The Black Crypts of the Goblin King 01

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    The Black Crypts of the Goblin King

    Level 1

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    General Dungeon Wall s Superior Masonry (Climb DC 25)

    Dungeon Floor Hewn Stone (Balance DC 10 to charge or run)

    Temperature Cool

    Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)

    Corridors a Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device DC26; Trigger proximity (alarm); Reset none; Effect spell effect (burninghands, 2d4 fire damage, DC 11 Reflex save for half damage); multipletargets (all targets in a 15 ft. cone)

    c Burning torches in iron sconces line the corridor

    e Someone has scrawled "Beware the basilisk" here

    i The walls here have been engraved with endless spirals

    m Acid drips from the ceiling

    n Cobwebs fill the corridor

    r Arrow Trap: CR 2; mechanical; Perception DC 20; Disable Device DC 22;Trigger location; Reset manual; Effect Atk +12 ranged (1d6/x3)

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

    u An iron chandelier hangs from the ceiling here

    v Part of the ceiling has collapsed into the corridor

    w Teleporter Crystal: CR 3; magic; Perception DC 20; Disable Device DC 20;Trigger touch; Reset none; Effect teleport (teleported one level down, DC10 Will save negates)

    x  Jave lin Trap: CR 2; mechanical ; Percept ion DC 20; Disable Device DC 20;Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)

    z  Jave lin Trap: CR 2; mechanical ; Percept ion DC 20; Disable Device DC 20;Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)

    WanderingMonsters

    1 3 x Orc, trying to lure the party into an ambush

    2 1 x Ghoul, investigating a st range noise

    3 1 x Rat Swarm, searching for an object stolen from their lair

    4 6 x Kobold, tracking the party

    5 1 x Svirfneblin, lost and desperate

    6 1 x Iron Cobra, wielding bizarre eldritch powers

    Room #1 West Entry  Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

      Pit Trap: CR 1; mechanica l; Perception DC 20; Disable Device DC 20;

    Trigger location; Reset manual; Effect 20 ft. deep pit (2d6 fallingdamage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.square area)

    !  Leads to room #2, inhabited by 1 x Darkmantle

    East Entry  Unlocked Stone Door (hard 8, 60 hp)

    Room Features A group of demonic faces have been carved into the east wall, Someonehas scrawled a draconic face on the south wall

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    Room #2 North Entry #1 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) (slidesdown, +1 to break DC)

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

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

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

      Pit Trap: CR 1; mechanica l; Perception DC 20; Disable Device DC 20;

    Trigger location; Reset manual; Effect 20 ft. deep pit (2d6 falling

    damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.square area)

    !  Leads to room #1

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

      A stone statue and sect ion of wall pivots smoothly

    !  Leads to room #20

    Room Features A narrow pit covered by iron bars lies in the east side of the room, Severalpieces of blood-soaked clothing are scattered throughout the room

    Monster 1 x Darkmantle

    Darkmantle: CR 1, XP 400; N Small Magical Beast; Init +6; Sensesblindsight 90 ft., darkvision 60 ft., low-light vision; Perception +4; AC 15,touch 13, fla t-footed 13 (+2 Dex, +2 natural, +1 size); hp 15 (2d10+4); Fort+5, Ref +3, Will +0; Speed 20 ft., fly 30 ft. (poor); Melee slam +3 (1d4 plusgrab); SA constrict ( 1d4+4), grab (any size), spell-like abilit ies CL 5th; Str11, Dex 15, Con 14, Int 2, Wis 11, Cha 10; Base Atk +2, CMB +1 (+5grapple), CMD 13 (can't be tripped)

    Skills and Feats: Fly +5, Perception +4, Stealth +10; Improved Initiative

    Trap Spiked Pit Trap: CR 2; mechanical; Perception DC 20; Disable Device DC20; Trigger location; Reset manual; Effect 10 ft. deep pit (1d6 fallingdamage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.square area)

    Room #3 North Entry  Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)

    West Entry  Archway

    Room Features A tile mosaic of legendary monsters covers the floor, A metallic odor fillsthe north-west corner of t he room

    Trap  Jave lin Trap: CR 2; mechanical ; Percept ion DC 20; Disable Device DC 20;Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)

    Hidden Treasure Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC 25,break DC 15; hard 5, 10 hp)

