The Forsaken Cyst of Evil

Download as pdf or txt
Download as pdf or txt
You are on page 1of 13

The Forsaken Cyst of Evil

Level 1

General

Dungeon Walls

Masonry (Climb DC 20)

Dungeon Floor

Smooth Stone

Temperature
Illumination

Corridors

Wandering
Monsters

Room #1

Cool
Shadowy (phosphorescent fungus or candles every 20 ft.)

Withered corpses are nailed to the corridor walls

Spear Trap: CR 1; mechanical; location trigger; manual reset; Atk +12


ranged (1d8/x3, spear); Search DC 20; Disable Device DC 20; Note: 200 ft.
max range, target determined randomly from those in its path.

Several alcoves are cut into the walls here

Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16


ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18

Pit Trap: CR 2; mechanical; location trigger; manual reset; DC 20 Reflex


save avoids; 40 ft. deep (4d6, fall); Search DC 20; Disable Device DC 20

Swinging Block Trap: CR 1; mechanical; touch trigger; manual reset; Atk +5


melee (4d6, stone block); Search DC 20; Disable Device DC 20

A tile labyrinth covers the floor

Inflict Light Wounds Trap: CR 2; magic device; touch trigger; automatic


reset; spell effect (Inflict Light Wounds, 1st level cleric, 1d8+1, DC 11
Will save half damage); Search DC 26; Disable Device DC 26

Numerous pillars line the corridor

Spiked Pit Trap: CR 2; mechanical; location trigger; automatic 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 18; Disable Device DC 15

A group of demonic faces have been carved into the walls

Several alcoves are cut into the walls here

The sound of horns fills the corridor

1 x Grimlock, bloodied and fleeing a more powerful enemy

8 x Rat (animal), bloodied and fleeing a more powerful enemy

1 x 1st Level Warrior Drow (elf), searching for an object stolen from their
lair

1 x 1st Level Warrior Svirfneblin (gnome), hunting for food

1 x Troglodyte, investigating a strange noise

1 x Troglodyte Zombie, searching for an object stolen from their lair

North Entry

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (Fire Trap, 3rd
level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC
27; Disable Device DC 27

East Entry #1

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry #2

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Empty

Room #2

West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)


Leads to room #15, inhabited by 1 x Ghoul

Room Features
Monster

Someone has scrawled "This paladin is dead" on the east wall, A ring of
keys lies in the center of the room
1 x 1st Level Warrior Duergar (dwarf)
1st level warrior duergar: CR 1; Medium humanoid (dwarf); HD 1d8+5; hp 9;
Init +0; Spd 20 ft. in chainmail (4 squares); base speed 20 ft.; AC 17 (+5
chainmail, +2 heavy shield), touch 10, flat-footed 17; Base Atk +1; Grp +2;
Atk +2 melee (1d8+1/x3, warhammer) or +1 ranged (1d8/19-20, light
crossbow); Full Atk +2 melee (1d8+1/x3, warhammer) or +1 ranged (1d8/1920, light crossbow); Space/Reach 5 ft./5 ft.; SA Duergar traits, spell-like
abilities; SQ Darkvision 60 ft., duergar traits; AL LE; SV Fort +4*, Ref +0*,
Will -1*; Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4
Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft
(stonemasonry) +2, Listen +3, Move Silently -4, Spot +2; Toughness
Treasure: 300 sp; hoard total 30 gp

Room #3

North Entry
West Entry

Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp) (slides to one side, +1 to break DC)
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Falling Block: CR 3; mechanical; location trigger; no reset; Atk +12
melee (1d6); multiple targets (all targets in a 10 ft. square area);
Search DC 20; Disable Device DC 20

South Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #2

Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Camouflaged Pit Trap: CR 3; mechanical; location trigger; manual
reset; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); multiple
targets (first target in each of two adjacent squares); Search DC 24;
Disable Device DC 18

