Enc5

- Walls: All walls are standard masonary walls. Masonary walls are the most common kind of dungeon wall. Often these ancient walls sport cracks and crevices, and sometimes dangerous slimes or small monsters live in these areas and wait for prey. Masonary walls stop all but the loudest noises. (Typical thickness 1ft.; break DC 35; hardness 8; hp 90; climb DC 20). See Table 3-9:Walls in the Dungeon Master’s Guide for other wall stats. - Floor: All floors in the dungeon are Flagstone. Like masonary walls, flagstone floors are made of fitted stones, they are usually cracked and only somewhat level. Slime and mold grows in these cracks. Sometimes water runs in rivulets between the stones or sits in stagnant puddles. Flagstone is the most common dungeon floor. - Ceiling: The average heigth of the ceiling in the dungeon is 15 ft. - Doors: All doors have their qualities listed in the room descriptions below. You may replace any or all doors with different types. An average door would have the following qualities (Wooden Door: 1in. thick; hardness 5; hp 10; AC5; break DC 18). - Light: Many rooms are lightless. A light source is required for characters to see without darkvision. - Ventilation: All rooms contain an adequate air supply. The air is renewed from small vents leading to the exterior of the dungeon. These vents are individually too small for any but Fine creatures to navigate.

WANDERING MONSTERS Monsters wander in areas of the dungeon not already populated with monsters. For every 4 hours the PCs spend in the dungeon, roll d% on the following table while the PCs are in an accessible hallway or room. (Characters who have locked themselves in a room or secret area are immune from wandering encounters.) On a roll of 41 or higher, no encounter occurs. On a roll of 1-40, read the result on the table and apply the suggested encounter.

d% Monster Information 1-8 Entombers (8): hp 48, 43, 51, 65, 41, 38, 65, 48. [Amount: 2d3+4, HD: 8d12 (52), CR: 2, Source: Libris Mortis] 9-16 Revived Fossil Megaraptor (1): hp 99. [Amount: 1, HD: 8d12+40 (118), CR: 10, Source: Libris Mortis] 17-24 Entombers (10): hp 50, 52, 34, 54, 52, 44, 56, 47, 62, 49. [Amount: 2d3+4, HD: 8d12 (52), CR: 2, Source: Libris Mortis] 25-32 Revived Fossil Megaraptor (1): hp 85. [Amount: 1, HD: 8d12+40 (118), CR: 10, Source: Libris Mortis] 33-40 Cinderspawn (5): hp 64, 55, 84, 69, 48. [Amount: 1d3+2, HD: 10d12 (65), CR: 6, Source: Libris Mortis] 41+ No Encounter ROOM: 1 This room is 40×50 feet (Medium) This room is choked with corpses. The bodies of orcs and ogres lie in tangled heaps where they died, and the floor is sticky with dried blood. It looks like the orcs and ogres were fighting. Some side was the victor but you’re not sure which one. The bodies are largely stripped of valuables, but a few broken weapons jut from the slain or lie discarded on the floor.

Doors – North 30 feet from west wall. Door slides up rather than opening normally. Wood, simple, stuck. [1 in. thick; hardness 5; hp 10; break DC 16] – West 40 feet from north wall. Iron, stuck. [2 in. thick; hardness 10; hp 60; break DC 28] – East 40 feet from north wall. Wood, strong, stuck. [2 in. thick; hardness 5; hp 20; break DC 23] – South 10 feet from west wall. Wood, good, stuck. [1-1/2 in. thick; hardness 5; hp 15; break DC 18] Features – Twine, Foodstuffs (spoiled). [1d4 Minor Features]

ROOM: 2 This room is 40×30 feet (Medium) A huge iron cage lies on its side in this room, and its gate rests open on the floor. A broken chain lies under the door, and the cage is on a rotting corpse that looks to be a hobgoblin. Another corpse lies a short distance away from the cage. It lacks a head.

