Dread Catacombs 03

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    Dread Catacombs

    Level 3

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    General Dungeon Walls Superior Masonry (Climb DC 25)

    Dungeon Floor Uneven Flagstone (Balance DC 10 to charge or run)

    Temperature Average

    Illumination Shadowy (witchlight every 20 ft.)

    Corridors a Net Trap: CR 1; mechanical; Perception DC 22; Disable Device DC 22;Trigger location; Reset manual; Effect Atk +10 ranged (grappled, EscapeArtist DC 22 to escape); multiple targets (a ll ta rgets in a 10 ft. square area)

    c Jave lin Trap: CR 2; mechanical ; Percept ion DC 20; Disable Device DC 20;Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)

    e A fountain of water sits in an alcove here

    i Arrow Trap: CR 1; mechanical; Perception DC 20; Disable Device DC 20;Trigger touch; Reset none; Effect Atk +15 ranged (1d8+1/x3)

    m Several alcoves are cut into the walls here

    n Several alcoves are cut into the walls here

    r Burning torches in iron sconces line the corridor

    s Magic Missle Trap: CR 3; magic; Perception DC 22; Disable Device DC 20;Trigger proximity (alarm); Reset none; Effect magic missile (3d6 forcedamage); never miss

    u A buzzing noise fills the corridor

    v The scent of smoke fills the corridor

    w The walls here have been engraved with glowing runes

    x A narrow shaft descends from the corridor into a magical cyst below

    z Guillotine Blade: CR 3; mechanical; Perception DC 20; Disable Device DC

    20; Trigger location; Reset manual; Effect Atk +12 melee (3d6/19-20)

    WanderingMonsters

    1 7 x Goblin, tracking the party

    2 1 x Shadow, scavenging for food and treasure

    3 1 x Shadow, invest igating a strange noise

    4 1 x Shadow, lost and desperate

    5 1 x Shadow, bloodied and fleeing a more powerful enemy

    6 9 x Human Skeleton, consumed by disease and madness

    Room #1 North Entry Archway

    West Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

    East Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

    ! Leads to room #10, inhabited by 6 x Human Skele ton

    Room Features A narrow shaft descends from the room into a natural cavern below, Atapestry of arcane patterns hangs from the east wall

    Monster 1 x Adamantine Cobra

    Adamantine Cobra: CR 3, XP 800; N Small construct; Init +2; Sensesdarkvision 60 ft., low-light vision; Perception +0; AC 25, touch 13, flat-

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    footed 24 (+2 Dex, +12 natural, +1 size); hp 20 (1d10+15); Fort +0, Ref +2,Will +0; DR 10/-; Immune construct traits; SR 13; Speed 40 ft.; Melee bite+3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; BaseAtk +1, CMB +1, CMD 13 (can't be tripped); SQ find targe t

    Skills and Feats: Stealth +12; -

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

    Room Features Someone has scrawled a drawing of a dragon on the west wall, The southand west walls are covered with cracks

    Monster 3 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: 71 gp, 420 sp, 2800 cp; Potion of Jump (cr, 50 gp), Scroll ofProduce Flame (cr, 25 gp); hoard total 216 gp

    Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 20,break DC 15; hard 5, 10 hp)

    29 gp, 22 sp; Obsidian (12 gp), Tigereye (10 gp); Scroll of Cure ModerateWounds (cr, 150 gp), Wand of Cause Fear (cr, 750 gp); hoard total 953 gp 2sp

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

    West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)

    One-way Door: CR 3; mechanica l; Perception DC 22; Disable Device

    DC 22

    ! Leads to room #6

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

    South Entry #2 Archway

    Empty

    Room #4 North Entry Archway

    Room Features A stream of quicksilver flows along a channel in the floor, The floor iscovered in perfect hexagonal tile s

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

    ! Leads to room #15

    East Entry #1 Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)

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

    Room Features Someone has scrawled a diagram of a mechanical trap on the north wall, Asulphurous odor fills the room

    Monster 11 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),

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

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

    One-way Door: CR 3; mechanica l; Perception DC 22; Disable Device

    DC 22

    ! Leads to room #3

    Empty

    Room #7 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    East Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) (sl idesdown, +1 to break DC)

    South Entry #1 Archway

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

    Empty

    Room #8 East Entry #1 Archway

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

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

    Room Features A faded and torn tapestry hangs from the west wall, A simple fireplace sitsagainst the south wall

    Hidden Treasure Hidden (Search DC 30) Unlocked Simple Wooden Chest ( hard 5, 10 hp)

    23 gp, 74 sp, 220 cp; Scroll of Charm Person (cr, 25 gp), Wand of EnlargePerson (cr, 750 gp); hoard total 807 gp 6 sp

    Room #9 West Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

    ! Leads to room #14, inhabited by 1 x Wight

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

    Room Features Burning torches in iron sconces line the south wall, The scent of urine fillsthe south side of the room

    Room #10 West Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

    ! Leads to room #1, inhabited by 1 x Adamantine Cobra

    East Entry Archway

    South Entry #1 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)

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

    South Entry #3 Unlocked Good Wooden Door (hard 5, 15 hp)

    Monster 6 x Human Skeleton

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    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 #11 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    West Entry #2 Archway

    South Entry Trapped Iron Portcull is ( lif t DC 25, break DC 28; hard 10, 60 hp)

    Electric ity Arc Trap: CR 4; mechanica l; Perception DC 25; Disable

    Device DC 20; Trigger touch; Reset none; Effec t el ectricity arc (4d6electricit y damage, DC 20 Reflex save for half damage); multipletargets (all targets in a 30 ft. line)

    Room Features Various torture devices are scattered throughout the room, A rotting odorfills the room

    Room #12 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

    North Entry #2 Unlocked Stone Door (hard 8, 60 hp)

    North Entry #3 Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)

    South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to liftDC)

    Empty

    Room #13 North Entry Secret (Search DC 25) Trapped and Locked S trong Wooden Door (OpenLock DC 25, break DC 25; hard 5, 20 hp)

    The door is concealed behind a stat ue of a troll archer, and opened by

    pulling an arrow in its quiver

    Electric ity Arc Trap: CR 4; mechanica l; Perception DC 25; Disable

    Device DC 20; Trigger touch; Reset none; Effec t el ectricity arc (4d6electricit y damage, DC 20 Reflex save for half damage); multipletargets (all targets in a 30 ft. line)

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

    Room Features Spirals of white stones cover the floor, A simple fi replace sits against thesouth wall

    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: 50 gp; Amber (110 gp), Citrine (40 gp), Onyx (60 gp), Topaz (550gp); hoard total 810 gp

    Room #14 North Entry #1 Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)

    North Entry #2 Secret (Search DC 20) Trapped and Stuck Strong Wooden Door (break DC

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