Room Features
Monster

A stream of oil flows along a channel in the floor, A stack of crates filled
with rocks stands against the south wall
1 x Medium Monstrous Spider (vermin)
Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11; Init +3;
Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural), touch 13,
flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6 plus poison, bite);
Full Atk +4 melee (1d6 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 +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon Finesse
Treasure: 12 gp; hoard total 12 gp

Room #4

East Entry
South Entry

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slides
to one side, +1 to break DC)
Leads to room #27

Room Features

Someone has scrawled a diagram of a mechanical trap on the west wall, A


shallow pool of acid lies in the south side of the room

shallow pool of acid lies in the south side of the room

Room #5

South Entry
Room Features
Monster

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Floating motes of light fill the north-east corner of the room, A pile of
rotten rope lies in the south side of the room
1 x 1st Level Warrior Svirfneblin (gnome)
1st level warrior svirfneblin: CR 1; Small humanoid (gnome); HD 1d8+4; hp
8; Init +1; Spd 15 ft. in banded mail armor (3 squares); base speed 20 ft.;
AC 23 (+1 size, +1 dex, +4 dodge, +6 banded mail, +1 buckler), touch 16,
flat-footed 18; Base Atk +1; Grp -3; Atk +2 melee (1d4/x4, heavy pick) or
+3 ranged (1d6/19-20, light crossbow); Full Atk +2 melee (1d4/x4, heavy
pick) or +3 ranged (1d6/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA
Spell-like abilities; SQ Gnome traits, svirfneblin traits, spell resistance 12;
AL N; SV Fort +5, Ref +3, Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 11,
Cha 4
Skills and Feats: Hide +2, Listen +2, Spot +2; Toughness
Treasure: 1000 cp; hoard total 10 gp

Room #6

North Entry

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Spiked Pit Trap: CR 2; mechanical; location trigger; automatic 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 18; Disable Device
DC 15
Leads to room #21

South Entry #1

Archway

South Entry #2

Trapped and Unlocked Stone Door (hard 8, 60 hp)


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

Empty

Room #7

West Entry
South Entry
Room Features
Monster

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
The floor is covered in square tiles, alternating white and black, Someone
has scrawled "Ran out of rope" on the south wall
1 x Shrieker (fungus)
Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5
dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk
-; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant traits; AL
N; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1
Skills and Feats: -; -

Room #8

South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #9

North Entry

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

South Entry

Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp) (slides
down, +1 to break DC)

The door is concealed behind an area of fungus


Leads to room #14, inhabited by 1 x Bugbear Zombie
Room Features

Room #10

North Entry

Someone has scrawled an arrow pointing down on the south wall, Jagged
steel blades project from cracks in the east and west walls

Trapped and Unlocked Stone Door (hard 8, 60 hp)


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
Leads to room #22, inhabited by 1 x Darkmantle

South Entry
Room Features
Hidden Treasure

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Oil drips from the ceiling in the south side of the room, A broken door lies
in the south side of the room
Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 30,
break DC 15; hard 5, 10 hp)
150 gp; Deep Blue Spinel (600 gp); hoard total 750 gp

Room #11

North Entry #1

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

North Entry #2

Secret (Search DC 25) Locked Stone Door (Open Lock DC 30, break DC 28;
hard 8, 60 hp)
A section of wall makes a loud grinding noise as it pivots open

South Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Leads to room #31, inhabited by 1 x Shrieker

Room Features
Monster

A fountain of water sits against the north wall, A pair of boots lies in the
south side of the room
1 x Darkmantle
Darkmantle: CR 1; Small magical beast; HD 1d10+1; hp 6; Init +4; Spd 20
ft. (4 squares), fly 30 ft. (poor); AC 17 (+1 size, +6 natural), touch 11, flatfooted 17; Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam); Full Atk +5
melee (1d4+4, slam); Space/Reach 5 ft./5 ft.; SA Darkness, improved grab,
constrict 1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3, Ref +2, Will +0; Str
16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*; Improved Initiative

Room #12

North Entry #1

Archway

North Entry #2

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)

North Entry #3

Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)


The door is concealed within an upright sarcophagus

West Entry

Archway
Leads to room #30, inhabited by 1 x Grimlock

South Entry #1

Archway

South Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features

A well lies in the south-west corner of the room, A fountain of water sits
against the west wall