Doors – North 20 feet from west wall. Wood, good, locked, and trapped. [1-1/2 in. thick; hardness 5; hp 15; break DC 18—Fire Trap; CR:5] – South 40 feet from west wall. Door slides up rather than opening normally. Wood, simple, stuck. [1 in. thick; hardness 5; hp 10; break DC 16] Monsters – Revived Fossil Megaraptor (1): hp 102. [Amount: 1, HD: 8d12+40 (118), CR: 10, Source: Libris Mortis] Features – Scorch marks, Bones (humanoid), Cleaver, Shelf, Mound of rubble, Kiln, Hole. [1d4 Minor Features and 1d4 Major Features]

ROOM: 3 This room is 50×20 feet (Medium) This room is a tomb. Stone sarcophagi stand in five rows of three, each carved with the visage of a warrior lying in state. In their center, one sarcophagus stands taller than the rest. Held up by six squat pillars, its stone bears the carving of a beautiful woman who seems more asleep than dead. The carving of the warriors is skillful but seems perfunctory compared to the love a sculptor must have lavished upon the lifelike carving of the woman.

Doors – West 10 feet from north wall. Wood, simple, stuck. [1 in. thick; hardness 5; hp 10; break DC 13] – East 20 feet from north wall. Iron, stuck. [2 in. thick; hardness 10; hp 60; break DC 28] Nothing

ROOM: 4 This room is 20×20 feet (Small) You round the corner to see a ghastly scene. A semitranslucent figure hangs in the air, studded with crossbow bolts and with blood pouring from every wound. It reaches toward you in a pleading gesture, points to the walls on either side of the room, and then vanishes. Once it has gone, you notice small holes in the walls, each just large enough for a bolt to pass through.

DM Note: Consider putting the name of one of your party’s characters on the wall.

Doors – North 10 feet from west wall. Wood, strong, stuck. [2 in. thick; hardness 5; hp 20; break DC 23] – West 10 feet from north wall. Wood, strong, stuck. [2 in. thick; hardness 5; hp 20; break DC 23] Nothing

ROOM: 5 This room is 50×40 feet (Medium) Rows of empty weapon racks and a dozen or more stands for missing suits of armor indicate that this room was once an armory. Some debris litters the floor—wrecked stands and hacked arming dummies, but nothing of value is readily apparent.

Doors – North 20 feet from west wall. Wood, good, and trapped. [1-1/2 in. thick; hardness 5; hp 15—Pit Trap; CR:5] – North 50 feet from west wall. Wood, good, stuck. [1-1/2 in. thick; hardness 5; hp 15; break DC 18] – South 20 feet from west wall. Wood, simple, stuck. [1 in. thick; hardness 5; hp 10; break DC 13] Monsters – Cinderspawn (3): hp 52, 52, 78. [Amount: 1d3+2, HD: 10d12 (65), CR: 6, Source: Libris Mortis] Features – Cupboard, Well, Arch, Kiln. [1d4 Major Features]

ROOM: 6 This room is 50×40 feet (Medium) This large chamber is filled with rough-hewn bunks, tables, and chairs, and the floor is strewn with filthy pelts. At a glance it appears a dozen or so humanoids might live here.

Doors – East 10 feet from north wall. Wood, simple, stuck. [1 in. thick; hardness 5; hp 10; break DC 13] – Secret: West 30 feet from north wall. Wood, strong, stuck. [2 in. thick; hardness 5; hp 20; break DC 23—Secret Door Search Check DC 20] Nothing

ROOM: 7 This room is 40×30 feet (Medium) This room looks like it was designed by drow. Rusted metal tiles create a huge mosaic of a spider in the floor, and someone set up rusted gratings like draperies of webs. At the far end of the chamber, the carving of a spider squats on the floor. It’s about 3 feet tall and seems molded into the floor.

