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The Lost Catacombs of Devastation Level 2

The Lost Catacombs of Devastation 02 (1)

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  • The Lost Catacombs of Devastation

    Level 2

  • General Dungeon History The dungeon was created by giants as a stronghold. It was eventuallyabandoned due to plague, and has fallen to ruin and been rebuilt manytimes since then.

    Dungeon Walls Coral (DC 10 to climb)

    Dungeon Floor Muck (difficult terrain)

    Special Conditions Completely Underwater

    Temperature Average

    Illumination Shadowy (phosphorescent plankton)

    Corridors a A chute descends from the corridor into a magical cyst below

    c Patches of mushrooms grow here

    e A chute falls into the corridor from above

    i Ice Dart Trap: DC 15 to find, DC 10 to disable; +8 to hit against one target,2d10 cold damage

    m A clanking sound fills the corridor

    n Falling Block: DC 15 to find, DC 15 to disable; affects all targets within a10 ft. square area, DC 13 save or take 2d10 damage

    r The sound of drums fills the corridor

    s Acid Spray: DC 10 to find, DC 10 to disable; affects all targets within a 20ft. cone, DC 18 save or take 2d10 acid damage for 1d4 rounds

    u A fountain of water sits in an alcove here

    v A chute falls into the corridor from above

    w A toppled statue lies across the corridor

    WanderingMonsters

    1 Kuo-toa Whip (mm 200, cr 1) and 1 x Kuo-toa (mm 199, cr 1/4), consumedby disease and madness

    2 2 x Reef Shark (mm 336, cr 1/2), lost and desperate

    3 1 x Sahuagin (mm 263, cr 1/2) and 1 x Hunter Shark (mm 330, cr 2),bloodied and fleeing a more powerful enemy

    4 5 x Shadow (mm 269, cr 1/2), lost and desperate

    5 3 x Lizardfolk (mm 204, cr 1/2), scouting from another part of the dungeon

    6 3 x Swarm of Quippers (mm 338, cr 1), bloodied and fleeing a morepowerful enemy

    Room #1 North Entry #1 Unlocked Simple Wooden Door (10 hp) Leads to room #4, inhabited by 4 x Shadow (mm 269, cr 1/2)

    North Entry #2 Archway

    West Entry Archway

    East Entry Archway

    Leads to room #19South Entry Unlocked Strong Wooden Door (20 hp)

    Leads to room #8

  • Empty

    Room #2 North Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp) Leads to room #14, inhabited by 7 x Constrictor Snake (mm 320, cr 1/4)

    West Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

    South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

    Leads to room #20

    Monster 7 x Bullywug (mm 35, cr 1/4)

    Room #3 North Entry Trapped and Locked Good Wooden Door (DC 25 to open, DC 15 to break;15 hp)

    Acid Spray: DC 15 to find, DC 10 to disable; affects all targets withina 20 ft. cone, DC 17 save or take 2d10 acid damage for 1d4 rounds

    West Entry Unlocked Simple Wooden Door (10 hp)

    East Entry Secret (DC 20 to find) Trapped and Stuck Iron Door (DC 25 to break; 60 hp)

    The door is concealed behind a statue of an armored warrior, andopened by moving his sword

    Electrified Lock: DC 15 to find, DC 15 to disable; affects each creaturewhich touches the lock, DC 11 save or take 1d10 lightning damage

    South Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

    Room Features Someone has scrawled a crude drawing of an orc on the east wall, A pile ofrotten bread lies in the south-west corner of the room

    Monster 1 x Sahuagin (mm 263, cr 1/2) and 1 x Hunter Shark (mm 330, cr 2)

    Room #4 West Entry Unlocked Good Wooden Door (15 hp)

    East Entry Secret (DC 15 to find) Unlocked Iron Door (60 hp)

    A bookcase and concealed door pivots smoothly

    Leads to room #6South Entry Unlocked Simple Wooden Door (10 hp)

    Leads to room #1

    Room Features Several alcoves are cut into the north and south walls, A wooden ladderrests against the east wall

    Monster 4 x Shadow (mm 269, cr 1/2)

    Hidden Treasure Trapped and Locked Strong Wooden Chest (DC 15 to unlock, DC 25 tobreak; 20 hp)

    Contact Poison: DC 10 to find, DC 10 to disable; affects each creaturewhich touches the trigger, DC 11 save or take 1d10 damage

    2200 cp, 1200 sp, 60 gp

    Room #5 West Entry Archway Leads to room #11, inhabited by 6 x Steam Mephit (mm 217, cr 1/4)

