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The Dread Pit of Nightmares

Level 2

General

Dungeon Walls

Reinforced Masonry (Climb DC 20)

Dungeon Floor

Uneven Flagstone (Balance DC 10 to charge or run)

Temperature
Illumination

Corridors

Wandering
Monsters

Room #1

Average
Shadowy (phosphorescent fungus or candles every 20 ft.)

A crater has been blasted into the floor

A toppled statue lies across the corridor

Burning Hands Trap: CR 3; magic device; proximity trigger (alarm);


automatic reset; spell effect (Burning Hands, 5th level wizard, 5d4 fire, DC
11 Reflex save half damage); Search DC 26; Disable Device DC 26

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

Several square holes are cut into the walls here

A briny odor fills the corridor

Someone has scrawled "Beneath the altar" here

Well-Camouflaged Pit Trap: CR 2; mechanical; location trigger; repair


reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Search DC 27;
Disable Device DC 20

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

A tile labyrinth covers the floor

Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC


20 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target
in each of two adjacent 5 ft. squares); Search DC 25; Disable Device DC
17

Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect


(Glyph of Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save
half damage); multiple targets (all targets within 5 ft.); Search DC 28;
Disable Device DC 28

A scratching sound fills the corridor

1 x Large Monstrous Spider (vermin), scouting from another part of the


dungeon

1 x Skum, hunting for food

3 x Medium Monstrous Centipede (vermin), returning to their lair with


plunder

4 x 1st Level Warrior Hobgoblin, consumed by disease and madness

4 x Human Commoner Zombie, hunting for food

3 x 1st Level Warrior Dwarf, consumed by disease and madness

North Entry

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)


Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell
effect (Glyph of Warding [blast], 5th level cleric, 2d8 acid, DC 14
Reflex save half damage); multiple targets (all targets within 5 ft.);

Reflex save half damage); multiple targets (all targets within 5 ft.);
Search DC 28; Disable Device DC 28
East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)


Leads to room #34

Room Features

Room #2

North Entry
East Entry

Someone has scrawled "Sybenn fell here" on the north wall, A tapping
sound can be heard in the center of the room

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


Secret (Search DC 20) Trapped and Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
A bookcase and concealed door pivots smoothly
Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16
ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18

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 #3

North Entry

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


Leads to room #29, inhabited by 2 x 1st Level Warrior Hobgoblin

West Entry
Room Features
Monster

Unlocked Good Wooden Door (hard 5, 15 hp)


Spirals of black stones cover the floor, The floor is covered with mud
6 x Tiny Monstrous Spider (vermin)
Tiny monstrous spider: CR 1/4; Tiny vermin; HD 1/2 d8; hp 2; Init +3; Spd
20 ft. (4 squares), climb 10 ft.; AC 15 (+2 size, +3 dex), touch 15, flatfooted 12; Base Atk +0; Grp -12; Atk +5 melee (1d3-4 plus poison, bite);
Full Atk +5 melee (1d3-4 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA
Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N;
SV Fort +2, Ref +3, Will +0; Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +15*, Jump -4*, Spot +4*; Weapon
Finesse

Room #4

North Entry

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

West Entry #1

Archway

West Entry #2

Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

West Entry #3

Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Symbol of Hypnosis: CR 1; magic device; proximity trigger (alarm); no
reset; hypnosis (dazed for 1d4 rounds, DC 12 Will save negates);
multiple targets (all targets in a 10 ft. radius burst); Search DC 20;
Disable Device DC 22
Leads to room #7

Monster

1 x Bugbear Zombie
Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30
ft. (6 squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch
10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar)
or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee

or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee


(1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2,
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 +2,
Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #5

West Entry #1

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

West Entry #2

Archway

East Entry
Room Features

Room #6

East Entry
South Entry
Room Features
Monster

Unlocked Strong Wooden Door (hard 5, 20 hp)


A chute falls into the room from above, A stone dais and throne sits in the
north-west corner of the room

Unlocked Stone Door (hard 8, 60 hp)


Archway
A rope ascends to a catwalk hanging between the north and south walls, A
pile of sundered shields lies in the west side of the room
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, flatfooted 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: 400 cp; Chain Shirt (Medium) (100 gp); hoard total 104 gp

Room #7

North Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15;
hard 5, 10 hp)
Extended Bane Trap: CR 3; magic device; proximity trigger (detect
good); automatic reset; spell effect (Extended Bane, 3rd level cleric,
DC 13 Will save negates); Search DC 27; Disable Device DC 27
Leads to room #18, inhabited by 1 x Rat Swarm

West Entry

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Symbol of Hypnosis: CR 1; magic device; proximity trigger (alarm); no
reset; hypnosis (dazed for 1d4 rounds, DC 12 Will save negates);
multiple targets (all targets in a 10 ft. radius burst); Search DC 20;
Disable Device DC 22
Leads to room #4, inhabited by 1 x Bugbear Zombie

