Escolar Documentos
Profissional Documentos
Cultura Documentos
Level 2
General
Dungeon Walls
Dungeon Floor
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.)
East Entry #1
Archway
East Entry #2
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
Room #2
West Entry
Monster
Room #3
East Entry
South Entry
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
Room #6
West Entry
East Entry
South Entry #1
Room #7
South Entry #2
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
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
Corrupted Mine
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