Level 1
General
Dungeon Walls
Dungeon Floor
Flagstone
Temperature
Illumination
Corridors
Wandering
Monsters
Room #1
Warm
Average (shadowy in corridors, lamps or torches in most rooms)
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
1 x 1st Level Warrior Drow (elf), scavenging for food and treasure
North Entry #1
North Entry #2
East Entry
South Entry
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
East Entry #1
East Entry #2
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
West Entry
South Entry
Room Features
Monster
Room #4
North Entry
West Entry
Room Features
Room #5
North Entry
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
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
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
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
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
West Entry #2
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
West Entry
East Entry #1
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to
break DC)
East Entry #2
East Entry #3
Room Features
Room #12
North Entry #1
North Entry #2
West Entry
East Entry
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
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
East Entry #1
East Entry #2
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
South Entry #1
South Entry #2
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
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
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
(magically reinforced, +10 to break DC)
South Entry #2
Room Features
Spirals of green stones cover the floor, A sundered helm lies in the northeast corner of the room
Monster
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
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
East Entry
Room Features
Monster
Room #19
North Entry
East Entry #1
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
Monster
Hidden Treasure
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
West Entry
West Entry
East Entry
Empty
Room #23
East Entry
South Entry
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
West Entry
Archway
Leads to room #9
East Entry
South Entry
Monster
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
Monster
Room #26
North Entry
West Entry
East Entry
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
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