The Dark Cyst of Evil 01
The Dark Cyst of Evil 01
The Dark Cyst of Evil 01
Level 1
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)
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 Features A narrow shaft descends from the room into a magical cyst below, Spirals
of red stones cover the floor
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)
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)
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
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 #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #8, inhabited by 1 x Ice Mephit
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
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)
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
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
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
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
Room Features A mural of an aberrant god covers the ceiling, An iron sarcophagus sits in
the south side of the room
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
Hidden Treasure Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60 hp)
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
Some content used under the terms of the Open Gaming License