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1d20+INT;Disarm DC 10 (roll 1d20 + Dex); XP 10 10) 1d6 Dark Mantles; HP 15; AC 19;ATT +5 (1d4+4); ACC 50%;STR (+3), DEX (0), INT (-3), WIS (0); XP 45/Dark Mantle; Treasure None.
17) Rubble Obstruction (search DC 10 1d20+ INT to find Gloves of Str +4) Choose new direction. 18) 1d6 Kobolds; HP 20; AC 17; ATT +3 (1d6); ACC 30%; STR (+3), DEX (+2),INT (0), WIS (0); XP 20/Kobold; Treasure: 1d10gp per Kobold. 19) Dungeon Exit! Party can now exit dungeon and collect mission rewards. XP 250. 20) 1d4 Kobold Magi; HP 15; AC 17; ATT +3 (1d6); ACC 30%; STR (+3), DEX (+2), INT (+4), WIS (+2); Spell DC 18; MP 40; SR 20%; XP 45/Kobold Magi; Treasure: 1d10gp, 1d4 Regeneration potions per Kobold Magi. 21) Apothecary shop- See Potion section of Items list for prices. 22) 1d8 Med Skeleton Warriors; HP 24; AC 16; ATT +2 (1d6+2); ACC 25%;STR (+2), DEX (+2), INT (-3), WIS (0); DR 5/bludgeon; Immune to WILL save magic; XP 25/skeleton; Treasure None 23) Shop (Items): See Items list for prices. 24) 1d8 Med Zombies; HP 32; AC 12; ATT +2 (1d6+2); ACC 25%; STR (+2), DEX (+2), INT (-3), WIS (0); DR 5/Slashing; Immune to WILL save magic; XP 30/zombie; Treasure None 25) Shop (Armory): See Weapons and Armor tables for prices (Weapon and armor upgrades available) 26) 1d8 Goblins; HP 15; AC 17; ATT +3 (1d6); ACC 30%; STR (+2), DEX (+2),INT (0), WIS (-1); XP 15/goblin; Treasure: Morning Star, 1 healing potion, Leather armor, Light wooden shield,1d4gp per goblin. 27) Room: 4 support pillars 100x100, an exit arch in each of 4 walls;Young Black Dragon; HP 85;AC 19; ATT +10 (1d8)or Breath Weapon (6d4 Acid REF save DC 17 for half); ACC 100%; STR (+10), DEX (0), INT (-1),WIS (0); Immune to acid; XP 425/Black Dragon;
37) 1d4 Black Wyrmling Dragons; HP 30;AC 15; ATT +5 (1d4)or Breath Weapon (ACC 100%; 2d4 Acid REF save DC 13 for half); ACC 50%; STR (+5), DEX (0), INT (-1),WIS (0); Immune to acid; XP 90/Black Dragon; Treasure 3d100gp 38) Room: 4 support pillars 100x100, an exit arch in each of 4 walls; Very Young Blue Dragon; HP 75;AC 18; ATT +10 (1d6) or Breath weapon (4d8 electric REF save DC 16 for half); ACC 100%; STR (+10), DEX (0), INT(0), WIS (0); Immune to electricity; XP 30/Blue Dragon; Treasure: 3d100gp; 1d4 Regeneration Major potions, Dragon Hide Armor. 39) Young Black Dragon; HP 85;AC 19; ATT +10 (1d8)or Breath Weapon (6d4 Acid REF save DC 17 for half); ACC 100%; STR (+10), DEX (0), INT (1),WIS (0); Immune to acid; XP 425/Black Dragon; Treasure 4d100gp, 1d4 heal major potions, Dragon Hide Armor. 40) Barrier of Cold; 20 ftx70 ft; 1d6 dam./5ft traveled cold damage. 41) Very Young Blue Dragon; HP 75;AC 18; ATT +10 (1d6) or Breath weapon (4d8 electric REF save DC 16 for half); ACC 100%; STR (+10), DEX (0), INT(0), WIS (0); Immune to electricity; XP 30/Blue Dragon; Treasure: 3d100gp; 1d4 Regeneration Major potions, Dragon Hide Armor. 42) Perfect resting Spot; 10% chance of rest interruption per hour of rest; (Roll 1d100 once for each hour of rest. A result of 1-10 means interruption, roll on same table for encounter). 43) 1d4 Red Wyrmling Dragons; HP 60; AC 16; ATT +8 (1d4) or Breath Weapon (2d10 Fire REF save DC 15 for half); ACC 80%; STR (+8), DEX (0), INT (0), WIS (0); Immune to Fire; XP 240/Red Dragon; Treasure: 1d12 Rubies (20gp each), 2d100gp, Dragon Hide armor.