Monster

1 x Medium Monstrous Spider (vermin)

Monster

1 x Medium Monstrous Spider (vermin)


Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11; Init +3;
Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural), touch 13,
flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6 plus poison, bite);
Full Atk +4 melee (1d6 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 +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon Finesse
Treasure: 10 sp; Average Lock (40 gp); hoard total 41 gp

Room #13

West Entry
East Entry

Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
Trapped and Unlocked Stone Door (hard 8, 60 hp)
Stone Blocks from Ceiling: CR 3; mechanical; location trigger; repair
reset; Atk +10 melee (4d6, stone blocks); Search DC 25; Disable
Device DC 20

South Entry

Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)


The door is concealed behind an area of slime

Empty

Room #14

North Entry #1

Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp) (slides
down, +1 to break DC)
The door is concealed behind an area of fungus
Leads to room #9

North Entry #2
West Entry
East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)


Archway
Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
The door is concealed behind an area of slime

Monster

1 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 #15

North Entry
West Entry

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp) (slides to one side, +1 to break DC)
Unlocked Strong Wooden Door (hard 5, 20 hp)
Leads to room #2, inhabited by 1 x 1st Level Warrior Duergar

East Entry #1

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)

East Entry #2

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

East Entry #3

Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to


break DC)
Leads to room #32, inhabited by 1 x Large Monstrous Centipede

South Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp)

Room Features
Monster

A tapestry of geometric patterns hangs from the west wall, A rusted chain
shirt lies in the east side of the room
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

Room #16

West Entry

Unlocked Stone Door (hard 8, 60 hp)


Leads to room #27

East Entry

Archway

Empty

Room #17

North Entry

Secret (Search DC 30) Trapped and Unlocked Strong Wooden Door (hard 5,
20 hp)
The door is concealed within a horrific torture device
Inflict Light Wounds Trap: CR 2; magic device; touch trigger;
automatic reset; spell effect (Inflict Light Wounds, 1st level cleric,
1d8+1, DC 11 Will save half damage); Search DC 26; Disable Device
DC 26

West Entry #1

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

West Entry #2

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Deeper Pit Trap: CR 1; mechanical; location trigger; manual reset;
hidden switch bypass (Search DC 25); DC 15 Reflex save avoids; 20 ft.
deep (2d6, fall); multiple targets (first target in each of two adjacent 5
ft. squares); Search DC 20; Disable Device DC 23

West Entry #3
East Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Secret (Search DC 20) Locked Iron Door (Open Lock DC 30, break DC 28;
hard 10, 60 hp)
A bookcase and concealed door pivots smoothly

South Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16
ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18
Leads to room #27

Room Features

Room #18

West Entry #1

An altar of evil sits in the north-west corner of the room, A sundered helm
lies in the north side of the room

Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)


The door is located near the ceiling and concealed behind a tapestry
of vile acts
Leads to room #31, inhabited by 1 x Shrieker

West Entry #2

Archway

East Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry #2

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

East Entry #2

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

East Entry #3

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically


reinforced, +10 to break DC)

Room Features
Monster

A well lies in the north-west corner of the room, The floor is covered in
perfect hexagonal tiles
1 x 1st Level Warrior Duergar (dwarf)
1st level warrior duergar: CR 1; Medium humanoid (dwarf); HD 1d8+5; hp 9;
Init +0; Spd 20 ft. in chainmail (4 squares); base speed 20 ft.; AC 17 (+5
chainmail, +2 heavy shield), touch 10, flat-footed 17; Base Atk +1; Grp +2;
Atk +2 melee (1d8+1/x3, warhammer) or +1 ranged (1d8/19-20, light
crossbow); Full Atk +2 melee (1d8+1/x3, warhammer) or +1 ranged (1d8/1920, light crossbow); Space/Reach 5 ft./5 ft.; SA Duergar traits, spell-like
abilities; SQ Darkvision 60 ft., duergar traits; AL LE; SV Fort +4*, Ref +0*,
Will -1*; Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4
Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft
(stonemasonry) +2, Listen +3, Move Silently -4, Spot +2; Toughness
Treasure: 80 gp; hoard total 80 gp

