Professional Documents
Culture Documents
The Secret Lair of Ruin 05
The Secret Lair of Ruin 05
Level 5
Room #1 West Entry #1 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #2, inhabited by 1 x Mummy
West Entry #2 Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 40,
break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of a fearsome dragon, and
opened by reaching into its mouth
→ Leads to room #3, inhabited by 1 x Mummy
West Entry #4 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #1 Unlocked Stone Door (hard 8, 60 hp) (slides to one side, +1 to break DC)
→ Leads to room #26
Small monstrous spider: CR 1/2; Small vermin; HD 1d8; hp 4; Init +3; Spd
30 ft. (6 squares), climb 20 ft.; AC 14 (+1 size, +3 dex), touch 14, flat-footed
11; Base Atk +0; Grp -6; Atk +4 melee (1d4-2 plus poison, bite); Full Atk +4
melee (1d4-2 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison, web;
SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +2,
Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +11*, Jump -2*, Spot +4*; Weapon
Finesse
Room #2 North Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
West Entry #1 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp) (slides to one side, +1 to break DC)
Ⓢ The door is concealed within a horrific torture device
West Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2 to break DC)
East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #1, inhabited by 10 x Small Monstrous Spider
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #3, inhabited by 1 x Mummy
Room Features A rope ascends to a balcony hanging from the south wall, and a faded and
torn tapestry hangs from the south wall
Monster 1 x Mummy
Room #3 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #2, inhabited by 1 x Mummy
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 behind a statue of a fearsome dragon, and
opened by reaching into its mouth
→ Leads to room #1, inhabited by 10 x Small Monstrous Spider
Monster 1 x Mummy
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side,
+1 to break DC)
Room Features A magical idol in the north-west corner of the room summons an air
elemental to serve whomever offers a prayer (but only once), and a stone
stair ascends towards the east wall
Monster 1 x Mummy
Room #6 West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
West Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift
DC)
East Entry #1 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #9, inhabited by 4 x Bugbear
East Entry #2 Archway
Room #7 North Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp) (slides up, +2 to break DC)
Ⓣ Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger;
manual reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood
oil [injury, Fort DC 13, 1 Con/1d2 Con]); multiple targets (1d8 darts per
target in a 10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25
North Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
Monster 4 x Choker
Room Features The scent of urine fills the north-east corner of the room, and a pile of
blood-soaked clothing lies in the south side of the room
West Entry #2 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed within a horrific torture device
→ Leads to room #6, inhabited by 7 x Medium Monstrous Centipede
Room Features A fountain decorated with screaming faces sits in the center of the room,
and someone has scrawled a diagram of a mechanical trap on the west wall
Monster 4 x Bugbear
Room #10 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
West Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #16, inhabited by 14 x 1st Level Warrior Orc
South Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm);
automatic reset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity,
DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28
Room Features A chirping noise fills the room, and several pieces of broken glass are
scattered throughout the room
Room #11 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Monster 11 x Medium Monstrous Centipede (vermin)
East Entry #2 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
(magically reinforced, +10 to break DC)
Empty
Room #13 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic
reset; hidden lock bypass (Search DC 25, Open Lock DC 30); Atk +10
melee (1d4+4/19-20 plus poison, dagger); poison (purple worm poison
[injury, Fort DC 24, 1d6 Str/2d6 Str]); multiple targets (one target in each of
three preselected 5 ft. squares); Search DC 20; Disable Device DC 20
North Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
South Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Pit Trap: CR 3; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 60 ft. deep (6d6, fall); Search DC 20; Disable Device
DC 20
→ Leads to room #23
Empty
Room #15 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic device; proximity trigger
(alarm); no reset; spell effect (Summon Monster VI, 11th level wizard);
Search DC 31; Disable Device DC 31
West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A cube of solid stone stands in the east side of the room, and someone has
scrawled "Gilda died here, her sword sundered" on the north wall
Room #16 East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #10
1st level warrior orc: CR 1/2; Medium humanoid (orc); HD 1d8+1; hp 5; Init
