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The Delve of the Wraith Empress

Low Heroic Tier

General

Dungeon Walls

Superior Masonry (Climb DC 25)

Dungeon Floor

Uneven Flagstone (Balance DC 10 to charge or run)

Temperature
Illumination

Average
Dark (individual creatures may carry lights)

Corridors

Wandering
Monsters

Room #1

Someone has scrawled "The cleric will betray you" here

Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no


reset; spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk
+7 melee [1d6+4, tentacle]); multiple targets (up to six tentacles per target
in each of two adjacent 5 ft. squares); Search DC 29; Disable Device DC
29

A group of demonic faces have been carved into the walls

4 x Bugbear Zombie, searching for an object stolen from their lair

1 x Large Monstrous Centipede (vermin), lost and desperate

2 x 1st Level Warrior Orc, scavenging for food and treasure

1 x Spider Swarm, wielding bizarre eldritch powers

1 x Rust Monster, investigating a strange noise

4 x 1st Level Warrior Goblin, searching for an object stolen from their lair

West Entry

Archway
Leads to room #8

East Entry
Room Features
Monster

Archway
A chute falls into the room from above, Someone has scrawled "Enor was
here" in orcish on the west wall
1 x Violet Fungus
Violet fungus: CR 3; Medium plant; HD 2d8+6; hp 15; Init -1; Spd 10 ft. (2
squares); AC 13 (-1 dex, +4 natural), touch 9, flat-footed 13; Base Atk +1;
Grp +3; Atk +3 melee (1d6+2 plus poison, tentacle); Full Atk +3 melee
(1d6+2 plus poison, 4 tentacles); Space/Reach 5 ft./10 ft.; SA Poison; SQ
Low-light vision, plant traits; AL N; SV Fort +6, Ref -1, Will +0; Str 14, Dex
8, Con 16, Int -, Wis 11, Cha 9
Skills and Feats: -; -

Room #2

North Entry #1

Archway

North Entry #2

Archway

East Entry

Archway

South Entry

Archway

Room Features

Monster

A toppled statue lies in the north-west corner of the room, Someone has
scrawled "The Crimson Order looted this place" in draconic on the north
wall
1 x Allip
Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly
30 ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flatfooted 14; Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporeal
touch); Full Atk +3 melee (1d4 Wisdom drain, incorporeal touch);
Space/Reach 5 ft./5 ft.; SA Babble, madness, Wisdom drain; SQ Darkvision
60 ft., incorporeal traits, +2 turn resistance, undead traits; AL NE; SV Fort
+1, Ref +4, Will +4; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18
Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7,
Survival +0 (+2 following tracks); Improved Initiative, Lightning Reflexes

Room #3

Room #3

West Entry

Archway

South Entry

Archway
Leads to room #8

Room Features
Monster

A narrow pit covered by iron bars lies in the north-east corner of the room,
Spirals of yellow stones cover the floor
1 x Rat Swarm
Rat swarm: CR 2; Tiny animal (swarm); HD 4d8; hp 13; Init +2; Spd 15 ft. (3
squares), climb 15 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12;
Base Atk +3; Grp -; Atk Swarm (1d6 plus disease); Full Atk Swarm (1d6 plus
disease); Space/Reach 10 ft./0 ft.; SA Disease, distraction; SQ Half damage
from slashing and piercing, low-light vision, scent, swarm traits; AL N; SV
Fort +4, Ref +6, Will +2; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +10, Hide +14, Listen +6, Spot +7,
Swim +10; Alertness, Weapon Finesse

Room #4

North Entry

Archway

Empty

Room #5

North Entry #1

Archway

North Entry #2

Archway

Empty

Room #6

East Entry

Archway

South Entry

Archway

Room Features

Monster

Someone has scrawled "The Demon Prince cannot be slain until blades
pierce the sky and north becomes south" in goblin on the south wall, A
jingling sound fills the room
1 x Grimlock
Grimlock: CR 1; Medium monstrous humanoid; HD 2d8+2; hp 11; Init +1;
Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14;
Base Atk +2; Grp +4; Atk +4 melee (1d8+3/3, battleaxe); Full Atk +4 melee
(1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA -; SQ Blindsight 40 ft.,
immunities, scent; AL NE; SV Fort +1, Ref +4, Will +2; Str 15, Dex 13, Con
13, Int 10, Wis 8, Cha 6
Skills and Feats: Climb +4, Hide +3*, Listen +5, Spot +3; Alertness, Track
Treasure: 50 gp; hoard total 50 gp

Trap

Room #7

East Entry

Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16


ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18

Archway

Empty

Room #8

North Entry #1

Archway

North Entry #2

Archway
Leads to room #3, inhabited by 1 x Rat Swarm

West Entry #1

Archway

West Entry #1

Archway

West Entry #2

Archway

East Entry

Archway
Leads to room #1, inhabited by 1 x Violet Fungus

Room Features

Room #9

East Entry
Room Features
Monster

Part of the south wall has collapsed into the room, A bent chisel lies in the
center of the room

Archway
A tile labyrinth covers the floor, The north and west walls are covered with
slime
2 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 #10

East Entry

Archway

South Entry

Archway

Empty

The Delve of the Wraith Empress by drow


http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License

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