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31st Dungeon, Forcas

Level 1

General

Dungeon Walls

Superior Masonry (Climb DC 25)

Dungeon Floor

Smooth Stone

Temperature

Illumination

Corridors

Wandering
Monsters

Room #1

Cold (unprotected creatures must succeed on a Fortitude saving throw


every hour (DC 15, +1 per previous check) or take 1d6 points of non-lethal
damage; a creature that takes any non-lethal damage from cold exposure
suffers from hypothermia and is fatigued)
Average (shadowy in corridors, fires in most rooms)

Razor-Wire across Hallway: CR 1; mechanical; location trigger; no reset;


Atk +10 melee (2d6, wire); multiple targets (first target in each of two
adjacent 5 ft. squares); Search DC 22; Disable Device DC 15

A narrow shaft falls into the corridor from above

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

Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16


ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18

Withered corpses are nailed to the corridor walls

Skeletons hang from chains and manacles against the walls

Patches of mushrooms grow here

The walls here have been engraved with glowing runes

A group of demonic faces have been carved into the walls

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

Large Net Trap: CR 2; mechanical; location trigger; manual reset; Atk +5


melee (see note); Search DC 20; Disable Device DC 25; Note: Characters
in 10 ft. square are grappled by net (Str 18) if they fail a DC 14 Reflex
save.

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

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

1 x Large Fiendish Centipede, tracking the party

1 x Half-Fiend Orc Warrior, lost and desperate

1 x Large Fiendish Centipede, returning to their lair with plunder

13 x Tiny Fiendish Centipede, tracking the party

1 x Half-Fiend Orc Warrior, bloodied and fleeing a more powerful enemy

1 x Half-Fiend Orc Warrior, bloodied and fleeing a more powerful enemy

West Entry
East Entry #1

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


Archway
Leads to room #14, inhabited by 12 x Tiny Fiendish Centipede

Leads to room #14, inhabited by 12 x Tiny Fiendish Centipede


East Entry #2
Room Features

Room #2

Room #3

South Entry

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


A metallic odor fills the west side of the room, A dagger hilt lies in the
north side of the room

Unlocked Bone Door (hard 5, 20 hp)

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

Trapped and Unlocked Bone Door (hard 5, 20 hp)


Contact Poison: CR 2; mechanical; touch trigger, no reset; contact
poison (Malyass Root Paste); Search DC 22; Disable Device DC 20

Trap

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

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

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

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

Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)


The door is concealed within a mosaic of a legendary battle

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

Trapped and Unlocked Bone Door (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
Leads to room #27

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

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


Swinging Block Trap: CR 1; mechanical; touch trigger; manual reset;
Atk +5 melee (4d6, stone block); Search DC 20; Disable Device DC 20

Monster

8 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

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

Unlocked Bone Door (hard 5, 20 hp)


Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides down, +1 to break
DC)
Archway

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

Unlocked Bone Door (hard 5, 20 hp)

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)

Contact Poison: CR 3; mechanical; touch trigger, no reset; contact


poison (sassone leaf residue [contact, Fort DC 16, 2d12 hp/1d6 Con]);
Search DC 20; Disable Device DC 20
Leads to room #32
South Entry

Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)
A bookcase and concealed door pivots smoothly

Monster

9 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 #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

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


Archway
Leads to room #1

South Entry #1

Unlocked Iron Door (hard 10, 60 hp)

South Entry #2

Archway
Leads to room #30

Monster

12 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 #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

Unlocked Bone Door (hard 5, 20 hp)

West Entry #2

Unlocked Bone Door (hard 5, 20 hp)

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

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


Unlocked Bone Door (hard 5, 20 hp)
Someone has scrawled "No, I said it had eleven eyes" on the north wall,
The ceiling is covered with scorch marks
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: 140 gp; Masterwork Dwarven Urgrosh (Small) (650 gp); hoard
total 790 gp

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

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

East Entry #2

Unlocked Bone Door (hard 5, 20 hp)

East Entry #3

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


Swinging Block Trap: CR 1; mechanical; touch trigger; manual reset;
Atk +5 melee (4d6, stone block); Search DC 20; Disable Device DC 20

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

Unlocked Bone Door (hard 5, 20 hp)

East Entry #2

Unlocked Bone Door (hard 5, 20 hp)

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

Unlocked Bone Door (hard 5, 20 hp)

South Entry #1

Unlocked Bone Door (hard 5, 20 hp)

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

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

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

1 x Large Fiendish Centipede


Large fiendish centipede; CR 1; Large magical beast (extraplanar); HD 3d8;
hp 13; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex,
+3 natural), touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee
(1d8+1 plus poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite);
Space/Reach 10 ft./5 ft.; SA Poison, smite good (+3) 1/day; SQ Darkvision
60 ft., vermin traits, cold and fire resistance 5, spell resistance 8; AL NE;
SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse

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

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

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

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


Trapped and Unlocked Bone Door (hard 5, 20 hp)
Falling Block: CR 2; mechanical; location trigger; no reset; Atk +10
melee (2d6); multiple targets (all targets in a 10 ft. square area);
Search DC 22; Disable Device DC 20

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

Unlocked Bone Door (hard 5, 20 hp)

West Entry #3

Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Leads to room #33

South Entry

Trapped and Unlocked Bone Door (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
Leads to room #8, inhabited by 8 x Tiny Fiendish Centipede

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

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


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

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

1 x Large Fiendish Centipede


Large fiendish centipede; CR 1; Large magical beast (extraplanar); HD 3d8;
hp 13; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex,
+3 natural), touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee
(1d8+1 plus poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite);
Space/Reach 10 ft./5 ft.; SA Poison, smite good (+3) 1/day; SQ Darkvision
60 ft., vermin traits, cold and fire resistance 5, spell resistance 8; AL NE;
SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse

Room #30

North Entry

Archway
Leads to room #14, inhabited by 12 x Tiny Fiendish Centipede

East Entry
South Entry

Unlocked Bone Door (hard 5, 20 hp)


Unlocked Bone Door (hard 5, 20 hp) (slides down, +1 to break DC)

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

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

East Entry
South Entry

Unlocked Bone Door (hard 5, 20 hp)


Trapped and Locked Bone Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
Contact Poison: CR 3; mechanical; touch trigger, no reset; contact
poison (sassone leaf residue [contact, Fort DC 16, 2d12 hp/1d6 Con]);
Search DC 20; Disable Device DC 20
Leads to room #13, inhabited by 9 x Tiny Fiendish Centipede

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

Unlocked Bone Door (hard 5, 20 hp)


Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Leads to room #27

Empty

31st Dungeon, Forcas


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