strong Wooden


Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)
Ⓣ Falling Block: CR 8; mechanical;
location trigger; no reset; Atk +15
melee (8d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 24; Disable Device DC
26
→ Leads to room #70, inhabited by 2 x
Spectre
West Entry #1 Stuck Stone Door (break DC 28; hard 8,
60 hp)
West Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
East Entry Archway
→ Leads to room #79

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Monster 3 x Wraith

Wraith: CR 5; Medium undead


(incorporeal); HD 5d12; hp 32; Init +7;
Spd Fly 60 ft. (good) (12 squares); AC 15
(+3 dex, +2 deflection), touch 15, flat-
footed 12; Base Atk +2; Grp -; Atk +5
melee (1d4 plus 1d6 Constitution drain,
incorporeal touch); Full Atk +5 melee
(1d4 plus 1d6 Constitution drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight
powerlessness, incorporeal traits, +2
turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref
+4, Will +6; Str -, Dex 16, Con -, Int 14,
Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide
+11, Intimidate +10, Listen +12, Search
+10, Sense Motive +8, Spot +12, Survival
+2 (+4 following tracks); Alertness,
Blind-Fight, Combat Reflexes, Improved
Initiative
Hidden Treasure Hidden (Search DC 25) Locked Simple
Wooden Chest (Open Lock DC 20,
break DC 15; hard 5, 10 hp)

1400 gp; Bolt of Gold Cloth (1500 gp),


Ebony Dice (pair) set with Rose Quartz
(700 gp), Ermine Choker (800 gp),
Large Tapestry threaded with Bronze
(2000 gp), Small Bag of Incense (80
gp); hoard total 6480 gp

Room #84 West Entry Archway


East Entry Trapped and Locked Strong Wooden
Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)
Ⓣ Incendiary Cloud Trap: CR 9; magic
device; proximity trigger (alarm);
automatic reset; spell effect
(Incendiary Cloud, 15th level
wizard, 4d6/round for 15 rounds,
DC 22 Reflex save half damage);
Search DC 33; Disable Device DC 33
→ Leads to room #96, inhabited by 8 x
Basilisk

Empty

Room #85 North Entry #1 Trapped and Stuck Stone Door (break
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DC 28; hard 8, 60 hp)


Ⓣ Deathblade Wall Scythe: CR 8;
mechanical; touch trigger; manual
reset; Atk +16 melee (2d4+8 plus
poison, scythe); poison
(deathblade [injury, Fort DC 20,
1d6 Con/2d6 Con]); Search DC 24;
Disable Device DC 19
→ Leads to room #65
North Entry #2 Trapped and Locked Iron Door (Open
Lock DC 40, break DC 28; hard 10, 60
hp)
Ⓣ Rune of Fear: CR 10; magic device;
proximity trigger (alarm); no reset;
fear (shaken for 1d4 rounds, DC 18
Will save negates); multiple targets
(all targets in a 10 ft. radius burst);
Search DC 26; Disable Device DC
28
→ Leads to room #73, inhabited by 11 x
Derro
West Entry Archway
→ Leads to room #93, inhabited by 10 x
Rust Monster
East Entry Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #86, inhabited by 1 x
Clay Golem
South Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)

Monster 4 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: 120 gp; Arcane Scroll (Jump
(25 gp)) (total 25 gp), Arcane Scroll

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(Unseen Servant (25 gp)) (total 25 gp),


Potion of Cure Light Wounds (50 gp);
hoard total 220 gp

Room #86 West Entry #1 Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #85, inhabited by 4 x
Huge Monstrous Spider
West Entry #2 Secret (Search DC 20) Stuck Good
Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ A bookcase and concealed door
pivots smoothly
West Entry #3 Stuck Stone Door (break DC 28; hard 8,
60 hp)
East Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #87, inhabited by 5 x
Wraith
South Entry Archway

Monster 1 x Clay Golem

Clay golem: CR 10; Large construct; HD


11d10+30; hp 90; Init -1; Spd 20 ft. (4
squares); AC 22 (-1 size, -1 dex, +14
natural), touch 8, flat-footed 22; Base
Atk +8; Grp +19; Atk +14 melee (2d10+7
plus cursed wound, slam); Full Atk +14
melee (2d10+7 plus cursed wound, 2
slams); Space/Reach 10 ft./10 ft.; SA
Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine
and bludgeoning, darkvision 60 ft.,
haste, immunity to magic, low-light
vision; AL N; SV Fort +3, Ref +2, Will +3;
Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills and Feats: -; -
Trap Prismatic Spray Trap: CR 8; magic
device; proximity trigger (alarm);
automatic reset; spell effect (Prismatic
Spray, 13th level wizard, DC 20 Reflex,
Fort, or Will save, depending on effect);
Search DC 32; Disable Device DC 32
Hidden Treasure Locked Simple Wooden Chest (Open
Lock DC 20, break DC 15; hard 5, 10 hp)

140 pp; Black Opal (1400 gp), Carnelian


(60 gp), Chrysoberyl (130 gp), Golden
Pearl (110 gp), Red Spinel (70 gp), Rock
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Crystal (20 gp), Turquoise (11 gp);


Divine Scroll (Cure Light Wounds (25
gp), Eagle's Splendor (150 gp), Remove
Paralysis (150 gp)) (total 325 gp), 2 x
Potion of Blur (300 gp), Potion of Bull's
Strength (300 gp); hoard total 4426 gp

Room #87 West Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #86, inhabited by 1 x
Clay Golem
East Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #88, inhabited by 5 x
Phasm
East Entry #2 Trapped and Locked Strong Wooden
Door (Open Lock DC 20, break DC 25;
hard 5, 20 hp)
Ⓣ Teleporter Crystal: CR 12; magic
device; touch trigger; no reset;
teleport (teleported one level down,
DC 18 Will save negates); Search
DC 26; Disable Device DC 28
South Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #113

Room Features A well lies in the center of the room, and


a mural of a legendary battle covers the
ceiling
Monster 5 x Wraith

Wraith: CR 5; Medium undead


(incorporeal); HD 5d12; hp 32; Init +7;
Spd Fly 60 ft. (good) (12 squares); AC 15
(+3 dex, +2 deflection), touch 15, flat-
footed 12; Base Atk +2; Grp -; Atk +5
melee (1d4 plus 1d6 Constitution drain,
incorporeal touch); Full Atk +5 melee
(1d4 plus 1d6 Constitution drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight
powerlessness, incorporeal traits, +2
turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref
+4, Will +6; Str -, Dex 16, Con -, Int 14,
Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide
+11, Intimidate +10, Listen +12, Search

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+10, Sense Motive +8, Spot +12, Survival


+2 (+4 following tracks); Alertness,
Blind-Fight, Combat Reflexes, Improved
Initiative

Room #88 North Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #66
West Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #87, inhabited by 5 x
Wraith

Monster 5 x Phasm

Phasm: CR 7; Medium aberration


(shapechanger); HD 15d8+30; hp 97;
Init +6; Spd 30 ft. (6 squares); AC 17 (+2
dex, +5 natural), touch 12, flat-footed
15; Base Atk +11; Grp +12; Atk +12 melee
(1d3+1, slam); Full Atk +12 melee (1d3+1,
slam); Space/Reach 5 ft./5 ft.; SA -; SQ
Alternate form, amorphous, resilient,
scent, telepathy 100 ft., tremorsense 60
ft.; AL CN; SV Fort +11, Ref +11, Will +11;
Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha
14
Skills and Feats: Bluff +20, Climb +7,
Craft (any one) +12, Diplomacy +12,
Disguise +20 (+22 acting)*, Intimidate
+4, Knowledge (any one) +18, Listen
+12, Spot +12, Survival +8; Alertness,
Blind-Fight, Combat Reflexes, Dodge,
Improved Initiative, Mobility
Treasure: 1700 gp; Amber (100 gp);
Potion of Cure Light Wounds (50 gp);
hoard total 1850 gp

Room #89 North Entry #1 Secret (Search DC 20) Stuck Good


Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ A bookcase and concealed door
pivots smoothly
North Entry #2 Trapped and Locked Iron Door (Open
Lock DC 30, break DC 28; hard 10, 60
hp)
Ⓣ Guillotine Blade: CR 12; mechanical;
location trigger; manual reset; Atk
+16 melee (12d6/19-20); Search DC
28; Disable Device DC 26

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→ Leads to room #67, inhabited by 15 x


Doppelganger
West Entry #1 Secret (Search DC 30) Trapped and
Stuck Iron Door (break DC 28; hard 10,
60 hp)
Ⓢ The door is concealed behind a
statue of an ancient lich, and
opened by pressing runes on his
staff
Ⓣ Wide-Mouth Spiked Pit with
Poisoned Spikes: CR 9; mechanical;
location trigger; manual reset;
hidden lock bypass (Search DC 25,
Open Lock DC 30); DC 20 Reflex
save avoids; 70 ft. deep (7d6, fall);
multiple targets (all targets within a
10 ft. by 10 ft. area); pit spikes (Atk
+10 melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(giant wasp poison [injury, Fort DC
18, 1d6 Dex/1d6 Dex]); Search DC
20; Disable Device DC 20
→ Leads to room #82, inhabited by 8 x
Wererat and 10 x Dire Rat
West Entry #2 Locked Strong Wooden Door (Open
Lock DC 25, break DC 25; hard 5, 20 hp)
West Entry #3 Archway
→ Leads to room #116, inhabited by 12
x Derro
East Entry Unlocked Strong Wooden Door (hard 5,
20 hp) (slides up, +2 to break DC)
→ Leads to room #108

Room Features An iron chandelier hangs from the


ceiling in the west side of the room, and
the sound of dripping water fills the
room
Monster 10 x Derro

Derro: CR 3; Small monstrous


humanoid; HD 3d8+3; hp 16; Init +6;
Spd 20 ft. (4 squares); AC 19 (+1 size, +2
dex, +2 natural, +3 studded leather
armor, +1 buckler), touch 13, flat-footed
17; Base Atk +3; Grp -1; Atk +4 melee
(1d4/19-20, short sword) or +6 ranged
(1d6/19-20 plus poison, repeating light
crossbow); Full Atk +4 melee (1d4/19-
20, short sword) or +6 ranged (1d6/19-
20 plus poison, repeating light
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crossbow); Space/Reach 5 ft./5 ft.; SA


Poison use, spell-like abilities, sneak
attack +1d6; SQ Madness, spell
resistance 15 vulnerability to sunlight;
AL CE; SV Fort +2, Ref +5, Will +6; Str 11,
Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills and Feats: Bluff +5, Hide +10,
Listen +1, Move Silently +8; Blind-Fight,
Improved Initiative
Treasure: 1300 gp; hoard total 1300 gp

Room #90 East Entry #1 Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp) (magically reinforced,
+10 to break DC)
East Entry #2 Trapped and Locked Stone Door (Open
Lock DC 20, break DC 28; hard 8, 60
hp)
Ⓣ Rune of Dread: CR 9; magic device;
proximity trigger (alarm); no reset;
fear (frightened for 1d4 rounds, DC
14 Will save negates); multiple
targets (all targets in a 10 ft. radius
burst); Search DC 22; Disable
Device DC 26
→ Leads to room #94, inhabited by 6 x
Huge Monstrous Spider
South Entry Secret (Search DC 30) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door
pivots smoothly
→ Leads to room #108

Monster 1 x Clay Golem

Clay golem: CR 10; Large construct; HD


11d10+30; hp 90; Init -1; Spd 20 ft. (4
squares); AC 22 (-1 size, -1 dex, +14
natural), touch 8, flat-footed 22; Base
Atk +8; Grp +19; Atk +14 melee (2d10+7
plus cursed wound, slam); Full Atk +14
melee (2d10+7 plus cursed wound, 2
slams); Space/Reach 10 ft./10 ft.; SA
Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine
and bludgeoning, darkvision 60 ft.,
haste, immunity to magic, low-light
vision; AL N; SV Fort +3, Ref +2, Will +3;
Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills and Feats: -; -

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Room #91 North Entry Archway


→ Leads to room #80, inhabited by 1 x
Fire Giant
West Entry Archway

Room Features A balcony hangs from the north wall,


and a faded and torn tapestry hangs
from the east wall
Monster 6 x Cloaker

Cloaker: CR 5; Large aberration; HD


6d8+18; hp 45; Init +7; Spd 10 ft. (2
squares), fly 40 ft. (average); AC 19 (-1
size, +3 dex, +7 natural), touch 12, flat-
footed 16; Base Atk +4; Grp +13; Atk +8
melee (1d6+5, tail slap); Full Atk +8
melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft.
(5 ft. with bite); SA Moan, engulf; SQ
Darkvision 60 ft., shadow shift; AL CN;
SV Fort +5, Ref +5, Will +7; Str 21, Dex
16, Con 17, Int 14, Wis 15, Cha 15
Skills and Feats: Hide +8, Listen +13,
Move Silently +12, Spot +13; Alertness,
Combat Reflexes, Improved Initiative
Treasure: 180 pp; Chrysoprase Ring
(600 gp), Ermine Ribbon set with
Chalcedony (1600 gp), Fine Leather
Longsword Scabbard wreathed in
Continual Flame (2000 gp), Fine Steel
Torc (500 gp); Divine Scroll
(Deathwatch (25 gp), Barkskin (150
gp), Hold Person (150 gp)) (total 325
gp), Potion of Barkskin (+2) (300 gp);
hoard total 7125 gp

Room #92 North Entry #1 Secret (Search DC 30) Stuck Simple


Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ The door is concealed within a
mosaic of ancient mythology
Ⓣ Wide-Mouth Pit Trap: CR 9;
mechanical; location trigger;
manual reset; DC 25 Reflex save
avoids; 100 ft. deep (10d6, fall);
multiple targets (all targets within a
10 ft. by 10 ft. area); Search DC 25;
Disable Device DC 25
→ Leads to room #80, inhabited by 1 x
Fire Giant

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North Entry #2 Secret (Search DC 20) Unlocked Simple


Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed behind a
tapestry of a goddess of love
South Entry Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #105

Empty

Room #93 North Entry #1 Stuck Iron Door (break DC 28; hard 10,
60 hp)
North Entry #2 Archway
→ Leads to room #62
East Entry #1 Archway
→ Leads to room #85, inhabited by 4 x
Huge Monstrous Spider
East Entry #2 Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #99, inhabited by 4 x
Succubus

Room Features A narrow ledge runs along the north and


east walls, and someone has scrawled
"Ran out of time" on the south wall
Monster 10 x Rust Monster

Rust monster: CR 3; Medium


aberration; HD 5d8+5; hp 27; Init +3;
Spd 40 ft. (8 squares); AC 18 (+3 dex, +5
natural), touch 13, flat-footed 15; Base
Atk +3; Grp +3; Atk +3 melee (rust,
antennae touch); Full Atk +3 melee
(rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA
Rust; SQ Darkvision, scent; AL N; SV
Fort +2, Ref +4, Will +5; Str 10, Dex 17,
Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7;
Alertness, Track

Room #94 North Entry #1 Archway


→ Leads to room #75, inhabited by 11 x
Derro
North Entry #2 Archway
→ Leads to room #63
West Entry Trapped and Locked Stone Door (Open
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Lock DC 20, break DC 28; hard 8, 60


hp)
Ⓣ Rune of Dread: CR 9; magic device;
proximity trigger (alarm); no reset;
fear (frightened for 1d4 rounds, DC
14 Will save negates); multiple
targets (all targets in a 10 ft. radius
burst); Search DC 22; Disable
Device DC 26
→ Leads to room #90, inhabited by 1 x
Clay Golem

Room Features Someone has scrawled "Good spot for


ambush" in goblin runes on the east
wall, and a pile of rotten bread lies in
the center of the room
Monster 6 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: 800 sp; Carnelian (50 gp);
Arcane Scroll (Color Spray (25 gp), Erase
(25 gp), Spectral Hand (150 gp)) (total
200 gp), Potion of Cure Light Wounds
(50 gp); hoard total 380 gp

Room #95 North Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #79
West Entry Archway
→ Leads to room #104
South Entry #1 Trapped and Locked Stone Door (Open
Lock DC 40, break DC 28; hard 8, 60
hp)
Ⓣ Contact Poison: CR 9; mechanical;
touch trigger, no reset; contact
poison (Malyass Root Paste);

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Search DC 24; Disable Device DC


22
→ Leads to room #114
South Entry #2 Archway

Monster 4 x Drider

Drider: CR 7; Large aberration; HD


6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2
dex, +6 natural), touch 11, flat-footed
15; Base Atk +4; Grp +10; Atk +5 melee
(1d6+2/19-20, dagger) or +6 melee
(1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee
(1d6+2/19-20, 1d6+1/19-20, 2 daggers)
and +1 melee (1d4+1 plus poison, bite)
or +5 ranged (1d8/x3, shortbow);
Space/Reach 10 ft./5 ft.; SA Spells, spell-
like abilities, poison; SQ Darkvision 60
ft., spell resistance 17; AL CE; SV Fort
+5, Ref +4, Will +8; Str 15, Dex 15, Con
16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14,
Concentration +9, Hide +10, Listen +9,
Move Silently +12, Spot +9; Combat
Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Treasure: 580 pp; Electrum Cloth Vest
(1000 gp), Fine Steel Goblet (300 gp),
Freshwater Pearl Rod (500 gp), Small
Vial of Exotic Perfume (400 gp); Divine
Scroll (Detect Animals or Plants (25 gp),
Magic Weapon (25 gp)) (total 50 gp),
Oil of Magic Stone (50 gp); hoard total
8100 gp

Room #96 North Entry #1 Unlocked Simple Wooden Door (hard 5,


10 hp)
North Entry #2 Archway
→ Leads to room #71
West Entry #1 Trapped and Locked Strong Wooden
Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)
Ⓣ Incendiary Cloud Trap: CR 9; magic
device; proximity trigger (alarm);
automatic reset; spell effect
(Incendiary Cloud, 15th level
wizard, 4d6/round for 15 rounds,
DC 22 Reflex save half damage);
Search DC 33; Disable Device DC 33
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→ Leads to room #84


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

Room Features Numerous pillars line the north wall,


and a mural of arcane patterns covers
the ceiling
Monster 8 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 #97 North Entry Archway


→ Leads to room #71
West Entry Unlocked Strong Wooden Door (hard 5,
20 hp)
South Entry Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #118

Room Features Quicksilver drips from the ceiling in the


south-east corner of the room, and a
sundered helm lies in the south side of
the room

Room #98 North Entry #1 Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #71
North Entry #2 Trapped and Locked Good Wooden
Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
Ⓣ Prismatic Spray Trap: CR 8; magic
device; proximity trigger (alarm);
automatic reset; spell effect
(Prismatic Spray, 13th level wizard,
DC 20 Reflex, Fort, or Will save,
depending on effect); Search DC
32; Disable Device DC 32

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East Entry #1 Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #81, inhabited by 4 x
Cloaker
East Entry #2 Archway
→ Leads to room #111
South Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #123

Trap Poisoned Guillotine Blade: CR 11;


mechanical; location trigger; manual
reset; Atk +16 melee (11d6/19-20 plus
poison); poison (purple worm poison
[injury, Fort DC 24, 1d6 Str/2d6 Str]);
Search DC 26; Disable Device DC 24
Hidden Treasure Hidden (Search DC 20) Locked Simple
Wooden Chest (Open Lock DC 30,
break DC 15; hard 5, 10 hp)

1900 gp; Lapis Lazuli (7 gp), Turquoise


(11 gp); hoard total 1918 gp

Room #99 West Entry #1 Unlocked Good Wooden Door (hard 5,


15 hp)
→ Leads to room #93, inhabited by 10 x
Rust Monster
West Entry #2 Locked Stone Door (Open Lock DC 25,
break DC 28; hard 8, 60 hp)
→ Leads to room #106, inhabited by 8
x Wight
South Entry Secret (Search DC 30) Stuck Strong
Wooden Door (break DC 23; hard 5, 20
hp)
Ⓢ A bookcase and concealed door
pivots smoothly

Monster 4 x Succubus (demon)

Succubus: CR 7; Medium outsider


(chaotic, extraplanar, evil); HD 6d8+6;
hp 33; Init +1; Spd 30 ft. (6 squares), fly
50 ft. (average); AC 20 (+1 dex, +9
natural), touch 11, flat-footed 19; Base
Atk +6; Grp +7; Atk +7 melee (1d6+1,
claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA
Energy drain, spell-like abilities,
summon demon; SQ Damage reduction

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10/cold iron or good, darkvision 60 ft.,


immunity to electricity and poison, acid
resistance 10, cold resistance 10, fire
resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV
Fort +6, Ref +6, Will +7; Str 13, Dex 13,
Con 13, Int 16, Wis 14, Cha 26
Skills and Feats: Bluff +19,
Concentration +10, Diplomacy +12,
Disguise +17* (+19 acting), Escape Artist
+10, Hide +10, Intimidate +19,
Knowledge (any one) +12, Listen +19,
Move Silently +10, Search +12, Spot +19,
Survival +2 (+4 following tracks), Use
Rope +1 (+3 with bindings); Dodge,
Mobility, Persuasive
Treasure: 1800 gp; Banded Agate (14
gp), Coral (50 gp), Moonstone (80 gp),
Moss Agate (11 gp), White Pearl (110
gp); hoard total 2065 gp

Room #100 West Entry Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
East Entry #1 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
East Entry #2 Trapped and Stuck Stone Door (break
DC 28; hard 8, 60 hp)
Ⓣ Symbol of Hypnosis: CR 11; magic
device; proximity trigger (alarm);
no reset; hypnosis (dazed for 1d4
rounds, DC 16 Will save negates);
multiple targets (all targets in a 10
ft. radius burst); Search DC 24;
Disable Device DC 26
→ Leads to room #107
South Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #113

Room Features A chute descends from the room into a


midden chamber below, and groaning
can be faintly heard near the east wall

Room #101 North Entry Trapped and Locked Good Wooden


Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
Ⓣ Thunderstone Mine: CR 12; magic
device; location trigger; no reset;
thunder blast (11d6 sonic damage,
DC 16 Fort save for half damage);
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multiple targets (all targets in a 10


ft. radius burst); Search DC 26;
Disable Device DC 28
→ Leads to room #68
East Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #76
East Entry #2 Locked Good Wooden Door (Open Lock
DC 40, break DC 18; hard 5, 15 hp)
→ Leads to room #110

Room Features Spirals of yellow stones cover the floor,


and someone has scrawled a large X on
the south wall

Room #102 East Entry Archway


→ Leads to room #103
South Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)

Empty

Room #103 North Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #77
West Entry #1 Archway
→ Leads to room #102
West Entry #2 Trapped and Locked Good Wooden
Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp) (slides down, +1 to break
DC)
Ⓣ Magic Missle Trap: CR 11; magic
device; visual trigger (true seeing);
no reset; magic missile (8d6 force
damage); never miss; Search DC
24; Disable Device DC 28
East Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #78
East Entry #2 Secret (Search DC 20) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within an
upright sarcophagus
East Entry #3 Archway
South Entry Archway

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→ Leads to room #117, inhabited by 13 x


Bugbear

Empty

Room #104 West Entry #1 Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #78
West Entry #2 Unlocked Good Wooden Door (hard 5,
15 hp)
West Entry #3 Stuck Stone Door (break DC 28; hard 8,
60 hp)
East Entry #1 Archway
→ Leads to room #95, inhabited by 4 x
Drider
East Entry #2 Trapped and Unlocked Strong Wooden
Door (hard 5, 20 hp)
Ⓣ Poisoned Spiked Pit Trap: CR 10;
mechanical; location trigger;
manual reset; hidden lock bypass
(Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft.
deep (5d6, fall); multiple targets
(first target in each of two adjacent
5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(purple worm poison [injury, Fort
DC 24, 1d6 Str/2d6 Str]); Search
DC 16; Disable Device DC 25
→ Leads to room #122, inhabited by 3 x
Dire Bear
South Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp) (magically reinforced,
+10 to break DC)
→ Leads to room #128, inhabited by 3 x
Spectre
South Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #129, inhabited by 8 x
Derro

Room Features The floor is covered in perfect hexagonal


tiles, and a hissing noise fills the room

Room #105 North Entry Locked Simple Wooden Door (Open


Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #92
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East Entry Locked Stone Door (Open Lock DC 20,


break DC 28; hard 8, 60 hp) (slides to
one side, +1 to break DC)

Empty

Room #106 West Entry Unlocked Simple Wooden Door (hard 5,


10 hp) (slides to one side, +1 to break
DC)
East Entry #1 Locked Stone Door (Open Lock DC 25,
break DC 28; hard 8, 60 hp)
→ Leads to room #99, inhabited by 4 x
Succubus
East Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)

Room Features Someone has scrawled "Dralphye's


Swords looted this place" on the south
wall, and howling can be heard in the
south-east corner of the room
Monster 8 x Wight

Wight: CR 3; Medium undead; HD 4d12;


hp 26; Init +1; Spd 30 ft. (6 squares); AC
15 (+1 dex, +4 natural), touch 11, flat-
footed 14; Base Atk +2; Grp +3; Atk +3
melee (1d4+1 plus energy drain, slam);
Full Atk +3 melee (1d4+1 plus energy
drain, slam); Space/Reach 5 ft./5 ft.; SA
Create spawn, energy drain; SQ
Darkvision 60 ft., undead traits; AL LE;
SV Fort +1, Ref +2, Will +5; Str 12, Dex
12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7,
Move Silently +16, Spot +7; Alertness,
Blind-Fight

Room #107 West Entry Trapped and Stuck Stone Door (break
DC 28; hard 8, 60 hp)
Ⓣ Symbol of Hypnosis: CR 11; magic
device; proximity trigger (alarm);
no reset; hypnosis (dazed for 1d4
rounds, DC 16 Will save negates);
multiple targets (all targets in a 10
ft. radius burst); Search DC 24;
Disable Device DC 26
→ Leads to room #100
East Entry Trapped and Locked Good Wooden
Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)

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Ⓣ Deathblade Wall Scythe: CR 8;


mechanical; touch trigger; manual
reset; Atk +16 melee (2d4+8 plus
poison, scythe); poison
(deathblade [injury, Fort DC 20,
1d6 Con/2d6 Con]); Search DC 24;
Disable Device DC 19
South Entry Secret (Search DC 25) Unlocked Good
Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind an
area of slime

Empty

Room #108 North Entry Secret (Search DC 30) Unlocked Simple


Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door
pivots smoothly
→ Leads to room #90, inhabited by 1 x
Clay Golem
West Entry Unlocked Strong Wooden Door (hard 5,
20 hp) (slides up, +2 to break DC)
→ Leads to room #89, inhabited by 10
x Derro

Empty

Room #109 South Entry #1 Trapped and Unlocked Stone Door (hard
8, 60 hp) (slides up, +2 to break DC)
Ⓣ Electrified Lock: CR 8; magic device;
touch trigger; no reset; electric
shock (9d6 electricity damage, DC
12 Reflex save for half damage);
Search DC 24; Disable Device DC
24
→ Leads to room #120, inhabited by 3 x
Drider
South Entry #2 Trapped and Stuck Stone Door (break
DC 28; hard 8, 60 hp)
Ⓣ Power Word Stun Trap: CR 8; magic
device; touch trigger; no reset; spell
effect (Power Word Stun, 13th level
wizard); Search DC 32; Disable
Device DC 32
→ Leads to room #121, inhabited by 1 x
Fire Giant
South Entry #3 Trapped and Unlocked Stone Door (hard
8, 60 hp)
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Ⓣ Acid Spray: CR 12; magic device;


proximity trigger (alarm); no reset;
acid spray (10d6 acid damage, DC
18 Reflex save for half damage);
Search DC 24; Disable Device DC
24

Monster 6 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 #110 West Entry #1 Locked Good Wooden Door (Open Lock
DC 40, break DC 18; hard 5, 15 hp)
→ Leads to room #101
West Entry #2 Secret (Search DC 30) Trapped and
Locked Iron Door (Open Lock DC 20,
break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed within the
mouth of a demonic face carved
from stone
Ⓣ Ice Dart Trap: CR 11; magic device;
proximity trigger (alarm); no reset;
Atk +14 ranged (12d6 cold); Search
DC 24; Disable Device DC 26
South Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #138
South Entry #2 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #139

Room Features The floor is covered in square tiles,


alternating white and black, and a briny
odor fills the room

Room #111 West Entry Archway


→ Leads to room #98
South Entry Secret (Search DC 20) Unlocked Stone
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Door (hard 8, 60 hp)


Ⓢ A trap door in the floor leads to a
short tunnel beneath the wall
→ Leads to room #125

Room Features A magical pool in the south side of the


room restores youth to whomever
drinks from it (but only once), and
someone has scrawled "one, five, three"
on the south wall

Room #112 West Entry Locked Good Wooden Door (Open Lock
DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #125
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)

Trap Rune of Dread: CR 11; magic device;


proximity trigger (alarm); no reset; fear
(frightened for 1d4 rounds, DC 16 Will
save negates); multiple targets (all
targets in a 10 ft. radius burst); Search
DC 28; Disable Device DC 26
Hidden Treasure Hidden (Search DC 20) Unlocked
Simple Wooden Chest (hard 5, 10 hp)

1400 gp; Alexandrite (200 gp);


Longsword (Medium) (+1 weapon)
(Delusion curse) (2315 gp), Wand of
Cat's Grace (7 of 50 charges) (630 gp);
hoard total 4545 gp

Room #113 North Entry #1 Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
→ Leads to room #87, inhabited by 5 x
Wraith
North Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #100
West Entry Unlocked Good Wooden Door (hard 5,
15 hp)

Room Features A tile mosaic of legendary monsters


covers the floor, and several iron cages
are scattered throughout the room

Room #114 North Entry Trapped and Locked Stone Door (Open
Lock DC 40, break DC 28; hard 8, 60
hp)

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Ⓣ Contact Poison: CR 9; mechanical;


touch trigger, no reset; contact
poison (Malyass Root Paste);
Search DC 24; Disable Device DC
22
→ Leads to room #95, inhabited by 4 x
Drider

Room Features A well lies in the center of the room, and


several pieces of blood-soaked clothing
are scattered throughout the room

Room #115 East Entry #1 Unlocked Strong Wooden Door (hard 5,


20 hp)
East Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #118
South Entry Trapped and Unlocked Simple Wooden
Door (hard 5, 10 hp)
Ⓣ Crushing Wall Trap: CR 10;
mechanical; location trigger;
automatic reset; no attack roll
required (18d6, crush); Search DC
20; Disable Device DC 25
→ Leads to room #131, inhabited by 14
x Wight

Room Features A stone dais and throne sits in the east


side of the room, and someone has
scrawled an arrow pointing down on the
south wall
Monster 3 x Drider

Drider: CR 7; Large aberration; HD


6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2
dex, +6 natural), touch 11, flat-footed
15; Base Atk +4; Grp +10; Atk +5 melee
(1d6+2/19-20, dagger) or +6 melee
(1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee
(1d6+2/19-20, 1d6+1/19-20, 2 daggers)
and +1 melee (1d4+1 plus poison, bite)
or +5 ranged (1d8/x3, shortbow);
Space/Reach 10 ft./5 ft.; SA Spells, spell-
like abilities, poison; SQ Darkvision 60
ft., spell resistance 17; AL CE; SV Fort
+5, Ref +4, Will +8; Str 15, Dex 15, Con
16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14,
Concentration +9, Hide +10, Listen +9,
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Move Silently +12, Spot +9; Combat


Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Treasure: 2600 gp; Ring of Water
Walking (15000 gp) (Opposite effect or
target curse); hoard total 17600 gp

Room #116 West Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #136, inhabited by 9 x
Wererat
East Entry #1 Archway
→ Leads to room #89, inhabited by 10
x Derro
East Entry #2 Trapped and Locked Iron Door (Open
Lock DC 25, break DC 28; hard 10, 60
hp)
Ⓣ Rune of Confusion: CR 10; magic
device; proximity trigger (alarm);
no reset; confusion (confused for
1d4 rounds, DC 16 Will save
negates); multiple targets (all
targets in a 10 ft. radius burst);
Search DC 28; Disable Device DC
24
→ Leads to room #119

Room Features The floor is covered in perfect hexagonal


tiles, and an unidentifiable odor fills the
room
Monster 12 x Derro

Derro: CR 3; Small monstrous


humanoid; HD 3d8+3; hp 16; Init +6;
Spd 20 ft. (4 squares); AC 19 (+1 size, +2
dex, +2 natural, +3 studded leather
armor, +1 buckler), touch 13, flat-footed
17; Base Atk +3; Grp -1; Atk +4 melee
(1d4/19-20, short sword) or +6 ranged
(1d6/19-20 plus poison, repeating light
crossbow); Full Atk +4 melee (1d4/19-
20, short sword) or +6 ranged (1d6/19-
20 plus poison, repeating light
crossbow); Space/Reach 5 ft./5 ft.; SA
Poison use, spell-like abilities, sneak
attack +1d6; SQ Madness, spell
resistance 15 vulnerability to sunlight;
AL CE; SV Fort +2, Ref +5, Will +6; Str 11,
Dex 14, Con 13, Int 10, Wis 5*, Cha 16*

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Skills and Feats: Bluff +5, Hide +10,


Listen +1, Move Silently +8; Blind-Fight,
Improved Initiative
Treasure: 1600 gp; Dragonscale Ribbon
(700 gp), Silver Cloth Pennant (1100
gp), Small Tapestry threaded with Fine
Steel (800 gp); Arcane Scroll (Remove
Fear (50 gp)) (total 50 gp), Oil of Bless
Weapon (100 gp); hoard total 4350 gp

Room #117 North Entry #1 Unlocked Strong Wooden Door (hard 5,


20 hp)
North Entry #2 Locked Simple Wooden Door (Open
Lock DC 40, break DC 15; hard 5, 10 hp)
North Entry #3 Archway
→ Leads to room #103
South Entry #1 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp) (slides to one side, +1
to break DC)
→ Leads to room #127, inhabited by 12
x Rust Monster
South Entry #2 Trapped and Locked Simple Wooden
Door (Open Lock DC 25, break DC 15;
hard 5, 10 hp)
Ⓣ Rune of Confusion: CR 12; magic
device; proximity trigger (alarm);
no reset; confusion (confused for
1d4 rounds, DC 18 Will save
negates); multiple targets (all
targets in a 10 ft. radius burst);
Search DC 26; Disable Device DC
26
→ Leads to room #128, inhabited by 3 x
Spectre

Room Features The room has a high domed ceiling, and


a stack of barrels filled with rotting fruit
stands against the west wall
Monster 13 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.;
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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: 160 pp; hoard total 1600 gp
Trap Collapsing Ceiling: CR 12; mechanical;
location trigger; no reset; Atk +14 melee
(12d6); multiple targets (all targets in a
40 ft. line); Search DC 26; Disable
Device DC 26

Room #118 North Entry Locked Simple Wooden Door (Open


Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #97
West Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #115, inhabited by 3 x
Drider
East Entry Locked Stone Door (Open Lock DC 40,
break DC 28; hard 8, 60 hp)
→ Leads to room #123
South Entry #1 Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #133, inhabited by 10
x Grick
South Entry #2 Unlocked Good Wooden Door (hard 5,
15 hp)

Empty

Room #119 West Entry #1 Trapped and Locked Iron Door (Open
Lock DC 25, break DC 28; hard 10, 60
hp)
Ⓣ Rune of Confusion: CR 10; magic
device; proximity trigger (alarm);
no reset; confusion (confused for
1d4 rounds, DC 16 Will save
negates); multiple targets (all
targets in a 10 ft. radius burst);
Search DC 28; Disable Device DC
24
→ Leads to room #116, inhabited by 12
x Derro
West Entry #2 Archway
East Entry #1 Archway
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→ Leads to room #120, inhabited by 3 x


Drider
East Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #132
East Entry #3 Archway

Empty

Room #120 North Entry Trapped and Unlocked Stone Door (hard
8, 60 hp) (slides up, +2 to break DC)
Ⓣ Electrified Lock: CR 8; magic device;
touch trigger; no reset; electric
shock (9d6 electricity damage, DC
12 Reflex save for half damage);
Search DC 24; Disable Device DC
24
→ Leads to room #109, inhabited by 6
x Basilisk
West Entry Archway
→ Leads to room #119
South Entry Stuck Iron Door (break DC 28; hard 10,
60 hp)

Monster 3 x Drider

Drider: CR 7; Large aberration; HD


6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2
dex, +6 natural), touch 11, flat-footed
15; Base Atk +4; Grp +10; Atk +5 melee
(1d6+2/19-20, dagger) or +6 melee
(1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee
(1d6+2/19-20, 1d6+1/19-20, 2 daggers)
and +1 melee (1d4+1 plus poison, bite)
or +5 ranged (1d8/x3, shortbow);
Space/Reach 10 ft./5 ft.; SA Spells, spell-
like abilities, poison; SQ Darkvision 60
ft., spell resistance 17; AL CE; SV Fort
+5, Ref +4, Will +8; Str 15, Dex 15, Con
16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14,
Concentration +9, Hide +10, Listen +9,
Move Silently +12, Spot +9; Combat
Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Treasure: 500 pp; Alexandrite (400 gp),
Amethyst (150 gp), Black Pearl (500
gp), Carnelian (60 gp), Chrysoprase (20
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gp), Golden Yellow Topaz (200 gp), Jade


(90 gp), White Opal (1100 gp); Arcane
Scroll (Gentle Repose (375 gp)) (total
375 gp); hoard total 7895 gp

Room #121 North Entry Trapped and Stuck Stone Door (break
DC 28; hard 8, 60 hp)
Ⓣ Power Word Stun Trap: CR 8; magic
device; touch trigger; no reset; spell
effect (Power Word Stun, 13th level
wizard); Search DC 32; Disable
Device DC 32
→ Leads to room #109, inhabited by 6
x Basilisk
West Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #137
South Entry Secret (Search DC 30) Locked Strong
Wooden Door (Open Lock DC 40, break
DC 25; hard 5, 20 hp) (slides up, +2 to
break DC)
Ⓢ The door is concealed behind a
statue of a demonic sorceress, and
opened by moving her hand

Room Features A narrow ledge runs along the north and


west walls, and several pieces of torn
paper are scattered throughout the
room
Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD


15d8+75; hp 142; Init -1; Spd 30 ft. in
half-plate armor (6 squares); base
speed 40 ft.; AC 23 (-1 size, -1 dex, +8
natural, +7 half-plate armor), touch 8,
flat-footed 23; Base Atk +11; Grp +25;
Atk +20 melee (3d6+15, greatsword) or
+20 melee (1d4+10, slam) or +10 ranged
(2d6+10 plus 2d6 fire, rock); Full Atk
+20 /+15/+10 melee (3d6+15,
greatsword) or +20 melee (1d4+10, 2
slams) or +10 ranged (2d6+10 plus 2d6
fire, rock); Space/Reach 10 ft./10 ft.; SA
Rock throwing; SQ Immunity to fire,
low-light vision, rock catching,
vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int
10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any
one) +6, Intimidate +6, Jump +9, Spot
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+14; Cleave, Great Cleave, Improved


Overrun, Improved Sunder, Iron Will,
Power Attack
Treasure: 900 gp; hoard total 900 gp

Room #122 West Entry Trapped and Unlocked Strong Wooden


Door (hard 5, 20 hp)
Ⓣ Poisoned Spiked Pit Trap: CR 10;
mechanical; location trigger;
manual reset; hidden lock bypass
(Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft.
deep (5d6, fall); multiple targets
(first target in each of two adjacent
5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(purple worm poison [injury, Fort
DC 24, 1d6 Str/2d6 Str]); Search
DC 16; Disable Device DC 25
→ Leads to room #104
South Entry #1 Locked Strong Wooden Door (Open
Lock DC 20, break DC 25; hard 5, 20 hp)
South Entry #2 Secret (Search DC 20) Unlocked Strong
Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed behind a
statue of a demonic sorceress, and
opened by moving her hand
→ Leads to room #145, inhabited by 9 x
Grick

Room Features A magical altar of a god of dwarves in


the south-west corner of the room
conjures a small runestone for
whomever offers a prayer, and several
square holes are cut into the north and
south walls
Monster 3 x Dire Bear

Dire bear: CR 7; Large animal; HD


12d8+51; hp 105; Init +1; Spd 40 ft. (8
squares); AC 17 (-1 size, +1 dex, +7
natural), touch 10, flat-footed 16; Base
Atk +9; Grp +23; Atk +19 melee (2d4+10,
claw); Full Atk +19 melee (2d4+10, 2
claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved
grab; SQ Low-light vision, scent; AL N;
SV Fort +12, Ref +9, Will +9; Str 31, Dex
13, Con 19, Int 2, Wis 12, Cha 10

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Skills and Feats: Listen +10, Spot +10,


Swim +13; Alertness, Endurance, Run,
Toughness, Weapon Focus (claw)
Trap Forcecage and Summon Monster VII
Trap: CR 10; magic device; proximity
trigger (alarm); automatic reset;
multiple traps (one forcecage trap and
one summon monster VII trap); spell
effect (Forcecage, 13th level wizard);
spell effect (Summon Monster VII, 13th
level wizard, hamatula); Search DC 32;
Disable Device DC 32

Room #123 North Entry Unlocked Good Wooden Door (hard 5,


15 hp)
→ Leads to room #98
West Entry Locked Stone Door (Open Lock DC 40,
break DC 28; hard 8, 60 hp)
→ Leads to room #118
East Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #124, inhabited by 4 x
Phasm
South Entry #1 Locked Strong Wooden Door (Open
Lock DC 30, break DC 25; hard 5, 20 hp)
→ Leads to room #148, inhabited by 2 x
Phasm
South Entry #2 Locked Iron Door (Open Lock DC 25,
break DC 28; hard 10, 60 hp) (slides
down, +1 to break DC)
→ Leads to room #149, inhabited by 2 x
Succubus

Empty

Room #124 West Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #123
East Entry Secret (Search DC 25) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within a
mosaic of ancient mythology
→ Leads to room #125
South Entry Locked Stone Door (Open Lock DC 20,
break DC 28; hard 8, 60 hp)

Room Features The ceiling is covered with cracks, and a


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charred wooden shield lies in the north-


east corner of the room
Monster 4 x Phasm

Phasm: CR 7; Medium aberration


(shapechanger); HD 15d8+30; hp 97;
Init +6; Spd 30 ft. (6 squares); AC 17 (+2
dex, +5 natural), touch 12, flat-footed
15; Base Atk +11; Grp +12; Atk +12 melee
(1d3+1, slam); Full Atk +12 melee (1d3+1,
slam); Space/Reach 5 ft./5 ft.; SA -; SQ
Alternate form, amorphous, resilient,
scent, telepathy 100 ft., tremorsense 60
ft.; AL CN; SV Fort +11, Ref +11, Will +11;
Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha
14
Skills and Feats: Bluff +20, Climb +7,
Craft (any one) +12, Diplomacy +12,
Disguise +20 (+22 acting)*, Intimidate
+4, Knowledge (any one) +18, Listen
+12, Spot +12, Survival +8; Alertness,
Blind-Fight, Combat Reflexes, Dodge,
Improved Initiative, Mobility
Treasure: Divine Scroll (Endure
Elements (25 gp), Hold Person (150 gp),
Tree Shape (150 gp)) (total 325 gp),
Lesser Bracers of Archery (5000 gp),
Potion of Cure Light Wounds (50 gp);
hoard total 5375 gp

Room #125 North Entry Secret (Search DC 20) Unlocked Stone


Door (hard 8, 60 hp)
Ⓢ A trap door in the floor leads to a
short tunnel beneath the wall
→ Leads to room #111
West Entry Secret (Search DC 25) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within a
mosaic of ancient mythology
→ Leads to room #124, inhabited by 4 x
Phasm
East Entry #1 Locked Good Wooden Door (Open Lock
DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #112
East Entry #2 Trapped and Stuck Good Wooden Door
(break DC 18; hard 5, 15 hp)
Ⓣ Earthmaw Trap: CR 11; magic device;
location trigger; no reset;
earthmaw (10d6 damage, DC 16
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Reflex save for half damage);


Search DC 28; Disable Device DC
28
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #149, inhabited by 2 x
Succubus

Room Features Numerous pillars line the north and


west walls, and a sundered helm lies in
the north-east corner of the room

Room #126 North Entry Unlocked Good Wooden Door (hard 5,


15 hp)
East Entry Trapped and Unlocked Simple Wooden
Door (hard 5, 10 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 8;
mechanical; location trigger; repair
reset; DC 20 Reflex save avoids;
100 ft. deep (10d6, fall); Search DC
27; Disable Device DC 18
South Entry #1 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #135, inhabited by 3 x
Hill Giant
South Entry #2 Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #136, inhabited by 9 x
Wererat

