The Dread Gauntlet of The Goblin King 01

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The Dread Gauntlet of the Goblin King 01

Level 1
General Size Medium (51 x 65)
Walls Superior Masonry (Climb DC 25)
Floor Smooth Stone
Temperature Average

Illumination Dark (individual creatures may carry


lights)

Corridor Features a A narrow shaft descends from the corridor into the
next dungeon level down

Wandering Monsters 1 1 x 1st Level Warrior Drow (elf), consumed by


disease and madness
2 1 x Homunculus, lost and desperate
3 1 x Shrieker (fungus), tracking the party
4 1 x Troglodyte Zombie, wandering senselessly

5 1 x Shrieker (fungus), consumed by disease and


madness
6 2 x Medium Monstrous Centipede (vermin),
scavenging for food and treasure

Room #1 West Entry Unlocked Iron Door (hard 10, 60 hp)


→ Leads to room #3, inhabited by 1 x Darkmantle
Monster 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 #2 East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60
hp)
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #5
Empty
Room #3 East Entry #1 Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #1, inhabited by 1 x Shrieker
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #4, inhabited by 1 x 1st Level
Warrior Duergar
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #7
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, flat-footed 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 #4 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #3, inhabited by 1 x Darkmantle
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp) (slides down, +1 to break DC)
→ Leads to room #5
East Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #8, inhabited by 1 x 1st Level
Warrior Duergar
South Entry Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #9
Monster 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 (1d8/19-20, 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: 600 sp; hoard total 60 gp
Room #5 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #2
West Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp) (slides down, +1 to break DC)
→ Leads to room #4, inhabited by 1 x 1st Level
Warrior Duergar

Empty

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

South Entry Stuck Strong Wooden Door (break DC 23; hard 5,


20 hp)
Room Features A ruined siege weapon sits in the north-west corner
of the room, and a pile of torn paper lies in the west
side of the room
Monster 2 x Medium Monstrous Centipede (vermin)

Medium monstrous centipede: CR 1/2; Medium


vermin; HD 1d8; hp 4; Init +2; Spd 40 ft. (8 squares),
climb 40 ft.; AC 14 (+2 dex, +2 natural), touch 12,
flat-footed 12; Base Atk +0; Grp -1; Atk +2 melee
(1d6-1 plus poison, bite); Full Atk +2 melee (1d6-1
plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison;
SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2,
Ref +2, Will +0; Str 9, Dex 15, Con 10, Int -, Wis 10,
Cha 2
Skills and Feats: Climb +10, Hide +10, Spot +4;
Weapon Finesse

Room #7 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #3, inhabited by 1 x Darkmantle

East Entry Archway


→ Leads to room #9
South Entry Archway
→ Leads to room #13
Trap Earthmaw Trap: CR 2; magic device; location trigger;
no reset; earthmaw (2d6 damage, DC 12 Reflex
save for half damage); Search DC 22; Disable
Device DC 20

Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden


Chest (Open Lock DC 25, break DC 25; hard 5, 20
hp)

70 gp; hoard total 70 gp


Room #8 West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #4, inhabited by 1 x 1st Level
Warrior Duergar

West Entry #2 Archway


→ Leads to room #9

South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5,


30 hp)
→ Leads to room #14
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #15, inhabited by 5 x Dire Rat
Monster 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 (1d8/19-20, 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: 110 gp; hoard total 110 gp
Room #9 North Entry Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #4, inhabited by 1 x 1st Level
Warrior Duergar

West Entry Archway


→ Leads to room #7

East Entry Archway


→ Leads to room #8, inhabited by 1 x 1st Level
Warrior Duergar

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,


30 hp)
→ Leads to room #14
Room Features The floor is covered with humanoid bones, and a
corroded mace lies in the north side of the room

Room #10 East Entry Archway


→ Leads to room #11, inhabited by 1 x Shrieker

South Entry Stuck Strong Wooden Door (break DC 23; hard 5,


20 hp)
→ Leads to room #23, inhabited by 1 x Darkmantle
Empty

Room #11 West Entry Archway


→ Leads to room #10
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #12, inhabited by 1 x Ghoul

Room Features A faded and torn tapestry hangs from the west wall,
and ghostly wailing can be faintly heard near the
west wall
Monster 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 #12 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #11, inhabited by 1 x Shrieker
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
(slides up, +2 to break DC)
Room Features A magical mural on the west wall can be used to
scry upon any known individual within the dungeon,
and a tapestry of geometric patterns hangs from the
east wall
Monster 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 #13 North Entry Archway


