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The Dread Cyst of Worms

Level 7

General

Dungeon Walls Dungeon Floor Temperature

Superior Masonry (Climb DC 25) Flagstone Very Hot (creatures must succeed on a Fortitude saving throw each hour (DC 15, +1 per previous check) or take 1d4 points of non-lethal damage; creatures wearing heavy clothing or any type of armor take a -4 penalty on their saves; a creature that takes any non-lethal damage from heat exposure suffers from heatstroke and is fatigued)

exposure suffers from heatstroke and is fatigued) Illumination Dark (individual creatures may carry lights)

Corridors

a c e i m n

A fountain of water sits in an alcove here A stream of blood cuts across the corridor Laughter fills the corridor Burning torches in iron sconces line the corridor Numerous pillars line the corridor A tile labyrinth covers the floor

Wandering Monsters

1 2 3 4 5 6

1 x Salamander, trying to lure the party into an ambush 1 x Six-Headed Pyrohydra, trying to lure the party into an ambush 1 x Efreeti (genie), scavenging for food and treasure 1 x Seven-Headed Pyrohydra, wandering aimlessly 1 x Six-Headed Pyrohydra, scouting from another part of the dungeon 5 x Medium Fire Elemental, returning to their lair with plunder

Room #1

North Entry #1 North Entry #2 Room Features Monster

Unlocked Stone Door (hard 8, 60 hp) Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) A magical pool in the south-west corner of the room polymorphs whomever drinks from it into a spider, A narrow shaft falls into the room from above 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

Trap

Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC 18 Unlocked Iron Chest (hard 10, 60 hp) 2000 sp; Potion of Bear's Endurance (300 gp), Potion of Cure Light Wounds (50 gp); hoard total 550 gp

Hidden Treasure

Room #2

East Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp) Leads to room #12

South Entry Monster

Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2 to break DC) 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 #3

West Entry

Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) Teleporter Crystal: CR 9; magic device; touch trigger; no reset; teleport (teleported one level down, DC 12 Will save negates); Search DC 26; Disable Device DC 22

East Entry

Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp) $ The door is designed to make noise when opened

Room Features

Several monstrous corpses are scattered throughout the room, Several pieces of rotten rope are scattered throughout the room

Room #4

West Entry

Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) Falling Block: CR 10; mechanical; location trigger; no reset; Atk +14 melee (12d6); multiple targets (all targets in a 10 ft. square area); Search DC 26; Disable Device DC 28 Leads to room #19, inhabited by 1 x Huge Fire Elemental

East Entry

Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp) $ A bookcase and section of wall pivots smoothly

Room Features

A foul odor fills the room, A broken chest lies in the north-east corner of the room

Room #5

North Entry

Locked Stone Door (Open Lock DC 40) (slides up, +2 to break DC) Leads to room #10, inhabited by 12 x Thoqqua

West Entry East Entry Room Features

Stuck Stone Door (break DC 28; hard 8, 60 hp) Stuck Iron Door (break DC 28; hard 10, 60 hp) A carved stone statue stands in the south-east corner of the room, A pile of iron spikes lies in the east side of the room

Room #6

North Entry #1 North Entry #2

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) Trapped and Unlocked Stone Door (hard 8, 60 hp) Fire Spray: CR 10; magic device; proximity trigger (alarm); no reset; fire spray (11d6 fire damage, DC 18 Reflex save for half damage); Search DC 26; Disable Device DC 26

East Entry South Entry Monster

Locked Iron Door (Open Lock DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp) 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

Cha 11 Skills and Feats: Listen +11, Spot +12; Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse

Room #7

West Entry East Entry Monster

Locked Iron Door (Open Lock DC 25) (slides down, +1 to break DC) Unlocked Iron Door (hard 10, 60 hp) 5 x Fire Mephit Fire mephit: CR 3; Small outsider (extraplanar, fire); HD 3d8; hp 13; Init +5; Spd 30 ft. (6 squares), fly 50 ft. (average); AC 16 (+1 size, +1 dex, +4 natural), touch 12, flat-footed 15; Base Atk +3; Grp -1; Atk +4 melee (1d3 and 1d4 fire, claw); Full Atk +4 melee (1d3 and 1d4 fire, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15 Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings); Dodge, Improved Initiative Treasure: 500 gp; hoard total 500 gp

Trap

Object Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached); no reset; contact poison (Dragon Bile); Search DC 27; Disable Device DC 16 Hidden (Search DC 25) Trapped and Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60 hp) Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil [injury, Fort DC 13, 1 Con/1d2 Con]); multiple targets (1d8 darts per target in a 10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25 70000 cp; hoard total 700 gp

Hidden Treasure

Room #8

North Entry

Trapped and Unlocked Iron Door (hard 10, 60 hp) Guillotine Blade: CR 7; mechanical; location trigger; manual reset; Atk +11 melee (8d6/19-20); Search DC 24; Disable Device DC 24 Leads to room #16

South Entry Room Features

Locked Stone Door (Open Lock DC 20) A stone dais sits in the east side of the room, An iron brazier and small table sit in the south side of the room

Room #9

West Entry East Entry South Entry Monster

Locked Stone Door (Open Lock DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp) Stuck Iron Door (break DC 28; hard 10, 60 hp) 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 #10

Room #10

East Entry South Entry

Unlocked Stone Door (hard 8, 60 hp) Locked Stone Door (Open Lock DC 40) (slides up, +2 to break DC) Leads to room #5

Monster

12 x Thoqqua Thoqqua: CR 2; Medium elemental (earth, extraplanar, fire); HD 3d8+3; hp 16; Init +1; Spd 30 ft. (6 squares), burrow 20 ft.; AC 18 (+1 dex, +7 natural), touch 11, flat-footed 17; Base Atk +2; Grp +4; Atk +4 melee (1d6+3 plus 2d6 fire, slam); Full Atk +4 melee (1d6+3 plus 2d6 fire, slam); Space/Reach 5 ft./5 ft.; SA Heat, burn; SQ Darkvision 60 ft., elemental traits, immunity to fire, tremorsense 60 ft., vulnerability to cold; AL N; SV Fort +4, Ref +2, Will +2; Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10 Skills and Feats: Listen +5, Move Silently +3, Survival +3; Alertness, Track

Room #11

East Entry Empty

Locked Iron Door (Open Lock DC 30)

Room #12

West Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp) Leads to room #2, inhabited by 1 x Huge Fire Elemental

South Entry Empty

Unlocked Iron Door (hard 10, 60 hp)

Room #13

North Entry #1

Secret (Search DC 30) Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) $ A trap door in the floor leads to a short tunnel beneath the wall One-way Door: CR 8; mechanical; Search DC 26; Disable Device DC 24

North Entry #2 West Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp) (magically reinforced, +10 to break DC) Unlocked Iron Door (hard 10, 60 hp) Leads to room #15, inhabited by 8 x Thoqqua

East Entry Room Features Monster

Stuck Stone Door (break DC 28; hard 8, 60 hp) Part of the ceiling has collapsed into the room, The sound of horns can be faintly heard near the east wall 6 x Flamebrother Salamander Flamebrother salamander: CR 3; Small outsider (extraplanar, fire); HD 4d8+8; hp 26; Init +1; Spd 20 ft. (4 squares); AC 19 (+1 size, +1 dex, +7 natural), touch 12, flat-footed 18; Base Atk +4; Grp +1; Atk +6 melee (1d6+1/x3 plus 1d6 fire, spear); Full Atk +6 melee (1d6+1/x3 plus 1d6 fire, spear) and +4 melee (1d4 plus 1d6 fire, tail slap); Space/Reach 5 ft./5 ft.; SA Constrict 1d4 plus 1d6 fire, heat, improved grab; SQ Darkvision 60 ft., immunity to fire, vulnerability to cold; AL NE; SV Fort +6, Ref +5, Will +6; Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13 Skills and Feats: Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently +6, Spot +11; Alertness, Multiattack Treasure: 110000 cp; Red-brown Spinel (100 gp), Violet Garnet (500 gp); hoard total 1700 gp

