General | Dungeon Walls | Masonry (Climb DC 20) | Dungeon Floor | Flagstone | Temperature | Cool | Illumination | Dark (individual creatures may carry lights) |
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Corridors | a | The scent of ozone fills the corridor | c | A sulphurous odor fills the corridor | e | Several alcoves are cut into the walls here | i | The walls here have been engraved with a row of arcane runes | m | Someone has scrawled "The Company of the Azure Thorn killed eleven orcs here" here | n | Guillotine Blade: CR 5; mechanical; Perception DC 20; Disable Device DC 22;
Trigger location; Reset manual;
Effect Atk +14 melee (4d6/19-20) | r | Someone has scrawled "I'd rather be at the Knave and Flask" here |
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Wandering Monsters | 1 | 1 x Mummy, lost and desperate | 2 | 5 x Skeletal Champion, trying to lure the party into an ambush | 3 | 6 x Human Zombie, scavenging for food and treasure | 4 | 1 x Wraith, scouting from another part of the dungeon | 5 | 1 x Wraith, scavenging for food and treasure | 6 | 4 x Ghoul, returning to their lair with plunder |
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Room #1 | East Entry #1 | Stuck Stone Door (break DC 28; hard 8, 60 hp) → Leads to room #9, inhabited by 1 x Ghost | East Entry #2 | Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp) Ⓢ The door is concealed behind a tapestry of a legendary battle | | Monster | 1 x Wraith
Wraith: CR 5, XP 1600; LE Medium undead (incorporeal); Init +7; Senses darkvision 60 ft., lifesense; Perception +10; Aura unnatural aura (30 ft.); AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex); hp 47 (5d8+25); Fort +6, Ref +4, Will +6; DA channel resistance +2, incorporeal; Immune undead traits; Weak sunlight powerlessness; Speed fly 60 ft. (good); Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain) Special Attack create spawn; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 21; Base Atk +3, CMB +6, CMD 21 Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-Fight, Combat Reflexes, Improved Initiative |
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Room #2 | North Entry | Stuck Iron Door (break DC 28; hard 10, 60 hp) → Leads to room #19 | West Entry | Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) Ⓣ Falling Block: CR 5; mechanical; Perception DC 20; Disable Device DC 24;
Trigger location; Reset none;
Effect Atk +14 melee (4d6);
multiple targets (all targets in a 10 ft. square area) → Leads to room #13, inhabited by 12 x Giant Centipede | East Entry | Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC) | | Room Features | Spirals of yellow stones cover the floor, A splashing noise can be faintly heard near the south wall | Monster | 1 x Gibbering Mouther
Gibbering Mouther: CR 5, XP 1600; N Medium aberration; Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12; AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5; DA amorphous; DR 5/bludgeoning; Immune critical hits, precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain, engulf (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4, Wis 13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped) Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus (bite) Treasure: 31 gp, 10 sp;
Alabaster (7 gp),
Jasper (50 gp),
Malachite (11 gp);
Masterwork Bolas (305 gp),
Masterwork Trident (315 gp);
Scroll of Owl's Wisdom (cr, 150 gp),
Wand of Daze (cr, 375 gp);
hoard total 1245 gp |
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Room #3 | North Entry | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) → Leads to room #17 | South Entry | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to break DC) → Leads to room #15 | | Room Features | A tile mosaic of vile acts covers the floor, A pile of broken glass lies in the center of the room | Monster | 1 x Mummy
Mummy: CR 5, XP 1600; LE Medium undead; Init +0; Senses darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-; Immune undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int 6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23 Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam) Treasure: 59 gp, 110 sp;
Amber (90 gp),
Bloodstone (65 gp),
Carnelian (60 gp),
Chrysoprase (60 gp),
Hematite (11 gp),
Milky Quartz (55 gp),
Obsidian (8 gp),
Obsidian (13 gp),
Opal (450 gp),
