Deadly Dungeons 6: The Fallback Corridor

Each of the three “Against The Giants” modules, which I recently picked up as pdfs, serve the player with a similar task. Assault the fortress of some giants–be they of hill, frost, or fire variety. This presents an odd problem if the GM is attempting to portray the giants intelligently. What’s to stop every giant in the place from descending on top of the players, swarming them with more foes than they can handle? And if the players need to retreat to tend their wounds, why wouldn’t the giants fortify their positions against further invasion, thus making it difficult or impossible for the adventurers to return?

After all, a fortress isn’t like a dungeon. A dungeon is simply filled with monsters, who may or may not be working in conjunction with other creatures in the dungeon. But at best a given creature will control only part of a dungeon. A fortress is a different matter entirely. The nature of a fortress is that everyone within is working together to mount a singular defense against outside intrusion. Gygax recommends that, once the players have the giants on the defensive, the giants will set up ambushes and traps. I can’t help but wonder why the Giants don’t use their time to, ya know, lock the door. Maybe bar it from the inside.

Perhaps an analysis of NPC “A.I.” is in order, but that’s for another post. Lets imagine that the players never left the fortress in the first place Or they did, but they’re very skilled at scaling walls and shuffling through air ducts. The giants can’t keep them out for whatever reason, so they’re forced to come up with a trap which will be effective, and can be ready to go before the PCs get back.

I came up with the fallback corridor, which doesn’t require much. The most important element is a hallway with pillars, or anything a sizable number of folks could hide behind. Everything else the trap requires should be easy to locate in any local: a large, thick tarp or blanket, weights, and rope.

The blanket, with as much weight attached to its edges as possible, is suspended from the ceiling. Ropes are used to form a crude trip line mechanism which will release the tarp from its suspension, dropping it on whatever unsuspecting interlopers are snooping about below.

Once the blanket falls, the adventurers will be blinded to anything around them, while remaining highly visible (as big lumps) to attackers. I would say that disorientation & the weights on the tarp will prevent the players from acting for at least 1 round. After that, they’re entitled to a dexterity check (In Pathfinder, DC: 14) to escape on the 2nd round. If that is failed, the players can automatically free themselves by the third round.

While the players fumble to escape from the ridiculous prison, the giants hiding behind the pillars will have ample time to step out, fire a round from their crossbows or hurl a boulder, then flee down the corridor and around the corner. Of course, there ought to be some chance for them to miss, but I don’t think it should be too high. Perhaps 30% concealment at most. The trapped adventurers should probably not receive a dexterity bonus to their armor class either.

The trap is stupidly simple, but should be an effective way of waging guerrilla war against the guerrillas who invaded your fortress.

Some options to make the trap more interesting or deadly:

  • Secret doors behind the pillars allow the giants to escape quickly.
  • Instead of using a tripwire, one of the giants has mounted a mirror high on the wall where it is unlikely to be noticed. It allows him to spy on the corridor without poking his head out, and if enemies wander by, he can manually release the tarp by tugging on the rope.
  • Even if the players have a difficult time getting out from under the tarp, they will likely see the giants flee (assuming there are no secret doors). The giants would recognize this, and assuming the players give chase, they could be led directly into a second trap.

Deadly Dungeons 5: Sepulchre of Order of The Gavel

A long forgotten order of paladins used this circular room to inter their dead. For whatever reason it has remained largely undisturbed by monsters. Perhaps it can only be accessed through a secret door, or maybe the sanctity of the site has held monsters at bay.

The walls and ceiling of the room are simple, unadorned stone. The ceiling is 7ft high at the edges of the room, and rises in a shallow cone to a height of 9ft at the room’s center. The obvious focus of the room is a large terraced pit which dominates most of the floor. The pit has four levels, including the bottom. Each level is about three and a half feet lower than the one above it, and there are no stairs, forcing anyone who wishes to descend to climb awkwardly down the steep steps. Each of the three upper levels is roughly 7ft wide, with urns evenly spaced around them. The bottom level is bare, save for a 3ft diameter circular hatch of iron, with four bold red lines painted across its surface.

The urns are simple grey ceramic, and stand two feet tall. Each one is banded by 1-3 horizontal red stripes, similar to those on the hatch at the bottom. While there is no immediate way for the players to determine the function of the stripes, the GM should be aware that urns with 3 stripes contain the ashes of a great hero of the Order of the Gavel, urns with 2 stripes contain the ashes of those who led the order, and urns with a single stripe contain the ashes of a great evil doer whom the order brought to justice. Each of the urns contains 2 copper pieces, used in the burial rituals of the order.

Behind each urn, on the wall of the steppes, is an engraving memorializing the individual whose ashes are contained within. A hasty inspection will reveal that the urns on the lowest tier are the oldest, and the urns on the upper tier are the most recent. The dates cover a range of 150 years, ending about 300 years ago. I’ve included dates on the list below, though obviously, these will need to be modified to suit your campaign setting.  For players who inspect these inscriptions more carefully, they read:

