First Floor

Each time you enter a new room A d10 is rolled to determine your encounter type. After that a d10 is used to determine which of that encounter you will face.

1-5: Monster

 

1 Death’s Head Fruit Dragon Magazine 339, Page 50
2 Fine Animated Object Dragon Magazine 341, Page 65
3 Bat Monster Manual, Page 268
4 Toad Monster Manual, Page 282
5 Rat Monster Manual, Page 278
6 Mind Leach Fiendfolio, Page 217
7 Psionic Sinew Fiendfolio, Page 218
8 Fiendish Familiar Fiendfolio, Page 219
9 Gutworm Fiendfolio, Page 220
10 Soultick Fiendfolio, Page 220

6-8: Trap

  1. Deeper Pit Trap: CR 1; mechanical; location trigger; manual reset; hidden switch bypass (Search DC 25); DC 15 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5 ft. squares); Search DC 20; Disable Device DC 23
  2. Swinging Block Trap: CR 1; mechanical; touch trigger; manual reset; Atk +5 melee (4d6, stone block); Search DC 20; Disable Device DC 20
  3. Spear Trap: CR 1; mechanical; location trigger; manual reset; Atk +12 ranged (1d8/x3, spear); Search DC 20; Disable Device DC 20; Note: 200 ft. max range, target determined randomly from those in its path.
  4. Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20
  5. Spear Trap: CR 1; mechanical; location trigger; manual reset; Atk +12 ranged (1d8/x3, spear); Search DC 20; Disable Device DC 20; Note: 200 ft. max range, target determined randomly from those in its path.
  6. Teleporter Crystal: CR 1; magic device; touch trigger; no reset; teleport (teleported one level down, DC 12 Will save negates); Search DC 22; Disable Device DC 20
  7. Swinging Block Trap: CR 1; mechanical; touch trigger; manual reset; Atk +5 melee (4d6, stone block); Search DC 20; Disable Device DC 20
  8. Rolling Rock Trap: CR 1; mechanical; location trigger; manual reset; Atk +10 melee (2d6, rock); Search DC 20; Disable Device DC 22
  9. Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20
  10. Fusillade of Darts: CR 1; mechanical; location trigger; manual reset; Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent 5 ft. squares); Search DC 14; Disable Device DC 20

9: Magic Trap
10: Chest

Suppose you are in a well rounded level 1 party consisting of Fighter, Rogue, Wizard, Cleric, Ranger and Monk. What of the following creatures would be LEAST interesting to fight six of at a time.
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