The Forsaken Halls of Lord Greywulf
Level 1
General
Dungeon Walls
Masonry (Climb DC 20)
Dungeon Floor
Flagstone
Temperature
Illumination
Corridors
Wandering
Monsters
Room #1
Warm
Average (shadowy in corridors, lamps or torches in most rooms)
Tripping Chain: CR 2; mechanical; location trigger; automatic reset;
multiple traps (tripping and melee attack); Atk +15 melee touch (trip), Atk
+15 melee (2d4+2, spiked chain); Search DC 15; Disable Device DC 18
Wall Blade Trap: CR 1; mechanical; touch trigger; automatic reset; hidden
switch bypass (Search DC 25); Atk +10 melee (2d4/x4, scythe); Search DC
22; Disable Device DC 22
A large demonic idol with ruby eyes sits in an alcove here
A large demonic idol with ruby eyes sits in an alcove here
Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (Fire Trap, 3rd
level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27;
Disable Device DC 27
Someone has scrawled "Explosive runes" here
Arrow Trap: CR 2; mechanical; location trigger; manual reset; Atk +12
ranged (3d6/x3); Search DC 22; Disable Device DC 20
Groaning fills the corridor
Withered corpses are nailed to the corridor walls
Camouflaged Pit Trap: CR 3; mechanical; location trigger; manual reset; DC
20 Reflex save avoids; 30 ft. deep (3d6, fall); multiple targets (first target
in each of two adjacent squares); Search DC 24; Disable Device DC 18
A putrid odor fills the corridor
Skeletons hang from chains and manacles against the walls
A toppled statue lies across the corridor
3 x Dire Rat, tracking the party
1 x Ghoul, scavenging for food and treasure
1 x Spider Swarm, investigating a strange noise
1 x 1st Level Warrior Duergar (dwarf), tracking the party
1 x Troglodyte, wandering senselessly
1 x 1st Level Warrior Drow (elf), scavenging for food and treasure
North Entry #1
Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)
The door is concealed behind a tapestry of vile acts
North Entry #2
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Leads to room #29
East Entry
South Entry
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Leads to room #3, inhabited by 1 x Darkmantle
Room Features
Trap
Hidden Treasure
A chute descends from the room into a magical cyst below, A hole has
been blasted into the north wall
Chain Flail: CR 1; mechanical; location trigger; repair reset; Atk +12 melee
(3d6); multiple targets (all targets in a 5 ft. radius burst); Search DC 22;
Disable Device DC 22
Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
120 gp; hoard total 120 gp
Room #2
North Entry
Unlocked Good Wooden Door (hard 5, 15 hp)
East Entry #1
Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry #2
Unlocked Strong Wooden Door (hard 5, 20 hp)
Room Features
Monster
Various torture devices are scattered throughout the room, Several torches
are scattered throughout the room
4 x Dire Rat
Dire rat: CR 1/3; Small animal; HD 1d8+1; hp 5; Init +3; Spd 40 ft. (8
squares), climb 20 ft.; AC 15 (+1 size, +3 dex, +1 natural), touch 14, flatfooted 12; Base Atk +0; Grp -4; Atk +4 melee (1d4 plus disease, bite); Full
Atk +4 melee (1d4 plus disease, bite); Space/Reach 5 ft./5 ft.; SA Disease;
SQ Low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10, Dex
17, Con 12, Int 1, Wis 12, Cha 4
Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4,
Swim +11; Alertness, Weapon Finesse
Room #3
North Entry
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Leads to room #1
West Entry
South Entry
Room Features
Monster
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Unlocked Strong Wooden Door (hard 5, 20 hp)
A magical idol in the south side of the room grants the ability to speak with
dragons to whomever offers a prayer to a goddess of animals (but only
once), A pile of empty flasks lies in the north-west corner of the room
1 x Darkmantle
Darkmantle: CR 1; Small magical beast; HD 1d10+1; hp 6; Init +4; Spd 20
ft. (4 squares), fly 30 ft. (poor); AC 17 (+1 size, +6 natural), touch 11, flatfooted 17; Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam); Full Atk +5
melee (1d4+4, slam); Space/Reach 5 ft./5 ft.; SA Darkness, improved grab,
constrict 1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3, Ref +2, Will +0; Str
16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*; Improved Initiative
Room #4
North Entry
West Entry
Room Features
Room #5
North Entry
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
The south and east walls have been engraved with glowing symbols,
Someone has scrawled "Death comes on silent wings" in dwarvish runes on
the east wall
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (Fire Trap, 3rd
level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC
level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC
27; Disable Device DC 27
South Entry
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset; Atk
+12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5
ft. squares); Search DC 20; Disable Device DC 20
Room Features
Room #6
North Entry
A chute falls into the room from above, A tapping sound can be heard in
the north-east corner of the room
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8,
60 hp)
Camouflaged Pit Trap: CR 3; mechanical; location trigger; manual
reset; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); multiple
targets (first target in each of two adjacent squares); Search DC 24;
