Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
General
Dungeon Walls
Dungeon Floor
Temperature
Illumination
Average
Dark (individual creatures may carry lights)
Corridors
Wandering
Monsters
Room #1
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
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