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The Forsaken Labyrinth of Woe 11

The Forsaken Labyrinth of Woe 11 is a detailed dungeon layout featuring various rooms, traps, and monsters, including hydras, octopuses, and an adult black dragon. The environment is characterized by flooded corridors, shadowy illumination, and special conditions like petrification traps and collapsing ceilings. Each room contains specific features, entrances, and potential treasures, creating a complex and dangerous setting for adventurers.
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0% found this document useful (0 votes)
64 views16 pages

The Forsaken Labyrinth of Woe 11

The Forsaken Labyrinth of Woe 11 is a detailed dungeon layout featuring various rooms, traps, and monsters, including hydras, octopuses, and an adult black dragon. The environment is characterized by flooded corridors, shadowy illumination, and special conditions like petrification traps and collapsing ceilings. Each room contains specific features, entrances, and potential treasures, creating a complex and dangerous setting for adventurers.
Copyright
© © All Rights Reserved
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 Forsaken Labyrinth of Woe 11

Level 11
General Walls Coral (Climb DC 15)

Floor Sand

Special Conditions Flooded (corridors underwater, most rooms have trapped air)

Temperature Warm

Illumination Shadowy (phosphorescent plankton)

Corridor Features a Symbol of Petrification: CR 11; magic device; proximity trigger


(alarm); no reset; petrification (petrified, DC 16 Fort save
negates); multiple targets (all targets in a 10 ft. radius burst);
Search DC 28; Disable Device DC 28

c A putrid odor fills the corridor

e Part of the ceiling has collapsed into the corridor

i Someone has scrawled "Good spot for trap" in goblin runes


here

m Withered corpses are nailed to the corridor walls

n Crushing Wall Trap: CR 10; mechanical; location trigger;


automatic reset; no attack roll required (18d6, crush); Search
DC 20; Disable Device DC 25

Wandering 1 1 x Elder Water Elemental, lost and desperate

Monsters 2 3 x Giant Octopus (animal), actively patrolling their territory

3 17 x Kapoacinth (gargoyle), actively patrolling their territory

4 3 x Eleven-Headed Hydra, gathered around an evil shrine

5 3 x Water Naga, trying to lure the party into an ambush

6 12 x Kapoacinth (gargoyle), wielding bizarre eldritch powers

Room #1 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Crushing Wall Trap: CR 10; mechanical; location trigger;
automatic reset; no attack roll required (18d6, crush); Search
DC 20; Disable Device DC 25
→ Leads to room #2, inhabited by 2 x Nine-Headed Hydra

East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)


→ Leads to room #4

South Entry Trapped and Locked Simple Wooden Door (Open Lock DC
30, break DC 15; hard 5, 10 hp)
Ⓣ One-way Door: CR 12; mechanical; Search DC 26;
Disable Device DC 24
→ Leads to room #5, inhabited by 3 x Giant Octopus

Monster 1 x Twelve-Headed Hydra

Twelve-headed hydra: CR 11 (normal); 13 (pyro- or cryo-);


Huge magical beast; HD 12d10+63; hp 129; Init +1; Spd 20 ft.
Huge magical beast; HD 12d10+63; hp 129; Init +1; Spd 20 ft.
(4 squares), swim 20 ft.; AC 22 (-2 size, +1 dex, +13 natural),
touch 9, flat-footed 21; Base Atk +12; Grp +26; Atk +17 melee
(2d8+6, 12 bites); Full Atk +17 melee (2d8+6, 12 bites);
Space/Reach 15 ft./10 ft.; SA -; SQ Darkvision 60 ft., fast
healing 22, low-light vision, scent; AL N; SV Fort +13, Ref +9,
Will +6; Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Skills and Feats: Listen +9, Spot +10, Swim +14; Blind-Fight,
Combat Reflexes, Improved Natural Attack (bite), Iron Will,
Toughness, Weapon Focus (bite)
Treasure: 24 pp; Brown-green Garnet (100 gp), Emerald (800
gp), Eye Agate (8 gp), Fire Opal (1400 gp), Malachite (9 gp);
Arcane Scroll (Explosive Runes (375 gp), Greater Magic
Weapon (375 gp), Tongues (375 gp), Ice Storm (700 gp))
(total 1825 gp); hoard total 4382 gp

Room #2 North Entry Secret (Search DC 20) Locked Strong Wooden Door (Open
Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed within the mouth of a demonic face
carved from stone
→ Leads to room #17, inhabited by 12 x Sea Cat

