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Blackrock Pass

Level 3
General
Dungeon Walls Masonry (Climb DC 20)
Dungeon Floor Smooth Stone
Temperature Cold (unprotected creatures must succeed on a Fortitude saving throw
every hour (DC 15, +1 per previous check) or take 1d6 points of non-lethal
damage; a creature that takes any non-lethal damage from cold exposure
suffers from hypothermia and is fatigued)
Illumination Dark (individual creatures may carry lights)
Corridors
a Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device DC
26; Trigger proximity (alarm); Reset none; Effect spell effect (burning
hands, 2d4 fire damage, DC 11 Reflex save for half damage); multiple
targets (all targets in a 15 ft. cone)
c Someone has scrawled "When the Blade of Strength is reforged, the Tower
of Swords shall be restored" in dwarvish runes here
e A group of demonic faces have been carved into the walls
i A toppled statue lies across the corridor
m Arrow Trap: CR 5; mechanical; Perception DC 24; Disable Device DC 20;
Trigger location; Reset manual; Effect Atk +10 ranged (4d6/x3)
n Poisoned Dart Trap: CR 1; mechanical; Perception DC 20; Disable Device
DC 20; Trigger touch; Reset none; Effect Atk +10 ranged (1d3 plus
greenblood oil [injury, Fort DC 13, 1/rd. for 4 rds., 1 Con, 1 save])
r Withered corpses are nailed to the corridor walls
s Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28;
Trigger proximity (alarm); Reset none; Effect spell effect (fireball, 6d6 fire
damage, DC 14 Reflex save for half damage); multiple targets (all targets in
a 20 ft. radius burst)
u A fountain of water sits in an alcove here
v Falling Block: CR 5; mechanical; Perception DC 22; Disable Device DC 24;
Trigger location; Reset none; Effect Atk +14 melee (5d6); multiple targets
(all targets in a 10 ft. square area)
w Net Trap: CR 4; mechanical; Perception DC 22; Disable Device DC 22;
Trigger location; Reset manual; Effect Atk +10 ranged (grappled, Escape
Artist DC 20 to escape); multiple targets (all targets in a 10 ft. square area)
x Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device DC
26; Trigger proximity (alarm); Reset none; Effect spell effect (burning
hands, 2d4 fire damage, DC 11 Reflex save for half damage); multiple
targets (all targets in a 15 ft. cone)
z Ice Dart Trap: CR 1; magic; Perception DC 22; Disable Device DC 22;
Trigger visual (arcane eye); Reset none; Effect Atk +10 ranged (2d6 cold)
Wandering
Monsters
1 4 x Ghoul, lost and desperate
2 1 x Wight, hunting for food
3 1 x Rust Monster, scavenging for food and treasure
4 1 x Shadow, investigating a strange noise
5 7 x Human Skeleton, scavenging for food and treasure
6 1 x Wight, investigating a strange noise
Room #1
North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp) (slides down, +1 to break DC)
! Leads to room #21, inhabited by 8 x Goblin
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry #2 Unlocked Stone Door (hard 8, 60 hp)
Monster 3 x Ghoul
Ghoul: CR 1, XP 400; CE Medium undead; Init +2; Senses darkvision 60 ft.;
Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13
(2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.;
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1
plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune to
this effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1,
CMB +2, CMD 14
Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim
+3; Weapon Finesse
Treasure: 25 gp, 50 sp; Masterwork Scale Mail (200 gp); Potion of
Sanctuary (cr, 50 gp), Scroll of Pyrotechnics (cr, 150 gp), Wand of Chill
touch (cr, 750 gp); hoard total 1180 gp
Room #2
North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
! Leads to room #6
North Entry #2 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
West Entry #1 Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 25,
break DC 15; hard 5, 10 hp)
The door is concealed behind a statue of a dread vampire, and opened
by filling his chalice with blood
West Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
West Entry #3 Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #1 Archway