Disable Device DC 18
East Entry
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Leads to room #7, inhabited by 1 x Homunculus
Monster
10 x Rat (animal)
Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2; Spd 15 ft. (3 squares),
climb 15 ft., swim 15 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12;
Base Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk +4 melee (1d3-4,
bite); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision, scent; AL N;
SV Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +14, Move Silently +10,
Swim +10; Weapon Finesse
Room #7
North Entry
West Entry
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to
break DC)
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Leads to room #6, inhabited by 10 x Rat
East Entry
Room Features
Monster
Archway
Spirals of black stones cover the floor, A sundered shield lies in the west
side of the room
1 x Homunculus
Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft. (4
squares), 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, bite); Full Atk +2
melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ
Construct 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
Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes
Room #8
Room #9
West Entry #1
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry #2
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
Room Features
A group of draconic faces have been carved into the north wall, A sour
odor fills the north-west corner of the room
North Entry #1
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
North Entry #2
Secret (Search DC 25) Locked Stone Door (Open Lock DC 25, break DC 28;
North Entry #2
Secret (Search DC 25) Locked Stone Door (Open Lock DC 25, break DC 28;
hard 8, 60 hp)
The door is opened by pulling an iron chain
West Entry #1
Stuck Stone Door (break DC 28; hard 8, 60 hp)
West Entry #2
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Large Net Trap: CR 2; mechanical; location trigger; manual reset; Atk
+5 melee (see note); Search DC 20; Disable Device DC 25; Note:
Characters in 10 ft. square are grappled by net (Str 18) if they fail a DC
14 Reflex save.
East Entry
Archway
Leads to room #24, inhabited by 1 x Homunculus
Room #10
Room Features
A tile mosaic of a legendary battle covers the floor, A simple fireplace sits
against the west wall
North Entry
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
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
West Entry #1
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Leads to room #26
West Entry #2
Room Features
Monster
Archway
Several alcoves are cut into the east wall, A set of demonic war masks
hangs on the south wall
2 x 1st Level Warrior Goblin
1st level warrior goblin: CR 1/3; Small humanoid (goblinoid); HD 1d8+1; hp
5; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 size, +1 dex, +2 leather armor,
+1 light shield), touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +2 melee
(1d6, morningstar) or +3 ranged (1d4, javelin); Full Atk +2 melee (1d6,
morningstar) or +3 ranged (1d4, javelin); Space/Reach 5 ft./5 ft.; SA -; SQ
Darkvision 60 ft.; AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con
12, Int 10, Wis 9, Cha 6
Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2;
Alertness
Room #11
North Entry
Unlocked Simple Wooden Door (hard 5, 10 hp)
Leads to room #25, inhabited by 1 x Large Monstrous Centipede
West Entry
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Leads to room #12
East Entry #1
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to
break DC)
East Entry #2
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ceiling Pendulum: CR 3; mechanical; timed trigger; automatic reset;
Atk +15 melee (1d12+8/x3, greataxe); Search DC 15; Disable Device
DC 27
East Entry #3
Room Features
Unlocked Stone Door (hard 8, 60 hp)
A narrow ledge runs along the south and east walls, Someone has scrawled
"It is awake" on the south wall
Room #12
North Entry #1
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
North Entry #2
Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Leads to room #11
Room Features
Room #13
East Entry
A magical mirror on the south wall answers questions with lies and
falsehoods, A large demonic idol with ruby eyes sits in the south-east
corner of the room
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
Trap
Swinging Block Trap: CR 1; mechanical; touch trigger; manual reset; Atk +5
melee (4d6, stone block); Search DC 20; Disable Device DC 20
Hidden Treasure
Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break DC 28;
hard 10, 60 hp)
70 gp; Full Plate (Medium) (1500 gp); hoard total 1570 gp
Room #14
North Entry
Archway
East Entry
Archway
South Entry
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp) (slides to one side, +1 to break DC)
Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset; Atk
+12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5
ft. squares); Search DC 20; Disable Device DC 20
Empty
Room #15
North Entry #1
Archway
North Entry #2
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East Entry #1
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Well-Camouflaged Pit Trap: CR 2; mechanical; location trigger; repair
reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Search DC 27;
Disable Device DC 20