West Entry #1 Secret (Search DC 20) Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
Ⓢ The door is concealed by an illusion

West Entry #2 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,
60 hp)

West Entry #3 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #16, inhabited by 9 x Aboleth and 12 x
Skum

East Entry Archway


→ Leads to room #8, inhabited by 3 x Giant Octopus

South Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Crushing Wall Trap: CR 10; mechanical; location trigger;
automatic reset; no attack roll required (18d6, crush); Search
DC 20; Disable Device DC 25
→ Leads to room #1, inhabited by 1 x Twelve-Headed Hydra

Room Features A thumping sound fills the room, and a shattered sword lies in
the north-west corner of the room

Monster 2 x Nine-Headed Hydra

Nine-headed hydra: CR 8 (normal); 10 (pyro- or cryo-); Huge


magical beast; HD 9d10+48; hp 97; Init +1; Spd 20 ft. (4
squares), swim 20 ft.; AC 19 (-2 size, +1 dex, +10 natural),
touch 9, flat-footed 18; Base Atk +9; Grp +22; Atk +13 melee
(1d10+5, 9 bites); Full Atk +13 melee (1d10+5, 9 bites);
Space/Reach 15 ft./10 ft.; SA -; SQ Darkvision 60 ft., fast
healing 19, low-light vision, scent; AL N; SV Fort +11, Ref +7,
Will +5; Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Skills and Feats: Listen +8, Spot +8, Swim +13; Blind-Fight,
Combat Reflexes, Iron Will, Toughness, Weapon Focus (bite)
Treasure: 120 gp; hoard total 120 gp
Room #3 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #16, inhabited by 9 x Aboleth and 12 x
Skum

West Entry #1 Archway

West Entry #2 Archway

West Entry #3 Archway

South Entry Trapped and Locked Strong Wooden Door (Open Lock DC 40,
break DC 25; hard 5, 20 hp)
Ⓣ Thunderstone Mine: CR 9; magic device; location trigger;
no reset; thunder blast (7d6 sonic damage, DC 16 Fort save
for half damage); multiple targets (all targets in a 10 ft. radius
burst); Search DC 26; Disable Device DC 26

Empty

Room #4 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

North Entry #2 Locked Good Wooden Door (Open Lock DC 30, break DC 18;
hard 5, 15 hp)

North Entry #3 Locked Simple Wooden Door (Open Lock DC 30, break DC
15; hard 5, 10 hp)

West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)


→ Leads to room #1, inhabited by 1 x Twelve-Headed Hydra

Empty

Room #5 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC
30, break DC 15; hard 5, 10 hp)
Ⓣ One-way Door: CR 12; mechanical; Search DC 26;
Disable Device DC 24
→ Leads to room #1, inhabited by 1 x Twelve-Headed Hydra

West Entry Archway


→ Leads to room #13

East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #2 Archway

Room Features Spirals of red stones cover the floor, and numerous monstrous
skulls lie within niches in the south wall

Monster 3 x Giant Octopus (animal)

Giant octopus: CR 8; Large animal (aquatic); HD 8d8+11; hp


47; Init +2; Spd 20 ft. (4 squares), swim 30 ft.; AC 18 (-1 size,
+2 dex, +7 natural), touch 11, flat-footed 16; Base Atk +6; Grp
+15; Atk +10 melee (1d4+5, tentacle); Full Atk +10 melee
(1d4+5, 8 tentacles) and +5 melee (1d8+2, bite);
Space/Reach 10 ft./10 ft. (20 ft. with tentacle); SA Improved
grab, constrict; SQ Ink cloud, jet, low-light vision; AL N; SV
Fort +7, Ref +8, Will +3; Str 20, Dex 15, Con 13, Int 2, Wis 12,
Cha 3
Skills and Feats: Escape Artist +12, Hide +12, Listen +4, Spot
+6, Swim +13; Alertness, Skill Focus (Hide), Toughness

Room #6 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Energy Drain Trap: CR 10; magic device; visual trigger
(true seeing); automatic reset; Atk +8 ranged touch; spell
effect (Energy Drain, 17th level wizard, 2d4 negative levels for
24 hours, DC 23 Fort save negates); Search DC 34; Disable
Device DC 34