Doors – South 10 feet from west wall. Wood, strong, stuck. [2 in. thick; hardness 5; hp 20; break DC 23] – South 30 feet from west wall. Stone, stuck. [4 in. thick; hardness 8; hp 60; break DC 28] Features – Bloodstain, Cupboard, Fallen stones, Collapsed wall. [1d4 Minor Features and 1d4 Major Features]

ROOM: 8 This room is 50×30 feet (Medium) You peer through the open doorway into a broad, pillared hall. The columns of stone are carved as tree trunks and seem placed at random like trees in a forest. Stone root systems crawl out into the floor and marble branches expand across the ceiling. You even note a few carvings of small birds and squirrels. Beautiful as they are, the sculpting doesn’t appear elven, and it’s nothing dwarves would carve.

Doors – West 10 feet from north wall. Wood, good, stuck. [1-1/2 in. thick; hardness 5; hp 15; break DC 18] – North 20 feet from west wall. Wood, simple, stuck. [1 in. thick; hardness 5; hp 10; break DC 13] – East 20 feet from north wall. Door slides up rather than opening normally. Stone, locked. [4 in. thick; hardness 8; hp 60; break DC 31] Nothing

ROOM: 9 This room is 20×30 feet (Small) You gaze into the room and hundreds of skulls gaze coldly back at you. They’re set in niches in the walls in a checkerboard pattern, each skull bearing a half-melted candle on its head. The grinning bones stare vacantly into the room, which otherwise seems empty.

Doors – North 10 feet from west wall. Wood, strong, stuck. [2 in. thick; hardness 5; hp 20; break DC 23] – East 30 feet from north wall. Wood, strong, locked. [2 in. thick; hardness 5; hp 20; break DC 25] – South 20 feet from west wall. Wood, strong. [2 in. thick; hardness 5; hp 20] Features – Lamp, Mud. [1d4 Minor Features]

ROOM: 10 This room is 20×20 feet (Small) A litter if debris and dust partially covers a small alter. The debris has been scraped away, revealing a relief sculpture on the altar’s face.

Doors – East 20 feet from north wall. Wood, good, stuck. [1-1/2 in. thick; hardness 5; hp 15; break DC 18] Features – Bookcase, Iron maiden, Overhang. [1d4 Major Features]

ROOM: 11 This room is 50×20 feet (Medium) You smelled smoke as you moved down the hall, and entering this room you see why. Every surface bears scorch marks and ash piles on the floor. The room reeks of fire and burnt flesh. Either a great battle happened here or the room bears some fire danger you cannot see for no flames light the room anymore.

Doors – West 20 feet from north wall. Door slides up rather than opening normally. Stone, locked. [4 in. thick; hardness 8; hp 60; break DC 31] – South 40 feet from west wall. Wood, good. [1-1/2 in. thick; hardness 5; hp 15] Hidden Treasure (Search DC 30) – Coins: 14,000 sp (1,400 gp) – Gem: Chrysoprase (60 gp) – Gem: Rhodochrosite (8 gp) – Gem: Red-Brown Spinel (60 gp) – Gem: Black Star Sapphire (1,100 gp) – Gem: Black Pearl (800 gp) – Gem: Deep Blue Spinel (600 gp) – Gem: Sardonyx (50 gp) (Total Value: 4,078 gp)

ROOM: 12 This room is 40×20 feet (Small) A stone throne stands on a foot-high circular dais in the center of this cold chamber. The throne and dais bear the simple adornments of patterns of crossed lines—a pattern also employed around each door to the room.

Doors – North 10 feet from west wall. Wood, simple, stuck. [1 in. thick; hardness 5; hp 10; break DC 13] – South 40 feet from west wall. Wood, strong, stuck. [2 in. thick; hardness 5; hp 20; break DC 23] Monsters – Cinderspawn (3): hp 76, 71, 53. [Amount: 1d3+2, HD: 10d12 (65), CR: 6, Source: Libris Mortis] Features – Oil (scented), Mold, Belt, Tools, Font, Font, Well, Casket. [1d4 Minor Features and 1d4 Major Features]

ROOM: 13 This room is 30×40 feet (Medium) Stinking smoke wafts up from braziers made of skulls set around the edges of this room. The walls bear scratch marks and lines of soot that form crude pictures and what looks like words in some language [Goblin]. To the left lies a pile of rubbish and rubble heaped into a crude dais. The dais has upon it an ironbound chest that has been painted with a goblinlike face. Furs and skins of unknown origin are strewn haphazardly about the floor before the dais.