East Entry #2 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Contact Poison: CR 4; mechanical; Perception DC 24; Disable Device
DC 24; Trigger touch; Reset none; Effect contact poison (malyass root
paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1
save])
Empty
Room #3
West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
! Leads to room #23, inhabited by 9 x Dire Rat
West Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
! Leads to room #15
East Entry #1 Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit
(3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets
in a 10 ft. square area)
East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
Room Features Several square holes are cut into the ceiling and floor, A cold spot can be
Room Features Several square holes are cut into the ceiling and floor, A cold spot can be
felt in the north-west corner of the room
Room #4
North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically
reinforced, +10 to break DC)
North Entry #2 Archway
West Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp) (slides to one side, +1 to break DC)
The door is concealed behind a pile of broken stone
South Entry Archway
Empty
Room #5
North Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable
Device DC 20; Trigger touch; Reset none; Effect electricity arc (4d6
electricity damage, DC 20 Reflex save for half damage); multiple
targets (all targets in a 30 ft. line)
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Monster 1 x Wight
Wight: CR 3, XP 800; LE Medium undead; Init +1; Senses darkvision 60 ft.;
Perception +11; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural); hp 26
(4d8+8); Fort +3, Ref +2, Will +5; DA undead traits; Weak resurrection
vulnerability; Speed 30 ft.; Melee slam +4 (1d4+1 plus energy drain); SA
create spawn, energy drain (1 level, DC 14); Str 12, Dex 12, Con -, Int 11,
Wis 13, Cha 15; Base Atk +3, CMB +4, CMD 15; SQ create spawn
Skills and Feats: Intimidate +9, Knowledge (religion) +7, Perception +11,
Stealth +16; Blind-Fight, Skill Focus (Perception)
Treasure: 31 gp, 20 sp; Lapis Lazuli (7 gp), Rock Quartz (11 gp); Scroll of
Spiritual Weapon (cr, 150 gp), Wand of Daze (cr, 375 gp) (inscription
provides clue to function); hoard total 576 gp
Room #6
North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side,
+1 to break DC)
West Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Pit Trap: CR 1; mechanical; Perception DC 20; Disable Device DC 20;
Trigger location; Reset manual; Effect 20 ft. deep pit (2d6 falling
damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.
square area)
West Entry #2 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC
27; Trigger proximity (alarm); Reset none; Effect spell effect (acid
arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
! Leads to room #2
Empty
Room #7
West Entry #1 Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,
60 hp)
Rune of Confusion: CR 4; magic; Perception DC 20; Disable Device DC
Rune of Confusion: CR 4; magic; Perception DC 20; Disable Device DC
20; Trigger proximity (alarm); Reset none; Effect confusion (confused
for 1d4 rounds, DC 10 Will save negates); multiple targets (all targets
in a 10 ft. radius burst)
West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features Several headless statues are scattered throughout the room, Someone has
scrawled "Save yourself, kill the others" in dwarvish runes on the north wall
Room #8
West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
! Leads to room #14
East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 30,
break DC 25; hard 5, 20 hp)
The door is concealed behind a pile of skulls
Room Features The floor is covered in perfect hexagonal tiles, Howling can be faintly
heard near the north wall
Monster 1 x Shadow
Shadow: CR 3, XP 800; CE Medium undead (incorporeal); Init +2; Senses
darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12 (+2
deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will +4; DA
incorporeal, channel resistance +2; Immune undead traits; Speed fly 40 ft.
