The Magery 04-4

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    The Magery

    Level 4

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    General Dungeon Walls Masonry (Climb DC 20)

    Dungeon Floor Natural Stone (move at half speed, can't charge or run, +5 to Balance andTumble DC)

    Temperature Very Hot (creatures must succeed on a Fortitude saving throw each hour(DC 15, +1 per previous check) or take 1d4 points of non-lethal damage;creatures wearing heavy clothing or any type of armor take a -4 penalty ontheir saves; a creature that takes any non-lethal damage from heat

    exposure suffers from heatstroke and is fatigued)

    Illumination Average (shadowy in corridors, magical light in most rooms)

    Corridors a A thumping sound fills the corridor

    c Electrifi ed Floortile: CR 4; magic device; location trigger; no reset; electricshock (6d6 electricity damage, DC 10 Reflex save for half damage);multiple targets (all targets in a 10 ft. sqare); Search DC 20; DisableDevice DC 20

    e Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spelleffect (Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save halfdamage); Search DC 28; Disable Device DC 28

    i Earthmaw Trap: CR 5; magic device; location trigger; no reset; earthmaw(6d6 damage, DC 14 Reflex save for half damage); Search DC 24; DisableDevice DC 22

    m A narrow shaft descends from the corridor into a natural cavern below

    n Burning torches in iron sconces line the corridor

    r A sulphurous odor fill s the corridor

    s Sepia Snake Sig il Trap: CR 4; spell; spell trigger; no reset; spell eff ect(Sepia Snake Sigil, 5th level wizard, DC 14 Reflex save negates ); Sea rchDC 28; Disable Device DC 28

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

    v A 10-foot wide chasm cuts ac ross the corridor

    w A stream of oil cuts across the corridor

    x Several alcoves are cut into the walls here

    z The walls here have been engraved with glowing runes

    WanderingMonsters

    1 5 x Small Animated Object, consumed by disease and madness

    2 2 x Troglodyte Zombie, scavenging for food and treasure

    3 4 x Small Animated Object, wielding bizarre eldritch powers

    4 2 x Small Water Elemental, investiga ting a st range noise

    5 3 x Small Earth Elemental, investigat ing a st range noise

    6 1 x Mimic, hunting for food

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

    West Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

    Room Features A fountain decorated with six gargoyles sits in the south-east corner of the

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    Monster 1 x Mimic

    Mimic: CR 4; Large aberration (shapechanger); HD 7d8+21; hp 52; Init +1;Spd 10 ft. (2 squares); AC 15 (-1 size, +1 dex, +5 natural), touch 10, flat-footed 15; Base Atk +5; Grp +13; Atk +9 melee (1d8+4, slam); Full Atk +9melee (1d8+4, 2 slams); Space/Reach 10 ft./10 ft.; SA Adhesive, crush; SQDarkvision 60 ft., immunity to acid, mimic shape; AL N; SV Fort +5, Ref +5,Will +6; Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10

    Skills and Feats: Climb +9, Disguise +13, Listen +8, Spot +8; Alertness,Lightning Reflexes, Weapon Focus (slam)

    Treasure: 60 gp; hoard total 60 gp

    Room #2 North Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

    Rune of Hypnosis: CR 5; magic device; proximity trigger (alarm); no

    reset; hypnosis (fascinated for 1d4 rounds, DC 10 Will save negates);multiple targets (all targets in a 10 ft. radius burst); Search DC 22;Disable Device DC 20

    North Entry #2 Archway

    ! Leads to room #28, inhabited by 4 x Small Earth Elemental

    West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)

    Room Features Several square holes are cut into the south and east walls, A tapestry ofarcane patterns hangs from the east wall

    Monster 9 x Tiny Animated Object

    Tiny animated objec t: CR 1/2; Tiny construct; HD 1/2 d10; hp 2; Init +2;Spd 40 ft. (8 squares); 50 ft. legs, 60 ft. multiple legs; 80 ft. wheels; AC 14(+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -9; Atk +1melee (1d3-1, slam); Full Atk +1 melee (1d3-1, slam); Space/Reach 2-1/2ft./0 ft .; SA See tex t; SQ Construct traits , darkvision 60 ft., low-light vision;also see text; AL N; SV Fort +0, Ref +2, Will -5; Str 8, Dex 14, Con -, Int -,Wis 1, Cha 1

    Skills and Feats: -; -

    Trap Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm);automatic reset; spell effect (Lightning Bolt, 10th level wizard, 10d6electricit y, DC 14 Reflex save half damage); Search DC 28; DisableDevice DC 28

    Hidden Treasure Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 20,break DC 25; hard 5, 20 hp)

    30000 sp; Divine Scroll (Cure Light Wounds (25 gp), Magic Weapon (25gp), Lesser Restoration (150 gp)) (total 200 gp); hoard total 3200 gp

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

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

    Room Features A magical statue in the east side of the room answers questions with liesand falsehoods, A well lies in the west side of the room