Empty

Room #127 North Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp) (slides to one side, +1
to break DC)
→ Leads to room #117, inhabited by 13 x
Bugbear
East Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #128, inhabited by 3 x
Spectre
South Entry Archway
→ Leads to room #155

Room Features Someone has scrawled a drawing of a


dragon on the north wall, and a charred
club lies in the north-west corner of the
room
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Monster 12 x Rust Monster

Rust monster: CR 3; Medium


aberration; HD 5d8+5; hp 27; Init +3;
Spd 40 ft. (8 squares); AC 18 (+3 dex, +5
natural), touch 13, flat-footed 15; Base
Atk +3; Grp +3; Atk +3 melee (rust,
antennae touch); Full Atk +3 melee
(rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA
Rust; SQ Darkvision, scent; AL N; SV
Fort +2, Ref +4, Will +5; Str 10, Dex 17,
Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7;
Alertness, Track
Trap Object smeared with Contact Poison:
CR 9; mechanical; touch trigger
(attached); manual reset; contact
poison (black lotus extract [contact,
Fort DC 20, 3d6 Con/3d6 Con]); Search
DC 18; Disable Device DC 26
Hidden Treasure Hidden (Search DC 20) Locked Good
Wooden Chest (Open Lock DC 25, break
DC 18; hard 5, 15 hp)

Alexandrite (400 gp), Aquamarine (500


gp), Black Pearl (400 gp), Chrysoberyl
(80 gp), Fiery Yellow Corundum (1500
gp); Flask of Curses (2100 gp); hoard
total 4980 gp

Room #128 North Entry #1 Trapped and Locked Simple Wooden


Door (Open Lock DC 25, break DC 15;
hard 5, 10 hp)
Ⓣ Rune of Confusion: CR 12; magic
device; proximity trigger (alarm);
no reset; confusion (confused for
1d4 rounds, DC 18 Will save
negates); multiple targets (all
targets in a 10 ft. radius burst);
Search DC 26; Disable Device DC
26
→ Leads to room #117, inhabited by 13 x
Bugbear
North Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
North Entry #3 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
North Entry #4 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp) (magically reinforced,
+10 to break DC)
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→ Leads to room #104


West Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #127, inhabited by 12
x Rust Monster
East Entry Trapped and Unlocked Strong Wooden
Door (hard 5, 20 hp)
Ⓣ Destruction Trap: CR 8; magic
device; touch trigger (alarm);
automatic reset; spell effect
(Destruction, 13th level cleric, DC
20 Fort save for 10d6 damage);
Search DC 32; Disable Device DC 32
→ Leads to room #129, inhabited by 8 x
Derro

Room Features A magical statue in the south-west


corner of the room answers simple
questions about the dungeon (points
directions), and a faded and torn
tapestry hangs from the east wall
Monster 3 x Spectre

Spectre: CR 7; Medium undead


(incorporeal); HD 7d12; hp 45; Init +7;
Spd 40 ft. (8 squares), fly 80 ft.
(perfect); AC 15 (+3 dex, +2 deflection),
touch 15, flat-footed 13; Base Atk +3;
Grp -; Atk +6 melee (1d8 plus energy
drain, incorporeal touch); Full Atk +6
melee (1d8 plus energy drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, sunlight powerlessness,
undead traits, unnatural aura; AL LE; SV
Fort +2, Ref +5, Will +7; Str -, Dex 16,
Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate
+12, Knowledge (religion) +12, Listen
+14, Search +12, Spot +14, Survival +2
(+4 following tracks); Alertness, Blind-
Fight, Improved Initiative

Room #129 North Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #104
West Entry Trapped and Unlocked Strong Wooden
Door (hard 5, 20 hp)

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Ⓣ Destruction Trap: CR 8; magic


device; touch trigger (alarm);
automatic reset; spell effect
(Destruction, 13th level cleric, DC
20 Fort save for 10d6 damage);
Search DC 32; Disable Device DC 32
→ Leads to room #128, inhabited by 3 x
Spectre
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #141

Room Features Spirals of black stones cover the floor,


and a creaking sound can be heard in
the north side of the room
Monster 8 x Derro

Derro: CR 3; Small monstrous


humanoid; HD 3d8+3; hp 16; Init +6;
Spd 20 ft. (4 squares); AC 19 (+1 size, +2
dex, +2 natural, +3 studded leather
armor, +1 buckler), touch 13, flat-footed
17; Base Atk +3; Grp -1; Atk +4 melee
(1d4/19-20, short sword) or +6 ranged
(1d6/19-20 plus poison, repeating light
crossbow); Full Atk +4 melee (1d4/19-
20, short sword) or +6 ranged (1d6/19-
20 plus poison, repeating light
crossbow); Space/Reach 5 ft./5 ft.; SA
Poison use, spell-like abilities, sneak
attack +1d6; SQ Madness, spell
resistance 15 vulnerability to sunlight;
AL CE; SV Fort +2, Ref +5, Will +6; Str 11,
Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills and Feats: Bluff +5, Hide +10,
Listen +1, Move Silently +8; Blind-Fight,
Improved Initiative
Treasure: Amber (100 gp), Eye Agate (12
gp), Lapis Lazuli (11 gp), White Pearl
(140 gp), Zircon (50 gp); hoard total 313
gp

Room #130 East Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #131, inhabited by 14
x Wight
South Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #142, inhabited by 12
x Grick

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Empty

Room #131 North Entry Trapped and Unlocked Simple Wooden


Door (hard 5, 10 hp)
Ⓣ Crushing Wall Trap: CR 10;
mechanical; location trigger;
automatic reset; no attack roll
required (18d6, crush); Search DC
20; Disable Device DC 25
→ Leads to room #115, inhabited by 3 x
Drider
West Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #130
South Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #143, inhabited by 10
x Derro
South Entry #2 Archway

Monster 14 x Wight

Wight: CR 3; Medium undead; HD 4d12;


hp 26; Init +1; Spd 30 ft. (6 squares); AC
15 (+1 dex, +4 natural), touch 11, flat-
footed 14; Base Atk +2; Grp +3; Atk +3
melee (1d4+1 plus energy drain, slam);
Full Atk +3 melee (1d4+1 plus energy
drain, slam); Space/Reach 5 ft./5 ft.; SA
Create spawn, energy drain; SQ
Darkvision 60 ft., undead traits; AL LE;
SV Fort +1, Ref +2, Will +5; Str 12, Dex
12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7,
Move Silently +16, Spot +7; Alertness,
Blind-Fight

Room #132 West Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #119

Empty

Room #133 North Entry Unlocked Good Wooden Door (hard 5,


15 hp)
→ Leads to room #118
East Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)

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South Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #147, inhabited by 5 x
Black Pudding

Monster 10 x Grick

Grick: CR 3; Medium aberration; HD


2d8; hp 9; Init +2; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (+2 dex, +4
natural), touch 12, flat-footed 14; Base
Atk +1; Grp +3; Atk +3 melee (1d4+2,
tentacle); Full Atk +3 melee (1d4+2, 4
tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage
reduction 10/magic, darkvision 60 ft.,
scent; AL N; SV Fort +0, Ref +2, Will +5;
Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha
5
Skills and Feats: Climb +10, Hide +3*,
Listen +6, Spot +6; Alertness, Track
Treasure: 17 pp; hoard total 170 gp

Room #134 West Entry #1 Trapped and Locked Simple Wooden


Door (Open Lock DC 30, break DC 15;
hard 5, 10 hp)
Ⓣ Thunderstone Mine: CR 10; magic
device; location trigger; no reset;
thunder blast (12d6 sonic damage,
DC 18 Fort save for half damage);
multiple targets (all targets in a 10
ft. radius burst); Search DC 24;
Disable Device DC 24
West Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
East Entry Archway
→ Leads to room #135, inhabited by 3 x
Hill Giant
South Entry #1 Trapped and Locked Good Wooden
Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)
Ⓣ Wail of the Banshee Trap: CR 10;
magic device; proximity trigger
(alarm); automatic reset; spell
effect (Wail of the Banshee, 17th
level wizard, DC 23 Fort save
negates); multiple targets (up to 17
creatures); Search DC 34; Disable
Device DC 34

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→ Leads to room #161, inhabited by 5 x


Cloaker
South Entry #2 Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #162, inhabited by 6 x
Troll

Room Features The floor is covered in perfect hexagonal


tiles, and burning torches in iron
sconces line the north and south walls

Room #135 North Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #126
West Entry Archway
→ Leads to room #134
East Entry Archway
→ Leads to room #136, inhabited by 9 x
Wererat
South Entry Locked Stone Door (Open Lock DC 20,
break DC 28; hard 8, 60 hp)
→ Leads to room #152

Room Features A simple fireplace sits against the west


wall, and a swarm of crawling insects
covers the floor
Monster 3 x Hill Giant

Hill giant: CR 7; Large giant; HD


12d8+48; hp 102; Init -1; Spd 30 ft. in
hide armor (6 squares); base speed 40
ft.; AC 20 (-1 size, -1 dex, +9 natural, +3
hide armor), touch 8, flat-footed 20;
Base Atk +9; Grp +20; Atk +16 melee
(2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7,
rock); Full Atk +16 /+11 melee (2d8+10,
greatclub) or +15 melee (1d4+7, 2 slams)
or +8 ranged (2d6+7, rock);
Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock
catching; AL CE; SV Fort +12, Ref +3,
Will +4; Str 25, Dex 8, Con 19, Int 6, Wis
10, Cha 7
Skills and Feats: Climb +7, Jump +7,
Listen +3, Spot +6; Cleave, Improved
Bull Rush, Improved Sunder, Power
Attack, Weapon Focus (greatclub)

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Treasure: 1500 gp; Amethyst (80 gp),


Banded Agate (13 gp), Black Opal (800
gp), Golden Yellow Topaz (400 gp),
Rock Crystal (40 gp), Rock Crystal (80
gp), Star Rose Quartz (30 gp); Rod of
Cancellation (11000 gp); hoard total
13943 gp

Room #136 North Entry #1 Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #126
North Entry #2 Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Rune of Fear: CR 11; magic device;
proximity trigger (alarm); no reset;
fear (shaken for 1d4 rounds, DC 16
Will save negates); multiple targets
(all targets in a 10 ft. radius burst);
Search DC 26; Disable Device DC
26
West Entry #1 Archway
→ Leads to room #135, inhabited by 3 x
Hill Giant
West Entry #2 Secret (Search DC 20) Unlocked Stone
Door (hard 8, 60 hp)
Ⓢ A section of wall pivots open when a
command word is spoken
→ Leads to room #152
East Entry #1 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #116, inhabited by 12
x Derro
East Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
South Entry Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #159

Room Features A chute falls into the room from above,


and the scent of smoke fills the room
Monster 9 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
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(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 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)

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Treasure: 110000 cp; Bolt of Brass


Cloth (1100 gp); hoard total 2200 gp

Room #137 North Entry Stuck Stone Door (break DC 28; hard 8,
60 hp) (slides down, +1 to break DC)
East Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #121, inhabited by 1 x
Fire Giant
South Entry #1 Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #154, inhabited by 11
x Derro
South Entry #2 Locked Simple Wooden Door (Open
Lock DC 40, break DC 15; hard 5, 10 hp)
(slides to one side, +1 to break DC)

Empty

Room #138 North Entry #1 Locked Strong Wooden Door (Open


Lock DC 40, break DC 25; hard 5, 20
hp)
North Entry #2 Secret (Search DC 30) Stuck Iron Door
(break DC 28; hard 10, 60 hp)
Ⓢ The door is located near the ceiling
and concealed behind an area of
mould
North Entry #3 Trapped and Stuck Good Wooden Door
(break DC 18; hard 5, 15 hp)
Ⓣ Ice Dart Trap: CR 12; magic device;
visual trigger (arcane eye); no reset;
Atk +14 ranged (10d6 cold); Search
DC 26; Disable Device DC 28
North Entry #4 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #110
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #160

Empty

Room #139 North Entry #1 Unlocked Stone Door (hard 8, 60 hp)


→ Leads to room #110
North Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)

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West Entry Stuck Good Wooden Door (break DC 18;


hard 5, 15 hp) (slides up, +2 to break
DC)
→ Leads to room #160
South Entry Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #163, inhabited by 12
x Derro

Empty

Room #140 East Entry Secret (Search DC 20) Trapped and


Locked Strong Wooden Door (Open
Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓢ A bookcase and concealed door
pivots smoothly
Ⓣ Insanity Mist Vapor Trap: CR 8;
mechanical; location trigger; repair
reset; poison gas (insanity mist
[inhaled, Fort DC 15, 1d4 Wis/2d6
Wis]); never miss; onset delay (1
round); multiple targets (all targets
in a 10 ft. by 10 ft. room); Search
DC 25; Disable Device DC 20
→ Leads to room #141
South Entry Locked Strong Wooden Door (Open
Lock DC 40, break DC 25; hard 5, 20
hp)

Monster 6 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp


63; Init +2; Spd 30 ft. (6 squares); AC 16
(-1 size, +2 dex, +5 natural), touch 11,
flat-footed 14; Base Atk +4; Grp +14; Atk
+9 melee (1d6+6, claw); Full Atk +9
melee (1d6+6, 2 claws) and +4 melee
(1d6+3, bite); Space/Reach 10 ft./10 ft.;
SA Rend 2d6+9; SQ Darkvision 90 ft.,
low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str
23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6;
Alertness, Iron Will, Track
Treasure: Arcane Scroll (Mount (25 gp),
Sound Burst (200 gp)) (total 225 gp),
Figurine of Wondrous Power (silver
raven) (3800 gp), Potion of Cure
Moderate Wounds (300 gp), Wand of

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Bull's Strength (22 of 50 charges) (1980


gp); hoard total 6305 gp
Trap Insanity Mist Vapor Trap: CR 8;
mechanical; location trigger; repair
reset; poison gas (insanity mist
[inhaled, Fort DC 15, 1d4 Wis/2d6 Wis]);
never miss; onset delay (1 round);
multiple targets (all targets in a 10 ft. by
10 ft. room); Search DC 25; Disable
Device DC 20
Hidden Treasure Hidden (Search DC 25) Locked Iron
Chest (Open Lock DC 20, break DC 28;
hard 10, 60 hp)

12000 sp; Arcane Scroll (Disguise Self


(25 gp)) (total 25 gp), Arcane Scroll
(Mount (25 gp), Bull's Strength (150
gp), Disguise Self (150 gp)) (total 325
gp), Divine Scroll (Detect Undead (25
gp), Summon Swarm (150 gp)) (total
175 gp); hoard total 1725 gp

Room #141 North Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #129, inhabited by 8 x
Derro
West Entry Secret (Search DC 20) Trapped and
Locked Strong Wooden Door (Open
Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓢ A bookcase and concealed door
pivots smoothly
Ⓣ Insanity Mist Vapor Trap: CR 8;
mechanical; location trigger; repair
reset; poison gas (insanity mist
[inhaled, Fort DC 15, 1d4 Wis/2d6
Wis]); never miss; onset delay (1
round); multiple targets (all targets
in a 10 ft. by 10 ft. room); Search
DC 25; Disable Device DC 20
→ Leads to room #140, inhabited by 6
x Troll
East Entry #1 Locked Iron Door (Open Lock DC 20,
break DC 28; hard 10, 60 hp)
→ Leads to room #144, inhabited by 4 x
Troll
East Entry #2 Trapped and Locked Strong Wooden
Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)

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Ⓣ Falling Block: CR 9; mechanical;


location trigger; no reset; Atk +11
melee (9d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 26; Disable Device DC
24
→ Leads to room #166
South Entry Unlocked Good Wooden Door (hard 5,
15 hp)

Room Features A stack of water-filled barrels stands


against the south wall, and mysterious
levers and mechanisms cover the north
and east walls

Room #142 North Entry Unlocked Good Wooden Door (hard 5,


15 hp)
→ Leads to room #130
West Entry Stuck Stone Door (break DC 28; hard 8,
60 hp) (slides to one side, +1 to break
DC)
→ Leads to room #145, inhabited by 9 x
Grick
East Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #143, inhabited by 10
x Derro
South Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #151, inhabited by 3 x
Spectre

Monster 12 x Grick

Grick: CR 3; Medium aberration; HD


2d8; hp 9; Init +2; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (+2 dex, +4
natural), touch 12, flat-footed 14; Base
Atk +1; Grp +3; Atk +3 melee (1d4+2,
tentacle); Full Atk +3 melee (1d4+2, 4
tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage
reduction 10/magic, darkvision 60 ft.,
scent; AL N; SV Fort +0, Ref +2, Will +5;
Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha
5
Skills and Feats: Climb +10, Hide +3*,
Listen +6, Spot +6; Alertness, Track

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Treasure: 120 gp; Blue Quartz (10 gp),


Blue Star Sapphire (900 gp), Coral (100
gp), Deep Blue Spinel (200 gp), Golden
Yellow Topaz (600 gp), Red Garnet (110
gp), Turquoise (13 gp), Violet Garnet
(400 gp); hoard total 2453 gp

Room #143 North Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #131, inhabited by 14
x Wight
West Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #142, inhabited by 12
x Grick
East Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #146, inhabited by 11
x Ogre

Room Features The floor is covered in square tiles,


alternating white and black, and the
ceiling is covered with pale stalactites
Monster 10 x Derro

Derro: CR 3; Small monstrous


humanoid; HD 3d8+3; hp 16; Init +6;
Spd 20 ft. (4 squares); AC 19 (+1 size, +2
dex, +2 natural, +3 studded leather
armor, +1 buckler), touch 13, flat-footed
17; Base Atk +3; Grp -1; Atk +4 melee
(1d4/19-20, short sword) or +6 ranged
(1d6/19-20 plus poison, repeating light
crossbow); Full Atk +4 melee (1d4/19-
20, short sword) or +6 ranged (1d6/19-
20 plus poison, repeating light
crossbow); Space/Reach 5 ft./5 ft.; SA
Poison use, spell-like abilities, sneak
attack +1d6; SQ Madness, spell
resistance 15 vulnerability to sunlight;
AL CE; SV Fort +2, Ref +5, Will +6; Str 11,
Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills and Feats: Bluff +5, Hide +10,
Listen +1, Move Silently +8; Blind-Fight,
Improved Initiative
Treasure: 170 pp; Azurite (11 gp), Azurite
(13 gp), Freshwater Pearl (9 gp), Smoky
Quartz (30 gp), Star Rose Quartz (30
gp), Violet Garnet (500 gp), Zircon (50
gp); Adamantine Dagger (3002 gp)
(Medium), Arcane Scroll (Lesser
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Confusion (50 gp), Remove Fear (50


gp), Calm Emotions (200 gp)) (total
300 gp), Potion of Bull's Strength (300
gp); hoard total 5945 gp

Room #144 West Entry Locked Iron Door (Open Lock DC 20,
break DC 28; hard 10, 60 hp)
→ Leads to room #141

Monster 4 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp


63; Init +2; Spd 30 ft. (6 squares); AC 16
(-1 size, +2 dex, +5 natural), touch 11,
flat-footed 14; Base Atk +4; Grp +14; Atk
+9 melee (1d6+6, claw); Full Atk +9
melee (1d6+6, 2 claws) and +4 melee
(1d6+3, bite); Space/Reach 10 ft./10 ft.;
SA Rend 2d6+9; SQ Darkvision 90 ft.,
low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str
23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6;
Alertness, Iron Will, Track
Treasure: 1100 gp; Alexandrite (500 gp),
Alexandrite (700 gp), Banded Agate (9
gp), Jasper (40 gp), Jasper (60 gp), Star
Ruby (1300 gp); Arcane Scroll
(Hypnotism (25 gp)) (total 25 gp), Hide
(Medium) (+1 armor, Silent Moves)
(design provides clue to function) (4915
gp), Potion of Protection from Evil (50
gp); hoard total 8699 gp
Hidden Treasure Hidden (Search DC 30) Locked Iron
Chest (Open Lock DC 20, break DC 28;
hard 10, 60 hp)

170 pp; Electrum Buckle set with Smoky


Quartz (1000 gp), Lacquered Wooden
Figurine (of a Female Elf Necromancer)
set with Chrysoprase (900 gp); hoard
total 3600 gp

Room #145 North Entry Secret (Search DC 20) Unlocked Strong


Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed behind a
statue of a demonic sorceress, and
opened by moving her hand
→ Leads to room #122, inhabited by 3 x
Dire Bear
East Entry #1 Stuck Stone Door (break DC 28; hard 8,
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60 hp) (slides to one side, +1 to break


DC)
→ Leads to room #142, inhabited by 12
x Grick
East Entry #2 Unlocked Iron Door (hard 10, 60 hp)
(slides up, +2 to break DC)
→ Leads to room #151, inhabited by 3 x
Spectre

Room Features Someone has scrawled "Lightning


comes before thunder" on the east wall,
and a putrid odor fills the south-west
corner of the room
Monster 9 x Grick

Grick: CR 3; Medium aberration; HD


2d8; hp 9; Init +2; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (+2 dex, +4
natural), touch 12, flat-footed 14; Base
Atk +1; Grp +3; Atk +3 melee (1d4+2,
tentacle); Full Atk +3 melee (1d4+2, 4
tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage
reduction 10/magic, darkvision 60 ft.,
scent; AL N; SV Fort +0, Ref +2, Will +5;
Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha
5
Skills and Feats: Climb +10, Hide +3*,
Listen +6, Spot +6; Alertness, Track
Treasure: 9 pp; Large Tapestry (1500
gp), Silver Bell (800 gp), Wood Framed
Painting (700 gp); Arcane Scroll
(Remove Fear (50 gp), Delay Poison
(200 gp)) (total 250 gp), Oil of Magic
Weapon (50 gp), Potion of Cure
Moderate Wounds (300 gp), Potion of
Levitate (300 gp); hoard total 3990 gp

Room #146 West Entry #1 Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #143, inhabited by 10
x Derro
West Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp) (slides to one side, +1 to
break DC)
West Entry #3 Archway
→ Leads to room #169, inhabited by 13
x Wight
East Entry Unlocked Good Wooden Door (hard 5,

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15 hp)

Room Features An altar of evil sits in the east side of the


room, and a swarm of crawling insects
covers the floor
Monster 11 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp


29; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 16 (-1
size, -1 dex, +5 natural, +3 hide armor),
touch 8, flat-footed 16; Base Atk +3; Grp
+12; Atk +8 melee (2d8+7, greatclub) or
+1 ranged (1d8+5, javelin); Full Atk +8
melee (2d8+7, greatclub) or +1 ranged
(1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light
vision; AL CE; SV Fort +6, Ref +0, Will
+1; Str 21, Dex 8, Con 15, Int 6, Wis 10,
Cha 7
Skills and Feats: Climb +5, Listen +2,
Spot +2; Toughness, Weapon Focus
(greatclub)
Treasure: 1400 gp; Fox Fur Ribbon set
with Malachite (200 gp), Large Carpet
(1900 gp); hoard total 3500 gp

Room #147 North Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #133, inhabited by 10
x Grick
South Entry Trapped and Stuck Strong Wooden
Door (break DC 23; hard 5, 20 hp)
Ⓣ Wail of the Banshee Trap: CR 10;
magic device; proximity trigger
(alarm); automatic reset; spell
effect (Wail of the Banshee, 17th
level wizard, DC 23 Fort save
negates); multiple targets (up to 17
creatures); Search DC 34; Disable
Device DC 34
→ Leads to room #156

Monster 5 x Black Pudding (ooze)

Black pudding: CR 7; Huge ooze; HD


10d10+60; hp 115; Init -5; Spd 20 ft. (4
squares), climb 20 ft.; AC 3 (-2 size, -5
dex), touch 3, flat-footed 3; Base Atk +7;
Grp +18; Atk +8 melee (2d6+4 plus 2d6
acid, slam); Full Atk +8 melee (2d6+4

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plus 2d6 acid, slam); Space/Reach 15


ft./10 ft.; SA Acid, constrict 2d6+4 plus
2d6 acid, improved grab; SQ Blindsight
60 ft., split, ooze traits; AL N; SV Fort
+9, Ref -2, Will -2; Str 17, Dex 1, Con 22,
Int -, Wis 1, Cha 1
Skills and Feats: Climb +11; -
Trap Energy Drain Trap: CR 10; magic device;
visual trigger (true seeing); automatic
reset; Atk +8 ranged touch; spell effect
(Energy Drain, 17th level wizard, 2d4
negative levels for 24 hours, DC 23 Fort
save negates); Search DC 34; Disable
Device DC 34

Room #148 North Entry #1 Archway


North Entry #2 Locked Strong Wooden Door (Open
Lock DC 30, break DC 25; hard 5, 20 hp)
→ Leads to room #123
East Entry #1 Secret (Search DC 25) Stuck Strong
Wooden Door (break DC 23; hard 5, 20
hp)
Ⓢ The door is located near the ceiling
and concealed behind an area of
fungus
→ Leads to room #149, inhabited by 2 x
Succubus
East Entry #2 Archway
→ Leads to room #157, inhabited by 3 x
Hill Giant
East Entry #3 Locked Iron Door (Open Lock DC 25,
break DC 28; hard 10, 60 hp)
→ Leads to room #167, inhabited by 2 x
Dire Bear
South Entry Locked Strong Wooden Door (Open
Lock DC 20, break DC 25; hard 5, 20 hp)

Monster 2 x Phasm

Phasm: CR 7; Medium aberration


(shapechanger); HD 15d8+30; hp 97;
Init +6; Spd 30 ft. (6 squares); AC 17 (+2
dex, +5 natural), touch 12, flat-footed
15; Base Atk +11; Grp +12; Atk +12 melee
(1d3+1, slam); Full Atk +12 melee (1d3+1,
slam); Space/Reach 5 ft./5 ft.; SA -; SQ
Alternate form, amorphous, resilient,
scent, telepathy 100 ft., tremorsense 60
ft.; AL CN; SV Fort +11, Ref +11, Will +11;
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Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha
14
Skills and Feats: Bluff +20, Climb +7,
Craft (any one) +12, Diplomacy +12,
Disguise +20 (+22 acting)*, Intimidate
+4, Knowledge (any one) +18, Listen
+12, Spot +12, Survival +8; Alertness,
Blind-Fight, Combat Reflexes, Dodge,
Improved Initiative, Mobility
Treasure: 7000 sp; Banded Agate (9
gp), Black Pearl (500 gp), Chalcedony
(60 gp), Jade (90 gp); hoard total 1359
gp

Room #149 North Entry #1 Locked Iron Door (Open Lock DC 25,
break DC 28; hard 10, 60 hp) (slides
down, +1 to break DC)
→ Leads to room #123
North Entry #2 Unlocked Iron Door (hard 10, 60 hp)
North Entry #3 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #125
West Entry Secret (Search DC 25) Stuck Strong
Wooden Door (break DC 23; hard 5, 20
hp)
Ⓢ The door is located near the ceiling
and concealed behind an area of
fungus
→ Leads to room #148, inhabited by 2 x
Phasm

Monster 2 x Succubus (demon)

Succubus: CR 7; Medium outsider


(chaotic, extraplanar, evil); HD 6d8+6;
hp 33; Init +1; Spd 30 ft. (6 squares), fly
50 ft. (average); AC 20 (+1 dex, +9
natural), touch 11, flat-footed 19; Base
Atk +6; Grp +7; Atk +7 melee (1d6+1,
claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA
Energy drain, spell-like abilities,
summon demon; SQ Damage reduction
10/cold iron or good, darkvision 60 ft.,
immunity to electricity and poison, acid
resistance 10, cold resistance 10, fire
resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV
Fort +6, Ref +6, Will +7; Str 13, Dex 13,
Con 13, Int 16, Wis 14, Cha 26

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Skills and Feats: Bluff +19,


Concentration +10, Diplomacy +12,
Disguise +17* (+19 acting), Escape Artist
+10, Hide +10, Intimidate +19,
Knowledge (any one) +12, Listen +19,
Move Silently +10, Search +12, Spot +19,
Survival +2 (+4 following tracks), Use
Rope +1 (+3 with bindings); Dodge,
Mobility, Persuasive
Treasure: 100000 cp; Aquamarine (500
gp), Deep Blue Spinel (700 gp), Jasper
(50 gp), Rock Crystal (50 gp), Sardonyx
(30 gp); hoard total 2330 gp

Room #150 West Entry Archway


East Entry #1 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
East Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #160
South Entry Archway
→ Leads to room #171, inhabited by 14
x Grick

Room Features A narrow shaft falls into the room from


above, and various torture devices are
scattered throughout the room
Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD


15d8+75; hp 142; Init -1; Spd 30 ft. in
half-plate armor (6 squares); base
speed 40 ft.; AC 23 (-1 size, -1 dex, +8
natural, +7 half-plate armor), touch 8,
flat-footed 23; Base Atk +11; Grp +25;
Atk +20 melee (3d6+15, greatsword) or
+20 melee (1d4+10, slam) or +10 ranged
(2d6+10 plus 2d6 fire, rock); Full Atk
+20 /+15/+10 melee (3d6+15,
greatsword) or +20 melee (1d4+10, 2
slams) or +10 ranged (2d6+10 plus 2d6
fire, rock); Space/Reach 10 ft./10 ft.; SA
Rock throwing; SQ Immunity to fire,
low-light vision, rock catching,
vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int
10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any
one) +6, Intimidate +6, Jump +9, Spot
+14; Cleave, Great Cleave, Improved

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Overrun, Improved Sunder, Iron Will,


Power Attack
Treasure: 1200 gp; Carved Wooden Staff
studded with Gold (400 gp), Fine Cloth
Tabard (20 gp), Jade Necklace set with
Jade (1500 gp), Ornate Silver Mirror set
with Lapis Lazuli (1100 gp), Set of
Crystal Polyhedral Dice (600 gp); Rod
of Extend Metamagic (lesser) (3000 gp)
(inscription provides clue to function);
hoard total 7820 gp

Room #151 North Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #142, inhabited by 12
x Grick
West Entry #1 Unlocked Iron Door (hard 10, 60 hp)
(slides up, +2 to break DC)
→ Leads to room #145, inhabited by 9 x
Grick
West Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp) (magically reinforced,
+10 to break DC)
East Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #169, inhabited by 13
x Wight

Room Features Part of the east wall has collapsed into


the room, and skeletons hang from
chains and manacles against the south
and east walls
Monster 3 x Spectre

Spectre: CR 7; Medium undead


(incorporeal); HD 7d12; hp 45; Init +7;
Spd 40 ft. (8 squares), fly 80 ft.
(perfect); AC 15 (+3 dex, +2 deflection),
touch 15, flat-footed 13; Base Atk +3;
Grp -; Atk +6 melee (1d8 plus energy
drain, incorporeal touch); Full Atk +6
melee (1d8 plus energy drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, sunlight powerlessness,
undead traits, unnatural aura; AL LE; SV
Fort +2, Ref +5, Will +7; Str -, Dex 16,
Con -, Int 14, Wis 14, Cha 15

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Skills and Feats: Hide +13, Intimidate


+12, Knowledge (religion) +12, Listen
+14, Search +12, Spot +14, Survival +2
(+4 following tracks); Alertness, Blind-
Fight, Improved Initiative

Room #152 North Entry Locked Stone Door (Open Lock DC 20,
break DC 28; hard 8, 60 hp)
→ Leads to room #135, inhabited by 3 x
Hill Giant
East Entry #1 Secret (Search DC 20) Unlocked Stone
Door (hard 8, 60 hp)
Ⓢ A section of wall pivots open when a
command word is spoken
→ Leads to room #136, inhabited by 9 x
Wererat
East Entry #2 Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #170, inhabited by 10
x Minotaur Zombie

Room Features Someone has scrawled "iron, golden,


white, ruby" on the west wall, and a
putrid odor fills the south side of the
room

Room #153 East Entry Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #154, inhabited by 11
x Derro
South Entry Trapped and Unlocked Good Wooden
Door (hard 5, 15 hp)
Ⓣ Contact Poison: CR 11; mechanical;
touch trigger, no reset; contact
poison (nitharit [contact, Fort DC
13, 0/3d6 Con]); Search DC 24;
Disable Device DC 26
→ Leads to room #168

Empty

Room #154 North Entry #1 Unlocked Good Wooden Door (hard 5,


15 hp)
North Entry #2 Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #137
West Entry Stuck Stone Door (break DC 28; hard 8,

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60 hp)
→ Leads to room #153
South Entry #1 Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
→ Leads to room #176
South Entry #2 Archway
South Entry #3 Archway

Monster 11 x Derro

Derro: CR 3; Small monstrous


humanoid; HD 3d8+3; hp 16; Init +6;
Spd 20 ft. (4 squares); AC 19 (+1 size, +2
dex, +2 natural, +3 studded leather
armor, +1 buckler), touch 13, flat-footed
17; Base Atk +3; Grp -1; Atk +4 melee
(1d4/19-20, short sword) or +6 ranged
(1d6/19-20 plus poison, repeating light
crossbow); Full Atk +4 melee (1d4/19-
20, short sword) or +6 ranged (1d6/19-
20 plus poison, repeating light
crossbow); Space/Reach 5 ft./5 ft.; SA
Poison use, spell-like abilities, sneak
attack +1d6; SQ Madness, spell
resistance 15 vulnerability to sunlight;
AL CE; SV Fort +2, Ref +5, Will +6; Str 11,
Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills and Feats: Bluff +5, Hide +10,
Listen +1, Move Silently +8; Blind-Fight,
Improved Initiative
Treasure: 1400 gp; Black Pearl (300 gp),
Black Pearl (700 gp), Blue Quartz (8
gp), Chrysoberyl (100 gp), Red-brown
Spinel (110 gp), Star Ruby (800 gp),
Violet Garnet (500 gp); hoard total 3918
gp

Room #155 North Entry Archway


→ Leads to room #127, inhabited by 12
x Rust Monster
South Entry Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #164

Room Features A stack of oil-filled barrels stands


against the east wall, and a pile of bent
copper coins lies in the north side of the
room

Room #156 North Entry Trapped and Stuck Strong Wooden


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


Ⓣ Wail of the Banshee Trap: CR 10;
magic device; proximity trigger
(alarm); automatic reset; spell
effect (Wail of the Banshee, 17th
level wizard, DC 23 Fort save
negates); multiple targets (up to 17
creatures); Search DC 34; Disable
Device DC 34
→ Leads to room #147, inhabited by 5 x
Black Pudding
West Entry Locked Iron Door (Open Lock DC 20,
break DC 28; hard 10, 60 hp) (slides up,
+2 to break DC)
East Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #174
South Entry Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)
(slides up, +2 to break DC)
→ Leads to room #186

Room Features The floor is covered in square tiles,


alternating white and black, and a pile
of broken glass lies in the north side of
the room

Room #157 West Entry Archway


→ Leads to room #148, inhabited by 2 x
Phasm
East Entry #1 Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Rune of Confusion: CR 11; magic
device; proximity trigger (alarm);
no reset; confusion (confused for
1d4 rounds, DC 14 Will save
negates); multiple targets (all
targets in a 10 ft. radius burst);
Search DC 24; Disable Device DC
24
East Entry #2 Secret (Search DC 20) Stuck Good
Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ The door is concealed within a
mosaic of legendary monsters
→ Leads to room #161, inhabited by 5 x
Cloaker

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Room Features A set of demonic war masks hangs on


the south wall, and several sundered
shields are scattered throughout the
room
Monster 3 x Hill Giant

Hill giant: CR 7; Large giant; HD


12d8+48; hp 102; Init -1; Spd 30 ft. in
hide armor (6 squares); base speed 40
ft.; AC 20 (-1 size, -1 dex, +9 natural, +3
hide armor), touch 8, flat-footed 20;
Base Atk +9; Grp +20; Atk +16 melee
(2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7,
rock); Full Atk +16 /+11 melee (2d8+10,
greatclub) or +15 melee (1d4+7, 2 slams)
or +8 ranged (2d6+7, rock);
Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock
catching; AL CE; SV Fort +12, Ref +3,
Will +4; Str 25, Dex 8, Con 19, Int 6, Wis
10, Cha 7
Skills and Feats: Climb +7, Jump +7,
Listen +3, Spot +6; Cleave, Improved
Bull Rush, Improved Sunder, Power
Attack, Weapon Focus (greatclub)
Treasure: 1400 gp; Deep Green Spinel
(120 gp), Red Spinel (100 gp); hoard
total 1620 gp

Room #158 East Entry Unlocked Good Wooden Door (hard 5,


15 hp)
South Entry Locked Good Wooden Door (Open Lock
DC 40, break DC 18; hard 5, 15 hp)
→ Leads to room #170, inhabited by 10
x Minotaur Zombie

Room Features An iron chandelier hangs from the


ceiling in the east side of the room, and
several pieces of rotten leather are
scattered throughout the room

Room #159 North Entry Unlocked Stone Door (hard 8, 60 hp)


→ Leads to room #136, inhabited by 9 x
Wererat
West Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp) (slides down, +1 to
break DC)
East Entry Archway
→ Leads to room #168
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Hidden Treasure Hidden (Search DC 30) Trapped and


Unlocked Iron Chest (hard 10, 60 hp)
Contact Poison: CR 12; mechanical;
touch trigger, no reset; contact poison
(nitharit [contact, Fort DC 13, 0/3d6
Con]); Search DC 24; Disable Device DC
26

1400 gp; Fine Steel Cloth Hunter's Cap


(40 gp), Gold Cloth Robe set with Red
Garnet (2000 gp), Pewter Signet Ring
(100 gp), Silver Brooch set with Blue
Quartz (500 gp); hoard total 4040 gp

Room #160 North Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #138
West Entry #1 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #150, inhabited by 1 x
Fire Giant
West Entry #2 Secret (Search DC 25) Stuck Stone Door
(break DC 28; hard 8, 60 hp)
Ⓢ The door is located near the ceiling
and opened by pulling an iron chain
→ Leads to room #171, inhabited by 14
x Grick
East Entry #1 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp) (slides up, +2 to break
DC)
→ Leads to room #139
East Entry #2 Locked Good Wooden Door (Open Lock
DC 30, break DC 18; hard 5, 15 hp)
(slides up, +2 to break DC)
→ Leads to room #177, inhabited by 4 x
Spectre

Room Features Someone has scrawled "Don't sleep" on


the west wall, and a corroded iron key
hangs from a hook on the north and
south walls

Room #161 North Entry Trapped and Locked Good Wooden


Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)
Ⓣ Wail of the Banshee Trap: CR 10;
magic device; proximity trigger
(alarm); automatic reset; spell
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effect (Wail of the Banshee, 17th


level wizard, DC 23 Fort save
negates); multiple targets (up to 17
creatures); Search DC 34; Disable
Device DC 34
→ Leads to room #134
West Entry Secret (Search DC 20) Stuck Good
Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ The door is concealed within a
mosaic of legendary monsters
→ Leads to room #157, inhabited by 3 x
Hill Giant
East Entry Secret (Search DC 30) Unlocked Strong
Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed within a
horrific torture device
→ Leads to room #162, inhabited by 6 x
Troll
South Entry Unlocked Strong Wooden Door (hard 5,
20 hp)

Room Features The north and east walls have been


engraved with incoherent labyrinths,
and a fountain decorated with
tormented faces sits in the north side of
the room
Monster 5 x Cloaker

Cloaker: CR 5; Large aberration; HD


6d8+18; hp 45; Init +7; Spd 10 ft. (2
squares), fly 40 ft. (average); AC 19 (-1
size, +3 dex, +7 natural), touch 12, flat-
footed 16; Base Atk +4; Grp +13; Atk +8
melee (1d6+5, tail slap); Full Atk +8
melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft.
(5 ft. with bite); SA Moan, engulf; SQ
Darkvision 60 ft., shadow shift; AL CN;
SV Fort +5, Ref +5, Will +7; Str 21, Dex
16, Con 17, Int 14, Wis 15, Cha 15
Skills and Feats: Hide +8, Listen +13,
Move Silently +12, Spot +13; Alertness,
Combat Reflexes, Improved Initiative
Treasure: 1000 gp; hoard total 1000 gp
Hidden Treasure Hidden (Search DC 30) Unlocked
Simple Wooden Chest (hard 5, 10 hp)

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Glass Eye (600 gp), Gold Shortsword


Scabbard inlaid with Adamantine (3000
gp), Leather bound Book (blank) (120
gp); Arcane Scroll (Message (12 gp 5 sp),
False Life (150 gp)) (total 162 gp 5 sp),
Divine Scroll (Hide from Undead (25
gp), Eagle's Splendor (150 gp), Hold
Person (150 gp)) (total 325 gp); hoard
total 4207 gp 5 sp

Room #162 North Entry Locked Simple Wooden Door (Open


Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #134
West Entry #1 Secret (Search DC 30) Unlocked Strong
Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed within a
horrific torture device
→ Leads to room #161, inhabited by 5 x
Cloaker
West Entry #2 Trapped Iron Portcullis (lift DC 25,
break DC 28; hard 10, 60 hp)
Ⓣ Arrow Trap: CR 11; mechanical;
location trigger; manual reset; Atk
+14 ranged (11d6/x3); Search DC
28; Disable Device DC 26
West Entry #3 Secret (Search DC 25) Trapped and
Unlocked Stone Door (hard 8, 60 hp)
Ⓢ The door is opened by pulling an
iron chain
Ⓣ Rune of Fear: CR 11; magic device;
proximity trigger (alarm); no reset;
fear (shaken for 1d4 rounds, DC 18
Will save negates); multiple targets
(all targets in a 10 ft. radius burst);
Search DC 28; Disable Device DC
26
→ Leads to room #181
East Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp) (slides up, +2 to
break DC)
→ Leads to room #182, inhabited by 6 x
Ogre
South Entry Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #187

Room Features A set of demonic war masks hangs on


the west wall, and a ring of keys lies in
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the north-west corner of the room


Monster 6 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp


63; Init +2; Spd 30 ft. (6 squares); AC 16
(-1 size, +2 dex, +5 natural), touch 11,
flat-footed 14; Base Atk +4; Grp +14; Atk
+9 melee (1d6+6, claw); Full Atk +9
melee (1d6+6, 2 claws) and +4 melee
(1d6+3, bite); Space/Reach 10 ft./10 ft.;
SA Rend 2d6+9; SQ Darkvision 90 ft.,
low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str
23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6;
Alertness, Iron Will, Track
Treasure: 1400 gp; Eye Agate (12 gp),
Fiery Yellow Corundum (1000 gp),
Golden Yellow Topaz (500 gp), Jasper
(50 gp), Jet (90 gp), Rock Crystal (40
gp), Smoky Quartz (50 gp); Ring of
Improved Swimming (10000 gp); hoard
total 13142 gp

Room #163 North Entry Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #139
South Entry Locked Strong Wooden Door (Open
Lock DC 30, break DC 25; hard 5, 20 hp)
→ Leads to room #177, inhabited by 4 x
Spectre

Room Features Someone has scrawled "Gauda stands


here, slain by a basilisk" on the east
wall, and a rotting odor fills the room
Monster 12 x Derro

Derro: CR 3; Small monstrous


humanoid; HD 3d8+3; hp 16; Init +6;
Spd 20 ft. (4 squares); AC 19 (+1 size, +2
dex, +2 natural, +3 studded leather
armor, +1 buckler), touch 13, flat-footed
17; Base Atk +3; Grp -1; Atk +4 melee
(1d4/19-20, short sword) or +6 ranged
(1d6/19-20 plus poison, repeating light
crossbow); Full Atk +4 melee (1d4/19-
20, short sword) or +6 ranged (1d6/19-
20 plus poison, repeating light
crossbow); Space/Reach 5 ft./5 ft.; SA
Poison use, spell-like abilities, sneak
attack +1d6; SQ Madness, spell

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resistance 15 vulnerability to sunlight;


AL CE; SV Fort +2, Ref +5, Will +6; Str 11,
Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills and Feats: Bluff +5, Hide +10,
Listen +1, Move Silently +8; Blind-Fight,
Improved Initiative
Treasure: 1900 gp; Bolt of Electrum
Cloth set with White Pearl (1000 gp),
Fine Leather Hunter's Cap (600 gp),
Gold Cloth Hunter's Cap (200 gp), Iron
Bracelet (70 gp), Platinum Torc set with
Tourmaline (1500 gp); Dwarven Waraxe
(Medium) (+1 weapon) (2330 gp);
hoard total 7600 gp

Room #164 North Entry Unlocked Strong Wooden Door (hard 5,


20 hp)
→ Leads to room #155
South Entry #1 Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #178
South Entry #2 Archway
→ Leads to room #179

Room Features A tile mosaic of legendary monsters


covers the floor, and someone has
scrawled "This paladin is dead" in
draconic script on the south wall

Room #165 East Entry #1 Locked Strong Wooden Door (Open


Lock DC 20, break DC 25; hard 5, 20 hp)
East Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
East Entry #3 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #172, inhabited by 9 x
Doppelganger

Room Features A narrow ledge runs along the south


and east walls, and a rusted chain shirt
lies in the east side of the room
Monster 4 x Hill Giant

