The Dark Pit of Evil 01
Level 1
General Size Medium (51 x 65)
Walls Reinforced Masonry (Climb DC 20)
Floor Flagstone
Temperature Warm
Illumination Dark (individual creatures may carry
lights)
Corridor Features a Hail of Needles: CR 3; mechanical; location
trigger; manual reset; Atk +20 ranged (2d4);
Search DC 22; Disable Device DC 22
c Pit Trap: CR 3; mechanical; location trigger;
manual reset; DC 20 Reflex save avoids; 60 ft.
deep (6d6, fall); Search DC 20; Disable Device
DC 20
e The walls here have been engraved with
incoherent labyrinths
i Tripping Chain: CR 2; mechanical; location
trigger; automatic reset; multiple traps (tripping
and melee attack); Atk +15 melee touch (trip),
Atk +15 melee (2d4+2, spiked chain); Search
DC 15; Disable Device DC 18
m A fountain of water sits in an alcove here
n Part of the ceiling has collapsed into the corridor
r An overwhelming stench fills the corridor
s A 15-foot wide chasm cuts across the corridor
u Fusillade of Darts: CR 1; mechanical; location
trigger; manual reset; Atk +10 ranged (1d4+1,
dart); multiple targets (fires 1d4 darts at each
target in two adjacent 5 ft. squares); Search DC
14; Disable Device DC 20
v The sound of footsteps fills the corridor
w Patches of mushrooms grow here
x Burning torches in iron sconces line the corridor
z A clicking noise fills the corridor
Wandering Monsters 1 1 x Ghoul; cursed to search for a lost artifact
2 13 x Tiny Monstrous Centipede (vermin);
investigating a strange noise
3 15 x Rat (animal); gathered around an evil
shrine
4 5 x 1st Level Warrior Goblin; wielding bizarre
eldritch powers
5 3 x 1st Level Warrior Goblin; bloodied and
fleeing a more powerful enemy
6 2 x 1st Level Warrior Goblin; wandering
senselessly
Room #1 North Entry Archway
→ Leads to room #5, inhabited by 1 x
Homunculus
East Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
→ Leads to room #2
South Entry Secret (Search DC 30) Stuck Simple Wooden
Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of an
armored warrior, and opened by moving his
sword
→ Leads to room #3
Room Features A narrow shaft descends from the room into a
plundered tomb below, and a simple cabinet
and simple wooden table sit in the north side of
the room
Room #2 North Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #6, inhabited by 1 x Grimlock
West Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
→ Leads to room #1
Room Features Lit candles are scattered across the floor, and
sporadic knocking can be heard in the west side
of the room
Room #3 North Entry Secret (Search DC 30) Stuck Simple Wooden
Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of an
armored warrior, and opened by moving his
sword
→ Leads to room #1
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #4, inhabited by 1 x Medium
Monstrous Spider
South Entry Locked Good Wooden Door (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
→ Leads to room #7
Empty
Room #4 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #3
Room Features A magical mosaic on the south wall can be used
as a portal to any known location within the
dungeon, and someone has scrawled "Mind the
gap" on the east wall
Monster 1 x Medium Monstrous Spider (vermin)
Medium monstrous spider: CR 1; Medium
vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft. (6
squares), climb 20 ft.; AC 14 (+3 dex, +1
natural), touch 13, flat-footed 11; Base Atk +1;
Grp +1; Atk +4 melee (1d6 plus poison, bite);
Full Atk +4 melee (1d6 plus poison, bite);
Space/Reach 5 ft./5 ft.; SA Poison, web; SQ
Darkvision 60 ft., tremorsense 60 ft., vermin
traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11,
Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump
+0*, Spot +4*; Weapon Finesse
Treasure: Chain Shirt (Medium) (100 gp); hoard
total 100 gp
Room #5 West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10,
60 hp)
South Entry #1 Archway
→ Leads to room #1
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #7
Room Features Spirals of black stones cover the floor, and
laughter can be heard in the north side of the
room
Monster 1 x Homunculus
Homunculus: CR 1; Tiny construct; HD 2d10; hp
11; Init +2; Spd 20 ft. (4 squares), fly 50 ft.