Monster 2 x Nine-Headed Hydra

Nine-headed hydra: CR 8 (normal); 10 (pyro- or cryo-); Huge


magical beast; HD 9d10+48; hp 97; Init +1; Spd 20 ft. (4
squares), swim 20 ft.; AC 19 (-2 size, +1 dex, +10 natural),
touch 9, flat-footed 18; Base Atk +9; Grp +22; Atk +13 melee
(1d10+5, 9 bites); Full Atk +13 melee (1d10+5, 9 bites);
Space/Reach 15 ft./10 ft.; SA -; SQ Darkvision 60 ft., fast
healing 19, low-light vision, scent; AL N; SV Fort +11, Ref +7,
Will +5; Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Skills and Feats: Listen +8, Spot +8, Swim +13; Blind-Fight,
Combat Reflexes, Iron Will, Toughness, Weapon Focus (bite)
Treasure: 210 gp; Amber (100 gp), Azurite (7 gp), Eye Agate
(10 gp), Star Rose Quartz (20 gp), Violet Garnet (500 gp),
White Pearl (70 gp); hoard total 917 gp

Room #7 East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
Ⓣ Arrow Trap: CR 13; mechanical; location trigger; manual
reset; Atk +13 ranged (14d6/x3); Search DC 26; Disable
Device DC 30
→ Leads to room #23, inhabited by 3 x Greater Shadow

Room Features A tapestry of legendary monsters hangs from the south wall,
and a cube of solid stone stands in the south-east corner of
the room

Room #8 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
(slides up, +2 to break DC)
Ⓣ Acid Spray: CR 10; magic device; proximity trigger
(alarm); no reset; acid spray (12d6 acid damage, DC 14
Reflex save for half damage); Search DC 24; Disable Device
DC 28

West Entry Archway


→ Leads to room #2, inhabited by 2 x Nine-Headed Hydra

South Entry Trapped and Locked Simple Wooden Door (Open Lock DC
20, break DC 15; hard 5, 10 hp)
Ⓣ Falling Block: CR 12; mechanical; location trigger; no
reset; Atk +12 melee (11d6); multiple targets (all targets in a
10 ft. square area); Search DC 26; Disable Device DC 26
Monster 3 x Giant Octopus (animal)

Giant octopus: CR 8; Large animal (aquatic); HD 8d8+11; hp


47; Init +2; Spd 20 ft. (4 squares), swim 30 ft.; AC 18 (-1 size,
+2 dex, +7 natural), touch 11, flat-footed 16; Base Atk +6; Grp
+15; Atk +10 melee (1d4+5, tentacle); Full Atk +10 melee
(1d4+5, 8 tentacles) and +5 melee (1d8+2, bite);
Space/Reach 10 ft./10 ft. (20 ft. with tentacle); SA Improved
grab, constrict; SQ Ink cloud, jet, low-light vision; AL N; SV
Fort +7, Ref +8, Will +3; Str 20, Dex 15, Con 13, Int 2, Wis 12,
Cha 3
Skills and Feats: Escape Artist +12, Hide +12, Listen +4, Spot
+6, Swim +13; Alertness, Skill Focus (Hide), Toughness

Room #9 South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features A large kiln and coal bin sit in the south side of the room, and
a corroded iron key hangs from a hook on the north and west
walls

Monster 1 x Adult Black Dragon

Adult black dragon: CR 11; Large dragon (water); HD


19d12+76; hp 199; Init +4; Spd 60 ft., fly 150 ft. (poor), swim
60 ft.; AC 27 (-1 size, +18 natural), touch 9, flat-footed 27;
Base Atk +19; Grp +29; Atk +25 melee (2d6+6, bite); Full Atk
+25 melee (2d6+6, bite) and +25 melee (1d8+3, 2 claws) and
+24 melee (1d6+3, 2 wings) and +24 melee (1d8+9, tail slap);
Space/Reach 10 ft./5 ft. (10 ft. with bite); SA Breath weapon
(80 ft. line of acid 12d4, DC 23), frightful presence (DC 20);
SQ Blindsense 60 ft., corrupt water, damage reduction
5/magic, darkness, darkvision 120 ft., immunity to acid,
immunity to sleep and paralysis, keen senses, spell resistance
18, spells (caster level 3rd), water breathing; AL CE; SV Fort
+15, Ref +11, Will +12; Str 23, Dex 10, Con 19, Int 12, Wis 13,
Cha 12
Skills and Feats: Concentration +12, Diplomacy +8, Escape
Artist +7, Hide +3, Intimidate +9, Knowledge (any 1) +23,
Listen +25, Move Silently +7, Search +23, Sense Motive +9,
Spot +25, Swim +13, Use Magic Device +8; Alertness,
Empower Spell, Hover, Improved Initiative, Power Attack,
Weapon Focus (bite), Weapon Focus (claw)
Treasure: 8400 gp; Azurite (6 gp); Arcane Scroll (Erase (25
gp), Keen Edge (375 gp)) (total 400 gp), Necklace of Fireballs
(II) (2700 gp), Oil of Magic Stone (50 gp), Potion of Enlarge
Person (250 gp), Ring of Minor Sonic Resistance (12000 gp);
hoard total 23806 gp

