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The Dark Shrine of Terror 05
The Dark Shrine of Terror 05
Level 5
General Walls Superior Masonry (Athletics DC 20 to climb)
Floor Flagstone
Temperature Cool
Wandering 1 5 x Dread Marauder (mm3 75, 200 xp), returning to their lair
with plunder
Monsters
2 3 x Dragonkin Kobold Channeler (dr2 198, 200 xp), bloodied
and fleeing a more powerful enemy
Room Features A cube of solid stone stands in the west side of the room, and
several pieces of rotten leather are scattered throughout the
room
Room #2 North Entry Trapped and Locked Strong Wooden Door (Thievery DC 30 to
unlock, Strength DC 20 to break, 40 hp)
Ⓣ Teleporter Crystal (Perception DC 12 to find, Thievery DC
12 to disable, Single-shot, Melee 1, Attack +8 vs. Will, the
target is teleported 11 squares, 50 xp)
Monster 1 x Giant Ant Queen (mm2 13, 400 xp) and 4 x Giant Ant
Soldier (mm2 12, 150 xp)
Room #4 North Entry #1 Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)
→ Leads to room #11
Room #5 North Entry Secret (Perception DC 30 to find) Trapped and Locked Good
Wooden Door (Thievery DC 10 to unlock, Strength DC 18 to
break, 30 hp)
Ⓢ The door is concealed behind a pile of skulls
Ⓣ Poison Gas Cloud (Perception DC 17 to find, Thievery DC
12 to disable, Single-shot, Close burst 4, Attack +8 vs.
Fortitude, Damage 3d6+4 poison, 50 xp)
→ Leads to room #1
West Entry Locked Strong Wooden Door (Thievery DC 10 to unlock,
Strength DC 20 to break, 40 hp) (magically reinforced, +5 to
break DC)
Room Features Spirals of black stones cover the floor, and a torn satchel lies
in the south-east corner of the room
Room #6 West Entry Stuck Good Wooden Door (Strength DC 15 to break, 30 hp)
(slides to one side, +1 to break DC)
→ Leads to room #5
Empty
Room #7 North Entry Trapped and Unlocked Simple Wooden Door (Strength DC 10
to break, 20 hp) (slides up, +2 to break DC)
Ⓣ Acidic Burster (Perception DC 12 to find, Thievery DC 12
to disable, Single-shot, Close burst 2, Attack +8 vs. Reflex,
Damage 3d6+4 acid, 50 xp)
→ Leads to room #1
Room Features A ruined siege weapon sits in the north-west corner of the
A ruined siege weapon sits in the north-west corner of the
room, and a rattling noise fills the room
Room #8 North Entry Stuck Strong Wooden Door (Strength DC 18 to break, 40 hp)
→ Leads to room #29
Room Features Ice clouds (provides concealment, deals 1d6+4 cold damage),
An overwhelming stench fills the south-west corner of the
room
Monster 1 x Giant Ant Queen (mm2 13, 400 xp) and 7 x Giant Ant
Soldier (mm2 12, 150 xp)
Room #9 East Entry #1 Stuck Good Wooden Door (Strength DC 15 to break, 30 hp)
None
Empty
Room #11 East Entry Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)
→ Leads to room #20
Room Features A ruined siege weapon sits in the center of the room, and a
sundered axe lies in the north-east corner of the room
Room #12 North Entry Stuck Strong Wooden Door (Strength DC 18 to break, 40 hp)
Room #13 North Entry Trapped and Locked Simple Wooden Door (Thievery DC 10 to
unlock, Strength DC 15 to break, 20 hp)
Ⓣ Concealed Pit (Perception DC 17 to find, Thievery DC 17
to disable, Single-shot, Melee 1, Attack +8 vs. Reflex,
Damage 3d8+4 falling, 50 xp)
Room Features Someone has scrawled "Don't sleep" on the south wall, and a
crushed helm lies in the north side of the room
Room #14 North Entry Secret (Perception DC 15 to find) Stuck Good Wooden Door
(Strength DC 15 to break, 30 hp)
Ⓢ The door is concealed behind a statue of a dread