Room #19

North Entry
West Entry
South Entry

Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Archway
Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset; lock
bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle);
poison (blue whinnis [injury, Fort DC 14, 1 Con/unconscious]); Search
DC 22; Disable Device DC 17

Room Features
Monster

A narrow pit covered by iron bars lies in the south-west corner of the room,
A shattered hammer lies in the north-east corner of the room
2 x Dire Rat
Dire rat: CR 1/3; Small animal; HD 1d8+1; hp 5; Init +3; Spd 40 ft. (8
squares), climb 20 ft.; AC 15 (+1 size, +3 dex, +1 natural), touch 14, flatfooted 12; Base Atk +0; Grp -4; Atk +4 melee (1d4 plus disease, bite); Full
Atk +4 melee (1d4 plus disease, bite); Space/Reach 5 ft./5 ft.; SA Disease;
SQ Low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10, Dex
17, Con 12, Int 1, Wis 12, Cha 4
Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4,
Swim +11; Alertness, Weapon Finesse

Room #20

West Entry

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Portcullis Trap: CR 1; mechanical; location trigger; manual reset; Atk
+10 melee (3d6); Search DC 20; Disable Device DC 20; Note: Damage
applies only to those underneath the portcullis. Portcullis blocks
passageway.

East Entry

Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)


The door is concealed within the mouth of a gargantuan skull carved
from stone

Room Features
Monster

An acrid odor fills the room, Several pieces of torn paper are scattered
throughout the room
14 x Tiny Monstrous Centipede (vermin)
Tiny monstrous centipede: CR 1/8; Tiny vermin; HD 1/4 d8; hp 1; Init +2;
Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flatfooted 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite);
Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA
Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will
+0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2

Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse

Room #21

South Entry

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Spiked Pit Trap: CR 2; mechanical; location trigger; automatic 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 18; Disable Device
DC 15
Leads to room #6

Empty

Room #22

North Entry

Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

West Entry #1

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry #2

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

East Entry
South Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Trapped and Unlocked Stone Door (hard 8, 60 hp)
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
Leads to room #10

Monster

1 x Darkmantle
Darkmantle: CR 1; Small magical beast; HD 1d10+1; hp 6; Init +4; Spd 20
ft. (4 squares), fly 30 ft. (poor); AC 17 (+1 size, +6 natural), touch 11, flatfooted 17; Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam); Full Atk +5
melee (1d4+4, slam); Space/Reach 5 ft./5 ft.; SA Darkness, improved grab,
constrict 1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3, Ref +2, Will +0; Str
16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*; Improved Initiative

Room #23

North Entry

Room Features
Monster

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to
break DC)
A group of draconic faces have been carved into the south wall, Several
iron blobs are scattered throughout the room
1 x Spider Swarm
Spider swarm: CR 1; Diminutive vermin (swarm); HD 2d8; hp 9; Init +3; Spd
20 ft. (4 squares), climb 20 ft.; AC 17 (+4 size, +3 dex), touch 17, flatfooted 14; Base Atk +1; Grp -; Atk Swarm (1d6 plus poison); Full Atk Swarm
(1d6 plus poison); Space/Reach 10 ft./0 ft.; SA Distraction, poison; SQ
Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin traits; AL N; SV
Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Listen +4, Spot +4;

Room #24

East Entry
South Entry

Archway
Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp)
Rolling Rock Trap: CR 1; mechanical; location trigger; manual reset;
Atk +10 melee (2d6, rock); Search DC 20; Disable Device DC 22

Monster

1 x Shrieker (fungus)
Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5

Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5
dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk
-; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant traits; AL
N; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1
Skills and Feats: -; -

Room #25

South Entry
Room Features

Room #26

North Entry
West Entry
Room Features
Monster

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Someone has scrawled "Has anyone seen my invisible cloak?" on the west
wall, A pile of rotten fruit lies in the south-west corner of the room

