The Cyst of Gruesome Sorrows 01

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The Cyst of Gruesome Sorrows Level 1

Transcript of The Cyst of Gruesome Sorrows 01

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The Cyst of Gruesome Sorrows

Level 1

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General Dungeon Walls Masonry (Climb DC 20)

Dungeon Floor Flagstone

Temperature Cool

Illumination Dark (individual creatures may carry lights)

Wandering

Monsters1 1 x Troglodyte Zombie, returning to their lair with plunder

2 1 x Ghoul, trying to lure the party into an ambush

3 1 x Troglodyte Zombie, actively patrolling their territory

4 1 x Ghoul, scouting from another part of the dungeon

5 1 x Ghoul, consumed by disease and madness

6 1 x Ghoul, tracking the party

Room #1 South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Room Features A tapest ry of arcane patterns hangs from the south wall, A pile of blood -soakedclothing l ies in the south-east corner of the room

Trap Spiked Pit Trap: CR 3; mechanical; location trigger; manual reset; DC 20 Reflexsave avoids; 20 ft. deep (2d6, fall); multiple targets (first t arget in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2each); Search DC 21; Disable Device DC 20.

Room #2  Nor th Entry Stuck Good Wooden Door (break DC 18; hard 5 , 15 hp)

Room Features A mural of legendary monsters covers the ceiling, A toppled statue lies in the westside of the room

Monster 2 x Kobold Zombie

Kobold zombie: CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30 ft. (6squares; can't run); AC 13 (+1 size, +2 natural), touch 11 , flat-foot ed 13; Base Atk+1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1 , slam) or +2 ranged(1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee(1d4-1 , slam) or +1 ranged (1d6/19-20 , light crossbow); Space/Reach 5 ft./5 ft.; SA-; SQ Single actions only, damage reduction 5/ slashing, darkvision 60 ft., undeadtraits; AL NE; SV Fort +0, Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

Skills and Feats: -; Toughness

Trap Extended Bane Trap: CR 3; magic device; proximity trigger (Detect Good);automatic reset; spell effect (Extended Bane, 3rd level cleric, DC 13 Will savenegates); Search DC 27; Disable Device DC 27.

Hidden Treasure Hidden (Search DC 30) Trapped and Unlocked Iron Chest (hard 10, 60 hp)Box of Brown Mold: CR 2; mechanical; touch trigger (opening t he box);automatic reset; 5 ft. cold aura (3d6, cold nonlethal); Search DC 22; Disabl e DeviceDC 16.

110 gp; hoard total 110 gp

Room #3  Nor th Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

South Entry #1 Wooden Portculli s (lift DC 25, break DC 28; hard 5, 30 hp)

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

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South Entry #3 Unlocked Iron Door (hard 10, 60 hp)

Room Features A tapestry of ghou lish carnage hangs from the north wall, A pile of iron blobs liesin the south side of the room

Room #4  Nor th Entry Unlocked Iron Door (hard 10, 60 hp)

West Entry Archway

 East Ent ry Unlocked Good Wooden Door (hard 5, 15 hp)

Monster 2 x Human Warrior Skeleton

Human warrior skeleton: CR 1/3; Medium undead; HD 1d12; hp 6 ; Init +5; Spd 30ft. (6 squares); AC 15 (+1 dex, +2 natural, +2 heavy steel sh ield), touch 11, flat-footed 14; Base Atk +0; Grp +1; Atk +1 melee (1d6+1/18-20, scimitar) or +1 melee(1d4+1, claw); Full Atk +1 melee (1d6+1/18-20, scimit ar) or +1 melee (1d4+1, 2claws); Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 5 /bludgeoning,darkvision 60 ft., immunity t o cold , undead trait s; AL NE; SV Fort +0, Ref +1, Will+2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

Room #5  East Ent ry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

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

Room Features Part of the ceiling has collapsed into the room, The sound of dripping water fillsthe room

Trap Spiked Pit Trap: CR 2; mechanical; location trigger; automatic reset; DC 20 Reflexsave avoids; 20 ft. deep (2d6, fall); multiple targets (first t arget in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2each); Search DC 18; Disable Device DC 15.

Room #6  Nor th Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5 , 20 hp)

 Nor th Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (sl ides to one side, +1 tobreak DC)

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

 East Ent ry Archway

Monster 1 x Wolf Skeleton

Wolf skeleton: CR 1; Medium undead; HD 2d12; hp 13; Init +7; Spd 50 ft. (10squares); AC 15 (+3 dex, +2 natural), touch 13 , flat-footed 12; Base Atk +1; Grp+2; Atk +2 melee (1d6+1, bite); Full Atk +2 melee (1d6+1, bit e); Space/Reach 5ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity tocold, undead trait s; AL NE; SV Fort +0, Ref +3, Will +3; Str 13, Dex 17, Con -, Int -,

Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

Room #7 West Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

 East Ent ry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features A stone ramp ascends t owards the east wall, A large demonic ido l sit s in the northside of the room

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Room #8 West Entry Archway

South Entry Wooden Portculli s (lift DC 25, break DC 28; hard 5, 30 hp)

Room Features The room has a high domed ceiling, Spirals of black stones cover the floor

Room #9 West Entry Stuck Good Wooden Door (break DC 18; hard 5 , 15 hp)

Room Features A stone stair ascends towards the east wall, The walls have been engraved withnumerous arcane symbol s

Monster 4 x Human Warrior Skeleton

Human warrior skeleton: CR 1/3; Medium undead; HD 1d12; hp 6 ; Init +5; Spd 30ft. (6 squares); AC 15 (+1 dex, +2 natural, +2 heavy steel sh ield), touch 11, flat-footed 14; Base Atk +0; Grp +1; Atk +1 melee (1d6+1/18-20, scimitar) or +1 melee(1d4+1, claw); Full Atk +1 melee (1d6+1/18-20, scimit ar) or +1 melee (1d4+1, 2claws); Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 5 /bludgeoning,darkvision 60 ft., immunity t o cold , undead trait s; AL NE; SV Fort +0, Ref +1, Will+2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

Room #10  Nor th Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

 East Ent ry Archway

South Entry Iron Portcull is (li ft DC 25, break DC 28; hard 10, 60 hp)

Room Features A stone statue st ands in the north-east corner of the room, Chanting can be heardin t he north-west corner of the room

Monster 2 x Human Warrior Skeleton

Human warrior skeleton: CR 1/3; Medium undead; HD 1d12; hp 6 ; Init +5; Spd 30ft. (6 squares); AC 15 (+1 dex, +2 natural, +2 heavy steel sh ield), touch 11, flat-footed 14; Base Atk +0; Grp +1; Atk +1 melee (1d6+1/18-20, scimitar) or +1 melee

(1d4+1, claw); Full Atk +1 melee (1d6+1/18-20, scimit ar) or +1 melee (1d4+1, 2claws); Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 5 /bludgeoning,darkvision 60 ft., immunity t o cold , undead trait s; AL NE; SV Fort +0, Ref +1, Will+2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

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

South Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

South Entry #2 Wooden Portculli s (lift DC 25, break DC 28; hard 5, 30 hp)

Empty  

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