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labirinto Minotauro (dungeon livello 4)

informazioni generali
pareti del dungeon Masonry (scalare CD 20)
pavimenti del dungeon Uneven Flagstone (equilibrio CD 10 per caricare o correre)
temperatura Warm
illuminazione Shadowy (luci danzanti ogni 6 metri)

-Corridoi
a Numerose colonne reggono il corridoio
c Several square holes are cut into the walls here
e uno strato superficiale di argento liquido copre il pavimento
i un odore aspro riempe il corridoio
m fossa celata: grado sfida 3; meccanica; attivatore di posizione; ripristino
manuale; riflessi CD 20 evita; profonda 9 metri (3d6, caduta); bersagli multipli
(il primo bersaglio che si trova in due quadretti adiacenti);
cercare Cd 24; Disattivare congegni CD 18
n Una statua rovesciata si trova al centro del corridoio
r dardo avvelenato: grado sfida 1; meccanuica; attivazione di posizione;
ripristino manuale; Atk +8 a distanza(1d4 + veleno, dardo); veleno (sangue di
radice [ferimento, tempra CD resiste 12, 0/1d4 Costituzione + 1d3
saggezza]); cercare 20; Disattivare congegni CD 18
s lama falciante: grado sfida 1; meccanica; attivatore di posizione; ripristino
automatico; Atk +8 in mischia (1d8/x3); cercare CD 21; Disattivare congegni CD 20
Wandering

-Mostri
1 1 x Lupo scheletrico, segue il party
2 4 x scheletro umano guerriero, esplorano un altra parte del dungeon
3 1 x Lupo scheletrico, segue il party
4 1 x Ghoul, consumato da malattie e corruzione
5 1 x lupo scheletrico, scavenging for food and treasure
6 1 x lupo scheletrico, searching for an object stolen from their lair

-Stanza #1
entrata est posta di legno semplice bloccata (rompere CD 13; durezza 5, 10 pf)
entrata sud porta di ferro chiusa con trappola (scassinare serrature CD 20, rompere
CD 28; durezza 10, 60 pf) (scorre verso l alto, +2 CD rompere)
mattoni in caduta: grado sfida 2; meccanica; attivazione a
contatto; ripristino manuale; Atk +12 in mischia (2d6, mattoni); bersagli multipli
(atutti i bersagli che si trovano nei quadretti adiacenti di 1,5m);
cercare CD 20; disattivare congegni CD 20

descrizione stanza parte della parete ovest � crollata all interno della stanza,
e una pozza superficiale di acido si trova al centro della stanza

-stanza #2
entrata ovest porta in pietra bloccata (rompere CD 28; durezza 8, 60 pf)
porta alla stanza #7

entrata est porta in legno resistente aperta (durezza 5, 20 pf)


entrata sud saracinesca in legno con trappola (sollevare CD 25, rompere CD 28;
durezza 5, 30 pf)
trappola a freccia avvelenata: grado sfida 3; meccanica;
attivazione a contatto; ripristino manuale; lock bypass (Open Lock DC 30); Atk +12
a distanza(1d8 + veleno, freccia); veleno (veleno di scorpione
grande [ferimento, Tempra CD 18, 1d6 For/1d6 For]); cercare CD 19; Disattivare
congegni CD 15

porta alla stanza #8, vi si trova lo scheletro di un orsogufo

descrizione stanz Uno scivolo cade nella stanza dall'alto e il pavimento �


ricoperto da perfette piastrelle esagonali
Room #3
West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
20 hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
? Leads to room #5, inhabited by 1 x Wolf Skeleton

South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Monster 1 x Ghoul
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC 14
(+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee
(1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite) and +0
melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12

Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #4
West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1
to break DC)
Room Features A fountain and statue of a Draconic Goddess sits in the north-
west corner of the room, and several wax blobs are scattered throughout the room
Monster 1 x Wolf Skeleton
Wolf skeleton: CR 1; Medium undead; HD 2d12; hp 13; Init +7; Spd 50 ft. (10
squares); AC 15 (+3 dex, +2 natural), touch 13, flat-footed 12; Base Atk +1; Grp
+2; Atk +2 melee (1d6+1, bite); Full Atk +2 melee (1d6+1, bite); Space/Reach 5
ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to
cold, undead traits; AL NE; SV Fort +0, Ref +3, Will +3; Str 13, Dex 17, Con -, Int
-, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

Hidden Treasure Hidden (Search DC 30) Trapped and Locked Strong Wooden Chest
(Open Lock DC 25, break DC 25; hard 5, 20 hp)
Scything Blade Trap: CR 1; mechanical; location trigger; automatic reset; Atk +8
melee (1d8/x3); Search DC 21; Disable Device DC 20

