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Room #1: topDoor (east, 2 from north): wooden, good, stuck Door (west, 2 from north): (concealed) false wall, stuckDoor (north, 3 from west): wooden, strong, locked, trapped [trap: pit trap (30 ft. deep) (CR3) (Find/Disable DC 23)] Door (south, 1 from west): iron, locked Door (north, 1 from west): (concealed) wooden, good, free, behind tapestry Monsters: Ebis, female dwarf (mountain) Ftr1: CR 1; Size M (4 ft., 1 in. tall); HD 1d10+1; hp 11; Init +5 (+1 Dex, +4 Improved initiative); Spd 20 ft.; AC 11 (+1 Dex); Attack +3 melee, or +2 ranged; SV Fort +3, Ref +1, Will -2; AL LN; Str 14, Dex 12, Con 12, Int 11, Wis 6, Cha 10. Languages Spoken: Common, Dwarven. Skills and feats: Appraise +2, Craft +2, Heal +1, Hide +1, Knowledge +2, Listen -1, Move silently +1, Spot -2; Improved initiative, Skill focus (heal). Possessions: 900 gp in gear. Wharloda, female dwarf (mountain) Clr1: CR 1; Size M (3 ft., 11 in. tall); HD 1d8+2; hp 10; Init +1 (+1 Dex); Spd 20 ft.; AC 11 (+1 Dex); Attack +1 melee, or +1 ranged; SV Fort +4, Ref +1, Will +5; AL N; Str 13, Dex 13, Con 14, Int 12, Wis 16, Cha 12. Languages Spoken: Common, Dwarven, Giant. Skills and feats: Appraise +3, Craft +3, Diplomacy +5, Handle animal +3, Hide +1, Knowledge (arcana) +5, Listen +3, Move silently +1, Spot +3; Silent spell. Possessions: 900 gp in gear. Cleric Domains: Luck, Fire. Cleric Spells Per Day: 3/2+1.
Features: foodstuffs (spoiled), brazier, peephole, tripod, & wardrobe
Room #2: topDoor (east, 2 from north): wooden, strong, stuck Door (west, 2 from north): wooden, good, free Door (north, 3 from west): wooden, simple, stuck Monsters: ghoul (1) Treasure: 125 gold coins (125 gp) Features: equipment (broken), razor, candle, corpse (adventurer), rack, stuffed beast, & firepit
Room #3: topDoor (east, 2 from north): stone, stuck, trapped [trap: hail of needles (CR1) (Find/Disable DC 23)] Door (west, 2 from north): wooden, good, free, trapped [trap: spear trap (CR2) (Find/Disable DC 23)] Door (north, 4 from west): wooden, strong, free Door (south, 3 from west): wooden, simple, stuck Empty
Room #4: topDoor (east, 4 from north): (concealed) illusory wall Door (west, 4 from north): wooden, simple, free Door (west, 2 from north): wooden, good, stuck Door (east, 1 from north): wooden, strong, stuck Door (north, 3 from west): wooden, simple, stuck Monsters: skeleton (4) Treasure: 6,500 copper coins (65 gp) potion: spider climb (50 gp) Features: key, tongs, dipping water, torch (stub), cupboard, & peephole
Room #5: topDoor (east, 3 from north): wooden, good, stuck Door (south, 2 from west): stone, stuck, trapped [trap: pit trap (40 ft. deep) (CR2) (Find/Disable DC 23)] Door (north, 1 from west): wooden, simple, locked, trapped [trap: spear trap (CR2) (Find/Disable DC 23)] Features: foodstuffs (spoiled), cobwebs, anvil, tools, arch, partially collapsed ceiling, & evil symbol
Room #6: topDoor (west, 3 from north): stone, stuck Door (north, 2 from west): wooden, strong, locked Features: hook pillar winch and pulley steps
Room #7: topDoor (east, 4 from north): (concealed) wooden, strong, free, behind tapestry, trapped [trap: pit trap (40 ft. deep) (CR2) (Find/Disable DC 23)] Door (west, 3 from north): wooden, simple, stuck, trapped [trap: lightning blast (CR3) (Find/Disable DC 23)] Door (east, 2 from north): wooden, good, stuck Door (south, 4 from west): stone, stuck Door (south, 2 from west): wooden, strong, free Door (north, 2 from west): iron, stuck Monsters: shadow (1) Treasure: 750 silver coins (75 gp) Features: tongs, urn, alcove, & crate
Room #8: topDoor (east, 2 from north): stone, locked Door (west, 2 from north): wooden, simple, stuck, down-sliding Door (south, 2 from west): (secret) passwall, pressure-plate trigger Door (north, 1 from west): (concealed) false wall, stuck Features: flask, tray, candle, font, & statue
