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8/13/2019 Catacombs 03
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Catacombs
Level 3
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Ⓣ Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC
27; Trigger proximity ( alarm); Reset none; Ef fect spell eff ect ( acidarrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
Room Features Someone has scrawled "Fastrug Bairnell was here" in orcish on the northwall, A pierced breastplate lies in the north side of the room
Monster 1 x Gelatinous Cube
Gelatinous Cube: CR 3, XP 800; N Large ooze; Init -5; Senses blindsight 60ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size); hp 50(4d8+32); Fort +9, Ref -4, Will -4; Immune electricity, ooze traits; Speed 15
ft.; Melee slam +2 (1d6 plus 1d6 acid); Space 10 ft.; SA engulf, paralysis;Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1; Base Atk +3, CMB +4, CMD 9(can't be tripped); SQ transparent
Treasure: 103 gp, 650 sp, 2800 cp; Agate (10 gp), Hematite (9 gp),Hematite (10 gp), Jasper (50 gp), Tigereye (10 gp), Zircon (50 gp); Scroll of Magic Aura (cr, 25 gp); hoard total 360 gp
Room #3 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
! Leads to room #1, inhabited by 1 x Cocka trice
North Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15;hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 1; mechanica l; Perception DC 20; Disable DeviceDC 22; Trigger location; Reset manual; Effect Atk +12 melee (1d6/19-20)
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
! Leads to room #7
South Entry #2 Secret (Search DC 30) Trapped and Stuck Iron Door (break DC 28; hard 10,60 hp)
Ⓢ The door is concealed within a mosaic of geometric patterns
Ⓣ Electrif ied Lock: CR 2; magic; Perception DC 20; Disable Device DC
20; Trigger touch; Reset none; E ffect electric shock (2d6 electricit ydamage, DC 12 Reflex save for half damage)
Empty
Room #4 East Entry Secret (Search DC 20) Trapped and Locked S imple Wooden Door (OpenLock DC 20, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)
Ⓢ The door is located above a small stone dais and concealed behind an
area of fungus
Ⓣ Arrow Trap: CR 1; mechanica l; Perception DC 20; Disable Device DC
20; Trigger touch; Reset none; Effect Atk +15 ranged (1d8+1/x3)
! Leads to room #7
South Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (magicallyreinforced, +10 to break DC)
Ⓣ Spiked Pit Trap: CR 2; mechanica l; Perception DC 20; Disable Device
DC 20; Trigger location; Reset manual; Effect 10 ft. deep pit (1d6falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for1d4+2 damage each); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)
! Leads to room #8, inhabited by 1 x Gelatinous Cube
Monster 7 x Human Skeleton
Human Skeleton: CR 1/3, XP 135; NE Medium undead; Init +6; Senses
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darkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor,+2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning;Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6),claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10,Cha 10; Base Atk +0, CMB +2, CMD 14
Skills and Feats: -; Improved Initiative Gear broken chain shirt, brokenscimitar
Room #5 North Entry #1 Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)
North Entry #2 Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)
North Entry #3 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp) (magically reinforced, +10 to break DC)
! Leads to room #6
South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
! Leads to room #9, inhabited by 1 x Doppelganger
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 20,break DC 15; hard 5, 10 hp)
22 pp, 298 gp, 190 sp, 800 cp; Agate (12 gp), Peridot (35 gp),Rhodochrosite (12 gp), Sardonyx (50 gp), Tigereye (13 gp), Turquoise (8 gp);Polished darkwood chalice (50 gp); hoard total 725 gp
Room #6 West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp) (magically reinforced, +10 to break DC)
! Leads to room #5
East Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Wall Scy the Trap: CR 4; mechanica l; Perception DC 20; Disable
Device DC 20; Trigger location; Reset automatic reset; Effect Atk +20
melee (2d4+6/x4)
Room Features A fountain and statue of a Goddess of Destruction sits in the north-eastcorner of the room, Someone has scrawled "I'd rather be at the Warrior andMug" on the north wall
Room #7 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
! Leads to room #3
West Entry Secret (Search DC 20) Trapped and Locked S imple Wooden Door (OpenLock DC 20, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)
Ⓢ The door is located above a small stone dais and concealed behind an
area of fungus
Ⓣ Arrow Trap: CR 1; mechanica l; Perception DC 20; Disable Device DC
20; Trigger touch; Reset none; Effect Atk +15 ranged (1d8+1/x3)