(good); Melee incorporeal touch +4 (1d6 Strength damage); SA create
spawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2, CMB +4,
CMD 17
Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in
bright light); Dodge, Skill Focus (Perception)
Treasure: 24 gp, 120 sp, 1000 cp; Freshwater Pearl (10 gp), Moonstone (50
gp), Shell (9 gp); Masterwork Hide (165 gp), Masterwork Shortsword (310
gp); hoard total 590 gp
Room #9
North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
Empty
Room #10
North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
North Entry #2 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
North Entry #3 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Electrified Lock: CR 5; magic; Perception DC 24; Disable Device DC
24; Trigger touch; Reset none; Effect electric shock (5d6 electricity
damage, DC 14 Reflex save for half damage)
East Entry #1 Archway
East Entry #2 Archway
Monster 1 x Wight
Wight: CR 3, XP 800; LE Medium undead; Init +1; Senses darkvision 60 ft.;
Perception +11; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural); hp 26
Perception +11; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural); hp 26
(4d8+8); Fort +3, Ref +2, Will +5; DA undead traits; Weak resurrection
vulnerability; Speed 30 ft.; Melee slam +4 (1d4+1 plus energy drain); SA
create spawn, energy drain (1 level, DC 14); Str 12, Dex 12, Con -, Int 11,
Wis 13, Cha 15; Base Atk +3, CMB +4, CMD 15; SQ create spawn
Skills and Feats: Intimidate +9, Knowledge (religion) +7, Perception +11,
Stealth +16; Blind-Fight, Skill Focus (Perception)
Treasure: 26 gp, 16 sp, 60 cp; Scroll of Beast Shape I (cr, 375 gp), Wand of
Animate Rope (cr, 750 gp); hoard total 1153 gp 2 sp
Room #11
North Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Earthmaw Trap: CR 2; magic; Perception DC 20; Disable Device DC
20; Trigger location; Reset none; Effect earthmaw (2d6 damage, DC 10
Reflex save for half damage)
! Leads to room #13
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A stone ramp ascends towards the north wall, Several pieces of rotten
bread are scattered throughout the room
Room #12
North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to
break DC)
East Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
East Entry #2 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Electricity Arc Trap: CR 4; mechanical; Perception DC 25; Disable
Device DC 20; Trigger touch; Reset none; Effect electricity arc (4d6
electricity damage, DC 20 Reflex save for half damage); multiple
targets (all targets in a 30 ft. line)
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features The south and west walls are covered with claw marks, A dagger hilt lies
in the center of the room
Room #13
North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
South Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Earthmaw Trap: CR 2; magic; Perception DC 20; Disable Device DC
20; Trigger location; Reset none; Effect earthmaw (2d6 damage, DC 10
Reflex save for half damage)
! Leads to room #11
Room Features A simple fireplace sits against the north wall, Someone has scrawled "The
Hammers of Tumunzar looted this place" on the north wall
Room #14
East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
! Leads to room #8, inhabited by 1 x Shadow
South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Empty
Room #15
North Entry Archway
! Leads to room #23, inhabited by 9 x Dire Rat
East Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
! Leads to room #3
East Entry #2 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Swinging Axe Trap: CR 1; mechanical; Perception DC 20; Disable
Device DC 20; Trigger location; Reset manual; Effect Atk +10 melee
(1d8+1/x3); multiple targets (all targets in a 10 ft. line)
East Entry #3 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device
DC 26; Trigger proximity (alarm); Reset none; Effect spell effect
(burning hands, 2d4 fire damage, DC 11 Reflex save for half damage);
multiple targets (all targets in a 15 ft. cone)
Empty
Room #16
West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
West Entry #2 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Empty
Room #17
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1 to
break DC)
East Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15;
hard 5, 10 hp)
Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC
27; Trigger proximity (alarm); Reset none; Effect spell effect (acid
arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
Room Features A narrow ledge runs along the north and east walls, Someone has scrawled
"six, six" in orcish runes on the west wall
Trap Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit (3d6
falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10
