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 The Black Keep Level 2

The Black Keep 02

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Level 2 random dungeon pathfinder

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The Black Keep

Level 2

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General Dungeon Walls Reinforced Masonry (Climb DC 20)

Dungeon Floor Flagstone

Temperature Cool

Illumination Average (shadowy in corridors, lamps or torches in most rooms)

Corridors a A mouldy odor fill s t he corridor

c Howling fills the corridor

e A narrow shaft falls into the corridor from above

i A chute falls into the corridor from above

m The scent of urine fills the corridor

n Rusting iron spikes line the walls

r A toppled statue lies across the corridor

s Fire Spray: CR 3; magic; Perception DC 20; Disable Device DC 22; Trigger

proximity (alarm); Reset none; Effect fire spray (1d6 fire damage, DC 10Reflex save for half damage)

u A narrow shaft falls into the corridor from above

v The walls here have been engraved with incoherent labyrinths

w Screaming fills the corridor

x Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27;Trigger proximity (alarm); Reset none; Effec t spell effect (acid arrow, Atk+2 ranged touch, 2d4 acid damage for 4 rounds)

z Ice Dart Trap: CR 1; magic; Perception DC 22; Disable Device DC 20;Trigger visual (arcane eye); Reset none; Effect Atk +12 ranged (3d6 cold)

WanderingMonsters

1 1 x Wererat (Hybrid Form), lost and desperate

2 1 x Choker, lost and desperate

3 1 x Dark Creeper, searching for an object stolen from their lair

4 4 x Vegepygmy, wielding bizarre eldritch powers

5 2 x Human Skeleton, searching for an object stolen from their lair

6 1 x Darkmantle, tracking the party

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

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

East Entry  Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

  A bookcase and concealed door pivots smoothly

Room Features Part of the ceiling has collapsed into the room, An overwhelming stenchfills the room

Room #2 North Entry  Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

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!  Leads to room #14

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

East Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

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

Empty  

Room #3 North Entry  Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

West Entry  Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) (sl idesdown, +1 to break DC)

East Entry  Archway

!  Leads to room #12

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

  Earthmaw Trap: CR 2; magic; Perception DC 22; Disable Device DC

22; Trigger location; Reset none; Effect earthmaw (2d6 damage, DC 10Reflex save for half damage)

Room Features Spirals of red stones cover the floor, Someone has scrawled "In the Jungleof Charms, when death becomes life and the hound betrays the master, theShield of Allegiance shall be destroyed" in goblin runes on the east wall

Monster 1 x Bat Swarm

Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Sensesblindsense 20 ft., low-light vision; Perception +15; AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DAswarm traits; Immune weapon damage; Speed 5 ft., fly 40 ft. (good); Meleeswarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding;Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4; Base Atk +2, CMB --, CMD --;SQ swarm traits

Skills and Feats: Fly +12, Perception +15; Li ghtning Reflexes, Skill Focus(Perception)

Room #4 North Entry  Secret (Search DC 30) Unlocked S imple Wooden Door (hard 5, 10 hp)

  The door is located above a small stone dais and concealed behind a

pile of broken stone

South Entry  Secret (Search DC 30) Trapped and Unlocked Good Wooden Door (hard 5,15 hp)

  The door is concealed by an ill usion

  Thunderstone Mine: CR 2; magic; Perception DC 22; Disable Device

DC 20; Trigger location; Reset none; Effect thunder blast (1d6 sonicdamage, DC 10 Fort save for half damage); multiple targets (all targets

in a 10 ft. radius burst)

Room Features Someone has scrawled a large X on the east wall, Several wax blobs arescat tered throughout the room

Monster 1 x Dark Stalker

Dark Stalker: CR 4, XP 1200; CN Medium Humanoid (dark folk) ; I nit +4;Senses see in darkness; Perception +8; AC 18, touch 14, flat-footed 14 (+2armor, +4 Dex, +2 natural); hp 39 (6d8+12); Fort +4, Ref +9, Will +2; Weaklight blindness; Speed 30 ft.; Melee 2 short swords +6/+6 (1d6+2 pluspoison/19-20); SA death throes, sneak attack (+3d6), spell-like abilities CL6th; Str 14, Dex 18, Con 14, Int 9, Wis 11, Cha 13; Base Atk +4, CMB +6,CMD 20; SQ poison use

