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    Foyer of the Frog Prince

    Level 1

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    General Dungeon Wall s Natural Stone (Climb DC 15)

    Dungeon Floor Smooth Stone (li ght rubble, +2 to Balance and Tumble DC)

    Temperature Very Hot (creatures must succeed on a Fortitude saving throw each hour(DC 15, +1 per previous check) or take 1d4 points of non-lethal damage;creatures wearing heavy clothing or any type of armor take a -4 penalty ontheir saves; a creature that takes any non-lethal damage from heatexposure suffers from heatstroke and is fatigued)

    Illumination Dark (individual creatures may carry lights)

    Corridors a A stream of oil cuts across the corridor

    c Portcullis Trap: CR 1; mechanical; location trigger; manual reset; Atk +10melee (3d6); Search DC 20; Disable Device DC 20; Note: Damage appliesonly to those underneath the portcullis. Portcullis blocks passageway.

    e 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

    i Spear Trap: CR 1; mechanical; location trigger; 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.

    m Withered corpses are nailed to the corridor walls

    n Numerous pillars line the corridor

    r An overwhelming stench fills the corridor

    s Several alcoves are cut into the walls here

    u Part of the ceiling has collapsed into the corridor

    v A sour odor fills the corridor

    w Razor-Wire across Hallway: CR 1; mechanical; location trigger; no reset;

    Atk +10 melee (2d6, wire); multiple targets (first target in each of twoadjacent 5 ft. squares); Search DC 22; Disable Device DC 15

    x Someone has scrawled a demonic face here

    z Someone has scrawled "The Sapphire Circle killed a green dragon here"here

    Room #1 North Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

    North Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    !  Leads to room #13

    North Entry #3 Unlocked Simple Wooden Door (hard 5, 10 hp)

    East Entry #1 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

      Poison Dart Trap: CR 1; mechanica l; locat ion trigger; manual reset; Atk

    +8 ranged (1d4 plus poison, dart); poison (bloodroot [injury, Fort DC12, 0/1d4 Con + 1d3 Wis]); Search DC 20; Disable Device DC 18

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

    East Entry #3 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (sl ides down, +1to break DC)

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

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

    hard 5, 20 hp) 

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      Burning Han s Trap: CR 3; magic evice; proximity trigger (a arm);

    automatic reset; spell effect (Burning Hands, 5th level wizard, 5d4 fire,DC 11 Reflex save half damage); Search DC 26; Disable Device DC 26

    Room Features Someone has scrawled "Beware the rats" on the west wall, Howling can beheard in the south-west corner of the room

    Room #2 North Entry  Archway

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

    !  Leads to room #6

    Trap Net Trap: CR 3; mechanical; location trigger; manual reset; Atk +12 ranged(grappled, Escape Artist DC 22 to escape); multiple ta rgets (all targets in a10 ft. square area); Search DC 22; Disable Device DC 20

    Room #3 South Entry #1 Secret (Search DC 30) Unlocked S trong Wooden Door (hard 5, 20 hp)

      The door is located near the ceiling and concealed behind a pile of 

    broken stone

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

      Poisoned Arrow Trap: CR 3; mechanica l; touch trigger; manual reset ;

    lock bypass (Open Lock DC 30); Atk +12 ranged (1d8 plus poison,arrow); poison (large scorpion venom [injury, Fort DC 18, 1d6 Str/1d6Str]); Search DC 19; Disable Device DC 15

    Room Features A mural of geometric patterns covers the ceiling, An overwhelming stenchfills the room

    Room #4 North Entry  Archway

    West Entry  Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

      Arrow Trap: CR 1; mechanica l; locat ion trigger; manual reset ; Atk +12

    ranged (2d6/x3); Search DC 22; Disable Device DC 20

    !  Leads to room #8

    South Entry  Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)

    Empty  

    Room #5 West Entry  Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

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

    !  Leads to room #32

    South Entry  Secret (Search DC 25) Unlocked S trong Wooden Door (hard 5, 20 hp)

      The door is concealed within the mouth of a demonic face carved from

    stone

    Empty  

    Room #6 North Entry  Unlocked Simple Wooden Door (hard 5, 10 hp)

    !  Leads to room #2

    West Entry  Archway

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    East Entry  Trapped and Unlocked Iron Door (hard 10, 60 hp)

      Large Net Trap: CR 2; mechanica l; location trigger; manual reset; Atk

    +5 melee (see note); Search DC 20; Disable Device DC 25; Note:Characters in 10 ft. square are grappled by net (Str 18) if they fail a DC14 Reflex save.

