The Forsaken Delve of Sthasa 02(1).pdf

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    The Forsaken Delve of SthasaLevel 2

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    General Dungeon Wall s Natural Stone (Climb DC 15)

    Dungeon Floor Flagstone

    Temperature Cool

    Illumination Average (shadowy in corridors, lamps or torches in most rooms)

    Corridors a A tile labyrinth covers the fl oor

    c An unidentifiable odor fills the corridor

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

    i An iron chandelier hangs from the ceiling here

    m Stone Blocks from Ceiling: CR 3; mechanical; location trigger; repair reset;Atk +10 melee (4d6, stone blocks); Search DC 25; Disable Device DC 20

    n Several corpses are impaled upon iron spikes on the ceiling

    r Burning Hands Trap: CR 2; magic device; proximity trigger (alarm);automatic reset; spell effect (Burning Hands, 1st level wizard, 1d4 fire, DC11 Reflex save half damage); Search DC 26; Disable Device DC 26

    s The walls here have been engraved with glowing runes

    u A group of demonic faces have been carved into the walls

    v Several adventurer corpses are scattered along the corridor

    w The walls here have been engraved with glowing symbols

    x A chute falls into the corridor from above

    z A splashing noise fills the corridor

    WanderingMonsters

    1 3 x 1st Level Warrior Orc, scouting from another part of the dungeon

    2 2 x Small Monstrous Spider (vermin), bloodied and fleeing a more powerfulenemy

    3 8 x Small Monstrous Centipede (vermin), scavenging for food and treasure

    4 1 x Choker, investiga ting a s trange noise

    5 1 x Bat Swarm, tracking the party

    6 1 x Choker, lost and desperate

    Room #1North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (sl ides to oneside, +1 to break DC)

    North Entry #2 Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25;hard 5, 20 hp)

    Wall Scythe Trap: CR 4; mechanical; locati on trigger; automatic reset ;Atk +20 melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC18

    ! Leads to room #4, inhabit ed by 3 x Human Commoner Zombie

    East Entry Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)

    The door is opened by tracing a geometric pattern

    South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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    Trap Collapsing Column: CR 4; mechanical; touch trigger (attached); no reset;Atk +15 melee (6d6, stone blocks); Search DC 20; Disable Device DC 24

    Room #2 East Entry #1 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

    East Entry #2 Secret (Sea rch DC 25) Unlocked S imple Wooden Door (hard 5, 10 hp)(magically reinforced, +10 to break DC)

    The door is conceale d within an upright sarcophagus

    East Entry #3 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

    Pit Trap: CR 3; mechanica l; locat ion trigger; manual reset; DC 20Reflex save avoids; 60 ft. deep (6d6, fall); Search DC 20; DisableDevice DC 20

    Room Features The floor is covered in square tiles, alternating white and black, Someonehas scrawled "straight, right, door, door" on the west wall

    Room #3 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    West Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)

    East Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp) (sl ides down, +1 to break DC)

    Room Features The room has a high domed cei ling, Someone has scrawled "Upon theTwilight of Time, when blades pierce the sky and east becomes west, theOrb of Flames shall be lost" on the east wall

    Room #4 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

    East Entry Secret (Sea rch DC 20) Unlocked S tone Door (hard 8, 60 hp)

    A sect ion of wall makes a loud grinding noise as it pivots open

    South Entry Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25;hard 5, 20 hp)

    Wall Scythe Trap: CR 4; mechanical; locati on trigger; automatic reset ;Atk +20 melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC18

    ! Leads to room #1

    Room Features Someone has scrawled a basic map of the dungeon on the north wall,Several pieces of rotten bread are scattered throughout the room

    Monster 3 x Human Commoner Zombie

    Human commoner zombie: CR 1/2; Medium undead; HD 2d12+3; hp 16; Init

    -1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9,flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2melee ( 1d6+1, c lub); Full Atk +2 melee (sl am) and (1d6+1) or +2 melee(1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damagereduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0,Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1Skills and Feats: -; Toughness

