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8/17/2019 Foyer of the Frog Prince 01
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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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