→ Leads to room #7
East Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #14
South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #24
South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #25, inhabited by 3 x 1st Level
Warrior Goblin
Empty
Room #14 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #9
North Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #8, inhabited by 1 x 1st Level
Warrior Duergar

West Entry Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)
→ Leads to room #13

South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)
→ Leads to room #25, inhabited by 3 x 1st Level
Warrior Goblin
South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #26
Trap Stone Blocks from Ceiling: CR 3; mechanical;
location trigger; repair reset; Atk +10 melee (4d6,
stone blocks); Search DC 25; Disable Device DC 20

Hidden Treasure Hidden (Search DC 30) Unlocked Strong Wooden


Chest (hard 5, 20 hp)

60 gp; Masterwork Warhammer (Medium) (312 gp);


hoard total 372 gp

Room #15 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #8, inhabited by 1 x 1st Level
Warrior Duergar

South Entry Archway


→ Leads to room #27, inhabited by 1 x Ghoul

Monster 5 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, flat-footed 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 #16 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp) (stuck, +2 to lift DC)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #20
Room Features A large kiln and coal bin sit in the north side of the
room, and a rusted chain shirt lies in the east side of
the room
Trap 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

Room #17 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #18
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #20
Room Features A faded and torn tapestry hangs from the east wall,
and motes of prismatic light fill the north-west corner
of the room
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: 12 gp; Velvet Sash threaded with
Electrum (1400 gp); hoard total 1412 gp

Room #18 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #17, inhabited by 1 x Medium
Monstrous Spider

East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15


hp)
East Entry #2 Archway
South Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #21
Room Features Several square holes are cut into the ceiling and
floor, and someone has scrawled "I've forgotten my
name" on the east wall
Room #19 West Entry Archway
→ Leads to room #23, inhabited by 1 x
Darkmantle
East Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)


→ Leads to room #24

Empty

Room #20 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #17, inhabited by 1 x Medium
Monstrous Spider
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #16
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #21
Empty

Room #21 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #18
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #20
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #22, inhabited by 1 x 1st Level
Warrior Duergar
East Entry #2 Archway
→ Leads to room #31
South Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #34
Room Features The north and west walls have been engraved with
incoherent labyrinths, and a pile of empty bottles lies
in the west side of the room
Room #22 West Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #21
South Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #31
Monster 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 (1d8/19-20, 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: 700 sp; Masterwork Heavy Crossbow
(Medium) (350 gp); hoard total 420 gp

Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden


Chest (Open Lock DC 20, break DC 15; hard 5, 10
hp)

400 sp; hoard total 40 gp

Room #23 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #10

East Entry #1 Archway


→ Leads to room #19

East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)
→ Leads to room #29, inhabited by 12 x Rat
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
Room Features A circle of tall stones stands in the north-east corner
of the room, and the ceiling is covered with
crystalline stalactites

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, flat-footed 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 #24 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #13
West Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #19
West Entry #2 Archway
→ Leads to room #29, inhabited by 12 x Rat

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


10 hp)
→ Leads to room #32
Room Features A narrow shaft descends from the room into the next
dungeon level down, and a circle of tall stones
stands in the north side of the room

Room #25 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #13
North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #14
East Entry Archway
→ Leads to room #26
South Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #33, inhabited by 1 x Shrieker
Room Features A stone dais sits in the east side of the room, and
the floor is covered in perfect hexagonal tiles
Monster 3 x 1st Level Warrior Goblin

1st level warrior goblin: CR 1/3; Small humanoid


(goblinoid); HD 1d8+1; hp 5; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 size, +1 dex, +2 leather armor,
+1 light shield), touch 12, flat-footed 14; Base Atk
+1; Grp -3; Atk +2 melee (1d6, morningstar) or +3
ranged (1d4, javelin); Full Atk +2 melee (1d6,
morningstar) or +3 ranged (1d4, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.;
AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13,
Con 12, Int 10, Wis 9, Cha 6
Skills and Feats: Hide +5, Listen +2, Move Silently
+5, Ride +4, Spot +2; Alertness
Treasure: 6000 cp; Breastplate (Medium) (200 gp);
hoard total 260 gp
Room #26 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #14
West Entry Archway
→ Leads to room #25, inhabited by 3 x 1st Level
Warrior Goblin

South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)


