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A small 9x9 room full of kegs of ale, bottles of wine and sacks Leading down to another dead end;

nd; a DC 15 Wisdom
of potatoes. A DC 15 Wisdom (Perception) Check will reveal a (Perception) Check reveals a hidden door. This hall features
secret door behind the wine rack of the far wall two statues of black stone that look like humanoid cats. If the
played activated the switches in Area 5 these statues will come
to life and attack the players.
At each landing a trap is sprung. A DC 15 Wisdom 2 Black Stone Statues (Use Black Ice Statues found here page
(Perception) Check will reveal them. The first landing features a 12)
resetting pit that is 20’ deep(4d6). The second features razor
sharp discs that slide out of the wall at human head level (1d6)
and the third landing explodes in magical fire(4d6).
While appearing as a rectangular hallway to most there is a
secret door on the southern inner wall. A DC 15 Wisdom
(Perception) Check reveals it to the player. Inside the secret
This long rectangular room appears to have once been a death room is a +1 Sword of Might which once-a-day grants its user
trap. The entire floor is a pit with spikes at the bottom. The a +2 bonus to Strength.
ancient floors that concealed the trap has long since fallen
inward. Now large spider webs cover the walls and floor and
ceiling of the chamber. A DC 15 Strength (Athletics) or
Dexterity (Acrobatics) Check allows the player to move at A Large square room lined with hieroglyphics of a language
normal speed, a failure on the roll means the player can only ancient and unknown. A set of double doors at the far end lead
move at half speed. to Area 9. Two more Black Stone Statues await the players.

4 Giant Spiders (found here page15) 2 Black Stone Statues (Use Black Ice Statues found here page
12)

A long Hall leading to a dead end, a DC 15 Wisdom


(Perception) Check reveals a secret door to Area 5. Midway A Large room adorned with statues of cats. An altar in the
down the hall is a dart trap. A DC 15 Wisdom (Perception) center of the room is covered in dark red blood that comes
Check reveals the trap. A DC 15 Dexterity (Acrobatics) Check from an urn resting on it’s center. If the players open the urn a
allows the trap to be avoided if sprung DC 15 Dexterity (Acrobatics) Check is required or the spout of
blood that is released hits the player, burning them for 2d6
damage. After the Urn is opened a small cat demon appears
and attacks the players.
On either side of the hall is a lever, if both are activated the
secret door in Area 7 is unlocked and the Animated Statues in 1 Cat Demon (Use Quasit found here, page 19)
Area 6 will come to life.

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