Pyrite (7 gp),
Rock Quartz (9 gp),
Shell (7 gp),
Zircon (55 gp);
Masterwork Heavy Mace (312 gp);
Potion of Remove Sickness (um, 50 gp);
hoard total 1322 gp |
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Room #4 | North Entry | Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 to break DC) | East Entry | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) → Leads to room #9, inhabited by 1 x Ghost | South Entry | Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) → Leads to room #8 | | Room Features | A stair ascends to a catwalk hanging between the north and south walls, Someone has scrawled "Has anyone seen my invisible cloak?" on the south wall |
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Room #5 | North Entry | Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) | South Entry #1 | Secret (Search DC 25) Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) Ⓢ A bookcase and section of wall pivots smoothly Ⓣ Guillotine Blade: CR 3; mechanical; Perception DC 22; Disable Device DC 22;
Trigger location; Reset manual;
Effect Atk +12 melee (2d6/19-20) | South Entry #2 | Stuck Stone Door (break DC 28; hard 8, 60 hp) → Leads to room #7 | | Room Features | A group of demonic faces have been carved into the west wall, Several pieces of torn paper are scattered throughout the room |
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Room #6 | North Entry | Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) → Leads to room #13, inhabited by 12 x Giant Centipede | West Entry | Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp) → Leads to room #10, inhabited by 4 x Skeletal Champion | South Entry | Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) Ⓣ Arrow Trap: CR 3; mechanical; Perception DC 22; Disable Device DC 22;
Trigger location; Reset manual;
Effect Atk +12 ranged (2d6/x3) | | Monster | 11 x Orc
Orc: CR 1/3, XP 135; CE Medium humanoid; Init +0; Senses darkvision 60 ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1); Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.; Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weapon familiarity Skills and Feats: Intimidate +2; Weapon Focus (falchion) Treasure: 32 gp, 54 sp, 70 cp;
Hematite (13 gp),
Lapis Lazuli (10 gp),
Milky Quartz (50 gp),
Rhodochrosite (8 gp);
Masterwork Breastplate (350 gp);
Scroll of Grease (cr, 25 gp),
Wand of True Strike (cr, 750 gp) (design provides clue to function);
hoard total 1244 gp 1 sp |
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Room #7 | North Entry #1 | Archway | North Entry #2 | Stuck Stone Door (break DC 28; hard 8, 60 hp) → Leads to room #5 | North Entry #3 | Unlocked Good Wooden Door (hard 5, 15 hp) | | Room Features | Various torture devices are scattered throughout the room, Someone has scrawled a drawing of a castle on the south wall |
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Room #8 | North Entry #1 | Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Ⓢ The door is located several feet above the floor and concealed behind a tapestry of geometric patterns → Leads to room #9, inhabited by 1 x Ghost | North Entry #2 | Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) → Leads to room #4 | East Entry #1 | Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Ⓣ Electricity Arc Trap: CR 4; mechanical;
Perception DC 25; Disable Device DC 20;
Trigger touch; Reset none;
Effect electricity arc (4d6 electricity damage, DC 20 Reflex save for half damage);
multiple targets (all targets in a 30 ft. line) → Leads to room #14 | East Entry #2 | Unlocked Simple Wooden Door (hard 5, 10 hp) | South Entry | Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) Ⓣ Falling Block: CR 7; mechanical; Perception DC 22; Disable Device DC 22;
Trigger location; Reset none;
Effect Atk +13 melee (7d6);
multiple targets (all targets in a 10 ft. square area) | | Empty | |
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Room #9 | West Entry #1 | Stuck Stone Door (break DC 28; hard 8, 60 hp) → Leads to room #1, inhabited by 1 x Wraith | West Entry #2 | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) → Leads to room #4 | East Entry | Stuck Stone Door (break DC 28; hard 8, 60 hp) → Leads to room #14 | South Entry | Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Ⓢ The door is located several feet above the floor and concealed behind a tapestry of geometric patterns → Leads to room #8 | | Monster | 1 x Ghost