→ Leads to room #36, inhabited by 1 x Troglodyte
Zombie
South Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #37, inhabited by 1 x 1st Level
Warrior Drow
Room Features Part of the ceiling has collapsed into the room, and
spirals of gray stones cover the floor

Room #27 North Entry Archway


→ Leads to room #15, inhabited by 5 x Dire Rat
East Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #28
South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features A stair ascends to a balcony hanging from the north
wall, and a fountain of water sits against the south
wall
Monster 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 #28 West Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #27, inhabited by 1 x Ghoul
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60
hp)
→ Leads to room #38
Empty

Room #29 West Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #23, inhabited by 1 x Darkmantle
East Entry #1 Archway
→ Leads to room #24
East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #32
Room Features A narrow shaft descends from the room into a
magical cyst below, and a warped spear lies in the
east side of the room
Monster 12 x Rat (animal)

Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2;


Spd 15 ft. (3 squares), climb 15 ft., swim 15 ft.; AC
14 (+2 size, +2 dex), touch 14, flat-footed 12; Base
Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk
+4 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.;
SA -; SQ Low-light vision, scent; AL N; SV Fort +2,
Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12,
Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +14,
Move Silently +10, Swim +10; Weapon Finesse

Room #30 East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
Ⓣ Ceiling Pendulum: CR 3; mechanical; timed
trigger; automatic reset; Atk +15 melee (1d12+8/x3,
greataxe); Search DC 15; Disable Device DC 27
→ Leads to room #34
South Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
Room Features Part of the ceiling has collapsed into the room, and
several empty bottles are scattered throughout the
room
Room #31 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #22, inhabited by 1 x 1st Level
Warrior Duergar
West Entry #1 Archway
→ Leads to room #21
West Entry #2 Trapped Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
Ⓣ Scything Blade Trap: CR 1; mechanical; location
trigger; automatic reset; Atk +8 melee (1d8/x3);
Search DC 21; Disable Device DC 20
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)

Empty

Room #32 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #24
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #29, inhabited by 12 x Rat
East Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp) (slides down, +1 to break DC)
→ Leads to room #33, inhabited by 1 x Shrieker

Room Features The south and west walls have been engraved with
incoherent labyrinths, and a sundered shield lies in
the south-east corner of the room

Room #33 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #25, inhabited by 3 x 1st Level
Warrior Goblin
West Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp) (slides down, +1 to break DC)
→ Leads to room #32
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #39, inhabited by 1 x Darkmantle
Room Features A ladder ascends to a wooden platform in the south-
east corner of the room, and someone has scrawled
"Linmhe died here, the best among us" in blood on
the south wall
Monster 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 #34 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #21
West Entry Trapped Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
Ⓣ Ceiling Pendulum: CR 3; mechanical; timed
trigger; automatic reset; Atk +15 melee (1d12+8/x3,
greataxe); Search DC 15; Disable Device DC 27
→ Leads to room #30
East Entry #1 Archway
East Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60
hp)
Empty

Room #35 North Entry Archway


Room Features Howling can be faintly heard near the east wall, and
a corroded chain lies in the north-east corner of the
room

Room #36 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #26
East Entry Archway
→ Leads to room #37, inhabited by 1 x 1st Level
Warrior Drow
South Entry #1 Unlocked Stone Door (hard 8, 60 hp)
South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
Room Features Someone has scrawled "Shori died here, slain by
orcs" in dwarvish runes on the west wall, and a
rusted chain shirt lies in the south-east corner of the
room
Monster 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
Room #37 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #26
West Entry Archway
→ Leads to room #36, inhabited by 1 x Troglodyte
Zombie

East Entry Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp) (slides to one side, +1 to break DC)
→ Leads to room #38
South Entry Archway
→ Leads to room #41
Room Features Spirals of gray stones cover the floor, and a
sundered club lies in the south-west corner of the
room
Monster 1 x 1st Level Warrior Drow (elf)

1st level warrior drow: CR 1 (see text); Medium


humanoid (elf); HD 1d8; hp 4; Init +1; Spd 30 ft. (6
squares); AC 16 (+1 dex, +4 chain shirt, +1 light
shield), touch 11, flat-footed 15; Base Atk +1; Grp
+2; Atk +3 melee (1d6+1/18-20, rapier) or +2 ranged
(1d4/19-20, hand crossbow); Full Atk +3 melee
(1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand
crossbow); Space/Reach 5 ft./5 ft.; SA Poison, spell-
like abilities; SQ Drow traits, spell resistance 12; AL
NE; SV Fort +2, Ref +1, Will -1*; Str 13, Dex 13, Con
10, Int 12, Wis 9, Cha 10
Skills and Feats: Hide +0, Listen +2, Search +4, Spot
+3; Weapon Focus (rapier)
Treasure: 100 sp; Full Plate (Medium) (1500 gp);
hoard total 1510 gp

