The Secret Pit of Mamma The Indomitable 01

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The Secret Pit of Mamma the Indomitable 01

Level 1

General Size Diminutive (29 x 29)


Walls Natural Stone (Climb DC 15)
Floor Flagstone
Temperature Cool

Illumination Average (shadowy in corridors, lamps or


torches in most rooms)

Corridor Features a Swinging Block Trap: CR 1; mechanical; touch


trigger; manual reset; Atk +5 melee (4d6, stone
block); Search DC 20; Disable Device DC 20
Wandering Monsters 1 1 x Ghoul; cursed to search for a lost artifact
2 5 x Dire Rat; patrolling their territory
3 1 x Bugbear Zombie; wandering senselessly
4 12 x Tiny Monstrous Centipede (vermin);
hunting for food

5 1 x 1st Level Warrior Drow (elf); consumed by


disease and madness
6 3 x Dire Rat; wielding bizarre eldritch powers

Room #1 East Entry Archway


→ Leads to room #2, inhabited by 1 x Ghoul
South Entry Secret (Search DC 25) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #5, inhabited by 1 x Large
Monstrous Centipede
Room Features A shallow pool of blood lies in the south side of
the room, and a shattered hammer lies in the
center of the room

Room #2 West Entry #1 Archway


→ Leads to room #1
West Entry #2 Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
→ Leads to room #5, inhabited by 1 x Large
Monstrous Centipede
East Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #6, inhabited by 1 x Grimlock
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 #3 East Entry Trapped and Locked Simple Wooden Door
(Open Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Rolling Rock Trap: CR 1; mechanical;
location trigger; manual reset; Atk +10 melee
(2d6, rock); Search DC 20; Disable Device DC
22

Monster 3 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 #4 West Entry #1 Archway


West Entry #2 Trapped and Unlocked Strong Wooden Door
(hard 5, 20 hp)
Ⓣ Thunderstone Mine: CR 2; magic device;
location trigger; no reset; thunder blast (2d6
sonic damage, DC 12 Fort save for half
damage); multiple targets (all targets in a 10 ft.
radius burst); Search DC 22; Disable Device DC
20
→ Leads to room #7
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #9
Monster 9 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
Room #5 North Entry Secret (Search DC 25) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #1

East Entry #1 Stuck Strong Wooden Door (break DC 23; hard


5, 20 hp)
→ Leads to room #2, inhabited by 1 x Ghoul
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #8, inhabited by 2 x 1st Level
Warrior Goblin

South Entry #1 Trapped and Unlocked Stone Door (hard 8, 60


hp)
Ⓣ Spiked Pit Trap: CR 2; mechanical; location
trigger; automatic reset; DC 20 Reflex save
avoids; 20 ft. deep (2d6, fall); multiple targets
(first target in each of two adjacent 5 ft.
squares); pit spikes (Atk +10 melee, 1d4 spikes
per target for 1d4+2 each); Search DC 18;
Disable Device DC 15

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


→ Leads to room #10

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 #6 West Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #2, inhabited by 1 x Ghoul

East Entry Wooden Portcullis (lift DC 25, break DC 28;


hard 5, 30 hp) (stuck, +2 to lift DC)
→ Leads to room #7

South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
Room Features A mural of a god of beauty covers the ceiling,
and a pile of rotting wood lies in the south side
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: 80 gp; hoard total 80 gp

Room #7 West Entry Wooden Portcullis (lift DC 25, break DC 28;


hard 5, 30 hp) (stuck, +2 to lift DC)
→ Leads to room #6, inhabited by 1 x Grimlock

East Entry #1 Trapped and Unlocked Strong Wooden Door


(hard 5, 20 hp)
Ⓣ Thunderstone Mine: CR 2; magic device;
location trigger; no reset; thunder blast (2d6
sonic damage, DC 12 Fort save for half
damage); multiple targets (all targets in a 10 ft.
radius burst); Search DC 22; Disable Device DC
20
→ Leads to room #4, inhabited by 9 x Tiny
Monstrous Centipede

