GRUKNOK'S DUNGEON


TRAPS
a, d, e, f: levers (marked in red) toggle swinging walls (marked in black) between their two positions. A lever that operates 'a' is concealed behind the stove (Search vs DC16 to notice). Switch 'd' in 2nd position also extends a 5 ft wide ledge over the southern edge of the large pit.
b: The gigantic crank opens the heavy slab to the south. Up to 8 characters can push the crank at one time. Have the players roll d20+STR mod. If the total of their rolls exceeds 50, the slab rises for 1 rnds + 1 rnd/every 20 points over 50. Then it slams shut. Anyone standing underneath takes 6d6 damage.
c: A tripwire sets off a d6 acid spray overtop the length of the wire. (ST: Reflex 13 for ½)
g: A pressure plate casts Blindness (as per the spell) on the triggerer.

map

1: The Entrance Hallway
2: The Rear Hallway
3a: Feasting Hall
3b: Kitchen
4: Crank Room
5: Sleeping Quarters
6: The '3 Legs' Room
7: The Feeding Room
8: The Corridor Beyond the Slab
9: The Pit Room
10: The 'Doubleback' Room
11: The Maze of Two
12: The Acid Room
13: Gruknok's Lair
14: The Exiting Corridor
15: The Forgotten Room