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The Lair of Agon

Level 2

General

Dungeon Walls

Hewn Ice (Climb DC 25)

Dungeon Floor

Packed Snow (Balance DC 10 to charge or run)

Temperature

Illumination

Wandering
Monsters

Room #1

Extreme Cold (creatures take 1d6 points of lethal damage per minute (no
save) and must succeed on a Fortitude saving throw every minute or take
1d4 points of non-lethal damage; a creature that takes any non-lethal
damage from cold exposure suffers from hypothermia and is fatigued;
creatures wearing armor or coming into contact with cold metal are
affected as if by a chill metal spell)
Average (shadowy in corridors, lamps or torches in most rooms)

1 x Wolverine (animal), tracking the party

1 x Troll Skeleton, lost and desperate

1 x Wolverine (animal), bloodied and fleeing a more powerful enemy

1 x Wolverine (animal), scouting from another part of the dungeon

1 x Troll Skeleton, lost and desperate

1 x Ice Mephit, scouting from another part of the dungeon

North Entry #1

Archway

North Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2

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

West Entry #3

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #4

Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry #1

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

East Entry #2

Archway
Leads to room #3

South Entry

Archway
Leads to room #6, inhabited by 1 x Troll Skeleton

Monster

1 x Wolverine (animal)
Wolverine: CR 2; Medium animal; HD 3d8+15; hp 28; Init +2; Spd 30 ft. (6
squares), burrow 10 ft., climb 10 ft.; AC 14 (+2 dex, +2 natural), touch 12,
flat-footed 12; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk
+4 melee (1d4+2, 2 claws) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5
ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2;
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Toughness,
Track

Room #2

North Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)


Leads to room #5

Monster

1 x Wolverine (animal)

Monster

1 x Wolverine (animal)
Wolverine: CR 2; Medium animal; HD 3d8+15; hp 28; Init +2; Spd 30 ft. (6
squares), burrow 10 ft., climb 10 ft.; AC 14 (+2 dex, +2 natural), touch 12,
flat-footed 12; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk
+4 melee (1d4+2, 2 claws) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5
ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2;
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Toughness,
Track

Room #3

West Entry

Archway
Leads to room #1, inhabited by 1 x Wolverine

South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Leads to room #4, inhabited by 1 x Wolverine

Room Features
Trap
Hidden Treasure

An altar of evil sits in the north-east corner of the room, Someone has
scrawled an arrow pointing right on the south wall
Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20 Reflex
save avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20
Hidden (Search DC 25) Unlocked Strong Wooden Chest (hard 5, 20 hp)
150 gp; Deep Blue Spinel (600 gp), White Opal (1000 gp); Masterwork
Light Mace (Medium) (305 gp); hoard total 2055 gp

Room #4

North Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Leads to room #3

South Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)


Leads to room #7, inhabited by 1 x Wolverine

Room Features
Monster

A narrow ledge runs along the north and west walls, Several iron cages are
scattered throughout the room
1 x Wolverine (animal)
Wolverine: CR 2; Medium animal; HD 3d8+15; hp 28; Init +2; Spd 30 ft. (6
squares), burrow 10 ft., climb 10 ft.; AC 14 (+2 dex, +2 natural), touch 12,
flat-footed 12; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk
+4 melee (1d4+2, 2 claws) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5
ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2;
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Toughness,
Track

Room #5

North Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

North Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)


Leads to room #2, inhabited by 1 x Wolverine

West Entry
East Entry

Unlocked Iron Door (hard 10, 60 hp)


Archway
Leads to room #6, inhabited by 1 x Troll Skeleton

South Entry #1

Archway
Leads to room #8, inhabited by 1 x Wolverine

South Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features

Someone has scrawled "This is not a secret door" on the west wall, Several
barrel staves are scattered throughout the room

Room #6

North Entry

Archway
Leads to room #1, inhabited by 1 x Wolverine

West Entry #1

Archway
Leads to room #5

West Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #3

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)


