Dungeon rooms:
Entrance: a set of stairs leading down a stone corridor. Curving round as you descend. The walls have a line of lava giving off a low light level throughout. The corridor comes to a fork in the path each with a door.
13.
- Northern Door simple wooden and easy to open
- Western door is stuck (DC23, 20hp)
- Large room with a number of cages in it. All have been opened; and a number of creature are moving around the room. Some of the creatures appear to have started fighting amongst themselves but a few remain and will attack the party.
- Vapor Lynx, Serpopard
6.
- Once the door has been opened up, the smaller room is filled with shelves crammed with various food stuff and tattered books.
- DC 17 investigation Greater Healing potion, various books. DC 20 Spell Scroll (Guards and Wards). DC 23 Tome of Understanding (very rare, dmg 209)
5.
- West door is locked. Lockpick DC40. Break DC 18, 15hp.
- East door is trapped and locked. Open Lock DC 20, break DC 28; hard 8, 60 hp. Opening the door released mechanical trap. Arrow Trap inv DC28; disable DC30. 3x4d6 arrowed +17.
- The room is empty, but has a table and chairs. It looks as though a handful of people were probably here recently playing cards.
- 5 gold worth of smaller coins on the table.
24.
- An archway at the end of the corridor. Perception DC16 can hear whispering from within.
- South stone door is trapped and stuck. Break DC28 60hp. Trap inv DC18; Disable DC26. Touch trigger poison dart +9 to hit. 3d6 piercing, con save DC20 or +3d6 poison.
- Guards have moved tables for cover Warlord, Archer, Abjurer
- DC 15 Potion of Greater Healing (uncommon, dmg 187), DC20 Mace of Terror (rare, dmg 180)
18.
- large room filled with more cages. On the far side of the room something in one of the cages emits a faint glow
- 2 sliding wooden doors on the north side reveal a clothes storage area within
- DC20 Robe of Eyes (rare, dmg 193) DC 17 Bracers of Archery (uncommon, dmg 156)
- west door: unlocked
- South door: is a trapped wooden portcullis. Creatures can be seen moving on the other side. (lift DC 25, break DC 28; 30 hp). Trap: magic, location triggered. 10ft radius thunderous blast str DC 16 or 10d6/half. Search DC 24; Disable Device DC 28
- East door: Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; 20 hp). Hidden behind is a chest is a folded up magic carpet.
- Unicorn
4.
- North Door:Locked Iron Door (Open Lock DC 25, break DC 28; 60 hp). DC 16 Perc for whispering
- South Door: Unlocked Stone Door
- Small room with small cages lined up on the northern wall. They all contain a selection of small creatures.
- Temple Cat (Deneir), Burrowling, Ice Mephit
9.
- West Door: Stuck Simple Wooden Door (break DC 13; 10 hp)
- South Door 1: Locked Simple Wooden Door (Open Lock DC 20, break DC 15; 10 hp)
- South Door 2: Stuck Simple Wooden Door (break DC 13; 10 hp)
- South Door 3: Stuck Simple Wooden Door (break DC 13; 10 hp)
- South Door 4: Stuck Good Wooden Door (break DC 18; 15 hp)
- Large room taken up with a large cage; the door to the cage is open. Bones and sparkling things litter the floor of the cage.
- Chimera
- 900 cp, 7000 sp, 2500 gp, 110 pp, 7 gems worth 50 gp each.
21.
- Small room, with stone blocks stacked up and a figure moving between them.
- South Door: Unlocked Simple Wooden Door
- Stone Golem
2.
- Guards looking towards the 2 closed doors. the room has a couple of cages but mostly selectins of blades and tables. A variety of hair and fur covers the floor.
- North Door: Unlocked Stone Door
- West Door: Archway
- East Door: Unlocked Good Wooden Door
- Master Spy, Illusionist, Martial Artist
16.
- A large number of cages are open and sounds of vicious fighting can be heard.
- West door: Wooden Portcullis (lift DC 25, break DC 28; 30 hp)
- South Door:Unlocked Good Wooden Door
- East Door: Trapped and Unlocked Stone Door. Rune of Confusion: CR 11; magic device; proximity trigger (alarm); no reset; confusion (confused for 1d4 rounds, DC 16 wis save negates); multiple targets (all targets in a 10 ft. radius burst); Search DC 24; Disable Device DC 28
- Shadow Mastiff, Guard Drake
i.