(good); AC 14 (+2 dex, +2 size), touch 14, flat-
footed 12; Base Atk +1; Grp -8; Atk +2 melee
(1d4-1 plus poison, bite); Full Atk +2 melee
(1d4-1 plus poison, bite); Space/Reach 2-1/2
ft./0 ft.; SA Poison; SQ Construct traits,
darkvision 60 ft., low-light vision; AL N; SV Fort
+0, Ref +4, Will +1; Str 8, Dex 15, Con -, Int 10,
Wis 12, Cha 7
Skills and Feats: Hide +14, Listen +4, Spot +4;
Lightning Reflexes
Room #6 North Entry Archway
→ Leads to room #13, inhabited by 6 x Tiny
Monstrous Centipede
South Entry #1 Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #2
South Entry #2 Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #8, inhabited by 12 x Rat
Room Features Several square holes are cut into the east and
west walls, and the floor is covered with
humanoid bones
Monster 1 x Grimlock
Grimlock: CR 1; Medium monstrous humanoid;
HD 2d8+2; hp 11; Init +1; Spd 30 ft. (6 squares);
AC 15 (+1 dex, +4 natural), touch 11, flat-footed
14; Base Atk +2; Grp +4; Atk +4 melee
(1d8+3/3, battleaxe); Full Atk +4 melee
(1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA
-; SQ Blindsight 40 ft., immunities, scent; AL NE;
SV Fort +1, Ref +4, Will +2; Str 15, Dex 13, Con
13, Int 10, Wis 8, Cha 6
Skills and Feats: Climb +4, Hide +3*, Listen +5,
Spot +3; Alertness, Track
Treasure: 40 gp; hoard total 40 gp
Room #7 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #5, inhabited by 1 x
Homunculus
North Entry #2 Locked Good Wooden Door (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
→ Leads to room #3
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry Trapped and Stuck Good Wooden Door (break
DC 18; hard 5, 15 hp)
Ⓣ Javelin Trap: CR 2; mechanical; location
trigger; manual reset; Atk +16 ranged (1d6+4,
javelin); Search DC 20; Disable Device DC 18
→ Leads to room #40, inhabited by 1 x
Shrieker
Empty
Room #8 North Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #6, inhabited by 1 x Grimlock
East Entry #1 Archway
→ Leads to room #15, inhabited by 1 x
Grimlock
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
South Entry #1 Locked Strong Wooden Door (Open Lock DC
20, break DC 25; hard 5, 20 hp)
→ Leads to room #40, inhabited by 1 x
Shrieker
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides down, +1 to break DC)
South Entry #3 Archway
Monster 12 x Rat (animal)
Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init
+2; Spd 15 ft. (3 squares), climb 15 ft., swim 15
ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed
12; Base Atk +0; Grp -12; Atk +4 melee (1d3-4,
bite); Full Atk +4 melee (1d3-4, bite);
Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light
vision, scent; AL N; SV Fort +2, Ref +4, Will +1;
Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +12, Hide
+14, Move Silently +10, Swim +10; Weapon
Finesse
Room #9 East Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
Monster 1 x Medium Monstrous Spider (vermin)
Medium monstrous spider: CR 1; Medium
vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft. (6
squares), climb 20 ft.; AC 14 (+3 dex, +1
natural), touch 13, flat-footed 11; Base Atk +1;
Grp +1; Atk +4 melee (1d6 plus poison, bite);
Full Atk +4 melee (1d6 plus poison, bite);
Space/Reach 5 ft./5 ft.; SA Poison, web; SQ
Darkvision 60 ft., tremorsense 60 ft., vermin
traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11,
Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump
+0*, Spot +4*; Weapon Finesse
Treasure: 30 sp; hoard total 3 gp
Room #10 North Entry Trapped and Unlocked Stone Door (hard 8, 60
hp)
Ⓣ Bricks from Ceiling: CR 2; mechanical;
touch trigger; repair reset; Atk +12 melee (2d6,
bricks); multiple targets (all targets in two
adjacent 5 ft. squares); Search DC 20; Disable
Device DC 20
West Entry #1 Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp) (slides to one side, +1 to break DC)
→ Leads to room #48, inhabited by 1 x
Troglodyte
West Entry #2 Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
East Entry Trapped and Unlocked Stone Door (hard 8, 60
hp)
Ⓣ Rolling Rock Trap: CR 1; mechanical;
location trigger; manual reset; Atk +10 melee
(2d6, rock); Search DC 20; Disable Device DC
22
→ Leads to room #43
South Entry Secret (Search DC 30) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of an
armored warrior, and opened by moving his
sword
→ Leads to room #25, inhabited by 1 x
Grimlock
Monster 2 x Dire Rat
Dire rat: CR 1/3; Small animal; HD 1d8+1; hp 5;
Init +3; Spd 40 ft. (8 squares), climb 20 ft.; AC
15 (+1 size, +3 dex, +1 natural), touch 14, flat-
footed 12; Base Atk +0; Grp -4; Atk +4 melee
(1d4 plus disease, bite); Full Atk +4 melee (1d4
plus disease, bite); Space/Reach 5 ft./5 ft.; SA
Disease; SQ Low-light vision, scent; AL N; SV
Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12,
Int 1, Wis 12, Cha 4
Skills and Feats: Climb +11, Hide +8, Listen +4,
Move Silently +4, Spot +4, Swim +11; Alertness,
Weapon Finesse
Room #11 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
West Entry #2 Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
West Entry #3 Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #52, inhabited by 1 x Medium
Monstrous Spider
East Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
Empty
Room #12 West Entry #1 Secret (Search DC 25) Stuck Simple Wooden
Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed within an upright
sarcophagus
West Entry #2 Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
South Entry Trapped and Locked Simple Wooden Door
(Open Lock DC 40, break DC 15; hard 5, 10 hp)
Ⓣ Bricks from Ceiling: CR 2; mechanical;
touch trigger; repair reset; Atk +12 melee (2d6,
bricks); multiple targets (all targets in two
adjacent 5 ft. squares); Search DC 20; Disable
Device DC 20
→ Leads to room #50, inhabited by 1 x Spider
Swarm
Monster 1 x Grimlock
Grimlock: CR 1; Medium monstrous humanoid;
HD 2d8+2; hp 11; Init +1; Spd 30 ft. (6 squares);
AC 15 (+1 dex, +4 natural), touch 11, flat-footed
14; Base Atk +2; Grp +4; Atk +4 melee
(1d8+3/3, battleaxe); Full Atk +4 melee
(1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA
-; SQ Blindsight 40 ft., immunities, scent; AL NE;
SV Fort +1, Ref +4, Will +2; Str 15, Dex 13, Con
13, Int 10, Wis 8, Cha 6
Skills and Feats: Climb +4, Hide +3*, Listen +5,
Spot +3; Alertness, Track
Treasure: 100 gp; Masterwork Studded Leather
(Medium) (175 gp); hoard total 275 gp
Hidden Treasure Hidden (Search DC 20) Trapped and Unlocked
Iron Chest (hard 10, 60 hp)
Box of Brown Mold: CR 2; mechanical; touch
trigger (opening the box); automatic reset; 5 ft.
