1429715868 (1)
DESCRIPTION
aaTRANSCRIPT
7/21/2019 1429715868 (1)
http://slidepdf.com/reader/full/1429715868-1 1/7
Level 2
General Dungeon Walls Reinforced Masonry (Climb DC 20)
Dungeon Floor Uneven Flagstone (Balance DC 10 to charge or run)
Temperature Cool
Illumination Average (shadowy in corridors, lamps or torches in most rooms)
7/21/2019 1429715868 (1)
http://slidepdf.com/reader/full/1429715868-1 2/7
Corridors a Someone has scrawled a crude drawing of an orc here
c Guillotine Blade: CR 4; mechanical; Perception DC 24; Disable Device DC20; Trigger location; Reset manual; Effect Atk +10 melee (5d6/19-20)
e Jave lin Trap: CR 2; mechanical ; Percept ion DC 20; Disable Device DC 20;Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)
i A rattling noise fills the corridor
Wandering
Monsters
1 1 x Rat Swarm, tracking the party
2 1 x Dark Creeper, actively patrolling their territory
3 5 x Giant Centipede, scavenging for food and treasure
4 1 x Skeletal Champion, lost and desperate
5 1 x Dark Creeper, hunting for food
6 2 x Giant Centipede, searching for an object stolen from their lair
Room #1 West Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) (slidesdown, +1 to break DC)
East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) Poisoned Dart Trap: CR 1; mechanica l; Perception DC 20; Disable
Device DC 20; Trigger touch; Reset none; Effect Atk +10 ranged (1d3plus greenblood oil [injury, Fort DC 13, 1/rd. for 4 rds., 1 Con, 1 save])
! Leads to room #5, inhabited by 4 x Kobold
South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
! Leads to room #7
Room Features A stream of water flows along a channel in the floor, The floor is coveredin square ti les, alternating white and black
Monster 4 x Vegepygmy
Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60ft., low-light vision; Perception +7; AC 16, touch 13, flat-footed 14; (+2Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Wil l +0; DR5/slashing or bludgeoning; Immune electricity, plant traits; Speed 30 ft.;Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int8, Wis 11, Cha 11; Base Atk +0, CMB -1, CMD 11
Skills and Feats: Perception +7, Steal th +10 (+18 in vegeta tion); Skil l Focus(Perception)
Treasure: 23 gp; Scroll of Fox's Cunning (cr, 150 gp), Wand of DetectAnimals or Plants (cr, 750 gp); hoard total 923 gp
Room #2 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
South Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;hard 5, 15 hp)
Swinging Axe Trap: CR 1; mechanical; Perception DC 20; Disable
Device DC 20; Trigger location; Reset manual; Effect Atk +10 melee(1d8+1/x3); multiple targets (all targets in a 10 ft. li ne)
! Leads to room #11
Room Features A stone ramp ascends towards the south wall, The floor is covered in
perfect hexagonal tiles
7/21/2019 1429715868 (1)
http://slidepdf.com/reader/full/1429715868-1 3/7
Monster 1 x Giant Spider
Giant Spider: CR 1, XP 400; N Medium Vermin; Init +3; Senses darkvision60 ft., tremorsense 60 ft.; Perception +4; AC 14, touch 13, flat-footed 11 (+3Dex, +1 natural); hp 16 (3d8+3); Fort +4, Ref +4, Will +1; Immune mind-affect ing effec ts; Speed 30 ft., climb 30 ft.; Melee bite +2 (1d6 pluspoison); SA web (+5 ranged, DC 12, hp 2); S tr 11, Dex 17, Con 12, Int -,Wis 10, Cha 2; Base Atk +2, CMB +2, CMD 15 (27 vs. trip)
Skills: Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs)
Treasure: 13 gp, 166 sp, 38 cp; Bloodstone (55 gp), Freshwater Pearl (9 gp),Obsidian (11 gp); Scroll of Protection from Evil (cr, 25 gp); hoard total 129gp 9 sp 8 cp
Room #3 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Pit Trap: CR 1; mechanica l; Perception DC 20; Disable Device DC 20;
Trigger location; Reset manual; Effect 20 ft. deep pit (2d6 fallingdamage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.square area)
Room Features A tile mosaic of a legendary battle covers the floor, An iron chandelierhangs from the ceiling in the north-east corner of the room
Room #4North Entry ArchwayWest Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
! Leads to room #5, inhabited by 4 x Kobold
East Entry Archway
! Leads to room #6
South Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Swinging Axe Trap: CR 1; mechanical; Perception DC 20; Disable
Device DC 20; Trigger location; Reset manual; Effect Atk +10 melee(1d8+1/x3); multiple targets (all targets in a 10 ft. li ne)
! Leads to room #9
Empty
Room #5 West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Poisoned Dart Trap: CR 1; mechanica l; Perception DC 20; Disable
Device DC 20; Trigger touch; Reset none; Effect Atk +10 ranged (1d3plus greenblood oil [injury, Fort DC 13, 1/rd. for 4 rds., 1 Con, 1 save])
! Leads to room #1, inhabited by 4 x Vegepygmy
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
! Leads to room #4
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Monster 4 x Kobold
Kobold: CR 1/4, XP 100; LE Small Humanoid (reptil ian); Init +1; Sensesdarkvision 60 ft.; Perception +5; AC 15, touch 12, flat-footed 14 (+2 armor,+1 Dex, +1 natural, +1 size); hp 5 (1d10); Fort +2, Ref +1, Will -1; Weaklight sensitivity; Speed 30 ft.; Melee spear +1 (1d6-1); Ranged sling +3(1d3-1); Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8; Base Atk +1, CMB -1,CMD 10; SQ crafty
Skills and Feats: Craft (trapmaking) +6, Perception +5, Stealth +5; SkillFocus (Perception)
Treasure: 69 gp, 420 sp, 2600 cp; Potion of Ant Haul (apg, 50 gp), Scroll of Charm Person (cr, 25 gp), Scroll of Protection from Evil (cr, 25 gp); hoardtotal 237 gp
