Barad Dharkh
Purpose / Function
Architecture
1st Level- Dwarven trade Emporium
The first level of the tower was a bustling underground marker where tradesmen made new and wonderful object with the unique materials the Underdark offered. Brokers arranged shipments of slaves and material down to the 4th level where they would be sold off to the denizens of the Underdark. There appear to be no light sources on this floor. The walls have been masterfully constructed and are surprisingly chip-free after all this time(Climb DC 25). The floors on this level are a rattled flagstone slanting against itself at every opportunity (Balance DC 10 to charge or run) Doors are set for medium humanoids Large creaturs can pass with difficulty huge and larger creatures must resort to trying to smash through the walls. interior walls rais up 20 feet and form arches the angle up another 10 feet where they meet in the center.- the Bellow room- The air here is uncharacteristically fresh and cool. large openings in the northern wall have Iron slats that will allow more or less air to be fed into room five's furnace. gear works on the Eastern wall appear to operated the air-feed that is closed when you walk-in. The room is topped by an iron grate about 100 feet up that covers a dark opening that feeds in air from somewhere deeper in the mountain. The simple wooden door to the northern Door is locked
. The Archway to the east leads to a corridor that connects to room two;Open Lock DC 40, break DC 15; hard 5, 10 hp
- Corridor to 2-there are seven demon-faces carved into the stone of the corridor
- the Count room- The floor is covered in perfect hexagonal tiles 25 hexagonal gold coins are scattered on the floor, and someone has written "Darkness" across the threshold of the northern threshold
from room 5. A Portcullis
Touch of Blindness Rune
- Name
- Touch of Blindness Rune
- Type
- Magic Sgil
- Effects
- (DC 20 Perception) CL-8 Touch of Blindness
- Construction_materials
- 2 parts Octopus Ink and 1 part Elf Tears
- Tags
- Pathfinder, Trap, CR 3
- IsShared
- 1
to the west leads to the corridor that links to room 1One-way Wooden Portcullis
- Name
- One-way Wooden Portcullis
- Type
- Mechanical
- Effects
- (lift DC 25, break DC 28; hard 5, 30 hp) mechanical; Perception DC 20; Disable Device DC 22
- Construction_materials
- Wooden Portcullis and Spring loaded Iron Pin
- Tags
- Pathfinder, Trap, CR 3
- IsShared
- 1
- Corridor to 1-there are seven demon-faces carved into the stone of the corridor
- the Hidden room- This Room is hidden behind a bronze statue of a scowling dwarf warrior, the coin inserted in his mouth to open the door has rolled center of the room. The wall is decorated in Mosaic. if the players look at it in the light they can see a story of hooded assassins climbing out of a dark pit, killing an elven figure and donning dark robes on a pale-skinned dwarf. There is a wooden door
leading to the EastUnlocked Simple Wooden Door (hard 5, 10 hp)
- hidden corridor-Alternating Wraith and Greed faces are carved into the stone of the corridor each end of the corridor terminate at a bronze dwarven warrior standing over a strong box
- Market Entrance- A simple wooden door
is the first barrier to met a visitor upon passing through the Dwarven mouth that acts as the gateway to Barad Dharkh. Inside, the wall is decorated in Mosaic. if the players look at it in the light they can see a procession of humanoids in chains being led to the southern door. There are elves, Orcs, Goblins, and Kobolds being led into the darkness with Armored Dwarves standing over them. The Heads of the Dwarves have been chipped off by vandals who also smeared blood where the heads once met the neck of the dwarven warrior. "Keep Out" was also carved in Orcish runes into the mosaic stone on the Northern wall. The is a jammed doorUnlocked Simple Wooden Door (hard 5, 10 hp)to the south; it was obstructed by an iron spike driven into the flagstone. The door leads to room six.Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
- Inner Market- A Iron Portcullis
bars the western passage into the inner market. A large dwarven idol with ruby eyes sits in the north-west corner of the room rubbish has been pilled up around the idol's feet. The Northern wall is lined with wooden animal cages. The kiosks that once served as market stalls here have been smashed into firewood that is now stacked up along the Eastern wall. A neglected forge sits in the southeastern corner the pit has glowing embers in it and a roasting spit has been placed over them with a roasted goblin dog waiting to be eaten. two passages lead south; the first is an archway that leads to room 2 the second is a wooden doorIron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)that leads to room 1.Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)
- corridor to Room Six- There are seven demon-faces carved into the stone of the corridor. A Wall Scythe trap
is set opposite a face representing greed. A bronze chest sits at the end of the detour of this corridor.