  1. [Three Bands] Senjar Okin / Fell in the year 702 / “None stood at The Citadel’s Gates more proudly than he. Fell to Orcs during the Seige of Lawund”
  2. [Three Bands] Yendew Nidaa / Fell between the years 688 and 690 / “We know not why she chose to venture so far afield, nor what it is that she fought. But the monstrous remains found near her body say all that must be said of her boundless courage.”
  3. [Three Bands] Custis Garret / Fell in the year 682 / “He stood before the sea and demanded it obey the laws of righteousness.”
  4. [Two Bands] Mahraha of the Mithril Fist / Fell in the year 672 / “Taken from us even as she led us to victory over the prowlers of the southern lands. By her request, she is interred with the dagger of her assassin, that she may return it to him in the next life.” [Burried in the ashes is a +2 Keen Dagger, or other dagger appropriate to your campaign.]
  5. [One Band] Revet Taroggaram / Slain in the year 660 / “There can be no quarter given to the unjust. No thief, no murderer, no inhuman beast can be allowed to profit from their evil.”
  6. [Two Bands] Murraha Slevali / Fell in the year 654 / “Unjustly taken from us while held as a captive of the Okarum. Justice will be done in her name.”
  7. [Two Bands] Torvil Brinebeard / Went to Rest in the year 653 / “The last to stand beside He Who Was First. The first to stand amongst the compassionate, the charitable, and the just.”
  8. [Three Bands] Hukatee Bularus / Went to Rest in the year 644 / “Those who speak the words of peace must be recognized. They are heroes as much as any who wield a blade.”
  9. [One Band] [Faint runes surround the edges of the urn’s lid] Erosm Muck / Slain in the year 643 / “Not all evil can be ended with fire and steel.” [If the runes current positioning is disturbed, Erosm Muck, a vampire, will become reconstituted.]
  10. [One Band] [Top of this urn is sealed with flaking wax.] Donnorel Thinn, Wizard of the Black Gaze / Slain in the year 636 / “It is unjust that one who took the life from so many, only has one life to give in payment for his crimes.” [If opened, an ash monster, ghost, or other appropriate creature is released. It is hostile towards the party.]
  11. [Two Bands] Shenwa Evacord / Went to Rest in the Year 628 / “When those who brought us peace were toppled, she steadied their triumphs. Interred with her is the Opal of Unariac, a gift from those who died in the wars she prevented.” [Burried in the ashes is a large opal mounted in a golden disk, surrounded with emeralds. Worth 3,000gp]
  12. [Three Bands] Edinea Kodas / Fell in the year 619 / “Charge forth always, in battle, and in parley.”
  13. [One Band] Uma Thistledown / Slain in the year 616 / “Let the east wall of the citadel remain forever cracked, as a reminder of the price required by faltering vigilance.”
  14. [Three Bands] Vinn Drekos / Fell in the year 611 / “Even as the gnoll’s javellins pierced her body, she did not falter in her defense of those innocents she had sworn to protect. Interred with her are the ashes of, Gerek Haverock, whom she loved.”
  15. [Three Bands] Hedsig Agham / Fell in the Year 591 / “Through the lens of Justice, truth can be found, and the good of all served.” [Urn contains a finely crafted monocle. Looking through it allows the wearer to see Good, Evil, and Untruth, as though they had cast Detect Good, Detect Evil, and Detect Lies.]
  16. [One Band] “Let none speak the name of the one who was slain in the year 591; for it is they who to he who was first from us.”
  17. [Two Bands] Karkis, Lady of the Hunt / Fell in the year 580 / “Justice is done by her grace alone.”
  18. [Three Bands] Mmij Hippamus / Fell in the year 568 / “The Titan Slayer.”
  19. [Two Bands] Amee The Bold / Fell in the year 555 / “Without her guiding wisdom and swift action, the order would never passed through those turbulent years after the fall of He Who Was First.”
  20. [Three Bands] Horace the Watchman / Fell in the year 549 / “By the side of He who was First did he fight, and by His side did he fall. May we all know the courage of the Watchman.”

If the players inspect the hatch at the bottom, they will see an inscription in the iron which reads simply: “He who was first.” There is a heavy clamp holding the hatch closed, but it is not locked and can be removed with a bit of effort. When it is opened, the hatch reveals a mumified corpse standing upright. These are the remains of the founder of the Order of The Gavel; a human man named Hassid Gurtoch, The Clear Speaker. The body is still wrapped quite tightly, and seems well preserved. It can be fished out with minimal difficulty. Nothing else is apparent within this small tomb.

If removed from his tomb, Hassid will be temporarily reanimated by positive energy. If there are any non-good being present, Hassid will tear his wrappings off, revealing that he was burried with a sanctified longsword which glows a brilliant yellow. He attacks as though he were a mummy (though he is not of evil alignment, and lacks the Mummy Rot special attack). If only good characters are present, Hassid will question them thoroughly about why they have chosen to loot the tomb of his order. If the players cite sufficient need, Hassid will tell them of the false bottom to his tomb. If they cannot convince him that their need for treasure is mandated by a goodly quest, then he will ask them to leave. If they refuse, or if the characters are caught lying, Hassid will attack them as vigorously as he would attack non-good characters.

The bottom of Hassid’s tomb is false, and can be lifted to reveal an assortment of coins, gems, and at least 2 good-aligned magic items.

Deadly Dungeons 4: The Wet Passage

The Wet Passage is a secret means of moving from one area of the dungeon to another. It can provide the players with much greater mobility than they would have otherwise, provided they are clever enough to discover and harness it. Depicted to the left is a wet passage room which can be accessed from four different dungeon locations.

When the players enter a room which connects to the wet passage room, it should be noted that a fountain is present. The actual construction of the fountain may vary. Some may be more ornate, or feature sculptures, while others may be quite simple, and appear to have a primarily functional use rather than a decorative one. All of the fountains will have a clear space at the bottom at least 3ft square. A fountain with a total diameter of 5ft could not have a statue mounted in the center of it, for example.

If the players choose to inspect the fountain, roll a die whose max number is equal to (or approximates) the total number of fountains which connect to the wet passage room. In the example shown here, 1d4 would be rolled. On a roll of 1, this fountain is currently the ‘active’ fountain. If the players look down into the fountain, they sill see a heavy iron grate. The grate is not fixed, and can be lifted aside by a character with average strength.

If a number higher than 1 is rolled, then the bottom of the fountain appears to be only stone with no obvious drainage. If dirt, or some other particulate substance is thrown into the water, the players will be able to see that the water is sucked into very faint seams at the bottom of the fountain. Moving the stone aside to access the aforementioned grate is not easy. The seams are much too small for a crowbar or even a sharper implement to be of use. The stone could be smashed with a heavy blow from a sledgehammer, though. You may wish to create some other mechanical means of opening the secret stone door, but none is included here.

Once the grate is exposed and moved aside, a 3′ x 3′ opening is visible in the bottom of the fountain, leading down into absolute darkness. It would be difficult to angle a lightsource to examine this area without the water dousing it. If the players are able to do that, they’ll see a passageway of hewn stone, which is very much unlike the rest of the dungeon’s construction (whatever that construction may be).

If the players attempt to swim into the secret caverns, they must be able to hold their breath the entire time. For the passages depicted, this should not be difficult for most characters. However, the other end of the passage way is only opened if the fountain’s passage was opened properly. If the players opted to smash the stone covering the grate, or force it open by some other means, then when they reach the other end of the underwater tunnel they will be confronted with a similar slab of stone. At this point, players should be required to make a constitution check to determine they can continue to hold their breath, or if they take 1hd worth of damage per round until they can reach oxygen.

Once inside, the wet passage room appears to be a natural cave with a ceiling about 10ft high, and water 3ft deep. In the center of the cave is a good sized patch of land. It’s a large piece of solid stone covered in mud, so it is no the most hospitable place to rest. Regardless, it is amply sized (at least 30′ x 30′) if the players would like to set up camp here. The islands only feature is a chest-height pedestal in the center, with a bronze bust of a regally dressed gentleman atop it. If the bust is lifted from the pedestal, the players can see that its base has a large, star-shaped protrusion which fits snugly into a mechanism on the pedestal. If the statue is placed back upon the pedestal, it can turn the mechanism. Each time the bust’s face is turned towards one of the secret doors, the pedestal clicks, and the underwater passageway opens. As soon as the bust is turned away, the passage closes again.