East Entry #2
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
South Entry #1
Unlocked Good Wooden Door (hard 5, 15 hp)
South Entry #2
Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
The door is concealed within a horrific torture device
Room Features
Room #16
A tile mosaic of ancient mythology covers the floor, An iron chain hangs
from the ceiling in the south side of the room
East Entry #1
Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
East Entry #2
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Burning Hands Trap: CR 2; magic device; proximity trigger (alarm);
automatic reset; spell effect (Burning Hands, 1st level wizard, 1d4 fire,
DC 11 Reflex save half damage); Search DC 26; Disable Device DC 26
DC 11 Reflex save half damage); Search DC 26; Disable Device DC 26
South Entry #1
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
(magically reinforced, +10 to break DC)
South Entry #2
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features
Spirals of green stones cover the floor, A sundered helm lies in the northeast corner of the room
Monster
1 x Large Monstrous Centipede (vermin)
Large monstrous centipede: CR 1; Large vermin; HD 3d8; hp 13; Init +2;
Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural),
touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 plus
poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10
ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +3,
Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse
Hidden Treasure
Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
5000 cp; hoard total 50 gp
Room #17
East Entry
Room Features
Monster
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
A balcony hangs from the east wall, Someone has scrawled "Death comes
on silent wings" on the west wall
10 x Rat (animal)
Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2; Spd 15 ft. (3 squares),
climb 15 ft., swim 15 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12;
Base Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk +4 melee (1d3-4,
bite); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision, scent; AL N;
SV Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +14, Move Silently +10,
Swim +10; Weapon Finesse
Room #18
North Entry
Secret (Search DC 20) Trapped and Unlocked Stone Door (hard 8, 60 hp)
The door is located several feet above the floor and opened by twisting
an iron sconce
Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset;
Atk +10 ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20
West Entry
Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
The door is concealed within a mosaic of a god of love
Leads to room #24, inhabited by 1 x Homunculus
East Entry
Room Features
Monster
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
A stone dais sits in the north side of the room, Several empty bottles are
scattered throughout the room
1 x 1st Level Warrior Drow (elf)
1st level warrior drow: CR 1 (see text); Medium humanoid (elf); HD 1d8; hp
4; Init +1; Spd 30 ft. (6 squares); AC 16 (+1 dex, +4 chain shirt, +1 light
shield), touch 11, flat-footed 15; Base Atk +1; Grp +2; Atk +3 melee
(1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand crossbow); Full Atk +3
melee (1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand crossbow);
Space/Reach 5 ft./5 ft.; SA Poison, spell-like abilities; SQ Drow traits, spell
resistance 12; AL NE; SV Fort +2, Ref +1, Will -1*; Str 13, Dex 13, Con 10,
Int 12, Wis 9, Cha 10
Skills and Feats: Hide +0, Listen +2, Search +4, Spot +3; Weapon Focus
(rapier)
Treasure: 6000 cp; hoard total 60 gp
Room #19
North Entry
East Entry #1
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Leads to room #22
East Entry #2
Room Features
Trap
Room #20
North Entry
West Entry
Archway
Spirals of black stones cover the floor, Several pieces of rotting wood are
scattered throughout the room
Chain Flail: CR 2; mechanical; location trigger; repair reset; Atk +12 melee
(3d6); multiple targets (all targets in a 5 ft. radius burst); Search DC 20;
Disable Device DC 22
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Stuck Iron Door (break DC 28; hard 10, 60 hp)
Leads to room #27, inhabited by 9 x Tiny Monstrous Centipede
Monster
1 x Medium Monstrous Spider (vermin)
Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11; Init +3;
Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural), touch 13,
flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6 plus poison, bite);
Full Atk +4 melee (1d6 plus poison, bite); Space/Reach 5 ft./5 ft.; SA
Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N;
SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon Finesse
Treasure: 11 gp; hoard total 11 gp
Hidden Treasure
Unlocked Strong Wooden Chest (hard 5, 20 hp)
110 gp; hoard total 110 gp
Room #21
West Entry
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1
to break DC)
East Entry
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
Monster
1 x Troglodyte Zombie
Troglodyte zombie: CR 1; Medium undead; HD 4d12+3; hp 29; Init -2; Spd
30 ft. (6 squares; can't run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed
16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1, greatclub) or +3 melee
(1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); Full
Atk +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