cold aura (3d6, cold nonlethal); Search DC 22;
Disable Device DC 16
500 sp; hoard total 50 gp
Room #13 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #28
North Entry #2 Archway
South Entry Archway
→ Leads to room #6, inhabited by 1 x Grimlock
Monster 6 x Tiny Monstrous Centipede (vermin)
Tiny monstrous centipede: CR 1/8; Tiny vermin;
HD 1/4 d8; hp 1; Init +2; Spd 20 ft. (4 squares),
climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14,
flat-footed 12; Base Atk +0; Grp -13; Atk +4
melee (1d3-5 plus poison, bite); Full Atk +4
melee (1d3-5 plus poison, bite); Space/Reach
2-1/2 ft./0 ft.; SA Poison; SQ Darkvision 60 ft.,
vermin traits; AL N; SV Fort +2, Ref +2, Will +0;
Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4;
Weapon Finesse
Room #14 East Entry Secret (Search DC 20) Stuck Strong Wooden
Door (break DC 23; hard 5, 20 hp) (slides up,
+2 to break DC)
Ⓢ The door is concealed by an illusion
→ Leads to room #50, inhabited by 1 x Spider
Swarm
Room Features A chute descends from the room into a magical
cyst below, and a splashing noise can be faintly
heard near the south wall
Monster 1 x Troglodyte
Troglodyte: CR 1; Medium humanoid (reptilian);
HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6 squares);
AC 15 (-1 dex, +6 natural), touch 9, flat-footed
15; Base Atk +1; Grp +1; Atk +1 melee (1d6,
club) or +1 melee (1d4, claw) or +1 ranged
(1d6, javelin); Full Atk +1 melee (1d6, club) and
-1 melee (1d4, claw) and -1 melee (1d4, bite) or
+1 melee (1d4, 2 claws) and -1 melee (1d4,
bite) or +1 ranged (1d6, javelin); Space/Reach 5
ft./5 ft.; SA Stench; SQ Darkvision 90 ft.; AL CE;
SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con
14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3;
Multiattack, Weapon Focus (javelin)
Treasure: 50 sp; hoard total 5 gp
Trap Ceiling Pendulum: CR 3; mechanical; timed
trigger; automatic reset; Atk +15 melee
(1d12+8/x3, greataxe); Search DC 15; Disable
Device DC 27
Room #15 North Entry Trapped Wooden Portcullis (lift DC 25, break
DC 28; hard 5, 30 hp)
Ⓣ Poison Needle Trap: CR 2; mechanical;
touch trigger; repair reset; lock bypass (Open
Lock DC 30); Atk +17 melee (1 plus poison,
needle); poison (blue whinnis [injury, Fort DC
14, 1 Con/unconscious]); Search DC 22;
Disable Device DC 17
West Entry Archway
→ Leads to room #8, inhabited by 12 x Rat
South Entry Archway
Monster 1 x Grimlock
Grimlock: CR 1; Medium monstrous humanoid;
HD 2d8+2; hp 11; Init +1; Spd 30 ft. (6 squares);
AC 15 (+1 dex, +4 natural), touch 11, flat-footed
14; Base Atk +2; Grp +4; Atk +4 melee
(1d8+3/3, battleaxe); Full Atk +4 melee
(1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA
-; SQ Blindsight 40 ft., immunities, scent; AL NE;
SV Fort +1, Ref +4, Will +2; Str 15, Dex 13, Con
13, Int 10, Wis 8, Cha 6
Skills and Feats: Climb +4, Hide +3*, Listen +5,
Spot +3; Alertness, Track
Room #16 West Entry Trapped and Unlocked Strong Wooden Door
(hard 5, 20 hp)
Ⓣ Bricks from Ceiling: CR 2; mechanical;
touch trigger; repair reset; Atk +12 melee (2d6,
bricks); multiple targets (all targets in two
adjacent 5 ft. squares); Search DC 20; Disable
Device DC 20
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features Someone has scrawled "Death comes on silent
wings" in draconic script on the west wall, and a
charred wooden shield lies in the center of the
room
Room #17 North Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #37
East Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
Room Features Part of the west wall has collapsed into the
room, and a ruined siege weapon sits in the
north side of the room
Room #18 North Entry Archway
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #37
Room Features Spirals of red stones cover the floor, and the
scent of ozone fills the room
Trap Spiked Pit Trap: CR 2; mechanical; location
trigger; automatic reset; DC 20 Reflex save
avoids; 20 ft. deep (2d6, fall); multiple targets
(first target in each of two adjacent 5 ft.