Hill giant: CR 7; Large giant; HD


12d8+48; hp 102; Init -1; Spd 30 ft. in
hide armor (6 squares); base speed 40
ft.; AC 20 (-1 size, -1 dex, +9 natural, +3
hide armor), touch 8, flat-footed 20;
Base Atk +9; Grp +20; Atk +16 melee
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(2d8+10, greatclub) or +15 melee


(1d4+7, slam) or +8 ranged (2d6+7,
rock); Full Atk +16 /+11 melee (2d8+10,
greatclub) or +15 melee (1d4+7, 2 slams)
or +8 ranged (2d6+7, rock);
Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock
catching; AL CE; SV Fort +12, Ref +3,
Will +4; Str 25, Dex 8, Con 19, Int 6, Wis
10, Cha 7
Skills and Feats: Climb +7, Jump +7,
Listen +3, Spot +6; Cleave, Improved
Bull Rush, Improved Sunder, Power
Attack, Weapon Focus (greatclub)
Treasure: 280 pp; Arcane Scroll (Disrupt
Undead (12 gp 5 sp), Ghoul Touch (150
gp)) (total 162 gp 5 sp), Circlet of
Persuasion (4500 gp) (inscription
provides clue to function), Potion of Aid
(300 gp); hoard total 7762 gp 5 sp

Room #166 West Entry #1 Trapped and Locked Strong Wooden


Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)
Ⓣ Falling Block: CR 9; mechanical;
location trigger; no reset; Atk +11
melee (9d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 26; Disable Device DC
24
→ Leads to room #141
West Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
East Entry Archway
→ Leads to room #180
South Entry Unlocked Good Wooden Door (hard 5,
15 hp) (slides up, +2 to break DC)

Empty

Room #167 West Entry #1 Locked Iron Door (Open Lock DC 25,
break DC 28; hard 10, 60 hp)
→ Leads to room #148, inhabited by 2 x
Phasm
West Entry #2 Archway
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #174

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Monster 2 x Dire Bear

Dire bear: CR 7; Large animal; HD


12d8+51; hp 105; Init +1; Spd 40 ft. (8
squares); AC 17 (-1 size, +1 dex, +7
natural), touch 10, flat-footed 16; Base
Atk +9; Grp +23; Atk +19 melee (2d4+10,
claw); Full Atk +19 melee (2d4+10, 2
claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved
grab; SQ Low-light vision, scent; AL N;
SV Fort +12, Ref +9, Will +9; Str 31, Dex
13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10,
Swim +13; Alertness, Endurance, Run,
Toughness, Weapon Focus (claw)

Room #168 North Entry Trapped and Unlocked Good Wooden


Door (hard 5, 15 hp)
Ⓣ Contact Poison: CR 11; mechanical;
touch trigger, no reset; contact
poison (nitharit [contact, Fort DC
13, 0/3d6 Con]); Search DC 24;
Disable Device DC 26
→ Leads to room #153
West Entry Archway
→ Leads to room #159
East Entry #1 Archway
East Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #190

Room Features Spirals of red stones cover the floor, and


a wooden ladder rests against the north
wall

Room #169 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)
→ Leads to room #151, inhabited by 3 x
Spectre
East Entry #1 Archway
→ Leads to room #146, inhabited by 11
x Ogre
East Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)

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→ Leads to room #173, inhabited by 3 x


Hill Giant

Room Features A wooden ladder rests against the north


wall, and someone has scrawled "Run
away!" in blood on the north wall
Monster 13 x Wight

Wight: CR 3; Medium undead; HD 4d12;


hp 26; Init +1; Spd 30 ft. (6 squares); AC
15 (+1 dex, +4 natural), touch 11, flat-
footed 14; Base Atk +2; Grp +3; Atk +3
melee (1d4+1 plus energy drain, slam);
Full Atk +3 melee (1d4+1 plus energy
drain, slam); Space/Reach 5 ft./5 ft.; SA
Create spawn, energy drain; SQ
Darkvision 60 ft., undead traits; AL LE;
SV Fort +1, Ref +2, Will +5; Str 12, Dex
12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7,
Move Silently +16, Spot +7; Alertness,
Blind-Fight

Room #170 North Entry #1 Locked Good Wooden Door (Open Lock
DC 40, break DC 18; hard 5, 15 hp)
→ Leads to room #158
North Entry #2 Unlocked Simple Wooden Door (hard 5,
10 hp)
West Entry Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #152
South Entry Trapped and Locked Strong Wooden
Door (Open Lock DC 20, break DC 25;
hard 5, 20 hp)
Ⓣ Earthquake Trap: CR 8; magic
device; proximity trigger (alarm);
automatic reset; spell effect
(Earthquake, 13th level cleric, 65 ft.
radius, DC 15 or 20 Reflex save,
depending on terrain); Search DC
32; Disable Device DC 32

Room Features A narrow pit covered by iron bars lies in


the south-west corner of the room, and
a pile of rotten fruit lies in the north
side of the room
Monster 10 x Minotaur Zombie

Minotaur zombie: CR 4; Large undead;


HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6

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squares; can't run); AC 16 (-1 size, -1


dex, +8 natural), touch 8, flat-footed 16;
Base Atk +6; Grp +15; Atk +10 melee
(3d6+7/x3, greataxe) or +10 melee
(1d8+5, gore) or +10 melee (1d8+5,
slam); Full Atk +10 melee (3d6+7/x3,
greataxe) or +10 melee (1d8+5, gore) or
+10 melee (1d8+5, slam); Space/Reach
10 ft./10 ft.; SA -; SQ Single actions only,
damage reduction 5/slashing,
darkvision 60 ft., undead traits; AL NE;
SV Fort +4, Ref +3, Will +8; Str 21, Dex 8,
Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #171 North Entry Archway


→ Leads to room #150, inhabited by 1 x
Fire Giant
West Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #199
East Entry Secret (Search DC 25) Stuck Stone Door
(break DC 28; hard 8, 60 hp)
Ⓢ The door is located near the ceiling
and opened by pulling an iron chain
→ Leads to room #160
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #206, inhabited by 9
x Troll

Room Features A narrow ledge runs along the north and


east walls, and the south and east walls
are covered with scorch marks
Monster 14 x Grick

Grick: CR 3; Medium aberration; HD


2d8; hp 9; Init +2; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (+2 dex, +4
natural), touch 12, flat-footed 14; Base
Atk +1; Grp +3; Atk +3 melee (1d4+2,
tentacle); Full Atk +3 melee (1d4+2, 4
tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage
reduction 10/magic, darkvision 60 ft.,
scent; AL N; SV Fort +0, Ref +2, Will +5;
Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha
5

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Skills and Feats: Climb +10, Hide +3*,


Listen +6, Spot +6; Alertness, Track
Treasure: 16 pp; Amethyst (80 gp),
Citrine (60 gp), Deep Blue Spinel (300
gp), Freshwater Pearl (8 gp), Turquoise
(8 gp); Arcane Scroll (Animal Messenger
(200 gp), Cat's Grace (150 gp)) (total
350 gp); hoard total 966 gp

Room #172 West Entry #1 Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #165, inhabited by 4 x
Hill Giant
West Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)

Room Features Someone has scrawled "Dwari fell here"


on the south wall, and a pile of broken
arrows lies in the south side of the room
Monster 9 x Doppelganger

Doppelganger: CR 3; Medium
monstrous humanoid (shapechanger);
HD 4d8+4; hp 22; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural),
touch 11, flat-footed 14; Base Atk +4;
Grp +5; Atk +5 melee (1d6+1, slam); Full
Atk +5 melee (1d6+1, slam);
Space/Reach 5 ft./5 ft.; SA Detect
thoughts; SQ Change shape, immunity
to sleep and charm effects; AL N; SV
Fort +4, Ref +5, Will +6; Str 12, Dex 13,
Con 12, Int 13, Wis 14, Cha 13
Skills and Feats: Bluff +10*, Diplomacy
+3, Disguise +9* (+11 acting), Intimidate
+3, Listen +6, Sense Motive +6, Spot +6;
Dodge, Great Fortitude
Treasure: 24000 sp; Potion of Aid (300
gp), Ring of the Ram (41 of 50 charges)
(7052 gp), Wand of Detect Secret Doors
(28 of 50 charges) (420 gp); hoard total
10172 gp

Room #173 West Entry #1 Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #169, inhabited by 13
x Wight
West Entry #2 Unlocked Simple Wooden Door (hard 5,
10 hp)

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→ Leads to room #185, inhabited by 12


x Ogre

Room Features A set of demonic war masks hangs on


the north wall, and a ruined siege
weapon sits in the north-east corner of
the room
Monster 3 x Hill Giant

Hill giant: CR 7; Large giant; HD


12d8+48; hp 102; Init -1; Spd 30 ft. in
hide armor (6 squares); base speed 40
ft.; AC 20 (-1 size, -1 dex, +9 natural, +3
hide armor), touch 8, flat-footed 20;
Base Atk +9; Grp +20; Atk +16 melee
(2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7,
rock); Full Atk +16 /+11 melee (2d8+10,
greatclub) or +15 melee (1d4+7, 2 slams)
or +8 ranged (2d6+7, rock);
Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock
catching; AL CE; SV Fort +12, Ref +3,
Will +4; Str 25, Dex 8, Con 19, Int 6, Wis
10, Cha 7
Skills and Feats: Climb +7, Jump +7,
Listen +3, Spot +6; Cleave, Improved
Bull Rush, Improved Sunder, Power
Attack, Weapon Focus (greatclub)
Treasure: 210 pp; Divine Scroll (Endure
Elements (25 gp)) (Unreliable curse)
(total 25 gp); hoard total 2125 gp

Room #174 North Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #167, inhabited by 2 x
Dire Bear
West Entry #1 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #156
West Entry #2 Unlocked Good Wooden Door (hard 5,
15 hp)
East Entry Trapped and Locked Iron Door (Open
Lock DC 40, break DC 28; hard 10, 60
hp)
Ⓣ Poisoned Spiked Pit Trap: CR 10;
mechanical; location trigger;
manual reset; hidden lock bypass
(Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft.

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deep (5d6, fall); multiple targets


(first target in each of two adjacent
5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(purple worm poison [injury, Fort
DC 24, 1d6 Str/2d6 Str]); Search
DC 16; Disable Device DC 25
→ Leads to room #175, inhabited by 3 x
Spectre
South Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #194, inhabited by 2 x
Drider

Room Features A magical shrine of a goddess of light in


the north-east corner of the room
conjures a lit candle for whomever
offers a prayer, and a large kiln and coal
bin sit in the south-west corner of the
room

Room #175 West Entry #1 Trapped and Locked Iron Door (Open
Lock DC 40, break DC 28; hard 10, 60
hp)
Ⓣ Poisoned Spiked Pit Trap: CR 10;
mechanical; location trigger;
manual reset; hidden lock bypass
(Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft.
deep (5d6, fall); multiple targets
(first target in each of two adjacent
5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(purple worm poison [injury, Fort
DC 24, 1d6 Str/2d6 Str]); Search
DC 16; Disable Device DC 25
→ Leads to room #174
West Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
East Entry #1 Unlocked Simple Wooden Door (hard 5,
10 hp)
East Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #181

Room Features The floor is covered in square tiles,


alternating white and black, and
skeletons hang from chains and
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manacles against the north and west


walls
Monster 3 x Spectre

Spectre: CR 7; Medium undead


(incorporeal); HD 7d12; hp 45; Init +7;
Spd 40 ft. (8 squares), fly 80 ft.
(perfect); AC 15 (+3 dex, +2 deflection),
touch 15, flat-footed 13; Base Atk +3;
Grp -; Atk +6 melee (1d8 plus energy
drain, incorporeal touch); Full Atk +6
melee (1d8 plus energy drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, sunlight powerlessness,
undead traits, unnatural aura; AL LE; SV
Fort +2, Ref +5, Will +7; Str -, Dex 16,
Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate
+12, Knowledge (religion) +12, Listen
+14, Search +12, Spot +14, Survival +2
(+4 following tracks); Alertness, Blind-
Fight, Improved Initiative

Room #176 North Entry Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
→ Leads to room #154, inhabited by 11
x Derro

Room Features A fountain of water sits against the west


wall, and a pile of rotten fruit lies in the
center of the room

Room #177 North Entry Locked Strong Wooden Door (Open


Lock DC 30, break DC 25; hard 5, 20 hp)
→ Leads to room #163, inhabited by 12
x Derro
West Entry #1 Locked Good Wooden Door (Open Lock
DC 30, break DC 18; hard 5, 15 hp)
(slides up, +2 to break DC)
→ Leads to room #160
West Entry #2 Archway
West Entry #3 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #196
South Entry Locked Strong Wooden Door (Open
Lock DC 40, break DC 25; hard 5, 20
hp)

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→ Leads to room #211, inhabited by 3 x


Aboleth

Monster 4 x Spectre

Spectre: CR 7; Medium undead


(incorporeal); HD 7d12; hp 45; Init +7;
Spd 40 ft. (8 squares), fly 80 ft.
(perfect); AC 15 (+3 dex, +2 deflection),
touch 15, flat-footed 13; Base Atk +3;
Grp -; Atk +6 melee (1d8 plus energy
drain, incorporeal touch); Full Atk +6
melee (1d8 plus energy drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, sunlight powerlessness,
undead traits, unnatural aura; AL LE; SV
Fort +2, Ref +5, Will +7; Str -, Dex 16,
Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate
+12, Knowledge (religion) +12, Listen
+14, Search +12, Spot +14, Survival +2
(+4 following tracks); Alertness, Blind-
Fight, Improved Initiative

Room #178 North Entry #1 Secret (Search DC 20) 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
North Entry #2 Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #164
East Entry Archway
→ Leads to room #200
South Entry Locked Stone Door (Open Lock DC 40,
break DC 28; hard 8, 60 hp) (slides to
one side, +1 to break DC)

Room Features A narrow pit covered by iron bars lies in


the south-east corner of the room, and
an iron sarcophagus sits in the south-
west corner of the room

Room #179 North Entry Archway


→ Leads to room #164
East Entry Archway
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Room Features A tapestry of arcane patterns hangs


from the south wall, and a stone
sarcophagus sits in the north-west
corner of the room

Room #180 West Entry #1 Archway


→ Leads to room #166
West Entry #2 Locked Stone Door (Open Lock DC 20,
break DC 28; hard 8, 60 hp)
East Entry Secret (Search DC 20) Trapped and
Locked Simple Wooden Door (Open
Lock DC 40, break DC 15; hard 5, 10 hp)
Ⓢ The door is located near the ceiling
and concealed behind an area of
fungus
Ⓣ Energy Drain Trap: CR 10; magic
device; visual trigger (true seeing);
automatic reset; Atk +8 ranged
touch; spell effect (Energy Drain,
17th level wizard, 2d4 negative levels
for 24 hours, DC 23 Fort save
negates); Search DC 34; Disable
Device DC 34
→ Leads to room #185, inhabited by 12
x Ogre

Empty

Room #181 West Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #175, inhabited by 3 x
Spectre
East Entry #1 Secret (Search DC 25) Trapped and
Unlocked Stone Door (hard 8, 60 hp)
Ⓢ The door is opened by pulling an
iron chain
Ⓣ Rune of Fear: CR 11; magic device;
proximity trigger (alarm); no reset;
fear (shaken for 1d4 rounds, DC 18
Will save negates); multiple targets
(all targets in a 10 ft. radius burst);
Search DC 28; Disable Device DC
26
→ Leads to room #162, inhabited by 6 x
Troll
East Entry #2 Unlocked Good Wooden Door (hard 5,
15 hp)

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→ Leads to room #187


South Entry #1 Archway
→ Leads to room #203, inhabited by 5
x Basilisk
South Entry #2 Trapped and Locked Stone Door (Open
Lock DC 40, break DC 28; hard 8, 60
hp)
Ⓣ Acid Spray: CR 12; magic device;
visual trigger (true seeing); no
reset; acid spray (11d6 acid damage,
DC 16 Reflex save for half damage);
Search DC 28; Disable Device DC
28

Room Features A stack of water-filled barrels stands


against the north wall, and someone
has scrawled "It is awake" in orcish
runes on the north wall

Room #182 West Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp) (slides up, +2 to
break DC)
→ Leads to room #162, inhabited by 6 x
Troll
South Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #208
South Entry #2 Archway

Monster 6 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp


29; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 16 (-1
size, -1 dex, +5 natural, +3 hide armor),
touch 8, flat-footed 16; Base Atk +3; Grp
+12; Atk +8 melee (2d8+7, greatclub) or
+1 ranged (1d8+5, javelin); Full Atk +8
melee (2d8+7, greatclub) or +1 ranged
(1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light
vision; AL CE; SV Fort +6, Ref +0, Will
+1; Str 21, Dex 8, Con 15, Int 6, Wis 10,
Cha 7
Skills and Feats: Climb +5, Listen +2,
Spot +2; Toughness, Weapon Focus
(greatclub)
Treasure: 600 gp; Emerald (600 gp),
Golden Yellow Topaz (600 gp), Iolite
(60 gp), Red Spinel (140 gp); Arcane
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Scroll (Erase (25 gp), Jump (25 gp),


Owl's Wisdom (150 gp)) (total 200 gp),
Arcane Scroll (Protection from
Chaos/Evil/Good/Law (25 gp), Gust of
Wind (150 gp), Whispering Wind (150
gp)) (Opposite effect or target curse)
(total 325 gp), Dwarven Waraxe (Small)
(+1 weapon) (2330 gp); hoard total
4855 gp

Room #183 East Entry #1 Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp) (magically reinforced,
+10 to break DC)
→ Leads to room #188
East Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
East Entry #3 Archway
→ Leads to room #204
South Entry Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #216, inhabited by 5 x
Troll

Empty

Room #184 East Entry #1 Trapped Iron Portcullis (lift DC 25,


break DC 28; hard 10, 60 hp)
Ⓣ Rune of Hypnosis: CR 12; magic
device; proximity trigger (alarm);
no reset; hypnosis (fascinated for
1d4 rounds, DC 14 Will save
negates); multiple targets (all
targets in a 10 ft. radius burst);
Search DC 24; Disable Device DC
24
East Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #193, inhabited by 2 x
Succubus
South Entry Trapped and Unlocked Iron Door (hard
10, 60 hp)
Ⓣ Forcecage and Summon Monster VII
Trap: CR 10; magic device;
proximity trigger (alarm);
automatic reset; multiple traps
(one forcecage trap and one
summon monster VII trap); spell
effect (Forcecage, 13th level
wizard); spell effect (Summon
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Monster VII, 13th level wizard,


hamatula); Search DC 32; Disable
Device DC 32
→ Leads to room #202, inhabited by 9
x Wraith

Room Features Several square holes are cut into the


north and east walls, and spirals of red
stones cover the floor

Room #185 West Entry #1 Secret (Search DC 20) Trapped and


Locked Simple Wooden Door (Open
Lock DC 40, break DC 15; hard 5, 10 hp)
Ⓢ The door is located near the ceiling
and concealed behind an area of
fungus
Ⓣ Energy Drain Trap: CR 10; magic
device; visual trigger (true seeing);
automatic reset; Atk +8 ranged
touch; spell effect (Energy Drain,
17th level wizard, 2d4 negative levels
for 24 hours, DC 23 Fort save
negates); Search DC 34; Disable
Device DC 34
→ Leads to room #180
West Entry #2 Trapped Wooden Portcullis (lift DC 25,
break DC 28; hard 5, 30 hp)
Ⓣ Incendiary Cloud Trap: CR 9; magic
device; proximity trigger (alarm);
automatic reset; spell effect
(Incendiary Cloud, 15th level
wizard, 4d6/round for 15 rounds,
DC 22 Reflex save half damage);
Search DC 33; Disable Device DC 33
East Entry #1 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #173, inhabited by 3 x
Hill Giant
East Entry #2 Secret (Search DC 30) Stuck Good
Wooden Door (break DC 18; hard 5, 15
hp) (slides down, +1 to break DC)
Ⓢ The door is located above a small
stone dais and concealed behind a
tapestry of arcane patterns
→ Leads to room #207, inhabited by 9
x Doppelganger

Room Features The south and west walls have been


engraved with incoherent labyrinths,
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and someone has scrawled "gray,


crimson, white, jade, ruby, crimson" on
the west wall
Monster 12 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp


29; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 16 (-1
size, -1 dex, +5 natural, +3 hide armor),
touch 8, flat-footed 16; Base Atk +3; Grp
+12; Atk +8 melee (2d8+7, greatclub) or
+1 ranged (1d8+5, javelin); Full Atk +8
melee (2d8+7, greatclub) or +1 ranged
(1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light
vision; AL CE; SV Fort +6, Ref +0, Will
+1; Str 21, Dex 8, Con 15, Int 6, Wis 10,
Cha 7
Skills and Feats: Climb +5, Listen +2,
Spot +2; Toughness, Weapon Focus
(greatclub)
Treasure: 1400 gp; hoard total 1400 gp

Room #186 North Entry Locked Simple Wooden Door (Open


Lock DC 20, break DC 15; hard 5, 10 hp)
(slides up, +2 to break DC)
→ Leads to room #156
East Entry Archway
→ Leads to room #194, inhabited by 2 x
Drider
South Entry Archway

Room Features A faded and torn tapestry hangs from


the east wall, and a pair of boots lies in
the south-west corner of the room

Room #187 North Entry Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #162, inhabited by 6 x
Troll
West Entry #1 Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #181
West Entry #2 Locked Good Wooden Door (Open Lock
DC 40, break DC 18; hard 5, 15 hp)
East Entry Archway
→ Leads to room #208
South Entry #1 Locked Simple Wooden Door (Open
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Lock DC 20, break DC 15; hard 5, 10 hp)


→ Leads to room #215, inhabited by 13
x Wight
South Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp) (stuck, +2 to lift DC)

Empty

Room #188 West Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp) (magically reinforced,
+10 to break DC)
→ Leads to room #183
East Entry Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #189, inhabited by 4 x
Spectre

Room Features A stream of water flows along a channel


in the floor, and a rusted breastplate lies
in the north-west corner of the room
Hidden Treasure Hidden (Search DC 20) Locked Iron
Chest (Open Lock DC 20, break DC 28;
hard 10, 60 hp)

13000 sp; Azurite (9 gp), Azurite (10


gp), Brown-green Garnet (100 gp),
Golden Yellow Topaz (700 gp), Hematite
(7 gp); hoard total 2126 gp

Room #189 West Entry Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #188
East Entry Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)
(slides down, +1 to break DC)

Room Features A tile mosaic of a god of artifice covers


the floor, and a large kiln and coal bin
sit in the north-west corner of the room
Monster 4 x Spectre

Spectre: CR 7; Medium undead


(incorporeal); HD 7d12; hp 45; Init +7;
Spd 40 ft. (8 squares), fly 80 ft.
(perfect); AC 15 (+3 dex, +2 deflection),
touch 15, flat-footed 13; Base Atk +3;
Grp -; Atk +6 melee (1d8 plus energy
drain, incorporeal touch); Full Atk +6
melee (1d8 plus energy drain,
incorporeal touch); Space/Reach 5 ft./5
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ft.; SA Energy drain, create spawn; SQ


Darkvision 60 ft., incorporeal traits, +2
turn resistance, sunlight powerlessness,
undead traits, unnatural aura; AL LE; SV
Fort +2, Ref +5, Will +7; Str -, Dex 16,
Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate
+12, Knowledge (religion) +12, Listen
+14, Search +12, Spot +14, Survival +2
(+4 following tracks); Alertness, Blind-
Fight, Improved Initiative

Room #190 West Entry #1 Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #168
West Entry #2 Archway
→ Leads to room #195, inhabited by 13
x Shadow
East Entry Trapped and Stuck Simple Wooden
Door (break DC 13; hard 5, 10 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 8;
mechanical; location trigger; repair
reset; DC 20 Reflex save avoids;
100 ft. deep (10d6, fall); Search DC
27; Disable Device DC 18
→ Leads to room #199
South Entry Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #205

Room Features A shallow pit lies in the north side of the


room, and a set of demonic war masks
hangs on the north wall

Room #191 East Entry Locked Good Wooden Door (Open Lock
DC 20, break DC 18; hard 5, 15 hp)

Room Features A magical mirror on the west wall


speaks riddles and cryptic prophecies,
and an altar of evil sits in the south-east
corner of the room
Monster 4 x Drider

Drider: CR 7; Large aberration; HD


6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2
dex, +6 natural), touch 11, flat-footed
15; Base Atk +4; Grp +10; Atk +5 melee
(1d6+2/19-20, dagger) or +6 melee

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(1d4+1 plus poison, bite) or +5 ranged


(1d8/x3, shortbow); Full Atk +3 melee
(1d6+2/19-20, 1d6+1/19-20, 2 daggers)
and +1 melee (1d4+1 plus poison, bite)
or +5 ranged (1d8/x3, shortbow);
Space/Reach 10 ft./5 ft.; SA Spells, spell-
like abilities, poison; SQ Darkvision 60
ft., spell resistance 17; AL CE; SV Fort
+5, Ref +4, Will +8; Str 15, Dex 15, Con
16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14,
Concentration +9, Hide +10, Listen +9,
Move Silently +12, Spot +9; Combat
Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Treasure: 3000 gp; Bolt of Silver Cloth
set with Violet Garnet (3000 gp),
Bronze Cloth Sash (500 gp), Fine Steel
Bracers set with Jade (1500 gp), Small
Bag of Exotic Spices (100 gp); Ring of
Blinking (27000 gp); hoard total 35100
gp

Room #192 West Entry Secret (Search DC 30) Trapped and


Locked Strong Wooden Door (Open
Lock DC 30, break DC 25; hard 5, 20 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 9;
mechanical; location trigger;
manual reset; DC 25 Reflex save
avoids; 100 ft. deep (10d6, fall);
multiple targets (all targets within a
10 ft. by 10 ft. area); Search DC 25;
Disable Device DC 25
East Entry #1 Unlocked Simple Wooden Door (hard 5,
10 hp)
East Entry #2 Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #196
South Entry Archway
→ Leads to room #210

Room Features A faded and torn tapestry hangs from


the north wall, and someone has
scrawled "This is not a secret door" on
the south wall

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Room #193 West Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #184
East Entry Locked Good Wooden Door (Open Lock
DC 20, break DC 18; hard 5, 15 hp)
(slides to one side, +1 to break DC)
South Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #202, inhabited by 9
x Wraith

Room Features A ruined siege weapon sits in the south


side of the room, and a pile of rotten
leather lies in the north side of the room
Monster 2 x Succubus (demon)

Succubus: CR 7; Medium outsider


(chaotic, extraplanar, evil); HD 6d8+6;
hp 33; Init +1; Spd 30 ft. (6 squares), fly
50 ft. (average); AC 20 (+1 dex, +9
natural), touch 11, flat-footed 19; Base
Atk +6; Grp +7; Atk +7 melee (1d6+1,
claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA
Energy drain, spell-like abilities,
summon demon; SQ Damage reduction
10/cold iron or good, darkvision 60 ft.,
immunity to electricity and poison, acid
resistance 10, cold resistance 10, fire
resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV
Fort +6, Ref +6, Will +7; Str 13, Dex 13,
Con 13, Int 16, Wis 14, Cha 26
Skills and Feats: Bluff +19,
Concentration +10, Diplomacy +12,
Disguise +17* (+19 acting), Escape Artist
+10, Hide +10, Intimidate +19,
Knowledge (any one) +12, Listen +19,
Move Silently +10, Search +12, Spot +19,
Survival +2 (+4 following tracks), Use
Rope +1 (+3 with bindings); Dodge,
Mobility, Persuasive
Treasure: 1100 gp; Chalcedony Idol (of a
Goddess of Wealth) set with Deep Blue
Spinel (1000 gp), Gilded Wooden Dice
(pair) (600 gp), Large Tapestry
threaded with Silver (4000 gp),
Leopard Fur Ribbon set with Eye Agate
(500 gp); Arcane Scroll (Jump (25 gp))
(total 25 gp), Dust of Disappearance
(3500 gp), Potion of Spider Climb (300
gp); hoard total 11025 gp
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Room #194 North Entry #1 Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
North Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #174
West Entry Archway
→ Leads to room #186
East Entry Locked Simple Wooden Door (Open
Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #198
South Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #223

Room Features A chute falls into the room from above,


and the ceiling is covered with
crystalline stalactites
Monster 2 x Drider

Drider: CR 7; Large aberration; HD


6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2
dex, +6 natural), touch 11, flat-footed
15; Base Atk +4; Grp +10; Atk +5 melee
(1d6+2/19-20, dagger) or +6 melee
(1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee
(1d6+2/19-20, 1d6+1/19-20, 2 daggers)
and +1 melee (1d4+1 plus poison, bite)
or +5 ranged (1d8/x3, shortbow);
Space/Reach 10 ft./5 ft.; SA Spells, spell-
like abilities, poison; SQ Darkvision 60
ft., spell resistance 17; AL CE; SV Fort
+5, Ref +4, Will +8; Str 15, Dex 15, Con
16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14,
Concentration +9, Hide +10, Listen +9,
Move Silently +12, Spot +9; Combat
Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Treasure: 3000 gp; Malachite (12 gp),
Onyx (50 gp), Rich Purple Corundum
(700 gp), Violet Garnet (300 gp), White
Pearl (110 gp); Arcane Scroll (Enthrall
(200 gp), Rope Trick (150 gp)) (total
350 gp); hoard total 4522 gp

Room #195 West Entry #1 Archway


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West Entry #2 Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #217, inhabited by 9 x
Ogre
East Entry Archway
→ Leads to room #190
South Entry Trapped and Stuck Good Wooden Door
(break DC 18; hard 5, 15 hp)
Ⓣ Destruction Trap: CR 8; magic
device; touch trigger (alarm);
automatic reset; spell effect
(Destruction, 13th level cleric, DC
20 Fort save for 10d6 damage);
Search DC 32; Disable Device DC 32

Room Features A stone dais and throne sits in the


south-west corner of the room, and
someone has scrawled "The Council of
the Jade Raven killed four trolls here" on
the west wall
Monster 13 x Shadow

Shadow: CR 3; Medium undead


(incorporeal); HD 3d12; hp 19; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 13
(+2 dex, +1 deflection), touch 13, flat-
footed 11; Base Atk +1; Grp -; Atk +3
melee (1d6 Str, incorporeal touch); Full
Atk +3 melee (1d6 Str, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA
Create spawn, strength damage; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, undead traits; AL CE;
SV Fort +1, Ref +3, Will +4; Str -, Dex 14,
Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7,
Search +4, Spot +7; Alertness, Dodge

Room #196 West Entry #1 Locked Simple Wooden Door (Open


Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #192
West Entry #2 Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #210
East Entry #1 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #177, inhabited by 4 x
Spectre

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East Entry #2 Secret (Search DC 20) Stuck Strong


Wooden Door (break DC 23; hard 5, 20
hp) (slides to one side, +1 to break DC)
Ⓢ The door is concealed behind a
statue of an armored warrior, and
opened by moving his sword
→ Leads to room #211, inhabited by 3 x
Aboleth

Empty

Room #197 West Entry #1 Unlocked Simple Wooden Door (hard 5,


10 hp)
West Entry #2 Unlocked Strong Wooden Door (hard 5,
20 hp) (slides down, +1 to break DC)
South Entry Trapped and Locked Stone Door (Open
Lock DC 25, break DC 28; hard 8, 60
hp)
Ⓣ Thunderstone Mine: CR 11; magic
device; location trigger; no reset;
thunder blast (12d6 sonic damage,
DC 16 Fort save for half damage);
multiple targets (all targets in a 10
ft. radius burst); Search DC 24;
Disable Device DC 26

Room Features Chanting fills the room, and several


torches are scattered throughout the
room
Monster 11 x Wraith

Wraith: CR 5; Medium undead


(incorporeal); HD 5d12; hp 32; Init +7;
Spd Fly 60 ft. (good) (12 squares); AC 15
(+3 dex, +2 deflection), touch 15, flat-
footed 12; Base Atk +2; Grp -; Atk +5
melee (1d4 plus 1d6 Constitution drain,
incorporeal touch); Full Atk +5 melee
(1d4 plus 1d6 Constitution drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight
powerlessness, incorporeal traits, +2
turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref
+4, Will +6; Str -, Dex 16, Con -, Int 14,
Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide
+11, Intimidate +10, Listen +12, Search
+10, Sense Motive +8, Spot +12, Survival
+2 (+4 following tracks); Alertness,
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Blind-Fight, Combat Reflexes, Improved


Initiative

Room #198 North Entry Trapped and Locked Stone Door (Open
Lock DC 25, break DC 28; hard 8, 60
hp)
Ⓣ Word of Chaos Trap: CR 8; magic
device; proximity trigger (detect
law); automatic reset; spell effect
(Word of Chaos, 13th level cleric);
Search DC 32; Disable Device DC 32
West Entry Locked Simple Wooden Door (Open
Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #194, inhabited by 2 x
Drider
East Entry Archway
→ Leads to room #203, inhabited by 5
x Basilisk
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #224, inhabited by 5 x
Cloaker

Empty

Room #199 West Entry Trapped and Stuck Simple Wooden


Door (break DC 13; hard 5, 10 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 8;
mechanical; location trigger; repair
reset; DC 20 Reflex save avoids;
100 ft. deep (10d6, fall); Search DC
27; Disable Device DC 18
→ Leads to room #190
East Entry #1 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #171, inhabited by 14
x Grick
East Entry #2 Locked Simple Wooden Door (Open
Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #206, inhabited by 9
x Troll

Room Features Someone has scrawled "jade, iron,


silver" on the north wall, and the sound
of footsteps fills the room

Room #200 West Entry Archway

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→ Leads to room #178


East Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #201, inhabited by 4 x
Shadow

Trap Word of Chaos Trap: CR 8; magic device;


proximity trigger (detect law);
automatic reset; spell effect (Word of
Chaos, 13th level cleric); Search DC 32;
Disable Device DC 32
Hidden Treasure Locked Simple Wooden Chest (Open
Lock DC 20, break DC 15; hard 5, 10 hp)

Alexandrite (400 gp), Amber (140 gp),


Deep Blue Spinel (400 gp), Iolite (40
gp), Jasper (40 gp); hoard total 1020 gp

Room #201 West Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #200
East Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #202, inhabited by 9
x Wraith
East Entry #2 Trapped and Locked Good Wooden
Door (Open Lock DC 40, break DC 18;
hard 5, 15 hp)
Ⓣ Falling Block: CR 11; mechanical;
location trigger; no reset; Atk +14
melee (10d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 28; Disable Device DC
26
→ Leads to room #213
East Entry #3 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp) (magically reinforced,
+10 to break DC)
→ Leads to room #221
South Entry #1 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #228
South Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)

Monster 4 x Shadow

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Shadow: CR 3; Medium undead


(incorporeal); HD 3d12; hp 19; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 13
(+2 dex, +1 deflection), touch 13, flat-
footed 11; Base Atk +1; Grp -; Atk +3
melee (1d6 Str, incorporeal touch); Full
Atk +3 melee (1d6 Str, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA
Create spawn, strength damage; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, undead traits; AL CE;
SV Fort +1, Ref +3, Will +4; Str -, Dex 14,
Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7,
Search +4, Spot +7; Alertness, Dodge

Room #202 North Entry #1 Trapped and Unlocked Iron Door (hard
10, 60 hp)
Ⓣ Forcecage and Summon Monster VII
Trap: CR 10; magic device;
proximity trigger (alarm);
automatic reset; multiple traps
(one forcecage trap and one
summon monster VII trap); spell
effect (Forcecage, 13th level
wizard); spell effect (Summon
Monster VII, 13th level wizard,
hamatula); Search DC 32; Disable
Device DC 32
→ Leads to room #184
North Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #193, inhabited by 2 x
Succubus
West Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #201, inhabited by 4 x
Shadow
East Entry Unlocked Good Wooden Door (hard 5,
15 hp)
South Entry Unlocked Simple Wooden Door (hard 5,
10 hp) (slides to one side, +1 to break
DC)
→ Leads to room #213

Monster 9 x Wraith

Wraith: CR 5; Medium undead


(incorporeal); HD 5d12; hp 32; Init +7;
Spd Fly 60 ft. (good) (12 squares); AC 15
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(+3 dex, +2 deflection), touch 15, flat-


footed 12; Base Atk +2; Grp -; Atk +5
melee (1d4 plus 1d6 Constitution drain,
incorporeal touch); Full Atk +5 melee
(1d4 plus 1d6 Constitution drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight
powerlessness, incorporeal traits, +2
turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref
+4, Will +6; Str -, Dex 16, Con -, Int 14,
Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide
+11, Intimidate +10, Listen +12, Search
+10, Sense Motive +8, Spot +12, Survival
+2 (+4 following tracks); Alertness,
Blind-Fight, Combat Reflexes, Improved
Initiative

Room #203 North Entry #1 Trapped and Stuck Strong Wooden


Door (break DC 23; hard 5, 20 hp)
Ⓣ Acid Spray: CR 11; magic device;
visual trigger (arcane eye); no reset;
acid spray (12d6 acid damage, DC
18 Reflex save for half damage);
Search DC 26; Disable Device DC
28
North Entry #2 Unlocked Strong Wooden Door (hard 5,
20 hp)
North Entry #3 Archway
→ Leads to room #181
West Entry Archway
→ Leads to room #198
East Entry Archway
South Entry #1 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #214, inhabited by 10
x Troglodyte and 10 x Monitor
Lizard
South Entry #2 Trapped and Unlocked Good Wooden
Door (hard 5, 15 hp)
Ⓣ Wide-Mouth Pit Trap: CR 9;
mechanical; location trigger;
manual reset; DC 25 Reflex save
avoids; 100 ft. deep (10d6, fall);
multiple targets (all targets within a
10 ft. by 10 ft. area); Search DC 25;
Disable Device DC 25
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→ Leads to room #215, inhabited by 13


x Wight

Room Features A stone dais and throne sits in the


north-west corner of the room, and
mysterious levers and mechanisms
cover the north and east walls
Monster 5 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 #204 West Entry Archway


→ Leads to room #183
South Entry #1 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #216, inhabited by 5 x
Troll
South Entry #2 Archway
→ Leads to room #217, inhabited by 9 x
Ogre

Room Features A wooden ladder rests against the south


wall, and a pair of dice lies in the east
side of the room

Room #205 North Entry Locked Simple Wooden Door (Open


Lock DC 25, break DC 15; hard 5, 10 hp)
→ Leads to room #190
West Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)

Empty

Room #206 North Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #171, inhabited by 14
x Grick
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West Entry #1 Locked Simple Wooden Door (Open


Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #199
West Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #234, inhabited by 12
x Rust Monster
East Entry #1 Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #209, inhabited by 2
x Dire Bear
East Entry #2 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #225

Monster 9 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp


63; Init +2; Spd 30 ft. (6 squares); AC 16
(-1 size, +2 dex, +5 natural), touch 11,
flat-footed 14; Base Atk +4; Grp +14; Atk
+9 melee (1d6+6, claw); Full Atk +9
melee (1d6+6, 2 claws) and +4 melee
(1d6+3, bite); Space/Reach 10 ft./10 ft.;
SA Rend 2d6+9; SQ Darkvision 90 ft.,
low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str
23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6;
Alertness, Iron Will, Track
Treasure: 190 pp; Alexandrite (500 gp),
Black Pearl (500 gp), Carnelian (50 gp),
Chalcedony (40 gp), Hematite (8 gp),
Hematite (11 gp), Lapis Lazuli (8 gp),
Rose Quartz (40 gp), Smoky Quartz (40
gp), Star Rose Quartz (60 gp); hoard
total 3157 gp

Room #207 North Entry Trapped and Unlocked Good Wooden


Door (hard 5, 15 hp)
Ⓣ Guillotine Blade: CR 11; mechanical;
location trigger; manual reset; Atk
+12 melee (11d6/19-20); Search DC
28; Disable Device DC 28
West Entry #1 Secret (Search DC 30) Stuck Good
Wooden Door (break DC 18; hard 5, 15
hp) (slides down, +1 to break DC)
Ⓢ The door is located above a small
stone dais and concealed behind a
tapestry of arcane patterns
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→ Leads to room #185, inhabited by 12


x Ogre
West Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)

Room Features Skeletons hang from chains and


manacles against the east and west
walls, and someone has scrawled "The
Guild of the Gray Shield killed four trolls
here" on the south wall
Monster 9 x Doppelganger

Doppelganger: CR 3; Medium
monstrous humanoid (shapechanger);
HD 4d8+4; hp 22; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural),
touch 11, flat-footed 14; Base Atk +4;
Grp +5; Atk +5 melee (1d6+1, slam); Full
Atk +5 melee (1d6+1, slam);
Space/Reach 5 ft./5 ft.; SA Detect
thoughts; SQ Change shape, immunity
to sleep and charm effects; AL N; SV
Fort +4, Ref +5, Will +6; Str 12, Dex 13,
Con 12, Int 13, Wis 14, Cha 13
Skills and Feats: Bluff +10*, Diplomacy
+3, Disguise +9* (+11 acting), Intimidate
+3, Listen +6, Sense Motive +6, Spot +6;
Dodge, Great Fortitude
Treasure: 2200 gp; hoard total 2200 gp

Room #208 North Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #182, inhabited by 6 x
Ogre
West Entry #1 Archway
→ Leads to room #187
West Entry #2 Secret (Search DC 20) Locked Strong
Wooden Door (Open Lock DC 25, break
DC 25; hard 5, 20 hp)
Ⓢ The door is located above a small
stone dais and concealed within a
mosaic of a legendary battle
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp) (slides down, +1 to
break DC)
→ Leads to room #219, inhabited by 1 x
Fire Giant

Room Features Someone has scrawled "You cannot kill

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it with magic" in draconic script on the


south wall, and several iron spikes are
scattered throughout the room

Room #209 North Entry Locked Iron Door (Open Lock DC 25,
break DC 28; hard 10, 60 hp)
West Entry Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #206, inhabited by 9
x Troll
East Entry Locked Simple Wooden Door (Open
Lock DC 40, break DC 15; hard 5, 10 hp)
→ Leads to room #210

Monster 2 x Dire Bear

Dire bear: CR 7; Large animal; HD


12d8+51; hp 105; Init +1; Spd 40 ft. (8
squares); AC 17 (-1 size, +1 dex, +7
natural), touch 10, flat-footed 16; Base
Atk +9; Grp +23; Atk +19 melee (2d4+10,
claw); Full Atk +19 melee (2d4+10, 2
claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved
grab; SQ Low-light vision, scent; AL N;
SV Fort +12, Ref +9, Will +9; Str 31, Dex
13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10,
Swim +13; Alertness, Endurance, Run,
Toughness, Weapon Focus (claw)
Trap Animated Net Trap: CR 11; mechanical;
location trigger; manual reset; Atk +16
ranged (grappled, Escape Artist DC 24
to escape); multiple targets (all targets
in a 10 ft. square area); Search DC 24;
Disable Device DC 28

Room #210 North Entry Archway


→ Leads to room #192
West Entry Locked Simple Wooden Door (Open
Lock DC 40, break DC 15; hard 5, 10 hp)
→ Leads to room #209, inhabited by 2
x Dire Bear
East Entry #1 Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #196
East Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)

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→ Leads to room #220, inhabited by 12


x Grick
South Entry Archway

Room Features Part of the west wall has collapsed into


the room, and burning torches in iron
sconces line the walls

Room #211 North Entry Locked Strong Wooden Door (Open


Lock DC 40, break DC 25; hard 5, 20
hp)
→ Leads to room #177, inhabited by 4 x
Spectre
West Entry Secret (Search DC 20) Stuck Strong
Wooden Door (break DC 23; hard 5, 20
hp) (slides to one side, +1 to break DC)
Ⓢ The door is concealed behind a
statue of an armored warrior, and
opened by moving his sword
→ Leads to room #196
South Entry Trapped and Unlocked Strong Wooden
Door (hard 5, 20 hp)
Ⓣ Acid Arrow Trap: CR 8; magic device;
visual trigger (true seeing);
automatic reset; multiple traps
(two simultaneous acid arrow
traps); Atk +9 ranged touch and +9
ranged touch; spell effect (Acid
Arrow, 18th level wizard, 2d4 acid
damage for 7 rounds); Search DC
27; Disable Device DC 27
→ Leads to room #226, inhabited by 8
x Wraith

Room Features A stair ascends to a catwalk hanging


between the east and west walls, and
someone has scrawled "The silver is
cursed" on the east wall
Monster 3 x Aboleth

Aboleth: CR 7; Huge aberration


(aquatic); HD 8d8+40; hp 76; Init +1;
Spd 10 ft. (2 squares), swim 60 ft.; AC
16 (-2 size, +1 dex, +7 natural), touch 9,
flat-footed 15; Base Atk +6; Grp +22; Atk
+12 melee (1d6+8 plus slime, tentacle);
Full Atk +12 melee (1d6+8 plus slime, 4
tentacles); Space/Reach 15 ft./10 ft.; SA
Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus
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cloud; AL LE; SV Fort +7, Ref +3, Will