Trap
Room #22
North Entry
Inflict Light Wounds Trap: CR 2; magic device; touch trigger; automatic
reset; spell effect (Inflict Light Wounds, 1st level cleric, 1d8+1, DC 11
Will save half damage); Search DC 26; Disable Device DC 26
Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
The door is concealed behind a statue of an ancient lich, and opened
by pressing runes on his staff
West Entry
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Leads to room #19
East Entry
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Empty
Room #23
East Entry
South Entry
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Spiked Pit Trap: CR 3; mechanical; location trigger; manual reset; DC
20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first
target in each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee,
1d4 spikes per target for 1d4+2 each); Search DC 21; Disable Device
DC 20
Monster
1 x Darkmantle
Darkmantle: CR 1; Small magical beast; HD 1d10+1; hp 6; Init +4; Spd 20
ft. (4 squares), fly 30 ft. (poor); AC 17 (+1 size, +6 natural), touch 11, flatfooted 17; Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam); Full Atk +5
melee (1d4+4, slam); Space/Reach 5 ft./5 ft.; SA Darkness, improved grab,
constrict 1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3, Ref +2, Will +0; Str
16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*; Improved Initiative
Room #24
North Entry
Trapped and Unlocked Iron Door (hard 10, 60 hp)
Wall Blade Trap: CR 1; mechanical; touch trigger; automatic reset;
hidden switch bypass (Search DC 25); Atk +10 melee (2d4/x4, scythe);
Search DC 22; Disable Device DC 22
West Entry
Archway
Leads to room #9
East Entry
Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
The door is concealed within a mosaic of a god of love
Leads to room #18, inhabited by 1 x 1st Level Warrior Drow
South Entry
Monster
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
1 x Homunculus
Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft. (4
squares), 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, bite); Full Atk +2
melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ
Construct 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
Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes
Room #25
West Entry
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side,
+1 to break DC)
East Entry #1
Archway
East Entry #2
Archway
South Entry
Unlocked Simple Wooden Door (hard 5, 10 hp)
Leads to room #11
Monster
1 x Large Monstrous Centipede (vermin)
Large monstrous centipede: CR 1; Large vermin; HD 3d8; hp 13; Init +2;
Large monstrous centipede: CR 1; Large vermin; HD 3d8; hp 13; Init +2;
Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural),
touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 plus
poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10
ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +3,
Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse
Trap
Room #26
North Entry
West Entry
East Entry
Thunderstone Mine: CR 2; magic device; location trigger; no reset; thunder
blast (2d6 sonic damage, DC 12 Fort save for half damage); multiple targets
(all targets in a 10 ft. radius burst); Search DC 22; Disable Device DC 22
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Stuck Iron Door (break DC 28; hard 10, 60 hp)
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Leads to room #10, inhabited by 2 x 1st Level Warrior Goblin
Empty
Room #27
North Entry
East Entry #1
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Stuck Iron Door (break DC 28; hard 10, 60 hp)
Leads to room #20, inhabited by 1 x Medium Monstrous Spider
East Entry #2
South Entry
Unlocked Simple Wooden Door (hard 5, 10 hp) (magically reinforced, +10
to break DC)
Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
The door is located near the ceiling and concealed behind a pile of
broken stone
Room Features
Monster
A briny odor fills the room, A pile of rotten fruit lies in the south-west
corner of the room
9 x Tiny Monstrous Centipede (vermin)
Tiny monstrous centipede: CR 1/8; Tiny vermin; HD 1/4 d8; hp 1; Init +2;
Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flatfooted 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite);
Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA
Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will
+0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #28
North Entry
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
Stone Blocks from Ceiling: CR 3; mechanical; location trigger; repair
reset; Atk +10 melee (4d6, stone blocks); Search DC 25; Disable
Device DC 20
East Entry
Secret (Search DC 25) Locked Stone Door (Open Lock DC 25, break DC 28;
hard 8, 60 hp)
A trap door in the floor leads to a short tunnel beneath the wall
Room Features
The floor is covered in perfect hexagonal tiles, A sundered axe lies in the
Room Features
Room #29
East Entry
South Entry
The floor is covered in perfect hexagonal tiles, A sundered axe lies in the
west side of the room
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Leads to room #1
Room Features
Someone has scrawled "Bonda fell here, not quick enough" on the south
wall, A pile of torches lies in the south side of the room
The Forsaken Halls of Lord Greywulf
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