squares); pit spikes (Atk +10 melee, 1d4 spikes
per target for 1d4+2 each); Search DC 18;
Disable Device DC 15
Room #19 South Entry #1 Locked Simple Wooden Door (Open Lock DC
30, break DC 15; hard 5, 10 hp)
South Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
(slides down, +1 to break DC)
Room Features A magical mirror on the east wall teleports
whomever gazes into it to another room of the
dungeon, and the floor is covered with
humanoid bones
Monster 1 x Troglodyte
Troglodyte: CR 1; Medium humanoid (reptilian);
HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6 squares);
AC 15 (-1 dex, +6 natural), touch 9, flat-footed
15; Base Atk +1; Grp +1; Atk +1 melee (1d6,
club) or +1 melee (1d4, claw) or +1 ranged
(1d6, javelin); Full Atk +1 melee (1d6, club) and
-1 melee (1d4, claw) and -1 melee (1d4, bite) or
+1 melee (1d4, 2 claws) and -1 melee (1d4,
bite) or +1 ranged (1d6, javelin); Space/Reach 5
ft./5 ft.; SA Stench; SQ Darkvision 90 ft.; AL CE;
SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con
14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3;
Multiattack, Weapon Focus (javelin)
Treasure: 15 gp; Masterwork Bastard Sword
(Medium) (335 gp); hoard total 350 gp
Trap Poisoned Arrow Trap: CR 3; mechanical; touch
trigger; manual reset; lock bypass (Open Lock
DC 30); Atk +12 ranged (1d8 plus poison,
arrow); poison (large scorpion venom [injury,
Fort DC 18, 1d6 Str/1d6 Str]); Search DC 19;
Disable Device DC 15
Hidden Treasure Locked Good Wooden Chest (Open Lock DC
20, break DC 18; hard 5, 15 hp)
500 sp; Divine Scroll (Detect Animals or Plants
(25 gp), Bull's Strength (150 gp), Resist Energy
(150 gp)) (total 325 gp); hoard total 375 gp
Room #20 West Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
Room Features Spirals of white stones cover the floor, and
someone has scrawled "Ran out of torches" in
blood on the north wall
Monster 8 x Tiny Monstrous Centipede (vermin)
Tiny monstrous centipede: CR 1/8; Tiny vermin;
HD 1/4 d8; hp 1; Init +2; Spd 20 ft. (4 squares),
climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14,
flat-footed 12; Base Atk +0; Grp -13; Atk +4
melee (1d3-5 plus poison, bite); Full Atk +4
melee (1d3-5 plus poison, bite); Space/Reach
2-1/2 ft./0 ft.; SA Poison; SQ Darkvision 60 ft.,
vermin traits; AL N; SV Fort +2, Ref +2, Will +0;
Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4;
Weapon Finesse
Room #21 North Entry Locked Simple Wooden Door (Open Lock DC
30, break DC 15; hard 5, 10 hp)
East Entry Secret (Search DC 30) Stuck Strong Wooden
Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed behind a tapestry of
ghoulish carnage
Room Features A magical mosaic on the south wall can be used
to scry upon any known individual within the
dungeon, and a stream of acid flows along a
channel in the floor
Monster 1 x Darkmantle
Darkmantle: CR 1; Small magical beast; HD
1d10+1; hp 6; Init +4; Spd 20 ft. (4 squares), fly
30 ft. (poor); AC 17 (+1 size, +6 natural), touch
11, flat-footed 17; Base Atk +1; Grp +0; Atk +5
melee (1d4+4, slam); Full Atk +5 melee (1d4+4,
slam); Space/Reach 5 ft./5 ft.; SA Darkness,
improved grab, constrict 1d4+4; SQ Blindsight
90 ft.; AL N; SV Fort +3, Ref +2, Will +0; Str 16,
Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*;
Improved Initiative
Room #22 West Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
Room Features A magical altar of a god of death in the south
side of the room causes all attacks within 30 feet
to deal double damage, and several square
holes are cut into the ceiling and floor
Monster 15 x Rat (animal)
Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init
+2; Spd 15 ft. (3 squares), climb 15 ft., swim 15
ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed
12; Base Atk +0; Grp -12; Atk +4 melee (1d3-4,
bite); Full Atk +4 melee (1d3-4, bite);
Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light
vision, scent; AL N; SV Fort +2, Ref +4, Will +1;
Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +12, Hide
+14, Move Silently +10, Swim +10; Weapon
Finesse
Room #23 East Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #46
South Entry Locked Iron Door (Open Lock DC 40, break DC
28; hard 10, 60 hp)
Room Features An iron sarcophagus sits in the south side of the
room, and a pile of blood-soaked clothing lies in
the center of the room
Monster 1 x Troglodyte
Troglodyte: CR 1; Medium humanoid (reptilian);
HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6 squares);
AC 15 (-1 dex, +6 natural), touch 9, flat-footed
15; Base Atk +1; Grp +1; Atk +1 melee (1d6,
club) or +1 melee (1d4, claw) or +1 ranged
(1d6, javelin); Full Atk +1 melee (1d6, club) and
-1 melee (1d4, claw) and -1 melee (1d4, bite) or
+1 melee (1d4, 2 claws) and -1 melee (1d4,
bite) or +1 ranged (1d6, javelin); Space/Reach 5
ft./5 ft.; SA Stench; SQ Darkvision 90 ft.; AL CE;
SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con
14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3;
Multiattack, Weapon Focus (javelin)
Treasure: 200 sp; hoard total 20 gp
Room #24 North Entry Secret (Search DC 20) Stuck Good Wooden
Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of a
medusa, and opened by uncovering her eyes
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features A well lies in the north-west corner of the room,
and several iron spikes are scattered throughout
the room
Monster 1 x Homunculus
Homunculus: CR 1; Tiny construct; HD 2d10; hp
11; Init +2; Spd 20 ft. (4 squares), fly 50 ft.
