You are on page 1of 4

The Warrens of Nabidu the Cruel

Level 1

General Dungeon Walls Masonry (Climb DC 20)

Dungeon Floor Flagstone

Temperature Warm
Illumination Shadowy (witchlight every 20 ft.)

Corridors a A putrid odor fills the corridor

c Ghoul Touch Trap: CR 3; magic device; touch trigger; automatic reset; spell
effect (Ghoul Touch, 3rd level wizard, DC 13 Fort save negates); Search
DC 27; Disable Device DC 27

e A narrow shaft falls into the corridor from above

Wandering 1 1 x Troglodyte Zombie, bloodied and fleeing a more powerful enemy


Monsters
2 1 x Ghoul, scouting from another part of the dungeon

3 5 x Human Warrior Skeleton, wielding bizarre eldritch powers

4 1 x Troglodyte Zombie, consumed by disease and madness

5 1 x Wolf Skeleton, trying to lure the party into an ambush

6 1 x Troglodyte Zombie, investigating a strange noise

Room #1 East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #3, inhabited by 3 x Human Warrior Skeleton

Trap Stone Blocks from Ceiling: CR 3; mechanical; location trigger; repair reset;
Atk +10 melee (4d6, stone blocks); Search DC 25; Disable Device DC 20

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

3000 cp; hoard total 30 gp

Room #2 North Entry #1 Archway

North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magically
reinforced, +10 to break DC)

South Entry Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of a troll archer, and opened by
pulling an arrow in its quiver

Room Features A chute descends from the room into a plundered tomb below, Several iron
cages are scattered throughout the room

Room #3 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)


→ Leads to room #1

South Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) (slides
to one side, +1 to break DC)
→ Leads to room #4, inhabited by 2 x Human Warrior Skeleton

South Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Extended Bane Trap: CR 3; magic device; proximity trigger (detect
good); automatic reset; spell effect (Extended Bane, 3rd level cleric,
DC 13 Will save negates); Search DC 27; Disable Device DC 27

Room Features A magical mosaic on the west wall can be used as a portal to any known
location within the dungeon, A ruined chain shirt lies in the east side of
the room
the room

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 #4 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) (slides
to one side, +1 to break DC)
→ Leads to room #3, inhabited by 3 x Human Warrior Skeleton

South Entry #1 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)

South Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features A ladder ascends to a balcony hanging from the east wall, The floor is
covered in square tiles, alternating white and black

Monster 2 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 #5 North Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Rune of Hypnosis: CR 3; magic device; proximity trigger (alarm); no
reset; hypnosis (fascinated for 1d4 rounds, DC 12 Will save negates);
multiple targets (all targets in a 10 ft. radius burst); Search DC 22;
Disable Device DC 22

South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

Trap 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

Room #6 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #8

Empty

Room #7 West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Spiked Pit Trap: CR 3; mechanical; location trigger; manual reset; DC
20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first
target in each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee,
1d4 spikes per target for 1d4+2 each); Search DC 21; Disable Device
DC 20
→ Leads to room #9, inhabited by 1 x Ghoul
→ Leads to room #9, inhabited by 1 x Ghoul

Room Features A stair ascends to a balcony hanging from the west wall, The floor is
covered in perfect hexagonal tiles

Monster 1 x Wolf Skeleton

Wolf skeleton: CR 1; Medium undead; HD 2d12; hp 13; Init +7; Spd 50 ft.
(10 squares); AC 15 (+3 dex, +2 natural), touch 13, flat-footed 12; Base Atk
+1; Grp +2; Atk +2 melee (1d6+1, bite); Full Atk +2 melee (1d6+1, bite);
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
+3, Will +3; Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #8 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #6

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

Room Features A group of demonic faces have been carved into the east wall, A pile of
rotten rope lies in the south-east corner of the room

Room #9 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry Archway

East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Spiked Pit Trap: CR 3; mechanical; location trigger; manual reset; DC
20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first
target in each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee,
1d4 spikes per target for 1d4+2 each); Search DC 21; Disable Device
DC 20
→ Leads to room #7, inhabited by 1 x Wolf Skeleton

Monster 1 x Ghoul

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 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

The Warrens of Nabidu the Cruel


http://donjon.bin.sh/

Some content used under the terms of the Open Gaming License

You might also like