Deadly Dungeons 3: Blastdoor Room

For a long while I’ve wanted to use Papers & Pencils as a means to share dungeon stuff, but I’ve never quite been able to figure out how I wanted to do it. The first Deadly Dungeons post was my attempt to convert the World of Warcraft dungeon Scholomance into a tabletop dungeon. Aside from the fact that I never finished the project due to the overwhelming amount of work I created for myself, I now view even the results I did produce to be undesirable. My second, much more recent attempt to make the Deadly Dungeons series work was just last month, when I posted the GM notes for The Ironbone Tower. Ultimately I don’t think that was a very good post either.

Unsure of how to post this kind of content in a useful way, I set the Deadly Dungeons series aside again until I could figure something better out. Then, while reviewing my archives to find things I could build upon, I stumbled upon to some unexpected inspiration while reviewing one of my least favorite posts ever. Instead of trying to post entire dungeons, like a moron, why wasn’t I simply posting modular dungeon rooms like a smart person would?

So that’s what I’m doing now. Deadly Dungeons will be joining Colorful Characters, Magical Marvels, Merciless Monsters, and Lively Locals as one of the regular Friday posts. I hope you enjoy!

The Blastdoor Room is a circular stone room, which the players enter via an archway. A multitude of doors are spaced around the rooms outside edge. Each door is of simple wooden construction, but is sturdy, mounted on excellent hinges, and banded with iron. The stone floor of the room slopes slightly towards the room’s center, where an 18″ diameter hole is placed. It is dark within, but if the players bring a light source to bear, they will discover that the interior of the hole is very smooth, and less than 2ft down it turns off to the side. They are unable to see further.

Upon closer inspection, the players may notice that between the doors, there are areas of the wall which seem much more dilapidated than the rest of the room. They are cracked and dented, with bits of gravel on the floor beneath them. These damaged areas of wall are only about 3ft square, while the walls around them appears to be in much better condition.

Behind every door in the room is a cannon, which is loaded and prepared by a sophisticated mechanism behind the walls. The doors each hold down a spring mechanism mounted on the door’s frame. A moment after a door is opened–even if it is only opened an inch–the cannon will fire. The cannonball will travel along the dotted lines indicated, and smash into the wall directly opposite the door. The walls are extremely sturdy and will not break, but observant players will notice that each of the damaged sections of wall mentioned above has a corresponding door on the opposite side of the room. After striking the wall, and perhaps bouncing on the floor a bit, the ball will gradually roll along the slope of the floor, and fall into the hole at the center of the room, where it will be returned to the loading mechanism behind the walls.

Characters standing in the path of the cannonball will take an amount of damage appropriate to the game being played. (OD&D: 2d6, Pathfinder: 6d6). If the door was not fully opened, then it may be destroyed by the cannon’s fire. If this is the case, characters within 5ft of the door are subject to damage from the wooden shrapnel. (OD&D Save V. Breath, 1d6 damage; Pathfinder Reflex save DC: 18, 2d6 damage). Note that the cannon will not fire continuously if the door is destroyed. The spring switch must be depressed between the cannon’s firings.

If the characters take the time to match sections of damaged wall to doors, then they will discover that every single area of damaged wall is directly opposite from a door. However, there is one door which is not opposite from a section of damaged wall. This section of wall is constructed of the same materials as the rest of the room, but lacks the special reinforcement that the other walls have. If the door opposite this section of wall is opened, then the cannonball will blast through the wall, revealing a secret hallway.

Depending on the dungeon, there may or may not be creatures who will replace broken doors and broken walls. Players who enter the secret hallway may return to find their way back has been bricked up!

Deadly Dungeons 2: Ironbone Tower, Sublevel 1

Below are the notes I promised in yesterday’s post. If you haven’t read that post, they will doubtless seem sketchy and incomplete. Long story short: my new method of keying dungeons is to describe them on a single line of notebook paper, with one additional line each added for Monsters, Traps, Secrets, and Loot. These notes are meant to provide a starting point for the imagination, so the GM can come up with more detailed room descriptions during play.

This is going to be quite lengthy, but a few notes first:

1) If you are playing in my D&D&LB campaign, do not read any further than this line. I don’t think any of those players actually read my website. But on the off chance you see this post, do not read it. It’ll make the game pretty damned boring for you.

2) If you’re interested in how this system works, I’ve already played two sessions using this very dungeon. And I’ve finished a play report for the first of those sessions.

3) The rule-set I’m using is a hideous bastard child of OD&D, and my own rulings. You’re better off not trying to make sense of things, because I’m making a lot of it up as I go. Though if you’re curious, monsters which show up commonly have their stats on index cards, which is why most don’t have listed stats.

4) Courtney of Hack & Slash recently pointed me to a post of his where he described a method very similar to the one I’m using here. I’m certain his ideas will work their way into how I prepare my own dungeons in the future.

5) Bear in mind these are my personal gaming notes, transcribed word-for-word from my notebook. They’re not pretty, and perhaps this will not be interesting to read. But it’s okay if I post something that isn’t interesting to read sometimes, because there’s just gonna be another post up soon anyway!

And with that out of the way:

Ironbone Tower Dungeon: Sublevel 1

Room 1: Stone room, simple wooden doors. Piles of refuse in corners. 3 skeletons worth of bones scattered around.
T: SE door is locked.

1-W1: Tables to left and right. Chairs on north and south. Dead goblin in center with arrow in head.
T: Square 10×10 pressure plate in center of room. Crossbow bolt from ceiling.  THAC2: 17

1-W2: Four rough chalk circles are drawn on the stone floor. Hay and scraps of cloth are piled in the corner like a bed.
M: 3 goblins wrestle with one another in one of the circles. Weapons are nearby.
L: In one of the hay piles is a small leather purse with 40 silver coins.

1-W3: Two bookshelves. Floor covered in torn books. Large piles of charred books 2ft high. Was bonfire.
L: Under charred bonfire pile is an intact scroll of cure light wounds.

1-W4: Room is filled with counters and broken class. Two cabinets against the wall.
T: Right cabinet shoots a crossbow bolt when door is opened. THAC2: 16
L: Right cabinet. Potion of +1 attack for 1 turn. Ruby worth 20gp.

1-W5: Crates block the entrance. Goblins have made a tiny fortress of crates here.
M: 10 goblins w/ swords and bows.
T: Tripwire 5ft from the entrance causes crossbow above door to fire. THAC2: 16
L: Chest with 40 gold coins, 3 rubies worth 20gp/ea, & wood cat worth 100gp

1-W6: A well stocked alchemical lab. Extremely dusty. Single long counter with chairs around it.
L: 2 cure light wounds potion, 1 invisibility potion.

1-W7: Torture chamber. Iron maidens, thumb screws, racks, southern wall lined with cells.
L: One of the iron maidens has a body in it. Clutching jade statue worth 120gp.

1-W8: A small room with hay and a tin plate on the floor.
M: Skeleton. Only animates when secret door in 1-W9 is opened.