    Hidden Treasure Hidden (Sea rch DC 30) Unlocked Iron Chest (hard 10, 60 hp)

    10000 cp; hoard total 100 gp

    Room #5 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side,

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    + to rea

    South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    Room Features Part of the ceiling has collapsed into the room, A pile of broken glass liesin the north side of the room

    Room #6 North Entry Archway

    West Entry Archway

    Empty

    Room #7 East Entry Archway

    Room Features Part of the ceiling has collapsed into the room, A mural of vile acts coversthe ceiling

    Monster 2 x 1st Level Warrior Dwarf

    1st level warrior dwarf: CR 1/2; Medium humanoid (dwarf); HD 1d8+2; hp 6;Init +0; Spd 20 ft. in scale mail (4 squares); base speed 20 ft.; AC 16 (+4scale mail, +2 heavy shield), touch 10, flat-footed 16; Base Atk +1; Grp +2;Atk +3 melee (1d10+1/x3, dwarven waraxe) or +1 ranged (1d6/x3,shortbow); F ull Atk +3 melee (1d10+1/x3, dwarven waraxe) or +1 ranged(1d6/x3, shortbow); Space/Reach 5 ft./5 ft.; SA Dwarf traits; SQ Darkvision60 ft., dwarf traits; AL LG; SV Fort +4*, Ref +0*, Will -1*; Str 13, Dex 11,Con 14, Int 10, Wis 9, Cha 6Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft(stonemasonry) +2, Lis ten +2, Spot +2; Weapon Focus (dwarven waraxe)

    Room #8 North Entry #1 Archway

    North Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) ( magical lyreinforced, +10 to break DC)

    Spiked Pit Trap: CR 3; mechanica l; locati on trigger; manual rese t; DC20 Reflex save a voids; 20 ft. deep (2d6, fall); multiple targets (firsttarget i n each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee,1d4 spikes per target for 1d4+2 each); Search DC 21; Disable DeviceDC 20

    South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Room Features A large demonic idol with ruby eyes sits in the north-west corner of theroom, A pierced breastplate lies in the north side of the room

    Monster 1 x Choker

    Choker: CR 2; S mall aberration; HD 3d8+3; hp 16; Init +6; Spd 20 ft. (4squares), climb 10 ft.; AC 17 (+1 size, +2 dex, +4 natural), touch 13, flat-

    footed 15; Base Atk +2; Grp +5; Atk +6 melee (1d3+3, tentacle); Full Atk +6melee (1d3+3, 2 tentacles); Space/Reach 5 ft./10 ft.; SA Improved grab,constrict 1d3+3; SQ Darkvision 60 ft., quickness; AL CE; SV Fort +2, Ref +5, Will +4; Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7Skills and Feats: Climb +13, Hide +10, Move Silently +6; ImprovedInitiative, Lightning Reflexes, StealthyTreasure: Carved I vory Drinking Horn (900 gp), Lacquered WoodenMiniature (of a Ship) set with Turquoise (200 gp), Silver Plate Armorwreathed in Blue Continual Flame (6000 gp); Divine Scroll (Bless Water (50gp), Remove Fear (25 gp), Sound Burst (150 gp)) (total 225 gp); hoard total7325 gp

    Trap Chain Flail: CR 3; mechanical; location trigger; repair reset; Atk +10 melee(3d6); multiple targets (all targets in a 5 f t. radius burst); Search DC 20;Disable Device DC 20

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    Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break DC 28;hard 10, 60 hp)

    900 sp; Leather Boots with Fine Steel Buckles (50 gp), Silver ShortswordScabbard (300 gp); hoard total 440 gp

    Room #9 South Entry Archway

    Room Features The room has a high domed ceiling, A forge and anvil sit in the east side of the room

    Monster 8 x Tiny Monstrous Centipede (vermin)

    Tiny monstrous centipede: CR 1/8; Tiny vermin; HD 1/4 d8; hp 1; Init +2;Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite);Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SAPoison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will+0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse

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