The Dark Cyst of Evil 01

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The Dark Cyst of Evil

Level 1

General Dungeon Walls Hewn Ice (Climb DC 25)

Dungeon Floor Hewn Ice (slippery, +5 to Balance and Tumble DC)

Temperature Extreme Cold (creatures take 1d6 points of lethal damage per minute (no
save) and must succeed on a Fortitude saving throw every minute or take
1d4 points of non-lethal damage; a creature that takes any non-lethal
damage from cold exposure suffers from hypothermia and is fatigued;
creatures wearing armor or coming into contact with cold metal are
affected as if by a chill metal spell)

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

Wandering 1 1 x Ice Mephit, lost and desperate


Monsters
2 1 x Wolverine (animal), returning to their lair with plunder
2 1 x Wolverine (animal), returning to their lair with plunder

3 1 x Wolverine (animal), scouting from another part of the dungeon

4 1 x Wolverine (animal), wielding bizarre eldritch powers

5 1 x Wolverine (animal), tracking the party

6 1 x Troll Skeleton, actively patrolling their territory

Room #1 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 #5, inhabited by 1 x Wolverine

Room Features The floor is covered in perfect hexagonal tiles, Someone has scrawled "The
Elven Blade is wreathed in flames" on the south wall

Room #2 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #4

South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #6, inhabited by 1 x Wolverine

Empty

Room #3 West Entry Unlocked Stone Door (hard 8, 60 hp)

South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #7

Room Features A narrow shaft descends from the room into a magical cyst below, Spirals
of red stones cover the floor

Monster 1 x Wolverine (animal)

Wolverine: CR 2; Medium animal; HD 3d8+15; hp 28; Init +2; Spd 30 ft. (6


squares), burrow 10 ft., climb 10 ft.; AC 14 (+2 dex, +2 natural), touch 12,
flat-footed 12; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk
+4 melee (1d4+2, 2 claws) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5
ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2;
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Toughness,
Track

Room #4 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #2

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

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

Room Features Lit candles are scattered across the floor, Someone has scrawled "It's a
trap" in orcish runes on the east wall

Trap Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16
ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18

Room #5 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #1

West Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

West Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #6, inhabited by 1 x Wolverine

South Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #11, inhabited by 1 x Troll Skeleton

South Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1 to
break DC)
→ Leads to room #12, inhabited by 3 x Wolverine

Room Features Burning torches in iron sconces line the east and west walls, Someone has
scrawled "Ran out of rope" on the south wall

Monster 1 x Wolverine (animal)

Wolverine: CR 2; Medium animal; HD 3d8+15; hp 28; Init +2; Spd 30 ft. (6


squares), burrow 10 ft., climb 10 ft.; AC 14 (+2 dex, +2 natural), touch 12,
flat-footed 12; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk
+4 melee (1d4+2, 2 claws) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5
ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2;
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Toughness,
Track

Room #6 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #2

West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #5, inhabited by 1 x Wolverine

East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #8, inhabited by 1 x Ice Mephit

Monster 1 x Wolverine (animal)

Wolverine: CR 2; Medium animal; HD 3d8+15; hp 28; Init +2; Spd 30 ft. (6


squares), burrow 10 ft., climb 10 ft.; AC 14 (+2 dex, +2 natural), touch 12,
flat-footed 12; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk
+4 melee (1d4+2, 2 claws) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5
ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2;
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Toughness,
Track

Room #7 North Entry #1 Archway

North Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #3, inhabited by 1 x Wolverine

South Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (magically reinforced, +10
to break DC)
→ Leads to room #10

Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 20, break DC 28;
hard 10, 60 hp)
90 gp; hoard total 90 gp

Room #8 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #6, inhabited by 1 x Wolverine

Room Features Someone has scrawled "Ecin's Lions killed a white dragon here" on the
west wall, An unidentifiable odor fills the room

Monster 1 x Ice Mephit

Ice mephit: CR 3; Small outsider (air, cold, extraplanar); HD 3d8; hp 13;


Init +7; Spd 30 ft. (6 squares), fly 50 ft. (perfect); AC 18 (+1 size, +3 dex,
+4 natural), touch 14, flat-footed 15; Base Atk +3; Grp -1; Atk +4 melee
(1d3 plus 1d4 cold, claw); Full Atk +4 melee (1d3 plus 1d4 cold, 2 claws);
Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon
mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2,
immunity to cold, vulnerability to fire; AL N; SV Fort +3, Ref +6, Will +3;
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills and Feats: Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy
+4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5
with bindings); Dodge, Improved Initiative
Treasure: 2000 sp; Amber (90 gp), Blue Quartz (6 gp), Lapis Lazuli (9 gp);
Masterwork Fiddle (100 gp), Small Steel Mirror (10 gp); hoard total 415 gp

