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Dungeon of Phasa: Traps & Monsters

This document provides a summary of Level 7 of the Dungeon of Phasa the Terrible, including 11 rooms, traps, monsters, and treasure. The dungeon walls and floors are made of superior masonry and flagstone. Various traps include summoning monsters, inflicting wounds, incendiary clouds, and hypnotic symbols. Wandering monsters include oozes, ghosts, mimics, and elementals. Each room summary includes features, traps, monsters, and any special notes.

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0% found this document useful (0 votes)
94 views6 pages

Dungeon of Phasa: Traps & Monsters

This document provides a summary of Level 7 of the Dungeon of Phasa the Terrible, including 11 rooms, traps, monsters, and treasure. The dungeon walls and floors are made of superior masonry and flagstone. Various traps include summoning monsters, inflicting wounds, incendiary clouds, and hypnotic symbols. Wandering monsters include oozes, ghosts, mimics, and elementals. Each room summary includes features, traps, monsters, and any special notes.

Uploaded by

AncientVale
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Dungeon of Phasa the Terrible

Level 7

General

Dungeon Walls Dungeon Floor Temperature

Superior Masonry (Climb DC 25) Flagstone Warm

Illumination

Dark (individual creatures may carry lights)

Corridors

a c

A toppled statue lies across the corridor Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset; spell effect (Summon Monster VI, 11th level wizard); Search DC 31; Disable Device DC 31 Shrine of Evil: CR 7; magic device; touch trigger (detect good); automatic reset; inflict wound (7d6 damage, DC 12 Will save for half damage); Search DC 26; Disable Device DC 22 A scratching sound fills the corridor Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm); automatic reset; spell effect (Incendiary Cloud, 15th level wizard, 4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC 33; Disable Device DC 33 Ghostly music fills the corridor Symbol of Hypnosis: CR 10; magic device; proximity trigger (alarm); no reset; hypnosis (dazed for 1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a 10 ft. radius burst); Search DC 26; Disable Device DC 24 An iron chandelier hangs from the ceiling here A chute falls into the corridor from above A crater has been blasted into the floor

i m

n r

s u v

Wandering Monsters

1 2 3 4 5 6

1 x Black Pudding (ooze), actively patrolling their territory 2 x Allip, wielding bizarre eldritch powers 1 x Invisible Stalker, searching for an object stolen from their lair 3 x Mimic, investigating a strange noise 1 x Chaos Beast, wandering aimlessly 1 x Huge Earth Elemental, searching for an object stolen from their lair

Room #1

North Entry

Unlocked Good Wooden Door (hard 5, 15 hp) Leads to room #6, inhabited by 6 x Blink Dog

Room Features Monster

A ladder ascends to a catwalk hanging between the east and west walls, Someone has scrawled a crude drawing of an orc on the west wall 5 x Ethereal Marauder Ethereal marauder: CR 3; Medium magical beast (extraplanar); HD 2d10; hp 11; Init +5; Spd 40 ft. (8 squares); AC 14 (+1 dex, +3 natural), touch 11, flat-footed 13; Base Atk +2; Grp +4; Atk +4 melee (1d6+3, bite); Full Atk +4 melee (1d6+3, bite); Space/Reach 5 ft./5 ft.; SA ; SQ Darkvision 60 ft., ethereal jaunt; AL N; SV Fort +3, Ref +4, Will +1; Str 14, Dex 12, Con 11, Int 7, Wis 12, Cha 10 Skills and Feats: Listen +5, Move Silently +5, Spot +4; Improved Initiative

Room #2

West Entry #1 West Entry #2 West Entry #3

Unlocked Simple Wooden Door (hard 5, 10 hp) Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm);

automatic reset; spell effect (Incendiary Cloud, 15th level wizard, 4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC 33; Disable Device DC 33 East Entry Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp) $ The door is located several feet above the floor and opened by pulling an iron ring Room Features Monster A sloped pit lined with iron spikes lies in the south side of the room, Moaning can be heard in the north side of the room 1 x Flesh Golem Flesh golem: CR 7; Large construct; HD 9d10+30; hp 79; Init -1; Spd 30 ft. (6 squares); AC 18 (-1 size, -1 dex, +10 natural), touch 8, flat-footed 18; Base Atk +6; Grp +15; Atk +10 melee (2d8+5, slam); Full Atk +10 melee (2d8+5, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk; SQ Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, lowlight vision; AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1 Skills and Feats: -; -

Room #3

South Entry Empty

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

Room #4

North Entry West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp) Ice Dart Trap: CR 6; magic device; proximity trigger (alarm); no reset; Atk +14 ranged (5d6 cold); Search DC 20; Disable Device DC 24

