The Forsaken Cyst of Evil
The Forsaken Cyst of Evil
The Forsaken Cyst of Evil
Level 1
General
Dungeon Walls
Dungeon Floor
Smooth Stone
Temperature
Illumination
Corridors
Wandering
Monsters
Room #1
Cool
Shadowy (phosphorescent fungus or candles every 20 ft.)
1 x 1st Level Warrior Drow (elf), 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
East Entry #2
Empty
Room #2
West Entry
East Entry
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
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
Room #5
South Entry
Room Features
Monster
Room #6
North Entry
South Entry #1
Archway
South Entry #2
Empty
Room #7
West Entry
South Entry
Room Features
Monster
Room #8
South Entry
Empty
Room #9
North Entry
South Entry
Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp) (slides
down, +1 to break DC)
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
South Entry
Room Features
Hidden Treasure
Room #11
North Entry #1
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
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
West Entry
Archway
Leads to room #30, inhabited by 1 x Grimlock
South Entry #1
Archway
South Entry #2
Room Features
A well lies in the south-west corner of the room, A fountain of water sits
against the west wall
Monster
Monster
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
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
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
East Entry #3
South Entry
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
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
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
West Entry #2
Archway
East Entry #1
East Entry #2
East Entry #2
East Entry #3
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
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
Empty
Room #22
North Entry
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
West Entry #1
West Entry #2
East Entry
South Entry
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
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
Empty
Room #28
South Entry
Trap
Room #29
North Entry
Room Features
Room #30
North Entry
East Entry #1
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Archway
Room Features
Monster
Room #31
North Entry
East Entry
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
West Entry #2
East Entry
South Entry
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;
Room #33
North Entry
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