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The Flooding Cavern 01

Level 1

General Walls Coral (Climb DC 15)

Floor Muck (move at half speed, can't charge or run)


Special Conditions Flooded (corridors underwater, most rooms have trapped
air)
Temperature Cool

Illumination Shadowy (phosphorescent plankton)


Wandering Monsters 1 1 x Skum, tracking the party
2 1 x Small Water Elemental, actively patrolling their territory
3 2 x Human Warrior Skeleton, wielding bizarre eldritch
powers

4 1 x Triton, lost and desperate


5 1 x Squid (animal), scouting from another part of the
dungeon
6 5 x Human Warrior Skeleton, wielding bizarre eldritch
powers

Room #1 Monster 1 x Small Water Elemental

Small water elemental: CR 1; Small elemental (water, extraplanar); HD


2d8+2; hp 11; Init +0; Spd 20 ft. (4 squares), swim 90 ft.; AC 17 (+1 size,
+6 natural), touch 11, flat-footed 17; Base Atk +1; Grp -1; Atk +4 melee
(1d6+3, slam); Full Atk +4 melee (1d6+3, slam); Space/Reach 5 ft./5 ft.;
SA Water mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits;
AL N; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 13, Int 4, Wis 11,
Cha 11
Skills and Feats: Listen +2, Spot +3; Power Attack

Trap Idol of Chaos: CR 3; magic device; touch trigger (detect law); automatic
reset; inflict wound (1d6 damage and confused for 1d4 rounds, DC 12 Will
save for half damage only); Search DC 20; Disable Device DC 20

Room #2 Monster 1 x Manta Ray (animal)

Manta ray: CR 1; Large animal (aquatic); HD 4d8; hp 18; Init +0; Spd
Swim 30 ft. (6 squares); AC 12 (-1 size, +3 natural), touch 9, flat-footed
12; Base Atk +3; Grp +9; Atk -1 melee* (1d6+1, ram); Full Atk -1 melee*
(1d6+1, ram); Space/Reach 10 ft./5 ft.; SA -; SQ Low-light vision; AL N;
SV Fort +4, Ref +4, Will +2; Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2
Skills and Feats: Listen +7, Spot +6, Swim +10; Alertness, Endurance

Room #3 Empty

Room #4 Room Features The room has a high domed ceiling, and someone has scrawled "Joane's
Council killed a white dragon here" in dwarvish runes on the east wall

Room #5 Room Features Someone has scrawled "Beware the elves" on the west wall, and a stream
of quicksilver flows through the room

Monster 1 x Lacedon (ghoul)

Lacedon; CR 1; Medium undead (aquatic); HD 2d12; hp 13; Init +2; Spd


30 ft. (6 squares), swim 30 ft. (6 squares); AC 14 (+2 dex, +2 natural),
touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee (1d6+1 plus
paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite) and +0
melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance;
AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14,
Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently
+6, Spot +7; Multiattack
Room #6 Monster 1 x Small Water Elemental

Small water elemental: CR 1; Small elemental (water, extraplanar); HD


2d8+2; hp 11; Init +0; Spd 20 ft. (4 squares), swim 90 ft.; AC 17 (+1 size,
+6 natural), touch 11, flat-footed 17; Base Atk +1; Grp -1; Atk +4 melee
(1d6+3, slam); Full Atk +4 melee (1d6+3, slam); Space/Reach 5 ft./5 ft.;
SA Water mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits;
AL N; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 13, Int 4, Wis 11,
Cha 11
Skills and Feats: Listen +2, Spot +3; Power Attack

Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 30, break DC
28; hard 10, 60 hp)

110 gp; Masterwork Studded Leather (Small) (175 gp); hoard total 285 gp

Room #7 Room Features The ceiling is covered with cobwebs, and several barrel staves are
scattered throughout the room

Room #8 Room Features Someone has scrawled "Run away!" in blood on the west wall, and a
rusted chain shirt lies in the west side of the room

Monster 1 x Lacedon (ghoul)

Lacedon; CR 1; Medium undead (aquatic); HD 2d12; hp 13; Init +2; Spd


30 ft. (6 squares), swim 30 ft. (6 squares); AC 14 (+2 dex, +2 natural),
touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee (1d6+1 plus
paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite) and +0
melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance;
AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14,
Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently
+6, Spot +7; Multiattack

Room #9 Trap Net Trap: CR 3; mechanical; location trigger; manual reset; Atk +12
ranged (grappled, Escape Artist DC 22 to escape); multiple targets (all
targets in a 10 ft. square area); Search DC 20; Disable Device DC 20

Room #10 Empty

Room #11 Room Features A stair ascends to a catwalk hanging between the east and west walls,
and someone has scrawled "The Company of the Thorn killed a demon
here" on the north wall

Room #12 Empty

Room #13 Monster 3 x Human Warrior Skeleton

Human warrior skeleton: CR 1/3; Medium undead; HD 1d12; hp 6; Init +5;


Spd 30 ft. (6 squares); AC 15 (+1 dex, +2 natural, +2 heavy steel shield),
touch 11, flat-footed 14; Base Atk +0; Grp +1; Atk +1 melee (1d6+1/18-
20, scimitar) or +1 melee (1d4+1, claw); Full Atk +1 melee (1d6+1/18-20,
scimitar) or +1 melee (1d4+1, 2 claws); Space/Reach 5 ft./5 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,
undead traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con -,
Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #14 Room Features Someone has scrawled "No, I said it had eleven eyes" on the north wall,
and a bloody journal lies in the east side of the room

Room #15 Empty


Room #16 Room Features A tile mosaic of geometric patterns covers the floor, and the floor is
covered with dust

Monster 1 x Squid (animal)

Squid: CR 1; Medium animal (aquatic); HD 3d8; hp 13; Init +3; Spd Swim
60 ft. (12 squares); AC 16 (+3 dex, +3 natural), touch 13, flat-footed 13;
Base Atk +2; Grp +8*; Atk +4 melee (0, arms); Full Atk +4 melee (0,
arms) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA Improved
grab; SQ Ink cloud, jet, low-light vision; AL N; SV Fort +3, Ref +6, Will +2;
Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills and Feats: Listen +7, Spot +7, Swim +10; Alertness, Endurance

Trap Burning Hands Trap: CR 3; magic device; proximity trigger (alarm);


automatic reset; spell effect (Burning Hands, 5th level wizard, 5d4 fire, DC
11 Reflex save half damage); Search DC 26; Disable Device DC 26

Hidden Treasure Hidden (Search DC 20) Trapped and Locked Good Wooden Chest (Open
Lock DC 20, break DC 18; hard 5, 15 hp)
Symbol of Petrification: CR 2; 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 20; Disable Device DC 20

100 gp; hoard total 100 gp

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