Death Trap 06

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    Death Trap

    Level 6

    General Dungeon Walls Masonry (Climb DC 20)

    Dungeon Floor Flagstone

    Temperature Severe Heat (creatures must succeed on a Fortitude savin g throw every 10 minut es(DC 15, +1 per previous check) or take 1d4 points of non-lethal damage, creatureswearing heavy clothin g or any t ype of armor take a -4 penalty on their saves; acreature that takes any non -lethal damage from heat exposure suffers from

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    heatstroke and is fatigued)

    Illumination Bright (fires every 40 ft .)

    Wandering

    Monsters1 2 x Vampire Spawn, scavenging for food and treasure

    2 1 x Salamander, actively patrolling their territory

    3 2 x Large Fiendish Centipede, searching for an object stolen from their lair

    4 7 x Large Fiendish Centipede, returning to their lair with plund er

    5 15 x 1st Level Warrior Tiefling (planetouched), bloodied and fleeing a morepowerful enemy

    6 1 x Salamander, scouting from another part of the dungeon

    Room #1 East Entr y #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

    East Entr y #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Poison Needle Trap: CR 1; mechanical; touch trigger; manual reset; Atk +8 ranged(1 plus greenblood oi l poison); Search DC 22; Disable Device DC 20.

    East Entr y #3 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

    East Entr y #4 Locked Bone Door (Open Lock DC 30, break DC 25; hard 5 , 20 hp)

    East Entr y #5 Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)

    Room Features A stone sarcophagus sits in the center of the room, Unintellig ible whispering fillsthe room

    Trap Ceiling Pendulum: CR 3; mechanical; timed trigger; automatic reset; Atk +15melee (1d12+8/x3, greataxe); Search DC 15; Disable Device DC 27.

    Room #2 West Entry #1 Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)Extended Bane Trap: CR 3; magic device; p roximity trig ger (Detect Good);automatic reset; spell effect (Extended Bane, 3rd level cleric, DC 13 Will savenegates); Search DC 27; Disable Device DC 27.

    West Entry #2 Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    West Entry #3 Secret (Search DC 20) Locked Bone Door (Open Lock DC 40, break DC 25; hard 5,20 hp)

    West Entry #4 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

    West Entry #5 Secret (Search DC 20) Trapped and Unlocked Sto ne Door (hard 8, 60 hp)Poison Needle Trap: CR 1; mechanical; touch trigger; manual reset; Atk +8 ranged(1 plus greenblood oi l poison); Search DC 22; Disable Device DC 20.

    East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflexsave avoids; 40 ft. deep (4d6, fall); multiple targets (first t arget in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4each); Search DC 21; Disable Device DC 20.

    South Entry Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)Deeper Pit Trap: CR 1; mechanical; l ocation t rigger; manual reset; h idden switchbypass (Search DC 25); DC 15 Reflex save avoids; 20 ft . deep (2d6, fall); mult ipletargets (firs t target in each of two adjacent 5 ft. squares); Search DC 20; DisableDevice DC 23.

    Monster 1 x Chain Devil

    Chain devi l: CR 6; Medium outsid er (evil , extraplanar, lawful); HD 8d8+16; hp52; In it +6; Spd 3 0 ft. (6 squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed18; Base Atk +8; Grp +10; Atk +10 melee (2d4+2/19-20, chain); Ful l Atk +10melee (2d4+2/19-20, 2 chains); Space/Reach 5 ft./5 ft. (10 ft. with chains); SA

    Dancing chains, unnerving gaze; SQ Damage reduction 5/silver or good,

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    darkvision 60 ft., immunity t o cold, regeneration 2, spell resist ance 18; AL LE; SVFort +8, Ref +8, Will +6; Str 15 , Dex 15, Con 15, Int 6, Wis 10, Cha 12

    Skills and Feats: Climb +13, Craft (blacksmithing) +17, Escape Artist +13,Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bind ings); Alertness,Improved Critical (chain), Improved Initiative

    Treasure: 6000 sp; Aquamarine (400 gp); ho ard total 1000 gp

    Room #3 West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflexsave avoids; 40 ft. deep (4d6, fall); multiple targets (first t arget in each of two

    adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4each); Search DC 21; Disable Device DC 20.

    East Entr y #1 Trapped and Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)Poison Dart Trap: CR 1; mechanical; location trigger; manual reset; Atk +8 ranged(1d4 plus poison, dart); poison (bloodroot, DC 12 Fortitude save resists , 0/1d4Con plus 1d3 Wis); Search DC 20; Disable Device DC 18.

    East Entr y #2 Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16 ranged(1d6+4, javel in); Search DC 20; Disabl e Device DC 18.

    South Entry #1 Trapped and Unlocked Bon e Door (hard 5, 20 hp)Razor-Wire across Entrance: CR 1; mechanical; locatio n trig ger; no reset; Atk +10melee (2d6 , wire); multiple targets (firs t target in each of two adjacent 5 ft.squares); Search DC 22; Disabl e Device DC 15.

    South Entry #2 Trapped and Unlocked Iron Door (hard 10 , 60 hp)Poison Needle Trap: CR 1; mechanical; touch trigger; manual reset; Atk +8 ranged(1 plus greenblood oi l poison); Search DC 22; Disable Device DC 20.

    Room Features A well li es in t he south-west corner of the room, Torch sconces line the east wall

    Monster 6 x Lemure (devil )

    Lemure; CR 1; Medium outsider (evil, extraplanar, lawful); HD 2d8; hp 9; Init +0;Spd 20 ft. (4 squares); AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +2;Grp +2; Atk +2 melee (1d4, claw); Full Atk +2 melee (1d4, 2 claws); Space/Reach 5ft./5 ft.; SA -; SQ Damage reductio n 5/good or silver, darkvision 60 ft., immunityto fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness; ALLE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 10 , Con 10 , Int -, Wis 11, Cha 5

    Skills and Feats: -; -

    Room #4 West Entry Trapped and Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)Poison Dart Trap: CR 1; mechanical; location trigger; manual reset; Atk +8 ranged(1d4 plus poison, dart); poison (bloodroot, DC 12 Fortitude save resists , 0/1d4Con plus 1d3 Wis); Search DC 20; Disable Device DC 18.

    East Entr y #1 Trapped and Unlocked Bon e Door (hard 5, 20 hp)Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset;DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target ineach of two adjacent 5 ft. squares); pi t sp ikes (Atk +10 melee, 1d4 spikes per targetfor 1d4+2 each); Search DC 18; Disable Device DC 25.

    East Entr y #2 Secret (Search DC 25) Unlocked Bone Door (hard 5, 20 hp)

    Monster 10 x 1s t Level Warrior Tiefling (planeto uched)

    1st level warrior tiefling: CR 1/2; Medium outs ider (native); HD 1d8+1; hp 5 ; Init+1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +3 stud ded leather, +1 light shield),touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk +3 melee (1d6+1/18-20 , rapier)or +2 ranged (1d8/19-20, light crossbow); Full Atk +3 melee (1d6+1/18-20, rapier)or +2 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Darkness; SQDarkvis ion 6 0 ft., cold resistance 5, electricity resis tance 5, fire resist ance 5; ALNE; SV Fort +3, Ref +1, Will -1; St r 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6

    Skill s and Feats: Bluff +4, Hide +5, Move Silently +1, Sleight of Hand +1; WeaponFocus (rapier)

    Treasure: 600 gp; hoard total 600 g p

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    Room #5 West Entry #1 Secret (Search DC 30) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    West Entry #2 Secret (Search DC 30) Trapped and Unlocked Sto ne Door (hard 8, 60 hp)Ghoul Touch Trap: CR 3; magic device; touch t rigger; automatic reset; spell effect(Ghoul Touch, 3rd level wizard, DC 13 Fort itude save negates); Search DC 27;Disable Device DC 27.

    East Entr y #1 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset; lock bypass(Open Lock DC 30); Atk +17 melee (1 plus poison , needle); po iso n (blue whinni s,DC 14 Fortitud e save resists (poi son only), 1 Con/unconsciousness); Search DC22; Disabl e Device DC 17.

    East Entr y #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

    South Entry Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    Room Features A scratching sound can be faint ly heard near the east wall, Several wax blobs arescattered througho ut the room

    Monster 3 x Flamebrother Salamander

    Flamebrother salamander: CR 3; Small outsider (extraplanar, fire); HD 4d8+8; hp26; In it +1; Spd 2 0 ft. (4 squares); AC 19 (+1 size, +1 dex, +7 natural), touch 12 ,flat-footed 18; Base Atk +4; Grp +1; Atk +6 melee (1d6+1/x3 p lus 1d6 fire, spear);Full Atk +6 melee (1d6+1/x3 plus 1d6 fire, spear) and +4 melee (1d4 plus 1d6 fire,tail s lap); Space/Reach 5 ft./5 ft.; SA Const rict 1d4 p lus 1d6 fire, heat, improvedgrab; SQ Darkvisi on 60 ft., immuni ty to fire, vulnerabil ity to cold; AL NE; SV Fort+6, Ref +5, Will +6; Str 12, Dex 13, Con 14, Int 14 , Wis 15, Cha 13

    Skills and Feats: Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently+6, Spot +11; Alertness, Multiattack

    Treasure: 8000 sp; Potion of Cure Light Wounds (50 gp), Potion of Magic Fang(50 gp); hoard total 900 gp

    Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 30, break DC 28; hard10, 60 hp)

    900 gp; hoard total 900 gp

    Room #6 West Entry #1 Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    West Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8 , 60 hp)Burning Hands Trap: CR 2; magic device; proximity trigger (alarm); automaticreset; sp ell effect (Burning Hands, 1st l evel wizard, 1d4 fire, DC 11 Reflex savehalf damage); Search DC 26; Disabl e Device DC 26.

