The Lost Barrow of Devastation 02
Level 2
General Size Fine (23 x 29)
Walls Natural Stone (Climb DC 15)
Floor Smooth Stone
Temperature Warm
Illumination Bright (magical light every 40
ft.)
Wandering Monsters 1 1 x Large Monstrous Spider (vermin), tracking the
party
2 1 x Choker, lost and desperate
3 1 x Large Monstrous Spider (vermin), wielding
bizarre eldritch powers
4 1 x Shrieker (fungus), wandering senselessly
5 1 x Large Monstrous Spider (vermin), wielding
bizarre eldritch powers
6 1 x Medium Monstrous Spider (vermin), bloodied
and fleeing a more powerful enemy
Room #1 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #6, inhabited by 1 x Vargouille
South Entry Trapped and Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp) (slides to
one side, +1 to break DC)
Ⓣ Teleporter Crystal: CR 1; magic device; touch
trigger; no reset; teleport (teleported one level down,
DC 10 Will save negates); Search DC 22; Disable
Device DC 20
→ Leads to room #5
Monster 3 x Stirge
Stirge: CR 1/2; Tiny magical beast; HD 1d10; hp 5;
Init +4; Spd 10 ft (2 squares), fly 40 ft. (average); AC
16 (+2 size, +4 dex), touch 16, flat-footed 12; Base
Atk +1; Grp -11 (+1 when attached); Atk +7 melee
(attach, touch); Full Atk +7 melee (attach, touch);
Space/Reach 2-1/2 ft./0 ft.; SA Attach, blood drain;
SQ Darkvision 60 ft., low-light vision; AL N; SV Fort
+2, Ref +6, Will +1; Str 3, Dex 19, Con 10, Int 1, Wis
12, Cha 6
Skills and Feats: Hide +14, Listen +4, Spot +4;
Alertness, Weapon Finesse
Room #2 West Entry Locked Simple Wooden Door (Open Lock DC 20,
break DC 15; hard 5, 10 hp)
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #7, inhabited by 1 x Vargouille
South Entry Archway
→ Leads to room #8
Room Features The room has a high domed ceiling, and a group of
monstrous faces have been carved into the east wall
Room #3 North Entry Archway
East Entry Archway
→ Leads to room #6, inhabited by 1 x Vargouille
Room Features A shallow pit lies in the center of the room, and a
small table and simple wooden table sit in the north-
east corner of the room
Room #4 North Entry Secret (Search DC 20) Unlocked Good Wooden
Door (hard 5, 15 hp)
Ⓢ The door is concealed within an upright
sarcophagus
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
Room Features A fountain and statue of a God of Chaos sits in the
west side of the room, and the south and west walls
are covered with slime
Monster 1 x Choker
Choker: CR 2; Small aberration; HD 3d8+3; hp 16;
Init +6; Spd 20 ft. (4 squares), climb 10 ft.; AC 17 (+1
size, +2 dex, +4 natural), touch 13, flat-footed 15;
Base Atk +2; Grp +5; Atk +6 melee (1d3+3,
tentacle); Full Atk +6 melee (1d3+3, 2 tentacles);
Space/Reach 5 ft./10 ft.; SA Improved grab, constrict
1d3+3; SQ Darkvision 60 ft., quickness; AL CE; SV
Fort +2, Ref +5, Will +4; Str 16, Dex 14, Con 13, Int
4, Wis 13, Cha 7
Skills and Feats: Climb +13, Hide +10, Move Silently
+6; Improved Initiative, Lightning Reflexes, Stealthy
Treasure: 100 sp; Spyglass (1000 gp); hoard total
1010 gp
Room #5 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
North Entry #2 Trapped and Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp) (slides to
one side, +1 to break DC)
Ⓣ Teleporter Crystal: CR 1; magic device; touch
trigger; no reset; teleport (teleported one level down,
DC 10 Will save negates); Search DC 22; Disable
Device DC 20
→ Leads to room #1, inhabited by 3 x Stirge
East Entry #1 Secret (Search DC 25) Unlocked Iron Door (hard 10,
60 hp)
Ⓢ The door is located above a small stone dais
and concealed behind a tapestry of geometric
patterns
East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Room Features Someone has scrawled "The walls listen" on the
south wall, and the ceiling is covered with needle-like
stalactites
Room #6 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
West Entry #2 Archway
→ Leads to room #3
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)
→ Leads to room #1, inhabited by 3 x Stirge
Monster 1 x Vargouille
Vargouille: CR 2; Small outsider (evil, extraplanar);
HD 1d8+1; hp 5; Init +1; Spd Fly 30 ft. (good) (6
squares); AC 12 (+1 size, +1 dex), touch 11, flat-
footed 11; Base Atk +1; Grp -3; Atk +3 melee (1d4
plus poison, bite); Full Atk +3 melee (1d4 plus
poison, bite); Space/Reach 5 ft./5 ft.; SA Shriek, kiss,
poison; SQ Darkvision 60 ft.; AL NE; SV Fort +3, Ref
+3, Will +3; Str 10, Dex 13, Con 12, Int 5, Wis 12,
Cha 8
Skills and Feats: Hide +9, Intimidate +3, Listen +5,
Move Silently +5, Spot +5; Weapon Finesse
Trap Spiked Pit Trap: CR 3; 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); pit spikes (Atk +10 melee,
1d4 spikes per target for 1d4+2 each); Search DC
21; Disable Device DC 20
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden
Chest (Open Lock DC 20, break DC 15; hard 5, 10
hp)
200 sp; hoard total 20 gp
Room #7 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #2
Room Features A magical mirror on the south wall speaks riddles
and cryptic prophecies, and the north and west walls
have been engraved with incoherent labyrinths
Monster 1 x Vargouille
Vargouille: CR 2; Small outsider (evil, extraplanar);
HD 1d8+1; hp 5; Init +1; Spd Fly 30 ft. (good) (6
squares); AC 12 (+1 size, +1 dex), touch 11, flat-
footed 11; Base Atk +1; Grp -3; Atk +3 melee (1d4
plus poison, bite); Full Atk +3 melee (1d4 plus
poison, bite); Space/Reach 5 ft./5 ft.; SA Shriek, kiss,
poison; SQ Darkvision 60 ft.; AL NE; SV Fort +3, Ref
+3, Will +3; Str 10, Dex 13, Con 12, Int 5, Wis 12,
Cha 8
Skills and Feats: Hide +9, Intimidate +3, Listen +5,
Move Silently +5, Spot +5; Weapon Finesse
Room #8 North Entry Archway
→ Leads to room #2
South Entry Trapped and Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical;
location trigger; manual reset; DC 20 Reflex save
avoids; 30 ft. deep (3d6, fall); multiple targets (first
target in each of two adjacent squares); Search DC
24; Disable Device DC 18
Empty
Room #9 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
West Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
Room Features A narrow pit covered by iron bars lies in the south-
east corner of the room, and a pile of bent copper
coins lies in the north side of the room
Monster 4 x Medium Monstrous Centipede (vermin)
Medium monstrous centipede: CR 1/2; Medium
vermin; HD 1d8; hp 4; Init +2; Spd 40 ft. (8 squares),
climb 40 ft.; AC 14 (+2 dex, +2 natural), touch 12,
flat-footed 12; Base Atk +0; Grp -1; Atk +2 melee
(1d6-1 plus poison, bite); Full Atk +2 melee (1d6-1
plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison;
SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2,
Ref +2, Will +0; Str 9, Dex 15, Con 10, Int -, Wis 10,
Cha 2
Skills and Feats: Climb +10, Hide +10, Spot +4;
Weapon Finesse
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