- A long, straight, narrow corridor.
- Spiked Chain Flail: mechanical; location trigger; repair reset; Atk +15 melee (13d6/19-20 and knocked prone); multiple targets (all targets in a 10 ft. radius burst); Search DC 26; Disable Device DC 30
e.
- A long, straight, narrow corridor.
- Dropping Ceiling: CR 9; mechanical; location trigger; repair reset; ceiling moves down (12d6, crush); multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (1 round); Search DC 20; Disable Device DC 16
19.
- South Door: Archway
- West Door: Locked Iron Door (Open Lock DC 25, break DC 28; 60 hp)
- Song bird in a cage; sleepy songs. Cha DC 18 or fall asleep.
11.
- Large room scattered with cogs and pipes. Workbenches filled with tools and equipment giving of a faint humming ticking.
- North doors: Archways
- East 1: Trapped and Unlocked Good Wooden Door. Energy Drain Trap: magic device; visual trigger (true seeing); automatic reset; Atk +8 ranged touch; spell effect (Energy Drain, Reduce max hp by 4d6 until rest. DC 16 con save. Search DC 34; Disable Device DC 34
- East 2: Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
- South: Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
- CloCkWork hound
26.
- Empty room filled with beds, chests etc.
- North1: Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp). Wail of the Banshee Trap: magic device; proximity trigger (alarm); automatic reset; spell effect (Wail of the Banshee, DC15 wisdom. Drop to 0hp); Search DC 34; Disable Device DC 34
- North2: Unlocked Good Wooden Door
- East: 2 sliding doors leading to a storage area DC 17 Potion of Hill Giant Strength (uncommon, dmg 187) DC20 +1 Weapon (dagger) (uncommon, dmg 213)
- South: Unlocked Simple Wooden Door
- Living Area DC 20 Wand of Magic Missiles (uncommon, dmg 211)
m.
- Corridor covered in drawings of creatures and maps of the area.
n.
- Magic Missile Turret: magic device; visual trigger (true seeing); duration 6 rounds; no reset; magic missile (12d4 force damage); never miss; Search DC 26; Disable Device DC 30
7.
- North: Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
- West: Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
- Deep pit filled with giant grubs (harmless). Smell of rot.
r.
- Freeze Ray Trap: CR 13; magic device; proximity trigger (alarm); no reset; freeze ray (5d12 cold damage and grappled, DC 18 dex save for half damage only, otherwise dex DC 28 to escape grapple); Search DC 26; Disable Device DC 30
- Armor of Gleaming (chain shirt) (common, xge 136), Periapt of Health (uncommon, dmg 184)
14.
- North1: Trapped and Stuck Iron Door (break DC 28; 60 hp) Guillotine Blade:mechanical; location trigger; manual reset; Atk +12 melee (4d8); Search DC 28; Disable Device DC 26
- North2: Secret (Search DC 25) Unlocked Strong Wooden Door behind a bookcase.
- North3: Trapped and Unlocked Iron Door. Falling Block: mechanical; location trigger; no reset; Atk +12 melee (10d6); 1 target. Search DC 24; Disable Device DC 24
- East: Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
- West: Secret (Search DC 20) Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp). Rune of Hypnosis: CR 12; magic device; proximity trigger (alarm); no reset; hypnosis (fascinated for 1d4 rounds, DC 16 Wis save negates); multiple targets (all targets in a 10 ft. radius burst); Search DC 26; Disable Device DC 24
- Room is filled with bones set up on plinths. The west secret door is within a large skull. Dagger of Venom (DMG p161)
- Guards move amongst the skeletons trying to get rid of people.
- Drow Shadowblade, Master Spy, Illusionist
10.
- East: Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
- South: Trapped and Stuck Simple Wooden Door (break DC 13; 10 hp) Falling Block: mechanical; location trigger; no reset; Atk +14 melee (6d12); multiple targets (all targets in a 10 ft. square area); Search DC 28; Disable Device DC 24
- The room is filled with water
- Young Sea Dragon
- 1100 cp, 10000 sp, 2000 gp, 110 pp, Bottle of Exotic Wine (250 gp), Porcelain Idol (of a Water God) (250 gp), 2 x Potion of Resistance (thunder) (uncommon, dmg 188), Potion of Greater Healing (uncommon, dmg 187)
12.
- A large circular cage in the centre of the room is still locked; containing a large, winged, serpent.
