The Sanctum of The Wyrm Duchess 01
The Sanctum of The Wyrm Duchess 01
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
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)
Room #3 West Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
Room #7 North Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #2
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
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 #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)
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
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
Room #23 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #25, inhabited by 1 x
Troglodyte Zombie
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)
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
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