East Entry
Room Features

Room #8

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


Someone has scrawled "Explosive runes" on the west wall, A ruined
gauntlet lies in the west side of the room

West Entry #1

Stuck Stone Door (break DC 28; hard 8, 60 hp)

West Entry #2

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

East Entry #1

Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)

East Entry #2

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

South Entry

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Poisoned Dart Trap: CR 4; mechanical; location trigger; manual reset;
Atk +15 ranged (1d4+4 plus poison, dart); poison (small centipede
poison [injury, Fort DC 11, 1d2 Dex/1d2 Dex]); multiple targets (1 dart
per target in a 10 ft. by 10 ft. area); Search DC 21; Disable Device DC
22

Room Features

Room #9

North Entry

A stone stair ascends towards the west wall, Someone has scrawled "Don't
sleep" in dwarvish runes on the north wall

Archway

West Entry

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

East Entry

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 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 #23, inhabited by 1 x Large Monstrous Spider

South Entry

Trapped and Unlocked Stone Door (hard 8, 60 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 #10

North Entry
East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break


DC)
Stuck Stone Door (break DC 28; hard 8, 60 hp)
Leads to room #22

South Entry

Room #11

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

Room Features

Skeletons hang from chains and manacles against the north and west walls,
Several pieces of trash are scattered throughout the room

North Entry #1

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Leads to room #28

North Entry #2

Secret (Search DC 20) Trapped and Stuck Good Wooden Door (break DC
18; hard 5, 15 hp)
The door is located above a small stone dais and concealed by an
illusion
One-way Door: CR 3; mechanical; Search DC 20; Disable Device DC
22

Room #12

South Entry #1

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

South Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to
break DC)

South Entry #3

Archway

Room Features

Someone has scrawled a baleful glyph on the south wall, The walls are
covered with goblin graffiti

West Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp)


Leads to room #15, inhabited by 2 x 1st Level Warrior Orc

Leads to room #15, inhabited by 2 x 1st Level Warrior Orc


Room Features

Room #13

West Entry

Room Features
Monster

Spirals of gray stones cover the floor, Someone has scrawled "The next life
you save will be the one that ends yours" on the west wall

Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to


break DC)
Numerous pillars line the north and east walls, Someone has scrawled "Kill
them with lightning" on the south wall
1 x Rat Swarm
Rat swarm: CR 2; Tiny animal (swarm); HD 4d8; hp 13; Init +2; Spd 15 ft. (3
squares), climb 15 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12;
Base Atk +3; Grp -; Atk Swarm (1d6 plus disease); Full Atk Swarm (1d6 plus
disease); Space/Reach 10 ft./0 ft.; SA Disease, distraction; SQ Half damage
from slashing and piercing, low-light vision, scent, swarm traits; AL N; SV
Fort +4, Ref +6, Will +2; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +10, Hide +14, Listen +6, Spot +7,
Swim +10; Alertness, Weapon Finesse

Room #14

West Entry

Archway
Leads to room #17

East Entry
South Entry

Archway
Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 40,
break DC 25; hard 5, 20 hp)
The door is concealed within the mouth of a gargantuan skull carved
from stone
Leads to room #31, inhabited by 1 x 1st Level Warrior Svirfneblin

Room Features

Room #15

West Entry

A stone sarcophagus sits in the west side of the room, Several sundered
shields are scattered throughout the room

Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck,
+2 to lift DC)
Ghoul Touch Trap: CR 3; magic device; touch trigger; automatic reset;
spell effect (Ghoul Touch, 3rd level wizard, DC 13 Fort save negates);
Search DC 27; Disable Device DC 27

East Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp)


Leads to room #12

South Entry

Monster

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
2 x 1st Level Warrior Orc
1st level warrior orc: CR 1/2; Medium humanoid (orc); HD 1d8+1; hp 5; Init
+0; Spd 30 ft. (6 squares); AC 13 (+3 studded leather armor), touch 10, flatfooted 13; Base Atk +1; Grp +4; Atk +4 melee (2d4+4/18-20, falchion) or +1
ranged (1d6+3, javelin); Full Atk +4 melee (2d4+4/18-20, falchion) or +1
ranged (1d6+3, javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.,
light sensitivity; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12,
Int 8, Wis 7, Cha 6
Skills and Feats: Listen +1, Spot +1; Alertness
Treasure: 4000 cp; Rhodochrosite (9 gp); hoard total 49 gp

Room #16

East Entry

Archway

Empty

Room #17

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry

Archway

East Entry

Archway
Leads to room #14

Room Features

Room #18

North Entry

The south and east walls have been engraved with glowing glyphs, A pile
of sundered shields lies in the east side of the room

Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25;
hard 5, 20 hp)
Ceiling Pendulum: CR 3; mechanical; timed trigger; automatic reset;
Atk +15 melee (1d12+8/x3, greataxe); Search DC 15; Disable Device
DC 27
Leads to room #25

West Entry #1

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

West Entry #2

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 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 #1

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)

South Entry #2

Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15;
hard 5, 10 hp)
Extended Bane Trap: CR 3; magic device; proximity trigger (detect
good); automatic reset; spell effect (Extended Bane, 3rd level cleric,
DC 13 Will save negates); Search DC 27; Disable Device DC 27
Leads to room #7

Room Features
Monster

A stone sarcophagus sits in the south side of the room, A sulphurous odor
fills the west side of the room
1 x Rat Swarm
Rat swarm: CR 2; Tiny animal (swarm); HD 4d8; hp 13; Init +2; Spd 15 ft. (3
squares), climb 15 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12;
Base Atk +3; Grp -; Atk Swarm (1d6 plus disease); Full Atk Swarm (1d6 plus
disease); Space/Reach 10 ft./0 ft.; SA Disease, distraction; SQ Half damage
from slashing and piercing, low-light vision, scent, swarm traits; AL N; SV
Fort +4, Ref +6, Will +2; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +10, Hide +14, Listen +6, Spot +7,
Swim +10; Alertness, Weapon Finesse

Room #19

South Entry

Archway

Empty

Room #20

North Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

Empty

Room #21

South Entry

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room #21

South Entry

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Electrified Lock: CR 3; magic device; touch trigger; no reset; electric
shock (3d6 electricity damage, DC 12 Reflex save for half damage);
Search DC 20; Disable Device DC 20

Empty

Room #22

North Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side,
+1 to break DC)
Leads to room #34

West Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry #2

Stuck Stone Door (break DC 28; hard 8, 60 hp)


Leads to room #10

Room #23

South Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry #2

Archway

Room Features

A stone stair ascends towards the west wall, A pile of rotten leather lies in
the south-east corner of the room

North Entry
West Entry

Archway
Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 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 #9

East Entry

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
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 Features
Monster

A circle of tall stones stands in the south-west corner of the room, A pile of
rotten rope lies in the south side of the room
1 x Large Monstrous Spider (vermin)
Large monstrous spider: CR 2; Large vermin; HD 4d8+4; hp 22; Init +3; Spd
30 ft. (6 squares), climb 20 ft.; AC 14 (-1 size, +3 dex, +2 natural), touch
12, flat-footed 11; Base Atk +3; Grp +9; Atk +4 melee (1d8+3 plus poison,
bite); Full Atk +4 melee (1d8+3 plus poison, bite); Space/Reach 10 ft./5 ft.;
SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL
N; SV Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +3*, Jump +2*, Spot +4*; Treasure: 100 cp; Holy Water (1 flasks, 25 gp each); hoard total 26 gp

Room #24

East Entry
South Entry

Unlocked Good Wooden Door (hard 5, 15 hp)


Trapped and Unlocked Iron Door (hard 10, 60 hp)
Arrow Trap: CR 4; mechanical; location trigger; manual reset; Atk +10
ranged (5d6/x3); Search DC 22; Disable Device DC 20

Room Features

A wooden platform hangs over a deep pit in the south-east corner of the
room, Someone has scrawled a basic map of the dungeon on the west wall

room, Someone has scrawled a basic map of the dungeon on the west wall
Monster

3 x Small Monstrous Spider (vermin)


Small monstrous spider: CR 1/2; Small vermin; HD 1d8; hp 4; Init +3; Spd
30 ft. (6 squares), climb 20 ft.; AC 14 (+1 size, +3 dex), touch 14, flatfooted 11; Base Atk +0; Grp -6; Atk +4 melee (1d4-2 plus poison, bite); Full
Atk +4 melee (1d4-2 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
+2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +11*, Jump -2*, Spot +4*; Weapon
Finesse

Room #25

North Entry

Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
The door is concealed behind a statue of a troll archer, and opened by
pulling an arrow in its quiver

East Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos);
automatic reset; spell effect (Bestow Curse, 5th level cleric, DC 14
Will save negates); Search DC 28; Disable Device DC 28

South Entry #1

Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25;
hard 5, 20 hp)
Ceiling Pendulum: CR 3; mechanical; timed trigger; automatic reset;
Atk +15 melee (1d12+8/x3, greataxe); Search DC 15; Disable Device
DC 27
Leads to room #18, inhabited by 1 x Rat Swarm

South Entry #2

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)

Empty

Room #26

West Entry

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

East Entry #1

Archway

East Entry #2

Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 20,
break DC 25; hard 5, 20 hp)
The door is concealed within an upright sarcophagus