    Monster 1 x Gibbering Mouther

    Gibbering mouther: CR 5; Medium aberration; HD 4d8+24; hp 42; Init +1;Spd 10 ft. (2 squares), swim 20 ft.; AC 19 (+1 dex, +8 natural), touch 11,flat-footed 18; Base Atk +3; Grp +3; Atk +4 melee (1, bite) or +4 rangedtouch (1d4 acid plus blindness, spittle); Full Atk +4 melee (1, 6 bites) and+4 ranged touch (1d4 acid plus blindness, spittle); Space/Reach 5 ft./5 ft.;SA Gibbering, spittle, improved grab, blood drain, engulf, groundmanipulat ion; SQ Amorphous, damage reduction 5/bludgeoning, darkvis ion60 ft.; AL N; SV Fort +7, Ref +4, Will +5; Str 10, Dex 13, Con 22, Int 4, Wis

    13, Cha 13

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    Room #13 West Entry #1 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)

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

    ! Leads to room #30, inhabited by 4 x Small Earth Elemental

    East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp) (slides to one side, +1 to break DC)

    South Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp)

    Room Features A tile labyrinth covers the floor, A torn backpack lies in the south-westcorner of the room

    Room #14 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    ! Leads to room #19

    North Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15;hard 5, 10 hp)

    Burning Hands Trap: CR 2; magic device; proximity trigger (ala rm);

    automatic reset; spell effect (Burning Hands, 1st level wizard, 1d4 fire,

    DC 11 Reflex save half damage); Search DC 26; Disable Device DC 26West Entry Trapped Iron Portcull is ( lif t DC 25, break DC 28; hard 10, 60 hp)

    Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm);

    automatic reset; spell effect (Lightning Bolt, 5th level wizard, 5d6electricit y, DC 14 Reflex save half damage); Search DC 28; DisableDevice DC 28

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

    Room Features The floor is covered in perfect hexagonal tiles, A blood-soaked blanket liesin the east side of the room

    Monster 3 x Tiny Animated Object

    Tiny animated objec t: CR 1/2; Tiny construct; HD 1/2 d10; hp 2; Init +2;Spd 40 ft. (8 squares); 50 ft. legs, 60 ft. multiple legs; 80 ft. wheels; AC 14(+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -9; Atk +1melee (1d3-1, slam); Full Atk +1 melee (1d3-1, slam); Space/Reach 2-1/2ft./0 ft .; SA See tex t; SQ Construct traits , darkvision 60 ft., low-light vision;also see text; AL N; SV Fort +0, Ref +2, Will -5; Str 8, Dex 14, Con -, Int -,Wis 1, Cha 1

    Skills and Feats: -; -

    Room #15 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

    West Entry #1 Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 30,break DC 18; hard 5, 15 hp)

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

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

    East Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2 to break DC)

    Room Features A faded and torn tapestry hangs from the west wall, A pile of wax blobslies in the north-west corner of the room

    Room #16 North Entry #1 Archway

    ! Leads to room #4, inhabited by 1 x Chimera Skeleton

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

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    Ghoul Touch Trap: CR 3; magic device; touch trigger; automatic reset;

    spell effect (Ghoul Touch, 3rd level wizard, DC 13 Fort save negates);Search DC 27; Disable Device DC 27

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

    ! Leads to room #20

    Monster 4 x Small Animated Object

    Small animated object: CR 1; Small construct; HD 1d10+10; hp 15; Init +1;Spd 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels; AC 14

    (+1 size, +1 dex, +2 natural) , touch 12, f lat -footed 13; Base Atk +0; Grp -4;Atk +1 melee (1d4, slam); Full Atk +1 melee (1d4, slam); Space/Reach 5ft./5 ft .; SA See tex t; SQ Construct traits , darkvision 60 ft., low-light vision;also see text; AL N; SV Fort +0, Ref +1, Will -5; Str 10, Dex 12, Con -, Int -,Wis 1, Cha 1

    Skills and Feats: -; -

    Trap Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm);automatic reset; spell effect (Lightning Bolt, 10th level wizard, 10d6electricit y, DC 14 Reflex save half damage); Search DC 28; DisableDevice DC 28

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

    400 gp; hoard total 400 gp

    Room #17 North Entry Archway

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

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

    Empty

    Room #18 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

    Room Features A faded and torn tapestry hangs from the west wall, Several headlessstatues are scattered throughout the room

    Monster 4 x Small Fire El emental

    Small fire elemental: CR 1; Small elemental (fire, extraplanar); HD 2d8; hp9; Init +5; Spd 50 ft. (10 squares); AC 15 (+1 size, +1 dex, +3 natural),touch 12, fla t-footed 14; Base Atk +1; Grp -3; Atk +3 melee (1d4 plus 1d4fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam); Space/Reach 5 ft./5ft.; SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire,vulnerability to cold; AL N; SV Fort +0, Ref +4, Will +0; Str 10, Dex 13,Con 10, Int 4, Wis 11, Cha 11

    Skills and Feats: Listen +2, Spot +3; Dodge, Improved Initiative, WeaponFinesse

    Room #19 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

    ! Leads to room #14, inhabited by 3 x Tiny Animated Object

    Empty

    Room #20North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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    ! Leads to room #16, inhabited by 4 x Small Animated Object

