The Black Tunnels of The Stone King 01

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The Black Tunnels of the Stone King

Level 1

General Dungeon Walls Reinforced Masonry (climb DC 20)

Dungeon Floor Uneven Flagstone (run DC 10) (shallow water, move at half speed, +2 to
phys DC)

Temperature Very Cold (unprotected creatures must succeed on a phys+STR check every
8 hours (DC 15, +1 per previous check) or take 1d6 damage)

Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)


Wandering 1 2 x Dire Rat: HD 1d8+1 (5 hp), AC 15, Bite +4 (1d4 plus disease), actively
Monsters patrolling their territory

2 3 x Small Viper: HD 1d8 (4 hp), AC 17, Bite +4 (1d2-2 plus poison),


wielding bizarre eldritch powers

3 5 x Small Monstrous Scorpion: HD 1d8+2 (6 hp), AC 14, Claw +1 (1d3-1) or


sting -4 (1d3-1 plus poison), bloodied and fleeing a more powerful enemy

4 5 x Dire Rat: HD 1d8+1 (5 hp), AC 15, Bite +4 (1d4 plus disease), hunting
for food

5 3 x Hobgoblin: HD 1d8+2 (6 hp), AC 15, Longsword +2 (1d8+1) or javelin


+2 (1d6+1), returning to their lair with plunder

6 5 x Hobgoblin: HD 1d8+2 (6 hp), AC 15, Longsword +2 (1d8+1) or javelin


+2 (1d6+1), investigating a strange noise

Room #1 East Entry Stuck Simple Wooden Door (break DC 13, 20 hp) (slides down, +1 to break
DC)

South Entry #1 Locked Good Wooden Door (unlock DC 30, break DC 18, 30 hp) (slides
down, +1 to break DC)

South Entry #2 Archway

Room Features A stack of crates filled with rocks stands against the west wall, Several
adventurer corpses are scattered throughout the room

Room #2 North Entry Secret (search DC 20) Locked Strong Wooden Door (unlock DC 30, break
DC 25, 40 hp)
Ⓢ A bookcase and concealed door pivots smoothly

→ Leads to room #3

West Entry #1 Secret (search DC 30) Stuck Strong Wooden Door (break DC 23, 40 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from
stone

West Entry #2 Locked Simple Wooden Door (unlock DC 40, break DC 15, 20 hp)

East Entry Unlocked Strong Wooden Door (40 hp)

Room Features A toppled statue lies in the east side of the room, A pile of blood-soaked
clothing lies in the north-east corner of the room

Monster 2 x Skeleton Warrior: HD 1d12 (6 hp), AC 15, Scimitar +1 (1d6+1) or claw


+1 (1d4+1)

Treasure: None

Room #3 North Entry Trapped and Unlocked Iron Door (60 hp)
Ⓣ Camouflaged Pit Trap: 10 ft. deep (1d6, fall); save DC 15 to avoid;
search DC 24, disable DC 20

West Entry Locked Stone Door (unlock DC 40, break DC 28, 60 hp) (magically
reinforced, +10 to break DC)

East Entry #1 Secret (search DC 20) Unlocked Simple Wooden Door (20 hp)
Ⓢ A bookcase and concealed door pivots smoothly

East Entry #2 Stuck Simple Wooden Door (break DC 13, 20 hp)

South Entry Secret (search DC 20) Locked Strong Wooden Door (unlock DC 30, break
DC 25, 40 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #2, inhabited by 2 x Skeleton Warrior

Room Features A set of demonic war masks hangs on the east wall, A wooden ladder rests
against the east wall

Room #4 North Entry Wooden Portcullis (lift DC 25, break DC 28, 30 hp)

West Entry Stuck Good Wooden Door (break DC 18, 30 hp)

South Entry Unlocked Simple Wooden Door (20 hp)


→ Leads to room #5, inhabited by 5 x Ghoul

Monster 8 x Tiny Monstrous Spider: HD 1d4 (2 hp), AC 15, Bite +5 (1d3-4 plus
poison)

Treasure: 400 sp; Jade (120 gp); hoard total 160 gp

Room #5 North Entry Unlocked Simple Wooden Door (20 hp)


→ Leads to room #4, inhabited by 8 x Tiny Monstrous Spider

East Entry Archway

South Entry Locked Good Wooden Door (unlock DC 30, break DC 18, 30 hp)

Monster 5 x Ghoul: HD 2d12 (13 hp), AC 14, Bite +2 (1d6+1 plus paralysis) or claws
+0 (1d3 plus paralysis)

Treasure: 600 sp; hoard total 60 gp

The Black Tunnels of the Stone King


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