    35 gp, 270 sp, 700 cp; Alabaster (13 gp), Azurite (9 gp), Ivory (50 gp);Polished darkwood chalice (50 gp); Scroll of Charm Person (cr, 25 gp);hoard total 216 gp

    Room #4 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    West Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

      Guillotine Blade: CR 2; mechanica l; Perception DC 22; Disable Device

    DC 20; Trigger location; Reset manual; Effect Atk +12 melee (3d6/19-20)

     

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      , ,

    East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Room Features A magical mirror on the east wall answers questions with lies andfalsehoods, Several square holes are cut into the north and west walls

    Monster 1 x Giant Spider

    Giant Spider: CR 1, XP 400; N Medium Vermin; Init +3; Senses darkvision60 ft., tremorsense 60 ft.; Perception +4; AC 14, touch 13, flat-footed 11 (+3Dex, +1 natural); hp 16 (3d8+3); Fort +4, Ref +4, Will +1; Immune mind-affect ing effec ts; Speed 30 ft., climb 30 ft.; Melee bite +2 (1d6 plus

    poison); SA web (+5 ranged, DC 12, hp 2); S tr 11, Dex 17, Con 12, Int -,Wis 10, Cha 2; Base Atk +2, CMB +2, CMD 15 (27 vs. trip)

    Skills: Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs)

    Treasure: 28 gp, 222 sp, 290 cp; Potion of Guidance (cr, 25 gp), Scroll of Detect Animals or Plants (cr, 25 gp); hoard total 103 gp 1 sp

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

    North Entry #2 Archway

    South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magicallyreinforced, +10 to break DC)

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

    Room Features An iron chain hangs from the ceiling in the south-west corner of the room,A crushed helm lies in the north-west corner of the room

    Monster 5 x Orc

    Orc: CR 1/3, XP 135; CE Medium Humanoid; Init +0; Senses darkvision 60ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1);Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.;Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weaponfamiliarity

    Skills and Feats: Intimidate +2; Weapon Focus (falchion)

    Treasure: 3 gp, 40 sp; Agate (11 gp), Bloodstone (60 gp), Rhodochrosite (9gp); Masterwork Spear (302 gp); hoard total 389 gp

    Room #6 North Entry  Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    !  Leads to room #13

    West Entry #1 Archway

    West Entry #2 Trapped Wooden Portcullis (li ft DC 25, break DC 28; hard 5, 30 hp)

      Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable

    Device DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple t argets (a ll t argets

    in a 10 ft. square area)!  Leads to room #23, inhabited by 3 x Human Skele ton

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

    South Entry  Archway

    Room Features A fountain of water sits against the south wall, Someone has scrawled "TheOrder of the Thorn and Tome kill ed a green dragon here" on the north wall

    Room #7 West Entry  Archway

     

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      , ,hp)

    !  Leads to room #24, inhabited by 5 x Dire Rat

    Room Features The floor is covered in square tiles, alternating white and black, A fountaindecorated with three gargoyles sits in the west side of the room

    Room #8 North Entry #1 Archway

    North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    North Entry #3 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    !  Leads to room #27, inhabited by 3 x Dire Rat

    South Entry  Archway

    Room Features Several adventurer corpses are scattered throughout the room, A rustedgauntlet lies in the west side of the room

    Room #9 West Entry  Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

      Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable

    Device DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit

    (3d6 falling damage); DC 20 Reflex avoids; multiple t argets (a ll t argetsin a 10 ft. square area)

    !  Leads to room #14

    East Entry  Archway

    South Entry  Unlocked Good Wooden Door (hard 5, 15 hp)

    Monster 1 x Ghoul

    Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvis ion 60 ft.;Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13(2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.;Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1

    plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune tothis effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1,CMB +2, CMD 14

    Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim+3; Weapon Finesse

    Treasure: 118 gp, 627 sp, 3970 cp; Freshwater Pearl (11 gp), Obsidian (12gp), Turquoise (11 gp); hoard total 254 gp 4 sp

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

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

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

    stabbing a sword into his back

    East Entry  Archway

    Room Features Skeletons hang from chains and manacles against the west wall, A corpselies in front of an open chest in the south side of the room

    Room #11 East Entry  Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    !  Leads to room #29, inhabited by 1 x Spider Swarm

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

     

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    Orc: CR 1/3, XP 135; CE Medium Humanoid; Init +0; Senses darkvision 60ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1);Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.;Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weaponfamiliarity

    Skills and Feats: Intimidate +2; Weapon Focus (falchion)