Wall Scythe Trap
- Name
- Wall Scythe Trap
- Type
- Mechanical
- Effects
- Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Melee slashing x4 crit
- Construction_materials
- Counterwieght, Cable and Scythe
- Tags
- Pathfinder, Trap, CR 4
- IsShared
- 1
- corridor to Room Six- There are seven demon-faces carved into the stone of the corridor. A Wall Scythe trap
- Upper Slave Market- Breaking through the stuck door brings the party into the old slave market. metal cages line the southwestern wall and a flagstone podium rises on the east side. In front of the podium on the northern wall is a bronze statue
of a scowling Dwarf Warrior. To the west is a wooden doorSecret (Search DC 25) Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp) it is opened by dropping a coin into its mouththat leads to the corridor to Room five. On the Southern wall are a stone doorTrapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Electrified Lock: CR 4; magic; Perception DC 22; Disable Device DC 20; Trigger touch; Reset none; Effect electric shock (5d6 electricity damage, DC 10 Reflex save for half damage)and an Iron doorStuck Stone Door (break DC 28; hard 8, 60 hp)that lead to the decending corridorLocked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
- corridor to Room five- There are seven demon-faces carved into the stone of the corridor. A Wall Scythe Trap
is set opposite a face representing greed. A bronze chest sits at the end of the detour of this corridor.
Wall Scythe Trap
- Name
- Wall Scythe Trap
- Type
- Mechanical
- Effects
- Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Melee slashing x4 crit
- Construction_materials
- Counterwieght, Cable and Scythe
- Tags
- Pathfinder, Trap, CR 4
- IsShared
- 1
- Decending Corridor- There are seven demon-faces carved into the stone of the corridor. A Thunderstone mine
has been set at the head of the stairs descending to the next level
Thunderstone Mine
- Name
- Thunderstone Mine
- Type
- Magic
- Effects
- Perception DC 24; Disable Device DC 24; Trigger location; Reset none; thunder blast sonic , DC 14 Fort save for half damage multiple targets (all targets in a 10 ft. radius burst)
- Construction_materials
- 3 Thungerstones, Burlap 2 Iron plates and a spring
- Tags
- Pathfinder, Trap, CR 4
- IsShared
- 1
- corridor to Room five- There are seven demon-faces carved into the stone of the corridor. A Wall Scythe Trap
2nd Level- The Necromancer’s Redoubt
The second level of the tower was the slave holding area where the slaves were kept in-between market days. A dwarven necromancer was sealed on this level to establish an arcane line of defense against ages. The sconces of this floor have weakly lit torches that don’t burn but instead are coated in a phosphorescent lichen that emits a pale green light. The walls have been masterfully constructed and are surprisingly chip-free after all this time (Climb DC 25). The floors on this level are smooth flagstone. Doors are set for medium humanoids Large creatures can pass with difficulty huge and larger creatures must resort to trying to smash through the walls. interior walls raise up 20 feet and form arches the angle up another 10 feet where they meet in the center.- The Embalming room- A Locked Simple Wooden Door
leads into the Embalming Room. A faded and torn tapestry hangs from the west wall, and a putrid odor fills the room. Bronze cages line the southern wall and 3-foot-tall canopic jars line the Eastern wall. The jars contain a medium sized Ocre Jelly(Open Lock DC 20, break DC 15; hard 5, 10 hp)and the skeletal remains of the Dwarven defendersCR 5
Ochre Jelly
N L Undead, OozeInitiative: -5 Senses: blindsight 60 ft.; Perception -5This yellow-orange amoeboid creature slithers across the ground, pseudopods grasping ahead of its slow approach.
