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The Lair of Agon 02
The Lair of Agon 02
Level 2
General
Dungeon Walls
Dungeon Floor
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)
North Entry #1
Archway
North Entry #2
West Entry #1
West Entry #2
West Entry #3
West Entry #4
East Entry #1
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
East Entry
South Entry
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
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
South Entry
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
North Entry #2
West Entry
East Entry
South Entry #1
Archway
Leads to room #8, inhabited by 1 x Wolverine
South Entry #2
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
West Entry #3
East Entry #1
East Entry #2
Archway
Leads to room #9
South Entry
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
West Entry
South Entry
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
South Entry
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
West Entry #1
Archway
Leads to room #6, inhabited by 1 x Troll Skeleton
West Entry #2
Room #10
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
North Entry #2
West Entry
Archway
South Entry #1
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
South Entry #1
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
East Entry
South Entry
Empty
Room #13
West Entry
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
North Entry #1
North Entry #2
North Entry #2
West Entry
East Entry
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
Archway
Leads to room #10, inhabited by 1 x Wolverine
East Entry #1
East Entry #2
South Entry
Monster