44) Mark of Acid brand (taking brand does 1d6 dam., but, makes character(s) immune to acid dam. 45) Very Young White Dragon; HP 45; AC 14;ATT +7 (1d6) or Breath Weapon (2d6 cold REF save DC 14 for half); ACC 70%; STR (+7), DEX (0), INT (2), WIS (0); Immune to cold; XP 135/White Dragon; Treasure: 1d100gp, Dragon hide armor. 46) Mark of Ice brand (taking brand does 1d6 dam., but, makes character(s) immune to cold dam.
gp per trap disarmed and 100 xp for mission completion plus 10 XP for per trap disarmed). 69) Perfect resting Spot; 10% chance of rest interruption per hour of rest; (Roll 1d100 once for each hour of rest. A result of 1-10 means interruption, roll on same table for encounter). 70) Mark of Acid brand (taking brand does 1d6 dam., but, makes character(s) immune to acid dam.
7) Mark of Ice brand (taking brand does 1d6 dam., but, makes character(s) immune to cold dam.
16) Stairs: DM rolls a die of their choice, evens the stairs go up (if on Novice tier, stairs going up acts as a dungeon exit to the suface), odds the stairs go down (if on Paragon Tier, Stairs act as a Telport. DM rolls 1d3 1- Novice Tier, 2- Heroic Tier, 3- Pargon Tier and the destination will always be a "Perfect resting spot"). 17) .Acid barrier; No way past;50x120ft; choose new direction or walk through taking 1d6 per 5ft. 18) 1d4 Carrion Crawlers; HP 25; AC +17; ; Att +3 (1d4 dam.) or tentacle (+10% to ACC; Paralysis: FORT save DC 13 1d20+STR or paralyzed for 2d4 rnds.); ACC= 30%;STR (+3), DEX (+3), INT (0), WIS (0); XP 100/Carrion Crawler 19) Force Barrier; 1d4 dam. Unless force branded; (Barrier impassible unless mark of Force is obtained), choose new direction. 20) Chest found; not trapped; contents: 1d4 regeneration potions (reg. 1d8 MP) 21) Found: healing shrine; must have non magical fire source to light four candles; Heals 4d8 to character(s) present. 22) Found: tinderbox and 1d8 tinder twigs. 23) Wooden Beam obstruction; trap; Cave in 1d10 rocks; Att +7; 1d8 dam per fallen rock; Search DC 13(1d20+INT; Avoidance DC 13 (1d20+DEX). Choose new direction. .
26) Chest; Contents: 1d4 cure potions (heals 1d8 HP). 27) Small room; 2 exits; 4 chests; (DM rolls 1d4 for each chest opened. 1-; Trapped (Fire burst 10ft; 2d6 dam; Search DC 15 1d20+INT; disarm DC 15 (roll 1D20 + Dex) contents: 1d4 Heal potions heals 1d8+1 hp (contents destroyed if trap is triggered); 2- Mimic; HP 50; AC 15; ATT +6 (1d8+6); ACC 60%; STR (+6), DEX (+1), INT (0), WIS (+1); XP 200/mimic; Treasure: 1d100gp..; 3Chest; Contents: Sands of Time (Stop time for 1d4 rnds for the user of item); 4- solid wood carved chest decoy.