(good); AC 14 (+2 dex, +2 size), touch 14, flat-
footed 12; Base Atk +1; Grp -8; Atk +2 melee
(1d4-1 plus poison, bite); Full Atk +2 melee
(1d4-1 plus poison, bite); Space/Reach 2-1/2
ft./0 ft.; SA Poison; SQ Construct traits,
darkvision 60 ft., low-light vision; AL N; SV Fort
+0, Ref +4, Will +1; Str 8, Dex 15, Con -, Int 10,
Wis 12, Cha 7
Skills and Feats: Hide +14, Listen +4, Spot +4;
Lightning Reflexes
Room #25 North Entry Secret (Search DC 30) Unlocked Simple
Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of an
armored warrior, and opened by moving his
sword
→ Leads to room #10, inhabited by 2 x Dire
Rat
East Entry Trapped and Locked Good Wooden Door (Open
Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓣ Camouflaged Pit Trap: CR 2; mechanical;
location trigger; manual reset; DC 20 Reflex
save avoids; 20 ft. deep (2d6, fall); multiple
targets (first target in each of two adjacent 5 ft.
squares); Search DC 24; Disable Device DC 19
→ Leads to room #29
South Entry Archway
Room Features A stone dais sits in the west side of the room,
and a stream of water flows down the west wall
Monster 1 x Grimlock
Grimlock: CR 1; Medium monstrous humanoid;
HD 2d8+2; hp 11; Init +1; Spd 30 ft. (6 squares);
AC 15 (+1 dex, +4 natural), touch 11, flat-footed
14; Base Atk +2; Grp +4; Atk +4 melee
(1d8+3/3, battleaxe); Full Atk +4 melee
(1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA
-; SQ Blindsight 40 ft., immunities, scent; AL NE;
SV Fort +1, Ref +4, Will +2; Str 15, Dex 13, Con
13, Int 10, Wis 8, Cha 6
Skills and Feats: Climb +4, Hide +3*, Listen +5,
Spot +3; Alertness, Track
Room #26 West Entry Archway
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #27
Monster 1 x Troglodyte Zombie
Troglodyte zombie: CR 1; Medium undead; HD
4d12+3; hp 29; Init -2; Spd 30 ft. (6 squares;
can't run); AC 16 (-2 dex, +8 natural), touch 8,
flat-footed 16; Base Atk +2; Grp +3; Atk +3
melee (1d10+1, greatclub) or +3 melee (1d4+1,
bite) or +3 melee (1d6+1, slam) or +0 ranged
(1d6+1, javelin); Full Atk +3 melee (1d10+1,
greatclub) or +3 melee (1d4+1, bite) or +3
melee (1d6+1, slam) or +0 ranged (1d6+1,
javelin); Space/Reach 5 ft./5 ft; SA -; SQ Single
actions only, damage reduction 5/slashing,
darkvision 60 ft., undead traits; AL NE; SV Fort
+1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int -,
Wis 10, Cha 1
Skills and Feats: -; Toughness
Room #27 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #26, inhabited by 1 x
Troglodyte Zombie
South Entry #1 Trapped and Locked Good Wooden Door (Open
Lock DC 40, break DC 18; hard 5, 15 hp)
Ⓣ Falling Block: CR 3; mechanical; location
trigger; no reset; Atk +12 melee (3d6); multiple
targets (all targets in a 10 ft. square area);
Search DC 20; Disable Device DC 20
South Entry #2 Unlocked Iron Door (hard 10, 60 hp)
Room Features A mural of ancient mythology covers the ceiling,
and an overwhelming stench fills the room
Room #28 South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #13, inhabited by 6 x Tiny
Monstrous Centipede
Room Features Numerous pillars line the west wall, and a
simple fireplace sits against the south wall
Room #29 West Entry Trapped and Locked Good Wooden Door (Open
Lock DC 30, break DC 18; hard 5, 15 hp)
Ⓣ Camouflaged Pit Trap: CR 2; mechanical;
location trigger; manual reset; DC 20 Reflex
save avoids; 20 ft. deep (2d6, fall); multiple
targets (first target in each of two adjacent 5 ft.
