Yehlgettit Basement. Level 8. General Dungeon Walls Reinforced Masonry (Climb DC 20)
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1 Yehlgettit Basement Level 8 General Dungeon Walls Reinforced Masonry (Climb DC 20) Dungeon Floor Temperature Flagstone Average
2 Illumination Bright (lamps or torches every 40 ft.) Corridors a An unexplained breeze can be felt here c e An iron chandelier hangs from the ceiling here A narrow shaft falls into the corridor from above i Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20 melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area); Search DC 14; Disable Device DC 16. m A narrow shaft descends from the corridor into the next dungeon level down Wandering s 1 1 x Colossal Monstrous Centipede (vermin), scavenging for food and treasure 2 4 x Medium Monstrous Spider (vermin), lost and desperate 3 1 x Destrachan, wandering aimlessly 4 2 x Otyugh, wielding bizarre eldritch powers 5 1 x Destrachan, trying to lure the party into an ambush 6 10 x Troglodyte and 5 x Monitor Lizard (animal), lost and desperate Room #1 Unlocked Good Wooden Door (hard 5, 15 hp) Room #2 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) A tile mosaic of ancient mythology covers the floor, A ring of keys lies in the north-west corner of the room Room #3 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (magically reinforced, +10 to break DC) West Entry #1 West Entry #3 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) A crater has been blasted into the floor in the west side of the room, Several pieces of torn paper are scattered throughout the room 13 x Troglodyte Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6 squares); AC 15 (-1 dex, +6 natural), touch 9, flat-footed 15; Base Atk +1; Grp +1; Atk +1 melee (1d6, club) or +1 melee (1d4, claw) or +1 ranged (1d6, javelin); Full Atk +1 melee (1d6, club) and -1 melee (1d4, claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2 claws) and -1 melee (1d4, bite) or +1 ranged (1d6,
3 javelin); Space/Reach 5 ft./5 ft.; SA Stench; SQ Darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10 Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin) Treasure: 250 gp; 2 x Black Pearl (500 gp), Golden Yellow Topaz (400 gp), Obsidian (5 gp), Rich Purple Corundum (1100 gp), Star Ruby (1200 gp); Heavy Steel Shield (Medium) (+1 shield) (Design provides clue to function) (1170 gp), Potion of Cure Light Wounds (50 gp), Potion of Enlarge Person (250 gp); hoard total 5425 gp Room #4 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) A chute descends from the room into a midden chamber below, An altar of evil sits in the center of the room 1 x Mohrg Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares); AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk +12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee (1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10, Cha 10 Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility Room #5 West Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp) Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) Room #6 West Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) #3 Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC) A tile mosaic of vile acts covers the floor, Someone has scrawled "Vici fell here" on the south wall 5 x Rust Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8 squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3 melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee (1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref +4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8 Skills and Feats: Listen +7, Spot +7; Alertness, Track Room #7 North Entry West Entry #1 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
4 14 x Shrieker (fungus) Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5 dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk -; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant traits; AL N; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1 Skills and Feats: -; - Room #8 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp) Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) Room #9 West Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) (magically reinforced, +10 to break DC) An iron chandelier hangs from the ceiling in the north-east corner of the room, Someone has scrawled "This paladin is dead" on the south wall 1 x Greater Shadow Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2; Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk +6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis 12, Cha 14 Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge, Mobility, Spring Attack Room #10 North Entry West Entry Several alcoves are cut into the east and west walls, A circle of tall stones stands in the north-west corner of the room 1 x Mohrg Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares); AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk +12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee (1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10, Cha 10 Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility Trap Burning Hands Trap: CR 3; magic device; proximity trigger (alarm); automatic reset; spell effect (Burning Hands, 5th level wizard, 5d4 fire, DC 11 Reflex save half damage); Search DC 26; Disable Device DC 26. Room #11 North Entry