1-W9: Completely bare stone room.
S: Stone wall is mounted on a wooden door. Slides away if trigger in 1-W11 activates.

1-W10: Used as storage. 2 crates with rotted grain, moldy rope.

1-W11:Stone cell. Chains & manacles mounted on the wall.
S: Pulling chains on wall opens secret door in 1-W9

1-W12: Bare stone sell. Hay in the corner.

1-W13: Four suits of full plate are on display here, each holding an axe.
T: If the armor is jostled, axe will swing. THAC2: 17
L: Each of the four has an emerald worth 50gp behind visor.

1-W14: Targets set up near the entrance. Arrows all over the floor.
M: Two goblins with shortbows up on the catwalk.

1-W15: Small armory. Simple swords, boxes of arrows, some bows. Spears on a rack across from the stairs.
T: First step depresses. Rack angles down, and all 4 spears shoot at the stairs from behind. THAC2: 15

1-W16: Workshop filled with stonecutting tools. Life sized statue of a woman in the center.
L: In a box on the shelf are 2 sapphires cut to look like eyes. 60gp each.

1-W17: The outside edge of the hallway is straight. Inside edge is rounded.
S: Pressing on a stone at foot level on the door marked S opens it.

1-W18: An active smithy. Anvil in center. Forge on west wall. Racks & raw materials.
M: 3 goblin smiths. Will spill molten iron on the floor.

1-W19:Fountain against north wall. Dry, but small bit of standing water at bottom.

1-W20: Small altar on south wall. Broken pews fill the rest. Torn drapes cover stone walls.
T: 5x5ft pressure plate north of the altar. Flame from above. Save V. Breath, 1d6+1
L: Behind torn drape is small alcove. Gold holy symbol of bloody jaw. 30gp  standard/100gp collector.

1-W21: Small table and chairs on right side of the room.
M: Two goblins play cards at the table.

1-W22: South door is iron. Faded mosaic of bloody jaw above door. Circular carpet.
T: Poison needle trap on door handle. Save V. Poison. Fail: 1d2 con per turn, 5 turns.
S: Under rug is a pressure plate. It is very small, and must be pressed intentionally. Opens 1’x1′ in east wall.
L: Secret alcove in east wall contains chest. 60gp in there.

1-W23: Four statues, one in each corner, all depict a woman. Each is a different age. All are defaced.
T: Each statue’s pedestal can be opened. If opened, the statue comes alive.
M: Four faceless statues. HP 7, AC5, DR: 3, THAC2: 16
L: Statue 1,2,3,4: 200gp, +1 short sword, Diamond worth 100gp, Scroll of Fireball

1-W24: A library apparently filled with ancient text, in an old dialect. (Tongue Before The Fall)
S: Texts are religious worship of Neve Canri, though never mentioned by name. One contains a “Hymn of Release”

1-W25: A formerly elegant bed chamber. Torn apart by goblins. Defaced paintings, rotted mattress, etc.
M: Two giant snakes under the bed. AC: 6, THAC2: 15
L: In the snake’s nest is an exquisitely carved silver crown worth 300gp.

1-W26:A faded mural covers the walls of this room. With an empty pedestal in each alcove.
S: The part of the mural over the S door shows a woman in profile. Her eye strangely looks directly out into the room. Press eye, open door.

1-W27: A sword in the center of this small room.
S: Sword can only be removed with the hymn from 1-W24
L:  Longsword. Deals +1d6 damage v. undead.

1-W28: Vestebule. Racks for clothing, but empty. Double doors to the south.

1-W29: I apparently forgot to add 1-W29 to the map. Whups.

1-W30: Statue of a kobold with a scythe. Head is smashed off, on the ground. Door is barred on this side.

1-W31: Stone stairs down into darkness.

1-W32: Cathedral. High ceiling. 3 altars. Statue of a woman, lich, and demon. Dry fountain in center w/ dark stains on it.
M: 10 goblins. 3 goblins +1.
T: Statue pedestals open, have poison gas inside of them. Save v. Poison 1d6 Wis damage/3 rounds.
L: Under demon: Ruby worth 200gp, Under Lich: dagger +1, Under woman: spellbook with 4 random level 2 spells.

1-W33: Side chapel. Large frame on west wall with tatters of canvas on edges.
T: When leaving the room, door has needle trap. 1d6 str dmg for 2 turns.
L: Strapped to the bottom of a pew is a silver dagger.

1-W34: Opulent, trashed, bedchamber. Bookshelf north, bed south, fireplace east, dresser west.
M: Ash monster in fireplace. Activates if ash disturbed. Killed w/water. THAC2: 16
L: In fireplace, obsidian orb worth 60GB. Bookcase: Scroll with Wizard Lock

1-W35: Dormitory. 3 Bunkbeds. Fireplace on east wall.
L: Bag of gold under top mattress on 1 bed. 40gp.

1-X1: Large fountain in center. Mirrors on angled walls. Fountain has stagnant water.
L: Press on the SW mirror. Clicks & swings open on hinges. Box w/20gp behind.

1-X2: Kitchen. Tables, knives, rotting food. Large counter down center.
M: 2 Zombies

1-X3: Storage room. Boxes filled with rotted grain. Barrels of old wine.

1-X4:Weapons storage. Rock of swords, spears, bows, shields.
L: One longsword is silvered.

1-X5: Guard room. Table & chairs, piles of bones.
M: Bones form into 2 skeletons when people leave the room.

1-X6: Painting of a noble warrior hangs on wast wall. Broken bed.

1-X7: Slabes which are meant for dead bodies. 3ft wide walkspace between each.
M: 6 zombies. Have difficulty moving between slabs.

1-X8: Alchemy lab. Shelves & broken glass. Rug on the floor in the center.
T: Rug covers a pit 10ft deep w/ spikes at the bottom.
L: Bookshelf has wand of magic missile on it. 3 charges.

1-X9: Bodies hang from hooks on the ceiling. Magic circle in center.
L: Bodies each have some gold. 10 bodies, 40gp total.

1-X10: Dirt floor, dead plants. Room is lit very dimly from above magic spell. Dry fountain to the north.

1-X11: Mirrors on every wall, except walls w/doors. Pillows & couches.
M: 1 Skeleton
S: Press on mirror on S wall. It swings open to reveal a door.
T: Press on any mirror aside from S mirror. Spear launches from behind mirror. THAC2: 15

1-X12: Parlor, couch, chair, fireplace on east wall. Sword hangs above fireplace.
T: If sword is removed from hooks, flame shoots from fireplace. Save v. Breath, 2d6
L: Sword is +1 v. goblinoids. Says “Goblinbane” on blade.

1-X13: Dusty wineracks with only 4 bottles remaining.
L: Wine is old & very fine. 50gp for each bottle.
T: Snake living behind winerack. Poison bite deals 1d2 con damage for 6 turns.