32) Found 1d4 Prisoners; Disarm DC 15 (to unlock cell door); XP 10 per prisoner freed. 33) 1d4 Monstrous Centipedes; HP 4; AC14;ATT +2 (1d6-1 + poison Fort save DC 10 or Dam 1d3 DEX); ACC 25%; STR (+2), DEX (0), INT (-3), WIS (0);XP 5/Centipede; Treasure None 34) wall choose new direction 35) 1d4 Monstrous Scorpions; HP 25; AC 14; ATT +2 (1d4+1) or Sting (1d4 + poison FORT DC 13 or dam 1d3 STR); ACC 25%; STR (+1),DEX (0), INT (3), WIS (0); XP 25/Scorpion; Treasure None 36) Chest; Trapped (Fire burst 10ft; 2d6 dam; Search DC 15 1d20+INT; Avoidance DC 15;disarm DC 15 (roll 1D20 + Dex); 50 XP; contents: +1 longsword. 37) 1d4 Rat Swarms; HP 15; AC 14;ATT +10 (1d6 + Disease FORT saveDC 12 or Dam 1d3 DEX and STR); ACC 100%; STR (-3), DEX (+2), INT (-3), WIS (+1); XP 30/Rat Swarm; Treasure None 38) Pressure Plate; Trap 1d4 floor spikes; Att +5 (1d4/spike); Search DC 10 1d20+INT;Disarm DC 10 (roll 1d20 + Dex); XP 10 39) 1d6 Dark Mantles; HP 15; AC 19;ATT +5 (1d4+4); ACC 50%;STR (+3), DEX (0), INT (-3), WIS (0); XP 45/Dark Mantle; Treasure None.
Treasure: Falchion, Studded Leather armor, 1d10 gp per Orc. 42) Room: 4 support pillars 100x100, an exit arch in each of 4 walls; Very Young White Dragon; HP 45; AC 14;ATT +7 (1d6) or Breath Weapon (2d6 cold REF save DC 14 for half); ACC 70%; STR (+7), DEX (0), INT (2), WIS (0); Immune to cold; XP 135/White Dragon; Treasure: 1d100gp, Dragon hide armor. 43) 1d6 Kuo-toa; HP 10; AC 18; ATT +3 (1d6) or Lightning bolt (2d6 electric REF DC 15 for half dam); ACC 30%;STR (+3), DEX (0), INT (+1), WIS (+2);ER Electric 10, XP 20/Kuotoa; Treasure: Pearl (10gp), Light wooden shield per Kuo-toa. 44) Water Well: (DM rolls 1d4: 1 poison DC15 1d20+STR; 2- heal 2d8 HP; 3- regenerate 2d8 MP; 4- Poison Cure (regain 2d8 HP and lose Poisoned condition.) 45) 1d4 Kuo-toa Magi; HP 15; AC 18; ATT +3 (1d6) or Lightning bolt (2d6 electric REF DC 15 for half dam); ACC 30%; STR (+3), DEX (0), INT (+2), WIS (+1); Spell DC 13; MP 10; ER Electric 10, XP 45/Kuo-toa Magi; Treasure: Pearl (10gp), Light wooden shield per Kuo-toa. 46) Rubble Obstruction (search DC 10 1d20+ INT to find Gloves of Str +4) Choose new direction. 47) 1d6 Kobolds; HP 20; AC 17; ATT +3 (1d6); ACC 30%; STR (+3), DEX (+2),INT (0), WIS (0); XP 20/Kobold; Treasure: 1d10gp per Kobold. 48) Dungeon Exit! Party can now exit dungeon and collect mission rewards. XP 250. 49) 1d4 Kobold Magi; HP 15; AC 17; ATT +3 (1d6); ACC 30%; STR (+3), DEX (+2), INT (+4), WIS (+2); Spell DC 18; MP 40; SR 20%; XP 45/Kobold Magi; Treasure: 1d10gp, 1d4 Regeneration potions per Kobold Magi.