Skills and Feats: Climb +10, Perception +8, Sleight of Hand +5, Stealth +8; 

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ou e ce, wo- eapon g ng, e apon nesse

Treasure: 82 gp, 270 sp, 700 cp; Aquamarine (600 gp), Carnelian (50 gp), Je t (80 gp) , Rose Quartz (45 gp); Oil of Light (c r, 25 gp), Potion of CureLight Wounds (cr, 50 gp), Potion of Reduce Person (cr, 50 gp), Potion of Remove Fear (cr, 50 gp), Potion of Stabilize (cr, 25 gp), Scroll of CharmPerson (cr, 25 gp), Scroll of Endure Elements (cr, 25 gp), Scroll of Ray of Enfeeblement (cr, 25 gp); hoard total 1166 gp

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

East Entry  Secret (Search DC 30) Unlocked S imple Wooden Door (hard 5, 10 hp)

  The door is concealed behind a stat ue of a hydra, and opened byreaching into several of its mouths

Trap Ice Dart Trap: CR 4; magic; Perception DC 20; Disable Device DC 20;Trigger proximity (alarm); Reset none; Effect Atk +10 ranged (4d6 cold)

Hidden Treasure Hidden (Search DC 25) Trapped and Locked S trong Wooden Chest (OpenLock DC 20, break DC 25; hard 5, 20 hp)

Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27;Trigger proximity (alarm); Reset none; Effec t spell effect (acid arrow, Atk+2 ranged touch, 2d4 acid damage for 4 rounds)

2 gp, 50 sp, 100 cp; Turquoise (10 gp), Turquoise (11 gp); Copper scepte rwith gold inlay (50 gp), Crystal egg with silve r stand (50 gp), Crystal skull

(80 gp), Engraved gold scarab (75 gp), Gold statue of a dragon (110 gp),Ivory bowl with animal carvings (40 gp), Porcelain doll with furs and jewel ry (80 gp); hoard total 514 gp

Room #6 South Entry  Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15;hard 5, 10 hp)

  Javelin Trap: CR 2; mechanica l; Perception DC 20; Disable Device DC

20; Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)

Room Features A mural of ancient mythology covers the ceiling, A large demonic idol withruby eyes s its in the east side of the room

Room #7 North Entry  Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)

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

East Entry #2 Archway

East Entry #3 Archway

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

South Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;hard 5, 15 hp)

  Wall Scy the Trap: CR 4; mechanica l; Perception DC 20; Disable

Device DC 20; Trigger location; Reset automatic reset; Effect Atk +20melee (2d4+6/x4)

Room Features Lit candles are scattered across the floor, Someone has scrawled an aliensymbol on the west wall

Room #8 East Entry #1 Archway

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

East Entry #3 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

  Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable

Device DC 20 Tri er location Reset manual Effect 30 ft. dee it

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 (3d6 falling damage); DC 20 Reflex avoids; multiple t argets (a ll t argetsin a 10 ft. square area)

East Entry #4 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp) (slides to one side, +1 to break DC)

South Entry  Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

Room Features A narrow shaft descends from the room into a midden chamber below,Someone has s crawled "The Rosewood Staff lie s in blood" on the north wall

Room #9 North Entry  Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;hard 5, 10 hp)

  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)

West Entry #1 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

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

opening her eyes

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

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

Room Features A forge and anvil s it in the east side of the room, The ceiling i s coveredwith cracks

Room #10 North Entry  Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

West Entry  Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10

hp)

East Entry  Archway

Room Features A wooden platform hangs over a deep pit in the north-west corner of theroom, The floor is covered in square tiles, alternating white and black

Monster 1 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Sensesdarkvision 120 ft., scent; Perception +2; AC 15, touch 14, flat-footed 11 (+4Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease,poison; Weak light blindness; Speed 40 ft., climb 30 ft.; Melee club +5(1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str14, Dex 19, Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19;

SQ expert climberSkills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns);Improved Initiat ive, Lightning Reflexes

Treasure: 30 pp, 180 gp; hoard total 480 gp

Room #11 North Entry  Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

  Earthmaw Trap: CR 2; magic; Perception DC 20; Disable Device DC

22; Trigger location; Reset none; Effect earthmaw (2d6 damage, DC 10Reflex save for half damage)

