1d6 | Monster | XP | Purpose |
---|---|---|---|
1 | 2,000 | Scouting from another part of the dungeon | |
2 | 1,800 | Searching for an object stolen from its lair | |
3 | 4 Skeleton and 4 Warhorse Skeletons | 600 | Wandering senselessly |
4 | 700 | Wandering senselessly | |
5 | 200 | Wielding bizarre eldrich powers | |
6 | 450 | Returning to its lair with plunder |
History -
- The dungeon was created by a wizard of necromancy as a temple to Arthindol.
Walls -
- Rotting body parts of victims (DC 20 to climb)
Floor -
- Dirt
Dangers -
- Cold temperature (DC 10 Constitution save each hour or gain one level of exhaustion)
- Stench of death (DC 10 Constitution save each hour or become diseased until cured (Lesser Restoration) losing 1HP every 6 seconds)
Illumination -
- Dark (individual creatures may carry lights)