the forsaken halls of lord greywulf
DESCRIPTION
Dungeon para RPG tradicionalTRANSCRIPT
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The Forsaken Halls of Lord Greywulf
Level 1
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General Dungeon Wall s Masonry (Climb DC 20)
Dungeon Floor Flagstone
Temperature Warm
Illumination Average (shadowy in corridors, lamps or torches in most rooms)
Corridors a Tripping Chain: CR 2; mechanical; location trigger; automatic reset;multiple traps (tripping and melee attack); Atk +15 melee touch (trip), Atk+15 melee (2d4+2, spiked chain); Search DC 15; Disable Device DC 18
c Wall Blade Trap: CR 1; mechanical; touch trigger; automatic reset; hiddenswitch bypass (Search DC 25); Atk +10 melee (2d4/x4, scythe); Search DC22; Disable Device DC 22
e A large demonic idol with ruby eyes sits in an alcove here
i A large demonic idol with ruby eyes sits in an alcove here
m Fire Trap: CR 3; spell; spell trigger; no reset; spell ef fect (Fire Trap, 3rdlevel druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27;Disable Device DC 27
n Someone has scrawled "Explosive runes" here
r Arrow Trap: CR 2; mechanical; location trigger; manual reset; Atk +12ranged (3d6/x3); Search DC 22; Disable Device DC 20
s Groaning fills the corridor
u Withered corpses are nailed to the corridor walls
v Camouflaged Pit Trap: CR 3; mechanical; location trigger; manual reset; DC20 Reflex save avoids; 30 ft. deep (3d6, fall); multiple targets (first ta rgetin each of two adjacent squares); Search DC 24; Disable Device DC 18
w A putrid odor fill s the corridor
x Skeletons hang from chains and manacles against the walls
z A toppled statue lies across the corridor
WanderingMonsters
1 3 x Dire Rat, tracking the party
2 1 x Ghoul, scavenging for food and treasure
3 1 x Spider Swarm, invest igating a strange noise
4 1 x 1st Level Warrior Duergar (dwarf), tracking the party
5 1 x Troglodyte, wandering senselessly
6 1 x 1st Level Warrior Drow (elf), scavenging for food and treasure
Room #1 North Entry #1 Secret (Search DC 30) Unlocked S trong Wooden Door (hard 5, 20 hp)
The door is concealed behind a tapestry of vile acts
North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
! Leads to room #29
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
! Leads to room #3, inhabited by 1 x Darkmantle
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Room Features A chute descends from the room into a magical cyst below, A hole hasbeen blasted into the north wall
Trap Chain Flail: CR 1; mechanical; location trigger; repair reset; Atk +12 melee(3d6); multiple targets (all targets in a 5 f t. radius burst); Search DC 22;Disable Device DC 22
Hidden Treasure Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 25,break DC 18; hard 5, 15 hp)
120 gp; hoard total 120 gp
Room #2 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
East Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
Room Features Various torture devices are scattered throughout the room, Several torchesare scattered throughout the room
Monster 4 x Dire Rat
Dire rat: CR 1/3; Small animal; HD 1d8+1; hp 5; Init +3; Spd 40 ft. (8squares), climb 20 ft.; AC 15 (+1 size, +3 dex, +1 natural), touch 14, flat-footed 12; Base Atk +0; Grp -4; Atk +4 melee (1d4 plus disease, bite); Full
Atk +4 melee (1d4 plus disease, bite); Space/Reach 5 ft./5 ft .; SA Disease ;SQ Low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10, Dex17, Con 12, Int 1, Wis 12, Cha 4
Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4,Swim +11; Alertness, Weapon Finesse
Room #3 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
! Leads to room #1
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
Room Features A magical idol in the south side of the room grants the ability to speak withdragons to whomever offers a prayer to a goddess of animals (but onlyonce), A pile of empty flasks lies in the north-west corner of the room
Monster 1 x Darkmantle
Darkmantle : CR 1; Small magical beast; HD 1d10+1; hp 6; Init +4; Spd 20ft. (4 squares), fly 30 ft. (poor); AC 17 (+1 size, +6 natural), touch 11, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam); Full Atk +5melee (1d4+4, slam); Space/Reach 5 ft./5 ft.; SA Darkness, improved grab,constrict 1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3, Ref +2, Will +0; Str16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*; Improved Initiative
Room #4 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
West Entry Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)
Room Features The south and east walls have been engraved with glowing symbols,Someone has scrawled "Death comes on silent wings" in dwarvish runes onthe east wall
Room #5 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Fire Trap: CR 3; spell; spell trigger; no reset; spell eff ect (Fire Trap, 3rd
level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC
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27; Disable Device DC 27
South Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Bricks from Ceiling: CR 2; mechanica l; touch trigger; repair reset; Atk
+12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5ft. squares); Search DC 20; Disable Device DC 20
Room Features A chute falls into the room from above, A tapping sound can be heard inthe north-east corner of the room
Room #6 North Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8,60 hp)
Camouflaged Pit Trap: CR 3; mechanical; locat ion trigger; manual