Room Features
Monster

A well lies in the north side of the room, A group of monstrous faces have
been carved into the south wall
5 x Small Monstrous Spider (vermin)
Small monstrous spider: CR 1/2; Small vermin; HD 1d8; hp 4; Init +3; Spd
30 ft. (6 squares), climb 20 ft.; AC 14 (+1 size, +3 dex), touch 14, flatfooted 11; Base Atk +0; Grp -6; Atk +4 melee (1d4-2 plus poison, bite); Full
Atk +4 melee (1d4-2 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
+2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +11*, Jump -2*, Spot +4*; Weapon
Finesse

Room #27

East Entry
Room Features
Monster

Unlocked Simple Wooden Door (hard 5, 10 hp)


The north and west walls are covered with sword cuts, Several corroded
iron spikes are scattered throughout the room
1 x Bugbear Zombie

Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30


ft. (6 squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch
10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar)
or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee
(1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2,
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 +2,
Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #28

West Entry #1

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)

West Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Hail of Needles: CR 3; mechanical; location trigger; manual reset; Atk
+20 ranged (2d4); Search DC 22; Disable Device DC 22

South Entry #1

Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)

South Entry #2

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Leads to room #11

Room Features

Room #29

A crude bed and stone pedestal sit in the center of the room, Someone has
scrawled "The Silver Hammers looted this place" on the north wall

East Entry #1

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

East Entry #2

Archway

South Entry

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


Leads to room #3, inhabited by 6 x Tiny Monstrous Spider

Monster

2 x 1st Level Warrior Hobgoblin


1st level warrior hobgoblin: CR 1/2; Medium humanoid (goblinoid); HD
1d8+2; hp 6; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +3 studded
leather, +1 light shield), touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk
+2 melee (1d8+1/19-20, longsword) or +2 ranged (1d6+1, javelin); Full Atk
+2 melee (1d8+1/19-20, longsword) or +2 ranged (1d6+1, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; AL LE; SV Fort +4, Ref
+1, Will -1; Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
Skills and Feats: Hide +3, Listen +2, Move Silently +3, Spot +2; Alertness

Room #30

North Entry #1

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed behind a pile of skulls

North Entry #2

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is located near the ceiling and concealed behind an area of
fungus

West Entry
Room Features

Room #31

North Entry

Unlocked Stone Door (hard 8, 60 hp)


A balcony hangs from the west wall, A tile mosaic of vile acts covers the
floor

Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 40,
break DC 25; hard 5, 20 hp)

break DC 25; hard 5, 20 hp)


The door is concealed within the mouth of a gargantuan skull carved
from stone
Leads to room #14
West Entry #1

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

West Entry #2

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

East Entry #1

Archway

East Entry #2

Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
The door is located above a small stone dais and opened by twisting
an iron ring

South Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp)

South Entry #3

Archway

Room Features

Someone has scrawled "Fari died here, his spear sundered" on the south
wall, Numerous monstrous skulls lie within niches in the east and west
walls

Monster

1 x 1st Level Warrior Svirfneblin (gnome)


1st level warrior svirfneblin: CR 1; Small humanoid (gnome); HD 1d8+4; hp
8; Init +1; Spd 15 ft. in banded mail armor (3 squares); base speed 20 ft.;
AC 23 (+1 size, +1 dex, +4 dodge, +6 banded mail, +1 buckler), touch 16,
flat-footed 18; Base Atk +1; Grp -3; Atk +2 melee (1d4/x4, heavy pick) or
+3 ranged (1d6/19-20, light crossbow); Full Atk +2 melee (1d4/x4, heavy
pick) or +3 ranged (1d6/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA
Spell-like abilities; SQ Gnome traits, svirfneblin traits, spell resistance 12;
AL N; SV Fort +5, Ref +3, Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 11,
Cha 4
Skills and Feats: Hide +2, Listen +2, Spot +2; Toughness
Treasure: 60 gp; hoard total 60 gp

Room #32

South Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (Fire Trap, 3rd
level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC
27; Disable Device DC 27

Room Features

Room #33

Room #34

North Entry

A tapestry of legendary monsters hangs from the north wall, The north and
west walls are covered with cracks

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

Room Features

A tapping sound can be faintly heard near the north wall, Several iron
spikes are scattered throughout the room

North Entry #1

Secret (Search DC 20) Unlocked Iron Door (hard 10, 60 hp)


The door is located several feet above the floor and concealed within
a mosaic of ghoulish carnage

North Entry #2
West Entry

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


Unlocked Simple Wooden Door (hard 5, 10 hp)
Leads to room #1

South Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side,
+1 to break DC)
Leads to room #22

Leads to room #22


Empty

The Dread Pit of Nightmares


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