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The Cyst of Urtar

Level 4
General
Dungeon Walls Superior Masonry (Climb DC 25)
Dungeon Floor Smooth Stone
Temperature Cool
Illumination Dark (individual creatures may carry lights)
Corridors
a An iron chandelier hangs from the ceiling here
c Several alcoves are cut into the walls here
Wandering
Monsters
1 4 x Grimlock, trying to lure the party into an ambush
2 5 x 1st Level Warrior Drow (elf), investigating a strange noise
3 1 x Otyugh, hunting for food
4 1 x Gargoyle, searching for an object stolen from their lair
5 2 x 1st Level Warrior Duergar (dwarf), bloodied and fleeing a more
powerful enemy
6 1 x Otyugh, scavenging for food and treasure
Room #1
North Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
! Leads to room #9, inhabited by 5 x Troglodyte
North Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
Empty
Room #2
North Entry Archway
West Entry #1 Unlocked Stone Door (hard 8, 60 hp)
West Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
Empty
Room #3
North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to
break DC)
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
! Leads to room #9, inhabited by 5 x Troglodyte
Room Features A stone stair ascends towards the north wall, Someone has scrawled "Don't
sleep" on the south wall
Room #4
South Entry Archway
! Leads to room #10, inhabited by 1 x Vampire Spawn
Room Features A stone sarcophagus sits in the south side of the room, Someone has
scrawled an arrow pointing right on the south wall
Monster 5 x Medium Monstrous Spider (vermin)
Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11; Init +3;
Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural), touch 13,
flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6 plus poison, bite);
Full Atk +4 melee (1d6 plus poison, bite); Space/Reach 5 ft./5 ft.; SA
Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N;
SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon Finesse
Treasure: 20 gp; Star Rose Quartz (40 gp); hoard total 60 gp
Room #5
East Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
East Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
South Entry #1 Unlocked Stone Door (hard 8, 60 hp)
South Entry #2 Unlocked Stone Door (hard 8, 60 hp)
South Entry #3 Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room Features Part of the ceiling has collapsed into the room, A pile of rotten rope lies in
the south-east corner of the room
Monster 1 x Otyugh
Otyugh: CR 4; Large aberration; HD 6d8+9; hp 36; Init +0; Spd 20 ft. (4
squares); AC 17 (-1 size, +8 natural), touch 9, flat-footed 17; Base Atk +4;
Grp +8; Atk +4 melee (1d6, tentacle); Full Atk +4 melee (1d6, 2 tentacles)
and -2 melee (1d4, bite); Space/Reach 10 ft./10 ft. (15 ft. with tentacle); SA
Constrict 1d6, disease, improved grab; SQ Darkvision 60 ft., scent; AL N;
SV Fort +3, Ref +2, Will +6; Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6
Skills and Feats: Hide -1*, Listen +6, Spot +6; Alertness, Toughness,
Weapon Focus (tentacle)
Treasure: 17000 cp; hoard total 170 gp
Room #6
West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
Trap Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset;
poison gas (ungol dust [inhaled, Fort DC 15, 1 Cha/1d6 Cha + 1 Cha*]);
multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset
delay (2 rounds); Search DC 20; Disable Device DC 16
Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 20, break DC 28;
hard 10, 60 hp)
100 gp; Ermine Tabard (6000 gp), Gold Chest inlaid with Hepatizon (5000
gp), Silk Pennant trimmed with Fox Fur (80 gp); Climber's Kit (80 gp); hoard
total 11260 gp
Room #7
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room Features A well lies in the north-west corner of the room, A carved stone statue
stands in the north side of the room
Room #8
North Entry Archway
West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room Features A faded and torn tapestry hangs from the north wall, A crater has been
blasted into the floor in the east side of the room
Monster 5 x Troglodyte
Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1;
Spd 30 ft. (6 squares); AC 15 (-1 dex, +6 natural), touch 9, flat-footed 15;
Base Atk +1; Grp +1; Atk +1 melee (1d6, club) or +1 melee (1d4, claw) or
+1 ranged (1d6, javelin); Full Atk +1 melee (1d6, club) and -1 melee (1d4,
claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2 claws) and -1 melee
(1d4, bite) or +1 ranged (1d6, javelin); Space/Reach 5 ft./5 ft.; SA Stench;
SQ Darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con
14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin)
Treasure: 200 gp; Turquoise (13 gp); hoard total 213 gp
Room #9
North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
! Leads to room #3
East Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)
East Entry #2 Archway
South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
! Leads to room #1
Monster 5 x Troglodyte
Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1;
Spd 30 ft. (6 squares); AC 15 (-1 dex, +6 natural), touch 9, flat-footed 15;
Base Atk +1; Grp +1; Atk +1 melee (1d6, club) or +1 melee (1d4, claw) or
+1 ranged (1d6, javelin); Full Atk +1 melee (1d6, club) and -1 melee (1d4,
claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2 claws) and -1 melee
(1d4, bite) or +1 ranged (1d6, javelin); Space/Reach 5 ft./5 ft.; SA Stench;
SQ Darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con
14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin)
Room #10
North Entry Archway
! Leads to room #4, inhabited by 5 x Medium Monstrous Spider (vermin)
East Entry Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to break DC)
Monster 1 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30
ft. (6 squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base
Atk +2; Grp +5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5
melee (1d6+4 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood
drain, domination, energy drain; SQ +2 turn resistance, damage reduction
5/silver, darkvision 60 ft., fast healing 2, gaseous form, cold resistance 10,
electricity resistance 10, spider climb, undead traits; AL NE; SV Fort +1,
Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4,
Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search
+8, Sense Motive +11, Spot +11; Alertness, Improved Initiative, Lightning
Reflexes, Skill Focus (selected Craft or Profession skill), Toughness
Treasure: 200 gp; Bullseye Lantern (12 gp), Disguise Kit (50 gp),
Masterwork Longsword (Medium) (315 gp); hoard total 577 gp
Trap Spiked Pit Trap (80 ft. Deep): CR 5; mechanical; location trigger; manual
reset; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall); pit spikes (Atk +10
melee, 1d4 spikes for 1d4+5 each); Search DC 20; Disable Device DC 20
Hidden Treasure Hidden (Search DC 25) Unlocked Iron Chest (hard 10, 60 hp)
Electrum Cloth Gloves (800 gp), Fine Cloth Coat threaded with Electrum
(300 gp), Fox Fur Mask (400 gp); Chain Shirt (Medium) (100 gp), Darkwood
Buckler (Medium) (175 gp), Masterwork Heavy Pick (Medium) (308 gp);
Buckler (Medium) (175 gp), Masterwork Heavy Pick (Medium) (308 gp);
hoard total 2083 gp
The Cyst of Urtar
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