Defense
AC: 4, touch 4, flat-footed 4 (–5 Dex, –1 size)HP: 63 6d8+36Fortitude: +8 Reflex: -3 Will: -3Defensive Abilities: Split Slashing weapons, piercing weapons, and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original creature’s current hit point total, rounded down. A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 hit points. Immune: electricity, mind-affecting effects, ooze traits, slashing and piercing damageOffense
Speed: 10 ft., climb 10 ft.Melee: slam +5 blugeoning acid and grabSpecial Attacks: constrict blugeoning acidSpace: 10ft Reach: 5ftStatistics
Str 14 , Dex 1 , Con 22 , Int-, Wis 1 , Cha 1 ,Base Attack: BAB +4 CMB: +4 , Grapple CMD: 12 Can't be TrippedFeats: Str 14, Dex 1, Con 22, Int —, Wis 1, Cha 1Skills: Climb +10SQ: Acid An ochre jelly secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe—creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the ochre jelly’s acid damage.Ecology
Environment: temperate underground or marshesOrganization: solitaryOchre jellies are animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. At rest, their flat, pulsing bodies stand roughly 6 inches tall and can stretch out to a wide diameter—in motion, they often ball up into quivering spherical shapes and almost seem to roll as they move. Their malleable bodies allow them to seep through cracks and holes far smaller than the space they fill. Creatures dwelling below ground often attempt to seal up any such cracks to fortify their lairs against ochre jellies.
An ochre jelly’s highly specialized acid only dissolves flesh. This discovery has led many poisoners and hack alchemists to search out specimens for their tinkering. Some specialized weapons have resulted from these experiments that target the living body in wicked ways. Rumors of a slow-release poison that breaks down the cellular walls in living creatures surfaced a few years ago, but its creator guards the secret with his life. Notes in a long-forgotten tome mention a burial practice used in faraway places that resembles cremation. Instead of burning the corpse to ashes, the practitioners seal the body into a stone sarcophagus with an ochre jelly so it can dissolve the body. Afterward, the morticians place the ochre jelly into a large canopic jar, complete with a bronze plaque naming the deceased. This practice protects items entombed with the body (which is quickly reduced to nothing but a polished skeleton), and the creature’s essence, it is believed, still rides along with the living jelly. Ochre jellies stand about 6 inches tall, spread out to a little over 10 feet in diameter, and weigh upward of 2,600 pounds. When in combat, they tend to pile up upon themselves and exude long, dripping pseudopods to slam and grapple anything that moves. Although the typical ochre jelly has stats as presented here, in the deepest reaches of the underground world these mindless predators can grow to enormous sizes. Perhaps more disturbing, though, are rumors of ochre jellies that have developed additional methods of capturing prey. Adventurers speak of jellies capable of poisoning foes with a touch or exuding clouds of noxious gas that burns the eyes and throat, leaving those who draw too near helpless as the immense protoplasmic beast slithers over their bodies and begins to feed.
- Stairway Corridor-there are seven demon-faces carved into the stone of the corridor
- the Slave Quarters- A ladder ascends to a catwalk hanging between the north and south walls, and several iron cages are scattered throughout the room. A Wooden Door
Frost Fangs TrapTrapped and Unlocked Strong Wooden Door (hard 5, 20 hp)from the North leads to the Northeastern corridor that links to room 4. There is a Stone Door
Frost Fangs Trap
- Name
- Frost Fangs Trap
- Type
- mechanical
- Effects
- CR 7; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets of freezing water cold damage , DC 20 Reflex save for half damage; multiple targets (all targets in a 40 ft. square area)
- Tags
- Pathfinder, Trap, CR 7
- IsShared
- 1
and an wooden PortcullisStuck Stone Door (break DC 28; hard 8, 60 hp)on the western wall. Behind the stone door is a corridor that leads to a kneeling emotionless figure holding a small chest. The corridor behind the wooden portcullis leads to room 3. On the south wall another wooden PortcullisWooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced, +10 to break DC)leads to room 5.(lift DC 25, break DC 28; hard 5, 30 hp)- Northeastern Corridor-there are emotionless faces carved into the stone of the corridor a Net Trap
has been set in the hall.