Doors – West 30 feet from north wall. Wood, strong, locked. [2 in. thick; hardness 5; hp 20; break DC 25] Features – Belt, Runes, Bits of fur, Iron maiden, Iron bars, Caldron, Dome. [1d4 Minor Features and 1d4 Major Features]

ROOM: 14 This room is 20×30 feet (Small) This room has a fine layer of black ash in a flash pattern across the entire floor reaching to the mid point of each wall. The faint smell of sulfer assaults your nose and your eyes water slightly. Among the small peices of burned debris lays a small and tarnished silver cylinder.

Doors – North 10 feet from west wall. Stone, stuck. [4 in. thick; hardness 8; hp 60; break DC 28] Features – Loom, Arrow slit (wall)/murder hole (ceiling). [1d4 Major Features]

ROOM: 15 This room is 40×30 feet (Medium) In the center of this room lies a 30-foot-wide round pit, its edges lined with rusting iron spikes. About 5 feet away from the pit’s edge stand several stone semicircular benches. The scent of sweat and blood lingers, which makes the pit’s resemblance to a fighting pit or gladiatorial arena even stronger.

DM Note: The PCs may have heard that these are common in a nearby city.

Doors – South 10 feet from west wall. Door slides to one side rather than opening normally. Wood, simple, stuck. [1 in. thick; hardness 5; hp 10; break DC 14] – South 40 feet from west wall. Wood, simple, stuck. [1 in. thick; hardness 5; hp 10; break DC 13] Monsters – Cinderspawn (4): hp 66, 66, 69, 49. [Amount: 1d3+2, HD: 10d12 (65), CR: 6, Source: Libris Mortis] Features – Boots, Dishes. [1d4 Minor Features] ROOM: 17 This room is 30×20 feet (Small) Half-finished stone sarcophagi litter the room, as if they were picked up and thrown about: Some are cracked, others are smashed. The bodies of at least three humanoids the stone cofins once sheltered lie here and there, mostly rotted to the bone.

Doors – North 10 feet from west wall. Door slides to one side rather than opening normally. Wood, simple, stuck. [1 in. thick; hardness 5; hp 10; break DC 14] Features – Painting, Partially collapsed ceiling. [1d4 Major Features]

ROOM: 18 This room is 20×20 feet (Small) A skeleton dressed in moth-eaten garb lies before a large open chest in the rear of this chamber. The chest is empty, but you note two needles projecting from the now-open lock. Dust coats something sticky on the needles’ points.

Doors – Secret: East 20 feet from north wall. Wood, strong, stuck. [2 in. thick; hardness 5; hp 20; break DC 23—Secret Door Search Check DC 20] Features – Corpse (adventurer), Anvil, Scorch marks, Tongs. [1d4 Minor Features] ROOM: 20 This room is 10×10 feet (Tiny) A glow escapes this room through its open doorways. The masonry between every stone emanates an unnatural orange radiance. Glancing quickly about the room, you note that each stone bears the carving of someone’s name.

DM Note: Consider putting the name of one of your party’s characters on the wall.

Doors – South 10 feet from west wall. Wood, good, and trapped. [1-1/2 in. thick; hardness 5; hp 15—Pit Trap; CR:5] Monsters – Revived Fossil Megaraptor (1): hp 107. [Amount: 1, HD: 8d12+40 (118), CR: 10, Source: Libris Mortis] Features – Cold spot, Mold, Pillory, Weapon rack. [1d4 Minor Features and 1d4 Major Features] Hidden Treasure (Search DC 30) – Roll 4 times on Table 7-1: Random Magic Items (minor) in the Dungeon Masters Guild (Total Value: 0 gp) Trap – Sepia Snake Sigil Trap; CR:4

Enc5

The Dark Hunt Eoja