    Treasure: 18 gp, 170 sp; Potion of Pass without Trace (cr, 50 gp), Potion of Remove Fear (cr, 50 gp), Potion of Shield of Faith (cr, 50 gp), Scroll of Bless (cr, 25 gp), Scroll of Charm Person (cr, 25 gp), Scroll of Detect Chaos(cr, 25 gp); hoard total 260 gp

    Room #12 West Entry  Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (magicallyreinforced, +10 to break DC)

      Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC

    27; Trigger proximity ( alarm); Reset none; Ef fect spell eff ect ( acidarrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)

    !  Leads to room #30, inhabited by 1 x Svirfneblin

    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 scent of ozone fills the room, A crushed helm lies in the north side of the room

    Monster 5 x Orc

    Orc: CR 1/3, XP 135; CE Medium Humanoid; Init +0; Senses darkvision 60ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1);Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.;Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weaponfamiliarity

    Skills and Feats: Intimidate +2; Weapon Focus (falchion)

    Treasure: 3 gp, 40 sp; Maste rwork Rapier (320 gp); Oil of Mage Armor (cr,50 gp); hoard total 377 gp

    Room #13 North Entry  Archway

    !  Leads to room #28

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

    !  Leads to room #6

    South Entry #2 Secret (Search DC 25) Locked Si mple Wooden Door (Open Lock DC 40,break DC 15; hard 5, 10 hp)

      The door is concealed within a horrific torture device

    Empty  

    Room #14 North Entry  Unlocked Simple Wooden Door (hard 5, 10 hp)

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

      Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable

    Device DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple t argets (a ll t argetsin a 10 ft. square area)

    !  Leads to room #9, inhabited by 1 x Ghoul

    Empty  

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    Room #15 East Entry  Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magicallyreinforced, +10 to break DC)

    Monster 2 x Orc

    Orc: CR 1/3, XP 135; CE Medium Humanoid; Init +0; Senses darkvision 60ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1);Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.;Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weaponfamiliarity

    Skills and Feats: Intimidate +2; Weapon Focus (falchion)Treasure: 13 gp, 170 sp; 2 x Moonstone (50 gp), Rock Quartz (9 gp), Shell(11 gp), Tigereye (10 gp), Turquoise (8 gp); Oil of Grease (cr, 50 gp), Oil of Purify Food and Drink (cr, 25 gp); hoard total 243 gp

    Room #16 West Entry  Unlocked Stone Door (hard 8, 60 hp)

    South Entry  Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 tobreak DC)

    Room Features A rope ascends to a catwalk hanging between the east and west walls, Afaded and torn tapestry hangs from the north wall

    Monster 1 x Troglodyte

    Troglodyte: CR 1, XP 400; CE Medium Humanoid (reptilian); Init -1; Sensesdarkvision 90 ft.; Perception +0; Aura stench (30 ft., DC 13, 10 rounds); AC15, touch 9, flat-footed 15 (-1 Dex, +6 natural) ; hp 13 (2d8+4); Fort +7, Ref -1, Will +0; Speed 30 ft.; Melee club +2 (1d6+1), claw -3 (1d4), bite -3(1d4) or2 claws +2 (1d4+1), bit e +2 (1d4+1); Ranged j avel in +0 (1d6); St r12, Dex 9, Con 14, Int 8, Wis 11, Cha 11; Base Atk +1, CMB +2, CMD 11

    Skills and Feats: Stealth +5 (+9 in rocky areas); Great Fortitude

    Treasure: 5 gp, 40 sp; Masterwork Light Steel Shield (159 gp); Potion of Sanctuary (cr, 50 gp); hoard total 218 gp

    Room #17 North Entry  Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    West Entry  Archway

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

    East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

    Room Features Someone has scrawled "It's a trap" on the west wall, A shallow pool of acidlies in the north side of the room

    Trap Idol of Chaos: CR 2; magic; Perception DC 20; Disable Device DC 22;Trigger touch (detect law); Reset automatic; Effect inflict wound (1d6damage and confused for 1d4 rounds, DC 10 Will save for half damageonly)

    Hidden Treasure Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC 20,break DC 15; hard 5, 10 hp)

    76 gp, 488 sp, 3120 cp; Bronze flagon with warrior images (50 gp), Carvedivory scroll case (60 gp); hoard total 266 gp

    Room #18 North Entry  Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

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    Room Features A rotting carpet and stone pedestal sit in the south side of the room, A foulodor fills the center of the room