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

    !  Leads to room #30

    Room Features A rope ascends to a wooden platform in the south side of the room, Burningtorches in iron sconces line the east wall

    Room #7 North Entry  Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (sl ides to oneside, +1 to break DC)

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

    Empty  

    Room #8 West Entry #1 Secret (Search DC 20) Trapped and Stuck Good Wooden Door (break DC18; hard 5, 15 hp)

      A bookcase and concealed door pivots smoothly

      Fal ling Block: CR 3; mechanica l; location trigger; no reset; Atk +12

    melee ( 1d6); multiple t argets (al l targets in a 10 ft. square area);Search DC 22; Disable Device DC 22

    West Entry #2 Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)

    !  Leads to room #34

    East Entry #1 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

      Arrow Trap: CR 1; mechanica l; locat ion trigger; manual reset ; Atk +12

    ranged (2d6/x3); Search DC 22; Disable Device DC 20

    !  Leads to room #4

    East Entry #2 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp) (slides to one side, +1 to break DC)

    South Entry  Archway

    Room Features A stone dais and throne sit s in t he south-west corner of the room, Someonehas scrawled "left, left" in orcish runes on the south wall

    Room #9 North Entry  Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

      The door is concealed within a horrific torture device

    !  Leads to room #30

    West Entry  Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

    East Entry #1 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20hp)

    East Entry #2 Archway

    South Entry  Archway

    Room Features A magical mirror on the west wall answers questions with insults, Someonehas scrawled "The Court of Miracles shall be found when death becomeslife" in goblin runes on the west wall

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    Room #10 North Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

    !  Leads to room #33

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

    East Entry  Trapped Wooden Portcullis (li ft DC 25, break DC 28; hard 5, 30 hp)

      Large Net Trap: CR 2; mechanica l; location trigger; manual reset; Atk

    +5 melee (see note); Search DC 20; Disable Device DC 25; Note:Characters in 10 ft. square are grappled by net (Str 18) if they fail a DC

    14 Reflex save.

    South Entry  Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 tobreak DC)

    !  Leads to room #25

    Room Features A rope ascends to a wooden platform in the south-west corner of the room,Someone has scrawled a diagram of a mechanical trap on the east wall

    Room #11 East Entry #1 Archway

    !  Leads to room #24

    East Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;hard 5, 15 hp)

      Rolling Rock Trap: CR 1; mechanica l; locat ion trigger; manual reset;

    Atk +10 melee (2d6, rock); Search DC 20; Disable Device DC 22

    Room Features A magical mirror on the east wall answers questions with insults, Someonehas scrawled "Ran out of arrows" in dwarvish runes on the east wall

    Room #12 North Entry  Archway

    !  Leads to room #25

    West Entry  Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

    Room Features A narrow pit covered by iron bars lies in the south side of the room, A pileof broken arrows lies in the north-east corner of the room

    Room #13 East Entry  Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (sl ides up, +2 tobreak DC)

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

    !  Leads to room #1

    Room Features The floor is covered in square tiles, alternating white and black, An altar of evil sits in the east side of the room

    Room #14 North Entry  Secret (Search DC 20) Locked Si mple Wooden Door (Open Lock DC 30,break DC 15; hard 5, 10 hp)

      The door is located seve ral feet above the floor and concealed within

    a mosaic of arcane patterns

    South Entry  Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2to break DC)

      Fusill ade of Darts: CR 1; mechanica l; location trigger; manual reset ;

    Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each 

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    arge n wo a acen . squares ; earc ; sa e ev ceDC 20

    Room Features The floor is covered in perfect hexagonal ti les, Several sundered shieldsare scattered throughout the room

    Room #15 North Entry #1 Archway

    North Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to breakDC)

      Fire Trap: CR 3; spell; spell trigger; no reset; spell eff ect (Fire Trap, 3rd

    level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC27; Disable Device DC 27

    West Entry  Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 25,break DC 18; hard 5, 15 hp)

      The door is concealed behind a stat ue of a hydra, and opened by

    reaching into several of its mouths

    Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 30,break DC 25; hard 5, 20 hp)

    800 sp; hoard total 80 gp

    Room #16 West Entry  Trapped Wooden Portcullis (li ft DC 25, break DC 28; hard 5, 30 hp)

      Poison Dart Trap: CR 1; mechanica l; locat ion trigger; manual reset; Atk

    +8 ranged (1d4 plus poison, dart); poison (bloodroot [injury, Fort DC12, 0/1d4 Con + 1d3 Wis]); Search DC 20; Disable Device DC 18

    !  Leads to room #17

    Empty  

    Room #17 West Entry  Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)

    East Entry #1 Trapped Wooden Portcullis (li ft DC 25, break DC 28; hard 5, 30 hp)

      Poison Dart Trap: CR 1; mechanica l; locat ion trigger; manual reset; Atk

    +8 ranged (1d4 plus poison, dart); poison (bloodroot [injury, Fort DC12, 0/1d4 Con + 1d3 Wis]); Search DC 20; Disable Device DC 18

    !  Leads to room #16

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

      Scyt hing Blade Trap: CR 1; mechanica l; location trigger; automatic

    reset; Atk +8 melee (1d8/x3); Search DC 21; Disable Device DC 20

    Room Features A wooden ladder rests against the north wall, A rotting odor fills the room

    Room #18 North Entry  Unlocked Strong Wooden Door (hard 5, 20 hp)

    West Entry #1 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

    West Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)

      Portcull is Trap: CR 1; mechanica l; location trigger; manual reset; Atk

    +10 melee (3d6); Search DC 20; Disable Device DC 20; Note: Damageapplies only to those underneath the portcullis. Portcullis blockspassageway.

