Professional Documents
Culture Documents
Level 1
General Walls Masonry (Athletics DC 15 to climb)
Floor Uneven Flagstone (Acrobatics DC 10 to charge or
run)
Temperature Warm
Corridor Features a A narrow shaft falls into the corridor from above
Wandering Monsters 1 2 x Fell Taint Lasher (mm2 104, 100 xp), returning to
their lair with plunder
2 2 x Goblin Warrior (mm 137, 100 xp) and 8 x Goblin
Cutter (mm 136, 25 xp), scavenging for food and
treasure
3 6 x Stonefist Defender (mm2 143, 125 xp),
scavenging for food and treasure
4 4 x Goblin Acolyte of Maglubiyet (mm2 131, 100 xp),
gathered around an evil shrine
Empty
None
Room #10 West Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp) (slides down, +1 to break DC)
→ Leads to room #42
Hidden Treasure Hidden (Perception DC 20 to find) Locked Simple
Wooden Chest (Thievery DC 20 to unlock, Strength
DC 15 to break, 20 hp)
Room #12 North Entry Stuck Stone Door (Strength DC 22 to break, 40 hp)
Treasure: None
Room #15 West Entry Stuck Simple Wooden Door (Strength DC 12 to
break, 20 hp)
South Entry Archway
Room Features Shadowfell gloom (non-magical light sources provide
only dim light), A forge and anvil sit in the north-east
corner of the room
Room #18 South Entry Trapped and Stuck Simple Wooden Door (Strength
DC 12 to break, 20 hp)
Ⓣ Acidic Burster (Perception DC 15 to find,
Thievery DC 10 to disable, Single-shot, Close burst
4, Attack +4 vs. Reflex, Damage 3d6+3 acid, 25 xp)
Empty
Room #19 West Entry Trapped and Stuck Good Wooden Door (Strength
DC 15 to break, 30 hp)
Ⓣ Concealed Pit (Perception DC 15 to find,
Thievery DC 15 to disable, Single-shot, Melee 1,
Attack +4 vs. Reflex, Damage 2d10+3 falling, 25 xp)
Treasure: None
Empty
Treasure: None
Room #25 West Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)
South Entry Archway
Room Features A stack of barrels filled with rotting fruit stands
against the west wall, and the floor is covered with
sand
Hidden Treasure Hidden (Perception DC 30 to find) Locked Good
Wooden Chest (Thievery DC 15 to unlock, Strength
DC 18 to break, 30 hp)
Treasure: None
Trap 3 x 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)
Room #28 North Entry Archway
South Entry #1 Secret (Perception DC 20 to find) Locked Simple
Wooden Door (Thievery DC 10 to unlock, Strength
DC 15 to break, 20 hp)
Ⓢ The door is located near the ceiling and
concealed behind an area of fungus
None
Room #30 East Entry Secret (Perception DC 15 to find) Trapped and Stuck
Stone Door (Strength DC 22 to break, 40 hp)
Ⓢ A stone column and section of wall makes a
loud grinding noise as it pivots open
Ⓣ Thunder Blaster (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Close blast
6, Attack +4 vs. Fortitude, Damage 3d6+3 thunder
and the target is dazed until the end of its next turn,
25 xp)
→ Leads to room #57, inhabited by 6 x Xivort Darter
Room Features A tapestry of vile acts hangs from the west wall, and
someone has scrawled "four, seven, three, six" on
the north wall
Trap Lightning Turret (Perception DC 10 to find, Thievery
DC 15 to disable, Init +2, Target 1 creature within 10
squares, Attack +4 vs. Reflex, Damage 1d10+3
lightning, 100 xp)
Hidden Treasure Hidden (Perception DC 30 to find) Locked Simple
Wooden Chest (Thievery DC 30 to unlock, Strength
DC 15 to break, 20 hp)
None
Room #34 North Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp)
West Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)
Treasure: None
Room #37 West Entry Secret (Perception DC 30 to find) Trapped and
Unlocked Good Wooden Door (Strength DC 12 to
break, 30 hp) (magically reinforced, +5 to break DC)
Ⓢ The door is concealed by an illusion
Ⓣ 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)
→ Leads to room #19, inhabited by 5 x Fell Taint
Lasher
South Entry #1 Locked Good Wooden Door (Thievery DC 30 to
unlock, Strength DC 18 to break, 30 hp)
→ Leads to room #11
South Entry #2 Secret (Perception DC 15 to find) Trapped and
Unlocked Good Wooden Door (Strength DC 12 to
break, 30 hp)
Ⓢ The door is concealed behind a statue of a
terrified maiden, and opened by breaking her neck
Ⓣ Thunder Blaster (Perception DC 10 to find,
Thievery DC 10 to disable, Single-shot, Close blast
10, Attack +4 vs. Fortitude, Damage 3d6+3 thunder
and the target is dazed until the end of its next turn,
25 xp)
Room Features Shadowfell gloom (non-magical light sources provide
only dim light), Zone of zero gravity (Acrobatics DC
20 to move)
Treasure: None
Trap 7 x Chain Flail (Perception DC 15 to find, Thievery
DC 15 to disable, Single-shot, Close burst 1, Attack
+6 vs. AC, Damage 3d6+3 and the target is knocked
prone, 25 xp)
Room #44 West Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)
South Entry Wooden Portcullis (Strength DC 15 to open, 20 hp)
→ Leads to room #61
Monster 3 x Dire Rat (mm 219, 100 xp) and 4 x Giant Rat
(mm 219, 25 xp)
Treasure: None
Trap 4 x Falling Block (Perception DC 15 to find, Thievery
DC 10 to disable, Single-shot, Melee 1, Attack +4 vs.
Reflex, Damage 3d8+3, 25 xp)
Treasure: None
Room #54 South Entry Stuck Good Wooden Door (Strength DC 15 to break,
30 hp) (slides to one side, +1 to break DC)
Room Features Mercurial Altar (creatures may shift their speed as a
move action), A mural of a legendary battle covers
the ceiling
Monster 5 x Kobold Slinger (mm 168, 100 xp) and 8 x Kobold
Minion (mm 167, 25 xp)
Treasure: None
Room #55 North Entry Secret (Perception DC 30 to find) Unlocked Good
Wooden Door (Strength DC 12 to break, 30 hp)
Ⓢ The door is concealed within a horrific torture
device
West Entry Trapped and Stuck Good Wooden Door (Strength
DC 15 to break, 30 hp) (slides up, +2 to break DC)
Ⓣ Thunder Blaster (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Close blast
2, Attack +4 vs. Fortitude, Damage 3d6+3 thunder
and the target is dazed until the end of its next turn,
25 xp)
None
Room #65 North Entry Trapped and Locked Simple Wooden Door (Thievery
DC 10 to unlock, Strength DC 15 to break, 20 hp)
Ⓣ Iceshard Blaster (Perception DC 10 to find,
Thievery DC 15 to disable, Single-shot, Close blast
4, Attack +4 vs. Reflex, Damage 3d6+3 cold, 25 xp)
Some content used under the terms of the Open Gaming License