Académique Documents
Professionnel Documents
Culture Documents
Level 1
General
Dungeon Walls
Dungeon Floor
Smooth Stone
Temperature
Illumination
Corridors
Wandering
Monsters
Room #1
Chain Flail: CR 3; mechanical; location trigger; repair reset; Atk +12 melee
(1d6); multiple targets (all targets in a 5 ft. radius burst); Search DC 22;
Disable Device DC 20
West Entry
East Entry #1
Room #2
Room #3
South Entry
Room Features
An iron chandelier hangs from the ceiling in the north-east corner of the
room, Several iron spikes are scattered throughout the room
Trap
Ice Dart Trap: CR 2; magic device; visual trigger (arcane eye); no reset;
Atk +10 ranged (3d6 cold); Search DC 20; Disable Device DC 22
North Entry
Archway
Leads to room #26, inhabited by 1 x Dretch (demon)
South Entry
Trap
Hidden Treasure
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 20, break DC 28;
hard 10, 60 hp)
600 sp; Breastplate (Medium) (200 gp); hoard total 260 gp
Room #4
North Entry
Locked Bone Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
East Entry #1
East Entry #2
Archway
Room Features
Monster
A tapestry of ghoulish carnage hangs from the west wall, A forge and anvil
sit in the north side of the room
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 #5
West Entry #1
Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides down, +1
to break DC)
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
West Entry #2
East Entry
Room Features
Archway
Stuck Bone Door (break DC 23; hard 5, 20 hp)
A fountain of water sits against the east wall, Someone has scrawled a
Room Features
Room #6
North Entry
West Entry
Room Features
Room #7
North Entry
A fountain of water sits against the east wall, Someone has scrawled a
basic map of the dungeon on the west wall
Archway
Stuck Bone Door (break DC 23; hard 5, 20 hp)
A narrow pit covered by iron bars lies in the west side of the room, An
unidentifiable odor fills the north side of the room
West Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
East Entry
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Leads to room #23, inhabited by 1 x Large Fiendish Centipede
South Entry
Trapped and Locked Bone Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
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
Leads to room #15
Room Features
Monster
A stair ascends to a catwalk hanging between the north and south walls, A
large demonic idol with ruby eyes sits in the north side of the room
10 x Tiny Fiendish Centipede
Tiny fiendish centipede; CR 1/8; Tiny magical beast (extraplanar); 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, smite good (+1) 1/day; SQ Darkvision 60 ft.,
vermin traits, cold and fire resistance 5, spell resistance 5; AL NE; SV Fort
+2, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #8
North Entry
East Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down,
+1 to break DC)
Falling Block: CR 2; mechanical; location trigger; no reset; Atk +12
melee (1d6); multiple targets (all targets in a 10 ft. square area);
Search DC 22; Disable Device DC 20
South Entry
Monster
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, smite good (+1) 1/day; SQ Darkvision 60 ft.,
vermin traits, cold and fire resistance 5, spell resistance 5; AL NE; SV Fort
+2, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #9
North Entry
West Entry
East Entry
Empty
Room #10
North Entry
West Entry
Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 to
break DC)
Trapped and Locked Bone Door (Open Lock DC 25, break DC 25; hard 5, 20
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
South Entry
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp)
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
Room Features
Room #11
North Entry
West Entry
South Entry
Several alcoves are cut into the north and south walls, Spirals of gray
stones cover the floor
Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Archway
Trapped Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Rolling Rock Trap: CR 1; mechanical; location trigger; manual reset;
Atk +10 melee (2d6, rock); Search DC 20; Disable Device DC 22
Room Features
Room #12
West Entry
East Entry
A magical mirror on the east wall answers questions with lies and
falsehoods, A pile of rotten leather lies in the south-west corner of the room
Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides up, +2 to break DC)
Secret (Search DC 20) Unlocked Iron Door (hard 10, 60 hp)
The door is located above a small stone dais and concealed within a
mosaic of a god of artifice
South Entry
Room #13
Room Features
A stack of water-filled barrels stands against the west wall, The walls are
covered with scorch marks
North Entry #1
Archway
North Entry #2
Trapped and Locked Bone Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)
A bookcase and concealed door pivots smoothly
Monster
Room #14
North Entry #1
Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides down, +1 to break
DC)
Leads to room #15
North Entry #2
West Entry
South Entry #1
South Entry #2
