1429715868 (1)

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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)

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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)

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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

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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

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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)

 

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  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

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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

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