Room #10 North Entry Archway

East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
→ Leads to room #32

South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)


Empty

Room #11 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #26

Room Features A narrow ledge runs along the north and east walls, and a
toppled statue lies in the north-west corner of the room

Monster 1 x Elder Water Elemental

Elder water elemental: CR 11; Huge elemental (water,


extraplanar); HD 24d8+120; hp 228; Init +6; Spd 30 ft. (6
squares), swim 120 ft.; AC 23 (-2 size, +6 dex, +9 natural),
touch 14, flat-footed 17; Base Atk +18; Grp +35; Atk +25
melee (2d10+9/19-20, slam); Full Atk +25 melee (2d10+9/19-
20, 2 slams); Space/Reach 15 ft./15 ft.; SA Water mastery,
drench, vortex; SQ Damage reduction 10/-, darkvision 60 ft.,
elemental traits; AL N; SV Fort +19, Ref +16, Will +10; Str 28,
Dex 22, Con 21, Int 10, Wis 11, Cha 11
Skills and Feats: Listen +29, Spot +29; Alertness, Cleave,
Great Cleave, Improved Bull Rush, Improved Critical (slam),
Improved Sunder, Iron Will, Lightning Reflexes, Power Attack

Room #12 East Entry Trapped and Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
Ⓣ Guillotine Blade: CR 12; mechanical; location trigger;
manual reset; Atk +12 melee (11d6/19-20); Search DC 24;
Disable Device DC 28

Room Features Someone has scrawled "When blades pierce the sky, the
Scepter of Roses shall be lost" on the east wall, and several
iron blobs are scattered throughout the room

Monster 2 x Greater Shadow

Greater shadow: CR 8; Medium undead (incorporeal); HD


9d12; hp 58; Init +2; Spd Fly 40 ft. (good) (8 squares); AC 14
(+2 dex, +2 deflection), touch 14, flat-footed 12; Base Atk +4;
Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk +6
melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Create spawn, strength damage; SQ Darkvision 60 ft.,
incorporeal traits, +2 turn resistance, undead traits; AL CE; SV
Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis 12,
Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9;
Alertness, Dodge, Mobility, Spring Attack

Room #13 West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
→ Leads to room #30, inhabited by 1 x Elder Water
Elemental

East Entry Archway


→ Leads to room #5, inhabited by 3 x Giant Octopus
South Entry Archway

Room Features A group of monstrous faces have been carved into the north
wall, and someone has scrawled "The Foxes of Babrycg
looted this place" on the west wall

Room #14 North Entry Secret (Search DC 25) Stuck Good Wooden Door (break DC
18; hard 5, 15 hp)
Ⓢ The door is located several feet above the floor and
concealed behind an area of mould
→ Leads to room #21

South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry #2 Secret (Search DC 25) Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
Ⓢ The door is concealed by an illusion

Empty

Room #15 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Room Features A stack of barrels filled with sand stands against the south
wall, and the sound of footsteps can be faintly heard near the
west wall

Room #16 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC
30, break DC 15; hard 5, 10 hp)
Ⓣ Fire Spray: CR 13; magic device; proximity trigger (alarm);
no reset; fire spray (13d6 fire damage, DC 20 Reflex save for
half damage); Search DC 30; Disable Device DC 26

East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #2, inhabited by 2 x Nine-Headed Hydra

South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)


→ Leads to room #3

Monster 9 x Aboleth and 12 x Skum

Aboleth: CR 7; Huge aberration (aquatic); HD 8d8+40; hp 76;