1-X14: Toilet area. Very dirty.
T: Crossbow bolt activated by sitting on toilet. No save.

1-X15: A small, hidden armory.
L: 1 set of silvered full plate armor, 3 vials of poison (1d6 str for 3 turns), Crossbow w/ Bayonet & 30 silver bolts.

1-X16: A small library with a few shelves of books written in old common.
L: One of the books is a spellbook with 3 first level spells, and 4 second level spells.

1-X17: A large dining hall with 3 long tables. Tapestries cover the walls.
M: 3 Skeletons
L: Tapestries are worth 100gp each. 4 of them total.

1-X18: Room is filled with tables stained darkly. Large cleavers present.
M: 2 zombies.
T: East door has needle trap. 1d2 Con for 6 turns.

1-X19: Chains on wall & floor restrain long-dead bodies. East has shrine to demon.
L: Demon’s eyes are obsidion gems worth 50gp each.
T: If eyes are removed, all 15 bodies animate. Still chained, though. Zombie stats.

1-X20: Statue of woman w/ wings dominates center. She points with spear at entrance of room.
S: Statue can be turned. Point at S door, and it opens.
M: 2 Zombies behind S door.

1-X21: A clerical workspace. Symbol of bloody jaw all over. Books, and kneeling bench.
S: If you kneel on the bench, a small door opens in the wall, revealing box.
L: Box contains +1 dagger w/ ruby in hilt.
T: If box is removed, trap door opens beneath. 10ft down, rusty spikes.

1-X22:Large, pool-sized bathhouse. East door is locked.
M: 3 Zombies are wandering around under the water.
L: A locked safe fell into the water. Contains amazing  silver cup worth 170gp.

1-X23: Music hall. Couches face a large organ. Broken instruments scattered about.
M: A wight sits at the organ, slamming hands on keyboard.
S: Playing song from 1-X24 on organ opens trapdoor in floor.
L: Trapdoor contains 100gp, Scroll of Lightning Bolt, 2 potions of Cure Light Wounds, Key to 1-X26

1-X24: Room is filled with papers & scattered music notes.
L: One piece of paper has a complete score on it, signed by Vastug Stutt, famous composer. Worth 300gp.

1-X25: Storage. Cleaning tools for the organ, other rusted and broken instruments.

1-X26: Stairs lead up to an empty throne. Statue of woman on one side, lich on other.
T: Sitting on throne causes spikes to come out of it. Drain life. Turn player into zombie. No save.

1-Y1: Small anteroom of simple stone.

1-Y2:Mural covers wall. Faded. Figures staring angrily into the room are clear.
T: 10×10 center of the room is a plate. Drops boulders from ceiling. No save.

1-Y3: Junk covers the floor in big piles, most is soft.
M: 3 dire rats are nested in this room, protecting broods.
T: SW Door is locked.

1-Y4: Toilet is here. Very dirty.

1-Y5:Torture chamber. Racks, iron maidens. In the stocks is half eaten body.
M: 2 dire rats are under the racks.
S: Opening one of the iron maidens reveals a lever among the spikes.
L: Pulling the lever opens small alcove with 15gp stashed there.

1-Y6: Tapestry on the wall. Rug on the floor.
S: Behind tapestry is small circular button. Opens S door.

1-Y7: Tapestry on the wall. Rug on the floor.
T: Rug covers 10ft pit filled with spikes

1-Y8: Shelves have glass bottles on them. Jeweler’s work bench in center.
M: Large snake hides in this room. AC: 6 THAC2: 15
L: Shelves have 3 cure light wounds potions. Bench has necklace worth 100gp.

1-Y9:Bed chamber. Statue of halfling on west corner. Fireplace in east corner.
M: Dire bat lives in chimney. Doesn’t like to be disturbed.

1-Y10: The room’s purpose is difficult to determine. Wall has collapsed, opens into cavern.

1-Y11: Large cavern. Extends high. Some openings back into manmade areas.
M: Ever 10 minutes, 50% chance of being attacked by 1d4 dire bats.

1-Y12: Foyer. Couches and a painting of a wealthy family on E wall.
M: A dire spider hides behind the stairs.
L: A diamond is under the stairs, worth 200gp.

1-Y13: Hallway with nice carpet on the floor. 3 Paintings hang on the wall.
L:Each painting is worth 50gp.
T: center painting holds down a pressure plate. THAC2: 14

1-Y14: Bedchamber. Still in decent shape. Armoire, safe.
T: Save has needle trap. Poison is dry, but deals 1 damage.
L: Armoire contains 2 fine gowns worth 100gp/ea. Safe contains land deed to “North Tower.”

1-Y15: Parlor. Fireplace on the west wall. Bookshelf of rotted books on south wall.

1-Y16: Miniature bath house. Shelf filled with scented oils and bath salts.
M: Large water snake in the fetid water. AC: 6 THAC2: 15

1-Y17: Bedchamber, well furnished. 2 dead dire rats. Stripped.
L: Under bed is a case. Contains 100gp and a glass orb.
T: Needle trap on case’s latch. Save v. Poison. 1d2 con for 3 turns.
Glass orb: If you stare into it you see blackness. It is linked to an orb on sublevel 2.

1-Y18: 3 cages hang from the ceiling. 2 have skeletons in them. 1 is open & empty.
T: If there is weight in the cage, it will close and lock.
L: One of the skeletons is hiding a gold pendant worth 80gp.

1-Y19: Stinks. Bed, table, rat carcases on hooks. Several crates.
T: Door locked.
NPC: Prisoner escaped from 1-Y18. Put here for food for orcs below. Been here 6 months.

1-Y20: Narrow stairway leads down side of cliff into large dark cavern below.
T: First stair flips up when weight is put on it, flinging w/e is on it off the cliff.

1-Y21: Parlor. Empty pedestals in corners. Statue in the center with arms out, palms up. Floor covered w/ rug.
T: Right hand has dagger pointing towards fingers carved on it. If pushed down, fire from statue eyes, Save v. Breath 1d6
S: Left hand has dagger pointing towards wrist carved in it. If pushed down, S door opens.

1-Y22: Stone hands are mounted on the wall. They hold a warhammer.
T: If the hammer is taken, statue in previous room comes to life. HP6 DR2 THAC2:16 AC:8
L: +1 warhammer. For a cleric it is +2 v. evil. Hammer is engraved and bejeweled.
M: 1 dire bat flies out of the room when it is disturbed.

1-Y23: A dining room. Large table, chairs, fireplace on south wall.
M: Four dire rats have a nest under the table, and will scurry out if the room is disturbed.
L: Silver plates and goblets worth 300gp (total) adorn the table (6 plates, 6 goblets)

1-Y24: A kitchen. Counters, icebox, racks, knives, cupboards.
L: In icebox, jar containing red spheres. Rare spell component worth 500gp. Only lasts 4 hours out of ice.