East Entry Room Features Monster

Unlocked Strong Wooden Door (hard 5, 20 hp) The floor is covered in square tiles, alternating white and black, A putrid odor fills the center of the room 4 x Mimic Mimic: CR 4; Large aberration (shapechanger); HD 7d8+21; hp 52; Init +1; Spd 10 ft. (2 squares); AC 15 (-1 size, +1 dex, +5 natural), touch 10, flatfooted 15; Base Atk +5; Grp +13; Atk +9 melee (1d8+4, slam); Full Atk +9 melee (1d8+4, 2 slams); Space/Reach 10 ft./10 ft.; SA Adhesive, crush; SQ Darkvision 60 ft., immunity to acid, mimic shape; AL N; SV Fort +5, Ref +5, Will +6; Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10 Skills and Feats: Climb +9, Disguise +13, Listen +8, Spot +8; Alertness, Lightning Reflexes, Weapon Focus (slam) Treasure: 130 gp; hoard total 130 gp

Room #5

North Entry East Entry

Unlocked Good Wooden Door (hard 5, 15 hp) Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp) Several headless statues are scattered throughout the room, An unidentifiable odor fills the south side of the room

Room Features

Room #6

North Entry South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp) Unlocked Good Wooden Door (hard 5, 15 hp)

Leads to room #1, inhabited by 5 x Ethereal Marauder Room Features Monster Sporadic knocking fills the room, Several shattered weapons are scattered throughout the room 6 x Blink Dog Blink dog: CR 2; Medium magical beast; HD 4d10; hp 22; Init +3; Spd 40 ft. (8 squares); AC 16 (+3 dex, +3 natural), touch 13, flat-footed 13; Base Atk +4; Grp +4; Atk +4 melee (1d6, bite); Full Atk +4 melee (1d6, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Blink, darkvision 60 ft., dimension door, low-light vision, scent; AL LG; SV Fort +4, Ref +7, Will +4; Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11 Skills and Feats: Hide +3, Listen +5, Sense Motive +3, Spot +5, Survival +4; Iron Will, Run, Track

Room #7

East Entry Monster

Stuck Iron Door (break DC 28; hard 10, 60 hp) 1 x Huge Water Elemental Huge water elemental: CR 7; Huge elemental (water, extraplanar); HD 16d8+80; hp 152; Init +4; Spd 30 ft. (6 squares), swim 120 ft.; AC 21 (-2 size, +4 dex, +9 natural), touch 12, flat-footed 17; Base Atk +12; Grp +27; Atk +17 melee (2d10+7, slam); Full Atk +17 melee (2d10+7, 2 slams); Space/Reach 15 ft./15 ft.; SA Water mastery, drench, vortex; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits; AL N; SV Fort +15, Ref +9, Will +7; Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11 Skills and Feats: Listen +11, Spot +12; Alertness, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack

Trap

Magic Missle Trap: CR 8; magic device; visual trigger (arcane eye); no reset; magic missile (4d6 force damage); never miss; Search DC 24; Disable Device DC 24 Hidden (Search DC 25) Trapped and Locked Simple Wooden Chest (Open Lock DC 30, break DC 15; hard 5, 10 hp) Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28 700 gp; Obsidian (9 gp); hoard total 709 gp

Hidden Treasure

Room #8

West Entry South Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp) Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) $ The door is concealed by an illusion

Room Features Monster

The south and east walls have been engraved with a row of arcane runes, A forge and anvil sit in the south-east corner of the room 1 x Huge Fire Elemental Huge fire elemental: CR 7; Huge elemental (fire, extraplanar); HD 16d8+64; hp 136; Init +11; Spd 60 ft. (12 squares); AC 19 (-2 size, +7 dex, +4 natural), touch 15, flat-footed 12; Base Atk +12; Grp +24; Atk +17 melee (2d8+4 plus 2d8 fire, slam); Full Atk +17 melee (2d8+4 plus 2d8 fire, 2 slams); Space/Reach 15 ft./15 ft.; SA Burn; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL N; SV Fort +9, Ref +17, Will +7; Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11 Skills and Feats: Listen +11, Spot +12; Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse

Room #9

North Entry

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm); automatic reset; spell effect (Incendiary Cloud, 15th level wizard, 4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC 33; Disable Device DC 33 Empty

Room #10

West Entry #1

Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) $ The door is located several feet above the floor and designed to make noise when opened

West Entry #2 East Entry Empty

Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC) Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Room #11

West Entry East Entry South Entry

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) (magically reinforced, +10 to break DC) Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Magic Missle Trap: CR 6; magic device; proximity trigger (alarm); no reset; magic missile (2d6 force damage); never miss; Search DC 22; Disable Device DC 20

Monster

1 x Succubus (demon) Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1; Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2 claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18, telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26 Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings); Dodge, Mobility, Persuasive Treasure: 800 gp; Divine Scroll (Delay Poison (150 gp)) (total 150 gp); hoard total 950 gp

Room #12

West Entry

Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) (magically reinforced, +10 to break DC) $ A bookcase and section of wall pivots smoothly Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)

East Entry

hp) Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 25, break DC 15; hard 5, 10 hp) Banded Agate (10 gp), Golden Pearl (130 gp), Red-brown Spinel (100 gp); Divine Scroll (Silence (150 gp), Bestow Curse (375 gp)) (Opposite effect or target curse) (total 525 gp); hoard total 765 gp

The Dungeon of Phasa the Terrible by drow http://donjon.bin.sh/ Some content used under the terms of the Open Gaming License

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