The Black Pit of Doom 01
Level 1
General Size Diminutive (29 x 29)
Walls Masonry (Climb DC 20)
Floor Flagstone
Temperature Cold (unprotected creatures must succeed on a
Fortitude saving throw every hour (DC 15, +1
per previous check) or take 1d6 points of non-
lethal damage; a creature that takes any non-
lethal damage from cold exposure suffers from
hypothermia and is fatigued)
Illumination Dark (individual creatures may carry lights)
Corridor Features a A group of demonic faces have been carved into
the walls
c Withered corpses are nailed to the corridor walls
Wandering Monsters 1 1 x Spider Swarm; investigating a strange noise
2 1 x Darkmantle; gathered around an evil shrine
3 1 x Spider Swarm; wandering senselessly
4 5 x 1st Level Warrior Orc; gathered around an
evil shrine
5 3 x Dire Rat; wielding bizarre eldritch powers
6 1 x 1st Level Warrior Drow (elf); wielding bizarre
eldritch powers
Room #1 East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #2, inhabited by 1 x
Homunculus
South Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides down, +1 to break DC)
→ Leads to room #3
Room Features A group of monstrous faces have been carved
into the south wall, and a shallow pool of blood
lies in the east side of the room
Monster 1 x Bat Swarm
Bat swarm: CR 2; Diminutive animal (swarm);
HD 3d8; hp 13; Init +2; Spd 5 ft. (1 square), fly
40 ft. (good); AC 16 (+4 size, +2 dex), touch 14,
flat-footed 12; Base Atk +2; Grp -; Atk Swarm
(1d6); Full Atk Swarm (1d6); Space/Reach 10
ft./0 ft.; SA Distraction, wounding; SQ
Blindsense 20 ft., half damage from slashing
and piercing, low-light vision, swarm traits; AL
N; SV Fort +3, Ref +7, Will +3; Str 3, Dex 15,
Con 10, Int 2, Wis 14, Cha 4
Skills and Feats: Listen +11, Spot +11;
Alertness, Lightning Reflexes
Room #2 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10,
60 hp)
→ Leads to room #5, inhabited by 1 x Ghoul
West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #1, inhabited by 1 x Bat
Swarm
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #7, inhabited by 1 x Grimlock
South Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #4
Room Features Various torture devices are scattered throughout
the room, and a warped door lies in the center of
the room
Monster 1 x Homunculus
Homunculus: CR 1; Tiny construct; HD 2d10; hp
11; Init +2; Spd 20 ft. (4 squares), fly 50 ft.
(good); AC 14 (+2 dex, +2 size), touch 14, flat-
footed 12; Base Atk +1; Grp -8; Atk +2 melee
(1d4-1 plus poison, bite); Full Atk +2 melee
(1d4-1 plus poison, bite); Space/Reach 2-1/2
ft./0 ft.; SA Poison; SQ Construct traits,
darkvision 60 ft., low-light vision; AL N; SV Fort
+0, Ref +4, Will +1; Str 8, Dex 15, Con -, Int 10,
Wis 12, Cha 7
Skills and Feats: Hide +14, Listen +4, Spot +4;
Lightning Reflexes
Room #3 North Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides down, +1 to break DC)
→ Leads to room #1, inhabited by 1 x Bat
Swarm
South Entry Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #8, inhabited by 1 x Choker
Room Features A tile labyrinth covers the floor, and the ceiling
is covered with dripping stalactites
Room #4 North Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
→ Leads to room #2, inhabited by 1 x
Homunculus
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
(magically reinforced, +10 to break DC)
→ Leads to room #7, inhabited by 1 x Grimlock
South Entry Archway
→ Leads to room #8, inhabited by 1 x Choker
Room Features A tile labyrinth covers the floor, and a dulled
dagger lies in the north-east corner of the room
Hidden Treasure Hidden (Search DC 30) Locked Simple Wooden
Chest (Open Lock DC 25, break DC 15; hard 5,
10 hp)
None
Room #5 East Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10,
60 hp)
→ Leads to room #2, inhabited by 1 x
Homunculus
Monster 1 x Ghoul
Ghoul: CR 1; Medium undead; HD 2d12; hp 13;
Init +2; Spd 30 ft. (6 squares); AC 14 (+2 dex,
+2 natural), touch 12, flat-footed 12; Base Atk
+1; Grp +2; Atk +2 melee (1d6+1 plus paralysis,
bite); Full Atk +2 melee (1d6+1 plus paralysis,
bite) and +0 melee (1d3 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits,
+2 turn resistance; AL CE; SV Fort +0, Ref +2,
Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14,
Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6,
Jump +5, Move Silently +6, Spot +7; Multiattack
Room #6 South Entry #1 Locked Simple Wooden Door (Open Lock DC
20, break DC 15; hard 5, 10 hp)
South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
(slides to one side, +1 to break DC)
Room Features The south and west walls are covered with
cracks, and several pieces of torn paper are
scattered throughout the room
Room #7 West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #2, inhabited by 1 x
Homunculus
West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
(magically reinforced, +10 to break DC)
→ Leads to room #4
East Entry Trapped and Stuck Good Wooden Door (break
DC 18; hard 5, 15 hp)
Ⓣ Hail of Needles: CR 3; mechanical; location
trigger; manual reset; Atk +20 ranged (2d4);
Search DC 22; Disable Device DC 22
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
Room Features A faded and torn tapestry hangs from the west
wall, and several corroded iron spikes are
scattered throughout the room
Monster 1 x Grimlock
Grimlock: CR 1; Medium monstrous humanoid;
HD 2d8+2; hp 11; Init +1; Spd 30 ft. (6 squares);
AC 15 (+1 dex, +4 natural), touch 11, flat-footed
14; Base Atk +2; Grp +4; Atk +4 melee
(1d8+3/3, battleaxe); Full Atk +4 melee
(1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA
-; SQ Blindsight 40 ft., immunities, scent; AL NE;
SV Fort +1, Ref +4, Will +2; Str 15, Dex 13, Con
13, Int 10, Wis 8, Cha 6
Skills and Feats: Climb +4, Hide +3*, Listen +5,
Spot +3; Alertness, Track
Treasure: 4000 cp; hoard total 40 gp
Trap Rune of Dread: CR 3; magic device; proximity
trigger (alarm); no reset; fear (frightened for 1d4
rounds, DC 10 Will save negates); multiple
targets (all targets in a 10 ft. radius burst);
Search DC 20; Disable Device DC 22
Hidden Treasure Hidden (Search DC 25) Locked Iron Chest
(Open Lock DC 30, break DC 28; hard 10, 60
hp)
800 sp; Golden Yellow Topaz (300 gp); Arcane
Scroll (Scorching Ray (150 gp)) (total 150 gp);
hoard total 530 gp
Room #8 North Entry #1 Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
→ Leads to room #3
North Entry #2 Archway
→ Leads to room #4
West Entry Archway
East Entry Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
South Entry #1 Locked Good Wooden Door (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
South Entry #2 Stuck Good Wooden Door (break DC 18; hard
5, 15 hp) (slides up, +2 to break DC)
Room Features Several iron cages are scattered throughout the
room, and someone has scrawled "The Blade of
Wizardry is reforged" on the west wall
Monster 1 x Choker
Choker: CR 2; Small aberration; HD 3d8+3; hp
16; Init +6; Spd 20 ft. (4 squares), climb 10 ft.;
AC 17 (+1 size, +2 dex, +4 natural), touch 13,
flat-footed 15; Base Atk +2; Grp +5; Atk +6
melee (1d3+3, tentacle); Full Atk +6 melee
(1d3+3, 2 tentacles); Space/Reach 5 ft./10 ft.;
SA Improved grab, constrict 1d3+3; SQ
Darkvision 60 ft., quickness; AL CE; SV Fort +2,
Ref +5, Will +4; Str 16, Dex 14, Con 13, Int 4,
Wis 13, Cha 7
Skills and Feats: Climb +13, Hide +10, Move
Silently +6; Improved Initiative, Lightning
Reflexes, Stealthy
Treasure: 18 gp; Black Pearl (400 gp), Blue
Quartz (13 gp), Rock Crystal (80 gp); hoard total
511 gp
Room #9 East Entry Trapped and Unlocked Good Wooden Door
(hard 5, 15 hp)
Ⓣ Poison Dart Trap: CR 1; mechanical;
location trigger; manual reset; Atk +8 ranged
(1d4 plus poison, dart); poison (bloodroot [injury,
Fort DC 12, 0/1d4 Con + 1d3 Wis]); Search DC
20; Disable Device DC 18
Room Features Several square holes are cut into the ceiling and
floor, and several pieces of trash are scattered
throughout the room
Monster 1 x Darkmantle
Darkmantle: CR 1; Small magical beast; HD
1d10+1; hp 6; Init +4; Spd 20 ft. (4 squares), fly
30 ft. (poor); AC 17 (+1 size, +6 natural), touch
11, flat-footed 17; Base Atk +1; Grp +0; Atk +5
melee (1d4+4, slam); Full Atk +5 melee (1d4+4,
slam); Space/Reach 5 ft./5 ft.; SA Darkness,
improved grab, constrict 1d4+4; SQ Blindsight
90 ft.; AL N; SV Fort +3, Ref +2, Will +0; Str 16,
Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*;
Improved Initiative
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