The Sanctum of The Wyrm Duchess 01

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The Sanctum of the Wyrm Duchess 01

Level 1
General Size Medium (51 x 65)
Walls Masonry (Climb DC 20)
Floor Natural Stone (move at half speed, can't charge
or run, +5 to Balance and Tumble DC)

Temperature Cool
Illumination Dark (individual creatures may carry lights)

Corridor Features a A narrow shaft falls into the corridor from above
c Someone has scrawled "Amalfrild fell here, slain
by a vampire" here
e Several square holes are cut into the walls here
i Someone has scrawled "Good spot for ambush"
in goblin runes here

Wandering Monsters 1 1 x Large Monstrous Centipede (vermin);


gathered around an evil shrine
2 1 x 1st Level Warrior Duergar (dwarf);
consumed by disease and madness
3 1 x Large Monstrous Centipede (vermin);
bloodied and fleeing a more powerful enemy
4 1 x 1st Level Warrior Svirfneblin (gnome);
investigating a strange noise
5 1 x Spider Swarm; patrolling their territory
6 1 x Large Monstrous Centipede (vermin);
investigating a strange noise

Room #1 West Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
South Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #5
Room Features A wooden ladder rests against the south wall,
and a putrid odor fills the room
Monster 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 #2 South Entry #1 Trapped Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
Ⓣ Large Net Trap: CR 2; mechanical; location
trigger; manual reset; Atk +5 melee (see note);
Search DC 20; Disable Device DC 25; Note:
Characters in 10 ft. square are grappled by net
(Str 18) if they fail a DC 14 Reflex save.
→ Leads to room #6
South Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #7
Room Features Someone has scrawled "Aedan fell here" on the
south wall, and a ruined chain shirt lies in the
south-west corner of the room

Room #3 West Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)

South Entry Archway


→ Leads to room #8
Room Features Someone has scrawled "The cleric will betray
you" in blood on the north wall, and the sound of
horns can be faintly heard near the south wall
Monster 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 #4 East Entry #1 Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)

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


5, 10 hp)
→ Leads to room #8
South Entry #2 Archway
→ Leads to room #9
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 #5 North Entry Wooden Portcullis (lift DC 25, break DC 28;


hard 5, 30 hp)
→ Leads to room #1, inhabited by 1 x Large
Monstrous Centipede
East Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #6
South Entry #1 Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
South Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)

Room Features Spirals of green stones cover the floor, and


someone has scrawled "It's a trap" on the east
wall
Room #6 North Entry Trapped Iron Portcullis (lift DC 25, break DC 28;
hard 10, 60 hp)
Ⓣ Large Net Trap: CR 2; mechanical; location
trigger; manual reset; Atk +5 melee (see note);
Search DC 20; Disable Device DC 25; Note:
Characters in 10 ft. square are grappled by net
(Str 18) if they fail a DC 14 Reflex save.
→ Leads to room #2
West Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #5
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #7
South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #11
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
(slides down, +1 to break DC)
→ Leads to room #12
Room Features Someone has scrawled "Death comes on silent
wings" on the east wall, and the scent of urine
fills the room

Room #7 North Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #2

North Entry #2 Stuck Good Wooden Door (break DC 18; hard


5, 15 hp)
West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #6
East Entry #1 Trapped Wooden Portcullis (lift DC 25, break
DC 28; hard 5, 30 hp)
Ⓣ Acid Arrow Trap: CR 3; magic device;
proximity trigger (alarm); automatic reset; Atk +2
ranged touch; spell effect (Acid Arrow, 3rd level
wizard, 2d4 acid/round for 2 rounds); Search DC
27; Disable Device DC 27
→ Leads to room #8
East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #10, inhabited by 1 x
Shrieker
South Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #13

Room Features A tile mosaic of geometric patterns covers the


floor, and someone has scrawled "Eryel Deney
stands here, slain by a basilisk" on the east wall
Room #8 North Entry #1 Archway
→ Leads to room #3, inhabited by 1 x Large
Monstrous Centipede