Net Trap
- Name
- Net Trap
- Type
- mechanical
- Effects
- CR 3; Perception DC 22; Disable Device DC 22; Trigger location; Reset manual; Effect ranged attack (grappled, Escape Artist DC 20 to escape multiple targets (all targets in a 10 ft. square area)
- Construction_materials
- 5 lbs of Ettercap Silk and 20 Iron Weights
- Tags
- Pathfinder, Trap, CR 3
- IsShared
- 1
- The Runic Circle- A circle of tall stones stands round the room, the room crackles with arcane energy and the torches glow brighter here than in the rest of the floor. An iron door
to the north connects to room 2. Both wooden doors on the northStuck Iron Door (break DC 28; hard 10, 60 hp)and southStuck Strong Wooden Door (break DC 23; hard 5, 20 hp)feed into a corridor to room 5.Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
- western corridor-Alternating Wraith and Greed faces are carved into the stone of the corridor an Electrified Floortile
defends the passage.
Electrified Floortile
- Name
- Electrified Floortile
- Type
- Magic
- Effects
- CR 3; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect electric shock electricity damage , DC 10 Reflex save for half damage multiple targets (all targets in a 10 ft. sqare)
- Tags
- Pathfinder, Trap, CR 3
- IsShared
- 1
- western corridor-Alternating Wraith and Greed faces are carved into the stone of the corridor an Electrified Floortile
- Barracks- An iron door
Ice Spike TrapTrapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)leads into the tower’s barracks from the stairway corridor. Inside, empty bunks line the north and south walls. Empty weapons and armor racks line the Eastern wall. A small firepit is set central to the room. An archway on the western wall leads into the Northeastern Corridor. An iron door
Ice Dart Trap
- Name
- Ice Dart Trap
- Type
- Magic
- Effects
- CR 3; Perception DC 20; Disable Device DC 20; Trigger proximity (alarm Reset none; Effect Atk Cold
- Tags
- Pathfinder, Trap, CR 3
- IsShared
- 1
Teleporter CrystalTrapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)to the north also opens into the Northeastern Corridor.teleports into a cage in Room 1Teleporter Crystal
- Name
- Teleporter Crystal
- Type
- Magic
- Effects
- CR 7; Perception DC 26; Disable Device DC 22; Trigger touch; Reset none; Effect teleport (teleported into a cage, DC 16 Will save negates)
- Tags
- Pathfinder, Trap, CR 7
- IsShared
- 1
- Northeastern Corridor-there are emotionless faces carved into the stone of the corridor a Net Trap
has been set in the hall.
Net Trap
- Name
- Net Trap
- Type
- mechanical
- Effects
- CR 3; Perception DC 22; Disable Device DC 22; Trigger location; Reset manual; Effect ranged attack (grappled, Escape Artist DC 20 to escape multiple targets (all targets in a 10 ft. square area)
- Construction_materials
- 5 lbs of Ettercap Silk and 20 Iron Weights
- Tags
- Pathfinder, Trap, CR 3
- IsShared
- 1
] - Stairway Corridor-there are seven demon-faces carved into the stone of the corridor
- Common Room- A wooden Portcullis
connects the common room to the Slave Quarters. Inside 12 Tables are set for a garrison that’s no longer here. A large fire pit has been set in the center of the room; it’s equipped with roasting spits and 3 Iron caldrons. A wooden door(lift DC 25, break DC 28; hard 5, 30 hp)to the west leads to the Western Corridor. There is also a Secret PassageStuck Strong Wooden Door (break DC 23; hard 5, 20 hp)10 feet above the floor and concealed behind a tapestry of ghoulish carnage. it leads into the Stairway Corridor.(Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
- corridor to Room Six- There are seven demon-faces carved into the stone of the corridor. A Wall Scythe trap
is set opposite a face representing greed. A bronze chest sits at the end of the detour of this corridor.