Archway
Leads to room #30
Monster
Room #15
North Entry
Trapped and Locked Bone Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
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
Leads to room #7, inhabited by 10 x Tiny Fiendish Centipede
East Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
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
South Entry
Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides down, +1 to break
DC)
Leads to room #14, inhabited by 12 x Tiny Fiendish Centipede
Empty
Room #16
North Entry
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
West Entry #1
West Entry #2
Room Features
Monster
Someone has scrawled "The Jade Demons looted this place" on the south
wall, A pile of broken glass lies in the north-west corner of the room
9 x Small Fiendish Centipede
Small fiendish centipede; CR 1/4; Small magical beast (extraplanar); HD
1/2 d8; hp 2; Init +2; Spd 30 ft. (6 squares), climb 30 ft.; AC 14 (+1 size, +2
dex, +1 natural), touch 13, flat-footed 12; Base Atk +0; Grp -7; Atk +3
melee (1d4-3 plus poison, bite); Full Atk +3 melee (1d4-3 plus poison, bite);
Space/Reach 5 ft./5 ft.; SA Poison, smite good (+1) 1/day; SQ Darkvision 60
ft., vermin traits, cold and fire resistance 5, spell resistance 5; AL NE; SV
Fort +2, Ref +2, Will +0; Str 5, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +14, Spot +4; Weapon Finesse
Room #17
North Entry
East Entry
Room Features
Monster
Room #18
North Entry
Secret (Search DC 25) Stuck Bone Door (break DC 23; hard 5, 20 hp)
The door is concealed by an illusion
East Entry #1
East Entry #2
East Entry #3
Room Features
Monster
A narrow pit covered by iron bars lies in the north-west corner of the room,
An iron chandelier hangs from the ceiling in the west side of the room
1 x Half-Fiend Orc Warrior
Half-fiend orc warrior; CR 1; Medium outsider (native, orc); HD 1d8+2; hp
6; Init +2; Spd 30 ft. (6 squares), fly 30 ft. (average); AC 16 (+2 Dex, +1
natural, +3 studded leather armor), touch 12, flat-footed 14; Base Atk +1;
Grp +6; Atk +6 melee (2d4+7/18-20, falchion) or +3 ranged (1d6+5, javelin);
Full Atk +6 melee (2d4+7/18-20, falchion) and +1 melee (1d6+2, bite) or +3
ranged (1d6+5, javelin); Space/Reach 5 ft./5 ft.; SA Smite good (+1) 1/day,
darkness 3/day; SQ Darkvision 60 ft., light sensitivity, immunity to poison,
damage resistance 5/magic, acid resistance 10, cold resistance 10,
electricity resistance 10, fire resistance 10, spell resistance 11; AL CE; SV
Fort +4, Ref +2, Will -2; Str 21, Dex 15, Con 14, Int 12, Wis 7, Cha 8
Skills and Feats: Bluff +1, Disable Device +3, Intimidate +1, Listen +4,
Move Silently +3, Open Lock +4, Spot +4, Sleight of Hand +3, Tumble +3;
Alertness
Treasure: 20 pp; hoard total 200 gp
Room #19
East Entry #1
East Entry #2
Room Features
Room #20
A faded and torn tapestry hangs from the east wall, A pile of iron blobs lies
in the south-west corner of the room
East Entry
South Entry #1
South Entry #2
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one
side, +1 to break 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
Room Features
Room #21
North Entry
A tile labyrinth covers the floor, A pile of sundered shields lies in the
north-west corner of the room
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
West Entry #1
West Entry #2
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
East Entry
Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)
The door is concealed behind a tapestry of arcane patterns
Room Features
Monster
A narrow shaft falls into the room from above, Floating motes of light fill
the north side of the room
1 x Quasit (demon)
Quasit: CR 2; Tiny outsider (chaotic, extraplanar, evil); HD 3d8; hp 13; Init
+7; Spd 20 ft. (4 squares), fly 50 ft. (perfect); AC 18 (+2 size, +3 dex, +3
natural), touch 15, flat-footed 15; Base Atk +3; Grp -6; Atk +8 melee (1d3-1
plus poison, claw); Full Atk +8 melee (1d3-1 plus poison, 2 claws) and +3
melee (1d4-1, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison, spell-like
abilities; SQ Alternate form, damage reduction 5/cold iron or good,
darkvision 60 ft., fast healing 2, immunity to poison, fire resistance 10; AL
CE; SV Fort +3, Ref +6, Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha
10
Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide
+17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9,
Search +6, Spellcraft +6, Spot +6; Improved Initiative, Weapon Finesse
Room #22
South Entry
Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides up, +2 to break DC)
Empty
Room #23
West Entry
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Leads to room #7, inhabited by 10 x Tiny Fiendish Centipede
South Entry
Secret (Search DC 25) Locked Bone Door (Open Lock DC 25, break DC 25;
hard 5, 20 hp)
A bookcase and concealed door pivots smoothly
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 #29, inhabited by 1 x Large Fiendish Centipede
Monster
Room #24
North Entry #1
Secret (Search DC 20) Locked Stone Door (Open Lock DC 20, break DC 28;