50) Apothecary shop- See Potion section of Items list for prices. 51) 1d8 Med Skeleton Warriors; HP 24; AC 16; ATT +2 (1d6+2); ACC 25%;STR (+2), DEX (+2), INT (-3), WIS (0); DR 5/bludgeon; Immune to WILL save magic; XP 25/skeleton; Treasure None 52) Shop (Items): See Items list for prices. 53) 1d8 Med Zombies; HP 32; AC 12; ATT +2 (1d6+2); ACC 25%; STR (+2), DEX (+2), INT (-3), WIS (0); DR 5/Slashing; Immune to WILL save magic; XP 30/zombie; Treasure None 54) Shop (Armory): See Weapons and Armor tables for prices (Weapon and armor upgrades available) 55) 1d8 Goblins; HP 15; AC 17; ATT +3 (1d6); ACC 30%; STR (+2), DEX (+2),INT (0), WIS (-1); XP 15/goblin; Treasure: Morning Star, 1 healing potion, Leather armor, Light wooden shield,1d4gp per goblin. 56) Room: 4 support pillars 100x100, an exit arch in each of 4 walls;Young Black Dragon; HP 85;AC 19; ATT +10 (1d8)or Breath Weapon (6d4 Acid REF save DC 17 for half); ACC 100%; STR (+10), DEX (0), INT (-1),WIS (0); Immune to acid; XP 425/Black Dragon; Treasure 4d100gp, 1d4 heal major potions, Dragon Hide Armor. 57) 1d4 Magmin; HP 10; AC 17; ATT +4 (1d8 fire) or melt weapon (+10% to ACC for this attack); ACC 40%; STR (+4), DEX (0); INT (-1), WIS (0); MP 30 (Magi list); DR 5/magic; Immune to fire; XP 30/magmin; Treasure: 3d10gp. 58) Found bag of holding; Contents: Cloak of elemental resistance (Grants 10/fire protection up to 100 hp/day.) 59) 1d6 Gnolls; HP 10; AC 15; ATT +3 (1d8+2); ACC 30%; STR (+3), DEX (0), INT (-1), WIS (0); XP 15/Gnoll; Treasure: 1d8 gp, Longsword, leather armor, heavy steel shield.
60) Water Well: (DM rolls 1d4: 1 poison DC15 1d20+STR; 2- heal 2d8 HP; 3regenerate 2d8 MP; 4- Poison Cure (regain 2d8 HP and lose Poisoned condition.) 61) Gauth; HP 45; AC 19; ATT +6 (1d6) or 1d4 eye rays (Magi list); ACC 60% (+10% for eye rays); STR (+6), DEX (+2), INT (+2), WIS (+3); MP 40; Spell DC 14; SR 30%; XP 270/Gauth; Treasure: 1d100gp, 1d4 Regeneration potions. 62) Mimic; HP 50; AC 15; ATT +6 (1d8+6); ACC 60%; STR (+6), DEX (+1), INT (0), WIS (+1); XP 200/mimic; Treasure: 1d100gp. 63) Mark of Snake brand: (taking brand does 3d4 dam. , but, makes character(s) immune to Poison dam.) 64) 1d4 Rust Monsters; HP 30; AC 18; ATT +3 (rust, REF save DC 17 or lose weapon or metal target); ACC 30%; STR (+3), DEX (+3), INT (-3),WIS (+1); XP 90/Rust monster; Treasure None. 65) Mark of Fire brand (taking brand does 1d6 dam., but, makes character(s) immune to fire dam. 66) 1d4 Black Wyrmling Dragons; HP 30;AC 15; ATT +5 (1d4)or Breath Weapon (ACC 100%; 2d4 Acid REF save DC 13 for half); ACC 50%; STR (+5), DEX (0), INT (-1),WIS (0); Immune to acid; XP 90/Black Dragon; Treasure 3d100gp 67) Room: 4 support pillars 100x100, an exit arch in each of 4 walls; Very Young Blue Dragon; HP 75;AC 18; ATT +10 (1d6) or Breath weapon (4d8 electric REF save DC 16 for half); ACC 100%; STR (+10), DEX (0), INT(0), WIS (0); Immune to electricity; XP 30/Blue Dragon; Treasure: 3d100gp; 1d4 Regeneration Major potions, Dragon Hide Armor. 68) Young Black Dragon; HP 85;AC 19; ATT +10 (1d8)or Breath Weapon (6d4 Acid REF save DC 17 for half); ACC 100%; STR (+10), DEX (0), INT (-
1),WIS (0); Immune to acid; XP 425/Black Dragon; Treasure 4d100gp, 1d4 heal major potions, Dragon Hide Armor. 69) Barrier of Cold; 20 ftx70 ft; 1d6 dam./5ft traveled cold damage. 70) Very Young Blue Dragon; HP 75;AC 18; ATT +10 (1d6) or Breath weapon (4d8 electric REF save DC 16 for half); ACC 100%; STR (+10), DEX (0), INT(0), WIS (0); Immune to electricity; XP 30/Blue Dragon; Treasure: 3d100gp; 1d4 Regeneration Major potions, Dragon Hide Armor.