West Entry #1 Secret (Search DC 20) S tuck Good Wooden Door (break DC 18; hard 5, 15hp)

  The door is concealed behind a statue of a troll archer and o ened b

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  ,

pulling an arrow in its quiver

West Entry #2 Archway

West Entry #3 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)

East Entry  Unlocked Simple Wooden Door (hard 5, 10 hp) ( slides to one side, +1 tobreak DC)

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

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

South Entry #3 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to breakDC)

Room Features The floor is covered in perfect hexagonal tiles, Someone has scrawled "Killthem with fire" on the south wall

Monster 1 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3;Senses see in darkness; Perception +4; AC 16, touch 14, flat-footed 13 (+2armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weaklight blindness; Speed 30 ft.; Melee dagger +6 (1d3/19-20 plus poison); SAdeath throes, s neak att ack (+1d6), spell-like abilities CL 3rd; St r 11, Dex17, Con 14, Int 9, Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poisonuse, rag armor

Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12;Skill Focus (Sleight of Hand), Weapon Finesse

Treasure: 4 pp, 61 gp, 22 sp; Rhodochrosite (8 gp), Turquoise (10 gp); 2 xPotion of Levitate (cr, 300 gp), Scroll of Summon Nature's Ally II (cr, 150gp); hoard total 871 gp 2 sp

Room #12 North Entry  Archway

!  Leads to room #13, inhabited by 1 x Choker

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

West Entry #2 Archway!  Leads to room #3, inhabited by 1 x Bat Swarm

East Entry  Secret (Search DC 30) S tuck Good Wooden Door (break DC 18; hard 5, 15hp)

  A bookcase and concealed door pivots smoothly

Room Features A stair ascends to a wooden platform in the center of the room, A circle of tall stones stands in the north-west corner of the room

Room #13 East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry #2 Archway

East Entry #3 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)

East Entry #4 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

South Entry  Archway

!  Leads to room #12

Monster 1 x Choker

Choker: CR 2, XP 600; CE Small Aberration; Init +6; Senses darkvi sion 60

ft. ; Perception +1; AC 17, touch 13, fla t-footed 15 (+2 Dex, +4 natural, +1 

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  , , ., .Melee 2 tentacles +6 (1d4+3 plus grab); Space 5 ft.; Reach 10 ft.; SAconstrict (1d4+3), strangle, grab (Large); Str 16, Dex 14, Con 13, Int 4, Wis13, Cha 7; Base Atk +2, CMB +4 (+8 grappling), CMD 16; SQ quickness

Skills and Feats: Climb +16, Stealth +13; Improved Initiative, Skill Focus(Stealth)

Treasure: 4 pp, 35 gp, 85 sp, 190 cp; Alabaster (12 gp), Rock Quartz (7 gp);Oil of Grease (cr, 50 gp), Potion of Virtue (cr, 25 gp), Scroll of PerniciousPoison (um, 150 gp); hoard total 329 gp 4 sp

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

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

South Entry #2 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

!  Leads to room #2

Room Features A stream of water flows along a channel in the floor, A rattling noise fillsthe room

Room #15 North Entry  Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

  Rune of Dread: CR 4; magic ; Perception DC 20; Disable Dev ice DC 22;

Trigger proximity (alarm); Reset none; Effect fear (frightened for 1d4rounds, DC 14 Will save negates); multiple targets (all targets in a 10ft. radius burst)

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

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

East Entry  Iron Portculli s ( lif t DC 25, break DC 28; hard 10, 60 hp)

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

Monster 4 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: 22 gp; Masterwork Breastplate (350 gp), Masterwork Shortsword(310 gp); Oil of Mage Armor (cr, 50 gp), Potion of Resistance (cr, 25 gp);hoard total 757 gp

Room #16 East Entry  Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry  Archway

Room Features The floor is covered in square tiles, alternating white and black, The flooris covered with stone rubble

 

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Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Sensesdarkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed 12 (+2 Dex,+2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affectingeffects; Speed 40 ft., climb 40 ft.; Melee bite +2 (1d6-1 plus poison); SApoison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1,CMD 11 (can't be tripped)

Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

Room #17 North Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

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

Empty  

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