squares); Search DC 24; Disable Device DC 19
→ Leads to room #25, inhabited by 1 x
Grimlock
South Entry Trapped and Locked Strong Wooden Door
(Open Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓣ Poison Dart Trap: CR 1; mechanical;
location trigger; manual reset; Atk +8 ranged
(1d4 plus poison, dart); poison (bloodroot [injury,
Fort DC 12, 0/1d4 Con + 1d3 Wis]); Search DC
20; Disable Device DC 18
Room Features Someone has scrawled "The Conclave of Induil
killed a devil here" on the west wall, and a ruined
gauntlet lies in the south side of the room
Room #30 West Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features A magical statue in the north-east corner of the
room answers questions with lies and
falsehoods, and someone has scrawled "One
steps forward, two steps back" on the east wall
Room #31 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry Trapped and Stuck Stone Door (break DC 28;
hard 8, 60 hp)
Ⓣ Bricks from Ceiling: CR 2; mechanical;
touch trigger; repair reset; Atk +12 melee (2d6,
bricks); multiple targets (all targets in two
adjacent 5 ft. squares); Search DC 20; Disable
Device DC 20
Empty
Room #32 North Entry Locked Simple Wooden Door (Open Lock DC
20, break DC 15; hard 5, 10 hp)
East Entry Secret (Search DC 20) Stuck Good Wooden
Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind an area of
fungus
Room Features Someone has scrawled "In the Kingdom of
Coins, when the Wound is healed and the Ivory
Wand is lost, the Palace of Lightning shall be
destroyed" on the south wall, and several
monstrous corpses are scattered throughout the
room
Monster 1 x Medium Monstrous Spider (vermin)
Medium monstrous spider: CR 1; Medium
vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft. (6
squares), climb 20 ft.; AC 14 (+3 dex, +1
natural), touch 13, flat-footed 11; Base Atk +1;
Grp +1; Atk +4 melee (1d6 plus poison, bite);
Full Atk +4 melee (1d6 plus poison, bite);
Space/Reach 5 ft./5 ft.; SA Poison, web; SQ
Darkvision 60 ft., tremorsense 60 ft., vermin
traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11,
Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump
+0*, Spot +4*; Weapon Finesse
Treasure: 8 gp; Belt of woven Silk Cord (1700
gp); hoard total 1708 gp
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden
Chest (Open Lock DC 20, break DC 15; hard 5,
10 hp)
None
Room #33 North Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features A large table and spinning wheel sit in the north
side of the room, and someone has scrawled
"The curse can never be broken" on the north
wall
Monster 1 x Troglodyte
Troglodyte: CR 1; Medium humanoid (reptilian);
HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6 squares);
AC 15 (-1 dex, +6 natural), touch 9, flat-footed
15; Base Atk +1; Grp +1; Atk +1 melee (1d6,
club) or +1 melee (1d4, claw) or +1 ranged
(1d6, javelin); Full Atk +1 melee (1d6, club) and
-1 melee (1d4, claw) and -1 melee (1d4, bite) or
+1 melee (1d4, 2 claws) and -1 melee (1d4,
bite) or +1 ranged (1d6, javelin); Space/Reach 5
ft./5 ft.; SA Stench; SQ Darkvision 90 ft.; AL CE;
SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con
14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3;
Multiattack, Weapon Focus (javelin)
Trap Acid Arrow Trap: CR 3; magic device; proximity
trigger (alarm); automatic reset; Atk +2 ranged
touch; spell effect (Acid Arrow, 3rd level wizard,
2d4 acid/round for 2 rounds); Search DC 27;
Disable Device DC 27
Hidden Treasure Hidden (Search DC 30) Locked Iron Chest
(Open Lock DC 20, break DC 28; hard 10, 60
hp)
6000 cp; Electrum Salt Cellar set with Golden
Yellow Topaz (500 gp); hoard total 560 gp
Room #34 North Entry Locked Simple Wooden Door (Open Lock DC
25, break DC 15; hard 5, 10 hp)
South Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
Room Features A stone dais and throne sits in the west side of
the room, and someone has scrawled "golden,
iron, ruby, black, sapphire, jade" on the north
wall
Monster 1 x Troglodyte Zombie
Troglodyte zombie: CR 1; Medium undead; HD
4d12+3; hp 29; Init -2; Spd 30 ft. (6 squares;
can't run); AC 16 (-2 dex, +8 natural), touch 8,
flat-footed 16; Base Atk +2; Grp +3; Atk +3
melee (1d10+1, greatclub) or +3 melee (1d4+1,
bite) or +3 melee (1d6+1, slam) or +0 ranged
(1d6+1, javelin); Full Atk +3 melee (1d10+1,
greatclub) or +3 melee (1d4+1, bite) or +3
melee (1d6+1, slam) or +0 ranged (1d6+1,
javelin); Space/Reach 5 ft./5 ft; SA -; SQ Single
actions only, damage reduction 5/slashing,
darkvision 60 ft., undead traits; AL NE; SV Fort
+1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int -,
Wis 10, Cha 1
Skills and Feats: -; Toughness
Room #35 North Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
Empty
Room #36 North Entry #1 Locked Good Wooden Door (Open Lock DC 40,
break DC 18; hard 5, 15 hp) (slides down, +1 to
break DC)
North Entry #2 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features Someone has scrawled "Don't lose your head"
on the east wall, and a briny odor fills the north
side of the room
Monster 1 x Troglodyte
Troglodyte: CR 1; Medium humanoid (reptilian);
HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6 squares);
AC 15 (-1 dex, +6 natural), touch 9, flat-footed
15; Base Atk +1; Grp +1; Atk +1 melee (1d6,
club) or +1 melee (1d4, claw) or +1 ranged
(1d6, javelin); Full Atk +1 melee (1d6, club) and
-1 melee (1d4, claw) and -1 melee (1d4, bite) or