Wall Scythe Trap
- Name
- Wall Scythe Trap
- Type
- Mechanical
- Effects
- Perception DC 20; Disable Device DC 20; Trigger location; Reset automatic reset; Melee slashing x4 crit
- Construction_materials
- Counterwieght, Cable and Scythe
- Tags
- Pathfinder, Trap, CR 4
- IsShared
- 1
- corridor to Room Six- There are seven demon-faces carved into the stone of the corridor. A Wall Scythe trap
3rd Level- The Lower Warrens
The third level of the tower was a reception area for Underdark merchants. It was arranged to allow the dwarves who controlled the tower to quickly outnumber any unruly clients and prevent any attempted overrun of the tower. The walls have been masterfully constructed and are surprisingly chip-free after all this time (Climb DC 25). The floors on this level are hewn into the cave floor giving the floors on this level a slicker (Balance DC 10 to charge or run) quality than on the other floors. The phosphorescent lichen from the second floor grows wild here; it forms into patches about every 20 feet giving this floor a haunting bluish light. Doors are set for medium humanoids Large creatures can pass with difficulty huge and larger creatures must resort to trying to smash through the walls. interior walls raise up 20 feet and form arches the angle up another 10 feet where they meet in the center.- The Exchange Room- A Locked Stone Door
Contact PoisonTrapped (Open Lock DC 20, break DC 28; hard 8, 60 hp) (magically reinforced, +10 to break DC)leads into a Small Room with a stone table against the Northern Wall. A faded and torn tapestry hangs from the east wall, and a shattered hammer lies in the south-east corner of the room. An Adamantine Strongbox sits against the Western wall.
Contact Malyass Root Paste
- Name
- Contact Malyass Root Paste
- Type
- mechanical
- Effects
- CR 8; Perception DC 22; Disable Device DC 22; Trigger touch; Reset none; Effect contact poison (malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., Dex Damage , 1 save])
- Construction_materials
- Malyass Root Paste
- Tags
- Pathfinder, Trap, CR 8
- IsShared
- 1
- Southern Corridor- there are emotionless faces carved into the stone of the corridor. a Frost Fangs
has been set in the hall.
Frost Fangs Trap
- Name
- Frost Fangs Trap
- Type
- mechanical
- Effects
- CR 7; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets of freezing water cold damage , DC 20 Reflex save for half damage; multiple targets (all targets in a 40 ft. square area)
- Tags
- Pathfinder, Trap, CR 7
- IsShared
- 1
- the Watchman’s Quarters- A stone bed sets on the Western Wall, in the Southeastern corner is a small stone table. An armor rack is set up beyond the archway on the Eastern wall. A Locked Iron Door
also from the East opens to the Southern Corridor(Open Lock DC 20) (slides up, +2 to break DC)
- Southern Corridor- there are emotionless faces carved into the stone of the corridor. a Frost Fangs
has been set in the hall
Frost Fangs Trap
- Name
- Frost Fangs Trap
- Type
- mechanical
- Effects
- CR 7; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets of freezing water cold damage , DC 20 Reflex save for half damage; multiple targets (all targets in a 40 ft. square area)
- Tags
- Pathfinder, Trap, CR 7
- IsShared
- 1
- Southern Corridor- there are emotionless faces carved into the stone of the corridor. a Frost Fangs
- Underdark Entryway- Inside, the Mosaic from the previous room continues with images of pale figures walking away from the gate with full sacks on their backs and a train of prisoners with Armored Dwarves standing over them. An Iron Portcullis
blocks the passage out to the underdark.(lift DC 25, break DC 28; hard 10, 60 hp)
- False End- An stone door
leads into what appears to be a finely decorated antechamber. The wall is decorated in Mosaic. if the players look at it in the light they can see a procession of humanoids in chains being led to a closed gate on the Eastern Wall. There are elves, Orcs, Goblins, and Kobolds being led into the darkness with Armored Dwarves standing over them. A Secret doorStuck Stone Door (break DC 28; hard 8, 60 hp)hides the passage into the UnderdarkSecret (Search DC 20) Unlocked Stone Door (hard 8, 60 hp) The door is the mosaic Gate and is opened by pressing the lock on the Mosaic
- Dwarven Lobby - An Iron Door