    East Entry Secret (Search DC 25) Locked Bone Door (Open Lock DC 20, break DC 25; hard 5,20 hp)

    South Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    Empty

    Room #7 West Entry Secret (Search DC 25) Locked Bone Door (Open Lock DC 20, break DC 25; hard 5,20 hp)

    South Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Pit Trap: CR 4; mechanical, location t rigger; manual reset ; DC 20 Reflex saveavoids; 80 ft. deep (8d 6, fall); Search DC 20; Disabl e Device DC 20.

    South Entry #2 Locked Bone Door (Open Lock DC 40, break DC 25; hard 5 , 20 hp)

    South Entry #3 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

    Monster 1 x Chain Devil

    Chain devi l: CR 6; Medium outsid er (evil , extraplanar, lawful); HD 8d8+16; hp52; In it +6; Spd 3 0 ft. (6 squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed18; Base Atk +8; Grp +10; Atk +10 melee (2d4+2/19-20, chain); Ful l Atk +10

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    melee (2d4+2/19-20, 2 chains); Space/Reach 5 ft./5 ft. (10 ft. with chains); SADancing chains, unnerving gaze; SQ Damage reduction 5/silver or good,darkvision 60 ft., immunity t o cold, regeneration 2, spell resist ance 18; AL LE; SVFort +8, Ref +8, Will +6; Str 15 , Dex 15, Con 15, Int 6, Wis 10, Cha 12

    Skills and Feats: Climb +13, Craft (blacksmithing) +17, Escape Artist +13,Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bind ings); Alertness,Improved Critical (chain), Improved Initiative

    Treasure: Bolt of Fine Cloth threaded with Brass (1000 gp), Fine Leather Belt (900gp); hoard total 1900 gp

    Room #8 North Entry #1Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    North Entry #2 Secret (Search DC 30) Locked Bone Door (Open Lock DC 20, break DC 25; hard 5,20 hp) (sl ides to one side, +1 to break DC)

    West Entry Secret (Search DC 25) Unlocked Bone Door (hard 5, 20 hp)

    East Entr y #1 Secret (Search DC 30) Trapped and Unlocked Sto ne Door (hard 8, 60 hp)Ghoul Touch Trap: CR 3; magic device; touch t rigger; automatic reset; spell effect(Ghoul Touch, 3rd level wizard, DC 13 Fort itude save negates); Search DC 27;Disable Device DC 27.

    East Entr y #2 Trapped and Unlocked Bon e Door (hard 5, 20 hp)Bricks from Ceiling : CR 2; mechanical; t ouch trigger; repair reset; Atk +12 melee(2d6, bricks); multi ple targets (all t argets in two adjacent 5 ft. squares); Search DC20; Disabl e Device DC 20.

    South Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

    Room Features A shallow pit lies i n the west si de of the room, Torch sconces line the north andsouth walls

    Monster 1 x Chain Devil

    Chain devi l: CR 6; Medium outsid er (evil , extraplanar, lawful); HD 8d8+16; hp52; In it +6; Spd 3 0 ft. (6 squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed18; Base Atk +8; Grp +10; Atk +10 melee (2d4+2/19-20, chain); Ful l Atk +10melee (2d4+2/19-20, 2 chains); Space/Reach 5 ft./5 ft. (10 ft. with chains); SADancing chains, unnerving gaze; SQ Damage reduction 5/silver or good,darkvision 60 ft., immunity t o cold, regeneration 2, spell resist ance 18; AL LE; SVFort +8, Ref +8, Will +6; Str 15 , Dex 15, Con 15, Int 6, Wis 10, Cha 12

    Skills and Feats: Climb +13, Craft (blacksmithing) +17, Escape Artist +13,Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bind ings); Alertness,Improved Critical (chain), Improved Initiative

    Treasure: 900 gp; hoard total 900 g p

    Room #9 West Entry #1 Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16 ranged(1d6+4, javel in); Search DC 20; Disabl e Device DC 18.

    West Entry #2 Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    East Entr y #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

    East Entr y #2 Trapped and Unlocked Bon e Door (hard 5, 20 hp)Spiked Pit Trap: CR 2; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 20 ft. deep (2d6, fall); multiple targets (first t arget in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2each); Search DC 18; Disable Device DC 15.

    South Entry Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10 , 60 hp)

    Room Features A sto ne stair ascends t owards the south wall, Several pieces of broken glass arescattered througho ut the room

    Room #10 North Entry Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    West Entry #1 Trapped and Unlocked Bon e Door (hard 5, 20 hp)

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    Bricks from Ceiling : CR 2; mechanical; t ouch trigger; repair reset; Atk +12 melee(2d6, bricks); multi ple targets (all t argets in two adjacent 5 ft. squares); Search DC20; Disabl e Device DC 20.

    West Entry #2 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

    West Entry #3 Locked Bone Door (Open Lock DC 40, break DC 25; hard 5 , 20 hp)

    East Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)Ceiling Pendulum: CR 3; mechanical; timed trigger; automatic reset; Atk +15melee (1d12+8/x3, greataxe); Search DC 15; Disable Device DC 27.

    South Entry Secret (Search DC 20) Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,

    60 hp)

    Room Features A til e mosaic of geometric patterns covers the floor, A wooden ladder rests againstthe north wall

    Room #11 North Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

    North Entry #2 Secret (Search DC 30) Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp)

    West Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)Ceiling Pendulum: CR 3; mechanical; timed trigger; automatic reset; Atk +15melee (1d12+8/x3, greataxe); Search DC 15; Disable Device DC 27.

    South Entry Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    Room Features A tapest ry of geometric patterns hangs from the south wall, A wooden ladder restsagainst the east wall

    Monster 5 x Hell Hound

    Hell hound : CR 3; Medium ou tsider (evil, extraplanar, fire, lawful); HD 4d8+4; hp22; In it +5; Spd 4 0 ft. (8 squares); AC 16 (+1 dex, +5 natural), touch 11, flat-footed15; Base Atk +4; Grp +5; Atk +5 melee (1d8+1 p lus 1d6 fi re, bite); Full Atk +5melee (1d8+1 plus 1d6 fi re, bite); Space/Reach 5 ft./5 ft.; SA Breath weapon, fierybite; SQ Darkvis ion 60 ft., immunit y to fire, scent, vulnerabil ity t o cold; AL LE;SV Fort +5, Ref +5, Will +4; Str 13, Dex 13, Con 13, Int 6 , Wis 10, Cha 6

    Skill s and Feats: Hide +13, Jump +12, List en +7, Move Silently +13, Spot +7,Survival +7*; Improved Ini tiati ve, Run, Track

    Room #12 North Entry #1 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    North Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Pit Trap: CR 4; mechanical, location t rigger; manual reset ; DC 20 Reflex saveavoids; 80 ft. deep (8d 6, fall); Search DC 20; Disabl e Device DC 20.

    East Entry Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp) (sl ides up, +2 tobreak DC)

    South Entry #1 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    South Entry #2 Secret (Search DC 20) Trapped and Locked Iron Door (Open Lock DC 25, break DC28; hard 10, 60 hp)Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15melee (6d6); multiple targets (can strike all characters in two adjacent specifiedsquares); Search DC 20; Disabl e Device DC 25.

    Room Features A til e mosaic of arcane patterns covers the floor, A large demonic ido l si ts in thenorth-west corner of the room

    Monster 3 x Huge Fiendish Centipede

    Huge fiendish centipede; CR 3; Huge magical beast (extraplanar); HD 6d8+6; hp33; In it +2; Spd 4 0 ft. (8 squares), climb 40 ft.; AC 16 (-2 size, +2 dex, +6 natural),touch 10, flat-footed 14; Base Atk +4; Grp +15; Atk +5 melee (2d6+4 plus poison,bite); Full Atk +5 melee (2d6+4 plus poison, bite); Space/Reach 15 ft./10 ft.; SA

    Poison, smite good (+6) 1/day; SQ Darkvision 60 ft., vermin traits, damage

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    reduction 5/magic, cold and fire resist ance 5, spell resis tance 11; AL NE; SV Fort+6, Ref +4, Will +2; Str 17, Dex 15, Con 12, Int 3, Wis 10 , Cha 2

    Skill s and Feats: Climb +11, Hide +2, Spot +4; -

    Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break DC 28; hard10, 60 hp)

    6000 sp ; Chalcedony (60 gp); hoard total 660 g p

    Room #13 West Entry #1 Secret (Search DC 25) Unlocked Iron Door (hard 10, 60 hp )

    West Entry #2 Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    West Entry #3 Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    East Entry Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    South Entry Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    Empty

    Room #14 North Entry #1 Trapped and Locked Bone Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)Fusillade of Darts: CR 1; mechanical; location trigger; manual reset; Atk +10ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent

    5 ft. squares); Search DC 14; Disable Device DC 20.

    North Entry #2 Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)Deeper Pit Trap: CR 1; mechanical; l ocation t rigger; manual reset; h idden switchbypass (Search DC 25); DC 15 Reflex save avoids; 20 ft . deep (2d6, fall); mult ipletargets (firs t target in each of two adjacent 5 ft. squares); Search DC 20; DisableDevice DC 23.

