The Secret Pit of Mamma The Indomitable 01
The Secret Pit of Mamma The Indomitable 01
The Secret Pit of Mamma The Indomitable 01
Level 1
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
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 #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
Empty
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
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
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)