5) New Mission; NPC Miner; You find a miner caring for a coworker that was injured by an abandoned trap set by a rogue or pirate. The miner promises a fortune in gold if you would find and disarm traps in the mine tunnels in the surrounding area. (Keep track of how many traps are disarmed. If this result is rolled again, reward players with 10 gp per trap disarmed and 100 xp for mission completion plus 10 XP for per trap disarmed). 6) Roll 1D100 to get result of direction (any result over 70 [1d100-70=] is the distance in feet the party moves, 30ft being the Maximum): 7) 1d4 Fiendish Dire Rats; HP 5; AC 15, ATT +4 (1d4 dam + Disease Fort save DC 11 or dam 1d3 DEX and 1D3 STR); ACC 40%; STR (+0), DEX (+3), INT (-3); XP 5/Rat; Treasure None. 8) Found 1d4 Prisoners; Disarm DC 15 (to unlock cell door); XP 10 per prisoner freed. 9) 1d4 Monstrous Centipedes; HP 4; AC14;ATT +2 (1d6-1 + poison Fort save DC 10 or Dam 1d3 DEX); ACC 25%; STR (+2), DEX (0), INT (-3), WIS (0);XP 5/Centipede; Treasure None 10) wall choose new direction 11) 1d4 Monstrous Scorpions; HP 25; AC 14; ATT +2 (1d4+1) or Sting (1d4 + poison FORT DC 13 or dam 1d3 STR); ACC 25%; STR (+1),DEX (0), INT (3), WIS (0); XP 25/Scorpion; Treasure None 12) Chest; Trapped (Fire burst 10ft; 2d6 dam; Search DC 15 1d20+INT; Avoidance DC 15;disarm DC 15 (roll 1D20 + Dex); 50 XP; contents: +1 longsword. 13) 1d4 Rat Swarms; HP 15; AC 14;ATT +10 (1d6 + Disease FORT saveDC 12 or Dam 1d3 DEX and STR); ACC 100%; STR (-3), DEX (+2), INT (-3),
WIS (+1); XP 30/Rat Swarm; Treasure None 14) Pressure Plate; Trap 1d4 floor spikes; Att +5 (1d4/spike); Search DC 10 1d20+INT;Disarm DC 10 (roll 1d20 + Dex); XP 10 15) 1d6 Dark Mantles; HP 15; AC 19;ATT +5 (1d4+4); ACC 50%;STR (+3), DEX (0), INT (-3), WIS (0); XP 45/Dark Mantle; Treasure None.
(+1); Spell DC 13; MP 10; ER Electric 10, XP 45/Kuo-toa Magi; Treasure: Pearl (10gp), Light wooden shield per Kuo-toa. 22) Rubble Obstruction (search DC 10 1d20+ INT to find Gloves of Str +4) Choose new direction. 23) 1d6 Kobolds; HP 20; AC 17; ATT +3 (1d6); ACC 30%; STR (+3), DEX (+2),INT (0), WIS (0); XP 20/Kobold; Treasure: 1d10gp per Kobold. 24) Dungeon Exit! Party can now exit dungeon and collect mission rewards. XP 250. 25) 1d4 Kobold Magi; HP 15; AC 17; ATT +3 (1d6); ACC 30%; STR (+3), DEX (+2), INT (+4), WIS (+2); Spell DC 18; MP 40; SR 20%; XP 45/Kobold Magi; Treasure: 1d10gp, 1d4 Regeneration potions per Kobold Magi. 26) Apothecary shop- See Potion section of Items list for prices. 27) Barrier of Cold; 20 ftx70 ft; 1d6 dam./5ft traveled cold damage. 28) Very Young Blue Dragon; HP 75;AC 18; ATT +10 (1d6) or Breath weapon (4d8 electric REF save DC 16 for half); ACC 100%; STR (+10), DEX (0), INT(0), WIS (0); Immune to electricity; XP 30/Blue Dragon; Treasure: 3d100gp; 1d4 Regeneration Major potions, Dragon Hide Armor. 29) Perfect resting Spot; 10% chance of rest interruption per hour of rest; (Roll 1d100 once for each hour of rest. A result of 1-10 means interruption, roll on same table for encounter). 30) 1d4 Red Wyrmling Dragons; HP 60; AC 16; ATT +8 (1d4) or Breath Weapon (2d10 Fire REF save DC 15 for half); ACC 80%; STR (+8), DEX (0), INT (0), WIS (0); Immune to Fire; XP 240/Red Dragon; Treasure: 1d12 Rubies (20gp each), 2d100gp, Dragon Hide armor.