    West Entry Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    Empty

    Room #15 North Entry Trapped and Unlocked Bon e Door (hard 5, 20 hp)

    Razor-Wire across Entrance: CR 1; mechanical; locatio n trig ger; no reset; Atk +10melee (2d6 , wire); multiple targets (firs t target in each of two adjacent 5 ft.squares); Search DC 22; Disabl e Device DC 15.

    East Entr y #1 Trapped and Unlocked Stone Door (hard 8, 60 hp)Sepia Snake Sigil Trap: CR 4; spell; spell t rigger; no reset; sp ell effect (SepiaSnake Sigi l, 5th level wizard, DC 14 Reflex save negates); Search DC 28; Disabl eDevice DC 28.

    East Entr y #2 Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset;DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target ineach of two adjacent 5 ft. squares); pi t sp ikes (Atk +10 melee, 1d4 spikes per targetfor 1d4+2 each); Search DC 18; Disable Device DC 25.

    South Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

    Room Features The room has a high d omed ceiling, Several iron blobs are scattered throughoutthe room

    Monster 7 x Lemure (devil )

    Lemure; CR 1; Medium outsider (evil, extraplanar, lawful); HD 2d8; hp 9; Init +0;Spd 20 ft. (4 squares); AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +2;Grp +2; Atk +2 melee (1d4, claw); Full Atk +2 melee (1d4, 2 claws); Space/Reach 5ft./5 ft.; SA -; SQ Damage reductio n 5/good or silver, darkvision 60 ft., immunityto fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness; ALLE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 10 , Con 10 , Int -, Wis 11, Cha 5

    Skills and Feats: -; -

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    Room #16 North Entry Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10 , 60 hp)

    West Entry Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset;DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target ineach of two adjacent 5 ft. squares); pi t sp ikes (Atk +10 melee, 1d4 spikes per targetfor 1d4+2 each); Search DC 18; Disable Device DC 25.

    East Entry Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    South Entry #1 Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)Extended Bane Trap: CR 3; magic device; p roximity trig ger (Detect Good);automatic reset; spell effect (Extended Bane, 3rd level cleric, DC 13 Will save

    negates); Search DC 27; Disable Device DC 27.

    South Entry #2 Secret (Search DC 25) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    South Entry #3 Trapped and Unlocked Bon e Door (hard 5, 20 hp)Fire Trap: CR 3; spell ; spel l trigger; no reset; spell effect (Fire Trap, 3rd leveldruid , 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27; Disable DeviceDC 27.

    Monster 3 x Lemure (devil )

    Lemure; CR 1; Medium outsider (evil, extraplanar, lawful); HD 2d8; hp 9; Init +0;Spd 20 ft. (4 squares); AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +2;Grp +2; Atk +2 melee (1d4, claw); Full Atk +2 melee (1d4, 2 claws); Space/Reach 5ft./5 ft.; SA -; SQ Damage reductio n 5/good or silver, darkvision 60 ft., immunityto fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness; ALLE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 10 , Con 10 , Int -, Wis 11, Cha 5

    Skills and Feats: -; -

    Room #17 North Entry #1 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

    North Entry #2 Secret (Search DC 25) Stuck Bone Door (break DC 23; hard 5, 20 hp) (sl ides down,+1 to break DC)

    West Entry Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    East Entr y #1 Secret (Search DC 25) Unlocked Bone Door (hard 5, 20 hp)

    East Entr y #2 Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    South Entry #1 Locked Bone Door (Open Lock DC 25, break DC 25; hard 5, 20 hp) (sl ides up, +2 tobreak DC)

    South Entry #2 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

    Room Features The room has a high domed ceiling , Several broken arrows are scatteredthroughout the room

    Monster 11 x Large Fiendish Centipede

    Large fiendish centipede; CR 1; Large magical beast (extraplanar); HD 3d8; hp 13;Init +2; Spd 40 ft . (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural),touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 plus poison,

    bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10 ft./5 ft.; SAPoison, smite good (+3) 1/day; SQ Darkvision 60 ft., vermin traits, cold and fireresist ance 5, spell resist ance 8; AL NE; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15,Con 10 , Int 3, Wis 10, Cha 2

    Skill s and Feats: Climb +10, Hide +6, Spot +4; Weapon Finess e

    Room #18 North Entry #1 Secret (Search DC 25) Unlocked Bone Door (hard 5, 20 hp)

    North Entry #2 Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    West Entry #1 Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    West Entr #2 Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 h )

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    East Entry Secret (Search DC 30) Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp)

    South Entry #1 Trapped and Unlocked Bon e Door (hard 5, 20 hp)Pit Trap: CR 2; mechanical, location t rigger; manual reset ; DC 20 Reflex saveavoids; 40 ft. deep (4d 6, fall); Search DC 20; Disabl e Device DC 20.

    South Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp) (sl ides d own, +1 to break DC)Spiked Pi t Trap (80 Ft . Deep): CR 5; mechanical; location trigger, manual reset; DC20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4spikes for 1d4+5 each); Search DC 20; Disabl e Device DC 20.

    South Entry #3 Secret (Search DC 30) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    Monster 1 x Salamander

    Salamander: CR 6; Medium outsider (extraplanar, fire); HD 9d8+18; hp 5 8; Ini t+1; Spd 20 ft . (4 squares); AC 18 (+1 dex, +7 natural), touch 11, flat-footed 17;Base Atk +9; Grp +11; Atk +11 melee (1d8+3/x3 plus 1d6 fire, spear); Full Atk+11 /+6 melee (1d8+3/x3 plus 1d6 fire, spear) and +9 melee (2d6+1 plus 1d6 fire,tail slap); Space/Reach 5 ft./5 ft. (10 ft. with tail); SA Constrict 2d6+1 plus 1d6fire, heat, improved grab; SQ Damage reduction 10 /magic, darkvisi on 60 ft.,immunit y to fi re, vulnerabili ty to cold; AL NE; SV Fort +8, Ref +7, Will +8; Str 14,Dex 13 , Con 14, Int 14, Wis 15, Cha 13

    Skill s and Feats: Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguis e +1(+3 acting), Hide +11, Intimidate +3, List en +8, Move Silently +11,Search +12,

    Spot +8; Alertness, Multi attack, Power AttackTreasure: 100 gp; Aquamarine (300 gp), Rock Crystal (80 gp), Turquoise (10 gp),Zircon (40 gp); Arcane Scroll (True Strike (25 gp)) (tot al 25 gp), Potion of CureLight Wounds (50 gp), Potion of Cure Moderate Wounds (300 gp); hoard total 905gp

    Room #19 North Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    West Entry Secret (Search DC 30) Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp)

    East Entry Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)

    South Entry Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    Room Features Part of the ceiling has collapsed into the room, An unid entifiable odor fills thewest side of t he room

    Room #20 North Entry #1 Secret (Search DC 20) Trapped and Locked Iron Door (Open Lock DC 25, break DC28; hard 10, 60 hp)Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15melee (6d6); multiple targets (can strike all characters in two adjacent specifiedsquares); Search DC 20; Disabl e Device DC 25.

    North Entry #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

    West Entry #1 Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)

    West Entry #2 Locked Bone Door (Open Lock DC 40, break DC 25; hard 5 , 20 hp)

    East Entr y #1 Secret (Search DC 25) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    East Entr y #2 Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    South Entry Trapped and Unlocked Bon e Door (hard 5, 20 hp)Poisoned Dart Trap: CR 4; mechanical; locatio n trigger; manual reset; Atk +15ranged (1d4+4 plus poi son, dart); multiple targets (1 dart per target in a 10 ft. by10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude saveresist s, 1d2 Dex/1d 2 Dex); Search DC 21; Disabl e Device DC 22.

    Room Features A chute descends from the room into a midden chamber below, The ceiling iscovered with cobwebs

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    Room #21 North Entry Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    West Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

    East Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)Rolling Rock Trap: CR 1; mechanical; location trigger; manual reset; Atk +10melee (2d6, rock); Search DC 20; Disable Device DC 22.

    South Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)Fusillade of Darts: CR 1; mechanical; location trigger; manual reset; Atk +10ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent

    5 ft. squares); Search DC 14; Disable Device DC 20.

    Empty

    Room #22 West Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)Rolling Rock Trap: CR 1; mechanical; location trigger; manual reset; Atk +10melee (2d6, rock); Search DC 20; Disable Device DC 22.

    South Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflexsave avoids; 40 ft. deep (4d6, fall); multiple targets (first t arget in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4each); Search DC 21; Disable Device DC 20.