Ghost: CR 7, XP 3200; CE Medium undead (augmented humanoid, incorporeal); Init +5; Senses darkvision 60 ft.; Perception +18; AC 17, touch 17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection); hp 73 (7d8+42); Fort +7, Ref +5, Will +7; DA channel resistance +4, incorporeal, rejuvenation; Immune undead traits; Speed fly 30 ft. (perfect); Melee corrupting touch +6 (7d6, Fort. DC 18 half); SA frightful moan (DC 18); Str -, Dex 12, Con -, Int 10, Wis 11, Cha 20; Base Atk +5, CMB +5, CMD 22 Skills and Feats: Fly +9, Knowledge (history) +10, Knowledge (nobility) +10, Perception +18, Sense Motive +10, Stealth +9; Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Toughness Treasure: 185 gp, 493 sp, 1500 cp;
Amber (90 gp),
Amethyst (90 gp),
Black Pearl (550 gp),
Bloodstone (55 gp),
Chrysoprase (55 gp),
Green Spinel (65 gp),
Ivory (50 gp),
Jasper (40 gp),
Lapis Lazuli (8 gp),
Lapis Lazuli (12 gp),
Opal (350 gp),
Peridot (35 gp),
Pyrite (10 gp),
Rock Quartz (9 gp),
Shell (11 gp),
Tigereye (8 gp);
Potion of Protection from Good (cr, 50 gp),
Scroll of Hypnotism (cr, 25 gp),
Scroll of Shield (cr, 25 gp),
Wand of Bleed (cr, 375 gp) (design provides clue to function);
hoard total 2162 gp 3 sp |
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Room #10 | East Entry #1 | Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp) → Leads to room #6, inhabited by 11 x Orc | East Entry #2 | Archway | South Entry | Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) → Leads to room #12, inhabited by 4 x Skeletal Champion | | Room Features | Spirals of black stones cover the floor, The ceiling is covered with bloodstains | Monster | 4 x Skeletal Champion
Skeletal Champion: CR 2, XP 600; NE Medium undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD; 2d8+1d10+3); Fort +3, Ref +1, Will +3; channel resistance +4, channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9, Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16 Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword) Treasure: 56 gp, 68 sp;
Alabaster (11 gp),
Alabaster (12 gp),
Amber (100 gp),
Aquamarine (500 gp),
Azurite (11 gp),
Citrine (60 gp),
Hematite (9 gp),
Ivory (50 gp),
Obsidian (10 gp),
Turquoise (8 gp),
2 x Zircon (50 gp);
Masterwork Falchion (375 gp),
Masterwork Greataxe (320 gp),
Masterwork Quarterstaff (600 gp);
hoard total 2228 gp 8 sp |
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Room #11 | North Entry #1 | Unlocked Strong Wooden Door (hard 5, 20 hp) | North Entry #2 | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC) | West Entry #1 | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) | West Entry #2 | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC) → Leads to room #18 | | Room Features | A balcony hangs from the east wall, Several headless statues are scattered throughout the room |
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Room #12 | North Entry | Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) → Leads to room #10, inhabited by 4 x Skeletal Champion | West Entry | Unlocked Simple Wooden Door (hard 5, 10 hp) | East Entry | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) | South Entry | Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) | | Monster | 4 x Skeletal Champion
Skeletal Champion: CR 2, XP 600; NE Medium undead; Init +5; Senses darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD; 2d8+1d10+3); Fort +3, Ref +1, Will +3; channel resistance +4, channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17, Dex 13, Con -, Int 9, Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16 Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword) Treasure: 91 gp, 20 sp;
Chrysoberyl (90 gp),
Chrysoprase (55 gp),
Freshwater Pearl (8 gp),
Ivory (50 gp),
Jade (110 gp),
Lapis Lazuli (13 gp),
2 x Onyx (55 gp),
Opal (450 gp),
Rose Quartz (55 gp),
Topaz (500 gp),
Zircon (35 gp);
Masterwork Longsword (315 gp);
hoard total 1884 gp | Hidden Treasure | Locked Good Wooden Chest (Open Lock DC 25, break DC 18; hard 5, 15 hp)
34 pp, 171 gp, 360 sp, 1100 cp;
Carved stone idol (30 gp),
2 x Copper scepter with gold inlay (50 gp),
Crystal egg with silver stand (50 gp),
Decorated gold plate (700 gp),
Silver chalice with dragon carvings (150 gp),
Silver mask (75 gp);
Potion of Hide from Animals (cr, 50 gp),