Trap Poisoned Arrow Trap: CR 3; mechanical; touch


trigger; manual reset; lock bypass (Open Lock DC
30); Atk +12 ranged (1d8 plus poison, arrow); poison
(large scorpion venom [injury, Fort DC 18, 1d6
Str/1d6 Str]); Search DC 19; Disable Device DC 15

Hidden Treasure Hidden (Search DC 20) Unlocked Simple Wooden


Chest (hard 5, 10 hp)

60 gp; hoard total 60 gp

Room #38 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60
hp)
→ Leads to room #28
West Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp) (slides to one side, +1 to break DC)
→ Leads to room #37, inhabited by 1 x 1st Level
Warrior Drow

East Entry Archway


South Entry Archway
Room Features Numerous monstrous skulls lie within niches in the
east and west walls, and a broken wooden chest lies
in the south-west corner of the room
Room #39 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #33, inhabited by 1 x Shrieker
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
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, flat-footed 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 #40 East Entry Unlocked Simple Wooden Door (hard 5, 10


hp)
→ Leads to room #41
South Entry Archway
→ Leads to room #43, inhabited by 11 x Rat
Empty

Room #41 North Entry Archway


→ Leads to room #37, inhabited by 1 x 1st Level
Warrior Drow
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #40
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #44
South Entry #2 Trapped Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
Ⓣ Poison Needle Trap: CR 1; mechanical; touch
trigger; manual reset; Atk +8 ranged (1 plus poison);
poison (greenblood oil [injury, Fort DC 13, 1 Con/1d2
Con]); Search DC 22; Disable Device DC 20
→ Leads to room #45, inhabited by 1 x Shrieker
Empty
Room #42 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #47, inhabited by 1 x Grimlock
Room Features A stone ramp ascends towards the north wall, and
several empty bottles are scattered throughout the
room
Monster 16 x Rat (animal)

Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2;


Spd 15 ft. (3 squares), climb 15 ft., swim 15 ft.; AC
14 (+2 size, +2 dex), touch 14, flat-footed 12; Base
Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk
+4 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.;
SA -; SQ Low-light vision, scent; AL N; SV Fort +2,
Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12,
Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +14,
Move Silently +10, Swim +10; Weapon Finesse

Room #43 North Entry Archway


→ Leads to room #40
Monster 11 x Rat (animal)

Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2;


Spd 15 ft. (3 squares), climb 15 ft., swim 15 ft.; AC
14 (+2 size, +2 dex), touch 14, flat-footed 12; Base
Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk
+4 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.;
SA -; SQ Low-light vision, scent; AL N; SV Fort +2,
Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12,
Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +14,
Move Silently +10, Swim +10; Weapon Finesse

Room #44 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #41
East Entry #1 Archway
→ Leads to room #45, inhabited by 1 x Shrieker
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #46, inhabited by 15 x Rat
South Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #48, inhabited by 1 x Troglodyte
Room Features A tile mosaic of ancient mythology covers the floor,
and someone has scrawled an evil symbol on the
north wall
Room #45 North Entry #1 Trapped Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
Ⓣ Poison Needle Trap: CR 1; mechanical; touch
trigger; manual reset; Atk +8 ranged (1 plus poison);
poison (greenblood oil [injury, Fort DC 13, 1 Con/1d2
Con]); Search DC 22; Disable Device DC 20
→ Leads to room #41
North Entry #2 Archway
West Entry Archway
→ Leads to room #44
South Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #46, inhabited by 15 x Rat

Room Features A narrow pit covered by iron bars lies in the north
side of the room, and a clanking sound can be faintly
heard near the south wall
Monster 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 #46 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #45, inhabited by 1 x Shrieker

West Entry Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)
→ Leads to room #44
South Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #49, inhabited by 1 x 1st Level
Warrior Svirfneblin
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features Spirals of gray stones cover the floor, and a ruined
chain shirt lies in the north-east corner of the room

Monster 15 x Rat (animal)

Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2;


Spd 15 ft. (3 squares), climb 15 ft., swim 15 ft.; AC
14 (+2 size, +2 dex), touch 14, flat-footed 12; Base
Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk
+4 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.;
SA -; SQ Low-light vision, scent; AL N; SV Fort +2,
Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12,
Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +14,
Move Silently +10, Swim +10; Weapon Finesse
Room #47 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #42, inhabited by 16 x Rat