+11; Str 26, Dex 12, Con 20, Int 15, Wis
17, Cha 17
Skills and Feats: Concentration +16,
Knowledge (any one) +13, Listen +16,
Spot +16, Swim +8; Alertness, Combat
Casting, Iron Will
Treasure: 3400 gp; Azurite (6 gp),
Brown-green Garnet (150 gp), Deep
Green Spinel (70 gp), Freshwater Pearl
(8 gp), Iolite (50 gp), Star Ruby (1300
gp); Divine Scroll (Entangle (25 gp),
Inflict Light Wounds (25 gp), Lesser
Restoration (150 gp)) (total 200 gp),
Necklace of Fireballs (IV) (5400 gp), Oil
of Shillelagh (50 gp), Potion of
Invisibility (300 gp); hoard total 10934
gp

Room #212 South Entry Unlocked Strong Wooden Door (hard 5,


20 hp)
→ Leads to room #247

Room Features A group of monstrous faces have been


carved into the south wall, and the
ceiling is covered with scorch marks

Room #213 North Entry #1 Unlocked Simple Wooden Door (hard 5,


10 hp) (slides to one side, +1 to break
DC)
→ Leads to room #202, inhabited by 9
x Wraith
North Entry #2 Trapped and Locked Simple Wooden
Door (Open Lock DC 40, break DC 15;
hard 5, 10 hp)
Ⓣ Wide-Mouth Pit Trap: CR 9;
mechanical; location trigger;
manual reset; DC 25 Reflex save
avoids; 100 ft. deep (10d6, fall);
multiple targets (all targets within a
10 ft. by 10 ft. area); Search DC 25;
Disable Device DC 25
West Entry Trapped and Locked Good Wooden
Door (Open Lock DC 40, break DC 18;
hard 5, 15 hp)
Ⓣ Falling Block: CR 11; mechanical;
location trigger; no reset; Atk +14
melee (10d6); multiple targets (all
targets in a 10 ft. square area);

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Search DC 28; Disable Device DC


26
→ Leads to room #201, inhabited by 4 x
Shadow
East Entry #1 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
East Entry #2 Stuck Iron Door (break DC 28; hard 10,
60 hp)
→ Leads to room #218
South Entry Trapped and Stuck Simple Wooden
Door (break DC 13; hard 5, 10 hp)
(slides down, +1 to break DC)
Ⓣ Insanity Mist Vapor Trap: CR 8;
mechanical; location trigger; repair
reset; poison gas (insanity mist
[inhaled, Fort DC 15, 1d4 Wis/2d6
Wis]); never miss; onset delay (1
round); multiple targets (all targets
in a 10 ft. by 10 ft. room); Search
DC 25; Disable Device DC 20
→ Leads to room #222

Empty

Room #214 North Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #203, inhabited by 5
x Basilisk
East Entry Trapped and Locked Stone Door (Open
Lock DC 20, break DC 28; hard 8, 60
hp)
Ⓣ Word of Chaos Trap: CR 8; magic
device; proximity trigger (detect
law); automatic reset; spell effect
(Word of Chaos, 13th level cleric);
Search DC 32; Disable Device DC 32
→ Leads to room #215, inhabited by 13
x Wight

Room Features Someone has scrawled "The Kingdom of


Crowns shall be sundered when the
moon is crowned and the rivers run red
with blood" on the east wall, and a
shattered sword lies in the south-east
corner of the room
Monster 10 x Troglodyte and 10 x Monitor Lizard
(animal)

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Troglodyte: CR 1; Medium humanoid


(reptilian); HD 2d8+4; hp 13; Init -1; Spd
30 ft. (6 squares); AC 15 (-1 dex, +6
natural), touch 9, flat-footed 15; Base
Atk +1; Grp +1; Atk +1 melee (1d6, club)
or +1 melee (1d4, claw) or +1 ranged
(1d6, javelin); Full Atk +1 melee (1d6,
club) and -1 melee (1d4, claw) and -1
melee (1d4, bite) or +1 melee (1d4, 2
claws) and -1 melee (1d4, bite) or +1
ranged (1d6, javelin); Space/Reach 5
ft./5 ft.; SA Stench; SQ Darkvision 90
ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str
10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3;
Multiattack, Weapon Focus (javelin)
Treasure: 200 gp; hoard total 200 gp

Monitor lizard: CR 2; Medium animal;


HD 3d8+9; hp 22; Init +2; Spd 30 ft. (6
squares), swim 30 ft.; AC 15 (+2 dex, +3
natural), touch 12, flat-footed 13; Base
Atk +2; Grp +5; Atk +5 melee (1d8+4,
bite); Full Atk +5 melee (1d8+4, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Low-
light vision; AL N; SV Fort +8, Ref +5,
Will +2; Str 17, Dex 15, Con 17, Int 1, Wis
12, Cha 2
Skills and Feats: Climb +7, Hide +6*,
Listen +4, Move Silently +6, Spot +4,
Swim +11; Alertness, Great Fortitude
Trap Symbol of Panic: CR 9; magic device;
proximity trigger (alarm); no reset; fear
(panicked for 1d4 rounds, DC 16 Will
save negates); multiple targets (all
targets in a 10 ft. radius burst); Search
DC 24; Disable Device DC 24

Room #215 North Entry #1 Trapped and Unlocked Good Wooden


Door (hard 5, 15 hp)
Ⓣ Wide-Mouth Pit Trap: CR 9;
mechanical; location trigger;
manual reset; DC 25 Reflex save
avoids; 100 ft. deep (10d6, fall);
multiple targets (all targets within a
10 ft. by 10 ft. area); Search DC 25;
Disable Device DC 25
→ Leads to room #203, inhabited by 5
x Basilisk
North Entry #2 Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)
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→ Leads to room #187


West Entry #1 Trapped and Locked Stone Door (Open
Lock DC 20, break DC 28; hard 8, 60
hp)
Ⓣ Word of Chaos Trap: CR 8; magic
device; proximity trigger (detect
law); automatic reset; spell effect
(Word of Chaos, 13th level cleric);
Search DC 32; Disable Device DC 32
→ Leads to room #214, inhabited by 10
x Troglodyte and 10 x Monitor
Lizard
West Entry #2 Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)

Monster 13 x Wight

Wight: CR 3; Medium undead; HD 4d12;


hp 26; Init +1; Spd 30 ft. (6 squares); AC
15 (+1 dex, +4 natural), touch 11, flat-
footed 14; Base Atk +2; Grp +3; Atk +3
melee (1d4+1 plus energy drain, slam);
Full Atk +3 melee (1d4+1 plus energy
drain, slam); Space/Reach 5 ft./5 ft.; SA
Create spawn, energy drain; SQ
Darkvision 60 ft., undead traits; AL LE;
SV Fort +1, Ref +2, Will +5; Str 12, Dex
12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7,
Move Silently +16, Spot +7; Alertness,
Blind-Fight

Room #216 North Entry #1 Trapped and Locked Good Wooden


Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)
Ⓣ Arrow Trap: CR 12; mechanical;
location trigger; manual reset; Atk
+12 ranged (10d6/x3); Search DC
24; Disable Device DC 26
North Entry #2 Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #183
North Entry #3 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #204
East Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #217, inhabited by 9 x
Ogre
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East Entry #2 Archway


→ Leads to room #231

Room Features Someone has scrawled "The Gray


Wayfarers killed a hydra here" on the
south wall, and a stream of acid flows
down the north wall
Monster 5 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp


63; Init +2; Spd 30 ft. (6 squares); AC 16
(-1 size, +2 dex, +5 natural), touch 11,
flat-footed 14; Base Atk +4; Grp +14; Atk
+9 melee (1d6+6, claw); Full Atk +9
melee (1d6+6, 2 claws) and +4 melee
(1d6+3, bite); Space/Reach 10 ft./10 ft.;
SA Rend 2d6+9; SQ Darkvision 90 ft.,
low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str
23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6;
Alertness, Iron Will, Track
Treasure: 120000 cp; Emerald (800
gp), Rose Quartz (40 gp); hoard total
2040 gp

Room #217 North Entry Archway


→ Leads to room #204
West Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #216, inhabited by 5 x
Troll
East Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #195, inhabited by 13
x Shadow
South Entry #1 Archway
→ Leads to room #231
South Entry #2 Secret (Search DC 20) Stuck Simple
Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ A bookcase and concealed door
pivots smoothly
→ Leads to room #232

Room Features A well lies in the north side of the room,


and a pile of broken glass lies in the
west side of the room
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Monster 9 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp


29; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 16 (-1
size, -1 dex, +5 natural, +3 hide armor),
touch 8, flat-footed 16; Base Atk +3; Grp
+12; Atk +8 melee (2d8+7, greatclub) or
+1 ranged (1d8+5, javelin); Full Atk +8
melee (2d8+7, greatclub) or +1 ranged
(1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light
vision; AL CE; SV Fort +6, Ref +0, Will
+1; Str 21, Dex 8, Con 15, Int 6, Wis 10,
Cha 7
Skills and Feats: Climb +5, Listen +2,
Spot +2; Toughness, Weapon Focus
(greatclub)
Treasure: 130 pp; Set of Crystal
Polyhedral Dice (200 gp); hoard total
1500 gp

Room #218 North Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
West Entry #1 Stuck Iron Door (break DC 28; hard 10,
60 hp)
→ Leads to room #213
West Entry #2 Archway
→ Leads to room #222
East Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #229
South Entry #1 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #239
South Entry #2 Trapped and Locked Good Wooden
Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
Ⓣ Forcecage and Summon Monster VII
Trap: CR 10; magic device;
proximity trigger (alarm);
automatic reset; multiple traps
(one forcecage trap and one
summon monster VII trap); spell
effect (Forcecage, 13th level
wizard); spell effect (Summon
Monster VII, 13th level wizard,
hamatula); Search DC 32; Disable
Device DC 32
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→ Leads to room #240

Room Features The ceiling is covered with scorch


marks, and a rusted chain shirt lies in
the south-east corner of the room

Room #219 North Entry #1 Trapped and Unlocked Simple Wooden


Door (hard 5, 10 hp)
Ⓣ Falling Block: CR 12; mechanical;
location trigger; no reset; Atk +14
melee (11d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 28; Disable Device DC
24
North Entry #2 Secret (Search DC 20) Stuck Simple
Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ The door is concealed behind a
statue of a dread vampire, and
opened by filling his chalice with
blood
North Entry #3 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp) (slides down, +1 to
break DC)
→ Leads to room #208
South Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #250, inhabited by 3
x Aboleth
South Entry #2 Secret (Search DC 25) Stuck Stone Door
(break DC 28; hard 8, 60 hp)
Ⓢ The door is opened by twisting an
iron sconce
→ Leads to room #251, inhabited by 2 x
Aboleth
South Entry #3 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp) (slides to one side, +1
to break DC)

Room Features Skeletons hang from chains and


manacles against the east and west
walls, and a rusted chain shirt lies in the
north side of the room
Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD


15d8+75; hp 142; Init -1; Spd 30 ft. in
half-plate armor (6 squares); base
speed 40 ft.; AC 23 (-1 size, -1 dex, +8
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natural, +7 half-plate armor), touch 8,


flat-footed 23; Base Atk +11; Grp +25;
Atk +20 melee (3d6+15, greatsword) or
+20 melee (1d4+10, slam) or +10 ranged
(2d6+10 plus 2d6 fire, rock); Full Atk
+20 /+15/+10 melee (3d6+15,
greatsword) or +20 melee (1d4+10, 2
slams) or +10 ranged (2d6+10 plus 2d6
fire, rock); Space/Reach 10 ft./10 ft.; SA
Rock throwing; SQ Immunity to fire,
low-light vision, rock catching,
vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int
10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any
one) +6, Intimidate +6, Jump +9, Spot
+14; Cleave, Great Cleave, Improved
Overrun, Improved Sunder, Iron Will,
Power Attack
Treasure: 210 pp; Black Pearl (200 gp),
Bloodstone (30 gp); hoard total 2330 gp

Room #220 West Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #210
South Entry Archway
→ Leads to room #235

Monster 12 x Grick

Grick: CR 3; Medium aberration; HD


2d8; hp 9; Init +2; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (+2 dex, +4
natural), touch 12, flat-footed 14; Base
Atk +1; Grp +3; Atk +3 melee (1d4+2,
tentacle); Full Atk +3 melee (1d4+2, 4
tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage
reduction 10/magic, darkvision 60 ft.,
scent; AL N; SV Fort +0, Ref +2, Will +5;
Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha
5
Skills and Feats: Climb +10, Hide +3*,
Listen +6, Spot +6; Alertness, Track
Treasure: 140 gp; Azurite (10 gp), Black
Opal (1100 gp), Black Pearl (200 gp),
Brown-green Garnet (110 gp), Jet (100
gp), Jet (110 gp), Malachite (10 gp), Star
Rose Quartz (70 gp); hoard total 1850
gp

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Room #221 West Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp) (magically reinforced,
+10 to break DC)
→ Leads to room #201, inhabited by 4 x
Shadow
East Entry Locked Stone Door (Open Lock DC 40,
break DC 28; hard 8, 60 hp)
→ Leads to room #222
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #254, inhabited by 13
x Gargoyle

Empty

Room #222 North Entry Trapped and Stuck Simple Wooden


Door (break DC 13; hard 5, 10 hp)
(slides down, +1 to break DC)
Ⓣ Insanity Mist Vapor Trap: CR 8;
mechanical; location trigger; repair
reset; poison gas (insanity mist
[inhaled, Fort DC 15, 1d4 Wis/2d6
Wis]); never miss; onset delay (1
round); multiple targets (all targets
in a 10 ft. by 10 ft. room); Search
DC 25; Disable Device DC 20
→ Leads to room #213
West Entry Locked Stone Door (Open Lock DC 40,
break DC 28; hard 8, 60 hp)
→ Leads to room #221
East Entry Archway
→ Leads to room #218

Empty

Room #223 North Entry #1 Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
North Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #194, inhabited by 2 x
Drider
East Entry Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #224, inhabited by 5 x
Cloaker

Empty
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Room #224 North Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #198
West Entry Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #223
South Entry #1 Secret (Search DC 30) Stuck Simple
Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ The door is concealed by an illusion
Ⓣ Falling Block: CR 8; mechanical;
location trigger; no reset; Atk +11
melee (7d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 24; Disable Device DC
26
→ Leads to room #236, inhabited by 2 x
Spectre
South Entry #2 Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp)

Room Features A group of draconic faces have been


carved into the north wall, and the
north and west walls are covered with
bloodstains
Monster 5 x Cloaker

Cloaker: CR 5; Large aberration; HD


6d8+18; hp 45; Init +7; Spd 10 ft. (2
squares), fly 40 ft. (average); AC 19 (-1
size, +3 dex, +7 natural), touch 12, flat-
footed 16; Base Atk +4; Grp +13; Atk +8
melee (1d6+5, tail slap); Full Atk +8
melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft.
(5 ft. with bite); SA Moan, engulf; SQ
Darkvision 60 ft., shadow shift; AL CN;
SV Fort +5, Ref +5, Will +7; Str 21, Dex
16, Con 17, Int 14, Wis 15, Cha 15
Skills and Feats: Hide +8, Listen +13,
Move Silently +12, Spot +13; Alertness,
Combat Reflexes, Improved Initiative
Treasure: 9000 sp; hoard total 900 gp

Room #225 West Entry #1 Unlocked Stone Door (hard 8, 60 hp)


→ Leads to room #206, inhabited by 9
x Troll
West Entry #2 Trapped and Stuck Stone Door (break
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DC 28; hard 8, 60 hp)


Ⓣ Dropping Ceiling: CR 9; mechanical;
location trigger; repair reset; ceiling
moves down (12d6, crush);
multiple targets (all targets in a 10
ft. by 10 ft. room); never miss;
onset delay (1 round); Search DC
20; Disable Device DC 16
West Entry #3 Locked Good Wooden Door (Open Lock
DC 20, break DC 18; hard 5, 15 hp)
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #258, inhabited by 4
x Hill Giant

Room Features A stair ascends to a balcony hanging


from the west wall, and someone has
scrawled "The Crusaders of Hodebyr
killed five ogres here" on the west wall

Room #226 North Entry Trapped and Unlocked Strong Wooden


Door (hard 5, 20 hp)
Ⓣ Acid Arrow Trap: CR 8; magic device;
visual trigger (true seeing);
automatic reset; multiple traps
(two simultaneous acid arrow
traps); Atk +9 ranged touch and +9
ranged touch; spell effect (Acid
Arrow, 18th level wizard, 2d4 acid
damage for 7 rounds); Search DC
27; Disable Device DC 27
→ Leads to room #211, inhabited by 3 x
Aboleth
West Entry Secret (Search DC 30) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door
pivots smoothly
→ Leads to room #235
South Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp) (magically reinforced, +10
to break DC)
→ Leads to room #246, inhabited by 5
x Wraith

Room Features An iron chandelier hangs from the


ceiling in the south side of the room,
and mournful weeping can be faintly
heard near the north wall
Monster 8 x Wraith
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Wraith: CR 5; Medium undead


(incorporeal); HD 5d12; hp 32; Init +7;
Spd Fly 60 ft. (good) (12 squares); AC 15
(+3 dex, +2 deflection), touch 15, flat-
footed 12; Base Atk +2; Grp -; Atk +5
melee (1d4 plus 1d6 Constitution drain,
incorporeal touch); Full Atk +5 melee
(1d4 plus 1d6 Constitution drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight
powerlessness, incorporeal traits, +2
turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref
+4, Will +6; Str -, Dex 16, Con -, Int 14,
Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide
+11, Intimidate +10, Listen +12, Search
+10, Sense Motive +8, Spot +12, Survival
+2 (+4 following tracks); Alertness,
Blind-Fight, Combat Reflexes, Improved
Initiative

Room #227 North Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
East Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #228
South Entry Locked Strong Wooden Door (Open
Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #247

Room Features A narrow shaft falls into the room from


above, and someone has scrawled "In
the Spring of Candles, when the stars
fall from the sky and the Jade
Stronghold is laid to ruin, the Throne of
Chains shall be lost" on the north wall
Monster 5 x Drider

Drider: CR 7; Large aberration; HD


6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2
dex, +6 natural), touch 11, flat-footed
15; Base Atk +4; Grp +10; Atk +5 melee
(1d6+2/19-20, dagger) or +6 melee
(1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee
(1d6+2/19-20, 1d6+1/19-20, 2 daggers)
and +1 melee (1d4+1 plus poison, bite)
or +5 ranged (1d8/x3, shortbow);
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Space/Reach 10 ft./5 ft.; SA Spells, spell-


like abilities, poison; SQ Darkvision 60
ft., spell resistance 17; AL CE; SV Fort
+5, Ref +4, Will +8; Str 15, Dex 15, Con
16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14,
Concentration +9, Hide +10, Listen +9,
Move Silently +12, Spot +9; Combat
Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Treasure: 680 pp; Amber (120 gp), Blue
Quartz (13 gp), Bright Green Emerald
(5000 gp), Chalcedony (40 gp), Deep
Green Spinel (110 gp), Freshwater Pearl
(11 gp), Iolite (50 gp), Malachite (13 gp),
Onyx (50 gp), Red-brown Spinel (100
gp); Arcane Scroll (Magic Missile (25
gp), Cat's Grace (150 gp), Invisibility
(150 gp)) (Opposite effect or target
curse) (total 325 gp), Potion of Cure
Moderate Wounds (300 gp), Wand of
Color Spray (25 of 50 charges) (375 gp);
hoard total 13307 gp

Room #228 North Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
→ Leads to room #201, inhabited by 4 x
Shadow
West Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #227, inhabited by 5 x
Drider
East Entry #1 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)
Ⓣ Teleporter Crystal: CR 12; magic
device; touch trigger; no reset;
teleport (teleported one level down,
DC 18 Will save negates); Search
DC 24; Disable Device DC 24
East Entry #2 Trapped Wooden Portcullis (lift DC 25,
break DC 28; hard 5, 30 hp)
Ⓣ Insanity Mist Vapor Trap: CR 8;
mechanical; location trigger; repair
reset; poison gas (insanity mist
[inhaled, Fort DC 15, 1d4 Wis/2d6
Wis]); never miss; onset delay (1
round); multiple targets (all targets

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in a 10 ft. by 10 ft. room); Search


DC 25; Disable Device DC 20

Room Features Spirals of white stones cover the floor,


and the floor is covered with dead
insects

Room #229 North Entry Archway


West Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #218
East Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #230, inhabited by 13
x Ogre

Empty

Room #230 West Entry Unlocked Good Wooden Door (hard 5,


15 hp)
→ Leads to room #229

Room Features A chute descends from the room into a


plundered tomb below, and a large
demonic idol with ruby eyes sits in the
north-east corner of the room
Monster 13 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp


29; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 16 (-1
size, -1 dex, +5 natural, +3 hide armor),
touch 8, flat-footed 16; Base Atk +3; Grp
+12; Atk +8 melee (2d8+7, greatclub) or
+1 ranged (1d8+5, javelin); Full Atk +8
melee (2d8+7, greatclub) or +1 ranged
(1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light
vision; AL CE; SV Fort +6, Ref +0, Will
+1; Str 21, Dex 8, Con 15, Int 6, Wis 10,
Cha 7
Skills and Feats: Climb +5, Listen +2,
Spot +2; Toughness, Weapon Focus
(greatclub)
Treasure: 210 pp; Amethyst (100 gp),
Black Opal (1300 gp), Citrine (80 gp),
Lapis Lazuli (10 gp), Rhodochrosite (11
gp), Rock Crystal (40 gp), Sardonyx (70
gp), White Opal (1300 gp); Medallion of
Thoughts (12000 gp); hoard total 17011
gp
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Trap Arrow Blaster: CR 10; mechanical;


location trigger; manual reset; Atk +12
ranged (10d6/x3); multiple targets (up
to three targets within 10 ft. of trigger);
Search DC 26; Disable Device DC 26
Hidden Treasure Locked Good Wooden Chest (Open
Lock DC 30, break DC 18; hard 5, 15 hp)

1600 gp; Banded Agate (12 gp),


Bloodstone (20 gp), Red Garnet (100
gp), Rock Crystal (40 gp), Rose Quartz
(20 gp), White Opal (1000 gp), White
Opal (1100 gp); hoard total 3892 gp

Room #231 North Entry Archway


→ Leads to room #217, inhabited by 9 x
Ogre
West Entry #1 Archway
→ Leads to room #216, inhabited by 5 x
Troll
West Entry #2 Trapped and Locked Simple Wooden
Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Ⓣ Ice Dart Trap: CR 12; magic device;
visual trigger (arcane eye); no reset;
Atk +16 ranged (12d6 cold); Search
DC 28; Disable Device DC 28
→ Leads to room #243, inhabited by 4 x
Dire Bear
East Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #232
South Entry Archway

Empty

Room #232 North Entry Secret (Search DC 20) Stuck Simple


Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ A bookcase and concealed door
pivots smoothly
→ Leads to room #217, inhabited by 9 x
Ogre
West Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #231
South Entry Stuck Simple Wooden Door (break DC
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13; hard 5, 10 hp)


→ Leads to room #244, inhabited by 5
x Dire Bear

Room Features A group of demonic faces have been


carved into the north wall, and the
sound of horns can be heard in the
south-west corner of the room

Room #233 East Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #234, inhabited by 12
x Rust Monster
South Entry #1 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #244, inhabited by 5
x Dire Bear
South Entry #2 Trapped and Locked Iron Door (Open
Lock DC 20, break DC 28; hard 10, 60
hp)
Ⓣ Earthquake Trap: CR 8; magic
device; proximity trigger (alarm);
automatic reset; spell effect
(Earthquake, 13th level cleric, 65 ft.
radius, DC 15 or 20 Reflex save,
depending on terrain); Search DC
32; Disable Device DC 32
South Entry #3 Archway

Room Features A swarm of crawling insects covers the


floor, and a dulled dagger lies in the
south-east corner of the room
Monster 5 x Spectre

Spectre: CR 7; Medium undead


(incorporeal); HD 7d12; hp 45; Init +7;
Spd 40 ft. (8 squares), fly 80 ft.
(perfect); AC 15 (+3 dex, +2 deflection),
touch 15, flat-footed 13; Base Atk +3;
Grp -; Atk +6 melee (1d8 plus energy
drain, incorporeal touch); Full Atk +6
melee (1d8 plus energy drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, sunlight powerlessness,
undead traits, unnatural aura; AL LE; SV
Fort +2, Ref +5, Will +7; Str -, Dex 16,
Con -, Int 14, Wis 14, Cha 15

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Skills and Feats: Hide +13, Intimidate


+12, Knowledge (religion) +12, Listen
+14, Search +12, Spot +14, Survival +2
(+4 following tracks); Alertness, Blind-
Fight, Improved Initiative

Room #234 West Entry #1 Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #233, inhabited by 5 x
Spectre
West Entry #2 Unlocked Strong Wooden Door (hard 5,
20 hp)
West Entry #3 Archway
East Entry #1 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #206, inhabited by 9
x Troll
East Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)

Monster 12 x Rust Monster

Rust monster: CR 3; Medium


aberration; HD 5d8+5; hp 27; Init +3;
Spd 40 ft. (8 squares); AC 18 (+3 dex, +5
natural), touch 13, flat-footed 15; Base
Atk +3; Grp +3; Atk +3 melee (rust,
antennae touch); Full Atk +3 melee
(rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA
Rust; SQ Darkvision, scent; AL N; SV
Fort +2, Ref +4, Will +5; Str 10, Dex 17,
Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7;
Alertness, Track
Trap Collapsing Ceiling: CR 12; mechanical;
location trigger; no reset; Atk +16 melee
(11d6); multiple targets (all targets in a
40 ft. line); Search DC 26; Disable
Device DC 24

Room #235 North Entry Archway


→ Leads to room #220, inhabited by 12
x Grick
West Entry Archway
East Entry Secret (Search DC 30) Unlocked Simple
Wooden Door (hard 5, 10 hp)

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Ⓢ A bookcase and concealed door


pivots smoothly
→ Leads to room #226, inhabited by 8
x Wraith
South Entry Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Symbol of Hypnosis: CR 11; magic
device; proximity trigger (alarm);
no reset; hypnosis (dazed for 1d4
rounds, DC 14 Will save negates);
multiple targets (all targets in a 10
ft. radius burst); Search DC 28;
Disable Device DC 28
→ Leads to room #252

Room Features A toppled statue lies in the north side of


the room, and someone has scrawled
"The curse can't be broken" in goblin
runes on the south wall

Room #236 North Entry Secret (Search DC 30) Stuck Simple


Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ The door is concealed by an illusion
Ⓣ Falling Block: CR 8; mechanical;
location trigger; no reset; Atk +11
melee (7d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 24; Disable Device DC
26
→ Leads to room #224, inhabited by 5 x
Cloaker
West Entry #1 Unlocked Strong Wooden Door (hard 5,
20 hp)
West Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
East Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #237, inhabited by 6 x
Troll
South Entry Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #256

Monster 2 x Spectre

Spectre: CR 7; Medium undead


(incorporeal); HD 7d12; hp 45; Init +7;

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Spd 40 ft. (8 squares), fly 80 ft.


(perfect); AC 15 (+3 dex, +2 deflection),
touch 15, flat-footed 13; Base Atk +3;
Grp -; Atk +6 melee (1d8 plus energy
drain, incorporeal touch); Full Atk +6
melee (1d8 plus energy drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, sunlight powerlessness,
undead traits, unnatural aura; AL LE; SV
Fort +2, Ref +5, Will +7; Str -, Dex 16,
Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate
+12, Knowledge (religion) +12, Listen
+14, Search +12, Spot +14, Survival +2
(+4 following tracks); Alertness, Blind-
Fight, Improved Initiative

Room #237 West Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #236, inhabited by 2 x
Spectre
South Entry Trapped and Unlocked Iron Door (hard
10, 60 hp)
Ⓣ Energy Drain Trap: CR 10; magic
device; visual trigger (true seeing);
automatic reset; Atk +8 ranged
touch; spell effect (Energy Drain,
17th level wizard, 2d4 negative levels
for 24 hours, DC 23 Fort save
negates); Search DC 34; Disable
Device DC 34

Room Features A simple fireplace sits against the east


wall, and someone has scrawled "If
being drunk all the time were easy,
everyone would do it" in dwarvish runes
on the south wall
Monster 6 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp


63; Init +2; Spd 30 ft. (6 squares); AC 16
(-1 size, +2 dex, +5 natural), touch 11,
flat-footed 14; Base Atk +4; Grp +14; Atk
+9 melee (1d6+6, claw); Full Atk +9
melee (1d6+6, 2 claws) and +4 melee
(1d6+3, bite); Space/Reach 10 ft./10 ft.;
SA Rend 2d6+9; SQ Darkvision 90 ft.,
low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str
23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
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Skills and Feats: Listen +5, Spot +6;


Alertness, Iron Will, Track
Treasure: 240 pp; Amethyst (90 gp),
Brown-green Garnet (110 gp),
Chrysoberyl (80 gp), Star Ruby (900
gp); Chain Shirt (Medium)
(Adamantine) (+1 armor) (inscription
provides clue to function) (6100 gp),
Greatsword (Medium) (+1 weapon)
(2350 gp); hoard total 12030 gp

Room #238 East Entry Archway


→ Leads to room #239
South Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #267

Empty

Room #239 North Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #218
West Entry Archway
→ Leads to room #238
South Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #255, inhabited by 8
x Wight

Room Features The floor is covered in perfect hexagonal


tiles, and a forge and anvil sit in the
south-east corner of the room

Room #240 North Entry Trapped and Locked Good Wooden


Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
Ⓣ Forcecage and Summon Monster VII
Trap: CR 10; magic device;
proximity trigger (alarm);
automatic reset; multiple traps
(one forcecage trap and one
summon monster VII trap); spell
effect (Forcecage, 13th level
wizard); spell effect (Summon
Monster VII, 13th level wizard,
hamatula); Search DC 32; Disable
Device DC 32
→ Leads to room #218

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West Entry Stuck Good Wooden Door (break DC 18;


hard 5, 15 hp)
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)
→ Leads to room #269, inhabited by 9
x Grick

Room Features A stone dais sits in the center of the


room, and a circle of tall stones stands
in the south-east corner of the room

Room #241 East Entry Locked Simple Wooden Door (Open


Lock DC 30, break DC 15; hard 5, 10 hp)
South Entry Secret (Search DC 20) Trapped and
Unlocked Strong Wooden Door (hard 5,
20 hp)
Ⓢ The door is concealed behind a
statue of a troll archer, and opened
by pulling an arrow in its quiver
Ⓣ Falling Block: CR 12; mechanical;
location trigger; no reset; Atk +12
melee (12d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 24; Disable Device DC
28
→ Leads to room #270

Monster 3 x Hill Giant

Hill giant: CR 7; Large giant; HD


12d8+48; hp 102; Init -1; Spd 30 ft. in
hide armor (6 squares); base speed 40
ft.; AC 20 (-1 size, -1 dex, +9 natural, +3
hide armor), touch 8, flat-footed 20;
Base Atk +9; Grp +20; Atk +16 melee
(2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7,
rock); Full Atk +16 /+11 melee (2d8+10,
greatclub) or +15 melee (1d4+7, 2 slams)
or +8 ranged (2d6+7, rock);
Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock
catching; AL CE; SV Fort +12, Ref +3,
Will +4; Str 25, Dex 8, Con 19, Int 6, Wis
10, Cha 7
Skills and Feats: Climb +7, Jump +7,
Listen +3, Spot +6; Cleave, Improved
Bull Rush, Improved Sunder, Power
Attack, Weapon Focus (greatclub)
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Treasure: 900 gp; Wand of Daylight (12


of 50 charges) (1080 gp); hoard total
1980 gp

Room #242 West Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
East Entry #1 Locked Stone Door (Open Lock DC 30,
break DC 28; hard 8, 60 hp)
East Entry #2 Trapped and Stuck Good Wooden Door
(break DC 18; hard 5, 15 hp) (slides to
one side, +1 to break DC)
Ⓣ Falling Block: CR 11; mechanical;
location trigger; no reset; Atk +14
melee (10d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 28; Disable Device DC
28
→ Leads to room #256

Room Features Various torture devices are scattered


throughout the room, and a putrid odor
fills the room

Room #243 West Entry #1 Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
West Entry #2 Stuck Iron Door (break DC 28; hard 10,
60 hp)
West Entry #3 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
East Entry #1 Trapped and Locked Simple Wooden
Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Ⓣ Ice Dart Trap: CR 12; magic device;
visual trigger (arcane eye); no reset;
Atk +16 ranged (12d6 cold); Search
DC 28; Disable Device DC 28
→ Leads to room #231
East Entry #2 Locked Simple Wooden Door (Open
Lock DC 30, break DC 15; hard 5, 10 hp)
(slides to one side, +1 to break DC)

Monster 4 x Dire Bear

Dire bear: CR 7; Large animal; HD


12d8+51; hp 105; Init +1; Spd 40 ft. (8
squares); AC 17 (-1 size, +1 dex, +7
natural), touch 10, flat-footed 16; Base
Atk +9; Grp +23; Atk +19 melee (2d4+10,
claw); Full Atk +19 melee (2d4+10, 2

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claws) and +13 melee (2d8+5, bite);


Space/Reach 10 ft./5 ft.; SA Improved
grab; SQ Low-light vision, scent; AL N;
SV Fort +12, Ref +9, Will +9; Str 31, Dex
13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10,
Swim +13; Alertness, Endurance, Run,
Toughness, Weapon Focus (claw)

Room #244 North Entry #1 Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #232
North Entry #2 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #233, inhabited by 5 x
Spectre
East Entry Archway
→ Leads to room #266, inhabited by 11
x Rust Monster
South Entry Unlocked Stone Door (hard 8, 60 hp)
(slides to one side, +1 to break DC)

Room Features An altar of evil sits in the center of the


room, and an overwhelming stench fills
the north side of the room
Monster 5 x Dire Bear

Dire bear: CR 7; Large animal; HD


12d8+51; hp 105; Init +1; Spd 40 ft. (8
squares); AC 17 (-1 size, +1 dex, +7
natural), touch 10, flat-footed 16; Base
Atk +9; Grp +23; Atk +19 melee (2d4+10,
claw); Full Atk +19 melee (2d4+10, 2
claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved
grab; SQ Low-light vision, scent; AL N;
SV Fort +12, Ref +9, Will +9; Str 31, Dex
13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10,
Swim +13; Alertness, Endurance, Run,
Toughness, Weapon Focus (claw)

Room #245 East Entry #1 Archway


East Entry #2 Trapped and Unlocked Strong Wooden
Door (hard 5, 20 hp)
Ⓣ Power Word Stun Trap: CR 8; magic
device; touch trigger; no reset; spell
effect (Power Word Stun, 13th level

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wizard); Search DC 32; Disable


Device DC 32
→ Leads to room #252
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #258, inhabited by 4
x Hill Giant

Empty

Room #246 North Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp) (magically reinforced, +10
to break DC)
→ Leads to room #226, inhabited by 8
x Wraith
West Entry Stuck Iron Door (break DC 28; hard 10,
60 hp)
South Entry #1 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #259
South Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)

Monster 5 x Wraith

Wraith: CR 5; Medium undead


(incorporeal); HD 5d12; hp 32; Init +7;
Spd Fly 60 ft. (good) (12 squares); AC 15
(+3 dex, +2 deflection), touch 15, flat-
footed 12; Base Atk +2; Grp -; Atk +5
melee (1d4 plus 1d6 Constitution drain,
incorporeal touch); Full Atk +5 melee
(1d4 plus 1d6 Constitution drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight
powerlessness, incorporeal traits, +2
turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref
+4, Will +6; Str -, Dex 16, Con -, Int 14,
Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide
+11, Intimidate +10, Listen +12, Search
+10, Sense Motive +8, Spot +12, Survival
+2 (+4 following tracks); Alertness,
Blind-Fight, Combat Reflexes, Improved
Initiative

Room #247 North Entry #1 Unlocked Strong Wooden Door (hard 5,


20 hp)
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→ Leads to room #212


North Entry #2 Locked Strong Wooden Door (Open
Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #227, inhabited by 5 x
Drider
West Entry Locked Good Wooden Door (Open Lock
DC 40, break DC 18; hard 5, 15 hp)
East Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #253
South Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #272, inhabited by 5 x
Dire Bear

Room Features A chute descends from the room into


the next dungeon level down, and a
dulled dagger lies in the north-east
corner of the room

Room #248 West Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
East Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #249
South Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #277, inhabited by 6 x
Wight

Room Features Someone has scrawled "Beware the


basilisk" on the north wall, and a pile of
trash lies in the north side of the room

Room #249 West Entry Unlocked Good Wooden Door (hard 5,


15 hp)
→ Leads to room #248
East Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #250, inhabited by 3
x Aboleth
South Entry Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
→ Leads to room #257, inhabited by 3 x
Phasm

Room Features A group of monstrous faces have been


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carved into the north wall, and a dagger


hilt lies in the east side of the room

Room #250 North Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #219, inhabited by 1 x
Fire Giant
West Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #249
East Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #251, inhabited by 2 x
Aboleth
South Entry #1 Secret (Search DC 30) Trapped and
Unlocked Strong Wooden Door (hard 5,
20 hp)
Ⓢ The door is located above a small
stone dais and concealed behind a
tapestry of a legendary battle
Ⓣ Acid Arrow Trap: CR 8; magic device;
visual trigger (true seeing);
automatic reset; multiple traps
(two simultaneous acid arrow
traps); Atk +9 ranged touch and +9
ranged touch; spell effect (Acid
Arrow, 18th level wizard, 2d4 acid
damage for 7 rounds); Search DC
27; Disable Device DC 27
→ Leads to room #262, inhabited by 16
x Rat Swarm
South Entry #2 Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #263, inhabited by 2 x
Troll

Room Features A chute falls into the room from above,


and a swarm of crawling insects covers
the floor
Monster 3 x Aboleth

Aboleth: CR 7; Huge aberration


(aquatic); HD 8d8+40; hp 76; Init +1;
Spd 10 ft. (2 squares), swim 60 ft.; AC
16 (-2 size, +1 dex, +7 natural), touch 9,
flat-footed 15; Base Atk +6; Grp +22; Atk
+12 melee (1d6+8 plus slime, tentacle);
Full Atk +12 melee (1d6+8 plus slime, 4
tentacles); Space/Reach 15 ft./10 ft.; SA
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Enslave, psionics, slime; SQ Aquatic


subtype, darkvision 60 ft., mucus
cloud; AL LE; SV Fort +7, Ref +3, Will
+11; Str 26, Dex 12, Con 20, Int 15, Wis
17, Cha 17
Skills and Feats: Concentration +16,
Knowledge (any one) +13, Listen +16,
Spot +16, Swim +8; Alertness, Combat
Casting, Iron Will
Treasure: 420 pp; Potion of Cure Light
Wounds (50 gp), Potion of Protection
from Evil (50 gp), Ring of Minor Cold
Resistance (12000 gp); hoard total
16300 gp

Room #251 North Entry Secret (Search DC 25) Stuck Stone Door
(break DC 28; hard 8, 60 hp)
Ⓢ The door is opened by twisting an
iron sconce
→ Leads to room #219, inhabited by 1 x
Fire Giant
West Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #250, inhabited by 3
x Aboleth
East Entry #1 Archway
East Entry #2 Secret (Search DC 25) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door
pivots smoothly
South Entry Trapped and Unlocked Iron Door (hard
10, 60 hp)
Ⓣ Arrow Trap: CR 12; mechanical;
location trigger; manual reset; Atk
+14 ranged (11d6/x3); Search DC
24; Disable Device DC 28
→ Leads to room #263, inhabited by 2 x
Troll

Room Features Numerous pillars line the north wall,


and a group of draconic faces have been
carved into the south wall
Monster 2 x Aboleth

Aboleth: CR 7; Huge aberration


(aquatic); HD 8d8+40; hp 76; Init +1;
Spd 10 ft. (2 squares), swim 60 ft.; AC
16 (-2 size, +1 dex, +7 natural), touch 9,

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flat-footed 15; Base Atk +6; Grp +22; Atk


+12 melee (1d6+8 plus slime, tentacle);
Full Atk +12 melee (1d6+8 plus slime, 4
tentacles); Space/Reach 15 ft./10 ft.; SA
Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus
cloud; AL LE; SV Fort +7, Ref +3, Will
+11; Str 26, Dex 12, Con 20, Int 15, Wis
17, Cha 17
Skills and Feats: Concentration +16,
Knowledge (any one) +13, Listen +16,
Spot +16, Swim +8; Alertness, Combat
Casting, Iron Will
Treasure: 1800 gp; Adamantine
Battleaxe (3010 gp) (Small), Kama
(Small) (+1 weapon) (sheds light) (2302
gp), Potion of Jump (50 gp), Wand of
Daylight (39 of 50 charges) (inscription
provides clue to function) (3510 gp);
hoard total 10672 gp

Room #252 North Entry Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Symbol of Hypnosis: CR 11; magic
device; proximity trigger (alarm);
no reset; hypnosis (dazed for 1d4
rounds, DC 14 Will save negates);
multiple targets (all targets in a 10
ft. radius burst); Search DC 28;
Disable Device DC 28
→ Leads to room #235
West Entry Trapped and Unlocked Strong Wooden
Door (hard 5, 20 hp)
Ⓣ Power Word Stun Trap: CR 8; magic
device; touch trigger; no reset; spell
effect (Power Word Stun, 13th level
wizard); Search DC 32; Disable
Device DC 32
→ Leads to room #245
South Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #278, inhabited by 13
x Grick

Room Features A clanking sound can be heard in the


north side of the room, and a blood-
soaked blanket lies in the south-west
corner of the room

Room #253 West Entry Unlocked Good Wooden Door (hard 5,


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15 hp)
→ Leads to room #247
South Entry #1 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
Ⓣ Acid Spray: CR 11; magic device;
proximity trigger (alarm); no reset;
acid spray (11d6 acid damage, DC 14
Reflex save for half damage);
Search DC 24; Disable Device DC
26
→ Leads to room #275, inhabited by 9 x
Basilisk
South Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)

Room Features A faded and torn tapestry hangs from


the west wall, and the floor is covered
with bloodstains

Room #254 North Entry #1 Unlocked Strong Wooden Door (hard 5,


20 hp)
North Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #221
South Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #260

Room Features Someone has scrawled "Beware the


basilisk" on the west wall, and a pile of
rotten rope lies in the north side of the
room
Monster 13 x Gargoyle

Gargoyle: CR 4; Medium monstrous


humanoid (earth); HD 4d8+19; hp 37;
Init +2; Spd 40 ft. (8 squares), fly 60 ft.
(average); AC 16 (+2 dex, +4 natural),
touch 12, flat-footed 14; Base Atk +4;
Grp +6; Atk +6 melee (1d4+2, claw); Full
Atk +6 melee (1d4+2, 2 claws) and +4
melee (1d6+1, bite) and +4 melee
(1d6+1, gore); Space/Reach 5 ft./5 ft.; SA
-; SQ Damage reduction 10/magic,
darkvision 60 ft., freeze; AL CE; SV Fort
+5, Ref +6, Will +4; Str 15, Dex 14, Con
18, Int 6, Wis 11, Cha 7
Skills and Feats: Hide +7*, Listen +4,
Spot +4; Multiattack, Toughness

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Treasure: 1900 gp; Amethyst (120 gp),


Azurite (9 gp), Blue Quartz (12 gp), Jade
(130 gp), Tourmaline (90 gp),
Tourmaline (120 gp); Ring of Protection
(+2) (8000 gp); hoard total 10381 gp

Room #255 North Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #239
East Entry Trapped and Unlocked Iron Door (hard
10, 60 hp)
Ⓣ Word of Chaos Trap: CR 8; magic
device; proximity trigger (detect
law); automatic reset; spell effect
(Word of Chaos, 13th level cleric);
Search DC 32; Disable Device DC 32
South Entry #1 Trapped and Locked Stone Door (Open
Lock DC 30, break DC 28; hard 8, 60
hp)
Ⓣ Wide-Mouth Pit Trap: CR 9;
mechanical; location trigger;
manual reset; DC 25 Reflex save
avoids; 100 ft. deep (10d6, fall);
multiple targets (all targets within a
10 ft. by 10 ft. area); Search DC 25;
Disable Device DC 25
→ Leads to room #267
South Entry #2 Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #268, inhabited by 4
x Troll