Unlocked Simple Wooden Door (hard 5, 10 hp)


Unlocked Stone Door (hard 8, 60 hp)
The walls are covered with cracks, Several empty bottles are scattered
throughout the room
1 x Large Monstrous Centipede (vermin)
Large monstrous centipede: CR 1; Large vermin; HD 3d8; hp 13; Init +2;
Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural),
touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 plus
poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10
ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +3,
Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse

Room #27

North Entry #1

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16
ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18
Leads to room #17

North Entry #2

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slides
to one side, +1 to break DC)
Leads to room #4

West Entry
East Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Unlocked Stone Door (hard 8, 60 hp)
Leads to room #16

Empty

Room #28

South Entry
Trap

Room #29

North Entry
Room Features

Room #30

North Entry
East Entry #1

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)


Camouflaged Pit Trap: CR 2; 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); Search DC 24; Disable Device DC
19

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


A large kiln and coal bin sit in the north-west corner of the room, Several
corpses are impaled upon iron spikes on the ceiling

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Archway

Leads to room #12, inhabited by 1 x Medium Monstrous Spider


East Entry #2
South Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Leads to room #33, inhabited by 1 x Troglodyte Zombie

Room Features
Monster

A rope ascends to a balcony hanging from the north wall, A group of


monstrous faces have been carved into the south wall
1 x Grimlock
Grimlock: CR 1; Medium monstrous humanoid; HD 2d8+2; hp 11; Init +1;
Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14;
Base Atk +2; Grp +4; Atk +4 melee (1d8+3/3, battleaxe); Full Atk +4 melee
(1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA -; SQ Blindsight 40 ft.,
immunities, scent; AL NE; SV Fort +1, Ref +4, Will +2; Str 15, Dex 13, Con
13, Int 10, Wis 8, Cha 6
Skills and Feats: Climb +4, Hide +3*, Listen +5, Spot +3; Alertness, Track
Treasure: 150 gp; hoard total 150 gp

Room #31

North Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Leads to room #11, inhabited by 1 x Darkmantle

East Entry

Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)


The door is located near the ceiling and concealed behind a tapestry
of vile acts
Leads to room #18, inhabited by 1 x 1st Level Warrior Duergar

South Entry
Room Features
Monster

Archway
A set of demonic war masks hangs on the east wall, An iron chandelier
hangs from the ceiling in the south-west corner of the room
1 x Shrieker (fungus)
Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5
dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk
-; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant traits; AL
N; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1
Skills and Feats: -; -

Room #32

North Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Burning Hands Trap: CR 2; magic device; proximity trigger (alarm);
automatic reset; spell effect (Burning Hands, 1st level wizard, 1d4 fire,
DC 11 Reflex save half damage); Search DC 26; Disable Device DC 26

West Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to


break DC)
Leads to room #15, inhabited by 1 x Ghoul

West Entry #2
East Entry
South Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Archway
Secret (Search DC 25) Locked Iron Door (Open Lock DC 25, break DC 28;
hard 10, 60 hp)
The door is concealed behind a statue of a dread vampire, and opened
by filling his chalice with blood

Room Features
Monster

A magical mirror on the east wall answers questions with insults, Someone
has scrawled "Mind the gap" on the west wall
1 x Large Monstrous Centipede (vermin)
Large monstrous centipede: CR 1; Large vermin; HD 3d8; hp 13; Init +2;

Large monstrous centipede: CR 1; Large vermin; HD 3d8; hp 13; Init +2;


Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural),
touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 plus
poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10
ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +3,
Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse

Room #33

North Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Leads to room #30, inhabited by 1 x Grimlock

East Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;
hard 5, 10 hp) (magically reinforced, +10 to break DC)
Scything Blade Trap: CR 1; mechanical; location trigger; automatic
reset; Atk +8 melee (1d8/x3); Search DC 21; Disable Device DC 20

Room Features
Monster

A circle of tall stones stands in the north side of the room, A pile of broken
arrows lies in the south side of the room
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
Skills and Feats: -; Toughness

The Forsaken Cyst of Evil


http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License

You might also like