    South Entry #2 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

    Empty

    Room #23 West Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

    South Entry Secret (Search DC 20) Unlocked Bone Door (hard 5, 20 hp)

    Room Features A tile mosaic of ghoulish carnage covers the floor, Various torture devices arescattered througho ut the room

    Monster 7 x Lemure (devil )

    Lemure; CR 1; Medium outsider (evil, extraplanar, lawful); HD 2d8; hp 9; Init +0;Spd 20 ft. (4 squares); AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +2;Grp +2; Atk +2 melee (1d4, claw); Full Atk +2 melee (1d4, 2 claws); Space/Reach 5ft./5 ft.; SA -; SQ Damage reductio n 5/good or silver, darkvision 60 ft., immunityto fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness; ALLE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 10 , Con 10 , Int -, Wis 11, Cha 5

    Skills and Feats: -; -

    Room #24 North Entry Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    West Entry Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp) (sl ides up, +2 tobreak DC)

    East Entr y #1 Locked Bone Door (Open Lock DC 40, break DC 25; hard 5 , 20 hp)

    East Entr y #2 Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    South Entry #1 Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    South Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    Room Features A tile labyrinth covers the floor, A pile of barrel staves lies in the east side of theroom

    Monster 5 x Huge Fiendish Centipede

    Huge fiendish centipede; CR 3; Huge magical beast (extraplanar); HD 6d8+6; hp

    33; In it +2; Spd 4 0 ft. (8 squares), climb 40 ft.; AC 16 (-2 size, +2 dex, +6 natural),

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    touch 10, flat-footed 14; Base Atk +4; Grp +15; Atk +5 melee (2d6+4 plus poison,bite); Full Atk +5 melee (2d6+4 plus poison, bite); Space/Reach 15 ft./10 ft.; SAPoison, smite good (+6) 1/day; SQ Darkvision 60 ft., vermin traits, damagereduction 5/magic, cold and fire resist ance 5, spell resis tance 11; AL NE; SV Fort+6, Ref +4, Will +2; Str 17, Dex 15, Con 12, Int 3, Wis 10 , Cha 2

    Skill s and Feats: Climb +11, Hide +2, Spot +4; -

    Room #25 North Entry Trapped and Unlocked Bon e Door (hard 5, 20 hp)Poisoned Dart Trap: CR 4; mechanical; locatio n trigger; manual reset; Atk +15ranged (1d4+4 plus poi son, dart); multiple targets (1 dart per target in a 10 ft. by10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude save

    resist s, 1d2 Dex/1d 2 Dex); Search DC 21; Disabl e Device DC 22.

    West Entry Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    East Entr y #1 Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)Spiked Pit Trap: CR 2; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 20 ft. deep (2d6, fall); multiple targets (first t arget in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2each); Search DC 18; Disable Device DC 15.

    East Entr y #2 Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2rounds); poi son (ungol dust, DC 15 Fortitude save resist s, 1 Cha/1d6 Cha plus 1Cha drain); Search DC 20; Disabl e Device DC 16.

    South Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

    Empty

    Room #26 North Entry Secret (Search DC 20) Trapped and Locked Bone Door (Open Lock DC 25, break DC25; hard 5, 20 hp)Spiked Pit Trap: CR 2; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 20 ft. deep (2d6, fall); multiple targets (first t arget in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2each); Search DC 18; Disable Device DC 15.

    South Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

    South Entry #2 Secret (Search DC 30) Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)Burning Hands Trap: CR 3; magic device; proximity trigger (alarm); automaticreset; sp ell effect (Burning Hands, 5th level wizard, 5d4 fire, DC 11 Reflex savehalf damage); Search DC 26; Disabl e Device DC 26.

    Empty

    Room #27 North Entry #1 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)Fusillade of Darts: CR 1; mechanical; location trigger; manual reset; Atk +10ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent5 ft. squares); Search DC 14; Disable Device DC 20.

    North Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflexsave avoids; 40 ft. deep (4d6, fall); multiple targets (first t arget in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4each); Search DC 21; Disable Device DC 20.

    South Entry #1 Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10 , 60 hp)

    South Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2rounds); poi son (ungol dust, DC 15 Fortitude save resist s, 1 Cha/1d6 Cha plus 1Cha drain); Search DC 20; Disabl e Device DC 16.

    Room Features A faded and torn tapestry hangs from the east wall, A rotting odor fills the south-

    west corner of the room

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    Monster 5 x Huge Fiendish Centipede

    Huge fiendish centipede; CR 3; Huge magical beast (extraplanar); HD 6d8+6; hp33; In it +2; Spd 4 0 ft. (8 squares), climb 40 ft.; AC 16 (-2 size, +2 dex, +6 natural),touch 10, flat-footed 14; Base Atk +4; Grp +15; Atk +5 melee (2d6+4 plus poison,bite); Full Atk +5 melee (2d6+4 plus poison, bite); Space/Reach 15 ft./10 ft.; SAPoison, smite good (+6) 1/day; SQ Darkvision 60 ft., vermin traits, damagereduction 5/magic, cold and fire resist ance 5, spell resis tance 11; AL NE; SV Fort+6, Ref +4, Will +2; Str 17, Dex 15, Con 12, Int 3, Wis 10 , Cha 2

    Skill s and Feats: Climb +11, Hide +2, Spot +4; -

    Room #28 North Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

    East Entr y #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

    East Entr y #2 Trapped and Unlocked Iron Door (hard 10 , 60 hp)Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt , 5th level wizard, 5d6 electricity, DC 14 Reflexsave hal f damage); Search DC 28; Disabl e Device DC 28.

    East Entr y #3 Locked Bone Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) (sl ides up, +2 tobreak DC)

    South Entry Secret (Search DC 30) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    Room Features Burning torches in i ron sconces line the walls, A corroded chain lies i n the southside of the room

    Room #29 North Entry #1 Trapped and Unlocked Iron Door (hard 10 , 60 hp)Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflexsave avoids; 40 ft. deep (4d6, fall); multiple targets (first t arget in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4each); Search DC 21; Disable Device DC 20.

    North Entry #2 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

    North Entry #3 Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    East Entr y #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

    East Entr y #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

    South Entry Locked Bone Door (Open Lock DC 30, break DC 25; hard 5 , 20 hp)

    Monster 3 x Flamebrother Salamander

    Flamebrother salamander: CR 3; Small outsider (extraplanar, fire); HD 4d8+8; hp26; In it +1; Spd 2 0 ft. (4 squares); AC 19 (+1 size, +1 dex, +7 natural), touch 12 ,flat-footed 18; Base Atk +4; Grp +1; Atk +6 melee (1d6+1/x3 p lus 1d6 fire, spear);Full Atk +6 melee (1d6+1/x3 plus 1d6 fire, spear) and +4 melee (1d4 plus 1d6 fire,tail s lap); Space/Reach 5 ft./5 ft.; SA Const rict 1d4 p lus 1d6 fire, heat, improvedgrab; SQ Darkvisi on 60 ft., immuni ty to fire, vulnerabil ity to cold; AL NE; SV Fort+6, Ref +5, Will +6; Str 12, Dex 13, Con 14, Int 14 , Wis 15, Cha 13

    Skills and Feats: Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently+6, Spot +11; Alertness, Multiattack

    Treasure: 50000 cp; Arcane Scroll (Mage Armor (25 gp), Darkvis ion (150 gp))(total 175 gp), Potion of Enlarge Person (250 gp), Wand of Invisib ility (7 of 50charges) (630 gp); hoard total 155 5 gp

    Room #30 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

    West Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

    West Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)Sepia Snake Sigil Trap: CR 4; spell; spell t rigger; no reset; sp ell effect (SepiaSnake Sigi l, 5th level wizard, DC 14 Reflex save negates); Search DC 28; Disabl e

    Device DC 28.

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    East Entry Secret (Search DC 20) Trapped and Unlocked Bone Door (hard 5 , 20 hp) (slides toone s ide, +1 to b reak DC)Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger(attached); manual reset; po ison (nitharit, DC 13 Fortitud e save resists, 0/3d6Con); Search DC 25; Disabl e Device DC 19.

    Empty

    Room #31 West Entry Secret (Search DC 20) Trapped and Unlocked Bone Door (hard 5 , 20 hp) (slides to

    one s ide, +1 to b reak DC)Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger(attached); manual reset; po ison (nitharit, DC 13 Fortitud e save resists, 0/3d6Con); Search DC 25; Disabl e Device DC 19.

    East Entr y #1 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp ) (slides do wn,+1 to break DC)

    East Entr y #2 Locked Bone Door (Open Lock DC 40, break DC 25; hard 5 , 20 hp)

    East Entr y #3 Secret (Search DC 20) Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,60 hp)

    East Entr y #4 Trapped and Unlocked Iron Door (hard 10 , 60 hp)Hail of Needles: CR 3; mechanical; l ocation t rigger; manual reset; Atk +20 ranged(2d4); Search DC 22; Disabl e Device DC 22.

    South Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Large Net Trap: CR 2; mechanical; locati on t rigger; manual reset; Atk +5 melee(see note); Search DC 20; Disable Device DC 25. Note: Characters in 10 ft. squareare grappled by n et (Str 18) if they fail a DC 14 Reflex save.

    Trap Inflict Light Wounds Trap: CR 2; magic device; touch trigger; automatic reset;spell effect (Inflict Light Wounds, 1st level cleric, 1d8+1, DC 11 Will save halfdamage); Search DC 26; Disabl e Device DC 26.

    Room #32 North Entry #1 Secret (Search DC 30) Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)Burning Hands Trap: CR 3; magic device; proximity trigger (alarm); automaticreset; sp ell effect (Burning Hands, 5th level wizard, 5d4 fire, DC 11 Reflex save

    half damage); Search DC 26; Disabl e Device DC 26.

    North Entry #2 Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10 , 60 hp)

    West Entry Secret (Search DC 25) Unlocked Bone Door (hard 5, 20 hp)

    South Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)Poison Dart Trap: CR 1; mechanical; location trigger; manual reset; Atk +8 ranged(1d4 plus poison, dart); poison (bloodroot, DC 12 Fortitude save resists , 0/1d4Con plus 1d3 Wis); Search DC 20; Disable Device DC 18.