Room Features A set of demonic war masks hangs on


the south wall, and a sour odor fills the
center of the room
Monster 8 x Wight

Wight: CR 3; Medium undead; HD 4d12;


hp 26; Init +1; Spd 30 ft. (6 squares); AC
15 (+1 dex, +4 natural), touch 11, flat-
footed 14; Base Atk +2; Grp +3; Atk +3
melee (1d4+1 plus energy drain, slam);
Full Atk +3 melee (1d4+1 plus energy
drain, slam); Space/Reach 5 ft./5 ft.; SA
Create spawn, energy drain; SQ
Darkvision 60 ft., undead traits; AL LE;
SV Fort +1, Ref +2, Will +5; Str 12, Dex
12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7,
Move Silently +16, Spot +7; Alertness,
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Blind-Fight

Room #256 North Entry Locked Simple Wooden Door (Open


Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #236, inhabited by 2 x
Spectre
West Entry #1 Trapped and Stuck Good Wooden Door
(break DC 18; hard 5, 15 hp) (slides to
one side, +1 to break DC)
Ⓣ Falling Block: CR 11; mechanical;
location trigger; no reset; Atk +14
melee (10d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 28; Disable Device DC
28
→ Leads to room #242
West Entry #2 Trapped Iron Portcullis (lift DC 25,
break DC 28; hard 10, 60 hp)
Ⓣ Prismatic Spray Trap: CR 8; magic
device; proximity trigger (alarm);
automatic reset; spell effect
(Prismatic Spray, 13th level wizard,
DC 20 Reflex, Fort, or Will save,
depending on effect); Search DC
32; Disable Device DC 32
→ Leads to room #261

Empty

Room #257 North Entry Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
→ Leads to room #249
East Entry #1 Trapped and Unlocked Strong Wooden
Door (hard 5, 20 hp)
Ⓣ Rune of Hypnosis: CR 12; magic
device; proximity trigger (alarm);
no reset; hypnosis (fascinated for
1d4 rounds, DC 14 Will save
negates); multiple targets (all
targets in a 10 ft. radius burst);
Search DC 26; Disable Device DC
28
East Entry #2 Locked Simple Wooden Door (Open
Lock DC 30, break DC 15; hard 5, 10 hp)
South Entry Trapped and Locked Simple Wooden
Door (Open Lock DC 25, break DC 15;
hard 5, 10 hp)

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Ⓣ One-way Door: CR 12; mechanical;


Search DC 24; Disable Device DC
24
→ Leads to room #281, inhabited by 9 x
Wight

Monster 3 x Phasm

Phasm: CR 7; Medium aberration


(shapechanger); HD 15d8+30; hp 97;
Init +6; Spd 30 ft. (6 squares); AC 17 (+2
dex, +5 natural), touch 12, flat-footed
15; Base Atk +11; Grp +12; Atk +12 melee
(1d3+1, slam); Full Atk +12 melee (1d3+1,
slam); Space/Reach 5 ft./5 ft.; SA -; SQ
Alternate form, amorphous, resilient,
scent, telepathy 100 ft., tremorsense 60
ft.; AL CN; SV Fort +11, Ref +11, Will +11;
Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha
14
Skills and Feats: Bluff +20, Climb +7,
Craft (any one) +12, Diplomacy +12,
Disguise +20 (+22 acting)*, Intimidate
+4, Knowledge (any one) +18, Listen
+12, Spot +12, Survival +8; Alertness,
Blind-Fight, Combat Reflexes, Dodge,
Improved Initiative, Mobility
Treasure: 1800 gp; Bolt of Silk (130 gp),
Ceramic Miniature (of a Castle) (100
gp), Platinum Cloth Ribbon (120 gp),
Tooled Leather Belt inlaid with Platinum
(900 gp); hoard total 3050 gp

Room #258 North Entry #1 Locked Stone Door (Open Lock DC 30,
break DC 28; hard 8, 60 hp)
North Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #225
North Entry #3 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #245
East Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
South Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #271, inhabited by 12
x Ogre

Room Features Numerous pillars line the north and


east walls, and an iron sarcophagus sits
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in the north-east corner of the room


Monster 4 x Hill Giant

Hill giant: CR 7; Large giant; HD


12d8+48; hp 102; Init -1; Spd 30 ft. in
hide armor (6 squares); base speed 40
ft.; AC 20 (-1 size, -1 dex, +9 natural, +3
hide armor), touch 8, flat-footed 20;
Base Atk +9; Grp +20; Atk +16 melee
(2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7,
rock); Full Atk +16 /+11 melee (2d8+10,
greatclub) or +15 melee (1d4+7, 2 slams)
or +8 ranged (2d6+7, rock);
Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock
catching; AL CE; SV Fort +12, Ref +3,
Will +4; Str 25, Dex 8, Con 19, Int 6, Wis
10, Cha 7
Skills and Feats: Climb +7, Jump +7,
Listen +3, Spot +6; Cleave, Improved
Bull Rush, Improved Sunder, Power
Attack, Weapon Focus (greatclub)
Treasure: Alexandrite (800 gp),
Amethyst (130 gp), Aquamarine (400
gp), Black Pearl (600 gp), Iolite (50 gp),
Silver Pearl (90 gp); Potion of Blur (300
gp), Potion of Cure Light Wounds (50
gp) (Completely different effect curse);
hoard total 2420 gp

Room #259 North Entry #1 Unlocked Good Wooden Door (hard 5,


15 hp)
North Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #246, inhabited by 5
x Wraith
West Entry Trapped and Locked Strong Wooden
Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)
Ⓣ One-way Door: CR 9; mechanical;
Search DC 22; Disable Device DC
24
East Entry Unlocked Simple Wooden Door (hard 5,
10 hp)

Room Features A narrow shaft falls into the room from


above, and several pieces of rotten
leather are scattered throughout the
room

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Room #260 North Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #254, inhabited by 13
x Gargoyle
East Entry Secret (Search DC 20) Locked Good
Wooden Door (Open Lock DC 40, break
DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within the
mouth of a demonic face carved
from stone
South Entry #1 Archway
→ Leads to room #280, inhabited by 11
x Ogre
South Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)

Room Features Various torture devices are scattered


throughout the room, and someone has
scrawled "Anor fell here" on the south
wall

Room #261 East Entry #1 Trapped Iron Portcullis (lift DC 25,


break DC 28; hard 10, 60 hp)
Ⓣ Prismatic Spray Trap: CR 8; magic
device; proximity trigger (alarm);
automatic reset; spell effect
(Prismatic Spray, 13th level wizard,
DC 20 Reflex, Fort, or Will save,
depending on effect); Search DC
32; Disable Device DC 32
→ Leads to room #256
East Entry #2 Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Dropping Ceiling: CR 9; mechanical;
location trigger; repair reset; ceiling
moves down (12d6, crush);
multiple targets (all targets in a 10
ft. by 10 ft. room); never miss;
onset delay (1 round); Search DC
20; Disable Device DC 16
→ Leads to room #273

Room Features A faded and torn tapestry hangs from


the west wall, and a forge and anvil sit in
the center of the room

Room #262 North Entry Secret (Search DC 30) Trapped and


Unlocked Strong Wooden Door (hard 5,

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20 hp)
Ⓢ The door is located above a small
stone dais and concealed behind a
tapestry of a legendary battle
Ⓣ Acid Arrow Trap: CR 8; magic device;
visual trigger (true seeing);
automatic reset; multiple traps
(two simultaneous acid arrow
traps); Atk +9 ranged touch and +9
ranged touch; spell effect (Acid
Arrow, 18th level wizard, 2d4 acid
damage for 7 rounds); Search DC
27; Disable Device DC 27
→ Leads to room #250, inhabited by 3
x Aboleth
South Entry #1 Locked Strong Wooden Door (Open
Lock DC 20, break DC 25; hard 5, 20 hp)
South Entry #2 Archway
South Entry #3 Locked Strong Wooden Door (Open
Lock DC 20, break DC 25; hard 5, 20 hp)
South Entry #4 Archway

Room Features A tile mosaic of geometric patterns


covers the floor, and a foul odor fills the
room
Monster 16 x Rat Swarm

Rat swarm: CR 2; Tiny animal (swarm);


HD 4d8; hp 13; Init +2; Spd 15 ft. (3
squares), climb 15 ft.; AC 14 (+2 size, +2
dex), touch 14, flat-footed 12; Base Atk
+3; Grp -; Atk Swarm (1d6 plus disease);
Full Atk Swarm (1d6 plus disease);
Space/Reach 10 ft./0 ft.; SA Disease,
distraction; SQ Half damage from
slashing and piercing, low-light vision,
scent, swarm traits; AL N; SV Fort +4,
Ref +6, Will +2; Str 2, Dex 15, Con 10, Int
2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb
+10, Hide +14, Listen +6, Spot +7, Swim
+10; Alertness, Weapon Finesse

Room #263 North Entry #1 Unlocked Good Wooden Door (hard 5,


15 hp)
→ Leads to room #250, inhabited by 3
x Aboleth
North Entry #2 Trapped and Unlocked Iron Door (hard
10, 60 hp)
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Ⓣ Arrow Trap: CR 12; mechanical;


location trigger; manual reset; Atk
+14 ranged (11d6/x3); Search DC
24; Disable Device DC 28
→ Leads to room #251, inhabited by 2 x
Aboleth
South Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #287

Room Features Several square holes are cut into the


ceiling and floor, and a stone
sarcophagus sits in the south side of the
room
Monster 2 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp


63; Init +2; Spd 30 ft. (6 squares); AC 16
(-1 size, +2 dex, +5 natural), touch 11,
flat-footed 14; Base Atk +4; Grp +14; Atk
+9 melee (1d6+6, claw); Full Atk +9
melee (1d6+6, 2 claws) and +4 melee
(1d6+3, bite); Space/Reach 10 ft./10 ft.;
SA Rend 2d6+9; SQ Darkvision 90 ft.,
low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str
23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6;
Alertness, Iron Will, Track
Treasure: 800 gp; Ermine Ribbon (300
gp), Porcelain Dice (pair) set with
Azurite (900 gp), Porcelain Statuette
(of a Male Gnome) (700 gp), Small Bag
of Exotic Spices (400 gp); hoard total
3100 gp

Room #264 North Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
South Entry #1 Archway
→ Leads to room #287
South Entry #2 Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
Ⓣ Poisoned Spiked Pit Trap: CR 10;
mechanical; location trigger;
manual reset; hidden lock bypass
(Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft.
deep (5d6, fall); multiple targets
(first target in each of two adjacent
5 ft. squares); pit spikes (Atk +10
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melee, 1d4 spikes per target for


1d4+5 plus poison each); poison
(purple worm poison [injury, Fort
DC 24, 1d6 Str/2d6 Str]); Search
DC 16; Disable Device DC 25
→ Leads to room #288

Room Features A balcony hangs from the north wall,


and a chirping noise fills the room

Room #265 North Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
East Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #274, inhabited by 3 x
Succubus
South Entry #1 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #288
South Entry #2 Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp) (magically reinforced,
+10 to break DC)
South Entry #3 Unlocked Good Wooden Door (hard 5,
15 hp)

Room Features A magical shrine in the west side of the


room summons an air elemental to
serve whomever sacrifices a gemstone
upon it (but only once), and someone
has scrawled "Five steps forward, five
steps back" on the south wall
Monster 2 x Drider

Drider: CR 7; Large aberration; HD


6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2
dex, +6 natural), touch 11, flat-footed
15; Base Atk +4; Grp +10; Atk +5 melee
(1d6+2/19-20, dagger) or +6 melee
(1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee
(1d6+2/19-20, 1d6+1/19-20, 2 daggers)
and +1 melee (1d4+1 plus poison, bite)
or +5 ranged (1d8/x3, shortbow);
Space/Reach 10 ft./5 ft.; SA Spells, spell-
like abilities, poison; SQ Darkvision 60
ft., spell resistance 17; AL CE; SV Fort
+5, Ref +4, Will +8; Str 15, Dex 15, Con
16, Int 15, Wis 16, Cha 16

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Skills and Feats: Climb +14,


Concentration +9, Hide +10, Listen +9,
Move Silently +12, Spot +9; Combat
Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Treasure: 240 pp; Black Pearl (700 gp);
Potion of Owl's Wisdom (300 gp);
hoard total 3400 gp

Room #266 West Entry #1 Archway


→ Leads to room #244, inhabited by 5
x Dire Bear
West Entry #2 Archway

Monster 11 x Rust Monster

Rust monster: CR 3; Medium


aberration; HD 5d8+5; hp 27; Init +3;
Spd 40 ft. (8 squares); AC 18 (+3 dex, +5
natural), touch 13, flat-footed 15; Base
Atk +3; Grp +3; Atk +3 melee (rust,
antennae touch); Full Atk +3 melee
(rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA
Rust; SQ Darkvision, scent; AL N; SV
Fort +2, Ref +4, Will +5; Str 10, Dex 17,
Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7;
Alertness, Track

Room #267 North Entry #1 Locked Iron Door (Open Lock DC 40,
break DC 28; hard 10, 60 hp)
North Entry #2 Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #238
North Entry #3 Trapped and Locked Stone Door (Open
Lock DC 30, break DC 28; hard 8, 60
hp)
Ⓣ Wide-Mouth Pit Trap: CR 9;
mechanical; location trigger;
manual reset; DC 25 Reflex save
avoids; 100 ft. deep (10d6, fall);
multiple targets (all targets within a
10 ft. by 10 ft. area); Search DC 25;
Disable Device DC 25
→ Leads to room #255, inhabited by 8
x Wight
West Entry Unlocked Good Wooden Door (hard 5,
15 hp)

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Room Features A ladder ascends to a catwalk hanging


between the north and south walls, and
a cold spot can be felt in the north-east
corner of the room

Room #268 North Entry Unlocked Strong Wooden Door (hard 5,


20 hp)
→ Leads to room #255, inhabited by 8
x Wight
East Entry Secret (Search DC 25) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed behind an
area of mould
→ Leads to room #269, inhabited by 9
x Grick
South Entry #1 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
South Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp) (slides down, +1 to
break DC)

Monster 4 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp


63; Init +2; Spd 30 ft. (6 squares); AC 16
(-1 size, +2 dex, +5 natural), touch 11,
flat-footed 14; Base Atk +4; Grp +14; Atk
+9 melee (1d6+6, claw); Full Atk +9
melee (1d6+6, 2 claws) and +4 melee
(1d6+3, bite); Space/Reach 10 ft./10 ft.;
SA Rend 2d6+9; SQ Darkvision 90 ft.,
low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str
23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6;
Alertness, Iron Will, Track
Treasure: 1400 gp; Moss Agate (8 gp);
Arcane Scroll (Dancing Lights (12 gp 5
sp), True Strike (25 gp), Blur (150 gp))
(total 187 gp 5 sp), Heavy Steel Shield
(Small) (+1 shield) (design provides clue
to function) (1170 gp), Potion of Jump
(50 gp); hoard total 2815 gp 5 sp

Room #269 North Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #240
West Entry Secret (Search DC 25) Unlocked Simple
Wooden Door (hard 5, 10 hp)

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Ⓢ The door is concealed behind an


area of mould
→ Leads to room #268, inhabited by 4
x Troll
South Entry Trapped and Stuck Stone Door (break
DC 28; hard 8, 60 hp)
Ⓣ Ice Dart Trap: CR 8; magic device;
visual trigger (arcane eye); no reset;
Atk +15 ranged (7d6 cold); Search
DC 24; Disable Device DC 26
→ Leads to room #289

Room Features An unexplained breeze can be felt in the


south-west corner of the room, and a
warped spear lies in the east side of the
room
Monster 9 x Grick

Grick: CR 3; Medium aberration; HD


2d8; hp 9; Init +2; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (+2 dex, +4
natural), touch 12, flat-footed 14; Base
Atk +1; Grp +3; Atk +3 melee (1d4+2,
tentacle); Full Atk +3 melee (1d4+2, 4
tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage
reduction 10/magic, darkvision 60 ft.,
scent; AL N; SV Fort +0, Ref +2, Will +5;
Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha
5
Skills and Feats: Climb +10, Hide +3*,
Listen +6, Spot +6; Alertness, Track
Treasure: 120 gp; Deep Blue Spinel (400
gp); hoard total 520 gp
Trap Flamethrower Turret: CR 12; magic
device; proximity trigger (alarm);
duration 5 rounds; no reset; flame blast
(12d6 fire damage, DC 16 Reflex save for
half damage); multiple targets (all
targets in a 20 ft. cone); Search DC 28;
Disable Device DC 28
Hidden Treasure Hidden (Search DC 25) Locked Iron
Chest (Open Lock DC 25, break DC 28;
hard 10, 60 hp)

Wand of Major Image (41 of 50 charges)


(9225 gp); hoard total 9225 gp

Room #270 North Entry #1 Trapped and Stuck Strong Wooden


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

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Ⓣ Thunderstone Mine: CR 8; magic


device; location trigger; no reset;
thunder blast (9d6 sonic damage,
DC 14 Fort save for half damage);
multiple targets (all targets in a 10
ft. radius burst); Search DC 24;
Disable Device DC 24
North Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
North Entry #3 Secret (Search DC 20) Trapped and
Unlocked Strong Wooden Door (hard 5,
20 hp)
Ⓢ The door is concealed behind a
statue of a troll archer, and opened
by pulling an arrow in its quiver
Ⓣ Falling Block: CR 12; mechanical;
location trigger; no reset; Atk +12
melee (12d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 24; Disable Device DC
28
→ Leads to room #241, inhabited by 3 x
Hill Giant

Room Features A stream of blood flows along a channel


in the floor, and several empty bottles
are scattered throughout the room

Room #271 North Entry Unlocked Good Wooden Door (hard 5,


15 hp)
→ Leads to room #258, inhabited by 4
x Hill Giant
West Entry Archway
East Entry Locked Good Wooden Door (Open Lock
DC 40, break DC 18; hard 5, 15 hp)
South Entry Locked Simple Wooden Door (Open
Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #292, inhabited by 6
x Basilisk

Monster 12 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp


29; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 16 (-1
size, -1 dex, +5 natural, +3 hide armor),
touch 8, flat-footed 16; Base Atk +3; Grp
+12; Atk +8 melee (2d8+7, greatclub) or
+1 ranged (1d8+5, javelin); Full Atk +8
melee (2d8+7, greatclub) or +1 ranged
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(1d8+5, javelin); Space/Reach 10 ft./10


ft.; SA -; SQ Darkvision 60 ft., low-light
vision; AL CE; SV Fort +6, Ref +0, Will
+1; Str 21, Dex 8, Con 15, Int 6, Wis 10,
Cha 7
Skills and Feats: Climb +5, Listen +2,
Spot +2; Toughness, Weapon Focus
(greatclub)
Treasure: 1500 gp; Rod of Wonder
(12000 gp) (Completely different effect
curse); hoard total 13500 gp

Room #272 North Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #247
West Entry #1 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
West Entry #2 Archway
East Entry Trapped and Stuck Simple Wooden
Door (break DC 13; hard 5, 10 hp)
Ⓣ Arrow Trap: CR 12; mechanical;
location trigger; manual reset; Atk
+14 ranged (11d6/x3); Search DC
24; Disable Device DC 28
→ Leads to room #275, inhabited by 9 x
Basilisk

Room Features Numerous pillars line the north wall,


and someone has scrawled "The Silver
Arrows killed ten goblins here" on the
west wall
Monster 5 x Dire Bear

Dire bear: CR 7; Large animal; HD


12d8+51; hp 105; Init +1; Spd 40 ft. (8
squares); AC 17 (-1 size, +1 dex, +7
natural), touch 10, flat-footed 16; Base
Atk +9; Grp +23; Atk +19 melee (2d4+10,
claw); Full Atk +19 melee (2d4+10, 2
claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved
grab; SQ Low-light vision, scent; AL N;
SV Fort +12, Ref +9, Will +9; Str 31, Dex
13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10,
Swim +13; Alertness, Endurance, Run,
Toughness, Weapon Focus (claw)
Trap Acid Turret: CR 11; magic device;
proximity trigger (alarm); duration 4

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rounds; no reset; acid spray (7d6 acid


damage for 1d4 rounds, DC 16 Reflex
save for half damage); Search DC 26;
Disable Device DC 28

Room #273 West Entry #1 Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Dropping Ceiling: CR 9; mechanical;
location trigger; repair reset; ceiling
moves down (12d6, crush);
multiple targets (all targets in a 10
ft. by 10 ft. room); never miss;
onset delay (1 round); Search DC
20; Disable Device DC 16
→ Leads to room #261
West Entry #2 Secret (Search DC 25) Trapped and
Locked Stone Door (Open Lock DC 40,
break DC 28; hard 8, 60 hp)
Ⓢ A bookcase and section of wall
pivots smoothly
Ⓣ Electrified Lock: CR 11; magic device;
touch trigger; no reset; electric
shock (11d6 electricity damage, DC
18 Reflex save for half damage);
Search DC 26; Disable Device DC
28

Empty

Room #274 West Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #265, inhabited by 2
x Drider
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #299, inhabited by 11
x Grick

Room Features Someone has scrawled "Bali died here,


his spear sundered" on the west wall,
and a corroded chain lies in the east
side of the room
Monster 3 x Succubus (demon)

Succubus: CR 7; Medium outsider


(chaotic, extraplanar, evil); HD 6d8+6;
hp 33; Init +1; Spd 30 ft. (6 squares), fly
50 ft. (average); AC 20 (+1 dex, +9
natural), touch 11, flat-footed 19; Base
Atk +6; Grp +7; Atk +7 melee (1d6+1,
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claw); Full Atk +7 melee (1d6+1, 2


claws); Space/Reach 5 ft./5 ft.; SA
Energy drain, spell-like abilities,
summon demon; SQ Damage reduction
10/cold iron or good, darkvision 60 ft.,
immunity to electricity and poison, acid
resistance 10, cold resistance 10, fire
resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV
Fort +6, Ref +6, Will +7; Str 13, Dex 13,
Con 13, Int 16, Wis 14, Cha 26
Skills and Feats: Bluff +19,
Concentration +10, Diplomacy +12,
Disguise +17* (+19 acting), Escape Artist
+10, Hide +10, Intimidate +19,
Knowledge (any one) +12, Listen +19,
Move Silently +10, Search +12, Spot +19,
Survival +2 (+4 following tracks), Use
Rope +1 (+3 with bindings); Dodge,
Mobility, Persuasive
Treasure: 14000 sp; 2 x Malachite (12
gp), Moss Agate (13 gp), Rich Purple
Corundum (1400 gp), Rock Crystal (70
gp); Efficient Quiver (1800 gp), Hide
(Small) (Dragonhide) (+1 armor)
(design provides clue to function) (1330
gp); hoard total 6037 gp

Room #275 North Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
Ⓣ Acid Spray: CR 11; magic device;
proximity trigger (alarm); no reset;
acid spray (11d6 acid damage, DC 14
Reflex save for half damage);
Search DC 24; Disable Device DC
26
→ Leads to room #253
West Entry #1 Trapped and Stuck Simple Wooden
Door (break DC 13; hard 5, 10 hp)
Ⓣ Arrow Trap: CR 12; mechanical;
location trigger; manual reset; Atk
+14 ranged (11d6/x3); Search DC
24; Disable Device DC 28
→ Leads to room #272, inhabited by 5 x
Dire Bear
West Entry #2 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #284, inhabited by 4
x Black Pudding
East Entry Archway
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→ Leads to room #279


South Entry Locked Iron Door (Open Lock DC 40,
break DC 28; hard 10, 60 hp)
→ Leads to room #294

Room Features Someone has scrawled "Heahthroua


died here, her spirit broken" on the
north wall, and several pieces of trash
are scattered throughout the room
Monster 9 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 #276 East Entry #1 Secret (Search DC 20) Unlocked Strong


Wooden Door (hard 5, 20 hp)
Ⓢ The door is concealed behind a
statue of a noble king, and opened
by stabbing a sword into his back
East Entry #2 Stuck Stone Door (break DC 28; hard 8,
60 hp) (slides to one side, +1 to break
DC)
South Entry #1 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #304, inhabited by 12
x Wight
South Entry #2 Trapped and Locked Strong Wooden
Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)
Ⓣ Wail of the Banshee Trap: CR 10;
magic device; proximity trigger
(alarm); automatic reset; spell
effect (Wail of the Banshee, 17th
level wizard, DC 23 Fort save
negates); multiple targets (up to 17
creatures); Search DC 34; Disable
Device DC 34
→ Leads to room #305

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Room Features A stone sarcophagus sits in the north-


west corner of the room, and numerous
humanoid skulls are scattered
throughout the room
Monster 9 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 #277 North Entry Unlocked Good Wooden Door (hard 5,


15 hp)
→ Leads to room #248
West Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #286, inhabited by 5
x Flesh Golem
East Entry Trapped Wooden Portcullis (lift DC 25,
break DC 28; hard 5, 30 hp)
Ⓣ Dropping Ceiling: CR 9; mechanical;
location trigger; repair reset; ceiling
moves down (12d6, crush);
multiple targets (all targets in a 10
ft. by 10 ft. room); never miss;
onset delay (1 round); Search DC
20; Disable Device DC 16
→ Leads to room #290, inhabited by 14
x Troglodyte and 9 x Monitor Lizard

Monster 6 x Wight

Wight: CR 3; Medium undead; HD 4d12;


hp 26; Init +1; Spd 30 ft. (6 squares); AC
15 (+1 dex, +4 natural), touch 11, flat-
footed 14; Base Atk +2; Grp +3; Atk +3
melee (1d4+1 plus energy drain, slam);
Full Atk +3 melee (1d4+1 plus energy
drain, slam); Space/Reach 5 ft./5 ft.; SA
Create spawn, energy drain; SQ
Darkvision 60 ft., undead traits; AL LE;

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SV Fort +1, Ref +2, Will +5; Str 12, Dex


12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7,
Move Silently +16, Spot +7; Alertness,
Blind-Fight

Room #278 North Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
→ Leads to room #252
West Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #292, inhabited by 6
x Basilisk

Room Features Numerous humanoid skulls are


scattered throughout the room, and a
crushed helm lies in the south side of
the room
Monster 13 x Grick

Grick: CR 3; Medium aberration; HD


2d8; hp 9; Init +2; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (+2 dex, +4
natural), touch 12, flat-footed 14; Base
Atk +1; Grp +3; Atk +3 melee (1d4+2,
tentacle); Full Atk +3 melee (1d4+2, 4
tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage
reduction 10/magic, darkvision 60 ft.,
scent; AL N; SV Fort +0, Ref +2, Will +5;
Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha
5
Skills and Feats: Climb +10, Hide +3*,
Listen +6, Spot +6; Alertness, Track
Treasure: 130 gp; Bolt of Fine Steel
Cloth (500 gp), Bolt of Silver Cloth
(1700 gp), Brass Mask inlaid with
Bronze (800 gp), Fine Steel Dice (pair)
set with Lapis Lazuli (600 gp), Gold
Cloth Sash (1100 gp), Large Carpet
threaded with Fine Steel (3000 gp);
hoard total 7830 gp

Room #279 North Entry Trapped and Stuck Strong Wooden


Door (break DC 23; hard 5, 20 hp)
Ⓣ Electrified Lock: CR 12; magic
device; touch trigger; no reset;
electric shock (10d6 electricity
damage, DC 18 Reflex save for half

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damage); Search DC 24; Disable


Device DC 28
West Entry #1 Archway
→ Leads to room #275, inhabited by 9 x
Basilisk
West Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #294

Empty

Room #280 North Entry Archway


→ Leads to room #260
South Entry Locked Simple Wooden Door (Open
Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #303

Room Features A tapestry of ancient mythology hangs


from the south wall, and a warped spear
lies in the east side of the room
Monster 11 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp


29; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 16 (-1
size, -1 dex, +5 natural, +3 hide armor),
touch 8, flat-footed 16; Base Atk +3; Grp
+12; Atk +8 melee (2d8+7, greatclub) or
+1 ranged (1d8+5, javelin); Full Atk +8
melee (2d8+7, greatclub) or +1 ranged
(1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light
vision; AL CE; SV Fort +6, Ref +0, Will
+1; Str 21, Dex 8, Con 15, Int 6, Wis 10,
Cha 7
Skills and Feats: Climb +5, Listen +2,
Spot +2; Toughness, Weapon Focus
(greatclub)
Treasure: 1200 gp; hoard total 1200 gp
Hidden Treasure Locked Iron Chest (Open Lock DC 20,
break DC 28; hard 10, 60 hp)

180 pp; Chrysoberyl (130 gp); Potion of


Blur (300 gp), Potion of Shield of Faith
(+2) (50 gp), Wand of Shatter (2 of 50
charges) (180 gp); hoard total 2460 gp

Room #281 North Entry #1 Trapped and Locked Simple Wooden


Door (Open Lock DC 25, break DC 15;
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hard 5, 10 hp)
Ⓣ One-way Door: CR 12; mechanical;
Search DC 24; Disable Device DC
24
→ Leads to room #257, inhabited by 3 x
Phasm
North Entry #2 Unlocked Simple Wooden Door (hard 5,
10 hp)
South Entry #1 Archway
→ Leads to room #290, inhabited by 14
x Troglodyte and 9 x Monitor Lizard
South Entry #2 Archway

Monster 9 x Wight

Wight: CR 3; Medium undead; HD 4d12;


hp 26; Init +1; Spd 30 ft. (6 squares); AC
15 (+1 dex, +4 natural), touch 11, flat-
footed 14; Base Atk +2; Grp +3; Atk +3
melee (1d4+1 plus energy drain, slam);
Full Atk +3 melee (1d4+1 plus energy
drain, slam); Space/Reach 5 ft./5 ft.; SA
Create spawn, energy drain; SQ
Darkvision 60 ft., undead traits; AL LE;
SV Fort +1, Ref +2, Will +5; Str 12, Dex
12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7,
Move Silently +16, Spot +7; Alertness,
Blind-Fight

Room #282 East Entry #1 Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
→ Leads to room #291
East Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
South Entry Stuck Iron Door (break DC 28; hard 10,
60 hp) (slides down, +1 to break DC)
→ Leads to room #314, inhabited by 7 x
Ogre

Empty

Room #283 North Entry Archway


East Entry Trapped and Locked Good Wooden
Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)
Ⓣ Electrified Lock: CR 12; magic
device; touch trigger; no reset;
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electric shock (11d6 electricity


damage, DC 18 Reflex save for half
damage); Search DC 24; Disable
Device DC 28
South Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #308

Room Features A wooden platform hangs over a deep


pit in the north side of the room, and a
mural of arcane patterns covers the
ceiling
Monster 15 x Rust Monster

Rust monster: CR 3; Medium


aberration; HD 5d8+5; hp 27; Init +3;
Spd 40 ft. (8 squares); AC 18 (+3 dex, +5
natural), touch 13, flat-footed 15; Base
Atk +3; Grp +3; Atk +3 melee (rust,
antennae touch); Full Atk +3 melee
(rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA
Rust; SQ Darkvision, scent; AL N; SV
Fort +2, Ref +4, Will +5; Str 10, Dex 17,
Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7;
Alertness, Track

Room #284 West Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
East Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #275, inhabited by 9 x
Basilisk
South Entry #1 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #293, inhabited by 14
x Shadow
South Entry #2 Unlocked Strong Wooden Door (hard 5,
20 hp) (slides down, +1 to break DC)

Monster 4 x Black Pudding (ooze)

Black pudding: CR 7; Huge ooze; HD


10d10+60; hp 115; Init -5; Spd 20 ft. (4
squares), climb 20 ft.; AC 3 (-2 size, -5
dex), touch 3, flat-footed 3; Base Atk +7;
Grp +18; Atk +8 melee (2d6+4 plus 2d6
acid, slam); Full Atk +8 melee (2d6+4
plus 2d6 acid, slam); Space/Reach 15
ft./10 ft.; SA Acid, constrict 2d6+4 plus

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2d6 acid, improved grab; SQ Blindsight


60 ft., split, ooze traits; AL N; SV Fort
+9, Ref -2, Will -2; Str 17, Dex 1, Con 22,
Int -, Wis 1, Cha 1
Skills and Feats: Climb +11; -

Room #285 East Entry #1 Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Earthquake Trap: CR 8; magic
device; proximity trigger (alarm);
automatic reset; spell effect
(Earthquake, 13th level cleric, 65 ft.
radius, DC 15 or 20 Reflex save,
depending on terrain); Search DC
32; Disable Device DC 32
→ Leads to room #286, inhabited by 5
x Flesh Golem
East Entry #2 Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #296
South Entry Locked Stone Door (Open Lock DC 25,
break DC 28; hard 8, 60 hp)
→ Leads to room #305

Room Features A simple fireplace sits against the south


wall, and a pair of dice lies in the north-
east corner of the room

Room #286 West Entry Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Earthquake Trap: CR 8; magic
device; proximity trigger (alarm);
automatic reset; spell effect
(Earthquake, 13th level cleric, 65 ft.
radius, DC 15 or 20 Reflex save,
depending on terrain); Search DC
32; Disable Device DC 32
→ Leads to room #285
East Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #277, inhabited by 6 x
Wight
South Entry #1 Stuck Iron Door (break DC 28; hard 10,
60 hp)
→ Leads to room #296
South Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)

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South Entry #3 Trapped and Stuck Strong Wooden


Door (break DC 23; hard 5, 20 hp)
Ⓣ Wide-Mouth Spiked Pit with
Poisoned Spikes: CR 9; mechanical;
location trigger; manual reset;
hidden lock bypass (Search DC 25,
Open Lock DC 30); DC 20 Reflex
save avoids; 70 ft. deep (7d6, fall);
multiple targets (all targets within a
10 ft. by 10 ft. area); pit spikes (Atk
+10 melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(giant wasp poison [injury, Fort DC
18, 1d6 Dex/1d6 Dex]); Search DC
20; Disable Device DC 20

Room Features The floor is covered in perfect hexagonal


tiles, and a simple fireplace sits against
the south wall
Monster 5 x Flesh Golem

Flesh golem: CR 7; Large construct; HD


9d10+30; hp 79; Init -1; Spd 30 ft. (6
squares); AC 18 (-1 size, -1 dex, +10
natural), touch 8, flat-footed 18; Base
Atk +6; Grp +15; Atk +10 melee (2d8+5,
slam); Full Atk +10 melee (2d8+5, 2
slams); Space/Reach 10 ft./10 ft.; SA
Berserk; SQ Construct traits, damage
reduction 5/adamantine, darkvision 60
ft., immunity to magic, low-light vision;
AL N; SV Fort +3, Ref +2, Will +3; Str 21,
Dex 9, Con -, Int -, Wis 11, Cha 1
Skills and Feats: -; -
Hidden Treasure Locked Iron Chest (Open Lock DC 25,
break DC 28; hard 10, 60 hp)

13000 sp; Arcane Scroll (Detect


Thoughts (150 gp), Disguise Self (150
gp)) (total 300 gp), Arcane Scroll
(Glitterdust (150 gp), Hypnotic Pattern
(150 gp)) (total 300 gp), Greataxe
(Small) (+1 weapon) (2320 gp); hoard
total 4220 gp

Room #287 North Entry #1 Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
North Entry #2 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #263, inhabited by 2 x
Troll

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North Entry #3 Archway


→ Leads to room #264
South Entry #1 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #306
South Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #307, inhabited by 4
x Drider

Trap Acid Arrow Trap: CR 8; magic device;


visual trigger (true seeing); automatic
reset; multiple traps (two simultaneous
acid arrow traps); Atk +9 ranged touch
and +9 ranged touch; spell effect (Acid
Arrow, 18th level wizard, 2d4 acid
damage for 7 rounds); Search DC 27;
Disable Device DC 27
Hidden Treasure Hidden (Search DC 30) Locked Simple
Wooden Chest (Open Lock DC 20,
break DC 15; hard 5, 10 hp)

6000 sp; hoard total 600 gp

Room #288 North Entry #1 Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
Ⓣ Poisoned Spiked Pit Trap: CR 10;
mechanical; location trigger;
manual reset; hidden lock bypass
(Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft.
deep (5d6, fall); multiple targets
(first target in each of two adjacent
5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(purple worm poison [injury, Fort
DC 24, 1d6 Str/2d6 Str]); Search
DC 16; Disable Device DC 25
→ Leads to room #264
North Entry #2 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #265, inhabited by 2
x Drider
West Entry Archway
→ Leads to room #307, inhabited by 4
x Drider
East Entry Wooden Portcullis (lift DC 25, break DC

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28; hard 5, 30 hp)


→ Leads to room #298, inhabited by 9
x Basilisk
South Entry Archway
→ Leads to room #312

Room Features A group of monstrous faces have been


carved into the north wall, and a
shattered hammer lies in the center of
the room

Room #289 North Entry Trapped and Stuck Stone Door (break
DC 28; hard 8, 60 hp)
Ⓣ Ice Dart Trap: CR 8; magic device;
visual trigger (arcane eye); no reset;
Atk +15 ranged (7d6 cold); Search
DC 24; Disable Device DC 26
→ Leads to room #269, inhabited by 9
x Grick

Room Features A set of demonic war masks hangs on


the south wall, and a ruined chain shirt
lies in the west side of the room

Room #290 North Entry Archway


→ Leads to room #281, inhabited by 9 x
Wight
West Entry #1 Trapped Wooden Portcullis (lift DC 25,
break DC 28; hard 5, 30 hp)
Ⓣ Dropping Ceiling: CR 9; mechanical;
location trigger; repair reset; ceiling
moves down (12d6, crush);
multiple targets (all targets in a 10
ft. by 10 ft. room); never miss;
onset delay (1 round); Search DC
20; Disable Device DC 16
→ Leads to room #277, inhabited by 6 x
Wight
West Entry #2 Secret (Search DC 20) Locked Simple
Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp)
Ⓢ A bookcase and concealed door
pivots smoothly
West Entry #3 Stuck Stone Door (break DC 28; hard 8,
60 hp)
East Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)

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East Entry #2 Stuck Good Wooden Door (break DC 18;


hard 5, 15 hp)
→ Leads to room #306
South Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #317, inhabited by 5 x
Flesh Golem

Monster 14 x Troglodyte and 9 x Monitor Lizard


(animal)

Troglodyte: CR 1; Medium humanoid


(reptilian); HD 2d8+4; hp 13; Init -1; Spd
30 ft. (6 squares); AC 15 (-1 dex, +6
natural), touch 9, flat-footed 15; Base
Atk +1; Grp +1; Atk +1 melee (1d6, club)
or +1 melee (1d4, claw) or +1 ranged
(1d6, javelin); Full Atk +1 melee (1d6,
club) and -1 melee (1d4, claw) and -1
melee (1d4, bite) or +1 melee (1d4, 2
claws) and -1 melee (1d4, bite) or +1
ranged (1d6, javelin); Space/Reach 5
ft./5 ft.; SA Stench; SQ Darkvision 90
ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str
10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3;
Multiattack, Weapon Focus (javelin)

Monitor lizard: CR 2; Medium animal;


HD 3d8+9; hp 22; Init +2; Spd 30 ft. (6
squares), swim 30 ft.; AC 15 (+2 dex, +3
natural), touch 12, flat-footed 13; Base
Atk +2; Grp +5; Atk +5 melee (1d8+4,
bite); Full Atk +5 melee (1d8+4, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Low-
light vision; AL N; SV Fort +8, Ref +5,
Will +2; Str 17, Dex 15, Con 17, Int 1, Wis
12, Cha 2
Skills and Feats: Climb +7, Hide +6*,
Listen +4, Move Silently +6, Spot +4,
Swim +11; Alertness, Great Fortitude

Room #291 North Entry #1 Archway


North Entry #2 Unlocked Strong Wooden Door (hard 5,
20 hp)
West Entry Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
→ Leads to room #282

Room Features A tile labyrinth covers the floor, and


someone has scrawled "It's a trap" in
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draconic script on the east wall

Room #292 North Entry Locked Simple Wooden Door (Open


Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #271, inhabited by 12
x Ogre
East Entry #1 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #278, inhabited by 13
x Grick
East Entry #2 Secret (Search DC 25) Stuck Good
Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ The door is concealed behind a
statue of a noble king, and opened
by stabbing a sword into his back

Room Features A wooden ladder rests against the north


wall, and a pile of trash lies in the center
of the room
Monster 6 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 #293 North Entry Unlocked Stone Door (hard 8, 60 hp)


→ Leads to room #284, inhabited by 4
x Black Pudding
South Entry Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
Ⓣ Falling Block: CR 10; mechanical;
location trigger; no reset; Atk +14
melee (10d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 26; Disable Device DC
24
→ Leads to room #310, inhabited by 5 x
Dire Bear
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Monster 14 x Shadow

Shadow: CR 3; Medium undead


(incorporeal); HD 3d12; hp 19; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 13
(+2 dex, +1 deflection), touch 13, flat-
footed 11; Base Atk +1; Grp -; Atk +3
melee (1d6 Str, incorporeal touch); Full
Atk +3 melee (1d6 Str, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA
Create spawn, strength damage; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, undead traits; AL CE;
SV Fort +1, Ref +3, Will +4; Str -, Dex 14,
Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7,
Search +4, Spot +7; Alertness, Dodge

Room #294 North Entry Locked Iron Door (Open Lock DC 40,
break DC 28; hard 10, 60 hp)
→ Leads to room #275, inhabited by 9 x
Basilisk
West Entry Unlocked Good Wooden Door (hard 5,
15 hp)
East Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #279
East Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp) (slides to one side, +1 to
break DC)
→ Leads to room #302
East Entry #3 Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Arrow Trap: CR 12; mechanical;
location trigger; manual reset; Atk
+14 ranged (10d6/x3); Search DC
28; Disable Device DC 28
→ Leads to room #319

Empty

Room #295 South Entry #1 Archway


→ Leads to room #320
South Entry #2 Archway
→ Leads to room #321, inhabited by 10
x Troglodyte and 11 x Monitor Lizard
South Entry #3 Locked Good Wooden Door (Open Lock
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DC 30, break DC 18; hard 5, 15 hp)


→ Leads to room #322

Room Features A stone sarcophagus sits in the south


side of the room, and someone has
scrawled "Don't lose your head" on the
east wall

Room #296 North Entry Stuck Iron Door (break DC 28; hard 10,
60 hp)
→ Leads to room #286, inhabited by 5
x Flesh Golem
West Entry Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #285
South Entry #1 Stuck Iron Door (break DC 28; hard 10,
60 hp)
→ Leads to room #327
South Entry #2 Trapped and Locked Good Wooden
Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)
Ⓣ Energy Drain Trap: CR 10; magic
device; visual trigger (true seeing);
automatic reset; Atk +8 ranged
touch; spell effect (Energy Drain,
17th level wizard, 2d4 negative levels
for 24 hours, DC 23 Fort save
negates); Search DC 34; Disable
Device DC 34
→ Leads to room #328, inhabited by 5 x
Wraith

Room Features Someone has scrawled "It's a trap" in


draconic script on the west wall, and a
pile of trash lies in the south side of the
room

Room #297 North Entry #1 Trapped and Stuck Stone Door (break
DC 28; hard 8, 60 hp)
Ⓣ Acid Arrow Trap: CR 8; magic device;
visual trigger (true seeing);
automatic reset; multiple traps
(two simultaneous acid arrow
traps); Atk +9 ranged touch and +9
ranged touch; spell effect (Acid
Arrow, 18th level wizard, 2d4 acid
damage for 7 rounds); Search DC
27; Disable Device DC 27
North Entry #2 Secret (Search DC 25) Stuck Simple
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Wooden Door (break DC 13; hard 5, 10


hp)
Ⓢ The door is concealed within an
upright sarcophagus
East Entry #1 Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp)
East Entry #2 Secret (Search DC 30) Trapped and
Unlocked Good Wooden Door (hard 5,
15 hp) (slides to one side, +1 to break
DC)
Ⓢ The door is located above a small
stone dais and concealed behind a
pile of skulls
Ⓣ Falling Block: CR 12; mechanical;
location trigger; no reset; Atk +14
melee (12d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 26; Disable Device DC
24
East Entry #3 Unlocked Strong Wooden Door (hard 5,
20 hp)
East Entry #4 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #317, inhabited by 5 x
Flesh Golem
South Entry Secret (Search DC 20) Stuck Simple
Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ The door is concealed behind a
statue of a hydra, and opened by
reaching into several of its mouths
→ Leads to room #329

Room Features Someone has scrawled "You cannot kill


it with swords" on the west wall, and a
metallic odor fills the room
Hidden Treasure Hidden (Search DC 20) Unlocked
Simple Wooden Chest (hard 5, 10 hp)

1000 gp; Horn of Fog (2000 gp)


(design provides clue to function);
hoard total 3000 gp

Room #298 North Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
West Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #288
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Room Features A tile labyrinth covers the floor, and the


scent of ozone fills the room
Monster 9 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 #299 North Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #274, inhabited by 3 x
Succubus
East Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)

Room Features A stack of water-filled barrels stands


against the west wall, and someone has
scrawled a crude drawing of an orc on
the south wall
Monster 11 x Grick