North Entry #2 Stuck Simple Wooden Door (break DC 13; hard


5, 10 hp)
→ Leads to room #4, inhabited by 1 x
Troglodyte Zombie
West Entry Trapped Wooden Portcullis (lift DC 25, break
DC 28; hard 5, 30 hp)
Ⓣ Acid Arrow Trap: CR 3; magic device;
proximity trigger (alarm); automatic reset; Atk +2
ranged touch; spell effect (Acid Arrow, 3rd level
wizard, 2d4 acid/round for 2 rounds); Search DC
27; Disable Device DC 27
→ Leads to room #7

Room Features A group of monstrous faces have been carved


into the east wall, and several pieces of rotten
bread are scattered throughout the room

Room #9 North Entry Archway


→ Leads to room #4, inhabited by 1 x
Troglodyte Zombie

West Entry Archway


→ Leads to room #10, inhabited by 1 x
Shrieker

South Entry Stuck Good Wooden Door (break DC 18; hard


5, 15 hp)
→ Leads to room #14
Room Features A stone ramp ascends towards the west wall,
and the north and west walls are covered with
cracks
Room #10 West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #7

West Entry #2 Stuck Simple Wooden Door (break DC 13; hard


5, 10 hp)
East Entry #1 Archway
→ Leads to room #9
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #14
South Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #15
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 #11 North Entry #1 Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
North Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #6

East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)


→ Leads to room #12
East Entry #2 Archway
South Entry Archway
→ Leads to room #16
Room Features A well lies in the east side of the room, and a
carved stone statue stands in the west side of
the room

Room #12 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
(slides down, +1 to break DC)
→ Leads to room #6
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #11
East Entry Archway
→ Leads to room #13
Empty
Room #13 North Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #7
West Entry #1 Archway
→ Leads to room #12
West Entry #2 Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
East Entry #1 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)
→ Leads to room #15

Empty

Room #14 North Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #9
West Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #10, inhabited by 1 x
Shrieker
South Entry Trapped Wooden Portcullis (lift DC 25, break
DC 28; hard 5, 30 hp)
Ⓣ 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
→ Leads to room #18
Room Features A stone sarcophagus sits in the south-east
corner of the room, and someone has scrawled
"right, left, left, straight" on the east wall

Room #15 North Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #10, inhabited by 1 x
Shrieker
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #13
West Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #18
South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #20
Room Features The north and east walls have been engraved
with glowing runes, and a toppled statue lies in
the north side of the room
Room #16 North Entry #1 Archway
North Entry #2 Archway
→ Leads to room #11
East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10,
60 hp)
→ Leads to room #17, inhabited by 1 x 1st
Level Warrior Duergar
Room Features Someone has scrawled "Trespassers will be
flayed alive" in blood on the north wall, and
mysterious levers and mechanisms cover the
walls

Room #17 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10,
60 hp)
→ Leads to room #16
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #22

Room Features Several iron cages are scattered throughout the


room, and a sundered shield lies in the west
side of the room

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: 20 pp; Masterwork Bastard Sword
(Small) (335 gp); hoard total 535 gp

Room #18 North Entry Trapped Wooden Portcullis (lift DC 25, break
DC 28; hard 5, 30 hp)
Ⓣ 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
→ Leads to room #14
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #15
Room Features Numerous humanoid skulls are scattered
throughout the room, and several broken arrows
are scattered throughout the room
Room #19 North Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)

East Entry Trapped Iron Portcullis (lift DC 25, 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
→ Leads to room #20
Room Features A magical mirror on the east wall answers
questions with lies and falsehoods, and a narrow
pit covered by iron bars lies in the north-east
corner of the room

Monster 1 x Huge Monstrous Centipede (vermin)

Huge monstrous centipede: CR 2; Huge vermin;


HD 6d8+6; hp 33; Init +2; Spd 40 ft. (8 squares),
climb 40 ft.; AC 16 (-2 size, +2 dex, +6 natural),
touch 10, flat-footed 14; Base Atk +4; Grp +15;
Atk +5 melee (2d6+4 plus poison, bite); Full Atk
+5 melee (2d6+4 plus poison, bite);
Space/Reach 15 ft./10 ft.; SA Poison; SQ
Darkvision 60 ft., vermin traits; AL N; SV Fort
+6, Ref +4, Will +2; Str 17, Dex 15, Con 12, Int -
, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +2, Spot +4; -