! Leads to room #4, inhabited by 7 x Human Skele ton
South Entry Archway
Empty
Room #8 North Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (magicallyreinforced, +10 to break DC)
Ⓣ S iked Pit Tra : CR 2 mechanical Perce tion DC 20 Disable Device
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DC 20; Trigger location; Reset manual; Effect 10 ft. deep pit (1d6falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for1d4+2 damage each); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)
! Leads to room #4, inhabited by 7 x Human Skele ton
West Entry Archway
East Entry #1 Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of a demonic sorceress, and
opened by moving her hand
East Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp) (sl ides to one side, +1 tobreak DC)
Monster 1 x Gelatinous Cube
Gelatinous Cube: CR 3, XP 800; N Large ooze; Init -5; Senses blindsight 60ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size); hp 50(4d8+32); Fort +9, Ref -4, Will -4; Immune electricity, ooze traits; Speed 15ft.; Melee slam +2 (1d6 plus 1d6 acid); Space 10 ft.; SA engulf, paralysis;Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1; Base Atk +3, CMB +4, CMD 9(can't be tripped); SQ transparent
Treasure: 133 gp, 787 sp, 3960 cp; Lapis Lazuli (10 gp), Malachite (8 gp),Malachite (10 gp), Milky Quartz (55 gp), Moonstone (45 gp), Obsidian (12gp), Rhodochrosite (7 gp), Rhodochrosite (11 gp), Turquoise (11 gp); hoardtotal 420 gp 3 sp
Room #9 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
North Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
! Leads to room #5
West Entry #1 Archway
West Entry #2 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)
East Entry #1 Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp) (sl ides
up, +2 to break DC)Ⓢ The door is concealed behind a stat ue of a troll archer, and opened by
pulling an arrow in its quiver
! Leads to room #10
East Entry #2 Iron Portculli s ( lif t DC 25, break DC 28; hard 10, 60 hp)
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
! Leads to room #11, inhabited by 1 x Owlbear
Room Features The floor is covered in square tiles, alternating white and black, A pile of rotten apples lies in the north side of the room
Monster 1 x Doppelganger
Doppelganger: CR 3, XP 800; N Medium monstrous humanoid(shapechanger); Init +1; Senses darkvision 60 ft.; Perception +9; AC 16,touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural); hp 26 (4d10+4);Fort +4, Ref +5, Will +6; Immune charm, sleep; Speed 30 ft.; Melee 2 claws+8 (1d8+4); Str 18, Dex 13, Con 12, Int 13, Wis 14, Cha 13; Base Atk +4,CMB +8, CMD 20; SQ change shape (alter self), perfect copy, mimicry
Skills and Feats: Bluff +9 (+13 while using change shape ability),Diplomacy +4, Disguise +9 (+29 while using change shape ability),Perception +9, Sense Motive +6, Stealth +5; Dodge, Great Fortitude
Treasure: 1 gp, 28 sp; Agate (10 gp), Azurite (11 gp); Carved ivory scrollcase (60 gp), Copper scepter with gold inlay (50 gp), 2 x Gold holy symbol(100 gp), Painting of a queen (750 gp), Silver holy symbol (25 gp); hoardtotal 1109 gp 8 sp
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Room #10 West Entry Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp) (sl idesup, +2 to break DC)
Ⓢ The door is concealed behind a stat ue of a troll archer, and opened by
pulling an arrow in its quiver
! Leads to room #9, inhabited by 1 x Doppelganger
East Entry Archway
South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room Features An iron sarcophagus sits in the south side of the room, Several pieces of rotting wood are sca tte red throughout the room
Room #11 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
! Leads to room #9, inhabited by 1 x Doppelganger
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp) ( slides to one side, +1 tobreak DC)
South Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Rune of Hypnosis: CR 3; magic; Perception DC 20; Disable Device DC
22; Trigger proximity (alarm); Reset none; Effect hypnosis (fascinated
for 1d4 rounds, DC 10 Will save negates); multiple targets (all targetsin a 10 ft. radius burst)
Room Features A narrow shaft falls into the room from above, A tapestry of arcane patternshangs from the south wall
Monster 1 x Owlbear
Owlbear: CR 4, XP 1200; N Large magical beast; Init +5; Senses darkvision60 ft., low-light vision, scent; Perception +12; AC 15, touch 10, flat-footed14 (+1 Dex, +5 natural, -1 size); hp 47 (5d10+20); Fort +10, Ref +5, Will +2;Speed 30 ft.; Melee 2 claws +8 (1d6+4 plus grab), bite +8 (1d6+4); Space10 ft.; Str 19, Dex 12, Con 18, Int 2, Wis 12, Cha 10; Base Atk +5, CMB +10(+14 grapple) , CMD 21 (25 vs. trip)
Skills and Feats: Perception +12; Improved Initiative , Great Fortitude, Ski llFocus (Perception)