Grick: CR 3; Medium aberration; HD


2d8; hp 9; Init +2; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (+2 dex, +4
natural), touch 12, flat-footed 14; Base
Atk +1; Grp +3; Atk +3 melee (1d4+2,
tentacle); Full Atk +3 melee (1d4+2, 4
tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage
reduction 10/magic, darkvision 60 ft.,
scent; AL N; SV Fort +0, Ref +2, Will +5;
Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha
5
Skills and Feats: Climb +10, Hide +3*,
Listen +6, Spot +6; Alertness, Track
Treasure: 90 gp; hoard total 90 gp

Room #300 East Entry Locked Strong Wooden Door (Open


Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #301
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South Entry #1 Archway


→ Leads to room #315
South Entry #2 Trapped and Unlocked Simple Wooden
Door (hard 5, 10 hp)
Ⓣ Arrow Trap: CR 11; mechanical;
location trigger; manual reset; Atk
+12 ranged (10d6/x3); Search DC
28; Disable Device DC 24

Monster 4 x Succubus (demon)

Succubus: CR 7; Medium outsider


(chaotic, extraplanar, evil); HD 6d8+6;
hp 33; Init +1; Spd 30 ft. (6 squares), fly
50 ft. (average); AC 20 (+1 dex, +9
natural), touch 11, flat-footed 19; Base
Atk +6; Grp +7; Atk +7 melee (1d6+1,
claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA
Energy drain, spell-like abilities,
summon demon; SQ Damage reduction
10/cold iron or good, darkvision 60 ft.,
immunity to electricity and poison, acid
resistance 10, cold resistance 10, fire
resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV
Fort +6, Ref +6, Will +7; Str 13, Dex 13,
Con 13, Int 16, Wis 14, Cha 26
Skills and Feats: Bluff +19,
Concentration +10, Diplomacy +12,
Disguise +17* (+19 acting), Escape Artist
+10, Hide +10, Intimidate +19,
Knowledge (any one) +12, Listen +19,
Move Silently +10, Search +12, Spot +19,
Survival +2 (+4 following tracks), Use
Rope +1 (+3 with bindings); Dodge,
Mobility, Persuasive
Treasure: 1700 gp; hoard total 1700 gp

Room #301 West Entry Locked Strong Wooden Door (Open


Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #300, inhabited by 4
x Succubus
South Entry #1 Locked Iron Door (Open Lock DC 40,
break DC 28; hard 10, 60 hp)
South Entry #2 Locked Stone Door (Open Lock DC 20,
break DC 28; hard 8, 60 hp)

Room Features Numerous pillars line the north wall,


and a corroded mace lies in the north-
west corner of the room
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Room #302 West Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp) (slides to one side, +1 to
break DC)
→ Leads to room #294
East Entry Stuck Iron Door (break DC 28; hard 10,
60 hp)
→ Leads to room #316

Empty

Room #303 North Entry Locked Simple Wooden Door (Open


Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #280, inhabited by 11
x Ogre
East Entry Unlocked Iron Door (hard 10, 60 hp)

Room Features Someone has scrawled "I'd rather be at


the Half-full Mug" on the south wall,
and a corroded mace lies in the south-
west corner of the room

Room #304 North Entry #1 Unlocked Good Wooden Door (hard 5,


15 hp) (slides up, +2 to break DC)
North Entry #2 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #276, inhabited by 9 x
Basilisk
South Entry #1 Archway
→ Leads to room #322
South Entry #2 Secret (Search DC 30) Trapped and
Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
Ⓢ A bookcase and concealed door
pivots smoothly
Ⓣ Fire Spray: CR 9; magic device;
visual trigger (arcane eye); no reset;
fire spray (8d6 fire damage, DC 16
Reflex save for half damage);
Search DC 22; Disable Device DC
22
→ Leads to room #323
South Entry #3 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)

Room Features The floor is covered in perfect hexagonal


tiles, and someone has scrawled a fell
glyph on the east wall
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Monster 12 x Wight

Wight: CR 3; Medium undead; HD 4d12;


hp 26; Init +1; Spd 30 ft. (6 squares); AC
15 (+1 dex, +4 natural), touch 11, flat-
footed 14; Base Atk +2; Grp +3; Atk +3
melee (1d4+1 plus energy drain, slam);
Full Atk +3 melee (1d4+1 plus energy
drain, slam); Space/Reach 5 ft./5 ft.; SA
Create spawn, energy drain; SQ
Darkvision 60 ft., undead traits; AL LE;
SV Fort +1, Ref +2, Will +5; Str 12, Dex
12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7,
Move Silently +16, Spot +7; Alertness,
Blind-Fight

Room #305 North Entry #1 Trapped and Locked Strong Wooden


Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)
Ⓣ Wail of the Banshee Trap: CR 10;
magic device; proximity trigger
(alarm); automatic reset; spell
effect (Wail of the Banshee, 17th
level wizard, DC 23 Fort save
negates); multiple targets (up to 17
creatures); Search DC 34; Disable
Device DC 34
→ Leads to room #276, inhabited by 9 x
Basilisk
North Entry #2 Locked Stone Door (Open Lock DC 25,
break DC 28; hard 8, 60 hp)
→ Leads to room #285
West Entry #1 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
West Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
East Entry Locked Good Wooden Door (Open Lock
DC 40, break DC 18; hard 5, 15 hp)
→ Leads to room #327
South Entry #1 Trapped and Locked Stone Door (Open
Lock DC 20, break DC 28; hard 8, 60
hp)
Ⓣ One-way Door: CR 10; mechanical;
Search DC 26; Disable Device DC
24
South Entry #2 Locked Good Wooden Door (Open Lock
DC 20, break DC 18; hard 5, 15 hp)

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→ Leads to room #340

Empty

Room #306 North Entry #1 Locked Strong Wooden Door (Open


Lock DC 25, break DC 25; hard 5, 20 hp)
North Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #287
West Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #290, inhabited by 14
x Troglodyte and 9 x Monitor Lizard
East Entry #1 Archway
East Entry #2 Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #330
South Entry Trapped and Locked Iron Door (Open
Lock DC 30, break DC 28; hard 10, 60
hp)
Ⓣ Guillotine Blade: CR 12; mechanical;
location trigger; manual reset; Atk
+14 melee (11d6/19-20); Search DC
28; Disable Device DC 24
→ Leads to room #343

Room Features A circle of tall stones stands in the west


side of the room, and a corroded key lies
in the center of the room

Room #307 North Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #287
East Entry #1 Archway
→ Leads to room #288
East Entry #2 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #312
South Entry #1 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
South Entry #2 Trapped and Stuck Strong Wooden
Door (break DC 23; hard 5, 20 hp)
(slides down, +1 to break DC)
Ⓣ Arrow Trap: CR 12; mechanical;
location trigger; manual reset; Atk

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+16 ranged (12d6/x3); Search DC


28; Disable Device DC 24

Monster 4 x Drider

Drider: CR 7; Large aberration; HD


6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2
dex, +6 natural), touch 11, flat-footed
15; Base Atk +4; Grp +10; Atk +5 melee
(1d6+2/19-20, dagger) or +6 melee
(1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee
(1d6+2/19-20, 1d6+1/19-20, 2 daggers)
and +1 melee (1d4+1 plus poison, bite)
or +5 ranged (1d8/x3, shortbow);
Space/Reach 10 ft./5 ft.; SA Spells, spell-
like abilities, poison; SQ Darkvision 60
ft., spell resistance 17; AL CE; SV Fort
+5, Ref +4, Will +8; Str 15, Dex 15, Con
16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14,
Concentration +9, Hide +10, Listen +9,
Move Silently +12, Spot +9; Combat
Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Treasure: 4000 gp; Blue Sapphire
(1000 gp), White Opal (800 gp), White
Pearl (120 gp); Arcane Scroll (Blur (150
gp)) (total 150 gp), Arcane Scroll
(Eagle's Splendor (150 gp)) (total 150
gp), Potion of Bear's Endurance (300
gp), Potion of Cure Light Wounds (50
gp), Potion of Spider Climb (300 gp);
hoard total 6870 gp
Trap Barbed Net Trap: CR 8; mechanical;
location trigger; manual reset; Atk +15
ranged (grappled, Escape Artist DC 26
to escape); multiple targets (all targets
in a 10 ft. square area); Search DC 24;
Disable Device DC 22

Room #308 North Entry #1 Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
North Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #283, inhabited by 15
x Rust Monster
West Entry Unlocked Good Wooden Door (hard 5,
15 hp)

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→ Leads to room #325, inhabited by 9


x Rust Monster
South Entry Secret (Search DC 30) Unlocked Good
Wooden Door (hard 5, 15 hp)
Ⓢ The door is located above a small
stone dais and concealed within a
mosaic of geometric patterns
→ Leads to room #337

Room Features A tile labyrinth covers the floor, and a


charred club lies in the east side of the
room

Room #309 East Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
South Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #326

Room Features A narrow shaft falls into the room from


above, and a pair of dice lies in the
north-east corner of the room
Monster 10 x Troglodyte and 11 x Monitor Lizard
(animal)

Troglodyte: CR 1; Medium humanoid


(reptilian); HD 2d8+4; hp 13; Init -1; Spd
30 ft. (6 squares); AC 15 (-1 dex, +6
natural), touch 9, flat-footed 15; Base
Atk +1; Grp +1; Atk +1 melee (1d6, club)
or +1 melee (1d4, claw) or +1 ranged
(1d6, javelin); Full Atk +1 melee (1d6,
club) and -1 melee (1d4, claw) and -1
melee (1d4, bite) or +1 melee (1d4, 2
claws) and -1 melee (1d4, bite) or +1
ranged (1d6, javelin); Space/Reach 5
ft./5 ft.; SA Stench; SQ Darkvision 90
ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str
10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3;
Multiattack, Weapon Focus (javelin)
Treasure: 450 gp; hoard total 450 gp

Monitor lizard: CR 2; Medium animal;


HD 3d8+9; hp 22; Init +2; Spd 30 ft. (6
squares), swim 30 ft.; AC 15 (+2 dex, +3
natural), touch 12, flat-footed 13; Base
Atk +2; Grp +5; Atk +5 melee (1d8+4,
bite); Full Atk +5 melee (1d8+4, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Low-
light vision; AL N; SV Fort +8, Ref +5,
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Will +2; Str 17, Dex 15, Con 17, Int 1, Wis
12, Cha 2
Skills and Feats: Climb +7, Hide +6*,
Listen +4, Move Silently +6, Spot +4,
Swim +11; Alertness, Great Fortitude

Room #310 North Entry Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
Ⓣ Falling Block: CR 10; mechanical;
location trigger; no reset; Atk +14
melee (10d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 26; Disable Device DC
24
→ Leads to room #293, inhabited by 14
x Shadow
East Entry Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Energy Drain Trap: CR 10; magic
device; visual trigger (true seeing);
automatic reset; Atk +8 ranged
touch; spell effect (Energy Drain,
17th level wizard, 2d4 negative levels
for 24 hours, DC 23 Fort save
negates); Search DC 34; Disable
Device DC 34
→ Leads to room #311
South Entry Archway
→ Leads to room #331

Room Features The room has a high domed ceiling, and


lit candles are scattered across the floor
Monster 5 x Dire Bear

Dire bear: CR 7; Large animal; HD


12d8+51; hp 105; Init +1; Spd 40 ft. (8
squares); AC 17 (-1 size, +1 dex, +7
natural), touch 10, flat-footed 16; Base
Atk +9; Grp +23; Atk +19 melee (2d4+10,
claw); Full Atk +19 melee (2d4+10, 2
claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved
grab; SQ Low-light vision, scent; AL N;
SV Fort +12, Ref +9, Will +9; Str 31, Dex
13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10,
Swim +13; Alertness, Endurance, Run,
Toughness, Weapon Focus (claw)

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Room #311 West Entry Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Energy Drain Trap: CR 10; magic
device; visual trigger (true seeing);
automatic reset; Atk +8 ranged
touch; spell effect (Energy Drain,
17th level wizard, 2d4 negative levels
for 24 hours, DC 23 Fort save
negates); Search DC 34; Disable
Device DC 34
→ Leads to room #310, inhabited by 5 x
Dire Bear
South Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #332

Empty

Room #312 North Entry Archway


→ Leads to room #288
West Entry #1 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #307, inhabited by 4
x Drider
West Entry #2 Archway
South Entry Trapped and Unlocked Good Wooden
Door (hard 5, 15 hp)
Ⓣ Power Word Stun Trap: CR 8; magic
device; touch trigger; no reset; spell
effect (Power Word Stun, 13th level
wizard); Search DC 32; Disable
Device DC 32

Empty

Room #313 North Entry Locked Iron Door (Open Lock DC 30,
break DC 28; hard 10, 60 hp) (slides
down, +1 to break DC)
South Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #334
South Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #335, inhabited by 6 x
Cloaker

Room Features A well lies in the north side of the room,

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and the walls are covered with veins of


metal
Monster 10 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp


29; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 16 (-1
size, -1 dex, +5 natural, +3 hide armor),
touch 8, flat-footed 16; Base Atk +3; Grp
+12; Atk +8 melee (2d8+7, greatclub) or
+1 ranged (1d8+5, javelin); Full Atk +8
melee (2d8+7, greatclub) or +1 ranged
(1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light
vision; AL CE; SV Fort +6, Ref +0, Will
+1; Str 21, Dex 8, Con 15, Int 6, Wis 10,
Cha 7
Skills and Feats: Climb +5, Listen +2,
Spot +2; Toughness, Weapon Focus
(greatclub)
Treasure: 11000 sp; Fox Fur Hunter's
Cap (200 gp); hoard total 1300 gp

Room #314 North Entry #1 Secret (Search DC 25) Locked Simple


Wooden Door (Open Lock DC 25, break
DC 15; hard 5, 10 hp)
Ⓢ The door is concealed behind an
area of fungus
North Entry #2 Stuck Iron Door (break DC 28; hard 10,
60 hp) (slides down, +1 to break DC)
→ Leads to room #282
East Entry Unlocked Good Wooden Door (hard 5,
15 hp) (slides down, +1 to break DC)
→ Leads to room #324
South Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #336, inhabited by 14
x Troglodyte and 8 x Monitor Lizard

Monster 7 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp


29; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 16 (-1
size, -1 dex, +5 natural, +3 hide armor),
touch 8, flat-footed 16; Base Atk +3; Grp
+12; Atk +8 melee (2d8+7, greatclub) or
+1 ranged (1d8+5, javelin); Full Atk +8
melee (2d8+7, greatclub) or +1 ranged
(1d8+5, javelin); Space/Reach 10 ft./10
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ft.; SA -; SQ Darkvision 60 ft., low-light


vision; AL CE; SV Fort +6, Ref +0, Will
+1; Str 21, Dex 8, Con 15, Int 6, Wis 10,
Cha 7
Skills and Feats: Climb +5, Listen +2,
Spot +2; Toughness, Weapon Focus
(greatclub)
Treasure: 1200 gp; hoard total 1200 gp

Room #315 North Entry #1 Unlocked Strong Wooden Door (hard 5,


20 hp)
North Entry #2 Archway
→ Leads to room #300, inhabited by 4
x Succubus
East Entry Secret (Search DC 20) Trapped and
Locked Stone Door (Open Lock DC 20,
break DC 28; hard 8, 60 hp)
Ⓢ The door is opened by twisting an
iron sconce
Ⓣ Contact Poison: CR 11; mechanical;
touch trigger, no reset; contact
poison (nitharit [contact, Fort DC
13, 0/3d6 Con]); Search DC 24;
Disable Device DC 26
→ Leads to room #318

Room Features A carved stone statue stands in the


south-west corner of the room, and
someone has scrawled "Upon the first
day of the Year of Charms, when the
White Hare is chained, the Guardian of
Swords shall be slain" on the west wall

Room #316 North Entry Locked Strong Wooden Door (Open


Lock DC 30, break DC 25; hard 5, 20 hp)
West Entry Stuck Iron Door (break DC 28; hard 10,
60 hp)
→ Leads to room #302
East Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #320

Room Features A shallow pit lies in the east side of the


room, and a toppled statue lies in the
south-east corner of the room

Room #317 North Entry Unlocked Good Wooden Door (hard 5,


15 hp)
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→ Leads to room #290, inhabited by 14


x Troglodyte and 9 x Monitor Lizard
West Entry #1 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #297
West Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #329
East Entry Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
South Entry Archway

Monster 5 x Flesh Golem

Flesh golem: CR 7; Large construct; HD


9d10+30; hp 79; Init -1; Spd 30 ft. (6
squares); AC 18 (-1 size, -1 dex, +10
natural), touch 8, flat-footed 18; Base
Atk +6; Grp +15; Atk +10 melee (2d8+5,
slam); Full Atk +10 melee (2d8+5, 2
slams); Space/Reach 10 ft./10 ft.; SA
Berserk; SQ Construct traits, damage
reduction 5/adamantine, darkvision 60
ft., immunity to magic, low-light vision;
AL N; SV Fort +3, Ref +2, Will +3; Str 21,
Dex 9, Con -, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #318 West Entry #1 Secret (Search DC 20) Trapped and


Locked Stone Door (Open Lock DC 20,
break DC 28; hard 8, 60 hp)
Ⓢ The door is opened by twisting an
iron sconce
Ⓣ Contact Poison: CR 11; mechanical;
touch trigger, no reset; contact
poison (nitharit [contact, Fort DC
13, 0/3d6 Con]); Search DC 24;
Disable Device DC 26
→ Leads to room #315
West Entry #2 Trapped and Locked Strong Wooden
Door (Open Lock DC 30, break DC 25;
hard 5, 20 hp)
Ⓣ Falling Block: CR 10; mechanical;
location trigger; no reset; Atk +12
melee (10d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 24; Disable Device DC
28

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→ Leads to room #324

Room Features A balcony hangs from the north wall,


and spirals of red stones cover the floor

Room #319 West Entry #1 Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Arrow Trap: CR 12; mechanical;
location trigger; manual reset; Atk
+14 ranged (10d6/x3); Search DC
28; Disable Device DC 28
→ Leads to room #294
West Entry #2 Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp)
West Entry #3 Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #338, inhabited by 6
x Troll

Empty

Room #320 North Entry Archway


→ Leads to room #295
West Entry #1 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #316
West Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
East Entry #1 Archway
→ Leads to room #321, inhabited by 10
x Troglodyte and 11 x Monitor Lizard
East Entry #2 Unlocked Strong Wooden Door (hard 5,
20 hp)
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #351, inhabited by 3 x
Cloaker

Room Features The floor is covered in square tiles,


alternating white and black, and a pair
of boots lies in the north side of the
room

Room #321 North Entry Archway


→ Leads to room #295
West Entry Archway
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→ Leads to room #320


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

Monster 10 x Troglodyte and 11 x Monitor Lizard


(animal)

Troglodyte: CR 1; Medium humanoid


(reptilian); HD 2d8+4; hp 13; Init -1; Spd
30 ft. (6 squares); AC 15 (-1 dex, +6
natural), touch 9, flat-footed 15; Base
Atk +1; Grp +1; Atk +1 melee (1d6, club)
or +1 melee (1d4, claw) or +1 ranged
(1d6, javelin); Full Atk +1 melee (1d6,
club) and -1 melee (1d4, claw) and -1
melee (1d4, bite) or +1 melee (1d4, 2
claws) and -1 melee (1d4, bite) or +1
ranged (1d6, javelin); Space/Reach 5
ft./5 ft.; SA Stench; SQ Darkvision 90
ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str
10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3;
Multiattack, Weapon Focus (javelin)
Treasure: 1500 sp; Pewter Pendant (110
gp), Platinum Diadem inlaid with
Copper (800 gp); hoard total 1060 gp

Monitor lizard: CR 2; Medium animal;


HD 3d8+9; hp 22; Init +2; Spd 30 ft. (6
squares), swim 30 ft.; AC 15 (+2 dex, +3
natural), touch 12, flat-footed 13; Base
Atk +2; Grp +5; Atk +5 melee (1d8+4,
bite); Full Atk +5 melee (1d8+4, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Low-
light vision; AL N; SV Fort +8, Ref +5,
Will +2; Str 17, Dex 15, Con 17, Int 1, Wis
12, Cha 2
Skills and Feats: Climb +7, Hide +6*,
Listen +4, Move Silently +6, Spot +4,
Swim +11; Alertness, Great Fortitude

Room #322 North Entry #1 Locked Good Wooden Door (Open Lock
DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #295
North Entry #2 Archway
→ Leads to room #304, inhabited by 12
x Wight
West Entry Trapped and Locked Simple Wooden
Door (Open Lock DC 30, break DC 15;
hard 5, 10 hp)

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Ⓣ Lock smeared with Contact Poison:


CR 9; mechanical; touch trigger
(attached); manual reset; contact
poison (black lotus extract
[contact, Fort DC 20, 3d6 Con/3d6
Con]); Search DC 18; Disable
Device DC 26

Empty

Room #323 North Entry Secret (Search DC 30) Trapped and


Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
Ⓢ A bookcase and concealed door
pivots smoothly
Ⓣ Fire Spray: CR 9; magic device;
visual trigger (arcane eye); no reset;
fire spray (8d6 fire damage, DC 16
Reflex save for half damage);
Search DC 22; Disable Device DC
22
→ Leads to room #304, inhabited by 12
x Wight
East Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #339
South Entry #1 Archway
South Entry #2 Secret (Search DC 25) Trapped and
Unlocked Stone Door (hard 8, 60 hp)
Ⓢ A trap door in the floor leads to a
short tunnel beneath the wall
Ⓣ Poisoned Spiked Pit Trap: CR 10;
mechanical; location trigger;
manual reset; hidden lock bypass
(Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft.
deep (5d6, fall); multiple targets
(first target in each of two adjacent
5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(purple worm poison [injury, Fort
DC 24, 1d6 Str/2d6 Str]); Search
DC 16; Disable Device DC 25

Empty

Room #324 West Entry #1 Unlocked Good Wooden Door (hard 5,


15 hp) (slides down, +1 to break DC)

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→ Leads to room #314, inhabited by 7 x


Ogre
West Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
East Entry Trapped and Locked Strong Wooden
Door (Open Lock DC 30, break DC 25;
hard 5, 20 hp)
Ⓣ Falling Block: CR 10; mechanical;
location trigger; no reset; Atk +12
melee (10d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 24; Disable Device DC
28
→ Leads to room #318
South Entry Locked Good Wooden Door (Open Lock
DC 30, break DC 18; hard 5, 15 hp)

Room Features A fountain decorated with screaming


faces sits in the north-west corner of
the room, and someone has scrawled
"black, ruby, gray" on the east wall

Room #325 North Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
West Entry Stuck Iron Door (break DC 28; hard 10,
60 hp)
East Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #308

Monster 9 x Rust Monster

Rust monster: CR 3; Medium


aberration; HD 5d8+5; hp 27; Init +3;
Spd 40 ft. (8 squares); AC 18 (+3 dex, +5
natural), touch 13, flat-footed 15; Base
Atk +3; Grp +3; Atk +3 melee (rust,
antennae touch); Full Atk +3 melee
(rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA
Rust; SQ Darkvision, scent; AL N; SV
Fort +2, Ref +4, Will +5; Str 10, Dex 17,
Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7;
Alertness, Track
Trap Earthmaw Trap: CR 10; magic device;
location trigger; no reset; earthmaw
(10d6 damage, DC 16 Reflex save for
half damage); Search DC 28; Disable
Device DC 24
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Hidden Treasure Hidden (Search DC 20) Unlocked


Strong Wooden Chest (hard 5, 20 hp)

1700 gp; Jade (120 gp), Red Garnet (80


gp), Star Ruby (800 gp), Tourmaline
(110 gp); Wand of Fireball (5th) (37 of
50 charges) (8325 gp); hoard total 11135
gp

Room #326 North Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #309, inhabited by 10
x Troglodyte and 11 x Monitor Lizard
West Entry Secret (Search DC 25) Locked Good
Wooden Door (Open Lock DC 25, break
DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within the
mouth of a gargantuan skull carved
from stone
→ Leads to room #337

Empty

Room #327 North Entry Stuck Iron Door (break DC 28; hard 10,
60 hp)
→ Leads to room #296
West Entry Locked Good Wooden Door (Open Lock
DC 40, break DC 18; hard 5, 15 hp)
→ Leads to room #305
South Entry #1 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
Ⓣ Energy Drain Trap: CR 10; magic
device; visual trigger (true seeing);
automatic reset; Atk +8 ranged
touch; spell effect (Energy Drain,
17th level wizard, 2d4 negative levels
for 24 hours, DC 23 Fort save
negates); Search DC 34; Disable
Device DC 34
→ Leads to room #366, inhabited by 5
x Succubus
South Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)

Room Features A narrow shaft falls into the room from


above, and a rusted chain shirt lies in
the south side of the room

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Room #328 North Entry Trapped and Locked Good Wooden


Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)
Ⓣ Energy Drain Trap: CR 10; magic
device; visual trigger (true seeing);
automatic reset; Atk +8 ranged
touch; spell effect (Energy Drain,
17th level wizard, 2d4 negative levels
for 24 hours, DC 23 Fort save
negates); Search DC 34; Disable
Device DC 34
→ Leads to room #296
East Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #329
South Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #354

Room Features A stone stair ascends towards the west


wall, and a simple fireplace sits against
the east wall
Monster 5 x Wraith

Wraith: CR 5; Medium undead


(incorporeal); HD 5d12; hp 32; Init +7;
Spd Fly 60 ft. (good) (12 squares); AC 15
(+3 dex, +2 deflection), touch 15, flat-
footed 12; Base Atk +2; Grp -; Atk +5
melee (1d4 plus 1d6 Constitution drain,
incorporeal touch); Full Atk +5 melee
(1d4 plus 1d6 Constitution drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight
powerlessness, incorporeal traits, +2
turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref
+4, Will +6; Str -, Dex 16, Con -, Int 14,
Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide
+11, Intimidate +10, Listen +12, Search
+10, Sense Motive +8, Spot +12, Survival
+2 (+4 following tracks); Alertness,
Blind-Fight, Combat Reflexes, Improved
Initiative

Room #329 North Entry Secret (Search DC 20) Stuck Simple


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

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Ⓢ The door is concealed behind a


statue of a hydra, and opened by
reaching into several of its mouths
→ Leads to room #297
West Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #328, inhabited by 5 x
Wraith
East Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #317, inhabited by 5 x
Flesh Golem
South Entry #1 Trapped and Unlocked Strong Wooden
Door (hard 5, 20 hp)
Ⓣ Crushing Wall Trap: CR 10;
mechanical; location trigger;
automatic reset; no attack roll
required (18d6, crush); Search DC
20; Disable Device DC 25
South Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)

Room Features A balcony hangs from the west wall, and


someone has scrawled an evil glyph on
the east wall

Room #330 West Entry #1 Unlocked Strong Wooden Door (hard 5,


20 hp)
→ Leads to room #306
West Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #343
West Entry #3 Archway
East Entry Locked Iron Door (Open Lock DC 30,
break DC 28; hard 10, 60 hp)
→ Leads to room #344

Room Features A narrow shaft descends from the room


into a natural cavern below, and the
scent of smoke fills the room
Trap Crushing Room: CR 10; mechanical;
location trigger; automatic reset; walls
move together (16d6, crush); multiple
targets (all targets in a 10 ft. by 10 ft.
room); never miss; onset delay (2
rounds); Search DC 22; Disable Device
DC 20

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Hidden Treasure Hidden (Search DC 20) Unlocked Good


Wooden Chest (hard 5, 15 hp)

1300 gp; Potion of Endure Elements (50


gp) (Completely different effect curse);
hoard total 1350 gp

Room #331 North Entry Archway


→ Leads to room #310, inhabited by 5 x
Dire Bear
East Entry Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #332
South Entry Secret (Search DC 25) Locked Strong
Wooden Door (Open Lock DC 40, break
DC 25; hard 5, 20 hp)
Ⓢ The door is concealed behind a
tapestry of ancient mythology
→ Leads to room #362

Empty

Room #332 North Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #311
West Entry Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #331
South Entry Trapped and Unlocked Strong Wooden
Door (hard 5, 20 hp)
Ⓣ Incendiary Cloud Trap: CR 9; magic
device; proximity trigger (alarm);
automatic reset; spell effect
(Incendiary Cloud, 15th level
wizard, 4d6/round for 15 rounds,
DC 22 Reflex save half damage);
Search DC 33; Disable Device DC 33

Room Features The north and east walls have been


engraved with glowing glyphs, and
several torches are scattered
throughout the room

Room #333 West Entry Archway


East Entry #1 Secret (Search DC 25) Stuck Good
Wooden Door (break DC 18; hard 5, 15
hp)

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Ⓢ The door is concealed behind an


area of slime
East Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp) (slides to one side, +1 to
break DC)
→ Leads to room #350, inhabited by 3
x Aboleth

Empty

Room #334 North Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #313, inhabited by 10
x Ogre
East Entry Locked Good Wooden Door (Open Lock
DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #335, inhabited by 6 x
Cloaker
South Entry Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)
(slides up, +2 to break DC)
→ Leads to room #346, inhabited by 5
x Phasm

Empty

Room #335 North Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #313, inhabited by 10
x Ogre
West Entry Locked Good Wooden Door (Open Lock
DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #334
South Entry #1 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #347, inhabited by 1 x
Fire Giant
South Entry #2 Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp) (stuck, +2 to lift DC)
→ Leads to room #348

Monster 6 x Cloaker

Cloaker: CR 5; Large aberration; HD


6d8+18; hp 45; Init +7; Spd 10 ft. (2
squares), fly 40 ft. (average); AC 19 (-1
size, +3 dex, +7 natural), touch 12, flat-
footed 16; Base Atk +4; Grp +13; Atk +8
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melee (1d6+5, tail slap); Full Atk +8


melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft.
(5 ft. with bite); SA Moan, engulf; SQ
Darkvision 60 ft., shadow shift; AL CN;
SV Fort +5, Ref +5, Will +7; Str 21, Dex
16, Con 17, Int 14, Wis 15, Cha 15
Skills and Feats: Hide +8, Listen +13,
Move Silently +12, Spot +13; Alertness,
Combat Reflexes, Improved Initiative
Treasure: 1400 gp; Arcane Scroll
(Explosive Runes (375 gp), Flame Arrow
(375 gp)) (total 750 gp); hoard total
2150 gp

Room #336 North Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #314, inhabited by 7 x
Ogre
East Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)

Room Features A tile mosaic of geometric patterns


covers the floor, and the floor is covered
with sand
Monster 14 x Troglodyte and 8 x Monitor Lizard
(animal)

Troglodyte: CR 1; Medium humanoid


(reptilian); HD 2d8+4; hp 13; Init -1; Spd
30 ft. (6 squares); AC 15 (-1 dex, +6
natural), touch 9, flat-footed 15; Base
Atk +1; Grp +1; Atk +1 melee (1d6, club)
or +1 melee (1d4, claw) or +1 ranged
(1d6, javelin); Full Atk +1 melee (1d6,
club) and -1 melee (1d4, claw) and -1
melee (1d4, bite) or +1 melee (1d4, 2
claws) and -1 melee (1d4, bite) or +1
ranged (1d6, javelin); Space/Reach 5
ft./5 ft.; SA Stench; SQ Darkvision 90
ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str
10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3;
Multiattack, Weapon Focus (javelin)
Treasure: 75 pp; hoard total 750 gp

Monitor lizard: CR 2; Medium animal;


HD 3d8+9; hp 22; Init +2; Spd 30 ft. (6
squares), swim 30 ft.; AC 15 (+2 dex, +3
natural), touch 12, flat-footed 13; Base
Atk +2; Grp +5; Atk +5 melee (1d8+4,

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bite); Full Atk +5 melee (1d8+4, bite);


Space/Reach 5 ft./5 ft.; SA -; SQ Low-
light vision; AL N; SV Fort +8, Ref +5,
Will +2; Str 17, Dex 15, Con 17, Int 1, Wis
12, Cha 2
Skills and Feats: Climb +7, Hide +6*,
Listen +4, Move Silently +6, Spot +4,
Swim +11; Alertness, Great Fortitude

Room #337 North Entry Secret (Search DC 30) Unlocked Good


Wooden Door (hard 5, 15 hp)
Ⓢ The door is located above a small
stone dais and concealed within a
mosaic of geometric patterns
→ Leads to room #308
East Entry #1 Secret (Search DC 25) Locked Good
Wooden Door (Open Lock DC 25, break
DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within the
mouth of a gargantuan skull carved
from stone
→ Leads to room #326
East Entry #2 Archway
→ Leads to room #349

Room Features A well lies in the north-east corner of


the room, and someone has scrawled
"Lightning comes before thunder" on
the east wall
Trap Crushing Wall Trap: CR 10; mechanical;
location trigger; automatic reset; no
attack roll required (18d6, crush);
Search DC 20; Disable Device DC 25

Room #338 North Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
West Entry Unlocked Good Wooden Door (hard 5,
15 hp)
East Entry #1 Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #319
East Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
South Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #364

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Monster 6 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp


63; Init +2; Spd 30 ft. (6 squares); AC 16
(-1 size, +2 dex, +5 natural), touch 11,
flat-footed 14; Base Atk +4; Grp +14; Atk
+9 melee (1d6+6, claw); Full Atk +9
melee (1d6+6, 2 claws) and +4 melee
(1d6+3, bite); Space/Reach 10 ft./10 ft.;
SA Rend 2d6+9; SQ Darkvision 90 ft.,
low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str
23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6;
Alertness, Iron Will, Track
Treasure: 170 pp; Silver Cloth Coat
(1900 gp); Divine Scroll (Fog Cloud (150
gp)) (total 150 gp), Oil of Magic Weapon
(50 gp) (Delusion curse), Potion of
Hide from Animals (50 gp); hoard total
3850 gp
Hidden Treasure Hidden (Search DC 25) Unlocked
Strong Wooden Chest (hard 5, 20 hp)

Ebony Dice (pair) set with Chrysoprase


(900 gp), Ermine Talisman (300 gp),
Ermine Talisman (700 gp), Rabbit Fur
Coinpurse (120 gp); Masterwork Cold
Iron Longsword (330 gp) (Medium)
(sheds light); hoard total 2350 gp

Room #339 North Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
West Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #323
South Entry Unlocked Simple Wooden Door (hard 5,
10 hp) (slides up, +2 to break DC)
→ Leads to room #352

Empty

Room #340 North Entry Locked Good Wooden Door (Open Lock
DC 20, break DC 18; hard 5, 15 hp)
→ Leads to room #305
South Entry #1 Locked Iron Door (Open Lock DC 20,
break DC 28; hard 10, 60 hp)
South Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)

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Empty

Room #341 West Entry Secret (Search DC 25) Locked Good


Wooden Door (Open Lock DC 20, break
DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within a
horrific torture device

Room Features A narrow pit covered by iron bars lies in


the south-east corner of the room, and
an acrid odor fills the north side of the
room

Room #342 North Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
East Entry Locked Strong Wooden Door (Open
Lock DC 40, break DC 25; hard 5, 20
hp)
→ Leads to room #343
South Entry Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #356, inhabited by 8
x Cloaker

Room Features A faded and torn tapestry hangs from


the east wall, and several monstrous
corpses are scattered throughout the
room
Monster 1 x Clay Golem

Clay golem: CR 10; Large construct; HD


11d10+30; hp 90; Init -1; Spd 20 ft. (4
squares); AC 22 (-1 size, -1 dex, +14
natural), touch 8, flat-footed 22; Base
Atk +8; Grp +19; Atk +14 melee (2d10+7
plus cursed wound, slam); Full Atk +14
melee (2d10+7 plus cursed wound, 2
slams); Space/Reach 10 ft./10 ft.; SA
Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine
and bludgeoning, darkvision 60 ft.,
haste, immunity to magic, low-light
vision; AL N; SV Fort +3, Ref +2, Will +3;
Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #343 North Entry Trapped and Locked Iron Door (Open
Lock DC 30, break DC 28; hard 10, 60
hp)

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Ⓣ Guillotine Blade: CR 12; mechanical;


location trigger; manual reset; Atk
+14 melee (11d6/19-20); Search DC
28; Disable Device DC 24
→ Leads to room #306
West Entry Locked Strong Wooden Door (Open
Lock DC 40, break DC 25; hard 5, 20
hp)
→ Leads to room #342, inhabited by 1 x
Clay Golem
East Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #330
South Entry #1 Trapped Iron Portcullis (lift DC 25,
break DC 28; hard 10, 60 hp)
Ⓣ Word of Chaos Trap: CR 8; magic
device; proximity trigger (detect
law); automatic reset; spell effect
(Word of Chaos, 13th level cleric);
Search DC 32; Disable Device DC 32
→ Leads to room #356, inhabited by 8
x Cloaker
South Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)

Room Features A stone dais sits in the west side of the


room, and someone has scrawled "Ran
out of arrows" on the west wall

Room #344 West Entry Locked Iron Door (Open Lock DC 30,
break DC 28; hard 10, 60 hp)
→ Leads to room #330
East Entry #1 Trapped and Unlocked Good Wooden
Door (hard 5, 15 hp) (slides to one side,
+1 to break DC)
Ⓣ Acid Arrow Trap: CR 8; magic device;
visual trigger (true seeing);
automatic reset; multiple traps
(two simultaneous acid arrow
traps); Atk +9 ranged touch and +9
ranged touch; spell effect (Acid
Arrow, 18th level wizard, 2d4 acid
damage for 7 rounds); Search DC
27; Disable Device DC 27
East Entry #2 Archway
→ Leads to room #346, inhabited by 5
x Phasm

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Room Features The floor is covered in square tiles,


alternating white and black, and
someone has scrawled "Abandon all
hope" in orcish runes on the north wall

Room #345 West Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
East Entry Secret (Search DC 25) Stuck Strong
Wooden Door (break DC 23; hard 5, 20
hp) (slides to one side, +1 to break DC)
Ⓢ The door is concealed behind a
statue of an elemental salamander,
and opened by setting it aflame
→ Leads to room #361

Empty

Room #346 North Entry #1 Archway


North Entry #2 Secret (Search DC 20) Trapped and
Locked Strong Wooden Door (Open
Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓢ The door is located several feet
above the floor and concealed
within a mosaic of legendary
monsters
Ⓣ Prismatic Spray Trap: CR 8; magic
device; proximity trigger (alarm);
automatic reset; spell effect
(Prismatic Spray, 13th level wizard,
DC 20 Reflex, Fort, or Will save,
depending on effect); Search DC
32; Disable Device DC 32
North Entry #3 Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)
(slides up, +2 to break DC)
→ Leads to room #334
West Entry #1 Archway
→ Leads to room #344
West Entry #2 Trapped and Locked Iron Door (Open
Lock DC 25, break DC 28; hard 10, 60
hp)
Ⓣ Power Word Stun Trap: CR 8; magic
device; touch trigger; no reset; spell
effect (Power Word Stun, 13th level
wizard); Search DC 32; Disable
Device DC 32
East Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
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→ Leads to room #347, inhabited by 1 x


Fire Giant

Monster 5 x Phasm

Phasm: CR 7; Medium aberration


(shapechanger); HD 15d8+30; hp 97;
Init +6; Spd 30 ft. (6 squares); AC 17 (+2
dex, +5 natural), touch 12, flat-footed
15; Base Atk +11; Grp +12; Atk +12 melee
(1d3+1, slam); Full Atk +12 melee (1d3+1,
slam); Space/Reach 5 ft./5 ft.; SA -; SQ
Alternate form, amorphous, resilient,
scent, telepathy 100 ft., tremorsense 60
ft.; AL CN; SV Fort +11, Ref +11, Will +11;
Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha
14
Skills and Feats: Bluff +20, Climb +7,
Craft (any one) +12, Diplomacy +12,
Disguise +20 (+22 acting)*, Intimidate
+4, Knowledge (any one) +18, Listen
+12, Spot +12, Survival +8; Alertness,
Blind-Fight, Combat Reflexes, Dodge,
Improved Initiative, Mobility
Treasure: 170 pp; Black Pearl (800 gp),
Carnelian (50 gp), Deep Blue Spinel
(500 gp), Deep Blue Spinel (600 gp),
Deep Green Spinel (70 gp), Moss Agate
(14 gp), Peridot (60 gp), Red-brown
Spinel (110 gp), Rose Quartz (80 gp);
Wand of Mirror Image (47 of 50
charges) (4230 gp); hoard total 8214 gp

Room #347 North Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #335, inhabited by 6 x
Cloaker
West Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #346, inhabited by 5
x Phasm
East Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #348
South Entry Unlocked Simple Wooden Door (hard 5,
10 hp)

Room Features A fountain of water sits against the west


wall, and someone has scrawled "The elf
will betray you" on the west wall

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Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD


15d8+75; hp 142; Init -1; Spd 30 ft. in
half-plate armor (6 squares); base
speed 40 ft.; AC 23 (-1 size, -1 dex, +8
natural, +7 half-plate armor), touch 8,
flat-footed 23; Base Atk +11; Grp +25;
Atk +20 melee (3d6+15, greatsword) or
+20 melee (1d4+10, slam) or +10 ranged
(2d6+10 plus 2d6 fire, rock); Full Atk
+20 /+15/+10 melee (3d6+15,
greatsword) or +20 melee (1d4+10, 2
slams) or +10 ranged (2d6+10 plus 2d6
fire, rock); Space/Reach 10 ft./10 ft.; SA
Rock throwing; SQ Immunity to fire,
low-light vision, rock catching,
vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int
10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any
one) +6, Intimidate +6, Jump +9, Spot
+14; Cleave, Great Cleave, Improved
Overrun, Improved Sunder, Iron Will,
Power Attack
Treasure: 1200 gp; Blue Star Sapphire
(1100 gp), Jet (80 gp), Red Spinel (130
gp), Sardonyx (60 gp), Turquoise (8 gp),
Violet Garnet (500 gp); Arcane Scroll
(Endure Elements (25 gp)) (total 25 gp),
Studded Leather (Medium) (+1 armor)
(1175 gp); hoard total 4278 gp

Room #348 North Entry Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp) (stuck, +2 to lift DC)
→ Leads to room #335, inhabited by 6 x
Cloaker
West Entry #1 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #347, inhabited by 1 x
Fire Giant
West Entry #2 Trapped and Locked Strong Wooden
Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)
Ⓣ Rune of Confusion: CR 11; magic
device; proximity trigger (alarm);
no reset; confusion (confused for
1d4 rounds, DC 18 Will save
negates); multiple targets (all
targets in a 10 ft. radius burst);

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Search DC 24; Disable Device DC


28
→ Leads to room #367
East Entry #1 Stuck Stone Door (break DC 28; hard 8,
60 hp)
East Entry #2 Secret (Search DC 30) Stuck Strong
Wooden Door (break DC 23; hard 5, 20
hp)
Ⓢ The door is concealed within an
upright sarcophagus
→ Leads to room #373, inhabited by 5 x
Black Pudding

Room Features A stone ramp ascends towards the


north wall, and a faded and torn
tapestry hangs from the west wall

Room #349 West Entry #1 Archway


→ Leads to room #337
West Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #358, inhabited by 1 x
Dread Wraith
South Entry #1 Secret (Search DC 25) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door
pivots smoothly
→ Leads to room #368
South Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #369

Room Features Someone has scrawled "In the Caverns


of Madness, when the Black Wolf rests
upon the tomb and the moon is
crowned, the Princess of Malice shall
triumph" on the west wall, and an iron
chain hangs from the ceiling in the
center of the room

Room #350 West Entry #1 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp) (slides to one side, +1 to
break DC)
→ Leads to room #333
West Entry #2 Archway
East Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
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→ Leads to room #376, inhabited by 3 x


Basilisk

Room Features The south and west walls are covered


with slime, and a pile of sundered
shields lies in the south-east corner of
the room
Monster 3 x Aboleth

Aboleth: CR 7; Huge aberration


(aquatic); HD 8d8+40; hp 76; Init +1;
Spd 10 ft. (2 squares), swim 60 ft.; AC
16 (-2 size, +1 dex, +7 natural), touch 9,
flat-footed 15; Base Atk +6; Grp +22; Atk
+12 melee (1d6+8 plus slime, tentacle);
Full Atk +12 melee (1d6+8 plus slime, 4
tentacles); Space/Reach 15 ft./10 ft.; SA
Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus
cloud; AL LE; SV Fort +7, Ref +3, Will
+11; Str 26, Dex 12, Con 20, Int 15, Wis
17, Cha 17
Skills and Feats: Concentration +16,
Knowledge (any one) +13, Listen +16,
Spot +16, Swim +8; Alertness, Combat
Casting, Iron Will
Treasure: 2200 gp; Potion of Cure Light
Wounds (50 gp), Wand of Silence (16 of
50 charges) (design provides clue to
function) (1440 gp); hoard total 3690
gp

