the dread cyst of worms homemade dungeon for d&d 3.5

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The Dread Cyst of Worms Level 7 General Dun geon Wall s Superior Masonry (Climb DC 25) Dungeon Floor Flagstone Temperature Very Hot (creatures must succeed on a Fortitude saving throw each hour (DC 15, +1 per previous check) or take 1d4 points of non-lethal damage; creatures wearing heavy clothing or any type of armor take a -4 penalty on their saves; a creature that takes any non-lethal damage from heat  

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7/27/2019 The Dread Cyst of Worms Homemade dungeon for D&D 3.5

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The Dread Cyst of Worms

Level 7

General Dungeon Wall s Superior Masonry (Climb DC 25)

Dungeon Floor Flagstone

Temperature Very Hot (creatures must succeed on a Fortitude saving throw each hour(DC 15, +1 per previous check) or take 1d4 points of non-lethal damage;creatures wearing heavy clothing or any type of armor take a -4 penalty ontheir saves; a creature that takes any non-lethal damage from heat

 

7/27/2019 The Dread Cyst of Worms Homemade dungeon for D&D 3.5

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exposure suffers from heatstroke and is fatigued)

Illumination Dark (individual creatures may carry lights)

Corridors a A fountain of water sits in an alcove here

c A stream of blood cuts across the corridor

e Laughter fills the corridor

i Burning torches in iron sconces line the corridor

m Numerous pillars line the corridor

n A tile labyrinth covers the floor

WanderingMonsters

1 1 x Salamander, trying to lure the party into an ambush

2 1 x Six-Headed Pyrohydra, trying to lure the party into an ambush

3 1 x Ef reeti ( genie), s cavenging for food and treasure

4 1 x Seven-Headed Pyrohydra, wandering aimlessly

5 1 x S ix-Headed Pyrohydra, scouting f rom another part of the dungeon

6 5 x Medium Fire Elemental, returning to their lair with plunder

Room #1 North Entry #1 Unlocked Stone Door (hard 8, 60 hp)

North Entry #2 Iron Portculli s ( lif t DC 25, break DC 28; hard 10, 60 hp)

Room Features A magical pool in the south-west corner of the room polymorphs whomeverdrinks from it into a spider, A narrow shaft falls into the room from above

Monster 1 x Huge Fire Elemental

Huge fire elemental: CR 7; Huge elemental (fire, extraplanar); HD16d8+64; hp 136; Init +11; Spd 60 ft. (12 squares); AC 19 (-2 size, +7 dex,

+4 natural) , t ouch 15, fla t-footed 12; Base Atk +12; Grp +24; Atk +17 melee(2d8+4 plus 2d8 fire, s lam); Full Atk +17 melee (2d8+4 plus 2d8 fire, 2slams); Space/Reach 15 ft./15 ft.; SA Burn; SQ Damage reduction 5/-,darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold;AL N; SV Fort +9, Ref +17, Will +7; Str 18, Dex 25, Con 18, Int 6, Wis 11,Cha 11

Skills and Feats: Listen +11, Spot +12; Alertness, Combat Reflexes, Dodge,Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse

Trap Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repairreset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27;Disable Device DC 18

Hidden Treasure Unlocked Iron Chest (hard 10, 60 hp)

2000 sp; Potion of Bear's Endurance (300 gp), Potion of Cure Light Wounds(50 gp); hoard total 550 gp

Room #2 East Entry  Stuck Stone Door (break DC 28; hard 8, 60 hp)

→ Leads to room #12

South Entry  Stuck Stone Door (break DC 28; hard 8, 60 hp) ( slides up, +2 to break DC)

Monster 1 x Huge Fire Elemental

Huge fire elemental: CR 7; Huge elemental (fire, extraplanar); HD16d8+64; hp 136; Init +11; Spd 60 ft. (12 squares); AC 19 (-2 size, +7 dex,+4 natural) , t ouch 15, fla t-footed 12; Base Atk +12; Grp +24; Atk +17 melee(2d8+4 plus 2d8 fire, s lam); Full Atk +17 melee (2d8+4 plus 2d8 fire, 2

7/27/2019 The Dread Cyst of Worms Homemade dungeon for D&D 3.5

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slams); Space/Reach 15 ft./15 ft.; SA Burn; SQ Damage reduction 5/-,darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold;AL N; SV Fort +9, Ref +17, Will +7; Str 18, Dex 25, Con 18, Int 6, Wis 11,Cha 11

Skills and Feats: Listen +11, Spot +12; Alertness, Combat Reflexes, Dodge,Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse

Room #3 West Entry  Trapped Iron Portcull is ( lif t DC 25, break DC 28; hard 10, 60 hp)

Ⓣ Teleporter Crystal: CR 9; magic device; touch trigger; no reset; teleport

(teleported one level down, DC 12 Will save negates); Search DC 26;

Disable Device DC 22

East Entry  Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)

$ The door is designed to make noise when opened

Room Features Several monstrous corpses are scattered throughout the room, Severalpieces of rotten rope are scattered throughout the room

Room #4 West Entry  Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,60 hp)

Ⓣ Falling Block: CR 10; mechanical; location trigger; no reset; Atk +14

melee ( 12d6); multiple targets (a ll ta rgets in a 10 ft. square area);Search DC 26; Disable Device DC 28

→ Leads to room #19, inhabited by 1 x Huge Fire Elemental

East Entry  Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)

$ A bookcase and sect ion of wall pivots smoothly

Room Features A foul odor fills the room, A broken chest lies in the north-east corner of the room

Room #5 North Entry  Locked Stone Door (Open Lock DC 40) ( slides up, +2 to break DC)

→ Leads to room #10, inhabited by 12 x Thoqqua

West Entry  Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Entry  Stuck Iron Door (break DC 28; hard 10, 60 hp)

Room Features A carved stone statue stands in the south-east corner of the room, A pile of iron spikes lies in the east side of the room

Room #6 North Entry #1 Iron Portculli s ( lif t DC 25, break DC 28; hard 10, 60 hp)

North Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)

Ⓣ Fire Spray: CR 10; magic device; proximity trigger (alarm); no reset;

fire spray (11d6 fire damage, DC 18 Reflex save for half damage);Search DC 26; Disable Device DC 26

East Entry  Locked Iron Door (Open Lock DC 20)

South Entry  Stuck Stone Door (break DC 28; hard 8, 60 hp)

Monster 1 x Huge Fire Elemental

Huge fire elemental: CR 7; Huge elemental (fire, extraplanar); HD16d8+64; hp 136; Init +11; Spd 60 ft. (12 squares); AC 19 (-2 size, +7 dex,+4 natural) , t ouch 15, fla t-footed 12; Base Atk +12; Grp +24; Atk +17 melee(2d8+4 plus 2d8 fire, s lam); Full Atk +17 melee (2d8+4 plus 2d8 fire, 2slams); Space/Reach 15 ft./15 ft.; SA Burn; SQ Damage reduction 5/-,darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold;

AL N; SV Fort +9, Ref +17, Will +7; Str 18, Dex 25, Con 18, Int 6, Wis 11, 

7/27/2019 The Dread Cyst of Worms Homemade dungeon for D&D 3.5

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Skills and Feats: Listen +11, Spot +12; Alertness, Combat Reflexes, Dodge,Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse

Room #7 West Entry  Locked Iron Door (Open Lock DC 25) (slides down, +1 to break DC)

East Entry  Unlocked Iron Door (hard 10, 60 hp)

Monster 5 x Fire Mephit

Fire mephit: CR 3; Small outsider (extraplanar, fire); HD 3d8; hp 13; Init +5;

Spd 30 ft. (6 squares), fly 50 ft. (average); AC 16 (+1 size, +1 dex, +4natural), touch 12, flat-footed 15; Base Atk +3; Grp -1; Atk +4 melee (1d3and 1d4 fire, claw); Full Atk +4 melee (1d3 and 1d4 fire, 2 claws);Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summonmephit; SQ Damage reduction 5/magic, darkvision 60 ft., immunity to fire,fast healing 2, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3; Str10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy+4, Disguise +2 (+4 acting), Move Sil ently +7, Spot +6, Use Rope +1 (+3with bindings); Dodge, Improved Initiative

Treasure: 500 gp; hoard total 500 gp

Trap Object Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached);no reset; contact poison (Dragon Bile); Search DC 27; Disable Device DC

16Hidden Treasure Hidden (Search DC 25) Trapped and Locked Iron Chest (Open Lock DC 30,

break DC 28; hard 10, 60 hp)

Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger;manual reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenbloodoil [injury, Fort DC 13, 1 Con/1d2 Con]); multiple targets (1d8 darts pertarget in a 10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25

70000 cp; hoard total 700 gp

Room #8 North Entry  Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓣ Guillotine Blade: CR 7; mechanical; location trigger; manual reset; Atk

+11 melee (8d6/19-20); Search DC 24; Disable Device DC 24→ Leads to room #16

South Entry  Locked Stone Door (Open Lock DC 20)