+1 melee (1d4, 2 claws) and -1 melee (1d4,
bite) or +1 ranged (1d6, javelin); Space/Reach 5
ft./5 ft.; SA Stench; SQ Darkvision 90 ft.; AL CE;
SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con
14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3;
Multiattack, Weapon Focus (javelin)
Treasure: 5 pp; hoard total 50 gp
Room #37 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #18
South Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #17
Empty
Room #38 East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #2 Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
Empty
Room #39 East Entry Locked Stone Door (Open Lock DC 20, break
DC 28; hard 8, 60 hp)
South Entry Locked Iron Door (Open Lock DC 25, break DC
28; hard 10, 60 hp)
→ Leads to room #47, inhabited by 1 x Medium
Monstrous Spider
Room Features Someone has scrawled "Watch out for elves" in
goblin runes on the west wall, and a creaking
sound can be heard in the north side of the
room
Monster 1 x Ghoul
Ghoul: CR 1; Medium undead; HD 2d12; hp 13;
Init +2; Spd 30 ft. (6 squares); AC 14 (+2 dex,
+2 natural), touch 12, flat-footed 12; Base Atk
+1; Grp +2; Atk +2 melee (1d6+1 plus paralysis,
bite); Full Atk +2 melee (1d6+1 plus paralysis,
bite) and +0 melee (1d3 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits,
+2 turn resistance; AL CE; SV Fort +0, Ref +2,
Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14,
Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6,
Jump +5, Move Silently +6, Spot +7; Multiattack
Room #40 North Entry #1 Trapped and Stuck Good Wooden Door (break
DC 18; hard 5, 15 hp)
Ⓣ Javelin Trap: CR 2; mechanical; location
trigger; manual reset; Atk +16 ranged (1d6+4,
javelin); Search DC 20; Disable Device DC 18
→ Leads to room #7
North Entry #2 Locked Strong Wooden Door (Open Lock DC
20, break DC 25; hard 5, 20 hp)
→ Leads to room #8, inhabited by 12 x Rat
South Entry Archway
Room Features A balcony hangs from the north wall, and a set
of demonic war masks hangs on the north wall
Monster 1 x Shrieker (fungus)
Shrieker: CR 1; Medium plant; HD 2d8+2; hp
11; Init -5; Spd 0 ft.; AC 8 (-5 dex, +3 natural),
touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -;
Full Atk -; Space/Reach 5 ft./0 ft.; SA Shriek; SQ
Low-light vision, plant traits; AL N; SV Fort +4,
Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2,
Cha 1
Skills and Feats: -; -
Room #41 North Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
Monster 15 x Rat (animal)
Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init
+2; Spd 15 ft. (3 squares), climb 15 ft., swim 15
ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed
12; Base Atk +0; Grp -12; Atk +4 melee (1d3-4,
bite); Full Atk +4 melee (1d3-4, bite);
Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light
vision, scent; AL N; SV Fort +2, Ref +4, Will +1;
Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +12, Hide
+14, Move Silently +10, Swim +10; Weapon
Finesse
Trap Javelin Trap: CR 2; mechanical; location trigger;
manual reset; Atk +16 ranged (1d6+4, javelin);
Search DC 20; Disable Device DC 18
Hidden Treasure Hidden (Search DC 20) Locked Good Wooden
Chest (Open Lock DC 25, break DC 18; hard 5,
15 hp)
20 pp; Masterwork Dart (Medium) (300 gp 5 sp);
hoard total 500 gp 5 sp
Room #42 North Entry Trapped and Locked Simple Wooden Door
(Open Lock DC 40, break DC 15; hard 5, 10 hp)
Ⓣ Poison Needle Trap: CR 2; mechanical;
touch trigger; repair reset; lock bypass (Open
Lock DC 30); Atk +17 melee (1 plus poison,
needle); poison (blue whinnis [injury, Fort DC
14, 1 Con/unconscious]); Search DC 22;
Disable Device DC 17
South Entry Trapped and Locked Stone Door (Open Lock
DC 20, break DC 28; hard 8, 60 hp)
Ⓣ Burning Hands Trap: CR 2; magic device;
proximity trigger (alarm); automatic reset; spell
effect (Burning Hands, 1st level wizard, 1d4 fire,
DC 11 Reflex save half damage); Search DC
26; Disable Device DC 26
Monster 1 x Ghoul
Ghoul: CR 1; Medium undead; HD 2d12; hp 13;
Init +2; Spd 30 ft. (6 squares); AC 14 (+2 dex,
+2 natural), touch 12, flat-footed 12; Base Atk
+1; Grp +2; Atk +2 melee (1d6+1 plus paralysis,
bite); Full Atk +2 melee (1d6+1 plus paralysis,
bite) and +0 melee (1d3 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits,
+2 turn resistance; AL CE; SV Fort +0, Ref +2,
Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14,
Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6,
Jump +5, Move Silently +6, Spot +7; Multiattack
Room #43 West Entry Trapped and Unlocked Stone Door (hard 8, 60
hp)
Ⓣ Rolling Rock Trap: CR 1; mechanical;
location trigger; manual reset; Atk +10 melee
(2d6, rock); Search DC 20; Disable Device DC
22
→ Leads to room #10, inhabited by 2 x Dire
Rat
East 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 tapestry of vile acts hangs from the north wall,
and someone has scrawled "Ariel fell here, her
shield broken" in blood on the west wall
Room #44 North Entry #1 Archway
North Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
Room Features Someone has scrawled "The Covenant of the
Blessed Blade looted this place" on the south
wall, and a pile of trash lies in the east side of
the room
Room #45 West Entry Locked Stone Door (Open Lock DC 30, break
DC 28; hard 8, 60 hp)
East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
Room Features An iron chandelier hangs from the ceiling in the