7/21/2019 1429715868 (1)
http://slidepdf.com/reader/full/1429715868-1 4/7
Room #6 North Entry Secret (Search DC 25) Locked Si mple Wooden Door (Open Lock DC 40,break DC 15; hard 5, 10 hp)
The door is concealed within a horrific torture device
West Entry Archway
! Leads to room #4
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
! Leads to room #8
Empty
Room #7 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
! Leads to room #1, inhabited by 4 x Vegepygmy
East Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry #2 Archway
South Entry Archway
! Leads to room #14
Room Features An iron chandelier hangs from the ceiling in the center of the room,Someone has scrawled "Nunde Thorlison was here" on the east wall
Room #8 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
! Leads to room #6
West Entry Unlocked Stone Door (hard 8, 60 hp)
! Leads to room #9
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Empty
Room #9 North Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Swinging Axe Trap: CR 1; mechanical; Perception DC 20; Disable
Device DC 20; Trigger location; Reset manual; Effect Atk +10 melee(1d8+1/x3); multiple targets (all targets in a 10 ft. li ne)
! Leads to room #4
East Entry #1 Unlocked Stone Door (hard 8, 60 hp)
! Leads to room #8
East Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)! Leads to room #12
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry #2 Archway
! Leads to room #16
Room Features A stone dais and throne sits in the north side of the room, The north andeast walls are covered with cracks
Room #10 North Entry Secret (Search DC 25) Unlocked S tone Door (hard 8, 60 hp)
7/21/2019 1429715868 (1)
http://slidepdf.com/reader/full/1429715868-1 5/7
A oo case an s ec tion o w a pivot s smoot y
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
! Leads to room #11
Room Features A small table and iron cauldron sit in the north side of the room, Someonehas scrawled "The curse can never be broken" in orcish runes on the eastwall
Room #11 North Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;
hard 5, 15 hp)
Swinging Axe Trap: CR 1; mechanical; Perception DC 20; Disable
Device DC 20; Trigger location; Reset manual; Effect Atk +10 melee(1d8+1/x3); multiple targets (all targets in a 10 ft. li ne)
! Leads to room #2, inhabited by 1 x Giant Spider
West Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
! Leads to room #10
West Entry #2 Secret (Search DC 20) Trapped and Stuck Strong Wooden Door (break DC23; hard 5, 20 hp)
The door is concealed behind a pile of broken stone
Arrow Trap: CR 1; mechanica l; Perception DC 20; Disable Device DC20; Trigger touch; Reset none; Effect Atk +15 ranged (1d8+1/x3)
East Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry #2 Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)
! Leads to room #14
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
Room Features A set of demonic war masks hangs on the north wall, The south and eastwalls are covered with mold
Room #12 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
! Leads to room #9
East Entry Iron Portculli s ( lif t DC 25, break DC 28; hard 10, 60 hp)
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
! Leads to room #16
Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 30, break DC 28;hard 10, 60 hp)
2 pp, 77 gp, 63 sp, 90 cp; Lapis Lazuli (12 gp), Malachite (7 gp), Turquoise(13 gp); Oil of Bless Weapon (cr, 50 gp), Potion of Invisibility (cr, 300 gp),
Scroll of False Life (cr, 150 gp); hoard total 636 gp 2 sp
Room #13 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry #3 Iron Portculli s ( lif t DC 25, break DC 28; hard 10, 60 hp)
Javelin Trap: CR 2; mechanica l; Perception DC 20; Disable Device DC
20; Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)
! Leads to room #15, inhabited by 3 x Giant Centipede
Room Features A shallow pit lies in the east side of the room, A forge and anvil sit in the
south side of the room
7/21/2019 1429715868 (1)
http://slidepdf.com/reader/full/1429715868-1 6/7
Room #14 North Entry Archway
! Leads to room #7
West Entry #1 Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)
! Leads to room #11
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
! Leads to room #15, inhabited by 3 x Giant Centipede
South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
Empty
Room #15 West Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
! Leads to room #14
East Entry Iron Portculli s ( lif t DC 25, break DC 28; hard 10, 60 hp)
Javelin Trap: CR 2; mechanica l; Perception DC 20; Disable Device DC
20; Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)! Leads to room #13
Room Features Skeletons hang from chains and manacles against the south and west walls,A pile of rotten fruit lies in the south-east corner of the room
Monster 3 x Giant Centipede
Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Sensesdarkvision 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-affectingeffects; Speed 40 ft., climb 40 ft.; Melee bite +2 (1d6-1 plus poison); SApoison; 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
Room #16 North Entry #1 Archway
! Leads to room #9
North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
! Leads to room #12
Room Features Screaming f ill s the room, A broken hammer lies in the north-west corner of the room
7/21/2019 1429715868 (1)
http://slidepdf.com/reader/full/1429715868-1 7/7
http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License