    Monster 4 x Flamebrother Salamander

    Flamebrother salamander: CR 3; Small outsider (extraplanar, fire); HD 4d8+8; hp26; In it +1; Spd 2 0 ft. (4 squares); AC 19 (+1 size, +1 dex, +7 natural), touch 12 ,

    flat-footed 18; Base Atk +4; Grp +1; Atk +6 melee (1d6+1/x3 p lus 1d6 fire, spear);Full Atk +6 melee (1d6+1/x3 plus 1d6 fire, spear) and +4 melee (1d4 plus 1d6 fire,tail s lap); Space/Reach 5 ft./5 ft.; SA Const rict 1d4 p lus 1d6 fire, heat, improvedgrab; SQ Darkvisi on 60 ft., immuni ty to fire, vulnerabil ity to cold; AL NE; SV Fort+6, Ref +5, Will +6; Str 12, Dex 13, Con 14, Int 14 , Wis 15, Cha 13

    Skills and Feats: Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently+6, Spot +11; Alertness, Multiattack

    Treasure: 1100 gp ; hoard total 1100 gp

    Room #33 North Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2rounds); poi son (ungol dust, DC 15 Fortitude save resist s, 1 Cha/1d6 Cha plus 1Cha drain Search DC 20 Disable Device DC 16.

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    North Entry #2 Secret (Search DC 30) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    East Entr y #1 Trapped and Unlocked Bon e Door (hard 5, 20 hp)Fire Trap: CR 5; spell ; spel l trigger; no reset; spell effect (Fire Trap, 7th levelwizard, 1d4+7 fire, DC 16 Reflex save half d amage); Search DC 29; Disabl e DeviceDC 29.

    East Entr y #2 Secret (Search DC 25) Unlocked Iron Door (hard 10, 60 hp )

    East Entr y #3 Secret (Search DC 30) Unlocked Iron Door (hard 10, 60 hp )

    South Entry #1 Trapped and Unlocked Bon e Door (hard 5, 20 hp)

    Pit Trap: CR 2; mechanical, location t rigger; manual reset ; DC 20 Reflex saveavoids; 40 ft. deep (4d 6, fall); Search DC 20; Disabl e Device DC 20.

    South Entry #2 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp) (slid es to onesid e, +1 to break DC)

    Room Features A chute falls into the room from above, A pile of empty flasks l ies in the south -west corner of the room

    Room #34 East Entry Secret (Search DC 20) Unlocked Bone Door (hard 5, 20 hp)

    South Entry Secret (Search DC 25) Stuck Bone Door (break DC 23; hard 5, 20 hp) (sl ides down,+1 to break DC)

    Room Features The room has a high domed ceiling, A toppled statue li es in t he south-east cornerof the room

    Monster 1 x Chain Devil

    Chain devi l: CR 6; Medium outsid er (evil , extraplanar, lawful); HD 8d8+16; hp52; In it +6; Spd 3 0 ft. (6 squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed18; Base Atk +8; Grp +10; Atk +10 melee (2d4+2/19-20, chain); Ful l Atk +10melee (2d4+2/19-20, 2 chains); Space/Reach 5 ft./5 ft. (10 ft. with chains); SADancing chains, unnerving gaze; SQ Damage reduction 5/silver or good,darkvision 60 ft., immunity t o cold, regeneration 2, spell resist ance 18; AL LE; SVFort +8, Ref +8, Will +6; Str 15 , Dex 15, Con 15, Int 6, Wis 10, Cha 12

    Skills and Feats: Climb +13, Craft (blacksmithing) +17, Escape Artist +13,

    Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bind ings); Alertness,Improved Critical (chain), Improved Initiative

    Treasure: 1000 gp; Black Opal (600 gp), Chrysop rase (40 gp), Jade (70 gp), MossAgate (9 gp); hoard total 1719 gp

    Room #35 North Entry Trapped and Unlocked Bon e Door (hard 5, 20 hp) (slides do wn, +1 to break DC)Rolling Rock Trap: CR 1; mechanical; location trigger; manual reset; Atk +10melee (2d6, rock); Search DC 20; Disable Device DC 22.

    West Entry Secret (Search DC 20) Unlocked Bone Door (hard 5, 20 hp)

    East Entry Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    South Entry #1 Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    South Entry #2 Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    Room Features The room has a high domed ceiling , The sou th and east walls are covered withsword cuts

    Room #36 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Large Net Trap: CR 2; mechanical; locati on t rigger; manual reset; Atk +5 melee(see note); Search DC 20; Disable Device DC 25. Note: Characters in 10 ft. squareare grappled by n et (Str 18) if they fail a DC 14 Reflex save.

    West Entry #1 Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    West Entr #2 Secret (Search DC 20 Unlocked Bone Door (hard 5 20 h (slides down +1 to

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    break DC)

    Room Features Numerous pillars line the east and west walls, Several sundered shields arescattered througho ut the room

    Room #37 West Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

    East Entr y #1 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

    East Entr y #2 Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10 , 60 hp)

    South Entry Trapped and Unlocked Iron Door (hard 10 , 60 hp)Fireball Trap: CR 5; magic device; to uch trigger; automatic reset; spell effect(Fireball, 8th level wizard, 8d6 fi re, DC 14 Reflex save hal f damage); Search DC 28;Disable Device DC 28.

    Room Features The room has a high d omed ceiling, A rusted gauntlet lies in the north-west cornerof the room

    Monster 4 x Huge Fiendish Centipede

    Huge fiendish centipede; CR 3; Huge magical beast (extraplanar); HD 6d8+6; hp33; In it +2; Spd 4 0 ft. (8 squares), climb 40 ft.; AC 16 (-2 size, +2 dex, +6 natural),touch 10, flat-footed 14; Base Atk +4; Grp +15; Atk +5 melee (2d6+4 plus poison,bite); Full Atk +5 melee (2d6+4 plus poison, bite); Space/Reach 15 ft./10 ft.; SA

    Poison, smite good (+6) 1/day; SQ Darkvision 60 ft., vermin traits, damagereduction 5/magic, cold and fire resist ance 5, spell resis tance 11; AL NE; SV Fort+6, Ref +4, Will +2; Str 17, Dex 15, Con 12, Int 3, Wis 10 , Cha 2

    Skill s and Feats: Climb +11, Hide +2, Spot +4; -

    Room #38 North Entry #1 Trapped and Unlocked Bon e Door (hard 5, 20 hp)Scything Blade Trap: CR 1; mechanical; location trigger; automatic reset; Atk +8melee (1d8/x 3); Search DC 21; Disable Device DC 20.

    North Entry #2 Trapped and Unlocked Bon e Door (hard 5, 20 hp)Pit Trap: CR 2; mechanical, location t rigger; manual reset ; DC 20 Reflex saveavoids; 40 ft. deep (4d 6, fall); Search DC 20; Disabl e Device DC 20.

    West Entry Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10 , 60 hp)

    East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    South Entry Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10 , 60 hp)

    Room Features The room has a high domed ceiling, Torch sconces l ine the north and west walls

    Room #39 North Entry #1 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp) (slid es to onesid e, +1 to break DC)

    North Entry #2 Secret (Search DC 25) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    North Entry #3 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp ) (magically

    reinforced, +10 to break DC)

    West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    East Entr y #1 Trapped and Unlocked Stone Door (hard 8, 60 hp)Pit Trap: CR 4; mechanical, location t rigger; manual reset ; DC 20 Reflex saveavoids; 80 ft. deep (8d 6, fall); Search DC 20; Disabl e Device DC 20.

    East Entr y #2 Locked Bone Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) (sl ides to o nesid e, +1 to break DC)

    South Entry Secret (Search DC 25) Unlocked Bone Door (hard 5, 20 hp)

    Room Features Several square holes are cut into the east and west walls, Several pieces of blood -soaked clothing are scattered throug hout t he room

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    Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 20, break DC 28; hard10, 60 hp)

    200 gp; Divine Scroll (Detect Undead (25 gp ), Magic Fang (25 gp)) (total 50 gp),Potio n of Cure Light Wounds (50 gp), Wand of Summon Monst er I (37 of 50charges) (Design provid es clue to function) (555 gp); hoard total 855 gp

    Room #40 North Entry Secret (Search DC 25) Stuck Bone Door (break DC 23; hard 5, 20 hp) (sl ides down,+1 to break DC)

    West Entry #1 Secret (Search DC 20) Unlocked Bone Door (hard 5, 20 hp)

    West Entry #2 Locked Bone Door (Open Lock DC 30, break DC 25; hard 5 , 20 hp)

    East Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

    South Entry #1 Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)Acid Arrow Trap: CR 3; magic device; proximity t rigger (alarm); automatic reset;Atk +2 ranged touch; spell effect (Acid Arrow, 3rd level wizard, 2d4 acid/ round for2 rounds); Search DC 27; Disabl e Device DC 27.

    South Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Inflict Light Wounds Trap: CR 2; magic device; touch trigger; automatic reset;spell effect (Inflict Light Wounds, 1st level cleric, 1d8+1, DC 11 Will save halfdamage); Search DC 26; Disabl e Device DC 26.