east side of the room, and an acrid odor fills the
north-east corner of the room
Room #46 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
West Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #23, inhabited by 1 x
Troglodyte
Room Features Someone has scrawled "Upon the solstice in the
Year of Flames, in the Valley of Death, the
Lantern of Virtue shall be lost" on the north wall,
and sporadic knocking can be faintly heard near
the south wall
Room #47 North Entry Locked Iron Door (Open Lock DC 25, break DC
28; hard 10, 60 hp)
→ Leads to room #39, inhabited by 1 x Ghoul
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #51
East Entry Trapped and Locked Strong Wooden Door
(Open Lock DC 25, break DC 25; hard 5, 20 hp)
Ⓣ Stone Blocks from Ceiling: CR 3;
mechanical; location trigger; repair reset; Atk
+10 melee (4d6, stone blocks); Search DC 25;
Disable Device DC 20
Monster 1 x Medium Monstrous Spider (vermin)
Medium monstrous spider: CR 1; Medium
vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft. (6
squares), climb 20 ft.; AC 14 (+3 dex, +1
natural), touch 13, flat-footed 11; Base Atk +1;
Grp +1; Atk +4 melee (1d6 plus poison, bite);
Full Atk +4 melee (1d6 plus poison, bite);
Space/Reach 5 ft./5 ft.; SA Poison, web; SQ
Darkvision 60 ft., tremorsense 60 ft., vermin
traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11,
Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump
+0*, Spot +4*; Weapon Finesse
Room #48 East Entry #1 Unlocked Stone Door (hard 8, 60 hp)
East Entry #2 Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp) (slides to one side, +1 to break DC)
→ Leads to room #10, inhabited by 2 x Dire
Rat
Monster 1 x Troglodyte
Troglodyte: CR 1; Medium humanoid (reptilian);
HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6 squares);
AC 15 (-1 dex, +6 natural), touch 9, flat-footed
15; Base Atk +1; Grp +1; Atk +1 melee (1d6,
club) or +1 melee (1d4, claw) or +1 ranged
(1d6, javelin); Full Atk +1 melee (1d6, club) and
-1 melee (1d4, claw) and -1 melee (1d4, bite) or
+1 melee (1d4, 2 claws) and -1 melee (1d4,
bite) or +1 ranged (1d6, javelin); Space/Reach 5
ft./5 ft.; SA Stench; SQ Darkvision 90 ft.; AL CE;
SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con
14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3;
Multiattack, Weapon Focus (javelin)
Treasure: 200 sp; hoard total 20 gp
Room #49 North Entry Locked Strong Wooden Door (Open Lock DC
25, break DC 25; hard 5, 20 hp) (slides up, +2
to break DC)
South Entry Locked Strong Wooden Door (Open Lock DC
40, break DC 25; hard 5, 20 hp)
Room Features The floor is covered in perfect hexagonal tiles,
and a pile of barrel staves lies in the south-west
corner of the room
Room #50 North Entry Trapped and Locked Simple Wooden Door
(Open Lock DC 40, break DC 15; hard 5, 10 hp)
Ⓣ Bricks from Ceiling: CR 2; mechanical;
touch trigger; repair reset; Atk +12 melee (2d6,
bricks); multiple targets (all targets in two
adjacent 5 ft. squares); Search DC 20; Disable
Device DC 20
→ Leads to room #12, inhabited by 1 x
Grimlock
West Entry Secret (Search DC 20) Stuck Strong Wooden
Door (break DC 23; hard 5, 20 hp) (slides up,
+2 to break DC)
Ⓢ The door is concealed by an illusion
→ Leads to room #14, inhabited by 1 x
Troglodyte
East Entry Secret (Search DC 30) Locked Stone Door
(Open Lock DC 40, break DC 28; hard 8, 60 hp)
Ⓢ The door is located several feet above the
floor and only two feet high
Monster 1 x Spider Swarm
Spider swarm: CR 1; Diminutive vermin
(swarm); HD 2d8; hp 9; Init +3; Spd 20 ft. (4
squares), climb 20 ft.; AC 17 (+4 size, +3 dex),
touch 17, flat-footed 14; Base Atk +1; Grp -; Atk
Swarm (1d6 plus poison); Full Atk Swarm (1d6
plus poison); Space/Reach 10 ft./0 ft.; SA
Distraction, poison; SQ Darkvision 60 ft., swarm
traits, tremorsense 30 ft., vermin traits; AL N; SV
Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10,
Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Listen +4, Spot +4;
Room #51 East Entry #1 Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #47, inhabited by 1 x Medium
Monstrous Spider
South Entry Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
Room Features Several square holes are cut into the ceiling and
floor, and a rusted chain shirt lies in the south-
east corner of the room
Room #52 North Entry Trapped and Stuck Iron Door (break DC 28;
hard 10, 60 hp)
Ⓣ Poisoned Arrow Trap: CR 3; mechanical;
touch trigger; manual reset; lock bypass (Open
Lock DC 30); Atk +12 ranged (1d8 plus poison,
arrow); poison (large scorpion venom [injury,
Fort DC 18, 1d6 Str/1d6 Str]); Search DC 19;
Disable Device DC 15
East Entry Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
→ Leads to room #11
Monster 1 x Medium Monstrous Spider (vermin)
Medium monstrous spider: CR 1; Medium
vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft. (6
squares), climb 20 ft.; AC 14 (+3 dex, +1
natural), touch 13, flat-footed 11; Base Atk +1;
Grp +1; Atk +4 melee (1d6 plus poison, bite);
Full Atk +4 melee (1d6 plus poison, bite);
Space/Reach 5 ft./5 ft.; SA Poison, web; SQ
Darkvision 60 ft., tremorsense 60 ft., vermin
traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11,
Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump
+0*, Spot +4*; Weapon Finesse
Treasure: 12 gp; hoard total 12 gp
Random Dungeon Generator
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