    Monster 1 x Homunculus

    Homunculus: CR 1, XP 400; Any ali gnment ( same as creator) Tiny Construct;Init +2; Senses darkvision 60 ft., low-light vision; Perception +3; AC 14,touch 14, fla t-footed 12 (+2 Dex, +2 size); hp 11 (2d10); Fort +0, Ref +4,Will +1; DA construct traits; Speed 20 ft., fly 50 ft. (good); Melee 1 bite +3(1d4-1 plus poison); Space 2-1/2 ft.; Reach 0 ft.; Str 8, Dex 15, Con -, Int10, Wis 12, Cha 7; Base Atk +2, CMB +2, CMD 11

    Skills and Feats: Fly +10, Perception +3, Stealth +12; Lightning Reflexes

    Trap Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device DC26; Trigger proximity (alarm); Reset none; Effect spell effect (burninghands, 2d4 fire damage, DC 11 Reflex save for half damage); multipletargets (all targets in a 15 ft. cone)

    Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 20, break DC 28;hard 10, 60 hp)

    49 gp, 260 sp, 1800 cp; Bronze statuette of a warrior (15 gp), Crystal eggwith silver stand (50 gp); Potion of Remove Fear (cr, 50 gp); hoard total 208gp

    Room #19 South Entry  Unlocked Good Wooden Door (hard 5, 15 hp)

    Monster 3 x Orc

    Orc: CR 1/3, XP 135; CE Medium Humanoid; Init +0; Senses darkvision 60ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1);Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.;Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weaponfamiliarity

    Skills and Feats: Intimidate +2; Weapon Focus (falchion)

    Treasure: 71 gp, 300 sp, 1900 cp; Potion of Guidance (c r, 25 gp), Potion of Reduce Person (cr, 50 gp), Scroll of Flare (cr, 12 gp 5 gp), Scroll of Magic

    Missile (cr, 25 gp); hoard total 232 gp

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

      A stone statue and sect ion of wall pivots smoothly

    !  Leads to room #2, inhabited by 1 x Darkmantle

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

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

    Room Features A magical pool in the north side of the room ages whomever drinks from it

    (but only once), A ring of keys lies in the north-east corner of the room

    Trap  Jave lin Trap: CR 2; mechanical ; Percept ion DC 20; Disable Device DC 20;Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)

    Room #21 North Entry  Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

    Room Features Part of the ceiling has collapsed into the room, A metallic odor fills theroom

     

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    Room #22 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    !  Leads to room #34, inhabited by 5 x Dire Rat

    North Entry #2 Archway

    !  Leads to room #23, inhabited by 3 x Human Skele ton

    East Entry  Archway

    Room Features A large kiln and coal bin sit in the south side of the room, Someone hasscrawled "five, two, ten, two" on the west wall

    Room #23 West Entry  Unlocked Strong Wooden Door (hard 5, 20 hp)

    !  Leads to room #34, inhabited by 5 x Dire Rat

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

      Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable

    Device DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple t argets (a ll t argetsin a 10 ft. square area)

    !  Leads to room #6

    East Entry #2 Archway

    East Entry #3 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    South Entry #1 Archway

    !  Leads to room #22

    South Entry #2 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) (sl idesdown, +1 to break DC)

    Monster 3 x Human Skeleton

    Human Skeleton: CR 1/3, XP 135; NE Medium Undead; Init +6; Sensesdarkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor,+2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning;Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6),

    claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10,Cha 10; Base Atk +0, CMB +2, CMD 14

    Feats: Improved Initiative

    Room #24 West Entry  Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)

    !  Leads to room #7

    East Entry #1 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 a

    pile of skulls

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

    South Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (stuck, +2 to liftDC)

    South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Monster 5 x Dire Rat

    Dire Rat: CR 1/3, XP 135; N Small Animal; Init +3; Senses low-light vision,scent; Perception +4; AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size); hp5 (1d8+1); Fort +3, Ref +5, Will +1; Speed 40 ft., climb 20 ft., swim 20 ft.;Melee bite +1 (1d4 plus disease); SA disease; Str 10, Dex 17, Con 13, Int 2,Wis 13, Cha 4; Base Atk +0, CMB -1, CMD 12 (16 vs. trip)

    Skills and Feats: Climb +11, Perception +4, Stealth +11, Swim +11; Skill 

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    Focus (Perception)