+0; Spd 30 ft. (6 squares); AC 13 (+3 studded leather armor), touch 10, flat-
footed 13; Base Atk +1; Grp +4; Atk +4 melee (2d4+4/18-20, falchion) or +1
ranged (1d6+3, javelin); Full Atk +4 melee (2d4+4/18-20, falchion) or +1
ranged (1d6+3, javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.,
light sensitivity; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12,
Int 8, Wis 7, Cha 6
Skills and Feats: Listen +1, Spot +1; Alertness
Treasure: 100 gp; Banded Agate (11 gp), Black Pearl (800 gp), Iolite (50
gp); hoard total 961 gp
Room #17 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
West Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
→ Leads to room #4
Room #18 East Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;
hard 5, 15 hp)
Ⓣ Guillotine Blade: CR 4; mechanical; location trigger; manual reset; Atk
+14 melee (6d6/19-20); Search DC 20; Disable Device DC 24
South Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
South Entry #2 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,
60 hp)
Ⓣ Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic
reset; hidden lock bypass (Search DC 25, Open Lock DC 30); Atk +10
melee (1d4+4/19-20 plus poison, dagger); poison (purple worm poison
[injury, Fort DC 24, 1d6 Str/2d6 Str]); multiple targets (one target in each of
three preselected 5 ft. squares); Search DC 20; Disable Device DC 20
Bat swarm: CR 2; Diminutive animal (swarm); HD 3d8; hp 13; Init +2; Spd 5
ft. (1 square), fly 40 ft. (good); AC 16 (+4 size, +2 dex), touch 14, flat-footed
12; Base Atk +2; Grp -; Atk Swarm (1d6); Full Atk Swarm (1d6);
Space/Reach 10 ft./0 ft.; SA Distraction, wounding; SQ Blindsense 20 ft.,
half damage from slashing and piercing, low-light vision, swarm traits; AL N;
SV Fort +3, Ref +7, Will +3; Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills and Feats: Listen +11, Spot +11; Alertness, Lightning Reflexes
Room #19 North Entry Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #24, inhabited by 1 x Cloaker
South Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) (slides
to one side, +1 to break DC)
Room Features A stone stair ascends towards the east wall, and a forge and anvil sit in the
south side of the room
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 #20 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic device; proximity trigger
(alarm); no reset; spell effect (Summon Monster VI, 11th level wizard);
Search DC 31; Disable Device DC 31
→ Leads to room #25, inhabited by 12 x 1st Level Warrior Hobgoblin
East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (magically
reinforced, +10 to break DC)
Room Features Lit candles are scattered across the floor, and a pile of candles lies in the
center of the room
Monster 3 x Wererat (lycanthrope)
Room #21 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1
to break DC)
Empty
Room #22 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair
reset; Atk +20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by
10 ft. area); Search DC 24; Disable Device DC 20
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one
side, +1 to break DC)
Room Features A narrow ledge runs along the north and west walls, and several pieces of
rotten leather are scattered throughout the room
Room #23 North Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #19, inhabited by 3 x Rat Swarm
Monster 1 x Cloaker
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #23
South Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic device; proximity trigger
(alarm); no reset; spell effect (Summon Monster VI, 11th level wizard);
Search DC 31; Disable Device DC 31
→ Leads to room #20, inhabited by 3 x Wererat
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Empty
Room #27 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Monster 1 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: 20000 cp; hoard total 200 gp
Room #28 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Room Features A stone stair ascends towards the east wall, and a torn backpack lies in the
south-west corner of the room
Room #29 North Entry Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,
60 hp)
Ⓣ One-way Door: CR 3; mechanical; Search DC 22; Disable Device DC
20
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)
East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Monster 10 x Small Monstrous Spider (vermin)
Small monstrous spider: CR 1/2; Small vermin; HD 1d8; hp 4; Init +3; Spd
30 ft. (6 squares), climb 20 ft.; AC 14 (+1 size, +3 dex), touch 14, flat-footed
11; Base Atk +0; Grp -6; Atk +4 melee (1d4-2 plus poison, bite); Full Atk +4
melee (1d4-2 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison, web;
SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +2,
Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +11*, Jump -2*, Spot +4*; Weapon
Finesse
Trap Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk
+15 melee (6d6); multiple targets (can strike all characters in two adjacent
specified squares); Search DC 20; Disable Device DC 25
Hidden Treasure Hidden (Search DC 20) Unlocked Strong Wooden Chest (hard 5, 20 hp)
Room #30 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room Features A shallow pit lies in the west side of the room, and the floor is covered in
perfect hexagonal tiles
Some content used under the terms of the Open Gaming License