reset; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); multipletargets ( first t arget in each of two adjacent squares); Search DC 24;Disable Device DC 18
East Entry Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)
! Leads to room #7, inhabited by 1 x Homunculus
Monster 10 x Rat (animal)
Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2; Spd 15 ft. (3 squares),
climb 15 ft., swim 15 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12;Base Atk +0; Grp -12; Atk +4 melee (1d3-4, bite) ; Full Atk +4 melee (1d3-4,bite); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision, scent; AL N;SV Fort +2, Ref +4, Wil l +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +14, Move Silently +10,Swim +10; Weapon Finess e
Room #7 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 tobreak DC)
West Entry Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)
! Leads to room #6, inhabited by 10 x Rat
East Entry Archway
Room Features Spirals of black stones cover the floor, A sundered shield lies in the westside of the room
Monster 1 x Homunculus
Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft. (4squares), fly 50 ft. (good); AC 14 (+2 dex, +2 size), touch 14, flat-footed 12;Base Atk +1; Grp -8; Atk +2 melee (1d4-1 plus poison, bit e); Full Atk +2melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQConstruct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref +4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7
Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes
Room #8 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry #2 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)
Room Features A group of draconic faces have been carved into the north wall, A sourodor fills the north-west corner of the room
Room #9 North Entry #1 Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)
North Entr #2 Secret Search DC 25 Locked Stone Door O en Lock DC 25 break DC 28
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,hard 8, 60 hp)
The door is opened by pulling an iron chain
West Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
West Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Large Net Trap: CR 2; mechanica l; location trigger; manual reset; Atk
+5 melee (see note); Search DC 20; Disable Device DC 25; Note:Characters in 10 ft. square are grappled by net (Str 18) if they fail a DC14 Reflex save.
East Entry Archway! Leads to room #24, inhabited by 1 x Homunculus
Room Features A tile mosaic of a l egendary battle covers the floor, A simple f ireplace sitsagainst the west wall
Room #10 North Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;hard 5, 15 hp)
Ghoul Touch Trap: CR 3; magic device; touch trigger; automatic reset;
spell effect (Ghoul Touch, 3rd level wizard, DC 13 Fort save negates);Search DC 27; Disable Device DC 27
West Entry #1 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
! Leads to room #26
West Entry #2 Archway
Room Features Several a lcoves are cut into the east wall, A set of demonic war maskshangs on the south wall
Monster 2 x 1st Level Warrior Goblin
1st l eve l warrior goblin: CR 1/3; Small humanoid (goblinoid); HD 1d8+1; hp5; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 size, +1 dex, +2 leather armor,+1 light shield), touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +2 melee(1d6, morningstar) or +3 ranged (1d4, javelin); Full Atk +2 melee (1d6,
morningstar) or +3 ranged (1d4, javelin); Space/Reach 5 ft./5 ft.; SA -; SQDarkvision 60 ft.; AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con12, Int 10, Wis 9, Cha 6
Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2;Alertness
Room #11 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
! Leads to room #25, inhabited by 1 x Large Monstrous Centipede
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
! Leads to room #12
East Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 tobreak DC)
East Entry #2 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ceiling Pendulum: CR 3; mechanica l; timed trigger; automatic reset;
Atk +15 melee (1d12+8/x3, greataxe); Search DC 15; Disable DeviceDC 27
East Entry #3 Unlocked Stone Door (hard 8, 60 hp)
Room Features A narrow ledge runs along the south and east walls, Someone has scrawled"It is awake" on the south wall
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Room #12 North Entry #1 Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)
North Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
! Leads to room #11
Room Features A magical mirror on the south wall answers questions with lies andfalsehoods, A large demonic idol with ruby eyes sits in the south-eastcorner of the room
Room #13 East Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)
Trap Swinging Block Trap: CR 1; mechanical; touch trigger; manual reset; Atk +5melee (4d6, stone block); Search DC 20; Disable Device DC 20
Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break DC 28;hard 10, 60 hp)
70 gp; Full Plate (Medium) (1500 gp); hoard total 1570 gp
Room #14 North Entry Archway
East Entry Archway
South Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,60 hp) (slides to one side, +1 to break DC)
Bricks from Ceiling: CR 2; mechanica l; touch trigger; repair reset; Atk
+12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5ft. squares); Search DC 20; Disable Device DC 20
Empty
Room #15 North Entry #1 Archway
North Entry #2 Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)
East Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Well-Camouflaged Pit Trap: CR 2; mechanical; location trigger; repair
reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Search DC 27;Disable Device DC 20
East Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)
South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
South Entry #2 Secret (Search DC 30) Unlocked S imple Wooden Door (hard 5, 10 hp)
The door is concealed within a horrific torture device
Room Features A tile mosaic of ancient mythology covers the floor, An iron chain hangsfrom the ceiling in the south side of the room
Room #16 East Entry #1 Iron Portculli s ( lif t DC 25, break DC 28; hard 10, 60 hp)
East Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Burning Hands Trap: CR 2; magic device; proximity trigger (ala rm);
automatic reset; spell effect (Burning Hands, 1st level wizard, 1d4 fire,
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South Entry #1 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)(magically reinforced, +10 to break DC)
South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features Spirals of green stones cover the floor, A sundered helm lies in the north-east corner of the room
Monster 1 x Large Monstrous Centipede (vermin)
Large monstrous centipede: CR 1; Large ve rmin; HD 3d8; hp 13; Init +2;
Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural),touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 pluspoison, bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +3,Ref +3, Wil l +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse
Hidden Treasure Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 25,break DC 18; hard 5, 15 hp)
5000 cp; hoard total 50 gp
Room #17 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features A balcony hangs from the east wall, Someone has scrawled "Death comeson silent wings" on the west wall
Monster 10 x Rat (animal)
Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2; Spd 15 ft. (3 squares),climb 15 ft., swim 15 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12;Base Atk +0; Grp -12; Atk +4 melee (1d3-4, bite) ; Full Atk +4 melee (1d3-4,bite); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision, scent; AL N;SV Fort +2, Ref +4, Wil l +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +14, Move Silently +10,Swim +10; Weapon Finess e
Room #18 North Entry Secret (Search DC 20) Trapped and Unlocked Stone Door (hard 8, 60 hp)
The door is located several fee t above the floor and opened by twisting
an iron sconce
Basic Arrow Trap: CR 1; mechanica l; proximity trigger; manual reset;
Atk +10 ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20
West Entry Secret (Search DC 25) Unlocked S trong Wooden Door (hard 5, 20 hp)
The door is concealed within a mosaic of a god of love
! Leads to room #24, inhabited by 1 x Homunculus
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features A stone dais sits in the north side of the room, Several empty bottles arescat tered throughout the room
Monster 1 x 1st Level Warrior Drow (elf)
1st level warrior drow: CR 1 (see text); Medium humanoid (elf); HD 1d8; hp4; Init +1; Spd 30 ft. (6 squares); AC 16 (+1 dex, +4 chain shirt, +1 lightshield), touch 11, f lat -footed 15; Base Atk +1; Grp +2; Atk +3 melee(1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand crossbow); Full Atk +3melee (1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand crossbow);Space/Reach 5 ft./5 ft.; SA Poison, spell-like abilities; SQ Drow traits, spellresistance 12; AL NE; SV Fort +2, Ref +1, Will -1*; Str 13, Dex 13, Con 10,Int 12, Wis 9, Cha 10
Skills and Feats: Hide +0, Listen +2, Search +4, Spot +3; Weapon Focus
(rapier)
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Treasure: 6000 cp; hoard total 60 gp
Room #19 North Entry Wooden Portcull is ( lif t DC 25, break DC 28; hard 5, 30 hp)
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
! Leads to room #22
East Entry #2 Archway
Room Features Spirals of black stones cover the floor, Several pieces of rotting wood are
scat tered throughout the room
Trap Chain Flail: CR 2; mechanical; location trigger; repair reset; Atk +12 melee(3d6); multiple targets (all targets in a 5 f t. radius burst); Search DC 20;Disable Device DC 22
Room #20 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
! Leads to room #27, inhabited by 9 x Tiny Monstrous Centipede
Monster 1 x Medium Monstrous Spider (vermin)
Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11; Init +3;Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural), touch 13,flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6 plus poison, bite);Full Atk +4 melee (1d6 plus poison, bite); Space/Reach 5 ft./5 ft.; SAPoison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N;SV Fort +4, Ref +3, Wil l +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
Ski lls and Feat s: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon Finesse
Treasure: 11 gp; hoard total 11 gp
Hidden Treasure Unlocked Strong Wooden Chest (hard 5, 20 hp)
110 gp; hoard total 110 gp
Room #21 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (sl ides down, +1to break DC)
East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)
Monster 1 x Troglodyte Zombie