Wyvern Arrow TrapTrapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)and an Iron Door
Wyvern Arrow Trap
- Name
- Wyvern Arrow Trap
- Type
- mechanical
- Effects
- CR 6; Perception DC 20; Disable Device DC 20; Trigger location; Reset none; Effect Atk ranged Piercing /x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., Con Damage , 2 saves])
- Tags
- Pathfinder, Trap, CR 6
- IsShared
- 1
connects the Stairway to the receiving lobby. Inside 12 bronze Dwarven Sentries line the Walls. Three doors are to the South. Two Stone doorsLocked Stone Door (Open Lock DC 40)Lead to the Exchange room and the Southern Corridor, the remaining Stone Door leads to an emptied closetUnlocked Stone Door (hard 8, 60 hp)Stuck Stone Door (break DC 28; hard 8, 60 hp)- Southern Corridor- there are emotionless faces carved into the stone of the corridor. a Frost Fangs
has been set in the hall
Frost Fangs Trap
- Name
- Frost Fangs Trap
- Type
- mechanical
- Effects
- CR 7; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets of freezing water cold damage , DC 20 Reflex save for half damage; multiple targets (all targets in a 40 ft. square area)
- Tags
- Pathfinder, Trap, CR 7
- IsShared
- 1
- Empty Larder – A Locked Stone Door
Bars entry from the West, to the staff dining areas; both the East, Southern Corridor, and Northern passages to the Dining Rooms are blocked by nonfunctional Stone Doors(Open Lock DC 40) (slides down, +1 to break DC)the Racks, bins, and shelves in this room have been empty for decades.(break DC 28; hard 8, 60 hp)
- Southern Corridor- there are emotionless faces carved into the stone of the corridor. a Frost Fangs
has been set in the hall.
Frost Fangs Trap
- Name
- Frost Fangs Trap
- Type
- mechanical
- Effects
- CR 7; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets of freezing water cold damage , DC 20 Reflex save for half damage; multiple targets (all targets in a 40 ft. square area)
- Tags
- Pathfinder, Trap, CR 7
- IsShared
- 1
- Southern Corridor- there are emotionless faces carved into the stone of the corridor. a Frost Fangs
- Eastern Barracks - An Unlocked Stone Door
from the East, leads into a room lined with 20 double bunks and three cold Fire pits; another Unlocked Stone Door(hard 8, 60 hp)leads to a make shift soldier’s shrine to two dwarven gods. To the North is the statue of a Dwarven king holding a great axe in front of him. To the south is a statue of a dwarven woman holding up an empty hand that appears to be holding something that’s no longer there. A beam on light is shining down to her feet. The statue is a mechanical secret door(hard 8, 60 hp)leading to the Western Barracks. Each Alcove houses an Adamantium Strongbox that only opens when the secret passage is open.(Search DC 25) Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC) Placing a mirror in her hand so that the light reflects into her face opens the door
- Western Barracks - An Unlocked Stone Door
from the South, leads into a room lined with 20 double bunks and three cold Fire pits; an Iron Portcullis(hard 8, 60 hp)seals off an animal pen in the northern wall of the room. An stone door(lift DC 25, break DC 28; hard 10, 60 hp)blocks off and alcove to the north. There are five busts lining the Western wall: a child followed by a dwarven soldier, a dwarven woman, a dwarven king the a bust without a head. The last bust conceals a Secret doorStuck Stone Door (break DC 28; hard 8, 60 hp). Another Secret door(Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp) The door only opens when a Crystal Skull is placed on the last bustIs on the eastern wall.(Search DC 25) Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC) The door does not open from this side
- Staff Dining Room - An Unlocked Stone Door
from the south leads into a kitchen with dining space. Cooking pots hang over a firepit on the Eastern wall. A heavy Iron Cauldron sets in the cold pit and Iron pots hang above there is one copper pot on the rack. On the West side of the room there is a long table that would support 10 diners. To the North an Iron Portcullis(hard 8, 60 hp)bars entry into a Holding cell. A Secret door(lift DC 25, break DC 28; hard 10, 60 hp)opens into the passage between the Larder and the Southern Dining Room(Search DC 20) Door (Open Lock DC 25) The door is opened by pulling the chain fused to the copper pot