1-Y25: A very simple bedchamber. Corner of the room collapsed.
L: Off ledge, a bag of 25gp fell. Rests 8ft below, on lower ledge.

1-Y26 Sitting room. Rotted couches, fireplace on North wall.
M: Giant centipede lives in couch. AC: 7, THAC2: 15, Poison: 1d6 con/ 4 turns

1-Y27: Study. Shelves w/books (ancient common. Law books) Large oaken desk.
S: Locked drawer on desk. Drawer has button to open S door.
L: Drawer contains bag of 40gp, small hand held crossbow, vial of poison (1d6 con/4 turns)
M: 1 dire rat is under the desk.

1-Y28: A storage space. Very dusty. Cleaning tools, old clothing, all moth eaten.

1-Y29: A small shrine with a pedestal. Atop it is an ancient bust of Neve Canari
T: Lifting the bust from the pedestal Freezerburns exposed flesh. Will drop. 60% chance to break.
L: Bust is worth 1000gp.

1-Y30: A sculptor’s workshop. Chisels of different sizes, half-formed humanoid shape.
L: On a shelf is a small box of assorted gems worth 200gp.

1-Y31: A large room with a dirt floor, and a pentagram made of salt.

1-Z1: A large open Plaza area. Troughs of sitting water & dry fountains w/ benches.
M: 6 beetle people are on patrol here. They all hold spears and crossbows.

1-Z2: Nesting chamber for guards. Cloth & pillows. 3 chests with personal items.
L: One chest has a false bottom, hiding 40gp.

1-Z3: Armory. Swords, spears, shields, 2 chests on west wall.
T: Chests have needle traps. 1d2 con over 6 turns.
L: Chests contain mundane leather & chain armor.

1-Z4: Secondary armory. Anvil and forge here, but not in use. 2 Chests.
T: Chests have needle traps. 1d2 con over 6 turns.
L: Chest 1: Silver shield 2/ Spike. Chest 2: 4 silver ingots worth 100gp/ea.

1-Z5: This room is filled with dirt, and stones, and water. An artificial environment for growing moss & algae for food.

1-Z6: Guard post. Barricade in center.
M: 4 Beetle People guard here. All have crossbows.
T: Space in front of barricade (center 10×10) activates flame. Save v. Breath, 2d6.

The ‘Z’ wing of the dungeon isn’t yet finished. If this post proves to be of interest, I may post the rest of the Beetle-People’s caverns when they are finished. Otherwise I think the four completed wings of the dungeon above get the point across sufficiently!
 

Deadly Dungeons: Scholomance Part 1

It may be seen as a black mark in the tabletop gaming community, but I spent several years as an avid World of Warcraft player. For all its flaws, the game is damned good at being what it is. My favorite game activity was Instancing, or dungeon-delving to use the tabletop terminology. My favorite dungeon in the entire game, bar none, is Scholomance (Naxxramas being a close second). Before the numerous nerfs it has gone through over the years, it had everything I love. The grim undead motif, the unique challenges presented by each room, the numerous bosses, involving quest lines, and compelling lore all combined to make Scholo perfect for me. I’ve probably logged more hours inside Scholomance than I have in any other five instances combined.

So much do I love Scholomance, that a couple years back I sketched down the map, wrote up some quick stats for the various monsters and enemies found within its halls, and ran it as a D&D dungeon. The short session was a blast, and ever since then I’ve been determined to put more detail into the dungeon so that it can serve as the centerpiece for a truly challenging adventure. The project is a large one, though, so I’ve broken this post into 3 parts which will be put up over the next few weeks. Part 1, which you’re reading now, will include the maps, and room descriptions. Part 2 will cover monsters, enemies, bosses, and treasure found withing Scholomance. Part 3 will cover role playing details, as well as several of the quests which can be done in Scholomance.

As a disclaimer before I move on to the content of the post, not everything is precisely as it can be found in World of Warcraft. Scholo has changed a lot over the years, and here I’ve combined my favorite elements from all of Scholo’s long history. Additionally, since [Tape of Measuring] never drops for me, some of the rooms may be scaled incorrectly. I’m confident, however, that this does not adversely affect dungeon design whatsoever. Finally, I have not included Caer Darrow island, or the mansion which leads into scholomance. If I do include them, they will likely be altered to fit into my game world, and be found in part 3.

Without further ado:

Scholomance B1-1

B1-1 A: The descending stairs are made of dark stone, lit only by torchlight. Dusty skulls and rib cages are strewn sparsely on the landing. Rats and other vermin occasionally scuttle in and out of view.

B1-1 B: The stone stairway gives way to a wooden platform edged by deteriorating railings. The room extends ten feet beyond the platform, and the walls are densely packed with burial drawers, many of which appear to have been forced open. Elaborate candelabras, and skull-laden chandeliers light the room, and an iron gate across from the entrance leads into the next. Four armored skeletons guard the way forward.

GM’S Note: If the players look over the edge of the railing, they will be looking into room B2-1 E

B1-1 C: This is a balcony looking over a large room below. (GM’s Note: Room B2-1 A) A stairway on either side of the balcony leads down into the room below.

Scholomance B2-1

B2-1 A:Five large chandeliers and numerous candles light this massive library. Book shelves of varying sizes are spaced along lower walls, while stone shelves containing mummified remains dominate any wall space too high to be reached. Under the stairs in the south of the room is an alcove with a balcony looking over another room below. (GM’s Note: Room B2-1 E) Necromancers and undead gather around tables, or in the large open space in the center of the room, discussing hells-knows what. A succubus wanders amongst them, as if overseeing their conversations.

B2-1 B: More bookshelves boarder his low-ceilinged room. Six small pits in the stone floor are filled with the remains of numerous dead creatures. Around the pits stand small groups of necromancers–a teacher and one or two students. Two armored skeletons and a drider patrol the room.

B2-1 C: Stairs lead down to a small wooden platform which opens onto a small balcony extending from the cliff face. The balcony overlooks the lake below. A large iron bowl rests on the balcony’s edge, without any obvious purpose.

GM’S Note: Pouring the blood of an innocent into this bowl summons Kirtonos the Herald, a powerful vampire.

B2-1 D: The walls of this massive room are covered in stone shelves, many of which still contain mumified remains. Others have been converted into storage for books, potions, scrolls, or candles. Various bookshelves have also been set up around the room. On the north side of the room, two alcoves end in balconies which look over another room. (GM’s Note: Room B2-1 E) Here, again, groups of young necromancers converse with each other, and with their undead tutors. A skeleton the size of a hill giant patrols this room, along with three skeletons in more ornate armor than those in previous rooms, and a drider.