    Monster 1 x Hellcat (devi l)

    Hellcat: CR 7; Large outs ider (evil, extraplanar, lawful); HD 8d8+24 ; hp 6 0; Ini t+9; Spd 40 ft. (8 squares); AC 21 (-1 size, +5 dex, +7 natural), touch 14 , flat-footed16; Base Atk +8; Grp +18; Atk +13 melee (1d8+6, claw); Full Atk +13 melee(1d8+6, 2 claws) and +8 melee (2d8+3, bi te); Space/Reach 10 ft./5 ft.; SA Improvedgrab, pounce, rake 1d8+3; SQ Damage reduction 5/g ood, darkvisio n 60 ft.,invis ible in light, fire resistance 10, scent, spell resist ance 19, telepathy 100 ft.;AL LE; SV Fort +9, Ref +11, Will +8; Str 23, Dex 21, Con 17, Int 10, Wis 14 , Cha 10

    Skill s and Feats: Balance +16, Climb +17, Hide +13, Jump +21, Listen +17, MoveSilent ly +20, Spot +13, Swim +17; Dodge, Improved Init iative, Track

    Room #41 North Entry Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    West Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

    South Entry Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    Monster 1 x Chain Devil

    Chain devi l: CR 6; Medium outsid er (evil , extraplanar, lawful); HD 8d8+16; hp52; In it +6; Spd 3 0 ft. (6 squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed18; Base Atk +8; Grp +10; Atk +10 melee (2d4+2/19-20, chain); Ful l Atk +10melee (2d4+2/19-20, 2 chains); Space/Reach 5 ft./5 ft. (10 ft. with chains); SADancing chains, unnerving gaze; SQ Damage reduction 5/silver or good,darkvision 60 ft., immunity t o cold, regeneration 2, spell resist ance 18; AL LE; SVFort +8, Ref +8, Will +6; Str 15 , Dex 15, Con 15, Int 6, Wis 10, Cha 12

    Skills and Feats: Climb +13, Craft (blacksmithing) +17, Escape Artist +13,

    Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bind ings); Alertness,Improved Critical (chain), Improved Initiative

    Treasure: 300 gp; Blue Quartz (12 gp), Chalcedony (50 gp), Coral (90 gp),Hematite (9 gp); hoard total 461 gp

    Room #42 North Entry Secret (Search DC 25) Trapped and Locked Bone Door (Open Lock DC 25, break DC25; hard 5, 20 hp)Spear Trap: CR 1; mechanical; location t rigger; manual reset; Atk +12 ranged(1d8/x3, spear); Search DC 20; Disable Device DC 20. Note: 200 ft. max range,target determined randomly from those in its path.

    West Entr Locked Bone Door (O en Lock DC 40 break DC 25 hard 5 20 h (slides to one

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    sid e, +1 to break DC)

    East Entry Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    South Entry Locked Bone Door (Open Lock DC 30, break DC 25; hard 5 , 20 hp)

    Empty

    Room #43 West Entry Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    South Entry Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    Monster 4 x Lemure (devil )

    Lemure; CR 1; Medium outsider (evil, extraplanar, lawful); HD 2d8; hp 9; Init +0;Spd 20 ft. (4 squares); AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +2;Grp +2; Atk +2 melee (1d4, claw); Full Atk +2 melee (1d4, 2 claws); Space/Reach 5ft./5 ft.; SA -; SQ Damage reductio n 5/good or silver, darkvision 60 ft., immunityto fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness; ALLE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 10 , Con 10 , Int -, Wis 11, Cha 5

    Skills and Feats: -; -

    Room #44 East Entr y #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

    Hail of Needles: CR 3; mechanical; l ocation t rigger; manual reset; Atk +20 ranged(2d4); Search DC 22; Disabl e Device DC 22.

    East Entr y #2 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

    East Entr y #3 Trapped and Unlocked Stone Door (hard 8, 60 hp)Swinging Blo ck Trap: CR 1; mechanical; touch trigger; manual reset; Atk +5 melee(4d6, st one block); Search DC 20; Disabl e Device DC 20.

    East Entr y #4 Trapped and Unlocked Stone Door (hard 8, 60 hp)Camouflaged Pit Trap: CR 2; mechanical; location trigger; manual reset; DC 20Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first t arget in each oftwo adjacent 5 ft. squares); Search DC 24; Disable Device DC 19.

    South Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Spiked Pit Trap: CR 2; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 20 ft. deep (2d6, fall); multiple targets (first t arget in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2each); Search DC 18; Disable Device DC 15.

    Room Features A stone statue stands i n the east si de of the room, A pile of bent copper coins liesin the east side of the room

    Room #45 North Entry Secret (Search DC 20) Unlocked Bone Door (hard 5, 20 hp)

    West Entry Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    East Entr y #1 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    East Entr y #2 Secret (Search DC 25) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    Monster 5 x Hell Hound

    Hell hound : CR 3; Medium ou tsider (evil, extraplanar, fire, lawful); HD 4d8+4; hp22; In it +5; Spd 4 0 ft. (8 squares); AC 16 (+1 dex, +5 natural), touch 11, flat-footed15; Base Atk +4; Grp +5; Atk +5 melee (1d8+1 p lus 1d6 fi re, bite); Full Atk +5melee (1d8+1 plus 1d6 fi re, bite); Space/Reach 5 ft./5 ft.; SA Breath weapon, fierybite; SQ Darkvis ion 60 ft., immunit y to fire, scent, vulnerabil ity t o cold; AL LE;SV Fort +5, Ref +5, Will +4; Str 13, Dex 13, Con 13, Int 6 , Wis 10, Cha 6

    Skill s and Feats: Hide +13, Jump +12, List en +7, Move Silently +13, Spot +7,Survival +7*; Improved Ini tiati ve, Run, Track

    Room #46

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    ,Fireball Trap: CR 5; magic device; to uch trigger; automatic reset; spell effect(Fireball, 8th level wizard, 8d6 fi re, DC 14 Reflex save hal f damage); Search DC 28;Disable Device DC 28.

    West Entry #1 Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)Scything Blade Trap: CR 1; mechanical; location trigger; automatic reset; Atk +8melee (1d8/x 3); Search DC 21; Disable Device DC 20.

    West Entry #2 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

    West Entry #3 Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)Poisoned Dart Trap: CR 4; mechanical; locatio n trigger; manual reset; Atk +15ranged (1d4+4 plus poi son, dart); multiple targets (1 dart per target in a 10 ft. by

    10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude saveresist s, 1d2 Dex/1d 2 Dex); Search DC 21; Disabl e Device DC 22.

    West Entry #4 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

    South Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Ghoul Touch Trap: CR 3; magic device; touch t rigger; automatic reset; spell effect(Ghoul Touch, 3rd level wizard, DC 13 Fort itude save negates); Search DC 27;Disable Device DC 27.

    Room Features A rust ling noise can be heard in the south-east corner of the room, A pile of waxblobs l ies in the east side of the room

    Room #47 North Entry Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10 , 60 hp)

    West Entry Trapped and Unlocked Iron Door (hard 10 , 60 hp)Burning Hands Trap: CR 3; magic device; proximity trigger (alarm); automaticreset; sp ell effect (Burning Hands, 5th level wizard, 5d4 fire, DC 11 Reflex savehalf damage); Search DC 26; Disabl e Device DC 26.

    South Entry Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    Room Features A circle of tall st ones st ands in the north-west corner of the room, The sound ofdrums fills the room

    Monster 1 x Salamander

    Salamander: CR 6; Medium outsider (extraplanar, fire); HD 9d8+18; hp 5 8; Ini t

    +1; Spd 20 ft . (4 squares); AC 18 (+1 dex, +7 natural), touch 11, flat-footed 17;Base Atk +9; Grp +11; Atk +11 melee (1d8+3/x3 plus 1d6 fire, spear); Full Atk+11 /+6 melee (1d8+3/x3 plus 1d6 fire, spear) and +9 melee (2d6+1 plus 1d6 fire,tail slap); Space/Reach 5 ft./5 ft. (10 ft. with tail); SA Constrict 2d6+1 plus 1d6fire, heat, improved grab; SQ Damage reduction 10 /magic, darkvisi on 60 ft.,immunit y to fi re, vulnerabili ty to cold; AL NE; SV Fort +8, Ref +7, Will +8; Str 14,Dex 13 , Con 14, Int 14, Wis 15, Cha 13

    Skill s and Feats: Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguis e +1(+3 acting), Hide +11, Intimidate +3, List en +8, Move Silently +11,Search +12,Spot +8; Alertness, Multi attack, Power Attack

    Treasure: 500 gp; hoard total 500 g p

    Room #48 North Entry Secret (Search DC 25) Unlocked Bone Door (hard 5, 20 hp)

    East Entry Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    South Entry Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    Room Features The room has a high domed ceiling, Various t orture devices are scatteredthroughout the room

    Room #49 North Entry #1 Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset; lock bypass(Open Lock DC 30); Atk +17 melee (1 plus poison , needle); po iso n (blue whinni s,DC 14 Fortitud e save resists (poi son only), 1 Con/unconsciousness); Search DC22; Disabl e Device DC 17.

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    North Entry #2 Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)Acid Arrow Trap: CR 3; magic device; proximity t rigger (alarm); automatic reset;Atk +2 ranged touch; spell effect (Acid Arrow, 3rd level wizard, 2d4 acid/ round for2 rounds); Search DC 27; Disabl e Device DC 27.

    West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)Camouflaged Pit Trap: CR 2; mechanical; location trigger; manual reset; DC 20Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first t arget in each oftwo adjacent 5 ft. squares); Search DC 24; Disable Device DC 19.

    South Entry Trapped and Unlocked Bon e Door (hard 5, 20 hp)Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger(attached); manual reset; po ison (nitharit, DC 13 Fortitud e save resists, 0/3d6

    Con); Search DC 25; Disabl e Device DC 19.

    Empty

    Room #50 North Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Inflict Light Wounds Trap: CR 2; magic device; touch trigger; automatic reset;spell effect (Inflict Light Wounds, 1st level cleric, 1d8+1, DC 11 Will save halfdamage); Search DC 26; Disabl e Device DC 26.

    North Entry #2 Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    East Entr y #1 Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    East Entr y #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Pit Trap: CR 2; mechanical, location t rigger; manual reset ; DC 20 Reflex saveavoids; 40 ft. deep (4d 6, fall); Search DC 20; Disabl e Device DC 20.