Room Features A stone dais sits in the east side of the room, An iron brazier and smalltable sit in the south side of the room

Room #9 West Entry  Locked Stone Door (Open Lock DC 30)

East Entry  Stuck Stone Door (break DC 28; hard 8, 60 hp)

South Entry  Stuck Iron Door (break DC 28; hard 10, 60 hp)

Monster 1 x Huge Fire Elemental

Huge fire elemental: CR 7; Huge elemental (fire, extraplanar); HD16d8+64; hp 136; Init +11; Spd 60 ft. (12 squares); AC 19 (-2 size, +7 dex,+4 natural) , t ouch 15, fla t-footed 12; Base Atk +12; Grp +24; Atk +17 melee(2d8+4 plus 2d8 fire, s lam); Full Atk +17 melee (2d8+4 plus 2d8 fire, 2slams); Space/Reach 15 ft./15 ft.; SA Burn; SQ Damage reduction 5/-,darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold;AL N; SV Fort +9, Ref +17, Will +7; Str 18, Dex 25, Con 18, Int 6, Wis 11,Cha 11

Skills and Feats: Listen +11, Spot +12; Alertness, Combat Reflexes, Dodge,Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse

 

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Room #10 East Entry  Unlocked Stone Door (hard 8, 60 hp)

South Entry  Locked Stone Door (Open Lock DC 40) ( slides up, +2 to break DC)

→ Leads to room #5

Monster 12 x Thoqqua

Thoqqua: CR 2; Medium elemental (earth, ex traplanar, fire) ; HD 3d8+3; hp16; Init +1; Spd 30 ft. (6 squares), burrow 20 ft. ; AC 18 (+1 dex, +7 natural),touch 11, flat-footed 17; Base Atk +2; Grp +4; Atk +4 melee (1d6+3 plus2d6 fire, slam); Full Atk +4 melee (1d6+3 plus 2d6 fire, slam); Space/Reach

5 ft./5 ft.; SA Heat, burn; SQ Darkvision 60 ft., elemental traits, immunityto fire, tremorsense 60 ft., vulnerability to cold; AL N; SV Fort +4, Ref +2,Will +2; Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10

Skills and Feats: Listen +5, Move S ilently +3, Survival +3; Alertness, Track

Room #11 East Entry  Locked Iron Door (Open Lock DC 30)

Empty  

Room #12 West Entry  Stuck Stone Door (break DC 28; hard 8, 60 hp)

→ Leads to room #2, inhabited by 1 x Huge Fire Elemental

South Entry  Unlocked Iron Door (hard 10, 60 hp)

Empty  

Room #13 North Entry #1 Secret (Search DC 30) Trapped and Stuck Stone Door (break DC 28; hard 8,60 hp)

$ A trap door in the floor leads to a short tunnel beneath the wall

Ⓣ One-way Door: CR 8; mechanical; Search DC 26; Disable Device DC

24

North Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp) (magically reinforced, +10to break DC)

West Entry  Unlocked Iron Door (hard 10, 60 hp)

→ Leads to room #15, inhabited by 8 x Thoqqua

East Entry  Stuck Stone Door (break DC 28; hard 8, 60 hp)

Room Features Part of the ceiling has collapsed into the room, The sound of horns can befaintly heard near the east wall

Monster 6 x Flamebrother Salamander

Flamebrother salamander: CR 3; Small outsider (extraplanar, fire); HD4d8+8; hp 26; Init +1; Spd 20 ft. (4 squares); AC 19 (+1 size, +1 dex, +7natural), touch 12, fla t-footed 18; Base Atk +4; Grp +1; Atk +6 melee(1d6+1/x3 plus 1d6 fire, spear); Full Atk +6 melee (1d6+1/x3 plus 1d6 fire,spear) and +4 melee (1d4 plus 1d6 fire, tail slap); Space/Reach 5 ft./5 ft.;SA Constrict 1d4 plus 1d6 fire, heat, improved grab; SQ Darkvision 60 ft.,immunity to fire, vulnerability to cold; AL NE; SV Fort +6, Ref +5, Will +6;Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13

Skills and Feats: Craft (blacksmithing) +8, Hide +12, Listen +11, MoveSilently +6, Spot +11; Alertness, Multiattack

Treasure: 110000 cp; Red-brown Spinel (100 gp), Viole t Garnet (500 gp);hoard total 1700 gp

Room #14 North Entry  Iron Portculli s ( lif t DC 25, break DC 28; hard 10, 60 hp)

 