East Entry #2 Stuck Strong Wooden Door (break DC 23; hard


5, 20 hp)
→ Leads to room #9
South Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #12
Empty
Room #8 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #5, inhabited by 1 x Large
Monstrous Centipede
West Entry #2 Secret (Search DC 20) Locked Stone Door
(Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓢ The door is opened by twisting an iron
sconce
→ Leads to room #10

Monster 2 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

Room #9 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)


→ Leads to room #4, inhabited by 9 x Tiny
Monstrous Centipede

West Entry Stuck Strong Wooden Door (break DC 23; hard


5, 20 hp)
→ Leads to room #7

Room Features A magical mirror on the east wall speaks riddles


and cryptic prophecies, and the floor is covered
in perfect hexagonal tiles

Room #10 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #5, inhabited by 1 x Large
Monstrous Centipede
West Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
East Entry #1 Secret (Search DC 20) Locked Stone Door
(Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓢ The door is opened by twisting an iron
sconce
→ Leads to room #8, inhabited by 2 x 1st Level
Warrior Goblin
East Entry #2 Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
Room Features Several square holes are cut into the west wall,
and the ceiling is covered with cracks
Room #11 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10,
60 hp)
West Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)

Room Features A chute descends from the room into a


plundered tomb below, and someone has
scrawled "Save yourself, kill the others" on the
east wall

Room #12 North Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #7
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #16
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

Room #13 East Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #14
South Entry Secret (Search DC 20) Stuck Good Wooden
Door (break DC 18; hard 5, 15 hp) (slides down,
+1 to break DC)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #17
Room Features Part of the ceiling has collapsed into the room,
and a stone dais and throne sits in the west 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 #14 West Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #13, inhabited by 1 x Spider
Swarm

South Entry Archway


→ Leads to room #18, inhabited by 1 x 1st
Level Warrior Duergar

Empty

Room #15 West Entry Archway


→ Leads to room #19, inhabited by 1 x
Shrieker

East Entry Archway


→ Leads to room #16
South Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #20
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: Half-plate (Medium) (600 gp); hoard
total 600 gp

Room #16 West Entry #1 Archway


→ Leads to room #15, inhabited by 1 x 1st
Level Warrior Drow

West Entry #2 Stuck Strong Wooden Door (break DC 23; hard


5, 20 hp) (slides down, +1 to break DC)
→ Leads to room #20
East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #12
East Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)

Room Features A tile labyrinth covers the floor, and someone


has scrawled "The Order of the Ruby Raven
killed a devil here" on the west wall
Room #17 North Entry Secret (Search DC 20) Stuck Good Wooden
Door (break DC 18; hard 5, 15 hp) (slides down,
+1 to break DC)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #13, inhabited by 1 x Spider
Swarm
West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
South Entry Trapped and Stuck Simple Wooden Door (break
DC 13; hard 5, 10 hp)
Ⓣ 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
→ Leads to room #22
Empty

Room #18 North Entry Archway


→ Leads to room #14
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10,
60 hp) (magically reinforced, +10 to break DC)
→ Leads to room #23
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: 100 gp; hoard total 100 gp

Room #19 East Entry Archway


→ Leads to room #15, inhabited by 1 x 1st
Level Warrior Drow

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


5, 10 hp)
South Entry #2 Archway
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 #20 North Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #15, inhabited by 1 x 1st
Level Warrior Drow

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) (slides down, +1 to break DC)
→ Leads to room #16

Empty

Room #21 East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #22
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 #22 North Entry Trapped and Stuck Simple Wooden Door (break
DC 13; hard 5, 10 hp)
Ⓣ 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
→ Leads to room #17

West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #21, inhabited by 1 x Ghoul

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


→ Leads to room #23

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


Room Features A tapestry of ghoulish carnage hangs from the
north wall, and several corpses are impaled
upon iron spikes on the ceiling
Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden
Chest (Open Lock DC 20, break DC 15; hard 5,
10 hp)

None
Room #23 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10,
60 hp) (magically reinforced, +10 to break DC)
→ Leads to room #18, inhabited by 1 x 1st
Level Warrior Duergar
West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #22
Hidden Treasure Hidden (Search DC 30) Locked Iron Chest
(Open Lock DC 20, break DC 28; hard 10, 60
hp)

50 gp; hoard total 50 gp

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