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The Secret Lair of Ruin 05

Level 5

General Walls Reinforced Masonry (Climb DC 20)

Floor Uneven Flagstone (Balance DC 10 to charge or run)


Temperature Warm

Illumination Average (shadowy in corridors, lamps or torches in most


rooms)
Corridor Features a A chute descends from the corridor into a midden chamber below

c A crater has been blasted into the floor

e Withered corpses are nailed to the corridor walls


i Wide-Mouth Pit Trap: CR 6; mechanical; location trigger; manual reset; DC
25 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets
within a 10 ft. by 10 ft. area); Search DC 26; Disable Device DC 25

m A creaking sound fills the corridor


n A 15-foot wide chasm cuts across the corridor

r A sour odor fills the corridor

s Falling Block: CR 7; mechanical; location trigger; no reset; Atk +11 melee


(8d6); multiple targets (all targets in a 10 ft. square area); Search DC 26;
Disable Device DC 26

u Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20 Reflex


save avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20

v Knocking fills the corridor


w Several square holes are cut into the walls here

x A chute descends from the corridor into a natural cavern below


z The walls here have been engraved with strange runes

Wandering Monsters 1 1 x Cloaker, actively patrolling their territory

2 1 x Mummy, scavenging for food and treasure

3 13 x Dire Rat, tracking the party


4 5 x Rat Swarm, scavenging for food and treasure

5 1 x Basilisk, bloodied and fleeing a more powerful


enemy
6 1 x Basilisk, scavenging for food and treasure

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 #3 Archway

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

East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)


→ Leads to room #4

South Entry Archway


→ Leads to room #25, inhabited by 12 x 1st Level Warrior Hobgoblin

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
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

Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4


squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp
+11; Atk +11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee
(1d6+10 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,
mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits,
vulnerability to fire; AL LE; SV Fort +4, Ref +2, Will +8; Str 24, Dex 10, Con
-, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,
Great Fortitude, Toughness
Treasure: 100 gp; Black Opal (700 gp), Freshwater Pearl (11 gp), Rock
Crystal (60 gp); Potion of Hide from Animals (50 gp); hoard total 921 gp

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

Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4


squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp
+11; Atk +11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee
(1d6+10 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,
mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits,
vulnerability to fire; AL LE; SV Fort +4, Ref +2, Will +8; Str 24, Dex 10, Con
-, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,
Great Fortitude, Toughness
Treasure: 600 gp; Necklace of Golden Pearl (900 gp); Necklace of Fireballs
(III) (4350 gp) (Opposite effect or target curse); hoard total 5850 gp

Room #4 North Entry #1 Archway

North Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry Unlocked Good Wooden Door (hard 5, 15 hp)


→ Leads to room #1, inhabited by 10 x Small Monstrous Spider
East Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
→ Leads to room #17, inhabited by 1 x Gibbering Mouther
South Entry Archway
→ Leads to room #5, inhabited by 1 x Mummy
Room Features The floor is covered in square tiles, alternating white and black, and a
simple cabinet and rotting carpet sit in the south side of the room
Room #5 North Entry Archway
→ Leads to room #4
East Entry #1 Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,
60 hp)
Ⓣ Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset;
Atk +14 ranged (1d8 plus poison, arrow); poison (wyvern poison [injury, Fort
DC 17, 2d6 Con/2d6 Con]); Search DC 20; Disable Device DC 16
East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)

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

Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4


squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp
+11; Atk +11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee
(1d6+10 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,
mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits,
vulnerability to fire; AL LE; SV Fort +4, Ref +2, Will +8; Str 24, Dex 10, Con
-, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,
Great Fortitude, Toughness
Treasure: 4000 sp; Arcane Scroll (Detect Poison (12 gp 5 sp), Cat's Grace
(150 gp)) (total 162 gp 5 sp), Divine Scroll (Summon Monster II (150 gp))
(total 150 gp), Divine Scroll (Longstrider (25 gp), Produce Flame (25 gp),
Eagle's Splendor (150 gp)) (total 200 gp); hoard total 912 gp 5 sp

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

South Entry Archway


Room Features A stack of barrels filled with rotting fruit stands against the north wall, and
several pieces of rotten leather are scattered throughout the room
Monster 7 x Medium Monstrous Centipede (vermin)

Medium monstrous centipede: CR 1/2; Medium vermin; HD 1d8; hp 4; Init


+2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (+2 dex, +2 natural), touch
12, flat-footed 12; Base Atk +0; Grp -1; Atk +2 melee (1d6-1 plus poison,
bite); Full Atk +2 melee (1d6-1 plus poison, bite); Space/Reach 5 ft./5 ft.;
SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2,
Will +0; Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +10, Spot +4; Weapon Finesse

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

Choker: CR 2; Small aberration; HD 3d8+3; hp 16; Init +6; Spd 20 ft. (4


squares), climb 10 ft.; AC 17 (+1 size, +2 dex, +4 natural), touch 13, flat-
footed 15; Base Atk +2; Grp +5; Atk +6 melee (1d3+3, tentacle); Full Atk +6
melee (1d3+3, 2 tentacles); Space/Reach 5 ft./10 ft.; SA Improved grab,
constrict 1d3+3; SQ Darkvision 60 ft., quickness; AL CE; SV Fort +2, Ref
+5, Will +4; Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7
Skills and Feats: Climb +13, Hide +10, Move Silently +6; Improved Initiative,
Lightning Reflexes, Stealthy
Room #8 South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