    Trap Rune of Hypnosis: CR 1; magic; Perception DC 20; Disable Device DC 20;Trigger proximity (alarm); Reset none; Effect hypnosis (fascinated for 1d4rounds, DC 10 Will save negates); multiple targets (all targets in a 10 ft.radius burst)

    Room #25 North Entry  Archway

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

    Room Features The north and east walls are covered with bloodstains, A ring of keys liesin the west side of the room

    Monster 1 x Wererat (Hybrid Form)

    Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human,shapechanger); Init +3; Senses low-light vision, scent; Perception +8; AC19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20(2d8+8); Fort +3, Ref +6, Will +3; DA evasion; DR 10/silver; Speed 30 ft.;Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curseof lycanthropy, DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneakattack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat,polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and direrats), trapfinding

    Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3,Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim+7; Dodge, Weapon Finesse

    Treasure: 4 pp, 60 gp; Oil of Mage Armor (cr, 50 gp), Potion of EnlargePerson (cr, 50 gp), Scroll of Mirror Image (cr, 150 gp); hoard total 350 gp

    Room #26 West Entry  Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

    Room Features A creaking sound fills the room, A pile of broken glass lies in the center of the room

    Monster 1 x Wererat (Hybrid Form)

    Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human,shapechanger); Init +3; Senses low-light vision, scent; Perception +8; AC19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20(2d8+8); Fort +3, Ref +6, Will +3; DA evasion; DR 10/silver; Speed 30 ft.;Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curseof lycanthropy, DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneakattack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat,polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and direrats), trapfinding

    Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3,Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim+7; Dodge, Weapon Finesse

    Treasure: 2 pp, 81 gp, 13 sp, 110 cp; Oil of Remove Paralysis (cr, 300 gp),Potion of Virtue (cr, 25 gp), Scroll of Web (cr, 150 gp); hoard total 578 gp 4sp

    Room #27 North Entry #1 Secret (Search DC 20) Trapped and Locked I ron Door (Open Lock DC 25,break DC 28; hard 10, 60 hp)

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

    tapestry of ancient mythology

      Guillotine Blade: CR 2; mechanica l; Perception DC 22; Disable Device

    DC 20; Trigger location; Reset manual; Effect Atk +12 melee (2d6/19-20)

     

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      ,

      Contac t Poison: CR 2; mechanica l; Perception DC 22; Disable Device

    DC 22; Trigger touch; Reset none; Effect contact poison (malyass rootpaste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1save])

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

    !  Leads to room #8

    Room Features A fountain of water si ts against the east wall, Someone has scrawled"Death comes on silent wings" on the south wall

    Monster 3 x Dire Rat

    Dire Rat: CR 1/3, XP 135; N Small Animal; Init +3; Senses low-light vision,scent; Perception +4; AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size); hp5 (1d8+1); Fort +3, Ref +5, Will +1; Speed 40 ft., climb 20 ft., swim 20 ft.;Melee bite +1 (1d4 plus disease); SA disease; Str 10, Dex 17, Con 13, Int 2,Wis 13, Cha 4; Base Atk +0, CMB -1, CMD 12 (16 vs. trip)

    Skills and Feats: Climb +11, Perception +4, Stealth +11, Swim +11; SkillFocus (Perception)

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

    Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device DC26; Trigger proximity (alarm); Reset none; Effect spell effect (burning

    hands, 2d4 fire damage, DC 11 Reflex save for half damage); multipletargets (all targets in a 15 ft. cone)

    28 gp, 259 sp, 800 cp; Obsidian (10 gp), Obsidian (11 gp), Rock Quartz (13gp), Rose Quartz (50 gp), Tigereye (9 gp); Polished darkwood chalice (50gp); Potion of Endure Elements (cr, 50 gp); hoard total 254 gp 9 sp

    Room #28 West Entry  Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

    South Entry #1 Archway!  Leads to room #13

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

    Empty  

    Room #29 North Entry #1 Archway

    North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

    !  Leads to room #11, inhabited by 4 x Orc

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

    Monster 1 x Spider Swarm

    Spider Swarm: CR 1, XP 400; N Diminutive Vermin (swarm); Init +3; Sensesdarkvision 60 ft., tremorsense 30 ft.; Perception +4; AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size); hp 9 (2d8); Fort +3, Ref +3, Will +0; DA swarmtraits; Immune mind-affecting effects, weapon damage; Speed 20 ft., climb20 ft.; Melee swarm (1d6 plus poison and distraction); Space 10 ft.; Reach0 ft.; SA distraction (DC 11); Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2;Base Atk +1, CMB --, CMD --

