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
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
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
One-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
Unlocked 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
Unlocked Simple Wooden Door (hard 5, 10 hp)Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
- Inner Market- A Iron Portcullis
Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)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
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
Secret (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 mouthTrapped 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)Stuck Stone Door (break DC 28; hard 8, 60 hp)Locked 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
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
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
(Open Lock DC 20, break DC 15; hard 5, 10 hp)CR 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
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
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
Stuck Stone Door (break DC 28; hard 8, 60 hp)Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced, +10 to break DC)(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
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
Stuck Iron Door (break DC 28; hard 10, 60 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)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
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
Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
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
Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)Teleporter 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
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
(lift DC 25, break DC 28; hard 5, 30 hp)Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)(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
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
Trapped (Open Lock DC 20, break DC 28; hard 8, 60 hp) (magically reinforced, +10 to break DC)
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
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
(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
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
(lift DC 25, break DC 28; hard 10, 60 hp)
- False End- An stone door
Stuck Stone Door (break DC 28; hard 8, 60 hp)Secret (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
Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
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
Locked Stone Door (Open Lock DC 40)Unlocked 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
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
(Open Lock DC 40) (slides down, +1 to break DC)(break DC 28; hard 8, 60 hp)
- Southern Corridor- there are emotionless faces carved into the stone of the corridor. a Frost Fangs
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
(hard 8, 60 hp)(hard 8, 60 hp)(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
(hard 8, 60 hp)(lift DC 25, break DC 28; hard 10, 60 hp)Stuck Stone Door (break DC 28; hard 8, 60 hp)(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 bust(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
(hard 8, 60 hp)(lift DC 25, break DC 28; hard 10, 60 hp)(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
(hard 10, 60 hp)lift DC 25, break DC 28; hard 10, 60 hp
- Keg Room An Iron Portcullis
lift DC 25, break DC 28; hard 10, 60 hp(hard 8, 60 hp)
- Commander’s Mess An Iron Portcullis
lift DC 25, break DC 28; hard 10, 60 hp(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
(hard 8, 60 hp)(break DC 28; hard 8, 60 hp)(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 slightly(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
(Open Lock DC 30) (hard 8, 60 hp)(Open Lock DC 25) (hard 8, 60 hp)(hard 8, 60 hp)(lift DC 25, break DC 28; hard 10, 60 hp)(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
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
(break DC 28; hard 8, 60 hp)(break DC 28; hard 10, 60 hp)
- Meat Locker - A Iron Portcullis
(lift DC 25, break DC 28; hard 10, 60 hp)
- Holding Cell – A Locked Stone Door
(Open Lock DC 30)(lift DC 25, break DC 28; hard 10, 60 hp)(lift DC 25, break DC 28; hard 10, 60 hp)
- Patrol Post - A Stuck Stone Door
(break DC 28; hard 8, 60 hp)(Open Lock DC 30)(lift DC 25, break DC 28; hard 10, 60 hp)
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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