31) Mark of Acid brand (taking brand does 1d6 dam., but, makes character(s) immune to acid dam. 32) Very Young White Dragon; HP 45; AC 14;ATT +7 (1d6) or Breath Weapon (2d6 cold REF save DC 14 for half); ACC 70%; STR (+7), DEX (0), INT (2), WIS (0); Immune to cold; XP 135/White Dragon; Treasure: 1d100gp, Dragon hide armor. 33) Mark of Ice brand (taking brand does 1d6 dam., but, makes character(s) immune to cold dam.
gp per trap disarmed and 100 xp for mission completion plus 10 XP for per trap disarmed). 56) Chest; Contents: 1d4 cure potions (heals 1d8 HP). 57) 1d4 Fiendish Dire Rats; HP 5; AC 15, ATT +4 (1d4 dam + Disease Fort save DC 11 or dam 1d3 DEX and 1D3 STR); ACC 40%; STR (+0), DEX (+3), INT (-3); XP 5/Rat; Treasure None. 58) Found 1d4 Prisoners; Disarm DC 15 (to unlock cell door); XP 10 per prisoner freed. 59) 1d4 Monstrous Centipedes; HP 4; AC14;ATT +2 (1d6-1 + poison Fort save DC 10 or Dam 1d3 DEX); ACC 25%; STR (+2), DEX (0), INT (-3), WIS (0);XP 5/Centipede; Treasure None 60) wall choose new direction 61) 1d4 Monstrous Scorpions; HP 25; AC 14; ATT +2 (1d4+1) or Sting (1d4 + poison FORT DC 13 or dam 1d3 STR); ACC 25%; STR (+1),DEX (0), INT (3), WIS (0); XP 25/Scorpion; Treasure None 62) Chest; Trapped (Fire burst 10ft; 2d6 dam; Search DC 15 1d20+INT; Avoidance DC 15;disarm DC 15 (roll 1D20 + Dex); 50 XP; contents: +1 longsword. 63) 1d4 Rat Swarms; HP 15; AC 14;ATT +10 (1d6 + Disease FORT saveDC 12 or Dam 1d3 DEX and STR); ACC 100%; STR (-3), DEX (+2), INT (-3), WIS (+1); XP 30/Rat Swarm; Treasure None 64) Pressure Plate; Trap 1d4 floor spikes; Att +5 (1d4/spike); Search DC 10 1d20+INT;Disarm DC 10 (roll 1d20 + Dex); XP 10 65) 1d6 Dark Mantles; HP 15; AC 19;ATT +5 (1d4+4); ACC 50%;STR (+3), DEX (0), INT (-3), WIS (0); XP 45/Dark Mantle; Treasure None.
3) Mark of Ice brand (taking brand does 1d6 dam., but, makes character(s) immune to cold dam. 4) Mark of Lightning brand (taking brand does 1d6 dam., but, makes character(s) immune to Electrical dam. 5) Mark of Force brand (taking brand does 1d6 dam., but, makes character(s) immune to Force dam.
mark of Force is obtained), choose new direction. 12) Chest found; not trapped; contents: 1d4 regeneration potions (reg. 1d8 MP) 13) Found: healing shrine; must have non magical fire source to light four candles; Heals 4d8 to character(s) present. 14) Found: tinderbox and 1d8 tinder twigs. 15) Wooden Beam obstruction; trap; Cave in 1d10 rocks; Att +7; 1d8 dam per fallen rock; Search DC 13(1d20+INT; Avoidance DC 13 (1d20+DEX). Choose new direction. .
undead to rest. You may find one of my brethren lurking theses halls. Tell them of my fate. (keep track of undead killed, if this result is rolled again, 250 XP for Mission completion and a blessing on the partys weapons granting a +1 bonus. 50 bonus XP for saving the clerics life with a potion or spell).