Room #351 North Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #320
East Entry #1 Unlocked Strong Wooden Door (hard 5,
20 hp)
East Entry #2 Stuck Stone Door (break DC 28; hard 8,
60 hp)
South Entry Unlocked Strong Wooden Door (hard 5,
20 hp) (slides up, +2 to break DC)
→ Leads to room #376, inhabited by 3 x
Basilisk

Monster 3 x Cloaker

Cloaker: CR 5; Large aberration; HD


6d8+18; hp 45; Init +7; Spd 10 ft. (2
squares), fly 40 ft. (average); AC 19 (-1
size, +3 dex, +7 natural), touch 12, flat-
footed 16; Base Atk +4; Grp +13; Atk +8
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melee (1d6+5, tail slap); Full Atk +8


melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft.
(5 ft. with bite); SA Moan, engulf; SQ
Darkvision 60 ft., shadow shift; AL CN;
SV Fort +5, Ref +5, Will +7; Str 21, Dex
16, Con 17, Int 14, Wis 15, Cha 15
Skills and Feats: Hide +8, Listen +13,
Move Silently +12, Spot +13; Alertness,
Combat Reflexes, Improved Initiative
Treasure: 1000 gp; Bolt of Bronze Cloth
(1000 gp), Box of Perfumed Candles
(100 gp), Carved Wooden Staff (120
gp), Silk Choker trimmed with Ermine
(90 gp); Wand of Summon Monster I (5
of 50 charges) (75 gp); hoard total 2385
gp

Room #352 North Entry Unlocked Simple Wooden Door (hard 5,


10 hp) (slides up, +2 to break DC)
→ Leads to room #339
West Entry #1 Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)
West Entry #2 Archway
South Entry #1 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #381, inhabited by 8 x
Wraith
South Entry #2 Archway
→ Leads to room #382, inhabited by 8
x Huge Monstrous Spider

Room Features A tapestry of legendary monsters hangs


from the north wall, and a circle of tall
stones stands in the north side of the
room

Room #353 North Entry Locked Simple Wooden Door (Open


Lock DC 25, break DC 15; hard 5, 10 hp)
East Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #366, inhabited by 5
x Succubus
South Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
Ⓣ Falling Block: CR 12; mechanical;
location trigger; no reset; Atk +14
melee (12d6); multiple targets (all
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targets in a 10 ft. square area);


Search DC 24; Disable Device DC
26
→ Leads to room #382, inhabited by 8
x Huge Monstrous Spider

Monster 8 x Cloaker

Cloaker: CR 5; Large aberration; HD


6d8+18; hp 45; Init +7; Spd 10 ft. (2
squares), fly 40 ft. (average); AC 19 (-1
size, +3 dex, +7 natural), touch 12, flat-
footed 16; Base Atk +4; Grp +13; Atk +8
melee (1d6+5, tail slap); Full Atk +8
melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft.
(5 ft. with bite); SA Moan, engulf; SQ
Darkvision 60 ft., shadow shift; AL CN;
SV Fort +5, Ref +5, Will +7; Str 21, Dex
16, Con 17, Int 14, Wis 15, Cha 15
Skills and Feats: Hide +8, Listen +13,
Move Silently +12, Spot +13; Alertness,
Combat Reflexes, Improved Initiative
Treasure: 19000 sp; Alexandrite (600
gp), Smoky Quartz (70 gp); Arcane
Scroll (Protection from
Chaos/Evil/Good/Law (25 gp)) (total 25
gp), Divine Scroll (Sanctuary (25 gp))
(total 25 gp), Potion of Cure Light
Wounds (50 gp); hoard total 2670 gp

Room #354 North Entry #1 Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #328, inhabited by 5 x
Wraith
North Entry #2 Archway
West Entry Locked Strong Wooden Door (Open
Lock DC 30, break DC 25; hard 5, 20 hp)
East Entry Locked Iron Door (Open Lock DC 40,
break DC 28; hard 10, 60 hp)
South Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #371, inhabited by 3 x
Drider

Room Features A narrow ledge runs along the walls, and


someone has scrawled "The Council of
the Bell killed four ogres here" on the
south wall

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Room #355 East Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #356, inhabited by 8
x Cloaker
South Entry Archway

Monster 8 x Vampire Spawn

Vampire spawn: CR 4; Medium undead;


HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural),
touch 12, flat-footed 13; Base Atk +2;
Grp +5; Atk +5 melee (1d6+4 plus
energy drain, slam); Full Atk +5 melee
(1d6+4 plus energy drain, slam);
Space/Reach 5 ft./5 ft.; SA Blood drain,
domination, energy drain; SQ +2 turn
resistance, damage reduction 5/silver,
darkvision 60 ft., fast healing 2, gaseous
form, cold resistance 10, electricity
resistance 10, spider climb, undead
traits; AL NE; SV Fort +1, Ref +5, Will +5;
Str 16, Dex 14, Con -, Int 13, Wis 13, Cha
14
Skills and Feats: Bluff +6, Climb +8,
Craft or Profession (any one) +4,
Diplomacy +4, Hide +10, Jump +8,
Listen +11, Move Silently +10, Search +8,
Sense Motive +11, Spot +11; Alertness,
Improved Initiative, Lightning Reflexes,
Skill Focus (selected Craft or Profession
skill), Toughness
Treasure: Crystal Ring set with Blue
Quartz (100 gp), Marble Dice (pair) set
with Rhodochrosite (200 gp), Marble
Vase inlaid with Silver (1900 gp), Silver
Cloth Tabard set with Chrysoberyl
(4000 gp); hoard total 6200 gp

Room #356 North Entry #1 Stuck Stone Door (break DC 28; hard 8,
60 hp)
→ Leads to room #342, inhabited by 1 x
Clay Golem
North Entry #2 Trapped Iron Portcullis (lift DC 25,
break DC 28; hard 10, 60 hp)
Ⓣ Word of Chaos Trap: CR 8; magic
device; proximity trigger (detect
law); automatic reset; spell effect
(Word of Chaos, 13th level cleric);
Search DC 32; Disable Device DC 32
→ Leads to room #343
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West Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #355, inhabited by 8 x
Vampire Spawn
East Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #359, inhabited by 10
x Doppelganger
South Entry #1 Secret (Search DC 25) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ The door is located near the ceiling
and concealed by an illusion
→ Leads to room #371, inhabited by 3 x
Drider
South Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)

Monster 8 x Cloaker

Cloaker: CR 5; Large aberration; HD


6d8+18; hp 45; Init +7; Spd 10 ft. (2
squares), fly 40 ft. (average); AC 19 (-1
size, +3 dex, +7 natural), touch 12, flat-
footed 16; Base Atk +4; Grp +13; Atk +8
melee (1d6+5, tail slap); Full Atk +8
melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft.
(5 ft. with bite); SA Moan, engulf; SQ
Darkvision 60 ft., shadow shift; AL CN;
SV Fort +5, Ref +5, Will +7; Str 21, Dex
16, Con 17, Int 14, Wis 15, Cha 15
Skills and Feats: Hide +8, Listen +13,
Move Silently +12, Spot +13; Alertness,
Combat Reflexes, Improved Initiative
Treasure: 1400 gp; Golden Pearl (100
gp), Rock Crystal (30 gp), Zircon (70
gp); Potion of Enlarge Person (250 gp);
hoard total 1850 gp

Room #357 North Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)

Room Features Part of the north wall has collapsed into


the room, and someone has scrawled
"Ale's well that ends well" in dwarvish
runes on the west wall
Monster 3 x Vampire Spawn

Vampire spawn: CR 4; Medium undead;


HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
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squares); AC 15 (+2 dex, +3 natural),


touch 12, flat-footed 13; Base Atk +2;
Grp +5; Atk +5 melee (1d6+4 plus
energy drain, slam); Full Atk +5 melee
(1d6+4 plus energy drain, slam);
Space/Reach 5 ft./5 ft.; SA Blood drain,
domination, energy drain; SQ +2 turn
resistance, damage reduction 5/silver,
darkvision 60 ft., fast healing 2, gaseous
form, cold resistance 10, electricity
resistance 10, spider climb, undead
traits; AL NE; SV Fort +1, Ref +5, Will +5;
Str 16, Dex 14, Con -, Int 13, Wis 13, Cha
14
Skills and Feats: Bluff +6, Climb +8,
Craft or Profession (any one) +4,
Diplomacy +4, Hide +10, Jump +8,
Listen +11, Move Silently +10, Search +8,
Sense Motive +11, Spot +11; Alertness,
Improved Initiative, Lightning Reflexes,
Skill Focus (selected Craft or Profession
skill), Toughness
Treasure: 400 gp; Carnelian (30 gp);
hoard total 430 gp

Room #358 East Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
→ Leads to room #349
South Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #368

Room Features Someone has scrawled a large X on the


east wall, and unintelligible whispering
can be heard in the north-east corner of
the room
Monster 1 x Dread Wraith

Dread wraith: CR 11; Large undead


(incorporeal); HD 16d12; hp 104; Init
+13; Spd Fly 60 ft. (good) (12 squares);
AC 25 (-1 size, +9 dex, +7 deflection),
touch 25, flat-footed 16; Base Atk +8;
Grp -; Atk +16 melee (2d6 plus 1d8
Constitution drain, incorporeal touch);
Full Atk +16 melee (2d6 plus 1d8
Constitution drain, incorporeal touch);
Space/Reach 10 ft./10 ft.; SA
Constitution drain, create spawn; SQ
Darkvision 60 ft., daylight
powerlessness, incorporeal traits,
lifesense 60 ft., undead traits,
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unnatural aura; AL LE; SV Fort +5, Ref


+14, Will +14; Str -, Dex 28, Con -, Int 17,
Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide
+24, Intimidate +26, Knowledge
(religion) +22, Listen +25, Search +22,
Sense Motive +23, Spot +25, Survival +4
(+6 following tracks); Alertness, Blind-
Fight, Combat Reflexes, Dodge,
Improved Initiative, Improved Natural
Attack (incorporeal touch), Mobility,
Spring Attack

Room #359 West Entry #1 Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
→ Leads to room #356, inhabited by 8
x Cloaker
West Entry #2 Locked Stone Door (Open Lock DC 20,
break DC 28; hard 8, 60 hp)
→ Leads to room #377
East Entry Trapped and Unlocked Strong Wooden
Door (hard 5, 20 hp)
Ⓣ Poisoned Spiked Pit Trap: CR 10;
mechanical; location trigger;
manual reset; hidden lock bypass
(Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft.
deep (5d6, fall); multiple targets
(first target in each of two adjacent
5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(purple worm poison [injury, Fort
DC 24, 1d6 Str/2d6 Str]); Search
DC 16; Disable Device DC 25
→ Leads to room #360, inhabited by 13
x Wight
South Entry #1 Trapped and Locked Good Wooden
Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)
Ⓣ Magic Missle Trap: CR 11; magic
device; visual trigger (true seeing);
no reset; magic missile (9d6 force
damage); never miss; Search DC
24; Disable Device DC 24
South Entry #2 Locked Simple Wooden Door (Open
Lock DC 30, break DC 15; hard 5, 10 hp)

Room Features A magical mosaic on the south wall can


be used to scry upon any known
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individual within the dungeon, and a


shallow pit lies in the north side of the
room
Monster 10 x Doppelganger

Doppelganger: CR 3; Medium
monstrous humanoid (shapechanger);
HD 4d8+4; hp 22; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural),
touch 11, flat-footed 14; Base Atk +4;
Grp +5; Atk +5 melee (1d6+1, slam); Full
Atk +5 melee (1d6+1, slam);
Space/Reach 5 ft./5 ft.; SA Detect
thoughts; SQ Change shape, immunity
to sleep and charm effects; AL N; SV
Fort +4, Ref +5, Will +6; Str 12, Dex 13,
Con 12, Int 13, Wis 14, Cha 13
Skills and Feats: Bluff +10*, Diplomacy
+3, Disguise +9* (+11 acting), Intimidate
+3, Listen +6, Sense Motive +6, Spot +6;
Dodge, Great Fortitude
Treasure: 280 pp; Bolt of Silk threaded
with Fine Steel (200 gp), Ornate Silver
Mirror set with Banded Agate (800 gp),
Rabbit Fur Bracers (140 gp), Smoky
Quartz Urn (1900 gp); Rod of the
Python (13000 gp) (design provides
clue to function); hoard total 18840 gp

Room #360 West Entry Trapped and Unlocked Strong Wooden


Door (hard 5, 20 hp)
Ⓣ Poisoned Spiked Pit Trap: CR 10;
mechanical; location trigger;
manual reset; hidden lock bypass
(Search DC 25, Open Lock DC 30);
DC 20 Reflex save avoids; 50 ft.
deep (5d6, fall); multiple targets
(first target in each of two adjacent
5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for
1d4+5 plus poison each); poison
(purple worm poison [injury, Fort
DC 24, 1d6 Str/2d6 Str]); Search
DC 16; Disable Device DC 25
→ Leads to room #359, inhabited by 10
x Doppelganger
East Entry #1 Secret (Search DC 30) Stuck Simple
Wooden Door (break DC 13; hard 5, 10
hp)
Ⓢ The door is concealed behind a
statue of a hydra, and opened by
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reaching into several of its mouths


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

Room Features A magical mosaic on the east wall can be


used to scry upon any known individual
within the dungeon, and a tile labyrinth
covers the floor
Monster 13 x Wight

Wight: CR 3; Medium undead; HD 4d12;


hp 26; Init +1; Spd 30 ft. (6 squares); AC
15 (+1 dex, +4 natural), touch 11, flat-
footed 14; Base Atk +2; Grp +3; Atk +3
melee (1d4+1 plus energy drain, slam);
Full Atk +3 melee (1d4+1 plus energy
drain, slam); Space/Reach 5 ft./5 ft.; SA
Create spawn, energy drain; SQ
Darkvision 60 ft., undead traits; AL LE;
SV Fort +1, Ref +2, Will +5; Str 12, Dex
12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7,
Move Silently +16, Spot +7; Alertness,
Blind-Fight

Room #361 West Entry #1 Secret (Search DC 25) Stuck Strong


Wooden Door (break DC 23; hard 5, 20
hp) (slides to one side, +1 to break DC)
Ⓢ The door is concealed behind a
statue of an elemental salamander,
and opened by setting it aflame
→ Leads to room #345
West Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
South Entry Archway

Room Features A magical mirror on the north wall


speaks riddles and cryptic prophecies,
and a rusted iron box lies in the south
side of the room

Room #362 North Entry #1 Secret (Search DC 25) Stuck Good


Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ A bookcase and concealed door
pivots smoothly
North Entry #2 Secret (Search DC 25) Locked Strong
Wooden Door (Open Lock DC 40, break
DC 25; hard 5, 20 hp)

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Ⓢ The door is concealed behind a


tapestry of ancient mythology
→ Leads to room #331
East Entry #1 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #363, inhabited by 11
x Grick
East Entry #2 Locked Good Wooden Door (Open Lock
DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #379, inhabited by 1 x
Clay Golem
East Entry #3 Secret (Search DC 30) Stuck Strong
Wooden Door (break DC 23; hard 5, 20
hp)
Ⓢ The door is concealed within the
mouth of a demonic face carved
from stone

Trap Poisoned Arrow Trap: CR 10;


mechanical; location trigger; manual
reset; Atk +12 ranged (6d6/x3 plus
poison); poison (purple worm poison
[injury, Fort DC 24, 1d6 Str/2d6 Str]);
Search DC 28; Disable Device DC 24

Room #363 North Entry Trapped and Stuck Strong Wooden


Door (break DC 23; hard 5, 20 hp)
Ⓣ Energy Drain Trap: CR 10; magic
device; visual trigger (true seeing);
automatic reset; Atk +8 ranged
touch; spell effect (Energy Drain,
17th level wizard, 2d4 negative levels
for 24 hours, DC 23 Fort save
negates); Search DC 34; Disable
Device DC 34
West Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #362
East Entry Archway
→ Leads to room #364
South Entry Trapped and Locked Iron Door (Open
Lock DC 30, break DC 28; hard 10, 60
hp)
Ⓣ Prismatic Spray Trap: CR 8; magic
device; proximity trigger (alarm);
automatic reset; spell effect
(Prismatic Spray, 13th level wizard,
DC 20 Reflex, Fort, or Will save,
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depending on effect); Search DC


32; Disable Device DC 32
→ Leads to room #379, inhabited by 1 x
Clay Golem

Monster 11 x Grick

Grick: CR 3; Medium aberration; HD


2d8; hp 9; Init +2; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (+2 dex, +4
natural), touch 12, flat-footed 14; Base
Atk +1; Grp +3; Atk +3 melee (1d4+2,
tentacle); Full Atk +3 melee (1d4+2, 4
tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage
reduction 10/magic, darkvision 60 ft.,
scent; AL N; SV Fort +0, Ref +2, Will +5;
Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha
5
Skills and Feats: Climb +10, Hide +3*,
Listen +6, Spot +6; Alertness, Track
Treasure: 90 gp; Bolt of Fine Cloth
threaded with Copper (200 gp), Carved
Wooden Staff studded with Fine Steel
(300 gp), Fine Cloth Pennant threaded
with Fine Steel (110 gp), Tooled Leather
Talisman set with Lapis Lazuli (800 gp);
hoard total 1500 gp
Trap Wail of the Banshee Trap: CR 10; magic
device; proximity trigger (alarm);
automatic reset; spell effect (Wail of the
Banshee, 17th level wizard, DC 23 Fort
save negates); multiple targets (up to 17
creatures); Search DC 34; Disable
Device DC 34
Hidden Treasure Hidden (Search DC 20) Locked Simple
Wooden Chest (Open Lock DC 30,
break DC 15; hard 5, 10 hp)

160 pp; Aquamarine (700 gp),


Chrysoprase (60 gp), Citrine (70 gp),
Silver Pearl (90 gp), Smoky Quartz (20
gp); hoard total 2540 gp

Room #364 North Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
→ Leads to room #338, inhabited by 6
x Troll
West Entry Archway
→ Leads to room #363, inhabited by 11
x Grick
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East Entry #1 Unlocked Strong Wooden Door (hard 5,


20 hp)
East Entry #2 Trapped Wooden Portcullis (lift DC 25,
break DC 28; hard 5, 30 hp)
Ⓣ Contact Poison: CR 10; mechanical;
touch trigger, no reset; contact
poison (nitharit [contact, Fort DC
13, 0/3d6 Con]); Search DC 28;
Disable Device DC 26
East Entry #3 Archway
→ Leads to room #375, inhabited by 10
x Shadow
South Entry Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #380

Room Features A stream of blood flows along a channel


in the floor, and several iron blobs are
scattered throughout the room

Room #365 North Entry Locked Simple Wooden Door (Open


Lock DC 30, break DC 15; hard 5, 10 hp)
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #381, inhabited by 8 x
Wraith

Room Features A stair ascends to a wooden platform in


the center of the room, and a
sulphurous odor fills the room
Monster 7 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp


63; Init +2; Spd 30 ft. (6 squares); AC 16
(-1 size, +2 dex, +5 natural), touch 11,
flat-footed 14; Base Atk +4; Grp +14; Atk
+9 melee (1d6+6, claw); Full Atk +9
melee (1d6+6, 2 claws) and +4 melee
(1d6+3, bite); Space/Reach 10 ft./10 ft.;
SA Rend 2d6+9; SQ Darkvision 90 ft.,
low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str
23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6;
Alertness, Iron Will, Track
Treasure: 1700 gp; Black Opal (900 gp),
Blue Quartz (10 gp), Deep Blue Spinel
(300 gp), Freshwater Pearl (10 gp), Pink
Pearl (80 gp), Star Rose Quartz (60 gp);

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Arcane Scroll (Eagle's Splendor (150


gp), Silence (200 gp), Spectral Hand
(150 gp)) (total 500 gp), Divine Scroll
(Pass without Trace (25 gp)) (total 25
gp), Wand of Light (45 of 50 charges)
(Requirement curse) (337 gp 5 sp);
hoard total 3922 gp 5 sp

Room #366 North Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
Ⓣ Energy Drain Trap: CR 10; magic
device; visual trigger (true seeing);
automatic reset; Atk +8 ranged
touch; spell effect (Energy Drain,
17th level wizard, 2d4 negative levels
for 24 hours, DC 23 Fort save
negates); Search DC 34; Disable
Device DC 34
→ Leads to room #327
West Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #353, inhabited by 8 x
Cloaker
East Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #370

Room Features Someone has scrawled "Twist the cog to


reset the trap" on the west wall, and a
metallic odor fills the room
Monster 5 x Succubus (demon)

Succubus: CR 7; Medium outsider


(chaotic, extraplanar, evil); HD 6d8+6;
hp 33; Init +1; Spd 30 ft. (6 squares), fly
50 ft. (average); AC 20 (+1 dex, +9
natural), touch 11, flat-footed 19; Base
Atk +6; Grp +7; Atk +7 melee (1d6+1,
claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA
Energy drain, spell-like abilities,
summon demon; SQ Damage reduction
10/cold iron or good, darkvision 60 ft.,
immunity to electricity and poison, acid
resistance 10, cold resistance 10, fire
resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV
Fort +6, Ref +6, Will +7; Str 13, Dex 13,
Con 13, Int 16, Wis 14, Cha 26
Skills and Feats: Bluff +19,
Concentration +10, Diplomacy +12,
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Disguise +17* (+19 acting), Escape Artist


+10, Hide +10, Intimidate +19,
Knowledge (any one) +12, Listen +19,
Move Silently +10, Search +12, Spot +19,
Survival +2 (+4 following tracks), Use
Rope +1 (+3 with bindings); Dodge,
Mobility, Persuasive
Treasure: 23000 sp; Alexandrite (700
gp), Amethyst (100 gp), Azurite (10 gp),
Blue Star Sapphire (1100 gp), Brown-
green Garnet (120 gp), Carnelian (40
gp), Hematite (14 gp), Moonstone (30
gp); Arcane Scroll (Reduce Person (25
gp), Obscure Object (150 gp), Spectral
Hand (150 gp)) (total 325 gp), Potion of
Magic Fang (50 gp), Siangham (Small)
(+1 weapon, Flaming, Vicious) (18303
gp); hoard total 23092 gp
Hidden Treasure Hidden (Search DC 20) Locked Good
Wooden Chest (Open Lock DC 25, break
DC 18; hard 5, 15 hp)

14000 sp; Divine Scroll (Endure


Elements (25 gp), Pass without Trace
(25 gp), Silence (150 gp)) (total 200
gp); hoard total 1600 gp

Room #367 West Entry #1 Trapped and Stuck Stone Door (break
DC 28; hard 8, 60 hp)
Ⓣ Arrow Trap: CR 12; mechanical;
location trigger; manual reset; Atk
+16 ranged (12d6/x3); Search DC
24; Disable Device DC 28
West Entry #2 Trapped and Stuck Strong Wooden
Door (break DC 23; hard 5, 20 hp)
Ⓣ Deathblade Wall Scythe: CR 8;
mechanical; touch trigger; manual
reset; Atk +16 melee (2d4+8 plus
poison, scythe); poison
(deathblade [injury, Fort DC 20,
1d6 Con/2d6 Con]); Search DC 24;
Disable Device DC 19
West Entry #3 Secret (Search DC 25) Stuck Strong
Wooden Door (break DC 23; hard 5, 20
hp)
Ⓢ A bookcase and concealed door
pivots smoothly
East Entry Trapped and Locked Strong Wooden
Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)

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Ⓣ Rune of Confusion: CR 11; magic


device; proximity trigger (alarm);
no reset; confusion (confused for
1d4 rounds, DC 18 Will save
negates); multiple targets (all
targets in a 10 ft. radius burst);
Search DC 24; Disable Device DC
28
→ Leads to room #348
South Entry Locked Strong Wooden Door (Open
Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #399

Room Features Someone has scrawled a crude drawing


of a succubus on the north wall, and
the scent of smoke fills the west side of
the room
Hidden Treasure Hidden (Search DC 30) Trapped and
Locked Strong Wooden Chest (Open
Lock DC 25, break DC 25; hard 5, 20 hp)
Insanity Mist Vapor Trap: CR 8;
mechanical; location trigger; repair
reset; poison gas (insanity mist
[inhaled, Fort DC 15, 1d4 Wis/2d6 Wis]);
never miss; onset delay (1 round);
multiple targets (all targets in a 10 ft. by
10 ft. room); Search DC 25; Disable
Device DC 20

150 pp; hoard total 1500 gp

Room #368 North Entry #1 Unlocked Good Wooden Door (hard 5,


15 hp)
→ Leads to room #358, inhabited by 1 x
Dread Wraith
North Entry #2 Secret (Search DC 25) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door
pivots smoothly
→ Leads to room #349
East Entry #1 Trapped and Locked Iron Door (Open
Lock DC 20, break DC 28; hard 10, 60
hp)
Ⓣ One-way Door: CR 9; mechanical;
Search DC 26; Disable Device DC
26
→ Leads to room #369
East Entry #2 Stuck Good Wooden Door (break DC 18;

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hard 5, 15 hp)
→ Leads to room #390
South Entry Archway
→ Leads to room #402

Room Features A balcony hangs from the south wall,


and the ceiling is covered with
bloodstains

Room #369 North Entry #1 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #349
North Entry #2 Stuck Stone Door (break DC 28; hard 8,
60 hp)
West Entry Trapped and Locked Iron Door (Open
Lock DC 20, break DC 28; hard 10, 60
hp)
Ⓣ One-way Door: CR 9; mechanical;
Search DC 26; Disable Device DC
26
→ Leads to room #368
South Entry Locked Good Wooden Door (Open Lock
DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #390

Empty

Room #370 North Entry Locked Iron Door (Open Lock DC 40,
break DC 28; hard 10, 60 hp)
West Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #366, inhabited by 5
x Succubus
South Entry #1 Trapped and Locked Strong Wooden
Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)
Ⓣ Acid Spray: CR 11; magic device;
proximity trigger (alarm); no reset;
acid spray (10d6 acid damage, DC
16 Reflex save for half damage);
Search DC 28; Disable Device DC
28
South Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #384, inhabited by 5
x Phasm

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Room Features A balcony hangs from the north wall,


and the south and east walls have been
engraved with endless spirals

Room #371 North Entry #1 Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #354
North Entry #2 Secret (Search DC 25) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ The door is located near the ceiling
and concealed by an illusion
→ Leads to room #356, inhabited by 8
x Cloaker
West Entry Unlocked Strong Wooden Door (hard 5,
20 hp)
East Entry Archway
→ Leads to room #377

Room Features The walls are covered with goblin


graffiti, and a dagger hilt lies in the
center of the room
Monster 3 x Drider

Drider: CR 7; Large aberration; HD


6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2
dex, +6 natural), touch 11, flat-footed
15; Base Atk +4; Grp +10; Atk +5 melee
(1d6+2/19-20, dagger) or +6 melee
(1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee
(1d6+2/19-20, 1d6+1/19-20, 2 daggers)
and +1 melee (1d4+1 plus poison, bite)
or +5 ranged (1d8/x3, shortbow);
Space/Reach 10 ft./5 ft.; SA Spells, spell-
like abilities, poison; SQ Darkvision 60
ft., spell resistance 17; AL CE; SV Fort
+5, Ref +4, Will +8; Str 15, Dex 15, Con
16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14,
Concentration +9, Hide +10, Listen +9,
Move Silently +12, Spot +9; Combat
Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Treasure: 2000 gp; Banded Agate (10
gp), Freshwater Pearl (7 gp), Golden
Yellow Topaz (700 gp), Malachite (9 gp),
Rhodochrosite (10 gp), Rose Quartz (70
gp), Turquoise (7 gp), Turquoise (14 gp);
Divine Scroll (Command (25 gp),
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Shillelagh (25 gp)) (total 50 gp), Horn


of Fog (2000 gp) (Requirement curse),
Potion of Remove Paralysis (300 gp),
Wand of Detect Secret Doors (24 of 50
charges) (360 gp), Winged Boots
(16000 gp); hoard total 21537 gp

Room #372 East Entry #1 Archway


East Entry #2 Archway
East Entry #3 Unlocked Good Wooden Door (hard 5,
15 hp)
East Entry #4 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)

Empty

Room #373 North Entry Archway


West Entry #1 Secret (Search DC 30) Stuck Strong
Wooden Door (break DC 23; hard 5, 20
hp)
Ⓢ The door is concealed within an
upright sarcophagus
→ Leads to room #348
West Entry #2 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #385, inhabited by 5 x
Spectre

Room Features A tile mosaic of legendary monsters


covers the floor, and the walls are
covered with veins of yellow crystal
Monster 5 x Black Pudding (ooze)

Black pudding: CR 7; Huge ooze; HD


10d10+60; hp 115; Init -5; Spd 20 ft. (4
squares), climb 20 ft.; AC 3 (-2 size, -5
dex), touch 3, flat-footed 3; Base Atk +7;
Grp +18; Atk +8 melee (2d6+4 plus 2d6
acid, slam); Full Atk +8 melee (2d6+4
plus 2d6 acid, slam); Space/Reach 15
ft./10 ft.; SA Acid, constrict 2d6+4 plus
2d6 acid, improved grab; SQ Blindsight
60 ft., split, ooze traits; AL N; SV Fort
+9, Ref -2, Will -2; Str 17, Dex 1, Con 22,
Int -, Wis 1, Cha 1
Skills and Feats: Climb +11; -
Trap Rune of Hypnosis: CR 11; magic device;
proximity trigger (alarm); no reset;
hypnosis (fascinated for 1d4 rounds, DC
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14 Will save negates); multiple targets


(all targets in a 10 ft. radius burst);
Search DC 26; Disable Device DC 24

Room #374 North Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
East Entry #1 Archway
East Entry #2 Trapped and Unlocked Good Wooden
Door (hard 5, 15 hp)
Ⓣ Symbol of Panic: CR 11; magic
device; proximity trigger (alarm);
no reset; fear (panicked for 1d4
rounds, DC 14 Will save negates);
multiple targets (all targets in a 10
ft. radius burst); Search DC 28;
Disable Device DC 28
→ Leads to room #386

Room Features Several alcoves are cut into the east and
west walls, and a pile of empty bottles
lies in the east side of the room
Trap Heavy Chain Flail: CR 10; mechanical;
location trigger; repair reset; Atk +14
melee (12d6 and knocked prone);
multiple targets (all targets in a 5 ft.
radius burst); Search DC 24; Disable
Device DC 26

Room #375 North Entry Secret (Search DC 20) Unlocked Good


Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind a pile
of broken stone
West Entry #1 Archway
→ Leads to room #364
West Entry #2 Archway
→ Leads to room #380
East Entry Locked Simple Wooden Door (Open
Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #387
South Entry Locked Simple Wooden Door (Open
Lock DC 30, break DC 15; hard 5, 10 hp)

Room Features The floor is covered in square tiles,


alternating white and black, and the
ceiling is covered with cobwebs
Monster 10 x Shadow

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Shadow: CR 3; Medium undead


(incorporeal); HD 3d12; hp 19; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 13
(+2 dex, +1 deflection), touch 13, flat-
footed 11; Base Atk +1; Grp -; Atk +3
melee (1d6 Str, incorporeal touch); Full
Atk +3 melee (1d6 Str, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA
Create spawn, strength damage; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, undead traits; AL CE;
SV Fort +1, Ref +3, Will +4; Str -, Dex 14,
Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7,
Search +4, Spot +7; Alertness, Dodge

Room #376 North Entry Unlocked Strong Wooden Door (hard 5,


20 hp) (slides up, +2 to break DC)
→ Leads to room #351, inhabited by 3 x
Cloaker
West Entry #1 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #350, inhabited by 3
x Aboleth
West Entry #2 Archway
→ Leads to room #387

Room Features A narrow pit covered by iron bars lies in


the south-west corner of the room, and
a bent dagger lies in the south-east
corner of the room
Monster 3 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 #377 North Entry Trapped and Locked Strong Wooden


Door (Open Lock DC 25, break DC 25;
hard 5, 20 hp)

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Ⓣ Insanity Mist Vapor Trap: CR 8;


mechanical; location trigger; repair
reset; poison gas (insanity mist
[inhaled, Fort DC 15, 1d4 Wis/2d6
Wis]); never miss; onset delay (1
round); multiple targets (all targets
in a 10 ft. by 10 ft. room); Search
DC 25; Disable Device DC 20
West Entry #1 Archway
→ Leads to room #371, inhabited by 3 x
Drider
West Entry #2 Unlocked Good Wooden Door (hard 5,
15 hp)
West Entry #3 Unlocked Strong Wooden Door (hard 5,
20 hp)
West Entry #4 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #396
East Entry Locked Stone Door (Open Lock DC 20,
break DC 28; hard 8, 60 hp)
→ Leads to room #359, inhabited by 10
x Doppelganger
South Entry #1 Trapped Wooden Portcullis (lift DC 25,
break DC 28; hard 5, 30 hp)
Ⓣ Forcecage and Summon Monster VII
Trap: CR 10; magic device;
proximity trigger (alarm);
automatic reset; multiple traps
(one forcecage trap and one
summon monster VII trap); spell
effect (Forcecage, 13th level
wizard); spell effect (Summon
Monster VII, 13th level wizard,
hamatula); Search DC 32; Disable
Device DC 32
South Entry #2 Unlocked Simple Wooden Door (hard 5,
10 hp)

Empty

Room #378 West Entry #1 Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
West Entry #2 Trapped and Locked Iron Door (Open
Lock DC 25, break DC 28; hard 10, 60
hp) (slides to one side, +1 to break DC)
Ⓣ Wail of the Banshee Trap: CR 10;
magic device; proximity trigger
(alarm); automatic reset; spell
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effect (Wail of the Banshee, 17th


level wizard, DC 23 Fort save
negates); multiple targets (up to 17
creatures); Search DC 34; Disable
Device DC 34
East Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #389, inhabited by 5
x Wraith

Room Features A circle of tall stones stands in the


south-east corner of the room, and
someone has scrawled "Upon the
second day of the Year of Mirrors, in the
Realm of Orbs, the House of Flails shall
fall" on the west wall

Room #379 North Entry Trapped and Locked Iron Door (Open
Lock DC 30, break DC 28; hard 10, 60
hp)
Ⓣ Prismatic Spray Trap: CR 8; magic
device; proximity trigger (alarm);
automatic reset; spell effect
(Prismatic Spray, 13th level wizard,
DC 20 Reflex, Fort, or Will save,
depending on effect); Search DC
32; Disable Device DC 32
→ Leads to room #363, inhabited by 11
x Grick
West Entry Locked Good Wooden Door (Open Lock
DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #362
East Entry Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
→ Leads to room #380
South Entry Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)

Monster 1 x Clay Golem

Clay golem: CR 10; Large construct; HD


11d10+30; hp 90; Init -1; Spd 20 ft. (4
squares); AC 22 (-1 size, -1 dex, +14
natural), touch 8, flat-footed 22; Base
Atk +8; Grp +19; Atk +14 melee (2d10+7
plus cursed wound, slam); Full Atk +14
melee (2d10+7 plus cursed wound, 2
slams); Space/Reach 10 ft./10 ft.; SA
Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine

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and bludgeoning, darkvision 60 ft.,


haste, immunity to magic, low-light
vision; AL N; SV Fort +3, Ref +2, Will +3;
Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #380 North Entry Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #364
West Entry Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
→ Leads to room #379, inhabited by 1 x
Clay Golem
East Entry #1 Archway
→ Leads to room #375, inhabited by 10
x Shadow
East Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp) (magically reinforced,
+10 to break DC)
→ Leads to room #403, inhabited by 7 x
Ogre

Room Features A corroded iron key hangs from a hook


on the north wall, and a pile of rotten
fruit lies in the south-west corner of the
room

Room #381 North Entry #1 Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #365, inhabited by 7 x
Troll
North Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #352
East Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #382, inhabited by 8
x Huge Monstrous Spider
South Entry Locked Strong Wooden Door (Open
Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #404

Room Features A narrow shaft falls into the room from


above, and someone has scrawled "The
silver is cursed" on the north wall
Monster 8 x Wraith

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Wraith: CR 5; Medium undead


(incorporeal); HD 5d12; hp 32; Init +7;
Spd Fly 60 ft. (good) (12 squares); AC 15
(+3 dex, +2 deflection), touch 15, flat-
footed 12; Base Atk +2; Grp -; Atk +5
melee (1d4 plus 1d6 Constitution drain,
incorporeal touch); Full Atk +5 melee
(1d4 plus 1d6 Constitution drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight
powerlessness, incorporeal traits, +2
turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref
+4, Will +6; Str -, Dex 16, Con -, Int 14,
Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide
+11, Intimidate +10, Listen +12, Search
+10, Sense Motive +8, Spot +12, Survival
+2 (+4 following tracks); Alertness,
Blind-Fight, Combat Reflexes, Improved
Initiative

Room #382 North Entry #1 Archway


→ Leads to room #352
North Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
Ⓣ Falling Block: CR 12; mechanical;
location trigger; no reset; Atk +14
melee (12d6); multiple targets (all
targets in a 10 ft. square area);
Search DC 24; Disable Device DC
26
→ Leads to room #353, inhabited by 8 x
Cloaker
West Entry #1 Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #381, inhabited by 8 x
Wraith
West Entry #2 Secret (Search DC 30) Trapped and
Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
Ⓢ The door is concealed behind a
statue of an ancient lich, and
opened by pressing runes on his
staff
Ⓣ Ice Dart Trap: CR 12; magic device;
visual trigger (arcane eye); no reset;

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Atk +12 ranged (12d6 cold); Search


DC 26; Disable Device DC 28
East Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp) (stuck, +2 to lift DC)
→ Leads to room #383, inhabited by 3 x
Drider
South Entry #1 Secret (Search DC 30) Stuck Good
Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ A bookcase and concealed door
pivots smoothly
→ Leads to room #407, inhabited by 2
x Flesh Golem
South Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #408, inhabited by 2
x Phasm
South Entry #3 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #409, inhabited by 1
x Fire Giant

Room Features A stone dais sits in the north-east


corner of the room, and a tile mosaic of
arcane patterns covers the floor
Monster 8 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: 120 gp; Blue Star Sapphire
(1200 gp), Chrysoprase (40 gp), Citrine
(40 gp), Eye Agate (6 gp), Freshwater
Pearl (9 gp), Jade (130 gp), Tourmaline
(110 gp); hoard total 1655 gp

Room #383 West Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp) (stuck, +2 to lift DC)
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→ Leads to room #382, inhabited by 8


x Huge Monstrous Spider
South Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #409, inhabited by 1
x Fire Giant

Room Features A ladder ascends to a balcony hanging


from the west wall, and a ruined siege
weapon sits in the north-west corner of
the room
Monster 3 x Drider

Drider: CR 7; Large aberration; HD


6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2
dex, +6 natural), touch 11, flat-footed
15; Base Atk +4; Grp +10; Atk +5 melee
(1d6+2/19-20, dagger) or +6 melee
(1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee
(1d6+2/19-20, 1d6+1/19-20, 2 daggers)
and +1 melee (1d4+1 plus poison, bite)
or +5 ranged (1d8/x3, shortbow);
Space/Reach 10 ft./5 ft.; SA Spells, spell-
like abilities, poison; SQ Darkvision 60
ft., spell resistance 17; AL CE; SV Fort
+5, Ref +4, Will +8; Str 15, Dex 15, Con
16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14,
Concentration +9, Hide +10, Listen +9,
Move Silently +12, Spot +9; Combat
Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Treasure: Golden Yellow Topaz (300 gp);
Arcane Scroll (Disguise Self (25 gp),
Calm Emotions (200 gp), Cat's Grace
(150 gp)) (total 375 gp), Potion of Cure
Light Wounds (50 gp), Potion of Hide
from Animals (50 gp); hoard total 775
gp

Room #384 North Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #370
East Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #395, inhabited by 5
x Aboleth

Room Features Burning torches in iron sconces line the


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north and south walls, and a rusted axe


lies in the east side of the room
Monster 5 x Phasm

Phasm: CR 7; Medium aberration


(shapechanger); HD 15d8+30; hp 97;
Init +6; Spd 30 ft. (6 squares); AC 17 (+2
dex, +5 natural), touch 12, flat-footed
15; Base Atk +11; Grp +12; Atk +12 melee
(1d3+1, slam); Full Atk +12 melee (1d3+1,
slam); Space/Reach 5 ft./5 ft.; SA -; SQ
Alternate form, amorphous, resilient,
scent, telepathy 100 ft., tremorsense 60
ft.; AL CN; SV Fort +11, Ref +11, Will +11;
Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha
14
Skills and Feats: Bluff +20, Climb +7,
Craft (any one) +12, Diplomacy +12,
Disguise +20 (+22 acting)*, Intimidate
+4, Knowledge (any one) +18, Listen
+12, Spot +12, Survival +8; Alertness,
Blind-Fight, Combat Reflexes, Dodge,
Improved Initiative, Mobility
Treasure: 1300 gp; Arcane Scroll
(Endure Elements (25 gp)) (total 25 gp),
Light Steel Shield (Medium) (+1 shield)
(1159 gp), Potion of Shield of Faith (+3)
(300 gp), Wand of Darkness (8 of 50
charges) (720 gp); hoard total 3504 gp

Room #385 East Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #373, inhabited by 5 x
Black Pudding
South Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)

Monster 5 x Spectre

Spectre: CR 7; Medium undead


(incorporeal); HD 7d12; hp 45; Init +7;
Spd 40 ft. (8 squares), fly 80 ft.
(perfect); AC 15 (+3 dex, +2 deflection),
touch 15, flat-footed 13; Base Atk +3;
Grp -; Atk +6 melee (1d8 plus energy
drain, incorporeal touch); Full Atk +6
melee (1d8 plus energy drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, sunlight powerlessness,
undead traits, unnatural aura; AL LE; SV

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Fort +2, Ref +5, Will +7; Str -, Dex 16,


Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate
+12, Knowledge (religion) +12, Listen
+14, Search +12, Spot +14, Survival +2
(+4 following tracks); Alertness, Blind-
Fight, Improved Initiative

Room #386 North Entry Archway


West Entry #1 Trapped and Unlocked Good Wooden
Door (hard 5, 15 hp)
Ⓣ Symbol of Panic: CR 11; magic
device; proximity trigger (alarm);
no reset; fear (panicked for 1d4
rounds, DC 14 Will save negates);
multiple targets (all targets in a 10
ft. radius burst); Search DC 28;
Disable Device DC 28
→ Leads to room #374
West Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #389, inhabited by 5
x Wraith
South Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #411, inhabited by 8 x
Basilisk

Empty

Room #387 West Entry #1 Locked Simple Wooden Door (Open


Lock DC 30, break DC 15; hard 5, 10 hp)
→ Leads to room #375, inhabited by 10
x Shadow
West Entry #2 Stuck Iron Door (break DC 28; hard 10,
60 hp)
→ Leads to room #403, inhabited by 7 x
Ogre
East Entry #1 Archway
→ Leads to room #376, inhabited by 3 x
Basilisk
East Entry #2 Locked Stone Door (Open Lock DC 25,
break DC 28; hard 8, 60 hp)
→ Leads to room #391
East Entry #3 Archway
→ Leads to room #404
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Room Features A group of draconic faces have been


carved into the east wall, and
mysterious levers and mechanisms
cover the walls

Room #388 North Entry Archway


South Entry #1 Locked Iron Door (Open Lock DC 25,
break DC 28; hard 10, 60 hp)
→ Leads to room #395, inhabited by 5
x Aboleth
South Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #396

Room Features Someone has scrawled a crude drawing


of a nymph on the south wall, and
several pieces of rotten bread are
scattered throughout the room

Room #389 North Entry Trapped and Locked Good Wooden


Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
Ⓣ Guillotine Blade: CR 11; mechanical;
location trigger; manual reset; Atk
+14 melee (11d6/19-20); Search DC
24; Disable Device DC 24
West Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #378
East Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #386

Monster 5 x Wraith

Wraith: CR 5; Medium undead


(incorporeal); HD 5d12; hp 32; Init +7;
Spd Fly 60 ft. (good) (12 squares); AC 15
(+3 dex, +2 deflection), touch 15, flat-
footed 12; Base Atk +2; Grp -; Atk +5
melee (1d4 plus 1d6 Constitution drain,
incorporeal touch); Full Atk +5 melee
(1d4 plus 1d6 Constitution drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight
powerlessness, incorporeal traits, +2
turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref

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+4, Will +6; Str -, Dex 16, Con -, Int 14,


Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide
+11, Intimidate +10, Listen +12, Search
+10, Sense Motive +8, Spot +12, Survival
+2 (+4 following tracks); Alertness,
Blind-Fight, Combat Reflexes, Improved
Initiative

Room #390 North Entry Locked Good Wooden Door (Open Lock
DC 30, break DC 18; hard 5, 15 hp)
→ Leads to room #369
West Entry #1 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #368
West Entry #2 Secret (Search DC 30) Unlocked Good
Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind a
statue of a troll archer, and opened
by pulling an arrow in its quiver
→ Leads to room #402
South Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #412