Masterwork Bastard Sword (Medium) (335 gp); hoard total 335 gp

Room #5
North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
? Leads to room #3, inhabited by 1 x Ghoul
West Entry Secret (Search DC 30) Trapped and Unlocked Strong Wooden Door (hard 5,
20 hp)
? The door is concealed within an upright sarcophagus

? Ceiling Pendulum: CR 3; mechanical; timed trigger; automatic reset; Atk +15


melee (1d12+8/x3, greataxe); Search DC 15; Disable Device DC 27

East Entry Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15;
hard 5, 10 hp)
? Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (Fire Trap, 3rd
level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27; Disable
Device DC 27

South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Monster 1 x Wolf Skeleton
Wolf skeleton: CR 1; Medium undead; HD 2d12; hp 13; Init +7; Spd 50 ft. (10
squares); AC 15 (+3 dex, +2 natural), touch 13, flat-footed 12; Base Atk +1; Grp
+2; Atk +2 melee (1d6+1, bite); Full Atk +2 melee (1d6+1, bite); Space/Reach 5
ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to
cold, undead traits; AL NE; SV Fort +0, Ref +3, Will +3; Str 13, Dex 17, Con -, Int
-, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

Room #6
North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
East Entry #2 Secret (Search DC 25) Trapped and Stuck Stone Door (break DC 28;
hard 8, 60 hp)
? The door is located several feet above the floor and opened by tracing a
labyrinthine pattern

? Portcullis Trap: CR 1; mechanical; location trigger; manual reset; Atk +10


melee (3d6); Search DC 20; Disable Device DC 20; Note: Damage applies only to those
underneath the portcullis. Portcullis blocks passageway.

East Entry #3 Archway


South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15;
hard 5, 10 hp)
? Portcullis Trap: CR 1; mechanical; location trigger; manual reset; Atk +10
melee (3d6); Search DC 20; Disable Device DC 20; Note: Damage applies only to those
underneath the portcullis. Portcullis blocks passageway.

Room Features An altar of evil sits in the south-east corner of the room, and a
hissing noise can be faintly heard near the north wall
Monster 1 x Ghoul
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC 14
(+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee
(1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite) and +0
melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12

Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #7
North Entry Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 20, break
DC 18; hard 5, 15 hp)
? The door is concealed within the mouth of a demonic face carved from stone

East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)


? Leads to room #2

Empty
Room #8
North Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
? Poisoned Arrow Trap: CR 3; mechanical; touch trigger; manual reset; lock bypass
(Open Lock DC 30); Atk +12 ranged (1d8 plus poison, arrow); poison (large scorpion
venom [injury, Fort DC 18, 1d6 Str/1d6 Str]); Search DC 19; Disable Device DC 15

? Leads to room #2

South Entry Secret (Search DC 25) Stuck Stone Door (break DC 28; hard 8, 60 hp)
? The door is located several feet above the floor and only two feet high

Room Features A briny odor fills the room, and a pile of iron blobs lies in the
east side of the room
Monster 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 #9
North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Archway
Monster 2 x Human Warrior Skeleton
Human warrior skeleton: CR 1/3; Medium undead; HD 1d12; hp 6; Init +5; Spd 30 ft.
(6 squares); AC 15 (+1 dex, +2 natural, +2 heavy steel shield), touch 11, flat-
footed 14; Base Atk +0; Grp +1; Atk +1 melee (1d6+1/18-20, scimitar) or +1 melee
(1d4+1, claw); Full Atk +1 melee (1d6+1/18-20, scimitar) or +1 melee (1d4+1, 2
claws); Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning,
darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will
+2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

Room #10
North Entry Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)
? A bookcase and concealed door pivots smoothly

South Entry #1 Archway


South Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Trap Idol of Evil: CR 1; magic device; touch trigger (detect good); automatic
reset; inflict wound (1d6 damage, DC 12 Will save for half damage); Search DC 22;
Disable Device DC 20
Room #11
East Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Empty
stanza #12
entrata nord #1 Stuck Simple Wooden Door (rompere CD 13; durezza 5, 10 pf)
entrata nord #2 Stuck Simple Wooden Door (rompere CD 13; durezza 5, 10 pf)
entrata nord #3 Archway
entrata est #1 Wooden Portcullis (sollevare CD 25, rompere CD 28; durezza 5, 30
pf)
entrata est #2 segreto (cercare CD 20) Stuck Simple Wooden Door (rompere CD 13;
durezza 5,pf 10)
? la porta � celata dietro una pila di teschi

tesoro nascosto (cercare CD 25) cassa in ferro chiusa(scassinare serrature CD 30,


rompere CD 28; durezza 10, 60 pf)
100 M.O.; hoard total 100 gp

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