Init +1; Spd 10 ft. (2 squares), swim 60 ft.; AC 16 (-2 size, +1
dex, +7 natural), touch 9, flat-footed 15; Base Atk +6; Grp +22;
Atk +12 melee (1d6+8 plus slime, tentacle); Full Atk +12
melee (1d6+8 plus slime, 4 tentacles); Space/Reach 15 ft./10
ft.; SA Enslave, psionics, slime; SQ Aquatic subtype,
darkvision 60 ft., mucus cloud; AL LE; SV Fort +7, Ref +3, Will
+11; Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17
Skills and Feats: Concentration +16, Knowledge (any one)
+13, Listen +16, Spot +16, Swim +8; Alertness, Combat
Casting, Iron Will
Treasure: 8000 gp; Chrysoprase (60 gp), Eye Agate (9 gp),
Star Ruby (900 gp); hoard total 8969 gp

Skum: CR 2; Medium aberration (aquatic); HD 2d8+2; hp 11;


Skum: CR 2; Medium aberration (aquatic); HD 2d8+2; hp 11;
Init +1; Spd 20 ft. (4 squares), swim 40 ft.; AC 13 (+1 dex, +2
natural), touch 11, flat-footed 12; Base Atk +1; Grp +5; Atk +5
melee (2d6+4, bite); Full Atk +5 melee (2d6+4, bite) and +0
melee (1d4+2, 2 claws); Space/Reach 5 ft./5 ft.; SA Rake
1d6+2; SQ Darkvision 60 ft., amphibious; AL LE; SV Fort +1,
Ref +1, Will +3; Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6
Skills and Feats: Hide +6*, Listen +7*, Move Silently +6, Spot
+7*, Swim +12; Alertness

Room #17 West Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC
18; hard 5, 15 hp) (slides to one side, +1 to break DC)
Ⓢ The door is located near the ceiling and concealed behind
a tapestry of a legendary battle

East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry Secret (Search DC 20) Locked Strong Wooden Door (Open
Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed within the mouth of a demonic face
carved from stone
→ Leads to room #2, inhabited by 2 x Nine-Headed Hydra

Room Features The floor is covered in perfect hexagonal tiles, and a pile of
trash lies in the west side of the room

Monster 12 x Sea Cat

Sea cat: CR 4; Large magical beast; HD 6d10+18; hp 51; Init


+1; Spd 10 ft. (2 squares), swim 40 ft.; AC 18 (-1 size, +1 dex,
+8 natural), touch 10, flat-footed 17; Base Atk +6; Grp +14;
Atk +9 melee (1d6+4, claw); Full Atk +9 melee (1d6+4, 2
claws) and +4 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.;
SA Rend 2d6+6; SQ Darkvision 60 ft., hold breath, low-light
vision, scent; AL N; SV Fort +8, Ref +6, Will +5; Str 19, Dex
12, Con 17, Int 2, Wis 13, Cha 10
Skills and Feats: Listen +8, Spot +7, Swim +12; Alertness,
Endurance, Iron Will

Room #18 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #33

West Entry Archway


→ Leads to room #31

East Entry Secret (Search DC 20) Trapped and Stuck Good Wooden
Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind an area of fungus
Ⓣ Energy Drain Trap: CR 10; magic device; visual trigger
(true seeing); automatic reset; Atk +8 ranged touch; spell
effect (Energy Drain, 17th level wizard, 2d4 negative levels for
24 hours, DC 23 Fort save negates); Search DC 34; Disable
Device DC 34

Room Features Several square holes are cut into the ceiling and floor, and
someone has scrawled "The Jade Circle killed a devil here" on
the east wall
Room #19 South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

Empty

Room #20 North Entry Locked Simple Wooden Door (Open Lock DC 40, break DC
15; hard 5, 10 hp)

South Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Teleporter Crystal: CR 12; magic device; touch trigger; no
reset; teleport (teleported one level down, DC 16 Will save
negates); Search DC 24; Disable Device DC 26

Room Features A chute falls into the room from above, and a pile of barrel
staves lies in the south-west corner of the room

Room #21 West Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ One-way Door: CR 9; mechanical; Search DC 26; Disable
Device DC 22

East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
Ⓣ Crushing Wall Trap: CR 10; mechanical; location trigger;
automatic reset; no attack roll required (18d6, crush); Search
DC 20; Disable Device DC 25

South Entry Secret (Search DC 25) Stuck Good Wooden Door (break DC
18; hard 5, 15 hp)
Ⓢ The door is located several feet above the floor and
concealed behind an area of mould
→ Leads to room #14