Room #9 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)


West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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.; 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: Oil of Darkness (300 gp), Potion of Pass without Trace (50 gp),
Wand of Shatter (3 of 50 charges) (270 gp); hoard total 620 gp

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)

Medium monstrous centipede: CR 1/2; Medium vermin; HD 1d8; hp 4; Init


+2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (+2 dex, +2 natural), touch
12, flat-footed 12; Base Atk +0; Grp -1; Atk +2 melee (1d6-1 plus poison,
bite); Full Atk +2 melee (1d6-1 plus poison, bite); Space/Reach 5 ft./5 ft.;
SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2,
Will +0; Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +10, Spot +4; Weapon Finesse
Room #12 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 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
East Entry #1 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk
+18 ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by
10 ft. area); Search DC 19; Disable Device DC 25

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

South Entry #1 Archway


South Entry #2 Archway

Monster 7 x 1st Level Warrior Hobgoblin

1st level warrior hobgoblin: CR 1/2; Medium humanoid (goblinoid); HD


1d8+2; hp 6; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +3 studded
leather, +1 light shield), touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk
+2 melee (1d8+1/19-20, longsword) or +2 ranged (1d6+1, javelin); Full Atk
+2 melee (1d8+1/19-20, longsword) or +2 ranged (1d6+1, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; AL LE; SV Fort +4, Ref
+1, Will -1; Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
Skills and Feats: Hide +3, Listen +2, Move Silently +3, Spot +2; Alertness
Treasure: 200 gp; hoard total 200 gp

Room #14 North Entry #1 Archway

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

Monster 14 x 1st Level Warrior Orc

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

Monster 1 x Gibbering Mouther

Gibbering mouther: CR 5; Medium aberration; HD 4d8+24; hp 42; Init +1;


Spd 10 ft. (2 squares), swim 20 ft.; AC 19 (+1 dex, +8 natural), touch 11,
flat-footed 18; Base Atk +3; Grp +3; Atk +4 melee (1, bite) or +4 ranged
touch (1d4 acid plus blindness, spittle); Full Atk +4 melee (1, 6 bites) and
+4 ranged touch (1d4 acid plus blindness, spittle); Space/Reach 5 ft./5 ft.;
SA Gibbering, spittle, improved grab, blood drain, engulf, ground
manipulation; SQ Amorphous, damage reduction 5/bludgeoning, darkvision
60 ft.; AL N; SV Fort +7, Ref +4, Will +5; Str 10, Dex 13, Con 22, Int 4, Wis
13, Cha 13
Skills and Feats: Listen +4, Spot +9, Swim +8; Lightning Reflexes, Weapon
Finesse

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

Monster 2 x Bat Swarm

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

Monster 3 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 #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)

South Entry #1 Archway


South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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)

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, 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: 10000 cp; hoard total 100 gp

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

Monster 2 x Bugbear Zombie

Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30


ft. (6 squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch
10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar)
or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee
(1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2,
javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damage
reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2,
Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #23 North Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

North Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)


North Entry #3 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 #14
West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #25, inhabited by 12 x 1st Level Warrior Hobgoblin
South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry #3 Unlocked Simple Wooden Door (hard 5, 10 hp)


Room Features A clicking noise can be faintly heard near the east wall, and a pile of blood-
soaked clothing lies in the east side of the room
Room #24 North Entry Secret (Search DC 20) Locked Stone Door (Open Lock DC 40, break DC
28; hard 8, 60 hp)
Ⓢ A stone column and section of wall pivots smoothly
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 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

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: 5000 sp; Hematite (10 gp); Divine Scroll (Pass without Trace (25
gp), Bull's Strength (150 gp), Wood Shape (150 gp)) (total 325 gp),
Dwarven Waraxe (Medium) (+1 weapon) (2330 gp), Potion of Jump (50
gp); hoard total 3215 gp

Room #25 North Entry Archway


→ Leads to room #1, inhabited by 10 x Small Monstrous Spider

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 #2 Archway


Room Features The room has a high domed ceiling, and someone has scrawled "Death
comes on silent wings" in draconic script on the east wall

Monster 12 x 1st Level Warrior Hobgoblin

1st level warrior hobgoblin: CR 1/2; Medium humanoid (goblinoid); HD


1d8+2; hp 6; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +3 studded
leather, +1 light shield), touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk
+2 melee (1d8+1/19-20, longsword) or +2 ranged (1d6+1, javelin); Full Atk
+2 melee (1d8+1/19-20, longsword) or +2 ranged (1d6+1, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; AL LE; SV Fort +4, Ref
+1, Will -1; Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
Skills and Feats: Hide +3, Listen +2, Move Silently +3, Spot +2; Alertness
Treasure: 100 gp; Wand of Burning Hands (14 of 50 charges) (design
provides clue to function) (210 gp); hoard total 310 gp
Room #26 West Entry Unlocked Stone Door (hard 8, 60 hp) (slides to one side, +1 to break
DC)
→ Leads to room #1, inhabited by 10 x Small Monstrous Spider

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)

South Entry Archway

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)

200 gp; Bloodstone (80 gp); hoard total 280 gp

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

Random Dungeon Generator


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