Leads to room #7, inhabited by 1 x Wolverine

East Entry #2

Archway
Leads to room #9

South Entry

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


Leads to room #10, inhabited by 1 x Wolverine

Monster

1 x Troll Skeleton
Troll skeleton: CR 3; Large undead; HD 6d12; hp 39; Init +7; Spd 30 ft. (6
squares); AC 14 (+3 dex, -1 size, +2 natural), touch 12, flat-footed 11; Base
Atk +3; Grp +13; Atk +8 melee (1d6+6, claw); Full Atk +8 melee (1d6+6, 2
claws) and +3 melee (1d6+3, bite); Space/Reach 10 ft./10 ft; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,
undead traits; AL NE; SV Fort +2, Ref +5, Will +5; Str 23, Dex 16, Con -, Int
-, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #7

North Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)


Leads to room #4, inhabited by 1 x Wolverine

West Entry

Unlocked Good Wooden Door (hard 5, 15 hp)


Leads to room #6, inhabited by 1 x Troll Skeleton

South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Leads to room #9

Room Features
Monster

A circle of tall stones stands in the south side of the room, Someone has
scrawled "The curse can never be broken" on the south wall
1 x Wolverine (animal)
Wolverine: CR 2; Medium animal; HD 3d8+15; hp 28; Init +2; Spd 30 ft. (6
squares), burrow 10 ft., climb 10 ft.; AC 14 (+2 dex, +2 natural), touch 12,
flat-footed 12; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk
+4 melee (1d4+2, 2 claws) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5
ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2;
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Toughness,
Track

Room #8

North Entry

Archway
Leads to room #5

East Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Leads to room #10, inhabited by 1 x Wolverine

Room Features

A large kiln and coal bin sit in the east side of the room, Someone has

Room Features
Monster

A large kiln and coal bin sit in the east side of the room, Someone has
scrawled "Swana Alsteirdotr was here" on the west wall
1 x Wolverine (animal)
Wolverine: CR 2; Medium animal; HD 3d8+15; hp 28; Init +2; Spd 30 ft. (6
squares), burrow 10 ft., climb 10 ft.; AC 14 (+2 dex, +2 natural), touch 12,
flat-footed 12; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk
+4 melee (1d4+2, 2 claws) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5
ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2;
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Toughness,
Track

Room #9

North Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Leads to room #7, inhabited by 1 x Wolverine

West Entry #1

Archway
Leads to room #6, inhabited by 1 x Troll Skeleton

West Entry #2

Room #10

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Room Features

A ladder ascends to a wooden platform in the east side of the room, Burning
torches in iron sconces line the north wall

North Entry #1

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Leads to room #8, inhabited by 1 x Wolverine

North Entry #2

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


Leads to room #6, inhabited by 1 x Troll Skeleton

West Entry

Archway

South Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry #2

Archway
Leads to room #17, inhabited by 1 x Polar Bear

Room Features
Monster

A stair ascends to a catwalk hanging between the north and south walls,
Someone has scrawled a drawing of a door on the east wall
1 x Wolverine (animal)
Wolverine: CR 2; Medium animal; HD 3d8+15; hp 28; Init +2; Spd 30 ft. (6
squares), burrow 10 ft., climb 10 ft.; AC 14 (+2 dex, +2 natural), touch 12,
flat-footed 12; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk
+4 melee (1d4+2, 2 claws) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5
ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2;
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Toughness,
Track

Room #11

East Entry

Unlocked Stone Door (hard 8, 60 hp)


Leads to room #12

South Entry #1

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1
to break DC)

Room Features

A large kiln and coal bin sit in the north-west corner of the room, Someone
has scrawled "Bend the pin to reset the trap" on the east wall

