Yehlgettit Basement
Yehlgettit Basement
Level 8
General
Dungeon Walls Dungeon Floor
Temperature
Reinforced Masonry (Climb DC 20) Flagstone Average
Corridors
Wandering Monsters
Room #1 Room #2
Room #3
Illumination Bright (lamps or torches every 40 ft.)
a An unexplained breeze can be felt here
c An iron chandelier hangs from the ceiling here
e 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
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
East Entry South Entry
Unlocked Good Wooden Door (hard 5, 15 hp) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Empty
West Entry #1 West Entry #2 East Entry #1 East Entry #2
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Archway Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Room Features
A tile mosaic of ancient mythology covers the floor, A ring of keys lies in the north-west corner of the room
North Entry
West Entry #1 West Entry #2 West Entry #3 East Entry #1 East Entry #2
Unlocked Strong Wooden Door (hard 5, 20 hp) (magically reinforced, +10 to break DC) 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) Archway Archway
Room Features Monster
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,
Room #4 Room #5 Room #6 Room #7
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
North Entry West Entry
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Room Features Monster
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
West Entry #1 West Entry #2
East Entry South Entry
Unlocked Good Wooden Door (hard 5, 15 hp) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Empty
West Entry East Entry #1 East Entry #2 East Entry #3
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Stuck Iron Door (break DC 28; hard 10, 60 hp)
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)
Room Features Monster
A tile mosaic of vile acts covers the floor, Someone has scrawled "Vici fell here" on the south wall
5 x Rust Monster
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
North Entry West Entry #1 West Entry #2
South Entry
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp) Archway Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room #8 Room #9 Room #10
Room #11
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Monster
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: -; -
West Entry East Entry #1 East Entry #2
South Entry
Unlocked Simple Wooden Door (hard 5, 10 hp) Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) Archway Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
Empty
West Entry East Entry
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) (magically reinforced, +10 to break DC)
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features Monster
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
North Entry West Entry
South Entry
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Archway
Room Features Monster
Trap
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
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.
North Entry Archway
Room #11 Room #12 Room #13
Room #14
Room #15
North Entry East Entry
Archway Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
Empty
West Entry East Entry South Entry
Archway Unlocked Strong Wooden Door (hard 5, 20 hp) Archway
Room Features
A rope ascends to a balcony hanging from the south wall, Several torches are scattered throughout the room
West Entry South Entry
Unlocked Strong Wooden Door (hard 5, 20 hp) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features Monster
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 20710 gp
North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features Monster
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: 10000 sp; Deep Green Spinel (100 gp), Obsidian (8 gp); hoard total 1108 gp
North Entry #1 North Entry #2
East Entry
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) Archway Unlocked Strong Wooden Door (hard 5, 20 hp)
Room Features Monster
Someone has scrawled "Run away!" on the north wall, An acrid odor fills the south-west corner of the room
5 x Rust Monster
Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
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