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Down Halls of the Cemetery Level 1

Dungeon Map 1

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Simple dungeon map designed for lvl 1 characters in RPG

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Page 1: Dungeon Map 1

Down Halls of the Cemetery

Level 1

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General Dungeon Walls Hewn Stone (Climb DC 25)

Dungeon Floor Hewn Stone (Balance DC 10 to charge or run)

Temperature Average

Illumination Shadowy (witchlight every 20 ft.)

Corridors a Spiked Pit Trap: CR 2; mechanical; Perception DC 20; Disable Device DC20; 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)

c The walls here have been engraved with incoherent labyrinths

e A sulphurous odor fills the corridor

i A narrow shaft descends from the corridor into a midden chamber below

m Spiked Pit Trap: CR 2; mechanical; Perception DC 20; Disable Device DC20; 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)

n A fountain of water sits in an alcove here

WanderingMonsters

1 1 x Shadow, lost and desperate

2 1 x Skeletal Champion, investigating a strange noise

3 5 x Human Zombie, consumed by disease and madness

4 1 x Ghoul, tracking the party

5 1 x Goblin Dog, investigating a strange noise

6 2 x Human Skeleton, trying to lure the party into an ambush

Room #1 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

→ Leads to room #2, inhabited by 1 x Giant Spider

West Entry Archway

Monster 1 x Ghoul

Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.;Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13(2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.;Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune tothis effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1,CMB +2, CMD 14

Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim+3; Weapon Finesse

Treasure: 3 gp, 20 sp; Alabaster (13 gp), Rock Quartz (12 gp), Zircon (50gp); hoard total 80 gp

Room #2 West Entry Archway

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

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→ Leads to room #1, inhabited by 1 x Ghoul

Monster 1 x Giant Spider

Giant Spider: CR 1, XP 400; N Medium Vermin; Init +3; Senses darkvision60 ft., tremorsense 60 ft.; Perception +4; AC 14, touch 13, flat-footed 11 (+3Dex, +1 natural); hp 16 (3d8+3); Fort +4, Ref +4, Will +1; Immune mind-affecting effects; Speed 30 ft., climb 30 ft.; Melee bite +2 (1d6 pluspoison); SA web (+5 ranged, DC 12, hp 2); Str 11, Dex 17, Con 12, Int -,Wis 10, Cha 2; Base Atk +2, CMB +2, CMD 15 (27 vs. trip)

Skills: Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs)

Treasure: 12 gp, 110 sp; Lapis Lazuli (10 gp), Obsidian (9 gp), Onyx (60gp); Scroll of True Strike (cr, 25 gp); hoard total 127 gp

Room #3 North Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

→ Leads to room #6, inhabited by 1 x Ghoul

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

→ Leads to room #12, inhabited by 3 x Human Skeleton

Room Features Lit candles are scattered across the floor, An overwhelming stench fills theroom

Room #4 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry #2 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp) (slides to one side, +1 to break DC)

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

→ Leads to room #5, inhabited by 2 x Dire Rat

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

→ Leads to room #13, inhabited by 1 x Darkmantle

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

→ Leads to room #11

Empty

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

→ Leads to room #9

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

→ Leads to room #4

East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

South Entry Archway

Room Features Part of the south wall has collapsed into the room, A forge and anvil sit inthe south-east corner of the room

Monster 2 x Dire Rat

Dire Rat: CR 1/3, XP 135; N Small Animal; Init +3; Senses low-light vision,scent; Perception +4; AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size); hp5 (1d8+1); Fort +3, Ref +5, Will +1; Speed 40 ft., climb 20 ft., swim 20 ft.;Melee bite +1 (1d4 plus disease); SA disease; Str 10, Dex 17, Con 13, Int 2,Wis 13, Cha 4; Base Atk +0, CMB -1, CMD 12 (16 vs. trip)

Skills and Feats: Climb +11, Perception +4, Stealth +11, Swim +11; SkillFocus (Perception)

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Room #6 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

→ Leads to room #11

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

South Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

→ Leads to room #3

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

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

→ Leads to room #10

Room Features A metallic odor fills the north side of the room, A rusted chisel lies in thenorth-west corner of the room

Monster 1 x Ghoul

Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.;Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13(2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.;Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune tothis effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1,CMB +2, CMD 14

Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim+3; Weapon Finesse

Treasure: 35 gp, 190 sp, 900 cp; Alabaster (10 gp), Malachite (11 gp), RoseQuartz (50 gp); Potion of Endure Elements (cr, 50 gp); hoard total 184 gp

Room #7 North Entry Unlocked Iron Door (hard 10, 60 hp)

→ Leads to room #8

East Entry Archway

Monster 2 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

Feats: Improved Initiative

Room #8 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry Unlocked Iron Door (hard 10, 60 hp)

→ Leads to room #7, inhabited by 2 x Human Skeleton

Room Features A fountain engraved with glowing runes sits in the west side of the room,Someone has scrawled "Lightning comes before thunder" on the north wall

Room #9 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

→ Leads to room #5, inhabited by 2 x Dire Rat

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

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Room Features A narrow shaft descends from the room into a natural cavern below,Someone has scrawled "Hely's Fellowship looted this place" in goblin runeson the west wall

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

→ Leads to room #6, inhabited by 1 x Ghoul

North Entry #2 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

Room Features A mouldy odor fills the room, A rusted gauntlet lies in the south-east cornerof the room

Room #11 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

→ Leads to room #4

West Entry Archway

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

→ Leads to room #6, inhabited by 1 x Ghoul

Trap Idol of Evil: CR 2; magic; Perception DC 22; Disable Device DC 22; Triggertouch (detect good); Reset automatic; Effect inflict wound (2d6 damage, DC10 Will save for half damage)

Room #12 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

→ Leads to room #3

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

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

Feats: Improved Initiative

Room #13 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

→ Leads to room #4

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

Room Features A fountain engraved with geometric patterns sits in the north-west corner ofthe room, Someone has scrawled "Thenda stands here, slain by a basilisk"in draconic script on the south wall

Monster 1 x Darkmantle

Darkmantle: CR 1, XP 400; N Small Magical Beast; Init +6; Sensesblindsight 90 ft., darkvision 60 ft., low-light vision; Perception +4; AC 15,touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size); hp 15 (2d10+4); Fort+5, Ref +3, Will +0; Speed 20 ft., fly 30 ft. (poor); Melee slam +3 (1d4 plusgrab); SA constrict (1d4+4), grab (any size), spell-like abilities CL 5th; Str11, Dex 15, Con 14, Int 2, Wis 11, Cha 10; Base Atk +2, CMB +1 (+5grapple), CMD 13 (can't be tripped)

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grapple), CMD 13 (can't be tripped)

Skills and Feats: Fly +5, Perception +4, Stealth +10; Improved Initiative

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