Room Features The floor is covered in perfect hexagonal tiles, and mysterious
levers and mechanisms cover the north and south walls

Room #22 West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2 Secret (Search DC 20) Trapped and Stuck Strong Wooden
Door (break DC 23; hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly

Ⓣ One-way Door: CR 9; mechanical; Search DC 26; Disable


Device DC 26

South Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,
60 hp)
→ Leads to room #27

Room Features Several iron cages are scattered throughout the room, and
someone has scrawled "The Gray Knights looted this place"
on the north wall

Trap Collapsing Ceiling: CR 11; mechanical; location trigger; no


reset; Atk +14 melee (11d6); multiple targets (all targets in a
40 ft. line); Search DC 26; Disable Device DC 28
Room #23 West Entry #1 Secret (Search DC 20) Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓢ The door is concealed behind an area of slime

West Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
Ⓣ Arrow Trap: CR 13; mechanical; location trigger; manual
reset; Atk +13 ranged (14d6/x3); Search DC 26; Disable
Device DC 30
→ Leads to room #7

East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

Monster 3 x Greater Shadow

Greater shadow: CR 8; Medium undead (incorporeal); HD


9d12; hp 58; Init +2; Spd Fly 40 ft. (good) (8 squares); AC 14
(+2 dex, +2 deflection), touch 14, flat-footed 12; Base Atk +4;
Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk +6
melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Create spawn, strength damage; SQ Darkvision 60 ft.,
incorporeal traits, +2 turn resistance, undead traits; AL CE; SV
Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis 12,
Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9;
Alertness, Dodge, Mobility, Spring Attack

Room #24 West Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Contact Poison: CR 11; mechanical; touch trigger, no
reset; contact poison (nitharit [contact, Fort DC 13, 0/3d6
Con]); Search DC 26; Disable Device DC 26
→ Leads to room #29

Room Features A faded and torn tapestry hangs from the east wall, and
several rotten apples are scattered throughout the room

Monster 3 x Nine-Headed Hydra

Nine-headed hydra: CR 8 (normal); 10 (pyro- or cryo-); Huge


magical beast; HD 9d10+48; hp 97; Init +1; Spd 20 ft. (4
squares), swim 20 ft.; AC 19 (-2 size, +1 dex, +10 natural),
touch 9, flat-footed 18; Base Atk +9; Grp +22; Atk +13 melee
(1d10+5, 9 bites); Full Atk +13 melee (1d10+5, 9 bites);
Space/Reach 15 ft./10 ft.; SA -; SQ Darkvision 60 ft., fast
healing 19, low-light vision, scent; AL N; SV Fort +11, Ref +7,
Will +5; Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Skills and Feats: Listen +8, Spot +8, Swim +13; Blind-Fight,
Combat Reflexes, Iron Will, Toughness, Weapon Focus (bite)
Treasure: 26 pp; Copper Torc engraved with Dwarven
Axeheads (1000 gp), Ivory Shield Brooch engraved with
Mythical Creatures (1200 gp), Lacquered Wooden Bowl inlaid
with Ornate Gold Scrollwork (800 gp), Steel Scepter set with a
single Black Star Sapphire (600 gp); hoard total 3860 gp

Room #25 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry #1 Archway

East Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp) (slides down, +1 to break DC)
Ⓣ Forcecage and Summon Monster VII Trap: CR 10; magic
device; proximity trigger (alarm); automatic reset; multiple
traps (one forcecage trap and one summon monster VII trap);
spell effect (Forcecage, 13th level wizard); spell effect
(Summon Monster VII, 13th level wizard, hamatula); Search
DC 32; Disable Device DC 32

South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Room Features A well lies in the center of the room, and a faded and torn
tapestry hangs from the south wall

Room #26 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #11, inhabited by 1 x Elder Water
Elemental

West Entry Trapped and Locked Simple Wooden Door (Open Lock DC
20, break DC 15; hard 5, 10 hp)
Ⓣ Crushing Wall Trap: CR 10; mechanical; location trigger;
automatic reset; no attack roll required (18d6, crush); Search
DC 20; Disable Device DC 25

East Entry Locked Simple Wooden Door (Open Lock DC 25, break DC
15; hard 5, 10 hp)

Room Features A stone dais sits in the west side of the room, and someone
has scrawled "Explosive runes" on the west wall

Room #27 North Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,
60 hp)
→ Leads to room #22

South Entry Locked Strong Wooden Door (Open Lock DC 30, break DC
25; hard 5, 20 hp)