ft. square area)
Room #18
East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Electrified Lock: CR 5; magic; Perception DC 22; Disable Device DC
24; Trigger touch; Reset none; Effect electric shock (4d6 electricity
damage, DC 12 Reflex save for half damage)
Empty
Room #19
East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Electrified Lock: CR 1; magic; Perception DC 20; Disable Device DC
22; Trigger touch; Reset none; Effect electric shock (1d6 electricity
damage, DC 12 Reflex save for half damage)
South Entry #1 Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (stuck, +2
to lift DC)
Arrow Trap: CR 1; mechanical; Perception DC 20; Disable Device DC
Arrow Trap: CR 1; mechanical; Perception DC 20; Disable Device DC
20; Trigger touch; Reset none; Effect Atk +15 ranged (1d8+1/x3)
South Entry #2 Archway
South Entry #3 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A narrow shaft falls into the room from above, The ceiling is covered with
needle-like stalactites
Room #20
North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
West Entry #1 Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
The door is concealed behind an area of mold
West Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
West Entry #3 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Archway
Room Features A forge and anvil sit in the east side of the room, The ceiling is covered
with bloodstains
Room #21
North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp) (slides down, +1 to break DC)
! Leads to room #1, inhabited by 3 x Ghoul
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1
to break DC)
South Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
South Entry #3 Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
A bookcase and concealed door pivots smoothly
Monster 8 x Goblin
Goblin: CR 1/3, XP 135; NE Small humanoid (goblinoid); Init +6; Senses
darkvision 60 ft.; Perception -1; AC 16, touch 13, flat-footed 14 (+2 armor,
+2 Dex, +1 shield, +1 size); hp 6 (1d10+1); Fort +3, Ref +2, Will -1; Speed
30 ft.; Melee short sword +2 (1d4/19-20); Ranged short bow +4 (1d4/x3); Str
11, Dex 15, Con 12, Int 10, Wis 9, Cha 6; Base Atk +1, CMB +0, CMD 12
Skills and Feats: Ride +10, Stealth +10, Swim +4; Improved Initiative
Treasure: Oil of Slipstream (apg, 300 gp), Wand of Entangle (cr, 750 gp);
hoard total 1050 gp
Trap Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27;
Trigger proximity (alarm); Reset none; Effect spell effect (acid arrow, Atk
+2 ranged touch, 2d4 acid damage for 4 rounds)
Hidden Treasure Locked Good Wooden Chest (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Copper brazier with religious markings (50 gp), Gold censer with silver
filigree (90 gp), Gold statue of a lion (110 gp), Ivory drinking horn with
copper ends (60 gp), Silver statue of a dragon (65 gp); Masterwork
darkwood lute (300 gp); hoard total 675 gp
Room #22
North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
North Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to
break DC)
East Entry Archway
Room Features Numerous pillars line the west wall, A mural of legendary monsters covers
the ceiling
Monster 8 x Human Zombie
Human Zombie: CR 1/2, XP 200; NE Medium undead; Init +0; Senses
darkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed 12 (+2
natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune
undead traits; Speed 30 ft.; Melee slam +4 (1d6+4); Str 17, Dex 10, Con -,
Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered
Skills and Feats: -; Toughness
Room #23
North Entry #1 Archway
North Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
North Entry #3 Archway
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
! Leads to room #3
South Entry Archway
! Leads to room #15
Room Features A stack of barrels filled with rotting fruit stands against the south wall, A
pile of spoiled meat lies in the south-west corner of the room
Monster 9 x Dire Rat
Dire Rat: CR 1/3, XP 135; N Small animal; Init +3; Senses low-light vision,
scent; Perception +4; AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size); hp
5 (1d8+1); Fort +3, Ref +5, Will +1; Speed 40 ft., climb 20 ft., swim 20 ft.;
Melee bite +1 (1d4 plus disease); SA disease; Str 10, Dex 17, Con 13, Int 2,
Wis 13, Cha 4; Base Atk +0, CMB -1, CMD 12 (16 vs. trip)
Skills and Feats: Climb +11, Perception +4, Stealth +11, Swim +11; Skill
Focus (Perception)
Hidden Treasure Locked Iron Chest (Open Lock DC 20, break DC 28; hard 10, 60 hp)
2 x Bronze statuette of a warrior (15 gp), Elaborate silver wind chimes (60
gp), Gold statue of a lion (110 gp), Painting of a queen (750 gp), Silver
comb with ornate handle (75 gp); hoard total 1025 gp
Blackrock Pass
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