GM’s Note: The southern door is covered behind a tapestry. When the players walk past it, a number of rats should scamper out from behind the tapestry. Perception DC 15 to notice that the rats seem to come from nowhere.

B2-1 E: This room is a teeming pit of mindless undead. Simple skeletons, zombies, and ghouls jostle each other as they aimlessly wander within the confines of this room. A drider walks amongst them, acting as shepherd to the horde. A heavy portcullis blocks access to a chest in a small alcove on the east side of this room. The door on the east side is thick, and has an ornate lock on it.

GM’s Note: Rattlegore has the key to the heavy door. Lockpicking DC is 35. The portcullis can be raised by finding the secret torch lever in room B3-2. Lifting it is nearly impossible, requiring a strength check of 32.

Scholomance B2-2

B2-2 F: The floor in this large, open room is uneven, sloping gradually downwards towards the east. Like every room, the floor is covered with dusty bones and broken coffins. Dozens of student necromancers stand or sit around the room, listening to an elaborately robed skeleton give a lecture on the effects of negative energy on dragons. The skeleton stands on a raised platform filled with bookshelves, and tables covered in scrolls and urns. In the shadowy corner of the platform stands an armored zombie wielding a large sword.

B2-2 G: Bubbling cauldrons and tables filled with steaming beakers fill this room. There are fewer students in this alchemical laboratory than there are in other rooms–only three groups, each guided by a professor. Four large glass cylinders filled with green liquid hold the floating bodies of various undead creatures. Tables with straps obviously intended for humanoid creatures are positioned around the room, though none of them are presently occupied. At the far end of the chamber, surrounded by hundreds of candles, a lich in ornate robes paces.

B2-2 H: This room is filled with newly hatched dragons, each fluttering unstably on untested wings. All of the have a pallor which leads you to believe they must be quite ill, but this does not appear to concern the three handlers which patrol the room. Unlike most rooms and corridors within this crypt, no bookshelves line the walls. However, every 5 feet there is a recess in the wall, with a hole dropping into the room below.

Scholomance B3-1 & 2

B3-1: Heaping piles of bones fill this dirt-floored room. Most of the piles are situated under the holes to the room above. In the center of the room is the largest pile, reaching almost to the ceiling. Bone constructs with crude blades instead of forearms mill about the room. Atop the central bone heap stands the largest of the constructs, twice the size of the others, mindlessly overseeing the wanderings of his subjects.

B3-2: This room is devoted to shelves for the dead. There are even three rows of open shelves which separate the room into four “aisles.” Unintelligent zombies and skeletons wander between these aisles in groups. A small alcove on the far side of the room is filled with hundreds of candles. Within, a single spectral woman in noblewoman’s robes reads from a book.

GM’s Note: One of the torches in this room, near the alcove, is a lever. Characters with 5 ranks in Knowledge(Architecture) are entitled to a Perception check DC: 20 to notice that the sconce for the torch seems to hang oddly on the wall. Pulling it opens the portcullis in room B2-1 E. If a character reads the book which the spectral woman is reading, they will find plans for a bag of devouring.

Scholomance B3-3 & B4-1

B3-3 A: You emerge onto a walkway surrounding the edge of a two-level room. Like many rooms before it, the walls are covered with open shelves displaying mummified remains, while the walls below the walkway are covered in burial drawers. Six rooms can be accessed from this one, with each doorway marked by a raised portcullis.

B3-3 B: The entrance of this room is 10ft above the rest of it. Twin sets of stairs allow access to the pit below. Dozens of zombies fumble and bump into one another there. At the far end of the room, standing stock still in a small nook, is one zombie which seems somewhat amused by the poor motor skills of his brethren.

B3-3 C: The entrance of this room is 10ft above the rest of it. Twin sets of stairs allow access to the pit below. Bloody meat hooks hang from the ceiling, and stone tables covered in rotting carcases give off a horrible stench. Half a dozen ghouls pace across the blood stained floor. Across the room, with his back to the entrance, stands a man garbed in scarlet skillfully hacking a corpse to pieces with his meat cleaver.

B3-3 D:The entrance of this room is 10ft above the rest of it. Twin sets of stairs allow access to the pit below. Eerie purple flames in braziers around the room cast unsettling shadows. Three groups of necromatic pupils are gathered here, guided in their studies by a strikingly beautiful elven woman.

B4-1 A: (See description for B3-3 A)

B4-1 B: Stairs at the entrance of this room descend into water which is about a foot deep. Several sarcophagi rise above the water, and four skeletons wielding staffs and wearing robes pace amongst them. Across from the entrance, another set of stairs rises into a small alcove, where a spectral woman stands, as though waiting.

B4-1 C: A large sarcophagus dominates this room, flanked by two armored skeletons. On either side of the sarcophagus are stairs which lead down into water which is about a foot deep. Numerous smaller sarcophagi rise above the water here. Amongst them stands a man with pale skin and sunken eyes wearing full plate armor, and wielding a massive sword which glows blue. He is flanked by two armored skeletons.

B4-1 D: Five sinister looking skeletons, each with bones of an unusual hue, paces about this room. Behind them stands a hunched corpse golem, with skin as pale as snow, and powerful arms hanging at its sides like battering rams. Three 10x10ft sections of this room are lower than the rest of it, and covered under about a foot of water. A handful of Sarcophagi dot these low areas.


And there are the maps & room descriptions for Scholomance. I’ll be working on parts II and III, and you can expect to see them in the coming weeks. If my spelling or grammar errors are particularly egregious today, I apologize. Preparing this post has been more draining than I might have expected.

Pathfinder: Hall of a Dozen Deaths

Art for the game “Uncharted 3: World of Deceit”

The Hall of a Dozen Deaths is a room I devised for a recent game. I designed it to be, primarily, a kind of fake-out encounter. One which appears very daunting on the surface, but has a very simple and safe solution. However, there’s no reason it couldn’t be used in a game without including the bypass mechanism, forcing the players instead to make the difficult series of checks required to make it through the hallway in one piece.

I should also note, before anyone corrects me, that there are only 7 traps, not 12. The ‘Dozen’ in the title is figurative.

I have not included any DCs or other information regarding the disabling of these devices. In part because the players I ran this for had no character who could even attempt such a thing, and in part because it is not in keeping with the spirit of the encounter. For me, this was a magically created hallway meant to test those who wished to beg a favor of a powerful Wizard. For you, it may be used differently.

I would suggest, however, that any disable check DCs be very high. My thinking is that “traps” which are not hidden, and thus lack the element of surprise, would be constructed extremely sturdily, to resist any disabling attempts.

Lastly, if you are putting this on a map, the hallway is 10ft wide, and 60ft long (not including any area used before and after the series of obstacles.)

