Dread Catacombs 03 (1)

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    Dread Catacombs

    Level 3

    General Dungeon Walls Masonry (Climb DC 20)

    Dungeon Floor Flagstone

    Temperature Cool

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    Illumination Shadowy (witchlight every 20 ft.)

    Corridors a A tile labyrinth covers the floor

    c Wall Scythe Trap: CR 4; mechanical; Perception DC 20; Disable DeviceDC 20; Trigger location; Reset automatic reset; Effect Atk +20 melee(2d4+6/x4)

    e A tile labyrinth covers the floor

    i A chute descends from the corridor into a plundered tomb below

    m Burning torches in iron sconces line the corridor

    n Numerous pillars line the corridor

    r A group of demonic faces have been carved into the walls

    s A group of demonic faces have been carved into the walls

    u A toppled statue lies across the corridor

    v Magic Missle Trap: CR 5; magic; Perception DC 22; Disable Device DC 20;Trigger proximity (alarm); Reset none; Effect magic missile (2d6 forcedamage); never miss

    w The walls here have been engraved with geometric patterns

    x Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable DeviceDC 20; Trigger touch; Reset none; Ef fect electricit y arc (4d6 electricit ydamage, DC 20 Reflex save for half damage); multiple ta rgets (al l targets ina 30 ft. line)

    z A group of demonic faces have been carved into the walls

    WanderingMonsters

    1 1 x Shadow, consumed by disease and madness

    2 17 x Human Skeleton, trying to lure the party into an ambush

    3 1 x Wight, investigating a strange noise

    4 1 x Wight, wielding bizarre eldritch powers

    5 1 x Doppelganger, scouting from another part of the dungeon

    6 1 x Wight, scavenging for food and treasure

    Room #1 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 tobreak DC)

    North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

    Monster 6 x Hobgoblin

    Hobgoblin: CR 1/2, XP 200; LE Medium humanoid (goblinoid); Init +2;Senses darkvision 60 ft.; Perception +2; AC 16, touch 12, flat-footed 14 (+3armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed30 ft.; Melee longsword +4 (1d8+2/19-20); Ranged longbow +3 (1d8/x3); Str15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15

    Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus(longsword)

    Treasure: 82 gp, 230 sp, 1000 cp; Lapis Lazuli (11 gp), Malachite (8 gp),Moonstone (55 gp); 2 x Potion of Guidance (cr, 25 gp), Potion of RemoveFear (cr, 50 gp), Potion of Stabilize (cr, 25 gp), Scroll of Cure SeriousWounds (cr, 375 gp), Scroll of Detect Chaos (cr, 25 gp), Scroll of HoldPortal (cr, 25 gp), Wand of Magic Missile (cr, 750 gp); hoard total 1489 gp

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    Room #2 North Entry  Stuck Iron Door (break DC 28; hard 10, 60 hp)

    !  Leads to room #7, inhabited by 7 x Human Zombie

    Room Features A rotting odor fills the room, A rusted iron box lies in the center of the room

    Monster 1 x Spider Swarm

    Spider Swarm: CR 1, XP 400; N Diminutive vermin ( swarm); Init +3; Sensesdarkvision 60 ft., tremorsense 30 ft.; Perception +4; AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size); hp 9 (2d8); Fort +3, Ref +3, Will +0; DA swarmtraits; Immune mind-affecting effects, weapon damage; Weak swarm traits;

    Speed 20 ft., climb 20 ft.; Melee swarm (1d6 plus poison and distraction);Space 10 ft.; Reach 0 ft.; SA distraction (DC 11); Str 1, Dex 17, Con 10, Int-, Wis 10, Cha 2; Base Atk +1, CMB +0, CMD 0

    Skills and Feats: Climb +11, Perception +4; -

    Room #3 North Entry  Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    South Entry  Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Ⓣ  Arrow Trap: CR 4; mechanica l; Perception DC 20; Disable Device DC

    22; Trigger location; Reset manual; Effect Atk +14 ranged (6d6/x3)

    Empty  

    Room #4 East Entry #1 Archway

    !  Leads to room #6

    East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Room Features A mural of vile acts covers the ceiling, Someone has scrawled "No, I said ithad eleven eyes" on the east wall

    Monster 10 x Human Skeleton

    Human Skeleton: CR 1/3, XP 135; NE Medium undead; Init +6; Sensesdarkvision 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

    Hidden Treasure Hidden (Search DC 25) Trapped and Locked Iron Chest (Open Lock DC 30,break DC 28; hard 10, 60 hp)

    Magic Missle Trap: CR 5; magic; Perception DC 20; Disable Device DC 20;Trigger vi sual (true seeing); Reset none; E ffect magic missile (2d6 forcedamage); never miss

    60 gp; Coral (70 gp), Milky Quartz (60 gp), Opal (500 gp), Peridot (50 gp);

    hoard total 740 gp

    Room #5 North Entry  Secret (Search DC 20) Unlocked S imple Wooden Door (hard 5, 10 hp)