Room #9 North Entry Archway

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

Room Features A set of demonic war masks hangs on the west wall, Skeletons hang from
chains and manacles against the north wall

Room #10 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (magically reinforced, +10
to break DC)
→ Leads to room #7

East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #11, inhabited by 1 x Troll Skeleton

East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Room Features A stack of barrels filled with sand stands against the north wall, A chirping
noise can be heard in the north-east corner of the room

Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 30, break DC 28;
hard 10, 60 hp)

130 gp; hoard total 130 gp

Room #11 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #5, inhabited by 1 x Wolverine

West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #10

East Entry Unlocked Good Wooden Door (hard 5, 15 hp)


→ Leads to room #12, inhabited by 3 x Wolverine

South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one
side, +1 to break DC)
side, +1 to break DC)

Room Features The floor is covered in perfect hexagonal tiles, Someone has scrawled
"Threri fell here, slain by ogres" on the north wall

Monster 1 x Troll Skeleton

Troll skeleton: CR 3; Large undead; HD 6d12; hp 39; Init +7; Spd 30 ft. (6
squares); AC 14 (+3 dex, -1 size, +2 natural), touch 12, flat-footed 11; Base
Atk +3; Grp +13; Atk +8 melee (1d6+6, claw); Full Atk +8 melee (1d6+6, 2
claws) and +3 melee (1d6+3, bite); Space/Reach 10 ft./10 ft; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,
undead traits; AL NE; SV Fort +2, Ref +5, Will +5; Str 23, Dex 16, Con -, Int
-, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #12 North Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1 to
break DC)
→ Leads to room #5, inhabited by 1 x Wolverine

West Entry Unlocked Good Wooden Door (hard 5, 15 hp)


→ Leads to room #11, inhabited by 1 x Troll Skeleton

East Entry Archway


→ Leads to room #13, inhabited by 1 x Wolverine

Room Features A group of monstrous faces have been carved into the west wall, A carved
stone statue stands in the south-east corner of the room

Monster 3 x Wolverine (animal)

Wolverine: CR 2; Medium animal; HD 3d8+15; hp 28; Init +2; Spd 30 ft. (6


squares), burrow 10 ft., climb 10 ft.; AC 14 (+2 dex, +2 natural), touch 12,
flat-footed 12; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk
+4 melee (1d4+2, 2 claws) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5
ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2;
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Toughness,
Track

Room #13 West Entry Archway


→ Leads to room #12, inhabited by 3 x Wolverine

East Entry Unlocked Good Wooden Door (hard 5, 15 hp)


→ Leads to room #14

South Entry Archway


→ Leads to room #17, inhabited by 1 x Ice Mephit

Room Features A mural of an aberrant god covers the ceiling, An iron sarcophagus sits in
the south side of the room

Monster 1 x Wolverine (animal)

Wolverine: CR 2; Medium animal; HD 3d8+15; hp 28; Init +2; Spd 30 ft. (6


squares), burrow 10 ft., climb 10 ft.; AC 14 (+2 dex, +2 natural), touch 12,
flat-footed 12; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk
+4 melee (1d4+2, 2 claws) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5
ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2;
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Toughness,
Track

Room #14 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #13, inhabited by 1 x Wolverine
→ Leads to room #13, inhabited by 1 x Wolverine

East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to
break DC)

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

Room Features A stone dais sits in the west side of the room, A shattered sword lies in the
south-west corner of the room

Room #15 South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

Empty

Room #16 East Entry Archway


→ Leads to room #17, inhabited by 1 x Ice Mephit

South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

90 gp; hoard total 90 gp

Room #17 North Entry Archway


→ Leads to room #13, inhabited by 1 x Wolverine

West Entry Archway


→ Leads to room #16

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

Room Features A chute descends from the room into a natural cavern below, A forge and
anvil sit in the west side of the room

Monster 1 x Ice Mephit

Ice mephit: CR 3; Small outsider (air, cold, extraplanar); HD 3d8; hp 13;


Init +7; Spd 30 ft. (6 squares), fly 50 ft. (perfect); AC 18 (+1 size, +3 dex,
+4 natural), touch 14, flat-footed 15; Base Atk +3; Grp -1; Atk +4 melee
(1d3 plus 1d4 cold, claw); Full Atk +4 melee (1d3 plus 1d4 cold, 2 claws);
Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon
mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2,
immunity to cold, vulnerability to fire; AL N; SV Fort +3, Ref +6, Will +3;
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills and Feats: Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy
+4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5
+4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5
with bindings); Dodge, Improved Initiative
Treasure: Bronze Choker set with Moonstone (700 gp), Feathered Talisman
(60 gp); hoard total 760 gp

The Dark Cyst of Evil


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