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Dungeon Rooms: Monsters, Traps, and Treasure

The document describes 19 rooms in a dungeon. Each room lists doors, monsters, traps, treasure and features. There are a variety of monsters including ghosts, hobgoblins, goblins, harpies, worgs, carrion crawlers, weretigers, zombies and allips. Traps include pits, spells, and acid fog. Treasures found include coins, weapons, armor and gems. Features include furniture, fixtures, bones and other objects. Doors range from wooden to iron and stone, and vary in condition from free to locked or trapped.

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0% found this document useful (0 votes)
59 views7 pages

Dungeon Rooms: Monsters, Traps, and Treasure

The document describes 19 rooms in a dungeon. Each room lists doors, monsters, traps, treasure and features. There are a variety of monsters including ghosts, hobgoblins, goblins, harpies, worgs, carrion crawlers, weretigers, zombies and allips. Traps include pits, spells, and acid fog. Treasures found include coins, weapons, armor and gems. Features include furniture, fixtures, bones and other objects. Doors range from wooden to iron and stone, and vary in condition from free to locked or trapped.

Uploaded by

Tomas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Room #1:

 Door (west, 2 from north): wooden, strong, stuck

 Monsters

o (ghost) K'fralix, male hobgoblin Ftr8: CR 8; Size M (7 ft., 0 in. tall); HD


8d10+24; hp 73; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 12
(+2 Dex); Attack +11/+6 melee, or +10/+5 ranged; SV Fort +9, Ref +4, Will
+2; AL LE; Str 16, Dex 15, Con 16, Int 13, Wis 10, Cha 13.

Languages Spoken: Common, Goblin, Infernal.

Skills and feats: Craft +8, Handle animal +6, Hide +2, Listen +0, Move
silently +6, Ride +12, Sense motive +2, Spot +0, Swim +12; Ambidexterity,
Dodge, Improved initiative, Leadership, Mounted combat, Power attack,
Weapon finesse (mace, light), Weapon focus (longsword).

Possessions: 9,400 gp in gear.

 Treasure

o 250 gold coins (250 gp)

o +1 buckler (1165 gp)

 Features

o backpack

o scroll case (empty)

o keg

o overhang

o statue (toppled)

o furniture (broken)

Room #2:

 Door (east, 3 from north): wooden, strong, stuck, down-sliding

 Door (north, 3 from west): wooden, good, stuck

 Empty
Room #3:

 Door (east, 1 from north): iron, locked, side-sliding, trapped [trap: globe of cold
(CR4) (Find/Disable DC 24)]

 Door (west, 1 from north): wooden, good, stuck

 Empty

Room #4:

 Door (east, 1 from north): wooden, good, stuck, up-sliding, trapped [trap: spell
(Telekinesis) (Find/Disable DC 24)]

 Door (north, 5 from west): wooden, simple, stuck

 Door (south, 3 from west): wooden, simple, locked

 Monsters

o hobgoblin (4)

o goblin (4)

 Features

o oil (scented)

o firepit

o iron maiden

o oven

o portcullis

Room #5:

 Door (south, 3 from west): iron, locked

 Door (north, 1 from west): wooden, strong, free

 Features

o jar

o pot

o paint
o lamp

o loose masonry

o loom

o bench

 Trap

o spell (Temporal Stasis) (Find/Disable DC 24)

Room #6:

 Door (west, 5 from north): wooden, simple, stuck

 Door (east, 4 from north): wooden, simple, free

 Monsters

o harpy (1)

 Treasure

o 64 platinum coins (640 gp)

o gemstone - amber (70 gp)

o gemstone - blue quartz (13 gp)

o gemstone - azurite (9 gp)

o gemstone - red garnet (90 gp)

Room #7:

 Door (west, 5 from north): wooden, strong, locked, up-sliding

 Door (east, 1 from north): iron, locked

 Features

o teeth

o paint

o utensils

o spike
o relief

Room #8:

 Door (west, 2 from north): wooden, simple, stuck

 Monsters

o worg (2)

 Treasure

o gemstone - jasper iolite (60 gp)

 Features

o anvil

o grinder

o cleaver

o shelf

o crate

o workbench

Room #9:

 Door (west, 3 from north): wooden, strong, stuck, down-sliding, trapped [trap: spiked
pit trap (60 ft. deep) (CR4) (Find/Disable DC 24)]

 Trap

o spiked pit trap (60 ft. deep) (CR4) (Find/Disable DC 24)

Room #10:

 Door (east, 2 from north): stone, stuck

 Door (west, 1 from north): wooden, simple, locked, trapped [trap: spell (Acid Fog)
(Find/Disable DC 24)]

 Monsters

o carrion crawler (1)

 Treasure
o 100 gold coins (100 gp)

o Chain shirt (100 gp)

Room #11:

 Door (north, 1 from west): (concealed) wooden, strong, locked, behind tapestry,
trapped [trap: pit trap (80 ft. deep) (CR4) (Find/Disable DC 24)]

 Features

o odor (unidentifiable)

o fungus

o bones (humanoid)

o tongs

o partially collapsed ceiling

Room #12:

 Door (south, 2 from west): iron, stuck

 Empty

Room #13:

 Door (south, 1 from west): wooden, strong, locked

 Features

o flint and tinder

o dung heap

Room #14:

 Door (north, 2 from west): wooden, good, stuck

 Empty

Room #15:

 Door (north, 1 from west): (concealed) illusory wall

 Monsters
o weretiger (lycanthrope) (1)

 Treasure

o 80 platinum coins (800 gp)

o gemstone - rock crystal (40 gp)

o gemstone - jade (90 gp)

 Features

o spices

o trough

o cupboard

Room #16:

 Door (east, 1 from north): iron, stuck

 Monsters

o zombie, medium-size [human] (8)

 Treasure

o sling bullets (50) (50 gp)

 Features

o bones (nonhumanoid)

o hole

o balcony

o altar

o weapon rack

Room #17:

 Door (east, 2 from north): wooden, strong, free

 Features

o books
o carving

o statue (toppled)

o carving

o pit (shallow)

Room #18:

 Door (north, 5 from west): (concealed) illusory wall

 Monsters

o allip (2)

 Treasure

o 250 gold coins (250 gp)

Room #19:

 Door (south, 2 from west): stone, locked

 Features

o lantern

o bones (humanoid)

o pouch

o oil (scented)

o platform

o chasm

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