    Skills: Climb +11, Perception +4

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    Room #30 West Entry #1 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20hp)

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

    East Entry #1 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (magicallyreinforced, +10 to break DC)

      Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC

    27; Trigger proximity ( alarm); Reset none; Ef fect spell eff ect ( acidarrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)

    !  Leads to room #12, inhabited by 5 x Orc

    East Entry #2 Secret (Search DC 25) Unlocked S trong Wooden Door (hard 5, 20 hp)

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

    a pile of broken stone

    South Entry #1 Archway

    South Entry #2 Archway

    Monster 1 x Svirfneblin

    Svi rfneblin: CR 1, XP 400; N Small Humanoid (gnome); Init +2; Sensesdarkvision 120 ft., low-light vision; Perception +6; AC 15, touch 15, flat-footed 11 (+2 Dex, +2 dodge, +1 size); hp 15 (1d10+5); Fort +6, Ref +6,

    Will +2; SR 12; Speed 20 ft. (15 ft. in armor); Melee heavy pick +3(1d4+1/x4); Ranged light c rossbow +4 (1d6/19-20); SA favored enemy (dwarf +2), +1 to attack vs. dwarven and reptilian humanoids, spell-like abilitiesCL 1st; Str 13, Dex 15, Con 14, Int 10, Wis 10, Cha 8; Base Atk +1, CMB+1, CMD 15; SQ stonecunning, track , wild empathy +0

    Skills and Feats: Craft (alchemy) +6, Heal +4, Knowledge (dungeoneering)+4, Perception +6, Stea lth +12 (+14 underground), Surviva l +4 (+5 tracking);Toughness

    Treasure: 12 gp, 30 sp; Potion of Keen Senses (apg, 50 gp), Potion of Passwithout Trace (cr, 50 gp), Scroll of Detect Magic (cr, 12 gp 5 sp); hoardtotal 127 gp 5 sp

    Trap Teleporter Crystal: CR 3; magic; Perception DC 22; Disable Device DC 22;Trigger touch; Reset none; Effect teleport (teleported one level down, DC10 Will save negates)

    Hidden Treasure Hidden (Search DC 25) Trapped and Unlocked Strong Wooden Chest (hard5, 20 hp)

    Arrow Trap: CR 1; mechanical; Perception DC 20; Disable Device DC 20;Trigger touch; Reset none; Effect Atk +15 ranged (1d8+1/x3)

    35 gp, 350 sp, 700 cp; Azurite (9 gp), Azurite (11 gp), Bloodstone (35 gp),Freshwater Pearl (9 gp), Freshwater Pearl (11 gp), Lapis Lazuli (12 gp),Obsidian (11 gp), Rhodochrosite (12 gp), Zircon (55 gp); hoard total 242 gp

    Room #31 North Entry  Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Room Features A carved stone statue stands in the south-east corner of the room, Someonehas scrawled "Sigra Arenddotr fell here" on the south wall

    Room #32 East Entry  Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

      The door is concealed within a horrific torture device

    Room Features A faded and torn tapestry hangs from the east wall, Patches of mushroomsgrow in the south side of the room

    Room #33 North Entry  Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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    Room Features A fountain decorated with screaming faces sits in the south-east corner of the room, An iron chain hangs from the ceiling in the south-east corner of the room

    Room #34 North Entry #1 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

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

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

    !  Leads to room #23, inhabited by 3 x Human Skele ton

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

    !  Leads to room #22

    Monster 5 x Dire Rat

    Dire Rat: CR 1/3, XP 135; N Small Animal; Init +3; Senses low-light vision,scent; Perception +4; AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size); hp5 (1d8+1); Fort +3, Ref +5, Will +1; Speed 40 ft., climb 20 ft., swim 20 ft.;Melee bite +1 (1d4 plus disease); SA disease; Str 10, Dex 17, Con 13, Int 2,Wis 13, Cha 4; Base Atk +0, CMB -1, CMD 12 (16 vs. trip)

    Skills and Feats: Climb +11, Perception +4, Stealth +11, Swim +11; SkillFocus (Perception)

    Room #35 North Entry  Unlocked Strong Wooden Door (hard 5, 20 hp)

    South Entry  Archway

    Empty  

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