Room #9: topDoor (west, 3 from north): wooden, simple, stuck Door (east, 2 from north): (concealed) false wall, free Door (west, 1 from north): wooden, simple, stuck Door (south, 4 from west): iron, stuck Features: bucket, dice, pit (shallow), & pool
Room #10: topDoor (west, 5 from north): wooden, simple, free Door (east, 4 from north): wooden, simple, stuck Door (west, 3 from north): (concealed) wooden, simple, free, behind tapestry Door (west, 1 from north): wooden, good, free Door (south, 2 from west): (concealed) false wall, stuck Features: equipment (usable), musical instrument, scorch marks, insects, & peephole Hidden Treasure (Search DC 23): 300 gold coins (300 gp) gemstone - white pearl (70 gp) Masterwork scimitar (315 gp) Acid (5) (50 gp) Masterwork dagger (302 gp) Trap: spear trap (CR2) (Find/Disable DC 23)
Room #11: topDoor (west, 1 from north): wooden, simple, stuck Door (north, 3 from west): wooden, simple, locked Monsters: shadow (1) Treasure: 1,350 silver coins (135 gp) Alchemist's fire (4) (80 gp) Features: bloodstain cold spot chute caldron chest of drawers portcullis
Room #12: topDoor (west, 1 from north): wooden, strong, locked Door (south, 2 from west): wooden, simple, locked, trapped [trap: flame jet (CR2) (Find/Disable DC 23)] Door (north, 2 from west): wooden, simple, free Monsters: zombie, huge [giant] (1) Treasure: 450 gold coins (450 gp) gemstone - citrine (50 gp)
Room #13: topDoor (west, 4 from north): wooden, simple, stuck Door (east, 2 from north): wooden, simple, free, trapped [trap: spear trap (CR2) (Find/Disable DC 23)] Door (north, 3 from west): wooden, good, stuck Empty
Room #14: topDoor (east, 4 from north): iron, stuck Door (west, 3 from north): wooden, good, stuck Door (south, 1 from west): wooden, simple, free Door (north, 1 from west): iron, free, trapped [trap: pit trap (20 ft. deep) (CR1) (Find/Disable DC 23)] Empty
Room #15: topDoor (west, 4 from north): wooden, strong, stuck Door (east, 3 from north): iron, locked Door (south, 4 from west): stone, locked Monsters: zombie, huge [giant] (1) Treasure: 20 platinum coins (200 gp) 450 gold coins (450 gp) Features: pottery shard bones (nonhumanoid) cracks workbench
Room #16: topDoor (west, 3 from north): wooden, good, locked, trapped [trap: pit trap (20 ft. deep) (CR1) (Find/Disable DC 23)] Door (south, 4 from west): wooden, strong, stuck Door (north, 2 from west): iron, free Monsters: kobold (24) Treasure: 128 gold coins (128 gp) Holy water (2) (50 gp)
Room #17: topDoor (east, 2 from north): iron, locked Door (south, 1 from west): (concealed) stone, stuck, behind tapestry Features: hourglass tripod spinning wheel Hidden Treasure (Search DC 23): cloth of gold vestments (150 gp) carved ivory statuette (90 gp) potion: darkvision (300 gp) Trap: spiked pit trap (20 ft. deep) (CR2) (Find/Disable DC 23)
Room #18: topDoor (east, 1 from north): iron, locked Door (west, 1 from north): wooden, strong, stuck Door (south, 4 from west): wooden, strong, locked Door (north, 4 from west): (concealed) iron, free, behind tapestry Features: box peephole shaft well weapon rack
Room #19: topDoor (south, 2 from west): wooden, good, locked Door (north, 2 from west): wooden, strong, stuck, side-sliding Monsters: Dgar, male dwarf (hill) War2: CR 1; Size M (3 ft., 11 in. tall); HD 2d8+6; hp 16; Init +6 (+2 Dex, +4 Improved initiative); Spd 20 ft.; AC 12 (+2 Dex); Attack +4 melee, or +4 ranged; SV Fort +6, Ref +2, Will +2; AL LE; Str 15, Dex 14, Con 16, Int 14, Wis 14, Cha 10. Languages Spoken: Common, Dwarven, Giant, Orc. Skills and feats: Appraise +6, Craft +4, Escape artist +4, Hide +2.5, Intuit direction +3, Knowledge (arcana) +4, Listen +2, Move silently +2, Spot +2.5, Use rope +4; Improved initiative. Possessions: 2,000 gp in gear. Einto, male dwarf (hill) War2: CR 1; Size M (4 ft., 4 in. tall); HD 2d8+4; hp 16; Init +1 (+1 Dex); Spd 20 ft.; AC 11 (+1 Dex); Attack +5 melee, or +3 ranged; SV Fort +5, Ref +1, Will +2; AL LE; Str 16, Dex 13, Con 15, Int 8, Wis 14, Cha 12. Languages Spoken: Common, Dwarven. Skills and feats: Appraise +1, Climb +8, Craft +1, Hide +1, Listen +2, Move silently +1, Spot +2; Power attack. Possessions: 2,000 gp in gear. Taked, male dwarf (hill) War2: CR 1; Size M (3 ft., 11 in. tall); HD 2d8+2; hp 18; Init -1 (-1 Dex); Spd 20 ft.; AC 9 (-1 Dex); Attack +3 melee, or +1 ranged; SV Fort +4, Ref -1, Will -1; AL LN; Str 13, Dex 9, Con 12, Int 4, Wis 9, Cha 8. Languages Spoken: Common, Dwarven. Skills and feats: Appraise -1, Craft -1, Diplomacy -0.5, Hide -1, Listen -1, Move silently -1, Open lock +1, Spot -1; Weapon focus (longbow). Possessions: 2,000 gp in gear. Oin, male dwarf (hill) War2: CR 1; Size M (4 ft., 1 in. tall); HD 2d8+6; hp 19; Init +1 (+1 Dex); Spd 20 ft.; AC 11 (+1 Dex); Attack +4 melee, or +3 ranged; SV Fort +6, Ref +1, Will +2; AL LE; Str 15, Dex 13, Con 16, Int 10, Wis 15, Cha 9. Languages Spoken: Common, Dwarven. Skills and feats: Appraise +2, Craft +2, Forgery +4, Hide +1, Innuendo +4, Knowledge +1, Listen +2, Move silently +1, Spot +2.5; Skill focus (forgery). Possessions: 2,000 gp in gear. Audrasa, female dwarf (hill) War2: CR 1; Size M (3 ft., 9 in. tall); HD 2d8+6; hp 21; Init +1 (+1 Dex); Spd 20 ft.; AC 11 (+1 Dex); Attack +4 melee, or +3 ranged; SV Fort +6, Ref +1, Will -1; AL LG; Str 14, Dex 12, Con 16, Int 10, Wis 9, Cha 11. Languages Spoken: Common, Dwarven. Skills and feats: Appraise +2, Climb +6, Craft +2, Heal +1, Hide +1, Listen +1, Move silently +1, Sense motive +0, Spot +1; Alertness. Possessions: 2,000 gp in gear.
Treasure: 480 gold coins (480 gp) Features: cracks cold spot musical instrument ash collapsed wall sunken area loose masonry
Room #20: topDoor (west, 1 from north): wooden, simple, locked Empty
Room #21: topDoor (east, 2 from north): wooden, good, free Door (west, 2 from north): wooden, strong, stuck Empty
Room #22: topDoor (west, 2 from north): wooden, strong, free, down-sliding Door (east, 1 from north): stone, stuck Door (south, 4 from west): wooden, simple, free, trapped [trap: hail of needles (CR1) (Find/Disable DC 23)] Features: rivulet stool workbench ramp
Room #23: topDoor (south, 2 from west): wooden, simple, stuck Door (north, 1 from west): (secret) down-sliding, pressure-plate trigger Features: runes spices blanket cleaver trough curtain well shaft
Room #24: topDoor (south, 3 from west): wooden, simple, locked, up-sliding Door (north, 1 from west): wooden, simple, free, trapped [trap: hail of needles (CR1) (Find/Disable DC 23)] Monsters: dire badger (2) Treasure: 20 gold coins (20 gp) gold dragon comb with red garnet eye (800 gp) Features: oil (scented) clothing bale (straw) chains winch and pulley well
Room #25: topDoor (south, 3 from west): (secret) down-sliding, gesture trigger, trapped [trap: pit trap (30 ft. deep) (CR3) (Find/Disable DC 23)] Door (north, 3 from west): stone, free, trapped [trap: spear trap (CR2) (Find/Disable DC 23)] Monsters: hobgoblin (3) goblin (3) Treasure: 200 gold coins (200 gp) scroll (arcane) - locate object (l2, cl3) - bull's strength (l2, cl3) (300 gp) Features: pole box teeth shrine
Room #26: topDoor (south, 2 from west): wooden, simple, stuck Empty
Room #27: topDoor (west, 2 from north): (concealed) stone, locked, behind tapestry, trapped [trap: lightning blast (CR3) (Find/Disable DC 23)] Door (north, 4 from west): wooden, strong, stuck Features: candelabra pillows markings backpack relief door (broken)
Room #28: topDoor (north, 1 from west): wooden, good, free Features: backpack broken glass tapestry ledge
Room #29: topDoor (north, 1 from west): wooden, simple, stuck, down-sliding Features: fungus foodstuffs (edible) slime shaft
Room #30: topDoor (west, 5 from north): wooden, simple, locked Door (west, 3 from north): wooden, good, locked Empty
Room #31: topDoor (north, 2 from west): stone, stuck Features: key, scroll case (empty), tools claw marks dung heap carving tripod
Room #32: topDoor (west, 1 from north): wooden, strong, free Empty
The Dungeon Generator© Jamis Buck
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