    Ⓢ  The door is concealed behind a stat ue of a dread vampire, and opened

    by filling his chalice with blood

    !  Leads to room #17, inhabited by 7 x Human Skele ton

    East Entry #1 Secret (Search DC 30) Locked Stone Door (Open Lock DC 30, break DC 28;hard 8, 60 hp)

    Ⓢ  The door is located above a small stone dais and designed to make

    noise when opened

    East Entr #2 Secret Search DC 20 Tra ed and Locked Stron Wooden Door O en

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     Lock DC 20, break DC 25; hard 5, 20 hp)

    Ⓢ  The door is concealed behind a stat ue of Death, and opened by

    placing a coin in his open hand

    Ⓣ  Fire Spray: CR 2; magic; Perception DC 20; Disable Device DC 22;

    Trigger proximity (alarm); Reset none; Effect fire spray (1d6 firedamage, DC 12 Reflex save for half damage)

    Monster 1 x Wight

    Wight: CR 3, XP 800; LE Medium undead; Init +1; Senses darkvision 60 ft.;

    Perception +11; AC 15, touch 11, fla t-footed 14 (+1 Dex, +4 natural) ; hp 26(4d8+8); Fort +3, Ref +2, Will +5; DA undead traits; Weak resurrectionvulnerability; Speed 30 ft.; Melee slam +4 (1d4+1 plus energy drain); SAcreate spawn, energy drain (1 level, DC 14); Str 12, Dex 12, Con -, Int 11,Wis 13, Cha 15; Base Atk +3, CMB +4, CMD 15; SQ create spawn

    Skills and Feats: Intimidate +9, Knowledge (religion) +7, Perception +11,Stealth +16; Blind-Fight, Skill Focus (Perception)

    Treasure: 28 gp; Scroll of Divine Favor (cr, 25 gp), Wand of Longstrider (cr,750 gp); hoard total 803 gp

    Room #6 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

    North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    West Entry  Archway

    !  Leads to room #4, inhabited by 10 x Human Skele ton

    East Entry  Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    !  Leads to room #16, inhabited by 3 x Human Skele ton

    South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    South Entry #2 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

    !  Leads to room #8, inhabited by 7 x Human Zombie

    Room Features Someone has s crawled "Upon the fift h day of the Autumn of Blades, whenthe Silver Boar is chained and north becomes south, the Jade Queen shallslay the God of Beauty" in goblin on the north wall, Floating motes of lightfill the east side of the room

    Room #7 North Entry  Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15;hard 5, 10 hp)

    Ⓣ  Earthmaw Trap: CR 3; magic; Perception DC 20; Disable Device DC

    22; Trigger location; Reset none; Effect earthmaw (3d6 damage, DC 12Reflex save for half damage)

    South Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

    !  Leads to room #2, inhabited by 1 x Spider Swarm

    South Entry #2 Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)

    Ⓢ  The door is concealed behind a stat ue of a noble king, and opened by

    stabbing a sword into his back

    South Entry #3 Unlocked Simple Wooden Door (hard 5, 10 hp)

    !  Leads to room #15, inhabited by 9 x Human Skele ton

    Room Features A chute falls into the room from above, The floor is covered in square tiles,alternating white and black

    Monster 7 x Human Zombie

    Human Zombie: CR 1/2, XP 200; NE Medium undead; Init +0; Senses 

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    ar v s on .; ercep on ; , ouc , a - oo enatural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immuneundead traits; Speed 30 ft.; Melee slam +4 (1d6+4); Str 17, Dex 10, Con -,Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered

    Skills and Feats: -; Toughness

    Room #8 North Entry  Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

    !  Leads to room #6

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

    Ⓣ  Guillotine Blade: CR 1; mechanica l; Perception DC 20; Disable Device

    DC 20; Trigger location; Reset manual; Effect Atk +10 melee (3d6/19-20)

    East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    !  Leads to room #16, inhabited by 3 x Human Skele ton

    East Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)

    South Entry  Archway

    !  Leads to room #10

    Room Features A mural of legendary monsters covers the ceiling, Several wax blobs are

    scat tered throughout the room

    Monster 7 x Human Zombie

    Human Zombie: CR 1/2, XP 200; NE Medium undead; Init +0; Sensesdarkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed 12 (+2natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immuneundead traits; Speed 30 ft.; Melee slam +4 (1d6+4); Str 17, Dex 10, Con -,Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered

    Skills and Feats: -; Toughness

    Room #9 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

    !  Leads to room #15, inhabited by 9 x Human Skele ton

    North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    North Entry #3 Stuck Stone Door (break DC 28; hard 8, 60 hp)

    South Entry  Secret (Search DC 20) Locked St rong Wooden Door (Open Lock DC 30,break DC 25; hard 5, 20 hp)

    Ⓢ  The door is concealed behind a pile of broken stone

    Empty  

    Room #10 North Entry #1 Archway

    !  Leads to room #8, inhabited by 7 x Human Zombie

    North Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    North Entry #3 Unlocked Simple Wooden Door (hard 5, 10 hp)

    !  Leads to room #14, inhabited by 6 x Human Skele ton

    South Entry #1 Secret (Search DC 20) 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