Room #20 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #15
West Entry #1 Trapped Iron Portcullis (lift DC 25, 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
→ Leads to room #19, inhabited by 1 x Huge
Monstrous Centipede

West Entry #2 Archway


South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
(slides down, +1 to break DC)
→ Leads to room #25, inhabited by 1 x
Troglodyte Zombie
Empty
Room #21 West Entry Unlocked Strong Wooden Door (hard 5, 20
hp)
East Entry Unlocked Strong Wooden Door (hard 5, 20
hp)
→ Leads to room #22
Empty

Room #22 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #17, inhabited by 1 x 1st
Level Warrior Duergar
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #21
South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #27, inhabited by 1 x 1st
Level Warrior Svirfneblin

South Entry #2 Unlocked Iron Door (hard 10, 60 hp) (slides


down, +1 to break DC)
South Entry #3 Archway
Room Features Mysterious levers and mechanisms cover the
walls, and a pile of torn paper lies in the west
side of the room

Room #23 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #25, inhabited by 1 x
Troglodyte Zombie

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


East Entry #2 Stuck Good Wooden Door (break DC 18; hard
5, 15 hp) (slides up, +2 to break DC)
South Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #28
Empty
Room #24 North Entry #1 Archway

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


West Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #25, inhabited by 1 x
Troglodyte Zombie
South Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides to one side, +1 to break DC)
→ Leads to room #29, inhabited by 1 x
Darkmantle

Room Features A tapping sound can be heard in the south side


of the room, and a pile of corroded iron spikes
lies in the north side of the room
Monster 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, flat-footed 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 #25 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
(slides down, +1 to break DC)
→ Leads to room #20
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #24, inhabited by 1 x Spider
Swarm

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


→ Leads to room #23

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 #26 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
East Entry #2 Archway
→ Leads to room #27, inhabited by 1 x 1st
Level Warrior Svirfneblin
Room Features A balcony hangs from the south wall, and a
sundered amulet lies in the south side of the
room
Monster 8 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,
flat-footed 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
Trap Large Net Trap: CR 2; mechanical; location
trigger; manual reset; Atk +5 melee (see note);
Search DC 20; Disable Device DC 25; Note:
Characters in 10 ft. square are grappled by net
(Str 18) if they fail a DC 14 Reflex save.
Room #27 North Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
North Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #22
West Entry Archway
→ Leads to room #26, inhabited by 8 x Tiny
Monstrous Centipede
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
South Entry #1 Archway
→ Leads to room #31
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
South Entry #3 Iron Portcullis (lift DC 25, break DC 28; hard 10,
60 hp) (magically reinforced, +10 to break DC)
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: 80 gp; hoard total 80 gp

Room #28 North Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #23
East Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #32, inhabited by 1 x
Troglodyte Zombie
South Entry #2 Archway
→ Leads to room #33
Room Features A faded and torn tapestry hangs from the west
wall, and skeletons hang from chains and
manacles against the south wall
Room #29 North Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides to one side, +1 to break DC)
→ Leads to room #24, inhabited by 1 x Spider
Swarm
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
(slides up, +2 to break DC)
East Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #30
Room Features Someone has scrawled "The Rosewood Staff is
wreathed in flames" on the north wall, and a
broken spear lies in the north side of the room
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 #30 West Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #29, inhabited by 1 x
Darkmantle
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
South Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
South Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
South Entry #3 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
South Entry #4 Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)

Empty

Room #31 North Entry Archway


→ Leads to room #27, inhabited by 1 x 1st
Level Warrior Svirfneblin
East Entry Archway
Empty
Room #32 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
North Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #28
East Entry Archway
→ Leads to room #33
Room Features Someone has scrawled "They ate Gamin" in
dwarvish runes on the south wall, and a pile of
rotting wood lies in the west side 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 #33 North Entry Archway


→ Leads to room #28
West Entry Archway
→ Leads to room #32, inhabited by 1 x
Troglodyte Zombie
Room Features Someone has scrawled "We've run out of time"
on the north wall, and several iron spikes are
scattered throughout the room

Random Dungeon Generator


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