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Unity City Sewers

Level 15

General

Dungeon Walls Dungeon Floor Temperature Illumination

Natural Stone (Climb DC 15) Hewn Stone (Balance DC 10 to charge or run) Warm Dark (individual creatures may carry lights)

Corridors

a c

A sulphurous odor fills the corridor A tile labyrinth covers the floor

Wandering Monsters

1 2 3 4 5 6

8 x Destrachan, actively patrolling their territory 5 x Iron Golem, bloodied and fleeing a more powerful enemy 2 x Colossal Monstrous Spider (vermin), investigating a strange noise 3 x Elder Black Pudding (ooze), lost and desperate 10 x Destrachan, trying to lure the party into an ambush 1 x Greater Stone Golem, scouting from another part of the dungeon

Room #1

North Entry #1 North Entry #2 North Entry #3

Locked Stone Door (Open Lock DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp) Locked Stone Door (Open Lock DC 30) ! Leads to room #9

West Entry #1

Archway ! Leads to room #4

West Entry #2 East Entry

Archway Stuck Iron Door (break DC 28; hard 10, 60 hp) ! Leads to room #10, inhabited by 2 x Dread Wraith and 2 x Wraith

Room Features Monster

Burning torches in iron sconces line the south and west walls, Someone has scrawled "Save yourself, kill the others" on the east wall 4 x Aboleth and 10 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: 50000 sp; Arcane Scroll (Expeditious Retreat (25 gp)) (total 25 gp), Oil of Magic Weapon (50 gp) (Drawback curse), Potion of Blur (300 gp), Potion of Mage Armor (50 gp) (Drawback curse); hoard total 5425 gp 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

+12; Alertness

Room #2

West Entry East Entry #1

Archway Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC) ! Leads to room #6

East Entry #2 Room Features

Unlocked Stone Door (hard 8, 60 hp) A narrow shaft falls into the room from above, A mural of a Water Goddess covers the ceiling

Room #3

East Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp) ! Leads to room #7, inhabited by 2 x Stone Golem

South Entry Empty

Archway

Room #4

North Entry West Entry East Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp) Unlocked Iron Door (hard 10, 60 hp) Archway ! Leads to room #1, inhabited by 4 x Aboleth and 10 x Skum

Empty

Room #5

North Entry Monster

Archway 2 x Roper Roper: CR 12; Large magical beast; HD 10d10+30; hp 85; Init +5; Spd 10 ft. (2 squares); AC 24 (-1 size, +1 dex, +14 natural), touch 10, flat-footed 23; Base Atk +10; Grp +18; Atk +11 ranged touch (drag, strand) or +13 melee (2d6+6, bite); Full Atk +11 ranged touch (drag, 6 strands) and +13 melee (2d6+6, bite); Space/Reach 10 ft./10 ft. (50 ft. with strand); SA Drag, strands, weakness; SQ Darkvision 60 ft., immunity to electricity, low-light vision, cold resistance 10, spell resistance 30, vulnerability to fire; AL CE; SV Fort +10, Ref +8, Will +8; Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12 Skills and Feats: Climb +12, Hide +10*, Listen +13, Spot +13; Alertness, Improved Initiative, Iron Will, Weapon Focus (strand) Treasure: -; Alexandrite (600 gp), Aquamarine (500 gp), Azurite (8 gp), Black Pearl (300 gp), Coral (150 gp), Deep Blue Spinel (600 gp), Rhodochrosite (10 gp), Rich Purple Corundum (1500 gp), Smoky Quartz (40 gp), Violet Garnet (700 gp), White Opal (1300 gp); hoard total 5708 gp

Room #6

North Entry West Entry

Locked Stone Door (Open Lock DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC) ! Leads to room #2

Room Features

Lit candles are scattered across the floor, Ghostly wailing can be faintly heard near the east wall

Room #7

North Entry West Entry #1

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

West Entry #2

Stuck Iron Door (break DC 28; hard 10, 60 hp) ! Leads to room #3

South Entry Room Features

Unlocked Stone Door (hard 8, 60 hp) The walls have been engraved with evil symbols, Someone has scrawled "The Tyrant of Virtue shall be slain by the Spear of Hate when death becomes life" in orcish on the south wall 2 x Stone Golem Stone golem: CR 11; Large construct; HD 14d10+30; hp 107; Init -1; Spd 20 ft. (4 squares); AC 26 (-1 size, -1 dex, +18 natural), touch 8, flat-footed 26; Base Atk +10; Grp +23; Atk +18 melee (2d10+9, slam); Full Atk +18 melee (2d10+9, 2 slams); Space/Reach 10 ft./10 ft.; SA Slow; SQ Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision; AL N; SV Fort +4, Ref +3, Will +4; Str 29, Dex 9, Con -, Int -, Wis 11, Cha 1 Skills and Feats: -; -

Monster

Room #8

North Entry East Entry

Archway Archway ! Leads to room #7, inhabited by 2 x Stone Golem

Empty

Room #9

East Entry South Entry

Archway Locked Stone Door (Open Lock DC 30) ! Leads to room #1, inhabited by 4 x Aboleth and 10 x Skum

Empty

Room #10

North Entry West Entry

Unlocked Stone Door (hard 8, 60 hp) Stuck Iron Door (break DC 28; hard 10, 60 hp) ! Leads to room #1, inhabited by 4 x Aboleth and 10 x Skum

East Entry Room Features Monster

Stuck Iron Door (break DC 28; hard 10, 60 hp) The floor is covered in perfect hexagonal tiles, Several torches are scattered throughout the room 2 x Dread Wraith and 2 x Wraith Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13; Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25, flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain, incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28, Con -, Int 17, Wis 18, Cha 24 Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25,

(religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flatfooted 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15 Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

Unity City Sewers by drow http://donjon.bin.sh/ Some content used under the terms of the Open Gaming License

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