Lvl 1-1

Lvl 1 -1

Monsters

Gnoll

HP 4 STR 12 (Chain 1)
Halberd d6, Reach

  • Ferocious humanoid hyenas. Legend says they were created in a wizard’s experiments.
  • Attack in packs, intimidating its victims with number
  • Critical Damage: the gnoll enters in a rampage after tasting blood, making another attack immediately.

G’ruk Lizardman

HP 5 STR 14 DEX 12 , Scales (1),
Claws x2 (d6) or Bite (d8)

  • Tribal amphibian humanoids with reptilian heads and tails.
  • Carnivorous, eat even the flesh of other humanoids as a display of power.
  • Loyal to G’ruk, the shaman

Lizardman

HP 5 STR 14 DEX 12 Scales and Shield (2)
Club (d6) or Darts (d6-1)

  • Tribal amphibian humanoids with reptilian heads and tails.
  • Carnivorous, eat even the flesh of other humanoids as a display of power.
  • Loyal to the Minotaur King

Centipede

HP 1 STR 6 DEX 10
Bite (d3)

  • 2’ long centipedes that live in damp, underground places.
  • Generally shy, but will attack if approached.
  • Critical Damage: the venom renders the target deprived for up to 10 days (save STR once a day to recover).

1. Entry Hall

  • Floor slick with batshit. Stinks
  • Painted walls now faded. Scenes of general worship.
  • 30′ high ceiling. Covered in bats.
    North to 2
    East to 9a

2. Hall of Bats

  • Deep Guano. Overwhelming Stench
  • 20′ ceilings. Swarming with bats. Light will agitate them

3. Alcove of Bats

  • Deep Guano. Overwhelming Stench
  • 20′ ceilings. Swarming with bats. Light will agitate them
  • Pile of rubble containing Athena head
    East to 5 Door Ajar
    West to 4 Jammed Door

4. Centipede Chapel

  • Pile of ruble with smashed winged victory statue
  • 19 Rat sized Centipedes crawl about
  • Dead centipedes, signs of a fight.

5. Hunting Foray

  • 4 Lizardmen recovering from fight with centipedes.
  • 12 headless half eaten centipedes
  • Secret Door: Disguised as an ornamental panel. Cracked paint portrays a man holding his palm up. Push on palm to open.

6. Spear Trap

  • 2 spear holes in southern wall. Stepping on the red squares twice within a minute will trigger the trap and fire 2 spears down the hallway (d6)
  • A gnoll stands guard at G. Asleep on a 5+. Alerts 7 if he detects anyone.

7. Guardpost-

  • 6 Gnolls stand guard.

8. Hallway

  • Empty hallways sloping downward.

Leave a comment

Your email address will not be published. Required fields are marked *