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


hp)
→ Leads to room #48, inhabited by 1 x Troglodyte
Room Features Numerous pillars line the south and east walls, and a
forge and anvil sit in the north-west corner of the
room
Monster 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: 6000 cp; hoard total 60 gp

Room #48 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #44

West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15


hp)
→ Leads to room #47, inhabited by 1 x Grimlock
Monster 1 x Troglodyte

Troglodyte: CR 1; Medium humanoid (reptilian); HD


2d8+4; hp 13; Init -1; Spd 30 ft. (6 squares); AC 15 (-
1 dex, +6 natural), touch 9, flat-footed 15; Base Atk
+1; Grp +1; Atk +1 melee (1d6, club) or +1 melee
(1d4, claw) or +1 ranged (1d6, javelin); Full Atk +1
melee (1d6, club) and -1 melee (1d4, claw) and -1
melee (1d4, bite) or +1 melee (1d4, 2 claws) and -1
melee (1d4, bite) or +1 ranged (1d6, javelin);
Space/Reach 5 ft./5 ft.; SA Stench; SQ Darkvision
90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex
9, Con 14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack,
Weapon Focus (javelin)
Treasure: 3000 cp; Half-plate (Small) (600 gp); hoard
total 630 gp
Room #49 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #46, inhabited by 15 x Rat
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #52, inhabited by 1 x 1st Level
Warrior Duergar
Room Features A sloped pit lined with iron spikes lies in the west
side of the room, and several pieces of spoiled meat
are scattered throughout the room
Monster 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: 160 gp; hoard total 160 gp

Room #50 East Entry Archway


→ Leads to room #51
South Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp) (magically reinforced, +10 to break DC)
→ Leads to room #53, inhabited by 1 x Medium
Monstrous Spider
Empty

Room #51 West Entry Archway


→ Leads to room #50
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #52, inhabited by 1 x 1st Level
Warrior Duergar
Room Features A stair ascends to a wooden platform in the south-
east corner of the room, and a group of monstrous
faces have been carved into the east wall

Trap Rolling Rock Trap: CR 1; mechanical; location


trigger; manual reset; Atk +10 melee (2d6, rock);
Search DC 20; Disable Device DC 22
Room #52 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #49, inhabited by 1 x 1st Level
Warrior Svirfneblin
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #51
Room Features A narrow pit covered by iron bars lies in the south-
east corner of the room, and the ceiling is covered
with bloodstains
Monster 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 (1d8/19-20, 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: 4000 cp; Rosewood Puzzle Box inlaid with
Ornate Gold Scrollwork (200 gp); hoard total 240 gp

Room #53 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp) (magically reinforced, +10 to break DC)
→ Leads to room #50

South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #57

Room Features Someone has scrawled "It's a trap" on the north wall,
and the floor is covered with mud

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: 13 gp; hoard total 13 gp
Room #54 North Entry #1 Trapped 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

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


South Entry Archway
→ Leads to room #56, inhabited by 9 x Rat
Room Features Someone has scrawled "The Throne of Roses shall
be destroyed when the Walls of Ghosts are broken"
on the east wall, and a rustling noise can be faintly
heard near the west wall

Room #55 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #56, inhabited by 9 x Rat

East Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)


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

East Entry #3 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #58

Room Features Someone has scrawled "When iron is made flesh,


the Queen of Grace shall be slain by the Blade of
Wrath" on the west wall, and a pile of broken arrows
lies in the center of the room

Room #56 North Entry Archway


→ Leads to room #54

West Entry Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)

East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15


hp)
→ Leads to room #55

East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)

Monster 9 x Rat (animal)

Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2;


Spd 15 ft. (3 squares), climb 15 ft., swim 15 ft.; AC
14 (+2 size, +2 dex), touch 14, flat-footed 12; Base
Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk
+4 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.;
SA -; SQ Low-light vision, scent; AL N; SV Fort +2,
Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12,
Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +14,
Move Silently +10, Swim +10; Weapon Finesse
Room #57 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #53, inhabited by 1 x Medium
Monstrous Spider

East Entry Archway


Empty

Room #58 West Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #55
West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features Patches of mushrooms grow in the north-east corner


of the room, and several corroded iron spikes are
scattered throughout the room

Random Dungeon Generator


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