- Kitchen - An Unlocked Iron Door
from keg room to the south leads into a large kitchen with a Grilling pit, roasting and baking oven. An Iron Portcullis(hard 10, 60 hp)separates the kitchen from the meat lockerlift DC 25, break DC 28; hard 10, 60 hp
- Keg Room An Iron Portcullis
Separates each of the Dining rooms from the Keg Room. A stone dais sits in the west side of the room, and several barrel staves are scattered throughout the room. A Variety of barrels are stacked on the Dias. The two Unlocked Stone Doorslift DC 25, break DC 28; hard 10, 60 hplead to the kitchen(hard 8, 60 hp)
- Commander’s Mess An Iron Portcullis
on the eastern wall leads into a large and exquisite table. With seating for 20. The Secret Doorlift DC 25, break DC 28; hard 10, 60 hpfrom the Northern Dining room does not open from this side(Search DC 20) Locked Stone Door (Open Lock DC 40) A bookcase and section of wall makes a loud grinding noise as it pivots open
- Northern Dining Room - An Unlocked Stone Door
from the Southern Dining room opens into another large Dining Room with a single long stone table running the length of the room. An altar to Moradin has been set along the western wall. An Archway and Stuck Stone Door(hard 8, 60 hp)lead into the Central corridor. The altar conceals a Secret Door(break DC 28; hard 8, 60 hp)to the commander’s mess. An Iron Portcullis(Search DC 20) Locked Stone Door (Open Lock DC 40) placing the candelabra with Moradin’s symbol into the hexagonal space on the altar and turning it clockwise will cause the door to open slightlyto the East leads to the Keg Room.(lift DC 25, break DC 28; hard 10, 60 hp)
- Central Corridor- there are emotionless faces carved into the stone of the corridor.
- Southern Dining Room - A Locked Stone Door
from the Southern Corridor opens into a large Dining Room with a single long stone table running the length of the room. A Locked Iron Door(Open Lock DC 30) (hard 8, 60 hp)on the Southern wall leads to the larder. An Unlocked Stone Door(Open Lock DC 25) (hard 8, 60 hp)on the Northern wall opens into another large Dining Room. An Iron Portcullis(hard 8, 60 hp)opens to the commander’s mess. An Iron Portcullis(lift DC 25, break DC 28; hard 10, 60 hp)to the East Leads to the Keg Room.(lift DC 25, break DC 28; hard 10, 60 hp)
- Southern Corridor- there are emotionless faces carved into the stone of the corridor. a Frost Fangs
has been set in the hall.
Frost Fangs Trap
- Name
- Frost Fangs Trap
- Type
- mechanical
- Effects
- CR 7; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets of freezing water cold damage , DC 20 Reflex save for half damage; multiple targets (all targets in a 40 ft. square area)
- Tags
- Pathfinder, Trap, CR 7
- IsShared
- 1
- Southern Corridor- there are emotionless faces carved into the stone of the corridor. a Frost Fangs
- Sitting room - A Stuck Stone Door
from the Larder opens into an empty room. A Stuck Iron Door(break DC 28; hard 8, 60 hp)along the northern wall leads into the Staff dining room.(break DC 28; hard 10, 60 hp)
- Meat Locker - A Iron Portcullis
from the Kitchen opens into a cold room with a Dwarven rune carved several times into the wall.(lift DC 25, break DC 28; hard 10, 60 hp)
- Holding Cell – A Locked Stone Door
on the east leads into the holding cell from the Western Barracks. A Iron Portcullis(Open Lock DC 30)blocks the way into the actual prisoner’s quarters, and a Iron Portcullis(lift DC 25, break DC 28; hard 10, 60 hp)leads into the Staff Dining room(lift DC 25, break DC 28; hard 10, 60 hp)
- Patrol Post - A Stuck Stone Door
from the central corridor leads into a room with 4 chairs and an hourglass. A Locked Stone Door(break DC 28; hard 8, 60 hp)and a Trapped Iron Portcullis(Open Lock DC 30)Frost Fangs(lift DC 25, break DC 28; hard 10, 60 hp)lead into the eastern barracks
Frost Fangs Trap
- Name
- Frost Fangs Trap
- Type
- mechanical
- Effects
- CR 7; Perception DC 25; Disable Device DC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets of freezing water cold damage , DC 20 Reflex save for half damage; multiple targets (all targets in a 40 ft. square area)
- Tags
- Pathfinder, Trap, CR 7
- IsShared
- 1
History
-800
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