    East Entry Unlocked Simple Wooden Door (10 hp) (slides to one side)

    Leads to room #14, inhabited by 7 x Constrictor Snake (mm 320, cr 1/4)

  • Trap Chain Flail: DC 10 to find, DC 15 to disable; initiative +3, 1 attack perround, +6 to hit against all targets within 5 ft., 2d10 bludgeoning damage

    Hidden Treasure Locked Simple Wooden Chest (DC 25 to unlock, DC 15 to break; 10 hp)

    2600 cp, 900 sp, 80 gp, Ceramic Dice (pair) (25 gp), Painted Glass HolySymbol (of a Nature God) (25 gp), Pewter Box (25 gp), Spell Scroll (Armorof Agathys), Spell Scroll (Mage Armor), 2 x Potion of Healing

    Room #6 West Entry #1 Secret (DC 15 to find) Unlocked Iron Door (60 hp) A bookcase and concealed door pivots smoothly

    Leads to room #4, inhabited by 4 x Shadow (mm 269, cr 1/2)West Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)

    South Entry Stuck Good Wooden Door (DC 15 to break; 15 hp)

    Leads to room #19

    Room Features A shallow pit lies in the south side of the room, Someone has scrawled "TheWand of Mirrors shall be lost until sea becomes sky and the Oath ofWisdom is broken" on the east wall

    Room #7 North Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

    West Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

    East Entry Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

    Leads to room #8South Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

    Leads to room #17

    Room Features A stone ramp ascends towards the south wall, A pile of barrel staves lies inthe north-west corner of the room

    Room #8 North Entry #1 Unlocked Strong Wooden Door (20 hp) Leads to room #1

    North Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (magicallyreinforced, disadvantage to break)

    West Entry #1 Secret (DC 20 to find) Unlocked Simple Wooden Door (10 hp)

    The door is located above a small stone dais and concealed by anillusion

    West Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

    Leads to room #7East Entry Unlocked Strong Wooden Door (20 hp)

    Room Features A rope ascends to a catwalk hanging between the east and west walls, Astack of barrels filled with rotting fruit stands against the west wall

    Room #9 West Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) Falling Block: DC 10 to find, DC 10 to disable; affects all targets

    within a 10 ft. square area, DC 11 save or take 1d10 damage

    Leads to room #14, inhabited by 7 x Constrictor Snake (mm 320, cr 1/4)South Entry Unlocked Good Wooden Door (15 hp)

  • Room Features A narrow shaft descends from the room into a natural cavern below, A stonesarcophagus sits in the west side of the room

    Room #10 North Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp) Leads to room #20

    North Entry #2 Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)

    Leads to room #13East Entry Stuck Stone Door (DC 20 to break; 60 hp)

    South Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)

    Room Features A mural of a god of light covers the ceiling, Someone has scrawled "Stayleft" on the east wall

    Monster 1 x Gibbering Mouther (mm 157, cr 2)

    Room #11 North Entry Unlocked Strong Wooden Door (20 hp) Leads to room #15, inhabited by 2 x Bullywug (mm 35, cr 1/4) and 2 x

    Giant Frog (mm 325, cr 1/4)

    West Entry Unlocked Good Wooden Door (15 hp)

    Leads to room #12, inhabited by 1 x Chuul (mm 40, cr 4)East Entry Archway

    Leads to room #5

    Room Features The floor is covered in perfect hexagonal tiles, Someone has scrawled"Look to the left" on the west wall

    Monster 6 x Steam Mephit (mm 217, cr 1/4)

    Room #12 North Entry Archway Leads to room #16

    East Entry #1 Secret (DC 25 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)

    The door is concealed by an illusion

    Leads to room #15, inhabited by 2 x Bullywug (mm 35, cr 1/4) and 2 xGiant Frog (mm 325, cr 1/4)

    East Entry #2 Unlocked Good Wooden Door (15 hp)

    Leads to room #11, inhabited by 6 x Steam Mephit (mm 217, cr 1/4)

    Room Features A large table and simple cabinet sit in the center of the room, A sulphurousodor fills the room

    Monster 1 x Chuul (mm 40, cr 4)

    Room #13 North Entry Archway

    West Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)

    Electrified Lock: DC 15 to find, DC 15 to disable; affects each creaturewhich touches the lock, DC 12 save or take 2d10 lightning damage

    Leads to room #20East Entry #1 Archway

    East Entry #2 Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

    One-way Door: DC 15 to find, DC 10 to disable

  • One-way Door: DC 15 to find, DC 10 to disable

    South Entry Locked Iron Door (DC 25 to open, DC 30 to break; 60 hp)