- North1: Archway
- North2: Secret (Search DC 25) Unlocked Strong Wooden Door. The door is located several feet above the floor and concealed behind a tapestry of ghoulish carnage
- South: Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
- Couatl
20.
- Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
- Wide-Mouth Spiked Pit with Poisoned Spikes: mechanical; location trigger; manual reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 dex save avoids; 70 ft. deep (7d6, fall); multiple targets (all targets within a 10 ft. by 10 ft. area); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (giant wasp poison [injury, con DC 18, 1d6 Dex/1d6 Dex]); Search DC 20; Disable Device DC 20
- Gauthaks Cell
22.
- North: Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
- Rues Cell
17.
- West: Trapped and Unlocked Strong Wooden Door; Ice Dart Trap: CR 12; magic device; visual trigger (arcane eye); no reset; Atk +14 ranged (6d12 cold); Search DC 28; Disable Device DC 28. Sliding cupboard doors
- East1: Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
- East2: Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
- South: Archway
- Belt of Dwarvenkind (rare, dmg 155), Staff of Swarming Insects (rare, dmg 203), Iron Bands of Bilarro (rare, dmg 177)
3.
- West: Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
- South: Unlocked Good Wooden Door (hard 5, 15 hp)
- Martial Artist, Archer
1.
- North: Unlocked Good Wooden Door (hard 5, 15 hp)
- South: Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
- Champion, Blackguard
15.
- North: Archway
- South: Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
- Armor of Resistance (chain mail, fire) (rare, dmg 152), Ioun Stone (protection) (rare, dmg 176), Bead of Force (rare, dmg 154)
25.
- North1: Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
- North2: Trapped and Unlocked Iron Door (hard 10, 60 hp). Teleporter Crystal: magic device; touch trigger; no reset; teleport (teleported room 26; DC 18 Wis save negates); Search DC 24; Disable Device DC 28
- Davos is in the room
- Master Spy, Evoker
8.
- West: Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
- East: Unlocked Good Wooden Door (hard 5, 15 hp)
23.
- South: Unlocked Simple Wooden Door (hard 5, 10 hp)
- West: Secret. Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)Ⓣ Arrow Trap: CR 12; mechanical; location trigger; manual reset; Atk +16 ranged (10d6/x3); Search DC 26; Disable Device DC 24
- Warwlock of the Fiend, Diviner, Master Spy
- +3 Weapon (shortsword) (very rare, dmg 213), Figurine of Wondrous Power (obsidian steed) (very rare, dmg 169), Crystal Ball (very rare, dmg 159)
Taverns: |
Breweries |
The Unnatural Pepper Pub The Venomous Fox The Quaint Pillow The Super Gentlewomen Tavern The Opposite Octopus Pub The Chunky Ants Pub The Creepy Fairy The Rapid Wood Elf The Puzzled Canary Bar The Obnoxious Pony Inn The Unarmed Crows Inn The Panoramic Raspberry Inn Ye Olde Hornet The Brave Chestplate Ye Olde Bar The Abstract Prince Tavern The Fluffy Elephants The Middle Yam Bar The Sour Snakes |
Sweetwater Brewers Epic Aleworks Midnight Brewery The Gorilla Brewers Barbarian Brewery Trouble Brewing Co. Hourglass Brewing Co. |
Shops |
Shops |
The Tired Bird Pawn Store The Shady Knife Antique Store The Dirty Apple Travel Agent Glasshopper Bean and Gone The Silver Tooth Wand Store We're Hair Go Figure The Running Flower The Balanced Feather Deli The Melting Sign Drugstore The Adorable Tusk Newsstand The Little Timer Fishmonger
Mellow Dawn Hotel Rose Veil Resort Delight Resort
|
Rolling Scones Love of Loaves There's Nothing Batter
Metalworks of Art Clobbering Time Hammer and Tongs The Clamor Shop
The Cerulean Shield Casino
Heavenly Handmade To Be Flair The Sew Show Sweet Craftations
The Phoenix Feather The Dragon Slayer The Graceful Giant The Baby Elemental
Pick of the Litter Clippity Doo
|
streets:
Clove Lane
Vale Street
Shadow Street
Heirloom Passage
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Harbor Street
Garnet Avenue
Saffron Street
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Winter Passage
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Lilypad Passage
Low Boulevard
Prospect Way
Crescent Avenue
Colonel Way
Polygon Way
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Arcade Street
Bay Avenue