Troglodyte zombie: CR 1; Medium undead; HD 4d12+3; hp 29; Init -2; Spd30 ft. (6 squares; can't run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1, greatclub) or +3 melee(1d4+1, bite ) or +3 melee (1d6+1, s lam) or +0 ranged (1d6+1, javel in); FullAtk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee(1d6+1, slam) or +0 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft; SA -;
SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,undead traits; AL NE; SV Fort +1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Trap Inflict Light Wounds Trap: CR 2; magic device; touch trigger; automaticreset; spell effect (Inflict Light Wounds, 1st l evel c leric, 1d8+1, DC 11Will save half damage); Search DC 26; Disable Device DC 26
Room #22 North Entry Secret (Search DC 25) Unlocked S trong Wooden Door (hard 5, 20 hp)
The door is concealed behind a statue of an ancient lich, and opened
by pressing runes on his staff
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,
! Leads to room #19
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Empty
Room #23 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Spiked Pit Trap: CR 3; mechanica l; location trigger; manual rese t; DC20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (firsttarget in each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee,1d4 spikes per target for 1d4+2 each); Search DC 21; Disable DeviceDC 20
Monster 1 x Darkmantle
Darkmantle : CR 1; Small magical beast; HD 1d10+1; hp 6; Init +4; Spd 20ft. (4 squares), fly 30 ft. (poor); AC 17 (+1 size, +6 natural), touch 11, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam); Full Atk +5melee (1d4+4, slam); Space/Reach 5 ft./5 ft.; SA Darkness, improved grab,constrict 1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3, Ref +2, Will +0; Str16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*; Improved Initiative
Room #24 North Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Wall Blade Trap: CR 1; mechanica l; touch trigger; automatic reset;
hidden switch bypass (Search DC 25); Atk +10 melee (2d4/x4, scythe);Search DC 22; Disable Device DC 22
West Entry Archway
! Leads to room #9
East Entry Secret (Search DC 25) Unlocked S trong Wooden Door (hard 5, 20 hp)
The door is concealed within a mosaic of a god of love
! Leads to room #18, inhabited by 1 x 1st Level Warrior Drow
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Monster 1 x Homunculus
Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft. (4squares), fly 50 ft. (good); AC 14 (+2 dex, +2 size), touch 14, flat-footed 12;Base Atk +1; Grp -8; Atk +2 melee (1d4-1 plus poison, bit e); Full Atk +2melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQConstruct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref +4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7
Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes
Room #25 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side,+1 to break DC)
East Entry #1 Archway
East Entry #2 Archway
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
! Leads to room #11
Monster 1 x Large Monstrous Centipede (vermin)
Large monstrous centipede: CR 1; Large ve rmin; HD 3d8; hp 13; Init +2;
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Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural),touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 pluspoison, bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +3,Ref +3, Wil l +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse
Trap Thunderstone Mine: CR 2; magic device; location trigger; no reset; thunderblast (2d6 sonic damage, DC 12 Fort save for half damage); multiple targets(all targets in a 10 ft. radius burst); Search DC 22; Disable Device DC 22
Room #26 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
! Leads to room #10, inhabited by 2 x 1st Level Warrior Goblin
Empty
Room #27 North Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
East Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
! Leads to room #20, inhabited by 1 x Medium Monstrous Spider
East Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp) (magical ly reinforced, +10to break DC)
South Entry Secret (Search DC 25) Unlocked S trong Wooden Door (hard 5, 20 hp)
The door is located near the ceiling and concealed behind a pile of
broken stone
Room Features A briny odor fills the room, A pile of rotten fruit lies in the south-westcorner of the room
Monster 9 x Tiny Monstrous Centipede (vermin)
Tiny monstrous centipede: CR 1/8; Tiny vermin; HD 1/4 d8; hp 1; Init +2;Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite);Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SAPoison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will+0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #28 North Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,60 hp)
Stone Blocks from Ceiling: CR 3; mechanica l; locat ion trigger; repair
reset; Atk +10 melee (4d6, stone blocks); Search DC 25; Disable
Device DC 20
East Entry Secret (Search DC 25) Locked Stone Door (Open Lock DC 25, break DC 28;hard 8, 60 hp)
A trap door in the floor leads to a short tunnel beneath the wall
Room Features The floor is covered in erfect hexa onal tiles A sundered axe lies in the
7/17/2019 The Forsaken Halls of Lord Greywulf
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west side of the room
Room #29 East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
! Leads to room #1
Room Features Someone has s crawled "Bonda fel l here, not quick enough" on the southwall, A pile of torches lies in the south side of the room
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