Room Features A magical mosaic on the east wall


depicts the betrayal of whomever views
it, and several square holes are cut into
the east and west walls

Room #391 West Entry Locked Stone Door (Open Lock DC 25,
break DC 28; hard 8, 60 hp)
→ Leads to room #387
South Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #404

Room Features The sound of footsteps fills the room,


and a blood-soaked blanket lies in the
east side of the room

Room #392 North Entry Unlocked Good Wooden Door (hard 5,


15 hp)
West Entry Secret (Search DC 20) Stuck Strong
Wooden Door (break DC 23; hard 5, 20
hp)

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Ⓢ A bookcase and concealed door


pivots smoothly
East Entry Stuck Iron Door (break DC 28; hard 10,
60 hp)
→ Leads to room #397

Room Features The south and east walls are covered


with sword cuts, and several pieces of
rotten bread are scattered throughout
the room
Monster 4 x Drider

Drider: CR 7; Large aberration; HD


6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2
dex, +6 natural), touch 11, flat-footed
15; Base Atk +4; Grp +10; Atk +5 melee
(1d6+2/19-20, dagger) or +6 melee
(1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee
(1d6+2/19-20, 1d6+1/19-20, 2 daggers)
and +1 melee (1d4+1 plus poison, bite)
or +5 ranged (1d8/x3, shortbow);
Space/Reach 10 ft./5 ft.; SA Spells, spell-
like abilities, poison; SQ Darkvision 60
ft., spell resistance 17; AL CE; SV Fort
+5, Ref +4, Will +8; Str 15, Dex 15, Con
16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14,
Concentration +9, Hide +10, Listen +9,
Move Silently +12, Spot +9; Combat
Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Treasure: 4000 gp; Amethyst (110 gp),
Brown-green Garnet (90 gp),
Chalcedony (40 gp), Citrine (30 gp),
Freshwater Pearl (6 gp), Golden Yellow
Topaz (500 gp); Druid's Vestment (3750
gp), Greatsword (Medium) (+1 weapon)
(2350 gp), Phylactery of Faithfulness
(1000 gp) (design provides clue to
function), 2 x Potion of Cure Moderate
Wounds (300 gp); hoard total 12476 gp

Room #393 West Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
East Entry Archway
→ Leads to room #394, inhabited by 5
x Drider
South Entry Unlocked Strong Wooden Door (hard 5,
20 hp)
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→ Leads to room #424, inhabited by 6


x Wraith

Room Features The floor is covered in square tiles,


alternating white and black, and
someone has scrawled a drawing of a
door on the north wall
Monster 4 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
Trap Wide-Mouth Spiked Pit with Poisoned
Spikes: CR 9; mechanical; location
trigger; manual reset; hidden lock
bypass (Search DC 25, Open Lock DC
30); DC 20 Reflex save avoids; 70 ft.
deep (7d6, fall); multiple targets (all
targets within a 10 ft. by 10 ft. area); pit
spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 plus poison each);
poison (giant wasp poison [injury, Fort
DC 18, 1d6 Dex/1d6 Dex]); Search DC
20; Disable Device DC 20
Hidden Treasure Hidden (Search DC 20) Locked Iron
Chest (Open Lock DC 20, break DC 28;
hard 10, 60 hp)

190 pp; Leopard Fur Cloak (1200 gp),


Small Vial of Exotic Perfume (800 gp);
Ring of Climbing (2500 gp); hoard total
6400 gp

Room #394 North Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp) (slides up, +2 to break
DC)
West Entry Archway
→ Leads to room #393, inhabited by 4
x Basilisk
South Entry Locked Strong Wooden Door (Open
Lock DC 30, break DC 25; hard 5, 20 hp)

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→ Leads to room #425, inhabited by 7 x


Basilisk

Monster 5 x Drider

Drider: CR 7; Large aberration; HD


6d8+18; hp 45; Init +2; Spd 30 ft. (6
squares), climb 15 ft.; AC 17 (-1 size, +2
dex, +6 natural), touch 11, flat-footed
15; Base Atk +4; Grp +10; Atk +5 melee
(1d6+2/19-20, dagger) or +6 melee
(1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee
(1d6+2/19-20, 1d6+1/19-20, 2 daggers)
and +1 melee (1d4+1 plus poison, bite)
or +5 ranged (1d8/x3, shortbow);
Space/Reach 10 ft./5 ft.; SA Spells, spell-
like abilities, poison; SQ Darkvision 60
ft., spell resistance 17; AL CE; SV Fort
+5, Ref +4, Will +8; Str 15, Dex 15, Con
16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14,
Concentration +9, Hide +10, Listen +9,
Move Silently +12, Spot +9; Combat
Casting, Two-Weapon Fighting, Weapon
Focus (bite)
Treasure: 460 pp; Turquoise (10 gp);
Potion of Bear's Endurance (300 gp),
Potion of Hide from Animals (50 gp)
(Completely different effect curse);
hoard total 4960 gp

Room #395 North Entry Locked Iron Door (Open Lock DC 25,
break DC 28; hard 10, 60 hp)
→ Leads to room #388
West Entry #1 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #384, inhabited by 5
x Phasm
West Entry #2 Secret (Search DC 25) Trapped and
Unlocked Simple Wooden Door (hard 5,
10 hp)
Ⓢ A bookcase and concealed door
pivots smoothly
Ⓣ Crushing Wall Trap: CR 10;
mechanical; location trigger;
automatic reset; no attack roll
required (18d6, crush); Search DC
20; Disable Device DC 25
→ Leads to room #410

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East Entry #1 Locked Simple Wooden Door (Open


Lock DC 30, break DC 15; hard 5, 10 hp)
East Entry #2 Archway
East Entry #3 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
South Entry Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #420, inhabited by 7 x
Wraith

Room Features The north and east walls have been


engraved with arcane symbols, and the
floor is covered with shards of bone
Monster 5 x Aboleth

Aboleth: CR 7; Huge aberration


(aquatic); HD 8d8+40; hp 76; Init +1;
Spd 10 ft. (2 squares), swim 60 ft.; AC
16 (-2 size, +1 dex, +7 natural), touch 9,
flat-footed 15; Base Atk +6; Grp +22; Atk
+12 melee (1d6+8 plus slime, tentacle);
Full Atk +12 melee (1d6+8 plus slime, 4
tentacles); Space/Reach 15 ft./10 ft.; SA
Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus
cloud; AL LE; SV Fort +7, Ref +3, Will
+11; Str 26, Dex 12, Con 20, Int 15, Wis
17, Cha 17
Skills and Feats: Concentration +16,
Knowledge (any one) +13, Listen +16,
Spot +16, Swim +8; Alertness, Combat
Casting, Iron Will
Treasure: 3000 gp; Golden Pearl (140
gp), Golden Yellow Topaz (400 gp),
Lapis Lazuli (11 gp), Lapis Lazuli (15 gp),
Moss Agate (9 gp), Peridot (70 gp),
Violet Garnet (500 gp), White Opal
(800 gp); Arcane Scroll (Knock (150
gp)) (total 150 gp), Arcane Scroll
(Detect Undead (25 gp), Eagle's
Splendor (150 gp), Spider Climb (150
gp)) (total 325 gp), Arcane Scroll
(Shrink Item (375 gp), Modify Memory
(1000 gp), Remove Curse (700 gp),
False Vision (1375 gp)) (total 3450 gp),
Elixir of Love (150 gp), Potion of Cure
Light Wounds (50 gp); hoard total 9070
gp

Room #396 North Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
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→ Leads to room #388


West Entry #1 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
West Entry #2 Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp) (stuck, +2 to lift DC)
East Entry #1 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #377
East Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #414

Room Features A narrow shaft falls into the room from


above, and a rotting odor fills the room

Room #397 West Entry Stuck Iron Door (break DC 28; hard 10,
60 hp)
→ Leads to room #392, inhabited by 4
x Drider
South Entry #1 Archway
South Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp) (slides to one side, +1 to
break DC)

Room Features A wooden ladder rests against the west


wall, and a broken wooden chest lies in
the north-east corner of the room

Room #398 North Entry Unlocked Good Wooden Door (hard 5,


15 hp)
West Entry Trapped and Stuck Good Wooden Door
(break DC 18; hard 5, 15 hp)
Ⓣ Energy Drain Trap: CR 10; magic
device; visual trigger (true seeing);
automatic reset; Atk +8 ranged
touch; spell effect (Energy Drain,
17th level wizard, 2d4 negative levels
for 24 hours, DC 23 Fort save
negates); Search DC 34; Disable
Device DC 34
East Entry Secret (Search DC 25) Locked Good
Wooden Door (Open Lock DC 30, break
DC 18; hard 5, 15 hp) (slides up, +2 to
break DC)
Ⓢ A bookcase and concealed door
pivots smoothly
→ Leads to room #399

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South Entry #1 Trapped and Stuck Simple Wooden


Door (break DC 13; hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 10; mechanical;
location trigger; manual reset; Atk
+12 melee (11d6/19-20); Search DC
28; Disable Device DC 24
→ Leads to room #429
South Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp) (slides to one side, +1 to
break DC)
→ Leads to room #430
South Entry #3 Unlocked Strong Wooden Door (hard 5,
20 hp)

Empty

Room #399 North Entry Locked Strong Wooden Door (Open


Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #367
West Entry Secret (Search DC 25) Locked Good
Wooden Door (Open Lock DC 30, break
DC 18; hard 5, 15 hp) (slides up, +2 to
break DC)
Ⓢ A bookcase and concealed door
pivots smoothly
→ Leads to room #398
East Entry Trapped and Unlocked Iron Door (hard
10, 60 hp) (slides down, +1 to break DC)
Ⓣ Electrified Lock: CR 9; magic device;
touch trigger; no reset; electric
shock (8d6 electricity damage, DC
16 Reflex save for half damage);
Search DC 22; Disable Device DC
22
→ Leads to room #415
South Entry Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Energy Drain Trap: CR 10; magic
device; visual trigger (true seeing);
automatic reset; Atk +8 ranged
touch; spell effect (Energy Drain,
17th level wizard, 2d4 negative levels
for 24 hours, DC 23 Fort save
negates); Search DC 34; Disable
Device DC 34

Room Features Spirals of gray stones cover the floor,


and a creaking sound can be heard in
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the east side of the room

Room #400 North Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
West Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
East Entry Trapped and Unlocked Simple Wooden
Door (hard 5, 10 hp)
Ⓣ One-way Door: CR 12; mechanical;
Search DC 26; Disable Device DC
28
→ Leads to room #401, inhabited by 4 x
Flesh Golem
South Entry Stuck Stone Door (break DC 28; hard 8,
60 hp) (slides down, +1 to break DC)
→ Leads to room #416, inhabited by 1 x
Fire Giant

Trap Poisoned Scythe Blade: CR 12;


mechanical; location trigger; manual
reset; Atk +12 melee (10d6/19-20 plus
poison); multiple targets (all targets in a
5 ft. radius arc); poison (purple worm
poison [injury, Fort DC 24, 1d6 Str/2d6
Str]); Search DC 28; Disable Device DC
28
Hidden Treasure Hidden (Search DC 20) Locked Simple
Wooden Chest (Open Lock DC 30,
break DC 15; hard 5, 10 hp)

1600 gp; Arcane Scroll (Jump (25 gp))


(total 25 gp), Potion of Blur (300 gp),
Potion of Remove Fear (50 gp); hoard
total 1975 gp

Room #401 West Entry Trapped and Unlocked Simple Wooden


Door (hard 5, 10 hp)
Ⓣ One-way Door: CR 12; mechanical;
Search DC 26; Disable Device DC
28
→ Leads to room #400
South Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #417

Room Features Someone has scrawled "Mind the gap"


on the south wall, and several pieces of
rotting wood are scattered throughout
the room
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Monster 4 x Flesh Golem

Flesh golem: CR 7; Large construct; HD


9d10+30; hp 79; Init -1; Spd 30 ft. (6
squares); AC 18 (-1 size, -1 dex, +10
natural), touch 8, flat-footed 18; Base
Atk +6; Grp +15; Atk +10 melee (2d8+5,
slam); Full Atk +10 melee (2d8+5, 2
slams); Space/Reach 10 ft./10 ft.; SA
Berserk; SQ Construct traits, damage
reduction 5/adamantine, darkvision 60
ft., immunity to magic, low-light vision;
AL N; SV Fort +3, Ref +2, Will +3; Str 21,
Dex 9, Con -, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #402 North Entry Archway


→ Leads to room #368
East Entry #1 Secret (Search DC 30) Unlocked Good
Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind a
statue of a troll archer, and opened
by pulling an arrow in its quiver
→ Leads to room #390
East Entry #2 Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Earthmaw Trap: CR 12; magic device;
location trigger; no reset;
earthmaw (11d6 damage, DC 14
Reflex save for half damage);
Search DC 24; Disable Device DC
24
→ Leads to room #412
South Entry #1 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #422
South Entry #2 Locked Stone Door (Open Lock DC 25,
break DC 28; hard 8, 60 hp) (slides
down, +1 to break DC)
→ Leads to room #423, inhabited by 7 x
Derro
South Entry #3 Archway

Room Features Several iron cages are scattered


throughout the room, and someone has
scrawled an arrow pointing left on the
west wall

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Room #403 North Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
West Entry #1 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp) (magically reinforced,
+10 to break DC)
→ Leads to room #380
West Entry #2 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp) (slides down, +1 to
break DC)
West Entry #3 Stuck Iron Door (break DC 28; hard 10,
60 hp)
East Entry #1 Stuck Iron Door (break DC 28; hard 10,
60 hp)
→ Leads to room #387
East Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
East Entry #3 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
East Entry #4 Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #426

Monster 7 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp


29; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 16 (-1
size, -1 dex, +5 natural, +3 hide armor),
touch 8, flat-footed 16; Base Atk +3; Grp
+12; Atk +8 melee (2d8+7, greatclub) or
+1 ranged (1d8+5, javelin); Full Atk +8
melee (2d8+7, greatclub) or +1 ranged
(1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light
vision; AL CE; SV Fort +6, Ref +0, Will
+1; Str 21, Dex 8, Con 15, Int 6, Wis 10,
Cha 7
Skills and Feats: Climb +5, Listen +2,
Spot +2; Toughness, Weapon Focus
(greatclub)
Treasure: 800 gp; Silver Pearl (90 gp);
hoard total 890 gp
Trap Poisoned Scythe Blade: CR 12;
mechanical; location trigger; manual
reset; Atk +14 melee (12d6/19-20 plus
poison); multiple targets (all targets in a
5 ft. radius arc); poison (purple worm
poison [injury, Fort DC 24, 1d6 Str/2d6

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Str]); Search DC 26; Disable Device DC


24
Hidden Treasure Unlocked Simple Wooden Chest (hard
5, 10 hp)

200 pp; Fire Opal (900 gp), Red Garnet


(110 gp); Arcane Scroll (Arcane Mark (12
gp 5 sp), Hypnotism (25 gp), Gust of
Wind (150 gp)) (total 187 gp 5 sp),
Boots of Striding and Springing (5500
gp); hoard total 8697 gp 5 sp

Room #404 North Entry #1 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #391
North Entry #2 Locked Strong Wooden Door (Open
Lock DC 25, break DC 25; hard 5, 20 hp)
→ Leads to room #381, inhabited by 8 x
Wraith
West Entry #1 Archway
→ Leads to room #387
West Entry #2 Archway
East Entry Archway
→ Leads to room #418
South Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #426

Empty

Room #405 East Entry #1 Unlocked Simple Wooden Door (hard 5,


10 hp) (slides up, +2 to break DC)
East Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #407, inhabited by 2
x Flesh Golem
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)

Room Features Someone has scrawled "You cannot kill


it with magic" on the north wall, and a
briny odor fills the room
Monster 5 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),

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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 #406 West Entry Trapped and Unlocked Good Wooden


Door (hard 5, 15 hp)
Ⓣ Guillotine Blade: CR 11; mechanical;
location trigger; manual reset; Atk
+16 melee (11d6/19-20); Search DC
26; Disable Device DC 28
East Entry Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
South Entry Secret (Search DC 30) Stuck Good
Wooden Door (break DC 18; hard 5, 15
hp) (slides down, +1 to break DC)
Ⓢ The door is concealed behind a pile
of broken stone
→ Leads to room #415

Room Features A magical idol of a god of death in the


east side of the room conjures a steel
dagger for whomever offers a prayer,
and spirals of white stones cover the
floor

Room #407 North Entry Secret (Search DC 30) Stuck Good


Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ A bookcase and concealed door
pivots smoothly
→ Leads to room #382, inhabited by 8
x Huge Monstrous Spider
West Entry #1 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #405, inhabited by 5
x Basilisk
West Entry #2 Locked Simple Wooden Door (Open
Lock DC 40, break DC 15; hard 5, 10 hp)
East Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)

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→ Leads to room #408, inhabited by 2


x Phasm

Monster 2 x Flesh Golem

Flesh golem: CR 7; Large construct; HD


9d10+30; hp 79; Init -1; Spd 30 ft. (6
squares); AC 18 (-1 size, -1 dex, +10
natural), touch 8, flat-footed 18; Base
Atk +6; Grp +15; Atk +10 melee (2d8+5,
slam); Full Atk +10 melee (2d8+5, 2
slams); Space/Reach 10 ft./10 ft.; SA
Berserk; SQ Construct traits, damage
reduction 5/adamantine, darkvision 60
ft., immunity to magic, low-light vision;
AL N; SV Fort +3, Ref +2, Will +3; Str 21,
Dex 9, Con -, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #408 North Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
→ Leads to room #382, inhabited by 8
x Huge Monstrous Spider
West Entry #1 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #407, inhabited by 2
x Flesh Golem
West Entry #2 Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #419
East Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #409, inhabited by 1
x Fire Giant
South Entry Locked Iron Door (Open Lock DC 20,
break DC 28; hard 10, 60 hp)
→ Leads to room #432, inhabited by 5 x
Spectre

Monster 2 x Phasm

Phasm: CR 7; Medium aberration


(shapechanger); HD 15d8+30; hp 97;
Init +6; Spd 30 ft. (6 squares); AC 17 (+2
dex, +5 natural), touch 12, flat-footed
15; Base Atk +11; Grp +12; Atk +12 melee
(1d3+1, slam); Full Atk +12 melee (1d3+1,
slam); Space/Reach 5 ft./5 ft.; SA -; SQ
Alternate form, amorphous, resilient,
scent, telepathy 100 ft., tremorsense 60
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ft.; AL CN; SV Fort +11, Ref +11, Will +11;


Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha
14
Skills and Feats: Bluff +20, Climb +7,
Craft (any one) +12, Diplomacy +12,
Disguise +20 (+22 acting)*, Intimidate
+4, Knowledge (any one) +18, Listen
+12, Spot +12, Survival +8; Alertness,
Blind-Fight, Combat Reflexes, Dodge,
Improved Initiative, Mobility
Treasure: 1200 gp; hoard total 1200 gp

Room #409 North Entry #1 Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #382, inhabited by 8
x Huge Monstrous Spider
North Entry #2 Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #383, inhabited by 3 x
Drider
West Entry Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #408, inhabited by 2
x Phasm

Room Features The room has a high domed ceiling, and


someone has scrawled "I'd rather be at
the Crossed Staves" in dwarvish runes
on the east wall
Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD


15d8+75; hp 142; Init -1; Spd 30 ft. in
half-plate armor (6 squares); base
speed 40 ft.; AC 23 (-1 size, -1 dex, +8
natural, +7 half-plate armor), touch 8,
flat-footed 23; Base Atk +11; Grp +25;
Atk +20 melee (3d6+15, greatsword) or
+20 melee (1d4+10, slam) or +10 ranged
(2d6+10 plus 2d6 fire, rock); Full Atk
+20 /+15/+10 melee (3d6+15,
greatsword) or +20 melee (1d4+10, 2
slams) or +10 ranged (2d6+10 plus 2d6
fire, rock); Space/Reach 10 ft./10 ft.; SA
Rock throwing; SQ Immunity to fire,
low-light vision, rock catching,
vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int
10, Wis 14, Cha 11

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Skills and Feats: Climb +9, Craft (any


one) +6, Intimidate +6, Jump +9, Spot
+14; Cleave, Great Cleave, Improved
Overrun, Improved Sunder, Iron Will,
Power Attack
Treasure: 1600 gp; Oil of Darkness (300
gp); hoard total 1900 gp

Room #410 North Entry Secret (Search DC 20) Unlocked Stone


Door (hard 8, 60 hp)
Ⓢ A section of wall makes a loud
grinding noise as it pivots open
East Entry #1 Secret (Search DC 25) Trapped and
Unlocked Simple Wooden Door (hard 5,
10 hp)
Ⓢ A bookcase and concealed door
pivots smoothly
Ⓣ Crushing Wall Trap: CR 10;
mechanical; location trigger;
automatic reset; no attack roll
required (18d6, crush); Search DC
20; Disable Device DC 25
→ Leads to room #395, inhabited by 5
x Aboleth
East Entry #2 Trapped and Stuck Simple Wooden
Door (break DC 13; hard 5, 10 hp)
(slides to one side, +1 to break DC)
Ⓣ Energy Drain Trap: CR 10; magic
device; visual trigger (true seeing);
automatic reset; Atk +8 ranged
touch; spell effect (Energy Drain,
17th level wizard, 2d4 negative levels
for 24 hours, DC 23 Fort save
negates); Search DC 34; Disable
Device DC 34
East Entry #3 Locked Strong Wooden Door (Open
Lock DC 20, break DC 25; hard 5, 20 hp)
South Entry #1 Unlocked Strong Wooden Door (hard 5,
20 hp)
→ Leads to room #433, inhabited by 3 x
Basilisk
South Entry #2 Archway
South Entry #3 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
→ Leads to room #434

Room Features Part of the ceiling has collapsed into the


room, and someone has scrawled "The
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White Crusaders killed four vampires


here" in dwarvish runes on the east wall
Trap Poisoned Net Trap: CR 12; mechanical;
location trigger; manual reset; Atk +12
ranged (grappled, Escape Artist DC 26
to escape, plus poison); contact poison
(nitharit [contact, Fort DC 13, 0/3d6
Con]); multiple targets (all targets in a
10 ft. square area); Search DC 28;
Disable Device DC 24
Hidden Treasure Hidden (Search DC 25) Locked Iron
Chest (Open Lock DC 20, break DC 28;
hard 10, 60 hp)

1500 gp; Azurite (7 gp), Brown-green


Garnet (80 gp), Freshwater Pearl (12
gp); Arcane Scroll (Identify (125 gp),
Sound Burst (200 gp)) (total 325 gp),
Potion of Jump (50 gp); hoard total
1974 gp

Room #411 North Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #386
South Entry Trapped and Unlocked Good Wooden
Door (hard 5, 15 hp)
Ⓣ Word of Chaos Trap: CR 8; magic
device; proximity trigger (detect
law); automatic reset; spell effect
(Word of Chaos, 13th level cleric);
Search DC 32; Disable Device DC 32
→ Leads to room #422

Monster 8 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 #412 North Entry Wooden Portcullis (lift DC 25, break DC


28; hard 5, 30 hp)
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→ Leads to room #390


West Entry #1 Trapped and Unlocked Stone Door (hard
8, 60 hp)
Ⓣ Earthmaw Trap: CR 12; magic device;
location trigger; no reset;
earthmaw (11d6 damage, DC 14
Reflex save for half damage);
Search DC 24; Disable Device DC
24
→ Leads to room #402
West Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #437
South Entry Archway

Room Features Part of the ceiling has collapsed into the


room, and someone has scrawled "It is
awake" in goblin runes on the north
wall

Room #413 South Entry Archway


→ Leads to room #425, inhabited by 7 x
Basilisk

Room Features The walls are covered with sword cuts,


and a pile of bent copper coins lies in
the north side of the room
Monster 12 x Derro

Derro: CR 3; Small monstrous


humanoid; HD 3d8+3; hp 16; Init +6;
Spd 20 ft. (4 squares); AC 19 (+1 size, +2
dex, +2 natural, +3 studded leather
armor, +1 buckler), touch 13, flat-footed
17; Base Atk +3; Grp -1; Atk +4 melee
(1d4/19-20, short sword) or +6 ranged
(1d6/19-20 plus poison, repeating light
crossbow); Full Atk +4 melee (1d4/19-
20, short sword) or +6 ranged (1d6/19-
20 plus poison, repeating light
crossbow); Space/Reach 5 ft./5 ft.; SA
Poison use, spell-like abilities, sneak
attack +1d6; SQ Madness, spell
resistance 15 vulnerability to sunlight;
AL CE; SV Fort +2, Ref +5, Will +6; Str 11,
Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills and Feats: Bluff +5, Hide +10,
Listen +1, Move Silently +8; Blind-Fight,
Improved Initiative

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Treasure: Arcane Scroll (Alarm (25 gp),


Remove Fear (50 gp), Fox's Cunning
(150 gp)) (total 225 gp), Arcane Scroll
(Mage Armor (25 gp), Levitate (150 gp),
Magic Mouth (160 gp)) (total 335 gp),
Potion of Cure Light Wounds (50 gp);
hoard total 610 gp

Room #414 West Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #396
East Entry Trapped and Stuck Simple Wooden
Door (break DC 13; hard 5, 10 hp)
Ⓣ Thunderstone Mine: CR 12; magic
device; location trigger; no reset;
thunder blast (12d6 sonic damage,
DC 14 Fort save for half damage);
multiple targets (all targets in a 10
ft. radius burst); Search DC 26;
Disable Device DC 24
→ Leads to room #421

Room Features Several iron cages are scattered


throughout the room, and someone has
scrawled "Beneath the fountain" on the
north wall

Room #415 North Entry Secret (Search DC 30) Stuck Good


Wooden Door (break DC 18; hard 5, 15
hp) (slides down, +1 to break DC)
Ⓢ The door is concealed behind a pile
of broken stone
→ Leads to room #406
West Entry Trapped and Unlocked Iron Door (hard
10, 60 hp) (slides down, +1 to break DC)
Ⓣ Electrified Lock: CR 9; magic device;
touch trigger; no reset; electric
shock (8d6 electricity damage, DC
16 Reflex save for half damage);
Search DC 22; Disable Device DC
22
→ Leads to room #399
East Entry Secret (Search DC 20) Stuck Strong
Wooden Door (break DC 23; hard 5, 20
hp)
Ⓢ The door is concealed within a
horrific torture device

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→ Leads to room #416, inhabited by 1 x


Fire Giant

Room Features Howling fills the room, and a ruined


chain shirt lies in the south-east corner
of the room

Room #416 North Entry Stuck Stone Door (break DC 28; hard 8,
60 hp) (slides down, +1 to break DC)
→ Leads to room #400
West Entry Secret (Search DC 20) Stuck Strong
Wooden Door (break DC 23; hard 5, 20
hp)
Ⓢ The door is concealed within a
horrific torture device
→ Leads to room #415
East Entry Secret (Search DC 25) Locked Good
Wooden Door (Open Lock DC 20, break
DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within the
mouth of a gargantuan skull carved
from stone
Ⓣ Acid Arrow Trap: CR 8; magic device;
visual trigger (true seeing);
automatic reset; multiple traps
(two simultaneous acid arrow
traps); Atk +9 ranged touch and +9
ranged touch; spell effect (Acid
Arrow, 18th level wizard, 2d4 acid
damage for 7 rounds); Search DC
27; Disable Device DC 27
→ Leads to room #417

Room Features Someone has scrawled a fell rune on the


east wall, and a sulphurous odor fills
the room
Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD


15d8+75; hp 142; Init -1; Spd 30 ft. in
half-plate armor (6 squares); base
speed 40 ft.; AC 23 (-1 size, -1 dex, +8
natural, +7 half-plate armor), touch 8,
flat-footed 23; Base Atk +11; Grp +25;
Atk +20 melee (3d6+15, greatsword) or
+20 melee (1d4+10, slam) or +10 ranged
(2d6+10 plus 2d6 fire, rock); Full Atk
+20 /+15/+10 melee (3d6+15,
greatsword) or +20 melee (1d4+10, 2
slams) or +10 ranged (2d6+10 plus 2d6
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fire, rock); Space/Reach 10 ft./10 ft.; SA


Rock throwing; SQ Immunity to fire,
low-light vision, rock catching,
vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int
10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any
one) +6, Intimidate +6, Jump +9, Spot
+14; Cleave, Great Cleave, Improved
Overrun, Improved Sunder, Iron Will,
Power Attack
Treasure: 200 pp; hoard total 2000 gp

Room #417 North Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
→ Leads to room #401, inhabited by 4 x
Flesh Golem
West Entry #1 Secret (Search DC 25) Locked Good
Wooden Door (Open Lock DC 20, break
DC 18; hard 5, 15 hp)
Ⓢ The door is concealed within the
mouth of a gargantuan skull carved
from stone
Ⓣ Acid Arrow Trap: CR 8; magic device;
visual trigger (true seeing);
automatic reset; multiple traps
(two simultaneous acid arrow
traps); Atk +9 ranged touch and +9
ranged touch; spell effect (Acid
Arrow, 18th level wizard, 2d4 acid
damage for 7 rounds); Search DC
27; Disable Device DC 27
→ Leads to room #416, inhabited by 1 x
Fire Giant
West Entry #2 Archway
→ Leads to room #431, inhabited by 7 x
Derro
East Entry Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #436

Empty

Room #418 West Entry Archway


→ Leads to room #404
East Entry #1 Archway
→ Leads to room #419

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East Entry #2 Trapped and Stuck Good Wooden Door


(break DC 18; hard 5, 15 hp)
Ⓣ Deathblade Wall Scythe: CR 8;
mechanical; touch trigger; manual
reset; Atk +16 melee (2d4+8 plus
poison, scythe); poison
(deathblade [injury, Fort DC 20,
1d6 Con/2d6 Con]); Search DC 24;
Disable Device DC 19
→ Leads to room #432, inhabited by 5 x
Spectre

Empty

Room #419 West Entry Archway


→ Leads to room #418
East Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #408, inhabited by 2
x Phasm
South Entry Secret (Search DC 30) Stuck Strong
Wooden Door (break DC 23; hard 5, 20
hp)
Ⓢ The door is concealed behind an
area of slime
Ⓣ Arrow Trap: CR 12; mechanical;
location trigger; manual reset; Atk
+12 ranged (11d6/x3); Search DC
28; Disable Device DC 24
→ Leads to room #432, inhabited by 5 x
Spectre

Empty

Room #420 North Entry Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #395, inhabited by 5
x Aboleth
West Entry #1 Secret (Search DC 20) Locked Simple
Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp)
Ⓢ The door is located near the ceiling
and concealed behind an area of
slime
West Entry #2 Stuck Iron Door (break DC 28; hard 10,
60 hp)
→ Leads to room #434

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South Entry Locked Good Wooden Door (Open Lock


DC 40, break DC 18; hard 5, 15 hp)

Room Features Jagged steel blades project from cracks


in the walls, and several barrel staves are
scattered throughout the room
Monster 7 x Wraith

Wraith: CR 5; Medium undead


(incorporeal); HD 5d12; hp 32; Init +7;
Spd Fly 60 ft. (good) (12 squares); AC 15
(+3 dex, +2 deflection), touch 15, flat-
footed 12; Base Atk +2; Grp -; Atk +5
melee (1d4 plus 1d6 Constitution drain,
incorporeal touch); Full Atk +5 melee
(1d4 plus 1d6 Constitution drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight
powerlessness, incorporeal traits, +2
turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref
+4, Will +6; Str -, Dex 16, Con -, Int 14,
Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide
+11, Intimidate +10, Listen +12, Search
+10, Sense Motive +8, Spot +12, Survival
+2 (+4 following tracks); Alertness,
Blind-Fight, Combat Reflexes, Improved
Initiative

Room #421 West Entry #1 Trapped and Stuck Simple Wooden


Door (break DC 13; hard 5, 10 hp)
Ⓣ Thunderstone Mine: CR 12; magic
device; location trigger; no reset;
thunder blast (12d6 sonic damage,
DC 14 Fort save for half damage);
multiple targets (all targets in a 10
ft. radius burst); Search DC 26;
Disable Device DC 24
→ Leads to room #414
West Entry #2 Unlocked Iron Door (hard 10, 60 hp)
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)

Empty

Room #422 North Entry #1 Trapped and Unlocked Good Wooden


Door (hard 5, 15 hp)
Ⓣ Word of Chaos Trap: CR 8; magic
device; proximity trigger (detect
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law); automatic reset; spell effect


(Word of Chaos, 13th level cleric);
Search DC 32; Disable Device DC 32
→ Leads to room #411, inhabited by 8 x
Basilisk
North Entry #2 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #402
South Entry Unlocked Simple Wooden Door (hard 5,
10 hp)
→ Leads to room #436

Room Features Several iron cages are scattered


throughout the room, and a charred
wooden shield lies in the north-east
corner of the room

Room #423 North Entry Locked Stone Door (Open Lock DC 25,
break DC 28; hard 8, 60 hp) (slides
down, +1 to break DC)
→ Leads to room #402
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)
→ Leads to room #437

Monster 7 x Derro

Derro: CR 3; Small monstrous


humanoid; HD 3d8+3; hp 16; Init +6;
Spd 20 ft. (4 squares); AC 19 (+1 size, +2
dex, +2 natural, +3 studded leather
armor, +1 buckler), touch 13, flat-footed
17; Base Atk +3; Grp -1; Atk +4 melee
(1d4/19-20, short sword) or +6 ranged
(1d6/19-20 plus poison, repeating light
crossbow); Full Atk +4 melee (1d4/19-
20, short sword) or +6 ranged (1d6/19-
20 plus poison, repeating light
crossbow); Space/Reach 5 ft./5 ft.; SA
Poison use, spell-like abilities, sneak
attack +1d6; SQ Madness, spell
resistance 15 vulnerability to sunlight;
AL CE; SV Fort +2, Ref +5, Will +6; Str 11,
Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills and Feats: Bluff +5, Hide +10,
Listen +1, Move Silently +8; Blind-Fight,
Improved Initiative
Treasure: 9000 sp; hoard total 900 gp
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Room #424 North Entry Unlocked Strong Wooden Door (hard 5,


20 hp)
→ Leads to room #393, inhabited by 4
x Basilisk
South Entry Archway

Room Features A group of demonic faces have been


carved into the east wall, and several
corroded iron spikes are scattered
throughout the room
Monster 6 x Wraith

Wraith: CR 5; Medium undead


(incorporeal); HD 5d12; hp 32; Init +7;
Spd Fly 60 ft. (good) (12 squares); AC 15
(+3 dex, +2 deflection), touch 15, flat-
footed 12; Base Atk +2; Grp -; Atk +5
melee (1d4 plus 1d6 Constitution drain,
incorporeal touch); Full Atk +5 melee
(1d4 plus 1d6 Constitution drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight
powerlessness, incorporeal traits, +2
turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref
+4, Will +6; Str -, Dex 16, Con -, Int 14,
Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide
+11, Intimidate +10, Listen +12, Search
+10, Sense Motive +8, Spot +12, Survival
+2 (+4 following tracks); Alertness,
Blind-Fight, Combat Reflexes, Improved
Initiative

Room #425 North Entry #1 Locked Strong Wooden Door (Open


Lock DC 30, break DC 25; hard 5, 20 hp)
→ Leads to room #394, inhabited by 5
x Drider
North Entry #2 Archway
→ Leads to room #413, inhabited by 12
x Derro
East Entry Unlocked Simple Wooden Door (hard 5,
10 hp)

Room Features Wisps of yellow flame fill the east side of


the room, and a sundered axe lies in the
south-west corner of the room
Monster 7 x Basilisk
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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 #426 North Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #404
West Entry Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
→ Leads to room #403, inhabited by 7 x
Ogre
East Entry Unlocked Strong Wooden Door (hard 5,
20 hp)

Room Features A rope ascends to a wooden platform in


the south-east corner of the room, and
someone has scrawled "Never trust an
elf" in dwarvish runes on the north wall

Room #427 West Entry Archway

Room Features Several headless statues are scattered


throughout the room, and several
pieces of rotting wood are scattered
throughout the room
Monster 2 x Spectre

Spectre: CR 7; Medium undead


(incorporeal); HD 7d12; hp 45; Init +7;
Spd 40 ft. (8 squares), fly 80 ft.
(perfect); AC 15 (+3 dex, +2 deflection),
touch 15, flat-footed 13; Base Atk +3;
Grp -; Atk +6 melee (1d8 plus energy
drain, incorporeal touch); Full Atk +6
melee (1d8 plus energy drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, sunlight powerlessness,
undead traits, unnatural aura; AL LE; SV

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Fort +2, Ref +5, Will +7; Str -, Dex 16,


Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate
+12, Knowledge (religion) +12, Listen
+14, Search +12, Spot +14, Survival +2
(+4 following tracks); Alertness, Blind-
Fight, Improved Initiative

Room #428 West Entry Secret (Search DC 20) Locked Simple


Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp)
Ⓢ The door is concealed within the
mouth of a gargantuan skull carved
from stone
East Entry Archway
→ Leads to room #433, inhabited by 3 x
Basilisk

Room Features A toppled statue lies in the north side of


the room, and a sundered amulet lies in
the east side of the room

Room #429 North Entry #1 Archway


North Entry #2 Trapped and Stuck Simple Wooden
Door (break DC 13; hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 10; mechanical;
location trigger; manual reset; Atk
+12 melee (11d6/19-20); Search DC
28; Disable Device DC 24
→ Leads to room #398
East Entry Secret (Search DC 20) Stuck Iron Door
(break DC 28; hard 10, 60 hp)
Ⓢ The door is located near the ceiling
and concealed by an illusion
→ Leads to room #430

Empty

Room #430 North Entry Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp) (slides to one side, +1 to
break DC)
→ Leads to room #398
West Entry Secret (Search DC 20) Stuck Iron Door
(break DC 28; hard 10, 60 hp)
Ⓢ The door is located near the ceiling
and concealed by an illusion
→ Leads to room #429
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Room Features A mural of ancient mythology covers the


ceiling, and a pile of bent copper coins
lies in the north-east corner of the room

Room #431 East Entry Archway


→ Leads to room #417

Room Features An iron sarcophagus sits in the north-


west corner of the room, and the scent
of urine fills the south side of the room
Monster 7 x Derro

Derro: CR 3; Small monstrous


humanoid; HD 3d8+3; hp 16; Init +6;
Spd 20 ft. (4 squares); AC 19 (+1 size, +2
dex, +2 natural, +3 studded leather
armor, +1 buckler), touch 13, flat-footed
17; Base Atk +3; Grp -1; Atk +4 melee
(1d4/19-20, short sword) or +6 ranged
(1d6/19-20 plus poison, repeating light
crossbow); Full Atk +4 melee (1d4/19-
20, short sword) or +6 ranged (1d6/19-
20 plus poison, repeating light
crossbow); Space/Reach 5 ft./5 ft.; SA
Poison use, spell-like abilities, sneak
attack +1d6; SQ Madness, spell
resistance 15 vulnerability to sunlight;
AL CE; SV Fort +2, Ref +5, Will +6; Str 11,
Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills and Feats: Bluff +5, Hide +10,
Listen +1, Move Silently +8; Blind-Fight,
Improved Initiative
Treasure: 5000 sp; Divine Scroll
(Produce Flame (25 gp), Shield of Faith
(25 gp)) (total 50 gp), Potion of Hide
from Undead (50 gp) (Requirement
curse), Potion of Magic Fang (50 gp);
hoard total 650 gp

Room #432 North Entry #1 Secret (Search DC 30) Stuck Strong


Wooden Door (break DC 23; hard 5, 20
hp)
Ⓢ The door is concealed behind an
area of slime
Ⓣ Arrow Trap: CR 12; mechanical;
location trigger; manual reset; Atk
+12 ranged (11d6/x3); Search DC
28; Disable Device DC 24
→ Leads to room #419
North Entry #2 Locked Iron Door (Open Lock DC 20,
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break DC 28; hard 10, 60 hp)


→ Leads to room #408, inhabited by 2
x Phasm
West Entry #1 Trapped and Stuck Good Wooden Door
(break DC 18; hard 5, 15 hp)
Ⓣ Deathblade Wall Scythe: CR 8;
mechanical; touch trigger; manual
reset; Atk +16 melee (2d4+8 plus
poison, scythe); poison
(deathblade [injury, Fort DC 20,
1d6 Con/2d6 Con]); Search DC 24;
Disable Device DC 19
→ Leads to room #418
West Entry #2 Unlocked Strong Wooden Door (hard 5,
20 hp)
East Entry #1 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp) (magically reinforced,
+10 to break DC)
East Entry #2 Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)

Room Features A faded and torn tapestry hangs from


the north wall, and numerous
monstrous skulls lie within niches in
the north wall
Monster 5 x Spectre

Spectre: CR 7; Medium undead


(incorporeal); HD 7d12; hp 45; Init +7;
Spd 40 ft. (8 squares), fly 80 ft.
(perfect); AC 15 (+3 dex, +2 deflection),
touch 15, flat-footed 13; Base Atk +3;
Grp -; Atk +6 melee (1d8 plus energy
drain, incorporeal touch); Full Atk +6
melee (1d8 plus energy drain,
incorporeal touch); Space/Reach 5 ft./5
ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2
turn resistance, sunlight powerlessness,
undead traits, unnatural aura; AL LE; SV
Fort +2, Ref +5, Will +7; Str -, Dex 16,
Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate
+12, Knowledge (religion) +12, Listen
+14, Search +12, Spot +14, Survival +2
(+4 following tracks); Alertness, Blind-
Fight, Improved Initiative

Room #433 North Entry Unlocked Strong Wooden Door (hard 5,


20 hp)
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→ Leads to room #410


West Entry #1 Archway
→ Leads to room #428
West Entry #2 Trapped and Unlocked Iron Door (hard
10, 60 hp) (slides up, +2 to break DC)
Ⓣ Deathblade Wall Scythe: CR 8;
mechanical; touch trigger; manual
reset; Atk +16 melee (2d4+8 plus
poison, scythe); poison
(deathblade [injury, Fort DC 20,
1d6 Con/2d6 Con]); Search DC 24;
Disable Device DC 19
East Entry Unlocked Stone Door (hard 8, 60 hp)
(slides to one side, +1 to break DC)

Room Features Numerous pillars line the north and


east walls, and an altar of evil sits in the
south-east corner of the room
Monster 3 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 #434 North Entry Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
→ Leads to room #410
East Entry Stuck Iron Door (break DC 28; hard 10,
60 hp)
→ Leads to room #420, inhabited by 7 x
Wraith

Room Features A tile mosaic of ghoulish carnage covers


the floor, and a large kiln and coal bin
sit in the south-west corner of the room

Room #435 West Entry Unlocked Simple Wooden Door (hard 5,


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

Room Features A balcony hangs from the north wall,


and someone has scrawled "Good spot
for ambush" in orcish runes on the
south wall
Monster 3 x Hill Giant

Hill giant: CR 7; Large giant; HD


12d8+48; hp 102; Init -1; Spd 30 ft. in
hide armor (6 squares); base speed 40
ft.; AC 20 (-1 size, -1 dex, +9 natural, +3
hide armor), touch 8, flat-footed 20;
Base Atk +9; Grp +20; Atk +16 melee
(2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7,
rock); Full Atk +16 /+11 melee (2d8+10,
greatclub) or +15 melee (1d4+7, 2 slams)
or +8 ranged (2d6+7, rock);
Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock
catching; AL CE; SV Fort +12, Ref +3,
Will +4; Str 25, Dex 8, Con 19, Int 6, Wis
10, Cha 7
Skills and Feats: Climb +7, Jump +7,
Listen +3, Spot +6; Cleave, Improved
Bull Rush, Improved Sunder, Power
Attack, Weapon Focus (greatclub)
Treasure: 1500 gp; Rhodochrosite (14
gp), Smoky Quartz (30 gp); hoard total
1544 gp

Room #436 North Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
→ Leads to room #422
West Entry #1 Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
→ Leads to room #417
West Entry #2 Stuck Good Wooden Door (break DC 18;
hard 5, 15 hp)
East Entry Unlocked Good Wooden Door (hard 5,
15 hp)
→ Leads to room #437

Empty

Room #437 North Entry Stuck Strong Wooden Door (break DC


23; hard 5, 20 hp)
→ Leads to room #423, inhabited by 7 x
Derro
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West Entry Unlocked Good Wooden Door (hard 5,


15 hp)
→ Leads to room #436
East Entry #1 Wooden Portcullis (lift DC 25, break DC
28; hard 5, 30 hp)
→ Leads to room #412
East Entry #2 Locked Simple Wooden Door (Open
Lock DC 30, break DC 15; hard 5, 10 hp)

Empty

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