Description:
As you ascend the spiraling staircase, you hear a cacophony of noise from the room above. When you reach the top, you find yourself in a hallway. In front of you, the obvious source of the noise, is a series of deadly traps which separate you from the only door on the opposite end of the hall. It’s a maelstrom of blades, spikes, and fire.

Misc Information
Any character who spends at least 1 minute (10 rounds) studying the hallway can add their INT bonus to any checks made to avoid the traps. (They may not, however, add it to their AC, or to any skill checks made to escape the traps.)

Perception check DC: 12 will reveal a button above the door at the opposite end of the hallway. This button deactivates or seals off all of the hallway’s dangers, making it safe to walk normally to the door. Attempting to hit the button with a projectile weapon is made against AC: 8, with a 50% miss chance due to the traps constantly getting in the way.

If a character attempting to make a ranged attack to depress the button spends 1 minute (10 rounds) studying the hallway, they can reduce the miss chance by (10% * Their INT modifier.)

Trap 1: Pendulum Blades

Three pendulums swing from the ceiling. They have heavy curved blades at the base, along with smaller blades along the shaft to prevent anyone attempting to jump over them. This section is 5ft long.

DC: 17 Acrobatics check to avoid all 3 blades.

Fail by 1-2: attacked by one blade.
Fail by 3-4: attacked by two blades.
Fail by 5 or more: attacked by all three blades.

Pendulum Blade (Attack) 1D20 + 12
Pendulum Blade (Damage) 3D6

Note: Each blade is treated as a Greataxe made for a large creature.

Trap 2: Acid Pit

A 14 foot long, 3ft deep pit filled with bubbling green acid immediately follows the swinging blades. This obstacle covers 3 squares (or 15 feet)

Acrobatics Check DC: 14 to leap across, +2 for each blade the player failed to avoid with an acrobatics check. If a character pauses after the swinging blades, then they are unable to get a running start, which adds an additional 14 to the DC of the acrobatics check.

Fail by 1-4: land on feet within the acid pit.
Fail by 5 or more: fall prone within the acid pit.

Acid causes 1D6 damage per round of contact. However, if a character falls prone within the acid, they are treated as having total immersion. In cases of total immersion, acid deals 10d6 damage per round.

Climbing out of the acid counts as 2 squares of movement. Standing up from a prone position counts as a full move action.

Trap 3: Smashing Walls

Two 10ft sections of wall on each side of the hallway continually smash together, meeting in the center.

Acrobatics Check DC: 12 to jump through. If the character fell into the acid on the previous trap, the DC gains an additional +4.

Failure results in 4d8 crushing damage. No attack roll or saving throw is available to avoid this damage if the initial acrobatics check is failed.

Note: Each wall is treated as a separate Greatclub made for a large creature.

Trap 4: Floor Spikes

24 inch spikes extend from holes in the ground at fantastic speeds, only to disappear just as quickly, and come shooting out again at a completely different angle. The deadly holes extend for 5ft of hallway.

Acrobatics DC: 18 to avoid.

Miss by 1-2: Attacked by 1
Miss by 3-4: Attacked by 2
Miss by 5 or more: Attacked by 4

Floor spikes (attack) 1d20 + 11 (Shield, Armor, & Deflection bonuses do not count towards AC against this attack. Characters wearing shoes or footwear get +2 to AC.)
Floor spikes (damage) 1d4
Floor Spikes (Special) On hit, movement speed is reduced to half by 24 hours, until the creature is successfully treated with a DC: 17 Heal check, or until the character receives at least 1 point of magical healing.

Note: Spike damage is treated as a rapier made for a small creature.

Trap 5: Fire Pit

The floor in this 10ft length of hallway is a conveyor belt which moves to the left at 30ft/round. The left side of the wall opens up into a large pit filled with fire.

Acrobatics DC: 18 to maintain balance while moving through this area. If a character chooses to pause in this area, they must spend a full move action each round, in addition to a DC: 18 Acrobatics check, to avoid falling into the fire pit.

Characters who fall into the fire pit begin taking 1d6 heat damage every round, beginning the round in which they fall into the pit.

Characters who fall into the fire pit are immediately at risk of catching on fire, and must make a DC: 15 Reflex save to avoid catching on fire. If they fail, they take 1d6 points of damage each round until the fire is put out. The character may make a Reflex saving throw each round (DC: 15) to put the fire out.

The pit is not deep, however, fire spurts from nozzles on the wall, and a speeding conveyor belt is the only thing to climb onto. As such, climbing out requires a DC: 25 climb check. Characters who climb out must immediately succeed on a DC: 18 Acrobatics check or fall back into the pit.

Trap 6: Saw Blades

Massive circular saw blades extend from both the ceiling and floor. There is one inch between each blade in the row, and 2 and a half feet for characters to pass through between the two rows. The blades cover a 5ft length of hallway. Leaping through the space is a DC: 20 Acrobatics check.

Failure deals 3d8 + 3 damage.

The motion of the blades causes characters who fail the check to be ejected back onto the conveyor belt. Characters must make a DC: 20 Reflex save or fall into the fire pit.

Note: Damage is based on the “Chamber of Blades” trap detailed in the Core Rulebook.

Trap 7: The Beasts

A cage on either side of the last 10ft of hallway houses a Hook Horror*. Leaving this area prompts an attack of opportunity from both, as Hook Horrors are large creatures and can attack anything within 10ft of themselves.

Hook Horror
Large Aberration
HP: 65 (10HD)
AC: 22, Touch 12, Flat Footed 19
Combat Maneuver Bonus: 13
Combat Maneuver Defense: 26

Claw(Attack) 1D20 + 13
Claw(Damage) 1D6 + 7

Bite(Attack) 1D20 + 8
Bite(Damage) 2D6 + 3

Saves: Fort +5, Ref +6, Will +8

If players spend at least one round in this square, and do not immediately leave it, then the Hook Horrors can make a normal attack against them.

On a full attack action, a Hook Horror uses its claw attack twice, once for each claw. If both claws successfully hit a creature at least one size category smaller than the Hook Horror (which is medium or smaller), then the Hook Horror can initiate a grapple attempt as a swift action. This does not provoke an attack of opportunity.

If the grapple succeeds, the Hook Horror automatically attacks with its bite attack in the same round. The Hook Horror continues to bite the player until the player gets free. While grappled, the character cannot be attacked by the other Hook Horror.

*Note: I have not yet encountered Hook Horrors in any Pathfinder literature, and pulled their information from the Dungeons & Dragons 3.5 “Monster Manual 2.” Since they do not serve as actual foes for the players, I have not included some of their information. If the GM so chooses, they could replace the Hook Horrors with any monster he or she likes.

And that’s the Hall of a Dozen Deaths. I hope you enjoyed it! Let me know if you use it. Not for credit or anything, but just so I can bask in the glory of actually devising something other Game Masters liked.