    Room Features The floor is covered in perfect hexagonal tiles, Howling fills the room

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    Room #19 West Entry  Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp) (magically reinforced, +10 to break DC)

    !  Leads to room #26

    East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

    East Entry #2 Archway

    !  Leads to room #20

    South Entry  Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;hard 5, 15 hp)

      Stone Blocks from Ceiling: CR 3; mechanica l; location trigger; repair

    reset; Atk +10 melee (4d6, stone blocks); Search DC 25; DisableDevice DC 20

    Empty  

    Room #20 North Entry  Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

    West Entry  Archway

    !  Leads to room #19

    Room Features A simple fireplace sits against the west wall, A pile of trash lies in thesouth-east corner of t he room

    Room #21 East Entry  Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

      The door is concealed behind a stat ue of a noble king, and opened by

    stabbing a sword into his back

    South Entry  Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    !  Leads to room #31

    Trap Spiked Pit Trap: CR 3; mechanical; location trigger; manual reset; DC 20Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (f irst target ineach of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikesper target for 1d4+2 each); Search DC 21; Disable Device DC 20

    Room #22 West Entry  Secret (Search DC 20) Unlocked S imple Wooden Door (hard 5, 10 hp)

      The door is concealed within the mouth of a gargantuan skull carved

    from stone

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

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

    Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 30,break DC 25; hard 5, 20 hp)

    100 gp; hoard total 100 gp

    Room #23 West Entry  Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

      The door is located above a small stone dais and concealed behind an

    area of mold

    South Entry  Archway

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    Room Features Someone has scrawled "iron, gray, jade, silver" in goblin runes on the southwall, The floor is covered with dead insects

    Room #24 West Entry  Archway

    !  Leads to room #11

    Room Features A mural of ancient mythology covers the ceiling, An unexplained breezecan be felt in the south-east corner of the room

    Room #25 North Entry  Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 tobreak DC)

    !  Leads to room #10

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

    South Entry  Archway

    !  Leads to room #12

    Room Features Several alcoves a re cut into the north and south walls, Laughter fills theroom

    Room #26 North Entry  Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    East Entry  Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp) (magically reinforced, +10 to break DC)

    !  Leads to room #19

    Room Features Someone has scrawled "The elf will betray you" on the west wall, Chantingfills the room

    Room #27 North Entry  Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

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

    Room Features A shallow pit lies in the north side of the room, Someone has scrawled "TheWhite Fangs killed a blue dragon here" on the west wall

    Room #28 West Entry  Archway

    South Entry  Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

      Poison Needle Trap: CR 2; mechanica l; touch trigger; repair reset ; lock

    bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle);poison (blue whinnis [injury, Fort DC 14, 1 Con/unconscious]); Search

    DC 22; Disable Device DC 17

    Room Features A mural of arcane patterns covers the ceiling, A wooden ladder restsagainst the south wall

    Room #29 East Entry  Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

      Fire Trap: CR 3; spell; spell trigger; no reset; spell eff ect (Fire Trap, 3rd

    level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC27; Disable Device DC 27

    South Entry  Unlocked Iron Door (hard 10, 60 hp)

    Room Features Part of the ceiling has collapsed into the room, Someone has scrawled

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    "right, straight, right, right" on the west wall

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

    !  Leads to room #6

    West Entry  Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)

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

    South Entry  Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10

    hp)  The door is concealed within a horrific torture device

    !  Leads to room #9

    Empty  

    Room #31 North Entry  Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    !  Leads to room #21

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

    East Entry  Unlocked Strong Wooden Door (hard 5, 20 hp)

    Room Features A forge and anvil sit in the south side of the room, The south and east wallsare covered with cracks

    Hidden Treasure Trapped and Unlocked Simple Wooden Chest (hard 5, 10 hp)

    Box of Brown Mold: CR 2; mechanical; touch trigge r (opening the box);automatic reset; 5 ft. cold aura (3d6, cold nonlethal); Search DC 22;Disable Device DC 16

    500 sp; hoard total 50 gp

    Room #32 North Entry  Archway

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

    !  Leads to room #5

    Room Features A tile labyrinth covers the floor, Someone has scrawled "It's a trap" on thesouth wall

    Room #33 West Entry  Trapped Wooden Portcullis (li ft DC 25, break DC 28; hard 5, 30 hp)

      One-way Door: CR 2; mechanica l; Sea rch DC 20; Disable Device DC

    20

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

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    Empty  

    Room #34 West Entry  Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) (slidesto one side, +1 to break DC)

    East Entry  Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)

    !  Leads to room #8

    Room Features A sloped pit lined with iron spikes lies in the south-east corner of the room,Someone has scrawled "Praise Illfang the Kobold Lord" on the north wall

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