Scroll of Summon Monster I (cr, 25 gp),
Scroll of Touch of the Sea (apg, 25 gp);
hoard total 1763 gp |
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Room #13 | East Entry | Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) Ⓣ Falling Block: CR 5; mechanical; Perception DC 20; Disable Device DC 24;
Trigger location; Reset none;
Effect Atk +14 melee (4d6);
multiple targets (all targets in a 10 ft. square area) → Leads to room #2, inhabited by 1 x Gibbering Mouther | South Entry #1 | Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) → Leads to room #6, inhabited by 11 x Orc | South Entry #2 | Archway | | Monster | 12 x Giant Centipede
Giant Centipede: CR 1/2, XP 200; N Medium vermin; Init +2; Senses darkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affecting effects; Speed 40 ft., climb 40 ft.; Melee bite +2 (1d6-1 plus poison); SA poison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1, CMD 11 (can't be tripped) Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse |
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Room #14 | West Entry #1 | Stuck Stone Door (break DC 28; hard 8, 60 hp) → Leads to room #9, inhabited by 1 x Ghost | West Entry #2 | Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Ⓣ Electricity Arc Trap: CR 4; mechanical;
Perception DC 25; Disable Device DC 20;
Trigger touch; Reset none;
Effect electricity arc (4d6 electricity damage, DC 20 Reflex save for half damage);
multiple targets (all targets in a 30 ft. line) → Leads to room #8 | East Entry | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) | South Entry | Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Ⓣ Wall Scythe Trap: CR 4; mechanical;
Perception DC 20; Disable Device DC 20;
Trigger location; Reset automatic reset;
Effect Atk +20 melee (2d4+6/x4) → Leads to room #16, inhabited by 8 x Human Skeleton | | Empty | |
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Room #15 | North Entry | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to break DC) → Leads to room #3, inhabited by 1 x Mummy | East Entry | Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) | | Room Features | A stone stair ascends towards the south wall, A toppled statue lies in the north side of the room |
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Room #16 | North Entry | Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Ⓣ Wall Scythe Trap: CR 4; mechanical;
Perception DC 20; Disable Device DC 20;
Trigger location; Reset automatic reset;
Effect Atk +20 melee (2d4+6/x4) → Leads to room #14 | | Monster | 8 x Human Skeleton
Human Skeleton: CR 1/3, XP 135; NE Medium undead; Init +6; Senses darkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning; Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6), claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10; Base Atk +0, CMB +2, CMD 14 Skills and Feats: -; Improved Initiative Gear broken chain shirt, broken scimitar |
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Room #17 | North Entry | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) | East Entry | Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp) | South Entry | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) → Leads to room #3, inhabited by 1 x Mummy | | Room Features | A narrow shaft descends from the room into a magical cyst below, A stone sarcophagus sits in the south side of the room |
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Room #18 | North Entry | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) | East Entry | Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC) → Leads to room #11 | | Room Features | A balcony hangs from the south wall, Someone has scrawled "This is not a secret door" in orcish on the east wall |
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Room #19 | East Entry | Trapped and Unlocked Iron Door (hard 10, 60 hp) Ⓣ Falling Block: CR 5; mechanical; Perception DC 24; Disable Device DC 22;
Trigger location; Reset none;
Effect Atk +12 melee (5d6);
multiple targets (all targets in a 10 ft. square area) | South Entry | Stuck Iron Door (break DC 28; hard 10, 60 hp) → Leads to room #2, inhabited by 1 x Gibbering Mouther | | Room Features | A stone stair ascends towards the south wall, Skeletons hang from chains and manacles against the north and west walls |
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