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Corrupted Mine

Level 2

General

Dungeon Walls

Superior Masonry (Climb DC 25)

Dungeon Floor

Uneven Flagstone (Balance DC 10 to charge or run)

Temperature

Illumination

Corridors

Wandering
Monsters

Room #1

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 on
their saves; a creature that takes any non-lethal damage from heat
exposure suffers from heatstroke and is fatigued)
Shadowy (witchlight every 20 ft.)

Several square holes are cut into the walls here

Idol of Evil: CR 2; magic device; touch trigger (detect good); automatic


reset; inflict wound (3d6 damage, DC 10 Will save for half damage);
Search DC 22; Disable Device DC 22

Someone has scrawled a drawing of a castle here

A sour odor fills the corridor

An acrid odor fills the corridor

Someone has scrawled "Look to the ceiling" here

A tile labyrinth covers the floor

A shallow pool of oil covers the floor

1 x Bugbear Zombie, wielding bizarre eldritch powers

1 x Troglodyte Zombie, consumed by disease and madness

1 x Troglodyte Zombie, scavenging for food and treasure

1 x Owlbear Skeleton, hunting for food

5 x Human Commoner Zombie, hunting for food

1 x Bugbear Zombie, wandering senselessly

East Entry #1

Archway

East Entry #2

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

Room Features
Monster

A well lies in the north-east corner of the room, Someone has scrawled
"Bertzia fell here, his luck ran out before his arrows" on the west wall
3 x Human Commoner Zombie
Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init
-1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9,
flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2
melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee
(1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damage
reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,
Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Trap

Camouflaged Pit Trap: CR 1; mechanical; location trigger; manual reset; DC


20 Reflex save avoids; 10 ft. deep (1d6, fall); Search DC 24; Disable
Device DC 20

Room #2

West Entry
Monster

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


5 x Human Commoner Zombie
Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init
-1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9,
flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2
melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee
(1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damage
reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,
Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #3

East Entry
South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)


Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp) (slides up, +2 to break DC)
Camouflaged Pit Trap: CR 2; 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); Search DC
24; Disable Device DC 19

Empty

Room #4

East Entry
Room Features

Room #5

East Entry
South Entry
Monster

Archway
A set of demonic war masks hangs on the north wall, Several pieces of
spoiled meat are scattered throughout the room

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


Stuck Iron Door (break DC 28; hard 10, 60 hp)
1 x Owlbear Skeleton
Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft.
(6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11;
Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee
(1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -;
SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,
undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int
-, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #6

West Entry
East Entry
South Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)


Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp) (slides to one side, +1 to break DC)
Leads to room #7, inhabited by 4 x Human Commoner Zombie

Room #7

South Entry #2

Unlocked Stone Door (hard 8, 60 hp)

Room Features

A narrow pit covered by iron bars lies in the south-east corner of the room,
A grinding noise can be heard in the east side of the room

North Entry

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15

Room #7

North Entry

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp) (slides to one side, +1 to break DC)
Leads to room #6

South Entry
Room Features
Monster

Archway
Several square holes are cut into the ceiling and floor, A pile of rotten
bread lies in the north side of the room
4 x Human Commoner Zombie
Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init
-1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9,
flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2
melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee
(1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damage
reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,
Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #8

West Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2

Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
A bookcase and concealed door pivots smoothly

East Entry
Monster

Unlocked Simple Wooden Door (hard 5, 10 hp)


2 x Kobold Zombie
Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30
ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed
13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1,
slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d61/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, light
crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damage
reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,
Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Corrupted Mine
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Some content used under the terms of the Open Gaming License

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