Room #14

North Entry East Entry

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) Locked Iron Door (Open Lock DC 40)

East Entry South Entry Monster

Locked Iron Door (Open Lock DC 40) Archway 12 x Thoqqua Thoqqua: CR 2; Medium elemental (earth, extraplanar, fire); HD 3d8+3; hp 16; Init +1; Spd 30 ft. (6 squares), burrow 20 ft.; AC 18 (+1 dex, +7 natural), touch 11, flat-footed 17; Base Atk +2; Grp +4; Atk +4 melee (1d6+3 plus 2d6 fire, slam); Full Atk +4 melee (1d6+3 plus 2d6 fire, slam); Space/Reach 5 ft./5 ft.; SA Heat, burn; SQ Darkvision 60 ft., elemental traits, immunity to fire, tremorsense 60 ft., vulnerability to cold; AL N; SV Fort +4, Ref +2, Will +2; Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10 Skills and Feats: Listen +5, Move Silently +3, Survival +3; Alertness, Track

Room #15

West Entry East Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp) Unlocked Iron Door (hard 10, 60 hp) Leads to room #13, inhabited by 6 x Flamebrother Salamander

Monster

8 x Thoqqua Thoqqua: CR 2; Medium elemental (earth, extraplanar, fire); HD 3d8+3; hp 16; Init +1; Spd 30 ft. (6 squares), burrow 20 ft.; AC 18 (+1 dex, +7 natural), touch 11, flat-footed 17; Base Atk +2; Grp +4; Atk +4 melee (1d6+3 plus 2d6 fire, slam); Full Atk +4 melee (1d6+3 plus 2d6 fire, slam); Space/Reach 5 ft./5 ft.; SA Heat, burn; SQ Darkvision 60 ft., elemental traits, immunity to fire, tremorsense 60 ft., vulnerability to cold; AL N; SV Fort +4, Ref +2, Will +2; Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10 Skills and Feats: Listen +5, Move Silently +3, Survival +3; Alertness, Track

Room #16

West Entry

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC) Spiked Pit Trap (100 ft. Deep): CR 6; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20

South Entry

Trapped and Unlocked Iron Door (hard 10, 60 hp) Guillotine Blade: CR 7; mechanical; location trigger; manual reset; Atk +11 melee (8d6/19-20); Search DC 24; Disable Device DC 24 Leads to room #8

Room Features

A tile labyrinth covers the floor, A carved stone statue stands in the west side of the room

Room #17

North Entry West Entry

Archway Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (magically reinforced, +10 to break DC)

Empty

Room #18

North Entry Room Features

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) Someone has scrawled "Ran out of arrows" on the south wall, The north and west walls are covered with slime

Room #19

West Entry #1 West Entry #2

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

West Entry #2 East Entry

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) Falling Block: CR 10; mechanical; location trigger; no reset; Atk +14 melee (12d6); multiple targets (all targets in a 10 ft. square area); Search DC 26; Disable Device DC 28 Leads to room #4

Monster

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 #20

West Entry East Entry South Entry #1 South Entry #2 Room Features

Unlocked Iron Door (hard 10, 60 hp) Stuck Stone Door (break DC 28; hard 8, 60 hp) Archway Stuck Iron Door (break DC 28; hard 10, 60 hp) A faded and torn tapestry hangs from the south wall, Someone has scrawled "Explosive runes" in dwarvish on the west wall

The Dread Cyst of Worms by drow http://donjon.bin.sh/ Some content used under the terms of the Open Gaming License

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