Donjon The Forsaken Crypts of Maraie The Fallen

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28/10/2019 donjon; The Forsaken Crypts of Maraie the Fallen

The Forsaken Crypts of Maraie the Fallen


Level 1

General Dungeon Walls Coral (Climb DC 15)


Dungeon Floor Muck (move at half speed, can't
charge or run)
Special Conditions Completely Underwater
Temperature Cool
Illumination Dark (individual creatures may carry
lights)

Corridors a Patches of mushrooms grow here


c A large demonic idol with ruby eyes sits
in an alcove here
e Poisoned Arrow Trap: CR 3; mechanical;

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28/10/2019 donjon; The Forsaken Crypts of Maraie the Fallen

touch trigger; manual reset; lock bypass


(Open Lock DC 30); Atk +12 ranged (1d8
plus poison, arrow); poison (large
scorpion venom [injury, Fort DC 18, 1d6
Str/1d6 Str]); Search DC 19; Disable
Device DC 15
i A large demonic idol with ruby eyes sits
in an alcove here

Wandering 1 1 x Lacedon (ghoul), investigating a


Monsters strange noise
2 5 x Human Warrior Skeleton, searching
for an object stolen from their lair
3 1 x Manta Ray (animal), gathered around
an evil shrine
4 1 x Squid (animal), trying to lure the
party into an ambush
5 1 x Small Water Elemental, trying to lure
the party into an ambush
6 1 x Lacedon (ghoul), wandering
senselessly

Room #1 East Entry #1 Stuck Simple Wooden Door (break DC


13; hard 5, 10 hp)
East Entry #2 Stuck Iron Door (break DC 28; hard 10,
60 hp)
→ Leads to room #2
South Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)

Room Features A rope ascends to a wooden platform in


the center of the room, and the floor is
covered with claw marks

Room #2 North Entry Unlocked Simple Wooden Door (hard 5,


10 hp)
West Entry Stuck Iron Door (break DC 28; hard 10,
60 hp)
→ Leads to room #1
East Entry Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
South Entry Unlocked Simple Wooden Door (hard 5,
10 hp)

Empty

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28/10/2019 donjon; The Forsaken Crypts of Maraie the Fallen

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