26) New Mission; NPC Miner; You find a miner caring for a coworker that was injured by an abandoned trap set by a rogue or pirate. The miner promises a fortune in gold if you would find and disarm traps in the mine tunnels in the surrounding area. (Keep track of how many traps are disarmed. If this result is rolled again, reward players with 10 gp per trap disarmed and 100 xp for mission completion plus 10 XP for per trap disarmed). 27) Chest; Contents: 1d4 cure potions (heals 1d8 HP). 28) 1d4 Fiendish Dire Rats; HP 5; AC 15, ATT +4 (1d4 dam + Disease Fort save DC 11 or dam 1d3 DEX and 1D3 STR); ACC 40%; STR (+0), DEX (+3), INT (-3); XP 5/Rat; Treasure None. 29) Found 1d4 Prisoners; Disarm DC 15 (to unlock cell door); XP 10 per prisoner freed. 30) 1d4 Monstrous Centipedes; HP 4; AC14;ATT +2 (1d6-1 + poison Fort save DC 10 or Dam 1d3 DEX); ACC 25%; STR (+2), DEX (0), INT (-3), WIS (0);XP 5/Centipede; Treasure None 31) wall choose new direction 32) 1d4 Monstrous Scorpions; HP 25; AC 14; ATT +2 (1d4+1) or Sting (1d4 + poison FORT DC 13 or dam 1d3 STR); ACC 25%; STR (+1),DEX (0), INT (3), WIS (0); XP 25/Scorpion; Treasure None 33) Chest; Trapped (Fire burst 10ft; 2d6 dam; Search DC 15 1d20+INT; Avoidance DC 15;disarm DC 15 (roll 1D20 + Dex); 50 XP; contents: +1 longsword. 34) 1d4 Rat Swarms; HP 15; AC 14;ATT +10 (1d6 + Disease FORT saveDC 12 or Dam 1d3 DEX and STR); ACC 100%; STR (-3), DEX (+2), INT (-3), WIS (+1); XP 30/Rat Swarm; Treasure None
35) Pressure Plate; Trap 1d4 floor spikes; Att +5 (1d4/spike); Search DC 10 1d20+INT;Disarm DC 10 (roll 1d20 + Dex); XP 10 36) 1d6 Dark Mantles; HP 15; AC 19;ATT +5 (1d4+4); ACC 50%;STR (+3), DEX (0), INT (-3), WIS (0); XP 45/Dark Mantle; Treasure None.
Pearl (10gp), Light wooden shield per Kuo-toa. 43) Rubble Obstruction (search DC 10 1d20+ INT to find Gloves of Str +4) Choose new direction. 44) 1d6 Kobolds; HP 20; AC 17; ATT +3 (1d6); ACC 30%; STR (+3), DEX (+2),INT (0), WIS (0); XP 20/Kobold; Treasure: 1d10gp per Kobold. 45) Dungeon Exit! Party can now exit dungeon and collect mission rewards. XP 250. 46) 1d4 Kobold Magi; HP 15; AC 17; ATT +3 (1d6); ACC 30%; STR (+3), DEX (+2), INT (+4), WIS (+2); Spell DC 18; MP 40; SR 20%; XP 45/Kobold Magi; Treasure: 1d10gp, 1d4 Regeneration potions per Kobold Magi. 47) Apothecary shop- See Potion section of Items list for prices. 48) 1d8 Med Skeleton Warriors; HP 24; AC 16; ATT +2 (1d6+2); ACC 25%;STR (+2), DEX (+2), INT (-3), WIS (0); DR 5/bludgeon; Immune to WILL save magic; XP 25/skeleton; Treasure None 49) Shop (Items): See Items list for prices. 50) 1d8 Med Zombies; HP 32; AC 12; ATT +2 (1d6+2); ACC 25%; STR (+2), DEX (+2), INT (-3), WIS (0); DR 5/Slashing; Immune to WILL save magic; XP 30/zombie; Treasure None 51) Shop (Armory): See Weapons and Armor tables for prices (Weapon and armor upgrades available) 52) 1d8 Goblins; HP 15; AC 17; ATT +3 (1d6); ACC 30%; STR (+2), DEX (+2),INT (0), WIS (-1); XP 15/goblin; Treasure: Morning Star, 1 healing potion, Leather armor, Light wooden shield,1d4gp per goblin. 53) Room: 4 support pillars 100x100, an exit arch in each of 4 walls;Young Black Dragon; HP 85;AC 19; ATT +10 (1d8)or Breath Weapon (6d4 Acid REF