    South Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    Room Features The north and west walls have been engraved with a row of arcane runes, Torchsconces li ne the east and west walls

    Monster 3 x Flamebrother Salamander

    Flamebrother salamander: CR 3; Small outsider (extraplanar, fire); HD 4d8+8; hp26; In it +1; Spd 2 0 ft. (4 squares); AC 19 (+1 size, +1 dex, +7 natural), touch 12 ,flat-footed 18; Base Atk +4; Grp +1; Atk +6 melee (1d6+1/x3 p lus 1d6 fire, spear);Full Atk +6 melee (1d6+1/x3 plus 1d6 fire, spear) and +4 melee (1d4 plus 1d6 fire,

    tail s lap); Space/Reach 5 ft./5 ft.; SA Const rict 1d4 p lus 1d6 fire, heat, improvedgrab; SQ Darkvisi on 60 ft., immuni ty to fire, vulnerabil ity to cold; AL NE; SV Fort+6, Ref +5, Will +6; Str 12, Dex 13, Con 14, Int 14 , Wis 15, Cha 13

    Skills and Feats: Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently+6, Spot +11; Alertness, Multiattack

    Treasure: 3000 sp; Electrum Cloth Coat set with Aquamarine (5000 gp), ElectrumCloth Gloves (300 gp), Small Carpet threaded with Brass (2000 gp); Arcane Scroll(Glitterdust (150 gp)) (total 150 gp), Arcane Scroll (Mount (25 gp), Sound Burst(200 gp)) (total 225 gp), Potion of Hide from Undead (50 gp); hoard tot al 8025 gp

    Trap Scything Blade Trap: CR 1; mechanical; location trigger; automatic reset; Atk +8melee (1d8/x 3); Search DC 21; Disable Device DC 20.

    Room #51 North Entry Locked Bone Door (Open Lock DC 30, break DC 25; hard 5 , 20 hp)

    West Entry #1 Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    West Entry #2 Secret (Search DC 25) Trapped and Locked Iron Door (Open Lock DC 25, break DC28; hard 10, 60 hp)Tripping Chain: CR 2; mechanical; location trigger; automatic reset; multip letraps (trip ping and melee attack); Atk +15 melee touch (trip ), Atk +15 melee(2d4+2, sp iked chain); Search DC 15; Disabl e Device DC 18.

    West Entry #3 Trapped and Stuck Stone Door (break DC 28; hard 8 , 60 hp)Fireball Trap: CR 5; magic device; to uch trigger; automatic reset; spell effect(Fireball, 8th level wizard, 8d6 fi re, DC 14 Reflex save hal f damage); Search DC 28;Disable Device DC 28.

    East Entry Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp) (slid es down, +1 to

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    break DC)Rolling Rock Trap: CR 1; mechanical; location trigger; manual reset; Atk +10melee (2d6, rock); Search DC 20; Disable Device DC 22.

    South Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

    South Entry #2 Trapped and Unlocked Iron Door (hard 10 , 60 hp)Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2rounds); poi son (ungol dust, DC 15 Fortitude save resist s, 1 Cha/1d6 Cha plus 1Cha drain); Search DC 20; Disabl e Device DC 16.

    Empty

    Room #52 North Entry Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)

    West Entry Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp) (slid es down, +1 tobreak DC)Rolling Rock Trap: CR 1; mechanical; location trigger; manual reset; Atk +10melee (2d6, rock); Search DC 20; Disable Device DC 22.

    South Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

    Monster 4 x Hell Hound

    Hell hound : CR 3; Medium ou tsider (evil, extraplanar, fire, lawful); HD 4d8+4; hp22; In it +5; Spd 4 0 ft. (8 squares); AC 16 (+1 dex, +5 natural), touch 11, flat-footed15; Base Atk +4; Grp +5; Atk +5 melee (1d8+1 p lus 1d6 fi re, bite); Full Atk +5melee (1d8+1 plus 1d6 fi re, bite); Space/Reach 5 ft./5 ft.; SA Breath weapon, fierybite; SQ Darkvis ion 60 ft., immunit y to fire, scent, vulnerabil ity t o cold; AL LE;SV Fort +5, Ref +5, Will +4; Str 13, Dex 13, Con 13, Int 6 , Wis 10, Cha 6

    Skill s and Feats: Hide +13, Jump +12, List en +7, Move Silently +13, Spot +7,Survival +7*; Improved Ini tiati ve, Run, Track

    Room #53 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Spiked Pit Trap: CR 2; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 20 ft. deep (2d6, fall); multiple targets (first t arget in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2

    each); Search DC 18; Disable Device DC 15.

    South Entry #1 Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)

    South Entry #2 Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)Poisoned Dart Trap: CR 4; mechanical; locatio n trigger; manual reset; Atk +15ranged (1d4+4 plus poi son, dart); multiple targets (1 dart per target in a 10 ft. by10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude saveresist s, 1d2 Dex/1d 2 Dex); Search DC 21; Disabl e Device DC 22.

    Room Features Several square holes are cut into the east and west walls, A faded and torn tapestryhangs from the north wall

    Monster 6 x Large Fiendish Centipede

    Large fiendish centipede; CR 1; Large magical beast (extraplanar); HD 3d8; hp 13;Init +2; Spd 40 ft . (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural),touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 plus poison,bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10 ft./5 ft.; SAPoison, smite good (+3) 1/day; SQ Darkvision 60 ft., vermin traits, cold and fireresist ance 5, spell resist ance 8; AL NE; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15,Con 10 , Int 3, Wis 10, Cha 2

    Skill s and Feats: Climb +10, Hide +6, Spot +4; Weapon Finess e

    Room #54 West Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Pit Trap: CR 2; mechanical, location t rigger; manual reset ; DC 20 Reflex saveavoids; 40 ft. deep (4d 6, fall); Search DC 20; Disabl e Device DC 20.

    West Entry #2 Trapped and Unlocked Iron Door (hard 10 , 60 hp)Hail of Needles: CR 3 mechanical location tri er manual reset Atk +20 ran ed

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    (2d4); Search DC 22; Disabl e Device DC 22.

    West Entry #3 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

    South Entry Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)

    Room Features The scent of smoke fills the north s ide of the room, A pile of torches lies in thesouth-west corner of the room

    Room #55 South Entry Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 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 thoseunderneath t he portcullis. Portcullis blocks passageway.

    Empty

    Room #56 West Entry Secret (Search DC 30) Trapped and Locked Iron Door (Open Lock DC 30, break DC28; hard 10, 60 hp)Poisoned Dart Trap: CR 4; mechanical; locatio n trigger; manual reset; Atk +15ranged (1d4+4 plus poi son, dart); multiple targets (1 dart per target in a 10 ft. by10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude saveresist s, 1d2 Dex/1d 2 Dex); Search DC 21; Disabl e Device DC 22.

    South Entry Secret (Search DC 30) Locked Bone Door (Open Lock DC 40, break DC 25; hard 5,20 hp)

    Room Features A balcony hangs from the south wall, A pile of rotti ng wood lies in the north s ideof the room

    Monster 1 x Salamander

    Salamander: CR 6; Medium outsider (extraplanar, fire); HD 9d8+18; hp 5 8; Ini t+1; Spd 20 ft . (4 squares); AC 18 (+1 dex, +7 natural), touch 11, flat-footed 17;Base Atk +9; Grp +11; Atk +11 melee (1d8+3/x3 plus 1d6 fire, spear); Full Atk+11 /+6 melee (1d8+3/x3 plus 1d6 fire, spear) and +9 melee (2d6+1 plus 1d6 fire,tail slap); Space/Reach 5 ft./5 ft. (10 ft. with tail); SA Constrict 2d6+1 plus 1d6fire, heat, improved grab; SQ Damage reduction 10 /magic, darkvisi on 60 ft.,immunit y to fi re, vulnerabili ty to cold; AL NE; SV Fort +8, Ref +7, Will +8; Str 14,

    Dex 13 , Con 14, Int 14, Wis 15, Cha 13

    Skill s and Feats: Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguis e +1(+3 acting), Hide +11, Intimidate +3, List en +8, Move Silently +11,Search +12,Spot +8; Alertness, Multi attack, Power Attack

    Treasure: 10000 cp; Cryst al Dice (pair) set with Freshwater Pearl (600 gp ), GildedWooden Orb wreathed in Con tinual Flame (3000 gp); Arcane Scroll (Shield (25gp), Ventriloquism (25 gp)) (total 50 gp ), Potion of Aid (300 gp), Potion ofRemove Fear (50 gp) (Completely di fferent effect curse); hoard tot al 4100 g p

    Room #57 North Entry #1 Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    North Entry #2 Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    West Entry Secret (Search DC 20) Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,60 hp)

    South Entry #1 Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)

    South Entry #2 Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    South Entry #3 Trapped and Unlocked Iron Door (hard 10 , 60 hp)Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15melee (6d6); multiple targets (can strike all characters in two adjacent specifiedsquares); Search DC 20; Disabl e Device DC 25.

    Room Features A forge and anvil sit i n the north-east corner of the room, Several corroded ironspikes are scattered throughout the room

    Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 20, break DC 28; hard

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    , p)

    400 gp; Pewter Miniature (of a Dragon) (90 g p), Sable Bracers inlaid with Electrum(6000 gp); hoard total 6490 gp

    Room #58 North Entry Trapped and Unlocked Bon e Door (hard 5, 20 hp)Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger(attached); manual reset; po ison (nitharit, DC 13 Fortitud e save resists, 0/3d6Con); Search DC 25; Disabl e Device DC 19.

