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Culture Documents
Level 1
General Walls Reinforced Masonry (Athletics DC 15 to climb)
Floor Uneven Flagstone (Acrobatics DC 10 to charge or
run)
Temperature Average
Wandering Monsters 1 5 x Xivort Net Caster (mm3 209, 100 xp), gathered
around an evil shrine
2 4 x Dire Rat (mm 219, 100 xp) and 4 x Giant Rat
(mm 219, 25 xp), hunting for food
Treasure: None
Room #3 North Entry Trapped and Locked Simple Wooden Door (Thievery
DC 15 to unlock, Strength DC 15 to break, 20 hp)
Ⓣ Electrified Lock (Perception DC 15 to find,
Thievery DC 15 to disable, Single-shot, Melee 1,
Attack +4 vs. Fortitude, Damage 2d10+3 lightning,
25 xp)
→ Leads to room #1
Empty
Room #4 North Entry Trapped and Stuck Good Wooden Door (Strength
DC 15 to break, 30 hp)
Ⓣ Poison Needle (Perception DC 15 to find,
Thievery DC 10 to disable, Single-shot, Melee 1,
Attack +4 vs. Fortitude, Damage 2d10+3 poison, 25
xp)
→ Leads to room #2, inhabited by 7 x Kobold
Slinger
Empty
Room #12 North Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)
→ Leads to room #17
Room Features Explosive fumes (explosion deals 3d8+3 fire
damage), Partition walls (Strength DC 15 to break)
Room Features A stone stair ascends towards the north wall, and
the floor is covered in square tiles, alternating white
and black
Trap 7 x Guillotine Blade (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Target 1
creature, Attack +4 vs. Reflex, Damage 2d10+3, 25
xp)
Room #15 East Entry Secret (Perception DC 20 to find) Stuck Iron Door
(Strength DC 28 to break, 60 hp)
Ⓢ The door is located above a small stone dais
and concealed behind an area of mould
→ Leads to room #57, inhabited by 7 x Dire Rat
Monster 2 x Dire Rat (mm 219, 100 xp) and 7 x Giant Rat
(mm 219, 25 xp)
Empty
Room #24 East Entry #1 Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)
Room #25 West Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)
East Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)
Room Features Shadowfell gloom (non-magical light sources provide
only dim light), Sloped floor (add 1 square to any
movement towards the north side of the room)
Empty
Room #27 West Entry Locked Strong Wooden Door (Thievery DC 10 to
unlock, Strength DC 20 to break, 40 hp)
→ Leads to room #13
Room #29 South Entry Trapped and Locked Iron Door (Thievery DC 20 to
unlock, Strength DC 30 to break, 60 hp)
Ⓣ Rune of Death (Perception DC 10 to find,
Thievery DC 10 to disable, Single-shot, Close burst
3, Attack +4 vs. Fortitude, Damage 3d6+3 necrotic,
25 xp)
Trap Hail of Needles (Perception DC 15 to find, Thievery
DC 10 to disable, Init +2, Close burst 2, Attack +6
vs. AC, Damage 1d6+3, 100 xp)
Room #30 North Entry Trapped and Locked Strong Wooden Door (Thievery
DC 30 to unlock, Strength DC 20 to break, 40 hp)
Ⓣ Concealed Pit (Perception DC 15 to find,
Thievery DC 10 to disable, Single-shot, Melee 1,
Attack +4 vs. Reflex, Damage 2d10+3 falling, 25 xp)
→ Leads to room #15, inhabited by 4 x Goblin
Blackblade
Treasure: None
Room #33 North Entry Secret (Perception DC 30 to find) Stuck Iron Door
(Strength DC 28 to break, 60 hp)
Ⓢ The door is concealed behind a statue of Death,
and opened by placing a coin in his open hand
West Entry Trapped and Unlocked Iron Door (Strength DC 25 to
break, 60 hp)
Ⓣ Rune of Death (Perception DC 10 to find,
Thievery DC 10 to disable, Single-shot, Close burst
9, Attack +4 vs. Fortitude, Damage 3d6+3 necrotic,
25 xp)
→ Leads to room #48, inhabited by 4 x Kobold
Slinger and 5 x Kobold Minion
East Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)
→ Leads to room #13
Room #35 North Entry Trapped and Locked Simple Wooden Door (Thievery
DC 30 to unlock, Strength DC 15 to break, 20 hp)
Ⓣ Arrow Trap (Perception DC 15 to find, Thievery
DC 15 to disable, Single-shot, Target 1 creature
within 10 squares, Attack +6 vs. AC, Damage
2d10+3, 25 xp)
East Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)
Room Features Lightning mist (moving more than 2 squares per
round deals 1d6+3 lightning damage), A stone dais
sits in the west side of the room
Room #36 East Entry #1 Wooden Portcullis (Strength DC 15 to open, 20 hp)
East Entry #2 Archway
→ Leads to room #31, inhabited by 3 x Kobold
Skirmisher
Monster 4 x Fire Beetle (mm 30, 100 xp)
Room #37 North Entry #1 Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)
North Entry #2 Unlocked Good Wooden Door (Strength DC 12 to
break, 30 hp)
Room Features Spirals of green stones cover the floor, and
someone has scrawled "They ate Thuda" in
dwarvish runes on the south wall
Monster 2 x Goblin Warrior (mm 137, 100 xp) and 5 x Goblin
Cutter (mm 136, 25 xp)
Room #40 West Entry Trapped and Locked Simple Wooden Door (Thievery
DC 20 to unlock, Strength DC 15 to break, 20 hp)
Ⓣ Teleporter Crystal (Perception DC 10 to find,
Thievery DC 10 to disable, Single-shot, Melee 1,
Attack +4 vs. Will, the target is teleported 10
squares, 25 xp)
→ Leads to room #30
Room #41 West Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)
→ Leads to room #9
Room Features Burning torches in iron sconces line the north and
south walls, and someone has scrawled "Turn rod to
reset trap" in orcish runes on the east wall
Monster 7 x Rat Swarm (mm 219, 125 xp)
Treasure: None
Trap 5 x Arrow Trap (Perception DC 10 to find, Thievery
DC 10 to disable, Single-shot, Target 1 creature
within 10 squares, Attack +6 vs. AC, Damage
2d10+3, 25 xp)
Treasure: None
Room #45 West Entry Unlocked Good Wooden Door (Strength DC 12 to
break, 30 hp)
East Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)
Room Features Wall of flame (provides concealment, deals 1d6+3
fire damage), Pool of acid (difficult terrain, deals
1d10+3 acid damage)
Monster 3 x Xivort Slasher (mm3 208, 100 xp)
Treasure: None
Room #53 East Entry Trapped and Unlocked Stone Door (Strength DC 20
to break, 40 hp)
Ⓣ Arrow Trap (Perception DC 10 to find, Thievery
DC 15 to disable, Single-shot, Target 1 creature
within 10 squares, Attack +6 vs. AC, Damage
2d10+3, 25 xp)
→ Leads to room #16
South Entry #1 Secret (Perception DC 15 to find) Stuck Simple
Wooden Door (Strength DC 12 to break, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
South Entry #2 Archway
Room Features Someone has scrawled "Lorci stands here, slain by a
basilisk" on the west wall, and a crushed helm lies in
the north-east corner of the room
Monster 5 x Goblin Warrior (mm 137, 100 xp) and 4 x Goblin
Cutter (mm 136, 25 xp)
Room #56 North Entry #1 Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)
North Entry #2 Locked Strong Wooden Door (Thievery DC 30 to
unlock, Strength DC 20 to break, 40 hp) (slides
down, +1 to break DC)
→ Leads to room #11
Room Features Clouds of smoke (provides concealment), A large
kiln and coal bin sit in the south side of the room
Room #57 West Entry Secret (Perception DC 20 to find) Stuck Iron Door
(Strength DC 28 to break, 60 hp)
Ⓢ The door is located above a small stone dais
and concealed behind an area of mould
→ Leads to room #15, inhabited by 4 x Goblin
Blackblade
East Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)