    West Entry Archway

    ! Leads to room #5

    Room Features Spirals of white stones cover the floor, A shattered club lies in the southside of the room

    Room #21 South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

    ! Leads to room #22, inhabited by 5 x Shrieker (fungus)

    Monster 5 x Troglodyte Zombie

    Troglodyte zombie: CR 1; Medium undead; HD 4d12+3; hp 29; Init -2; Spd30 ft. (6 squares; can't run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1, greatclub) or +3 melee(1d4+1, bite ) or +3 melee (1d6+1, s lam) or +0 ranged (1d6+1, javel in); FullAtk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee(1d6+1, slam) or +0 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft; SA -;SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,undead traits; AL NE; SV Fort +1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1

    Skills and Feats: -; Toughness

    Hidden Treasure Hidden (Search DC 20) Trapped and Locked S imple Wooden Chest (OpenLock DC 20, break DC 15; hard 5, 10 hp)

    Burning Hands Trap: CR 3; magic device; proximity trigger (alarm);automatic reset; spell effect (Burning Hands, 5th level wizard, 5d4 fire, DC11 Reflex save half damage); Search DC 26; Disable Device DC 26

    12000 sp; hoard total 1200 gp

    Room #22 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

    ! Leads to room #21, inhabited by 5 x Troglodyte Zombie

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

    East Entry Secret (Search DC 30) Locked I ron Door (Open Lock DC 40, break DC 28;hard 10, 60 hp) (slides to one side, +1 to break DC)

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

    ! Leads to room #27, inhabited by 5 x Quasit ( demon)

    Monster 5 x Shrieker (fungus)

    Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft. ; AC 8 (-5dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk-; Space/Reach 5 ft./0 ft. ; SA Shriek; SQ Low-light vision, plant traits; ALN; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1

    Skills and Feats: -; -

    Room #23 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Monster 3 x Homunculus

    Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft. (4squares), fly 50 ft. (good); AC 14 (+2 dex, +2 size), touch 14, flat-footed 12;Base Atk +1; Grp -8; Atk +2 melee (1d4-1 plus poison, bit e); Full Atk +2melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQConstruct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref+4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7

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    Room #24 North Entry Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)

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

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

    Earthmaw Trap: CR 5; magic device; locat ion trigger; no reset ;

    earthmaw (5d6 damage, DC 14 Reflex save for half damage); SearchDC 22; Disable Device DC 24

    Room Features The floor is covered in square tiles, alternating white and black, Someonehas scrawled "When the Crown is broken, the Scepter of Bells shall bedestroyed." on the north wall

    Room #25 North Entry #1 Archway

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

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

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

    Room Features A magical mirror on the west wall answers questions with insults, Achirping noise fills the room

    Room #26 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Room Features Several square holes are cut into the ceiling and floor, A pile of shatteredweapons lies in the south-east corner of the room

    Room #27 North Entry #1 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

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

    ! Leads to room #22, inhabited by 5 x Shrieker (fungus)

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

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

    Room Features An animated bas relief on the south wall answers simple questions aboutthe dungeon (points directions), A stone ramp ascends towards the southwall

    Monster 5 x Quasit (demon)

    Quasit: CR 2; Tiny outsider (chaotic, extraplanar, evil); HD 3d8; hp 13; Init+7; Spd 20 ft. (4 squares), fly 50 ft. (perfect); AC 18 (+2 size, +3 dex, +3

    natural), touch 15, fla t-footed 15; Base Atk +3; Grp -6; Atk +8 melee (1d3-1plus poison, claw); Full Atk +8 melee (1d3-1 plus poison, 2 claws) and +3melee (1d4-1, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison, spell-likeabilities; SQ Alternate form, damage reduction 5/cold iron or good,darkvision 60 ft., fast healing 2, immunity to poison, fire resistance 10; ALCE; SV Fort +3, Ref +6, Will +4; S tr 8, Dex 17, Con 10, Int 10, Wis 12, Cha10

    Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide+17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9,Search +6, Spellcraft +6, Spot +6; Improved Initiative, Weapon Finesse

    Room #28 East Entry Secret (Search DC 25) Trapped and Locked I ron Door (Open Lock DC 25,

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    Skills and Feats: Listen +3, Spot +2; Power Attack

    Room #31 West Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Burning Hands Trap: CR 2; magic device; proximity trigger (ala rm);

    automatic reset; spell effect (Burning Hands, 1st level wizard, 1d4 fire,DC 11 Reflex save half damage); Search DC 26; Disable Device DC 26

    East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)

    Monster 4 x Small Water Elemental

    Small water elemental: CR 1; Small elemental (water, extraplanar); HD2d8+2; hp 11; Init +0; Spd 20 ft. (4 squares), swim 90 ft.; AC 17 (+1 size , +6natural), touch 11, flat-footed 17; Base Atk +1; Grp -1; Atk +4 melee(1d6+3, slam); Full Atk +4 melee (1d6+3, slam); Space/Reach 5 ft./5 ft.; SAWater mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits; ALN; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha11

    Skills and Feats: Listen +2, Spot +3; Power Attack

    The Magery by drowhttp://donjon.bin.sh/

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