Monster

1 x Wolverine (animal)
Wolverine: CR 2; Medium animal; HD 3d8+15; hp 28; Init +2; Spd 30 ft. (6
squares), burrow 10 ft., climb 10 ft.; AC 14 (+2 dex, +2 natural), touch 12,

squares), burrow 10 ft., climb 10 ft.; AC 14 (+2 dex, +2 natural), touch 12,
flat-footed 12; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk
+4 melee (1d4+2, 2 claws) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5
ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2;
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Toughness,
Track

Room #12

West Entry

Unlocked Stone Door (hard 8, 60 hp)


Leads to room #11, inhabited by 1 x Wolverine

East Entry
South Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Unlocked Good Wooden Door (hard 5, 15 hp)
Leads to room #15

Empty

Room #13

West Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Leads to room #15

South Entry
Room Features
Monster

Archway
Several square holes are cut into the walls, Someone has scrawled "Stay
low" on the south wall
1 x Ice Mephit
Ice mephit: CR 3; Small outsider (air, cold, extraplanar); HD 3d8; hp 13;
Init +7; Spd 30 ft. (6 squares), fly 50 ft. (perfect); AC 18 (+1 size, +3 dex,
+4 natural), touch 14, flat-footed 15; Base Atk +3; Grp -1; Atk +4 melee
(1d3 plus 1d4 cold, claw); Full Atk +4 melee (1d3 plus 1d4 cold, 2 claws);
Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon
mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2,
immunity to cold, vulnerability to fire; AL N; SV Fort +3, Ref +6, Will +3;
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills and Feats: Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy
+4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5
with bindings); Dodge, Improved Initiative
Treasure: 300 gp; Alexandrite (500 gp), Deep Blue Spinel (800 gp),
Turquoise (11 gp); Acid (5 flasks, 10 gp each), Masterwork Light Hammer
(Small) (301 gp); hoard total 1962 gp

Room #14

North Entry

Archway

South Entry

Archway

Monster

1 x Wolverine (animal)
Wolverine: CR 2; Medium animal; HD 3d8+15; hp 28; Init +2; Spd 30 ft. (6
squares), burrow 10 ft., climb 10 ft.; AC 14 (+2 dex, +2 natural), touch 12,
flat-footed 12; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk
+4 melee (1d4+2, 2 claws) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5
ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2;
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Toughness,
Track

Trap

Room #15

Idol of Chaos: CR 3; magic device; touch trigger (detect law); automatic


reset; inflict wound (1d6 damage and confused for 1d4 rounds, DC 12 Will
save for half damage only); Search DC 22; Disable Device DC 22

North Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

North Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp)

North Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp)


Leads to room #12

West Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Leads to room #17, inhabited by 1 x Polar Bear

East Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Leads to room #13, inhabited by 1 x Ice Mephit

Room Features

Room #16

West Entry
Room Features

Room #17

North Entry

A toppled statue lies in the north side of the room, A pile of spoiled meat
lies in the north-east corner of the room

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


A group of monstrous faces have been carved into the east wall, Skeletons
hang from chains and manacles against the east and west walls

Archway
Leads to room #10, inhabited by 1 x Wolverine

East Entry #1

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Leads to room #15

East Entry #2
South Entry
Monster

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Archway
1 x Polar Bear (animal)
Polar bear: CR 4; Large animal; HD 8d8+32; hp 68; Init +1; Spd 40 ft. (8
squares), swim 30 ft.; AC 15 (-1 size, +1 dex, +5 natural), touch 10, flatfooted 14; Base Atk +6; Grp +18; Atk +13 (1d8+8, claw); Full Atk +13 melee
(1d8+8, 2 claws) and +8 melee (2d6+4, bite); Space/Reach 10 ft./5 ft.; SA
Improved grab; SQ Low-light vision, scent; AL N; SV Fort +10, Ref +7, Will
+3; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills and Feats: Hide -2*, Listen +5, Spot +7, Swim +16; Endurance, Run,
Track

The Lair of Agon


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