7/27/2019 The Dread Cyst of Worms Homemade dungeon for D&D 3.5

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South Entry  Archway

Monster 12 x Thoqqua

Thoqqua: CR 2; Medium elemental (earth, ex traplanar, fire) ; HD 3d8+3; hp16; Init +1; Spd 30 ft. (6 squares), burrow 20 ft. ; AC 18 (+1 dex, +7 natural),touch 11, flat-footed 17; Base Atk +2; Grp +4; Atk +4 melee (1d6+3 plus2d6 fire, slam); Full Atk +4 melee (1d6+3 plus 2d6 fire, slam); Space/Reach5 ft./5 ft.; SA Heat, burn; SQ Darkvision 60 ft., elemental traits, immunityto fire, tremorsense 60 ft., vulnerability to cold; AL N; SV Fort +4, Ref +2,Will +2; Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10

Skills and Feats: Listen +5, Move S ilently +3, Survival +3; Alertness, Track

Room #15 West Entry  Stuck Iron Door (break DC 28; hard 10, 60 hp)

East Entry  Unlocked Iron Door (hard 10, 60 hp)

→ Leads to room #13, inhabited by 6 x Flamebrother Salamander

Monster 8 x Thoqqua

Thoqqua: CR 2; Medium elemental (earth, ex traplanar, fire) ; HD 3d8+3; hp16; Init +1; Spd 30 ft. (6 squares), burrow 20 ft. ; AC 18 (+1 dex, +7 natural),touch 11, flat-footed 17; Base Atk +2; Grp +4; Atk +4 melee (1d6+3 plus

2d6 fire, slam); Full Atk +4 melee (1d6+3 plus 2d6 fire, slam); Space/Reach5 ft./5 ft.; SA Heat, burn; SQ Darkvision 60 ft., elemental traits, immunityto fire, tremorsense 60 ft., vulnerability to cold; AL N; SV Fort +4, Ref +2,Will +2; Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10

Skills and Feats: Listen +5, Move S ilently +3, Survival +3; Alertness, Track

Room #16 West Entry  Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) ( slides to oneside, +1 to break DC)

Ⓣ Spiked Pit Trap (100 ft. Deep): CR 6; mechanical; location trigger;

manual reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pitspikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); SearchDC 20; Disable Device DC 20

South Entry  Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓣ Guillotine Blade: CR 7; mechanical; location trigger; manual reset; Atk

+11 melee (8d6/19-20); Search DC 24; Disable Device DC 24

→ Leads to room #8

Room Features A tile labyrinth covers the floor, A carved stone statue stands in the westside of the room

Room #17 North Entry  Archway

West Entry  Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (magically

reinforced, +10 to break DC)

Empty  

Room #18 North Entry  Iron Portculli s ( lif t DC 25, break DC 28; hard 10, 60 hp)

Room Features Someone has scrawled "Ran out of arrows" on the south wall, The north andwest walls are covered with slime

Room #19 West Entry #1 Archway

 

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West Entry #2 Iron Portcu is ( i t DC 25, rea DC 28; ar 10, 60 p)

East Entry  Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,60 hp)

Ⓣ Falling Block: CR 10; mechanical; location trigger; no reset; Atk +14

melee ( 12d6); multiple targets (a ll ta rgets in a 10 ft. square area);Search DC 26; Disable Device DC 28

→ Leads to room #4

Monster 1 x Huge Fire Elemental

Huge fire elemental: CR 7; Huge elemental (fire, extraplanar); HD16d8+64; hp 136; Init +11; Spd 60 ft. (12 squares); AC 19 (-2 size, +7 dex,+4 natural) , t ouch 15, fla t-footed 12; Base Atk +12; Grp +24; Atk +17 melee(2d8+4 plus 2d8 fire, s lam); Full Atk +17 melee (2d8+4 plus 2d8 fire, 2slams); Space/Reach 15 ft./15 ft.; SA Burn; SQ Damage reduction 5/-,darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold;AL N; SV Fort +9, Ref +17, Will +7; Str 18, Dex 25, Con 18, Int 6, Wis 11,Cha 11

Skills and Feats: Listen +11, Spot +12; Alertness, Combat Reflexes, Dodge,Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse

Room #20 West Entry  Unlocked Iron Door (hard 10, 60 hp)

East Entry  Stuck Stone Door (break DC 28; hard 8, 60 hp)South Entry #1 Archway

South Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)

Room Features A faded and torn tapestry hangs from the south wall, Someone has scrawled"Explosive runes" in dwarvish on the west wall

The Dread Cyst of Worms by drowhttp://donjon.bin.sh/ 

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