Treasure: 37 gp, 300 sp, 800 cp; Hematite (9 gp), Hematite (10 gp), Jasper(60 gp), Onyx (50 gp), Tigereye (11 gp), Turquoise (8 gp); MasterworkStudded Leather Armor (175 gp); Potion of Cure Light Wounds (cr, 50 gp),Potion of Stabilize (cr, 25 gp); hoard total 473 gp
Room #12 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple t argets (a ll t argetsin a 10 ft. square area)
! Leads to room #13, inhabited by 1 x Owlbear
Room Features A tile labyrinth covers the floor, Burning torches in iron sconces line thenorth wal l
Monster 1 x Rust Monster
Rust Monster: CR 3, XP 800; N Medium aberration; Init +3; Sensesdarkvision 60 ft., scent metals 90 ft.; Perception +12; AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural); hp 27 (5d8+5); Fort +2, Ref +4, Will +5;Speed 40 ft., climb 10 ft.; Melee bite +6 (1d3), antennae +6 touch (rust); Str
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10, Dex 17, Con 13, Int 2, Wis 13, Cha 8; Base Atk +3, CMB +3, CMD 16(20 vs. trip)
Skills and Feats: Climb +8, Perception +12; Ability Focus (rust), Skill Focus(Perception), Weapon Finesse
Treasure: 75 gp, 351 sp, 3180 cp; Agate (8 gp), Pyrite (7 gp); MasterworkLeather Armor (160 gp); hoard total 316 gp 9 sp
Room #13 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple t argets (a ll t argetsin a 10 ft. square area)
! Leads to room #12, inhabited by 1 x Rust Monste r
East Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
! Leads to room #14
East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features A magical idol in the east side of the room grants immunity to lightning (forone day) to whomever sacrifices a gemstone (but only once), A pile of rotten fruit lies in the south-east corner of the room
Monster 1 x OwlbearOwlbear: CR 4, XP 1200; N Large magical beast; Init +5; Senses darkvision60 ft., low-light vision, scent; Perception +12; AC 15, touch 10, flat-footed14 (+1 Dex, +5 natural, -1 size); hp 47 (5d10+20); Fort +10, Ref +5, Will +2;Speed 30 ft.; Melee 2 claws +8 (1d6+4 plus grab), bite +8 (1d6+4); Space10 ft.; Str 19, Dex 12, Con 18, Int 2, Wis 12, Cha 10; Base Atk +5, CMB +10(+14 grapple) , CMD 21 (25 vs. trip)
Skills and Feats: Perception +12; Improved Initiative , Great Fortitude, Ski llFocus (Perception)
Treasure: 4 pp, 71 gp, 130 sp, 1100 cp; Potion of Resist Fire (3rd) (cr, 300gp), Potion of Stabilize (cr, 25 gp), Scroll of Magic Circle aga inst Chaos(cr, 375 gp); hoard total 835 gp
Room #14 West Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
! Leads to room #13, inhabited by 1 x Owlbear
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
! Leads to room #15
South Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind a stat ue of a fearsome dragon, and
opened by reaching into its mouth
Empty
Room #15 West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
! Leads to room #14
West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
South Entry #2 Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)
Empty
Room #16 East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
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! Leads to room #18
South Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Magic Missl e Trap: CR 1; magic; Perception DC 20; Disable Device
DC 22; Trigger visual (arcane eye); Reset none; Effec t magic missile(2d6 force damage); never miss
Room Features A fountain of water si ts against the east wall, A pile of broken arrows liesin the east side of the room
Trap Spiked Pit Trap: CR 2; mechanical; Perception DC 20; Disable Device DC
20; Trigger location; Reset manual; Effect 10 ft. deep pit (1d6 fallingdamage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.square area)
Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 30, break DC 28;hard 10, 60 hp)
56 gp, 32 sp, 40 cp; Black Pearl (350 gp), Chrysoprase (45 gp), FreshwaterPearl (8 gp), Malachite (11 gp), Rock Quartz (10 gp), Smoky Quartz (50 gp),Tourmaline (100 gp); hoard total 633 gp 6 sp
Room #17 South Entry Secret (Search DC 25) Locked Stone Door (Open Lock DC 30, break DC 28;hard 8, 60 hp)
Ⓢ A trap door in the floor leads to a short tunnel beneath the wall
Monster 1 x Cockatrice
Cockatrice: CR 3, XP 800; N Small magical beast; Init +3; Sensesdarkvision 60 ft., low-light vision; Perception +10; AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size); hp 27 (5d10); Fort +4, Ref +7, Will+2; Speed 20 ft., fly 60 ft. (poor); Melee bite +9 (1d4-2 plus petrification);Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 8; Base Atk +5, CMB +2, CMD 16
Skills and Feats: Fly +6, Perception +10; Dodge, Skill Focus (Perception),Weapon Finesse
Room #18 North Entry Secret (Search DC 20) Locked Stone Door (Open Lock DC 40, break DC 28;hard 8, 60 hp)
Ⓢ The door is opened by twisting an iron ring
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
! Leads to room #16
Empty
Catacombs by drow
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