    Ⓣ  Electrif ied Lock: CR 1; magic; Perception DC 20; Disable Device DC

    22; Trigger touch; Reset none; E ffect electric shock (1d6 electricit ydamage, DC 12 Reflex save for half damage)

     

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      ,

    Ⓣ  Fal ling Block: CR 5; mechanica l; Perception DC 20; Disable Device

    DC 24; Trigger location; Reset none; Effect Atk +12 melee (4d6);multiple targets (al l targets in a 10 ft. square area)

    !  Leads to room #13

    Room Features A narrow shaft descends from the room into a magical cyst below, Litcandles are scat tered across the floor

    Room #11 East Entry  Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1 tobreak DC)

    Room Features A magical idol in the south-west corner of the room grants the ability todetect magic to whomever offers a prayer to a God of Chaos (but onlyonce), A tile mosaic of geometric patterns covers the floor

    Room #12 North Entry #1 Unlocked Stone Door (hard 8, 60 hp)

    North Entry #2 Archway

    East Entry  Unlocked Stone Door (hard 8, 60 hp)

    South Entry  Archway

    Room Features The north and east walls are covered with slime, A pile of trash lies in theeast side of the room

    Monster 11 x Goblin

    Goblin: CR 1/3, XP 135; NE Small humanoid (goblinoid); Init +6; Sensesdarkvisi on 60 ft.; Perception -1; AC 16, touch 13, fla t-footed 14 (+2 armor,+2 Dex, +1 shield, +1 size) ; hp 6 (1d10+1); Fort +3, Ref +2, Will -1; Speed30 ft.; Melee short sword +2 (1d4/19-20); Ranged short bow +4 (1d4/x3); Str11, Dex 15, Con 12, Int 10, Wis 9, Cha 6; Base Atk +1, CMB +0, CMD 12

    Skills and Feats: Ride +10, Stealth +10, Swim +4; Improved Initiative

    Treasure: 52 gp, 150 sp; Alabaster (10 gp), Bloodstone (45 gp), Lapis Lazuli(9 gp), Malachite (12 gp), Rhodochrosite (9 gp), Rose Quartz (50 gp); Oil of Light (cr, 25 gp), 2 x Oil of Mage Armor (cr, 50 gp), Potion of Magic Fang(cr, 50 gp), Scroll of Cure Light Wounds (cr, 25 gp), Scroll of ShadowWeapon (um, 25 gp), Wand of Sleep (cr, 750 gp) (design provides clue tofunction); hoard total 1177 gp

    Room #13 North Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Ⓣ  Fal ling Block: CR 5; mechanica l; Perception DC 20; Disable Device

    DC 24; Trigger location; Reset none; Effect Atk +12 melee (4d6);multiple targets (al l targets in a 10 ft. square area)

    !  Leads to room #10

    North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    South Entry  Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25;hard 5, 20 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)

    Room Features A fountain of water sits aga inst the west wall, A dagger hilt lies in thesouth-east corner of t he room

    Room #14 North Entry #1 Archway

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    North Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

    !  Leads to room #10

    South Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)

    Room Features A sulphurous odor fil ls the room, A corroded holy symbol l ies in the westside of the room

    Monster 6 x Human Skeleton

    Human Skeleton: CR 1/3, XP 135; NE Medium undead; Init +6; Sensesdarkvision 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 #15 North Entry #1 Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)

    North Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    !  Leads to room #7, inhabited by 7 x Human Zombie

    East Entry  Archway

    South Entry #1 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)

    South Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)

    !  Leads to room #9

    Room Features Several square holes are cut into the north and south walls, A carved stonestatue stands in the west side of the room

    Monster 9 x Human Skeleton

    Human Skeleton: CR 1/3, XP 135; NE Medium undead; Init +6; Sensesdarkvision 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 #16 North Entry  Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

    West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    !  Leads to room #6

    West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    !  Leads to room #8, inhabited by 7 x Human Zombie

    Room Features A tile labyrinth covers the floor, Someone has scrawled "The thief willbetray you" in orcish on the north wall

    Monster 3 x Human Skeleton

    Human Skeleton: CR 1/3, XP 135; NE Medium undead; Init +6; Sensesdarkvision 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,

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     Cha 10; Base Atk +0, CMB +2, CMD 14

    Skills and Feats: -; Improved Initiative Gear broken chain shirt, brokenscimitar

    Room #17 North Entry #1 Trapped Wooden Portcullis (li ft DC 25, break DC 28; hard 5, 30 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)

    North Entry #2 Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)

    South Entry  Secret (Search DC 20) Unlocked S imple Wooden Door (hard 5, 10 hp)

    Ⓢ  The door is concealed behind a stat ue of a dread vampire, and opened

    by filling his chalice with blood

    !  Leads to room #5, inhabited by 1 x Wight

    Monster 7 x Human Skeleton

    Human Skeleton: CR 1/3, XP 135; NE Medium undead; Init +6; Sensesdarkvision 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

    Dread Catacombs by drowhttp://donjon.bin.sh/ 

    Some content used under the terms of the Open Gaming License