Tomb With A Treasure 01
Tomb With A Treasure 01
Tomb With A Treasure 01
Level 1
General
Dungeon Walls
Dungeon Floor
Flagstone
Temperature
Cool
Illumination
Corridors
Wandering
Monsters
Room #1
A narrow shaft descends from the corridor into the next dungeon level down
West Entry
East Entry
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
A bookcase and concealed door pivots smoothly
South Entry
Monster
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
1 x Troglodyte Zombie
Troglodyte zombie: CR 1; Medium undead; HD 4d12+3; hp 29; Init -2; Spd
30 ft. (6 squares; can't run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed
16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1, greatclub) or +3 melee
(1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); Full
Atk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee
(1d6+1, slam) or +0 ranged (1d6+1, 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 +1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int , Wis 10, Cha 1
Room #2
North Entry #1
Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 40,
break DC 25; hard 5, 20 hp)
The door is concealed within a mosaic of legendary monsters
North Entry #2
South Entry #1
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
South Entry #2
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
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 #3
North Entry
Secret (Search DC 30) Trapped and Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
A bookcase and concealed door pivots smoothly
Guillotine Blade: CR 2; mechanical; location trigger; manual reset; Atk
+12 melee (2d6/19-20); Search DC 20; Disable Device DC 22
South Entry #1
South Entry #2
Room Features
Monster
Several square holes are cut into the north and west walls, Several torches
are scattered throughout the room
5 x Kobold Zombie
Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30
ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed
13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,
slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d61/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, light
crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damage
reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,
Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1
Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness