Escolar Documentos
Profissional Documentos
Cultura Documentos
- Floor: All floors in the dungeon are Flagstone. Like masonary walls, flagstone
floors are made of fitted stones, they are usually cracked and only somewhat
level. Slime and mold grows in these cracks. Sometimes water runs in rivulets
between the stones or sits in stagnant puddles. Flagstone is the most
common dungeon floor.
- Ceiling: The average heigth of the ceiling in the dungeon is 15 ft.
- Doors: All doors have their qualities listed in the room descriptions below.
You may replace any or all doors with different types. An average door would
have the following qualities (Wooden Door: 1in. thick; hardness 5; hp 10; AC5;
break DC 18).
- Light: Many rooms are lightless. A light source is required for characters to
see without darkvision.
- Ventilation: All rooms contain an adequate air supply. The air is renewed
from small vents leading to the exterior of the dungeon. These vents are
individually too small for any but Fine creatures to navigate.
WANDERING MONSTERS
Monsters wander in areas of the dungeon not already populated with
monsters. For every 4 hours the PCs spend in the dungeon, roll d% on the
following table while the PCs are in an accessible hallway or room.
(Characters who have locked themselves in a room or secret area are
immune from wandering encounters.) On a roll of 41 or higher, no encounter
occurs. On a roll of 1-40, read the result on the table and apply the suggested
encounter.
d%
Monster Information
1-8
Ogre Mages (2): hp 32, 36.
[Amount: 1d3, HD: 5d8+15 (37), CR: 8, Source: Monster Manual]
9-16 Avolakai (1): hp 83.
[Amount: 1, HD: 10d8+30 (75), CR: 10, Source: Monster Manual II]
17-24 Stonesingers (2): hp 86, 78.
[Amount: 1d3+1, HD: 9d8+36 (76), CR: 7, Source: Monster Manual III]
25-32 Bloodhulk Giant (4): hp 193, 203, 199, 203.
[Amount: 1d3+2, HD: 14d12+106 (106), CR: 6, Source: Monster Manual IV]
33-40 Behirs (1): hp 95.
[Amount: 1d3, HD: 9d10+45 (94), CR: 8, Source: Monster Manual]
41+ No Encounter
ROOM: 1
This room is 40 x 40 feet (Medium)
This large chamber is filled with rough-hewn bunks, tables, and chairs, and
the floor is strewn with filthy pelts. At a glance it appears a dozen or so
humanoids might live here.
Doors
- North 10 feet from west wall. Wood, good, stuck.
[1-1/2 in. thick; hardness 5; hp 15; break DC 18]
- West 20 feet from north wall. Wood, simple.
[1 in. thick; hardness 5; hp 10]
- Secret: East 30 feet from north wall. Door slides up rather than opening
normally. Stone, and trapped.
[4 in. thick; hardness 8; hp 60; break DC 3 -- Fire Trap; CR:5 -- Secret
Door Search Check DC 30, well-hidden]
- South 10 feet from west wall. Stone, stuck.
[4 in. thick; hardness 8; hp 60; break DC 28]
Hidden Treasure (Search DC 30)
- Coins: 1,500 gp
- Gem: Coral (100 gp)
(Total Value: 1,600 gp)
ROOM: 2
TRAP SUMMARY
Camouflaged Pit Trap: CR:4; mechanical; location trigger; manual reset; DC
20 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in
each of two adjacent 5-ft. squares); Search DC 25; Disable Device DC 17.
Poisoned Dart Trap: CR:4; mechanical; location trigger; manual reset; Atk +15
ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10ft.-by-10-ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude
save resists, 1d2 Dex/1d2 Dex); Search DC 21; Disable Device DC 22.
Wide-Mouth Spiked Pit Trap: CR:4; 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 18; Disable Device DC 25.
Camouflaged Pit Trap: CR:5; mechanical; location trigger; manual reset; DC
20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in
each of two adjacent 5-ft. squares); Search DC 25; Disable Device DC 17.
Falling Block Trap: CR:5; mechanical; location trigger; manual reset; Atk +15
melee (6d6); multiple targets (can strike all characters in two adjacent
specified squares); Search DC 20; Disable Device DC 25.
Fire Trap: CR:5; spell; spell trigger; no reset; spell effect (fire trap, 7th-level
wizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable
Device DC 29.
Phantasmal Killer Trap: CR:5; magic device; proximity trigger (alarm covering
the entire room); automatic reset; spell effect (phantasmal killer, 7th-level
wizard, DC 16 Will save for disbelief and DC 16 Fort save for partial effect);
Search DC 29; Disable Device DC 29.
Pit Trap: CR:5; mechanical, location trigger; manual reset; DC 20 Reflex save
avoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.
ADVENTURE HOOKS
Hook 1:
- You meet the chancellor/advisor to the local lord, who gives you your
mission.
- You have to resolve the rise in the local monstrous population.
- They've determined it is the work of a brilliant and ruthless assassin, and it's
up to you to stop it.
- You must travel to local swamps and marshes to find a brilliant and ruthless
assassin.
- End the threat in exchange for your weapons improved or upgraded
(magical).
Hook 2:
- You meet a friendly ranger, who gives you your mission.
- You have to resolve the unexplained murders among the poor.
- They've determined it is the work of a powerful legendary wizard, and it's up
to you to stop it.
- You must travel to local swamps and marshes to find a powerful legendary
wizard.
- End the threat in exchange for the reward of a minor magical item.
Hook 3:
- You meet a rich guildmaster , who gives you your mission.
- You have to resolve the arcane lights and unidentified sounds that come at
night .
- They've determined it is the work of a brilliant and ruthless assassin, and it's
up to you to stop it.
- You must travel to the family tombs of rich noblemen to find a brilliant and
ruthless assassin.