vampire, and opened by filling his chalice with blood
→ Leads to room #6
Room Features Someone has scrawled "In the Valley of Shadows, when the
Silver Crown is wreathed in flames, the Tower of Blades shall
be lost" on the south wall, and several candles are scattered
throughout the room
Room #15 North Entry Secret (Perception DC 30 to find) Trapped and Stuck Strong
Wooden Door (Strength DC 18 to break, 40 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Arrow Trap (Perception DC 12 to find, Thievery DC 17 to
disable, Single-shot, Target 1 creature within 10 squares,
Attack +10 vs. AC, Damage 3d8+4, 50 xp)
Room Features Psychic resonance (+2 to attacks vs. Will), Mercurial Altar
(creatures may shift their speed as a move action)
Room #17 North Entry Trapped and Stuck Stone Door (Strength DC 22 to break, 40
hp)
Ⓣ Iceshard Blaster (Perception DC 12 to find, Thievery DC
17 to disable, Single-shot, Close blast 2, Attack +8 vs. Reflex,
Damage 3d6+4 cold, 50 xp)
Room Features Mercurial Altar (creatures may shift their speed as a move
action), The floor is covered in square tiles, alternating white
and black
Room #18 West Entry Secret (Perception DC 15 to find) Trapped and Locked Good
Wooden Door (Thievery DC 15 to unlock, Strength DC 18 to
break, 30 hp)
Ⓢ The door is concealed by an illusion
Ⓣ Fire Blaster (Perception DC 12 to find, Thievery DC 17 to
disable, Single-shot, Close blast 4, Attack +8 vs. Reflex,
Damage 3d6+4 fire, 50 xp)
Room #19 North Entry Unlocked Good Wooden Door (Strength DC 12 to break, 30
hp)
Room #20 West Entry Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)
→ Leads to room #11
Room #21 West Entry Unlocked Simple Wooden Door (Strength DC 10 to break, 20
hp)
Room Features A carved stone statue stands in the south-east corner of the
room, and the sound of rushing water can be heard in the
north-west corner of the room
Treasure: None
Room #24 North Entry Locked Strong Wooden Door (Thievery DC 20 to unlock,
Strength DC 20 to break, 40 hp)
Room #25 North Entry Stuck Simple Wooden Door (Strength DC 12 to break, 20 hp)
→ Leads to room #31, inhabited by 5 x Dragonkin Kobold
Channeler
Room Features Linked teleporter circles, A rotting carpet and pile of books sit
in the east side of the room
Treasure: None
Room #26 North Entry Stuck Iron Door (Strength DC 28 to break, 60 hp)
Room Features Anchor Stone (move at least 2 squares per turn or become
immobilized, save ends), A bent dagger lies in the north-east
corner of the room
Room #27 North Entry Unlocked Simple Wooden Door (Strength DC 10 to break, 20
hp)
→ Leads to room #25, inhabited by 4 x Red Dragon
Wyrmling
Room Features Psychic resonance (+2 to attacks vs. Will), A stone stair
ascends towards the west wall
Room #28 North Entry #1 Locked Stone Door (Thievery DC 10 to unlock, Strength DC
25 to break, 40 hp)
Room #30 North Entry Stuck Stone Door (Strength DC 22 to break, 40 hp)
Room Features Entropic altar (healing is only half as effective), A large kiln
and coal bin sit in the south-east corner of the room
Treasure: 306 gp, 126 sp; Feathered Pouch (170 gp), Painted
Glass Sundial (140 gp); +1 Shared Suffering Armor (av 51,
1000 gp) Hide Armor (phb 214), 3 x +1 Shiver-Strike Arrow
(mme 37, 50 gp), 7 x Thunderstone (av 30, 50 gp); hoard total
2128 gp 6 sp
Room #32 West Entry Unlocked Strong Wooden Door (Strength DC 15 to break, 40
hp)
Treasure: None
Room #33 North Entry Stuck Strong Wooden Door (Strength DC 18 to break, 40 hp)
→ Leads to room #17
Treasure: None