    Leads to room #10, inhabited by 1 x Gibbering Mouther (mm 157, cr 2)

    Empty

    Room #14 North Entry Stuck Simple Wooden Door (DC 10 to break; 10 hp)

    West Entry Unlocked Simple Wooden Door (10 hp) (slides to one side)

    Leads to room #5East Entry Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

    Falling Block: DC 10 to find, DC 10 to disable; affects all targetswithin a 10 ft. square area, DC 11 save or take 1d10 damage

    Leads to room #9South Entry Stuck Strong Wooden Door (DC 15 to break; 20 hp)

    Leads to room #2, inhabited by 7 x Bullywug (mm 35, cr 1/4)

    Monster 7 x Constrictor Snake (mm 320, cr 1/4)

    Room #15 West Entry #1 Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp) Leads to room #16

    West Entry #2 Secret (DC 25 to find) Stuck Good Wooden Door (DC 15 to break; 15 hp)

    The door is concealed by an illusion

    Leads to room #12, inhabited by 1 x Chuul (mm 40, cr 4)East Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

    East Entry #2 Archway

    East Entry #3 Secret (DC 15 to find) Trapped and Stuck Iron Door (DC 25 to break; 60 hp)

    A bookcase and concealed door pivots smoothly

    Acid Spray: DC 15 to find, DC 20 to disable; affects all targets withina 20 ft. cone, DC 15 save or take 1d10 acid damage for 1d4 rounds

    South Entry Unlocked Strong Wooden Door (20 hp)

    Leads to room #11, inhabited by 6 x Steam Mephit (mm 217, cr 1/4)

    Room Features Numerous pillars line the north wall, A large demonic idol with ruby eyessits in the east side of the room

    Monster 2 x Bullywug (mm 35, cr 1/4) and 2 x Giant Frog (mm 325, cr 1/4)

    Room #16 North Entry Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp) Contact Poison: DC 10 to find, DC 10 to disable; affects each creature

    which touches the trigger, DC 13 save or take 2d10 damage

    East Entry Locked Stone Door (DC 20 to open, DC 25 to break; 60 hp)

    Leads to room #15, inhabited by 2 x Bullywug (mm 35, cr 1/4) and 2 xGiant Frog (mm 325, cr 1/4)

    South Entry Archway

    Leads to room #12, inhabited by 1 x Chuul (mm 40, cr 4)

    Room Features Someone has scrawled "Beware the shadows" on the south wall, Severaliron blobs are scattered throughout the room

  • Room #17 North Entry Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) Leads to room #7

    West Entry Archway

    Room Features A mural of legendary monsters covers the ceiling, Someone has scrawled"It's a trap" on the west wall

    Room #18 West Entry Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)

    Room Features A rope ascends to a wooden platform in the south-east corner of the room,A pile of sundered shields lies in the south-west corner of the room

    Room #19 North Entry Stuck Good Wooden Door (DC 15 to break; 15 hp) Leads to room #6

    West Entry #1 Archway

    Leads to room #1West Entry #2 Secret (DC 15 to find) Locked Simple Wooden Door (DC 20 to open, DC 15

    to break; 10 hp)

    The door is located near the ceiling and concealed within a mosaic ofa legendary battle

    East Entry #1 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

    East Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

    Hidden Treasure Hidden (DC 20 to find) Locked Strong Wooden Chest (DC 25 to unlock, DC25 to break; 20 hp)

    2400 cp, 700 sp, 70 gp, Bloodstone (50 gp), Chalcedony (50 gp), Citrine (50gp), 2 x Moonstone (50 gp), Spell Scroll (Sleep)

    Room #20 North Entry #1 Unlocked Simple Wooden Door (10 hp)

    North Entry #2 Stuck Good Wooden Door (DC 15 to break; 15 hp)

    Leads to room #2, inhabited by 7 x Bullywug (mm 35, cr 1/4)East Entry Trapped and Stuck Iron Door (DC 25 to break; 60 hp)

    Electrified Lock: DC 15 to find, DC 15 to disable; affects each creaturewhich touches the lock, DC 12 save or take 2d10 lightning damage

    Leads to room #13South Entry #1 Stuck Simple Wooden Door (DC 10 to break; 10 hp)

    Leads to room #10, inhabited by 1 x Gibbering Mouther (mm 157, cr 2)South Entry #2 Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

    South Entry #3 Secret (DC 15 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)

    The door is concealed behind a statue of an armored warrior, andopened by moving his sword

    Empty

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