hard 8, 60 hp)
The door is located above a small stone dais and opened by tracing a
geometric pattern
North Entry #2
Archway
East Entry
Archway
South Entry
Secret (Search DC 30) Stuck Bone Door (break DC 23; hard 5, 20 hp)
A bookcase and concealed door pivots smoothly
Room Features
Monster
A narrow shaft descends from the room into the next dungeon level down,
The north and east walls are covered with mold
10 x Tiny Fiendish Centipede
Tiny fiendish centipede; CR 1/8; Tiny magical beast (extraplanar); 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, smite good (+1) 1/day; SQ Darkvision 60 ft.,
vermin traits, cold and fire resistance 5, spell resistance 5; AL NE; SV Fort
+2, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #25
East Entry #1
East Entry #2
Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
South Entry
Secret (Search DC 30) Stuck Bone Door (break DC 23; hard 5, 20 hp)
The door is concealed by an illusion
Room Features
Someone has scrawled "In the Dominion of Orbs, when east becomes west,
the Scarred Oak shall be restored" on the east wall, Several pieces of
rotten leather are scattered throughout the room
Room #26
West Entry
East Entry #1
East Entry #2
South Entry
Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Archway
Leads to room #3
Room Features
Monster
A large kiln and coal bin sit in the north-west corner of the room, Someone
has scrawled "Raineus fell here" in draconic script on the north wall
1 x Dretch (demon)
Dretch: CR 2; Small outsider (chaotic, extraplanar, evil); HD 2d8+4; hp 13;
Init +0; Spd 20 ft. (4 squares); AC 16 (+1 size, +5 natural), touch 11, flatfooted 16; Base Atk +2; Grp -1; Atk +4 melee (1d6+1, claw); Full Atk +4
melee (1d6+1, 2 claws) and +2 melee (1d4, bite); Space/Reach 5 ft./5 ft.;
SA Spell-like abilities, summon demon; SQ Damage reduction 5/cold iron or
good, darkvision 60 ft., immunity to electricity and poison, acid resistance
10, cold resistance 10, fire resistance 10, telepathy 100 ft.; AL CE; SV Fort
+5, Ref +3, Will +3; Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11
Skills and Feats: Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2,
Survival +0 (+2 following tracks); Multiattack
Room #27
North Entry
West Entry #1
Archway
Trapped and Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
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
West Entry #2
West Entry #3
Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Leads to room #33
South Entry
Room Features
Room #28
West Entry
East Entry
Room #29
Someone has scrawled "The Dominion of Crowns shall triumph when the
Bridge of Chariots is broken and the mountains are wreathed in flame" on
the south wall, Several pieces of rotten leather are scattered throughout the
room
Room Features
Various torture devices are scattered throughout the room, Iron chains hang
from the ceiling in the south side of the room
North Entry
Secret (Search DC 25) Locked Bone Door (Open Lock DC 25, break DC 25;
Room #29
North Entry
Secret (Search DC 25) Locked Bone Door (Open Lock DC 25, break DC 25;
hard 5, 20 hp)
A bookcase and concealed door pivots smoothly
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 #23, inhabited by 1 x Large Fiendish Centipede
West Entry
Trapped and Locked Bone Door (Open Lock DC 40, break DC 25; hard 5, 20
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
South Entry
Archway
Trapped and Locked Bone Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
Scything Blade Trap: CR 1; mechanical; location trigger; automatic
reset; Atk +8 melee (1d8/x3); Search DC 21; Disable Device DC 20
Monster
Room #30
North Entry
Archway
Leads to room #14, inhabited by 12 x Tiny Fiendish Centipede
East Entry
South Entry
Empty
Room #31
South Entry
Monster
Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
1 x Dretch (demon)
Dretch: CR 2; Small outsider (chaotic, extraplanar, evil); HD 2d8+4; hp 13;
Init +0; Spd 20 ft. (4 squares); AC 16 (+1 size, +5 natural), touch 11, flatfooted 16; Base Atk +2; Grp -1; Atk +4 melee (1d6+1, claw); Full Atk +4
melee (1d6+1, 2 claws) and +2 melee (1d4, bite); Space/Reach 5 ft./5 ft.;
SA Spell-like abilities, summon demon; SQ Damage reduction 5/cold iron or
good, darkvision 60 ft., immunity to electricity and poison, acid resistance
10, cold resistance 10, fire resistance 10, telepathy 100 ft.; AL CE; SV Fort
+5, Ref +3, Will +3; Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11
Skills and Feats: Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2,
Survival +0 (+2 following tracks); Multiattack
Room #32
West Entry #1
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
West Entry #2
Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp) (slides
to one side, +1 to break DC)
West Entry #3
East Entry
South Entry
Room Features
Trap
Room #33
North Entry
East Entry
The floor is covered in square tiles, alternating white and black, A ring of
keys lies in the north-east corner of the room
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
Empty