Empty

Room #28 South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #31

Room Features A chirping noise can be heard in the center of the room, and a
broken door lies in the south-east corner of the room

Monster 4 x Greater Shadow

Greater shadow: CR 8; Medium undead (incorporeal); HD


9d12; hp 58; Init +2; Spd Fly 40 ft. (good) (8 squares); AC 14
(+2 dex, +2 deflection), touch 14, flat-footed 12; Base Atk +4;
Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk +6
melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Create spawn, strength damage; SQ Darkvision 60 ft.,
incorporeal traits, +2 turn resistance, undead traits; AL CE; SV
Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis 12,
Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis 12,
Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9;
Alertness, Dodge, Mobility, Spring Attack

Room #29 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Contact Poison: CR 11; mechanical; touch trigger, no
reset; contact poison (nitharit [contact, Fort DC 13, 0/3d6
Con]); Search DC 26; Disable Device DC 26
→ Leads to room #24, inhabited by 3 x Nine-Headed Hydra

Room Features A wooden platform hangs over a deep pit in the east side of
the room, and a tile mosaic of ancient mythology covers the
floor

Room #30 North Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5,
15 hp)
Ⓣ Electrified Lock: CR 13; magic device; touch trigger; no
reset; electric shock (14d6 electricity damage, DC 18 Reflex
save for half damage); Search DC 30; Disable Device DC 26

East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
→ Leads to room #13

South Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard
5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly

Room Features Numerous pillars line the north and west walls, and someone
has scrawled an arrow pointing up on the east wall

Monster 1 x Elder Water Elemental

Elder water elemental: CR 11; Huge elemental (water,


extraplanar); HD 24d8+120; hp 228; Init +6; Spd 30 ft. (6
squares), swim 120 ft.; AC 23 (-2 size, +6 dex, +9 natural),
touch 14, flat-footed 17; Base Atk +18; Grp +35; Atk +25
melee (2d10+9/19-20, slam); Full Atk +25 melee (2d10+9/19-
20, 2 slams); Space/Reach 15 ft./15 ft.; SA Water mastery,
drench, vortex; SQ Damage reduction 10/-, darkvision 60 ft.,
elemental traits; AL N; SV Fort +19, Ref +16, Will +10; Str 28,
Dex 22, Con 21, Int 10, Wis 11, Cha 11
Skills and Feats: Listen +29, Spot +29; Alertness, Cleave,
Great Cleave, Improved Bull Rush, Improved Critical (slam),
Improved Sunder, Iron Will, Lightning Reflexes, Power Attack

Room #31 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #28, inhabited by 4 x Greater Shadow

East Entry Archway


→ Leads to room #18

South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features A cube of solid stone stands in the north-west corner of the
Room Features A cube of solid stone stands in the north-west corner of the
room, and the scent of ozone fills the south-west corner of the
room

Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden Chest (Open
Lock DC 20, break DC 25; hard 5, 20 hp)

2700 gp; Eye Agate (13 gp); Arcane Scroll (Ray of


Enfeeblement (25 gp), Cure Moderate Wounds (200 gp),
Mirror Image (150 gp)) (total 375 gp), Potion of Cure Light
Wounds (50 gp), Robe of Useful Items (7000 gp) (design
provides clue to function); hoard total 10138 gp

Room #32 North Entry #1 Secret (Search DC 30) Trapped and Stuck Simple Wooden
Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break DC)
Ⓢ The door is concealed behind a tapestry of legendary
monsters
Ⓣ Contact Poison: CR 13; mechanical; touch trigger, no
reset; contact poison (terinav root [contact, Fort DC 16, 1d6
Dex/2d6 Dex]); Search DC 26; Disable Device DC 30

North Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Energy Drain Trap: CR 10; magic device; visual trigger
(true seeing); automatic reset; Atk +8 ranged touch; spell
effect (Energy Drain, 17th level wizard, 2d4 negative levels for
24 hours, DC 23 Fort save negates); Search DC 34; Disable
Device DC 34

West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
→ Leads to room #10

South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Room Features Skeletons hang from chains and manacles against the south
and west walls, and the south and east walls are covered with
mould

Room #33 West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Falling Block: CR 12; mechanical; location trigger; no
reset; Atk +12 melee (12d6); multiple targets (all targets in a
10 ft. square area); Search DC 28; Disable Device DC 24

South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #18

Empty

Random Dungeon Generator


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