save DC 17 for half); ACC 100%; STR (+10), DEX (0), INT (-1),WIS (0); Immune to acid; XP 425/Black Dragon; Treasure 4d100gp, 1d4 heal major potions, Dragon Hide Armor. 54) 1d4 Magmin; HP 10; AC 17; ATT +4 (1d8 fire) or melt weapon (+10% to ACC for this attack); ACC 40%; STR (+4), DEX (0); INT (-1), WIS (0); MP 30 (Magi list); DR 5/magic; Immune to fire; XP 30/magmin; Treasure: 3d10gp. 55) Found bag of holding; Contents: Cloak of elemental resistance (Grants 10/fire protection up to 100 hp/day.) 56) 1d6 Gnolls; HP 10; AC 15; ATT +3 (1d8+2); ACC 30%; STR (+3), DEX (0), INT (-1), WIS (0); XP 15/Gnoll; Treasure: 1d8 gp, Longsword, leather armor, heavy steel shield. 57) Water Well: (DM rolls 1d4: 1 poison DC15 1d20+STR; 2- heal 2d8 HP; 3regenerate 2d8 MP; 4- Poison Cure (regain 2d8 HP and lose Poisoned condition.) 58) Gauth; HP 45; AC 19; ATT +6 (1d6) or 1d4 eye rays (Magi list); ACC 60% (+10% for eye rays); STR (+6), DEX (+2), INT (+2), WIS (+3); MP 40; Spell DC 14; SR 30%; XP 270/Gauth; Treasure: 1d100gp, 1d4 Regeneration potions. 59) Mimic; HP 50; AC 15; ATT +6 (1d8+6); ACC 60%; STR (+6), DEX (+1), INT (0), WIS (+1); XP 200/mimic; Treasure: 1d100gp. 60) Mark of Snake brand: (taking brand does 3d4 dam. , but, makes character(s) immune to Poison dam.) 61) 1d4 Rust Monsters; HP 30; AC 18; ATT +3 (rust, REF save DC 17 or lose weapon or metal target); ACC 30%; STR (+3), DEX (+3), INT (-3),WIS (+1); XP 90/Rust monster; Treasure None. 62) Mark of Fire brand (taking brand does 1d6 dam., but, makes character(s) immune to fire dam.
63) 1d4 Black Wyrmling Dragons; HP 30;AC 15; ATT +5 (1d4)or Breath Weapon (ACC 100%; 2d4 Acid REF save DC 13 for half); ACC 50%; STR (+5), DEX (0), INT (-1),WIS (0); Immune to acid; XP 90/Black Dragon; Treasure 3d100gp 64) Room: 4 support pillars 100x100, an exit arch in each of 4 walls; Very Young Blue Dragon; HP 75;AC 18; ATT +10 (1d6) or Breath weapon (4d8 electric REF save DC 16 for half); ACC 100%; STR (+10), DEX (0), INT(0), WIS (0); Immune to electricity; XP 30/Blue Dragon; Treasure: 3d100gp; 1d4 Regeneration Major potions, Dragon Hide Armor. 65) Young Black Dragon; HP 85;AC 19; ATT +10 (1d8)or Breath Weapon (6d4 Acid REF save DC 17 for half); ACC 100%; STR (+10), DEX (0), INT (1),WIS (0); Immune to acid; XP 425/Black Dragon; Treasure 4d100gp, 1d4 heal major potions, Dragon Hide Armor. 66) Barrier of Cold; 20 ftx70 ft; 1d6 dam./5ft traveled cold damage. 67) Barrier of Cold; 20 ftx70 ft; 1d6 dam./5ft traveled cold damage. 68) Perfect resting Spot; 10% chance of rest interruption per hour of rest; (Roll 1d100 once for each hour of rest. A result of 1-10 means interruption, roll on same table for encounter). 69) 1d8 Med Skeleton Warriors; HP 24; AC 16; ATT +2 (1d6+2); ACC 25%;STR (+2), DEX (+2), INT (-3), WIS (0); DR 5/bludgeon; Immune to WILL save magic; XP 25/skeleton; Treasure None 70) Shop (Items): See Items list for prices.