5 Room #11 North Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp) Room #12 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp) A rope ascends to a balcony hanging from the south wall, Several torches are scattered throughout the room Room #13 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp) Torch sconces line the south and east walls, A metallic odor fills the room 12 x 1st Level Warrior Svirfneblin (gnome) 1st level warrior svirfneblin: CR 1; Small humanoid (gnome); HD 1d8+4; hp 8; Init +1; Spd 15 ft. in banded mail armor (3 squares); base speed 20 ft.; AC 23 (+1 size, +1 dex, +4 dodge, +6 banded mail, +1 buckler), touch 16, flat-footed 18; Base Atk +1; Grp -3; Atk +2 melee (1d4/x4, heavy pick) or +3 ranged (1d6/19-20, light crossbow); Full Atk +2 melee (1d4/x4, heavy pick) or +3 ranged (1d6/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Gnome traits, svirfneblin traits, spell resistance 12; AL N; SV Fort +5, Ref +3, Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4 Skills and Feats: Hide +2, Listen +2, Spot +2; Toughness Treasure: 130 pp; Smoky Quartz (80 gp), Violet Garnet (300 gp), Zircon (30 gp); Rod of the Viper (19000 gp); hoard total gp Room #14 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Someone has scrawled "They ate Thordi" on the west wall, A pile of rotten fruit lies in the south side of the room 2 x Cloaker Cloaker: CR 5; Large aberration; HD 6d8+18; hp 45; Init +7; Spd 10 ft. (2 squares), fly 40 ft. (average); AC 19 (-1 size, +3 dex, +7 natural), touch 12, flat-footed 16; Base Atk +4; Grp +13; Atk +8 melee (1d6+5, tail slap); Full Atk +8 melee (1d6+5, tail slap) and +3 melee (1d4+2, bite); Space/Reach 10 ft./10 ft. (5 ft. with bite); SA Moan, engulf; SQ Darkvision 60 ft., shadow shift; AL CN; SV Fort +5, Ref +5, Will +7; Str 21, Dex 16, Con 17, Int 14, Wis 15, Cha 15 Skills and Feats: Hide +8, Listen +13, Move Silently +12, Spot +13; Alertness, Combat Reflexes, Improved Initiative Treasure: sp; Deep Green Spinel (100 gp), Obsidian (8 gp); hoard total 1108 gp Room #15 North Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) North Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp) Someone has scrawled "Run away!" on the north wall, An acrid odor fills the south-west corner of the room 5 x Rust Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
6 Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8 squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3 melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee (1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref +4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8 Skills and Feats: Listen +7, Spot +7; Alertness, Track Room #16 West Entry Room #17 North Entry West Entry Unlocked Strong Wooden Door (hard 5, 20 hp) Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp) 5 x Gibbering Mouther Gibbering mouther: CR 5; Medium aberration; HD 4d8+24; hp 42; Init +1; Spd 10 ft. (2 squares), swim 20 ft.; AC 19 (+1 dex, +8 natural), touch 11, flat-footed 18; Base Atk +3; Grp +3; Atk +4 melee (1, bite) or +4 ranged touch (1d4 acid plus blindness, spittle); Full Atk +4 melee (1, 6 bites) and +4 ranged touch (1d4 acid plus blindness, spittle); Space/Reach 5 ft./5 ft.; SA Gibbering, spittle, improved grab, blood drain, engulf, ground manipulation; SQ Amorphous, damage reduction 5/bludgeoning, darkvision 60 ft.; AL N; SV Fort +7, Ref +4, Will +5; Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13 Skills and Feats: Listen +4, Spot +9, Swim +8; Lightning Reflexes, Weapon Finesse Trap Stone Blocks from Ceiling: CR 3; mechanical; location trigger; repair reset; Atk +10 melee (4d6, stone blocks); Search DC 25; Disable Device DC 20. Room #18 North Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) (slides up, +2 to break DC) 1 x Greater Shadow Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2; Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk +6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis 12, Cha 14
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