    West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    South Entry #1 Locked Bone Door (Open Lock DC 40, break DC 25; hard 5 , 20 hp)

    South Entry #2 Secret (Search DC 25) Locked Bone Door (Open Lock DC 30, break DC 25; hard 5,20 hp)

    Empty

    Room #59 North Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    East Entry Secret (Search DC 20) Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,60 hp)Acid Arrow Trap: CR 3; magic device; proximity t rigger (alarm); automatic reset;Atk +2 ranged touch; spell effect (Acid Arrow, 3rd level wizard, 2d4 acid/ round for

    2 rounds); Search DC 27; Disabl e Device DC 27.

    South Entry #1 Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10 , 60 hp)

    South Entry #2 Locked Bone Door (Open Lock DC 25, break DC 25; hard 5 , 20 hp)

    Room Features Several headless statues are scattered througho ut t he room, A rotting odor fills theroom

    Monster 5 x Hell Hound

    Hell hound : CR 3; Medium ou tsider (evil, extraplanar, fire, lawful); HD 4d8+4; hp22; In it +5; Spd 4 0 ft. (8 squares); AC 16 (+1 dex, +5 natural), touch 11, flat-footed15; Base Atk +4; Grp +5; Atk +5 melee (1d8+1 p lus 1d6 fi re, bite); Full Atk +5melee (1d8+1 plus 1d6 fi re, bite); Space/Reach 5 ft./5 ft.; SA Breath weapon, fierybite; SQ Darkvis ion 60 ft., immunit y to fire, scent, vulnerabil ity t o cold; AL LE;SV Fort +5, Ref +5, Will +4; Str 13, Dex 13, Con 13, Int 6 , Wis 10, Cha 6

    Skill s and Feats: Hide +13, Jump +12, List en +7, Move Silently +13, Spot +7,Survival +7*; Improved Ini tiati ve, Run, Track

    Room #60 North Entry #1 Trapped and Unlocked Iron Door (hard 10 , 60 hp)Spiked Pit Trap: CR 3; mechanical; location trigger; manual reset; DC 20 Reflexsave avoids; 20 ft. deep (2d6, fall); multiple targets (first t arget in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2each); Search DC 21; Disable Device DC 20.

    North Entry #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

    West Entry #1 Secret (Search DC 20) Locked Bone Door (Open Lock DC 20, break DC 25; hard 5,20 hp)

    West Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8 , 60 hp)Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16 ranged(1d6+4, javel in); Search DC 20; Disabl e Device DC 18.

    East Entry Secret (Search DC 25) Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp)

    Monster 8 x Lemure (devil )

    Lemure; CR 1; Medium outsider (evil, extraplanar, lawful); HD 2d8; hp 9; Init +0;Spd 20 ft. (4 squares); AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +2;Grp +2; Atk +2 melee (1d4, claw); Full Atk +2 melee (1d4, 2 claws); Space/Reach 5

    ft./5 ft.; SA -; SQ Damage reductio n 5/good or silver, darkvision 60 ft., immunity

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    to re an po s on, m n ess , res s tance to ac an co , see n ar ness ;LE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 10 , Con 10 , Int -, Wis 11, Cha 5

    Skills and Feats: -; -

    Trap Camouflaged Pit Trap: CR 1; mechanical; location trigger; manual reset; DC 20Reflex save avoids; 10 ft . deep (1d6, fall); Search DC 24; Disabl e Device DC 20.

    Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 25, break DC 28; hard10, 60 hp)

    30000 cp; Deep Blue Spinel (500 gp); hoard total 800 gp

    Room #61 North Entry #1 Trapped and Unlocked Iron Door (hard 10 , 60 hp)Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2rounds); poi son (ungol dust, DC 15 Fortitude save resist s, 1 Cha/1d6 Cha plus 1Cha drain); Search DC 20; Disabl e Device DC 16.

    North Entry #2 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

    West Entry Secret (Search DC 25) Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp)

    East Entry Secret (Search DC 20) Trapped and Locked Bone Door (Open Lock DC 30, break DC25; hard 5, 20 hp)Bricks from Ceiling : CR 2; mechanical; t ouch trigger; repair reset; Atk +12 melee(2d6, bricks); multi ple targets (all t argets in two adjacent 5 ft. squares); Search DC

    20; Disabl e Device DC 20.

    Monster 1 x Achaierai

    Achaierai: CR 5; Large outsider (evil, extraplanar, lawful); HD 6d8+12; hp 39; In it+1; Spd 50 ft. (10 squares); AC 20 (-1 s ize, +1 dex, +10 natural), touch 10, flat-footed 19; Base Atk +6; Grp +14; Atk +9 melee (2d6+4, claw); Full Atk +9 melee(2d6+4, 2 claws) and +4 melee (4d6+2, bi te); Space/Reach 10 ft./10 ft .; SA Blackcloud; SQ Darkvis ion 60 ft ., spell resi stance 19; AL LE; SV Fort +7, Ref +6, Will+7; Str 19, Dex 13, Con 14, Int 11, Wis 14, Cha 16

    Skill s and Feats: Balance +10, Climb +13, Diplomacy +5, Hide +6, Jump +21,Listen +11, Move Silently +10, Sense Motive +11, Spot +11; Dodge, Mobility,Spring Attack

    Treasure: 600 gp; Brown-green Garnet (110 gp), Chryso prase (30 gp); hoard tot al

    740 gp

    Trap Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 6 0 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes pertarget for 1d4+5 each); Search DC 20; Disable Device DC 20.

    Room #62 North Entry Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)

    West Entry Secret (Search DC 20) Trapped and Locked Bone Door (Open Lock DC 30, break DC25; hard 5, 20 hp)Bricks from Ceiling : CR 2; mechanical; t ouch trigger; repair reset; Atk +12 melee(2d6, bricks); multi ple targets (all t argets in two adjacent 5 ft. squares); Search DC20; Disabl e Device DC 20.

    East Entr y #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Poisoned Dart Trap: CR 4; mechanical; locatio n trigger; manual reset; Atk +15ranged (1d4+4 plus poi son, dart); multiple targets (1 dart per target in a 10 ft. by10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude saveresist s, 1d2 Dex/1d 2 Dex); Search DC 21; Disabl e Device DC 22.

    East Entr y #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Ghoul Touch Trap: CR 3; magic device; touch t rigger; automatic reset; spell effect(Ghoul Touch, 3rd level wizard, DC 13 Fort itude save negates); Search DC 27;Disable Device DC 27.

    East Entr y #3 Secret (Search DC 30) Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp)

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    East Entr y #4 Locked Bone Door (Open Lock DC 40, break DC 25; hard 5 , 20 hp)

    East Entr y #5 Locked Bone Door (Open Lock DC 30, break DC 25; hard 5 , 20 hp)

    Monster 8 x Lemure (devil )

    Lemure; CR 1; Medium outsider (evil, extraplanar, lawful); HD 2d8; hp 9; Init +0;Spd 20 ft. (4 squares); AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +2;Grp +2; Atk +2 melee (1d4, claw); Full Atk +2 melee (1d4, 2 claws); Space/Reach 5ft./5 ft.; SA -; SQ Damage reductio n 5/good or silver, darkvision 60 ft., immunityto fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness; ALLE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 10 , Con 10 , Int -, Wis 11, Cha 5

    Skills and Feats: -; -

    Room #63 North Entry #1 Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16melee (1d8+4 plus p oison, spike); multiple targets (closest target in each of twoadjacent 5 ft. squares); poi son (Medium monstrous spider venom, DC 12 Fortitud esave resis ts, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.

    North Entry #2 Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)

    West Entry #1 Secret (Search DC 20) Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,60 hp)Acid Arrow Trap: CR 3; magic device; proximity t rigger (alarm); automatic reset;

    Atk +2 ranged touch; spell effect (Acid Arrow, 3rd level wizard, 2d4 acid/ round for2 rounds); Search DC 27; Disabl e Device DC 27.

    West Entry #2 Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)Bestow Curse Trap: CR 4; magic device; touch t rigger (detect chaos); automaticreset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); SearchDC 28; Disable Device DC 28.

    East Entr y #1 Locked Bone Door (Open Lock DC 20, break DC 25; hard 5 , 20 hp)

    East Entr y #2 Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10 , 60 hp)

    East Entr y #3 Secret (Search DC 25) Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)(slides up , +2 to break DC)Fusillade of Darts: CR 1; mechanical; location trigger; manual reset; Atk +10ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent

    5 ft. squares); Search DC 14; Disable Device DC 20.

    Room Features A sto ne sarcophagus sit s in the center of the room, Several broken arrows arescattered througho ut the room

    Monster 3 x Hell Hound

    Hell hound : CR 3; Medium ou tsider (evil, extraplanar, fire, lawful); HD 4d8+4; hp22; In it +5; Spd 4 0 ft. (8 squares); AC 16 (+1 dex, +5 natural), touch 11, flat-footed15; Base Atk +4; Grp +5; Atk +5 melee (1d8+1 p lus 1d6 fi re, bite); Full Atk +5melee (1d8+1 plus 1d6 fi re, bite); Space/Reach 5 ft./5 ft.; SA Breath weapon, fierybite; SQ Darkvis ion 60 ft., immunit y to fire, scent, vulnerabil ity t o cold; AL LE;SV Fort +5, Ref +5, Will +4; Str 13, Dex 13, Con 13, Int 6 , Wis 10, Cha 6

    Skill s and Feats: Hide +13, Jump +12, List en +7, Move Silently +13, Spot +7,

    Survival +7* Im roved Initiative Run Track

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